public static int OptimalOreForCash(double hpc, ref int searchStartpoint) { Ore fakeOreForBinarySearch = new Ore("", hpc, 0, 0, hpc, hpc, 0); int maxOreIndex = oreList.BinarySearch(searchStartpoint, oreList.Count - searchStartpoint, fakeOreForBinarySearch, new MinDamageComparer()); if (maxOreIndex > 0) { Ore o = oreList[maxOreIndex]; if (o.MinHpcToConsider != o.MaxHpcToConsider) { // exactly hit a good ore at its minimum value oreList[maxOreIndex].UpdateClicks(hpc); return(maxOreIndex); } maxOreIndex--; // exactly hit a dud ore } else { // a negative return value means the ~ of the place where this value would be inserted maxOreIndex = ~maxOreIndex - 1; } Ore optimalOreSoFar = fakeOreForBinarySearch; int optimalIndex = -1; for (int candidateIndex = maxOreIndex; candidateIndex >= 0; candidateIndex--) { Ore candidateOre = oreList[candidateIndex]; if (hpc < candidateOre.MaxHpcToConsider) { candidateOre.UpdateClicks(hpc); if (candidateOre.ValuePerClick > optimalOreSoFar.ValuePerClick) { optimalOreSoFar = candidateOre; optimalIndex = candidateIndex; } } if (hpc >= candidateOre.MaxHpcOfAllAbove) // past last possible point { searchStartpoint = candidateIndex; break; } } return(optimalIndex); }
public static int ComputeMostLucrativeOre(int[] upgradeState, WealthStatistics currentStatistics, out uint clicksForEachVictory, out double valueOfEachVictory) { double rawPickDamage = currentStatistics.CurrentP * currentStatistics.IdleActiveMultipliers() * upgradeState[(int)UpgradeID.ICAUTOPOWER & 127]; Ore fakeOreForComparingRpd = new Ore() { Defense = 0, Hp = rawPickDamage, MinHpcToConsider = rawPickDamage, MaxHpcToConsider = rawPickDamage }; int lowestFeasibleOre = Ore.oreList.BinarySearch(0, currentStatistics.HighestOre + 7, fakeOreForComparingRpd, new MinDamageComparer()); int highestFeasibleOre = Ore.oreList.BinarySearch(lowestFeasibleOre, currentStatistics.HighestOre + 7 - lowestFeasibleOre, fakeOreForComparingRpd, new MaxDamageComparer()); if (lowestFeasibleOre < 0) { lowestFeasibleOre = ~lowestFeasibleOre - 1; } if (highestFeasibleOre < 0) { highestFeasibleOre = ~highestFeasibleOre; } int oreIndexMaxRevenue = highestFeasibleOre; Ore oreAtMaxRevenue = Ore.oreList[oreIndexMaxRevenue]; oreAtMaxRevenue.UpdateClicks(rawPickDamage); //double maxRevenuePerClick = oreAtMaxRevenue.ValuePerClick; for (int i = lowestFeasibleOre; i < highestFeasibleOre; i++) { Ore temp = Ore.oreList[i]; temp.UpdateClicks(rawPickDamage); if (temp.ValuePerClick > oreAtMaxRevenue.ValuePerClick) { oreAtMaxRevenue = temp; oreIndexMaxRevenue = i; } } if (currentStatistics.HighestOre < oreIndexMaxRevenue) { oreIndexMaxRevenue = currentStatistics.HighestOre; } clicksForEachVictory = Ore.oreList[oreIndexMaxRevenue].Clicks; valueOfEachVictory = Ore.oreList[oreIndexMaxRevenue].Value; return(oreIndexMaxRevenue); }
static IList <Ore> BuildFeasibleOreList(double hpc) { List <Ore> localOreList = new List <Ore>(); // double bestValuePerClick = 0; Ore fakeOreToFindOneclick = new Ore() { Defense = 0, Hp = hpc }; int oneClickIndex = Ore.oreList.BinarySearch(fakeOreToFindOneclick, new OreOnehitComparer()); if (oneClickIndex < 0) { oneClickIndex = ~oneClickIndex - 1; } int bextRpc = Ore.OptimalOreForCash(hpc, oneClickIndex); // not sure, do I need to update ores here? Or can I just skip up to oneClickIndex and then take until bextRpc? for (int i = oneClickIndex; i <= bextRpc; i++) { Ore.oreList[i].UpdateClicks(hpc); localOreList.Add(Ore.oreList[i]); } return(localOreList); }
private void ARUPInternal(ClickUpgradePath soFar, double hpc, double currentGps, int af, int ap, int maxItems, List<ClickUpgradePath> retval) { if (maxItems == 0) return; #if false // gemfinder addition is handled by simulateUpgradePath if (!soFar.UpgradeOrder.Contains(UpgradeID.ICGEMFINDER)) { ClickUpgradePath withGemfinder = new ClickUpgradePath(soFar); withGemfinder.UpgradeOrder.Add(UpgradeID.ICGEMFINDER); retval.AddRange(ARUPInternal(withGemfinder, oldGemsPerSecond, af, ap, gf+1, maxItems - 1,retval)); } #endif var autoPowerList = Upgrade.ic(UpgradeID.ICAUTOPOWER); var autoSpeedList = Upgrade.ic(UpgradeID.ICAUTOSPEED); double costOfClickFaster = autoSpeedList[af].nextLevelCost; double costOfClickPower = autoPowerList[ap].nextLevelCost; bool