Module:EnemyEncounters
Parameter Naming
Module invocation is done via passing parameters and arguments. These parameter names and argument values are all done in the following format
- <Node Letter><Pattern Number>_<parameter> = <argument value>
except for assigning node labels which is shown below.
All parameters still need a pipe character, "|", before the parameter call. Eg, (replace '{' with '{{')
- {#invoke:EnemyEncounters | encounterTemplate
|A1_xp=900
|A1_lv=< 80
|A1_node_info=BBV_Re-class_Elite bbv_re-class_elite cv_wo-class_flagship_kai clt_chi-class_flagship ss_so-class_flagship ss_so-class_flagship
|A1_form=line_ahead
}
All parameters passed to the EnemyEncounters module are named under a simple scheme as described in each subsequent section.
You may add span and css tags as you wish as they will be pasted in directly to the page. Examples are below.
Everything is Case-Insensitive
Node Label
Simply pass the name of the node with
- <Node Letter>_label = <some name>
For example,
- A_label = Night Battle
- B_label = 敵前衛警戒部隊 <br> <span style="color:yellow">Day Battle</span>
Air Superiority and Air Supremacy
The module will automatically calculate required air power for Air Superiority and Air Supremacy.
- <Node Letter and Pattern Number>_enemy_air_power = <value>
Do not pass a value of 0 unless enemy launches plane but has 0 air power (e.g. Anchorage Water Demon).
For example,
- B2_enemy_air_power = 50
Boss Nodes
If an explicit boss node is not given, the module will assume it is the last letter given.
- boss_node = <Node letter>
Eg,
- boss_node = M
- boss_node = J
Xp
- <Node Letter and Pattern Number>_xp = <value>
Eg,
- F3_xp = 120
Pattern By Level
In the case that a pattern's appearance is determined by the HQ level such as 1-5 ExOp's first node.
- <Node Letter and Pattern Number>_lv = <expression>
Eg,
- A2_lv = >80 (Node A's pattern 2 will show up for admirals over level 80)
- A1_lv = <=80 (Node A's pattern 1 will show up for admirals equal to or under level 80)
Form
Form refers to the enemy formation.
- <Node Letter and Pattern Number>_form = <formation>
Formations are:
- line_ahead
- double_line
- diamond
- echelon
- line_abreast
Examples are:
- A1_form = line_ahead
- B2_form = line_abreast
Node Final Forms
This is for denoting that a certain node pattern is the final form. For example, the composition of an enemy fleet might change for the final kill of a gauge map. These would be denoted by being a "final form" of the node's patterns. The parameter takes multiple arguments because there may be multiple final forms for a node.
- final_form = <space separated list of nodepatterns>
Eg,
- final_form = C2 C3
Node Post-Clear Forms
This is for denoting certain node pattern(s) that only appear after the map is cleared. These would be denoted by being a "post-clear only form" of the node's patterns. The parameter takes multiple arguments because there may be multiple post-clear only forms for a node.
- post_final_form = <space separated list of nodepatterns>
Eg,
- post_final_form = D2 D3
Enemies
Enemies are passed in a single parameter,
- <Node Letter and Pattern Number>_node_info = <argument>
The formation argument should simply be the enemy names, listed below, separated by a space. All spellings are English spellings. Eg, "harbor" instead of "harbour". All enemy information can be seen at the bottom of the source as there is a gigantic table of the mappings.
Enemy ship names are done as follows:
- <Shiptype>_<Class Name>_<Extra Ship Parameters>
where Shiptype is from the following list
- DD
- CL
- CLT
- CA
- CVL
- CV
- BB
- BBV
- Transport
- SS
The class name is for example:
- Wo-class
- Re-class
- Nu-class
- Ha-class
The Extra Ship parameter is optional and from the following list
- Elite
- Flagship
- Flagship_2
- Flagship_Kai
- Late_Model
Some examples are:
- SS_Yo-class
- Transport_Wa-class_Flagship
- CVL_Nu-class_Flagship
- CV_Wo-class_Flagship_Kai
For bosses, type out their full name (don't use shorthand like BB_hime).
- For final forms, simply add "_final_form" at the end
- Floating Fortresses and Escort Fortresses have three forms and need "_1", "_2", and "_3" appended
- floating_fortress_1
- floating_fortress_2
- etc
- For Hoppou (Northern Hime), the 3-5 form has 3-5 appended as such
- northern_princess_3-5_final_form
You would invoke the full argument such as follows:
- B2_node_info = clt_chi-class_elite dd_ro-class_elite dd_ni-class_late_model
- C5_node_info = dd_i-class_late_model cl_he-class_flagship
You can find all ship names via the enemy vessel's page. Simply replace spaces with underscores.
Information for Non-Combat Nodes
For nodes such as maelstroms and resource nodes, you will use the "node_info" argument.
