🌟 | 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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(横書きセルの場合に鉄壁の倍率を表示できるように改善) |
(ヘッドショットに対するパッシブ倍率の無効化を無効にする機能を実装(過去のシールドプリセットで使う)) |
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opts = { | opts = { | ||
ampedCover | ampedCover = true, | ||
beamdamage | beamdamage = math.max(args.beamdamage, args.beamdamagemax), | ||
beamticks | beamticks = math.max(args.ticks, args.ticksmax), | ||
charged | charged = math.max(args.charged, args.chargedmax), | ||
disruptorRounds | disruptorRounds = math.max(args.disruptor, args.disruptorsup), | ||
gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, | gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, | ||
hammerpointRounds | hammerpointRounds = math.max(args.hammerpoint, args.hammerpointsup), | ||
passthrough | ignorePassiveForHeadshot = shieldinfo.sameHeadshotDamageToNormalOnFortified, | ||
pellets | passthrough = 1, | ||
round | pellets = math.max(args.pellet, args.pelletmax), | ||
round = args.round, | |||
} | } | ||
}) | }) | ||
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opts = { | opts = { | ||
ampedCover | ampedCover = false, | ||
beamdamage | beamdamage = math.min(args.beamdamage, args.beamdamagemin), | ||
beamticks | beamticks = math.min(args.ticks, args.ticksmin), | ||
charged | charged = 1, | ||
disruptorRounds | disruptorRounds = 1, | ||
gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, | gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, | ||
hammerpointRounds | hammerpointRounds = 1, | ||
passthrough | ignorePassiveForHeadshot = shieldinfo.sameHeadshotDamageToNormalOnFortified, | ||
pellets | passthrough = math.min(args.passthrough, args.passthroughsup), | ||
round | pellets = math.min(args.pellet, args.pelletmin), | ||
round = args.round, | |||
} | } | ||
} | } | ||
754行目: | 756行目: | ||
opts = { | opts = { | ||
ampedCover | ampedCover = args.amped, | ||
beamdamage | beamdamage = args.beamdamage, | ||
beamticks | beamticks = args.ticks, | ||
charged | charged = args.charged, | ||
disruptorRounds | disruptorRounds = args.disruptor, | ||
gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, | gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, | ||
hammerpointRounds | hammerpointRounds = args.hammerpoint, | ||
passthrough | ignorePassiveForHeadshot = shieldinfo.sameHeadshotDamageToNormalOnFortified, | ||
pellets | passthrough = args.passthrough, | ||
round | pellets = args.pellet, | ||
round = args.round, | |||
}, | }, | ||
} | } |
2022年5月25日 (水) 08:12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 table = require('Module:TableExtensions') local aw = require('Module:Utility/Library') local apex = require('Module:Utility/ApexLibrary') local STKCalculator = require('Module:Apex/STKCalculator') 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%02X%02X', 255 * r, 255 * g, 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, info.opts) return #damages, damages end local function renderHeader(tbl, mul, colspan, shields, res) tbl:tag('tr') :tag('th') :attr('colspan', colspan) :attr('rowspan', 2) :wikitextIf( mul == 1, res.targets.caption, function() return string.format(res.targets.caption_format, mul) end) :done() :tag('th') :attr('rowspan', 2) :wikitext(res.damages.caption) :done() :tag('th') :attr('colspan', #shields) :wikitext(res.shotstokill) 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, rowspan) local shotCount, damages = getShotCount(part, health, shield, info, gunshield) local ratio = (shotCount - info.minCount) / info.diffCount 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') :attrIf(rowspan > 1, { rowspan = rowspan }) :attr('data-tooltip', table.concat(tooltip)) :css('background-color', getColorAsString((info.diffCount < 5 and 0.65 or 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 rowspan = cellinfo.rowspan or 1 local cell = row:tag('th') if colspan > 1 