Difference between revisions of "Module:Sandbox/Arcangelus"

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local p = {}
+
--[[
+
 
function p.hello()
+
This module provides a number of basic mathematical operations.
    return 'Hola'
+
 
 +
]]
 +
 
 +
local p = {} -- Holds functions to be returned from #invoke, and functions to make available to other Lua modules.0.
 +
local wrap = {} -- Holds wrapper functions that process arguments from #invoke. These act as intemediary between functions meant for #invoke and functions meant for Lua.
 +
local getArgs = require('Module:Arguments').getArgs
 +
local yesno
 +
 
 +
--[[
 +
Helper functions used to avoid redundant code.
 +
]]
 +
 
 +
function p.main(frame)
 +
local args = getArgs(frame)
 +
-- args[1] is Material, args[2] is quality
 +
local Type,Base_DG,Base_AT,Base_Cooldown,Base_chance = {},{},{},{},{}
 +
for i=1, 12 do --Tables with values from these sections. Easier to parse.
 +
table.insert(Type, i, args[5*i-2] or "")
 +
table.insert(Base_DG, i, args[5*i-1] or 0)
 +
table.insert(Base_AT, i, args[5*i] or 0)
 +
table.insert(Base_Cooldown, i, args[5*i+1] or 0)
 +
table.insert(Base_chance, i, args[5*i+2] or 0)
 +
end
 +
 
 +
-- return "Type:"..Type[1]..Type[2]..Type[3]..Type[4]..Type[5]..Type[6].." Base_DG:"..Base_DG[1]..Base_DG[2]..Base_DG[3]..Base_DG[4]..Base_DG[5]..Base_DG[6].." Base_AT: "..Base_AT[1]..Base_AT[2]..Base_AT[3]..Base_AT[4]..Base_AT[5]..Base_AT[6].." Base_Cooldown:"..Base_Cooldown[1]..Base_Cooldown[2]..Base_Cooldown[3]..Base_Cooldown[4]..Base_Cooldown[5]..Base_Cooldown[6].." Base_chance:"..Base_chance[1]..Base_chance[2]..Base_chance[3]..Base_chance[4]..Base_chance[5]..Base_chance[6].." END"
 +
return p._DPS2(args[1], args[2], Type, Base_DG, Base_AT, Base_Cooldown, Base_chance)
 +
end
 +
 
 +
function p._DPS2(material, quality, Type, Base_DG, Base_AT, Base_Cooldown, Base_chance)
 +
local tablas = mw.loadData("Module:Arcangel/Testing");
 +
local cooldownFactor=tablas.material_tbl[material]["Cooldown speed factor"] or 1
 +
local BQFactor=(tablas.qualitytbl[quality] or 1)*(tablas.material_tbl[material]["Damage factor (Sharp)"] or 1)
 +
local SQFactor=(tablas.qualitytbl[quality] or 1)*(tablas.material_tbl[material]["Damage factor (Blunt)"] or 1)
 +
local ISW, Damage, Pierce, Cooldowns, ATKchance, valores = {},{},{},{},{}, {}
 +
local ISW_X, maxSelectionWeight, best, mid, cool = 0,0,0,0,0
 +
local attackDamage, attackAP = 0,0
 +
local WeightedDamage, WeightedCooldown, WeightedAP = 0,0,0
 +
 
