Module:Infobox Item
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local p = {}
local data_module_names = {
item = 'Module:Items/data',
enchantment = 'Module:Enchantment/data',
location = 'Module:Location/data',
craftaug = 'Module:CraftingAugmenting/data',
farming = 'Module:Farming/data',
augloot = 'Module:Augmenting loot/data',
}
local loaded_data_modules = {}
local headerCount = 1
local labelCount = 1
local dataCount = 1
local function h()
local s = "header" .. headerCount
headerCount = headerCount + 1
labelCount = headerCount
dataCount = headerCount
return s
end
local function sbreak()
local s = "sbreak" .. headerCount
headerCount = headerCount + 1
labelCount = headerCount
dataCount = headerCount
return s
end
local function l()
local s = "label" .. labelCount
dataCount = labelCount
labelCount = labelCount + 1
headerCount = labelCount
return s
end
local function d()
local s = "data" .. dataCount
dataCount = dataCount + 1
headerCount = dataCount
labelCount = dataCount
return s
end
local function sl()
local s = "s" .. l{}
return s
end
local function sd()
local s = "s" .. d{}
return s
end
function p.loadData(data_type)
local module_name = data_module_names[data_type]
if loaded_data_modules[module_name] == nil then
loaded_data_modules[module_name] = mw.loadData(module_name)
end
return loaded_data_modules[module_name]
end
local function findItem(name)
local lname = name:lower()
--Remove leading and trailing spaces.
lname = lname:gsub('^%s*(.-)%s*$', '%1')
for key, item in pairs(p.loadData("item")) do
if lname == item.name:lower() then
return item
end
end
return 0
end
local function getItem(id)
return p.loadData("item")[tostring(id)]
end
local function getEnchantmentName(id)
return p.loadData("enchantment")[tostring(id)].name
end
local function getEnchantment(id)
return p.loadData("enchantment")[tostring(id)]
end
local function getItemName(id)
return p.loadData("item")[tostring(id)].name
end
local function getCraftAug(id)
return p.loadData("craftaug")[tostring(id)]
end
---@param id string|number
---@return AugmentingLoot|nil
local function getAugLoot(id)
return p.loadData("augloot")[tostring(id)]
end
local function fullUrl(url)
local newUrl = url
if url:sub(1,5) == "https" then
return newUrl
end
if url:sub(1,1) ~= "/" then
newUrl = "/" .. newUrl
end
newUrl = "https://www.play.idlescape.com" .. newUrl
return newUrl
end
local function icon(name, url, word)
local s = fullUrl(url)
s = "[[" .. name .. "|<img src=\"" .. s
s = s .. "\" alt=\"" .. name .. "\" width=\"20\">"
if word then
s = s .. name
end
s = s .. "]]"
return s
end
local function itemImage(id, word)
local item = p.loadData("item")[tostring(id)]
local url = ""
if item.itemIcon then
url = item.itemIcon
else
url = item.itemImage
end
return icon(item.name, url, word)
end
local function locationImage(id, word)
local loc = p.loadData("location")[tostring(id)]
local url = ""
if loc.locationImage then
url = loc.locationImage
else
return "[[" .. loc.name .. "]]"
end
return icon(loc.name, url, word)
end
local function img(id)
local url = ""
if item.itemIcon then
url = item.itemIcon
else
url = item.itemImage
end
return fullUrl(url)
end
local function addSeparator(num)
return tostring(tonumber(num)):reverse():gsub("(%d%d%d)","%1,"):gsub(",(%-?)$","%1"):reverse()
end
local function gatheringSource(id)
local s = ""
for key, loc in pairs(p.loadData('location')) do
