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Module:Calc
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Documentation for this module may be created at Module:Calc/doc
local U = require("Module:Utils")
local format = require("Module:Utils").format
local Formatting = require("Module:Formatting")
local Equipment = require("Module:Equipment")
local ShipIterator = require("Module:ShipIterator")
local ShipCapabilities = require("Module:ShipCapabilities")
local ShipCardKai = require("Module:ShipCardKai")
local ShipBattleCardKai = require("Module:ShipBattleCardKai")
local Combat2 = require("Module:Combat2")
local EquipmentCardKai = require("Module:EquipmentCardKai")
local EquipmentGraphicKai = require("Module:EquipmentGraphicKai")
local EquipmentCollection = require("Module:Collection/Equipment")
local Development = require("Module:Development")
local ShipsByApiId = require("Module:Collection/ShipsByApiId")
local Ship = nil
local frame = nil
local args = nil
local ship = nil
local target = nil
local shipCapabilities = {}
local equipment = nil
-- $('.calc-debug').show().appendTo('#mw-content-text')
local debug = {}
function debugLog(k, v)
if args.debug then
k = U.trim(tostring(k))
v = U.trim(tostring(v))
table.insert(debug, k .. " = " .. v)
end
end
function debugString()
return #debug > 0 and args.debug and ([[<pre class="calc-debug" style="text-align:left;background:transparent;display:none"><code>]] .. table.concat(debug, "\n") .. [[</code></pre>]]) or ""
end
function format_lua(lua)
if type(lua) == "table" then
return tostring(table.concat(lua, args.concat_value or ", "))
else
return tostring(lua)
end
end
local enumerating_functions = {
args = function()
return mw.text.split(args.args, "%s*,%s*")
end,
base_names = function()
return ShipIterator.baseForms
end,
all_names = function()
return ShipIterator.allForms
end,
enemy = function()
return ShipIterator.enemyForms
end,
equipment = function()
return U.imap(EquipmentCollection, function(e) return e._name end)
end,
}
-- TODO: have a syntax for calling Module:Formatting functions?
local formatting_functions = {
air_power = function(ship)
return ship:air_power() or -1
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 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 Formatting:format_image{Formatting:format_equipment_icon(icon), link = link }
end))
end,
code = function(obj)
return equipment and
Formatting:format_equipment_type(obj:type()) or
Formatting:format_ship_code(obj:type())
end,
-- overrides ShipData:type
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
return string.format("[[File:Ship Icon %s.png|100px]]", obj:name())
else
return obj.icon and ([[<span data-sort-value="]] .. obj._type .. [=[">[[File:]=] .. Formatting:format_equipment_icon(obj:icon()) .. "]]</span>") or ''
end
end,
-- overrides ShipData:link
link = function(obj)
if obj._dummy then
local link = ShipsByApiId[obj._api_id]
if link then
link = link:gsub('/', ' ')
end
return link and Formatting:format_link(link) or ''
else
return Formatting:format_link(obj:link())
end
end,
-- overrides ShipData:class
class = function(ship)
return ship:class() and ship:class():name() or "?"
end,
-- overrides ShipData:implementation_date
implementation_date = function(ship)
local date = ship:implementation_date()
return not date and "??" or format{
"${year}/${month}/${day}",
year = date[1],
month = date[2] < 10 and "0" .. date[2] or date[2],
day = date[3] < 10 and "0" .. date[3] or date[3],
}
end,
banner = function(obj)
return ShipBattleCardKai:Asset({ obj:lua_name(), hd = true, size = "160px" })
end,
card = function(obj)
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 = Combat2.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 = Combat2.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 format{
"${fuel}/${ammo}/${steel}/${bauxite}",
fuel = scrap.fuel or 0,
ammo = scrap.ammo or 0,
steel = scrap.steel or 0,
bauxite = 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,
}
function addFormattingFunctions(name, table)
for k, v in pairs(table) do
formatting_functions[name .. "." .. k] = v
end
end
local Plugins = require("Module:Calc/Plugins")
for _, name in ipairs(Plugins) do
local data = require("Module:Calc/Plugins/" .. name)
addFormattingFunctions(name, data)
end
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
if ship then
local lua = ship[key]
if type(lua) == "function" then
return format_lua(lua(ship))
else
return format_lua(lua)
end
end
end
local sequence = nil
local sequence_position = nil
function format_arg(arg)
return args.format == "table" and ("| " .. arg .. "\n") or arg
end
local env = {}
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
function interpret_arg(arg, args)
local prefix = string.sub(arg, 1, 1)
local prefix2 = string.sub(arg, 1, 2)
if arg == "_" then
return false
elseif arg == "-" then
return format_arg("")
elseif prefix == "@" then
local enumerator = string.sub(arg, 2)
local enumerating_function = enumerating_functions[enumerator]
if enumerating_function and not sequence then
sequence = enumerating_function()
sequence_position = 1
end
elseif arg == "!@" then
local ship_key = sequence[sequence_position]
ship_key = tonumber(ship_key) or ship_key
sequence_position = sequence_position + 1
ship = Ship(ship_key)
if ship:id() then
shipCapabilities = ShipCapabilities{ ship = ship }
else
ship = Equipment(ship_key)
equipment = true
end
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._dummy then
elseif ship:id() then
shipCapabilities = ShipCapabilities{ ship = ship }
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"
elseif 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 frame:preprocess(format{string.sub(arg, 3), this = env[this] or ""})
else
return format_arg(format_value(string.sub(arg, 2), ship, target))
end
else
return format_arg(arg)
end
end
function interpret_args()
Ship = args.enemy and require("Module:EnemyShip") or require("Module:Ship")
debugLog("#args", #args)
debugLog("type(args)", type(args))
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
local i = 1
local values = {}
repeat
for _, arg in ipairs(args) do
debugLog("i", i)
debugLog("arg", arg)
local value = interpret_arg(arg, args)
debugLog("value", value)
if value then
table.insert(values, value)
end
i = i + 1
end
until not sequence or sequence_position > #sequence
debugLog("#values", #values)
return table.concat(values, args.concat or "") .. debugString()
end
local Calc = {}
function Calc.format(frame_, args_)
frame = frame_
args = args_ or U.getTemplateArgs(frame).explicit
for _, arg in ipairs(args) do
debugLog("arg", arg)
end
return interpret_args()
end
function Calc.test()
mw.log(
Calc.format(nil, {
format = "table",
debug = "true",
"!Nagato/Kai Ni",
"!_equipment ~ 41cm Triple Gun Mount Kai, 41cm Triple Gun Mount Kai, Type 13 Air Radar Kai",
"!_level ~ 99",
"!_luck ~ nil",
"!_morale ~ 25",
"!!Destroyer Ro-Class",
"!cl0 ~ 56",
"!cl1 ~ 807",
"!cl2 ~ 137",
"?card",
"?level",
"?format_morale",
"?accuracy",
"?luck",
"??card",
"?cl0",
"?cl1",
"?cl2",
"",
"",
"",
"",
"-",
"?FitData.hit",
"?FitData.error",
"?FitData.crit",
"?hit_rate",
"?critical_hit_rate",
"?FitData.difference",
"?FitData.critical_difference",
"?FitData.accuracy_value",
"?FitData.fit",
})
)
end
-- print(p.test())
return Calc