Merge branch 'action-pool'
This commit is contained in:
+7
-57
@@ -7,69 +7,19 @@ namespace Craftimizer.Solver;
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public struct ActionSet
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{
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private uint bits;
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internal static ReadOnlySpan<ActionType> AcceptedActions => new[]
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{
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ActionType.StandardTouchCombo,
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ActionType.AdvancedTouchCombo,
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ActionType.FocusedTouchCombo,
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ActionType.FocusedSynthesisCombo,
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ActionType.TrainedFinesse,
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ActionType.PrudentSynthesis,
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ActionType.Groundwork,
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ActionType.AdvancedTouch,
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ActionType.CarefulSynthesis,
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ActionType.TrainedEye,
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ActionType.DelicateSynthesis,
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ActionType.PreparatoryTouch,
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ActionType.Reflect,
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ActionType.PrudentTouch,
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ActionType.Manipulation,
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ActionType.MuscleMemory,
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ActionType.ByregotsBlessing,
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ActionType.WasteNot2,
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ActionType.BasicSynthesis,
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ActionType.Innovation,
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ActionType.GreatStrides,
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ActionType.StandardTouch,
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ActionType.Veneration,
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ActionType.WasteNot,
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ActionType.MastersMend,
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ActionType.BasicTouch,
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};
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public static readonly int[] AcceptedActionsLUT;
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static ActionSet()
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{
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AcceptedActionsLUT = new int[Enum.GetValues<ActionType>().Length];
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for (var i = 0; i < AcceptedActionsLUT.Length; i++)
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AcceptedActionsLUT[i] = -1;
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for (var i = 0; i < AcceptedActions.Length; i++)
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AcceptedActionsLUT[(byte)AcceptedActions[i]] = i;
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}
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private ulong bits;
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int FromAction(ActionType action)
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{
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var ret = AcceptedActionsLUT[(byte)action];
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if (ret == -1)
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throw new ArgumentOutOfRangeException(nameof(action), action, $"Action {action} is unsupported in {nameof(ActionSet)}.");
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return ret;
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}
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private static int FromAction(ActionType action) => (byte)action;
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static ActionType ToAction(int index)
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{
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if (index < 0 || index >= AcceptedActions.Length)
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throw new ArgumentOutOfRangeException(nameof(index), index, $"Index {index} is out of range for {nameof(ActionSet)}.");
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return AcceptedActions[index];
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}
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private static ActionType ToAction(int index) => (ActionType)index;
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static uint ToMask(ActionType action) => 1u << (FromAction(action) + 1);
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private static ulong ToMask(ActionType action) => 1ul << FromAction(action);
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// Return true if action was newly added and not there before.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -96,7 +46,7 @@ public struct ActionSet
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public readonly bool HasAction(ActionType action) => (bits & ToMask(action)) != 0;
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly ActionType ElementAt(int index) => ToAction(Intrinsics.NthBitSet(bits, index) - 1);
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public readonly ActionType ElementAt(int index) => ToAction(Intrinsics.NthBitSet(bits, index));
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[Pure]
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public readonly int Count => BitOperations.PopCount(bits);
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+13
-10
@@ -4,31 +4,34 @@ using System.Runtime.CompilerServices;
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namespace Craftimizer.Solver;
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// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
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public struct ArenaBuffer<T> where T : struct
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public struct ArenaBuffer
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{
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// Technically 25, but it's very unlikely to actually get to there.
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// The benchmark reaches 20 at most, but here we have a little leeway just in case.
