Files
Craftimizer/Solver/SimulationNode.cs
T
2023-11-11 22:44:25 -08:00

81 lines
2.7 KiB
C#

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;
}
}