🌟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/Damage

提供:Apex Data
2021年8月23日 (月) 21:07時点におけるMntone (トーク | 投稿記録)による版 (ヘルメットの表記をアイコンに変更)
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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/Damage/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',
		damage                      = 'Damage',
		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),
		hopup                       = 'Hop-Up',
		legsshot                    = 'Legs',
		maxcharge                   = 'Max charge',
		mincharge                   = 'Min charge',
		pellet                      = '1 pellet',
		pelletsFormat               = '%d pellets',
		pelletWithAdditional        = '%s | 1 pellet',
		pelletsWithAdditionalFormat = '%s | %d pellets',
		tick                        = '1 tick',
		ticksFormat                 = '%d ticks',
		weaponname                  = 'Weapon name',
	},
	ja = {
		bodyshot                    = '胴',
		damage                      = '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',
		maxcharge                   = '最大溜め',
		mincharge                   = '最小溜め',
		pellet                      = '1 片',
		pelletsFormat               = '%d 片',
		pelletWithAdditional        = '%s・1 片',
		pelletsWithAdditionalFormat = '%s・%d 片',
		tick                        = '1 チック',
		ticksFormat                 = '%d チック',
		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
	data.damage     = fn(data.base, 1)                               * data.pellets
	data.headDamage = fn(apex.calcPartDamage(data.base, head), head) * data.pellets
	data.lvl1Damage = fn(apex.calcPartDamage(data.base, lvl1), lvl1) * data.pellets
	data.lvl2Damage = fn(apex.calcPartDamage(data.base, lvl2), lvl2) * data.pellets
	data.lvl3Damage = fn(apex.calcPartDamage(data.base, lvl3), lvl3) * data.pellets
	data.legsDamage = fn(apex.calcPartDamage(data.base, legs), legs) * data.pellets
	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 dataset = {}
	for name, stat in pairs(stats) do
		local baseDamage = stat.damage.base
		local baseData = {
			ammo      = stat.ammo,
			base      = stat.damage.base,
			head      = stat.damage.headshot,
			legs      = stat.damage.legshot,
			name      = name,
			pellets   = stat.pellet or 1,
			shortname = stat.localization['Japanese_Short'],
		}
		local special = aw.stringstarts(stat.ammo, 'special_')
		
		-- チャージビーム (チャージライフル)
		if stat.damage.beam then
			for t = 0, stat.damage.beam.ticks do
				local tickData = aw.shallowCopy(baseData)
				if t ~= 1 then
					tickData.option = string.format(res.ticksFormat, t)
				else
					tickData.option = res.tick
				end
				addData(dataset, tickData, function(val, mul)
					return val + apex.calcPartDamage(stat.damage.beam.base, mul) * t
				end)
			end
		
		-- 散弾 (ショットガン・トリプルテイク)
		elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
			for p = 1, stat.pellet do
				local pelletData = aw.shallowCopy(baseData)
				if p > 1 then
					pelletData.option = string.format(res.pelletsFormat, p)
				else
					pelletData.option = res.pellet
				end
				pelletData.pellets = p
				addData(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.base  = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
					pelletUnshieldedData.hopup = { 'hammerpoint_rounds' }
					addData(dataset, pelletUnshieldedData)
				end
			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.head   = stat.damage.headshot_charged or stat.damage.headshot
				minChargeData.legs   = stat.damage.legshot_charged or stat.damage.legshot
				minChargeData.option = res.mincharge
				addData(dataset, minChargeData)
				
				local maxChargeData  = aw.shallowCopy(baseData)
				maxChargeData.base   = stat.damage.charged
				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
			
			-- 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.base   = 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
			
			-- セレクトファイアレシーバー (ハボックライフル)
			if (__debug 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.base  = stat.selectfire_receiver.damage.base or stat.damage.base
				selectfireReceiverData.head  = stat.selectfire_receiver.damage.headshot or stat.damage.headshot
				selectfireReceiverData.hopup = { 'selectfire_receiver' }
				selectfireReceiverData.legs  = stat.selectfire_receiver.damage.legshot or stat.damage.legshot
				addData(dataset, selectfireReceiverData)
			end
				
