Remove threadlocal dependence

This commit is contained in:
Asriel Camora
2023-06-21 13:20:05 -07:00
parent 0f2267dabf
commit 5faaa02f1a
43 changed files with 279 additions and 244 deletions
+8 -21
View File
@@ -51,32 +51,19 @@ public static class ActionUtils
.ToArray();
}
public static void SetSimulation(Simulator simulation) =>
BaseAction.TLSSimulation = simulation;
public static BaseAction Base(this ActionType me) => Actions[(int)me];
public static BaseAction WithUnsafe(this ActionType me) => Actions[(int)me];
public static BaseAction With(this ActionType me, Simulator simulation)
{
SetSimulation(simulation);
return WithUnsafe(me);
}
public static IEnumerable<ActionType> AvailableActions(Simulator simulation)
{
if (simulation.IsComplete)
return Enumerable.Empty<ActionType>();
SetSimulation(simulation);
return Enum.GetValues<ActionType>()
.Where(a => WithUnsafe(a).CanUse);
}
public static IEnumerable<ActionType> AvailableActions(Simulator simulation) =>
simulation.IsComplete
? Enumerable.Empty<ActionType>()
: Enum.GetValues<ActionType>()
.Where(a => a.Base().CanUse(simulation));
public static int Level(this ActionType me) =>
WithUnsafe(me).Level;
me.Base().Level;
public static ActionCategory Category(this ActionType me) =>
WithUnsafe(me).Category;
me.Base().Category;
public static string IntName(this ActionType me) =>
me switch
+3 -2
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@@ -6,7 +6,8 @@ internal sealed class AdvancedTouch : BaseAction
public override int Level => 84;
public override uint ActionId => 100411;
public override int CPCost => Simulation.ActionStates.TouchComboIdx == 2 ? 18 : 46;
public override float Efficiency => 1.50f;
public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 2 ? 18 : 46;
public override float Efficiency(Simulator s) => 1.50f;
}
+33 -34
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@@ -4,79 +4,78 @@ namespace Craftimizer.Simulator.Actions;
public abstract class BaseAction
{
[ThreadStatic]
internal static Simulator? TLSSimulation;
protected static Simulator Simulation => TLSSimulation!;
// Non-instanced properties
// Metadata
public abstract ActionCategory Category { get; }
public abstract int Level { get; }
// Doesn't matter from which class, we'll use the sheet to extrapolate the rest
public abstract uint ActionId { get; }
// Instanced properties
public abstract int CPCost { get; }
public virtual float Efficiency => 0f;
// Action properties
public virtual bool IncreasesProgress => false;
public virtual bool IncreasesQuality => false;
public virtual float SuccessRate => 1f;
public virtual int DurabilityCost => 10;
public virtual bool IncreasesStepCount => true;
public virtual bool IsGuaranteedAction => SuccessRate == 1f;
public virtual bool CanUse =>
Simulation.Input.Stats.Level >= Level && Simulation.CP >= CPCost;
// Instanced properties
public abstract int CPCost(Simulator s);
public virtual float Efficiency(Simulator s) => 0f;
public virtual float SuccessRate(Simulator s) => 1f;
public virtual void Use()
public virtual bool CanUse(Simulator s) =>
s.Input.Stats.Level >= Level && s.CP >= CPCost(s);
public virtual void Use(Simulator s)
{
if (Simulation.RollSuccess(SuccessRate))
UseSuccess();
if (s.RollSuccess(SuccessRate(s)))
UseSuccess(s);
Simulation.ReduceCP(CPCost);
Simulation.ReduceDurability(DurabilityCost);
s.ReduceCP(CPCost(s));
s.ReduceDurability(DurabilityCost);
if (Simulation.Durability > 0)
if (s.Durability > 0)
{
if (Simulation.HasEffect(EffectType.Manipulation))
Simulation.RestoreDurability(5);
if (s.HasEffect(EffectType.Manipulation))
s.RestoreDurability(5);
}
if (IncreasesStepCount)
Simulation.IncreaseStepCount();
s.IncreaseStepCount();
}
public virtual void UseSuccess()
public virtual void UseSuccess(Simulator s)
{
if (Efficiency != 0f)
if (Efficiency(s) != 0f)
{
if (IncreasesProgress)
Simulation.IncreaseProgress(Efficiency);
s.IncreaseProgress(Efficiency(s));
if (IncreasesQuality)
Simulation.IncreaseQuality(Efficiency);
s.IncreaseQuality(Efficiency(s));
}
}
public virtual string GetTooltip(bool addUsability)
public virtual string GetTooltip(Simulator s, bool addUsability)
