public void NinjaFearLevelStringTests()
        {
            //Create our selector, indicating that we will be choosing between a set of strings.
            //This is fully generic and could be any type. 
            var Selector = new WeightedSelector<string>();

            var NinjaFearLevel = 5; //A value from 0 to 10, where 10 is the most afraid. 
                                    //As fear approaches 10, the monster is more likely to run.

            //Next we add our choices. The first parameter is the choice, the second is the weight.  
            Selector.Add("Cast Heal", NinjaFearLevel);
            Selector.Add("Flee", NinjaFearLevel - 7); //Ninjas fight to the death... Usually.
            Selector.Add("Attack", 10 - NinjaFearLevel);
               
            //So, if fear is 0, ninja will not cast heal (0) and will not flee (-7), he will always attack (10). 
            //If fear is 5, ninja might cast heal (5/50%) and will never flee (-2). He might attack (5/50%). 
            //If fear is 10, ninja will probably cast heal (10/76%) and might flee (3/23%). He's too afraid to attack (0/0%). 
            
            //This is where the magic happens. NinjaAction will be one of the choices we entered above.
            string NinjaAction = Selector.Select();
            
            //This test is mostly for documentation, however this does have to be true:
            Assert.IsTrue(NinjaAction == "Cast Heal" || 
                          NinjaAction == "Flee" || 
                          NinjaAction == "Attack");
        }
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        public void NinjaFearLevelStringTests()
        {
            //Create our selector, indicating that we will be choosing between a set of strings.
            //This is fully generic and could be any type.
            var Selector = new WeightedSelector <string>();

            var NinjaFearLevel = 5; //A value from 0 to 10, where 10 is the most afraid.

            //As fear approaches 10, the monster is more likely to run.

            //Next we add our choices. The first parameter is the choice, the second is the weight.
            Selector.Add("Cast Heal", NinjaFearLevel);
            Selector.Add("Flee", NinjaFearLevel - 7); //Ninjas fight to the death... Usually.
            Selector.Add("Attack", 10 - NinjaFearLevel);

            //So, if fear is 0, ninja will not cast heal (0) and will not flee (-7), he will always attack (10).
            //If fear is 5, ninja might cast heal (5/50%) and will never flee (-2). He might attack (5/50%).
            //If fear is 10, ninja will probably cast heal (10/76%) and might flee (3/23%). He's too afraid to attack (0/0%).

            //This is where the magic happens. NinjaAction will be one of the choices we entered above.
            string NinjaAction = Selector.Select();

            //This test is mostly for documentation, however this does have to be true:
            Assert.IsTrue(NinjaAction == "Cast Heal" ||
                          NinjaAction == "Flee" ||
                          NinjaAction == "Attack");
        }
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        private WeightedSelector <int> GetSelector()
        {
            var selector = new WeightedSelector <int>(_random);

            selector.Add(1, 0.48m);
            selector.Add(2, 0.38m);
            selector.Add(3, 0.09m);
            selector.Add(4, 0.05m);
            return(selector);
        }
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        private static WeightedSelector <int> GetSelector()
        {
            var selector = new WeightedSelector <int>(new TestRandom());

            selector.Add(1, 0.48m);
            selector.Add(2, 0.38m);
            selector.Add(3, 0.09m);
            selector.Add(4, 0.05m);
            return(selector);
        }
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        public void Select([Values(1, 2)] int expected)
        {
            var selector = new WeightedSelector <int>(new Cheat.DebugRandom());

            selector.Add(1, 0.5m);
            selector.Add(2, 0.5m);
            Assert.AreEqual(2, selector.Count);
            var result = selector.SelectV3(expected);

            Assert.AreEqual(expected, result.Count());
            Assert.AreEqual(2 - expected, selector.Count);
        }
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        public void Probability_ExtremeInputs_Test()
        {
            var Inputs   = InputBuilder.CreateInputs(MinInputs, MaxInputs, MinWeight, MaxWeight);
            var Selector = new WeightedSelector <string>();

            Selector.Add(Inputs);

            var Helper = new ProbabilityHelpers(Selector, Inputs, Trials, AcceptableDeviation);

            Console.WriteLine("Running {0} trials with {1} items (total weight: {2})",
                              Trials,
                              Selector.ReadOnlyItems.Count,
                              Selector.TotalWeight());

            var ResultCounter = Helper.RunTrialsAndCountResults();

            foreach (var Key in ResultCounter.Keys)
            {
                Helper.ExamineMetricsForKey(Key);
            }

