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Difference between revisions of "Module:EnemyShipListKai"
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Line 89: | Line 89: | ||
return { | return { | ||
value = value, | value = value, | ||
− | + | bg_color = bg_color, | |
− | + | background_image = background_image or self._none, | |
text_align = self._center_align, | text_align = self._center_align, | ||
} | } |
Revision as of 17:16, 24 August 2024
Documentation for this module may be created at Module:EnemyShipListKai/doc
local BaseTable = require('Module:BaseTable')
local EnemyColors = require('Module:EnemyColors')
local EnemyShip = require('Module:EnemyShip')
local Formatting = require('Module:Formatting')
local ShipBattleCardKai = require('Module:ShipBattleCardKai')
local ShipCapabilities = require('Module:ShipCapabilities')
local StatIcons = require('Module:Data/Asset')
local Iterator = require('Module:Iterator')
local EquipInfo = require('Module:EquipmentInfoKai')
local format = require('Module:Core').format
local EnemyShipListKai = BaseTable{
_header_template = [[! style="min-width: 180px;" | Card
! style="min-width: 75px;" | Name
! Type
! style="width: 30px; text-align: center; vertical-align: middle; background-color: pink;" | ${hp}
! style="width: 30px; text-align: center; vertical-align: middle; background-color: lightcoral;" | ${firepower}
! style="width: 30px; text-align: center; vertical-align: middle; background-color: lightskyblue;" | ${torpedo}
! style="width: 30px; text-align: center; vertical-align: middle; background-color: sandybrown;" | ${aa}
! style="width: 30px; text-align: center; vertical-align: middle; background-color: #9C8FEE;" | ${asw}
! style="width: 30px; text-align: center; vertical-align: middle; background-color: #F2E279;" | ${armor}
! style="width: 30px; text-align: center; vertical-align: middle; background-color: violet;" | ${evasion}
! style="text-align: center; vertical-align: middle;" | Armament
! style="text-align:left;" | Notes
! OASW
! Opening Torpedo
! Night Bombing
! AACI]],
_columns = {
"card",
"name",
"type",
"hp",
"firepower",
"torpedo",
"aa",
"asw",
"armor",
"evasion",
"armament",
"notes",
"oasw",
"otorp",
"nightbombing",
"aaci",
},
_cell = [[|style="text-align:${text_align};background-color:${bg_color}"|${value}]],
_column_cell_templates = {
-- card = [[|style="text-align:${text_align};background-color:${bg_color};background-image:${background_image}" |${value}]],
card = [[|style="text-align:${text_align}"|${value}]],
},
_item_class = function(item_key) return EnemyShip(item_key) end,
_fragment_prefix = "enemyshiplistkai",
_icon_caption_template = "${equipment} - ${equipment_type}",
_installation_label = "Installation",
_pillbox_label = "Pillbox",
_opening_torpedo_label = "Opening Torpedo",
_air_power_template = "${air_power} Air Power",
_night_bombing_label = "Night Bombing",
_asw_label = "ASW",
_high_asw_label = "High ASW",
_estimation_label = "Estimation",
}
function EnemyShipListKai:name(ship)
local name = Formatting:format_link(ship:link())
local value = {name}
local japanese_name = ship:japanese_name()
if japanese_name and name ~= japanese_name then
local reading = ship:reading()
if reading then
japanese_name = Formatting:japanese_text(japanese_name, reading)
end
table.insert(value, Formatting:format_stat(japanese_name))
end
return {value = Formatting:id_span(tostring(ship:api_id() or mw.ustring.lower(mw.ustring.gsub(ship:name(), "%s+"))), self._fragment_prefix, table.concat(value, "<br />")), bg_color = self._transparent, text_align = self._start_align}
end
function EnemyShipListKai:card(ship)
local value
local bg_color, background_image = EnemyColors:rarity_colors(ship)
background_image = EnemyColors:variant_background_image(ship, background_image)
if ship == false then
value = Formatting:format_image{self._blank, size = self._size}
else
