internal static void ClearLoadouts() { foreach (Loadout l in Loads) { Build build = Program.Builds.FirstOrDefault(b => b.ID == l.BuildID); BuildsPrintTo?.Invoke(null, PrintToEventArgs.GetEvent(build, "!")); l.Unlock(); } Loads.Clear(); }
/// <summary> /// Clear the selection /// </summary> public void Clear() { Elements.Clear(); Nodes.Clear(); Loads.Clear(); SectionFamilies.Clear(); BuildUpFamilies.Clear(); Materials.Clear(); Sets.Clear(); }
//What is the purpose of this method? If someone wanted to clear the Model, they could just create a new one. public void Clear() { Loads.Clear(); ClustersDictionary.Clear(); SubdomainsDictionary.Clear(); ElementsDictionary.Clear(); NodesDictionary.Clear(); GlobalDofOrdering = null; Constraints.Clear(); ElementMassAccelerationHistoryLoads.Clear(); ElementMassAccelerationLoads.Clear(); MassAccelerationHistoryLoads.Clear(); MassAccelerationLoads.Clear(); }
public static LoadSaveResult LoadLoadouts(string filename = "loads.json") { try { string text = File.ReadAllText(filename); var lloads = JsonConvert.DeserializeObject <Loadout[]>(text); Loads.Clear(); foreach (var load in lloads) { if (load.RuneIDs != null) { for (int i = 0; i < 6; i++) { var ids = load.RuneIDs[i]; load.Runes[i] = Program.Data.Runes.FirstOrDefault(r => r.Id == ids); if (load.Runes[i] != null) { load.Runes[i].UsedInBuild = true; if (load.HasManageStats) { foreach (var ms in load.ManageStats[i]) { load.Runes[i].ManageStats.AddOrUpdate(ms.Key, ms.Value, (s, d) => ms.Value); } } } } } load.Shrines = Data.Shrines; Loads.Add(load); } return(LoadSaveResult.Success); } catch (Exception e) { LineLog.Error($"Error while loading loads {e.GetType()}", e); //MessageBox.Show("Error occurred loading Save JSON.\r\n" + e.GetType() + "\r\nInformation is saved to error_save.txt"); File.WriteAllText("error_loads.txt", e.ToString()); throw; } }
public BuildResult GenBuilds(string prefix = "") { if (Type == BuildType.Lock) { Best = new Monster(Mon, true); return BuildResult.Success; } else if (Type == BuildType.Link) { if (LinkBuild == null) { for (int i = 0; i < 6; i++) runes[i] = new Rune[0]; return BuildResult.Failure; } else { CopyFrom(LinkBuild); } } if (runes.Any(r => r == null)) { BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Null rune")); return BuildResult.BadRune; } if (!BuildSaveStats) BuildGoodRunes = false; if (!BuildGoodRunes) { RuneUsage = new RuneUsage(); BuildUsage = new BuildUsage(); } try { // if to get awakened if (DownloadAwake && !Mon.downloaded) { BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Downloading Awake def")); var mref = MonsterStat.FindMon(Mon); if (mref != null) { // download the current (unawakened monster) var mstat = mref.Download(); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Reading stats")); // if the retrieved mon is unawakened, get the awakened if (!mstat.Awakened && mstat.AwakenTo != null) { BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Awakening")); Mon = mstat.AwakenTo.Download().GetMon(Mon); } } BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Downloaded")); } // getting awakened also gets level 40, so... // only get lvl 40 stats if the monster isn't 40, wants to download AND isn't already downloaded (first and last are about the same) else if (Mon.level < 40 && DownloadStats && !Mon.downloaded) { BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Downloading 40 def")); var mref = MonsterStat.FindMon(Mon); if (mref != null) Mon = mref.Download().GetMon(Mon); } } catch (Exception e) { BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Failed downloading def: " + e.Message + Environment.NewLine + e.StackTrace)); } if (!getRunningHandle()) throw new InvalidOperationException("The build is locked with another action."); Loads.Clear(); if (!Sort[Attr.Speed].EqualTo(0) && Sort[Attr.Speed] <= 1 // 1 SPD is too good to pass || Mon.Current.Runes.Any(r => r == null) || !Mon.Current.Runes.All(r => runes[r.Slot - 1].Contains(r)) // only IgnoreLess5 if I have my own runes || Sort.NonZeroStats.HasCount(1)) // if there is only 1 sorting, must be too important to drop??? IgnoreLess5 = false; Thread timeThread = null; if (!string.IsNullOrWhiteSpace(BuildStrategy)) { var types = AppDomain.CurrentDomain.GetAssemblies().SelectMany(asm => asm.GetTypes().Where(t => typeof(IBuildStrategyDefinition).IsAssignableFrom(t))); var type = types.FirstOrDefault(t => t.AssemblyQualifiedName.Contains(BuildStrategy)); if (type != null) { RunStrategy(); } } tcs.TrySetResult(null); try { Best = null; Stats bstats = null; count = 0; actual = 0; total = runes[0].Length; total *= runes[1].Length; total *= runes[2].Length; total *= runes[3].Length; total *= runes[4].Length; total *= runes[5].Length; complete = total; Mon.ExtraCritRate = extraCritRate; Mon.GetStats(); Mon.DamageFormula?.Invoke(Mon); int?[] slotFakesTemp = new int?[6]; bool[] slotPred = new bool[6]; getPrediction(slotFakesTemp, slotPred); int[] slotFakes = slotFakesTemp.Select(i => i ?? 0).ToArray(); var currentLoad = new Monster(Mon, true); currentLoad.Current.TempLoad = true; currentLoad.Current.Buffs = Buffs; currentLoad.Current.Shrines = Shrines; currentLoad.Current.Leader = Leader; currentLoad.Current.FakeLevel = slotFakes; currentLoad.Current.PredictSubs = slotPred; double currentScore = CalcScore(currentLoad.GetStats(true)); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "cooking")); if (total == 0) { BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "0 perms")); RuneLog.Info("Zero permuations"); return BuildResult.NoPermutations; } bool hasSort = Sort.IsNonZero; if (BuildTake == 0 && !hasSort) { BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "No sort")); RuneLog.Info("No method of determining best"); return BuildResult.NoSorting; } DateTime begin = DateTime.Now; RuneLog.Debug(count + "/" + total + " " + string.Format("{0:P2}", (count + complete - total) / (double)complete)); // set to running IsRunning = true; #if BUILD_PRECHECK_BUILDS_DEBUG SynchronizedCollection<string> outstrs = new SynchronizedCollection<string>(); #endif BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "...")); List<Monster> tests = new List<Monster>(); timeThread = new Thread(() => { while (IsRunning) { if (RunesOnlyFillEmpty) Thread.Sleep(30 / ((Mon?.Current?.RuneCount ?? 