Merge branch 'action-pool'
This commit is contained in:
@@ -620,10 +620,7 @@ internal static class ImGuiUtils
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var lineSize = font.CalcWordWrapPositionA(1, textBuf, currentWrapWidth) ?? textBuf.Length;
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var lineBuf = textBuf[..lineSize];
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ImGui.Text(lineBuf.ToString());
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var remainingBuf = textBuf[lineSize..];
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while (!remainingBuf.IsEmpty && char.IsWhiteSpace(remainingBuf[0]))
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remainingBuf = remainingBuf[1..];
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var remainingBuf = textBuf[lineSize..].TrimStart();
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if (!remainingBuf.IsEmpty)
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{
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@@ -843,16 +843,15 @@ public sealed unsafe class RecipeNote : Window, IDisposable
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if (state.MacroName is { } macroName)
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{
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using var _ = ImRaii2.TextWrapPos(panelWidth);
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if (state.MacroUrl is { } macroUrl)
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{
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ImGuiUtils.AlignCentered(ImGui.CalcTextSize(macroName).X, panelWidth);
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ImGuiUtils.Hyperlink(macroName, macroUrl, false);
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}
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else
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{
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ImGuiUtils.TextCentered(macroName, panelWidth);
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}
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}
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using var table = ImRaii.Table("table", 3, ImGuiTableFlags.BordersInnerV | ImGuiTableFlags.SizingStretchSame);
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if (table)
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@@ -1,3 +1,5 @@
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using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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using Craftimizer.Solver;
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using Dalamud.Interface;
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using Dalamud.Interface.Colors;
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@@ -8,8 +10,10 @@ using Dalamud.Interface.Windowing;
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using FFXIVClientStructs.FFXIV.Client.UI;
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using ImGuiNET;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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namespace Craftimizer.Plugin.Windows;
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@@ -558,6 +562,21 @@ public sealed class Settings : Window, IDisposable
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);
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}
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using (var panel = ImRaii2.GroupPanel("Action Pool", -1, out var poolWidth))
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{
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poolWidth -= ImGui.GetStyle().ItemSpacing.X * 2;
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ImGui.Text("Select the actions you want the solver to choose from.");
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var pool = config.ActionPool;
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DrawActionPool(ref pool, poolWidth, out var isPoolDirty);
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if (isPoolDirty)
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{
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config = config with { ActionPool = pool };
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isDirty = true;
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}
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}
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using (var panel = ImRaii2.GroupPanel("Advanced", -1, out _))
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{
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DrawOption(
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@@ -676,6 +695,120 @@ public sealed class Settings : Window, IDisposable
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configRef = config;
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}
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private static void DrawActionPool(ref ActionType[] actionPool, float poolWidth, out bool isDirty)
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{
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isDirty = false;
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var recipeData = Service.Plugin.GetDefaultStats().Recipe;
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HashSet<ActionType> pool = new(actionPool);
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var imageSize = ImGui.GetFrameHeight() * 2;
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var spacing = ImGui.GetStyle().ItemSpacing.Y;
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using var _color = ImRaii.PushColor(ImGuiCol.Button, Vector4.Zero);
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using var _color3 = ImRaii.PushColor(ImGuiCol.ButtonHovered, Vector4.Zero);
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using var _color2 = ImRaii.PushColor(ImGuiCol.ButtonActive, Vector4.Zero);
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using var _alpha = ImRaii.PushStyle(ImGuiStyleVar.DisabledAlpha, ImGui.GetStyle().DisabledAlpha * .5f);
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foreach (var category in Enum.GetValues<ActionCategory>())
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{
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if (category == ActionCategory.Combo)
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continue;
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var actions = category.GetActions();
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using var panel = ImRaii2.GroupPanel(category.GetDisplayName(), poolWidth, out var availSpace);