{
var builder = new StringBuilder();
if (addUsability && !CanUse)
if (addUsability && !CanUse(s))
builder.AppendLine($"Cannot Use");
builder.AppendLine($"Level {Level}");
if (CPCost != 0)
builder.AppendLine($"-{Simulation.CalculateCPCost(CPCost)} CP");
if (CPCost(s) != 0)
builder.AppendLine($"-{s.CalculateCPCost(CPCost(s))} CP");
if (DurabilityCost != 0)
builder.AppendLine($"-{Simulation.CalculateDurabilityCost(DurabilityCost)} Durability");
if (Efficiency != 0)
builder.AppendLine($"-{s.CalculateDurabilityCost(DurabilityCost)} Durability");
if (Efficiency(s) != 0)
{
if (IncreasesProgress)
builder.AppendLine($"+{Simulation.CalculateProgressGain(Efficiency)} Progress");
builder.AppendLine($"+{s.CalculateProgressGain(Efficiency(s))} Progress");
if (IncreasesQuality)
builder.AppendLine($"+{Simulation.CalculateQualityGain(Efficiency)} Quality");
builder.AppendLine($"+{s.CalculateQualityGain(Efficiency(s))} Quality");
}
if (!IncreasesStepCount)
builder.AppendLine($"Does Not Increase Step Count");
if (SuccessRate != 1f)
builder.AppendLine($"{Simulation.CalculateSuccessRate(SuccessRate) * 100}%% Success Rate");
if (SuccessRate(s) != 1f)
builder.AppendLine($"{s.CalculateSuccessRate(SuccessRate(s)) * 100}%% Success Rate");
return builder.ToString();
}
}
+6 -5
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@@ -4,17 +4,18 @@ namespace Craftimizer.Simulator.Actions;
internal abstract class BaseBuffAction : BaseAction
{
// Non-instanced properties
public abstract EffectType Effect { get; }
public virtual byte Duration => 1;
public override int DurabilityCost => 0;
public sealed override int DurabilityCost => 0;
public override void UseSuccess() =>
Simulation.AddEffect(Effect, Duration);
public override void UseSuccess(Simulator s) =>
s.AddEffect(Effect, Duration);
public override string GetTooltip(bool addUsability)
public sealed override string GetTooltip(Simulator s, bool addUsability)
{
var builder = new StringBuilder(base.GetTooltip(addUsability));
var builder = new StringBuilder(base.GetTooltip(s, addUsability));
builder.AppendLine($"{Duration} Steps");
return builder.ToString();
}
+4 -3
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@@ -6,8 +6,9 @@ internal sealed class BasicSynthesis : BaseAction
public override int Level => 1;
public override uint ActionId => 100001;
public override int CPCost => 0;
// Basic Synthesis Mastery Trait
public override float Efficiency => Simulation.Input.Stats.Level >= 31 ? 1.20f : 1.00f;
public override bool IncreasesProgress => true;
public override int CPCost(Simulator s) => 0;
// Basic Synthesis Mastery Trait
public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 31 ? 1.20f : 1.00f;
}
+3 -2
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@@ -6,7 +6,8 @@ internal sealed class BasicTouch : BaseAction
public override int Level => 5;
public override uint ActionId => 100002;
public override int CPCost => 18;
public override float Efficiency => 1.00f;
public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.00f;
}
+7 -6
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@@ -6,15 +6,16 @@ internal sealed class ByregotsBlessing : BaseAction
public override int Level => 50;
public override uint ActionId => 100339;
public override int CPCost => 24;
public override float Efficiency => 1.00f + (0.20f * Simulation.GetEffectStrength(EffectType.InnerQuiet));
public override bool IncreasesQuality => true;
public override bool CanUse => Simulation.HasEffect(EffectType.InnerQuiet) && base.CanUse;
public override int CPCost(Simulator s) => 24;
public override float Efficiency(Simulator s) => 1.00f + (0.20f * s.GetEffectStrength(EffectType.InnerQuiet));
public override void UseSuccess()
public override bool CanUse(Simulator s) => s.HasEffect(EffectType.InnerQuiet) && base.CanUse(s);
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
Simulation.RemoveEffect(EffectType.InnerQuiet);
base.UseSuccess(s);
s.RemoveEffect(EffectType.InnerQuiet);
}
}
+4 -4
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@@ -6,12 +6,12 @@ internal sealed class CarefulObservation : BaseAction
