🌟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:DamageTable

提供:Apex Data
2021年5月17日 (月) 15:52時点におけるMntone (トーク | 投稿記録)による版 (色データのフォーマット方法を改善)
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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

require('Module:Utility/mw.html Extensions')

local p = {}

local aw = require('Module:Utility/Library')
local apex = require('Module:Utility/ApexLibrary')
local iu = require('Module:Utility/Image')
local STKCalculator = require('Module:Apex/STKCalculator')
local formatter -- lazily initialized
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, {
		ampedCover = info.amped,
		beamdamage = info.beamdamage,
		beamticks  = info.ticks,
		disruptorRounds   = info.disruptor,
		hammerpointRounds = info.hammerpoint,
		gunshieldBleedthrough = info.bleedthrough,
		passthrough = info.passthrough,
		pellets = info.pellet,
		round = info.useRound,
	})
	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)
	local shotCount, damages = getShotCount(part, health, shield, info, gunshield)
	local ratio = (shotCount - info.minCount) / (info.maxCount - info.minCount)
	local tooltip = { aw.stringifyRepeatingArray(damages, '→') }
	if info.ttkCalculator then
		local template = '<tr><th>%s&nbsp;</th><td class="cell-type-number" style="font-weight:bold">%d</td><td>&thinsp;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>&thinsp;ミリ秒', ttk0))
		end
	end
	
	row:tag('td')
		:attr('data-tooltip', table.concat(tooltip))
		:css('background-color', getColorAsString(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')
		end
		if cellinfo.breakbottom then
			cell:css('border-bottom', '0 none')
		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
			cell:wikitext(cellinfo.content)
		else
			cell:wikitext('&nbsp;&nbsp;')
		end
	end
end

local function renderRow(tbl, name, tooltip, part, weaponinfo, rowinfo, gunshield)
	local row = tbl:tag('tr')
	renderHeaderCell(row, name, tooltip, rowinfo)
	
	local opts = {
		ampedCover            = weaponinfo.amped,
		charged               = weaponinfo.charged,
		disruptorRounds       = weaponinfo.disruptor,
		hammerpointRounds     = weaponinfo.hammerpoint,
		gunshieldBleedthrough = weaponinfo.bleedthrough,
		passthrough           = weaponinfo.passthrough,
		round                 = weaponinfo.useRound,
	}
	
	local damage
	if gunshield then
		damage = apex.calcDamage(weaponinfo.damage, 1, 1, {
			ampedCover  = weaponinfo.amped,
			charged     = weaponinfo.charged,
			passthrough = weaponinfo.passthrough,
			round       = weaponinfo.useRound,
		})
	else
		damage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, opts)
	end
	
	local text
	if not gunshield and weaponinfo.disruptor > 1 then
		local defaultDamage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, {
			ampedCover  = weaponinfo.amped,
			charged     = weaponinfo.charged,
			passthrough = weaponinfo.passthrough,
			round       = weaponinfo.useRound,
		})
		if weaponinfo.pellet > 1 then
			text = string.format(
				'%s <small><span style="white-space:nowrap">(%s&thinsp;×&thinsp;%s)</span> → %s </small>',
				damage * weaponinfo.pellet,
				damage,
				weaponinfo.pellet,
				defaultDamage * weaponinfo.pellet)
		else
			text = string.format(
				'%s<small> → %s</small>',
				damage,
				defaultDamage)
		end
	elseif not gunshield and weaponinfo.hammerpoint > 1 then
		local defaultDamage = apex.calcDamage(weaponinfo.damage, part, weaponinfo.mul, {
			ampedCover  = weaponinfo.amped,
			charged     = weaponinfo.charged,
			passthrough = weaponinfo.passthrough,
			round       = weaponinfo.useRound,
		})
		if weaponinfo.pellet > 1 then
			text = string.format(
				'<small>%s → </small>%s <small><span style="white-space:nowrap">(%s&thinsp;×&thinsp;%s)</span></small>',
				defaultDamage * weaponinfo.pellet,
				damage * weaponinfo.pellet,
				damage,
				weaponinfo.pellet)
		else
			text = string.format(
				'<small>%s → </small>%s',
				defaultDamage,
				damage)
		end
	elseif weaponinfo.pellet > 1 then
		text = string.format(
			'%s <small><span style="white-space:nowrap">(%s&thinsp;×&thinsp;%s)</span></small>',
			damage * weaponinfo.pellet,
			damage,
			weaponinfo.pellet)
	elseif weaponinfo.ticks > 1 then
		local beamdamage = apex.calcDamageFromPartAndPassive(weaponinfo.beamdamage, part, weaponinfo.mul, opts)
		local alldamage = beamdamage * weaponinfo.ticks + damage
		text = string.format(
			'%s<small> <span style="white-space:nowrap">(%s&thinsp;×&thinsp;%s&thinsp;+&thinsp;%s)</span></small>',
			alldamage,
			beamdamage,
			weaponinfo.ticks,
			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)
	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
			reload = {
				args.reload,
				args.reload,
				args.reloadratio2 * args.reload,
				args.reloadratio3 * args.reload
			}
		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, {
		raise = 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

