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Module:Skills/Gathering: Difference between revisions

From Melvor Idle
Update for v1.0.3
(getSpecialFishingTable: Show smaller chance values to 2sf)
(Update for v1.0.3)
Line 187: Line 187:


function p.getSpecialFishingTable(frame)
function p.getSpecialFishingTable(frame)
local lootValue = 0
local totalWt, lootValue = 0, 0
local totalWt = Items.specialFishWt
local itemArray = Shared.clone(SkillData.Fishing.SpecialItems)
for i, itemDef in ipairs(itemArray) do
totalWt = totalWt + itemDef[2]
end
-- Sort the loot table by weight in descending order
table.sort(itemArray, function(a, b) return (a[2] == b[2] and a[1] < b[1]) or a[2] > b[2] end)


local result = ''
local resultPart = {}
result = result..'\r\n{|class="wikitable sortable stickyHeader"'
table.insert(resultPart, '\r\n{|class="wikitable sortable stickyHeader"')
result = result..'\r\n|- class="headerRow-0"'
table.insert(resultPart, '\r\n|- class="headerRow-0"\r\n!colspan="2"| Item\r\n!Value\r\n!colspan="2"|Chance')
result = result..'\r\n!Item'
for i, itemDef in ipairs(itemArray) do
result = result..'!!Price!!colspan="2"|Chance'
local item = Items.getItemByID(itemDef[1])
 
if item ~= nil then
--Sort the loot table by weight in descending order
local dropChance = itemDef[2] / totalWt * 100
table.sort(Items.specialFishLoot, function(a, b) return a[2] > b[2] end)
-- If chance is less than 0.10% then show 2 significant figures, otherwise 2 decimal places
for i, row in pairs(Items.specialFishLoot) do
local fmt = (dropChance < 0.10 and '%.2g') or '%.2f'
local thisItem = Items.getItemByID(row[1])
table.insert(resultPart, '\r\n|-\r\n|style="text-align:center"| ' .. Icons.Icon({item.name, type='item', notext=true}))
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
table.insert(resultPart, '\r\n| ' .. Icons.Icon({item.name, type='item', noicon=true}))
result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
table.insert(resultPart, '\r\n|data-sort-value="' .. item.sellsFor .. '"| ' .. Icons.GP(math.floor(item.sellsFor)))
result = result..'|'..Icons.GP(thisItem.sellsFor)
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. itemDef[2] .. '"| ' .. Shared.fraction(itemDef[2], totalWt))
 
table.insert(resultPart, '\r\n|style="text-align:right"| ' .. string.format(fmt, dropChance) .. '%')
local dropChance = (row[2] / totalWt) * 100
lootValue = lootValue + (dropChance / 100 * item.sellsFor)
-- If chance is less than 01.0% then show 2 significant figures, otherwise 2 decimal places
end
local fmt = (dropChance < 0.10 and '%.2g') or '%.2f'
result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
result = result..'|'..Shared.fraction(row[2], totalWt)
result = result..'||style="text-align:right"|'..string.format(fmt, dropChance)..'%'
lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor)
end
end
result = result..'\r\n|}'
table.insert(resultPart, '\r\n|}\r\nThe average value of a roll on the special fishing loot table is ' .. Icons.GP(Shared.round(lootValue, 2, 0)))
result = result..'\r\nThe average value of a roll on the special fishing loot table is '..Icons.GP(Shared.round(lootValue, 2, 0))
return table.concat(resultPart)
 
return result
end
end


function p.getFishingJunkTable(frame)
function p.getFishingJunkTable(frame)
local result = '{| class="wikitable sortable stickyHeader"'
local resultPart = {}
result = result..'\r\n|- class="headerRow-0"'
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
result = result..'\r\n!colspan="2"|Item!!Value'
table.insert(resultPart, '\r\n|- class="headerRow-0"')
 
table.insert(resultPart, '\r\n!colspan="2"|Item!!Value')
local itemArray = Items.getItems(function(item) return item.type == "Junk" end)


local itemArray = {}
for i, itemID in ipairs(SkillData.Fishing.JunkItems) do
local item = Items.getItemByID(itemID)
if item ~= nil then
table.insert(itemArray, item)
end
end
table.sort(itemArray, function(a, b) return a.name < b.name end)
table.sort(itemArray, function(a, b) return a.name < b.name end)


for i, item in Shared.skpairs(itemArray) do
for i, item in ipairs(itemArray) do
result = result..'\r\n|-'
table.insert(resultPart, '\r\n|-')
result = result..'\r\n|style="min-width:25px"|'..Icons.Icon({item.name, type='item', notext=true, size='50'})
table.insert(resultPart, '\r\n|style="min-width:25px"| ' .. Icons.Icon({item.name, type='item', notext=true, size=50}))
result = result..'||'..Icons.Icon({item.name, type='item', noicon=true})
table.insert(resultPart, '\r\n| ' .. Icons.Icon({item.name, type='item', noicon=true}))
result = result..'||style="text-align:right;" data-sort-value="'..item.sellsFor..'"|'..Icons.GP(item.sellsFor)
table.insert(resultPart, '\r\n|data-sort-value="' .. item.sellsFor .. '"| ' .. Icons.GP(math.floor(item.sellsFor)))
end
end
 
