Files
tbd-station-14/Content.Server/Botany/Systems/MutationSystem.cs
Doru991 541e9a0711 Botany balancing fixes and QoL ('No romerol ambrosia' edition) (#21756)
* Chem 1984 phase 1

* Chem 1984 phase 2

* Notification on species mutation

* Plant yml balancing

* Better localization

* First version of reagent list

* Revert "Better localization"
nvm
This reverts commit bab87cb1bd58523164d306dccaefc1ac5c6b64ad.

* cooler reagents and no more popups

* :trollface:

* I’m blind
2023-12-02 12:01:58 -05:00

413 lines
16 KiB
C#

using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Content.Shared.Chemistry.Reagent;
using System.Linq;
using Content.Shared.Atmos;
using FastAccessors;
namespace Content.Server.Botany;
public sealed class MutationSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private WeightedRandomFillSolutionPrototype _randomChems = default!;
public override void Initialize()
{
_randomChems = _prototypeManager.Index<WeightedRandomFillSolutionPrototype>("RandomPickBotanyReagent");
}
/// <summary>
/// Main idea: Simulate genetic mutation using random binary flips. Each
/// seed attribute can be encoded with a variable number of bits, e.g.
/// NutrientConsumption is represented by 5 bits randomly distributed in the
/// plant's genome which thermometer code the floating value between 0.1 and
/// 5. 1 unit of mutation flips one bit in the plant's genome, which changes
/// NutrientConsumption if one of those 5 bits gets affected.
///
/// You MUST clone() seed before mutating it!
/// </summary>
public void MutateSeed(ref SeedData seed, float severity)
{
if (!seed.Unique)
{
Log.Error($"Attempted to mutate a shared seed");
return;
}
// Add up everything in the bits column and put the number here.
const int totalbits = 275;
// Tolerances (55)
MutateFloat(ref seed.NutrientConsumption , 0.05f, 1.2f, 5, totalbits, severity);
MutateFloat(ref seed.WaterConsumption , 3f , 9f , 5, totalbits, severity);
MutateFloat(ref seed.IdealHeat , 263f , 323f, 5, totalbits, severity);
MutateFloat(ref seed.HeatTolerance , 2f , 25f , 5, totalbits, severity);
MutateFloat(ref seed.IdealLight , 0f , 14f , 5, totalbits, severity);
MutateFloat(ref seed.LightTolerance , 1f , 5f , 5, totalbits, severity);
MutateFloat(ref seed.ToxinsTolerance , 1f , 10f , 5, totalbits, severity);
MutateFloat(ref seed.LowPressureTolerance , 60f , 100f, 5, totalbits, severity);
MutateFloat(ref seed.HighPressureTolerance, 100f , 140f, 5, totalbits, severity);
MutateFloat(ref seed.PestTolerance , 0f , 15f , 5, totalbits, severity);
MutateFloat(ref seed.WeedTolerance , 0f , 15f , 5, totalbits, severity);
// Stats (30*2 = 60)
MutateFloat(ref seed.Endurance , 50f , 150f, 5, totalbits, 2 * severity);
MutateInt(ref seed.Yield , 3 , 10 , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Lifespan , 10f , 80f , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Maturation , 3f , 8f , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Production , 1f , 10f , 5, totalbits, 2 * severity);
MutateFloat(ref seed.Potency , 30f , 100f, 5, totalbits, 2 * severity);
// Kill the plant (30)
MutateBool(ref seed.Viable , false, 30, totalbits, severity);
// Fun (90)
MutateBool(ref seed.Seedless , true , 10, totalbits, severity);
MutateBool(ref seed.Slip , true , 10, totalbits, severity);
MutateBool(ref seed.Sentient , true , 10, totalbits, severity);
MutateBool(ref seed.Ligneous , true , 10, totalbits, severity);
MutateBool(ref seed.Bioluminescent, true , 10, totalbits, severity);
MutateBool(ref seed.TurnIntoKudzu , true , 10, totalbits, severity);
MutateBool(ref seed.CanScream , true , 10, totalbits, severity);
seed.BioluminescentColor = RandomColor(seed.BioluminescentColor, 10, totalbits, severity);
// ConstantUpgade (10)
MutateHarvestType(ref seed.HarvestRepeat, 10, totalbits, severity);
// Gas (5)
MutateGasses(ref seed.ExudeGasses, 0.01f, 0.5f, 4, totalbits, severity);
MutateGasses(ref seed.ConsumeGasses, 0.01f, 0.5f, 1, totalbits, severity);
// Chems (20)
MutateChemicals(ref seed.Chemicals, 20, totalbits, severity);
// Species (10)
MutateSpecies(ref seed, 10, totalbits, severity);
}
public SeedData Cross(SeedData a, SeedData b)
{
SeedData result = b.Clone();
CrossChemicals(ref result.Chemicals, a.Chemicals);
CrossFloat(ref result.NutrientConsumption, a.NutrientConsumption);
CrossFloat(ref result.WaterConsumption, a.WaterConsumption);
CrossFloat(ref result.IdealHeat, a.IdealHeat);
CrossFloat(ref result.HeatTolerance, a.HeatTolerance);
CrossFloat(ref result.IdealLight, a.IdealLight);
CrossFloat(ref result.LightTolerance, a.LightTolerance);
CrossFloat(ref result.ToxinsTolerance, a.ToxinsTolerance);
CrossFloat(ref result.LowPressureTolerance, a.LowPressureTolerance);
CrossFloat(ref result.HighPressureTolerance, a.HighPressureTolerance);
CrossFloat(ref result.PestTolerance, a.PestTolerance);
CrossFloat(ref result.WeedTolerance, a.WeedTolerance);
CrossFloat(ref result.Endurance, a.Endurance);
CrossInt(ref result.Yield, a.Yield);
