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 +1,14 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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||||||
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<TargetFramework>net7.0</TargetFramework>
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<OutputType>Exe</OutputType>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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||||||
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<ProjectReference Include="..\Simulator\Craftimizer.Simulator.csproj" />
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<ProjectReference Include="..\Solver\Craftimizer.Solver.csproj" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,32 @@
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using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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namespace Craftimizer.Benchmark;
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internal class Program
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{
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private static void Main(string[] args)
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{
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var input = new SimulationInput()
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{
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Stats = new CharacterStats { Craftsmanship = 4041, Control = 3905, CP = 609, Level = 90 },
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Recipe = new RecipeInfo()
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{
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IsExpert = false,
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ClassJobLevel = 90,
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RLvl = 640,
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ConditionsFlag = 15,
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MaxDurability = 70,
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MaxQuality = 14040,
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MaxProgress = 6600,
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QualityModifier = 70,
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QualityDivider = 115,
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ProgressModifier = 80,
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ProgressDivider = 130,
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}
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};
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var actions = new List<ActionType>();
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(actions, _) = Solver.Crafty.Solver.SearchStepwise(input, actions, a => Console.WriteLine(a));
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}
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}
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+42
-2
@@ -1,19 +1,59 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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Microsoft Visual Studio Solution File, Format Version 12.00
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||||||
# Visual Studio Version 17
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# Visual Studio Version 17
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VisualStudioVersion = 17.4.33213.308
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VisualStudioVersion = 17.4.33213.308
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MinimumVisualStudioVersion = 10.0.40219.1
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MinimumVisualStudioVersion = 10.0.40219.1
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||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer", "Craftimizer\Craftimizer.csproj", "{13C812E9-0D42-4B95-8646-40EEBF30636F}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer.Plugin", "Craftimizer\Craftimizer.Plugin.csproj", "{13C812E9-0D42-4B95-8646-40EEBF30636F}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer.Benchmark", "Benchmark\Craftimizer.Benchmark.csproj", "{057C4B64-4D99-4847-9BCF-966571CAE57C}"
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EndProject
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|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer.Simulator", "Simulator\Craftimizer.Simulator.csproj", "{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}"
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|
EndProject
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||||||
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer.Solver", "Solver\Craftimizer.Solver.csproj", "{2B0EA452-6DFC-48DB-9049-EA782E600C21}"
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||||||
|
ProjectSection(ProjectDependencies) = postProject
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||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3} = {172EE849-AC7E-4F2A-ACAB-EF9D065523B3}
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|
EndProjectSection
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||||||
EndProject
|
EndProject
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||||||
Global
|
Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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|
Debug|Any CPU = Debug|Any CPU
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Debug|x64 = Debug|x64
|
Debug|x64 = Debug|x64
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|
Release|Any CPU = Release|Any CPU
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||||||
Release|x64 = Release|x64
|
Release|x64 = Release|x64
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EndGlobalSection
|
EndGlobalSection
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||||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||||
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|Any CPU.ActiveCfg = Debug|x64
|
||||||
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|Any CPU.Build.0 = Debug|x64
|
||||||
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|x64.ActiveCfg = Debug|x64
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|x64.Build.0 = Debug|x64
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|Any CPU.ActiveCfg = Release|x64
|
||||||
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|Any CPU.Build.0 = Release|x64
|
||||||
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|x64.ActiveCfg = Release|x64
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|x64.ActiveCfg = Release|x64
|
||||||
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|x64.Build.0 = Release|x64
|
{13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|x64.Build.0 = Release|x64
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Debug|x64.Build.0 = Debug|Any CPU
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Release|x64.ActiveCfg = Release|Any CPU
|
||||||
|
{057C4B64-4D99-4847-9BCF-966571CAE57C}.Release|x64.Build.0 = Release|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Debug|x64.Build.0 = Debug|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Release|x64.ActiveCfg = Release|Any CPU
|
||||||
|
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}.Release|x64.Build.0 = Release|Any CPU
|
||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Debug|x64.Build.0 = Debug|Any CPU
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||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Release|x64.ActiveCfg = Release|Any CPU
|
||||||
|
{2B0EA452-6DFC-48DB-9049-EA782E600C21}.Release|x64.Build.0 = Release|Any CPU
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||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
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||||||
HideSolutionNode = FALSE
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HideSolutionNode = FALSE
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|||||||
@@ -31,6 +31,7 @@
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<ItemGroup>
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<ItemGroup>
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||||||
<PackageReference Include="DalamudPackager" Version="2.1.10" />
|
<PackageReference Include="DalamudPackager" Version="2.1.10" />
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||||||
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<ProjectReference Include="..\Simulator\Craftimizer.Simulator.csproj" />
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||||||
<Reference Include="FFXIVClientStructs">
|
<Reference Include="FFXIVClientStructs">
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||||||
<HintPath>$(DalamudLibPath)FFXIVClientStructs.dll</HintPath>
|
<HintPath>$(DalamudLibPath)FFXIVClientStructs.dll</HintPath>
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<Private>false</Private>
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<Private>false</Private>
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@@ -1,127 +0,0 @@
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using Craftimizer.Plugin;
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using Dalamud.Utility;
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using ImGuiScene;
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using Lumina.Excel.GeneratedSheets;
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using System;
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using System.Linq;
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using Action = Lumina.Excel.GeneratedSheets.Action;
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namespace Craftimizer.Simulator.Actions;
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public enum ActionType
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||||||
{
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AdvancedTouch,
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||||||
BasicSynthesis,
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||||||
BasicTouch,
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||||||
ByregotsBlessing,
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||||||
CarefulObservation,
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||||||
CarefulSynthesis,
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||||||
DelicateSynthesis,
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||||||
FinalAppraisal,
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||||||
FocusedSynthesis,
|
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||||||
FocusedTouch,
|
|
||||||
GreatStrides,
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|
||||||
Groundwork,
|
|
||||||
HastyTouch,
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|
||||||
HeartAndSoul,
|
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||||||
Innovation,
|
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||||||
IntensiveSynthesis,
|
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||||||
Manipulation,
|
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||||||
MastersMend,
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||||||
MuscleMemory,
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||||||
Observe,
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||||||
PreciseTouch,
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||||||
PreparatoryTouch,
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||||||
PrudentSynthesis,
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||||||
PrudentTouch,
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||||||
RapidSynthesis,
|
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||||||
Reflect,
|
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||||||
StandardTouch,
|
|
||||||
TrainedEye,
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|
||||||
TrainedFinesse,
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|
||||||
TricksOfTheTrade,
|
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||||||
Veneration,
|
|
||||||
WasteNot,
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||||||
WasteNot2,
|
|
||||||
}
|
|
||||||
|
|
||||||
internal static class ActionUtils
|
|
||||||
{
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|
||||||
private static readonly BaseAction[] Actions;
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|
||||||
|
|
||||||
static ActionUtils()
|
|
||||||
{
|
|
||||||
var types = typeof(BaseAction).Assembly.GetTypes()
|
|
||||||
.Where(t => t.IsAssignableTo(typeof(BaseAction)) && !t.IsAbstract);
|
|
||||||
Actions = Enum.GetNames<ActionType>()
|
|
||||||
.Select(a => types.First(t => t.Name == a))
|
|
||||||
.Select(t => (Activator.CreateInstance(t) as BaseAction)!)
