| 🌟 | 現在、 鉄壁HSは通常HSと同じダメージになります。LMG及びDMR、チャージライフル、ハンマーポイント弾を除き、すべてのダメージ値が一致していることを確認しています。 |
「モジュール:StatTable/Damage」の版間の差分
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(全体的な処理をマガジン当たりのダメージと統一) |
(デスクトップ向けのグラフの最小幅を変更) |
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| 317行目: | 317行目: | ||
headerClass = 'st-desktop', | headerClass = 'st-desktop', | ||
headerStyle = { | headerStyle = { | ||
['min-width'] = ' | ['min-width'] = '200px', | ||
}, | }, | ||
maximumValue = 200, | maximumValue = 200, | ||
2021年8月23日 (月) 15:29時点における版
このモジュールについての説明文ページを モジュール:StatTable/Damage/doc に作成できます
local aw = require('Module:Utility/Library')
local apex = require('Module:Utility/ApexLibrary')
local iu = require('Module:Utility/Image')
local tableutil = require('Module:Utility/TableUtil/Apex')
local Hopup = mw.loadData('Module:Stat/Hopup')
local getArgs -- lazily initialized
local configuration = {
en = {
bodyshot = 'Body',
damage = 'Damage',
graph = 'Graph',
headshot = 'Head',
headlvl1 = 'Head w/Lvl1',
headlvl2 = 'Head w/Lvl2',
headlvl3 = 'Head w/Lvl3',
hopup = 'Hop-Up',
legsshot = 'Legs',
maxcharge = 'Max charge',
mincharge = 'Min charge',
pellet = '1 pellet',
pelletsFormat = '%d pellets',
pelletWithAdditional = '%s | 1 pellet',
pelletsWithAdditionalFormat = '%s | %d pellets',
tick = '1 tick',
ticksFormat = '%d ticks',
weaponname = 'Weapon name',
},
ja = {
bodyshot = '胴',
damage = 'ダメージ',
graph = 'グラフ',
headshot = '頭',
headlvl1 = '頭 (Lv.1)',
headlvl2 = '頭 (Lv.2)',
headlvl3 = '頭 (Lv.3)',
hopup = 'ホップアップ',
legsshot = '脚',
maxcharge = '最大溜め',
mincharge = '最小溜め',
pellet = '1 片',
pelletsFormat = '%d 片',
pelletWithAdditional = '%s・1 片',
pelletsWithAdditionalFormat = '%s・%d 片',
tick = '1 チック',
ticksFormat = '%d チック',
weaponname = '武器名',
},
}
local function addData(dataset, data, fn)
fn = fn or function(val) return val end
local head = data.head
local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)
local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)
local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)
local legs = data.legs
data.damage = fn(data.base, 1) * data.pellets
data.headDamage = fn(apex.calcPartDamage(data.base, head), head) * data.pellets
data.lvl1Damage = fn(apex.calcPartDamage(data.base, lvl1), lvl1) * data.pellets
data.lvl2Damage = fn(apex.calcPartDamage(data.base, lvl2), lvl2) * data.pellets
data.lvl3Damage = fn(apex.calcPartDamage(data.base, lvl3), lvl3) * data.pellets
data.legsDamage = fn(apex.calcPartDamage(data.base, legs), legs) * data.pellets
table.insert(dataset, data)
end
local p = {}
function p._main(args, __debug)
args = args or {}
if __debug == nil then
__debug = true
end
local lang = args.lang or 'ja'
local res = configuration[lang]
local stats = mw.loadData('Module:Stat/Weapon')
local dataset = {}
for name, stat in pairs(stats) do
local baseDamage = stat.damage.base
local baseData = {
ammo = stat.ammo,
base = stat.damage.base,
head = stat.damage.headshot,
legs = stat.damage.legshot,
name = name,
pellets = stat.pellet or 1,
shortname = stat.localization['Japanese_Short'],
}
local special = aw.stringstarts(stat.ammo, 'special_')
-- チャージビーム (チャージライフル)
if stat.damage.beam then
for t = 0, stat.damage.beam.ticks do
local tickData = aw.shallowCopy(baseData)
if t ~= 1 then
tickData.option = string.format(res.ticksFormat, t)
else
tickData.option = res.tick
end
addData(dataset, tickData, function(val, mul)
return val + apex.calcPartDamage(stat.damage.beam.base, mul) * t
end)
end
-- 散弾 (ショットガン・トリプルテイク)
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
for p = 1, stat.pellet do
local pelletData = aw.shallowCopy(baseData)
if p > 1 then
pelletData.option = string.format(res.pelletsFormat, p)
else
pelletData.option = res.pellet
end
pelletData.pellets = p
addData(dataset, pelletData)
-- ハンマーポイント弾 (モザンビーク)
if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local pelletUnshieldedData = aw.shallowCopy(pelletData)
pelletUnshieldedData.base = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
pelletUnshieldedData.hopup = { 'hammerpoint_rounds' }
addData(dataset, pelletUnshieldedData)
end
end
-- それ以外
else
-- チャージ (30-30リピーター・ボセックコンパウンドボウ)
if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then
local minChargeData = aw.shallowCopy(baseData)
minChargeData.head = stat.damage.headshot_charged or stat.damage.headshot
minChargeData.legs = stat.damage.legshot_charged or stat.damage.legshot
minChargeData.option = res.mincharge
addData(dataset, minChargeData)
local maxChargeData = aw.shallowCopy(baseData)
maxChargeData.base = stat.damage.charged
maxChargeData.option = res.maxcharge
addData(dataset, maxChargeData)
-- チャージが無効の場合の通常出力
else
addData(dataset, baseData)
end
-- 増幅モード (センチネル)
if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
local ampedData = aw.shallowCopy(baseData)
ampedData.ammo = ampedData.ammo .. '_amped'
ampedData.base = stat.damage.amped
ampedData.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>'
addData(dataset, ampedData)
end
-- セレクトファイアレシーバー (ハボックライフル)
if (__debug or Hopup.selectfire_receiver.enabled) and stat.selectfire_receiver and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then
local selectfireReceiverData = aw.shallowCopy(baseData)
