🌟 | 現在、 鉄壁ヘッドショットには対応済みです。 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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(一部の項目でヘルメットのプリセットを採用していなかった問題の修正) |
(mw.html拡張ライブラリーに使用によるコードの改善) |
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1行目: | 1行目: | ||
require('Module:Utility/mw.html Extensions') | |||
local p = {} | local p = {} | ||
242行目: | 244行目: | ||
end | end | ||
local function renderHeader( | 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') | |||
row = | local row = tbl:tag('tr') | ||
for _, shield in ipairs(shields) do | for _, shield in ipairs(shields) do | ||
row:tag('th') | |||
:attrIf( | |||
shield.tooltip ~= nil, | |||
{ ['data-tooltip'] = shield.tooltip }) | |||
:wikitext(shield.label) | |||
end | end | ||
end | end | ||
304行目: | 309行目: | ||
end | end | ||
local function renderRow( | local function renderRow(tbl, name, tooltip, part, weaponinfo, rowinfo, gunshield) | ||
local row = | local row = tbl:tag('tr') | ||
renderHeaderCell(row, name, tooltip, rowinfo) | renderHeaderCell(row, name, tooltip, rowinfo) | ||
2021年2月12日 (金) 12:15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 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(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) 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(tbl, name, tooltip, part, weaponinfo, rowinfo, gunshield) local row = tbl: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', { rarity = args.skullpiercerrarity }) 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 = shieldinfo.helmets.level1.func(skullpiercer) renderRow( table, skullpiercerPrefix .. formatter:common('(x' .. skullpiercerLv1Mul .. ')'), string.format(shieldinfo.helmets.level1.text, skullpiercer), skullpiercerLv1Mul, weaponinfo, 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, 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', '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.skullpiercerrarity = args.skullpiercerrarity 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