Module:SkillUnlocks: Difference between revisions

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local p = {}
local p = {}


--This module polls various game data sources to produce a full list of skill
-- This module polls various game data sources to produce a full list of skill
--level unlocks for each skill. The game has a hard-coded set of "milestones"
-- level unlocks for each skill. The game has a hard-coded set of "milestones"
--for each skill that does the same thing, but it is not exhaustive and not
-- for each skill that does the same thing, but it is not exhaustive and not
--permanently visible for most combat skills.
-- permanently visible for most combat skills.
 
-- TODO: Args to filter by level range and unlock type


local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
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local CombatAreas = require('Module:CombatAreas')
local CombatAreas = require('Module:CombatAreas')
local Shop = require('Module:Shop')
local Shop = require('Module:Shop')
local Township = require('Module:Township')
local GameData = require('Module:GameData')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local SkillData = GameData.skillData
local Num = require('Module:Number')


-- This excludes certain checks pertinent to all skills, like equipment
local SKILL_CHECK_MAP = {
local SKILL_CHECK_MAP = {
['Attack'] = {},
['Attack'] = {},
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['Prayer'] = {'prayers'},
['Prayer'] = {'prayers'},
['Slayer'] = {'areas'},
['Slayer'] = {'areas'},
['Farming'] = {'gathering'},
['Farming'] = {'mastery', 'gatheringitems', 'farmingplots'},
['Township'] = {},
['Township'] = {'townshipunlocks'},
['Woodcutting'] = {'gathering'},
['Woodcutting'] = {'mastery', 'gatheringitems'},
['Fishing'] = {'gathering'},
['Fishing'] = {'mastery', 'gatheringitems'},
['Firemaking'] = {'firemaking'},
['Firemaking'] = {'mastery', 'firemaking'},
['Cooking'] = {'artisan'},
['Cooking'] = {'mastery', 'artisanitems'},
['Mining'] = {'gathering'},
['Mining'] = {'mastery', 'gatheringitems'},
['Smithing'] = {'artisan'},
['Smithing'] = {'mastery', 'artisanitems'},
['Thieving'] = {'artisan'},
['Thieving'] = {'mastery', 'thieving'},
['Fletching'] = {'artisan'},
['Fletching'] = {'mastery', 'artisanitems'},
['Crafting'] = {'artisan'},
['Crafting'] = {'mastery', 'artisanitems'},
['Runecrafting'] = {'artisan'},
['Runecrafting'] = {'mastery', 'artisanitems'},
['Herblore'] = {'artisan'},
['Herblore'] = {'mastery', 'artisanitems'},
['Agility'] = {},
['Agility'] = {'mastery', 'agilityslots'},
['Summoning'] = {'artisan'},
['Summoning'] = {'mastery', 'artisanitems'},
['Astrology'] = {},
['Astrology'] = {'mastery', 'constellations'},
['Alt. Magic'] = {'altmagic'},
['Alt. Magic'] = {'altmagic'},
}
}
local TYPE_SORT_ORDER = {
local TYPE_SORT_ORDER = {
['spell'] = 1,
['special'] = 1,
['prayer'] = 2,
['biome'] = 2,
['gathering'] = 3,
['building'] = 3,
['artisan'] = 4,
['plot'] = 4,
['item'] = 5,  
['obstacleslot'] = 5,
['combatArea'] = 6,
['pillar'] = 6,
['slayerArea'] = 7,
['spell'] = 7,
['dungeon'] = 8
['prayer'] = 8,
['thieving'] = 9,
['constellation'] = 10,
['gathering'] = 11,
['artisan'] = 12,
['item'] = 13,  
['combatArea'] = 14,
['slayerArea'] = 15,
['dungeon'] = 16,
['shop'] = 17,
['trader'] = 18,
['obstacle'] = 19
}
}
local VERBS_PER_SUBTYPE = {
local VERBS_PER_SUBTYPE = {
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['Magic Book'] = 'Wield',
['Magic Book'] = 'Wield',
['Ranged Weapon'] = 'Wield',
['Ranged Weapon'] = 'Wield',
['Ammo'] = 'Use',
['Ammo'] = 'Wield',
['Equipment'] = 'Wear',
['Equipment'] = 'Wear',
['Armour'] = 'Wear',
['Armour'] = 'Wear',
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['ancient'] = 'Cast',
['ancient'] = 'Cast',
['archaic'] = 'Cast',
['archaic'] = 'Cast',
['prayer'] = 'Cast',
['prayer'] = 'Use',
['altMagic'] = 'Cast',
