Maintenance
| The data for Java release versions is current as of 1.15.2. | 23:21, 15 April 2020 (UTC) |
| The data for Java snapshots is current as of 20w17a. | 15:38, 22 April 2020 (UTC) |
| The data for Bedrock release versions is current as of 1.14.60. | 04:02, 19 April 2020 (UTC) |
| The data for Bedrock beta versions is current as of beta 1.16.0.57. | 04:02, 19 April 2020 (UTC) |
.base usage (Template:LootChest)
Generates a table of the contents of the designated chests, with columns corresponding to various statistics about the availability of those items.
Invoking
It takes any number of chest parameters, and any number of column parameters, in no particular order.
If no chest parameters are listed, it displays them all; likewise for column parameters.
{{#invoke:LootChest|base
[ |<chestParam1> ... |<chestParamN> ]
[ |<columnHideParam1> ... |<columnHideParamN> ]
}}
Chest parameters
bonus,
desert-temple ( desert ),
dungeon,
end-city,
igloo,
jungle-temple ( jungle ),
jungle-temple-dispenser,
mineshaft,
nether-fortress ( nether, fortress ),
stronghold-altar ( altar ),
stronghold-library ( library ),
stronghold-storeroom ( storeroom ),
village-blacksmith ( blacksmith, village )
Column parameters
chance: the odds of getting any of this item in a single chest.,
chests: the number of chests expected to search, to find any of this item.,
items: the number of items expected per chest, averaged over a large number of chests.,
stacksize: the size of stacks (or for unstackable items, number) of this item found in this chest.,
weight: the weight of this item relative to other items in the chest.
Example
{{#invoke:LootChest|base}} → all chests and all columns
{{#invoke:LootChest|base|weaponsmith|jungle|bonus|chance|stacksize}} → only weaponsmith and jungle chests, and only 'stacksize' and 'chance' columns
.base2 usage (Template:LootChestItem inline)
Prints a summary of this item's availability in the various worldgen chests.
Invoking
It takes exactly one item name as a parameter.
{{#invoke:LootChest|base2|<itemParam>}}
Item parameters
acacia-wood, acacia-wood-only, activator-rail, apple, arrow, beetroot-seeds, bone, book, bread, bucket, coal, compass, detector-rail, diamond, disc-13, disc-cat, emerald, empty, empty-map, enchanted-book, enchanted-book-rnd, enchanted-diamond-boots, enchanted-diamond-chestplate, enchanted-diamond-helmet, enchanted-diamond-leggings, enchanted-diamond-pickaxe, enchanted-diamond-shovel, enchanted-diamond-sword, enchanted-iron-boots, enchanted-iron-chestplate, enchanted-iron-helmet, enchanted-iron-leggings, enchanted-iron-pickaxe, enchanted-iron-shovel, enchanted-iron-sword, ender-pearl, flint-and-steel, gold-ingot, gold-nugget, golden-apple, golden-chestplate, golden-sword, gunpowder, horse-armor-diamond, horse-armor-gold, horse-armor-iron, iron-boots, iron-chestplate, iron-helmet, iron-ingot, iron-leggings, iron-pickaxe, iron-sword, lapis-lazuli, melon-seeds, name-tag, nether-wart, notch-apple, oak-sapling, oak-wood, oak-wood-only, obsidian, paper, powered-rail, pumpkin-seeds, rail, raw-salmon, redstone, rotten-flesh, saddle, sand, spider-eye, stick, stone-axe, stone-pickaxe, string, torch, wheat, wood-planks, wooden-axe, wooden-pickaxe
Example
{{#invoke:LootChest|base2|iron-ingot}} →
Iron ingots can be found in 18.8% of dungeon chests in stacks of 1–4; in 23.4% of stronghold altar chests, 19.2% of nether fortress chests, 18.2% of desert temple chests, 46.1% of village blacksmith chests, 32.0% of chest minecarts in abandoned mine shafts, 44.5% of jungle temple chests, and 35.6% of stronghold storeroom chests, all in stacks of 1–5; and in 39.4% of End city chests in stacks of 4–8.
{{#invoke:LootChest|base2|esmeralda}} →
unknown item "esmeralda"
.base3 usage (Template:LootChestItem table)
Prints a summary of this item's availability in the various worldgen chests in the form of a table.
Invoking
It takes exactly one item name as a parameter.
{{#invoke:LootChest|base3|<itemParam>}}
Item parameters
Same as above
Example
{{#invoke:LootChest|base3|esmeralda}} → Error en la secuencia de órdenes: la función «base3» no existe.
Source
- The data is set up within
pso that it can be pulled directly from (or compared directly to) the minecraft loot table files. - stack size given here (and given in code) can be larger than the stackable size of the item, prominently in the case of enchanted books. However this fact does not affect the calculated values. This is because the game puts the right number of items, but unstacked rather than stacked.
Data structure
p.items
'<item-id>' = {- This key must match a sprite name for the items/blocks defined in Module:BlockSprite or Module:ItemSprite, unless
idis included in the item definition.
- This key must match a sprite name for the items/blocks defined in Module:BlockSprite or Module:ItemSprite, unless
'<sprite-type>'- Either
itemorblock.
- Either
[, id='<sprite-id>']- Use this to specify a sprite defined in Module:BlockSprite or Module:ItemSprite. Otherwise it uses the sprite with the name given by
item-id.
- Use this to specify a sprite defined in Module:BlockSprite or Module:ItemSprite. Otherwise it uses the sprite with the name given by
[, link='<item-link>']- A link to a page that is different from the sprite-id name. Used in Template:LootChest.
[, title='<item-text>']- A name for an item that is different from the sprite-id name.
[, cannot_stack=false]- Use this to indicate that the item comes in groups rather than in stacks. Used in Template:LootChestItem.
[, plural=(false|'<custom-plural-word>')]- Use
falsewhen a word has no plural, like 'Nether Wart'. Use a custom plural word when you cannot simply append an 's' to the base word to make it plural, like 'Bottles o' Enchanting'. Used in Template:LootChestItem.
- Use
[, preserve_case=false]- Use
falsewhen an item name should follow the capitalization exactly specified intitle, and not follow sentence case, like 'TNT'.
- Use
[, note='<note-name>']- Indicates that a note appears next to this item in the table. (notes are defined directly below the item list)
}
p.notes
'<note-name>' = '<note-full-text>'
p.chests[n].poolsJava[n]p.chests[n].poolsJavaUpcoming[n]p.chests[n].poolsBedrock[n]p.chests[n].poolsBedrockUpcoming[n]- rolls
{ <min-number-of-stacks>, <max-number-of-stacks> }
p.chests[n].poolsJava[n].itemsp.chests[n].poolsJavaUpcoming[n].itemsp.chests[n].poolsBedrock[n].itemsp.chests[n].poolsBedrockUpcoming[n].items
'<item-id>' = { <min-stack-size>, <max-stack-size>, <item-weight> }
p.synonyms
'<chest-name-synonym>' = '<original-interally-valid-chest-name>'- Allows additional chest names to be used as parameters, in addition to the ones defined in p.chests.
p.display_names
'<chest-name-given-via-parameter>' = '<name-displayed-in-single-chest-table>'- If a single chest parameter is used, this defines the name it is called in the summary text above the table.
p.columns
'<column-name>' = '<column-full-description>'- The column descriptions, found either in the tooltip on the column header, or in the summary text above the table.
Functions
The following functions are made available at the top of the file, for ease of inspection.
calc_average_amount_this_item_per_chest
- average number of a certain item (not number of stacks), per-chest (not per-structure).
calc_chance_any_of_this_item_per_chest
- chance that at least one of a certain item is present, per-chest (not per-structure).
Item tests
{{#invoke:LootChest|base2_test}}
Acacia or dark oak wood can be found in 68.4% of bonus chests in stacks of 1–3.
Activator rails can be found in 27.1% of chest minecarts in abandoned mine shafts in stacks of 1–4.
Apples can be found in 33.7% of stronghold altar chests, 61.6% of village blacksmith chests, 74.3% of igloo chests, and 50.0% of stronghold storeroom chests, all in stacks of 1–3; and in 83.8% of bonus chests in stacks of 1–2.
Arrows can be found in all dispensers in jungle temples in stacks of 2–7.
Beetroot seeds can be found in 21.5% of End city chests in stacks of 1–10, and in 18.8% of dungeon chests and 32.0% of chest minecarts in abandoned mine shafts in stacks of 2–4.
Bones can be found in 29.0% of desert temple chests and 72.2% of jungle temple chests in stacks of 4–6, and in 59.0% of desert temple chests and 57.8% of dungeon chests in stacks of 1–8.
