Module:战舰少女
综述
提供从数据列表中自动查找数据并添加格式的各种功能
基本语法: {{#invoke:战舰少女|功能名|参数1|参数2|...}}
数据储存在以下几个文件中:
模块:战舰少女:数据(注:此模块为模块:战舰少女:舰娘属性列表、模块:战舰少女:装备属性列表和模块:战舰少女:台词的集合,以上3个模块不再记录数据)
模块:战舰少女:别名 (包括立绘文件名)
其中大部分内容可以用这个程序自动生成
舰娘
显示船的名字, 默认高亮加粗并添加链接
可通过第二个参数删除部分样式 (c:高亮 , b:加粗 , l:链接)
{{#invoke:战舰少女|舰娘|列克星敦(CV-2)}}
{{#invoke:战舰少女|舰娘|胡德·改|l}}
胡德·改
{{#invoke:战舰少女|舰娘|列克星敦(CV-2)·改|cb}}
舰娘属性
显示船的属性, 对于可成长属性会显示成 基本属性(属性上限) 的格式
属性名具体参见模块:战舰少女:舰娘属性列表
{{#invoke:战舰少女|舰娘属性|列克星敦(CV-2)|火力}}
0(35)
图鉴编号
{{#invoke:战舰少女|图鉴编号|列克星敦(CV-2)}}
29
稀有度
重载1: 1个参数
{{#invoke:战舰少女|稀有度|列克星敦(CV-2)·改}}
5
重载2: 2个参数 将数字以彩色显示
{{#invoke:战舰少女|稀有度|列克星敦(CV-2)|彩色}}
4
改造属性
显示船改前和改后的属性, 格式为 改前 → 改后
{{#invoke:战舰少女|改造属性|列克星敦(CV-2)|火力}}
0(35) → 0(40)
舰娘属性列表
自动生成所有特定种类舰娘的属性表格, 具体见 战舰少女/属性列表
舰娘立绘
图片大小也可以不填(太大了所以不演示了)
{{#invoke:战舰少女|舰娘立绘|列克星敦(CV-2)|150px}}
大破立绘
{{#invoke:战舰少女|大破立绘|列克星敦(CV-2)|100px}}
台词
{{#invoke:战舰少女|台词|<船名>|<台词种类>|<替换>}}
台词种类可以是: 自荐, 获得, 白天1, 白天2, 白天3, 夜间1, 夜间2, 夜间3, 阵型, 攻击, 夜战, 中破, 誓约
替换可以省略, 如果不省略则将台词替换为该内容
{{#invoke:战舰少女|台词|列克星敦(CV-2)·改|获得}}
休假完毕~海风真是舒爽呢~
{{#invoke:战舰少女|台词|列克星敦(CV-2)·改|获得|替换成这个}}
替换成这个
装备
{{#invoke:战舰少女|装备|BTD-1毁灭者}}
装备列表行
生成装备数据表格的一行, 详见战舰少女/装备
装备按钮
重载1: 1个参数
{{#invoke:战舰少女|装备按钮|B-25(杜立特队)}}
轰炸+20
重载2: 2个参数
{{#invoke:战舰少女|装备按钮|巨像|2}}
对空+6
轰炸+7
对潜+3
装备反向检索舰娘
列出自带所填写装备的所有舰娘:
{{#invoke:战舰少女|自带|J国12.7厘米连装炮}}
吹雪、白雪、初雪、深雪、晓、响、雷、电、绫波、敷波、阳炎、不知火、黑潮、雪风、白露、时雨、村雨、夕立、吹雪·改、白雪·改、初雪·改、深雪·改、晓·改、雷·改、电·改、绫波·改、敷波·改自带
敌舰列表
显示6个敌舰的链接(不足6个时补空格子), 并自动计算平均航速和制空值
{{#invoke:战舰少女|敌舰列表|轻母Ξ级III型|轻母Ξ级III型|轻巡Ζ级III型|轻巡Ζ级III型|驱逐Τ级II型}}
local data = mw.loadData("模块:战舰少女:特殊数据")
local enemies = mw.loadData("模块:战舰少女:敌舰属性列表")
local alias = mw.loadData("模块:战舰少女:别名")
local ships = data.ships
local equipts = data.equipts
local skills = data.skills
local tr = data.tr
local equiptDisplay = data.equiptDisplay
local byIndex = data.byIndex
local p = {}
-- Tables --
local shipTypeAbbrName = { CV='航母', CVL='轻母', AV='装母', BB='战列', BBV='航战', BC='战巡', CA='重巡', CL='轻巡', CLT='雷巡', CAV='航巡', BM='重炮', DD='驱逐', ASDG='导驱', SS='潜艇', SC='炮潜', AP='补给' }
local shipTypeFullName = {
CV='航空母舰', CVL='轻型航空母舰', BB='战列舰', BBV='航空战列舰', BC='战列巡洋舰',
CA='重巡洋舰', CL='轻巡洋舰', CLT='重雷装巡洋舰', CAV='航空巡洋舰', BM='浅水重炮舰', DD='驱逐舰', ASDG='导弹驱逐舰', SS='潜水艇', SC='重炮潜艇', AP='补给舰'
