Module:Loot table
Revision as of 00:49, 22 May 2025 by Demcookies (talk | contribs) (Fix incorrect handling of combat locations (quick fix before sleep, could probably use some refactoring))
local p = {}
local findId = require("Module:FindId")
local lootData = mw.loadData("Module:Loot/data")
local itemsData = mw.loadData("Module:Items/data")
local leaguesData = mw.loadData("Module:Leagues/data")
local locationData = mw.loadData("Module:Location/data")
local locationLootData = mw.loadData("Module:LocationLoot/data")
---Creates a deep copy of a tables and functions.
---Does not work with functions with upvalues and maybe userdata.
---@generic T
---@param t T The value to copy.
---@return T # A new value that is a deep copy of the original.
local function copyTable(t)
if type(t) ~= "table" then
return t
elseif type(t) == "function" then
return loadstring(string.dump(t))
end
local copy = {}
for k, v in pairs(t) do
copy[k] = copyTable(v)
end
return copy
end
---Formats a number up to a given number of decimal places, removing trailing zeros.
---@param num number The number to format.
---@param digits number The number of decimal places to include (must be a non-negative integer).
---@return string # The formatted number as a string.
local function toFixed(num, digits)
digits = math.max(0, math.floor(digits))
local formatted = string.format("%." .. digits .. "f", num):gsub("%.?0+$", "")
return formatted
end
---Creates a mw.html 'DIV' element containing an "error" message.
---@param message string Message as wikitext.
---@return table|mw.html # The message wrapped in a mw.html DIV element as red text.
local function createErrorMessage(message)
local e = mw.html.create("div")
:css("color", "red")
:wikitext(message)
return e
end
---Finds the source ID for a given name.
---@param name string The name of the source.
---@return number|nil # The source ID (monsterID or locationID), or nil if the source is not found.
---@return string|nil # The source type ("monster" or "location"), or nil if the source is not found.
local function findSourceId(name)
for _, source in ipairs({ "monster", "location" }) do
local id = findId._findId({ name, source })
if id ~= "id not found" then
return id, source
end
end
end
---Finds the first source in the lootData that matches the given sourceId.
---@param id string|number The ID of the source to find.
---@param sourceType string String representing the type of the source ("monster" or "location").
---@param locationId string|number|nil Optional ID for the location to find the source from. Use `id` and `sourceType` for location loot.
---@return LootDrop[]|nil # The source data, or nil if the source is empty or not found.
---@return string|nil # The locationId where the source was found (`id` if `sourceType` is "location"), or nil if the source is not found.
local function getFirstSourceMatch(id, sourceType, locationId)
id = tostring(id)
locationId = locationId and tostring(locationId) or nil
if sourceType == "location" then
local location = lootData[id]
if not location then
return
end
local source = location["-1"]
if not source then
return
end
return source, id
end
--Needed for 'override' monsters that share ID with other monsters
-- otherwise the loot would be from first matching ID and could be wrong
if locationId then
local location = lootData[locationId]
for sourceId, source in pairs(location) do
if sourceId == id then
return source, locationId
end
end
return
end
for locationId2, location in pairs(lootData) do
for sourceId, source in pairs(location) do
if sourceId == id then
return source, locationId2
end
end
end
end
--TODO: Add option to show percentages as fractions
---Converts a floating-point number to a approximation of fraction.
---@param num number The floating-point number to convert.
---@param maxDenominator number The maximum denominator for the fraction.
---@return number # The numerator of the fraction.
---@return number # The denominator of the fraction.
local function floatToFraction(num, maxDenominator)
local sign = num < 0 and -1 or 1
num = math.abs(num)
local bestNumerator, bestDenominator = 1, 1
local minDifference = math.huge
for d = 1, maxDenominator do
local n = math.floor(num * d + 0.5)
local approx = n / d
local difference = math.abs(num - approx)
if difference < minDifference then
bestNumerator, bestDenominator = n, d
minDifference = difference
end
end
return sign * bestNumerator, bestDenominator
end
---Converts a floating-point number to a approximation of fraction as string.
---@param num number The floating-point number to convert.
---@param maxDenominator number The maximum denominator for the fraction.
