Changes

Refactor out formatting
Line 2: Line 2:  
local EquipmentData = BaseData()
 
local EquipmentData = BaseData()
   −
function EquipmentData:name(raw)
+
function EquipmentData:name()
return self:format_stat(self._name, raw)
+
return self._name
 
end
 
end
   −
function EquipmentData:link(raw)
+
function EquipmentData:link()
 
if self._page then
 
if self._page then
return mw.ustring.format(self._aliased_link, self._page, self:name())
+
return self._page, self:name()
 
else
 
else
return mw.ustring.format(self._simple_link, self:name())
+
return self:name()
 
end
 
end
 
end
 
end
   −
function EquipmentData:id(raw)
+
function EquipmentData:id()
return self:format_stat(self._id, raw)
+
return self._id
 
end
 
end
   −
function EquipmentData:japanese_name(raw)
+
function EquipmentData:japanese_name()
return self:format_stat(self._japanese_name, raw)
+
return self._japanese_name
 
end
 
end
   −
function EquipmentData:type(raw)
+
function EquipmentData:type()
return self:format_type(self._type, raw)
+
return self._type
 
end
 
end
   −
function EquipmentData:rarity(raw)
+
function EquipmentData:rarity()
return self:format_rarity(self._rarity, raw)
+
return self._rarity
 
end
 
end
    
function EquipmentData:stars()
 
function EquipmentData:stars()
return self._stars or self:rarity(true)
+
return self._stars or self:rarity()
 
end
 
end
   Line 38: Line 38:  
end
 
end
   −
function EquipmentData:card(raw)
+
function EquipmentData:card()
return self:format_image(self._card, nil, raw)
+
return self._card
 
end
 
end
   −
function EquipmentData:icon(raw)
+
function EquipmentData:icon()
return self:format_image(self:format_icon(self._icon, raw), nil, raw)
+
return self._icon
 
end
 
end
   −
function EquipmentData:firepower(raw)
+
function EquipmentData:firepower()
return self:format_stat(self._firepower, raw)
+
return self._firepower
 
end
 
end
   −
function EquipmentData:bombing(raw)
+
function EquipmentData:bombing()
return self:format_stat(self._bombing, raw)
+
return self._bombing
 
end
 
end
   −
function EquipmentData:torpedo(raw)
+
function EquipmentData:torpedo()
return self:format_stat(self._torpedo, raw)
+
return self._torpedo
 
end
 
end
   −
function EquipmentData:aa(raw)
+
function EquipmentData:aa()
return self:format_stat(self._aa, raw)
+
return self._aa
 
end
 
end
   −
function EquipmentData:armor(raw)
+
function EquipmentData:armor()
return self:format_stat(self._armor, raw)
+
return self._armor
 
end
 
end
   −
function EquipmentData:asw(raw)
+
function EquipmentData:asw()
return self:format_stat(self._asw, raw)
+
return self._asw
 
end
 
end
   −
function EquipmentData:shelling_accuracy(raw)
+
function EquipmentData:shelling_accuracy()
return self:format_stat(self._shelling_accuracy, raw)
+
return self._shelling_accuracy
 
end
 
end
   −
function EquipmentData:torpedo_accuracy(raw)
+
function EquipmentData:torpedo_accuracy()
return self:format_stat(self._torpedo_accuracy, raw)
+
return self._torpedo_accuracy
 
end
 
end
   −
function EquipmentData:los(raw)
+
function EquipmentData:los()
return self:format_stat(self._los, raw)
+
return self._los
 
end
 
end
   −
function EquipmentData:speed(raw)
+
function EquipmentData:speed()
return self:format_speed(self._speed, raw)
+
return self._speed
 
end
 
end
   −
function EquipmentData:luck(raw)
+
function EquipmentData:luck()
return self:format_stat(self._luck, raw)
+
return self._luck
 
end
 
end
   −
function EquipmentData:range(raw)
+
function EquipmentData:range()
return self:format_range(self._range, raw)
+
return self._range
 
end
 
end
   −
function EquipmentData:scrap_fuel(raw)
+
function EquipmentData:scrap_fuel()
return self:format_stat(self._scrap_fuel, raw)
+
return self._scrap_fuel
 
end
 
end
   −
function EquipmentData:scrap_ammo(raw)
+
function EquipmentData:scrap_ammo()
return self:format_stat(self._scrap_ammo, raw)
+
return self._scrap_ammo
 
