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encyclopedia_shipprofile.go
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encyclopedia_shipprofile.go
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// Auto generated file!
package wows
type EncyclopediaShipprofileOptions struct {
// Main Battery ID. If the module is not indicated, module of basic configuration is used.
ArtilleryId *int `json:"artillery_id,omitempty"`
// Dive bombers' ID. If the module is not indicated, module of basic configuration is used.
DiveBomberId *int `json:"dive_bomber_id,omitempty"`
// Engine ID. If the module is not indicated, module of basic configuration is used.
EngineId *int `json:"engine_id,omitempty"`
// Response field. The fields are separated with commas. Embedded fields are separated with dots. To exclude a field, use "-" in front of its name. In case the parameter is not defined, the method returns all fields. Maximum limit: 100.
Fields []string `json:"fields,omitempty"`
// Fighters' ID. If the module is not indicated, module of basic configuration is used.
FighterId *int `json:"fighter_id,omitempty"`
// ID of Gun Fire Control System. If the module is not indicated, module of basic configuration is used.
FireControlId *int `json:"fire_control_id,omitempty"`
// ID of Flight Control System. If the module is not indicated, module of basic configuration is used.
FlightControlId *int `json:"flight_control_id,omitempty"`
// Hull ID. If the module is not indicated, module of basic configuration is used.
HullId *int `json:"hull_id,omitempty"`
// Localization language. Default is "en". Valid values:
//
// "cs" - Čeština
// "de" - Deutsch
// "en" - English (by default)
// "es" - Español
// "fr" - Français
// "it" - Italiano
// "ja" - 日本語
// "pl" - Polski
// "ru" - Русский
// "th" - ไทย
// "zh-tw" - 繁體中文
// "zh-cn" - 中文
// "tr" - Türkçe
// "pt-br" - Português do Brasil
// "es-mx" - Español (México)
Language *string `json:"language,omitempty"`
// Sonar ID. If the module is not indicated, module of basic configuration is used.
SubmarineSonarId *int `json:"submarine_sonar_id,omitempty"`
// Torpedo bombers' ID. If the module is not indicated, module of basic configuration is used.
TorpedoBomberId *int `json:"torpedo_bomber_id,omitempty"`
// Torpedo tubes' ID. If the module is not indicated, module of basic configuration is used.
TorpedoesId *int `json:"torpedoes_id,omitempty"`
}
type EncyclopediaShipprofile struct {
// Anti-aircraft guns. If the module is absent on the ship, field value is null.
AntiAircraft *struct {
// Anti-aircraft effectiveness
Defense *int `json:"defense,omitempty"`
// Gun slots
Slots *struct {
// Average damage per second
AvgDamage *int `json:"avg_damage,omitempty"`
// Caliber
Caliber *int `json:"caliber,omitempty"`
// Firing range (km)
Distance *float32 `json:"distance,omitempty"`
// Number of guns
Guns *int `json:"guns,omitempty"`
// Gun name
Name *string `json:"name,omitempty"`
} `json:"slots,omitempty"`
} `json:"anti_aircraft,omitempty"`
// Survivability of basic configuration
Armour *struct {
// Gun Casemate
Casemate *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"casemate,omitempty"`
// Citadel
Citadel *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"citadel,omitempty"`
// Armored Deck
Deck *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"deck,omitempty"`
// Forward and After Ends
Extremities *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"extremities,omitempty"`
// Torpedo Protection. Damage Reduction (%)
FloodDamage *int `json:"flood_damage,omitempty"`
// Torpedo Protection. Flooding Risk Reduction (%)
FloodProb *int `json:"flood_prob,omitempty"`
// Hit points
Health *int `json:"health,omitempty"`
// Armor
Range *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"range,omitempty"`
// Armor protection (%)
Total *int `json:"total,omitempty"`
} `json:"armour,omitempty"`
// Main battery. If the module is absent on the ship, field value is null.
Artillery *struct {
// Gun ID
ArtilleryId *int `json:"artillery_id,omitempty"`
// Gun string ID
ArtilleryIdStr *string `json:"artillery_id_str,omitempty"`
// Firing range
Distance *float32 `json:"distance,omitempty"`
// Rate of fire (rounds / min)
GunRate *float32 `json:"gun_rate,omitempty"`
// Maximum dispersion (m)
MaxDispersion *int `json:"max_dispersion,omitempty"`
// 180 Degree Turn Time (sec)
RotationTime *float32 `json:"rotation_time,omitempty"`
// Shells
Shells *struct {
// Shell weight
BulletMass *int `json:"bullet_mass,omitempty"`
// Shell speed
BulletSpeed *int `json:"bullet_speed,omitempty"`
// Chance of Fire on target caused by shell (%)
BurnProbability *float32 `json:"burn_probability,omitempty"`
// Maximum Damage
Damage *int `json:"damage,omitempty"`
// Shell name
Name *string `json:"name,omitempty"`
// Shell type
Type *string `json:"type,omitempty"`
} `json:"shells,omitempty"`
// Main battery reload time (s)
ShotDelay *float32 `json:"shot_delay,omitempty"`
// Main gun slots
Slots *struct {
// Number of barrels per slot
Barrels *int `json:"barrels,omitempty"`
// Number of main turrets
Guns *int `json:"guns,omitempty"`
// Name
Name *string `json:"name,omitempty"`
} `json:"slots,omitempty"`
} `json:"artillery,omitempty"`
// Secondary armament. If the module is absent on the ship, field value is null.
