Module:Slayer weight calculator
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This documentation is transcluded from Template:No documentation/doc. [edit] [history] [purge]
This module does not have any documentation. Please consider adding documentation at Module:Slayer weight calculator/doc. [edit]
Module:Slayer weight calculator's function invoke_main is invoked by Calculator:Slayer/Slayer task weight/Template.
Module:Slayer weight calculator requires Module:Paramtest.
Module:Slayer weight calculator requires Module:Slayer task library.
local Paramtest = require( 'Module:Paramtest' )
local Slayerlib = require ('Module:Slayer_task_library' )
local p = {}
function p.invoke_main( frame )
local result = p.main( frame:getParent().args )
return result
end
function p.tobool(str)
if str == 'true' then
return true
end
return false
end
function p.main( args )
-- Handle inputs
local combatLevel, slayerLevel, defenceLevel, agilityLevel, rangedLevel, strengthLevel, hitpointsLevel, thievingCheck, firemakingCheck, magicCheck = Paramtest.defaults{
{ tonumber(args.combatLevel), 1 },
{ tonumber(args.slayerLevel), 1 },
{ tonumber(args.defenceLevel), 1 },
{ tonumber(args.agilityLevel), 1 },
{ tonumber(args.rangedLevel), 1 },
{ tonumber(args.strengthLevel), 1 },
{ tonumber(args.hitpointsLevel), 10 },
{ args.thievingCheck, true },
{ args.firemakingCheck, true },
{ args.magicCheck, true }
}
local block1, block2, block3, block4, block5, block6, block7= Paramtest.defaults{
{ args.block1, 'None'},
{ args.block2, 'None'},
{ args.block3, 'None'},
{ args.block4, 'None'},
{ args.block5, 'None'},
{ args.block6, 'None'},
{ args.block7, 'None'},
}
local blocks = {
block1,
block2,
block3,
block4,
block5,
block6,
block7
}
-- Magic number 23 since this is the highest level required for thieving (magic axes)
local thievingLevel = 23
if p.tobool(thievingCheck) == false then
thievingLevel = 1
end
-- Magic number 33 since this is the highest level required for firemaking
local firemakingLevel = 33
if p.tobool(firemakingCheck) == false then
firemakingLevel = 1
end
-- Magic number 50 since this is the highest level required for magic
local magicLevel = 50
if p.tobool(magicCheck) == false then
magicLevel = 1
end
-- Need to create a stats table, unlocks table, quests table, and other table
local stats = {
Combat = combatLevel,
Slayer = slayerLevel,
Magic = magicLevel,
Agility = agilityLevel,
Strength = strengthLevel,
Firemaking = firemakingLevel,
Defence = defenceLevel,
Hitpoints = hitpointsLevel,
Ranged = rangedLevel,
Thieving = thievingLevel
}
-- Since the checkboxes return the name of the unlock (same as in UNLOCK_IDS)
-- if checked and nil if not checked, this array will only be the names of
-- activated unlocks.
local unlocks = { args.seeingRed, args.iHopeYouMithMe, args.watchTheBirdie,
args.hotStuff, args.reptileGotRipped, args.likeABoss, args.stopTheWyvern,
args.basilocked, args.unlockedVamps, args.iWildyMoreSlayer, args.warpedreality
}
-- Similarly, this will become a list of completed quests.
local quests = {
args.priestInPeril,
args.dragonSlayerII,
args.dragonSlayer,
args.cabinFever,
args.horrorFromTheDeep,
args.mourningsEndPartII,
args.desertTreasure,
args.regicide,
args.boneVoyage,
args.lostCity,
args.elementalWorkshopI,
args.deathPlateau,
args.lunarDiplomacy,
args.olafsQuest,
args.contact,
args.rumDeal,
args.skippyAndTheMogres,
args.deathToTheDorgeshuun,
args.legendsQuest,
args.ernestTheChicken,
args.royalTrouble,
args.hauntedMine,
args.porcineOfInterest,
args.SecretsOfTheNorth,
args.DesertTreasure2,
args.perilousMoons
}
-- List of completed other activities.
local accessGWD = nil
if stats["Strength"] >= 60 or stats["Agility"] >= 60 then
accessGWD = 'Access GWD'
end
local other = {
args.ancientCavern,
accessGWD,
args.brittleKey,
args.accessAbyss
}
-- Create the player status given our various inputs
status = Slayerlib.create_status(stats, quests, unlocks, other, blocks)
-- Get the entire task table of the chosen slayer master.
masterTable = Slayerlib.get_table(args.master)
-- Get the tables of available and unavailable tasks.
effectiveTable, unavailableTable = Slayerlib.get_effective_table(masterTable, status, true)
-- Pass these to calculate percents.
local results, subResults = p.calculate_percents(effectiveTable, unavailableTable)
-- Render the results
local resultsDiv = mw.html.create( 'div' )
local renderedResults = p.render_table(results, (args.master .. ' Main Task Table'), 'Monster Name')
renderedResults:css({display = 'inline-block',
float = 'left'})
resultsDiv:node(tostring(renderedResults))
if next(subResults) ~= nil then
local renderedSubResults = p.render_table(subResults, (args.master .. ' Boss Subtable'), 'Boss Name')
renderedSubResults:css({display = 'inline-block'})
resultsDiv:node(tostring(renderedSubResults))
end
return resultsDiv
end
--
-- Calculates the percent chance of getting each task from effectiveTable.
--
-- @param effectiveTable {table} A table of all tasks the player can be assigned.
-- @param unavailableTable {table} A table of all tasks the player cannot be assigned.
--
-- @return {table} Returns a table that contains the task name as key and the
-- percent chance (decimal form) of getting it as the value.
--
function p.calculate_percents(effectiveTable, unavailableTable)
local totalWeight = 0
for k, v in pairs(effectiveTable) do
totalWeight = totalWeight + v['weight']
end
local percentageTable = {}
local subPercentageTable = {}
for k, v in pairs(effectiveTable) do
if v['subtable'] ~= nil then
subtablePercents = p.calculate_percents(v['subtable'], v['unavailableSubtable'])
subtableMult = v['weight']/totalWeight
for sK, sV in pairs(subtablePercents) do
subPercentageTable[sK] = sV*subtableMult
end
end
percentageTable[v['name']] = v['weight']/totalWeight
end
for k, v in pairs(unavailableTable) do
percentageTable[v['name']] = 0
end
return percentageTable, subPercentageTable
end
function pairs_by_keys(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local iter = function () -- iterator function
i = i + 1
if a[i] == nil then return nil
else return a[i], t[a[i]]
end
end
return iter
end
-- Render the results table.
function p.render_table(results, headerName, monsterColumnTitle)
local resultsTable = mw.html.create( 'table' )
resultsTable:addClass( 'wikitable' )
:addClass( 'sortable')
:addClass( 'align-center-1' )
:tag( 'tr' )
:tag( 'th' )
:wikitext( headerName )
:attr( 'colspan', 2 )
:done()
:done()
:tag( 'tr' )
:tag( 'th' )
:wikitext( monsterColumnTitle )
:done()
:tag( 'th' )
:wikitext( 'Assignment Chance')
:done()
:done()
:done()
for k, v in pairs_by_keys(results) do
resultsTable:tag( 'tr' )
:tag( 'td' )
:wikitext( k )
:done()
:tag( 'td' )
:wikitext( string.format("%.2f", 100*v ) .. "%")
:attr( 'align', 'right' )
:done()
:done()
end
return resultsTable
end
return p