FANDOM


local BaseData = require("Módulo:BaseData")
local Equipment
local EquipmentCompatibility --lazily loaded when equippable() is called
local Formatting = require('Módulo:Formatting')
 
local EquipmentData = BaseData({
	_strict_translation_class = "strict-translation",
	_common_translation_class = "common-translation",
	_mobile_hide_class = "hidden",
	_display_none_css = {display = "none"},
	_constructor_module = "Módulo:Equipment",
})
 
function EquipmentData:name()
	return self._name
end
 
function EquipmentData:strict_name()
	return self._strict_name
end
 
function EquipmentData:common_name()
	return self._common_name or self:name()
end
 
function EquipmentData:asset_name()
	return self._asset_name or self:common_name()
end
 
function EquipmentData:link()
	if self._page then
		return self._page, self:name()
	end
	return self:name()
end
 
function EquipmentData:id()
	return self._id
end
 
EquipmentData.api_id = EquipmentData.id
 
function EquipmentData:localized_name()
	return self._localized_name
end
 
function EquipmentData:reading()
	return self._reading
end
 
function EquipmentData:list_name()
	return self._list_name
end
 
function EquipmentData:list_japanese_name()
	return self._list_japanese_name
end
 
function EquipmentData:list_localized_name()
	return self._list_localized_name
end
 
function EquipmentData:list_reading()
	return self._list_reading
end
 
function EquipmentData:comparison_name()
	return self._comparison_name
end
 
function EquipmentData:comparison_japanese_name()
	return self._comparison_japanese_name
end
 
function EquipmentData:comparison_localized_name()
	return self._comparison_localized_name
end
 
function EquipmentData:comparison_reading()
	return self._comparison_reading
end
 
function EquipmentData:battle_name()
	return self._battle_name
end
 
function EquipmentData:battle_japanese_name()
	return self._battle_japanese_name
end
 
function EquipmentData:battle_localized_name()
	return self._battle_localized_name
end
 
function EquipmentData:battle_reading()
	return self._battle_reading
end
 
function EquipmentData:library_name()
	return self._library_name
end
 
function EquipmentData:library_japanese_name()
	return self._library_japanese_name
end
 
function EquipmentData:library_localized_name()
	return self._library_localized_name
end
 
function EquipmentData:library_reading()
	return self._library_reading
end
 
function EquipmentData:card_name()
	return self._card_name
end
 
function EquipmentData:card_japanese_name()
	return self._card_japanese_name
end
 
function EquipmentData:card_localized_name()
	return self._card_localized_name
end
 
function EquipmentData:card_reading()
	return self._card_reading
end
 
function EquipmentData:japanese_name()
	return self._japanese_name
end
 
function EquipmentData:type()
	return self._type
end
 
function EquipmentData:album_type()
	return self._album_type
end
 
function EquipmentData:rarity()
	return self._rarity
end
 
function EquipmentData:stars()
	return self._stars or self:back()
end
 
function EquipmentData:back()
	return self._back or self:rarity()
end
 
function EquipmentData:card()
	if self._card then
		return self._card
	elseif self._card_reference then
		Equipment = Equipment or require(self._constructor_module)
		return Equipment(self._card_reference):card()
	end
	api_id = self:api_id()
	if api_id then
		return Formatting:equipment_card(api_id, self:asset_name())
	end
	return self._card
end
 
function EquipmentData:fairy()
	if self._fairy then
		return self._fairy
	elseif self._fairy_reference then
		Equipment = Equipment or require(self._constructor_module)
		return Equipment(self._fairy_reference):fairy()
	end
	api_id = self:api_id()
	if api_id then
		return Formatting:equipment_fairy(api_id, self:asset_name())
	end
	return self._fairy
end
 
function EquipmentData:cg()
	if self._cg then
		return self._cg
	elseif self._cg_reference then
		Equipment = Equipment or require(self._constructor_module)
		return Equipment(self._cg_reference):cg()
	end
	api_id = self:api_id()
	if api_id then
		return Formatting:equipment_cg(api_id, self:asset_name())
	end
	return self._cg
end
 
function EquipmentData:cg_fairy()
	if self._cg_fairy then
		return self._cg_fairy
	elseif self._cg_fairy_reference then
		Equipment = Equipment or require(self._constructor_module)
		return Equipment(self._cg_fairy_reference):cg_fairy()
	end
	api_id = self:api_id()
	if api_id then
		return Formatting:equipment_full(api_id, self:asset_name())
	end
	return self._cg_fairy
end
 
