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')
local Shop = require('Module:Shop')
local GameData = require('Module:GameData')
local Constants = require('Module:Constants')
local p = {}
local Township = GameData.getSkillData('melvorD:Township')
p.Township = Township
-- Gets a Township building by ID, e.g. melvorF:Hunters_Cabin
function p._getBuildingByID(id)
-- Check for the special statue case
if id == 'melvorF:Statues' then
local building = Shared.clone(GameData.getEntityByID(Township.buildings, id))
building.name = 'Statue of Worship'
return building
else
return GameData.getEntityByID(Township.buildings, id)
end
end
-- Gets a resource from id
function p._getResourceByID(id)
return GameData.getEntityByID(Township.resources, id)
end
-- Given a building, find the building's downgrade
function p._getBuildingDowngrade(building)
if building.upgradesFrom ~= nil then
return p._getBuildingByID(building.upgradesFrom)
end
return nil
end
-- Given a building and biome ID, returns the cost of constructing the building
-- within that biome as a human readable text string. Returns nil if the building
-- cannot be built within that biome.
function p._getBuildingCostText(building, biomeID, delimiter)
-- Basic validation of inputs
if type(building) == 'table' and building.cost ~= nil and biomeID ~= nil then
local delim = delimiter
if delim == nil then
delim = ', '
end
for i, costDef in ipairs(building.cost) do
if costDef.biomeID == biomeID then
local resultPart = {}
for j, cost in ipairs(costDef.cost) do
local resData = p._getResourceByID(cost.id)
if resData ~= nil then
table.insert(resultPart, Icons.Icon({resData.name, type='resource', notext=true, nolink=true, qty=cost.quantity}))
end
end
return table.concat(resultPart, delim)
end
end
end
end
-- Given a building and biome ID, returns a string displaying the building's benefits,
-- or nil if no benefits
function p._getBuildingBenefits(building, biomeID, includeModifiers, delimiter)
-- Basic validation of inputs
if type(building) == 'table' and building.provides ~= nil and biomeID ~= nil then
local delim = delimiter
if delim == nil then
delim = ', '
end
local includeMods = includeModifiers
if includeMods == nil then
includeMods = false
end
local providesData = nil
for i, provides in ipairs(building.provides) do
if provides.biomeID == biomeID then
providesData = provides
break
end
end
if providesData ~= nil then
local resultPart = {}
local stats = {
population = 'Population',
happiness = 'Happiness',
education = 'Education',
storage = 'Storage',
worship = 'Worship'
}
local resourceText = function(resName, resType, quantity)
local elemClass = (quantity < 0 and 'text-negative') or 'text-positive'
local resIcon = Icons.Icon({resName, type=resType, notext=true})
return resIcon .. ' <span class="' .. elemClass .. '">' .. Shared.numStrWithSign(quantity) .. '</span>'
end
-- Resources
if providesData.resources ~= nil then
for i, resource in ipairs(providesData.resources) do
local resData = p._getResourceByID(resource.id)
if resData ~= nil and resource.quantity ~= 0 then
table.insert(resultPart, resourceText(resData.name, 'resource', resource.quantity))
end
end
end
-- Other stats
for key, stat in pairs(stats) do
-- TODO Fix always using first biome
local quantity = providesData[key]
if quantity ~= nil and quantity ~= 0 then
table.insert(resultPart, resourceText(stat, 'township', quantity))
end
end
if not Shared.tableIsEmpty(resultPart) then
return table.concat(resultPart, delim)
end
end
end
end
-- Returns a sorted list of all Township buildings
function p._sortedBuildings(keepUnsorted)
local ku = true
if keepUnsorted ~= nil then
ku = keepUnsorted
end
return GameData.sortByOrderTable(Township.buildings, Township.buildingDisplayOrder, ku)
end
-- Gets the Township level and population requirements for a tier
-- Returns {population=X, level=X}
function p._getTierRequirements(tier)
return Township.populationForTier[tier]
end
-- Returns a string containing the Township level and population requirements for a tier
function p._getTierText(tier)
local tierData = p._getTierRequirements(tier)
if tierData ~= nil then
local tierText = Icons._SkillReq('Township', tierData.level, false)
if tierData.population > 0 then
tierText = tierText .. '<br/>' .. Icons.Icon({'Population', type='township', notext=true}) .. ' ' .. Shared.formatnum(tierData.population)
end
return tierText
end
end
-- Generates a table of all seasons, their type/requirements, and modifiers