As a note, the words "fuel", "steel", "ammo" and "bauxite" will be replaced by their respective small icons such as
Eg,
- B2_node_info = Maelstrom fuel -50 75 100 125
will result in
Eg,
- B3_node_info = "Must be my imagination" (battle avoided)
- C2_node_info = "steel +100 125 150 175
Example invocation
{{#invoke:EnemyEncounters|encounterTemplate
|A1_xp=900
|A1_lv=< 80
|A1_node_info=BBV_Re-class_Elite bbv_re-class_elite cv_wo-class_flagship_kai clt_chi-class_flagship ss_so-class_flagship ss_so-class_flagship
|A1_form=line_ahead
|
|A2_xp=9000
|A2_lv=> 80
|A2_node_info=fuel +50 75 100 125
|A2_enemy_air_power = 33
|
|B1_xp=900
|B1_node_info=Maelstrom fuel -50
|B_label = 敵前衛警戒部隊 <br> <span style="color:yellow">Day Battle</span>
|final_form = A2
|post_final_form = A1}}
will result in
Ignore the nonsense pattern information, please :D (Apparently you fight a maelstrom at node B and it's only day battle)
Credit
Module written by Remi_Scarlet
local p = {}
local remiLib = require("Module:RemiLib")
-- Module for enemy encounter tables written by
-- Remi_Scarlet
-- I fucking hate lua.
-- 10/24/15 Added colorful blue button as per Wsewo's request.
-- checks if data is in the array as a key
function valid(data, array)
local valid = {}
if array ~= nil then
for i = 1, #array do
valid[array[i]] = true
end
if valid[data] then
return true
else
return false
end
end
end
-- returns a string representation of a table.
-- cannot do recursive tables. Eg, only single dimensional tables will work
-- should a multi-dimensional table be given, it will simply put "table" as the value
function table.dictConcat(dict,sep)
if sep == nil then sep = " | " end
local final = ""
for k,v in pairs(dict) do
if k ~= nil then
if v ~= nil then
final = final .. k .. "=" .. tostring(v) .. sep
else
final = final .. k .. "= nil" .. sep
end
else
if v ~= nil then
final = final .. tostring(v) .. sep
else
final = final .. "nil" .. sep
end
end
end
return final
end
-- takes a string and returns string with first letter capitalized
function capitalize(str)
return (str:gsub("^%l", string.upper))
end
-- "info" should be higher level table of information with eg
-- {["A"] = {["1"] = {["xp"]="120", ["main_info"] = "ta-class etc"}
-- ["2"] = {["xp"]="150", etc}
-- },
-- ["B"] = etc etc
-- }
-- "headers" should be a table with which params are used
-- "bossNode" should be a single char with which node is the boss node
function p.renderEncounterTable(info,headers, bossNode, collapsed)
function getRowSize(table, recurse)
if recurse == nil then recurse = false end
local size = 0
for k,v in pairs(table) do
if type(v) == "table" and recurse then
size = size+getRowSize(v)
elseif v ~= "" and k ~= "label" then
size = size+1
end
end
return size
end
local numCols = 0
for _,bool in pairs(headers) do
if bool then numCols = numCols + 1 end
end
-- Will be used to uniquely identify each table with the "button" and the "table content". Normally
-- this would be done with like mw-customtoggle-1-1-enemy or whatnot, but since I can't
-- actually discern what "map" it's being used on, I'm just using a hash function on the time of
-- rendering to replace the map identifier.
local uniqueID = remiLib.timeHash(info)
local classString = "mw-customtoggle-" .. tostring(uniqueID)
local idString = "mw-customcollapsible-" .. tostring(uniqueID)
local button = mw.html.create('div')
button
:addClass(classString)
:addClass("globalbutton")
:wikitext("Show/Hide Nodes and Enemy Encounters")
local encounterTable = mw.html.create("table")
encounterTable
:addClass("mw-collapsible")
:addClass("wikitable")
:addClass("mw-collapsed")
:attr("id",idString)
-- if collapsed then
-- encounterTable:addClass("mw-collapsed")
-- end
local titleRow = mw.html.create("tr")
local th = mw.html.create("th")
th
:attr("colspan",numCols+2)
:wikitext("Nodes and Enemy Encounters")
:css("font-weight","bold")
titleRow:node(th)
encounterTable:node(titleRow)
local headerRow = mw.html.create("tr")
th = mw.html.create("th")
th:wikitext("Node")
headerRow:node(th)
th = mw.html.create("th")
th:wikitext("Pattern")
headerRow:node(th)
local paramOrder = {"Xp","Lv","Node Info","Form"}
for i,param in pairs(paramOrder) do
if param == "Xp" and info["map_xp"] ~= nil then
th = mw.html.create("th")
th:wikitext("Xp")
headerRow:node(th)
elseif headers[param] then
th = mw.html.create("th")
th:wikitext(param)
if param == "Node Info" then
th:css("width","480")
end
headerRow:node(th)
end
end
-- Air superiority is a bit different so account for it
if headers["Enemy Air Power"] then
th = mw.html.create("th")
th:wikitext("Air")
headerRow:node(th)
end
encounterTable:node(headerRow)
local letterOrder = {"A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z"}
for _,nodeLetter in pairs(letterOrder) do
local values = info[nodeLetter]
if values ~= nil then
local firstRow = mw.html.create("tr")
local firstCol = mw.html.create("td")
local nodeName = nodeLetter
if values["label"] ~= nil then
nodeName = nodeName .. "<br>" .. values["label"]
end
firstCol
:wikitext(nodeName)
:css("text-align","center")
:css("font-weight","bold")
:attr("rowspan",tostring(getRowSize(values)))
if nodeLetter == bossNode then
firstCol:css("color","red")
firstCol:css("font-weight","bold")
end
firstRow:node(firstCol)
local text = "Pattern 1"
if values[1]["isFinalForm"] ~= nil then
text = "<span style='color:red'>" .. text .."<br>" .. "Final Form</span>"
end
if values[1]["isSecondPhase"] ~= nil then
text = "<span style='color:blue'>" .. text .."<br>" .. "Second Phase</span>"
