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Module:NodeInfo

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Revision as of 20:01, 15 April 2015 by Nanamin (talk | contribs)
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Documentation for this module may be created at Module:NodeInfo/doc

local BaseTable = require("Module:BaseTable")
local Formatting = require('Module:Formatting')
local EnemyShip = require("Module:EnemyShip")

local format = require('Module:StringInterpolation').format

local NodeInfo = BaseTable({
    _item_class = EnemyShip,
    _header_template = [[!Node
    !Formation
    !Fleet
    !AS]],
    _column_cell_templates = {
        node = [[| colspan="${colspan}" rowspan="${rowspan}" style="text-align: center; color: ${color};" |${values.node}<br /><span style="color: ${time_color};">${values.time}</span>]],
        formation = [[| ${values.formation}]],
        fleet = [[| ${values.fleet}]],
        as = [[| style="text-align: center;" |${values.as}]],
    },
    _empty_node_template = [[| style="text-align: center;" |${values.node}
    | colspan="3" |Must be my imagination (battle avoided)]],
    _resource_node_template = [[| style="text-align: center;" |${values.node}
    | colspan="3" |${values.resource}${values.amount}]],
    _columns = {
        "node",
        "formation",
        "fleet",
        "as",
    },
    _day_battle_color = "gold",
    _night_battle_color = "blue",
    _boss_battle_color = "red",
})

function NodeInfo:node(row)
    local color, time_color = "initial", self._day_battle_color
    if row.boss then
        color = self._boss_battle_color
    end
    if row.time == "(Night Battle)" then
        time_color = self._night_battle_color
    end
    return { values = { node = row.node, time = row.time }, color = color, time_color = time_color }
end

function NodeInfo:formation(row)
    return { values = { formation = row.formation } }
end

function NodeInfo:fleet(row)
    return { values = { fleet = row.fleet } }
end

function NodeInfo:as(row)
    return { values = { as = row.as } }
end

function NodeInfo:process_node(item)
    local split = mw.ustring.find(item, '/')
	local node, time
	if split then
	    node = mw.ustring.sub(item, 1, split - 1)
	    time = "(" .. mw.ustring.sub(item, split + 1):gsub("^%l", string.upper) .. " Battle)"
	else
	    node = item:upper()
	    time = ""
	end
	return node, time
end

function NodeInfo:insert_item(node, time, boss, formation, fleet, as, item_key)
    table.insert(self._items, {
        node = node,
        time = time,
		boss = boss,
		formation = Formatting:format_image{formation, caption = item_key, align = "center", valign = "center"},
		fleet = fleet,
		as = as,
	})
end

function NodeInfo:create_items()
    local mode = 1
    local node, time, boss, formation_image, fleet, as_rating = nil, nil, false, nil, "", 0
	for index, item_key in ipairs(self._args) do
		if item_key == "-" or mw.ustring.find(item_key, "#") then
		    self:insert_item(node, time, boss, formation_image, fleet, as_rating, item_key)
			table.insert(self._items, "break")
			
			node, time, boss, formation_image, fleet, as_rating = nil, nil, false, nil, "", 0
			mode = 1
			
			if mw.ustring.find(item_key, "#") then
			    item_key = mw.ustring.sub(item_key, 2)
			    
			    --If it has no /, then it's an empty node; otherwise, it has a resource and number
			    if not mw.ustring.find(item_key, '/') then
			        table.insert(self._items, item_key .. "/empty")
			    else
			        table.insert(self._items, item_key)
			    end
			    table.insert(self._items, "break")
			end
		else
			--Each item will be just a string, so we need to check for one of the _columns, which will be done by mode
			if mode == 1 then
			    --First item should always be the node
			    --Node format: !node/day|night where the second part is day -or- night; ! indicates a boss node
			    if mw.ustring.sub(item_key, 1, 1) == "!" then
			        boss = true
			        item_key = mw.ustring.sub(item_key, 2)
			    end
			    
			    node, time = self:process_node(item_key)
			    if boss then
			        node = node .. "<br />(Boss Node)"
			    end
			    mode = 2
		    elseif mode == 2 then
		        formation_image = item_key:gsub("%s", "") .. ".jpg"
		        mode = 3
		    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 = mw.ustring.sub(item_key, 1, split - 1)
		        local ship_suffix = mw.ustring.sub(item_key, split + 1)
		        local ship = EnemyShip(ship_name, ship_suffix)
		        
		        if fleet ~= "" then
		            fleet = fleet .. " " -- Actually matters
		        end
		        fleet = fleet .. Formatting:format_image{ship:battle_card(), ship:name()}
		        
		        if ship:as_rating() then
		            as_rating = as_rating + ship:as_rating()
		        end
            end
		end
    end
    self:insert_item(node, time, boss, formation_image, fleet, as_rating, item_key)
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 and row_values[column].values.time == previous_cell.values.time then
		    				    	previous_cell.rowspan = previous_cell.rowspan + 1
			    			    	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:build_rows()
	for index, row_values in ipairs(self._data_rows) do
		if row_values ~= "break" and (type(row_values) ~= "table" and not mw.ustring.find(row_values, '/')) 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
				for _, column in ipairs(self._columns) do
					if row_values[column] then
						table.insert(self._rows, format(self._column_cell_templates[column] or self._cell, row_values[column]))
					end
				end
			else
				table.insert(self._rows, 
					format{self._cell, 
						colspan = #self._columns, rowspan = 1, 
						text_align = self._args[self._custom_row_prefix .. row_values .. self._text_align_suffix] or self._start_align, 
						bg_color = self._args[self._custom_row_prefix .. row_values .. self._bg_color_suffix] or self._transparent,
						values = {
							value = self._args[self._custom_row_prefix .. row_values .. self._content_suffix] or "",
						},
					}
				)
		    end
	    else
	        table.insert(self._rows, self._row_starter)
	        
	        local split = mw.ustring.find(row_values, '/')
	        local node = mw.ustring.sub(row_values, 1, split - 1)
	        local resource = mw.ustring.sub(row_values, split + 1)
	        if resource == "empty" then
	            table.insert(self._rows, format{self._empty_node_template, { values = { node = amount } } })
	        else
	            split = mw.ustring.find(resource, '/')
	            local amount = mw.ustring.sub(resource, split + 1)
	            resource = Formatting:format_image{mw.ustring.sub(resource, 1, split - 1) .. ".png", caption = mw.ustring.sub(resource, 1, split - 1)}
	            table.insert(self._rows, format{self._resource_node_template, { values = { node = node, amount = amount, resource = resource } } })
	        end
		end
	end
end

return NodeInfo