| 🌟 | 現在、 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
ナビゲーションに移動
検索に移動
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 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 = {
__debug__enableAllHopup = false,
en = {
dmgslot = 'Damage per Slot',
graph = 'Graph',
hopup = 'Hop-Up',
infinity = '∞',
maxcharge = 'Max charge',
mincharge = 'Min charge',
weaponname = 'Weapon name',
},
ja = {
dmgslot = 'スロット当たりのダメージ',
graph = 'グラフ',
hopup = 'ホップアップ',
infinity = '∞',
maxcharge = '最大溜め',
mincharge = '最小溜め',
weaponname = '武器名',
},
}
local p = {}
function p._main(args)
args = args or {}
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 baseDamage = stat.damage.base
local baseData = {
ammo = stat.ammo,
dmgslot = ammoPerSlot * baseDamage,
name = name,
shortname = stat.localization['Japanese_Short'],
}
local ammoPerShot = stat.ammo_per_shot or 1
local virtualAmmoPerSlot = math.floor(ammoPerSlot / ammoPerShot)
-- チャージビーム (チャージライフル)
if stat.damage.beam then
local tickData = aw.shallowCopy(baseData)
tickData.dmgslot = virtualAmmoPerSlot * (baseDamage + stat.damage.beam.base * stat.damage.beam.ticks)
table.insert(dataset, tickData)
-- 散弾 (ショットガン・トリプルテイク)
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
local pelletData = aw.shallowCopy(baseData)
pelletData.dmgslot = virtualAmmoPerSlot * baseDamage * stat.pellet
table.insert(dataset, pelletData)
-- ハンマーポイント弾 (モザンビーク)
if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local pelletUnshieldedData = aw.shallowCopy(pelletData)
pelletUnshieldedData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.hammerpoint_rounds * baseDamage) * stat.pellet
pelletUnshieldedData.hopup = { 'hammerpoint_rounds' }
table.insert(dataset, pelletUnshieldedData)
end
-- それ以外
else
-- チャージ (30-30リピーター・ボセックコンパウンドボウ)
if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then
local minChargeData = aw.shallowCopy(baseData)
minChargeData.option = res.mincharge
table.insert(dataset, minChargeData)
local maxChargeData = aw.shallowCopy(baseData)
maxChargeData.dmgslot = virtualAmmoPerSlot * stat.damage.charged
maxChargeData.option = res.maxcharge
table.insert(dataset, maxChargeData)
-- チャージが無効の場合の通常出力
else
table.insert(dataset, baseData)
end
-- 増幅モード (センチネル)
if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
local ampedData = aw.shallowCopy(baseData)
ampedData.ammo = ampedData.ammo .. '_amped'
ampedData.dmgslot = virtualAmmoPerSlot * stat.damage.amped
ampedData.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>'
table.insert(dataset, ampedData)
end
-- セレクトファイアレシーバー (ハボックライフル)
if (configuration.__debug__enableAllHopup or Hopup.selectfire_receiver.enabled) and stat.selectfire_receiver and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then
local selectfireReceiverData = aw.shallowCopy(baseData)
selectfireReceiverData.dmgslot = virtualAmmoPerSlot * stat.selectfire_receiver.damage.base
selectfireReceiverData.hopup = { 'selectfire_receiver' }
table.insert(dataset, selectfireReceiverData)
end
-- ハンマーポイント弾 (P2020)
if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local hammerpointRoundsData = aw.shallowCopy(baseData)
hammerpointRoundsData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.hammerpoint_rounds * baseDamage)
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' }
table.insert(dataset, hammerpointRoundsData)
end
-- ディスラプター弾 (オルタネーター・RE-45オート)
if (configuration.__debug__enableAllHopup or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then
local disruptorRoundsData = aw.shallowCopy(baseData)
disruptorRoundsData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.disruptor_rounds * baseDamage)
disruptorRoundsData.hopup = { 'disruptor_rounds' }
table.insert(dataset, disruptorRoundsData)
end
-- アンビルレシーバー (VK-47フラットライン・R-301カービン)
if (configuration.__debug__enableAllHopup or Hopup.anvil_receiver.enabled) and stat.anvil_receiver 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.dmgslot = math.floor(ammoPerSlot / anvilAmmoPerShot) * stat.anvil_receiver.damage.base
anvilReceiverData.hopup = { 'anvil_receiver' }
table.insert(dataset, anvilReceiverData)
end
-- シャッターキャップ (30-30リピーター・ボセックコンパウンドボウ)
if (configuration.__debug__enableAllHopup or Hopup.shatter_caps.enabled) and stat.shatter_caps and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then
if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
local shatterCapsMinChargeData = aw.shallowCopy(baseData)
shatterCapsMinChargeData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.base * stat.shatter_caps.pellet
shatterCapsMinChargeData.option = res.mincharge
shatterCapsMinChargeData.hopup = { 'shatter_caps' }
table.insert(dataset, shatterCapsMinChargeData)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
shatterCapsMaxChargeData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.charged * stat.shatter_caps.pellet
shatterCapsMaxChargeData.option = res.maxcharge
table.insert(dataset, shatterCapsMaxChargeData)
else
local shatterCapsData = aw.shallowCopy(baseData)
shatterCapsData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.base * stat.shatter_caps.pellet
shatterCapsData.hopup = { 'shatter_caps' }
table.insert(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('', 'dmgslot', true),
tableutil.AmmoCell.new('', 'ammo', {
attributes = { align = 'center' },
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',
headerClass = '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-left',
headerClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-left',
headerColspan = 0,
}),
tableutil.LineValueCell.new(res.dmgslot, 'dmgslot', {
cellClass = 'st-mobile-graph st-mobile-textshadow st-mobile-last',
format = formatFunction,
headerClass = 'st-mobile-graph st-mobile-last',
headerStyle = {
['min-width'] = '75px',
['max-width'] = '8em',
},
}),
tableutil.LineCell.new(res.graph, 'dmgslot', {
cellClass = 'st-desktop-graph',
headerClass = 'st-desktop-graph',
headerStyle = {
['min-width'] = '160px',
},
}),
}
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)
end
return p