end
if values[1]["isPostFinalForm"] ~= nil then
text = "<span style='color:blue'>" .. text .."<br>" .. "Post-Clear Only Form</span>"
end
firstRow:node(mw.html.create("td"):wikitext(text)):css("text-align","center")
-- since first row with rowspan is handled differently, just
-- do it separately
if type(values[1]) == "table" then
for _,param in pairs(paramOrder) do
if headers[param] then
local col = mw.html.create("td")
if param == "Xp" and info["map_xp"] ~= nil then
col:wikitext(info["map_xp"])
col:css("text-align","center")
elseif values[1][param] ~= nil then
local text = values[1][param]
col:wikitext(p.replaceWordWithWikicode(text .. " "))
if param == "Node Info" and nil ~= string.find(string.lower(text),"class") then
col:css("text-align","left")
else
col:css("text-align","center")
end
end
firstRow:node(col)
end
end
if headers["Enemy Air Power"] == true then
td = mw.html.create("td")
td:css("font-weight","bold")
td:css("text-align","center")
if values[1]["Enemy Air Power"] == "0" then
td
:wikitext("AS/AS+")
:wikitext("<br>")
:wikitext("Automatic")
end
if values[1]["Enemy Air Power"] == "?" then
td
:wikitext("Unknown")
end
if values[1]["Enemy Air Power"] ~= "" and values[1]["Enemy Air Power"] ~= "0" and values[1]["Enemy Air Power"] ~= "?" then
td
:wikitext("AS")
:wikitext("<br>")
:wikitext(math.ceil(1.5 * values[1]["Enemy Air Power"]))
:wikitext("<br>")
:wikitext("AS+")
:wikitext("<br>")
:wikitext(3 * values[1]["Enemy Air Power"])
end
firstRow:node(td)
end
end
encounterTable:node(firstRow)
-- Keep note that values is the table of node A
-- Eg, {["1"]={
-- ["xp"] = "",
-- ["lv"] = "" etc
-- },
-- ["2"]={
-- ["xp"] = "", etc
-- }
-- }
for i=2,#values do
if type(values[i]) == "table" then
local row = mw.html.create("tr")
local text = "Pattern " .. i
if values[i]["isSecondPhase"] ~= nil then
text = "<span style='color:red'>" .. text .."<br>" .. "Second Phase</span>"
end
if values[i]["isFinalForm"] ~= nil then
text = "<span style='color:red'>" .. text .."<br>" .. "Final Form</span>"
end
if values[i]["isPostFinalForm"] ~= nil then
text = "<span style='color:blue'>" .. text .."<br>" .. "Post-Clear Only Form</span>"
end
row:node(mw.html.create("td"):wikitext(text)):css("text-align","center")
for _,param in pairs(paramOrder) do
if headers[param] then
local col = mw.html.create("td")
if param == "Xp" and info["map_xp"] ~= nil then
col:wikitext(info["map_xp"])
col:css("text-align","center")
elseif values[i][param] ~= nil then
local text = values[i][param]
col:wikitext(p.replaceWordWithWikicode(text .. " "))
if param == "Node Info" and nil ~= string.find(string.lower(text),"class") then
col:css("text-align","left")
else
col:css("text-align","center")
end
end
row:node(col)
end
end
if headers["Enemy Air Power"] == true then
td = mw.html.create("td")
td:css("font-weight","bold")
td:css("text-align","center")
if values[i]["Enemy Air Power"] == "0" then
td
:wikitext("AS/AS+")
:wikitext("<br>")
:wikitext("Automatic")
end
if values[i]["Enemy Air Power"] == "?" then
td
:wikitext("Unknown")
end
if values[i]["Enemy Air Power"] ~= "" and values[i]["Enemy Air Power"] ~= "0" and values[i]["Enemy Air Power"] ~= "?" then
td
:wikitext("AS")
:wikitext("<br>")
:wikitext(math.ceil(1.5 * values[i]["Enemy Air Power"]))
:wikitext("<br>")
:wikitext("AS+")
:wikitext("<br>")
:wikitext(3 * values[i]["Enemy Air Power"])
end
row:node(td)
end
encounterTable:node(row)
end
end
end
end
return tostring(button) .. "\n" .. tostring(encounterTable)
end
function p.encounterTemplate(frame)
local bossNode = ""
local mapEncounterTable = {}
-- get list of params that are used, eg maybe none of the nodes have air_supremacy info.
-- In that case, don't bother adding column for it in the final html table
local usedParams = {["Xp"] = false,
["Lv"] = false,
["Node Info"] = false,
["Form"] = false,
["Enemy Air Power"] = false}
local validNodeLetters = {["A"]=true,
["B"]=true,
["C"]=true,
["D"]=true,
["E"]=true,
["F"]=true,
["G"]=true,
["H"]=true,
["I"]=true,
["J"]=true,
["K"]=true,
["L"]=true,
["M"]=true,
["N"]=true,
["O"]=true,
["P"]=true,
["Q"]=true,
["R"]=true,
["S"]=true,
["T"]=true,
["U"]=true,
["V"]=true,
["W"]=true,
["X"]=true,
["Y"]=true,
["Z"]=true}
-- map all the nodes we'll be using into mapEncounterTable -> {"A":true,"B"=true} etc
for k,v in pairs(frame.args) do
if string.lower(k) ~= "boss_node" and string.lower(k) ~= "final_form" and string.lower(k) ~= "post_final_form" then
local letter = mw.text.split(k,"")[1]
local num = mw.text.split(k,"")[2]
if validNodeLetters[letter] and tonumber(num) ~= nil then
mapEncounterTable[letter] = {}
if letter>bossNode then
bossNode = letter
end
end
end
end
if frame.args["boss_node"]~=nil and bossNode ~= frame.args["boss_node"] then
bossNode = frame.args["boss_node"]
end
--Whether table should be collapsed by default or not
local collapsed = true
if frame.args["collapsed"] ~= nil then
if string.lower(frame.args["collapsed"]) == "false" then
collapsed = false
end
end
-- mapping node information to
-- nodePattern should be like A1_xp, B3_lv, C1_form or something
for nodePattern,patternInfo in pairs(frame.args) do
local letter = mw.text.split(nodePattern,"")[1]
if mapEncounterTable[letter] ~= nil and nodePattern ~= "final_form" and nodePattern ~= "post_final_form" then
if mw.text.split(nodePattern,"")[2] ~= "_" then
local patternNum = mw.text.split(mw.text.split(nodePattern,"_")[1],"")[2]
-- If the second char is not a number, invalid.