Atbas *struct {
// Firing range
Distance *float32 `json:"distance,omitempty"`
// Main gun slots
Slots *struct {
// Shell weight
BulletMass *int `json:"bullet_mass,omitempty"`
// Shell speed
BulletSpeed *int `json:"bullet_speed,omitempty"`
// Chance of Fire on target caused by shell (%)
BurnProbability *float32 `json:"burn_probability,omitempty"`
// Maximum Damage
Damage *int `json:"damage,omitempty"`
// Rate of fire (rounds / min)
GunRate *float32 `json:"gun_rate,omitempty"`
// Shell name
Name *string `json:"name,omitempty"`
// Reload time (s)
ShotDelay *float32 `json:"shot_delay,omitempty"`
// Shell type
Type *string `json:"type,omitempty"`
} `json:"slots,omitempty"`
} `json:"atbas,omitempty"`
// Maximum battle tier for a random battle
BattleLevelRangeMax *int `json:"battle_level_range_max,omitempty"`
// Minimum battle tier for a random battle
BattleLevelRangeMin *int `json:"battle_level_range_min,omitempty"`
// Concealment of basic configuration
Concealment *struct {
// Air Detectability Range
DetectDistanceByPlane *float32 `json:"detect_distance_by_plane,omitempty"`
// Surface Detectability Range
DetectDistanceByShip *float32 `json:"detect_distance_by_ship,omitempty"`
// Detectability range by depths
DetectDistanceBySubmarine *float32 `json:"detect_distance_by_submarine,omitempty"`
// Concealment (%)
Total *int `json:"total,omitempty"`
} `json:"concealment,omitempty"`
// Depth charges
DepthCharge *struct {
// Maximum damage
BombMaxDamage *int `json:"bomb_max_damage,omitempty"`
// Number of charges
MaxPacks *int `json:"max_packs,omitempty"`
// Bombs in charge
NumBombsInPack *int `json:"num_bombs_in_pack,omitempty"`
// Reload time
ReloadTime *float32 `json:"reload_time,omitempty"`
} `json:"depth_charge,omitempty"`
// Dive bombers. If the module is absent on the ship, field value is null.
DiveBomber *struct {
// Accuracy
Accuracy *struct {
// Maximum value
Max *float32 `json:"max,omitempty"`
// Minimum value
Min *float32 `json:"min,omitempty"`
} `json:"accuracy,omitempty"`
// Bomb weight
BombBulletMass *int `json:"bomb_bullet_mass,omitempty"`
// Chance of Fire on target caused by bomb (%)
BombBurnProbability *float32 `json:"bomb_burn_probability,omitempty"`
// Maximum bomb damage
BombDamage *int `json:"bomb_damage,omitempty"`
// Bomb name
BombName *string `json:"bomb_name,omitempty"`
// Number of aircraft in a squadron
CountInSquadron *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"count_in_squadron,omitempty"`
// Cruise Speed (knots)
CruiseSpeed *int `json:"cruise_speed,omitempty"`
// Dive bombers' ID
DiveBomberId *int `json:"dive_bomber_id,omitempty"`
// Dive bombers string ID
DiveBomberIdStr *string `json:"dive_bomber_id_str,omitempty"`
// Average damage per rear gunner of a dive bomber per second
GunnerDamage *int `json:"gunner_damage,omitempty"`
// Maximum Bomb Damage
MaxDamage *int `json:"max_damage,omitempty"`
// Survivability
MaxHealth *int `json:"max_health,omitempty"`
// Name of squadron
Name *string `json:"name,omitempty"`
// Dive bomber tier
PlaneLevel *int `json:"plane_level,omitempty"`
// Time of preparation for takeoff (sec)
PrepareTime *int `json:"prepare_time,omitempty"`
// Number of squadrons
Squadrons *int `json:"squadrons,omitempty"`
} `json:"dive_bomber,omitempty"`
// Engine
Engine *struct {
// Engine ID
EngineId *int `json:"engine_id,omitempty"`
// Engine string ID
EngineIdStr *string `json:"engine_id_str,omitempty"`
// Top Speed (knots)
MaxSpeed *float32 `json:"max_speed,omitempty"`
} `json:"engine,omitempty"`
// Fighters. If the module is absent on the ship, field value is null.