|
|
||||||
.ToArray();
|
|
||||||
}
|
|
||||||
|
|
||||||
private static BaseAction Action(this ActionType me) => Actions[(int)me];
|
|
||||||
|
|
||||||
public static BaseAction With(this ActionType me, SimulationState simulation)
|
|
||||||
{
|
|
||||||
BaseAction.TLSSimulation.Value = simulation;
|
|
||||||
return Action(me);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static int Level(this ActionType me) =>
|
|
||||||
Action(me).Level;
|
|
||||||
|
|
||||||
public static ActionCategory Category(this ActionType me) =>
|
|
||||||
Action(me).Category;
|
|
||||||
|
|
||||||
private static (CraftAction? CraftAction, Action? Action) GetActionRow(this ActionType me, ClassJob classJob)
|
|
||||||
{
|
|
||||||
var actionId = Action(me).ActionId;
|
|
||||||
if (LuminaSheets.CraftActionSheet.GetRow(actionId) is CraftAction baseCraftAction)
|
|
||||||
{
|
|
||||||
return (classJob switch
|
|
||||||
{
|
|
||||||
ClassJob.Carpenter => baseCraftAction.CRP.Value!,
|
|
||||||
ClassJob.Blacksmith => baseCraftAction.BSM.Value!,
|
|
||||||
ClassJob.Armorer => baseCraftAction.ARM.Value!,
|
|
||||||
ClassJob.Goldsmith => baseCraftAction.GSM.Value!,
|
|
||||||
ClassJob.Leatherworker => baseCraftAction.LTW.Value!,
|
|
||||||
ClassJob.Weaver => baseCraftAction.WVR.Value!,
|
|
||||||
ClassJob.Alchemist => baseCraftAction.ALC.Value!,
|
|
||||||
ClassJob.Culinarian => baseCraftAction.CUL.Value!,
|
|
||||||
_ => baseCraftAction
|
|
||||||
}, null);
|
|
||||||
}
|
|
||||||
else if (LuminaSheets.ActionSheet.GetRow(actionId) is Action baseAction)
|
|
||||||
{
|
|
||||||
return (null,
|
|
||||||
LuminaSheets.ActionSheet.First(r =>
|
|
||||||
r.Icon == baseAction.Icon &&
|
|
||||||
r.ActionCategory.Row == baseAction.ActionCategory.Row &&
|
|
||||||
r.Name.RawString == baseAction.Name.RawString &&
|
|
||||||
(r.ClassJobCategory.Value?.IsClassJob(classJob) ?? false)
|
|
||||||
));
|
|
||||||
}
|
|
||||||
return (null, null);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static string GetName(this ActionType me, ClassJob classJob)
|
|
||||||
{
|
|
||||||
var (craftAction, action) = GetActionRow(me, classJob);
|
|
||||||
if (craftAction != null)
|
|
||||||
return craftAction.Name.ToDalamudString().TextValue;
|
|
||||||
else if (action != null)
|
|
||||||
return action.Name.ToDalamudString().TextValue;
|
|
||||||
return "Unknown";
|
|
||||||
}
|
|
||||||
|
|
||||||
public static TextureWrap GetIcon(this ActionType me, ClassJob classJob)
|
|
||||||
{
|
|
||||||
var (craftAction, action) = GetActionRow(me, classJob);
|
|
||||||
if (craftAction != null)
|
|
||||||
return Icons.GetIconFromId(craftAction.Icon);
|
|
||||||
else if (action != null)
|
|
||||||
return Icons.GetIconFromId(action.Icon);
|
|
||||||
// Old "Steady Hand" action icon
|
|
||||||
return Icons.GetIconFromId(1953);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,32 +0,0 @@
|
|||||||
using Lumina.Excel.GeneratedSheets;
|
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
|
||||||
|
|
||||||
public enum ClassJob
|
|
||||||
{
|
|
||||||
Carpenter,
|
|
||||||
Blacksmith,
|
|
||||||
Armorer,
|
|
||||||
Goldsmith,
|
|
||||||
Leatherworker,
|
|
||||||
Weaver,
|
|
||||||
Alchemist,
|
|
||||||
Culinarian
|
|
||||||
}
|
|
||||||
|
|
||||||
internal static class ClassJobExtensions
|
|
||||||
{
|
|
||||||
public static bool IsClassJob(this ClassJobCategory me, ClassJob classJob) =>
|
|
||||||
classJob switch
|
|
||||||
{
|
|
||||||
ClassJob.Carpenter => me.CRP,
|
|
||||||
ClassJob.Blacksmith => me.BSM,
|
|
||||||
ClassJob.Armorer => me.ARM,
|
|
||||||
ClassJob.Goldsmith => me.GSM,
|
|
||||||
ClassJob.Leatherworker => me.LTW,
|
|
||||||
ClassJob.Weaver => me.WVR,
|
|
||||||
ClassJob.Alchemist => me.ALC,
|
|
||||||
ClassJob.Culinarian => me.CUL,
|
|
||||||
_ => false
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,60 +0,0 @@
|
|||||||
using Craftimizer.Plugin;
|
|
||||||
using Dalamud.Game.Text.SeStringHandling;
|
|
||||||
using Dalamud.Game.Text.SeStringHandling.Payloads;
|
|
||||||
using Dalamud.Utility;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Text;
|
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
|
||||||
|
|
||||||
public enum Condition : ushort
|
|
||||||
{
|
|
||||||
Poor = 0x0008,
|
|
||||||
Normal = 0x0001,
|
|
||||||
Good = 0x0002,
|
|
||||||
Excellent = 0x0004,
|
|
||||||
|
|
||||||
Centered = 0x0010,
|
|
||||||
Sturdy = 0x0020,
|
|
||||||
Pliant = 0x0040,
|
|
||||||
Malleable = 0x0080,
|
|
||||||
Primed = 0x0100,
|
|
||||||
GoodOmen = 0x0200,
|
|
||||||
}
|
|
||||||
|
|
||||||
internal static class ConditionUtils
|
|
||||||
{
|
|
||||||
public static Condition[] GetPossibleConditions(ushort conditionsFlag) =>
|
|
||||||
Enum.GetValues<Condition>().Where(c => ((Condition)conditionsFlag).HasFlag(c)).ToArray();
|
|
||||||
|
|
||||||
public static (uint Name, uint Description) AddonIds(this Condition me) =>
|
|
||||||
me switch
|
|
||||||
{
|
|
||||||
Condition.Poor => (229, 14203),
|
|
||||||
Condition.Normal => (226, 14200),
|
|
||||||
Condition.Good => (227, 14201),
|
|
||||||
Condition.Excellent => (228, 14202),
|
|
||||||
Condition.Centered => (239, 14204),
|
|
||||||
Condition.Sturdy => (240, 14205),
|
|
||||||
Condition.Pliant => (241, 14206),
|
|
||||||
Condition.Malleable => (13455, 14208),
|
|
||||||
Condition.Primed => (13454, 14207),
|
|
||||||
Condition.GoodOmen => (14214, 14215),
|
|
||||||
_ => (226, 14200) // Unknown
|
|
||||||
};
|
|
||||||
|
|
||||||
public static string Name(this Condition me) =>
|
|
||||||
LuminaSheets.AddonSheet.GetRow(me.AddonIds().Name)!.Text.ToDalamudString().TextValue;
|
|
||||||
|
|
||||||
public static string Description(this Condition me, bool isRelic)
|
|
||||||
{
|
|
||||||
var text = LuminaSheets.AddonSheet.GetRow(me.AddonIds().Description)!.Text.ToDalamudString();
|
|
||||||
for (var i = 0; i < text.Payloads.Count; ++i)
|
|
||||||
if (text.Payloads[i] is RawPayload)
|
|
||||||
text.Payloads[i] = new TextPayload(isRelic ? "1.75" : "1.5");
|
|
||||||
return text.TextValue;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
using Craftimizer.Plugin;
|
|
||||||
using Dalamud.Utility;
|
|
||||||
using ImGuiScene;
|
|
||||||
using System;
|
|
||||||
using System.Text;
|
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
|
||||||
|
|
||||||
public record Effect
|
|
||||||
{
|
|
||||||
public EffectType Type { get; init; }
|
|
||||||
public int? Duration { get; set; }
|
|
||||||
public int? Strength { get; set; }
|
|
||||||
|
|
||||||
public ushort IconId { get
|
|
||||||
{
|
|
||||||
var status = Type.Status();
|
|
||||||
uint iconId = status.Icon;
|
|
||||||
if (status.MaxStacks != 0 && Strength != null)
|
|
||||||
iconId += (uint)Math.Clamp(Strength.Value, 1, status.MaxStacks) - 1;
|
|
||||||
return (ushort)iconId;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public TextureWrap Icon => Icons.GetIconFromId(IconId);
