🌟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:StatTable/DamagePerSlot

提供:Apex Data
2021年8月28日 (土) 12:02時点におけるMntone (トーク | 投稿記録)による版 (シャッターキャップのケースのボセックコンパウンドボウが「溜めなし」表記になる不具合の修正)
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このモジュールについての説明文ページを モジュール:StatTable/DamagePerSlot/doc に作成できます

local aw        = require('Module:Utility/Library')
local apex      = require('Module:Utility/ApexLibrary')
local iu        = require('Module:Utility/Image')
local tableutil = require('Module:Utility/TableUtil/Apex')
local Hopup     = mw.loadData('Module:Stat/Hopup')
local getArgs  -- lazily initialized

local configuration = {
	en = {
		bodyshot   = 'Body',
		graph      = 'Graph',
		headshot   = 'Head',
		headlvl1   = iu.gear('ヘルメット', 1),
		headlvl2   = iu.gear('ヘルメット', 2),
		headlvl3   = iu.gear('ヘルメット', 3),
		legsshot   = 'Legs',
		infinity   = '∞',
		maxcharge  = 'Max charge',
		mincharge  = 'Min charge',
		nocharge   = 'No charge',
		weaponname = 'Weapon name',
	},
	ja = {
		bodyshot   = '胴',
		dmgslot    = 'スロット当たりのダメージ',
		graph      = 'グラフ',
		headshot   = '頭',
		headlvl1   = iu.gear('ヘルメット', 1),
		headlvl2   = iu.gear('ヘルメット', 2),
		headlvl3   = iu.gear('ヘルメット', 3),
		hopup      = 'ホップアップ',
		legsshot   = '脚',
		infinity   = '∞',
		maxcharge  = '最大溜め',
		mincharge  = '最小溜め',
		nocharge   = '溜めなし',
		weaponname = '武器名',
	},
}

local function addData(dataset, data, fn)
	fn = fn or function(val) return val end
	
	local head = data.head
	local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)
	local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)
	local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)
	local legs = data.legs
	local mul  = data.pellets * data.slotammo
	data.bodyDmgslot = fn(data.damage, 1)                               * mul
	data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head) * mul
	data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul
	data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul
	data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul
	data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs) * mul
	table.insert(dataset, data)
end


local p = {}
function p._main(args, __debug)
	args = args or {}
	if __debug == nil then
		__debug = true
	end
	
	local lang      = args.lang or 'ja'
	local res       = configuration[lang]
	local stats     = mw.loadData('Module:Stat/Weapon')
	local ammoStats = mw.loadData('Module:Stat/Ammo')
	
	local dataset = {}
	for name, stat in pairs(stats) do
		local special = aw.stringstarts(stat.ammo, 'special_')
		
		local ammoPerSlot
		if special or stat.ammo == 'minigun' then
			if type(stat.magazine) == 'table' then
				ammoPerSlot = stat.magazine[4] + stat.magazine_reserve
			else
				ammoPerSlot = stat.magazine + stat.magazine_reserve
			end
		else
			ammoPerSlot = ammoStats[stat.ammo].slot
		end
		
		local ammoPerShot = stat.ammo_per_shot or 1
		local baseDamage = stat.damage.base
		local baseData = {
			ammo      = stat.ammo,
			ammoicon  = stat.ammo,
			damage    = baseDamage,
			head      = stat.damage.headshot,
			legs      = stat.damage.legshot,
			name      = name,
			pellets   = stat.pellet or 1,
			shortname = stat.localization['Japanese_Short'],
			slotammo  = math.floor(ammoPerSlot / ammoPerShot),
		}
		
		-- チャージビーム (チャージライフル)
		if stat.damage.beam then
			addData(dataset, baseData, function(val, mul)
				return val + apex.calcPartDamage(stat.damage.beam.base, mul) * stat.damage.beam.ticks
			end)
		
		-- Other
		else
			-- Chargefire
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then
				if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then
					baseData.option = res.mincharge
				else
					baseData.option = res.nocharge
				end
				addData(dataset, baseData)
				
				local maxChargeData    = aw.shallowCopy(baseData)
				maxChargeData.damage   = stat.damage.charged
				if stat.damage.headshot_charged then
					maxChargeData.head = stat.damage.headshot_charged
				end
				if stat.damage.legshot_charged then
					maxChargeData.legs = stat.damage.legshot_charged
				end
				maxChargeData.option   = res.maxcharge
				addData(dataset, maxChargeData)
			
			-- チャージが無効の場合の通常出力
			else
				addData(dataset, baseData)
			end
			
			-- Amped mode
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
				local ampedData    = aw.shallowCopy(baseData)
				ampedData.ammoicon = ampedData.ammo .. '_amped'
				ampedData.damage   = stat.damage.amped
				ampedData.option   = iu.item('シールドセル') .. '<span class="text-desktoponly"> 増幅モード</span>'
				addData(dataset, ampedData)
			end
			
