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Difference between revisions of "Module:ShipData"

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local format = require("Module:StringInterpolation").format
+
local Equipment
local ResourceIcons = require("Module:ResourceIcons")
+
local Formatting = require('Module:Formatting')
 +
local Ship
 +
local ShipClass = require('Module:ShipClass')
 +
local dropData
 +
local sortIds = require("Module:DropList/Sort")
  
 
local BaseData = require("Module:BaseData")
 
local BaseData = require("Module:BaseData")
local ShipData = BaseData()
+
local ShipData = BaseData{
 +
_constructor_module = "Module:Ship",
 +
}
  
function ShipData:name(raw)
+
--Return the full name of the ship.
if self._suffix and not raw then
+
function ShipData:name(sep)
return self:base_name() .. " " .. self._suffix
+
    sep = sep or " "
 +
local suffix = self:display_suffix()
 +
if suffix and suffix ~= "" then
 +
return self:base_name() .. sep .. suffix
 
else
 
else
return self:base_name(raw)
+
return self:base_name()
 
end
 
end
 
end
 
end
  
function ShipData:base_name(raw)
+
--Return the unique name of the ship.
return self:format_stat(self._name, raw)
+
--Differs from name() for some boss enemies that have a legacy role suffix,
 +
--which isn't shown for unique_name().
 +
function ShipData:unique_name(sep)
 +
    sep = sep or " "
 +
local suffix = self:suffix()
 +
if suffix and suffix ~= "" then
 +
return self:base_name() .. sep .. self:suffix()
 +
else
 +
return self:base_name()
 +
end
 
end
 
end
  
function ShipData:link(raw)
+
--Return the name of the module containing this ship.
if self._suffix then
+
--Note: This is pretty iffy. Try not to use it, it's badly defined.
return mw.ustring.format(self._aliased_link, self:base_name(), self:name())
+
function ShipData:module_name()
 +
if self._module_name then
 +
return self._module_name
 +
end
 +
return self:base_name()
 +
end
 +
 
 +
function ShipData:lua_name()
 +
local key = self._key
 +
if key and key ~= "" then
 +
return self:base_name() .. "/" .. key
 
else
 
else
return mw.ustring.format(self._simple_link, self:name())
+
return self:base_name()
 
end
 
end
 
end
 
end
  
function ShipData:japanese_name(raw)
+
--The base name of the ship.
return self:format_stat(self._japanese_name, raw)
+
function ShipData:base_name()
 +
return self._name
 +
end
 +
 
 +
--The suffix of the ship. Does not include legacy role suffixes.
 +
function ShipData:suffix()
 +
return self._suffix
 
end
 
end
  
function ShipData:id(raw)
+
--The suffix of the ship. Includes legacy role suffixes.
return self:format_stat(self._id, raw)
+
function ShipData:display_suffix()
 +
if self._display_suffix ~= nil then
 +
return self._display_suffix
 +
end
 +
return self._suffix
 
end
 
end
  
function ShipData:true_id(raw)
+
--A group of values passable to Formatting:format_link() to create a wikitext link to this ship.
return self:format_stat(self._true_id, raw)
+
function ShipData:link()
 +
if self._page then
 +
return self._page, self:unique_name()
 +
elseif self._seasonal then
 +
    return self:base_link()
 +
    elseif self._vita then
 +
        return string.format('KanColle Kai:%s', self:base_link()), self:unique_name()
 +
    else
 +
return self:unique_name()
 +
end
 
end
 
end
  
function ShipData:has_true_id()
+
--A group of values passable to Formatting:format_link() to create a wikitext link to the base page of this ship.
return self._true_id ~= false
+
--E.g. Shigure instead of Shigure Kai Ni.
 +
function ShipData:base_link()
 +
if self._page then
 +
return self._page, self:name()
 +
else
 +
return self:base_name(), self:name()
 +
end
 
end
 
end
  
function ShipData:rarity(raw)
+
function ShipData:localized_name()
return self:format_rarity(self._rarity, raw)
+
return self._localized_name
 
end
 
end
  
function ShipData:class(raw)
+
function ShipData:nick()
return self:format_stat(self._class, raw)
+
return self._nick
 
end
 
end
  
function ShipData:type(raw)
+
function ShipData:japanese_name()
return self:format_type(self._type, raw)
+
return self._japanese_name
 
end
 
end
  
function ShipData:card(raw)
+
function ShipData:japanese_nick()
return self:format_image(self._card, nil, raw)
+
return self._japanese_nick
 
end
 
end
  
function ShipData:hp(raw)
+
function ShipData:reading()
return self:format_stat(self._hp, raw)
+
return self._reading
 
end
 
end
  
function ShipData:firepower(raw)
+
function ShipData:reading_nick()
return self:format_stat(self._firepower, raw)
+
return self._reading_nick
 
end
 
end
  
function ShipData:firepower_max(raw)
+
function ShipData:wikipedia()
return self:format_stat(self._firepower_max, raw)
+
return self._wikipedia
 
end
 
end
  
function ShipData:has_firepower_max()
+
function ShipData:id()
return self._firepower_max ~= false
+
return self._id
 
end
 
end
  
function ShipData:torpedo(raw)
+
function ShipData:api_id()
return self:format_stat(self._torpedo, raw)
+
return self._api_id
 
end
 
end
  
function ShipData:torpedo_max(raw)
+
function ShipData:true_id()
return self:format_stat(self._torpedo_max, raw)
+
return self._true_id
 
end
 
end
  
function ShipData:has_torpedo_max()
+
function ShipData:sort_id()
return self._torpedo_max ~= false
+
return sortIds[self._api_id] or 0
 
end
 
end
  
function ShipData:aa(raw)
+
function ShipData:rarity()
return self:format_stat(self._aa, raw)
+
return self._rarity
 
end
 
end
  
function ShipData:aa_max(raw)
+
function ShipData:back()
return self:format_stat(self._aa_max, raw)
+
return self._back or self:rarity()
 
end
 
end
  
function ShipData:has_aa_max()
+
function ShipData:overlay()
return self._aa_max ~= false
+
return self._overlay
 
end
 
end
  
function ShipData:armor(raw)
+
function ShipData:class()
return self:format_stat(self._armor, raw)
+
return self._class
 
end
 
end
  
function ShipData:armor_max(raw)
+
function ShipData:class_number()
return self:format_stat(self._armor_max, raw)
+
return self._class_number
 
end
 
end
  
function ShipData:has_armor_max()
+
function ShipData:type()
return self._armor_max ~= false
+
return self._type
 
end
 
end
  
function ShipData:asw(raw)
+
function ShipData:code()
return self:format_stat(self._asw, raw)
+
return Formatting:format_ship_code(self._type)
 
end
 
end
  
function ShipData:asw_max(raw)
+
function ShipData:formatted_type()
return self:format_stat(self._asw_max, raw)
+
return Formatting:format_ship_type(self._type)
 
end
 
end
  
function ShipData:has_asw_max()
+
function ShipData:is_battleship()
return self._asw_max ~= false
+
return self._type == 8 or self._type == 9 or self._type == 10 or self._type == 12
 
end
 
end
  
function ShipData:evasion(raw)
+
function ShipData:is_carrier()
return self:format_stat(self._evasion, raw)
+
return self._type == 7 or self._type == 11 or self._type == 18
 