['altMagic'] = 'Cast',
['tree'] = 'Cut',
['tree'] = 'Cut',
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['melvorF:SkillPotions'] = 'Brew',
['melvorF:SkillPotions'] = 'Brew',
['melvorF:CombatPotions'] = 'Brew',
['melvorF:CombatPotions'] = 'Brew',
['log'] = 'Burn'
['log'] = 'Burn',
['npc'] = 'Pickpocket',
['constellation'] = 'Study',
['shop'] = 'Purchase',
['plot'] = 'New',
['biome'] = 'Access',
['basicBuilding'] = 'Build',
['trader'] = 'Trade for',
['obstacle'] = 'Build',
['obstacleslot'] = 'Build',
['pillar'] = 'Build'
}
}
local SUBTYPE_OVERRIDES = {
local SUBTYPE_OVERRIDES = {
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}
}
local SUBTYPE_SORT_OVERRIDES = {
local SUBTYPE_SORT_OVERRIDES = {
['melvorD:Bars'] = '1',
['melvorF:StandardRunes'] = '1',
['melvorF:StandardRunes'] = '1',
['log'] = '1'
['log'] = '1'
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['level'] = 40,
['level'] = 40,
['entities'] = {'Rune 2H Sword', 'Rune Battleaxe', 'Rune Dagger', 'Rune Scimitar', 'Rune Sword'}
['entities'] = {'Rune 2H Sword', 'Rune Battleaxe', 'Rune Dagger', 'Rune Scimitar', 'Rune Sword'}
},
{
['verb'] = 'Wear',
['name'] = 'Melee Slayer Gear (Basic)',
['level'] = 1,
['entities'] = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)'}
},
},
{
{
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['level'] = 40,
['level'] = 40,
['entities'] = {'Yew Longbow', 'Yew Shortbow'}
['entities'] = {'Yew Longbow', 'Yew Shortbow'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Hats',
['level'] = 10,
['entities'] = {'Blacksmiths Hat', 'Burning Mans Hat', 'Crafters Hat', 'Fishermans Hat', 'Fletchers Hat', 'Miners Hat', 'Performance Enhancing Hat', 'Potion Makers Hat', 'Runecrafters Hat', 'Star Gazing Hat', 'Woodcutters Hat'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Bodies',
['level'] = 20,
['entities'] = {'Blacksmiths Body', 'Burning Mans Body', 'Crafters Body', 'Fishermans Body', 'Fletchers Body', 'Miners Body', 'Performance Enhancing Body', 'Potion Makers Body', 'Runecrafters Body', 'Star Gazing Body', 'Woodcutters Body'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Leggings',
['level'] = 40,
['entities'] = {'Blacksmiths Leggings', 'Burning Mans Leggings', 'Crafters Leggings', 'Fishermans Leggings', 'Fletchers Leggings', 'Miners Leggings', 'Performance Enhancing Leggings', 'Potion Makers Leggings', 'Runecrafters Leggings', 'Star Gazing Leggings', 'Woodcutters Leggings'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Boots',
['level'] = 60,
['entities'] = {'Blacksmiths Boots', 'Burning Mans Boots', 'Crafters Boots', 'Fishermans Boots', 'Fletchers Boots', 'Miners Boots', 'Performance Enhancing Boots', 'Potion Makers Boots', 'Runecrafters Boots', 'Star Gazing Boots', 'Woodcutters Boots'}
}
}
}
}
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end
end
end
end
-- Sort it so the results are rendered consistently
--[[
table.sort(entityList, function(a, b)
if a.type ~= b.type then
return a.type < b.type
else
end
end)
--]]
return otherReqs
return otherReqs
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return reqs
return reqs
end
function p._addEntities(frame)
local args = frame.args ~= nil and frame.args or frame
local entityList = args[1]
local data = args[2]
local entityType = args.type
local typeParam = args.typeParam
local subType = args.subType
local subTypeParam = args.subTypeParam
local otherReqsFunc = args.otherReqsFunc
for i, entity in ipairs(data) do
local processed = {}
processed.entityName = entity.name
processed.entityType = p._getEntityTrueSubtype(typeParam ~= nil and entity[typeParam] or entityType)
processed.subType = subTypeParam ~= nil and entity[subTypeParam] or subType
processed.skillLevel = entity.level
processed.otherReqs = otherReqsFunc ~= nil and otherReqsFunc(entity) or {}
table.insert(entityList, processed)
end
return entityList
end
end


