Documentation for this module may be created at Module:Skill calc/doc
--[=[
dependencies
[[Module:Addcommas]]
[[Module:Tables]]
[[Module:Coins]]
[[Module:GETotal]]
[[Module:Number]]
[[Module:Experience]]
[[Module:Silverhawks/data]]
[[Module:Skill_calc/eltGenerator]]
[[Module:Skill_calc/bonusGenerator]]
TODO
Get input on bonus stacking
--]=]
--[=[
Note: Once all existing calculators have been converted, this Module will be cleaned
up to remove any spaghetti code.
--]=]
-- <nowiki>
local p = {}
local commas = require('Module:Addcommas')._add
local tables = require('Module:Tables')
local coins = require('Module:Coins')._amount
local gePrice = require('Module:GETotal')._quantity
local numbers = require('Module:Number')._round
local level = require('Module:Experience').level_at_xp
local xp = require('Module:Experience').xp_at_level
local featherExp = require('Module:Silverhawks/data')
-- This houses most of the processing power
local eltGenerator = require('Module:Skill_calc/eltGenerator')
local bonusGenerator = require('Module:Skill_calc/bonusGenerator')
function p.noValue(frame)
local args = frame:getParent().args
local pctExpBoost = 0 -- Account for outfits, avatar, tools, etc
local pctExpBoostSw = 0
local flatExpBoost = 0 -- Account for flat experience boosts
local currLv, goalLv, currXP, goalXP, remaining
local icon,links,elts
local prayerBoost -- This is needed for account for popular methods
local message, testMessage
if args.testing == "active" then
testMessage = "This calculator is being used to test new features." end
-- These sub-sections have different table elts than their parent skill
local exceptions =
{"Agility-Other", "Conversion", "Firemaking-Barbarian", "Firemaking-Char",
"Fishing-Dungeoneering", "Flatpacks", "Forging", "Masters", "Milestones", "Multiples",
"Rooms", "Runespan - Free", "Runespan - Members", "Scrolls",
"Summoning-Dungeoneering - Pouches", "Slayer-Items", "Tiaras", "Woodcutting-Other"}
local bonusExceptions =
{"Urns", "Dungeoneering", "Blast furnace"}
-- These skills have no special considerations in Dungeoneering
local basicDungeons =
{"Mining", "Woodcutting"}
-- Hold bonuses and boosts
local bonusPct = pctExpBoost
local boostPctSw = pctExpBoostSw
-- Gather all relative experience boosts to find new base experience
if not (args.avatar == nil) and not (args.disp == "Urns") then
pctExpBoost = pctExpBoost +
bonusGenerator
{
skill = args.skill,
object = "avatar",
pieces = tonumber(args.avatar)
}
end
if not (args.elite == nil) and not (args.disp == "Urns") then
pctExpBoost = pctExpBoost +
bonusGenerator
{
skill = args.skill,
object = "elite",
pieces = tonumber(args.elite)
}
end
-- Some bonuses can not be used on some sub-sections (E.G. Dungeoneering)
if not findItem(bonusExceptions, args.disp) then
if not (args.abyss == nil) then
pctExpBoost = pctExpBoost +
bonusGenerator
{
skill = args.skill,
object = "abyss",
item = args.abyss
}
end
if not (args.extra == nil) and args.abyss == nil then
pctExpBoost = pctExpBoost +
bonusGenerator
{
skill = args.skill,
category = args.disp,
object = "extra",
item = args.extra
}
end
if not (args.outfit == nil) then
pctExpBoost = pctExpBoost +
bonusGenerator
{
skill = args.skill,
object = "outfit",
pieces = tonumber(args.outfit)
}
end
if not (args.portable == nil) and (args.portable == "Yes") then
pctExpBoost = pctExpBoost +
bonusGenerator
{
skill = args.skill,
object = "portable",
pieces = 1
}
end
if not (args.tool == nil) then
flatExpBoost = flatExpBoost +
bonusGenerator
{
skill = args.skill,
object = "tool",
item = args.tool
}
end
if not (args.altar == nil) then
prayerBoost = bonusGenerator
{
skill = args.skill,
object = "altar",
item = args.altar
}
pctExpBoost = pctExpBoost + prayerBoost
end
if not (args.wild == nil) then
pctExpBoost, pctExpBoostSw = pctExpBoost +
bonusGenerator
{
skill = args.skill,
object = "wild",
item = args.wild
}
end
if not (args.custom == nil) and args.abyss == nil then
pctExpBoost = pctExpBoost +
bonusGenerator
{
skill = args.skill,
category = args.disp,
object = "custom",
item = args.custom
}
end
end
-- Translate goals into experience comparisons
-- Calculate iterations to goal
currLv, currXP, goalLv, goalXP, remaining = remainingExp(args.current, args.goal, args.currToggle, args.goalToggle)
-- Try to catch Silverhawk feathers early..
