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Location: ATITD-Tools/Desert-Paint-Codex/Services/RecipeGenerator.cs - annotation
de6e00728a10
38.3 KiB
text/x-csharp
Fixed scanning of RGB bars to correctly account for the right edge highlight. Fixes problems detecting high-value clipping.
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d63ade4d8489 d63ade4d8489 d63ade4d8489 d63ade4d8489 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 | using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Threading;
using DesertPaintCodex.Models;
namespace DesertPaintCodex.Services
{
public class NewRecipeEventArgs : EventArgs
{
public NewRecipeEventArgs(string color, PaintRecipe recipe)
{
Color = color;
Recipe = recipe;
}
public string Color { get; }
public PaintRecipe Recipe { get; }
}
public class RecipeGenerator
{
public enum SearchType {
DepthFirst,
BreadthFirst
};
public SearchType Mode { get; set; }
public uint MinConcentration { get; private set; } // minimum paint concentration
public uint MaxConcentration { get; private set; } // maximum paint concentration
public uint MaxReagents { get; private set; } // maximum number of reagents to use in the recipe
public uint MinReagents { get; private set; } // minimum number of reagents to use in the recipe
public uint FullQuantityDepth { get; private set; } // at or equal this number of reagents, ignore ingredient settings for max quantity
public uint FullQuantity { get; private set; } // The max number of a reagent to use at full quantity
public uint MaxThreads { get; set; } = 15;
private bool _running = false;
private int _runningThreads = 0;
private readonly Dictionary<string, uint> _recipeCosts = new ();
private readonly Dictionary<string, PaintRecipe> _recipes = new();
private uint _totalReagents;
private readonly List<Reagent> _costSortedReagents = new();
private readonly ConcurrentQueue<RecipeSearchNode> _searchQueue = new();
private ulong _recipeCount = 0;
private readonly List<Thread> _generatorThreads = new();
private readonly object _workerLock = new();
private bool _requestCancel = false;
private StreamWriter? _log;
// events
public event EventHandler? Finished;
public event EventHandler? Progress;
public event EventHandler<NewRecipeEventArgs>? NewRecipe;
public RecipeGenerator()
{
Mode = SearchType.BreadthFirst;
foreach (PaintColor color in PaletteService.Colors)
{
_recipes.Add(color.Name, new PaintRecipe());
_recipeCosts.Add(color.Name, uint.MaxValue);
}
MinReagents = 1;
MaxReagents = 5;
MinConcentration = 10;
MaxConcentration = 20;
}
public Dictionary<string, PaintRecipe> Recipes => _recipes;
public ulong RecipeCount => _recipeCount;
public bool CanResume => (!_running && (_searchQueue.Count > 0));
public string? Log
{
set => _log = value != null ? new StreamWriter(value) : null;
}
public void FlushLog()
{
_log?.Flush();
}
public void CloseLog()
{
_log?.Close();
_log = null;
}
private void WriteLog(string msg)
{
if (_log == null) return;
lock (_workerLock)
{
_log.WriteLine(msg);
}
}
private void WriteLog(string msg, params object[] args)
{
if (_log == null) return;
lock(_workerLock)
{
_log.WriteLine(msg, args);
}
}
private class ReagentCostSort : IComparer<Reagent>
{
public int Compare(Reagent? reagent1, Reagent? reagent2)
{
if (reagent1 == null)
{
if (reagent2 == null) return 0;
return -1;
}
if (reagent2 == null) return 1;
return (int)reagent1.Cost - (int)reagent2.Cost;
}
}
public void InitRecipes(Dictionary<string, PaintRecipe> initialRecipes)
{
if (_running)
{
return;
}
_recipeCosts.Clear();
_recipes.Clear();
foreach (PaintRecipe recipe in initialRecipes.Values)
{
//PaintRecipe recipeCopy = new PaintRecipe(recipe);
AddCheapestRecipe(recipe);
}
}
private void InitSortedReagents()
{
_costSortedReagents.Clear();
foreach (string name in ReagentService.Names)
{
Reagent reagent = ReagentService.GetReagent(name);
_costSortedReagents.Add(reagent);
}
_costSortedReagents.Sort(new ReagentCostSort());
}
// Generate paint recipes.
