Documentation for this module may be created at Module:Iterator/doc
-- [[Category:Todo]]:
-- more generic interface and compositions (filtering, grouping, mapping, sorting, etc.)
-- prevent clients from infinite loops
-- load modules more lazily?
-- generalize equipment/enemy iterators
local U = require('Module:Utils')
local EquipmentData = require('Module:EquipmentData')
local CollectionEquipment = require('Module:Collection/Equipment')
local EnemyShip = require('Module:EnemyShip')
local CollectionEnemy = require('Module:Collection/EnemyShips')
local Iterator = {}
-- legacy, not a proper iterator
function Iterator.array(arr, i, n)
i = i or 0
n = n and math.min(#arr, n) or #arr
function step(n, i)
if i < n then
i = i + 1
return i, arr[i]
end
end
return function()
return step, n, i
end
end
function stringKey(name, context, n, default)
return context and context[name .. (n and tostring(n) or '')] or default
end
function numberKey(name, context, n, default)
return context and tonumber(context[name .. (n and tostring(n) or '')]) or default
end
-- * Ship iterators.
function Iterator.shipsByNo(context)
local extra = stringKey('extra', context)
local function prefix(i)
if extra then
i = i + 1300
end
if (i - 1) % 10 == 0 then
local key = 'key' .. i
context['custom_row_' .. key .. '_content'] = string.format('==No.%d-%d==', i, i - 1 + 10)
return '!' .. key
end
end
local collection = U.ifilter(require('Module:Collection/ShipsByNo'), function(e)
if extra then
return e.no >= 1301
else
return e.no < 1301
end
end)
local i = 0
local current
local prefixFlag = true
return {
next = function()
i = i + 1
local e = collection[i]
if e then
local prefixValue = prefix(i)
if prefixFlag and prefixValue then
i = i - 1
current = prefixValue
prefixFlag = false
else
current = e.name or '-'
prefixFlag = true
end
return true
end
return false
end,
current = function()
return current
end,
}
end
-- * Equipment iterators.
function Iterator.equipmentBy(context, n, pred, pre, empty)
local predKey = stringKey('pred', context, n)
if predKey then
pred = function(e)
local obj = EquipmentData(e)
return obj[predKey](obj)
end
end
local collection
local collectionKey = stringKey('collection', context, n)
if collectionKey then
local _, CollectionData = U.requireModule(string.format("Collection/%s", collectionKey))
collection = U.icopy(CollectionData)
else
collection = U.icopy(CollectionEquipment)
end
local sortKey = stringKey('sort', context, n)
if sortKey then
table.sort(collection, function(a, b)
if a[sortKey] ~= b[sortKey] then
return a[sortKey] < b[sortKey]
else
return a._id < b._id
end
end)
end
local i = 1
local current = nil
local preFlag = true
return {
next = function()
for _ = i, #collection do
local e = collection[i]
if pred(e, i) then
if pre and preFlag then
local value = pre(e, i)
if value then
current = value
preFlag = false
return true
end
end
current = e._name
if empty and not current then
current = empty
end
i = i + 1
preFlag = true
return true
end
i = i + 1
end
current = nil
return false
end,
current = function()
return current
end,
}
end
function Iterator.equipmentById(context, n)
local from = numberKey('from', context, n, 1)
local to = numberKey('to', context, n, 500)
return Iterator.equipmentBy(context, n, function(e)
return e._id >= from and e._id <= to
end)
end
function Iterator.equipmentByIdWithHeaders(context, n)
local from = numberKey('from', context, n, 1)
local to = numberKey('to', context, n, 500)
local prevMod = 0
return Iterator.equipmentBy(
context, n,
function(e)
return e._id >= from and e._id <= to
end,
function(e)
local currentMod = (e._id - 1) % 10
if currentMod <= prevMod then
prevMod = currentMod
local title = string.format("No. %s - %s", U.pad(e._id - currentMod, 3, "0"), U.pad(e._id - currentMod + 9, 3, "0"))
