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Module:EquipmentListKai
Revision as of 22:31, 21 March 2015 by com>Ckwng (Fix comparison)
Documentation for this module may be created at Module:EquipmentListKai/doc
local BaseData = require('Module:BaseData')
local Equipment = require('Module:Equipment')
local Formatting = require('Module:Formatting')
local StatIcons = require('Module:StatIcons')
local format = require('Module:StringInterpolation').format
local EquipmentListKai = BaseData{
_table_start = [[{| class="wikitable"]],
_row_starter = "|-",
_header_template = [[! No.
! Rarity
! Name
! style="width: 120px" | Type
${stat_columns}
! style="width: 120px" | Classes
! Craftable
! style="white-space:nowrap;width:130px;" | Notes]],
_column_header_cell_template = "! ${value}",
_column_cell_templates = {
name = [[| colspan="1" rowspan="${rowspan}" style="text-align: ${text_align}; background-color: ${bg_color};" |${values.name}<br />${values.icon} ${values.japanese_name}]]
},
_icons = {
firepower = "${stat_icons.firepower}",
torpedo = "${stat_icons.torpedo}",
bombing = "${stat_icons.bombing}",
aa = "${stat_icons.aa}",
asw = "${stat_icons.asw}",
los = "${stat_icons.los}",
armor = "${stat_icons.armor}",
accuracy = "${stat_icons.accuracy}",
evasion = "${stat_icons.evasion}",
range = "${stat_icons.range}",
},
_comparison_columns = {
"id",
"stars",
"name",
"equipment_type",
"firepower",
"torpedo",
"bombing",
"aa",
"asw",
"los",
"luck",
"armor",
"shelling_accuracy",
"evasion",
"speed",
"range",
"compatibility",
"buildable",
"notes",
},
_stat_columns = {
"firepower",
"torpedo",
"bombing",
"aa",
"asw",
"los",
"luck",
"armor",
"shelling_accuracy",
"evasion",
"speed",
"range",
},
_list_columns = {
"id",
"stars",
"name",
"equipment_type",
"stats",
"compatibility",
"buildable",
"notes",
},
_cell_color = {
},
_cell = [[| colspan="1" rowspan="${rowspan}" style="text-align: ${text_align}; background-color: ${bg_color};" |${values.value}]],
_good_stat_color = "#ffff40",
_outstanding_stat_color = "#73ff4d",
_transparent = "transparent",
_start_align = "start",
_center_align = "center",
_notes_suffix = "_notes",
_stats_column_label = "Stats",
_table_end = [[|}]],
_operators = {
["<"] = function(x,y) return x < y end,
[">"] = function(x,y) return x > y end,
},
}
function EquipmentListKai:Table(args)
return self{
_args = args,
}:create_table()
end
function EquipmentListKai:id(equipment)
return {values = {value = Formatting:format_stat(equipment:id())}, bg_color = self._transparent, text_align = self._center_align}
end
function EquipmentListKai:stars(equipment)
return {values = {value = Formatting:format_stars(equipment:stars())}, bg_color = self._transparent, text_align = self._center_align}
end
function EquipmentListKai:name(equipment)
return {values = {name = Formatting:format_link(equipment:link()),
icon = Formatting:format_image{Formatting:format_equipment_icon(equipment:icon())},
japanese_name = Formatting:format_stat(equipment:japanese_name())
},
bg_color = self._transparent,
text_align = self._start_align,
}
end
function EquipmentListKai:equipment_type(equipment)
return {values = {value = Formatting:format_equipment_type(equipment:type())}, bg_color = self._transparent, text_align = self._center_align}
end
function EquipmentListKai:stats(equipment)
return {values = {value = Formatting:format_stat_bonuses({
firepower = equipment:firepower(),
bombing = equipment:bombing(),
torpedo = equipment:torpedo(),
aa = equipment:aa(),
armor = equipment:armor(),
asw = equipment:asw(),
shelling_accuracy = equipment:shelling_accuracy(),
torpedo_accuracy = equipment:torpedo_accuracy(),
evasion = equipment:evasion(),
los = equipment:los(),
speed = Formatting:format_speed(equipment:speed()),
luck = equipment:luck(),
range = Formatting:format_range(equipment:range()),
special = false,
}, "<br />"),
},
bg_color = self._transparent,
text_align = self._start_align,
}
end
function EquipmentListKai:firepower(equipment)
local firepower = equipment:firepower()
if firepower ~= false then
self._shown_stats.firepower = true
else
firepower = 0
end
return {values = {value = Formatting:format_stat(firepower)}, bg_color = self:get_bg_color(self._cell_color.firepower, firepower, self._args.firepower_operator, self._args.firepower_outstanding, self._args.firepower_good), text_align = self._center_align}
end
