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Module:Sandbox/Combat
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Documentation for this module may be created at Module:Sandbox/Combat/doc
-- **
-- Damage calculations are based on http://kancollecalc.web.fc2.com/damage_formula.html and WikiWiki combat page.
-- NB CI rate formula is from WikiWiki combat page (also, 検証、仮説スレ18).
-- Evasion rate formula: 検証、仮説スレ 10, 488.
-- Accuracy rate formula: 検証、仮説スレ17, 314, http://kancolle.wikia.com/wiki/Sandbox/Accuracy_Evasion_Tables
--
local Combat = {}
-- * Experimental values.
Combat.modifier = {
comined_firepower = {
ctf_first = 0,
ctf_second = 10,
stf_first = 10,
stf_second = -5,
},
comined_torpedo = -5,
night_contact = 5,
formation = {
line_ahead = 1.0,
double_line = 0.8,
diamond = 0.7,
echelon = 0.6,
line_abreast = 0.6,
combined = {
line_ahead = 1.1,
diamond = 0.7,
double_line = 1.0,
line_abreast = 0.8,
},
},
engagement = {
green_t = 1.2,
parallel = 1.0,
head_on = 0.8,
red_t = 0.6,
},
health = {
normal = 1.0,
chuuha = 0.7,
taiha = 0.4,
},
anti_ground = 2.5,
wg_bonus = 75,
cap = {
day = 150,
night = 300,
},
spotting = {
cut_in = {
main_main = 1.5,
main_ap = 1.3,
main_radar = 1.2,
main_second = 1.1,
},
double = 1.2,
},
night_attack = {
cut_in = {
main = 2,
main_misc = 1.75,
torpedo = 1.5,
mixed = 1.3,
},
double = 1.2,
normal = 1,
},
critical = 1.5,
ap = {
main_ap = 1.08,
main_ap_radar = 1.1,
main_second_ap = 1.15,
main_second_ap_radar = 1.15,
},
}
function Combat.ammo_modifier(ammo_bars)
return ammo_bars >= 5 and 1 or ammo_bars / 5
end
-- * Combat object with ship-independent values as fields.
-- Ship and enemy values are passed via arguments.
function Combat:new(is_night_battle)
local stage = {
combined_firepower = 0,
combined_torpedo = 0,
formation = self.modifier.formation.line_ahead,
engagement = self.modifier.engagement.parallel,
night_contact = 0,
is_night_battle = is_night_battle,
cap = is_night_battle and self.modifier.cap.night or self.modifier.cap.day,
contact = 1, -- TODO
expert = 1, -- TODO
}
setmetatable(stage, self)
self.__index = self
return stage
end
function Combat:damage_pre_cap(ship)
return self.engagement * self.formation * ship.health * ship.anti_ground * ship.anti_sub * ship.night_attack * ship.attack_power
end
function Combat:damage_cap(attack_power)
if attack_power > self.cap then
attack_power = self.cap + math.sqrt(attack_power - self.cap)
end
return math.floor(attack_power)
end
function Combat:damage_post_cap(attack_power, ship, enemy_armor)
attack_power = ship.spotting * self.contact * math.floor(self.expert * ship.critical * math.floor(ship.ap * attack_power))
-- Use a note on a caller side instead
--if ship.night_attack_x2 then
-- attack_power = 2 * attack_power
--end
if enemy_armor then
local min_armor = enemy_armor * 0.7
local max_armor = enemy_armor * 0.7 + math.max(enemy_armor - 1, 0) * 0.6
local min = math.floor((attack_power - max_armor) * ship.ammo_modifier)
local max = math.floor((attack_power - min_armor) * ship.ammo_modifier)
return { min, max }
else
return math.floor(attack_power * ship.ammo_modifier)
end
end
-- TODO: pass enemy table, do additional detection (e.g. torpedo = 0 vs. ground type enemies
-- or attack_power = 0 when BB vs. enemy submarines, etc.)
function Combat:damage(ship, enemy_armor)
return self:damage_post_cap(self:damage_cap(self:damage_pre_cap(ship)), ship, enemy_armor)
end
function Combat:shelling(ship)
ship.attack_power = 5 + ship._firepower_max + ship.equipment_bonus.firepower + self.combined_firepower + ship.anti_ground_bonus
return ship
end
function Combat:torpedo(ship)
ship.attack_power = 5 + ship._torpedo_max + ship.equipment_bonus.torpedo + self.combined_torpedo
return ship
end
function Combat:night_battle(ship)
if ship.health == self.modifier.health.taiha then
ship.attack_power = 0
else
ship.attack_power = self.night_contact + ship._firepower_max + ship._torpedo_max + ship.equipment_bonus.firepower + ship.equipment_bonus.torpedo
end
return ship
end
-- TODO: carrier shelling, aerial, ASW, support expedition.
