Module:Township
From Melvor Idle
Documentation for this module may be created at Module:Township/doc
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
-- Data Module
local DataDemo = require('Module:GauTest/DataDemo')
local DataFull = require('Module:GauTest/DataFull')
local DataTotH = require('Module:GauTest/DataTotH')
local Namespaces = {
melvorD = DataDemo,
melvorF = DataFull,
melvorTotH = DataTotH
}
local Data = {}
-- For a table that is indexed but uses a key, use this function to find the correct element
function Data.tableMatch(tabl, property, value)
for _, elem in ipairs(tabl) do
if elem[property] == value then
return elem
end
end
return nil
end
-- For a table that is indexed but uses a key, use this function to find the correct element, when there are several duplicates elements
function Data.tableMatches(tabl, property, value)
local matches = {}
for _, elem in ipairs(tabl) do
if elem[property] == value then
table.insert(matches, elem)
end
end
return matches
end
-- Separates the namespace and id of a string
-- e.g. 'melvorD:Coal_Ore' will return {namespace='melvorD', id='Coal_Ore'}
-- e.g. 'Coal_Ore' will return {namespace=nil, id='Coal_Ore'}
function Data.splitID(text)
local split = Shared.splitString(text, ':')
local target_namespace = nil
local target_id = nil
if #split == 2 then
return {namespace=split[1], id=split[2]}
elseif #split == 1 then
return {id=split[1]}
else
return nil
end
end
-- Returns the namespace name (eventually we should use an icon?)
function Data.PLACEHOLDER_NAMESPACE_ICON(namespace)
local namespaces = {
melvorD = 'Demo',
melvorF = 'Full',
melvorTotH = 'TotH'
}
return namespaces[namespace]
end
Data.Item = {}
-- Get all the items with a property equal to value
function Data.Item.Match(property, value)
local items = {}
for namespace, data in pairs(Namespaces) do
for k, item in pairs(data.data.items) do
if item[property] == value then
local itemcopy = Shared.clone(item)
itemcopy._namespace = namespace
table.insert(items, itemcopy)
end
end
end
return items
end
-- Get item by id
function Data.Item.ByID(id)
local target = Data.splitID(id)
for namespace, data in pairs(Namespaces) do
if target.namespace == nil or namespace == target.namespace then
for k, item in pairs(data.data.items) do
if item.id == target.id then
local itemcopy = Shared.clone(item)
itemcopy._namespace = namespace
return itemcopy
end
end
end
end
return nil
end
-- Returns the recipe for the item of a desired skill.
function Data.Item.FindRecipes(itemid, skill)
-- the key name for each skill in the json file
local skill_recipe_keys = {
Woodcutting = {recipes='trees', productID='productId'}, -- lowercase "d"
Fishing = {recipes='fish', productID='productId'}, -- lowercase "d"
Cooking = {recipes='recipes', productID='productID'},
Mining = {recipes='rockData', productID='productId'}, -- lowercase "d"
Smithing = {recipes='recipes', productID='productID'},
Farming = {recipes='recipes', productID='productId'}, -- lowercase "d"
Summoning = {recipes='recipes', productID='productID'},
Fletching = {recipes='recipes', productID='productID'},
Crafting = {recipes='recipes', productID='productID'},
Runecrafting = {recipes='recipes', productID='productID'},
Herblore = {recipes='recipes', productID='potionIDs'} -- Special case potions I-IV
--[[ Excluded skills:
Attack, Strength, Defence, Magic, Ranged, Prayer, Slayer
Thieving, Agility, Astrology, Firemaking, Township (not items)]]
}
local item = Data.splitID(itemid)
local results = {}
-- Find the recipe at data.data.skillData -> SKILL.data.KEY
for namespace, data in pairs(Namespaces) do
-- We match multiple entries because there's a bug - melvorF -> skillData Farming has two duplicate entries in the array with differing info
local Skill_matches = Data.tableMatches(data.data.skillData, 'skillID', 'melvorD:'..skill)
for _, Skill in ipairs(Skill_matches) do
local key = skill_recipe_keys[skill]
if Skill ~= nil and Skill.data ~= nil and Skill.data[key.recipes] ~= nil then
for _, recipe in ipairs(Skill.data[key.recipes]) do
-- Check if id matches
if skill == 'Herblore' then
-- Iterate over the 4 potion tiers
for _, potion in ipairs(recipe[key.productID]) do
-- Same as below
local recipe_id = Data.splitID(potion)
if item.id == recipe_id.id then
local recipecopy = Shared.clone(recipe)
recipecopy._namespace = namespace
table.insert(results, recipecopy)
end
end
else
-- Same as above
local recipe_id = Data.splitID(recipe[key.productID])
if item.id == recipe_id.id then
local recipecopy = Shared.clone(recipe)
recipecopy._namespace = namespace
table.insert(results, recipecopy)
end
end
end
end
end
end
return results
end
Data.Township = {}
-- Returns a list of all the Township resources
function Data.Township.Resources()
