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模块:Gun info

来自少前百科GFwiki
罗瓦讨论 | 贡献2023年5月8日 (一) 00:12的版本
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模块:Gun info及其子页面是一组主要用于存放和展示战术人形相关信息的模块,其各个部分的作用见下文。

组成部分

控制代码

数据


local p = {}
local args = {}
local super
local gundata
local data
local bdata = {}
local etdata = mw.loadData('Module:Equip info/type data')
local infobox = require('Module:Infobox').infobox
local guntype = { {'手枪', '冲锋枪', '步枪', '突击步枪', '机枪', '霰弹枪', [0] = '所有枪种'},
	{'HG', 'SMG', 'RF', 'AR', 'MG', 'SG'} }
local attrs = {'伤害', '射速', '命中', '回避', '暴击率', '技能冷却速度', '', '护甲'}
local bonuses = {'pow', 'hit', 'dodge', 'speed', 'rate', 'critical_harm_rate',
	'critical_percent', 'armor_piercing', 'armor', 'night_view_percent', 'bullet_number_up'}
local cardstyles = ''

local function makeCard(d, f, p)
	local cats = {'配件', '弹匣', '人形'}
	local typeinfo = etdata[d.etype]
	local desc = d.desc
	local dollar = (mw.ustring.find(desc, '$', 1, true))
	if mw.ustring.sub(desc, dollar-4, dollar-1) == '<hr>' then
		desc = mw.ustring.gsub(desc, '%$', '')
	else desc = mw.ustring.gsub(desc, '%$', '<hr>') end
	for i = #bonuses, 1, -1 do
		local v = bonuses[i]
		if d[v] ~= nil and mw.ustring.find(desc, v) ~= nil then
			local rpl = d[v][2]
			if d.bonus_type ~= nil and d.bonus_type[v] ~= nil then
				rpl = math.floor(rpl*(1+d.bonus_type[v]/1000)) end
			desc = mw.ustring.gsub(desc, v, string.format('span>%d</span', rpl))
		end
	end
	return f:expandTemplate{title = '装备/card', args = {
		['类型图标'] = typeinfo.code,
		['星级'] = d.rank,
		['代号'] = d.code,
		['页面'] = p ~= nil and d.altname or d.name,
		['名称'] = d.name,
		['类别'] = cats[typeinfo.category],
		['类型'] = typeinfo.name,
		['描述'] = mw.ustring.gsub(desc, '<%%>', '<span>%</span>')
	}}
end

local function putEquipments()
	local root = super:tag('div'):attr('id', 'equip-container')
	local function copy(t)
		local ret = {}
		for i, v in ipairs(t) do ret[i] = v end
		return ret
	end
	
	local equips = {
    	{{1, 4, 13, 16}, {2, 6}, {3,10}},
    	{{3, 9, 10}, {2, 6}, {1, 1, 2, 3, 4, 13}},
    	{{2, 5}, {1, 1, 2, 3, 13}, {3, 15}},
    	{{1, 1, 2, 3, 4, 13}, {2, 8}, {3, 9, 10}},
    	{{2, 5, 17}, {1, 1, 2, 3, 16}, {3, 14, 21}},
    	{{3, 11}, {2, 7}, {1, 1, 2, 3, 4, 22}}
	}
	local defaults = equips[gundata.guntype]
	local catnames = {'配件', '弹匣', '人形'}
	root:newline():wikitext('=== 装备 ==='):newline()
	local edata = {}
	for i = 1,3 do edata[i] = gundata['equip' .. tostring(i)] and
		copy(gundata['equip' .. tostring(i)]) or defaults[i] end
	local equipTable = root:tag('table')
	for i = 1,3 do
		local tr = equipTable:tag('tr')
		for j = 1,3 do
			local td = tr:tag('td')
			if i == 1 then td:wikitext(
				'[[File:Equip_cat_' .. tostring(edata[j][1]) .. '.png|link=]]')
			elseif i == 2 then td:wikitext(catnames[edata[j][1]])
			else
				local etypes = {}
				for k = 2,#(edata[j]) do etypes[k-1] = etdata[edata[j][k]].name end
				td:wikitext('可装备', table.concat(etypes, '/'))
			end
		end
	end
	local ex = gundata.exclusives
	if ex[1] then
		local frame = mw.getCurrentFrame()
		cardstyles = frame:extensionTag{
			name = 'templatestyles', args = { src = '模板:装备/card.css' }
		}
		local eqdata = mw.loadData('Module:Equip info/data')
		local exTable = root:tag('table'):tag('tr')
		local cols = {}
		for i = 1,3 do cols[#cols+1] = exTable:tag('td') end
		for _,v in ipairs(ex) do
			local e = eqdata[v]
			cols[etdata[e.etype].category]:wikitext(makeCard(e, frame))
		end
	end
end

