Module:Buildup: Difference between revisionsGive feedback
TheMilkMan (talk | contribs) Previous edit only sort of worked, trying this instead. |
Fix shotgun buildup by calculating per-bullet instead of per-shot; add Bullets/Shot column. |
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-- Handles both flat numbers and lookup in the ItemData file | -- Handles both flat numbers and lookup in the ItemData file | ||
local function get_item_bb(target_name) | local function get_item_bb(target_name) | ||
if target_name == nil then return nil end | |||
-- Clean input | |||
local clean_name = mw.text.trim(target_name) | |||
-- If user input a number directly | |||
if tonumber(clean_name) then return tonumber(clean_name) end | |||
-- Iterate Item Data | |||
for key, item in pairs(items_data) do | |||
if item["Name"] == clean_name then | |||
-- Valve data structure (nested) | |||
if item["m_mapAbilityProperties"] and item["m_mapAbilityProperties"]["BuildUpPerShot"] then | |||
return tonumber(item["m_mapAbilityProperties"]["BuildUpPerShot"]["m_strValue"]) | |||
end | |||
-- Flat data structure (fallback) | |||
if item["BuildUpPerShot"] then | |||
return tonumber(item["BuildUpPerShot"]) | |||
end | |||
end | |||
end | |||
return nil | |||
end | end | ||
-- Helper to find Hero Data by name or key | -- Helper to find Hero Data by name or key | ||
local function get_hero_data(hero_name) | local function get_hero_data(hero_name) | ||
if hero_name == nil then return nil end | |||
local clean_name = mw.text.trim(hero_name) | |||
-- Try direct Key lookup | |||
if heroes_data[clean_name] then return heroes_data[clean_name] end | |||
-- Try adding "hero_" prefix | |||
local key_lower = "hero_" .. string.lower(clean_name) | |||
if heroes_data[key_lower] then return heroes_data[key_lower] end | |||
-- Search by Name field | |||
for k, v in pairs(heroes_data) do | |||
if v["Name"] == clean_name then return v end | |||
end | |||
return nil | |||
end | |||
-- Helper: number of bullets/pellets fired per trigger pull | |||
-- For shotguns (Abrams, etc.) this is the pellet count. | |||
-- For burst weapons this is the burst size. | |||
-- For normal weapons it is 1. | |||
local function get_bullets_per_shot(hero) | |||
if not hero or not hero.Weapon then return 1 end | |||
local bps = tonumber( | |||
hero.Weapon.BulletsPerShot or | |||
hero.Weapon.PelletsPerShot or | |||
hero.Weapon.BulletsPerBurst or | |||
1 | |||
) | |||
if bps == nil or bps < 1 then bps = 1 end | |||
return bps | |||
end | end | ||
-- Core calculation logic | -- Core calculation logic | ||
-- Returns: per_bullet_bps (float), bullets_per_shot (int) | |||
local function calculate_bps(hero, bb) | local function calculate_bps(hero, bb) | ||
if not hero or not hero.Weapon then return 0 end | if not hero or not hero.Weapon then return 0, 1 end | ||
local rps = tonumber(hero.Weapon.RoundsPerSecond or 0) | local rps = tonumber(hero.Weapon.RoundsPerSecond or 0) | ||
| Line 83: | Line 100: | ||
end | end | ||
if rps == 0 then return 0 end | -- 3. Handle Silver (Transformed) - uses base form's RPS for buildup | ||
if hero.Name == "Silver (Transformed)" then | |||
rps = 1.1111 -- Base Silver's RoundsPerSecond | |||
end | |||
if rps == 0 then return 0, 1 end | |||
-- Formula: 100 / (BB * (RPS + 1)) | local bullets_per_shot = get_bullets_per_shot(hero) | ||
-- Original Formula: 100 / (BB * (RPS + 1)) | |||
-- This calculates the buildup per trigger pull assuming all pellets connect | |||
local bps_per_shot = 100 / (bb * (rps + 1)) | |||
-- Divide by bullets/pellets per shot to get the per-bullet buildup | |||
local bps_per_bullet = bps_per_shot / bullets_per_shot | |||
