Initial Commit
This commit is contained in:
@@ -0,0 +1,400 @@
|
||||
@layout PageLayout
|
||||
|
||||
@inject IDataCollectionService DataCollectionService
|
||||
@using Model
|
||||
@inherits BasePage
|
||||
|
||||
@page "/harass-calculator"
|
||||
|
||||
<LayoutMediumContentComponent>
|
||||
<WebsiteTitleComponent>Harass Calculator</WebsiteTitleComponent>
|
||||
|
||||
<AlertComponent Type="@SeverityType.Warning">
|
||||
<Title>Might be out of date</Title>
|
||||
<Message>
|
||||
This calculation is from several years ago and might not reflect the current state of the game.
|
||||
</Message>
|
||||
</AlertComponent>
|
||||
|
||||
<PaperComponent>
|
||||
Credit to Zard for deriving the formula.
|
||||
</PaperComponent>
|
||||
|
||||
<PaperComponent>
|
||||
<LayoutRowComponent>
|
||||
<LayoutColumnComponent>
|
||||
<FormLayoutComponent>
|
||||
<FormDisplayComponent Label="Cost of worker">
|
||||
<Display>@CostOfWorker</Display>
|
||||
</FormDisplayComponent>
|
||||
|
||||
<FormDisplayComponent Label="Alloy mined per second by worker">
|
||||
<Display>@AlloyMinedPerSecondByWorker</Display>
|
||||
</FormDisplayComponent>
|
||||
|
||||
<FormDisplayComponent Label="Time to produce worker">
|
||||
<Display>@TimeToProduceWorker</Display>
|
||||
</FormDisplayComponent>
|
||||
</FormLayoutComponent>
|
||||
</LayoutColumnComponent>
|
||||
|
||||
<LayoutColumnComponent>
|
||||
<FormLayoutComponent>
|
||||
<FormNumberComponent Min="1"
|
||||
Id="numberOfWorkersLostToHarass"
|
||||
Value="@((int)NumberOfWorkersLostToHarass)"
|
||||
OnChange="@(e =>
|
||||
{
|
||||
NumberOfWorkersLostToHarass = int.Parse(e.Value!.ToString()!);
|
||||
Calculate();
|
||||
})">
|
||||
<FormLabelComponent>Number of workers lost to harass</FormLabelComponent>
|
||||
</FormNumberComponent>
|
||||
|
||||
<FormNumberComponent Min="1"
|
||||
Id="numberOfTownHallsExisting"
|
||||
Value="@((int)NumberOfTownHallsExisting)"
|
||||
OnChange="OnTownHallsChanged">
|
||||
<FormLabelComponent>Number of townhalls you have</FormLabelComponent>
|
||||
</FormNumberComponent>
|
||||
|
||||
<div id="numberOfTownHallTravelTimes">
|
||||
@{
|
||||
var index = 0;
|
||||
}
|
||||
@foreach (var travelTime in TravelTimes)
|
||||
{
|
||||
index++;
|
||||
if (index == 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var id = $"numberOfTownHallsExisting_{index}";
|
||||
<FormNumberComponent Min="0"
|
||||
Id="@id"
|
||||
Value="@((int)travelTime.Value)"
|
||||
OnChange="e => { OnTownHallTravelTimeChanged(e, travelTime); }">
|
||||
<FormLabelComponent>Worker travel time from other
|
||||
base @(travelTime.Index + 1)</FormLabelComponent>
|
||||
</FormNumberComponent>
|
||||
}
|
||||
</div>
|
||||
|
||||
|
||||
<FormDisplayComponent Label="Total alloy lost">
|
||||
<Display>
|
||||
<div style="font-size: 1.5rem; font-weight: 800;">
|
||||
<span id="totalAlloyHarassment">
|
||||
@TotalAlloyHarassment
|
||||
</span>
|
||||
</div>
|
||||
</Display>
|
||||
</FormDisplayComponent>
|
||||
|
||||
|
||||
</FormLayoutComponent>
|
||||
|
||||
<br/>
|
||||
<div>
|
||||
(<b>Worker replacement costs:</b> <span id="workerReplacementCost">@WorkerReplacementCost()</span>)
|
||||
</div>
|
||||
<div>
|
||||
(<b>Delayed mining time:</b> <span id="delayedMiningCost">@DelayedMiningCost()</span>)
|
||||
</div>
|
||||
<div>
|
||||
(<b>Average travel time:</b> <span id="getAverageTravelTime">@GetAverageTravelTime()</span>)
|
||||
</div>
|
||||
|
||||
</LayoutColumnComponent>
|
||||
</LayoutRowComponent>
|
||||
</PaperComponent>
|
||||
|
||||
<ContentDividerComponent></ContentDividerComponent>
|
||||
|
||||
<PaperComponent>
|
||||
<InfoBodyComponent>
|
||||
<InfoQuestionComponent>
|
||||
What is this tool?
