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(Implement equipment category table generation for specific styles (Melee, Ranged, Magic, Other)) |
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Line 26: | Line 26: | ||
['Enhancement'] = 'melvorD:Enhancement' | ['Enhancement'] = 'melvorD:Enhancement' | ||
} | } | ||
local itemStyleOverrides = { | |||
['Melee'] = { | |||
'melvorF:Slayer_Helmet_Basic', | |||
'melvorF:Slayer_Platebody_Basic', | |||
'melvorF:Paladin_Gloves', | |||
'melvorF:Desert_Wrappings', | |||
'melvorF:Knights_Defender', | |||
}, | |||
['Ranged'] = { | |||
'melvorF:Slayer_Cowl_Basic', | |||
'melvorF:Slayer_Leather_Body_Basic', | |||
'melvorD:Cape_Of_Prat', | |||
'melvorD:Ice_Arrows', | |||
}, | |||
['Magic'] = { | |||
'melvorF:Slayer_Wizard_Hat_Basic', | |||
'melvorF:Slayer_Wizard_Robes_Basic', | |||
'melvorF:Skull_Cape', | |||
'melvorD:Enchanted_Shield', | |||
'melvorF:Elementalist_Gloves', | |||
'melvorTotH:Freezing_Touch_Body', | |||
'melvorTotH:Lightning_Boots', | |||
}, | |||
['Other'] = { | |||
} | |||
} | |||
-- Categorise equipment by: | |||
-- - Equipment slot ID | |||
-- - Style (Melee, Ranged, Magic, Other) | |||
p.SlotEquipment = {} | |||
function p.populateSlotEquipment() | |||
-- Populate from item data | |||
local hiddenItems = {} | |||
for _, itemID in ipairs(Items.HiddenItems) do | |||
hiddenItems[itemID] = true | |||
end | |||
-- Transform style overrides into a form where items are indexed by ID | |||
local styleOverrides = {} | |||
for overType, itemIDs in pairs(itemStyleOverrides) do | |||
for _, itemID in ipairs(itemIDs) do | |||
styleOverrides[itemID] = overType | |||
end | |||
end | |||
for _, item in ipairs(GameData.rawData.items) do | |||
if ( | |||
-- Item is not hidden (includes debug items) | |||
hiddenItems[item.id] == nil | |||
-- Item isn't exclusive to Golbin Raid minigame | |||
and (item.golbinRaidExclusive == nil or not item.golbinRaidExclusive) | |||
-- Item can be equipped to any slot | |||
and item.validSlots ~= nil | |||
) then | |||
-- Item is equippment to be included within equipment tables | |||
local equipEntry = { | |||
['item'] = item, | |||
['slots'] = {}, | |||
['isWeapon'] = nil, | |||
['style'] = nil | |||
} | |||
-- Determine which slots the equipment can be equipped to | |||
local occupiesSlots = item.occupiesSlots or {} | |||
for _, slotLocalID in ipairs(item.validSlots) do | |||
local newSlotID = slotLocalID | |||
-- Separate two-handed weapons from other weapons | |||
if slotLocalID == 'Weapon' and Items._getItemStat(item, 'isTwoHanded') then | |||
newSlotID = '2hWeapons' | |||
-- Classify javelins and throwing knives as weapons | |||
elseif slotLocalID == 'Quiver' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then | |||
newSlotID = 'Weapon' | |||
-- Combine all enhancements | |||
elseif Shared.contains({'Enhancement1', 'Enhancement2', 'Enhancment3'}, slotLocalID) then | |||
newSlotID = 'Enhancement' | |||
end | |||
equipEntry.slots[newSlotID] = true | |||
end | |||
equipEntry.isWeapon = equipEntry.slots['Weapon'] or equipEntry.slots['2hWeapons'] or Shared.contains(occupiesSlots, 'Weapon') | |||
-- Determine the style of the item (Melee, Ranged, Magic, Other) | |||
local function hasSkillReq(reqs, localSkillID) | |||
if reqs ~= nil then | |||
local skillID = Shared.getNamespacedID('melvorD', localSkillID) | |||
for levelType, typeReqs in pairs(reqs) do | |||
if typeReqs[skillID] ~= nil then | |||
return true | |||
end | |||
end | |||
end | |||
return false | |||
end | |||
local levelReqs = Items._getItemLevelReqs(item) | |||
-- Apply any overrides first | |||
if styleOverrides[item.id] ~= nil then | |||
equipEntry.style = styleOverrides[item.id] | |||
-- Weapon styles can be checked using the attackType property | |||
elseif equipEntry.isWeapon and Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then | |||
equipEntry.style = Shared.titleCase(item.attackType) | |||
-- Magic | |||
elseif hasSkillReq(levelReqs, 'Magic') then | |||
equipEntry.style = 'Magic' | |||
-- Ranged | |||
elseif ( | |||
hasSkillReq(levelReqs, 'Ranged') | |||
or equipEntry.slots.Quiver ~= nil | |||
or item.ammoType ~= nil | |||
) then | |||
equipEntry.style = 'Ranged' | |||
-- Melee | |||
elseif ( | |||
hasSkillReq(levelReqs, 'Attack') | |||
or hasSkillReq(levelReqs, 'Defence') | |||
