模块

模块:ArtsData

来自蒙纳多研究本部

头号云​(留言 | 贡献)2026年10月8日 (四) 19:01的版本

此模块的文档可以在模块:ArtsData/doc创建

local p = {}

local post = require("Module:RequestHelper").post
local getArgs = require("Module:Arguments").getArgs
local html = require("Module:Html")
local compress = html.compress

-- 子模块(若你部署的模块名不是"模块:ArtsData",请把下面两行的前缀一并改掉)
local static = require("Module:ArtsData/static")
local acquire = require("Module:ArtsData/acquire")

local ROMAN = {"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X", "XI", "XII"}
local MAX_RANK = 12

-- ---------- 工具 ----------

local function num(v)
  if v == nil then return 0 end
  return tonumber(v) or 0
end

--[[
数值格式化(四舍五入 + 剥离小数尾零)
注意:绝不能对整数部分做尾零剥离("50" 不能变成 "5")
]]
local function fmt(v, digits)
  digits = digits or 2
  local factor = 10 ^ digits
  -- 用 floor(x+0.5) 实现 ROUND_HALF_UP;先加一个小 epsilon 抵消浮点表示误差
  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)
  -- 仅剥离小数尾零
  fracStr = fracStr:gsub("0+$", "")
  local sign = rounded < 0 and "-" or ""
  if fracStr == "" then
    return sign .. tostring(intPart)
  end
  return sign .. tostring(intPart) .. "." .. fracStr
end

-- atk_type: 1=物理 2=以太 3=状态
local ATK_TYPE = {[1] = "物理", [2] = "以太", [3] = "状态"}

-- 习得条件:get_type 1=初始/等级, 2=剧情习得
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

-- ---------- 等级序列展开 ----------

-- 通用等差序列:(rank1 + (rank-1)*grow) / scale
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

-- 填充时间:按基础冷却的百分比递减;recast=0 返回 nil(页面显示 —)
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

-- 命中修正:dex + 5*(rank-1)
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

-- ---------- 表格行 ----------

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

-- 安全查询:XBDB 查询未注册表会抛 PHP 异常,必须包裹
local function fetchArt(artId)
  local ok, data = pcall(post, "bdat_common.pc_arts", artId)
  if not ok then
    mw.log("Arts: 查询失败 id=" .. tostring(artId) .. " err=" .. tostring(data))
    return nil
  end
  if type(data) ~= "table" or not data.row_id then
    return nil
  end
  return data
end

-- ---------- 单战技渲染 ----------

function p.renderArt(artId)
  local data = fetchArt(artId)
  if not data then
    return ""
  end

  local s = static.arts[artId] or {}
  local name = (data.name and data.name ~= "") and data.name or s.name or ("战技 " .. artId)
  local atype = ATK_TYPE[num(data.atk_type)] or "未知"
  local learn = learnText(data)

  local out = {}
  out[#out + 1] = html.h3(name)
  out[#out + 1] = "'''类型''':" .. atype .. "  '''习得''':" .. learn

  -- 表头
  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 = {}

  -- 效果说明(官方描述)
  rows[#rows + 1] = rowSpan("效果", s.desc or "")

  -- AP 消耗(天赋战技无 AP 数据时输出全 0,与原页面保持一致)
  do
    local cells = {}
    for r = 1, MAX_RANK do
      cells[r] = s.ap and tostring(s.ap[r] or 0) or "0"
    end
    rows[#rows + 1] = row12("AP 消耗", cells)
  end

  -- 倍率
  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

  -- 填充时间
  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

  -- 效果时间
  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

  -- 命中修正
  rows[#rows + 1] = row12("命中修正(决定版)", dexSeries(data))

  -- 效果数值
  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>"

  -- SMW 关键字段
  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

-- ---------- 获取表渲染 ----------

local ACQ_HEADER = {"战技名", "等级", "地点", "掉落", "商店", "出售", "备注"}

local function renderAcquire(roleKey)
  local rows = acquire[roleKey]
  if not rows or #rows == 0 then
    return ""
  end

  local out = {html.h2("获取")}
  out[#out + 1] = '<table class="wikitable sortable">'
  out[#out + 1] = "<tr>"
  for _, h in ipairs(ACQ_HEADER) do
    out[#out + 1] = "<th>" .. h .. "</th>"
  end
  out[#out + 1] = "</tr>"

  for _, r in ipairs(rows) do
    out[#out + 1] = "<tr>"
    out[#out + 1] = "<td>" .. (r.art or "") .. "</td>"
    out[#out + 1] = "<td>" .. (r.level or "") .. "</td>"
    out[#out + 1] = "<td>" .. (r.place or "") .. "</td>"
    out[#out + 1] = "<td>" .. (r.drop or "") .. "</td>"
    out[#out + 1] = "<td>" .. (r.shop or "") .. "</td>"
    out[#out + 1] = "<td>" .. (r.sell or "") .. "</td>"
    out[#out + 1] = "<td>" .. (r.note or "") .. "</td>"
    out[#out + 1] = "</tr>"
  end
  out[#out + 1] = "</table>"
  return table.concat(out)
end

-- ---------- 主入口 ----------

function p.main(frame)
  local args = getArgs(frame)
  local out = {}

  local first = args[1]
  local role = first and static.roles[first] or nil

  if role then
    out[#out + 1] = "== 战技 =="
    for _, id in ipairs(role.ids) do
      out[#out + 1] = p.renderArt(id)
    end
    -- 获取表(可通过 noacquire=1 关闭)
    if args.noacquire ~= "1" then
      out[#out + 1] = renderAcquire(first)
    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