|
||||
</InfoQuestionComponent>
|
||||
<InfoAnswerComponent>
|
||||
The Harass Calculator allows you to calculate damage done to an enemy alloy line. For example, if you
|
||||
were to attack with Ichors, and kill 6 enemy workers, you can set the
|
||||
<b>
|
||||
Number of workers lost to
|
||||
harass
|
||||
</b> to 6. This would determine a loss of <span id="exampleTotalAlloyLoss">@ExampleTotalAlloyLoss</span>
|
||||
alloy. Quite
|
||||
the large number.
|
||||
</InfoAnswerComponent>
|
||||
</InfoBodyComponent>
|
||||
|
||||
<InfoBodyComponent>
|
||||
<InfoQuestionComponent>
|
||||
What can I learn from this?
|
||||
</InfoQuestionComponent>
|
||||
<InfoAnswerComponent>
|
||||
Well, let's assume you lost a full alloy line of workers, and have to take that
|
||||
@ExampleTotalAlloyLoss alloy cost (<span id="exampleWorkerCost">@ExampleWorkerCost</span>
|
||||
to rebuy the workers, and <span id="exampleMiningTimeCost">@ExampleMiningTimeCost</span> in lost mining
|
||||
time.)
|
||||
<br/><br/>
|
||||
If you were to set the <b>Number of townhalls you have</b> to 2, the calculator will consider worker
|
||||
transfer micro. Allowing you to cut the total cost by roughly
|
||||
<span id="exampleTotalAlloyLossDifference">@ExampleTotalAlloyLossDifference</span> alloy. However, that
|
||||
number isn't
|
||||
entirely accurate, you are also going to have to bump up the <b>Worker travel time to alloy</b> to
|
||||
account for the time it takes the transferred workers to arrive at the decimated alloy line.
|
||||
<br/><br/>
|
||||
Let's say it takes 10 seconds for workers to transfer from your second base. Let's enter that for the
|
||||
second base travel time for the more accurate loss of
|
||||
<span
|
||||
id="exampleTotalAlloyLossAccurate">
|
||||
@ExampleTotalAlloyLossAccurate
|
||||
</span> alloy
|
||||
(saving you <span
|
||||
id="exampleTotalAlloyLossAccurateDifference">@ExampleTotalAlloyLossAccurateDifference</span> alloy.)
|
||||
<i>
|
||||
Which is
|
||||
much better than not transferring workers!
|
||||
</i>
|
||||
</InfoAnswerComponent>
|
||||
</InfoBodyComponent>
|
||||
|
||||
<InfoBodyComponent>
|
||||
<InfoQuestionComponent>
|
||||
Can I see the formula for the calculation?
|
||||
</InfoQuestionComponent>
|
||||
<InfoAnswerComponent>
|
||||
The Harass Calculator is based on the following calculation.
|
||||
|
||||
<br/>
|
||||
<div class="mathContainer">
|
||||
<div> =c*m+r*g*(t+l) +</div>
|
||||
|
||||
<MathLoopSumComponent>
|
||||
<LoopStart><i>x</i> =1</LoopStart>
|
||||
<LoopEnd>
|
||||
⌊
|
||||
<MathDivisionComponent>
|
||||
<Dividee>m</Dividee>
|
||||
<Divider>a</Divider>
|
||||
</MathDivisionComponent>
|
||||
⌋
|
||||
</LoopEnd>
|
||||
<IndexSymbol>
|
||||
<i>x</i>
|
||||
</IndexSymbol>
|
||||
</MathLoopSumComponent>
|
||||
|
||||
<div style="width: 132px">g*<i>x</i>*(t+l)</div>
|
||||
</div>
|
||||
<br/>
|
||||
<div style="font-family:monospace;">
|
||||
<div>c is CostOfWorker</div>
|
||||
<div>m is NumberOfWorkersLostToHarass, <i>m for [M]otes</i></div>
|
||||
<div>a is NumberOfTownHallsExisting, <i>a for [A]cropolis</i></div>
|
||||
<div>r is m mod a is LeftOverWorkersToProduceCount()</div>
|
||||
<div>g is AlloyMinedPerSecondByWorker</div>
|
||||
<div>t is TimeToProduceWorker</div>
|
||||
<div>l is TravelTime</div>
|
||||
<div><i>x</i> is workerProductionIndex</div>
|
||||
</div>
|
||||
<br/>
|
||||
This logic has since been changed slightly to allow client to enter different travel times per base.
