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@@ -12,7 +12,7 @@
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<PaperComponent>
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Credit to Zard for deriving the formula.
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</PaperComponent>
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<PaperComponent>
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<LayoutRowComponent>
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<LayoutColumnComponent>
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@@ -41,29 +41,31 @@
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</FormNumberComponent>
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<FormNumberComponent Min="1"
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Id="numberOfTownHallsExisting"
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Id="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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<div id="numberOfTownHallTravelTimes">
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@{
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var index = 0;
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}
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@foreach (var travelTime in TravelTimes) {
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index++;
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if (index == 1) {
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continue;
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@{
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var index = 0;
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}
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@foreach (var travelTime in TravelTimes)
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{
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index++;
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if (index == 1)
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{
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continue;
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}
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var id = $"numberOfTownHallsExisting_{index}";
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<FormNumberComponent Min="0"
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Id="@id"
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Value="@((int)travelTime.Value)"
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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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var id = $"numberOfTownHallsExisting_{index}";
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<FormNumberComponent Min="0"
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Id="@id"
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Value="@((int)travelTime.Value)"
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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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</div>
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@@ -71,7 +73,7 @@
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<Display>
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<div style="font-size: 1.5rem; font-weight: 800;">
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<span id="totalAlloyHarassment">
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@TotalAlloyHarassment
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@TotalAlloyHarassment
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</span>
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</div>
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</Display>
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@@ -90,7 +92,7 @@
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<div>
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(<b>Average travel time:</b> <span id="getAverageTravelTime">@GetAverageTravelTime()</span>)
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</div>
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</LayoutColumnComponent>
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</LayoutRowComponent>
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</PaperComponent>
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@@ -104,9 +106,12 @@
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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The Harass Calculator allows you to calculate damage done to an enemy alloy line. For example, if you
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were to attack with Ichors, and kill 6 enemy workers, you can set the <b>Number of workers lost to
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harass</b> to 6. This would determine a loss of <span id="exampleTotalAlloyLoss">@ExampleTotalAlloyLoss</span> alloy. Quite
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the large number.
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were to attack with Ichors, and kill 6 enemy workers, you can set the
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<b>
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Number of workers lost to
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harass
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</b> to 6. This would determine a loss of <span id="exampleTotalAlloyLoss">@ExampleTotalAlloyLoss</span> alloy. Quite
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the large number.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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@@ -115,21 +120,27 @@
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What can I learn from this?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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Well, let's assume you lost a full alloy line of workers, and have to take that
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@ExampleTotalAlloyLoss alloy cost (<span id="exampleWorkerCost">@ExampleWorkerCost</span>
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to rebuy the workers, and <span id="exampleMiningTimeCost">@ExampleMiningTimeCost</span> in lost mining
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Well, let's assume you lost a full alloy line of workers, and have to take that
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@ExampleTotalAlloyLoss alloy cost (<span id="exampleWorkerCost">@ExampleWorkerCost</span>
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to rebuy the workers, and <span id="exampleMiningTimeCost">@ExampleMiningTimeCost</span> in lost mining
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time.)
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<br/><br/>
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If you were to set the <b>Number of townhalls you have</b> to 2, the calculator will consider worker
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transfer micro. Allowing you to cut the total cost by roughly
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<span id="exampleTotalAlloyLossDifference">@ExampleTotalAlloyLossDifference</span> alloy. However, that number isn't
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If you were to set the <b>Number of townhalls you have</b> to 2, the calculator will consider worker
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transfer micro. Allowing you to cut the total cost by roughly
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<span id="exampleTotalAlloyLossDifference">@ExampleTotalAlloyLossDifference</span> alloy. However, that number isn't
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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.
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<br/><br/>
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Let's say it takes 10 seconds for workers to transfer from your second base. Let's enter that for the
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second base travel time for the more accurate loss of <span
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id="exampleTotalAlloyLossAccurate">@ExampleTotalAlloyLossAccurate</span> alloy
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(saving you <span id="exampleTotalAlloyLossAccurateDifference">@ExampleTotalAlloyLossAccurateDifference</span> alloy.) <i>Which is
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much better than not transferring workers!</i>
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second base travel time for the more accurate loss of
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<span
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id="exampleTotalAlloyLossAccurate">
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@ExampleTotalAlloyLossAccurate
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</span> alloy
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(saving you <span id="exampleTotalAlloyLossAccurateDifference">@ExampleTotalAlloyLossAccurateDifference</span> alloy.)
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<i>
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Which is
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much better than not transferring workers!
