Module:Township
Documentation for this module may be created at Module:Township/doc
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Shop = require('Module:Shop')
local GameData = require('Module:GameData')
local Constants = require('Module:Constants')
local p = {}
local Township = GameData.getSkillData('melvorD:Township')
p.Township = Township
-- Gets a Township building by ID, e.g. melvorF:Hunters_Cabin
function p._getBuildingByID(id)
-- Check for the special statue case
if id == 'melvorF:Statues' then
local building = Shared.clone(GameData.getEntityByID(Township.buildings, id))
building.name = 'Statue of Worship'
return building
else
return GameData.getEntityByID(Township.buildings, id)
end
end
-- Gets a Township building by name, e.g. Hunters Cabin
function p._getBuildingByName(name)
-- Check for the special statue case
if name == 'Statues' then
name = 'Statue of Worship'
end
local STATUE_OF = 'Statue of '
if string.sub(name, 1, string.len(STATUE_OF)) == STATUE_OF then
local building = Shared.clone(GameData.getEntityByID(Township.buildings, 'melvorF:Statues'))
building.name = name
return building
else
return GameData.getEntityByName(Township.buildings, name)
end
end
-- Gets a resource from id
function p._getResourceByID(id)
return GameData.getEntityByID(Township.resources, id)
end
-- Given a building, find the next building upgrade
function p._getBuildingUpgrade(building)
local function checkFunc(entity)
return entity.upgradesFrom ~= nil and entity.upgradesFrom == building.id
end
local upgradesTo = GameData.getEntities(Township.buildings, checkFunc)
if #upgradesTo > 0 then
return upgradesTo[1]
end
return nil
end
-- Given a building, find the building's downgrade
function p._getBuildingDowngrade(building)
if building.upgradesFrom ~= nil then
return p._getBuildingByID(building.upgradesFrom)
end
return nil
end
-- Given a building and biome ID, returns the cost of constructing the building
-- within that biome as a human readable text string. Returns nil if the building
-- cannot be built within that biome.
function p._getBuildingCostText(building, biomeID, delimiter)
-- Basic validation of inputs
if type(building) == 'table' and building.cost ~= nil and biomeID ~= nil then
local delim = delimiter
if delim == nil then
delim = ', '
end
for i, costDef in ipairs(building.cost) do
if costDef.biomeID == biomeID then
local resultPart = {}
for j, cost in ipairs(costDef.cost) do
local resData = p._getResourceByID(cost.id)
if resData ~= nil then
table.insert(resultPart, Icons.Icon({resData.name, type='resource', notext=true, nolink=true, qty=cost.quantity}))
end
end
return table.concat(resultPart, delim)
end
end
end
end
-- Given a building, groups biomes for which that building has a common cost
function p._getBuildingGroupedCosts(building)
local biomeGroups = {}
for i, biomeID in ipairs(building.biomes) do
local currentBiomeCost = p._getBuildingCostText(building, biomeID)
local found = false
for j, biomeGroup in ipairs(biomeGroups) do
if biomeGroup.cost == currentBiomeCost then
-- Another biome exists with this cost
table.insert(biomeGroup.biomeIDs, biomeID)
found = true
break
end
end
if not found then
table.insert(biomeGroups, { biomeIDs = { biomeID }, cost = currentBiomeCost})
end
end
return biomeGroups
end
-- Given a building, returns a text string repesenting the building costs for all biomes
function p._getBuildingGroupedCostText(building)
local resultPart = {}
local biomeGroups = p._getBuildingGroupedCosts(building)
if Shared.tableCount(biomeGroups) == 1 then
-- If only one entry then simply output the cost
table.insert(resultPart, biomeGroups[1].cost)
else
-- Otherwise, split by biome group
for i, biomeGroup in ipairs(biomeGroups) do
local biomeText = {}
for j, biomeID in ipairs(biomeGroup.biomeIDs) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name}))
end
table.insert(resultPart, table.concat(biomeText, ', ') .. ': ' .. biomeGroup.cost)
end
end
return table.concat(resultPart, '<br/>')
end
-- Given a building and biome ID, returns a string displaying the building's benefits,
-- or nil if no benefits
