ships.Function.ammunitionCapacity - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
@elite-dangerous-almanac/core / ships / ammunitionCapacity
ammunitionCapacity(
stats):AmmunitionCapacity|null
Defined in: src/ships/ammunition.ts:108
What a module holds when fully rearmed.
AmmunitionStats | null | undefined
The module's stats. A catalogue record works as-is; pass a
post-engineering record (FittedModule.effectiveStats, effectiveModule) to get the
capacity a build actually flies with. Blueprints such as High Capacity and the chaff,
heat-sink and point-defence capacity recipes move one figure or both, and experimental
effects move the reserve: Corrosive Shell costs a fifth of it, and Plasma Slug (in both
its forms) empties it, because the weapon then reloads from ship fuel.
AmmunitionCapacity | null
The AmmunitionCapacity, or null for a module that carries no
ammunition at all — the lasers, which state neither figure because they draw from the
weapons capacitor instead.
Figures are reported as the stats give them. When engineering is simulated, its calculator makes both ammunition figures whole: a clip rounds up to a whole burst and a reserve rounds to the nearest whole round. A small cannon under High Capacity at grade 3 therefore loads an 11-round clip and carries a 202-round reserve. A journal states the engineered figures themselves, so imported values pass through untouched.
import { ammunitionCapacity } from '@elite-dangerous-almanac/core/ships/ammunition';
import { getModuleBySymbol } from '@elite-dangerous-almanac/core/ships/modules';
import { HARDPOINT_MODULES } from '@elite-dangerous-almanac/core/ships/modules-hardpoint';
import { UTILITY_MODULES } from '@elite-dangerous-almanac/core/ships/modules-utility';
ammunitionCapacity(getModuleBySymbol('Hpt_ChaffLauncher_Tiny', UTILITY_MODULES)!);
// -> { clipSize: 1, hopper: 10, total: 11, unlimited: false }
ammunitionCapacity(getModuleBySymbol('Hpt_BeamLaser_Fixed_Small', HARDPOINT_MODULES)!);
// -> null — a beam laser has no ammunition to count