return bps_per_bullet, bullets_per_shot | |||
end | end | ||
--{{#invoke:Buildup|get_bps|HERO_NAME|ITEM_NAME}} | --{{#invoke:Buildup|get_bps|HERO_NAME|ITEM_NAME}} | ||
--Returns a single float value (rounded to 1 decimal) | --Returns a single float value (rounded to 1 decimal) representing buildup PER BULLET | ||
p.get_bps = function(frame) | p.get_bps = function(frame) | ||
local hero_name = frame.args[1] or frame.args['hero'] | |||
local item_name = frame.args[2] or frame.args['item'] | |||
local hero = get_hero_data(hero_name) | |||
if not hero then return "Hero Not Found" end | |||
local bb = get_item_bb(item_name) | |||
if not bb then return "Item Not Found" end | |||
local result, _ = calculate_bps(hero, bb) | |||
return string.format("%.1f", result) | |||
end | end | ||
--{{#invoke:Buildup|write_buildup_table|ITEM_NAME}} | --{{#invoke:Buildup|write_buildup_table|ITEM_NAME}} | ||
--Generates a sortable wikitable for all heroes | --Generates a sortable wikitable for all heroes showing per-bullet buildup | ||
p.write_buildup_table = function(frame) | p.write_buildup_table = function(frame) | ||
local item_name = frame.args[1] | local item_name = frame.args[1] | ||
| Line 120: | Line 150: | ||
if not is_dev and not is_disabled and hero["Weapon"] and hero["Name"] then | if not is_dev and not is_disabled and hero["Weapon"] and hero["Name"] then | ||
local val = calculate_bps(hero, bb) | local val, bullets_per_shot = calculate_bps(hero, bb) | ||
if val > 0 then | if val > 0 then | ||
local shots = math.ceil(100 / | -- Shots to proc assumes every bullet in the shot connects | ||
local per_shot = val * bullets_per_shot | |||
local shots = math.ceil(100 / per_shot) | |||
table.insert(hero_list, { | table.insert(hero_list, { | ||
name = hero["Name"], | name = hero["Name"], | ||
bps = val, | bps = val, | ||
bullets_per_shot = bullets_per_shot, | |||
shots = shots | shots = shots | ||
}) | }) | ||
| Line 152: | Line 185: | ||
if item_name then | if item_name then | ||
html:tag('caption'):wikitext('Buildup Per | html:tag('caption'):wikitext('Buildup Per Bullet: ' .. item_name) | ||
end | end | ||
| Line 158: | Line 191: | ||
local headerRow = html:tag('tr') | local headerRow = html:tag('tr') | ||
headerRow:tag('th'):wikitext('Hero') | headerRow:tag('th'):wikitext('Hero') | ||
headerRow:tag('th'):wikitext('% per | headerRow:tag('th'):wikitext('% per bullet') | ||
headerRow:tag('th'):wikitext('Shots to Proc') | headerRow:tag('th'):wikitext('Bullets/Shot') | ||
headerRow:tag('th'):wikitext('Shots to Proc<br/><small>(all bullets hit)</small>') | |||
-- Rows | -- Rows | ||
for _, h in ipairs(hero_list) do | for _, h in ipairs(hero_list) do | ||
local row = html:tag('tr') | local row = html:tag('tr') | ||
local | local hero_display | ||
if h.name == "Silver (Transformed)" then | |||
-- Detect page language from subpage (e.g. /ru) | |||
local currentTitle = mw.title.getCurrentTitle().fullText | |||
local langCode = currentTitle:match("/([^/]+)$") or "en" | |||
local isRussian = (langCode == "ru") | |||
local displayName = isRussian and "Сильвер (Трансформация)" or "Silver (Transformed)" | |||
local linkTarget = isRussian and "Silver (Transformed)/ru" or "Silver (Transformed)" | |||
local icon_file = string.format('[[File:Silver.png|20px|link=%s]]', linkTarget) | |||
local name_link = string.format('[[%s|%s]]', linkTarget, displayName) | |||
hero_display = string.format( | |||
'<span style="white-space:nowrap;">' | |||
.. '<span style="position:relative; bottom:2px;">%s</span>' | |||
.. ' %s' | |||
.. '</span>', | |||
icon_file, name_link | |||
) | |||
else | |||
hero_display = frame:expandTemplate{ title = 'HeroIcon', args = { h.name } } | |||
