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Module:ShipListKai
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Documentation for this module may be created at Module:ShipListKai/doc
local BaseTable = require('Module:BaseTable')
local Formatting = require('Module:Formatting')
local ResourceIcons = require('Module:Data/Asset')
local Ship = require('Module:Ship')
local StatIcons = require('Module:Data/Asset')
local format = require('Module:Core').format
local ShipListKai = BaseTable({
_table_start = [[{| class="wikitable" style="text-align:center"]],
_header_template = [[! style="position:sticky;top:0px" | No.
! style="position:sticky;top:0px;width:100px" | Name
! style="position:sticky;top:0px;width:75px" | Class
! style="position:sticky;top:0px" | Type
! style="position:sticky;top:0px;width:30px;background-color:lightcoral" | ${firepower}
! style="position:sticky;top:0px;width:30px;background-color:lightskyblue" | ${torpedo}
! style="position:sticky;top:0px;width:24px;background-color:slategrey" | ${firepower}${torpedo}
! style="position:sticky;top:0px;width:30px;background-color:sandybrown" | ${aa}
! style="position:sticky;top:0px;width:30px;background-color:#9C8FEE" | ${asw}
! style="position:sticky;top:0px;white-space:nowrap;width:30px;background-color:#9C8FEE" | ${asw}+
! style="position:sticky;top:0px;width:30px;background-color:aquamarine" | ${los}
! style="position:sticky;top:0px;white-space:nowrap;width:30px;background-color:aquamarine" | ${los}+
! style="position:sticky;top:0px;width:30px;background-color:palegreen" | ${luck}
! style="position:sticky;top:0px;white-space:nowrap;width:30px;background-color:palegreen" | ${luck}+
! style="position:sticky;top:0px;width:30px;background-color:pink" | ${hp}
! style="position:sticky;top:0px;width:30px;background-color:#F2E279" | ${armor}
! style="position:sticky;top:0px;width:30px;background-color:violet" | ${evasion}
! style="position:sticky;top:0px;white-space:nowrap;width:30px;background-color:violet" | ${evasion}+
! style="position:sticky;top:0px;width:30px;background-color:#72E6E6" | ${speed}
! style="position:sticky;top:0px;width:30px;background-color:silver" | ${aircraft}
! style="position:sticky;top:0px;width:30px;background-color:lightseagreen" | ${range}
! style="position:sticky;top:0px;width:30px;background-color:forestgreen" | ${fuel}
! style="position:sticky;top:0px;width:30px;background-color:darkgoldenrod" | ${ammo}
! style="position:sticky;top:0px;width:250px" | Build / Remodel Info
! style="position:sticky;top:0px" | Notes]],
_columns = {
"id",
"name",
"class",
"type",
"firepower",
"torpedo",
"night_battle",
"aa",
"asw",
"asw_max",
"los",
"los_max",
"luck",
"luck_max",
"hp",
"armor",
"evasion",
"evasion_max",
"speed",
"aircraft",
"range",
"fuel",
"ammo",
"build",
"notes",
},
_cell = [[| style="${text_align}" |${value}]],
_cell_simple = [[|${value}]],
_item_class = Ship,
_class_number_template = "${class_name}<br>#${class_number}",
_normal_construction = "Normal",
_large_ship_construction = "LSC",
_build_label = "Construction: ",
_remodel_from_label = "Remodel From: ",
_remodel_to_label = "Remodel To: ",
_remodel_template = "${link} (Level ${level})",
_unbuildable_label = "''Unbuildable''",
_fragment_prefix = "shiplistkai",
_dash = "-",
})
function ShipListKai:name(ship)
local link, text, section = ship:link()
local value = {Formatting:format_link(link, text, section)}
local japanese_name = ship:japanese_name()
if japanese_name and (text or link) ~= japanese_name then
table.insert(value, Formatting:format_stat(ship:japanese_name()))
end
return {value = Formatting:id_span(tostring(ship:api_id() or mw.ustring.lower(mw.ustring.gsub(ship:name(), "%s+", self._dash))), self._fragment_prefix, table.concat(value, "<br>")), text_align = "text-align: " .. self._start_align}
end
function ShipListKai:id(ship)
return {value = Formatting:format_stat(ship:true_id() or ship:id()), simple = true}
end
function ShipListKai:class(ship)
local class = ship:class()
local class_name = class and class:base_name() or "??"
