| 🌟 | 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:DamageTable」の版間の差分
ナビゲーションに移動
検索に移動
(ホップアップ画像の呼び出しに Module:Utility/Image を使用するように変更) |
(小柄用に脚に対するダメージが胴と同じかを切り替える変数を使ってダメージ表の作りわけを実装) |
||
| 516行目: | 516行目: | ||
end | end | ||
else | else | ||
if args.mul == 1.05 then | if shieldinfo.legAsBodyOnLowProfile and args.mul == 1.05 then | ||
renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1) | renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1) | ||
else | else | ||
2021年2月10日 (水) 13:02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:DamageTable/doc に作成できます
local p = {}
local aw = require('Module:Utility/Library')
local iu = require('Module:Utility/Image')
local formatter -- lazily initialized
local getArgs -- lazily initialized
local function convertHslToRgb(hue, saturation, lightness)
hue = math.max(0, math.min(1, hue))
saturation = math.max(0, math.min(1, saturation))
lightness = math.max(0, math.min(1, lightness))
if saturation == 0 then
return lightness, lightness, lightness
else
local function to(p, q, t)
if t < 0 then t = t + 1 end
if t > 1 then t = t - 1 end
if t < 1/6 then
return p + (q - p) * 6 * t
elseif t < 3/6 then
return q
elseif t < 4/6 then
return p + (q - p) * (2/3 - t) * 6
else
return p
end
end
local q
if lightness < 0.5 then
q = lightness * (1 + saturation)
else
q = lightness + saturation - lightness * saturation
end
local p = 2 * lightness - q
return to(p, q, hue + 1/3), to(p, q, hue), to(p, q, hue - 1/3)
end
end
local function getColorAsString(hue)
local r, g, b = convertHslToRgb(hue, 0.91, 0.89)
return '#'
.. string.format('%02X', 255 * r)
.. string.format('%02X', 255 * g)
.. string.format('%02X', 255 * b)
end
local function getDamage(part, info)
local damage = info.damage
-- 増幅バリケード
if info.amped then
damage = aw.round(1.2 * damage)
end
-- ハンマーポイント弾
if info.hammerpoint > 1 then
damage = math.floor(info.hammerpoint * damage)
end
-- 部位倍率
if part ~= 1 then
damage = aw.round(part * damage)
end
-- 小柄・鉄壁
if info.mul == 1.05 then
if info.amped then
damage = aw.roundover(info.mul * damage)
else
damage = aw.selectiveRound(info.mul * damage, info.useRound)
end
elseif info.mul ~= 1 then
damage = aw.round(info.mul * damage)
end
return damage
end
local function getDamageForPartAndPassive(damage, part, info)
-- 部位倍率
if part ~= 1 then
damage = aw.round(part * damage)
end
-- 小柄・鉄壁
if info.mul == 1.05 then
if info.amped then
damage = aw.roundover(info.mul * damage)
else
damage = aw.selectiveRound(info.mul * damage, info.useRound)
end
elseif info.mul ~= 1 then
damage = aw.round(info.mul * damage)
end
return damage
end
local function _getShotCount(damage, health, info)
local count = 0
local damages = {}
local damageStack = 0
local pelletCount = info.pellet
while health > 0 do
pelletCount = pelletCount - 1
health = health - damage
damageStack = damageStack + damage
if pelletCount == 0 then
count = count + 1
pelletCount = info.pellet
table.insert(damages, damageStack)
damageStack = 0
end
end
if damageStack > 0 then
count = count + 1
table.insert(damages, damageStack)
end
return count, damages
end
local function _getShotCountForGunShieldOnly(info, gunshield)
local gunshieldinfo = aw.shallowCopy(info)
gunshieldinfo.mul = 1
gunshieldinfo.hammerpoint = 1
local gunshielddamage = getDamage(1, gunshieldinfo)
+ info.ticks * getDamageForPartAndPassive(info.beamdamage, 1, gunshieldinfo)
return _getShotCount(gunshielddamage, gunshield, gunshieldinfo)
end
local function _getShotCountForGunShield(damage, health, info, gunshield)
local gunshieldcount, damages = _getShotCountForGunShieldOnly(info, gunshield)
local count, damages2 = _getShotCount(damage, health, info)
for _, value in ipairs(damages2) do
table.insert(damages, value)
end
return gunshieldcount + count, damages
end
local function _getShotCountForDefault(part, health, info, gunshield)
