whittler/scripts/sim_direct.gd
2026-01-28 15:26:12 +00:00

1036 lines
34 KiB
GDScript

class_name SimulatorDirect
extends Control
# DIRECT SIMULATOR - Uses real TickProcess with isolated state
# Zero code duplication via dependency injection
# Load the actual game resources
var unlock_collection: UnlockDataCollection = load("res://resources/UnlockData.tres")
# Results tracking
var all_results: Array[Dictionary] = []
var results_mutex: Mutex = Mutex.new()
# Chunk-based caching for intermediate simulation states
var simulation_cache: Dictionary = {}
var cache_mutex: Mutex = Mutex.new()
# Global unlock template cache (build once, clone per simulation)
# Pre-calculated lookup tables (built once from UnlockDataResource, then used statically)
var precalc_costs: Dictionary = {} # {unlock_id: [cost_at_rank_0, cost_at_rank_1, ...]}
var precalc_modifiers: Dictionary = {} # {unlock_id: {rank: {"modifier_name": value}}}
var precalc_base_modifiers: Dictionary = {} # {unlock_id: base_modifiers_dict}
var precalc_max_ranks: Dictionary = {} # {unlock_id: max_rank}
var precalc_is_scaling: Dictionary = {} # {unlock_id: is_scaling}
var precalc_unlock_names: Dictionary = {} # {unlock_id: name}
var precalc_initialized: bool = false
var precalc_mutex: Mutex = Mutex.new()
# Manual thread pool
var num_threads: int = 14
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 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
var cache_hits: int = 0
var cache_misses: int = 0
# UI References
@onready var status_label = $MarginContainer/VBoxContainer/StatusPanel/VBox/StatusLabel
@onready var progress_label = $MarginContainer/VBoxContainer/StatusPanel/VBox/ProgressLabel
@onready var progress_bar = $MarginContainer/VBoxContainer/StatusPanel/VBox/ProgressBar
@onready var rate_label = $MarginContainer/VBoxContainer/StatusPanel/VBox/RateLabel
@onready var eta_label = $MarginContainer/VBoxContainer/StatusPanel/VBox/ETALabel
@onready var cache_hits_label = $MarginContainer/VBoxContainer/CachePanel/VBox/CacheHitsLabel
@onready var cache_misses_label = $MarginContainer/VBoxContainer/CachePanel/VBox/CacheMissesLabel
@onready var cache_rate_label = $MarginContainer/VBoxContainer/CachePanel/VBox/CacheRateLabel
@onready var cache_size_label = $MarginContainer/VBoxContainer/CachePanel/VBox/CacheSizeLabel
@onready var results_label = $MarginContainer/VBoxContainer/ResultsPanel/VBox/ScrollContainer/ResultsLabel
func _ready():
GameManager.tick.stop()
print("=== DIRECT Unlock Simulator Started ===")
print("Using real TickProcess with isolated state via dependency injection")
var cpu_count = OS.get_processor_count()
print("CPU cores detected: %d" % cpu_count)
print("Creating %d worker threads" % num_threads)
# Update UI
status_label.text = "Status: Starting direct simulation..."
results_label.text = "[b]DIRECT Unlock Simulator Started[/b]\n\nCPU cores: %d\nWorker threads: %d\n\nGenerating combinations..." % [cpu_count, num_threads]
run_comprehensive_test()
func _process(_delta):
if monitoring_active:
var current_time = Time.get_ticks_msec()
if current_time - last_progress_time >= 1000:
last_progress_time = current_time
update_progress()
# =============================================================================
# ISOLATED GAME STATE CLASS
# =============================================================================
class IsolatedGameState:
"""Isolated game state using pre-calculated lookup tables (NO object creation!)"""