function p._getBuildingBenefitText(building, biomeID, includeModifiers, delimiter)
-- Basic validation of inputs
if type(building) == 'table' and building.provides ~= nil and biomeID ~= nil then
local delim = delimiter
if delim == nil then
delim = ', '
end
local includeMods = includeModifiers
if includeMods == nil then
includeMods = false
end
local providesData = nil
for i, provides in ipairs(building.provides) do
if provides.biomeID == biomeID then
providesData = provides
break
end
end
if providesData ~= nil then
local resultPart = {}
local stats = {
population = 'Population',
happiness = 'Happiness',
education = 'Education',
storage = 'Storage',
worship = 'Worship'
}
local resourceText = function(resName, resType, quantity)
local elemClass = (quantity < 0 and 'text-negative') or 'text-positive'
local resIcon = Icons.Icon({resName, type=resType, notext=true})
return resIcon .. ' <span class="' .. elemClass .. '">' .. Shared.numStrWithSign(quantity) .. '</span>'
end
-- Resources
if providesData.resources ~= nil then
for i, resource in ipairs(providesData.resources) do
local resData = p._getResourceByID(resource.id)
if resData ~= nil and resource.quantity ~= 0 then
table.insert(resultPart, resourceText(resData.name, 'resource', resource.quantity))
end
end
end
-- Other stats
for key, stat in pairs(stats) do
local quantity = providesData[key]
if quantity ~= nil and quantity ~= 0 then
table.insert(resultPart, resourceText(stat, 'township', quantity))
end
end
-- Modifiers
if includeMods and building.modifiers ~= nil then
table.insert(resultPart, Constants.getModifiersText(building.modifiers))
end
if not Shared.tableIsEmpty(resultPart) then
return table.concat(resultPart, delim)
end
end
end
end
-- Given a building, groups biomes for which that building has a common benefit/provides
function p._getBuildingGroupedBenefits(building, includeModifiers)
if includeModifiers == nil then
includeModifiers = true
end
local biomeGroups = {}
for i, biomeID in ipairs(building.biomes) do
local currentBiomeBenefit = p._getBuildingBenefitText(building, biomeID, includeModifiers)
local found = false
for j, biomeGroup in ipairs(biomeGroups) do
if biomeGroup.benefit == currentBiomeBenefit then
-- Another biome exists with this cost
table.insert(biomeGroup.biomeIDs, biomeID)
found = true
break
end
end
if not found then
table.insert(biomeGroups, { biomeIDs = { biomeID }, cost = currentBiomeBenefit})
end
end
return biomeGroups
end
-- Given a building, returns a text string repesenting the building benefits for all biomes
function p._getBuildingGroupedBenefitText(building, includeModifiers)
if includeModifiers == nil then
includeModifiers = true
end
local resultPart = {}
local biomeGroups = p._getBuildingGroupedBenefits(building, includeModifiers)
if Shared.tableCount(biomeGroups) == 1 then
-- If only one entry then simply output the cost
table.insert(resultPart, biomeGroups[1].cost)
else
-- Otherwise, split by biome group
for i, biomeGroup in ipairs(biomeGroups) do
local biomeText = {}
for j, biomeID in ipairs(biomeGroup.biomeIDs) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name}))
end
table.insert(resultPart, table.concat(biomeText, ', ') .. ': ' .. biomeGroup.cost)
end
end
return table.concat(resultPart, '<br/>')
end
-- Returns a sorted list of all Township buildings
function p._sortedBuildings(keepUnsorted)
local ku = true
if keepUnsorted ~= nil then
ku = keepUnsorted
end
return GameData.sortByOrderTable(Township.buildings, Township.buildingDisplayOrder, ku)
end
-- Gets the Township level and population requirements for a tier
-- Returns {population=X, level=X}
function p._getTierRequirements(tier)
return Township.populationForTier[tier]
end
-- Returns a string containing the Township level and population requirements for a tier
function p._getTierText(tier)
local tierData = p._getTierRequirements(tier)
if tierData ~= nil then
local tierText = Icons._SkillReq('Township', tierData.level, false)
if tierData.population > 0 then
tierText = tierText .. '<br/>' .. Icons.Icon({'Population', type='township', notext=true}) .. ' ' .. Shared.formatnum(tierData.population)