// minConcentration - the minimum permitted concentration in a recipe (10 for paint, 50 for ribbons)
// maxConcentration - the maximum concentration for a recipe
// minReagents - the minimum number of ingredients in a recipe
// maxReagents - the maximum number of ingredients allowed in a recipe
// fullQuantityDepth - at this depth of ingredient or below, allow up to fullQuantity of any reagent
// fullQuantity - the maximum amount of any reagent to permit up to the full quantity depth. After that, reagents are limited by the
// per-reagent value
public void BeginRecipeGeneration(uint minConcentration, uint maxConcentration, uint minReagents, uint maxReagents, uint fullQuantityDepth, uint fullQuantity)
{
if (_running)
{
// Already running - don't start again
return;
}
MinConcentration = minConcentration;
MaxConcentration = maxConcentration;
MinReagents = minReagents;
MaxReagents = maxReagents;
FullQuantity = fullQuantity;
FullQuantityDepth = fullQuantityDepth;
// Sanity check
if (MinConcentration < 10) MinConcentration = 10;
if (MaxConcentration < MinConcentration) MaxConcentration = MinConcentration;
if (MinReagents < 1) MinReagents = 1;
if (MaxReagents < MinReagents) MaxReagents = MinReagents;
// first, sort reagents by cost.
InitSortedReagents();
_totalReagents = (uint)_costSortedReagents.Count;
// Pre-populate recipes list with:
// 1) 1-ingredient recipes @ min concentration for all enabled ingredients with a count >= min concentration
// 2) any previously-generated recipes
WriteLog($"===================== BEGIN RECIPE GENERATION ========================== {DateTime.Now}");
WriteLog("Pre-populating basic recipes.");
int enabledReagentCount = 0;
PaintRecipe recipe = new();
foreach (var reagent in _costSortedReagents.Where(reagent => reagent.Enabled))
{
if (!reagent.IsCatalyst && ((reagent.RecipeMax >= minConcentration) || ((FullQuantityDepth > 0) && (FullQuantity >= minConcentration))))
{
recipe.Clear();
recipe.AddReagent(reagent.Name, minConcentration);
AddCheapestRecipe(recipe);
}
++enabledReagentCount;
}
MaxReagents = (uint)Math.Min(enabledReagentCount, MaxReagents);
MinReagents = Math.Min(MinReagents, MaxReagents);
_searchQueue.Clear();
for (uint reagentIdx = 0; reagentIdx < _costSortedReagents.Count; ++reagentIdx)
{
if (!_costSortedReagents[(int) reagentIdx].Enabled) continue;
// queue up all combinations of MinReagents
RecipeSearchNode initialNode = new(_costSortedReagents, reagentIdx)
{
FullQuantity = FullQuantity,
FullQuantityDepth = FullQuantityDepth,
MinConcentration = minConcentration,
MaxConcentration = maxConcentration,
MinReagents = minReagents,
MaxReagents = maxReagents
};
initialNode.WriteLog = WriteLog;
if (MinReagents > 1)
{
while (NextReagentSetBreadthFirst(initialNode, 1, minReagents))
{
if (initialNode.ReagentCount != minReagents) continue;
//Console.WriteLine("Initial node at size {0}/{1} with recipe: {2}", initialNode.ReagentCount, minReagents, initialNode.TestRecipe.ToString());
RecipeSearchNode searchNode = new RecipeSearchNode(initialNode);
searchNode.WriteLog = WriteLog;
_searchQueue.Enqueue(searchNode);
}
}
else
{
_searchQueue.Enqueue(initialNode);
}
}
_recipeCount = 0;
WriteLog("Begin recipe generation: MaxConcentration={0} MinReagents={1} MaxReagents={2} FullQuantity={3} FullQuantityDepth={4}", MaxConcentration, MinReagents, MaxReagents, FullQuantity, FullQuantityDepth);
// start worker threads to do the actual work
ResumeRecipeGeneration();
}
public void ResumeRecipeGeneration()
{
if (_running)
{
// Already running - don't start again
return;
}
_running = true;
_requestCancel = false;
WriteLog("Resuming recipe generation: pre-threads={0} reagent count={1} search queue={2}", _runningThreads, _costSortedReagents.Count, _searchQueue.Count);
_runningThreads = 0; // presumably!
