« Module:Infobox/Arme gamebryo » : différence entre les versions
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{ type = 'table', title = 'Effets des aptitudes', rows = { | { type = 'table', title = 'Effets des aptitudes', rows = { | ||
-- TODO | -- TODO | ||
}}, | |||
{ type = 'table', title = 'Autres propriétés', rows = { | |||
{ type = 'row', label = 'Poids', value = 'poids' }, | |||
{ type = 'row', label = 'Valeur', value = 'valeur' }, | |||
{ type = 'row', label = 'Points de vie', 'hp' }, | |||
{ type = 'row', label = 'Réparation', value = 'repair' }, | |||
{ type = 'row', label = 'Quêtes', value = 'quêtes' } | |||
}}, | }}, | ||
{ type = 'table', title = 'Technique', collapseparameters = { collapsible = true, collapsed = true }, rows = { | { type = 'table', title = 'Technique', collapseparameters = { collapsible = true, collapsed = true }, rows = { |
Version du 30 juillet 2021 à 18:10
Ce module contient le paramétrage de l'infobox {{Infobox arme gamebryo}}.
local localdata = require( 'Module:Infobox/Localdata' )
local icon = require( 'Module:Icône' )
--------------------------------------------------------
----- Fonctions communes -----
--------------------------------------------------------
-- Récupère un paramètre en forçant à 0
-- si nil ou n'est pas nombre
function forceNumber(data)
if not data or type(data) ~= 'number' then
return 0
end
return data
end
function formatData(data, round)
-- local formattedData
-- if data and data > 0 then
-- formattedData = string.format(round, data)
-- end
return string.format(round or "%.1f", data)
end
--------------------------------------------------------
----- Calcul des dégâts et -----
----- et création des tables de stats -----
--------------------------------------------------------
function buildStatsTables(localdata)
-- Type d'arme
local weaponCompletType = localdata["type"] or ""
local weaponType = weaponCompletType:gsub(" unique", "")
local isUnique = weaponCompletType:find(' unique')
-- Dégâts
local attacksPerSec = forceNumber(localdata["attack shots/sec"])
-- Augmentation des dégâts via les aptitudes
-- Les aptitudes agissent comme un coefficient multiplicateur
local perksAttacksPerSec = 0
for i = 1, 9 do
local perkAttsecMult = forceNumber(localdata["perk" .. i .. " attsec mult"])
if perkAttsecMult > 0 then
perksAttacksPerSec = perksAttacksPerSec + (attacksPerSec * perkAttsecMult)
else
break
end
end
local perksAttacksPerSecTotal = attacksPerSec + perksAttacksPerSec
-- Multiplicateur de critique
local critChance = forceNumber(localdata["crit % mult"])
local critChanceModified = 0
if weaponType == 'gunautomatic' and perksAttacksPerSecTotal > 0 then
critChanceModified = critChance / perksAttacksPerSecTotal
end
-- Nombre de projectiles
local proj = 1
if weaponType == "gun" or weaponType == "gunautomatic" or weaponType == "gunhandload" then
proj = forceNumber(localdata["projectiles"])
if proj == 0 then proj = 1 end
end
local clipRounds = forceNumber(localdata["clip rounds"])
local ammoUse = forceNumber(localdata["ammo use"])
local shotsPerReload = 0
if ammoUse > 0 then
shotsPerReload = math.floor(clipRounds / ammoUse)
end
-- Durée de rechargement
local reloadTime = 0
if weaponType == "gun" or weaponType == "gunautomatic" or weaponType == "gunhandload" then
reloadTime = forceNumber(localdata["reload time"])
end
-- Durée de rechargement en prenant en compte les aptitudes
local perksReloadTime = 0
for i = 1, 9 do
local perkReloadTime = localdata["perk" .. i .. " reload mult"]
if perkReloadTime and type(perkReloadTime) == "number" then
perksReloadTime = perksReloadTime + (reloadTime * perkReloadTime)
else
break
end
end
local perksReloadTimeTotal = reloadTime - perksReloadTime
-- Dégâts par type (simple, explosif, poison)
local damNormTotal = forceNumber(localdata["damage"])
local damNormProj = damNormTotal / proj
local damEffProj = forceNumber(localdata["effect damage"])
local damEffTotal = damEffProj * proj
local damExplProj = forceNumber(localdata["explosion damage"])
local damExplTotal = damExplProj * proj
local perksDamNorm = 0
for i = 1, 9 do
local perkDamNormMult = localdata["perk" .. i .. " mult"] or 0
