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-- Module:RecipeTable https://wiki.play.eco/en/Module:RecipeTable
local p = {}
local p = {}
local Utils = require("Module:Utils")
local L = require("Module:Localization")


-- Header for the wikitable
-- Header for the wikitable
function header(args)
function header( args )
     local headerStr = '{| class=\"wikitable mw-collapsible\" style=\"text-align: center;\"\n|-\n'
     local headerStr = '{| class=\"wikitable mw-collapsible\" style=\"text-align: center;\"\n|-\n'


     -- Show or hide the Crafting Station column
     -- Show or hide the Crafting Station column
     if args[1] == '1' then
     if args[1] == '1' then
         headerStr = headerStr .. '! ' .. L.t('Crafting Station') .. ' !'
         headerStr = headerStr .. '! Crafting Station !'
     end
     end
    -- Item, Level Needed, Materials, Crafting Time, Labour Cost and XP Gained Specialty
-- Item, Level Needed, Materials, Crafting Time, Labour Cost and XP Gained Specialty
    headerStr = headerStr .. '! colspan=\"4\" | ' .. L.t('Item') .. ' !! colspan=\"4\" | ' .. L.t('Materials') .. ' !! ' .. L.t('Level Needed') .. ' !! ' .. L.t('Crafting Time<br>(mins)') .. ' !! ' .. L.t('Labour Cost') .. ' || ' .. L.t('XP Gained') .. ' !!\n'
    headerStr = headerStr .. '! colspan=\"4\" | Item !! colspan=\"4\" | Materials !! Level Needed !! Crafting Time <br>(mins) !! Labour Cost || XP Gained !!\n'
     return headerStr
     return headerStr
end
end


function imagedisp(name, nameEN, style, borderColour)
function imagedisp( name )
     local borderImageClass = ''
     local str = ''
     local icon
     local image
     if borderColour == 'green' then
    -- Manual override for image file
        borderImageClass = ' borderGreen'
     if name then
    elseif borderColour == 'yellow' then
        image = string.gsub(name, ' ', '') .. '_Icon.png'
        borderImageClass = ' borderYellow'
else
    end
image = 'NoImage.png'
end
str = str .. '<div class="iconContainer" style="width:64px; height:64px"><div class="iconStack">[[File:' .. image .. '|frameless|class=iconRecipe|link=' .. name ..']]</div><div class="iconBorder" style=\"position:absolute;\"></div></div>\n[[' .. name .. ']]'
return str
end


    local iconBG
function stationcell( args )
    if style == 'tag' then
  local str = ''
        iconBG = 'iconGrey'
str = str .. '| ' .. imagedisp(args[1])
        icon = L.tag(name) .. 'Tag'
return str
        name = L.t('%s Tag'):format(name)
    elseif style == 'skill' then
        iconBG = 'iconBrightBlue'
        icon = nameEN
    end
 
    if not icon then
        icon = name
    end
 
    return Utils.build_icon(icon, name, 'iconRecipe', iconBG, borderImageClass, true) .. '\n[[' .. name .. ']]'
end
end


function stationcell(args)
    local str = ''
    str = str .. '| ' .. imagedisp(args[1], args[2])
    return str
end


function itemcell(args)
function itemcell( args )
     local str = ''
     local str = ''
    str = str .. '| ' .. imagedisp(args[1], args[3])
str = str .. '| ' .. imagedisp(args[1])
    str = str .. '<br>x' .. args[2] .. '\n'
str = str .. '<br>x' .. args[2] .. '\n'
    return str
return str
end
end


function ingredientcell(args)
function skillreqcell( args )
     local str = ''
     local str = ''
    local borderColour
str = str .. '| ' .. imagedisp(args[1])
    if args[4] == 'False' then
str = str .. '<br> Level ' .. args[2] .. ' \n'
        borderColour = 'green'
return str
    elseif args[4] == 'True' then
        borderColour = 'yellow'
    end
    if args[1] == 'TAG' then
        style = 'tag'
    else
        style = nil
    end
    return str .. '| ' .. imagedisp(args[2], args[5], style, borderColour) .. '<br>x' .. args[3] .. '\n'
end
end


function skillreqcell(args)
function groupedskillcell( args )
     local str = ''
     local str = ''
    str = str .. '| ' .. imagedisp(args[1], args[3], 'skill')
str = str .. '| ' .. imagedisp(args[1])
    str = str .. '<br> ' .. L.t('Level') .. ' ' .. args[2] .. ' \n'
if args[2] ~= nil then
    return str
str = str .. ' <br> ' .. imagedisp(args[2])
end
return str
end
end
-- Does this even exist anymore?
--function groupedskillcell( args )
--    local str = ''
-- str = str .. '| ' .. imagedisp(args[1],args[3])
-- if args[2] ~= nil then
-- str = str .. ' <br> ' .. imagedisp(args[2])
-- end
-- return str
--end


