🌟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
ナビゲーションに移動 検索に移動
(デッドアイズテンポの射撃レートの計算に対応)
(バースト周りのコードを最適化)
141行目: 141行目:
-- Burst mode
-- Burst mode
if aw.isNumberAndGreaterThanOrEqualToX(stat.burst_count, 2) then
if aw.isNumberAndGreaterThanOrEqualToX(stat.burst_count, 2) then
if type(stat.burst_delay) == 'table' then
local delay = stat.burst_delay
if type(delay) == 'table' then
return {
return {
calcBurstAverageFirerate(stat, stat.burst_delay[1]),
calcBurstAverageFirerate(stat, delay[1]),
calcBurstAverageFirerate(stat, stat.burst_delay[2]),
calcBurstAverageFirerate(stat, delay[2]),
calcBurstAverageFirerate(stat, stat.burst_delay[3]),
calcBurstAverageFirerate(stat, delay[3]),
calcBurstAverageFirerate(stat, stat.burst_delay[4]),
calcBurstAverageFirerate(stat, delay[4]),
}
}
elseif aw.isNumberAndGreaterThanZero(stat.burst_delay) then
elseif aw.isNumberAndGreaterThanZero(delay) then
return calcBurstAverageFirerate(stat, stat.burst_delay)
return calcBurstAverageFirerate(stat, delay)
else
return 0
end
end
end
end
182行目: 181行目:
-- w/Double Tap Trigger
-- w/Double Tap Trigger
if opts.useDoubleTapTrigger and stat.double_tap_trigger then
if opts.useDoubleTapTrigger and stat.double_tap_trigger and aw.isNumberAndGreaterThanOrEqualToX(stat.double_tap_trigger.burst_count, 2) then
if type(stat.double_tap_trigger.burst_delay) == 'table' then
local delay = stat.double_tap_trigger.burst_delay
if type(delay) == 'table' then
return {
return {
calcBurstAverageFirerate(stat.double_tap_trigger, stat.double_tap_trigger.burst_delay[1]),
calcBurstAverageFirerate(stat.double_tap_trigger, delay[1]),
calcBurstAverageFirerate(stat.double_tap_trigger, stat.double_tap_trigger.burst_delay[2]),
calcBurstAverageFirerate(stat.double_tap_trigger, delay[2]),
calcBurstAverageFirerate(stat.double_tap_trigger, stat.double_tap_trigger.burst_delay[3]),
calcBurstAverageFirerate(stat.double_tap_trigger, delay[3]),
calcBurstAverageFirerate(stat.double_tap_trigger, stat.double_tap_trigger.burst_delay[4]),
calcBurstAverageFirerate(stat.double_tap_trigger, delay[4]),
}
}
elseif aw.isNumberAndGreaterThanZero(stat.double_tap_trigger.burst_delay) then
elseif aw.isNumberAndGreaterThanZero(delay) then
return calcBurstAverageFirerate(stat.double_tap_trigger, stat.double_tap_trigger.burst_delay)
return calcBurstAverageFirerate(stat.double_tap_trigger, delay)
else
return 0
end
end
end
end

2021年8月23日 (月) 09:51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 aw.round(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)
	else
		base = aw.round(base)
	end
	
	-- チャージ倍率
	if opts.charged > 1 then
		base = aw.round(opts.charged * 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、小柄・鉄壁
	base = apex.calcDamageFromPartAndPassive(base, partmul, passive, opts)
	
	-- ディスラプター弾
	if opts.disruptorRounds > 1 then
		base = apex.calcDisruptorDamage(base, opts.disruptorRounds)
	end
	
	-- ビームダメージ
	if aw.isNumberAndGreaterThanZero(opts.beamdamage) and aw.isNumberAndGreaterThanZero(opts.beamticks)then
		local beamdamage = apex.calcDamageFromPartAndPassive(opts.beamdamage, partmul, passive, opts)
		base = base + opts.beamticks * beamdamage
	end
	
	return base
end

-- [[ 射撃レート計算 ]]
local function calcBurstAverageFirerate(stat, delay)
	return stat.burst_count / ((stat.burst_count - 1) / stat.firerate + delay)
end

local function calcRechamberFirerate(stat, rechamber)
	return 1 / (1 / stat.firerate + rechamber)
end

function apex.getFirerate(stat, opts)
	stat = stat or mw.loadData('Module:Stat/Weapon')[opts.name]
	
