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Line 1: Line 1:  +
local format = require("Module:Core").format
 
local BaseData = require("Module:BaseData")
 
local BaseData = require("Module:BaseData")
local Formatting = require('Module:Formatting')
+
local Formatting = require("Module:Formatting")
 
+
local format = require('Module:StringInterpolation').format
  −
 
   
local ShipCapabilities = BaseData{
 
local ShipCapabilities = BaseData{
-- _anti_air_cut_in_types = {
  −
-- {
  −
-- name = "Akizuki (HA HA R)",
  −
-- ship = {"Akizuki"},
  −
-- equipment = {"High-angle Gun", "High-angle Gun", "Radar"},
  −
-- },
  −
-- {
  −
-- name = "Akizuki (HA AAR)",
  −
-- ship = {"Akizuki"},
  −
-- equipment = {"High-angle Gun", "Radar"},
  −
-- },
  −
-- {
  −
-- name = "Akizuki (HA HA)",
  −
-- ship = {"Akizuki"},
  −
-- equipment = {"High-angle Gun", "High-angle Gun"}
  −
-- },
  −
-- {
  −
-- name = "Type 3 AAR",
  −
-- equipment = {"Large Caliber Main Gun", "Type 3 Shell", "Anti-Aircraft Fire Director", "Anti-Air Radar"},
  −
-- },
  −
-- {
  −
-- name = "HAFD HAFD AAR",
  −
-- equipment = {"High-angle Gun + Fire Director", "High-angle Gun + Fire Director", "Anti-Air Radar"},
  −
-- },
  −
-- {
  −
-- name = "Type 3",
  −
-- equipment = {"Large Caliber Main Gun", "Type 3 Shell", "Anti-Aircraft Fire Director"},
  −
-- },
  −
-- {
  −
-- name = "HA AAFD AAR",
  −
-- equipment = {"High-angle Gun", "Anti-Aircraft Fire Director", "Anti-Air Radar"},
  −
-- },
  −
-- {
  −
-- name = "HAFD AAR",
  −
-- equipment = {"High-angle Gun + Fire Director", "Anti-Air Radar"},
  −
-- },
  −
-- {
  −
-- name = "HA AAFD",
  −
-- equipment = {"High-angle Gun + Fire Director", "Anti-Air Radar"},
  −
-- },
  −
-- {
  −
-- name = "Maya Kai Ni (HA CD AAR)",
  −
-- ship = {"Maya/Kai Ni"},
  −
-- equipment = {"High-angle Gun", "25mm Triple Autocannon Mount Concentrated Deployment", "Anti-Air Radar"},
  −
-- },
  −
-- {
  −
-- name = "Maya Kai Ni (HA CD)",
  −
-- ship = {"Maya/Kai Ni"},
  −
-- equipment = {"High-angle Gun", "25mm Triple Autocannon Mount Concentrated Deployment"},
  −
-- },
  −
-- {
  −
-- name = "CD AAMG AAR",
  −
-- equipment = {"25mm Triple Autocannon Mount Concentrated Deployment", "Anti-Air Machine Gun", "Anti-Air Radar"}
  −
-- },
  −
-- },
   
_attack_template = "${mode} (${attack_power})",
 
_attack_template = "${mode} (${attack_power})",
 
_day_battle_modes = {
 
_day_battle_modes = {
Line 85: Line 29:  
[7] = "Cut-in: Torpedo",
 
[7] = "Cut-in: Torpedo",
 
[8] = "Bombing",
 
[8] = "Bombing",
 +
[9] = "Cut-in: Carrier",
 
},
 
},
 
_night_battle_attack_counts = {
 
_night_battle_attack_counts = {
Line 92: Line 37:  
},
 
},
 
_asw_attack_modes = {
 
_asw_attack_modes = {
 +
    opening = "Opening",
 
day = "Day",
 
day = "Day",
 
night = "Night",
 
night = "Night",
 
},
 
},
 
}
 
}
 
+
 
function ShipCapabilities:create(data)
 
function ShipCapabilities:create(data)
 