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var itemsPerRow = (int)MathF.Floor((availSpace + spacing) / (imageSize + spacing));
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var itemCount = actions.Count;
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var iterCount = (int)(Math.Ceiling((float)itemCount / itemsPerRow) * itemsPerRow);
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for (var i = 0; i < iterCount; i++)
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{
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if (i % itemsPerRow != 0)
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ImGui.SameLine(0, spacing);
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if (i < itemCount)
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{
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var actionBase = actions[i].Base();
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var isEnabled = pool.Contains(actions[i]);
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var isInefficient = SolverConfig.InefficientActions.Contains(actions[i]);
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var isRisky = SolverConfig.RiskyActions.Contains(actions[i]);
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var iconTint = Vector4.One;
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if (!isEnabled)
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iconTint = new(1, 1, 1, ImGui.GetStyle().DisabledAlpha);
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else if (isInefficient)
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iconTint = new(1, 1f, .5f, 1);
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else if (isRisky)
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iconTint = new(1, .5f, .5f, 1);
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if (ImGui.ImageButton(actions[i].GetIcon(recipeData.ClassJob).ImGuiHandle, new(imageSize), default, Vector2.One, 0, default, iconTint))
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{
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isDirty = true;
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if (isEnabled)
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pool.Remove(actions[i]);
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else
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pool.Add(actions[i]);
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}
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if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
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{
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var s = new StringBuilder();
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s.AppendLine(actions[i].GetName(recipeData.ClassJob));
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if (isInefficient)
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s.AppendLine(
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"Not recommended. This action may be randomly used in a " +
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"detrimental way to the rest of the craft. Always use " +
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"your best judgement if enabling this action.");
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if (isRisky)
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s.AppendLine(
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"Useless; the solver currently doesn't take any risks in " +
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"its crafts. It only takes steps that have a 100% chance of " +
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"succeeding. If you want have a moment where you want to take " +
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"risks in your craft (like in expert recipes), don't rely " +
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"on the solver during that time.");
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ImGuiUtils.TooltipWrapped(s.ToString());
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}
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}
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else
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ImGui.Dummy(new(imageSize));
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}
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}
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if (isDirty)
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{
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bool InPool(BaseComboAction action)
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{
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if (action.ActionTypeA.Base() is BaseComboAction { } aCombo)
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{
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if (!InPool(aCombo))
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return false;
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}
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else
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{
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if (!pool.Contains(action.ActionTypeA))
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return false;
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}
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if (action.ActionTypeB.Base() is BaseComboAction { } bCombo)
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{
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if (!InPool(bCombo))
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return false;
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}
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else
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{
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if (!pool.Contains(action.ActionTypeB))
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return false;
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}
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return true;
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}
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foreach(var combo in ActionCategory.Combo.GetActions())
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{
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if (combo.Base() is BaseComboAction { } comboAction)
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{
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if (!InPool(comboAction))
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pool.Remove(combo);
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else
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pool.Add(combo);
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}