Books can be found in 94.6% of stronghold library chests in stacks of 1–3.
Bread can be found in 35.3% of dungeon chests in stacks of 1; in 33.7% of stronghold altar chests, 61.6% of village blacksmith chests, 45.0% of chest minecarts in abandoned mine shafts, and 50.0% of stronghold storeroom chests, all in stacks of 1–3; and in 61.5% of bonus chests in stacks of 1–2.
Buckets can be found in 18.8% of dungeon chests in stacks of 1.
Coal can be found in 27.4% of dungeon chests and 74.3% of igloo chests in stacks of 1–4, and in 32.0% of chest minecarts in abandoned mine shafts and 35.6% of stronghold storeroom chests in stacks of 3–8.
Compasses can be found in 11.0% of stronghold library chests in stacks of 1.
Detector rails can be found in 27.1% of chest minecarts in abandoned mine shafts in stacks of 1–4.
Diamond horse armor can be found in 2.5% of stronghold altar chests, 11.8% of nether fortress chests, 6.3% of desert temple chests, 5.7% of village blacksmith chests, 7.7% of dungeon chests, 4.6% of End city chests, and 5.4% of jungle temple chests, all in groups of 1.
Diamonds can be found in 7.4% of stronghold altar chests, 19.2% of nether fortress chests, 6.3% of desert temple chests, 16.3% of village blacksmith chests, and 15.5% of jungle temple chests, all in stacks of 1–3; in 10.5% of chest minecarts in abandoned mine shafts in stacks of 1–2; and in 21.5% of End city chests in stacks of 2–7.
Emeralds can be found in 7.7% of igloo chests in stacks of 1, in 18.2% of desert temple chests and 10.5% of jungle temple chests in stacks of 1–3, and in 9.1% of End city chests in stacks of 2–6.
Empty maps can be found in 11.0% of stronghold library chests in stacks of 1.
Enchanted books can be found in 2.5% of stronghold altar chests, 72.2% of stronghold library chests, 5.4% of jungle temple chests, and 4.0% of stronghold storeroom chests, all in groups of 1.
Enchanted books can be found in 23.7% of desert temple chests, 15.1% of dungeon chests, and 14.1% of chest minecarts in abandoned mine shafts, all in groups of 1.
Enchanted diamond boots can be found in 13.4% of End city chests in groups of 1.
Enchanted diamond chestplates can be found in 13.4% of End city chests in groups of 1.
Enchanted diamond helmets can be found in 13.4% of End city chests in groups of 1.
Enchanted diamond leggings can be found in 13.4% of End city chests in groups of 1.
Enchanted diamond pickaxes can be found in 13.4% of End city chests in groups of 1.
Enchanted diamond shovels can be found in 13.4% of End city chests in groups of 1.
Enchanted diamond swords can be found in 13.4% of End city chests in groups of 1.
Enchanted iron boots can be found in 13.4% of End city chests in groups of 1.
Enchanted iron chestplates can be found in 13.4% of End city chests in groups of 1.
Enchanted iron helmets can be found in 13.4% of End city chests in groups of 1.
Enchanted iron leggings can be found in 13.4% of End city chests in groups of 1.
Enchanted iron pickaxes can be found in 13.4% of End city chests in groups of 1.
Enchanted iron shovels can be found in 13.4% of End city chests in groups of 1.
Enchanted iron swords can be found in 13.4% of End city chests in groups of 1.
Ender pearls can be found in 23.4% of stronghold altar chests in stacks of 1.
Flint and steel can be found in 19.2% of nether fortress chests in groups of 1.
Gold horse armor can be found in 2.5% of stronghold altar chests, 29.4% of nether fortress chests, 12.4% of desert temple chests, 5.7% of village blacksmith chests, 15.1% of dungeon chests, 4.6% of End city chests, and 5.4% of jungle temple chests, all in groups of 1.
Gold ingots can be found in 12.2% of stronghold altar chests, 49.8% of nether fortress chests, 26.0% of village blacksmith chests, 17.0% of chest minecarts in abandoned mine shafts, and 19.0% of stronghold storeroom chests, all in stacks of 1–3; in 18.2% of desert temple chests, 54.0% of End city chests, and 60.2% of jungle temple chests, all in stacks of 2–7; and in 9.7% of dungeon chests in stacks of 1–4.
Gold nuggets can be found in 57.9% of igloo chests in stacks of 1–3.
Golden apples (enchanted) can be found in 2.6% of desert temple chests, 3.1% of dungeon chests, and 1.4% of chest minecarts in abandoned mine shafts, all in stacks of 1.
Golden apples (normal) can be found in 2.5% of stronghold altar chests, 23.7% of desert temple chests, 22.2% of dungeon chests, 28.2% of chest minecarts in abandoned mine shafts, and all igloo chests, all in stacks of 1.
Golden chestplates can be found in 19.2% of nether fortress chests in groups of 1.
Golden swords can be found in 19.2% of nether fortress chests in groups of 1.
Gunpowder can be found in 59.0% of desert temple chests and 57.8% of dungeon chests in stacks of 1–8.
Iron boots can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
Iron chestplates can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
Iron helmets can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
Iron horse armor can be found in 2.5% of stronghold altar chests, 19.2% of nether fortress chests, 18.2% of desert temple chests, 5.7% of village blacksmith chests, 22.2% of dungeon chests, 4.6% of End city chests, and 5.4% of jungle temple chests, all in groups of 1.
Iron ingots can be found in 18.8% of dungeon chests in stacks of 1–4; in 23.4% of stronghold altar chests, 19.2% of nether fortress chests, 18.2% of desert temple chests, 46.1% of village blacksmith chests, 32.0% of chest minecarts in abandoned mine shafts, 44.5% of jungle temple chests, and 35.6% of stronghold storeroom chests, all in stacks of 1–5; and in 39.4% of End city chests in stacks of 4–8.
Iron leggings can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
Iron pickaxes can be found in 12.2% of stronghold altar chests, 26.0% of village blacksmith chests, 7.0% of chest minecarts in abandoned mine shafts, and 4.0% of stronghold storeroom chests, all in groups of 1.
Iron swords can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
Lapis lazuli can be found in 17.0% of chest minecarts in abandoned mine shafts in stacks of 4–9.
Melon seeds can be found in 18.8% of dungeon chests and 32.0% of chest minecarts in abandoned mine shafts in stacks of 2–4.
Music disc (13) can be found in 22.2% of dungeon chests in groups of 1.
Music disc (cat) can be found in 22.2% of dungeon chests in groups of 1.
Name tags can be found in 29.0% of dungeon chests and 42.3% of chest minecarts in abandoned mine shafts in stacks of 1.
Nether wart can be found in 19.2% of nether fortress chests in stacks of 3–7.
Nothing can be found in 18.2% of desert temple chests and 7.0% of chest minecarts in abandoned mine shafts in stacks of 1.
Oak saplings can be found in 26.0% of village blacksmith chests in stacks of 3–7.
Oak, spruce, birch or jungle wood can be found in 68.4% of bonus chests in stacks of 1–3.
Obsidian can be found in 26.0% of village blacksmith chests in stacks of 3–7, and in 8.0% of nether fortress chests in stacks of 2–4.
Paper can be found in 94.6% of stronghold library chests in stacks of 2–7.
Powered rails can be found in 27.1% of chest minecarts in abandoned mine shafts in stacks of 1–4.
Pumpkin seeds can be found in 18.8% of dungeon chests and 32.0% of chest minecarts in abandoned mine shafts in stacks of 2–4.
Rails can be found in 78.4% of chest minecarts in abandoned mine shafts in stacks of 4–8.
Raw salmon can be found in 61.5% of bonus chests in stacks of 1–2.
Redstone can be found in 27.4% of dungeon chests in stacks of 1–4, and in 12.2% of stronghold altar chests, 17.0% of chest minecarts in abandoned mine shafts, and 19.0% of stronghold storeroom chests, all in stacks of 4–9.
Rotten flesh can be found in 57.9% of igloo chests in stacks of 1, in 29.0% of desert temple chests and 62.8% of jungle temple chests in stacks of 3–7, and in 59.0% of desert temple chests and 57.8% of dungeon chests in stacks of 1–8.
Saddles can be found in 2.5% of stronghold altar chests, 35.7% of nether fortress chests, 23.7% of desert temple chests, 16.3% of village blacksmith chests, 29.0% of dungeon chests, 13.4% of End city chests, and 15.5% of jungle temple chests, all in groups of 1.
Sand can be found in 59.0% of desert temple chests in stacks of 1–8.
Spider eyes can be found in 29.0% of desert temple chests in stacks of 1–3.
