MutationSystem style changes (#19954)
This commit is contained in:
@@ -39,41 +39,42 @@ public sealed class MutationSystem : EntitySystem
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const int totalbits = 265;
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// Tolerances (55)
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MutateFloat(ref seed.NutrientConsumption , 0.05f , 1.2f , 5 , totalbits , severity);
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MutateFloat(ref seed.WaterConsumption , 3f , 9f , 5 , totalbits , severity);
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MutateFloat(ref seed.IdealHeat , 263f , 323f , 5 , totalbits , severity);
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MutateFloat(ref seed.HeatTolerance , 2f , 25f , 5 , totalbits , severity);
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MutateFloat(ref seed.IdealLight , 0f , 14f , 5 , totalbits , severity);
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MutateFloat(ref seed.LightTolerance , 1f , 5f , 5 , totalbits , severity);
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MutateFloat(ref seed.ToxinsTolerance , 1f , 10f , 5 , totalbits , severity);
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MutateFloat(ref seed.LowPressureTolerance , 60f , 100f , 5 , totalbits , severity);
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MutateFloat(ref seed.HighPressureTolerance , 100f , 140f , 5 , totalbits , severity);
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MutateFloat(ref seed.PestTolerance , 0f , 15f , 5 , totalbits , severity);
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MutateFloat(ref seed.WeedTolerance , 0f , 15f , 5 , totalbits , severity);
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MutateFloat(ref seed.NutrientConsumption , 0.05f, 1.2f, 5, totalbits, severity);
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MutateFloat(ref seed.WaterConsumption , 3f , 9f , 5, totalbits, severity);
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MutateFloat(ref seed.IdealHeat , 263f , 323f, 5, totalbits, severity);
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MutateFloat(ref seed.HeatTolerance , 2f , 25f , 5, totalbits, severity);
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MutateFloat(ref seed.IdealLight , 0f , 14f , 5, totalbits, severity);
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MutateFloat(ref seed.LightTolerance , 1f , 5f , 5, totalbits, severity);
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MutateFloat(ref seed.ToxinsTolerance , 1f , 10f , 5, totalbits, severity);
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MutateFloat(ref seed.LowPressureTolerance , 60f , 100f, 5, totalbits, severity);
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MutateFloat(ref seed.HighPressureTolerance, 100f , 140f, 5, totalbits, severity);
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MutateFloat(ref seed.PestTolerance , 0f , 15f , 5, totalbits, severity);
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MutateFloat(ref seed.WeedTolerance , 0f , 15f , 5, totalbits, severity);
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// Stats (30*2 = 60)
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MutateFloat(ref seed.Endurance , 50f , 150f , 5 , totalbits , 2*severity);
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MutateInt(ref seed.Yield , 3 , 10 , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Lifespan , 10f , 80f , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Maturation , 3f , 8f , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Production , 1f , 10f , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Potency , 30f , 100f , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Endurance , 50f , 150f, 5, totalbits, 2 * severity);
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MutateInt(ref seed.Yield , 3 , 10 , 5, totalbits, 2 * severity);
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MutateFloat(ref seed.Lifespan , 10f , 80f , 5, totalbits, 2 * severity);
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MutateFloat(ref seed.Maturation , 3f , 8f , 5, totalbits, 2 * severity);
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MutateFloat(ref seed.Production , 1f , 10f , 5, totalbits, 2 * severity);
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MutateFloat(ref seed.Potency , 30f , 100f, 5, totalbits, 2 * severity);
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// Kill the plant (30)
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MutateBool(ref seed.Viable , false , 30 , totalbits , severity);
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MutateBool(ref seed.Viable , false, 30, totalbits, severity);
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// Fun (90)
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MutateBool(ref seed.Seedless , true , 10 , totalbits , severity);
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MutateBool(ref seed.Slip , true , 10 , totalbits , severity);
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MutateBool(ref seed.Sentient , true , 10 , totalbits , severity);
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MutateBool(ref seed.Ligneous , true , 10 , totalbits , severity);
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MutateBool(ref seed.Bioluminescent , true , 10 , totalbits , severity);
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MutateBool(ref seed.Seedless , true , 10, totalbits, severity);
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MutateBool(ref seed.Slip , true , 10, totalbits, severity);
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MutateBool(ref seed.Sentient , true , 10, totalbits, severity);
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MutateBool(ref seed.Ligneous , true , 10, totalbits, severity);
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MutateBool(ref seed.Bioluminescent, true , 10, totalbits, severity);
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// Kudzu disabled until superkudzu bug is fixed
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// MutateBool(ref seed.TurnIntoKudzu , true , 5 , totalbits , severity);
