1 Commits
Author SHA1 Message Date
zephyr 2a34b5aef4 cmd/factorfactor: initial work 2026-09-20 11:42:56 -04:00
6 changed files with 240 additions and 20 deletions
+77
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@@ -0,0 +1,77 @@
package main
import (
"log/slog"
"git.sunturtle.xyz/zephyr/horse"
"git.sunturtle.xyz/zephyr/horse/umadump/ism"
)
// For each gain type from inspiration (stats, caps, aptitudes, skills):
// find all activated sparks that can give that gain type.
// Then, find all subsets of effect groups among those sparks
// that have effects summing to those observed
// (or more if the .end_info result is maxed),
// with the restriction that one comes from each spark.
// Deduplicate permutations.
// Lastly, find the intersection of possible effects from sparks that appear
// multiple times.
//
// To some extent, we rely on there being no sparks with the random stats effect type,
// although we also don't know the distribution of stats from overcapped skill hints.
type target struct {
spark *horse.Spark
group int
effect horse.SparkEffect
}
func skilltargets(sparks []horse.Spark) map[horse.SkillID]map[horse.SparkID][]target {
r := make(map[horse.SkillID]map[horse.SparkID][]target)
for i, sp := range sparks {
for j, g := range sp.Effects {
for _, e := range g {
if e.Target != horse.SparkSkillHint {
continue
}
if r[horse.SkillID(e.Value1)] == nil {
r[horse.SkillID(e.Value1)] = make(map[horse.SparkID][]target)
}
r[horse.SkillID(e.Value1)][sp.ID] = append(r[horse.SkillID(e.Value1)][sp.ID], target{&sparks[i], j, e})
}
}
}
return r
}
func resolveSkills(tab tables, career *ism.WorkIdleSingleMode)
// skillsparks appends all activated sparks that can yield a given skill to r.
// It assumes that no spark can give multiple skills.
func skillsparks(tab tables, sparks []ism.Factor, id horse.SkillID, r []*horse.Spark) []*horse.Spark {
for _, f := range sparks {
sp := tab.sparks[f.FactorID]
if sp == nil {
// ATM we do generally exclude Carnival Bonus from spark info.
// Better to check.
slog.Warn("skipped spark", slog.Int("id", int(f.FactorID)))
continue
}
if sparkHasSkill(sp, id) {
r = append(r, sp)
}
}
return r
}
func sparkHasSkill(sp *horse.Spark, id horse.SkillID) bool {
for _, g := range sp.Effects {
for _, e := range g {
if e.Target != horse.SparkSkillHint {
continue
}
return id == horse.SkillID(e.Value1)
}
}
return false
}
+111
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@@ -0,0 +1,111 @@
package main
import (
"context"
"encoding/json"
"flag"
"fmt"
"log/slog"
"os"
"os/signal"
"path/filepath"
"slices"
"git.sunturtle.xyz/zephyr/horse/mdb"
"git.sunturtle.xyz/zephyr/horse/umadump/ism"
"golang.org/x/sync/errgroup"
"zombiezen.com/go/sqlite"
"zombiezen.com/go/sqlite/sqlitex"
)
func main() {
var (
mdbf string
dirs []string
files []string
)
flag.StringVar(&mdbf, "-mdb", "", "`path` to master.mdb")
flag.Func("d", "idle_single_mode `dir`ectory (may be specified multiple times)", func(s string) error {
dirs = append(dirs, s)
return nil
})
flag.Parse()
files = slices.Clone(flag.Args())
for _, dir := range dirs {
ds, err := os.ReadDir(dir)
if err != nil {
slog.Error("getting files in directory", slog.String("dir", dir), slog.Any("err", err))
os.Exit(1)
}
for _, d := range ds {
if d.IsDir() {
continue
}
files = append(files, filepath.Join(dir, d.Name()))
}
}
ctx, stop := signal.NotifyContext(context.Background(), os.Interrupt)
go func() {
<-ctx.Done()
stop()
}()
db, err := sqlitex.NewPool(mdbf, sqlitex.PoolOptions{Flags: sqlite.OpenReadOnly})
if err != nil {
slog.Error("mdb", slog.Any("err", err))
os.Exit(1)
}
slog.Info("load skills")
skills, err := mdb.Skills(ctx, db)
if err != nil {
slog.Error("skills", slog.Any("err", err))
os.Exit(1)
}
slog.Info("load sparks")
sparks, err := mdb.Sparks(ctx, db)
if err != nil {
slog.Error("sparks", slog.Any("err", err))
os.Exit(1)
}
slog.Info("load umas")
umas, err := mdb.Umas(ctx, db)
if err != nil {
slog.Error("umas", slog.Any("err", err))
os.Exit(1)
}
slog.Info("mdb",
slog.Int("sparks", len(sparks)),
slog.Int("skills", len(skills)),
slog.Int("umas", len(umas)),
)
tab := makeTables(skills, sparks, umas)
g, ctx := errgroup.WithContext(ctx)
