Changeset - 2c3944282ed8
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0 2 0
Jason Maltzen (jmaltzen) - 9 years ago 2016-01-23 20:18:05
jason.maltzen@unsanctioned.net
Fixes for starting with a min reagent count > 1
2 files changed with 63 insertions and 7 deletions:
0 comments (0 inline, 0 general)
RecipeGenerator.cs
Show inline comments
...
 
@@ -230,25 +230,42 @@ namespace DesertPaintLab
 
            {
 
                RecipeSearchNode node;
 
                searchQueue.TryDequeue(out node);
 
            }
 
            for (uint reagentIdx = 0; reagentIdx < costSortedReagents.Count; ++reagentIdx)
 
            {
 
                if (costSortedReagents[(int)reagentIdx].Enabled)
 
                {
 
                    // queue up all combinations of MinReagents
 
                    RecipeSearchNode initialNode = new RecipeSearchNode(costSortedReagents, reagentIdx);
 
                    initialNode.FullQuantity = FullQuantity;
 
                    initialNode.FullQuantityDepth = FullQuantityDepth;
 
                    initialNode.MaxQuantity = maxQuantity;
 
                    initialNode.MinReagents = minReagents;
 
                    initialNode.MaxReagents = maxReagents;
 

	
 
                    if (MinReagents > 1)
 
                    {
 
                        while (NextReagentSetBreadthFirst(initialNode, 1, minReagents) == true)
 
                        {
 
                            if (initialNode.ReagentCount == minReagents)
 
                            {
 
                                //Console.WriteLine("Initial node at size {0}/{1} with recipe: {2}", initialNode.ReagentCount, minReagents, initialNode.TestRecipe.ToString());
 
                                RecipeSearchNode searchNode = new RecipeSearchNode(initialNode);
 
                                searchQueue.Enqueue(searchNode);
 
                            }
 
                        }
 
                    }
 
                    else
 
                    {
 
                    searchQueue.Enqueue(initialNode);
 
                }
 
            }
 
            }
 

	
 
            recipeCount = 0;
 

	
 
            if (log != null)
 
            {
 
                log.WriteLine("Begin recipe generation: MaxQuantity={0} MinReagents={1} MaxReagents={2} FullQuantity={3} FullQuantityDepth={4}", MaxQuantity, MinReagents, MaxReagents, FullQuantity, FullQuantityDepth);
 
            }
 
            
...
 
@@ -297,16 +314,18 @@ namespace DesertPaintLab
 
        public bool SaveState(string file)
 
        {
 
            if (running)
 
            {
 
                // can't save state while running
 
                return false;
 
            }
 

	
 
            lock(workerLock)
 
            {
 
            using (StreamWriter writer = new StreamWriter(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);
...
 
@@ -323,16 +342,17 @@ namespace DesertPaintLab
 
                    writer.WriteLine("EndRecipe: {0}", colorName);
 
                }
 
                writer.WriteLine("SearchNodes: {0}", searchQueue.Count);
 
                foreach (RecipeSearchNode node in searchQueue)
 
                {
 
                    node.SaveState(writer);
 
               }
 
            }
 
            }
 
            return true;
 
        }
 

	
 
        static Regex keyValueRegex = new Regex(@"(?<key>\w+)\:\s*(?<value>.+)\s*");
 
        static Regex ingredientRegex = new Regex(@"(?<ingredient>(\w+\s)*\w+)\s*=\s*(?<quantity>\d)\s*");
 
        public bool LoadState(string file)
 
        {
 
            // cannot be running, and reactions must be set
...
 
@@ -679,95 +699,101 @@ namespace DesertPaintLab
 
                    if (node.CurrentTargetQuantity <= node.UsedQuantity)
 
                    {
 
                        if (log != null) { lock(log) { log.WriteLine("Update quantity to {0}", node.CurrentTargetQuantity); } }
 
                        return true;
 
                    }
 
                }
 
            } while (newQuantity < quantityLimit);
 

	
 
            bool ok = NextReagentSetBreadthFirst(node, node.MinReagents, node.MaxReagents);
 
            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.MaxQuantity, node.UsedQuantity);
 
            node.InitForQuantity(10+node.CatalystCount); // reset quantity
 
            int currentDepth = node.ReagentCount;
 
            bool recipeFound = false;
 
            uint nextReagent;
 
            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 > node.MinReagents)
 
                    if (currentDepth > minReagents)
 
                    {
 
                        while (node.ReagentCount > node.MinReagents)
 
                        while (node.ReagentCount > minReagents)
 
                        {
 
                            if (node.LastReagent < (totalReagents - 1))
 
                            {
 
                                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 == node.MinReagents)
 
                                    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 == node.MinReagents)
 
                                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 >= node.MinReagents)
 
                        if (node.ReagentCount >= minReagents && currentDepth <= maxReagents)
 
                        {
 
                            recipeFound = true;
 
                            while (node.ReagentCount < currentDepth)
 
                            {
 
                                if (! node.AddNextReagent())
 
                                {
 
                                    if (log != null) { lock(log) { log.WriteLine("Failed to 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 >= node.MinReagents)); // make sure to skip all-catalyst combinations
 
                } 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 <= node.MaxReagents);
 
            } while (currentDepth <= maxReagents);
 
            if (recipeFound)
 
            {
 
                node.InitForQuantity(10+node.CatalystCount); // minimum quantity for this recipe
 
                if (node.TestRecipe == null)
 
                {
 
                    node.TestRecipe = new PaintRecipe();
 
                    node.TestRecipe.Reactions = reactions;
 
                }
RecipeSearchNode.cs
Show inline comments
...
 
@@ -89,16 +89,46 @@ namespace DesertPaintLab
 
        public uint[] CurrentWeights
 
        {
 
            get
 
            {
 
                return currentWeights;
 
            }
 
        }
 

	
 
        public RecipeSearchNode(RecipeSearchNode other)
 
        {
 
            this.costSortedReagents = new List<Reagent>(other.costSortedReagents);
 
            this.reagents = new uint[costSortedReagents.Count];
 
            INVALID_REAGENT = (uint)costSortedReagents.Count;
 
            for (int i = 0; i < costSortedReagents.Count; ++i)
 
            {
 
                this.reagents[i] = other.reagents[i];
 
            }
 
            reagentInUse = new bool[costSortedReagents.Count];
 
            for (uint i = 0; i < costSortedReagents.Count; ++i)
 
            {
 
                reagentInUse[i] = other.reagentInUse[i];
 
            }
 
            nextReagentPos = other.nextReagentPos;
 

	
 
            CurrentTargetQuantity = other.CurrentTargetQuantity;
 
            MaxQuantity = other.MaxQuantity;
 
            UsedQuantity = other.UsedQuantity;
 
            CatalystCount = other.CatalystCount;
 
            FullQuantityDepth = other.FullQuantityDepth;
 
            FullQuantity = other.FullQuantity;
 
            MinReagents = other.MinReagents;
 
            MaxReagents = other.MaxReagents;
 
            for (int i = 0; i < MaxReagents; ++i)
 
            {
 
                currentWeights[i] = other.currentWeights[i];
 
            }
 
        }
 

	
 
        public RecipeSearchNode(List<Reagent> costSortedReagents, uint[] reagents)
 
        {
 
            this.costSortedReagents = new List<Reagent>(costSortedReagents);
 
            this.reagents = new uint[costSortedReagents.Count];
 
            INVALID_REAGENT = (uint)costSortedReagents.Count;
 
            nextReagentPos = reagents.Length;
 
            for (int i = this.reagents.Length-1; i >= this.reagents.Length; --i)
 
            {
0 comments (0 inline, 0 general)