Big changes 2
- Split into several projects - All dalamud/lumina deps are in the plugin - Crafty/craftingway sim implemented! - optimizations to follow
This commit is contained in:
@@ -0,0 +1,13 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Simulator\Craftimizer.Simulator.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
@@ -0,0 +1,29 @@
|
||||
namespace Craftimizer.Solver.Crafty;
|
||||
|
||||
public class Arena<T> where T : struct
|
||||
{
|
||||
public readonly record struct Node
|
||||
{
|
||||
public int? Parent { get; init; }
|
||||
public int Index { get; init; }
|
||||
public List<int> Children { get; init; }
|
||||
public T State { get; init; }
|
||||
}
|
||||
|
||||
public List<Node> Nodes { get; } = new();
|
||||
|
||||
public Arena(T initialState = default)
|
||||
{
|
||||
Nodes.Add(new() { Parent = null, Index = 0, Children = new(), State = initialState });
|
||||
}
|
||||
|
||||
public int Insert(int parentIndex, T state)
|
||||
{
|
||||
var index = Nodes.Count;
|
||||
Nodes.Add(new() { Parent = parentIndex, Index = index, Children = new(), State = state });
|
||||
Nodes[parentIndex].Children.Add(index);
|
||||
return index;
|
||||
}
|
||||
|
||||
public Node Get(int index) => Nodes[index];
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
using CompState = Craftimizer.Simulator.CompletionState;
|
||||
|
||||
namespace Craftimizer.Solver.Crafty;
|
||||
|
||||
public enum CompletionState
|
||||
{
|
||||
Incomplete,
|
||||
ProgressComplete,
|
||||
NoMoreDurability,
|
||||
|
||||
InvalidAction,
|
||||
MaxActionCountReached,
|
||||
NoMoreActions
|
||||
}
|
||||
|
||||
internal static class CompletionStateUtils
|
||||
{
|
||||
public static CompState IntoBase(this CompletionState me) =>
|
||||
(CompState)me >= CompState.Other ? CompState.Other : (CompState)me;
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Craftimizer.Solver.Crafty;
|
||||
|
||||
public class NodeScores
|
||||
{
|
||||
public float ScoreSum { get; set; } = 0;
|
||||
public float MaxScore { get; set; } = 0;
|
||||
public float Visits { get; set; } = 0;
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
using Craftimizer.Simulator;
|
||||
using Craftimizer.Simulator.Actions;
|
||||
|
||||
namespace Craftimizer.Solver.Crafty;
|
||||
|
||||
public readonly record struct SimulationNode
|
||||
{
|
||||
public SimulationState State { get; init; }
|
||||
public ActionType? Action { get; init; }
|
||||
public List<ActionType> AvailableActions { get; init; }
|
||||
public CompletionState SimulationCompletionState { get; init; }
|
||||
public CompletionState CompletionState =>
|
||||
AvailableActions.Count == 0 && SimulationCompletionState == CompletionState.Incomplete ?