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private const int MaxSize = 24;
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internal const int MaxSize = 32;
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private static readonly int BatchSize = Vector<float>.Count;
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private static readonly int BatchSizeBits = int.Log2(BatchSize);
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private static readonly int BatchSizeMask = BatchSize - 1;
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internal static readonly int BatchSize = Vector<float>.Count;
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internal static readonly int BatchSizeBits = int.Log2(BatchSize);
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internal static readonly int BatchSizeMask = BatchSize - 1;
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private static readonly int BatchCount = MaxSize / BatchSize;
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internal static readonly int BatchCount = MaxSize / BatchSize;
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}
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// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
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public struct ArenaBuffer<T> where T : struct
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{
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public ArenaNode<T>[][] Data;
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public int Count { get; private set; }
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public void Add(ArenaNode<T> node)
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{
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Data ??= new ArenaNode<T>[BatchCount][];
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Data ??= new ArenaNode<T>[ArenaBuffer.BatchCount][];
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var idx = Count++;
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var (arrayIdx, subIdx) = GetArrayIndex(idx);
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Data[arrayIdx] ??= new ArenaNode<T>[BatchSize];
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Data[arrayIdx] ??= new ArenaNode<T>[ArenaBuffer.BatchSize];
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node.ChildIdx = (arrayIdx, subIdx);
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Data[arrayIdx][subIdx] = node;
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@@ -37,5 +40,5 @@ public struct ArenaBuffer<T> where T : struct
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static (int arrayIdx, int subIdx) GetArrayIndex(int idx) =>
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(idx >> BatchSizeBits, idx & BatchSizeMask);
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(idx >> ArenaBuffer.BatchSizeBits, idx & ArenaBuffer.BatchSizeMask);
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}
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+3
-3
@@ -12,7 +12,7 @@ public sealed class ArenaNode<T> where T : struct
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public NodeScoresBuffer? ParentScores => Parent?.ChildScores;
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public ArenaNode(T state, ArenaNode<T>? parent = null)
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public ArenaNode(in T state, ArenaNode<T>? parent = null)
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{
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State = state;
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Children = new();
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@@ -24,9 +24,9 @@ public sealed class ArenaNode<T> where T : struct
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Children.Data?[at.arrayIdx]?[at.subIdx];
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ArenaNode<T> Add(T state)
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public ArenaNode<T> Add(in T state)
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{
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var node = new ArenaNode<T>(state, this);
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var node = new ArenaNode<T>(in state, this);
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ChildScores.Add();
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Children.Add(node);
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return node;
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@@ -92,11 +92,46 @@ internal static class Intrinsics
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return _base;
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int NthBitSetScalar(ulong value, int n)
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{
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var mask = 0x00000000FFFFFFFFul;
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var size = 32;
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var _base = 0;
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if (n++ >= BitOperations.PopCount(value))
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return 64;
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while (size > 0)
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{
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var count = BitOperations.PopCount(value & mask);
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if (n > count)
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{
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_base += size;
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size >>= 1;
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mask |= mask << size;
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}
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else
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{
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size >>= 1;
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mask >>= size;
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}
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}
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return _base;
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int NthBitSetBMI2(uint value, int n) =>
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BitOperations.TrailingZeroCount(Bmi2.ParallelBitDeposit(1u << n, value));
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int NthBitSetBMI2(ulong value, int n) =>
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BitOperations.TrailingZeroCount(Bmi2.X64.ParallelBitDeposit(1ul << n, value));
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int NthBitSet(uint value, int n)
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@@ -109,6 +144,18 @@ internal static class Intrinsics
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NthBitSetScalar(value, n);
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int NthBitSet(ulong value, int n)
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{
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if (n >= BitOperations.PopCount(value))
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return 64;
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return Bmi2.X64.IsSupported ?
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NthBitSetBMI2(value, n) :
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NthBitSetScalar(value, n);
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector<float> ReciprocalSqrt(Vector<float> data)
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+7
-9
@@ -3,7 +3,6 @@ using Craftimizer.Simulator;
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using System.Diagnostics.Contracts;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Text;
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using Node = Craftimizer.Solver.ArenaNode<Craftimizer.Solver.SimulationNode>;
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namespace Craftimizer.Solver;
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@@ -23,7 +22,7 @@ public sealed class MCTS
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public MCTS(in MCTSConfig config, in SimulationState state)
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{