}
local color = { 'black', 'green', 'blue', 'purple', 'orange', 'red' }
local rangeName = { '无', '短', '中', '长', '超长' }
-- 6星字体颜色的调色板, 每行一个颜色(格式{r,g,b}), 从最左到最右均匀分布, 支持任意种颜色
local palette = {
{ 0xf3, 0xc7, 0x41 },
{ 0xe2, 0x1d, 0x3a },
{ 0xbb, 0x44, 0xb8 },
{ 0x3c, 0x7a, 0xf7 }
}
local function rainbow(str, bold)
local n = mw.ustring.len(str)
local m = #palette - 1
local hasDot = false
if mw.ustring.sub(str, n - 1, n - 1) == '·' then
hasDot = true
str = mw.ustring.gsub(str, '·改', '改')
n = n - 1
end
local ret = ''
local dbg = ''
for i = 1,n do
local p = i - 0.5
local r = 1
while p * m > n * r do
r = r + 1
end
local l = r - 1
local pl = n * l / m
local pr = n * r / m
local wl = (pr - p) / (pr - pl)
local wr = (p - pl) / (pr - pl)
local cr = math.floor(palette[l + 1][1] * wl + palette[r + 1][1] * wr + 0.5)
local cg = math.floor(palette[l + 1][2] * wl + palette[r + 1][2] * wr + 0.5)
local cb = math.floor(palette[l + 1][3] * wl + palette[r + 1][3] * wr + 0.5)
local color = string.format('#%02x%02x%02x', cr, cg, cb)
local ch = mw.ustring.sub(str, i, i)
if hasDot and i == n then ch = "·" .. ch end
if bold then ch = "'''" .. ch .. "'''" end
ret = ret .. "<span style='color:" .. color .. ";'>" .. ch .. "</span>"
end
return ret
end
function addColor(str, rarity, bold)
if rarity == 6 then
return rainbow(str, bold)
end
if rarity < 1 then rarity = 1 end
if bold then str = "'''" .. str .. "'''" end
return '<span style="color:' .. color[rarity] .. ';">' .. str .. '</span>'
end
-- ## Helper functions ##
local function formatFloat(x)
if x == 0 then return 0 end
x = math.floor(x * 100 + 0.5) / 100
return string.format('%.2f', x)
end
local function getImage(aliasName, index, prefix, size)
local ret = prefix .. index .. '.png'
if aliasName ~= nil and aliasName ~= '' then
ret = aliasName .. '.png'
end
if size ~= nil then
ret = ret .. '|' .. size
end
return '[[File:' .. ret .. ']]'
end
local function notContains(str, ch)
if str == nil then return true end
return string.find(str, ch) == nil
end
-- ## Ship functions ##
local function getBaseName(name)
if alias.shipBaseName[name] ~= nil then
