Module:Equipment: Difference between revisions
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No edit summary Tag: Manual revert |
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-- <pre>Sandbox for testing stuff. Infoked by [[User:Joeytje50/Module]] | |||
-- Current module being tested: Module:Equipment | -- Current module being tested: Module:Equipment | ||
Line 256: | Line 257: | ||
-- Fetch equipment and create divs | -- Fetch equipment and create divs | ||
makeDiv(parseItem(ret, args.head, "head", stats)) | |||
makeDiv(parseItem(ret, args.cape, "cape", stats)) | |||
makeDiv(parseItem(ret, args.neck, "neck", stats)) | |||
makeDiv(parseItem(ret, args.ammo, "ammo", stats, args.ammoquantity)) | |||
makeDiv(parseItem(ret, args.weapon, "weapon", stats, args.weaponquantity)) | |||
makeDiv(parseItem(ret, args.torso, "torso", stats)) | |||
makeDiv(parseItem(ret, args.shield, "shield", stats)) | |||
makeDiv(parseItem(ret, args.legs, "legs", stats)) | |||
makeDiv(parseItem(ret, args.gloves, "gloves", stats)) | |||
makeDiv(parseItem(ret, args.hands, "gloves", stats)) | |||
makeDiv(parseItem(ret, args.boots, "boots", stats)) | |||
makeDiv(parseItem(ret, args.ring, "ring", stats)) | |||
if stats then | |||
statslist(tbl, stats) | |||
if buttons then | |||
-- without buttons there is no way to switch to IKOD | |||
-- possible future feature: `if buttons or yesno(args.ikod, false)` for this if-statement | |||
local risk, smite = ikod(tbl, stats) | |||
ret:tag('div'):addClass("equipment-statsbutton") | |||
ret:node(string.format('<div class="equipment-ikodbutton" title="Risked value: %s When smited: %s"></div>', lang:formatNum(risk), lang:formatNum(smite))) | |||
end | |||
end | |||
return tbl:done() | return tbl:done() |
Revision as of 15:38, 3 May 2024
Documentation for this module may be created at Module:Equipment/doc
-- <pre>Sandbox for testing stuff. Infoked by [[User:Joeytje50/Module]]
-- Current module being tested: Module:Equipment
local p = {}
local hasc = require('Module:Paramtest').has_content
local itemstats = require('Module:FetchItemStats')
local yesno = require('Module:Yesno')
local lang = mw.language.getContentLanguage()
local GEPrice = require('Module:Exchange')._price
-- Parse item string and check if GIF icons are allowed
local function parseItem(ret, itemString, equipSlot, stats, quantity)
local itemString = itemString
local allowGif = false
local itemName = ""
-- Look for a ;g at the end of the string and separate them
if hasc(itemString) then
allowGif = itemString:sub(-2) == ";g"
if allowGif then
itemName = itemString:sub(0, -3)
else
itemName = itemString or ""
end
end
return ret, itemName, allowGif, equipSlot, stats, quantity
end
-- formats a number to thousands/millions
function formatAmount(_x)
local x = tonumber(_x) or 1
if x < 100000 then
return x, 'qty-1'
elseif x < 10000000 then
return tostring(math.floor(x/1000))..'K', 'qty-100k'
else
return tostring(math.floor(x/1000000))..'M', 'qty-10m'
end
end
-- Formats a <div> element for items
local function makeDiv(ret, itemName, allowGif, equipSlot, stats, quantity)
local itemName = itemName
local allowGif = allowGif
local topDivClass = "equipment-" .. equipSlot
local names = mw.text.split(itemName, ";")
if #names <= 1 or names[2] == 'g' then
names[2] = itemstats.defaultVersion(names[1]) or names[1]
end
local imgType = allowGif == true and "gif" or "png"
-- Use proper item icon/link and background, if item is present or not
