Module:BlacksmithList
Module documentation
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Module:BlacksmithList's function main is invoked by Template:BlacksmithList.
Module:BlacksmithList requires Module:Currency.
Module:BlacksmithList requires Module:Mw.html extension.
Module:BlacksmithList requires Module:Paramtest.
Module:BlacksmithList requires Module:RecipeTreeSearch.
Module:BlacksmithList requires strict.
require('strict')
require('Module:Mw.html extension')
local search = require('Module:RecipeTreeSearch')
local param = require( 'Module:Paramtest' )
local currency = require('Module:Currency')
local lang = mw.getContentLanguage()
local p = {}
-- non dynamic module, no inputs
function p.main()
-- returns only directly needed parameter needed for the row,
-- other parameters are determined by subqueries of chained pages
local query = {
'[[Uses facility::Goblin Forge||Gnome Forge]]',
'?Uses facility = facility',
'? #- = name',
'?Activity level = lvl',
'?Profession Level A = lvlLow',
'?Profession Level A High = lvlHigh',
'?Recipe JSON = recipeJSON',
'?Value = sell',
'sort = Activity level',
'limit = 500'
}
local results = mw.smw.ask(query)
results = p.formatResults(results)
return p.displayTable(results)
--for debugging
--return '<pre>'..mw.text.jsonEncode(results, mw.text.JSON_PRETTY)..'</pre>'
end
-- makes the html for the cells containing currency directly
-- Replaces nil with an "unknown" cell
local function currency_cell(amount)
if not amount then
return mw.html.create('td')
:addClass('table-bg-gray')
:css{ ['text-align'] = 'center' }
:attr{ colspan = '10' }
:wikitext("''unknown''")
:done()
end
return currency._cell(amount, { html = 'yes' })
end
-- do calculations and determine strings to go in cells
function p.formatResults(results)
-- iterate through products
for _, item in ipairs(results) do
-- New module for recipe searching
local fullRecipe = search.main(item.name)
item.materials = fullRecipe.materials
item.outputQuantity = fullRecipe.output[1].quantity
item.buy = fullRecipe.buyPrice
item.XP = fullRecipe.xp
item.duration = fullRecipe.duration
-- iterate through materials, keep track of how many materials are needed from each shop
item.poleShopTrips = 0
item.metalShopTrips = 0
for _, material in ipairs(item.materials) do
-- query which shop sold it, add to running total
local shopNameQuery = '[[:+]][[Sold item::' .. material.name .. ']]|?Sold by #-|mainlabel=' .. material.name
local shopNameResult = mw.smw.ask(shopNameQuery) or {}
local shopName = ''
if shopNameResult[1] and shopNameResult[1]["Sold by"] then
shopName = shopNameResult[1]["Sold by"] or ''
end
if shopName=="Timber Merchant Shop" then
item.poleShopTrips = item.poleShopTrips + material.quantity
elseif shopName=="Bobble's Oresome Ores" then
item.metalShopTrips = item.metalShopTrips + material.quantity
end
end
-- direct values
item.sell = item.sell and item.outputQuantity and item.sell * item.outputQuantity
item.costPerXP = item.buy and item.XP and math.floor(item.buy / item.XP * 100) / 100
item.XPPerMetal = item.XP and not(item.metalShopTrips==0) and math.floor(item.XP / item.metalShopTrips * 100) / 100
-- there will be extra time spent buying and selling items, and moving between stations
-- assume make enough trips to buy 24 of each material from each shop, per batch of 24 weapons
local batchSize = 24
