Module:ItemEconomy: Difference between revisions

From Melvor Idle
m (Replace Shared module with Number module)
(Apply sandbox changes)
Line 3: Line 3:
local p = {}
local p = {}


--
local ItemEconomy = {
-- Calculates the expected output given the player's starting items and item economy modifiers.
-- Amount of items required per action.
-- PreservationChance (number from 0 - 80)
inputsPerAction,
-- DuplicationChance (number from 0 - 100)
-- Amount of items created per action. (ie. 3 bolts per action).
-- ExtraItemChance (number from 0 - ?)
outputsPerAction,
--
-- The chance from 0 to 80 to preserve resources.
function p.estimatedOutput(inputAmount, preservationChance, duplicationChance, extraItemChance)
preservationChance,
-- Default values to zero if they haven't been provided.
-- The chance from 0 to 100 to duplicate the crafting output.
    preservationChance = preservationChance or 0
duplicationChance,
    duplicationChance = duplicationChance or 0
-- The chance from 0 to 100 to get extra output items (not doubled).
    extraItemChance = extraItemChance or 0
extraItemChance,
-- The amount of extra items received, when the extraItemChance is rolled.
extraItemAmount,
-- The amount of extra items always received per action (not doubled).
flatExtraItems,
-- The chance to get extra base items (can be doubled).
extraBaseItemChance,
-- The amount of extra base items received.
extraBaseItems
}


-- Clamp values and turn them into decimals
--- Constructor function for creating new ItemEconomy instances.
    local preservationP = number.clamp(preservationChance, 0, 80) / 100
-- @return ItemEconomy An instance of the ItemEconomy class.
    local duplicationP = number.clamp(duplicationChance, 0, 100) / 100
function ItemEconomy:new()
     local extraItemP = math.max(extraItemChance, 0) / 100
     local newObj = {}
      
      
     local input = inputAmount or 0
     self.__index = self
    return setmetatable(newObj, self)
end
 
--- Verifies and updates the economy values of the ItemEconomy instance.
-- If any economy value is nil, it sets a default value.
-- If any economy value is out of range, clamp it to the nearest valid range.
-- @return ItemEconomy Returns a verified copy of the ItemEconomy object.
function ItemEconomy:getVerifiedEconomy()
local cpy = {}
    -- Set default values if some are nil
    cpy.inputsPerAction = self.inputsPerAction or 1
    cpy.outputsPerAction = self.outputsPerAction or 1
    cpy.preservationChance = self.preservationChance or 0
    cpy.duplicationChance = self.duplicationChance or 0
    cpy.extraItemChance = self.extraItemChance or 0
    cpy.extraItemAmount = self.extraItemAmount or 0
    cpy.flatExtraItems = self.flatExtraItems or 0
    cpy.extraBaseItemChance = self.extraBaseItemChance or 0
    cpy.extraBaseItems = self.extraBaseItems or 0
      
      
     local totalActions = input / (1 - preservationP)
     -- Clamp economy values (clamp the verified copy values)
    local extraItems = totalActions * extraItemP
    cpy.preservationChanceP = number.clamp(cpy.preservationChance, 0, 80) / 100
    cpy.duplicationChanceP = number.clamp(cpy.duplicationChance, 0, 100) / 100
    cpy.extraItemChanceP = number.clamp(cpy.extraItemChance, 0, 100) / 100
    cpy.extraBaseItemChanceP = number.clamp(cpy.extraBaseItemChance, 0, 100) / 100
   
    return setmetatable(cpy, getmetatable(self))
end
 
--- Calculates a ratio between input to output.
-- @param itemEconomy (table) The ItemEconomy object containing ItemEconomy values.
-- @return (number) The output ratio of the crafting process.
function p.estimatedOutputMultiplier(itemEconomy)
local minOutput = p.estimatedOutput(nil, itemEconomy)
return minOutput / itemEconomy.inputsPerAction
end
 
--- Estimates the output of a crafting process based on input and ItemEconomy values.
-- @param inputAmount (number) The total amount of input items available for crafting.
-- @param itemEconomy (table) The ItemEconomy object containing ItemEconomy values.
-- @return (number) The estimated output of the crafting process.
function p.estimatedOutput(inputAmount, itemEconomy)
local eco = itemEconomy:getVerifiedEconomy()
 