--for enemy aircraft
function EquipmentData:cg_flying()
	return self._cg_flying
end
 
function EquipmentData:icon()
	return self._icon
end
 
function EquipmentData:firepower()
	return self._firepower
end
 
function EquipmentData:firepower_leveled(night_battle)
	if not self._level or self._level == 0 then
		return self._firepower
	end
	local night_battle_coeffs = { [1] = 1, [2] = 1, [3] = 1, [4] = 1, [19] = 1, [29] = 1, [36] = 1 }
	local day_battle_coeffs = { [1] = 1, [2] = 1, [3] = 1.5, [4] = 1, [14] = 0.75, [15] = 0.75, [19] = 1, [21] = 1, [29] = 1, [36] = 1 }
	local coeff = nil
	if night_battle then
		coeff = night_battle_coeffs[self._type]
	else
		coeff = day_battle_coeffs[self._type]
	end
	return coeff and (self._firepower or 0) + coeff * math.sqrt(self._level) or self._firepower
end
 
function EquipmentData:bombing()
	return self._bombing
end
 
function EquipmentData:torpedo()
	return self._torpedo
end
 
function EquipmentData:torpedo_leveled(night_battle)
	if not self._level or self._level == 0 then
		return self._torpedo
	end
	local night_battle_coeffs = { [5] = 1 }
	local day_battle_coeffs = { [5] = 1.2, [21] = 1.2 }
	local coeff = nil
	if night_battle then
		coeff = night_battle_coeffs[self._type]
	else
		coeff = day_battle_coeffs[self._type]
	end
	return coeff and (self._torpedo or 0) + coeff * math.sqrt(self._level) or self._torpedo
end
 
function EquipmentData:aa()
	return self._aa
end
 
function EquipmentData:armor()
	return self._armor
end
 
function EquipmentData:asw()
	return self._asw
end
 
function EquipmentData:asw_leveled()
	if not self._level or self._level == 0 then
		return self._asw
	end
	local coeffs = { [14] = 0.75, [15] = 0.75 }
	local coeff = coeffs[self._type]
	return coeff and (self._asw or 0) + coeff * math.sqrt(self._level) or self._asw
end
 
function EquipmentData:shelling_accuracy()
	return self._shelling_accuracy
end
 
function EquipmentData:torpedo_accuracy()
	return self._torpedo_accuracy
end
 
function EquipmentData:evasion()
	return self._evasion
end
 
function EquipmentData:los()
	return self._los
end
 
function EquipmentData:speed()
	return self._speed
end
 
function EquipmentData:luck()
	return self._luck
end
 
function EquipmentData:range()
	return self._range
end
 
function EquipmentData:scrap()
	return {fuel = self._scrap_fuel, ammo = self._scrap_ammo, steel = self._scrap_steel, bauxite = self._scrap_bauxite, devmat = false, screw = false}
end
 
function EquipmentData:buildable()
	  return self._buildable
end
 
function EquipmentData:improvement_products()
	if self._products_keys ~= nil then
		return self._products_keys
	end
	if self._improvements and self._improvements._products then
		self._products_keys = {}
		for key, _ in pairs(self._improvements._products) do
			if key ~= false then
				table.insert(self._products_keys, key)
			end
		end
		table.sort(self._products_keys)
		if self._improvements._products[false] then
			table.insert(self._products_keys, 1, false)
		end
		return self._products_keys
	else
		self._products_keys = false
	end
end
 
function EquipmentData:improvement_brackets(product)
	if self._improvements and self._improvements._products then
		if self._brackets == nil then
			self._brackets = {}
		end
		if not self._brackets[product] and self._improvements._products[product] then
			self._brackets[product] = {}
			for bracket, _ in pairs(self._improvements._products[product]) do
				if type(bracket) == "number" then
					table.insert(self._brackets[product], bracket)
				end
			end
			table.sort(self._brackets[product])
		end
		return self._brackets[product]
	end
end
 
function EquipmentData:improvement_product_initial_level(product)
	if self._improvements and self._improvements._products and self._improvements._products[product] then
		return self._improvements._products[product]._stars
	end
end
 
function EquipmentData:improvement_ships(product)
	if self._improvements and self._improvements._products then
		if self._ships_keys == nil then
			self._ships_keys = {}
		end
		if not self._ships_keys[product] and self._improvements._products[product] then
			self._ships_keys[product] = {}
			for ship, _ in pairs(self._improvements._products[product]._ships) do
				if type(ship) == "string" then
					table.insert(self._ships_keys[product], ship)
				end
			end
			table.sort(self._ships_keys[product])
			if self._improvements._products[product]._ships[true] then
				table.insert(self._ships_keys[product], 1, true)
			elseif self._improvements._products[product]._ships[false] then
				table.insert(self._ships_keys[product], 1, false)
			end
		end
		return self._ships_keys[product]
	end
end
 