            //Note that in this test, a ton of items will never be selected because there are so many.
            //If we did tens of millions of trials that would counter it, but it might take 30s+, which is
            //unecessary.
            Console.WriteLine("Expected {0} outputs, actual: {1}. Details: {2}",
                              Inputs.Count,
                              ResultCounter.Keys.Count,
                              Helper.GetErrorMessage());
        }
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        public static void Set(string id, DestinationsUpdate data)
        {
            WeightedSelector <DestinationsUpdate> ws;

            if (MemoryCache.Default.Contains(id))
            {
                ws = Get(id);
                if (ws == null)
                {
                    throw new NotImplementedException("Cache 'list' is NULL");
                }

                // TODO: Fix bug where items can get added multiple times
                ws.Add(data, 1);
            }
            else
            {
                ws = new WeightedSelector <DestinationsUpdate>();
                ws.Add(data, 1);
            }

            MemoryCache.Default.Set(new CacheItem(id, ws), new CacheItemPolicy
            {
                AbsoluteExpiration = DateTimeOffset.MaxValue,
                Priority           = CacheItemPriority.NotRemovable
            });
        }
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        public void NinjaFearLevelTests()
        {
            var Selector = new WeightedSelector <MonsterAction>();

            var NinjaFearLevel = 5; //A value from 0 to 10, where 10 is the most afraid.
                                    //As fear approaches 10, the monster is more likely to run.

            var ActionCandidates = new List <WeightedItem <MonsterAction> >()
            {
                new WeightedItem <MonsterAction>(new MonsterAction("Cast Heal"), NinjaFearLevel),
                new WeightedItem <MonsterAction>(new MonsterAction("Flee"), NinjaFearLevel - 7),  //Ninjas fight to the death... Usually.
                new WeightedItem <MonsterAction>(new MonsterAction("Attack"), 10 - NinjaFearLevel)
            };

            //So, if fear is 0, ninja will not cast heal (0) and will not flee (-7), he will always attack (10).
            //If fear is 5, ninja might cast heal (5/50%) and will never flee (-2). He might attack (5/50%).
            //If fear is 10, ninja will probably cast heal (10/76%) and might flee (3/23%). He's too afraid to attack (0/0%).

            Selector.Add(ActionCandidates);

            var SelectedAction = Selector.Select();

            //This test is mostly for documentation, however this does have to be true:
            Assert.IsTrue(SelectedAction.Name == "Cast Heal" ||
                          SelectedAction.Name == "Flee" ||
                          SelectedAction.Name == "Attack");
        }
        public void Probability_ExtremeInputs_Test()
        {
            var Inputs = InputBuilder.CreateInputs(MinInputs, MaxInputs, MinWeight, MaxWeight);
            var Selector = new WeightedSelector<string>();
            Selector.Add(Inputs);

            var Helper = new ProbabilityHelpers(Selector, Inputs, Trials, AcceptableDeviation);

            Console.WriteLine("Running {0} trials with {1} items (total weight: {2})", 
                              Trials,
                              Selector.ReadOnlyItems.Count,
                              Selector.TotalWeight());

            var ResultCounter = Helper.RunTrialsAndCountResults();

            foreach (var Key in ResultCounter.Keys)
                Helper.ExamineMetricsForKey(Key);

            //Note that in this test, a ton of items will never be selected because there are so many.
            //If we did tens of millions of trials that would counter it, but it might take 30s+, which is 
            //unecessary.
            Console.WriteLine("Expected {0} outputs, actual: {1}. Details: {2}",
                              Inputs.Count,                                                                                  
                              ResultCounter.Keys.Count,                                                                                         
                              Helper.GetErrorMessage());
        } 
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        public void NinjaFearLevelTests()
        {
            var Selector = new WeightedSelector<MonsterAction>();

            var NinjaFearLevel = 5; //A value from 0 to 10, where 10 is the most afraid. 
                                    //As fear approaches 10, the monster is more likely to run.
           
            var ActionCandidates = new List<WeightedItem<MonsterAction>>()
            {
                new WeightedItem<MonsterAction>(new MonsterAction("Cast Heal"), NinjaFearLevel), 
                new WeightedItem<MonsterAction>(new MonsterAction("Flee"), NinjaFearLevel - 7),  //Ninjas fight to the death... Usually.
                new WeightedItem<MonsterAction>(new MonsterAction("Attack"), 10 - NinjaFearLevel)     
            };

            //So, if fear is 0, ninja will not cast heal (0) and will not flee (-7), he will always attack (10). 
            //If fear is 5, ninja might cast heal (5/50%) and will never flee (-2). He might attack (5/50%). 
            //If fear is 10, ninja will probably cast heal (10/76%) and might flee (3/23%). He's too afraid to attack (0/0%). 
            
