added some cheap docs

This commit is contained in:
dtookey 2023-09-10 19:24:52 -04:00
parent 9c3d3f2d70
commit 82acb36334
2 changed files with 87 additions and 14 deletions

View File

@ -5,7 +5,10 @@ import kotlinx.coroutines.runBlocking
import java.util.* import java.util.*
import kotlin.collections.ArrayList import kotlin.collections.ArrayList
/**
* Interface for simulation models.
* Defines a sample size and simulates individual samples.
*/
interface SimulationModel<T : Any> { interface SimulationModel<T : Any> {
val sampleSize: Int val sampleSize: Int
@ -13,9 +16,18 @@ interface SimulationModel<T : Any> {
fun simulate(r: Random): T fun simulate(r: Random): T
} }
/**
* Interface for running simulations concurrently using multiple threads.
* Defines the number of threads to use and runs simulations to generate results.
*/
interface Simulator<T : Any> { interface Simulator<T : Any> {
companion object { companion object {
/**
* Gets an instance of the Simulator interface implementation.
* @param nThreads Number of threads to use for simulations. Defaults to half the available CPU cores.
* @return Simulator instance with the specified number of threads.
*/
fun <T: Any> getInstance(nThreads: Int = Runtime.getRuntime().availableProcessors() / 2 ): Simulator<T> { fun <T: Any> getInstance(nThreads: Int = Runtime.getRuntime().availableProcessors() / 2 ): Simulator<T> {
return SimulatorImpl(nThreads) return SimulatorImpl(nThreads)
} }
@ -23,6 +35,15 @@ interface Simulator<T : Any> {
val nThreads: Int val nThreads: Int
/**
* Runs simulations using the provided model and returns the results.
*
* This divides the sample size into nThreads chunks and runs simulations concurrently on each chunk using coroutines.
* The results from each thread are collected into a synchronized list.
*
* @param model The simulation model to use for generating samples.
* @return A list containing all the simulated sample results.
*/
fun doSimulation(model: SimulationModel<T>): ArrayList<T> { fun doSimulation(model: SimulationModel<T>): ArrayList<T> {
val results = Collections.synchronizedList(ArrayList<T>(model.sampleSize)) val results = Collections.synchronizedList(ArrayList<T>(model.sampleSize))
@ -53,7 +74,10 @@ interface Simulator<T : Any> {
return results.toCollection(ArrayList()) return results.toCollection(ArrayList())
} }
/**
* Generates simulation results by running [steps] simulations using [model] and [Random].
* Returns the results in an [ArrayList].
*/
private fun generateResults(steps: Int, model: SimulationModel<T>): ArrayList<T> { private fun generateResults(steps: Int, model: SimulationModel<T>): ArrayList<T> {
val results = ArrayList<T>(steps) val results = ArrayList<T>(steps)
val r = Random() val r = Random()
@ -65,5 +89,5 @@ interface Simulator<T : Any> {
} }
class SimulatorImpl<T : Any>(override val nThreads: Int) : internal class SimulatorImpl<T : Any>(override val nThreads: Int) :
Simulator<T> Simulator<T>

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@ -77,7 +77,9 @@ class AttackSimulatorModel(
} }
} }
/**
* MeleeAttackBuilder builds a [SimpleMeleeAttackAction] by configuring the attack and damage rolls and modifiers.
*/
class MeleeAttackBuilder( class MeleeAttackBuilder(
private val attackRollString: String, private val attackRollString: String,
private val dmgRollString: String, private val dmgRollString: String,
@ -86,36 +88,83 @@ class MeleeAttackBuilder(
private val attackModifiers = ArrayList<DiceModifier<Int>>() private val attackModifiers = ArrayList<DiceModifier<Int>>()
private val damageModifiers = ArrayList<DiceModifier<Int>>() private val damageModifiers = ArrayList<DiceModifier<Int>>()
/**
* Adds a flat bonus to the attack roll.
*
* @param flat the flat bonus amount to add to or subtract from the attack roll.
* @return this MeleeAttackBuilder instance.
*/
fun withAtkBonus(flat: Int): MeleeAttackBuilder { fun withAtkBonus(flat: Int): MeleeAttackBuilder {
attackModifiers.add(FlatModifier(flat)) return withAtkModifier(FlatModifier(flat))
return this
} }
/**
* Adds a dice-roll bonus to the attack roll.
*
* @param dice The DiceRoller instance to add as a bonus.
* @return This MeleeAttackBuilder instance.
*/
fun withAtkBonus(dice: DiceRoller): MeleeAttackBuilder { fun withAtkBonus(dice: DiceRoller): MeleeAttackBuilder {
attackModifiers.add(DiceBonusModifier(dice)) return withAtkModifier(DiceBonusModifier(dice))
return this
} }
/**
* Adds a dice-roll penalty to the attack roll.
*
* @param dice The DiceRoller instance to add as a penalty. The result will be subtracted from the total.
* @return This MeleeAttackBuilder instance.
*/
fun withAtkPenalty(dice: DiceRoller): MeleeAttackBuilder { fun withAtkPenalty(dice: DiceRoller): MeleeAttackBuilder {
attackModifiers.add(DicePenaltyModifier(dice)) return withAtkModifier(DicePenaltyModifier(dice))
}
fun withAtkModifier(modifier: DiceModifier<Int>): MeleeAttackBuilder{
attackModifiers.add(modifier)
return this return this
} }
/**
* Adds a flat bonus to the damage roll.
*
* @param flat the flat bonus amount to add to or subtract from the damage roll.
* @return this MeleeAttackBuilder instance.
*/
fun withDmgBonus(flat: Int): MeleeAttackBuilder { fun withDmgBonus(flat: Int): MeleeAttackBuilder {
damageModifiers.add(FlatModifier(flat)) return withDmgModifier(FlatModifier(flat))
return this
} }
/**
* Adds a dice-roll bonus to the damage roll.
*
* @param dice The DiceRoller instance to add as a bonus.
* @return This MeleeAttackBuilder instance.
*/
fun withDmgBonus(dice: DiceRoller): MeleeAttackBuilder { fun withDmgBonus(dice: DiceRoller): MeleeAttackBuilder {
damageModifiers.add(DiceBonusModifier(dice)) return withDmgModifier(DiceBonusModifier(dice))
return this
} }
/**
* Adds a dice-roll penalty to the damage roll.
*
* @param dice The DiceRoller instance to add as a penalty. The result will be subtracted from the total.
* @return This MeleeAttackBuilder instance.
*/
fun withDmgPenalty(dice: DiceRoller): MeleeAttackBuilder { fun withDmgPenalty(dice: DiceRoller): MeleeAttackBuilder {
damageModifiers.add(DicePenaltyModifier(dice)) return withDmgModifier(DicePenaltyModifier(dice))
}
fun withDmgModifier(modifier: DiceModifier<Int>): MeleeAttackBuilder{
this.damageModifiers.add(modifier)
return this return this
} }
/**
* Builds and returns a SimpleMeleeAttackAction instance with the configured attack and damage rolls,
* modifiers, and defense value.
*/
fun build(): SimpleMeleeAttackAction { fun build(): SimpleMeleeAttackAction {
return SimpleMeleeAttackAction( return SimpleMeleeAttackAction(
ActionRollInfo( ActionRollInfo(