Module:Monsters/Tables

From Melvor Idle
< Module:Monsters
Revision as of 21:12, 8 January 2022 by Auron956 (talk | contribs) (Use tabs instead of spaces for indentation)

Documentation for this module may be created at Module:Monsters/Tables/doc

p = {}

local MonsterData = mw.loadData('Module:Monsters/data')

local Monsters = require('Module:Monsters')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')

function p.getFullStormsnapTable(frame)
	local monsterIDs = {}
	for i = 0, Shared.tableCount(MonsterData.Monsters) - 1, 1 do
		table.insert(monsterIDs, i)
	end

	return p._getStormsnapTable(monsterIDs)
end

function p._getStormsnapTable(monsterIDs)
	--Making a single function for getting a table of monsters given a list of IDs.
	local tableParts = {}
	table.insert(tableParts, '{| class="wikitable sortable stickyHeader" style="width: 100%;"')

	table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name ')
	table.insert(tableParts, '!!style="padding:1 1em 0 0"|' .. Icons.Icon({'Magic', type='skill', notext=true}) .. ' Magic Level')
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Ranged', type='skill', notext=true}) .. ' Ranged Attack Bonus')
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Strength', type='skill', notext=true}) .. ' Ranged Strength Bonus')


	-- Generate row per monster
	for i, monsterID in Shared.skpairs(monsterIDs) do
		local monster = Monsters.getMonsterByID(monsterID)
		local magicLevel = Monsters._getMonsterLevel(monster, 'Magic')
		local rangedStrBonus = 111 + math.floor((6 * magicLevel)/33)
		local rangedAttBonus = math.floor(102 * (1 + ((6 * magicLevel)/5500)))
	
		if magicLevel > 1 then
			table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({monster.name, type='monster', size=50, notext=true}))
			table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({monster.name, type='monster', noicon=true}))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. magicLevel .. '" |' .. Shared.formatnum(magicLevel))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. rangedAttBonus .. '" |' .. Shared.formatnum(rangedAttBonus))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. rangedStrBonus .. '" |' .. Shared.formatnum(rangedStrBonus))
		end
	end

	table.insert(tableParts, '\r\n|}')
	return table.concat(tableParts)
end

function p.getFullMonsterTable(frame)
	local monsterIDs = {}
	for i = 0, Shared.tableCount(MonsterData.Monsters) - 1, 1 do
		table.insert(monsterIDs, i)
	end

	return p._getMonsterTable(monsterIDs, false)
end

function p._getMonsterTable(monsterIDs, excludeDungeons)
	--Making a single function for getting a table of monsters given a list of IDs.
	local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
	local tableParts = {}
	--wikitable sortable align-center-1 align-left-2 align-left-3 align-center-4 align-center-5 align-center-6 align-center-7 align-center-8 align-center-9 jquery-tablesorter
	table.insert(tableParts, '{| class="wikitable sortable stickyHeader jquery-tablesorter" style="width: 100%;"')
	-- First header row
	table.insert(tableParts, '\r\n|- class="headerRow-0"\r\n! colspan="5" | !! colspan="4" |Offensive Stats !! colspan="3" |Evasion Rating !! colspan="4" |')
	-- Second header row
	table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n! colspan="2"|Monster !!ID !!style="width: 5%;"|Combat Level ')
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill', notext=true}))
	table.insert(tableParts, '!!Attack Type !!style="width: 5%;"|Attack Speed (s) !!Max Hit !!Accuracy ')
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Defence', type='skill', notext=true}))
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Ranged', type='skill', notext=true}))
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Magic', type='skill', notext=true}))
	table.insert(tableParts, '!!Bones !!Locations')

	-- Generate row per monster
	for i, monsterID in Shared.skpairs(monsterIDs) do
		local monster = Monsters.getMonsterByID(monsterID)
		local cmbLevel = Monsters._getMonsterCombatLevel(monster)
		local atkSpeed = Monsters._getMonsterAttackSpeed(monster)
		local maxHit = Monsters._getMonsterMaxHit(monster)
		local accR = Monsters._getMonsterAR(monster)
		local evaR = {Monsters._getMonsterER(monster, "Melee"), Monsters._getMonsterER(monster, "Ranged"), Monsters._getMonsterER(monster, "Magic")}

		local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
		local gpRange = {0, 0}
		if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
			gpRange = {monster.dropCoins[1], monster.dropCoins[2]}
		end
		local gpTxt = nil
		if gpRange[1] >= gpRange[2] then
			gpTxt = Icons.GP(gpRange[1])
		else
			gpTxt = Icons.GP(gpRange[1], gpRange[2])
		end
		local boneTxt = 'None'
		if monster.bones ~= nil and monster.bones >= 0 then
			local bones = Items.getItemByID(monster.bones)
			boneTxt = Icons.Icon({bones.name, type='item', notext=true})
		end

		table.insert(tableParts, '\r\n|-\r\n|style="text-align: center; border-right-width: 0px;" |' .. Icons.Icon({monster.name, type='monster', size=50, notext=true}))
		table.insert(tableParts, '\r\n|style="text-align:left; border-left-width: 0px; width: 15%;" |' .. Icons.Icon({monster.name, type='monster', noicon=true}))
		table.insert(tableParts, '\r\n|style="text-align:right" |' .. monsterID)
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Shared.formatnum(cmbLevel))
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. Monsters._getMonsterHP(monster) .. '" |' .. Shared.formatnum(Monsters._getMonsterHP(monster)))
		table.insert(tableParts, '\r\n|style="text-align:center" |' .. Monsters._getMonsterStyleIcon({monster, notext=true}))
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Shared.round(atkSpeed, 1, 1))
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '" |' .. Shared.formatnum(maxHit))
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. accR .. '" |' .. Shared.formatnum(accR))
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[1] .. '" |' .. Shared.formatnum(evaR[1]))
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[2] .. '" |' .. Shared.formatnum(evaR[2]))
		table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[3] .. '" |' .. Shared.formatnum(evaR[3]))
		table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
		table.insert(tableParts, '\r\n|style="text-align:right;white-space:pre-line;" |' .. Monsters._getMonsterAreas(monster, hideDungeons))
	end

	table.insert(tableParts, '\r\n|}')
	return table.concat(tableParts)
end

return p