 +
for i=1, 12 do -- check the default values of attacks 5-12
 +
if Type[i]~=nil and Type[i]~="" then
 +
if tablas.blunt_damage[Type[i]] then
 +
attackDamage = Base_DG[i] * BQFactor
 +
attackAP = (Base_AT[i] * BQFactor) --or attackDamage*1.5 Removed as this value always comes defined from "Infobox main".
 +
else
 +
attackDamage = Base_DG[i] * SQFactor
 +
attackAP = (Base_AT[i] * SQFactor) --or attackDamage*1.5
 +
end
 +
ISW_X = attackDamage * (1 + attackAP/100) * Base_chance[i] / (Base_Cooldown[i]*cooldownFactor) --The attackAP/100 comes from the fact that "Armor Penetration" is a percentage.
 +
cool = Base_Cooldown[i]*cooldownFactor
 +
else
 +
ISW_X = 0
 +
attackDamage=0
 +
attackAP=0
 +
cool = 1
 +
end
 +
if ISW_X ~= ISW_X then ISW_X=0 end --This removes Nan. The are better methods, but this is easier. May be redundant.
 +
if ISW_X>maxSelectionWeight then
 +
maxSelectionWeight=ISW_X
 +
end
 +
table.insert(ISW, ISW_X) --Removed the position "i" as it doesn't work as I expected. It pushes the values on "i" and above 1 index above rather than replacing that position.
 +
table.insert(Damage, attackDamage)
 +
table.insert(Pierce, attackAP)
 +
table.insert(Cooldowns, Base_Cooldown[i]*cooldownFactor)
 +
end
 +
 
 +
for key, value in pairs(ISW) do --This determines the quality of the attacks and how may of each category there are.
 +
if value/maxSelectionWeight>=0.25 then
 +
if value/maxSelectionWeight>=0.95 then
 +
best=best+1
 +
valores[#valores+1]=2
 +
else
 +
mid=mid+1
 +
valores[#valores+1]=1
 +
end
 +
else
 +
valores[#valores+1]=0
 +
end
 +
end
 +
 
 +
if mid==0 then -- No mid attacks
 +
for i=1, 12 do
 +
if valores[i]~=0 then
 +
WeightedDamage=WeightedDamage+Damage[i]
 +
WeightedCooldown=WeightedCooldown+Cooldowns[i]
 +
WeightedAP=WeightedAP+Pierce[i]
 +
end
 +
end
 +
-- With only "best" atacks, all have equal weight. No point in complicating the formula.
 +
WeightedDamage=WeightedDamage/best
 +
WeightedCooldown=WeightedCooldown/best
 +
WeightedAP=WeightedAP/best
 +
else
 +
for i=1, 12 do
 +
if valores[i]==1 then --mid attacks are 25% of the weight
 +
WeightedDamage=WeightedDamage+Damage[i]/(4*mid)
 +
WeightedCooldown=WeightedCooldown+Cooldowns[i]/(4*mid)
 +
WeightedAP=WeightedAP+Pierce[i]/(4*mid)
 +
elseif valores[i]==2 then --best attacks are 75% of the weight
 +
WeightedDamage=WeightedDamage+Damage[i]*0.75/best
 +
WeightedCooldown=WeightedCooldown+Cooldowns[i]*0.75/best
 +
WeightedAP=WeightedAP+Pierce[i]*0.75/best
 +
end
 +
end
 +
end
 +
 +
TrueDPS = WeightedDamage/WeightedCooldown
 +
TrueAP = WeightedAP --Not used right now.
 +
return TrueDPS
 +
-- return tostring(TrueDPS).." WD:"..tostring(WeightedDamage).." WC:"..tostring(WeightedCooldown).." WAP:"..tostring(WeightedAP)
 +
 
 +
--[[ local a="" -- I leave this here in case I need to test the input.
 +
for key,value in ipairs(Type) do
 +
    a=a..value..", "
 +
end
 +
a="<br/>Type: "..a.." <br/>Base_DG: "
 +
for key,value in ipairs(Base_DG) do
 +
    a=a..value..", "
 +
end
 +
a=a.." <br/>Base_AT: "
 +
for key,value in ipairs(Base_AT) do
 +
    a=a..value..", "
 +
end
 +
a=a.." <br/>Base_Cooldown: "
 +
for key,value in ipairs(Base_Cooldown) do
 +
    a=a..value..", "
 +
end
 +
a=a.." <br/>Base_chance: "
 +
for key,value in ipairs(Base_chance) do
 +
    a=a..value..", "
 +
end
 +
a=a.." <br/>Initial Selection Weight: " --These one look weird.
 +
for key,value in ipairs(ISW) do
 +
    a=a..value..", "
 +
end
 +
return "DPS:"..tostring(TrueDPS).." WD:"..tostring(WeightedDamage).." WC:"..tostring(WeightedCooldown).." WA:"..tostring(WeightedAP).." "..a ]]
 
