🌟 | 現在、 鉄壁ヘッドショットには対応済みです。 鉄壁HSは通常HSと同じダメージになります。LMG及びDMR、チャージライフル、ハンマーポイント弾を除き、すべてのダメージ値が一致していることを確認しています。 |
「モジュール:Apex/STKCalculator」の版間の差分
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(calcShotCountのガンシールド貫通状態に変更に対応) |
(ディスラプター弾に対応) |
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end | end | ||
function STKCalculator:_calcShotToKill(base, passive, points, cond, isLast, forcePart) | local function calcDamage(base, partmul, passive, opts, midfunc) | ||
-- 部位倍率 | |||
base = apex.calcPartDamage(base, partmul) | |||
-- 中間関数 | |||
if midfunc then | |||
base = midfunc(base) | |||
end | |||
-- 小柄・鉄壁 | |||
base = apex.calcPassiveDamage(base, passive, opts) | |||
return base | |||
end | |||
function STKCalculator:_calcShotToKill(base, passive, points, cond, isLast, forcePart, midfunc) | |||
local partmul = self:_getPartMultiplier(forcePart) | local partmul = self:_getPartMultiplier(forcePart) | ||
local damage = | local damage = calcDamage(base, partmul, passive, self.opts, midfunc) | ||
local hasBeam = self.beamdamage > 0 and self.beamticks > 0 | local hasBeam = self.beamdamage > 0 and self.beamticks > 0 | ||
local beamdamage | local beamdamage | ||
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partmul = self:_getPartMultiplier(forcePart) | partmul = self:_getPartMultiplier(forcePart) | ||
damage = | damage = calcDamage(base, partmul, passive, self.opts, midfunc) | ||
if hasBeam then | if hasBeam then | ||
beamdamage = apex.calcDamageFromPartAndPassive(self.beamdamage, partmul, passive, self.opts) | beamdamage = apex.calcDamageFromPartAndPassive(self.beamdamage, partmul, passive, self.opts) | ||
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self.patternIndex = 1 -- 強制的に first パターンに戻す | self.patternIndex = 1 -- 強制的に first パターンに戻す | ||
end | end | ||
-- ディスラプター弾 | |||
if self.disruptorRounds > 1 then | |||
-- シールド | |||
local midfunc = function(damage) | |||
return apex.calcDisruptorDamage(damage, self.disruptorRounds) | |||
end | |||
shield = self:_calcShotToKill(self.damage, passive, shield, isGreaterThanOrEqualToDamage, false, nil, midfunc) | |||
-- シールドと体力の混合 | |||
while shield > 0 do | |||
local mul = self:_getPartMultiplier(apex.BODY) | |||
if mul > 0 then | |||
local partDamage = apex.calcPartDamage(self.damage, mul) | |||
local minDamage = apex.calcPassiveDamage(partDamage, passive, self.opts) | |||
local maxDamage = apex.calcPassiveDamage(apex.calcDisruptorDamage(partDamage, self.disruptorRounds), passive, self.opts) | |||
local mergedDamage = aw.clamp(maxDamage, minDamage, math.max(minDamage, shield)) | |||
health = health - (mergedDamage - shield) | |||
shield = 0 | |||
self:_saveState(mergedDamage) | |||
else | |||
self:_saveState(0) | |||
end | |||
end | |||
-- 体力 | |||
health = self:_calcShotToKill(self.damage, passive, health, isEqualToZero, true) | |||
-- ハンマーポイント弾 | -- ハンマーポイント弾 | ||
elseif self.hammerpointRounds > 1 then | |||
-- シールド | -- シールド | ||
shield = self:_calcShotToKill(self.damage, passive, shield, isGreaterThanOrEqualToDamage) | shield = self:_calcShotToKill(self.damage, passive, shield, isGreaterThanOrEqualToDamage) | ||
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local baseMergedDamage | local baseMergedDamage | ||
if shield < self.damage then | if shield < self.damage then | ||
baseMergedDamage = shield + | baseMergedDamage = shield + apex.calcHammerpointDamage(self.damage - shield, self.hammerpointRounds) | ||
else | else | ||
