Changes

m
33 revisions imported
Line 1: Line 1:    −
local format = require('Module:StringInterpolation').format
+
local format = require('Module:Core').format
 
local Formatting = require('Module:Formatting')
 
local Formatting = require('Module:Formatting')
local StatIcons = require('Module:StatIcons')
+
local StatIcons = require('Module:Data/Asset')
 
local Ship = require('Module:Ship')
 
local Ship = require('Module:Ship')
local Combat = require('Module:Combat')
+
local Combat = require('Module:Sandbox/Combat')
   −
local equipment = {
+
local setups = {
 
DD = {
 
DD = {
 +
spotting = 1,
 +
note = "normal attack",
 
main = {
 
main = {
{ firepower = 3, rank = 10, k = 1 },
+
{ firepower = 3 },
{ firepower = 3, rank = 10, k = 1 },
+
{ firepower = 3 },
 
},
 
},
 
torpedo = {
 
torpedo = {
-- Quint/53
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
   
},
 
},
 
},
 
},
 
CL = {
 
CL = {
-- 20.3 #3
+
spotting = Combat.modifier.spotting.double,
 +
note = "double attack",
 
main = {
 
main = {
{ firepower = 10, rank = 10, k = 1 },
+
{ firepower = 10 },
{ firepower = 10, rank = 10, k = 1 },
+
{ firepower = 10 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
 
},
 
},
 
},
 
},
 
CLT = {
 
CLT = {
 +
spotting = 1,
 +
note = "normal attack",
 
main = {
 
main = {
-- OTO
+
{ firepower = 10 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 10 },
{ firepower = 8, rank = 10, k = 1 },
  −
-- Hyouteki
   
{ torpedo = 12 },
 
{ torpedo = 12 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
},
 
},
 
},
 
},
 
CA = {
 
CA = {
 +
spotting = Combat.modifier.spotting.double,
 +
note = "double attack",
 
main = {
 
main = {
-- 20.3 #3
+
{ firepower = 10 },
{ firepower = 10, rank = 10, k = 1 },
+
{ firepower = 10 },
{ firepower = 10, rank = 10, k = 1 },
  −
-- FuMO
   
{ firepower = 3 },
 
{ firepower = 3 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
   
},
 
},
 
},
 
},
 
Bismarck = {
 
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 = {
 
main = {
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 9 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ firepower = 26 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ firepower = 26 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 15 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
 
},
 
},
 
},
 
},
 
FBB = {
 
FBB = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 
main = {
 
main = {
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 9 },
 
},
 
},
main_ci = {
+
},
    { firepower = 17, rank = 10, k = 1.5 },
+
Yamato = {
{ firepower = 17, rank = 10, k = 1.5 },
+
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
    { firepower = 17, rank = 10, k = 1.5 },
+
note = "double attack",
{ firepower = 8, rank = 10, k = 1 },
+
main = {
 +
{ firepower = 30 },
 +
{ firepower = 30 },
 +
{ firepower = 9 },
 
},
 
},
 
},
 
},
BB = {
+
Italia = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 
main = {
 
main = {
{ firepower = 22, rank = 10, k = 1.5 },
+
{ firepower = 21 },
{ firepower = 22, rank = 10, k = 1.5 },
+
{ firepower = 21 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 9 },
 
},
 
},
main_ci = {
+
},
{ firepower = 22, rank = 10, k = 1.5 },
+
Ise = {
{ firepower = 22, rank = 10, k = 1.5 },
+
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
    { firepower = 22, rank = 10, k = 1.5 },
+
note = "double attack",
{ firepower = 8, rank = 10, k = 1 },
+
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 = {
 
local normalized_type_code = {
Line 128: Line 150:  
CVB = "carrier",
 
CVB = "carrier",
 
-- SS = "submarine",
 
-- SS = "submarine",
-- SSV = "submarine_aviation",
+
-- SSV = "submarine",
 
-- AV = "...",
 
-- AV = "...",
 
-- AO = "...",
 
-- AO = "...",
 
}
 
}
   −
function format_damage(ship_, type_code, damage_type_fn, equip_setup, night_attack, spotting)
+
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 combat = Combat:new(night_attack)
 
