mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-17 13:37:47 +03:00
* 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)
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{
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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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Color.Red,
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Color.Yellow,
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Color.Green,
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Color.Blue,
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Color.Purple,
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Color.Pink
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};
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return _robustRandom.Pick(colors);
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}
|
|
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);
|
|
}
|
|
}
|