end | |||
row:tag('td') | row:tag('td') | ||
:attr('data-sort-value', h.name) | :attr('data-sort-value', h.name) | ||
:wikitext( | :wikitext(hero_display) | ||
row:tag('td'):wikitext(string.format("%.1f", h.bps)) | row:tag('td'):wikitext(string.format("%.1f", h.bps)) | ||
-- Show "—" for normal single-bullet weapons, the actual count for shotguns/bursts | |||
if h.bullets_per_shot > 1 then | |||
row:tag('td'):wikitext(tostring(h.bullets_per_shot)) | |||
else | |||
row:tag('td'):wikitext('—') | |||
end | |||
row:tag('td'):wikitext(tostring(h.shots)) | row:tag('td'):wikitext(tostring(h.shots)) | ||
end | end | ||
| Line 181: | Line 244: | ||
-- Decides whether to return a single value or a full table based on arguments | -- Decides whether to return a single value or a full table based on arguments | ||
p.main = function(frame) | p.main = function(frame) | ||
local args = frame:getParent().args | |||
-- Handle direct #invoke calls vs Template calls | |||
if not args[1] and not args['item'] then args = frame.args end | |||
local arg1 = args[1] or args['hero'] | |||
local arg2 = args[2] or args['item'] | |||
-- If both Hero and pItem are present -> Return Single Number | |||
if arg1 and arg2 then | |||
-- Manually setting args for the helper function to read | |||
frame.args = {arg1, arg2} | |||
return p.get_bps(frame) | |||
-- If only one arg (Item) is present -> Return Table | |||
elseif arg1 then | |||
frame.args = {arg1} | |||
return p.write_buildup_table(frame) | |||
else | |||
return "Error: Provide [Item Name] for a table, or [Hero Name] [Item Name] for a value." | |||
end | |||
end | end | ||
return p | return p | ||
Latest revision as of 03:18, 15 July 2026
Overview
[edit source]The Buildup module provides functions for calculating the Status Effect Buildup per shot for heroes.
This is used for items that apply a status effect based on filling a meter (e.g., Toxic Bullets, Silencer, Inhibitor). The calculation normalizes the buildup based on the hero's Fire Rate (RPS) to ensure the time-to-activate is roughly consistent across different weapon types.
It references Data:HeroData.json for weapon stats (RPS, Spin-up) and Data:ItemData.json for the item's base buildup value.
Functions
[edit source]main
[edit source]The primary entry point used by Template:Buildup. It automatically detects whether to generate a full table or a single value based on the number of parameters provided.
get_bps
[edit source]Calculates the specific buildup percentage per shot for a single hero.
Parameters
[edit source]- hero_name - Name of the hero in English (e.g., "Abrams") or the hero key.
- item_name - Name of the item (e.g., "Toxic Bullets").
Example
[edit source]{{#invoke:Buildup|get_bps|Haze|Toxic Bullets}}
Returns:
7.4
write_buildup_table
[edit source]Generates a sortable wikitable listing the buildup percentage and shots-to-proc for every valid hero.
Parameters
[edit source]- item_name - Name of the item (e.g., "Silencer").
Example
[edit source]{{#invoke:Buildup|write_buildup_table|Silencer}}
Internal Logic
[edit source]The module uses the following formula derived from the game's mechanics:
The Effective RPS is determined by analyzing specific hero mechanics:
- Standard Heroes: Uses the standard
RoundsPerSecondfrom the data files. - Spin-Up Heroes: For heroes like McGinnis, the calculation uses their Max Spin RPS.
- Burst/Hybrid Heroes: For heroes like Paige and The Doorman, the game displays a Fire Rate that includes an "Intra-Burst" delay, but the Buildup mechanic ignores this delay. The module detects this configuration (Burst Count = 1, but Interval > 0) and mathematically removes the interval to determine the true Effective RPS.
