Files
Craftimizer/Simulator/Actions/BaseAction.cs
T
2023-07-13 12:27:45 +02:00

134 lines
4.7 KiB
C#

using System.Text;
namespace Craftimizer.Simulator.Actions;
public abstract class BaseAction
{
// Non-instanced properties
// Metadata
public abstract ActionCategory Category { get; }
public abstract int Level { get; }
// Doesn't matter from which class, we'll use the sheet to extrapolate the rest
public abstract uint ActionId { get; }
// Seconds
public virtual int MacroWaitTime => 3;
// Action properties
public virtual bool IncreasesProgress => false;
public virtual bool IncreasesQuality => false;
public virtual int DurabilityCost => 10;
public virtual bool IncreasesStepCount => true;
// Instanced properties
public abstract int CPCost(Simulator s);
public virtual float Efficiency(Simulator s) => 0f;
public virtual float SuccessRate(Simulator s) => 1f;
public virtual bool CanUse(Simulator s) =>
s.Input.Stats.Level >= Level && s.CP >= CPCost(s);
public virtual void Use(Simulator s)
{
if (s.RollSuccess(SuccessRate(s)))
UseSuccess(s);
s.ReduceCP(CPCost(s));
s.ReduceDurability(DurabilityCost);
if (s.Durability > 0)
{
if (s.HasEffect(EffectType.Manipulation))
s.RestoreDurability(5);
}
if (IncreasesStepCount)
s.IncreaseStepCount();
}
public virtual void UseSuccess(Simulator s)
{
if (Efficiency(s) != 0f)
{
if (IncreasesProgress)
s.IncreaseProgress(Efficiency(s));
if (IncreasesQuality)
s.IncreaseQuality(Efficiency(s));
}
}
public virtual string GetTooltip(Simulator s, bool addUsability)
{
var builder = new StringBuilder();
if (addUsability && !CanUse(s))
builder.AppendLine($"Cannot Use");
builder.AppendLine($"Level {Level}");
if (CPCost(s) != 0)
builder.AppendLine($"-{s.CalculateCPCost(CPCost(s))} CP");
if (DurabilityCost != 0)
builder.AppendLine($"-{s.CalculateDurabilityCost(DurabilityCost)} Durability");
if (Efficiency(s) != 0)
{
if (IncreasesProgress)
builder.AppendLine($"+{s.CalculateProgressGain(Efficiency(s))} Progress");
if (IncreasesQuality)
builder.AppendLine($"+{s.CalculateQualityGain(Efficiency(s))} Quality");
}
if (!IncreasesStepCount)
builder.AppendLine($"Does Not Increase Step Count");
if (SuccessRate(s) != 1f)
builder.AppendLine($"{s.CalculateSuccessRate(SuccessRate(s)) * 100:##}%% Success Rate");
return builder.ToString();
}
private static bool VerifyDurability2(int durabilityA, int durability, Effects effects)
{
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(SimulationState s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability2(Simulator s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, Effects effects)
{
var wasteNots = Math.Max(effects.GetDuration(EffectType.WasteNot), effects.GetDuration(EffectType.WasteNot2));
var manips = effects.HasEffect(EffectType.Manipulation);
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);
public static bool VerifyDurability3(SimulationState s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
}