Remove ref passing, but keep devirtualizations

This commit is contained in:
Asriel Camora
2024-03-16 13:24:26 -07:00
parent 3223bdcbfb
commit ec77f1d021
48 changed files with 411 additions and 787 deletions
+48 -46
View File
@@ -2,39 +2,46 @@ using System.Text;
namespace Craftimizer.Simulator.Actions;
public abstract class BaseAction
public abstract class BaseAction(
ActionCategory category, int level, uint actionId,
int macroWaitTime = 3,
bool increasesProgress = false, bool increasesQuality = false,
int durabilityCost = 10, bool increasesStepCount = true,
int defaultCPCost = 0,
int defaultEfficiency = 0,
float defaultSuccessRate = 1)
{
// Non-instanced properties
// Metadata
public ActionCategory Category;
public readonly ActionCategory Category = category;
public int Level;
public readonly int Level = level;
// Doesn't matter from which class, we'll use the sheet to extrapolate the rest
public uint ActionId;
public readonly uint ActionId = actionId;
// Seconds
public int MacroWaitTime = 3;
public readonly int MacroWaitTime = macroWaitTime;
// Action properties
public bool IncreasesProgress;
public bool IncreasesQuality;
public int DurabilityCost = 10;
public bool IncreasesStepCount = true;
public int EfficiencyFactor;
public float SuccessRateFactor = 1;
public readonly bool IncreasesProgress = increasesProgress;
public readonly bool IncreasesQuality = increasesQuality;
public readonly int DurabilityCost = durabilityCost;
public readonly bool IncreasesStepCount = increasesStepCount;
// Instanced properties
public abstract void CPCost(Simulator s, ref int cost);
public readonly int DefaultCPCost = defaultCPCost;
public readonly int DefaultEfficiency = defaultEfficiency;
public readonly float DefaultSuccessRate = defaultSuccessRate;
public virtual void Efficiency(Simulator s, ref int eff)
{
eff = EfficiencyFactor;
}
// Instanced properties
public virtual int CPCost(Simulator s) =>
DefaultCPCost;
public virtual void SuccessRate(Simulator s, ref float success)
{
success = SuccessRateFactor;
}
public virtual int Efficiency(Simulator s) =>
DefaultEfficiency;
public virtual float SuccessRate(Simulator s) =>
DefaultSuccessRate;
// Return true if it can be in the action pool now or in the future
// e.g. if Heart and Soul is already used, it is impossible to use it again
@@ -44,23 +51,18 @@ public abstract class BaseAction
// Return true if it can be used now
// This already assumes that IsPossible returns true *at some point before*
public virtual bool CouldUse(Simulator s, ref int cost)
public virtual bool CouldUse(Simulator s) =>
s.CP >= CPCost(s);
public bool CanUse(Simulator s) =>
IsPossible(s) && CouldUse(s);
public virtual void Use(Simulator s)
{
CPCost(s, ref cost);
return s.CP >= cost;
}
if (s.RollSuccess(SuccessRate(s)))
UseSuccess(s);
public bool CanUse(Simulator s, ref int cost) =>
IsPossible(s) && CouldUse(s, ref cost);
public virtual void Use(Simulator s, ref int cost, ref float success, ref int eff)
{
SuccessRate(s, ref success);
if (s.RollSuccess(success))
UseSuccess(s, ref eff);
CPCost(s, ref cost);
s.ReduceCP(cost);
s.ReduceCP(CPCost(s));
s.ReduceDurability(DurabilityCost);
if (s.Durability > 0)
@@ -79,9 +81,9 @@ public abstract class BaseAction
s.ActiveEffects.DecrementDuration();
}
public virtual void UseSuccess(Simulator s, ref int eff)
public virtual void UseSuccess(Simulator s)
{
Efficiency(s, ref eff);
var eff = Efficiency(s);
if (eff != 0)
{
if (IncreasesProgress)
@@ -93,28 +95,28 @@ public abstract class BaseAction
public virtual string GetTooltip(Simulator s, bool addUsability)
{
var cost = CPCost(s);
var eff = Efficiency(s);
var success = SuccessRate(s);
var builder = new StringBuilder();
int cost = 0;
float success = 1f;
if (addUsability && !CanUse(s, ref cost))
if (addUsability && !CanUse(s))
builder.AppendLine($"Cannot Use");
builder.AppendLine($"Level {Level}");
if (cost != 0)
builder.AppendLine($"-{s.CalculateCPCost(cost)} CP");
if (DurabilityCost != 0)
builder.AppendLine($"-{s.CalculateDurabilityCost(DurabilityCost)} Durability");
Efficiency(s, ref cost);
if (cost != 0)
if (eff != 0)
{
if (IncreasesProgress)
builder.AppendLine($"+{s.CalculateProgressGain(cost)} Progress");
builder.AppendLine($"+{s.CalculateProgressGain(eff)} Progress");
if (IncreasesQuality)
builder.AppendLine($"+{s.CalculateQualityGain(cost)} Quality");
builder.AppendLine($"+{s.CalculateQualityGain(eff)} Quality");
}
if (!IncreasesStepCount)
builder.AppendLine($"Does Not Increase Step Count");
SuccessRate(s, ref success);
if (Math.Abs(success - 1f) > float.Epsilon)
if (success != 1)
builder.AppendLine($"{s.CalculateSuccessRate(success) * 100:##}% Success Rate");
return builder.ToString();
}