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Difference between revisions of "Module:NodeInfo"

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(Attempt to hide the node xp column when the node does not have variable experience.)
 
(93 intermediate revisions by 3 users not shown)
Line 1: Line 1:
local U = require("Module:Utils")
+
local U = require("Module:Core")
local format = require('Module:Utils').format
+
local format = require('Module:Core').format
 
local BaseTable = require("Module:BaseTable")
 
local BaseTable = require("Module:BaseTable")
 
local EnemyShip = require("Module:EnemyShip")
 
local EnemyShip = require("Module:EnemyShip")
 
local Formatting = require('Module:Formatting')
 
local Formatting = require('Module:Formatting')
 
local ShipBattleCardKai = require("Module:ShipBattleCardKai")
 
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({
 
local NodeInfo = BaseTable({
 
     _item_class = EnemyShip,
 
     _item_class = EnemyShip,
     _table_start = [[{| class="wikitable typography-xl-optout" style="width:680px"]],
+
     _table_start = [[{|class="wikitable"]],
 +
    _table_start_style = [[{|class="wikitable" style="margin-bottom:%spx !important"]],
 
     _header_template = [[!#
 
     _header_template = [[!#
    !Formation
+
!Formation
    !${node_type}
+
!${node_type}
    !AD/AP<br>AS/AS+]],
+
!AD/AP<br>AS/AS+]],
 
     _header_template_simple = [[!#
 
     _header_template_simple = [[!#
    !colspan="3"|${node_type}]],
+
!colspan="3"|${node_type}]],
 
_header_template_basexp = [[!#
 
_header_template_basexp = [[!#
    !Enemy<br>Form.
+
!Enemy<br>Form.
!Base EXP
+
!Base EXP
    !${node_type}
+
!${node_type}
    !AD/AP<br>AS/AS+]],
+
!AD/AP<br>AS/AS+]],
 
     _column_cell_templates = {
 
     _column_cell_templates = {
         node = [[| colspan="${colspan}" rowspan="${rowspan}" style="text-align: center; color: ${color}; background-color: ${bg_color};" |${values.node}]],
+
         node = [[|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}]],
+
        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:${bg_color};font-size:0px"|${values.fleet}]],
fleet = [[| style="width: 490px; background-color: ${bg_color};" |${values.fleet}]],
+
        as = [[|style="text-align:center;background-color:${bg_color};color:${color}"|${values.as}]],
         as = [[| style="text-align: center; background-color: ${bg_color}; color: ${color};" |${values.as}]],
+
    },
 +
    _column_cell_templates_basexp = {
 +
        node = [[|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:${bg_color};font-size:0px"|${values.fleet}]],
 +
         as = [[|style="text-align:center;background-color:${bg_color};color:${color}"|${values.as}]],
 
     },
 
     },
     _empty_node_template = [[| style="text-align: center;" |${values.node}
+
 
    | colspan="3" style="text-align: center;" |Must be my imagination (battle avoided)/No enemies sighted<br /><span lang="ja">気のせいだった(戦闘回避)/敵影を見ず。(戦闘なし)</span>]],
+
     _simple_node_template = [[|style="text-align:center"|${node}
     _selection_node_template = [[|style="text-align: center;" |${values.node}
+
|style="text-align:center"|<span lang="ja">${ja}</span><br>${en}]],
     | colspan="3" style="text-align: center;" |You may choose which direction your fleet will go. Admiral, which path will you choose?<br /><span lang="ja">艦隊針路選択可能!/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?</span>]],
+
 
     _resource_node_template = [[| style="text-align: center; background-color: ${values.bg_color}; color: ${values.color};" |${values.node}
+
     _empty_node_en = 'Must be my imagination./No enemy spotted./Calm seas./Calm straits./Be alert./Peaceful seas.',
    | colspan="3" style="text-align: center; background-color: ${values.bg_color}; color: ${values.color};" |${values.text}]],
+
     _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?',
 +
 
 +
_landing_node_en = 'The landing point of the convoy has been reached. The transport operation here has already been completed successfully.',
 +
    _landing_node_ja = '輸送物資の揚陸地点に到達しました。本海域の輸送作戦は無事完了しています。',
 +
 