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MutateBool(ref seed.CanScream , true , 10 , totalbits , severity);
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// MutateBool(ref seed.TurnIntoKudzu , true , 10, totalbits, severity);
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MutateBool(ref seed.CanScream , true , 10, totalbits, severity);
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seed.BioluminescentColor = RandomColor(seed.BioluminescentColor, 10, totalbits, severity);
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// ConstantUpgade (10)
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MutateHarvestType(ref seed.HarvestRepeat , 10 , totalbits , severity);
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MutateHarvestType(ref seed.HarvestRepeat, 10, totalbits, severity);
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// Gas (5)
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MutateGasses(ref seed.ExudeGasses, 0.01f, 0.5f, 4, totalbits, severity);
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@@ -119,6 +120,7 @@ public sealed class MutationSystem : EntitySystem
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CrossBool(ref result.Bioluminescent, a.Bioluminescent);
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// CrossBool(ref result.TurnIntoKudzu, a.TurnIntoKudzu);
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CrossBool(ref result.CanScream, a.CanScream);
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CrossGasses(ref result.ExudeGasses, a.ExudeGasses);
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CrossGasses(ref result.ConsumeGasses, a.ConsumeGasses);
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@@ -142,94 +144,93 @@ public sealed class MutationSystem : EntitySystem
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// one bit gets flipped.
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private void MutateFloat(ref float val, float min, float max, int bits, int totalbits, float mult)
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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{
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// Probability that a bit flip happens for this value's representation in thermometer code.
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float probBitflip = mult * bits / totalbits;
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probBitflip = Math.Clamp(probBitflip, 0, 1);
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if (!Random(probBitflip))
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return;
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}
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// Starting number of bits that are high, between 0 and bits.
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int n = (int)Math.Round((val - min) / (max - min) * bits);
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// val may be outside the range of min/max due to starting prototype values, so clamp
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n = Math.Clamp(n, 0, bits);
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// In other words, it's val mapped linearly from range [min, max] to range [0, bits], and then rounded.
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int valInt = (int)MathF.Round((val - min) / (max - min) * bits);
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// val may be outside the range of min/max due to starting prototype values, so clamp.
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valInt = Math.Clamp(valInt, 0, bits);
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// Probability that the bit flip increases n.
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float p_increase = 1-(float)n/bits;
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int np;
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if (Random(p_increase))
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// The higher the current value is, the lower the probability of increasing value is, and the higher the probability of decreasive it it.
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// In other words, it tends to go to the middle.
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float probIncrease = 1 - (float)valInt / bits;
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int valIntMutated;
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if (Random(probIncrease))
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{
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np = n + 1;
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valIntMutated = valInt + 1;
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}
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else
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{
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np = n - 1;
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valIntMutated = valInt - 1;
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}
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// Set value based on mutated thermometer code.
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float nval = MathF.Min(MathF.Max((float)np/bits * (max - min) + min, min), max);
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val = nval;
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float valMutated = Math.Clamp((float)valIntMutated / bits * (max - min) + min, min, max);
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val = valMutated;
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}
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private void MutateInt(ref int n, int min, int max, int bits, int totalbits, float mult)
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private void MutateInt(ref int val, int min, int max, int bits, int totalbits, float mult)
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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{
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// Probability that a bit flip happens for this value's representation in thermometer code.
