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「モジュール:Utility/TableUtil/Apex」の版間の差分
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(デスクトップ専用表示の変数オブジェクトを定義) |
(拡張マガジンやショットガンボルトを装着していない状態を最初に持ってくるために "data-sort-value" の追加) |
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68行目: | 68行目: | ||
text = inu.extmag(ammo, math.min(level, 5), desktopOnlyObj) | text = inu.extmag(ammo, math.min(level, 5), desktopOnlyObj) | ||
end | end | ||
cell:wikitext(text) | cell:attr('data-sort-value', level) | ||
:wikitext(text) | |||
end | end | ||
return cell | return cell |
2021年8月25日 (水) 02:34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:Utility/TableUtil/Apex/doc に作成できます
local aw = require('Module:Utility/Library') local iu = require('Module:Utility/Image') local inu = require('Module:Utility/ImageWithName') local StringBuilder = require('Module:Utility/StringBuilder') local tableutil = require('Module:Utility/TableUtil') -- ===== -- Config -- ===== local desktopOnlyObj = { desktopOnly = true } -- ========================= -- type: AmmoCell: Cell (UI) -- ========================= local __TableUtil__AmmoCell = tableutil.specifyUICell('ammo', function(that, row, dataset, i, datainfo) local value = dataset[that.dataIndex] local ammo = iu.ammo(value, { size = 20, link = '' }) local cell = that:__cell__render(row, dataset, i, datainfo):wikitext(ammo) return cell end) tableutil.AmmoCell = __TableUtil__AmmoCell -- =============================== -- type: WeaponNameCell: Cell (UI) -- =============================== local getEmphasizableText = aw.getEmphasizableTextFunc('%s', '<span class="text-desktoponly">%s</span>', '<span class="text-desktoponly">%s</span>') local __TableUtil__WeaponNameCell = tableutil.specifyUICell('weaponname', function(that, row, dataset, i, datainfo) local ammoclass = that.ammoIndex and dataset[that.ammoIndex] or 'light' if aw.stringstarts(ammoclass, 'special_') then ammoclass = 'special' end local fullname = dataset[that.dataIndex] local text if that.shortnameIndex then local shortname = dataset[that.shortnameIndex] local suitableName = getEmphasizableText(fullname, shortname) if that.optionIndex and dataset[that.optionIndex] then text = string.format('[[%s|<span class="text-ammo-%s">%s</span>]] (%s)', fullname, ammoclass, suitableName, dataset[that.optionIndex]) else text = string.format('[[%s|<span class="text-ammo-%s">%s</span>]]', fullname, ammoclass, suitableName) end elseif that.optionIndex and dataset[that.optionIndex] then text = string.format('[[%s|<span class="text-ammo-%s">%s</span>]] (%s)', fullname, ammoclass, fullname, dataset[that.optionIndex]) else text = string.format('[[%s|<span class="text-ammo-%s">%s</span>]]', fullname, ammoclass, fullname) end local cell = that:__cell__render(row, dataset, i, datainfo):wikitext(text) return cell end, { 'ammoIndex', 'shortnameIndex', 'optionIndex' }) tableutil.WeaponNameCell = __TableUtil__WeaponNameCell -- ============================= -- type: MagazineCell: Cell (UI) -- ============================= local __TableUtil__MagazineCell = tableutil.specifyUICell('magazine', function(that, row, dataset, i, datainfo) local level = dataset[that.dataIndex] local ammo = that.ammoIndex and dataset[that.ammoIndex] or 'light' local cell = that:__cell__render(row, dataset, i, datainfo) if level >= 0 then local text if ammo == 'arrows' then text = inu.gear('backpack', math.min(level, 5), desktopOnlyObj) elseif ammo == 'shotgun' then text = inu.bolt(math.min(level, 5), desktopOnlyObj) else text = inu.extmag(ammo, math.min(level, 5), desktopOnlyObj) end cell:attr('data-sort-value', level) :wikitext(text) end return cell end, { 'ammoIndex' }) tableutil.MagazineCell = __TableUtil__MagazineCell function tableutil.__TableUtil__MagazineCell__test() local metadata = { tableutil.MagazineCell.new('0', 'zero', { attributes = { align = 'left' }, ammoIndex = 'ammo' }), tableutil.MagazineCell.new('1', 1, { attributes = { align = 'left' }, ammoIndex = 'ammo' }), tableutil.MagazineCell.new('2', 2, { attributes = { align = 'left' }, ammoIndex = 'ammo' }), tableutil.MagazineCell.new('3', 3, { attributes = { align = 'left' }, ammoIndex = 'ammo' }), tableutil.MagazineCell.new('4', 4, { attributes = { align = 'left' }, ammoIndex = 'ammo' }), } local node = tableutil.createTable({ { zero = 0, 1, 2, 3, 4, ammo = 'light' }, { zero = 0, 1, 2, 3, 4, ammo = 'heavy' }, { zero = 0, 1, 2, 3, 4, ammo = 'energy' }, { zero = 0, 1, 2, 3, 4, ammo = 'sniper' }, { zero = 0, 1, 2, 3, 4, ammo = 'shotgun' }, { zero = 0, 1, 2, 3, 4, ammo = 'arrows' }, }, metadata) return tostring(node) end -- ========================== -- type: HopupCell: Cell (UI) -- ========================== local __TableUtil__HopupCell = tableutil.specifyUICell('hopup', function(that, row, dataset, i, datainfo) local ids = dataset[that.dataIndex] local cell = that:__cell__render(row, dataset, i, datainfo) if type(ids) == 'table' then local first = true local builder = StringBuilder.new() for _, id in ipairs(ids) do if not first then builder:append('<br>') end if id == 'modded_loader' then builder:append('[[File:Abilities_Passive_改造ローダー.png|16px|link=|alt=改造ローダー|class=image-rarity image-rarity-common image-rarity-size16]]<span class="text-rarity text-rarity-common text-desktoponly"> 改造ローダー</span>') else local hopup = inu.hopup(id, desktopOnlyObj) builder:append(hopup) end first = false end cell:wikitext(tostring(builder)) end return cell end) tableutil.HopupCell = __TableUtil__HopupCell return tableutil