return string.format("!#[[Equipment#%s|%s]]", title, title)
else
prevMod = currentMod
return false
end
end
)
end
function Iterator.equipmentByIdWithEmptyWithHeaders(context, n)
local from = numberKey('from', context, n, 1)
local to = numberKey('to', context, n, 500)
local prevMod = 0
return Iterator.equipmentBy(
context, n,
function(e)
return e._id >= from and e._id <= to
end,
function(e)
local currentMod = (e._id - 1) % 10
if currentMod <= prevMod then
prevMod = currentMod
local title = string.format("No. %s - %s", U.pad(e._id - currentMod, 3, "0"), U.pad(e._id - currentMod + 9, 3, "0"))
return string.format("!#[[Equipment#%s|%s]]", title, title)
else
prevMod = currentMod
return false
end
end,
"-"
)
end
function Iterator.equipmentByType(context, n)
local type = numberKey('type', context, n)
return Iterator.equipmentBy(context, n, function(e)
return e._type == type
end)
end
function Iterator.equipmentByIcon(context, n)
return Iterator.equipmentBy(context, n, function(e)
return e._icon == numberKey('icon', context, n)
end)
end
function Iterator.equipmentByTypeAndIcon(context, n)
local type = numberKey('type', context, n)
local icon = numberKey('icon', context, n)
return Iterator.equipmentBy(context, n, function(e)
return e._type == type and e._icon == icon
end)
end
-- * Enemy iterators.
function Iterator.enemiesBy(context, n, pred, pre)
local collection = U.imap(CollectionEnemy, function(name)
return EnemyShip(name)
end)
table.sort(collection, function(a, b)
local ai = U.ifind(CollectionEnemy, a:base_name())
local bi = U.ifind(CollectionEnemy, b:base_name())
if ai and bi and ai ~= bi then
return ai < bi
else
return a._id < b._id
end
end)
local i = 1
local current = nil
local preFlag = true
return {
next = function()
for _ = i, #collection do
local e = collection[i]
if pred(e, i) then
if pre and preFlag then
local value = pre(e, i)
if value then
current = value
preFlag = false
return true
end
end
current = e:lua_name()
i = i + 1
preFlag = true
return true
end
i = i + 1
end
current = nil
return false
end,
current = function()
return current
end,
}
end
function Iterator.enemiesByType(context, n)
local type = numberKey('type', context, n)
return Iterator.enemiesBy(context, n, function(e)
return e:type() == type
end)
end
function Iterator.enemiesByTypeAndInstallationAndBoss(context, n)
local type = numberKey('type', context, n, 0)
local selectInstallation = stringKey('installation', context, n, ''):lower()
local predInstallation = selectInstallation == 'yes' and
function(e) return e._speed == 0 end
or selectInstallation == 'no' and
function(e) return e._speed ~=0 end
or
function(e) return true end
local selectBoss = stringKey('boss', context, n, ''):lower()
local predBoss = selectBoss == 'yes' and
function(e) return e._back <= -11 end
or selectBoss == 'no' and
function(e) return e._back >= -10 end
or
function(e) return true end
return Iterator.enemiesBy(context, n, function(e)
return e._hp -- skip unimplemented units
and (e:type() == type
or type == 0
or type < 0 and e:type() ~= -type) -- skip SS-typed bosses
and predInstallation(e)
and predBoss(e)
end)
end
-- * Tests.
function Iterator.test()
function testIterator(name, args)
local iterator = Iterator[name](args)
mw.log(name)
while iterator.next() do
mw.log(' ' .. (iterator.current() or '?'))
end
mw.log()
end
testIterator('equipmentById', { from = '11', to = '20' })
testIterator('equipmentByIdWithHeaders', { from = '1', to = '30' })
testIterator('equipmentByType', { type = '2' })
testIterator('equipmentByType', { type = '1', sort = '_icon' })
testIterator('equipmentByTypeAndIcon', { type = '1', icon = '16' })
testIterator('equipmentBy', { pred = 'is_large_caliber_main_gun', sort = '_type' })
testIterator('enemiesByType', { type = '2' })
end
-- p.test()
return Iterator