return alias.shipBaseName[name]
end
name = string.gsub(name, '·改', '')
name = string.gsub(name, '(特殊)', '')
if mw.ustring.sub(name, 1, 2) == '航母' then return '敌航空母舰' end
if mw.ustring.sub(name, 1, 2) == '轻母' then return '敌轻型航母' end
if mw.ustring.sub(name, 1, 2) == '战列' then return '敌战列舰' end
if mw.ustring.sub(name, 1, 2) == '战巡' then return '敌战列巡洋舰' end
if mw.ustring.sub(name, 1, 2) == '旗舰' then return '敌航空战列舰' end
if mw.ustring.sub(name, 1, 2) == '重巡' then return '敌重巡洋舰' end
if mw.ustring.sub(name, 1, 2) == '雷巡' then return '敌重雷装巡洋舰' end
if mw.ustring.sub(name, 1, 2) == '轻巡' then return '敌轻巡洋舰' end
if mw.ustring.sub(name, 1, 2) == '驱逐' then return '敌驱逐舰' end
if mw.ustring.sub(name, 1, 2) == '潜艇' then return '潜艇' end
if mw.ustring.sub(name, 1, 2) == '补给' then return '敌补给舰' end
return name
end
local function formatShipTitle(shipName, removeStyles, frame)
local isBold = notContains(removeStyles, 'b')
local hasColor = notContains(removeStyles, 'c')
local hasLink = notContains(removeStyles, 'l')
local ret = shipName
local ship = ships[shipName]
if ship == nil then ship = enemies[fixEnemyName(shipName)] end -- backward compatibility
if hasColor and ship ~= nil then
ret = addColor(ret, ship.rarity, isBold)
elseif isBold then
ret = "'''" .. ret .. "'''"
end
if hasLink then
ret = '[[战舰少女:' .. getBaseName(shipName) .. '|' .. ret .. ']]'
end
return ret
end
-- Get an attribute of a ship.
-- Return in 'BASE(MAX)' format if the attribute can grow with level or strengthen.
local function getAttr(shipName, attrName)
local ship = ships[shipName]
local canGrow = false
for i,v in pairs({'火力', '装甲', '鱼雷', '对空', '回避', '对潜', '索敌'}) do
if attrName == v then
canGrow = true
break
end
end
if canGrow then
local base = ship[tr['基础' .. attrName]]
local max_ = ship[tr[attrName .. '上限']]
if base == max_ then
return base
else
return base .. '(' .. max_ .. ')'
end
elseif attrName == '搭载' then
return ship.cap1 + ship.cap2 + ship.cap3 + ship.cap4
else
local ret = ship[tr[attrName]]
if ret == nil then ret = '' end -- some ships lack attributes about modification
return ret
end
end
-- Get a list of attributes, splited by '||' (in favor of wiki table).
