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Line 7: Line 7:     
local ShipRemodelListKai = BaseTable{
 
local ShipRemodelListKai = BaseTable{
_header_template = [[! colspan=6 | Before Remodel
+
_header_template = [[! colspan=4 | Before Remodel
 
! rowspan=2 style="width:30px;" | ⇒
 
! rowspan=2 style="width:30px;" | ⇒
 
! colspan=3 | After Remodel
 
! colspan=3 | After Remodel
! colspan=3 | Required Resources
+
! colspan=11 | Required Resources
 
|-
 
|-
 
! style="width: 50px;" | No.
 
! style="width: 50px;" | No.
Line 16: Line 16:  
! style="width: 30px;" | Type
 
! style="width: 30px;" | Type
 
! style="width: 30px;" | Level
 
! style="width: 30px;" | Level
! style="width: 30px;" | ${blueprint}
  −
! style="width: 30px;" | ${catapult}
   
! style="width: 50px;" | No.
 
! style="width: 50px;" | No.
 
! style="width: 100px;" | Name
 
! style="width: 100px;" | Name
Line 23: Line 21:  
! style="width: 30px; text-align: center; vertical-align: middle; background-color: darkgoldenrod;" | ${ammo}
 
! style="width: 30px; text-align: center; vertical-align: middle; background-color: darkgoldenrod;" | ${ammo}
 
! style="width: 30px; text-align: center; vertical-align: middle; background-color: lightgrey;" | ${steel}
 
! style="width: 30px; text-align: center; vertical-align: middle; background-color: lightgrey;" | ${steel}
! style="width: 30px;" | ${devmat}]],
+
! style="width: 30px;" | ${devmat}
 +
! style="width: 30px;" | ${conmat}
 +
! style="width: 30px;" | ${screw}
 +
! style="width: 30px;" | ${blueprint}
 +
! style="width: 30px;" | ${catapult}
 +
! style="width: 30px;" | ${report}
 +
! style="width: 30px;" | ${gunmat}
 +
! style="width: 30px;" | ${airmat}
 +
! style="width: 30px;" | ${armament}]],
 
_header_template_bottom = [[! style="width: 50px;" | No.
 
_header_template_bottom = [[! style="width: 50px;" | No.
 
! style="width: 100px;" | Name
 
! style="width: 100px;" | Name
 
! style="width: 30px;" | Type
 
! style="width: 30px;" | Type
 
! style="width: 30px;" | Level
 
! style="width: 30px;" | Level
! style="width: 30px;" | ${blueprint}
  −
! style="width: 30px;" | ${catapult}
   
! rowspan=2 style="width:30px;" | ⇒
 
! rowspan=2 style="width:30px;" | ⇒
 
! style="width: 50px;" | No.
 
! style="width: 50px;" | No.
Line 37: Line 41:  
! style="width: 30px; text-align: center; vertical-align: middle; background-color: lightgrey;" | ${steel}
 
! style="width: 30px; text-align: center; vertical-align: middle; background-color: lightgrey;" | ${steel}
 
! style="width: 30px;" | ${devmat}
 
! style="width: 30px;" | ${devmat}
 +
! style="width: 30px;" | ${conmat}
 +
! style="width: 30px;" | ${screw}
 +
! style="width: 30px;" | ${blueprint}
 +
! style="width: 30px;" | ${catapult}
 +
! style="width: 30px;" | ${report}
 +
! style="width: 30px;" | ${gunmat}
 +
! style="width: 30px;" | ${airmat}
 +
! style="width: 30px;" | ${armament}
 
|-
 
|-
! colspan=6 | Before Remodel
+
! colspan=4 | Before Remodel
 
! colspan=3 | After Remodel
 
! colspan=3 | After Remodel
! colspan=3 | Required Resources]],
+
! colspan=11 | Required Resources]],
 