end
 
end
  
aname=string.match("Manipulation Limit",'%(.*)% ')
 
  
return aname
+
local function makeArgArray(...)
 +
-- Makes an array of arguments from a list of arguments that might include nils.
 +
local args = {...} -- Table of arguments. It might contain nils or non-number values, so we can't use ipairs.
 +
local nums = {} -- Stores the numbers of valid numerical arguments.
 +
local ret = {}
 +
for k, v in pairs(args) do
 +
v = p._cleanNumber(v)
 +
if v then
 +
nums[#nums + 1] = k
 +
args[k] = v
 +
end
 +
end
 +
table.sort(nums)
 +
for i, num in ipairs(nums) do
 +
ret[#ret + 1] = args[num]
 +
end
 +
return ret
 +
end
 +
 
 +
local function fold(func, ...)
 +
-- Use a function on all supplied arguments, and return the result. The function must accept two numbers as parameters,
 +
-- and must return a number as an output. This number is then supplied as input to the next function call.
 +
local vals = makeArgArray(...)
 +
local count = #vals -- The number of valid arguments
 +
if count == 0 then return
 +
-- Exit if we have no valid args, otherwise removing the first arg would cause an error.
 +
nil, 0
 +
end
 +
local ret = table.remove(vals, 1)
 +
for _, val in ipairs(vals) do
 +
ret = func(ret, val)
 +
end
 +
return ret, count
 +
end
 +
 
 +
--[[
 +
Fold arguments by selectively choosing values (func should return when to choose the current "dominant" value).
 +
]]
 +
local function binary_fold(func, ...)
 +
local value = fold((function(a, b) if func(a, b) then return a else return b end end), ...)
 +
return value
 +
end
 +
 
 +
return p
 +
--return setmetatable(p, mt)

Latest revision as of 15:53, 31 January 2025

Welcome to the RimWorld Wiki sandbox!
This sandbox is where you can experiment and practice working on a wiki page. This page will usually have little or no content. Feel free to add content or to make changes and save them to see the results.

To learn about editing and formatting start here: Help:Contents. Just start with the basics... enter some text, and learn the other pieces as you go.

Your content contributions are welcome and important. The wiki is a collaborative effort and others can help with formatting and other improvements.]

Best wishes!

Description[edit]

This is a doc attached to my sandbox. I'll use it to see the effects of my changes W/o messing something important

NOTE: LUA is usually slower than ParserFunctions for short statements. The factor varies from 7-1 to 2-1.
Lua only is an advantage to long statements, nested logic, loops (maybe others case i don't see right now).

expr only uses 1 Preprocessor visited node count, in general. Variables may change that.


function p._TableRow(skillBase, skillBonus, statMin, statMax, capImportance, capLimit, resultCols, LV, Ln)



--[[

This module provides a number of basic mathematical operations.

]]

local p = {} -- Holds functions to be returned from #invoke, and functions to make available to other Lua modules.0.
local wrap = {} -- Holds wrapper functions that process arguments from #invoke. These act as intemediary between functions meant for #invoke and functions meant for Lua.
local getArgs = require('Module:Arguments').getArgs
local yesno

--[[
Helper functions used to avoid redundant code.
]]

function p.main(frame)
	local args = getArgs(frame)
-- args[1] is Material, args[2] is quality
	local Type,Base_DG,Base_AT,Base_Cooldown,Base_chance = {},{},{},{},{}
	for i=1, 12 do --Tables with values from these sections. Easier to parse.
		table.insert(Type, i, args[5*i-2] or "")
		table.insert(Base_DG, i, args[5*i-1] or 0)
		table.insert(Base_AT, i, args[5*i] or 0)
		table.insert(Base_Cooldown, i, args[5*i+1] or 0)
		table.insert(Base_chance, i, args[5*i+2] or 0)
	end