CrossFloat(ref result.Lifespan, a.Lifespan);
CrossFloat(ref result.Maturation, a.Maturation);
CrossFloat(ref result.Production, a.Production);
CrossFloat(ref result.Potency, a.Potency);
CrossBool(ref result.Seedless, a.Seedless);
CrossBool(ref result.Viable, a.Viable);
CrossBool(ref result.Slip, a.Slip);
CrossBool(ref result.Sentient, a.Sentient);
CrossBool(ref result.Ligneous, a.Ligneous);
CrossBool(ref result.Bioluminescent, a.Bioluminescent);
CrossBool(ref result.TurnIntoKudzu, a.TurnIntoKudzu);
CrossBool(ref result.CanScream, a.CanScream);
CrossGasses(ref result.ExudeGasses, a.ExudeGasses);
CrossGasses(ref result.ConsumeGasses, a.ConsumeGasses);
result.BioluminescentColor = Random(0.5f) ? a.BioluminescentColor : result.BioluminescentColor;
// Hybrids have a high chance of being seedless. Balances very
// effective hybrid crossings.
if (a.Name == result.Name && Random(0.7f))
{
result.Seedless = true;
}
return result;
}
// 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.
//
// 'totalbits' and 'mult' are used only to calculate the probability that
// one bit gets flipped.
private void MutateFloat(ref float val, float min, float max, int bits, int totalbits, float mult)
{
// Probability that a bit flip happens for this value's representation in thermometer code.
float probBitflip = mult * bits / totalbits;
probBitflip = Math.Clamp(probBitflip, 0, 1);
if (!Random(probBitflip))
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(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, int totalbits, float mult)
{
// Probability that a bit flip happens for this value's representation in thermometer code.
float probBitflip = mult * bits / totalbits;
probBitflip = Math.Clamp(probBitflip, 0, 1);
if (!Random(probBitflip))
return;
// 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)val / bits;
int valMutated;
if (Random(probIncrease))
{
valMutated = val + 1;
}
else
{
valMutated = val - 1;
}
valMutated = Math.Clamp(valMutated, min, max);
val = valMutated;
}
private void MutateBool(ref bool val, bool polarity, int bits, int totalbits, float mult)
{
// Probability that a bit flip happens for this value.
float probSet = mult * bits / totalbits;
probSet = Math.Clamp(probSet, 0, 1);
if (!Random(probSet))
return;
val = polarity;
}
private void MutateHarvestType(ref HarvestType val, int bits, int totalbits, float mult)
{
float probModify = mult * bits / totalbits;
probModify = Math.Clamp(probModify, 0, 1);
if (!Random(probModify))
return;
if (val == HarvestType.NoRepeat)
val = HarvestType.Repeat;
else if (val == HarvestType.Repeat)
val = HarvestType.SelfHarvest;
}
private void MutateGasses(ref Dictionary<Gas, float> gasses, float min, float max, int bits, int totalbits, float mult)
{
float probModify = mult * bits / totalbits;
probModify = Math.Clamp(probModify, 0, 1);
if (!Random(probModify))
return;
// Add a random amount of a random gas to this gas dictionary
float amount = _robustRandom.NextFloat(min, max);
Gas gas = _robustRandom.Pick(Enum.GetValues(typeof(Gas)).Cast<Gas>().ToList());
if (gasses.ContainsKey(gas))
{
gasses[gas] += amount;
}
else
{
gasses.Add(gas, amount);
}
}
private void MutateChemicals(ref Dictionary<string, SeedChemQuantity> chemicals, int bits, int totalbits, float mult)
{
float probModify = mult * bits / totalbits;
probModify = Math.Clamp(probModify, 0, 1);
if (!Random(probModify))
return;
// Add a random amount of a random chemical to this set of chemicals
if (_randomChems != null)
{
var pick = _randomChems.Pick(_robustRandom);
string chemicalId = pick.reagent;
int amount = _robustRandom.Next(1, ((int)pick.quantity));
SeedChemQuantity seedChemQuantity = new SeedChemQuantity();
if (chemicals.ContainsKey(chemicalId))
{
seedChemQuantity.Min = chemicals[chemicalId].Min;
seedChemQuantity.Max = chemicals[chemicalId].Max + amount;
}
else
{
seedChemQuantity.Min = 1;
seedChemQuantity.Max = 1 + amount;
seedChemQuantity.Inherent = false;
}
int potencyDivisor = (int) Math.Ceiling(100.0f / seedChemQuantity.Max);
seedChemQuantity.PotencyDivisor = potencyDivisor;
chemicals[chemicalId] = seedChemQuantity;
}
}
private void MutateSpecies(ref SeedData seed, int bits, int totalbits, float mult)
{
float p = mult * bits / totalbits;
p = Math.Clamp(p, 0, 1);
if (!Random(p))
return;
if (seed.MutationPrototypes.Count == 0)
return;
var targetProto = _robustRandom.Pick(seed.MutationPrototypes);
_prototypeManager.TryIndex(targetProto, out SeedPrototype? protoSeed);
if (protoSeed == null)
{
Log.Error($"Seed prototype could not be found: {targetProto}!");
return;
}
seed = seed.SpeciesChange(protoSeed);
}
private Color RandomColor(Color color, int bits, int totalbits, float mult)
{
float probModify = mult * bits / totalbits;
if (Random(probModify))
{
var colors = new List<Color>{
Color.White,
Color.Red,
Color.Yellow,
Color.Green,
Color.Blue,
Color.Purple,
Color.Pink
};
return _robustRandom.Pick(colors);
}
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);
}
}