1) + 1)); else Thread.Sleep(400); // every second, give a bit of feedback to those watching RuneLog.Debug(count + "/" + total + " " + string.Format("{0:P2}", (count + complete - total) / (double)complete)); if (tests != null) BuildProgTo?.Invoke(this, ProgToEventArgs.GetEvent(this, (count + complete - total) / (double)complete, tests.Count)); if (BuildTimeout > 0 && DateTime.Now > begin.AddSeconds(BuildTimeout)) { RuneLog.Info("Timeout"); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, prefix + "Timeout")); BuildProgTo?.Invoke(this, ProgToEventArgs.GetEvent(this, 1, tests.Count)); IsRunning = false; } } }); timeThread.Start(); double bestScore = double.MinValue; var opts = new ParallelOptions() { MaxDegreeOfParallelism = Environment.ProcessorCount - 1 }; var mmm = Maximum.NonZeroCached; // Parallel the outer loop // TODO: setup the begin/finish Actions with syncList. void body (Rune r0, ParallelLoopState loopState) { var tempReq = RequiredSets.ToList(); var tempMax = Maximum == null || !Maximum.IsNonZero ? null : new Stats(Maximum, true); int tempCheck = 0; Monster myBest = null; List<Monster> syncList = new List<Monster>(); void syncMyList() { lock (bestLock) { #if DEBUG_SYNC_BUILDS foreach (var s in syncList) { if (s.Current.Runes.All(r => r.Assigned == mon)) { Console.WriteLine("!"); } } #endif tests.AddRange(syncList); } //syncList.ForEach(_ => tests.Add(_)); syncList.Clear(); if (tests.Count > Math.Max(BuildGenerate, 250000)) { #if DEBUG_SYNC_BUILDS var rems = tests.OrderByDescending(b => b.score).Skip(75000).ToList(); foreach (var bbb in rems) { if (bbb.Current.Runes.All(r => r.Assigned == mon)) { Console.WriteLine("!"); } } #endif lock (bestLock) { tests = tests.OrderByDescending(b => b.score).Take(75000).ToList(); } } if (tests.Count > MaxBuilds32) IsRunning = false; } if (!IsRunning_Unsafe) { syncMyList(); loopState.Break(); } // number of builds ruled out since last sync int kill = 0; // number of builds added since last sync int plus = 0; // number of builds skipped int skip = 0; bool isBad; double myBestScore = double.MinValue, curScore, lastBest = double.MinValue; Stats cstats, myStats; Monster test = new Monster(Mon); test.Current.TempLoad = true; test.Current.Buffs = Buffs; test.Current.Shrines = Shrines; test.Current.Leader = Leader; test.Current.FakeLevel = slotFakes; test.Current.PredictSubs = slotPred; test.ApplyRune(r0, 7); RuneSet set4 = r0.SetIs4 ? r0.Set : RuneSet.Null; RuneSet set2 = r0.SetIs4 ? RuneSet.Null : r0.Set; int pop4 = 0; int pop2 = 0; foreach (Rune r1 in runes[1]) { // TODO: refactor to local method if (!IsRunning_Unsafe) // Can't break to a label, don't want to goto break; // TODO: break into multiple implementations that have less branching #if BUILD_PRECHECK_BUILDS if (!AllowBroken && !RunesOnlyFillEmpty) { if (r1.SetIs4) { if (pop2 == 2) pop2 = 7; if (set4 == RuneSet.Null || pop4 >= 2) { set4 = r1.Set; pop4 = 2; } else if (set4 != r1.Set) { #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"bad4@2 {set4} {set2} | {r0.Set} {r1.Set}"); #endif skip += runes[2].Length * runes[3].Length * runes[4].Length * runes[5].Length; continue; } } else { if (pop4 == 2) pop4 = 7; if (set2 == RuneSet.Null || pop2 >= 2) { set2 = r1.Set; pop2 = 2; } } } #endif test.ApplyRune(r1, 7); foreach (Rune r2 in runes[2]) { if (!IsRunning_Unsafe) break; #if BUILD_PRECHECK_BUILDS if (!AllowBroken && !RunesOnlyFillEmpty) { if (r2.SetIs4) { if (pop2 == 3) pop2 = 7; if (set4 == RuneSet.Null || pop4 >= 3) { set4 = r2.Set; pop4 = 3; } else if (set4 != r2.Set) { #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"bad4@3 {set4} {set2} | {r0.Set} {r1.Set} {r2.Set}"); #endif