| 🌟 | 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:DamageTable
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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:DamageTable/doc に作成できます
local p = {}
local getArgs -- lazily initialized
local function round(num)
return math.floor(tonumber(string.format("%.3f", num)) + 0.5)
end
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', 255 * r)
.. string.format('%02X', 255 * g)
.. string.format('%02X', 255 * b)
end
local function getShotCount(damage, health)
return math.ceil(health / damage)
end
local function renderHeader(table, mul, colspan)
local row = table:tag('tr')
local cell = row:tag('th')
:attr('colspan', colspan)
:attr('rowspan', 2)
if mul == 1 then
cell:wikitext('部位')
elseif mul == 1.05 then
cell:wikitext('部位 (小柄)')
elseif mul == 0.85 then
cell:wikitext('部位 (鉄壁)')
else
cell:wikitext('部位 (x' .. mul .. ')')
end
row:tag('th')
:attr('rowspan', 2)
:wikitext('ダメージ')
row:tag('th')
:attr('colspan', 5)
:wikitext('確殺数')
row = table:tag('tr')
row:tag('th'):wikitext('100<small> HP</small>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-common">150<small> HP</small></span>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-rare">175<small> HP</small></span>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-epic">200<small> HP</small></span>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-heirloom">225<small> HP</small></span>')
end
local function renderCell(row, allDamage, health, minCount, maxCount, offset)
local shotCount = getShotCount(allDamage, health)
local ratio = (shotCount + offset - minCount) / (maxCount - minCount)
row:tag('td')
:attr('align', 'right')
:css('background-color', getColorAsString(0.85 * ratio))
:wikitext(offset + shotCount)
end
local function renderRowForSTK(row, damage, pellet, minCount, maxCount, offset)
offset = offset or 0
local allDamage = pellet * damage
renderCell(row, allDamage, 100, minCount, maxCount, offset)
renderCell(row, allDamage, 150, minCount, maxCount, offset)
renderCell(row, allDamage, 175, minCount, maxCount, offset)
renderCell(row, allDamage, 200, minCount, maxCount, offset)
renderCell(row, allDamage, 225, minCount, maxCount, offset)
end
local function renderHeaderCell(row, name, rowinfo)
for i = 1, #rowinfo do
local cellinfo = rowinfo[i]
local colspan = cellinfo.colspan or 1
local cell = row:tag('th')
if colspan > 1 then
cell:attr('colspan', colspan)
end
if cellinfo.breaktop then
cell:css('border-top', '0 none')
end
if cellinfo.breakbottom then
cell:css('border-bottom', '0 none')
end
if i == #rowinfo then
cell:wikitext(name)
else
cell:wikitext(' ')
end
end
end
local function renderRow(table, name, damage, pellet, minCount, maxCount, rowinfo)
local row = table:tag('tr')
renderHeaderCell(row, name, rowinfo)
if pellet > 1 then
row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')
else
row:tag('td'):attr('align', 'right'):wikitext(damage)
end
renderRowForSTK(row, damage, pellet, minCount, maxCount)
end
local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount, rowinfo)
local row = table:tag('tr')
renderHeaderCell(row, '+ガンシールド', rowinfo)
local countForGunShiled = getShotCount(pellet * baseDamage, 50)
if pellet > 1 then
row:tag('td'):attr('align', 'right'):wikitext((baseDamage * pellet) .. '<small> (' .. baseDamage .. ' × ' .. pellet .. ')</small>')
else
row:tag('td'):attr('align', 'right'):wikitext(baseDamage)
end
renderRowForSTK(row, damage, pellet, minCount, maxCount, countForGunShiled)
end
local function renderTable(args, frame)
local hopup = args.hopup or 1
local hopupsup
if hopup == 1 then
hopupsup = args.hopupsup or 1
else
hopupsup = hopup
end
local damage = args.damage or 20
local rawDamage, baseDamage
if args.amped then
rawDamage = round(1.2 * damage)
else
rawDamage = damage
end
baseDamage = round(hopup * rawDamage)
local pellet = args.pellet or 1
local mul = args.mul or 1
local skullpiercer = args.skullpiercer or 1
local headMul = args.head or 2
local headDamage = round(mul * round(headMul * baseDamage))
local legMul = args.leg or 0.8
local legDamage = round(mul * round(legMul * baseDamage))
local allDamage = pellet * damage
local minCount = getShotCount(round(1.05 * round(math.max(headMul, skullpiercer) * round(hopupsup * round(1.2 * allDamage)))), 100)