table.insert(resultPart, '\r\n|}')
result = result..'\r\n|}'
return table.concat(resultPart)
 
return result
end
end


Line 283: Line 285:


function p.getFishTable(frame)
function p.getFishTable(frame)
local data = Items.getItems(function(item) return item.fishingID ~= nil end)
local recipeList = {}
for i, recipe in ipairs(SkillData.Fishing.Fish) do
table.insert(recipeList, recipe)
end
table.sort(recipeList, function(a, b) return (a.level == b.level and a.masteryID < b.masteryID) or a.level < b.level end)


table.sort(data, function(a, b) return a.fishingID < b.fishingID end)
-- Determine cooking levels for all fish
local cookReq = {}
for i, recipe in ipairs(SkillData.Cooking.Recipes) do
-- This assumes that each raw fish only appears in a single recipe, which is a bit rubbish
-- but currently holds
for j, mat in ipairs(recipe.itemCosts) do
if cookReq[mat.id] == nil then
cookReq[mat.id] = recipe.level
end
end
end


local result = '{| class="wikitable sortable stickyHeader"'
local resultPart = {}
result = result..'\r\n|- class="headerRow-0"'
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
result = result..'\r\n!Fish\r\n!Name\r\n!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level\r\n!Catch Time'
table.insert(resultPart, '\r\n|- class="headerRow-0"')
result = result..'\r\n!Experience\r\n!Fish Price\r\n!XP/s\r\n!GP/s\r\n!'
table.insert(resultPart, '\r\n!Fish\r\n!Name\r\n!' .. Icons.Icon({'Fishing', type='skill', notext=true}) .. ' Level\r\n!Catch Time')
result = result..Icons.Icon({'Cooking', type='skill', notext=true})..' Level'
table.insert(resultPart, '\r\n!XP\r\n!Value\r\n!XP/s\r\n!GP/s')
 
table.insert(resultPart, '\r\n!' .. Icons.Icon({'Cooking', type='skill', notext=true}) .. ' Level')
for i, fish in Shared.skpairs(data) do
for i, recipe in ipairs(recipeList) do
result = result..'\r\n|-'
local fish = Items.getItemByID(recipe.itemID)
result = result..'\r\n| style="text-align: left;" | '..Icons.Icon({fish.name, type='item', size='50', notext=true})
if fish ~= nil then
result = result..'\r\n| style="text-align: left;" | '..Icons.Icon({fish.name, type='item', noicon=true})
local timeSortVal = (recipe.baseMinInterval + recipe.baseMaxInterval) / 2000
result = result..'\r\n| style="text-align:right"|'..fish.fishingLevel
local timeStr = string.format("%.1fs - %.1fs", recipe.baseMinInterval / 1000, recipe.baseMaxInterval / 1000)
 
local XPs = recipe.baseXP / timeSortVal
local timeSortVal = (fish.minFishingInterval + fish.maxFishingInterval) / 2
local GPs = fish.sellsFor / timeSortVal
local timeStr = string.format("%.1fs-%.1fs", (fish.minFishingInterval/1000), (fish.maxFishingInterval/1000))
local cookStr = cookReq[recipe.itemID] or 'N/A'
result = result..'\r\n| style="text-align:right" data-sort-value="'..timeSortVal..'"|'..timeStr
table.insert(resultPart, '\r\n|-')
result = result..'\r\n| style="text-align:right"|'..fish.fishingXP
table.insert(resultPart, '\r\n|style="text-align:center"| ' .. Icons.Icon({fish.name, type='item', size='50', notext=true}))
result = result..'\r\n| style="text-align:right"|'..fish.sellsFor
table.insert(resultPart, '\r\n| ' .. Icons.Icon({fish.name, type='item', noicon=true}))
local XPs = fish.fishingXP / (timeSortVal / 1000)
table.insert(resultPart, '\r\n|style="text-align:right"| ' .. recipe.level)
local GPs = fish.sellsFor / (timeSortVal / 1000)
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. timeSortVal .. '"| ' .. timeStr)
result = result..'\r\n| style="text-align:right"|'..Shared.round(XPs, 2, 2)
table.insert(resultPart, '\r\n|style="text-align:right"| ' .. recipe.baseXP)
result = result..'\r\n| style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))
table.insert(resultPart, '\r\n|data-sort-value="' .. fish.sellsFor .. '"| ' .. Icons.GP(fish.sellsFor))
 
table.insert(resultPart, '\r\n|style="text-align:right"| ' .. Shared.round(XPs, 2, 2))
local cookStr = "N/A"
table.insert(resultPart, '\r\n|data-sort-value="' .. GPs .. '"|' .. Icons.GP(Shared.round(GPs, 2, 2)))
if fish.cookingLevel ~= nil then
table.insert(resultPart, '\r\n|style="text-align:right"| ' .. cookStr)
cookStr = fish.cookingLevel
end
end
result = result..'\r\n| style="text-align:right"|'..cookStr
end
end
 
