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Difference between revisions of "Module:NodeInfo"
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Line 567: | Line 567: | ||
en = enText or self._select_node_en, | en = enText or self._select_node_en, | ||
ja = jaText or self._select_node_ja, | ja = jaText or self._select_node_ja, | ||
+ | }) | ||
+ | elseif values[2] == "landing" and nodeFlavorText then | ||
+ | table.insert(self._rows, format{ | ||
+ | self._simple_node_template, | ||
+ | node = node, | ||
+ | en = enText or '??', | ||
+ | ja = jaText or '??', | ||
}) | }) | ||
else | else |
Revision as of 17:29, 20 June 2022
Documentation for this module may be created at Module:NodeInfo/doc
local U = require("Module:Core")
local format = require('Module:Core').format
local BaseTable = require("Module:BaseTable")
local EnemyShip = require("Module:EnemyShip")
local Formatting = require('Module:Formatting')
local ShipBattleCardKai = require("Module:ShipBattleCardKai")
local ShipsByApiId = require('Module:Collection/ShipsByApiId')
local VitaShipsByApiId = require('Module:Collection/VitaShipsByApiId')
local mapNodeTranslations = require('Module:Data/Map/Translation')
local NodeInfo = BaseTable({
_item_class = EnemyShip,
_table_start = [[{|class="wikitable" style="width:100%"]],
_table_start_style = [[{|class="wikitable" style="width:100%%;margin-bottom:%spx !important"]],
_header_template = [[!#
!style="width:150px"|Formation
!${node_type}
!AD/AP<br>AS/AS+]],
_header_template_simple = [[!#
!colspan="3"|${node_type}]],
_header_template_basexp = [[!#
!Enemy<br>Form.
!Base EXP
!${node_type}
!AD/AP<br>AS/AS+]],
_column_cell_templates = {
node = [[|colspan="${colspan}" rowspan="${rowspan}" style="text-align:center;color:${color};background-color:${bg_color}"|${values.node}]],
formation = [[|style="text-align:center;background-color:${bg_color};color:${color}"|${values.formation}]],
fleet = [[|style="background-color:${bg_color};"|<div style="display:table-row;font-size:0px">${values.fleet}</div>]],
as = [[|style="text-align:center;background-color:${bg_color};color:${color};"|${values.as}]],
},
_column_cell_templates_basexp = {
node = [[|colspan="${colspan}" rowspan="${rowspan}" style="text-align:center;color:${color};background-color:${bg_color}"|${values.node}]],
formation = [[|style="text-align:center;background-color:${bg_color};color:${color}"|${values.formation}]],
basexp = [[|style="text-align:center;background-color:${bg_color};color: ${color}"|${values.basexp}]],
fleet = [[|style="background-color:${bg_color}"|<div style="display:table-row;font-size:0px">${values.fleet}</div>]],
as = [[|style="text-align:center;background-color:${bg_color};color: ${color}" |${values.as}]],
},
_simple_node_template = [[|style="text-align:center"|${node}
|colspan="3" style="text-align:center"|<span lang="ja">${ja}</span><br>${en}]],
_empty_node_en = 'Must be my imagination./No enemy spotted./Calm seas./Calm straits./Be alert./Peaceful seas.',
_empty_node_ja = '気のせいだった。/敵影を見ず。/穏やかな海です。/穏やかな海峡です。/警戒が必要です。/静かな海です。',
_select_node_en = 'You can decide the fleet\'s course. Admiral, which heading should we take?',
_select_node_ja = '艦隊の針路を選択できます。提督、どちらの針路をとられますか?',
_resource_node_template = [[|style="text-align:center;background-color:${values.bg_color};color:${values.color}"|${values.node}
|colspan="3" style="text-align:center;background-color:${values.bg_color};color:${values.color}"|${values.text}]],
_collapser_template = [[<div class="mw-customtoggle-${toggle_id} wikia-menu-button">${button_display}</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-${toggle_id}">]],
_collapser_end = [[</div>]],
_columns = {
"node",
"formation",
"fleet",
"as",
},
