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some enemy iterator
Line 2: Line 2:  
-- more generic interface and compositions (filtering, grouping, mapping, sorting, etc.)
 
-- more generic interface and compositions (filtering, grouping, mapping, sorting, etc.)
 
-- prevent clients from infinite loops
 
-- prevent clients from infinite loops
 +
-- load modules more lazily?
 +
-- generalize equipment/enemy iterators
    
local U = require('Module:Utils')
 
local U = require('Module:Utils')
 
local EquipmentData = require('Module:EquipmentData')
 
local EquipmentData = require('Module:EquipmentData')
 
local CollectionEquipment = require('Module:Collection/Equipment')
 
local CollectionEquipment = require('Module:Collection/Equipment')
 +
local EnemyShip = require('Module:EnemyShip')
 +
local CollectionEnemy = require('Module:Collection/EnemyShips')
    
local Iterator = {}
 
local Iterator = {}
Line 31: Line 35:  
     return context and tonumber(context[name .. (n and tostring(n) or '')]) or default
 
     return context and tonumber(context[name .. (n and tostring(n) or '')]) or default
 
end
 
end
 +
 +
-- * Equipment iterators.
    
function Iterator.equipmentBy(context, n, pred, pre)
 
function Iterator.equipmentBy(context, n, pred, pre)
Line 127: Line 133:  
     end)
 
     end)
 
end
 
end
 +
 +
-- * Enemy iterators.
 +
 +
function Iterator.enemiesByType(context, n)
 +
    local collection = U.imap(CollectionEnemy, function(name)
 +
        return EnemyShip(name)
 +
    end)
 +
    table.sort(collection, function(a, b)
 +
        local ai = U.ifind(CollectionEnemy, a:base_name())
 +
        local bi = U.ifind(CollectionEnemy, b:base_name())
 +
        if ai and bi and ai ~= bi then
 +
            return ai < bi
 +
        else
 +
            return a._id < b._id
 +
        end
 +
    end)
 +
    local type = numberKey('type', context, n)
 +
    local pred = function(e, i)
 +
        return e:type() == type
 +
    end
 +
    local pre
 +
    local i = 1
 +
    local current = nil
 +
    local preFlag = true
 +
    return {
 +
        next = function()
 +
            for _ = i, #collection do
 +
                local e = collection[i]
 +
                if pred(e, i) then
 +
                    if pre and preFlag then
 +
                        local value = pre(e, i)
 +
                        if value then
 +
                            current = value
 +
                            preFlag = false
 +
                            return true
 +
                        end
 +
                    end
 +
                    current = e:lua_name()
 +
                    i = i + 1
 +
                    preFlag = true
 +
                    return true
 +
                end
 +
                i = i + 1
 +
            end
 +
            current = nil
 +
            return false
 +
        end,
 +
        current = function()
 +
            return current
 +
        end,
 +
    }
 +
end
 +
 +
-- * Tests.
    
function Iterator.test()
 
function Iterator.test()
Line 133: Line 193:  
         mw.log(name)
 
         mw.log(name)
 
         while iterator.next() do
 
         while iterator.next() do
             mw.log('  ' .. iterator.current())
+
             mw.log('  ' .. (iterator.current() or '?'))
 
         end
 
         end
 
         mw.log()
 
         mw.log()
Line 143: Line 203:  
     testIterator('equipmentByTypeAndIcon', { type = '1', icon = '16' })
 
     testIterator('equipmentByTypeAndIcon', { type = '1', icon = '16' })
 
     testIterator('equipmentBy', { pred = 'is_large_caliber_main_gun', sort = '_type' })
 
     testIterator('equipmentBy', { pred = 'is_large_caliber_main_gun', sort = '_type' })
 +
    testIterator('enemiesByType', { type = '2' })
 
end
 
end
 
-- p.test()
 
-- p.test()
    
return Iterator
 
return Iterator
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