fix(HarassCalculator) The logic makes sense again...
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@@ -15,15 +15,15 @@
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<LayoutColumnComponent>
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<FormLayoutComponent>
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<FormDisplayComponent Label="Cost of worker">
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<Display>@CostOfWorker</Display>
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<Display>@costOfWorker</Display>
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</FormDisplayComponent>
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<FormDisplayComponent Label="Alloy mined per second by worker">
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<Display>@AlloyMinedPerSecondByWorker</Display>
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<Display>@alloyMinedPerSecondByWorker</Display>
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</FormDisplayComponent>
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<FormDisplayComponent Label="Time to produce worker">
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<Display>@TimeToProduceWorker</Display>
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<Display>@timeToProduceWorker</Display>
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</FormDisplayComponent>
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</FormLayoutComponent>
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</LayoutColumnComponent>
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@@ -31,19 +31,18 @@
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<LayoutColumnComponent>
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<FormLayoutComponent>
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<FormNumberComponent Min="1"
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Value="@((int)NumberOfWorkersLostToHarass)"
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OnChange="@(e => { NumberOfWorkersLostToHarass = int.Parse(e.Value!.ToString()!); Calculate();})">
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Value="@((int)numberOfWorkersLostToHarass)"
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OnChange="@(e => { numberOfWorkersLostToHarass = int.Parse(e.Value!.ToString()!); Calculate();})">
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<FormLabelComponent>Number of workers lost to harass</FormLabelComponent>
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</FormNumberComponent>
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<FormNumberComponent Min="1"
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Value="@((int)NumberOfTownHallsExisting)"
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Value="@((int)numberOfTownHallsExisting)"
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OnChange="OnTownHallsChanged">
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<FormLabelComponent>Number of townhalls you have</FormLabelComponent>
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</FormNumberComponent>
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@{
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var index = 0;
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}
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@@ -57,7 +56,7 @@
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<FormNumberComponent Min="0"
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Value="@(travelTime.Value)"
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OnChange="((e) => { OnTownHallTravelTimeChanged(e, travelTime); })">
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OnChange="e => { OnTownHallTravelTimeChanged(e, travelTime); }">
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<FormLabelComponent>Worker travel time from other base @(travelTime.Index + 1)</FormLabelComponent>
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</FormNumberComponent>
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}
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@@ -65,7 +64,7 @@
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<FormDisplayComponent Label="Total alloy lost">
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<Display>
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<div style="font-size: 1.5rem; font-weight: 800;">
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@TotalAlloyHarassment
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@totalAlloyHarassment
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</div>
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</Display>
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</FormDisplayComponent>
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@@ -154,7 +153,9 @@
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<div>l is TravelTime</div>
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<div><i>x</i> is workerProductionIndex</div>
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</div>
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<br/><br/>
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<br/>
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This logic has since been changed slightly to allow client to enter different travel times per base.
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<br/>
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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@@ -190,13 +191,13 @@
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</style>
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@code {
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float TotalAlloyHarassment;
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float totalAlloyHarassment = 0;
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readonly float CostOfWorker = 50;
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readonly float AlloyMinedPerSecondByWorker = 1;
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readonly float TimeToProduceWorker = 20;
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float NumberOfWorkersLostToHarass = 1;
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float NumberOfTownHallsExisting = 1;
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readonly float costOfWorker = 50;
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readonly float alloyMinedPerSecondByWorker = 1;
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readonly float timeToProduceWorker = 20;
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float numberOfWorkersLostToHarass = 1;
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float numberOfTownHallsExisting = 1;
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float GetAverageTravelTime()
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{
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@@ -212,52 +213,50 @@
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sum += travelTime.Value;
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}
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Console.WriteLine("NumberOfTownHallsExisting " + NumberOfTownHallsExisting);
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return sum / NumberOfTownHallsExisting;
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return sum / numberOfTownHallsExisting;
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}
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float SimultaneousProductionFloor()
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{
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if (NumberOfTownHallsExisting <= 0 || NumberOfWorkersLostToHarass <= 0)
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if (numberOfTownHallsExisting <= 0 || numberOfWorkersLostToHarass <= 0)
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{
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return 0;
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}
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Console.WriteLine("SimultaneousProductionFloor " + Math.Min(NumberOfTownHallsExisting, NumberOfWorkersLostToHarass));
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return (float)Math.Floor(NumberOfWorkersLostToHarass / Math.Min(NumberOfTownHallsExisting, NumberOfWorkersLostToHarass));
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}
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float LeftOverWorkersToProduceCount()
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{
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return NumberOfWorkersLostToHarass % Math.Min(NumberOfTownHallsExisting, NumberOfWorkersLostToHarass);
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return numberOfWorkersLostToHarass / Math.Min(numberOfTownHallsExisting, numberOfWorkersLostToHarass);
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}
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float WorkerReplacementCost()
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{
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return CostOfWorker * NumberOfWorkersLostToHarass;
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return costOfWorker * numberOfWorkersLostToHarass;
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}
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float DelayedMiningCost()
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{
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return TotalAlloyHarassment - WorkerReplacementCost();
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return totalAlloyHarassment - WorkerReplacementCost();
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}
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void Calculate()
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{
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TotalAlloyHarassment = WorkerReplacementCost();
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totalAlloyHarassment = WorkerReplacementCost();
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for (var workerProductionIndex = 0; workerProductionIndex < SimultaneousProductionFloor(); workerProductionIndex++)
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{
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int townHallIndex = (workerProductionIndex + 1) % TravelTimes.Count;
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TotalAlloyHarassment += AlloyMinedPerSecondByWorker * (TimeToProduceWorker + TravelTimes[townHallIndex].Value) * (workerProductionIndex + 1);
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totalAlloyHarassment += alloyMinedPerSecondByWorker * timeToProduceWorker * (workerProductionIndex + 1);
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}
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TotalAlloyHarassment += LeftOverWorkersToProduceCount() * (TimeToProduceWorker + TravelTimes[0].Value) * AlloyMinedPerSecondByWorker;
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var remainder = (int)(numberOfWorkersLostToHarass % SimultaneousProductionFloor());
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for (var remainderIndex = 0; remainderIndex < remainder; remainderIndex++)
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{
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totalAlloyHarassment += alloyMinedPerSecondByWorker * timeToProduceWorker * (SimultaneousProductionFloor() + 1);
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}
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for (var travelTimeIndex = 0; travelTimeIndex < numberOfWorkersLostToHarass; travelTimeIndex++)
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{
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var townHallIndex = travelTimeIndex % TravelTimes.Count;
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totalAlloyHarassment += alloyMinedPerSecondByWorker * TravelTimes[townHallIndex].Value;
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}
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}
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protected override void OnInitialized()
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@@ -274,12 +273,12 @@
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private void OnTownHallsChanged(ChangeEventArgs obj)
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{
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NumberOfTownHallsExisting = int.Parse(obj.Value!.ToString()!);
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numberOfTownHallsExisting = int.Parse(obj.Value!.ToString()!);
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while (TravelTimes.Count > NumberOfTownHallsExisting)
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while (TravelTimes.Count > numberOfTownHallsExisting)
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TravelTimes.Remove(TravelTimes.Last());
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while (TravelTimes.Count < NumberOfTownHallsExisting)
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while (TravelTimes.Count < numberOfTownHallsExisting)
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TravelTimes.Add(new TravelTime(TravelTimes.Count, 0));
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Calculate();
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}
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@@ -291,4 +290,5 @@
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Calculate();
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StateHasChanged();
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}
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}
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