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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
411 lines
16 KiB
C#
411 lines
16 KiB
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Chemistry.Reagent;
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using System.Linq;
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using Content.Shared.Atmos;
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using FastAccessors;
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namespace Content.Server.Botany;
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public sealed class MutationSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private List<ReagentPrototype> _allChemicals = default!;
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public override void Initialize()
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{
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_allChemicals = _prototypeManager.EnumeratePrototypes<ReagentPrototype>().ToList();
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}
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/// <summary>
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/// Main idea: Simulate genetic mutation using random binary flips. Each
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/// seed attribute can be encoded with a variable number of bits, e.g.
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/// NutrientConsumption is represented by 5 bits randomly distributed in the
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/// plant's genome which thermometer code the floating value between 0.1 and
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/// 5. 1 unit of mutation flips one bit in the plant's genome, which changes
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/// NutrientConsumption if one of those 5 bits gets affected.
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///
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/// You MUST clone() seed before mutating it!
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/// </summary>
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public void MutateSeed(ref SeedData seed, float severity)
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{
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if (!seed.Unique)
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{
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Log.Error($"Attempted to mutate a shared seed");
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return;
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}
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// Add up everything in the bits column and put the number here.
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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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// 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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// Kill the plant (30)
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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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// Kudzu disabled until superkudzu bug is fixed
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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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// Gas (5)
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MutateGasses(ref seed.ExudeGasses, 0.01f, 0.5f, 4, totalbits, severity);
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MutateGasses(ref seed.ConsumeGasses, 0.01f, 0.5f, 1, totalbits, severity);
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// Chems (20)
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MutateChemicals(ref seed.Chemicals, 5, 20, totalbits, severity);
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// Species (5)
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MutateSpecies(ref seed, 5, totalbits, severity);
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}
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public SeedData Cross(SeedData a, SeedData b)
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{
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SeedData result = b.Clone();
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CrossChemicals(ref result.Chemicals, a.Chemicals);
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CrossFloat(ref result.NutrientConsumption, a.NutrientConsumption);
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CrossFloat(ref result.WaterConsumption, a.WaterConsumption);
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CrossFloat(ref result.IdealHeat, a.IdealHeat);
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CrossFloat(ref result.HeatTolerance, a.HeatTolerance);
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CrossFloat(ref result.IdealLight, a.IdealLight);
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CrossFloat(ref result.LightTolerance, a.LightTolerance);
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CrossFloat(ref result.ToxinsTolerance, a.ToxinsTolerance);
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CrossFloat(ref result.LowPressureTolerance, a.LowPressureTolerance);
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CrossFloat(ref result.HighPressureTolerance, a.HighPressureTolerance);
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CrossFloat(ref result.PestTolerance, a.PestTolerance);
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CrossFloat(ref result.WeedTolerance, a.WeedTolerance);
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CrossFloat(ref result.Endurance, a.Endurance);
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CrossInt(ref result.Yield, a.Yield);
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CrossFloat(ref result.Lifespan, a.Lifespan);
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CrossFloat(ref result.Maturation, a.Maturation);
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CrossFloat(ref result.Production, a.Production);
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CrossFloat(ref result.Potency, a.Potency);
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CrossBool(ref result.Seedless, a.Seedless);
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CrossBool(ref result.Viable, a.Viable);
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CrossBool(ref result.Slip, a.Slip);
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CrossBool(ref result.Sentient, a.Sentient);
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CrossBool(ref result.Ligneous, a.Ligneous);
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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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result.BioluminescentColor = Random(0.5f) ? a.BioluminescentColor : result.BioluminescentColor;
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// Hybrids have a high chance of being seedless. Balances very
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// effective hybrid crossings.
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if (a.Name == result.Name && Random(0.7f))
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{
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result.Seedless = true;
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}
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return result;
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}
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// Mutate reference 'val' between 'min' and 'max' by pretending the value
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// is representable by a thermometer code with 'bits' number of bits and
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// randomly flipping some of them.
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//
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// 'totalbits' and 'mult' are used only to calculate the probability that
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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'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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// Starting number of bits that are high, between 0 and 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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// 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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valIntMutated = valInt + 1;
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}
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else
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{
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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 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 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'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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// Probability that the bit flip increases n.
