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[ボク殺3] ☆4AF素材期待値
package main
import (
"fmt"
"strconv"
)
type num int
func (n num) val() val {
return val(float64(n))
}
type val float64
func (v val) String() string {
if v == 0.0 {
return ""
}
return fmt.Sprintf("%0.2f", v)
}
type definition struct {
lv int
rate int
wood num
stone num
bronze num
silver num
gold num
}
func (def definition) maxCount() int {
return ((100 - def.rate) / 5) + 1
}
func (def definition) calcRate(i int) int {
return def.rate + ((i - 1) * 5)
}
func (def definition) percentages() []float64 {
ps := make([]float64, def.maxCount())
base := 1.0
for i := 1; i <= def.maxCount(); i++ {
rate := def.calcRate(i)
ps[i-1] = base * (float64(rate) / 100)
base *= 1.0 - (float64(rate) / 100)
}
return ps
}
func (def definition) expectation() expectation {
ps := def.percentages()
return expectation{
wood: calcExpectation(def.wood, ps),
stone: calcExpectation(def.stone, ps),
bronze: calcExpectation(def.bronze, ps),
silver: calcExpectation(def.silver, ps),
gold: calcExpectation(def.gold, ps),
}
}
type expectation struct {
lv int
rate int
wood val
stone val
bronze val
silver val
gold val
}
func (exp expectation) add(other expectation) expectation {
return expectation{
wood: exp.wood + other.wood,
stone: exp.stone + other.stone,
bronze: exp.bronze + other.bronze,
silver: exp.silver + other.silver,
gold: exp.gold + other.gold,
}
}
func calcExpectation(n num, percentages []float64) val {
if n == 0 {
return 0.0
}
var exp float64
for i, f := range percentages {
base := int(n) * (i + 1)
exp += float64(base) * f
}
return val(exp)
}
type rateSum struct {
rate int
sum expectation
}
var allDefs = []definition{
definition{lv: 1, rate: 100, wood: 2},
definition{lv: 2, rate: 100, wood: 3},
definition{lv: 3, rate: 100, wood: 5},
definition{lv: 4, rate: 90, wood: 6, stone: 1},
definition{lv: 5, rate: 90, wood: 7, stone: 2},
definition{lv: 6, rate: 90, wood: 8, stone: 3},
definition{lv: 7, rate: 90, wood: 9, stone: 4},
definition{lv: 8, rate: 90, wood: 10, stone: 5},
definition{lv: 9, rate: 80, wood: 12, stone: 6, bronze: 1},
definition{lv: 10, rate: 80, stone: 7, bronze: 2},
definition{lv: 11, rate: 80, stone: 8, bronze: 3},
definition{lv: 12, rate: 80, stone: 9, bronze: 4},
definition{lv: 13, rate: 80, stone: 10, bronze: 5},
definition{lv: 14, rate: 80, wood: 10, bronze: 6, silver: 1},
definition{lv: 15, rate: 80, bronze: 7, silver: 2},
definition{lv: 16, rate: 80, bronze: 8, silver: 3},
definition{lv: 17, rate: 80, bronze: 9, silver: 4},
definition{lv: 18, rate: 80, bronze: 10, silver: 5},
definition{lv: 19, rate: 70, wood: 15, silver: 6, gold: 1},
definition{lv: 20, rate: 60, wood: 20, silver: 7, gold: 2},
definition{lv: 21, rate: 55, stone: 15, silver: 8, gold: 3},
definition{lv: 22, rate: 50, bronze: 10, silver: 9, gold: 4},
definition{lv: 23, rate: 45, wood: 25, silver: 10, gold: 5},
definition{lv: 24, rate: 40, stone: 20, gold: 6},
definition{lv: 25, rate: 35, bronze: 15, gold: 7},