int threadCount = Math.Min(Math.Min(_costSortedReagents.Count, _searchQueue.Count), (int)MaxThreads);
if (threadCount == 0)
{
Finished?.Invoke(this, EventArgs.Empty);
}
_generatorThreads.Clear();
Console.WriteLine("Starting {0} generator threads.", threadCount);
WriteLog($"===== Starting {threadCount} threads.");
for (int i = 0; i < threadCount; ++i)
{
Thread thr = new(Generate) {Priority = ThreadPriority.BelowNormal};
_generatorThreads.Add(thr);
}
foreach (Thread thr in _generatorThreads)
{
thr.Start();
}
}
public bool SaveState(string file)
{
if (_running)
{
// can't save state while running
return false;
}
lock(_workerLock)
{
using StreamWriter writer = new(file, false);
writer.WriteLine("MinReagents: {0}", MinReagents);
writer.WriteLine("MaxReagents: {0}", MaxReagents);
writer.WriteLine("FullQuantityDepth: {0}", FullQuantityDepth);
writer.WriteLine("FullQuantity: {0}", FullQuantity);
writer.WriteLine("TotalReagents: {0}", _totalReagents);
writer.WriteLine("RecipeCount: {0}", _recipeCount);
writer.WriteLine("SearchType: {0}", Mode.ToString());
foreach (KeyValuePair<string, PaintRecipe> pair in _recipes)
{
PaintRecipe recipe = pair.Value;
string colorName = PaletteService.FindNearest(recipe.ReactedColor);
writer.WriteLine("BeginRecipe: {0}", colorName);
foreach (PaintRecipe.ReagentQuantity reagent in recipe.Reagents)
{
writer.WriteLine("Ingredient: {0}={1}", reagent.Name, reagent.Quantity);
}
writer.WriteLine("EndRecipe: {0}", colorName);
}
writer.WriteLine("SearchNodes: {0}", _searchQueue.Count);
foreach (RecipeSearchNode node in _searchQueue)
{
node.SaveState(writer);
}
}
return true;
}
private static readonly Regex _keyValueRegex = new Regex(@"(?<key>\w+)\:\s*(?<value>.+)\s*");
private static readonly Regex _reagentRegex = new Regex(@"(?<ingredient>(\w+\s)*\w+)\s*=\s*(?<quantity>\d)\s*");
public bool LoadState(string file)
{
// cannot be running, and reactions must be set
if (_running)
{
return false;
}
InitSortedReagents();
bool success = true;
PaintRecipe? currentRecipe = null;
using StreamReader reader = new(file, false);
string? line;
while (success && ((line = reader.ReadLine()) != null))
{
Match match = _keyValueRegex.Match(line);
if (match.Success)
{
string value = match.Groups["value"].Value;
switch(match.Groups["key"].Value)
{
case "MinReagents":
MinReagents = uint.Parse(value);
MaxReagents = Math.Max(MinReagents, MaxReagents);
break;
case "MaxReagents":
MaxReagents = uint.Parse(value);
MinReagents = Math.Min(MinReagents, MaxReagents);
break;
case "FullQuantityDepth":
FullQuantityDepth = uint.Parse(value);
break;
case "FullQuantity":
FullQuantity = uint.Parse(value);
break;
case "TotalReagents":
_totalReagents = uint.Parse(value);
break;
case "RecipeCount":
if (!ulong.TryParse(value, out _recipeCount))
{
// must have rolled to negative - try as an int and convert
long recipeCountInt = int.Parse(value);
_recipeCount = (ulong)(recipeCountInt & 0x00000000ffffffffL);
}
break;
case "BeginRecipe":
currentRecipe = new PaintRecipe();
break;
case "EndRecipe":
if (currentRecipe != null)
{
PaintColor color = currentRecipe.ReactedColor;
uint cost = currentRecipe.Cost;
_recipes[color.Name] = currentRecipe; // replace
_recipeCosts[color.Name] = cost;
currentRecipe = null;
}
break;
case "Ingredient":
if (currentRecipe != null)
{
Match ingredientMatch = _reagentRegex.Match(match.Groups["value"].Value);
if (ingredientMatch.Success)
{
uint quantity = uint.Parse(ingredientMatch.Groups["quantity"].Value);
currentRecipe.AddReagent(ingredientMatch.Groups["ingredient"].Value, quantity);
}
else
{
success = false;
}
}
break;
case "SearchNodes":
int nodeCount = int.Parse(match.Groups["value"].Value);
for (int i = 0; i < nodeCount; ++i)
{
