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Refactor out formatting
Line 1: Line 1: −
local format = require("Module:StringInterpolation").format
  −
local ResourceIcons = require("Module:ResourceIcons")
  −
   
local BaseData = require("Module:BaseData")
 
local BaseData = require("Module:BaseData")
 
local ShipData = BaseData()
 
local ShipData = BaseData()
   −
function ShipData:name(raw)
+
function ShipData:name()
if self._suffix and not raw then
+
if self._suffix then
return self:base_name() .. " " .. self._suffix
+
return self:base_name() .. " " .. self:suffix()
 
else
 
else
return self:base_name(raw)
+
return self:base_name()
 
end
 
end
 
end
 
end
   −
function ShipData:base_name(raw)
+
function ShipData:base_name()
return self:format_stat(self._name, raw)
+
return self._name
 
end
 
end
   −
function ShipData:link(raw)
+
function ShipData:link()
 
if self._suffix then
 
if self._suffix then
return mw.ustring.format(self._aliased_link, self:base_name(), self:name())
+
return self:base_name(), self:name()
 
else
 
else
return mw.ustring.format(self._simple_link, self:name())
+
return self:name()
 
end
 
end
 
end
 
end
   −
function ShipData:japanese_name(raw)
+
function ShipData:japanese_name()
return self:format_stat(self._japanese_name, raw)
+
return self._japanese_name
end
  −
 
  −
function ShipData:id(raw)
  −
return self:format_stat(self._id, raw)
  −
end
  −
 
  −
function ShipData:true_id(raw)
  −
return self:format_stat(self._true_id, raw)
  −
end
  −
 
  −
function ShipData:has_true_id()
  −
return self._true_id ~= false
  −
end
  −
 
  −
function ShipData:rarity(raw)
  −
return self:format_rarity(self._rarity, raw)
  −
end
  −
 
  −
function ShipData:class(raw)
  −
return self:format_stat(self._class, raw)
  −
end
  −
 
  −
function ShipData:type(raw)
  −
return self:format_type(self._type, raw)
  −
end
  −
 
  −
function ShipData:card(raw)
  −
return self:format_image(self._card, nil, raw)
  −
end
  −
 
  −
function ShipData:hp(raw)
  −
return self:format_stat(self._hp, raw)
  −
end
  −
 
  −
function ShipData:firepower(raw)
  −
return self:format_stat(self._firepower, raw)
   
end
 
end
   −
function ShipData:firepower_max(raw)
+
function ShipData:id()
return self:format_stat(self._firepower_max, raw)
+
return self._id
 
end
 
end
   −
function ShipData:has_firepower_max()
+
function ShipData:true_id()
return self._firepower_max ~= false
+
return self._true_id
 
end
 
end
   −
function ShipData:torpedo(raw)
+
function ShipData:rarity()
return self:format_stat(self._torpedo, raw)
+
return self._rarity
 
end
 
end
   −
function ShipData:torpedo_max(raw)
+
function ShipData:class()
return self:format_stat(self._torpedo_max, raw)
+
return self._class
 
end
 
end
   −
function ShipData:has_torpedo_max()
+
function ShipData:type()
return self._torpedo_max ~= false
+
return self._type
 
end
 
end
   −
function ShipData:aa(raw)
+
function ShipData:card()
return self:format_stat(self._aa, raw)
+
return self._card
 
end
 
end
   −
function ShipData:aa_max(raw)
+
function ShipData:hp()
return self:format_stat(self._aa_max, raw)
+
return self._hp
 
end
 
end
   −
function ShipData:has_aa_max()
+
function ShipData:firepower()
return self._aa_max ~= false
+
return self._firepower
 
end
 
end
   −
function ShipData:armor(raw)
+
function ShipData:firepower_max()
return self:format_stat(self._armor, raw)
+
return self._firepower_max
 
end
 
end
   −
function ShipData:armor_max(raw)
+
function ShipData:torpedo()
return self:format_stat(self._armor_max, raw)
+
return self._torpedo
 
end
 
end
   −
function ShipData:has_armor_max()
+
function ShipData:torpedo_max()
return self._armor_max ~= false
+
return self._torpedo_max
 
end
 
end
   −
function ShipData:asw(raw)
+
function ShipData:aa()
return self:format_stat(self._asw, raw)
+
return self._aa
 
