Difference between revisions of "Module:Sandbox/Arcangelus"

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local yesno, getArgs -- lazily initialized
+
--[[
local p = {}
+
 
 +
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 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
  
--Copied from https://en.wikipedia.org/wiki/Module:Math
+
--[[
local function err(msg)
+
Helper functions used to avoid redundant code.
-- Generates wikitext error messages.
+
]]
return mw.ustring.format('<strong class="error">Formatting error: %s</strong>', msg)
+
 
 +
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
 
end
  
local function unpackNumberArgs(args)
+
function p._DPS2(material, quality, Type, Base_DG, Base_AT, Base_Cooldown, Base_chance)
-- Returns an unpacked list of arguments specified with numerical keys.
+
local tablas = mw.loadData("Module:Arcangel/Testing");
local ret = {}
+
local cooldownFactor=tablas.material_tbl[material]["Cooldown speed factor"] or 1
for k, v in pairs(args) do
+
local BQFactor=(tablas.qualitytbl[quality] or 1)*(tablas.material_tbl[material]["Damage factor (Sharp)"] or 1)
if type(k) == 'number' then
+
local SQFactor=(tablas.qualitytbl[quality] or 1)*(tablas.material_tbl[material]["Damage factor (Blunt)"] or 1)
table.insert(ret, v)
+
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
 
end
 
end
return unpack(ret)
+
 +
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
 +
  
 
local function makeArgArray(...)
 
local function makeArgArray(...)
Line 54: Line 174:
 
return ret, count
 
return ret, count
 
end
 
end
 
--[[
 
function p.hello()
 
    return 'Hola'
 
end
 
 
aname=string.match("Blood Filtration Limit",' %(.*)% ')
 
 
return p
 
]]
 
  
 
--[[
 
--[[
Line 73: Line 183:
 
end
 
end
  
--[[
+
return p
sum
+
--return setmetatable(p, mt)
 
 
Finds the sum
 
 
 
Usage:
 
{{#invoke:Math| sum | value1 | value2 | ... }}
 
OR
 
{{#invoke:Math| sum }}
 
 
 
Note, any values that do not evaluate to numbers are ignored.
 
]]
 
 
 
function wrap.sum(args)
 
return p._sum(unpackNumberArgs(args))
 
end
 
 
 
function p._sum(...)
 
local sums, count = fold((function(a, b) return a + b end), ...)
 
if not sums then
 
return 0
 
else
 
return sums
 
end
 
end
 
 
 
--[[
 
average
 
 
 
Finds the average
 
 
 
Usage:
 
{{#invoke:Math| average | value1 | value2 | ... }}
 
OR
 
{{#invoke:Math| average }}
 
 
 
Note, any values that do not evaluate to numbers are ignored.
 
]]
 
 
 
function wrap.average(args)
 
return p._average(unpackNumberArgs(args))
 
end
 
 
 
function p._average(...)
 
local sum, count = fold((function(a, b) return a + b end), ...)
 
if not sum then
 
return 0
 
else
 
return sum / count
 
end
 
end
 
 
 
--[[
 
round
 
 
 
Rounds a number to specified precision
 
 
 
Usage:
 
{{#invoke:Math | round | value | precision }}
 
 
 
--]]
 
 
 
function wrap.round(args)
 
local value = p._cleanNumber(args[1] or args.value or 0)
 
local precision = p._cleanNumber(args[2] or args.precision or 0)
 
if value == nil or precision == nil then
 
return err('round input appears non-numeric')
 
else
 
return p._round(value, precision)
 
end
 
end
 
 
 
function p._round(value, precision)
 
local rescale = math.pow(10, precision or 0);
 
return math.floor(value * rescale + 0.5) / rescale;
 
end
 
 
 
--[[
 
log10
 
 
 
returns the log (base 10) of a number
 
 
 
Usage:
 
{{#invoke:Math | log10 | x }}
 
]]
 
 
 
function wrap.log10(args)
 
return math.log10(args[1])
 
end
 
 
 
--[[
 
mod
 
 
 
Implements the modulo operator
 
 
 
Usage:
 
{{#invoke:Math | mod | x | y }}
 
 
 
--]]
 
 
 
function wrap.mod(args)
 
local x = p._cleanNumber(args[1])
 
local y = p._cleanNumber(args[2])
 
if not x then
 
return err('first argument to mod appears non-numeric')
 
elseif not y then
 
return err('second argument to mod appears non-numeric')
 
else
 
return p._mod(x, y)
 
end
 
end
 
 
 
function p._mod(x, y)
 
local ret = x % y
 
if not (0 <= ret and ret < y) then
 
ret = 0
 
end
 
return ret
 
end
 
 
 