if itemName == '' then
equipSlotText = ""
else
equipSlotText = string.format("[[File:%s.%s|link=%s]]", names[1], imgType, names[2])
end
-- Create the divs
local topDiv = ret
:tag("div")
:addClass(topDivClass)
local nestedDiv = topDiv
:tag("div")
:addClass("equipment-plinkp")
:wikitext(equipSlotText)
if quantity then
local amt, quantclass = formatAmount(quantity)
nestedDiv:tag('span')
:addClass('inv-quantity-text')
:addClass(quantclass)
:wikitext(amt)
end
if stats and itemName ~= '' then
local GEP = GEPrice(names[1], nil, nil, nil, -1)
local value = itemstats.value(names[2])
local name = names[1]
if allowGif then
-- restore ;g flag in order to be able to show a gif in the IKOD interface
name = name .. ';g'
end
if GEP == -1 then
table.insert(stats.ikods, {name, value})
else
table.insert(stats.ikods, {name, GEP})
end
local statstr = ''
local statstbl = itemstats.equipmentStats({names[2]})[1]
for stat, bonus in pairs(stats) do
if not statstbl then
-- do nothing, this item doesn't seem to exist
elseif statstbl[stat] then
-- Note: technically not 100% true since two types of ammo don't combine to increase rstr
-- but things like craw's bow or hvy ballista also give rstr in the weapon slot so this is
-- not trivial to correct for. Just doing it this way works for almost all legit situations.
stats[stat] = bonus + tonumber(statstbl[stat])
if statstr == '' then
statstr = bonus
else
statstr = statstr .. ',' .. bonus
end
elseif stat ~= "ikods" then
mw.log('Not found: ', itemName, equipSlot, stat)
mw.logObject(statstbl)
end
end
nestedDiv:attr("data-gemw", GEP)
:attr("data-value", value)
:attr("data-bonuses", statstr)
end
if itemName ~= '' then
topDiv:addClass("equipment-blank")
end
end
function statsdata(ret, txt, val)
if val >= 0 then
if txt == "Magic damage" then
val = string.format(": +%.1f%%", val)
elseif string.find(txt, "Weight") then
val = string.format(" %.1f kg", val)
else
val = ": +"..tostring(val)
end
else
val = ": "..tostring(val)
end
ret:tag('data'):wikitext(txt..val):attr('value', val)
end
function statslist(ret, stats)
local td = ret:tag("td"):addClass("equipment-stats"):tag("div")
td:tag("b"):wikitext("Attack bonus")
statsdata(td, 'Stab', stats['astab'])
statsdata(td, 'Slash', stats['aslash'])
statsdata(td, 'Crush', stats['acrush'])
statsdata(td, 'Magic', stats['amagic'])
statsdata(td, 'Range', stats['arange'])
td:tag('b'):wikitext("Defence bonus")
statsdata(td, 'Stab', stats['dstab'])
statsdata(td, 'Slash', stats['dslash'])
statsdata(td, 'Crush', stats['dcrush'])
statsdata(td, 'Magic', stats['dmagic'])
statsdata(td, 'Range', stats['drange'])
td:tag('b'):wikitext("Other bonuses")
statsdata(td, 'Melee strength', stats['str'])
statsdata(td, 'Ranged strength', stats['rstr'])
statsdata(td, 'Magic damage', stats['mdmg'])
statsdata(td, 'Prayer', stats['prayer'])
statsdata(td, '[[File:Weight icon.png|link=]]', stats['weight'])
end
function ikod(ret, stats)
table.sort(stats.ikods, function(left, right)
return left[2] > right[2]
end)
local risk = 0
local smite = 0
-- hidden td by default; will be shown when the IKOD button is pressed.
local td = ret:tag("td"):addClass("equipment-ikod"):css("display", "none"):tag("div")
td:tag("em"):wikitext("Items <b>KEPT</b> if not <strong>SKULLED</strong>:")
local ul = td:tag("ul")
for i, ikod in pairs(stats.ikods) do
if i > 4 then
-- Finish previous <ul> and insert a header that items will be lost.
