Replace ActionHistory with persistent ActionStatuses
This commit is contained in:
@@ -122,16 +122,17 @@ public class SimulatorWindow : Window
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}
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ImGuiHelpers.ScaledDummy(5);
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{
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var i = 0;
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foreach (var action in State.ActionHistory)
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{
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var baseAction = action.With(Simulation);
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ImGui.Image(action.GetIcon(ClassJob.Carpenter).ImGuiHandle, new Vector2(ImGui.GetFontSize() * 2f));
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if (ImGui.IsItemHovered())
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ImGui.SetTooltip($"{action.GetName(ClassJob.Carpenter)}\n{baseAction.GetTooltip(false)}");
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if (++i % 5 != 0)
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ImGui.SameLine();
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}
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ImGui.Text("TODO: Action History");
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//var i = 0;
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//foreach (var action in State.ActionHistory)
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//{
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// var baseAction = action.With(Simulation);
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// ImGui.Image(action.GetIcon(ClassJob.Carpenter).ImGuiHandle, new Vector2(ImGui.GetFontSize() * 2f));
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// if (ImGui.IsItemHovered())
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// ImGui.SetTooltip($"{action.GetName(ClassJob.Carpenter)}\n{baseAction.GetTooltip(false)}");
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// if (++i % 5 != 0)
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// ImGui.SameLine();
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//}
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}
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ImGui.EndChild();
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ImGui.EndTable();
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@@ -0,0 +1,29 @@
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using Craftimizer.Simulator.Actions;
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namespace Craftimizer.Simulator;
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public record struct ActionStates
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{
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public byte TouchComboIdx { get; set; }
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public byte CarefulObservationCount { get; set; }
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public bool UsedHeartAndSoul { get; set; }
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public bool Observed { get; set; }
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public void MutateState(ActionType action)
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{
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if (action == ActionType.BasicTouch)
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TouchComboIdx = 1;
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else if (TouchComboIdx == 1 && action == ActionType.StandardTouch)
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TouchComboIdx = 2;
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else
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TouchComboIdx = 0;
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if (action == ActionType.CarefulObservation)
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CarefulObservationCount++;
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if (action == ActionType.HeartAndSoul)
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UsedHeartAndSoul = true;
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Observed = action == ActionType.Observe;
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}
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}
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@@ -6,7 +6,7 @@ internal sealed class AdvancedTouch : BaseAction
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public override int Level => 84;
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public override uint ActionId => 100411;
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public override int CPCost => Simulation.IsPreviousAction(ActionType.StandardTouch) && Simulation.IsPreviousAction(ActionType.BasicTouch, 2) ? 18 : 46;
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public override int CPCost => Simulation.ActionStates.TouchComboIdx == 2 ? 18 : 46;
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public override float Efficiency => 1.50f;
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public override bool IncreasesQuality => true;
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}
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@@ -10,7 +10,7 @@ internal sealed class CarefulObservation : BaseAction
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public override int DurabilityCost => 0;
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public override bool IncreasesStepCount => false;
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public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.CountPreviousAction(ActionType.CarefulObservation) < 3;
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public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.ActionStates.CarefulObservationCount < 3;
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public override void UseSuccess() =>
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Simulation.StepCondition();
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@@ -9,5 +9,5 @@ internal sealed class FocusedSynthesis : BaseAction
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public override int CPCost => 5;
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public override float Efficiency => 2.00f;
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public override bool IncreasesProgress => true;
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public override float SuccessRate => Simulation.IsPreviousAction(ActionType.Observe) ? 1.00f : 0.50f;
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public override float SuccessRate => Simulation.ActionStates.Observed ? 1.00f : 0.50f;
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}
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@@ -9,5 +9,5 @@ internal sealed class FocusedTouch : BaseAction
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public override int CPCost => 18;
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public override float Efficiency => 1.50f;
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public override bool IncreasesQuality => true;
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public override float SuccessRate => Simulation.IsPreviousAction(ActionType.Observe) ? 1.00f : 0.50f;
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public override float SuccessRate => Simulation.ActionStates.Observed ? 1.00f : 0.50f;
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}
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@@ -11,5 +11,5 @@ internal sealed class HeartAndSoul : BaseBuffAction
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public override EffectType Effect => EffectType.HeartAndSoul;
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public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.CountPreviousAction(ActionType.HeartAndSoul) == 0;
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public override bool CanUse => Simulation.Input.Stats.IsSpecialist && !Simulation.ActionStates.UsedHeartAndSoul;
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}
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@@ -6,7 +6,7 @@ internal sealed class StandardTouch : BaseAction
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public override int Level => 18;
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public override uint ActionId => 100004;
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public override int CPCost => Simulation.IsPreviousAction(ActionType.BasicTouch) ? 18 : 32;
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public override int CPCost => Simulation.ActionStates.TouchComboIdx == 1 ? 18 : 32;
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public override float Efficiency => 1.25f;
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public override bool IncreasesQuality => true;
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}
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@@ -6,8 +6,7 @@ public readonly record struct SimulationState
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{
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public SimulationInput Input { get; init; }
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public int ActionCount => ActionHistory.Count;
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public int ActionCount { get; init; }
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public int StepCount { get; init; }
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public int Progress { get; init; }
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public int Quality { get; init; }
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@@ -15,7 +14,7 @@ public readonly record struct SimulationState
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public int CP { get; init; }
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public Condition Condition { get; init; }
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public Effects ActiveEffects { get; init; }
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public List<ActionType> ActionHistory { get; init; }
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public ActionStates ActionStates { get; init; }
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// https://github.com/ffxiv-teamcraft/simulator/blob/0682dfa76043ff4ccb38832c184d046ceaff0733/src/model/tables.ts#L2
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private static readonly int[] HQPercentTable = {
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@@ -39,6 +38,7 @@ public readonly record struct SimulationState
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CP = Input.Stats.CP;
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Condition = Condition.Normal;
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ActiveEffects = new();