end
return tierText
end
end
-- Generates a table of all seasons, their type/requirements, and modifiers
function p.getSeasonTable(frame)
-- Manual data specifying the worship requirement for those rare seasons
local seasonReqs = {
["Nightfall"] = Icons.Icon({'Township%23Worship', 'Bane Worship', img='Statue of Bane', type='building'}),
["SolarEclipse"] = Icons.Icon({'Township%23Worship', 'The Herald Worship', img='Statue of The Herald', type='building'})
}
local seasons = Shared.shallowClone(Township.seasons)
table.sort(seasons, function(a, b) return a.order < b.order end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2" | Season\n!Type\n!Modifiers')
for i, season in ipairs(seasons) do
local ns, localSeasonID = Shared.getLocalID(season.id)
local reqs = seasonReqs[localSeasonID]
table.insert(resultPart, '\n|-')
table.insert(resultPart, '\n|class="table-img"| ' .. Icons.Icon({season.name, type='township', size=50, nolink=true, notext=true}))
table.insert(resultPart, '\n| ' .. Icons.Icon({season.name, type='township', nolink=true, noicon=true}))
table.insert(resultPart, '\n| ' .. (season.order <= 3 and 'Regular' or 'Rare'))
if reqs ~= nil then
table.insert(resultPart, '<br/>Requires ' .. reqs)
end
table.insert(resultPart, '\n| ' .. Constants.getModifiersText(season.modifiers))
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table listing all biomes and their associated requirements
function p.getBiomeTable(frame)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!rowspan="2" colspan="2"| Biome\n!colspan="2"| Requirements')
table.insert(resultPart, '\n|- class="headerRow-1"')
table.insert(resultPart, '\n! ' .. Icons.Icon({'Township', 'Level', type='skill', nolink=true}))
table.insert(resultPart, '\n! ' .. Icons.Icon({'Township', 'Population', img='Population', type='township', section='Population' }))
for i, biome in ipairs(Township.biomes) do
local reqs = p._getTierRequirements(biome.tier)
table.insert(resultPart, '\n|-\n|class="table-img"| ' .. Icons.Icon({biome.name, type='biome', size=50, nolink=true, notext=true}))
table.insert(resultPart, '\n| ' .. biome.name)
table.insert(resultPart, '\n|style="text-align:right"| ' .. reqs.level)
table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. reqs.population .. '"| ' .. Shared.formatnum(reqs.population))
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table showing which buildings can be built in which biomes
-- Skips upgraded buildings
function p.getBuildingBiomeTable(frame)
-- Setup the table
local ret = {}
table.insert(ret, '{| class="wikitable sortable stickyHeader" style="text-align:center"')
-- Generate the table header, one column per biome
local biomeRows = {
['head'] = { '\n|- class="headerRow-0"\n! Building' },
['level'] = { '\n|- class="sorttop"\n! ' .. Icons.Icon({'Township', 'Level', type='skill', nolink=true}) },
['pop'] = { '\n|- class="sorttop"\n! ' .. Icons.Icon({'Township', 'Population', img='Population', type='township', section='Population' }) }
}
for _, biome in ipairs(Township.biomes) do
local reqs = p._getTierRequirements(biome.tier)
table.insert(biomeRows.head, '\n! ' .. Icons.Icon({biome.name, type='biome', notext=true, nolink=true}) .. '<br/>' .. biome.name)
table.insert(biomeRows.level, '\n| ' .. Shared.formatnum(reqs.level))
table.insert(biomeRows.pop, '\n| ' .. Shared.formatnum(reqs.population))
end
table.insert(ret, table.concat(biomeRows.head))
table.insert(ret, table.concat(biomeRows.level))
table.insert(ret, table.concat(biomeRows.pop))
biomeRows = nil
for _, _building in ipairs(p._sortedBuildings(false)) do
-- Fix melvorF:Statues
local building = p._getBuildingByID(_building.id)
-- Skip upgraded buildings
if p._getBuildingDowngrade(building) == nil then
-- Populate the biome habitability data
local buildingBiomes = {}
-- Set all valid biomes to true
for _, biomeid in ipairs(building.biomes) do
buildingBiomes[biomeid] = true
end
-- Build the row
table.insert(ret, '\n|-')
table.insert(ret, '\n!data-sort-value="' .. building.name .. '" style="text-align:left"| ' .. Icons.Icon({building.name, type='building'}))
