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SegPicker.cs
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SegPicker.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using C5;
using static coil.Util;
namespace coil
{
//TODO restore the smart functionality we had earlier
//basically, we want to treat segs from the back so that they can push closer, and not have to increment indexes as much.
//the former benefit will never go away.
/// <summary>
/// As you iterate, continuously tweaking segs, which seg should you actually tweak next?
/// This depends in complex ways on the data structure used to store tweaks
/// As of now using a linkedlist makes it a big pain to navigate around, especially since you're constantly removing segs.
///
/// TODO: seg ordering is a bit confusing.
/// a,b,c=>
/// a is the first, c is the last
/// at b a is previous, c is next. This is conceptually opposite for the normal rule of "back to front"
/// </summary>
public abstract class SegPicker
{
public string Name { get; set; }
public System.Random Random { get; set; }
public Level Level { get; set; }
public string GetName() { return Name; }
public SegPicker()
{
}
public abstract void Init(int seed, Level level);
public void BaseInit(int seed, Level level)
{
Random = new System.Random(seed);
Level = level;
}
public override string ToString()
{
return $"SegPicker:{Name}";
}
public abstract LinkedListNode<Seg> PickSeg(List<LinkedListNode<Seg>> newSegs, List<LinkedListNode<Seg>> modifiedSegs, TweakStats stats, bool success);
}
public class NewSegPicker : SegPicker
{
public NewSegPicker() : base() {
Name = "New";
}
private bool Success = false;
public override void Init(int seed, Level level)
{
BaseInit(seed, level);
}
LinkedListNode<Seg> LastReturnedSeg { get; set; }
public override LinkedListNode<Seg> PickSeg(List<LinkedListNode<Seg>> newSegs, List<LinkedListNode<Seg>> modifiedSegs, TweakStats stats, bool success)
{
if (LastReturnedSeg == null)
{
LastReturnedSeg = Level.Segs.Last;
return Level.Segs.Last;
}
if (newSegs!=null)
{
Success = true;
var last = newSegs.Last();
LastReturnedSeg = last;
return last;
}
var val = LastReturnedSeg.Previous;
if (val == null)
{
//we got all the way back to the start.
if (Success)
{
val = Level.Segs.Last;
LastReturnedSeg = val;
Success = false;
return val;
}
else
{
return null;
}
}
val = LastReturnedSeg.Previous;
LastReturnedSeg = val;
return val;
}
}
public class ConfigurableSegPicker : SegPicker
{
public IComparer<LinkedListNode<Seg>> Comparer;
public ConfigurableSegPicker(string name, IComparer<LinkedListNode<Seg>> comparer) {
Name = name;
Comparer = comparer;
}
public override void Init(int seed, Level level)
{
BaseInit(seed, level);
RedoHeap();
LoopStats = new TweakStats();
}
public TweakStats LoopStats { get; set; }
public bool Success = false;
public C5.IntervalHeap<LinkedListNode<Seg>> Heap { get; set; }
private LinkedListNode<Seg> LastReturnedSeg { get; set; }
private Dictionary<Seg, IPriorityQueueHandle<LinkedListNode<Seg>>> Handles;
/// <summary>
/// When a seg length changes, I need to know about it - SL tweaks can do this invisibly which is annoying.
/// </summary>
public override LinkedListNode<Seg> PickSeg(List<LinkedListNode<Seg>> newSegs, List<LinkedListNode<Seg>> modifiedSegs, TweakStats stat, bool success)
{
//put in the new segs.
if (newSegs != null)
{
foreach (var newSeg in newSegs)
{
AddSafely(newSeg);
}
}
if (modifiedSegs != null)
{
foreach (var modseg in modifiedSegs)
{
RemoveSafely(modseg);
AddSafely(modseg);
}
}
if (success)
{
LoopStats.SuccessCt++;
Success = true;
}
else
{
LoopStats.NoTweaks++;
}
if (Heap.Count == 0)
{
if (Success)
{
RedoHeap();
Success = false;
stat.loopct++;
var lastLoopSuccessPercentage = LoopStats.SuccessCt * 1.0 / (LoopStats.SuccessCt + LoopStats.NoTweaksQualify + LoopStats.NoTweaks);
WL($"lastLoopSuccessPercentage: {stat.loopct} {lastLoopSuccessPercentage}");
//fail condition.
if (stat.loopct > 2)
{
//hardcore return early.
return null;
}
}
else
{
return null;
}
}
//the item will still hang around in the handles dict.
var el = Heap.DeleteMax();
//WL($"Returning seg {el.Value.Index} of len {el.Value.Len}");
return el;
}
private void RedoHeap()
{
Heap = new IntervalHeap<LinkedListNode<Seg>>(Comparer);
Handles = new Dictionary<Seg, IPriorityQueueHandle<LinkedListNode<Seg>>>();
var el = Level.Segs.First;
while (el != null)
{
AddSafely(el);
el = el.Next;
}
}
private void RemoveSafely(LinkedListNode<Seg> seg)
{
var handle = Handles[seg.Value];
//can this be null, and if so, why?
