Module:Items/ComparisonTables
Documentation for this module may be created at Module:Items/ComparisonTables/doc
local p = {}
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
local styleOverrides = {
Melee = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)', 'Paladin Gloves', 'Desert Wrappings', 'Almighty Lute', 'Candy Cane', 'Bob's Rake', "Knight's Defender", "Ward of Flame Platebody"},
Ranged = {'Slayer Cowl (Basic)', 'Slayer Leather Body (Basic)', 'Ice Arrows'},
Magic = {'Slayer Wizard Hat (Basic)', 'Slayer Wizard Robes (Basic)', 'Enchanted Shield', 'Elementalist Gloves', 'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
None = {},
NotMelee = {'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
NotRanged = {},
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
}
function p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
if includeModifiers == nil then includeModifiers = false end
if sortByName == nil then sortByName = false end
--Getting some lists set up here that will be used later
--First, the list of columns used by both weapons & armour
local statColumns = {'stabAttackBonus', 'slashAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'meleeStrengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'meleeDefenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction', 'attackLevelRequired', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
if Shared.tableIsEmpty(itemList) then
return Shared.printError('You must select at least one item to get stats for')
end
local isWeaponType = ((itemList[1].validSlots ~= nil and Shared.contains(itemList[1].validSlots, 'Weapon'))
or (itemList[1].occupiesSlots ~= nil and Shared.contains(itemList[1].occupiesSlots, 'Weapon'))) and Shared.contains(weaponTypes, itemList[1].type)
--Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
local ignoreColumns = Shared.clone(statColumns)
for i, item in pairs(itemList) do
local ndx = 1
while Shared.tableCount(ignoreColumns) >= ndx do
if Items._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
table.remove(ignoreColumns, ndx)
else
ndx = ndx + 1
end
end
end
--Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
local attBonusCols = 5
local strBonusCols = 2
local defBonusCols = 3
local lvlReqCols = 4
local ndx = 1
while Shared.tableCount(statColumns) >= ndx do
local colName = statColumns[ndx]
if Shared.contains(ignoreColumns, colName) then
if Shared.contains(colName, 'AttackBonus') then attBonusCols = attBonusCols - 1 end
if Shared.contains(colName, 'trengthBonus') then strBonusCols = strBonusCols - 1 end
if Shared.contains(colName, 'efenceBonus') then defBonusCols = defBonusCols - 1 end
if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
table.remove(statColumns, ndx)
else
ndx = ndx + 1
end
end
--Alright, let's start the table by building the shared header
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
if isWeaponType then
--Weapons have extra columns here for Attack Speed and "Two Handed?"
table.insert(resultPart, '\r\n!colspan="4"|')
else
table.insert(resultPart, '\r\n!colspan="2"|')
end
if attBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..attBonusCols..'"|Attack Bonus')
end
if strBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..strBonusCols..'"|Str. Bonus')
end
if Shared.contains(statColumns, 'magicDamageBonus') then
table.insert(resultPart, '\r\n!colspan="1"|% Dmg Bonus')
end
if defBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..defBonusCols..'"|Defence Bonus')
end
if Shared.contains(statColumns, 'damageReduction') then
table.insert(resultPart, '\r\n!colspan="1"|DR')
end
if lvlReqCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..lvlReqCols..'"|Lvl Req')
end
if includeModifiers and includeDescription then
table.insert(resultPart, '\r\n!colspan="2"|')
elseif includeModifiers or includeDescription then
table.insert(resultPart, '\r\n!colspan="1"|')
end
--One header row down, one to go
table.insert(resultPart, '\r\n|-class="headerRow-1"')
table.insert(resultPart, '\r\n!Item')
table.insert(resultPart, '\r\n!Name')
--Weapons have Attack Speed here
if isWeaponType then
table.insert(resultPart, '\r\n!Attack Speed')
table.insert(resultPart, '\r\n!Two Handed?')