for _, biome in ipairs(Township.biomes) do
if buildingBiomes[biome.id] then
-- Buildable
table.insert(ret, '\n|class="table-positive"| ✓')
else
-- Invalid biome
table.insert(ret, '\n|style="border:0px"|')
end
end
end
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Generates a table contaning each building plus their relevant information
function p.getBuildingTable(frame)
local resultPart = {}
-- Change structure of biomes data for ease of use later
local biomesByID = {}
for i, biome in ipairs(Township.biomes) do
biomesByID[biome.id] = biome
end
-- Generate table header
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2"|Building\n!Requirements\n!Max Built')
table.insert(resultPart, '\n!Biomes\n!Cost\n!Provides')
local buildings = p._sortedBuildings(false)
for i, building in ipairs(buildings) do
-- Number of rows per building is dictated by number of biomes
local buildingName = (building.id == 'melvorF:Statues' and 'Statue of Worship') or building.name
local firstRow = true
local rowCount = Shared.tableCount(building.biomes)
local rowSpan = (rowCount > 1 and ' rowspan="' .. rowCount .. '"') or ''
local rowSpanOnly = (rowCount > 1 and '|' .. rowSpan) or ''
for j, biomeID in ipairs(building.biomes) do
local biome = biomesByID[biomeID]
if firstRow then
table.insert(resultPart, '\n|-')
table.insert(resultPart, '\n|class="table-img"' .. rowSpan .. '| ' .. Icons.Icon({buildingName, type='building', notext=true, size=50}))
table.insert(resultPart, '\n' .. rowSpanOnly .. '| ' .. Icons.getExpansionIcon(building.id) .. Icons.Icon({buildingName, type='building', noicon=true}))
table.insert(resultPart, '\n|' .. 'data-sort-value="' .. building.tier .. '"' .. rowSpan .. '| ' .. (p._getTierText(building.tier) or ''))
table.insert(resultPart, '\n|style="text-align:right"' .. rowSpan .. '| ' .. building.maxUpgrades)
firstRow = false
else
table.insert(resultPart, '\n|-')
end
-- This section generates by biome rows
table.insert(resultPart, '\n| ' .. Icons.Icon({biome.name, type='biome', nolink=true}))
table.insert(resultPart, '\n| ' .. p._getBuildingCostText(building, biomeID))
local providesText = p._getBuildingBenefitText(building, biomeID)
if building.modifiers ~= nil then
local modText = Constants.getModifiersText(building.modifiers)
if providesText == nil then
providesText = modText
else
providesText = providesText .. '<br/>' .. modText
end
end
table.insert(resultPart, '\n| ' .. (providesText or ''))
end
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Builds the table of trader items
function p.getTraderTable(frame)
local resultPart = {}
-- Build table header
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2"| Item\n!Description\n!style="min-width:60px"| Cost\n!Requirements')
for i, tsResource in ipairs(Township.itemConversions.fromTownship) do
local res = GameData.getEntityByID(Township.resources, tsResource.resourceID)
for j, tradeDef in ipairs(tsResource.items) do
local item = Items.getItemByID(tradeDef.itemID)
local itemDesc = item.customDescription
if itemDesc == nil then
if item.modifiers ~= nil then
itemDesc = Constants.getModifiersText(item.modifiers, false, true)
else
itemDesc = ''
end
end
local resQty = math.max(item.sellsFor, 2)
local costSort = i * 10000 + resQty
table.insert(resultPart, '\n|-\n| ' .. Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\n| ' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '\n| ' .. itemDesc)
table.insert(resultPart, '\n|data-sort-value="' .. costSort ..'" style="text-align:right"| ' .. Icons.Icon({res.name, type='resource', qty=resQty, notext=true}))
table.insert(resultPart, '\n| ' .. Shop.getRequirementString(tradeDef.unlockRequirements))
end
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table showing all the worship options
function p.getWorshipTable()
local function getCheckpointCell(checkpoint)
return '\n|-\n!' .. checkpoint .. '%<br/>' .. Shared.formatnum(checkpoint * Township.maxWorship / 100) .. '/' .. Shared.formatnum(Township.maxWorship)
end
local worships = GameData.getEntities(Township.worships, function(w) return not w.isHidden end)
local ret = {}
