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45 revisions imported
Line 5: Line 5:  
-- Accuracy rate formula: 検証、仮説スレ17, 314, http://kancolle.wikia.com/wiki/Sandbox/Accuracy_Evasion_Tables
 
-- Accuracy rate formula: 検証、仮説スレ17, 314, http://kancolle.wikia.com/wiki/Sandbox/Accuracy_Evasion_Tables
 
--  
 
--  
 +
 +
-- * TODO: Switch to Combat2.
    
local Combat = {}
 
local Combat = {}
  −
-- * Experimental values.
      
Combat.modifier = {
 
Combat.modifier = {
Line 127: Line 127:  
function Combat:damage_post_cap(attack_power, ship, enemy_armor)
 
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))
 
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
 
if enemy_armor then
 
local min_armor = enemy_armor * 0.7
 
local min_armor = enemy_armor * 0.7
 
local max_armor = enemy_armor * 0.7 + math.max(enemy_armor - 1, 0) * 0.6
 
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)
+
local min = math.floor((attack_power - max_armor) * ship.ammo_modifier)
local max = math.floor((attack_power - min_armor) * ship.ammo)
+
local max = math.floor((attack_power - min_armor) * ship.ammo_modifier)
 
return { min, max }
 
return { min, max }
 
else
 
else
return math.floor(attack_power * ship.ammo)
+
return math.floor(attack_power * ship.ammo_modifier)
 
end
 
end
 
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)
 
function Combat:damage(ship, enemy_armor)
 
return self:damage_post_cap(self:damage_cap(self:damage_pre_cap(ship)), ship, enemy_armor)
 
return self:damage_post_cap(self:damage_cap(self:damage_pre_cap(ship)), ship, enemy_armor)
Line 166: Line 160:  
return ship
 
return ship
 
end
 
end
  −
-- TODO: carrier shelling, aerial, ASW, support expedition.
      
Combat.nb_cut_in_types = {
 
Combat.nb_cut_in_types = {
Line 183: Line 175:  
end
 
end
   −
function Combat.evasion_rate(ship)
+
function Combat.evasion_rate(ship, high_morale)
    if ship.morale and ship.morale > 52 then
+
local e = ship:evasion_leveled()
        return math.floor(100 * 2 * ship._evasion_max / (2 * ship._evasion_max + 40))
+
if high_morale then
    else
+
return math.floor(100 * 2 * e / (2 * e + 40))
        return math.floor(100 * ship._evasion_max / (ship._evasion_max + 40))
+
else
    end
+
return math.floor(100 * e / (e + 40))
 +
end
 
end
 
end
    
function Combat.accuracy_rate(ship)
 
function Combat.accuracy_rate(ship)
    return math.floor(100 * ((math.sqrt(ship._level) - 1) / 45 + ship._luck / 1000))
+
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
 
end
   Line 215: Line 222:  
critical = ship.critical or 1,
 
critical = ship.critical or 1,
 
ap = ship.ap or 1,
 
ap = ship.ap or 1,
ammo = ship.ammo or 1,
+
ammo_modifier = ship.ammo_modifier or 1,
 