|
|
||||||
|
|
||||||
public string Tooltip { get
|
|
||||||
{
|
|
||||||
var status = Type.Status();
|
|
||||||
var name = new StringBuilder();
|
|
||||||
name.Append(status.Name.ToDalamudString().TextValue);
|
|
||||||
if (status.MaxStacks != 0 && Strength != null)
|
|
||||||
name.Append($" {Strength}");
|
|
||||||
if (!status.IsPermanent && Duration != null)
|
|
||||||
name.Append($" > {Duration}");
|
|
||||||
return name.ToString();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,40 +0,0 @@
|
|||||||
using Craftimizer.Plugin;
|
|
||||||
using Lumina.Excel.GeneratedSheets;
|
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
|
||||||
|
|
||||||
public enum EffectType
|
|
||||||
{
|
|
||||||
InnerQuiet,
|
|
||||||
WasteNot,
|
|
||||||
Veneration,
|
|
||||||
GreatStrides,
|
|
||||||
Innovation,
|
|
||||||
FinalAppraisal,
|
|
||||||
WasteNot2,
|
|
||||||
MuscleMemory,
|
|
||||||
Manipulation,
|
|
||||||
HeartAndSoul,
|
|
||||||
}
|
|
||||||
|
|
||||||
internal static class EffectExtensions
|
|
||||||
{
|
|
||||||
public static uint StatusId(this EffectType me) =>
|
|
||||||
me switch
|
|
||||||
{
|
|
||||||
EffectType.InnerQuiet => 251,
|
|
||||||
EffectType.WasteNot => 252,
|
|
||||||
EffectType.Veneration => 2226,
|
|
||||||
EffectType.GreatStrides => 254,
|
|
||||||
EffectType.Innovation => 2189,
|
|
||||||
EffectType.FinalAppraisal => 2190,
|
|
||||||
EffectType.WasteNot2 => 257,
|
|
||||||
EffectType.MuscleMemory => 2191,
|
|
||||||
EffectType.Manipulation => 258,
|
|
||||||
EffectType.HeartAndSoul => 2665,
|
|
||||||
_ => 3412,
|
|
||||||
};
|
|
||||||
|
|
||||||
public static Status Status(this EffectType me) =>
|
|
||||||
LuminaSheets.StatusSheet.GetRow(me.StatusId())!;
|
|
||||||
}
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
using Lumina.Excel.GeneratedSheets;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
|
||||||
|
|
||||||
public readonly record struct SimulationInput
|
|
||||||
{
|
|
||||||
public CharacterStats Stats { get; init; }
|
|
||||||
public Recipe Recipe { get; init; }
|
|
||||||
public Random Random { get; init; }
|
|
||||||
|
|
||||||
public RecipeLevelTable RecipeTable => Recipe.RecipeLevelTable.Value!;
|
|
||||||
public int RLvl => (int)RecipeTable.RowId;
|
|
||||||
public Condition[] AvailableConditions => ConditionUtils.GetPossibleConditions(RecipeTable.ConditionsFlag);
|
|
||||||
|
|
||||||
public int MaxDurability => RecipeTable.Durability * Recipe.DurabilityFactor / 100;
|
|
||||||
public int MaxQuality => (int)RecipeTable.Quality * Recipe.QualityFactor / 100;
|
|
||||||
public int MaxProgress => RecipeTable.Difficulty * Recipe.DifficultyFactor / 100;
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,164 @@
|
|||||||
|
using ImGuiScene;
|
||||||
|
using Dalamud.Utility;
|
||||||
|
using Lumina.Excel.GeneratedSheets;
|
||||||
|
using System.Linq;
|
||||||
|
using Craftimizer.Simulator.Actions;
|
||||||
|
using Action = Lumina.Excel.GeneratedSheets.Action;
|
||||||
|
using Dalamud.Game.Text.SeStringHandling.Payloads;
|
||||||
|
using System;
|
||||||
|
using ClassJob = Craftimizer.Simulator.ClassJob;
|
||||||
|
using Condition = Craftimizer.Simulator.Condition;
|
||||||
|
using Craftimizer.Simulator;
|
||||||
|
using System.Text;
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
|
|
||||||
|
namespace Craftimizer.Plugin;
|
||||||
|
|
||||||
|
internal static class ActionUtils
|
||||||
|
{
|
||||||
|
private static (CraftAction? CraftAction, Action? Action) GetActionRow(this ActionType me, ClassJob classJob)
|
||||||
|
{
|
||||||
|
var actionId = me.WithUnsafe().ActionId;
|
||||||
|
if (LuminaSheets.CraftActionSheet.GetRow(actionId) is CraftAction baseCraftAction)
|
||||||
|
{
|
||||||
|
return (classJob switch
|
||||||
|
{
|
||||||
|
ClassJob.Carpenter => baseCraftAction.CRP.Value!,
|
||||||
|
ClassJob.Blacksmith => baseCraftAction.BSM.Value!,
|
||||||
|
ClassJob.Armorer => baseCraftAction.ARM.Value!,
|
||||||
|
ClassJob.Goldsmith => baseCraftAction.GSM.Value!,
|
||||||
|
ClassJob.Leatherworker => baseCraftAction.LTW.Value!,
|
||||||
|
ClassJob.Weaver => baseCraftAction.WVR.Value!,
|
||||||
|
ClassJob.Alchemist => baseCraftAction.ALC.Value!,
|
||||||
|
ClassJob.Culinarian => baseCraftAction.CUL.Value!,
|
||||||
|
_ => baseCraftAction
|
||||||
|
}, null);
|
||||||
|
}
|
||||||
|
else if (LuminaSheets.ActionSheet.GetRow(actionId) is Action baseAction)
|
||||||
|
{
|
||||||
|
return (null,
|
||||||
|
LuminaSheets.ActionSheet.First(r =>
|
||||||
|
r.Icon == baseAction.Icon &&
|
||||||
|
r.ActionCategory.Row == baseAction.ActionCategory.Row &&
|
||||||
|
r.Name.RawString == baseAction.Name.RawString &&
|
||||||
|
(r.ClassJobCategory.Value?.IsClassJob(classJob) ?? false)
|
||||||
|
));
|
||||||
|
}
|
||||||
|
return (null, null);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static string GetName(this ActionType me, ClassJob classJob)
|
||||||
|
{
|
||||||
|
var (craftAction, action) = GetActionRow(me, classJob);
|
||||||
|
if (craftAction != null)
|
||||||
|
return craftAction.Name.ToDalamudString().TextValue;
|
||||||
|
else if (action != null)
|
||||||
|
return action.Name.ToDalamudString().TextValue;
|
||||||
|
return "Unknown";
|
||||||
|
}
|
||||||
|
|
||||||
|
public static TextureWrap GetIcon(this ActionType me, ClassJob classJob)
|
||||||
|
{
|
||||||
|
var (craftAction, action) = GetActionRow(me, classJob);
|
||||||
|
if (craftAction != null)
|
||||||
|
return Icons.GetIconFromId(craftAction.Icon);
|
||||||
|
else if (action != null)
|
||||||
|
return Icons.GetIconFromId(action.Icon);
|
||||||
|
// Old "Steady Hand" action icon
|
||||||
|
return Icons.GetIconFromId(1953);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static class ClassJobExtensions
|
||||||
|
{
|
||||||
|
public static bool IsClassJob(this ClassJobCategory me, ClassJob classJob) =>
|
||||||
|
classJob switch
|
||||||
|
{
|
||||||
|
ClassJob.Carpenter => me.CRP,
|
||||||
|
ClassJob.Blacksmith => me.BSM,
|
||||||
|
ClassJob.Armorer => me.ARM,
|
||||||
|
ClassJob.Goldsmith => me.GSM,
|
||||||
|
ClassJob.Leatherworker => me.LTW,
|
||||||
|
ClassJob.Weaver => me.WVR,
|
||||||
|
ClassJob.Alchemist => me.ALC,
|
||||||
|
ClassJob.Culinarian => me.CUL,
|
||||||
|
_ => false
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static class ConditionUtils
|
||||||
|
{
|
||||||
|
public static (uint Name, uint Description) AddonIds(this Condition me) =>
|
||||||
|
me switch
|
||||||
|
{
|
||||||
|
Condition.Poor => (229, 14203),
|
||||||
|
Condition.Normal => (226, 14200),
|
||||||
|
Condition.Good => (227, 14201),
|
||||||
|
Condition.Excellent => (228, 14202),
|
||||||
|
Condition.Centered => (239, 14204),
|
||||||
|
Condition.Sturdy => (240, 14205),
|
||||||
|
Condition.Pliant => (241, 14206),
|
||||||
|
Condition.Malleable => (13455, 14208),
|
||||||
|
