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「モジュール:StatTable/Damage」の版間の差分
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ampedData.ammoicon = stat.ammo .. '_amped' | ampedData.ammoicon = stat.ammo .. '_amped' | ||
ampedData.damage = stat.damage.amped | ampedData.damage = stat.damage.amped | ||
ampedData.option = | ampedData.option = res.amped | ||
addData(dataset, ampedData) | addData(dataset, ampedData) | ||
end | end | ||
2021年9月10日 (金) 18:30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 configuration = mw.loadData('Module:StatTable/configuration')
local getArgs -- lazily initialized
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.bodyDamage = fn(data.damage, 1, 1) * data.pellets
data.headDamage = fn(apex.calcPartDamage(data.damage, head), head, 1) * data.pellets
data.lvl1Damage = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * data.pellets
data.lvl2Damage = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * data.pellets
data.lvl3Damage = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * data.pellets
data.legsDamage = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * data.pellets
data.flL1Damage = fn(apex.calcDamageFromPartAndPassive(data.damage, lvl1, 0.85), lvl1, 0.85) * data.pellets
data.flLgDamage = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * 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,
ammoicon = stat.ammo,
damage = 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_')
-- Charge Rifle
if stat.damage.beam then
for t = 0, stat.damage.beam.ticks do
local tickData = aw.shallowCopy(baseData)
tickData.option = aw.getQuantityString(res.ticks, t)
addData(dataset, tickData, function(val, part, passive)
return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * 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)
pelletData.option = aw.getQuantityString(res.pellets, p)
pelletData.pellets = p
addData(dataset, pelletData)
-- Hammerpoint Rounds (Mozambique Shotgun)
if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local pelletUnshieldedData = aw.shallowCopy(pelletData)
pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
pelletUnshieldedData.hopup = { 'hammerpoint_rounds' }
addData(dataset, pelletUnshieldedData)
end
end
-- Other
else
-- Chargefire
if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then
baseData.option = res.mincharge
addData(dataset, baseData)
local maxChargeData = aw.shallowCopy(baseData)
maxChargeData.damage = stat.damage.charged
if stat.damage.headshot_charged then
maxChargeData.head = stat.damage.headshot_charged
end
if stat.damage.legshot_charged then
maxChargeData.legs = stat.damage.legshot_charged
end
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
-- Amped mode
if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
local ampedData = aw.shallowCopy(baseData)
ampedData.ammoicon = stat.ammo .. '_amped'
ampedData.damage = stat.damage.amped
ampedData.option = res.amped
addData(dataset, ampedData)
end
-- Selectfire Receiver (HAVOC Rifle)
if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == 'table' and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then
local selectfireReceiverData = aw.shallowCopy(baseData)
selectfireReceiverData.damage = stat.selectfire_receiver.damage.base or stat.damage.base
if stat.selectfire_receiver.damage.headshot then
selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot
end
selectfireReceiverData.hopup = { 'selectfire_receiver' }
if stat.selectfire_receiver.damage.legshot then
selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot
end
addData(dataset, selectfireReceiverData)
end
-- Hammerpoint Rounds (P2020)
if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local hammerpointRoundsData = aw.shallowCopy(baseData)
hammerpointRoundsData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' }
addData(dataset, hammerpointRoundsData)
end
-- Disruptor Rounds
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
-- Anvil Receiver
if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == 'table' and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then
local anvilReceiverData = aw.shallowCopy(baseData)
anvilReceiverData.damage = stat.anvil_receiver.damage.base
if stat.anvil_receiver.damage.headshot then
anvilReceiverData.head = stat.anvil_receiver.damage.headshot
end
anvilReceiverData.hopup = { 'anvil_receiver' }
if stat.anvil_receiver.damage.legshot then
anvilReceiverData.legs = stat.anvil_receiver.damage.legshot
end
addData(dataset, anvilReceiverData)
end
-- Shatter Caps
if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == 'table' 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.damage = stat.shatter_caps.damage.base
if stat.shatter_caps.damage.headshot then
shatterCapsMinChargeData.head = stat.shatter_caps.damage.headshot
end
shatterCapsMinChargeData.hopup = { 'shatter_caps' }
if stat.shatter_caps.damage.legshot then
shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot
end
shatterCapsMinChargeData.option = string.format(res.mixins, res.mincharge, aw.getQuantityString(res.pellets, p))
shatterCapsMinChargeData.pellets = p
addData(dataset, shatterCapsMinChargeData)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged
if stat.shatter_caps.damage.headshot_charged then
shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged
end
if stat.shatter_caps.damage.legshot_charged then
shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged
end
shatterCapsMaxChargeData.option = string.format(res.mixins, res.maxcharge, aw.getQuantityString(res.pellets, p))
addData(dataset, shatterCapsMaxChargeData)
end
else
for p = 1, stat.shatter_caps.pellet do
local shatterCapsData = aw.shallowCopy(baseData)
shatterCapsData.damage = stat.shatter_caps.damage.base
if stat.shatter_caps.damage.headshot then
shatterCapsData.head = stat.shatter_caps.damage.headshot
end
shatterCapsData.hopup = { 'shatter_caps' }
if stat.shatter_caps.damage.legshot then
shatterCapsData.legs = stat.shatter_caps.damage.legshot
end
shatterCapsData.option = aw.getQuantityString(res.pellets, p)
addData(dataset, shatterCapsData)
end
end
end
end
end
local metadata = {
tableutil.RankCell.new('', 'bodyDamage', true),
tableutil.AmmoCell.new('', 'ammoicon', {
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-mobile-padding0-both',
headerColspan = 0,
}),
tableutil.ValueCell.new(res.legsshot, 'legsDamage', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.LineValueCell.new(res.bodyshot, 'bodyDamage', {
startIndex = 'legsDamage',
endIndex = 'lvl1Damage',
subStartIndex = 'flLgDamage',
subEndIndex = 'flL1Damage',
cellClass = 'st-mobile-graph st-mobile-medium st-mobile-textshadow',
footerClass = 'st-mobile-axis',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
itemName = res.normal,
subItemName = res.fortified,
maximumValue = 150,
preferredGridCount = 3,
}),
tableutil.ValueCell.new(res.headlvl3, 'lvl3Damage', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl2, 'lvl2Damage', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', {
cellClass = 'st-mobile-last',
footerClass = 'st-mobile-last',
headerClass = 'st-mobile-last',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.LineCell.new(res.graph, 'bodyDamage', {
startIndex = 'legsDamage',
endIndex = 'lvl1Damage',
subStartIndex = 'flLgDamage',
subEndIndex = 'flL1Damage',
cellClass = 'st-desktop st-desktop-graph',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '200px',
},
hoverEnabled = true,
itemName = res.normal,
subItemName = res.fortified,
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, false)
end
return p