end
 
end
   −
function ShipData:asw_max(raw)
+
function ShipData:aa_max()
return self:format_stat(self._asw_max, raw)
+
return self._aa_max
 
end
 
end
   −
function ShipData:has_asw_max()
+
function ShipData:armor()
return self._asw_max ~= false
+
return self._armor
 
end
 
end
   −
function ShipData:evasion(raw)
+
function ShipData:armor_max()
return self:format_stat(self._evasion, raw)
+
return self._armor_max
 
end
 
end
   −
function ShipData:evasion_max(raw)
+
function ShipData:asw()
return self:format_stat(self._evasion_max, raw)
+
return self._asw
 
end
 
end
   −
function ShipData:has_evasion_max()
+
function ShipData:asw_max()
return self._evasion_max ~= false
+
return self._asw_max
 
end
 
end
   −
function ShipData:los(raw)
+
function ShipData:evasion()
return self:format_stat(self._los, raw)
+
return self._evasion
 
end
 
end
   −
function ShipData:los_max(raw)
+
function ShipData:evasion_max()
return self:format_stat(self._los_max, raw)
+
return self._evasion_max
 
end
 
end
   −
function ShipData:has_los_max()
+
function ShipData:los()
return self._los_max ~= false
+
return self._los
 
end
 
end
   −
function ShipData:luck(raw)
+
function ShipData:los_max()
return self:format_stat(self._luck, raw)
+
return self._los_max
 
end
 
end
   −
function ShipData:luck_max(raw)
+
function ShipData:luck()
return self:format_stat(self._luck_max, raw)
+
return self._luck
 
end
 
end
   −
function ShipData:has_luck_max()
+
function ShipData:luck_max()
return self._luck_max ~= false
+
return self._luck_max
 
end
 
end
   Line 161: Line 122:  
end
 
end
   −
function ShipData:build_time(raw)
+
function ShipData:build_time()
if raw then
+
return self._build_time
return self._build_time
  −
elseif self._build_time then
  −
return format("${hours:2}:${minutes:2}:${seconds:2}", self:format_time(self._build_time * 60))
  −
else
  −
return "??"
  −
end
   
end
 
end
   −
function ShipData:remodeled()
+
function ShipData:remodel_level()
return not not self._remodel_level
+
return self._remodel_level
 
end
 
end
   −
function ShipData:remodel_level(raw)
+
function ShipData:remodel_cost()
return self:format_stat(self._remodel_level, raw)
+
return {ammo = self._remodel_ammo, steel = self._remodel_steel}
 
end
 
end
   −
function ShipData:remodel_cost(raw)
+
function ShipData:remodel_blueprint()
if raw then
+
return self._remodel_blueprint
return self._remodel_ammo, self._remodel_steel
  −
else
  −
return mw.ustring.format("%s %d %s %d", self:format_image(ResourceIcons.ammo), self:format_stat(self._remodel_ammo), self:format_image(ResourceIcons.steel), self:format_stat(self._remodel_steel))
  −
end
   
end
 
end
   −
function ShipData:remodel_blueprint(raw)
+
function ShipData:fuel()
if raw then
+
return self._fuel
return self._remodel_blueprint
  −
else
  −
return mw.ustring.format("%s %s", self:format_image(ResourceIcons.blueprint, "36px"), self._remodel_blueprint and "✓" or "✗")
  −
end
  −
end
  −
 
  −
function ShipData:fuel(raw)
  −
return self:format_stat(self._fuel, raw)
   
end
 
end
    
function ShipData:ammo(raw)
 
function ShipData:ammo(raw)
return self:format_stat(self._ammo, raw)
+
return self._ammo
 
end
 
end
   −
function ShipData:equipment(slot, raw)
+
function ShipData:slot(slot)
 
local equipment_slot = self._equipment[slot]
 
local equipment_slot = self._equipment[slot]
if not equipment_slot then
+
return equipment_slot.equipment, equipment_slot.size
return not raw and "- Locked -" or nil
  −
end
  −
local equipment = equipment_slot["equipment"]
  −
if raw then
  −
return equipment
  −
elseif equipment == nil then
  −
return "??"
  −
elseif equipment == false then
  −
return "- Unequipped -"
  −
else
  −
return equipment:link()
  −
end
  −
end
  −
 
