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 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<OutputType>Exe</OutputType>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Simulator\Craftimizer.Simulator.csproj" />
|
||||
<ProjectReference Include="..\Solver\Craftimizer.Solver.csproj" />
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||||
</ItemGroup>
|
||||
</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
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.4.33213.308
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
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}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer.Benchmark", "Benchmark\Craftimizer.Benchmark.csproj", "{057C4B64-4D99-4847-9BCF-966571CAE57C}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer.Simulator", "Simulator\Craftimizer.Simulator.csproj", "{172EE849-AC7E-4F2A-ACAB-EF9D065523B3}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Craftimizer.Solver", "Solver\Craftimizer.Solver.csproj", "{2B0EA452-6DFC-48DB-9049-EA782E600C21}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{172EE849-AC7E-4F2A-ACAB-EF9D065523B3} = {172EE849-AC7E-4F2A-ACAB-EF9D065523B3}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Debug|x64 = Debug|x64
|
||||
Release|Any CPU = Release|Any CPU
|
||||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{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.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.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
|
||||
{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
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
@@ -31,6 +31,7 @@
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||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="DalamudPackager" Version="2.1.10" />
|
||||
<ProjectReference Include="..\Simulator\Craftimizer.Simulator.csproj" />
|
||||
<Reference Include="FFXIVClientStructs">
|
||||
<HintPath>$(DalamudLibPath)FFXIVClientStructs.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
@@ -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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||||
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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,
|
||||
FinalAppraisal,
|
||||
FocusedSynthesis,
|
||||
FocusedTouch,
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||||
GreatStrides,
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||||
Groundwork,
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||||
HastyTouch,
|
||||
HeartAndSoul,
|
||||
Innovation,
|
||||
IntensiveSynthesis,
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||||
Manipulation,
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||||
MastersMend,
|
||||
MuscleMemory,
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||||
Observe,
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||||
PreciseTouch,
|
||||
PreparatoryTouch,
|
||||
PrudentSynthesis,
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||||
PrudentTouch,
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||||
RapidSynthesis,
|
||||
Reflect,
|
||||
StandardTouch,
|
||||
TrainedEye,
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||||
TrainedFinesse,
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TricksOfTheTrade,
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||||
Veneration,
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||||
WasteNot,
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||||
WasteNot2,
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||||
}
|
||||
|
||||
internal static class ActionUtils
|
||||
{
|
||||
private static readonly BaseAction[] Actions;
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||||
|
||||
static ActionUtils()
|
||||
{
|
||||
var types = typeof(BaseAction).Assembly.GetTypes()
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||||
.Where(t => t.IsAssignableTo(typeof(BaseAction)) && !t.IsAbstract);
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||||
Actions = Enum.GetNames<ActionType>()
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||||
.Select(a => types.First(t => t.Name == a))
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||||
.Select(t => (Activator.CreateInstance(t) as BaseAction)!)
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||||
.ToArray();
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||||
}
|
||||
|
||||
private static BaseAction Action(this ActionType me) => Actions[(int)me];
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||||
|
||||
public static BaseAction With(this ActionType me, SimulationState simulation)
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||||
{
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||||
BaseAction.TLSSimulation.Value = simulation;
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||||
return Action(me);
|
||||
}
|
||||
|
||||
public static int Level(this ActionType me) =>
|
||||
Action(me).Level;
|
||||
|
||||
public static ActionCategory Category(this ActionType me) =>
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||||
Action(me).Category;
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||||
|
||||
private static (CraftAction? CraftAction, Action? Action) GetActionRow(this ActionType me, ClassJob classJob)
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||||
{
|
||||
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.Windowing;
|
||||
using ImGuiNET;
|
||||
using Lumina.Excel.GeneratedSheets;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using ClassJob = Craftimizer.Simulator.ClassJob;
|
||||
|
||||
namespace Craftimizer.Plugin;
|
||||
|
||||
public class SimulatorWindow : Window
|
||||
{
|
||||
public SimulationState Simulation { get; }
|
||||
public Simulator.Simulator Simulation { get; }
|
||||
private SimulationState State { get; set; }
|
||||
|
||||
private bool showOnlyGuaranteedActions = true;
|
||||
|
||||
@@ -23,13 +26,37 @@ public class SimulatorWindow : Window
|
||||
MaximumSize = new Vector2(float.MaxValue, float.MaxValue)
|
||||
};
|
||||
|
||||
Simulation = new(new()
|
||||
State = new(new()
|
||||
{
|
||||
Stats = new CharacterStats { Craftsmanship = 4041, Control = 3905, CP = 609, Level = 90 },
|
||||
Recipe = LuminaSheets.RecipeSheet.GetRow(35499)!