if tonumber(patternNum) == nil and nodePattern ~= "final_form" and nodePattern ~= "post_final_form" then
--return patternNum
return "<span style='color:red'>Please check your module invocation arguments. Something is invalid</span>"
end
patternNum = tonumber(patternNum)
local nodePatternSplit = mw.text.split(nodePattern,"_")
local paramName = ""
-- get the parameter name, eg A1_xp's param name is just "Xp"
-- B3_form's param name is just "Form"
-- notice the conversion of capitalization
if nodePatternSplit ~= nil then
for i = 2, #nodePatternSplit do
paramName = paramName .. capitalize(nodePatternSplit[i])
if i ~= #nodePatternSplit then
paramName = paramName .. " "
end
end
end
if mapEncounterTable[letter][patternNum] == nil then
-- skeleton table for info for each pattern at a node.
-- eg, pattern 1 at node A, pattern 3 at node C, etc all need
-- the xp, lv, form, etc info
local nodePatternInfo = {["Xp"] = "",
["Lv"] = "",
["Node Info"] = "",
["Form"] = "",
["Enemy Air Power"] = "",
}
mapEncounterTable[letter][patternNum] = nodePatternInfo
end
mapEncounterTable[letter][patternNum][paramName] = patternInfo
usedParams[paramName] = true
end
local split = mw.text.split(nodePattern,"_")
if split[2] == "label" then
local letter = string.upper(mw.text.split(split[1],"")[1])
mapEncounterTable[letter]["label"] = patternInfo
end
end
end
if frame.args["final_form"] ~= nil then
local nodeAndPatterns = mw.text.split(frame.args["final_form"]," ")
for _,nodePattern in pairs(nodeAndPatterns) do
local nodeLetter = mw.text.split(nodePattern,"")[1]
if validNodeLetters[nodeLetter] then
local patternNum = mw.text.split(nodePattern,"")[2]
if tonumber(patternNum) ~= nil then
patternNum = tonumber(patternNum)
if mapEncounterTable[nodeLetter][patternNum] ~= nil then
mapEncounterTable[nodeLetter][patternNum]["isFinalForm"] = true
end
end
end
end
end
if frame.args["second_phase"] ~= nil then
local nodeAndPatterns = mw.text.split(frame.args["second_phase"]," ")
for _,nodePattern in pairs(nodeAndPatterns) do
local nodeLetter = mw.text.split(nodePattern,"")[1]
if validNodeLetters[nodeLetter] then
local patternNum = mw.text.split(nodePattern,"")[2]
if tonumber(patternNum) ~= nil then
patternNum = tonumber(patternNum)
if mapEncounterTable[nodeLetter][patternNum] ~= nil then
mapEncounterTable[nodeLetter][patternNum]["isSecondPhase"] = true
end
end
end
end
end
if frame.args["post_final_form"] ~= nil then
local nodeAndPatterns = mw.text.split(frame.args["post_final_form"]," ")
for _,nodePattern in pairs(nodeAndPatterns) do
local nodeLetter = mw.text.split(nodePattern,"")[1]
if validNodeLetters[nodeLetter] then
local patternNum = mw.text.split(nodePattern,"")[2]
if tonumber(patternNum) ~= nil then
patternNum = tonumber(patternNum)
if mapEncounterTable[nodeLetter][patternNum] ~= nil then
mapEncounterTable[nodeLetter][patternNum]["isPostFinalForm"] = true
end
end
end
end
end
if frame.args["map_xp"] ~= nil then
if tonumber(frame.args["map_xp"]) ~= nil then
mapEncounterTable["map_xp"] = frame.args["map_xp"]
usedParams["Xp"] = true
end
end
html = p.renderEncounterTable(mapEncounterTable,usedParams,bossNode,collapsed)
return html
end
function p.replaceWordWithWikicode(str)
local nodeInfoImageTable = {
["fuel"] = '[[File:Fuel.png|Fuel|25px]]',
["ammo"] = '[[File:Ammunition.png|Ammo|25px]]',
["steel"] = '[[File:Steel.png|Steel|25px]]',
["bauxite"] = '[[File:Bauxite.png|Bauxite|25px]]'
}
local formTable = {
["line_ahead"] = "[[file:LineAhead.jpg|Formation 1: Line Ahead|40px|center]]",
["double_line"] = "[[file:DoubleLine.jpg|Formation 2: Double Line|40px|center]]",
["diamond"] = "[[file:Diamond.jpg|Formation 3: Diamond|40px|center]]",
["echelon"] = "[[file:Echelon.jpg|Formation 4: Echelon|40px|center]]",
["line_abreast"] = "[[file:LineAbreast.jpg|Formation 5: Line Abreast|40px|center]]",
["none"] = "None<br>Displayed"
}
local enemyShipTable = {
