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查看“︁ArtsData”︁的源代码
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模块:ArtsData
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-- Module:ArtsData —— 战技模块 v2(主模块,XBDB 调用全部收敛于 source) local p = {} local source = require("Module:ArtsData/source") local lv1 = require("Module:ArtsData/lv1") local descs = require("Module:ArtsData/desc") local getArgs = require("Module:Arguments").getArgs local html = require("Module:Html") local compress = html.compress local ROMAN = {"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X", "XI", "XII"} local MAX_RANK = 12 local function num(v) if v == nil then return 0 end return tonumber(v) or 0 end local function fmt(v, digits) digits = digits or 2 local factor = 10 ^ digits local scaled = v * factor local rounded if scaled >= 0 then rounded = math.floor(scaled + 0.5 + 1e-9) else rounded = -math.floor(-scaled + 0.5 + 1e-9) end if digits == 0 then return tostring(rounded) end local intPart = math.floor(math.abs(rounded) / factor) local fracPart = math.abs(rounded) % factor local fracStr = string.format("%0" .. digits .. "d", fracPart) fracStr = fracStr:gsub("0+$", "") local sign = rounded < 0 and "-" or "" if fracStr == "" then return sign .. tostring(intPart) end return sign .. tostring(intPart) .. "." .. fracStr end local ATK_TYPE = {[1] = "物理", [2] = "以太", [3] = "状态"} local function learnText(data) if num(data.get_type) == 2 then return "剧情习得" end local lv = num(data.get_lv) if lv > 0 then return "等级 " .. lv end return "初始拥有" end local function series(rank1, grow, digits, scale) scale = scale or 1 local out = {} for r = 1, MAX_RANK do out[r] = fmt((num(rank1) + (r - 1) * num(grow)) / scale, digits) end return out end local function recastSeries(data) local recast = num(data.recast) if recast == 0 then return nil end local glow = num(data.glow_recast) local out = {} for r = 1, MAX_RANK do out[r] = fmt(recast * (1 - (r - 1) * glow / 100), 1) end return out end local function dexSeries(data) local dex = num(data.dex) local out = {} for r = 1, MAX_RANK do out[r] = "+" .. tostring(dex + 5 * (r - 1)) .. "%" end return out end local function apSeries(data) local pc = num(data.pc) local idx = num(data.idx) + 1 local rateRow = lv1.grow_arts_rate[pc] if not rateRow or not rateRow[idx] then return nil end local rate = rateRow[idx] local out = {} for r = 1, MAX_RANK do out[r] = tostring(math.floor(lv1.grow_arts_base[r] * rate / 100 + 0.5)) end return out end local function row12(label, cells) local t = {"<tr><th>" .. label .. "</th>"} for r = 1, MAX_RANK do local v = cells and cells[r] or nil t[#t + 1] = "<td>" .. (v or "—") .. "</td>" end t[#t + 1] = "</tr>" return table.concat(t) end local function rowSpan(label, text) if not text or text == "" then return "" end return '<tr><th>' .. label .. '</th><td colspan="' .. MAX_RANK .. '" style="text-align:left;">' .. text .. "</td></tr>" end function p.renderArt(artId) if not source.isValidArtId(artId) then return "" end local data = source.fetchArt(artId) if not data then return "" end local name = (data.name and data.name ~= "") and data.name or source.fetchDesc(artId) or ("战技 " .. artId) local atype = ATK_TYPE[num(data.atk_type)] or "未知" local learn = learnText(data) local isTalent = num(data.arts_type) == 1 local out = {} out[#out + 1] = html.h3(name) out[#out + 1] = "'''类型''':" .. atype .. " '''习得''':" .. learn local head = {"<tr><th>等级</th>"} for r = 1, MAX_RANK do head[#head + 1] = "<th>" .. ROMAN[r] .. "</th>" end head[#head + 1] = "</tr>" local rows = {} rows[#rows + 1] = rowSpan("效果", descs[artId] or "") if not isTalent then rows[#rows + 1] = row12("AP 消耗", apSeries(data)) end local r1, r2 = num(data.rate1), num(data.rate2) if r2 ~= r1 then rows[#rows + 1] = row12("倍率(下限)", series(r1, data.grow_powl, 2, 100)) rows[#rows + 1] = row12("倍率(上限)", series(r2, data.grow_powh, 2, 100)) else rows[#rows + 1] = row12("倍率", series(r1, data.grow_powl, 2, 100)) end local rs = recastSeries(data) if rs then rows[#rows + 1] = row12("填充时间(秒)", rs) else rows[#rows + 1] = row12("填充时间(秒)", nil) end if num(data.st_time) ~= 0 or num(data.grow_st_time) ~= 0 then rows[#rows + 1] = row12("效果时间(秒)", series(data.st_time, data.grow_st_time, 1, 10)) end rows[#rows + 1] = row12("命中修正(决定版)", dexSeries(data)) if num(data.st_val) ~= 0 or num(data.grow_st_val) ~= 0 then rows[#rows + 1] = row12("效果数值", series(data.st_val, data.grow_st_val, 0, 1)) end out[#out + 1] = '<table class="wikitable" style="text-align:center;">' .. table.concat(head) .. table.concat(rows) .. "</table>" local maxRate if r2 ~= r1 then maxRate = (r2 + 11 * num(data.grow_powh)) / 100 else maxRate = (r1 + 11 * num(data.grow_powl)) / 100 end mw.smw.set({ artId = artId, artName = name, artType = atype, artLearn = learn, artRate = maxRate, artRecast = num(data.recast), }) return table.concat(out, "\n") end function p.main(frame) local args = getArgs(frame) local out = {} local first = args[1] local role = first and lv1.roles[first] or nil if role then out[#out + 1] = html.h2("战技") for _, id in ipairs(role.ids) do out[#out + 1] = p.renderArt(id) end else for _, v in ipairs(args) do local id = tonumber(mw.text.trim(v)) if id then out[#out + 1] = p.renderArt(id) end end end if #out == 0 then return "" end return compress(table.concat(out, "\n")) end return p
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