--	return "Type:"..Type[1]..Type[2]..Type[3]..Type[4]..Type[5]..Type[6].." Base_DG:"..Base_DG[1]..Base_DG[2]..Base_DG[3]..Base_DG[4]..Base_DG[5]..Base_DG[6].." Base_AT: "..Base_AT[1]..Base_AT[2]..Base_AT[3]..Base_AT[4]..Base_AT[5]..Base_AT[6].." Base_Cooldown:"..Base_Cooldown[1]..Base_Cooldown[2]..Base_Cooldown[3]..Base_Cooldown[4]..Base_Cooldown[5]..Base_Cooldown[6].." Base_chance:"..Base_chance[1]..Base_chance[2]..Base_chance[3]..Base_chance[4]..Base_chance[5]..Base_chance[6].." END"
	return p._DPS2(args[1], args[2], Type, Base_DG, Base_AT, Base_Cooldown, Base_chance)
end

function p._DPS2(material, quality, Type, Base_DG, Base_AT, Base_Cooldown, Base_chance)
	local tablas = mw.loadData("Module:Arcangel/Testing");
	local cooldownFactor=tablas.material_tbl[material]["Cooldown speed factor"] or 1
	local BQFactor=(tablas.qualitytbl[quality] or 1)*(tablas.material_tbl[material]["Damage factor (Sharp)"] or 1)
	local SQFactor=(tablas.qualitytbl[quality] or 1)*(tablas.material_tbl[material]["Damage factor (Blunt)"] or 1)
	local ISW, Damage, Pierce, Cooldowns, ATKchance, valores = {},{},{},{},{}, {}
	local ISW_X, maxSelectionWeight, best, mid, cool = 0,0,0,0,0
	local attackDamage, attackAP = 0,0
	local WeightedDamage, WeightedCooldown, WeightedAP = 0,0,0

	for i=1, 12 do -- check the default values of attacks 5-12
		if Type[i]~=nil and Type[i]~="" then
			if tablas.blunt_damage[Type[i]] then
					attackDamage = Base_DG[i] * BQFactor
					attackAP = (Base_AT[i] * BQFactor) --or attackDamage*1.5 Removed as this value always comes defined from "Infobox main".
				else
					attackDamage = Base_DG[i] * SQFactor
					attackAP = (Base_AT[i] * SQFactor) --or attackDamage*1.5
			end
			ISW_X = attackDamage * (1 + attackAP/100) * Base_chance[i] / (Base_Cooldown[i]*cooldownFactor) --The attackAP/100 comes from the fact that "Armor Penetration" is a percentage.
			cool = Base_Cooldown[i]*cooldownFactor
		else
			ISW_X = 0
			attackDamage=0
			attackAP=0
			cool = 1
		end
		if ISW_X ~= ISW_X then ISW_X=0 end --This removes Nan. The are better methods, but this is easier. May be redundant.
		if ISW_X>maxSelectionWeight then
			maxSelectionWeight=ISW_X
		end
		table.insert(ISW, ISW_X) --Removed the position "i" as it doesn't work as I expected. It pushes the values on "i" and above 1 index above rather than replacing that position.
		table.insert(Damage, attackDamage)
		table.insert(Pierce, attackAP)
		table.insert(Cooldowns, Base_Cooldown[i]*cooldownFactor)
	end

	for key, value in pairs(ISW) do --This determines the quality of the attacks and how may of each category there are.
		if value/maxSelectionWeight>=0.25 then
			if value/maxSelectionWeight>=0.95 then
				best=best+1
				valores[#valores+1]=2
			else
				mid=mid+1
				valores[#valores+1]=1
			end
		else
			valores[#valores+1]=0
		end
	end