public override int Level => 55;
public override uint ActionId => 100395;
public override int CPCost => 0;
public override int DurabilityCost => 0;
public override bool IncreasesStepCount => false;
public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.ActionStates.CarefulObservationCount < 3;
public override int CPCost(Simulator s) => 0;
public override void UseSuccess() =>
Simulation.StepCondition();
public override bool CanUse(Simulator s) => s.Input.Stats.IsSpecialist && s.ActionStates.CarefulObservationCount < 3;
public override void UseSuccess(Simulator s) => s.StepCondition();
}
+4 -3
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@@ -6,8 +6,9 @@ internal sealed class CarefulSynthesis : BaseAction
public override int Level => 62;
public override uint ActionId => 100203;
public override int CPCost => 7;
// Careful Synthesis Mastery Trait
public override float Efficiency => Simulation.Input.Stats.Level >= 82 ? 1.80f : 1.50f;
public override bool IncreasesProgress => true;
public override int CPCost(Simulator s) => 7;
// Careful Synthesis Mastery Trait
public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 82 ? 1.80f : 1.50f;
}
+3 -2
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@@ -6,8 +6,9 @@ internal sealed class DelicateSynthesis : BaseAction
public override int Level => 76;
public override uint ActionId => 100323;
public override int CPCost => 32;
public override float Efficiency => 1.00f;
public override bool IncreasesProgress => true;
public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 32;
public override float Efficiency(Simulator s) => 1.00f;
}
+2 -1
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@@ -6,9 +6,10 @@ internal sealed class FinalAppraisal : BaseBuffAction
public override int Level => 42;
public override uint ActionId => 19012;
public override int CPCost => 1;
public override bool IncreasesStepCount => false;
public override EffectType Effect => EffectType.FinalAppraisal;
public override byte Duration => 5;
public override int CPCost(Simulator s) => 1;
}
+4 -3
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@@ -6,8 +6,9 @@ internal sealed class FocusedSynthesis : BaseAction
public override int Level => 67;
public override uint ActionId => 100235;
public override int CPCost => 5;
public override float Efficiency => 2.00f;
public override bool IncreasesProgress => true;
public override float SuccessRate => Simulation.ActionStates.Observed ? 1.00f : 0.50f;
public override int CPCost(Simulator s) => 5;
public override float Efficiency(Simulator s) => 2.00f;
public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f;
}
+4 -3
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@@ -6,8 +6,9 @@ internal sealed class FocusedTouch : BaseAction
public override int Level => 68;
public override uint ActionId => 100243;
public override int CPCost => 18;
public override float Efficiency => 1.50f;
public override bool IncreasesQuality => true;
public override float SuccessRate => Simulation.ActionStates.Observed ? 1.00f : 0.50f;
public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.50f;
public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f;
}
+2 -2
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@@ -6,8 +6,8 @@ internal sealed class GreatStrides : BaseBuffAction
public override int Level => 21;
public override uint ActionId => 260;
public override int CPCost => 32;
public override EffectType Effect => EffectType.GreatStrides;
public override byte Duration => 3;
public override int CPCost(Simulator s) => 32;
}
+8 -10
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@@ -6,16 +6,14 @@ internal sealed class Groundwork : BaseAction
public override int Level => 72;
public override uint ActionId => 100403;
public override int CPCost => 18;
// Groundwork Mastery Trait
public override float Efficiency
{
get
{
var ret = Simulation.Input.Stats.Level >= 86 ? 3.60f : 3.00f;
return Simulation.Durability < Simulation.CalculateDurabilityCost(DurabilityCost) ? ret / 2 : ret;
}
}
public override bool IncreasesProgress => true;