) then | |||
equipEntry.style = 'Melee' | |||
-- Other, default style if unmatched | |||
else | |||
equipEntry.style = 'Other' | |||
end | |||
-- Finally, add the entry into the slotEquipment table | |||
table.insert(p.SlotEquipment, equipEntry) | |||
end | |||
end | |||
end | |||
p.populateSlotEquipment() | |||
local function getEquipItemList(filter) | |||
local equip = GameData.getEntities(p.SlotEquipment, function(x) return filter(x) end) | |||
local items = {} | |||
for _, entry in ipairs(equip) do | |||
table.insert(items, entry.item) | |||
end | |||
return items | |||
end | |||
local function getSlotID(slot) | local function getSlotID(slot) | ||
Line 56: | Line 194: | ||
end | end | ||
local function getItems(slotID, style) | |||
local function getItems(slotID) | |||
local _, slotLocalID = Shared.getLocalID(slotID) | local _, slotLocalID = Shared.getLocalID(slotID) | ||
return getEquipItemList( | |||
function(entry) | |||
return ( | |||
entry.slots[slotLocalID] ~= nil | |||
and (style == nil or style == '' or style == entry.style) | |||
) | |||
end | end | ||
) | |||
end | end | ||
Line 125: | Line 214: | ||
elseif statVal < 0 then | elseif statVal < 0 then | ||
cell:addClass('table-negative') | cell:addClass('table-negative') | ||
end | |||
if math.abs(statVal) >= 1000 then | |||
cell:attr('data-sort-value', statVal) | |||
end | end | ||
cell:css('text-align', 'right') | cell:css('text-align', 'right') | ||
Line 137: | Line 229: | ||
return createStatCell(row, statVal) | return createStatCell(row, statVal) | ||
:wikitext(statVal) | :wikitext(Num.formatnum(statVal)) | ||
end | end | ||
Line 219: | Line 311: | ||
end | end | ||
function p.getEquipmentTable(itemList, slot) | function p.getEquipmentTable(itemList, slot, style) | ||
local iconSize = 20 | local iconSize = 20 | ||
local fl = FL.new(itemList) | local fl = FL.new(itemList) | ||
Line 298: | Line 390: | ||
-- Add attack speed. | -- Add attack speed. | ||
if isWeapon == true then | if isWeapon == true then | ||
local atkSpeed = | local atkSpeed = Items._getItemStat(item, 'attackSpeed') | ||
if atkSpeed > 0 then | if atkSpeed > 0 then | ||
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's') | row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's') | ||
Line 343: | Line 435: | ||
function p.getCategoryTable(frame) | function p.getCategoryTable(frame) | ||
local | local args = frame.args ~= nil and frame.args or frame | ||
local slot, style = args[1], Shared.titleCase(args[2] or '') | |||
local slotID = getSlotID(slot) | local slotID = getSlotID(slot) | ||
if slotID == nil then | if slotID == nil then | ||
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil')) | return Shared.printError('Invalid slot ID: ' .. (slot or 'nil')) | ||
elseif style ~= nil and style ~= '' and itemStyleOverrides[style] == nil then | |||
return Shared.printError('Invalid style: ' .. (style or 'nil')) | |||
end | end | ||
return p.getEquipmentTable(getItems(slotID), slot) | return p.getEquipmentTable(getItems(slotID, style), slot) | ||
end | end | ||
Line 595: | Line 690: | ||
function p.getDRTable(frame) | function p.getDRTable(frame) | ||
local style = frame.args ~= nil and frame.args[1] or frame | local style = frame.args ~= nil and frame.args[1] or frame | ||
local | local slotNames = {} | ||
if style == 'Other' then | if style == 'Other' then | ||
slotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'} | |||
else | else | ||
slotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'} | |||
end | end | ||
local itemList = getEquipItemList( | |||
function(entry) | |||
if Items._getItemStat(entry.item, 'damageReduction', true) <= 0 then | |||
-- Item provides no DR: Exclude | |||
return false | |||
end | |||
-- Check equipment slot matches | |||
local slotMatch = false | |||
end | for _, slotName in ipairs(slotNames) do | ||
if entry.slots[slotName] ~= nil then | |||
slotMatch = true | |||
break | |||
end | |||
end | |||
if not slotMatch then | |||
return false | |||
end | |||
-- Finally, ensure the style matches. If no style specified then return evertyhing | |||
return (style == nil or style == '' or style == entry.style) | |||
end | |||
) | |||
return p._getDRTable(slotNames, itemList) | |||
return p._getDRTable( | |||
end | end | ||
return p | return p |