using Craftimizer.Simulator; using Craftimizer.Simulator.Actions; using System.Runtime.InteropServices; namespace Craftimizer.Solver.Crafty; [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(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(SolverConfig config) => CalculateScoreForState(State, SimulationCompletionState, config); private static bool CanByregot(SimulationState state) { if (state.ActiveEffects.InnerQuiet == 0) return false; return BaseComboAction.VerifyDurability2(state, 10); } public static float? CalculateScoreForState(SimulationState state, CompletionState completionState, SolverConfig config) { if (completionState != CompletionState.ProgressComplete) return null; static float Apply(float bonus, float value, float target) => bonus * Math.Min(1f, value / target); var progressScore = Apply( config.ScoreProgressBonus, state.Progress, state.Input.Recipe.MaxProgress ); var byregotBonus = CanByregot(state) ? (state.ActiveEffects.InnerQuiet * .2f + 1) * state.Input.BaseQualityGain : 0; var qualityScore = Apply( config.ScoreQualityBonus, state.Quality + byregotBonus, state.Input.Recipe.MaxQuality ); var durabilityScore = Apply( config.ScoreDurabilityBonus, state.Durability, state.Input.Recipe.MaxDurability ); var cpScore = Apply( config.ScoreCPBonus, state.CP, state.Input.Stats.CP ); var fewerStepsScore = config.ScoreFewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / config.MaxStepCount)); return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore; } }