Start on Implementing PIPs

This commit is contained in:
Rakeela 2024-09-27 21:56:13 -07:00
parent 18b221d972
commit 16f452b08f
3 changed files with 598 additions and 911 deletions

File diff suppressed because it is too large Load Diff

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@ -1,8 +1,6 @@
package koboldsim package koboldsim
import ( import (
"math"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim" "git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
) )
@ -10,41 +8,38 @@ import (
type KoboldMine struct { type KoboldMine struct {
BasePopulation float64 `cardsim:"stathidden"` BasePopulation float64 `cardsim:"stathidden"`
MiningIncome float64 `cardsim:"stathidden" cardsim_name:"Mining Productivity"` Mining float64 `cardsim:"stathidden" cardsim_name:"Mining"`
ScavengingIncome float64 `cardsim:"stathidden" cardsim_name:"Scavenging Productivity"` Scavenging float64 `cardsim:"stathidden" cardsim_name:"Scavenging"`
AlchemyIncome float64 `cardsim:"stathidden" cardsim_name:"Alchemy Productivity"` Alchemy float64 `cardsim:"stathidden" cardsim_name:"Alchemy"`
HospitalityIncome float64 `cardsim:"stathidden" cardsim_name:"Hospitality Productivity"` Hospitality float64 `cardsim:"stathidden" cardsim_name:"Hospitality"`
AgricultureIncome float64 `cardsim:"stathidden" cardsim_name:"Agriculture Productivity"` Agriculture float64 `cardsim:"stathidden" cardsim_name:"Agriculture"`
ManufacturingIncome float64 `cardsim:"stathidden" cardsim_name:"Manufacturing Productivity"` Manufacturing float64 `cardsim:"stathidden" cardsim_name:"Manufacturing"`
PlanarIncome float64 `cardsim:"stathidden" cardsim_name:"Planar Productivity"` PlanarConnections float64 `cardsim:"stathidden" cardsim_name:"Planar Connections"`
PublishingIncome float64 `cardsim:"stathidden" cardsim_name:"Publishing Productivity"` Publishing float64 `cardsim:"stathidden" cardsim_name:"Publishing"`
ForestryIncome float64 `cardsim:"stathidden" cardsim_name:"Forestry Productivity"` Forestry float64 `cardsim:"stathidden" cardsim_name:"Forestry"`
FinanceIncome float64 `cardsim:"stathidden" cardsim_name:"Finance Productivity"` Finance float64 `cardsim:"stathidden" cardsim_name:"Finance"`
GadgetryIncome float64 `cardsim:"stathidden" cardsim_name:"Gadgetry Productivity"` Gadgetry float64 `cardsim:"stathidden" cardsim_name:"Gadgetry"`
FishingIncome float64 `cardsim:"stathidden" cardsim_name:"Fishing Productivity"` Fishing float64 `cardsim:"stathidden" cardsim_name:"Fishing"`
ConstructionIncome float64 `cardsim:"stathidden" cardsim_name:"Construction Productivity"` Construction float64 `cardsim:"stathidden" cardsim_name:"Construction"`
PropagandaExpense float64 `cardsim:"stathidden" cardsim_name:"Propaganda Investment"` Propaganda float64 `cardsim:"stathidden" cardsim_name:"Propaganda"`
BureaucracyExpense float64 `cardsim:"stathidden" cardsim_name:"Bureaucracy Investment"` Bureaucracy float64 `cardsim:"stathidden" cardsim_name:"Bureaucracy"`
WarExpense float64 `cardsim:"stathidden" cardsim_name:"War Investment"` Militarism float64 `cardsim:"stathidden" cardsim_name:"Militarism"`
QoLExpense float64 `cardsim:"stathidden" cardsim_name:"QoL Investment"` Welfare float64 `cardsim:"stathidden" cardsim_name:"Social Safety Net"`
LogisticsExpense float64 `cardsim:"stathidden" cardsim_name:"Logistics Investment"` Logistics float64 `cardsim:"stathidden" cardsim_name:"Logistics"`
DragonSubsExpense float64 `cardsim:"stathidden" cardsim_name:"Dragon Subsidies Investment"` DragonSubs float64 `cardsim:"stathidden" cardsim_name:"Dragon Subsidies"`
ResearchSubsExpense float64 `cardsim:"stathidden" cardsim_name:"Research Subsidies Investment"` ResearchSubs float64 `cardsim:"stathidden" cardsim_name:"Research"`
EducationExpense float64 `cardsim:"stathidden" cardsim_name:"Education Investment"` Education float64 `cardsim:"stathidden" cardsim_name:"Education"`
HealthcareExpense float64 `cardsim:"stathidden" cardsim_name:"Healthcare Investment"` Healthcare float64 `cardsim:"stathidden" cardsim_name:"Healthcare"`
ForeignRelExpense float64 `cardsim:"stathidden" cardsim_name:"Foreign Relations Investment"` ForeignRelExpense float64 `cardsim:"stathidden" cardsim_name:"Diplomatic Investment"`