if data.ship then
 
if data.ship then
Line 106: Line 52:  
return data
 
return data
 
end
 
end
 +
 +
local Self = ShipCapabilities
   −
--function ShipCapabilities:anti_air_cut_in()
+
function Self:_find_equipment(fn)
--local result = false
+
for i = 1, self._ship:slots_length() or 0 do
--base_name = self._ship:base_name()
+
local equipment, size = self._ship:slot(i)
--if base_name == "Akizuki" then
+
if equipment and fn(equipment, size) then
-- result = self:akizuki_anti_air_cut_in()
+
            return equipment
--elseif base_name == "Maya" and self._ship:suffix() == "Kai Ni" then
+
end
-- result = self:maya_kai_ni_anti_air_cut_in()
+
    end
 +
    return false
 +
end
    +
function Self:_fold_equipment(result, fn)
 +
for i = 1, self._ship:slots_length() or 0 do
 +
local equipment, size = self._ship:slot(i)
 +
if equipment then
 +
    result = fn(equipment, result)
 +
end
 +
    end
 +
    return result
 +
end
 +
 
function ShipCapabilities:_is_asw_surface_ship(ship)
 
function ShipCapabilities:_is_asw_surface_ship(ship)
 
if not ship then
 
if not ship then
Line 122: Line 82:  
local asw_leveled = ship:asw_leveled()
 
local asw_leveled = ship:asw_leveled()
 
return (asw_leveled == nil or asw_leveled > 0)
 
return (asw_leveled == nil or asw_leveled > 0)
    and ship_type ~= 7
+
    and not self:_is_carrier(ship)
 
--[[
 
--[[
 
    ship_type == 2
 
    ship_type == 2
Line 130: Line 90:  
--]]
 
--]]
 
end
 
end
 
+
 
function ShipCapabilities:_is_asw_aviation_ship(ship)
 
function ShipCapabilities:_is_asw_aviation_ship(ship)
 
if not ship then
 
if not ship then
Line 142: Line 102:  
or ship_type == 17
 
or ship_type == 17
 
end
 
end
 
+
 
function ShipCapabilities:_is_aviation_ship(ship)
 
function ShipCapabilities:_is_aviation_ship(ship)
 
if not ship then
 
if not ship then
Line 157: Line 117:  
or ship_type == 18
 
or ship_type == 18
 
end
 
end
 
+
 
function ShipCapabilities:_is_light_carrier(ship)
 
function ShipCapabilities:_is_light_carrier(ship)
 
if not ship then
 
if not ship then
Line 164: Line 124:  
return ship:type() == 7
 
return ship:type() == 7
 
end
 
end
 
+
 
function ShipCapabilities:_is_carrier(ship)
 
function ShipCapabilities:_is_carrier(ship)
 
if not ship then
 
if not ship then
Line 174: Line 134:  
or ship_type == 18
 
or ship_type == 18
 
end
 
end
 
+
 
function ShipCapabilities:_is_submarine(ship)
 
function ShipCapabilities:_is_submarine(ship)
 
if not ship then
 
if not ship then
Line 184: Line 144:  
end
 
end
    +
-- Automatically make units with 0 speed installations
 +
-- todo: the effect of type 3 shell
 
function ShipCapabilities:_is_installation(ship)
 
function ShipCapabilities:_is_installation(ship)
 
if not ship then
 
if not ship then
 
ship = self._ship
 
ship = self._ship
 
end
 
end
return ship:is_installation()
+
return ship:speed() == 0 and not ship:is_pillbox()
 
end
 
end
    +
-- The logic is copied from Kan Colle Kai
 +
-- Automatically make most of enemy carriers night bombing
 +
-- _night_bombing is now used to disable night bombing caused by firepower and torpedo, and not related to night ASW
 +
function ShipCapabilities:_is_night_bombing(ship)
 +
if not ship then
 +
ship = self._ship
 +
end
 +
return ship:night_bombing() ~= false
 +
and self:_is_carrier(ship)
 +
and (ship:firepower() or 0) + (ship:torpedo() or 0) > 0
 +
end
 +
 