|
||||
CompletionState.NoMoreActions :
|
||||
SimulationCompletionState;
|
||||
|
||||
public NodeScores Scores { get; init; }
|
||||
|
||||
public bool IsComplete => CompletionState != CompletionState.Incomplete;
|
||||
|
||||
public float? CalculateScore()
|
||||
{
|
||||
if (CompletionState != CompletionState.ProgressComplete)
|
||||
return null;
|
||||
|
||||
static float Apply(float bonus, float value, float target) =>
|
||||
bonus * Math.Min(1f, value / target);
|
||||
|
||||
var progressBonus = 0.20f;
|
||||
var qualityBonus = 0.65f;
|
||||
var durabilityBonus = 0.05f;
|
||||
var cpBonus = 0.05f;
|
||||
var fewerStepsBonus = 0.05f;
|
||||
|
||||
var progressScore = Apply(
|
||||
progressBonus,
|
||||
State.Progress,
|
||||
State.Input.Recipe.MaxProgress
|
||||
);
|
||||
|
||||
var qualityScore = Apply(
|
||||
qualityBonus,
|
||||
State.Quality,
|
||||
State.Input.Recipe.MaxQuality
|
||||
);
|
||||
|
||||
var durabilityScore = Apply(
|
||||
durabilityBonus,
|
||||
State.Durability,
|
||||
State.Input.Recipe.MaxDurability
|
||||
);
|
||||
|
||||
var cpScore = Apply(
|
||||
cpBonus,
|
||||
State.CP,
|
||||
State.Input.Stats.CP
|
||||
);
|
||||
|
||||
var fewerStepsScore =
|
||||
fewerStepsBonus * (1f - ((float)(State.ActionCount + 1) / Solver.MaxStepCount));
|
||||
|
||||
Solver.WriteLine($"score: {progressScore:0.00000} {qualityScore:0.00000} {durabilityScore:0.00000} {cpScore:0.00000} {fewerStepsScore:0.00000}");
|
||||
|
||||
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,161 @@
|
||||
using Craftimizer.Simulator;
|
||||
using Craftimizer.Simulator.Actions;
|
||||
using Sim = Craftimizer.Simulator.Simulator;
|
||||
|
||||
namespace Craftimizer.Solver.Crafty;
|
||||
|
||||
public class Simulator : Sim
|
||||
{
|
||||
public new CompletionState CompletionState =>
|
||||
ActionHistory.Count >= Solver.MaxStepCount ?
|
||||
CompletionState.MaxActionCountReached :
|
||||
(CompletionState)base.CompletionState;
|
||||
public override bool IsComplete => CompletionState != CompletionState.Incomplete;
|
||||
|
||||
public Simulator(SimulationState state) : base(state)
|
||||
{
|
||||
}
|
||||
|
||||
// Disable randomization
|
||||
public override bool RollSuccessRaw(float successRate) => successRate == 1;
|
||||
public override void StepCondition() { }
|
||||
|
||||
private static readonly ActionType[] AcceptedActions = new[]
|
||||
{
|
||||
ActionType.TrainedFinesse,
|
||||
ActionType.PrudentSynthesis,
|
||||
ActionType.Groundwork,
|
||||
ActionType.AdvancedTouch,
|
||||
ActionType.CarefulSynthesis,
|
||||
ActionType.TrainedEye,
|
||||
ActionType.DelicateSynthesis,
|
||||
ActionType.PreparatoryTouch,
|
||||
ActionType.Reflect,
|
||||
ActionType.FocusedTouch,
|
||||
ActionType.FocusedSynthesis,
|
||||
ActionType.PrudentTouch,
|
||||
ActionType.Manipulation,
|
||||
ActionType.MuscleMemory,
|
||||
ActionType.ByregotsBlessing,
|
||||
ActionType.WasteNot2,
|
||||
ActionType.BasicSynthesis,
|
||||
ActionType.Innovation,
|
||||
ActionType.GreatStrides,
|
||||
ActionType.StandardTouch,
|
||||
ActionType.Veneration,
|
||||
ActionType.WasteNot,
|
||||
ActionType.Observe,
|
||||
ActionType.MastersMend,
|
||||
ActionType.BasicTouch,
|
||||
};
|
||||
|
||||
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
|
||||
public List<ActionType> AvailableActionsHeuristic(bool strict)
|
||||
{
|
||||
if (IsComplete)
|
||||