---@return string # The fraction as string ('numerator/denominator').
local function floatToFractionString(num, maxDenominator)
local numerator, denominator = floatToFraction(num, maxDenominator)
if denominator == 1 then
return tostring(numerator)
end
return string.format("%d/%d", numerator, denominator)
end
local function normalizeSortString(str)
local function normalizeNumber(n)
local base = 1000000
local num = tonumber(n) or -base
return base + num
end
local function normalizeRange(s)
local from, to = string.match(s, "^(.-)–(.-)$")
if from and from ~= "" and to and to ~= "" then
return normalizeNumber(from) .. "–" .. normalizeNumber(to)
else
return normalizeNumber(s)
end
end
str = str:gsub(",", "")
return normalizeRange(str)
end
---Formats the given chance as a string presentation of percentage or 10k/100k fraction.
---@param chance number The chance to format. 1 equals 100%.
---@return string # The formatted chance as a string.
local function formatRarity(chance)
local sign = chance < 0 and "-" or ""
local abs = math.abs(chance)
if abs < 0.001 then
return sign .. toFixed(abs * 10000, 1) .. "/10k"
elseif abs < 0.0001 then
return sign .. toFixed(abs * 100000, 1) .. "/100k"
end
return toFixed(chance * 100, 3) .. "%"
end
---Finds the ID of a monster that is overridden by another monster with the given name.
---@param name string The name of the monster that overrides another monster.
---@return string|nil # The ID of the monster that is overridden, or nil if not found.
local function findIdByOverrideName(name)
local monsterStatsData = mw.loadData("Module:Monsters_stats/data")
for id, monster in pairs(monsterStatsData) do
for overrideName, overrideMonster in pairs(monster.overrides or {}) do
if overrideName == name then
return id
end
end
end
end
local function createDottedTooltip(name, message)
return string.format('<span class="rt-commentedText tooltip tooltip-dotted" title="%s">%s</span>', message, name)
end
---@param name string Wikitext.
---@return table|mw.html # mw.html TH element.
local function createTh(name)
return mw.html.create("th")
:addClass("headerSort")
:attr("tabindex", 0)
:attr("title", "Sort ascending")
:wikitext(name)
end
---@param names string[] Array of wikitext.
---@return mw.html # TR element containing names as TH elements.
local function createThs(names)
local tr = mw.html.create("tr")
for _, name in ipairs(names) do
if name ~= "" then
tr:node(createTh(name))
end
end
return tr
end
---Creates a mw.html TABLE element with the given columns and caption.
---@param columns string[] Array of column names.
---@param caption string|nil Optional caption for the table.
---@param collapsed boolean|nil If true, the table will be collapsed by default.
---@return table|mw.html # mw.html TABLE element.
local function createTable(columns, caption, collapsed)
local element = mw.html.create("table")
:addClass("wikitable sortable jquery-tablesorter mw-collapsible" .. (collapsed and " mw-collapsed" or ""))
if caption then
element
:tag("caption")
:css("width", "fit-content") --Might not be needed, depends on the wiki css
:wikitext(caption .. " ")
:done()
end
return element:node(createThs(columns))
end
---Creates an Wikitext link with an image.
---@param title string The title of the link.
---@param imageAttributes table The html attributes for the image.
---@return string # Wikitext link with the image.
local function createWikitextImage(title, imageAttributes)
local img = mw.html.create("img")
:attr(imageAttributes)
img = tostring(img):gsub("<img(.-) */>", "<img%1>")
return string.format('[[%s|%s]]', title, img)
end
---Formats the value of an item as a string.
---@param item table|Item Item table from Module:Items/data.
---@param min number|nil The minimum amount of the item. Default 1 if both min & max are missing.
---@param max number|nil The maximum amount of the item.
---@return string # The formatted value of the item as a string, or '-' if no value.
local function createValueText(item, min, max)
if not (min or max) then min = 1 end
local lang = mw.language.getContentLanguage()
local value = item.id == 1 and 1 or item.value
if value then
local minValue = min and min * value
local maxValue = max and max * value
if minValue == maxValue then
return minValue and lang:formatNum(minValue) or "NA"
elseif minValue and maxValue then
return lang:formatNum(minValue) .. "–" .. lang:formatNum(maxValue)
elseif minValue or maxValue then
return lang:formatNum(minValue or maxValue)
end
end
return "NA"
end
---Formats the given min & max values as a string.