function ShipCapabilities:_is_main_gun(equipment)
 
function ShipCapabilities:_is_main_gun(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
Line 198: Line 172:  
or equipment_type == 38
 
or equipment_type == 38
 
end
 
end
 
+
 
function ShipCapabilities:_is_secondary_gun(equipment)
 
function ShipCapabilities:_is_secondary_gun(equipment)
 
return equipment:type() == 4
 
return equipment:type() == 4
 
end
 
end
 
+
 
function ShipCapabilities:_is_torpedo(equipment)
 
function ShipCapabilities:_is_torpedo(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
Line 208: Line 182:  
or equipment_type == 32
 
or equipment_type == 32
 
end
 
end
 
+
 
function ShipCapabilities:_is_bomber(equipment)
 
function ShipCapabilities:_is_bomber(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
Line 215: Line 189:  
or equipment_type == 11
 
or equipment_type == 11
 
end
 
end
 
+
 
function ShipCapabilities:_is_air_power_plane(equipment)
 
function ShipCapabilities:_is_air_power_plane(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
Line 222: Line 196:  
or equipment_type == 8
 
or equipment_type == 8
 
or equipment_type == 11
 
or equipment_type == 11
 +
or equipment_type == 47
 
end
 
end
 
+
 
function ShipCapabilities:_is_torpedo_bomber(equipment)
 
function ShipCapabilities:_is_torpedo_bomber(equipment)
 
return equipment:type() == 8
 
return equipment:type() == 8
 
end
 
end
 
+
 
function ShipCapabilities:_is_reconnaissance_seaplane(equipment)
 
function ShipCapabilities:_is_reconnaissance_seaplane(equipment)
 
return equipment:type() == 10
 
return equipment:type() == 10
 
end
 
end
 
+
 
function ShipCapabilities:_is_seaplane(equipment)
 
function ShipCapabilities:_is_seaplane(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
Line 237: Line 212:  
or equipment_type == 11
 
or equipment_type == 11
 
end
 
end
 
+
 
function ShipCapabilities:_is_radar(equipment)
 
function ShipCapabilities:_is_radar(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
Line 243: Line 218:  
or equipment_type == 13
 
or equipment_type == 13
 
end
 
end
 
+
 
function ShipCapabilities:_is_sonar(equipment)
 
function ShipCapabilities:_is_sonar(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
Line 249: Line 224:  
or equipment_type == 40
 
or equipment_type == 40
 
end
 
end
 
+
 
function ShipCapabilities:_is_depth_charge(equipment)
 
function ShipCapabilities:_is_depth_charge(equipment)
 
return equipment:type() == 15
 
return equipment:type() == 15
 
end
 
end
 
+
-- small main guns', recon sea planes' and radars' asw is invalid
+
-- only following equipments' asw value are counted for attack
function ShipCapabilities:_is_unable_asw_equip(equipment)
+
function ShipCapabilities:_is_damaging_asw_equip(equipment)
 
local equipment_type = equipment:type()
 
local equipment_type = equipment:type()
return equipment_type == 1
+
return equipment_type == 7
or equipment_type == 10
+
or equipment_type == 8
or equipment_type == 12
+
or equipment_type == 11
or equipment_type == 13
+
or equipment_type == 14
or equipment_type == 93
+
or equipment_type == 15
 +
or equipment_type == 25
 +
or equipment_type == 26
 +
or equipment_type == 40
 
end
 
end
 
+
 
function ShipCapabilities:_is_type_3_shell(equipment)
 
function ShipCapabilities:_is_type_3_shell(equipment)
 
return equipment:type() == 18
 
return equipment:type() == 18
 
end
 
end
 
+
 
function ShipCapabilities:_is_ap_shell(equipment)
 
function ShipCapabilities:_is_ap_shell(equipment)
 
return equipment:type() == 19
 
return equipment:type() == 19
 
end
 
end
 
+
 
function ShipCapabilities:_is_midget_submarine(equipment)
 