Condition.Primed => (13454, 14207),
|
||||||
|
Condition.GoodOmen => (14214, 14215),
|
||||||
|
_ => (226, 14200) // Unknown
|
||||||
|
};
|
||||||
|
|
||||||
|
public static string Name(this Condition me) =>
|
||||||
|
LuminaSheets.AddonSheet.GetRow(me.AddonIds().Name)!.Text.ToDalamudString().TextValue;
|
||||||
|
|
||||||
|
public static string Description(this Condition me, bool isRelic)
|
||||||
|
{
|
||||||
|
var text = LuminaSheets.AddonSheet.GetRow(me.AddonIds().Description)!.Text.ToDalamudString();
|
||||||
|
for (var i = 0; i < text.Payloads.Count; ++i)
|
||||||
|
if (text.Payloads[i] is RawPayload)
|
||||||
|
text.Payloads[i] = new TextPayload(isRelic ? "1.75" : "1.5");
|
||||||
|
return text.TextValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static class EffectExtensions
|
||||||
|
{
|
||||||
|
public static uint StatusId(this EffectType me) =>
|
||||||
|
me switch
|
||||||
|
{
|
||||||
|
EffectType.InnerQuiet => 251,
|
||||||
|
EffectType.WasteNot => 252,
|
||||||
|
EffectType.Veneration => 2226,
|
||||||
|
EffectType.GreatStrides => 254,
|
||||||
|
EffectType.Innovation => 2189,
|
||||||
|
EffectType.FinalAppraisal => 2190,
|
||||||
|
EffectType.WasteNot2 => 257,
|
||||||
|
EffectType.MuscleMemory => 2191,
|
||||||
|
EffectType.Manipulation => 258,
|
||||||
|
EffectType.HeartAndSoul => 2665,
|
||||||
|
_ => 3412,
|
||||||
|
};
|
||||||
|
|
||||||
|
public static Status Status(this EffectType me) =>
|
||||||
|
LuminaSheets.StatusSheet.GetRow(me.StatusId())!;
|
||||||
|
|
||||||
|
public static ushort GetIconId(this Effect me)
|
||||||
|
{
|
||||||
|
var status = me.Type.Status();
|
||||||
|
uint iconId = status.Icon;
|
||||||
|
if (status.MaxStacks != 0 && me.Strength != null)
|
||||||
|
iconId += (uint)Math.Clamp(me.Strength!.Value, 1, status.MaxStacks) - 1;
|
||||||
|
return (ushort)iconId;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static TextureWrap GetIcon(this Effect me) =>
|
||||||
|
Icons.GetIconFromId(me.GetIconId());
|
||||||
|
|
||||||
|
public static string GetTooltip(this Effect me)
|
||||||
|
{
|
||||||
|
var status = me.Type.Status();
|
||||||
|
var name = new StringBuilder();
|
||||||
|
name.Append(status.Name.ToDalamudString().TextValue);
|
||||||
|
if (status.MaxStacks != 0 && me.Strength != null)
|
||||||
|
name.Append($" {me.Strength}");
|
||||||
|
if (!status.IsPermanent && me.Duration != null)
|
||||||
|
name.Append($" > {me.Duration}");
|
||||||
|
return name.ToString();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,15 +3,18 @@ using Craftimizer.Simulator.Actions;
|
|||||||
using Dalamud.Interface;
|
using Dalamud.Interface;
|
||||||
using Dalamud.Interface.Windowing;
|
using Dalamud.Interface.Windowing;
|
||||||
using ImGuiNET;
|
using ImGuiNET;
|
||||||
|
using Lumina.Excel.GeneratedSheets;
|
||||||
using System;
|
using System;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
|
using ClassJob = Craftimizer.Simulator.ClassJob;
|
||||||
|
|
||||||
namespace Craftimizer.Plugin;
|
namespace Craftimizer.Plugin;
|
||||||
|
|
||||||
public class SimulatorWindow : Window
|
public class SimulatorWindow : Window
|
||||||
{
|
{
|
||||||
public SimulationState Simulation { get; }
|
public Simulator.Simulator Simulation { get; }
|
||||||
|
private SimulationState State { get; set; }
|
||||||
|
|
||||||
private bool showOnlyGuaranteedActions = true;
|
private bool showOnlyGuaranteedActions = true;
|
||||||
|
|
||||||
@@ -23,13 +26,37 @@ public class SimulatorWindow : Window
|
|||||||
MaximumSize = new Vector2(float.MaxValue, float.MaxValue)
|
MaximumSize = new Vector2(float.MaxValue, float.MaxValue)
|
||||||
};
|
};
|
||||||
|
|
||||||
Simulation = new(new()
|
State = new(new()
|
||||||
{
|
{
|
||||||
Stats = new CharacterStats { Craftsmanship = 4041, Control = 3905, CP = 609, Level = 90 },
|
Stats = new CharacterStats { Craftsmanship = 4041, Control = 3905, CP = 609, Level = 90, CLvl = CalculateCLvl(90) },
|
||||||
Recipe = LuminaSheets.RecipeSheet.GetRow(35499)!
|
Recipe = CreateRecipeInfo(LuminaSheets.RecipeSheet.GetRow(35499)!)
|
||||||
});
|
});
|
||||||
|
Simulation = new(State);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static RecipeInfo CreateRecipeInfo(Recipe recipe)
|
||||||
|
{
|
||||||
|
var recipeTable = recipe.RecipeLevelTable.Value!;
|
||||||
|
return new() {
|
||||||
|
IsExpert = recipe.IsExpert,
|
||||||
|
ClassJobLevel = recipeTable.ClassJobLevel,
|
||||||
|
RLvl = (int)recipeTable.RowId,
|
||||||
|
ConditionsFlag = recipeTable.ConditionsFlag,
|
||||||
|
MaxDurability = recipeTable.Durability * recipe.DurabilityFactor / 100,
|
||||||
|
MaxQuality = (int)recipeTable.Quality * recipe.QualityFactor / 100,
|
||||||
|
MaxProgress = recipeTable.Difficulty * recipe.DifficultyFactor / 100,
|
||||||
|
QualityModifier = recipeTable.QualityModifier,
|
||||||
|
QualityDivider = recipeTable.QualityDivider,
|
||||||
|
ProgressModifier = recipeTable.ProgressModifier,
|
||||||
|
ProgressDivider = recipeTable.ProgressDivider,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int CalculateCLvl(int characterLevel) =>
|
||||||
|
characterLevel <= 80
|
||||||
|
? LuminaSheets.ParamGrowSheet.GetRow((uint)characterLevel)!.CraftingLevel
|
||||||
|
: (int)LuminaSheets.RecipeLevelTableSheet.First(r => r.ClassJobLevel == characterLevel).RowId;
|
||||||
|
|
||||||
public override void Draw()
|
public override void Draw()
|
||||||
{
|
{
|
||||||
ImGui.BeginTable("CraftimizerTable", 2, ImGuiTableFlags.Resizable);
|
ImGui.BeginTable("CraftimizerTable", 2, ImGuiTableFlags.Resizable);
|
||||||
@@ -48,9 +75,9 @@ public class SimulatorWindow : Window
|
|||||||
if (showOnlyGuaranteedActions && !baseAction.IsGuaranteedAction)
|
if (showOnlyGuaranteedActions && !baseAction.IsGuaranteedAction)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
ImGui.BeginDisabled(!baseAction.CanUse);
|
ImGui.BeginDisabled(!baseAction.CanUse || Simulation.IsComplete);
|
||||||
if (ImGui.ImageButton(action.GetIcon(ClassJob.Carpenter).ImGuiHandle, new Vector2(ImGui.GetFontSize() * 2)))
|
if (ImGui.ImageButton(action.GetIcon(ClassJob.Carpenter).ImGuiHandle, new Vector2(ImGui.GetFontSize() * 2)))
|
||||||
Simulation.Execute(action);
|
(_, State) = Simulation.Execute(State, action);
|
||||||
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
|
if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
|
||||||
ImGui.SetTooltip($"{action.GetName(ClassJob.Carpenter)}\n{baseAction.GetTooltip(true)}");
|
ImGui.SetTooltip($"{action.GetName(ClassJob.Carpenter)}\n{baseAction.GetTooltip(true)}");
|
||||||
ImGui.EndDisabled();
|
ImGui.EndDisabled();
|
||||||
@@ -63,38 +90,38 @@ public class SimulatorWindow : Window
|
|||||||
ImGui.EndChild();
|
ImGui.EndChild();
|
||||||
ImGui.TableNextColumn();
|
ImGui.TableNextColumn();
|
||||||
ImGui.BeginChild("CraftimizerSimulator", Vector2.Zero, true, ImGuiWindowFlags.NoDecoration);