public override int DurabilityCost => 20;
public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s)
{
// Groundwork Mastery Trait
var ret = s.Input.Stats.Level >= 86 ? 3.60f : 3.00f;
return s.Durability < s.CalculateDurabilityCost(DurabilityCost) ? ret / 2 : ret;
}
}
+4 -3
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@@ -6,8 +6,9 @@ internal sealed class HastyTouch : BaseAction
public override int Level => 9;
public override uint ActionId => 100355;
public override int CPCost => 0;
public override float Efficiency => 1.00f;
public override bool IncreasesQuality => true;
public override float SuccessRate => 0.60f;
public override int CPCost(Simulator s) => 0;
public override float Efficiency(Simulator s) => 1.00f;
public override float SuccessRate(Simulator s) => 0.60f;
}
+3 -2
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@@ -6,10 +6,11 @@ internal sealed class HeartAndSoul : BaseBuffAction
public override int Level => 86;
public override uint ActionId => 100419;
public override int CPCost => 0;
public override bool IncreasesStepCount => false;
public override EffectType Effect => EffectType.HeartAndSoul;
public override bool CanUse => Simulation.Input.Stats.IsSpecialist && !Simulation.ActionStates.UsedHeartAndSoul;
public override int CPCost(Simulator s) => 0;
public override bool CanUse(Simulator s) => s.Input.Stats.IsSpecialist && !s.ActionStates.UsedHeartAndSoul;
}
+2 -2
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@@ -6,8 +6,8 @@ internal sealed class Innovation : BaseBuffAction
public override int Level => 26;
public override uint ActionId => 19004;
public override int CPCost => 18;
public override EffectType Effect => EffectType.Innovation;
public override byte Duration => 4;
public override int CPCost(Simulator s) => 18;
}
+10 -10
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@@ -6,19 +6,19 @@ internal sealed class IntensiveSynthesis : BaseAction
public override int Level => 78;
public override uint ActionId => 100315;
public override int CPCost => 6;
public override float Efficiency => 4.00f;
public override bool IncreasesProgress => true;
public override bool IsGuaranteedAction => false;
public override bool CanUse =>
(Simulation.Condition == Condition.Good || Simulation.Condition == Condition.Excellent || Simulation.HasEffect(EffectType.HeartAndSoul))
&& base.CanUse;
public override int CPCost(Simulator s) => 6;
public override float Efficiency(Simulator s) => 4.00f;
public override void UseSuccess()
public override bool CanUse(Simulator s) =>
(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
&& base.CanUse(s);
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
if (Simulation.Condition != Condition.Good && Simulation.Condition != Condition.Excellent)
Simulation.RemoveEffect(EffectType.HeartAndSoul);
base.UseSuccess(s);
if (s.Condition != Condition.Good && s.Condition != Condition.Excellent)
s.RemoveEffect(EffectType.HeartAndSoul);
}
}
+9 -9
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@@ -6,21 +6,21 @@ internal sealed class Manipulation : BaseBuffAction
public override int Level => 65;
public override uint ActionId => 4574;
public override int CPCost => 96;
public override EffectType Effect => EffectType.Manipulation;
public override byte Duration => 8;
public override void Use()
public override int CPCost(Simulator s) => 96;
public override void Use(Simulator s)
{
if (Simulation.HasEffect(EffectType.Manipulation))
Simulation.RestoreDurability(5);
if (s.HasEffect(EffectType.Manipulation))
s.RestoreDurability(5);
Simulation.ReduceCP(CPCost);
Simulation.ReduceDurability(DurabilityCost);
s.ReduceCP(CPCost(s));
s.ReduceDurability(DurabilityCost);
UseSuccess();
UseSuccess(s);
Simulation.IncreaseStepCount();
s.IncreaseStepCount();
}
}
+4 -3
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@@ -6,9 +6,10 @@ internal sealed class MastersMend : BaseAction
public override int Level => 7;
public override uint ActionId => 100003;
public override int CPCost => 88;
public override int DurabilityCost => 0;
public override void UseSuccess() =>
Simulation.RestoreDurability(30);