local perkDamNormAdd = localdata["perk" .. i .. " add"] or 0
if type(perkDamNormMult) == "number" and type(perkDamNormAdd) == "number" then
perksDamNorm = perksDamNorm + (damNormTotal * perkDamNormMult) + perkDamNormAdd
else
break
end
end
local perksDamNormProj = perksDamNorm / proj
local perksDamNormTotal = damNormTotal + perksDamNorm
local perksDamNormProjTotal = damNormProj + perksDamNormProj
local perksDamEff = 0
for i = 1, 9 do
local perkDamEffMult = localdata["perk" .. i .. " eff mult"] or 0
local perkDamEffAdd = localdata["perk" .. i .. " eff add"] or 0
if type(perkDamEffMult) == "number" and type(perkDamEffAdd) == "number" then
perksDamEff = perksDamEff + (damEffProj * perkDamEffMult) + perkDamEffAdd
else
break
end
end
local perksDamEffProj = perksDamEff / proj
local perksDamEffTotal = damEffTotal + perksDamEff
local perksDamEffProjTotal = damEffProj + perksDamEffProj
local perksDamExpl = 0
for i = 1, 9 do
local perkDamExplMult = localdata["perk" .. i .. " eff mult"] or 0
local perkDamExplAdd = localdata["perk" .. i .. " eff add"] or 0
if type(perkDamExplMult) == "number" and type(perkDamExplAdd) == "number" then
perksDamExpl = perksDamExpl + (damExplTotal * perkDamExplMult) + perkDamExplAdd
else
break
end
end
local perksDamExplProj = perksDamExpl / proj
local perksDamExplTotal = damExplTotal + perksDamExpl
local perksDamExplProjTotal = damExplTotal + perksDamExplProj
-- Calcul du DPS
local DPS = (damNormTotal + damExplTotal) * attacksPerSec
local DPSPerks = (perksDamNormTotal + perksDamExplTotal) * perksAttacksPerSecTotal
-- Calcul du DPS en prenant en compte la durée de rechargement
local DPSReload = 0
local DPSReloadPerks = 0
local coeff = 1
if weaponType == "gunhandload" then
coeff = shotsPerReload
end
if shotsPerReload > 0 then
if attacksPerSec > 0 then
DPSReload = ((damNormTotal + damExplTotal) * shotsPerReload) /
((shotsPerReload / attacksPerSec) + reloadTime * coef)
end
if perksAttacksPerSecTotal > 0 then
DPSReloadPerks = ((perksDamNormTotal + perksDamExplTotal) * shotsPerReload) /
((shotsPerReload / perksAttacksPerSecTotal) + perksReloadTimeTotal * coef)
end
end
--------------------------------------------------------
----- Formatage des données -----
--------------------------------------------------------
local damagePerAttackCell = formatData(damNormTotal)
if perksDamNormTotal > 0 then damagePerAttackCell = damagePerAttackCell .. ' (' .. formatData(perksDamNormTotal) .. ')' end
if damExplTotal > 0 then
damagePerAttackCell = damagePerAttackCell .. ' + ' .. formatData(damExplTotal)
if perksDamExplTotal > 0 then damagePerAttackCell = damagePerAttackCell .. ' (' .. formatData(perksDamExplTotal) .. ')' end
damagePerAttackCell = damagePerAttackCell .. ' ' .. icon.build({ 'explosion' })
end
if damEffTotal > 0 then
local effectDuration = localdata["effect duration"] or "1"
damagePerAttackCell = damagePerAttackCell .. ' + ' .. formatData(damEffTotal)
if perksDamEffTotal > 0 then damagePerAttackCell = damagePerAttackCell .. ' (' .. formatData(perksDamEffTotal) .. ')' end
damagePerAttackCell = damagePerAttackCell .. ' sur ' .. effectDuration .. ' s ' .. icon.build({ 'effet' })
end
local damagePerProjCell = formatData(damNormProj)
if perksDamNormProj > 0 then damagePerProjCell = damagePerProjCell .. ' (' .. formatData(perksDamNormProj) .. ')' end
if damExplProj > 0 then
damagePerProjCell = damagePerProjCell .. ' + ' .. formatData(damExplProj)
if perksDamExplProjTotal > 0 then damagePerProjCell = damagePerProjCell .. ' (' .. formatData(perksDamExplProjTotal) .. ')' end
damagePerProjCell = damagePerProjCell .. ' ' .. icon.build({ 'explosion' })
end
if damEffProj > 0 then
local effectDuration = localdata["effect duration"] or "1"
damagePerProjCell = damagePerProjCell .. ' + ' .. formatData(damEffProj)
if perksDamEffProjTotal > 0 then damagePerProjCell = damagePerProjCell .. ' (' .. formatData(perksDamEffProjTotal) .. ')' end
damagePerProjCell = damagePerProjCell .. ' sur ' .. effectDuration .. ' s ' .. icon.build({ 'effet' })
end
local dpsCell = formatData(DPS)
