🌟 | 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:WeaponInfobox」の版間の差分
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(アンビルレシーバーの倍率表記を追加) |
(アンビルレシーバーの倍率表記を追加による不具合の修正) |
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181行目: | 181行目: | ||
legText = '脚 ' .. leg .. '倍' | legText = '脚 ' .. leg .. '倍' | ||
end | end | ||
ul:tag('li'):wikitext() | ul:tag('li'):wikitext(legText) | ||
tbl:tag('tr') | tbl:tag('tr') | ||
:tag('td') | :tag('td') |
2021年2月3日 (水) 15:20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:WeaponInfobox/doc に作成できます
local p = {} local aw = require('Module:Utility/Library') local formatter -- lazily initialized local getArgs -- lazily initialized local function renderRow(table, name, item) table:tag('tr') :tag('th') :wikitext(name) :done() :tag('td') :wikitext(item) end local CategoryDict = { assault_rifle = "アサルトライフル", sub_machine_gun = "サブマシンガン", light_machine_gun = "ライトマシンガン", sniper = "スナイパーライフル", shotgun = "ショットガン", pistol = "ピストル", } local function renderCategory(table, name, stat) local category = CategoryDict[stat] renderRow(table, name, '[[武器#' .. category .. '|' .. category .. ']]') end local AmmoDict = { light = "ライト", heavy = "ヘビー", energy = "エネルギー", sniper = "スナイパー", shotgun = "ショットガン", special_light = "専用ライト", special_heavy = "専用ヘビー", special_energy = "専用エネルギー", special_sniper = "専用スナイパー", special_shotgun = "専用ショットガン", } local function renderAmmo(table, name, stat) local ammo = AmmoDict[stat] local page = '弾による武器一覧#' .. ammo .. 'アモ' local item = formatter:ammo(ammo, 28, page) .. ' [[' .. page .. '|' .. ammo .. 'アモ]]' renderRow(table, name, item) end local function convertDecimalToFractional(num) local integer = math.floor(num) local decimal = tonumber(string.format("%.3f", num - integer)) local decimalText if decimal == 0.125 then decimalText = '⅛' elseif decimal == 0.2 then decimalText = '⅕' elseif decimal == 0.25 then decimalText = '¼' elseif decimal == 1/3 then decimalText = '⅓' elseif decimal == 0.375 then decimalText = '⅜' elseif decimal == 0.4 then decimalText = '⅖' elseif decimal == 0.5 then decimalText = '½' elseif decimal == 0.6 then decimalText = '⅗' elseif decimal == 0.625 then decimalText = '⅝' elseif decimal == 2/3 then decimalText = '⅔' elseif decimal == 0.75 then decimalText = '¾' elseif decimal == 0.8 then decimalText = '⅘' elseif decimal == 0.875 then decimalText = '⅞' else decimalText = '' end if decimalText == '' then return tostring(num) elseif integer == 0 then return decimalText else return tostring(integer) .. decimalText end end local function renderMode(table, name, stat) local mode = nil if stat.burst > 1 then mode = stat.burst .. '点バースト' end if stat.auto then if mode == nil then mode = 'オート' else mode = mode .. '・オート' end end if stat.single then if mode == nil then mode = '単発' else mode = mode .. '・単発' end end renderRow(table, name, mode) end local function renderDamage(tbl, name, stat, ammo, pellet) local base = stat.base local typename = type(base) if pellet ~= nil then local item = tostring(base) .. ' × ' .. tostring(pellet) .. '片' renderRow(tbl, name, item) elseif typename == 'table' then renderRow(tbl, name, table.concat(base, ' - ')) elseif typename == 'number' then renderRow(tbl, name, tostring(base)) else return end local head = convertDecimalToFractional(stat.headshot) local hlm1 = convertDecimalToFractional(0.2 + 0.8 * stat.headshot) local hlm2 = convertDecimalToFractional(0.4 + 0.6 * stat.headshot) local hlm3 = convertDecimalToFractional(0.5 + 0.5 * stat.headshot) local leg = convertDecimalToFractional(stat.legshot) local sprm = stat.skullpiercer_rifling or 1 local ul = mw.html.create('ul') if sprm > 1 then local spr0 = convertDecimalToFractional(sprm) local spr1 = convertDecimalToFractional(0.2 + 0.8 * sprm) local spr2 = convertDecimalToFractional(0.4 + 0.6 * sprm) local spr3 = convertDecimalToFractional(0.5 + 0.5 * sprm) local intable = ul:tag('li') :tag('table') :addClass('condensedtable') local row1 = intable:tag('tr') row1:tag('td'):wikitext('頭') row1:tag('td'):wikitext(head) row1:tag('td'):wikitext(' - ') row1:tag('td'):wikitext(formatter:common(hlm1)) row1:tag('td'):wikitext(' - ') row1:tag('td'):wikitext(formatter:rare(hlm2)) row1:tag('td'):wikitext(' - ') row1:tag('td'):wikitext(formatter:epic(hlm3)) row1:tag('td'):wikitext('倍') local row2 = intable:tag('tr') row2:tag('td'):wikitext(formatter:hopup('スカルピアサーライフリング', nil, 'ホップアップによる武器一覧#スカルピアサーライフリング') .. ' ') row2:tag('td'):wikitext(spr0) row2:tag('td'):wikitext(' - ') row2:tag('td'):wikitext(formatter:common(spr1)) row2:tag('td'):wikitext(' - ') row2:tag('td'):wikitext(formatter:rare(spr2)) row2:tag('td'):wikitext(' - ') row2:tag('td'):wikitext(formatter:epic(spr3)) row2:tag('td'):wikitext('倍') else local headText = '頭 ' .. formatter:format(head, hlm1, hlm2, hlm3, '倍', ' - ') ul:tag('li'):wikitext(headText) end local legText if stat.anvil_receiver ~= nil then local anvilleg = convertDecimalToFractional(stat.anvil_receiver.legshot) legText = '脚 ' .. leg .. ' - ' .. formatter:hopup('アンビルレシーバー', nil, 'ホップアップによる武器一覧#アンビルレシーバー') .. ' ' .. formatter:legendary(anvilleg) .. '倍' else legText = '脚 ' .. leg .. '倍' end ul:tag('li'):wikitext(legText) tbl:tag('tr') :tag('td') :attr('colspan', 2) :node(ul) end local function renderFirerate(tbl, name, firerate, mode) if firerate == nil then return end local item if mode.auto then if mode.single and firerate.auto ~= firerate.single then tbl:tag('tr') :tag('th') :wikitext(name) :done() :tag('td') :tag('ul') :tag('li') :wikitext('オート: ' .. firerate.auto .. ' rps <small>(' .. (60 * firerate.auto) .. ' rpm)</small>') :done() :tag('li') :wikitext('単発: ' .. firerate.single .. ' rps <small>(' .. (60 * firerate.single) .. ' rpm)</small>') else local rps = firerate.auto renderRow(tbl, name, rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>') end elseif mode.single then local rps = firerate.single renderRow(tbl, name, rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>') end end local function renderRowDPS(tbl, name, leg, body, head, skullpiercer, tag) tag = tag or 'td' local row = tbl:tag('tr') row:tag('th'):wikitext(name) if leg == '' then row:tag(tag) :attr('align', 'center') :addClass('disabled') :wikitext('–') elseif leg ~= nil and leg ~= body then row:tag(tag):wikitext(leg) end row :tag(tag):wikitext(body):done() :tag(tag):wikitext(head) if skullpiercer ~= nil then row:tag(tag):wikitext(skullpiercer) end end local function toDPSText(dps) return string.format("%.1f", dps) end local function renderDPS(tbl, name, stat) if stat.firerate == nil then return end local damage = stat.damage.base local typename = type(damage) if typename == 'table' then renderRow(tbl, name, table.concat(damage, ' - ')) elseif typename == 'number' then renderRow(tbl, name, '') local firerate if stat.mode.auto then firerate = stat.firerate.auto elseif stat.mode.single then firerate = stat.firerate.single else return end local pellet = stat.pellet or 1 local headDamage = aw.round(stat.damage.headshot * damage) local legDamage = aw.round(stat.damage.legshot * damage) local skullpiercer = stat.damage.skullpiercer_rifling local skullpiercerHeader = nil local commonSkullpiercerDPS = nil local lowprofileSkullpiercerDPS = nil local fortifiedSkullpiercerDPS = nil