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Difference between revisions of "Module:NodeInfo"

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m
(support ids for names)
Line 5: Line 5:
 
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 NodeInfo = BaseTable({
 
local NodeInfo = BaseTable({
 
     _item_class = EnemyShip,
 
     _item_class = EnemyShip,
Line 278: Line 279:
 
            end
 
            end
 
             
 
             
 +
            local id = tonumber(ship_name)
 +
            if id then
 +
                ship_name = ShipsByApiId[id]
 +
            end
 +
 
            local ship = EnemyShip(ship_name, ship_suffix)
 
            local ship = EnemyShip(ship_name, ship_suffix)
 
            local ship_air_power = ship:air_power(tags.raid)
 
            local ship_air_power = ship:air_power(tags.raid)

Revision as of 17:01, 8 August 2019

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

local U = require("Module:Utils")
local format = require('Module:Utils').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 NodeInfo = BaseTable({
    _item_class = EnemyShip,
    _table_start = [[{| class="wikitable typography-xl-optout" style="width:690px"]],
    _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
    !${node_type}
    !AD/AP<br>AS/AS+]],
    _column_cell_templates = {
        node = [[| colspan="${colspan}" rowspan="${rowspan}" style="text-align: center; color: ${color}; background-color: ${bg_color};" |${values.node}]],
        formation = [[| style="text-align: center; background-color: ${bg_color}; color: ${color};" |${values.formation}]],
        fleet = [[| style="width: 490px; background-color: ${bg_color};" |${values.fleet}]],
        as = [[| style="text-align: center; background-color: ${bg_color}; color: ${color};" |${values.as}]],
    },
    _column_cell_templates_basexp = {
        node = [[| colspan="${colspan}" rowspan="${rowspan}" style="text-align: center; color: ${color}; background-color: ${bg_color};" |${values.node}]],
        formation = [[| style="text-align: center; background-color: ${bg_color}; color: ${color};" |${values.formation}]],
        basexp = [[| style="text-align: center; background-color: ${bg_color}; color: ${color};" |${values.basexp}]], 
        fleet = [[| style="width: 490px; background-color: ${bg_color};" |${values.fleet}]],
        as = [[| style="text-align: center; background-color: ${bg_color}; color: ${color};" |${values.as}]],
    },
    _empty_node_template = [[| style="text-align: center;" |${values.node}
    | colspan="3" style="text-align: center;" |Must be my imagination (battle avoided)/No enemies sighted<br /><span lang="ja">気のせいだった(戦闘回避)/敵影を見ず。(戦闘なし)</span>]],
    _selection_node_template = [[|style="text-align: center;" |${values.node}
    | 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}
    | colspan="3" style="text-align: center; background-color: ${values.bg_color}; color: ${values.color};" |${values.text}]],
    _collapser_template = [[<div class="mw-customtoggle-${toggle_id} wikia-menu-button">${button_display}</div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-${toggle_id}">]],
    _collapser_end = [[</div>]],
    _columns = {
        "node",
        "formation",
        "fleet",
        "as",
    },
    _columns_basexp = {
        "node",
        "formation",
	    "basexp",
        "fleet",
        "as",
    },
    _day_battle_color = "gold",
    _night_battle_color = "blue",
    _night_battle_bg_color = "lightblue", -- #BBDEFB
    _aerial_battle_bg_color = "lightgreen", -- #C8E6C9
    _defense_battle_bg_color = "#81C784",
    _raid_battle_bg_color = "#81C784",
    _boss_battle_color = "red",
    _clear_battle_color = "blue",
    --_resource_node_bg_color = "lightgreen",
    _resource_node_bg_color = "initial",
    --_maelstrom_node_bg_color = "pink",
    _maelstrom_node_bg_color = "initial",
    _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 = Formatting:japanese_text(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
    local color = "initial"
    if row.tags.boss then
        color = self._boss_battle_color
    end
    return { values = { formation = row.formation }, color = color }
end
 
function NodeInfo:basexp(row)
    color = "initial"
    if row.tags.boss then
        color = self._boss_battle_color
    end
    return { values = { basexp = row.basexp }, color = color }
end
 
function NodeInfo:fleet(row)
    return { values = { fleet = row.fleet } }
end
 
function NodeInfo:as(row)
    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_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 basexp == 0 then
		table.insert(self._items, {
			node = node,
			formation = formation,
			fleet = fleet,
			as = air_string,
			tags = tags,
		})
	else
		table.insert(self._items, {
			node = node,
			formation = formation,
			basexp = basexp,
			fleet = fleet,
			as = air_string,
			tags = tags,
		})
	end
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_complete = 0, true
 
    local tags = {}
    local resource
	
	for index, item_key in ipairs(self._args) do
        if item_key == "-" then
            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)
            end
            
            table.insert(self._items, "break")
            fleet, as_rating, as_complete = {}, 0, true
            tags = {}
            mode = 1
		else
		    if mode == 1 then
		        --First item should always be the node
		        node = item_key
		        mode = 2
		    elseif mode == 2 then
		        self._node_type = string.lower(string.match(item_key, "(.-)/") or item_key)
		        if mw.ustring.find(string.lower(item_key), "resource") or string.lower(item_key) == "storm" then
		            local split = mw.ustring.find(item_key, '/')
		            if split then
		                tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
		                item_key = mw.ustring.sub(item_key, split + 1)
		            end
		            tags[string.lower(item_key)] = true
		            mode = 3
		        elseif string.lower(item_key) == "empty" then
		            table.insert(self._items, node .. "/empty")
		            mode = 1
		        elseif string.lower(item_key) == "select" then
		            table.insert(self._items, node .. "/select")
		            mode = 1
		        else
		            while mw.ustring.find(item_key, '/') do
		                local split = mw.ustring.find(item_key, '/')
		                tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
		                item_key = mw.ustring.sub(item_key, split + 1)
		            end
		            tags[string.lower(item_key)] = true
		            if tags.basexp then
		                -- used to communicate the need to account for node xp while building rows\
		                self._is_basexp = true
		            end
		            mode = 5
		        end
		    elseif mode == 3 then
		        resource = self:upcase(item_key)
		        mode = 4
		    elseif mode == 4 then
		        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
		        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
		            basexp = item_key
		            mode = 7
		        else
		            --Fleets are of variable size, so we append onto a string until we hit the next node declaration
		            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 id = tonumber(ship_name)
		            if id then
		                ship_name = ShipsByApiId[id]
		            end

		            local ship = EnemyShip(ship_name, ship_suffix)
		            local ship_air_power = ship:air_power(tags.raid)
		            
		            local ship_caption =
		                (ship:name() or "?")
		                .. " (" .. Formatting:format_enemy_stat(ship:api_id()) .. "): "
		                .. (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 ship_air_power then
		                as_rating = as_rating + ship_air_power
		            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)
    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',
        storm = 'Maelstrom Node',
        empty = 'Empty 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',
    }
    return self._args["comment"] or node_types[self._node_type] 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'
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
 
    table.insert(self._rows, self._table_start)
    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)
	            if values[2] == "empty" then
	                table.insert(self._rows, format{self._empty_node_template, values = { node = Formatting:japanese_text(values[1]) } })
	            elseif values[2] == "select" then
	                table.insert(self._rows, format{self._selection_node_template, values = { node = Formatting:japanese_text(values[1]) } })
    	        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 = Formatting:japanese_text(values[1]),
    	                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