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Module:ShipCapabilities
Revision as of 00:52, 7 June 2015 by com>Ckwng (Add missing variable)
Documentation for this module may be created at Module:ShipCapabilities/doc
local BaseData = require("Module:BaseData")
local format = require('Module:StringInterpolation').format
local ShipCapabilities = BaseData{
-- _anti_air_cut_in_types = {
-- {
-- name = "Akizuki (HA HA R)",
-- ship = {"Akizuki"},
-- equipment = {"High-angle Gun", "High-angle Gun", "Radar"},
-- },
-- {
-- name = "Akizuki (HA AAR)",
-- ship = {"Akizuki"},
-- equipment = {"High-angle Gun", "Radar"},
-- },
-- {
-- name = "Akizuki (HA HA)",
-- ship = {"Akizuki"},
-- equipment = {"High-angle Gun", "High-angle Gun"}
-- },
-- {
-- name = "Type 3 AAR",
-- equipment = {"Large Caliber Main Gun", "Type 3 Shell", "Anti-Aircraft Fire Director", "Anti-Air Radar"},
-- },
-- {
-- name = "HAFD HAFD AAR",
-- equipment = {"High-angle Gun + Fire Director", "High-angle Gun + Fire Director", "Anti-Air Radar"},
-- },
-- {
-- name = "Type 3",
-- equipment = {"Large Caliber Main Gun", "Type 3 Shell", "Anti-Aircraft Fire Director"},
-- },
-- {
-- name = "HA AAFD AAR",
-- equipment = {"High-angle Gun", "Anti-Aircraft Fire Director", "Anti-Air Radar"},
-- },
-- {
-- name = "HAFD AAR",
-- equipment = {"High-angle Gun + Fire Director", "Anti-Air Radar"},
-- },
-- {
-- name = "HA AAFD",
-- equipment = {"High-angle Gun + Fire Director", "Anti-Air Radar"},
-- },
-- {
-- name = "Maya Kai Ni (HA CD AAR)",
-- ship = {"Maya/Kai Ni"},
-- equipment = {"High-angle Gun", "25mm Triple Autocannon Mount Concentrated Deployment", "Anti-Air Radar"},
-- },
-- {
-- name = "Maya Kai Ni (HA CD)",
-- ship = {"Maya/Kai Ni"},
-- equipment = {"High-angle Gun", "25mm Triple Autocannon Mount Concentrated Deployment"},
-- },
-- {
-- name = "CD AAMG AAR",
-- equipment = {"25mm Triple Autocannon Mount Concentrated Deployment", "Anti-Air Machine Gun", "Anti-Air Radar"}
-- },
-- },
_attack_template = "${mode} (${attack_power})",
_day_battle_modes = {
[1] = "Shelling",
[2] = "Bombing",
[3] = "Bombing, displayed as Shelling",
},
_artillery_spotting_modes = {
[1] = "Double Attack (120% x2)",
[2] = "Double Attack (120% x2) / Cut-in: Secondary Gun (110%)",
[3] = "Double Attack (120% x2) / Cut-in: AP (150%)",
[4] = "Cut-in: Secondary Gun (110%)",
[5] = "Cut-in: Secondary Gun (110%) / Cut-in: Radar (120%)",
[6] = "Cut-in: Secondary Gun (110%) / Cut-in: AP (130%)",
},
_night_battle_modes = {
[1] = "Single Attack",
[2] = "Single Torpedo",
[3] = "Double Attack",
[4] = "Cut-in: Main Gun",
[5] = "Cut-in: Secondary Gun",
[6] = "Cut-in: Mixed",
[7] = "Cut-in: Torpedo",
[8] = "Bombing",
},
_night_battle_attack_counts = {
[3] = "x2",
[6] = "x2",
[7] = "x2",
},
_asw_attack_modes = {
day = "Day",
night = "Night",
},
}
function ShipCapabilities:create(data)
if data.ship then
data._ship = data.ship
data.ship = nil
end
setmetatable(data, data)
data.__index = self
return data
end
--function ShipCapabilities:anti_air_cut_in()
--local result = false
--base_name = self._ship:base_name()
--if base_name == "Akizuki" then
-- result = self:akizuki_anti_air_cut_in()
--elseif base_name == "Maya" and self._ship:suffix() == "Kai Ni" then
-- result = self:maya_kai_ni_anti_air_cut_in()
function ShipCapabilities:_is_asw_surface_ship(ship)
if not ship then
ship = self._ship
end
local ship_type = ship:type()
return ship_type == 2
or ship_type == 3
or ship_type == 4
or ship_type == 21
end
function ShipCapabilities:_is_asw_aviation_ship(ship)
if not ship then
ship = self._ship
end
local ship_type = ship:type()
return ship_type == 6
or ship_type == 7
or ship_type == 10
or ship_type == 16
end
function ShipCapabilities:_is_aviation_ship(ship)
if not ship then
ship = self._ship
end
local ship_type = ship:type()
return ship_type == 6
or ship_type == 7
or ship_type == 10
or ship_type == 11
or ship_type == 14
or ship_type == 16
or ship_type == 17
or ship_type == 18
end
function ShipCapabilities:_is_light_carrier(ship)
