• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Module:Calc

From Kancolle Wiki
Revision as of 11:35, 2 November 2021 by がか (talk | contribs)
Jump to navigation Jump to search

Documentation for this module may be created at Module:Calc/doc

local U = require("Module:Core")
local Formatting = require("Module:Formatting")
local Equipment = require("Module:Equipment")
local Iterator = require("Module:Iterator")
local ShipIterator = require("Module:ShipIterator")
local ShipCapabilities = require("Module:ShipCapabilities")
local ShipCardKai = require("Module:ShipCardKai")
local ShipBattleCardKai = require("Module:ShipBattleCardKai")
local Combat = require("Module:CalcCombat")
local EquipmentCardKai = require("Module:EquipmentCardKai")
local EquipmentGraphicKai = require("Module:EquipmentGraphicKai")
local EquipmentCollection = require("Module:Collection/Equipment")
local AllEquipmentCollection = require("Module:Collection/EquipmentByApiId")
local Development = require("Module:Development")
local ShipsByApiId = require("Module:Collection/ShipsByApiId")

local args = nil
local Ship = nil
local ship = nil
local shipCapabilities = {}
local target = nil
local equipment = nil
local filterArg = {}
local sorted = false
local sequence = nil
local sequence_position = nil
local env = {}
local implicitTrigger = true

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,
    allEquipment = function()
        local result = {}
        for i = 1, 700 do
            if AllEquipmentCollection[i] then
                table.insert(result, AllEquipmentCollection[i])
            end
        end
        return result
    end,
    enemyEquipment = function()
        local result = {}
        for i = 501, 700 do
            if AllEquipmentCollection[i] then
                table.insert(result, AllEquipmentCollection[i])
            end
        end
        return result
    end,
}

local function format_lua(lua)
	return tostring(type(lua) == "table" and table.concat(lua, args.concat_value or ", ") or lua)
end

local formatting_functions = {
    air_power = function(ship) return ship.air_power and ship:air_power() or -1 end,
    equipment_range = function(ship) return U.imax(U.imap(ship._equipment or {}, function (e) return Equipment(e.equipment):range() or 0 end), 0) end,
    equipment_range_diff = function(ship)
        local equipment_range = U.imax(U.imap(ship._equipment or {}, function (e) return Equipment(e.equipment):range() or 0 end), 0)
        return (ship:range() or 0) - equipment_range
    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 'style="text-align:left"|' .. 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 string.format('%s [[%s]]', Formatting:format_image{Formatting:format_equipment_icon(icon), link = link}, link)
        end), "<br>")
    end,
    code = function(obj) return equipment and Formatting:format_equipment_type(obj:type()) or Formatting:format_ship_code(obj:type()) end,
    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
            if obj:id() >= 1501 then
                return string.format("[[File:Enemy Icon %s.png|100px]]", obj:unique_name():gsub('- Damaged', 'Damaged'))
            else
                return string.format("[[File:Ship Icon %s.png|100px]]", obj:name())
            end
        else
            return obj.icon and ([[<span data-sort-value="]] .. (obj._type or '0') .. [=[">[[File:]=] .. Formatting:format_equipment_icon(obj:icon()) .. "]]</span>") or ''
        end
    end,
    icon_damaged = function(obj) return string.format("[[File:Ship Icon %s Damaged.png|100px]]", obj:name()) end,
    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,
    class = function(ship) return ship:class() and ship:class():name() or "?" end,
    implementation_date = function(ship)
        local date = ship:implementation_date()
        return not date and "??" or string.format("%s/%s/%s", date[1], date[2] < 10 and "0" .. date[2] or date[2], date[3] < 10 and "0" .. date[3] or date[3])
    end,
    banner = function(obj)
    	if not obj or not obj.lua_name then
    		return ' '
    	end
        return ShipBattleCardKai:Asset({ obj:lua_name(), hd = true, size = "160px" })
    end,
    card = function(obj)
    	if not obj or not obj.lua_name then
    		return ' '
    	end
        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 = Combat.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 = Combat.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 string.format("%s/%s/%s/%s", scrap.fuel or 0, scrap.ammo or 0, scrap.steel or 0, 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,
}

local function addFormattingFunctions(name, table)
    for k, v in pairs(table) do
        formatting_functions[name .. "." .. k] = v
    end
end

addFormattingFunctions("FitData", require("Module:CalcFit"))
addFormattingFunctions("Assets", require("Module:CalcAsset"))

local 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 function format_arg(arg)
    return args.format == "table" and ("| " .. arg .. "\n") or arg
end

local 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

local function trigger(implicit)
	implicitTrigger = implicit
    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 }
        equipment = false
    else
        ship = Equipment(ship_key)
        equipment = true
    end
end

local function interpret_arg(arg)
    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
    	table.insert(filterArg, string.sub(arg, 2))
    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
        elseif not sequence then
            local buildIterator = Iterator[enumerator]
            if buildIterator then
                sequence = {}
                sequence_position = 1
                local iterator = buildIterator(args)
                while iterator.next() do
                    table.insert(sequence, iterator.current())
                end
            end 
        end
        if args.sort and sequence and not sorted then
        	sorted = true
        	local sorts = mw.text.split(args.sort, "%s*,%s*")
        	table.sort(sequence, function(a, b)
        		local a = Ship(a)
        		local b = Ship(b)
        		for _, sort in ipairs(sorts) do
      				local x = a[sort](a)
       				local y = b[sort](b)
       				if x < y then return true end
       				if x > y then return false end
        		end
				return false
			end)
        end
    elseif arg == "!@" then
		trigger(false)
    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:hp() then
                        shipCapabilities = ShipCapabilities{ ship = ship }
                        equipment = false
                    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
    	if implicitTrigger and sequence then
    		trigger(true)
    	end
        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 "?# is unimplemented" -- frame:preprocess(format{string.sub(arg, 3), this = env[this] or ""})
        else
        	if #filterArg > 0 then
        		local test = true
        		for _, e in ipairs(filterArg) do
        			local kv = mw.text.split(e, "%s*~%s*")
        			local xs = mw.text.split(kv[2], "%s*,%s*")
        			local test2 = false
        			for _, e2 in ipairs(xs) do
						if tostring(ship[kv[1]](ship)) == e2 then
        					test2 = true
        					break
        				end
        			end
        			if not test2 then
        				test = false
        				break
        			end
        		end
        		if test then
        			return format_arg(format_value(string.sub(arg, 2), ship, target))
        		else
        			return nil
        		end
        	else
            	return format_arg(format_value(string.sub(arg, 2), ship, target))
            end
        end
    else
        return format_arg(arg)
    end
end

local function interpret_args(args_)
	args = args_
    Ship = args.enemy and require("Module:EnemyShip") or require("Module:Ship")
    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
            local value = interpret_arg(arg)
            if value then
                table.insert(values, value)
            end
            i = i + 1
        end
    until not sequence or sequence_position > #sequence
    return table.concat(values, args.concat or (args.format == "table" and "" or ", "))
end

return { format = function(frame) return interpret_args(U.getTemplateArgs(frame).explicit) end }