🌟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:WeaponInfobox

提供:Apex Data
2021年2月13日 (土) 12:05時点におけるMntone (トーク | 投稿記録)による版 (拡張マガジン非対応のケースでもテーブル内テーブルを使用する実装に変更)
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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:WeaponInfobox/doc に作成できます

local p = {}

local aw = require('Module:Utility/Library')
local iu = require('Module:Utility/Image')
local formatter -- lazily initialized
local getArgs -- lazily initialized

local function stringStarts(str, start)
	return string.sub(str, 1, string.len(start)) == start
end

local function createCellInRow(tbl, name)
	return tbl:tag('tr')
		:tag('th')
			:wikitext(name)
			:done()
		:tag('td')
end

local function renderRow(tbl, name, item)
	createCellInRow(tbl, name):wikitext(item)
end

local function renderFormatRow(tbl, name, default, common, rare, epic, opts)
	opts = opts or {}
	opts.separator = opts.separator or ' - '
	local row = tbl:tag('tr')
		:tag('td'):wikitext(name):done()
		:tag('td'):wikitext(default):done()
	
	if common ~= nil then
		row:tag('td'):wikitext(opts.separator):done()
			:tag('td'):wikitext(formatter:common(common))
	end
	
	if rare ~= nil then
		row:tag('td'):wikitext(opts.separator):done()
			:tag('td'):wikitext(formatter:rare(rare))
	end
	
	if epic ~= nil then
		row:tag('td'):wikitext(opts.separator):done()
			:tag('td'):wikitext(formatter:epic(epic))
	end
	
	if opts.footer ~= nil then
		row:tag('td'):wikitext(opts.footer)
	end
	return row
end

local CategoryDict = {
	assault_rifle = "アサルトライフル",
	sub_machine_gun = "サブマシンガン",
	light_machine_gun = "ライトマシンガン",
	sniper = "スナイパーライフル",
	shotgun = "ショットガン",
	pistol = "ピストル",
}
local function renderCategory(tbl, name, stat)
	local category = CategoryDict[stat]
	local item = string.format('[[武器#%s|%s]][[Category:%s]]', category, category, category)
	renderRow(tbl, name, item)
end

local AmmoDict = {
	light = "ライトアモ",
	heavy = "ヘビーアモ",
	energy = "エネルギーアモ",
	sniper = "スナイパーアモ",
	shotgun = "ショットガンアモ",
	special_light = "専用ライトアモ",
	special_heavy = "専用ヘビーアモ",
	special_energy = "専用エネルギーアモ",
	special_sniper = "専用スナイパーアモ",
	special_shotgun = "専用ショットガンアモ",
}
local function renderAmmo(tbl, name, stat)
	local ammo = AmmoDict[stat]
	local page = '弾による武器一覧#' .. ammo
	local item = formatter:ammo(ammo, 28, page)
		.. string.format(' [[%s|%s]][[Category:%s]]', page, ammo, ammo)
	renderRow(tbl, name, item)
end

local function convertDecimalToFractional(num)
	local integer = math.floor(num)
	local decimal = tonumber(string.format("%.3f", num - integer))
	local decimalText
	if decimal == 0.125 then
		decimalText = '⅛'
	elseif decimal == 0.2 then
		decimalText = '⅕'
	elseif decimal == 0.25 then
		decimalText = '¼'
	elseif decimal == 1/3 then
		decimalText = '⅓'
	elseif decimal == 0.375 then
		decimalText = '⅜'
	elseif decimal == 0.4 then
		decimalText = '⅖'
	elseif decimal == 0.5 then
		decimalText = '½'
	elseif decimal == 0.6 then
		decimalText = '⅗'
	elseif decimal == 0.625 then
		decimalText = '⅝'
	elseif decimal == 2/3 then
		decimalText = '⅔'
	elseif decimal == 0.75 then
		decimalText = '¾'
	elseif decimal == 0.8 then
		decimalText = '⅘'
	elseif decimal == 0.875 then
		decimalText = '⅞'
	else
		decimalText = ''
	end
	
	if decimalText == '' then
		return tostring(num)
	elseif integer == 0 then
		return decimalText
	else
		return tostring(integer) .. decimalText
	end
end

local function renderMode(tbl, name, stat)
	local mode = nil
	if stat.burst > 1 then
		mode = stat.burst .. '点バースト'
	end
	
	if stat.auto then
		if mode == nil then
			mode = 'オート'
		else
			mode = mode .. '・オート'
		end
	end
	
	if stat.single then
		if mode == nil then
			mode = '単発'
		else
			mode = mode .. '・単発'
		end
	end
	
