Fix botany bugs (#27210)

* Fixed bug with missing gas not getting reset

* Fix bug with MutateInt not using min/max in prob calculation

* Add divison by zero check

* Fix styling
This commit is contained in:
Crotalus
2024-08-18 03:05:26 +02:00
committed by GitHub
parent ad4d36f34f
commit 9c9bfda4d2
2 changed files with 21 additions and 4 deletions

View File

@@ -153,6 +153,12 @@ public sealed class MutationSystem : EntitySystem
if (!Random(probBitflip))
return;
if (min == max)
{
val = min;
return;
}
// Starting number of bits that are high, between 0 and bits.
// In other words, it's val mapped linearly from range [min, max] to range [0, bits], and then rounded.
int valInt = (int)MathF.Round((val - min) / (max - min) * bits);
@@ -186,10 +192,22 @@ public sealed class MutationSystem : EntitySystem
if (!Random(probBitflip))
return;
if (min == max)
{
val = min;
return;
}
// Starting number of bits that are high, between 0 and bits.
// In other words, it's val mapped linearly from range [min, max] to range [0, bits], and then rounded.
int valInt = (int)MathF.Round((val - min) / (max - min) * bits);
// val may be outside the range of min/max due to starting prototype values, so clamp.
valInt = Math.Clamp(valInt, 0, bits);
// Probability that the bit flip increases n.
// The higher the current value is, the lower the probability of increasing value is, and the higher the probability of decreasive it it.
// The higher the current value is, the lower the probability of increasing value is, and the higher the probability of decreasing it.
// In other words, it tends to go to the middle.
float probIncrease = 1 - (float)val / bits;
float probIncrease = 1 - (float)valInt / bits;
int valMutated;
if (Random(probIncrease))
{