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Difference between revisions of "Module:Sandbox/Combat"
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function Combat.air_power(ship) | function Combat.air_power(ship) | ||
− | local slot1 = math.floor(10 * math.sqrt(ship._equipment[1].size)) | + | local slot1 = math.floor(25 + 10 * math.sqrt(ship._equipment[1].size)) |
− | local slot2 = math.floor(10 * math.sqrt(ship._equipment[2].size)) | + | local slot2 = math.floor(25 + 10 * math.sqrt(ship._equipment[2].size)) |
− | local slot3 = math.floor(10 * math.sqrt(ship._equipment[3].size)) | + | local slot3 = math.floor(25 + 10 * math.sqrt(ship._equipment[3].size)) |
− | local slot4 = ship._equipment[4] and math.floor(10 * math.sqrt(ship._equipment[4].size)) or 0 | + | local slot4 = ship._equipment[4] and math.floor(25 + 10 * math.sqrt(ship._equipment[4].size)) or 0 |
return { | return { | ||
slot_all = slot1 + slot2 + slot3 + slot4, | slot_all = slot1 + slot2 + slot3 + slot4, |
Revision as of 18:57, 24 October 2015
Documentation for this module may be created at Module:Sandbox/Combat/doc
-- **
-- Damage calculations are based on http://kancollecalc.web.fc2.com/damage_formula.html and WikiWiki combat page.
-- NB CI rate formula is from WikiWiki combat page (also, 検証、仮説スレ18).
-- Evasion rate formula: 検証、仮説スレ 10, 488.
-- Accuracy rate formula: 検証、仮説スレ17, 314, http://kancolle.wikia.com/wiki/Sandbox/Accuracy_Evasion_Tables
--
local Combat = {}
-- * Experimental values.
Combat.modifier = {
comined_firepower = {
ctf_first = 0,
ctf_second = 10,
stf_first = 10,
stf_second = -5,
},
comined_torpedo = -5,
night_contact = 5,
formation = {
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,
},
},
engagement = {
green_t = 1.2,
parallel = 1.0,
head_on = 0.8,
red_t = 0.6,
},
health = {
normal = 1.0,
chuuha = 0.7,
taiha = 0.4,
},
anti_ground = 2.5,
wg_bonus = 75,
cap = {
day = 150,
night = 300,
},
spotting = {
cut_in = {
main_main = 1.5,
main_ap = 1.3,
main_radar = 1.2,
main_second = 1.1,
},
double = 1.2,
},
night_attack = {
cut_in = {
main = 2,
main_misc = 1.75,
torpedo = 1.5,
mixed = 1.3,
},
double = 1.2,
normal = 1,
},
critical = 1.5,
ap = {
main_ap = 1.08,
main_ap_radar = 1.1,
main_second_ap = 1.15,
main_second_ap_radar = 1.15,
},
}
function Combat.ammo_modifier(ammo_bars)
return ammo_bars >= 5 and 1 or ammo_bars / 5
end
-- * Combat object with ship-independent values as fields.
-- Ship and enemy values are passed via arguments.
function Combat:new(is_night_battle)
local stage = {
combined_firepower = 0,
combined_torpedo = 0,
formation = self.modifier.formation.line_ahead,
engagement = self.modifier.engagement.parallel,
night_contact = 0,
is_night_battle = is_night_battle,
cap = is_night_battle and self.modifier.cap.night or self.modifier.cap.day,
contact = 1, -- TODO
expert = 1, -- TODO
}
setmetatable(stage, self)
self.__index = self
return stage
end
function Combat:damage_pre_cap(ship)
return self.engagement * self.formation * ship.health * ship.anti_ground * ship.anti_sub * ship.night_attack * ship.attack_power
end
function Combat:damage_cap(attack_power)
if attack_power > self.cap then
attack_power = self.cap + math.sqrt(attack_power - self.cap)
end
return math.floor(attack_power)
end
function Combat:damage_post_cap(attack_power, ship, enemy_armor)
attack_power = ship.spotting * self.contact * math.floor(self.expert * ship.critical * math.floor(ship.ap * attack_power))
-- Use a note on a caller side instead
--if ship.night_attack_x2 then
-- attack_power = 2 * attack_power
--end
if enemy_armor then
local min_armor = enemy_armor * 0.7
local max_armor = enemy_armor * 0.7 + math.max(enemy_armor - 1, 0) * 0.6
local min = math.floor((attack_power - max_armor) * ship.ammo_modifier)
local max = math.floor((attack_power - min_armor) * ship.ammo_modifier)
return { min, max }
else
return math.floor(attack_power * ship.ammo_modifier)
end
end
-- TODO: pass enemy table, do additional detection (e.g. torpedo = 0 vs. ground type enemies
-- or attack_power = 0 when BB vs. enemy submarines, etc.)