	renderRow(tbl, name, mode)
end

local function renderDamage(tbl, name, stat, ammo, pellet)
	local base = stat.base
	local typename = type(base)
	if pellet ~= nil then
		local item = tostring(base) .. ' × ' .. tostring(pellet) .. '片'
		renderRow(tbl, name, item)
	elseif typename == 'table' then
		renderRow(tbl, name, table.concat(base, ' - '))
	elseif typename == 'number' then
		local damageText
		if stat.anvil_receiver ~= nil then
			damageText = base .. ' - '
			.. iu.hopup('アンビルレシーバー')
			.. ' ' .. formatter:legendary(stat.anvil_receiver.base)
		else
			damageText = tostring(base)
		end
		renderRow(tbl, name, damageText)
	else
		return
	end
	
	local head = convertDecimalToFractional(stat.headshot)
	local hlm1 = convertDecimalToFractional(0.2 + 0.8 * stat.headshot)
	local hlm2 = convertDecimalToFractional(0.4 + 0.6 * stat.headshot)
	local hlm3 = convertDecimalToFractional(0.5 + 0.5 * stat.headshot)
	local leg = convertDecimalToFractional(stat.legshot)
	local sprm = stat.skullpiercer_rifling or 1
	
	local cattext = '[[Category:ヘッドショット倍率が' .. stat.headshot .. '倍の武器]]'
	local ul = mw.html.create('ul')
	if sprm > 1 then
		local spr0 = convertDecimalToFractional(sprm)
		local spr1 = convertDecimalToFractional(0.2 + 0.8 * sprm)
		local spr2 = convertDecimalToFractional(0.4 + 0.6 * sprm)
		local spr3 = convertDecimalToFractional(0.5 + 0.5 * sprm)
		
		local intable = ul:tag('li')
			:tag('table')
				:addClass('condensedtable')
		renderFormatRow(
			intable,
			'頭',
			head, hlm1, hlm2, hlm3,
			{ footer = '倍' .. cattext })
		renderFormatRow(
			intable,
			iu.hopup('スカルピアサーライフリング') .. ' ',
			spr0, spr1, spr2, spr3,
			{ footer = '倍' })
	else
		local headText = '頭 ' .. formatter:format(head, hlm1, hlm2, hlm3, '倍', ' - ') .. cattext
		ul:tag('li'):wikitext(headText)
	end
	
	local legText
	if stat.anvil_receiver ~= nil then
		local anvilleg = convertDecimalToFractional(stat.anvil_receiver.legshot)
		legText = '脚 ' .. leg .. ' - '
			.. iu.hopup('アンビルレシーバー')
			.. ' ' .. formatter:legendary(anvilleg) .. '倍'
	else
		legText = '脚 ' .. leg .. '倍'
	end
	ul:tag('li'):wikitext(legText)
	tbl:tag('tr')
		:tag('td')
			:attr('colspan', 2)
			:node(ul)
end

local function renderFirerate(tbl, name, firerate, mode)
	if firerate == nil then
		return
	end
	
	local cell = createCellInRow(tbl, name)
	if mode.auto then
		if mode.single then
			if firerate.anvil_receiver then
				local ul = tbl:tag('tr'):tag('td'):attr('colspan', 2):tag('ul')
				ul:tag('li'):wikitext('オート: ' .. firerate.auto .. ' rps <small>(' .. (60 * firerate.auto) .. ' rpm)</small>')
				
				if firerate.auto ~= firerate.single then
					ul:tag('li'):wikitext('単発: ' .. firerate.single .. ' rps <small>(' .. (60 * firerate.single) .. ' rpm)</small>')
				end
				
				if firerate.anvil_receiver then
					ul:tag('li')
						:wikitext(
							iu.hopup('アンビルレシーバー')
							.. ': ' .. firerate.anvil_receiver .. ' rps <small>(' .. (60 * firerate.anvil_receiver) .. ' rpm)</small>')
				end
			elseif firerate.auto ~= firerate.single then
				tbl:tag('tr')
					:tag('td')
						:attr('colspan', 2)
						:tag('ul')
							:tag('li')
								:wikitext('オート: ' .. firerate.auto .. ' rps <small>(' .. (60 * firerate.auto) .. ' rpm)</small>')
								:done()
							:tag('li')
								:wikitext('単発: ' .. firerate.single .. ' rps <small>(' .. (60 * firerate.single) .. ' rpm)</small>')
			else
				local rps = firerate.auto
				cell:wikitext(rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>')
			end
		else
			local rps = firerate.auto
			cell:wikitext(rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>')
		end
	elseif mode.single then
		local rps = firerate.single
		cell:wikitext(rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>')
	end
end

local function renderRowDPS(tbl, name, leg, body, head, skullpiercer, tag)
	tag = tag or 'td'
	