-- Create a wikitable of recipes
-- Create a wikitable of recipes
function p.main(recipes)
function p.main( recipes )
     local rows = ''
     local rows = ''
    --Not relevant for v0.9
    -- find number of times each Affect by Skill occurs
    --local prevSkill = recipes[1].efficiencySkills[1]
    --local skillIndex = {}
    --local prevSkillnum = 0
--local count = 0
    --for num = 1, #recipes do
--if prevSkill ~= recipes[num].efficiencySkills[1] then
--skillIndex[#skillIndex + 1] = prevSkillnum + count
--prevSkillnum = 1
--if #recipes[num].ingredients > 4 then
--count = 1
--else
--count = 0
--end
--prevSkill = recipes[num].efficiencySkills[1]
--else
--prevSkillnum = prevSkillnum + 1
--if #recipes[num].ingredients > 4 then
--count = count + 1
--end
--end
    --end
    --skillIndex[#skillIndex + 1] = prevSkillnum + count
     -- Get each row
     -- Get each row
    local j = 0
    local k = 1
     for i = 1, #recipes do
     for i = 1, #recipes do
        -- get information from the current recipe for building
        local checkImage = recipes[i].checkImage
        local craftStn = recipes[i].craftStn
        local skillNeeds = recipes[i].skillNeeds
        --use last variant as this is always the default variant
        local numberOfVariants = recipes[i].numberOfVariants
        local products = {}
        local ingredients = {}
        --loop through variants to select default variant ingredients
if numberOfVariants == 1 then
            ingredients = recipes[i].variants[1].ingredients
            products = recipes[i].variants[1].products
        else
        --loop through variants to select default variant ingredients
            for k, v in pairs(recipes[i].variants) do       
                --given pairs doesn't guarantee order, check that product matches default variant
                if k == recipes[i].defaultVariant then
                    ingredients = v.ingredients
                    products = v.products
                end
            end
        end
        local baseCraftTime = recipes[i].baseCraftTime
        local baseLaborCost = recipes[i].baseLaborCost
        local baseXPGain = recipes[i].baseXPGain
        -- determine the size needed for products to display correctly
        local ingrednum = #ingredients
        local rowspan = '|'
        local rowspanProducts = '|'
        --Code to incorporate rowspan for ingrediants and variants here
        local rowspanCount = 0
        --accomodate both variants and multiple ingredients


        if ingrednum > 4 then
-- get information from the current recipe for building
            rowspanCount = rowspanCount + 2
local checkImage = recipes[i].checkImage
        end
local craftStn = recipes[i].craftStn
        --suspect there will be a bug here for many variants & many ingredients - might need x2 multipler per variant.
local skillNeeds = recipes[i].skillNeeds
        if (#recipes == 1) then
--use last variant as this is always the default variant
            --only add variant rowspans if there is one recipe (i.e. variants will be displayed)
local numberOfVariants = recipes[i].numberOfVariants
            if tonumber(recipes[i].numberOfVariants) > 1 then
local products = {{'',''}}
                rowspanCount = rowspanCount + tonumber(recipes[i].numberOfVariants)
local ingredients = {{'',''}}
                rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
            end
--loop through variants to select default variant ingredients
        end
for k, v in pairs(recipes[i].variants) do
        if rowspanCount > 0 then
--given pairs doesn't guarantee order, check that product matches default variant
            rowspan = '| rowspan=\"' .. rowspanCount .. '\" '
if v.products[1][1] == recipes[i].defaultVariant then
            if (#recipes > 1) then
ingredients = v.ingredients
                rowspanProducts = '| rowspan=\"' .. rowspanCount .. '\" '
products = v.products
            else
else
                rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
--handle scenarios where product ~= default variant (for example Refine Tallow)
            end
ingredients = v.ingredients
        end
products = v.products
end
end
local baseCraftTime = recipes[i].baseCraftTime
local baseLaborCost = recipes[i].baseLaborCost
local baseXPGain = recipes[i].baseXPGain
-- determine the size needed for products to display correctly
local ingrednum = #ingredients
local rowspan = '|'
local rowspanProducts = '|'
--Code to incorporate rowspan for ingrediants and variants here
local rowspanCount = 0