end
 
end
  
function ShipData:evasion_max(raw)
+
function ShipData:is_auxiliary()
return self:format_stat(self._evasion_max, raw)
+
return self._type == 22 or self._type == 16 or self._type == 17 or self._type == 19 or self._type == 20
 
end
 
end
  
function ShipData:has_evasion_max()
+
function ShipData:is_submarine()
return self._evasion_max ~= false
+
return self._type == 13 or self._type == 14
 
end
 
end
  
function ShipData:los(raw)
+
function ShipData:is_CL()
return self:format_stat(self._los, raw)
+
return self._type == 3 or self._type == 4 or self._type == 21
 
end
 
end
  
function ShipData:los_max(raw)
+
function ShipData:is_CA()
return self:format_stat(self._los_max, raw)
+
return self._type == 5 or self._type == 6
 
end
 
end
  
function ShipData:has_los_max()
+
function ShipData:is_installation()
return self._los_max ~= false
+
return self._installation
 
end
 
end
  
function ShipData:luck(raw)
+
function ShipData:is_pillbox()
return self:format_stat(self._luck, raw)
+
return self._pillbox
 
end
 
end
  
function ShipData:luck_max(raw)
+
function ShipData:simple_naming()
return self:format_stat(self._luck_max, raw)
+
return self._simple_naming
 
end
 
end
  
function ShipData:has_luck_max()
+
function ShipData:card(hd)
return self._luck_max ~= false
+
if self._card ~= nil then
 +
return self._card
 +
elseif self._card_reference then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._card_reference, self):card(hd)
 +
end
 +
local api_id, simple_naming = self:api_id(), self:simple_naming()
 +
if not api_id and not self:type() then
 +
    return Formatting:ship_card(nil, self:unique_name(), nil, self._card_extension, true, hd)
 +
elseif api_id or simple_naming then
 +
return Formatting:ship_card(api_id, self:unique_name(), self:type(), self._card_extension, simple_naming, hd)
 +
end
 +
end
 +
 
 +
function ShipData:card_damaged(hd)
 +
if self._card_damaged ~= nil then
 +
return self._card_damaged
 +
elseif self._card_damaged_reference then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._card_damaged_reference, self):card_damaged(hd)
 +
end
 +
local api_id, simple_naming = self:api_id(), self:simple_naming()
 +
if not api_id and not self:type() then
 +
    return Formatting:ship_card_damaged(nil, self:unique_name(), nil, self._card_damaged_extension, true, hd)
 +
elseif api_id or simple_naming then
 +
return Formatting:ship_card_damaged(api_id, self:unique_name(), self:type(), self._card_damaged_extension, simple_naming, hd)
 +
end
 +
end
 +
 
 +
function ShipData:battle_card(hd)
 +
if self._battle_card ~= nil then
 +
return self._battle_card
 +
elseif self._battle_card_reference then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._battle_card_reference, self):battle_card(hd)
 +
end
 +
api_id = self:api_id()
 +
if api_id or hd then
 +
return Formatting:ship_battle_card(api_id, self:unique_name(), self:type(), self._battle_card_extension, false, hd)
 +
end
 +
return self._battle_card
 +
end
 +
 
 +
function ShipData:battle_card_layers()
 +
return self._battle_card_layers
 +
end
 +
 
 +
function ShipData:battle_card_damaged(hd)
 +
if self._battle_card_damaged ~= nil then
 +
return self._battle_card_damaged
 +
elseif self._battle_card_damaged_reference then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._battle_card_damaged_reference, self):battle_card_damaged(hd)
 +
end
 +
api_id = self:api_id()
 +
if api_id or hd then
 +
    if self._can_debuff and api_id > 1500 then
 +
            return string.format("Enemy Banner %s Debuffed.png", self:unique_name():gsub("- Damaged", "Damaged"))
 +
        end
 +
return Formatting:ship_battle_card_damaged(api_id, self:unique_name(), self:type(), self._battle_card_damaged_extension, false, hd)
 +
end
 +
return self._battle_card_damaged
 
end
 
end
  
function ShipData:buildable()
+
function ShipData:cg(hd)
return self._buildable
+
if self._cg ~= nil then
 +
return self._cg
 +
elseif self._cg_reference then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._cg_reference, self):cg(hd)
 +
else
 +
    local api_id, simple_naming = self:api_id(), self:simple_naming()
 +
    if not api_id and not self:type() then
 +
        return Formatting:ship_cg(nil, self:unique_name(), nil, self._cg_extension, true, hd)
 +
    elseif api_id or simple_naming then
 +
    return Formatting:ship_cg(api_id, self:unique_name(), self:type(), self._cg_extension, simple_naming, hd)
 +
    end
 +
    end
 
end
 
end
  
function ShipData:build_time(raw)
+
function ShipData:cg_damaged(hd)
if raw then
+
if self._cg_damaged ~= nil then
return self._build_time
+
return self._cg_damaged
elseif self._build_time then
+
elseif self._cg_damaged_reference then
return format("${hours:2}:${minutes:2}:${seconds:2}", self:format_time(self._build_time * 60))
+
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._cg_damaged_reference, self):cg_damaged(hd)
 
else
 
else
return "??"
+
    local api_id, simple_naming = self:api_id(), self:simple_naming()
 +
    if not api_id and not self:type() then
 +
        return Formatting:ship_cg_damaged(nil, self:unique_name(), nil, self._cg_damaged_extension, true, hd)
 +
    elseif api_id or simple_naming then
 +
        if self._can_debuff and api_id > 1500 then
 +
                return string.format("Enemy Full %s Debuffed.png", self:unique_name():gsub("- Damaged", "Damaged"))
 +
        end
 +
    return Formatting:ship_cg_damaged(api_id, self:unique_name(), self:type(), self._cg_damaged_extension, simple_naming, hd)
 +
    end
 
end
 
end
 
end
 
end
  
function ShipData:remodeled()
+
function ShipData:accuracy()
return not not self._remodel_level
+
return self._accuracy
 +
end
 +
 
 +
function ShipData:morale()
 +
return self._morale
 +
end
 +
 
 +
function ShipData:level()
 +
return self._level
 +
end
 +
 
 +
function ShipData:hp()
 +
return self._hp
 +
end
 +
 
 +
function ShipData:hp_max()
 +
return self._hp_max
 
end
 
end
  
function ShipData:remodel_level(raw)
+
function ShipData:hp_mod()
return self:format_level(self._remodel_level, raw)
+
    local hp = self:hp()
 +
    local hp_max = self:hp_max()
 +
    return hp and hp_max and math.min(2, hp_max - hp)
 
end
 
end
  
function ShipData:remodel_cost(raw)
+
function ShipData:hp_mod_married()
if raw then
+
    local hp = self:hp_married()
return self._remodel_ammo, self._remodel_steel
+
    local hp_max = self:hp_max()
 +
    return hp and hp_max and math.min(2, hp_max - hp)
 +
end
 +
 