	local row = tbl:tag('tr')
	row:tag('th'):wikitext(name)
	if leg == '' then
		row:tag(tag)
			:attr('align', 'center')
			:addClass('disabled')
			:wikitext('–')
	elseif leg ~= nil and leg ~= body then
		row:tag(tag):wikitext(leg)
	end
	row
		:tag(tag):wikitext(body):done()
		:tag(tag):wikitext(head)
	if skullpiercer ~= nil then
		row:tag(tag):wikitext(skullpiercer)
	end
end

local function toDPSText(dps)
	return string.format("%.1f", dps)
end

local function renderDPSTable(cell, name, pellet, base, damages, firerate, useRound)
	local headDamage = aw.round(damages.headshot * base)
	local legDamage = aw.round(damages.legshot * base)
	local skullpiercer = damages.skullpiercer_rifling
	
	local skullpiercerHeader = nil
	local commonSkullpiercerDPS = nil
	local lowprofileSkullpiercerDPS = nil
	local fortifiedSkullpiercerDPS = nil
	if skullpiercer ~= nil then
		skullpiercerHeader = iu.hopup('スカルピアサーライフリング')
		
		local skullpiercerDamage = aw.round(skullpiercer * base)
		commonSkullpiercerDPS = toDPSText(pellet * skullpiercerDamage * firerate)
		lowprofileSkullpiercerDPS = toDPSText(pellet * aw.selectiveRound(1.05 * skullpiercerDamage, useRound) * firerate)
		fortifiedSkullpiercerDPS = toDPSText(pellet * aw.round(0.85 * skullpiercerDamage) * firerate)
	end
	
	local intable = cell:tag('table')
		:addClass('intable')
		:addClass('numbertable')
	local lowprofileLegDamagePlaceholder
	if damages.legshot == 1 then
		lowprofileLegDamagePlaceholder = nil
		renderRowDPS(intable, name, nil, '胴', '頭', skullpiercerHeader, 'th')
	else
		lowprofileLegDamagePlaceholder = ''
		renderRowDPS(intable, name, '脚', '胴', '頭', skullpiercerHeader, 'th')
	end
	renderRowDPS(
		intable,
		'通常',
		toDPSText(pellet * legDamage * firerate),
		toDPSText(pellet * base * firerate),
		toDPSText(pellet * headDamage * firerate),
		commonSkullpiercerDPS)
	renderRowDPS(
		intable,
		'小柄',
		lowprofileLegDamagePlaceholder,
		toDPSText(pellet * aw.selectiveRound(1.05 * base, useRound) * firerate),
		toDPSText(pellet * aw.selectiveRound(1.05 * headDamage, useRound) * firerate),
		lowprofileSkullpiercerDPS)
	renderRowDPS(
		intable,
		'鉄壁',
		toDPSText(pellet * aw.round(0.85 * legDamage) * firerate),
		toDPSText(pellet * aw.round(0.85 * base) * firerate),
		toDPSText(pellet * aw.round(0.85 * headDamage) * firerate),
		fortifiedSkullpiercerDPS)
end

local function renderDPS(tbl, name, stat)
	if stat.firerate == nil then
		return
	end
	
	local damage = stat.damage.base
	renderRow(tbl, name, '')
	
	local pellet = stat.pellet or 1
	local useRound = stat.damage.round or false
	local cell = tbl:tag('tr'):tag('td'):attr('colspan', 2)
	
	if type(damage) == 'table' then
		for _, damage in ipairs(damage) do
			if stat.mode.single then
				renderDPSTable(
					cell,
					'',
					pellet,
					damage,
					stat.damage,
					stat.firerate.single,
					useRound)
			end
		end
	else
		if stat.mode.auto then
			renderDPSTable(
				cell,
				'',
				pellet,
				stat.damage.base,
				stat.damage,
				stat.firerate.auto,
				useRound)
		end
		
		if stat.mode.single and stat.firerate.auto ~= stat.firerate.single then
			renderDPSTable(
				cell,
				'',
				pellet,
				stat.damage.base,
				stat.damage,
				stat.firerate.single,
				useRound)
		end
	
		if stat.damage.anvil_receiver and stat.firerate.anvil_receiver then
			renderDPSTable(
				cell,
				iu.hopup('アンビルレシーバー'),
				pellet,
				stat.damage.anvil_receiver.base,
				stat.damage.anvil_receiver,
				stat.firerate.anvil_receiver,
				useRound)
		end
	end
end

