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7 changed files with 1036 additions and 958 deletions

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.DS_Store vendored

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@ -1,18 +0,0 @@
{
// Place your KoboldSim workspace snippets here. Each snippet is defined under a snippet name and has a scope, prefix, body and
// description. Add comma separated ids of the languages where the snippet is applicable in the scope field. If scope
// is left empty or omitted, the snippet gets applied to all languages. The prefix is what is
// used to trigger the snippet and the body will be expanded and inserted. Possible variables are:
// $1, $2 for tab stops, $0 for the final cursor position, and ${1:label}, ${2:another} for placeholders.
// Placeholders with the same ids are connected.
// Example:
// "Print to console": {
// "scope": "javascript,typescript",
// "prefix": "log",
// "body": [
// "console.log('$1');",
// "$2"
// ],
// "description": "Log output to console"
// }
}

2
go.mod
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@ -8,5 +8,5 @@ require (
github.com/kr/pretty v0.3.1 // indirect
github.com/kr/text v0.2.0 // indirect
github.com/rogpeppe/go-internal v1.9.0 // indirect
golang.org/x/exp v0.0.0-20230321023759-10a507213a29
golang.org/x/exp v0.0.0-20230321023759-10a507213a29 // indirect
)

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@ -260,99 +260,6 @@ func (b *BasicPolicy) Is(p Policy) bool {
return false
}
// TablePolicy is a Policy where all numerical changes are defined by
// adding a constant to some set of fields (defined by `EffectsTable“)
// and subtracting it back out when de-enacting. If the currently
// enacted option is re-enacted, it refunds the player's action point.
type TablePolicy struct {
Desc cardsim.Message
UnenactedDesc cardsim.Message
EnactedDesc cardsim.Message
NothingChanged cardsim.Message
EffectsTable map[FieldLabel]float64
EnactionDesc cardsim.Message
CanDo func(*TablePolicy, *Player) bool
CurrentlyEnacted bool
LastEnactedPolicy Policy
LastEnactedIdx int
}
func YesWeAlsoCan(*TablePolicy, *Player) bool {
return true
}
// LastEnacted notifies t about the last-enacted policy in its group. It updates
// t.currentlyEnacted accordingly.
func (t *TablePolicy) LastEnacted(i int, p Policy) {
t.LastEnactedPolicy = p
t.LastEnactedIdx = i
t.CurrentlyEnacted = t.Is(p)
}
// OptionText implements CardOption.
func (t *TablePolicy) OptionText(*Player) (cardsim.Message, error) {
if t.CurrentlyEnacted {
if t.EnactedDesc == nil {
return nil, ErrUnimplemented
}
return t.EnactedDesc, nil
}
if t.UnenactedDesc == nil {
return nil, ErrUnimplemented
}
return t.UnenactedDesc, nil
}
// Enact implements CardOption.
func (t *TablePolicy) Enact(p *Player) (cardsim.Message, error) {
if t.EffectsTable == nil {
return nil, ErrUnimplemented
}
if t.CurrentlyEnacted {
p.ActionsRemaining++
if t.NothingChanged == nil {
t.NothingChanged = cardsim.MsgStr("You continue your current approach.")
}
return t.NothingChanged, nil
}
var errs cardsim.ErrorCollector
for label, amount := range t.EffectsTable {
errs.Add(p.Stats.Add(label, amount))
}
return t.EnactionDesc, errs.Emit()
}
// Unenact implements Policy.
func (t *TablePolicy) Unenact(p *Player) error {
if !t.CurrentlyEnacted {
return ErrPolicyNotEnacted
}
var errs cardsim.ErrorCollector
for label, amount := range t.EffectsTable {
errs.Add(p.Stats.Add(label, -amount))
}
return errs.Emit()
}
// Enabled implements CardOption.
func (t *TablePolicy) Enabled(p *Player) bool {
if t.CurrentlyEnacted {
return true
}
if t.CanDo == nil {
panic(ErrUnimplemented)
}
return t.CanDo(t, p)
}
func (t *TablePolicy) Is(p Policy) bool {
if o, ok := p.(*TablePolicy); ok {
return o == t
}
return false
}
// A VerbosePolicy is a group of related policies pretending to all be the same
// policy. Which policy is used is determined by what the previous policy for
// the card was (as reported via a call to LastEnacted):

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@ -1,9 +1,7 @@
package koboldsim
import (
"errors"
"fmt"
"reflect"
"math"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
)
@ -11,86 +9,280 @@ import (
// KoboldMine is the state of a kobold mine.
