Module:ConsCalcs: Difference between revisions
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local ccb = 1 -- Cost Cruncher base Bonus (hard-coded at 1) | local ccb = 1 -- Cost Cruncher base Bonus (hard-coded at 1) | ||
return type(maxTL) .. " " .. type(bonusTL) | |||
end | |||
function meh(sdf) | |||
local ccl = 0 | local ccl = 0 | ||
local normalSum = 0 | local normalSum = 0 | ||
Line 29: | Line 32: | ||
VariablesLua.vardefine( "saltTotal", totalSum ) | VariablesLua.vardefine( "saltTotal", totalSum ) | ||
end | end | ||
function calc.mat(frame) | function calc.mat(frame) |
Revision as of 19:15, 20 November 2023
Documentation for this module may be created at Module:ConsCalcs/doc
local calc = {}
VariablesLua = mw.ext.VariablesLua
function calc.salt(frame)
-- "TowerSaltCost" = FLOOR.MATH(MAX(0.2, 1 - (MIN(0.1, 0.1 * FLOOR.MATH((CCL + 999) / 1000)) + MAX(0, CCL - 1) * CCB / 100)) * SB * (TL + 1))
local frameArgs = frame.args
local sb = tonumber(frameArgs.sb) -- Salt Base Value
local cc = tonumber(frameArgs.cc) -- Cost Cruncher (Only to be used for Cost Cruncher)
local maxTL = tonumber(frameArgs.maxTL) -- Default Total Tower Level
local bonusTL = tonumber(frameArgs.bonusTL) -- Bonus Total Tower Level
local ccb = 1 -- Cost Cruncher base Bonus (hard-coded at 1)
return type(maxTL) .. " " .. type(bonusTL)
end
function meh(sdf)
local ccl = 0
local normalSum = 0
for l = 0, maxTL do
if cc == 1 then ccl = l else ccl = 0 end
normalSum = normalSum + math.floor(math.max(0.2, 1 - (math.min(0.1, 0.1 * math.floor((ccl + 999) / 1000)) + math.max(0, ccl - 1) * ccb / 100)) * sb * (l + 1))
end
VariablesLua.vardefine( "saltNorm", normalSum)
local bonusSum = 0
for b = 0, bonusTL do
l = b + maxTL
if cc == 1 then ccl = l else ccl = 0 end
bonusSum = bonusSum + math.floor(math.max(0.2, 1 - (math.min(0.1, 0.1 * math.floor((ccl + 999) / 1000)) + math.max(0, ccl - 1) * ccb / 100)) * sb * (l + 1))
end
VariablesLua.vardefine( "saltBonus", bonusSum )
local totalSum = normalSum + bonusSum
VariablesLua.vardefine( "saltTotal", totalSum )
end
function calc.mat(frame)
-- "TowerMatCost" = FLOOR.MATH(MAX(.2, 1 - (MIN(.1, .1 * FLOOR.MATH(((CCL) + 999) / 1e3)) + MAX(0, (CCL) - 1) * 1 / 100)) * MB * POWER(MS + .03 - (MS + .03 - 1.05) * TL / (TML / 2 + TL), TL))
local frameArgs = frame.args
local mb = frameArgs.mb -- Material Base Value
local ms = frameArgs.ms -- Material Scaling Value
local cc = frameArgs.cc -- Cost Cruncher (Only to be used for Cost Cruncher)
local maxTL = frameArgs.maxTL -- Default Total Tower Level
local bonusTL = frameArgs.bonusTL -- Bonus Total Tower Level
local ccb = 1 -- Cost Cruncher base Bonus (hard-coded at 1)
local ccl = 0
local normalSum = 0
for l = 0, maxTL do
if cc == 1 then ccl = l else ccl = 0 end
normalSum = normalSum + math.floor(math.max(0.2, 1 - (math.min(0.1, 0.1 * math.floor(((ccl) + 999) / 1000)) + math.max(0, (ccl) - 1) * 1 / 100)) * mb * math.pow(ms + 0.03 - (ms + 0.03 - 1.05) * l / (maxTL / 2 + l), l))
end
VariablesLua.vardefine( "matNorm", normalSum)
local bonusSum = 0
for b = 0, bonusTL do
l = b + maxTL
if cc == 1 then ccl = l else ccl = 0 end
bonusSum = bonusSum + math.floor(math.max(0.2, 1 - (math.min(0.1, 0.1 * math.floor(((ccl) + 999) / 1000)) + math.max(0, (ccl) - 1) * 1 / 100)) * mb * math.pow(ms + 0.03 - (ms + 0.03 - 1.05) * l / (maxTL / 2 + l), l))
end
VariablesLua.vardefine( "matBonus", bonusSum )
local totalSum = normalSum + bonusSum
VariablesLua.vardefine( "matTotal", totalSum )
end
return calc