RecipeSearchNode node = new(_costSortedReagents)
{
FullQuantity = FullQuantity,
FullQuantityDepth = FullQuantityDepth,
MinReagents = MinReagents,
MaxReagents = MaxReagents,
MaxConcentration = MaxConcentration
};
node.WriteLog = WriteLog;
success = success && node.LoadState(reader);
if (success)
{
_searchQueue.Enqueue(node);
}
}
break;
case "SearchType":
Mode = (SearchType)Enum.Parse(typeof(SearchType), match.Groups["value"].Value);
break;
default:
success = false;
break;
}
}
else
{
success = false;
break;
}
}
return success;
}
private void Generate()
{
lock(_workerLock)
{
++_runningThreads;
}
bool ok;
do
{
RecipeSearchNode? node;
lock (_workerLock)
{
ok = _searchQueue.TryDequeue(out node);
}
if (!ok) break;
Debug.Assert(node != null);
node.WriteLog = WriteLog;
if (Mode == SearchType.DepthFirst)
{
uint targetQuantity = (node.ReagentCount <= FullQuantityDepth)
? ((uint)node.ReagentCount * FullQuantity)
: node.MaxConcentration + 1;
do {
--targetQuantity;
if (node.ShouldLog)
{
WriteLog($" == Initializing {node} for quantity {targetQuantity}");
}
node.InitForQuantity(targetQuantity);
} while (targetQuantity > MinConcentration && (node.CurrentTargetQuantity != node.UsedQuantity));
while ((ok = IterateDepthFirst(node)) && !_requestCancel)
{
Progress?.Invoke(this, EventArgs.Empty);
}
}
else
{
// breadth-first search
uint targetQuantity = MinConcentration - 1;
uint quantityLimit = (node.ReagentCount <= FullQuantityDepth)
? (FullQuantity * (uint)node.ReagentCount)
: node.MaxConcentration;
do {
++targetQuantity;
if (node.ShouldLog)
{
WriteLog($" == Initializing {node} for quantity {targetQuantity}");
}
node.InitForQuantity(targetQuantity);
} while ((targetQuantity < quantityLimit) && (node.CurrentTargetQuantity != node.UsedQuantity));
while ((ok = IterateBreadthFirst(node)) && !_requestCancel)
{
Progress?.Invoke(this, EventArgs.Empty);
}
}
if (ok)
{
// stopped because cancel was requested - requeue the node in its current state for resume
_searchQueue.Enqueue(node);
}
} while (!_requestCancel);
bool done;
lock(_workerLock)
{
--_runningThreads;
//generatorThreads.Remove(Thread.CurrentThread);
done = (_runningThreads == 0);
}
if (!done) return;
_running = false;
if (!_requestCancel && !_searchQueue.IsEmpty)
{
Debug.WriteLine($"Recipe generation complete, but search queue isn't empty {_searchQueue.Count}.");
WriteLog($"Recipe generation complete, but search queue isn't empty {_searchQueue.Count}.");
_searchQueue.Clear();
}
_requestCancel = false;
Finished?.Invoke(this, EventArgs.Empty);
}
// Add the cheapest recipe to the recipe list
// returns the discarded recipe from the pair (or null if no original recipe to replace)
private void AddCheapestRecipe(PaintRecipe recipe)
{
if (!recipe.IsValidForConcentration(MinConcentration)) return;
string colorName = PaletteService.FindNearest(recipe.ReactedColor);
lock (_workerLock)
{
uint newCost = recipe.Cost;
if (_recipeCosts.TryGetValue(colorName, out var cost))
{
if (cost < newCost)
{
// WriteLog($"Skipping recipe (cost {newCost} > {cost}): {recipe}");
return;
}
PaintRecipe origRecipe = _recipes[colorName];
if (cost == newCost && recipe.Concentration >= origRecipe.Concentration)
{
// Same cost, greater concentration - use the lower concentration recipe
WriteLog($"Skipping recipe (cost {newCost}, {recipe.Concentration} >= {origRecipe.Concentration}): {recipe}");
return;
}
_recipes[colorName].CopyFrom(recipe); // Copy recipe because the one passed in should be const and will get overwritten
_recipeCosts[colorName] = newCost;
WriteLog($"Replacing recipe (cost {newCost} < {cost}): {recipe}");
if (NewRecipe == null) return;
NewRecipeEventArgs args = new(colorName, _recipes[colorName]);
NewRecipe(this, args);
}
else
{
// This would be an error!
