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Difference between revisions of "Module:ShipData"

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com>Ckwng
com>Ckwng
Line 181: Line 181:
 
function ShipData:remodel_cost(raw)
 
function ShipData:remodel_cost(raw)
 
if raw then
 
if raw then
return {
+
return self._remodel_ammo, self._remodel_steel
ammo = self._remodel_ammo,
 
steel = self._remodel_steel,
 
}
 
 
else
 
else
 
return mw.ustring.format("%s %d %s %d", self:format_image(ResourceIcons.ammo), self:format_stat(self._remodel_ammo), self:format_image(ResourceIcons.steel), self:format_stat(self._remodel_steel))
 
return mw.ustring.format("%s %d %s %d", self:format_image(ResourceIcons.ammo), self:format_stat(self._remodel_ammo), self:format_image(ResourceIcons.steel), self:format_stat(self._remodel_steel))
Line 196: Line 193:
 
return mw.ustring.format("%s %s", self:format_image(ResourceIcons.blueprint, "36px"), self._remodel_blueprint and "✓" or "✗")
 
return mw.ustring.format("%s %s", self:format_image(ResourceIcons.blueprint, "36px"), self._remodel_blueprint and "✓" or "✗")
 
end
 
end
 +
end
 +
 +
function ShipData:fuel(raw)
 +
return self:format_stat(self._fuel, raw)
 +
end
 +
 +
function ShipData:ammo(raw)
 +
return self:format_stat(self._ammo, raw)
 
end
 
end
  

Revision as of 18:23, 27 January 2015

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

local format = require("Module:StringInterpolation").format
local ResourceIcons = require("Module:ResourceIcons")

local BaseData = require("Module:BaseData")
local ShipData = BaseData()

function ShipData:name(raw)
	if self._suffix and not raw then
		return self:base_name() .. " " .. self._suffix
	else
		return self:base_name(raw)
	end
end

function ShipData:base_name(raw)
	return self:format_stat(self._name, raw)
end

function ShipData:link(raw)
	if self._suffix then
		return mw.ustring.format(self._aliased_link, self:base_name(), self:name())
	else
		return mw.ustring.format(self._simple_link, self:name())
	end
end

function ShipData:japanese_name(raw)
	return self:format_stat(self._japanese_name, raw)
end

function ShipData:id(raw)
	return self:format_stat(self._id, raw)
end

function ShipData:true_id(raw)
	return self:format_stat(self._true_id, raw)
end

function ShipData:has_true_id()
	return self._true_id ~= false
end

function ShipData:rarity(raw)
	return self:format_rarity(self._rarity, raw)
end

function ShipData:class(raw)
	return self:format_stat(self._class, raw)
end

function ShipData:type(raw)
	return self:format_type(self._type, raw)
end

function ShipData:card(raw)
	return self:format_image(self._card, nil, raw)
end

function ShipData:hp(raw)
	return self:format_stat(self._hp, raw)
end

function ShipData:firepower(raw)
	return self:format_stat(self._firepower, raw)
end

function ShipData:firepower_max(raw)
	return self:format_stat(self._firepower_max, raw)
end

function ShipData:has_firepower_max()
	return self._firepower_max ~= false
end

function ShipData:torpedo(raw)
	return self:format_stat(self._torpedo, raw)
end

function ShipData:torpedo_max(raw)
	return self:format_stat(self._torpedo_max, raw)
end

function ShipData:has_torpedo_max()
	return self._torpedo_max ~= false
end

function ShipData:aa(raw)
	return self:format_stat(self._aa, raw)
end

function ShipData:aa_max(raw)
	return self:format_stat(self._aa_max, raw)
end

function ShipData:has_aa_max()
	return self._aa_max ~= false
end

function ShipData:armor(raw)
	return self:format_stat(self._armor, raw)
end

function ShipData:armor_max(raw)
	return self:format_stat(self._armor_max, raw)
end

function ShipData:has_armor_max()
	return self._armor_max ~= false
end

function ShipData:asw(raw)
	return self:format_stat(self._asw, raw)
end

function ShipData:asw_max(raw)
	return self:format_stat(self._asw_max, raw)
end

function ShipData:has_asw_max()
	return self._asw_max ~= false
end

function ShipData:evasion(raw)
	return self:format_stat(self._evasion, raw)
end

function ShipData:evasion_max(raw)
	return self:format_stat(self._evasion_max, raw)
end

function ShipData:has_evasion_max()
	return self._evasion_max ~= false
end

function ShipData:los(raw)
	return self:format_stat(self._los, raw)
end

function ShipData:los_max(raw)
	return self:format_stat(self._los_max, raw)
end

function ShipData:has_los_max()
	return self._los_max ~= false
end

function ShipData:luck(raw)
	return self:format_stat(self._luck, raw)
end

function ShipData:luck_max(raw)
	return self:format_stat(self._luck_max, raw)
end

function ShipData:has_luck_max()
	return self._luck_max ~= false
end

function ShipData:buildable()
	return self._buildable
end

function ShipData:build_time(raw)
	if raw then
		return self._build_time
	elseif self._build_time then
		return format("${hours:2}:${minutes:2}:${seconds:2}", self:format_time(self._build_time * 60))
	else
		return "??"
	end
end

