* Add test for two chemistry issues 1. rounding issue with reaction processing when making chloral hydrate 2. reliable assert trip due to the ValidateSolution() heat capacity issue. * Fix FixedPoint2 arithmetic Fix internal floating point arithmetic in places where it could be avoided. Fix incorrect rounding mode used in other places (it should always floor, like regular int arithmetic). I had to add an explicit epsilon value for float -> FixedPoint2 because something like 1.05 is actually like 1.04999 and that'd cause it to be rounded down to 1.04. This fixes reaction reagent processing in cases where the reagent inputs can't cleanly divide. Previously, when making 30u chloral hydrate by adding the chlorine in 10u increments you'd end up with 0.04 chlorine left over. This was caused by division in the reaction code rounding up in some cases. Changing division here to always round down fixes it. * Attempt to fix heat capacity precision assert issues. Fixes #22126 First, we just increase the tolerance of the assert. It was way too low. Second, actually put a cap on float drift from one-off _heatCapacity changes. * Fix float -> FixedPoint2 epsilon for negative number, fix tests. * Fix DamageableTest * Oh yeah I need to call CleanReturnAsync
332 lines
9.1 KiB
C#
332 lines
9.1 KiB
C#
using System.Globalization;
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using System.Linq;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.FixedPoint
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{
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/// <summary>
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/// Represents a quantity of something, to a precision of 0.01.
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/// To enforce this level of precision, floats are shifted by 2 decimal points, rounded, and converted to an int.
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/// </summary>
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[Serializable, CopyByRef]
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public struct FixedPoint2 : ISelfSerialize, IComparable<FixedPoint2>, IEquatable<FixedPoint2>, IFormattable
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{
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public int Value { get; private set; }
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private const int Shift = 2;
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private const int ShiftConstant = 100; // Must be equal to pow(10, Shift)
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public static FixedPoint2 MaxValue { get; } = new(int.MaxValue);
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public static FixedPoint2 Epsilon { get; } = new(1);
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public static FixedPoint2 Zero { get; } = new(0);
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// This value isn't picked by any proper testing, don't @ me.
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private const float FloatEpsilon = 0.00001f;
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#if DEBUG
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static FixedPoint2()
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{
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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DebugTools.Assert(Math.Pow(10, Shift) == ShiftConstant, "ShiftConstant must be equal to pow(10, Shift)");
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}
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#endif
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private readonly double ShiftDown()
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{
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return Value / (double) ShiftConstant;
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}
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private FixedPoint2(int value)
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{
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Value = value;
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}
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public static FixedPoint2 New(int value)
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{
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return new(value * ShiftConstant);
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}
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public static FixedPoint2 FromCents(int value) => new(value);
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public static FixedPoint2 New(float value)
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{
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return new((int) ApplyFloatEpsilon(value * ShiftConstant));
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}
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private static float ApplyFloatEpsilon(float value)
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{
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return value + FloatEpsilon * Math.Sign(value);
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}
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private static double ApplyFloatEpsilon(double value)
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{
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return value + FloatEpsilon * Math.Sign(value);
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}
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/// <summary>
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/// Create the closest <see cref="FixedPoint2"/> for a float value, always rounding up.
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/// </summary>
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public static FixedPoint2 NewCeiling(float value)
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{
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return new((int) MathF.Ceiling(value * ShiftConstant));
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}
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public static FixedPoint2 New(double value)
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{
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return new((int) ApplyFloatEpsilon(value * ShiftConstant));
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}
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public static FixedPoint2 New(string value)
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{
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return New(Parse.Float(value));
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}
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public static FixedPoint2 operator +(FixedPoint2 a) => a;
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public static FixedPoint2 operator -(FixedPoint2 a) => new(-a.Value);
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public static FixedPoint2 operator +(FixedPoint2 a, FixedPoint2 b)
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=> new(a.Value + b.Value);
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public static FixedPoint2 operator -(FixedPoint2 a, FixedPoint2 b)
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=> new(a.Value - b.Value);
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public static FixedPoint2 operator *(FixedPoint2 a, FixedPoint2 b)
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{
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return new(b.Value * a.Value / ShiftConstant);
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}
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public static FixedPoint2 operator *(FixedPoint2 a, float b)
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{
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return new((int) ApplyFloatEpsilon(a.Value * b));
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}
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public static FixedPoint2 operator *(FixedPoint2 a, double b)
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{
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return new((int) ApplyFloatEpsilon(a.Value * b));
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}
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public static FixedPoint2 operator *(FixedPoint2 a, int b)
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{
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return new(a.Value * b);
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}
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public static FixedPoint2 operator /(FixedPoint2 a, FixedPoint2 b)
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{
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return new((int) (ShiftConstant * (long) a.Value / b.Value));
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}
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public static FixedPoint2 operator /(FixedPoint2 a, float b)
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{
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return new((int) ApplyFloatEpsilon(a.Value / b));
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}
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public static bool operator <=(FixedPoint2 a, int b)
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{
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return a <= New(b);
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}
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public static bool operator >=(FixedPoint2 a, int b)
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{
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return a >= New(b);
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}
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public static bool operator <(FixedPoint2 a, int b)
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{
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return a < New(b);
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}
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public static bool operator >(FixedPoint2 a, int b)
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{
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return a > New(b);
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}
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public static bool operator ==(FixedPoint2 a, int b)
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{
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return a == New(b);
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}
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public static bool operator !=(FixedPoint2 a, int b)
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{