public override int CPCost(Simulator s) => 88;
public override void UseSuccess(Simulator s) =>
s.RestoreDurability(30);
}
+7 -6
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@@ -6,15 +6,16 @@ internal sealed class MuscleMemory : BaseAction
public override int Level => 54;
public override uint ActionId => 100379;
public override int CPCost => 6;
public override float Efficiency => 3.00f;
public override bool IncreasesProgress => true;
public override bool CanUse => Simulation.IsFirstStep && base.CanUse;
public override int CPCost(Simulator s) => 6;
public override float Efficiency(Simulator s) => 3.00f;
public override void UseSuccess()
public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
Simulation.AddEffect(EffectType.MuscleMemory, 5);
base.UseSuccess(s);
s.AddEffect(EffectType.MuscleMemory, 5);
}
}
+2 -1
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@@ -6,6 +6,7 @@ internal sealed class Observe : BaseAction
public override int Level => 13;
public override uint ActionId => 100010;
public override int CPCost => 7;
public override int DurabilityCost => 0;
public override int CPCost(Simulator s) => 7;
}
+11 -11
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@@ -6,20 +6,20 @@ internal sealed class PreciseTouch : BaseAction
public override int Level => 53;
public override uint ActionId => 100128;
public override int CPCost => 18;
public override float Efficiency => 1.50f;
public override bool IncreasesQuality => true;
public override bool IsGuaranteedAction => false;
public override bool CanUse =>
(Simulation.Condition == Condition.Good || Simulation.Condition == Condition.Excellent || Simulation.HasEffect(EffectType.HeartAndSoul))
&& base.CanUse;
public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.50f;
public override void UseSuccess()
public override bool CanUse(Simulator s) =>
(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
&& base.CanUse(s);
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
Simulation.StrengthenEffect(EffectType.InnerQuiet);
if (Simulation.Condition != Condition.Good && Simulation.Condition != Condition.Excellent)
Simulation.RemoveEffect(EffectType.HeartAndSoul);
base.UseSuccess(s);
s.StrengthenEffect(EffectType.InnerQuiet);
if (s.Condition != Condition.Good && s.Condition != Condition.Excellent)
s.RemoveEffect(EffectType.HeartAndSoul);
}
}
+6 -5
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@@ -6,14 +6,15 @@ internal sealed class PreparatoryTouch : BaseAction
public override int Level => 71;
public override uint ActionId => 100299;
public override int CPCost => 40;
public override float Efficiency => 2.00f;
public override bool IncreasesQuality => true;
public override int DurabilityCost => 20;
public override void UseSuccess()
public override int CPCost(Simulator s) => 40;
public override float Efficiency(Simulator s) => 2.00f;
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
Simulation.StrengthenEffect(EffectType.InnerQuiet);
base.UseSuccess(s);
s.StrengthenEffect(EffectType.InnerQuiet);
}
}
+6 -5
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@@ -6,12 +6,13 @@ internal sealed class PrudentSynthesis : BaseAction
public override int Level => 88;
public override uint ActionId => 100427;
public override int CPCost => 18;
public override float Efficiency => 1.80f;
public override bool IncreasesProgress => true;
public override int DurabilityCost => base.DurabilityCost / 2;
public override bool CanUse =>
!(Simulation.HasEffect(EffectType.WasteNot) || Simulation.HasEffect(EffectType.WasteNot2))
&& base.CanUse;
public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.80f;
public override bool CanUse(Simulator s) =>
!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
&& base.CanUse(s);
}
+6 -5
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@@ -6,12 +6,13 @@ internal sealed class PrudentTouch : BaseAction
public override int Level => 66;
public override uint ActionId => 100227;
public override int CPCost => 25;
public override float Efficiency => 1.00f;
public override bool IncreasesQuality => true;
public override int DurabilityCost => base.DurabilityCost / 2;