baseMergedDamage = self.damage | baseMergedDamage = self.damage | ||
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-- 体力 | -- 体力 | ||
local hammerpointDamage = apex.calcHammerpointDamage(self.damage, self.hammerpointRounds) | |||
health = self:_calcShotToKill(hammerpointDamage, passive, health, isEqualToZero, true) | |||
-- ボディーシールド | -- ボディーシールド | ||
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beamdamage = opts.beamdamage or 0, | beamdamage = opts.beamdamage or 0, | ||
beamticks = opts.beamticks or 0, | beamticks = opts.beamticks or 0, | ||
disruptorRounds = opts.disruptorRounds or 0, | |||
hammerpointRounds = opts.hammerpointRounds or 0, | hammerpointRounds = opts.hammerpointRounds or 0, | ||
gunshieldBleedthrough = opts.gunshieldBleedthrough ~= false, | gunshieldBleedthrough = opts.gunshieldBleedthrough ~= false, | ||
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beamdamage = beamdamage, | beamdamage = beamdamage, | ||
beamticks = beamticks, | beamticks = beamticks, | ||
disruptorRounds = opts.useDisruptorRounds and damagestat.disruptor_rounds or 0, | |||
hammerpointRounds = opts.useHammerpointRounds and damagestat.hammerpoint_rounds or 0, | hammerpointRounds = opts.useHammerpointRounds and damagestat.hammerpoint_rounds or 0, | ||
}) | }) | ||
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opts.ampedCover = opts.ampedCover or false | opts.ampedCover = opts.ampedCover or false | ||
opts.bodyshot = part or opts.bodyshot or 1 | opts.bodyshot = part or opts.bodyshot or 1 | ||
opts.disruptorRounds = opts.disruptorRounds or 0 | |||
opts.hammerpointRounds = opts.hammerpointRounds or 0 | opts.hammerpointRounds = opts.hammerpointRounds or 0 | ||
opts.gunshieldBleedthrough = opts.gunshieldBleedthrough ~= false | opts.gunshieldBleedthrough = opts.gunshieldBleedthrough ~= false |
2021年3月26日 (金) 10:52時点における版
このモジュールについての説明文ページを モジュール:Apex/STKCalculator/doc に作成できます
local STKCalculator = {} local aw = require('Module:Utility/Library') local apex = require('Module:Utility/ApexLibrary') local STKCalculator = {} function STKCalculator:reset() self.damages = {} self.damageStack = 0 self.currentPellets = self.pellets self.patternIndex = 1 end function STKCalculator:_getPartMultiplier(forcePart) local part if self.patternIndex <= #self.pattern.first then part = self.pattern.first[self.patternIndex] else part = self.pattern.loop[self.patternIndex - #self.pattern.first] end if forcePart and part ~= apex.SKY then part = forcePart end local mul if part == apex.BODY then mul = self.bodyshot elseif part == apex.LEGS then mul = self.legsshot elseif part == apex.SKY then mul = self.skyshot else mul = apex.calcHeadshotMultiplier(self.headshot, part) end return mul end function STKCalculator:_nextPart() if self.patternIndex == #self.pattern.first + #self.pattern.loop then self.patternIndex = 1 + #self.pattern.first else self.patternIndex = self.patternIndex + 1 end end function STKCalculator:_saveState(damage) self.damageStack = self.damageStack + damage self.currentPellets = self.currentPellets - 1 if self.currentPellets <= 0 then self.currentPellets = self.pellets table.insert(self.damages, self.damageStack) self.damageStack = 0 self:_nextPart() end end local function calcDamage(base, partmul, passive, opts, midfunc) -- 部位倍率 base = apex.calcPartDamage(base, partmul) -- 中間関数 if midfunc then base = midfunc(base) end -- 小柄・鉄壁 base = apex.calcPassiveDamage(base, passive, opts) return base end function