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33 revisions imported
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local Combat = require('Module:Combat')
+
local format = require('Module:Core').format
 +
local Formatting = require('Module:Formatting')
 +
local StatIcons = require('Module:Data/Asset')
 +
local Ship = require('Module:Ship')
 +
local Combat = require('Module:Sandbox/Combat')
 +
 
 +
local setups = {
 +
DD = {
 +
spotting = 1,
 +
note = "normal attack",
 +
main = {
 +
{ firepower = 3 },
 +
{ firepower = 3 },
 +
},
 +
torpedo = {
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
},
 +
},
 +
CL = {
 +
spotting = Combat.modifier.spotting.double,
 +
note = "double attack",
 +
main = {
 +
{ firepower = 10 },
 +
{ firepower = 10 },
 +
},
 +
torpedo = {
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
},
 +
},
 +
CLT = {
 +
spotting = 1,
 +
note = "normal attack",
 +
main = {
 +
{ firepower = 10 },
 +
{ firepower = 10 },
 +
{ torpedo = 12 },
 +
},
 +
torpedo = {
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
},
 +
},
 +
CA = {
 +
spotting = Combat.modifier.spotting.double,
 +
note = "double attack",
 +
main = {
 +
{ firepower = 10 },
 +
{ firepower = 10 },
 +
{ firepower = 3 },
 +
},
 +
torpedo = {
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
{ torpedo = 12 },
 +
},
 +
},
 +
Bismarck = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 +
nb_ci = Combat.modifier.night_attack.cut_in.torpedo,
 +
nb_ci_equip = "torpedo",
 +
main = {
 +
{ firepower = 17 },
 +
{ firepower = 17 },
 +
{ firepower = 9 },
 +
},
 +
torpedo = {
 +
{ firepower = 26 },
 +
{ firepower = 26 },
 +
{ torpedo = 15 },
 +
{ torpedo = 12 },
 +
},
 +
},
 +
FBB = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 +
main = {
 +
{ firepower = 17 },
 +
{ firepower = 17 },
 +
{ firepower = 9 },
 +
},
 +
},
 +
Yamato = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 +
main = {
 +
{ firepower = 30 },
 +
{ firepower = 30 },
 +
{ firepower = 9 },
 +
},
 +
},
 +
Italia = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 +
main = {
 +
{ firepower = 21 },
 +
{ firepower = 21 },
 +
{ firepower = 9 },
 +
},
 +
},
 +
Ise = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 +
main = {
 +
{ firepower = 20 },
 +
{ firepower = 20 },
 +
{ firepower = 9 },
 +
},
 +
},
 +
}
 +
setups.Musashi = setups.Yamato
 +
setups.Nagato = setups.Yamato
 +
setups.Mutsu = setups.Yamato
 +
setups.Roma = setups.Italia
 +
setups.Fusou = setups.Italia
 +
setups.Yamashiro = setups.Italia
 +
setups.Hyuuga = setups.Ise
 +
 
 +
local normalized_type_code = {
 +
DD = "DD",
 +
CL = "CL",
 +
CLT = "CLT",
 +
CA = "CA",
 +
CAV = "CA",
 +
FBB = "FBB",
 +
BB = "BB",
 +
BBV = "BB",
 +
CVL = "CV",
 +
CV = "CV",
 +
CVB = "CV",
 +
}
 +
 
 +
local type_code_to_template = {
 +
DD = "main",
 +
CL = "main",
 +
CLT = "main",
 +
CA = "main",
 +
FBB = "main",
 +
BB = "main",
 +
CAV = "main",
 +
BBV = "main",
 +
CVL = "carrier",
 +
CV = "carrier",
 +
CVB = "carrier",
 +
-- SS = "submarine",
 +
-- SSV = "submarine",
 +
-- AV = "...",
 +
-- AO = "...",
 +
}
 +
 
 +
function format_damage(ship_, damage_type_fn, night_attack, setup, equip_setup, spotting, hide_normal_damage)
 +
    if not setup then return "" end
 +
local combat = Combat:new(night_attack)
 +
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
 +
local normal_damage_string =
 +
normal_damage >= combat.cap
 +
and string.format('<span style="color:red;">%s</span>', normal_damage)
 +
or normal_damage
 +
local equip = setup[equip_setup]
 +
if not equip then return "" end
 +
setup.spotting = setup.spotting or 1
 +
local equip_damage_pre = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack)))
 +
local equip_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack, spotting)))
 +
local equip_damage_string =
 +
equip_damage_pre >= combat.cap
 +
and string.format('<span style="color:red;">%s</span>', equip_damage)
 +
or equip_damage
 +
return
 +
night_attack
 +
and string.format("%s * 2", equip_damage_string)
 +
or hide_normal_damage
 +
and (spotting
 +
    and string.format("%s * 2", equip_damage_string)
 +
    or string.format("%s", equip_damage_string))
 +
or string.format("%s, %s", normal_damage_string, equip_damage_string)
 +
end
 +
 
 +
local templates = {
 +
 
 +
main = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
 +
! colspan="2" |
 +
! colspan="4" |Day Battle
 +
! colspan="5" |Night Battle
 +
! colspan="3" |Defence
 +
|-
 +
!style="width:60px;"|Rank
 +
!style="width:85px;"|Name
 +
!${fp}
 +
!${torp}
 +
!<span title="Double attack damage (* 1.5 for critical hit)">DA</span>
 +
!<span title="Torpedo salvo damage: without and with torpedo equipment (* 1.5 for critical hit)">Salvo</span>
 +
!${fp_plus_torp}
 +
!<span title="Maximal damage from double attack (* 1.5 for critical hit)">DA</span>
 +
!<span title="Maximal damage from torpedo cut-in (* 1.5 for critical hit)">CI</span>
 +
!${luck_minus_cap}
 +
!<span title="Torpedo and mixed cut-in rate (only luck dependent part, no bonuses)">CI%</span>
 +
!${hp}
 +
!${armor}
 +
!${evasion}
 +
${rows}|}]],
 +
 