local damage = getDamage(part, info)
if info.ticks > 0 then
local alldamage = info.ticks * getDamageForPartAndPassive(info.beamdamage, part, info) + damage
if gunshield > 0 then
return _getShotCountForGunShield(alldamage, health, info, gunshield)
else
return _getShotCount(alldamage, health, info)
end
elseif gunshield > 0 then
return _getShotCountForGunShield(damage, health, info, gunshield)
else
return _getShotCount(damage, health, info)
end
end
local function _getShotCountForHammerpointRounds(ampedDamage, part, health, shield, info, gunshield)
local count = 0
local damages = {}
local damageStack = 0
local pelletCount = info.pellet
if gunshield > 0 then
count, damages = _getShotCountForGunShieldOnly(info, gunshield)
end
local shieldDamage = getDamageForPartAndPassive(ampedDamage, part, info)
while shield >= shieldDamage do
pelletCount = pelletCount - 1
shield = shield - shieldDamage
damageStack = damageStack + shieldDamage
if pelletCount == 0 then
count = count + 1
pelletCount = info.pellet
table.insert(damages, damageStack)
damageStack = 0
end
end
if shield > 0 then
local mergedDamage
if shield < ampedDamage then
mergedDamage = getDamageForPartAndPassive(shield + math.floor(info.hammerpoint * (ampedDamage - shield)), part, info)
else
mergedDamage = shieldDamage
end
pelletCount = pelletCount - 1
health = health - (mergedDamage - shield)
damageStack = damageStack + mergedDamage
end
if pelletCount == 0 then
count = count + 1
pelletCount = info.pellet
table.insert(damages, damageStack)
damageStack = 0
end
local healthDamage = getDamageForPartAndPassive(math.floor(info.hammerpoint * ampedDamage), part, info)
while health > 0 do
pelletCount = pelletCount - 1
health = health - healthDamage
damageStack = damageStack + healthDamage
if pelletCount == 0 then
count = count + 1
pelletCount = info.pellet
table.insert(damages, damageStack)
damageStack = 0
end
end
if pelletCount > 0 and pelletCount < info.pellet then
count = count + 1
pelletCount = info.pellet
table.insert(damages, damageStack)
end
return count, damages
end
local function getShotCount(part, health, shield, info, gunshield)
gunshield = gunshield or 0
if info.hammerpoint > 1 then
local damage
if info.amped then
damage = aw.round(1.2 * info.damage)
else
damage = info.damage
end
return _getShotCountForHammerpointRounds(damage, part, health, shield, info, gunshield)
else
return _getShotCountForDefault(part, health + shield, info, gunshield)
end
end
local function renderHeader(table, mul, colspan, shields)
local row = table:tag('tr')
local cell = row:tag('th')
:attr('colspan', colspan)
:attr('rowspan', 2)
if mul == 1 then
cell:wikitext('部位')
else
cell:wikitext('部位 (x' .. mul .. ')')
end
row:tag('th')
:attr('rowspan', 2)
:wikitext('ダメージ')
row:tag('th')
:attr('colspan', #shields)
:wikitext('確殺数')
row = table:tag('tr')
for _, shield in ipairs(shields) do
local cell = row:tag('th')
if shield.tooltip ~= nil then
cell:attr('data-tooltip', shield.tooltip)
end
cell:wikitext(shield.label)
end
end
local function renderCell(row, part, health, shield, info, gunshield)
local shotCount, damages = getShotCount(part, health, shield, info, gunshield)
local ratio = (shotCount - info.minCount) / (info.maxCount - info.minCount)
row:tag('td')
:attr('data-tooltip', aw.stringifyRepeatingArray(damages, '→'))
:css('background-color', getColorAsString(0.85 * ratio))
:wikitext(shotCount)
end
local function renderHeaderCell(row, name, tooltip, rowinfo)
for i = 1, #rowinfo do
local cellinfo = rowinfo[i]
local colspan = cellinfo.colspan or 1
local cell = row:tag('th')
if colspan > 1 then
cell:attr('colspan', colspan)
end
if cellinfo.breaktop then
cell:css('border-top', '0 none')
end
if cellinfo.breakbottom then
cell:css('border-bottom', '0 none')
end
if i == #rowinfo then
if tooltip ~= nil then