 +
-- min(hp_max, hp + [4, 4, 4, 5, 6, 7, 7, 8, 8, 9][Math.floor(hp / 10)])
 +
function ShipData:hp_married()
 +
local bonuses = {
 +
[0] = 4,
 +
[1] = 4,
 +
[2] = 4,
 +
[3] = 5,
 +
[4] = 6,
 +
[5] = 7,
 +
[6] = 7,
 +
[7] = 8,
 +
[8] = 8,
 +
[9] = 9,
 +
}
 +
    local exceptions = {
 +
[131] = true, -- Yamato
 +
[143] = true, -- Musashi
 +
[163] = true, -- Maruyu
 +
-- [402] = true, -- Maruyu Kai (is +4, 7 -> 11)
 +
[171] = true, -- Bismarck
 +
[172] = true, -- Bismarck Kai
 +
[173] = true, -- Bismarck zwei
 +
[178] = true, -- Bismarck drei
 +
[275] = true, -- Nagato Kai
 +
[276] = true, -- Mutsu Kai
 +
[352] = true, -- Hayasui Kai
 +
[441] = true, -- Littorio
 +
[442] = true, -- Roma
 +
[446] = true, -- Italia
 +
[447] = true, -- Roma Kai
 +
[541] = true, -- Nagato Kai Ni
 +
}
 +
local hp = self:hp()
 +
local hp_max = self:hp_max()
 +
if not hp or not hp_max then
 +
return nil
 +
end
 +
-- not using exceptions should work as well
 +
if exceptions[self:api_id()] then
 +
return hp_max
 
else
 
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))
+
local bonus = bonuses[math.floor(hp / 10)]
 +
if bonus then
 +
return math.min(hp_max, hp + bonus)
 +
else
 +
return nil
 +
end
 
end
 
end
 
end
 
end
  
function ShipData:remodel_blueprint(raw)
+
function ShipData:firepower()
if raw then
+
return self._firepower
return self._remodel_blueprint
+
end
else
+
 
return mw.ustring.format("%s %s", self:format_image(ResourceIcons.blueprint, "36px"), self._remodel_blueprint and "✓" or "✗")
+
function ShipData:firepower_max()
 +
return self._firepower_max
 +
end
 +
 
 +
function ShipData:firepower_leveled()
 +
if self._firepower_leveled then
 +
return self._firepower_leveled
 +
end
 +
return self:firepower_max()
 +
end
 +
 
 +
function ShipData:torpedo()
 +
return self._torpedo
 +
end
 +
 
 +
function ShipData:torpedo_max()
 +
return self._torpedo_max
 +
end
 +
 
 +
function ShipData:torpedo_leveled()
 +
if self._torpedo_leveled then
 +
return self._torpedo_leveled
 
end
 
end
 +
return self:torpedo_max()
 
end
 
end
  
function ShipData:fuel(raw)
+
function ShipData:aa()
return self:format_stat(self._fuel, raw)
+
return self._aa
 
end
 
end
  
function ShipData:ammo(raw)
+
function ShipData:aa_max()
return self:format_stat(self._ammo, raw)
+
return self._aa_max
 
end
 
end
  
function ShipData:equipment(slot, raw)
+
function ShipData:aa_leveled()
local equipment_slot = self._equipment[slot]
+
if self._aa_leveled then
if not equipment_slot then
+
return self._aa_leveled
return not raw and "- Locked -" or nil
 
 
end
 
end
local equipment = equipment_slot["equipment"]
+
return self:aa_max()
if raw then
+
end
return equipment
+
 
elseif equipment == nil then
+
function ShipData:armor()
return "??"
+
return self._armor
elseif equipment == false then
+
end
return "- Unequipped -"
+
 
else
+
function ShipData:armor_max()
return equipment:link()
+
return self._armor_max
 +
end
 +
 
 +
function ShipData:armor_leveled()
 +
if self._armor_leveled then
 +
return self._armor_leveled
 
end
 
end
 +
return self:armor_max()
 
end
 
end
  
function ShipData:equipment_icon(slot, raw)
+
function ShipData:asw()
local equipment_slot = self._equipment[slot]
+
return self._asw
if not equipment_slot then
+
end
return not raw and "" or nil
+
 
 +
function ShipData:asw_max()
 +
return self._asw_max
 +
end
 +
 
 +
function ShipData:asw_leveled(level)
 +
if not level and self._level then
 +
level = self._level
 
end
 
end
local equipment = equipment_slot["equipment"]
+
if level then
if raw then
+
local asw = self:asw()
return equipment:icon(raw)
+
if asw then
elseif equipment == nil then
+
return math.floor(((self:asw_max() or asw) - asw) * level / 99 + asw)
return "??"
+
end
elseif equipment == false then
 
return self:format_image("Xx_c.png")
 
else
 
return equipment:icon()
 
 
end
 
end
 +
return self:asw_max()
 +
end
 +
 +
function ShipData:evasion()
 +
return self._evasion
 
end
 
end
  
function ShipData:equipment_rarity(slot, raw)
+
function ShipData:evasion_max()
local equipment_slot = self._equipment[slot]
+
return self._evasion_max
if not equipment_slot then
+
end
return not raw and "" or nil
+
 
 +
function ShipData:evasion_leveled(level)
 +
if not level and self._level then
 +
level = self._level
 
end
 
end
local equipment = equipment_slot["equipment"]
+
if level then
if raw then
+
local evasion = self:evasion()
return equipment:rarity(raw)
+
if evasion then
elseif equipment == nil then
+
return math.floor(((self:evasion_max() or evasion) - evasion) * level / 99 + evasion)
return "??"
+
end
elseif equipment == false then
 
return "Unequipped"
 
else
 
return equipment:rarity()
 
 
end
 
end
 +
return self:evasion_max()
 +
end
 +
 +
function ShipData:los()
 +
return self._los
 +
end
 +
 +
function ShipData:los_max()
 +
return self._los_max
 
end
 
end
  
function ShipData:equipment_back(slot)
+
function ShipData:los_leveled(level)
local equipment_slot = self._equipment[slot]
+
if not level and self._level then
if not equipment_slot then
+
level = self._level
return 0
 
 
end
 
end
local equipment = equipment_slot["equipment"]
+
if level then
if not equipment then
+
local los = self:los()
return 0
+
if los then
else
+
return math.floor(((self:los_max() or los) - los) * level / 99 + los)
return equipment:back()
+
end
 +
end
 +
return self:los_max()
 +
end
 +
 
 +
function ShipData:luck()
 +
return self._luck
 +
end
 +
 
 +
function ShipData:luck_max()
 +
return self._luck_max
 +
end
 +
 
 +
function ShipData:luck_leveled()
 +
if self._luck_leveled then
 +
return self._luck_leveled
 
end
 
end
 +
return self:luck()
 +
end
 +
 +
function ShipData:buildable()
 +
return self._buildable
 +
end
 +
 +
function ShipData:buildable_lsc()
 +
return self._buildable_lsc
 +
end
 +
 +
function ShipData:buildable_or()
 +
return self._buildable or self._buildable_lsc
 
end
 
end
  
function ShipData:slot_size(slot, raw)
+
function ShipData:buildable_and()
local equipment_slot = self._equipment[slot]
+
return self._buildable and self._buildable_lsc
if not equipment_slot then
+
end
return not raw and "" or nil
+
 
 +
function ShipData:build_time()
 +
return self._build_time
 +
end
 +
 
 +
local function prepareDropData()
 +
if not dropData then
 +
dropData = require('Module:Data/ShipDrop')
 
end
 
end
local slot_size = equipment_slot["size"]
+
end
if slot_size == nil then
+
 
return "??"
+
function ShipData:dropable()
elseif slot_size == false then
+
prepareDropData()
return "-"
+
return dropData[self._name] and true or false
else
+
end
return slot_size
+
 
