Documentation for this module may be created at Module:Calc/doc
local U = require("Module:Core")
local Formatting = require("Module:Formatting")
local Equipment = require("Module:Equipment")
local Iterator = require("Module:Iterator")
local ShipCapabilities = require("Module:ShipCapabilities")
local ShipCardKai = require("Module:ShipCardKai")
local ShipBattleCardKai = require("Module:ShipBattleCardKai")
local Combat = require("Module:CalcCombat")
local EquipmentCardKai = require("Module:EquipmentCardKai")
local EquipmentGraphicKai = require("Module:EquipmentGraphicKai")
local EquipmentCollection = require("Module:Collection/Equipment")
local AllEquipmentCollection = require("Module:Collection/EquipmentByApiId")
local Development = require("Module:Development")
local ShipsByApiId = require("Module:Collection/ShipsByApiId")
local Ship = require("Module:Ship")
local args = nil
-- local Ship = nil
local ship = nil
local shipCapabilities = {}
local target = nil
local equipment = nil
local filterArgs = {}
local sorted = false
local sequence = nil
local sequence_length = nil
local sequence_position = nil
local env = {}
local enumerating_functions = {
args = function() return mw.text.split(args.args, "%s*,%s*") end,
base_names = function() return require('Module:Collection/ShipsBase') end,
all_names = function() return require('Module:Collection/Ships') end,
remodel_names = function()
local all_names = require('Module:Collection/Ships')
local base_names = require('Module:Collection/ShipsBase')
local result = {}
for _, name in ipairs(all_names) do
if not U.includes(base_names, name) then
local ship = Ship(name)
if ship._implementation_date then
table.insert(result, name)
end
end
end
return result
end,
enemy = function() return require('Module:Collection/EnemyShips') end,
equipment = function()
equipment = true
return U.imap(EquipmentCollection, function(e) return e._name end)
end,
allEquipment = function()
equipment = true
local result = {}
for i = 1, 700 do
if AllEquipmentCollection[i] then
table.insert(result, AllEquipmentCollection[i])
end
end
return result
end,
enemyEquipment = function()
equipment = true
local result = {}
for i = 501, 700 do
if AllEquipmentCollection[i] then
table.insert(result, AllEquipmentCollection[i])
end
end
return result
end,
}
local function format_lua(lua)
return tostring(type(lua) == "table" and table.concat(lua, args.concat_value or ", ") or lua)
end
local formatting_functions = {
air_power = function(ship) return ship.air_power and ship:air_power() or -1 end,
equipment_range = function(ship) return U.imax(U.imap(ship._equipment or {}, function (e) return Equipment(e.equipment):range() or 0 end), 0) end,
equipment_range_diff = function(ship)
local equipment_range = U.imax(U.imap(ship._equipment or {}, function (e) return Equipment(e.equipment):range() or 0 end), 0)
return (ship:range() or 0) - equipment_range
end,
night_battle_power = function(ship) return (ship:firepower_max() or 0) + (ship:torpedo_max() or 0) end,
format_day_battle = function(ship)
local mode, attack_power = shipCapabilities:day_battle()
return shipCapabilities:format_day_battle(mode, attack_power)
end,
format_night_battle = function(ship)
local mode, attack_power = shipCapabilities:night_battle()
return shipCapabilities:format_night_battle(mode, attack_power)
end,
format_opening_torpedo = function(ship)
return shipCapabilities:format_torpedo(shipCapabilities:opening_torpedo())
end,
format_closing_torpedo = function(ship)
return shipCapabilities:format_torpedo(shipCapabilities:closing_torpedo())
end,
format_asw_attack = function(ship)
local attack_power, opening, day, night, uncertain = shipCapabilities:asw_attack()
return shipCapabilities:format_asw_attack(attack_power, opening, day, night, uncertain)
end,
format_opening_airstrike = function(ship)
return shipCapabilities:format_opening_airstrike(shipCapabilities:opening_airstrike())
end,
slots = function(ship) return format_lua(U.imap(ship._equipment or {}, function (e) return e and e.size or '?' end)) end,
equips = function(ship)
return 'style="text-align:left"|' .. U.ijoin(U.imap(ship._equipment or {}, function (e)
if not e or e.equipment == nil then
return '(?)'
