ProductWeight is the one weight of every design-only draw; a line's bin shares are read once per pass

The all-weights-zero branch of ChooseProduct and the required-item fallback of RandomProducts weighed
every product 1, so a bin doubled its maker's presence there. Both now weigh by Share alone (the
preference drops out, the bins' shares do not). The sum of a line's bins' pass fractions is computed
once per weighting pass instead of scanning the product table per candidate.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-18 21:08:09 +02:00
commit 129e5ff4dc
2 changed files with 62 additions and 9 deletions

View file

@ -176,8 +176,9 @@ public class LoadoutGenerator
public (FactionProductData product, T design)[] RandomProducts<T>(int count, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : CraftedItemData
{
var (available, preferManufacturers) = AvailableProducts(filter, required);
var shares = BinShares();
return available.WeightedRandomElements(ref Random, entry =>
(preferManufacturers ? ProductWeight(entry.product) : 1) *
Weight(entry.product, shares, preferManufacturers) *
pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
count);
@ -255,22 +256,31 @@ public class LoadoutGenerator
// How much this outfitter favors a product: its maker's preference times the product's share of it. The one weight of
// generation and of ChooseProduct. A bin takes the share of its maker's stock that would pass its floor and its line takes
// the rest (ruling bin-share-by-floor), so binning never changes a maker's presence for the design.
public float ProductWeight(FactionProductData product) => ManufacturerPreference(product.Manufacturer) * Share(product);
public float ProductWeight(FactionProductData product) => Weight(product, BinShares(), true);
// The one weight, with the share of the stock computed from shares (BinShares, once per weighting pass). A draw that has
// fallen back to any manufacturer weighs by share alone: the maker's preference no longer applies, its bins' shares still do.
private float Weight(FactionProductData product, Dictionary<string, float> shares, bool preferManufacturers) =>
(preferManufacturers ? ManufacturerPreference(product.Manufacturer) : 1) * Share(product, shares);
// 1 - Phi(floor): the fraction of a normal draw that lies at least floor deviations above its mean.
private static float PassFraction(float floor) => .5f * (1 - erf(floor / sqrt(2f)));
private float Share(FactionProductData product)
// Each line's key to the sum of its bins' pass fractions: read from the catalog once per weighting pass, never kept.
private Dictionary<string, float> BinShares() => ItemManager.ItemData.GetAll<FactionProductData>()
.Where(product => product.Bin != null)
.GroupBy(product => product.Bin.Line.Key.Value)
.ToDictionary(group => group.Key, group => group.Sum(bin => PassFraction(bin.Bin.Floor)));
private float Share(FactionProductData product, Dictionary<string, float> shares)
{
if (product.Bin != null) return PassFraction(product.Bin.Floor);
var key = ItemManager.ItemData.RefOf(product).Key;
var binned = ItemManager.ItemData.GetAll<FactionProductData>().Where(other => other.Bin != null && other.Bin.Line.Key.Equals(key)).Sum(bin => PassFraction(bin.Bin.Floor));
return max(0f, 1 - binned);
return max(0f, 1 - shares.GetValueOrDefault(ItemManager.ItemData.RefOf(product).Key.Value));
}
// The product a design named without one is built as (ruling loadout-product-optional-context-chooses): among the
// products of the design this outfitter can get, one draw from the run's seeded Random weighted by ProductWeight;
// null when none, and uniform over them when every weight is 0. Candidates are ordered by name so the draw's
// null when none, and by share alone when every weight is 0. Candidates are ordered by name so the draw's
// enumeration, and so its result, never depends on record keys. All of the policy is this body.
public FactionProductData ChooseProduct(CraftedItemData design)
{
@ -280,8 +290,9 @@ public class LoadoutGenerator
.OrderBy(product => product.Name, StringComparer.Ordinal)
.ToArray();
if (candidates.Length == 0) return null;
var uniform = candidates.All(product => ProductWeight(product) <= 0);
return candidates.WeightedRandomElements(ref Random, product => uniform ? 1 : ProductWeight(product), 1)[0];
var shares = BinShares();
var uniform = candidates.All(product => Weight(product, shares, true) <= 0);
return candidates.WeightedRandomElements(ref Random, product => Weight(product, shares, !uniform), 1)[0];
}
// Prioritize products from the zone faction and its allies, penalizing distance to the manufacturer's headquarters.

View file

@ -300,6 +300,48 @@ public sealed class ProductChoiceTests : IDisposable
Assert.Equal(0f, three.Outfitter(three.OutEven, 1, 0).ProductWeight(three.Product("lamp-a")));
}
// Ruling bin-share-by-floor holds on every draw of a design, not only the preference-weighted one. When every reachable maker
// weighs 0 the ChooseProduct draw is by share alone, and Alpha's line and bin together keep the half they held as one product.
[Fact]
public void ABinLeavesItsMakersShareOfTheAllZeroWeightDrawUnchanged()
{
int AlphaDraws(Rig rig)
{
var lamp = rig.Cache.GetByName<GearData>("Lamp");
var zero = rig.Cache.GetByName<Faction>("OutZero");
return Enumerable.Range(1, 1000).Count(i => rig.Cache.Get(rig.Outfitter(zero, Seed(i), 0).ChooseProduct(lamp).Manufacturer).Name == "Alpha");
}
Assert.InRange(AlphaDraws(Build("lamp-z", "lamp-a")), 440, 560);
Assert.InRange(AlphaDraws(Build(new[] { .67f }, new[] { "lamp-z", "lamp-a" })), 440, 560);
Assert.InRange(AlphaDraws(Build(new[] { 0f }, new[] { "lamp-z", "lamp-a" })), 440, 560);
}
// The same for a required item that has fallen back to any manufacturer (OutNone is allied to nobody, so no product is on offer
// and the fallback weighs every product alike, but for the bins' shares).
[Fact]
public void ABinLeavesItsMakersShareOfTheRequiredFallbackDrawUnchanged()
{
int AlphaDraws(Rig rig)
{
var log = new List<string>();
var items = new ItemManager(rig.Cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), log.Add);
var lamp = rig.Cache.GetByName<GearData>("Lamp");
var alpha = Enumerable.Range(1, 1000).Count(i =>
{
var random = new Random(Seed(i));
var generator = new LoadoutGenerator(ref random, items, rig.Galaxy, null, rig.OutNone, .5f);
return rig.Cache.Get(generator.RandomProduct<EquippableItemData>(0, design => design == lamp, required: true).product.Manufacturer).Name == "Alpha";
});
Assert.NotEmpty(log);
return alpha;
}
Assert.InRange(AlphaDraws(Build("lamp-z", "lamp-a")), 440, 560);
Assert.InRange(AlphaDraws(Build(new[] { .67f }, new[] { "lamp-z", "lamp-a" })), 440, 560);
Assert.InRange(AlphaDraws(Build(new[] { 0f }, new[] { "lamp-z", "lamp-a" })), 440, 560);
}
// A weight that read the allegiance alone would give 1 : .25 here, an 80% draw; the zone and allegiance together
// give 1 : .125 for alpha at its own zone, 89%.
[Fact]