local function getAttrList(shipName, attrNameList)
local ret = ''
for i,attrName in pairs(attrNameList) do
ret = ret .. getAttr(shipName, attrName) .. '||'
end
return string.sub(ret, 1, -3)
end
local function getShipNormalImage(shipName, size)
return getImage(alias.shipNormalImage[shipName], ships[shipName].index, 'L_NORMAL_', size)
end
local function getShipBrokenImage(shipName, size)
return getImage(alias.shipBrokenImage[shipName], ships[shipName].index, 'L_BROKEN_', size)
end
local function getShipDialogue(header, shipName, dialogueType, replace)
local ret = '|-\n|style="text-align:center"|' .. header .. '||'
if replace ~= '' and replace ~= nil then
return ret .. replace .. '\n'
else
if (ships[shipName] == nil) then return '\n警告:错误的船名"' .. shipName .. '"\n\n' end
local d = ships[shipName][dialogueType]
if d == nil or d == '' then
return ''
else
return ret .. ships[shipName][dialogueType] .. '\n'
end
end
end
-- ## Equipment functions ##
local function formatEquiptListAttr(equiptName, attrName)
local equipt = equipts[equiptName] or {}
local attr = equipt[tr[attrName]]
if attr == nil then attr = 0 end
local ret = 'data-sort-value="' .. attr .. '"|'
if attrName == '射程' then
ret = ret .. rangeName[attr + 1]
elseif attrName == '耗铝' then
ret = attr
elseif attr == 0 then
ret = ret .. '‌'
elseif attrName == '对空补正' then
ret = ret .. attr .. '%'
elseif attr > 0 then
ret = ret .. attrName .. '<wbr>+' .. attr
else
ret = ret .. attrName .. '<wbr>' .. attr
end
return ret
end
local function formatEquiptButtonAttr(name, val)
if name == '射程' then
return name .. ':' .. rangeName[val + 1] .. '<br>'
elseif name == '对空补正' then
return name .. ':' .. val .. '%<br>'
elseif name == '耗铝' then
return ''
elseif val > 0 then
return name .. '+' .. val .. '<br>'
else
return name .. val .. '<br>'
end
end
local function getEquiptIcon(equipt, size)
return getImage(alias.equiptIcon[equipt.index], equipt.index, 'Equip_L_', size)
end
local function fixEquiptName(name)
name = string.gsub(name, 'Ⅲ', 'III')
name = string.gsub(name, 'Ⅵ', 'VI')
name = string.gsub(name, '日本', 'J国')
name = string.gsub(name, '德国', 'G国')
name = string.gsub(name, '英国', 'E国')
name = string.gsub(name, '美国', 'U国')
name = string.gsub(name, '意大利', 'I国')
name = string.gsub(name, '法国', 'F国')
name = string.gsub(name, '德国', 'G国')
name = string.gsub(name, '苏联', 'S国')
name = string.gsub(name, '中国', 'C国')
local ret = alias.equiptName[name]
if ret == nil then ret = name end
return ret
end
local function onShip(equiptName)
local ret = ''
for i = 1,1300 do
local shipName = byIndex[i]
if shipName ~= nil then
local eq = {ships[shipName].eq1, ships[shipName].eq2, ships[shipName].eq3, ships[shipName].eq4}
for k = 1,4 do
if eq[k] == equiptName then
if i > 1000 and i < 2000 then
local shipBaseName = byIndex[i - 1000]
ret = ret .. '[[战舰少女:' .. shipBaseName .. '|' .. shipName .. ']]、'
else
ret = ret .. '[[战舰少女:' .. shipName .. '|' .. shipName .. ']]、'
end
break
end
end
end
end
ret = string.sub(ret, 1, -4)
if ret ~= '' and ret ~= nil then
ret = ret .. '自带'
end
return ret
end
-- ## Ship ##
p['舰娘'] = function(frame)
local shipName = frame.args[1]
local removeStyles = frame.args[2]
return formatShipTitle(shipName, removeStyles, frame)
end
p['属性'] = function(frame)
local ship = ships[frame.args[1]]
if ship == nil then return '' end
local attr = frame.args[2]
if ship[attr] == nil then return '' end
return ship[attr]
end
-- {{#invoke:战舰少女|舰娘属性|船名|属性名}} -> 属性
p['舰娘属性'] = function(frame)
local shipName = frame.args[1]
local attrName = frame.args[2]
return getAttr(shipName, attrName)
end
-- {{#invoke:战舰少女|图鉴编号|船名}} -> 图鉴编号
p['图鉴编号'] = function(frame)
return ships[frame.args[1]].index
end
-- {{#invoke:战舰少女|稀有度|船名}} -> 稀有度
p['稀有度'] = function(frame)
local shipName = frame.args[1]
local colorful = frame.args[2]
local r = ships[shipName].rarity
if colorful then
return "<span style='color:" .. color[r] .. ";'>'''" .. r .. "'''</span>"
else
return r
end
end
-- {{#invoke:战舰少女|改造属性|船名|属性名}} -> "改前属性 → 改后属性"
p['改造属性'] = function(frame)
local baseShipName = frame.args[1]
local attrName = frame.args[2]
local modShipName = byIndex[ships[baseShipName].index + 1000]
local baseAttr = getAttr(baseShipName, attrName)
local modAttr = getAttr(modShipName, attrName)
if baseAttr == modAttr then
return baseAttr
else
return baseAttr .. ' → ' .. modAttr
end
end
-- {{#invoke:战舰少女|舰娘属性列表|舰种|属性1,属性2,...}}
p['舰娘属性列表'] = function(frame)
local shipType = frame.args[1]
local attrNameList = mw.text.split(frame.args[2], ',', true)
-- table title
ret = '|-\n!colspan=' .. (#attrNameList + 3) .. '|' .. shipTypeAbbrName[shipType] .. '属性列表\n'
-- table header
ret = ret .. '|-\n!图鉴<br>编号!!头像!!名称'
for i,attrName in pairs(attrNameList) do
ret = ret .. '!!'
