Module:EnemyShipData
Revision as of 20:53, 3 June 2015 by com>Ckwng (ShipCapabilities support)
Documentation for this module may be created at Module:EnemyShipData/doc
local ShipData = require("Module:ShipData")
local EnemyShipData = ShipData{
_constructor_module = "Module:EnemyShip",
}
EnemyShipData.hp_leveled = EnemyShipData.hp
EnemyShipData.firepower_leveled = EnemyShipData.firepower
EnemyShipData.torpedo_leveled = EnemyShipData.torpedo
EnemyShipData.aa_leveled = EnemyShipData.aa
EnemyShipData.armor_leveled = EnemyShipData.armor
EnemyShipData.asw_leveled = EnemyShipData.asw
EnemyShipData.evasion_leveled = EnemyShipData.evasion
EnemyShipData.los_leveled = EnemyShipData.los
EnemyShipData.luck_leveled = EnemyShipData.luck
function EnemyShipData:air_power()
local air_power = 0
for i=1, self:slots() or 0 do
local slot_equipment, slot_space = self:slot(i)
if slot_equipment == nil or slot_space == nil then
--we have missing information, fall back to hard-coded air power
air_power = self._as_rating
break
elseif slot_equipment ~= false then
--if there is an equipment
local slot_equipment_type = slot_equipment:type()
local slot_equipment_aa = slot_equipment:aa()
if slot_equipment_aa and
(slot_equipment_type == 6 or
slot_equipment_type == 7 or
slot_equipment_type == 8 or
slot_equipment_type == 11) then
air_power = air_power +
math.floor(math.sqrt(slot_space) * slot_equipment_aa)
elseif slot_equipment_aa == nil then
--we have missing information, fall back to hard-coded air power
air_power = self._as_rating
break
end
end
end
return air_power
end
EnemyShipData.__call = EnemyShipData.create
return EnemyShipData