function ShipCapabilities:_is_midget_submarine(equipment)
 
return equipment:type() == 22
 
return equipment:type() == 22
 
end
 
end
 
+
 
function ShipCapabilities:_is_wg(equipment)
 
function ShipCapabilities:_is_wg(equipment)
 
return equipment:type() == 37
 
return equipment:type() == 37
 
end
 
end
    +
--- Midget Submarines (type = 22) that trigger opening torpedo
 +
function Self._is_active_midget_submarine(equipment)
 +
return equipment:id() == 41 or equipment:id() == 541
 +
end
 +
 +
function ShipCapabilities:_is_night_aviation_personnel(equipment)
 +
return equipment:id() == 258
 +
or equipment:id() == 259
 +
or equipment:id() == 608
 +
end
 +
 
function ShipCapabilities:_anti_installation()
 
function ShipCapabilities:_anti_installation()
 
local type_3_shells, wgs = 0, 0
 
local type_3_shells, wgs = 0, 0
Line 295: Line 284:  
end
 
end
    +
-- Single Attack, Single Torpedo and Bombing are actually same
 +
-- https://github.com/andanteyk/ElectronicObserver/blob/master/ElectronicObserver/Other/Information/kcmemo.md#%E5%A4%9C%E6%88%A6
 +
function ShipCapabilities:_single_attack_style(ship)
 +
    if not ship then
 +
        ship = self._ship
 +
    end
 +
    local ship_type = ship:type()
 +
    if ship_type == 13 or ship_type == 14 then
 +
        return 2
 +
    end
 +
    if ship_type == 7 or ship_type == 11 or ship_type == 18 then
 +
        -- currently hard coding, lack of Graf Zeppelin (Kai) and Saratoga
 +
        -- a flag like _cv_night_shelling might be better?
 +
        local ship_name = ship:name() or ""
 +
        if ship_name:match("Lycoris Princess") or ship_name:match("Abyssal Jellyfish Princess") then
 +
            return 1
 +
        elseif ship:id() == 1964 then
 +
            return 9
 +
        else
 +
            return 8
 +
        end
 +
    end
 +
    for i = 1, ship:slots_length() or 0 do
 +
        local equipment, size = ship:slot(i)
 +
        if equipment then
 +
            if self:_is_main_gun(equipment) or self:_is_secondary_gun(equipment) then
 +
                return 1
 +
            elseif self:_is_torpedo(equipment) then
 +
                return 2
 +
            end
 +
        end
 +
    end
 +
    return 1
 +
end
 +
 
-- Basic attack power for shelling and carrier shelling, including anti-installation modifiers and fleet firepower.
 
-- Basic attack power for shelling and carrier shelling, including anti-installation modifiers and fleet firepower.
 
function ShipCapabilities:day_battle(vs_installation, fleet_firepower)
 
function ShipCapabilities:day_battle(vs_installation, fleet_firepower)
Line 302: Line 326:  
return nil
 
return nil
 
end
 
end
local is_installation = self:_is_installation()
+
--[[
local shiptype = self._ship:type()
+
local has_bomber_planes = false
local is_installation_bb = ((shiptype == 8) or (shiptype == 9)) and is_installation
+
for i = 1, self._ship:slots_length() do
if not self:_is_carrier() and not is_installation or is_installation_bb then
+
local equipment, size = self._ship:slot(i)
 +
if equipment and self:_is_bomber(equipment) and size and size > 0 then
 +
has_bomber_planes = true
 +
break
 +
end
 +
end
 +
]]--
 +
local is_installation_bbv = self._ship:speed() == 0 and self._ship:type() == 10
 +
if not self:_is_carrier() and not is_installation_bbv then
 
if firepower > 0 then
 
if firepower > 0 then
 
for i = 1, self._ship:slots_length() do
 
for i = 1, self._ship:slots_length() do
Line 362: Line 394:  
torpedo = 0
 
torpedo = 0
 
end
 
end
return is_installation and 3 or 2, 55 + math.floor(1.5 * (firepower + torpedo + math.floor(1.3 * bombing)))
+
return is_installation_bbv and 3 or 2, 55 + math.floor(1.5 * (firepower + torpedo + math.floor(1.3 * bombing)))
 
end
 
end
 
end
 
end
Line 369: Line 401:  
return false
 
return false
 
end
 
end
 
+
 
function ShipCapabilities:format_day_battle(mode, attack_power)
 
function ShipCapabilities:format_day_battle(mode, attack_power)
 
if mode then
 
if mode then
Line 378: Line 410:  
return "??"
 
