16 Commits

Author SHA1 Message Date
18b221d972 Update stats.go 2024-09-27 16:04:17 -07:00
e45c5b3711 Test change
We'll see if this just works.
2024-09-27 15:45:34 -07:00
f53beb4b17 New card, update for crime stats 2023-05-23 11:30:21 -07:00
c30254a36d Crime stats update 2023-05-23 11:30:09 -07:00
350fd0f777 Use Mean to calculate StatChaos. 2023-05-13 20:15:57 -07:00
816b5e8e7a Mathematical mean helper. 2023-05-13 20:13:05 -07:00
e61d7571f0 Chaos Stat 2023-05-13 20:05:07 -07:00
6d6d0f5c8b Squalor mechanic introduction
I haven't connected it to crime yet.
2023-04-19 22:33:24 -07:00
3ca17d8881 Update go.mod 2023-04-19 11:37:48 -07:00
976610b1bb Food supply tweaks, new card 2023-04-19 11:37:40 -07:00
a4692712cc Issue #7, plus DimReturns 2023-04-13 16:06:56 -07:00
2ca8f3ed13 Economy Update,
Adding in diminishing returns.
2023-04-13 16:06:40 -07:00
0a39cc76d6 Two Kobolds In A Trenchcoat: grammar fix 2023-04-08 18:38:51 -07:00
de7092cf4b SwitchingCard.IsValid: control drawability.
Cards can now specify conditions that must be met for them to be drawn into the hand.

Additionally, this improves the documentation of SwitchingCard.
2023-04-08 18:33:58 -07:00
d434e50897 Shuffle cards back by default.
If no After function is provided for a SwitchingCard, it uses ShuffleIntoBottomHalf.

This also modifies Then to be callable with a nil `o`, which it recognizes as "nothing happened but we need cleanup anyway", in preparation for the incoming "make cards sometimes not drawable" feature.
2023-04-08 18:18:00 -07:00
95a30cb522 Foreign Relations, Forestry, and a New Issue
I guess this project will continue growing for now.
2023-04-05 20:26:57 -07:00
6 changed files with 1209 additions and 119 deletions

9
go.mod
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@ -2,6 +2,11 @@ module git.chromaticdragon.app/kistaro/KoboldSim
go 1.20 go 1.20
require git.chromaticdragon.app/kistaro/CardSimEngine v0.3.0 require git.chromaticdragon.app/kistaro/CardSimEngine v0.5.0
require golang.org/x/exp v0.0.0-20230321023759-10a507213a29 // indirect 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 // indirect
)

12
go.sum
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@ -1,4 +1,12 @@
git.chromaticdragon.app/kistaro/CardSimEngine v0.3.0 h1:PYpW6+XTod3oJHf7JyfCpHMCdGILrvyqSJPH/71FMRQ= git.chromaticdragon.app/kistaro/CardSimEngine v0.5.0 h1:o4ncTVfDgax3w2tVhkap4/ZrZDe13YnNNJ0pe7zaqjM=
git.chromaticdragon.app/kistaro/CardSimEngine v0.3.0/go.mod h1:FYuoJHaK7lDI8Fwf4lZY2Y+8P9zavT4oLvSFUG6drw4= git.chromaticdragon.app/kistaro/CardSimEngine v0.5.0/go.mod h1:FYuoJHaK7lDI8Fwf4lZY2Y+8P9zavT4oLvSFUG6drw4=
github.com/creack/pty v1.1.9/go.mod h1:oKZEueFk5CKHvIhNR5MUki03XCEU+Q6VDXinZuGJ33E=
github.com/kr/pretty v0.3.1 h1:flRD4NNwYAUpkphVc1HcthR4KEIFJ65n8Mw5qdRn3LE=
github.com/kr/pretty v0.3.1/go.mod h1:hoEshYVHaxMs3cyo3Yncou5ZscifuDolrwPKZanG3xk=
github.com/kr/text v0.2.0 h1:5Nx0Ya0ZqY2ygV366QzturHI13Jq95ApcVaJBhpS+AY=
github.com/kr/text v0.2.0/go.mod h1:eLer722TekiGuMkidMxC/pM04lWEeraHUUmBw8l2grE=
github.com/pkg/diff v0.0.0-20210226163009-20ebb0f2a09e/go.mod h1:pJLUxLENpZxwdsKMEsNbx1VGcRFpLqf3715MtcvvzbA=
github.com/rogpeppe/go-internal v1.9.0 h1:73kH8U+JUqXU8lRuOHeVHaa/SZPifC7BkcraZVejAe8=
github.com/rogpeppe/go-internal v1.9.0/go.mod h1:WtVeX8xhTBvf0smdhujwtBcq4Qrzq/fJaraNFVN+nFs=
golang.org/x/exp v0.0.0-20230321023759-10a507213a29 h1:ooxPy7fPvB4kwsA2h+iBNHkAbp/4JxTSwCmvdjEYmug= golang.org/x/exp v0.0.0-20230321023759-10a507213a29 h1:ooxPy7fPvB4kwsA2h+iBNHkAbp/4JxTSwCmvdjEYmug=
golang.org/x/exp v0.0.0-20230321023759-10a507213a29/go.mod h1:CxIveKay+FTh1D0yPZemJVgC/95VzuuOLq5Qi4xnoYc= golang.org/x/exp v0.0.0-20230321023759-10a507213a29/go.mod h1:CxIveKay+FTh1D0yPZemJVgC/95VzuuOLq5Qi4xnoYc=