Sticks can be found in 68.4% of bonus chests in stacks of 1–12.
Stone axes can be found in 14.9% of igloo chests and 25.0% of bonus chests in groups of 1.
Stone pickaxes can be found in 25.0% of bonus chests in groups of 1.
String can be found in 59.0% of desert temple chests and 57.8% of dungeon chests in stacks of 1–8.
Torches can be found in 65.7% of chest minecarts in abandoned mine shafts in stacks of 1–16.
Wheat can be found in 35.3% of dungeon chests in stacks of 1–4, and in 57.9% of igloo chests in stacks of 2–3.
Wood planks can be found in 68.4% of bonus chests in stacks of 1–12.
Wooden axes can be found in 75.0% of bonus chests in groups of 1.
Wooden pickaxes can be found in 75.0% of bonus chests in groups of 1.
Notes
local p = {
calc_average_amount_this_item_per_pool = function(
min_stacksize, max_stacksize,
min_pool_rolls, max_pool_rolls,
item_weight, pool_total_item_weight )
local avg_stacksize = ( min_stacksize + max_stacksize ) / 2
local avg_rolls = ( min_pool_rolls + max_pool_rolls ) / 2
return avg_stacksize * avg_rolls * item_weight / pool_total_item_weight
end,
calc_chance_any_of_this_item_per_pool = function(
min_pool_rolls, max_pool_rolls,
item_weight, pool_total_item_weight )
local avg_rolls = ( min_pool_rolls + max_pool_rolls ) / 2
local relativeweight = item_weight / pool_total_item_weight
return 1 - math.pow( 1 - relativeweight, avg_rolls )
end,
dev = 'In 1.10 ',
-- these define which sprite, label and link to use, in the table,
-- and 'cannot_stack' and 'plural' dictate how to display the single-item summary
-- NOTE: order in this list doesn't matter.
items = {
["acacia-wood"] = { "block", link="Wood", title="Acacia or Dark Oak Wood", plural=false },
["acacia-wood-only"] = { "block", id='acacia-wood', link="Wood", title="Acacia Wood", plural=false },
["activator-rail"] = { "block", title="Activator Rails", plural=false },
["apple"] = { "item" },
["arrow"] = { "item" },
["beetroot-seeds"] = { "item", link="Beetroot Seeds", plural=false },
["bone"] = { "item" },
["book"] = { "item" },
["bread"] = { "item", plural=false },
["bucket"] = { "item" },
["coal"] = { "item", plural=false },
["compass"] = { "item" },
["detector-rail"] = { "block", title="Detector Rails", plural=false },
["diamond"] = { "item" },
["disc-13"] = { "item", title="Music Disc (13)", link="Music Disc", cannot_stack=true, plural=false },
["disc-cat"] = { "item", title="Music Disc (Cat)", link="Music Disc", cannot_stack=true, plural=false },
["emerald"] = { "item" },
["empty-map"] = { "item", link="Map", title="Empty Map" },
["enchanted-book"] = { "item", cannot_stack=true, note="level-book" },
["enchanted-book-rnd"] = { "item", id='enchanted-book', title="Enchanted Book", link="Enchanted Book", cannot_stack=true, note="random-book" },
["ender-pearl"] = { "item" },
["flint-and-steel"] = { "item", cannot_stack=true, plural=false },
["golden-apple"] = { "item", title="Golden Apple (Normal)", plural="Golden Apples (Normal)" },
["golden-chestplate"] = { "item", link="Armor", cannot_stack=true },
["golden-sword"] = { "item", link="Sword", cannot_stack=true },
["gold-ingot"] = { "item" },
["gold-nugget"] = { "item" },
["gunpowder"] = { "item", plural=false },
["horse-armor-diamond"] = { "item", title="Diamond Horse Armor", link="Horse Armor", cannot_stack=true, plural=false },
["horse-armor-gold"] = { "item", title="Gold Horse Armor", link="Horse Armor", cannot_stack=true, plural=false },
["horse-armor-iron"] = { "item", title="Iron Horse Armor", link="Horse Armor", cannot_stack=true, plural=false },
["iron-boots"] = { "item", link="Armor", cannot_stack=true, plural=false },
["iron-chestplate"] = { "item", link="Armor", cannot_stack=true },
["iron-helmet"] = { "item", link="Armor", cannot_stack=true },
["iron-ingot"] = { "item" },
["iron-leggings"] = { "item", link="Armor", cannot_stack=true, plural=false },
["iron-pickaxe"] = { "item", link="Pickaxe", cannot_stack=true },
["iron-sword"] = { "item", link="Sword", cannot_stack=true },
["lapis-lazuli"] = { "item", plural=false },
["melon-seeds"] = { "item", plural=false },
["name-tag"] = { "item" },
["notch-apple"] = { "item", id='golden-apple', link="Golden Apple", title="Golden Apple (Enchanted)", plural="Golden Apples (Enchanted)" },
["nether-wart"] = { "item", plural=false },
["oak-sapling"] = { "block", link="Sapling" },
["oak-wood"] = { "block", link="Wood", title="Oak, Spruce, Birch or Jungle Wood", plural=false },
["oak-wood-only"] = { "block", id='oak-wood', link="Wood", title="Oak Wood", plural=false },
["obsidian"] = { "block", plural=false },
["paper"] = { "item", plural=false },
["powered-rail"] = { "block", title="Powered Rails", plural=false },
["pumpkin-seeds"] = { "item", plural=false },
["rail"] = { "block", title="Rails", plural=false },
["redstone"] = { "item", plural=false },
["rotten-flesh"] = { "item", plural=false },
["sand"] = { "block", plural=false },
["saddle"] = { "item", cannot_stack=true },
["raw-salmon"] = { "item", plural=false },
["spider-eye"] = { "item" },
["stick"] = { "item" },
["stone-axe"] = { "item", link="Axe", cannot_stack=true },
["stone-pickaxe"] = { "item", link="Pickaxe", cannot_stack=true },
["string"] = { "item", plural=false },
["torch"] = { "block" },
["wheat"] = { "item", plural=false },
["wood-planks"] = { "block", plural=false },
["wooden-axe"] = { "item", link="Axe", cannot_stack=true },
["wooden-pickaxe"] = { "item", link="Pickaxe", cannot_stack=true },
["enchanted-diamond-boots"] = { "item", id="diamond-boots", link="Diamond Boots", note="end-ench-equipment", cannot_stack=true, plural=false },
["enchanted-diamond-chestplate"] = { "item", id="diamond-chestplate", link="Diamond Chestplate", note="end-ench-equipment", cannot_stack=true },
["enchanted-diamond-helmet"] = { "item", id="diamond-helmet", link="Diamond Helmet", note="end-ench-equipment", cannot_stack=true },
["enchanted-diamond-leggings"] = { "item", id="diamond-leggings", link="Diamond Leggings", note="end-ench-equipment", cannot_stack=true, plural=false },
["enchanted-diamond-pickaxe"] = { "item", id="diamond-pickaxe", link="Diamond Pickaxe", note="end-ench-equipment", cannot_stack=true },
["enchanted-diamond-shovel"] = { "item", id="diamond-shovel", link="Diamond Shovel", note="end-ench-equipment", cannot_stack=true },
["enchanted-diamond-sword"] = { "item", id="diamond-sword", link="Diamond Sword", note="end-ench-equipment", cannot_stack=true },
["enchanted-iron-boots"] = { "item", id="iron-boots", link="Iron Boots", note="end-ench-equipment", cannot_stack=true, plural=false },
["enchanted-iron-chestplate"] = { "item", id="iron-chestplate", link="Iron Chestplate", note="end-ench-equipment", cannot_stack=true },
["enchanted-iron-helmet"] = { "item", id="iron-helmet", link="Iron Helmet", note="end-ench-equipment", cannot_stack=true },
["enchanted-iron-leggings"] = { "item", id="iron-leggings", link="Iron Leggings", note="end-ench-equipment", cannot_stack=true, plural=false },
["enchanted-iron-pickaxe"] = { "item", id="iron-pickaxe", link="Iron Pickaxe", note="end-ench-equipment", cannot_stack=true },
["enchanted-iron-shovel"] = { "item", id="iron-shovel", link="Iron Shovel", note="end-ench-equipment", cannot_stack=true },
["enchanted-iron-sword"] = { "item", id="iron-sword", link="Iron Sword", note="end-ench-equipment", cannot_stack=true },
["empty"] = { "block", id="air", link='', title='Nothing', plural=false, note="nothing" },
},
notes = {
["level-book"] = "<ref group='note' name='level-book'>Enchantment probabilities are the same as a level-30 enchantment on an [[enchantment table]], but the chance of multiple enchantments is not reduced.</ref>",
["end-ench-equipment"] = "<ref group='note' name='end-city-enchantment'>Enchanted items of the same type in the same chest will have the same enchantments. Enchantment probabilities are the same as a level-20 to level-39 <!-- Yes, really 39 even though the table normally only goes to 30 --> enchantment on an [[enchantment table]].</ref>",
["random-book"] = "<ref group='note' name='random-book'>All enchantments are equally probable, and any level of the enchantment is equally probable.</ref>",
["nothing"] = "<ref group='note' name='nothing'>'Nothing' does not refer to the chance of an empty chest. Instead, it refers to the chance that the random loot generator will not add any loot ''on a single roll''.</ref>",
},
-- NOTE: order here doesn't matter.