_columns_basexp = {
"node",
"formation",
"basexp",
"fleet",
"as",
},
_day_battle_color = "gold",
_night_battle_color = "blue",
_night_battle_bg_color = "lightblue", -- #BBDEFB
_aerial_battle_bg_color = "lightgreen", -- #C8E6C9
_defense_battle_bg_color = "#81C784",
_raid_battle_bg_color = "#81C784",
-- _ha_raid_battle_bg_color = "#43A047",
_boss_battle_color = "red",
_clear_battle_color = "blue",
_ambush_battle_bg_color = "#FFB74D",
})
function NodeInfo:node(row)
local color, bg_color = "initial", "initial"
if row.tags.boss then
color = self._boss_battle_color
end
if row.tags.aerial then
bg_color = self._aerial_battle_bg_color
end
if row.tags.defense then
bg_color = self._defense_battle_bg_color
end
if row.tags.dogfight then
bg_color = self._defense_battle_bg_color
end
if row.tags.raid then
bg_color = self._raid_battle_bg_color
end
if row.tags.night then
bg_color = self._night_battle_bg_color
end
if row.tags.nighttoday then
bg_color = self._night_battle_bg_color
end
if row.tags.ambush then
bg_color = self._ambush_battle_bg_color
end
return { values = { node = row.node }, color = color, bg_color = bg_color }
end
function NodeInfo:formation(row)
if row.tags.final then
row.formation = row.formation .. "<br /><div style='font-weight:bold; color:red;'>(Final)</div>"
end
if row.tags.clear then
row.formation = row.formation .. "<br /><div style='font-weight:bold; color:blue;'>(Clear)</div>"
end
if row.tags.has_lbas_ha_bomber then
row.formation = row.formation .. '<br /><span class="explain" title="High Altitude Air Raid, 2-3 Rocket Interceptors are recommended">(HA)</span>'
end
return {
values = { formation = row.formation },
color = row.tags.boss and self._boss_battle_color or 'initial',
-- bg_color = row.tags.has_lbas_ha_bomber and self._ha_raid_battle_bg_color or 'initial',
}
end
function NodeInfo:basexp(row)
return {
values = { basexp = row.basexp },
color = row.tags.boss and self._boss_battle_color or 'initial',
}
end
function NodeInfo:fleet(row)
return {
values = { fleet = row.fleet },
-- bg_color = row.tags.has_lbas_ha_bomber and self._ha_raid_battle_bg_color or 'initial',
}
end
function NodeInfo:create_as_string(as, as_complete, oneline)
local air_denial_string = "?"
local air_parity_string = "?"
local air_superiority_string = "?"
local air_supremacy_string = "?"
if as_complete then
local air_denial = as > 0 and math.floor(as / 3 + 1) or 0
local air_parity = as > 0 and math.floor(as * 2 / 3 + 1) or 0
local air_superiority = math.ceil(as * 3 / 2)
local air_supremacy = as * 3
air_denial_string = string.format("%.1d", air_denial)
air_parity_string = string.format("%.1d", air_parity)
air_superiority_string = string.format("%.1d", air_superiority)
air_supremacy_string = string.format("%.1d", air_supremacy)
end
local air_string = air_denial_string .. "/" .. air_parity_string .. "<br>" .. air_superiority_string .. "/" .. air_supremacy_string
if oneline then
air_string = air_string:gsub("<br>", "/")
end
return air_string
end
function NodeInfo:as(row)
return {
values = { as = row.as },
color = row.tags.boss and self._boss_battle_color or 'initial',
-- bg_color = row.tags.has_lbas_ha_bomber and self._ha_raid_battle_bg_color or 'initial',
}
end
function NodeInfo:upcase(str)
str = str:gsub("(%s)(%l)", function(a, b) return a .. string.upper(b) end)
str = str:gsub("^(%l)", function(a) return string.upper(a) end)
return str
end
function NodeInfo:insert_item(node, formation, basexp, fleet, as, tags, as_complete, aslb)
local as_string = self:create_as_string(as, as_complete, false)
local air_string = as_string
if tags.showlb then
local aslb_string = self:create_as_string(aslb, as_complete, true)
air_string = "<span class='explain' title='LBAS: " .. aslb_string .. "'>" .. as_string .. "</span>"
