Documentation for this module may be created at Module:NodeInfo/doc
local BaseTable = require("Module:BaseTable")
local Formatting = require('Module:Formatting')
local EnemyShip = require("Module:EnemyShip")
local format = require('Module:StringInterpolation').format
local NodeInfo = BaseTable({
_item_class = EnemyShip,
_header_template = [[!Node
!Formation
!Fleet
!AS]],
_column_cell_templates = {
node = [[| colspan="${colspan}" rowspan="${rowspan}" style="text-align: center; background-color: ${bg_color};" |${values.node} ${values.time}]],
formation = [[| style="background-color: ${bg_color}" |${values.formation}]],
fleet = [[| style="background-color: ${bg_color}" |${values.fleet}]],
as = [[| style="text-align: center; background-color: ${bg_color}" |${values.as}]],
},
_column_bg_colors = {
node = "transparent",
formation = "transparent",
fleet = "transparent",
as = "transparent",
},
_columns = {
"node",
"formation",
"fleet",
"as",
},
_day_battle_color = "yellow",
_night_battle_color = "purple",
})
function NodeInfo:node(row)
return { values = { node = row.node, time = row.time }, bg_color = self._column_bg_colors.node }
end
function NodeInfo:formation(row)
return { values = { formation = row.formation }, bg_color = self._column_bg_colors.formation }
end
function NodeInfo:fleet(row)
return { values = { fleet = row.fleet }, bg_color = self._column_bg_colors.fleet }
end
function NodeInfo:as(row)
return { values = { as = row.as }, bg_color = self._column_bg_colors.as }
end
function NodeInfo:process_node(item)
local split = mw.ustring.find(item, '/')
local node, time
if split then
node = mw.ustring.sub(item, 1, split - 1)
time = "(" .. mw.ustring.sub(item, split + 1):gsub("^%l", string.upper) .. ")"
else
node = item:upper()
time = ""
end
return node, time
end
function NodeInfo:insert_item(node, time, boss, formation, fleet, as, item_key)
table.insert(self._items, {
node = node,
time = time,
boss = boss,
formation = Formatting:format_image{formation, caption = item_key, align = "center", valign = "center"},
fleet = fleet,
as = as,
})
end
function NodeInfo:create_items()
local mode = 1
local node, time, boss, formation_image, fleet, as_rating = nil, nil, false, nil, "", 0
for index, item_key in ipairs(self._args) do
if item_key == "-" then
self:insert_item(node, time, boss, formation_image, fleet, as_rating, item_key)
table.insert(self._items, "break")
node, time, boss, formation_image, fleet, as_rating = nil, nil, false, nil, "", 0
mode = 1
else
--Each item will be just a string, so we need to check for one of the _columns, which will be done by mode
if mode == 1 then
--First item should always be the node
--Node format: !node/day|night where the second part is day -or- night; ! indicates a boss node
if mw.ustring.sub(item_key, 1, 1) == "!" then
boss = true
item_key = mw.ustring.sub(item_key, 2)
end
node, time = self:process_node(item_key)
mode = 2
elseif mode == 2 then
formation_image = item_key:gsub("%s", "") .. ".jpg"
mode = 3
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 = mw.ustring.sub(item_key, 1, split - 1)
local ship_suffix = mw.ustring.sub(item_key, split + 1)
local ship = EnemyShip(ship_name, ship_suffix)
if fleet ~= "" then
fleet = fleet .. " " -- Actually matters
end
fleet = fleet .. Formatting:format_image{ship:battle_card(), ship:name()}
if ship:as_rating() then
as_rating = as_rating + ship:as_rating()
end
end
end
end
self:insert_item(node, time, boss, formation_image, fleet, as_rating, item_key)
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
row_values = {}
for _, column in ipairs(self._columns) do
row_values[column] = self[column](self, item)
end
if index > 1 then
for _, column in ipairs(self._columns) 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 + 1
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(self._columns) do
row_values[column].rowspan = 1
row_values[column].colspan = 1
end
end
end
table.insert(self._data_rows, row_values)
end
end
return NodeInfo