cell:attr('data-tooltip', tooltip)
end
cell:wikitext(name)
else
cell:wikitext(' ')
end
end
end
local function renderRow(table, name, tooltip, part, weaponinfo, rowinfo, gunshield)
local row = table:tag('tr')
renderHeaderCell(row, name, tooltip, rowinfo)
local damage
if gunshield then
if weaponinfo.amped then
damage = aw.round(1.2 * weaponinfo.damage)
else
damage = weaponinfo.damage
end
else
damage = getDamage(part, weaponinfo)
end
if weaponinfo.pellet > 1 then
row:tag('td'):wikitext((damage * weaponinfo.pellet) .. ' <span style="white-space:nowrap"><small>(' .. damage .. ' × ' .. weaponinfo.pellet .. ')</small></span>')
elseif weaponinfo.ticks > 1 then
local beamdamage = getDamageForPartAndPassive(weaponinfo.beamdamage, part, weaponinfo)
local alldamage = beamdamage * weaponinfo.ticks + damage
row:tag('td'):wikitext(alldamage .. ' <span style="white-space:nowrap"><small>(' .. beamdamage .. '×' .. weaponinfo.ticks .. ' + ' .. damage .. ')</small></span>')
else
row:tag('td'):wikitext(damage)
end
for _, shield in ipairs(weaponinfo.shields) do
renderCell(row, part, shield.health, shield.shield, weaponinfo, gunshield)
end
end
local function renderTable(args)
local shieldinfo = require('Module:Stat/Shield')[args.shieldpreset]
local skullpiercer = args.skullpiercer or 1
local headMul = args.head or 2
local minCount, _ = getShotCount(
math.max(headMul, skullpiercer),
100,
0,
{
damage = math.max(args.damage, args.damagemax),
beamdamage = math.max(args.beamdamage, args.beamdamagemax),
ticks = args.ticks,
mul = math.max(args.mul, args.mulmax),
pellet = args.pellet,
amped = true,
hammerpoint = math.max(args.hammerpoint, args.hammerpointsup),
})
local damagemin = math.min(args.damage, args.damagemin)
local mininfo = {
damage = damagemin,
beamdamage = math.min(args.beamdamage, args.beamdamagemin),
ticks = args.ticks,
mul = math.min(args.mul, args.mulmin),
pellet = args.pellet,
amped = false,
hammerpoint = 1,
}
local maxshield = shieldinfo.shields[#shieldinfo.shields]
local legCount, _ = getShotCount(math.min(args.leg, args.legmin), maxshield.health, maxshield.shield, mininfo)
local bodyWithGunSheild, _ = getShotCount(1, maxshield.health, maxshield.shield, mininfo, shieldinfo.gunshield)
local maxCount = math.max(legCount, bodyWithGunSheild)
local weaponinfo = {
damage = args.damage,
beamdamage = args.beamdamage,
ticks = args.ticks,
mul = args.mul,
pellet = args.pellet,
amped = args.amped,
hammerpoint = args.hammerpoint,
useRound = args.round,
minCount = minCount,
maxCount = maxCount,
shields = shieldinfo.shields,
}
local colspan, info
if skullpiercer > 1 then
colspan = 3
info = {
level1 = {
{ breaktop = false, breakbottom = false, colspan = 3 },
},
level1top = {
{ breaktop = true, breakbottom = true, colspan = 3 },
},
level1gunshiled = {
{ breaktop = false, breakbottom = true, colspan = 3 },
},
level2 = {
{ breaktop = true, breakbottom = true },
{ breaktop = true, breakbottom = false, colspan = 2 },
},
level2gunshiled = {
{ breaktop = true, breakbottom = false },
{ breaktop = false, breakbottom = false, colspan = 2 },
},
level3 = {
{ breaktop = true, breakbottom = true },
{ breaktop = false, breakbottom = true },
{ breaktop = false, breakbottom = false },
},
level3top = {
{ breaktop = false, breakbottom = true, colspan = 2 },
{ breaktop = false, breakbottom = false },
},
}
else
colspan = 2
info = {
level1 = {
{ breaktop = false, breakbottom = true, colspan = 2 },
},
level1gunshiled = {
{ breaktop = false, breakbottom = true, colspan = 2 },
},
level2 = {
{ breaktop = true, breakbottom = true },
{ breaktop = false, breakbottom = false },
},
level2gunshiled = {
{ breaktop = true, breakbottom = false },
{ breaktop = false, breakbottom = false },
},
}
info.level1top = info.level1
end
local skullpiercerPrefix = iu.hopup('スカルピアサーライフリング', { rariry = args.skullpiercerrariry })
