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Module:ShipCapabilities
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Documentation for this module may be created at Module:ShipCapabilities/doc
local BaseData = require("Module:BaseData")
local Formatting = require('Module:Formatting')
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_actions = {
[1] = "Double Attack",
[2] = "Cut-in: Secondary Gun",
[3] = "Cut-in: Radar",
[4] = "Cut-in: AP", --130%
[5] = "Cut-in: AP", --150%
},
_artillery_spotting_attack_counts = {
[1] = "x2",
},
_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_air_power_plane(equipment)
local equipment_type = equipment:type()
return equipment_type == 6
or 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
-- small main guns', recon sea planes' and radars' asw is invalid
function ShipCapabilities:_is_unable_asw_equip(equipment)
local equipment_type = equipment:type()
return equipment_type == 1
or equipment_type == 10
or equipment_type == 12
or equipment_type == 13
or equipment_type == 93
end
function ShipCapabilities:_is_type_3_shell(equipment)
return equipment:type() == 18
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:_is_wg(equipment)
return equipment:type() == 37
end
function ShipCapabilities:_anti_installation()
local type_3_shells, wgs = 0, 0
for i = 1, self._ship:slots_length() or 0 do
local equipment, size = self._ship:slot(i)
if equipment then
if self:_is_type_3_shell(equipment) then
type_3_shells = type_3_shells + 1
elseif self:_is_wg(equipment) then
wgs = wgs + 1
end
end
end
return { type_3_shell_equiped = type_3_shells > 0, wg_equiped = wgs > 0 }
end
-- Basic attack power for shelling and carrier shelling, including anti-installation modifiers and fleet firepower.
function ShipCapabilities:day_battle(vs_installation, fleet_firepower)
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()
local shiptype = self._ship:type()
local is_installation_bb = ((shiptype == 8) or (shiptype == 9)) and is_installation
if not self:_is_carrier() and not is_installation or is_installation_bb then
if firepower > 0 then
for i = 1, self._ship:slots_length() do
local equipment, size = self._ship:slot(i)
if equipment then
local equipment_firepower = equipment:firepower_leveled()
if equipment_firepower then
firepower = firepower + equipment_firepower
end
end
end
local result = 5 + (fleet_firepower or 0) + firepower
if vs_installation then
local anti_installation = self:_anti_installation()
result = result * (anti_installation.type_3_shell_equiped and 2.5 or 1) + (anti_installation.wg_equiped and 75 or 0)
end
return 1, result
end
else
local total_space = self._ship:total_space()
if total_space and total_space > 0 then
-- [[Category:Todo]]:
-- * for friendly carriers torpedo = 0
-- * there are enemy carriers (carrier shelling capable ships, e.g., Supply Depot Princess)
-- with torpedo > 0, in Vita torpedo doesn't count in the formula, a browser test is required
local has_planes, torpedo, bombing = false, self._ship:torpedo_leveled() or 0, 0
for i = 1, self._ship:slots_length() 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
if vs_installation then
if bombing > 0 then
return false
end
torpedo = 0
end
return is_installation and 3 or 2, 55 + math.floor(1.5 * (firepower + torpedo + math.floor(1.3 * bombing)))
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 = math.floor(attack_power)}
elseif mode == false then
return "No Action"
end
return "??"
end
-- Basic attack power for closing torpedo, including fleet torpedo.
function ShipCapabilities:closing_torpedo(fleet_torpedo)
local torpedo = self._ship:torpedo_leveled()
if torpedo and torpedo > 0 then
for i = 1, self._ship:slots_length() do
local equipment, size = self._ship:slot(i)
if equipment then
local equipment_torpedo = equipment:torpedo_leveled()
if equipment_torpedo then
torpedo = torpedo + equipment_torpedo
end
end
end
return 5 + (fleet_torpedo or 0) + torpedo
end
return false
end
function ShipCapabilities:format_torpedo(attack_power)
if attack_power then
return tostring(math.floor(attack_power))
end
return "No"
end
ShipCapabilities.format_closing_torpedo = ShipCapabilities.format_torpedo
-- Detect possible day time special attack modifiers.