function p.getSeasonTable(frame)
-- Manual data specifying the worship requirement for those rare seasons
local seasonReqs = {
["Nightfall"] = Icons.Icon({'Township%23Worship', 'Bane Worship', img='Statue of Bane', type='building'}),
["SolarEclipse"] = Icons.Icon({'Township%23Worship', 'The Herald Worship', img='Statue of The Herald', type='building'})
}
local seasons = Shared.shallowClone(Township.seasons)
table.sort(seasons, function(a, b) return a.order < b.order end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2" | Season\n!Type\n!Modifiers')
for i, season in ipairs(seasons) do
local ns, localSeasonID = Shared.getLocalID(season.id)
local reqs = seasonReqs[localSeasonID]
table.insert(resultPart, '\n|-')
table.insert(resultPart, '\n|class="table-img"| ' .. Icons.Icon({season.name, type='township', size=50, nolink=true, notext=true}))
table.insert(resultPart, '\n| ' .. Icons.Icon({season.name, type='township', nolink=true, noicon=true}))
table.insert(resultPart, '\n| ' .. (season.order <= 3 and 'Regular' or 'Rare'))
if reqs ~= nil then
table.insert(resultPart, '<br/>Requires ' .. reqs)
end
table.insert(resultPart, '\n| ' .. Constants.getModifiersText(season.modifiers))
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table listing all biomes and their associated requirements
function p.getBiomeTable(frame)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!rowspan="2" colspan="2"| Biome\n!colspan="2"| Requirements')
table.insert(resultPart, '\n|- class="headerRow-1"')
table.insert(resultPart, '\n! ' .. Icons.Icon({'Township', 'Level', type='skill', nolink=true}))
table.insert(resultPart, '\n! ' .. Icons.Icon({'Township%23Population', 'Population', img='Population', type='township'}))
for i, biome in ipairs(Township.biomes) do
local reqs = p._getTierRequirements(biome.tier)
table.insert(resultPart, '\n|-\n|class="table-img"| ' .. Icons.Icon({biome.name, type='biome', size=50, nolink=true, notext=true}))
table.insert(resultPart, '\n| ' .. biome.name)
table.insert(resultPart, '\n|style="text-align:right"| ' .. reqs.level)
table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. reqs.population .. '"| ' .. Shared.formatnum(reqs.population))
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table showing which buildings can be built in which biomes
-- Skips upgraded buildings
function p.getBuildingBiomeTable(frame)
-- Setup the table
local ret = {}
table.insert(ret, '{| class="wikitable sortable stickyHeader" style="text-align:center"')
table.insert(ret, '\n|- class="headerRow-0"')
table.insert(ret, '\n! Building')
-- Generate the table header, one column per biome
for _, biome in ipairs(Township.biomes) do
table.insert(ret, '\n! ' .. Icons.Icon({biome.name, type='biome', notext=true, nolink=true}) .. '<br/>' .. biome.name)
end
for _, _building in ipairs(p._sortedBuildings(false)) do
-- Fix melvorF:Statues
local building = p._getBuildingByID(_building.id)
-- Skip upgraded buildings
if p._getBuildingDowngrade(building) == nil then
-- Populate the biome habitability data
local buildingBiomes = {}
-- Set all valid biomes to true
for _, biomeid in ipairs(building.biomes) do
buildingBiomes[biomeid] = true
end
-- Build the row
table.insert(ret, '\n|-')
table.insert(ret, '\n!data-sort-value="' .. building.name .. '" style="text-align:left"| ' .. Icons.Icon({building.name, type='building'}))
for _, biome in ipairs(Township.biomes) do
if buildingBiomes[biome.id] then
-- Buildable
table.insert(ret, '\n|class="table-positive"| ✓')
else
-- Invalid biome
table.insert(ret, '\n|style="border:0px"|')
end
end
end
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Generates a table contaning each building plus their relevant information
function p.getBuildingTable(frame)
local resultPart = {}
-- Change structure of biomes data for ease of use later
local biomesByID = {}
for i, biome in ipairs(Township.biomes) do
biomesByID[biome.id] = biome
end
-- Generate table header
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2"|Building\n!Requirements\n!Type\n!Max Built')
table.insert(resultPart, '\n!Biomes\n!Cost\n!Provides')
local buildings = p._sortedBuildings(false)
for i, building in ipairs(buildings) do
-- Number of rows per building is dictated by number of biomes
local buildingName = (building.id == 'melvorF:Statues' and 'Statue of Worship') or building.name
local firstRow = true
local rowCount = Shared.tableCount(building.biomes)