PoliceExpense float64 `cardsim:"stathidden" cardsim_name:"Law Enforcement Investment"` Police float64 `cardsim:"stathidden" cardsim_name:"Law Enforcement"`
EconPlanExpense float64 `cardsim:"stathidden" cardsim_name:"Economic Planning Investment"` ParksExpense float64 `cardsim:"stathidden" cardsim_name:"City Beautification"`
ParksExpense float64 `cardsim:"stathidden" cardsim_name:"Parks and Aesthetics Investment"` Faith float64 `cardsim:"stathidden" cardsim_name:"Faith"`
FaithExpense float64 `cardsim:"stathidden" cardsim_name:"Faith Investment"`
FoodSupply float64 `cardsim:"stathidden"` FoodSupply float64 `cardsim:"stathidden"`
ObesogenicFood float64 `cardsim:"stathidden"`
ForeignRelations float64 `cardsim:"stathidden"` ForeignRelations float64 `cardsim:"stathidden"`
HiddenRelPenalty float64 `cardsim:"stathidden"` // Lower is better. HiddenRelPenalty float64 `cardsim:"stathidden"` // Lower is better.
Secrecy float64 `cardsim:"stathidden"` Secrecy float64 `cardsim:"stathidden"`
PointOfDimReturns float64 `cardsim:"stathidden"`
Rebellion float64 `cardsim:"stathidden"` Rebellion float64 `cardsim:"stathidden"`
Madness float64 `cardsim:"stathidden"` Madness float64 `cardsim:"stathidden"`
Cruelty float64 `cardsim:"stat"` Cruelty float64 `cardsim:"stat"`
@ -52,235 +47,49 @@ type KoboldMine struct {
Gullibility float64 `cardsim:"stathidden"` Gullibility float64 `cardsim:"stathidden"`
Authoritarianism float64 `cardsim:"stat"` Authoritarianism float64 `cardsim:"stat"`
// AnotherExpense float64 `cardsim:"hiddenround5"` Taxation float64 `cardsim:"stat"`
// A different way of adding stats that is slightly more empowering. TaxEvasion float64 `cardsim:"stat"`
} Squalor float64 `cardsim:"stat"`
// Idea for tax evasion. The corruption stat should increase tax evasion, while the squalor stat should reduce it. The link with corruption should be obvious, but for squalor: when the economy improves, more people have resources with which to attempt to protect their income. This is part of why rich people can evade taxes more effectively than poor people. It's not ALL lobbying advantage.
func (k *KoboldMine) ProductivityFunc(s float64) func() float64 {
return func() float64 {
return math.Max(s*float64(k.Kobolds()), 0)
}
}
func (k *KoboldMine) ProductivityTotal() float64 {
total := math.Max(k.MiningIncome, 0.01)
total += math.Max(k.ScavengingIncome, 0)
total += math.Max(k.AlchemyIncome, 0)
total += math.Max(k.HospitalityIncome, 0)
total += math.Max(k.AgricultureIncome, 0)
total += math.Max(k.ManufacturingIncome, 0)
total += math.Max(k.PlanarIncome, 0)
total += math.Max(k.PublishingIncome, 0)
total += math.Max(k.FinanceIncome, 0)
total += math.Max(k.GadgetryIncome, 0)
total += math.Max(k.FishingIncome, 0)
total += math.Max(k.ConstructionIncome, 0.02)
total += math.Max(k.PropagandaExpense, 0)
total += math.Max(k.BureaucracyExpense, 0)
total += math.Max(k.WarExpense, 0)
total += math.Max(k.QoLExpense, 0)
total += math.Max(k.LogisticsExpense, 0)
total += math.Max(k.DragonSubsExpense, 0)
total += math.Max(k.ResearchSubsExpense, 0)
total += math.Max(k.EducationExpense, 0)
total += math.Max(k.HealthcareExpense, 0)
total += math.Max(k.ForeignRelExpense, 0)
total += math.Max(k.PoliceExpense, 0)
total += math.Max(k.EconPlanExpense, 0)
total += math.Max(k.ParksExpense, 0)
total += math.Max(k.FaithExpense, 0)
return total
}
func (k *KoboldMine) ProductivityMultiplier() float64 {
return math.Pow(0.95, math.Max(0, k.ProductivityTotal()-k.PointOfDimReturns))
}
func (k *KoboldMine) TrueMiningIncome() float64 {
return math.Max(k.MiningIncome*k.ProductivityMultiplier(), 0.01)
}
func (k *KoboldMine) TrueScavengingIncome() float64 {
return math.Max(k.ScavengingIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueAlchemyIncome() float64 {
return math.Max(k.AlchemyIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueHospitalityIncome() float64 {
return math.Max(k.HospitalityIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueAgricultureIncome() float64 {
return math.Max(k.AgricultureIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueManufacturingIncome() float64 {
