Files
Craftimizer/Solver/SimulationNode.cs
T
2023-10-02 13:07:06 -07:00

83 lines
2.7 KiB
C#

using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
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(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(MCTSConfig config) =>
CalculateScoreForState(State, SimulationCompletionState, config);
private static bool CanByregot(SimulationState state)
{
if (state.ActiveEffects.InnerQuiet == 0)
return false;
return BaseComboAction.VerifyDurability2(state, 10);
}
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState, MCTSConfig config)
{
if (completionState != CompletionState.ProgressComplete)
return null;
static float Apply(float bonus, float value, float target) =>
bonus * Math.Min(1f, value / target);
var progressScore = Apply(
config.ScoreProgress,
state.Progress,
state.Input.Recipe.MaxProgress
);
var byregotBonus = CanByregot(state) ? (state.ActiveEffects.InnerQuiet * .2f + 1) * state.Input.BaseQualityGain : 0;
var qualityScore = Apply(
config.ScoreQuality,
state.Quality + byregotBonus,
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;
}
}