 +
     _resource_node_template = [[|style="text-align:center;background-color:${values.bg_color};color:${values.color}"|${values.node}
 +
|style="text-align:center;background-color:${values.bg_color};color:${values.color}"|${values.text}]],
 +
 
 
     _collapser_template = [[<div class="mw-customtoggle-${toggle_id} wikia-menu-button">${button_display}</div>
 
     _collapser_template = [[<div class="mw-customtoggle-${toggle_id} wikia-menu-button">${button_display}</div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-${toggle_id}">]],
+
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-${toggle_id}">]],
 +
 
 
     _collapser_end = [[</div>]],
 
     _collapser_end = [[</div>]],
 
     _columns = {
 
     _columns = {
 
         "node",
 
         "node",
 
         "formation",
 
         "formation",
"basexp",
+
        "fleet",
 +
        "as",
 +
    },
 +
    _columns_basexp = {
 +
        "node",
 +
        "formation",
 +
    "basexp",
 
         "fleet",
 
         "fleet",
 
         "as",
 
         "as",
Line 49: Line 76:
 
     _defense_battle_bg_color = "#81C784",
 
     _defense_battle_bg_color = "#81C784",
 
     _raid_battle_bg_color = "#81C784",
 
     _raid_battle_bg_color = "#81C784",
 +
    -- _ha_raid_battle_bg_color = "#43A047",
 
     _boss_battle_color = "red",
 
     _boss_battle_color = "red",
     --_resource_node_bg_color = "lightgreen",
+
     _clear_battle_color = "blue",
     _resource_node_bg_color = "initial",
+
     _ambush_battle_bg_color = "#FFB74D",
    --_maelstrom_node_bg_color = "pink",
 
    _maelstrom_node_bg_color = "initial",
 
 
})
 
})
 
   
 
   
Line 79: Line 105:
 
         bg_color = self._night_battle_bg_color
 
         bg_color = self._night_battle_bg_color
 
     end
 
     end
     return { values = { node = Formatting:japanese_text(row.node) }, color = color, bg_color = bg_color }
+
    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
 
end
+
 
 
function NodeInfo:formation(row)
 
function NodeInfo:formation(row)
 
     if row.tags.final then
 
     if row.tags.final then
         row.formation = row.formation .. "<br />(Final)"
+
         row.formation = row.formation .. "<br /><div style='font-weight:bold;color:red'>(Final)</div>"
 
     end
 
     end
     local color = "initial"
+
     if row.tags.clear then
     if row.tags.boss then
+
        row.formation = row.formation .. "<br /><div style='font-weight:bold;color:blue'>(Clear)</div>"
         color = self._boss_battle_color
+
    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
 
     end
     return { values = { formation = row.formation }, color = color }
+
     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
 
end
 
   
 
   
 
function NodeInfo:basexp(row)
 
function NodeInfo:basexp(row)
return { values = { basexp = row.basexp } }
+
    return {
 +
        values = { basexp = row.basexp },
 +
        color = row.tags.boss and self._boss_battle_color or 'initial',
 +
    }
 
end
 
end
 
   
 
   
 
function NodeInfo:fleet(row)
 
function NodeInfo:fleet(row)
     return { values = { fleet = row.fleet } }
+
     return {
 +
        values = { fleet = row.fleet },
 +
        -- bg_color = row.tags.has_lbas_ha_bomber and self._ha_raid_battle_bg_color or 'initial',
 +
    }
 
end
 
end
 
   
 
   
function NodeInfo:as(row)
+
function NodeInfo:create_as_string(as, as_complete, oneline)
    color = "initial"
 
    if row.tags.boss then
 
        color = self._boss_battle_color
 
    end
 
    return { values = { as = row.as }, color = color }
 
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)
 
--[=[
 
    -- Can give weird results when major contributors to air power are unknown
 
    -- [[Category:Todo]] : use tooltips with explanations instead
 
    local air_parity = (as_complete or as > 0) and string.format("%.1d", math.ceil((2./3.) * as)) or "??"
 