if mw.ustring.len(attrName) > 2 then -- break long headers into two lines
ret = ret .. mw.ustring.sub(attrName, 1, 2)
local tmp = mw.ustring.sub(attrName, 3, -1)
if tmp ~= '上限' then
ret = ret .. '<br>' .. tmp
end
else
ret = ret .. attrName
end
end
ret = ret .. '\n'
-- table content
for i = 1,1300 do -- keys of table will be sorted as string by default (11>2)
local shipName = byIndex[i]
if shipName ~= nil and ships[shipName].type == shipType then
ret = ret .. '|-\n|' .. i
ret = ret .. '||' .. getShipProfile(shipName, '150px')
ret = ret .. '||' .. formatShipTitle(shipName)
ret = ret .. '||' .. getAttrList(shipName, attrNameList) ..'\n'
end
end
return ret
end
p['舰娘立绘'] = function(frame)
local shipName = frame.args[1]
local size = frame.args[2]
return getShipNormalImage(shipName, size)
end
p['大破立绘'] = function(frame)
local shipName = frame.args[1]
local size = frame.args[2]
return getShipBrokenImage(shipName, size)
end
function getShipProfile(shipName, size)
local ret = alias.profile[shipName]
if ret == nil then
local tmp = ships[shipName]
if tmp == nil then return shipName end
ret = ships[shipName].index
end
ret = '[[File:Warship_Girls_icon_' .. ret .. '.png|link=战舰少女:' .. getBaseName(shipName)
if size ~= nil and size ~= '' then ret = ret .. '|' .. size end
return ret .. ']]'
end
p['头像'] = function(frame)
return getShipProfile(frame.args[1], frame.args[2])
end
p['台词'] = function(frame)
local shipName = frame.args[1]
local dialogue = frame.args[2]
local force = frame.args[3]
if force ~= nil and force ~= '' then return force end
if ships[shipName] == nil then return "none"
else return ships[shipName][dialogue] end
end
function skillDesc(skillName)
local desc = skills[skillName]
if desc == nil then return '' end
desc = desc:gsub('_G%[_', '<span style="color:green;">')
desc = desc:gsub('_R%[_', '<span style="color:red;">')
desc = desc:gsub('_%]_', '</span>')
return desc
end
p['技能描述'] = function(frame)
local shipName = frame.args[1]
return skillDesc(ships[shipName].skill)
end
p['技能描述2'] = function(frame)
local shipName = frame.args[1]
return skillDesc(ships[shipName].skill2)
end
-- ## Equipment ##
p['装备'] = function(frame)
local name = frame.args[1]
name = fixEquiptName(name)
local equipt = equipts[name]
if (equipt == nil) then return "'''" .. name .. "'''" end
local icon = getEquiptIcon(equipt, '25px')
local title = addColor(name, equipt.rarity, true)
return icon .. '[[战舰少女/装备#' .. name .. '|' .. title .. ']]'
end
-- {{#invoke:战舰少女|装备列表行|装备类型|装备名|备注}}
p['装备列表行'] = function(frame)
local equiptType = frame.args[1]
local equiptName = frame.args[2]
local remarks = frame.args[3]
local onShip = onShip(equiptName)
equiptName = fixEquiptName(equiptName)
local equipt = equipts[equiptName] or {}
