Use fixed point arithmetic for progress/quality

This commit is contained in:
Asriel Camora
2023-11-04 11:43:34 -07:00
parent 9ca83bfe23
commit d08fedb247
23 changed files with 44 additions and 42 deletions
+1 -1
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@@ -9,5 +9,5 @@ internal sealed class AdvancedTouch : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 2 ? 18 : 46; public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 2 ? 18 : 46;
public override float Efficiency(Simulator s) => 1.50f; public override int Efficiency(Simulator s) => 150;
} }
+1 -1
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@@ -22,7 +22,7 @@ public abstract class BaseAction
// Instanced properties // Instanced properties
public abstract int CPCost(Simulator s); public abstract int CPCost(Simulator s);
public virtual float Efficiency(Simulator s) => 0f; public virtual int Efficiency(Simulator s) => 0;
public virtual float SuccessRate(Simulator s) => 1f; public virtual float SuccessRate(Simulator s) => 1f;
public virtual bool CanUse(Simulator s) => public virtual bool CanUse(Simulator s) =>
+1 -1
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@@ -10,5 +10,5 @@ internal sealed class BasicSynthesis : BaseAction
public override int CPCost(Simulator s) => 0; public override int CPCost(Simulator s) => 0;
// Basic Synthesis Mastery Trait // Basic Synthesis Mastery Trait
public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 31 ? 1.20f : 1.00f; public override int Efficiency(Simulator s) => s.Input.Stats.Level >= 31 ? 120 : 100;
} }
+1 -1
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@@ -9,5 +9,5 @@ internal sealed class BasicTouch : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 18; public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.00f; public override int Efficiency(Simulator s) => 100;
} }
+1 -1
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@@ -9,7 +9,7 @@ internal sealed class ByregotsBlessing : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 24; public override int CPCost(Simulator s) => 24;
public override float Efficiency(Simulator s) => 1.00f + (0.20f * s.GetEffectStrength(EffectType.InnerQuiet)); public override int Efficiency(Simulator s) => 100 + (20 * s.GetEffectStrength(EffectType.InnerQuiet));
public override bool CanUse(Simulator s) => s.HasEffect(EffectType.InnerQuiet) && base.CanUse(s); public override bool CanUse(Simulator s) => s.HasEffect(EffectType.InnerQuiet) && base.CanUse(s);
+1 -1
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@@ -10,5 +10,5 @@ internal sealed class CarefulSynthesis : BaseAction
public override int CPCost(Simulator s) => 7; public override int CPCost(Simulator s) => 7;
// Careful Synthesis Mastery Trait // Careful Synthesis Mastery Trait
public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 82 ? 1.80f : 1.50f; public override int Efficiency(Simulator s) => s.Input.Stats.Level >= 82 ? 180 : 150;
} }
+1 -1
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@@ -10,5 +10,5 @@ internal sealed class DelicateSynthesis : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 32; public override int CPCost(Simulator s) => 32;
public override float Efficiency(Simulator s) => 1.00f; public override int Efficiency(Simulator s) => 100;
} }
+1 -1
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@@ -9,6 +9,6 @@ internal sealed class FocusedSynthesis : BaseAction
public override bool IncreasesProgress => true; public override bool IncreasesProgress => true;
public override int CPCost(Simulator s) => 5; public override int CPCost(Simulator s) => 5;
public override float Efficiency(Simulator s) => 2.00f; public override int Efficiency(Simulator s) => 200;
public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f; public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f;
} }
+1 -1
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@@ -9,6 +9,6 @@ internal sealed class FocusedTouch : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 18; public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.50f; public override int Efficiency(Simulator s) => 150;
public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f; public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f;
} }
+2 -2
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@@ -10,10 +10,10 @@ internal sealed class Groundwork : BaseAction
public override int DurabilityCost => 20; public override int DurabilityCost => 20;
public override int CPCost(Simulator s) => 18; public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) public override int Efficiency(Simulator s)
{ {
// Groundwork Mastery Trait // Groundwork Mastery Trait
var ret = s.Input.Stats.Level >= 86 ? 3.60f : 3.00f; var ret = s.Input.Stats.Level >= 86 ? 360 : 300;
return s.Durability < s.CalculateDurabilityCost(DurabilityCost) ? ret / 2 : ret; return s.Durability < s.CalculateDurabilityCost(DurabilityCost) ? ret / 2 : ret;
} }
} }
+1 -1