File diff suppressed because it is too large Load Diff

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@ -42,11 +42,56 @@ type Policy interface {
// previously, and undoes it before doing a different one. It is always valid // previously, and undoes it before doing a different one. It is always valid
// to draw. // to draw.
type SwitchingCard struct { type SwitchingCard struct {
Name cardsim.Message // Name contains the name of the card, displayed as its title in the
Desc cardsim.Message // action selection menu and in the card detail page itself.
IsUrgent bool Name cardsim.Message
After func(Card, *Player, CardOption) error
Policies []Policy // Desc contains the event description for the card, displayed in the
// card detail page.
Desc cardsim.Message
// IsUrgent marks a card as urgent. If the player has any urgent cards
// in hand, they cannot act on any non-urgent cards (or permanent actions
// not marked as urgent).
IsUrgent bool
// After is invoked after the player has chosen to act on this card and
// the chosen option has been fully enacted. If the card should be returned
// to the deck, After is responsible for doing this!
//
// If After is not provided, ShuffleIntoBottomHalf is used as a fallback.
//
// The first argument to After is the card itself. This will be type
// *SwitchingCard. It's represented as Card so general "After" functions
// that can be used with multiple card types (for example,
// ShuffleIntoBottomHalf) can be trivially implemented.
//
// If the card cannot be drawn into the hand because it has an IsValid
// check and the check fails, After is invoked with a nil CardOption.
// ShuffleIntoBottomHalf works just fine with a nil argument here.
// (It doesn't care about the CardOption at all.)
After func(Card, *Player, CardOption) error
// IsValid is used to check whether the card can be drawn into the hand.
// If it cannot, After is immediately invoked (whenever the card was
// being drawn, which is probably the "draw" stage of the turn but can
// happen any time if something else causes the player to draw cards) with
// a nil CardOption (because no option was selected) and the SwitchingCard
// does not invoke any option and does not change its active policy.
//
// The first argument to IsValid is the card itself. This will be type
// *SwitchingCard. It's presented via the Card interface to support
// general validity functions that could be used with arbitrary kinds of Card.
IsValid func(Card, *Player) bool
// Policies contains the options the player may choose between. Policy is
// a more specific type than CardOption; a Policy can be un-enacted.
// Unenactment of the previous policy before selecting a new one is the
// core feature of SwitchingCard.
Policies []Policy
// lastPolicy stores the last policy selected for this card. It's used
// extensively by SwitchingCard's logic.
lastPolicy Policy lastPolicy Policy
// ShowUnavailable controls whether options for which Enabled() = false // ShowUnavailable controls whether options for which Enabled() = false
@ -66,7 +111,12 @@ func (s *SwitchingCard) Urgent(*Player) bool {
} }
// Drawn implements Card. // Drawn implements Card.
func (s *SwitchingCard) Drawn(*Player) bool { func (s *SwitchingCard) Drawn(p *Player) bool {
if s.IsValid != nil && !s.IsValid(s, p) {
err := s.Then(p, nil)
p.ReportError(err) // can't do anything with the error right now
return false
}
return true return true
} }
@ -96,22 +146,33 @@ func (s *SwitchingCard) Options(player *Player) ([]CardOption, error) {
// Then implements Card. // Then implements Card.
func (s *SwitchingCard) Then(p *Player, o CardOption) error { func (s *SwitchingCard) Then(p *Player, o CardOption) error {
newPolicy := o.(Policy)
var errs cardsim.ErrorCollector var errs cardsim.ErrorCollector
if s.lastPolicy != nil && !newPolicy.Is(s.lastPolicy) { if o != nil {
err := s.lastPolicy.Unenact(p) newPolicy := o.(Policy)
if cardsim.IsSeriousError(err) { if s.lastPolicy != nil && !newPolicy.Is(s.lastPolicy) {
return err err := s.lastPolicy.Unenact(p)
if cardsim.IsSeriousError(err) {
return err
}
errs.Add(err)
} }
errs.Add(err) s.lastPolicy = o.(Policy)
} }
s.lastPolicy = o.(Policy)
if s.After != nil { if s.After != nil {
errs.Add(s.After(s, p, o)) errs.Add(s.After(s, p, o))
} else {
// Fallback: Shuffle the card back into the bottom half of the deck.
errs.Add(ShuffleIntoBottomHalf(s, p, o))
} }
return errs.Emit() return errs.Emit()
} }
// CurrentlyEnacted returns the currently enacted Policy, if any.
func (s *SwitchingCard) CurrentlyEnacted() Policy {
return s.lastPolicy
}
// BasicPolicy is a straightfoward implementation of Policy. If the currently // BasicPolicy is a straightfoward implementation of Policy. If the currently
// enacted option is re-enacted, it refunds the player's action point. // enacted option is re-enacted, it refunds the player's action point.
type BasicPolicy struct { type BasicPolicy struct {