|
||||
<br/>
|
||||
</InfoAnswerComponent>
|
||||
</InfoBodyComponent>
|
||||
<InfoBodyComponent>
|
||||
<InfoQuestionComponent>
|
||||
Can I see the code for the calculation?
|
||||
</InfoQuestionComponent>
|
||||
<InfoAnswerComponent>
|
||||
<br/>
|
||||
<LinkButtonComponent
|
||||
Href="https://git.jonathanmccaffrey.ca/JonathanMcCaffrey/IGP-Fan-Reference/src/branch/main/IGP/Pages/HarassCalculatorPage.razor#L226">
|
||||
View Here
|
||||
</LinkButtonComponent>
|
||||
</InfoAnswerComponent>
|
||||
</InfoBodyComponent>
|
||||
</PaperComponent>
|
||||
|
||||
|
||||
</LayoutMediumContentComponent>
|
||||
|
||||
<style>
|
||||
.mathContainer {
|
||||
font-family: monospace;
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: flex-start;
|
||||
border: 1px black solid;
|
||||
padding: 32px;
|
||||
background-color: #1A1B1E
|
||||
}
|
||||
|
||||
@@media only screen and (max-width: 1025px) {
|
||||
.mathContainer {
|
||||
padding-left: 2px;
|
||||
padding-right: 2px;
|
||||
}
|
||||
}
|
||||
</style>
|
||||
|
||||
@code {
|
||||
|
||||
// Example calcs
|
||||
float ExampleTotalAlloyLoss => Calculate(
|
||||
WorkerReplacementCost(6),
|
||||
SimultaneousProductionFloor(1, 6),
|
||||
6,
|
||||
new List<float> { 0 });
|
||||
|
||||
float ExampleWorkerCost => WorkerReplacementCost(6);
|
||||
|
||||
float ExampleMiningTimeCost => ExampleTotalAlloyLoss - ExampleWorkerCost;
|
||||
|
||||
float ExampleTotalAlloyLossDifference => ExampleTotalAlloyLoss - Calculate(
|
||||
WorkerReplacementCost(6),
|
||||
SimultaneousProductionFloor(2, 6),
|
||||
6,
|
||||
new List<float> { 0, 0 });
|
||||
|
||||
float ExampleTotalAlloyLossAccurate => Calculate(
|
||||
WorkerReplacementCost(6),
|
||||
SimultaneousProductionFloor(2, 6),
|
||||
6,
|
||||
new List<float> { 0, 10 });
|
||||
|
||||
float ExampleTotalAlloyLossAccurateDifference => ExampleTotalAlloyLoss - ExampleTotalAlloyLossAccurate;
|
||||
|
||||
float TotalAlloyHarassment;
|
||||
|
||||
readonly float CostOfWorker = 50;
|
||||
readonly float AlloyMinedPerSecondByWorker = 1;
|
||||
readonly float TimeToProduceWorker = 20;
|
||||
float NumberOfWorkersLostToHarass = 1;
|
||||
float NumberOfTownHallsExisting = 1;
|
||||
|
||||
float GetAverageTravelTime()
|
||||
{
|
||||
if (TravelTimes.Count == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
float sum = 0;
|
||||
|
||||
foreach (var travelTime in TravelTimes)
|
||||
{
|
||||
sum += travelTime.Value;
|
||||
}
|
||||
|
||||
return sum / NumberOfTownHallsExisting;
|
||||
}
|
||||
|
||||
|
||||
float SimultaneousProductionFloor()
|
||||
{
|
||||
if (NumberOfTownHallsExisting <= 0 || NumberOfWorkersLostToHarass <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return NumberOfWorkersLostToHarass / Math.Min(NumberOfTownHallsExisting, NumberOfWorkersLostToHarass);
|
||||
}
|
||||
|
||||
float SimultaneousProductionFloor(float existingTownHalls, float numberOfWorkersLost)
|
||||
{
|
||||
