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Difference between revisions of "Module:Sandbox/CombatTable"
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(Created page with " local Combat = require('Module:Combat') local Table = {} function Table.test(frame) return Combat.table(frame) end return Table") |
m (33 revisions imported) |
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− | local Combat = require('Module:Combat') | + | local format = require('Module:Core').format |
+ | local Formatting = require('Module:Formatting') | ||
+ | local StatIcons = require('Module:Data/Asset') | ||
+ | local Ship = require('Module:Ship') | ||
+ | local Combat = require('Module:Sandbox/Combat') | ||
+ | |||
+ | local setups = { | ||
+ | DD = { | ||
+ | spotting = 1, | ||
+ | note = "normal attack", | ||
+ | main = { | ||
+ | { firepower = 3 }, | ||
+ | { firepower = 3 }, | ||
+ | }, | ||
+ | torpedo = { | ||
+ | { torpedo = 12 }, | ||
+ | { torpedo = 12 }, | ||
+ | { torpedo = 12 }, | ||
+ | }, | ||
+ | }, | ||
+ | CL = { | ||
+ | spotting = Combat.modifier.spotting.double, | ||
+ | note = "double attack", | ||
+ | main = { | ||
+ | { firepower = 10 }, | ||
+ | { firepower = 10 }, | ||
+ | }, | ||
+ | torpedo = { | ||
+ | { torpedo = 12 }, | ||
+ | { torpedo = 12 }, | ||
+ | { torpedo = 12 }, | ||
+ | }, | ||
+ | }, | ||
+ | CLT = { | ||
+ | spotting = 1, | ||
+ | note = "normal attack", | ||
+ | main = { | ||
+ | { firepower = 10 }, | ||
+ | { firepower = 10 }, | ||
+ | { torpedo = 12 }, | ||
+ | }, | ||
+ | torpedo = { | ||
+ | { torpedo = 12 }, | ||
+ | { torpedo = 12 }, | ||
+ | { torpedo = 12 }, | ||
+ | }, | ||
+ | }, | ||
+ | CA = { | ||
+ | spotting = Combat.modifier.spotting.double, | ||
+ | note = "double attack", | ||
+ | main = { | ||
+ | { firepower = 10 }, | ||
+ | { firepower = 10 }, | ||
+ | { firepower = 3 }, | ||
+ | }, | ||
+ | torpedo = { | ||
+ | { 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 }, | ||
+ | }, | ||
+ | }, | ||
+ | Ise = { | ||
+ | spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap, | ||
+ | note = "double attack", | ||
+ | main = { | ||
+ | { firepower = 20 }, | ||
+ | { firepower = 20 }, | ||
+ | { 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 | ||
+ | setups.Hyuuga = setups.Ise | ||
+ | |||
+ | 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, spotting, hide_normal_damage) | ||
+ | if not setup then return "" end | ||
+ | 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, 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 (spotting | ||
+ | and string.format("%s * 2", equip_damage_string) | ||
+ | or 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="Double attack damage (* 1.5 for critical hit)">DA</span> | ||
+ | !<span title="Torpedo salvo damage: without and with torpedo equipment (* 1.5 for critical hit)">Salvo</span> | ||
+ | !${fp_plus_torp} | ||
+ | !<span title="Maximal damage from double attack (* 1.5 for critical hit)">DA</span> | ||
+ | !<span title="Maximal damage from torpedo cut-in (* 1.5 for critical hit)">CI</span> | ||
+ | !${luck_minus_cap} | ||
+ | !<span title="Torpedo and mixed cut-in rate (only luck dependent part, no bonuses)">CI%</span> | ||
+ | !${hp} | ||
+ | !${armor} | ||
+ | !${evasion} | ||
+ | ${rows}|}]], | ||
+ | |||
+ | carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;" | ||
+ | ! colspan="3" | | ||
+ | ! colspan="5" |<span title="Air Power with maxed Reppuu">Air Power</span> | ||
+ | ! colspan="2" |Offence | ||
+ | ! colspan="3" |Defence | ||
+ | |- | ||
+ | !style="width:60px;"|Rank | ||
+ | !style="width:85px;"|Name | ||
+ | !${fp} | ||
+ | !Mule | ||
+ | !1st slot | ||
+ | !2nd | ||
+ | !3rd | ||
+ | !4th | ||
+ | !<span title="">Aerial Hit</span> | ||
+ | !<span title="">Shelling</span> | ||
+ | !${hp} | ||
+ | !${armor} | ||
+ | !${evasion} | ||
+ | ${rows}|}]], | ||
+ | |||
+ | main_row = [[|- | ||
+ | |${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} | ||
+ | |${slot_all} | ||
+ | |${slot1} | ||
+ | |${slot2} | ||
+ | |${slot3} | ||
+ | |${slot4} | ||
+ | |${aerial} | ||
+ | |${shelling} | ||
+ | |${hp} | ||
+ | |${armor} | ||
+ | |${evasion_rate} | ||
+ | ]], | ||
+ | |||
+ | } | ||
local Table = {} | local Table = {} | ||
− | function 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 at lvl 80, with normal and high morale (only level dependent part)")}, | ||
+ | } | ||
+ | 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(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] | ||
+ | |||
+ | if type_code == "CV" then | ||
+ | local air_power = Combat.air_power(ship) | ||
+ | return format{ | ||
+ | template, | ||
+ | rank = rank, | ||
+ | name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or | ||