table.insert(ret, '{| class="wikitable stickyHeader"')
table.insert(ret, '\n!' .. Icons.Icon({'Worship', type='township', nolink=true}))
-- Names
for _, worship in ipairs(worships) do
table.insert(ret, '\n!' .. Icons.Icon({worship.name, type='monster', size=50}) .. Icons.Icon({'Statue of ' .. worship.name, type='building', size=50, notext=true}))
end
-- Requirements
table.insert(ret, '\n|-\n!Requirements')
for _, worship in ipairs(worships) do
local cellStyle = (Shared.tableIsEmpty(worship.unlockRequirements) and 'class="table-na"') or 'style="text-align:center"'
table.insert(ret, '\n|' .. cellStyle ..'| ' .. Shop.getRequirementString(worship.unlockRequirements))
end
-- Season multipliers
table.insert(ret, '\n|-\n!Bonus Seasons')
for _, worship in ipairs(worships) do
local bonusPart = {}
local cellStyle = 'style="text-align:center"'
if Shared.tableIsEmpty(worship.seasonMultiplier) then
bonusPart, cellStyle = {'None'}, 'class="table-na"'
end
for i, seasonMult in ipairs(worship.seasonMultiplier) do
local season = GameData.getEntityByID(Township.seasons, seasonMult.seasonID)
if season ~= nil then
table.insert(bonusPart, Icons.Icon({season.name, type='township', nolink=true}) .. ' (' .. seasonMult.multiplier .. 'x)')
end
end
table.insert(ret, '\n|' .. cellStyle .. '| ' .. table.concat(bonusPart, '<br/>'))
end
-- Base modifiers
table.insert(ret, getCheckpointCell(0))
for _, worship in ipairs(worships) do
table.insert(ret, '\n| ' .. Constants.getModifiersText(worship.modifiers))
end
-- Checkpoint modifiers
for i, checkpoint in ipairs(Township.worshipCheckpoints) do
table.insert(ret, getCheckpointCell(checkpoint))
for _, worship in ipairs(worships) do
table.insert(ret, '\n| ' .. Constants.getModifiersText(worship.checkpoints[i]))
end
end
-- Total sum
table.insert(ret, '\n|-\n!Total')
for _, worship in ipairs(worships) do
local modifiers = Shared.clone(worship.modifiers)
for _, checkpoint in ipairs(worship.checkpoints) do
for modifier, magnitude in pairs(checkpoint) do
local swappedModifier = string.sub(modifier, 1, string.len('increased')) == 'increased' and string.gsub(modifier, 'increased', 'decreased') or string.gsub(modifier, 'decreased', 'increased')
-- The modifier already exists, so we add the two modifiers together
if modifiers[modifier] ~= nil then
modifiers[modifier] = modifiers[modifier] + magnitude
-- The inverse modifier already exists, so we subtract the negative value of the new modifier
elseif modifiers[swappedModifier] ~= nil then
modifiers[swappedModifier] = modifiers[swappedModifier] - magnitude
-- The modifier does not exist, so create the modifier
else
modifiers[modifier] = magnitude
end
end
end
table.insert(ret, '\n|' .. Constants.getModifiersText(modifiers))
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Gets a building and prepares all the relevant stats for the building, presented as an infobox
function p.getBuildingInfoBox(frame)
local name = frame.args ~= nil and frame.args[1] or frame
local building = p._getBuildingByName(name)
if building == nil then
return Shared.printError('No building named "' .. name .. '" exists in the data module')
end
local ret = {}
-- Header
table.insert(ret, '{| class="wikitable infobox"')
-- Name
table.insert(ret, '\n|-\n! ' .. Icons.getExpansionIcon(building.id) .. building.name)
-- Icon
table.insert(ret, '\n|-\n|style="text-align:center"| ' .. Icons.Icon({building.name, type='building', size='250', notext=true}))
-- ID
table.insert(ret, '\n|-\n| <b>Building ID:</b> ' .. building.id)
-- Tier
local tier = p._getTierText(building.tier)
table.insert(ret, '\n|-\n| <b>Requirements:</b><br/>' .. tier)
-- Upgrades From
table.insert(ret, '\n|-\n| <b>Base Cost:</b>')
local upgradesFrom = p._getBuildingDowngrade(building)
if upgradesFrom ~= nil then
table.insert(ret, '<br/>' .. Icons.Icon({upgradesFrom.name, type='building'}))
end
-- Cost
--table.insert(ret, '<br/>' .. p._getBuildingGroupedCostText(building))
local function getGroupedText(building, groupFunc)
local biomeGroups = groupFunc(building)
if Shared.tableCount(biomeGroups) == 1 then
-- If only one entry then simply output the cost