function Combat:damage(ship, enemy_armor)
return self:damage_post_cap(self:damage_cap(self:damage_pre_cap(ship)), ship, enemy_armor)
end
function Combat:shelling(ship)
ship.attack_power = 5 + ship._firepower_max + ship.equipment_bonus.firepower + self.combined_firepower + ship.anti_ground_bonus
return ship
end
function Combat:torpedo(ship)
ship.attack_power = 5 + ship._torpedo_max + ship.equipment_bonus.torpedo + self.combined_torpedo
return ship
end
function Combat:night_battle(ship)
if ship.health == self.modifier.health.taiha then
ship.attack_power = 0
else
ship.attack_power = self.night_contact + ship._firepower_max + ship._torpedo_max + ship.equipment_bonus.firepower + ship.equipment_bonus.torpedo
end
return ship
end
-- TODO: carrier shelling, aerial, ASW, support expedition.
Combat.nb_cut_in_types = {
torpedo = { k = 70, luck_cap = 60 },
mixed = { k = 70, luck_cap = 70 },
main = { k = 50, luck_cap = 55 },
}
function Combat.nb_cut_in_rate(ship, modifier)
if ship._luck <= modifier.luck_cap then
return math.floor(math.sqrt(modifier.k * ship._luck))
else
return math.floor(math.sqrt(modifier.k * modifier.luck_cap))
end
end
function Combat.evasion_rate(ship, high_morale)
local e = ship:evasion_leveled()
if high_morale then
return math.floor(100 * 2 * e / (2 * e + 40))
else
return math.floor(100 * e / (e + 40))
end
end
function Combat.accuracy_rate(ship)
return math.floor(100 * ((math.sqrt(ship._level) - 1) / 45 + ship._luck / 1000))
end
function Combat.air_power(ship)
local slot1 = math.floor(25 + 10 * math.sqrt(ship._equipment[1].size))
local slot2 = math.floor(25 + 10 * math.sqrt(ship._equipment[2].size))
local slot3 = math.floor(25 + 10 * math.sqrt(ship._equipment[3].size))
local slot4 = ship._equipment[4] and math.floor(25 + 10 * math.sqrt(ship._equipment[4].size)) or 0
return {
slot_all = slot1 + slot2 + slot3 + slot4,
slot1 = slot1,
slot2 = slot2,
slot3 = slot3,
slot4 = slot4,
}
end
-- * Ship object with extra fields related to combat.
function Combat.ship(ship, equip, night_attack, spotting)
local ship = {
_firepower_max = ship._firepower_max or 0,
_torpedo_max = ship._torpedo_max or 0,
_luck = ship._luck or 0,
equipment = equip or {},
equipment_bonus = { firepower = 0, torpedo = 0 },
health = ship.health or Combat.modifier.health.normal,
anti_ground = ship.anti_ground and Combat.modifier.anti_ground or 1,
anti_ground_bonus = ship.wg and Combat.modifier.wg_bonus or 0,
anti_sub = ship.anti_sub or 1,
night_attack = night_attack or 1,
night_attack_x2 = night_attack == Combat.modifier.night_attack.cut_in.torpedo or
night_attack == Combat.modifier.night_attack.cut_in.mixed,
spotting = spotting or 1,
critical = ship.critical or 1,
ap = ship.ap or 1,
ammo_modifier = ship.ammo_modifier or 1,
}
for _, eq in pairs(ship.equipment) do
if eq.firepower then
ship.equipment_bonus.firepower = ship.equipment_bonus.firepower + eq.firepower + (eq.k and eq.rank and eq.k * math.sqrt(eq.rank) or 0)
end
if eq.torpedo then
ship.equipment_bonus.torpedo = ship.equipment_bonus.torpedo + eq.torpedo + (eq.k and eq.rank and eq.k * math.sqrt(eq.rank) or 0)
end
end
ship.equipment_bonus.firepower = math.floor(ship.equipment_bonus.firepower)
ship.equipment_bonus.torpedo = math.floor(ship.equipment_bonus.torpedo)
return ship
end
return Combat