end
 
end
   −
function EquipmentData:scrap_steel(raw)
+
function EquipmentData:scrap_steel()
return self:format_stat(self._scrap_steel, raw)
+
return self._scrap_steel
 
end
 
end
   −
function EquipmentData:scrap_bauxite(raw)
+
function EquipmentData:scrap_bauxite()
return self:format_stat(self._scrap_bauxite, raw)
+
return self._scrap_bauxite
 
end
 
end
   −
function EquipmentData:upgradable(raw)
+
function EquipmentData:upgradable()
 
return not not self._upgradable
 
return not not self._upgradable
 
end
 
end
  −
EquipmentData.format_type = EquipmentData:create_formatter({
  −
[1] = "Small Caliber Main Gun",
  −
[2] = "Medium Caliber Main Gun",
  −
[3] = "Large Caliber Main Gun",
  −
[4] = "Secondary Gun",
  −
[5] = "Torpedo",
  −
[6] = "Carrier-based Fighter Aircraft",
  −
[7] = "Carrier-based Dive Bomber",
  −
[8] = "Carrier-based Torpedo Bomber",
  −
[9] = "Carrier-based Reconnaissance Aircraft",
  −
[10] = "Reconnaissance Seaplane",
  −
[11] = "Seaplane Bomber",
  −
[12] = "Small Radar",
  −
[13] = "Large Radar",
  −
[14] = "Sonar",
  −
[15] = "Depth Charge",
  −
[16] = "Extra Armor",
  −
[17] = "Engine Improvement",
  −
[18] = "Anti-Aircraft Shell",
  −
[19] = "Armor Piercing Shell",
  −
[20] = "VT Fuze",
  −
[21] = "Anti-Aircraft Machine Gun",
  −
[22] = "Midget Submarine",
  −
[23] = "Damage Control Personnel",
  −
[24] = "Landing Craft",
  −
[25] = "Autogyro",
  −
[26] = "Anti-submarine Patrol Aircraft",
  −
[27] = "Extra Armor (Medium)",
  −
[28] = "Extra Armor (Large)",
  −
[29] = "Searchlight",
  −
[30] = "Supply Transport Container",
  −
[31] = "Ship Repair Facility",
  −
[32] = "Submarine Torpedo",
  −
[33] = "Star Shell",
  −
[34] = "Command Facility",
  −
[35] = "Aviation Personnel",
  −
[36] = "Anti-Aircraft Fire Director",
  −
})
  −
  −
EquipmentData.format_icon = EquipmentData:create_formatter({
  −
[false] = "Xx_c.png",
  −
[1] = "RedGunLight.png",
  −
[2] = "RedGunMedium.png",
  −
[3] = "RedGunHeavy.png",
  −
[4] = "YellowGun.png",
  −
[5] = "Torpedo.png",
  −
[6] = "GreenPlane.png",
  −
[7] = "RedPlane.png",
  −
[8] = "BluePlane.png",
  −
[9] = "YellowPlane.png",
  −
[10] = "Seaplane.png",
  −
[11] = "Radar.png",
  −
[12] = "GreenAmmo.png",
  −
[13] = "RedAmmo.png",
  −
[14] = "EmergencyRepair.png",
  −
[15] = "GreenGunMG.png",
  −
[16] = "GreenGunDP.png",
  −
[17] = "DepthCharge.png",
  −
[18] = "Sonar.png",
  −
[19] = "Turbine.png",
  −
[20] = "LandingCraft.png",
  −
[21] = "Heli.png",
  −
[22] = "Subplane.png",
  −
[23] = "Expansion Bulge (Medium).png",
  −
[24] = "Searchlight.png",
  −
[25] = "Drum.png",
  −
[26] = "Facility.png",
  −
[27] = "FlareIcon.png",
  −
[28] = "Cf_c.png",
  −
[29] = "Ap_c.png",
  −
[30] = "Aafd_c.png",
  −
})
  −
  −
EquipmentData.format_rarity = EquipmentData:create_formatter({
  −
[0] = "Common",
  −
[1] = "Rare",
  −
[2] = "Holo",
  −
[3] = "S Holo",
  −
[4] = "SS Holo",
  −
[5] = "SS Holo",
  −
})
      
function EquipmentData:create(equip)
 
function EquipmentData:create(equip)
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