Module:Items/ComparisonTables: Difference between revisions

no edit summary
(Shrink equipment table header icons; Fixed resistance stats)
No edit summary
Line 20: Line 20:
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
}
}
-- Special ID to identify two-handed weapons
local twoHandedWeaponID = '2hWeapons'


local function getSlotID(slot)
local function getSlotID(slot)
-- If slot is a slot name, convert it to the slot ID instead
local slotID = Shared.getNamespacedID('melvorD', slot)
local slotID = Shared.getNamespacedID('melvorD', slot)
local slotData = GameData.getEntityByID('equipmentSlots', slotID)
local slotData = GameData.getEntityByID('equipmentSlots', slotID)
-- Validate slotID
 
if slotData == nil then
if slotData == nil then
-- Special case for 2h weapons. Assume 1h weapons otherwise.
if slot == twoHandedWeaponID then
return 'melvorD:' .. twoHandedWeaponID
end
-- slotID invalid, check if user provided a slot name
-- slotID invalid, check if user provided a slot name
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
Line 47: Line 54:
end
end


function p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
local function getAttackSpeed(item)
if includeModifiers == nil then includeModifiers = false end
if item.equipmentStats ~= nil and item.equipmentStats['attackSpeed'] ~= nil then
if sortByName == nil then sortByName = false end
return item.equipmentStats['attackSpeed'] or 4000
end
return 0
end


--Getting some lists set up here that will be used later
local function getItems(slotID)
--First, the list of columns used by both weapons & armour
local _, slotLocalID = Shared.getLocalID(slotID)
local statColumns = {
'stabAttackBonus', 'slashAttackBonus', 'blockAttackBonus',
local sortFunc = function(item)
'rangedAttackBonus', 'magicAttackBonus', 'meleeStrengthBonus',
-- Exclude the debug item
'rangedStrengthBonus', 'magicDamageBonus', 'meleeDefenceBonus',
if item.id == 'melvorD:DEBUG_ITEM' then
'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction',
return false
'resistanceAbyssal', 'resistanceEternal', 'attackLevelRequired',
end
'strengthLevelRequired', 'defenceLevelRequired', 'rangedLevelRequired',
-- Exclude Golbin raid exclusives for now, such that they don't pollute various equipment tables
'magicLevelRequired', 'attackAbyssalLevel', 'strengthAbyssalLevel',
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
'defenceAbyssalLevel', 'rangedAbyssalLevel', 'magicAbyssalLevel'
return false
}
end


if Shared.tableIsEmpty(itemList) then
if not Shared.contains(item.validSlots, slotLocalID) then  
return Shared.printError('You must select at least one item to get stats for')
if slotLocalID == twoHandedWeaponID then
end
return Items._getItemStat(item, 'isTwoHanded')
end
end


local isWeaponType = ((itemList[1].validSlots ~= nil and Shared.contains(itemList[1].validSlots, 'Weapon'))
if slotLocalID == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type
or (itemList[1].occupiesSlots ~= nil and Shared.contains(itemList[1].occupiesSlots, 'Weapon'))) and Shared.contains(weaponTypes, itemList[1].type)
return other == item.ammoTypeRequired
 
elseif slotLocalID == 'Quiver' then
--Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
if other == 'Thrown' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
local ignoreColumns = Shared.clone(statColumns)
return true
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
else
ndx = ndx + 1
return other == item.ammoType
end
end
end
end
return false
end
end


--Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
return Items.getItems(sortFunc)
local attBonusCols = 5
end
local strBonusCols = 2
 
local defBonusCols = 3
--== Helper Functions for getCategoryTable ==--
local lvlReqCols = 5
local function createStatCell(row, statVal)
local abyssalLvlReqCols = 5
local cell = row:tag('td')
local ndx = 1
if statVal > 0 then
while Shared.tableCount(statColumns) >= ndx do
cell:addClass('table-positive')
local colName = statColumns[ndx]
elseif statVal < 0 then
if Shared.contains(ignoreColumns, colName) then
cell:addClass('table-negative')
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, 'AbyssalLevel') then abyssalLvlReqCols = abyssalLvlReqCols - 1 end
if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
table.remove(statColumns, ndx)
else
ndx = ndx + 1
end
end
end
cell:css('text-align', 'right')
return cell
end