return new();
|
||||
|
||||
ActionUtils.SetSimulation(this);
|
||||
return AcceptedActions.Where(action =>
|
||||
{
|
||||
var baseAction = action.WithUnsafe();
|
||||
|
||||
if (!baseAction.CanUse)
|
||||
return false;
|
||||
|
||||
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
|
||||
return false;
|
||||
|
||||
// don't allow quality moves at max quality
|
||||
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
|
||||
return false;
|
||||
|
||||
if (action == ActionType.Observe &&
|
||||
IsPreviousAction(ActionType.Observe))
|
||||
return false;
|
||||
|
||||
if (action == ActionType.Groundwork &&
|
||||
Durability < baseAction.DurabilityCost)
|
||||
return false;
|
||||
|
||||
if (action == ActionType.FinalAppraisal)
|
||||
return false;
|
||||
|
||||
if (strict)
|
||||
{
|
||||
// always used Trained Eye if it's available
|
||||
if (action == ActionType.TrainedEye)
|
||||
return true;
|
||||
|
||||
// only allow Focused moves after Observe
|
||||
if (IsPreviousAction(ActionType.Observe) &&
|
||||
action != ActionType.FocusedSynthesis &&
|
||||
action != ActionType.FocusedTouch)
|
||||
return false;
|
||||
|
||||
// don't allow quality moves under Muscle Memory for difficult crafts
|
||||
if (Input.Recipe.ClassJobLevel == 90 &&
|
||||
HasEffect(EffectType.MuscleMemory) &&
|
||||
baseAction.IncreasesQuality)
|
||||
return false;
|
||||
|
||||
// don't allow pure quality moves under Veneration
|
||||
if (HasEffect(EffectType.Veneration) &&
|
||||
!baseAction.IncreasesProgress &&
|
||||
baseAction.IncreasesQuality)
|
||||
return false;
|
||||
|
||||
if (baseAction.IncreasesProgress)
|
||||
{
|
||||
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
|
||||
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
|
||||
|
||||
if (would_finish)
|
||||
{
|
||||
// don't allow finishing the craft if there is significant quality remaining
|
||||
if (Quality < (Input.Recipe.MaxQuality / 5))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
|
||||
if (HasEffect(EffectType.Innovation) &&
|
||||
!baseAction.IncreasesQuality &&
|
||||
baseAction.IncreasesProgress)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (action == ActionType.ByregotsBlessing &&
|
||||
GetEffect(EffectType.InnerQuiet)?.Strength <= 1)
|
||||
return false;
|
||||
|
||||
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
|
||||
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
|
||||
return false;
|
||||
|
||||
if (action == ActionType.Observe &&
|
||||
CP < 5)
|
||||
return false;
|
||||
|
||||
if (action == ActionType.MastersMend &&
|
||||
Input.Recipe.MaxDurability - Durability < 25)
|
||||
return false;
|
||||
|
||||
if (action == ActionType.Manipulation &&
|
||||
HasEffect(EffectType.Manipulation))
|
||||
return false;
|
||||
|
||||
if (action == ActionType.GreatStrides &&
|
||||
HasEffect(EffectType.GreatStrides))
|
||||
return false;
|
||||
|
||||
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
|
||||
(GetEffect(EffectType.Veneration)?.Duration > 1 || GetEffect(EffectType.Innovation)?.Duration > 1))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}).ToList();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,304 @@
|
||||
using Craftimizer.Simulator;
|
||||
using Craftimizer.Simulator.Actions;
|
||||
|
||||
namespace Craftimizer.Solver.Crafty;
|
||||
|
||||
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