if loc.loot then
for key2, loot in pairs(loc.loot) do
if id == loot.id then
s = s .. locationImage(loc.locID, true)
s = s .. "<br>"
end
end
end
end
return s
end
-- local function farmingSource(id)
-- local s = ""
-- for key, item in pairs(p.loadData('item')) do
-- if item.farmingStats then
-- for key2, yield in pairs(item.farmingStats.yield) do
-- if id == yield.id then
-- s = s .. itemImage(item.id, true)
-- s = s .. "<br>"
-- end
-- end
-- end
-- end
-- return s
-- end
local function smithingSource(id)
local s = ""
local item = getItem(id)
if item.skill == "smithing" and item.name ~= 'Ichor' then
s = '[[Smithing]]<br>'
end
return s
end
local function cookingSource(id)
local s = ""
local item = getItem(id)
if (item.class == "cooking-ingredient" and not item.ingredientTags) or item.class == 'cookedFish' or item.name=='Ashes' then
s = '[[Cooking]]<br>'
end
return s
end
local function runecraftingSource(id)
local s = ""
local item = getItem(id)
if item.class == "cloth" or (item.class == 'rune' and item.requiredResources) then
s = '[[Runecrafting]]<br>'
end
return s
end
local function scrollcraftingSource(id)
local s = ""
local item = getItem(id)
if item.class == "enchanted-scroll" and item.level and item.level < 100 then
s = '[[Scrollcrafting]]<br>'
end
return s
end
local function craftingSource(id)
local s = ""
local item = getItem(id)
if item.craftable then
s = '[[Crafting]]<br>'
end
return s
end
local function findSource(id)
local s = ""
s = s .. gatheringSource(id)
-- s = s .. farmingSource(id)
s = s .. scrollcraftingSource(id)
s = s .. runecraftingSource(id)
s = s .. smithingSource(id)
s = s .. craftingSource(id)
s = s .. cookingSource(id)
if s:len() > 4 then
s = s:sub(1,s:len()-4)
end
return s
end
---@param item Item
---@return integer
local function getItemTier(item)
local maxRequiredLevel
if item.requiredLevel then
for _, level in pairs(item.requiredLevel) do
if maxRequiredLevel == nil or maxRequiredLevel < level then
maxRequiredLevel = level
end
end
maxRequiredLevel = math.floor(math.floor(maxRequiredLevel / 10))
end
return item.overrideItemTier or maxRequiredLevel or item.enchantmentTier or 1
end
local function getDustId(tier)
local AFFIX_DUST_PER_ITEM_TIER = {
550,
550,
550,
551,
552,
553,
554,
554,
554,
}
tier = (tonumber(tier) or 0) + 1 -- +1 for lua indexing
tier = math.floor(tier)
tier = math.min(math.max(tier, 1), 9)
return AFFIX_DUST_PER_ITEM_TIER[tier]
end
---@param rarity string|nil
---@return integer
local function getScrapId(rarity)
rarity = rarity or "common"
local scrapIds = {
common = 555,
uncommon = 556,
rare = 557,
epic = 558,
legendary = 559
}
return scrapIds[rarity]
end
---@param args table
---@param title string
---@param id string|number
---@param scrapping table|nil # data.chance, data.itemID (AugmentingLoot scrappingSuccess or scrappingFail)
local function addScrapping(args, title, id, scrapping)
local text = itemImage(id, true) .. "<br>"
if scrapping then
if scrapping.chance and scrapping.chance ~= 1 then
text = text .. scrapping.chance * 100 .. "% "
end
text = text .. itemImage(scrapping.itemID, true)
end
args[sl()] = title
args[sd()] = text
end
---@param args table
---@param transforms ItemTransform[]
local function addTransforms(args, augTransform, transforms)
local text = ""
local added = false
for _, transform in ipairs(transforms) do
if (transform.augmentingTransform or false) == augTransform then