g.SetLimit(64)
for _, file := range files {
g.Go(func() error {
return dofile(ctx, file)
})
}
if err := g.Wait(); err != nil {
slog.Error("process", slog.Any("err", err))
os.Exit(1)
}
}
func dofile(ctx context.Context, file string) error {
f, err := os.Open(file)
if err != nil {
return err
}
var career ism.WorkIdleSingleMode
d := json.NewDecoder(f)
d.DisallowUnknownFields()
if err := d.Decode(&career); err != nil {
return fmt.Errorf("%s: %w", file, err)
}
}
+37
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@@ -0,0 +1,37 @@
package main
import "git.sunturtle.xyz/zephyr/horse"
type tables struct {
skills map[horse.SkillID]*horse.Skill
groups map[horse.SkillGroupID]map[int8]*horse.Skill
sparks map[horse.SparkID]*horse.Spark
umas map[horse.UmaID]*horse.Uma
}
func makeTables(skills []horse.Skill, sparks []horse.Spark, umas []horse.Uma) tables {
tab := tables{
skills: make(map[horse.SkillID]*horse.Skill, len(skills)),
groups: make(map[horse.SkillGroupID]map[int8]*horse.Skill, len(skills)/2),
sparks: make(map[horse.SparkID]*horse.Spark, len(sparks)),
umas: make(map[horse.UmaID]*horse.Uma, len(umas)),
}
for i, sk := range skills {
tab.skills[sk.ID] = &skills[i]
if tab.groups[sk.Group] == nil {
tab.groups[sk.Group] = make(map[int8]*horse.Skill, 4)
}
// Only add the skill to the groups table if they're rare, the base
// version of the common skill, or there isn't anything else there.
if sk.Rarity == 2 || sk.GroupRate == 1 || tab.groups[sk.Group][sk.Rarity] == nil {
tab.groups[sk.Group][sk.Rarity] = &skills[i]
}
}
for i, sp := range sparks {
tab.sparks[sp.ID] = &sparks[i]
}
for i, u := range umas {
tab.umas[u.ID] = &umas[i]
}
return tab
}
+2 -3
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@@ -771,17 +771,16 @@ export function conservePowerAccel(
distanceType: Distance, distanceType: Distance,
style: RunningStyle, style: RunningStyle,
rawPower: number, rawPower: number,
basePower: number,
powerSkillBonus?: number, powerSkillBonus?: number,
spotStruggled?: boolean, spotStruggled?: boolean,
rushed?: boolean, rushed?: boolean,
): number { ): number {
const power = basePower + 0.5 * Math.max(rawPower - 1200, 0) + (powerSkillBonus ?? 0); const power = rawPower + (powerSkillBonus ?? 0);
if (power <= 1200) { if (power <= 1200) {
return 0; return 0;
} }
const sdc = conserveStratDistCoef[style][distanceType]; const sdc = conserveStratDistCoef[style][distanceType];
const activity = (rushed ? 0.8 : 1) * (spotStruggled ? 0.98 : 1); const activity = rushed ? 0.8 : spotStruggled ? 0.98 : 1;
return Math.sqrt((power - 1200) * 130) * 0.001 * sdc * activity; return Math.sqrt((power - 1200) * 130) * 0.001 * sdc * activity;
} }
+7 -6
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@@ -224,10 +224,10 @@
}, },
]); ]);
const fcSeries: ComputedSeries[] = $derived([ const fcSeries: ComputedSeries[] = $derived([
{ label: 'Front Runner', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.FrontRunner, raw, x) }, { label: 'Front Runner', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.FrontRunner, x) },
{ label: 'Pace Chaser', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.PaceChaser, raw, x) }, { label: 'Pace Chaser', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.PaceChaser, x) },
{ label: 'Late Surger', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.LateSurger, raw, x) }, { label: 'Late Surger', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.LateSurger, x) },
{ label: 'End Closer', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.EndCloser, raw, x) }, { label: 'End Closer', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.EndCloser, x) },
]); ]);
</script> </script>
@@ -528,8 +528,9 @@
</div> </div>
</div> </div>
<p> <p>
Rushed and <a href="#spot-struggle">spot struggle</a> reduce both the duration and effectiveness of full charge, potentially to The exact mechanics of conserving power are unclear at this time. What has been confirmed is that rushed and <a
zero. In practice, this appears to be a concern primarily on sprints, which already have a -55% penalty to full charge duration. href="#spot-struggle">spot struggle</a
> both reduce the chance for it to fire.