return math.Max(k.ManufacturingIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TruePlanarIncome() float64 {
return math.Max(k.PlanarIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TruePublishingIncome() float64 {
return math.Max(k.PublishingIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueForestryIncome() float64 {
return math.Max(k.ForestryIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueFinanceIncome() float64 {
return math.Max(k.FinanceIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueGadgetryIncome() float64 {
return math.Max(k.GadgetryIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueFishingIncome() float64 {
return math.Max(k.FishingIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueConstructionIncome() float64 {
return math.Max(k.ConstructionIncome*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TruePropagandaExpense() float64 {
return math.Max(k.PropagandaExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueBureaucracyExpense() float64 {
return math.Max(k.BureaucracyExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueWarExpense() float64 {
return math.Max(k.WarExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueQoLExpense() float64 {
return math.Max(k.QoLExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueLogisticsExpense() float64 {
return math.Max(k.LogisticsExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueDragonSubsExpense() float64 {
return math.Max(k.DragonSubsExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueResearchSubsExpense() float64 {
return math.Max(k.ResearchSubsExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueEducationExpense() float64 {
return math.Max(k.EducationExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueHealthcareExpense() float64 {
return math.Max(k.HealthcareExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueForeignRelExpense() float64 {
return math.Max(k.ForeignRelExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TruePoliceExpense() float64 {
return math.Max(k.PoliceExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueEconPlanExpense() float64 {
return math.Max(k.EconPlanExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueParksExpense() float64 {
return math.Max(k.ParksExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TrueFaithExpense() float64 {
return math.Max(k.FaithExpense*k.ProductivityMultiplier(), 0)
}
func (k *KoboldMine) TotalSectorIncome() float64 {
return float64(k.Kobolds()) * (math.Max(k.TrueMiningIncome(), 0.01) + math.Max(k.TrueScavengingIncome(), 0) + math.Max(k.TrueAlchemyIncome(), 0) + math.Max(k.TrueHospitalityIncome(), 0) + math.Max(k.TrueAgricultureIncome(), 0) + math.Max(k.TrueManufacturingIncome(), 0) + math.Max(k.TruePlanarIncome(), 0) + math.Max(k.TruePublishingIncome(), 0) + math.Max(k.TrueFinanceIncome(), 0) + math.Max(k.TrueGadgetryIncome(), 0) + math.Max(k.TrueFishingIncome(), 0) + math.Max(k.TrueConstructionIncome(), 0.02))
}
func (k *KoboldMine) TotalGovExpense() float64 {
return float64(k.Kobolds()) * (math.Max(k.TruePropagandaExpense(), 0) + math.Max(k.TrueBureaucracyExpense(), 0) + math.Max(k.TrueWarExpense(), 0) + math.Max(k.TrueQoLExpense(), 0) + math.Max(k.TrueLogisticsExpense(), 0) + math.Max(k.TrueDragonSubsExpense(), 0) + math.Max(k.TrueResearchSubsExpense(), 0) + math.Max(k.TrueEducationExpense(), 0) + math.Max(k.TrueHealthcareExpense(), 0) + math.Max(k.TrueForeignRelExpense(), 0) + math.Max(k.TruePoliceExpense(), 0) + math.Max(k.TrueEconPlanExpense(), 0) + math.Max(k.TrueParksExpense(), 0) + math.Max(k.TrueFaithExpense(), 0))
}
func (k *KoboldMine) Taxation() float64 {
return (k.TotalGovExpense() / (k.TotalSectorIncome() + k.TotalGovExpense())) * 100
}
// Idea for the tax rate. I could have a tracked "tax evasion" stat that drives up taxation (people who actually pay have to pay more) as well as a tracked "public pay ratio" stat that drives up taxation if the public sector is paid more than the private sector and vice versa if the public sector is paid less. Both stats should be exposed to the player.
