MutationSystem style changes (#19954)

This commit is contained in:
TomaszKawalec
2023-09-16 22:25:53 +02:00
committed by GitHub
parent d5aa958421
commit 282db32ad8

View File

@@ -39,41 +39,42 @@ public sealed class MutationSystem : EntitySystem
const int totalbits = 265;
// Tolerances (55)
MutateFloat(ref seed.NutrientConsumption , 0.05f , 1.2f , 5 , totalbits , severity);
MutateFloat(ref seed.WaterConsumption , 3f , 9f , 5 , totalbits , severity);
MutateFloat(ref seed.IdealHeat , 263f , 323f , 5 , totalbits , severity);
MutateFloat(ref seed.HeatTolerance , 2f , 25f , 5 , totalbits , severity);
MutateFloat(ref seed.IdealLight , 0f , 14f , 5 , totalbits , severity);
MutateFloat(ref seed.LightTolerance , 1f , 5f , 5 , totalbits , severity);
MutateFloat(ref seed.ToxinsTolerance , 1f , 10f , 5 , totalbits , severity);
MutateFloat(ref seed.LowPressureTolerance , 60f , 100f , 5 , totalbits , severity);
MutateFloat(ref seed.HighPressureTolerance , 100f , 140f , 5 , totalbits , severity);
MutateFloat(ref seed.PestTolerance , 0f , 15f , 5 , totalbits , severity);
MutateFloat(ref seed.WeedTolerance , 0f , 15f , 5 , totalbits , severity);
MutateFloat(ref seed.NutrientConsumption , 0.05f, 1.2f, 5, totalbits, severity);
MutateFloat(ref seed.WaterConsumption , 3f , 9f , 5, totalbits, severity);
MutateFloat(ref seed.IdealHeat , 263f , 323f, 5, totalbits, severity);
MutateFloat(ref seed.HeatTolerance , 2f , 25f , 5, totalbits, severity);
MutateFloat(ref seed.IdealLight , 0f , 14f , 5, totalbits, severity);
MutateFloat(ref seed.LightTolerance , 1f , 5f , 5, totalbits, severity);
MutateFloat(ref seed.ToxinsTolerance , 1f , 10f , 5, totalbits, severity);
MutateFloat(ref seed.LowPressureTolerance , 60f , 100f, 5, totalbits, severity);
MutateFloat(ref seed.HighPressureTolerance, 100f , 140f, 5, totalbits, severity);
MutateFloat(ref seed.PestTolerance , 0f , 15f , 5, totalbits, severity);
MutateFloat(ref seed.WeedTolerance , 0f , 15f , 5, totalbits, severity);
// Stats (30*2 = 60)
MutateFloat(ref seed.Endurance , 50f , 150f , 5 , totalbits , 2*severity);
MutateInt(ref seed.Yield , 3 , 10 , 5 , totalbits , 2*severity);
MutateFloat(ref seed.Lifespan , 10f , 80f , 5 , totalbits , 2*severity);
MutateFloat(ref seed.Maturation , 3f , 8f , 5 , totalbits , 2*severity);
MutateFloat(ref seed.Production , 1f , 10f , 5 , totalbits , 2*severity);
MutateFloat(ref seed.Potency , 30f , 100f , 5 , totalbits , 2*severity);
MutateFloat(ref seed.Endurance , 50f , 150f, 5, totalbits, 2 * severity);
MutateInt(ref seed.Yield , 3 , 10 , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Lifespan , 10f , 80f , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Maturation , 3f , 8f , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Production , 1f , 10f , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Potency , 30f , 100f, 5, totalbits, 2 * severity);
// Kill the plant (30)
MutateBool(ref seed.Viable , false , 30 , totalbits , severity);
MutateBool(ref seed.Viable , false, 30, totalbits, severity);