--[[
 
gcd
 
 
 
Calculates the greatest common divisor of multiple numbers
 
 
 
Usage:
 
{{#invoke:Math | gcd | value 1 | value 2 | value 3 | ... }}
 
--]]
 
 
 
function wrap.gcd(args)
 
return p._gcd(unpackNumberArgs(args))
 
end
 
 
 
function p._gcd(...)
 
local function findGcd(a, b)
 
local r = b
 
local oldr = a
 
while r ~= 0 do
 
local quotient = math.floor(oldr / r)
 
oldr, r = r, oldr - quotient * r
 
end
 
if oldr < 0 then
 
oldr = oldr * -1
 
end
 
return oldr
 
end
 
local result, count = fold(findGcd, ...)
 
return result
 
end
 
 
 
--[[
 
precision_format
 
 
 
Rounds a number to the specified precision and formats according to rules
 
originally used for {{template:Rnd}}.  Output is a string.
 
 
 
Usage:
 
{{#invoke: Math | precision_format | number | precision }}
 
]]
 
 
 
function wrap.precision_format(args)
 
local value_string = args[1] or 0
 
local precision = args[2] or 0
 
return p._precision_format(value_string, precision)
 
end
 
 
 
function p._precision_format(value_string, precision)
 
-- For access to Mediawiki built-in formatter.
 
local lang = mw.getContentLanguage();
 
 
 
local value
 
value, value_string = p._cleanNumber(value_string)
 
precision = p._cleanNumber(precision)
 
 
 
-- Check for non-numeric input
 
if value == nil or precision == nil then
 
return err('invalid input when rounding')
 
end
 
 
 
local current_precision = p._precision(value)
 
local order = p._order(value)
 
 
 
-- Due to round-off effects it is neccesary to limit the returned precision under
 
-- some circumstances because the terminal digits will be inaccurately reported.
 
if order + precision >= 14 then
 
if order + p._precision(value_string) >= 14 then
 
precision = 13 - order;
 
end
 
end
 
 
 
-- If rounding off, truncate extra digits
 
if precision < current_precision then
 
value = p._round(value, precision)
 
current_precision = p._precision(value)
 
end
 
 
 
local formatted_num = lang:formatNum(math.abs(value))
 
local sign
 
 
 
-- Use proper unary minus sign rather than ASCII default
 
if value < 0 then
 
sign = '−'
 
else
 
sign = ''
 
end
 
 
 
-- Handle cases requiring scientific notation
 
if string.find(formatted_num, 'E', 1, true) ~= nil or math.abs(order) >= 9 then
 
value = value * math.pow(10, -order)
 
current_precision = current_precision + order
 
precision = precision + order
 
formatted_num = lang:formatNum(math.abs(value))
 
else
 
order = 0;
 
end
 
formatted_num = sign .. formatted_num
 
 
 
-- Pad with zeros, if needed
 
if current_precision < precision then
 
local padding
 
if current_precision <= 0 then
 
if precision > 0 then
 
local zero_sep = lang:formatNum(1.1)
 
formatted_num = formatted_num .. zero_sep:sub(2,2)
 
 
 
padding = precision
 
if padding > 20 then
 
padding = 20
 
end
 
 
 
formatted_num = formatted_num .. string.rep('0', padding)
 
end
 
else
 
padding = precision - current_precision
 
if padding > 20 then
 
padding = 20
 
end
 
formatted_num = formatted_num .. string.rep('0', padding)
 
end
 
end
 
 
 
-- Add exponential notation, if necessary.
 
if order ~= 0 then
 
-- Use proper unary minus sign rather than ASCII default
 
if order < 0 then
 
order = '−' .. lang:formatNum(math.abs(order))
 
else
 
order = lang:formatNum(order)
 
end
 
 
 
formatted_num = formatted_num .. '<span style="margin:0 .15em 0 .25em">×</span>10<sup>' .. order .. '</sup>'
 
end
 
 
 
return formatted_num
 
end
 
 
 
--[[
 
divide
 
 
 
Implements the division operator
 
 
 
Usage:
 
{{#invoke:Math | divide | x | y | round= | precision= }}
 
 
 