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}
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actionPool = pool.ToArray();
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}
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}
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private void DrawTabSimulator()
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{
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using var tab = TabItem("Simulator");
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@@ -22,7 +22,6 @@ public static class ActionCategoryUtils
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{
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SortedActions = new(
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Enum.GetValues<ActionType>()
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.Where(a => a.Category() != ActionCategory.Combo)
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.GroupBy(a => a.Category())
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.ToDictionary(g => g.Key, g => g.OrderBy(a => a.Level()).ToArray()));
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}
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@@ -63,12 +63,6 @@ public static class ActionUtils
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static BaseAction Base(this ActionType me) => Actions[(int)me];
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public static IEnumerable<ActionType> AvailableActions(Simulator simulation) =>
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simulation.IsComplete
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? Enumerable.Empty<ActionType>()
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: Enum.GetValues<ActionType>()
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.Where(a => a.Base().CanUse(simulation));
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public static int Level(this ActionType me) =>
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me.Base().Level;
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@@ -4,4 +4,6 @@ internal sealed class AdvancedTouchCombo : BaseComboAction<StandardTouchCombo, A
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{
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public override ActionType ActionTypeA => ActionType.StandardTouchCombo;
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public override ActionType ActionTypeB => ActionType.AdvancedTouch;
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public override int CPCost(Simulator s) => 18 * 3;
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}
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@@ -25,8 +25,19 @@ public abstract class BaseAction
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public virtual int Efficiency(Simulator s) => 0;
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public virtual float SuccessRate(Simulator s) => 1f;
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public virtual bool CanUse(Simulator s) =>
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s.Input.Stats.Level >= Level && s.CP >= CPCost(s);
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// Return true if it can be in the action pool now or in the future
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// e.g. if Heart and Soul is already used, it is impossible to use it again
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// or if it's a first step action and IsFirstStep is false
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public virtual bool IsPossible(Simulator s) =>
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s.Input.Stats.Level >= Level;
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// Return true if it can be used now
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// This already assumes that IsPossible returns true *at some point before*
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public virtual bool CouldUse(Simulator s) =>
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s.CP >= CPCost(s);
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public bool CanUse(Simulator s) =>
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IsPossible(s) && CouldUse(s);
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public virtual void Use(Simulator s)
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{
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@@ -7,8 +7,8 @@ public abstract class BaseComboAction : BaseAction
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public sealed override ActionCategory Category => ActionCategory.Combo;
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protected bool BaseCanUse(Simulator s) =>
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base.CanUse(s);
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protected bool BaseCouldUse(Simulator s) =>
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base.CouldUse(s);
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private static bool VerifyDurability2(int durabilityA, int durability, in Effects effects)
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{
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@@ -13,8 +13,10 @@ internal abstract class BaseComboAction<A, B> : BaseComboAction where A : BaseAc
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public override int CPCost(Simulator s) => ActionA.CPCost(s) + ActionB.CPCost(s);
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public override bool CanUse(Simulator s) =>
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BaseCanUse(s) && VerifyDurability2(s, ActionA.DurabilityCost);
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public override bool IsPossible(Simulator s) => ActionA.IsPossible(s) && ActionB.IsPossible(s);
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public override bool CouldUse(Simulator s) =>
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BaseCouldUse(s) && VerifyDurability2(s, ActionA.DurabilityCost);
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public override void Use(Simulator s)
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{
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@@ -11,7 +11,7 @@ internal sealed class ByregotsBlessing : BaseAction
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public override int CPCost(Simulator s) => 24;
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public override int Efficiency(Simulator s) => 100 + (20 * s.GetEffectStrength(EffectType.InnerQuiet));
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public override bool CanUse(Simulator s) => s.HasEffect(EffectType.InnerQuiet) && base.CanUse(s);