        -- String to return
--accomodate both variants and multiple ingredients
        local row = '|-\n'
if ingrednum > 4 then
rowspanCount = rowspanCount + 2
end
--suspect there will be a bug here for many variants & many ingredients - might need x2 multipler per variant.
if(#recipes == 1) then --only add variant rowspans if there is one recipe (i.e. variants will be displayed)
if tonumber(recipes[i].numberOfVariants) > 1 then
rowspanCount = rowspanCount + tonumber(recipes[i].numberOfVariants)
rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
end
end
if rowspanCount > 0 then
rowspan = '| rowspan=\"' .. rowspanCount .. '\" '
if(#recipes > 1) then
rowspanProducts = '| rowspan=\"' .. rowspanCount .. '\" '
else
rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
end
end


        -- Add new row if products or ingredients are passed in with at least 1 item
        if (products[1] and ingredients[1]) then
--original rowspan working
--if ingrednum > 4 then
-- rowspan = '| rowspan=\"2\" '
--end
-- String to return
local row = '|-\n'
-- Add new row if products or ingredients are passed in with at least 1 item
if (products[1] and ingredients[1]) then
     
-- Show or hide the Crafting Station column
if recipes[i].dispCraftStn == '1' then
row = row .. rowspan .. stationcell({craftStn[1]}) .. '\n'
end
       
-- Add the products columns
local prodnum = #products
for a = 1, prodnum do
if prodnum == 1 then
row = row .. rowspanProducts .. ' colspan=\"4\" '
end
if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
row = row .. rowspanProducts .. ' colspan=\"2\" '
end
row = row .. itemcell({products[a][1], products[a][2]})
end
-- Add the FIRST row of Ingredients column
local numing = ingrednum
if ingrednum > 4 then
numing = 4
end
for b = 1, numing do
if (ingrednum == 1) then
row = row .. '| colspan=\"4\" '
end
if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
row = row .. '| colspan=\"2\" '
end
row = row .. itemcell({ingredients[b][2], ingredients[b][3]})
end


            local station = craftStn[1]
-- Add the Skill needed column
if (skillNeeds[1] ~= '' and skillNeeds[1] ~= nil) then
row = row .. rowspan .. skillreqcell({skillNeeds[1][1], skillNeeds[1][2]})
else
row = row .. rowspan
if ingrednum > 4 then
row = row .. '|'
end
row = row .. ' \'\'None\'\' \n'
end
-- Add the Crafting time column
row = row .. rowspan
if rowspanCount > 1 then
row = row .. '|'
end
if baseCraftTime then
row = row .. baseCraftTime .. '\n'
else
row = row .. rowspan .. ' \'\'missing\'\' \n'
end
-- Add the Labour time column
row = row .. rowspan
if rowspanCount > 1 then
row = row .. '|'
end
if baseLaborCost then
row = row .. baseLaborCost .. '\n'
else
row = row .. rowspan .. ' \'\'missing\'\' \n'
end
-- Add the XP gain column
row = row .. rowspan
if rowspanCount > 1 then
row = row .. '|'
end
if baseXPGain then
row = row .. baseXPGain .. '\n'
else
row = row .. rowspan .. ' \'\'missing\'\' \n'
end
-- not in v0.9
-- Add the Affect by Skills column IF new skill grouping
--if j == 0 and (recipes[i].efficiencySkills[1] ~= nil and recipes[i].efficiencySkills[1] ~= 'nil')  then
--row = row .. '| rowspan=\"' .. skillIndex[k] .. '\" ' .. groupedskillcell({recipes[i].efficiencySkills[1], recipes[i].speedSkills}) .. '\n'
--elseif (recipes[i].efficiencySkills[1] == nil or recipes[i].efficiencySkills[1] == 'nil')  then
--row = row .. '| \n'
--end
--j = j + 1
--if #ingredients > 4 then
--j = j + 1
--end
--if j == skillIndex[k] then
--k = k + 1
--j = 0
--end
-- Add the SECOND row of ingredients to ingredients column if applicable
if ingrednum > 4 then
row = row .. '|-\n'
for b = 5, ingrednum do
if (ingrednum == 5) then
row = row .. '| colspan=\"4\" '
end
if ((ingrednum == 6) or (ingrednum == 7 and b == 6)) then
row = row .. '| colspan=\"2\" '
end
row = row .. itemcell({ingredients[b][2], ingredients[b][3]})
end
end
rows = rows .. row
end


            -- Show or hide the Crafting Station column
--Show variants in table if only 1 recipe in list
            if recipes[i].dispCraftStn == '1' then
if #recipes == 1 and tonumber(recipes[i].numberOfVariants) > 1 then
                row = row .. rowspan .. stationcell({ station[1], station[2] }) .. '\n'
for k, v in pairs(recipes[i].variants) do
            end
--start new row for variants
row = '|-\n'
--Skip default variant
if v.products[1][1] ~= recipes[i].defaultVariant then
local prodnum = #products
for a = 1, prodnum do
if prodnum == 1 then
row = row .. rowspanProducts .. ' colspan=\"4\" '
end
if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
row = row .. rowspanProducts .. ' colspan=\"2\" '
end
row = row .. itemcell({v.products[a][1], v.products[a][2]})
end