local rowSpan = (rowCount > 1 and ' rowspan="' .. rowCount .. '"') or ''
local rowSpanOnly = (rowCount > 1 and '|' .. rowSpan) or ''
for j, biomeID in ipairs(building.biomes) do
local biome = biomesByID[biomeID]
if firstRow then
table.insert(resultPart, '\n|-')
table.insert(resultPart, '\n|class="table-img"' .. rowSpan .. '| ' .. Icons.Icon({buildingName, type='building', notext=true, size=50}))
table.insert(resultPart, '\n' .. rowSpanOnly .. '| ' .. Icons.getExpansionIcon(building.id) .. Icons.Icon({buildingName, type='building', noicon=true}))
table.insert(resultPart, '\n|' .. 'data-sort-value="' .. building.tier .. '"' .. rowSpan .. '| ' .. (p._getTierText(building.tier) or ''))
table.insert(resultPart, '\n' .. rowSpanOnly .. '| ' .. building.type)
table.insert(resultPart, '\n|style="text-align:right"' .. rowSpan .. '| ' .. building.maxUpgrades)
firstRow = false
else
table.insert(resultPart, '\n|-')
end
-- This section generates by biome rows
table.insert(resultPart, '\n| ' .. Icons.Icon({biome.name, type='biome', nolink=true}))
table.insert(resultPart, '\n| ' .. p._getBuildingCostText(building, biomeID))
local providesText = p._getBuildingBenefits(building, biomeID)
if building.modifiers ~= nil then
local modText = Constants.getModifiersText(building.modifiers)
if providesText == nil then
providesText = modText
else
providesText = providesText .. '<br/>' .. modText
end
end
table.insert(resultPart, '\n| ' .. (providesText or ''))
end
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Builds the table of trader items
function p.getTraderTable(frame)
-- Get the resources data with associated trader data
-- Build the text
local ret = {}
for _, resource in ipairs(p.resources) do
if #resource.itemConversions ~= 0 then -- Skips GP
local ret_resource = {}
-- Header
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!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 =='melvorF:Food' then
table.insert(ret_resource, '\r\n!Heals')
table.insert(ret_resource, '\r\n!Heals/Resource')
end
-- Each item
for _, item in ipairs(resource.itemConversions) do
-- To indicate the skill level, we need to find the recipe of the item in the target skill
-- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data
local required_level = nil
local recipes = nil
-- Get the skill based on the item.id or else use the resource's default skill
local skill_overrides = {
['melvorD:Raw_Magic_Fish'] = 'melvorD:Fishing',
['melvorF:Apple'] = 'melvorD:Farming',
}
local skill = skill_overrides[item.id] or p._GetResourceSkill(resource.id)
local skill_namespace, skill_localid = GameData.getLocalID(skill or '')
-- Check for upgraded Crafting items and downgrade them so we can display the crafting level for the base item
-- e.g. converts Black_Dhide_Body_U -> Black_Dhide_Body for the purposes of the lookup
local lookup_id = item.id
if string.match(item.id, '_U$') then
lookup_id = string.sub(item.id, 1, #item.id - 2)
end
-- Find the recipe's level
local recipes = p._FindItemRecipes(lookup_id, skill)
if #recipes == 1 then
required_level = recipes[1].level
end
-- Alright, now that we've found the required recipe and level, we can draw the item's row entry
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.getExpansionIcon(item.id)..Icons.Icon({item.name, type='item', noicon=true}))
-- 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_localid, type="skill", notext=true})..' '..required_level)
end
-- Give To
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.toTownship .. '"|'..Icons.Icon({item.name, type='item', notext=true})..' '..Shared.formatnum(item.toTownship))
-- Take From
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.fromTownship .. '"|'..Icons.Icon({resource.name, type='resource', notext=true})..' '..Shared.formatnum(item.fromTownship))
-- 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.fromTownship .. '"|'..Icons.GP(Shared.round(item.sellsFor/item.fromTownship, 2, 2)))
if resource.id =='melvorF: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.fromTownship .. '"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..Shared.round(item.healsFor*10/item.fromTownship, 2, 2))
end
end
table.insert(ret_resource, '\r\n|}')
table.insert(ret, table.concat(ret_resource))
end
end
return table.concat(ret)
end
-- Generates a table showing all the worship options
function p.getWorshipTable()
local function getCheckpointCell(checkpoint)