if skullpiercer ~= nil then skullpiercerHeader = formatter:hopup('スカルピアサーライフリング', nil, 'ホップアップによる武器一覧#スカルピアサーライフリング') local skullpiercerDamage = aw.round(skullpiercer * damage) commonSkullpiercerDPS = toDPSText(pellet * skullpiercerDamage * firerate) lowprofileSkullpiercerDPS = toDPSText(pellet * aw.selectiveRound(1.05 * skullpiercerDamage, useRound) * firerate) fortifiedSkullpiercerDPS = toDPSText(pellet * aw.round(0.85 * skullpiercerDamage) * firerate) end local useRound = stat.damage.round or false local intable = tbl:tag('tr') :tag('td') :attr('colspan', 2) :tag('table') :addClass('intable') :addClass('numbertable') local lowprofileLegDamagePlaceholder if stat.damage.legshot == 1 then lowprofileLegDamagePlaceholder = nil renderRowDPS(intable, '', nil, '胴', '頭', skullpiercerHeader, 'th') else lowprofileLegDamagePlaceholder = '' renderRowDPS(intable, '', '脚', '胴', '頭', skullpiercerHeader, 'th') end renderRowDPS( intable, '通常', toDPSText(pellet * legDamage * firerate), toDPSText(pellet * damage * firerate), toDPSText(pellet * headDamage * firerate), commonSkullpiercerDPS) renderRowDPS( intable, '小柄', lowprofileLegDamagePlaceholder, toDPSText(pellet * aw.selectiveRound(1.05 * damage, useRound) * firerate), toDPSText(pellet * aw.selectiveRound(1.05 * headDamage, useRound) * firerate), lowprofileSkullpiercerDPS) renderRowDPS( intable, '鉄壁', toDPSText(pellet * aw.round(0.85 * legDamage) * firerate), toDPSText(pellet * aw.round(0.85 * damage) * firerate), toDPSText(pellet * aw.round(0.85 * headDamage) * firerate), fortifiedSkullpiercerDPS) else return end end local function renderMagazine(table, name, stat, category) local typename = type(stat) if typename == 'table' then if category == 'light_machine_gun' then local intable = table:tag('tr') :tag('th') :wikitext(name) :done() :tag('td') :tag('table') :addClass('condensedtable') local row1 = intable:tag('tr') row1:tag('td'):wikitext('') row1:tag('td'):wikitext(stat[1]) row1:tag('td'):wikitext(' - ') row1:tag('td'):wikitext(formatter:common(stat[2])) row1:tag('td'):wikitext(' - ') row1:tag('td'):wikitext(formatter:rare(stat[3])) row1:tag('td'):wikitext(' - ') row1:tag('td'):wikitext(formatter:epic(stat[4])) local row2 = intable:tag('tr') row2:tag('td'):wikitext(formatter:hopup('改造ローダー') .. ' ') row2:tag('td'):wikitext(stat['modded0']) row2:tag('td'):wikitext(' - ') row2:tag('td'):wikitext(formatter:common(stat['modded1'])) row2:tag('td'):wikitext(' - ') row2:tag('td'):wikitext(formatter:rare(stat['modded2'])) row2:tag('td'):wikitext(' - ') row2:tag('td'):wikitext(formatter:epic(stat['modded3'])) else local text = formatter:format(stat[1], stat[2], stat[3], stat[4], '', ' - ') renderRow(table, name, text) end elseif typename == 'number' then if stat == math.huge then renderRow(table, name, '∞') else renderRow(table, name, stat) end else return end end local function renderTable(args, stat) stat = stat or require('Module:Stat/Weapon')[args.name] local category = stat.category local table = mw.html.create('table') renderCategory(table, '種類', category) renderAmmo(table, '弾薬', stat.ammo) renderMode(table, '射撃モード', stat.mode) renderDamage(table, 'ダメージ', stat.damage, stat.ammo, stat.pellet) renderFirerate(table, '射撃速度', stat.firerate, stat.mode) renderDPS(table, 'DPS', stat) renderMagazine(table, '装填数', stat.magazine, category) return table end function p.getNode(stat, formatter2) formatter = formatter2 or require('Module:Utility/Formatter').new() return renderTable(nil, stat) end function p._main(args, frame) formatter = require('Module:Utility/Formatter').new(frame) 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