    local air_superiority = (as_complete or as > 0) and string.format("%.1d", math.ceil(as * (3 / 2))) or "??"
 
    local air_supremacy = (as_complete or as > 0) and tostring(as * 3) or "??"
 
    local air_string = not as_complete and as > 0 and (air_parity .. "+/" .. air_superiority .. "+/" .. air_supremacy .. "+")
 
        or (air_parity .. "/" .. air_superiority .. "/" .. air_supremacy)
 
--]=]
 
 
     local air_denial_string = "?"
 
     local air_denial_string = "?"
 
     local air_parity_string = "?"
 
     local air_parity_string = "?"
Line 140: Line 158:
 
     end
 
     end
 
     local air_string = air_denial_string .. "/" .. air_parity_string .. "<br>" .. air_superiority_string .. "/" .. air_supremacy_string
 
     local air_string = air_denial_string .. "/" .. air_parity_string .. "<br>" .. air_superiority_string .. "/" .. air_supremacy_string
if self._is_basexp then
+
    if oneline then
table.insert(self._items, {
+
        air_string = air_string:gsub("<br>", "/")
node = node,
+
    end
formation = formation,
+
    return air_string
basexp = basexp,
+
end
fleet = fleet,
+
 
as = air_string,
+
function NodeInfo:as(row)
tags = tags,
+
    return {
})
+
        values = { as = row.as },
else
+
        color = row.tags.boss and self._boss_battle_color or 'initial',
table.insert(self._items, {
+
        -- bg_color = row.tags.has_lbas_ha_bomber and self._ha_raid_battle_bg_color or 'initial',
node = node,
+
    }
formation = formation,
+
end
fleet = fleet,
+
 
as = air_string,
+
function NodeInfo:upcase(str)
tags = tags,
+
    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)
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
 
end
 
   
 
   
function NodeInfo:create_items()  
+
function NodeInfo:create_items()
 
     --Modes are as follows:
 
     --Modes are as follows:
 
     --1 = Node
 
     --1 = Node
Line 167: Line 207:
 
     --4 = Amount of resources
 
     --4 = Amount of resources
 
     --5 = Formation
 
     --5 = Formation
--6 = Base node exp
+
    --6 = Base node exp
 
     --7 = Fleet building
 
     --7 = Fleet building
 
     local mode = 1
 
     local mode = 1
Line 173: Line 213:
 
     local node, formation, basexp = nil, nil, 0
 
     local node, formation, basexp = nil, nil, 0
 
     local fleet = {}
 
     local fleet = {}
     local as_rating, as_complete = 0, true
+
     local as_rating, as_rating_lb, as_complete = 0, 0, true
 
   
 
   
 
     local tags = {}
 
     local tags = {}
 
     local resource
 
     local resource
self._is_basexp = false
+
   
 +
    local i = 0
 
 
 
for index, item_key in ipairs(self._args) do
 
for index, item_key in ipairs(self._args) do
if item_key == "-" then
+
        if item_key == "-" then
    if mode == 7 then --We're at a break and have built a full row; time to insert it
+
            i = 0
        self:insert_item(node, formation, basexp, table.concat(fleet, " "), as_rating, tags, as_complete)
+
            if mode == 7 then --We're at a break and have built a full row; time to insert it
    end
+
                self:insert_item(node, formation, basexp, table.concat(fleet, " "), as_rating, tags, as_complete, as_rating_lb)
+
            end
table.insert(self._items, "break")
+
            table.insert(self._items, "break")
+
            fleet, as_rating, as_rating_lb, as_complete = {}, 0, 0, true
fleet, as_rating, as_complete = {}, 0, true
+
            tags = {}
tags = {}
+
            mode = 1
mode = 1
 