return '\n|-\n!' .. checkpoint .. '%<br/>' .. Shared.formatnum(checkpoint * Township.maxWorship / 100) .. '/' .. Shared.formatnum(Township.maxWorship)
end
local worships = GameData.getEntities(Township.worships, function(w) return not w.isHidden end)
local ret = {}
table.insert(ret, '{| class="wikitable stickyHeader"')
table.insert(ret, '\n!' .. Icons.Icon({'Worship', type='township', nolink=true}))
-- Names
for _, worship in ipairs(worships) do
table.insert(ret, '\n!' .. Icons.Icon({worship.name, type='monster', size=50}) .. Icons.Icon({'Statue of ' .. worship.name, type='building', size=50, notext=true}))
end
-- Requirements
table.insert(ret, '\n|-\n!Requirements')
for _, worship in ipairs(worships) do
table.insert(ret, '\n|style="text-align:center"| ' .. Shop.getRequirementString(worship.unlockRequirements))
end
-- Base modifiers
table.insert(ret, getCheckpointCell(0))
for _, worship in ipairs(worships) do
table.insert(ret, '\n| ' .. Constants.getModifiersText(worship.modifiers))
end
-- Checkpoint modifiers
for i, checkpoint in ipairs(Township.worshipCheckpoints) do
table.insert(ret, getCheckpointCell(checkpoint))
for _, worship in ipairs(worships) do
table.insert(ret, '\n| ' .. Constants.getModifiersText(worship.checkpoints[i]))
end
end
-- Total sum
table.insert(ret, '\n|-\n!Total')
for _, worship in ipairs(worships) do
local modifiers = Shared.clone(worship.modifiers)
for _, checkpoint in ipairs(worship.checkpoints) do
for modifier, magnitude in pairs(checkpoint) do
local swappedModifier = string.sub(modifier, 1, string.len('increased')) == 'increased' and string.gsub(modifier, 'increased', 'decreased') or string.gsub(modifier, 'decreased', 'increased')
-- The modifier already exists, so we add the two modifiers together
if modifiers[modifier] ~= nil then
modifiers[modifier] = modifiers[modifier] + magnitude
-- The inverse modifier already exists, so we subtract the negative value of the new modifier
elseif modifiers[swappedModifier] ~= nil then
modifiers[swappedModifier] = modifiers[swappedModifier] - magnitude
-- The modifier does not exist, so create the modifier
else
modifiers[modifier] = magnitude
end
end
end
table.insert(ret, '\n|' .. Constants.getModifiersText(modifiers))
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- TODO Check if functions below this line are still in use
-- Returns the recipe for the item of a desired skill.
-- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data so we instead use this quick function
function p._FindItemRecipes(itemid, skill)
-- No skill? No recipes
if skill == nil then
return {}
end
-- the key name for each skill in the json file
local skill_recipe_keys = {
['melvorD:Woodcutting'] = {recipes='trees', productID='productId'}, -- lowercase "d"
['melvorD:Fishing'] = {recipes='fish', productID='productId'}, -- lowercase "d"
['melvorD:Cooking'] = {recipes='recipes', productID='productID'},
['melvorD:Mining'] = {recipes='rockData', productID='productId'}, -- lowercase "d"
['melvorD:Smithing'] = {recipes='recipes', productID='productID'},
['melvorD:Farming'] = {recipes='recipes', productID='productId'}, -- lowercase "d"
['melvorD:Summoning'] = {recipes='recipes', productID='productID'},
['melvorD:Fletching'] = {recipes='recipes', productID='productID'},
['melvorD:Crafting'] = {recipes='recipes', productID='productID'},
['melvorD:Runecrafting'] = {recipes='recipes', productID='productID'},
['melvorD: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 results = {}
local SkillData = GameData.getSkillData(skill)
local recipes = skill_recipe_keys[skill].recipes
local productID = skill_recipe_keys[skill].productID
if SkillData[recipes] ~= nil then
for _, recipe in ipairs(SkillData[recipes]) do
-- Special case for Herblore
if skill == 'melvorD:Herblore' then
-- Iterate over the 4 potion tiers
for _, potionid in ipairs(recipe[productID]) do
if itemid == potionid then
table.insert(results, Shared.clone(recipe))
end
end
-- Base case
else
if itemid == recipe[productID] then
table.insert(results, Shared.clone(recipe))
end
end
end
end
return results
end
-- Returns a list of all the Township resources
function p._ResourcesData()
-- Get a sorted list of all the resources
local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder)
resources = Shared.clone(resources)
return resources
end
-- Returns a list of all the Township resources along with the Trader's trade ratios
function p._TraderData()
