iner-calc 0.1.3

A caculator of Arknights 2024 summer carnival's *Sargon Museum*.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
use factorial::Factorial;
use indicatif::{ParallelProgressIterator, ProgressStyle};
use rayon::iter::{ParallelBridge, ParallelIterator};
use std::sync::{Arc, Mutex, RwLock};
use std::thread;
use std::time::Duration;
use std::{cell::RefCell, collections::HashMap, vec};

#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Iner {
    /// 火焰伊纳
    Nesre,
    /// 火焰伊纳 I
    NesreI,
    /// 火焰伊纳 II
    NesreII,
    // 火焰伊纳 III
    NesreIII,
    /// 火焰伊纳 IV
    NesreIV,
    /// 天空伊纳
    Pet,
    /// 天空伊纳 I
    PetI,
    /// 天空伊纳 II
    PetII,
    /// 天空伊纳 III
    PetIII,
    /// 草叶伊纳
    Gabe,
    /// 草叶伊纳 I
    GabeI,
    /// 草叶伊纳 II
    GabeII,
    /// 草叶伊纳 III
    GabeIII,
    /// 沙伊纳
    Shay,
}

impl Iner {
    /// 伊纳基础分数
    pub const fn base_score(&self) -> usize {
        match self {
            Iner::Nesre => 1,
            Iner::NesreI => 2,
            Iner::NesreII => 10,
            Iner::NesreIII => 35,
            Iner::NesreIV => 85,
            Iner::Pet => 1,
            Iner::PetI => 3,
            Iner::PetII => 22,
            Iner::PetIII => 105,
            Iner::Gabe => 1,
            Iner::GabeI => 5,
            Iner::GabeII => 50,
            Iner::GabeIII => 500,
            Iner::Shay => 1,
        }
    }
}

#[derive(Debug, Copy, Clone)]
pub enum Technique {
    // 萃雕
    ExtractI,
    ExtractII,
    ExtractIII,
    ExtractIV,
    // 滤纯
    FilterI,
    FilterII,
    FilterIII,
    // 交糅
    MingleI,
    MingleII,
    MingleIII,
    // 落晶
    CrystalI,
    CrystalII,
    CrystalIII,
}

/// 天空系列宝石额外加分
pub fn add_pet_iner_score(game: &mut GameData, score: usize) {
    *game.iner_score_mut(Iner::Pet) += score;
    *game.iner_score_mut(Iner::PetI) += score;
    *game.iner_score_mut(Iner::PetII) += score;
    *game.iner_score_mut(Iner::PetIII) += score;
}