// Fun (90)
MutateBool(ref seed.Seedless , true , 10 , totalbits , severity);
MutateBool(ref seed.Slip , true , 10 , totalbits , severity);
MutateBool(ref seed.Sentient , true , 10 , totalbits , severity);
MutateBool(ref seed.Ligneous , true , 10 , totalbits , severity);
MutateBool(ref seed.Bioluminescent , true , 10 , totalbits , severity);
MutateBool(ref seed.Seedless , true , 10, totalbits, severity);
MutateBool(ref seed.Slip , true , 10, totalbits, severity);
MutateBool(ref seed.Sentient , true , 10, totalbits, severity);
MutateBool(ref seed.Ligneous , true , 10, totalbits, severity);
MutateBool(ref seed.Bioluminescent, true , 10, totalbits, severity);
// Kudzu disabled until superkudzu bug is fixed
// MutateBool(ref seed.TurnIntoKudzu , true , 5 , totalbits , severity);
MutateBool(ref seed.CanScream , true , 10 , totalbits , severity);
// MutateBool(ref seed.TurnIntoKudzu , true , 10, totalbits, severity);
MutateBool(ref seed.CanScream , true , 10, totalbits, severity);
seed.BioluminescentColor = RandomColor(seed.BioluminescentColor, 10, totalbits, severity);
// ConstantUpgade (10)
MutateHarvestType(ref seed.HarvestRepeat , 10 , totalbits , severity);
MutateHarvestType(ref seed.HarvestRepeat, 10, totalbits, severity);
// Gas (5)
MutateGasses(ref seed.ExudeGasses, 0.01f, 0.5f, 4, totalbits, severity);
@@ -119,6 +120,7 @@ public sealed class MutationSystem : EntitySystem
CrossBool(ref result.Bioluminescent, a.Bioluminescent);
// CrossBool(ref result.TurnIntoKudzu, a.TurnIntoKudzu);
CrossBool(ref result.CanScream, a.CanScream);
CrossGasses(ref result.ExudeGasses, a.ExudeGasses);
CrossGasses(ref result.ConsumeGasses, a.ConsumeGasses);
@@ -142,94 +144,93 @@ public sealed class MutationSystem : EntitySystem
// one bit gets flipped.
private void MutateFloat(ref float val, float min, float max, int bits, int totalbits, float mult)
{
// Probability that a bit flip happens for this value.
float p = mult*bits/totalbits;
p = Math.Clamp(p, 0, 1);
if (!Random(p))
{
// Probability that a bit flip happens for this value's representation in thermometer code.
float probBitflip = mult * bits / totalbits;
probBitflip = Math.Clamp(probBitflip, 0, 1);
if (!Random(probBitflip))
return;
}
// Starting number of bits that are high, between 0 and bits.
int n = (int)Math.Round((val - min) / (max - min) * bits);
// val may be outside the range of min/max due to starting prototype values, so clamp
n = Math.Clamp(n, 0, bits);
// In other words, it's val mapped linearly from range [min, max] to range [0, bits], and then rounded.
int valInt = (int)MathF.Round((val - min) / (max - min) * bits);
// val may be outside the range of min/max due to starting prototype values, so clamp.
valInt = Math.Clamp(valInt, 0, bits);
// Probability that the bit flip increases n.
float p_increase = 1-(float)n/bits;
int np;
if (Random(p_increase))
// The higher the current value is, the lower the probability of increasing value is, and the higher the probability of decreasive it it.