if not ship then
ship = self._ship
end
return ship:type() == 7
end
function ShipCapabilities:_is_carrier(ship)
if not ship then
ship = self._ship
end
local ship_type = ship:type()
return ship_type == 7
or ship_type == 11
or ship_type == 18
end
function ShipCapabilities:_is_submarine(ship)
if not ship then
ship = self._ship
end
local ship_type = ship:type()
return ship_type == 13
or ship_type == 14
end
function ShipCapabilities:_is_installation(ship)
if not ship then
ship = self._ship
end
return ship:is_installation()
end
function ShipCapabilities:_is_main_gun(equipment)
local equipment_type = equipment:type()
return equipment_type == 1
or equipment_type == 2
or equipment_type == 3
or equipment_type == 38
end
function ShipCapabilities:_is_secondary_gun(equipment)
return equipment:type() == 4
end
function ShipCapabilities:_is_torpedo(equipment)
local equipment_type = equipment:type()
return equipment_type == 5
or equipment_type == 32
end
function ShipCapabilities:_is_bomber(equipment)
local equipment_type = equipment:type()
return equipment_type == 7
or equipment_type == 8
or equipment_type == 11
end
function ShipCapabilities:_is_torpedo_bomber(equipment)
return equipment:type() == 8
end
function ShipCapabilities:_is_reconnaissance_seaplane(equipment)
return equipment:type() == 10
end
function ShipCapabilities:_is_seaplane(equipment)
local equipment_type = equipment:type()
return equipment_type == 10
or equipment_type == 11
end
function ShipCapabilities:_is_radar(equipment)
local equipment_type = equipment:type()
return equipment_type == 12
or equipment_type == 13
end
function ShipCapabilities:_is_sonar(equipment)
local equipment_type = equipment:type()
return equipment_type == 14
or equipment_type == 40
end
function ShipCapabilities:_is_depth_charge(equipment)
return equipment:type() == 15
end
function ShipCapabilities:_is_ap_shell(equipment)
return equipment:type() == 19
end
function ShipCapabilities:_is_midget_submarine(equipment)
return equipment:type() == 22
end
function ShipCapabilities:_attack_power_cap(attack_power, cap)
if attack_power > cap then
return math.floor(cap + math.sqrt(attack_power - cap))
end
return math.floor(attack_power)
end
function ShipCapabilities:day_battle()
if not self:_is_submarine() then
local firepower = self._ship:firepower_leveled()
if not firepower then
return nil
end
local is_installation = self:_is_installation()
if not self:_is_carrier() and not is_installation then
if firepower > 0 then
for i = 1, self._ship:slots() do
local equipment, size = self._ship:slot(i)
if equipment then
local equipment_firepower = equipment:firepower()
if equipment_firepower then
firepower = firepower + equipment_firepower
end
end
end
return 1, self:_attack_power_cap(firepower + 5, 150)
end
else
local total_space = self._ship:total_space()
if total_space and total_space > 0 then
local has_planes, torpedo, bombing = false, self._ship:torpedo_leveled() or 0, 0
for i = 1, self._ship:slots() do
local equipment, size = self._ship:slot(i)
if equipment then
local is_bomber, equipment_firepower, equipment_torpedo, equipment_bombing = self:_is_bomber(equipment), equipment:firepower(), equipment:torpedo(), equipment:bombing()
if is_bomber then
if size and size > 0 then
has_planes = true
else
equipment_firepower = 0
equipment_torpedo = 0
equipment_bombing = 0
end
end
if equipment_firepower then
firepower = firepower + equipment_firepower
end
if equipment_torpedo then
torpedo = torpedo + equipment_torpedo
end
if equipment_bombing then
bombing = bombing + equipment_bombing
end
end
end
if has_planes then
return is_installation and 3 or 2, self:_attack_power_cap(1.5 * (firepower + torpedo) + bombing * 2 + 55, 150)
end
end
end
end
return false
end
function ShipCapabilities:format_day_battle(mode, attack_power)
if mode then
return format{self._attack_template, mode = self._day_battle_modes[mode], attack_power = attack_power}
elseif mode == false then
return "No Action"
end
return "??"
