Module:Chart data/ranging guild target average score
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Documentation for this module may be created at Module:Chart data/ranging guild target average score/doc
local helper = require('Module:Chart data')
local attRollMin = 0
local attRollMax = 55000
local attRollStep = 200
-- Source for def rolls:
-- https://discord.com/channels/177206626514632704/269673599554551808/1070094764797595729
local buckets = {
{ name = 'miss', score = 0 },
{ name = 'black', score = 10, defRoll = 1000 },
{ name = 'blue', score = 20, defRoll = 2000 },
{ name = 'red', score = 30, defRoll = 3000 },
{ name = 'yellow', score = 50, defRoll = 4000 },
{ name = 'bullseye', score = 100, defRoll = 7000 }
}
local function accuracy(attRoll, defRoll)
if attRoll < defRoll then
return attRoll / (2 * defRoll + 2)
else
return 1 - ((defRoll + 2) / (2 * attRoll + 2))
end
end
local function rollNextBucket(oddsAccum, attRoll, currentBucket, nextBucket)
local successChance = accuracy(attRoll, nextBucket.defRoll)
local cumulativeChance = oddsAccum[currentBucket.name] * successChance
oddsAccum[currentBucket.name] = oddsAccum[currentBucket.name] - cumulativeChance
oddsAccum[nextBucket.name] = cumulativeChance
end
local function calcOdds(attRoll)
local odds = { miss = 1 }
for i = 2, #buckets do
rollNextBucket(odds, attRoll, buckets[i - 1], buckets[i])
end
return odds
end
local function scorePerShot(odds)
local s = 0
for i, bucket in ipairs(buckets) do
s = s + (odds[bucket.name] * bucket.score)
end
return s
end
local attRolls = {}
local roundScores = {}
for attRoll = attRollMin, attRollMax, attRollStep do
-- 10 shots per round
local score = scorePerShot(calcOdds(attRoll)) * 10
table.insert(attRolls, attRoll)
table.insert(roundScores, score)
end
local data = {
type = 'line',
data = {
datasets = {
{
label = 'Score',
fill = false,
borderColor = 'rgb(255, 0, 0)',
data = helper.convertToXYFormat(roundScores, attRolls)
}
}
},
options = {
maintainAspectRatio = false,
title = {
display = true,
text = 'Average score per round',
font = {
size = 18
}
},
tooltips = {
mode = 'x',
position = 'nearest',
intersect = false
},
elements = {
point = {
radius = 0
}
},
scales = {
x = {
type = 'linear',
min = attRollMin,
max = attRollMax,
scaleLabel = {
display = true,
labelString = 'Ranged attack roll'
}
},
y = {
scaleLabel = {
display = true,
labelString = 'Score'
},
ticks = {
format = 'decimal'
}
}
}
}
}
return data