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@@ -9,6 +9,6 @@ internal sealed class HastyTouch : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 0; public override int CPCost(Simulator s) => 0;
public override float Efficiency(Simulator s) => 1.00f; public override int Efficiency(Simulator s) => 100;
public override float SuccessRate(Simulator s) => 0.60f; public override float SuccessRate(Simulator s) => 0.60f;
} }
+1 -1
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@@ -9,7 +9,7 @@ internal sealed class IntensiveSynthesis : BaseAction
public override bool IncreasesProgress => true; public override bool IncreasesProgress => true;
public override int CPCost(Simulator s) => 6; public override int CPCost(Simulator s) => 6;
public override float Efficiency(Simulator s) => 4.00f; public override int Efficiency(Simulator s) => 400;
public override bool CanUse(Simulator s) => public override bool CanUse(Simulator s) =>
(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul)) (s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
+1 -1
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@@ -9,7 +9,7 @@ internal sealed class MuscleMemory : BaseAction
public override bool IncreasesProgress => true; public override bool IncreasesProgress => true;
public override int CPCost(Simulator s) => 6; public override int CPCost(Simulator s) => 6;
public override float Efficiency(Simulator s) => 3.00f; public override int Efficiency(Simulator s) => 300;
public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s); public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
+1 -1
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@@ -9,7 +9,7 @@ internal sealed class PreciseTouch : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 18; public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.50f; public override int Efficiency(Simulator s) => 150;
public override bool CanUse(Simulator s) => public override bool CanUse(Simulator s) =>
(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul)) (s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
+1 -1
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@@ -10,7 +10,7 @@ internal sealed class PreparatoryTouch : BaseAction
public override int DurabilityCost => 20; public override int DurabilityCost => 20;
public override int CPCost(Simulator s) => 40; public override int CPCost(Simulator s) => 40;
public override float Efficiency(Simulator s) => 2.00f; public override int Efficiency(Simulator s) => 200;
public override void UseSuccess(Simulator s) public override void UseSuccess(Simulator s)
{ {
+1 -1
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@@ -10,7 +10,7 @@ internal sealed class PrudentSynthesis : BaseAction
public override int DurabilityCost => base.DurabilityCost / 2; public override int DurabilityCost => base.DurabilityCost / 2;
public override int CPCost(Simulator s) => 18; public override int CPCost(Simulator s) => 18;
public override float Efficiency(Simulator s) => 1.80f; public override int Efficiency(Simulator s) => 180;
public override bool CanUse(Simulator s) => public override bool CanUse(Simulator s) =>
!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2)) !(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
+1 -1
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@@ -10,7 +10,7 @@ internal sealed class PrudentTouch : BaseAction
public override int DurabilityCost => base.DurabilityCost / 2; public override int DurabilityCost => base.DurabilityCost / 2;
public override int CPCost(Simulator s) => 25; public override int CPCost(Simulator s) => 25;
public override float Efficiency(Simulator s) => 1.00f; public override int Efficiency(Simulator s) => 100;
public override bool CanUse(Simulator s) => public override bool CanUse(Simulator s) =>
!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2)) !(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
+1 -1
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@@ -10,6 +10,6 @@ internal sealed class RapidSynthesis : BaseAction
public override int CPCost(Simulator s) => 0; public override int CPCost(Simulator s) => 0;
// Rapid Synthesis Mastery Trait // Rapid Synthesis Mastery Trait
public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 63 ? 5.00f : 2.50f; public override int Efficiency(Simulator s) => s.Input.Stats.Level >= 63 ? 500 : 250;
public override float SuccessRate(Simulator s) => 0.50f; public override float SuccessRate(Simulator s) => 0.50f;
} }
+1 -1
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@@ -9,7 +9,7 @@ internal sealed class Reflect : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => 6; public override int CPCost(Simulator s) => 6;
public override float Efficiency(Simulator s) => 1.00f; public override int Efficiency(Simulator s) => 100;
public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s); public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
+1 -1
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@@ -9,5 +9,5 @@ internal sealed class StandardTouch : BaseAction
