whittler/scripts/sim.gd
Dan Baker 0fe23420ab All
2025-12-02 07:45:23 +00:00

417 lines
No EOL
12 KiB
GDScript

class_name UnlockSimulator
extends Node
# Load the actual game resources
var unlock_collection: UnlockDataCollection = load("res://resources/UnlockData.tres")
var inventory_resource: InventoryResource = load("res://resources/InventoryData.tres")
# Results tracking
var all_results: Array[Dictionary] = []
var results_mutex: Mutex = Mutex.new()
# Manual thread pool
var num_threads: int = 12 # Increase this for more CPU usage
var threads: Array[Thread] = []
var task_queue: Array[Dictionary] = []
var queue_mutex: Mutex = Mutex.new()
var completed_count: int = 0
var completed_mutex: Mutex = Mutex.new()
var active_threads: int = 0
var threads_done: bool = false
var start_time: int = 0
var total_combinations: int = 0
var last_progress_time: int = 0
var monitoring_active: bool = false
func _ready():
print("=== Unlock Simulator Started ===")
var cpu_count = OS.get_processor_count()
print("CPU cores detected: %d" % cpu_count)
print("Creating %d worker threads (adjust num_threads variable for more/less)" % num_threads)
run_comprehensive_test()
func _process(_delta):
if monitoring_active:
# Only update progress once per second
var current_time = Time.get_ticks_msec()
if current_time - last_progress_time >= 1000:
last_progress_time = current_time
update_progress()
func update_progress():
"""Update progress display"""
var current_count = 0
completed_mutex.lock()
current_count = completed_count
completed_mutex.unlock()
# Check if all work is complete
if current_count >= total_combinations:
monitoring_active = false
finish_processing()
return
var percent = float(current_count) / total_combinations * 100.0
var elapsed = (Time.get_ticks_msec() - start_time) / 1000.0
var rate = current_count / elapsed if elapsed > 0 else 0
var eta_seconds = (total_combinations - current_count) / rate if rate > 0 else 0
# Format ETA
var eta_str = ""
if eta_seconds > 0:
var eta_minutes = int(eta_seconds) / 60
var eta_secs = int(eta_seconds) % 60
if eta_minutes > 0:
eta_str = "%dm %ds" % [eta_minutes, eta_secs]
else:
eta_str = "%ds" % eta_secs
else:
eta_str = "calculating..."
print("Progress: %.1f%% (%d/%d) - %.1f combos/sec - ETA: %s" % [
percent, current_count, total_combinations, rate, eta_str
])
func worker_thread(thread_id: int):
"""Worker thread function that pulls tasks from the queue"""
while true:
# Get next task from queue
var task_data = null
queue_mutex.lock()
if task_queue.size() > 0:
task_data = task_queue.pop_front()
queue_mutex.unlock()
# If no more tasks, exit
if task_data == null:
break
# Process the task
var result = simulate_rank_combination_pure(task_data.combo, task_data.unlock_data, 100000)
# Store result
results_mutex.lock()
all_results.append(result)
results_mutex.unlock()
# Increment counter
completed_mutex.lock()
completed_count += 1
completed_mutex.unlock()
func simulate_rank_combination_pure(rank_targets: Dictionary, unlock_data_array: Array, max_ticks: int) -> Dictionary:
"""Pure simulation function that can run in parallel"""
var currency: float = 0.0
var stock: float = 0.0
# Create unlock instances from serialized data
var unlocks: Array = []
for unlock_data in unlock_data_array:
var unlock = UnlockDataResource.new()
unlock.unlock_id = unlock_data.unlock_id
unlock.unlock_name = unlock_data.unlock_name
unlock.base_cost = unlock_data.base_cost
unlock.is_scaling = unlock_data.is_scaling
unlock.max_rank = unlock_data.max_rank
unlock.cost_scaling_multiplier = unlock_data.cost_scaling_multiplier
unlock.effect_scaling_multiplier = unlock_data.effect_scaling_multiplier
unlock.base_modifiers = unlock_data.base_modifiers.duplicate()
unlock.is_unlocked = false
unlock.current_rank = 0
unlocks.append(unlock)
var ticks = 0
var purchases: Array[Dictionary] = []
var current_ranks = {}
# Initialize current ranks
for unlock_id in rank_targets.keys():
current_ranks[unlock_id] = 0
# Helper to check if all targets reached
var all_targets_reached = func() -> bool:
for unlock_id in rank_targets.keys():
if current_ranks[unlock_id] < rank_targets[unlock_id]:
return false
return true
# Calculate modifiers helper
var calc_modifiers = func() -> Dictionary:
var mods = {
"sale_price_modifier": 1.0,
"speed_modifier": 1.0,
"efficiency_modifier": 1.0,
"wood_respawn_modifier": 1.0,
"wood_per_click_modifier": 1.0,
"purchase_rate_modifier": 1.0,
}
for unlock in unlocks:
if unlock.is_unlocked:
var unlock_modifiers = unlock.get_current_modifiers()
for key in unlock_modifiers.keys():
if mods.has(key):
mods[key] *= unlock_modifiers[key]
return mods
var modifiers = calc_modifiers.call()
while ticks < max_ticks and currency < 100000.0:
# Try to buy the cheapest available unlock that hasn't reached its target
var cheapest_unlock_id = null
var cheapest_cost = INF
var cheapest_unlock_obj = null
for unlock_id in rank_targets.keys():
if current_ranks[unlock_id] < rank_targets[unlock_id]:
# Find the unlock object
var unlock = null
for u in unlocks:
if u.unlock_id == unlock_id:
unlock = u
break
if unlock and unlock.can_rank_up():
var cost = unlock.get_next_cost()
if cost < cheapest_cost and currency >= cost:
cheapest_cost = cost
cheapest_unlock_id = unlock_id
cheapest_unlock_obj = unlock
# Purchase the cheapest unlock if found
if cheapest_unlock_obj != null:
currency -= cheapest_cost
cheapest_unlock_obj.unlock()
current_ranks[cheapest_unlock_id] += 1
# Recalculate modifiers
modifiers = calc_modifiers.call()
purchases.append({
"tick": ticks,
"unlock_id": cheapest_unlock_id,
"unlock_name": cheapest_unlock_obj.unlock_name,
"rank": cheapest_unlock_obj.current_rank,
"currency": currency,
"cost_paid": cheapest_cost,
"modifiers_after": modifiers.duplicate()
})
# Simulate one tick
var items_per_tick = Global.cost_per_whittle * modifiers.get("efficiency_modifier", 1.0)
stock += items_per_tick
var demand = Global.base_purchase_rate * modifiers.get("purchase_rate_modifier", 1.0)
var items_sold = min(stock, demand)
stock -= items_sold
var price_per_item = Global.base_sale_price * modifiers.get("sale_price_modifier", 1.0)
var revenue = items_sold * price_per_item
currency += revenue
ticks += 1
# Check if we've reached target and 10K
if all_targets_reached.call() and currency >= 100000.0:
break
var success = currency >= 100000.0
return {
"rank_targets": rank_targets,
"success": success,
"ticks": ticks if success else -1,
"final_currency": currency,
"purchases": purchases,
"time_formatted": format_time(ticks) if success else "Failed"
}
func format_time(ticks: int) -> String:
var seconds = ticks
var minutes = seconds / 60
var hours = minutes / 60
if hours > 0:
return "%dh %dm %ds" % [hours, minutes % 60, seconds % 60]
elif minutes > 0:
return "%dm %ds" % [minutes, seconds % 60]
else:
return "%ds" % seconds
func generate_rank_combinations(max_ranks_per_unlock: int = 10) -> Array[Dictionary]:
"""Generate all combinations of ranks for the first 4 unlocks"""
var combinations: Array[Dictionary] = []
# Get first 4 unlock IDs
var unlock_ids = []
for i in range(min(4, unlock_collection.unlocks.size())):
unlock_ids.append(unlock_collection.unlocks[i].unlock_id)
print("Generating combinations for unlocks: ", unlock_ids)
# Generate all combinations (0 to max_ranks for each unlock)
for rank1 in range(max_ranks_per_unlock + 1):
for rank2 in range(max_ranks_per_unlock + 1):
for rank3 in range(max_ranks_per_unlock + 1):
for rank4 in range(max_ranks_per_unlock + 1):
# Skip the all-zeros case
if rank1 == 0 and rank2 == 0 and rank3 == 0 and rank4 == 0:
continue
var combination = {}
if rank1 > 0:
combination[unlock_ids[0]] = rank1
if rank2 > 0:
combination[unlock_ids[1]] = rank2
if rank3 > 0:
combination[unlock_ids[2]] = rank3
if rank4 > 0:
combination[unlock_ids[3]] = rank4
combinations.append(combination)
return combinations
func serialize_unlock_data() -> Array:
"""Convert unlock collection to serializable data for threads"""
var unlock_data = []
for unlock in unlock_collection.unlocks:
unlock_data.append({
