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'
}

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 getItemName(id)
	return p.loadData("item")[tostring(id)].name
end

local function getCraftAug(id)
	return p.loadData("craftaug")[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 < 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

local function createInfobox(item)
	local args = {}	
	local url = ""
	local s = ""
	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
		s = ""
		for skill, level in pairs(item.requiredLevel) do
			s = s .. level .. " " .. skill .. "<br>"
		end
		s = s:sub(1,s:len()-4)
		args[l()] = "Level Required"
		args[d()] = s
	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
			s = ""
			for key, stat in pairs(stats.toolBoost) do
				s = s .. stat.boost .. " "
				s = s .. stat.skill .. "<br>"
			end
			s = s:sub(1,s:len()-4)
			args[l()] = "Stats"
			args[d()] = s
		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
			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 .. "%"
			args[sl()] = "Magic"
			args[sd()] = stat.Magic and stat.Magic * 100 .. "%"
			args[sl()] = "Range"
			args[sd()] = stat.Range and stat.Range * 100 .. "%"
			args[sbreak()] = "yes"
			
			args[sl()] = "Piercing"
			args[sd()] = stat.Piercing and stat.Piercing * 100 .. "%"
			args[sl()] = "Blunt"
			args[sd()] = stat.Blunt and stat.Blunt * 100 .. "%"
			args[sl()] = "Slashing"
			args[sd()] = stat.Slashing and stat.Slashing * 100 .. "%"			
			args[sl()] = "Fire"
			args[sd()] = stat.Fire and stat.Fire * 100 .. "%"
			args[sl()] = "Ice"
			args[sd()] = stat.Ice and stat.Ice * 100 .. "%"
			args[sl()] = "Nature"
			args[sd()] = stat.Nature and stat.Nature * 100 .. "%"
			args[sl()] = "Chaos"
			args[sd()] = stat.Chaos and stat.Chaos * 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
			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 .. "%"
			args[sl()] = "Magic"
			args[sd()] = stat.Magic and stat.Magic * 100 .. "%"
			args[sl()] = "Range"
			args[sd()] = stat.Range and stat.Range * 100 .. "%"
			args[sbreak()] = "yes"
			
			args[sl()] = "Piercing"
			args[sd()] = stat.Piercing and stat.Piercing * 100 .. "%"
			args[sl()] = "Blunt"
			args[sd()] = stat.Blunt and stat.Blunt * 100 .. "%"
			args[sl()] = "Slashing"
			args[sd()] = stat.Slashing and stat.Slashing * 100 .. "%"			
			args[sl()] = "Fire"
			args[sd()] = stat.Fire and stat.Fire * 100 .. "%"
			args[sl()] = "Ice"
			args[sd()] = stat.Ice and stat.Ice * 100 .. "%"
			args[sl()] = "Nature"
			args[sd()] = stat.Nature and stat.Nature * 100 .. "%"
			args[sl()] = "Chaos"
			args[sd()] = stat.Chaos and stat.Chaos * 100 .. "%"
			args[sbreak()] = "yes"
		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
	
	args[h()] = "Augment"
	local craftAug = getCraftAug(item.id)
		
	if craftAug and craftAug.augmenting then
		if item.equipmentStats then
			s = ""
			for key, bonus in pairs(item.equipmentStats.augmentationBonus) do
				s = s .. "+" .. bonus.value .. " "
				s = s .. bonus.stat:sub(bonus.stat:find('%.')+1,bonus.stat:len()) .. "<br>"
			end
			s = s:sub(1,s:len()-4)
			args[sl()] = "Aug Bonus"
			args[sd()] = s
		end
			
			s = ""
		for key, cost in pairs(craftAug.augmenting) do
			s = s .. cost .. " "
			s = s .. itemImage(key, true) .. "<br>"
		end
		s = s:sub(1,s:len()-4)
		args[sl()] = "Aug Cost"
		args[sd()] = s
	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
		s = ""
		for key, tag in pairs(item.ingredientTags) do
			s = s .. tag .. "<br>"
		end
		s = s:sub(1,s:len()-4)
		args[l()] = "Category"
		args[d()] = s
	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
			s = ""
			for key, yield in pairs(seedData) do
				s = s .. yield.min .. "-" .. yield.max .. " "
				s = s .. itemImage(yield.id, true)
				if yield.chance ~= 1 then
					s = s .. " " .. tonumber(string.format('%.2f', yield.chance * 100)) .. "%"
				end
				s = s .. "<br>"
			end
			s = s:sub(1,s: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()] = s
		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