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 = [[!#
!Form
!Fleet
!AP/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: 500px; 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)]],
_resource_node_template = [[| style="text-align: center; background-color: ${values.bg_color};" |${values.node}
| style="text-align: center; background-color: ${values.bg_color};" |${values.node_type}
| colspan="2" style="text-align: center; background-color: ${values.bg_color};" |${values.text}]],
_columns = {
"node",
"formation",
"fleet",
"as",
},
_day_battle_color = "gold",
_night_battle_color = "blue",
_night_battle_bg_color = "lightblue",
_boss_battle_color = "red",
--_resource_node_bg_color = "lightgreen",
_resource_node_bg_color = "initial",
--_maelstrom_node_bg_color = "pink",
_maelstrom_node_bg_color = "initial",
})
function NodeInfo:node(row)
local color, time_color, bg_color = "initial", self._day_battle_color, "initial"
if row.boss then
color = self._boss_battle_color
end
if row.time == "Night" then
time_color = self._night_battle_color
bg_color = self._night_battle_bg_color
end
return { values = { node = row.node, time = row.time }, color = color, time_color = time_color, bg_color = bg_color }
end
function NodeInfo:formation(row)
if row.final then
row.formation = row.formation .. " (Final)"
end
local color = "initial"
if row.boss then
color = self._boss_battle_color
end
return { values = { formation = row.formation }, color = color }
end
function NodeInfo:fleet(row)
return { values = { fleet = row.fleet } }
end
function NodeInfo:as(row)
color = "initial"
if row.boss then
color = self._boss_battle_color
end
return { values = { as = row.as }, color = color }
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, final, formation, fleet, as, item_key)
local air_parity = string.format("%.1d", as * (2 / 3))
local air_supremacy = tostring(as * 2)
local air_string = air_parity .. "/" .. as .. "/" .. air_supremacy
table.insert(self._items, {
node = node,
time = time,
boss = boss,
final = final,
formation = formation,
fleet = fleet,
as = air_string,
})
end
function NodeInfo:create_items()
local mode = 1
local node, time, boss, final, formation, fleet, as_rating = nil, nil, false, false, nil, "", 0
for index, item_key in ipairs(self._args) do
if item_key == "-" or mw.ustring.find(item_key, "#") then
if mode == 3 then
self:insert_item(node, time, boss, final, formation, fleet, as_rating, item_key)
end
table.insert(self._items, "break")
node, time, boss, final, formation, fleet, as_rating = nil, nil, false, false, nil, "", 0
mode = 1
if mw.ustring.find(item_key, "#") then
item_key = mw.ustring.sub(item_key, 2)
--If it has no /, then it's an empty node; otherwise, it has a resource and number
if not mw.ustring.find(item_key, '/') then
table.insert(self._items, item_key .. "/empty")
else
table.insert(self._items, item_key)
end
table.insert(self._items, "break")
end
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
--If there's a *, then it's a final form.
if mw.ustring.sub(item_key, 1, 1) == "*" then
final = true
item_key = mw.ustring.sub(item_key, 2)
end
node, time = self:process_node(item_key)
mode = 2
elseif mode == 2 then
formation = item_key
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, 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 ship = EnemyShip(ship_name, ship_suffix)
if fleet ~= "" then
fleet = fleet .. " " -- Actually matters
end
fleet = fleet .. Formatting:format_image{ship:battle_card(), caption = ship:name(), link = ship:base_name()}
if ship:as_rating() then
as_rating = as_rating + ship:as_rating()
end
end
end
end
if mode == 3 then
self:insert_item(node, time, boss, final, formation, fleet, as_rating, item_key)
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
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 and row_values[column].values.time == previous_cell.values.time 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
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
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
elseif mw.ustring.find(row_values, '/') then
local split = mw.ustring.find(row_values, '/')
local node = mw.ustring.sub(row_values, 1, split - 1)
local resource = mw.ustring.sub(row_values, split + 1)
if resource == "empty" then
table.insert(self._rows, format{self._empty_node_template, values = { node = node } })
else
split = mw.ustring.find(resource, '/')
local amount = mw.ustring.sub(resource, split + 1)
resource = Formatting:format_image{mw.ustring.sub(resource, 1, split - 1) .. ".png", caption = mw.ustring.sub(resource, 1, split - 1), size = "22x22px"}
local text, node_type, bg_color = self:process_resource_node(resource, amount)
table.insert(self._rows, format{self._resource_node_template, values = {
node = node,
text = text,
node_type = node_type,
bg_color = bg_color,
}})
end
end
end
end
end
return NodeInfo