if args.disp == "Silverhawk Feathers" then
local message = silverhawkFeathers(currLv, goalLv, currXP, goalXP, remaining, pctExpBoost)
local msgRet = mw.html.create('div'):css({['font-size'] = "16px", ['font-weight'] = "bold"}):wikitext(message)
return tostring(msgRet)
end
-- Hold skill-related data
local dataRet, data
-- Grab Sub-Category Table Data
if args.skill == "Slayer" and args.disp == "Assignments" then
dataRet = require('Module:Skill calc/Slayer/Assignments/data')
data = dataRet(args.disp,args.creature)
else
dataRet = require('Module:Skill calc/' .. args.skill .. '/data')
data = dataRet(args.disp)
end
table.sort(data, function(a,b) return sortTable(a,b) end )
local ret = mw.html.create('table'):addClass('wikitable sortable')
--[=[
-- Find columns from pool
-- Some require specific parameters due to common phrases
-- Is it possible to set a default value for "elts" as
-- '', 'Level', 'Name'
-- and then add any additional values to it from Module:Skill_calc/elts
-- eg (Construction):
-- 'XP', '# Needed', '(Base) Material', 'Cost per'
--]=]
local eltsRet = require('Module:Skill calc/elts')
elts = eltsRet[args.skill]
-- Filter out exceptions
if findItem(exceptions, args.disp) or findItem(exceptions, args.skill .. '-' .. args.disp) then
elts = eltsRet[args.skill .. "-" .. args.disp]
-- All urns share the same format; special exception
elseif args.disp == "Urns" then
elts = eltsRet[args.disp]
-- Basic dungeon format
elseif args.disp == "Dungeoneering" then
elts = eltsRet["Dungeons"]
-- Dungeons with materials
elseif string.find(args.disp, "Dungeoneering - ") then
elts = eltsRet["Dungeons-Materials"]
-- Hunter methods with bait
elseif args.skill == "Hunter" and
(args.disp == "Nets and Sprites" or
args.disp == "Deadfall and Pitfall" or
args.disp == "Box trapping") then
elts = eltsRet["Hunter-Bait"]
end
tables._row(ret:tag('tr'), elts, true)
for _, v in ipairs(data) do
--Leave common calculations outside of the function calls
--Material count
local mcount = 1
if v.mcount then
mcount = v.mcount
end
--Get total cost of materials
local cost = 0
local productCost = 0
if v.material then
if ((v.mtrade ~= 0) or
(args.disp == "Urns") and
not (v.currency)) then
cost = gePrice(v.material, mcount)
end
elseif args.skill == "Prayer" then
if not (v.currency) then
cost = gePrice({1, v.name}, 1)
else
cost = v.value
end
elseif args.disp == "Scrolls" then
cost = gePrice({1, v.familiarIcon}, 1)
end
if v.trade ~= 0 and not v.currency and
(args.skill ~= "Agility" and
args.skill ~= "Construction" and
args.skill ~= "Farming" and
args.skill ~= "Dungeoneering" and
args.skill ~= "Prayer") then
if (args.skill == "Woodcutting" or
args.skill == "Mining" or
args.skill == "Runecrafting" or
args.skill == "Divination") and not (v.icon == nil) then
productCost = gePrice({1, v.icon}, 1)
elseif args.skill == "Hunter" then
if v.product then
productCost = gePrice({1, v.product}, 1) end
else
productCost = gePrice({1, v.name}, 1)
end
end
-- If a multiplier is set, it is applied to the product's value for profit calculations
if v.multiplier then
productCost = productCost * v.multiplier end
-- Check for other currencies
if v.currency or v.currency2 then
productCost = v.value
if v.materialCost then
cost = v.materialCost end
end
-- Brewing makes two batches
if args.disp == "Brewing" then
productCost = productCost * 2 end
--Establish any experience boosts
local abyss = false
if not (args.abyss == nil) and
(args.abyss == "Yes" or args.abyss == "Demonic Skull") then
abyss = true end
-- Specific exception for popular prayer screen
if v.name == "Cleansing crystal" then pctExpBoost = pctExpBoost - prayerBoost end
local unitExp = calculateBonus
{
base = v.xp,
currLv = currLv,
boost = pctExpBoost,
boostSw = pctExpBoostSw,
flatBoost = flatExpBoost,
abyss = abyss,
settings = args,
item = v
}
-- Calculate needed iterations
local needed
if not (unitExp == 0 or unitExp == nil) then
needed = tonumber(math.ceil(remaining / unitExp))
else
needed = 0
end
-- Decide Label
-- ##Antiquated, can be phased out
