Files
Craftimizer/Solver/Crafty/SimulationNode.cs
T

99 lines
3.3 KiB
C#

using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using System.Runtime.InteropServices;
namespace Craftimizer.Solver.Crafty;
[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(int maxStepCount) => CalculateScoreForState(State, SimulationCompletionState, maxStepCount);
private static bool CanByregot(SimulationState state)
{
if (state.ActiveEffects.InnerQuiet == 0)
return false;
var wasteNot = Math.Max(state.ActiveEffects.WasteNot, state.ActiveEffects.WasteNot2);
var manipulation = state.ActiveEffects.Manipulation;
var durability = state.Durability;
durability -= wasteNot-- > 0 ? 5 : 10;
if (durability <= 0)
return false;
if (manipulation-- > 0)
durability += 5;
durability -= wasteNot-- > 0 ? 5 : 10;
return durability >= 0;
}
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState, int maxStepCount)
{
if (completionState != CompletionState.ProgressComplete)
return null;
static float Apply(float bonus, float value, float target) =>
bonus * Math.Min(1f, value / target);
var progressBonus = 0.20f;
var qualityBonus = 0.65f;
var durabilityBonus = 0.05f;
var cpBonus = 0.05f;
var fewerStepsBonus = 0.05f;
var progressScore = Apply(
progressBonus,
state.Progress,
state.Input.Recipe.MaxProgress
);
var byregotBonus = CanByregot(state) ? (state.ActiveEffects.InnerQuiet * .2f + 1) * state.Input.BaseQualityGain : 0;
var quality = Math.Clamp(state.Quality + byregotBonus, 0, state.Input.Recipe.MaxQuality);
var qualityScore = Apply(
qualityBonus,
quality,
state.Input.Recipe.MaxQuality
);
var durabilityScore = Apply(
durabilityBonus,
state.Durability,
state.Input.Recipe.MaxDurability
);
var cpScore = Apply(
cpBonus,
state.CP,
state.Input.Stats.CP
);
var fewerStepsScore =
fewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / maxStepCount));
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
}
}