---@param min number|nil The minimum value.
---@param max number|nil The maximum value.
---@return string # The formatted range as a string.
local function createRangeText(min, max)
if not (min or max) then min = 1 end
local lang = mw.language.getContentLanguage()
if min == max then
return min and lang:formatNum(min) or "NA"
elseif min and max then
return lang:formatNum(min) .. "–" .. lang:formatNum(max)
end
return lang:formatNum(min or max)
end
local function createFrequencyText(min, max)
if not min then min = 0 end
if min == max then
return tostring(min)
elseif min and max then
return min .. "–" .. max
end
return tostring(min or max)
end
---Calculates the basic frequencies of an items.
---@param items table[] The list of items to calculate frequencies for.
---@param skill string The skill to use for the calculation.
---@param bonus number|nil The bonus rarity, used to normalize nodes with Bonus Rarity requirements.
---@return number[] # The list of frequencies for each item.
---@return number # The total frequency of the items.
local function getFrequencies(items, skill, bonus)
bonus = bonus or 0
local frequencies = {}
local totalFrequency = 0
for _, item in ipairs(items) do
local frequency
if skill == "fishing" then
frequency = item.frequency or 0
frequency = frequency + bonus
if frequency > 0 then
--frequency = frequency * (1 + 1/360) -- multiplier for effective level of 1
if item.maxFrequency and frequency > item.maxFrequency then
local bonusRate = ((frequency - item.maxFrequency) * item.maxFrequency) / 50
frequency = item.maxFrequency + bonusRate
end
end
else
frequency = math.max(0, math.min(item.frequency or 0, item.maxFrequency or math.huge))
end
table.insert(frequencies, frequency)
totalFrequency = totalFrequency + math.max(0, frequency or 0)
end
return frequencies, totalFrequency
end
---Creates a mw.html TABLE elements for gathering location drops.
---@param sourceId string|number The ID of the location.
---@param imageWidth number|string The width of the item image.
---@param imageHeight number|string The height of the item image.
---@param collapsed boolean|nil If true, the table will be collapsed by default.
---@return table|mw.html # An empty mw.html containing the created TABLE elements.
local function createGatheringTable(sourceId, imageWidth, imageHeight, collapsed)
sourceId = tostring(sourceId)
local location = locationData[sourceId]
local locationLoot = copyTable(locationLootData[sourceId])
local name = locationData[sourceId].name
if not (location and locationLoot) then
return createErrorMessage(
"No loot found for location: '" .. name .. "'. The Module:LocationLoot/data may be outdated."
)
end
--location's node list from Module:LocationLoot/data
--nodes are in 'nodes' if location has nodes (foraging, fishing) or 'loot' if not (mining)
---@type table<string, LocationLoot[]>
local lootNodes = locationLoot.nodes or (locationLoot.loot and {[location.name] = locationLoot.loot} or nil)
if not lootNodes then
return createErrorMessage(
"No loot found for location: '" .. name .. "'. The Module:LocationLoot/data may be outdated."
)
end
local function keyPos(tbl, key, val)
for i, v in ipairs(tbl) do
if v[key] == val then return i end
end
return 0
end
local nodes = location.nodes -- location's node list from Module:Location/data
---@type {name: string, nodes: LocationLoot[]}[]
local lootNodeArray = {}
for k,v in pairs(lootNodes) do
table.insert(lootNodeArray, {name = k, nodes = v})
end
table.sort(lootNodeArray, function(a, b)
return keyPos(nodes, "nodeID", a.name) < keyPos(nodes, "nodeID", b.name)
end)
local action = (location.actionType or ""):lower():gsub("action%-", "")
local container = mw.html.create()
local rarityLabel = action == "fishing"
and createDottedTooltip(
"Frequency",
"Min–max frequency of the item. Negative minimum frequency is the item's inversed Rarity."
.. " Drop chance is calculated from item's frequency and total frequency of the node's items."
.. " Frequncies depends on effective level, Bonus Rarity and Deadliest Catch & Fiber Finder enchantments."