--Alright, let's start the table by building the shared header
local function addStatCell(row, item, stat)
local resultPart = {}
local statVal = 0
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
if item.equipmentStats ~= nil then
if isWeaponType then
statVal = item.equipmentStats[stat] or 0
--Weapons have extra columns here for Attack Speed and "Two Handed?"
table.insert(resultPart, '\r\n!colspan="5"|')
else
table.insert(resultPart, '\r\n!colspan="3"|')
end
end
if attBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..attBonusCols..'"|Attack Bonus')
return createStatCell(row, statVal)
:wikitext(statVal)
end
 
local function addDRCell(row, item)
local dr = 0
local icon = nil
-- Grab damage reduction figure
if item.equipmentStats ~= nil then
if item.equipmentStats.damageReduction then
dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction'
elseif item.equipmentStats.resistanceAbyssal then
dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance'
elseif item.equipmentStats.resistanceEternal then
dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance'
end
end
end
if strBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..strBonusCols..'"|Str. Bonus')
local cell = createStatCell(row, dr)
-- Add DR icons, if there's any value
if dr ~= 0 then
cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ')
end
end
if Shared.contains(statColumns, 'magicDamageBonus') then
table.insert(resultPart, '\r\n!colspan="1"|% Dmg Bonus')
-- Add DR value
cell:wikitext(dr .. '%')
return cell
end
 
local function getRequirements(item)
if item.equipRequirements == nil then  
return nil
end
end
if defBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..defBonusCols..'"|Defence Bonus')
local function getSkillName(skillID)
local _, localSkillID = GameData.getLocalID(skillID)
return localSkillID
end
end
if Shared.contains(statColumns, 'damageReduction') then
table.insert(resultPart, '\r\n!colspan="1"|DR')
local iconFuncs = {
end
['AbyssalLevel'] = function(x)  
if Shared.contains(statColumns, 'resistanceAbyssal') then
return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level
table.insert(resultPart, '\r\n!colspan="1"|AR')
end,
end
['SkillLevel'] = function(x)  
if Shared.contains(statColumns, 'resistanceEternal') then
return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level
table.insert(resultPart, '\r\n!colspan="1"|ER')
end,
end
}
if lvlReqCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..lvlReqCols..'"|Lvl Req')
local reqs = {}
end
local abyssalSkills = {}
if abyssalLvlReqCols > 0 then
local highestLvReq = 0
table.insert(resultPart, '\r\n!colspan="'..abyssalLvlReqCols..'"|A. Lvl Req')
end
-- Filter out all Abyssal Levels
if includeModifiers and includeDescription then
    for _, req in ipairs(item.equipRequirements) do
table.insert(resultPart, '\r\n!colspan="2"|')
        if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end
elseif includeModifiers or includeDescription then
    end
table.insert(resultPart, '\r\n!colspan="1"|')
end
-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry
--One header row down, one to go
-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement.
table.insert(resultPart, '\r\n|-class="headerRow-1"')
    for _, req in ipairs(item.equipRequirements) do
table.insert(resultPart, '\r\n!Item')
if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then
table.insert(resultPart, '\r\n!Name')
-- Add requirement via factory function.
table.insert(resultPart, '\r\n![[DLC]]')
local func = iconFuncs[req.type]
--Weapons have Attack Speed here
if func then table.insert(reqs, func(req)) end
if isWeaponType then
table.insert(resultPart, '\r\n!Attack Speed')
-- Track highest level for data sorting.
table.insert(resultPart, '\r\n!Two Handed?')
local lv = req.level or 0
end
if lv > highestLvReq then highestLvReq = lv end
--Attack bonuses
end
if Shared.contains(statColumns, 'slashAttackBonus') then
    end
table.insert(resultPart, '\r\n!'..Icons.Icon({'Attack', type='skill', size=20, notext='true'}))
   
end
    if Shared.tableIsEmpty(abyssalSkills) == false then
if Shared.contains(statColumns, 'stabAttackBonus') then
    highestLvReq = highestLvReq + 99
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', size=20, notext='true'}))
    end
end
 
if Shared.contains(statColumns, 'blockAttackBonus') then
return {
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', size=20, notext='true'}))
['datasortvalue'] = highestLvReq,
end
['requirements'] = table.concat(reqs, '<br>')
if Shared.contains(statColumns, 'rangedAttackBonus') then
}
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', size=20, notext='true'}))
end
end
 