-- Input for Module:Icons.Icon to generate the correct resource image
local resource_icons = {
GP = {coins, notext=true, nolink=true},
Food = {'Raw Beef', type='item', notext=true, nolink=true},
Wood = {'Wood', type='resource', notext=true, nolink=true},
Stone = {'Stone', type='resource', notext=true, nolink=true},
Ore = {'Iron Ore', type='rock', notext=true, nolink=true},
Coal = {'Coal', type='resource', notext=true, nolink=true},
Bar = {'Iron Bar', type='item', notext=true, nolink=true},
Herbs = {'Garum Herb', type='item', notext=true, nolink=true},
Rune_Essence = {'Rune Essence', type='item', notext=true, nolink=true},
Leather = {'Leather', type='item', notext=true, nolink=true},
Potions = {'Potion', type='resource', notext=true, nolink=true},
Planks = {'Planks', type='resource', notext=true, nolink=true},
Clothing = {'Leather Body', type='item', notext=true, nolink=true}
}
-- Save all the resources to a table
local resources = {}
for namespace, data in pairs(Namespaces) do
local Township = Data.tableMatch(data.data.skillData, 'skillID', 'melvorD:Township')
if Township ~= nil and Township.data.resources ~= nil then
for _, resource in ipairs(Township.data.resources) do
local resourcecopy = Shared.clone(resource)
resourcecopy._namespace = namespace
resourcecopy._icon = resource_icons[resourcecopy.id]
table.insert(resources, resourcecopy)
end
end
end
-- Sort the resources according to the canonical sort order
-- We get the sort order from data.skillData -> Township.data.resourceDisplayOrder
local resources_sorted = {}
for namespace, data in pairs(Namespaces) do
local Township = Data.tableMatch(data.data.skillData, 'skillID', 'melvorD:Township')
if Township ~= nil and Township.data.resourceDisplayOrder ~= nil then
for _, resourceOrder in ipairs(Township.data.resourceDisplayOrder[1].ids) do
resourceOrder_split = Data.splitID(resourceOrder)
local target_resource = Data.tableMatch(resources, 'id', resourceOrder_split.id)
table.insert(resources_sorted, target_resource)
end
end
end
return resources_sorted
end
-- Returns a list of all the Township resources along with the Trader's trade ratios
function Data.Township.Trader()
-- Get the list of resources
local resources = Data.Township.Resources()
-- Get the list of convertable items, and calculate the exchange rate
-- Also inserts the resource's assocaited skill
-- See TownshipResource.buildResourceItemConversions for the list of valid items
for _, resource in ipairs(resources) do
resource.itemConversions = {}
if resource.id == 'GP' then
-- No conversions
elseif resource.id == 'Food' then
resource._skill = 'Cooking'
for _, food in ipairs(Data.Item.Match('type', 'Food')) do
if (not string.match(food.id, '_Perfect')) and food.category ~= 'Farming' and (not food.ignoreCompletion) then
table.insert(resource.itemConversions, food)
end
end
elseif resource.id == 'Wood' or resource.id == 'Planks' then
resource._skill = 'Woodcutting'
resource.itemConversions = Data.Item.Match('type', 'Logs')
elseif resource.id == 'Stone' or resource.id == 'Ore' then
resource._skill = 'Mining'
for _, ore in ipairs(Data.Item.Match('type', 'Ore')) do
if not string.match(ore.id, 'Meteorite_Ore') then
table.insert(resource.itemConversions, ore)
end
end
elseif resource.id == 'Coal' then
resource._skill = 'Mining'
local coal = 'melvorD:Coal_Ore'
table.insert(resource.itemConversions, Data.Item.ByID(coal))
elseif resource.id == 'Bar' then
resource._skill = 'Mining'
for _, bar in ipairs(Data.Item.Match('type', 'Ore')) do
if not string.match(bar.id, 'Meteorite_Bar') then
table.insert(resource.itemConversions, bar)
end
end
elseif resource.id == 'Herbs' then
resource._skill = 'Farming'
resource.itemConversions = Data.Item.Match('type', 'Herb')
elseif resource.id == 'Rune_Essence' then
resource._skill = 'Mining'
local ressence = 'melvorD:Rune_Essence'
local pessence = 'melvorTotH:Pure_Essence'
table.insert(resource.itemConversions, Data.Item.ByID(ressence))
table.insert(resource.itemConversions, Data.Item.ByID(pessence))
elseif resource.id == 'Leather' then
resource._skill = 'Crafting' -- Placeholder - actually no related skill to obtain
local leather = 'Leather'
table.insert(resource.itemConversions, Data.Item.ByID(leather))
elseif resource.id == 'Potions' then
resource._skill = 'Herblore'
for _, potion in ipairs(Data.Item.Match('type', 'Potion')) do
if string.match(potion.id, '_IV') then
table.insert(resource.itemConversions, potion)
end
end
elseif resource.id == 'Clothing' then
resource._skill = 'Crafting'
local matches = {}
table.insert(matches, Data.Item.Match('tier', 'Leather'))
table.insert(matches, Data.Item.Match('tier', 'Hard Leather'))
table.insert(matches, Data.Item.Match('tier', 'Dragonhide'))
table.insert(matches, Data.Item.Match('tier', 'Elderwood'))