local class_number = ship:class_number()
if class_number == nil then
class_number = "??"
end
return {value = class_number and format{self._class_number_template, class_name = class_name, class_number = class_number} or class_name, text_align = "text-align: " .. self._start_align}
end
function ShipListKai:type(ship)
return {value = Formatting:format_ship_code(ship:type()), text_align = "text-align: " .. self._start_align}
end
function ShipListKai:firepower(ship)
local firepower_max = ship:firepower_max()
if firepower_max == false then
firepower_max = ship:firepower()
end
return {value = Formatting:format_stat(firepower_max), simple = true}
end
function ShipListKai:torpedo(ship)
local torpedo_max = ship:torpedo_max()
if torpedo_max == false then
torpedo_max = ship:torpedo()
end
return {value = Formatting:format_stat(torpedo_max), simple = true}
end
function ShipListKai:night_battle(ship)
local firepower_max = ship:firepower_max()
if firepower_max == false then
firepower_max = ship:firepower()
end
local torpedo_max = ship:torpedo_max()
if torpedo_max == false then
torpedo_max = ship:torpedo()
end
local night_battle = firepower_max
if not firepower_max then
night_battle = torpedo_max
elseif torpedo_max then
night_battle = night_battle + torpedo_max
end
return {value = Formatting:format_stat(night_battle), simple = true}
end
function ShipListKai:aa(ship)
local aa_max = ship:aa_max()
if aa_max == false then
aa_max = ship:aa()
end
return {value = Formatting:format_stat(aa_max), simple = true}
end
function ShipListKai:asw(ship)
return {value = Formatting:format_stat(ship:asw()), simple = true}
end
function ShipListKai:asw_max(ship)
local asw_max = ship:asw_max()
if asw_max == false then
asw_max = ship:asw()
end
return {value = Formatting:format_stat(asw_max), simple = true}
end
function ShipListKai:los(ship)
return {value = Formatting:format_stat(ship:los()), simple = true}
end
function ShipListKai:los_max(ship)
local los_max = ship:los_max()
if los_max == false then
los_max = ship:los()
end
return {value = Formatting:format_stat(los_max), simple = true}
end
function ShipListKai:luck(ship)
return {value = Formatting:format_stat(ship:luck()), simple = true}
end
function ShipListKai:luck_max(ship)
local luck_max = ship:luck_max()
if luck_max == false then
luck_max = ship:luck()
end
return {value = Formatting:format_stat(luck_max), simple = true}
end
function ShipListKai:hp(ship)
return {value = Formatting:format_stat(ship:hp()), simple = true}
end
function ShipListKai:armor(ship)
local armor_max = ship:armor_max()
if armor_max == false then
armor_max = ship:armor()
end
return {value = Formatting:format_stat(armor_max), simple = true}
end
function ShipListKai:evasion(ship)
return {value = Formatting:format_stat(ship:evasion()), simple = true}
end
function ShipListKai:evasion_max(ship)
local evasion_max = ship:evasion_max()
if evasion_max == false then
evasion_max = ship:evasion()
end
return {value = Formatting:format_stat(evasion_max), simple = true}
end
function ShipListKai:speed(ship)
return {value = Formatting:format_speed(ship:speed()), simple = true}
end
function ShipListKai:aircraft(ship)
return {value = Formatting:format_stat(ship:total_space()), simple = true}
end
function ShipListKai:range(ship)
return {value = Formatting:format_range(ship:range()), simple = true}
end
function ShipListKai:fuel(ship)
return {value = Formatting:format_stat(ship:fuel()), simple = true}
end
function ShipListKai:ammo(ship)