end
self._number_of_formations = self._number_of_formations + 1
table.insert(self._items, {
node = node,
formation = formation,
basexp = basexp ~= 0 and basexp or false,
fleet = fleet,
as = air_string,
tags = tags,
})
end
function NodeInfo:create_table_prep()
self._number_of_formations = 0
end
function NodeInfo:create_items()
--Modes are as follows:
--1 = Node
--2 = Tag processing
--3 = Resource type
--4 = Amount of resources
--5 = Formation
--6 = Base node exp
--7 = Fleet building
local mode = 1
local node, formation, basexp = nil, nil, 0
local fleet = {}
local as_rating, as_rating_lb, as_complete = 0, 0, true
local tags = {}
local resource
local i = 0
for index, item_key in ipairs(self._args) do
if item_key == "-" then
i = 0
if mode == 7 then --We're at a break and have built a full row; time to insert it
self:insert_item(node, formation, basexp, table.concat(fleet, " "), as_rating, tags, as_complete, as_rating_lb)
end
table.insert(self._items, "break")
fleet, as_rating, as_rating_lb, as_complete = {}, 0, 0, true
tags = {}
mode = 1
else
if mode == 1 then
i = 0
--First item should always be the node
node = item_key
mode = 2
elseif mode == 2 then
i = 0
self._node_type = string.lower(string.match(item_key, "(.-)/") or item_key)
if mw.ustring.find(string.lower(item_key), "resource") or string.lower(item_key) == "storm" then
local split = mw.ustring.find(item_key, '/')
if split then
tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
item_key = mw.ustring.sub(item_key, split + 1)
end
tags[string.lower(item_key)] = true
mode = 3
elseif string.lower(item_key) == "empty" then
table.insert(self._items, node .. "/empty")
mode = 1
elseif string.lower(item_key) == "select" then
table.insert(self._items, node .. "/select")
mode = 1
else
while mw.ustring.find(item_key, '/') do
local split = mw.ustring.find(item_key, '/')
tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
item_key = mw.ustring.sub(item_key, split + 1)
end
tags[string.lower(item_key)] = true
if tags.basexp then
-- used to communicate the need to account for node xp while building rows\
self._is_basexp = true
end
mode = 5
end
elseif mode == 3 then
i = 0
resource = self:upcase(item_key)
mode = 4
elseif mode == 4 then
i = 0
local amount = item_key
if tags["storm"] and mw.ustring.sub(amount, 1, 1) ~= "-" then
amount = "-" .. amount
end
local boss = tags["boss"] and "true" or "false"
local string = node .. "/" .. resource .. "/" .. amount .. "/" .. boss
table.insert(self._items, string)
mode = 1
elseif mode == 5 then
i = 0
formation = self:upcase(item_key)
mode = 6
else
-- Only add basexp to the list of values if included as a tag
if mode == 6 and tags.basexp then
i = 0
basexp = item_key
mode = 7
else
i = i + 1
--Fleets are of variable size, so we append onto a string until we hit the next node declaration
local id = tonumber(item_key)
local isVita = self._params.fullpagename:sub(1, 13) == 'KanColle Kai:'
if id then
if isVita then
local vitaName = VitaShipsByApiId[id]
if id >= 501 and id < 700 then
id = id + 1000
end
item_key = vitaName and ('Vita:' .. vitaName) or ShipsByApiId[id] or item_key
else
item_key = ShipsByApiId[id] or item_key
end
end
local split = mw.ustring.find(item_key, '/')
local ship_name, ship_suffix
if split then
ship_name = mw.ustring.sub(item_key, 1, split - 1)
ship_suffix = mw.ustring.sub(item_key, split + 1)
else
ship_name = item_key
ship_suffix = ""
end
local ship = EnemyShip(ship_name, ship_suffix)
local ship_air_power = ship:air_power(tags.raid)
local ship_air_power_lb = ship:air_power(true)
if not tags.has_lbas_ha_bomber and ship:has_lbas_ha_bomber() then
tags.has_lbas_ha_bomber = true
end
local ship_caption =
(ship:name() or "?")