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float probBitflip = mult * bits / totalbits;
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probBitflip = Math.Clamp(probBitflip, 0, 1);
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if (!Random(probBitflip))
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return;
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}
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// Probability that the bit flip increases n.
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float p_increase = 1-(float)n/bits;
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int np;
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if (Random(p_increase))
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// The higher the current value is, the lower the probability of increasing value is, and the higher the probability of decreasive it it.
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// In other words, it tends to go to the middle.
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float probIncrease = 1 - (float)val / bits;
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int valMutated;
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if (Random(probIncrease))
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{
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np = n + 1;
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valMutated = val + 1;
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}
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else
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{
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np = n - 1;
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valMutated = val - 1;
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}
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np = Math.Min(Math.Max(np, min), max);
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n = np;
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valMutated = Math.Clamp(valMutated, min, max);
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val = valMutated;
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}
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private void MutateBool(ref bool val, bool polarity, int bits, int totalbits, float mult)
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{
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// Probability that a bit flip happens for this value.
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float p = mult * bits / totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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{
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float probSet = mult * bits / totalbits;
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probSet = Math.Clamp(probSet, 0, 1);
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if (!Random(probSet))
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return;
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}
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val = polarity;
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}
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private void MutateHarvestType(ref HarvestType val, int bits, int totalbits, float mult)
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{
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float p = mult * bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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float probModify = mult * bits / totalbits;
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probModify = Math.Clamp(probModify, 0, 1);
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if (!Random(probModify))
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return;
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if (val == HarvestType.NoRepeat)
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val = HarvestType.Repeat;
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else if (val == HarvestType.Repeat)
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val = HarvestType.SelfHarvest;
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}
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private void MutateGasses(ref Dictionary<Gas, float> gasses, float min, float max, int bits, int totalbits, float mult)
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{
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float p = mult * bits / totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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float probModify = mult * bits / totalbits;
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probModify = Math.Clamp(probModify, 0, 1);
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if (!Random(probModify))
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return;
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// Add a random amount of a random gas to this gas dictionary
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@@ -247,34 +248,31 @@ public sealed class MutationSystem : EntitySystem
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private void MutateChemicals(ref Dictionary<string, SeedChemQuantity> chemicals, int max, int bits, int totalbits, float mult)
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{
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float p = mult * bits / totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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float probModify = mult * bits / totalbits;
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probModify = Math.Clamp(probModify, 0, 1);
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if (!Random(probModify))
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return;
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// Add a random amount of a random chemical to this set of chemicals
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ReagentPrototype selected_chemical = _robustRandom.Pick(_allChemicals);
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if (selected_chemical != null)
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ReagentPrototype selectedChemical = _robustRandom.Pick(_allChemicals);
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if (selectedChemical != null)
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{
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string chemical_id = selected_chemical.ID;
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string chemicalId = selectedChemical.ID;
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int amount = _robustRandom.Next(1, max);
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SeedChemQuantity seed_chem_quantity = new SeedChemQuantity();
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if (chemicals.ContainsKey(chemical_id))
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SeedChemQuantity seedChemQuantity = new SeedChemQuantity();
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if (chemicals.ContainsKey(chemicalId))
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{
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seed_chem_quantity.Min = chemicals[chemical_id].Min;
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seed_chem_quantity.Max = chemicals[chemical_id].Max + amount;
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int potency = (int) Math.Ceiling(100.0f / (float) seed_chem_quantity.Max);
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seed_chem_quantity.PotencyDivisor = potency;
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chemicals[chemical_id] = seed_chem_quantity;
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seedChemQuantity.Min = chemicals[chemicalId].Min;
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seedChemQuantity.Max = chemicals[chemicalId].Max + amount;
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}
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else
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{
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seed_chem_quantity.Min = 1;
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seed_chem_quantity.Max = 1 + amount;
