Module:CombatAreas
Data is pulled from Module:GameData/data
NOTE: Some tables are in Module:CombatAreas/AreaTables to prevent loop from referencing Monsters
local p = {}
local Constants = mw.loadData('Module:Constants/data')
local AreaData = mw.loadData('Module:CombatAreas/data')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
function processArea(area, index, type)
local result = Shared.clone(area)
result.id = index - 1
if result.name == nil then
result.name = result.areaName
end
result.type = type
return result
end
function p.getArea(name)
local result = nil
--There are three types of areas but the lists are pretty short so looping all of them isn't a real issue
for i, area in pairs(AreaData.combatAreas) do
if area.areaName == name then
return processArea(area, i, 'combat')
end
end
for i, area in pairs(AreaData.slayerAreas) do
if area.areaName == name then
return processArea(area, i, 'slayer')
end
end
for i, area in pairs(AreaData.dungeons) do
if area.name == name then
return processArea(area, i, 'dungeon')
end
end
return nil
end
function p.getAreaByID(type, id)
if type == 'dungeon' then type = 'dungeons'
elseif type == 'combat' then type = 'combatAreas'
elseif type == 'slayer' then type = 'slayerAreas' end
return processArea(AreaData[type][id + 1], id + 1)
end
function p.getAreaFilterType(type, name)
local areaName = nil
if type == 'dungeon' then areas = AreaData.dungeons
elseif type == 'combat' then areas = AreaData.combatAreas
elseif type == 'slayer' then areas = AreaData.slayerAreas
else return nil end
for i, area in pairs(areas) do
if type == 'dungeon' then areaName = area.name
else areaName = area.areaName end
if areaName == name then
return processArea(area, i, type)
end
end
return nil
end
function p.getAreaStat(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame[1]
local statName = frame.args ~= nil and frame.args[2] or frame[2]
local area = p.getArea(areaName)
if area == nil then
return "ERROR: Could not find an area named "..areaName
end
if statName == 'slayerLevel' then
return Icons._SkillReq('Slayer', area.slayerLevel)
end
if statName == 'slayerItem' then
if area.slayerItem ~= nil and area.slayerItem > 0 then
local slayItem = Items.getItemByID(area.slayerItem)
return Icons.Icon({slayItem.name, type='item'})
else
return 'None'
end
end
return area[statName]
end
function p.getMonsterAreas(monsterID)
local areaArray = {}
--There are three types of areas but the lists are pretty short so looping all of them isn't a real issue
for i, area in pairs(AreaData.combatAreas) do
if Shared.contains(area.monsters, monsterID) then
table.insert(areaArray, processArea(area, i, 'combat'))
end
end
for i, area in pairs(AreaData.slayerAreas) do
if Shared.contains(area.monsters, monsterID) then
table.insert(areaArray, processArea(area, i, 'slayer'))
end
end
for i, area in pairs(AreaData.dungeons) do
if Shared.contains(area.monsters, monsterID) then
table.insert(areaArray, processArea(area, i, 'dungeon'))
end
end
return areaArray
end
return p