Chaos Stat

This commit is contained in:
2023-05-13 20:05:07 -07:00
parent 6d6d0f5c8b
commit e61d7571f0
2 changed files with 17 additions and 2 deletions

View File

@ -45,6 +45,9 @@ type KoboldMine struct {
HiddenRelPenalty float64 `cardsim:"stathidden"` // Lower is better.
Secrecy float64 `cardsim:"stathidden"`
PointOfDimReturns float64 `cardsim:"stathidden"`
Rebellion float64 `cardsim:"stathidden"`
Madness float64 `cardsim:"stathidden"`
Cruelty float64 `cardsim:"stathidden"`
// AnotherExpense float64 `cardsim:"hiddenround5"`
// A different way of adding stats that is slightly more empowering.
@ -281,6 +284,10 @@ 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.
func (k *KoboldMine) StatChaos() float64 {
return (k.Rebellion + k.Madness + k.Cruelty) / 3
}
func (k *KoboldMine) Stats() []cardsim.Stat {
stats := cardsim.ExtractStats(k)
funcs := []cardsim.Stat{