// Idea for tax evasion. The corruption stat should increase tax evasion, while the squalor stat should reduce it. The link with corruption should be obvious, but for squalor: when the economy improves, more people have resources with which to attempt to protect their income.
func (k *KoboldMine) StatTaxRate() float64 {
return k.Taxation()
} }
func (k *KoboldMine) Kobolds() int64 { func (k *KoboldMine) Kobolds() int64 {
return int64((k.BasePopulation + (k.HealthcareExpense * 1000)) * k.FoodSupply * (1 - 0.5*(k.StatObesity()/100)) * (1 + k.TrueForeignRelations())) return int64((k.BasePopulation * (k.Healthcare + 1)) * (k.FoodSupply) * (100 + k.TrueForeignRelations()/100))
} }
const (
MinFoodSupply = 18
MaxFoodSupply = 37
)
func (k *KoboldMine) DisplayedFoodSupply() float64 { func (k *KoboldMine) DisplayedFoodSupply() float64 {
return (k.FoodSupply - 1) * 100 return 100 * (k.FoodSupply - MinFoodSupply) / (MaxFoodSupply - MinFoodSupply) //This returns a Policy Implementation Percentage, so that the player can see how good they are at capturing food supply. When it becomes possible for Food Supply to hit 0 and end the game in famine, the minimum survivable food supply PIP should be calculated and returned to the player as a warned-against failure threshold.
} }
func (k *KoboldMine) StatObesogenicity() float64 { //func (k *KoboldMine) StatObesity() float64 {
return (k.ObesogenicFood - 1) * 100 //return (100 / (2.3 + math.Exp(-0.04*(k.DisplayedFoodSupply()-37)))) + 100/(2.3+math.Exp(-0.04*(k.StatObesogenicity()-37)))
} //}
func (k *KoboldMine) StatObesity() float64 {
return (100 / (2.3 + math.Exp(-0.04*(k.DisplayedFoodSupply()-37)))) + 100/(2.3+math.Exp(-0.04*(k.StatObesogenicity()-37)))
}
func (k *KoboldMine) TrueForeignRelations() float64 { func (k *KoboldMine) TrueForeignRelations() float64 {
return (1 - math.Max(math.Min(k.Secrecy, 1), 0)) * (math.Max(math.Min(k.ForeignRelations, 1), -1) - k.HiddenRelPenalty) openness := 100 - clamp(k.Secrecy, 0, 100)
effectiveRel := clamp(k.ForeignRelations, -100, 100) - k.HiddenRelPenalty
return openness / 100 * effectiveRel
} }
const (
MinForeignRelations = -11
MaxForeignRelations = 9
)
func (k *KoboldMine) DisplayedForeignRelations() float64 { func (k *KoboldMine) DisplayedForeignRelations() float64 {
return math.Max(math.Min((k.ForeignRelations*100), 100), -100) return 100 * (k.ForeignRelations - MinForeignRelations) / (MaxForeignRelations - MinForeignRelations)
} }
func (k *KoboldMine) DisplayedSecrecy() float64 { func (k *KoboldMine) DisplayedSecrecy() float64 {
return k.Secrecy * 100 return k.Secrecy * 100
} }
func (k *KoboldMine) SqualorReduction() float64 {
total := math.Max(k.MiningIncome, 0.01)
total -= math.Max(k.ScavengingIncome, 0)
total += math.Max(k.AlchemyIncome, 0)
total += math.Max(k.HospitalityIncome, 0) * 2
total += math.Max(k.ManufacturingIncome, 0)
total += math.Max(k.PlanarIncome, 0)
total += math.Max(k.PublishingIncome, 0) * 2
total += math.Max(k.FinanceIncome, 0) * 3
total += math.Max(k.GadgetryIncome, 0) * 2
total += math.Max(k.ConstructionIncome, 0.02) * 2
total += math.Max(k.PropagandaExpense, 0)
total += math.Max(k.BureaucracyExpense, 0) * 2
total += math.Max(k.QoLExpense, 0) * 20
total += math.Max(k.LogisticsExpense, 0)
total += math.Max(k.ResearchSubsExpense, 0) * 2
total += math.Max(k.EducationExpense, 0) * 4
total += math.Max(k.HealthcareExpense, 0) * 6
total += math.Max(k.ForeignRelExpense, 0)
total += math.Max(k.PoliceExpense, 0)
total += math.Max(k.EconPlanExpense, 0)
total += math.Max(k.ParksExpense, 0) * 3
total += math.Max(k.FaithExpense, 0) * 10
return total
}
func (k *KoboldMine) StatSqualor() float64 {
return 100 * math.Pow(1.204, 1.2-(2*k.SqualorReduction()))
}
// So I want squalor to be a value between 100 and 0 that reduces readily at the start and then becomes increasingly difficult to further reduce. This initial squalor stat starts at about 80%, but may not change rapidly enough. Note that the 1.2-(2* sequence is meant to balance it at 80% starting point. If I change the velocity on the 2* side, I have to change the 1.2 offset as well. I really hope this math works, because I don't quite understand it. // So I want squalor to be a value between 100 and 0 that reduces readily at the start and then becomes increasingly difficult to further reduce. This initial squalor stat starts at about 80%, but may not change rapidly enough. Note that the 1.2-(2* sequence is meant to balance it at 80% starting point. If I change the velocity on the 2* side, I have to change the 1.2 offset as well. I really hope this math works, because I don't quite understand it.
