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Line 3: Line 3:  
local sqrt = math.sqrt
 
local sqrt = math.sqrt
 
local floor = math.floor
 
local floor = math.floor
 +
local ceil = math.ceil
 
local min = math.min
 
local min = math.min
 
local max = math.max
 
local max = math.max
 +
 +
function initArgs(ship, target, context)
 +
    return ship and ship.ship or ship or {}, target and target.ship or target or {}, context or {}
 +
end
    
function target_morale_modifier(morale)
 
function target_morale_modifier(morale)
 
     return not morale and 1 or morale <= 20 and 1.4 or morale <= 32 and 1.2 or morale <= 52 and 1 or 0.7
 
     return not morale and 1 or morale <= 20 and 1.4 or morale <= 32 and 1.2 or morale <= 52 and 1 or 0.7
 +
end
 +
 +
function Combat2.evasion_value(target, context)
 +
    _, target, context = initArgs(nil, target, context)
 +
    local evasion = target._evasion or 0
 +
    local target_luck = target._luck or 0
 +
    local target_formation = context._target_formation or target._formation or 1
 +
    local base_evasion_value = floor((evasion + sqrt(2 * target_luck)) * target_formation)
 +
    local capped_evasion_value
 +
        = base_evasion_value < 40
 +
        and base_evasion_value
 +
        or base_evasion_value < 65
 +
        and floor(40 + 3 * sqrt(base_evasion_value - 40))
 +
        or floor(55 + 2 * sqrt(base_evasion_value - 65))
 +
    local evasion_value = capped_evasion_value
 +
    return evasion_value
 
end
 
end
   Line 19: Line 40:     
function Combat2.accuracy_value(ship, target, context)
 
function Combat2.accuracy_value(ship, target, context)
     ship = ship and ship.ship or ship
+
     ship, target, context = initArgs(ship, target, context)
    target = target and target.ship or target
  −
    context = context or {}
  −
    if not ship or not target then
  −
        return
  −
    end
   
     local level = ship._level or 1
 
     local level = ship._level or 1
 
     local luck = ship._luck or 0
 
     local luck = ship._luck or 0
Line 43: Line 59:  
-- [[Category:Todo]]: detection based on _equipment, fuel modifier.
 
-- [[Category:Todo]]: detection based on _equipment, fuel modifier.
 
function Combat2.hit_rate(ship, target, context)
 
function Combat2.hit_rate(ship, target, context)
 
+
     ship, target, context = initArgs(ship, target, context)
     ship = ship and ship.ship or ship
  −
    target = target and target.ship or target
  −
    context = context or {}
  −
    if not ship or not target then
  −
        return
  −
    end
  −
 
   
     local _, _, accuracy_value = Combat2.accuracy_value(ship, target, context)
 
     local _, _, accuracy_value = Combat2.accuracy_value(ship, target, context)
    accuracy_value = floor(accuracy_value)
+
     local evasion_value = Combat2.evasion_value(target, context)
 
+
     local base_hit_rate = floor(accuracy_value) - evasion_value
     local evasion = target._evasion or 0
  −
    local target_luck = target._luck or 0
  −
     local target_formation = context._target_formation or target._formation or 1
   
     local target_morale = target_morale_modifier(target._morale)
 
     local target_morale = target_morale_modifier(target._morale)
  −
    local base_evasion_value = floor((evasion + sqrt(2 * target_luck)) * target_formation)
  −
  −
    local capped_evasion_value
  −
        = base_evasion_value < 40
  −
        and base_evasion_value
  −
        or base_evasion_value < 65
  −
        and floor(40 + 3 * sqrt(base_evasion_value - 40))
  −
        or floor(55 + 2 * sqrt(base_evasion_value - 65))
  −
  −
    local evasion_value = capped_evasion_value
  −
   
  −
    local base_hit_rate = accuracy_value - evasion_value
  −
   
   
     local capped_hit_rate = min(96, max(10, base_hit_rate) * target_morale)
 
     local capped_hit_rate = min(96, max(10, base_hit_rate) * target_morale)
   
     local proficiency = ship._proficiency or 0
 
     local proficiency = ship._proficiency or 0
   
     return floor(capped_hit_rate) + proficiency + 1, capped_hit_rate
 
     return floor(capped_hit_rate) + proficiency + 1, capped_hit_rate
   
end
 
end
   Line 85: Line 74:  
     local proficiency = ship._proficiency or 0
 
     local proficiency = ship._proficiency or 0
 
     return floor(1.3 * sqrt(capped_hit_rate)) + proficiency + 1
 
     return floor(1.3 * sqrt(capped_hit_rate)) + proficiency + 1
 +
end
 +
 +
function Combat2.find_fit(ship, target, context)
 +
    ship, target, context = initArgs(ship, target, context)
 +
    local prev_fit = ship._fit
 +
    local hit_rate = context._hit_rate
 +
    local ci = context._ci
 +
    if not hit_rate or not ci then
 +
        return
 +
    end
 +
    local ng = context._ng or 1
 +
    local min_hit_rate = floor(hit_rate - ci)
 +
    local max_hit_rate = ceil(hit_rate + ci)
 +
    mw.log(min_hit_rate)
 +
    mw.log(max_hit_rate)
 +
    local fits = {}
 +
    for fit = -10, 10 do
 +
        ship._fit = fit * sqrt(ng)
 +
        local hr = Combat2.hit_rate(ship, target, context)
 +
        mw.log(fit, fit * sqrt(ng), hr, hr - hit_rate)
 +
        if hr >= min_hit_rate and hr <= max_hit_rate then
 +
            table.insert(fits, fit)
 +
        end
 +
    end
 +
    local min_fit = math.min(unpack(fits))
 +
    local max_fit = math.max(unpack(fits))
 +
    local fit = (min_fit + max_fit) / 2
 +
    ship._fit = prev_fit
 +
    return floor(fit + 0.5), min_fit, max_fit
 
end
 
end
   Line 95: Line 113:  
         _accuracy = 10,
 
         _accuracy = 10,
 
         _morale = 25,
 
         _morale = 25,
         _fit = 5 * sqrt(2)
+
         _fit = 5 * sqrt(2),
 
     }
 
     }
 
     local target = Ship("Destroyer Ro-Class")
 
     local target = Ship("Destroyer Ro-Class")
     mw.log(Combat2.accuracy_value(ship, target))
+
     --mw.log(Combat2.accuracy_value(ship, target))
     mw.log(Combat2.hit_rate(ship, target), "")
+
     --mw.log(Combat2.hit_rate(ship, target), "")
     mw.log(Combat2.critical_hit_rate(ship, target))
+
     --mw.log(Combat2.critical_hit_rate(ship, target))
 +
    mw.log(Combat2.find_fit(ship, target, { _hit_rate = 94.4, _ci = 1.48, _ng = 2 } ))
 
end
 
end
 +
-- print(p.test())
    
return Combat2
 
return Combat2
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