function EquipmentData:improvement_resources(slider, product, stars)
	if self._improvements then
		if not stars then
			return {
				fuel = self._improvements._fuel,
				ammo = self._improvements._ammo,
				steel = self._improvements._steel,
				bauxite = self._improvements._bauxite,
				devmat = false,
				screw = false,
			}
		end
		if self._improvements._products and self._improvements._products[product] then
			local product_info = self._improvements._products[product]
			if product_info[stars] then
			    if slider then
				    return {
					    devmat = product_info[stars]._development_material_x,
					    screw = product_info[stars]._improvement_material_x,
					    equipment = product_info[stars]._equipment,
				    }
				else
				    return {
				    	devmat = product_info[stars]._development_material,
				    	screw = product_info[stars]._improvement_material,
				    	equipment = product_info[stars]._equipment,
				    }
				end
			end
		end
	end
end
 
function EquipmentData:improvement_availability(product, ship)
	if self._improvements and self._improvements._products and self._improvements._products[product] then
		return self._improvements._products[product]._ships[ship]
	end
end
 
function EquipmentData:improvement_from()
	return self._improvement_from
end
 
function EquipmentData:special()
	return self._special
end
 
function EquipmentData:equippable(ship_type)
	self:_load_compatibility()
	local equipment_type = self:type()
	if not ship_type then
		local result = {}
		for ship_type, compatibility_table in pairs(EquipmentCompatibility) do
			result[ship_type] = compatibility_table[equipment_type]
		end
		return result
	else
		local compatibility_table = EquipmentCompatibility[ship_type]
		if compatibility_table then
			local compatibility = compatibility_table[equipment_type]
			if type(compatibility) ~= "table" then
				return compatibility
			else
				return compatibility.value, compatibility.note
			end
		end
	end
end
 
function EquipmentData:_load_compatibility()
	if not EquipmentCompatibility then
		EquipmentCompatibility = mw.loadData('Módulo:EquipmentCompatibility')
	end
end
 
function EquipmentData:create(equip)
	equip = equip or {}
	setmetatable(equip, equip)
	equip.__index = self
	equip.__call = self.__call
	if equip._strict_name then
		equip._common_name = equip._name
		equip._name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._common_name))
		if not equip._page then
			equip._page = equip._common_name
		end
	end
	if equip._localized_strict_name and equip._localized_name then
		equip._localized_common_name = equip._localized_name
		equip._localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._localized_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._localized_common_name))
	end
	if equip._list_strict_name and equip._list_name then
		equip._list_common_name = equip._list_name
		equip._list_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._list_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._list_common_name))
	end
	if equip._list_localized_strict_name and equip._list_localized_name then
		equip._list_localized_common_name = equip._list_localized_name
		equip._list_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._list_localized_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._list_localized_common_name))
	end
	if equip._comparison_strict_name and equip._comparison_name then
		equip._comparison_common_name = equip._comparison_name
		equip._comparison_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._comparison_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._comparison_common_name))
	end
	if equip._comparison_localized_strict_name and equip._comparison_localized_name then
		equip._comparison_localized_common_name = equip._comparison_localized_name
		equip._comparison_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._comparison_localized_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._comparison_localized_common_name))
	end
	if equip._library_strict_name and equip._library_name then
		equip._library_common_name = equip._library_name
		equip._library_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._library_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._library_common_name))
	end
	if equip._library_localized_strict_name and equip._library_localized_name then
		equip._library_localized_common_name = equip._library_localized_name
		equip._library_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._library_localized_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._library_localized_common_name))
	end
	if equip._card_strict_name and equip._card_name then
		equip._card_common_name = equip._card_name
		equip._card_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._card_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._card_common_name))
	end
	if equip._card_localized_strict_name and equip._card_localized_name then
		equip._card_localized_common_name = equip._card_localized_name
		equip._card_localized_name = tostring(mw.html.create('span'):addClass(self._mobile_hide_class):addClass(self._strict_translation_class):css(self._display_none_css):wikitext(equip._card_localized_strict_name))
			 .. tostring(mw.html.create('span'):addClass(self._common_translation_class):wikitext(equip._card_localized_common_name))
	end
	return equip
end
 
EquipmentData.__call = EquipmentData.create
 
return EquipmentData

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