Files
idle_clicker/public/js/engine/formulas.js
T

83 lines
3.5 KiB
JavaScript

// Pure math helpers. No state, no DOM.
export function clamp(value, min, max) {
return Math.min(max, Math.max(min, value));
}
/**
* Demand bonus from owning chips: diminishing returns (logarithmic), so a big
* lucky streak can never run away with the game.
*/
export function chipDemandBonus(chips, gamble) {
return 1 + gamble.chipBonusScale * Math.log2(1 + Math.max(0, chips));
}
/** Price of the next item when `owned` items are already owned. */
export function unitCost(base, growth, owned) {
return base * growth ** owned;
}
/** Total price of buying `count` more items (geometric series, rounded up). */
export function bulkCost(base, growth, owned, count) {
if (count <= 0) return 0;
return Math.ceil((unitCost(base, growth, owned) * (growth ** count - 1)) / (growth - 1));
}
/** How many items `budget` can pay for, robust against float error. */
export function maxAffordable(base, growth, owned, budget) {
const first = unitCost(base, growth, owned);
if (Number.isNaN(budget) || budget < first) return 0;
let n = Math.floor(Math.log((budget * (growth - 1)) / first + 1) / Math.log(growth));
while (n > 0 && bulkCost(base, growth, owned, n) > budget) n--;
while (bulkCost(base, growth, owned, n + 1) <= budget) n++;
return Math.max(n, 0);
}
/**
* Raw-material price per unit of material, before market noise. Expensive at
* first, then cheaper relative to revenue as the operation scales
* (economies of scale): it falls from `startUnitPrice` towards `floorUnitPrice`.
*/
export function materialUnitPrice(mm, totalProduced) {
const scale = 1 / Math.sqrt(1 + totalProduced / mm.scale);
return mm.floorUnitPrice + (mm.startUnitPrice - mm.floorUnitPrice) * scale;
}
/**
* What one purchase of material looks like.
*
* The lot covers `batchSecondsOfProduction` of current output (in doubling
* steps, never below `minBatch`), times `sizeMultiplier` from the "bigger
* stacks" upgrades. The price of a lot is proportional to its size: a bigger
* stack costs more in total, while the price PER UNIT keeps falling with scale
* (see materialUnitPrice). `factor` is the market's current noise and
* `discount` comes from upgrades. Cost is exact to the cent.
*/
export function materialBatch(mm, totalProduced, rate, factor, discount, sizeMultiplier = 1) {
const basis = rate * mm.batchSecondsOfProduction;
const doublings = Math.max(0, Math.floor(Math.log2(Math.max(1, basis / mm.minBatch))));
const size = mm.minBatch * 2 ** doublings * sizeMultiplier;
const cents = size * materialUnitPrice(mm, totalProduced) * factor * discount;
return { size, cost: Math.max(0.01, Math.round(cents * 100) / 100) };
}
/**
* Units customers want to buy per second at `price`: a smooth curve, with more
* demand the lower the price and less the higher it is (`referencePrice` is
* just where demand equals baseDemand x multiplier).
*/
export function demandPerSecond(market, price, multiplier) {
return market.baseDemand * multiplier * (market.referencePrice / price) ** market.elasticity;
}
/**
* The price at which customers buy exactly what is produced. Selling for less
* gains no volume (everything is already sold); selling for more leaves stock
* unsold. It moves with output and every demand bonus, and the UI deliberately
* does not reveal it: the player finds it from the market feedback.
*/
export function balancedPrice(market, supplyPerSecond, multiplier) {
const demandAtReference = market.baseDemand * multiplier;
return market.referencePrice * (demandAtReference / supplyPerSecond) ** (1 / market.elasticity);
}