-- * in the table, chests will sort in alphabetical order
-- * in the table, items will sort by chance, then by avg#, then alphabetically.
-- * If poolsDev is omitted, pools will be used. To omit a pool entirely in the dev version, set poolsDev = {}.
chests = {
["village-blacksmith"] = { -- village_blacksmith.json
header = "[[Village]]",
link = "[[village]] blacksmith",
pools = {
{
rolls = {3,8},
items = {
["diamond"] = {1,3,3},
["iron-ingot"] = {1,5,10},
["gold-ingot"] = {1,3,5},
["bread"] = {1,3,15},
["apple"] = {1,3,15},
["iron-pickaxe"] = {1,1,5},
["iron-sword"] = {1,1,5},
["iron-chestplate"] = {1,1,5},
["iron-helmet"] = {1,1,5},
["iron-leggings"] = {1,1,5},
["iron-boots"] = {1,1,5},
["obsidian"] = {3,7,5},
["oak-sapling"] = {3,7,5},
["horse-armor-iron"] = {1,1,1},
["horse-armor-gold"] = {1,1,1},
["horse-armor-diamond"] = {1,1,1},
["saddle"] = {1,1,3}
}
},
},
poolsDev = {}
},
["stronghold-altar"] = { -- stronghold_corridor.json
header = "Altar",
superheader = "[[Stronghold]]",
link = "[[stronghold]] altar",
pools = {
{
rolls = {2,3},
items = {
["ender-pearl"] = {1,1,10},
["diamond"] = {1,3,3},
["iron-ingot"] = {1,5,10},
["gold-ingot"] = {1,3,5},
["redstone"] = {4,9,5},
["bread"] = {1,3,15},
["apple"] = {1,3,15},
["iron-pickaxe"] = {1,1,5},
["iron-sword"] = {1,1,5},
["iron-chestplate"] = {1,1,5},
["iron-helmet"] = {1,1,5},
["iron-leggings"] = {1,1,5},
["iron-boots"] = {1,1,5},
["golden-apple"] = {1,1,1},
["saddle"] = {1,1,1},
["horse-armor-iron"] = {1,1,1},
["horse-armor-gold"] = {1,1,1},
["horse-armor-diamond"] = {1,1,1},
["enchanted-book"] = {1,1,1},
}
},
},
poolsDev = {}
},
["stronghold-library"] = { -- stronghold_library.json
header = "Library",
superheader = "[[Stronghold]]",
link = "[[stronghold]] library",
pools = {
{
rolls = {2,10},
items = {
["book"] = {1,3,20},
["paper"] = {2,7,20},
["empty-map"] = {1,1,1},
["compass"] = {1,1,1},
["enchanted-book"] = {1,1,10},
}
},
},
poolsDev = {}
},
["stronghold-storeroom"] = { -- stronghold_crossing.json
header = "Storeroom",
superheader = "[[Stronghold]]",
link = "[[stronghold]] storeroom",
pools = {
{
rolls = {1,4},
items = {
["iron-ingot"] = {1,5,10},
["gold-ingot"] = {1,3,5},
["redstone"] = {4,9,5},
["coal"] = {3,8,10},
["bread"] = {1,3,15},
["apple"] = {1,3,15},
["iron-pickaxe"] = {1,1,1},
["enchanted-book"] = {1,1,1},
}
},
},
poolsDev = {}
},
["bonus"] = { -- spawn_bonus_chest.json
header = "[[Chest#Bonus chest|Bonus]]",
link = "[[Chest#Bonus chest|bonus]]",
pools = {
{
rolls = {1,1},
items = {
["stone-axe"] = {1,1,1},
["wooden-axe"] = {1,1,3},
}
},
{
rolls = {1,1},
items = {
["stone-pickaxe"] = {1,1,1},
["wooden-pickaxe"] = {1,1,3}
}
},
{
rolls = {3,3},
items = {
["apple"] = {1,2,5},
["bread"] = {1,2,3},
["raw-salmon"] = {1,2,3},
}
},
{
rolls = {4,4},
items = {
["stick"] = {1,12,10},
["wood-planks"] = {1,12,10},
["oak-wood"] = {1,3,10},
["acacia-wood"] = {1,3,10},
}
},
},
poolsDev = {}
},
["dungeon"] = { -- simple_dungeon.json
header = "[[Dungeon]]",
link = "[[dungeon]]",
pools = {
{
rolls = {1,3},
items = {
["saddle"] = {1,1,20},
["golden-apple"] = {1,1,15},
["notch-apple"] = {1,1,2},
["disc-13"] = {1,1,15},
["disc-cat"] = {1,1,15},
["name-tag"] = {1,1,20},
["horse-armor-gold"] = {1,1,10},
["horse-armor-iron"] = {1,1,15},
["horse-armor-diamond"] = {1,1,5},
["enchanted-book-rnd"] = {1,1,10},
}
},
{
rolls = {1,4},
items = {
["iron-ingot"] = {1,4,10},
["gold-ingot"] = {1,4,5},
["bread"] = {1,1,20},
["wheat"] = {1,4,20},
["bucket"] = {1,1,10},
["redstone"] = {1,4,15},
["coal"] = {1,4,15},
["melon-seeds"] = {2,4,10},
["pumpkin-seeds"] = {2,4,10},
["beetroot-seeds"] = {2,4,10},
}
},
{
rolls = {3,3},
items = {
["bone"] = {1,8,10},
["gunpowder"] = {1,8,10},
["rotten-flesh"] = {1,8,10},
["string"] = {1,8,10},
}
},
},
poolsDev = {}
},
["mineshaft"] = { -- abandoned_mineshaft.json
chest_type = "minecart with chest",
header = "[[Mineshaft]]",
link = "[[abandoned mine shaft]]s",
pools = {
{
rolls = {1,1},
items = {
["golden-apple"] = {1,1,20},
["notch-apple"] = {1,1,1},
["name-tag"] = {1,1,30},
["enchanted-book-rnd"] = {1,1,10},
["iron-pickaxe"] = {1,1,5},
["empty"] = {1,1,5},
}
},
{
rolls = {2,4},
items = {
["iron-ingot"] = {1,5,10},
["gold-ingot"] = {1,3,5},
["redstone"] = {4,9,5},
["lapis-lazuli"] = {4,9,5},
["diamond"] = {1,2,3},
["coal"] = {3,8,10},
["bread"] = {1,3,15},
["melon-seeds"] = {2,4,10},
["pumpkin-seeds"] = {2,4,10},
["beetroot-seeds"] = {2,4,10},
}
},
{
rolls = {3,3},
items = {
["rail"] = {4,8,20},
["powered-rail"] = {1,4,5},
["detector-rail"] = {1,4,5},
["activator-rail"] = {1,4,5},
["torch"] = {1,16,15},
}
},
},
poolsDev = {}
},
["nether-fortress"] = { -- nether_bridge.json
header = "[[Nether fortress|Nether]]<br>[[Nether fortress|fortress]]",
link = "[[nether fortress]]",
pools = {
{
rolls = {2,4},
items = {
["diamond"] = {1,3,5},
["iron-ingot"] = {1,5,5},
["gold-ingot"] = {1,3,15},
["golden-sword"] = {1,1,5},
["golden-chestplate"] = {1,1,5},
["flint-and-steel"] = {1,1,5},
["nether-wart"] = {3,7,5},
["saddle"] = {1,1,10},
["horse-armor-gold"] = {1,1,8},
["horse-armor-iron"] = {1,1,5},
["horse-armor-diamond"] = {1,1,3},
["obsidian"] = {2,4,2},
}
},
},
poolsDev = {}
},
["desert-temple"] = { -- desert_pyramid.json
header = "[[Desert temple]]",
link = "[[desert temple]]",
pools = {
{
rolls = {2,4},
items = {
["diamond"] = {1,3,5},
["iron-ingot"] = {1,5,15},
["gold-ingot"] = {2,7,15},
["emerald"] = {1,3,15},
["bone"] = {4,6,25},
["spider-eye"] = {1,3,25},
["rotten-flesh"] = {3,7,25},
["saddle"] = {1,1,20},
["horse-armor-iron"] = {1,1,15},
["horse-armor-gold"] = {1,1,10},
["horse-armor-diamond"] = {1,1,5},
["enchanted-book-rnd"] = {1,1,20},
["golden-apple"] = {1,1,20},
["notch-apple"] = {1,1,2},
["empty"] = {1,1,15},
}
},
{
rolls = {4,4},
items = {
["bone"] = {1,8,10},
["gunpowder"] = {1,8,10},
["rotten-flesh"] = {1,8,10},
["string"] = {1,8,10},
["sand"] = {1,8,10},
}
},
},
poolsDev = {}
},
["jungle-temple"] = { -- jungle_temple.json
header = "[[Jungle temple]]",
link = "[[jungle temple]]",
pools = {
{
rolls = {2,6},
items = {
["diamond"] = {1,3,3},
["iron-ingot"] = {1,5,10},
["gold-ingot"] = {2,7,15},
["emerald"] = {1,3,2},
["horse-armor-iron"] = {1,1,1},
["horse-armor-gold"] = {1,1,1},
["horse-armor-diamond"] = {1,1,1},
["saddle"] = {1,1,3},
["enchanted-book"] = {1,1,1},
["bone"] = {4,6,20},
["rotten-flesh"] = {3,7,16}
}
},
},
poolsDev = {}
},
["jungle-temple-dispenser"] = { -- jungle_temple_dispenser.json
chest_type = "dispenser",
link = "[[jungle temple]]s",
pools = {
{
rolls = {1,2},
items = {
["arrow"] = {2,7,30}
}
},
},
poolsDev = {}
},
["end-city"] = { -- end_city_treasure.json
header = "[[End city]]",
link = "[[End city]]",
pools = {
{
rolls = {2,6},
items = {
["diamond"] = {2,7,5},
["iron-ingot"] = {4,8,10},
["gold-ingot"] = {2,7,15},
["emerald"] = {2,6,2},
["beetroot-seeds"] = {1,10,5},
["saddle"] = {1,1,3},
["horse-armor-iron"] = {1,1,1},
["horse-armor-gold"] = {1,1,1},
["horse-armor-diamond"] = {1,1,1},
["enchanted-diamond-sword"] = {1,1,3},
["enchanted-diamond-boots"] = {1,1,3},
["enchanted-diamond-chestplate"] = {1,1,3},
["enchanted-diamond-leggings"] = {1,1,3},