func (k *KoboldMine) StatChaos() float64 { func (k *KoboldMine) StatChaos() float64 {
@ -298,122 +107,6 @@ func (k *KoboldMine) StatCorruption() float64 {
func (k *KoboldMine) Stats() []cardsim.Stat { func (k *KoboldMine) Stats() []cardsim.Stat {
stats := cardsim.ExtractStats(k) stats := cardsim.ExtractStats(k)
funcs := []cardsim.Stat{ funcs := []cardsim.Stat{
cardsim.StatFunc(
"Mining Income",
k.ProductivityFunc(k.TrueMiningIncome()),
),
cardsim.StatFunc(
"Scavenging Income",
k.ProductivityFunc(k.TrueScavengingIncome()),
),
cardsim.StatFunc(
"Alchemy Income",
k.ProductivityFunc(k.TrueAlchemyIncome()),
),
cardsim.StatFunc(
"Hospitality Income",
k.ProductivityFunc(k.TrueHospitalityIncome()),
),
cardsim.StatFunc(
"Agriculture Income",
k.ProductivityFunc(k.TrueAgricultureIncome()),
),
cardsim.StatFunc(
"Manufacturing Income",
k.ProductivityFunc(k.TrueManufacturingIncome()),
),
cardsim.StatFunc(
"Planar Harvesting Income",
k.ProductivityFunc(k.TruePlanarIncome()),
),
cardsim.StatFunc(
"Book Publishing Income",
k.ProductivityFunc(k.TruePublishingIncome()),
),
cardsim.StatFunc(
"Forestry Income",
k.ProductivityFunc(k.TrueForestryIncome()),
),
cardsim.StatFunc(
"Finance Income",
k.ProductivityFunc(k.TrueFinanceIncome()),
),
cardsim.StatFunc(
"Gadgetry Income",
k.ProductivityFunc(k.TrueGadgetryIncome()),
),
cardsim.StatFunc(
"Fishing Income",
k.ProductivityFunc(k.TrueFishingIncome()),
),
cardsim.StatFunc(
"Construction Income",
k.ProductivityFunc(k.TrueConstructionIncome()),
),
cardsim.StatFunc(
"Propaganda Expense",
k.ProductivityFunc(k.TruePropagandaExpense()),
),
cardsim.StatFunc(
"Bureaucracy Expense",
k.ProductivityFunc(k.TrueBureaucracyExpense()),
),
cardsim.StatFunc(
"War Expense",
k.ProductivityFunc(k.TrueWarExpense()),
),
cardsim.StatFunc(
"QoL Expense",
k.ProductivityFunc(k.TrueQoLExpense()),
),
cardsim.StatFunc(
"Logistics Expense",
k.ProductivityFunc(k.TrueLogisticsExpense()),
),
cardsim.StatFunc(
"Dragon Subsidies",
k.ProductivityFunc(k.TrueDragonSubsExpense()),
),
cardsim.StatFunc(
"Research Subsidies",
k.ProductivityFunc(k.TrueResearchSubsExpense()),
),
cardsim.StatFunc(
"Education Expense",
k.ProductivityFunc(k.TrueEducationExpense()),
),
cardsim.StatFunc(
"Healthcare Expense",
k.ProductivityFunc(k.TrueHealthcareExpense()),
),
cardsim.StatFunc(
"Foreign Relations Expense",
k.ProductivityFunc(k.TrueForeignRelExpense()),
),
cardsim.StatFunc(
"Law Enforcement Expense",
k.ProductivityFunc(k.TruePoliceExpense()),
),
cardsim.StatFunc(
"Economic Planning Expense",
k.ProductivityFunc(k.TrueEconPlanExpense()),
),
cardsim.StatFunc(
"Parks and Aesthetics Expense",
k.ProductivityFunc(k.TrueParksExpense()),
),
cardsim.StatFunc(
"Faith Expense",
k.ProductivityFunc(k.TrueFaithExpense()),
),
cardsim.StatFunc(
"Total Sector Income",
k.TotalSectorIncome,
),
cardsim.StatFunc(
"Total Government Expense",
k.TotalGovExpense,
),
cardsim.StatFunc( cardsim.StatFunc(
"Foreign Relations", "Foreign Relations",
k.DisplayedForeignRelations, k.DisplayedForeignRelations,
@ -430,14 +123,6 @@ func (k *KoboldMine) Stats() []cardsim.Stat {
"Kobolds", "Kobolds",
k.Kobolds, k.Kobolds,
), ),
cardsim.InvisibleStatFunc(
"Squalor Reduction",
k.SqualorReduction,
),
cardsim.StatFunc(
"Squalor",
k.StatSqualor,
),
} }
stats = append(stats, funcs...) stats = append(stats, funcs...)
