Calculate initial decision on Progress rotation.

main
Nic0Nic0Nii 3 years ago
parent 6f3cc44dc0
commit 611a0429f3
  1. 5
      SigCrafter/src/sig/Craft.java
  2. 99
      SigCrafter/src/sig/SigCraft.java

@ -17,7 +17,7 @@ public class Craft {
public List<Craft> CraftList = new ArrayList<Craft>();
public Craft(int control, int level, int cp, int base_progress, int progress_goal, int quality_goal, boolean guaranteed,
int durability, int craft_progress, int craft_quality, int craft_durability, int craft_cp,
double progress_mult, double quality_mult, double durability_mult, int recipe_level,Status craft_status) {
double progress_mult, double quality_mult, double durability_mult, int recipe_level,Status craft_status,Map<String,Buff> buffs) {
this.control = control;
this.base_control = control;
this.level = level;
@ -36,6 +36,9 @@ public class Craft {
this.durability_mult = durability_mult;
this.recipe_level = recipe_level;
this.craft_status = craft_status;
for (Buff b : buffs.values()) {
BuffList.put(b.getName(),new Buff(b.getName(),b.getStackCount()));
}
}
public boolean craftFailed() {
return craft_progress<progress_goal && durability<=0;

@ -1,7 +1,9 @@
package sig;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import sig.skills.BasicSynthesis;
import sig.skills.BasicTouch;
@ -31,14 +33,16 @@ public class SigCraft {
public static boolean GUARANTEED = true;
public static int DURABILITY = 80;
public static List<Buff> BUFFLIST = new ArrayList<Buff>();
public static List<Skill> SKILLLIST = new ArrayList<Skill>();
public static Map<String,Buff> BUFFLIST = new HashMap<String,Buff>();
public static Map<String,Skill> SKILLLIST = new HashMap<String,Skill>();
public static int CRAFT_PROGRESS = 0;
public static int CRAFT_QUALITY = 0;
public static int CRAFT_DURABILITY = 0;
public static int CRAFT_CP = 0;
public static List<Skill> PROGRESS_ROTATION = new ArrayList<Skill>();
public static Craft BEST_CRAFT;
//Quality = (0.37 * Control + 32.6) * (1 - 0.05 * min(max(Recipe Level - Character Level, 0), 5))
@ -49,45 +53,72 @@ public class SigCraft {
public static ArrayList<Craft> SucceededCrafts = new ArrayList<Craft>();
public static void main(String[] args) {
SKILLLIST.add(new RapidSynthesis("Rapid Synthesis",0,false,9));
SKILLLIST.add(new BasicSynthesis("Basic Synthesis",0,true,1));
SKILLLIST.add(new BrandOfTheElements("Brand of the Elements",6,true,37));
SKILLLIST.add(new BasicTouch("Basic Touch",18,true,5));
SKILLLIST.add(new HastyTouch("Hasty Touch",0,false,9));
SKILLLIST.add(new StandardTouch("Standard Touch",32,true,18));
SKILLLIST.put("Rapid Synthesis",new RapidSynthesis("Rapid Synthesis",0,false,9));
SKILLLIST.put("Basic Synthesis",new BasicSynthesis("Basic Synthesis",0,true,1));
SKILLLIST.put("Brand of the Elements",new BrandOfTheElements("Brand of the Elements",6,true,37));
SKILLLIST.put("Basic Touch",new BasicTouch("Basic Touch",18,true,5));
SKILLLIST.put("Hasty Touch",new HastyTouch("Hasty Touch",0,false,9));
SKILLLIST.put("Standard Touch",new StandardTouch("Standard Touch",32,true,18));
//SKILLLIST.add(new Skill("Byregot's Blessing",24,true,50)); //TODO We don't know how this works yet.
SKILLLIST.add(new TricksOfTheTrade("Tricks of the Trade",0,true,13));
SKILLLIST.add(new MastersMend("Master's Mend",88,true,7));
SKILLLIST.add(new WasteNot("Waste Not",56,true,15));
SKILLLIST.add(new WasteNotII("Waste Not II",98,true,47));
SKILLLIST.add(new InnerQuiet("Inner Quiet",18,true,11));
SKILLLIST.add(new Veneration("Veneration",18,true,15));
SKILLLIST.add(new GreatStrides("Great Strides",32,true,21));
SKILLLIST.add(new Innovation("Innovation",18,true,26));
SKILLLIST.add(new NameOfTheElements("Name of the Elements",30,true,37));
SKILLLIST.add(new Observe("Observe",7,true,13));