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end)
end)
-- TODO: This can probably be made into a generic function for each entity
for i, item in ipairs(itemList) do
for i, item in ipairs(itemList) do
local processed = {}
local processed = {}
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for i, area in ipairs(areaList) do
for i, area in ipairs(areaList) do
local processed = {}
local processed = {}
processed.entity = area
processed.entityName = area.name
processed.entityName = area.name
processed.entityType = area.type
processed.entityType = area.type
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end
end


function p._addSpellsWithSkillRequirement(entityList, skillName)
function p._addShopPurchasesWithSkillRequirements(entityList, skillName)
local purchaseList = Shop.getPurchases(function(purchase)
local hasSkillReq = false
for i, req in ipairs(purchase.purchaseRequirements) do
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
hasSkillReq = true
end
end
return hasSkillReq
end)
for i, purchase in ipairs(purchaseList) do
-- Skip skillcapes here, as we handle them with items
if purchase.category ~= 'melvorD:Skillcapes' and purchase.category ~= 'melvorTotH:SuperiorSkillcapes' then
local processed = {}
processed.entity = purchase
processed.entityName = Shop._getPurchaseName(purchase)
processed.entityType = 'shop'
processed.subType = Shop._getPurchaseType(purchase)
for a, req in ipairs(purchase.purchaseRequirements) do
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
processed.skillLevel = req.level
end
end
processed.otherReqs = p._getOtherSkillReqs(purchase.purchaseRequirements, skillName)
table.insert(entityList, processed)
end
end
return entityList
end
 
function p._addTraderItemsWithSkillRequirements(entityList, skillName)
-- Iterate over each tradable resource, then each item you can get with it
for i, tsResource in ipairs(Township.Township.itemConversions.fromTownship) do
for j, tsPurchase in ipairs(tsResource.items) do
-- Does this purchase require the current skill?
local hasCurrentSkill = false
local currentSkillLevel = 0
for k, req in ipairs(tsPurchase.unlockRequirements) do
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
hasCurrentSkill = true
currentSkillLevel = req.level
end
end
if hasCurrentSkill then
local item = Items.getItemByID(tsPurchase.itemID)
local processed = {}
processed.entity = item
processed.entityName = item.name
processed.entityType = 'trader'
processed.subType = 'trader'
processed.skillLevel = currentSkillLevel
processed.otherReqs = p._getOtherSkillReqs(tsPurchase.unlockRequirements, skillName)
table.insert(entityList, processed)
end
end
end
return entityList
end
 
function p._addAgilityObstaclesWithSkillRequirements(entityList, skillName)
for i, obstacle in ipairs(SkillData.Agility.obstacles) do
for j, req in ipairs(obstacle.skillRequirements) do
-- Does this obstacle require the current skill?
local hasCurrentSkill = false
local currentSkillLevel = 0
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
hasCurrentSkill = true
currentSkillLevel = req.level
end
if hasCurrentSkill then
local processed = {}
processed.entity = obstacle
processed.entityName = obstacle.name
processed.entityType = 'obstacle'
-- Category is zero-indexed
processed.subType = 'Obstacle ' .. tostring(obstacle.category + 1)
processed.skillLevel = currentSkillLevel
processed.otherReqs = p._getOtherSkillReqs(obstacle.skillRequirements, skillName)
table.insert(entityList, processed)
end
end
end
return entityList
end
 
function p._addSpells(entityList, skillName)
-- Alt. Magic is in a separate function
-- Alt. Magic is in a separate function
local SPELL_TYPES = {'standardSpells', 'auroraSpells', 'curseSpells', 'ancientSpells', 'archaicSpells'}
local SPELL_TYPES = {'standardSpells', 'auroraSpells', 'curseSpells', 'ancientSpells', 'archaicSpells'}
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-- Iterate through each spell type and each spell within that type
-- Iterate through each spell type and each spell within that type
for i, spellType in ipairs(SPELL_TYPES) do
for i, spellType in ipairs(SPELL_TYPES) do
for j, spell in ipairs(GameData.rawData[spellType]) do
entityList = p._addEntities({entityList, GameData.rawData[spellType], type='spell', subTypeParam='spellBook', otherReqsFunc=p._getSpellReqs})
local processed = {}
processed.entity = spell
processed.entityName = spell.name
processed.entityType = 'spell'
processed.subType = spell.spellBook
processed.skillLevel = spell.level
processed.otherReqs = p._getSpellReqs(spell)
table.insert(entityList, processed)
end
end
end
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end
end


