122 lines
3.6 KiB
C#
122 lines
3.6 KiB
C#
using System.Text;
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namespace Craftimizer.Simulator.Actions;
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public abstract class BaseAction
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{
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// Non-instanced properties
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// Metadata
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public ActionCategory Category;
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public int Level;
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// Doesn't matter from which class, we'll use the sheet to extrapolate the rest
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public uint ActionId;
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// Seconds
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public int MacroWaitTime = 3;
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// Action properties
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public bool IncreasesProgress;
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public bool IncreasesQuality;
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public int DurabilityCost = 10;
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public bool IncreasesStepCount = true;
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public int EfficiencyFactor;
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public float SuccessRateFactor = 1;
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// Instanced properties
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public abstract void CPCost(Simulator s, ref int cost);
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public virtual void Efficiency(Simulator s, ref int eff)
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{
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eff = EfficiencyFactor;
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}
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public virtual void SuccessRate(Simulator s, ref float success)
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{
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success = SuccessRateFactor;
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}
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// Return true if it can be in the action pool now or in the future
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// e.g. if Heart and Soul is already used, it is impossible to use it again
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// or if it's a first step action and IsFirstStep is false
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public virtual bool IsPossible(Simulator s) =>
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s.Input.Stats.Level >= Level;
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// Return true if it can be used now
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// This already assumes that IsPossible returns true *at some point before*
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public virtual bool CouldUse(Simulator s, ref int cost)
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{
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CPCost(s, ref cost);
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return s.CP >= cost;
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}
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public bool CanUse(Simulator s, ref int cost) =>
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IsPossible(s) && CouldUse(s, ref cost);
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public virtual void Use(Simulator s, ref int cost, ref float success, ref int eff)
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{
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SuccessRate(s, ref success);
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if (s.RollSuccess(success))
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UseSuccess(s, ref eff);
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CPCost(s, ref cost);
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s.ReduceCP(cost);
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s.ReduceDurability(DurabilityCost);
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if (s.Durability > 0)
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{
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if (s.HasEffect(EffectType.Manipulation))
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s.RestoreDurability(5);
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}
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if (IncreasesStepCount)
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s.IncreaseStepCount();
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s.ActionStates.MutateState(this);
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s.ActionCount++;
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if (IncreasesStepCount)
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s.ActiveEffects.DecrementDuration();
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}
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public virtual void UseSuccess(Simulator s, ref int eff)
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{
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Efficiency(s, ref eff);
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if (eff != 0)
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{
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if (IncreasesProgress)
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s.IncreaseProgress(eff);
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if (IncreasesQuality)
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s.IncreaseQuality(eff);
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}
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}
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public virtual string GetTooltip(Simulator s, bool addUsability)
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{
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var builder = new StringBuilder();
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int cost = 0;
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float success = 1f;
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if (addUsability && !CanUse(s, ref cost))
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builder.AppendLine($"Cannot Use");
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builder.AppendLine($"Level {Level}");
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if (cost != 0)
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builder.AppendLine($"-{s.CalculateCPCost(cost)} CP");
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if (DurabilityCost != 0)
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builder.AppendLine($"-{s.CalculateDurabilityCost(DurabilityCost)} Durability");
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Efficiency(s, ref cost);
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if (cost != 0)
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{
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if (IncreasesProgress)
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builder.AppendLine($"+{s.CalculateProgressGain(cost)} Progress");
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if (IncreasesQuality)
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builder.AppendLine($"+{s.CalculateQualityGain(cost)} Quality");
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}
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if (!IncreasesStepCount)
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builder.AppendLine($"Does Not Increase Step Count");
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SuccessRate(s, ref success);
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if (Math.Abs(success - 1f) > float.Epsilon)
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builder.AppendLine($"{s.CalculateSuccessRate(success) * 100:##}% Success Rate");
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return builder.ToString();
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}
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}
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