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</i>
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</InfoAnswerComponent>
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</InfoBodyComponent>
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@@ -213,30 +224,30 @@
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@code {
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// Example calcs
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float ExampleTotalAlloyLoss => Calculate(
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WorkerReplacementCost(6),
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SimultaneousProductionFloor(1,6),
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6,
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WorkerReplacementCost(6),
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SimultaneousProductionFloor(1, 6),
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6,
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new List<float> { 0 });
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float ExampleWorkerCost => WorkerReplacementCost(6);
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float ExampleMiningTimeCost => ExampleTotalAlloyLoss - ExampleWorkerCost;
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float ExampleTotalAlloyLossDifference => ExampleTotalAlloyLoss - Calculate(
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WorkerReplacementCost(6),
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SimultaneousProductionFloor(2,6),
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6,
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WorkerReplacementCost(6),
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SimultaneousProductionFloor(2, 6),
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6,
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new List<float> { 0, 0 });
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float ExampleTotalAlloyLossAccurate => Calculate(
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WorkerReplacementCost(6),
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SimultaneousProductionFloor(2,6),
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6,
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WorkerReplacementCost(6),
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SimultaneousProductionFloor(2, 6),
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6,
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new List<float> { 0, 10 });
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float ExampleTotalAlloyLossAccurateDifference => ExampleTotalAlloyLoss - ExampleTotalAlloyLossAccurate;
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float TotalAlloyHarassment = 0;
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float TotalAlloyHarassment;
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readonly float CostOfWorker = 50;
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readonly float AlloyMinedPerSecondByWorker = 1;
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@@ -244,14 +255,17 @@
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float NumberOfWorkersLostToHarass = 1;
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float NumberOfTownHallsExisting = 1;
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float GetAverageTravelTime() {
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if (TravelTimes.Count == 0) {
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float GetAverageTravelTime()
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{
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if (TravelTimes.Count == 0)
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{
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return 0;
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}
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float sum = 0;
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foreach (var travelTime in TravelTimes) {
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foreach (var travelTime in TravelTimes)
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{
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sum += travelTime.Value;
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}
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@@ -259,62 +273,73 @@
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}
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float SimultaneousProductionFloor() {
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if (NumberOfTownHallsExisting <= 0 || NumberOfWorkersLostToHarass <= 0) {
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float SimultaneousProductionFloor()
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{
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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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return NumberOfWorkersLostToHarass / Math.Min(NumberOfTownHallsExisting, NumberOfWorkersLostToHarass);
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}
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float SimultaneousProductionFloor(float existingTownHalls, float numberOfWorkersLost) {
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if (existingTownHalls <= 0 || numberOfWorkersLost <= 0) {
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float SimultaneousProductionFloor(float existingTownHalls, float numberOfWorkersLost)
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{
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if (existingTownHalls <= 0 || numberOfWorkersLost <= 0)
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{
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return 0;
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}
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return numberOfWorkersLost / Math.Min(existingTownHalls, numberOfWorkersLost);
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}
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float WorkerReplacementCost() {
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float WorkerReplacementCost()
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{
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return CostOfWorker * NumberOfWorkersLostToHarass;
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}
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float WorkerReplacementCost(int numberOfWorkersLostToHarass) {
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float WorkerReplacementCost(int numberOfWorkersLostToHarass)
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{
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return CostOfWorker * numberOfWorkersLostToHarass;
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}
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float DelayedMiningCost() {
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float DelayedMiningCost()
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{
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return TotalAlloyHarassment - WorkerReplacementCost();
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}
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void Calculate() {
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TotalAlloyHarassment = Calculate(WorkerReplacementCost(),
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SimultaneousProductionFloor(),
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NumberOfWorkersLostToHarass,
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void Calculate()
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{
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TotalAlloyHarassment = Calculate(WorkerReplacementCost(),
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SimultaneousProductionFloor(),
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NumberOfWorkersLostToHarass,
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TravelTimes.Select(x => x.Value).ToList(),
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TimeToProduceWorker,
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TimeToProduceWorker,
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AlloyMinedPerSecondByWorker);
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}
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float Calculate(float workerReplacementCost,
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float simultaneousProductionFloor,
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float numberOfWorkersLostToHarass,
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IList<float> travelTimes,
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float timeToProduceWorker = 20,
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float alloyMinedPerSecondByWorker = 1) {
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float totalAlloyHarassment = workerReplacementCost;
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for (var workerProductionIndex = 0; workerProductionIndex < simultaneousProductionFloor; workerProductionIndex++) {
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float Calculate(float workerReplacementCost,
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float simultaneousProductionFloor,
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float numberOfWorkersLostToHarass,
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IList<float> travelTimes,
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float timeToProduceWorker = 20,
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float alloyMinedPerSecondByWorker = 1)
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{
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var totalAlloyHarassment = workerReplacementCost;
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for (var workerProductionIndex = 0; workerProductionIndex < simultaneousProductionFloor; workerProductionIndex++)
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{
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totalAlloyHarassment += alloyMinedPerSecondByWorker * timeToProduceWorker * (workerProductionIndex + 1);
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}
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var remainder = (int)(numberOfWorkersLostToHarass % simultaneousProductionFloor);
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for (var remainderIndex = 0; remainderIndex < remainder; remainderIndex++) {
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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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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];
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}
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@@ -322,7 +347,8 @@
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return totalAlloyHarassment;
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}
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protected override void OnInitialized() {
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protected override void OnInitialized()
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{
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base.OnInitialized();
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Calculate();
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}
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@@ -330,18 +356,20 @@
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public List<TravelTime> TravelTimes { get; set; } = new() { new TravelTime(0, 0) };
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private void OnTownHallsChanged(ChangeEventArgs obj) {
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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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while (TravelTimes.Count > NumberOfTownHallsExisting)
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TravelTimes.Remove(TravelTimes.Last());
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while (TravelTimes.Count < NumberOfTownHallsExisting)
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TravelTimes.Add(new TravelTime(TravelTimes.Count, 10 * (TravelTimes.Count)));
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TravelTimes.Add(new TravelTime(TravelTimes.Count, 10 * TravelTimes.Count));
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Calculate();
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}
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private void OnTownHallTravelTimeChanged(ChangeEventArgs obj, TravelTime travelTime) {
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private void OnTownHallTravelTimeChanged(ChangeEventArgs obj, TravelTime travelTime)
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{
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travelTime.Value = (int)obj.Value!;
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Calculate();
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