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Module:EquipmentData
Revision as of 01:00, 9 July 2016 by com>Ckwng
Documentation for this module may be created at Module:EquipmentData/doc
local BaseData = require("Module:BaseData")
local Equipment
local EquipmentFrom
local EquipmentCompatibility --lazily loaded when equippable() is called
local Formatting = require('Module:Formatting')
local EquipmentData = BaseData({
_strict_translation_class = "strict-translation",
_common_translation_class = "common-translation",
_mobile_hide_class = "hidden",
_display_none_css = {display = "none"},
_constructor_module = "Module:Equipment",
})
function EquipmentData:name()
return self._name
end
function EquipmentData:strict_name()
return self._strict_name
end
function EquipmentData:common_name()
return self._common_name or self:name()
end
function EquipmentData:asset_name()
return self._asset_name or self:common_name()
end
function EquipmentData:link()
if self._page then
return self._page, self:name()
end
return self:name()
end
function EquipmentData:id()
return self._id
end
EquipmentData.api_id = EquipmentData.id
function EquipmentData:localized_name()
return self._localized_name
end
function EquipmentData:reading()
return self._reading
end
function EquipmentData:list_name()
return self._list_name
end
function EquipmentData:list_japanese_name()
return self._list_japanese_name
end
function EquipmentData:list_localized_name()
return self._list_localized_name
end
function EquipmentData:list_reading()
return self._list_reading
end
function EquipmentData:comparison_name()
return self._comparison_name
end
function EquipmentData:comparison_japanese_name()
return self._comparison_japanese_name
end
function EquipmentData:comparison_localized_name()
return self._comparison_localized_name
end
function EquipmentData:comparison_reading()
return self._comparison_reading
end
function EquipmentData:battle_name()
return self._battle_name
end
function EquipmentData:battle_japanese_name()
return self._battle_japanese_name
end
function EquipmentData:battle_localized_name()
return self._battle_localized_name
end
function EquipmentData:battle_reading()
return self._battle_reading
end
function EquipmentData:library_name()
return self._library_name
end
function EquipmentData:library_japanese_name()
return self._library_japanese_name
end
function EquipmentData:library_localized_name()
return self._library_localized_name
end
function EquipmentData:library_reading()
return self._library_reading
end
function EquipmentData:card_name()
return self._card_name
end
function EquipmentData:card_japanese_name()
return self._card_japanese_name
end
function EquipmentData:card_localized_name()
return self._card_localized_name
end
function EquipmentData:card_reading()
return self._card_reading
end
function EquipmentData:japanese_name()
return self._japanese_name
end
function EquipmentData:type()
return self._type
end
function EquipmentData:album_type()
return self._album_type
end
function EquipmentData:rarity()
return self._rarity
end
function EquipmentData:stars()
return self._stars or self:back()
end
function EquipmentData:back()
return self._back or self:rarity()
end
function EquipmentData:card()
if self._card then
return self._card
elseif self._card_reference then
Equipment = Equipment or require(self._constructor_module)
return Equipment(self._card_reference):card()
end
api_id = self:api_id()
if api_id then
return Formatting:equipment_card(api_id, self:asset_name())
end
return self._card
end
function EquipmentData:fairy()
if self._fairy then
return self._fairy
elseif self._fairy_reference then
Equipment = Equipment or require(self._constructor_module)
return Equipment(self._fairy_reference):fairy()
end
api_id = self:api_id()
if api_id then
return Formatting:equipment_fairy(api_id, self:asset_name())
end
return self._fairy
end
function EquipmentData:cg()
if self._cg then
return self._cg
elseif self._cg_reference then
Equipment = Equipment or require(self._constructor_module)
return Equipment(self._cg_reference):cg()
end
api_id = self:api_id()
if api_id then
if self._enemy_default_assets then
Equipment = Equipment or require(self._constructor_module)
EquipmentFrom = EquipmentFrom or require(self._from_api_module)
return Equipment(EquipmentFrom:api_id_lookup{api_id - 500}):cg()
end
return Formatting:equipment_cg(api_id, self:asset_name())
end
return self._cg
end
function EquipmentData:cg_fairy()
if self._cg_fairy then
return self._cg_fairy
elseif self._cg_fairy_reference then
Equipment = Equipment or require(self._constructor_module)
return Equipment(self._cg_fairy_reference):cg_fairy()
end
api_id = self:api_id()
if api_id then
return Formatting:equipment_full(api_id, self:asset_name())
end
return self._cg_fairy
end
--for enemy aircraft
function EquipmentData:cg_flying()
return self._cg_flying
end
function EquipmentData:icon()