            -- Add the products columns
--will need to cycle ingrediants to fill out complete table
            local prodnum = #products
--row = row .. itemcell({v.products[1][1], v.products[1][2]})
            for a = 1, prodnum do
local numing = ingrednum
                if prodnum == 1 then
if ingrednum > 4 then
                    row = row .. rowspanProducts .. ' colspan=\"4\" '
numing = 4
                end
end
                if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
for b = 1, numing do
                    row = row .. rowspanProducts .. ' colspan=\"2\" '
if (ingrednum == 1) then
                end
row = row .. '| colspan=\"4\" '
                row = row .. itemcell({ products[a][1], products[a][2], products[a][3] })
end
                if (tonumber(numberOfVariants) > 1) then
if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
                    row = row .. '<i>' .. L.t('Has Variants') .. '</i> \n'
row = row .. '| colspan=\"2\" '
                end
end
            end
row = row .. itemcell({v.ingredients[b][2], v.ingredients[b][3]})
end
end
rows = rows .. row
end


            -- Add the FIRST row of Ingredients column
end
            local numing = ingrednum
end
            if ingrednum > 4 then
                numing = 4
            end
            for b = 1, numing do
                if (ingrednum == 1) then
                    row = row .. '| colspan=\"4\" '
                end
                if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
                    row = row .. '| colspan=\"2\" '
                end
                row = row .. ingredientcell(ingredients[b])
            end
 
            -- Add the Skill needed column
            if (skillNeeds[1] ~= '' and skillNeeds[1] ~= nil) then
                row = row .. rowspan .. skillreqcell({ skillNeeds[1][1], skillNeeds[1][2], skillNeeds[1][3] })
            else
                row = row .. rowspan
                if ingrednum > 4 then
                    row = row .. '|'
                end
                row = row .. ' \'\'' .. L.t('None') .. '\'\' \n'
            end
 
            -- Add the Crafting time column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseCraftTime then
                row = row .. baseCraftTime .. '\n'
            else
 
                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end
 
            -- Add the Labour time column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseLaborCost then
                row = row .. baseLaborCost .. '\n'
            else
 
                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end
 
            -- Add the XP gain column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseXPGain then
                row = row .. baseXPGain .. '\n'
            else
 
                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end
 
            -- Add the SECOND row of ingredients to ingredients column if applicable
            if ingrednum > 4 then
                row = row .. '|-\n'
                for b = 5, ingrednum do
                    if (ingrednum == 5) then
                        row = row .. '| colspan=\"4\" '
                    end
                    if ((ingrednum == 6) or (ingrednum == 7 and b == 6)) then
                        row = row .. '| colspan=\"2\" '
                    end
                    row = row .. ingredientcell(ingredients[b])
                end
            end
 
            rows = rows .. row
           
        end
 
        --Show variants in table if only 1 recipe in list
        if (#recipes == 1 and tonumber(recipes[i].numberOfVariants) > 1) then
            for k, v in pairs(recipes[i].variants) do
                --start new row for variants
                row = '|-\n'
                --Skip default variant
                if v.products[1][1] ~= recipes[i].defaultVariant then
                    local prodnum = #products
                    for a = 1, prodnum do
                        if prodnum == 1 then
                            row = row .. rowspanProducts .. ' colspan=\"4\" '
                        end
                        if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
                            row = row .. rowspanProducts .. ' colspan=\"2\" '
                        end
                        row = row .. itemcell({ v.products[a][1], v.products[a][2], v.products[a][3] })
                    end
 
                    --will need to cycle ingrediants to fill out complete table
                    --row = row .. itemcell({v.products[1][1], v.products[1][2]})
                    local numing = ingrednum
                    if ingrednum > 4 then
                        numing = 4
                    end
                    for b = 1, numing do
                        if (ingrednum == 1) then
                            row = row .. '| colspan=\"4\" '
                        end
                        if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
                            row = row .. '| colspan=\"2\" '
                        end
                        row = row .. ingredientcell(v.ingredients[b])
                    end
 
 
                end
                rows = rows .. row
            end
        end
    end


     -- Return the full wikitable
     -- Return the full wikitable
    return header({ recipes[1].dispCraftStn }) .. rows .. '|-\n|}\n'
return header({recipes[1].dispCraftStn}) .. rows .. '|-\n|}\n'
end
 
function p.testrender()
  local crafting_recipes = require("Module:GetRecipes")
  return crafting_recipes.renderTable('Campfire', nil, nil, nil)
end
end


return p
return p
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