	-- Altfire mode
	if opts.useAltfire and aw.isNumberAndGreaterThanZero(stat.altfire.firerate, stat.firerate) then
		return stat.altfire.firerate
	end
	
	-- Burst mode
	if aw.isNumberAndGreaterThanOrEqualToX(stat.burst_count, 2) then
		local delay = stat.burst_delay
		if type(delay) == 'table' then
			return {
				calcBurstAverageFirerate(stat, delay[1]),
				calcBurstAverageFirerate(stat, delay[2]),
				calcBurstAverageFirerate(stat, delay[3]),
				calcBurstAverageFirerate(stat, delay[4]),
			}
		elseif aw.isNumberAndGreaterThanZero(delay) then
			return calcBurstAverageFirerate(stat, delay)
		end
	end
	
	-- Revved Up
	if opts.useRevvedUpMode and aw.isNumberAndGreaterThanOrEqualToX(stat.firerate_revvedup, stat.firerate) then
		return stat.firerate_revvedup
	end
	
	-- w/Turbocharger
	if opts.useTurbocharger and stat.turbocharger then
		return {
			 stat.turbocharger.firerate         or stat.firerate,
			 stat.turbocharger.firerate_maximum or stat.firerate_maximum,
		}
	end
	
	-- Variable firerate
	if aw.isNumberAndGreaterThanOrEqualToX(stat.firerate_maximum, stat.firerate) then
		return {
			 stat.firerate,
			 stat.firerate_maximum,
		}
	end
	
	-- w/Anvil Receiver
	if opts.useAnvilReceiver and stat.anvil_receiver then
		return stat.anvil_receiver.firerate
	end
	
	-- w/Double Tap Trigger
	if opts.useDoubleTapTrigger and stat.double_tap_trigger and aw.isNumberAndGreaterThanOrEqualToX(stat.double_tap_trigger.burst_count, 2) then
		local delay = stat.double_tap_trigger.burst_delay
		if type(delay) == 'table' then
			return {
				calcBurstAverageFirerate(stat.double_tap_trigger, delay[1]),
				calcBurstAverageFirerate(stat.double_tap_trigger, delay[2]),
				calcBurstAverageFirerate(stat.double_tap_trigger, delay[3]),
				calcBurstAverageFirerate(stat.double_tap_trigger, delay[4]),
			}
		elseif aw.isNumberAndGreaterThanZero(delay) then
			return calcBurstAverageFirerate(stat.double_tap_trigger, delay)
		end
	end
	
	-- w/Deadeye's Tempo
	if opts.useDeadeyesTempo and stat.deadeyes_tempo then
		if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge) then
			if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge_minimum) then
				return {
					calcRechamberFirerate(stat, stat.deadeyes_tempo.charge_minimum),
					calcRechamberFirerate(stat, stat.deadeyes_tempo.charge),
				}
			else
				return calcRechamberFirerate(stat, stat.deadeyes_tempo.charge)
			end
		elseif aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.rechamber) then
			return calcRechamberFirerate(stat, stat.deadeyes_tempo.rechamber)
		end
	end
	
	-- w/Charge
	if aw.isNumberAndGreaterThanZero(stat.charge) then
		if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then
			return {
				calcRechamberFirerate(stat, stat.charge_minimum),
				calcRechamberFirerate(stat, stat.charge),
			}
		elseif aw.isNumberAndGreaterThanZero(stat.rechamber) then
			return {
				calcRechamberFirerate(stat, stat.rechamber),
				calcRechamberFirerate(stat, stat.rechamber + stat.charge),
			}
		else
			return {
				stat.firerate,
				calcRechamberFirerate(stat, stat.charge),
			}
		end
	end
	
	-- w/Rechamber
	if type(stat.rechamber) == 'table' then
		return {
			calcRechamberFirerate(stat, stat.rechamber[1]),
			calcRechamberFirerate(stat, stat.rechamber[2]),
			calcRechamberFirerate(stat, stat.rechamber[3]),
			calcRechamberFirerate(stat, stat.rechamber[4]),
		}
	elseif aw.isNumberAndGreaterThanZero(stat.rechamber) then
		return calcRechamberFirerate(stat, stat.rechamber)
	end
	
	return stat.firerate
end

return apex