impl Technique {
    /// 在操作台上的操作
    pub fn operate_on_board(&self, data: &mut GameData) {
        match self {
            // 将一份 <火焰伊纳> 刻印为 2 份<火焰伊纳 I>
            Technique::ExtractI => {
                let input = data.iner(Iner::Nesre);
                *data.iner_mut(Iner::Nesre) = 0.0;
                *data.iner_mut(Iner::NesreI) += input * 2.0;
            }
            // 将一份 <火焰伊纳 I> 刻印为 2 份<火焰伊纳 II>
            Technique::ExtractII => {
                let input = data.iner(Iner::NesreI);
                *data.iner_mut(Iner::NesreI) = 0.0;
                *data.iner_mut(Iner::NesreII) += input * 2.0;
            }
            // 将一份 <火焰伊纳 II> 刻印为 2.4 份<火焰伊纳 III>
            // 向上取整
            Technique::ExtractIII => {
                let input = data.iner(Iner::NesreII);
                *data.iner_mut(Iner::NesreII) = 0.0;
                *data.iner_mut(Iner::NesreIII) += input * 2.4;
            }
            // 将一份 <火焰伊纳 III> 刻印为 1 份<火焰伊纳 IV>
            // 每有一个空置操作台,获得5000额外评价分数
            Technique::ExtractIV => {
                let input = data.iner(Iner::NesreIII);
                *data.iner_mut(Iner::NesreIII) = 0.0;
                *data.iner_mut(Iner::NesreIV) += input;
                data.extra_score += 5000 * data.empty_boards;
            }
            // 将 <草叶伊纳> 全部刻印为 <草叶伊纳 I>
            // 额外产出 <沙伊纳>
            Technique::FilterI => {
                let input = data.iner(Iner::Gabe);
                *data.iner_mut(Iner::Gabe) = 0.0;
                *data.iner_mut(Iner::GabeI) += input;
                *data.iner_mut(Iner::Shay) += input;
            }
            // 将 <草叶伊纳 I> 按 4:1 刻印为 <草叶伊纳 II> 和 <沙伊纳>
            // 额外产出 <沙伊纳>
            Technique::FilterII => {
                let input = data.iner(Iner::GabeI);
                *data.iner_mut(Iner::GabeI) = 0.0;
                *data.iner_mut(Iner::GabeII) += input * 0.8;
                // = input + input * 0.2
                *data.iner_mut(Iner::Shay) += input * 1.2;
            }
            // 将 <草叶伊纳 II> 按 7:3 刻印为 <草叶伊纳 III> 和 <沙伊纳>
            // 额外产出 <沙伊纳>
            Technique::FilterIII => {
                let input = data.iner(Iner::GabeII);
                *data.iner_mut(Iner::GabeII) = 0.0;
                *data.iner_mut(Iner::GabeIII) += input * 0.7;
                *data.iner_mut(Iner::Shay) += input * 1.3;
            }
            // 将 1 份 <天空伊纳> 和 1 份 <沙伊纳> 刻印为 1 份 <天空伊纳 I>
            // 本工艺生效前,将已有 <天空伊纳> 和 <沙伊纳> 数量均分
            // <天空伊纳> 系列宝石单个评价分数增加 5 分
            Technique::MingleI => {
                let pet = data.iner(Iner::Pet);
                let shay = data.iner(Iner::Shay);
                if pet != 0.0 && shay != 0.0 {
                    // 数量均分,故最终会完全消耗,不会有剩余部分
                    let sum = pet + shay;
                    *data.iner_mut(Iner::Pet) = 0.0;
                    *data.iner_mut(Iner::Shay) = 0.0;
                    *data.iner_mut(Iner::PetI) += sum / 2.0;
                }
                add_pet_iner_score(data, 5);
            }
            // 将 1 份 <天空伊纳 I> 和 1 份 <草叶伊纳 I> 刻印为 1 份 <天空伊纳 II>
            // 本工艺生效前,将已有 <天空伊纳 I> 和 <草叶伊纳 I> 数量均分
            // <天空伊纳> 系列宝石单个评价分数增加 15 分
            Technique::MingleII => {
                let pet = data.iner(Iner::PetI);
                let gabe = data.iner(Iner::GabeI);
                if pet != 0.0 && gabe != 0.0 {
                    // 数量均分,故最终会完全消耗,不会有剩余部分
                    let sum = pet + gabe;
                    *data.iner_mut(Iner::PetI) = 0.0;
                    *data.iner_mut(Iner::GabeI) = 0.0;
                    *data.iner_mut(Iner::PetII) += sum / 2.0;
                }
                add_pet_iner_score(data, 15)
            }
            // 将 1 份 <天空伊纳 II> 和 1 份 <火焰伊纳 III> 刻印为 1 份 <天空伊纳 III>
            // 本工艺生效前,将已有 <天空伊纳 II> 和 <火焰伊纳 III> 数量均分
            // 若刻印产出只有1种宝石,额外获得 <天空伊纳 III> 数量 100 倍的评价分数
            Technique::MingleIII => {
                let nesre = data.iner(Iner::NesreIII);
                let pet = data.iner(Iner::PetII);
                if pet != 0.0 && nesre != 0.0 {
                    // 数量均分,故最终会完全消耗,不会有剩余部分
                    let sum = nesre + pet;
                    *data.iner_mut(Iner::PetII) = 0.0;
                    *data.iner_mut(Iner::NesreIII) = 0.0;
                    *data.iner_mut(Iner::PetIII) += sum / 2.0;
                    data.extra_score += 100 * data.iner(Iner::PetIII).ceil() as usize;
                }
            }
            // 将 1 份 <沙伊纳> 刻印为 5 份 <沙伊纳>
            Technique::CrystalI => {
                *data.iner_mut(Iner::Shay) *= 5.0;
            }
            // 将 1 份 <沙伊纳> 刻印为 8 份 <沙伊纳>
            Technique::CrystalII => {
                *data.iner_mut(Iner::Shay) *= 8.0;
            }
            // 将 1 份 <沙伊纳> 刻印为 9 份 <沙伊纳>
            // <沙伊纳> 单个评价分数增加 1 分
            Technique::CrystalIII => {
                *data.iner_mut(Iner::Shay) *= 9.0;
                *data.iner_score_mut(Iner::Shay) += 1;
            }
        }
    }