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public override bool CouldUse(Simulator s) => s.HasEffect(EffectType.InnerQuiet) && base.CouldUse(s);
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public override void UseSuccess(Simulator s)
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{
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@@ -12,10 +12,13 @@ internal sealed class CarefulObservation : BaseAction
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public override int CPCost(Simulator s) => 0;
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public override bool CanUse(Simulator s) => s.Input.Stats.IsSpecialist && s.ActionStates.CarefulObservationCount < 3;
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public override bool IsPossible(Simulator s) =>
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base.IsPossible(s) && s.Input.Stats.IsSpecialist && s.ActionStates.CarefulObservationCount < 3;
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public override bool CouldUse(Simulator s) => s.ActionStates.CarefulObservationCount < 3;
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public override void UseSuccess(Simulator s) => s.StepCondition();
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public override string GetTooltip(Simulator s, bool addUsability) =>
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$"{base.GetTooltip(s, addUsability)}Specialist Only";
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$"{base.GetTooltip(s, addUsability)}Specialist Only\n";
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}
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@@ -13,8 +13,11 @@ internal sealed class HeartAndSoul : BaseBuffAction
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public override int CPCost(Simulator s) => 0;
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public override bool CanUse(Simulator s) => s.Input.Stats.IsSpecialist && !s.ActionStates.UsedHeartAndSoul;
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public override bool IsPossible(Simulator s) =>
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base.IsPossible(s) && s.Input.Stats.IsSpecialist && !s.ActionStates.UsedHeartAndSoul;
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public override bool CouldUse(Simulator s) => !s.ActionStates.UsedHeartAndSoul;
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public override string GetTooltip(Simulator s, bool addUsability) =>
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$"{GetBaseTooltip(s, addUsability)}Specialist Only";
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$"{GetBaseTooltip(s, addUsability)}Specialist Only\n";
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}
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@@ -11,9 +11,9 @@ internal sealed class IntensiveSynthesis : BaseAction
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public override int CPCost(Simulator s) => 6;
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public override int Efficiency(Simulator s) => 400;
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public override bool CanUse(Simulator s) =>
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public override bool CouldUse(Simulator s) =>
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(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
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&& base.CanUse(s);
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&& base.CouldUse(s);
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public override void UseSuccess(Simulator s)
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{
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@@ -10,7 +10,9 @@ internal sealed class Manipulation : BaseBuffAction
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public override byte Duration => 8;
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public override int CPCost(Simulator s) => 96;
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public override bool CanUse(Simulator s) => s.Input.Stats.CanUseManipulation && base.CanUse(s);
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public override bool IsPossible(Simulator s) =>
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s.Input.Stats.CanUseManipulation && base.IsPossible(s);
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public override void Use(Simulator s)
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{
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@@ -11,7 +11,9 @@ internal sealed class MuscleMemory : BaseAction
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||||
public override int CPCost(Simulator s) => 6;
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public override int Efficiency(Simulator s) => 300;
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||||
public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
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public override bool IsPossible(Simulator s) => s.IsFirstStep && base.IsPossible(s);
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||||
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public override bool CouldUse(Simulator s) => s.IsFirstStep && base.CouldUse(s);
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||||
|
||||
public override void UseSuccess(Simulator s)
|
||||
{
|
||||
|
||||
@@ -11,9 +11,9 @@ internal sealed class PreciseTouch : BaseAction
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||||
public override int CPCost(Simulator s) => 18;
|
||||
public override int Efficiency(Simulator s) => 150;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
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||||
public override bool CouldUse(Simulator s) =>
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(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
|
||||
&& base.CanUse(s);
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&& base.CouldUse(s);
|
||||
|
||||
public override void UseSuccess(Simulator s)
|
||||
{
|
||||
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||||
@@ -12,7 +12,7 @@ internal sealed class PrudentSynthesis : BaseAction
|
||||
public override int CPCost(Simulator s) => 18;
|
||||
public override int Efficiency(Simulator s) => 180;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
public override bool CouldUse(Simulator s) =>
|
||||
!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
|
||||
&& base.CanUse(s);
|
||||
&& base.CouldUse(s);
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ internal sealed class PrudentTouch : BaseAction
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||||