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return a != New(b);
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}
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public static bool operator ==(FixedPoint2 a, FixedPoint2 b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(FixedPoint2 a, FixedPoint2 b)
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{
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return !a.Equals(b);
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}
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public static bool operator <=(FixedPoint2 a, FixedPoint2 b)
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{
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return a.Value <= b.Value;
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}
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public static bool operator >=(FixedPoint2 a, FixedPoint2 b)
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{
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return a.Value >= b.Value;
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}
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public static bool operator <(FixedPoint2 a, FixedPoint2 b)
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{
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return a.Value < b.Value;
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}
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public static bool operator >(FixedPoint2 a, FixedPoint2 b)
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{
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return a.Value > b.Value;
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}
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public readonly float Float()
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{
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return (float) ShiftDown();
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}
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public readonly double Double()
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{
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return ShiftDown();
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}
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public readonly int Int()
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{
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return Value / ShiftConstant;
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}
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// Implicit operators ftw
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public static implicit operator FixedPoint2(float n) => FixedPoint2.New(n);
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public static implicit operator FixedPoint2(double n) => FixedPoint2.New(n);
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public static implicit operator FixedPoint2(int n) => FixedPoint2.New(n);
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public static explicit operator float(FixedPoint2 n) => n.Float();
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public static explicit operator double(FixedPoint2 n) => n.Double();
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public static explicit operator int(FixedPoint2 n) => n.Int();
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public static FixedPoint2 Min(params FixedPoint2[] fixedPoints)
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{
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return fixedPoints.Min();
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}
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public static FixedPoint2 Min(FixedPoint2 a, FixedPoint2 b)
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{
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return a < b ? a : b;
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}
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public static FixedPoint2 Max(FixedPoint2 a, FixedPoint2 b)
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{
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return a > b ? a : b;
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}
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public static int Sign(FixedPoint2 value)
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{
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if (value < Zero)
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{
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return -1;
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}
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if (value > Zero)
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{
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return 1;
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}
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return 0;
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}
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public static FixedPoint2 Abs(FixedPoint2 a)
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{
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return FixedPoint2.New(Math.Abs(a.Value));
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}
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public static FixedPoint2 Dist(FixedPoint2 a, FixedPoint2 b)
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{
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return FixedPoint2.Abs(a - b);
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}
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public static FixedPoint2 Clamp(FixedPoint2 reagent, FixedPoint2 min, FixedPoint2 max)
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{
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if (min > max)
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{
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throw new ArgumentException($"{nameof(min)} {min} cannot be larger than {nameof(max)} {max}");
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}
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return reagent < min ? min : reagent > max ? max : reagent;
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}
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public override readonly bool Equals(object? obj)
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{
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return obj is FixedPoint2 unit &&
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Value == unit.Value;
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}
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public override readonly int GetHashCode()
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{
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// ReSharper disable once NonReadonlyMemberInGetHashCode
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return HashCode.Combine(Value);
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}
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public void Deserialize(string value)
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{
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// TODO implement "lossless" serializer.
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// I.e., dont use floats.
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if (value == "MaxValue")
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Value = int.MaxValue;
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else
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this = New(Parse.Float(value));
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}
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public override readonly string ToString() => $"{ShiftDown().ToString(CultureInfo.InvariantCulture)}";
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public string ToString(string? format, IFormatProvider? formatProvider)
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{
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return ToString();
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}
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public readonly string Serialize()
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{
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// TODO implement "lossless" serializer.
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// I.e., dont use floats.
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if (Value == int.MaxValue)
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return "MaxValue";
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return ToString();
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}
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public readonly bool Equals(FixedPoint2 other)
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{
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return Value == other.Value;
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}
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public readonly int CompareTo(FixedPoint2 other)
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{
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if (other.Value > Value)
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{
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return -1;
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}
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if (other.Value < Value)
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{
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return 1;
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}
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return 0;
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}
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}
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public static class FixedPointEnumerableExt
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{
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public static FixedPoint2 Sum(this IEnumerable<FixedPoint2> source)
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{
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var acc = FixedPoint2.Zero;
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foreach (var n in source)
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{
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acc += n;
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}
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return acc;
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}
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}
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}
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