internal void Simulate(WealthStatistics initialStats, UpgradeState upgradesWithoutGemfinder, UpgradeState upgradesWithGemfinder, WealthStatistics wealthWithoutGemfinder, IList<WealthStatistics> wealthWithGemfinderBoughtAfterIthUpgrade) { var retval = new UpgradeSimulationResult[UpgradeOrder.Count + 1]; List<WealthStatistics> currentStatistics = { new WealthStatistics(initialStats) }; UpgradeState usWithoutGemfinder = new UpgradeState(us); UpgradeState usWithGemfinder; bool gfMaxed = usWithoutGemfinder.gfLevel == Upgrade.ic(UpgradeID.ICGEMFINDER).Count - 1; int itemsBoughtSoFar = 0; double secondsPerClick = 1/Upgrade.ic(UpgradeID.ICAUTOSPEED)[usWithoutGemfinder.afLevel].value; double gemsForEachVictoryBefore = Upgrade.ic(UpgradeID.ICGEMFINDER)[usWithoutGemfinder.gfLevel].value; double gemsForEachVictoryAfter = gfMaxed ? 0 : Upgrade.ic(UpgradeID.ICGEMFINDER)[usWithoutGemfinder.gfLevel + 1].value; int ore = -1; uint clicksForEachVictory=0; double timeForEachVictory = 0; double valueOfEachVictory=0; while (itemsBoughtSoFar < UpgradeOrder.Count) { UpgradeID pendingItem = _upgradeOrder[itemsBoughtSoFar]; int upgradeLevelOfPendingItem = usWithoutGemfinder.instant[(int)pendingItem&127]; Upgrade nextUpgrade = Upgrade.ic(pendingItem)[upgradeLevelOfPendingItem]; double nextLevelCost = nextUpgrade.nextLevelCost; foreach ( while (currentStatistics.Any(x=>x.Gold < nextLevelCost)) { if (ore == -1) { RecomputeOre(x, usWithoutGemfinder, secondsPerClick, out clicksForEachVictory, out valueOfEachVictory, out ore, out timeForEachVictory); } currentStatistics.ForEach(x=> { x.Gold += valueOfEachVictory; x.Gems += something ? gemsForEachVictoryBefore : gemsForEachVictoryAfter; x.dataXp += clicksForEachVictory; x.dataAge.Add(timeForEachVictory); timeSpent += timeForEachVictory; if (currentStatistics.dataXp > currentStatistics.dataXpThreshold || currentStatistics.dataAge.Sum() > currentStatistics.dataAgeThreshold) { currentStatistics.setThresholds(); ore = -1; // or recompute now } if (ore == currentStatistics.HighestOre) { currentStatistics.HighestOre++; ore = -1; // or recompute now } if (ore == -1 && currentStatistics.Gold < nextLevelCost) { RecomputeOre(currentStatistics, usWithoutGemfinder, secondsPerClick, out clicksForEachVictory, out valueOfEachVictory, out ore, out timeForEachVictory); } } // TODO: Handle this with a dictionary or list of delegates switch (pendingItem) { case UpgradeID.ICAUTOSPEED: usWithoutGemfinder.afLevel++; secondsPerClick = Upgrade.ic(UpgradeID.ICAUTOSPEED)[usWithoutGemfinder.afLevel].value; timeForEachVictory = clicksForEachVictory * secondsPerClick; break; case UpgradeID.ICAUTOPOWER: usWithoutGemfinder.apLevel++; ore = Ore.ComputeMostLucrativeOre(usWithoutGemfinder.instant, currentStatistics, out clicksForEachVictory, out valueOfEachVictory); timeForEachVictory = clicksForEachVictory * secondsPerClick; break; case UpgradeID.ICGEMFINDER: usWithoutGemfinder.gfLevel++; gemsForEachVictoryBefore = Upgrade.ic(UpgradeID.ICGEMFINDER)[usWithoutGemfinder.gfLevel].value; break; } currentStatistics.Gold -= nextLevelCost; timeSpent += 1.0; // it takes some time to click itemsBoughtSoFar++; } foreach (UpgradeSimulationResult thing in retval) { thing.u = usWithGemfinder; } retval[retval.Length()-1].u = usWithoutGemfinder; retval[retval.Length()-1].w = currentStatistics; return Tuple.Create(currentStatistics,usWithoutGemfinder); }
private static void RecomputeOre(WealthStatistics currentStatistics, UpgradeState currentUpgradeState, double secondsPerClick, out uint clicksForEachVictory, out double valueOfEachVictory, out int ore, out double timeForEachVictory) { ore = Ore.ComputeMostLucrativeOre(currentUpgradeState.instant, currentStatistics, out clicksForEachVictory, out valueOfEachVictory); timeForEachVictory = VictorySeconds(secondsPerClick, clicksForEachVictory); }