Fighters *struct {
// Average damage caused per second
AvgDamage *int `json:"avg_damage,omitempty"`
// Number of aircraft in a squadron
CountInSquadron *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"count_in_squadron,omitempty"`
// Cruise Speed (knots)
CruiseSpeed *int `json:"cruise_speed,omitempty"`
// Fighters' ID
FightersId *int `json:"fighters_id,omitempty"`
// Fighters string ID
FightersIdStr *string `json:"fighters_id_str,omitempty"`
// Average damage per gunner of a fighter per second
GunnerDamage *int `json:"gunner_damage,omitempty"`
// Ammunition
MaxAmmo *int `json:"max_ammo,omitempty"`
// Survivability
MaxHealth *int `json:"max_health,omitempty"`
// Name of squadron
Name *string `json:"name,omitempty"`
// Fighter tier
PlaneLevel *int `json:"plane_level,omitempty"`
// Time of preparation for takeoff (sec)
PrepareTime *int `json:"prepare_time,omitempty"`
// Number of squadrons
Squadrons *int `json:"squadrons,omitempty"`
} `json:"fighters,omitempty"`
// Gun Fire Control System. If the module is absent on the ship, field value is null.
FireControl *struct {
// Firing range
Distance *float32 `json:"distance,omitempty"`
// Firing Range extension (%)
DistanceIncrease *int `json:"distance_increase,omitempty"`
// ID of Gun Fire Control System
FireControlId *int `json:"fire_control_id,omitempty"`
// String ID of Gun Fire Control System
FireControlIdStr *string `json:"fire_control_id_str,omitempty"`
} `json:"fire_control,omitempty"`
// Flight Control. If the module is absent on the ship, field value is null.
FlightControl *struct {
// Number of bomber squadrons
BomberSquadrons *int `json:"bomber_squadrons,omitempty"`
// Number of fighter squadrons
FighterSquadrons *int `json:"fighter_squadrons,omitempty"`
// Flight Control ID
FlightControlId *int `json:"flight_control_id,omitempty"`
// Flight Control string ID
FlightControlIdStr *string `json:"flight_control_id_str,omitempty"`
// Number of torpedo bomber squadrons
TorpedoSquadrons *int `json:"torpedo_squadrons,omitempty"`
} `json:"flight_control,omitempty"`
// Hull
Hull *struct {
// AA Mounts
AntiAircraftBarrels *int `json:"anti_aircraft_barrels,omitempty"`
// Number of main turrets
ArtilleryBarrels *int `json:"artillery_barrels,omitempty"`
// Secondary gun turrets
AtbaBarrels *int `json:"atba_barrels,omitempty"`
// Hit points
Health *int `json:"health,omitempty"`
// Hull ID
HullId *int `json:"hull_id,omitempty"`
// Hull string ID
HullIdStr *string `json:"hull_id_str,omitempty"`
// Hangar capacity
PlanesAmount *int `json:"planes_amount,omitempty"`
// Armor (mm)
Range *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"range,omitempty"`
// Torpedo tubes
TorpedoesBarrels *int `json:"torpedoes_barrels,omitempty"`
} `json:"hull,omitempty"`
// Maneuverability of basic configuration
Mobility *struct {
// Top Speed (knots)
MaxSpeed *float32 `json:"max_speed,omitempty"`
// Rudder Shift Time (sec)
RudderTime *float32 `json:"rudder_time,omitempty"`
// Maneuverability (%)
Total *int `json:"total,omitempty"`
// Turning Circle Radius (m)
TurningRadius *int `json:"turning_radius,omitempty"`
} `json:"mobility,omitempty"`
// Ship ID
ShipId *int `json:"ship_id,omitempty"`
// Dive capacity of basic configuration
SubmarineBattery *struct {
// Dive capacity depletion
ConsumptionRate *float32 `json:"consumption_rate,omitempty"`
// Dive capacity
MaxCapacity *float32 `json:"max_capacity,omitempty"`
// Dive capacity recharge rate
RegenRate *float32 `json:"regen_rate,omitempty"`
// Dive capacity (%)
Total *int `json:"total,omitempty"`
} `json:"submarine_battery,omitempty"`
// Underwater maneuvering of basic configuration
SubmarineMobility *struct {
// Diving plane shift time
BuoyancyRudderTime *float32 `json:"buoyancy_rudder_time,omitempty"`
// Maximum dive and ascent speed
MaxBuoyancySpeed *float32 `json:"max_buoyancy_speed,omitempty"`
// Maximum submerged speed
MaxSpeedUnderWater *int `json:"max_speed_under_water,omitempty"`
// Underwater maneuvering (%)
Total *int `json:"total,omitempty"`
} `json:"submarine_mobility,omitempty"`
// Sonar of basic configuration
SubmarineSonar *struct {
// Sonar ID
SubmarineSonarId *int `json:"submarine_sonar_id,omitempty"`
// Sonar string ID
SubmarineSonarIdStr *string `json:"submarine_sonar_id_str,omitempty"`
// Sonar (%)
Total *int `json:"total,omitempty"`
// Duration of a ping effect on a sector highlighted once
WaveDuration0 *int `json:"wave_duration_0,omitempty"`
// Duration of a ping effect on a sector highlighted twice
WaveDuration1 *int `json:"wave_duration_1,omitempty"`
// Maximum range
WaveMaxDist *float32 `json:"wave_max_dist,omitempty"`
// Reload time
WaveShotDelay *float32 `json:"wave_shot_delay,omitempty"`
// Ping velocity
WaveSpeedMax *int `json:"wave_speed_max,omitempty"`
// Ping width
WaveWidth *int `json:"wave_width,omitempty"`
} `json:"submarine_sonar,omitempty"`
// Torpedo bombers. If the module is absent on the ship, field value is null.