Combat.nb_cut_in_types = {
torpedo = { k = 70, luck_cap = 60 },
mixed = { k = 70, luck_cap = 70 },
main = { k = 50, luck_cap = 55 },
}
function Combat.nb_cut_in_rate(ship, modifier)
if ship._luck <= modifier.luck_cap then
return math.floor(math.sqrt(modifier.k * ship._luck))
else
return math.floor(math.sqrt(modifier.k * modifier.luck_cap))
end
end
function Combat.evasion_rate(ship, high_morale)
local e = ship:evasion_leveled()
if high_morale then
return math.floor(100 * 2 * e / (2 * e + 40))
else
return math.floor(100 * e / (e + 40))
end
end
function Combat.accuracy_rate(ship)
return math.floor(100 * ((math.sqrt(ship._level) - 1) / 45 + ship._luck / 1000))
end
function Combat.air_power(ship)
local slot1 = math.floor(25 + 10 * math.sqrt(ship._equipment[1].size))
local slot2 = math.floor(25 + 10 * math.sqrt(ship._equipment[2].size))
local slot3 = math.floor(25 + 10 * math.sqrt(ship._equipment[3].size))
local slot4 = ship._equipment[4] and math.floor(25 + 10 * math.sqrt(ship._equipment[4].size)) or 0
return {
slot_all = slot1 + slot2 + slot3 + slot4,
slot1 = slot1,
slot2 = slot2,
slot3 = slot3,
slot4 = slot4,
}
end
-- * Ship object with extra fields related to combat.
function Combat.ship(ship, equip, night_attack, spotting)
local ship = {
_firepower_max = ship._firepower_max or 0,
_torpedo_max = ship._torpedo_max or 0,
_luck = ship._luck or 0,
equipment = equip or {},
equipment_bonus = { firepower = 0, torpedo = 0 },
health = ship.health or Combat.modifier.health.normal,
anti_ground = ship.anti_ground and Combat.modifier.anti_ground or 1,
anti_ground_bonus = ship.wg and Combat.modifier.wg_bonus or 0,
anti_sub = ship.anti_sub or 1,
night_attack = night_attack or 1,
night_attack_x2 = night_attack == Combat.modifier.night_attack.cut_in.torpedo or
night_attack == Combat.modifier.night_attack.cut_in.mixed,
spotting = spotting or 1,
critical = ship.critical or 1,
ap = ship.ap or 1,
ammo_modifier = ship.ammo_modifier or 1,
}
for _, eq in pairs(ship.equipment) do
if eq.firepower then
ship.equipment_bonus.firepower = ship.equipment_bonus.firepower + eq.firepower + (eq.k and eq.rank and eq.k * math.sqrt(eq.rank) or 0)
end
if eq.torpedo then
ship.equipment_bonus.torpedo = ship.equipment_bonus.torpedo + eq.torpedo + (eq.k and eq.rank and eq.k * math.sqrt(eq.rank) or 0)
end
end
ship.equipment_bonus.firepower = math.floor(ship.equipment_bonus.firepower)
ship.equipment_bonus.torpedo = math.floor(ship.equipment_bonus.torpedo)
return ship
end
-- Using Module:ShipCapabilities.
local BaseData = require("Module:BaseData")
local ShipCapabilities = require("Module:ShipCapabilities")
local Combat2 = BaseData{
fleet = {
single = {
line_ahead = { shelling = 1.0, salvo = 1.0, asw = 0.6, firepower = 0, torpedo = 0, },
double_line = { shelling = 0.8, salvo = 0.8, asw = 0.8, firepower = 0, torpedo = 0, },
diamond = { shelling = 0.7, salvo = 0.7, asw = 1.2, firepower = 0, torpedo = 0, },
echelon = { shelling = 0.6, salvo = 0.6, asw = 1.0, firepower = 0, torpedo = 0, },
line_abreast = { shelling = 0.6, salvo = 0.6, asw = 1.3, firepower = 0, torpedo = 0, },
},
ctf_main = {
line_abreast = { shelling = 0.8, salvo = nil, asw = 1.0, firepower = 0, torpedo = nil, },
double_line = { shelling = 1.0, salvo = nil, asw = 0.8, firepower = 0, torpedo = nil, },
diamond = { shelling = 0.7, salvo = nil, asw = 0.75, firepower = 0, torpedo = nil, },
line_ahead = { shelling = 1.1, salvo = nil, asw = 0.5, firepower = 0, torpedo = nil, },
},
ctf_escort = {
line_abreast = { shelling = 0.8, salvo = 0.7, asw = 1.0, firepower = 10, torpedo = -5, },
double_line = { shelling = 1.0, salvo = 0.9, asw = 0.8, firepower = 10, torpedo = -5, },
diamond = { shelling = 0.7, salvo = 0.6, asw = 0.75, firepower = 10, torpedo = -5, },
line_ahead = { shelling = 1.1, salvo = 1.0, asw = 0.5, firepower = 10, torpedo = -5, },
},
stf_main = {
line_abreast = { shelling = 0.8, salvo = nil, asw = 1.0, firepower = 10, torpedo = nil, },