return self._icon
end
function EquipmentData:firepower()
return self._firepower
end
function EquipmentData:firepower_leveled(night_battle)
if not self._level or self._level == 0 then
return self._firepower
end
local night_battle_coeffs = { [1] = 1, [2] = 1, [3] = 1, [4] = 1, [19] = 1, [29] = 1, [36] = 1 }
local day_battle_coeffs = { [1] = 1, [2] = 1, [3] = 1.5, [4] = 1, [14] = 0.75, [15] = 0.75, [19] = 1, [21] = 1, [29] = 1, [36] = 1 }
local coeff = nil
if night_battle then
coeff = night_battle_coeffs[self._type]
else
coeff = day_battle_coeffs[self._type]
end
return coeff and (self._firepower or 0) + coeff * math.sqrt(self._level) or self._firepower
end
function EquipmentData:bombing()
return self._bombing
end
function EquipmentData:torpedo()
return self._torpedo
end
function EquipmentData:torpedo_leveled(night_battle)
if not self._level or self._level == 0 then
return self._torpedo
end
local night_battle_coeffs = { [5] = 1 }
local day_battle_coeffs = { [5] = 1.2, [21] = 1.2 }
local coeff = nil
if night_battle then
coeff = night_battle_coeffs[self._type]
else
coeff = day_battle_coeffs[self._type]
end
return coeff and (self._torpedo or 0) + coeff * math.sqrt(self._level) or self._torpedo
end
function EquipmentData:aa()
return self._aa
end
function EquipmentData:armor()
return self._armor
end
function EquipmentData:asw()
return self._asw
end
function EquipmentData:asw_leveled()
if not self._level or self._level == 0 then
return self._asw
end
local coeffs = { [14] = 0.75, [15] = 0.75 }
local coeff = coeffs[self._type]
return coeff and (self._asw or 0) + coeff * math.sqrt(self._level) or self._asw
end
function EquipmentData:shelling_accuracy()
return self._shelling_accuracy
end
function EquipmentData:torpedo_accuracy()
return self._torpedo_accuracy
end
function EquipmentData:evasion()
return self._evasion
end
function EquipmentData:los()
return self._los
end
function EquipmentData:speed()
return self._speed
end
function EquipmentData:luck()
return self._luck
end
function EquipmentData:range()
return self._range
end
function EquipmentData:combat_radius()
return self._combat_radius or self._flight_range
end
function EquipmentData:deployment_cost()
return {fuel = false, ammo = false, steel = false, bauxite = self._deployment_cost or self._flight_cost, devmat = false, screw = false}
end
EquipmentData.flight_range = EquipmentData.combat_radius
EquipmentData.flight_cost = EquipmentData.deployment_cost
function EquipmentData:scrap()
return {fuel = self._scrap_fuel, ammo = self._scrap_ammo, steel = self._scrap_steel, bauxite = self._scrap_bauxite, devmat = false, screw = false}
end
function EquipmentData:buildable()
return self._buildable
end
function EquipmentData:improvement_products()
if self._products_keys ~= nil then
return self._products_keys
end
if self._improvements and self._improvements._products then
self._products_keys = {}
for key, _ in pairs(self._improvements._products) do
if key ~= false then
table.insert(self._products_keys, key)
end
end
table.sort(self._products_keys)
if self._improvements._products[false] then
table.insert(self._products_keys, 1, false)
end
return self._products_keys
else
self._products_keys = false
end
end
function EquipmentData:improvement_brackets(product)
if self._improvements and self._improvements._products then
if self._brackets == nil then
self._brackets = {}
end
if not self._brackets[product] and self._improvements._products[product] then
self._brackets[product] = {}
for bracket, _ in pairs(self._improvements._products[product]) do
if type(bracket) == "number" then
table.insert(self._brackets[product], bracket)
end
end
table.sort(self._brackets[product])
end
return self._brackets[product]
end
end
function EquipmentData:improvement_product_initial_level(product)
if self._improvements and self._improvements._products and self._improvements._products[product] then
return self._improvements._products[product]._stars
end
end
function EquipmentData:improvement_ships(product)
if self._improvements and self._improvements._products then
if self._ships_keys == nil then
self._ships_keys = {}
end
if not self._ships_keys[product] and self._improvements._products[product] then
self._ships_keys[product] = {}
for ship, _ in pairs(self._improvements._products[product]._ships) do
if type(ship) == "string" then
table.insert(self._ships_keys[product], ship)
end
end
table.sort(self._ships_keys[product])
if self._improvements._products[product]._ships[true] then
table.insert(self._ships_keys[product], 1, true)
elseif self._improvements._products[product]._ships[false] then
table.insert(self._ships_keys[product], 1, false)
end
end
return self._ships_keys[product]
end
end
function EquipmentData:improvement_resources(slider, product, stars)
if self._improvements then
if not stars then
return {
fuel = self._improvements._fuel,
ammo = self._improvements._ammo,