["enchanted-diamond-helmet"] = {1,1,3},
["enchanted-diamond-pickaxe"] = {1,1,3},
["enchanted-diamond-shovel"] = {1,1,3},
["enchanted-iron-sword"] = {1,1,3},
["enchanted-iron-boots"] = {1,1,3},
["enchanted-iron-chestplate"] = {1,1,3},
["enchanted-iron-leggings"] = {1,1,3},
["enchanted-iron-helmet"] = {1,1,3},
["enchanted-iron-pickaxe"] = {1,1,3},
["enchanted-iron-shovel"] = {1,1,3},
}
},
},
poolsDev = {}
},
["igloo"] = {
header = "[[Igloo]]",
link = "[[igloo]]",
pools = {
{
rolls = {2,8},
items = {
["apple"] = {1,3,15},
["coal"] = {1,4,15},
["gold-nugget"] = {1,3,10},
["stone-axe"] = {1,1,2},
["rotten-flesh"] = {1,1,10},
["emerald"] = {1,1,1},
["wheat"] = {2,3,10}
}
},
{
rolls = {1,1},
items = {
["golden-apple"] = {1,1,1},
}
},
},
poolsDev = {}
},
},
-- these values are used:
-- * in place of the keys, when the key is used as a parameter
-- chest-param -> internally-valid-chest-param
synonyms = {
["desert"] = "desert-temple",
["jungle"] = "jungle-temple",
["nether"] = "nether-fortress",
["fortress"] = "nether-fortress",
["village"] = "village-blacksmith",
["blacksmith"] = "village-blacksmith",
["altar"] = "stronghold-altar",
["storeroom"] = "stronghold-storeroom",
["library"] = "stronghold-library"
},
-- these values are used:
-- * in the header-description of a table showing only a single chest
-- * if the key is not here, but it is a valid chest parameter,
-- that header-description will default to use the key string from p.chests,
-- e.g. "nether-fortress"
-- chest-param -> description-string
display_names = {
["nether-fortress"] = "Nether fortress",
["nether"] = "Nether fortress",
["fortress"] = "Nether fortress",
["desert"] = "desert temple",
["jungle"] = "jungle temple",
["desert-temple"] = "desert temple",
["jungle-temple"] = "jungle temple"
},
-- these descriptions are used:
-- * in column <abbr> titles,
-- * and above the table when only a single column-type is chosen
columns = {
["stacksize"] = 'the size of stacks (or for unstackable items, number) of this item found in this chest.',
["weight"] = 'the weight of this item relative to other items in the chest.',
["items"] = 'the number of items expected per chest, averaged over a large number of chests.',
["chance"] = 'the odds of getting any of this item in a single chest.',
["chests"] = 'the number of chests expected to search, to find any of this item.'
},
current_frame = nil
}
p.base = function( ... )
p.current_frame = mw.getCurrentFrame()
local args = { ... }
if args[1] == p.current_frame then
args = require( 'Module:ProcessArgs' ).merge( true )
else
args = args[1]
end
-- transform args into usable list
local chests, columns = q.massage_args( args )
if #chests == 0 then
return "<span style='font-style:italic; color:red;'>Module:LootChest: no valid arguments</span>"
end
q.fill_in_chest_derivative_data( chests )
-- construct an ordered list dictating the order of the rows
local ordered_item_rows, ordered_item_rows_dev
local ret = {}
if args.dev and args.dev ~= '0' then
local ordered_item_rows = q.construct_ordered_item_rows( chests, 'Dev' )
if q.tablelength( ordered_item_rows ) > 0 then
table.insert( ret, q.print_table( chests, columns, ordered_item_rows, 'Dev' ) )
end
else
local ordered_item_rows = q.construct_ordered_item_rows( chests, '' )
local ordered_item_rows_dev = q.construct_ordered_item_rows( chests, 'Dev' )
if q.tablelength( ordered_item_rows ) > 0 then
table.insert( ret, q.print_table( chests, columns, ordered_item_rows, '' ) )
end
if q.tablelength( ordered_item_rows_dev ) > 0 and q.compare_tables( ordered_item_rows, ordered_item_rows_dev ) then
table.insert( ret, p.current_frame:preprocess( p.dev ) .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_dev, 'Dev' ) ) )
end
end
return table.concat( ret, '\n\n' )
end
p.doc = function()
local valid_args = {}
for chest_name, val in pairs(p.chests) do
local synonyms = {}
for syn, orig in pairs(p.synonyms) do
if orig == chest_name then
table.insert( synonyms, syn )
end
end
if #synonyms > 0 then
chest_name = chest_name .. " ( " .. table.concat( synonyms, ", " ) .. " )"
end
table.insert( valid_args, chest_name )
end
table.sort( valid_args )
return table.concat( valid_args, ",\n<br>" )
end
p.doc2 = function()
local valid_args = {}
for column_name, val in pairs(p.columns) do
table.insert( valid_args, column_name .. ": " .. val )
end
table.sort( valid_args )
return table.concat( valid_args, ",\n<br>" )
end
p.doc3 = function()
local valid_args = {}
for item_name, val in pairs(p.items) do
table.insert( valid_args, item_name )
end
table.sort( valid_args )
return table.concat( valid_args, ", " )
end
p.base2 = function( ... )
p.current_frame = mw.getCurrentFrame()
local args = { ... }
if args[1] == p.current_frame then
args = require( 'Module:ProcessArgs' ).merge( true )
else
args = args[1]
end
local itemname = args[1]
if p.items[itemname] == nil then
return '<span style="color:red;">unknown item "' .. itemname .. '"</span>'
end
local chances, devChances
if args.dev and args.dev ~= '0' then
chances = q.single_item_find_values( itemname, 'poolsDev' )
devChances = {}
else
chances = q.single_item_find_values( itemname, 'pools' )
devChances = q.single_item_find_values( itemname, 'poolsDev' )
end
local html = {}
if q.tablelength( chances ) > 0 then
table.insert( html, p.base2_sub( itemname, chances ) )
end
if q.tablelength( devChances ) > 0 and q.compare_tables( chances, devChances ) then
table.insert( html, p.current_frame:preprocess( p.dev ) .. q.lcfirst( p.base2_sub( itemname, devChances ) ) )
end
return table.concat( html, ' ' )
end
p.base2_sub = function( itemname, chances )
local html = {}
local item_display_name = ''
if p.items[itemname].plural ~= nil and p.items[itemname].plural ~= false then
item_display_name = p.items[itemname].plural
else
if p.items[itemname].title ~= nil then
item_display_name = p.items[itemname].title
else
item_display_name = string.gsub( itemname, '-', ' ' )
end
if p.items[itemname].plural == nil or p.items[itemname].plural ~= false then
item_display_name = q.single_item_plural( item_display_name )
end
end
item_display_name = q.capitalize( item_display_name )
table.insert( html, item_display_name )
table.insert( html, ' can be found ' )
local html_stacks = {}
local stack_sep = ', '
local ns = q.tablelength( chances )
local s = 0
for stacksize, chest_details in pairs( chances ) do
s = s + 1
local html_per_stack = { 'in ' }
local c = 0
local nc = q.tablelength( chest_details )
local sep = q.tern( nc > 2, ', ', ' ' )
if nc > 2 and s ~= ns then
stack_sep = '; '
end
for k, chest in pairs( chest_details ) do
c = c + 1
if c == nc and nc > 1 then
table.insert( html_per_stack, 'and ' )
end
if chest.chance == 1 then
table.insert( html_per_stack, " all " )
else
table.insert( html_per_stack, string.format("%.1f", chest.chance*100) )
table.insert( html_per_stack, "% of " )
end
if chest.chest_type == 'minecart with chest' then
table.insert( html_per_stack, ' [[Minecart with Chest|chest minecarts]] in ' )
table.insert( html_per_stack, p.chests[chest.chest_name].link )
elseif chest.chest_type == 'dispenser' then
