Make combo actions much more clear

This commit is contained in:
Asriel Camora
2023-07-14 23:45:07 +04:00
parent 79377b5e89
commit 23dd60bb34
10 changed files with 116 additions and 166 deletions
+3 -26
View File
@@ -1,30 +1,7 @@
namespace Craftimizer.Simulator.Actions;
// Basic Touch -> Standard Touch -> Advanced Touch
internal sealed class AdvancedTouchCombo : BaseAction
internal sealed class AdvancedTouchCombo : BaseComboAction<StandardTouchCombo, AdvancedTouch>
{
public override ActionCategory Category => ActionCategory.Combo;
public override int Level => 84;
public override uint ActionId => 100411;
public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 18 + 18 + 18;
public override bool CanUse(Simulator s) =>
// BasicTouch.DurabilityCost vv vv StandardTouch.DurabilityCost
base.CanUse(s) && VerifyDurability3(s, 10, 10);
private static readonly BasicTouch ActionA = new();
private static readonly StandardTouch ActionB = new();
private static readonly AdvancedTouch ActionC = new();
public override void Use(Simulator s)
{
s.ExecuteForced(ActionType.BasicTouch, ActionA);
s.ExecuteForced(ActionType.StandardTouch, ActionB);
ActionC.Use(s);
}
public override string GetTooltip(Simulator s, bool addUsability) =>
$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}\n{ActionC.GetTooltip(s, addUsability)}";
public override ActionType ActionTypeA => ActionType.StandardTouchCombo;
public override ActionType ActionTypeB => ActionType.AdvancedTouch;
}
+5 -50
View File
@@ -44,6 +44,11 @@ public abstract class BaseAction
if (IncreasesStepCount)
s.IncreaseStepCount();
s.ActionStates.MutateState(this);
s.ActionCount++;
s.ActiveEffects.DecrementDuration();
}
public virtual void UseSuccess(Simulator s)
@@ -80,54 +85,4 @@ public abstract class BaseAction
builder.AppendLine($"{s.CalculateSuccessRate(SuccessRate(s)) * 100:##}%% Success Rate");
return builder.ToString();
}
private static bool VerifyDurability2(int durabilityA, int durability, Effects effects)
{
var wasteNots = effects.HasEffect(EffectType.WasteNot) || effects.HasEffect(EffectType.WasteNot2);
// -A
durability -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
if (durability <= 0)
return false;
// If we can do the first action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability2(SimulationState s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability2(Simulator s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, Effects effects)
{
var wasteNots = Math.Max(effects.GetDuration(EffectType.WasteNot), effects.GetDuration(EffectType.WasteNot2));
var manips = effects.HasEffect(EffectType.Manipulation);
durability -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
if (manips)
durability += 5;
if (wasteNots > 0)
wasteNots--;
durability -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
// If we can do the second action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(SimulationState s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
}
+62
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@@ -0,0 +1,62 @@
namespace Craftimizer.Simulator.Actions;
public abstract class BaseComboAction : BaseAction
{
public abstract ActionType ActionTypeA { get; }
public abstract ActionType ActionTypeB { get; }
public sealed override ActionCategory Category => ActionCategory.Combo;
protected bool BaseCanUse(Simulator s) =>
base.CanUse(s);
private static bool VerifyDurability2(int durabilityA, int durability, Effects effects)
{
var wasteNots = effects.HasEffect(EffectType.WasteNot) || effects.HasEffect(EffectType.WasteNot2);
// -A
durability -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
if (durability <= 0)
return false;
// If we can do the first action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability2(SimulationState s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability2(Simulator s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, Effects effects)
{
var wasteNots = Math.Max(effects.GetDuration(EffectType.WasteNot), effects.GetDuration(EffectType.WasteNot2));
var manips = effects.HasEffect(EffectType.Manipulation);
durability -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
if (manips)
durability += 5;
if (wasteNots > 0)
wasteNots--;
durability -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