_recipeCosts.Add(colorName, newCost);
PaintRecipe newRecipe = new PaintRecipe(recipe); // Copy recipe because the one passed in should be const and will get overwritten
_recipes.Add(colorName, newRecipe);
WriteLog($"New recipe (cost {newCost}): {recipe}");
if (NewRecipe == null) return;
NewRecipeEventArgs args = new(colorName, newRecipe);
NewRecipe(this, args);
}
}
}
private bool IterateDepthFirst(RecipeSearchNode node)
{
TestCurrentRecipe(node);
// pick recipe quantities at current recipe ingredients/size
if (NextRecipe(node))
{
lock(_workerLock)
{
++_recipeCount;
}
//System.Console.WriteLine("Found next recipe at size {0} qty {1}", node.Reagents.Count, node.CurrentTargetQuantity);
return true;
}
if (NextRecipeSize(node))
{
//System.Console.WriteLine("Found next recipe size {0}", node.CurrentTargetQuantity);
return true;
}
// Search for next ingredient combo - all quantity combos for previous were searched
//System.Console.WriteLine("Finding next ingredient combo");
do
{
if (node.AddNextReagent()) continue;
while ((node.ReagentCount > node.MinReagents) && (node.LastReagent == (_totalReagents-1)))
{
node.RemoveLastReagent();
}
if (node.ReagentCount == node.MinReagents)
{
// done
return false;
}
uint nextReagent = node.NextFreeReagent(node.LastReagent);
while ((node.ReagentCount > node.MinReagents) && (nextReagent >= _totalReagents))
{
// No more reagents to try at this level
node.RemoveLastReagent();
if (node.ReagentCount > node.MinReagents)
{
nextReagent = node.NextFreeReagent(node.LastReagent);
}
}
if (node.ReagentCount == node.MinReagents)
{
// done
return false;
}
node.ReplaceLastReagent(nextReagent);
} while (node.MaxConcentration < (node.MinConcentration + node.CatalystCount));
node.InitForQuantity(node.MaxConcentration);
//string outStr = "{0} : {1} : ";
//for (int i = 0; i < currentReagents.Count; ++i)
//{
// Reagent reagent = costSortedReagents[(int)currentReagents[i]];
// if (i > 0)
// {
// outStr += ", ";
// }
// outStr += reagent.Name + " (" + reagent.Cost + ")";
//}
//Console.WriteLine(outStr, currentReagents.Count, recipeCount);
return true;
}
private bool IterateBreadthFirst(RecipeSearchNode node)
{
// pick recipe quantities at current recipe ingredients/size
TestCurrentRecipe(node);
lock(_workerLock)
{
++_recipeCount;
}
// search all quantities of current recipe
if (NextRecipe(node))
{
//System.Console.WriteLine("Found next recipe at size {0} qty {1}", node.ReagentCount, node.CurrentTargetQuantity);
return true;
}
string origNodeVal = node.ToString();
// Try next quantity
uint newQuantity;
uint quantityLimit = ((uint)node.ReagentCount <= FullQuantityDepth) ? ((uint)node.ReagentCount * FullQuantity) : node.MaxConcentration;
do {
newQuantity = node.CurrentTargetQuantity + 1;
//Console.WriteLine("Try quantity {0}", newQuantity);
if (newQuantity > quantityLimit) continue;
if (node.ShouldLog)
{
WriteLog($" == Initializing {node} for quantity {newQuantity}");
}
node.InitForQuantity(newQuantity);
if (node.CurrentTargetQuantity <= node.UsedQuantity)
{
//if (log != null) { lock(log) { log.WriteLine("Update quantity to {0}", node.CurrentTargetQuantity); } }
if (node.ShouldLog)
{
WriteLog($" == {node} quantity {newQuantity}");
}
return true;
}
} while (newQuantity < quantityLimit);
bool ok = NextReagentSetBreadthFirst(node, node.MinReagents, node.MaxReagents);
if (node.ShouldLog)
