🌟現在、鉄壁 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:Utility/ApexLibrary」の版間の差分

提供:Apex Data
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(呼び出す関数が間違っていた問題の修正位)
(貫通減衰倍率のダメージ算出を実装)
29行目: 29行目:
function apex.calcHammerpointDamage(base, hammerpoint)
function apex.calcHammerpointDamage(base, hammerpoint)
return math.floor(hammerpoint * base)
return math.floor(hammerpoint * base)
end
-- [[ 貫通減衰倍率を考慮したダメージ計算 ]]
function apex.calcPassthroughDamage(base, passthrough)
return math.floor(passthrough * base)
end
end


75行目: 80行目:
opts = opts or {}
opts = opts or {}
opts.hammerpointRounds = opts.hammerpointRounds or 0
opts.hammerpointRounds = opts.hammerpointRounds or 0
opts.passthrough      = opts.passthrough or 1
opts.disruptorRounds  = opts.disruptorRounds or 0
opts.disruptorRounds  = opts.disruptorRounds or 0
85行目: 91行目:
if opts.hammerpointRounds > 1 then
if opts.hammerpointRounds > 1 then
base = apex.calcHammerpointDamage(base, opts.hammerpointRounds)
base = apex.calcHammerpointDamage(base, opts.hammerpointRounds)
end
-- 貫通減衰倍率
if opts.passthrough < 1 then
base = apex.calcPassthroughDamage(base, opts.passthrough)
end
end

2021年3月29日 (月) 20:23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:Utility/ApexLibrary/doc に作成できます

local apex = {}

local aw = require('Module:Utility/Library')

-- 部位ダメージ用定数
apex.HEAD        = 1
apex.HEAD_NOHLM  = 1
apex.HEAD_HLMLV1 = 2
apex.HEAD_HLMLV2 = 3
apex.HEAD_HLMLV3 = 4
apex.BODY        = 10
apex.LEGS        = 100
apex.SKY         = 1000

-- [[ ヘッドショット倍率の計算 ]]
function apex.calcHeadshotMultiplier(headmul, part)
	if part == apex.HEAD_HLMLV1 then
		return 0.2 + 0.8 * headmul
	elseif part == apex.HEAD_HLMLV2 then
		return 0.4 + 0.6 * headmul
	elseif part == apex.HEAD_HLMLV3 then
		return 0.5 + 0.5 * headmul
	else
		return headmul
	end
end

-- [[ ハンマーポイント弾倍率を考慮したダメージ計算 ]]
function apex.calcHammerpointDamage(base, hammerpoint)
	return math.floor(hammerpoint * base)
end

-- [[ 貫通減衰倍率を考慮したダメージ計算 ]]
function apex.calcPassthroughDamage(base, passthrough)
	return math.floor(passthrough * base)
end

-- [[ 部位倍率を考慮したダメージ計算 ]]
function apex.calcPartDamage(base, partmul)
	if partmul ~= 1 then
		return aw.round(partmul * base)
	else
		return base
	end
end

-- [[ ディスラプター弾倍率を考慮したダメージ計算 ]]
function apex.calcDisruptorDamage(base, disruptor)
	return math.floor(disruptor * base)
end

-- [[ パッシブ倍率を考慮したダメージ計算 ]]
function apex.calcPassiveDamage(base, passive, opts)
	if passive == 1.05 then
		if not opts.round then
			return aw.roundover(passive * base)
		else
			return aw.round(passive * base)
		end
	elseif passive ~= 1 then
		return aw.round(passive * base)
	else
		return base
	end
end

-- [[ 部位倍率とパッシブ倍率を考慮したダメージ計算 ]]
function apex.calcDamageFromPartAndPassive(base, partmul, passive, opts)
	-- 部位倍率
	base = apex.calcPartDamage(base, partmul)
	
	-- 小柄・鉄壁
	base = apex.calcPassiveDamage(base, passive, opts)
	
	return base
end

-- [[ ダメージ計算 ]]
function apex.calcDamage(base, partmul, passive, opts)
	opts = opts or {}
	opts.hammerpointRounds = opts.hammerpointRounds or 0
	opts.passthrough       = opts.passthrough or 1
	opts.disruptorRounds   = opts.disruptorRounds or 0
	
	-- 増幅バリケード
	if opts.ampedCover then
		base = aw.round(1.2 * base)
	end
	
	-- ハンマーポイント弾
	if opts.hammerpointRounds > 1 then
		base = apex.calcHammerpointDamage(base, opts.hammerpointRounds)
	end
	
	-- 貫通減衰倍率
	if opts.passthrough < 1 then
		base = apex.calcPassthroughDamage(base, opts.passthrough)
	end
	
	-- 部位倍率
	base = apex.calcPartDamage(base, partmul)
	
	-- ディスラプター弾
	if opts.disruptorRounds > 1 then
		base = apex.calcDisruptorDamage(base, opts.disruptorRounds)
	end
	
	-- 小柄・鉄壁
	base = apex.calcPassiveDamage(base, passive, opts)
	
	-- ビームダメージ
	if opts.beam and aw.isNumberAndGreaterThanOrEqualToZero(opts.beam.damage) then
		local beamdamage = apex.calcDamageFromPartAndPassive(opts.beam.damage, partmul, passive, opts)
		base = base + opts.beam.ticks * beamdamage
	end
	
	return base
end

-- 射撃モード
apex.BURST               = 0
apex.DOUBLE_TAP_TRIGGER  = apex.BURST
apex.AUTO                = 100
apex.SINGLE              = 200
apex.ANVIL_RECEIVER      = 201
apex.SELECTFIRE_RECEIVER = 300

-- [[ 複数の射撃レートが定義されているかどうか ]]
function apex.hasMultipleFirerate(stat, mode)
	local firerate = stat.firarate
	if not firarate then
		return false
	end
	
	if mode == apex.BURST then
		return type(firerate.burst_delay) == 'table'
	elseif mode == apex.AUTO then
		return type(firerate.auto) == 'table'
	elseif mode == apex.SINGLE then
		return type(firerate.single) == 'table' or type(firerate.single_rechamber) == 'table'
	else
		return false
	end
end

-- [[ 射撃レート計算 ]]
local function chooseData(data, level)
	local typename = type(data)
	if typename == 'table' then
		return data[level]
	elseif typename == 'number' then
		return data
	elseif typename == 'string' then
		return tonumber(data)
	else
		return 0
	end
end

function apex.calcFirerate(stat, mode, level)
	level = (1 + level) or 1
	
	local rps = 0
	if mode == apex.BURST then
		if aw.isNumberAndGreaterThanZero(stat.mode.burst) then
			local firerate = chooseData(stat.firerate.burst, level)
			if firerate > 0 then
				local delay = chooseData(stat.firerate.burst_delay, level)
				if delay > 0 then
					rps = stat.mode.burst / ((stat.mode.burst - 1) / firerate + delay)
				else
					rps = firerate
				end
			end
		end
	elseif mode == apex.AUTO then
		if stat.mode.auto then
			rps = chooseData(stat.firerate.auto, level)
		end
	elseif mode == apex.SINGLE then
		if stat.mode.single then
			local firerate = chooseData(stat.firerate.single, level)
			if firerate > 0 then
				local rechamber = chooseData(stat.firerate.single_rechamber, level)
				if rechamber > 0 then
					rps = 1 / (1 / firerate + rechamber)
				else
					rps = firerate
				end
			end
		end
	elseif mode == apex.ANVIL_RECEIVER then
		if stat.mode.single then
			rps = chooseData(stat.firerate.anvil_receiver, level)
		end
	end
	
	return rps
end

return apex