local maxCount = math.max(
getShotCount(round(0.85 * round(legMul * allDamage)), 225),
getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225))
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 = true },
{ breaktop = true, breakbottom = false, colspan = 2 },
},
level2gunshiled = {
{ breaktop = true, breakbottom = false },
{ breaktop = false, breakbottom = false, colspan = 2 },
},
level3 = {
{ breaktop = true, breakbottom = true },
{ breaktop = false, breakbottom = true },
{ breaktop = false, breakbottom = false },
},
level3top = {
{ breaktop = false, breakbottom = true, colspan = 2 },
{ breaktop = false, breakbottom = false },
},
}
else
colspan = 2
info = {
level1 = {
{ breaktop = false, breakbottom = true, colspan = 2 },
},
level1gunshiled = {
{ breaktop = false, breakbottom = true, colspan = 2 },
},
level2 = {
{ breaktop = true, breakbottom = true },
{ breaktop = false, breakbottom = false },
},
level2gunshiled = {
{ breaktop = true, breakbottom = false },
{ breaktop = false, breakbottom = false },
},
}
info.level1top = info.level1
end
local skullpiercerHtml
if frame ~= nil then
skullpiercerHtml = frame:expandTemplate { title = 'Hopup', args = { "スカルピアサーライフリング", size = 16 }} .. ' '
else
skullpiercerHtml = ''
end
local table = mw.html.create('table')
:addClass('wikitable')
:addClass('numbertable')
renderHeader(table, mul, colspan)
if skullpiercer > 1 then
renderRow(
table,
skullpiercerHtml .. '(x' .. skullpiercer .. ')',
round(mul * round(skullpiercer * baseDamage)),
pellet, minCount, maxCount, info.level3top)
end
renderRow(
table,
"頭 (x" .. headMul .. ")",
headDamage,
pellet, minCount, maxCount, info.level1top)
if skullpiercer > 1 then
local skullpiercerLv1Mul = 0.2 + 0.8 * skullpiercer
renderRow(
table,
skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercerLv1Mul .. ')</span>',
round(mul * round(skullpiercerLv1Mul * baseDamage)),
pellet, minCount, maxCount, info.level3)
end
local hlmLv1Mul = 0.2 + 0.8 * headMul
renderRow(
table,
'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
round(mul * round(hlmLv1Mul * baseDamage)),
pellet, minCount, maxCount, info.level2)
if skullpiercer > 1 then
local skullpiercerLv2Mul = 0.4 + 0.6 * skullpiercer
renderRow(
table,
skullpiercerHtml .. '<span class="text-rarity text-rarity-rare">(x' .. skullpiercerLv2Mul .. ')</span>',
round(mul * round(skullpiercerLv2Mul * baseDamage)),
pellet, minCount, maxCount, info.level3)
end
local hlmLv2Mul = 0.4 + 0.6 * headMul
renderRow(
table,
'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
round(mul * round(hlmLv2Mul * baseDamage)),
pellet, minCount, maxCount, info.level2)
if skullpiercer > 1 then
local skullpiercerLv3Mul = 0.5 + 0.5 * skullpiercer
renderRow(
table,
skullpiercerHtml .. '<span class="text-rarity text-rarity-epic">(x' .. skullpiercerLv3Mul .. ')</span>',
round(mul * round(skullpiercerLv3Mul * baseDamage)),
pellet, minCount, maxCount, info.level3)
end
local hlmLv3Mul = 0.5 + 0.5 * headMul
renderRow(
table,
'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>',
round(mul * round(hlmLv3Mul * baseDamage)),
pellet, minCount, maxCount, info.level2)
local bodyDamage = round(mul * baseDamage)
if legMul == 1 then
if mul == 0.85 then
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount, info.level2gunshiled)
else
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
end
else
if mul == 1.05 then
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
elseif mul == 0.85 then
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount, info.level2gunshiled)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
else
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
end
end
return table
end
function p._main(args, frame)
return tostring(renderTable(args, frame))
end
function p.main(frame)
if not getArgs then
getArgs = require('Module:Arguments').getArgs
end
args = getArgs(frame)
-- fix arguments
args.damage = tonumber(args.damage)
args.pellet = tonumber(args.pellet)
args.head = tonumber(args.head)
args.leg = tonumber(args.leg)
args.mul = tonumber(args.mul)
args.amped = args.amped == 'true'
args.skullpiercer = tonumber(args.skullpiercer)
args.hopup = tonumber(args.hopup)
args.hopupsup = tonumber(args.hopupsup)
return p._main(args, frame)
end
return p