Module:Buildup: Difference between revisions

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TheMilkMan (talk | contribs)
Previous edit only sort of worked, trying this instead.
LVL (talk | contribs)
Fix for Silver's transformed state. She seems to use her normal form buildup numbers.
Line 81: Line 81:
             rps = 1 / effective_time
             rps = 1 / effective_time
         end
         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
     end



Revision as of 16:45, 7 February 2026

Overview

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

main

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

Calculates the specific buildup percentage per shot for a single hero.

Parameters

  • 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

{{#invoke:Buildup|get_bps|Haze|Toxic Bullets}}

Returns: 7.4

write_buildup_table

Generates a sortable wikitable listing the buildup percentage and shots-to-proc for every valid hero.

Parameters

  • item_name - Name of the item (e.g., "Silencer").

Example

{{#invoke:Buildup|write_buildup_table|Silencer}}

Internal Logic

The module uses the following formula derived from the game's mechanics: BPS=100BaseBuildup×(RPSeffective+1)

The Effective RPS is determined by analyzing specific hero mechanics:

  • Standard Heroes: Uses the standard RoundsPerSecond from 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.ceil to 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

-- Core calculation logic
local function calculate_bps(hero, bb)
    if not hero or not hero.Weapon then return 0 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 end

    -- Formula: 100 / (BB * (RPS + 1))
    return 100 / (bb * (rps + 1))
end

--{{#invoke:Buildup|get_bps|HERO_NAME|ITEM_NAME}}
--Returns a single float value (rounded to 1 decimal)
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
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 = calculate_bps(hero, bb)
            
            if val > 0 then
                local shots = math.ceil(100 / val)
                
                table.insert(hero_list, {
                    name = hero["Name"],
                    bps = val,
                    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 Shot: ' .. item_name)
    end

    -- Headers
    local headerRow = html:tag('tr')
    headerRow:tag('th'):wikitext('Hero')
    headerRow:tag('th'):wikitext('% per shot')
    headerRow:tag('th'):wikitext('Shots to Proc')

    -- Rows
    for _, h in ipairs(hero_list) do
        local row = html:tag('tr')
        local icon_template = frame:expandTemplate{ title = 'HeroIcon', args = { h.name } }
        
        -- Use data-sort-value so the table sorts correctly even with the icon
        row:tag('td')
            :attr('data-sort-value', h.name) -- Uses the name including "The" for consistent default sort
            :wikitext(icon_template)
            
        row:tag('td'):wikitext(string.format("%.1f", h.bps))
        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 Item 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