212 lines
7.9 KiB
C#
212 lines
7.9 KiB
C#
using Robust.Shared.Random;
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namespace Content.Server.Botany;
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public class MutationSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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/// <summary>
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// Main idea: Simulate genetic mutation using random binary flips. Each
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// seed attribute can be encoded with a variable number of bits, e.g.
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// NutrientConsumption is represented by 5 bits randomly distributed in the
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// plant's genome which thermometer code the floating value between 0.1 and
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// 5. 1 unit of mutation flips one bit in the plant's genome, which changes
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// NutrientConsumption if one of those 5 bits gets affected.
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//
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// You MUST clone() seed before mutating it!
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/// </summary>
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public void MutateSeed(SeedData seed, float severity)
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{
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// Add up everything in the bits column and put the number here.
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const int totalbits = 215;
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// Tolerances (55)
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MutateFloat(ref seed.NutrientConsumption , 0.05f , 1.2f , 5 , totalbits , severity);
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MutateFloat(ref seed.WaterConsumption , 3f , 9f , 5 , totalbits , severity);
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MutateFloat(ref seed.IdealHeat , 263f , 323f , 5 , totalbits , severity);
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MutateFloat(ref seed.HeatTolerance , 2f , 25f , 5 , totalbits , severity);
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MutateFloat(ref seed.IdealLight , 0f , 14f , 5 , totalbits , severity);
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MutateFloat(ref seed.LightTolerance , 1f , 5f , 5 , totalbits , severity);
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MutateFloat(ref seed.ToxinsTolerance , 1f , 10f , 5 , totalbits , severity);
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MutateFloat(ref seed.LowPressureTolerance , 60f , 100f , 5 , totalbits , severity);
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MutateFloat(ref seed.HighPressureTolerance , 100f , 140f , 5 , totalbits , severity);
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MutateFloat(ref seed.PestTolerance , 0f , 15f , 5 , totalbits , severity);
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MutateFloat(ref seed.WeedTolerance , 0f , 15f , 5 , totalbits , severity);
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// Stats (30*2 = 60)
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MutateFloat(ref seed.Endurance , 50f , 150f , 5 , totalbits , 2*severity);
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MutateInt(ref seed.Yield , 3 , 10 , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Lifespan , 10f , 80f , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Maturation , 3f , 8f , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Production , 1f , 10f , 5 , totalbits , 2*severity);
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MutateFloat(ref seed.Potency , 30f , 100f , 5 , totalbits , 2*severity);
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// Kill the plant (30)
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MutateBool(ref seed.Viable , false , 30 , totalbits , severity);
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// Fun (70)
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MutateBool(ref seed.Seedless , true , 10 , totalbits , severity);
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MutateBool(ref seed.Slip , true , 10 , totalbits , severity);
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MutateBool(ref seed.Sentient , true , 10 , totalbits , severity);
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MutateBool(ref seed.Ligneous , true , 10 , totalbits , severity);
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MutateBool(ref seed.Bioluminescent , true , 10 , totalbits , severity);
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seed.BioluminescentColor = RandomColor(seed.BioluminescentColor, 10, totalbits, severity);
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}
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public SeedData Cross(SeedData a, SeedData b)
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{
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SeedData result = b.Clone();
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result.Chemicals = random(0.5f) ? a.Chemicals : result.Chemicals;
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CrossFloat(ref result.NutrientConsumption, a.NutrientConsumption);
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CrossFloat(ref result.WaterConsumption, a.WaterConsumption);
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CrossFloat(ref result.IdealHeat, a.IdealHeat);
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CrossFloat(ref result.HeatTolerance, a.HeatTolerance);
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CrossFloat(ref result.IdealLight, a.IdealLight);
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CrossFloat(ref result.LightTolerance, a.LightTolerance);
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CrossFloat(ref result.ToxinsTolerance, a.ToxinsTolerance);
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CrossFloat(ref result.LowPressureTolerance, a.LowPressureTolerance);
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CrossFloat(ref result.HighPressureTolerance, a.HighPressureTolerance);
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CrossFloat(ref result.PestTolerance, a.PestTolerance);
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CrossFloat(ref result.WeedTolerance, a.WeedTolerance);
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CrossFloat(ref result.Endurance, a.Endurance);
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CrossInt(ref result.Yield, a.Yield);
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CrossFloat(ref result.Lifespan, a.Lifespan);
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CrossFloat(ref result.Maturation, a.Maturation);
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CrossFloat(ref result.Production, a.Production);
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CrossFloat(ref result.Potency, a.Potency);
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CrossBool(ref result.Seedless, a.Seedless);
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CrossBool(ref result.Viable, a.Viable);
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CrossBool(ref result.Slip, a.Slip);
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CrossBool(ref result.Sentient, a.Sentient);
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CrossBool(ref result.Ligneous, a.Ligneous);
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CrossBool(ref result.Bioluminescent, a.Bioluminescent);
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result.BioluminescentColor = random(0.5f) ? a.BioluminescentColor : result.BioluminescentColor;
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// Hybrids have a high chance of being seedless. Balances very
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// effective hybrid crossings.
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if (a.Name == result.Name && random(0.7f))
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{
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result.Seedless = true;
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}
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return result;
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}
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// Mutate reference 'val' between 'min' and 'max' by pretending the value
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// is representable by a thermometer code with 'bits' number of bits and
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// randomly flipping some of them.
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//
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// 'totalbits' and 'mult' are used only to calculate the probability that
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// one bit gets flipped.
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private void MutateFloat(ref float val, float min, float max, int bits, int totalbits, float mult)
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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if (!random(p))
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{
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return;
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}
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// Starting number of bits that are high, between 0 and n.
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int n = (int)Math.Round((val - min) / (max - min) * bits);
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// Probability that the bit flip increases n.
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float p_increase = 1-(float)n/bits;
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int np;
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if (random(p_increase))
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{
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np = n + 1;
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}
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else
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{
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np = n - 1;
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}
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// Set value based on mutated thermometer code.
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float nval = MathF.Min(MathF.Max((float)np/bits * (max - min) + min, min), max);
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val = nval;
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}
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private void MutateInt(ref int n, int min, int max, int bits, int totalbits, float mult)
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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if (!random(p))
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{
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return;
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}
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// Probability that the bit flip increases n.
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float p_increase = 1-(float)n/bits;
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int np;
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if (random(p_increase))
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{
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np = n + 1;
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}
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else
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{
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np = n - 1;
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}
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np = Math.Min(Math.Max(np, min), max);
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n = np;
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}
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private void MutateBool(ref bool val, bool polarity, int bits, int totalbits, float mult)
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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if (!random(p))
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{
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return;
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}
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val = polarity;
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}
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private Color RandomColor(Color color, int bits, int totalbits, float mult)
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{
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float p = mult*bits/totalbits;
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if (random(p))
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{
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var colors = new List<Color>{
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Color.White,
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Color.Red,
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Color.Yellow,
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Color.Green,
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Color.Blue,
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Color.Purple,
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Color.Pink
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};
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var rng = IoCManager.Resolve<IRobustRandom>();
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return rng.Pick(colors);
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}
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return color;
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}
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private void CrossFloat(ref float val, float other)
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{
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val = random(0.5f) ? val : other;
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}
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private void CrossInt(ref int val, int other)
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{
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val = random(0.5f) ? val : other;
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}
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private void CrossBool(ref bool val, bool other)
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{
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val = random(0.5f) ? val : other;
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}
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private bool random(float p)
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{
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return _robustRandom.Prob(p);
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}
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}
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