local function serveSkillInfo(order, ismod)
	local root = mw.html.create()
	local id = (ismod and moddata or gundata)['skill' .. order]
	local group = math.floor(id/1e5) == 1 and '1' or 'other'
	if not bdata[group] then
		bdata[group] = mw.loadData('Module:Battle skill config/data ' .. group)
	end
	skilldata = bdata[group][id]
	local skill = root:tag('table'):attr{ id = 'skill' .. order .. (ismod and 'mod' or ''),
		class = 'skill-table',
		['data-cd'] = skilldata.cd_time,
		['data-cd-start'] = skilldata.start_cd_time }
	if skilldata.vals then skill:attr('data-val', skilldata.vals) end
	local signature = skill:tag('tr'):attr('class', 'skill-signature')
	local icon = signature:tag('td')
	icon:attr('rowspan', 2)
		:wikitext('[[file:icon Skill ' .. skilldata.code .. '.png|48px|link=]]')
	local skillname = signature:tag('td')
	skillname:wikitext(skilldata.name)
	if order == '2' or ismod then skillname:tag('span'):wikitext('心智升级') end
	local lvcd = skill:tag('tr'):tag('td'):attr('class', 'skill-lvcd')
	lvcd:tag('span'):wikitext('等级10')
	lvcd:wikitext('前置冷却<span></span>秒/冷却时间<span></span>秒')
	skill:tag('tr'):tag('td'):attr{class = 'lv-control', colspan = 2}
	local desc = skill:tag('tr'):tag('td'):attr('colspan', 2)
	if skilldata.desc then
		local descstr = string.gsub(skilldata.desc, '{}', '<span class="skill"></span>')
		descstr = string.gsub(descstr, '\n', '<br>')
		desc:wikitext(descstr)
	else for i, v in ipairs(skilldata.full_desc) do
		desc:tag('p'):wikitext((string.gsub(v, '\n', '<br>'))) end
	end
	return tostring(root)
end

local function putSkills()
	local root = super:tag('div'):attr('id', 'skill-container')
	root:newline():wikitext('=== 技能 ==='):newline()
	root:wikitext(serveSkillInfo('1'))
	if gundata['mod'] then
		root:wikitext(serveSkillInfo('1', true))
		root:wikitext(serveSkillInfo('2', true))
	end
end