added = true
if transform.augmentingTransform then
text = text .. "At level " .. (transform.augmentationLevel or 1) .. " to "
else
text = text .. transform.chance * 100 .. "% "
end
text = text .. itemImage(transform.newItemID, true) .. "<br>"
end
end
if added then
text = text:sub(1, text:len()-4)
end
if text:len() > 0 then
args[sbreak()] = "yes"
args[sl()] = "Transforms"
args[sd()] = text
end
end
---@param args table
---@param id string|number
---@param addHeader boolean
---@return boolean
local function addResearch(args, id, addHeader)
---@type Item|nil
local item = getItem(id)
local craftAug = getCraftAug(id)
local augLoot = getAugLoot(id)
if item and craftAug then
if addHeader then
args[h()] = "Research"
end
local tier = getItemTier(item)
local dustId = getDustId(tier)
local success = augLoot and augLoot.scrappingSuccess or nil
addScrapping(args, "Success", dustId, success)
local scrapId = getScrapId(item.rarity)
local fail = augLoot and augLoot.scrappingFail or nil
addScrapping(args, "Fail", scrapId, fail)
local transforms = augLoot and augLoot.transforms or {}
addTransforms(args, false, transforms)
return true
end
return false
end
local function createInfobox(item)
local args = {}
local url = ""
local text = ""
args.autoheaders = "y"
args.subbox = "no"
args.bodystyle = " "
args.title = item.name
if item.itemIcon then
url = item.itemIcon
else
url = item.itemImage
end
args.image = "<img src=\"" .. fullUrl(url) .. "\" width=\"150\">"
if item.value then
args[l()] = icon('Gold', "/images/gold_coin.png")
args[d()] = addSeparator(item.value)
end
if item.tradeable then
args[l()] = icon('Market', "/images/ui/marketplace_icon.png")
local market = require("Module:Market")["_price"]({item.name, 1, 1})
if market then
args[d()] = addSeparator(market)
else
args[d()] = "Yes"
end
end
if item.requiredLevel then
text = ""
for skill, level in pairs(item.requiredLevel) do
text = text .. level .. " " .. skill .. "<br>"
end
text = text:sub(1,text:len()-4)
args[l()] = "Level Required"
args[d()] = text
end
args[l()] = "Source"
args[d()] = findSource(item.id)
if item.heat then
args[l()] = itemImage(2)
args[d()] = addSeparator(item.heat)
end
local stats = item.equipmentStats
if stats then
args[l()] = "Slot"
args[d()] = stats.slot
if item.enchantmentTier then
args[l()] = "Enchantment Slots"
args[d()] = item.enchantmentTier
end
if item.forcedEnchant then
args[l()] = "Enchantments"
args[d()] = "[[" .. getEnchantmentName(item.forcedEnchant) .. "]]"
end
if stats.toolBoost then
text = ""
for key, stat in pairs(stats.toolBoost) do
text = text .. stat.boost .. " "
text = text .. stat.skill .. "<br>"
end
text = text:sub(1,text:len()-4)
args[l()] = "Stats"
args[d()] = text
end
if stats.oneHanded == false then
args[l()] = "Two-handed"
args[d()] = "Yes"
end
if stats.attackSpeed then
args[l()] = "Attack Speed"
args[d()] = stats.attackSpeed
end
args[h()] = "Offensive Stats"
stat = stats.offensiveCritical
if stat then
args[l()] = "Crit Chance"
args[d()] = stat.chance * 100 .. "%"
args[l()] = "Crit Multiplier"
args[d()] = stat.damageMultiplier
end
stat = stats.weaponBonus
if stat then
args[sl()] = "Str"
args[sd()] = stat.strength
args[sl()] = "Int"
args[sd()] = stat.intellect
args[sl()] = "Dex"
args[sd()] = stat.dexterity
end
args[h()] = "Offensive Affinity"
stat = stats.offensiveDamageAffinity
if stat then
