| 🌟 | 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
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(スターターキットによりヘルメットが必ず装着されているため、ヘルメット非装着時のダメージの非表示に対応) |
(最小のノックダウンまでの回数計算にヘルメット装着だけのケースを考慮するように変更) |
||
| 356行目: | 356行目: | ||
local headMul = args.head or 2 | local headMul = args.head or 2 | ||
local hideNoHelmets = shieldinfo.helmets.level0.disabled | |||
local minHead | |||
if hideNoHelmets then | |||
minHead = shieldinfo.helmets.level1.func(args.headmax) | |||
else | |||
minHead = args.headmax | |||
end | |||
local minCount, _ = getShotCount( | local minCount, _ = getShotCount( | ||
minHead, | |||
100, | 100, | ||
0, | 0, | ||
| 407行目: | 414行目: | ||
} | } | ||
local colspan, info | local colspan, info | ||
if skullpiercer > 1 then | if skullpiercer > 1 then | ||
2021年5月7日 (金) 13:05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
require('Module:Utility/mw.html Extensions')
local p = {}
local aw = require('Module:Utility/Library')
local apex = require('Module:Utility/ApexLibrary')
local iu = require('Module:Utility/Image')
local STKCalculator = require('Module:Apex/STKCalculator')
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 getShotCount(part, health, shield, info, gunshield)
local damages = apex.calcShotCount(info.damage, part, info.mul, health, shield, gunshield or 0, {
ampedCover = info.amped,
beamdamage = info.beamdamage,
beamticks = info.ticks,
disruptorRounds = info.disruptor,
hammerpointRounds = info.hammerpoint,
gunshieldBleedthrough = info.bleedthrough,
passthrough = info.passthrough,
pellets = info.pellet,
round = info.useRound,
})
return #damages, damages
end
local function renderHeader(tbl, mul, colspan, shields)
tbl:tag('tr')
:tag('th')
:attr('colspan', colspan)
:attr('rowspan', 2)
:wikitextIf(
mul == 1,
'部位',
function()
return '部位 (x' .. mul .. ')'
end)
:done()
:tag('th')
:attr('rowspan', 2)
:wikitext('ダメージ')
:done()
:tag('th')
:attr('colspan', #shields)
:wikitext('確殺数')
local row = tbl:tag('tr')
for _, shield in ipairs(shields) do
row:tag('th')
:attrIf(
shield.tooltip ~= nil,
{ ['data-tooltip'] = shield.tooltip })
: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)
local tooltip = { aw.stringifyRepeatingArray(damages, '→') }
if info.ttkCalculator then
local template = '<tr><th>%s </th><td class="cell-type-number" style="font-weight:bold">%d</td><td> ミリ秒</td></tr>'
local ttkc = info.ttkCalculator
local ttk0 = aw.round(1000 * ttkc:getAsLevel(shotCount, 0))
local ttk1 = aw.round(1000 * ttkc:getAsLevel(shotCount, 1))
local ttk2 = aw.round(1000 * ttkc:getAsLevel(shotCount, 2))
local ttk3 = aw.round(1000 * ttkc:getAsLevel(shotCount, 3))
if ttk2 ~= ttk3 then
table.insert(tooltip, '<br><br>キルタイム:<table class="condensedtable listtable">')
if ttk0 == ttk1 then
table.insert(tooltip, string.format(template, 'なし・Lv.1', ttk0))
table.insert(tooltip, string.format(template, 'Lv.2', ttk2))
else
table.insert(tooltip, string.format(template, 'なし', ttk0))
table.insert(tooltip, string.format(template, 'Lv.1', ttk1))
table.insert(tooltip, string.format(template, 'Lv.2', ttk2))
end
table.insert(tooltip, string.format(template, 'Lv.3', ttk3))
table.insert(tooltip, '</table>')
elseif ttk1 ~= ttk2 then
table.insert(tooltip, '<br><br>キルタイム:<table class="condensedtable listtable">')
if ttk0 == ttk1 then
table.insert(tooltip, string.format(template, 'なし・Lv.1', ttk0))
else
table.insert(tooltip, string.format(template, 'なし', ttk0))