|
ImGui.BeginChild("CraftimizerSimulator", Vector2.Zero, true, ImGuiWindowFlags.NoDecoration);
|
||||||
ImGui.Text($"Step {Simulation.StepCount + 1}");
|
ImGui.Text($"Step {State.StepCount + 1}");
|
||||||
ImGui.Text(Simulation.Condition.Name());
|
ImGui.Text(State.Condition.Name());
|
||||||
if (ImGui.IsItemHovered())
|
if (ImGui.IsItemHovered())
|
||||||
ImGui.SetTooltip(Simulation.Condition.Description(Simulation.Input.Stats.HasRelic));
|
ImGui.SetTooltip(State.Condition.Description(State.Input.Stats.HasRelic));
|
||||||
ImGui.Text($"{Simulation.HQPercent}%% HQ");
|
ImGui.Text($"{State.HQPercent}%% HQ");
|
||||||
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(.2f, 1f, .2f, 1f));
|
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(.2f, 1f, .2f, 1f));
|
||||||
ImGui.ProgressBar(Math.Min((float)Simulation.Progress / Simulation.Input.MaxProgress, 1f), new Vector2(200, 20), $"{Simulation.Progress} / {Simulation.Input.MaxProgress}");
|
ImGui.ProgressBar(Math.Min((float)State.Progress / State.Input.Recipe.MaxProgress, 1f), new Vector2(200, 20), $"{State.Progress} / {State.Input.Recipe.MaxProgress}");
|
||||||
ImGui.PopStyleColor();
|
ImGui.PopStyleColor();
|
||||||
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(.2f, .2f, 1f, 1f));
|
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(.2f, .2f, 1f, 1f));
|
||||||
ImGui.ProgressBar(Math.Min((float)Simulation.Quality / Simulation.Input.MaxQuality, 1f), new Vector2(200, 20), $"{Simulation.Quality} / {Simulation.Input.MaxQuality}");
|
ImGui.ProgressBar(Math.Min((float)State.Quality / State.Input.Recipe.MaxQuality, 1f), new Vector2(200, 20), $"{State.Quality} / {State.Input.Recipe.MaxQuality}");
|
||||||
ImGui.PopStyleColor();
|
ImGui.PopStyleColor();
|
||||||
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(1f, 1f, .2f, 1f));
|
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(1f, 1f, .2f, 1f));
|
||||||
ImGui.ProgressBar(Math.Clamp((float)Simulation.Durability / Simulation.Input.MaxDurability, 0f, 1f), new Vector2(200, 20), $"{Simulation.Durability} / {Simulation.Input.MaxDurability}");
|
ImGui.ProgressBar(Math.Clamp((float)State.Durability / State.Input.Recipe.MaxDurability, 0f, 1f), new Vector2(200, 20), $"{State.Durability} / {State.Input.Recipe.MaxDurability}");
|
||||||
ImGui.PopStyleColor();
|
ImGui.PopStyleColor();
|
||||||
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(1f, .2f, 1f, 1f));
|
ImGui.PushStyleColor(ImGuiCol.PlotHistogram, new Vector4(1f, .2f, 1f, 1f));
|
||||||
ImGui.ProgressBar(Math.Clamp((float)Simulation.CP / Simulation.Input.Stats.CP, 0f, 1f), new Vector2(200, 20), $"{Simulation.CP} / {Simulation.Input.Stats.CP}");
|
ImGui.ProgressBar(Math.Clamp((float)State.CP / State.Input.Stats.CP, 0f, 1f), new Vector2(200, 20), $"{State.CP} / {State.Input.Stats.CP}");
|
||||||
ImGui.PopStyleColor();
|
ImGui.PopStyleColor();
|
||||||
ImGuiHelpers.ScaledDummy(5);
|
ImGuiHelpers.ScaledDummy(5);
|
||||||
ImGui.Text($"Effects:");
|
ImGui.Text($"Effects:");
|
||||||
foreach (var effect in Simulation.ActiveEffects)
|
foreach (var effect in State.ActiveEffects)
|
||||||
{
|
{
|
||||||
var icon = effect.Icon;
|
var icon = effect.GetIcon();
|
||||||
var h = ImGui.GetFontSize() * 1.25f;
|
var h = ImGui.GetFontSize() * 1.25f;
|
||||||
var w = icon.Width * h / icon.Height;
|
var w = icon.Width * h / icon.Height;
|
||||||
ImGui.Image(icon.ImGuiHandle, new Vector2(w, h));
|
ImGui.Image(icon.ImGuiHandle, new Vector2(w, h));
|
||||||
ImGui.SameLine();
|
ImGui.SameLine();
|
||||||
ImGui.Text(effect.Tooltip);
|
ImGui.Text(effect.GetTooltip());
|
||||||
}
|
}
|
||||||
ImGuiHelpers.ScaledDummy(5);
|
ImGuiHelpers.ScaledDummy(5);
|
||||||
{
|
{
|
||||||
var i = 0;
|
var i = 0;
|
||||||
foreach (var action in Simulation.ActionHistory)
|
foreach (var action in State.ActionHistory)
|
||||||
{
|
{
|
||||||
var baseAction = action.With(Simulation);
|
var baseAction = action.With(Simulation);
|
||||||
ImGui.Image(action.GetIcon(ClassJob.Carpenter).ImGuiHandle, new Vector2(ImGui.GetFontSize() * 2f));
|
ImGui.Image(action.GetIcon(ClassJob.Carpenter).ImGuiHandle, new Vector2(ImGui.GetFontSize() * 2f));
|
||||||
@@ -7,6 +7,9 @@
|
|||||||
"requested": "[2.1.10, )",
|
"requested": "[2.1.10, )",
|
||||||
"resolved": "2.1.10",
|
"resolved": "2.1.10",
|
||||||
"contentHash": "S6NrvvOnLgT4GDdgwuKVJjbFo+8ZEj+JsEYk9ojjOR/MMfv1dIFpT8aRJQfI24rtDcw1uF+GnSSMN4WW1yt7fw=="
|
"contentHash": "S6NrvvOnLgT4GDdgwuKVJjbFo+8ZEj+JsEYk9ojjOR/MMfv1dIFpT8aRJQfI24rtDcw1uF+GnSSMN4WW1yt7fw=="
|
||||||
|
},
|
||||||
|
"craftimizer.simulator": {
|
||||||
|
"type": "Project"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ public enum ActionCategory
|
|||||||
Other
|
Other
|
||||||
}
|
}
|
||||||
|
|
||||||
internal static class ActionCategoryUtils
|
public static class ActionCategoryUtils
|
||||||
{
|
{
|
||||||
public static string GetDisplayName(this ActionCategory category) =>
|
public static string GetDisplayName(this ActionCategory category) =>
|
||||||
category switch
|
category switch
|
||||||
@@ -7,8 +7,5 @@ public enum ActionResponse
|
|||||||
NotEnoughCP,
|
NotEnoughCP,
|
||||||
NoDurability,
|
NoDurability,
|
||||||
CannotUseAction,
|
CannotUseAction,
|
||||||
|
|
||||||
UsedAction,
|
UsedAction,
|
||||||
ProgressComplete,
|
|
||||||
NoMoreDurability,
|
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,119 @@
|
|||||||
|
namespace Craftimizer.Simulator.Actions;
|
||||||
|
|
||||||
|
public enum ActionType
|
||||||
|
{
|
||||||
|
AdvancedTouch,
|
||||||
|
BasicSynthesis,
|
||||||
|
BasicTouch,
|
||||||
|
ByregotsBlessing,
|
||||||
|
CarefulObservation,
|
||||||
|
CarefulSynthesis,
|
||||||
|
DelicateSynthesis,
|
||||||
|
FinalAppraisal,
|
||||||
|
FocusedSynthesis,
|
||||||
|
FocusedTouch,
|
||||||
|
GreatStrides,
|
||||||
|
Groundwork,
|
||||||
|
HastyTouch,
|
||||||
|
HeartAndSoul,
|
||||||
|
Innovation,
|
||||||
|
IntensiveSynthesis,
|
||||||
|
Manipulation,
|
||||||
|
MastersMend,
|
||||||
|
MuscleMemory,
|
||||||
|
Observe,
|
||||||
|
PreciseTouch,
|
||||||
|
PreparatoryTouch,
|
||||||
|
PrudentSynthesis,
|
||||||
|
PrudentTouch,
|
||||||
|
RapidSynthesis,
|
||||||
|
Reflect,
|
||||||
|
StandardTouch,
|
||||||
|
TrainedEye,
|
||||||
|
TrainedFinesse,
|
||||||
|
TricksOfTheTrade,
|
||||||
|
Veneration,
|
||||||
|
WasteNot,
|
||||||
|
WasteNot2,
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class ActionUtils
|
||||||
|
{
|
||||||
|
private static readonly BaseAction[] Actions;
|
||||||
|
|
||||||
|
static ActionUtils()
|
||||||
|
{
|
||||||
|
var types = typeof(BaseAction).Assembly.GetTypes()
|
||||||
|
.Where(t => t.IsAssignableTo(typeof(BaseAction)) && !t.IsAbstract);
|
||||||
|
Actions = Enum.GetNames<ActionType>()
|
||||||
|
.Select(a => types.First(t => t.Name == a))
|
||||||
|
.Select(t => (Activator.CreateInstance(t) as BaseAction)!)