end
it = ikod[1]
val = ikod[2]
local ftype = 'png'
if it:sub(-2) == ';g' then
ftype = 'gif'
it = it:sub(0, -3)
end
if i == 4 then
-- 4th item is only kept with protect item; create new header
td:tag("hr")
td:tag("em"):wikitext("Items <b>KEPT</b> if using <b>[[Protect Item|PROTECT ITEM]]</b>:")
ul = td:tag("ul")
ul:tag("li"):wikitext(string.format("[[File:%s.%s|link=|Kept-on-death value: %s]]", it, ftype, lang:formatNum(val)))
smite = smite + tonumber(val)
-- the rest of the items will be lost regardless; create a new header for that
td:tag("hr")
td:tag("em"):wikitext("Items sent to your <b>GRAVESTONE</b> or <strong>LOST</strong> to the player who killed you:")
-- change currently active ul to a new one
ul = td:tag("ul")
else
ul:tag("li"):wikitext(string.format("[[File:%s.%s|link=|Kept-on-death value: %s]]", it, ftype, lang:formatNum(val)))
if i > 4 then
risk = risk + tonumber(val)
smite = smite + tonumber(val)
end
end
i = i + 1
end
-- add an informative notice at the end
td:tag("hr")
td:tag("em"):wikitext("Data in this list is based purely on exchange or item value. " ..
"See <b>[[Items Kept on Death]]</b> for info. " ..
"The interface and items kept on death may vary in-game; [[RuneScape:General disclaimer|general disclaimer]]s apply.")
return risk, smite
end
function p.main(frame)
local args = frame:getParent().args
local buttons = yesno(args.buttons, false)
local stats = yesno(args.stats, false)
local align
if args.align == "right" then
align = "equipment-right"
elseif args.align == "center" then
align = "equipment-center"
else
align = "equipment-left"
end
-- general 'equipment' class for the whole thing
align = "equipment " .. align
local tbl = mw.html.create("table"):addClass(align):tag("tr")
local ret = tbl:tag("td"):tag("div")
if stats then
stats = {
astab = 0,
aslash = 0,
acrush = 0,
amagic = 0,
arange = 0,
dstab = 0,
dslash = 0,
dcrush = 0,
dmagic = 0,
drange = 0,
str = 0,
rstr = 0,
mdmg = 0,
prayer = 0,
weight = 0,
ikods = {},
}
end
if buttons then
ret:addClass("equipment-div-buttons")
else
ret:addClass("equipment-div")
end
-- Fetch equipment and create divs
makeDiv(parseItem(ret, args.head, "head", stats))
makeDiv(parseItem(ret, args.cape, "cape", stats))
makeDiv(parseItem(ret, args.neck, "neck", stats))
makeDiv(parseItem(ret, args.ammo, "ammo", stats, args.ammoquantity))
makeDiv(parseItem(ret, args.weapon, "weapon", stats, args.weaponquantity))
makeDiv(parseItem(ret, args.torso, "torso", stats))
makeDiv(parseItem(ret, args.shield, "shield", stats))
makeDiv(parseItem(ret, args.legs, "legs", stats))
makeDiv(parseItem(ret, args.gloves, "gloves", stats))
makeDiv(parseItem(ret, args.hands, "gloves", stats))
makeDiv(parseItem(ret, args.boots, "boots", stats))
makeDiv(parseItem(ret, args.ring, "ring", stats))
if stats then
statslist(tbl, stats)
if buttons then
-- without buttons there is no way to switch to IKOD
-- possible future feature: `if buttons or yesno(args.ikod, false)` for this if-statement
local risk, smite = ikod(tbl, stats)
ret:tag('div'):addClass("equipment-statsbutton")
ret:node(string.format('<div class="equipment-ikodbutton" title="Risked value: %s When smited: %s"></div>', lang:formatNum(risk), lang:formatNum(smite)))
end
end
return tbl:done()
end
return p