skip += runes[3].Length * runes[4].Length * runes[5].Length; continue; } } else { if (pop4 == 3) pop4 = 7; if (set2 == RuneSet.Null || pop2 >= 3) { set2 = r2.Set; pop2 = 3; } else if (set4 != RuneSet.Null && set2 != r2.Set) { #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"bad2@3 {set4} {set2} | {r0.Set} {r1.Set} {r2.Set}"); #endif skip += runes[3].Length * runes[4].Length * runes[5].Length; continue; } } } #endif test.ApplyRune(r2, 7); foreach (Rune r3 in runes[3]) { if (!IsRunning_Unsafe) break; #if BUILD_PRECHECK_BUILDS if (!AllowBroken && !RunesOnlyFillEmpty) { if (r3.SetIs4) { if (pop2 == 4) pop2 = 7; if (set4 == RuneSet.Null || pop4 >= 4) { set4 = r3.Set; pop4 = 4; } else if (set4 != r3.Set) { #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"bad4@4 {set4} {set2} | {r0.Set} {r1.Set} {r2.Set} {r3.Set}"); #endif skip += runes[4].Length * runes[5].Length; continue; } } else { if (pop4 == 4) pop4 = 7; if (set2 == RuneSet.Null || pop2 >= 4) { set2 = r3.Set; pop2 = 4; } else if (set4 != RuneSet.Null && set2 != r3.Set) { #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"bad2@4 {set4} {set2} | {r0.Set} {r1.Set} {r2.Set} {r3.Set}"); #endif skip += runes[4].Length * runes[5].Length; continue; } } } #endif test.ApplyRune(r3, 7); foreach (Rune r4 in runes[4]) { if (!IsRunning_Unsafe) { break; } #if BUILD_PRECHECK_BUILDS if (!AllowBroken && !RunesOnlyFillEmpty) { if (r4.SetIs4) { if (pop2 == 5) pop2 = 7; if (set4 == RuneSet.Null || pop4 >= 5) { set4 = r4.Set; pop4 = 5; } else if (set4 != r4.Set) { #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"bad4@5 {set4} {set2} | {r0.Set} {r1.Set} {r2.Set} {r3.Set} {r4.Set}"); #endif skip += runes[5].Length; continue; } } else { if (pop4 == 5) pop4 = 7; if (set2 == RuneSet.Null || pop2 >= 5) { set2 = r4.Set; pop2 = 5; } else if (set4 != RuneSet.Null && set2 != r4.Set) { #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"bad2@5 {set4} {set2} | {r0.Set} {r1.Set} {r2.Set} {r3.Set} {r4.Set}"); #endif skip += runes[5].Length; continue; } } } #endif test.ApplyRune(r4, 7); foreach (Rune r5 in runes[5]) { if (!IsRunning_Unsafe) break; test.ApplyRune(r5, 7); test.Current.CheckSets(); #if BUILD_PRECHECK_BUILDS_DEBUG outstrs.Add($"fine {set4} {set2} | {r0.Set} {r1.Set} {r2.Set} {r3.Set} {r4.Set} {r5.Set}"); #endif isBad = false; cstats = test.GetStats(); // check if build meets minimum isBad |= !RunesOnlyFillEmpty && !AllowBroken && !test.Current.SetsFull; isBad |= tempMax != null && cstats.AnyExceedCached(tempMax); if (!isBad && GrindLoads) { var mahGrinds = grinds.ToList(); for (int rg = 0; rg < 6; rg++) { var lgrinds = test.Runes[rg].FilterGrinds(mahGrinds); foreach (var g in lgrinds) { var tr = test.Runes[rg].Grind(g); } // TODO: } } isBad |= !RunesOnlyFillEmpty && Minimum != null && !cstats.GreaterEqual(Minimum, true); // if no broken sets, check for broken sets // if there are required sets, ensure we have them /*isBad |= (tempReq != null && tempReq.Count > 0 // this Linq adds no overhead compared to GetStats() and ApplyRune() //&& !tempReq.All(s => test.Current.Sets.Count(q => q == s) >= tempReq.Count(q => q == s)) //&& !tempReq.GroupBy(s => s).All(s => test.Current.Sets.Count(q => q == s.Key) >= s.Count()) );*/ // TODO: recheck this code is correct if (tempReq != null && tempReq.Count > 0) { tempCheck = 0; foreach (var r in tempReq) { int i; for (i = 0; i < 3; i++) { if (test.Current.Sets[i] == r && (tempCheck & 1 << i) != 1 << i) { tempCheck |= 1 << i; break; } } if (i >= 3) { isBad |= true; break; } } } if (isBad) { kill++; curScore = 0; } else { // try to reduce CalcScore hits curScore = CalcScore(cstats); isBad |= IgnoreLess5 && curScore < currentScore * 1.05; if (isBad) kill++; } if (!isBad) { // we found an okay build! plus++; test.score = curScore; if (BuildSaveStats) { foreach (Rune r in test.Current.Runes) { if (!BuildGoodRunes) { r.manageStats.AddOrUpdate("LoadFilt", 1, (s, d) => { return d + 1; }); RuneUsage.runesGood.AddOrUpdate(r, (byte)r.Slot, (key, ov) => (byte)r.Slot); r.manageStats.AddOrUpdate("currentBuildPoints", curScore, (k, v) => Math.Max(v, curScore)); r.manageStats.AddOrUpdate("cbp" + ID, curScore, (k, v) => Math.Max(v, curScore)); } else { r.manageStats.AddOrUpdate("LoadFilt", 0.001, (s, d) => { return d + 0.001; }); RuneUsage.runesOkay.AddOrUpdate(r, (byte)r.Slot, (key, ov) => (byte)r.Slot); r.manageStats.AddOrUpdate("cbp" + ID, curScore, (k, v) => Math.Max(v, curScore * 0.9)); } } } if (syncList.Count >= 500) { syncMyList(); } // if we are to track all good builds, keep it if (!BuildDumpBads) { syncList.Add(new Monster(test, true)); // locally track my best if (myBest == null || curScore > myBestScore) { myBest = new Monster(test, true); myStats = myBest.GetStats(); myBestScore = CalcScore(myStats); myBest.score = myBestScore; } // if mine is better than what I last saw if (myBestScore > lastBest) { lock (bestLock) { if (Best == null) { Best = new Monster(myBest, true); bstats = Best.GetStats(); bestScore = CalcScore(bstats); Best.score = bestScore; } else { // sync best score lastBest = bestScore; // double check if (myBestScore > lastBest) { Best = new Monster(myBest, true); bestScore = CalcScore(bstats); Best.score = bestScore; bstats = Best.GetStats(); } } } } } // if we only want to track really good builds else { // if there are currently no good builds, keep it // or if this build is better than the best, keep it // locally track my best if (myBest == null || curScore > myBestScore) { myBest = new Monster(test, true); myStats = myBest.GetStats(); myBestScore = CalcScore(myStats); myBest.score = myBestScore; syncList.Add(myBest); } else if (BuildSaveStats) { // keep it for spreadsheeting syncList.Add(new Monster(test, true) { score = curScore }); } } } } // sum up what work we've done Interlocked.Add(ref count, kill); Interlocked.Add(ref count, skip); Interlocked.Add(ref skipped, skip); Interlocked.Add(ref actual, kill); Interlocked.Add(ref BuildUsage.failed, kill); kill = 0; skip = 0; Interlocked.Add(ref count, plus); Interlocked.Add(ref actual, plus); Interlocked.Add(ref BuildUsage.passed, plus); plus = 0; // if we've got enough, stop if (BuildGenerate > 0 && BuildUsage.passed >= BuildGenerate) { IsRunning = false; break; } } } } } // just before dying syncMyList(); } Parallel.ForEach(runes[0], opts, body); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, prefix + "finalizing...")); BuildProgTo?.Invoke(this, ProgToEventArgs.GetEvent(this, 0.99, -1)); #if BUILD_PRECHECK_BUILDS_DEBUG System.IO.File.WriteAllLines("_into_the_bridge.txt", outstrs.ToArray()); #endif if (BuildSaveStats) { foreach (var ra in