if DPSPerks > 0 then dpsCell = dpsCell .. ' ('.. formatData(DPSPerks) .. ')' end
if damEffTotal > 0 then
dpsCell = dpsCell .. ' + ' .. formatData(damEffTotal)
if perksDamEffTotal > 0 then dpsCell = dpsCell .. ' (' .. perksDamEffTotal .. ')' end
dpsCell = dpsCell .. ' ' .. icon.build({ 'effet' })
end
local dpsReloadCell = formatData(DPSReload)
if DPSReloadPerks > 0 then dpsReloadCell = dpsReloadCell .. ' ('.. formatData(DPSReloadPerks) .. ')' end
if damEffTotal > 0 then
dpsReloadCell = dpsReloadCell .. ' + ' .. formatData(damEffTotal)
if perksDamEffTotal > 0 then dpsReloadCell = dpsReloadCell .. ' (' .. formatData(perksDamEffTotal) .. ')' end
dpsReloadCell = dpsReloadCell .. ' ' .. icon.build({ 'effet' })
end
local critMultCell = critChance
if critChanceModified > 0 then critMultCell = critChanceModified end
critMultCell = 'x ' .. formatData(critMultCell, "%.2f")
local attackPerSecondCell = formatData(attacksPerSec)
if perksAttacksPerSecTotal > 0 then attackPerSecondCell = attackPerSecondCell .. ' (' .. formatData(perksAttacksPerSecTotal) .. ')' end
local reloadTimeCell = formatData(reloadTime)
if perksReloadTimeTotal > 0 then reloadTimeCell = reloadTimeCell .. ' (' .. formatData(perksReloadTimeTotal) .. ')' end
--------------------------------------------------------
----- Retour -----
--------------------------------------------------------
return { type = 'table', title = 'Statistiques de combat', collapseparameters = { collapsible = true, collapsed = true }, rows = {
{ type = 'row', label = 'Dégâts par attaque', value = function() return damagePerAttackCell end },
{ type = 'row', label = 'Dégâts par projectile', value = function() return damagePerProjCell end },
{ type = 'row', label = 'Dégâts par seconde', value = function() return dpsCell end },
{ type = 'row', label = 'Dégâts par seconde (avec rechargement)', value = function() return dpsReloadCell end },
{ type = 'row', label = 'Dégâts critiques', value = 'crit dmg' },
{ type = 'row', label = 'Multiplicateur de critique', value = function() return critMultCell end },
{ type = 'row', label = 'Attaques par seconde', value = function() return attackPerSecondCell end },
{ type = 'row', label = 'Points d\'action', value = 'ap' },
{ type = 'row', label = 'Projectiles', value = 'projectiles' },
{ type = 'row', label = 'Dispersion', value = 'min spread' },
{ type = 'row', label = 'Effet', value = 'other effect' },
{ type = 'row', label = 'Effet critique', value = 'crit effect' }
}},
{ type = 'table', title = 'Munitions et rechargement', collapseparameters = { collapsible = true, collapsed = true }, rows = {
{ type = 'row', label = 'Type de munitions', value = 'ammo' },
{ type = 'row', label = 'Projectiles par tir', value = 'ammo use' },
{ type = 'row', label = 'Tirs par magasin', function() return formatData(shotsPerReload) end },
{ type = 'row', label = 'Capacité', value = 'clip rounds' },
{ type = 'row', label = 'Durée de rechargement', value = function() return reloadTimeCell end }
}}
end
--------------------------------------------------------
----- Construction de l'infobox -----
--------------------------------------------------------
return {
parts = {
{ type = 'title', value = 'nom', subtitle = 'sous-titre', icon = 'icône', subhead = { games = 'jeux', subject = 'Arme', link = 'Armes' }},
{ type = 'images', imageparameters = { 'image', 'image2', 'image3', 'image4', 'image5' }, captionparameter = { 'légende', 'image desc' }},
buildStatsTables(localdata),
{ type = 'table', title = 'Effets des aptitudes', rows = {
-- TODO
}},
{ type = 'table', title = 'Autres propriétés', rows = {
{ type = 'row', label = 'Poids', value = 'poids' },
{ type = 'row', label = 'Valeur', value = 'valeur' },
{ type = 'row', label = 'Points de vie', 'hp' },
{ type = 'row', label = 'Réparation', value = 'repair' },
{ type = 'row', label = 'Quêtes', value = 'quêtes' }
}},
{ type = 'table', title = 'Technique', collapseparameters = { collapsible = true, collapsed = true }, rows = {
{ type = 'row', label = '[[Form ID|Base ID]]', value = 'baseid' },
{ type = 'row', label = 'Editor ID', value = 'editorid' }
}},
{ type = 'text', value = 'pied' }
}
}