Files
Craftimizer/Simulator/Actions/BaseComboAction.cs
T
2024-06-28 16:24:56 -07:00

70 lines
2.7 KiB
C#

namespace Craftimizer.Simulator.Actions;
public abstract class BaseComboAction(
ActionType actionTypeA, ActionType actionTypeB,
BaseAction actionA, BaseAction actionB,
int? defaultCPCost = null) :
BaseAction(
ActionCategory.Combo, Math.Max(actionA.Level, actionA.Level), actionB.ActionId,
increasesProgress: actionA.IncreasesProgress || actionB.IncreasesProgress,
increasesQuality: actionA.IncreasesQuality || actionB.IncreasesQuality,
defaultCPCost: defaultCPCost ?? (actionA.DefaultCPCost + actionB.DefaultCPCost))
{
public readonly ActionType ActionTypeA = actionTypeA;
public readonly ActionType ActionTypeB = actionTypeB;
protected bool BaseCouldUse(Simulator s) =>
base.CouldUse(s);
private static bool VerifyDurability2(int durabilityA, int durability, in Effects effects)
{
if (!effects.HasEffect(EffectType.TrainedPerfection))
{
var wasteNots = effects.HasEffect(EffectType.WasteNot) || effects.HasEffect(EffectType.WasteNot2);
// -A
durability -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
if (durability <= 0)
return false;
}
// If we can do the first action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability2(Simulator s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, in Effects effects)
{
var wasteNots = Math.Max(effects.GetDuration(EffectType.WasteNot), effects.GetDuration(EffectType.WasteNot2));
var manips = effects.HasEffect(EffectType.Manipulation);
var perfection = effects.HasEffect(EffectType.TrainedPerfection);
if (!perfection)
{
durability -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
}
if (manips)
durability += 5;
if (wasteNots > 0)
wasteNots--;
durability -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
// If we can do the second action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
}