Module:Buildup: Difference between revisionsGive feedback
Module for item buildup stats |
Fix shotgun buildup by calculating per-bullet instead of per-shot; add Bullets/Shot column. |
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| (5 intermediate revisions by 2 users not shown) | |||
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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, 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 | 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 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 | end | ||
| Line 152: | 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 | ||