Change scoring to allow quality to dominate as craft finishes

This commit is contained in:
Asriel Camora
2024-07-28 19:13:19 -07:00
parent 13cd698743
commit 03eb60ee8c
+28 -9
View File
@@ -32,40 +32,59 @@ public struct SimulationNode(in SimulationState state, ActionType? action, Compl
if (completionState != CompletionState.ProgressComplete)
return null;
var stepScore = 1f - ((float)(state.ActionCount + 1) / config.MaxStepCount);
if (state.Input.Recipe.MaxQuality == 0)
return 1f - ((float)(state.ActionCount + 1) / config.MaxStepCount);
return stepScore;
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
static float Apply(float bonus, float value, float target) =>
bonus * (target > 0 ? Math.Clamp(value / target, 0, 1) : 1);
static float Apply(float multiplier, float value, float target) =>
multiplier * (target > 0 ? Math.Clamp(value / target, 0, 1) : 1);
var progressScore = Apply(
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
static float ApplyNondominant(float multiplier, float dominance, float value, float target) =>
Apply(float.Lerp(multiplier, 0, dominance), value, target);
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
static float ApplyNondominant2(float multiplier, float dominance, float score) =>
float.Lerp(multiplier, 0, dominance) * score;
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
static float ApplyDominant(float multiplier, float dominance, float value, float target) =>
Apply(float.Lerp(multiplier, 1, dominance), value, target);
var qualityDominance = state.ActionCount / config.MaxStepCount;
var progressScore = ApplyNondominant(
config.ScoreProgress,
qualityDominance,
state.Progress,
state.Input.Recipe.MaxProgress
);
var qualityScore = Apply(
var qualityScore = ApplyDominant(
config.ScoreQuality,
qualityDominance,
state.Quality,
state.Input.Recipe.MaxQuality
);
var durabilityScore = Apply(
var durabilityScore = ApplyNondominant(
config.ScoreDurability,
qualityDominance,
state.Durability,
state.Input.Recipe.MaxDurability
);
var cpScore = Apply(
var cpScore = ApplyNondominant(
config.ScoreCP,
qualityDominance,
state.CP,
state.Input.Stats.CP
);
var fewerStepsScore =
config.ScoreSteps * (1f - ((float)(state.ActionCount + 1) / config.MaxStepCount));
var fewerStepsScore = ApplyNondominant2(config.ScoreSteps, qualityDominance, stepScore);
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
}