 
else
 
else
if mode == 1 then
+
    if mode == 1 then
    --First item should always be the node
+
        i = 0
    node = item_key
+
        --First item should always be the node
    mode = 2
+
        node = item_key
elseif mode == 2 then
+
        mode = 2
-- underscores should be exclusive to modifier specification during mode 2
+
    elseif mode == 2 then
if mw.ustring.find(item_key, '_') then
+
        i = 0
-- capture modifiers here, then trim them off the node type
+
        self._node_type = string.lower(string.match(item_key, "(.-)/") or item_key)
if mw.ustring.find(item_key, 'BaseEXP') then
+
        if mw.ustring.find(string.lower(item_key), "resource") or string.lower(item_key) == "storm" then
self._is_basexp = true
+
            local split = mw.ustring.find(item_key, '/')
end
+
            if split then
local nodetypesolo = mw.ustring.sub(item_key, 1, mw.ustring.find(item_key, '_') - 1)
+
                tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
self._node_type = string.lower(string.match(nodetypesolo, "(.-)/") or nodetypesolo)
+
                item_key = mw.ustring.sub(item_key, split + 1)
item_key = nodetypesolo;
+
            end
else
+
            tags[string.lower(item_key)] = true
self._node_type = string.lower(string.match(item_key, "(.-)/") or item_key)
+
            mode = 3
end
+
        elseif string.lower(item_key) == "empty" then
    if mw.ustring.find(string.lower(item_key), "resource") or string.lower(item_key) == "storm" then
+
            table.insert(self._items, node .. "/empty")
        local split = mw.ustring.find(item_key, '/')
+
            mode = 1
        if split then
+
        elseif string.lower(item_key) == "select" then
            tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
+
            table.insert(self._items, node .. "/select")
            item_key = mw.ustring.sub(item_key, split + 1)
+
            mode = 1
        end
+
        elseif string.lower(item_key) == "landing" then
        tags[string.lower(item_key)] = true
+
            table.insert(self._items, node .. "/landing")
        mode = 3
+
            mode = 1
    elseif string.lower(item_key) == "empty" then
+
        else
        table.insert(self._items, node .. "/empty")
+
            while mw.ustring.find(item_key, '/') do
        mode = 1
+
                local split = mw.ustring.find(item_key, '/')
    elseif string.lower(item_key) == "select" then
+
                tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
        table.insert(self._items, node .. "/select")
+
                item_key = mw.ustring.sub(item_key, split + 1)
        mode = 1
+
            end
    else
+
            tags[string.lower(item_key)] = true
        while mw.ustring.find(item_key, '/') do
+
            if tags.basexp then
            local split = mw.ustring.find(item_key, '/')
+
                -- used to communicate the need to account for node xp while building rows\
tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
+
                self._is_basexp = true
            item_key = mw.ustring.sub(item_key, split + 1)
+
            end
        end
+
            mode = 5
        tags[string.lower(item_key)] = true
+
        end
        mode = 5
 
    end
 
 
    elseif mode == 3 then
 
    elseif mode == 3 then
 +
        i = 0
 
        resource = self:upcase(item_key)
 
        resource = self:upcase(item_key)
 
        mode = 4
 
        mode = 4
 
    elseif mode == 4 then
 
    elseif mode == 4 then
 +
        i = 0
 
        local amount = item_key
 
        local amount = item_key
 
        if tags["storm"] and mw.ustring.sub(amount, 1, 1) ~= "-" then
 
        if tags["storm"] and mw.ustring.sub(amount, 1, 1) ~= "-" then
Line 244: Line 284:
 
        mode = 1
 
        mode = 1
 
    elseif mode == 5 then
 
    elseif mode == 5 then
 +
        i = 0
 
        formation = self:upcase(item_key)
 
        formation = self:upcase(item_key)
 
