Module:Sandbox/Arcangelus
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Description
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)
local yesno, getArgs -- lazily initialized local p = {} local wrap = {} -- Holds wrapper functions that process arguments from #invoke. These act as intemediary between functions meant for #invoke and functions meant for Lua. --Copied from https://en.wikipedia.org/wiki/Module:Math local function err(msg) -- Generates wikitext error messages. return mw.ustring.format('<strong class="error">Formatting error: %s</strong>', msg) end local function unpackNumberArgs(args) -- Returns an unpacked list of arguments specified with numerical keys. local ret = {} for k, v in pairs(args) do if type(k) == 'number' then table.insert(ret, v) end end return unpack(ret) 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 function p.test(frame) parent=frame:getParent()--equal to frame.getParent(frame) return parent.args end --[[ function p.hello() return 'Hola' end aname=string.match("Blood Filtration Limit",' %(.*)% ') return p ]] --[[ 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 --TEST AREA Quality={ Quality_general, Quality_building, Quality_Apparel, Quality_Weapons } Quality_general={ --{ Beauty, Market Value, Max Increment, Deterioration Rate, Psychic Sensitivity } awful={ -0.1, 0.50, 0, 2.00, 0.5 }, poor={ 0.5, 0.75, 0, 1.50, 0.66 }, normal={ 1.0, 1.00, 0, 1.00, 0.83 }, good={ 2.0, 1.25, 500, 0.80, 1.00 }, excellent={ 3.0, 1.5, 1000, 0.60, 1.16 }, masterwork={ 5.0, 2.5, 2000, 0.30, 1.32 }, legendary={ 8.0, 5, 3000, 0.10, 1.50 } } Quality_building={ --{ Comfort, Rest Effectiveness, Surgery Success, Recreation Power, Meditation Psyfocus+, Meditation Psyfocus+ } awful={ 0.76, 0.86, 0.90, 0.76, 0.12, 0 }, poor={ 0.88, 0.92, 0.95, 0.88, 0.16, 0 }, normal={ 1.00, 1.00, 1.00, 1.00, 0.20, 0.01 }, good={ 1.12, 1.08, 1.05, 1.12, 0.22, 0.01 }, excellent={ 1.24, 1.14, 1.10, 1.24, 0.24, 0.01 }, masterwork={ 1.45, 1.25, 1.15, 1.40, 0.26, 0.02 }, legendary={ 1.70, 1.60, 1.30, 1.80, 0.28, 0.02 } } Quality_Apparel={ --{ Protection, Insulation, Smokepop Pack Radius, Shield Max Energy, Shield Recharge Rate, Jump Range } awful={ 0.60, 0.80, 0.84, 0.60, 0.90, 0.75 }, poor={ 0.80, 0.90, 0.92, 0.80, 0.95, 0.90 }, normal={ 1.00, 1.00, 1.00, 1.00, 1.00, 1.00 }, good={ 1.15, 1.10, 1.08, 1.20, 1.05, 1.06 }, excellent={ 1.30, 1.20, 1.16, 1.40, 1.10, 1.13 }, masterwork={ 1.45, 1.50, 1.30, 1.70, 1.20, 1.19 }, legendary={ 1.80, 1.80, 1.50, 2.10, 1.30, 1.25 } } Quality_Weapons={ --{ Melee Damage, Melee AP, Ranged Accuracy, Ranged Damage, Ranged AP } awful={ 0.80, 0.80, 0.80, 0.9, 0.90 }, poor={ 0.90, 0.90, 0.90, 1, 1 }, normal={ 1.00, 1.00, 1, 1, 1 }, good={ 1.10, 1.10, 1.1, 1, 1 }, excellent={ 1.20, 1.20, 1.2, 1, 1 }, masterwork={ 1.45, 1.45, 1.35, 1.25, 1.25 }, legendary={ 1.65, 1.65, 1.5, 1.5, 1.5 } } --Stat Factors Table Row function wrap.TableRow(args) return p._TableRow(unpackNumberArgs(args)) end function p._TableRow(skillBase, skillBonus, statMin, statMax, capImportance, capLimit, resultCols, LV, Ln) local argumentos={skillBase,skillBonus,statMin,statMax,capImportance,capLimit,resultCols,LV,Ln} for i = 1,8 do --This should prevent errors if a number is not defined. if type(argumentos[i])~='number' then argumentos[i]=0 end end -- Do note that statMin, statMax are handled by "Template:Stat Factors Table". -- While I could set fallbacks, I decided against it. if tonumber(Ln)==nil then --Sanitizes input and allows for 0. factor = skillBase + skillBonus * LV else factor = Ln end local Pval = math.min(math.max(factor,statMin),statMax) R_Pval = tostring(math.floor(Pval*10000+0.5)/100).."%" -- This formats the number as a 2 digit percent value, rounded up. if tonumber(resultCols)>1 then Pval = factor * ( 1 + capImportance * math.min(capLimit-1, 0.25)) Pval = math.min(math.max(Pval,statMin),statMax) R_Sval="<td>"..tostring(math.floor(Pval*10000+0.5)/100).."% </td>" else R_Sval="" end if tonumber(resultCols)>2 then Pval = factor * ( 1 + capImportance * math.min(capLimit-1, 0.5)) Pval = math.min(math.max(Pval,statMin),statMax) R_Tval="<td>"..tostring(math.floor(Pval*10000+0.5)/100).."% </td>" else R_Tval="" end return "|-\r\n!"..LV.."\r\n|"..R_Pval..R_Sval..R_Tval -- There are more efficient ways, but this works. end ---------------- function Melee_HCC(frame) local baseScore=frame.args[1] local a = math.floor(baseScore/10) if a < -2 then return 0.05 --0.05 end if a == -2 then return (baseScore + 20) * 0.005 + 0.05 -- 0.05 / 0.1 end if a == -1 then return (baseScore + 10) * 0.04 + 0.1 -- 0.1 / 0.5 end if a == 0 then return baseScore * 0.03 + 0.5 -- 0.5 / 0.8 end if a == 1 then return (baseScore - 10)* 0.01 + 0.8 -- 0.8 / 0.9 end if a<=3 then -- 2 and 3 return (baseScore - 20) * 0.003 + 0.9 --0.9 / 0.96 end if a<=5 then -- 4 and 5 return (baseScore - 40) * 0.001 + 0.96 -- 0.96/ 0.98 else return 0.98 end end ---------------- --Inspired by some fandom site. ---------------- function spliting(frame) local texto = frame.args[1] local sep = frame.args[2] local N = frame.args[3] sep = sep or "%s" local A = {} for str in string.gmatch(texto, "([^"..sep.."]+)") do table.insert(A, str) end N=N or 0 return A[N] end --[[ Taken from some fandom site local text = "And if you tolerate this" local tab = mw.text.split( text, " ") print(tab[3]) ]] --[[ 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. ]] --[[ Comented out to test some things. 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) ]]