- Shots to Proc: The table uses
math.ceilto always round up, ensuring accuracy for cases like Kelvin where the math results in 19.99% (requiring 6 shots, not 5).
local p = {}
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local items_data = mw.loadJsonData("Data:ItemData.json")
-- Helper to find Item Buildup value by name
-- Handles both flat numbers and lookup in the ItemData file
local function get_item_bb(target_name)
if target_name == nil then return nil end
-- Clean input
local clean_name = mw.text.trim(target_name)
-- If user input a number directly
if tonumber(clean_name) then return tonumber(clean_name) end
-- Iterate Item Data
for key, item in pairs(items_data) do
if item["Name"] == clean_name then
-- Valve data structure (nested)
if item["m_mapAbilityProperties"] and item["m_mapAbilityProperties"]["BuildUpPerShot"] then
return tonumber(item["m_mapAbilityProperties"]["BuildUpPerShot"]["m_strValue"])
end
-- Flat data structure (fallback)
if item["BuildUpPerShot"] then
return tonumber(item["BuildUpPerShot"])
end
end
end
return nil
end
-- Helper to find Hero Data by name or key
local function get_hero_data(hero_name)
if hero_name == nil then return nil end
local clean_name = mw.text.trim(hero_name)
-- Try direct Key lookup
if heroes_data[clean_name] then return heroes_data[clean_name] end
-- Try adding "hero_" prefix
local key_lower = "hero_" .. string.lower(clean_name)
if heroes_data[key_lower] then return heroes_data[key_lower] end
-- Search by Name field
for k, v in pairs(heroes_data) do
if v["Name"] == clean_name then return v end
end
return nil
end
-- Helper: number of bullets/pellets fired per trigger pull
-- For shotguns (Abrams, etc.) this is the pellet count.
-- For burst weapons this is the burst size.
-- For normal weapons it is 1.
local function get_bullets_per_shot(hero)
if not hero or not hero.Weapon then return 1 end
local bps = tonumber(
hero.Weapon.BulletsPerShot or
hero.Weapon.PelletsPerShot or
hero.Weapon.BulletsPerBurst or
1
)
if bps == nil or bps < 1 then bps = 1 end
return bps
end
-- Core calculation logic
-- Returns: per_bullet_bps (float), bullets_per_shot (int)
local function calculate_bps(hero, bb)
if not hero or not hero.Weapon then return 0, 1 end
local rps = tonumber(hero.Weapon.RoundsPerSecond or 0)
local spin_rps = tonumber(hero.Weapon.RoundsPerSecondAtMaxSpin or 0)
-- 1. Handle Spin-up (McGinnis/Bebop)
if spin_rps > 0 then
rps = spin_rps
end
-- 2. Handle "Fake Burst" Logic (Paige/Doorman)
-- If they have a burst interval, but only 1 bullet per burst,
-- the game ignores that interval for Buildup calculation.
local burst_count = tonumber(hero.Weapon.BulletsPerBurst or 1)
local burst_interval = tonumber(hero.Weapon.BurstInterShotInterval or 0)
if burst_count == 1 and burst_interval > 0 and rps > 0 then
-- Convert RPS back to time
local total_time = 1 / rps
-- Remove the interval
local effective_time = total_time - burst_interval
-- Prevent division by zero if something is weird
if effective_time > 0.001 then
rps = 1 / effective_time
end
end
-- 3. Handle Silver (Transformed) - uses base form's RPS for buildup
if hero.Name == "Silver (Transformed)" then
rps = 1.1111 -- Base Silver's RoundsPerSecond
end
if rps == 0 then return 0, 1 end
local bullets_per_shot = get_bullets_per_shot(hero)
-- Original Formula: 100 / (BB * (RPS + 1))
-- This calculates the buildup per trigger pull assuming all pellets connect
local bps_per_shot = 100 / (bb * (rps + 1))
-- Divide by bullets/pellets per shot to get the per-bullet buildup
local bps_per_bullet = bps_per_shot / bullets_per_shot
return bps_per_bullet, bullets_per_shot
end
--{{#invoke:Buildup|get_bps|HERO_NAME|ITEM_NAME}}
--Returns a single float value (rounded to 1 decimal) representing buildup PER BULLET
p.get_bps = function(frame)
local hero_name = frame.args[1] or frame.args['hero']
local item_name = frame.args[2] or frame.args['item']
local hero = get_hero_data(hero_name)