args[sl()] = "Melee"
args[sd()] = stat.Melee and stat.Melee * 100 - 100 .. "%"
args[sl()] = "Magic"
args[sd()] = stat.Magic and stat.Magic * 100 - 100 .. "%"
args[sl()] = "Range"
args[sd()] = stat.Range and stat.Range * 100 - 100 .. "%"
args[sbreak()] = "yes"
args[sl()] = "Piercing"
args[sd()] = stat.Piercing and stat.Piercing * 100 - 100 .. "%"
args[sl()] = "Blunt"
args[sd()] = stat.Blunt and stat.Blunt * 100 - 100 .. "%"
args[sl()] = "Slashing"
args[sd()] = stat.Slashing and stat.Slashing * 100 - 100 .. "%"
args[sl()] = "Fire"
args[sd()] = stat.Fire and stat.Fire * 100 - 100 .. "%"
args[sl()] = "Ice"
args[sd()] = stat.Ice and stat.Ice * 100 - 100 .. "%"
args[sl()] = "Nature"
args[sd()] = stat.Nature and stat.Nature * 100 - 100 .. "%"
args[sl()] = "Chaos"
args[sd()] = stat.Chaos and stat.Chaos * 100 - 100 .. "%"
args[sbreak()] = "yes"
end
args[h()] = "Accuracy"
stat = stats.offensiveAccuracyAffinityRating
if stat then
args[sl()] = "Melee"
args[sd()] = stat.Melee
args[sl()] = "Magic"
args[sd()] = stat.Magic
args[sl()] = "Range"
args[sd()] = stat.Range
args[sbreak()] = "yes"
args[sl()] = "Piercing"
args[sd()] = stat.Piercing
args[sl()] = "Blunt"
args[sd()] = stat.Blunt
args[sl()] = "Slashing"
args[sd()] = stat.Slashing
args[sl()] = "Fire"
args[sd()] = stat.Fire
args[sl()] = "Ice"
args[sd()] = stat.Ice
args[sl()] = "Nature"
args[sd()] = stat.Nature
args[sl()] = "Chaos"
args[sd()] = stat.Chaos
args[sbreak()] = "yes"
end
args[h()] = "Defensive Stats"
stat = stats.defensiveCritical
if stat then
args[l()] = "Crit Avoidance"
args[d()] = stat.chance * 100 .. "%"
args[l()] = "Crit Reduction"
args[d()] = stat.damageMultiplier
end
stat = stats.armorBonus
if stat then
args[sl()] = "Protection"
args[sd()] = stat.protection
args[sl()] = "Resistance"
args[sd()] = stat.resistance
args[sl()] = "Agility"
args[sd()] = stat.agility
args[sl()] = "Stamina"
args[sd()] = stat.stamina
end
args[h()] = "Defensive Affinity"
stat = stats.defensiveDamageAffinity
if stat then
args[sl()] = "Melee"
args[sd()] = stat.Melee and stat.Melee * 100 - 100 .. "%"
args[sl()] = "Magic"
args[sd()] = stat.Magic and stat.Magic * 100 - 100 .. "%"
args[sl()] = "Range"
args[sd()] = stat.Range and stat.Range * 100 - 100 .. "%"
args[sbreak()] = "yes"
args[sl()] = "Piercing"
args[sd()] = stat.Piercing and stat.Piercing * 100 - 100 .. "%"
args[sl()] = "Blunt"
args[sd()] = stat.Blunt and stat.Blunt * 100 - 100 .. "%"
args[sl()] = "Slashing"
args[sd()] = stat.Slashing and stat.Slashing * 100 - 100 .. "%"
args[sl()] = "Fire"
args[sd()] = stat.Fire and stat.Fire * 100 - 100 .. "%"
args[sl()] = "Ice"
args[sd()] = stat.Ice and stat.Ice * 100 - 100 .. "%"
args[sl()] = "Nature"
args[sd()] = stat.Nature and stat.Nature * 100 - 100 .. "%"
args[sl()] = "Chaos"
args[sd()] = stat.Chaos and stat.Chaos * 100 - 100 .. "%"
args[sbreak()] = "yes"
end
args[h()] = "Set Bonus"
stat = stats.itemSet
if stat then
for _i, enchId in pairs(stat) do
local enchant = getEnchantment(enchId)
text = ""
if enchant.setRequirements then
for _i2, req in pairs(enchant.setRequirements) do
if (req.strength > 0) then
text = text .. req.count .. ", "
end
end
text = text:sub(1, -3)
text = "[" .. text .. "]"
args[sl()] = "[[" .. enchant.name .. "]] " .. text
args[sd()] = enchant.desc
args[sbreak()] = "yes"
end
end
end
end
local ammoStat = item.ammunitionMults
if ammoStat then
args[h()] = "Ammo Stats"
args[sl()] = 'Type'