        mode = 6
 
        mode = 6
 
    else
 
    else
if mode == 6 and self._is_basexp then
+
        -- Only add basexp to the list of values if included as a tag
basexp = item_key
+
        if mode == 6 and tags.basexp then
else
+
            i = 0
--Fleets are of variable size, so we append onto a string until we hit the next node declaration
+
            basexp = item_key
local split = mw.ustring.find(item_key, '/')
+
            mode = 7
local ship_name, ship_suffix
+
        else
if split then
+
            i = i + 1
ship_name = mw.ustring.sub(item_key, 1, split - 1)
+
            --Fleets are of variable size, so we append onto a string until we hit the next node declaration
ship_suffix = mw.ustring.sub(item_key, split + 1)
+
            local id = tonumber(item_key)
else
+
            local isVita = self._params.fullpagename:sub(1, 13) == 'KanColle Kai:'
ship_name = item_key
+
            if id then
ship_suffix = ""
+
                if isVita then
end
+
                    local vitaName = VitaShipsByApiId[id]
+
                    if id >= 501 and id < 700 then
local ship = EnemyShip(ship_name, ship_suffix)
+
                        id = id + 1000
local ship_air_power = ship:air_power(tags.raid)
+
                    end
+
                    item_key = vitaName and ('Vita:' .. vitaName) or ShipsByApiId[id] or item_key
local ship_caption =
+
                else
(ship:name() or "?")
+
                    item_key = ShipsByApiId[id] or item_key
.. " (" .. Formatting:format_enemy_stat(ship:api_id()) .. "): "
+
                end
.. (ship:armor() or "?") .. " Armor, " .. (ship:hp() or "?") .. " HP"
+
            end
.. (ship_air_power ~= 0 and ", " .. (ship_air_power or "?") .. " AP" or "")
+
           
+
            local split = mw.ustring.find(item_key, '/')
table.insert(fleet, ShipBattleCardKai:get{
+
            local ship_name, ship_suffix
ship = ship,
+
            if split then
caption = ship_caption,
+
                ship_name = mw.ustring.sub(item_key, 1, split - 1)
link = ship:link(),
+
                ship_suffix = mw.ustring.sub(item_key, split + 1)
flagship = #fleet == 0
+
            else
})
+
                ship_name = item_key
+
                ship_suffix = ""
if ship_air_power then
+
            end
as_rating = as_rating + ship_air_power
+
 
else
+
            local ship = EnemyShip(ship_name, ship_suffix)
as_complete = false
+
            local ship_air_power = ship:air_power(tags.raid)
end
+
            local ship_air_power_lb = ship:air_power(true)
if mode == 6 then
+
 
-- only check for the base node experience once
+
            if not tags.has_lbas_ha_bomber and ship:has_lbas_ha_bomber() then
mode = 7
+
                tags.has_lbas_ha_bomber = true
end
+
                    end
end
+
 
            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
 
     end
 
     end
 
     if mode == 7 then
 
     if mode == 7 then
         self:insert_item(node, formation, basexp, table.concat(fleet, " "), as_rating, tags, as_complete)
+
         self:insert_item(node, formation, basexp, table.concat(fleet, " "), as_rating, tags, as_complete, as_rating_lb)
 
     end
 
     end
 
end
 
end
Line 299: Line 367:
 
local row_values
 
local row_values
 
if type(item) == "string" then
 
if type(item) == "string" then
row_values = item
+
    row_values = item
 
else
 
else
row_values = {}
+
    local columnuse = nil
for _, column in ipairs(self._columns) do
+
    if item.tags.basexp then
row_values[column] = self[column](self, item)
+
        columnuse = self._columns_basexp
end
+
    else
if index > 1 then
+
        columnuse = self._columns
    for _, column in ipairs(self._columns) do
+
    end
    for i = index - 1, 1, -1 do
+
   
        if column == "node" then
+
    row_values = {}
    local previous_cell = self._data_rows[i][column]
+
    for _, column in ipairs(columnuse) do
    if previous_cell then
+
        row_values[column] = self[column](self, item)
        if row_values[column].values.node == previous_cell.values.node then
+
    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
 
        previous_cell.rowspan = previous_cell.rowspan and previous_cell.rowspan + 1 or 2
        row_values[column] = nil
+
        row_values[column] = nil
        else
+
        else
        row_values[column].rowspan = 1
+
            row_values[column].rowspan = 1
        row_values[column].colspan = 1
+
            row_values[column].colspan = 1
        end
+
        end
        break
+
        break
        end
+
    end
 
    end
 
    end
 
            end
 
            end
 
        end
 
        end
 
    else
 
    else
for _, column in ipairs(self._columns) do
+
        for _, column in ipairs(columnuse) do
    row_values[column].rowspan = 1
+
            row_values[column].rowspan = 1
    row_values[column].colspan = 1
+
            row_values[column].colspan = 1
end
+
        end
end
+
    end
 