BUFFLIST.add(new Buff("Inner Quiet",0));
BUFFLIST.add(new Buff("Veneration",0));
BUFFLIST.add(new Buff("Great Strides",0));
BUFFLIST.add(new Buff("Innovation",0));
BUFFLIST.add(new Buff("Name of the Elements",0));
BUFFLIST.add(new Buff("Name of the Elements Has Been Used",0));
BUFFLIST.add(new Buff("Inner Quiet", 0));
BUFFLIST.add(new Buff("Waste Not",0));
BUFFLIST.add(new Buff("Waste Not II",0));
SKILLLIST.put("Tricks of the Trade",new TricksOfTheTrade("Tricks of the Trade",0,true,13));
SKILLLIST.put("Master's Mend",new MastersMend("Master's Mend",88,true,7));
SKILLLIST.put("Waste Not",new WasteNot("Waste Not",56,true,15));
SKILLLIST.put("Waste Not II",new WasteNotII("Waste Not II",98,true,47));
SKILLLIST.put("Inner Quiet",new InnerQuiet("Inner Quiet",18,true,11));
SKILLLIST.put("Veneration",new Veneration("Veneration",18,true,15));
SKILLLIST.put("Great Strides",new GreatStrides("Great Strides",32,true,21));
SKILLLIST.put("Innovation",new Innovation("Innovation",18,true,26));
SKILLLIST.put("Name of the Elements",new NameOfTheElements("Name of the Elements",30,true,37));
SKILLLIST.put("Observe",new Observe("Observe",7,true,13));
BUFFLIST.put("Inner Quiet",new Buff("Inner Quiet",0));
BUFFLIST.put("Veneration",new Buff("Veneration",0));
BUFFLIST.put("Great Strides",new Buff("Great Strides",0));
BUFFLIST.put("Innovation",new Buff("Innovation",0));
BUFFLIST.put("Name of the Elements",new Buff("Name of the Elements",0));
BUFFLIST.put("Name of the Elements Has Been Used",new Buff("Name of the Elements Has Been Used",0));
BUFFLIST.put("Inner Quiet",new Buff("Inner Quiet", 0));
BUFFLIST.put("Waste Not",new Buff("Waste Not",0));
BUFFLIST.put("Waste Not II",new Buff("Waste Not II",0));
SetupCraft();
}
public static void SetupCraft() {
List<Skill> skills = new ArrayList<Skill>();
skills.addAll(SKILLLIST);
skills.removeIf((skill)->{return skill.lvReq>LEVEL;});
Craft c = new Craft(CONTROL,LEVEL,CP,BASE_PROGRESS,PROGRESS_GOAL,QUALITY_GOAL,GUARANTEED,DURABILITY,CRAFT_PROGRESS,CRAFT_QUALITY,DURABILITY,CP,1,1,1,RECIPE_LEVEL,Status.NORMAL);
while (c.craft_progress<c.progress_goal) {
List<Skill> progress_rotation1 = new ArrayList<Skill>();
List<Skill> progress_rotation2 = new ArrayList<Skill>();
List<Skill> progress_rotation3 = new ArrayList<Skill>();
Craft c1 = new Craft(CONTROL,LEVEL,CP,BASE_PROGRESS,PROGRESS_GOAL,QUALITY_GOAL,GUARANTEED,DURABILITY,CRAFT_PROGRESS,CRAFT_QUALITY,DURABILITY,CP,1,1,1,RECIPE_LEVEL,Status.NORMAL,BUFFLIST);
//Tame rotation attempt.
while (c1.craft_progress<c1.progress_goal) {
Skill s = SKILLLIST.get("Basic Synthesis");
s.useSkill(c1);
progress_rotation1.add(s);
}
System.out.println("Basic Synthesis by itself takes "+progress_rotation1.size()+" turns.");
Craft c2 = new Craft(CONTROL,LEVEL,CP,BASE_PROGRESS,PROGRESS_GOAL,QUALITY_GOAL,GUARANTEED,DURABILITY,CRAFT_PROGRESS,CRAFT_QUALITY,DURABILITY,CP,1,1,1,RECIPE_LEVEL,Status.NORMAL,BUFFLIST);
//Veneration rotation attempt.
Skill s = SKILLLIST.get("Veneration");
s.useSkill(c2);
while (c2.craft_progress<c2.progress_goal) {
if (c2.BuffList.get("Veneration").stackCount==0) {
s = SKILLLIST.get("Veneration");
s.useSkill(c2);
}
s = SKILLLIST.get("Basic Synthesis");
s.useSkill(c2);
progress_rotation2.add(s);
}
System.out.println("Basic Synthesis with Veneration takes "+progress_rotation2.size()+" turns, consuming "+(c2.cp-c2.craft_cp)+" CP.");
if (progress_rotation2.size()<progress_rotation1.size()) {
PROGRESS_ROTATION.addAll(progress_rotation2);
System.out.println("\tUsing Veneration rotation for Progress.");
} else {
PROGRESS_ROTATION.addAll(progress_rotation1);
System.out.println("\tUsing standard rotation for Progress.");
}
System.out.println(SucceededCrafts);
}
}

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