	if mid==0 then -- No mid attacks
		for i=1, 12 do
			if valores[i]~=0 then
				WeightedDamage=WeightedDamage+Damage[i]
				WeightedCooldown=WeightedCooldown+Cooldowns[i]
				WeightedAP=WeightedAP+Pierce[i]
			end
		end
		-- With only "best" atacks, all have equal weight. No point in complicating the formula. 
		WeightedDamage=WeightedDamage/best
		WeightedCooldown=WeightedCooldown/best
		WeightedAP=WeightedAP/best
	else
		for i=1, 12 do
			if valores[i]==1 then --mid attacks are 25% of the weight
				WeightedDamage=WeightedDamage+Damage[i]/(4*mid)
				WeightedCooldown=WeightedCooldown+Cooldowns[i]/(4*mid)
				WeightedAP=WeightedAP+Pierce[i]/(4*mid)
			elseif valores[i]==2 then --best attacks are 75% of the weight
				WeightedDamage=WeightedDamage+Damage[i]*0.75/best
				WeightedCooldown=WeightedCooldown+Cooldowns[i]*0.75/best
				WeightedAP=WeightedAP+Pierce[i]*0.75/best
			end
		end
	end
	
	TrueDPS = WeightedDamage/WeightedCooldown
	TrueAP = WeightedAP --Not used right now.
	return TrueDPS
--	return tostring(TrueDPS).." WD:"..tostring(WeightedDamage).." WC:"..tostring(WeightedCooldown).." WAP:"..tostring(WeightedAP)

--[[	local a="" -- I leave this here in case I need to test the input.
	for key,value in ipairs(Type) do
	    a=a..value..", "
	end 
	a="<br/>Type: "..a.." <br/>Base_DG: "
	for key,value in ipairs(Base_DG) do
	    a=a..value..", "
	end
	a=a.." <br/>Base_AT: "
	for key,value in ipairs(Base_AT) do
	    a=a..value..", "
	end 
	a=a.." <br/>Base_Cooldown: "
	for key,value in ipairs(Base_Cooldown) do
	    a=a..value..", "
	end
	a=a.." <br/>Base_chance: "
	for key,value in ipairs(Base_chance) do
	    a=a..value..", "
	end
	a=a.." <br/>Initial Selection Weight: " --These one look weird.
	for key,value in ipairs(ISW) do
	    a=a..value..", "
	end
	return "DPS:"..tostring(TrueDPS).." WD:"..tostring(WeightedDamage).." WC:"..tostring(WeightedCooldown).." WA:"..tostring(WeightedAP).." "..a ]]
end


local function makeArgArray(...)
	-- Makes an array of arguments from a list of arguments that might include nils.
	local args = {...} -- Table of arguments. It might contain nils or non-number values, so we can't use ipairs.
	local nums = {} -- Stores the numbers of valid numerical arguments.
	local ret = {}
	for k, v in pairs(args) do
		v = p._cleanNumber(v)
		if v then
			nums[#nums + 1] = k
			args[k] = v
		end
	end
	table.sort(nums)
	for i, num in ipairs(nums) do
		ret[#ret + 1] = args[num]
	end
	return ret
end

local function fold(func, ...)
	-- Use a function on all supplied arguments, and return the result. The function must accept two numbers as parameters,
	-- and must return a number as an output. This number is then supplied as input to the next function call.
	local vals = makeArgArray(...)
	local count = #vals -- The number of valid arguments
	if count == 0 then return
		-- Exit if we have no valid args, otherwise removing the first arg would cause an error.
		nil, 0
	end
	local ret = table.remove(vals, 1)
	for _, val in ipairs(vals) do
		ret = func(ret, val)
	end
	return ret, count
end

--[[
Fold arguments by selectively choosing values (func should return when to choose the current "dominant" value).
]]
local function binary_fold(func, ...)
	local value = fold((function(a, b) if func(a, b) then return a else return b end end), ...)
	return value
end

return p
--return setmetatable(p, mt)