Files
Craftimizer/Solver/Crafty/SimulationNode.cs
T

72 lines
2.0 KiB
C#

using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
namespace Craftimizer.Solver.Crafty;
public readonly struct SimulationNode
{
public readonly SimulationState State;
public readonly ActionType? Action;
public readonly CompletionState SimulationCompletionState;
public readonly NodeData Data;
public CompletionState CompletionState =>
Data.AvailableActions.Count == 0 && SimulationCompletionState == CompletionState.Incomplete ?
CompletionState.NoMoreActions :
SimulationCompletionState;
public bool IsComplete => CompletionState != CompletionState.Incomplete;
public SimulationNode(SimulationState state, ActionType? action, CompletionState completionState, NodeData data)
{
State = state;
Action = action;
SimulationCompletionState = completionState;
Data = data;
}
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));
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
}
}