type KoboldMine struct {
BasePopulation float64 `cardsim:"stathidden"`
DragonCount float64 `cardsim:"stat" cardsim_name:"Dragon Population"`
Mining float64 `cardsim:"stathidden" cardsim_name:"Mining"`
Scavenging float64 `cardsim:"stathidden" cardsim_name:"Scavenging"`
Alchemy float64 `cardsim:"stathidden" cardsim_name:"Alchemy"`
Hospitality float64 `cardsim:"stathidden" cardsim_name:"Hospitality"`
Agriculture float64 `cardsim:"stathidden" cardsim_name:"Agriculture"`
Manufacturing float64 `cardsim:"stathidden" cardsim_name:"Manufacturing"`
PlanarConnections float64 `cardsim:"stathidden" cardsim_name:"Planar Connections"`
Publishing float64 `cardsim:"stathidden" cardsim_name:"Publishing"`
Forestry float64 `cardsim:"stathidden" cardsim_name:"Forestry"`
Finance float64 `cardsim:"stathidden" cardsim_name:"Finance"`
Gadgetry float64 `cardsim:"stathidden" cardsim_name:"Gadgetry"`
Fishing float64 `cardsim:"stathidden" cardsim_name:"Fishing"`
Construction float64 `cardsim:"stathidden" cardsim_name:"Construction"`
MiningIncome float64 `cardsim:"stathidden" cardsim_name:"Mining Productivity"`
ScavengingIncome float64 `cardsim:"stathidden" cardsim_name:"Scavenging Productivity"`
AlchemyIncome float64 `cardsim:"stathidden" cardsim_name:"Alchemy Productivity"`
HospitalityIncome float64 `cardsim:"stathidden" cardsim_name:"Hospitality Productivity"`
AgricultureIncome float64 `cardsim:"stathidden" cardsim_name:"Agriculture Productivity"`
ManufacturingIncome float64 `cardsim:"stathidden" cardsim_name:"Manufacturing Productivity"`
PlanarIncome float64 `cardsim:"stathidden" cardsim_name:"Planar Productivity"`
PublishingIncome float64 `cardsim:"stathidden" cardsim_name:"Publishing Productivity"`
ForestryIncome float64 `cardsim:"stathidden" cardsim_name:"Forestry Productivity"`
FinanceIncome float64 `cardsim:"stathidden" cardsim_name:"Finance Productivity"`
GadgetryIncome float64 `cardsim:"stathidden" cardsim_name:"Gadgetry Productivity"`
FishingIncome float64 `cardsim:"stathidden" cardsim_name:"Fishing Productivity"`
ConstructionIncome float64 `cardsim:"stathidden" cardsim_name:"Construction Productivity"`
Propaganda float64 `cardsim:"stathidden" cardsim_name:"Propaganda"`
Bureaucracy float64 `cardsim:"stathidden" cardsim_name:"Bureaucracy"`
Militarism float64 `cardsim:"stathidden" cardsim_name:"Militarism"`
Welfare float64 `cardsim:"stathidden" cardsim_name:"Social Safety Net"`
Logistics float64 `cardsim:"stathidden" cardsim_name:"Logistics"`
DragonSubs float64 `cardsim:"stathidden" cardsim_name:"Dragon Subsidies"`
ResearchSubs float64 `cardsim:"stathidden" cardsim_name:"Research"`
Education float64 `cardsim:"stathidden" cardsim_name:"Education"`
Healthcare float64 `cardsim:"stathidden" cardsim_name:"Healthcare"`
ForeignRelExpense float64 `cardsim:"stathidden" cardsim_name:"Diplomatic Investment"`
ParksExpense float64 `cardsim:"stathidden" cardsim_name:"City Beautification"`
Faith float64 `cardsim:"stathidden" cardsim_name:"Faith"`
PropagandaExpense float64 `cardsim:"stathidden" cardsim_name:"Propaganda Investment"`
BureaucracyExpense float64 `cardsim:"stathidden" cardsim_name:"Bureaucracy Investment"`
WarExpense float64 `cardsim:"stathidden" cardsim_name:"War Investment"`
QoLExpense float64 `cardsim:"stathidden" cardsim_name:"QoL Investment"`
LogisticsExpense float64 `cardsim:"stathidden" cardsim_name:"Logistics Investment"`
DragonSubsExpense float64 `cardsim:"stathidden" cardsim_name:"Dragon Subsidies Investment"`