then cell:attr('colspan', colspan) end if rowspan > 1 then cell:attr('rowspan', rowspan) end if cellinfo.breaktop then cell:css('border-top', '0 none transparent') end if cellinfo.breakbottom then cell:css('border-bottom', '0 none transparent') end --if cellinfo.showbottom then -- cell:css({ -- ['border-bottom-style'] = 'solid', -- ['border-bottom-width'] = '1px', -- }) --end if cellinfo.verticalAlign then cell:css('vertical-align', cellinfo.verticalAlign) end if i == #rowinfo then if tooltip ~= nil then cell:attr('data-tooltip', tooltip) end cell:wikitext(name) elseif cellinfo.content then if cellinfo.vertical then cell:addClass('vertical-cell') :tag('span') :wikitext(cellinfo.content) else cell:wikitext(cellinfo.content) end else cell:wikitext(' ') end end end local function renderRow(tbl, name, tooltip, part, weaponinfo, rowinfo, res, gunshield) local row = tbl:tag('tr') renderHeaderCell(row, name, tooltip, rowinfo) local damage local opts2 = aw.shallowCopy(weaponinfo.opts) table.removeKey(opts2, 'beamdamage') table.removeKey(opts2, 'beamticks') if gunshield then table.removeKey(opts2, 'disruptorRounds') table.removeKey(opts2, 'hammerpointRounds') damage = apex.calcDamage(weaponinfo.damage, 1, 1, opts2) else damage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, opts2) end local text if not gunshield and weaponinfo.opts.disruptorRounds > 1 then local optsD = aw.shallowCopy(weaponinfo.opts) table.removeKey(optsD, 'disruptorRounds') local defaultDamage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, optsD) if weaponinfo.opts.pellets > 1 then text = string.format( res.damages.pelletsWithDisruptor, damage * weaponinfo.opts.pellets, damage, weaponinfo.opts.pellets, defaultDamage * weaponinfo.opts.pellets) else text = string.format(res.damages.disruptor, damage, defaultDamage) end elseif not gunshield and weaponinfo.opts.hammerpointRounds > 1 then local optsH = aw.shallowCopy(weaponinfo.opts) table.removeKey(optsH, 'hammerpointRounds') local defaultDamage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, optsH) if weaponinfo.opts.pellets > 1 then text = string.format( res.damages.pelletsWithHammerpoint, defaultDamage * weaponinfo.opts.pellets, damage * weaponinfo.opts.pellets, damage, weaponinfo.opts.pellets) else text = string.format(res.damages.hammerpoint, defaultDamage, damage) end elseif weaponinfo.opts.pellets > 1 then text = string.format( res.damages.pellets, damage * weaponinfo.opts.pellets, damage, weaponinfo.opts.pellets) elseif weaponinfo.opts.beamticks > 1 then local beamdamage = apex.calcDamageFromPartAndPassive(weaponinfo.opts.beamdamage, part, weaponinfo.mul, opts2) local alldamage = beamdamage * weaponinfo.opts.beamticks + damage text = string.format( res.damages.ticks, alldamage, beamdamage, weaponinfo.opts.beamticks, 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, 1) 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 if args.reloadratio1 > 0 and args.reloadratio1 < 1 and args.reloadratio1 > args.reloadratio2 then reload = { args.reload, args.reloadratio1 * args.reload, args.reloadratio2 * args.reload, args.reloadratio3 * args.reload } else reload = { args.reload, args.reload, args.reloadratio2 * args.reload, args.reloadratio3 * args.reload } end 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, { raiseTime = args.raise, }) return ttkc end local function getContentLanguage(lang) local language = lang or mw.language.getContentLanguage().code return language == 'en' and 'en' or 'ja' end -- Calc all base damages local function calcBaseDamages(damage, headScale, legsScale, helmets, opts) local headLv1Scale = helmets.level1.func(headScale) local headLv2Scale = helmets.level2.func(headScale) local headLv3Scale = helmets.level3.func(headScale) local ret = { scale_hed0 = headScale, scale_hed1 = headLv1Scale, scale_hed2 = headLv2Scale, scale_hed3 = headLv3Scale, scale_body = 1, scale_legs = legsScale, } if