🌟現在、鉄壁 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

提供:Apex Data
ナビゲーションに移動 検索に移動
(ガンシールドに対してホップアップが有効になっていた問題の修正)
(ホップアップ用に補足情報を受け取れるように変更)
151行目: 151行目:


local function renderTable(args)
local function renderTable(args)
local hopup = args.hopup or 1
local hopupsup
if hopup == 1 then
hopupsup = args.hopupsup or 1
else
hopupsup = hopup
end
local damage = args.damage or 20
local damage = args.damage or 20
local hopup = args.hopup or 1
local rawDamage, baseDamage
local rawDamage, baseDamage
if args.amped then
if args.amped then
169行目: 176行目:
local allDamage = pellet * damage
local allDamage = pellet * damage
local minCount = getShotCount(round(1.05 * round(headMul * round(1.2 * allDamage))), 100)
local minCount = getShotCount(round(1.05 * round(headMul * round(hopupsup * round(1.2 * allDamage)))), 100)
local maxCount = math.max(
local maxCount = math.max(
getShotCount(round(0.85 * round(legMul * allDamage)), 225),
getShotCount(round(0.85 * round(legMul * allDamage)), 225),
247行目: 254行目:
args.amped = args.amped == 'true'
args.amped = args.amped == 'true'
args.hopup = tonumber(args.hopup)
args.hopup = tonumber(args.hopup)
args.hopupsup = tonumber(args.hopupsup)
return p._main(args)
return p._main(args)

2021年1月23日 (土) 21:56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 getArgs -- lazily initialized

local function round(num)
	return math.floor(tonumber(string.format("%.3f", num)) + 0.5)
end

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(damage, health)
	return math.ceil(health / damage)
end

local function renderHeader(table, mul)
	local row = table:tag('tr')
	local cell = row:tag('th')
		:attr('colspan', 2)
		:attr('rowspan', 2)
	if mul == 1 then
		cell:wikitext('部位')
	elseif mul == 1.05 then
		cell:wikitext('部位 (小柄)')
	elseif mul == 0.85 then
		cell:wikitext('部位 (鉄壁)')
	else
		cell:wikitext('部位 (x' .. mul .. ')')
	end
	row:tag('th')
		:attr('rowspan', 2)
		:wikitext('ダメージ')
	row:tag('th')
		:attr('colspan', 5)
		:wikitext('確殺数')
	
	row = table:tag('tr')
	row:tag('th'):wikitext('100<small> HP</small>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-common">150<small> HP</small></span>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-rare">175<small> HP</small></span>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-epic">200<small> HP</small></span>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-heirloom">225<small> HP</small></span>')
end

local function renderCell(row, allDamage, health, minCount, maxCount, offset)
	local shotCount = getShotCount(allDamage, health)
	local ratio = (shotCount + offset - minCount) / (maxCount - minCount)
	row:tag('td')
		:attr('align', 'right')
		:css('background-color', getColorAsString(0.85 * ratio))
		:wikitext(offset + shotCount)
end

local function renderRowForSTK(row, damage, pellet, minCount, maxCount, offset)
	offset = offset or 0
	
	local allDamage = pellet * damage
	renderCell(row, allDamage, 100, minCount, maxCount, offset)
	renderCell(row, allDamage, 150, minCount, maxCount, offset)
	renderCell(row, allDamage, 175, minCount, maxCount, offset)
	renderCell(row, allDamage, 200, minCount, maxCount, offset)
	renderCell(row, allDamage, 225, minCount, maxCount, offset)
end

local function renderRow(table, name, damage, pellet, minCount, maxCount, rowspan)
	rowspan = rowspan or 0
	