-- Get the list of resources. We get a copy instead of directly using p.resources because we are going to modify the table
local resources = p._ResourcesData()
-- Get the list of tradeable items
-- See township.js -> TownshipResource.buildResourceItemConversions for the calculation of valid items
local function matchNone(item)
return false
end
local function matchFood(item)
return item.type == 'Food' and (not string.match(item.id, '_Perfect')) and item.category ~= 'Farming' and (not item.ignoreCompletion)
end
local function matchLogs(item)
return item.type == 'Logs'
end
local function matchOre(item)
return item.type == 'Ore' and item.id ~= 'melvorTotH:Meteorite_Ore'
end
local function matchCoal(item)
return item.id == 'melvorD:Coal_Ore'
end
local function matchBar(item)
return item.type == 'Bar' and item.id ~= 'melvorTotH:Meteorite_Bar'
end
local function matchHerb(item)
return item.type == 'Herb'
end
local function matchEssence(item)
return item.id == 'melvorD:Rune_Essence' or item.id == 'melvorTotH:Pure_Essence'
end
local function matchLeather(item)
return item.id == 'melvorD:Leather'
end
local function matchPotion(item)
return item.type == 'Potion' and string.match(item.id, '_IV')
end
local function matchClothing(item)
return item.id == 'melvorD:Green_Dragonhide' or item.id == 'melvorD:Blue_Dragonhide' or item.id == 'melvorD:Red_Dragonhide' or item.id == 'melvorD:Black_Dragonhide' or item.id == 'melvorF:Elder_Dragonhide'
end
local traderMatchesList = {
['melvorF:GP'] = {traderMatches = matchNone},
['melvorF:Food'] = {traderMatches = matchFood},
['melvorF:Wood'] = {traderMatches = matchLogs},
['melvorF:Stone'] = {traderMatches = matchOre},
['melvorF:Ore'] = {traderMatches = matchOre},
['melvorF:Coal'] = {traderMatches = matchCoal},
['melvorF:Bar'] = {traderMatches = matchBar},
['melvorF:Herbs'] = {traderMatches = matchHerb},
['melvorF:Rune_Essence'] = {traderMatches = matchEssence},
['melvorF:Leather'] = {traderMatches = matchLeather},
['melvorF:Potions'] = {traderMatches = matchPotion},
['melvorF:Planks'] = {traderMatches = matchLogs},
['melvorF:Clothing'] = {traderMatches = matchClothing}
}
for _, resource in ipairs(resources) do
resource.itemConversions = Shared.clone(GameData.getEntities('items', traderMatchesList[resource.id].traderMatches))
end
-- Calculate the trader's conversion ratios
-- See township.js TownshipResource.getBaseConvertToTownshipRatio and TownshipResource.getBaseConvertFromTownshipRatio for the conversion prices
for _, resource in ipairs(resources) do
if resource.id == 'melvorF:Food' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = math.max(math.floor(1000/(item.healsFor*10)), 2)
item.fromTownship = item.healsFor*5*6*5
end
elseif resource.id == 'melvorF:Planks' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = math.max(math.floor(3000/math.max(item.sellsFor, 1)), 2)
item.fromTownship = math.max(math.ceil(item.sellsFor/2)*6, 1);
end
elseif resource.id == 'melvorF:Rune_Essence' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = 5
item.fromTownship = (item.sellsFor+1)*10*6
end
elseif resource.id == 'melvorF:Leather' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = 20
item.fromTownship = 20*6
end
else
for _, item in ipairs(resource.itemConversions) do
item.toTownship = math.max(math.floor(1000/math.max(item.sellsFor, 1)), 2)
item.fromTownship = math.max(item.sellsFor*6, 1)
end
end
end
return resources
end
p.resources = p._TraderData()
-- Gets the associated skill of a resource by id
local resource_skill = {
['melvorF:GP'] = {skill = nil},
['melvorF:Food'] = {skill = 'melvorD:Cooking'},
['melvorF:Wood'] = {skill = 'melvorD:Woodcutting'},
['melvorF:Stone'] = {skill = 'melvorD:Mining'},
['melvorF:Ore'] = {skill = 'melvorD:Mining'},
['melvorF:Coal'] = {skill = 'melvorD:Mining'},
['melvorF:Bar'] = {skill = 'melvorD:Smithing'},
['melvorF:Herbs'] = {skill = 'melvorD:Farming'},
['melvorF:Rune_Essence'] = {skill = 'melvorD:Mining'},
['melvorF:Leather'] = {skill = nil},
['melvorF:Potions'] = {skill = 'melvorD:Herblore'},
['melvorF:Planks'] = {skill = 'melvorD:Woodcutting'},
['melvorF:Clothing'] = {skill = nil}
}
function p._GetResourceSkill(id)
return resource_skill[id].skill
end
-- Gets a Township building by name, e.g. Hunters Cabin
function p._GetBuildingByName(name)
-- Check for the special statue case
if name == 'Statues' then
name = 'Statue of Worship'
end
local STATUE_OF = 'Statue of '
if string.sub(name, 1, string.len(STATUE_OF)) == STATUE_OF then