return biomeGroups[1].cost
else
-- Otherwise, split by biome group
local resultPart = {}
table.insert(resultPart, '{| class="wikitable" style="text-align:center; margin: 0.25em 0 0 0"')
for i, biomeGroup in ipairs(biomeGroups) do
local biomeText = {}
for j, biomeID in ipairs(biomeGroup.biomeIDs) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name}))
end
table.insert(resultPart, '\n|-\n| ' .. table.concat(biomeText, '<br/>'))
table.insert(resultPart, '\n| ' .. biomeGroup.cost)
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
end
table.insert(ret, '\n' .. getGroupedText(building, p._getBuildingGroupedCosts))
-- Upgrades To
local upgradesTo = p._getBuildingUpgrade(building)
if upgradesTo ~= nil then
table.insert(ret, '\n|-\n| <b>Upgrades To:</b>')
table.insert(ret, '<br/>' .. Icons.Icon({upgradesTo.name, type='building'}))
table.insert(ret, '\n' .. getGroupedText(upgradesTo, p._getBuildingGroupedCosts))
end
-- Maximum built
local biomeCount = Shared.tableCount(building.biomes)
local maxText = Shared.formatnum(building.maxUpgrades)
if biomeCount > 1 then
maxText = maxText .. ' per biome, ' .. Shared.formatnum(biomeCount * building.maxUpgrades) .. ' total'
end
table.insert(ret, '\n|-\n| <b>Maximum Built:</b><br/>' .. maxText)
-- Benefits
local benefits = p._getBuildingGroupedBenefitText(building)
if benefits ~= nil and benefits ~= '' then
table.insert(ret, '\n|-\n| <b>Provides:</b><br/>' .. benefits)
end
-- Biomes
table.insert(ret, '\n|-\n| <b>Biomes:</b>')
for _, biomeid in ipairs(building.biomes) do
local biome = GameData.getEntityByID(Township.biomes, biomeid)
table.insert(ret, '<br/>' .. Icons.Icon({biome.name, type='biome', nolink=true}))
end
-- End
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Returns an upgrade table of a building
function p.getBuildingUpgradeTable(frame)
local buildingname = frame.args ~= nil and frame.args[1] or frame
local building = p._getBuildingByName(buildingname)
if building == nil then
return Shared.printError('No building named "' .. buildingname .. '" exists in the data module')
end
-- Let's find the base building
local baseBuilding = building
while true do
local previousBuilding = p._getBuildingDowngrade(baseBuilding)
if previousBuilding ~= nil then
baseBuilding = previousBuilding
else
break
end
end
-- Let's make a list of all the buildings
-- Return empty string if there is only 1 building in the upgrade chain (i.e. no upgrades/downgrades)
local buildingList = {}
local _curBuilding = baseBuilding
while true do
table.insert(buildingList, _curBuilding)
_curBuilding = p._getBuildingUpgrade(_curBuilding)
if _curBuilding == nil then
break
end
end
if #buildingList == 1 then
return ''
end
local ret = {}
table.insert(ret, '\n== Upgrade Chart ==')
table.insert(ret, '\n{| class="wikitable" style="text-align:center"')
-- Name
table.insert(ret, '\n|-\n!colspan="2"| Name')
for _, building in ipairs(buildingList) do
table.insert(ret, '\n!' .. Icons.getExpansionIcon(building.id) .. Icons.Icon({building.name, type='building'}))
end
-- Tier
table.insert(ret, '\n|-\n!colspan="2"| Requirements')
for _, building in ipairs(buildingList) do
table.insert(ret, '\n|' .. p._getTierText(building.tier))
end
-- Cost
local biomeCount = Shared.tableCount(baseBuilding.biomes)
table.insert(ret, '\n|-\n!rowspan="' .. biomeCount .. '"| Cost')
local firstBiome = true
for _, biomeID in ipairs(baseBuilding.biomes) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(ret, (firstBiome and '' or '\n|-') .. '\n! ' .. Icons.Icon({biome.name, type='biome', nolink=true}))
for _, building in ipairs(buildingList) do
local cost = p._getBuildingCostText(building, biomeID)
table.insert(ret, '\n| ' .. cost)
end
firstBiome = false
end
-- Benefits
local benefitText = {}
table.insert(benefitText, '\n|-\n!rowspan="' .. biomeCount .. '"| Benefits')
firstBiome = true
local hasText = false
for _, biomeID in ipairs(baseBuilding.biomes) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(benefitText, (firstBiome and '' or '\n|-') .. '\n! ' .. Icons.Icon({biome.name, type='biome', nolink=true}))
