Files
Craftimizer/Solver/Crafty/Simulator.cs
T
2023-06-18 03:50:48 -07:00

168 lines
6.0 KiB
C#

using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using Sim = Craftimizer.Simulator.Simulator;
namespace Craftimizer.Solver.Crafty;
public class Simulator : Sim
{
public new CompletionState CompletionState =>
(ActionHistory.Count + 1) >= Solver.MaxStepCount ?
CompletionState.MaxActionCountReached :
(CompletionState)base.CompletionState;
public override bool IsComplete => CompletionState != CompletionState.Incomplete;
public Simulator(SimulationState state) : base(state)
{
}
// Disable randomization
public override bool RollSuccessRaw(float successRate) => successRate == 1;
public override void StepCondition() { }
private static readonly ActionType[] AcceptedActions = new[]
{
ActionType.TrainedFinesse,
ActionType.PrudentSynthesis,
ActionType.Groundwork,
ActionType.AdvancedTouch,
ActionType.CarefulSynthesis,
ActionType.TrainedEye,
ActionType.DelicateSynthesis,
ActionType.PreparatoryTouch,
ActionType.Reflect,
ActionType.FocusedTouch,
ActionType.FocusedSynthesis,
ActionType.PrudentTouch,
ActionType.Manipulation,
ActionType.MuscleMemory,
ActionType.ByregotsBlessing,
ActionType.WasteNot2,
ActionType.BasicSynthesis,
ActionType.Innovation,
ActionType.GreatStrides,
ActionType.StandardTouch,
ActionType.Veneration,
ActionType.WasteNot,
ActionType.Observe,
ActionType.MastersMend,
ActionType.BasicTouch,
};
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
public List<ActionType> AvailableActionsHeuristic(bool strict)
{
if (IsComplete)
return new();
ActionUtils.SetSimulation(this);
return AcceptedActions.Where(action =>
{
var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (action == ActionType.StandardTouch && CP < 32)
return false;
if (action == ActionType.AdvancedTouch && CP < 46)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false;
// don't allow quality moves at max quality
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
return false;
if (action == ActionType.Observe &&
IsPreviousAction(ActionType.Observe))
return false;
if (action == ActionType.Groundwork &&
Durability < CalculateDurabilityCost(baseAction.DurabilityCost))
return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict)
{
// always used Trained Eye if it's available
if (action == ActionType.TrainedEye)
return true;
// only allow Focused moves after Observe
if (IsPreviousAction(ActionType.Observe) &&
action != ActionType.FocusedSynthesis &&
action != ActionType.FocusedTouch)
return false;
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
HasEffect(EffectType.MuscleMemory) &&
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves under Veneration
if (HasEffect(EffectType.Veneration) &&
!baseAction.IncreasesProgress &&
baseAction.IncreasesQuality)
return false;
if (baseAction.IncreasesProgress)
{
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
if (would_finish)
{
// don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5))
return false;
}
else
{
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
if (HasEffect(EffectType.Innovation) &&
!baseAction.IncreasesQuality &&
baseAction.IncreasesProgress)
return false;
}
}
if (action == ActionType.ByregotsBlessing &&
GetEffectStrength(EffectType.InnerQuiet) <= 1)
return false;
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
return false;
if (action == ActionType.Observe &&
CP < 5)
return false;
if (action == ActionType.MastersMend &&
Input.Recipe.MaxDurability - Durability < 25)
return false;
if (action == ActionType.Manipulation &&
HasEffect(EffectType.Manipulation))
return false;
if (action == ActionType.GreatStrides &&
HasEffect(EffectType.GreatStrides))
return false;
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
return false;
}
return true;
}).ToList();
}
}