Optimize heuristic code slightly
This commit is contained in:
+110
-79
@@ -33,12 +33,27 @@ internal sealed class Simulator : SimulatorNoRandom
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this.maxStepCount = maxStepCount;
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}
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L146
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool CouldUseAction(BaseAction baseAction)
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{
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if (CalculateSuccessRate(baseAction.SuccessRate(this)) != 1)
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return false;
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// don't allow quality moves at max quality
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if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
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return false;
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return baseAction.CouldUse(this);
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}
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L146
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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// It's just a bunch of if statements, I would assume this is actually quite simple to follow
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#pragma warning disable MA0051 // Method is too long
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private bool CouldUseAction(ActionType action, BaseAction baseAction, bool strict)
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private bool ShouldUseAction(ActionType action, BaseAction baseAction)
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#pragma warning restore MA0051 // Method is too long
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{
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if (CalculateSuccessRate(baseAction.SuccessRate(this)) != 1)
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@@ -48,87 +63,84 @@ internal sealed class Simulator : SimulatorNoRandom
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if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
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return false;
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if (strict)
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// always use Trained Eye if it's available
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if (action == ActionType.TrainedEye)
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return baseAction.CouldUse(this);
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// don't allow quality moves under Muscle Memory for difficult crafts
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if (Input.Recipe.ClassJobLevel == 90 &&
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HasEffect(EffectType.MuscleMemory) &&
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baseAction.IncreasesQuality)
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return false;
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// use First Turn actions if it's available and the craft is difficult
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if (IsFirstStep &&
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Input.Recipe.ClassJobLevel == 90 &&
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baseAction.Category != ActionCategory.FirstTurn &&
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CP > 10)
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return false;
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// don't allow combo actions if the combo is already in progress
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if (ActionStates.TouchComboIdx != 0 &&
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(action == ActionType.StandardTouchCombo || action == ActionType.AdvancedTouchCombo))
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return false;
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// don't allow pure quality moves under Veneration
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if (HasEffect(EffectType.Veneration) &&
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!baseAction.IncreasesProgress &&
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baseAction.IncreasesQuality)
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return false;
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// don't allow pure quality moves when it won't be able to finish the craft
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if (baseAction.IncreasesQuality &&
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CalculateDurabilityCost(baseAction.DurabilityCost) > Durability)
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return false;
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if (baseAction.IncreasesProgress)
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{
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// always use Trained Eye if it's available
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if (action == ActionType.TrainedEye)
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return baseAction.CouldUse(this);
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var progressIncrease = CalculateProgressGain(baseAction.Efficiency(this));
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var wouldFinish = Progress + progressIncrease >= Input.Recipe.MaxProgress;
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// don't allow quality moves under Muscle Memory for difficult crafts
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if (Input.Recipe.ClassJobLevel == 90 &&
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HasEffect(EffectType.MuscleMemory) &&
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baseAction.IncreasesQuality)
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return false;
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// use First Turn actions if it's available and the craft is difficult
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if (IsFirstStep &&
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Input.Recipe.ClassJobLevel == 90 &&
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baseAction.Category != ActionCategory.FirstTurn &&
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CP > 10)
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return false;
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// don't allow combo actions if the combo is already in progress
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if (ActionStates.TouchComboIdx != 0 &&
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(action == ActionType.StandardTouchCombo || action == ActionType.AdvancedTouchCombo))
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return false;
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// don't allow pure quality moves under Veneration
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if (HasEffect(EffectType.Veneration) &&
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!baseAction.IncreasesProgress &&
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baseAction.IncreasesQuality)
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return false;
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// don't allow pure quality moves when it won't be able to finish the craft
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if (baseAction.IncreasesQuality &&
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CalculateDurabilityCost(baseAction.DurabilityCost) > Durability)
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return false;
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if (baseAction.IncreasesProgress)
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if (wouldFinish)
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{
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var progressIncrease = CalculateProgressGain(baseAction.Efficiency(this));
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var wouldFinish = Progress + progressIncrease >= Input.Recipe.MaxProgress;
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if (wouldFinish)
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{
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// don't allow finishing the craft if there is significant quality remaining
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if (Quality < Input.Recipe.MaxQuality / 5)
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return false;
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}
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else
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{
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// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
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if (HasEffect(EffectType.Innovation) &&
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!baseAction.IncreasesQuality &&
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baseAction.IncreasesProgress)
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return false;
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}
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// don't allow finishing the craft if there is significant quality remaining
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if (Quality < Input.Recipe.MaxQuality / 5)
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return false;
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}
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else
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{
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// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
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if (HasEffect(EffectType.Innovation) &&
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!baseAction.IncreasesQuality &&
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baseAction.IncreasesProgress)
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return false;
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}
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if (action == ActionType.ByregotsBlessing &&
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GetEffectStrength(EffectType.InnerQuiet) <= 1)
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return false;
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if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
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(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
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return false;
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if (action == ActionType.MastersMend &&
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Input.Recipe.MaxDurability - Durability < 25)
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return false;
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if (action == ActionType.Manipulation &&
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HasEffect(EffectType.Manipulation))
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return false;
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if (action == ActionType.GreatStrides &&
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HasEffect(EffectType.GreatStrides))
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return false;
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if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
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(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
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return false;
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}
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if (action == ActionType.ByregotsBlessing &&
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GetEffectStrength(EffectType.InnerQuiet) <= 1)
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return false;
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if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
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(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
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return false;
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if (action == ActionType.MastersMend &&
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Input.Recipe.MaxDurability - Durability < 25)
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return false;
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if (action == ActionType.Manipulation &&
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HasEffect(EffectType.Manipulation))
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return false;
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if (action == ActionType.GreatStrides &&
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HasEffect(EffectType.GreatStrides))
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return false;
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if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
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(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
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return false;
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return baseAction.CouldUse(this);
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}
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@@ -139,9 +151,28 @@ internal sealed class Simulator : SimulatorNoRandom
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return new();
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var ret = new ActionSet();
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foreach (var (data, action) in actionPoolObjects)
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if (CouldUseAction(action, data, strict))
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ret.AddAction(action);
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if (strict)
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{
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foreach (var (data, action) in actionPoolObjects)
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{
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if (ShouldUseAction(action, data))
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ret.AddAction(action);
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}
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// If Trained Eye is possible, *always* use Trained Eye
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if (ret.HasAction(ActionType.TrainedEye))
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{
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ret = new();
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ret.AddAction(ActionType.TrainedEye);
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}
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}
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else
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{
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foreach (var (data, action) in actionPoolObjects)
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if (CouldUseAction(data))
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ret.AddAction(action);
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}
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return ret;
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}
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}
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