|
||||
Stats = new CharacterStats { Craftsmanship = 4041, Control = 3905, CP = 609, Level = 90, CLvl = CalculateCLvl(90) },
|
||||
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()
|
||||
{
|
||||
ImGui.BeginTable("CraftimizerTable", 2, ImGuiTableFlags.Resizable);
|
||||
@@ -48,9 +75,9 @@ public class SimulatorWindow : Window
|
||||
if (showOnlyGuaranteedActions && !baseAction.IsGuaranteedAction)
|
||||
continue;
|
||||
|
||||
ImGui.BeginDisabled(!baseAction.CanUse);
|
||||
ImGui.BeginDisabled(!baseAction.CanUse || Simulation.IsComplete);
|
||||
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))
|
||||
ImGui.SetTooltip($"{action.GetName(ClassJob.Carpenter)}\n{baseAction.GetTooltip(true)}");
|
||||
ImGui.EndDisabled();
|
||||
@@ -63,38 +90,38 @@ public class SimulatorWindow : Window
|
||||
ImGui.EndChild();
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.BeginChild("CraftimizerSimulator", Vector2.Zero, true, ImGuiWindowFlags.NoDecoration);
|
||||
ImGui.Text($"Step {Simulation.StepCount + 1}");
|
||||
ImGui.Text(Simulation.Condition.Name());
|
||||
ImGui.Text($"Step {State.StepCount + 1}");
|
||||
ImGui.Text(State.Condition.Name());
|
||||
if (ImGui.IsItemHovered())
|
||||
ImGui.SetTooltip(Simulation.Condition.Description(Simulation.Input.Stats.HasRelic));
|
||||
ImGui.Text($"{Simulation.HQPercent}%% HQ");
|
||||
ImGui.SetTooltip(State.Condition.Description(State.Input.Stats.HasRelic));
|
||||
ImGui.Text($"{State.HQPercent}%% HQ");
|
||||
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.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.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.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), $"{State.CP} / {State.Input.Stats.CP}");
|
||||
ImGui.PopStyleColor();
|
||||
ImGuiHelpers.ScaledDummy(5);
|
||||
ImGui.Text($"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 w = icon.Width * h / icon.Height;
|
||||
ImGui.Image(icon.ImGuiHandle, new Vector2(w, h));
|
||||
ImGui.SameLine();
|
||||
ImGui.Text(effect.Tooltip);
|
||||
ImGui.Text(effect.GetTooltip());
|
||||
}
|
||||
ImGuiHelpers.ScaledDummy(5);
|
||||
{
|
||||
var i = 0;
|
||||
foreach (var action in Simulation.ActionHistory)
|
||||
foreach (var action in State.ActionHistory)
|
||||
{
|
||||
var baseAction = action.With(Simulation);
|
||||
ImGui.Image(action.GetIcon(ClassJob.Carpenter).ImGuiHandle, new Vector2(ImGui.GetFontSize() * 2f));
|
||||
@@ -7,6 +7,9 @@
|
||||
"requested": "[2.1.10, )",
|
||||
"resolved": "2.1.10",
|
||||
"contentHash": "S6NrvvOnLgT4GDdgwuKVJjbFo+8ZEj+JsEYk9ojjOR/MMfv1dIFpT8aRJQfI24rtDcw1uF+GnSSMN4WW1yt7fw=="
|
||||
},
|
||||
"craftimizer.simulator": {
|
||||
"type": "Project"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ public enum ActionCategory
|
||||
Other
|
||||
}
|
||||
|
||||
internal static class ActionCategoryUtils
|
||||
public static class ActionCategoryUtils
|
||||
{
|
||||
public static string GetDisplayName(this ActionCategory category) =>
|
||||
category switch
|
||||
@@ -7,8 +7,5 @@ public enum ActionResponse
|
||||
NotEnoughCP,
|
||||
NoDurability,
|
||||
CannotUseAction,
|
||||
|
||||
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;
|
||||
|
||||
internal abstract class BaseAction
|
||||
public abstract class BaseAction
|
||||
{
|
||||
internal static readonly ThreadLocal<SimulationState?> TLSSimulation = new(false);
|
||||
protected static SimulationState Simulation => TLSSimulation.Value ?? throw new NullReferenceException();
|
||||
internal static readonly ThreadLocal<Simulator?> TLSSimulation = new(false);
|
||||
protected static Simulator Simulation => TLSSimulation.Value ?? throw new NullReferenceException();
|
||||
|
||||
public BaseAction() { }
|
||||
|
||||
+1
-2
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Text;
|
||||
|
||||
namespace Craftimizer.Simulator.Actions;
|
||||
@@ -21,7 +20,7 @@ internal abstract class BaseBuffAction : BaseAction
|
||||
public override string GetTooltip(bool addUsability)