table.insert(resultPart, '\r\n|}')
result = result..'\r\n|}'
return table.concat(resultPart)
return result
end
end


function p.getFishingAreasTable(frame)
function p.getFishingAreasTable(frame)
local result = '{| class="wikitable sortable stickyHeader"'
local result = '{| class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
Line 327: Line 339:
result = result..'\r\n!Junk Chance\r\n!Special Chance'
result = result..'\r\n!Junk Chance\r\n!Special Chance'


for i, area in Shared.skpairs(SkillData.Fishing.Areas) do
for i, area in ipairs(SkillData.Fishing.Areas) do
result = result..'\r\n|-'
result = result..'\r\n|-'
result = result..'\r\n| style ="text-align: left;" |'..area.name
result = result..'\r\n| style ="text-align: left;" |'..area.name


local fishArray = {}
local fishArray = {}
for j, fish in Shared.skpairs(area.fish) do
for j, fish in ipairs(area.fish) do
local fishTable = Items.getItems(function(item) return item.fishingID == fish end)
local fishItem = Items.getItemByID(fish.itemID)
local fishItem = fishTable[0] or fishTable[1]
if fishItem ~= nil then
table.insert(fishArray, Icons.Icon({fishItem.name, type='item'}))
table.insert(fishArray, Icons.Icon({fishItem.name, type='item'}))
end
end
end
result = result..'\r\n|'..table.concat(fishArray, '<br />')
result = result..'\r\n|'..table.concat(fishArray, '<br/>')


result = result..'\r\n| style="text-align:right"|'..area.fishChance..'%'
result = result..'\r\n| style="text-align:right"|'..area.fishChance..'%'
Line 744: Line 757:
end
end
end
end
local modTypes = {}
if includeStandard then
table.insert(modTypes, 'standardModifiers')
end
if includeUnique then
table.insert(modTypes, 'uniqueModifiers')
end


local modArray = {}
local modArray = {}
local isSkillMod = {}
local isSkillMod = {}
-- Standard modifiers
for _, modType in ipairs(modTypes) do
if includeStandard then
for i, skillMods in ipairs(cons[modType]) do
for i, skillMods in ipairs(cons.standardModifiers) do
local skillID = cons.skills[i]
local skillID = cons.skills[i]
if skillID ~= nil then
if skillID ~= nil then
Line 762: Line 782:
addToArray(modArray, {modName, modVal})
addToArray(modArray, {modName, modVal})
end
end
end
end
end
-- Unique modifiers
if includeUnique then
local skillArray = {}
for i, skillID in ipairs(cons.skills) do
table.insert(skillArray, SkillData.Skills[skillID + 1])
end
for i, modName in ipairs(cons.uniqueModifiers) do
-- The most important thing we're getting here is the modText and modBase
-- modText lets us check if this is a per-skill modifier or not
-- modBase lets us check .isSkill, which are modifiers that we only use for skills with Mastery
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
if Shared.contains(modText, '{SV0}') then
isSkillMod[modName] = true
-- Check which skills the current modifier can be used for
for j, skillID in ipairs(cons.skills) do
if not modBase.isSkill or (modBase.isSkill and skillArray[j].hasMastery) then
addToArray(modArray, {modName, {skillID, modValue}})
end
end
else
addToArray(modArray, {modName, modValue})
end
end
end
end
Line 817: Line 812:
result = result..'!!XP!!Skills!!Standard Modifiers!!Unique Modifiers'
result = result..'!!XP!!Skills!!Standard Modifiers!!Unique Modifiers'


for i, cons in Shared.skpairs(SkillData.Astrology.Constellations) do
for i, cons in ipairs(SkillData.Astrology.Constellations) do
local name = cons.name
local name = cons.name
result = result..'\r\n|-'
result = result..'\r\n|-'
Line 858: Line 853:
result = result..'\r\n!rowspan="2"| Value!!colspan="2"| Chance'
result = result..'\r\n!rowspan="2"| Value!!colspan="2"| Chance'
result = result..'\r\n|-\r\n! This Value!! This Value or Greater'
result = result..'\r\n|-\r\n! This Value!! This Value or Greater'
local lastChance = 0
local cumulativeChance = 100
local cumulativeChance = 100
for i, chance in Shared.skpairs(SkillData.Astrology.Defaults.valueWeight) do
for i, chance in ipairs(SkillData.Astrology.ModifierMagnitudeChances) do
local thisChance = (i == 5 and chance) or chance - lastChance
result = result..'\r\n|-'
result = result..'\r\n|-'
result = result..'\r\n|style="text-align:right"| '..i
result = result..'\r\n|style="text-align:right"| ' .. i
result = result..'\r\n|style="text-align:right"| ' .. thisChance .. '%'
result = result..'\r\n|style="text-align:right"| ' .. chance .. '%'
result = result..'\r\n|style="text-align:right"| ' .. cumulativeChance .. '%'
result = result..'\r\n|style="text-align:right"| ' .. cumulativeChance .. '%'
cumulativeChance = cumulativeChance - thisChance
cumulativeChance = cumulativeChance - chance
lastChance = chance
end
end
result = result..'\r\n|}'
result = result..'\r\n|}'