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
	local minCount, _ = getShotCount(
		minHead,
		100,
		0,
		{
			damage = math.max(args.damage, args.damagemax),
			beamdamage = math.max(args.beamdamage, args.beamdamagemax),
			ticks = args.ticks,
			mul = math.max(args.mul, args.mulmax),
			pellet = math.max(args.pellet, args.pelletmax),
			amped = true,
			charged = math.max(args.charged, args.chargedmax),
			disruptor = math.max(args.disruptor, args.disruptorsup),
			hammerpoint = math.max(args.hammerpoint, args.hammerpointsup),
			passthrough = 1,
		})
	local damagemin = math.min(args.damage, args.damagemin)
	local mininfo = {
		damage = damagemin,
		beamdamage = math.min(args.beamdamage, args.beamdamagemin),
		ticks = args.ticks,
		mul = math.min(args.mul, args.mulmin),
		pellet = math.min(args.pellet, args.pelletmin),
		amped = false,
		charged = 1,
		disruptor = 1,
		hammerpoint = 1,
		passthrough = math.min(args.passthrough, args.passthroughsup),
		bleedthrough = shieldinfo.gunshieldBleedthrough,
	}
	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)
	local maxCount = math.max(legCount, bodyWithGunSheild)
	local ttkCalculator = getTTKCalculator(args)
	local weaponinfo = {
		damage = args.damage,
		beamdamage = args.beamdamage,
		ticks = args.ticks,
		mul = args.mul,
		pellet = args.pellet,
		amped = args.amped,
		charged = args.charged,
		disruptor = args.disruptor,
		hammerpoint = args.hammerpoint,
		passthrough = args.passthrough,
		bleedthrough = shieldinfo.gunshieldBleedthrough,
		useRound = args.round,
		minCount = minCount,
		maxCount = maxCount,
		shields = shieldinfo.shields,
		ttkCalculator = ttkCalculator,
	}
	
	local colspan, info, level2first, level3first
	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 = hideNoHelmets and {
				{ breaktop = true, breakbottom = false, colspan = 2 },
			} or {
				{ breaktop = true, breakbottom = true },
				{ breaktop = true, breakbottom = false, colspan = 2 },
			},
			level2gunshiled = {
				{ breaktop = true, breakbottom = false },
				{ breaktop = false, breakbottom = false, colspan = 2 },
			},
			level3 = hideNoHelmets and {
				{ breaktop = false, breakbottom = true },
				{ breaktop = false, breakbottom = false },
			} or {
				{ breaktop = true, breakbottom = true },
				{ breaktop = false, breakbottom = true },
				{ breaktop = false, breakbottom = false },
			},
			level3first = {
				{ breaktop = false, breakbottom = false, rowspan = 6, content = res.targets.head, verticalAlign = 'top' },
				{ 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 = false, colspan = 2 },
			},
			level1gunshiled = {
				{ breaktop = false, breakbottom = true, colspan = 2 },
			},
			level2 = hideNoHelmets and {
				{ breaktop = false, breakbottom = false },
			} or {
				{ breaktop = true, breakbottom = true },
				{ breaktop = false, breakbottom = false },
			},
			level2first = {
				{ breaktop = false, breakbottom = false, rowspan = 3, content = res.targets.head, verticalAlign = 'top' },
				{ breaktop = false, breakbottom = false },
			},
			level2gunshiled = {
				{ breaktop = true, breakbottom = false },
				{ breaktop = false, breakbottom = false },
			},
		}
		info.level1top = info.level1gunshiled
	end
	if hideNoHelmets then
		if skullpiercer > 1 then
			level2first  = info.level2
			level3first  = info.level3first
		else
			level2first  = info.level2first
		end
	else
		level2first      = info.level2
		if skullpiercer > 1 then
			level3first  = info.level3
		end
	end
	
	local skullpiercerPrefix = iu.hopup('skullpiercer_rifling', { rarity = args.skullpiercerrarity }) .. ' '
	local table = mw.html.create('table')
		:addClass('wikitable')
		:addClass('numbertable')
		:addClass('damagetable')
	if args.caption ~= nil then
		table:tag('caption')
			:wikitext(args.caption)
	end
	
	renderHeader(table, args.mul, colspan, shieldinfo.shields, res)
	