public override int CPCost(Simulator s) => 25;
|
||||
public override int Efficiency(Simulator s) => 100;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
public override bool CouldUse(Simulator s) =>
|
||||
!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
|
||||
&& base.CanUse(s);
|
||||
&& base.CouldUse(s);
|
||||
}
|
||||
|
||||
@@ -11,7 +11,9 @@ internal sealed class Reflect : BaseAction
|
||||
public override int CPCost(Simulator s) => 6;
|
||||
public override int Efficiency(Simulator s) => 100;
|
||||
|
||||
public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
|
||||
public override bool IsPossible(Simulator s) => s.IsFirstStep && base.IsPossible(s);
|
||||
|
||||
public override bool CouldUse(Simulator s) => s.IsFirstStep && base.CouldUse(s);
|
||||
|
||||
public override void UseSuccess(Simulator s)
|
||||
{
|
||||
|
||||
@@ -4,4 +4,6 @@ internal sealed class StandardTouchCombo : BaseComboAction<BasicTouch, StandardT
|
||||
{
|
||||
public override ActionType ActionTypeA => ActionType.BasicTouch;
|
||||
public override ActionType ActionTypeB => ActionType.StandardTouch;
|
||||
|
||||
public override int CPCost(Simulator s) => 18 * 2;
|
||||
}
|
||||
|
||||
@@ -10,11 +10,12 @@ internal sealed class TrainedEye : BaseAction
|
||||
|
||||
public override int CPCost(Simulator s) => 250;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
s.IsFirstStep &&
|
||||
public override bool IsPossible(Simulator s) => s.IsFirstStep &&
|
||||
!s.Input.Recipe.IsExpert &&
|
||||
s.Input.Stats.Level >= (s.Input.Recipe.ClassJobLevel + 10) &&
|
||||
base.CanUse(s);
|
||||
base.IsPossible(s);
|
||||
|
||||
public override bool CouldUse(Simulator s) => s.IsFirstStep && base.CouldUse(s);
|
||||
|
||||
public override void UseSuccess(Simulator s) =>
|
||||
s.IncreaseQualityRaw(s.Input.Recipe.MaxQuality - s.Quality);
|
||||
|
||||
@@ -12,7 +12,7 @@ internal sealed class TrainedFinesse : BaseAction
|
||||
public override int CPCost(Simulator s) => 32;
|
||||
public override int Efficiency(Simulator s) => 100;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
public override bool CouldUse(Simulator s) =>
|
||||
s.GetEffectStrength(EffectType.InnerQuiet) == 10
|
||||
&& base.CanUse(s);
|
||||
&& base.CouldUse(s);
|
||||
}
|
||||
|
||||
@@ -10,9 +10,9 @@ internal sealed class TricksOfTheTrade : BaseAction
|
||||
|
||||
public override int CPCost(Simulator s) => 0;
|
||||
|
||||
public override bool CanUse(Simulator s) =>
|
||||
public override bool CouldUse(Simulator s) =>
|
||||
(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
|
||||
&& base.CanUse(s);
|
||||
&& base.CouldUse(s);
|
||||
|
||||
public override void UseSuccess(Simulator s)
|
||||
{
|
||||
|
||||
+28
-12
@@ -1,22 +1,38 @@
|
||||
namespace Craftimizer.Simulator;
|
||||
|
||||
public enum Condition : ushort
|
||||
public enum Condition : byte
|
||||
{
|
||||
Poor = 0x0008,
|
||||
Normal = 0x0001,
|
||||
Good = 0x0002,
|
||||
Excellent = 0x0004,
|
||||
Normal,
|
||||
Good,
|
||||
Excellent,
|
||||
Poor,
|
||||
|
||||
Centered = 0x0010,
|
||||
Sturdy = 0x0020,
|
||||
Pliant = 0x0040,
|
||||
Malleable = 0x0080,
|
||||
Primed = 0x0100,
|
||||
GoodOmen = 0x0200,
|
||||
Centered,
|
||||
Sturdy,
|
||||
Pliant,
|
||||
Malleable,
|
||||
Primed,
|
||||
GoodOmen,
|
||||
}
|
||||
|
||||
public static class ConditionUtils
|
||||
{
|
||||
[Flags]
|
||||
private enum ConditionMask : ushort
|
||||
{
|
||||
Normal = 1 << 0, // 0x0001
|
||||
Good = 1 << 1, // 0x0002
|
||||
Excellent = 1 << 2, // 0x0004
|
||||
Poor = 1 << 3, // 0x0008
|
||||
|
||||
Centered = 1 << 4, // 0x0010
|
||||
Sturdy = 1 << 5, // 0x0020
|
||||
Pliant = 1 << 6, // 0x0040
|
||||
Malleable = 1 << 7, // 0x0080
|
||||
Primed = 1 << 8, // 0x0100
|
||||
GoodOmen = 1 << 9, // 0x0200
|
||||
}
|
||||
|
||||
public static Condition[] GetPossibleConditions(ushort conditionsFlag) =>
|
||||
Enum.GetValues<Condition>().Where(c => ((Condition)conditionsFlag).HasFlag(c)).ToArray();
|
||||
Enum.GetValues<Condition>().Where(c => ((ConditionMask)conditionsFlag).HasFlag((ConditionMask)(1 << (ushort)c))).ToArray();
|
||||
}
|
||||
|
||||
+10
-1
@@ -35,7 +35,12 @@ public class Simulator
|
||||
}
|
||||
public bool IsComplete => CompletionState != CompletionState.Incomplete;
|
||||
|
||||
public IEnumerable<ActionType> AvailableActions => ActionUtils.AvailableActions(this);
|
||||
public SimulationState ExecuteUnchecked(in SimulationState state, ActionType action)
|
||||
{
|
||||
this.state = state;
|
||||
ExecuteUnchecked(action);
|
||||
return this.state;
|
||||
}
|
||||
|
||||
public (ActionResponse Response, SimulationState NewState) Execute(in SimulationState state, ActionType action)
|
||||
{
|
||||
@@ -43,6 +48,10 @@ public class Simulator
|
||||
return (Execute(action), this.state);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void ExecuteUnchecked(ActionType action) =>
|
||||
action.Base().Use(this);
|
||||
|
||||
private ActionResponse Execute(ActionType action)
|
||||
{
|
||||
if (IsComplete)
|
||||
|
||||
+7
-57
@@ -7,69 +7,19 @@ namespace Craftimizer.Solver;
|
||||
|
||||
public struct ActionSet
|
||||
{
|
||||
private uint bits;
|
||||
|
||||
internal static ReadOnlySpan<ActionType> AcceptedActions => 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 int[] AcceptedActionsLUT;
|
||||
|
||||
static ActionSet()
|
||||
{
|
||||
AcceptedActionsLUT = new int[Enum.GetValues<ActionType>().Length];
|
||||
for (var i = 0; i < AcceptedActionsLUT.Length; i++)
|
||||
AcceptedActionsLUT[i] = -1;
|
||||
for (var i = 0; i < AcceptedActions.Length; i++)
|
||||
AcceptedActionsLUT[(byte)AcceptedActions[i]] = i;
|
||||
}
|
||||
private ulong bits;
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static int FromAction(ActionType action)
|
||||
{
|
||||
var ret = AcceptedActionsLUT[(byte)action];
|
||||
if (ret == -1)
|
||||
throw new ArgumentOutOfRangeException(nameof(action), action, $"Action {action} is unsupported in {nameof(ActionSet)}.");
|
||||
return ret;
|
||||
}
|
||||
private static int FromAction(ActionType action) => (byte)action;
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static ActionType ToAction(int index)
|
||||
{
|
||||
if (index < 0 || index >= AcceptedActions.Length)
|
||||
throw new ArgumentOutOfRangeException(nameof(index), index, $"Index {index} is out of range for {nameof(ActionSet)}.");
|
||||
return AcceptedActions[index];
|
||||
}
|
||||
private static ActionType ToAction(int index) => (ActionType)index;
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static uint ToMask(ActionType action) => 1u << (FromAction(action) + 1);
|
||||
private static ulong ToMask(ActionType action) => 1ul << FromAction(action);
|
||||
|
||||
// Return true if action was newly added and not there before.
