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模块:Gun info
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
- 主页面,实现模板:战术人形信息
- 模块:Gun info/index输出人形数据列表,供战术人形图鉴使用
- 模块:Gun info/new输出最近30天实装的人形,供首页/新增人形展示用
数据
- 人形数据
- 模块:Gun info/data存放未心智升级的普通战术人形的数据
- 模块:Gun info/data extra存放特典人形的数据
- 模块:Gun info/data mod存放战术人形心智升级后与原来不同的数据
- 模块:Gun info/ex data从人形数据中单独挑出的人形名称和专属装备编号数据,替代完整的人形数据被装备页面模板请求,以减少请求的数据体积(见模块:Equip info)
- 模块:Gun info/obtain data存放获取方式的数据,也包括装备、妖精等游戏内容的获取方式
- 模块:Gun info/org data存放战术人形和融合势力在格里芬所属部门的数据
- 模块:Gun info/skin data存放人形装扮的数据
- 模块:Gun info/skinclass data存放装扮主题的数据
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 table.sort(effect_poses) return self_pos, effect_poses end local function makeEffectTable(self_pos, effect_poses) local effect_table = root:tag('table'):addClass('effect-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() local speeds = {15,12,7,10,4,6} local crits = {20,5,40,20,5,40} root:wikitext('== 战斗数据 ==') root: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-growing'] = table.concat(ratios, ','), ['data-growth'] = gundata.growth } 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 } end local attrtable = root:tag('div'):attr('id', 'attr-table') attrtable:tag('div'):attr{id = 'attr-round', ['data-attr'] = gundata.round or 0, ['data-mod'] = moddata and (moddata.round or (gundata.round or 0)) or nil} attrtable:tag('div'):wikitext('<div>移速</div><div>' .. tostring(speeds[gundata.guntype]) .. '</div>') attrtable:tag('div'):wikitext('<div>暴击</div><div>' .. tostring(gundata.crit or crits[gundata.guntype]) .. '</div>') attrtable:tag('div'):wikitext('<div>暴伤</div><div>150%</div>') 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 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 if gundata.mod == 1 then moddata = mw.loadData('Module:Gun info/data mod')[tonumber(args[1])+20000] for k,v in pairs(gundata) do if moddata[k] == nil then moddata[k] = v end end end 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