// In other words, it tends to go to the middle.
float probIncrease = 1 - (float)valInt / bits;
int valIntMutated;
if (Random(probIncrease))
{
np = n + 1;
valIntMutated = valInt + 1;
}
else
{
np = n - 1;
valIntMutated = valInt - 1;
}
// Set value based on mutated thermometer code.
float nval = MathF.Min(MathF.Max((float)np/bits * (max - min) + min, min), max);
val = nval;
float valMutated = Math.Clamp((float)valIntMutated / bits * (max - min) + min, min, max);
val = valMutated;
}
private void MutateInt(ref int n, int min, int max, int bits, int totalbits, float mult)
private void MutateInt(ref int val, int min, int max, int bits, int totalbits, float mult)
{
// Probability that a bit flip happens for this value.
float p = mult*bits/totalbits;
p = Math.Clamp(p, 0, 1);
if (!Random(p))
{
// Probability that a bit flip happens for this value's representation in thermometer code.
float probBitflip = mult * bits / totalbits;
probBitflip = Math.Clamp(probBitflip, 0, 1);
if (!Random(probBitflip))
return;
}
// Probability that the bit flip increases n.
float p_increase = 1-(float)n/bits;
int np;
if (Random(p_increase))
// The higher the current value is, the lower the probability of increasing value is, and the higher the probability of decreasive it it.
// In other words, it tends to go to the middle.
float probIncrease = 1 - (float)val / bits;
int valMutated;
if (Random(probIncrease))
{
np = n + 1;
valMutated = val + 1;
}
else
{
np = n - 1;
valMutated = val - 1;
}
np = Math.Min(Math.Max(np, min), max);
n = np;
valMutated = Math.Clamp(valMutated, min, max);
val = valMutated;
}
private void MutateBool(ref bool val, bool polarity, int bits, int totalbits, float mult)
{
// Probability that a bit flip happens for this value.
float p = mult * bits / totalbits;
p = Math.Clamp(p, 0, 1);
if (!Random(p))
{
float probSet = mult * bits / totalbits;
probSet = Math.Clamp(probSet, 0, 1);
if (!Random(probSet))
return;
}
val = polarity;
}
private void MutateHarvestType(ref HarvestType val, int bits, int totalbits, float mult)
{
float p = mult * bits/totalbits;
p = Math.Clamp(p, 0, 1);
if (!Random(p))
float probModify = mult * bits / totalbits;
probModify = Math.Clamp(probModify, 0, 1);
if (!Random(probModify))
return;
if (val == HarvestType.NoRepeat)
val = HarvestType.Repeat;
else if (val == HarvestType.Repeat)
val = HarvestType.SelfHarvest;
}
private void MutateGasses(ref Dictionary<Gas, float> gasses, float min, float max, int bits, int totalbits, float mult)
{
float p = mult * bits / totalbits;
p = Math.Clamp(p, 0, 1);
if (!Random(p))
float probModify = mult * bits / totalbits;
probModify = Math.Clamp(probModify, 0, 1);
if (!Random(probModify))
return;
// Add a random amount of a random gas to this gas dictionary
@@ -247,34 +248,31 @@ public sealed class MutationSystem : EntitySystem
private void MutateChemicals(ref Dictionary<string, SeedChemQuantity> chemicals, int max, int bits, int totalbits, float mult)
{
float p = mult * bits / totalbits;
p = Math.Clamp(p, 0, 1);
if (!Random(p))
float probModify = mult * bits / totalbits;
probModify = Math.Clamp(probModify, 0, 1);
if (!Random(probModify))
return;
// Add a random amount of a random chemical to this set of chemicals
ReagentPrototype selected_chemical = _robustRandom.Pick(_allChemicals);
if (selected_chemical != null)
ReagentPrototype selectedChemical = _robustRandom.Pick(_allChemicals);
if (selectedChemical != null)
{
string chemical_id = selected_chemical.ID;
string chemicalId = selectedChemical.ID;
int amount = _robustRandom.Next(1, max);