|
||||
public class Solver
|
||||
{
|
||||
public Simulator Simulator;
|
||||
public Arena<SimulationNode> Tree;
|
||||
|
||||
//public Random Random => Simulator.Input.Random;
|
||||
|
||||
public const int Iterations = 100000;
|
||||
public const float ScoreStorageThreshold = 1f;
|
||||
public const float MaxScoreWeightingConstant = 0.1f;
|
||||
public const float ExplorationConstant = 4f;
|
||||
public const int MaxStepCount = 25;
|
||||
|
||||
public static void Write(string data)
|
||||
{
|
||||
if (false)
|
||||
Console.Write(data);
|
||||
}
|
||||
public static void WriteLine(string data)
|
||||
{
|
||||
if (false)
|
||||
Console.WriteLine(data);
|
||||
}
|
||||
|
||||
public Solver(SimulationState state, bool strict)
|
||||
{
|
||||
Simulator = new(state);
|
||||
Tree = new(new()
|
||||
{
|
||||
State = state,
|
||||
Action = null,
|
||||
SimulationCompletionState = Simulator.CompletionState,
|
||||
AvailableActions = Simulator.AvailableActionsHeuristic(strict),
|
||||
Scores = new()
|
||||
});
|
||||
}
|
||||
|
||||
public Solver(SimulationInput input) : this(new(input), false)
|
||||
{
|
||||
}
|
||||
|
||||
private SimulationNode Execute(SimulationState state, ActionType action, bool strict)
|
||||
{
|
||||
(_, var newState) = Simulator.Execute(state, action);
|
||||
return new()
|
||||
{
|
||||
State = newState,
|
||||
Action = action,
|
||||
SimulationCompletionState = Simulator.CompletionState,
|
||||
AvailableActions = Simulator.AvailableActionsHeuristic(strict),
|
||||
Scores = new()
|
||||
};
|
||||
}
|
||||
|
||||
public (int Index, CompletionState State) ExecuteActions(int startIndex, List<ActionType> actions, bool strict = false)
|
||||
{
|
||||
var currentIndex = startIndex;
|
||||
foreach (var action in actions)
|
||||
{
|
||||
var node = Tree.Get(currentIndex).State;
|
||||
if (node.IsComplete)
|
||||
return (currentIndex, node.CompletionState);
|
||||
|
||||
if (!node.AvailableActions.Remove(action))
|
||||
return (currentIndex, CompletionState.InvalidAction);
|
||||
|
||||
currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict));
|
||||
}
|
||||
|
||||
var currentNode = Tree.Get(currentIndex).State;
|
||||
return (currentIndex, currentNode.CompletionState);
|
||||
}
|
||||
|
||||
public static float Eval(NodeScores node, NodeScores parent)
|
||||
{
|
||||
var w = MaxScoreWeightingConstant;
|
||||
var c = ExplorationConstant;
|
||||
|
||||
var visits = node.Visits;
|
||||
var average_score = node.ScoreSum / visits;
|
||||
|
||||
var exploitation = ((1f - w) * average_score) + (w * node.MaxScore);
|
||||
var exploration = MathF.Sqrt(c * MathF.Log(parent.Visits) / visits);
|
||||
|
||||
WriteLine($"a {node.ScoreSum} {node.MaxScore}");
|
||||
WriteLine($"b {exploitation} {exploration}");
|
||||
|
||||
return exploitation + exploration;
|
||||
}
|
||||
|
||||
private enum Ordering
|
||||
{
|
||||
Less,
|
||||
Equal,
|
||||
Greater
|
||||
}
|
||||
|
||||
private static V? RustMaxBy<V, T>(List<V> source, Func<V, T> into)
|
||||
{
|
||||
static Func<V, V, Ordering> compare_into(Func<T, T, Ordering> compare, Func<V, T> into) =>
|
||||
(a, b) => compare(into(a), into(b));
|
||||
|
||||
static Func<T, T, Ordering> compare(IComparer<T> comparer) =>
|
||||
(x, y) => comparer.Compare(x, y) switch
|
||||
{
|
||||
< 0 => Ordering.Less,
|
||||
0 => Ordering.Equal,
|
||||
> 0 => Ordering.Greater,