return "??"
 
end
 
end
 
+
 
-- Basic attack power for closing torpedo, including fleet torpedo.
 
-- Basic attack power for closing torpedo, including fleet torpedo.
 
function ShipCapabilities:closing_torpedo(fleet_torpedo)
 
function ShipCapabilities:closing_torpedo(fleet_torpedo)
Line 396: Line 428:  
return false
 
return false
 
end
 
end
 
+
 
function ShipCapabilities:format_torpedo(attack_power)
 
function ShipCapabilities:format_torpedo(attack_power)
 
if attack_power then
 
if attack_power then
Line 403: Line 435:  
return "No"
 
return "No"
 
end
 
end
 
+
 
ShipCapabilities.format_closing_torpedo = ShipCapabilities.format_torpedo
 
ShipCapabilities.format_closing_torpedo = ShipCapabilities.format_torpedo
 
+
 
-- Detect possible day time special attack modifiers.
 
-- Detect possible day time special attack modifiers.
 
function ShipCapabilities:artillery_spotting(post_cap_attack_power)
 
function ShipCapabilities:artillery_spotting(post_cap_attack_power)
Line 467: Line 499:  
return false
 
return false
 
end
 
end
 
+
 
function ShipCapabilities:format_artillery_spotting(modes)
 
function ShipCapabilities:format_artillery_spotting(modes)
 
if modes then
 
if modes then
Line 484: Line 516:  
return "No"
 
return "No"
 
end
 
end
 
+
 
-- Basic attack power for night battle carrier shelling.
 
-- Basic attack power for night battle carrier shelling.
 
-- Or basic attack power for night battle attack, including night special attack, anti-installation and contact modifiers.
 
-- Or basic attack power for night battle attack, including night special attack, anti-installation and contact modifiers.
 
function ShipCapabilities:night_battle(vs_installation, contact)
 
function ShipCapabilities:night_battle(vs_installation, contact)
local main_guns, secondary_guns, torpedoes, has_planes, firepower, torpedo = 0, 0, 0, false, self._ship:firepower_leveled(), self._ship:torpedo_leveled()
+
local main_guns, secondary_guns, torpedoes, has_planes, has_night_aviation_personnel, firepower, torpedo = 0, 0, 0, false, self._ship:night_aviation_personnel(), self._ship:firepower_leveled(), self._ship:torpedo_leveled()
 
if not firepower or not torpedo then
 
if not firepower or not torpedo then
 
return nil
 
return nil
 
end
 
end
 +
if firepower + torpedo <= 0 then
 +
    return false
 +
    end
 
for i = 1, self._ship:slots_length() or 0 do
 
for i = 1, self._ship:slots_length() or 0 do
 
local equipment, size = self._ship:slot(i)
 
local equipment, size = self._ship:slot(i)
Line 509: Line 544:  
equipment_torpedo = 0
 
equipment_torpedo = 0
 
end
 
end
 +
elseif self:_is_night_aviation_personnel(equipment) then
 +
has_night_aviation_personnel = true
 
end
 
end
 
if equipment_firepower then
 
if equipment_firepower then
Line 521: Line 558:  
firepower = firepower + 5
 
firepower = firepower + 5
 
end
 
end
if self:_is_carrier() then
+
if self._ship:night_bombing() == false then
if has_planes and self._ship:night_bombing() then
+
    -- if night bombing is forbidden
return 8, firepower + torpedo
  −
end
   
