Module:Sandbox/User:Sfoxrs/combineddevo

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Documentation for this module may be created at Module:Sandbox/User:Sfoxrs/combineddevo/doc

-- <pre>
local p = {}

local perk_link = require('Module:Perk link')._main
local htnmlext = require('Module:Mw.html extension')
local yesno = require ("Module:Yesno")
local lang = mw.getContentLanguage()

function p.main(frame)
    math.randomseed(os.time())
    local args = frame:getParent().args
    local debugMode = false
    
    local pvmorpvp = args.pvmorpvp
	local edevRank = args.edevRank
	local devRank = args.devRank
	local level20edev = yesno(args.level20edev) or false
	local level20dev = yesno(args.level20dev) or false
	local t_AR = args.t_AR
	local runSpeed = args.runSpeed
	
	--define new variables
	local enhancedDevotedRank = -1
	if(edevRank == "0") then enhancedDevotedRank = 0
	elseif(edevRank == "1") then enhancedDevotedRank = 1
	elseif(edevRank == "2") then enhancedDevotedRank = 2
	elseif(edevRank == "3") then enhancedDevotedRank = 3
	elseif(edevRank == "4") then enhancedDevotedRank = 4 --testing
	end
	
	local devotedRank = -1
	if(devRank == "0") then devotedRank = 0
	elseif(devRank == "1") then devotedRank = 1
	elseif(devRank == "2") then devotedRank = 2
	elseif(devRank == "3") then devotedRank = 3
	elseif(devRank == "4") then devotedRank = 4 --testing
	end
	
	local attackRate = -1
	if(t_AR == "1") then attackRate = 1
	elseif(t_AR == "2") then attackRate = 2
	elseif(t_AR == "3 or 4") then attackRate = 4
	elseif(t_AR == "5+") then attackRate = 5
	end
	
	local nHits = -1; local nHitsText = "-1"
	if(runSpeed == "Moderate") then nHits = 10^6; nHitsText = "10^6"
	elseif(runSpeed == "Slow (higher precision)") then nHits = 10^7; nHitsText = "10^7"
	elseif(runSpeed == "Fast (lower precision)") then nHits = 10^5; nHitsText = "10^5"
	end
	
	local damage = 10000 --should be a high number compared to damage taken under either perk (which is a 1).
	local enhancedDevotedProcChance = .045*enhancedDevotedRank
	local devotedProcChance = .03*devotedRank
	if (level20edev) then enhancedDevotedProcChance = enhancedDevotedProcChance*1.1 end
	if (level20dev) then devotedProcChance = devotedProcChance*1.1 end
	local cooldown = 5 --Each perk has an internal cooldown of 5 ticks (which is exactly how long the perk is active - this means either perk cannot proc again while active)
	local turnOff = math.ceil(cooldown/attackRate) --how many hits the proc can block.
	local enhancedDevotedCooldown = 0 --will become 0 in the condition it equals math.ceil(cooldown/attackrate)
	local devotedCooldown = 0 --will become 0 in the condition it equals math.ceil(cooldown/attackrate)
	
	--random variables
	local randProcEnhancedDevoted = 0
	local randProcDevoted = 0 
	
	--damage tracking
	local totalDamage=0
	local combinedDamage=0
	local enhancedDevotedDamage=0 --for debug mode
	local nProcsEnhancedDevoted=0 --for debug mode
	local nProcsDevoted=0 --for debug mode
	
	--damage reduction
	local combinedDamageReduction = 0
	local enhancedDevotedDamageReduction = 0 --for debug mode
	
	--check if perk is active
	local enhancedDevotedActive = 0
	local devotedActive = 0
	
	--output
	local res = ""
	
	for hit = 1,nHits do
		randProcEnhancedDevoted = math.random()
		totalDamage = totalDamage + damage
		
		--If Devoted has been active for 5 ticks, it has run out
		if(devotedCooldown == turnOff) then
			devotedActive = 0
			devotedCooldown = 0
		end
	
		--If Enhanced Devoted is already active, increment the cooldown by 1
		if((enhancedDevotedActive == 1) or (enhancedDevotedRank == 0)) then
			enhancedDevotedCooldown = enhancedDevotedCooldown + 1
			--Devoted may only proc given Enhanced Devoted is already active
			if((enhancedDevotedCooldown < turnOff) or (enhancedDevotedRank == 0)) then
				randProcDevoted = math.random()
				if(randProcDevoted<=devotedProcChance) then 
					devotedActive = 1 
					nProcsDevoted = nProcsDevoted + 1
				end
			end
		end
		
		--If Devoted is already active, increment the cooldown by 1
		if(devotedActive == 1) then 
			devotedCooldown = devotedCooldown + 1 
		end
		
		--If Enhanced Devoted has been active for 5 ticks, it has run out
		if(enhancedDevotedCooldown == turnOff) then
			enhancedDevotedActive = 0
			enhancedDevotedCooldown = 0
		end
		
