Files
tbd-station-14/Content.Server/Botany/Systems/MutationSystem.cs
2023-06-27 23:56:52 +10:00

239 lines
8.9 KiB
C#

using Robust.Shared.Random;
namespace Content.Server.Botany;
public sealed class MutationSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
/// <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(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 = 245;
// 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);
}
public SeedData Cross(SeedData a, SeedData b)
{
SeedData result = b.Clone();
result.Chemicals = Random(0.5f) ? a.Chemicals : result.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);
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.
float p = mult*bits/totalbits;
if (!Random(p))
{
return;
}
// Starting number of bits that are high, between 0 and bits.
int n = (int)Math.Round((val - min) / (max - min) * bits);
// val may be outside the range of min/max due to starting prototype values, so clamp
n = Math.Clamp(n, 0, bits);
// Probability that the bit flip increases n.
float p_increase = 1-(float)n/bits;
int np;
if (Random(p_increase))
{
np = n + 1;
}
else
{
np = n - 1;
}
// Set value based on mutated thermometer code.
float nval = MathF.Min(MathF.Max((float)np/bits * (max - min) + min, min), max);
val = nval;
}
private void MutateInt(ref int n, int min, int max, int bits, int totalbits, float mult)
{
// Probability that a bit flip happens for this value.
float p = mult*bits/totalbits;
if (!Random(p))
{
return;
}
// Probability that the bit flip increases n.
float p_increase = 1-(float)n/bits;
int np;
if (Random(p_increase))
{
np = n + 1;
}
else
{
np = n - 1;
}
np = Math.Min(Math.Max(np, min), max);
n = np;
}
private void MutateBool(ref bool val, bool polarity, int bits, int totalbits, float mult)
{
// Probability that a bit flip happens for this value.
float p = mult*bits/totalbits;
if (!Random(p))
{
return;
}
val = polarity;
}
private void MutateHarvestType(ref HarvestType val, int bits, int totalbits, float mult)
{
float p = mult * bits/totalbits;
if (!Random(p))
return;
if (val == HarvestType.NoRepeat)
val = HarvestType.Repeat;
else if (val == HarvestType.Repeat)
val = HarvestType.SelfHarvest;
}
private Color RandomColor(Color color, int bits, int totalbits, float mult)
{
float p = mult*bits/totalbits;
if (Random(p))
{
var colors = new List<Color>{
Color.White,
Color.Red,
Color.Yellow,
Color.Green,
Color.Blue,
Color.Purple,
Color.Pink
};
var rng = IoCManager.Resolve<IRobustRandom>();
return rng.Pick(colors);
}
return color;
}
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);
}
}