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Difference between revisions of "Module:Sandbox/CombatTable"
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local note = frame.args["note"] | local note = frame.args["note"] | ||
− | local name, suffix = | + | local name, suffix = Ship:process_ship_key(ship_key) |
− | local ship = | + | local ship = Ship:get_table(name, suffix) -- Ship(ship_key){ _level = 80 } |
if rank and name and ship and ship._type then | if rank and name and ship and ship._type then |
Revision as of 16:50, 24 October 2015
Documentation for this module may be created at Module:Sandbox/CombatTable/doc
local format = require('Module:StringInterpolation').format
local Formatting = require('Module:Formatting')
local StatIcons = require('Module:StatIcons')
local Ship = require('Module:Ship')
local Combat = require('Module:Combat')
local setups = {
DD = {
spotting = 1,
note = "normal attack",
main = {
{ firepower = 3 },
{ firepower = 3 },
},
torpedo = {
{ torpedo = 15 },
{ torpedo = 12 },
{ torpedo = 12 },
},
},
CL = {
spotting = Combat.modifier.spotting.double,
note = "double attack",
main = {
{ firepower = 10 },
{ firepower = 10 },
},
torpedo = {
{ torpedo = 15 },
{ torpedo = 12 },
{ torpedo = 12 },
},
},
CLT = {
spotting = 1,
note = "normal attack",
main = {
{ firepower = 10 },
{ firepower = 10 },
{ torpedo = 12 },
},
torpedo = {
{ torpedo = 15 },
{ torpedo = 12 },
{ torpedo = 12 },
},
},
CA = {
spotting = Combat.modifier.spotting.double,
note = "double attack",
main = {
{ firepower = 10 },
{ firepower = 10 },
{ firepower = 3 },
},
torpedo = {
{ torpedo = 15 },
{ torpedo = 12 },
{ torpedo = 12 },
{ torpedo = 12 },
},
},
Bismarck = {
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
note = "double attack",
nb_ci = Combat.modifier.night_attack.cut_in.torpedo,
nb_ci_equip = "torpedo",
main = {
{ firepower = 17 },
{ firepower = 17 },
{ firepower = 9 },
},
torpedo = {
{ firepower = 26 },
{ firepower = 26 },
{ torpedo = 15 },
{ torpedo = 12 },
},
},
FBB = {
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
note = "double attack",
main = {
{ firepower = 17 },
{ firepower = 17 },
{ firepower = 9 },
},
},
Yamato = {
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
note = "double attack",
main = {
{ firepower = 30 },
{ firepower = 30 },
{ firepower = 9 },
},
},
Italia = {
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
note = "double attack",
main = {
{ firepower = 21 },
{ firepower = 21 },
{ firepower = 9 },
},
}
}
setups.Musashi = setups.Yamato
setups.Nagato = setups.Yamato
setups.Mutsu = setups.Yamato
setups.Roma = setups.Italia
setups.Fusou = setups.Italia
setups.Yamashiro = setups.Italia
local normalized_type_code = {
DD = "DD",
CL = "CL",
CLT = "CLT",
CA = "CA",
CAV = "CA",
FBB = "FBB",
BB = "BB",
BBV = "BB",
CVL = "CV",
CV = "CV",
CVB = "CV",
}
local type_code_to_template = {
DD = "main",
CL = "main",
CLT = "main",
CA = "main",
FBB = "main",
BB = "main",
CAV = "main",
BBV = "main",
CVL = "carrier",
CV = "carrier",
CVB = "carrier",
-- SS = "submarine",
-- SSV = "submarine",
-- AV = "...",
-- AO = "...",
}
function format_damage(ship_, damage_type_fn, night_attack, setup, equip_setup, hide_normal_damage)
local combat = Combat:new(night_attack)
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
local normal_damage_string =
normal_damage >= combat.cap
and string.format('<span style="color:red;">%s</span>', normal_damage)
or normal_damage
local equip = setup[equip_setup]
if not equip then return "" end
setup.spotting = setup.spotting or 1
local equip_damage_pre = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack)))
local equip_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack, setup.spotting)))
local equip_damage_string =
equip_damage_pre >= combat.cap