 +
function ShipData:remodel_from()
 +
return self._remodel_from
 +
end
 +
 
 +
function ShipData:remodel_to()
 +
return self._remodel_to
 +
end
 +
 
 +
function ShipData:remodel_level()
 +
return self._remodel_level
 +
end
 +
 
 +
function ShipData:remodel_cost()
 +
return {
 +
    fuel = false,
 +
    ammo = self._remodel_ammo,
 +
    steel = self._remodel_steel,
 +
    bauxite = false,
 +
    devmat = self._remodel_development_material,
 +
    conmat = self._remodel_construction_material or false,
 +
    screw = self._remodel_screw or false,
 +
    }
 +
end
 +
 
 +
function ShipData:all_remodel_cost()
 +
return {
 +
    ammo = self._remodel_ammo,
 +
    steel = self._remodel_steel,
 +
    devmat = self._remodel_development_material,
 +
    conmat = self._remodel_construction_material or false,
 +
    screw = self._remodel_screw or false,
 +
    blueprint = self._remodel_blueprint,
 +
    catapult = self._remodel_catapult,
 +
    report = self._remodel_report or false,
 +
    gunmat = self._remodel_gunmat or false,
 +
    airmat = self._remodel_airmat or false,
 +
    armament = self._remodel_armament or false,
 +
    }
 +
end
 +
 
 +
function ShipData:remodel_blueprint()
 +
return self._remodel_blueprint
 +
end
 +
 
 +
function ShipData:remodel_catapult()
 +
return self._remodel_catapult
 +
end
 +
 
 +
function ShipData:remodel_report()
 +
return self._remodel_report
 +
end
 +
 
 +
function ShipData:remodel_gunmat()
 +
return self._remodel_gunmat
 +
end
 +
 
 +
function ShipData:remodel_airmat()
 +
return self._remodel_airmat
 +
end
 +
 
 +
function ShipData:remodel_armament()
 +
return self._remodel_armament
 +
end
 +
 
 +
function ShipData:remodel_development_material()
 +
return self._remodel_development_material
 +
end
 +
 
 +
function ShipData:remodel_construction_material()
 +
return self._remodel_construction_material
 +
end
 +
 
 +
function ShipData:remodel_screw()
 +
return self._remodel_screw
 +
end
 +
 
 +
function ShipData:remodel_to_level()
 +
return self._remodel_to_level
 +
end
 +
 
 +
function ShipData:remodel_to_cost()
 +
return {
 +
    fuel = false,
 +
    ammo = self._remodel_to_ammo,
 +
    steel = self._remodel_to_steel,
 +
    bauxite = false,
 +
    devmat = self._remodel_to_development_material,
 +
    conmat = self._remodel_to_construction_material or false,
 +
    screw = self._remodel_to_screw or false,
 +
    }
 +
end
 +
 
 +
function ShipData:all_remodel_to_cost()
 +
return {
 +
    ammo = self._remodel_to_ammo,
 +
    steel = self._remodel_to_steel,
 +
    devmat = self._remodel_to_development_material,
 +
    conmat = self._remodel_to_construction_material or false,
 +
    screw = self._remodel_to_screw or false,
 +
    blueprint = self._remodel_to_blueprint,
 +
    catapult = self._remodel_to_catapult,
 +
    report = self._remodel_to_report or false,
 +
    gunmat = self._remodel_to_gunmat or false,
 +
    airmat = self._remodel_to_airmat or false,
 +
    armament = self._remodel_to_armament or false,
 +
    }
 +
end
 +
 
 +
function ShipData:remodel_to_blueprint()
 +
return self._remodel_to_blueprint
 +
end
 +
 
 +
function ShipData:remodel_to_catapult()
 +
return self._remodel_to_catapult
 +
end
 +
 
 +
function ShipData:remodel_to_report()
 +
return self._remodel_to_report
 +
end
 +
 
 +
function ShipData:remodel_to_gunmat()
 +
return self._remodel_to_gunmat
 +
end
 +
 
 +
function ShipData:remodel_to_airmat()
 +
return self._remodel_to_airmat
 +
end
 +
 
 +
function ShipData:modernization()
 +
return {firepower = self._firepower_mod, torpedo = self._torpedo_mod, aa = self._aa_mod, armor = self._armor_mod, luck = self._luck_mod}
 +
end
 +
 
 +
function ShipData:scrap()
 +
return {fuel = self._scrap_fuel, ammo = self._scrap_ammo, steel = self._scrap_steel, bauxite = self._scrap_baux, devmat = false, conmat = false, screw = false}
 +
end
 +
 
 +
function ShipData:fuel()
 +
return self._fuel
 +
end
 +
 
 +
function ShipData:ammo()
 +
return self._ammo
 +
end
 +
 
 +
function ShipData:slot_space(slot)
 +
if self._equipment then
 +
local equipment_slot = self._equipment[slot]
 +
if equipment_slot then
 +
return equipment_slot.size, equipment_slot.estimation
 +
end
 +
end
 +
return nil
 +
end
 +
 
 +
function ShipData:slot(slot)
 +
if self._equipment then
 +
local equipment_slot = self._equipment[slot]
 +
if equipment_slot then
 +
if type(equipment_slot.equipment) == "string" then
 +
self:_prepare_Equipment()
 +
equipment_slot.equipment = Equipment(equipment_slot.equipment, self._enemy)
 +
end
 +
return equipment_slot.equipment, equipment_slot.size, equipment_slot.estimation, equipment_slot.stars
 +
end
 
end
 
end
 +
return nil
 
end
 
end
  
 
function ShipData:slots()
 
function ShipData:slots()
return #self._equipment
+
return self._slots or self:slots_length()
 +
end
 +
 
 +
function ShipData:slots_length()
 +
if self._equipment then
 +
return #self._equipment
 +
end
 +
return nil
 
end
 
end
  
 
function ShipData:total_space()
 
function ShipData:total_space()
 +
if not self._equipment then
 +
return nil
 +
end
 
local total_space = 0
 
local total_space = 0
 
local size
 
local size
 
for _, v in ipairs(self._equipment) do
 
for _, v in ipairs(self._equipment) do
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 756:
  
 
function ShipData:speed()
 
function ShipData:speed()
return self:format_speed(self._speed)
+
return self._speed
 +
end
 +
 
 +
function ShipData:formatted_speed()
 +
return Formatting:format_speed(self._speed)
 
end
 
end
  
 
function ShipData:range()
 
function ShipData:range()
return self:format_range(self._range)
+
return self._range
 
end
 
end
  
function ShipData:format_level(stat, raw)
+
function ShipData:formatted_range()
return not raw and mw.ustring.format("Level %s", stat) or stat
+
return Formatting:format_range(self._range)
 