# Reference to pre-calculated tables (shared, read-only)
var costs: Dictionary # {unlock_id: [cost_array]}
var modifiers: Dictionary # {unlock_id: {rank: mods_dict}}
var max_ranks: Dictionary # {unlock_id: max_rank}
var is_scaling: Dictionary # {unlock_id: bool}
var base_mods: Dictionary # {unlock_id: base_modifiers}
# Local inventory state (not Inventory singleton)
var currency: float = 0.0
var wood: float = 0.0
var stock: float = 0.0
# Cached modifiers (not Unlocks.current_modifiers)
var sale_price_mod: float = 1.0
var efficiency_mod: float = 1.0
var wood_per_click_mod: float = 1.0
var purchase_rate_mod: float = 1.0
var autowood_mod: float = 0.0
var multicraft_rank: int = 0
var wholesale_unlocked: bool = false
# Simulation state
var ticks: int = 0
var current_ranks: Dictionary = {}
# Cache FakeUnlock objects to avoid repeated creation (OPTIMIZATION)
var fake_unlock_cache: Dictionary = {} # {unlock_id: FakeUnlock}
func _init(precalc_costs: Dictionary, precalc_modifiers: Dictionary, precalc_max_ranks: Dictionary, precalc_is_scaling: Dictionary, precalc_base_mods: Dictionary):
"""Initialize with references to pre-calculated lookup tables"""
costs = precalc_costs
modifiers = precalc_modifiers
max_ranks = precalc_max_ranks
is_scaling = precalc_is_scaling
base_mods = precalc_base_mods
# =============================================================================
# UNLOCKS SINGLETON INTERFACE REPLACEMENT
# =============================================================================
func get_unlock_by_id(unlock_id: int):
"""Replacement for Unlocks.get_unlock_by_id() - returns cached fake unlock"""
if not current_ranks.has(unlock_id):
return null
# Reuse cached FakeUnlock object (just update its state)
var fake = fake_unlock_cache.get(unlock_id)
if fake == null:
fake = FakeUnlock.new()
fake.unlock_id = unlock_id
fake.state = self
fake_unlock_cache[unlock_id] = fake
# Update state from current_ranks
fake.current_rank = current_ranks.get(unlock_id, 0)
fake.is_unlocked = fake.current_rank > 0
return fake
# Nested class for fake unlock objects (uses parent's lookup tables)
class FakeUnlock:
var unlock_id: int
var current_rank: int
var is_unlocked: bool
var state: IsolatedGameState
func get_next_cost() -> int:
var cost_array = state.costs.get(unlock_id, [])
if current_rank < cost_array.size():
return cost_array[current_rank]
return 999999999
func get_current_modifiers() -> Dictionary:
if not is_unlocked or current_rank == 0:
return {}
var rank_mods = state.modifiers.get(unlock_id, {})
return rank_mods.get(current_rank, {})
func get_modifiers_at_rank(rank: int) -> Dictionary:
"""Get modifiers at a specific rank (for calculating deltas)"""
if rank == 0:
return {}
var rank_mods = state.modifiers.get(unlock_id, {})
return rank_mods.get(rank, {})
func can_rank_up() -> bool:
var max_rank = state.max_ranks.get(unlock_id, -1)
if max_rank > 0 and current_rank >= max_rank:
return false
return true
func unlock() -> bool:
if not can_rank_up():
return false
current_rank += 1
is_unlocked = true
state.current_ranks[unlock_id] = current_rank
return true
func get_modifier_value(modifier_key: String) -> float:
"""Replacement for Unlocks.get_modifier_value()"""
match modifier_key:
"sale_price_modifier": return sale_price_mod
"efficiency_modifier": return efficiency_mod
"wood_per_click_modifier": return wood_per_click_mod
"purchase_rate_modifier": return purchase_rate_mod
"autowood_modifier": return autowood_mod
_: return 1.0
func get_wood_per_click() -> float:
"""Replacement for Unlocks.get_wood_per_click()"""
return Global.wood_per_click * wood_per_click_mod
func get_items_produced_per_tick() -> float:
"""Replacement for Unlocks.get_items_produced_per_tick()"""
return Global.cost_per_whittle * efficiency_mod
func get_sale_price_per_item() -> float:
"""Replacement for Unlocks.get_sale_price_per_item()"""
return Global.base_sale_price * sale_price_mod
# =============================================================================
# INVENTORY SINGLETON INTERFACE REPLACEMENT
# =============================================================================
func add_wood(amount: float):