end
if e.equipment == false then
return '[[File:Xx_c.png]]'
end
local icon = type(e.equipment) == 'string' and Equipment(e.equipment):icon() or e.equipment:icon()
local link = type(e.equipment) == 'string' and e.equipment or e.equipment:name()
return string.format('%s [[%s]]', Formatting:format_image{Formatting:format_equipment_icon(icon), link = link}, link)
end), "<br>")
end,
code = function(obj) return equipment and Formatting:format_equipment_type(obj:type()) or Formatting:format_ship_code(obj:type()) end,
type = function(obj) return equipment and Formatting:format_equipment_type(obj:type()) or Formatting:format_ship_type(obj:type()) end,
icon = function(obj)
if obj.hp then
if obj:id() >= 1501 then
return string.format("[[File:Enemy Icon %s.png|100px]]", obj:unique_name():gsub('- Damaged', 'Damaged'))
else
return string.format("[[File:Ship Icon %s.png|100px]]", obj:name())
end
else
return obj.icon and ([[<span data-sort-value="]] .. (obj._type or '0') .. [=[">[[File:]=] .. Formatting:format_equipment_icon(obj:icon()) .. "]]</span>") or ''
end
end,
icon_damaged = function(obj) return string.format("[[File:Ship Icon %s Damaged.png|100px]]", obj:name()) end,
link = function(obj) return string.format("[[%s]]", equipment and obj:name() or obj:unique_name()) end,
class = function(ship) return ship:class() and ship:class():name() or "?" end,
implementation_date = function(ship)
local date = ship:implementation_date()
return not date and "??" or string.format("%s/%s/%s", date[1], date[2] < 10 and "0" .. date[2] or date[2], date[3] < 10 and "0" .. date[3] or date[3])
end,
banner = function(obj)
if not obj or not obj.lua_name then
return ' '
end
return ShipBattleCardKai:Asset({ obj:lua_name(), hd = true, size = "160px" })
end,
card = function(obj)
if not obj or not obj.lua_name then
return ' '
end
if obj.hp then
return ShipCardKai:Asset({ obj:lua_name(), hd = true, size = "160px" })
else
return EquipmentCardKai:Asset({ obj:name(), size = "75px", link = "nil" })
end
end,
item = function(obj) return EquipmentGraphicKai:Asset({ obj:name(), size = "75px", link = "nil" }) end,
fairy = function(obj) return EquipmentGraphicKai:Asset({ obj:name(), size = "75px", fairy = "only", link = "nil" }) end,
full = function(obj) return EquipmentGraphicKai:Asset({ obj:name(), size = "75px", fairy = "true", link = "nil" }) end,
card_ = function(o) return string.format("[[File:%s Card.png|75px]]", o:name()) end,
equipment_ = function(o) return string.format("[[File:%s Equipment.png|75px]]", o:name()) end,
character_ = function(o) return string.format("[[File:%s Character.png|75px]]", o:name()) end,
full_ = function(o) return string.format("[[File:%s Full.png|75px]]", o:name()) end,
format_morale = function(ship)
local morale = ship:morale() or 49
return morale <= 19 and "Red" or morale <= 29 and "Orange" or morale <= 49 and "Normal" or "Sparkle"
end,
hit_rate = function(ship, target)
local r = Combat.hit_rate(ship, target)
if r then
ship.hit_rate = r
return r .. "%"
else
return "nil"
end
end,
critical_hit_rate = function(ship, target)
local r = Combat.critical_hit_rate(ship, target)
if r then
ship.critical_hit_rate = r
return r .. "%"
else
return "nil"
end
end,
scrap = function(eq)
local scrap = eq:scrap()
return string.format("%s/%s/%s/%s", scrap.fuel or 0, scrap.ammo or 0, scrap.steel or 0, scrap.bauxite or 0)
end,
development = function(eq) return Development.formatResources(eq) end,
development_rate = function(eq) return Development.formatRates(eq) end,
development_hq = function(eq) return Development.formatHQ(eq) end,
backMinusRarity = function(ship) return ship:back() - ship:rarity() end,
rarity_bg = function(ship)
return string.format('style="background:%s"|%s<br>%s', Formatting:format_ship_back(ship:rarity()), ship:rarity() or '??', Formatting:format_ship_rarity(ship:rarity()))
end,
back_bg = function(ship)
return string.format('style="background:%s"|%s<br>%s', Formatting:format_ship_back(ship:back()), ship:back() or '??', Formatting:format_ship_rarity(ship:back()))
end,
}
--[[
local function addFormattingFunctions(name, table)
for k, v in pairs(table) do
formatting_functions[name .. "." .. k] = v
end
end
addFormattingFunctions("FitData", require("Module:CalcFit"))
addFormattingFunctions("Assets", require("Module:CalcAsset"))
]]--
local function format_value(key, ship, target)
local formatting_function = formatting_functions[key]
if formatting_function then
return formatting_function(ship, target)
end
--[[
if shipCapabilities[key] then
local a, b = shipCapabilities[key](shipCapabilities)
return format_lua(b or a)
end
]]--
local lua = ship[key]
if type(lua) == "function" then
return format_lua(lua(ship))
else
return format_lua(lua)
end
end
local function format_arg(arg)
return args.format == "table" and ("| " .. arg .. "\n") or arg
end
--[[