table.insert(tooltip, string.format(template, 'Lv.1', ttk1))
end
table.insert(tooltip, string.format(template, 'Lv.2, 3', ttk2))
table.insert(tooltip, '</table>')
elseif ttk0 ~= ttk1 then
table.insert(tooltip, '<br><br>キルタイム:<table class="condensedtable listtable">')
table.insert(tooltip, string.format(template, 'なし', ttk0))
table.insert(tooltip, string.format(template, 'Lv.1, 2, 3', ttk1))
table.insert(tooltip, '</table>')
else
table.insert(tooltip, string.format('<br>キルタイム: <span class="text-style-number" style="font-weight:bold">%d</span> ミリ秒', ttk0))
end
end
row:tag('td')
:attr('data-tooltip', table.concat(tooltip))
: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)
elseif cellinfo.content then
cell:wikitext(cellinfo.content)
else
cell:wikitext(' ')
end
end
end
local function renderRow(tbl, name, tooltip, part, weaponinfo, rowinfo, gunshield)
local row = tbl:tag('tr')
renderHeaderCell(row, name, tooltip, rowinfo)
local opts = {
ampedCover = weaponinfo.amped,
disruptorRounds = weaponinfo.disruptor,
hammerpointRounds = weaponinfo.hammerpoint,
gunshieldBleedthrough = weaponinfo.bleedthrough,
passthrough = weaponinfo.passthrough,
round = weaponinfo.useRound,
}
local damage
if gunshield then
damage = apex.calcDamage(weaponinfo.damage, 1, 1, {
ampedCover = weaponinfo.amped,
passthrough = weaponinfo.passthrough,
round = weaponinfo.useRound,
})
else
damage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, opts)
end
local text
if not gunshield and weaponinfo.disruptor > 1 then
local defaultDamage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, {
ampedCover = weaponinfo.amped,
passthrough = weaponinfo.passthrough,
round = weaponinfo.useRound,
})
if weaponinfo.pellet > 1 then
text = string.format(
'%s <small><span style="white-space:nowrap">(%s × %s)</span> → %s </small>',
damage * weaponinfo.pellet,
damage,
weaponinfo.pellet,
defaultDamage * weaponinfo.pellet)
else
text = string.format(
'%s<small> → %s</small>',
damage,
defaultDamage)
end
elseif not gunshield and weaponinfo.hammerpoint > 1 then
local defaultDamage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, {
ampedCover = weaponinfo.amped,
passthrough = weaponinfo.passthrough,
round = weaponinfo.useRound,
})
if weaponinfo.pellet > 1 then
text = string.format(
'<small>%s → </small>%s <small><span style="white-space:nowrap">(%s × %s)</span></small>',
defaultDamage * weaponinfo.pellet,
damage * weaponinfo.pellet,
damage,
weaponinfo.pellet)
else
text = string.format(
'<small>%s → </small>%s',
defaultDamage,
damage)
end
elseif weaponinfo.pellet > 1 then
text = string.format(
'%s <small><span style="white-space:nowrap">(%s × %s)</span></small>',
damage * weaponinfo.pellet,
damage,
weaponinfo.pellet)
elseif weaponinfo.ticks > 1 then
local beamdamage = apex.calcDamageFromPartAndPassive(weaponinfo.beamdamage, part, weaponinfo.mul, opts)
local alldamage = beamdamage * weaponinfo.ticks + damage
text = string.format(
'%s<small> <span style="white-space:nowrap">(%s × %s + %s)</span></small>',
alldamage,
beamdamage,
weaponinfo.ticks,
damage)
else
text = tostring(damage)
end
row:tag('td'):wikitext(text)
for _, shield in ipairs(weaponinfo.shields) do
renderCell(row, part, shield.health, shield.shield, weaponinfo, gunshield)
end
end
local function getTTKCalculator(args)
if args.rps <= 0 then
return nil
end
-- 射撃レート
local firerate