end
--Attack bonuses
if Shared.contains(statColumns, 'slashAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Attack', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'stabAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'blockAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--Strength bonuses
if Shared.contains(statColumns, 'meleeStrengthBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedStrengthBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicDamageBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--Defence bonuses
if Shared.contains(statColumns, 'meleeDefenceBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedDefenceBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicDefenceBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'damageReduction') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
--Level requirements
if Shared.contains(statColumns, 'attackLevelRequired') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Attack', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'defenceLevelRequired') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedLevelRequired') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicLevelRequired') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--If includeModifiers is set to 'true', add the Modifiers column
if includeModifiers then
table.insert(resultPart, '\r\n!Modifiers')
end
--If includeDescription is set to 'true', add the Description column
if includeDescription then
table.insert(resultPart, '\r\n!Description')
end
if sortByName then
table.sort(itemList, function(a, b) return a.name < b.name end)
end
for i, item in ipairs(itemList) do
if isWeaponType then
--Building rows for weapons
local atkSpeed = Items._getItemStat(item, 'attackSpeed', true)
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align: centre;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '\r\n| data-sort-value="' .. atkSpeed .. '" style="text-align:right;" |'..Shared.round(atkSpeed / 1000, 3, 1) .. 's')
--That's the first list out of the way, now for 2-Handed
table.insert(resultPart, '\r\n| style="text-align: right;"|')
table.insert(resultPart, Items._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No')
for j, statName in pairs(statColumns) do
local statValue = Items._getItemStat(item, statName, true)
table.insert(resultPart, '\r\n| style="text-align:right;" class="')
if string.find(statName, '^(.+)LevelRequired$') == nil then
if statValue > 0 then
table.insert(resultPart, 'table-positive')
elseif statValue < 0 then
table.insert(resultPart, 'table-negative')
end
end
table.insert(resultPart, '"|'..Shared.formatnum(statValue))
if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
end
--If requested, add the item Modifiers
if includeModifiers then
table.insert(resultPart, '\r\n|')
local txtLines = {}
local modTxt = Constants.getModifiersText(item.modifiers, true)
if modTxt ~= '' then
table.insert(txtLines, modTxt)
end
--For items with a special attack, show the details
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(txtLines, "'''Special Attack:'''")
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
table.insert(txtLines, spAtt.defaultChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(txtLines, spAtt.description)
end
end
table.insert(resultPart, table.concat(txtLines, '<br/>'))
end
--If requested, add description
if includeDescription then
table.insert(resultPart, '\r\n| ')
table.insert(resultPart, Constants.getDescription(item.customDescription, item.modifiers) or '')
end
else
--Building rows for armour
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
for j, statName in pairs(statColumns) do
local statValue = Items._getItemStat(item, statName, true)
table.insert(resultPart, '\r\n|style="text-align:right;" class="')
if statValue > 0 then
table.insert(resultPart, 'table-positive')
elseif statValue < 0 then
table.insert(resultPart, 'table-negative')
end
table.insert(resultPart, '"|'..Shared.formatnum(statValue))
if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
end
--If requested, add the item Modifiers
if includeModifiers then
table.insert(resultPart, '\r\n| ')
local txtLines = {}
local modTxt = Constants.getModifiersText(item.modifiers, true)
if modTxt ~= '' then
table.insert(txtLines, modTxt)
end
--For items with a special attack, show the details
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(txtLines, "'''Special Attack:'''")
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
table.insert(txtLines, spAtt.defaultChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(txtLines, spAtt.description)
end
end
table.insert(resultPart, table.concat(txtLines, '<br/>'))
end
--If requested, add description
if includeDescription then
table.insert(resultPart, '\r\n| ')
table.insert(resultPart, Constants.getDescription(item.customDescription, item.modifiers) or '')
end
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
if type(slot) == 'number' then
slot = Constants.getEquipmentSlotName(slot)
end
local itemList = Items.getItems(function(item)
-- Exclude Golbin raid exclusives for now, such that they don't
-- pollute various equipment tables
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
return false
end
local isMatch = true
if style == 'Melee' then