runes) { foreach (var r in ra) { if (!BuildGoodRunes) { r.manageStats.AddOrUpdate("buildScoreTotal", CalcScore(Best), (k, v) => v + CalcScore(Best)); RuneUsage.runesUsed.AddOrUpdate(r, (byte)r.Slot, (key, ov) => (byte)r.Slot); r.manageStats.AddOrUpdate("LoadGen", total, (s, d) => { return d + total; }); } else { RuneUsage.runesBetter.AddOrUpdate(r, (byte)r.Slot, (key, ov) => (byte)r.Slot); r.manageStats.AddOrUpdate("LoadGen", total * 0.001, (s, d) => { return d + total * 0.001; }); } } } } // write out completion RuneLog.Debug(IsRunning + " " + count + "/" + total + " " + string.Format("{0:P2}", (count + complete - total) / (double)complete)); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, prefix + " completed")); BuildProgTo?.Invoke(this, ProgToEventArgs.GetEvent(this, 1, tests.Count)); // sort *all* the builds int takeAmount = 1; if (BuildSaveStats) takeAmount = 10; if (BuildTake > 0) takeAmount = BuildTake; if (IgnoreLess5) tests.Add(new Monster(Mon, true)); foreach (var ll in tests.Where(t => t != null).OrderByDescending(r => CalcScore(r.GetStats())).Take(takeAmount)) Loads.Add(ll); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, "Found a load " + Loads.Count())); if (!BuildGoodRunes) BuildUsage.loads = tests.ToList(); // dump everything to console, if nothing to print to if (BuildPrintTo == null) foreach (var l in Loads) { RuneLog.Debug(l.GetStats().Health + " " + l.GetStats().Attack + " " + l.GetStats().Defense + " " + l.GetStats().Speed + " " + l.GetStats().CritRate + "%" + " " + l.GetStats().CritDamage + "%" + " " + l.GetStats().Resistance + "%" + " " + l.GetStats().Accuracy + "%"); } // sadface if no builds if (!Loads.Any()) { RuneLog.Info("No builds :("); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, prefix + "Zero :(")); } else { // remember the good one Best = Loads.First(); Best.Current.TempLoad = false; Best.score = CalcScore(Best.GetStats()); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, prefix + "best " + (Best?.score ?? -1))); Best.Current.ActualTests = actual; foreach (var bb in Loads) { foreach (Rune r in bb.Current.Runes) { double val = Best.score; if (BuildGoodRunes) { val *= 0.25; if (bb == Best) RuneUsage.runesSecond.AddOrUpdate(r, (byte)r.Slot, (key, ov) => (byte)r.Slot); } if (bb != Best) val *= 0.1; else r.manageStats.AddOrUpdate("In", BuildGoodRunes ? 2 : 1, (s, e) => BuildGoodRunes ? 2 : 1); r.manageStats.AddOrUpdate("buildScoreIn", val, (k, v) => v + val); } } for (int i = 0; i < 6; i++) { if (!BuildGoodRunes && Mon.Current.Runes[i] != null && Mon.Current.Runes[i].Id != Best.Current.Runes[i].Id) Mon.Current.Runes[i].Swapped = true; } foreach (var ra in runes) { foreach (var r in ra) { var cbp = r.manageStats.GetOrAdd("currentBuildPoints", 0); if (cbp / Best.score < 1) r.manageStats.AddOrUpdate("bestBuildPercent", cbp / Best.score, (k, v) => Math.Max(v, cbp / Best.score)); } } } tests.Clear(); tests = null; BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, prefix + "Test cleared")); return BuildResult.Success; } catch (Exception e) { RuneLog.Error("Error " + e); BuildPrintTo?.Invoke(this, PrintToEventArgs.GetEvent(this, prefix + e.ToString())); return BuildResult.Failure; } finally { tcs = new TaskCompletionSource<IBuildRunner>(); IsRunning = false; if (timeThread != null) timeThread.Join(); } }