			-- ハンマーポイント弾 (P2020)
			if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
				local hammerpointRoundsData = aw.shallowCopy(baseData)
				hammerpointRoundsData.base  = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
				hammerpointRoundsData.hopup = { 'hammerpoint_rounds' }
				addData(dataset, hammerpointRoundsData)
			end
			
			-- ディスラプター弾 (オルタネーター・RE-45オート)
			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
				
			-- 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 (__debug or Hopup.anvil_receiver.enabled) and stat.anvil_receiver and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then
				local anvilReceiverData = aw.shallowCopy(baseData)
				anvilReceiverData.base  = stat.anvil_receiver.damage.base
				anvilReceiverData.head  = stat.anvil_receiver.damage.headshot or stat.damage.headshot
				anvilReceiverData.hopup = { 'anvil_receiver' }
				anvilReceiverData.legs  = stat.anvil_receiver.damage.legshot or stat.damage.legshot
				addData(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 (__debug 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
					for p = 1, stat.shatter_caps.pellet do
						local shatterCapsMinChargeData = aw.shallowCopy(baseData)
						shatterCapsMinChargeData.base  = stat.shatter_caps.damage.base
						shatterCapsMinChargeData.head  = stat.shatter_caps.damage.headshot or stat.damage.headshot
						shatterCapsMinChargeData.hopup = { 'shatter_caps' }
						shatterCapsMinChargeData.legs  = stat.shatter_caps.damage.legshot or stat.damage.legshot
						if p > 1 then
							shatterCapsMinChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.mincharge, p)
						else
							shatterCapsMinChargeData.option = string.format(res.pelletWithAdditional, res.mincharge)
						end
						shatterCapsMinChargeData.pellets = p
						addData(dataset, shatterCapsMinChargeData)
						
						local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
						shatterCapsMaxChargeData.base  = stat.shatter_caps.damage.charged
						shatterCapsMaxChargeData.head  = stat.shatter_caps.damage.headshot_charged or stat.shatter_caps.damage.headshot or stat.damage.headshot
						shatterCapsMaxChargeData.legs  = stat.shatter_caps.damage.legshot_charged or stat.shatter_caps.damage.legshot or stat.damage.legshot
						if p > 1 then
							shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p)
						else
							shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge)
						end
						addData(dataset, shatterCapsMaxChargeData)
					end
				else
					for p = 1, stat.shatter_caps.pellet do
						local shatterCapsData = aw.shallowCopy(baseData)
						shatterCapsData.base  = stat.shatter_caps.damage.base
						shatterCapsData.head  = stat.shatter_caps.damage.headshot or stat.damage.headshot
						shatterCapsData.hopup = { 'shatter_caps' }
						shatterCapsData.legs  = stat.shatter_caps.damage.legshot or stat.damage.legshot
						if p > 1 then
							shatterCapsData.option = string.format(res.pelletsFormat, p)
						else
							shatterCapsData.option = res.pellet
						end
						addData(dataset, shatterCapsData)
					end
				end
			end
		end
	end
	
	local metadata = {
		tableutil.RankCell.new('', 'damage', true),
		tableutil.AmmoCell.new('', 'ammo', {
			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',
			headerClass    = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both',
			headerColspan  = 0,
		}),
		tableutil.ValueCell.new(res.legsshot, 'legsDamage', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineValueCell.new(res.bodyshot, 'damage', {
			startIndex  = 'legsDamage',
			endIndex    = 'lvl1Damage',
			cellClass   = 'st-mobile-graph st-mobile-textshadow',
			footerClass = 'st-mobile-axis',
			headerStyle = {
				['min-width'] = '80px',
				['max-width'] = '8em',
			},
			maximumValue = 150,
			preferredGridCount = 3,
		}),
		tableutil.ValueCell.new(res.headlvl3, 'lvl3Damage', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl2, 'lvl2Damage', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', {
			cellClass   = 'st-mobile-last',
			footerClass = 'st-mobile-last',
			headerClass = 'st-mobile-last',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineCell.new(res.graph, 'damage', {
			startIndex  = 'legsDamage',
			endIndex    = 'lvl1Damage',
			cellClass   = 'st-desktop st-desktop-graph',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '200px',
			},
			maximumValue = 200,
		}),
	}
	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