if (existingTownHalls <= 0 || numberOfWorkersLost <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return numberOfWorkersLost / Math.Min(existingTownHalls, numberOfWorkersLost);
|
||||
}
|
||||
|
||||
float WorkerReplacementCost()
|
||||
{
|
||||
return CostOfWorker * NumberOfWorkersLostToHarass;
|
||||
}
|
||||
|
||||
float WorkerReplacementCost(int numberOfWorkersLostToHarass)
|
||||
{
|
||||
return CostOfWorker * numberOfWorkersLostToHarass;
|
||||
}
|
||||
|
||||
float DelayedMiningCost()
|
||||
{
|
||||
return TotalAlloyHarassment - WorkerReplacementCost();
|
||||
}
|
||||
|
||||
void Calculate()
|
||||
{
|
||||
TotalAlloyHarassment = Calculate(WorkerReplacementCost(),
|
||||
SimultaneousProductionFloor(),
|
||||
NumberOfWorkersLostToHarass,
|
||||
TravelTimes.Select(x => x.Value).ToList(),
|
||||
TimeToProduceWorker,
|
||||
AlloyMinedPerSecondByWorker);
|
||||
}
|
||||
|
||||
float Calculate(float workerReplacementCost,
|
||||
float simultaneousProductionFloor,
|
||||
float numberOfWorkersLostToHarass,
|
||||
IList<float> travelTimes,
|
||||
float timeToProduceWorker = 20,
|
||||
float alloyMinedPerSecondByWorker = 1)
|
||||
{
|
||||
var totalAlloyHarassment = workerReplacementCost;
|
||||
|
||||
for (var workerProductionIndex = 0; workerProductionIndex < simultaneousProductionFloor; workerProductionIndex++)
|
||||
{
|
||||
totalAlloyHarassment += alloyMinedPerSecondByWorker * timeToProduceWorker * (workerProductionIndex + 1);
|
||||
}
|
||||
|
||||
var remainder = (int)(numberOfWorkersLostToHarass % simultaneousProductionFloor);
|
||||
for (var remainderIndex = 0; remainderIndex < remainder; remainderIndex++)
|
||||
{
|
||||
totalAlloyHarassment += alloyMinedPerSecondByWorker * timeToProduceWorker * (simultaneousProductionFloor + 1);
|
||||
}
|
||||
|
||||
for (var travelTimeIndex = 0; travelTimeIndex < numberOfWorkersLostToHarass; travelTimeIndex++)
|
||||
{
|
||||
var townHallIndex = travelTimeIndex % travelTimes.Count;
|
||||
totalAlloyHarassment += alloyMinedPerSecondByWorker * travelTimes[townHallIndex];
|
||||
}
|
||||
|
||||
return totalAlloyHarassment;
|
||||
}
|
||||
|
||||
protected override void OnInitialized()
|
||||
{
|
||||
base.OnInitialized();
|
||||
Calculate();
|
||||
}
|
||||
|
||||
|
||||
public List<TravelTime> TravelTimes { get; set; } = new() { new TravelTime(0, 0) };
|
||||
|
||||
private void OnTownHallsChanged(ChangeEventArgs obj)
|
||||
{
|
||||
NumberOfTownHallsExisting = int.Parse(obj.Value!.ToString()!);
|
||||
|
||||
while (TravelTimes.Count > NumberOfTownHallsExisting)
|
||||
TravelTimes.Remove(TravelTimes.Last());
|
||||
|
||||
while (TravelTimes.Count < NumberOfTownHallsExisting)
|
||||
TravelTimes.Add(new TravelTime(TravelTimes.Count, 10 * TravelTimes.Count));
|
||||
Calculate();
|
||||
}
|
||||
|
||||
private void OnTownHallTravelTimeChanged(ChangeEventArgs obj, TravelTime travelTime)
|
||||
{
|
||||
travelTime.Value = (int)obj.Value!;
|
||||
|
||||
Calculate();
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user