table.insert(matches, Data.Item.Match('tier', 'Revenant'))
table.insert(matches, Data.Item.Match('tier', 'Carrion'))
for _, match in ipairs(matches) do
for _, v in ipairs(match) do
table.insert(resource.itemConversions, v)
end
end
end
end
-- Calculate the conversion ratios
-- See TownshipResource.getBaseConvertToTownshipRatio and TownshipResource.getBaseConvertFromTownshipRatio for the conversion prices
for _, resource in ipairs(resources) do
if resource.id == 'Food' then
for _, item in ipairs(resource.itemConversions) do
item.to = math.max(math.floor(1000/(item.healsFor*10)), 2)
item.from = item.healsFor*5*6
end
elseif resource.id == 'Planks' then
for _, item in ipairs(resource.itemConversions) do
item.to = math.max(math.floor(3000/math.max(item.sellsFor, 1)), 2)
item.from = math.max(math.ceil(item.sellsFor/2)*6, 1);
end
elseif resource.id == 'Rune_Essence' then
for _, item in ipairs(resource.itemConversions) do
item.to = 5
item.from = (item.sellsFor+1)*10*6
end
elseif resource.id == 'Leather' then
for _, item in ipairs(resource.itemConversions) do
item.to = 20
item.from = 20*6
end
else
for _, item in ipairs(resource.itemConversions) do
item.to = math.max(math.floor(1000/math.max(item.sellsFor, 1)), 2)
item.from = math.max(item.sellsFor * 6, 1)
end
end
end
return resources
end
-- Builds the table of trader items
function Data.Township.getTraderTable(frame)
local resources = Data.Township.Trader()
local ret = {}
for _, resource in ipairs(resources) do
if #resource.itemConversions ~= 0 then -- Skips GP
local ret_resource = {}
table.insert(ret_resource, '\r\n==='..resource.name..'===')
table.insert(ret_resource, '\r\n{| class="wikitable sortable stickyHeader"')
table.insert(ret_resource, '\r\n|- class="headerRow-0"')
table.insert(ret_resource, '\r\n!Item')
table.insert(ret_resource, '\r\n!Name')
table.insert(ret_resource, '\r\n!DLC')
table.insert(ret_resource, '\r\n!Level')
table.insert(ret_resource, '\r\n!Give To')
table.insert(ret_resource, '\r\n!Take From')
table.insert(ret_resource, '\r\n!Value')
table.insert(ret_resource, '\r\n!Value/Resource')
if resource.id =='Food' then
table.insert(ret_resource, '\r\n!Heals')
table.insert(ret_resource, '\r\n!Heals/Resource')
end
for _, item in ipairs(resource.itemConversions) do
-- Find the recipe to get the required level
local required_level = nil
local recipes = nil
local skill = resource._skill
local lookup_id = item.id
-- A few special skill overrides
if item.id == 'Raw_Magic_Fish' then
skill = 'Fishing'
elseif item.id == 'Apple' then
skill = 'Farming'
elseif string.match(item.id, '_U$') then
-- Upgraded Crafting item. Display the level for the base item
-- Converts Black_Dhide_Body_U -> Black_Dhide_Body for the purposes of the lookup
lookup_id = string.sub(item.id, 1, #item.id - 2)
end
local recipes = Data.Item.FindRecipes(lookup_id, skill)
if #recipes == 1 then
required_level = recipes[1].level
end
table.insert(ret_resource, '\r\n|-')
-- Icon
table.insert(ret_resource, '\r\n|style="text-align:center"|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
-- Name
table.insert(ret_resource, '\r\n|style="text-align:left"|'..Icons.Icon({item.name, type='item', noicon=true}))
-- DLC
table.insert(ret_resource, '\r\n|style="text-align:center"|'..Data.PLACEHOLDER_NAMESPACE_ICON(item._namespace))
-- Level
if required_level == nil then
-- Recipe not found, or multiple recipes found
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="0"|N/A')
else
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. required_level .. '"|'..Icons.Icon({skill, type="skill", notext=true})..' '..required_level)
end
-- Give To
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.to .. '"|'..Icons.Icon({item.name, type='item', notext=true})..' '..Shared.formatnum(item.to))
-- Take From
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.from .. '"|'..Icons.Icon(resource._icon)..' '..Shared.formatnum(item.from))
-- Value
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.sellsFor .. '"|'..Icons.GP(item.sellsFor))
-- Value/Resource
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.sellsFor/item.from .. '"|'..Icons.GP(Shared.round(item.sellsFor/item.from, 2, 2)))
if resource.id =='Food' then
-- Heals
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.healsFor*10 .. '"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..Shared.formatnum(item.healsFor*10))
-- Heals/Resource
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.healsFor*10/item.from .. '"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..Shared.round(item.healsFor*10/item.from, 2, 2))
end
end
table.insert(ret_resource, '\r\n|}')
table.insert(ret, table.concat(ret_resource))
end
end
return table.concat(ret)
end
local p = {}
p.getTraderTable = Data.Township.getTraderTable
return p