end
function ShipCapabilities:closing_torpedo()
local torpedo = self._ship:torpedo_leveled()
if torpedo and torpedo > 0 then
for i = 1, self._ship:slots() do
local equipment, size = self._ship:slot(i)
if equipment then
local equipment_torpedo = equipment:torpedo()
if equipment_torpedo then
torpedo = torpedo + equipment_torpedo
end
end
end
return self:_attack_power_cap(torpedo + 5, 150)
end
return false
end
function ShipCapabilities:format_torpedo(attack_power)
if attack_power then
return tostring(attack_power)
end
return "No"
end
ShipCapabilities.format_closing_torpedo = ShipCapabilities.format_torpedo
function ShipCapabilities:artillery_spotting()
local total_space = self._ship:total_space()
if not total_space or total_space <= 0 then
return false
end
local main_guns, secondary_guns, seaplanes, radars, ap_shells = 0, 0, 0, 0, 0
for i = 1, self._ship:slots() or 0 do
local equipment, size = self._ship:slot(i)
if equipment then
if self:_is_main_gun(equipment) then
main_guns = main_guns + 1
elseif self:_is_secondary_gun(equipment) then
secondary_guns = secondary_guns + 1
elseif self:_is_seaplane(equipment) and size and size > 0 then
seaplanes = seaplanes + 1
elseif self:_is_radar(equipment) then
radars = radars + 1
elseif self:_is_ap_shell(equipment) then
ap_shells = ap_shells + 1
end
end
end
if seaplanes >= 1 then
if main_guns >= 2 then
if ap_shells >= 1 then
return 3
elseif secondary_guns >= 1 then
return 2
end
return 1
elseif main_guns == 1 and secondary_guns >= 1 then
if radars >= 1 then
return 5
elseif ap_shells >= 1 then
return 6
end
return 4
end
end
return false
end
function ShipCapabilities:format_artillery_spotting(mode)
if mode then
return self._artillery_spotting_modes[mode]
end
return "No"
end
function ShipCapabilities:night_battle()
local main_guns, secondary_guns, torpedoes, has_planes, firepower, torpedo = 0, 0, 0, false, self._ship:firepower_leveled(), self._ship:torpedo_leveled()
if not firepower or not torpedo then
return nil
end
for i = 1, self._ship:slots() or 0 do
local equipment, size = self._ship:slot(i)
if equipment then
local equipment_firepower, equipment_torpedo = equipment:firepower(), equipment:torpedo()
if self:_is_main_gun(equipment) then
main_guns = main_guns + 1
elseif self:_is_secondary_gun(equipment) then
secondary_guns = secondary_guns + 1
elseif self:_is_torpedo(equipment) then
torpedoes = torpedoes + 1
elseif self:_is_bomber(equipment) then
if size and size > 0 then
has_planes = true
else
equipment_firepower = 0
equipment_torpedo = 0
end
end
if equipment_firepower then
firepower = firepower + equipment_firepower
end
if equipment_torpedo then
torpedo = torpedo + equipment_torpedo
end
end
end
if self:_is_carrier() then
if has_planes and self._ship:night_bombing() then
return 8, self:_attack_power_cap(firepower + torpedo, 300)
end
return false
else
if torpedoes >= 2 and torpedo > 0 then
return 7, self:_attack_power_cap((firepower + torpedo) * 1.5, 300)
elseif main_guns >= 3 and firepower > 0 then
return 4, self:_attack_power_cap((firepower + torpedo) * 2, 300)
elseif main_guns >= 2 and secondary_guns >= 1 and firepower > 0 then
return 5, self:_attack_power_cap((firepower + torpedo) * 1.75, 300)
elseif main_guns >= 1 and torpedoes == 1 and firepower > 0 and torpedo > 0 then
return 6, self:_attack_power_cap((firepower + torpedo) * 1.3, 300)
elseif main_guns + secondary_guns >= 2 and firepower > 0 then
return 3, self:_attack_power_cap((firepower + torpedo) * 1.2, 300)
elseif torpedoes > 0 and torpedo > 0 then
return 2, self:_attack_power_cap(firepower + torpedo, 300)
elseif firepower > 0 then
return 1, self:_attack_power_cap(firepower + torpedo, 300)
else
return false
end
end
end
function ShipCapabilities:format_night_battle(mode, attack_power)
if mode then
local multiplier = self._night_battle_attack_counts[mode]