definition{lv: 26, rate: 30, wood: 30, silver: 10, gold: 8},
definition{lv: 27, rate: 25, stone: 25, gold: 9},
definition{lv: 28, rate: 20, bronze: 20, gold: 10},
definition{lv: 29, rate: 10, silver: 15, gold: 12},
definition{lv: 30, rate: 95, wood: 150},
definition{lv: 31, rate: 90, wood: 200},
definition{lv: 32, rate: 85, wood: 260, stone: 120},
definition{lv: 33, rate: 80, wood: 340, stone: 160},
definition{lv: 34, rate: 75, wood: 450, stone: 210, bronze: 90},
definition{lv: 35, rate: 70, stone: 280, bronze: 120},
definition{lv: 36, rate: 50, stone: 370, bronze: 160, silver: 70},
definition{lv: 37, rate: 30, bronze: 210, silver: 100},
definition{lv: 38, rate: 20, bronze: 280, silver: 130, gold: 150},
definition{lv: 39, rate: 10, silver: 170, gold: 200},
}
func main() {
rss := []*rateSum{
&rateSum{rate: 0},
&rateSum{rate: 30},
&rateSum{rate: 50},
}
exps := make([]expectation, len(allDefs))
for i, def := range allDefs {
exp := def.expectation()
for _, rs := range rss {
if def.rate >= rs.rate {
rs.sum = rs.sum.add(exp)
} else {
rs.sum = rs.sum.add(expectation{
wood: def.wood.val(),
stone: def.stone.val(),
bronze: def.bronze.val(),
silver: def.silver.val(),
gold: def.gold.val(),
})
}
}
exps[i] = exp
}
printAsMd(exps, rss)
}
func printAsMd(exps []expectation, rss []*rateSum) {
fmt.Printf("|レベル|成功率|木材|石材|銅材|銀材|金材|\n")
fmt.Printf("|--:|--:|--:|--:|--:|--:|--:|\n")
for i, exp := range exps {
printExpAsMd(fmt.Sprintf("%d → %d", i+1, i+2), strconv.Itoa(findRate(i+1)), exp)
}
for _, rs := range rss {
label := "合計"
if rs.rate > 0 {
label = fmt.Sprintf("成功率%d%%以上", rs.rate)
}
printExpAsMd(label, "", rs.sum)
}
}
func printExpAsMd(label string, rate string, exp expectation) {
fmt.Printf("|%s|%s|%s|%s|%s|%s|%s|\n", label, rate, exp.wood, exp.stone, exp.bronze, exp.silver, exp.gold)
}
func findRate(lv int) int {
for _, def := range allDefs {
if def.lv == lv {
return def.rate
}
}
return 0
}
レベル 成功率 木材 石材 銅材 銀材 金材
1 → 2 100 2.00
2 → 3 100 3.00
3 → 4 100 5.00
4 → 5 90 6.63 1.10
5 → 6 90 7.73 2.21
6 → 7 90 8.84 3.31
7 → 8 90 9.94 4.42
8 → 9 90 11.05 5.52
9 → 10 80 14.80 7.40 1.23
10 → 11 80 8.63 2.47
11 → 12 80 9.87 3.70
12 → 13 80 11.10 4.93
13 → 14 80 12.33 6.17
14 → 15 80 12.33 7.40 1.23
15 → 16 80 8.63 2.47
16 → 17 80 9.87 3.70
17 → 18 80 11.10 4.93
18 → 19 80 12.33 6.17
19 → 20 70 20.89 8.35 1.39
20 → 21 60 31.90 11.16 3.19
21 → 22 55 25.77 13.74 5.15
22 → 23 50 18.59 16.73 7.44
23 → 24 45 50.56 20.22 10.11
24 → 25 40 44.27 13.28
25 → 26 35 36.58 17.07
26 → 27 30 81.21 27.07 21.66
27 → 28 25 75.76 27.27
28 → 29 20 68.49 34.24
29 → 30 10 67.79 54.23
30 → 31 95 157.50
31 → 32 90 221.00
32 → 33 85 303.10 139.89
33 → 34 80 419.27 197.30
34 → 35 75 588.73 274.74 117.75
35 → 36 70 389.90 167.10
36 → 37 50 687.78 297.42 130.12
37 → 38 30 568.49 270.71
38 → 39 20 958.79 445.15 513.64
39 → 40 10 768.33 903.91
合計 1955.48 1901.30 2301.03 1797.89 1612.59
成功率30%以上 1955.48 1850.55 1573.75 831.61 460.29
成功率50%以上 1878.71 1826.28 1193.67 633.61 424.17
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