"""Replacement for Inventory.add_wood()"""
wood += amount
func get_wood() -> float:
"""Replacement for Inventory.get_wood()"""
return wood
func spend_wood(amount: float) -> bool:
"""Replacement for Inventory.spend_wood()"""
if wood >= amount:
wood -= amount
return true
return false
func add_stock(amount: float):
"""Replacement for Inventory.add_stock()"""
stock += amount
func get_stock() -> float:
"""Replacement for Inventory.get_stock()"""
return stock
func spend_stock(amount: float) -> bool:
"""Replacement for Inventory.spend_stock()"""
if stock >= amount:
stock -= amount
return true
return false
func add_currency(amount: float):
"""Replacement for Inventory.add_currency()"""
currency += amount
func spend_currency(amount: float) -> bool:
"""Replacement for Inventory.spend_currency()"""
if currency >= amount:
currency -= amount
return true
return false
# =============================================================================
# UNLOCK PURCHASE AND MODIFIER MANAGEMENT
# =============================================================================
func purchase_unlock(unlock_id: int) -> bool:
"""Purchase an unlock and update modifiers"""
var unlock = get_unlock_by_id(unlock_id)
if not unlock or not unlock.can_rank_up():
return false
var cost = unlock.get_next_cost()
if not spend_currency(cost):
return false
var prev_rank = unlock.current_rank
unlock.unlock()
current_ranks[unlock_id] = unlock.current_rank
# Update modifier cache
update_modifiers_for_unlock(unlock, prev_rank)
# Update special flags
if unlock_id == Global.wholesale_unlock_id:
wholesale_unlocked = true
if unlock_id == Global.multicraft_unlock_id:
multicraft_rank = unlock.current_rank
if unlock_id == Global.autowood_unlock_id:
# Autowood is additive, not multiplicative
autowood_mod = calculate_autowood_modifier()
return true
func update_modifiers_for_unlock(unlock, prev_rank: int):
"""Update cached modifiers when unlock rank changes"""
var old_mods = unlock.get_modifiers_at_rank(prev_rank)
var new_mods = unlock.get_current_modifiers()
# Calculate ratio for multiplicative modifiers
for key in new_mods.keys():
var old_val = old_mods.get(key, 1.0)
var new_val = new_mods[key]
var ratio = new_val / old_val if old_val != 0 else new_val
match key:
"sale_price_modifier":
sale_price_mod *= ratio
"efficiency_modifier":
efficiency_mod *= ratio
"wood_per_click_modifier":
wood_per_click_mod *= ratio
"purchase_rate_modifier":
purchase_rate_mod *= ratio
func calculate_autowood_modifier() -> float:
"""Calculate autowood modifier from scratch (additive)"""
var total = 0.0
for unlock_id in current_ranks.keys():
var rank = current_ranks[unlock_id]
if rank > 0:
var rank_mods = modifiers.get(unlock_id, {})
var mods = rank_mods.get(rank, {})
if mods.has("autowood_modifier"):
total += mods["autowood_modifier"]
return total
# =============================================================================
# INLINED TICK LOGIC (optimized for performance, matches TickProcess exactly)
# =============================================================================
func execute_tick():
"""Execute one game tick - INLINED for performance (no TickProcess overhead)"""
# 1. Generate wood from autowood
if autowood_mod > 0.0:
var wood_to_gather = max(get_wood_per_click() * autowood_mod, 1.0)
wood += wood_to_gather
# 2. Whittle wood into stock
if wood >= 1:
# Base whittling action
var items_produced_per_tick = get_items_produced_per_tick()
var wood_needed = ceil(items_produced_per_tick)
var wood_to_whittle = min(wood, wood_needed)
var items_produced = wood_to_whittle
wood -= wood_to_whittle
stock += items_produced
# Multicraft additional whittles
for i in range(multicraft_rank):
if wood >= 1:
wood_needed = ceil(items_produced_per_tick)
wood_to_whittle = min(wood, wood_needed)
items_produced = wood_to_whittle
wood -= wood_to_whittle
stock += items_produced
else:
break
# 3. Sell stock for currency
if stock > 0:
var price_per_item = get_sale_price_per_item()
# 3a. Wholesale selling (if unlocked)
if wholesale_unlocked:
while stock >= Global.wholesale_bundle_size:
stock -= Global.wholesale_bundle_size