table.insert( html_per_stack, ' [[dispenser]]s in ' )
table.insert( html_per_stack, p.chests[chest.chest_name].link )
else
table.insert( html_per_stack, p.chests[chest.chest_name].link )
table.insert( html_per_stack, ' chests' )
end
table.insert( html_per_stack, sep )
end
if nc > 2 then
table.insert( html_per_stack, 'all ' )
end
table.insert( html_per_stack, 'in ' )
if p.items[itemname].cannot_stack ~= nil then
table.insert( html_per_stack, 'groups of ' )
else
table.insert( html_per_stack, 'stacks of ' )
end
table.insert( html_per_stack, stacksize )
table.insert( html_stacks, table.concat( html_per_stack ) )
end
local stackwise_summaries = ''
if #html_stacks == 1 then
table.insert( html, html_stacks[1] )
else
for i = 1, #html_stacks - 1 do
table.insert( html, html_stacks[ i ] )
table.insert( html, stack_sep )
end
table.insert( html, 'and ' )
table.insert( html, html_stacks[#html_stacks] )
end
table.insert( html, '.' )
return table.concat( html )
end
p.base2_test = function()
items = {}
for item_name, v in pairs( p.items ) do
table.insert( items, p.base2{ item_name } .. '\n\n' )
end
table.sort( items )
return table.concat(items)
end
q = {
tablelength = function(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end,
single_item_find_values = function( itemname, key )
local chances = {}
for chest_name, chest in pairs( p.chests ) do
local poolchances = {}
for k, pool in pairs( chest[key] or chest.pools or {} ) do
local poolitem = pool.items[itemname]
if poolitem ~= nil then
local stacksize = poolitem[1]
if poolitem[1] ~= poolitem[2] then
stacksize = stacksize .. "–" .. poolitem[2]
end
local itemweight = poolitem[3]
local pool_total_item_weight = 0
for itemname, item in pairs(pool.items) do
pool_total_item_weight = pool_total_item_weight + item[3]
end
local chance = p.calc_chance_any_of_this_item_per_pool(
pool.rolls[1], pool.rolls[2],
itemweight, pool_total_item_weight )
if poolchances[stacksize] == nil then
poolchances[stacksize] = chance
else
poolchances[stacksize] = poolchances[stacksize] + (1 - poolchances[stacksize]) * chance
end
end
end
for stacksize, chance in pairs( poolchances ) do
if chances[stacksize] == nil then
chances[stacksize] = {}
end
table.insert( chances[stacksize], { ["chance"]=chance, ["chest_name"]=chest_name, ["chest_type"]=( chest.chest_type or "chest" ) } )
end
end
return chances
end,
single_item_plural = function( itemname )
if string.sub( itemname, -2 ) == 'ss'
or string.sub( itemname, -2 ) == 'ch'
or string.sub( itemname, -2 ) == 'sh'
or string.sub( itemname, -1 ) == 's' then
return itemname .. 'es'
end
return itemname .. 's'
end,
massage_args = function( args )
-- find what columns to put
local columns = {}
for k, _arg in pairs(args) do
if p.columns[_arg] ~= nil then
columns[_arg] = true
end
end
if q.tablelength(columns) == 0 then
for column_name, v in pairs(p.columns) do
columns[column_name] = true
end
end
-- find what chests to show
local chests = {}
for k, _arg in pairs(args) do
if p.chests[_arg] ~= nil then
table.insert( chests, _arg )
elseif p.synonyms[_arg] ~= nil then
table.insert( chests, p.synonyms[_arg] )
end
if p.display_names[_arg] ~= nil then
local chestname = _arg
if p.chests[chestname] == nil then
chestname = p.synonyms[_arg]
end
p.chests[chestname].display_name = p.display_names[_arg]
end
end
if #chests == 0 then
for chest_name, chest in pairs(p.chests) do
local chest_type = ( chest.chest_type or "chest" )
if chest_type == "chest" or chest_type == "minecart with chest" then
table.insert( chests, chest_name )
end
end
end
table.sort( chests )
return chests, columns
end,
sort_items = function( e1, e2 )
if e1.chanceany ~= e2.chanceany then return ( e1.chanceany > e2.chanceany ) end
if e1.avgamount ~= e2.avgamount then return ( e1.avgamount > e2.avgamount ) end
if e1.material == nil then
e1.material = 0
if string.find( e1.itemname, "leather" ) ~= nil then e1.material = 1 end
if string.find( e1.itemname, "iron" ) ~= nil then e1.material = 2 end
if string.find( e1.itemname, "gold" ) ~= nil then e1.material = 3 end
if string.find( e1.itemname, "diamond" ) ~= nil then e1.material = 4 end
e1.armor = 0
if string.find( e1.itemname, "helmet" ) ~= nil or string.find( e1.itemname, "cap" ) ~= nil then e1.armor = 1 end
if string.find( e1.itemname, "chestplate" ) ~= nil or string.find( e1.itemname, "tunic" ) ~= nil then e1.armor = 2 end
if string.find( e1.itemname, "leggings" ) ~= nil or string.find( e1.itemname, "pants" ) ~= nil then e1.armor = 3 end
if string.find( e1.itemname, "boots" ) ~= nil then e1.armor = 4 end
end
if e2.material == nil then
e2.material = 0
if string.find( e2.itemname, "leather" ) ~= nil then e2.material = 1 end
if string.find( e2.itemname, "iron" ) ~= nil then e2.material = 2 end
if string.find( e2.itemname, "gold" ) ~= nil then e2.material = 3 end
if string.find( e2.itemname, "diamond" ) ~= nil then e2.material = 4 end
e2.armor = 0
if string.find( e2.itemname, "helmet" ) ~= nil or string.find( e2.itemname, "cap" ) ~= nil then e2.armor = 1 end
if string.find( e2.itemname, "chestplate" ) ~= nil or string.find( e2.itemname, "tunic" ) ~= nil then e2.armor = 2 end
if string.find( e2.itemname, "leggings" ) ~= nil or string.find( e2.itemname, "pants" ) ~= nil then e2.armor = 3 end
if string.find( e2.itemname, "boots" ) ~= nil then e2.armor = 4 end
end
if e1.material ~= e2.material then return ( e1.material < e2.material ) end
if e1.armor ~= e2.armor then return ( e1.armor < e2.armor ) end
return ( e1.itemname < e2.itemname )
end,
fill_in_chest_derivative_data = function( chest_names )
for k, chest_name in pairs(chest_names) do
local chest = p.chests[chest_name]
if chest == nil then break end
chest.allRolls = {}
chest.itemData = {}
for k, pool in pairs( chest.pools or {} ) do
table.insert( chest.allRolls, q.tern( pool.rolls[1] == pool.rolls[2], pool.rolls[1], pool.rolls[1]..'–'..pool.rolls[2] ) )
local total_weight = 0
for itemname, item in pairs(pool.items) do
total_weight = total_weight + item[3]
end
pool.totalweight = total_weight
q.fill_in_chest_item_details( chest.itemData, pool, #chest.allRolls )
end
chest.allRollsDev = {}
chest.itemDataDev = {}
for k, pool in pairs( chest.poolsDev or chest.pools or {} ) do
table.insert( chest.allRollsDev, q.tern( pool.rolls[1] == pool.rolls[2], pool.rolls[1], pool.rolls[1]..'–'..pool.rolls[2] ) )
local total_weight = 0
for itemname, item in pairs(pool.items) do
total_weight = total_weight + item[3]
end
pool.totalweight = total_weight
q.fill_in_chest_item_details( chest.itemDataDev, pool, #chest.allRollsDev )
end
end
end,
fill_in_chest_item_details = function( data, pool, ct )
for item_name, item in pairs(pool.items) do
if p.items[item_name] then
local min_stacksize = item[1]
local max_stacksize = item[2]
local min_pool_rolls = pool.rolls[1]
local max_pool_rolls = pool.rolls[2]
local item_weight = item[3]
if data[item_name] == nil then
data[item_name] = {
avgamount = 0,
chanceany = 0,
itemname = item_name,
sortsize = {},
sortweight = {},
sizes = {},
weights = {},
}
for i = 1, ct-1 do
data[item_name].sortsize[i] = 0
data[item_name].sortweight[i] = 0
data[item_name].sizes[i] = '—'