{
if (ok)
{
WriteLog($"==== {origNodeVal} next reagent set: {node} @ {node.CurrentTargetQuantity}");
}
else
{
WriteLog($"==== done with reagent set: {origNodeVal}");
}
}
return ok;
}
private bool NextReagentSetBreadthFirst(RecipeSearchNode node, uint minReagents, uint maxReagents)
{
// search all variants at this depth of recipe
// increase recipe depth
// next reagent in last position
// if at end, pop reagent
//Console.WriteLine("Finding new recipe after quantity {0}/{1} used {2}", newQuantity, node.MaxConcentration, node.UsedQuantity);
if (node.ShouldLog)
{
WriteLog($" == Initializing {node} for quantity {node.MinConcentration + node.CatalystCount}");
}
node.InitForQuantity(node.MinConcentration + node.CatalystCount); // reset quantity
int currentDepth = node.ReagentCount;
bool recipeFound;
do {
//Console.WriteLine("Current depth: {0}/{1}", currentDepth, node.MaxReagents);
do {
recipeFound = false;
// back out until we find a node that can be incremented
if (currentDepth <= minReagents) continue;
while (node.ReagentCount > minReagents)
{
if (node.LastReagent < (_totalReagents - 1))
{
var nextReagent = node.NextFreeReagent(node.LastReagent);
if (nextReagent < _totalReagents)
{
//Console.WriteLine("Replace last reagent with {0}", nextReagent);
node.ReplaceLastReagent(nextReagent);
break;
}
else
{
// shouldn't happen
//Console.WriteLine("No available reagents at depth {0}!", node.ReagentCount);
node.RemoveLastReagent();
if (node.ReagentCount == minReagents)
{
// just popped the last reagent at the top level
++currentDepth;
//if (log != null) { lock(log) { log.WriteLine("Increased depth to {0}/{1}", currentDepth, node.MaxReagents); } }
}
}
}
else
{
//Console.WriteLine("Pop last reagent");
node.RemoveLastReagent();
if (node.ReagentCount == minReagents)
{
// just popped the last reagent at the top level
++currentDepth;
//if (log != null) { lock(log) { log.WriteLine("Increased depth to {0}/{1} [pop last reagent at top level]", currentDepth, node.MaxReagents); } }
}
}
}
// fill in the nodes up to the current depth
if (node.ReagentCount >= minReagents && currentDepth <= maxReagents)
{
recipeFound = true;
while (node.ReagentCount < currentDepth)
{
if (! node.AddNextReagent())
{
//if (log != null) { lock(log) { log.WriteLine("Failed to add reagent {0}/{1}", node.ReagentCount+1, currentDepth); } }
recipeFound = false;
}
}
}
//Console.WriteLine("Catalysts: {0} Reagents: {1} Min: {2}", node.CatalystCount, node.ReagentCount, node.MinReagents);
} while ((node.CatalystCount >= node.ReagentCount) && (node.ReagentCount >= minReagents)); // make sure to skip all-catalyst combinations
if (recipeFound)
{
break;
}
else
{
++currentDepth;
//if (log != null) { lock(log) { log.WriteLine("Increased depth to {0}/{1} [no recipe]", currentDepth, node.MaxReagents); } }
}
} while (currentDepth <= maxReagents);
if (!recipeFound)
{
if (node.ShouldLog)
{
WriteLog($" == no more recipes for {node}");
}
return false;
}
node.InitForQuantity(node.MinConcentration+node.CatalystCount); // minimum quantity for this recipe
node.TestRecipe ??= new PaintRecipe();
node.TestRecipe.Clear();
for (int i = 0; i < node.ReagentCount; ++i)
{
node.TestRecipe.AddReagent(node.GetReagent(i).Name, node.CurrentWeights[i]);
}
return recipeFound;
}
private void TestCurrentRecipe(RecipeSearchNode node)
{
node.TestRecipe ??= new PaintRecipe();
