using Craftimizer.Simulator; using Craftimizer.Simulator.Actions; using System.Diagnostics.Contracts; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace Craftimizer.Solver; [StructLayout(LayoutKind.Auto)] public struct SimulationNode { public readonly SimulationState State; public readonly ActionType? Action; public readonly CompletionState SimulationCompletionState; public ActionSet AvailableActions; public readonly CompletionState CompletionState => GetCompletionState(SimulationCompletionState, AvailableActions); public readonly bool IsComplete => CompletionState != CompletionState.Incomplete; public SimulationNode(in SimulationState state, ActionType? action, CompletionState completionState, ActionSet actions) { State = state; Action = action; SimulationCompletionState = completionState; AvailableActions = actions; } public static CompletionState GetCompletionState(CompletionState simCompletionState, ActionSet actions) => actions.IsEmpty && simCompletionState == CompletionState.Incomplete ? CompletionState.NoMoreActions : simCompletionState; public readonly float? CalculateScore(in MCTSConfig config) => CalculateScoreForState(State, SimulationCompletionState, config); public static float? CalculateScoreForState(in SimulationState state, CompletionState completionState, MCTSConfig config) { if (completionState != CompletionState.ProgressComplete) return null; if (state.Input.Recipe.MaxQuality == 0) return 1f - ((float)(state.ActionCount + 1) / config.MaxStepCount); [Pure] [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] static float Apply(float bonus, float value, float target) => bonus * (target > 0 ? Math.Clamp(value / target, 0, 1) : 1); var progressScore = Apply( config.ScoreProgress, state.Progress, state.Input.Recipe.MaxProgress ); var qualityScore = Apply( config.ScoreQuality, state.Quality, state.Input.Recipe.MaxQuality ); var durabilityScore = Apply( config.ScoreDurability, state.Durability, state.Input.Recipe.MaxDurability ); var cpScore = Apply( config.ScoreCP, state.CP, state.Input.Stats.CP ); var fewerStepsScore = config.ScoreSteps * (1f - ((float)(state.ActionCount + 1) / config.MaxStepCount)); return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore; } }