value = ShipBattleCardKai:get{ship = ship, size = self._size, link = ship:link(), hd = true, size = '160px', caption = ship:name()}
end
return {
value = value,
bg_color = bg_color,
background_image = background_image or self._none,
text_align = self._center_align,
}
end
function EnemyShipListKai:type(ship)
return {value = Formatting:format_ship_code(ship:type()), bg_color = self._transparent, text_align = self._start_align}
end
function EnemyShipListKai:firepower(ship)
return {value = Formatting:format_stat(ship:firepower()), bg_color = "#e6cfcf", text_align = self._center_align}
end
function EnemyShipListKai:torpedo(ship)
return {value = Formatting:format_stat(ship:torpedo()), bg_color = "#cfdde6", text_align = self._center_align}
end
function EnemyShipListKai:aa(ship)
return {value = Formatting:format_stat(ship:aa()), bg_color = "#e6d9cf", text_align = self._center_align}
end
function EnemyShipListKai:asw(ship)
return {value = Formatting:format_stat(ship:asw()), bg_color = "#d2cee6", text_align = self._center_align}
end
function EnemyShipListKai:hp(ship)
return {value = Formatting:format_stat(ship:hp()), bg_color = "#f0d9dd", text_align = self._center_align}
end
function EnemyShipListKai:armor(ship)
return {value = Formatting:format_stat(ship:armor()), bg_color = "#e6e3cf", text_align = self._center_align}
end
function EnemyShipListKai:evasion(ship)
return {value = Formatting:format_stat(ship:evasion()), bg_color = "#e6cee6", text_align = self._center_align}
end
function EnemyShipListKai:armament(ship)
local icons, roles = {}, {}
local sonar, dc, air_power, active_midget_submarine = false, false, false, false
for i = 1, ship:slots_length() do
local equipment, size, estimation = ship:slot(i)
local icon, equipment_type, equipment_link
if equipment then
icon = equipment:icon()
equipment_type = equipment:type()
if ShipCapabilities:_is_air_power_plane(equipment) then
air_power = true
elseif ShipCapabilities:_is_sonar(equipment) then
sonar = true
elseif ShipCapabilities:_is_depth_charge(equipment) then
dc = true
end
local real_equipment = equipment:link()
equipment = real_equipment or equipment
equipment_link = equipment
--[[
equipment_link, equipment = Formatting:format_link(equipment:link())
equipment = equipment or equipment_link
]]
else
icon = disabled and "" or false
equipment = equipment == false and (disabled and "- Locked -" or "- Unequipped -") or Formatting:format_stat(equipment)
equipment_link = false
equipment_type = false
end
if icon ~= "" then
icon = Formatting:format_image{Formatting:format_equipment_icon(icon), link = equipment_link, caption = format{self._icon_caption_template, equipment_type = Formatting:format_equipment_type(equipment_type), equipment = equipment}}
end
table.insert(icons, icon)
end
if air_power then
local ap_text = format{self._air_power_template, air_power = Formatting:format_stat(ship:air_power())}
if ship:air_power_estimation() then
ap_text = Formatting:tooltip(ap_text, self._estimation_label)
end
table.insert(roles, ap_text)
end
if sonar or dc then
if sonar and dc then
table.insert(roles, self._high_asw_label)
else
table.insert(roles, self._asw_label)
end
end
return {value = table.concat(icons) .. '<br/>' .. table.concat(roles, ", "), bg_color = self._transparent, text_align = self._start_align}
end
function EnemyShipListKai:notes(ship)
local note = self._notes[ship]
local back = ship:back() or 0
local value = {}
if back < -1 then
table.insert(value, tostring(mw.html.create('span'):css({color = Formatting:format_ship_back(back)}):tag('b'):wikitext(Formatting:format_ship_rarity(back)):allDone()))
end
if ship:speed() == 0 then
table.insert(value, tostring(mw.html.create('b'):wikitext(ship:is_pillbox() and self._pillbox_label or self._installation_label)))
end
if note then
table.insert(value, note.note or "")
end
return {value = table.concat(value, "<br/>"), bg_color = self._transparent, text_align = self._start_align}