local building = Shared.clone(GameData.getEntityByID(Township.buildings, 'melvorF:Statues'))
building.name = name
return building
else
return GameData.getEntityByName(Township.buildings, name)
end
end
-- Gets a building and prepares all the relevant stats for the building
-- TODO Rename, getBuildingInfoBox or something of the sort
function p.GetBuildingTable(frame)
local name = frame.args ~= nil and frame.args[1] or frame
local building = Shared.clone(p._GetBuildingByName(name))
local ret = {}
-- Header
table.insert(ret, '\r\n{| class="wikitable infobox"')
-- Name
table.insert(ret, '\r\n|-\r\n!'..building.name)
-- Icon
table.insert(ret, '\r\n|-\r\n|style="text-align:center"|'..Icons.Icon({building.name, type='building', size='250', notext=true}))
-- ID
table.insert(ret, '\r\n|-\r\n| <b>Building ID:</b> '..building.id)
-- Type
table.insert(ret, '\r\n|-\r\n| <b>Type:</b> '..building.type)
-- Tier
local tier = p._getTierText(building.tier)
table.insert(ret, '\r\n|-\r\n| <b>Requirements:</b><br>'..tier)
-- Upgrades From
table.insert(ret, '\r\n|-\r\n| <b>Base Cost:</b>')
local upgradesFrom = p._getBuildingDowngrade(building)
if upgradesFrom ~= nil then
table.insert(ret, '<br>'..Icons.Icon({upgradesFrom.name, type='building'}))
end
-- Cost
local cost = p._GetBuildingBaseCost(building)
table.insert(ret, '<br>'..cost)
-- Upgrades To
local upgradesTo = p._GetBuildingIDUpgrade(building.id)
if upgradesTo ~= nil then
table.insert(ret, '\r\n|-\r\n| <b>Upgrades To:</b>')
table.insert(ret, '<br>'..Icons.Icon({upgradesTo.name, type='building'}))
local upgrade_cost = p._GetBuildingBaseCost(upgradesTo)
table.insert(ret, '<br>'..upgrade_cost)
end
-- Fixed benefits
local benefits = p._getBuildingBenefits(building)
if benefits ~= nil then
table.insert(ret, '\r\n|-\r\n| <b>Provides:</b> '..benefits)
end
-- Production
--local production = p._GetBuildingBaseProduction(building)
--if production ~= nil then
--table.insert(ret, '\r\n|-\r\n| <b>Base Production per '..Icons.Icon({'Workers', type='township', notext=true})..':</b><br>')
--table.insert(ret, production)
--end
-- Modifiers
if building.modifiers ~= nil and not Shared.tableIsEmpty(building.modifiers) then
table.insert(ret, '\r\n|-\r\n| <b>Modifiers:</b>\r\n'..Constants.getModifiersText(building.modifiers, true))
end
-- Biomes
table.insert(ret, '\r\n|-\r\n| <b>Biomes:</b>')
for _, biomeid in ipairs(building.biomes) do
local biomename = GameData.getEntityByID(Township.biomes, biomeid).name
table.insert(ret, '<br>'..Icons.Icon({biomename, type='biome', notext=true, nolink=true})..' <span>'..biomename..'</span>')
end
-- End
table.insert(ret, '\r\n|}')
return table.concat(ret)
end
-- Gets a string displaying the base production of a building, or nil if no production
function p._GetBuildingBaseProduction(building)
-- TODO Fix always using first biome
local production = Shared.clone(building.provides[1].resources)
if #production == 0 then
return nil
end
local retResources = {}
for _, resource in ipairs(production) do
local retProduction = {}
-- Sourced from township.js -> Township.computeTownResourceGain()
local production = resource.quantity*100*(Township.tickLength/10)
local color = production < 0 and 'red' or 'green'
local resource_data = p._getResourceByID(resource.id)
table.insert(retProduction, '<span style="color:'..color..'">'..Icons.Icon({resource_data.name, type='resource', notext=true})..' '..Shared.numStrWithSign(production)..'</span>')
if resource_data.requires ~= nil and #resource_data.requires > 0 then
for _, required_resource in ipairs(resource_data.requires) do
local demand = production*required_resource.quantity*100
local required_resource_data = p._getResourceByID(required_resource.id)
table.insert(retProduction, '<span style="color:red">'..Icons.Icon({required_resource_data.name, type='resource', notext=true})..' -'..demand..'</span>')
end
end
end
return table.concat(retResources, '<br>')
end
-- Given a building id, find the next building upgrade
function p._GetBuildingIDUpgrade(buildingid)
local function checkFunc(entity)
return entity.upgradesFrom ~= nil and entity.upgradesFrom == buildingid
end
local upgradesTo = GameData.getEntities(Township.buildings, checkFunc)
if #upgradesTo > 0 then
return upgradesTo[1]
end
return nil
end
-- Given a building, find the base resource cost
function p._GetBuildingBaseCost(building, _join)
local join = _join ~= nil and _join or ', '
local cost = {}
-- TODO Cost can vary by biome, properly handle this rather than
