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Module:ShipCapabilities
Revision as of 16:24, 23 July 2018 by com>Battlecruiser (add support for opening asw)
Documentation for this module may be created at Module:ShipCapabilities/doc
local format = require("Module:Utils").format
local BaseData = require("Module:BaseData")
local Formatting = require("Module:Formatting")
local ShipCapabilities = BaseData{
_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 = {
opening = "Opening",
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
local Self = ShipCapabilities
function Self:_find_equipment(fn)
for i = 1, self._ship:slots_length() or 0 do
local equipment, size = self._ship:slot(i)
if equipment and fn(equipment, size) then
return equipment
end
end
return false
end
function Self:_fold_equipment(result, fn)
for i = 1, self._ship:slots_length() or 0 do
local equipment, size = self._ship:slot(i)
if equipment then
result = fn(equipment, result)
end
end
return result
end
function ShipCapabilities:_is_asw_surface_ship(ship)
if not ship then
ship = self._ship
end
local ship_type = ship:type()
local asw_leveled = ship:asw_leveled()
return (asw_leveled == nil or asw_leveled > 0)
and not self:_is_carrier(ship)
--[[
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
or ship_type == 17
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
-- Automatically make units with 0 speed installations
-- todo: the effect of type 3 shell
function ShipCapabilities:_is_installation(ship)
if not ship then
ship = self._ship
end
return ship:speed() == 0 and not ship:is_pillbox()
end
-- The logic is copied from Kan Colle Kai
-- Automatically make most of enemy carriers night bombing
-- _night_bombing is now used to disable night bombing caused by firepower and torpedo, and not related to night ASW
function ShipCapabilities:_is_night_bombing(ship)
if not ship then
ship = self._ship
end
return ship:night_bombing() ~= false
and self:_is_carrier(ship)
and (ship:firepower() or 0) + (ship:torpedo() or 0) > 0
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
--- Midget Submarines (type = 22) that trigger opening torpedo
function Self._is_active_midget_submarine(equipment)
return equipment:id() == 41 or equipment:id() == 541
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_bbv = self._ship:speed() == 0 and self._ship:type() == 10
if not self:_is_carrier() and not is_installation_bbv 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_bbv 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:_is_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)
fleet_torpedo = fleet_torpedo or 0
local torpedo = self._ship:torpedo_leveled()
if self._ship:opening_torpedo() == false or not torpedo or torpedo <= 0 then
return false
end
local is_enemy = not self._ship._hp_max
local is_enemy_submarine = is_enemy and self:_is_submarine()
local is_player_submarine = not is_enemy and self:_is_submarine()
if
not is_enemy_submarine and self:_find_equipment(Self._is_active_midget_submarine) or
is_player_submarine and self._ship:level() and self._ship:level() >= 10 or
is_enemy_submarine and self._ship:suffix() and (self._ship:suffix():match("Elite") or self._ship:suffix():match("Flagship"))
then
torpedo = self:_fold_equipment(torpedo, function(equipment, torpedo)
return torpedo + (equipment:torpedo_leveled() or 0)
end)
return 5 + fleet_torpedo + torpedo
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, opening, day, night = self._ship:asw_attack(), self._ship():opening_asw(), 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:_is_night_bombing() or self._ship:asw_leveled() == 0 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_asw_aviation_ship() 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, opening, day, night, uncertain)
if attack_power then
attack_power = math.floor(attack_power)
local phases = {}
if opening then
table.insert(phases, self._asw_attack_modes.opening)
end
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