- Welcome to the Kancolle Wiki!
- If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord
Difference between revisions of "Module:ShipData"
Jump to navigation
Jump to search
com>Ckwng (Add devmat remodel cost support) |
com>Ckwng (Fix) |
||
Line 384: | Line 384: | ||
function ShipData:scrap() | function ShipData:scrap() | ||
− | return {fuel = self._scrap_fuel, ammo = self._scrap_ammo, steel = self._scrap_steel, bauxite = self._scrap_baux} | + | return {fuel = self._scrap_fuel, ammo = self._scrap_ammo, steel = self._scrap_steel, bauxite = self._scrap_baux, development_material = false} |
end | end | ||
Revision as of 00:07, 26 September 2015
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 BaseData = require("Module:BaseData")
local ShipData = BaseData{
_constructor_module = "Module:Ship",
}
function ShipData:name()
local suffix = self:display_suffix()
if suffix then
return self:base_name() .. " " .. suffix
else
return self:base_name()
end
end
function ShipData:unique_name()
local suffix = self:suffix()
if suffix then
return self:base_name() .. " " .. self:suffix()
else
return self:base_name()
end
end
function ShipData:base_name()
return self._name
end
function ShipData:suffix()
return self._suffix
end
function ShipData:display_suffix()
if self._display_suffix ~= nil then
return self._display_suffix
end
return self._suffix
end
function ShipData:link()
if self._page then
return self._page, self:name()
elseif self:suffix() then
return self:base_name(), self:name()
else
return 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: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:rarity()
return self._rarity
end
function ShipData:back()
return self._back or self:rarity()
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:is_installation()
return self._installation
end
function ShipData:card()
if self._card 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()
end
api_id = self:api_id()
if api_id then
return Formatting:ship_card(api_id, self:unique_name(), self:type(), self._card_extension)
end
return self._card
end
function ShipData:card_damaged()
if self._card_damaged 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()
end
api_id = self:api_id()
if api_id then
return Formatting:ship_card_damaged(api_id, self:unique_name(), self:type(), self._card_damaged_extension)
end
return self._card_damaged
end
function ShipData:battle_card()
if self._battle_card 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()
end
api_id = self:api_id()
if api_id then
return Formatting:ship_battle_card(api_id, self:unique_name(), self:type(), self._battle_card_extension)
end
return self._battle_card
end
function ShipData:battle_card_layers()
return self._battle_card_layers
end
function ShipData:battle_card_damaged()
if self._battle_card_damaged 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()
end
api_id = self:api_id()
if api_id then
return Formatting:ship_battle_card_damaged(api_id, self:unique_name(), self:type(), self._battle_card_damaged_extension)
end
return self._battle_card_damaged
end
function ShipData:cg()
if self._cg 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()
end
api_id = self:api_id()
if api_id then
return Formatting:ship_cg(api_id, self:unique_name(), self:type(), self._cg_extension)
end
return self._cg
end
function ShipData:cg_damaged()
if self._cg_damaged 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()
end
api_id = self:api_id()
if api_id then
return Formatting:ship_cg_damaged(api_id, self:unique_name(), self:type(), self._cg_damaged_extension)
end
return self._cg_damaged
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_leveled()
local hp = self:hp()
if self._level and self._level > 100 then
return math.floor((self:hp_max() - hp) * (self._level - 99) / 51 + hp)
end
return hp
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:firepower_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:firepower_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()
if self._level then
local asw = self:asw()
return math.floor((self:asw_max() - asw) * self._level / 99 + asw)
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()
if self._level then
local evasion = self:evasion()
return math.floor((self:evasion_max() - evasion) * self._level / 99 + evasion)
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()
if self._level then
local los = self:los()
return math.floor((self:los_max() - los) * self._level / 99 + los)
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:build_time()
return self._build_time
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, development_material = self._remodel_development_material}
end
function ShipData:remodel_blueprint()
return self._remodel_blueprint
end
function ShipData:remodel_catapult()
return self._remodel_catapult
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, development_material = 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)
end
return equipment_slot.equipment, equipment_slot.size, equipment_slot.estimation
end
end
return nil
end
function ShipData:slots()
if self._equipment then
local i = 0
for _, v in ipairs(self._equipment) do
size = v.size
if size ~= false then
i = i + 1
end
end
return i
end
return nil
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:range()
return self._range
end
function ShipData:air_power()
local air_power = 0
for i = 1, self:slots() 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) 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:night_bombing()
return self._night_bombing
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
function ShipData:_prepare_Equipment()
if not Equipment then
Equipment = require('Module:Equipment')
end
end
function ShipData:create(ship)
ship = ship or {}
if ship._class then
ship._class = ShipClass(ship._class)
end
setmetatable(ship, ship)
ship.__index = self
ship.__call = self.__call
return ship
end
return ShipData