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -96,7 +46,7 @@ public struct ActionSet
|
||||
public readonly bool HasAction(ActionType action) => (bits & ToMask(action)) != 0;
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public readonly ActionType ElementAt(int index) => ToAction(Intrinsics.NthBitSet(bits, index) - 1);
|
||||
public readonly ActionType ElementAt(int index) => ToAction(Intrinsics.NthBitSet(bits, index));
|
||||
|
||||
[Pure]
|
||||
public readonly int Count => BitOperations.PopCount(bits);
|
||||
|
||||
+13
-10
@@ -4,31 +4,34 @@ using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Craftimizer.Solver;
|
||||
|
||||
// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
|
||||
public struct ArenaBuffer<T> where T : struct
|
||||
public struct ArenaBuffer
|
||||
{
|
||||
// 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;
|
||||
internal const int MaxSize = 32;
|
||||
|
||||
private static readonly int BatchSize = Vector<float>.Count;
|
||||
private static readonly int BatchSizeBits = int.Log2(BatchSize);
|
||||
private static readonly int BatchSizeMask = BatchSize - 1;
|
||||
internal static readonly int BatchSize = Vector<float>.Count;
|
||||
internal static readonly int BatchSizeBits = int.Log2(BatchSize);
|
||||
internal static readonly int BatchSizeMask = BatchSize - 1;
|
||||
|
||||
private static readonly int BatchCount = MaxSize / BatchSize;
|
||||
internal static readonly int BatchCount = MaxSize / BatchSize;
|
||||
}
|
||||
|
||||
// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
|
||||
public struct ArenaBuffer<T> where T : struct
|
||||
{
|
||||
public ArenaNode<T>[][] Data;
|
||||
public int Count { get; private set; }
|
||||
|
||||
public void Add(ArenaNode<T> node)
|
||||
{
|
||||
Data ??= new ArenaNode<T>[BatchCount][];
|
||||
Data ??= new ArenaNode<T>[ArenaBuffer.BatchCount][];
|
||||
|
||||
var idx = Count++;
|
||||
|
||||
var (arrayIdx, subIdx) = GetArrayIndex(idx);
|
||||
|
||||
Data[arrayIdx] ??= new ArenaNode<T>[BatchSize];
|
||||
Data[arrayIdx] ??= new ArenaNode<T>[ArenaBuffer.BatchSize];
|
||||
|
||||
node.ChildIdx = (arrayIdx, subIdx);
|
||||
Data[arrayIdx][subIdx] = node;
|
||||
@@ -37,5 +40,5 @@ public struct ArenaBuffer<T> where T : struct
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static (int arrayIdx, int subIdx) GetArrayIndex(int idx) =>
|
||||
(idx >> BatchSizeBits, idx & BatchSizeMask);
|
||||
(idx >> ArenaBuffer.BatchSizeBits, idx & ArenaBuffer.BatchSizeMask);
|
||||
}
|
||||
|
||||
+3
-3
@@ -12,7 +12,7 @@ public sealed class ArenaNode<T> where T : struct
|
||||
|
||||
public NodeScoresBuffer? ParentScores => Parent?.ChildScores;
|
||||
|
||||
public ArenaNode(T state, ArenaNode<T>? parent = null)
|
||||
public ArenaNode(in T state, ArenaNode<T>? parent = null)
|
||||
{
|
||||
State = state;
|
||||
Children = new();
|
||||
@@ -24,9 +24,9 @@ public sealed class ArenaNode<T> where T : struct
|
||||
Children.Data?[at.arrayIdx]?[at.subIdx];
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public ArenaNode<T> Add(T state)
|
||||
public ArenaNode<T> Add(in T state)
|
||||
{
|
||||
var node = new ArenaNode<T>(state, this);
|
||||
var node = new ArenaNode<T>(in state, this);
|
||||
ChildScores.Add();
|
||||
Children.Add(node);
|
||||
return node;
|
||||
|
||||
@@ -92,11 +92,46 @@ internal static class Intrinsics
|
||||
return _base;
|
||||
}
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static int NthBitSetScalar(ulong value, int n)
|
||||
{
|
||||
var mask = 0x00000000FFFFFFFFul;
|
||||
var size = 32;
|
||||
var _base = 0;
|
||||
|
||||
if (n++ >= BitOperations.PopCount(value))
|
||||
return 64;
