Fan website of IMMORTAL: Gates of Pyre.
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@layout PageLayout
@inject IDataCollectionService DataCollectionService
@using Model
@inherits BasePage
@page "/harass-calculator"
<LayoutMediumContentComponent>
<WebsiteTitleComponent>Harass Calculator</WebsiteTitleComponent>
<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://github.com/JonathanMcCaffrey/IGP-Fan-Reference/blob/main/IGP/Pages/HarassCalculatorPage.razor">
View on GitHub <i class="fa-brands fa-github" style="font-size: 24px; margin-left: 5px;"></i>
</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();
}
}