local ret = 'id="' .. equiptName .. '"|'
ret = ret .. (equipt.index or ' ') .. '||' .. (equipt.index and getEquiptIcon(equipt, '70px') or ' ')
ret = ret .. '||' .. (equipt.rarity and addColor(equiptName, equipt.rarity, true) or "'''" .. equiptName .. "'''")
for i, attrName in pairs(equiptDisplay[equiptType]) do
ret = ret .. '||' .. formatEquiptListAttr(equiptName, attrName)
end
ret = ret .. '||'
if remarks == '' or remarks == nil then
ret = ret .. onShip
elseif string.find(remarks, '<自带>') ~= nil then
local z = string.find(remarks, '<自带>')
remarks = string.sub(remarks, 1, z-1) .. onShip .. string.sub(remarks, z+8, -1)
ret = ret .. remarks
else
ret = ret .. remarks
end
return ret
end
local attrOrder = { '火力', '鱼雷', '装甲', '对空', '轰炸', '索敌', '对潜', '命中', '回避', '幸运', '射程', '对空补正', '耗铝' }
p['装备按钮'] = function(frame)
local equiptName = frame.args[1]
if frame.args[2] ~= nil then
equiptName = ships[frame.args[1]]['eq' .. frame.args[2]]
end
local equipt = equipts[equiptName]
if equipt == nil then return equiptName end
btn = getEquiptIcon(equipt, '25px') .. addColor(equiptName, equipt.rarity, true)
ctnt = ''
for i, attrName in pairs(attrOrder) do
local attrVal = equipt[tr[attrName]]
if attrVal ~= 0 and attrVal ~= nil then
ctnt = ctnt .. formatEquiptButtonAttr(attrName, attrVal)
end
end
if equipt['special'] ~= nil then
ctnt = ctnt .. equipt['special']
end
return frame:expandTemplate{ title = 'Toggle', args = { button=btn, content=ctnt } }
end
-- ## Enemies ##
function fixEnemyName(name)
name = name:gsub('IV', 'Ⅳ')
name = name:gsub('V', 'Ⅴ')
name = name:gsub('III', 'Ⅲ')
name = name:gsub('II', 'Ⅱ')
name = name:gsub('I', 'Ⅰ')
return name
end
p['敌舰列表'] = function(frame)
local colors = { 'black', 'green', 'blue', 'purple', 'orange', 'red' }
local ret = ''
local rec = 0
local aa = 0
local speed = { 0, 0, 0 }
local n = { 0, 0, 0 }
for i = 1,6 do
name = frame.args[i]
if name == nil then
ret = ret .. '||'
else
name = fixEnemyName(name)
ret = ret .. formatShipTitle(name, 'b') .. '||'
local ship = enemies[name]
rec = rec + ship.rec
aa = aa + ship.aa
speed[ship.class] = speed[ship.class] + ship.speed
n[ship.class] = n[ship.class] + 1
end
end
local s = 0
if n[1] == 0 and n[2] == 0 then
s = speed[3] / n[3]
else
s = math.min(speed[1] / n[1], speed[2] / n[2])
end
return ret .. rec .. '||' .. math.floor(s) .. '||' .. formatFloat(aa)
end
-- ## Other ##
-- {{#invoke:战舰少女|自带|装备名}}
p['自带'] = function(frame)
local equiptName = frame.args[1]
return onShip(equiptName)
end
p['彩色'] = function(frame)
local str = frame.args[1]
local noBold = frame.args[2]
return rainbow(str, noBold == nil)
end
p['debug'] = function()
local frame = { }
frame.args = { '胡德·改' }
return p['技能描述2'](frame)
end
return p