) or "Rarity"
local reqRarityLabel = action == "fishing"
and createDottedTooltip(
"Req. Rarity",
"To gather an item, Fishing Bonus Rarity must be greater than the required Rarity."
.. " For example, a Bonus Rarity of exactly 5 cannot gather an item with Rarity 5,"
.. " but a Bonus Rarity of 5.1 can."
)
or ""
local columns = {
" ",
"Item",
"Quantity",
rarityLabel,
reqRarityLabel,
"Vendor value"
}
for i, node in ipairs(lootNodeArray) do
local tableHtml = createTable(columns, node.name, collapsed)
local frequencies, totalFrequency = getFrequencies(node.nodes, action)
for ii, item in ipairs(node.nodes) do
local item_ = itemsData[tostring(item.id)]
local src = item_.itemImage
src = src:sub(1, 1) ~= "/" and "/" .. src or src
local frequencyPercent = math.max(0, frequencies[ii] / totalFrequency)
local minBonusRarity = (item.frequency or 0) <= 0 and (math.abs(item.frequency) or 0) or 0
local valueText = createValueText(item_, item.minAmount, item.maxAmount)
local rarityText = action == "fishing"
and createFrequencyText(item.frequency, item.maxFrequency)
or formatRarity(frequencyPercent)
local rarityValue = action == "fishing"
and createFrequencyText(item.frequency, item.maxFrequency)
or string.format("%f", frequencyPercent)
local imageHtml = mw.html.create("td")
:wikitext(createWikitextImage(
item_.name,
{
src = "https://www.play.idlescape.com" .. src,
alt = item_.name .. (item_.extraTooltip and ". " .. item_.extraTooltip or ""),
width = imageWidth,
height = imageHeight
}
))
local itemHtml = mw.html.create("td")
:wikitext('[[' .. item_.name .. ']]')
local quantityHtml = mw.html.create("td")
:css("text-align", "center")
:wikitext(createRangeText(item.minAmount, item.maxAmount))
local rarityHtml = mw.html.create("td")
:css("text-align", "center")
:wikitext(rarityText)
:attr("data-sort-value", normalizeSortString(rarityValue))
local reqBonusRarityHtml = action == "fishing"
and mw.html.create("td")
:css("text-align", "center")
:wikitext(tostring(minBonusRarity))
or nil
local valueHtml = mw.html.create("td")
:css("text-align", "right")
:attr("data-sort-value", normalizeSortString(valueText))
:wikitext(valueText)
local row = mw.html.create("tr")
:node(imageHtml)
:node(itemHtml)
:node(quantityHtml)
:node(rarityHtml)
:node(reqBonusRarityHtml)
:node(valueHtml)
tableHtml:node(row)
end
container:node(tableHtml)
end
return container
end
---Creates TABLE elements for monster and combat location drops.
---@param sourceId string|number The ID of the source (monster or location).
---@param sourceName string The name of the source.
---@param sourceType string The type of the source ("monster" or "location").
---@param overrideLocId string|number|nil The ID of the location to override the sourceId.
---@param imageWidth string|number The width of the item image.
---@param imageHeight string|number The height of the item image.
---@param collapsed boolean|nil If true, the table will be collapsed by default.
---@return table|mw.html # An empty mw.html containing the created TABLE elements.
local function createMonsterTable(sourceId, sourceName, sourceType, overrideLocId, imageWidth, imageHeight, collapsed)
local loot = getFirstSourceMatch(sourceId, sourceType, overrideLocId)
if not loot then
return createErrorMessage(
"No loot found for monster or location named '" .. sourceName ..
"'. The Module:Loot/data may be outdated. <br>Please add loot drops to Module:Loot/data " ..
