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

Difference between revisions of "Module:EnemyShipData"

From Kancolle Wiki
Jump to navigation Jump to search
m
com>Ckwng
Line 1: Line 1:
local BaseData = require("Module:BaseData")
+
local ShipData = require("Module:ShipData")
local EnemyShipData = BaseData()
+
local EnemyShipData = ShipData()
 
function EnemyShipData:name()
 
if self._suffix then
 
return self:base_name() .. " " .. self._suffix
 
else
 
return self:base_name()
 
end
 
end
 
 
function EnemyShipData:base_name()
 
return self._name
 
end
 
 
function EnemyShipData:link()
 
if self._page then
 
return self._page, self:name()
 
elseif self._suffix then
 
return self:base_name(), self:name()
 
else
 
return self:name()
 
end
 
end
 
 
function EnemyShipData:localized_name()
 
return self._localized_name
 
end
 
 
function EnemyShipData:nick()
 
return self._nick
 
end
 
 
function EnemyShipData:japanese_name()
 
return self._japanese_name
 
end
 
 
function EnemyShipData:japanese_nick()
 
return self._japanese_nick
 
end
 
 
function EnemyShipData:reading()
 
return self._reading
 
end
 
 
function EnemyShipData:reading_nick()
 
return self._reading_nick
 
end
 
  
function EnemyShipData:battle_card()
+
function EnemyShipData:air_power()
return self._battle_card
+
    local air_power = 0
end
+
    for i=1, self:slots() do
+
        local slot_equipment, slot_space = self:slot(i)
function EnemyShipData:hp()
+
        if slot_equipment == nil or slot_space == nil then
return self._hp
+
            --we have missing information, fall back to hard-coded air power
end
+
            air_power = self._as_rating
 
+
            break
function EnemyShipData:firepower()
+
        elseif slot_equipment ~= false then
return self._firepower
+
            --if there is an equipment
end
+
            local slot_equipment_type = slot_equipment:type()
 
+
            local slot_equipment_aa = slot_equipment:aa()
function EnemyShipData:torpedo()
+
            if slot_equipment_aa and
return self._torpedo
+
              (slot_equipment_type == 6 or
end
+
                slot_equipment_type == 7 or
 
+
                slot_equipment_type == 8 or
function EnemyShipData:aa()
+
                slot_equipment_type == 11) then
return self._aa
+
                air_power = air_power +  
end
+
                  math.floor(math.sqrt(slot_space) * slot_equipment_aa)
 
+
            elseif slot_equipment_aa == nil then
function EnemyShipData:armor()
+
            --we have missing information, fall back to hard-coded air power
return self._armor
+
                air_power = self._as_rating
end
+
                break
 
+
            end
function EnemyShipData:asw()
+
        end
return self._asw
+
    end
end
+
    return air_power
 
 
function EnemyShipData:evasion()
 
return self._evasion
 
end
 
 
 
function EnemyShipData:los()
 
return self._los
 
end
 
 
 
function EnemyShipData:luck()
 
return self._luck
 
end
 
 
 
function EnemyShipData:slot(slot)
 
if self._equipment then
 
local equipment_slot = self._equipment[slot]
 
if equipment_slot then
 
return equipment_slot.equipment, equipment_slot.size
 
end
 
end
 
return nil
 
end
 
 
function EnemyShipData:slots()
 
if self._equipment then
 
return #self._equipment
 
end
 
return nil
 
end
 
 
function EnemyShipData:total_space()
 
if not self._equipment then
 
return nil
 
end
 
local total_space = 0
 
local size
 
for _, v in ipairs(self._equipment) do
 
size = v["size"]
 
if size == nil then
 
total_space = nil
 
break
 
elseif size == false then
 
else
 
total_space = total_space + size
 
end
 
end
 
return total_space
 
end
 
 
function EnemyShipData:speed()
 
return self._speed
 
end
 
 
function EnemyShipData:range()
 
return self._range
 
end
 
 
 
function EnemyShipData:as_rating()
 
    return self._as_rating
 
end
 
 
function EnemyShipData:create(ship)
 
ship = ship or {}
 
setmetatable(ship, ship)
 
ship.__index = self
 
return ship
 
 
end
 
end
 
   
 
   

Revision as of 22:04, 21 April 2015

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

local ShipData = require("Module:ShipData")
local EnemyShipData = ShipData()

function EnemyShipData:air_power()
    local air_power = 0
    for i=1, self:slots() do
        local slot_equipment, slot_space = self:slot(i)
        if slot_equipment == nil or slot_space == nil then
            --we have missing information, fall back to hard-coded air power
            air_power = self._as_rating
            break
        elseif slot_equipment ~= false then
            --if there is an equipment
            local slot_equipment_type = slot_equipment:type()
            local slot_equipment_aa = slot_equipment:aa()
            if slot_equipment_aa and
               (slot_equipment_type == 6 or 
                slot_equipment_type == 7 or 
                slot_equipment_type == 8 or 
                slot_equipment_type == 11) then
                air_power = air_power + 
                   math.floor(math.sqrt(slot_space) * slot_equipment_aa)
            elseif slot_equipment_aa == nil then
            --we have missing information, fall back to hard-coded air power
                air_power = self._as_rating
                break
            end
        end
    end
    return air_power
end
 
EnemyShipData.__call = EnemyShipData.create
 
return EnemyShipData