if args.rpsratio1 > 1 then
if args.rpsratio2 > args.rpsratio1 then
if args.rpsratio3 > args.rpsratio2 then
firerate = {
args.rps,
args.rpsratio1 * args.rps,
args.rpsratio2 * args.rps,
args.rpsratio3 * args.rps,
}
else
local rps2 = args.rpsratio2 * args.rps
firerate = {
args.rps,
args.rpsratio1 * args.rps,
rps2,
rps2,
}
end
else
local rps1 = args.rpsratio1 * args.rps
firerate = {
args.rps,
rps1,
rps1,
rps1,
}
end
else
firerate = args.rps
end
-- 装填数
local magazine
if args.extmag0 > 0 then
if args.extmag1 > args.extmag0 then
if args.extmag2 > args.extmag1 then
if args.extmag3 > args.extmag2 then
magazine = { args.extmag0, args.extmag1, args.extmag2, args.extmag3 }
else
magazine = { args.extmag0, args.extmag1, args.extmag2, args.extmag2 }
end
else
magazine = { args.extmag0, args.extmag1, args.extmag1, args.extmag1 }
end
else
magazine = args.extmag0
end
else
magazine = math.huge
end
-- リロード時間
local reload
if args.reloadratio2 > 0 and args.reloadratio2 < 1 then
if args.reloadratio3 > 0 and args.reloadratio3 < args.reloadratio2 then
reload = {
args.reload,
args.reload,
args.reloadratio2 * args.reload,
args.reloadratio3 * args.reload
}
else
local reload2 = args.reloadratio2 * args.reload
reload = {
args.reload,
args.reload,
reload2,
reload2
}
end
else
reload = args.reload
end
local ttkc = require('Module:Apex/TTKCalculator').new(firerate, magazine, reload, {
raise = args.raise,
})
return ttkc
end
local function renderTable(args)
local shieldinfo = args.shieldinfo or require('Module:Stat/Shield')[args.shieldpreset]
local skullpiercer = args.skullpiercer or 1
local headMul = args.head or 2
local hideNoHelmets = shieldinfo.helmets.level0.disabled
local minHead
if hideNoHelmets then
minHead = shieldinfo.helmets.level1.func(args.headmax)
else
minHead = args.headmax
end
local minCount, _ = getShotCount(
minHead,
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 = math.max(args.pellet, args.pelletmax),
amped = true,
disruptor = math.max(args.disruptor, args.disruptorsup),
hammerpoint = math.max(args.hammerpoint, args.hammerpointsup),
passthrough = 1,
})
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 = math.min(args.pellet, args.pelletmin),
amped = false,
disruptor = 1,
hammerpoint = 1,
passthrough = math.min(args.passthrough, args.passthroughsup),
bleedthrough = shieldinfo.gunshieldBleedthrough,
}
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 ttkCalculator = getTTKCalculator(args)
local weaponinfo = {
damage = args.damage,
beamdamage = args.beamdamage,
ticks = args.ticks,
mul = args.mul,
pellet = args.pellet,
amped = args.amped,
disruptor = args.disruptor,
hammerpoint = args.hammerpoint,
passthrough = args.passthrough,
bleedthrough = shieldinfo.gunshieldBleedthrough,
useRound = args.round,
minCount = minCount,
maxCount = maxCount,
shields = shieldinfo.shields,
ttkCalculator = ttkCalculator,
}
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 },
},
level3first = {
{ breaktop = true, breakbottom = true, content = '頭' },
{ breaktop = false, breakbottom = true },
{ breaktop = false, breakbottom = false },
},
level3top = {
{ breaktop = false, breakbottom = true, colspan = 2 },
{ breaktop = false, breakbottom = false },
},
}
info.level2first = info.level2
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 },
},
level2first = {
{ breaktop = true, breakbottom = true, content = '頭' },
{ breaktop = false, breakbottom = false },
},