end
 
end
  
ShipData.format_rarity = ShipData:create_formatter({
+
function ShipData:equipment_armor()
[0] = "??",
+
    local armor = 0
[1] = "Very Common",
+
    for i = 1, self:slots_length() or 0 do
[2] = "Common",
+
        local equipment = self:slot(i)
[3] = "Uncommon",
+
        if equipment then
[4] = "Rare",
+
            armor = armor + (equipment:armor() or 0)
[5] = "Very Rare",
+
        end
[6] = "Holo",
+
    end
[7] = "S Holo",
+
    return armor
[8] = "SS Holo",
+
end
[-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({
+
function ShipData:air_power(count_recons)
[0] = "??",
+
    if self._air_power then
[1] = "Coastal Defence Ship",
+
        return self._air_power
[2] = "Destroyer",
+
    end
[3] = "Light Cruiser",
+
    local air_power = 0
[4] = "Torpedo Cruiser",
+
    local slots_length = self:slots_length()
[5] = "Heavy Cruiser",
+
    if not slots_length then
[6] = "Aviation Cruiser",
+
        air_power = self._as_rating
[7] = "Light Carrier",
+
    end
[8] = "Battleship",
+
    for i = 1, slots_length or 0 do
[9] = "Battleship",
+
        local slot_equipment, slot_space = self:slot(i)
[10] = "Aviation Battleship",
+
        if slot_equipment == nil or slot_space == nil then
[11] = "Standard Carrier",
+
            --we have missing information, fall back to hard-coded air power
[12] = "Super Dreadnought",
+
            air_power = self._as_rating
[13] = "Submarine",
+
            break
[14] = "Aircraft Carrying Submarine",
+
        elseif slot_equipment ~= false then
[15] = "Replenishment Oiler",
+
            --if there is an equipment
[16] = "Seaplane Tender",
+
            local slot_equipment_type = slot_equipment:type()
[17] = "Amphibious Assault Ship",
+
            local slot_equipment_aa = slot_equipment:aa()
[18] = "Armored Carrier",
+
            if slot_equipment_aa and
[19] = "Repair Ship",
+
              (slot_equipment_type == 6 or
[20] = "Submarine Tender",
+
                slot_equipment_type == 7 or
})
+
                slot_equipment_type == 8 or
 +
                slot_equipment_type == 11 or
 +
                slot_equipment_type == 47 or
 +
                count_recons and slot_equipment_type == 10) then
 +
                air_power = air_power +
 +
                  math.floor(math.sqrt(slot_space) * slot_equipment_aa)
 +
            elseif slot_equipment_aa == nil then
 +
            --we have missing information, fall back to hard-coded air power
 +
                air_power = self._as_rating
 +
                break
 +
            end
 +
        end
 +
    end
 +
    return air_power
 +
end
 +
 
 +
function ShipData:has_lbas_ha_bomber()
 +
    for i = 1, self:slots_length() or 0 do
 +
        local equipment = self:slot(i)
 +
        if equipment and equipment:is_lbas_ha_bomber() then
 +
            return true
 +
        end
 +
    end
 +
    return false
 +
end
  
function ShipData:format_time(seconds)
+
function ShipData:air_power_estimation(count_recons)
return {
+
    return self._air_power_estimation
hours = math.floor(seconds / 3600),
+
end
minutes = math.floor(seconds / 60) % 60,
+
 
seconds = seconds % 60,
+
function ShipData:gun_fit_properties(fit_group)
}
+
if not self._gun_fit_properties then
 +
return nil
 +
else
 +
return self._gun_fit_properties[fit_group]
 +
end
 +
end
 +
 
 +
function ShipData:night_bombing()
 +
return self._night_bombing
 +
end
 +
 
 +
function ShipData:night_aviation_personnel()
 +
return self._night_aviation_personnel
 +
end
 +
 
 +
function ShipData:opening_torpedo()
 +
return self._opening_torpedo
 +
end
 +
 
 +
function ShipData:asw_attack()
 +
return self._asw_attack
 +
end
 +
 
 +
function ShipData:seasonal()
 +
return self._seasonal
 +
end
 +
 
 +
--The voice actor for this ship. A string, or nil if unknown.
 +
--EXPERIMENTAL, DO NOT USE. Spec for this feature may rapidly change.
 +
function ShipData:voice_actor()
 +
if self._voice_actor ~= nil then
 +
return self._voice_actor
 +
elseif self._voice_actor_reference or self:remodel_from() then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._voice_actor_reference or self:remodel_from(), self):voice_actor()
 +
end
 +
    return self._voice_actor
 +
end
 +
 
 +
--The artist for this ship. A string, or nil if unknown.
 +
--EXPERIMENTAL, DO NOT USE. Spec for this feature may rapidly change.
 +
function ShipData:artist()
 +
if self._artist ~= nil then
 +
return self._artist
 +
elseif self._artist_reference or self:remodel_from() then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._artist_reference or self:remodel_from(), self):artist()
 +
end
 +
    return self._artist
 +
end
 +
 
 +
--The availability for this ship.
 +
--false = not available.
 +
--nil = unknown.
 +
--Otherwise a table with obtainment methods under numeric keys and optional detailed data under the obtainment method key.
 +
--E.g. {"drop", "event_reward", "event_drop",
 +
--      drop = {{1/*world*/, 4/*map*/, "B"/*node*/, 3/*formation (optional)*/}, {3, 2, "A"}},
 +
--      event_reward = {{2016/*year*/, 4/*1 = winter, 4 = spring, 7 = summer, 10 = fall*/, 5/*map*/}},
 +
--      event_drop = {{2016, 4, 7, "N"}}}
 +
--EXPERIMENTAL, DO NOT USE. Spec for this feature may rapidly change.
 +
function ShipData:availability()
 +
    if self:remodel_from() then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self:remodel_from(), self):availability()
 +
else
 +
    return self._availability
 +
end
 +
end
 +
 
 +
function ShipData:implementation_date()
 +
if self._implementation_date ~= nil then
 +
return self._implementation_date
 +
elseif self._implementation_date_reference or self:remodel_from() then
 +
Ship = Ship or require(self._constructor_module)
 +
return Ship:create_from_reference(self._implementation_date_reference or self:remodel_from(), self):implementation_date()
 +
end
 +
    return self._implementation_date
 +
end
 +
 
 +
function ShipData:implementation_date_string()
 +
local date = self:implementation_date()
 +
    return not date and "??" or string.format("%s/%s/%s", date[1], date[2] < 10 and "0" .. date[2] or date[2], date[3] < 10 and "0" .. date[3] or date[3])
 +
end
 +
 
 +
function ShipData:_prepare_Equipment()
 +
if not Equipment then
 +
Equipment = require('Module:Equipment')
 +
end
 
end
 
end
  
 
function ShipData:create(ship)
 
function ShipData:create(ship)
 
ship = ship or {}
 
ship = ship or {}
 +
-- apparently wikia (mediawiki?) can have shared state between invokes
 +
if type(ship._class) == 'string' then
 +
ship._class = ShipClass(ship._class)
 +
end
 
setmetatable(ship, ship)
 
setmetatable(ship, ship)
 
ship.__index = self
 
ship.__index = self
 +
ship.__call = self.__call
 
return ship
 
return ship
 
end
 
end
 
ShipData.__call = ShipData.create
 
  
 
return ShipData
 
return ShipData

Revision as of 21:20, 23 June 2024

Documentation for this module may be created at Module:ShipData/doc

local Equipment
local Formatting = require('Module:Formatting')
local Ship
local ShipClass = require('Module:ShipClass')
local dropData
local sortIds = require("Module:DropList/Sort")

local BaseData = require("Module:BaseData")
local ShipData = BaseData{
	_constructor_module = "Module:Ship",
}

--Return the full name of the ship.
function ShipData:name(sep)
    sep = sep or " "
	local suffix = self:display_suffix()
	if suffix and suffix ~= "" then
		return self:base_name() .. sep .. suffix
	else
		return self:base_name()
	end
end