local function interpret_setter(s)
local kv = mw.text.split(s, "%s*~%s*")
local k = kv[1]
local v = kv[2]
local c = kv[3]
if k and v and c then
env[c] = env[c] or require("Module:" .. c)
env[k] = env[c](v)
if k == "_" then
ship = env[k]
end
return true
elseif k and v then
if k == "_equipment" then
local equipment = {}
local accuracy = 0
local ng = 0
for eq in string.gmatch(v, '([^,]+)') do
local eqObj = Equipment(eq)
table.insert(equipment, { equipment = eqObj })
accuracy = accuracy + (eqObj:shelling_accuracy() or 0)
if eqObj:type() == 3 then
ng = ng + 1
end
end
ship._equipment = equipment
ship._accuracy = accuracy
if ng > 0 then
ship._ng = ng
end
else
if v ~= "nil" and ship then
ship[k] = tonumber(v)
else
env[k] = v
end
end
return true
else
return false
end
end
local function trigger()
local ship_key = sequence[sequence_position]
sequence_position = sequence_position + 1
ship = Ship(ship_key)
if ship:id() then
shipCapabilities = ShipCapabilities{ ship = ship }
equipment = false
else
ship = Equipment(ship_key)
equipment = true
end
end
local function interpret_arg(arg)
local prefix = string.sub(arg, 1, 1)
local prefix2 = string.sub(arg, 1, 2)
if arg == "-" then return format_arg("")
elseif arg == "!@" then trigger(false)
elseif prefix2 == "!!" then
local key = string.sub(arg, 3)
target = Ship(key)
elseif prefix == "!" then
local key = string.sub(arg, 2)
if not interpret_setter(key) then
local parts = string.gmatch(key, '([^:]+)')
local i = 1
for part in parts do
if i == 1 then
key = part
ship = Ship(key)
if ship:hp() then
shipCapabilities = ShipCapabilities{ ship = ship }
equipment = false
else
ship = Equipment(key)
equipment = true
end
else
interpret_setter(part)
end
i = i + 1
end
end
elseif prefix == "#" and args.format == "table" then
return "|-\n"
if prefix == "?" then
local prefix2 = string.sub(arg, 1, 2)
if prefix2 == "??" then return format_arg(format_value(string.sub(arg, 3), target, ship))
elseif prefix2 == "?#" then return "?# is unimplemented" -- frame:preprocess(format{string.sub(arg, 3), this = env[this] or ""})
else
if test then
return format_arg(format_value(string.sub(arg, 2), ship, target))
else
return nil
end
else
return format_arg(arg)
end
end
Ship = args.enemy and require("Module:EnemyShip") or require("Module:Ship")
if args.from and args.to then
sequence = {}
for i = tonumber(args.from), tonumber(args.to) do
table.insert(sequence, i)
end
sequence_position = 1
end
else
local buildIterator = Iterator[enumerator]
if buildIterator then
sequence = {}
sequence_position = 1
local iterator = buildIterator(args)
while iterator.next() do
table.insert(sequence, iterator.current())
end
sequence_length = #sequence
end
]]--
local function interpret(args_)
args = args_
for _, arg in ipairs(args) do
local prefix = string.sub(arg, 1, 1)
if prefix == "~" then
local kv = mw.text.split(string.sub(arg, 2), "%s*~%s*")
local xs = mw.text.split(kv[2], "%s*,%s*")
table.insert(filterArgs, {kv[1], xs})
end
end
local actions = {}
for _, arg in ipairs(args) do
local prefix = string.sub(arg, 1, 1)
if prefix == "@" then
local enumerator = string.sub(arg, 2)
local enumerating_function = enumerating_functions[enumerator]
if enumerating_function then
sequence = {}
for _, e in ipairs(enumerating_function()) do
local ship
if equipment then
ship = Equipment(e)
else
ship = Ship(e)
end
if #filterArgs > 0 then
local test = true
for _, kv in ipairs(filterArgs) do
local test2 = false
for _, e2 in ipairs(kv[2]) do
if tostring(ship[kv[1]](ship)) == e2 then
test2 = true
break
end
end
if not test2 then
test = false
break
end
end
if test then
table.insert(sequence, ship)
end
else
table.insert(sequence, ship)
end
end
sequence_position = 1
sequence_length = #sequence
end
elseif arg == "#" or prefix == "?" then
table.insert(actions, string.sub(arg, 2))
end
end
if args.sort and sequence then
local sorts = mw.text.split(args.sort, "%s*,%s*")
table.sort(sequence, function(a, b)
for _, sort in ipairs(sorts) do
local x = a[sort](a)
local y = b[sort](b)
if x < y then return true end
if x > y then return false end
end
return false
end)
end
local values = {}
repeat
if sequence then
ship = sequence[sequence_position]
sequence_position = sequence_position + 1
end
for _, arg in ipairs(actions) do
if arg == '' then
if args.format == "table" then
table.insert(values, "|-\n")
end
else
local value = ship and format_arg(format_value(arg, ship)) -- interpret_arg(arg)
if value then
table.insert(values, value)
end
end
end
until not sequence_length or sequence_position > sequence_length
return table.concat(values, args.concat or (args.format == "table" and "" or ", "))
end
return {
format = function(frame) return interpret(U.getTemplateArgs(frame).explicit) end,
test = function() mw.log(interpret({"@base_names", "~is_battleship~true", "?link", sort = "type,id"})) end,
}