function EquipmentListKai:torpedo(equipment)
local torpedo = equipment:torpedo()
if torpedo ~= false then
self._shown_stats.torpedo = true
else
torpedo = 0
end
return {values = {value = Formatting:format_stat(torpedo)}, bg_color = self:get_bg_color(self._cell_color.torpedo, torpedo, self._args.torpedo_operator, self._args.torpedo_outstanding, self._args.torpedo_good), text_align = self._center_align}
end
function EquipmentListKai:bombing(equipment)
local bombing = equipment:bombing()
if bombing ~= false then
self._shown_stats.bombing = true
else
bombing = 0
end
return {values = {value = Formatting:format_stat(bombing)}, bg_color = self:get_bg_color(self._cell_color.bombing, bombing, self._args.bombing_operator, self._args.bombing_outstanding, self._args.bombing_good), text_align = self._center_align}
end
function EquipmentListKai:aa(equipment)
local aa = equipment:aa()
if aa ~= false then
self._shown_stats.aa = true
else
aa = 0
end
return {values = {value = Formatting:format_stat(aa)}, bg_color = self:get_bg_color(self._cell_color.aa, aa, self._args.aa_operator, self._args.aa_outstanding, self._args.aa_good), text_align = self._center_align}
end
function EquipmentListKai:asw(equipment)
local asw = equipment:asw()
if asw ~= false then
self._shown_stats.asw = true
else
asw = 0
end
return {values = {value = Formatting:format_stat(asw)}, bg_color = self:get_bg_color(self._cell_color.asw, asw, self._args.asw_operator, self._args.asw_outstanding, self._args.asw_good), text_align = self._center_align}
end
function EquipmentListKai:los(equipment)
local los = equipment:los()
if los ~= false then
self._shown_stats.los = true
else
los = 0
end
return {values = {value = Formatting:format_stat(los)}, bg_color = self:get_bg_color(self._cell_color.los, los, self._args.los_operator, self._args.los_outstanding, self._args.los_good), text_align = self._center_align}
end
function EquipmentListKai:luck(equipment)
local luck = equipment:luck()
if luck ~= false then
self._shown_stats.luck = true
else
luck = 0
end
return {values = {value = Formatting:format_stat(luck)}, bg_color = self:get_bg_color(self._cell_color.luck, luck, self._args.luck_operator, self._args.luck_outstanding, self._args.luck_good), text_align = self._center_align}
end
function EquipmentListKai:armor(equipment)
local armor = equipment:armor()
if armor ~= false then
self._shown_stats.armor = true
else
armor = 0
end
return {values = {value = Formatting:format_stat(armor)}, bg_color = self:get_bg_color(self._cell_color.armor, armor, self._args.armor_operator, self._args.armor_outstanding, self._args.armor_good), text_align = self._center_align}
end
function EquipmentListKai:shelling_accuracy(equipment)
local shelling_accuracy = equipment:shelling_accuracy()
if shelling_accuracy ~= false then
self._shown_stats.shelling_accuracy = true
else
shelling_accuracy = 0
end
return {values = {value = Formatting:format_stat(shelling_accuracy)}, bg_color = self:get_bg_color(self._cell_color.shelling_accuracy, shelling_accuracy, self._args.shelling_accuracy_operator, self._args.shelling_accuracy_outstanding, self._args.shelling_accuracy_good), text_align = self._center_align}
end
function EquipmentListKai:evasion(equipment)
local evasion = equipment:evasion()
if evasion ~= false then
self._shown_stats.evasion = true
else
evasion = 0
end
return {values = {value = Formatting:format_stat(evasion)}, bg_color = self:get_bg_color(self._cell_color.evasion, evasion, self._args.evasion_operator, self._args.evasion_outstanding, self._args.evasion_good), text_align = self._center_align}
end
function EquipmentListKai:speed(equipment)
local speed = equipment:speed()
if speed ~= false then
self._shown_stats.speed = true
else
speed = 0
end
return {values = {value = Formatting:format_speed(speed)}, bg_color = self:get_bg_color(self._cell_color.speed, speed, self._args.speed_operator, self._args.speed_outstanding, self._args.speed_good), text_align = self._center_align}
end
function EquipmentListKai:range(equipment)
local range = equipment:range()
if range ~= false then
self._shown_stats.range = true
else
range = 0
end
return {values = {value = Formatting:format_range(range)}, bg_color = self:get_bg_color(self._cell_color.range, range, self._args.range_operator, self._args.range_outstanding, self._args.range_good), text_align = self._center_align}
end