if not hero then return "Hero Not Found" end
local bb = get_item_bb(item_name)
if not bb then return "Item Not Found" end
local result, _ = calculate_bps(hero, bb)
return string.format("%.1f", result)
end
--{{#invoke:Buildup|write_buildup_table|ITEM_NAME}}
--Generates a sortable wikitable for all heroes showing per-bullet buildup
p.write_buildup_table = function(frame)
local item_name = frame.args[1]
local bb = get_item_bb(item_name)
if not bb then return "Error: Item '" .. (item_name or "nil") .. "' not found." end
local hero_list = {}
for key, hero in pairs(heroes_data) do
local is_dev = hero["InDevelopment"] == true
local is_disabled = hero["IsDisabled"] == true
if not is_dev and not is_disabled and hero["Weapon"] and hero["Name"] then
local val, bullets_per_shot = calculate_bps(hero, bb)
if val > 0 then
-- Shots to proc assumes every bullet in the shot connects
local per_shot = val * bullets_per_shot
local shots = math.ceil(100 / per_shot)
table.insert(hero_list, {
name = hero["Name"],
bps = val,
bullets_per_shot = bullets_per_shot,
shots = shots
})
end
end
end
-- Sorting Logic
table.sort(hero_list, function(a, b)
-- Helper to strip "The " from names just for sorting
local function clean_sort_name(name)
if string.sub(name, 1, 4) == "The " then
return string.sub(name, 5)
end
return name
end
return clean_sort_name(a.name) < clean_sort_name(b.name)
end)
-- Build Table
local html = mw.html.create('table')
html:addClass('wikitable sortable mw-collapsible')
if item_name then
html:tag('caption'):wikitext('Buildup Per Bullet: ' .. item_name)
end
-- Headers
local headerRow = html:tag('tr')
headerRow:tag('th'):wikitext('Hero')
headerRow:tag('th'):wikitext('% per bullet')
headerRow:tag('th'):wikitext('Bullets/Shot')
headerRow:tag('th'):wikitext('Shots to Proc<br/><small>(all bullets hit)</small>')
-- Rows
for _, h in ipairs(hero_list) do
local row = html:tag('tr')
local hero_display
if h.name == "Silver (Transformed)" then
-- Detect page language from subpage (e.g. /ru)
local currentTitle = mw.title.getCurrentTitle().fullText
local langCode = currentTitle:match("/([^/]+)$") or "en"
local isRussian = (langCode == "ru")
local displayName = isRussian and "Сильвер (Трансформация)" or "Silver (Transformed)"
local linkTarget = isRussian and "Silver (Transformed)/ru" or "Silver (Transformed)"
local icon_file = string.format('[[File:Silver.png|20px|link=%s]]', linkTarget)
local name_link = string.format('[[%s|%s]]', linkTarget, displayName)
hero_display = string.format(
'<span style="white-space:nowrap;">'
.. '<span style="position:relative; bottom:2px;">%s</span>'
.. ' %s'
.. '</span>',
icon_file, name_link
)
else
hero_display = frame:expandTemplate{ title = 'HeroIcon', args = { h.name } }
end
row:tag('td')
:attr('data-sort-value', h.name)
:wikitext(hero_display)
row:tag('td'):wikitext(string.format("%.1f", h.bps))
-- Show "—" for normal single-bullet weapons, the actual count for shotguns/bursts
if h.bullets_per_shot > 1 then
row:tag('td'):wikitext(tostring(h.bullets_per_shot))
else
row:tag('td'):wikitext('—')
end
row:tag('td'):wikitext(tostring(h.shots))
end
return tostring(html)
end
-- Main entry point for the template
-- Decides whether to return a single value or a full table based on arguments
p.main = function(frame)
local args = frame:getParent().args
-- Handle direct #invoke calls vs Template calls
if not args[1] and not args['item'] then args = frame.args end
local arg1 = args[1] or args['hero']
local arg2 = args[2] or args['item']
-- If both Hero and pItem are present -> Return Single Number
if arg1 and arg2 then
-- Manually setting args for the helper function to read
frame.args = {arg1, arg2}
return p.get_bps(frame)
-- If only one arg (Item) is present -> Return Table
elseif arg1 then
frame.args = {arg1}
return p.write_buildup_table(frame)
else
return "Error: Provide [Item Name] for a table, or [Hero Name] [Item Name] for a value."
end
end
return p