"if possible or try manually making a table.</div>"
)
end
loot = copyTable(loot) --loot data is read-only from Module so we need to copy it
table.sort(loot, function(a, b)
if a.allowedLeagues and not b.allowedLeagues then
return false
elseif not a.allowedLeagues and b.allowedLeagues then
return true
else
return a.chance > b.chance
end
end)
--TODO: Add option to show percentages as fractions (open options from the gear icon)
-- Saving preferences would require special permissions? MAybe with mw.user or javascript to localStorage?
local tables = {
["Normal drops"] = {},
["Junk drops"] = {},
["League specific drops"] = {}
}
for _, drop in ipairs(loot) do
local item = itemsData[tostring(drop.id)]
--IS itemList.ts has some incorrect URIs, e.g. for Feather
local src = item.itemImage
src = src:sub(1, 1) ~= "/" and "/" .. src or src
local valueText = createValueText(item, drop.minAmount, drop.maxAmount)
local imageHtml = mw.html.create("td")
:wikitext(createWikitextImage(
item.name,
{
src = "https://www.play.idlescape.com" .. src,
alt = item.name .. (item.extraTooltip and ". " .. item.extraTooltip or ""),
width = imageWidth,
height = imageHeight
}
))
local itemHtml = mw.html.create("td")
:wikitext('[[' .. item.name .. ']]')
local quantityHtml = mw.html.create("td")
:css("text-align", "center")
:wikitext(createRangeText(drop.minAmount, drop.maxAmount))
local chanceHtml = mw.html.create("td")
:css("text-align", "center")
:attr("data-sort-value", string.format("%f", drop.chance))
:wikitext(formatRarity(drop.chance))
local valueHtml = mw.html.create("td")
:css("text-align", "right")
:attr("data-sort-value", normalizeSortString(valueText))
:wikitext(valueText)
local leagueHtml
--TODO: Add indicator if league is inactive, the field is present in
-- leagueList.ts / Module:Leagues/data but some are incorrect
if drop.allowedLeagues then
leagueHtml = mw.html.create("td")
:css("text-align", "center")
for _, leagueId in ipairs(drop.allowedLeagues) do
local league = leaguesData[tostring(leagueId)]
if league then
leagueHtml:wikitext(createWikitextImage(
league.name,
{
src = "https://www.play.idlescape.com" .. league.icon,
alt = league.name,
width = imageWidth,
height = imageHeight
}
))
else
leagueHtml:wikitext("?")
end
end
end
local row = mw.html.create("tr")
:node(imageHtml)
:node(itemHtml)
:node(quantityHtml)
:node(chanceHtml)
:node(valueHtml)
if leagueHtml then
row:node(leagueHtml)
end
local caption = "Normal drops"
if drop.allowedLeagues then
caption = "League specific drops"
elseif item.class == "junk" then
caption = "Junk drops"
end
table.insert(tables[caption], row)
end
local tableHtml = mw.html.create()
for caption, rowList in pairs(tables) do
if next(rowList) ~= nil then
local isLeagues = caption == "League specific drops"
local columns = {
" ",
"Item",
"Quantity",
"Rarity",
"Vendor value",
isLeagues and "Leagues" or nil
}
local tableHtml2 = createTable(columns, caption, collapsed)
for _, row in ipairs(rowList) do
tableHtml2:node(row)
end
tableHtml:node(tableHtml2)
end
end
return tableHtml
end
function p.lootTable(frame)
local args = frame:getParent().args
return tostring(p._lootTable(args))
end
function p._lootTable(args)
local sourceName = args.name or args.title or mw.title.getCurrentTitle().text
local collapsed = args.collapsed or false
local imageWidth = args.width == nil and 30 or args.width
local imageHeight = args.height == nil and imageWidth or args.height
--Some monsters use same id as other monsters so we need to specify location for them
local overrideLocId = args["zone"] and findSourceId(args["zone"])
local sourceId
local sourceType
if overrideLocId then
sourceId = findIdByOverrideName(sourceName)
sourceType = "monster"
else
sourceId, sourceType = findSourceId(sourceName)
end
if not (sourceId and sourceType) then
return createErrorMessage(
"Found no monsters overridden by '" .. sourceName ..
"'. The Modules: Monsters_stats/data or Loot/data may be outdated."
)
end
local location = sourceType == "location" and locationData[tostring(sourceId)] or nil
local isCombatLocation = location and location.actionType == "Action-Combat"
if sourceType == "monster" or isCombatLocation then
return createMonsterTable(sourceId, sourceName, sourceType, overrideLocId, imageWidth, imageHeight, collapsed)
elseif sourceType == "location" then
return createGatheringTable(sourceId, imageWidth, imageHeight, collapsed)
end
end
return p