    /// 在工艺区的操作
    /// 只有萃雕 I II III 可以在工艺区生效
    pub fn operate_in_technique_area(&self, data: &mut GameData) {
        match self {
            Technique::ExtractI | Technique::ExtractII | Technique::ExtractIII => {
                self.operate_on_board(data);
            }
            _ => (),
        }
    }
}

#[derive(Debug, Clone)]
pub struct InerInfo {
    pub amount: f64,
    pub score: usize,
}

impl InerInfo {
    pub fn new(iner: Iner, amount: f64) -> Self {
        Self {
            amount,
            score: iner.base_score(),
        }
    }
}

#[derive(Debug, Clone)]
pub struct GameData {
    pub extra_score: usize,
    pub iner: HashMap<Iner, InerInfo>,
    pub empty_boards: usize,
}

impl GameData {
    pub fn new(nesre: usize, pet: usize, gabe: usize, shay: usize, empty_boards: usize) -> Self {
        Self {
            extra_score: 0,
            iner: [
                (Iner::Nesre, nesre),
                (Iner::Pet, pet),
                (Iner::Gabe, gabe),
                (Iner::Shay, shay),
            ]
            .into_iter()
            .map(|(iner, amount)| (iner, InerInfo::new(iner, amount as f64)))
            .collect(),
            empty_boards,
        }
    }

    pub fn iner_mut(&mut self, iner: Iner) -> &mut f64 {
        &mut self
            .iner
            .entry(iner)
            .or_insert(InerInfo::new(iner, 0.0))
            .amount
    }

    pub fn iner(&self, iner: Iner) -> f64 {
        if let Some(info) = self.iner.get(&iner) {
            info.amount
        } else {
            0.0
        }
    }

    pub fn iner_score_mut(&mut self, iner: Iner) -> &mut usize {
        &mut self
            .iner
            .entry(iner)
            .or_insert(InerInfo::new(iner, 0.0))
            .score
    }
}

#[derive(Debug, Clone)]
pub struct Game {
    // 数据
    pub data: RefCell<GameData>,
    // 操作台
    pub board: [Option<Technique>; 6],
    // 工艺区
    pub technique: Vec<Technique>,
}

impl Game {
    pub fn run(self) -> (usize, GameData) {
        for tech in &self.technique {
            tech.operate_in_technique_area(&mut self.data.borrow_mut());
        }
        for tech in &self.board {
            if let Some(tech) = tech {
                tech.operate_on_board(&mut self.data.borrow_mut());
            }
        }
        let mut score: f64 = 0.0;
        for (
            _,
            &InerInfo {
                amount: a,
                score: s,
            },
        ) in self.data.borrow().iner.iter()
        {
            score += a.ceil() * (s as f64);
        }
        score += self.data.borrow().extra_score as f64;
        (score as usize, self.data.into_inner())
    }
}

pub struct Simulation {
    pub available_techniques: Vec<Technique>,
    pub board_size: usize,
    pub initial_nesre: usize,
    pub initial_pet: usize,
    pub initial_gabe: usize,
    pub initial_shay: usize,
}