local fileName = v.name
if v.page then fileName = v.page end
if v.alt then fileName = v.alt end
-- Icon extension
-- If needed, can be obtained in eltGenerator
-- ##Antiquated. Phase out
local ext = ".png"
if v.ext then ext = v.ext end
-- File name of Icon
-- ##Antiquated, can be phased out
local icon = v.icon
-- Keep this as the first check to prevent double generation
if (args.testing == "active") then
-- Pass the current elts as a variable for elt generation
generatedElts = eltGenerator.generate_elts(
{
args =
{
v,
args,
unitExp,
needed,
remaining,
cost,
productCost,
elts
}
})
-- No Profit, No Loss skills
else
if (args.skill == "Agility"
or args.skill == "Thieving"
or args.skill == "Slayer") then
elts = eltGenerator.generate_NoProfitNoLoss({args = {v,unitExp,needed,fileName,args,icon,ext,currLv}})
-- No Loss, Profit skills (Gathering)
elseif (args.skill == "Mining"
or args.skill == "Fishing"
or args.skill == "Woodcutting"
or args.skill == "Runecrafting"
or args.skill == "Divination"
or args.skill == "Hunter") then
elts = eltGenerator.generate_ProfitNoLoss({args = {v,unitExp,needed,fileName,cost,args,icon,ext,productCost,remaining}})
-- No Profit, Loss skills (Survival)
elseif (args.skill == "Firemaking"
or args.skill == "Prayer"
or args.skill == "Construction"
or args.skill == "Magic") then
elts = eltGenerator.generate_NoProfitLoss({args = {v,unitExp,needed,fileName,cost,args,productCost}})
-- Profit and Loss skills (Artisan)
-- Fletching, Cooking, Farming, Smithing, Herblore, Summoning
else
elts = eltGenerator.generate_ProfitLoss({args = {v,unitExp,needed,fileName,cost,args,productCost}})
end
end
-- ##Antiquated - needs to be moved into eltGenerator
if args.skill == "Thieving" then table.insert(elts,v.location) end
-- Allow for items with no level requirement
local levelRequired = 1
if args.skill == "Slayer" and args.disp == "Assignments" then
if v.level2 then levelRequired = v.level2 end
else
if v.level then levelRequired = v.level end
end
local class = 'sg-yellow'
if levelRequired > goalLv then
class = 'sg-red'
elseif levelRequired <= currLv then
class = 'sg-green'
end
if args.testing == "active" then
tables._row(ret:tag('tr'):addClass(class), generatedElts, false)
else
tables._row(ret:tag('tr'):addClass(class), elts, false)
end
end
message = displayExp{display=args.disp, skill=args.skill, remaining=remaining,
goalLv=goalLv, goalXP=goalXP, currLv = currLv, currXP = currXP,
bonusPct = bonusPct, boostPctSw = boostPctSw}
if (args.testing == "active") then
local testNotice = mw.html.create('div'):css({['font-size'] = "16px", ['font-weight'] = "bold"}):wikitext(testMessage)
return tostring(testNotice) .. tostring(message) .. tostring(ret)
else
return tostring(message) .. tostring(ret)
end
end
--[=[ displayExp
-- Creates a text string output for the goal calculations
-- Inputs:
-- params Incoming parameters to generate string
-- - display Current set of sub-categorical data
-- - skill Current skill
-- - remaining Experience needed for goal
-- - goalXP Expected experience
-- - goalLv Expected level
-- - currXP Current experience
-- - currLv Current level
-- Returns:
-- msg String created from params
-- - this may be appended with a warning specifically for flatpacks
--]=]
function displayExp(params)
local msg -- Converted from message to avoid conflict
local display = params.display
local skill = params.skill
local remaining = params.remaining
local goalXP = params.goalXP
local goalLv = params.goalLv
local currXP = params.currXP
local currLv = params.currLv
local bonusPct = params.bonusPct
local boostPctSw = params.boostPctSw
msg = "To train " .. skill .. " from " .. commas(currXP) .. " experience (level " .. currLv .. ") to " .. commas(goalXP) .. " experience (level " .. goalLv .. "), " .. commas(remaining) .. " experience is required"
if skill == "Agility" then -- if bonusPct ~= 0 then
msg = msg .. " with a " .. (bonusPct*100)
--if not (boostPctSw == nil) then
--msg = msg .. "+" .. (boostPctSw/100)
--end
msg = msg .. "% bonus"
end
msg = msg .. "."