|
||||
|
||||
while (size > 0)
|
||||
{
|
||||
var count = BitOperations.PopCount(value & mask);
|
||||
if (n > count)
|
||||
{
|
||||
_base += size;
|
||||
size >>= 1;
|
||||
mask |= mask << size;
|
||||
}
|
||||
else
|
||||
{
|
||||
size >>= 1;
|
||||
mask >>= size;
|
||||
}
|
||||
}
|
||||
|
||||
return _base;
|
||||
}
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static int NthBitSetBMI2(uint value, int n) =>
|
||||
BitOperations.TrailingZeroCount(Bmi2.ParallelBitDeposit(1u << n, value));
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static int NthBitSetBMI2(ulong value, int n) =>
|
||||
BitOperations.TrailingZeroCount(Bmi2.X64.ParallelBitDeposit(1ul << n, value));
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int NthBitSet(uint value, int n)
|
||||
@@ -109,6 +144,18 @@ internal static class Intrinsics
|
||||
NthBitSetScalar(value, n);
|
||||
}
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int NthBitSet(ulong value, int n)
|
||||
{
|
||||
if (n >= BitOperations.PopCount(value))
|
||||
return 64;
|
||||
|
||||
return Bmi2.X64.IsSupported ?
|
||||
NthBitSetBMI2(value, n) :
|
||||
NthBitSetScalar(value, n);
|
||||
}
|
||||
|
||||
[Pure]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vector<float> ReciprocalSqrt(Vector<float> data)
|
||||
|
||||
+7
-9
@@ -3,7 +3,6 @@ using Craftimizer.Simulator;
|
||||
using System.Diagnostics.Contracts;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
using Node = Craftimizer.Solver.ArenaNode<Craftimizer.Solver.SimulationNode>;
|
||||
|
||||
namespace Craftimizer.Solver;
|
||||
@@ -23,7 +22,7 @@ public sealed class MCTS
|
||||
public MCTS(in MCTSConfig config, in SimulationState state)
|
||||
{
|
||||
this.config = config;
|
||||
var sim = new Simulator(config.MaxStepCount) { State = state };
|
||||
var sim = new Simulator(config.ActionPool, config.MaxStepCount, state);
|
||||
rootNode = new(new(
|
||||
state,
|
||||
null,
|
||||
@@ -35,7 +34,7 @@ public sealed class MCTS
|
||||
|
||||
private static SimulationNode Execute(Simulator simulator, in SimulationState state, ActionType action, bool strict)
|
||||
{
|
||||
(_, var newState) = simulator.Execute(state, action);
|
||||
var newState = simulator.ExecuteUnchecked(state, action);
|
||||
return new(
|
||||
newState,
|
||||
action,
|
||||
@@ -194,7 +193,6 @@ public sealed class MCTS
|
||||
var currentCompletionState = expandedNode.State.SimulationCompletionState;
|
||||
var currentActions = expandedNode.State.AvailableActions;
|
||||
|
||||
|
||||
byte actionCount = 0;
|
||||
Span<ActionType> actions = stackalloc ActionType[Math.Min(config.MaxStepCount - currentState.ActionCount, config.MaxRolloutStepCount)];
|
||||
while (SimulationNode.GetCompletionState(currentCompletionState, currentActions) == CompletionState.Incomplete &&
|
||||
@@ -202,7 +200,7 @@ public sealed class MCTS
|
||||
{
|
||||
var nextAction = currentActions.SelectRandom(random);
|
||||
actions[actionCount++] = nextAction;
|
||||
(_, currentState) = simulator.Execute(currentState, nextAction);
|
||||
currentState = simulator.ExecuteUnchecked(currentState, nextAction);
|
||||
currentCompletionState = simulator.CompletionState;
|
||||
if (currentCompletionState != CompletionState.Incomplete)
|
||||
break;
|
||||
@@ -262,17 +260,14 @@ public sealed class MCTS
|
||||
return !NodesIncomplete(rootNode, new());
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Search(int iterations, ref int progress, CancellationToken token)
|
||||
{
|
||||
Simulator simulator = new(config.MaxStepCount);
|
||||
var simulator = new Simulator(config.ActionPool, config.MaxStepCount, rootNode.State.State);
|
||||