            Selector.Add(ActionCandidates);

            var SelectedAction = Selector.Select();
            
            //This test is mostly for documentation, however this does have to be true:
            Assert.IsTrue(SelectedAction.Name == "Cast Heal" || 
                          SelectedAction.Name == "Flee" || 
                          SelectedAction.Name == "Attack");
        }
        public void Probability_Simple_Test()
        {
            var Inputs = InputBuilder.CreateInputs(MinInputs, MaxInputs, MinWeight, MaxWeight);
            var Selector = new WeightedSelector<string>();
            Selector.Add(Inputs);

            var Helper = new ProbabilityHelpers(Selector, Inputs, Trials, AcceptableDeviation);


            Console.WriteLine("Running {0} trials with {1} items (total weight: {2})", 
                              Trials,
                              Selector.ReadOnlyItems.Count,
                              Selector.TotalWeight());

            var ResultCounter = Helper.RunTrialsAndCountResults();

            foreach (var Key in ResultCounter.Keys)
                Helper.ExamineMetricsForKey(Key);

            Assert.IsTrue(ResultCounter.Keys.Count == Inputs.Count,
                          string.Format("Expected {0} outputs, actual: {1}. Details: {2}", 
                                        Inputs.Count,                                                                                  
                                        ResultCounter.Keys.Count,                                                                                         
                                        Helper.GetErrorMessage()));
        } 
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        public static HashSet <int> SelectOption(
            EquipmentItemOptionSheet optionSheet,
            SkillSheet skillSheet,
            EquipmentItemSubRecipeSheet.Row subRecipe,
            IRandom random,
            Equipment equipment
            )
        {
            var optionSelector = new WeightedSelector <EquipmentItemOptionSheet.Row>(random);
            var optionIds      = new HashSet <int>();

            // Skip sort subRecipe.Options because it had been already sorted in WeightedSelector.Select();
            foreach (var optionInfo in subRecipe.Options)
            {
                if (!optionSheet.TryGetValue(optionInfo.Id, out var optionRow))
                {
                    continue;
                }

                optionSelector.Add(optionRow, optionInfo.Ratio);
            }

            IEnumerable <EquipmentItemOptionSheet.Row> optionRows =
                new EquipmentItemOptionSheet.Row[0];

            try
            {
                optionRows = optionSelector.SelectV3(subRecipe.MaxOptionLimit);
            }
            catch (Exception e) when(
                e is InvalidCountException ||
                e is ListEmptyException
                )
            {
                return(optionIds);
            }
            finally
            {
                foreach (var optionRow in optionRows.OrderBy(r => r.Id))
                {
                    if (optionRow.StatType != StatType.NONE)
                    {
                        var statMap = GetStat(optionRow, random);
                        equipment.StatsMap.AddStatAdditionalValue(statMap.StatType, statMap.Value);
                    }
                    else
                    {
                        var skill = GetSkill(optionRow, skillSheet, random);
                        if (!(skill is null))
                        {
                            equipment.Skills.Add(skill);
                        }
                    }

                    optionIds.Add(optionRow.Id);
                }
            }

            return(optionIds);
        }
Esempio n. 13
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        public void Probability_Simple_Test()
        {
            var Inputs   = InputBuilder.CreateInputs(MinInputs, MaxInputs, MinWeight, MaxWeight);
            var Selector = new WeightedSelector <string>();

            Selector.Add(Inputs);

            var Helper = new ProbabilityHelpers(Selector, Inputs, Trials, AcceptableDeviation);


            Console.WriteLine("Running {0} trials with {1} items (total weight: {2})",
                              Trials,
                              Selector.ReadOnlyItems.Count,
                              Selector.TotalWeight());

            var ResultCounter = Helper.RunTrialsAndCountResults();

            foreach (var Key in ResultCounter.Keys)
            {
                Helper.ExamineMetricsForKey(Key);
            }