return {value = Formatting:format_stat(ship:ammo()), simple = true}
end
function ShipListKai:build(ship)
local remodel_from = ship:remodel_from()
local build_info = {}
if not remodel_from then
local buildable = ship:buildable()
local buildable_lsc = ship:buildable_lsc()
local buildable_methods = {}
if buildable then
table.insert(buildable_methods, self._normal_construction)
end
if buildable_lsc then
table.insert(buildable_methods, self._large_ship_construction)
end
if #buildable_methods == 0 then
table.insert(build_info, self._unbuildable_label)
else
table.insert(build_info, self._build_label .. table.concat(buildable_methods, ", "))
end
else
remodel_from = Ship(remodel_from)
local remodel_level = ship:remodel_level()
if ship:remodel_blueprint() or ship:remodel_catapult() then
remodel_level = table.concat({remodel_level, Formatting:format_remodel_items(ship:remodel_blueprint(), ship:remodel_catapult())}, " + ")
end
table.insert(build_info, self._remodel_from_label .. format{self._remodel_template, link = Formatting:fragment_link(tostring(remodel_from:api_id() or mw.ustring.lower(mw.ustring.gsub(remodel_from:name(), "%s+", self._dash))), self._fragment_prefix, remodel_from:name()), level = remodel_level})
end
local remodel_to = ship:remodel_to()
if remodel_to then
local remodel_level
if remodel_to == ship:remodel_from() then
remodel_level = ship:remodel_to_level()
if ship:remodel_to_blueprint() or ship:remodel_to_catapult() then
remodel_level = table.concat({remodel_level, Formatting:format_remodel_items(ship:remodel_to_blueprint(), ship:remodel_to_catapult())}, " + ")
end
remodel_to = remodel_from
else
remodel_to = Ship(remodel_to)
remodel_level = remodel_to:remodel_level()
if remodel_to:remodel_blueprint() or remodel_to:remodel_catapult() then
remodel_level = table.concat({remodel_level, Formatting:format_remodel_items(remodel_to:remodel_blueprint(), remodel_to:remodel_catapult())}, " + ")
end
end
table.insert(build_info, self._remodel_to_label .. format{self._remodel_template, link = Formatting:fragment_link(tostring(remodel_to:api_id() or mw.ustring.lower(mw.ustring.gsub(remodel_to:name(), "%s+", self._dash))), self._fragment_prefix, remodel_to:name()), level = remodel_level})
end
return {value = table.concat(build_info, "<br>"), text_align = "text-align: " .. self._start_align}
end
function ShipListKai:notes(ship)
local note = self._notes[ship]
if note then
return {value = note.note or "", text_align = "text-align: " .. self._start_align}
end
return {value = "", text_align = "text-align: " .. self._start_align}
end
ShipListKai.process_item_key = Ship.process_item_key
ShipListKai.build_rows = ShipListKai.build_rows_breaks_as_empty_rows
function ShipListKai:create_header()
local header_icons = {
firepower = StatIcons.firepower,
torpedo = StatIcons.torpedo,
aa = StatIcons.aa,
asw = StatIcons.asw,
asw_max = StatIcons.asw,
los = StatIcons.los,
los_max = StatIcons.los,
luck = StatIcons.luck,
luck_max = StatIcons.luck,
hp = StatIcons.hp,
armor = StatIcons.armor,
evasion = StatIcons.evasion,
evasion_max = StatIcons.evasion,
speed = StatIcons.speed,
aircraft = StatIcons.aircraft,
range = StatIcons.range,
fuel = ResourceIcons.fuel,
ammo = ResourceIcons.ammo,
}
for key, value in pairs(header_icons) do
header_icons[key] = Formatting:format_image{value, caption = Formatting:format_stat_name(key)}
end
self._header = format(self._header_template, header_icons)
end
return ShipListKai