end
 
end
 
table.insert(self._data_rows, row_values)
 
table.insert(self._data_rows, row_values)
Line 339: Line 414:
 
         boss = 'Boss Battle Node',
 
         boss = 'Boss Battle Node',
 
         resource = 'Resource Node',
 
         resource = 'Resource Node',
 +
        landing = 'Landing Node',
 
         storm = 'Maelstrom Node',
 
         storm = 'Maelstrom Node',
 
         empty = 'Empty Node',
 
         empty = 'Empty Node',
 +
        repair = 'Repair Node',
 
         select = 'Selection Node',
 
         select = 'Selection Node',
 
         night = 'Night Battle Node',
 
         night = 'Night Battle Node',
Line 347: Line 424:
 
         nighttoday = 'Night to Day Battle Node',
 
         nighttoday = 'Night to Day Battle Node',
 
         raid = 'Air Raids',
 
         raid = 'Air Raids',
 +
        ambush = 'Ambush Battle Node',
 +
        supported = 'Supported Battle Node',
 +
       
 +
        -- older node type names (required to make older event pages work)
 +
        medium = 'Normal Battle Node',
 +
        dogfight = 'Air Defense Node',
 
     }
 
     }
     return self._args["comment"] or node_types[self._node_type] or "Fleet"
+
    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
 
end
 
   
 
   
 
function NodeInfo:is_simple_node_type()
 
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'
+
     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:is_basexp()
 
return self._is_basexp
 
 
end
 
end
 
   
 
   
Line 363: Line 446:
 
if self:is_simple_node_type() then
 
if self:is_simple_node_type() then
 
header_string = format{
 
header_string = format{
self._header_template_simple,
+
    self._header_template_simple,
node_type = self:format_node_type()
+
    node_type = self:format_node_type()
 
}
 
}
elseif self:is_basexp() then
+
elseif self._is_basexp then
 
header_string = format{
 
header_string = format{
self._header_template_basexp,
+
    self._header_template_basexp,
node_type = self:format_node_type()
+
    node_type = self:format_node_type()
 
}
 
}
 
else
 
else
 
header_string = format{
 
header_string = format{
self._header_template,
+
    self._header_template,
node_type = self:format_node_type()
+
    node_type = self:format_node_type()
 
}
 
}
 
end
 
end
Line 391: Line 474:
 
     end
 
     end
 
   
 
   
    table.insert(self._rows, self._table_start)
+
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)
 
     table.insert(self._rows, self._header)
 
end
 
end
Line 415: Line 504:
 
     return text, node_type, bg_color
 
     return text, node_type, bg_color
 
end
 
end
+
 
 
function NodeInfo:build_rows()
 
function NodeInfo:build_rows()
 
     local bg_color
 
     local bg_color
for index, row_values in ipairs(self._data_rows) do
+
    for index, row_values in ipairs(self._data_rows) do
if row_values ~= "break" then
+
        if row_values ~= "break" then
table.insert(self._rows, self._row_starter)
+
            table.insert(self._rows, self._row_starter)
if row_values == "header" then
+
            if row_values == "header" then
table.insert(self._rows, self._header)
+
    table.insert(self._rows, self._header)
 
elseif type(row_values) == "table" then
 
elseif type(row_values) == "table" then
 
    if row_values["node"] then
 
    if row_values["node"] then
Line 429: Line 518:
 
        bg_color = "initial"
 
        bg_color = "initial"
 
    end
 
    end
for _, column in ipairs(self._columns) do
+
    if self._is_basexp then
        if row_values[column] then
+
        for _, column in ipairs(self._columns_basexp) do
        row_values[column].bg_color = bg_color
+
            if row_values[column] then
    end
+
                row_values[column].bg_color = bg_color
if row_values[column] then
+
            end
table.insert(self._rows, format(self._column_cell_templates[column] or self._cell, row_values[column]))
+
            if row_values[column] then
end
+
                table.insert(self._rows, format(self._column_cell_templates_basexp[column] or self._cell, row_values[column]))
    end
+
            end
    elseif mw.ustring.find(row_values, '/') then
+
        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
 