opts.beamdamage > 0 then ret.dschrg_hed0 = aw.round(headScale * opts.beamdamage) ret.dschrg_hed1 = aw.round(headLv1Scale * opts.beamdamage) ret.dschrg_hed2 = aw.round(headLv2Scale * opts.beamdamage) ret.dschrg_hed3 = aw.round(headLv3Scale * opts.beamdamage) ret.dschrg_body = opts.beamdamage if legsScale < 1 then ret.dschrg_legs = aw.round(legsScale * opts.beamdamage) else ret.dschrg_legs = opts.beamdamage end end -- Amped Cover if opts.ampedCover then damage = aw.round(1.2 * damage) end -- Additional Scale if opts.charged > 1 then damage = aw.round(opts.charged * damage) end -- Unshield Scale if opts.hammerpointRounds > 1 then local shieldDamage = damage local unshldDamage = apex.calcHammerpointDamage(damage, opts.hammerpointRounds) -- Passthrough if opts.passthrough < 1 then shieldDamage = apex.calcPassthroughDamage(shieldDamage, opts.passthrough) unshldDamage = apex.calcPassthroughDamage(unshldDamage, opts.passthrough) end local shieldLegs, unshldLegs if legsScale < 1 then shieldLegs = aw.round(legsScale * shieldDamage) unshldLegs = aw.round(legsScale * unshldDamage) else shieldLegs = shieldDamage unshldLegs = unshldDamage end ret.shield_hed0 = aw.round(headScale * shieldDamage) ret.shield_hed1 = aw.round(headLv1Scale * shieldDamage) ret.shield_hed2 = aw.round(headLv2Scale * shieldDamage) ret.shield_hed3 = aw.round(headLv3Scale * shieldDamage) ret.shield_body = shieldDamage ret.shield_legs = shieldLegs ret.unshld_hed0 = aw.round(headScale * unshldDamage) ret.unshld_hed1 = aw.round(headLv1Scale * unshldDamage) ret.unshld_hed2 = aw.round(headLv2Scale * unshldDamage) ret.unshld_hed3 = aw.round(headLv3Scale * unshldDamage) ret.unshld_body = unshldDamage ret.unshld_legs = unshldLegs -- Other else -- Passthrough if opts.passthrough < 1 then damage = apex.calcPassthroughDamage(damage, opts.passthrough) end local legs if legsScale < 1 then legs = aw.round(legsScale * damage) else legs = damage end ret.shield_hed0 = aw.round(headScale * damage) ret.shield_hed1 = aw.round(headLv1Scale * damage) ret.shield_hed2 = aw.round(headLv2Scale * damage) ret.shield_hed3 = aw.round(headLv3Scale * damage) ret.shield_body = damage ret.shield_legs = legs ret.unshld_hed0 = ret.shield_hed0 ret.unshld_hed1 = ret.shield_hed1 ret.unshld_hed2 = ret.shield_hed2 ret.unshld_hed3 = ret.shield_hed3 ret.unshld_body = ret.shield_body ret.unshld_legs = ret.shield_legs end return ret end -- Apply perk/shield scale to damages local function applyPerkAndShieldScaleToDamages(damages, perkScale, ignorePerkScaleForHS, opts) if perkScale ~= 1 then if opts.disruptorRounds > 1 then return table.map(damages, function(key, val) if ignorePerkScaleForHS and (aw.stringstarts(key, 'shield_hed') or aw.stringstarts(key, 'unshld_hed') or aw.stringstarts(key, 'dschrg_hed')) then if aw.stringstarts(key, 'shield_') then return apex.calcDisruptorDamage(val, opts.disruptorRounds) else return val end elseif aw.stringstarts(key, 'shield_') or aw.stringstarts(key, 'unshld_') or aw.stringstarts(key, 'dschrg_') then local perkedDamage = apex.calcPassiveDamage(val, perkScale, { round = opts.round }) if aw.stringstarts(key, 'shield_') then return apex.calcDisruptorDamage(perkedDamage, opts.disruptorRounds) else return perkedDamage end else return val end end) else return table.map(damages, function(key, val) if ignorePerkScaleForHS and (aw.stringstarts(key, 'shield_hed') or aw.stringstarts(key, 'unshld_hed') or aw.stringstarts(key, 'dschrg_hed')) then return val elseif aw.stringstarts(key, 'shield_') or aw.stringstarts(key, 'unshld_') or aw.stringstarts(key, 'dschrg_') then return apex.calcPassiveDamage(val, perkScale, { round = opts.round }) else return val end end) end elseif opts.disruptorRounds > 1 then return table.map(damages, function(key, val) if aw.stringstarts(key, 'shield_') then return apex.calcDisruptorDamage(val, opts.disruptorRounds) else return val end end) else return damages end end -- Compare damage local function equalPartDamage(damages, part0, part1) if damages['dschrg_' .. part0] and damages['dschrg_' .. part1] then return damages['shield_' .. part0] == damages['shield_' .. part1] and damages['unshld_' .. part0] == damages['unshld_' .. part1] and damages['dschrg_' .. part0] == damages['dschrg_' .. part1] else return damages['shield_' .. part0] == damages['shield_' .. part1] and damages['unshld_' .. part0] == damages['unshld_' .. part1] end end -- Render the damage row local function renderRow2(tbl, name, tooltip, damages, partname, weaponinfo, rowinfo, res, rowspan, gunshield) rowspan = rowspan or 1 local scale = damages['scale_' .. partname] local shieldDamage = damages['shield_' .. partname] local unshldDamage = damages['unshld_' .. partname] local dschrgDamage = damages['dschrg_' .. partname] local row = tbl:tag('tr') renderHeaderCell(row, name, tooltip, rowinfo) local text if shieldDamage > unshldDamage then if weaponinfo.opts.pellets > 1 then text = string.format( res.damages.pelletsWithDisruptor, shieldDamage * weaponinfo.opts.pellets, shieldDamage, weaponinfo.opts.pellets, unshldDamage * weaponinfo.opts.pellets) else text = string.format(res.damages.disruptor, shieldDamage, unshldDamage) end elseif shieldDamage < unshldDamage then if weaponinfo.opts.pellets > 1 then text = string.format( res.damages.pelletsWithHammerpoint, shieldDamage * weaponinfo.opts.pellets, unshldDamage * weaponinfo.opts.pellets, unshldDamage, weaponinfo.opts.pellets) else text = string.format(res.damages.hammerpoint, shieldDamage, unshldDamage) end elseif dschrgDamage and weaponinfo.opts.beamticks >= 1 then text = string.format( res.damages.ticks, dschrgDamage * weaponinfo.opts.beamticks + shieldDamage, dschrgDamage, weaponinfo.opts.beamticks, shieldDamage) else if weaponinfo.opts.pellets > 1 then text = string.format( res.damages.pellets, shieldDamage * weaponinfo.opts.pellets, shieldDamage, weaponinfo.opts.pellets) else text = tostring(shieldDamage) end end row:tag('td') :attr('rowspan', rowspan) :wikitext(text) for _, shield in ipairs(weaponinfo.shields) do renderCell(row, scale, shield.health, shield.shield, weaponinfo, gunshield, rowspan) end end -- Render the helmet damage local function renderHelmetSection(tbl, damages, res, weaponinfo, helmets, info) local skipLvl1 = false local skipLvl2 = false local hed1Label = string.format(res.targets.helmet1, damages.scale_hed1) local hed2Label = string.format(res.targets.helmet2, damages.scale_hed2) local hed3Label = string.format(res.targets.helmet3, damages.scale_hed3) local hed1Tooltip = string.format(helmets.level1.text, damages.scale_hed0) local hed2Tooltip = string.format(helmets.level2.text, damages.scale_hed0) local hed3Tooltip = string.format(helmets.level3.text, damages.scale_hed0) if not helmets.level0.disabled then local hed0Rowspan if equalPartDamage(damages, 'hed0', 'hed1') then if equalPartDamage(damages, 'hed0', 'hed2') then if equalPartDamage(damages, 'hed0', 'hed3') then hed0Rowspan = 4 else hed0Rowspan = 3 end else hed0Rowspan = 2 end else hed0Rowspan = 1 end local hed0Label = string.format(res.targets.head_format, damages.scale_hed0) renderRow2(tbl, hed0Label, nil, damages, 'hed0', weaponinfo, info.level1top, res, hed0Rowspan) if hed0Rowspan >= 4 then renderHeaderCell(tbl:tag('tr'), hed1Label, hed1Tooltip, info.level2first) renderHeaderCell(tbl:tag('tr'), hed2Label, hed2Tooltip, info.level2) renderHeaderCell(tbl:tag('tr'), hed3Label, hed3Tooltip, info.level2) return elseif hed0Rowspan == 3 then renderHeaderCell(tbl:tag('tr'), hed1Label, hed1Tooltip, info.level2first) renderHeaderCell(tbl:tag('tr'), hed2Label, hed2Tooltip, info.level2) skipLvl1 = true skipLvl2 = true elseif hed0Rowspan == 2 then renderHeaderCell(tbl:tag('tr'), hed1Label, hed1Tooltip, info.level2first) skipLvl1 = true end end -- Lvl 1 if not skipLvl1 then local hed1Rowspan if equalPartDamage(damages, 