var random = rootNode.State.State.Input.Random;
|
||||
var staleCounter = 0;
|
||||
var i = 0;
|
||||
for (; i < iterations || MaxScore == 0; i++)
|
||||
{
|
||||
token.ThrowIfCancellationRequested();
|
||||
|
||||
var selectedNode = Select();
|
||||
var (endNode, score) = ExpandAndRollout(random, simulator, selectedNode);
|
||||
if (MaxScore == 0)
|
||||
@@ -293,8 +288,11 @@ public sealed class MCTS
|
||||
Backpropagate(endNode, score);
|
||||
|
||||
if ((i & (ProgressUpdateFrequency - 1)) == ProgressUpdateFrequency - 1)
|
||||
{
|
||||
token.ThrowIfCancellationRequested();
|
||||
Interlocked.Add(ref progress, ProgressUpdateFrequency);
|
||||
}
|
||||
}
|
||||
Interlocked.Add(ref progress, i & (ProgressUpdateFrequency - 1));
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Craftimizer.Simulator.Actions;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Craftimizer.Solver;
|
||||
@@ -21,6 +22,8 @@ public readonly record struct MCTSConfig
|
||||
public float ScoreCP { get; init; }
|
||||
public float ScoreSteps { get; init; }
|
||||
|
||||
public ActionType[] ActionPool { get; init; }
|
||||
|
||||
public MCTSConfig(in SolverConfig config)
|
||||
{
|
||||
MaxStepCount = config.MaxStepCount;
|
||||
@@ -36,5 +39,7 @@ public readonly record struct MCTSConfig
|
||||
ScoreDurability = config.ScoreDurability;
|
||||
ScoreCP = config.ScoreCP;
|
||||
ScoreSteps = config.ScoreSteps;
|
||||
|
||||
ActionPool = config.ActionPool;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
using System.Diagnostics.Contracts;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
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;
|
||||
@@ -15,28 +16,18 @@ public struct NodeScoresBuffer
|
||||
|
||||
public ScoresBatch()
|
||||
{
|
||||
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];
|
||||
|
||||
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
|
||||
{
|
||||
|
||||
|
||||
@@ -3,21 +3,6 @@ namespace Craftimizer.Test.Solver;
|
||||
[TestClass]
|
||||
public class ActionSetTests
|
||||
{
|
||||
[TestMethod]
|
||||
public void TestAcceptedActions()
|
||||
{
|
||||
var actions = ActionSet.AcceptedActions;
|
||||
var lut = ActionSet.AcceptedActionsLUT;
|
||||
|
||||
Assert.IsTrue(actions.Length <= 32);
|
||||
foreach (var i in Enum.GetValues<ActionType>())
|
||||
{
|
||||
var idx = lut[(byte)i];
|
||||
if (idx != -1)
|
||||
Assert.AreEqual(i, actions[idx]);
|
||||
}
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void TestSize()
|
||||
{
|
||||
@@ -87,18 +72,18 @@ public class ActionSetTests
|
||||
|
||||
Assert.AreEqual(4, set.Count);
|
||||
|
||||
Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(0));
|
||||
Assert.AreEqual(ActionType.Reflect, set.ElementAt(1));
|
||||
Assert.AreEqual(ActionType.ByregotsBlessing, set.ElementAt(2));
|
||||
Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(3));
|
||||
Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(0));
|
||||
Assert.AreEqual(ActionType.ByregotsBlessing, set.ElementAt(1));
|
||||
Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(2));
|
||||
Assert.AreEqual(ActionType.Reflect, set.ElementAt(3));
|
||||
|
||||
set.RemoveAction(ActionType.Reflect);
|
||||
|
||||
Assert.AreEqual(3, set.Count);
|
||||
|
||||
Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(0));
|
||||
Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(0));
|
||||
Assert.AreEqual(ActionType.ByregotsBlessing, set.ElementAt(1));
|
||||
Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(2));
|
||||
Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(2));
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
|
||||
Reference in New Issue
Block a user