function ShipData:remodeled()
	return not not self._remodel_level
end

function ShipData:remodel_level(raw)
	return self:format_level(self._remodel_level, raw)
end

function ShipData:remodel_cost(raw)
	if raw then
		return self._remodel_ammo, self._remodel_steel
	else
		return mw.ustring.format("%s %d %s %d", self:format_image(ResourceIcons.ammo), self:format_stat(self._remodel_ammo), self:format_image(ResourceIcons.steel), self:format_stat(self._remodel_steel))
	end
end

function ShipData:remodel_blueprint(raw)
	if raw then
		return self._remodel_blueprint
	else
		return mw.ustring.format("%s %s", self:format_image(ResourceIcons.blueprint, "36px"), self._remodel_blueprint and "✓" or "✗")
	end
end

function ShipData:fuel(raw)
	return self:format_stat(self._fuel, raw)
end

function ShipData:ammo(raw)
	return self:format_stat(self._ammo, raw)
end

function ShipData:equipment(slot, raw)
	local equipment_slot = self._equipment[slot]
	if not equipment_slot then
		return not raw and "- Locked -" or nil
	end
	local equipment = equipment_slot["equipment"]
	if raw then
		return equipment
	elseif equipment == nil then
		return "??"
	elseif equipment == false then
		return "- Unequipped -"
	else
		return equipment:link()
	end
end

function ShipData:equipment_icon(slot, raw)
	local equipment_slot = self._equipment[slot]
	if not equipment_slot then
		return not raw and "" or nil
	end
	local equipment = equipment_slot["equipment"]
	if raw then
		return equipment:icon(raw)
	elseif equipment == nil then
		return "??"
	elseif equipment == false then
		return self:format_image("Xx_c.png")
	else
		return equipment:icon()
	end
end

function ShipData:equipment_rarity(slot, raw)
	local equipment_slot = self._equipment[slot]
	if not equipment_slot then
		return not raw and "" or nil
	end
	local equipment = equipment_slot["equipment"]
	if raw then
		return equipment:rarity(raw)
	elseif equipment == nil then
		return "??"
	elseif equipment == false then
		return "Unequipped"
	else
		return equipment:rarity()
	end
end

function ShipData:equipment_back(slot)
	local equipment_slot = self._equipment[slot]
	if not equipment_slot then
		return 0
	end
	local equipment = equipment_slot["equipment"]
	if not equipment then
		return 0
	else
		return equipment:back()
	end
end

function ShipData:slot_size(slot, raw)
	local equipment_slot = self._equipment[slot]
	if not equipment_slot then
		return not raw and "" or nil
	end
	local slot_size = equipment_slot["size"]
	if slot_size == nil then
		return "??"
	elseif slot_size == false then
		return "-"
	else
		return slot_size
	end
end

function ShipData:slots()
	return #self._equipment
end

function ShipData:total_space()
	local total_space = 0
	local size
	for _, v in ipairs(self._equipment) do
		size = v["size"]
		if size == nil then
			total_space = "??"
			break
		elseif size == false then
		else
			total_space = total_space + size
		end
	end
	return total_space
end

function ShipData:speed()
	return self:format_speed(self._speed)
end

function ShipData:range()
	return self:format_range(self._range)
end

function ShipData:format_level(stat, raw)
	return not raw and mw.ustring.format("Level %s", stat) or stat
end

ShipData.format_rarity = ShipData:create_formatter({
	[0] = "??",
	[1] = "Very Common",
	[2] = "Common",
	[3] = "Uncommon",
	[4] = "Rare",
	[5] = "Very Rare",
	[6] = "Holo",
	[7] = "S Holo",
	[8] = "SS Holo",
	[-1] = "Abyssal",
	[-2] = "Elite",
	[-3] = "Flagship",
	[-4] = "Kai",
	[-5] = "Kai Elite",
	[-6] = "Kai Flagship",
	[-7] = "Late Model",
	float = "Floating Fortress",
	demon = "Demon",
	princess = "Princess",
	war_demon = "War Demon",
	war_princess = "War Princess",
	})

ShipData.format_type = ShipData:create_formatter({
	[0] = "??",
	[1] = "Coastal Defence Ship",
	[2] = "Destroyer",
	[3] = "Light Cruiser",
	[4] = "Torpedo Cruiser",
	[5] = "Heavy Cruiser",
	[6] = "Aviation Cruiser",
	[7] = "Light Carrier",
	[8] = "Battleship",
	[9] = "Battleship",
	[10] = "Aviation Battleship",
	[11] = "Standard Carrier",
	[12] = "Super Dreadnought",
	[13] = "Submarine",
	[14] = "Aircraft Carrying Submarine",
	[15] = "Replenishment Oiler",
	[16] = "Seaplane Tender",
	[17] = "Amphibious Assault Ship",
	[18] = "Armored Carrier",
	[19] = "Repair Ship",
	[20] = "Submarine Tender",
	})

function ShipData:format_time(seconds)
	return {
		hours = math.floor(seconds / 3600),
		minutes = math.floor(seconds / 60) % 60,
		seconds = seconds % 60,
	}
end

function ShipData:create(ship)
	ship = ship or {}
	setmetatable(ship, ship)
	ship.__index = self
	return ship
end

ShipData.__call = ShipData.create

return ShipData