steel = self._improvements._steel,
bauxite = self._improvements._bauxite,
devmat = false,
screw = false,
}
end
if self._improvements._products and self._improvements._products[product] then
local product_info = self._improvements._products[product]
if product_info[stars] then
if slider then
return {
devmat = product_info[stars]._development_material_x,
screw = product_info[stars]._improvement_material_x,
equipment = product_info[stars]._equipment,
}
else
return {
devmat = product_info[stars]._development_material,
screw = product_info[stars]._improvement_material,
equipment = product_info[stars]._equipment,
}
end
end
end
end
end
function EquipmentData:improvement_availability(product, ship)
if self._improvements and self._improvements._products and self._improvements._products[product] then
return self._improvements._products[product]._ships[ship]
end
end
function EquipmentData:improvement_from()
return self._improvement_from
end
function EquipmentData:special()
return self._special
end
function EquipmentData:gun_fit_group()
return self._gun_fit_group
end
function EquipmentData:equippable(ship_type)
self:_load_compatibility()
local equipment_type = self:type()
if not ship_type then
local result = {}
for ship_type, compatibility_table in pairs(EquipmentCompatibility) do
result[ship_type] = compatibility_table[equipment_type]
end
return result
else
local compatibility_table = EquipmentCompatibility[ship_type]
if compatibility_table then
local compatibility = compatibility_table[equipment_type]
if type(compatibility) ~= "table" then
return compatibility
else
return compatibility.value, compatibility.note
end
end
end
end
function EquipmentData:_load_compatibility()
if not EquipmentCompatibility then
EquipmentCompatibility = mw.loadData('Module:EquipmentCompatibility')
end
end
function EquipmentData:create(equip)
equip = equip or {}
setmetatable(equip, equip)
equip.__index = self
equip.__call = self.__call
if equip._strict_name then
equip._common_name = equip._name
equip._name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._common_name))
if not equip._page then
equip._page = equip._common_name
end
end
if equip._localized_strict_name and equip._localized_name then
equip._localized_common_name = equip._localized_name
equip._localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._localized_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._localized_common_name))
end
if equip._list_strict_name and equip._list_name then
equip._list_common_name = equip._list_name
equip._list_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._list_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._list_common_name))
end
if equip._list_localized_strict_name and equip._list_localized_name then
equip._list_localized_common_name = equip._list_localized_name
equip._list_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._list_localized_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._list_localized_common_name))
end
if equip._comparison_strict_name and equip._comparison_name then
equip._comparison_common_name = equip._comparison_name
equip._comparison_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._comparison_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._comparison_common_name))
end
if equip._comparison_localized_strict_name and equip._comparison_localized_name then
equip._comparison_localized_common_name = equip._comparison_localized_name
equip._comparison_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._comparison_localized_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._comparison_localized_common_name))
end
if equip._library_strict_name and equip._library_name then
equip._library_common_name = equip._library_name
equip._library_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._library_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._library_common_name))
end
if equip._library_localized_strict_name and equip._library_localized_name then
equip._library_localized_common_name = equip._library_localized_name
equip._library_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._library_localized_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._library_localized_common_name))
end
if equip._card_strict_name and equip._card_name then
equip._card_common_name = equip._card_name
equip._card_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._card_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._card_common_name))
end
if equip._card_localized_strict_name and equip._card_localized_name then
equip._card_localized_common_name = equip._card_localized_name
equip._card_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._card_localized_strict_name))
.. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._card_localized_common_name))
end
return equip
end
EquipmentData.__call = EquipmentData.create
return EquipmentData