Replace ActionHistory with persistent ActionStatuses

This commit is contained in:
Asriel Camora
2023-06-20 22:37:59 -07:00
parent cdd4f5923e
commit 47c9339d56
12 changed files with 66 additions and 38 deletions
+29
View File
@@ -0,0 +1,29 @@
using Craftimizer.Simulator.Actions;
namespace Craftimizer.Simulator;
public record struct ActionStates
{
public byte TouchComboIdx { get; set; }
public byte CarefulObservationCount { get; set; }
public bool UsedHeartAndSoul { get; set; }
public bool Observed { get; set; }
public void MutateState(ActionType action)
{
if (action == ActionType.BasicTouch)
TouchComboIdx = 1;
else if (TouchComboIdx == 1 && action == ActionType.StandardTouch)
TouchComboIdx = 2;
else
TouchComboIdx = 0;
if (action == ActionType.CarefulObservation)
CarefulObservationCount++;
if (action == ActionType.HeartAndSoul)
UsedHeartAndSoul = true;
Observed = action == ActionType.Observe;
}
}
+1 -1
View File
@@ -6,7 +6,7 @@ internal sealed class AdvancedTouch : BaseAction
public override int Level => 84;
public override uint ActionId => 100411;
public override int CPCost => Simulation.IsPreviousAction(ActionType.StandardTouch) && Simulation.IsPreviousAction(ActionType.BasicTouch, 2) ? 18 : 46;
public override int CPCost => Simulation.ActionStates.TouchComboIdx == 2 ? 18 : 46;
public override float Efficiency => 1.50f;
public override bool IncreasesQuality => true;
}
+1 -1
View File
@@ -10,7 +10,7 @@ internal sealed class CarefulObservation : BaseAction
public override int DurabilityCost => 0;
public override bool IncreasesStepCount => false;
public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.CountPreviousAction(ActionType.CarefulObservation) < 3;
public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.ActionStates.CarefulObservationCount < 3;
public override void UseSuccess() =>
Simulation.StepCondition();
+1 -1
View File
@@ -9,5 +9,5 @@ internal sealed class FocusedSynthesis : BaseAction
public override int CPCost => 5;
public override float Efficiency => 2.00f;
public override bool IncreasesProgress => true;
public override float SuccessRate => Simulation.IsPreviousAction(ActionType.Observe) ? 1.00f : 0.50f;
public override float SuccessRate => Simulation.ActionStates.Observed ? 1.00f : 0.50f;
}
+1 -1
View File
@@ -9,5 +9,5 @@ internal sealed class FocusedTouch : BaseAction
public override int CPCost => 18;
public override float Efficiency => 1.50f;
public override bool IncreasesQuality => true;
public override float SuccessRate => Simulation.IsPreviousAction(ActionType.Observe) ? 1.00f : 0.50f;
public override float SuccessRate => Simulation.ActionStates.Observed ? 1.00f : 0.50f;
}
+1 -1
View File
@@ -11,5 +11,5 @@ internal sealed class HeartAndSoul : BaseBuffAction
public override EffectType Effect => EffectType.HeartAndSoul;
public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.CountPreviousAction(ActionType.HeartAndSoul) == 0;
public override bool CanUse => Simulation.Input.Stats.IsSpecialist && !Simulation.ActionStates.UsedHeartAndSoul;
}
+1 -1
View File
@@ -6,7 +6,7 @@ internal sealed class StandardTouch : BaseAction
public override int Level => 18;
public override uint ActionId => 100004;
public override int CPCost => Simulation.IsPreviousAction(ActionType.BasicTouch) ? 18 : 32;
public override int CPCost => Simulation.ActionStates.TouchComboIdx == 1 ? 18 : 32;
public override float Efficiency => 1.25f;
public override bool IncreasesQuality => true;
}
+4 -4
View File
@@ -6,8 +6,7 @@ public readonly record struct SimulationState
{
public SimulationInput Input { get; init; }
public int ActionCount => ActionHistory.Count;
public int ActionCount { get; init; }
public int StepCount { get; init; }
public int Progress { get; init; }
public int Quality { get; init; }
@@ -15,7 +14,7 @@ public readonly record struct SimulationState
public int CP { get; init; }
public Condition Condition { get; init; }
public Effects ActiveEffects { get; init; }
public List<ActionType> ActionHistory { get; init; }
public ActionStates ActionStates { get; init; }
// https://github.com/ffxiv-teamcraft/simulator/blob/0682dfa76043ff4ccb38832c184d046ceaff0733/src/model/tables.ts#L2
private static readonly int[] HQPercentTable = {
@@ -39,6 +38,7 @@ public readonly record struct SimulationState
CP = Input.Stats.CP;
Condition = Condition.Normal;
ActiveEffects = new();
ActionHistory = new();
ActionCount = 0;
ActionStates = new();
}
}
+8 -10
View File
@@ -5,6 +5,7 @@ namespace Craftimizer.Simulator;
public class Simulator
{
public SimulationInput Input { get; private set; }
public int ActionCount { get; private set; }
public int StepCount { get; private set; }
public int Progress { get; private set; }
public int Quality { get; private set; }
@@ -12,7 +13,7 @@ public class Simulator
public int CP { get; private set; }
public Condition Condition { get; private set; }
public Effects ActiveEffects;
public List<ActionType> ActionHistory { get; private set; }
public ActionStates ActionStates;
public bool IsFirstStep => StepCount == 0;
@@ -41,6 +42,7 @@ public class Simulator
private void Emplace(SimulationState state)
{
Input = state.Input;
ActionCount = state.ActionCount;
StepCount = state.StepCount;
Progress = state.Progress;
Quality = state.Quality;
@@ -48,12 +50,13 @@ public class Simulator
CP = state.CP;
Condition = state.Condition;
ActiveEffects = state.ActiveEffects;
ActionHistory = new(state.ActionHistory);
ActionStates = state.ActionStates;
}
private SimulationState Displace() => new()
{
Input = Input,
ActionCount = ActionCount,
StepCount = StepCount,
Progress = Progress,
Quality = Quality,
@@ -61,7 +64,7 @@ public class Simulator
CP = CP,
Condition = Condition,
ActiveEffects = ActiveEffects,
ActionHistory = ActionHistory!,
ActionStates = ActionStates,
};
public (ActionResponse Response, SimulationState NewState) Execute(SimulationState state, ActionType action)
@@ -86,7 +89,8 @@ public class Simulator
}
baseAction.Use();
ActionHistory!.Add(action);
ActionStates.MutateState(action);
ActionCount++;
ActiveEffects.DecrementDuration();
@@ -119,12 +123,6 @@ public class Simulator
public bool HasEffect(EffectType effect) =>
ActiveEffects.HasEffect(effect);
public bool IsPreviousAction(ActionType action, int stepsBack = 1) =>
ActionHistory!.Count >= stepsBack && ActionHistory[^stepsBack] == action;
public int CountPreviousAction(ActionType action) =>
ActionHistory!.Count(a => a == action);
public virtual bool RollSuccessRaw(float successRate) =>
successRate >= Input.Random.NextSingle();