-- 120 seconds moving between stations and selling items per 24 made
-- 40 seconds per trip to the pole shop
-- 40 seconds per trip to the metal shop
-- are these results optimal? no. are they approximate? yes
local downtime = 120 + item.poleShopTrips * 40 + item.metalShopTrips * 40
item.duration = item.duration and item.duration + downtime/batchSize
item.productPerHour = item.duration and 1 / item.duration * 3600
-- properties per hour
item.XPPerHour = item.XP and item.productPerHour and math.floor(item.XP * item.productPerHour)
item.buyPerHour = item.buy and item.productPerHour and math.floor(item.buy * item.productPerHour)
end
return results
end
-- make the table
function p.displayTable(results)
local out = mw.html.create('table')
:addClass('wikitable sortable')
:tag('tr')
:tag('th')
:wikitext('[[File:Blacksmith small icon.png|15px]] Level')
:done()
:tag('th')
:wikitext('[[File:Cryoknight small icon.png|15px]] Levels')
:done()
:tag('th')
:attr{ colspan = '3' }
:wikitext('Products')
:done()
:tag('th')
:wikitext('Materials')
:done()
:tag('th')
:wikitext('Forge')
:done()
:tag('th')
:attr{ colspan = '10' }
:wikitext('Buy Value')
:done()
:tag('th')
:attr{ colspan = '10' }
:wikitext('Cost/hr')
:done()
:tag('th')
:wikitext('XP/item')
:done()
:tag('th')
:wikitext('XP/metal')
:done()
:tag('th')
:wikitext('XP/hr')
:done()
:tag('th')
:attr{ colspan = '10' }
:wikitext('Coins/XP')
:done()
:done()
local unknown_value_cell = mw.html.create('td')
:addClass('table-bg-gray')
:css{ ['text-align'] = 'center' }
:wikitext("''unknown''")
for i, item in ipairs(results) do
local row = out:tag('tr')
:IF(item.lvl)
:tag('td')
:css{ ['text-align'] = 'center' }
:wikitext(item.lvl)
:done()
:ELSE()
:node(unknown_value_cell)
:END()
:IF(item.lvlHigh and item.lvlLow)
:tag('td')
:css{ ['text-align'] = 'center' }
:wikitext(item.lvlLow)
:wikitext(' – ')
:wikitext(item.lvlHigh)
:done()
:ELSE()
:node(unknown_value_cell)
:END()
:tag('td')
:css{ ['border-right'] = '0', ['padding-right'] = '0', ['text-align'] = 'right' }
:attr{ ['data-sort-value'] = item.name }
:wikitext(item.outputQuantity .. ' ×')
:done()
:tag('td')
:addClass('plinkt-image no-border')
:css{ ['border-left'] = '0', ['padding-left'] = '0' }
:wikitext('[[File:' .. item.name .. '.png|link=' .. item.name .. '|30px]]')
:done()
:tag('td')
:addClass('plinkt-link no-border')
:wikitext('[[' .. item.name .. ']]')
:done()
local materialCell = row:tag('td')
for i, _ in ipairs(item.materials) do
materialCell:wikitext(item.materials[i].quantity .. '× [[File:' .. item.materials[i].name .. '.png|18px|link=' .. item.materials[i].name .. ']] [[' .. item.materials[i].name .. ']]<br>')
end
row
:tag('td')
:wikitext('[[File:' .. item.facility .. '.png|30px|link=' .. item.facility .. ']] [[' .. item.facility .. '|' .. string.gsub(item.facility,' Forge','') .. ']]')
:done()
:node(currency_cell(item.buy))
:node(currency_cell(item.buyPerHour))
:IF(item.XP)
:tag('td')
:wikitext(item.XP and lang:formatNum(tonumber(item.XP)))
:done()
:ELSE()
:node(unknown_value_cell)
:END()
:IF(item.XPPerMetal)
:tag('td')
:wikitext(item.XPPerMetal and lang:formatNum(tonumber(item.XPPerMetal)))
:done()
:ELSE()
:node(unknown_value_cell)
:END()
:IF(item.XPPerHour)
:tag('td')
:wikitext(item.XPPerHour and lang:formatNum(tonumber(item.XPPerHour)))
:done()
:ELSE()
:node(unknown_value_cell)
:END()
:node(currency_cell(item.costPerXP))
:done()
end
return out
end
return p