and string.format('<span style="color:red;">%s</span>', equip_damage)
or equip_damage
return
night_attack
and string.format("%s * 2", equip_damage_string)
or hide_normal_damage
and string.format("%s", equip_damage_string)
or string.format("%s, %s", normal_damage_string, equip_damage_string)
end
local templates = {
main = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
! colspan="2" |
! colspan="4" |Day Battle
! colspan="5" |Night Battle
! colspan="3" |Defence
|-
!style="width:60px;"|Rank
!style="width:85px;"|Name
!${fp}
!${torp}
!<span title="Hit damage: without equipment, ${db_attack_note} with maxed equipment (all other modifiers = 1, see notes)">Hit</span>
!<span title="Torpedo salvo damage: without torpedo equipment, with maxed torpedo equipment (all other modifiers = 1, see notes)">Salvo</span>
!${fp_plus_torp}
!<span title="Maximal damage from double attack (each, multiple by 1.5 for critical hit)">DA</span>
!<span title="Maximal damage from cut-in (multiple by 2, multiple by 1.5 for critical hit)">CI</span>
!${luck_minus_cap}
!<span title="Torpedo/mixed cut-in rate, gun cut-in rate (only luck dependent part, no bonuses)">CI%</span>
!${hp}
!${armor}
!${evasion}
${rows}|}]],
carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
!style="width:60px;"|Rank
!style="width:85px;"|Name
!${fp}
!<span title="Air Power with maxed Reppuu">Air Power</span>
!<span title="">Aerial Hit</span>
!<span title="">Shelling</span>
${rows}|}]],
main_row = [[|-
|${rank}
|${name}
|${fp}
|${torp}
|${db_attack}
|${db_torp}
|${fp_plus_torp}
|${nb_da}
|${nb_ci}
|${luck_minus_cap}
|${nb_ci_rate}
|${hp}
|${armor}
|${evasion_rate}
]],
carrier_row = [[|-
|${rank}
|${name}
|${fp}
|
|
|
]],
}
local Table = {}
function Table.header(frame)
local type_code_ = frame.args["type"]
local type_code = normalized_type_code[type_code_]
local template = templates[type_code_to_template[type_code_]]
return format{
template,
rows = frame.args[1] or "",
db_attack_note = setups[type_code] and setups[type_code].note 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 =
'<span title="Luck cap">60</span>−' ..
Formatting:format_image{StatIcons.luck, caption = Formatting:format_stat_name("luck")},
hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
armor = Formatting:format_image{StatIcons.armor, caption = Formatting:format_stat_name("Armor")},
evasion = Formatting:format_image{StatIcons.evasion, caption = Formatting:format_stat_name("Evasion rate")},
}
end
function Table.row(frame)
local rank = frame.args[1]
local ship_key = frame.args[2]
local note = frame.args["note"]
local name, suffix = Ship:process_ship_key(ship_key)
local ship = Ship:get_table(name, suffix) -- Ship(ship_key){ _level = 80 }
if rank and name and ship and ship._type then
local type_code_ = Formatting:format_ship_code(ship._type)
local type_code = normalized_type_code[type_code_]
local template = templates[type_code_to_template[type_code_] .. "_row"]
local luck_diff = 60 - ship._luck
local setup = setups[name] or setups[type_code]
return format{
template,
rank = rank,
name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
string.format("[[%s]]", name),
fp = ship._firepower_max,
torp = ship._torpedo_max or "",
fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
db_attack = format_damage(ship, Combat.shelling, nil, setup, "main", true),
db_torp = format_damage(ship, Combat.torpedo, nil, setup, "torpedo"),
nb_da = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.double, setup, "main"),
nb_ci = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.cut_in.torpedo, setup, "torpedo"),
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
nb_ci_rate = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo) .. '%',
hp = ship._hp,
armor = ship._armor_max,
evasion_rate = Combat.evasion_rate(ship) .. "%",
}
else
return ""
end
end
return Table