_columns = {
 
_columns = {
 
"id",
 
"id",
Line 46: Line 58:  
"type",
 
"type",
 
"remodel_level",
 
"remodel_level",
"remodel_blueprint",
  −
"remodel_catapult",
   
"arrow",
 
"arrow",
 
"id_after",
 
"id_after",
Line 55: Line 65:  
"steel",
 
"steel",
 
"devmat",
 
"devmat",
 +
"conmat",
 +
"screw",
 +
"blueprint",
 +
"catapult",
 +
"report",
 +
"gunmat",
 +
"airmat",
 +
"armament",
 
},
 
},
 
_empty_cell = [[| style="text-align: center; vertical-align: middle;" | -]],
 
_empty_cell = [[| style="text-align: center; vertical-align: middle;" | -]],
Line 100: Line 118:  
end
 
end
 
return {values = {value = remodel_level == false and self._dash or Formatting:format_stat(remodel_level)}, bg_color = self._transparent, text_align = self._center_align}
 
return {values = {value = remodel_level == false and self._dash or Formatting:format_stat(remodel_level)}, bg_color = self._transparent, text_align = self._center_align}
end
  −
  −
function ShipRemodelListKai:remodel_blueprint(ship)
  −
local value = self._dash
  −
if self._remodel_to then
  −
if self._remodel_is_reversion then
  −
value = Formatting:format_blueprint_requirement(ship:remodel_to_blueprint(), true)
  −
else
  −
value = Formatting:format_blueprint_requirement(self._remodel_to:remodel_blueprint(), true)
  −
end
  −
elseif self._remodel_to == nil then
  −
value = self._question_marks
  −
end
  −
return {values = {value = value}, bg_color = self._transparent, text_align = self._center_align}
  −
end
  −
  −
function ShipRemodelListKai:remodel_catapult(ship)
  −
local value = self._dash
  −
if self._remodel_to then
  −
if self._remodel_is_reversion then
  −
value = Formatting:format_catapult_requirement(ship:remodel_to_catapult(), true)
  −
else
  −
value = Formatting:format_catapult_requirement(self._remodel_to:remodel_catapult(), true)
  −
end
  −
elseif self._remodel_to == nil then
  −
value = self._question_marks
  −
end
  −
return {values = {value = value}, bg_color = self._transparent, text_align = self._center_align}
   
end
 
end
   Line 161: Line 151:  
return {values = {value = type_after}, bg_color = self._transparent, text_align = self._center_align}
 
return {values = {value = type_after}, bg_color = self._transparent, text_align = self._center_align}
 
end
 
end
 +
 +
function ShipRemodelListKai:get_remodel_item_count(ship, item)
 +
local value = self._remodel_to == nil and self._question_marks
 +
or self._remodel_is_reversion and ship:remodel_to_cost()[item]
 +
or self._remodel_to:remodel_cost()[item]
 +
or self._dash
 +
return {values = {value = value}, bg_color = self._transparent, text_align = self._center_align}
 +
end
 +
 +
-- TODO: fancy formatting
 +
-- Formatting:format_blueprint_requirement(ship:remodel_to_blueprint(), true)
 +
-- Formatting:format_blueprint_requirement(self._remodel_to:remodel_blueprint(), true)
 +
-- Formatting:format_catapult_requirement(ship:remodel_to_catapult(), true)
 +
-- Formatting:format_catapult_requirement(self._remodel_to:remodel_catapult(), true)
 +
-- etc.
    
function ShipRemodelListKai:ammo(ship)
 
function ShipRemodelListKai:ammo(ship)
local ammo = self._remodel_to == nil and self._question_marks or self._dash
+
return self:get_remodel_item_count(ship, 'ammo')
if self._remodel_to then
  −
if self._remodel_is_reversion then
  −
ammo = ship:remodel_to_cost().ammo
  −
else
  −
ammo = self._remodel_to:remodel_cost().ammo
  −
end
  −
end
  −
return {values = {value = ammo or self._dash}, bg_color = self._transparent, text_align = self._center_align}
   