for _, building in ipairs(buildingList) do
local benefit = p._getBuildingBenefitText(building, biomeID, true) or ''
if not hasText and benefit ~= '' then
hasText = true
end
table.insert(benefitText, '\n| ' .. benefit)
end
firstBiome = false
end
if hasText then
-- Only add benefits rows if the building has benefits to display
table.insert(ret, table.concat(benefitText))
end
-- End
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Returns a row containing a task given a title and a task table
function p._getTaskRow(title, task, isDailyTask)
local ret = {}
-- If has description, we will need to rowspan the title by 2, and insert a description with colspan 2
local hasDescription = false
if task.description ~= nil then
hasDescription = true
end
local titlespan = hasDescription == true and 'rowspan="2"|' or ''
-- Title
table.insert(ret, '\n|-')
table.insert(ret, '\n!' .. titlespan .. title)
-- Description
if hasDescription then
table.insert(ret, '\n|colspan="2"|' .. task.description)
table.insert(ret, '\n|-')
end
-- Requirements
table.insert(ret, '\n|')
local requirements = {}
for _, item in ipairs(task.goals.items) do
local itemname = GameData.getEntityByID('items', item.id).name
table.insert(requirements, Shared.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'}))
end
for _, monster in ipairs(task.goals.monsters) do
local monstername = GameData.getEntityByID('monsters', monster.id).name
table.insert(requirements, Shared.formatnum(monster.quantity)..' '..Icons.Icon({monstername, type='monster'}))
end
if type(task.goals.monsterWithItems) == 'table' then
for _, monWithItem in ipairs(task.goals.monsterWithItems) do
local monsterName = GameData.getEntityByID('monsters', monWithItem.monsterID).name
local itemsText = {}
for i, itemID in ipairs(monWithItem.itemIDs) do
local itemName = GameData.getEntityByID('items', itemID).name
table.insert(itemsText, Icons.Icon({itemName, type='item'}))
end
table.insert(requirements, Shared.formatnum(monWithItem.quantity) .. ' ' .. Icons.Icon({monsterName, type='monster'}) .. ' with ' .. table.concat(itemsText, ', ') .. ' equipped')
end
end
for _, skill in ipairs(task.goals.skillXP) do
local skillname = GameData.getSkillData(skill.id).name
table.insert(requirements, Shared.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP')
end
for _, building in ipairs(task.goals.buildings) do
local buildingname = p._GetBuildingByID(building.id).name
table.insert(requirements, Shared.formatnum(building.quantity)..' '..Icons.Icon({buildingname, type='building'}))
end
-- We don't check tasks.requirements (so far it's only used to enumerate the Tutorial tasks so you only see 1 at a time)
table.insert(ret, table.concat(requirements, '<br/>'))
-- Rewards
table.insert(ret, '\n|')
local rewards = {}
local rewardsVariableQty = {}
if task.rewards.gp > 0 and not isDailyTask then
table.insert(rewards, Icons.GP(task.rewards.gp))
end
if task.rewards.slayerCoins > 0 then
if isDailyTask then
table.insert(rewardsVariableQty, Icons.SC())
else
table.insert(rewards, Icons.SC(task.rewards.slayerCoins))
end
end
for _, item in ipairs(task.rewards.items) do
local itemname = GameData.getEntityByID('items', item.id).name
table.insert(rewards, Shared.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'}))
end
for _, skill in ipairs(task.rewards.skillXP) do
if not (isDailyTask and skill.id == 'melvorD:Township') then
local skillname = GameData.getSkillData(skill.id).name
table.insert(rewards, Shared.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP')
end
end
for _, townshipResource in ipairs(task.rewards.townshipResources) do
local resourcename = p._getResourceByID(townshipResource.id).name
table.insert(rewards, Shared.formatnum(townshipResource.quantity)..' '..Icons.Icon({resourcename, type='resource'}))
end
if not Shared.tableIsEmpty(rewardsVariableQty) then
table.insert(ret, '[[Township#Casual Tasks|Variable]] ' .. table.concat(rewardsVariableQty, ', ') .. '<br/>')
end
table.insert(ret, table.concat(rewards, '<br/>'))
-- Unlock requirements, daily task specific
if isDailyTask then
table.insert(ret, '\n|' .. Shop.getRequirementString(task.requirements))