--Return the unique name of the ship.
--Differs from name() for some boss enemies that have a legacy role suffix,
--which isn't shown for unique_name().
function ShipData:unique_name(sep)
    sep = sep or " "
	local suffix = self:suffix()
	if suffix and suffix ~= "" then
		return self:base_name() .. sep .. self:suffix()
	else
		return self:base_name()
	end
end

--Return the name of the module containing this ship.
--Note: This is pretty iffy. Try not to use it, it's badly defined.
function ShipData:module_name()
	if self._module_name then
		return self._module_name
	end
	return self:base_name()
end

function ShipData:lua_name()
	local key = self._key
	if key and key ~= "" then
		return self:base_name() .. "/" .. key
	else
		return self:base_name()
	end
end

--The base name of the ship.
function ShipData:base_name()
	return self._name
end

--The suffix of the ship. Does not include legacy role suffixes.
function ShipData:suffix()
	return self._suffix
end

--The suffix of the ship. Includes legacy role suffixes.
function ShipData:display_suffix()
	if self._display_suffix ~= nil then
		return self._display_suffix
	end
	return self._suffix
end

--A group of values passable to Formatting:format_link() to create a wikitext link to this ship.
function ShipData:link()
	if self._page then
		return self._page, self:unique_name()
	elseif self._seasonal then
	    return self:base_link()
    elseif self._vita then
        return string.format('KanColle Kai:%s', self:base_link()), self:unique_name()
    else
		return self:unique_name()
	end
end

--A group of values passable to Formatting:format_link() to create a wikitext link to the base page of this ship.
--E.g. Shigure instead of Shigure Kai Ni.
function ShipData:base_link()
	if self._page then
		return self._page, self:name()
	else
		return self:base_name(), self:name()
	end
end

function ShipData:localized_name()
	return self._localized_name
end

function ShipData:nick()
	return self._nick
end

function ShipData:japanese_name()
	return self._japanese_name
end

function ShipData:japanese_nick()
	return self._japanese_nick
end

function ShipData:reading()
	return self._reading
end

function ShipData:reading_nick()
	return self._reading_nick
end

function ShipData:wikipedia()
	return self._wikipedia
end

function ShipData:id()
	return self._id
end

function ShipData:api_id()
	return self._api_id
end

function ShipData:true_id()
	return self._true_id
end

function ShipData:sort_id()
	return sortIds[self._api_id] or 0
end

function ShipData:rarity()
	return self._rarity
end

function ShipData:back()
	return self._back or self:rarity()
end

function ShipData:overlay()
	return self._overlay
end

function ShipData:class()
	return self._class
end

function ShipData:class_number()
	return self._class_number
end

function ShipData:type()
	return self._type
end

function ShipData:code()
	return Formatting:format_ship_code(self._type)
end

function ShipData:formatted_type()
	return Formatting:format_ship_type(self._type)
end

function ShipData:is_battleship()
	return self._type == 8 or self._type == 9 or self._type == 10 or self._type == 12
end

function ShipData:is_carrier()
	return self._type == 7 or self._type == 11 or self._type == 18
end

function ShipData:is_auxiliary()
	return self._type == 22 or self._type == 16 or self._type == 17 or self._type == 19 or self._type == 20
end

function ShipData:is_submarine()
	return self._type == 13 or self._type == 14
end

function ShipData:is_CL()
	return self._type == 3 or self._type == 4 or self._type == 21
end

function ShipData:is_CA()
	return self._type == 5 or self._type == 6
end

function ShipData:is_installation()
	return self._installation
end

function ShipData:is_pillbox()
	return self._pillbox
end

function ShipData:simple_naming()
	return self._simple_naming
end

function ShipData:card(hd)
	if self._card ~= nil then
		return self._card
	elseif self._card_reference then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._card_reference, self):card(hd)
	end
	local api_id, simple_naming = self:api_id(), self:simple_naming()
	if not api_id and not self:type() then
	    return Formatting:ship_card(nil, self:unique_name(), nil, self._card_extension, true, hd)
	elseif api_id or simple_naming then
		return Formatting:ship_card(api_id, self:unique_name(), self:type(), self._card_extension, simple_naming, hd)
	end
end

function ShipData:card_damaged(hd)
	if self._card_damaged ~= nil then
		return self._card_damaged
	elseif self._card_damaged_reference then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._card_damaged_reference, self):card_damaged(hd)
	end
	local api_id, simple_naming = self:api_id(), self:simple_naming()
	if not api_id and not self:type() then
	    return Formatting:ship_card_damaged(nil, self:unique_name(), nil, self._card_damaged_extension, true, hd)
	elseif api_id or simple_naming then
		return Formatting:ship_card_damaged(api_id, self:unique_name(), self:type(), self._card_damaged_extension, simple_naming, hd)
	end
end

function ShipData:battle_card(hd)
	if self._battle_card ~= nil then
		return self._battle_card
	elseif self._battle_card_reference then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._battle_card_reference, self):battle_card(hd)
	end
	api_id = self:api_id()
	if api_id or hd then
		return Formatting:ship_battle_card(api_id, self:unique_name(), self:type(), self._battle_card_extension, false, hd)
	end
	return self._battle_card
end

function ShipData:battle_card_layers()
	return self._battle_card_layers
end

function ShipData:battle_card_damaged(hd)
	if self._battle_card_damaged ~= nil then
		return self._battle_card_damaged
	elseif self._battle_card_damaged_reference then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._battle_card_damaged_reference, self):battle_card_damaged(hd)
	end
	api_id = self:api_id()
	if api_id or hd then
	    if self._can_debuff and api_id > 1500 then
            return string.format("Enemy Banner %s Debuffed.png", self:unique_name():gsub("- Damaged", "Damaged"))
        end
		return Formatting:ship_battle_card_damaged(api_id, self:unique_name(), self:type(), self._battle_card_damaged_extension, false, hd)
	end
	return self._battle_card_damaged
end

function ShipData:cg(hd)
	if self._cg ~= nil then
		return self._cg
	elseif self._cg_reference then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._cg_reference, self):cg(hd)
	else
	    local api_id, simple_naming = self:api_id(), self:simple_naming()
	    if not api_id and not self:type() then
	        return Formatting:ship_cg(nil, self:unique_name(), nil, self._cg_extension, true, hd)
	    elseif api_id or simple_naming then
		    return Formatting:ship_cg(api_id, self:unique_name(), self:type(), self._cg_extension, simple_naming, hd)
	    end
    end
end

function ShipData:cg_damaged(hd)
	if self._cg_damaged ~= nil then
		return self._cg_damaged
	elseif self._cg_damaged_reference then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._cg_damaged_reference, self):cg_damaged(hd)
	else
	    local api_id, simple_naming = self:api_id(), self:simple_naming()
	    if not api_id and not self:type() then
	        return Formatting:ship_cg_damaged(nil, self:unique_name(), nil, self._cg_damaged_extension, true, hd)
	    elseif api_id or simple_naming then
	        if self._can_debuff and api_id > 1500 then
                return string.format("Enemy Full %s Debuffed.png", self:unique_name():gsub("- Damaged", "Damaged"))
	        end
		    return Formatting:ship_cg_damaged(api_id, self:unique_name(), self:type(), self._cg_damaged_extension, simple_naming, hd)
	    end
	end
end

function ShipData:accuracy()
	return self._accuracy
end

function ShipData:morale()
	return self._morale
end

function ShipData:level()
	return self._level
end

function ShipData:hp()
	return self._hp
end

function ShipData:hp_max()
	return self._hp_max
end

function ShipData:hp_mod()
    local hp = self:hp()
    local hp_max = self:hp_max()
    return hp and hp_max and math.min(2, hp_max - hp)
end

function ShipData:hp_mod_married()
    local hp = self:hp_married()
    local hp_max = self:hp_max()
    return hp and hp_max and math.min(2, hp_max - hp)
end