	local row = table:tag('tr')
	if rowspan > 1 then
		row:tag('th')
			:attr('colspan', 2)
			:css('border-bottom', "0 none transparent")
			:wikitext(name)
	elseif rowspan == 1 then
		row:tag('th')
			:attr('colspan', 2)
			:wikitext(name)
	else
		row:tag('th')
			:css('border-top', "0 none transparent")
			:css('border-bottom', "0 none transparent")
			:wikitext('&nbsp;&nbsp;&nbsp;')
		row:tag('th')
			:wikitext(name)
	end
	if pellet > 1 then
		row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')  
	else
		row:tag('td'):attr('align', 'right'):wikitext(damage)
	end
	renderRowForSTK(row, damage, pellet, minCount, maxCount)
end

local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount)
	local row = table:tag('tr')
	row:tag('th')
		:css('border-top', "0 none transparent")
		:css('border-bottom', "0 none transparent")
		:wikitext('&nbsp;&nbsp;&nbsp;')
	row:tag('th')
		:wikitext('+ガンシールド')
	
	local countForGunShiled = getShotCount(pellet * baseDamage, 50)
	if pellet > 1 then
		row:tag('td'):attr('align', 'right'):wikitext((baseDamage * pellet) .. '<small> (' .. baseDamage .. ' × ' .. pellet .. ')</small>')  
	else
		row:tag('td'):attr('align', 'right'):wikitext(baseDamage)
	end
	renderRowForSTK(row, damage, pellet, minCount, maxCount, countForGunShiled)
end

local function renderTable(args)
	local hopup = args.hopup or 1
	local hopupsup
	if hopup == 1 then
		hopupsup = args.hopupsup or 1
	else
		hopupsup = hopup
	end
	
	local damage = args.damage or 20
	local rawDamage, baseDamage
	if args.amped then
		rawDamage = round(1.2 * damage)
	else
		rawDamage = damage
	end
	baseDamage = round(hopup * damage)
	
	local pellet = args.pellet or 1
	local mul = args.mul or 1
	local headMul = args.head or 2
	local headDamage = round(mul * round(headMul * baseDamage))
	local legMul = args.leg or 0.8
	local legDamage = round(mul * round(legMul * baseDamage))
	
	local allDamage = pellet * damage
	local minCount = getShotCount(round(1.05 * round(headMul * round(hopupsup * round(1.2 * allDamage)))), 100)
	local maxCount = math.max(
		getShotCount(round(0.85 * round(legMul * allDamage)), 225),
		getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225))
	
	local table = mw.html.create('table')
		:addClass('wikitable')
	renderHeader(table, mul)
	renderRow(
		table,
		"頭 (x" .. headMul .. ")",
		headDamage,
		pellet, minCount, maxCount,
		4)
	
	local hlmLv1Mul = 0.2 + 0.8 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
		round(mul * round(hlmLv1Mul * baseDamage)),
		pellet, minCount, maxCount)
	
	local hlmLv2Mul = 0.4 + 0.6 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
		round(mul * round(hlmLv2Mul * baseDamage)),
		pellet, minCount, maxCount)
	
	local hlmLv3Mul = 0.5 + 0.5 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>',
		round(mul * round(hlmLv3Mul * baseDamage)),
		pellet, minCount, maxCount)
	
	local bodyDamage = round(mul * baseDamage)
	if legMul == 1 then
		if mul == 0.85 then
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 2)
			renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount)
		else
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 1)
		end
	else
		if mul == 1.05 then
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 1)
		elseif mul == 0.85 then
			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 2)
			renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount)
			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1)
		else
			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 1)
			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1)
		end
	end
	
	return table
end

function p._main(args)
	return tostring(renderTable(args))
end

function p.main(frame)
	if not getArgs then
		getArgs = require('Module:Arguments').getArgs
	end
	args = getArgs(frame)
	
	-- fix arguments
	args.damage = tonumber(args.damage)
	args.pellet = tonumber(args.pellet)
	args.head = tonumber(args.head)
	args.leg = tonumber(args.leg)
	args.mul = tonumber(args.mul)
	args.amped = args.amped == 'true'
	args.hopup = tonumber(args.hopup)
	args.hopupsup = tonumber(args.hopupsup)
	
	return p._main(args)
end

return p