["dd_i%-class[%s$]"] = '[[File:DD I Class.png|160px|Destroyer I%-Class|link=Destroyer I%-Class]]',
["dd_i%-class_elite[%s$]"] = '[[File:DD I Class2.png|160px|Destroyer I%-Class Elite|link=Destroyer I%-Class]]',
["dd_i%-class_flagship[%s$]"] = '[[File:DD_I_class3.png|160px|Destroyer I%-Class Flagship|link=Destroyer I%-Class]]',
["dd_i%-class_late_model[%s$]"] = '[[File:DD I Class 4.png|160px|Destroyer I%-Class Late Model|link=Destroyer I%-Class]]',
["dd_i%-class_late_model_elite[%s$]"] = '[[File:DD I LM Elite.jpg|160px|Destroyer I%-Class Late Model Elite|link=Destroyer I%-Class]]',
["dd_ro%-class[%s$]"] = '[[File:DD Ro Class.jpg|160px|Destroyer Ro%-Class|link=Destroyer Ro%-Class]]',
["dd_ro%-class_elite[%s$]"] = '[[File:DD Ro Class2.png|160px|Destroyer Ro%-Class Elite|link=Destroyer Ro%-Class]]',
["dd_ro%-class_flagship[%s$]"] = '[[File:DD Ro Class3.png|160px|Destroyer Ro%-Class Flagship|link=Destroyer Ro%-Class]]',
["dd_ro%-class_late_model[%s$]"] = '[[File:DD Ro Class 4.png|160px|Destroyer Ro%-Class Late Model|link=Destroyer Ro%-Class]]',
["dd_ro%-class_late_model_elite[%s$]"] = '[[File:DD Ro LM Elite.jpg|160px|Destroyer Ro%-Class Late Model Elite|link=Destroyer Ro%-Class]]',
["dd_ha%-class[%s$]"] = '[[File:DD Ha Class.png|160px|Destroyer Ha%-Class|link=Destroyer Ha%-Class]]',
["dd_ha%-class_elite[%s$]"] = '[[File:DD Ha Class2.png|160px|Destroyer Ha Class Elite|link=Destroyer Ha%-Class]]',
["dd_ha%-class_flagship[%s$]"] = '[[File:DD Ha Class3.png|160px|Destroyer Ha Class Flagship|link=Destroyer Ha%-Class]]',
["dd_ha%-class_late_model[%s$]"] = '[[File:DD Ha Class 4.png|160px|Destroyer Ha%-Class Late Model|link=Destroyer Ha%-Class]]',
["dd_ha%-class_late_model_elite[%s$]"] = '[[File:DD Ha LM Elite.jpg|160px|Destroyer Ha%-Class Late Model Elite|link=Destroyer Ha%-Class]]',
["dd_ni%-class[%s$]"] = '[[File:DD Ni Class.png|160px|Destroyer Ni Class|link=Destroyer Ni%-Class]]',
["dd_ni%-class_elite[%s$]"] = '[[File:DD Ni Class2.png|160px|Destroyer Ni Class Elite|link=Destroyer Ni%-Class]]',
["dd_ni%-class_late_model[%s$]"] = '[[File:DD Ni Class 4.png|160px|Destroyer Ni%-Class Late Model|link=Destroyer Ni%-Class]]',
["dd_ni%-class_late_model_elite[%s$]"] = '[[File:DD Ni LM Elite.jpg|160px|Destroyer Ni%-Class Late Model Elite|link=Destroyer Ni%-Class]]',
["cl_ho%-class[%s$]"] = '[[File:CL Ho Class.png|160px|Light Cruiser Ho Class|link=Light Cruiser Ho%-Class]]',
["cl_ho%-class_elite[%s$]"] = '[[File:CL Ho Class2.png|160px|Light Cruiser Ho Class Elite|link=Light Cruiser Ho%-Class]]',
["cl_ho%-class_flagship[%s$]"] = '[[File:CL Ho Class3.png|160px|Light Cruiser Ho Class Flagship|link=Light Cruiser Ho%-Class]]',
["cl_he%-class[%s$]"] = '[[File:CL He Class.png|160px|Light Cruiser He Class|link=Light Cruiser He%-Class]]',
["cl_he%-class_elite[%s$]"] = '[[File:CL He Class2.png|160px|Light Cruiser He Class Elite|link=Light Cruiser He%-Class]]',
["cl_he%-class_flagship[%s$]"] = '[[File:CL He Class3.png|160px|Light Cruiser He Class Flagship|link=Light Cruiser He%-Class]]',
["cl_to%-class[%s$]"] = '[[File:CL To Class.png|160px|Light Cruiser To Class|link=Light Cruiser To%-Class]]',
["cl_to%-class_elite[%s$]"] = '[[File:CL To Class2.png|160px|Light Cruiser To Class Elite|link=Light Cruiser To%-Class]]',
["cl_tsu%-class[%s$]"] = '[[File:CL_Tsu_b.jpg|160px|Light Cruiser Tsu Class|link=Light Cruiser Tsu%-Class]]',
["cl_tsu%-class_elite[%s$]"] = '[[File:CL_Tsu_elite_b.jpg|160px|Light Cruiser Tsu Class|link=Light Cruiser Tsu%-Class]]',
["clt_chi%-class[%s$]"] = '[[File:CT Chi Class.png|160px|Torpedo Cruiser Chi Class|link= Torpedo Cruiser Chi%-Class]]',
["clt_chi%-class_elite[%s$]"] = '[[File:CT Chi Class2.png|160px|Torpedo Cruiser Chi Class Elite|link= Torpedo Cruiser Chi%-Class]]',
["clt_chi%-class_flagship[%s$]"] = '[[File:CT_Chi_Class3.png|160px|Torpedo Cruiser Chi Class Flagship|link= Torpedo Cruiser Chi%-Class]]',