function p._addAltMagicWithSkillRequirement(entityList, skillName)
function p._addAltMagic(entityList, skillName)
for i, spell in ipairs(GameData.getSkillData('melvorD:Magic')['altSpells']) do
entityList = p._addEntities({entityList, GameData.getSkillData('melvorD:Magic')['altSpells'], type='spell', subType='altMagic', otherReqsFunc=p._getSpellReqs})
return entityList
end
 
function p._addPrayers(entityList, skillName)
entityList = p._addEntities({entityList, GameData.rawData.prayers, type='prayer', subType='prayer'})
return entityList
end
 
function p._addFiremakingActions(entityList, skillName)
for i, fireLog in ipairs(SkillData.Firemaking.logs) do
local processed = {}
local processed = {}
processed.entity = spell
local logItem = Items.getItemByID(fireLog.logID)
processed.entityName = spell.name
processed.entityName = logItem.name
processed.entityType = 'spell'
processed.entityType = 'item'
processed.subType = spell.spellBook
processed.subType = 'log'
processed.skillLevel = spell.level
processed.skillLevel = fireLog.level
processed.otherReqs = p._getSpellReqs(spell)
processed.otherReqs = {}
table.insert(entityList, processed)
table.insert(entityList, processed)
end
end
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end
end


function p._addPrayersWithSkillRequirement(entityList, skillName)
function p._addThievingTargets(entityList, skillName)
for i, prayer in ipairs(GameData.rawData.prayers) do
entityList = p._addEntities({entityList, SkillData.Thieving.npcs, type='thieving', subType='npc'})
return entityList
end
 
function p._addConstellations(entityList, skillName)
entityList = p._addEntities({entityList, SkillData.Astrology.recipes, type='constellation', subType='constellation'})
return entityList
end
 
function p._addFarmingPlots(entityList, skillName)
for i, plot in ipairs(SkillData.Farming.plots) do
local plotName = 'Unknown Plot'
if plot.categoryID == 'melvorD:Allotment' then
plotName = 'Allotment Plot'
elseif plot.categoryID == 'melvorD:Herb' then
plotName = 'Herb Plot'
elseif plot.categoryID == 'melvorD:Tree' then
plotName = 'Tree Plot'
end
local processed = {}
local processed = {}
processed.entity = prayer
processed.entityName = plotName
processed.entityName = prayer.name
processed.entityType = 'plot'
processed.entityType = 'prayer'
processed.subType = plot.categoryID
processed.subType = 'prayer'
processed.skillLevel = plot.level
processed.skillLevel = prayer.level
processed.otherReqs = {}
processed.otherReqs = {}
table.insert(entityList, processed)
table.insert(entityList, processed)
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end
end


function p._addFiremakingActionsWithSkillRequirement(entityList, skillName)
function p._addTownshipUnlocks(entityList, skillName)
for i, fireLog in ipairs(SkillData.Firemaking.logs) do
-- This one is weird, because some of the data uses tiers and not levels
-- Add all of the biomes
for i, biome in ipairs(Township.Township.biomes) do
local tierReqs = Township._getTierRequirements(biome.tier)
local processed = {}
processed.entityName = biome.name
processed.entityType = 'biome'
processed.subType = 'biome'
processed.skillLevel = tierReqs.level
processed.otherReqs = {['population'] = tierReqs.population}
table.insert(entityList, processed)
end
-- Add all of the buildings
for i, building in ipairs(Township.Township.buildings) do
local tierReqs = Township._getTierRequirements(building.tier)
local processed = {}
processed.entityName = building.name == 'Statues' and 'Statue of Worship' or building.name
processed.entityType = 'building'
processed.subType = building.upgradesFrom ~= nil and 'upgradedBuilding' or 'basicBuilding'
processed.upgradesFrom = Township._getBuildingDowngrade(building)
processed.skillLevel = tierReqs.level
processed.otherReqs = {['population'] = tierReqs.population}
table.insert(entityList, processed)
end
-- Add the fact that health starts decreasing at level 15
local specialHealth = {
['entityType'] = 'special',
['subType'] = 'special',
['skillLevel'] = 15,
['overrideText'] = 'Township health has a 25% chance to decrease by 1% per update'
}
table.insert(entityList, specialHealth)
return entityList
end
 