|
||||||
|
.ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void SetSimulation(Simulator simulation) =>
|
||||||
|
BaseAction.TLSSimulation.Value = simulation;
|
||||||
|
|
||||||
|
public static BaseAction WithUnsafe(this ActionType me) => Actions[(int)me];
|
||||||
|
|
||||||
|
public static BaseAction With(this ActionType me, Simulator simulation)
|
||||||
|
{
|
||||||
|
SetSimulation(simulation);
|
||||||
|
return WithUnsafe(me);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static IEnumerable<ActionType> AvailableActions(Simulator simulation)
|
||||||
|
{
|
||||||
|
if (simulation.IsComplete)
|
||||||
|
return Enumerable.Empty<ActionType>();
|
||||||
|
|
||||||
|
SetSimulation(simulation);
|
||||||
|
return Enum.GetValues<ActionType>()
|
||||||
|
.Where(a => WithUnsafe(a).CanUse);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int Level(this ActionType me) =>
|
||||||
|
WithUnsafe(me).Level;
|
||||||
|
|
||||||
|
public static ActionCategory Category(this ActionType me) =>
|
||||||
|
WithUnsafe(me).Category;
|
||||||
|
|
||||||
|
public static string IntName(this ActionType me) =>
|
||||||
|
me switch
|
||||||
|
{
|
||||||
|
ActionType.AdvancedTouch => "Advanced Touch",
|
||||||
|
ActionType.BasicSynthesis => "Basic Synthesis",
|
||||||
|
ActionType.BasicTouch => "Basic Touch",
|
||||||
|
ActionType.ByregotsBlessing => "Byregot's Blessing",
|
||||||
|
ActionType.CarefulObservation => "Careful Observation",
|
||||||
|
ActionType.CarefulSynthesis => "Careful Synthesis",
|
||||||
|
ActionType.DelicateSynthesis => "Delicate Synthesis",
|
||||||
|
ActionType.FinalAppraisal => "Final Appraisal",
|
||||||
|
ActionType.FocusedSynthesis => "Focused Synthesis",
|
||||||
|
ActionType.FocusedTouch => "Focused Touch",
|
||||||
|
ActionType.GreatStrides => "Great Strides",
|
||||||
|
ActionType.Groundwork => "Groundwork",
|
||||||
|
ActionType.HastyTouch => "Hasty Touch",
|
||||||
|
ActionType.HeartAndSoul => "Heart And Soul",
|
||||||
|
ActionType.Innovation => "Innovation",
|
||||||
|
ActionType.IntensiveSynthesis => "Intensive Synthesis",
|
||||||
|
ActionType.Manipulation => "Manipulation",
|
||||||
|
ActionType.MastersMend => "Master's Mend",
|
||||||
|
ActionType.MuscleMemory => "Muscle Memory",
|
||||||
|
ActionType.Observe => "Observe",
|
||||||
|
ActionType.PreciseTouch => "Precise Touch",
|
||||||
|
ActionType.PreparatoryTouch => "Preparatory Touch",
|
||||||
|
ActionType.PrudentSynthesis => "Prudent Synthesis",
|
||||||
|
ActionType.PrudentTouch => "Prudent Touch",
|
||||||
|
ActionType.RapidSynthesis => "Rapid Synthesis",
|
||||||
|
ActionType.Reflect => "Reflect",
|
||||||
|
ActionType.StandardTouch => "Standard Touch",
|
||||||
|
ActionType.TrainedEye => "Trained Eye",
|
||||||
|
ActionType.TrainedFinesse => "Trained Finesse",
|
||||||
|
ActionType.TricksOfTheTrade => "Tricks Of The Trade",
|
||||||
|
ActionType.Veneration => "Veneration",
|
||||||
|
ActionType.WasteNot => "Waste Not",
|
||||||
|
ActionType.WasteNot2 => "Waste Not II",
|
||||||
|
_ => me.ToString(),
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -4,10 +4,10 @@ using System.Threading;
|
|||||||
|
|
||||||
namespace Craftimizer.Simulator.Actions;
|
namespace Craftimizer.Simulator.Actions;
|
||||||
|
|
||||||
internal abstract class BaseAction
|
public abstract class BaseAction
|
||||||
{
|
{
|
||||||
internal static readonly ThreadLocal<SimulationState?> TLSSimulation = new(false);
|
internal static readonly ThreadLocal<Simulator?> TLSSimulation = new(false);
|
||||||
protected static SimulationState Simulation => TLSSimulation.Value ?? throw new NullReferenceException();
|
protected static Simulator Simulation => TLSSimulation.Value ?? throw new NullReferenceException();
|
||||||
|
|
||||||
public BaseAction() { }
|
public BaseAction() { }
|
||||||
|
|
||||||
+1
-2
@@ -1,4 +1,3 @@
|
|||||||
using System;
|
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
|
||||||
namespace Craftimizer.Simulator.Actions;
|
namespace Craftimizer.Simulator.Actions;
|
||||||
@@ -21,7 +20,7 @@ internal abstract class BaseBuffAction : BaseAction
|
|||||||
public override string GetTooltip(bool addUsability)
|
public override string GetTooltip(bool addUsability)
|
||||||
{
|
{
|
||||||
var builder = new StringBuilder(base.GetTooltip(addUsability));
|
var builder = new StringBuilder(base.GetTooltip(addUsability));
|
||||||
builder.AppendLine($"Effect: {Effect.Tooltip}");
|
builder.AppendLine($"{Effect.Duration} Steps");
|
||||||
return builder.ToString();
|
return builder.ToString();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -9,8 +9,12 @@ internal class TrainedEye : BaseAction
|
|||||||
public override int CPCost => 250;
|
public override int CPCost => 250;
|
||||||
public override bool IncreasesQuality => true;
|
public override bool IncreasesQuality => true;
|
||||||
|
|
||||||
public override bool CanUse => Simulation.IsFirstStep && base.CanUse;
|
public override bool CanUse =>
|
||||||
|
Simulation.IsFirstStep &&
|
||||||
|
!Simulation.Input.Recipe.IsExpert &&
|
||||||
|
Simulation.Input.Stats.Level >= (Simulation.Input.Recipe.ClassJobLevel + 10) &&
|
||||||
|
base.CanUse;
|
||||||
|
|
||||||
public override void UseSuccess() =>
|
public override void UseSuccess() =>
|
||||||
Simulation.IncreaseQualityRaw(Simulation.Input.MaxQuality - Simulation.Quality);
|
Simulation.IncreaseQualityRaw(Simulation.Input.Recipe.MaxQuality - Simulation.Quality);
|
||||||
}
|
}
|
||||||
@@ -1,6 +1,3 @@
|
|||||||
using System.Linq;
|
|
||||||
using Craftimizer.Plugin;
|
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
public record CharacterStats
|
public record CharacterStats
|
||||||
@@ -11,8 +8,5 @@ public record CharacterStats
|
|||||||
public int Level { get; init; }
|
public int Level { get; init; }
|
||||||
public bool HasRelic { get; init; }
|
public bool HasRelic { get; init; }
|
||||||
public bool IsSpecialist { get; init; }
|
public bool IsSpecialist { get; init; }
|
||||||
|
public int CLvl { get; init; }
|
||||||
public int CLvl => Level <= 80
|
|
||||||
? LuminaSheets.ParamGrowSheet.GetRow((uint)Level)!.CraftingLevel
|
|
||||||
: (int)LuminaSheets.RecipeLevelTableSheet.First(r => r.ClassJobLevel == Level).RowId;
|
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public enum ClassJob
|
||||||
|
{
|
||||||
|
Carpenter,
|
||||||
|
Blacksmith,
|
||||||
|
Armorer,
|
||||||
|
Goldsmith,
|
||||||
|
Leatherworker,
|
||||||
|
Weaver,
|
||||||
|
Alchemist,
|
||||||
|
Culinarian
|
||||||
|
}
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public enum CompletionState
|
||||||
|
{
|
||||||
|
Incomplete,
|
||||||
|
ProgressComplete,
|
||||||
|
NoMoreDurability,
|
||||||
|
|
||||||
|
Other
|
||||||
|
}
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public enum Condition : ushort
|
||||||
|
{
|
||||||
|
Poor = 0x0008,
|
||||||
|
Normal = 0x0001,
|
||||||
|
Good = 0x0002,
|
||||||
|
Excellent = 0x0004,
|
||||||
|
|
||||||
|
Centered = 0x0010,
|
||||||
|
Sturdy = 0x0020,
|
||||||
|
Pliant = 0x0040,
|
||||||
|
Malleable = 0x0080,
|
||||||
|
Primed = 0x0100,
|
||||||
|
GoodOmen = 0x0200,
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class ConditionUtils
|
||||||
|
{
|
||||||
|
public static Condition[] GetPossibleConditions(ushort conditionsFlag) =>
|
||||||
|
Enum.GetValues<Condition>().Where(c => ((Condition)conditionsFlag).HasFlag(c)).ToArray();
|
||||||
|
}
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net7.0</TargetFramework>
|
||||||
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
|
<Nullable>enable</Nullable>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
</Project>
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public readonly record struct Effect
|
||||||
|
{
|
||||||
|
public EffectType Type { get; init; }
|
||||||
|
public int? Duration { get; init; }
|
||||||
|
public int? Strength { get; init; }
|
||||||
|
|
||||||
|
public bool HasDuration => Duration != null;
|
||||||
|
public bool HasStrength => Strength != null;
|
||||||
|
|
||||||
|
public Effect DecrementDuration() => this with { Duration = Duration - 1 };