clickFasterIsCheaper = costOfClickFaster < costOfClickPower; double hpcAfterPowerUpgrade = hpc * autoPowerList[ap+1].value/autoPowerList[ap].value; // old hpc * power increment // determine which is the optimal ore at that rawdamage level double gpsIfYouClickPowerful = Ore.oreList[Ore.OptimalOreForCash(hpcAfterPowerUpgrade, 0)].ValuePerClick * autoSpeedList[af].value; double clickFasterEfficiency = 1.0528/costOfClickFaster; double clickPowerEfficiency = gpsIfYouClickPowerful/(currentGps*costOfClickPower); bool clickFasterIsMoreEfficient = clickFasterEfficiency > clickPowerEfficiency; ClickUpgradePath withClickFaster = new ClickUpgradePath(soFar); withClickFaster.UpgradeOrder.Add(UpgradeID.ICAUTOSPEED); ClickUpgradePath withClickPower = new ClickUpgradePath(soFar); withClickPower.UpgradeOrder.Add(UpgradeID.ICAUTOPOWER); if (clickFasterIsCheaper || clickFasterIsMoreEfficient) { ARUPInternal(withClickFaster,hpc,currentGps*1.0528,af+1,ap,maxItems-1,retval); } if (!clickFasterIsCheaper || !clickFasterIsMoreEfficient) { ARUPInternal(withClickPower,hpcAfterPowerUpgrade,gpsIfYouClickPowerful,af,ap+1,maxItems-1,retval); } }
public void Calc() { double bestEfficiency = 0; ShoppingCart cartForBestEfficiency = null; ClickUpgradePath pathForBestEfficiency = null; int gwForBestEfficiency = -1; var pathCollection = AllReasonableUpgradePaths(); var cartCollection = AllReasonableShoppingCarts(); var pCollection = GetPCollection(); // collection of P values to shoot for foreach (var upgradePath in pathCollection) { IList<ClickUpgradePath.UpgradeSimulationResult> pathSimulationGroup = upgradePath.Simulate(initialStats); foreach (ClickUpgradePath.UpgradeSimulationResult pathSimulation in pathSimulationGroup) { WealthStatistics pathResult = pathSimulation.w; UpgradeState completedInstantUpgrades = pathSimulation.u; double timeSpent = pathSimulation.timeSpent; double clicksPerSecond = Upgrade.ic(UpgradeID.ICAUTOSPEED)[completedInstantUpgrades.afLevel].value; double gemFinderOdds = Upgrade.ic(UpgradeID.ICGEMFINDER)[completedInstantUpgrades.gfLevel].value; double autoPowerMultiplier = Upgrade.ic(UpgradeID.ICAUTOPOWER)[completedInstantUpgrades.apLevel].value; foreach (var sc in cartCollection) { var costs = sc.TotalCostWithoutAndWithGemwaster(); //double timeSpentBuyingBSUpgradesOnceWeHaveEnoughMoney = (sc.NumBBP + sc.NumBF + sc.NumBS + sc.NumBX)/6.5 + (sc.NumBBP>0 ? 1 : 0) + (sc.NumBF<0 ? 1 : 0) + (sc.NumBS>0?1:0)+(sc.NumBX>0?1:0); double efficiencyDiscount = 0.01 * (100 - completedInstantUpgrades.bfLevel - sc.NumBF); foreach (var desiredP in pCollection) { int gw = 0; foreach(var expect in sc.ChancesOfBeatingTargetAndExpectedPsIfYouDo(desiredP)) // each item corresponds to a different gemwaster { double costOfShoppingCart = (gw <= this.initialUpgradeState.gwLevel) ? costs.Item1 : costs.Item2; double averageGemsForOneCraft = ShoppingCart.gwNumberOfGems[gw] * efficiencyDiscount; double failChance = 1-expect.Item1; // need to solve failChance^expectedNumCrafts < .2 // n ln failchance < ln .2 // n = ln .2 / ln failchance double expectedNumCrafts = lnConfidenceLevel/Math.Log(failChance); double expectedCraftingTime = expectedNumCrafts / 6.5; double gemsRequired = expectedNumCrafts * averageGemsForOneCraft - pathResult.Gems; // still exact // due to linearity of expectation double expectedNeededOresMined = Math.Ceiling(gemsRequired / gemFinderOdds); double hpc = pathResult.IdleActiveMultipliers()*pathResult.CurrentP*autoPowerMultiplier; var miningList = EarnMoney.MiningPlanToEarnSpecifiedGoldAndGems(hpc, costOfShoppingCart, expectedNeededOresMined); double timeSavingUpGoldAndGemsForCraft = miningList.Sum(x => x.Item2 * x.Item1.Clicks)*Upgrade.ic(UpgradeID.ICAUTOSPEED)[completedInstantUpgrades.afLevel].value; double totalTime = timeSpentFollowingUpgradePath + timeSavingUpGoldAndGemsForCraft //+ timeSpentBuyingBSUpgradesOnceWeHaveEnoughMoney // can buy them on-the-run + expectedCraftingTime; pathResult.CurrentP = expect.Item2; int clicksForEachVictory; double valueOfEachVictory; var stats = Ore.OptimalOreForCash( ); completedInstantUpgrades.instant, pathResult, out clicksForEachVictory, out valueOfEachVictory); gw++; } } } } } }
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); }