ResearchSubsExpense float64 `cardsim:"stathidden" cardsim_name:"Research Subsidies Investment"`
EducationExpense float64 `cardsim:"stathidden" cardsim_name:"Education Investment"`
HealthcareExpense float64 `cardsim:"stathidden" cardsim_name:"Healthcare Investment"`
ForeignRelExpense float64 `cardsim:"stathidden" cardsim_name:"Foreign Relations Investment"`
PoliceExpense float64 `cardsim:"stathidden" cardsim_name:"Law Enforcement Investment"`
EconPlanExpense float64 `cardsim:"stathidden" cardsim_name:"Economic Planning Investment"`
ParksExpense float64 `cardsim:"stathidden" cardsim_name:"Parks and Aesthetics Investment"`
FaithExpense float64 `cardsim:"stathidden" cardsim_name:"Faith Investment"`
FoodSupply float64 `cardsim:"stathidden"`
ForeignRelations float64 `cardsim:"stathidden"`
HiddenRelPenalty float64 `cardsim:"stathidden"` // Lower is better.
Secrecy float64 `cardsim:"stathidden"`
Rebellion float64 `cardsim:"stathidden"`
Madness float64 `cardsim:"stathidden"`
Cruelty float64 `cardsim:"stat"`
Greed float64 `cardsim:"stathidden"`
Gullibility float64 `cardsim:"stathidden"`
Authoritarianism float64 `cardsim:"stat"`
FoodSupply float64 `cardsim:"stathidden"`
ObesogenicFood float64 `cardsim:"stathidden"`
ForeignRelations float64 `cardsim:"stathidden"`
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:"stat"`
Greed float64 `cardsim:"stat"`
Gullibility float64 `cardsim:"stathidden"`
Authoritarianism float64 `cardsim:"stat"`
Taxation float64 `cardsim:"stat"`
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.
// AnotherExpense float64 `cardsim:"hiddenround5"`
// A different way of adding stats that is slightly more empowering.
}
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 {
return int64((k.BasePopulation * (k.Healthcare + 1)) * (k.FoodSupply / 10) * (1 + k.TrueForeignRelations()/100))
return int64((k.BasePopulation + (k.HealthcareExpense * 1000)) * k.FoodSupply * (1 - 0.5*(k.StatObesity()/100)) * (1 + k.TrueForeignRelations()))
}
const (
MinFoodSupply = 18
MaxFoodSupply = 37
MinForeignRelations = -11
MaxForeignRelations = 9
)
func (k *KoboldMine) DisplayedFoodSupply() float64 {
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.
return (k.FoodSupply - 1) * 100
}
//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) StatObesogenicity() float64 {
return (k.ObesogenicFood - 1) * 100
}
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 {
openness := 100 - clamp(k.Secrecy, 0, 100)
effectiveRel := clamp(k.ForeignRelations, -100, 100) - k.HiddenRelPenalty
return openness / 100 * effectiveRel
return (1 - math.Max(math.Min(k.Secrecy, 1), 0)) * (math.Max(math.Min(k.ForeignRelations, 1), -1) - k.HiddenRelPenalty)
}
func (k *KoboldMine) DisplayedForeignRelations() float64 {
return 100 * (k.ForeignRelations - MinForeignRelations) / (MaxForeignRelations - MinForeignRelations)
return math.Max(math.Min((k.ForeignRelations*100), 100), -100)
}
func (k *KoboldMine) DisplayedSecrecy() float64 {
return k.Secrecy
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.
func (k *KoboldMine) StatChaos() float64 {
return Mean(k.Rebellion, k.Madness, k.Cruelty)
}
@ -101,11 +293,127 @@ func (k *KoboldMine) StatCorruption() float64 {
return Mean(k.Greed, k.Gullibility, k.Authoritarianism)
}
// This is the "crimes of cunning" stat for my crime calculations. It will also be displayed to the player as just Corruption. The player can see Authoritarianism, but they'll have to infer the importance of Greed and Gullibility.
