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Module:Items: Difference between revisions

From Melvor Idle
11,319 bytes removed ,  17 November 2020
Moving getEquipmentTable over to Module:Items/ComparisonTables
(GemTable is now a module level variable)
(Moving getEquipmentTable over to Module:Items/ComparisonTables)
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--Several functions related to use tables can be found at Module:Items/UseTables
--Several functions related to use tables can be found at Module:Items/UseTables
--Functions related to source tables can be found at Module:Items/SourceTables
--Functions related to source tables can be found at Module:Items/SourceTables
--Other functions moved to Module:Items/ComparisonTables


local p = {}
local p = {}
Line 245: Line 246:


   return p._getOtherItemBoxText(item, asList)
   return p._getOtherItemBoxText(item, asList)
end
function p.getEquipmentTable(frame)
  local args = frame.args ~= nil and frame.args or frame
  local type = args.type
  local tier = args.tier
  local slotStr = args.slot
  local ammoTypeStr = args.ammoType
  local category = args.category ~= nil and args.category or 'Combat'
  --Find out what Ammo Type we're working with
  local ammoType = nil
  if ammoTypeStr ~= nil then
    if ammoTypeStr == "Arrows" then
      ammoType = 0
    elseif ammoTypeStr == 'Bolts' then
      ammoType = 1
    elseif ammoTypeStr == 'Javelins' then
      ammoType = 2
    elseif ammoTypeStr == 'Throwing Knives' then
      ammoType = 3
    end
  end
  --Find out what slot we're working with
  local slot = nil
  if slotStr ~= nil then
    slot = Constants.equipmentSlot[slotStr]
  end
 
  --Getting some lists set up here that will be used later
  --First, the list of columns used by both weapons & armour
  local statColumns = {'stabAttackBonus', 'slashAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction', 'attackLevelRequired', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
  --Then the lists for just weapons/just armour
  --Then the list of weapon types
  local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
  local isWeaponType = Shared.contains(weaponTypes, type)
  --Now we need to figure out which items are in this list
  local itemList = {}
  for i, itemBase in pairs(ItemData.Items) do
    local item = Shared.clone(itemBase)
    item.id = i - 1
    local listItem = false
    if isWeaponType then
    listItem = item.type == type and item.category == category
      if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
    else
      --Now for handling armour
      if type == "Armour" or type == "Melee" then
        listItem = item.defenceLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Armour')
      elseif type == "Ranged Armour" or type == "Ranged" then
        listItem = item.rangedLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
      elseif type == "Magic Armour" or type == "Magic" then
        listItem = item.magicLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Magic Armour')
      else
        listItem = item.type == type and item.category ~= 'Combat'
      end
      if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
      if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
    end
    if listItem then
      table.insert(itemList, item)
    end
  end
  --Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
  local ignoreColumns = Shared.clone(statColumns)
  for i, item in pairs(itemList) do
    local ndx = 1
    while Shared.tableCount(ignoreColumns) >= ndx do
      if p._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
        table.remove(ignoreColumns, ndx)
      else
        ndx = ndx + 1
      end
    end
  end
  --Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
  local attBonusCols = 5
  local strBonusCols = 2
  local defBonusCols = 3
  local lvlReqCols = 4
  local ndx = 1
  while Shared.tableCount(statColumns) >= ndx do
    local colName = statColumns[ndx]
    if Shared.contains(ignoreColumns, colName) then
      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, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
      table.remove(statColumns, ndx)
    else
      ndx = ndx + 1
    end
  end
 
 
  --Alright, let's start the table by building the shared header
  local result = '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"'
  if isWeaponType then
    --Weapons have extra columns here for Attack Speed and "Two Handed?"
    result = result..'\r\n!colspan="4"|'
  else
    result = result..'\r\n!colspan="2"|'
  end
  if attBonusCols > 0 then
    result = result..'\r\n!colspan="'..attBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
  end
  if strBonusCols > 0 then
    result = result..'\r\n!colspan="'..strBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
  end
  if Shared.contains(statColumns, 'magicDamageBonus') then
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
  end
  if defBonusCols > 0 then
    result = result..'\r\n!colspan="'..defBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
  end
  if Shared.contains(statColumns, 'damageReduction') then
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
  end
  if lvlReqCols > 0 then
    result = result..'\r\n!colspan="'..lvlReqCols..'"style="padding:0 0.5em 0 0.5em;"|Levels Required'
  end
  result = result..'\r\n!colspan="1"|'
  --One header row down, one to go
  result = result..'\r\n|-class="headerRow-1"'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Item'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Name'
  --Weapons have Attack Speed here
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed'
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
  end
  --Attack bonuses
  if Shared.contains(statColumns, 'slashAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'stabAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'blockAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  --Strength bonuses
  if Shared.contains(statColumns, 'strengthBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedStrengthBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicDamageBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  --Defence bonuses
  if Shared.contains(statColumns, 'defenceBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedDefenceBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicDefenceBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'damageReduction') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  --Level requirements
  if Shared.contains(statColumns, 'attackLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'defenceLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  --And finally Sources
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'
  table.sort(itemList, function(a, b) return a.id < b.id end)
  for i, item in pairs(itemList) do
    if isWeaponType then
      --Building rows for weapons
      result = result..'\r\n|-'
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
      result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.formatnum(item.attackSpeed)
      --That's the first list out of the way, now for 2-Handed
      result = result..'\r\n| style ="text-align: right;"|'
      if item.isTwoHanded then result = result..'Yes' else result = result..'No' end
      for j, statName in pairs(statColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if not Shared.contains(statName, 'LevelRequired') then
          if statValue > 0 then
            result = result..'background-color:lightgreen;'
          elseif statValue < 0 then
            result = result..'background-color:lightpink;'
          end
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    else
      --Building rows for armour
      result = result..'\r\n|-'
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
      for j, statName in pairs(statColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if statValue > 0 then
          result = result..'background-color:lightgreen;'
        elseif statValue < 0 then
          result = result..'background-color:lightpink;'
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    end
  end
  result = result..'\r\n|}'
  return result
end
end