--]]
 
function wrap.divide(args)
 
local x = args[1]
 
local y = args[2]
 
local round = args.round
 
local precision =  args.precision
 
if not yesno then
 
yesno = require('Module:Yesno')
 
end
 
return p._divide(x, y, yesno(round), precision)
 
end
 
 
 
function p._divide(x, y, round, precision)
 
if y == nil or y == "" then
 
return err("Empty divisor")
 
elseif not tonumber(y) then
 
if type(y) == 'string' and string.sub(y, 1, 1) == '<' then
 
return y
 
else
 
return err("Not a number: " .. y)
 
end
 
elseif x == nil or x == "" then
 
return err("Empty dividend")
 
elseif not tonumber(x) then
 
if type(x) == 'string' and string.sub(x, 1, 1) == '<' then
 
return x
 
else
 
return err("Not a number: " .. x)
 
end
 
else
 
local z = x / y
 
if round then
 
return p._round(z, 0)
 
elseif precision then
 
return p._round(z, precision)
 
else
 
return z
 
end
 
end
 
end
 
 
 
--[[
 
Helper function that interprets the input numerically.  If the
 
input does not appear to be a number, attempts evaluating it as
 
a parser functions expression.
 
]]
 
 
 
function p._cleanNumber(number_string)
 
if type(number_string) == 'number' then
 
-- We were passed a number, so we don't need to do any processing.
 
return number_string, tostring(number_string)
 
elseif type(number_string) ~= 'string' or not number_string:find('%S') then
 
-- We were passed a non-string or a blank string, so exit.
 
return nil, nil;
 
end
 
 
 
-- Attempt basic conversion
 
local number = tonumber(number_string)
 
 
 
-- If failed, attempt to evaluate input as an expression
 
if number == nil then
 
local success, result = pcall(mw.ext.ParserFunctions.expr, number_string)
 
if success then
 
number = tonumber(result)
 
number_string = tostring(number)
 
else
 
number = nil
 
number_string = nil
 
end
 
else
 
number_string = number_string:match("^%s*(.-)%s*$") -- String is valid but may contain padding, clean it.
 
number_string = number_string:match("^%+(.*)$") or number_string -- Trim any leading + signs.
 
if number_string:find('^%-?0[xX]') then
 
-- Number is using 0xnnn notation to indicate base 16; use the number that Lua detected instead.
 
number_string = tostring(number)
 
end
 
end
 
 
 
return number, number_string
 
end
 
 
 
--TEST
 
function wrap.TableRow(args)
 
return p._TableRow(unpackNumberArgs(args))
 
end
 
function p._TableRow(skillBase, skillBonus, statMin, statMax, capImportance, capLimit, resultCols, LV, Ln)
 
argumentos={skillBase, skillBonus, statMin, statMax, capImportance, capLimit, resultCols, LV, Ln}
 
for a in argumentos do --This should prevent errors if a number is not defined.
 
if type(a)~='number' then
 
a=0
 
end
 
end
 
 
if Ln==nil then
 
factor = skillBase + skillBonus * LV
 
else
 
factor = Ln
 
end
 
Pval = min(max(factor,statMin),statMax)
 
if resultCols >1 then
 
Sval = factor * ( 1 + capImportance * min(capLimit-1, 0.25))
 
R_Sval="|"..Sval
 
end
 
if resultCols >2 then
 
Tval = factor * ( 1 + capImportance * min(capLimit-1, 0.5))
 
R_Tval="|"..Tval
 
end
 
 
return "|"..Pval..R_Sval..R_Tval -- I want to see what this will return.
 
end
 
 
 
function wrap.SkillValue(args)
 
return p._SkillValue(unpackNumberArgs(args))
 
end
 
function p._SkillValue(a, b, mult)
 
return a + b * mult
 
end
 
 
 
function p._sum2()
 
return 1+2+3+4+5
 
end
 
 
 
function wrap.twomult(args)
 
return p._twomult(unpackNumberArgs(args))
 
end
 
function p._twomult(a, b)
 
return a * b
 
end
 
 
 
function wrap.potencia(args)
 
return p._potencia(unpackNumberArgs(args))
 
end
 
function p._potencia(a, b)
 
return a^b
 
end
 
 
 
--[[
 
Wrapper function that does basic argument processing. This ensures that all functions from #invoke can use either the current
 
frame or the parent frame, and it also trims whitespace for all arguments and removes blank arguments.
 
]]
 
 
 
local mt = { __index = function(t, k)
 
return function(frame)
 
if not getArgs then
 
getArgs = require('Module:Arguments').getArgs
 
end
 
return wrap[k](getArgs(frame))  -- Argument processing is left to Module:Arguments. Whitespace is trimmed and blank arguments are removed.
 
end
 
end }
 
 
 
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)