currency += Global.wholesale_bundle_size * price_per_item * Global.wholesale_discount_multiplier
# 3b. Regular selling
if stock > 0:
var purchase_rate = Global.base_purchase_rate * purchase_rate_mod
var max_stock_to_sell = floor(purchase_rate)
var actual_stock_to_sell = min(stock, max(1.0, max_stock_to_sell))
stock -= actual_stock_to_sell
currency += actual_stock_to_sell * price_per_item
ticks += 1
# =============================================================================
# RESET FOR REUSE
# =============================================================================
func reset_for_new_simulation():
"""Reset state for a new simulation (OPTIMIZATION: reuse same IsolatedGameState)"""
# Reset inventory
currency = 0.0
wood = 0.0
stock = 0.0
# Reset modifiers
sale_price_mod = 1.0
efficiency_mod = 1.0
wood_per_click_mod = 1.0
purchase_rate_mod = 1.0
autowood_mod = 0.0
multicraft_rank = 0
wholesale_unlocked = false
# Reset simulation state
ticks = 0
current_ranks.clear()
# =============================================================================
# SNAPSHOT AND RESTORE FOR CACHING
# =============================================================================
func snapshot_for_cache() -> Dictionary:
"""Create a snapshot for cache storage"""
return {
"ticks": ticks,
"currency": currency,
"stock": stock,
"wood": wood,
"current_ranks": current_ranks.duplicate(),
"modifiers": {
"sale_price_mod": sale_price_mod,
"efficiency_mod": efficiency_mod,
"wood_per_click_mod": wood_per_click_mod,
"purchase_rate_mod": purchase_rate_mod,
"autowood_mod": autowood_mod,
"multicraft_rank": multicraft_rank,
"wholesale_unlocked": wholesale_unlocked
}
}
func restore_from_cache(snapshot: Dictionary):
"""Restore state from a cache snapshot"""
ticks = snapshot.ticks
currency = snapshot.currency
stock = snapshot.stock
wood = snapshot.wood
# Restore modifiers
var mods = snapshot.modifiers
sale_price_mod = mods.sale_price_mod
efficiency_mod = mods.efficiency_mod
wood_per_click_mod = mods.wood_per_click_mod
purchase_rate_mod = mods.purchase_rate_mod
autowood_mod = mods.autowood_mod
multicraft_rank = mods.multicraft_rank
wholesale_unlocked = mods.wholesale_unlocked
# Restore unlock ranks
current_ranks = snapshot.current_ranks.duplicate()
for unlock_id in current_ranks.keys():
var unlock = get_unlock_by_id(unlock_id)
if unlock:
var target_rank = current_ranks[unlock_id]
unlock.current_rank = target_rank
unlock.is_unlocked = target_rank > 0
# =============================================================================
# TEMPLATE MANAGEMENT
# =============================================================================
func build_precalculated_tables():
"""Pre-calculate all costs and modifiers from real UnlockDataResource objects"""
precalc_mutex.lock()
if precalc_initialized:
precalc_mutex.unlock()
return
print("Pre-calculating unlock tables from UnlockDataResource...")
var start_time = Time.get_ticks_msec()
for unlock in unlock_collection.unlocks:
var unlock_id = unlock.unlock_id
precalc_unlock_names[unlock_id] = unlock.unlock_name
precalc_is_scaling[unlock_id] = unlock.is_scaling
precalc_max_ranks[unlock_id] = unlock.max_rank if unlock.is_scaling else 1
precalc_base_modifiers[unlock_id] = unlock.base_modifiers.duplicate(true)
# Calculate cost ladder for all possible ranks
var cost_array = []
var max_rank_to_calc = unlock.max_rank if (unlock.is_scaling and unlock.max_rank > 0) else (100 if unlock.is_scaling else 1)
for rank in range(max_rank_to_calc + 1):
unlock.current_rank = rank
cost_array.append(unlock.get_next_cost())
precalc_costs[unlock_id] = cost_array
# Calculate modifier values for all possible ranks
var mods_by_rank = {}
for rank in range(max_rank_to_calc + 1):
unlock.current_rank = rank
unlock.is_unlocked = rank > 0
mods_by_rank[rank] = unlock.get_current_modifiers()
precalc_modifiers[unlock_id] = mods_by_rank
# Reset unlock state
unlock.current_rank = 0
unlock.is_unlocked = false
precalc_initialized = true
var elapsed = Time.get_ticks_msec() - start_time
print("Pre-calculation complete in %d ms for %d unlocks" % [elapsed, precalc_costs.size()])
precalc_mutex.unlock()
