Use Mean to calculate StatChaos.

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Kistaro Windrider 2023-05-13 20:15:57 -07:00
parent 816b5e8e7a
commit 350fd0f777
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -285,7 +285,7 @@ func (k *KoboldMine) StatSqualor() float64 {
// 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 {
return (k.Rebellion + k.Madness + k.Cruelty) / 3 return Mean(k.Rebellion, k.Madness, k.Cruelty)
} }
func (k *KoboldMine) Stats() []cardsim.Stat { func (k *KoboldMine) Stats() []cardsim.Stat {