Module:Calculator/AgilityObstacle
Documentation for this module may be created at Module:Calculator/AgilityObstacle/doc
local p = {}
local Num = require('Module:Number')
local Constants = require('Module:Constants')
local Agility = require('Module:Skills/Agility')
local Shared = require('Module:Shared')
local Skills = require('Module:Skills')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Debug = require('Module:Debug') -- Comment out when Module is finalised.
-- Adds the the highest level to the dictionary, or the level, if the key isn't present.
local function addHighestLevelRequirement(tbl, skill, level)
Shared.addOrUpdate(tbl, skill,
function(x)
if x then
return math.max(x, level)
else
return level
end
end
)
end
-- Adds the item amount to the dictionary, or just the amount if the key isn't present.
local function concatItemRequirements(tbl, item, amount)
Shared.addOrUpdate(tbl, item,
function(x)
x = x or 0
return x + amount
end
)
end
--- Gets all required levels to build the given obstacle.
local function getLevelRequirements(obstacle)
local levelRequirements = {}
-- Add agility level requirement.
addHighestLevelRequirement(levelRequirements, 'Agility', Skills.getRecipeLevel('Agility', obstacle))
-- Add other level requirements.
if type(obstacle.skillRequirements) == 'table' then
for i, skillReq in ipairs(obstacle.skillRequirements) do
local skillName = Constants.getSkillName(skillReq.skillID)
if skillName ~= nil then
addHighestLevelRequirement(levelRequirements, skillName, skillReq.level)
end
end
end
return levelRequirements
end
local function getItemRequirements(obstacle)
local itemRequirements = {}
if obstacle.gpCost > 0 then
concatItemRequirements(itemRequirements, 'GP', obstacle.gpCost)
end
if obstacle.scCost > 0 then
concatItemRequirements(itemRequirements, 'GP', obstacle.scCost)
end
for j, itemCost in ipairs(obstacle.itemCosts) do
local item = Items.getItemByID(itemCost.id)
concatItemRequirements(itemRequirements, item.name, itemCost.quantity)
end
return itemRequirements
end
local function getObstacle(name)
name = Shared.specialTitleCase(name)
local obstacle = Agility.getObstacle(name)
if obstacle == nil then
return nil
end
-- TODO: Handle pillars and return the same format/table.
-- if obstacle == pillar.....
local obstacleInfo = {
Name = obstacle.name,
Slot = obstacle.category + 1,
LevelRequirements = getLevelRequirements(obstacle),
ItemCosts = getItemRequirements(obstacle),
}
return obstacleInfo
end
function p.calculateCourse(obstacles, checkDoubleSlots)
-- Collect all obstacles and filter out nill values.
local courseObstacles = {}
local courseSlots = {}
for _, v in obstacles do
local currObstacle = getObstacle(v)
if currObstacle then
if checkDoubleSlots and courseSlots[currObstacle.Slot] == true then
error('There are two or more obstacles in the same slot. Obstacle: ' .. currObstacle.Name .. ' Slot: ' .. currObstacle.Slot)
end
courseSlots[currObstacle.Slot] = true
table.insert(courseObstacles, currObstacle)
end
end
-- Calculate the highest level requirements and the total amount of items
-- required to build this agility course.
local courseLevelRequirements = {}
local courseItemCosts = {}
for _, course in courseObstacles do
end
end
function p.main(frame)
local args = frame:getParent().args
return p._main(args)
end
function p._main(args)
local obstacleNames = {}
for i = 1, #args do
if args[i] then
table.insert(obstacleNames, args[i]:match("^%s*(.-)%s*$"))
end
end
p.calculateCourse(obstacleNames, true)
return
end
function p.test()
Debug.log(getObstacle("a lovely jog"))
end
return p