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this.config = config;
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var sim = new Simulator(config.MaxStepCount) { State = state };
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var sim = new Simulator(config.ActionPool, config.MaxStepCount, state);
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rootNode = new(new(
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state,
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null,
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@@ -35,7 +34,7 @@ public sealed class MCTS
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private static SimulationNode Execute(Simulator simulator, in SimulationState state, ActionType action, bool strict)
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{
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(_, var newState) = simulator.Execute(state, action);
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var newState = simulator.ExecuteUnchecked(state, action);
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return new(
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newState,
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action,
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@@ -194,7 +193,6 @@ public sealed class MCTS
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var currentCompletionState = expandedNode.State.SimulationCompletionState;
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var currentActions = expandedNode.State.AvailableActions;
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byte actionCount = 0;
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Span<ActionType> actions = stackalloc ActionType[Math.Min(config.MaxStepCount - currentState.ActionCount, config.MaxRolloutStepCount)];
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while (SimulationNode.GetCompletionState(currentCompletionState, currentActions) == CompletionState.Incomplete &&
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@@ -202,7 +200,7 @@ public sealed class MCTS
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{
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var nextAction = currentActions.SelectRandom(random);
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actions[actionCount++] = nextAction;
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(_, currentState) = simulator.Execute(currentState, nextAction);
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currentState = simulator.ExecuteUnchecked(currentState, nextAction);
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currentCompletionState = simulator.CompletionState;
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if (currentCompletionState != CompletionState.Incomplete)
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break;
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@@ -262,17 +260,14 @@ public sealed class MCTS
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return !NodesIncomplete(rootNode, new());
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Search(int iterations, ref int progress, CancellationToken token)
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{
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Simulator simulator = new(config.MaxStepCount);
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var simulator = new Simulator(config.ActionPool, config.MaxStepCount, rootNode.State.State);
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var random = rootNode.State.State.Input.Random;
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var staleCounter = 0;
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var i = 0;
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for (; i < iterations || MaxScore == 0; i++)
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{
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token.ThrowIfCancellationRequested();
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var selectedNode = Select();
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var (endNode, score) = ExpandAndRollout(random, simulator, selectedNode);
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if (MaxScore == 0)
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@@ -293,7 +288,10 @@ public sealed class MCTS
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Backpropagate(endNode, score);
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if ((i & (ProgressUpdateFrequency - 1)) == ProgressUpdateFrequency - 1)
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{
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token.ThrowIfCancellationRequested();
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Interlocked.Add(ref progress, ProgressUpdateFrequency);
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}
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}
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Interlocked.Add(ref progress, i & (ProgressUpdateFrequency - 1));
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||||
}
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||||
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||||
@@ -1,3 +1,4 @@
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||||
using Craftimizer.Simulator.Actions;
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using System.Runtime.InteropServices;
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namespace Craftimizer.Solver;
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||||
@@ -21,6 +22,8 @@ public readonly record struct MCTSConfig
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||||
public float ScoreCP { get; init; }
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||||
public float ScoreSteps { get; init; }
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||||
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||||
public ActionType[] ActionPool { get; init; }
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||||
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||||
public MCTSConfig(in SolverConfig config)
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{
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||||
MaxStepCount = config.MaxStepCount;
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||||
@@ -36,5 +39,7 @@ public readonly record struct MCTSConfig
|
||||
ScoreDurability = config.ScoreDurability;
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||||
ScoreCP = config.ScoreCP;
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||||
ScoreSteps = config.ScoreSteps;
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||||
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||||
ActionPool = config.ActionPool;
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||||
}
|
||||
}
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||||
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||||
@@ -1,12 +1,13 @@
|
||||
using System.Diagnostics.Contracts;
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||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
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||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Craftimizer.Solver;
|
||||
|
||||
// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
|
||||
public struct NodeScoresBuffer
|
||||
{
|
||||
[StructLayout(LayoutKind.Auto)]
|
||||
public readonly struct ScoresBatch
|
||||
{
|
||||
public readonly Memory<float> ScoreSum;
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||||
@@ -15,28 +16,18 @@ public struct NodeScoresBuffer
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||||
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||||
public ScoresBatch()
|
||||
{
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||||
ScoreSum = new float[BatchSize];
|
||||
MaxScore = new float[BatchSize];
|
||||
Visits = new int[BatchSize];
|
||||
ScoreSum = new float[ArenaBuffer.BatchSize];
|
||||
MaxScore = new float[ArenaBuffer.BatchSize];
|
||||
Visits = new int[ArenaBuffer.BatchSize];
|
||||
}
|
||||
}
|
||||
|
||||
// Technically 25, but it's very unlikely to actually get to there.
|
||||
// The benchmark reaches 20 at most, but here we have a little leeway just in case.
