🌟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:Apex/STKCalculator

提供:Apex Data
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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, passthrough, partmul, passive, opts, finalfunc)
	-- 貫通減衰倍率
	if passthrough < 1 then
		base = apex.calcPassthroughDamage(base, passthrough)
	end
	
	-- 部位倍率、小柄・鉄壁
	base = apex.calcDamageFromPartAndPassive(base, partmul, passive, opts)
	
	-- 最終関数
	if finalfunc then
		base = finalfunc(base)
	end
	
	return base
end

function STKCalculator:_calcShotToKill(base, passive, points, cond, isLast, forcePart, finalfunc)
	local partmul = self:_getPartMultiplier(forcePart)
	local damage = calcDamage(base, self.passthrough, partmul, passive, self.opts, finalfunc)
	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, self.passthrough, partmul, passive, self.opts, finalfunc)
		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 finalfunc = function(damage)
			return apex.calcDisruptorDamage(damage, self.disruptorRounds)
		end
		shield = self:_calcShotToKill(self.damage, passive, shield, isGreaterThanOrEqualToDamage, false, nil, finalfunc)
		
		-- 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

	-- チャージ倍率が有効
	if opts.charged then
		damage = aw.round(opts.charged * 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,
		passthrough = opts.passthrough or 1,
		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,
			ignorePassiveForHeadshot = opts.ignorePassiveForHeadshot ~= false,
		},
	}, { __index = STKCalculator })
	obj:reset()
	return obj
end

function STKCalculator.newFromStat(stat, opts)
	local stat2, damagestat, pellets
	if stat.anvil_receiver and opts.useAnvilReceiver then
		stat2      = stat.anvil_receiver
		damagestat = stat.anvil_receiver.damage or stat.damage
		pellets    = opts.pellets or stat.anvil_receiver.pellet or stat.pellet
	elseif stat.shatter_caps and opts.useShatterCaps then
		stat2      = stat.shatter_caps
		damagestat = stat.shatter_caps.damage   or stat.damage
		pellets    = opts.pellets or stat.shatter_caps.pellet   or stat.pellet
	else
		stat2      = stat
		damagestat = stat.damage
		pellets    = opts.pellets or stat.pellet
	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    = stat2.damage_head_scale or stat.damage_head_scale,
		legsshot    = stat2.damage_legs_scale or stat.damage_legs_scale,
		skyshot     = opts.skyshot,
		passthrough = opts.passthrough,
		pattern     = opts.pattern,
		pellets     = pellets,
		beamdamage  = beamdamage,
		beamticks   = beamticks,
		disruptorRounds   = opts.useDisruptorRounds   and stat.disruptor_rounds   and stat.disruptor_rounds.damage_shield_scale       or 0,
		hammerpointRounds = opts.useHammerpointRounds and stat.hammerpoint_rounds and stat.hammerpoint_rounds.damage_unshielded_scale 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.ignorePassiveForHeadshot = opts.ignorePassiveForHeadshot ~= false
	opts.passthrough              = opts.passthrough or 1
	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
STKCalculator.calcShotCount = apex.calcShotCount

return STKCalculator