-- always taking costs for the first biome
for _, resource in ipairs(building.cost[1].cost) do
local resource_data = p._getResourceByID(resource.id)
table.insert(cost, Icons.Icon({resource_data.name, type='resource', notext=true})..' '..resource.quantity)
end
return table.concat(cost, join)
end
-- Returns an upgrade table of a building
function p.GetBuildingUpgradeTable(frame)
local buildingname = frame.args ~= nil and frame.args[1] or frame
local building = p._GetBuildingByName(buildingname)
-- Let's find the base building
local baseBuilding = building
while true do
local previousBuilding = p._getBuildingDowngrade(baseBuilding)
if previousBuilding ~= nil then
baseBuilding = previousBuilding
else
break
end
end
-- Let's make a list of all the buildings
-- Return empty string if there is only 1 building in the upgrade chain (i.e. no upgrades/downgrades)
local buildingList = {}
local _curBuilding = baseBuilding
while true do
table.insert(buildingList, _curBuilding)
_curBuilding = p._GetBuildingIDUpgrade(_curBuilding.id)
if _curBuilding == nil then
break
end
end
if #buildingList == 1 then
return ''
end
local ret = {}
table.insert(ret, '\r\n== Upgrade Chart ==')
table.insert(ret, '\r\n{| class="wikitable"')
-- Name
table.insert(ret, '\r\n|- style="text-align:center" \r\n! Name')
for _, building in ipairs(buildingList) do
table.insert(ret, '\r\n!'..Icons.Icon({building.name, type='building'}))
end
-- Tier
table.insert(ret, '\r\n|-\r\n! Requirements')
for _, building in ipairs(buildingList) do
local tier = p._getTierText(building.tier)
table.insert(ret, '\r\n|'..tier)
end
-- Cost
table.insert(ret, '\r\n|-\r\n! Cost')
for _, building in ipairs(buildingList) do
local cost = p._GetBuildingBaseCost(building)
table.insert(ret, '\r\n|'..cost)
end
-- Optional params
-- Generate a row
-- textFunc: returns nil if no data for a building, or else returns a string
local function BuildOptionalRow(header, textFunc)
local texts = {}
local hasTexts = false
for _, building in ipairs(buildingList) do
local text = textFunc(building)
hasTexts = hasTexts == true or text ~= nil
texts = texts ~= nil and texts or ''
table.insert(texts, text)
end
if hasTexts == true then
texts = table.concat(texts, '\r\n|')
table.insert(ret, header..texts)
end
end
BuildOptionalRow('\r\n|-\r\n! Benefits\r\n|', p._getBuildingBenefits)
-- End
table.insert(ret, '\r\n|}')
return table.concat(ret)
end
-- Returns a row containing a task given a title and a task table
function p._GetTaskRow(title, task)
local ret = {}
-- If has description, we will need to rowspan the title by 2, and insert a description with colspan 2
local hasDescription = false
if task.description ~= nil then
hasDescription = true
end
local titlespan = hasDescription == true and 'rowspan="2"|' or ''
-- Title
table.insert(ret, '\r\n|-')
table.insert(ret, '\r\n!'..titlespan..title)
-- Description
if hasDescription then
table.insert(ret, '\r\n|colspan="2"|'..task.description)
table.insert(ret, '\r\n|-')
end
-- Requirements
table.insert(ret, '\r\n|')
local requirements = {}
for _, item in ipairs(task.goals.items) do
local itemname = GameData.getEntityByID('items', item.id).name
table.insert(requirements, Shared.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'}))
end
for _, monster in ipairs(task.goals.monsters) do
local monstername = GameData.getEntityByID('monsters', monster.id).name
table.insert(requirements, Shared.formatnum(monster.quantity)..' '..Icons.Icon({monstername, type='monster'}))
end
for _, skill in ipairs(task.goals.skillXP) do
local skillname = GameData.getSkillData(skill.id).name
table.insert(requirements, Shared.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP')
end
for _, building in ipairs(task.goals.buildings) do
local buildingname = p._GetBuildingByID(building.id).name
table.insert(requirements, Shared.formatnum(building.quantity)..' '..Icons.Icon({buildingname, type='building'}))
end
-- We don't check tasks.requirements (so far it's only used to enumerate the Tutorial tasks so you only see 1 at a time)
table.insert(ret, table.concat(requirements, '<br>'))
-- Rewards
table.insert(ret, '\r\n|')
local rewards = {}
if task.rewards.gp ~= 0 then
table.insert(rewards, Icons.GP(task.rewards.gp))
end
if task.rewards.slayerCoins ~= 0 then
table.insert(rewards, Icons.SC(task.rewards.slayerCoins))
end
for _, item in ipairs(task.rewards.items) do
local itemname = GameData.getEntityByID('items', item.id).name