data[item_name].weights[i] = '—'
end
end
data[item_name].avgamount = data[item_name].avgamount + p.calc_average_amount_this_item_per_pool(
min_stacksize, max_stacksize,
min_pool_rolls, max_pool_rolls,
item_weight, pool.totalweight )
data[item_name].chanceany = data[item_name].chanceany + (1 - data[item_name].chanceany) * p.calc_chance_any_of_this_item_per_pool(
min_pool_rolls, max_pool_rolls,
item_weight, pool.totalweight )
data[item_name].sortsize[ct] = ( min_stacksize + max_stacksize ) / 2
data[item_name].sortweight[ct] = item_weight;
data[item_name].sizes[ct] = q.tern( min_stacksize == max_stacksize, min_stacksize, min_stacksize .. '–' .. max_stacksize )
data[item_name].weights[ct] = p.current_frame:expandTemplate{ title = 'frac', args = { item_weight, pool.totalweight } }
end
end
for item_name, d in pairs(data) do
if not d.sizes[ct] then
d.sortsize[ct] = 0
d.sortweight[ct] = 0
d.sizes[ct] = '—'
d.weights[ct] = '—'
end
end
end,
construct_ordered_items_from_first_chest = function( chest_names, suffix )
local items_from_first_table = {}
local item_chests = {}
local item_names_ordered = {}
for item_name, item in pairs( p.chests[chest_names[1]]['itemData'..suffix] ) do
table.insert( items_from_first_table, item )
end
table.sort( items_from_first_table, q.sort_items )
for k, item in pairs( items_from_first_table ) do
table.insert( item_names_ordered, item.itemname )
item_chests[item.itemname] = true
end
return item_names_ordered, item_chests
end,
get_ordered_items_from_other_chests = function( chest_names, item_chests, suffix )
local items_not_from_first_table = {}
for chest_idx = 2, #chest_names do
for item_name, item in pairs( p.chests[chest_names[chest_idx]]['itemData'..suffix] ) do
if item_chests[item_name] == nil then
p.items[item_name].itemname = item_name
table.insert( items_not_from_first_table, p.chests[chest_names[chest_idx]]['itemData'..suffix][item_name] )
item_chests[item_name] = true
end
end
end
table.sort( items_not_from_first_table, q.sort_items )
return items_not_from_first_table
end,
add_other_items_to_first_list = function( chest_names, item_names_ordered, item_chests, items_not_from_first_table )
for k, item in pairs( items_not_from_first_table ) do
table.insert( item_names_ordered, item.itemname )
end
return item_names_ordered
end,
set_up_ordered_item_rows = function( chest_names, item_names_ordered, suffix )
for k, itemname in pairs(item_names_ordered) do
item_names_ordered[k] = {itemname}
for chest_idx = 1, #chest_names do
if suffix == 'Dev' or p.chests[chest_names[chest_idx]]['pools'..suffix] ~= nil then
local item_data = p.chests[chest_names[chest_idx]]['itemData'..suffix][itemname]
if item_data == nil then
table.insert( item_names_ordered[k], false )
else
table.insert( item_names_ordered[k], item_data )
end
end
end
end
return item_names_ordered
end,
construct_ordered_item_rows = function( chest_names, suffix )
-- for the first chest, sort its by chance desc, then by avg amount desc, then alphabetically asc
local item_names_ordered, item_chests = q.construct_ordered_items_from_first_chest( chest_names, suffix )
if #chest_names > 1 then
-- after that, sort all the remaining items in list order
local items_not_from_first_table = q.get_ordered_items_from_other_chests( chest_names, item_chests, suffix )
item_names_ordered = q.add_other_items_to_first_list( chest_names, item_names_ordered, item_chests, items_not_from_first_table )
end
-- set up item_names_ordered so that each is a row, representing chest values
item_names_ordered = q.set_up_ordered_item_rows( chest_names, item_names_ordered, suffix )
return item_names_ordered
end,
print_table = function( chest_names, columns, ordered_item_rows, suffix )
local html = {}
local use_roll_row = false
local use_superheader = false
local superheader_sizes = {}
for i = 1, #chest_names do
sh = p.chests[chest_names[i]].superheader
if sh ~= nil then
if superheader_sizes[sh] == nil then
superheader_sizes[sh] = 0
end
superheader_sizes[sh] = superheader_sizes[sh] + 1
use_superheader = true
end
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
if #allRolls > 1 then
use_roll_row = true
end
end
if columns['stacksize'] == nil and columns['weight'] == nil then
use_roll_row = false
end
local rowspan = ( 1 + q.tern( #chest_names > 1, 1, 0 ) + q.tern( use_superheader, 1, 0 ) )
local hide_col_description = rowspan > 1 and q.tablelength(columns) == 1
if use_roll_row then
rowspan = rowspan + 1
end
if q.tablelength(columns) == 1 then
for column_name, v in pairs(columns) do
table.insert( html, "Values represent " )
table.insert( html, p.columns[column_name] )
table.insert( html, "\n" )
end
end
if #chest_names == 1 then
if q.tablelength(columns) == 1 then
table.insert( html, "<br>" )
end
local chest_name = chest_names[1]
local allRolls = p.chests[chest_name]['allRolls'..suffix]
local chest_type = p.chests[chest_name].chest_type or "chest"
local display_name = p.chests[chest_name].display_name
chest_name = chest_name:gsub( "-", " " )
table.insert( html, "Each " )
table.insert( html, display_name or chest_name )
if chest_type ~= 'chest' and chest_type ~= 'minecart with chest' then
table.insert( html, " contains " )
else
table.insert( html, " chest contains " )
end
if #allRolls == 1 then
table.insert( html, allRolls[1] )
else
table.insert( html, #allRolls )
table.insert( html, ' groups of ' )
local s = q.tern( #allRolls > 2, ', ', ' ' )
for i = 1, #allRolls-1 do
table.insert( html, allRolls[i] )
table.insert( html, s )
end
table.insert( html, 'and ' )
table.insert( html, allRolls[#allRolls] )
end
table.insert( html, " item stacks, with the following distribution: \n" )
end
table.insert( html, '<div style="overflow:auto">\n' )
table.insert( html, "<table class='wikitable sortable jquery-tablesorter'>\n" )
table.insert( html, "<tr>\n" )
table.insert( html, "<th rowspan=" )
table.insert( html, ( rowspan - q.tern( hide_col_description, 1, 0 ) ) )
table.insert( html, "></th>\n" )
local superheader_cols_used = {}
if #chest_names > 1 then
local row1, row2 = {}, {}
for i = 1, #chest_names do
if suffix == 'Dev' or p.chests[chest_names[i]]['pools'..suffix] ~= nil then
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
local colspan = q.tablelength(columns)
local allRollsSpan = #allRolls == 0 and 1 or #allRolls
if columns['stacksize'] ~= nil then
colspan = colspan - 1 + allRollsSpan
end
if columns['weight'] ~= nil then
colspan = colspan - 1 + allRollsSpan
end
local row = row1
rowspan = 1
if use_superheader then
sh = p.chests[chest_names[i]].superheader
if sh ~= nil then
if superheader_cols_used[sh] == nil then
table.insert( row, "<th colspan=" )
table.insert( row, ( colspan * superheader_sizes[sh] ) )
table.insert( row, ">" )
table.insert( row, sh )
table.insert( row, "</th>\n" )
superheader_cols_used[sh] = 0
end
row = row2
else
rowspan = rowspan + 1
end
end
if use_roll_row and hide_col_description and #allRolls < 2 then
rowspan = rowspan + 1
end
table.insert( row, "<th colspan=" )
table.insert( row, colspan )
if rowspan > 1 then
table.insert( row, " rowspan=" )
table.insert( row, rowspan )
end
table.insert( row, ">" )