impl Simulation {
    #[deprecated]
    pub fn find_best_v1(&self) -> Game {
        use itertools::*;
        let tech_amount = self.available_techniques.len();
        let best_game: Mutex<Option<Game>> = Mutex::new(None);
        let best_score: Mutex<Option<usize>> = Mutex::new(None);
        let total_iterations: u128 = (tech_amount as u128).factorial();
        let iters = Arc::new(RwLock::new(0u128));
        let iters1 = Arc::clone(&iters);
        let handle = thread::spawn(move || {
            let mut old = 0;
            loop {
                let iters = iters1.read().unwrap().to_owned();
                println!(
                    "[{:.2}%]: {} / {}, {}M iterations per sec",
                    iters as f64 / total_iterations as f64 * 100.0,
                    iters,
                    total_iterations,
                    (iters - old) as f64 / 1_000_000.0
                );
                thread::sleep(Duration::from_secs(1));
                if iters >= total_iterations {
                    break;
                }
                old = iters;
            }
        });
        self.available_techniques
            .iter()
            .permutations(tech_amount)
            .par_bridge()
            .for_each(|permutation| {
                let s = usize::min(tech_amount, self.board_size);
                for i in 0..=s {
                    let mut board: [Option<Technique>; 6] = [None; 6];
                    board.iter_mut().enumerate().for_each(|(k, v)| {
                        if k < i {
                            *v = Some(*permutation[k]);
                        }
                    });
                    let technique = permutation[i..].iter().map(|&&t| t).collect_vec();
                    let data = GameData::new(
                        self.initial_nesre,
                        self.initial_pet,
                        self.initial_gabe,
                        self.initial_shay,
                        self.board_size - i,
                    );
                    let game = Game {
                        data: RefCell::new(data),
                        board,
                        technique,
                    };
                    let rem = game.clone();
                    let (score, _) = game.run();
                    if score > best_score.lock().unwrap().unwrap_or(0) {
                        *best_game.lock().unwrap() = Some(rem);
                        *best_score.lock().unwrap() = Some(score);
                    }
                }
                *iters.write().unwrap() += s as u128;
            });
        handle.join().unwrap();
        let game = best_game.lock().unwrap().clone();
        game.unwrap()
    }

    pub fn find_best_v2(&self) -> Game {
        let tech_amount = self.available_techniques.len();
        let best_game: Mutex<Option<Game>> = Mutex::new(None);
        let best_score: Mutex<Option<usize>> = Mutex::new(None);
        self.find_best_inner(tech_amount, best_score, &best_game);
        let game = best_game.lock().unwrap().clone();
        game.unwrap()
    }

    pub fn find_best_v2_scilenced(&self) -> Game {
        let tech_amount = self.available_techniques.len();
        let best_game: Mutex<Option<Game>> = Mutex::new(None);
        let best_score: Mutex<Option<usize>> = Mutex::new(None);
        self.find_best_inner(tech_amount, best_score, &best_game);
        let game = best_game.lock().unwrap().clone();
        game.unwrap()
    }

    fn find_best_inner(
        &self,
        tech_amount: usize,
        best_score: Mutex<Option<usize>>,
        best_game: &Mutex<Option<Game>>,
    ) {
        use itertools::*;
        self.available_techniques
            .iter()
            .permutations(tech_amount)
            .par_bridge()
            .progress_count(3628800)
            .with_style(
                ProgressStyle::with_template(
                    "[{elapsed_precise}] [{bar:40}] {pos:>7}/{len:7} {msg}",
                )
                .unwrap().progress_chars("=> "),
            )
            .for_each(|permutation| {
                let s = usize::min(tech_amount, self.board_size);
                for i in 0..=s {
                    let mut board: [Option<Technique>; 6] = [None; 6];
                    board.iter_mut().enumerate().for_each(|(k, v)| {
                        if k < i {
                            *v = Some(*permutation[k]);
                        }
                    });
                    let mut technique = vec![
                        Technique::ExtractI,
                        Technique::ExtractII,
                        Technique::ExtractIII,
                    ];
                    technique.append(&mut permutation[i..].iter().map(|&&t| t).collect_vec());
                    let data = GameData::new(
                        self.initial_nesre,
                        self.initial_pet,
                        self.initial_gabe,
                        self.initial_shay,
                        self.board_size - i,
                    );
                    let game = Game {
                        data: RefCell::new(data),
                        board,
                        technique,
                    };
                    let rem = game.clone();
                    let (score, _) = game.run();
                    if score > best_score.lock().unwrap().unwrap_or(0) {
                        *best_game.lock().unwrap() = Some(rem);
                        *best_score.lock().unwrap() = Some(score);
                    }
                }
            });
    }
}

pub fn printer(
    progress: Arc<RwLock<(u128, u128)>>,
    total_iterations: u128,
) -> thread::JoinHandle<()> {
    let handle = thread::spawn(move || {
        let mut old_iters = 0;
        loop {
            let (progress, iters) = progress.read().unwrap().to_owned();
            println!(
                "[{:06.2}%]: {:07} of {:07}, {:.2}k iter/s",
                progress as f64 / total_iterations as f64 * 100.0,
                progress,
                total_iterations,
                (iters - old_iters) as f64 / 1_000.0
            );
            old_iters = iters;
            if progress >= total_iterations {
                break;
            }
            thread::sleep(Duration::from_secs(1));
        }
    });
    handle
}