// If we can do the second action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(SimulationState s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
}
+27
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@@ -0,0 +1,27 @@
namespace Craftimizer.Simulator.Actions;
internal abstract class BaseComboAction<A, B> : BaseComboAction where A : BaseAction, new() where B : BaseAction, new()
{
protected static readonly A ActionA = new();
protected static readonly B ActionB = new();
public override int Level => ActionB.Level;
public override uint ActionId => ActionB.ActionId;
public override bool IncreasesProgress => ActionA.IncreasesProgress || ActionB.IncreasesProgress;
public override bool IncreasesQuality => ActionA.IncreasesQuality || ActionB.IncreasesQuality;
public override int CPCost(Simulator s) => ActionA.CPCost(s) + ActionB.CPCost(s);
public override bool CanUse(Simulator s) =>
BaseCanUse(s) && VerifyDurability2(s, ActionA.DurabilityCost);
public override void Use(Simulator s)
{
ActionA.Use(s);
ActionB.Use(s);
}
public override string GetTooltip(Simulator s, bool addUsability) =>
$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}";
}
+3 -24
View File
@@ -1,28 +1,7 @@
namespace Craftimizer.Simulator.Actions;
// Observe -> Focused Synthesis
internal sealed class FocusedSynthesisCombo : BaseAction
internal sealed class FocusedSynthesisCombo : BaseComboAction<Observe, FocusedSynthesis>
{
public override ActionCategory Category => ActionCategory.Combo;
public override int Level => 67;
public override uint ActionId => 100235;
public override bool IncreasesProgress => true;
public override int CPCost(Simulator s) => 7 + 5;
public override bool CanUse(Simulator s) =>
// Observe.DurabilityCost v
base.CanUse(s) && VerifyDurability2(s, 0);
private static readonly Observe ActionA = new();
private static readonly FocusedSynthesis ActionB = new();
public override void Use(Simulator s)
{
s.ExecuteForced(ActionType.Observe, ActionA);
ActionB.Use(s);
}
public override string GetTooltip(Simulator s, bool addUsability) =>
$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}";
public override ActionType ActionTypeA => ActionType.Observe;
public override ActionType ActionTypeB => ActionType.FocusedSynthesis;
}
+3 -24
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@@ -1,28 +1,7 @@
namespace Craftimizer.Simulator.Actions;
// Observe -> Focused Touch
internal sealed class FocusedTouchCombo : BaseAction
internal sealed class FocusedTouchCombo : BaseComboAction<Observe, FocusedTouch>
{
public override ActionCategory Category => ActionCategory.Combo;
public override int Level => 68;
public override uint ActionId => 100243;
public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 7 + 18;
public override bool CanUse(Simulator s) =>
// Observe.DurabilityCost v
base.CanUse(s) && VerifyDurability2(s, 0);
private static readonly Observe ActionA = new();
private static readonly FocusedTouch ActionB = new();
public override void Use(Simulator s)
{
s.ExecuteForced(ActionType.Observe, ActionA);
ActionB.Use(s);
}
public override string GetTooltip(Simulator s, bool addUsability) =>
$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}";
public override ActionType ActionTypeA => ActionType.Observe;
public override ActionType ActionTypeB => ActionType.FocusedTouch;
}
+3 -24
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@@ -1,28 +1,7 @@
namespace Craftimizer.Simulator.Actions;
// Basic Touch -> Standard Touch
internal sealed class StandardTouchCombo : BaseAction
internal sealed class StandardTouchCombo : BaseComboAction<BasicTouch, StandardTouch>
{
public override ActionCategory Category => ActionCategory.Combo;
public override int Level => 18;
public override uint ActionId => 100004;
public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 18 + 18;
public override bool CanUse(Simulator s) =>
// BasicTouch.DurabilityCost vv
base.CanUse(s) && VerifyDurability2(s, 10);
private static readonly BasicTouch ActionA = new();
private static readonly StandardTouch ActionB = new();
public override void Use(Simulator s)
{
s.ExecuteForced(ActionType.BasicTouch, ActionA);
ActionB.Use(s);
}
public override string GetTooltip(Simulator s, bool addUsability) =>
$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}";
public override ActionType ActionTypeA => ActionType.BasicTouch;
public override ActionType ActionTypeB => ActionType.StandardTouch;
}