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“模块:Gun info”的版本间的差异

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local guntype = { {'手枪', '冲锋枪', '步枪', '突击步枪', '机枪', '霰弹枪'},
 
local guntype = { {'手枪', '冲锋枪', '步枪', '突击步枪', '机枪', '霰弹枪'},
 
{'HG', 'SMG', 'RF', 'AR', 'MG', 'SG'} }
 
{'HG', 'SMG', 'RF', 'AR', 'MG', 'SG'} }
local base_attr
 
local basic = {16, 45, 5, 5}
 
local basic_lifearmors = {
 
{{55, 0.555}, {2, 0.161}},
 
{{96.283, 0.138}, {13.979, 0.04}}}
 
local grows = {
 
{{0.242, 0}, {0.181, 0}, {0.303, 0}, {0.303, 0}},
 
{{0.06, 18.018}, {0.022, 15.741}, {0.075, 22.572}, {0.075, 22.572}}}
 
  
 
local function addImages()
 
local function addImages()
第72行: 第64行:
 
elseif i*3 + j ==  self_pos then
 
elseif i*3 + j ==  self_pos then
 
td:addClass('self-cell')
 
td:addClass('self-cell')
index = index + 1
 
 
end
 
end
 
end
 
end

2022年5月24日 (二) 09:38的版本

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 root
local gundata
local data = mw.loadData('Module:Gun info/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'},
	{'HG', 'SMG', 'RF', 'AR', 'MG', 'SG'} }

local function addImages()
	root:wikitext('== 人形外观 ==')
	root:newline()
	local guncode = string.gsub(gundata.code, ' ', '_')
	local skindata = mw.loadData('Module:Gun info/skin_data')
	local showcase = root:tag('div'):attr('id', 'unit-image-showcase')
	local menu = showcase:tag('ul'):attr('id', 'unit-image-selector')
	showcase:tag('div'):attr('id', 'unit-image-display')
	showcase:tag('div'):attr('id', 'state-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
	showcase:tag('div'):attr('id', 'live2d-control'):cssText('display:none')
	root:newline()
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
	return self_pos, effect_poses
end

local function makeEffectTable(self_pos, effect_poses)
	local effect_table = root:tag('table')
	local index = 1
	for i = 0, 2 do
		local tr = effect_table: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
end

local function addCombatInfo()
	root:wikitext('== 战斗数据 ==')
	root:newline()
	local ratios = { gundata.life, gundata.power, gundata.rate,
		gundata.hit, gundata.dodge }
	local attrtable = root:tag('table'):attr{
		id = 'attr-table',
		['data-growing'] = table.concat(ratios, ','),
		['data-growth'] = gundata.growth
	}
	local self_pos
	local effect_poses
	self_pos, effect_poses = getGridPositions(gundata.grid_center or 13, gundata.grid_pos)
	makeEffectTable(self_pos, effect_poses)
	if moddata then
		local ratios = { moddata.life, moddata.power, moddata.rate,
			moddata.hit, moddata.dodge }
		attrtable:attr{
			['data-growing-mod'] = table.concat(ratios, ','),
			['data-growth-mod'] = moddata.growth
		}
		self_pos, effect_poses = getGridPositions(moddata.grid_center or 13, moddata.grid_pos)
		makeEffectTable(self_pos, effect_poses)
	end
	root:newline()
end

local function addInfobox()
    local modrank = {'', '4', '4', '5', '6'}
	root:wikitext(infobox{
		above = gundata.name,
		label1 = '编号',
		data1 = gundata.id,
		label2 = '武器类型',
		data2 = guntype[1][gundata['type']],
		label3 = '稀有度',
		data3 = tostring(gundata.rank) ..
			(moddata and '(心智升级:' .. modrank[gundata.rank] .. ')' or '')
	})
    root:newline()
end

local function _gunInfo()
	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
	moddata = data[tonumber(args[1])+20000]
	root = mw.html.create()
	
	addInfobox()
	addCombatInfo()
	addImages()
	
	local templatestyles = mw.getCurrentFrame():extensionTag{
		name = 'templatestyles', args = { src = '模板:战术人形信息/styles.css' }
	}
	return 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