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Difference between revisions of "Module:Sandbox/Combat"
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(Use new CI rate formula) |
m |
||
Line 153: | Line 153: | ||
local cut_in_types = { | local cut_in_types = { | ||
− | + | torpedo = { k = 70, cap = 60 }, | |
− | + | mixed = { k = 70, cap = 70 }, | |
− | + | main = { k = 50, cap = 55 } | |
} | } | ||
function cut_in_rate(luck, t) | function cut_in_rate(luck, t) | ||
− | + | if luck <= t.cap then | |
− | + | return math.floor(math.sqrt(t.k * luck)) | |
− | + | else | |
− | + | return cut_in_rate(t.cap, t) | |
− | + | end | |
end | end | ||
Line 232: | Line 232: | ||
if rank and name and ship_table and ship_table._type then | if rank and name and ship_table and ship_table._type then | ||
− | + | local luck_diff = ship_table._luck - 50 | |
return format{ | return format{ | ||
table_templates.table_dd_row, | table_templates.table_dd_row, | ||
Line 244: | Line 244: | ||
nb_ci = "", | nb_ci = "", | ||
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff, | luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff, | ||
− | nb_ci_rate = cut_in_rate(ship_table._luck) .. "%", | + | nb_ci_rate = cut_in_rate(ship_table._luck, cut_in_types.torpedo) .. "%", |
} | } | ||
else | else |
Revision as of 12:05, 21 October 2015
Documentation for this module may be created at Module:Sandbox/Combat/doc
local Combat = {}
-- * Damage calculator.
--
-- TBD
--
-- http://kancollecalc.web.fc2.com/damage_formula.html
-- http://kancollecalc.web.fc2.com/damage.js
--
-- http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6
-- http://wikiwiki.jp/kancolle/?%BB%D9%B1%E7%B4%CF%C2%E2
--
local engagement_modifiers = {
green_t = 1.2,
parallel = 1.0,
head_on = 0.8,
red_t = 0.6
}
local spotting_modifiers = {
cut_in = {
main_second = 1.1,
main_radar = 1.2,
main_ap = 1.3,
main_main = 1.5,
},
double = 1.2
}
local comined_fp = {
ctf_first = 0,
ctf_second = 10,
stf_first = 10,
stf_second = -5
}
local comined_torp = -5
local formation_modifiers = {
line_ahead = 1.0,
double_line = 0.8,
diamond = 0.7,
echelon = 0.6,
line_abreast = 0.6,
combined = {
line_ahead = 1.1,
diamond = 0.7,
double_line = 1.0,
line_abreast = 0.8,
}
}
local health_modifiers = {
normal = 1.0,
chuuha = 0.7,
taiha = 0.4
}
function ammo_modifier(ammo)
return ammo >= 5 and 1 or ammo / 5
end
local ap_modifiers = {
main_ap = 1.08,
main_ap_radar = 1.1,
main_second_ap = 1.15,
main_second_ap_radar = 1.15
}
local critical_modifier = 1.5
local anti_ground_modifier = 2.5
local anti_ground_wg_bonus = 75
local db_cap = 150
local nb_cap = 300
local equip_coeffs = {
small_gun = 1,
medium_gun = 1,
main_gun = 1.5,
ap = 1,
torpedo = 1.2,
}
function default_modifiers(critical)
return {
combined_fp = 0,
combined_torp = 0,
anti_ground_bonus = 0,
engagement = engagement_modifiers.parallel,
formation = formation_modifiers.line_ahead,
health = health_modifiers.normal,
anti_ground = 1,
anti_sub = 1,
night = 1,
cap = db_cap,
spotting = 1,
contact = 1,
expert = 1,
critical = critical and critical_modifier or 1,
ap = 1,
ammo = 1,
}
end
function shelling_attack_power(fp, equip_bonus, modifiers)
return 5 + fp + equip_bonus + modifiers.combined_fp + modifiers.anti_ground_bonus
end
function torpedo_attack_power(torp, equip_bonus, modifiers)
return 5 + torp + equip_bonus + modifiers.combined_torp
end
function damage_pre_cap(attack_power, modifiers)
return
modifiers.engagement * modifiers.formation * modifiers.health *
modifiers.anti_ground * modifiers.anti_sub *
modifiers.night *
attack_power
end
function damage_cap(attack_power, modifiers)
if attack_power > modifiers.cap then
attack_power = modifiers.cap + math.sqrt(attack_power - modifiers.cap)
end
return math.floor(attack_power)
end
function damage_post_cap(attack_power, modifiers, armor)
attack_power =
modifiers.spotting * modifiers.contact *
math.floor(modifiers.expert * modifiers.critical *
math.floor(modifiers.ap * attack_power))
if armor then
local min_armor = armor * 0.7
local max_armor = armor * 0.7 + math.max(armor - 1, 0) * 0.6
local min = math.floor((attack_power - max_armor) * modifiers.ammo)
local max = math.floor((attack_power - min_armor) * modifiers.ammo)
return { min, max }
else
return math.floor(attack_power * modifiers.ammo)
end
end
function damage(attack_power, modifiers, armor)
return damage_post_cap(damage_cap(damage_pre_cap(attack_power, modifiers), modifiers), modifiers, armor)
end
-- * CI rate formula.