func create_isolated_state() -> IsolatedGameState:
"""Create a new isolated game state using pre-calculated tables"""
if not precalc_initialized:
build_precalculated_tables()
return IsolatedGameState.new(precalc_costs, precalc_modifiers, precalc_max_ranks, precalc_is_scaling, precalc_base_modifiers)
# =============================================================================
# CACHE SYSTEM (same as sim_cached.gd)
# =============================================================================
func get_cache_key(current_ranks: Dictionary) -> String:
"""Generate a cache key from current unlock ranks"""
var sorted_keys = current_ranks.keys()
sorted_keys.sort()
var key_parts = []
for k in sorted_keys:
key_parts.append(str(k) + ":" + str(current_ranks[k]))
return ",".join(key_parts)
func try_load_best_prefix_from_cache(rank_targets: Dictionary) -> Variant:
"""Balanced cache lookup - fast with good coverage"""
cache_mutex.lock()
# Try exact match first
var full_key = get_cache_key(rank_targets)
if simulation_cache.has(full_key):
cache_hits += 1
var result = simulation_cache[full_key]
cache_mutex.unlock()
return result
# Sort unlock IDs for consistent ordering
var unlock_ids = rank_targets.keys()
unlock_ids.sort()
var num_unlocks = unlock_ids.size()
var best_match = null
var best_rank_sum = 0
# Try progressively shorter prefixes
for prefix_len in range(num_unlocks - 1, 0, -1):
var subset = {}
for i in range(prefix_len):
subset[unlock_ids[i]] = rank_targets[unlock_ids[i]]
var key = get_cache_key(subset)
if simulation_cache.has(key):
var cached_entry = simulation_cache[key]
var rank_sum = 0
for r in cached_entry.current_ranks.values():
rank_sum += r
if rank_sum > best_rank_sum:
best_match = cached_entry
best_rank_sum = rank_sum
if prefix_len >= num_unlocks - 2:
break
if best_match != null:
cache_hits += 1
else:
cache_misses += 1
cache_mutex.unlock()
return best_match
func should_cache_state(current_ranks: Dictionary, targets_remaining: int) -> bool:
"""Decide if this state is worth caching"""
if targets_remaining == 0:
return false
var total_ranks = 0
var active_unlocks = 0
for rank in current_ranks.values():
if rank > 0:
total_ranks += rank
active_unlocks += 1
return (active_unlocks >= 2) or (total_ranks >= 2)
# =============================================================================
# MAIN SIMULATION FUNCTION
# =============================================================================
func simulate_rank_combination_direct(
rank_targets: Dictionary,
max_ticks: int,
track_purchases: bool = false,
_unused_tick_process = null, # Kept for API compatibility but not used
_unused_state = null # Kept for API compatibility but not used
) -> Dictionary:
"""Pure simulation using isolated state with inlined tick logic"""
# Always create fresh isolated state to avoid thread conflicts
var state = create_isolated_state()
# Initialize targets
var targets_remaining = 0
var active_unlock_ids: Array = []
for unlock_id in rank_targets.keys():
state.current_ranks[unlock_id] = 0
targets_remaining += rank_targets[unlock_id]
active_unlock_ids.append(unlock_id)
# Purchase tracking
var purchases: Array[Dictionary] = []
# Try cache restoration
var cached_state = null
if not track_purchases:
cached_state = try_load_best_prefix_from_cache(rank_targets)
if cached_state != null:
state.restore_from_cache(cached_state)
# Recalculate remaining targets
targets_remaining = 0
active_unlock_ids.clear()
for unlock_id in rank_targets.keys():
var remaining = rank_targets[unlock_id] - state.current_ranks.get(unlock_id, 0)
if remaining > 0:
targets_remaining += remaining
active_unlock_ids.append(unlock_id)
# Pre-calculate next costs directly from lookup table
var next_costs: Array[float] = []
next_costs.resize(active_unlock_ids.size())
for i in range(active_unlock_ids.size()):
var unlock_id = active_unlock_ids[i]
var current_rank = state.current_ranks.get(unlock_id, 0)
var cost_array = state.costs.get(unlock_id, [])
next_costs[i] = cost_array[current_rank] if current_rank < cost_array.size() else 999999999
# Main simulation loop
while state.ticks < max_ticks:
# Find cheapest affordable unlock
var cheapest_index = -1
var cheapest_cost = INF
var cheapest_unlock_id = -1
if targets_remaining > 0:
for i in range(active_unlock_ids.size()):
if next_costs[i] < cheapest_cost and state.currency >= next_costs[i]:
cheapest_cost = next_costs[i]
cheapest_unlock_id = active_unlock_ids[i]
cheapest_index = i
# Exit early if all targets met and goal reached
if cheapest_index == -1 and targets_remaining == 0:
if state.currency >= 1000000.0:
break
# Skip ahead to 1M
var currency_needed = 1000000.0 - state.currency
var price_per_item = state.get_sale_price_per_item()
var items_per_tick = max(1.0, floor(
Global.base_purchase_rate * state.get_modifier_value("purchase_rate_modifier")
))
var revenue_per_tick = items_per_tick * price_per_item
if revenue_per_tick > 0:
var ticks_needed = int(ceil(currency_needed / revenue_per_tick))
state.ticks += ticks_needed
state.currency += revenue_per_tick * ticks_needed
break
# Purchase unlock if affordable
if cheapest_index != -1:
state.purchase_unlock(cheapest_unlock_id)
targets_remaining -= 1
# Track purchase if enabled
if track_purchases:
var current_rank = state.current_ranks[cheapest_unlock_id]
purchases.append({
"unlock_id": cheapest_unlock_id,
"unlock_name": get_unlock_name_by_id(cheapest_unlock_id),
"rank": current_rank,
"cost": cheapest_cost,
"tick": state.ticks,
"currency_after": state.currency
})
# Update next cost or remove from active list
if state.current_ranks[cheapest_unlock_id] >= rank_targets[cheapest_unlock_id]:
# Target reached
var last_idx = active_unlock_ids.size() - 1
if cheapest_index != last_idx:
active_unlock_ids[cheapest_index] = active_unlock_ids[last_idx]
next_costs[cheapest_index] = next_costs[last_idx]
active_unlock_ids.resize(last_idx)
next_costs.resize(last_idx)
else:
# Update cost for next rank directly from lookup table
var current_rank = state.current_ranks[cheapest_unlock_id]
var cost_array = state.costs.get(cheapest_unlock_id, [])
next_costs[cheapest_index] = cost_array[current_rank] if current_rank < cost_array.size() else 999999999
# Cache this state if valuable
if should_cache_state(state.current_ranks, targets_remaining):
var cache_key = get_cache_key(state.current_ranks)
cache_mutex.lock()
if not simulation_cache.has(cache_key):
simulation_cache[cache_key] = state.snapshot_for_cache()
cache_mutex.unlock()
# Simulate manual clicking to bootstrap economy (matches sim_cached.gd logic)
# Manual clicks based on tick range (pre-calculate to avoid repeated conditions)
var manual_clicks: float = 1.0 if state.ticks < 120 else (0.5 if state.ticks < 300 else (0.25 if (state.ticks < 600 and state.autowood_mod < 0.2) else 0.0))
if manual_clicks > 0.0:
var wood_from_clicks = manual_clicks * state.get_wood_per_click()
state.add_wood(wood_from_clicks)
# Execute one tick using inlined logic (optimized for performance)
state.execute_tick()
# Build result
var success = state.currency >= 1000000.0
var result = {
"rank_targets": rank_targets,
"success": success,
"ticks": state.ticks if success else -1,
"final_currency": state.currency,
"time_formatted": format_time(state.ticks) if success else "Failed"
}
if track_purchases:
result["purchases"] = purchases
return result
# =============================================================================
# HELPER FUNCTIONS
# =============================================================================
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_all_combinations(unlimited_scaling_cap: int = 5) -> Array[Dictionary]:
"""Generate combinations for ALL unlocks dynamically"""
var combinations: Array[Dictionary] = []
var unlock_constraints = []
for unlock in unlock_collection.unlocks:
var max_rank: int
if unlock.max_rank > 0:
max_rank = unlock.max_rank
elif not unlock.is_scaling:
max_rank = 1
else:
max_rank = unlimited_scaling_cap
unlock_constraints.append({
"id": unlock.unlock_id,
"name": unlock.unlock_name,
"max_rank": max_rank
})
print("\n=== Generating Combinations ===")
print("Reading from resource file: %d unlocks" % unlock_constraints.size())
for c in unlock_constraints:
print(" - %s (ID %d): 0-%d ranks" % [c.name, c.id, c.max_rank])