function p._addAgilityObstacleSlotsAndPillars(entityList, skillName)
for i, level in ipairs(SkillData.Agility.obstacleUnlockLevels) do
local processed = {}
local processed = {}
local logItem = Items.getItemByID(fireLog.logID)
processed.entityName = 'Obstacle ' .. i
processed.entityName = logItem.name
processed.entityType = 'obstacleslot'
processed.entityType = 'item'
processed.subType = 'obstacleslot'
processed.subType = 'log'
processed.skillLevel = level
processed.skillLevel = fireLog.level
processed.otherReqs = {}
processed.otherReqs = {}
table.insert(entityList, processed)
table.insert(entityList, processed)
end
end
-- Manually add pillars
table.insert(entityList, {['entityName'] = 'Passive Pillars', ['entityType'] = 'pillar', ['subType'] = 'pillar', ['skillLevel'] = 99, ['otherReqs'] = {}})
table.insert(entityList, {['entityName'] = 'Elite Passive Pillars', ['entityType'] = 'pillar', ['subType'] = 'pillar', ['skillLevel'] = 120, ['otherReqs'] = {}})
return entityList
return entityList
end
end


function p._addGatherablesWithSkillRequirement(entityList, skillName)
function p._addGatherables(entityList, skillName)
-- Figure out what to look up based on the skill
-- Figure out what to look up based on the skill
local sourceData = {}
local sourceData = {}
Line 1,019: Line 1,239:
processed['entityName'] = gatherable.name
processed['entityName'] = gatherable.name
elseif skillName == 'Mining' then
elseif skillName == 'Mining' then
processed['subType'] = node.type
processed['subType'] = node.category
elseif skillName == 'Farming' then
elseif skillName == 'Farming' then
processed['entityName'] = gatherable.name
processed['entityName'] = gatherable.name
Line 1,034: Line 1,254:
end
end


function p._addRecipesWithSkillRequirement(entityList, skillName)
function p._addRecipes(entityList, skillName)
-- Figure out what to look up based on the skill
-- Figure out what to look up based on the skill
local sourceData = SkillData[skillName].recipes
local sourceData = SkillData[skillName].recipes
Line 1,056: Line 1,276:
table.insert(entityList, processed)
table.insert(entityList, processed)
end
end
return entityList
end
function p._addSkillMastery(entityList, skillName)
-- Add the "Skill Mastery" perk when relevant
table.insert(entityList, {['entityName'] = 'Skill Mastery', ['entityType'] = 'special', ['subType'] = 'skillmastery', ['skillLevel'] = 99, ['otherReqs'] = {}})
return entityList
return entityList
Line 1,062: Line 1,289:
local SOURCE_FUNCS = {
local SOURCE_FUNCS = {
['areas'] = p._addAreasWithSkillRequirement,
['areas'] = p._addAreasWithSkillRequirement,
['spells'] = p._addSpellsWithSkillRequirement,
['spells'] = p._addSpells,
['altmagic'] = p._addAltMagicWithSkillRequirement,
['altmagic'] = p._addAltMagic,
['prayers'] = p._addPrayersWithSkillRequirement,
['prayers'] = p._addPrayers,
['gathering'] = p._addGatherablesWithSkillRequirement,
['gatheringitems'] = p._addGatherables,
['artisan'] = p._addRecipesWithSkillRequirement,
['artisanitems'] = p._addRecipes,
['firemaking'] = p._addFiremakingActionsWithSkillRequirement
['firemaking'] = p._addFiremakingActions,
['thieving'] = p._addThievingTargets,
['constellations'] = p._addConstellations,
['shop'] = p._addShopPurchasesWithSkillRequirements,
['farmingplots'] = p._addFarmingPlots,
['townshipunlocks'] = p._addTownshipUnlocks,
['agilityslots'] = p._addAgilityObstacleSlotsAndPillars,
['mastery'] = p._addSkillMastery
}
}