|
||||
};
|
||||
|
||||
static Func<V, V, V> max_by_fold(Func<V, V, Ordering> compare) =>
|
||||
(x, y) => compare(x, y) switch
|
||||
{
|
||||
Ordering.Less or Ordering.Equal => y,
|
||||
Ordering.Greater => x,
|
||||
_ => x
|
||||
};
|
||||
|
||||
static V? reduce(List<V> d, Func<V, V, V> f)
|
||||
{
|
||||
V? accum = default!;
|
||||
for (var i = 0; i < d.Count; ++i)
|
||||
accum = i == 0 ? d[i] : f(accum, d[i]);
|
||||
return accum;
|
||||
}
|
||||
|
||||
var comparer = compare_into(compare(Comparer<T>.Default), into);
|
||||
return reduce(source, max_by_fold(comparer));
|
||||
}
|
||||
|
||||
public int Select(int currentIndex)
|
||||
{
|
||||
var selectedIndex = currentIndex;
|
||||
while (true)
|
||||
{
|
||||
var selectedNode = Tree.Get(selectedIndex);
|
||||
|
||||
var expandable = selectedNode.State.AvailableActions.Count != 0;
|
||||
var likelyTerminal = selectedNode.Children.Count == 0;
|
||||
WriteLine("select:");
|
||||
WriteLine($"{expandable} {likelyTerminal}".ToLower());
|
||||
if (expandable || likelyTerminal) {
|
||||
break;
|
||||
}
|
||||
|
||||
// select the node with the highest score
|
||||
selectedIndex = RustMaxBy(selectedNode.Children, n => Eval(Tree.Get(n).State.Scores, selectedNode.State.Scores));
|
||||
WriteLine($"{selectedIndex}");
|
||||
}
|
||||
return selectedIndex;
|
||||
}
|
||||
|
||||
public (int Index, CompletionState State, float Score) ExpandAndRollout(int initialIndex)
|
||||
{
|
||||
WriteLine("expand_and_rollout");
|
||||
WriteLine($"{initialIndex}");
|
||||
// expand once
|
||||
var initialNode = Tree.Get(initialIndex).State;
|
||||
if (initialNode.IsComplete)
|
||||
{
|
||||
WriteLine($"ret {initialIndex} {initialNode.CompletionState}");
|
||||
return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
|
||||
}
|
||||
var randomAction = initialNode.AvailableActions.ElementAt(0);
|
||||
initialNode.AvailableActions.Remove(randomAction);
|
||||
WriteLine($"pick {randomAction.IntName()}");
|
||||
var expandedState = Execute(initialNode.State, randomAction, true);
|
||||
var expandedIndex = Tree.Insert(initialIndex, expandedState);
|
||||
WriteLine($"ins {expandedIndex}");
|
||||
|
||||
// playout to a terminal state
|
||||
var currentState = Tree.Get(expandedIndex).State;
|
||||
var preCount = currentState.State.ActionCount;
|
||||
while (true)
|
||||
{
|
||||
if (currentState.IsComplete)
|
||||
break;
|
||||
randomAction = currentState.AvailableActions.ElementAt(0);
|
||||
currentState = Execute(currentState.State, randomAction, true);
|
||||
}
|
||||
|
||||
// store the result if a max score was reached
|
||||
var score = currentState.CalculateScore() ?? 0;
|
||||
if (currentState.CompletionState == CompletionState.ProgressComplete)
|
||||
{
|
||||
WriteLine($"calc: {score:0.00000}");
|
||||
if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Scores.MaxScore)
|
||||
{
|
||||
WriteLine("exp_a");
|
||||
foreach (var action in currentState.State.ActionHistory.Skip(preCount))
|
||||
Write($">{action.IntName()}");
|
||||
WriteLine("");
|
||||
|
||||
(var terminalIndex, _) = ExecuteActions(expandedIndex, currentState.State.ActionHistory.Skip(preCount).ToList(), true);
|
||||
return (terminalIndex, currentState.CompletionState, score);
|
||||
}
|
||||
}
|
||||
return (expandedIndex, currentState.CompletionState, score);
|
||||
}
|
||||
|
||||