|
||||||
|
public Effect IncrementStrength() => this with { Strength = Strength + 1 };
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public enum EffectType
|
||||||
|
{
|
||||||
|
InnerQuiet,
|
||||||
|
WasteNot,
|
||||||
|
Veneration,
|
||||||
|
GreatStrides,
|
||||||
|
Innovation,
|
||||||
|
FinalAppraisal,
|
||||||
|
WasteNot2,
|
||||||
|
MuscleMemory,
|
||||||
|
Manipulation,
|
||||||
|
HeartAndSoul,
|
||||||
|
}
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public record RecipeInfo
|
||||||
|
{
|
||||||
|
public bool IsExpert { get; init; }
|
||||||
|
public int ClassJobLevel { get; init; }
|
||||||
|
public int RLvl { get; init; }
|
||||||
|
public ushort ConditionsFlag { get; init; }
|
||||||
|
public int MaxDurability { get; init; }
|
||||||
|
public int MaxQuality { get; init; }
|
||||||
|
public int MaxProgress { get; init; }
|
||||||
|
|
||||||
|
public int QualityModifier { get; init; }
|
||||||
|
public int QualityDivider { get; init; }
|
||||||
|
public int ProgressModifier { get; init; }
|
||||||
|
public int ProgressDivider { get; init; }
|
||||||
|
}
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public readonly record struct SimulationInput
|
||||||
|
{
|
||||||
|
public CharacterStats Stats { get; init; }
|
||||||
|
public RecipeInfo Recipe { get; init; }
|
||||||
|
public Random Random { get; init; }
|
||||||
|
|
||||||
|
public Condition[] AvailableConditions => ConditionUtils.GetPossibleConditions(Recipe.ConditionsFlag);
|
||||||
|
}
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
using Craftimizer.Simulator.Actions;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
public readonly record struct SimulationState
|
||||||
|
{
|
||||||
|
public SimulationInput Input { get; init; }
|
||||||
|
|
||||||
|
public int ActionCount => ActionHistory.Count;
|
||||||
|
|
||||||
|
public int StepCount { get; init; }
|
||||||
|
public int Progress { get; init; }
|
||||||
|
public int Quality { get; init; }
|
||||||
|
public int Durability { get; init; }
|
||||||
|
public int CP { get; init; }
|
||||||
|
public Condition Condition { get; init; }
|
||||||
|
public List<Effect> ActiveEffects { get; init; }
|
||||||
|
public List<ActionType> ActionHistory { get; init; }
|
||||||
|
|
||||||
|
// https://github.com/ffxiv-teamcraft/simulator/blob/0682dfa76043ff4ccb38832c184d046ceaff0733/src/model/tables.ts#L2
|
||||||
|
private static readonly int[] HQPercentTable = {
|
||||||
|
1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8,
|
||||||
|
9, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 17, 17,
|
||||||
|
17, 18, 18, 18, 19, 19, 20, 20, 21, 22, 23, 24, 26, 28, 31, 34, 38, 42, 47, 52, 58, 64, 68, 71,
|
||||||
|
74, 76, 78, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 94, 96, 98, 100
|
||||||
|
};
|
||||||
|
public int HQPercent => HQPercentTable[(int)Math.Clamp((float)Quality / Input.Recipe.MaxQuality * 100, 0, 100)];
|
||||||
|
|
||||||
|
public bool IsFirstStep => StepCount == 0;
|
||||||
|
|
||||||
|
public SimulationState(SimulationInput input)
|
||||||
|
{
|
||||||
|
Input = input;
|
||||||
|
|
||||||
|
StepCount = 0;
|
||||||
|
Progress = 0;
|
||||||
|
Quality = 0;
|
||||||
|
Durability = Input.Recipe.MaxDurability;
|
||||||
|
CP = Input.Stats.CP;
|
||||||
|
Condition = Condition.Normal;
|
||||||
|
ActiveEffects = new();
|
||||||
|
ActionHistory = new();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,58 +1,76 @@
|
|||||||
using Craftimizer.Simulator.Actions;
|
using Craftimizer.Simulator.Actions;
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
public record struct SimulationState
|
public class Simulator
|
||||||
{
|
{
|
||||||
public readonly SimulationInput Input { get; }
|
public SimulationInput Input { get; private set; }
|
||||||
|
|
||||||
public bool IsComplete { get; private set; }
|
|
||||||
public int StepCount { get; private set; }
|
public int StepCount { get; private set; }
|
||||||
public int Progress { get; private set; }
|
public int Progress { get; private set; }
|
||||||
public int Quality { get; private set; }
|
public int Quality { get; private set; }
|
||||||
public int Durability { get; private set; }
|
public int Durability { get; private set; }
|
||||||
public int CP { get; private set; }
|
public int CP { get; private set; }
|
||||||
public Condition Condition { get; private set; }
|
public Condition Condition { get; private set; }
|
||||||
public List<Effect> ActiveEffects { get; }
|
public List<Effect> ActiveEffects { get; private set; }
|
||||||
public List<ActionType> ActionHistory { get; }
|
public List<ActionType> ActionHistory { get; private set; }
|
||||||
|
|
||||||
// https://github.com/ffxiv-teamcraft/simulator/blob/0682dfa76043ff4ccb38832c184d046ceaff0733/src/model/tables.ts#L2
|
|
||||||
private static readonly int[] HQPercentTable = {
|
|
||||||
1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8,
|
|
||||||
9, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 17, 17,
|
|
||||||
17, 18, 18, 18, 19, 19, 20, 20, 21, 22, 23, 24, 26, 28, 31, 34, 38, 42, 47, 52, 58, 64, 68, 71,
|
|
||||||
74, 76, 78, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 94, 96, 98, 100
|
|
||||||
};
|
|
||||||
public int HQPercent => HQPercentTable[(int)Math.Clamp((float)Quality / Input.MaxQuality * 100, 0, 100)];
|
|
||||||
|
|
||||||
public bool IsFirstStep => StepCount == 0;
|
public bool IsFirstStep => StepCount == 0;
|
||||||
|
|
||||||
public SimulationState(SimulationInput input)
|
public CompletionState CompletionState
|
||||||
{
|
{
|
||||||
Input = input;
|
get
|
||||||
|
{
|
||||||
|
if (Progress >= Input.Recipe.MaxProgress)
|
||||||
|
return CompletionState.ProgressComplete;
|
||||||
|
if (Durability <= 0)
|
||||||
|
return CompletionState.NoMoreDurability;
|
||||||
|
return CompletionState.Incomplete;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public virtual bool IsComplete => CompletionState != CompletionState.Incomplete;
|
||||||
|
|
||||||
IsComplete = false;
|
public IEnumerable<ActionType> AvailableActions => ActionUtils.AvailableActions(this);
|
||||||
StepCount = 0;
|
|
||||||
Progress = 0;
|
#pragma warning disable CS8618 // Emplace sets all the fields already
|
||||||
Quality = 0;
|
public Simulator(SimulationState state)
|
||||||
Durability = Input.MaxDurability;
|
#pragma warning restore CS8618
|
||||||
CP = Input.Stats.CP;
|
{
|
||||||
Condition = Condition.Normal;
|
Emplace(state);
|
||||||
ActiveEffects = new();
|
|
||||||
ActionHistory = new();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public (ActionResponse Response, SimulationState NewState) Execute(ActionType action)
|
private void Emplace(SimulationState state)
|
||||||
{
|
{
|
||||||
var newState = this;
|
Input = state.Input;
|
||||||
var response = newState.ExecuteSelf(action);
|
StepCount = state.StepCount;
|
||||||
return (response, newState);
|
Progress = state.Progress;
|
||||||
|
Quality = state.Quality;
|
||||||
|
Durability = state.Durability;
|
||||||
|
CP = state.CP;
|
||||||
|
Condition = state.Condition;
|
||||||
|
ActiveEffects = new(state.ActiveEffects);
|
||||||
|
ActionHistory = new(state.ActionHistory);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ActionResponse ExecuteSelf(ActionType action)
|
private SimulationState Displace() => new()
|
||||||
|
{
|
||||||
|
Input = Input,
|
||||||
|
StepCount = StepCount,
|
||||||
|
Progress = Progress,
|
||||||
|
Quality = Quality,
|
||||||
|
Durability = Durability,
|
||||||
|
CP = CP,
|
||||||
|
Condition = Condition,
|
||||||
|
ActiveEffects = ActiveEffects!,
|
||||||
|
ActionHistory = ActionHistory!,
|
||||||
|
};
|
||||||
|
|
||||||
|
public (ActionResponse Response, SimulationState NewState) Execute(SimulationState state, ActionType action)
|
||||||
|
{
|
||||||
|
Emplace(state);
|
||||||
|
return (Execute(action), Displace());
|
||||||
|
}
|
||||||
|
|
||||||
|
private ActionResponse Execute(ActionType action)
|
||||||
{
|
{
|
||||||
if (IsComplete)
|
if (IsComplete)
|
||||||
return ActionResponse.SimulationComplete;