["ca_ri%-class[%s$]"] = '[[File:CA Ri Class.png|160px|Heavy Cruiser Ri Class|link=Heavy Cruiser Ri%-Class]]',
["ca_ri%-class_elite[%s$]"] = '[[File:CA Ri Class2.png|160px|Heavy Cruiser Ri Class Elite|link=Heavy Cruiser Ri%-Class]]',
["ca_ri%-class_flagship[%s$]"] = '[[File:CA Ri Class3.png|160px|Heavy Cruiser Ri Class Flagship|link=Heavy Cruiser Ri%-Class]]',
["ca_ri%-class_flagship_kai[%s$]"] = '[[File:CA_Ri_Class4.png|160px|Heavy Cruiser Ri Class Flagship|link=Heavy Cruiser Ri%-Class]]',
["ca_ne%-class[%s$]"] = '[[File:Ca_ne_b.jpg|160px|Heavy Cruiser Ne Class|link=Heavy Cruiser Ne%-Class]]',
["ca_ne%-class_elite[%s$]"] = '[[File:Ca_ne_elite_b.jpg|160px|Heavy Cruiser Ne Class Elite|link=Heavy Cruiser Ne%-Class]]',
["cvl_nu%-class[%s$]"] = '[[File:CVL Nu Class.png|160px|Light Carrier Nu Class|link=Light Carrier Nu%-Class]]',
["cvl_nu%-class_elite[%s$]"] = '[[File:CVL Nu Class2.png|160px|Light Carrier Nu Class Elite|link=Light Carrier Nu%-Class]]',
["cvl_nu%-class_flagship[%s$]"] = '[[File:CVL_Nu_Class3.png|160px|Light Carrier Nu Class Flagship|link=Light Carrier Nu%-Class]]',
["cv_wo%-class[%s$]"] = '[[File:CV O Class.png|160px|Standard Carrier Wo Class|link=Standard Carrier Wo%-Class]]',
["cv_wo%-class_elite[%s$]"] = '[[File:CV O Class2.png|160px|Standard Carrier Wo Class Elite|link=Standard Carrier Wo%-Class]]',
["cv_wo%-class_flagship[%s$]"] = '[[File:CV O Class3.jpg|160px|Standard Carrier Wo Class Flagship|link=Standard Carrier Wo%-Class]]',
["cv_wo%-class_flagship_2[%s$]"] = '[[File:CV Wo Class5.png|160px|Standard Carrier Wo Class Flagship II|link=Standard Carrier Wo%-Class]]',
["cv_wo%-class_flagship_kai[%s$]"] = '[[File:CV_Wo_Class4.png|160px|Standard Carrier Wo Class kai Flagship|link=Standard Carrier Wo%-Class]]',
["bb_ru%-class[%s$]"] = '[[File:BB Ru Class.png|160px|Battleship Ru Class|link=Battleship Ru%-Class]]',
["bb_ru%-class_elite[%s$]"] = '[[File:BB Ru Class2.png|160px|Battleship Ru Class Elite|link=Battleship Ru%-Class]]',
["bb_ru%-class_flagship[%s$]"] = '[[File:BB Ru Class3.png|160px|Battleship Ru Class Flagship|link=Battleship Ru%-Class]]',
["bb_ru%-class_flagship_kai[%s$]"] = '[[File:BB_Ru_Class4.png|160px|Battleship Ru Class Flagship|link=Battleship Ru%-Class]]',
["bb_ta%-class[%s$]"] = '[[File:BB Ta Class.png|160px|Battleship Ta Class|link=Battleship Ta%-Class]]',
["bb_ta%-class_elite[%s$]"] ='[[File:BB Ta Class2.png|160px|Battleship Ta Class Elite|link=Battleship Ta%-Class]]',
["bb_ta%-class_flagship[%s$]"] = '[[File:BB Ta Class3.png|160px|Battleship Ta Class Flagship|link=Battleship Ta%-Class]]',
["bbv_re%-class[%s$]"] = '[[File:BB_re_001.png|160px|Battleship Re Class|link=Battleship Re%-Class]]',
["bbv_re%-class_elite[%s$]"] = '[[File:BB_re_002.png|160px|Battleship Re Class Elite|link=Battleship Re%-Class]]',
["transport_wa%-class[%s$]"] = '[[File:AP Wa Class.png|160px|Transport Ship Wa Class|link=Transport ship Wa%-Class]]',
["transport_wa%-class_elite[%s$]"] = '[[File:AP Wa Class2.png|160px|Transport Wa Class Elite|link=Transport ship Wa%-Class]]',
["transport_wa%-class_flagship[%s$]"] = '[[File:Wa_flagship_card.png|160px|Transport Wa Class Flagship|link=Transport ship Wa%-Class]]',
["ss_ka%-class[%s$]"] = '[[File:SS Ka Class.png|160px|Submarine Ka Class|link=Submarine Ka%-Class]]',
["ss_ka%-class_elite[%s$]"] = '[[File:SS Ka Class2.png|160px|Submarine Ka Class Elite|link=Submarine Ka%-Class]]',
["ss_ka%-class_flagship[%s$]"] = '[[File:SS Ka Class3.png|160px|Submarine Ka Class Flagship|link=Submarine Ka%-Class]]',
["ss_yo%-class[%s$]"] = '[[File:SS Yo Class.png|160px|Submarine Yo Class|link=Submarine Yo%-Class]]',
["ss_yo%-class_elite[%s$]"] = '[[File:SS Yo Class2.png|160px|Submarine Yo Class Elite|link=Submarine Yo%-Class]]',
["ss_yo%-class_flagship[%s$]"] = '[[File:SS Yo Class3.png|160px|Submarine Yo Class Flagship|link=Submarine Yo%-Class]]',
["ss_so%-class[%s$]"] = '[[File:SS So Class.png|160px|Submarine So Class|link=Submarine So%-Class]]',