			-- Selectfire Receiver (HAVOC Rifle)
			if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == 'table' and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then
				local selectfireReceiverData = aw.shallowCopy(baseData)
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base
				if stat.selectfire_receiver.damage.headshot then
					selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot
				end
				selectfireReceiverData.hopup = { 'selectfire_receiver' }
				if stat.selectfire_receiver.damage.legshot then
					selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot
				end
				if stat.selectfire_receiver.ammo_per_shot then
					selectfireReceiverData.slotammo = math.floor(ammoPerSlot / stat.selectfire_receiver.ammo_per_shot)
				end
				addData(dataset, selectfireReceiverData)
			end
				
			-- Hammerpoint Rounds
			if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
				local hammerpointRoundsData  = aw.shallowCopy(baseData)
				hammerpointRoundsData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
				hammerpointRoundsData.hopup  = { 'hammerpoint_rounds' }
				addData(dataset, hammerpointRoundsData)
			end
			
			-- Disruptor Rounds
			if (__debug or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then
				local disruptorRoundsData = aw.shallowCopy(baseData)
				disruptorRoundsData.hopup = { 'disruptor_rounds' }
				addData(dataset, disruptorRoundsData, function(val)
					return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds)
				end)
			end
				
			-- Anvil Receiver
			if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == 'table' and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then
				local anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2
				local anvilReceiverData    = aw.shallowCopy(baseData)
				anvilReceiverData.damage   = stat.anvil_receiver.damage.base
				if stat.anvil_receiver.damage.headshot then
					anvilReceiverData.head = stat.anvil_receiver.damage.headshot
				end
				anvilReceiverData.hopup    = { 'anvil_receiver' }
				if stat.anvil_receiver.damage.legshot then
					anvilReceiverData.legs = stat.anvil_receiver.damage.legshot
				end
				anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot)
				addData(dataset, anvilReceiverData)
			end
				
			-- Shatter Caps
			if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == 'table' and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then
				local shatterCapsData    = aw.shallowCopy(baseData)
				shatterCapsData.damage   = stat.shatter_caps.damage.base
				if stat.shatter_caps.damage.headshot then
					shatterCapsData.head = stat.shatter_caps.damage.headshot
				end
				shatterCapsData.hopup    = { 'shatter_caps' }
				if stat.shatter_caps.damage.legshot then
					shatterCapsData.legs = stat.shatter_caps.damage.legshot
				end
				shatterCapsData.pellets  = stat.shatter_caps.pellet
				
				if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
					if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then
						shatterCapsData.option = res.mincharge
					else
						shatterCapsData.option = res.nocharge
					end
					addData(dataset, shatterCapsData)
						
					local shatterCapsMaxChargeData    = aw.shallowCopy(shatterCapsData)
					shatterCapsMaxChargeData.damage   = stat.shatter_caps.damage.charged
					if stat.shatter_caps.damage.headshot_charged then
						shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged
					end
					if stat.shatter_caps.damage.legshot_charged then
						shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged
					end
					shatterCapsMaxChargeData.option   = res.maxcharge
					addData(dataset, shatterCapsMaxChargeData)
				else
					addData(dataset, shatterCapsData)
				end
			end
		end
	end
	
	local formatFunction = function(dmgslot)
		if dmgslot == math.huge then
			return res.infinity
		else
			return aw.comma(dmgslot)
		end
	end
	local metadata = {
		tableutil.RankCell.new('', 'bodyDmgslot', true),
		tableutil.AmmoCell.new('', 'ammoicon', {
			attributes  = { align = 'center' },
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = { width = '36px' },
		}),
		tableutil.WeaponNameCell.new(res.weaponname, 'name', {
			ammoIndex      = 'ammo',
			attributes     = { align = 'left' },
			cellClass      = 'st-dashed-right st-mobile-none-right st-mobile-padding0-right',
			headerColspan  = 2,
			optionIndex    = 'option',
			shortnameIndex = 'shortname',
		}),
		tableutil.HopupCell.new(res.hopup, 'hopup', {
			attributes     = { align = 'left' },
			cellClass      = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both',
			headerColspan  = 0,
		}),
		tableutil.ValueCell.new(res.legsshot, 'legsDmgslot', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', {
			startIndex  = 'legsDmgslot',
			endIndex    = 'lvl1Dmgslot',
			cellClass   = 'st-mobile-graph st-mobile-textshadow',
			footerClass = 'st-mobile-axis',
			format      = formatFunction,
			headerStyle = {
				['min-width'] = '80px',
				['max-width'] = '8em',
			},
			preferredGridCount = 3,
			ticksFormat = function(val)
				return string.format('%sk', 0.001 * val)
			end
		}),
		tableutil.ValueCell.new(res.headlvl3, 'lvl3Dmgslot', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgslot', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl1, 'lvl1Dmgslot', {
			cellClass   = 'st-mobile-last',
			footerClass = 'st-mobile-last',
			format      = formatFunction,
			headerClass = 'st-mobile-last',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineCell.new(res.graph, 'bodyDmgslot', {
			startIndex  = 'legsDmgslot',
			endIndex    = 'lvl1Dmgslot',
			cellClass   = 'st-desktop st-desktop-graph',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '200px',
			},
		}),
	}
	local node = tableutil.createTable(dataset, metadata)
	return tostring(node)
end

function p.main(frame)
	if not getArgs then
		getArgs = require('Module:Arguments').getArgs
	end
	args = getArgs(frame)
	
	return p._main(args, false)
end

return p