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Difference between revisions of "Module:Sandbox/CombatTable"

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m
m (33 revisions imported)
 
(17 intermediate revisions by 3 users not shown)
Line 1: Line 1:
  
local format = require('Module:StringInterpolation').format
+
local format = require('Module:Core').format
 
local Formatting = require('Module:Formatting')
 
local Formatting = require('Module:Formatting')
local StatIcons = require('Module:StatIcons')
+
local StatIcons = require('Module:Data/Asset')
 
local Ship = require('Module:Ship')
 
local Ship = require('Module:Ship')
local Combat = require('Module:Combat')
+
local Combat = require('Module:Sandbox/Combat')
  
 
local setups = {
 
local setups = {
Line 15: Line 15:
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 15 },
+
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
Line 28: Line 28:
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 15 },
+
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
Line 42: Line 42:
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 15 },
+
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
Line 56: Line 56:
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 15 },
 
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
Line 105: Line 104:
 
{ firepower = 9 },
 
{ 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.Musashi = setups.Yamato
Line 113: Line 121:
 
setups.Fusou = setups.Italia
 
setups.Fusou = setups.Italia
 
setups.Yamashiro = setups.Italia
 
setups.Yamashiro = setups.Italia
 +
setups.Hyuuga = setups.Ise
  
 
local normalized_type_code = {
 
local normalized_type_code = {
Line 146: Line 155:
 
}
 
}
  
function format_damage(ship_, damage_type_fn, night_attack, setup, equip_setup, hide_normal_damage)
+
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 combat = Combat:new(night_attack)
 
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
 
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
Line 157: Line 167:
 
setup.spotting = setup.spotting or 1
 
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_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 = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack, spotting)))
 
local equip_damage_string =
 
local equip_damage_string =
 
equip_damage_pre >= combat.cap
 
equip_damage_pre >= combat.cap
Line 166: Line 176:
 
and string.format("%s * 2", equip_damage_string)
 
and string.format("%s * 2", equip_damage_string)
 
or hide_normal_damage
 
or hide_normal_damage
and string.format("%s", equip_damage_string)
+
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)
 
or string.format("%s, %s", normal_damage_string, equip_damage_string)
 
end
 
end
Line 182: Line 194:
 
!${fp}
 
!${fp}
 
!${torp}
 
!${torp}
!<span title="Hit damage: without equipment, ${db_attack_note} with maxed equipment (all other modifiers = 1, see notes)">Hit</span>
+
!<span title="Double attack damage (* 1.5 for critical hit)">DA</span>
!<span title="Torpedo salvo damage: without torpedo equipment, with maxed torpedo equipment (all other modifiers = 1, see notes)">Salvo</span>
+
!<span title="Torpedo salvo damage: without and with torpedo equipment (* 1.5 for critical hit)">Salvo</span>
 
!${fp_plus_torp}
 
!${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 double attack (* 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>
+
!<span title="Maximal damage from torpedo cut-in (* 1.5 for critical hit)">CI</span>
 
!${luck_minus_cap}
 
!${luck_minus_cap}
!<span title="Torpedo/mixed cut-in rate, gun cut-in rate (only luck dependent part, no bonuses)">CI%</span>
+
!<span title="Torpedo and mixed cut-in rate (only luck dependent part, no bonuses)">CI%</span>
 
!${hp}
 
!${hp}
 
!${armor}
 
!${armor}
Line 195: Line 207:
  
 
carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
 
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:60px;"|Rank
 
!style="width:85px;"|Name
 
!style="width:85px;"|Name
 
!${fp}
 
!${fp}
!<span title="Air Power with maxed Reppuu">Air Power</span>
+
!Mule
 +
!1st slot
 +
!2nd
 +
!3rd
 +
!4th
 
!<span title="">Aerial Hit</span>
 
!<span title="">Aerial Hit</span>
 
!<span title="">Shelling</span>
 
!<span title="">Shelling</span>
 +
!${hp}
 +
!${armor}
 +
!${evasion}
 
${rows}|}]],
 
${rows}|}]],
  
Line 224: Line 248:
 
|${name}
 
|${name}
 
|${fp}
 
|${fp}
|
+
|${slot_all}
|
+
|${slot1}
|
+
|${slot2}
 +
|${slot3}
 +
|${slot4}
 +
|${aerial}
 +
|${shelling}
 +
|${hp}
 +
|${armor}
 +
|${evasion_rate}
 
]],
 
]],
  
Line 252: Line 283:
 
hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
 
hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
 
armor = Formatting:format_image{StatIcons.armor, caption = Formatting:format_stat_name("Armor")},
 
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")},
+
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
 
end
Line 263: Line 294:
  
 
local name, suffix = Ship:process_ship_key(ship_key)
 
local name, suffix = Ship:process_ship_key(ship_key)
local ship = Ship:get_table(name, suffix) -- Ship(ship_key){ _level = 80 }
+
local ship = 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
Line 273: Line 304:
 
local setup = setups[name] or setups[type_code]
 
local setup = setups[name] or setups[type_code]
  
return format{
+
        if type_code == "CV" then
template,
+
            local air_power = Combat.air_power(ship)
rank = rank,
+
        return format{
name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
+
    template,
  string.format("[[%s]]", name),
+
    rank = rank,
fp = ship._firepower_max,
+
    name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
torp = ship._torpedo_max or "",
+
      string.format("[[%s]]", name),
fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
+
    fp = ship._firepower_max,
db_attack = format_damage(ship, Combat.shelling, nil, setup, "main", true),
+
    torp = ship._torpedo_max or "",
db_torp = format_damage(ship, Combat.torpedo, nil, setup, "torpedo"),
+
    hp = ship._hp,
nb_da = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.double, setup, "main"),
+
    armor = ship._armor_max,
nb_ci = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.cut_in.torpedo, setup, "torpedo"),
+
    evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
+
                slot_all = air_power.slot_all,
nb_ci_rate = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo) .. '%',
+
                slot1 = air_power.slot1,
hp = ship._hp,
+
                slot2 = air_power.slot2,
armor = ship._armor_max,
+
                slot3 = air_power.slot3,
evasion_rate = Combat.evasion_rate(ship) .. "%",
+
                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
 
else
 
return ""
 
return ""

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