SeedChemQuantity seed_chem_quantity = new SeedChemQuantity();
if (chemicals.ContainsKey(chemical_id))
SeedChemQuantity seedChemQuantity = new SeedChemQuantity();
if (chemicals.ContainsKey(chemicalId))
{
seed_chem_quantity.Min = chemicals[chemical_id].Min;
seed_chem_quantity.Max = chemicals[chemical_id].Max + amount;
int potency = (int) Math.Ceiling(100.0f / (float) seed_chem_quantity.Max);
seed_chem_quantity.PotencyDivisor = potency;
chemicals[chemical_id] = seed_chem_quantity;
seedChemQuantity.Min = chemicals[chemicalId].Min;
seedChemQuantity.Max = chemicals[chemicalId].Max + amount;
}
else
{
seed_chem_quantity.Min = 1;
seed_chem_quantity.Max = 1 + amount;
int potency = (int) Math.Ceiling(100.0f / (float) seed_chem_quantity.Max);
seed_chem_quantity.PotencyDivisor = potency;
chemicals.Add(chemical_id, seed_chem_quantity);
seedChemQuantity.Min = 1;
seedChemQuantity.Max = 1 + amount;
}
int potencyDivisor = (int) Math.Ceiling(100.0f / seedChemQuantity.Max);
seedChemQuantity.PotencyDivisor = potencyDivisor;
chemicals[chemicalId] = seedChemQuantity;
}
}
@@ -305,8 +303,8 @@ public sealed class MutationSystem : EntitySystem
private Color RandomColor(Color color, int bits, int totalbits, float mult)
{
float p = mult*bits/totalbits;
if (Random(p))
float probModify = mult * bits / totalbits;
if (Random(probModify))
{
var colors = new List<Color>{
Color.White,
@@ -325,33 +323,33 @@ public sealed class MutationSystem : EntitySystem
private void CrossChemicals(ref Dictionary<string, SeedChemQuantity> val, Dictionary<string, SeedChemQuantity> other)
{
// Go through chemicals from the pollen in swab
foreach (var other_chem in other)
foreach (var otherChem in other)
{
// if both have same chemical, randomly pick potency ratio from the two.
if (val.ContainsKey(other_chem.Key))
if (val.ContainsKey(otherChem.Key))
{
val[other_chem.Key] = Random(0.5f) ? other_chem.Value : val[other_chem.Key];
val[otherChem.Key] = Random(0.5f) ? otherChem.Value : val[otherChem.Key];
}
// if target plant doesn't have this chemical, has 50% chance to add it.
else
{
if (Random(0.5f))
{
val.Add(other_chem.Key, other_chem.Value);
val.Add(otherChem.Key, otherChem.Value);
}
}
}
// if the target plant has chemical that the pollen in swab does not, 50% chance to remove it.
foreach (var this_chem in val)
foreach (var thisChem in val)
{
if (!other.ContainsKey(this_chem.Key))
if (!other.ContainsKey(thisChem.Key))
{
if (Random(0.5f))
{
if (val.Count > 1)
{
val.Remove(this_chem.Key);
val.Remove(thisChem.Key);
}
}
}
@@ -361,30 +359,30 @@ public sealed class MutationSystem : EntitySystem
private void CrossGasses(ref Dictionary<Gas, float> val, Dictionary<Gas, float> other)
{
// Go through gasses from the pollen in swab
foreach (var other_gas in other)
foreach (var otherGas in other)
{
// if both have same gas, randomly pick ammount from the two.
if (val.ContainsKey(other_gas.Key))
if (val.ContainsKey(otherGas.Key))
{
val[other_gas.Key] = Random(0.5f) ? other_gas.Value : val[other_gas.Key];
val[otherGas.Key] = Random(0.5f) ? otherGas.Value : val[otherGas.Key];
}
// if target plant doesn't have this gas, has 50% chance to add it.
else
{
if (Random(0.5f))
{
val.Add(other_gas.Key, other_gas.Value);
val.Add(otherGas.Key, otherGas.Value);
}
}
}
// if the target plant has gas that the pollen in swab does not, 50% chance to remove it.
foreach (var this_gas in val)
foreach (var thisGas in val)
{
if (!other.ContainsKey(this_gas.Key))
if (!other.ContainsKey(thisGas.Key))
{
if (Random(0.5f))
{
val.Remove(this_gas.Key);
val.Remove(thisGas.Key);
}
}
}