TorpedoBomber *struct {
// Number of aircraft in a squadron
CountInSquadron *struct {
// Maximum value
Max *int `json:"max,omitempty"`
// Minimum value
Min *int `json:"min,omitempty"`
} `json:"count_in_squadron,omitempty"`
// Cruise Speed (knots)
CruiseSpeed *int `json:"cruise_speed,omitempty"`
// Average damage per rear gunner of a torpedo bomber per second
GunnerDamage *int `json:"gunner_damage,omitempty"`
// Maximum Bomb Damage
MaxDamage *int `json:"max_damage,omitempty"`
// Survivability
MaxHealth *int `json:"max_health,omitempty"`
// Name of squadron
Name *string `json:"name,omitempty"`
// Torpedo bomber tier
PlaneLevel *int `json:"plane_level,omitempty"`
// Time of preparation for takeoff (sec)
PrepareTime *int `json:"prepare_time,omitempty"`
// Number of squadrons
Squadrons *int `json:"squadrons,omitempty"`
// Torpedo bombers' ID
TorpedoBomberId *int `json:"torpedo_bomber_id,omitempty"`
// Torpedo bombers string ID
TorpedoBomberIdStr *string `json:"torpedo_bomber_id_str,omitempty"`
// Maximum torpedo damage
TorpedoDamage *int `json:"torpedo_damage,omitempty"`
// Firing range
TorpedoDistance *float32 `json:"torpedo_distance,omitempty"`
// Top Speed (knots)
TorpedoMaxSpeed *int `json:"torpedo_max_speed,omitempty"`
// Torpedo name
TorpedoName *string `json:"torpedo_name,omitempty"`
} `json:"torpedo_bomber,omitempty"`
// Torpedo tubes. If the module is absent on the ship, field value is null.
Torpedoes *struct {
// Firing range
Distance *float32 `json:"distance,omitempty"`
// Maximum Damage
MaxDamage *int `json:"max_damage,omitempty"`
// Reload Time (sec)
ReloadTime *int `json:"reload_time,omitempty"`
// 180 Degree Turn Time (sec)
RotationTime *float32 `json:"rotation_time,omitempty"`
// Slots for Torpedo tubes
Slots *struct {
// Torpedo tubes per slot
Barrels *int `json:"barrels,omitempty"`
// Caliber
Caliber *int `json:"caliber,omitempty"`
// Torpedo tubes
Guns *int `json:"guns,omitempty"`
// Name
Name *string `json:"name,omitempty"`
} `json:"slots,omitempty"`
// Torpedo
TorpedoName *string `json:"torpedo_name,omitempty"`
// Torpedo Speed (knots)
TorpedoSpeed *int `json:"torpedo_speed,omitempty"`
// Torpedo tubes' ID
TorpedoesId *int `json:"torpedoes_id,omitempty"`
// Torpedo tubes string ID
TorpedoesIdStr *string `json:"torpedoes_id_str,omitempty"`
// Torpedo range (km)
VisibilityDist *float32 `json:"visibility_dist,omitempty"`
} `json:"torpedoes,omitempty"`
// Armament effectiveness of basic configuration
Weaponry *struct {
// Aircraft (%)
Aircraft *int `json:"aircraft,omitempty"`
// AA Guns (%)
AntiAircraft *int `json:"anti_aircraft,omitempty"`
// Artillery (%)
Artillery *int `json:"artillery,omitempty"`
// Torpedoes (%)
Torpedoes *int `json:"torpedoes,omitempty"`
} `json:"weaponry,omitempty"`
}