Files
Craftimizer/Simulator/Actions/BaseAction.cs
T
2024-03-15 10:31:05 -07:00

122 lines
3.6 KiB
C#

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