|
||||
private const int MaxSize = 24;
|
||||
|
||||
private static readonly int BatchSize = Vector<float>.Count;
|
||||
private static readonly int BatchSizeBits = int.Log2(BatchSize);
|
||||
private static readonly int BatchSizeMask = BatchSize - 1;
|
||||
|
||||
private static readonly int BatchCount = MaxSize / BatchSize;
|
||||
|
||||
public ScoresBatch[] Data;
|
||||
public int Count { get; private set; }
|
||||
|
||||
public void Add()
|
||||
{
|
||||
Data ??= new ScoresBatch[BatchCount];
|
||||
Data ??= new ScoresBatch[ArenaBuffer.BatchCount];
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||||
|
||||
var idx = Count++;
|
||||
|
||||
@@ -59,5 +50,5 @@ public struct NodeScoresBuffer
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static (int arrayIdx, int subIdx) GetArrayIndex(int idx) =>
|
||||
(idx >> BatchSizeBits, idx & BatchSizeMask);
|
||||
(idx >> ArenaBuffer.BatchSizeBits, idx & ArenaBuffer.BatchSizeMask);
|
||||
}
|
||||
|
||||
+14
-9
@@ -7,6 +7,7 @@ namespace Craftimizer.Solver;
|
||||
|
||||
internal sealed class Simulator : SimulatorNoRandom
|
||||
{
|
||||
private readonly (BaseAction Data, ActionType Action)[] actionPoolObjects;
|
||||
private readonly int maxStepCount;
|
||||
|
||||
public override CompletionState CompletionState
|
||||
@@ -20,8 +21,15 @@ internal sealed class Simulator : SimulatorNoRandom
|
||||
}
|
||||
}
|
||||
|
||||
public Simulator(int maxStepCount)
|
||||
public Simulator(ActionType[] actionPool, int maxStepCount, SimulationState? filteringState = null)
|
||||
{
|
||||
var pool = actionPool.Select(x => (x.Base(), x));
|
||||
if (filteringState is { } state)
|
||||
{
|
||||
State = state;
|
||||
pool = pool.Where(x => x.Item1.IsPossible(this));
|
||||
}
|
||||
actionPoolObjects = pool.OrderBy(x => x.x).ToArray();
|
||||
this.maxStepCount = maxStepCount;
|
||||
}
|
||||
|
||||
@@ -30,11 +38,9 @@ internal sealed class Simulator : SimulatorNoRandom
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
// It's just a bunch of if statements, I would assume this is actually quite simple to follow
|
||||
#pragma warning disable MA0051 // Method is too long
|
||||
private bool CanUseAction(ActionType action, bool strict)
|
||||
private bool CouldUseAction(ActionType action, BaseAction baseAction, bool strict)
|
||||
#pragma warning restore MA0051 // Method is too long
|
||||
{
|
||||
var baseAction = action.Base();
|
||||
|
||||
if (CalculateSuccessRate(baseAction.SuccessRate(this)) != 1)
|
||||
return false;
|
||||
|
||||
@@ -46,7 +52,7 @@ internal sealed class Simulator : SimulatorNoRandom
|
||||
{
|
||||
// always use Trained Eye if it's available
|
||||
if (action == ActionType.TrainedEye)
|
||||
return baseAction.CanUse(this);
|
||||
return baseAction.CouldUse(this);
|
||||
|
||||
// don't allow quality moves under Muscle Memory for difficult crafts
|
||||
if (Input.Recipe.ClassJobLevel == 90 &&
|
||||
@@ -123,7 +129,7 @@ internal sealed class Simulator : SimulatorNoRandom
|
||||
return false;
|
||||
}
|
||||
|
||||
return baseAction.CanUse(this);
|
||||
return baseAction.CouldUse(this);
|
||||
}
|
||||
|
||||
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
|
||||
@@ -133,10 +139,9 @@ internal sealed class Simulator : SimulatorNoRandom
|
||||
return new();
|
||||
|
||||
var ret = new ActionSet();
|
||||
foreach (var action in ActionSet.AcceptedActions)
|
||||
if (CanUseAction(action, strict))
|
||||
foreach (var (data, action) in actionPoolObjects)
|
||||
if (CouldUseAction(action, data, strict))
|
||||
ret.AddAction(action);
|
||||