.. " (" .. Formatting:format_enemy_stat(ship:api_id(), isVita) .. "): "
.. (ship:armor() or "?") .. " Armor, " .. (ship:hp() or "?") .. " HP"
.. (ship_air_power ~= 0 and ", " .. (ship_air_power or "?") .. " AP" or "")
table.insert(fleet, ShipBattleCardKai:get{
ship = ship,
caption = ship_caption,
link = ship:link(),
flagship = #fleet == 0,
})
if i % 6 == 0 then
table.insert(fleet, "<br>")
end
if ship_air_power then
as_rating = as_rating + ship_air_power
as_rating_lb = as_rating_lb + ship_air_power_lb
else
as_complete = false
end
if mode == 6 then
mode = 7
end
end
end
end
end
if mode == 7 then
self:insert_item(node, formation, basexp, table.concat(fleet, " "), as_rating, tags, as_complete, as_rating_lb)
end
end
function NodeInfo:create_data_rows()
for index, item in ipairs(self._items) do
local row_values
if type(item) == "string" then
row_values = item
else
local columnuse = nil
if item.tags.basexp then
columnuse = self._columns_basexp
else
columnuse = self._columns
end
row_values = {}
for _, column in ipairs(columnuse) do
row_values[column] = self[column](self, item)
end
if index > 1 then
for _, column in ipairs(columnuse) do
for i = index - 1, 1, -1 do
if column == "node" then
local previous_cell = self._data_rows[i][column]
if previous_cell then
if row_values[column].values.node == previous_cell.values.node then
previous_cell.rowspan = previous_cell.rowspan and previous_cell.rowspan + 1 or 2
row_values[column] = nil
else
row_values[column].rowspan = 1
row_values[column].colspan = 1
end
break
end
end
end
end
else
for _, column in ipairs(columnuse) do
row_values[column].rowspan = 1
row_values[column].colspan = 1
end
end
end
table.insert(self._data_rows, row_values)
end
end
function NodeInfo:format_node_type()
local node_types = {
normal = 'Normal Battle Node',
boss = 'Boss Battle Node',
resource = 'Resource Node',
landing = 'Landing Node',
storm = 'Maelstrom Node',
empty = 'Empty Node',
repair = 'Repair Node',
select = 'Selection Node',
night = 'Night Battle Node',
aerial = 'Aerial Battle Node',
defense = 'Air Defense Node',
nighttoday = 'Night to Day Battle Node',
raid = 'Air Raids',
ambush = 'Ambush Battle Node',
-- older node type names (required to make older event pages work)
medium = 'Normal Battle Node',
dogfight = 'Air Defense Node',
}
local prefix = self._args.ha and string.format(
"[[%s/High Altitude Raids|High Altitude]] ",
U.split(self._params.fullpagename, '/')[1]
) or ""
return self._args["comment"] or (prefix .. (node_types[self._node_type] or "Unknown")) or "Fleet"
end
function NodeInfo:is_simple_node_type()
return self._node_type == 'resource' or self._node_type == 'storm' or self._node_type == 'empty' or self._node_type == 'select' or self._node_type == 'landing' or self._node_type == 'repair'
end
function NodeInfo:create_header()
local header_string = nil
if self:is_simple_node_type() then
header_string = format{
self._header_template_simple,
node_type = self:format_node_type()
}
elseif self._is_basexp then
header_string = format{
self._header_template_basexp,
node_type = self:format_node_type()
}
else
header_string = format{
self._header_template,
node_type = self:format_node_type()
}
end
self._header = header_string
self._header_bottom = header_string
end
function NodeInfo:start_rows()
self._rows = {}
if self._args["toggle_id"] then
table.insert(self._rows, format{self._collapser_template,
toggle_id = self._args["toggle_id"],
button_display = self._args["button_display"] or "Show/Hide Formation Table",
})
end
if self._args.margin then
local bottom_margin = 500 - (50 * 2 + 50 * self._number_of_formations + 15 * 2 + 30)
table.insert(self._rows, string.format(self._table_start_style, bottom_margin))
else
table.insert(self._rows, self._table_start)
end
table.insert(self._rows, self._header)
end
function NodeInfo:process_resource_node(resource, amount)