_generate_combinations_recursive(unlock_constraints, 0, {}, combinations)
print("Generated %d total combinations" % combinations.size())
return combinations
func _generate_combinations_recursive(constraints: Array, index: int, current: Dictionary, output: Array):
"""Recursively generate all valid combinations"""
if index >= constraints.size():
if current.size() > 0:
output.append(current.duplicate())
return
var constraint = constraints[index]
for rank in range(constraint.max_rank + 1):
if rank > 0:
current[constraint.id] = rank
_generate_combinations_recursive(constraints, index + 1, current, output)
if rank > 0:
current.erase(constraint.id)
func get_unlock_name_by_id(unlock_id: int) -> String:
"""Helper function to get unlock name by ID"""
if not precalc_initialized:
build_precalculated_tables()
return precalc_unlock_names.get(unlock_id, "Unknown")
# =============================================================================
# THREADING AND PROGRESS
# =============================================================================
func worker_thread(thread_id: int):
"""Worker thread function"""
var local_results: Array[Dictionary] = []
var batch_size: int = 10
while true:
var task_data = null
queue_mutex.lock()
if task_queue.size() > 0:
task_data = task_queue.pop_front()
queue_mutex.unlock()
if task_data == null:
if local_results.size() > 0:
results_mutex.lock()
all_results.append_array(local_results)
results_mutex.unlock()
completed_mutex.lock()
completed_count += local_results.size()
completed_mutex.unlock()
break
var result = simulate_rank_combination_direct(task_data.combo, 1000000, false, null, null)
local_results.append(result)
if local_results.size() >= batch_size:
results_mutex.lock()
all_results.append_array(local_results)
results_mutex.unlock()
completed_mutex.lock()
completed_count += local_results.size()
completed_mutex.unlock()
local_results.clear()
func update_progress():
"""Update progress display"""
var current_count = 0
completed_mutex.lock()
current_count = completed_count
completed_mutex.unlock()
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
var total_cache_checks = cache_hits + cache_misses
var cache_hit_rate = (float(cache_hits) / total_cache_checks * 100.0) if total_cache_checks > 0 else 0.0
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 - Cache: %.1f%% hits - ETA: %s" % [
percent, current_count, total_combinations, rate, cache_hit_rate, eta_str
])
status_label.text = "Status: Running simulation..."
progress_label.text = "Progress: %.1f%% (%d/%d)" % [percent, current_count, total_combinations]
progress_bar.value = percent / 100.0
rate_label.text = "Speed: %.1f combos/sec" % rate
eta_label.text = "ETA: %s" % eta_str
cache_hits_label.text = "Cache Hits: %d" % cache_hits
cache_misses_label.text = "Cache Misses: %d" % cache_misses
cache_rate_label.text = "Hit Rate: %.1f%%" % cache_hit_rate
cache_mutex.lock()
cache_size_label.text = "Cache Entries: %d" % simulation_cache.size()
cache_mutex.unlock()
func finish_processing():
"""Called when all processing is complete"""
print("\nAll combinations complete! Waiting for 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
results_mutex.lock()
var actual_results = all_results.size()
results_mutex.unlock()
if actual_results != total_combinations:
print("WARNING: Result count mismatch! Expected %d, got %d" % [total_combinations, actual_results])
print("\n=== RESULTS ===")
print("Total time: %.1f seconds" % total_time)
print("Total combinations tested: %d" % actual_results)
var total_cache_checks = cache_hits + cache_misses
var cache_hit_rate = (float(cache_hits) / total_cache_checks * 100.0) if total_cache_checks > 0 else 0.0
cache_mutex.lock()
var cache_size = simulation_cache.size()
cache_mutex.unlock()
print("\n=== CACHE STATISTICS ===")
print("Cache hits: %d" % cache_hits)
print("Cache misses: %d" % cache_misses)
print("Hit rate: %.1f%%" % cache_hit_rate)
print("Cache entries stored: %d" % cache_size)
var successful = all_results.filter(func(r): return r.success)
print("Successful strategies: %d" % successful.size())
status_label.text = "Status: Complete!"