  −
function ShipData:equipment_icon(slot, raw)
  −
local equipment_slot = self._equipment[slot]
  −
if not equipment_slot then
  −
return not raw and "" or nil
  −
end
  −
local equipment = equipment_slot["equipment"]
  −
if raw then
  −
return equipment:icon(raw)
  −
elseif equipment == nil then
  −
return "??"
  −
elseif equipment == false then
  −
return self:format_image("Xx_c.png")
  −
else
  −
return equipment:icon()
  −
end
  −
end
  −
 
  −
function ShipData:equipment_rarity(slot, raw)
  −
local equipment_slot = self._equipment[slot]
  −
if not equipment_slot then
  −
return not raw and "" or nil
  −
end
  −
local equipment = equipment_slot["equipment"]
  −
if raw then
  −
return equipment:rarity(raw)
  −
elseif equipment == nil then
  −
return "??"
  −
elseif equipment == false then
  −
return "Unequipped"
  −
else
  −
return equipment:rarity()
  −
end
  −
end
  −
 
  −
function ShipData:equipment_back(slot)
  −
local equipment_slot = self._equipment[slot]
  −
if not equipment_slot then
  −
return 0
  −
end
  −
local equipment = equipment_slot["equipment"]
  −
if not equipment then
  −
return 0
  −
else
  −
return equipment:back()
  −
end
  −
end
  −
 
  −
function ShipData:slot_size(slot, raw)
  −
local equipment_slot = self._equipment[slot]
  −
if not equipment_slot then
  −
return not raw and "" or nil
  −
end
  −
local slot_size = equipment_slot["size"]
  −
if slot_size == nil then
  −
return "??"
  −
elseif slot_size == false then
  −
return "-"
  −
else
  −
return slot_size
  −
end
   
end
 
end
   Line 292: Line 161:  
size = v["size"]
 
size = v["size"]
 
if size == nil then
 
if size == nil then
total_space = "??"
+
total_space = nil
 
break
 
break
 
elseif size == false then
 
elseif size == false then
Line 303: Line 172:     
function ShipData:speed()
 
function ShipData:speed()
return self:format_speed(self._speed)
+
return self._speed
 
end
 
end
    
function ShipData:range()
 
function ShipData:range()
return self:format_range(self._range)
+
return self._range
end
  −
 
  −
ShipData.format_rarity = ShipData:create_formatter({
  −
[0] = "??",
  −
[1] = "Very Common",
  −
[2] = "Common",
  −
[3] = "Uncommon",
  −
[4] = "Rare",
  −
[5] = "Very Rare",
  −
[6] = "Holo",
  −
[7] = "S Holo",
  −
[8] = "SS Holo",
  −
[-1] = "Abyssal",
  −
[-2] = "Elite",
  −
[-3] = "Flagship",
  −
[-4] = "Kai",
  −
[-5] = "Kai Elite",
  −
[-6] = "Kai Flagship",
  −
[-7] = "Late Model",
  −
float = "Floating Fortress",
  −
demon = "Demon",
  −
princess = "Princess",
  −
war_demon = "War Demon",
  −
war_princess = "War Princess",
  −
})
  −
 
  −
ShipData.format_type = ShipData:create_formatter({
  −
[0] = "??",
  −
[1] = "Coastal Defence Ship",
  −
[2] = "Destroyer",
  −
[3] = "Light Cruiser",
  −
[4] = "Torpedo Cruiser",
  −
[5] = "Heavy Cruiser",
  −
[6] = "Aviation Cruiser",
  −
[7] = "Light Carrier",
  −
[8] = "Battleship",
  −
[9] = "Battleship",
  −
[10] = "Aviation Battleship",
  −
[11] = "Standard Carrier",
  −
[12] = "Super Dreadnought",
  −
[13] = "Submarine",
  −
[14] = "Aircraft Carrying Submarine",
  −
[15] = "Replenishment Oiler",
  −
[16] = "Seaplane Tender",
  −
[17] = "Amphibious Assault Ship",
  −
[18] = "Armored Carrier",
  −
[19] = "Repair Ship",
  −
[20] = "Submarine Tender",
  −
})
  −
 
  −
function ShipData:format_time(seconds)
  −
return {
  −
hours = math.floor(seconds / 3600),
  −
minutes = math.floor(seconds / 60) % 60,
  −
seconds = seconds % 60,
  −
}
   
end
 
end
  
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