-- min(hp_max, hp + [4, 4, 4, 5, 6, 7, 7, 8, 8, 9][Math.floor(hp / 10)])
function ShipData:hp_married()
	local bonuses = {
		[0] = 4,
		[1] = 4,
		[2] = 4,
		[3] = 5,
		[4] = 6,
		[5] = 7,
		[6] = 7,
		[7] = 8,
		[8] = 8,
		[9] = 9,
	}
    local exceptions = {
		[131] = true, -- Yamato
		[143] = true, -- Musashi
		[163] = true, -- Maruyu
		-- [402] = true, -- Maruyu Kai (is +4, 7 -> 11)
		[171] = true, -- Bismarck
		[172] = true, -- Bismarck Kai
		[173] = true, -- Bismarck zwei
		[178] = true, -- Bismarck drei
		[275] = true, -- Nagato Kai
		[276] = true, -- Mutsu Kai
		[352] = true, -- Hayasui Kai
		[441] = true, -- Littorio
		[442] = true, -- Roma
		[446] = true, -- Italia
		[447] = true, -- Roma Kai
		[541] = true, -- Nagato Kai Ni
	}
	local hp = self:hp()
	local hp_max = self:hp_max()
	if not hp or not hp_max then
		return nil
	end
	-- not using exceptions should work as well
	if exceptions[self:api_id()] then
		return hp_max
	else
		local bonus = bonuses[math.floor(hp / 10)]
		if bonus then
			return math.min(hp_max, hp + bonus)
		else
			return nil
		end
	end
end

function ShipData:firepower()
	return self._firepower
end

function ShipData:firepower_max()
	return self._firepower_max
end

function ShipData:firepower_leveled()
	if self._firepower_leveled then
		return self._firepower_leveled
	end
	return self:firepower_max()
end

function ShipData:torpedo()
	return self._torpedo
end

function ShipData:torpedo_max()
	return self._torpedo_max
end

function ShipData:torpedo_leveled()
	if self._torpedo_leveled then
		return self._torpedo_leveled
	end
	return self:torpedo_max()
end

function ShipData:aa()
	return self._aa
end

function ShipData:aa_max()
	return self._aa_max
end

function ShipData:aa_leveled()
	if self._aa_leveled then
		return self._aa_leveled
	end
	return self:aa_max()
end

function ShipData:armor()
	return self._armor
end

function ShipData:armor_max()
	return self._armor_max
end

function ShipData:armor_leveled()
	if self._armor_leveled then
		return self._armor_leveled
	end
	return self:armor_max()
end

function ShipData:asw()
	return self._asw
end

function ShipData:asw_max()
	return self._asw_max
end

function ShipData:asw_leveled(level)
	if not level and self._level then
		level = self._level
	end
	if level then
		local asw = self:asw()
		if asw then
			return math.floor(((self:asw_max() or asw) - asw) * level / 99 + asw)
		end
	end
	return self:asw_max()
end

function ShipData:evasion()
	return self._evasion
end

function ShipData:evasion_max()
	return self._evasion_max
end

function ShipData:evasion_leveled(level)
	if not level and self._level then
		level = self._level
	end
	if level then
		local evasion = self:evasion()
		if evasion then
			return math.floor(((self:evasion_max() or evasion) - evasion) * level / 99 + evasion)
		end
	end
	return self:evasion_max()
end

function ShipData:los()
	return self._los
end

function ShipData:los_max()
	return self._los_max
end

function ShipData:los_leveled(level)
	if not level and self._level then
		level = self._level
	end
	if level then
		local los = self:los()
		if los then
			return math.floor(((self:los_max() or los) - los) * level / 99 + los)
		end
	end
	return self:los_max()
end

function ShipData:luck()
	return self._luck
end

function ShipData:luck_max()
	return self._luck_max
end

function ShipData:luck_leveled()
	if self._luck_leveled then
		return self._luck_leveled
	end
	return self:luck()
end

function ShipData:buildable()
	return self._buildable
end

function ShipData:buildable_lsc()
	return self._buildable_lsc
end

function ShipData:buildable_or()
	return self._buildable or self._buildable_lsc
end

function ShipData:buildable_and()
	return self._buildable and self._buildable_lsc
end

function ShipData:build_time()
	return self._build_time
end

local function prepareDropData()
	if not dropData then
		dropData = require('Module:Data/ShipDrop')
	end
end

function ShipData:dropable()
	prepareDropData()
	return dropData[self._name] and true or false
end

function ShipData:remodel_from()
	return self._remodel_from
end

function ShipData:remodel_to()
	return self._remodel_to
end

function ShipData:remodel_level()
	return self._remodel_level
end

function ShipData:remodel_cost()
	return {
	    fuel = false,
	    ammo = self._remodel_ammo,
	    steel = self._remodel_steel,
	    bauxite = false,
	    devmat = self._remodel_development_material,
	    conmat = self._remodel_construction_material or false,
	    screw = self._remodel_screw or false,
    }
end

function ShipData:all_remodel_cost()
	return {
	    ammo = self._remodel_ammo,
	    steel = self._remodel_steel,
	    devmat = self._remodel_development_material,
	    conmat = self._remodel_construction_material or false,
	    screw = self._remodel_screw or false,
	    blueprint = self._remodel_blueprint,
	    catapult = self._remodel_catapult,
	    report = self._remodel_report or false,
	    gunmat = self._remodel_gunmat or false,
	    airmat = self._remodel_airmat or false,
	    armament = self._remodel_armament or false,
    }
end

function ShipData:remodel_blueprint()
	return self._remodel_blueprint
end

function ShipData:remodel_catapult()
	return self._remodel_catapult
end

function ShipData:remodel_report()
	return self._remodel_report
end

function ShipData:remodel_gunmat()
	return self._remodel_gunmat
end

function ShipData:remodel_airmat()
	return self._remodel_airmat
end

function ShipData:remodel_armament()
	return self._remodel_armament
end

function ShipData:remodel_development_material()
	return self._remodel_development_material
end

function ShipData:remodel_construction_material()
	return self._remodel_construction_material
end

function ShipData:remodel_screw()
	return self._remodel_screw
end

function ShipData:remodel_to_level()
	return self._remodel_to_level
end

function ShipData:remodel_to_cost()
	return {
	    fuel = false,
	    ammo = self._remodel_to_ammo,
	    steel = self._remodel_to_steel,
	    bauxite = false,
	    devmat = self._remodel_to_development_material,
	    conmat = self._remodel_to_construction_material or false,
	    screw = self._remodel_to_screw or false,
    }
end

function ShipData:all_remodel_to_cost()
	return {
	    ammo = self._remodel_to_ammo,
	    steel = self._remodel_to_steel,
	    devmat = self._remodel_to_development_material,
	    conmat = self._remodel_to_construction_material or false,
	    screw = self._remodel_to_screw or false,
	    blueprint = self._remodel_to_blueprint,
	    catapult = self._remodel_to_catapult,
	    report = self._remodel_to_report or false,
	    gunmat = self._remodel_to_gunmat or false,
	    airmat = self._remodel_to_airmat or false,
	    armament = self._remodel_to_armament or false,
    }
end