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
 
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
Line 140: Line 163:  
and string.format('<span style="color:red;">%s</span>', normal_damage)
 
and string.format('<span style="color:red;">%s</span>', normal_damage)
 
or normal_damage
 
or normal_damage
local equip = equipment[type_code][equip_setup]
+
local equip = setup[equip_setup]
spotting = spotting or 1
+
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_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 = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack, spotting)))
Line 150: Line 174:  
return
 
return
 
night_attack
 
night_attack
and string.format("%s", equip_damage_string)
+
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)
 
or string.format("%s, %s", normal_damage_string, equip_damage_string)
 
end
 
end
Line 163: Line 191:  
|-
 
|-
 
!style="width:60px;"|Rank
 
!style="width:60px;"|Rank
!style="width:80px;"|Name
+
!style="width:85px;"|Name
 
!${fp}
 
!${fp}
 
!${torp}
 
!${torp}
!<span title="Hit damage: without equipment, ${db_attack_note} with maxed equipment (all other modifiers = 1, see notes)">Hit</span>
+
!<span title="Double attack damage (* 1.5 for critical hit)">DA</span>
!<span title="Torpedo salvo damage: without torpedo equipment, with maxed torpedo equipment (all other modifiers = 1, see notes)">Salvo</span>
+
!<span title="Torpedo salvo damage: without and with torpedo equipment (* 1.5 for critical hit)">Salvo</span>
 
!${fp_plus_torp}
 
!${fp_plus_torp}
!<span title="Maximal damage from double attack (each, multiple by 1.5 for critical hit)">DA</span>
+
!<span title="Maximal damage from double attack (* 1.5 for critical hit)">DA</span>
!<span title="Maximal damage from cut-in (multiple by 2, multiple by 1.5 for critical hit)">CI</span>
+
!<span title="Maximal damage from torpedo cut-in (* 1.5 for critical hit)">CI</span>
 
!${luck_minus_cap}
 
!${luck_minus_cap}
!<span title="Torpedo/mixed cut-in rate, gun cut-in rate (only luck dependent part, no bonuses)">CI%</span>
+
!<span title="Torpedo and mixed cut-in rate (only luck dependent part, no bonuses)">CI%</span>
 
!${hp}
 
!${hp}
 
!${armor}
 
!${armor}
Line 178: Line 206:  
${rows}|}]],
 
${rows}|}]],
   −
    carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
+
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:60px;"|Rank
!style="width:80px;"|Name
+
!style="width:85px;"|Name
 
!${fp}
 
!${fp}
!<span title="Air Power with full >> Reppuu">Air Power</span>
+
!Mule
 +
!1st slot
 +
!2nd
 +
!3rd
 +
!4th
 
!<span title="">Aerial Hit</span>
 
!<span title="">Aerial Hit</span>
 
!<span title="">Shelling</span>
 
!<span title="">Shelling</span>
 +
!${hp}
 +
!${armor}
 +
!${evasion}
 
${rows}|}]],
 
${rows}|}]],
   Line 204: Line 244:  
]],
 
]],
   −
    carrier_row = [[|-
+
carrier_row = [[|-
 
|${rank}
 
|${rank}
 
|${name}
 
|${name}
 
|${fp}
 
|${fp}
|
+
|${slot_all}
|
+
|${slot1}
|
+
|${slot2}
 +
|${slot3}
 +
|${slot4}
 +
|${aerial}
 +
|${shelling}
 +
|${hp}
 +
|${armor}
 +
|${evasion_rate}
 
]],
 
]],
   −
}
  −
  −
local attacks = {
  −
DD = {
  −
spotting = 1,
  −
note = "normal attack",
  −
},
  −
CL = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
},
  −
CLT = {
  −
spotting = 1,
  −
note = "normal attack",
  −
},
  −
CA = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
},
  −
Bismarck = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
nb_ci = Combat.modifier.night_attack.cut_in.torpedo,
  −
nb_ci_equip = "torpedo",
  −
},
  −
FBB = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
nb_ci = Combat.modifier.night_attack.cut_in.main,
  −
nb_ci_equip = "main_ci",
  −
},
  −
BB = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
nb_ci = Combat.modifier.night_attack.cut_in.main,
  −
nb_ci_equip = "main_ci",
  −
},
   