             --node/resource/amount/boss
 
             local values = {}
 
             local values = {}
Line 448: Line 548:
 
            end
 
            end
 
            table.insert(values, row_values)
 
            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
 
            if values[2] == "empty" then
                table.insert(self._rows, format{self._empty_node_template, values = { node = Formatting:japanese_text(values[1]) } })
+
                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
 
            elseif values[2] == "select" then
                table.insert(self._rows, format{self._selection_node_template, values = { node = Formatting:japanese_text(values[1]) } })
+
                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" then
 +
                table.insert(self._rows, format{
 +
                    self._simple_node_template,
 +
                    node = node,
 +
                    en = enText or self._landing_node_en,
 +
                    ja = jaText or self._landing_node_ja,
 +
                })
 
             else
 
             else
 
                local resource = Formatting:format_image{values[2] .. ".png", caption = self:upcase(values[2]), size = "22x22px"}
 
                local resource = Formatting:format_image{values[2] .. ".png", caption = self:upcase(values[2]), size = "22x22px"}
Line 460: Line 590:
 
                end
 
                end
 
                 table.insert(self._rows, format{self._resource_node_template, values = {
 
                 table.insert(self._rows, format{self._resource_node_template, values = {
                     node = Formatting:japanese_text(values[1]),
+
                     node = node,
 
                     text = text,
 
                     text = text,
 
                     color = color,
 
                     color = color,
Line 466: Line 596:
 
                 }})
 
                 }})
 
            end
 
            end
    end
+
        end
end
+
  end
 
     end
 
     end
 
end
 
end
Line 476: Line 606:
 
table.insert(self._rows, self._table_end)
 
table.insert(self._rows, self._table_end)
 
if self._args["toggle_id"] then
 
if self._args["toggle_id"] then
        table.insert(self._rows, self._collapser_end)
+
    table.insert(self._rows, self._collapser_end)
 
     end
 
     end
 
end
 
end
+
 
 
U.registerTableTests(NodeInfo, {
 
U.registerTableTests(NodeInfo, {
     { "A", "Boss", "Line Ahead", "Northern Princess" }
+
     { "A", "Normal/Clear", "Line Ahead", "Northern Princess" }
 
})
 
})
 
-- p.run_table_tests()
 
-- p.run_table_tests()
+
 
 
return NodeInfo
 
return NodeInfo

Latest revision as of 17:28, 21 March 2023

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"]],
    _table_start_style = [[{|class="wikitable" style="margin-bottom:%spx !important"]],
    _header_template = [[!#
!Formation
!${node_type}
!AD/AP<br>AS/AS+]],
    _header_template_simple = [[!#
!colspan="3"|${node_type}]],
	_header_template_basexp = [[!#
!Enemy<br>Form.
!Base EXP
!${node_type}
!AD/AP<br>AS/AS+]],
    _column_cell_templates = {
        node = [[|rowspan="${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:${bg_color};font-size:0px"|${values.fleet}]],
        as = [[|style="text-align:center;background-color:${bg_color};color:${color}"|${values.as}]],
    },
    _column_cell_templates_basexp = {
        node = [[|rowspan="${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};font-size:0px"|${values.fleet}]],
        as = [[|style="text-align:center;background-color:${bg_color};color:${color}"|${values.as}]],
    },

    _simple_node_template = [[|style="text-align:center"|${node}
|style="text-align:center"|<span lang="ja">${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?',

	_landing_node_en = 'The landing point of the convoy has been reached. The transport operation here has already been completed successfully.',
    _landing_node_ja = '輸送物資の揚陸地点に到達しました。本海域の輸送作戦は無事完了しています。',

    _resource_node_template = [[|style="text-align:center;background-color:${values.bg_color};color:${values.color}"|${values.node}
|style="text-align:center;background-color:${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
		        elseif string.lower(item_key) == "landing" then
		            table.insert(self._items, node .. "/landing")
		            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',
        supported = 'Supported 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" then
	                table.insert(self._rows, format{
	                    self._simple_node_template,
	                    node = node,
	                    en = enText or self._landing_node_en,
	                    ja = jaText or self._landing_node_ja,
	                })
    	        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