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Difference between revisions of "Module:Sandbox/CombatTable"

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m
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Line 241: Line 241:
 
nb_ci = format_damage(ship, type_code, Combat.night_battle, "torpedo", Combat.modifier.night_attack.cut_in.torpedo),
 
nb_ci = format_damage(ship, type_code, Combat.night_battle, "torpedo", Combat.modifier.night_attack.cut_in.torpedo),
 
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 = string.format(
+
nb_ci_rate = format{
"%s%%, %s%%",
+
[[${torpedo}%, ${main}%]],
Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo),
+
torpedo = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo),
Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.main)),
+
main = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.main)},
 
}
 
}
 
else
 
else

Revision as of 21:39, 22 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 equipment = {
	DD = {
		main = {
			{ firepower = 3, rank = 10, k = 1 },
			{ firepower = 3, rank = 10, k = 1 },
		},
		torpedo = {
			-- Quint/53
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
		},
	},
	CL = {
		-- 20.3 #3
		main = {
			{ firepower = 10, rank = 10, k = 1 },
			{ firepower = 10, rank = 10, k = 1 },
		},
		torpedo = {
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
		},
	},
	CLT = {
		main = {
			-- OTO
			{ firepower = 8, rank = 10, k = 1 },
			{ firepower = 8, rank = 10, k = 1 },
			-- Hyouteki
			{ torpedo = 12 },
		},
		torpedo = {
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12 },
		},
	},
	CA = {
		main = {
			-- 20.3 #3
			{ firepower = 10, rank = 10, k = 1 },
			{ firepower = 10, rank = 10, k = 1 },
			-- FuMO
			{ firepower = 3 },
		},
		torpedo = {
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
			{ torpedo = 12, rank = 10, k = 1 },
		},
		mixed = {
		},
	},
}

local normalized_type_code = {
	DD = "DD",
	CL = "CL",
	CLT = "CLT",
	CA = "CA",
	CAV = "CA",
	FBB = "BB",
	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_aviation",
	BBV = "main_aviation",
	CVL = "carrier",
	CV = "carrier",
	CVB = "carrier",
	-- SS = "submarine",
	-- SSV = "submarine_aviation",
	-- AV = "...",
	-- AO = "...",
}

function format_damage(ship_, type_code, damage_type_fn, equip_setup, night_attack, spotting)
	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 = equipment[type_code][equip_setup]
	spotting = 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", 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
|-
!style="width:60px;"|Rank
!style="width:80px;"|Name
!${fp}
!${torp}
!<span title="Damage: normal attack without equipment, ${db_attack_note} with maxed equipment (all other modifiers = 1, see notes)">Hit</span>
!<span title="Normal torpedo salvo damage, all modifiers = 1, see notes">Salvo</span>
!${fp_plus_torp}
!<span title="Maximal damage from double attack (combined)">DA</span>
!<span title="Maximal damage from cut-in">CI</span>
!${luck_minus_cap}
!<span title="Torpedo/mixed cut-in rate, gun cut-in rate (only luck dependent part, no bonuses)">CI%</span>
${rows}|}]],

    carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
!style="width:60px;"|Rank
!style="width:80px;"|Name
!${fp}
!<span title="Air Power with full >> 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}
]],

    carrier_row = [[|-
|${rank}
|${name}
|${fp}
|
|
|
]],

}

local attacks = {
	DD = {
		spotting = 1,
		note = "normal attack",
	},
	CL = {
		spotting = Combat.modifier.spotting.double,
		note = "double attack",
	},
	CLT = {
		spotting = 1,
		note = "normal attack",
	},
	CA = {
		spotting = Combat.modifier.spotting.double,
		note = "double attack",
	},
}

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 = attacks[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")}
	}
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)

	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

		return format{
			template,
			rank = rank,
			name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
				   string.format("[[%s]]", name),
			fp = ship._firepower_max,
			torp = ship._torpedo_max,
			fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
			db_attack = format_damage(ship, type_code, Combat.shelling, "main", nil, attacks[type_code].spotting),
			db_torp = format_damage(ship, type_code, Combat.torpedo, "torpedo"),
			nb_da = format_damage(ship, type_code, Combat.night_battle, "main", Combat.modifier.night_attack.double),
			nb_ci = format_damage(ship, type_code, Combat.night_battle, "torpedo", Combat.modifier.night_attack.cut_in.torpedo),
			luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
			nb_ci_rate = format{
				[[${torpedo}%, ${main}%]],
				torpedo = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo),
				main = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.main)},
		}
	else
		return ""
	end

end

return Table