		--Does Enhanced Devoted proc?
		if(randProcEnhancedDevoted<=enhancedDevotedProcChance) then 
			enhancedDevotedActive = 1 
			nProcsEnhancedDevoted = nProcsEnhancedDevoted + 1
		end
		
		--Calculate the damages
		if(enhancedDevotedActive == 0) then 
			enhancedDevotedDamage = enhancedDevotedDamage + damage 
		end
		if(enhancedDevotedActive == 1 and pvmorpvp == "PvP") then
			enhancedDevotedDamage = enhancedDevotedDamage + damage/2
		end
		if((enhancedDevotedActive == 1 or devotedActive == 1) and pvmorpvp == "PvP") then
			combinedDamage = combinedDamage + damage/2
		end
		if((enhancedDevotedActive == 0) and (devotedActive == 0)) then 
			combinedDamage = combinedDamage + damage 
		end
	end
	
	enhancedDevotedDamageReduction = (1-enhancedDevotedDamage/totalDamage)*100
	combinedDamageReduction = (1-combinedDamage/totalDamage)*100
	
		--table for output
	local resultsDiv = mw.html.create( 'div' )
	local resultsTable = mw.html.create( 'table' )
	
	resultsTable:addClass( 'wikitable' )
		:addClass( 'align-center-1 align-center-2' )
		:tag( 'caption' )
			:wikitext( '' )
		:tag( 'tr' )
			:tag( 'th' )
				:wikitext( 'Average Damage Reduction (enemy attack rate of ' .. t_AR ..")<br/>"  )
				:wikitext( 'Averaged over ' .. frame:extensionTag{ name = 'math', content = nHitsText } .. ' hits' )
				:attr( 'colspan', 2 )
			:done()	
		:done()
		:tag( 'tr' )
			:tag( 'th' )
				:wikitext( 'Perk(s)' )
			:done()
			:tag( 'th' )
				:wikitext( 'Average Damage Reduction' )
			:done()
		:done()
		:tag( 'tr' )
			:tag( 'td' )
				:wikitext(perk_link{ 'Enhanced devoted', enhancedDevotedRank, link = 'no' } )
				:IF(level20edev)
					:wikitext( string.format("[[File:Perk_increased_activation_chance.png]]") )
				:END()
				:wikitext(perk_link{ 'Devoted', devotedRank, link = 'no' } )
				:IF(level20dev)
					:wikitext( string.format("[[File:Perk_increased_activation_chance.png]]") )
				:END()
			:done()
			:tag( 'td' )
				:wikitext(string.format("%.2f",combinedDamageReduction) .. "%")
			:done()
		:done()
	:done()
	
	if debugMode then 
		res = res .. "___________________________________" .. "<br/>"
    	res = res .. "DEBUG MODE" .. "<br/>"
    	res = res .. "___________________________________" .. "<br/>" 
    	res = res .. "<div style=\"font-weight:bold\">Average Damage reduction from Enhanced Devoted " .. enhancedDevotedRank .. " and Devoted " .. devotedRank .. ": " .. string.format("%.2f",combinedDamageReduction) .. "%</div>"
		res = res .. "Average Damage reduction from Enhanced Devoted " .. enhancedDevotedRank ..  ": " .. string.format("%.2f",enhancedDevotedDamageReduction) .. "%<br/>"
		res = res .. "Total Damage = " .. totalDamage .. "<br/>"
		res = res .. "Combined Damage = " .. combinedDamage .. "<br/>"
		res = res .. "Enhanced Devoted Damage = " .. enhancedDevotedDamage .. "<br/>"
		res = res .. "Number of hits per proc (turnOff variable): " .. turnOff .. "<br/>"
		res = res .. "Final state of Enhanced devoted (0 is inactive): " .. enhancedDevotedActive .. "<br/>"
		res = res .. "Final state of Devoted (0 is inactive): " .. devotedActive .. "<br/>"
		res = res .. "Number of Enhanced Devoted procs: " .. nProcsEnhancedDevoted .. "<br/>"
		res = res .. "Number of Devoted procs: " .. nProcsDevoted .. "<br/>"
		res = res .. "Enhanced Devoted proc chance: " .. enhancedDevotedProcChance .. "<br/>"
		res = res .. "Devoted proc chance: " .. devotedProcChance .. "<br/>"
		res = res .. "PvM or PvP? " .. pvmorpvp .. "<br/>"
		res = res .. "Enhanced Devoted rank: " .. enhancedDevotedRank .. "<br/>"
		res = res .. "Devoted rank: " .. devotedRank .. "<br/>"
		res = res .. "Is Enhanced Devoted on level 20 gear? " .. level20edev .. "<br/>"
		res = res .. "Is Devoted on level 20 gear? " .. level20dev .. "<br/>"
		res = res .. "Enemy attack rate (game ticks): " .. t_AR .. "<br/>"
		res = res .. "Selected speed of simulator: " .. runSpeed .. "<br/>"
		res = res .. "___________________________________" .. "<br/>"
		res = res .. "<br/>"
		return res
	end
	
	--return results (table)
	resultsDiv:node(tostring(resultsTable))
	return resultsDiv
	
end

return p

-- </pre>