end
return table.concat(ret)
end
-- Returns all the tasks of a given category
-- TODO: Support casual tasks
function p.getTaskTable(frame)
local category = frame.args ~= nil and frame.args[1] or frame
local categoryData = GameData.getEntityByID(Township.taskCategories, category)
local taskData, categoryName, isDailyTask = nil, nil, false
if category == 'Daily' then
isDailyTask = true
taskData = Township.casualTasks
categoryName = 'Casual'
elseif categoryData ~= nil then
taskData = Township.tasks
categoryName = categoryData.name
else
return Shared.printError('Invalid task category specified: ' .. (tostring(category) or 'nil'))
end
local taskcount = 0
local ret = {}
table.insert(ret, '{| class="wikitable lighttable" style="text-align:left"')
table.insert(ret, '\n!Task')
table.insert(ret, '\n!Requirements')
table.insert(ret, '\n!Rewards')
if isDailyTask then
table.insert(ret, '<br/>(In addition to [[Township#Casual Tasks|Variable]] ' .. Icons.GP() .. ' & ' .. Icons.Icon({'Township', type='skill', notext=true}) .. ' XP)')
end
if isDailyTask then
table.insert(ret, '\n!Unlock Requirements')
end
for _, task in ipairs(taskData) do
-- Filter out other categories
if task.category == category then
taskcount = taskcount + 1
local title = categoryName .. ' ' .. taskcount
table.insert(ret, p._getTaskRow(title, task, isDailyTask))
end
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Returns a table containing all the tasks that reference an item or monster
-- e.g. p.getTaskReferenceTable({'Chicken Coop', 'dungeon'})
-- name = item or monster name
-- type = 'item' or 'monster' or 'dungeon'
function p.getTaskReferenceTable(frame)
-- Returns a set containing all the desired IDs
local function GetReferenceIDs(referenceName, referenceType)
local IDs = {}
if referenceType == 'dungeon' then
-- We get the tasks associated with all monsters in the dungeon
local monsters = GameData.getEntityByName('dungeons', referenceName).monsterIDs
for _, monster in ipairs(monsters) do
IDs[monster] = true
end
end
if referenceType == 'item' then
IDs[GameData.getEntityByName('items', referenceName).id] = true
end
if referenceType == 'monster' then
IDs[GameData.getEntityByName('monsters', referenceName).id] = true
end
return IDs
end
-- For a task, returns where to search for the desired IDs, given the type
local function GetGetSearchTables(referenceType)
local function searchItems(task)
return {task.goals.items, task.rewards.items}
end
local function searchMonsters(task)
return {task.goals.monsters}
end
-- item -> searchItems; monster or dungeon -> searchMonsters
return referenceType == 'item' and searchItems or searchMonsters
end
local args = frame.args ~= nil and frame.args or frame
local referenceName = Shared.fixPagename(args[1])
local referenceType = args[2]
local referenceIDs = GetReferenceIDs(referenceName, referenceType)
-- GetSearchTables = function searchItems/Monsters(task)
local GetSearchTables = GetGetSearchTables(referenceType)
local function checkTask(task)
local function checkID(entry)
return referenceIDs[entry.id] ~= nil
end
for _, searchTable in ipairs(GetSearchTables(task)) do
-- Check to see if the table contains any of the IDs in referenceIDs
if searchTable[1] ~= nil then -- Make sure table is not empty
if #GameData.getEntities(searchTable, checkID) ~= 0 then -- Make sure we have at least 1 match
return true
end
end
end
return false
end
-- Find all tasks that contain the desired ids
local tasks = GameData.getEntities(Township.tasks, checkTask)
if #tasks == 0 then
return ''
end
-- Build the table
local ret = {}
table.insert(ret, '==Tasks==')
table.insert(ret, '\n{| class="wikitable" style="text-align:left"')
table.insert(ret, '\n!Task')
table.insert(ret, '\n!Requirements')
table.insert(ret, '\n!Rewards')
for _, task in ipairs(tasks) do
local categoryname = GameData.getEntityByID(Township.taskCategories, task.category).name
local title = '[[Township/Tasks#'..categoryname..'|'..categoryname..']]'
table.insert(ret, p._getTaskRow(title, task, false))
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
return p