|
||||
{
|
||||
var builder = new StringBuilder(base.GetTooltip(addUsability));
|
||||
builder.AppendLine($"Effect: {Effect.Tooltip}");
|
||||
builder.AppendLine($"{Effect.Duration} Steps");
|
||||
return builder.ToString();
|
||||
}
|
||||
}
|
||||
@@ -9,8 +9,12 @@ internal class TrainedEye : BaseAction
|
||||
public override int CPCost => 250;
|
||||
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() =>
|
||||
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;
|
||||
|
||||
public record CharacterStats
|
||||
@@ -11,8 +8,5 @@ public record CharacterStats
|
||||
public int Level { get; init; }
|
||||
public bool HasRelic { get; init; }
|
||||
public bool IsSpecialist { get; init; }
|
||||
|
||||
public int CLvl => Level <= 80
|
||||
? LuminaSheets.ParamGrowSheet.GetRow((uint)Level)!.CraftingLevel
|
||||
: (int)LuminaSheets.RecipeLevelTableSheet.First(r => r.ClassJobLevel == Level).RowId;
|
||||
public int CLvl { get; init; }
|
||||
}
|
||||
@@ -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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Craftimizer.Simulator;
|
||||
|
||||
public record struct SimulationState
|
||||
public class Simulator
|
||||
{
|
||||
public readonly SimulationInput Input { get; }
|
||||
|
||||
public bool IsComplete { get; private set; }
|
||||
public SimulationInput Input { get; private set; }
|
||||
public int StepCount { get; private set; }
|
||||
public int Progress { get; private set; }
|
||||
public int Quality { get; private set; }
|
||||
public int Durability { get; private set; }
|
||||
public int CP { get; private set; }
|
||||
public Condition Condition { get; private set; }
|
||||
public List<Effect> ActiveEffects { get; }
|
||||
public List<ActionType> ActionHistory { get; }
|
||||
|
||||
// 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 List<Effect> ActiveEffects { get; private set; }
|
||||
public List<ActionType> ActionHistory { get; private set; }
|
||||
|
||||
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;
|
||||
StepCount = 0;
|
||||
Progress = 0;
|
||||
Quality = 0;
|
||||
Durability = Input.MaxDurability;
|
||||
CP = Input.Stats.CP;
|
||||
Condition = Condition.Normal;
|
||||
ActiveEffects = new();
|
||||
ActionHistory = new();
|
||||
public IEnumerable<ActionType> AvailableActions => ActionUtils.AvailableActions(this);
|
||||
|
||||
#pragma warning disable CS8618 // Emplace sets all the fields already
|
||||
public Simulator(SimulationState state)
|
||||
#pragma warning restore CS8618
|
||||
{
|
||||
Emplace(state);
|
||||
}
|
||||
|
||||
public (ActionResponse Response, SimulationState NewState) Execute(ActionType action)
|
||||
private void Emplace(SimulationState state)
|
||||
{
|
||||
var newState = this;
|
||||
var response = newState.ExecuteSelf(action);
|
||||
return (response, newState);
|
||||
Input = state.Input;
|
||||
StepCount = state.StepCount;
|
||||
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)
|
||||
return ActionResponse.SimulationComplete;
|
||||
@@ -68,35 +86,31 @@ public record struct SimulationState
|
||||
}
|
||||
|
||||
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];
|
||||
effect.Duration--;
|
||||
var effect = ActiveEffects[i].DecrementDuration();
|
||||
if (effect.Duration == 0)
|
||||
{
|
||||
ActiveEffects.RemoveAt(i);
|
||||
--i;
|
||||
}
|
||||
}
|
||||
|
||||
if (Progress >= Input.MaxProgress)
|
||||
{
|
||||
IsComplete = true;
|
||||
return ActionResponse.ProgressComplete;
|
||||
}
|
||||
if (Durability <= 0)
|
||||
{
|
||||
IsComplete = true;
|
||||
return ActionResponse.NoMoreDurability;
|
||||
else
|
||||
ActiveEffects[i] = effect;
|
||||
}
|
||||
|
||||
return ActionResponse.UsedAction;
|
||||
}
|
||||
|
||||
public Effect? GetEffect(EffectType effect) =>
|
||||
ActiveEffects.FirstOrDefault(e => e.Type == effect);
|
||||
private int GetEffectIdx(EffectType 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)
|
||||
{
|
||||