args[sd()] = ammoStat.style
args[sl()] = 'Damage'
args[sd()] = ammoStat.damageMult .. 'x'
args[sl()] = 'Accuracy'
args[sd()] = ammoStat.accuracyMult .. 'x'
end
if item.blockAugmenting then
args[h()] = "Research"
else
args[h()] = "Augmentation"
end
local craftAug = getCraftAug(item.id)
if craftAug and craftAug.scrapping then
if item.equipmentStats then
text = ""
for key, bonus in pairs(item.equipmentStats.augmentationBonus) do
text = text .. "+" .. bonus.value .. " "
text = text .. bonus.stat:sub(bonus.stat:find('%.')+1,bonus.stat:len()) .. "<br>"
end
text = text:sub(1,text:len()-4)
args[sl()] = "Aug Bonus"
args[sd()] = text
end
text = ""
local costs = {}
for key, cost in pairs(craftAug.scrapping) do
table.insert(costs, key)
end
-- Lua tables are unsorted, order by itemID
table.sort(costs)
for _, key in ipairs(costs) do
text = text .. craftAug.scrapping[key] .. " "
text = text .. itemImage(key, true) .. "<br>"
end
text = text:sub(1,text:len()-4)
args[sl()] = "Cost"
args[sd()] = text
local augLoot = getAugLoot(item.id)
local transforms = augLoot and augLoot.transforms or {}
addTransforms(args, true, transforms) --only add transforms if the item transforms by augmenting
addResearch(args, item.id, not item.blockAugmenting)
end
args[h()] = "Cooking"
if item.size then
args[l()] = "Size"
args[d()] = item.size
end
if item.difficulty then
args[l()] = "Difficulty"
args[d()] = item.difficulty
end
if item.ingredientTags then
text = ""
for key, tag in pairs(item.ingredientTags) do
text = text .. tag .. "<br>"
end
text = text:sub(1,text:len()-4)
args[l()] = "Category"
args[d()] = text
end
if item.cookingEnchantment then
args[l()] = "Buff"
args[d()] = getEnchantmentName(item.cookingEnchantment)
end
args[h()] = "Seeds"
local farming = item.farmingStats
if farming then
local farmingData = p.loadData('farming')
local seedData = farmingData[item.id]
if seedData then
text = ""
for key, yield in pairs(seedData) do
text = text .. yield.min .. "-" .. yield.max .. " "
text = text .. itemImage(yield.id, true)
if yield.chance ~= 1 then
text = text .. " " .. tonumber(string.format('%.2f', yield.chance * 100)) .. "%"
end
text = text .. "<br>"
end
text = text:sub(1,text:len()-4)
args[l()] = "Level Required"
args[d()] = farming.requiredLevel
args[l()] = "Experience"
args[d()] = addSeparator(farming.experience)
args[l()] = "Plot Size"
args[d()] = farming.height .. "x" .. farming.width
args[l()] = "Harvest Time"
args[d()] = farming.time .. " minutes"
args[l()] = "Yield"
args[d()] = text
end
end
local args2 = {}
args2.subbox = "yes"
args2.bodystyle = "padding: 0.5em; margin:auto; font-style:italic; font-size:110%; text-align: center"
args2.data1 = item.extraTooltipInfo
args[h()] = "Tooltip"
args[d()] = require('Module:Infobox').infobox(args2)
for key, data in pairs(args) do
if string.find(key, "data") then
args[key] = tostring(data)
end
end
return require('Module:Infobox').infobox(args)
end
function p.item(frame)
local args = frame:getParent().args
return p._item(args)
end
function p._item(args)
local name = ""
local item = 0
local infobox = ""
if args[1] then
name = args[1]
else
name = mw.title.getCurrentTitle().text
end
item = findItem(name)
if item == 0 then
return "<div style=\"color:red\"> No item named '" .. name .. "'</div>. The Module:Items/data maybe outdated."
end
infobox = createInfobox(item)
return infobox
end
return p