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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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valMutated = val + 1;
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}
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else
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{
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valMutated = val - 1;
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}
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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 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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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 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 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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float amount = _robustRandom.NextFloat(min, max);
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Gas gas = _robustRandom.Pick(Enum.GetValues(typeof(Gas)).Cast<Gas>().ToList());
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if (gasses.ContainsKey(gas))
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{
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gasses[gas] += amount;
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}
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else
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{
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gasses.Add(gas, amount);
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}
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}
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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 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 selectedChemical = _robustRandom.Pick(_allChemicals);
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if (selectedChemical != null)
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{
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string chemicalId = selectedChemical.ID;
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int amount = _robustRandom.Next(1, max);
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SeedChemQuantity seedChemQuantity = new SeedChemQuantity();
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if (chemicals.ContainsKey(chemicalId))
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{
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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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seedChemQuantity.Min = 1;
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seedChemQuantity.Max = 1 + amount;
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seedChemQuantity.Inherent = false;
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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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private void MutateSpecies(ref SeedData seed, 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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return;
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if (seed.MutationPrototypes.Count == 0)
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return;
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var targetProto = _robustRandom.Pick(seed.MutationPrototypes);
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_prototypeManager.TryIndex(targetProto, out SeedPrototype? protoSeed);
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if (protoSeed == null)
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{
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Log.Error($"Seed prototype could not be found: {targetProto}!");
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return;
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}
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seed = seed.SpeciesChange(protoSeed);
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}
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private Color RandomColor(Color color, int bits, int totalbits, float mult)
|
|
{
|
|
float probModify = mult * bits / totalbits;
|
|
if (Random(probModify))
|
|
{
|
|
var colors = new List<Color>{
|
|
Color.White,
|
|
Color.Red,
|
|
Color.Yellow,
|
|
Color.Green,
|
|
Color.Blue,
|
|
Color.Purple,
|
|
Color.Pink
|
|
};
|
|
return _robustRandom.Pick(colors);
|
|
}
|
|
return color;
|
|
}
|
|
|
|
private void CrossChemicals(ref Dictionary<string, SeedChemQuantity> val, Dictionary<string, SeedChemQuantity> other)
|
|
{
|
|
// Go through chemicals from the pollen in swab
|
|
foreach (var otherChem in other)
|
|
{
|
|
// if both have same chemical, randomly pick potency ratio from the two.
|
|
if (val.ContainsKey(otherChem.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))
|
|
{
|
|
var fixedChem = otherChem.Value;
|
|
fixedChem.Inherent = false;
|
|
val.Add(otherChem.Key, fixedChem);
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the target plant has chemical that the pollen in swab does not, 50% chance to remove it.
|
|
foreach (var thisChem in val)
|
|
{
|
|
if (!other.ContainsKey(thisChem.Key))
|
|
{
|
|
if (Random(0.5f))
|
|
{
|
|
if (val.Count > 1)
|
|
{
|
|
val.Remove(thisChem.Key);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void CrossGasses(ref Dictionary<Gas, float> val, Dictionary<Gas, float> other)
|
|
{
|
|
// Go through gasses from the pollen in swab
|
|
foreach (var otherGas in other)
|
|
{
|
|
// if both have same gas, randomly pick ammount from the two.
|
|
if (val.ContainsKey(otherGas.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(otherGas.Key, otherGas.Value);
|
|
}
|
|
}
|
|
}
|
|
// if the target plant has gas that the pollen in swab does not, 50% chance to remove it.
|
|
foreach (var thisGas in val)
|
|
{
|
|
if (!other.ContainsKey(thisGas.Key))
|
|
{
|
|
if (Random(0.5f))
|
|
{
|
|
val.Remove(thisGas.Key);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
private void CrossFloat(ref float val, float other)
|
|
{
|
|
val = Random(0.5f) ? val : other;
|
|
}
|
|
|
|
private void CrossInt(ref int val, int other)
|
|
{
|
|
val = Random(0.5f) ? val : other;
|
|
}
|
|
|
|
private void CrossBool(ref bool val, bool other)
|
|
{
|
|
val = Random(0.5f) ? val : other;
|
|
}
|
|
|
|
private bool Random(float p)
|
|
{
|
|
return _robustRandom.Prob(p);
|
|
}
|
|
}
|