public override bool CanUse =>
!(Simulation.HasEffect(EffectType.WasteNot) || Simulation.HasEffect(EffectType.WasteNot2))
&& base.CanUse;
public override int CPCost(Simulator s) => 25;
public override float Efficiency(Simulator s) => 1.00f;
public override bool CanUse(Simulator s) =>
!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
&& base.CanUse(s);
}
+5 -4
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@@ -6,9 +6,10 @@ internal sealed class RapidSynthesis : BaseAction
public override int Level => 9;
public override uint ActionId => 100363;
public override int CPCost => 0;
// Rapid Synthesis Mastery Trait
public override float Efficiency => Simulation.Input.Stats.Level >= 63 ? 5.00f : 2.50f;
public override bool IncreasesProgress => true;
public override float SuccessRate => 0.50f;
public override int CPCost(Simulator s) => 0;
// Rapid Synthesis Mastery Trait
public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 63 ? 5.00f : 2.50f;
public override float SuccessRate(Simulator s) => 0.50f;
}
+7 -6
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@@ -6,15 +6,16 @@ internal sealed class Reflect : BaseAction
public override int Level => 69;
public override uint ActionId => 100387;
public override int CPCost => 6;
public override float Efficiency => 1.00f;
public override bool IncreasesQuality => true;
public override bool CanUse => Simulation.IsFirstStep && base.CanUse;
public override int CPCost(Simulator s) => 6;
public override float Efficiency(Simulator s) => 1.00f;
public override void UseSuccess()
public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
Simulation.StrengthenEffect(EffectType.InnerQuiet);
base.UseSuccess(s);
s.StrengthenEffect(EffectType.InnerQuiet);
}
}
+3 -2
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@@ -6,7 +6,8 @@ internal sealed class StandardTouch : BaseAction
public override int Level => 18;
public override uint ActionId => 100004;
public override int CPCost => Simulation.ActionStates.TouchComboIdx == 1 ? 18 : 32;
public override float Efficiency => 1.25f;
public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 1 ? 18 : 32;
public override float Efficiency(Simulator s) => 1.25f;
}
+9 -8
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@@ -6,15 +6,16 @@ internal sealed class TrainedEye : BaseAction
public override int Level => 80;
public override uint ActionId => 100283;
public override int CPCost => 250;
public override bool IncreasesQuality => true;
public override bool CanUse =>
Simulation.IsFirstStep &&
!Simulation.Input.Recipe.IsExpert &&
Simulation.Input.Stats.Level >= (Simulation.Input.Recipe.ClassJobLevel + 10) &&
base.CanUse;
public override int CPCost(Simulator s) => 250;
public override void UseSuccess() =>
Simulation.IncreaseQualityRaw(Simulation.Input.Recipe.MaxQuality - Simulation.Quality);
public override bool CanUse(Simulator s) =>
s.IsFirstStep &&
!s.Input.Recipe.IsExpert &&
s.Input.Stats.Level >= (s.Input.Recipe.ClassJobLevel + 10) &&
base.CanUse(s);
public override void UseSuccess(Simulator s) =>
s.IncreaseQualityRaw(s.Input.Recipe.MaxQuality - s.Quality);
}
+6 -5
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@@ -6,12 +6,13 @@ internal sealed class TrainedFinesse : BaseAction
public override int Level => 90;
public override uint ActionId => 100435;
public override int CPCost => 32;
public override float Efficiency => 1.00f;
public override bool IncreasesQuality => true;
public override int DurabilityCost => 0;
public override bool CanUse =>
Simulation.GetEffectStrength(EffectType.InnerQuiet) == 10
&& base.CanUse;
public override int CPCost(Simulator s) => 32;
public override float Efficiency(Simulator s) => 1.00f;
public override bool CanUse(Simulator s) =>
s.GetEffectStrength(EffectType.InnerQuiet) == 10
&& base.CanUse(s);
}
+9 -9
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@@ -6,18 +6,18 @@ internal sealed class TricksOfTheTrade : BaseAction
public override int Level => 13;
public override uint ActionId => 100371;
public override int CPCost => 0;
public override int DurabilityCost => 0;