return false
 
return false
 
else
 
else
Line 553: Line 588:  
elseif main_guns + secondary_guns >= 2 and firepower > 0 then
 
elseif main_guns + secondary_guns >= 2 and firepower > 0 then
 
return 3, ((firepower + torpedo) * anti_installation_modifier + anti_installation_bonus) * 1.2
 
return 3, ((firepower + torpedo) * anti_installation_modifier + anti_installation_bonus) * 1.2
elseif torpedoes > 0 and torpedo > 0 then
+
-- WIP: just a hack for enemy CVs, no plane checked, only NF + NTB (120%) supported
if vs_installation then
+
elseif self:_is_carrier(self._ship) and has_night_aviation_personnel then
return false
+
    return 9, ((firepower + torpedo) * anti_installation_modifier + anti_installation_bonus) * 1.2
else
+
-- Single Attack, Single Torpedo and Bombing are actually same
return 2, firepower + torpedo
  −
end
  −
elseif firepower > 0 then
  −
return 1, (firepower + torpedo) * anti_installation_modifier + anti_installation_bonus
   
else
 
else
return false
+
return self:_single_attack_style(), (firepower + torpedo) * anti_installation_modifier + anti_installation_bonus
 
end
 
end
 
end
 
end
 
end
 
end
 
+
 
function ShipCapabilities:format_night_battle(mode, attack_power)
 
function ShipCapabilities:format_night_battle(mode, attack_power)
 
if mode then
 
if mode then
Line 580: Line 611:  
return "Unknown"
 
return "Unknown"
 
end
 
end
 
+
-- Basic attack power for opening torpedo, including fleet torpedo.
+
--- Basic attack power for opening torpedo, including fleet torpedo.
 
function ShipCapabilities:opening_torpedo(fleet_torpedo)
 
function ShipCapabilities:opening_torpedo(fleet_torpedo)
local torpedo = self._ship:torpedo_leveled()
+
    fleet_torpedo = fleet_torpedo or 0
local opening_torpedo = self._ship:opening_torpedo()
+
    local torpedo = self._ship:torpedo_leveled()
if (opening_torpedo ~= true) and (opening_torpedo == false or not torpedo or torpedo <= 0) then
+
if self._ship:opening_torpedo() == false or not torpedo or torpedo <= 0 then
 
return false
 
return false
 
end
 
end
if self:_is_submarine() then
+
local is_enemy = not self._ship._hp_max
local level = self._ship:level()
+
local is_enemy_submarine = is_enemy and self:_is_submarine()
if level and level >= 10 then
+
local is_player_submarine = not is_enemy and self:_is_submarine()
opening_torpedo = true
+
    if
end
+
    self._ship:opening_torpedo() == true or
end
+
        not is_enemy_submarine and self:_find_equipment(Self._is_active_midget_submarine) or
for i = 1, self._ship:slots_length() or 0 do
+
        is_player_submarine and self._ship:level() and self._ship:level() >= 10 or
local equipment, size = self._ship:slot(i)
+
        is_enemy_submarine and self._ship:suffix() and (self._ship:suffix():match("Elite") or self._ship:suffix():match("Flagship"))
if equipment then
+
    then
if self:_is_midget_submarine(equipment) then
+
        torpedo = self:_fold_equipment(torpedo, function(equipment, torpedo)
opening_torpedo = true
+
            return torpedo + (equipment:torpedo_leveled() or 0)
end
+
        end)
local equipment_torpedo = equipment:torpedo_leveled()
+
        return 5 + fleet_torpedo + torpedo
if equipment_torpedo and torpedo then
+
    end
torpedo = torpedo + equipment_torpedo
+
    return false
end
  −
end
  −
end
  −
if opening_torpedo then
  −
return 5 + (fleet_torpedo or 0) + (torpedo or 0)
  −
end
  −
return false
   
end
 
end
 
+
 
ShipCapabilities.format_opening_torpedo = ShipCapabilities.format_torpedo
 
ShipCapabilities.format_opening_torpedo = ShipCapabilities.format_torpedo
 
+
 
-- Basic attack power for ASW attack * sonar w/ depth charge modifier (pre-cap).
 
