Added simulator ToString impls (similar to records)
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@@ -28,4 +28,7 @@ public struct ActionStates
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Observed = action == ActionType.Observe;
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}
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public override readonly string ToString() =>
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$"ActionStates {{ TouchComboIdx = {TouchComboIdx}, CarefulObservationCount = {CarefulObservationCount}, UsedHeartAndSoul = {UsedHeartAndSoul}, Observed = {Observed} }}";
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}
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@@ -113,4 +113,7 @@ public struct Effects
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if (Manipulation > 0)
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Manipulation--;
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}
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public override readonly string ToString() =>
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$"Effects {{ InnerQuiet = {InnerQuiet}, WasteNot = {WasteNot}, Veneration = {Veneration}, GreatStrides = {GreatStrides}, Innovation = {Innovation}, FinalAppraisal = {FinalAppraisal}, WasteNot2 = {WasteNot2}, MuscleMemory = {MuscleMemory}, Manipulation = {Manipulation}, HeartAndSoul = {HeartAndSoul} }}";
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}
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@@ -38,4 +38,7 @@ public sealed class SimulationInput
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}
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public Condition[] AvailableConditions => ConditionUtils.GetPossibleConditions(Recipe.ConditionsFlag);
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public override string ToString() =>
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$"SimulationInput {{ Stats = {Stats}, Recipe = {Recipe}, Random = {Random}, StartingQuality = {StartingQuality}, BaseProgressGain = {BaseProgressGain}, BaseQualityGain = {BaseQualityGain} }}";
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}
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@@ -42,4 +42,7 @@ public struct SimulationState
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ActionCount = 0;
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ActionStates = new();
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}
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public override readonly string ToString() =>
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$"SimulationState {{ Input = {Input}, ActionCount = {ActionCount}, StepCount = {StepCount}, Progress = {Progress}, Quality = {Quality}, Durability = {Durability}, CP = {CP}, Condition = {Condition}, ActiveEffects = {ActiveEffects}, ActionStates = {ActionStates} }}";
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}
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@@ -39,6 +39,11 @@ public class Simulator
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State = state;
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}
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public void SetState(SimulationState state)
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{
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State = state;
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}
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public (ActionResponse Response, SimulationState NewState) Execute(SimulationState state, ActionType action)
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{
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State = state;
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