return ret;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+3
-3
@@ -145,7 +145,7 @@ public sealed class Solver : IDisposable
|
||||
var bestSims = new List<(float Score, SolverSolution Result)>();
|
||||
|
||||
var state = State;
|
||||
var sim = new Simulator(Config.MaxStepCount);
|
||||
var sim = new Simulator(Config.ActionPool, Config.MaxStepCount);
|
||||
|
||||
var activeStates = new List<SolverSolution>() { new(Array.Empty<ActionType>(), state) };
|
||||
|
||||
@@ -272,7 +272,7 @@ public sealed class Solver : IDisposable
|
||||
|
||||
var actions = new List<ActionType>();
|
||||
var state = State;
|
||||
var sim = new Simulator(Config.MaxStepCount) { State = state };
|
||||
var sim = new Simulator(Config.ActionPool, Config.MaxStepCount, state);
|
||||
while (true)
|
||||
{
|
||||
Token.ThrowIfCancellationRequested();
|
||||
@@ -338,7 +338,7 @@ public sealed class Solver : IDisposable
|
||||
|
||||
var actions = new List<ActionType>();
|
||||
var state = State;
|
||||
var sim = new Simulator(Config.MaxStepCount) { State = state };
|
||||
var sim = new Simulator(Config.ActionPool, Config.MaxStepCount, state);
|
||||
while (true)
|
||||
{
|
||||
Token.ThrowIfCancellationRequested();
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Craftimizer.Simulator.Actions;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Craftimizer.Solver;
|
||||
@@ -31,6 +32,7 @@ public readonly record struct SolverConfig
|
||||
public float ScoreCP { get; init; }
|
||||
public float ScoreSteps { get; init; }
|
||||
|
||||
public ActionType[] ActionPool { get; init; }
|
||||
public SolverAlgorithm Algorithm { get; init; }
|
||||
|
||||
public SolverConfig()
|
||||
@@ -54,9 +56,56 @@ public readonly record struct SolverConfig
|
||||
ScoreCP = .05f;
|
||||
ScoreSteps = .05f;
|
||||
|
||||
ActionPool = DefaultActionPool;
|
||||
Algorithm = SolverAlgorithm.StepwiseFurcated;
|
||||
}
|
||||
|
||||
public static ActionType[] OptimizeActionPool(IEnumerable<ActionType> actions) =>
|
||||
actions.Order().ToArray();
|
||||
|
||||
public static readonly ActionType[] DefaultActionPool = OptimizeActionPool(new[]
|
||||
{
|
||||
ActionType.StandardTouchCombo,
|
||||
ActionType.AdvancedTouchCombo,
|
||||
ActionType.FocusedTouchCombo,
|
||||
ActionType.FocusedSynthesisCombo,
|
||||
ActionType.TrainedFinesse,
|
||||
ActionType.PrudentSynthesis,
|
||||
ActionType.Groundwork,
|
||||
ActionType.AdvancedTouch,
|
||||
ActionType.CarefulSynthesis,
|
||||
ActionType.TrainedEye,
|
||||
ActionType.DelicateSynthesis,
|
||||
ActionType.PreparatoryTouch,
|
||||
ActionType.Reflect,
|
||||
ActionType.PrudentTouch,
|
||||
ActionType.Manipulation,
|
||||
ActionType.MuscleMemory,
|
||||
ActionType.ByregotsBlessing,
|
||||
ActionType.WasteNot2,
|
||||
ActionType.BasicSynthesis,
|
||||
ActionType.Innovation,
|
||||
ActionType.GreatStrides,
|
||||
ActionType.StandardTouch,
|
||||
ActionType.Veneration,
|
||||
ActionType.WasteNot,
|
||||
ActionType.MastersMend,
|
||||
ActionType.BasicTouch,
|
||||
});
|
||||
|
||||
public static readonly IReadOnlySet<ActionType> InefficientActions = new HashSet<ActionType>(new[]
|
||||
{
|
||||
ActionType.CarefulObservation,
|
||||
ActionType.HeartAndSoul,
|
||||
ActionType.FinalAppraisal
|
||||
});
|
||||
|
||||
public static readonly IReadOnlySet<ActionType> RiskyActions = new HashSet<ActionType>(new[]
|
||||
{
|
||||
ActionType.RapidSynthesis,
|
||||
ActionType.HastyTouch,
|
||||
});
|
||||
|
||||
public static readonly SolverConfig SimulatorDefault = new SolverConfig() with
|
||||
{
|
||||
|
||||
|
||||
Reference in New Issue
Block a user