if Shared.contains(statColumns, 'magicAttackBonus') then
function p._getCategoryTable(itemList, slot)
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', size=20, notext='true'}))
local iconSize = 20
 
local isWeapon = (slot == 'Weapon' or slot == twoHandedWeaponID)
local itemColspan = 3
if isWeapon == true then itemColspan = 4 end
local html = mw.html.create('table')
:addClass('wikitable sortable stickyHeader')
:addClass('col-1-center col-3-center')
 
local header0 = html:tag('tr'):addClass('headerRow-0')
header0:tag('th'):attr('colspan', itemColspan)
header0:tag('th'):attr('colspan', 5)
:wikitext("Attack Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Strength Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Defence Bonus")
 
header0:tag('th'):wikitext("DR/AR")
local header1 = html:tag('tr'):addClass('headerRow-1')
header1:tag('th'):wikitext('Name')
:attr('colspan', 2)
header1:tag('th'):wikitext('DLC')
if isWeapon == true then
header1:tag('th'):wikitext('Attack<br>Speed')
end
end
-- Attack bonuses
header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
--Strength bonuses
--Strength bonuses
if Shared.contains(statColumns, 'meleeStrengthBonus') then
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', size=20, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
end
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
if Shared.contains(statColumns, 'rangedStrengthBonus') then
 
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', size=20, notext='true'}))
end
if Shared.contains(statColumns, 'magicDamageBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', size=20, notext='true'}))
end
--Defence bonuses
--Defence bonuses
if Shared.contains(statColumns, 'meleeDefenceBonus') then
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', size=20, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
end
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
if Shared.contains(statColumns, 'rangedDefenceBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', size=20, notext='true'}))
-- Damage reduction
end
header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'}))
if Shared.contains(statColumns, 'magicDefenceBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', size=20, notext='true'}))
end
if Shared.contains(statColumns, 'damageReduction') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Damage Reduction', size=20, notext='true'}))
end
if Shared.contains(statColumns, 'resistanceAbyssal') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Abyssal Resistance', size=20, notext='true'}))
end
if Shared.contains(statColumns, 'resistanceEternal') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Eternal Resistance', size=20, notext='true'}))
end
--Level requirements
--Level requirements
if Shared.contains(statColumns, 'attackLevelRequired') then
header1:tag('th'):wikitext('Equip Req')
table.insert(resultPart, '\r\n!'..Icons.Icon({'Attack', type='skill', size=20, notext='true'}))
 
end
-- Fill the table with all items
if Shared.contains(statColumns, 'strengthLevelRequired') then
for _, item in ipairs(itemList) do
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', size=20, notext='true'}))
local row = html:tag('tr')
end
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true}))
if Shared.contains(statColumns, 'defenceLevelRequired') then
:attr('data-sort-value', item.name)
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', size=20, notext='true'}))
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true}))
end
:attr('data-sort-value', item.name)
if Shared.contains(statColumns, 'rangedLevelRequired') then
row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id))
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', size=20, notext='true'}))
:attr('data-sort-value', Icons.getExpansionID(item.id))
end
 
if Shared.contains(statColumns, 'magicLevelRequired') then
-- Add attack speed.
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', size=20, notext='true'}))
if isWeapon == true then
end
local atkSpeed = getAttackSpeed(item)
if Shared.contains(statColumns, 'attackAbyssalLevel') then
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's')
table.insert(resultPart, '\r\n!'..Icons.Icon({'Attack', type='skill', size=20, class='abyss-icon', notext='true'}))
:attr('data-sort-value', atkSpeed)
end
:css('text-align', 'right')
if Shared.contains(statColumns, 'strengthAbyssalLevel') then
end
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', size=20, class='abyss-icon', notext='true'}))
end
-- Attack bonuses
if Shared.contains(statColumns, 'defenceAbyssalLevel') then
addStatCell(row, item, 'stabAttackBonus')
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', size=20, class='abyss-icon', notext='true'}))
addStatCell(row, item, 'slashAttackBonus')
end
addStatCell(row, item, 'blockAttackBonus')
if Shared.contains(statColumns, 'rangedAbyssalLevel') then
addStatCell(row, item, 'rangedAttackBonus')
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', size=20, class='abyss-icon', notext='true'}))
addStatCell(row, item, 'magicAttackBonus')
end
if Shared.contains(statColumns, 'magicAbyssalLevel') then
-- Strength bonuses
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', size=20, class='abyss-icon', notext='true'}))
addStatCell(row, item, 'meleeStrengthBonus')
end
addStatCell(row, item, 'rangedStrengthBonus')
--If includeModifiers is set to 'true', add the Modifiers column
addStatCell(row, item, 'magicDamageBonus'):wikitext('%')
if includeModifiers then
 
