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Hierarchy

  • Simulation

Index

Constructors

constructor

  • new Simulation(recipe: Craft, actions: CraftingAction[], _crafterStats: CrafterStats, hqIngredients?: { amount: number; id: number }[], stepStates?: {}, fails?: number[], startingQuality?: number): Simulation

Properties

Private _crafterStats

_crafterStats: CrafterStats

actions

actions: CraftingAction[]

availableCP

availableCP: number

buffs

buffs: EffectiveBuff[] = []

durability

durability: number

Private fails

fails: number[]

Private hqIngredients

hqIngredients: { amount: number; id: number }[]

lastPossibleReclaimStep

lastPossibleReclaimStep: number = -1

maxCP

maxCP: number

Readonly possibleConditions

possibleConditions: StepState[] = []

progression

progression: number = 0

quality

quality: number = 0

Readonly recipe

recipe: Craft

safe

safe: boolean = false

startingQuality

startingQuality: number = 0

state

state: StepState = StepState.NORMAL

Private stepStates

stepStates: {}

Type declaration

steps

steps: ActionResult[] = []

success

success: boolean | undefined = undefined

Accessors

crafterStats

lastStep

Methods

addInnerQuietStacks

  • addInnerQuietStacks(stacks: number): void

clone

getBuff

Private getHQPercent

  • getHQPercent(): number

getMinStats

  • getMinStats(thresholds?: Array<number>): { control: number; cp: number; craftsmanship: number; found: boolean }
  • Parameters

    • Default value thresholds: Array<number> = []

      an array of quality thresholds, Collectibility ratings must be scaled before input

    Returns { control: number; cp: number; craftsmanship: number; found: boolean }

    a boolean for successful calculation, and the minimum value for each stat

    • control: number
    • cp: number
    • craftsmanship: number
    • found: boolean

getReliabilityReport

hasBuff

  • hasBuff(buff: Buff): boolean

hasComboAvailable

  • hasComboAvailable(actionId: number): boolean

removeBuff

  • removeBuff(buff: Buff): void

repair

  • repair(amount: number): void

reset

  • reset(): void

run

  • run(linear?: boolean, maxTurns?: number, safeMode?: boolean): SimulationResult
  • Run the simulation.

    Parameters

    • Default value linear: boolean = false

      should everything be linear (aka no fail on actions, Initial preparations never procs)

    • Default value maxTurns: number = Infinity
    • Default value safeMode: boolean = false

      Safe mode makes all the actions that have success chances < 100

    Returns SimulationResult

runAction

  • Runs an action, can be called from external class (Whistle for instance).

    Parameters

    • action: CraftingAction
    • Default value linear: boolean = false
    • Default value safeMode: boolean = false
    • Default value index: number = -1

    Returns ActionResult

Private tickBuffs

tickState

  • tickState(): void

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