public override bool IncreasesQuality => true; public override bool IncreasesQuality => true;
public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 1 ? 18 : 32; public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 1 ? 18 : 32;
public override float Efficiency(Simulator s) => 1.25f; public override int Efficiency(Simulator s) => 125;
} }
+1 -1
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@@ -10,7 +10,7 @@ internal sealed class TrainedFinesse : BaseAction
public override int DurabilityCost => 0; public override int DurabilityCost => 0;
public override int CPCost(Simulator s) => 32; public override int CPCost(Simulator s) => 32;
public override float Efficiency(Simulator s) => 1.00f; public override int Efficiency(Simulator s) => 100;
public override bool CanUse(Simulator s) => public override bool CanUse(Simulator s) =>
s.GetEffectStrength(EffectType.InnerQuiet) == 10 s.GetEffectStrength(EffectType.InnerQuiet) == 10
+19 -19
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@@ -213,51 +213,51 @@ public class Simulator
return (int)Math.Ceiling(amt); return (int)Math.Ceiling(amt);
} }
public int CalculateProgressGain(float efficiency, bool dryRun = true) public int CalculateProgressGain(int efficiency, bool dryRun = true)
{ {
var buffModifier = 1.00f; var buffModifier = 100;
if (HasEffect(EffectType.MuscleMemory)) if (HasEffect(EffectType.MuscleMemory))
{ {
buffModifier += 1.00f; buffModifier += 100;
if (!dryRun) if (!dryRun)
RemoveEffect(EffectType.MuscleMemory); RemoveEffect(EffectType.MuscleMemory);
} }
if (HasEffect(EffectType.Veneration)) if (HasEffect(EffectType.Veneration))
buffModifier += 0.50f; buffModifier += 50;
var conditionModifier = Condition switch var conditionModifier = Condition switch
{ {
Condition.Malleable => 1.50f, Condition.Malleable => 150,
_ => 1.00f _ => 100
}; };
var progressGain = (int)(Input.BaseProgressGain * efficiency * conditionModifier * buffModifier); var progressGain = (int)((long)Input.BaseProgressGain * efficiency * conditionModifier * buffModifier / 1e6);
return progressGain; return progressGain;
} }
public int CalculateQualityGain(float efficiency, bool dryRun = true) public int CalculateQualityGain(int efficiency, bool dryRun = true)
{ {
var buffModifier = 1.00f; var buffModifier = 100;
if (HasEffect(EffectType.GreatStrides)) if (HasEffect(EffectType.GreatStrides))
{ {
buffModifier += 1.00f; buffModifier += 100;
if (!dryRun) if (!dryRun)
RemoveEffect(EffectType.GreatStrides); RemoveEffect(EffectType.GreatStrides);
} }
if (HasEffect(EffectType.Innovation)) if (HasEffect(EffectType.Innovation))
buffModifier += 0.50f; buffModifier += 50;
buffModifier *= 1 + (GetEffectStrength(EffectType.InnerQuiet) * 0.10f); var iqModifier = 100 + (GetEffectStrength(EffectType.InnerQuiet) * 10);
var conditionModifier = Condition switch var conditionModifier = Condition switch
{ {
Condition.Poor => 0.50f, Condition.Poor => 50,
Condition.Good => Input.Stats.HasSplendorousBuff ? 1.75f : 1.50f, Condition.Good => Input.Stats.HasSplendorousBuff ? 175 : 150,
Condition.Excellent => 4.00f, Condition.Excellent => 400,
_ => 1.00f, _ => 100,
}; };
var qualityGain = (int)(Input.BaseQualityGain * efficiency * conditionModifier * buffModifier); var qualityGain = (int)((long)Input.BaseQualityGain * efficiency * conditionModifier * iqModifier * buffModifier / 1e8);
return qualityGain; return qualityGain;
} }
@@ -297,10 +297,10 @@ public class Simulator
ReduceCPRaw(CalculateCPCost(amount)); ReduceCPRaw(CalculateCPCost(amount));
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public void IncreaseProgress(float efficiency) => public void IncreaseProgress(int efficiency) =>
IncreaseProgressRaw(CalculateProgressGain(efficiency, false)); IncreaseProgressRaw(CalculateProgressGain(efficiency, false));
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public void IncreaseQuality(float efficiency) => public void IncreaseQuality(int efficiency) =>
IncreaseQualityRaw(CalculateQualityGain(efficiency, false)); IncreaseQualityRaw(CalculateQualityGain(efficiency, false));
} }
+3 -1
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@@ -49,6 +49,8 @@ public struct ActionSet
static ActionSet() static ActionSet()
{ {
AcceptedActionsLUT = new int[Enum.GetValues<ActionType>().Length]; 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++) for (var i = 0; i < AcceptedActions.Length; i++)
AcceptedActionsLUT[(byte)AcceptedActions[i]] = i; AcceptedActionsLUT[(byte)AcceptedActions[i]] = i;
} }
@@ -57,7 +59,7 @@ public struct ActionSet
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int FromAction(ActionType action) private static int FromAction(ActionType action)
{ {
var ret = Simulator.AcceptedActionsLUT[(byte)action]; var ret = AcceptedActionsLUT[(byte)action];
if (ret == -1) if (ret == -1)
throw new ArgumentOutOfRangeException(nameof(action), action, $"Action {action} is unsupported in {nameof(ActionSet)}."); throw new ArgumentOutOfRangeException(nameof(action), action, $"Action {action} is unsupported in {nameof(ActionSet)}.");
return ret; return ret;