}
 
}
   Line 261: Line 271:  
template,
 
template,
 
rows = frame.args[1] or "",
 
rows = frame.args[1] or "",
db_attack_note = attacks[type_code] and attacks[type_code].note 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")},
 
fp = Formatting:format_image{StatIcons.firepower, caption = Formatting:format_stat_name("firepower")},
 
torp = Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
 
torp = Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
Line 269: Line 279:  
Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
 
Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
 
luck_minus_cap =
 
luck_minus_cap =
    '<span title="Luck cap">60</span>−' ..
+
'<span title="Luck cap">60</span>−' ..
 
Formatting:format_image{StatIcons.luck, caption = Formatting:format_stat_name("luck")},
 
Formatting:format_image{StatIcons.luck, caption = Formatting:format_stat_name("luck")},
    hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
+
hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
    armor = Formatting:format_image{StatIcons.armor, caption = Formatting:format_stat_name("Armor")},
+
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")},
+
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
 
end
Line 284: Line 294:     
local name, suffix = Ship:process_ship_key(ship_key)
 
local name, suffix = Ship:process_ship_key(ship_key)
local ship = Ship:get_table(name, suffix)
+
local ship = Ship(ship_key){ _level = 80 }
    
if rank and name and ship and ship._type then
 
if rank and name and ship and ship._type then
    
local type_code_ = Formatting:format_ship_code(ship._type)
 
local type_code_ = Formatting:format_ship_code(ship._type)
local type_code = name == "Bismarck" and "Bismarck" or normalized_type_code[type_code_]
+
local type_code = normalized_type_code[type_code_]
 
local template = templates[type_code_to_template[type_code_] .. "_row"]
 
local template = templates[type_code_to_template[type_code_] .. "_row"]
 
local luck_diff = 60 - ship._luck
 
local luck_diff = 60 - ship._luck
        local attack = attacks[type_code]
+
local setup = setups[name] or setups[type_code]
          
+
 
return format{
+
         if type_code == "CV" then
template,
+
            local air_power = Combat.air_power(ship)
rank = rank,
+
        return format{
name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
+
    template,
  string.format("[[%s]]", name),
+
    rank = rank,
fp = ship._firepower_max,
+
    name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
torp = ship._torpedo_max,
+
      string.format("[[%s]]", name),
fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
+
    fp = ship._firepower_max,
db_attack = format_damage(ship, type_code, Combat.shelling, "main", nil, attack.spotting),
+
    torp = ship._torpedo_max or "",
db_torp =
+
    hp = ship._hp,
    (type_code == "BB" or type_code == "FBB")
+
    armor = ship._armor_max,
    and ""
+
    evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
    or format_damage(ship, type_code, Combat.torpedo, "torpedo"),
+
                slot_all = air_power.slot_all,
nb_da = format_damage(ship, type_code, Combat.night_battle, "main", Combat.modifier.night_attack.double),
+
                slot1 = air_power.slot1,
nb_ci = format_damage(ship, type_code, Combat.night_battle, attack.nb_ci_equip or "torpedo", attack.nb_ci or Combat.modifier.night_attack.cut_in.torpedo),
+
                slot2 = air_power.slot2,
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
+
                slot3 = air_power.slot3,
nb_ci_rate = format{
+
                slot4 = air_power.slot4,
[[${torpedo}%, ${main}%]],
+
                aerial = "",
torpedo = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo),
+
                shelling = "",
main = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.main)},
+
    }
hp = ship._hp,
+
        else
        armor = ship._armor_max,
+
    return format{
        evasion_rate = Combat.evasion_rate(ship) .. "%",
+
    template,
}
+
    rank = rank,
 +
    name = note and format{'[[${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
 
else
 
return ""
 
return ""
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