selectfireReceiverData.base = stat.selectfire_receiver.damage.base or stat.damage.base
selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot or stat.damage.headshot
selectfireReceiverData.hopup = { 'selectfire_receiver' }
selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot or stat.damage.legshot
addData(dataset, selectfireReceiverData)
end
-- ハンマーポイント弾 (P2020)
if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local hammerpointRoundsData = aw.shallowCopy(baseData)
hammerpointRoundsData.base = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' }
addData(dataset, hammerpointRoundsData)
end
-- ディスラプター弾 (オルタネーター・RE-45オート)
if (__debug or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then
local disruptorRoundsData = aw.shallowCopy(baseData)
disruptorRoundsData.hopup = { 'disruptor_rounds' }
addData(dataset, disruptorRoundsData, function(val)
return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds)
end)
end
-- アンビルレシーバー (VK-47フラットライン・R-301カービン)
if (__debug or Hopup.anvil_receiver.enabled) and stat.anvil_receiver and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then
local anvilReceiverData = aw.shallowCopy(baseData)
anvilReceiverData.base = stat.anvil_receiver.damage.base
anvilReceiverData.head = stat.anvil_receiver.damage.headshot or stat.damage.headshot
anvilReceiverData.hopup = { 'anvil_receiver' }
anvilReceiverData.legs = stat.anvil_receiver.damage.legshot or stat.damage.legshot
addData(dataset, anvilReceiverData)
end
-- シャッターキャップ (30-30リピーター・ボセックコンパウンドボウ)
if (__debug or Hopup.shatter_caps.enabled) and stat.shatter_caps and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then
if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
for p = 1, stat.shatter_caps.pellet do
local shatterCapsMinChargeData = aw.shallowCopy(baseData)
shatterCapsMinChargeData.base = stat.shatter_caps.damage.base
shatterCapsMinChargeData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot
shatterCapsMinChargeData.hopup = { 'shatter_caps' }
shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot
if p > 1 then
shatterCapsMinChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.mincharge, p)
else
shatterCapsMinChargeData.option = string.format(res.pelletWithAdditional, res.mincharge)
end
shatterCapsMinChargeData.pellets = p
addData(dataset, shatterCapsMinChargeData)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
shatterCapsMinChargeData.base = stat.shatter_caps.damage.charged
shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged or stat.shatter_caps.damage.headshot or stat.damage.headshot
shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged or stat.shatter_caps.damage.legshot or stat.damage.legshot
if p > 1 then
shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p)
else
shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge)
end
addData(dataset, shatterCapsMaxChargeData)
end
else
for p = 1, stat.shatter_caps.pellet do
local shatterCapsData = aw.shallowCopy(baseData)
shatterCapsData.base = stat.shatter_caps.damage.base
shatterCapsData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot
shatterCapsData.hopup = { 'shatter_caps' }
shatterCapsData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot
if p > 1 then
shatterCapsData.option = string.format(res.pelletsFormat, p)
else
shatterCapsData.option = res.pellet
end
addData(dataset, shatterCapsData)
end
end
end
end
end
local metadata = {
tableutil.RankCell.new('', 'damage', true),
tableutil.AmmoCell.new('', 'ammo', {
attributes = { align = 'center' },
cellClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = { width = '36px' },
}),
tableutil.WeaponNameCell.new(res.weaponname, 'name', {
ammoIndex = 'ammo',
attributes = { align = 'left' },
cellClass = 'st-dashed-right st-mobile-none-right st-mobile-padding0-right',
headerColspan = 2,
optionIndex = 'option',
shortnameIndex = 'shortname',
}),
tableutil.HopupCell.new(res.hopup, 'hopup', {
attributes = { align = 'left' },
cellClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both',
headerClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both',
headerColspan = 0,
}),
tableutil.ValueCell.new(res.legsshot, 'legsDamage', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineValueCell.new(res.bodyshot, 'damage', {
startIndex = 'legsDamage',
endIndex = 'lvl1Damage',
cellClass = 'st-mobile-graph st-mobile-textshadow',
footerClass = 'st-mobile-axis',
headerStyle = {
['min-width'] = '80px',
['max-width'] = '8em',
},
maximumValue = 150,
preferredGridCount = 3,
}),
tableutil.ValueCell.new(res.headlvl3, 'lvl3Damage', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl2, 'lvl2Damage', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', {
cellClass = 'st-mobile-last',
footerClass = 'st-mobile-last',
headerClass = 'st-mobile-last',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineCell.new(res.graph, 'damage', {
startIndex = 'legsDamage',
endIndex = 'lvl1Damage',
cellClass = 'st-desktop st-desktop-graph',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '200px',
},
maximumValue = 200,
}),
}
local node = tableutil.createTable(dataset, metadata)
return tostring(node)
end
function p.main(frame)
if not getArgs then
getArgs = require('Module:Arguments').getArgs
end
args = getArgs(frame)
return p._main(args)
end
return p