local function addImages()
	local root = super:tag('div'):attr('id', 'image-container')
	root:newline():wikitext('== 人形外观 =='):newline()
	local guncode = string.gsub(gundata.code, ' ', '_')
	local skindata = mw.loadData('Module:Gun info/skin_data')
	local control = root:tag('div'):attr('id', 'unit-showcase-control')
	control:tag('div'):attr('id', 'unit-image-selected')
		:tag('div'):wikitext('初始形象'):done():tag('div')
	local menu = control:tag('ul'):attr('id', 'unit-image-selector'):css('display', 'none')
	control:tag('div'):attr('id', 'state-toggle'):done()
		:tag('div'):attr('id', 'live2d-toggle')
	menu:tag('li'):attr('data-skincode', guncode):wikitext('初始形象')
	if moddata then
		local moditem = menu:tag('li')
			:attr('data-skincode', guncode .. 'Mod'):wikitext('心智升级')
		local l2dmod = {[55] = 1, [56] = 1, [57] = 1, [65] = 1, [101] = 1,
			[103] = 1, [122] = 1, [143] = 1}
		if l2dmod[gundata.id] then moditem:addClass('live2d1') end
	end
	for _, v in ipairs(gundata.skins) do
		skin = skindata[v]
		if skin then
			local skincode = guncode .. '_' .. tostring(v)
			local item = menu:tag('li')
			item:tag('span'):wikitext(skin.name)
			item:tag('span'):wikitext(skindata.skin_classes[skin.class])
			local skintype = skin['type']
			item:attr('data-skincode', skincode)
			if skintype ~= 0 then
				item:addClass('live2d' .. tostring(skintype))
			end
		end
	end
	local showcase = root:tag('div'):attr('id', 'unit-image-showcase')
	showcase:tag('div'):attr('id', 'unit-image-display')
		:done():tag('div'):attr('id', 'live2d-control'):cssText('display:none')
end

local function getGridPositions(center, pos)
	local self_pos = 4 - math.floor(center / 5) + 3 * (center % 5 - 2)
	local effect_poses = {}
	for i, v in ipairs(pos) do
		effect_poses[i] = 3*(2 - (v - 1)%5) + math.floor((v - 1)/5) - 2 + self_pos
	end
	table.sort(effect_poses)
	return self_pos, effect_poses
end

local function concatEffects(anames, avals, coeff)
	local effects = {}
	for i = 1, #anames do
		local sign = avals[i] > 0 and '+' or ''
		table.insert(effects, string.format('%s<span class="effect-%s">%s%d%%</span>',
			anames[i],
			sign == '+' and 'positive' or 'negative',
			sign, math.floor(avals[i]*coeff)))
	end
	return table.concat(effects, ' ')
end

local function makeEffectTable(self_pos, effect_poses, target, effect, parent)
	local effect_table = parent:tag('table'):addClass('effect-table'):tag('tr')
	local effect_grid = effect_table:tag('td'):tag('table'):addClass('effect-grid')
	local index = 1
	for i = 0, 2 do
		local tr = effect_grid:tag('tr')
		for j = 1, 3 do
			local td = tr:tag('td')
			if i*3 + j == effect_poses[index] then
				td:addClass('effect-cell')
				index = index + 1
			elseif i*3 + j ==  self_pos then
				td:addClass('self-cell')
			end
		end
	end
	local effect_text = effect_table:tag('td')
	effect_text:wikitext('<span class="effect-caption">影响格效果</span><br>')
	local targets = {}
	for _, v in ipairs(target) do targets[#targets+1] = guntype[1][v] end
	effect_text:wikitext(string.format('对%s有效', table.concat(targets, '、')))
	local anames, avals = {}, {}
	for i,v in ipairs(effect) do
		if i%2 == 1 then table.insert(anames, attrs[v])
		else table.insert(avals, v) end
	end
	effect_text:wikitext('<br>')
	effect_text:wikitext(concatEffects(anames, avals, 1))
	if gundata.guntype == 1 then for i = 1.25, 2, 0.25 do
		effect_text:wikitext('<br>')
		effect_text:wikitext(concatEffects(anames, avals, i)) end end
end