STKCalculator:_calcShotToKill(base, passive, points, cond, isLast, forcePart, midfunc) local partmul = self:_getPartMultiplier(forcePart) local damage = calcDamage(base, partmul, passive, self.opts, midfunc) local hasBeam = self.beamdamage > 0 and self.beamticks > 0 local beamdamage if hasBeam then beamdamage = apex.calcDamageFromPartAndPassive(self.beamdamage, partmul, passive, self.opts) else beamdamage = 0 end repeat if hasBeam then for t = 1, self.beamticks do if not cond(points, damage) then break end points = points - beamdamage self.damageStack = self.damageStack + beamdamage end end if not cond(points, damage) then break end points = points - damage self:_saveState(damage) partmul = self:_getPartMultiplier(forcePart) damage = calcDamage(base, partmul, passive, self.opts, midfunc) if hasBeam then beamdamage = apex.calcDamageFromPartAndPassive(self.beamdamage, partmul, passive, self.opts) end until not cond(points, damage) if isLast then if self.damageStack > 0 then self.currentPellets = self.pellets table.insert(self.damages, self.damageStack) self.damageStack = 0 self:_nextPart() end end return points end -- ポイントが0かどうか確認する関数 local function isEqualToZero(points, _) return points > 0 end -- ポイントがダメージ以上かどうか確認する関数 local function isGreaterThanOrEqualToDamage(points, damage) return points >= damage end function STKCalculator:calcShotToKill(health, shield, gunshield, passive) legend = legend or 1 -- ガンシールド if gunshield > 0 then local cond if self.gunshieldBleedthrough then cond = isGreaterThanOrEqualToDamage else cond = isEqualToZero end self.patternIndex = 1 + #self.pattern.first -- 強制的に loop パターンの呼び出し gunshield = self:_calcShotToKill(self.damage, 1, gunshield, cond, not self.gunshieldBleedthrough, apex.BODY) -- ガンシールドとシールド/体力の混合 while gunshield > 0 do local mul = self:_getPartMultiplier(apex.BODY) if mul > 0 then local leftDamage = apex.calcDamageFromPartAndPassive(self.damage - gunshield, mul, passive, self.opts) if shield >= leftDamage then shield = shield - leftDamage elseif shield > 0 then health = health - (leftDamage - shield) shield = 0 else health = health - leftDamage end self:_saveState(gunshield + leftDamage) gunshield = 0 else self:_saveState(0) end end self.patternIndex = 1 -- 強制的に first パターンに戻す end -- ディスラプター弾 if self.disruptorRounds > 1 then -- シールド local midfunc = function(damage) return apex.calcDisruptorDamage(damage, self.disruptorRounds) end shield = self:_calcShotToKill(self.damage, passive, shield, isGreaterThanOrEqualToDamage, false, nil, midfunc) -- シールドと体力の混合 while shield > 0 do local mul = self:_getPartMultiplier(apex.BODY) if mul > 0 then local partDamage = apex.calcPartDamage(self.damage, mul) local minDamage = apex.calcPassiveDamage(partDamage, passive, self.opts) local maxDamage = apex.calcPassiveDamage(apex.calcDisruptorDamage(partDamage, self.disruptorRounds), passive, self.opts) local mergedDamage = aw.clamp(maxDamage, minDamage, math.max(minDamage, shield)) health = health - (mergedDamage - shield) shield = 0 self:_saveState(mergedDamage) else self:_saveState(0) end end -- 体力 health = self:_calcShotToKill(self.damage, passive, health, isEqualToZero, true) -- ハンマーポイント弾 elseif self.hammerpointRounds > 1 then -- シールド shield = self:_calcShotToKill(self.damage, passive, shield, isGreaterThanOrEqualToDamage) -- シールドと体力の混合 while shield > 0 do local mul = self:_getPartMultiplier(apex.BODY) if mul > 0 then local baseMergedDamage if shield < self.damage then baseMergedDamage = shield + apex.calcHammerpointDamage(self.damage - shield, self.hammerpointRounds) else baseMergedDamage = self.damage end local mergedDamage = apex.calcDamageFromPartAndPassive(baseMergedDamage, mul, passive, self.opts) health = health - (mergedDamage - shield) shield = 0 self:_saveState(mergedDamage) else self:_saveState(0) end end -- 体力 local hammerpointDamage = apex.calcHammerpointDamage(self.damage, self.hammerpointRounds) health = self:_calcShotToKill(hammerpointDamage, passive, health, isEqualToZero, true) -- ボディーシールド else self:_calcShotToKill(self.damage, passive, health + shield, isEqualToZero, true) end end function STKCalculator:getTable() return self.damages end function STKCalculator:get() return #self.damages end function STKCalculator:setPattern(pattern) if pattern then pattern.first = pattern.first or {} pattern.loop = pattern.loop or { apex.BODY } self.pattern = pattern else self.pattern = { first = {}, loop = { apex.BODY }} end end function STKCalculator.new(damage, opts) opts = opts or {} if opts.pattern then opts.pattern.first = opts.pattern.first or {} opts.pattern.loop = opts.pattern.loop or { apex.BODY } else opts.pattern = { first = {}, loop = { apex.BODY }} end -- 増幅バリケードが有効 if opts.ampedCover then damage = aw.round(1.2 * damage) end local obj = setmetatable({ damage = damage, bodyshot = opts.bodyshot or 1, headshot = opts.headshot or 2, legsshot = opts.legsshot or 0.75, skyshot = opts.skyshot or 0, pattern = opts.pattern, pellets = opts.pellets or 1, beamdamage = opts.beamdamage or 0, beamticks = opts.beamticks or 0, disruptorRounds = opts.disruptorRounds or 0, hammerpointRounds = opts.hammerpointRounds or 0, gunshieldBleedthrough = opts.gunshieldBleedthrough ~= false, opts = { ampedCover = opts.ampedCover or false, round = opts.round or false, }, }, { __index = STKCalculator }) obj:reset() return obj end function STKCalculator.newFromStat(stat, opts) local damagestat if opts.useAnvilReceiver then damagestat = stat.damage.anvil_receiver or stat.damage else damagestat = stat.damage end local damage if opts.useAmpedMode then damage = damagestat.amped or damagestat.base elseif opts.useCharged then damage = damagestat.charged or damagestat.base else damage = damagestat.base end local beamdamage, beamticks if damagestat.beam then beamdamage = damagestat.beam.base if opts.ticks then beamticks = math.min(opts.ticks, damagestat.beam.ticks) else beamticks = damagestat.beam.ticks end else beamdamage = 0 beamticks = 0 end return STKCalculator.new(damage, { bodyshot = opts.bodyshot, headshot = damagestat.headshot, legsshot = damagestat.legshot, skyshot = opts.skyshot, pattern = opts.pattern, pellets = opts.pellets or stat.pellet, beamdamage = beamdamage, beamticks = beamticks, disruptorRounds = opts.useDisruptorRounds and damagestat.disruptor_rounds or 0, hammerpointRounds = opts.useHammerpointRounds and damagestat.hammerpoint_rounds or 0, }) end function apex.calcShotCount(base, part, passive, health, shield, gunshield, opts) opts = opts or {} opts.ampedCover = opts.ampedCover or false opts.bodyshot = part or opts.bodyshot or 1 opts.disruptorRounds = opts.disruptorRounds or 0 opts.hammerpointRounds = opts.hammerpointRounds or 0 opts.gunshieldBleedthrough = opts.gunshieldBleedthrough ~= false opts.pellets = opts.pellets or 1 opts.round = opts.round or false local stkc = STKCalculator.new(base, opts) stkc:calcShotToKill(health, shield, gunshield, passive) return stkc:getTable() end return STKCalculator