-- Equal inputAmount to inputsPerAction to get 1 baseAction
inputAmount = inputAmount or eco.inputsPerAction
local baseActions = inputAmount / eco.inputsPerAction
-- Can't craft with what you don't have...
if inputAmount < eco.inputsPerAction then
return 0
end
-- Calculate the effective actions taken.
local totalActions = baseActions / (1 - eco.preservationChanceP)
-- Calculates extra items that can't be doubled.
local extraItems = (totalActions * eco.extraItemChanceP * eco.extraItemAmount) + (totalActions * eco.flatExtraItems)
-- Calculates extra items that CAN be doubled.
local baseItems = (eco.outputsPerAction + eco.extraBaseItemChanceP * eco.extraBaseItems)
-- Total output
return (totalActions * baseItems * (1 + eco.duplicationChanceP)) + extraItems
end


    return (totalActions * (1 + duplicationP)) + extraItems
--- Calculates a ratio between output to input.
-- @param itemEconomy (table) The ItemEconomy object containing ItemEconomy values.
-- @return (number) The input ratio of the crafting process.
function p.estimatedInputMultiplier(itemEconomy)
-- I'm fairly certain that the following holds true in any case.
return 1 / p.estimatedOutputMultiplier(itemEconomy)
end
end


--
--- Estimates the input required for a given output amount in a crafting process based on ItemEconomy values.
-- Calculates the expected input required for an output given the player's item economy modifiers.
-- This function provides a detailed breakdown of the calculation process.
-- PreservationChance (number from 0 - 80)
-- @param outputAmount The total amount of output items desired.
-- DuplicationChance (number from 0 - 100)
-- @param itemEconomy The ItemEconomy object containing ItemEconomy values.
-- ExtraItemChance (number from 0 - ?)
-- @return The estimated input required for the given output amount.
--
function p.estimatedInput(outputAmount, itemEconomy)
function p.estimatedInput(outputAmount, preservationChance, duplicationChance, extraItemChance)
-- Again, fairly certain Input is just 1 / Output.
-- Default values to zero if they haven't been provided.
-- Replace with p.estimatedInputVerbose is this ever isn't the case.
    preservationChance = preservationChance or 0
local inputMultiplier =  1 / p.estimatedOutputMultiplier(itemEconomy)
    duplicationChance = duplicationChance or 0
return math.max(outputAmount * inputMultiplier, itemEconomy.inputsPerAction)
    extraItemChance = extraItemChance or 0
end
 
function p.estimatedInputVerbose(outputAmount, itemEconomy)
local eco = itemEconomy:getVerifiedEconomy()
 
outputAmount = outputAmount or eco.outputsPerAction
local preserveAmount = outputAmount * eco.inputsPerAction * (1 - eco.preservationChanceP)
local duplicateAmount = eco.outputsPerAction + eco.outputsPerAction * eco.duplicationChanceP
local extraBaseItems = eco.extraBaseItemChanceP * eco.extraBaseItems + eco.extraBaseItemChanceP * eco.extraBaseItems * eco.duplicationChanceP
local extraItems = eco.extraItemChanceP * eco.extraItemAmount


    local preservationP = number.clamp(preservationChance, 0, 80) / 100
-- Total input required for given output.
    local duplicationP = number.clamp(duplicationChance, 0, 100) / 100
local actualInput = preserveAmount / (duplicateAmount + extraBaseItems + extraItems + eco.flatExtraItems)
    local extraItemP = math.max(extraItemChance, 0) / 100
return math.max(actualInput, eco.inputsPerAction)
   
    local output = outputAmount or 0
   
    return (output - output * preservationP) / (1 + duplicationP + extraItemP)
end
end


--
--- Calculates if equipping the Ring Of Wealth will result in more items for the player.
-- Calculates if equipping the Ring Of Wealth will result in more items for the player.
-- @param itemEconomy The ItemEconomy object containing ItemEconomy values.
-- PreservationChance (number from 0 - 80)
-- @return TRUE if the Ring of Wealth is more beneficial than harmful.
-- DuplicationChance (number from 0 - 100)
function p.ringOfWealthHasEffect(itemEconomy)
-- ExtraItemChance (number from 0 - ?)
local rowEco = itemEconomy:getVerifiedEconomy()
--
function p.ringOfWealthHasEffect(preservationChance, duplicationChance, extraItemChance)
-- Apply Ring of Wealth buffs.
-- Default values to zero if they haven't been provided.
rowEco.preservationChance = rowEco.preservationChance - 3
    preservationChance = preservationChance or 0
rowEco.duplicationChance = rowEco.duplicationChance + 7
    duplicationChance = duplicationChance or 0
    extraItemChance = extraItemChance or 0
   
local currentModifier = p.estimatedOutput(1, preservationChance, duplicationChance, extraItemChance)
local rowPreserve = math.max(0, preservationChance - 3)
local rowMultiplier = p.estimatedOutputMultiplier(rowEco)
local rowDupe = math.min(100, duplicationChance + 7)
local playerMultiplier = p.estimatedOutputMultiplier(itemEconomy)
local rowModifier = p.estimatedOutput(1, rowPreserve, rowDupe, extraItemChance)
return rowModifier > currentModifier
return rowMultiplier > playerMultiplier
end
end
p.ItemEconomy = ItemEconomy


return p
return p