function ShipData:remodel_to_blueprint()
	return self._remodel_to_blueprint
end

function ShipData:remodel_to_catapult()
	return self._remodel_to_catapult
end

function ShipData:remodel_to_report()
	return self._remodel_to_report
end

function ShipData:remodel_to_gunmat()
	return self._remodel_to_gunmat
end

function ShipData:remodel_to_airmat()
	return self._remodel_to_airmat
end

function ShipData:modernization()
	return {firepower = self._firepower_mod, torpedo = self._torpedo_mod, aa = self._aa_mod, armor = self._armor_mod, luck = self._luck_mod}
end

function ShipData:scrap()
	return {fuel = self._scrap_fuel, ammo = self._scrap_ammo, steel = self._scrap_steel, bauxite = self._scrap_baux, devmat = false, conmat = false, screw = false}
end

function ShipData:fuel()
	return self._fuel
end

function ShipData:ammo()
	return self._ammo
end

function ShipData:slot_space(slot)
	if self._equipment then
		local equipment_slot = self._equipment[slot]
		if equipment_slot then
			return equipment_slot.size, equipment_slot.estimation
		end
	end
	return nil
end

function ShipData:slot(slot)
	if self._equipment then
		local equipment_slot = self._equipment[slot]
		if equipment_slot then
			if type(equipment_slot.equipment) == "string" then
				self:_prepare_Equipment()
				equipment_slot.equipment = Equipment(equipment_slot.equipment, self._enemy)
			end
			return equipment_slot.equipment, equipment_slot.size, equipment_slot.estimation, equipment_slot.stars
		end
	end
	return nil
end

function ShipData:slots()
	return self._slots or self:slots_length()
end

function ShipData:slots_length()
	if self._equipment then
		return #self._equipment
	end
	return nil
end

function ShipData:total_space()
	if not self._equipment then
		return nil
	end
	local total_space = 0
	local size
	for _, v in ipairs(self._equipment) do
		size = v.size
		if size == nil then
			total_space = nil
			break
		elseif size == false then
		else
			total_space = total_space + size
		end
	end
	return total_space
end

function ShipData:speed()
	return self._speed
end

function ShipData:formatted_speed()
	return Formatting:format_speed(self._speed)
end

function ShipData:range()
	return self._range
end

function ShipData:formatted_range()
	return Formatting:format_range(self._range)
end

function ShipData:equipment_armor()
    local armor = 0
    for i = 1, self:slots_length() or 0 do
        local equipment = self:slot(i)
        if equipment then
            armor = armor + (equipment:armor() or 0)
        end
    end
    return armor
end

function ShipData:air_power(count_recons)
    if self._air_power then
        return self._air_power
    end
    local air_power = 0
    local slots_length = self:slots_length()
    if not slots_length then
        air_power = self._as_rating
    end
    for i = 1, slots_length or 0 do
        local slot_equipment, slot_space = self:slot(i)
        if slot_equipment == nil or slot_space == nil then
            --we have missing information, fall back to hard-coded air power
            air_power = self._as_rating
            break
        elseif slot_equipment ~= false then
            --if there is an equipment
            local slot_equipment_type = slot_equipment:type()
            local slot_equipment_aa = slot_equipment:aa()
            if slot_equipment_aa and
               (slot_equipment_type == 6 or 
                slot_equipment_type == 7 or 
                slot_equipment_type == 8 or 
                slot_equipment_type == 11 or
                slot_equipment_type == 47 or
                count_recons and slot_equipment_type == 10) then
                air_power = air_power + 
                   math.floor(math.sqrt(slot_space) * slot_equipment_aa)
            elseif slot_equipment_aa == nil then
            --we have missing information, fall back to hard-coded air power
                air_power = self._as_rating
                break
            end
        end
    end
    return air_power
end

function ShipData:has_lbas_ha_bomber()
    for i = 1, self:slots_length() or 0 do
        local equipment = self:slot(i)
        if equipment and equipment:is_lbas_ha_bomber() then
            return true
        end
    end
    return false
end

function ShipData:air_power_estimation(count_recons)
    return self._air_power_estimation
end

function ShipData:gun_fit_properties(fit_group)
	if not self._gun_fit_properties then
		return nil
	else
		return self._gun_fit_properties[fit_group]
	end
end

function ShipData:night_bombing()
	return self._night_bombing
end

function ShipData:night_aviation_personnel()
	return self._night_aviation_personnel
end

function ShipData:opening_torpedo()
	return self._opening_torpedo
end

function ShipData:asw_attack()
	return self._asw_attack
end

function ShipData:seasonal()
	return self._seasonal
end

--The voice actor for this ship. A string, or nil if unknown.
--EXPERIMENTAL, DO NOT USE. Spec for this feature may rapidly change.
function ShipData:voice_actor()
	if self._voice_actor ~= nil then
		return self._voice_actor
	elseif self._voice_actor_reference or self:remodel_from() then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._voice_actor_reference or self:remodel_from(), self):voice_actor()
	end
    return self._voice_actor
end

--The artist for this ship. A string, or nil if unknown.
--EXPERIMENTAL, DO NOT USE. Spec for this feature may rapidly change.
function ShipData:artist()
	if self._artist ~= nil then
		return self._artist
	elseif self._artist_reference or self:remodel_from() then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._artist_reference or self:remodel_from(), self):artist()
	end
    return self._artist
end

--The availability for this ship.
--false = not available.
--nil = unknown.
--Otherwise a table with obtainment methods under numeric keys and optional detailed data under the obtainment method key.
--E.g. {"drop", "event_reward", "event_drop", 
--      drop = {{1/*world*/, 4/*map*/, "B"/*node*/, 3/*formation (optional)*/}, {3, 2, "A"}},
--      event_reward = {{2016/*year*/, 4/*1 = winter, 4 = spring, 7 = summer, 10 = fall*/, 5/*map*/}},
--      event_drop = {{2016, 4, 7, "N"}}}
--EXPERIMENTAL, DO NOT USE. Spec for this feature may rapidly change.
function ShipData:availability()
    if self:remodel_from() then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self:remodel_from(), self):availability()
	else
	    return self._availability
	end
end

function ShipData:implementation_date()
	if self._implementation_date ~= nil then
		return self._implementation_date
	elseif self._implementation_date_reference or self:remodel_from() then
		Ship = Ship or require(self._constructor_module)
		return Ship:create_from_reference(self._implementation_date_reference or self:remodel_from(), self):implementation_date()
	end
    return self._implementation_date
end

function ShipData:implementation_date_string()
	local date = self:implementation_date()
    return not date and "??" or string.format("%s/%s/%s", date[1], date[2] < 10 and "0" .. date[2] or date[2], date[3] < 10 and "0" .. date[3] or date[3])
end

function ShipData:_prepare_Equipment()
	if not Equipment then
		Equipment = require('Module:Equipment')
	end
end

function ShipData:create(ship)
	ship = ship or {}
	-- apparently wikia (mediawiki?) can have shared state between invokes
	if type(ship._class) == 'string' then
		ship._class = ShipClass(ship._class)
	end
	setmetatable(ship, ship)
	ship.__index = self
	ship.__call = self.__call
	return ship
end

return ShipData