end
 
end
    
function ShipRemodelListKai:steel(ship)
 
function ShipRemodelListKai:steel(ship)
local steel = self._remodel_to == nil and self._question_marks or self._dash
+
return self:get_remodel_item_count(ship, 'steel')
if self._remodel_to then
  −
if self._remodel_is_reversion then
  −
steel = ship:remodel_to_cost().steel
  −
else
  −
steel = self._remodel_to:remodel_cost().steel
  −
end
  −
end
  −
return {values = {value = steel or self._dash}, bg_color = self._transparent, text_align = self._center_align}
   
end
 
end
    
function ShipRemodelListKai:devmat(ship)
 
function ShipRemodelListKai:devmat(ship)
local devmat = self._remodel_to == nil and self._question_marks or self._dash
+
return self:get_remodel_item_count(ship, 'devmat')
if self._remodel_to then
+
end
if self._remodel_is_reversion then
+
 
devmat = ship:remodel_to_cost().devmat
+
function ShipRemodelListKai:conmat(ship)
else
+
return self:get_remodel_item_count(ship, 'conmat')
devmat = self._remodel_to:remodel_cost().devmat
+
end
end
+
 
end
+
function ShipRemodelListKai:screw(ship)
return {values = {value = devmat or self._dash}, bg_color = self._transparent, text_align = self._center_align}
+
return self:get_remodel_item_count(ship, 'screw')
 +
end
 +
 
 +
function ShipRemodelListKai:blueprint(ship)
 +
return self:get_remodel_item_count(ship, 'blueprint')
 +
end
 +
 
 +
function ShipRemodelListKai:catapult(ship)
 +
return self:get_remodel_item_count(ship, 'catapult')
 +
end
 +
 
 +
function ShipRemodelListKai:report(ship)
 +
return self:get_remodel_item_count(ship, 'report')
 +
end
 +
 
 +
function ShipRemodelListKai:gunmat(ship)
 +
return self:get_remodel_item_count(ship, 'gunmat')
 +
end
 +
 
 +
function ShipRemodelListKai:airmat(ship)
 +
return self:get_remodel_item_count(ship, 'airmat')
 +
end
 +
 
 +
function ShipRemodelListKai:armament(ship)
 +
return self:get_remodel_item_count(ship, 'armament')
 
end
 
end
   Line 204: Line 217:  
function ShipRemodelListKai:create_header()
 
function ShipRemodelListKai:create_header()
 
local header_icons = {
 
local header_icons = {
blueprint = ResourceIcons.blueprint,
  −
catapult = ResourceIcons.prototype_deck_catapult_item,
   
ammo = ResourceIcons.ammo,
 
ammo = ResourceIcons.ammo,
 
steel = ResourceIcons.steel,
 
steel = ResourceIcons.steel,
 
devmat = ResourceIcons.devmat,
 
devmat = ResourceIcons.devmat,
 +
conmat = ResourceIcons.conmat,
 +
screw = ResourceIcons.screw,
 +
blueprint = ResourceIcons.blueprint,
 +
catapult = ResourceIcons.prototype_deck_catapult,
 +
report = ResourceIcons.report,
 +
gunmat = ResourceIcons.new_model_gun_mount_improvement_material,
 +
airmat = ResourceIcons.new_model_aerial_armament_material,
 +
armament = ResourceIcons.new_model_armament_material,
 
}
 
}
 
for key, value in pairs(header_icons) do
 
for key, value in pairs(header_icons) do
header_icons[key] = Formatting:format_image{value, caption = Formatting:format_resource_name(key), size = (key == "blueprint" or key == "catapult") and "24px" or nil}
+
local title = Formatting:format_resource_name(key)
 +
header_icons[key] = Formatting:format_image{value, caption = title, link = title}
 +
-- size = (key == "blueprint" or key == "catapult") and "24px" or nil}
 
end
 
end
 
self._header = format(self._header_template, header_icons)
 
self._header = format(self._header_template, header_icons)
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