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My custom experiments with runescape archeology skill data

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LucasAlfare/FLArcheology

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FLArcheology

My own experiments in creating a custom tool to help me in Runescape3 Archeology skill.

The JSON data

This project focuses on JSON data to get information about the skill. The main JSON data file has its structure based on the following hierarchy:

{
  "sites": [
    {
      "thisIsTheSiteName": "Site name!!",
      "thisIsArrayOfSiteHotspots": [
        {
          "thisIsTheNameOfTheHotspot": "Hotspot Name!!",
          "thisIsTheRequiredLevelToDigTheSite": 999,
          "allMaterialsThatCanBeFoundInThisSpot": [
            {
              "thisIsTheMaterialName": "Material Name!!",
              "thisIsTheChanceThatThisMaterialHaveToBeDigged": "0/10"
            }
          ],
          "allArtefactsThatCanBeFoundInThisHotspot": [
            {
              "theNameOfTheArtefact": "Artefact Name!!",
              "experienceWhenDigged": 0.0,
              "requiredLevelToDig(sameAsHotspot)": 999,
              "numberOfChronotesWhenStoreToCollectors": 999,
              "materialsNeededToRestore(includesStandardItems)": [
                {
                  "restoreMaterialName": "Name !!",
                  "quantityNeeded": 99999
                }
              ]
            }
          ]
        }
      ]
    }
  ],
  "collections": [
    {
      "nameOfThisCollection": "Collection Name!",
      "neededLevelToFullUnlock": 9999,
      "mainRewardWhenCompleteFirstTime": "This is the reward!!!",
      "collectorName": "Name of the collector of this collection!!",
      "rewardWhenThisCollectionWasAlreadyCompletedBefore": {
        "numberOfChronotesReceived": 99999
      },
      "artefactsToCompleteThisCollection": [
        "Artefact 1",
        "Artefact 2",
        "Artefact 3"
      ]
    }
  ]
}

Naming system

There are some details about nomenclatures to be said:

  • Digsite/Site: refers to the general area that contains excavation spots;
  • Spot/Hotspot: location that is possible to get materials and artefacts;
  • Chance: the ratio that corresponds to the actual chance of getting the material when digging a spot.

The Kotlin API

Currently, there's no pretty API to use. However, we have some Kotlin code that parses the JSON file into some kotlin data classes. For example, it is possible to find all spots that are playable for someone of archeology level 80 at "Saradomin" digsite by doing something like:

fun getMyCustomInfo(): List<String> {
 val loadedDefinitions = getArcheologyJsonDefinitions()
 val desiredDigsiteName = "Saradomin"
 val desiredLevelRange = 50..80

 val searchResults = mutableListOf<String>()
 loadedDefinitions.sites.forEach { digsite ->
   if (digsite.name == desiredDigsiteName) {
     digsite.hotspots.forEach { hotspot ->
       if (hotspot.level in desiredLevelRange) {
         searchResults  = hotspot.name
       }
     }
   }
 }

 return searchResults
}

As seen, we can "easly" use the kolin data classes to perform a large amount of filtering on the JSON data, which should be enough to build some tool applications.

Also, in the future should be implemented, by default, some filters like that and other constant fields, in order to avoid writing then in high-level applications.

Download

This library can be retrieved via JitPack. Using gradle, you can grab it by adding the jitpack repository and this project dependency in the build.gradle file:

allprojects {
    repositories {
        maven { url 'https://jitpack.io' }
    }
}

dependencies {
    implementation 'com.github.LucasAlfare:FLArcheology:v1.0'
}

TODO

Here are some items that should (MUST!) be implemented in the root JSON data file:

  • Relics;
  • Misteries;
  • Expedition information;
  • Archeology's store items and prices;
  • All items images references?