@@ -107,14 +121,13 @@ public record struct SimulationState
|
||||
if (duration != null)
|
||||
duration++;
|
||||
|
||||
var currentEffect = GetEffect(effect);
|
||||
if (currentEffect != null)
|
||||
{
|
||||
currentEffect.Duration = duration;
|
||||
currentEffect.Strength = strength;
|
||||
}
|
||||
var newEffect = new Effect { Type = effect, Duration = duration, Strength = strength };
|
||||
|
||||
var effectIdx = GetEffectIdx(effect);
|
||||
if (effectIdx != -1)
|
||||
ActiveEffects![effectIdx] = newEffect;
|
||||
else
|
||||
ActiveEffects.Add(new Effect { Type = effect, Duration = duration, Strength = strength });
|
||||
ActiveEffects!.Add(newEffect);
|
||||
}
|
||||
|
||||
public void StrengthenEffect(EffectType effect, int? duration = null)
|
||||
@@ -122,29 +135,29 @@ public record struct SimulationState
|
||||
if (duration != null)
|
||||
duration += 1;
|
||||
|
||||
var currentEffect = GetEffect(effect);
|
||||
if (currentEffect != null)
|
||||
var effectIdx = GetEffectIdx(effect);
|
||||
if (effectIdx != -1)
|
||||
{
|
||||
if (effect.Status().MaxStacks > currentEffect.Strength)
|
||||
currentEffect.Strength++;
|
||||
if (effect == EffectType.InnerQuiet && ActiveEffects![effectIdx].Strength < 10)
|
||||
ActiveEffects[effectIdx] = ActiveEffects[effectIdx].IncrementStrength();
|
||||
}
|
||||
else
|
||||
AddEffect(effect, duration, 1);
|
||||
ActiveEffects!.Add(new Effect { Type = effect, Duration = duration, Strength = 1 });
|
||||
}
|
||||
|
||||
public void RemoveEffect(EffectType effect) =>
|
||||
ActiveEffects.RemoveAll(e => e.Type == effect);
|
||||
ActiveEffects!.RemoveAll(e => e.Type == 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) =>
|
||||
ActionHistory.Count >= stepsBack && ActionHistory[^stepsBack] == action;
|
||||
ActionHistory!.Count >= stepsBack && ActionHistory[^stepsBack] == 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();
|
||||
|
||||
public bool RollSuccess(float successRate) =>
|
||||
@@ -181,7 +194,7 @@ public record struct SimulationState
|
||||
return Condition.Normal;
|
||||
}
|
||||
|
||||
public void StepCondition()
|
||||
public virtual void StepCondition()
|
||||
{
|
||||
Condition = Condition switch
|
||||
{
|
||||
@@ -197,8 +210,8 @@ public record struct SimulationState
|
||||
{
|
||||
Durability += amount;
|
||||
|
||||
if (Durability > Input.MaxDurability)
|
||||
Durability = Input.MaxDurability;
|
||||
if (Durability > Input.Recipe.MaxDurability)
|
||||
Durability = Input.Recipe.MaxDurability;
|
||||
}
|
||||
|
||||
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
|
||||
var baseIncrease = (Input.Stats.Craftsmanship * 10f / Input.RecipeTable.ProgressDivider) + 2;
|
||||
if (Input.Stats.CLvl <= Input.RLvl)
|
||||
baseIncrease *= Input.RecipeTable.ProgressModifier / 100f;
|
||||
var baseIncrease = (Input.Stats.Craftsmanship * 10f / Input.Recipe.ProgressDivider) + 2;
|
||||
if (Input.Stats.CLvl <= Input.Recipe.RLvl)
|
||||
baseIncrease *= Input.Recipe.ProgressModifier / 100f;
|
||||
baseIncrease = MathF.Floor(baseIncrease);
|
||||
|
||||
var progressGain = (int)(baseIncrease * efficiency * conditionModifier * buffModifier);
|
||||
@@ -284,9 +297,9 @@ public record struct SimulationState
|
||||
_ => 1.00f,
|
||||
};
|
||||
|
||||
var baseIncrease = (Input.Stats.Control * 10f / Input.RecipeTable.QualityDivider) + 35;
|
||||
if (Input.Stats.CLvl <= Input.RLvl)
|
||||
baseIncrease *= Input.RecipeTable.QualityModifier / 100f;
|
||||
var baseIncrease = (Input.Stats.Control * 10f / Input.Recipe.QualityDivider) + 35;
|
||||
if (Input.Stats.CLvl <= Input.Recipe.RLvl)
|
||||
baseIncrease *= Input.Recipe.QualityModifier / 100f;
|
||||
baseIncrease = MathF.Floor(baseIncrease);
|
||||
|
||||
var qualityGain = (int)(baseIncrease * efficiency * conditionModifier * buffModifier);
|
||||
@@ -303,9 +316,9 @@ public record struct SimulationState
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -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