Init BA base crystal order on startup if possible, change it occasionally

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NG (Graham) committed 2026-02-07 17:47:14 -05:00
1 parent 08d7f86dcb
commit 93beb1b4e7
5 files changed
+204 -9

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@@ -177,6 +177,21 @@ impl CubeLocationsParser {
}
pub fn locations_of_reactor_sort(&self, r: &mut dyn std::io::Read) -> Vec<CubeLocationInfo> {
self.locations_of_reactor_sort_custom(r, 32, 2)
}
/// Generate sorted crystal cube list using custom thresholds
///
/// `bail_after_iters` is the maximum loops to attempt before giving up trying to sort the vehicle's cubes.
/// Decreasing this guarantees a faster function return but increases the risk of the result being incomplete.
/// In the game client, an incomplete result will cause the match to end at a base charge lower than 100%.
///
/// `deterministic_after_iters` is the maxiumum initial loops to allow for random connection traversal.
/// Decreasing this makes the crystal order more consistent and makes the function return faster.
/// Increasing this makes the crystal order more random and interesting but usually requires more iterations (slower).
///
/// Usually, this algorithm takes `deterministic_after_iters + 2` iterations to complete.
pub fn locations_of_reactor_sort_custom(&self, r: &mut dyn std::io::Read, bail_after_iters: usize, deterministic_after_iters: usize) -> Vec<CubeLocationInfo> {
use super::{CUBE_CONNECTIONS, CUBE_ROTATIONS};
match super::parser::Cube::parse_list(r) {
Ok(cubes) => {
@@ -223,15 +238,15 @@ impl CubeLocationsParser {
let mut iteration = 0;
let mut random = rand::rng();
let mut to_be_released = Vec::new();
while !to_be_sorted.is_empty() && iteration < 32 {
while !to_be_sorted.is_empty() && iteration < bail_after_iters {
for (cube_i, calc_conns) in to_be_sorted.iter() {
let connection = is_sharing_connection(calc_conns, &available_faces)
.and_then(|(cube_face_i, face_available_i)| {
use rand::Rng;
if face_available_i < connected_to_connections.connections.len() && sorted.len() < connected_to_connections.connections.len() {
// prioritize finding all target connections first
Some((cube_face_i, face_available_i))
} else if iteration < 3 || (face_available_i >= connected_to_connections.connections.len() && sorted.len() < connected_to_connections.connections.len()) {
} else if iteration < deterministic_after_iters || (face_available_i >= connected_to_connections.connections.len() && sorted.len() < connected_to_connections.connections.len()) {
use rand::Rng;
let random_face = random.random_range(0..calc_conns.len());
if cube_face_i >= random_face {
Some((cube_face_i, face_available_i))