'hed1', 'hed2') then if equalPartDamage(damages, 'hed1', 'hed3') then hed1Rowspan = 3 else hed1Rowspan = 2 end else hed1Rowspan = 1 end renderRow2(tbl, hed1Label, hed1Tooltip, damages, 'hed1', weaponinfo, info.level2first, res, hed1Rowspan) if hed1Rowspan >= 3 then renderHeaderCell(tbl:tag('tr'), hed2Label, hed2Tooltip, info.level2) renderHeaderCell(tbl:tag('tr'), hed3Label, hed3Tooltip, info.level2) return elseif hed1Rowspan == 2 then renderHeaderCell(tbl:tag('tr'), hed2Label, hed2Tooltip, info.level2) skipLvl2 = true end end -- Lvl 2 if not skipLvl2 then local hed2Rowspan if equalPartDamage(damages, 'hed2', 'hed3') then hed2Rowspan = 2 else hed2Rowspan = 1 end renderRow2(tbl, hed2Label, hed2Tooltip, damages, 'hed2', weaponinfo, info.level2, res, hed2Rowspan) if hed2Rowspan >= 2 then renderHeaderCell(tbl:tag('tr'), hed3Label, hed3Tooltip, info.level2) return end end -- Lvl 3 renderRow2(tbl, hed3Label, hed3Tooltip, damages, 'hed3', weaponinfo, info.level2, res, 1) end local function renderTable(args) local lang = getContentLanguage(args.lang) local res = mw.loadData('Module:DamageTable/configuration')[lang] 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 if shieldinfo.sameHeadshotDamageToNormalOnFortified then args.mul2 = shieldinfo.fortified end local hasSecond = args.mul2 > 0 and args.mul2 ~= 1 local noLegsShot = args.leg < 0 or args.leg >= 1 or (shieldinfo.legAsBodyOnLowProfile and args.mul > 1) local noLegsShot2 = args.leg < 0 or args.leg >= 1 or (shieldinfo.legAsBodyOnLowProfile and args.mul2 > 1) -- Get/calc min count local minCount if args.mincount > 0 then minCount = args.mincount else minCount, _ = getShotCount( minHead, 100, 0, { damage = math.max(args.damage, args.damagemax), mul = math.max(args.mul, args.mulmax), opts = { ampedCover = true, beamdamage = math.max(args.beamdamage, args.beamdamagemax), beamticks = math.max(args.ticks, args.ticksmax), charged = math.max(args.charged, args.chargedmax), disruptorRounds = math.max(args.disruptor, args.disruptorsup), gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, hammerpointRounds = math.max(args.hammerpoint, args.hammerpointsup), ignorePassiveForHeadshot = shieldinfo.sameHeadshotDamageToNormalOnFortified, passthrough = 1, pellets = math.max(args.pellet, args.pelletmax), round = args.round, } }) end -- Get/calc max count local maxCount if args.maxcount < 250 then maxCount = args.maxcount else local damagemin = math.min(args.damage, args.damagemin) local mininfo = { damage = damagemin, mul = math.min(args.mul, args.mulmin), opts = { ampedCover = false, beamdamage = math.min(args.beamdamage, args.beamdamagemin), beamticks = math.min(args.ticks, args.ticksmin), charged = 1, disruptorRounds = 1, gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, hammerpointRounds = 1, ignorePassiveForHeadshot = shieldinfo.sameHeadshotDamageToNormalOnFortified, passthrough = math.min(args.passthrough, args.passthroughsup), pellets = math.min(args.pellet, args.pelletmin), round = args.round, } } 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) maxCount = math.max(legCount, bodyWithGunSheild) end local ttkCalculator = getTTKCalculator(args) -- Define weapon info local weaponinfo = { damage = args.damage, mul = args.mul, minCount = minCount, diffCount = maxCount - minCount, shields = shieldinfo.shields, helmets = shieldinfo.helmets, ttkCalculator = ttkCalculator, opts = { ampedCover = args.amped, beamdamage = args.beamdamage, beamticks = args.ticks, charged = args.charged, disruptorRounds = args.disruptor, gunshieldBleedthrough = shieldinfo.gunshieldBleedthrough, hammerpointRounds = args.hammerpoint, ignorePassiveForHeadshot = shieldinfo.sameHeadshotDamageToNormalOnFortified, passthrough = args.passthrough, pellets = args.pellet, round = args.round, }, } 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 = false, colspan = 2 }, }, level2gunshiled = { { breaktop = true, breakbottom = false }, { breaktop = false, breakbottom = false, colspan = 2 }, }, level3 = { { breaktop = false, breakbottom = true }, { breaktop = false, breakbottom = false, showbottom = true }, }, level3first = { hideNoHelmets and { breaktop = false, breakbottom = false, rowspan = 6, content = res.targets.head, vertical = res.targets.head_vertical, verticalAlign = res.targets.head_verticalalign } or { breaktop = true, breakbottom = false, rowspan = 6 }, { breaktop = false, breakbottom = true }, { breaktop = false, breakbottom = false, showbottom = true }, }, level3top = { { breaktop = false, breakbottom = true, colspan = 2 }, { breaktop = false, breakbottom = false, showbottom = true }, }, } info.level2first = info.level2 elseif hasSecond and not noLegsShot2 then colspan = 3 info = { level1 = { { breaktop = false, breakbottom = false, colspan = 3 }, }, level1top = { { breaktop = false, breakbottom = true, colspan = 3 }, }, level2 = { { breaktop = false, breakbottom = false, colspan = 2 }, }, level2first = { hideNoHelmets and { breaktop = false, breakbottom = false, rowspan = 3, content = res.targets.head, vertical = res.targets.head_vertical, verticalAlign = res.targets.head_verticalalign } or { breaktop = true, breakbottom = false, rowspan = 3 }, { breaktop = false, breakbottom = false, colspan = 2 }, }, level2gunshiled = { { breaktop = false, breakbottom = false, rowspan = 3, content = res.targets.fortified, vertical = res.targets.fortified_vertical, verticalAlign = res.targets.fortified_verticalalign }, { breaktop = false, breakbottom = true, colspan = 2 }, }, level3 = { { breaktop = false, breakbottom = false }, }, level3gunshiled = { { breaktop = true, breakbottom = false }, { breaktop = false, breakbottom = false }, }, } else colspan = 2 info = { level1 = { { breaktop = false, breakbottom = false, colspan = 2 }, }, level1gunshiled = { { breaktop = false, breakbottom = true, colspan = 2 }, }, level2 = { { breaktop = false, breakbottom = false }, }, level2first = { hideNoHelmets and { breaktop = false, breakbottom = false, rowspan = 3, content = res.targets.head, vertical = res.targets.head_vertical, verticalAlign = res.targets.head_verticalalign } or { breaktop = true, breakbottom = false, rowspan = 3 }, { breaktop = false, breakbottom = false }, }, level2gunshiled = { { breaktop = true, breakbottom = false }, { breaktop = false, breakbottom = false }, }, } info.level1top = info.level1gunshiled end local table = mw.html.create('table') :addClass('wikitable') :addClass('numbertable') :addClass('damagetable') if args.caption ~= nil then table:tag('caption') :wikitext(args.caption) end local baseDamages = calcBaseDamages(weaponinfo.damage, headMul, args.leg, weaponinfo.helmets, weaponinfo.opts) local perkedDamages = applyPerkAndShieldScaleToDamages(baseDamages, weaponinfo.mul, shieldinfo.sameHeadshotDamageToNormalOnFortified, weaponinfo.opts) renderHeader(table, args.mul, colspan, shieldinfo.shields, res) -- Headshot damage if headMul > 1 then -- w/Skullpiercer Rifling if skullpiercer > 1 then if not hideNoHelmets then renderRow( table, string.format(res.targets.skullpiercer0, args.skullpiercerrarity, skullpiercer), nil, skullpiercer, weaponinfo, info.level3top, res) renderRow2( table, string.format(res.targets.head_format, perkedDamages.scale_hed0), nil, perkedDamages, 'hed0', weaponinfo, info.level1top, res) end local skullpiercerLv1Mul = shieldinfo.helmets.level1.func(skullpiercer) renderRow( table, string.format(res.targets.skullpiercer1, args.skullpiercerrarity, skullpiercerLv1Mul), string.format(shieldinfo.helmets.level1.text, skullpiercer), skullpiercerLv1Mul, weaponinfo, info.level3first, res) renderRow2( table, string.format(res.targets.helmet1, perkedDamages.scale_hed1), string.format(shieldinfo.helmets.level1.text, headMul), perkedDamages, 'hed1', weaponinfo, info.level2first, res) local skullpiercerLv2Mul = shieldinfo.helmets.level2.func(skullpiercer) renderRow( table, string.format(res.targets.skullpiercer2, args.skullpiercerrarity, skullpiercerLv2Mul), string.format(shieldinfo.helmets.level2.text, skullpiercer), skullpiercerLv2Mul, weaponinfo, info.level3, res) renderRow2( table, string.format(res.targets.helmet2, perkedDamages.scale_hed2), string.format(shieldinfo.helmets.level2.text, headMul), perkedDamages, 'hed2', weaponinfo, info.level2, res) local skullpiercerLv3Mul = shieldinfo.helmets.level3.func(skullpiercer) renderRow( table, string.format(res.targets.skullpiercer3, args.skullpiercerrarity, skullpiercerLv3Mul), string.format(shieldinfo.helmets.level3.text, skullpiercer), skullpiercerLv3Mul, weaponinfo, info.level3, res) renderRow2( table, string.format(res.targets.helmet3, perkedDamages.scale_hed3), string.format(shieldinfo.helmets.level3.text, headMul), perkedDamages, 'hed3', weaponinfo, info.level2, res) -- w/o Skullpiercer Rifling else renderHelmetSection(table, perkedDamages, res, weaponinfo, shieldinfo.helmets, info) end end -- Body shot damage local label if headMul <= 1 then if noLegsShot then label = res.targets.all else label = res.targets.headbody end elseif noLegsShot then label = res.targets.bodylegs else label = res.targets.body end if args.mul < 1 or args.forcegunshield then renderRow2(table, label, nil, perkedDamages, 'body', weaponinfo, info.level1gunshiled, res) renderRow( table, res.targets.gunshield, shieldinfo.gunshieldLabel, 1, weaponinfo, info.level2gunshiled, res, shieldinfo.gunshield) else renderRow2(table, label, nil, perkedDamages, 'body', weaponinfo, info.level1, res) end -- Legs shot damage if not noLegsShot then local legsLabel = string.format(res.targets.legs, args.leg) renderRow2(table, legsLabel, nil, perkedDamages, 'legs', weaponinfo, info.level1, res) end -- the 2nd place of damages if hasSecond then local rowinfoSecondTop, rowinfoSecondGunShield, label2 if not noLegsShot2 then rowinfoSecondTop = info.level2gunshiled rowinfoSecondGunShield = info.level3gunshiled label2 = label elseif args.mul2 < 1 then rowinfoSecondTop = info.level1gunshiled rowinfoSecondGunShield = info.level2gunshiled label2 = string.format(res.targets.fortified_prefix, args.mul2, label) else rowinfoSecondTop = info.level1 rowinfoSecondGunShield = nil label2 = string.format(res.targets.fortified_prefix, args.mul2, label) end local weaponinfo2 = aw.shallowCopy(weaponinfo) weaponinfo2.mul = args.mul2 local perkedDamages2 = applyPerkAndShieldScaleToDamages(baseDamages, weaponinfo2.mul, shieldinfo.sameHeadshotDamageToNormalOnFortified, weaponinfo2.opts) if args.mul2 < 1 then renderRow2(table, label2, nil, perkedDamages2, 'body', weaponinfo2, rowinfoSecondTop, res) renderRow( table, res.targets.gunshield, shieldinfo.gunshieldLabel, 1, weaponinfo2, rowinfoSecondGunShield, res, shieldinfo.gunshield) else renderRow2(table, label2, nil, perkedDamages2, 'body', weaponinfo2, info.level2, res) end -- Legs shot damage if not noLegsShot2 then local legsLabel = string.format(res.targets.legs, args.leg) renderRow2(table, legsLabel, nil, perkedDamages2, 'legs', weaponinfo2, info.level2, res) end end return table end function p._main(args, frame) -- init value local initValues = { mincount = 0, maxcount = 250, damage = 20, damagemin = 1000, damagemax = 0, beamdamage = 0, beamdamagemin = 0, beamdamagemax = 0, ticks = 0, ticksmin = math.huge, ticksmax = 0, pellet = 1, pelletmin = 0, pelletmax = 0, head = 2, headmax = -1, leg = 0.8, legmin = 0, mul = 1, mul2 = 0, mulmin = 0.85, mulmax = 1, charged = 1, chargedmax = 1, 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, reloadratio1 = 0.963, reloadratio2 = 0.933, 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.rarity = args.rarity or 'epic' args.skullpiercerrarity = args.skullpiercerrarity or 'legendary' args.shieldpreset = args.shieldpreset or 'reinforcehelmets' 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