Module:NodeInfo
Documentation for this module may be created at Module:NodeInfo/doc
local BaseTable = require("Module:BaseTable")
local EnemyShip = require("Module:EnemyShip")
local Formatting = require('Module:Formatting')
local ShipBattleCardKai = require("Module:ShipBattleCardKai")
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;" |${values.node}
| colspan="3" style="text-align: center;" |Must be my imagination (battle avoided)/No enemies sighted<br /><span lang="ja">気のせいだった(戦闘回避)/敵影を見ず。(戦闘なし)</span>]],
_selection_node_template = [[|style="text-align: center;" |${values.node}
| colspan="3" style="text-align: center;" |You may choose which direction your fleet will go. Admiral, which path will you choose?<br /><span lang="ja">艦隊針路選択可能!/艦隊の針路を選択できます。提督、どちらの針路をとられますか?</span>]],
_resource_node_template = [[| style="text-align: center; background-color: ${values.bg_color}; color: ${values.color};" |${values.node}
| style="text-align: center; background-color: ${values.bg_color}; color: ${values.color};" |${values.node_type}
| colspan="2" style="text-align: center; background-color: ${values.bg_color}; color: ${values.color};" |${values.text}]],
_collapser_template = [[<div class="mw-customtoggle-${toggle_id} wikia-menu-button">${button_display}</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-${toggle_id}">]],
_collapser_end = [[</div>]],
_columns = {
"node",
"formation",
"fleet",
"as",
},
_day_battle_color = "gold",
_night_battle_color = "blue",
_night_battle_bg_color = "lightblue", -- #BBDEFB
_aerial_battle_bg_color = "lightgreen", -- #C8E6C9
_defense_battle_bg_color = "#81C784",
_raid_battle_bg_color = "#81C784",
_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, bg_color = "initial", "initial"
if row.tags.boss then
color = self._boss_battle_color
end
if row.tags.aerial then
bg_color = self._aerial_battle_bg_color
end
if row.tags.defense then
bg_color = self._defense_battle_bg_color
end
if row.tags.dogfight then
bg_color = self._defense_battle_bg_color
end
if row.tags.raid then
bg_color = self._raid_battle_bg_color
end
if row.tags.night then
bg_color = self._night_battle_bg_color
end
return { values = { node = Formatting:japanese_text(row.node) }, color = color, bg_color = bg_color }
end
function NodeInfo:formation(row)
if row.tags.final then
row.formation = row.formation .. "<br />(Final)"
end
local color = "initial"
if row.tags.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.tags.boss then
color = self._boss_battle_color
end
return { values = { as = row.as }, color = color }
end
function NodeInfo:upcase(str)
str = str:gsub("(%s)(%l)", function(a, b) return a .. string.upper(b) end)
str = str:gsub("^(%l)", function(a) return string.upper(a) end)
return str
end
function NodeInfo:insert_item(node, formation, fleet, as, tags, as_complete)
--[[
-- Can give weird results when major contributors to air power are unknown
-- TODO: use tooltips with explanations instead
local air_parity = (as_complete or as > 0) and string.format("%.1d", math.ceil((2./3.) * as)) or "??"
local air_superiority = (as_complete or as > 0) and string.format("%.1d", math.ceil(as * (3 / 2))) or "??"
local air_supremacy = (as_complete or as > 0) and tostring(as * 3) or "??"
local air_string = not as_complete and as > 0 and (air_parity .. "+/" .. air_superiority .. "+/" .. air_supremacy .. "+")
or (air_parity .. "/" .. air_superiority .. "/" .. air_supremacy)
--]]
local air_parity = as_complete and string.format("%.1d", math.ceil((2./3.) * as)) or "??"
local air_superiority = as_complete and string.format("%.1d", math.ceil(as * (3 / 2))) or "??"
local air_supremacy = as_complete and tostring(as * 3) or "??"