</p> </p>
<Sec h={3} id="lane-combo">Lane Combo</Sec> <Sec h={3} id="lane-combo">Lane Combo</Sec>
+6 -11
View File
@@ -58,10 +58,10 @@
]); ]);
const laneChange: ComputedSeries[] = [{ label: 'Lane Change Target Speed', y: (x) => race.laneChangeSpeed(x) }]; const laneChange: ComputedSeries[] = [{ label: 'Lane Change Target Speed', y: (x) => race.laneChangeSpeed(x) }];
const conservePower: Array<ComputedSeries | null> = $derived([ const conservePower: Array<ComputedSeries | null> = $derived([
{ label: 'Conserved Power', y: (x, raw) => race.conservePowerAccel(distanceType, style, raw, x, 0, false, false) }, { label: 'Conserved Power', y: (_raw, x) => race.conservePowerAccel(distanceType, style, x, 0, false, false) },
{ label: 'Rushed', y: (x, raw) => race.conservePowerAccel(distanceType, style, raw, x, 0, false, true) }, { label: 'Rushed', y: (_raw, x) => race.conservePowerAccel(distanceType, style, x, 0, false, true) },
styleIsFront styleIsFront
? { label: 'Spot Struggled', y: (x, raw) => race.conservePowerAccel(distanceType, style, raw, x, 0, true, false) } ? { label: 'Spot Struggled', y: (_raw, x) => race.conservePowerAccel(distanceType, style, x, 0, true, false) }
: null, : null,
]); ]);
const gutsSpurt: Array<ComputedSeries | null> = $derived([ const gutsSpurt: Array<ComputedSeries | null> = $derived([
@@ -329,16 +329,11 @@
Bonus acceleration at spurt start from the Charge Up/Fully Charged mechanic. Scales with base power plus passive skills, so Bonus acceleration at spurt start from the Charge Up/Fully Charged mechanic. Scales with base power plus passive skills, so
modifiers for ground conditions and career mode do not apply. modifiers for ground conditions and career mode do not apply.
</p> </p>
{@render statChart(race.Stat.Power, conservePower, 'Acceleration (m/s²)', [0, 0.35], { len: true, style: true })}
<p> <p>
The duration of Fully Charged does not depend directly on stats, but rather on a hidden <i>conserved power</i> value which This mechanic does not appear to be well understood, in particular how long the acceleration bonus lasts and how the rushed
increases per horse throughout the race. Conserved power does not increase while <a href="#spot-struggle">spot struggling</a>, and spot struggle multipliers apply.
so for front runners, the duration may scale negatively with guts. It also does not increase while running in any
<a href="#poskeep">position keep mode</a>
other than pace-down, so its duration may have a very slight negative correlation with wit.
<a href="#rushed">Rushed</a> additionally prevents accumulating conserved power, so full charge duration may scale positively with
wit amortized across races. Otherwise, power conservation rate depends on running style.
</p> </p>
{@render statChart(race.Stat.Power, conservePower, 'Acceleration (m/s²)', [0, 0.35], { len: true, style: true })}
<Sec h={2} id="guts">Guts</Sec> <Sec h={2} id="guts">Guts</Sec>