local function addCombatInfo()
	local root = super:tag('div'):attr('id', 'stat-container')
	local gtype = gundata.guntype
	local speeds = {15,12,7,10,4,6}
	local crits = {20,5,40,20,5,40}
	local targets = {{0}, {4}, {1}, {2}, {6}, {5}}
	root:newline():wikitext('== 战斗数据 =='):newline()
	local ratios = { gundata.life, gundata.power, gundata.rate,
		gundata.hit, gundata.dodge, gundata.armor or 0 }
	local attrdataset = root:tag('div'):attr{
		id = 'attr-dataset',
		['data-type'] = gtype,
		['data-growing'] = table.concat(ratios, ','),
		['data-growth'] = gundata.growth,
		['data-max-rate'] = gundata.max_rate
	}
	if moddata then
		ratios = { moddata.life, moddata.power, moddata.rate,
			moddata.hit, moddata.dodge, moddata.armor or 0 }
		attrdataset:attr{
			['data-growing-mod'] = table.concat(ratios, ','),
			['data-growth-mod'] = moddata.growth,
			['data-max-rate-mod'] = moddata.max_rate
		}
	end
	local attrtable = root:tag('div'):attr('id', 'attr-table')
	attrtable:newline():wikitext(string.format([[
{|
!id="ap"|穿甲!!id="round"|弹量!!id="speed"|移速!!id="crit"|暴击!!id="critpow"|暴伤
|-
|15||data-attr="%d" data-mod="%d"|%s||%s||data-attr="%d" data-mod="%d"|%s||150%%
|}]],
		gundata.round or 0,
		moddata and moddata.round or 0,
		tostring(gundata.round or '不适用'),
		tostring(speeds[gtype]),
		gundata.crit or crits[gtype],
		moddata and moddata.crit or crits[gtype],
		tostring(gundata.crit or crits[gtype])))
	local self_pos, effect_poses = getGridPositions(gundata.grid_center or 13, gundata.grid_pos)
	local container = moddata and root:tag('div'):attr('id', 'effects') or root
	makeEffectTable(self_pos, effect_poses, gundata.effect_target or targets[gtype], gundata.effect, container)
	if moddata then
		self_pos, effect_poses = getGridPositions(moddata.grid_center or 13, moddata.grid_pos)
		makeEffectTable(self_pos, effect_poses, moddata.effect_target or targets[gtype], moddata.effect, container)
	end
end

local function addInfobox()
    local modrank = {'', '4', '4', '5', '6'}
    local orgdata = mw.loadData('Module:Gun info/org data')
    local org, org2 = orgdata[math.floor(gundata.org/100)], orgdata[gundata.org]
    local illu, cv = gundata.illu, gundata.cv
	root:wikitext(infobox{
		above = gundata.name,
		label1 = '编号',
		data1 = gundata.id,
		label2 = '武器类型',
		data2 = guntype[1][gundata.guntype],
		label3 = '稀有度',
		data3 = tostring(gundata.rank) ..
			(moddata and '(心智升级:' .. modrank[gundata.rank] .. ')' or ''),
		label4 = '所属部门',
		data4 = string.format('[[内部一览/%s|%s]]-%s', org, org, org2),
		label5 = '作画',
		data5 = illu and string.format('[[立绘画师一览#%s|%s]]', illu, illu),
		label6 = '配音',
		data6 = cv and string.format('[[角色配音一览#%s|%s]]', cv, cv)
	})
    root:newline()
end

local function _gunInfo()
	if tonumber(args[1]) < 1000 then
		data = mw.loadData('Module:Gun info/data')
	else
		data = mw.loadData('Module:Gun info/data extra')
	end
	gundata = data[tonumber(args[1])]
	if gundata == nil then
		return '<p style="color:red">未找到编号对应的战术人形信息,请检查编号是否正确及' ..
			'<a href="/w/Module:Gun_info/data">Module:Gun info/data</a>的数据是否为最新。</p>'
	end
	if gundata.mod == 1 then
		local moddataOrig = mw.loadData('Module:Gun info/data mod')[tonumber(args[1])+20000]
		moddata = {skill2 = moddataOrig.skill2}
		for k,v in pairs(gundata) do moddata[k] = moddataOrig[k] or v end
	end
	local root = mw.html.create()
	super = root:tag('div'):attr('id', 'doll-container')
	
	--addInfobox()
	addImages()
	addCombatInfo()
	putSkills()
	putEquipments()
	
	local templatestyles = mw.getCurrentFrame():extensionTag{
		name = 'templatestyles', args = { src = '模板:战术人形信息/styles.css' }
	}
	return cardstyles .. templatestyles .. tostring(root)
end

function p.gunInfo(frame)
	if frame == mw.getCurrentFrame() then
		args = frame:getParent().args
	else
		args = frame
	end
	return _gunInfo()
end

return p