6
2025-08-05 10:00:54 +03:00

143 lines
4.7 KiB
C#

using Content.Server.Botany;
using Content.Server.Botany.Components;
using Content.Shared.EntityEffects;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.EntityEffects.Effects.PlantMetabolism;
[UsedImplicitly]
public sealed partial class PlantChangeStat : EntityEffect
{
[DataField]
public string TargetValue;
[DataField]
public float MinValue;
[DataField]
public float MaxValue;
[DataField]
public int Steps;
public override void Effect(EntityEffectBaseArgs args)
{
var plantHolder = args.EntityManager.GetComponent<PlantHolderComponent>(args.TargetEntity);
if (plantHolder == null || plantHolder.Seed == null)
return;
var member = plantHolder.Seed.GetType().GetField(TargetValue);
var mutationSys = args.EntityManager.System<MutationSystem>();
if (member == null)
{
mutationSys.Log.Error(this.GetType().Name + " Error: Member " + TargetValue + " not found on " + plantHolder.GetType().Name + ". Did you misspell it?");
return;
}
var currentValObj = member.GetValue(plantHolder.Seed);
if (currentValObj == null)
return;
if (member.FieldType == typeof(float))
{
var floatVal = (float)currentValObj;
MutateFloat(ref floatVal, MinValue, MaxValue, Steps);
member.SetValue(plantHolder.Seed, floatVal);
}
else if (member.FieldType == typeof(int))
{
var intVal = (int)currentValObj;
MutateInt(ref intVal, (int)MinValue, (int)MaxValue, Steps);
member.SetValue(plantHolder.Seed, intVal);
}
else if (member.FieldType == typeof(bool))
{
var boolVal = (bool)currentValObj;
boolVal = !boolVal;
member.SetValue(plantHolder.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(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(probIncrease))
{
valMutated = val + 1;
}
else
{
valMutated = val - 1;
}
valMutated = Math.Clamp(valMutated, min, max);
val = valMutated;
}
private bool Random(float odds)
{
var random = IoCManager.Resolve<IRobustRandom>();
return random.Prob(odds);
}
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
throw new NotImplementedException();
}
}