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int potency = (int) Math.Ceiling(100.0f / (float) seed_chem_quantity.Max);
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seed_chem_quantity.PotencyDivisor = potency;
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chemicals.Add(chemical_id, seed_chem_quantity);
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seedChemQuantity.Min = 1;
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seedChemQuantity.Max = 1 + amount;
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}
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int potencyDivisor = (int) Math.Ceiling(100.0f / seedChemQuantity.Max);
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seedChemQuantity.PotencyDivisor = potencyDivisor;
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chemicals[chemicalId] = seedChemQuantity;
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}
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}
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@@ -305,8 +303,8 @@ public sealed class MutationSystem : EntitySystem
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private Color RandomColor(Color color, int bits, int totalbits, float mult)
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{
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float p = mult*bits/totalbits;
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if (Random(p))
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float probModify = mult * bits / totalbits;
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if (Random(probModify))
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{
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var colors = new List<Color>{
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Color.White,
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@@ -325,33 +323,33 @@ public sealed class MutationSystem : EntitySystem
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private void CrossChemicals(ref Dictionary<string, SeedChemQuantity> val, Dictionary<string, SeedChemQuantity> other)
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{
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// Go through chemicals from the pollen in swab
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foreach (var other_chem in other)
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foreach (var otherChem in other)
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{
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// if both have same chemical, randomly pick potency ratio from the two.
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if (val.ContainsKey(other_chem.Key))
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if (val.ContainsKey(otherChem.Key))
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{
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val[other_chem.Key] = Random(0.5f) ? other_chem.Value : val[other_chem.Key];
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val[otherChem.Key] = Random(0.5f) ? otherChem.Value : val[otherChem.Key];
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}
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// if target plant doesn't have this chemical, has 50% chance to add it.
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else
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{
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if (Random(0.5f))
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{
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val.Add(other_chem.Key, other_chem.Value);
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val.Add(otherChem.Key, otherChem.Value);
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}
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}
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}
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// if the target plant has chemical that the pollen in swab does not, 50% chance to remove it.
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foreach (var this_chem in val)
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foreach (var thisChem in val)
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{
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if (!other.ContainsKey(this_chem.Key))
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if (!other.ContainsKey(thisChem.Key))
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{
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if (Random(0.5f))
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{
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if (val.Count > 1)
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{
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val.Remove(this_chem.Key);
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val.Remove(thisChem.Key);
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}
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}
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}
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@@ -361,30 +359,30 @@ public sealed class MutationSystem : EntitySystem
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private void CrossGasses(ref Dictionary<Gas, float> val, Dictionary<Gas, float> other)
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{
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// Go through gasses from the pollen in swab
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foreach (var other_gas in other)
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foreach (var otherGas in other)
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{
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// if both have same gas, randomly pick ammount from the two.
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if (val.ContainsKey(other_gas.Key))
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if (val.ContainsKey(otherGas.Key))
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{
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val[other_gas.Key] = Random(0.5f) ? other_gas.Value : val[other_gas.Key];
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val[otherGas.Key] = Random(0.5f) ? otherGas.Value : val[otherGas.Key];
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}
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// if target plant doesn't have this gas, has 50% chance to add it.
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else
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{
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if (Random(0.5f))
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{
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val.Add(other_gas.Key, other_gas.Value);
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val.Add(otherGas.Key, otherGas.Value);
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}
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}
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}
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// if the target plant has gas that the pollen in swab does not, 50% chance to remove it.
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foreach (var this_gas in val)
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foreach (var thisGas in val)
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{
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if (!other.ContainsKey(this_gas.Key))
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if (!other.ContainsKey(thisGas.Key))
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{
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if (Random(0.5f))
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{
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val.Remove(this_gas.Key);
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val.Remove(thisGas.Key);
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}
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}
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}
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Reference in New Issue
Block a user