if ((Items._getItemStat(item, 'defenceLevelRequired') == nil and Items._getItemStat(item, 'attackLevelRequired') == nil) and not Shared.contains(styleOverrides.Melee, item.name)) or Shared.contains(styleOverrides.NotMelee, item.name) then isMatch = false end
elseif style == 'Ranged' then
if (Items._getItemStat(item, 'rangedLevelRequired') == nil and not Shared.contains(styleOverrides.Ranged, item.name)) or Shared.contains(styleOverrides.NotRanged, item.name) then isMatch = false end
elseif style == 'Magic' then
if (Items._getItemStat(item, 'magicLevelRequired') == nil and not Shared.contains(styleOverrides.Magic, item.name)) or Shared.contains(styleOverrides.NotMagic, item.name) then isMatch = false end
elseif style == 'None' then
if (Items._getItemStat(item, 'defenceLevelRequired') ~= nil or Items._getItemStat(item, 'rangedLevelRequired') ~= nil or Items._getItemStat(item, 'magicLevelRequired') ~= nil or
Shared.contains(styleOverrides.Melee, item.name) or Shared.contains(styleOverrides.Ranged, item.name) or Shared.contains(styleOverrides.Magic, item.name)) and
not Shared.contains(styleOverrides.None, item.name) then
isMatch = false
end
end
if slot == nil or not Shared.contains(item.validSlots, slot) then isMatch = false end
if isMatch and other ~= nil then
if slot == 'Cape' then
-- TODO Would be more reliable if based on items appearing within the relevant shop categories instead
local isSkillcape = Shared.contains(item.name, 'Skillcape') or Shared.contains(item.name, 'Cape of Completion')
if other == 'Skillcapes' then
isMatch = isSkillcape
elseif other == 'No Skillcapes' then
isMatch = not isSkillcape
end
end
if slot == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type
isMatch = other == item.ammoTypeRequired
elseif slot == 'Quiver' then
if other == 'Thrown' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
isMatch = true
else
isMatch = other == item.ammoType
end
end
end
return isMatch
end)
return p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
end
function p.getCategoryTable(frame)
local style = frame.args ~= nil and frame.args[1] or frame[1]
local slot = frame.args ~= nil and frame.args[2] or frame[2]
local other = frame.args ~= nil and frame.args[3] or frame[3]
local includeModifiers = frame.args ~= nil and frame.args.includeModifiers or frame.includeModifiers
local includeDescription = frame.args ~= nil and frame.args.includeDescription or frame.includeDescription
local sortByName = frame.args ~= nil and frame.args.sortByName or frame.sortByName
includeModifiers = includeModifiers ~= nil and string.upper(includeModifiers) == 'TRUE' or false
includeDescription = includeDescription ~= nil and string.upper(includeDescription) == 'TRUE' or false
sortByName = sortByName ~= nil and string.upper(sortByName) == 'TRUE' or false
return p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
end
function p.getTableForList(frame)
local stuffString = frame.args ~= nil and frame.args[1] or frame[1]
local itemNames = Shared.splitString(stuffString, ',')
local includeModifiers = frame.args ~= nil and frame.args[2] or frame[2]
includeModifiers = includeModifiers ~= nil and string.upper(includeModifiers) == 'TRUE' or false
local itemList = {}
local errMsg = 'Some items not found in database: '
local hasErr = false
for i, name in Shared.skpairs(itemNames) do
local nextItem = Items.getItem(Shared.trim(name))
if nextItem == nil then
errMsg = errMsg.." '"..name.."'"
hasErr = true
else
table.insert(itemList, nextItem)
end
end
if hasErr then
return Shared.printError(errMsg)
else
return p._getEquipmentTable(itemList, includeModifiers)
end
end
function p.getDoubleLootTable(frame)
local modsDL = {
'increasedChanceToDoubleLootCombat',
'decreasedChanceToDoubleLootCombat',
'increasedChanceToDoubleLootThieving',
'decreasedChanceToDoubleLootThieving',
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal'
}
local modDetail = {}
for i, modName in pairs(modsDL) do
local mName, mText, mSign, mIsNeg, mValUnsigned = Constants.getModifierDetails(modName)
modDetail[modName] = { mult = (mSign == "+" and 1 or -1) }
end
local itemList = Items.getItems(function(item)
if item.modifiers ~= nil then
for modName, val in pairs(item.modifiers) do
if Shared.contains(modsDL, modName) then return true end
end
return false
end
end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Name!!Bonus!!Description')
for i, item in Shared.skpairs(itemList) do
local lootValue = 0
for modName, modDet in pairs(modDetail) do
lootValue = lootValue + (item.modifiers[modName] or 0) * modDet.mult
end
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|data-sort-value="'..item.name..'"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..lootValue..'"|'..lootValue..'%')
table.insert(resultPart, '||'..(Constants.getDescription(item.customDescription, item.modifiers) or ''))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getStatChangeString(item1, item2)
--Used by getItemUpgradeTable to get the stat change between two items
local changeArray = {}
local getSpecificStatString = function(val1, val2, subStr)
if val1 == nil then val1 = 0 end
if val2 == nil then val2 = 0 end
if val1 ~= val2 then
local txt = string.gsub(subStr, '{V}', Shared.numStrWithSign(val1 - val2))
table.insert(changeArray, txt)
end
end
--Unfortunately just gonna have to manually check all the changes I think...
