Ejemplo n.º 1
0
        private static void Main(string[] args)
        {
            var state = @"
MOLECULES 0 3 4 0 0 0 2 0 1 2 0 0
MOLECULES 0 3 1 1 2 4 0 0 1 0 1 1
0 4 3 1 3
6
8 0 1 C 1 2 1 0 0 0
10 0 1 C 1 1 1 0 1 2
11 0 1 D 1 3 0 0 0 0
6 1 1 B 10 0 0 0 4 0
7 1 1 E 1 2 0 2 0 0
9 1 1 A 1 0 0 0 2 1

".Trim();

            Settings.DUMP_ALL  = true;
            Settings.DUMP_TURN = -1;

            ////===
            var gameState = new GameState {
                currentTurn = 102
            };

            gameState.projects.Add(new Project(0, 0, 4, 4, 0));
            gameState.projects.Add(new Project(0, 4, 4, 0, 0));
            gameState.projects.Add(new Project(0, 3, 3, 3, 0));
            var robotStrategy = new GatherStrategy(gameState);

            gameState.robotStrategy = robotStrategy;
            ////===
            gameState.Iteration(new StringReader(state));
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Executes the strategy logic in charge of regenerating GP after the gather.
        /// </summary>
        /// <returns></returns>
        public async Task <GpRegenStrategyResult> RegenerateGp(GatheringPointObject node, IGatheringRotation gatherRotation, GatherStrategy gatherStrategy, CordialTime cordialTime, CordialType cordialType)
        {
            var rtn = new GpRegenStrategyResult()
            {
                StrategyState        = GpRegenStrategyResult.GpRegenStrategyResultState.OK,
                EffectiveCordialType = cordialType,
                OriginalCordialType  = cordialType,
            };

            var useCordial = cordialTime.HasFlag(CordialTime.AfterGather) &&
                             this.cordialStock.HasStock() &&
                             this.cordialStock.GetCordialCooldown() == TimeSpan.Zero;

            var currentGp = ExProfileBehavior.Me.CurrentGP;
            var maxGp     = ExProfileBehavior.Me.MaxGP;
            var missingGp = maxGp - currentGp;
            var cordial   = this.cordialStock.GetBestCordial(missingGp, cordialType);

            // Return OK if there is no cordial to use
            if (cordial == null)
            {
                rtn.UseState = InventoryItem.UseResult.OK;
                return(rtn);
            }

            // Use the cordial
            rtn.UseState = await cordial.Use(
                ExProfileBehavior.Me
                );

            // Log the result
            this.LogCordialResult(
                rtn.UseState ?? InventoryItem.UseResult.CantUse,
                cordial,
                currentGp
                );

            return(rtn);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Executes the strategy logic in charge of regenerating GP before the gather.
        /// </summary>
        /// <returns></returns>
        public async Task <GpRegenStrategyResult> RegenerateGp(GatheringPointObject node, IGatheringRotation gatherRotation, GatherStrategy gatherStrategy, CordialTime cordialTime, CordialType cordialType)
        {
            var rtn = new GpRegenStrategyResult()
            {
                EffectiveCordialType = this.effectiveCordialType,
                OriginalCordialType  = this.requestedCordialType,
            };

            // Return OK immediately if there is no node
            if (node == null)
            {
                this.logger.GatheringNodeIsGone();

                rtn.StrategyState = GpRegenStrategyResult.GpRegenStrategyResultState.NodeGone;
                return(rtn);
            }

            // Configure the strategy and report to the log
            this.Configure(node, gatherRotation, gatherStrategy, cordialTime, cordialType);
            this.logger.LogReport(this);

            // Return not enough time if player has less than 3 seconds to gather
            if (this.EffectiveTimeTillGather.TotalSeconds < 3)
            {
                this.logger.GatheringNotEnoughTime();

                rtn.StrategyState = GpRegenStrategyResult.GpRegenStrategyResultState.NotEnoughTime;
                return(rtn);
            }

            if (this.gatherStrategy == GatherStrategy.GatherOrCollect)
            {
                // Return not enough GP if we cannot meet the target breakpoint for the rotation
                if (this.BreakpointGp > this.TargetGp)
                {
                    this.logger.RegeneratingNotEnoughGp();

                    rtn.StrategyState = GpRegenStrategyResult.GpRegenStrategyResultState.NotEnoughGp;
                    return(rtn);
                }
            }

            // Use the cordial if one was selected
            if (this.Cordial != null)
            {
                rtn.UseState = await this.Cordial.Use(
                    ExProfileBehavior.Me,
                    maxTimeout : this.EffectiveTimeTillGather,
                    dismount : true
                    );

                this.LogCordialResult(rtn.UseState.Value);