double_line = { shelling = 1.0, salvo = nil, asw = 0.8, firepower = 10, torpedo = nil, },
diamond = { shelling = 0.7, salvo = nil, asw = 0.75, firepower = 10, torpedo = nil, },
line_ahead = { shelling = 1.1, salvo = nil, asw = 0.5, firepower = 10, torpedo = nil, },
},
stf_escort = {
line_abreast = { shelling = 0.8, salvo = 0.7, asw = 1.0, firepower = -5, torpedo = -5, },
double_line = { shelling = 1.0, salvo = 0.9, asw = 0.8, firepower = -5, torpedo = -5, },
diamond = { shelling = 0.7, salvo = 0.6, asw = 0.75, firepower = -5, torpedo = -5, },
line_ahead = { shelling = 1.1, salvo = 1.0, asw = 0.5, firepower = -5, torpedo = -5, },
},
},
engagement = {
green_t = 1.2,
parallel = 1.0,
head_on = 0.8,
red_t = 0.6,
},
health = {
normal = 1.0,
chuuha = 0.7,
taiha = 0.4,
},
--night_attack = {
-- cut_in = {
-- main = 2,
-- main_misc = 1.75,
-- torpedo = 1.5,
-- mixed = 1.3,
-- },
-- double = 1.2,
-- normal = 1,
--},
spotting = {
cut_in = {
main_main = 1.5,
main_ap = 1.3,
main_radar = 1.2,
main_second = 1.1,
},
double = 1.2,
},
ap = {
main_ap = 1.08,
main_ap_radar = 1.1,
main_second_ap = 1.15,
main_second_ap_radar = 1.15,
},
contact = {
[0] = 1.12,
[1] = 1.12,
[2] = 1.17,
[3] = 1.20,
},
day_battle = 1,
opening_torpedo = 2,
closing_torpedo = 3,
night_battle = 4,
asw = 5,
opening_airstrike = 6,
day_battle = 7,
}
function Combat2:create(stage)
local this = {}
this.stage = stage or {
fleet = Combat2.fleet.single.line_ahead,
engagement = Combat2.engagement.parallel,
}
setmetatable(this, this)
this.__index = self
return this
end
function Combat2:_get_ammo_modifier(ammo_bars)
return ammo_bars >= 5 and 1 or ammo_bars / 5
end
function Combat2:damage(type, ship, enemy, critical)
local vs_installation = enemy and enemy:is_installation()
local fleet = self.stage.fleet
local formation = fleet.shelling
local engagement = self.stage.engagement
local health = ship._health or Combat2.health.normal
local cap = 150
local spotting = 1
local ap = 1
local contact = 1
local expert = 1
local attack_power = 0
if type == Combat2.day_battle then
spotting = ship._spotting or 1
ap = ship._ap or 1
expert = 1 + ((ship._expert_n or 0) + (ship._expert_first and 1 or 0)) / 10
_, attack_power = ship:day_battle(vs_installation, fleet.firepower)
elseif type == Combat2.closing_torpedo or type == Combat2.opening_torpedo then
if not fleet.torpedo then
return false
end
formation = fleet.salvo
attack_power = Combat2.closing_torpedo and ship:closing_torpedo(fleet.torpedo) or Combat2.opening_torpedo and ship:opening_torpedo(fleet.torpedo)
elseif type == Combat2.asw then
formation = fleet.asw
cap = 100
attack_power = ship:asw_attack()
elseif type == Combat2.night_battle then
if health == Combat2.health.taiha then
return false
end
formation = 1
engagement = 1
cap = 300
_, attack_power = ship:night_battle(vs_installation, self.stage.night_contact)
elseif type == Combat2.opening_airstrike then
expert = 1 + ((ship._expert_n or 0) + (ship._expert_first and 1 or 0)) / 10
contact = self.stage.contact and Combat2.contact[self.stage.contact] or 1
attack_power = ship:opening_airstrike()
end
if not attack_power then
return false
end
attack_power = engagement * formation * health * attack_power
if attack_power > cap then
attack_power = cap + math.sqrt(attack_power - cap)
end
attack_power = math.floor(attack_power)
expert = critical and expert or 1
local critical = critical and 1.5 or 1
attack_power = spotting * contact * math.floor(expert * critical * math.floor(ap * attack_power))
local ammo_modifier = ship._ammo_bars and self:_get_ammo_modifier(ship._ammo_bars) or 1
if enemy and enemy._armor then
local armor = enemy._armor
local min_armor = armor * 0.7
local max_armor = armor * 0.7 + math.max(armor - 1, 0) * 0.6
local min = math.floor((attack_power - max_armor) * ammo_modifier)
local max = math.floor((attack_power - min_armor) * ammo_modifier)
return { min = math.max(0, min), max = math.max(0, max) }
else
return math.floor(attack_power * ammo_modifier)
end
end
Combat.Combat2 = Combat2
return Combat