local statList = {
-- {'statName', 'statDescription'}
{'stabAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Stab Bonus'},
{'slashAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Slash Bonus'},
{'blockAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Block Bonus'},
{'meleeStrengthBonus', '{V} '..Icons.Icon({'Strength', type='skill', notext=true})..' Strength Bonus'},
{'rangedStrengthBonus', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Strength Bonus'},
{'magicStrengthBonus', '{V}% '..Icons.Icon({'Magic', type='skill', notext=true})..' Damage Bonus'},
{'meleeDefenceBonus', '{V} '..Icons.Icon({'Defence', type='skill', notext=true})..' Defence Bonus'},
{'rangedDefenceBonus', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Defence Bonus'},
{'magicDefenceBonus', '{V} '..Icons.Icon({'Magic', type='skill', notext=true})..' Defence Bonus'},
{'damageReduction', '{V}% Damage Reduction'},
{'increasedSlayerXP', '{V}% '..Icons.Icon({'Slayer', type='skill', notext=true})..' Bonus XP'},
{'attackLevelRequired', '{V} '..Icons.Icon({'Attack', type='skill', notext=true})..' Level Required'},
{'defenceLevelRequired', '{V} '..Icons.Icon({'Defence', type='skill', notext=true})..' Level Required'},
{'rangedLevelRequired', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Level Required'},
{'magicLevelRequired', '{V} '..Icons.Icon({'Magic', type='skill', notext=true})..' Level Required'},
}
for i, stat in ipairs(statList) do
if stat[1] == 'increasedSlayerXP' then
getSpecificStatString(Items._getItemModifier(item1, stat[1], 'Slayer'), Items._getItemModifier(item2, stat[1], 'Slayer'), stat[2])
else
getSpecificStatString(Items._getItemStat(item1, stat[1]), Items._getItemStat(item2, stat[1]), stat[2])
end
end
return table.concat(changeArray, '<br/>')
end
function p.getItemUpgradeTable(frame)
local category = frame.args ~= nil and frame.args[1] or frame
local upgradeArray = {}
local isEquipment = false
if string.upper(category) == 'POTION' then
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade) return Shared.contains(upgrade.upgradedItemID, 'Potion') end
)
elseif string.upper(category) == 'OTHER' then
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
if not Shared.contains(upgrade.upgradedItemID, 'Potion') then
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots == nil or Shared.tableIsEmpty(item.validSlots)
end
end
return false
end
)
else
if Constants.getEquipmentSlotID(category) == nil then
return Shared.printError('Invalid option. Choose either an equipment slot, Potion, or Other')
end
isEquipment = true
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots ~= nil and Shared.contains(item.validSlots, category)
end
return false
end
)
end
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Upgraded Item!!Ingredients')
if isEquipment then table.insert(resultPart, '!!Stat Change') end
for i, upgrade in ipairs(upgradeArray) do
local item = Items.getItemByID(upgrade.upgradedItemID)
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
local matArray = {}
local statChangeString = ''
for i, itemCost in ipairs(upgrade.itemCosts) do
local mat = Items.getItemByID(itemCost.id)
if mat ~= nil then
table.insert(matArray, Icons.Icon({mat.name, type='item', qty=itemCost.quantity}))
if isEquipment and item.validSlots ~= nil and mat.validSlots ~= nil and statChangeString == '' then
statChangeString = p.getStatChangeString(item, mat)
end
end
end
if upgrade.gpCost ~= nil and upgrade.gpCost > 0 then
table.insert(matArray, Icons.GP(upgrade.gpCost))
end
if upgrade.scCost ~= nil and upgrade.scCost > 0 then
table.insert(matArray, Icons.SC(upgrade.scCost))
end
table.insert(resultPart, '||'..table.concat(matArray, '<br/>'))
if isEquipment then
table.insert(resultPart, '||'..statChangeString)
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getRuneProvidingItemTable(frame)