// cardsim.SortStats(stats) // cardsim.SortStats(stats)
@ -447,45 +132,41 @@ func (k *KoboldMine) Stats() []cardsim.Stat {
func NewKoboldMine() *KoboldMine { func NewKoboldMine() *KoboldMine {
return &KoboldMine{ return &KoboldMine{
BasePopulation: 1025, BasePopulation: 1025,
MiningIncome: 0.15, Mining: 0,
ScavengingIncome: 0.1, Scavenging: 0,
AlchemyIncome: 0.01, Alchemy: 0,
HospitalityIncome: 0.0, Hospitality: 0,
AgricultureIncome: 0.0, Agriculture: 0,
ManufacturingIncome: 0.10, Manufacturing: 0,
PlanarIncome: 0.00, PlanarConnections: 0,
PublishingIncome: 0.02, Publishing: 0,
ForestryIncome: 0.0, Forestry: 0,
FinanceIncome: 0.02, Finance: 0,
GadgetryIncome: 0.03, Gadgetry: 0,
FishingIncome: 0.0, Fishing: 0,
ConstructionIncome: 0.05, Construction: 0,
PropagandaExpense: 0.01, Propaganda: 0,
BureaucracyExpense: 0.05, Bureaucracy: 0,
WarExpense: 0.1, Militarism: 0,
QoLExpense: 0.01, Welfare: 0,
LogisticsExpense: 0.02, Logistics: 0,
DragonSubsExpense: 0.0, DragonSubs: 0,
ResearchSubsExpense: 0.0, ResearchSubs: 0,
EducationExpense: 0.01, Education: 0,
HealthcareExpense: 0.01, Healthcare: 0,
ForeignRelExpense: 0.0, ForeignRelExpense: 0,
PoliceExpense: 0.03, Police: 0,
EconPlanExpense: 0.02, ParksExpense: 0,
ParksExpense: 0.0, Faith: 0,
FaithExpense: 0.03, FoodSupply: 20,
FoodSupply: 0.20, ForeignRelations: 0,
ForeignRelations: -0.40, HiddenRelPenalty: 0,
HiddenRelPenalty: -0.01, Rebellion: 0,
Rebellion: 0.10, Madness: 0,
Madness: 0.25, Cruelty: 0,
Cruelty: 0.45, Greed: 0,
Greed: 0.35, Gullibility: 0,
Gullibility: 0.10, Authoritarianism: 0,
Authoritarianism: 0.70, Secrecy: 95,
Secrecy: .95,
PointOfDimReturns: 1.0,
} }
} }
// Note that the mine initializes with 1.02 points of overall productivity.

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@ -1,6 +1,10 @@
package koboldsim package koboldsim
import "math" import (
"math"
"golang.org/x/exp/constraints"
)
// Generic helper functions not directly attached to Card Sim Engine mechanics. // Generic helper functions not directly attached to Card Sim Engine mechanics.
@ -20,3 +24,13 @@ func Mean(vals ...float64) float64 {
} }
return total / float64(len(vals)) return total / float64(len(vals))
} }
func clamp[T constraints.Ordered](val, low, high T) T {
if val < low {
return low
}
if val > high {
return high
}
return val
}