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ActionHistory = new();
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ActionCount = 0;
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ActionStates = new();
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}
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}
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+8
-10
@@ -5,6 +5,7 @@ namespace Craftimizer.Simulator;
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public class Simulator
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{
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public SimulationInput Input { get; private set; }
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public int ActionCount { get; private set; }
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public int StepCount { get; private set; }
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public int Progress { get; private set; }
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public int Quality { get; private set; }
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@@ -12,7 +13,7 @@ public class Simulator
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public int CP { get; private set; }
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public Condition Condition { get; private set; }
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public Effects ActiveEffects;
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public List<ActionType> ActionHistory { get; private set; }
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public ActionStates ActionStates;
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public bool IsFirstStep => StepCount == 0;
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@@ -41,6 +42,7 @@ public class Simulator
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private void Emplace(SimulationState state)
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{
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Input = state.Input;
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ActionCount = state.ActionCount;
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StepCount = state.StepCount;
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Progress = state.Progress;
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Quality = state.Quality;
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@@ -48,12 +50,13 @@ public class Simulator
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CP = state.CP;
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Condition = state.Condition;
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ActiveEffects = state.ActiveEffects;
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ActionHistory = new(state.ActionHistory);
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ActionStates = state.ActionStates;
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}
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private SimulationState Displace() => new()
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{
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Input = Input,
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ActionCount = ActionCount,
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StepCount = StepCount,
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Progress = Progress,
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Quality = Quality,
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@@ -61,7 +64,7 @@ public class Simulator
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CP = CP,
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Condition = Condition,
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ActiveEffects = ActiveEffects,
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ActionHistory = ActionHistory!,
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ActionStates = ActionStates,
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};
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public (ActionResponse Response, SimulationState NewState) Execute(SimulationState state, ActionType action)
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@@ -86,7 +89,8 @@ public class Simulator
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}
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baseAction.Use();
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ActionHistory!.Add(action);
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ActionStates.MutateState(action);
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ActionCount++;
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ActiveEffects.DecrementDuration();
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@@ -119,12 +123,6 @@ public class Simulator
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public bool HasEffect(EffectType effect) =>
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ActiveEffects.HasEffect(effect);
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public bool IsPreviousAction(ActionType action, int stepsBack = 1) =>
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ActionHistory!.Count >= stepsBack && ActionHistory[^stepsBack] == action;
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public int CountPreviousAction(ActionType action) =>
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ActionHistory!.Count(a => a == action);
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public virtual bool RollSuccessRaw(float successRate) =>
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successRate >= Input.Random.NextSingle();
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@@ -7,7 +7,7 @@ namespace Craftimizer.Solver.Crafty;
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public class Simulator : Sim
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{
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public new CompletionState CompletionState =>
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(ActionHistory.Count + 1) >= Solver.MaxStepCount ?
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(ActionCount + 1) >= Solver.MaxStepCount ?
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CompletionState.MaxActionCountReached :
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(CompletionState)base.CompletionState;
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public override bool IsComplete => CompletionState != CompletionState.Incomplete;
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@@ -65,7 +65,7 @@ public class Simulator : Sim
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return false;
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if (action == ActionType.Observe &&
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IsPreviousAction(ActionType.Observe))
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ActionStates.Observed)
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return false;
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if (action == ActionType.FinalAppraisal)
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@@ -78,7 +78,7 @@ public class Simulator : Sim
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return true;
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// only allow Focused moves after Observe
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if (IsPreviousAction(ActionType.Observe) &&
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if (ActionStates.Observed &&
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action != ActionType.FocusedSynthesis &&
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action != ActionType.FocusedTouch)
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return false;
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@@ -242,12 +242,13 @@ public class Solver
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// playout to a terminal state
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var currentState = Tree.Get(expandedIndex).State;
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var preCount = currentState.State.ActionCount;
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var actions = new List<ActionType>();
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while (true)
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{
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if (currentState.IsComplete)
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break;
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randomAction = currentState.AvailableActions.ElementAt(0);
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actions.Add(randomAction);
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currentState = Execute(currentState.State, randomAction, true);
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}
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@@ -257,7 +258,7 @@ public class Solver
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{
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if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Scores.MaxScore)
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{
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(var terminalIndex, _) = ExecuteActions(expandedIndex, currentState.State.ActionHistory.Skip(preCount).ToList(), true);
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(var terminalIndex, _) = ExecuteActions(expandedIndex, actions, true);
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return (terminalIndex, currentState.CompletionState, score);
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}
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}
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@@ -298,14 +299,13 @@ public class Solver
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{
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var actions = new List<ActionType>();
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var node = Tree.Get(0);
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while (node.Children.Count != 0) {
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while (node.Children.Count != 0)
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{
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var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Scores.MaxScore);
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node = Tree.Get(next_index);
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if (node.State.Action != null)
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{
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actions.Add(node.State.Action.Value);
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}
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}
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return (actions, node.State);
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}
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