local itemArray = Items.getItems(function(item) return item.providedRunes ~= nil end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Item!!Runes Provided')
for i, item in pairs(itemArray) do
local PR = item.providedRunes
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align: centre;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
local runeLines = {}
local sortVal = ''
for j, runePair in pairs(PR) do
local runeID = runePair.id
local qty = runePair.quantity
local rune = Items.getItemByID(runeID)
sortVal = sortVal..rune.name..qty
table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
end
table.insert(resultPart, '\r\n|data-sort-value="'..sortVal..'"|'..table.concat(runeLines, '<br/>'))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p._getDRTable(slots, items)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable" style="width:90%;"')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n! style="width:4%"|DR%')
for i, slot in pairs(slots) do
table.insert(resultPart, '\r\n! '..slot)
end
local DRTable = {}
table.sort(items, function(a, b) return a.name < b.name end)
for i, item in pairs(items) do
local DR = Items._getItemStat(item, 'damageReduction', true)
local EquipSlot = Items._getItemEquipSlot(item)
if DRTable[DR] == nil then
DRTable[DR] = {}
end
if DRTable[DR][EquipSlot] == nil then
DRTable[DR][EquipSlot] = {}
end
table.insert(DRTable[DR][EquipSlot], Icons.Icon({item.name, type='item', expicon = Icons.getExpansionIcon(item.id)}))
end
for DR, SlotTables in Shared.skpairs(DRTable) do
table.insert(resultPart, '\r\n|-\r\n|'..DR..'%')
for i, SlotName in pairs(slots) do
table.insert(resultPart, '\r\n|')
if SlotTables[SlotName] ~= nil then
table.insert(resultPart, table.concat(SlotTables[SlotName], '<br/>'))
end
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getDRTable(frame)
local style = frame.args ~= nil and frame.args[1] or frame
local SlotNames = {}
local ItemList = {}
if style == 'Other' then
SlotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'}
else
SlotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'}
end
ItemList = Items.getItems(function(item)
local isMatch = true
if Items._getItemStat(item, 'damageReduction', true) <= 0 then
return false
end
-- Exclude Golbin raid exclusives for now, such that they don't
-- pollute various equipment tables
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
return false
end
--Using the same checks for Melee/Ranged/Magic that the Equipment Tables use
if style == 'Melee' then
if ((Items._getItemStat(item, 'defenceLevelRequired') == nil and Items._getItemStat(item, 'attackLevelRequired') == nil) and not Shared.contains(styleOverrides.Melee, item.name)) or Shared.contains(styleOverrides.NotMelee, item.name) then isMatch = false end
elseif style == 'Ranged' then
if (Items._getItemStat(item, 'rangedLevelRequired') == nil and not Shared.contains(styleOverrides.Ranged, item.name)) or Shared.contains(styleOverrides.NotRanged, item.name) then isMatch = false end
elseif style == 'Magic' then
if (Items._getItemStat(item, 'magicLevelRequired') == nil and not Shared.contains(styleOverrides.Magic, item.name)) or Shared.contains(styleOverrides.NotMagic, item.name) then isMatch = false end
else
if (Items._getItemStat(item, 'attackLevelRequired') ~= nil or Items._getItemStat(item, 'defenceLevelRequired') ~= nil or Items._getItemStat(item, 'rangedLevelRequired') ~= nil or Items._getItemStat(item, 'magicLevelRequired') ~= nil or
Shared.contains(styleOverrides.Melee, item.name) or Shared.contains(styleOverrides.Ranged, item.name) or Shared.contains(styleOverrides.Magic, item.name)) and
not Shared.contains(styleOverrides.None, item.name) then
isMatch = false
end
end
if isMatch and not Shared.contains(SlotNames, Items._getItemEquipSlot(item)) then
isMatch = false
end
return isMatch
end)
return p._getDRTable(SlotNames, ItemList)
end
return p