function ShipCapabilities:artillery_spotting(post_cap_attack_power)
local total_space = self._ship:total_space()
if total_space ~= nil and 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_length() 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 == nil or 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
local attack_power
if post_cap_attack_power then
attack_power = post_cap_attack_power
if attack_power == 0 then
return false
end
else
local attack_mode
--assume no pre-cap modifiers
attack_mode, attack_power = self:day_battle()
if not attack_mode then
return false
end
--attack_power = math.min(attack_power, 180)
if attack_power > 180 then
attack_power = 180 + math.floor(math.sqrt(attack_power - 180))
end
--after cap
end
if main_guns >= 2 then
if ap_shells >= 1 then
return {{1, attack_power * 1.2}, {5, attack_power * 1.5}}
elseif secondary_guns >= 1 then
return {{1, attack_power * 1.2}, {2, attack_power * 1.1}}
end
return {{1, attack_power * 1.2}}
elseif main_guns == 1 and secondary_guns >= 1 then
if radars >= 1 then
return {{2, attack_power * 1.1}, {3, attack_power * 1.2}}
elseif ap_shells >= 1 then
return {{2, attack_power * 1.1}, {4, attack_power * 1.3}}
end
return {{2, attack_power * 1.1}}
end
end
return false
end
function ShipCapabilities:format_artillery_spotting(modes)
if modes then
local result = {}
for _, mode in ipairs(modes) do
local attack_power = tostring(math.floor(mode[2]))
local attack_mode = mode[1]
local attack_count = self._artillery_spotting_attack_counts[attack_mode]
if attack_count then
attack_power = attack_power .. " " .. attack_count
end
table.insert(result, format{self._attack_template, mode = self._artillery_spotting_actions[attack_mode], attack_power = attack_power})
end
return Formatting:tooltip(table.concat(result, " / "), "Assuming Parallel Engagement, Line Ahead, and no damage penalty.")
end
return "No"
end
-- Basic attack power for night battle carrier shelling.
-- Or basic attack power for night battle attack, including night special attack, anti-installation and contact modifiers.
function ShipCapabilities:night_battle(vs_installation, contact)
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_length() or 0 do
local equipment, size = self._ship:slot(i)
if equipment then
local equipment_firepower, equipment_torpedo = equipment:firepower_leveled(true), equipment:torpedo_leveled(true)
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 contact then
firepower = firepower + 5
end
if self:_is_carrier() then
if has_planes and self._ship:night_bombing() then
return 8, firepower + torpedo
end
return false
else
local anti_installation_modifier = 1
local anti_installation_bonus = 0
if vs_installation then
torpedo = 0
local anti_installation = self:_anti_installation()
anti_installation_modifier = anti_installation.type_3_shell_equiped and 2.5 or 1
anti_installation_bonus = anti_installation.wg_equiped and 75 or 0
end
if torpedoes >= 2 and torpedo > 0 then
if vs_installation then
return false
else
return 7, (firepower + torpedo) * 1.5
end
elseif main_guns >= 3 and firepower > 0 then
return 4, ((firepower + torpedo) * anti_installation_modifier + anti_installation_bonus) * 2
elseif main_guns >= 2 and secondary_guns >= 1 and firepower > 0 then
return 5, ((firepower + torpedo) * anti_installation_modifier + anti_installation_bonus) * 1.75
elseif main_guns >= 1 and torpedoes == 1 and firepower > 0 and torpedo > 0 then
if vs_installation then
return false
else
return 6, (firepower + torpedo) * 1.3
end
elseif main_guns + secondary_guns >= 2 and firepower > 0 then
return 3, ((firepower + torpedo) * anti_installation_modifier + anti_installation_bonus) * 1.2
elseif torpedoes > 0 and torpedo > 0 then
if vs_installation then
return false
else
return 2, firepower + torpedo
end
elseif firepower > 0 then
return 1, (firepower + torpedo) * anti_installation_modifier + anti_installation_bonus
else
return false
end
end
end
function ShipCapabilities:format_night_battle(mode, attack_power)
if mode then
attack_power = math.floor(attack_power)
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
-- Basic attack power for opening torpedo, including fleet torpedo.
function ShipCapabilities:opening_torpedo(fleet_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_length() 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_leveled()
if equipment_torpedo and torpedo then
torpedo = torpedo + equipment_torpedo
end
end
end
if opening_torpedo then
return 5 + (fleet_torpedo or 0) + (torpedo or 0)
end
return false
end
ShipCapabilities.format_opening_torpedo = ShipCapabilities.format_torpedo
-- Basic attack power for ASW attack * sonar w/ depth charge modifier (pre-cap).
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 = 13
elseif self:_is_asw_aviation_ship() then
base_asw = 8
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), 0, false, false, false
for i = 1, self._ship:slots_length() 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
-- some equipments' asw value is invalid
if not self:_is_unable_asw_equip(equipment) then
equipment_asw = equipment_asw + (equipment:asw_leveled() or 0)
end
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 depth_charge_sonar_boost * (base_asw + 1.5 * equipment_asw + 2 * math.sqrt(ship_asw)), day, night, not asw_leveled
end
function ShipCapabilities:format_asw_attack(attack_power, day, night, uncertain)
if attack_power then
attack_power = math.floor(attack_power)
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
-- Basic attack power for opening airstrike (returns an array with attack values per each bomber).
function ShipCapabilities:opening_airstrike()
if not self:_is_aviation_ship() then
return false
end
local airstrikes = {}
for i = 1, self._ship:slots_length() 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
if self:_is_torpedo_bomber(equipment) then
table.insert(airstrikes, 1.5 * (25 + equipment_torpedo * math.sqrt(size))) -- 0.8 is also possible
else
table.insert(airstrikes, 25 + equipment_bombing * math.sqrt(size))
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(math.floor(attack)))
end
return table.concat(result, ",")
end
return "No"
end
return ShipCapabilities