end
function EnemyShipListKai:oasw(ship)
local capabilities = ShipCapabilities{_ship = ship}
local value = {}
local attack_power, opening, day, night, uncertain = capabilities:asw_attack()
local label = opening and "Yes" or "No"
return {value = label, bg_color = opening and "green" or self._transparent, text_align = self._start_align}
end
function EnemyShipListKai:otorp(ship)
local roles = {}
local active_midget_submarine = false
for i = 1, ship:slots_length() do
local equipment, size, estimation = ship:slot(i)
if equipment then
if ShipCapabilities._is_active_midget_submarine(equipment) then
active_midget_submarine = true
end
end
end
local can_otorp = false
if ShipCapabilities:_is_submarine(ship) then
if ship:suffix() and (ship:suffix():match("Elite") or ship:suffix():match("Flagship")) then
can_otorp = true
end
elseif active_midget_submarine then
can_otorp = true
end
local label = can_otorp and "Yes" or "No"
return {value = label, bg_color = can_otorp and "green" or self._transparent, text_align = self._start_align}
end
function EnemyShipListKai:nightbombing(ship)
local roles = {}
local can_night = false
if ShipCapabilities:_is_night_bombing(ship) then
can_night = true
end
local label = can_night and "Yes" or "No"
return {value = label, bg_color = can_night and "green" or self._transparent, text_align = self._start_align}
end
function EnemyShipListKai:aaci(ship)
local ha_aafd, cd_mg, other_mg, air_radar = 0, 0, 0, 0
for i = 1, ship:slots_length() do
local equipment, size, estimation = ship:slot(i)
local equipment_type
if equipment then
equipment_type = equipment:type()
if ShipCapabilities:_is_main_gun(equipment) or ShipCapabilities:_is_secondary_gun(equipment) then
if equipment:is_aafd() then
ha_aafd = ha_aafd + 1
end
elseif ShipCapabilities:_is_radar(equipment) then
if equipment:aa() and equipment:aa() > 2 then
air_radar = air_radar + 1
end
elseif equipment_type == 21 then --AA guns
if equipment:aa() >= 9 then
cd_mg = cd_mg + 1
elseif equipment:aa() >= 3 then
other_mg = other_mg + 1
end
end
end
end
local can_aaci = true
local api = nil
if ha_aafd >= 2 and air_radar >= 1 then
api = 5
elseif ha_aafd >= 1 and air_radar >= 1 then
api = 8
elseif cd_mg >= 1 and other_mg >= 1 and air_radar >= 1 then
api = 12
else
can_aaci = false
end
local label = can_aaci and "API: " .. api or "No"
return {value = label, bg_color = can_aaci and "green" or self._transparent, text_align = self._start_align}
end
EnemyShipListKai.process_item_key = EnemyShip.process_item_key
EnemyShipListKai.build_rows = EnemyShipListKai.build_rows_breaks_as_empty_rows
function EnemyShipListKai:create_header()
local header_icons = {
firepower = StatIcons.firepower,
torpedo = StatIcons.torpedo,
aa = StatIcons.aa,
asw = StatIcons.asw,
hp = StatIcons.hp,
armor = StatIcons.armor,
evasion = StatIcons.evasion,
}
for key, value in pairs(header_icons) do
header_icons[key] = Formatting:format_image{value, caption = Formatting:format_stat_name(key)}
end
self._header = format(self._header_template, header_icons)
end
function EnemyShipListKai.Invoke(frame)
local args = require('Module:GetArgs'){frame = frame:getParent()}
return EnemyShipListKai:Table(args)
end
-- * Tests.
function EnemyShipListKai.test()
function testList(name, args)
local names = {}
local iterator = Iterator[name](args)
local i = 0
while iterator.next() do
names[i] = iterator.current() or '?'
i = i + 1
end
return names
end
local result = testList('enemiesByTypeAndInstallationAndBoss', { type = '9', boss = 'no', installation='yes'})
mw.log(EnemyShipListKai:Table(result))
result = testList('enemiesByTypeAndInstallationAndBoss', { type = '2', boss = 'no' , listBase = 'true'})
mw.log(EnemyShipListKai:Table(result))
result = testList('enemiesByTypeAndInstallationAndBoss', { type = '-13', boss = 'yes' , installation = 'no'})
mw.log(EnemyShipListKai:Table(result))
end
-- p.test()
return EnemyShipListKai