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
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@@ -153,6 +153,12 @@ public sealed class MutationSystem : EntitySystem
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if (!Random(probBitflip))
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if (!Random(probBitflip))
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return;
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return;
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if (min == max)
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{
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val = min;
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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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// 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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// 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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int valInt = (int)MathF.Round((val - min) / (max - min) * bits);
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@@ -186,10 +192,22 @@ public sealed class MutationSystem : EntitySystem
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if (!Random(probBitflip))
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if (!Random(probBitflip))
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return;
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return;
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if (min == max)
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{
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val = min;
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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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// 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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// 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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// The higher the current value is, the lower the probability of increasing value is, and the higher the probability of decreasing it.
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// In other words, it tends to go to the middle.
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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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float probIncrease = 1 - (float)valInt / bits;
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int valMutated;
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int valMutated;
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if (Random(probIncrease))
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if (Random(probIncrease))
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{
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{
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@@ -522,10 +522,9 @@ public sealed class PlantHolderSystem : EntitySystem
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var environment = _atmosphere.GetContainingMixture(uid, true, true) ?? GasMixture.SpaceGas;
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var environment = _atmosphere.GetContainingMixture(uid, true, true) ?? GasMixture.SpaceGas;
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component.MissingGas = 0;
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if (component.Seed.ConsumeGasses.Count > 0)
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if (component.Seed.ConsumeGasses.Count > 0)
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{
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{
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component.MissingGas = 0;
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foreach (var (gas, amount) in component.Seed.ConsumeGasses)
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foreach (var (gas, amount) in component.Seed.ConsumeGasses)
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{
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{
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if (environment.GetMoles(gas) < amount)
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if (environment.GetMoles(gas) < amount)
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