 +
carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
 +
! colspan="3" |
 +
! colspan="5" |<span title="Air Power with maxed Reppuu">Air Power</span>
 +
! colspan="2" |Offence
 +
! colspan="3" |Defence
 +
|-
 +
!style="width:60px;"|Rank
 +
!style="width:85px;"|Name
 +
!${fp}
 +
!Mule
 +
!1st slot
 +
!2nd
 +
!3rd
 +
!4th
 +
!<span title="">Aerial Hit</span>
 +
!<span title="">Shelling</span>
 +
!${hp}
 +
!${armor}
 +
!${evasion}
 +
${rows}|}]],
 +
 
 +
main_row = [[|-
 +
|${rank}
 +
|${name}
 +
|${fp}
 +
|${torp}
 +
|${db_attack}
 +
|${db_torp}
 +
|${fp_plus_torp}
 +
|${nb_da}
 +
|${nb_ci}
 +
|${luck_minus_cap}
 +
|${nb_ci_rate}
 +
|${hp}
 +
|${armor}
 +
|${evasion_rate}
 +
]],
 +
 
 +
carrier_row = [[|-
 +
|${rank}
 +
|${name}
 +
|${fp}
 +
|${slot_all}
 +
|${slot1}
 +
|${slot2}
 +
|${slot3}
 +
|${slot4}
 +
|${aerial}
 +
|${shelling}
 +
|${hp}
 +
|${armor}
 +
|${evasion_rate}
 +
]],
 +
 
 +
}
    
local Table = {}
 
local Table = {}
   −
function Table.test(frame)
+
function Table.header(frame)
    return Combat.table(frame)
+
local type_code_ = frame.args["type"]
 +
local type_code = normalized_type_code[type_code_]
 +
local template = templates[type_code_to_template[type_code_]]
 +
return format{
 +
template,
 +
rows = frame.args[1] or "",
 +
db_attack_note = setups[type_code] and setups[type_code].note or "",
 +
fp = Formatting:format_image{StatIcons.firepower, caption = Formatting:format_stat_name("firepower")},
 +
torp = Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
 +
fp_plus_torp =
 +
Formatting:format_image{StatIcons.firepower, caption = Formatting:format_stat_name("firepower")}
 +
.. "+" ..
 +
Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
 +
luck_minus_cap =
 +
'<span title="Luck cap">60</span>−' ..
 +
Formatting:format_image{StatIcons.luck, caption = Formatting:format_stat_name("luck")},
 +
hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
 +
armor = Formatting:format_image{StatIcons.armor, caption = Formatting:format_stat_name("Armor")},
 +
evasion = Formatting:format_image{StatIcons.evasion, caption = Formatting:format_stat_name("Evasion rate at lvl 80, with normal and high morale (only level dependent part)")},
 +
}
 +
end
 +
 
 +
function Table.row(frame)
 +
 
 +
local rank = frame.args[1]
 +
local ship_key = frame.args[2]
 +
local note = frame.args["note"]
 +
 
 +
local name, suffix = Ship:process_ship_key(ship_key)
 +
local ship = Ship(ship_key){ _level = 80 }
 +
 
 +
if rank and name and ship and ship._type then
 +
 
 +
local type_code_ = Formatting:format_ship_code(ship._type)
 +
local type_code = normalized_type_code[type_code_]
 +
local template = templates[type_code_to_template[type_code_] .. "_row"]
 +
local luck_diff = 60 - ship._luck
 +
local setup = setups[name] or setups[type_code]
 +
 
 +
        if type_code == "CV" then
 +
            local air_power = Combat.air_power(ship)
 +
        return format{
 +
    template,
 +
    rank = rank,
 +
    name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
 +
      string.format("[[%s]]", name),
 +
    fp = ship._firepower_max,
 +
    torp = ship._torpedo_max or "",
 +
    hp = ship._hp,
 +
    armor = ship._armor_max,
 +
    evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
 +
                slot_all = air_power.slot_all,
 +
                slot1 = air_power.slot1,
 +
                slot2 = air_power.slot2,
 +
                slot3 = air_power.slot3,
 +
                slot4 = air_power.slot4,
 +
                aerial = "",
 +
                shelling = "",
 +
    }
 +
        else
 +
    return format{
 +
    template,
 +
    rank = rank,
 +
    name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
 +
      string.format("[[%s]]", name),
 +
    fp = ship._firepower_max,
 +
    torp = ship._torpedo_max or "",
 +
    fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
 +
    db_attack = format_damage(ship, Combat.shelling, nil, setup, "main", setup and setup.spotting, true),
 +
    db_torp = format_damage(ship, Combat.torpedo, nil, setup, "torpedo"),
 +
    nb_da = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.double, setup, "main"),
 +
    nb_ci = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.cut_in.torpedo, setup, "torpedo"),
 +
    luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
 +
    nb_ci_rate = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo) .. '%',
 +
    hp = ship._hp,
 +
    armor = ship._armor_max,
 +
    evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
 +
    }
 +
        end
 +
   
 +
else
 +
return ""
 +
end
 +
 
 
end
 
end
    
return Table
 
return Table
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