Tweak byregot scoring system, add bonuses to config
This commit is contained in:
@@ -12,8 +12,8 @@ internal sealed class AdvancedTouchCombo : BaseAction
|
||||
public override int CPCost(Simulator s) => 18 + 18 + 18;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
// BasicTouch.DurabilityCost vv vv StandardTouch.DurabilityCost
|
||||
base.CanUse(s) && StandardTouchCombo.VerifyDurability3(s, 10, 10);
|
||||
// BasicTouch.DurabilityCost vv vv StandardTouch.DurabilityCost
|
||||
base.CanUse(s) && VerifyDurability3(s, 10, 10);
|
||||
|
||||
private static readonly BasicTouch ActionA = new();
|
||||
private static readonly StandardTouch ActionB = new();
|
||||
|
||||
@@ -80,4 +80,54 @@ public abstract class BaseAction
|
||||
builder.AppendLine($"{s.CalculateSuccessRate(SuccessRate(s)) * 100:##}%% Success Rate");
|
||||
return builder.ToString();
|
||||
}
|
||||
|
||||
private static bool VerifyDurability2(int durabilityA, int durability, Effects effects)
|
||||
{
|
||||
var wasteNots = effects.HasEffect(EffectType.WasteNot) || effects.HasEffect(EffectType.WasteNot2);
|
||||
// -A
|
||||
durability -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
|
||||
if (durability <= 0)
|
||||
return false;
|
||||
|
||||
// If we can do the first action and still have durability left to survive to the next
|
||||
// step (even before the Manipulation modifier), we can certainly do the next action.
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool VerifyDurability2(SimulationState s, int durabilityA) =>
|
||||
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
|
||||
|
||||
public static bool VerifyDurability2(Simulator s, int durabilityA) =>
|
||||
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
|
||||
|
||||
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, Effects effects)
|
||||
{
|
||||
var wasteNots = Math.Max(effects.GetDuration(EffectType.WasteNot), effects.GetDuration(EffectType.WasteNot2));
|
||||
var manips = effects.HasEffect(EffectType.Manipulation);
|
||||
|
||||
durability -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
|
||||
if (durability <= 0)
|
||||
return false;
|
||||
|
||||
if (manips)
|
||||
durability += 5;
|
||||
|
||||
if (wasteNots > 0)
|
||||
wasteNots--;
|
||||
|
||||
durability -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
|
||||
|
||||
if (durability <= 0)
|
||||
return false;
|
||||
|
||||
// If we can do the second action and still have durability left to survive to the next
|
||||
// step (even before the Manipulation modifier), we can certainly do the next action.
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB) =>
|
||||
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
|
||||
|
||||
public static bool VerifyDurability3(SimulationState s, int durabilityA, int durabilityB) =>
|
||||
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
|
||||
}
|
||||
|
||||
@@ -12,8 +12,8 @@ internal sealed class FocusedSynthesisCombo : BaseAction
|
||||
public override int CPCost(Simulator s) => 7 + 5;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
// Observe.DurabilityCost v
|
||||
base.CanUse(s) && StandardTouchCombo.VerifyDurability2(s, 0);
|
||||
// Observe.DurabilityCost v
|
||||
base.CanUse(s) && VerifyDurability2(s, 0);
|
||||
|
||||
private static readonly Observe ActionA = new();
|
||||
private static readonly FocusedSynthesis ActionB = new();
|
||||
|
||||
@@ -12,8 +12,8 @@ internal sealed class FocusedTouchCombo : BaseAction
|
||||
public override int CPCost(Simulator s) => 7 + 18;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
// Observe.DurabilityCost v
|
||||
base.CanUse(s) && StandardTouchCombo.VerifyDurability2(s, 0);
|
||||
// Observe.DurabilityCost v
|
||||
base.CanUse(s) && VerifyDurability2(s, 0);
|
||||
|
||||
private static readonly Observe ActionA = new();
|
||||
private static readonly FocusedTouch ActionB = new();
|
||||
|
||||
@@ -25,45 +25,4 @@ internal sealed class StandardTouchCombo : BaseAction
|
||||
|
||||
public override string GetTooltip(Simulator s, bool addUsability) =>
|
||||
$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}";
|
||||
|
||||
public static bool VerifyDurability2(Simulator s, int durabilityA)
|
||||
{
|
||||
var d = s.Durability;
|
||||
var wasteNots = s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2);
|
||||
|
||||
// -A
|
||||
d -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
|
||||
if (d <= 0)
|
||||
return false;
|
||||
|
||||
// If we can do the first action and still have durability left to survive to the next
|
||||
// step (even before the Manipulation modifier), we can certainly do the next action.
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB)
|
||||
{
|
||||
var d = s.Durability;
|
||||
var wasteNots = Math.Max(s.GetEffectDuration(EffectType.WasteNot), s.GetEffectDuration(EffectType.WasteNot2));
|
||||
var manips = s.GetEffectDuration(EffectType.Manipulation);
|
||||
|
||||
d -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
|
||||
if (d <= 0)
|
||||
return false;
|
||||
|
||||
if (manips > 0)
|
||||
d += 5;
|
||||
|
||||
if (wasteNots > 0)
|
||||
wasteNots--;
|
||||
|
||||
d -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
|
||||
|
||||
if (d <= 0)
|
||||
return false;
|
||||
|
||||
// If we can do the second action and still have durability left to survive to the next
|
||||
// step (even before the Manipulation modifier), we can certainly do the next action.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user