local table = mw.html.create('table')
:addClass('wikitable')
:addClass('numbertable')
if args.caption ~= nil then
table:tag('caption')
:wikitext(args.caption)
end
renderHeader(table, args.mul, colspan, shieldinfo.shields)
if skullpiercer > 1 then
renderRow(
table,
skullpiercerPrefix .. '(x' .. skullpiercer .. ')',
nil,
skullpiercer, weaponinfo, info.level3top)
end
renderRow(
table,
"頭 (x" .. headMul .. ")",
nil,
headMul, weaponinfo, info.level1top)
if skullpiercer > 1 then
local skullpiercerLv1Mul = 0.2 + 0.8 * skullpiercer
renderRow(
table,
skullpiercerPrefix .. formatter:common('(x' .. skullpiercerLv1Mul .. ')'),
'0.2 + 0.8×' .. skullpiercer,
skullpiercerLv1Mul, weaponinfo, info.level3)
end
local hlmLv1Mul = 0.2 + 0.8 * headMul
renderRow(
table,
formatter:common('Lv.1 (x' .. hlmLv1Mul .. ')'),
'0.2 + 0.8×' .. headMul,
hlmLv1Mul, weaponinfo, info.level2)
if skullpiercer > 1 then
local skullpiercerLv2Mul = 0.4 + 0.6 * skullpiercer
renderRow(
table,
skullpiercerPrefix .. formatter:rare('(x' .. skullpiercerLv2Mul .. ')'),
'0.4 + 0.6×' .. skullpiercer,
skullpiercerLv2Mul, weaponinfo, info.level3)
end
local hlmLv2Mul = 0.4 + 0.6 * headMul
renderRow(
table,
formatter:rare('Lv.2 (x' .. hlmLv2Mul .. ')'),
'0.4 + 0.6×' .. headMul,
hlmLv2Mul, weaponinfo, info.level2)
if skullpiercer > 1 then
local skullpiercerLv3Mul = 0.5 + 0.5 * skullpiercer
renderRow(
table,
skullpiercerPrefix .. formatter:epic('(x' .. skullpiercerLv3Mul .. ')'),
'0.5 + 0.5×' .. skullpiercer,
skullpiercerLv3Mul, weaponinfo, info.level3)
end
local hlmLv3Mul = 0.5 + 0.5 * headMul
renderRow(
table,
formatter:epic('Lv.3') .. '/' .. formatter:legendary('4') .. ' ' .. formatter:epic('(x' .. hlmLv3Mul .. ')'),
'0.5 + 0.5×' .. headMul,
hlmLv3Mul, weaponinfo, info.level2)
if args.leg == 1 then
if args.mul < 1 or args.forcegunshield then
renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1gunshiled)
renderRow(
table,
'+ガンシールド',
'耐久値 ' .. shieldinfo.gunshield,
1, weaponinfo, info.level2gunshiled, shieldinfo.gunshield)
else
renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1)
end
else
if shieldinfo.legAsBodyOnLowProfile and args.mul == 1.05 then
renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1)
else
if args.mul < 1 or args.forcegunshield then
renderRow(table, "胴", nil, 1, weaponinfo, info.level1gunshiled)
renderRow(
table,
'+ガンシールド',
'耐久値 ' .. shieldinfo.gunshield,
1, weaponinfo, info.level2gunshiled, shieldinfo.gunshield)
else
renderRow(table, "胴", nil, 1, weaponinfo, info.level1)
end
renderRow(table, "脚 (x" .. args.leg .. ")", nil, args.leg, weaponinfo, info.level1)
end
end
return table
end
function p._main(args, frame)
formatter = require('Module:Utility/Formatter').new(frame)
-- init value
local initValues = {
damage = 20,
damagemin = 1000,
damagemax = 0,
beamdamage = 0,
beamdamagemin = 0,
beamdamagemax = 0,
ticks = 0,
pellet = 1,
head = 2,
leg = 0.8,
legmin = 0,
mul = 1,
mulmin = 0.85,
mulmax = 1.05,
skullpiercer = 1,
hammerpoint = 1,
hammerpointsup = 1,
}
-- fix arguments
for key, value in pairs(initValues) do
args[key] = aw.getAsNumber(args[key], value)
end
if args.legmin == 0 then
args.legmin = args.leg
end
if args.beamdamagemin == 0 then
args.beamdamagemin = args.beamdamage
end
if args.beamdamagemax == 0 then
args.beamdamagemax = args.beamdamage
end
args.round = aw.getAsBoolean(args.round, false)
args.amped = aw.getAsBoolean(args.amped, false)
args.forcegunshield = aw.getAsBoolean(args.forcegunshield, false)
args.skullpiercerrariry = args.skullpiercerrariry or 'legendary'
args.shieldpreset = args.shieldpreset or 'evoshieldonly'
return tostring(renderTable(args))
end
function p.main(frame)
if not getArgs then
getArgs = require('Module:Arguments').getArgs
end
args = getArgs(frame)
return p._main(args, frame)
end
return p