progress_label.text = "Progress: 100%% (%d/%d)" % [all_results.size(), total_combinations]
progress_bar.value = 1.0
eta_label.text = "Total Time: %.1f seconds" % total_time
var results_text = "[b]SIMULATION COMPLETE[/b]\n\n"
results_text += "[color=green]Total time: %.1f seconds[/color]\n" % total_time
results_text += "Combinations tested: %d\n" % all_results.size()
results_text += "Successful strategies: %d\n\n" % successful.size()
results_text += "[b]Cache Performance:[/b]\n"
results_text += " Hits: %d\n" % cache_hits
results_text += " Misses: %d\n" % cache_misses
results_text += " [color=cyan]Hit Rate: %.1f%%[/color]\n" % cache_hit_rate
results_text += " Entries: %d\n\n" % cache_size
if successful.size() > 0:
successful.sort_custom(func(a, b): return a.ticks < b.ticks)
print("\n=== RE-SIMULATING TOP 10 WITH PURCHASE TRACKING ===")
var top_10_detailed: Array = []
for i in range(min(10, successful.size())):
var result = successful[i]
print("Re-simulating #%d..." % (i + 1))
var detailed_result = simulate_rank_combination_direct(result.rank_targets, 1000000, true)
top_10_detailed.append(detailed_result)
print("\n=== TOP 10 FASTEST STRATEGIES (WITH PURCHASE TIMELINE) ===")
results_text += "[b]TOP 10 FASTEST STRATEGIES:[/b]\n\n"
for i in range(top_10_detailed.size()):
var result = top_10_detailed[i]
print("\n#%d: %s (%d ticks)" % [i + 1, result.time_formatted, result.ticks])
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))
results_text += "[color=yellow]#%d: %s (%d ticks)[/color]\n" % [i + 1, result.time_formatted, result.ticks]
results_text += " Ranks: %s\n" % ", ".join(rank_display)
results_text += " Currency: %.0f\n" % result.final_currency
if result.has("purchases") and result.purchases.size() > 0:
print("\nPurchase Timeline:")
results_text += " [b]Purchase Timeline:[/b]\n"
for purchase in result.purchases:
var time_str = format_time(purchase.tick)
print(" %s: %s Rank %d - Cost: %d¥ @ %s" % [
time_str, purchase.unlock_name, purchase.rank,
purchase.cost, time_str
])
results_text += "%s [color=cyan]%s Rank %d[/color] - %d¥ @ %s\n" % [
format_time(purchase.tick), purchase.unlock_name, purchase.rank,
purchase.cost, time_str
]
results_text += "\n"
else:
print("\nNo successful strategies found!")
results_text += "[color=red]No successful strategies found![/color]\n"
results_label.text = results_text
func run_comprehensive_test():
"""Test all combinations dynamically generated from resource file"""
print("\n=== Available Unlocks ===")
for unlock in unlock_collection.unlocks:
var max_rank_str = str(unlock.max_rank) if unlock.max_rank > 0 else "unlimited"
print("ID: %d | %s | Base Cost: %d | Scaling: %s | Max Rank: %s" % [
unlock.unlock_id,
unlock.unlock_name,
unlock.base_cost,
"Yes" if unlock.is_scaling else "No",
max_rank_str
])
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)
# Build pre-calculated tables
build_precalculated_tables()
# Generate combinations
var unlimited_cap = 5
print("\n=== Generation Settings ===")
print("Unlimited scaling cap: %d ranks" % unlimited_cap)
var combinations = generate_all_combinations(unlimited_cap)
total_combinations = combinations.size()
print("\n=== Testing %d Combinations ===" % total_combinations)
# Fill task queue
task_queue.clear()
for combo in combinations:
task_queue.append({"combo": combo})
# 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 _exit_tree():
monitoring_active = false
for thread in threads:
if thread.is_alive():
thread.wait_to_finish()