table.insert(resultPart, '\r\n!Modifiers')
-- Defence bonuses
end
addStatCell(row, item, 'meleeDefenceBonus')
--If includeDescription is set to 'true', add the Description column
addStatCell(row, item, 'rangedDefenceBonus')
if includeDescription then
addStatCell(row, item, 'magicDefenceBonus')
table.insert(resultPart, '\r\n!Description')
 
end
-- Add Damage Reduction / Abyssal Resistance
addDRCell(row, item)


if sortByName then
local reqs = getRequirements(item)
table.sort(itemList, function(a, b) return a.name < b.name end)
if reqs == nil then
end
row:tag('td'):wikitext('None')
for i, item in ipairs(itemList) do
:attr('data-sort-value', 0)
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=32, notext=true}))
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '\r\n|'..Icons.getDLCColumnIcon(item.id))
table.insert(resultPart, '\r\n| data-sort-value="' .. atkSpeed .. '" style="text-align:right;" |'..Num.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$') == nil or string.find(statName, '^(.+)Abyssallevel$') == 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, '"|'..Num.formatnum(statValue))
if statName == 'magicDamageBonus' or statName == 'damageReduction' or Shared.contains(statName, 'resistance') then table.insert(resultPart, '%') end
end
--If requested, add the item Modifiers
if includeModifiers then
table.insert(resultPart, '\r\n| ')
local txtLines = {}
if item.modifiers ~= nil then
table.insert(txtLines, Modifiers.getModifiersText(item.modifiers, true, false, 10))
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)
local attChance = spAtt.defaultChance
if item.overrideSpecialChances ~= nil then
attChance = item.overrideSpecialChances[i]
end
table.insert(txtLines, attChance .. '% 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| ' .. getItemDesc(item))
end
else
else
--Building rows for armour
row:tag('td'):wikitext(reqs.requirements)
table.insert(resultPart, '\r\n|-')
:attr('data-sort-value', reqs.datasortvalue)
table.insert(resultPart, '\r\n|'..Icons.Icon({(item.name or 'Unknown'), type='item', notext=true}))
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '\r\n|'..Icons.getDLCColumnIcon(item.id))
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, '"|'..Num.formatnum(statValue))
if statName == 'magicDamageBonus' or statName == 'damageReduction' or Shared.contains(statName, 'resistance') then table.insert(resultPart, '%') end
end
--If requested, add the item Modifiers
if includeModifiers then
table.insert(resultPart, '\r\n| ')
local txtLines = {}
if item.modifiers ~= nil then
table.insert(txtLines, Modifiers.getModifiersText(item.modifiers, true, false, 10))
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)
local attChance = spAtt.defaultChance
if item.overrideSpecialChances ~= nil then
attChance = item.overrideSpecialChances[i]
end
table.insert(txtLines, attChance .. '% 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| ' .. getItemDesc(item))
end
end
end
end
end


table.insert(resultPart, '\r\n|}')
return tostring(html)
 
return table.concat(resultPart)
end
end


function p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
function p.getCategoryTable(frame)
-- If slot is a slot name, convert it to the slot ID instead
local slot = frame.args ~= nil and frame.args[1] or frame[1]
local slotID = getSlotID(slot)
local slotID = getSlotID(slot)
if slotID == nil then
if slotID == nil then
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
end
end
local slotNS, slotLocalID = Shared.getLocalID(slotID)
 
-- Always sort by name.
local itemList = Items.getItems(function(item)
local itemList = getItems(slotID)
-- Exclude the debug item
table.sort(itemList, function(a, b) return a.name < b.name end)
if item.id == 'melvorD:DEBUG_ITEM' then
return false
return p._getCategoryTable(itemList, slot)
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
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
local sID = slotLocalID
if sID == nil or not Shared.contains(item.validSlots, sID) 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 slotLocalID == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type
isMatch = other == item.ammoTypeRequired
elseif slotLocalID == '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
end


2,875

edits