+ | string.format("[[%s]]", name), | ||
+ | fp = ship._firepower_max, | ||
+ | torp = ship._torpedo_max or "", | ||
+ | hp = ship._hp, | ||
+ | armor = ship._armor_max, | ||
+ | evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)), | ||
+ | slot_all = air_power.slot_all, | ||
+ | slot1 = air_power.slot1, | ||
+ | slot2 = air_power.slot2, | ||
+ | slot3 = air_power.slot3, | ||
+ | slot4 = air_power.slot4, | ||
+ | aerial = "", | ||
+ | shelling = "", | ||
+ | } | ||
+ | else | ||
+ | return format{ | ||
+ | template, | ||
+ | rank = rank, | ||
+ | name = note and format{'[[${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", setup and setup.spotting, 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 = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)), | ||
+ | } | ||
+ | end | ||
+ | |||
+ | else | ||
+ | return "" | ||
+ | end | ||
+ | |||
end | end | ||
return Table | return Table |
Latest revision as of 12:40, 12 May 2021
Documentation for this module may be created at Module:Sandbox/CombatTable/doc
local format = require('Module:Core').format
local Formatting = require('Module:Formatting')
local StatIcons = require('Module:Data/Asset')
local Ship = require('Module:Ship')
local Combat = require('Module:Sandbox/Combat')
local setups = {
DD = {
spotting = 1,
note = "normal attack",
main = {
{ firepower = 3 },
{ firepower = 3 },
},
torpedo = {
{ torpedo = 12 },
{ torpedo = 12 },
{ torpedo = 12 },
},
},
CL = {
spotting = Combat.modifier.spotting.double,
note = "double attack",
main = {
{ firepower = 10 },
{ firepower = 10 },
},
torpedo = {
{ torpedo = 12 },
{ torpedo = 12 },
{ torpedo = 12 },
},
},
CLT = {
spotting = 1,
note = "normal attack",
main = {
{ firepower = 10 },
{ firepower = 10 },
{ torpedo = 12 },
},
torpedo = {
{ torpedo = 12 },
{ torpedo = 12 },
{ torpedo = 12 },
},
},
CA = {
spotting = Combat.modifier.spotting.double,
note = "double attack",
main = {
{ firepower = 10 },
{ firepower = 10 },
{ firepower = 3 },
},
torpedo = {
{ 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 },
},
},
Ise = {
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
note = "double attack",
main = {
{ firepower = 20 },
{ firepower = 20 },
{ 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
setups.Hyuuga = setups.Ise
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, spotting, hide_normal_damage)
if not setup then return "" end
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, 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 (spotting
and string.format("%s * 2", equip_damage_string)
or 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="Double attack damage (* 1.5 for critical hit)">DA</span>
!<span title="Torpedo salvo damage: without and with torpedo equipment (* 1.5 for critical hit)">Salvo</span>
!${fp_plus_torp}
!<span title="Maximal damage from double attack (* 1.5 for critical hit)">DA</span>
!<span title="Maximal damage from torpedo cut-in (* 1.5 for critical hit)">CI</span>
!${luck_minus_cap}
!<span title="Torpedo and mixed cut-in rate (only luck dependent part, no bonuses)">CI%</span>
!${hp}
!${armor}
!${evasion}
${rows}|}]],
carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
! colspan="3" |
! colspan="5" |<span title="Air Power with maxed Reppuu">Air Power</span>
! colspan="2" |Offence
! colspan="3" |Defence
|-
!style="width:60px;"|Rank
!style="width:85px;"|Name
!${fp}
!Mule
!1st slot
!2nd
!3rd
!4th
!<span title="">Aerial Hit</span>
!<span title="">Shelling</span>
!${hp}
!${armor}
!${evasion}
${rows}|}]],
main_row = [[|-
|${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}
|${slot_all}
|${slot1}
|${slot2}
|${slot3}
|${slot4}
|${aerial}
|${shelling}
|${hp}
|${armor}
|${evasion_rate}
]],
}
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 at lvl 80, with normal and high morale (only level dependent part)")},
}
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(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]
if type_code == "CV" then
local air_power = Combat.air_power(ship)
return format{
template,
rank = rank,
name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
string.format("[[%s]]", name),
fp = ship._firepower_max,
torp = ship._torpedo_max or "",
hp = ship._hp,
armor = ship._armor_max,
evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
slot_all = air_power.slot_all,
slot1 = air_power.slot1,
slot2 = air_power.slot2,
slot3 = air_power.slot3,
slot4 = air_power.slot4,
aerial = "",
shelling = "",
}
else
return format{
template,
rank = rank,
name = note and format{'[[${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", setup and setup.spotting, 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 = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
}
end
else
return ""
end
end
return Table