public override bool IsGuaranteedAction => false;
public override bool CanUse =>
(Simulation.Condition == Condition.Good || Simulation.Condition == Condition.Excellent || Simulation.HasEffect(EffectType.HeartAndSoul))
&& base.CanUse;
public override int CPCost(Simulator s) => 0;
public override void UseSuccess()
public override bool CanUse(Simulator s) =>
(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
&& base.CanUse(s);
public override void UseSuccess(Simulator s)
{
Simulation.RestoreCP(20);
if (Simulation.Condition != Condition.Good && Simulation.Condition != Condition.Excellent)
Simulation.RemoveEffect(EffectType.HeartAndSoul);
s.RestoreCP(20);
if (s.Condition != Condition.Good && s.Condition != Condition.Excellent)
s.RemoveEffect(EffectType.HeartAndSoul);
}
}
+2 -3
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@@ -6,9 +6,8 @@ internal sealed class Veneration : BaseBuffAction
public override int Level => 15;
public override uint ActionId => 19297;
public override int CPCost => 18;
public override int DurabilityCost => 0;
public override EffectType Effect => EffectType.Veneration;
public override byte Duration => 4;
public override int CPCost(Simulator s) => 18;
}
+5 -5
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@@ -6,14 +6,14 @@ internal sealed class WasteNot : BaseBuffAction
public override int Level => 15;
public override uint ActionId => 4631;
public override int CPCost => 56;
public override EffectType Effect => EffectType.WasteNot;
public override byte Duration => 4;
public override void UseSuccess()
public override int CPCost(Simulator s) => 56;
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
Simulation.RemoveEffect(EffectType.WasteNot2);
base.UseSuccess(s);
s.RemoveEffect(EffectType.WasteNot2);
}
}
+5 -5
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@@ -6,14 +6,14 @@ internal sealed class WasteNot2 : BaseBuffAction
public override int Level => 47;
public override uint ActionId => 4639;
public override int CPCost => 98;
public override EffectType Effect => EffectType.WasteNot2;
public override byte Duration => 8;
public override void UseSuccess()
public override int CPCost(Simulator s) => 98;
public override void UseSuccess(Simulator s)
{
base.UseSuccess();
Simulation.RemoveEffect(EffectType.WasteNot);
base.UseSuccess(s);
s.RemoveEffect(EffectType.WasteNot);
}
}
+12 -1
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@@ -1,3 +1,5 @@
using System.Diagnostics.Contracts;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Craftimizer.Simulator;
@@ -16,6 +18,7 @@ public struct Effects
public byte Manipulation;
public bool HeartAndSoul;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetDuration(EffectType effect, byte duration)
{
switch (effect)
@@ -54,12 +57,15 @@ public struct Effects
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Strengthen(EffectType effect)
{
if (effect == EffectType.InnerQuiet && InnerQuiet < 10)
InnerQuiet++;
}
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly byte GetDuration(EffectType effect) =>
effect switch
{
@@ -76,13 +82,18 @@ public struct Effects
_ => 0
};
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly byte GetStrength(EffectType effect) =>
effect == EffectType.InnerQuiet ? InnerQuiet :
(byte)(GetDuration(effect) != 0 ? 1 : 0);
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool HasEffect(EffectType effect) =>
GetDuration(effect) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void DecrementDuration()
{
if (WasteNot > 0)
+4 -4
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@@ -50,17 +50,17 @@ public class Simulator
if (IsComplete)
return ActionResponse.SimulationComplete;
var baseAction = action.With(this);
if (!baseAction.CanUse)
var baseAction = action.Base();
if (!baseAction.CanUse(this))
{
if (baseAction.Level > Input.Stats.Level)
return ActionResponse.ActionNotUnlocked;
if (baseAction.CPCost > CP)
if (baseAction.CPCost(this) > CP)
return ActionResponse.NotEnoughCP;
return ActionResponse.CannotUseAction;
}
baseAction.Use();
baseAction.Use(this);
ActionStates.MutateState(action);
ActionCount++;