if display == "Flatpacks" then
msg = msg .. "<div style='color:red; font-size:12px;'>Levels refer to the minimum needed to use the associated workbench if otherwise lower.</div>"
elseif display == "Char" then
msg = msg .. "<div style='color:red; font-size:12px;'>[[Char's training cave]] can only be done once every week, for 10 minutes at a time.</div>"
end
local ret = mw.html.create('div'):css({['font-size'] = "16px", ['font-weight'] = "bold"}):wikitext(msg)
return tostring(ret)
end
--[=[ remainingExp
-- Finds and returns experiences and levels based on inputs
-- Inputs:
-- curr current value
-- goal goal value
-- curr_intent what the current is (level/experience)
-- goal_intent what the goal is (level/experience)
-- Returns:
-- current level,
-- current experience,
-- goal level,
-- goal experience,
-- experience remaining
--]=]
function remainingExp(curr, goal, curr_intent, goal_intent)
local goalLevel, currLevel, goalXP, currXP
if curr_intent == "Level" and tonumber(curr) <= 120 then
currLevel = tonumber(curr)
currXP = xp({args = {curr}})
else
currLevel = level({args = {curr}})
currXP = tonumber(curr)
end
if goal_intent == "Level" and tonumber(goal) <= 120 then
goalLevel = tonumber(goal)
goalXP = xp({args = {goal}})
else
goalLevel = level({args = {goal}})
goalXP = tonumber(goal)
end
-- Prevent negative values
local remaining = math.ceil(goalXP - currXP)
if remaining < 0 then
remaining = 0
end
return currLevel, currXP, goalLevel, goalXP, remaining
end
--[=[ calculateBonus
-- Inputs:
-- source Incoming data
-- - base Base experience for item
-- - boost Percent experience boost, expressed as a decimal percentage
-- - ava Avatar bonus
-- - outfit Outfit bonus
-- - tools Extra bonuses
-- - flatBoost Flat experience boost
-- Returns:
-- Numeric value of new base experience including bonuses
--]=]
function calculateBonus(source)
local total = source.base -- base experience
local settings = source.settings -- calculator
local item = source.item -- ../data
local boost = source.boost
local boostSw = source.boostSw -- value not being set?