local function renderMagazine(table, name, stat, category)
	local typename = type(stat)
	if typename == 'table' then
		if category == 'light_machine_gun' then
			local intable = createCellInRow(table, name)
				:tag('table')
					:addClass('condensedtable')
			renderFormatRow(
				intable,
				'',
				stat[1], stat[2], stat[3], stat[4])
			renderFormatRow(
				intable,
				formatter:hopup('改造ローダー') .. '&nbsp;',
				stat['modded0'], stat['modded1'], stat['modded2'], stat['modded3'])
		else
			local text = formatter:format(stat[1], stat[2], stat[3], stat[4], '', ' - ')
			renderRow(table, name, text)
		end
	elseif typename == 'number' then
		if stat == math.huge then
			renderRow(table, name, '∞')
		else
			renderRow(table, name, stat)
		end
	else
		return
	end
end

local reloadFormat = '%.3f'
local function renderReload(tbl, name, reload, ammo)
	if reload.full == nil or ammo == 'shotgun' or ammo == 'special_shotgun' then
		return
	end
	
	local muls
	if ammo == 'heavy' or ammo == 'special_heavy' then
		muls = { level2 = 0.92, level3 = 0.87 }
	else
		muls = { level2 = 0.95, level3 = 0.9 }
	end
	
	if stringStarts(ammo, "special_") then
		if reload.tactical ~= nil and reload.tactical ~= reload.full then
			local tacticalText, fullText
			if ammo == 'special_sniper' then
				tacticalText = tostring(reload.tactical)
				fullText     = tostring(reload.full)
			else
				tacticalText = tostring(muls.level3 * reload.tactical)
				fullText     = tostring(muls.level3 * reload.full)
			end
			local intable = createCellInRow(tbl, name)
				:tag('table')
					:addClass('condensedtable')
					:addClass('listtable')
			renderFormatRow(
				intable,
				'タクティカル&nbsp;',
				string.format(reloadFormat, reload.tactical),
				nil, nil, nil, { footer = '秒'})
			renderFormatRow(
				intable,
				'フル',
				string.format(reloadFormat, reload.full),
				nil, nil, nil, { footer = '秒'})
		else
			local time
			if ammo == 'special_sniper' then
				time = reload.full
			else
				time = muls.level3 * reload.full
			end
			renderRow(tbl, name, time .. '秒')
		end
	elseif reload.tactical ~= nil and reload.tactical ~= reload.full then
		renderRow(tbl, name, '')
		
		local intable = tbl:tag('tr')
			:tag('td')
				:attr('colspan', 2)
					:tag('table')
						:addClass('condensedtable')
						:addClass('listtable')
		renderFormatRow(
			intable,
			'タクティカル&nbsp;',
			string.format(reloadFormat, reload.tactical),
			nil,
			string.format(reloadFormat, muls.level2 * reload.tactical),
			string.format(reloadFormat, muls.level3 * reload.tactical),
			{ footer = '秒'})
		renderFormatRow(
			intable,
			'フル',
			string.format(reloadFormat, reload.full),
			nil,
			string.format(reloadFormat, muls.level2 * reload.full),
			string.format(reloadFormat, muls.level3 * reload.full),
			{ footer = '秒'})
	else
		local text = formatter:format(reload.full, nil, muls.level2 * reload.full, muls.level3 * reload.full, '秒', ' - ')
		renderRow(tbl, name, text)
	end
end

local function renderReleaseDate(tbl, name, release)
	local r = os.date("*t", release)
	local releaseText = string.format(
		'<time datetime="%04d-%02d-%02dT%02d:00:00.000+0900">%d年%d月%d日 %d時</time>~',
		r.year, r.month, r.day, r.hour, r.year, r.month, r.day, r.hour)
	renderRow(tbl, name, releaseText)
end

local function renderTable(args, stat)
	stat = stat or mw.loadData('Module:Stat/Weapon')[args.name]
	
	local category = stat.category
	local table = mw.html.create('table')
	renderReleaseDate(table, 'リリース日', stat.release)
	renderCategory(table, '種類', category)
	renderAmmo(table, '弾薬', stat.ammo)
	renderMode(table, '射撃モード', stat.mode)
	renderDamage(table, 'ダメージ', stat.damage, stat.ammo, stat.pellet)
	renderFirerate(table, '射撃速度', stat.firerate, stat.mode)
	renderDPS(table, 'DPS', stat)
	renderMagazine(table, '装填数', stat.magazine, category)
	if stat.time and stat.time.reload then
		renderReload(table, 'リロード', stat.time.reload, stat.ammo)
	end
	return table
end

function p.getNode(stat, formatter2)
	formatter = formatter2 or require('Module:Utility/Formatter').new()
	return renderTable(nil, stat)
end

function p._main(args, frame)
	formatter = require('Module:Utility/Formatter').new(frame)
	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