//yes, since the heap is continuously being cut down, this seg may have already been removed, processed, and still be in the map
//(if there was no successful replacemet of it with a tweak.))
if (!handle.ToString().Contains("-1"))
{
if (handle.ToString()=="[1]")
{
var ae = 3;
}
try
{
//can't delete the last item for some reason?
Heap.Delete(handle);
}catch (Exception ex)
{
var aee = 3;
}
}
}
private void AddSafely(LinkedListNode<Seg> seg)
{
IPriorityQueueHandle<LinkedListNode<Seg>> handle = null;
Heap.Add(ref handle, seg);
Handles[seg.Value] = handle;
}
}
public class FirstComparer : IComparer<LinkedListNode<Seg>>
{
public int Compare([AllowNull] LinkedListNode<Seg> x, [AllowNull] LinkedListNode<Seg> y)
{
return x.Value.Index.CompareTo(y.Value.Index);
}
}
public class LastComparer: IComparer<LinkedListNode<Seg>>
{
public int Compare([AllowNull] LinkedListNode<Seg> x, [AllowNull] LinkedListNode<Seg> y)
{
return y.Value.Index.CompareTo(x.Value.Index);
}
}
public class LengthComparer : IComparer<LinkedListNode<Seg>>
{
public int Compare([AllowNull] LinkedListNode<Seg> x, [AllowNull] LinkedListNode<Seg> y)
{
return x.Value.Len.CompareTo(y.Value.Len);
}
}
public class WeightedComparer4 : IComparer<LinkedListNode<Seg>>
{
public int Compare([AllowNull] LinkedListNode<Seg> x, [AllowNull] LinkedListNode<Seg> y)
{
return (Math.Sqrt(Math.Sqrt(Math.Sqrt(x.Value.Index))) + x.Value.Len).CompareTo(Math.Sqrt(Math.Sqrt(Math.Sqrt(y.Value.Index))) + y.Value.Len);
}
}
public class WeightedComparer3 : IComparer<LinkedListNode<Seg>>
{
public int Compare([AllowNull] LinkedListNode<Seg> x, [AllowNull] LinkedListNode<Seg> y)
{
return (Math.Sqrt(Math.Sqrt(x.Value.Index)) + x.Value.Len).CompareTo(Math.Sqrt(Math.Sqrt(y.Value.Index)) + y.Value.Len);
}
}
public class WeightedComparer2 : IComparer<LinkedListNode<Seg>>
{
public int Compare([AllowNull] LinkedListNode<Seg> x, [AllowNull] LinkedListNode<Seg> y)
{
return (Math.Sqrt(x.Value.Index)+x.Value.Len).CompareTo(Math.Sqrt(y.Value.Index)+y.Value.Len);
}
}
public class WeightedComparer : IComparer<LinkedListNode<Seg>>
{
public int Compare([AllowNull] LinkedListNode<Seg> x, [AllowNull] LinkedListNode<Seg> y)
{
return (x.Value.Index + x.Value.Len).CompareTo(y.Value.Index + y.Value.Len);
}
}
public static class SegPickers
{
public static IEnumerable<SegPicker> GetSegPickers(string name)
{
var pickers = new List<SegPicker>() {
new ConfigurableSegPicker("Longest", new LengthComparer()),
//new ConfigurableSegPicker("Weighted", new WeightedComparer()),
//new ConfigurableSegPicker("Weighted2", new WeightedComparer2()),
//new ConfigurableSegPicker("Weighted3", new WeightedComparer3()),
new ConfigurableSegPicker("Weighted4", new WeightedComparer4()),
//new ConfigurableSegPicker("First", new FirstComparer()),
//new ConfigurableSegPicker("Last", new LastComparer()),
//new NewSegPicker()
};
if (string.IsNullOrEmpty(name))
{
return pickers;
}
return pickers.Where(p => p.Name == name);
}
}
}