|
return ActionResponse.SimulationComplete;
|
||||||
@@ -68,35 +86,31 @@ public record struct SimulationState
|
|||||||
}
|
}
|
||||||
|
|
||||||
baseAction.Use();
|
baseAction.Use();
|
||||||
ActionHistory.Add(action);
|
ActionHistory!.Add(action);
|
||||||
|
|
||||||
for (var i = 0; i < ActiveEffects.Count; ++i)
|
for (var i = 0; i < ActiveEffects!.Count; ++i)
|
||||||
{
|
{
|
||||||
var effect = ActiveEffects[i];
|
var effect = ActiveEffects[i].DecrementDuration();
|
||||||
effect.Duration--;
|
|
||||||
if (effect.Duration == 0)
|
if (effect.Duration == 0)
|
||||||
{
|
{
|
||||||
ActiveEffects.RemoveAt(i);
|
ActiveEffects.RemoveAt(i);
|
||||||
--i;
|
--i;
|
||||||
}
|
}
|
||||||
}
|
else
|
||||||
|
ActiveEffects[i] = effect;
|
||||||
if (Progress >= Input.MaxProgress)
|
|
||||||
{
|
|
||||||
IsComplete = true;
|
|
||||||
return ActionResponse.ProgressComplete;
|
|
||||||
}
|
|
||||||
if (Durability <= 0)
|
|
||||||
{
|
|
||||||
IsComplete = true;
|
|
||||||
return ActionResponse.NoMoreDurability;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return ActionResponse.UsedAction;
|
return ActionResponse.UsedAction;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Effect? GetEffect(EffectType effect) =>
|
private int GetEffectIdx(EffectType effect) =>
|
||||||
ActiveEffects.FirstOrDefault(e => e.Type == effect);
|
ActiveEffects!.FindIndex(e => e.Type == effect);
|
||||||
|
|
||||||
|
public Effect? GetEffect(EffectType effect)
|
||||||
|
{
|
||||||
|
var idx = GetEffectIdx(effect);
|
||||||
|
return idx == -1 ? null : ActiveEffects![idx];
|
||||||
|
}
|
||||||
|
|
||||||
public void AddEffect(EffectType effect, int? duration = null, int? strength = null)
|
public void AddEffect(EffectType effect, int? duration = null, int? strength = null)
|
||||||
{
|
{
|
||||||
@@ -107,14 +121,13 @@ public record struct SimulationState
|
|||||||
if (duration != null)
|
if (duration != null)
|
||||||
duration++;
|
duration++;
|
||||||
|
|
||||||
var currentEffect = GetEffect(effect);
|
var newEffect = new Effect { Type = effect, Duration = duration, Strength = strength };
|
||||||
if (currentEffect != null)
|
|
||||||
{
|
var effectIdx = GetEffectIdx(effect);
|
||||||
currentEffect.Duration = duration;
|
if (effectIdx != -1)
|
||||||
currentEffect.Strength = strength;
|
ActiveEffects![effectIdx] = newEffect;
|
||||||
}
|
|
||||||
else
|
else
|
||||||
ActiveEffects.Add(new Effect { Type = effect, Duration = duration, Strength = strength });
|
ActiveEffects!.Add(newEffect);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StrengthenEffect(EffectType effect, int? duration = null)
|
public void StrengthenEffect(EffectType effect, int? duration = null)
|
||||||
@@ -122,29 +135,29 @@ public record struct SimulationState
|
|||||||
if (duration != null)
|
if (duration != null)
|
||||||
duration += 1;
|
duration += 1;
|
||||||
|
|
||||||
var currentEffect = GetEffect(effect);
|
var effectIdx = GetEffectIdx(effect);
|
||||||
if (currentEffect != null)
|
if (effectIdx != -1)
|
||||||
{
|
{
|
||||||
if (effect.Status().MaxStacks > currentEffect.Strength)
|
if (effect == EffectType.InnerQuiet && ActiveEffects![effectIdx].Strength < 10)
|
||||||
currentEffect.Strength++;
|
ActiveEffects[effectIdx] = ActiveEffects[effectIdx].IncrementStrength();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
AddEffect(effect, duration, 1);
|
ActiveEffects!.Add(new Effect { Type = effect, Duration = duration, Strength = 1 });
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RemoveEffect(EffectType effect) =>
|
public void RemoveEffect(EffectType effect) =>
|
||||||
ActiveEffects.RemoveAll(e => e.Type == effect);
|
ActiveEffects!.RemoveAll(e => e.Type == effect);
|
||||||
|
|
||||||
public bool HasEffect(EffectType effect) =>
|
public bool HasEffect(EffectType effect) =>
|
||||||
ActiveEffects.Any(e => e.Type == effect);
|
ActiveEffects!.Any(e => e.Type == effect);
|
||||||
|
|
||||||
public bool IsPreviousAction(ActionType action, int stepsBack = 1) =>
|
public bool IsPreviousAction(ActionType action, int stepsBack = 1) =>
|
||||||
ActionHistory.Count >= stepsBack && ActionHistory[^stepsBack] == action;
|
ActionHistory!.Count >= stepsBack && ActionHistory[^stepsBack] == action;
|
||||||
|
|
||||||
public int CountPreviousAction(ActionType action) =>
|
public int CountPreviousAction(ActionType action) =>
|
||||||
ActionHistory.Count(a => a == action);
|
ActionHistory!.Count(a => a == action);
|
||||||
|
|
||||||
public bool RollSuccessRaw(float successRate) =>
|
public virtual bool RollSuccessRaw(float successRate) =>
|
||||||
successRate >= Input.Random.NextSingle();
|
successRate >= Input.Random.NextSingle();
|
||||||
|
|
||||||
public bool RollSuccess(float successRate) =>
|
public bool RollSuccess(float successRate) =>
|
||||||
@@ -181,7 +194,7 @@ public record struct SimulationState
|
|||||||
return Condition.Normal;
|
return Condition.Normal;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StepCondition()
|
public virtual void StepCondition()
|
||||||
{
|
{
|
||||||
Condition = Condition switch
|
Condition = Condition switch
|
||||||
{
|
{
|
||||||
@@ -197,8 +210,8 @@ public record struct SimulationState
|
|||||||
{
|
{
|
||||||
Durability += amount;
|
Durability += amount;
|
||||||
|
|
||||||
if (Durability > Input.MaxDurability)
|
if (Durability > Input.Recipe.MaxDurability)
|
||||||
Durability = Input.MaxDurability;
|
Durability = Input.Recipe.MaxDurability;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RestoreCP(int amount)
|
public void RestoreCP(int amount)
|
||||||
@@ -253,9 +266,9 @@ public record struct SimulationState
|
|||||||
};
|
};
|
||||||
|
|
||||||
// https://github.com/NotRanged/NotRanged.github.io/blob/0f4aee074f969fb05aad34feaba605057c08ffd1/app/js/ffxivcraftmodel.js#L88
|
// https://github.com/NotRanged/NotRanged.github.io/blob/0f4aee074f969fb05aad34feaba605057c08ffd1/app/js/ffxivcraftmodel.js#L88
|
||||||
var baseIncrease = (Input.Stats.Craftsmanship * 10f / Input.RecipeTable.ProgressDivider) + 2;
|
var baseIncrease = (Input.Stats.Craftsmanship * 10f / Input.Recipe.ProgressDivider) + 2;
|
||||||
if (Input.Stats.CLvl <= Input.RLvl)
|
if (Input.Stats.CLvl <= Input.Recipe.RLvl)
|
||||||
baseIncrease *= Input.RecipeTable.ProgressModifier / 100f;
|
baseIncrease *= Input.Recipe.ProgressModifier / 100f;
|
||||||
baseIncrease = MathF.Floor(baseIncrease);
|
baseIncrease = MathF.Floor(baseIncrease);
|
||||||
|
|
||||||
var progressGain = (int)(baseIncrease * efficiency * conditionModifier * buffModifier);
|
var progressGain = (int)(baseIncrease * efficiency * conditionModifier * buffModifier);
|
||||||
@@ -284,9 +297,9 @@ public record struct SimulationState
|
|||||||
_ => 1.00f,
|
_ => 1.00f,
|
||||||
};
|
};
|
||||||
|
|
||||||
var baseIncrease = (Input.Stats.Control * 10f / Input.RecipeTable.QualityDivider) + 35;
|
var baseIncrease = (Input.Stats.Control * 10f / Input.Recipe.QualityDivider) + 35;
|
||||||
if (Input.Stats.CLvl <= Input.RLvl)
|
if (Input.Stats.CLvl <= Input.Recipe.RLvl)
|
||||||
baseIncrease *= Input.RecipeTable.QualityModifier / 100f;
|
baseIncrease *= Input.Recipe.QualityModifier / 100f;
|
||||||
baseIncrease = MathF.Floor(baseIncrease);
|
baseIncrease = MathF.Floor(baseIncrease);
|
||||||
|
|
||||||
var qualityGain = (int)(baseIncrease * efficiency * conditionModifier * buffModifier);
|
var qualityGain = (int)(baseIncrease * efficiency * conditionModifier * buffModifier);
|
||||||
@@ -303,9 +316,9 @@ public record struct SimulationState
|
|||||||
{
|
{
|
||||||
Progress += progressGain;
|
Progress += progressGain;
|
||||||
|
|
||||||
if (HasEffect(EffectType.FinalAppraisal) && Progress >= Input.MaxProgress)
|
if (HasEffect(EffectType.FinalAppraisal) && Progress >= Input.Recipe.MaxProgress)
|
||||||
{
|
{
|
||||||
Progress = Input.MaxProgress - 1;
|
Progress = Input.Recipe.MaxProgress - 1;
|
||||||
RemoveEffect(EffectType.FinalAppraisal);
|
RemoveEffect(EffectType.FinalAppraisal);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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