local cut_in_types = {
torpedo = { k = 70, cap = 60 },
mixed = { k = 70, cap = 70 },
main = { k = 50, cap = 55 }
}
function cut_in_rate(luck, t)
if luck <= t.cap then
return math.floor(math.sqrt(t.k * luck))
else
return cut_in_rate(t.cap, t)
end
end
-- * Tables.
local format = require('Module:StringInterpolation').format
local Ship = require('Module:Ship')
local Formatting = require('Module:Formatting')
local StatIcons = require('Module:StatIcons')
local table_templates = {
table_dd = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
! rowspan="2" |Rank
! rowspan="2" |Name
! colspan="4" |Day Battle
! colspan="5" |Night Battle
|-
!${fp}
!${torp}
!<span title="Normal attack damage, all modifiers = 1, ±?% depending on modifiers">Attack</span>
!<span title="Normal torpedo salvo damage, all modifiers = 1, ±?% depending on modifiers">Torpedo</span>
!${fp_plus_torp}
!<span title="Maximal damage from double attack (from each)">Double Attack</span>
!<span title="Maximal damage from cut-in">Cut-In</span>
!${luck_minus_cap}
!<span title="Torpedo cut-in rate (only luck dependent part, no bonuses)">Cut-In Rate</span>
${rows}|}]],
table_dd_row = [===[|-
|${rank}
|[[${name}]]
|${fp}
|${torp}
|${db_attack}
|${db_torp}
|${fp_plus_torp}
|${nb_da}
|${nb_ci}
|${luck_minus_cap}
|${nb_ci_rate}
]===]
}
function Combat.table_dd(frame)
return format{
table_templates.table_dd,
rows = frame.args[1] or "",
fp = Formatting:format_image{StatIcons.firepower, caption = Formatting:format_stat_name("firepower")},
torp = Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
fp_plus_torp =
Formatting:format_image{StatIcons.firepower, caption = Formatting:format_stat_name("firepower")}
.. "+" ..
Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
luck_minus_cap =
Formatting:format_image{StatIcons.luck, caption = Formatting:format_stat_name("luck")}
.. '−<span title="Luck cap">50</span>'
}
end
function Combat.table_dd_row(frame)
local rank = frame.args[1]
local ship_key = frame.args[2]
local name, suffix = Ship:process_ship_key(ship_key)
local ship_table = Ship:get_table(name, suffix)
if rank and name and ship_table and ship_table._type then
local luck_diff = ship_table._luck - 50
return format{
table_templates.table_dd_row,
rank = rank, name = name,
fp = ship_table._firepower_max,
torp = ship_table._torpedo_max,
fp_plus_torp = ship_table._firepower_max + ship_table._torpedo_max,
db_attack = "",
db_torp = "",
nb_da = "",
nb_ci = "",
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
nb_ci_rate = cut_in_rate(ship_table._luck, cut_in_types.torpedo) .. "%",
}
else
return ""
end
end
function Combat.table_cl(frame)
return Combat.table_dd(frame)
end
function Combat.table_cl_row(frame)
return Combat.table_dd_row(frame)
end
return Combat