--Amount may or may not be just numbers
local action, units, node_type, bg_color = "Gained", "", "Resource", self._resource_node_bg_color
if mw.ustring.sub(amount, 1, 1) == "-" then
action = "Lost"
amount = mw.ustring.sub(amount, 2)
node_type = "Storm"
bg_color = self._maelstrom_node_bg_color
end
if mw.ustring.find(amount, " ") then
local split = mw.ustring.find(amount, " ")
units = mw.ustring.sub(amount, split + 1)
amount = mw.ustring.sub(amount, 1, split - 1)
end
local text = action .. " " .. amount .. " " .. resource .. " " .. units
return text, node_type, bg_color
end
function NodeInfo:build_rows()
local bg_color
for index, row_values in ipairs(self._data_rows) do
if row_values ~= "break" then
table.insert(self._rows, self._row_starter)
if row_values == "header" then
table.insert(self._rows, self._header)
elseif type(row_values) == "table" then
if row_values["node"] then
bg_color = row_values["node"].bg_color
elseif bg_color == nil then
bg_color = "initial"
end
if self._is_basexp then
for _, column in ipairs(self._columns_basexp) do
if row_values[column] then
row_values[column].bg_color = bg_color
end
if row_values[column] then
table.insert(self._rows, format(self._column_cell_templates_basexp[column] or self._cell, row_values[column]))
end
end
else
for _, column in ipairs(self._columns) do
if row_values[column] then
row_values[column].bg_color = bg_color
end
if row_values[column] then
table.insert(self._rows, format(self._column_cell_templates[column] or self._cell, row_values[column]))
end
end
end
elseif mw.ustring.find(row_values, '/') then
--node/resource/amount/boss
local values = {}
while mw.ustring.find(row_values, '/') do
local split = mw.ustring.find(row_values, '/')
if split then
table.insert(values, mw.ustring.sub(row_values, 1, split - 1))
row_values = mw.ustring.sub(row_values, split + 1)
end
end
table.insert(values, row_values)
local world = self._args.world or self._params.world
local map = self._args.map or self._params.map
local node = values[1]
local nodeString = string.format("%s %s %s", world, map, node)
local kind = values[2] == "select" and 2 or self._args.kind
local nodeText = mapNodeTranslations[kind]
local nodeFlavorText = mapNodeTranslations[nodeString]
local enText = nodeText and nodeText.en
local jaText = nodeText and nodeText.ja
if nodeFlavorText then
enText = enText and (enText .. '<br>' .. nodeFlavorText.en) or nodeFlavorText.en
jaText = jaText and (jaText .. '<br>' .. nodeFlavorText.ja) or nodeFlavorText.ja
end
if values[2] == "empty" then
table.insert(self._rows, format{
self._simple_node_template,
node = node,
en = enText or self._empty_node_en,
ja = jaText or self._empty_node_ja,
})
elseif values[2] == "select" then
table.insert(self._rows, format{
self._simple_node_template,
node = node,
en = enText or self._select_node_en,
ja = jaText or self._select_node_ja,
})
elseif values[2] == "landing" and nodeFlavorText then
table.insert(self._rows, format{
self._simple_node_template,
node = node,
en = enText or '??',
ja = jaText or '??',
})
else
local resource = Formatting:format_image{values[2] .. ".png", caption = self:upcase(values[2]), size = "22x22px"}
local text, node_type, bg_color = self:process_resource_node(resource, values[3])
local color = "initial"
if values[4] == "true" then
color = self._boss_battle_color
end
table.insert(self._rows, format{self._resource_node_template, values = {
node = node,
text = text,
color = color,
bg_color = bg_color,
}})
end
end
end
end
end
function NodeInfo:finish_rows()
table.insert(self._rows, self._row_starter)
table.insert(self._rows, self._header_bottom or self._header)
table.insert(self._rows, self._table_end)
if self._args["toggle_id"] then
table.insert(self._rows, self._collapser_end)
end
end
U.registerTableTests(NodeInfo, {
{ "A", "Normal/Clear", "Line Ahead", "Northern Princess" }
})
-- p.run_table_tests()
return NodeInfo