	if not hideNoHelmets then
		if skullpiercer > 1 then
			renderRow(
				table,
				string.format("%s%s", skullpiercerPrefix, string.format(res.targets.format, skullpiercer)),
				nil,
				skullpiercer, weaponinfo, info.level3top)
		end
		
		renderRow(
			table,
			string.format(res.targets.head_format, headMul),
			nil,
			headMul, weaponinfo, info.level1top)
	end
	
	if skullpiercer > 1 then
		local skullpiercerLv1Mul = shieldinfo.helmets.level1.func(skullpiercer)
		renderRow(
			table,
			string.format("%s%s", skullpiercerPrefix, formatter:common(string.format(res.targets.format, skullpiercerLv1Mul))),
			string.format(shieldinfo.helmets.level1.text, skullpiercer),
			skullpiercerLv1Mul, weaponinfo, level3first)
	end
	
	local hlmLv1Mul = shieldinfo.helmets.level1.func(headMul)
	renderRow(
		table,
		string.format(res.targets.helmet1, hlmLv1Mul),
		string.format(shieldinfo.helmets.level1.text, headMul),
		hlmLv1Mul, weaponinfo, level2first)
	
	if skullpiercer > 1 then
		local skullpiercerLv2Mul = shieldinfo.helmets.level2.func(skullpiercer)
		renderRow(
			table,
			string.format("%s%s", skullpiercerPrefix, formatter:rare(string.format(res.targets.format, skullpiercerLv2Mul))),
			string.format(shieldinfo.helmets.level2.text, skullpiercer),
			skullpiercerLv2Mul, weaponinfo, info.level3)
	end
	
	local hlmLv2Mul = shieldinfo.helmets.level2.func(headMul)
	renderRow(
		table,
		string.format(res.targets.helmet2, hlmLv2Mul),
		string.format(shieldinfo.helmets.level2.text, headMul),
		hlmLv2Mul, weaponinfo, info.level2)
	
	if skullpiercer > 1 then
		local skullpiercerLv3Mul = shieldinfo.helmets.level3.func(skullpiercer)
		renderRow(
			table,
			string.format("%s%s", skullpiercerPrefix, formatter:epic(string.format(res.targets.format, skullpiercerLv3Mul))),
			string.format(shieldinfo.helmets.level3.text, skullpiercer),
			skullpiercerLv3Mul, weaponinfo, info.level3)
	end
	
	local hlmLv3Mul = shieldinfo.helmets.level3.func(headMul)
	renderRow(
		table,
		string.format(res.targets.helmet3, hlmLv3Mul),
		string.format(shieldinfo.helmets.level3.text, headMul),
		hlmLv3Mul, weaponinfo, info.level2)
	
	if args.leg == 1 then
		if args.mul < 1 or args.forcegunshield then
			renderRow(table, res.targets.bodylegs, nil, 1, weaponinfo, info.level1gunshiled)
			renderRow(
				table,
				res.targets.gunshield,
				shieldinfo.gunshieldLabel,
				1, weaponinfo, info.level2gunshiled, shieldinfo.gunshield)
		else
			renderRow(table, res.targets.bodylegs, nil, 1, weaponinfo, info.level1)
		end
	else
		if shieldinfo.legAsBodyOnLowProfile and args.mul == 1.05 then
			renderRow(table, res.targets.bodylegs, nil, 1, weaponinfo, info.level1)
		else
			if args.mul < 1 or args.forcegunshield then
				renderRow(table, res.targets.body, nil, 1, weaponinfo, info.level1gunshiled)
				renderRow(
					table,
					res.targets.gunshield,
					shieldinfo.gunshieldLabel,
					1, weaponinfo, info.level2gunshiled, shieldinfo.gunshield)
			else
				renderRow(table, res.targets.body, nil, 1, weaponinfo, info.level1)
			end
			renderRow(table, string.format(res.targets.legs, args.leg), nil, args.leg, weaponinfo, info.level1)
		end
	end
	
	return table
end

function p._main(args, frame)
	formatter = require('Module:Utility/Formatter').new(frame)
	
	-- init value
	local initValues = {
		damage = 20,
		damagemin = 1000,
		damagemax = 0,
		beamdamage = 0,
		beamdamagemin = 0,
		beamdamagemax = 0,
		ticks = 0,
		pellet = 1,
		pelletmin = 0,
		pelletmax = 0,
		head = 2,
		headmax = -1,
		leg = 0.8,
		legmin = 0,
		mul = 1,
		mulmin = 0.85,
		mulmax = 1.05,
		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,
		reloadratio2 = 0.95,
		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.skullpiercerrarity = args.skullpiercerrarity or 'legendary'
	args.shieldpreset = args.shieldpreset or 'removelowprofile'
	
	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