level2gunshiled = {
{ breaktop = true, breakbottom = false },
{ breaktop = false, breakbottom = false },
},
}
info.level1top = info.level1
end
local skullpiercerPrefix = iu.hopup('skullpiercer_rifling', { rarity = args.skullpiercerrarity }) .. ' '
local table = mw.html.create('table')
:addClass('wikitable')
:addClass('numbertable')
:addClass('damagetable')
if args.caption ~= nil then
table:tag('caption')
:wikitext(args.caption)
end
renderHeader(table, args.mul, colspan, shieldinfo.shields)
if not hideNoHelmets then
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)
end
if skullpiercer > 1 then
local skullpiercerLv1Mul = shieldinfo.helmets.level1.func(skullpiercer)
renderRow(
table,
skullpiercerPrefix .. formatter:common('(x' .. skullpiercerLv1Mul .. ')'),
string.format(shieldinfo.helmets.level1.text, skullpiercer),
skullpiercerLv1Mul, weaponinfo, hideNoHelmets and info.level3first or info.level3)
end
local hlmLv1Mul = shieldinfo.helmets.level1.func(headMul)
renderRow(
table,
formatter:common('Lv.1 (x' .. hlmLv1Mul .. ')'),
string.format(shieldinfo.helmets.level1.text, headMul),
hlmLv1Mul, weaponinfo, hideNoHelmets and info.level2first or info.level2)
if skullpiercer > 1 then
local skullpiercerLv2Mul = shieldinfo.helmets.level2.func(skullpiercer)
renderRow(
table,
skullpiercerPrefix .. formatter:rare('(x' .. skullpiercerLv2Mul .. ')'),
string.format(shieldinfo.helmets.level2.text, skullpiercer),
skullpiercerLv2Mul, weaponinfo, info.level3)
end
local hlmLv2Mul = shieldinfo.helmets.level2.func(headMul)
renderRow(
table,
formatter:rare('Lv.2 (x' .. hlmLv2Mul .. ')'),
string.format(shieldinfo.helmets.level2.text, headMul),
hlmLv2Mul, weaponinfo, info.level2)
if skullpiercer > 1 then
local skullpiercerLv3Mul = shieldinfo.helmets.level3.func(skullpiercer)
renderRow(
table,
skullpiercerPrefix .. formatter:epic('(x' .. skullpiercerLv3Mul .. ')'),
string.format(shieldinfo.helmets.level3.text, skullpiercer),
skullpiercerLv3Mul, weaponinfo, info.level3)
end
local hlmLv3Mul = shieldinfo.helmets.level3.func(headMul)
renderRow(
table,
formatter:epic('Lv.3') .. '/' .. formatter:legendary('4') .. ' ' .. formatter:epic('(x' .. hlmLv3Mul .. ')'),
string.format(shieldinfo.helmets.level3.text, 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',
shieldinfo.gunshieldLabel,
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',
shieldinfo.gunshieldLabel,
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,
pelletmin = 0,
pelletmax = 0,
head = 2,
headmax = -1,
leg = 0.8,
legmin = 0,
mul = 1,
mulmin = 0.85,
mulmax = 1.05,
skullpiercer = 1,
disruptor = 1,
disruptorsup = 1,
hammerpoint = 1,
hammerpointsup = 1,
passthrough = 1,
passthroughsup = 1,
rps = 0,
rpsratio1 = 0,
rpsratio2 = 0,
rpsratio3 = 0,
raise = 0,
reload = 0,
reloadratio2 = 0.95,
reloadratio3 = 0.9,
extmag0 = 0,
extmag1 = 0,
extmag2 = 0,
extmag3 = 0,
}
-- fix arguments
for key, value in pairs(initValues) do
args[key] = aw.getAsNumber(args[key], value)
end
if args.pelletmin == 0 then
args.pelletmin = args.pellet
end
if args.pelletmax == 0 then
args.pelletmax = args.pellet
end
if args.headmax == -1 then
args.headmax = math.max(args.head, args.skullpiercer)
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.skullpiercerrarity = args.skullpiercerrarity or 'legendary'
args.shieldpreset = args.shieldpreset or 'removelowprofile'
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