if multiplier then
attack_power = tostring(attack_power) .. " " .. multiplier
end
return format{self._attack_template, mode = self._night_battle_modes[mode], attack_power = attack_power}
elseif mode == false then
return "No Action"
end
return "Unknown"
end
function ShipCapabilities:opening_torpedo()
local torpedo = self._ship:torpedo_leveled()
local opening_torpedo = self._ship:opening_torpedo()
if (opening_torpedo ~= true) and (opening_torpedo == false or not torpedo or torpedo <= 0) then
return false
end
if self:_is_submarine() then
local level = self._ship:level()
if level and level >= 10 then
opening_torpedo = true
end
end
for i = 1, self._ship:slots() or 0 do
local equipment, size = self._ship:slot(i)
if equipment then
if self:_is_midget_submarine(equipment) then
opening_torpedo = true
end
local equipment_torpedo = equipment:torpedo()
if equipment_torpedo then
torpedo = torpedo + equipment_torpedo
end
end
end
if opening_torpedo then
return self:_attack_power_cap(torpedo + 5, 150)
end
return false
end
ShipCapabilities.format_opening_torpedo = ShipCapabilities.format_torpedo
function ShipCapabilities:asw_attack()
local base_asw
local asw_override, day, night = self._ship:asw_attack(), true, true
if asw_override == false then
return false
elseif self:_is_asw_surface_ship() then
base_asw = 25
elseif self:_is_asw_aviation_ship() then
base_asw = 10
if not self._ship:night_bombing() then
night = false
end
else
return false
end
local asw_leveled = self._ship:asw_leveled()
local ship_asw, equipment_asw, depth_charge, sonar, bomber = (asw_leveled or 0) / 5, 0, false, false, false
for i = 1, self._ship:slots() or 0 do
local equipment, size = self._ship:slot(i)
if equipment then
if not self:_is_reconnaissance_seaplane(equipment) then
if self:_is_sonar(equipment) then
sonar = true
elseif self:_is_depth_charge(equipment) then
depth_charge = true
elseif self:_is_bomber(equipment) then
bomber = true
end
equipment_asw = equipment_asw + (equipment:asw() or 0)
end
end
end
if self:_is_light_carrier() and not bomber then
return false
end
local depth_charge_sonar_boost = 1
if depth_charge and sonar then
depth_charge_sonar_boost = 1.15
end
return self:_attack_power_cap(depth_charge_sonar_boost * (base_asw + 2 * equipment_asw + ship_asw / 5), 100), day, night, not asw_leveled
end
function ShipCapabilities:format_asw_attack(attack_power, day, night, uncertain)
if attack_power then
local phases = {}
if day then
table.insert(phases, self._asw_attack_modes.day)
end
if night then
table.insert(phases, self._asw_attack_modes.night)
end
if #phases == 1 then
phases[1] = phases[1] .. " Only"
end
if uncertain then
attack_power = attack_power .. "+"
end
return format{self._attack_template, mode = table.concat(phases, "/"), attack_power = attack_power}
end
return "No"
end
function ShipCapabilities:opening_airstrike()
if not self:_is_aviation_ship() then
return false
end
local airstrikes = {}
for i = 1, self._ship:slots() or 0 do
local equipment, size = self._ship:slot(i)
if size and size > 0 and equipment and self:_is_bomber(equipment) then
local equipment_torpedo, equipment_bombing = equipment:torpedo() or 0, equipment:bombing() or 0
local attack_power = (equipment_torpedo + equipment_bombing) * math.sqrt(size) + 25
if self:_is_torpedo_bomber(equipment) then
table.insert(airstrikes, self:_attack_power_cap(attack_power * 1.5, 150))
else
table.insert(airstrikes, self:_attack_power_cap(attack_power, 150))
end
end
end
if #airstrikes > 0 then
return airstrikes
end
return false
end
function ShipCapabilities:format_opening_airstrike(attacks)
if attacks then
local result = {}
for _, attack in ipairs(attacks) do
table.insert(result, tostring(attack))
end
return table.concat(result, ",")
end
return "No"
end
return ShipCapabilities