table.insert( row, p.chests[ chest_names[i] ].header )
if #allRolls > 0 then
table.insert( row, ' <br><span style="font-weight:normal; font-style:italic; font-size:11px;">(' )
if #allRolls == 1 then
table.insert( row, allRolls[1] )
else
local s = q.tern( #allRolls > 2, ', ', ' ' )
for i = 1, #allRolls-1 do
table.insert( row, allRolls[i] )
table.insert( row, s )
end
table.insert( row, 'and ' )
table.insert( row, allRolls[#allRolls] )
end
table.insert( row, ' stacks)</span>' )
end
table.insert( row, "</th>\n" )
end
end
table.insert( html, table.concat( row1 ) )
table.insert( html, "</tr><tr>\n" )
if #row2 then
table.insert( html, table.concat( row2 ) )
table.insert( html, "</tr><tr>\n" )
end
end
if not hide_col_description then
local headersort_th_open
if use_roll_row then
headersort_th_open = "<th rowspan='2' class='headersort' role='columnheader button' data-sort-type='number'> <abbr title='"
else
headersort_th_open = "<th class='headersort' role='columnheader button' data-sort-type='number'> <abbr title='"
end
for i = 1, #chest_names do
if suffix == 'Dev' or p.chests[chest_names[i]]['pools'..suffix] ~= nil then
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
local allRollsSpan = #allRolls == 0 and 1 or #allRolls
local headersort_th_colspan_open
if #allRolls > 1 then
headersort_th_colspan_open = "<th colspan='" .. allRollsSpan .. "' role='columnheader'> <abbr title='"
else
headersort_th_colspan_open = headersort_th_open
end
if columns['stacksize'] ~= nil then
table.insert( html, headersort_th_colspan_open )
table.insert( html, p.columns['stacksize'] )
table.insert( html, "'> Stack Size </abbr></th>\n" )
end
if columns['weight'] ~= nil then
table.insert( html, headersort_th_colspan_open )
table.insert( html, p.columns['weight'] )
table.insert( html, "'> Weight" )
table.insert( html, "</abbr></th>\n" )
end
if columns['items'] ~= nil then
table.insert( html, headersort_th_open )
table.insert( html, p.columns['items'] )
table.insert( html, "'> # Items </abbr></th>\n" )
end
if columns['chance'] ~= nil then
table.insert( html, headersort_th_open )
table.insert( html, p.columns['chance'] )
table.insert( html, "'> Chance </abbr></th>\n" )
end
if columns['chests'] ~= nil then
table.insert( html, headersort_th_open )
table.insert( html, p.columns['chests'] )
table.insert( html, "'> # Chests </abbr></th>\n" )
end
end
end
table.insert( html, "</tr><tr>\n" )
end
if use_roll_row then
local rowcols = ( columns['stacksize'] ~= nil and 1 or 0 ) + ( columns['weight'] ~= nil and 1 or 0 )
for i = 1, #chest_names do
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
if #allRolls > 1 then
for j = 1, rowcols do
for k = 1, #allRolls do
table.insert( html, "<th class='headersort' role='columnheader button' data-sort-type='number' style='font-weight:normal'>" )
table.insert( html, allRolls[k] )
table.insert( html, "×</th>\n" )
end
end
end
end
table.insert( html, "</tr><tr>\n" )
end
for i = 1, #ordered_item_rows do
if type( ordered_item_rows[i] ) == "table" then
for j = 1, #ordered_item_rows[i] do
local chest_item = ordered_item_rows[i][j]
if type( chest_item ) == "table" then
local avg_amount = string.format("%.3f", chest_item.avgamount)
local chance_any = string.format("%.1f", chest_item.chanceany*100) .. "%"
local num_chests = string.format("%.1f", 1/chest_item.chanceany)
table.insert( html, "\n" )
if columns['stacksize'] ~= nil then
for k = 1, #chest_item.sizes do
table.insert( html, "<td style='text-align:center;' data-sort-value='" )
table.insert( html, chest_item.sortsize[k] )
table.insert( html, "'>" )
table.insert( html, chest_item.sizes[k] )
table.insert( html, "</td>" )
end
end
if columns['weight'] ~= nil then
for k = 1, #chest_item.sizes do
table.insert( html, "<td style='text-align:center;' data-sort-value='" )
table.insert( html, chest_item.sortweight[k] )
table.insert( html, "'>" )
table.insert( html, chest_item.weights[k] )
table.insert( html, "</td>" )
end
end
if columns['items'] ~= nil then
table.insert( html, "<td style='text-align:center;'>" )
table.insert( html, avg_amount )
table.insert( html, "</td>" )
end
if columns['chance'] ~= nil then
table.insert( html, "<td style='text-align:right;'>" )
table.insert( html, chance_any )
table.insert( html, "</td>" )
end
if columns['chests'] ~= nil then
table.insert( html, "<td style='text-align:right;'>" )
table.insert( html, num_chests )
table.insert( html, "</td>" )
end
elseif type( chest_item ) == "boolean" then
local allRolls = p.chests[chest_names[j-1]]['allRolls'..suffix]
local allRollsSpan = #allRolls == 0 and 1 or #allRolls
table.insert( html, "\n" )
if columns['stacksize'] ~= nil then
for k = 1, allRollsSpan do
table.insert( html, "<td data-sort-value='0' style='text-align:center;'>—</td>" )
end
end
if columns['weight'] ~= nil then
for k = 1, allRollsSpan do
table.insert( html, "<td data-sort-value='0' style='text-align:center;'>—</td>" )
end
end
if columns['items'] ~= nil then
table.insert( html, "<td data-sort-value='0' style='text-align:center;'>—</td>" )
end
if columns['chance'] ~= nil then
table.insert( html, "<td data-sort-value='0' style='text-align:right;'>—</td>" )
end
if columns['chests'] ~= nil then
table.insert( html, "<td data-sort-value='9e99' style='text-align:right;'>—</td>" )
end
else
if i > 1 then
table.insert( html, "</tr><tr>" )
end
local item = p.items[chest_item]
local s = require( 'Module:Sprite' )
table.insert( html, "\n<td>" )
local image, spriteCat = s.link{
id=item.id or chest_item,
link=item.link or string.gsub(chest_item,'-',' '),
text=item.title or q.titlecase(string.gsub(chest_item,'-',' ')),
settings= q.tern( item[1] == 'item', 'ItemSprite', 'BlockSprite' )
}
table.insert( html, image )
table.insert( html, spriteCat )
if item.note and p.notes[item.note] then
table.insert( html, p.current_frame:preprocess( p.notes[item.note] ) )
end
table.insert( html, "</td>" )
end
if j == #ordered_item_rows[i] then
table.insert( html, "</tr>" )
end
end
table.insert( html, "\n" )
end
end
table.insert( html, "</table></div>" )
return table.concat( html )
end,
titlecase = function( str )
local buf = {}
for word in string.gfind(str, "%S+") do
if word == "and" then
table.insert( buf, word )
else
local first, rest = string.sub( word, 1, 1 ), string.sub( word, 2 )
table.insert( buf, string.upper(first) .. string.lower(rest) )
end
end
return table.concat( buf, " " )
end,
capitalize = function( str )
return ( string.lower(str):gsub( "^%l", string.upper ) )
end,
lcfirst = function( str )
return ( string.gsub( str, "^%u", string.lower ) )
end,
tern = function( cond , T , F )
if cond then return T else return F end
end,
compare_tables = function( a, b )
local seen = {}
for k, v in pairs( a ) do
if type( v ) ~= type( b[k] ) then
return true
end
if v ~= b[k] then
return true
end
if type( v ) == 'table' and q.compare_tables( v, b[k] ) then
return true
end
seen[k] = true
end
for k, v in pairs( b ) do
if not seen[k] then
return true
end
end
return false
end,
}
string.lpad = function(str, len, char)
if char == nil then char = ' ' end
return string.rep(char, len - #(''..str)) .. str
end
return p