                // Recalculate player's ability to gather after cordial use failure
                if (rtn.UseState != InventoryItem.UseResult.OK)
                {
                    this.effectiveCordialType = CordialType.None;
                    this.CalculateTargetAndCordialSelection();

                    this.logger.LogReport(this);

                    // Return not enough GP if we cannot meet the target breakpoint for the rotation
                    if (this.BreakpointGp > this.TargetGp)
                    {
                        this.logger.RegeneratingNotEnoughGp();

                        rtn.StrategyState = GpRegenStrategyResult.GpRegenStrategyResultState.NotEnoughGp;
                        return(rtn);
                    }
                }
            }

            // Handle TouchAndGo overrides
            if (this.gatherStrategy == GatherStrategy.TouchAndGo)
            {
                // Do nothing if this is not ephemeral
                if (!node.IsEphemeral())
                {
                    this.logger.GatheringNodeSkippedNotEphemeral();

                    rtn.StrategyState = GpRegenStrategyResult.GpRegenStrategyResultState.OK;
                    return(rtn);
                }

                if (this.EffectiveTimeToRegenerate.TotalSeconds > MAX_TOUCHANDGO_WAIT)
                {
                    this.logger.RegeneratingSkippedExceedsEphemeralMaxWait(
                        this.EffectiveTimeToRegenerate.TotalSeconds,
                        MAX_TOUCHANDGO_WAIT
                        );

                    rtn.StrategyState = GpRegenStrategyResult.GpRegenStrategyResultState.OK;
                    return(rtn);
                }
            }

            // Return OK immediately if the rotation forcefully gathers the item
            if (gatherRotation.ShouldForceGather(node))
            {
                rtn.StrategyState = GpRegenStrategyResult.GpRegenStrategyResultState.OK;
                return(rtn);
            }

            // Execute wait logic
            rtn.StrategyState = await this.WaitForGpRegeneration();

            return(rtn);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Configures the strategy for use
        /// </summary>
        protected void Configure(GatheringPointObject node, IGatheringRotation gatherRotation, GatherStrategy gatherStrategy, CordialTime cordialTime, CordialType cordialType)
        {
            if (gatherRotation == null)
            {
                throw new ArgumentNullException("gatherRotation");
            }

            // Set gathering parameters
            this.gatherRotation = gatherRotation;
            this.gatherStrategy = gatherStrategy;

            // Set cordial parameters
            this.cordialTime          = cordialTime;
            this.requestedCordialType = this.effectiveCordialType = cordialType;

            // Override cordial type
            if (this.requestedCordialType > CordialType.None)
            {
                // Turn off cordial when there is no stock
                if (!this.cordialStockManager.HasStock())
                {
                    this.effectiveCordialType = CordialType.None;

                    this.logger.RegeneratingCordialUseDisabledNoStock();
                }

                // Turn off cordial when node is not ephemeral in TnG strategies
                if (this.gatherStrategy == GatherStrategy.TouchAndGo && !node.IsEphemeral())
                {
                    this.effectiveCordialType = CordialType.None;
                }
            }
            else
            {
                this.effectiveCordialType = this.requestedCordialType;
            }

            // Set node lifespan parameters
            this.NodeLifespan = new EffectiveNodeLifespan(NodeHelper.GetNodeLifespan(node), this.gatherRotation.Attributes.RequiredTimeInSeconds);
            if (this.gatherStrategy == GatherStrategy.TouchAndGo)
            {
                this.NodeLifespan.Clamp(TimeSpan.Zero, TimeSpan.FromSeconds(MAX_TOUCHANDGO_WAIT));
            }
            this.EffectiveTimeTillGather = this.NodeLifespan.DeSpawn;

            // Set GP parameters
            this.StartingGp  = this.CurrentGp;
            this.MaxGp       = ExProfileBehavior.Me.MaxGP;
            this.EffectiveGp = CharacterResource.GetEffectiveGp(this.NodeLifespan.DeSpawnTicks);

            // Set breakpoint and cordial parameters
            this.CalculateTargetAndCordialSelection();

            // Calculate regeneration parameters
            this.RegeneratedGp = (ushort)(this.TargetGp - this.CordialGp - this.StartingGp);
            if (this.RegeneratedGp < 0)
            {
                this.RegeneratedGp = 0;
            }
            this.EffectiveTimeToRegenerate = CharacterResource.EstimateExpectedRegenerationTime(this.RegeneratedGp);
        }