public void Backpropagate(int startIndex, int targetIndex, float score)
|
||||
{
|
||||
WriteLine($"back {startIndex}->{targetIndex} {score}");
|
||||
var currentIndex = startIndex;
|
||||
while (true)
|
||||
{
|
||||
var currentNode = Tree.Get(currentIndex);
|
||||
var currentScores = currentNode.State.Scores;
|
||||
currentScores.Visits++;
|
||||
currentScores.ScoreSum += score;
|
||||
currentScores.MaxScore = Math.Max(currentScores.MaxScore, score);
|
||||
WriteLine($"bak {currentIndex} {currentScores.Visits} {currentScores.ScoreSum} {currentScores.MaxScore}");
|
||||
|
||||
if (currentIndex == targetIndex)
|
||||
break;
|
||||
|
||||
currentIndex = currentNode.Parent!.Value;
|
||||
}
|
||||
}
|
||||
|
||||
public void Search(int startIndex)
|
||||
{
|
||||
for (var i = 0; i < Iterations; i++)
|
||||
{
|
||||
WriteLine($"search {i}");
|
||||
var selectedIndex = Select(startIndex);
|
||||
var (endIndex, state, score) = ExpandAndRollout(selectedIndex);
|
||||
|
||||
WriteLine($"backp {endIndex} {score}");
|
||||
Backpropagate(endIndex, startIndex, score);
|
||||
}
|
||||
}
|
||||
|
||||
public (List<ActionType> Actions, SimulationNode Node) Solution()
|
||||
{
|
||||
WriteLine("sol");
|
||||
var actions = new List<ActionType>();
|
||||
var node = Tree.Get(0);
|
||||
while (node.Children.Count != 0) {
|
||||
var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Scores.MaxScore);
|
||||
WriteLine($"next: {next_index}");
|
||||
node = Tree.Get(next_index);
|
||||
if (node.State.Action != null)
|
||||
{
|
||||
WriteLine($"act: {node.State.Action.Value.IntName()}");
|
||||
actions.Add(node.State.Action.Value);
|
||||
}
|
||||
}
|
||||
|
||||
return (actions, node.State);
|
||||
}
|
||||
|
||||
public static (SimulationState SimState, CompletionState State) Simulate(SimulationInput input, List<ActionType> actions)
|
||||
{
|
||||
var solver = new Solver(input);
|
||||
var (index, result) = solver.ExecuteActions(0, actions);
|
||||
return (solver.Tree.Get(index).State.State, result);
|
||||
}
|
||||
|
||||
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, List<ActionType> actions, Action<ActionType>? actionCallback)
|
||||
{
|
||||
var (state, result) = Simulate(input, actions);
|
||||
if (result != CompletionState.Incomplete) {
|
||||
return (actions, state);
|
||||
}
|
||||
|
||||
var solver = new Solver(state, true);
|
||||
while (!solver.Simulator.IsComplete)
|
||||
{
|
||||
solver.Search(0);
|
||||
var (solution_actions, solution_node) = solver.Solution();
|
||||
|
||||
if (solution_node.Scores.MaxScore >= 1.0) {
|
||||
actions.AddRange(solution_actions);
|
||||
return (actions, solution_node.State);
|
||||
}
|
||||
|
||||
var chosen_action = solution_actions[0];
|
||||
(_, state) = solver.Simulator.Execute(state, chosen_action);
|
||||
actions.Add(chosen_action);
|
||||
|
||||
actionCallback?.Invoke(chosen_action);
|
||||
|
||||
solver = new Solver(state, true);
|
||||
}
|
||||
|
||||
return (actions, state);
|
||||
}
|
||||
|
||||
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SimulationInput input, List<ActionType> actions)
|
||||
{
|
||||
var solver = new Solver(input);
|
||||
solver.Search(0);
|
||||
var (solution_actions, solution_node) = solver.Solution();
|
||||
actions.AddRange(solution_actions);
|
||||
return (actions, solution_node.State);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user