}
 
}
   Line 230: Line 237:     
return ship
 
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,
 +
},
 +
 +
-- handled by ShipCapabilities
 +
--night_attack = {
 +
-- cut_in = {
 +
-- main = 2,
 +
-- main_misc = 1.75,
 +
-- torpedo = 1.5,
 +
-- mixed = 1.3,
 +
-- },
 +
-- double = 1.2,
 +
-- normal = 1,
 +
--},
 +
 +
-- TODO: also use ShipCapabilities?
 +
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,
 +
},
 +
 +
cap = {
 +
day = 150,
 +
night = 300,
 +
asw = 100,
 +
},
 +
 +
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)
 +
 +
ship = ShipCapabilities{ ship = ship }
 +
 +
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 = Combat2.cap.day
 +
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 = Combat2.cap.asw
 +
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 = Combat2.cap.night
 +
_, 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
 +
 +
-- * Template interface.
 +
 +
local Formatting = require("Module:Formatting")
 +
local Ship = require("Module:Ship")
 +
local ShipCapabilities = require("Module:ShipCapabilities")
 +
local Equipment = require("Module:Equipment")
 +
 +
local setups = {
 +
DD = {
 +
"10cm Twin High-angle Gun Mount + Anti-Aircraft Fire Director",
 +
"10cm Twin High-angle Gun Mount + Anti-Aircraft Fire Director",
 +
},
 +
DD_CI = {
 +
"61cm Quintuple (Oxygen) Torpedo Mount",
 +
"61cm Quintuple (Oxygen) Torpedo Mount",
 +
"61cm Quintuple (Oxygen) Torpedo Mount",
 +
},
 +
}
 +
 +
function init_setup(ship, ci, improved)
 +
local setup = setups[Formatting:format_ship_code(ship._type) .. (ci and "_CI" or "")] or setups[ship._name .. (ci and "_CI" or "")] or {}
 +
ship._equipment = {}
 +
for i = 1, #setup do
 +
ship._equipment[i] = { equipment = Equipment(setup[i]){ _level = improved and 10 or 0 } }
 +
end
 +
end
 +
 +
function nb(ship)
 +
init_setup(ship)
 +
return Combat2():damage(Combat2.night_battle, ship)
 +
end
 +
 +
function nb_max(ship)
 +
init_setup(ship, false, true)
 +
return Combat2():damage(Combat2.night_battle, ship)
 +
end
 +
 +
function nb_ci(ship)
 +
init_setup(ship, true)
 +
return Combat2():damage(Combat2.night_battle, ship)
 +
end
 +
 +
function nb_ci_max(ship)
 +
init_setup(ship, true, true)
 +
return Combat2():damage(Combat2.night_battle, ship)
 +
end
 +
 +
function format_nb_damage(damage)
 +
return damage >= Combat2.cap.night and string.format('<span style="color:green;">%s</span>', damage) or tostring(damage)
 +
end
 +
 +
function format_nb_ci_boost(boost)
 +
if boost >= 90 then
 +
return string.format('<span style="color:green;">%s</span>', boost)
 +
elseif boost >= 70 then
 +
return string.format('<span style="color:yellow;">%s</span>', boost)
 +
elseif boost >= 50 then
 +
return string.format('<span style="color:orange;">%s</span>', boost)
 +
else
 +
return string.format('<span style="color:red;">%s</span>', boost)
 +
end
 +
end
 +
 +
local nb_ci_types = {
 +
torpedo = { k = 70, luck_cap = 60 },
 +
mixed = { k = 70, luck_cap = 70 },
 +
main = { k = 50, luck_cap = 55 },
 +
}
 +
 +
function nb_ci_rate(luck, modifier)
 +
if luck <= modifier.luck_cap then
 +
return math.floor(math.sqrt(modifier.k * luck))
 +
else
 +
return math.floor(math.sqrt(modifier.k * modifier.luck_cap))
 +
end
 +
end
 +
 +
function format_luck(luck)
 +
local maruyu_sets = math.floor(60 - luck) / 8
 +
local hint = string.format("%s%% base rate, ", nb_ci_rate(luck, nb_ci_types.torpedo))
 +
hint = hint .. (
 +
(maruyu_sets < 0 or luck == 60) and "capped (luck >= 60)"
 +
or maruyu_sets == 0 and "few Maruyu to cap (60 luck)"
 +
or string.format("~%s Maruyu sets (5 Maruyu Kai each) to cap (60 luck)", maruyu_sets))
 +
if luck >= 60 then
 +
return Formatting:tooltip(luck, hint, nil, {color = "green"})
 +
elseif luck >= 50 then
 +
return Formatting:tooltip(luck, hint, nil, {color = "yellow"})
 +
elseif luck >= 40 then
 +
return Formatting:tooltip(luck, hint, nil, {color = "orange"})
 +
else
 +
return Formatting:tooltip(luck, hint, nil, {color = "red"})
 +
end
 +
end
 +
 +
local functions = {
 +
_full_name = function(ship) return string.format("%s %s", ship._name, ship._suffix) end,
 +
_link = function(ship) return string.format("[[%s]]", ship._name) end,
 +
_nb = function(ship) return format_nb_damage(nb(ship)) end,
 +
_nb_max = function(ship) return format_nb_damage(nb_max(ship)) end,
 +
_nb_ci = function(ship) return format_nb_damage(nb_ci(ship)) end,
 +
_nb_ci_max = function(ship) return format_nb_damage(nb_ci_max(ship)) end,
 +
_nb_ci_boost = function(ship) return format_nb_ci_boost(nb_ci(ship) - nb(ship)) end,
 +
_nb_ci_boost_max = function(ship) return format_nb_ci_boost(nb_ci_max(ship) - nb_max(ship)) end,
 +
-- override Lua stat
 +
_luck = function(ship) return format_luck(ship._luck) end,
 +
}
 +
 +
function format_value(v, ship)
 +
if string.sub(v, 1, 1) == "_" then
 +
local fn = functions[v]
 +
if fn then
 +
return fn(ship)
 +
else
 +
local lua_stat = ship[v]
 +
if lua_stat ~= nil then
 +
return tostring(lua_stat)
 +
else
 +
return "N/A"
 +
end
 +
end
 +
else
 +
return v
 +
end
 +
end
 +
 +
function Combat.format_values(frame)
 +
 +
local args = frame.args
 +
local ship_key = args[1]
 +
local ship = Ship(ship_key){ _level = 99 }
 +
 +
if ship and ship._type then
 +
local args_length = #args
 +
if args_length > 2 then
 +
local result = "|-\n"
 +
for i = 2, args_length do
 +
result = result .. string.format("|%s\n", format_value(args[i], ship))
 +
end
 +
return result
 +
elseif args_length == 2 then
 +
return format_value(args[2], ship)
 +
end
 +
end
 +
 +
return "N/A"
    
end
 
end
    
return Combat
 
return Combat
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