Module:Equipment: Difference between revisions
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-- Fetch equipment and create divs | -- Fetch equipment and create divs | ||
return tbl:done() | return tbl:done() |
Revision as of 13:42, 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 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
return tbl:done()
end
return p