            Assert.IsTrue(ResultCounter.Keys.Count == Inputs.Count,
                          string.Format("Expected {0} outputs, actual: {1}. Details: {2}",
                                        Inputs.Count,
                                        ResultCounter.Keys.Count,
                                        Helper.GetErrorMessage()));
        }
Esempio n. 14
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        public void ReUseTest()
        {
            var Selector = new WeightedSelector<int>();
            Selector.Add(1, 1);
            int Result1 = Selector.Select();

            //There's only one choice - 1. It will always return.
            Assert.IsTrue(Result1 == 1);

            //Now re-use the same selector, but put an item in with so much weight that it will 
            //always "win". 
            Selector.Add(2, 5000000); //That's a heavy item.
            int Result2 = Selector.Select();

            Assert.IsTrue(Selector.ReadOnlyItems.Count == 2);
            Assert.IsTrue(Result2 == 2);
        }
        private WeightedSelector<string> BuildSelector()
        {
            var Selector = new WeightedSelector<string>(new SelectorOptions() { AllowDuplicates = false });
            var Inputs = InputBuilder.CreateInputs(MinInputs, MaxInputs, MinWeight, MaxWeight);
            Selector.Add(Inputs);

            return Selector; 
        } 
Esempio n. 16
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        public void ReUseTest()
        {
            var Selector = new WeightedSelector <int>();

            Selector.Add(1, 1);
            int Result1 = Selector.Select();

            //There's only one choice - 1. It will always return.
            Assert.IsTrue(Result1 == 1);

            //Now re-use the same selector, but put an item in with so much weight that it will
            //always "win".
            Selector.Add(2, 5000000); //That's a heavy item.
            int Result2 = Selector.Select();

            Assert.IsTrue(Selector.ReadOnlyItems.Count == 2);
            Assert.IsTrue(Result2 == 2);
        }
        private WeightedSelector <string> BuildSelector()
        {
            var Selector = new WeightedSelector <string>(new SelectorOptions()
            {
                AllowDuplicates = false
            });
            var Inputs = InputBuilder.CreateInputs(MinInputs, MaxInputs, MinWeight, MaxWeight);

            Selector.Add(Inputs);

            return(Selector);
        }
Esempio n. 18
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        //---------------------------------------------------------------------
        // A helper function to shuffle a list of ActiveSties: Algorithm may be improved.
        // Sites are weighted for ignition in the Shuffle method, based on the respective inputs maps.
        // This function uses a fast open-source sort routine: 8/2019
        private static WeightedSelector <ActiveSite> PreShuffleEther(ISiteVar <double> weightedSiteVar, out int numSites)
        {
            WeightedSelector <ActiveSite> wselector = new WeightedSelector <ActiveSite>(ModelCore);

            numSites = 0;
            foreach (ActiveSite site in PlugIn.ModelCore.Landscape.ActiveSites)
            {
                if (weightedSiteVar[site] > 0.0)
                {
                    wselector.Add(site, ((int)weightedSiteVar[site]));
                    numSites++;
                }
            }

            return(wselector);
        }
Esempio n. 19
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        private Skill.Skill PostSelect(IRandom random, IEnumerable <Skill.Skill> skills)
        {
            var skillList     = skills.ToList();
            var defaultAttack = skillList.FirstOrDefault(x => x.SkillRow.Id == GameConfig.DefaultAttackId);

            if (defaultAttack == null)
            {
                throw new Exception("There is no default attack");
            }

            if (skillList.Count == 1) // If there's only a default attack in skills
            {
                return(defaultAttack);
            }

            var sortedSkills = skillList
                               .Where(x => x.SkillRow.Id != GameConfig.DefaultAttackId)
                               .OrderBy(x => x.SkillRow.Id)
                               .ToList();

            var sumChance = sortedSkills.Sum(x => x.Chance);

            if (sumChance < 100 &&
                sumChance <= random.Next(0, 100))
            {
                return(defaultAttack);
            }

            var itemSelector = new WeightedSelector <Skill.Skill>(random);

            foreach (var skill in sortedSkills)
            {
                itemSelector.Add(skill, skill.Chance);
            }

            var selectedSkill = itemSelector.Select(1);

            return(selectedSkill.First());
        }