table.insert(rewards, Shared.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'}))
end
for _, skill in ipairs(task.rewards.skillXP) do
local skillname = GameData.getSkillData(skill.id).name
table.insert(rewards, Shared.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP')
end
for _, townshipResource in ipairs(task.rewards.townshipResources) do
local resourcename = p._getResourceByID(townshipResource.id).name
table.insert(rewards, Shared.formatnum(townshipResource.quantity)..' '..Icons.Icon({resourcename, type='resource'}))
end
table.insert(ret, table.concat(rewards, '<br>'))
return table.concat(ret)
end
-- Returns all the tasks of a given category
function p.GetTaskTable(frame)
local category = frame.args ~= nil and frame.args[1] or frame
local categoryData = GameData.getEntityByID(Township.taskCategories, category)
if categoryData == nil then
return Shared.printError('Invalid task category specified: ' .. (tostring(category) or 'nil'))
end
local categoryname = categoryData.name
local taskcount = 0
local ret = {}
table.insert(ret, '\r\n{| class="wikitable lighttable" style="text-align:left"')
table.insert(ret, '\r\n!Task')
table.insert(ret, '\r\n!Requirements')
table.insert(ret, '\r\n!Rewards')
for _, task in ipairs(Township.tasks) do
-- Filter out other categories
if task.category == category then
taskcount = taskcount + 1
local title = categoryname..' '..taskcount
table.insert(ret, p._GetTaskRow(title, task))
end
end
table.insert(ret, '\r\n|}')
return table.concat(ret)
end
-- Returns a table containing all the tasks that reference an item or monster
-- e.g. p.GetTaskReferenceTable({'Chicken Coop', 'dungeon'})
-- name = item or monster name
-- type = 'item' or 'monster' or 'dungeon'
function p.GetTaskReferenceTable(frame)
-- Returns a set containing all the desired IDs
local function GetReferenceIDs(referenceName, referenceType)
local IDs = {}
if referenceType == 'dungeon' then
-- We get the tasks associated with all monsters in the dungeon
local monsters = GameData.getEntityByName('dungeons', referenceName).monsterIDs
for _, monster in ipairs(monsters) do
IDs[monster] = true
end
end
if referenceType == 'item' then
IDs[GameData.getEntityByName('items', referenceName).id] = true
end
if referenceType == 'monster' then
IDs[GameData.getEntityByName('monsters', referenceName).id] = true
end
return IDs
end
-- For a task, returns where to search for the desired IDs, given the type
local function GetGetSearchTables(referenceType)
local function searchItems(task)
return {task.goals.items, task.rewards.items}
end
local function searchMonsters(task)
return {task.goals.monsters}
end
-- item -> searchItems; monster or dungeon -> searchMonsters
return referenceType == 'item' and searchItems or searchMonsters
end
local args = frame.args ~= nil and frame.args or frame
local referenceName = Shared.fixPagename(args[1])
local referenceType = args[2]
local referenceIDs = GetReferenceIDs(referenceName, referenceType)
-- GetSearchTables = function searchItems/Monsters(task)
local GetSearchTables = GetGetSearchTables(referenceType)
local function checkTask(task)
local function checkID(entry)
return referenceIDs[entry.id] ~= nil
end
for _, searchTable in ipairs(GetSearchTables(task)) do
-- Check to see if the table contains any of the IDs in referenceIDs
if searchTable[1] ~= nil then -- Make sure table is not empty
if #GameData.getEntities(searchTable, checkID) ~= 0 then -- Make sure we have at least 1 match
return true
end
end
end
return false
end
-- Find all tasks that contain the desired ids
local tasks = GameData.getEntities(Township.tasks, checkTask)
if #tasks == 0 then
return ''
end
-- Build the table
local ret = {}
table.insert(ret, '==Tasks==')
table.insert(ret, '\r\n{| class="wikitable" style="text-align:left"')
table.insert(ret, '\r\n!Task')
table.insert(ret, '\r\n!Requirements')
table.insert(ret, '\r\n!Rewards')
for _, task in ipairs(tasks) do
local categoryname = GameData.getEntityByID(Township.taskCategories, task.category).name
local title = '[[Township/Tasks#'..categoryname..'|'..categoryname..']]'
table.insert(ret, p._GetTaskRow(title, task))
end
table.insert(ret, '\r\n|}')
return table.concat(ret)
end
-- TODO Temporary functions, these exist to enable renaming of functions
-- above without causing templates to break until they are migrated to these
-- newly-named functions
function p.GetWorshipTable()
return p.getWorshipTable()
end
return p