["ss_so%-class_elite[%s$]"] = '[[File:SS So Class2.png|160px|Submarine So Class|link=Submarine So%-Class]]',
["ss_so%-class_flagship[%s$]"] = '[[File:SS So Class3.png|160px|Submarine So Class Flagship|link=Submarine So%-Class]]',
["armored_carrier_demon"] = '[[File:Armored CV ghost.png|160px|Armored Carrier Demon|link=Armored Carrier Demon]]',
["armored_carrier_princess"] = '[[File:Armored CV queen.png|160px|Armored Carrier Princess|link=Armored Carrier Princess]]',
["floating_fortress_1"] = '[[File:Floating Platform.png|160px|Floating Fortress|link=Floating Fortress]]',
["floating_fortress_2"] = '[[File:Floating Platform2.png|160px|Floating Fortress|link=Floating Fortress]]',
["floating_fortress_3"] = '[[File:Floating Platform3.png|160px|Floating Fortress|link=Floating Fortress]]',
["anchorage_demon"] = '[[File:Ancorage_Demon_card.png|160px|Anchorage Demon|link=Anchorage Demon]]',
["anchorage_princess"] = '[[File:Anchorage_Princess_card.png|160px|Anchorage Princess|link=Anchorage Princess]]',
["escort_fortress_1"] = '[[File:Floating Platform.png|160px|Escort Fortress|link=Escort Fortress]]',
["escort_fortress_2"] = '[[File:Floating Platform2.png|160px|Escort Fortress|link=Escort Fortress]]',
["escort_fortress_3"] = '[[File:Floating Platform3.png|160px|Escort Fortress|link=Escort Fortress]]',
["southern_demon"] = '[[File:Southern_Demon_card.png|160px|Southern Demon|link=Southern Demon]]',
["southern_war_demon"] = '[[File:Southern_War_Demon_card.png|160px|Southern War Demon|link=Southern War Demon]]',
["southern_war_princess"] = '[[File:Southern_War_Princess_card.png|160px|Southern War Princess|link=Southern War Princess]]',
["airfield_princess"] = '[[File:Port_hime_card.png|160px|Airfield Princess|link=Airfield Princess]]',
["battleship_princess"] = '[[File:Bb_hime_card.png|160px|Battleship Princess|link=Battleship Princess]]',
["harbor_princess"] = '[[File:Harbor_hime_card.JPG|160px|Harbour Princess|link=Harbour Princess]]',
["harbor_princess_4%-5_final_form"] = '[[File:Harbor Princess 613 Banner.png|160px|Harbour Princess|link=Harbour Princess]]',
["isolated_island_demon"] = '[[File:Isolated_Island_Oni_card.jpg|160px|Isolated Island Demon|link=Isolated Island Demon]]',
["isolated_island_princess"] = '[[File:Isolated_Island_Princess_icon.png|160px|Isolated Island Princess|link=Isolated Island Princess]]',
["northern_princess"] = '[[File:581_Card.jpg|160px|Northern Princess|link=Northern Princess]]',
["northern_princess_final_form"] = '[[File:582_Card.jpg|160px|Northern Princess Final Form|link=Northern Princess]]',
["northern_princess_3%-5"] = '[[File:588 Card.png|160px|Northern Princess|link=Northern_Princess]]',
["northern_princess_3%-5_final_form"] = '[[File:582_Card.jpg|160px|Northern Princess Final Form|link=Northern Princess]]',
["aircraft_carrier_demon"] = '[[File:585_Card.jpg|160px|Aircraft Carrier Demon|link=Aircraft Carrier Demon]]',
["midway_princess"] = '[[File:583_Card.jpg|160px|Midway Princess|link=Midway Princess]]',
["midway_princess_final_form"] = '[[File:584_Card.jpg|160px|Midway Princess Final Form|link=Midway Princess]]',
["aircraft_carrier_princess"] = '[[File:586_Card.jpg|160px|Aircraft Carrier Princess|link=Aircraft Carrier Princess]]',
["destroyer_princess"] = '[[File:Kuchikuseiki_b.jpg|160px|Destroyer Princess|link=Destroyer Princess]]',
["aircraft_carrier_water_demon"] = '[[File:Kuubosuiki_b.jpg|160px|Aircraft Carrier Water Demon|link=Aircraft Carrier Water Demon]]',
["aircraft_carrier_water_demon_final_form"] = '[[File:Kuubosuiki_b.jpg|160px|Aircraft Carrier Water Demon|link=Aircraft Carrier Water Demon]]',
["light_cruiser_demon"] = '[[File:CL_demon1_card.png|160px|Light Cruiser Demon|link=Light Cruiser Demon]]',
["light_cruiser_demon_final_form"] = '[[File:CL_demon2_card.png|160px|Light Cruiser Demon|link=Light Cruiser Demon]]',