// This is the "crimes of cunning" stat for my crime calculations. It will also be displayed to the player as just Corruption. The player can also see Greed and Authoritarianism, so they should have a good idea what goes into Corruption, but they'll have to infer the importance of Gullibility.
func (k *KoboldMine) Stats() []cardsim.Stat {
stats := cardsim.ExtractStats(k)
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(
"Foreign Relations",
k.DisplayedForeignRelations,
@ -122,6 +430,14 @@ func (k *KoboldMine) Stats() []cardsim.Stat {
"Kobolds",
k.Kobolds,
),
cardsim.InvisibleStatFunc(
"Squalor Reduction",
k.SqualorReduction,
),
cardsim.StatFunc(
"Squalor",
k.StatSqualor,
),
}
stats = append(stats, funcs...)
// cardsim.SortStats(stats)
@ -130,119 +446,46 @@ func (k *KoboldMine) Stats() []cardsim.Stat {
func NewKoboldMine() *KoboldMine {
return &KoboldMine{
BasePopulation: 1025,
Mining: 0,
Scavenging: 0,
Alchemy: 0,
Hospitality: 0,
Agriculture: 0,
Manufacturing: 0,
PlanarConnections: 0,
Publishing: 0,
Forestry: 0,
Finance: 0,
Gadgetry: 0,
Fishing: 0,
Construction: 0,
Propaganda: 0,
Bureaucracy: 0,
Militarism: 0,
Welfare: 0,
Logistics: 0,
DragonSubs: 0,
ResearchSubs: 0,
Education: 0,
Healthcare: 0,
ForeignRelExpense: 0,
ParksExpense: 0,
Faith: 0,
FoodSupply: 20,
ForeignRelations: 0,
HiddenRelPenalty: 0,
Rebellion: 0,
Madness: 0,
Cruelty: 0,
Greed: 0,
Gullibility: 0,
Authoritarianism: 0,
Secrecy: 95,
BasePopulation: 1025,
MiningIncome: 0.15,
ScavengingIncome: 0.1,
AlchemyIncome: 0.01,
HospitalityIncome: 0.0,
AgricultureIncome: 0.0,
ManufacturingIncome: 0.10,
PlanarIncome: 0.00,
PublishingIncome: 0.02,
ForestryIncome: 0.0,
FinanceIncome: 0.02,
GadgetryIncome: 0.03,
FishingIncome: 0.0,
ConstructionIncome: 0.05,
PropagandaExpense: 0.01,
BureaucracyExpense: 0.05,
WarExpense: 0.1,
QoLExpense: 0.01,
LogisticsExpense: 0.02,
DragonSubsExpense: 0.0,
ResearchSubsExpense: 0.0,
EducationExpense: 0.01,
HealthcareExpense: 0.01,
ForeignRelExpense: 0.0,
PoliceExpense: 0.03,
EconPlanExpense: 0.02,
ParksExpense: 0.0,
FaithExpense: 0.03,
FoodSupply: 0.20,
ForeignRelations: -0.40,
HiddenRelPenalty: -0.01,
Rebellion: 0.10,
Madness: 0.25,
Cruelty: 0.45,
Greed: 0.35,
Gullibility: 0.10,
Authoritarianism: 0.70,
Secrecy: .95,
PointOfDimReturns: 1.0,
}
}
// FieldLabel instances are strings exactly matching the name of an
// exported field in `KoboldMine`. These are used to map field names to
// amounts to change in `TablePolicy` instances, which are then looked
// up by name (via reflection) when adding the stat.
type FieldLabel string
const (
Alchemy FieldLabel = "Alchemy"
Authoritarianism FieldLabel = "Authoritarianism"
BasePopulation FieldLabel = "BasePopulation"
Bureaucracy FieldLabel = "Bureaucracy"
Construction FieldLabel = "Construction"
Cruelty FieldLabel = "Cruelty"
Education FieldLabel = "Education"
FoodSupply FieldLabel = "FoodSupply"
ForeignRelations FieldLabel = "ForeignRelations"
ForeignRelExpense FieldLabel = "ForeignRelExpense"
Gadgetry FieldLabel = "Gadgetry"
Greed FieldLabel = "Greed"
Gullibility FieldLabel = "Gullibility"
Healthcare FieldLabel = "Healthcare"
HiddenRelPenalty FieldLabel = "HiddenRelPenalty"
Hospitality FieldLabel = "Hospitality"
Logistics FieldLabel = "Logistics"
Madness FieldLabel = "Madness"
Manufacturing FieldLabel = "Manufacturing"
Militarism FieldLabel = "Militarism"
Mining FieldLabel = "Mining"
ParksExpense FieldLabel = "ParksExpense"
Publishing FieldLabel = "Publishing"
Rebellion FieldLabel = "Rebellion"
Scavenging FieldLabel = "Scavenging"
Secrecy FieldLabel = "Secrecy"
Welfare FieldLabel = "Welfare"
)
// ErrBadFieldLabel is an "error category" for all errors where a
// FieldLabel did not correctly name a Field that could be used in Add.