local cLv -- holder for current level
if settings.disp == "Wilderness Agility Course" or
(item.page == "Wilderness Agility Course" and settings.disp ~= "Milestones") then
if (settings.disp == "Wilderness Agility Course") then cLv = item.level
else cLv = source.currLv end
if settings.wild == "Demonic Skull" then
total = total + 498.9
if (cLv > 50) then total = (((cLv-21)*boost)*(total)) end
elseif settings.wild == "Both" then
total = ((total*((cLv-21)*boost))+((((cLv-21)*boost)+0.05)*498.9))
--total = ((total*((cLv-21)*boost))+((((cLv-21)*boost)+boostSw)*498.9))
elseif settings.wild == "Wilderness Sword 2+" then
--total = total + (498.9*(1+boostSw))
total = total + (498.9*(1+0.05)) -- 1+0.05
else
total = total + 498.9
end
else
if source.boost < 1 then
total = total * (1 + source.boost)
else
total = total * source.boost
end
end
if not (settings == nil) then
-- Check for additional modifiers. These must be done on an item to item basis
-- to filter out items that may not be affected by certain boosts
local potionSetting, vosSetting, auraSetting = ""
local aotSetting, itemName = ""
if settings.potion then potionSetting = settings.potion end
if settings.vos then
if settings.vos == "Yes" then vosSetting = "VoiceOfSeren"
else vosSetting = "No" end
end
if settings.aura then auraSetting = settings.aura end
if settings.aot then
if settings.aot == "Yes" then aotSetting = "AvgOverTime"
else aotSetting = "No" end
end
if settings.altar and
settings.altar ~= "None" and
item.name ~= "Cleansing crystal" then
itemName = settings.altar
else itemName = item.name
end
if potionSetting ~= nil then
-- Check for JuJu potion modifier
total = total *
bonusGenerator
{
skill = settings.skill,
name = itemName,
object = "potion",
item = potionSetting,
setting = vosSetting,
subSetting = aotSetting
}
end
-- Check for VoS modifier
if vosSetting ~= "No" then
total = total *
bonusGenerator
{
skill = settings.skill,
name = item.name,
object = "VoiceOfSeren",
setting = potionSetting,
subSetting = aotSetting
}
end
if auraSetting ~= "No" then
-- Check for aura modifier
total = total *
bonusGenerator
{
skill = settings.skill,
name = item.name,
object = "aura",
item = auraSetting
}
end
end
-- If the abyss is active, do not add 1
-- Not sure how it all stacks :: NEED INPUT
if source.abyss == true then total = source.base * source.boost end
total = total + source.flatBoost
return numbers(total,1)
end
--[=[ silverhawkFeathers
-- Inputs:
-- currlv Current level
-- goalLv Goal Level
-- currXP Current Experience
-- goalXP Goal Experience
-- remaining Difference from goal
-- pctExpBoost Calculated boost to base exp
-- Returns:
-- String including needed feathers, remaining experience, and current GE cost for feathers
--]=]
function silverhawkFeathers(currLv, goalLv, currXP, goalXP, remaining, pctExpBoost)
local feathers = 0
local featherXP
local desc = ""
local workingXP = currXP
local workingLv = currLv
while workingXP < goalXP do
feathers = feathers + 1
workingLv = level({args = {workingXP}})
featherXP = featherExp[workingLv] + (featherExp[workingLv] * pctExpBoost)
workingXP = workingXP + featherXP
end
return 'To train from ' .. commas(currXP) .. ' experience (level ' .. currLv .. ') to ' .. commas(goalXP) .. ' experience (level ' .. goalLv .. '), ' .. commas(remaining) .. " experience is needed. This requires '''" .. commas(feathers) .. " [[Silverhawk feathers|feathers]]''' and, at current GE Prices, will cost " .. coins(gePrice({feathers,'Silverhawk feathers'},1)) .. ' coins.'
end
-- Make it easier to find items in a set
-- A little heavy : if someone can find a better way, replace.
function findItem (list, item)
local status = false
for _,v in pairs(list) do
if v == item then
status = true
break
end
end
return status
end
function sortTable(a, b)
local value = false
if a.name and b.name and
a.name == b.name and
(a.title or b.title) then
if a.title and not b.title then
value = a.title < b.name
elseif not a.title and b.title then
value = a.name < b.title
else
value = a.title < b.title end
elseif a.level and b.level then
value = a.level < b.level
else
value = a.xp < b.xp
end
return value
end
--[[
Modified version of GETotal.
Will add together the price of a * 4 and b / 4
Can recognize and parse vulgar fractions
All fractions and decimals will be truncated off the final price
Technically unlimited
To use:
variable 'a' = array of {quantity, value, "item name", etc...}
variable 'b' = number of unique items to be included
--]]
function getPrice(a,b)
local values = a or {}
local count = b or 0
local price = 0
local prices = {}
for i=1 , (count*3) , 3 do
local valuex = a[i+1]
local itemx = a[i+2]
if itemx then
local qtyx = a[i] or 1
local qtyret = tonumber(qtyx) or frac(qtyx) or 1
table.insert(prices,math.floor(valuex * qtyret))
end
end
for _, v in ipairs(prices) do
price = price + v
end
return price
end
return p