["battleship_water_demon"] = '[[File:BB Water Oni.png|160px|Battleship Water Demon|link=Battleship Water Demon]]',
["battleship_water_demon_final_form"] = '[[File:BB Water Oni2.png|160px|Battleship Water Demon|link=Battleship Water Demon]]',
["anchorage_water_demon"] = '[[File:609-Anchorage-Water-Demon.jpg|160px|Anchorage Water Demon|link=Anchorage Water Demon]]',
["harbor_water_demon"] = '[[File:605-Harbor-Water-Demon.jpg|160px|Harbor Water Demon|link=Harbor Water Demon]]',
["air_defense_princess"] = '[[File:Air_Defense_Princess_card.jpg|160px|Air Defense Princess|link=Air Defense Princess]]',
["pt_imp"] = '[[File:PT_Imp_Group_card.jpg|160px|PT Imp Group|link=PT Imp Group]]',
["light_cruiser_princess"] = '[[File:CL_Hime_card.jpg|160px|Light Cruiser Princess|link=Light Cruiser Princess]]',
["submarine_princess"] = '[[File:SS_Hime_card.jpg|160px|Submarine Princess|link=Submarine Princess]]',
["destroyer_water_demon"] = '[[File:DD_Water_Demon_card.jpg|160px|Destroyer Water Demon|link=Destroyer Water Demon]]',
["seaplane_tender_princess"] = '[[File:AV_Hime_card.jpg|160px|Seaplane Tender Princess|link=Seaplane Tender Princess]]',
["artillery_imp"] = '[[File:Artillery_Imp_icon.png|160px|Artillery Imp|link=Artillery Imp]]',
["supply_depot_princess[%s$]"] = '[[File:Supply Depot Princess Icon.png|160px|Supply Depot Princess|link=Supply Depot Princess]]',
["supply_depot_princess_damaged"] = '[[File:Supply Depot Princess Damaged Icon.png|160px|Supply Depot Princess - Damaged|link=Supply Depot Princess]]',
["heavy_cruiser_princess[%s$]"] = '[[File:Heavy_Cruiser_Princess_icon.png|160px|Heavy Cruiser Princess|link=Heavy Cruiser Princess]]',
["heavy_cruiser_princess_final_form"] = '[[File:Heavy_Cruiser_Princess_Final_icon.png|160px|Heavy Cruiser Princess Final Form|link=Heavy Cruiser Princess]]',
["central_princess[%s$]"] = '[[File:Central Princess Icon.png|160px|Central Princess|link=Central Princess]]',
["central_princess_damaged"] = '[[File:Central Princess Damaged Icon.png|160px|Central Princess - Damaged|link=Central Princess]]',
["lycoris_princess[%s$]"] = '[[File:Lycoris Princess Icon.png|160px|Lycoris Princess|link=Lycoris Princess]]',
["old_destroyer_demon"] = '[[File:Old Destroyer Demon Icon.png|160px|Old Destroyer Demon|link=Old Destroyer Demon]]',
["old_destroyer_princess"] = '[[File:Old Destroyer Princess Icon.png|160px|Old Destroyer Princess|link=Old Destroyer Princess]]',
["summer_submarine_princess"] = '[[File:Seikan693Banner.png|160px|Summer Submarine Princess|link=Submarine Princess]]',
["summer_battleship_princess"] = '[[File:Seikan696Banner.png|160px|Summer Battleship Princess|link=Battleship Princess]]',
["summer_harbor_princess"] = '[[File:Seikan699Banner.png|160px|Summer Harbor Princess|link=Harbor Princess]]',
["summer_harbor_princess_damaged"] = '[[File:Seikan702Banner.png|160px|Summer Harbor Princess Damaged|link=Harbor Princess]]',
["summer_heavy_cruiser_princess"] = '[[File:Seikan705Banner.png|160px|Summer Heavy Cruiser Princess|link=Heavy Cruiser Princess]]',
}
if str ~= nil then
local originalString = str
str = string.lower(str)
for vesselName,wikicode in pairs(enemyShipTable) do
str = str:gsub(vesselName,wikicode)
end
local i = 0
local count = 0
while i ~= nil do
_, i = string.find(str,"]]",i)
if i ~= nil then
count = count + 1
if (count == 3 or count == 9) and str ~= nil then
str = str:sub(0,i) .. "<br>" .. str:sub(i+1,#str)
end
if count == 6 and str ~= nil then -- >6 ships --> combined fleet
str = "<center><b>Main Fleet</b></center>" .. str:sub(0,i) .. "<center><b>Escort Fleet</b></center>" .. str:sub(i+1,#str)
end
end
end
if count == 0 or string.find(string.lower(str),"maelstrom") ~= nil then
str = originalString
end
for word,replacement in pairs(nodeInfoImageTable) do
str = str:gsub(word,replacement)
end
for form,wikicode in pairs(formTable) do
str = str:gsub(form,wikicode)
end
return str
else
return "Nil was passed instead of a string"
end
end
return p