function EquipmentListKai:compatibility(equipment)
return {values = {value = Formatting:format_ship_compatibility(equipment:equippable())}, bg_color = self._transparent, text_align = self._start_align}
end
function EquipmentListKai:buildable(equipment)
return {values = {value = Formatting:format_boolean(equipment:buildable())}, bg_color = self._transparent, text_align = self._center_align}
end
function EquipmentListKai:notes(equipment)
return {values = {value = ""}, bg_color = self._transparent, text_align = self._start_align}
end
function EquipmentListKai:get_bg_color(default, value, operator, outstanding, good)
if not value then
return default or self._transparent
end
local comparison = self._operators[operator or ">"]
if outstanding and comparison(value, tonumber(outstanding)) then
return self._outstanding_stat_color
elseif good and comparison(value, tonumber(good)) then
return self._good_stat_color
else
return default or self._transparent
end
end
function EquipmentListKai.compare_values(val1, val2)
if #val1 == #val2 then
for value_type, value in pairs(val1) do
if value ~= val2[value_type] then
return false
end
end
else
return false
end
return true
end
function EquipmentListKai:create_table()
local equipment_list = {}
self._notes = {}
for index, equipment_name in ipairs(self._args) do
if equipment_name == "-" then
table.insert(equipment_list, "break")
elseif equipment_name == "#" then
table.insert(equipment_list, "header")
else
table.insert(equipment_list, Equipment(equipment_name))
local note = self._args[equipment_name .. self._notes_suffix]
if note then
self._notes[equipment_name] = note
end
end
end
local rows = {self._table_start}
local header
local data_rows = {}
if self._args.comparison then
self._columns = self._comparison_columns
self._shown_stats = {}
for index, equipment in ipairs(equipment_list) do
local row_values
if type(equipment) == "string" then
row_values = equipment
else
row_values = {}
for _, column in ipairs(self._columns) do
row_values[column] = self[column](self, equipment)
end
if index > 1 then
for _, column in ipairs(self._columns) do
for i=index-1,1,-1 do
local previous_row = data_rows[i]
local previous_row_type = type(previous_row) ~= "string"
local previous_cell = previous_row_type and previous_row[column] or false
if previous_cell then
if self.compare_values(row_values[column].values, previous_cell.values) then
previous_cell.rowspan = previous_cell.rowspan + 1
row_values[column] = nil
else
row_values[column].rowspan = 1
end
break
elseif not previous_row_type then
row_values[column].rowspan = 1
break
end
end
end
else
for _, column in ipairs(self._columns) do
row_values[column].rowspan = 1
end
end
end
table.insert(data_rows, row_values)
end
local stat_columns = {}
for _, column in ipairs(self._stat_columns) do
if self._shown_stats[column] then
table.insert(stat_columns, format{self._column_header_cell_template, value = Formatting:format_image{StatIcons[column], caption = Formatting:format_stat_name(column)}})
else
for _, row_values in ipairs(data_rows) do
row_values[column] = nil
end
end
end
header = format{self._header_template, stat_columns = table.concat(stat_columns, "\n")}
else
self._columns = self._list_columns
header = format{self._header_template, stat_columns = format{self._column_header_cell_template, value = self._stats_column_label}}
for _, equipment in ipairs(equipment_list) do
local row_values
if type(equipment) == "string" then
row_values = equipment
else
row_values = {}
for _, column in ipairs(self._columns) do
row_values[column] = self[column](self, equipment)
row_values[column].rowspan = 1
end
end
table.insert(data_rows, row_values)
end
end
table.insert(rows, header)
for index, row_values in ipairs(data_rows) do
if row_values ~= "break" then
table.insert(rows, self._row_starter)
if row_values == "header" then
table.insert(rows, header)
else
for _, column in ipairs(self._columns) do
if row_values[column] then
table.insert(rows, format(self._column_cell_templates[column] or self._cell, row_values[column]))
end
end
end
end
end
table.insert(rows, self._row_starter)
table.insert(rows, header)
table.insert(rows, self._table_end)
return table.concat(rows, "\n")
end
function EquipmentListKai.test(frame)
local getArgs = require('Module:GetArgs')
local args = getArgs{frame = frame}
return EquipmentListKai:Table(args)
end
return EquipmentListKai