"unlock_id": unlock.unlock_id,
"unlock_name": unlock.unlock_name,
"base_cost": unlock.base_cost,
"is_scaling": unlock.is_scaling,
"max_rank": unlock.max_rank,
"cost_scaling_multiplier": unlock.cost_scaling_multiplier,
"effect_scaling_multiplier": unlock.effect_scaling_multiplier,
"base_modifiers": unlock.base_modifiers.duplicate()
})
return unlock_data
func run_comprehensive_test(max_ranks: int = 10):
"""Test all combinations of ranks up to max_ranks for each unlock"""
print("\n=== Available Unlocks ===")
for unlock in unlock_collection.unlocks:
print("ID: %d | %s | Base Cost: %d | Scaling: %s" % [
unlock.unlock_id,
unlock.unlock_name,
unlock.base_cost,
"Yes" if unlock.is_scaling else "No"
])
print(" Modifiers: ", unlock.base_modifiers)
print("\n=== Global Constants ===")
print("Base Sale Price: %s" % Global.base_sale_price)
print("Base Purchase Rate: %s" % Global.base_purchase_rate)
print("Cost Per Whittle: %s" % Global.cost_per_whittle)
# Generate all combinations
var combinations = generate_rank_combinations(max_ranks)
total_combinations = combinations.size()
print("\n=== Testing %d Combinations ===" % total_combinations)
# Serialize unlock data for threads
var unlock_data = serialize_unlock_data()
# Fill task queue
task_queue.clear()
for combo in combinations:
task_queue.append({
"combo": combo,
"unlock_data": unlock_data
})
# Reset counters
completed_count = 0
all_results.clear()
threads_done = false
start_time = Time.get_ticks_msec()
last_progress_time = start_time
monitoring_active = true
# Create and start threads
print("Starting %d worker threads..." % num_threads)
for i in range(num_threads):
var thread = Thread.new()
thread.start(worker_thread.bind(i))
threads.append(thread)
print("All threads started, processing...")
func finish_processing():
"""Called when all processing is complete"""
print("\nAll combinations complete! Waiting for threads to finish...")
# Wait for all threads to finish
for thread in threads:
thread.wait_to_finish()
threads.clear()
threads_done = true
print("All threads finished. Processing results...")
var total_time = (Time.get_ticks_msec() - start_time) / 1000.0
# Print results
print("\n=== RESULTS ===")
print("Total time: %.1f seconds" % total_time)
print("Total combinations tested: %d" % all_results.size())
var successful = all_results.filter(func(r): return r.success)
print("Successful strategies: %d" % successful.size())
if successful.size() > 0:
# Sort by ticks (fastest first)
successful.sort_custom(func(a, b): return a.ticks < b.ticks)
print("\n=== TOP 10 FASTEST STRATEGIES ===")
for i in range(min(10, successful.size())):
var result = successful[i]
print("\n#%d: %s (%d ticks)" % [i + 1, result.time_formatted, result.ticks])
# Format ranks with unlock names
var rank_display = []
for unlock_id in result.rank_targets.keys():
var unlock_name = get_unlock_name_by_id(unlock_id)
var ranks = result.rank_targets[unlock_id]
rank_display.append("%s: %d" % [unlock_name, ranks])
print("Target Ranks: %s" % ", ".join(rank_display))
# Show purchase order
print("Purchase Order:")
for purchase in result.purchases:
var key_mods = ""
if purchase.has("modifiers_after"):
var mods = purchase.modifiers_after
key_mods = " [Sale:%.2fx Eff:%.2fx Demand:%.2fx]" % [
mods.get("sale_price_modifier", 1.0),
mods.get("efficiency_modifier", 1.0),
mods.get("purchase_rate_modifier", 1.0)
]
var cost_info = ""
if purchase.has("cost_paid"):
cost_info = " (paid %d)" % purchase.cost_paid
print(" @%s: %s -> Rank %d%s - %.0f currency%s" % [
format_time(purchase.tick),
purchase.unlock_name,
purchase.rank,
cost_info,
purchase.currency,
key_mods
])
else:
print("\nNo successful strategies found!")
func get_unlock_name_by_id(unlock_id: int) -> String:
"""Helper function to get unlock name by ID"""
for unlock in unlock_collection.unlocks:
if unlock.unlock_id == unlock_id:
return unlock.unlock_name
return "Unknown"
func _exit_tree():
# Clean up threads
monitoring_active = false
for thread in threads:
if thread.is_alive():
thread.wait_to_finish()