-- Basic attack power for ASW attack * sonar w/ depth charge modifier (pre-cap).
 
function ShipCapabilities:asw_attack()
 
function ShipCapabilities:asw_attack()
 
local base_asw
 
local base_asw
local asw_override, day, night = self._ship:asw_attack(), true, true
+
local asw_override, opening, day, night = self._ship:asw_attack(), false, true, true
 
if asw_override == false then
 
if asw_override == false then
 
return false
 
return false
Line 624: Line 648:  
elseif self:_is_asw_aviation_ship() then
 
elseif self:_is_asw_aviation_ship() then
 
base_asw = 8
 
base_asw = 8
if not self._ship:night_bombing() or self._ship:asw_leveled() == 0 then
+
if not self:_is_night_bombing() or self._ship:asw_leveled() == 0 then
 
night = false
 
night = false
 
end
 
end
Line 630: Line 654:  
return false
 
return false
 
end
 
end
 +
if self._ship._opening_asw then
 +
    opening = true
 +
    end
 
local asw_leveled = self._ship:asw_leveled()
 
local asw_leveled = self._ship:asw_leveled()
 
local ship_asw, equipment_asw, depth_charge, sonar, bomber = (asw_leveled or 0), 0, false, false, false
 
local ship_asw, equipment_asw, depth_charge, sonar, bomber = (asw_leveled or 0), 0, false, false, false
Line 644: Line 671:  
end
 
end
 
-- some equipments' asw value is invalid
 
-- some equipments' asw value is invalid
if not self:_is_unable_asw_equip(equipment) then
+
if self:_is_damaging_asw_equip(equipment) then
 
    equipment_asw = equipment_asw + (equipment:asw_leveled() or 0)
 
    equipment_asw = equipment_asw + (equipment:asw_leveled() or 0)
 
end  
 
end  
Line 657: Line 684:  
depth_charge_sonar_boost = 1.15
 
depth_charge_sonar_boost = 1.15
 
end
 
end
return depth_charge_sonar_boost * (base_asw + 1.5 * equipment_asw + 2 * math.sqrt(ship_asw)), day, night, not asw_leveled
+
return depth_charge_sonar_boost * (base_asw + 1.5 * equipment_asw + 2 * math.sqrt(ship_asw)), opening, day, night, not asw_leveled
 
end
 
end
 
+
function ShipCapabilities:format_asw_attack(attack_power, day, night, uncertain)
+
function ShipCapabilities:format_asw_attack(attack_power, opening, day, night, uncertain)
 
if attack_power then
 
if attack_power then
 
attack_power = math.floor(attack_power)
 
attack_power = math.floor(attack_power)
 
local phases = {}
 
local phases = {}
 +
if opening then
 +
    table.insert(phases, self._asw_attack_modes.opening)
 +
    end
 
if day then
 
if day then
 
table.insert(phases, self._asw_attack_modes.day)
 
table.insert(phases, self._asw_attack_modes.day)
Line 680: Line 710:  
return "No"
 
return "No"
 
end
 
end
 
+
 
-- Basic attack power for opening airstrike (returns an array with attack values per each bomber).
 
-- Basic attack power for opening airstrike (returns an array with attack values per each bomber).
 
function ShipCapabilities:opening_airstrike()
 
function ShipCapabilities:opening_airstrike()
if not self:_is_aviation_ship() then
  −
return false
  −
end
   
local airstrikes = {}
 
local airstrikes = {}
 
for i = 1, self._ship:slots_length() or 0 do
 
for i = 1, self._ship:slots_length() or 0 do
Line 703: Line 730:  
return false
 
return false
 
end
 
end
 
+
 
function ShipCapabilities:format_opening_airstrike(attacks)
 
function ShipCapabilities:format_opening_airstrike(attacks)
 
if attacks then
 
if attacks then
Line 714: Line 741:  
return "No"
 
return "No"
 
end
 
end
 
+
 
return ShipCapabilities
 
return ShipCapabilities
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