Line 1,081: Line 1,315:
else
else
for i, req in ipairs(entity.otherReqs) do
for i, req in ipairs(entity.otherReqs) do
-- TODO: "Completion" requirement
-- TODO: "Completion" requirement? Might not be needed
if req.type == 'SkillLevel' then
if req.type == 'SkillLevel' then
local skillInfo = Icons.Icon({Constants.getSkillName(req.skillID), type='skill', notext='true'}) .. ' ' .. req.level
local skillInfo = Icons.Icon({Constants.getSkillName(req.skillID), type='skill', notext='true'}) .. ' ' .. req.level
Line 1,089: Line 1,323:
-- If you only need to clear it once (Impending Darkness),
-- If you only need to clear it once (Impending Darkness),
-- don't bother listing the count
-- don't bother listing the count
local appendCount = ''
if req.count > 1 then
if req.count > 1 then
appendCount = ' ' .. req.count .. ' clears'
table.insert(extraReqs, Icons.Icon({dungeonName, type='dungeon', qty=req.count, notext=true}) .. ' clears')
else
table.insert(extraReqs, Icons.Icon({dungeonName, type='dungeon', notext=true}) .. ' cleared')
end
end
local dungeonInfo = Icons.Icon({dungeonName, type='dungeon', notext=true}) .. appendCount
table.insert(extraReqs, dungeonInfo)
elseif req.type == 'MonsterKilled' then
elseif req.type == 'MonsterKilled' then
local monsterName = GameData.getEntityByID('monsters', req.monsterID).name
local monsterName = GameData.getEntityByID('monsters', req.monsterID).name
Line 1,105: Line 1,338:
table.insert(extraReqs, Shop._getPurchaseIcon({req.purchase}))
table.insert(extraReqs, Shop._getPurchaseIcon({req.purchase}))
elseif req.type == 'totalMastery' then
elseif req.type == 'totalMastery' then
table.insert(extraReqs, Shared.formatnum(req.mastery) .. ' ' .. Icons.Icon({req.skill, type='skill', notext=true}) .. ' ' .. Icons.Icon({'Mastery'}))
table.insert(extraReqs, Num.formatnum(req.mastery) .. ' ' .. Icons.Icon({req.skill, type='skill', notext=true}) .. ' ' .. Icons.Icon({'Mastery'}))
elseif req.type == 'TownshipBuilding' then
local building = Township._getBuildingByID(req.buildingID)
table.insert(extraReqs, Icons.Icon({building.name, type='building', qty=req.count}))
end
end
end
end
Line 1,119: Line 1,355:


function p._prepareSingleEntity(entity, skillName)
function p._prepareSingleEntity(entity, skillName)
-- Farming crops are...special
-- Special children that need extra attention
if entity.overrideText then
return entity.overrideText
end
if entity.subType == 'skillmastery' then
return 'Gain ' .. Icons.Icon({skillName, type='skill', notext='true'}) .. ' [[Mastery#The_Mastery_Pool|Skill Mastery]]'
end
if skillName == 'Farming' and entity.seed then
if skillName == 'Farming' and entity.seed then
return 'Plant ' .. Icons.Icon({entity.seed.name, type='item'}) .. ' to grow ' .. Icons.Icon({entity.entityName, type='item'})
return 'Plant ' .. Icons.Icon({entity.seed.name, type='item'}) .. ' to grow ' .. Icons.Icon({entity.entityName, type='item'})
    end
end
if skillName == 'Township' and entity.upgradesFrom then
return 'Upgrade ' .. Icons.Icon({entity.upgradesFrom.name, type='building'}) .. ' to ' .. Icons.Icon({entity.entityName, type='building'})
end
-- What are you doing with the thing you unlock? ("verbs")
-- What are you doing with the thing you unlock? ("verbs")
Line 1,134: Line 1,379:
-- Icon overrides
-- Icon overrides
local iconType = entity.entityType
local iconType = entity.entityType
local iconName = entity.entityName
local iconLink = entity.entityName
local iconText = entity.entityName
local iconImg = entity.entityName
local noLink = ''
if entity.entityType == 'slayerArea' then
if entity.entityType == 'slayerArea' then
iconType = 'combatArea'
iconType = 'combatArea'
Line 1,144: Line 1,392:
if entity.subType == 'fish' then
if entity.subType == 'fish' then
iconType = 'item'
iconType = 'item'
elseif entity.subType == 'Essence' or entity.subType == 'Ore' or entity.subType == 'Gem' then
elseif Shared.contains({
'melvorD:Ore',
'melvorD:Essence',
'melvorD:Gem',
'melvorItA:AbyssalOre',
'melvorItA:AbyssalGem',
'melvorItA:Outcrop',
'melvorItA:AbyssalEssence'
}, entity.subType) then
iconType = 'rock'
iconType = 'rock'
else
else
iconType = entity.subType
iconType = entity.subType
end
end
iconName = entity.item.name
iconLink = entity.item.name
end
end
if entity.entityType == 'artisan' then
if entity.entityType == 'artisan' or entity.entityType == 'trader' then
iconType = 'item'
iconType = 'item'
end
if entity.entityType == 'shop' then
iconType = string.lower(entity.subType)
end
if entity.entityType == 'plot' then
iconType = 'skill'
iconLink = 'Farming'
iconImg = 'Farming'
noLink = 'true'
end
if entity.entityType == 'obstacle' then
iconType = 'agility'
end
if entity.entityType == 'obstacleslot' then
iconType = 'agility'
iconLink = 'Obstacles'
end
if entity.entityType == 'pillar' then
iconType = 'agility'
iconLink = 'Passive_Pillars'
end
end
-- Any other requirements?
-- Any other requirements or post-scripts?
local extraReqs = p._prepareOtherReqs(entity)
local extraReqs = p._prepareOtherReqs(entity)
local extraPost = ''
if entity.entityType == 'obstacle' then
extraPost = ' in ' .. entity.subType
end
return verb .. Icons.Icon({iconName, entity.entityName, img=entity.entityName, type=iconType}) .. extraReqs
return verb .. Icons.Icon({iconLink, iconText, img=iconImg, type=iconType, nolink=noLink}) .. extraPost .. extraReqs
end
end