local air_string = air_parity .. "/" .. air_superiority .. "/" .. air_supremacy
table.insert(self._items, {
node = node,
formation = formation,
fleet = fleet,
as = air_string,
tags = tags,
})
end
function NodeInfo:create_items()
--Modes are as follows:
--1 = Node
--2 = Tag processing
--3 = Resource type
--4 = Amount of resources
--5 = Formation
--6 = Fleet building
local mode = 1
local node, formation = nil, nil
local fleet = {}
local as_rating, as_complete = 0, true
local tags = {}
local resource
for index, item_key in ipairs(self._args) do
if item_key == "-" then
if mode == 6 then --We're at a break and have built a full row; time to insert it
self:insert_item(node, formation, table.concat(fleet, " "), as_rating, tags, as_complete)
end
table.insert(self._items, "break")
fleet, as_rating, as_complete = {}, 0, true
tags = {}
mode = 1
else
if mode == 1 then
--First item should always be the node
node = item_key
mode = 2
elseif mode == 2 then
if mw.ustring.find(string.lower(item_key), "resource") or string.lower(item_key) == "storm" then
local split = mw.ustring.find(item_key, '/')
if split then
tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
item_key = mw.ustring.sub(item_key, split + 1)
end
tags[string.lower(item_key)] = true
mode = 3
elseif string.lower(item_key) == "empty" then
table.insert(self._items, node .. "/empty")
mode = 1
elseif string.lower(item_key) == "select" then
table.insert(self._items, node .. "/select")
else
while mw.ustring.find(item_key, '/') do
local split = mw.ustring.find(item_key, '/')
tags[string.lower(mw.ustring.sub(item_key, 1, split - 1))] = true
item_key = mw.ustring.sub(item_key, split + 1)
end
tags[string.lower(item_key)] = true
mode = 5
end
elseif mode == 3 then
resource = self:upcase(item_key)
mode = 4
elseif mode == 4 then
local amount = item_key
if tags["storm"] and mw.ustring.sub(amount, 1, 1) ~= "-" then
amount = "-" .. amount
end
local boss = tags["boss"] and "true" or "false"
local string = node .. "/" .. resource .. "/" .. amount .. "/" .. boss
table.insert(self._items, string)
mode = 1
elseif mode == 5 then
formation = self:upcase(item_key)
mode = 6
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)
local ship_caption =
(ship:name() or "?")
.. " (" .. (ship:api_id() or "?") .. "): "
.. (ship:armor() or "?") .. " Armor, " .. (ship:hp() or "?") .. " HP"
table.insert(fleet, ShipBattleCardKai:get{ship = ship, caption = ship_caption, link = ship:link(), flagship = #fleet == 0})
local ship_air_power = ship:air_power(tags.raid)
if ship_air_power then
as_rating = as_rating + ship_air_power
else
as_complete = false
end
end
end
end
if mode == 6 then
self:insert_item(node, formation, table.concat(fleet, " "), as_rating, tags, as_complete)
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 then
previous_cell.rowspan = previous_cell.rowspan and previous_cell.rowspan + 1 or 2
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:start_rows()
self._rows = {}
if self._args["toggle_id"] then
table.insert(self._rows, format{self._collapser_template,
toggle_id = self._args["toggle_id"],
button_display = self._args["button_display"] or "Show/Hide Formation Table",
})
end
table.insert(self._rows, self._table_start)
table.insert(self._rows, self._header)
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
--node/resource/amount/boss
local values = {}
while mw.ustring.find(row_values, '/') do
local split = mw.ustring.find(row_values, '/')
if split then
table.insert(values, mw.ustring.sub(row_values, 1, split - 1))
row_values = mw.ustring.sub(row_values, split + 1)
end
end
table.insert(values, row_values)
if values[2] == "empty" then
table.insert(self._rows, format{self._empty_node_template, values = { node = Formatting:japanese_text(values[1]) } })
elseif values[2] == "select" then
table.insert(self._rows, format{self._selection_node_template, values = { node = Formatting:japanese_text(values[1]) } })
else
local resource = Formatting:format_image{values[2] .. ".png", caption = self:upcase(values[2]), size = "22x22px"}
local text, node_type, bg_color = self:process_resource_node(resource, values[3])
local color = "initial"
if values[4] == "true" then
color = self._boss_battle_color
end
table.insert(self._rows, format{self._resource_node_template, values = {
node = Formatting:japanese_text(values[1]),
text = text,
node_type = node_type,
color = color,
bg_color = bg_color,
}})
end
end
end
end
end
function NodeInfo:finish_rows()
table.insert(self._rows, self._row_starter)
table.insert(self._rows, self._header_bottom or self._header)
table.insert(self._rows, self._table_end)
if self._args["toggle_id"] then
table.insert(self._rows, self._collapser_end)
end
end
return NodeInfo