node.TestRecipe.Clear();
for (int i = 0; i < node.ReagentCount; ++i)
{
node.TestRecipe.AddReagent(node.GetReagent(i).Name, node.CurrentWeights[i]);
}
if (node.ShouldLog)
{
WriteLog($" -> {node.TestRecipe}");
}
AddCheapestRecipe(node.TestRecipe);
//if (log != null) { lock(log) { log.WriteLine("Tested recipe: {0}", node.TestRecipe); } }
}
private bool NextRecipe(RecipeSearchNode node)
{
// check for the next recipe
uint remainingWeight = node.CurrentTargetQuantity - node.CatalystCount;
if (remainingWeight < MinConcentration)
{
// not possible to make a valid recipe
//Console.WriteLine("Insufficient remaining weight");
if (node.ShouldLog)
{
WriteLog($" ***** Not enough remaining weight in recipe {node} at target quantity {node.CurrentTargetQuantity} catalysts {node.CatalystCount} min concentration {MinConcentration}");
}
return false;
}
//uint remainingReagents = (uint)node.Reagents.Count - node.CatalystCount;
uint depth = (uint)node.ReagentCount;
uint weightToConsume = 0;
uint spaceBelow = 0;
int reagentsBelow = 0;
// Start from the end of the current reagent list and work to the front
for (int i = (int)depth-1 ; i >= 0; --i)
{
uint currentWeight = node.CurrentWeights[i];
if ((spaceBelow >= (weightToConsume+1)) && (currentWeight > 1))
{
// reduce this node by 1, allocate remaining weight to reagents below it
node.SetWeight(i, currentWeight-1);
weightToConsume += 1;
for (int j = i+1; j < depth; ++j)
{
--reagentsBelow;
Reagent reagent = node.GetReagent(j);
uint allocated = (uint)Math.Min(reagent.IsCatalyst ? 1 : (depth <= FullQuantityDepth ? FullQuantity : reagent.RecipeMax), weightToConsume - reagentsBelow);
if (allocated > 100)
{
Console.WriteLine("ACK: allocated = {0}", allocated);
}
node.SetWeight(j, allocated);
weightToConsume -= allocated;
}
break;
}
else
{
Reagent reagent = node.GetReagent(i);
spaceBelow += (reagent.IsCatalyst ? 1 : (depth <= FullQuantityDepth ? FullQuantity : reagent.RecipeMax));
weightToConsume += currentWeight;
++reagentsBelow;
}
}
//int recipeWeight = 0;
//foreach (int weight in node.CurrentWeights)
//{
// recipeWeight += weight;
//}
//if ((weightToConsume != 0) || (recipeWeight != node.CurrentTargetQuantity))
//{
// Console.WriteLine("Failed recipe with leftover weight {0} ({1}/{2}):", weightToConsume, recipeWeight, node.CurrentTargetQuantity);
// for (int i = 0; i < node.Reagents.Count; ++i)
// {
// Console.WriteLine(" > {0} {1}", node.Reagent(i).Name, node.CurrentWeights[i]);
// }
//}
return (weightToConsume == 0);
}
private static bool NextRecipeSize(RecipeSearchNode node)
{
uint newQuantity = node.CurrentTargetQuantity - 1;
if (newQuantity < (node.MinConcentration + node.CatalystCount))
{
return false;
}
node.InitForQuantity(newQuantity);
return node.CurrentTargetQuantity <= node.UsedQuantity;
}
public void Wait()
{
if (_generatorThreads.Count <= 0) return;
foreach (Thread thr in _generatorThreads)
{
thr.Join();
}
_generatorThreads.Clear();
}
public void Stop()
{
_requestCancel = true;
}
public void ResetQueue()
{
lock (_workerLock)
{
// Don't reset the queue ever while running
if (_running) return;
_searchQueue.Clear();
}
}
public void Reset()
{
foreach (PaintRecipe recipe in _recipes.Values)
{
recipe.Clear();
}
foreach (string key in _recipeCosts.Keys)
{
_recipeCosts[key] = uint.MaxValue;
}
}
}
}
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