Line 1,178: Line 1,458:
end
end


function p._getSkillUnlockTable(skillName)
function p._getSkillUnlockTable(skillName, args)
local itemsOnly = args.itemsOnly ~= nil and args.itemsOnly or false
-- TODO: Pass these min/max level params along to filter by them
local minLevel = args.minLevel ~= nil and args.minLevel or 0
local maxLevel = args.maxLevel ~= nil and args.maxLevel or 999
-- What do we need to check for this skill? Avoid checking everything for
-- What do we need to check for this skill? Avoid checking everything for
-- every skill to save time...except for items, because every skill at least
-- every skill to save time, except for a few broad things
-- has skillcapes with a level requirement
local entityList = {}
local entityList = {}
entityList = p._addItemsWithSkillRequirement(entityList, skillName)
entityList = p._addItemsWithSkillRequirement(entityList, skillName)
for i, dataSource in ipairs(SKILL_CHECK_MAP[skillName]) do
entityList = SOURCE_FUNCS[dataSource](entityList, skillName)
if not itemsOnly then
entityList = p._addShopPurchasesWithSkillRequirements(entityList, skillName)
entityList = p._addTraderItemsWithSkillRequirements(entityList, skillName)
entityList = p._addAgilityObstaclesWithSkillRequirements(entityList, skillName)
-- Now loop through the stuff relevant to this skill
for i, dataSource in ipairs(SKILL_CHECK_MAP[skillName]) do
entityList = SOURCE_FUNCS[dataSource](entityList, skillName)
end
end
end
Line 1,230: Line 1,522:
-- Skip this one if it's in a gear set we've already listed
-- Skip this one if it's in a gear set we've already listed
local entityGearSet = nil
local entityGearSet = nil
if entity.entityType == 'item' then
if entity.entityType == 'item' or entity.entityType == 'shop' then
for i, gearSet in ipairs(GEAR_SETS) do
for i, gearSet in ipairs(GEAR_SETS) do
if Shared.contains(gearSet.entities, entity.entityName) then
if Shared.contains(gearSet.entities, entity.entityName) then
Line 1,273: Line 1,565:


function p.getSkillUnlockTable(frame)
function p.getSkillUnlockTable(frame)
local skillName = frame.args ~= nil and frame.args[1]
local args = frame.args ~= nil and frame.args or frame
return p._getSkillUnlockTable(skillName)
local skillName = args[1]
end
return p._getSkillUnlockTable(skillName, args)
 
function p.test()
local purchase = Shop.getPurchaseByID('melvorTotH:Corundum_Axe')
mw.log(Shop._getPurchaseIcon({purchase, notext='true'}))
end
end


return p
return p
2,875

edits