var ErrBadFieldLabel = errors.New("bad field label")
// ErrNoFieldLabel is a kind of `ErrBadFieldLabel` used when no field
// of the target has the exact name specified in the FieldLabel. Check
// spelling and capitalization.
var ErrNoFieldLabel = fmt.Errorf("%w: field does not exist", ErrBadFieldLabel)
// ErrFieldNotFloat is a kind of `ErrBadFieldLabel` used when it is not
// possible to read and assign a float to the named field. Is this the
// name of a calculated stat (a function) rather than a base stat?
var ErrFieldNotFloat = fmt.Errorf("%w: field type is not float", ErrBadFieldLabel)
// ErrFieldSetPanic is a kind of `ErrBadFieldLabel` used when trying to
// set the value of a field panicked. The panic message should be
// preserved in the error to diagnose the problem. If the problem is
// that the field is unexported, capitalize the name (including inside
// the KoboldMine type). Any other issue is a more complicated bug,
// because all of them that aren't already caught by ErrFieldNotFloat
// imply something very unexpected happened with `k` itself (in `Add`).
var ErrFieldSetPanic = fmt.Errorf("%w: panic when setting", ErrBadFieldLabel)
// Use a FieldLabel to add an amount to the matching field. If no such
// field can be found, the field is not exported, or the field is not
// of type float64, this returns an error ad does not change any values.
func (k *KoboldMine) Add(which FieldLabel, amount float64) error {
kv := reflect.ValueOf(k).Elem()
f := kv.FieldByName(string(which))
if !f.IsValid() {
return fmt.Errorf("cannot add %f to field %q: %w", amount, which, ErrNoFieldLabel)
}
if !f.CanFloat() {
return fmt.Errorf("cannot add %f to field %q: %w", amount, which, ErrFieldNotFloat)
}
if err := try(func() { f.SetFloat(f.Float() + amount) }); err != nil {
return fmt.Errorf("could not add %f to field %q: %w", amount, which, err)
}
return nil
}
// Note that the mine initializes with 1.02 points of overall productivity.

View File

@ -1,12 +1,6 @@
package koboldsim
import (
"errors"
"fmt"
"math"
"golang.org/x/exp/constraints"
)
import "math"
// Generic helper functions not directly attached to Card Sim Engine mechanics.
@ -26,46 +20,3 @@ func Mean(vals ...float64) float64 {
}
return total / float64(len(vals))
}
// clamp returns the middle of the three provided values. It doesn't
// matter which order the values are in. This function is known as `mid` in
// Pico-8's library, among others. It is usually used to clamp a value to a
// range, and it doesn't care which order the range is written in.
func clamp[T constraints.Ordered](a, b, c T) T {
if a <= b && a <= c {
// `a` is least; mid is lower of `b` or `c`
if b <= c {
return b
}
return c
}
if a >= b && a >= c {
// `a` is most; mid is greater of `b` or `c`
if b >= c {
return b
}
return c
}
// `a` is neither most nor least; therefore, `a` is mid
return a
}
var ErrWrappedPanic = errors.New("panic")
// try catches a panic in the provided func and demotes it to an error, if any
// panic occurs. The returned error, if any, wraps `ErrWrappedPanic`. If the
// panic argument is itself an error, it is also wrapped; otherwise, it is
// stringified into the error message using `%v`.
func try(f func()) (finalErr error) {
defer func() {
if r := recover(); r != nil {
if e, ok := r.(error); ok {
finalErr = fmt.Errorf("%w: %w", ErrWrappedPanic, e)
return
}
finalErr = fmt.Errorf("%w: %v", ErrWrappedPanic, r)
}
}()
f()
return nil
}