using Content.Server.Botany.Components;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects.Botany.PlantAttributes;
using Robust.Shared.Random;
namespace Content.Server.EntityEffects.Effects.Botany.PlantAttributes;
///
/// This system mutates an inputted stat for a PlantHolder, only works for floats, integers, and bools.
///
///
public sealed partial class PlantChangeStatEntityEffectSystem : EntityEffectSystem
{
// TODO: This is awful. I do not have the strength to refactor this. I want it gone.
[Dependency] private readonly IRobustRandom _random = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
if (entity.Comp.Seed == null || entity.Comp.Dead)
return;
var effect = args.Effect;
var member = entity.Comp.Seed.GetType().GetField(args.Effect.TargetValue);
if (member == null)
{
Log.Error($"{ effect.GetType().Name } Error: Member { args.Effect.TargetValue} not found on { entity.Comp.Seed.GetType().Name }. Did you misspell it?");
return;
}
var currentValObj = member.GetValue(entity.Comp.Seed);
if (currentValObj == null)
return;
if (member.FieldType == typeof(float))
{
var floatVal = (float)currentValObj;
MutateFloat(ref floatVal, args.Effect.MinValue, args.Effect.MaxValue, args.Effect.Steps);
member.SetValue(entity.Comp.Seed, floatVal);
}
else if (member.FieldType == typeof(int))
{
var intVal = (int)currentValObj;
MutateInt(ref intVal, (int)args.Effect.MinValue, (int)args.Effect.MaxValue, args.Effect.Steps);
member.SetValue(entity.Comp.Seed, intVal);
}
else if (member.FieldType == typeof(bool))
{
var boolVal = (bool)currentValObj;
boolVal = !boolVal;
member.SetValue(entity.Comp.Seed, boolVal);
}
}
// Mutate reference 'val' between 'min' and 'max' by pretending the value
// is representable by a thermometer code with 'bits' number of bits and
// randomly flipping some of them.
private void MutateFloat(ref float val, float min, float max, int bits)
{
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.
// In other words, it tends to go to the middle.
float probIncrease = 1 - (float)valInt / bits;
int valIntMutated;
if (_random.Prob(probIncrease))
{
valIntMutated = valInt + 1;
}
else
{
valIntMutated = valInt - 1;
}
// Set value based on mutated thermometer code.
float valMutated = Math.Clamp((float)valIntMutated / bits * (max - min) + min, min, max);
val = valMutated;
}
private void MutateInt(ref int val, int min, int max, int bits)
{
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 decreasing it.
// In other words, it tends to go to the middle.
float probIncrease = 1 - (float)valInt / bits;
int valMutated;
if (_random.Prob(probIncrease))
{
valMutated = val + 1;
}
else
{
valMutated = val - 1;
}
valMutated = Math.Clamp(valMutated, min, max);
val = valMutated;
}
}