Fixed ActionSet behavior

IndexOf might be killing the performance though..
This commit is contained in:
Asriel Camora
2023-06-19 08:52:25 -07:00
parent 5edec27977
commit 6d61e022b6
5 changed files with 175 additions and 246 deletions
+103 -100
View File
@@ -20,7 +20,7 @@ public class Simulator : Sim
public override bool RollSuccessRaw(float successRate) => successRate == 1;
public override void StepCondition() { }
private static readonly ActionType[] AcceptedActions = new[]
public static readonly ActionType[] AcceptedActions = new[]
{
ActionType.TrainedFinesse,
ActionType.PrudentSynthesis,
@@ -49,6 +49,105 @@ public class Simulator : Sim
ActionType.BasicTouch,
};
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L146
private bool CanUseAction(ActionType action, bool strict)
{
var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false;
// don't allow quality moves at max quality
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
return false;
if (action == ActionType.Observe &&
IsPreviousAction(ActionType.Observe))
return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict)
{
// always used Trained Eye if it's available
if (action == ActionType.TrainedEye)
return true;
// only allow Focused moves after Observe
if (IsPreviousAction(ActionType.Observe) &&
action != ActionType.FocusedSynthesis &&
action != ActionType.FocusedTouch)
return false;
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
HasEffect(EffectType.MuscleMemory) &&
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves under Veneration
if (HasEffect(EffectType.Veneration) &&
!baseAction.IncreasesProgress &&
baseAction.IncreasesQuality)
return false;
if (baseAction.IncreasesProgress)
{
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
if (would_finish)
{
// don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5))
return false;
}
else
{
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
if (HasEffect(EffectType.Innovation) &&
!baseAction.IncreasesQuality &&
baseAction.IncreasesProgress)
return false;
}
}
if (action == ActionType.ByregotsBlessing &&
GetEffectStrength(EffectType.InnerQuiet) <= 1)
return false;
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
return false;
if (action == ActionType.Observe &&
CP < 5)
return false;
if (action == ActionType.MastersMend &&
Input.Recipe.MaxDurability - Durability < 25)
return false;
if (action == ActionType.Manipulation &&
HasEffect(EffectType.Manipulation))
return false;
if (action == ActionType.GreatStrides &&
HasEffect(EffectType.GreatStrides))
return false;
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
return false;
}
return true;
}
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
public ActionSet AvailableActionsHeuristic(bool strict)
{
@@ -56,106 +155,10 @@ public class Simulator : Sim
return new();
ActionUtils.SetSimulation(this);
var a = AcceptedActions.Where(action =>
{
var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false;
// don't allow quality moves at max quality
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
return false;
if (action == ActionType.Observe &&
IsPreviousAction(ActionType.Observe))
return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict)
{
// always used Trained Eye if it's available
if (action == ActionType.TrainedEye)
return true;
// only allow Focused moves after Observe
if (IsPreviousAction(ActionType.Observe) &&
action != ActionType.FocusedSynthesis &&
action != ActionType.FocusedTouch)
return false;
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
HasEffect(EffectType.MuscleMemory) &&
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves under Veneration
if (HasEffect(EffectType.Veneration) &&
!baseAction.IncreasesProgress &&
baseAction.IncreasesQuality)
return false;
if (baseAction.IncreasesProgress)
{
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
if (would_finish)
{
// don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5))
return false;
}
else
{
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
if (HasEffect(EffectType.Innovation) &&
!baseAction.IncreasesQuality &&
baseAction.IncreasesProgress)
return false;
}
}
if (action == ActionType.ByregotsBlessing &&
GetEffectStrength(EffectType.InnerQuiet) <= 1)
return false;
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
return false;
if (action == ActionType.Observe &&
CP < 5)
return false;
if (action == ActionType.MastersMend &&
Input.Recipe.MaxDurability - Durability < 25)
return false;
if (action == ActionType.Manipulation &&
HasEffect(EffectType.Manipulation))
return false;
if (action == ActionType.GreatStrides &&
HasEffect(EffectType.GreatStrides))
return false;
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
return false;
}
return true;
});
var ret = new ActionSet();
foreach (var ac in a)
ret.SetFlag(ac);
foreach (var action in AcceptedActions)
if (CanUseAction(action, strict))
ret.AddAction(action);
return ret;
}
}