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@ -10,180 +10,401 @@ import (
type KoboldMine struct { type KoboldMine struct {
BasePopulation float64 `cardsim:"stathidden"` BasePopulation float64 `cardsim:"stathidden"`
MiningIncome float64 `cardsim:"stat" cardsim_name:"Mining Productivity"` MiningIncome float64 `cardsim:"stathidden" cardsim_name:"Mining Productivity"`
ScavengingIncome float64 `cardsim:"stat" cardsim_name:"Scavenging Productivity"` ScavengingIncome float64 `cardsim:"stathidden" cardsim_name:"Scavenging Productivity"`
AlchemyIncome float64 `cardsim:"stat" cardsim_name:"Alchemy Productivity"` AlchemyIncome float64 `cardsim:"stathidden" cardsim_name:"Alchemy Productivity"`
HospitalityIncome float64 `cardsim:"stat" cardsim_name:"Hospitality Productivity"` HospitalityIncome float64 `cardsim:"stathidden" cardsim_name:"Hospitality Productivity"`
AgricultureIncome float64 `cardsim:"stat" cardsim_name:"Agriculture Productivity"` AgricultureIncome float64 `cardsim:"stathidden" cardsim_name:"Agriculture Productivity"`
ManufacturingIncome float64 `cardsim:"stat" cardsim_name:"Manufacturing Productivity"` ManufacturingIncome float64 `cardsim:"stathidden" cardsim_name:"Manufacturing Productivity"`
PlanarIncome float64 `cardsim:"stat" cardsim_name:"Planar Productivity"` PlanarIncome float64 `cardsim:"stathidden" cardsim_name:"Planar Productivity"`
PublishingIncome float64 `cardsim:"stat" cardsim_name:"Publishing Productivity"` PublishingIncome float64 `cardsim:"stathidden" cardsim_name:"Publishing Productivity"`
FinanceIncome float64 `cardsim:"stat" cardsim_name:"Finance Productivity"` ForestryIncome float64 `cardsim:"stathidden" cardsim_name:"Forestry Productivity"`
GadgetryIncome float64 `cardsim:"stat" cardsim_name:"Gadgetry Productivity"` FinanceIncome float64 `cardsim:"stathidden" cardsim_name:"Finance Productivity"`
FishingIncome float64 `cardsim:"stat" cardsim_name:"Fishing Productivity"` GadgetryIncome float64 `cardsim:"stathidden" cardsim_name:"Gadgetry Productivity"`
ConstructionIncome float64 `cardsim:"stat" cardsim_name:"Construction Productivity"` FishingIncome float64 `cardsim:"stathidden" cardsim_name:"Fishing Productivity"`
ConstructionIncome float64 `cardsim:"stathidden" cardsim_name:"Construction Productivity"`
PropagandaExpense float64 `cardsim:"stat" cardsim_name:"Propaganda Investment"` PropagandaExpense float64 `cardsim:"stathidden" cardsim_name:"Propaganda Investment"`
BureaucracyExpense float64 `cardsim:"stat" cardsim_name:"Bureaucracy Investment"` BureaucracyExpense float64 `cardsim:"stathidden" cardsim_name:"Bureaucracy Investment"`
WarExpense float64 `cardsim:"stat" cardsim_name:"War Investment"` WarExpense float64 `cardsim:"stathidden" cardsim_name:"War Investment"`
QoLExpense float64 `cardsim:"stat" cardsim_name:"QoL Investment"` QoLExpense float64 `cardsim:"stathidden" cardsim_name:"QoL Investment"`
LogisticsExpense float64 `cardsim:"stat" cardsim_name:"Logistics Investment"` LogisticsExpense float64 `cardsim:"stathidden" cardsim_name:"Logistics Investment"`
DragonSubsExpense float64 `cardsim:"stat" cardsim_name:"Dragon Subsidies Investment"` DragonSubsExpense float64 `cardsim:"stathidden" cardsim_name:"Dragon Subsidies Investment"`
ResearchSubsExpense float64 `cardsim:"stat" cardsim_name:"Research Subsidies Investment"` ResearchSubsExpense float64 `cardsim:"stathidden" cardsim_name:"Research Subsidies Investment"`
EducationExpense float64 `cardsim:"stat" cardsim_name:"Education Investment"` EducationExpense float64 `cardsim:"stathidden" cardsim_name:"Education Investment"`
HealthcareExpense float64 `cardsim:"stat" cardsim_name:"Healthcare Investment"` HealthcareExpense float64 `cardsim:"stathidden" cardsim_name:"Healthcare Investment"`
ForeignRelExpense float64 `cardsim:"stat" cardsim_name:"Foreign Relations Investment"` ForeignRelExpense float64 `cardsim:"stathidden" cardsim_name:"Foreign Relations Investment"`
PoliceExpense float64 `cardsim:"stat" cardsim_name:"Law Enforcement Investment"` PoliceExpense float64 `cardsim:"stathidden" cardsim_name:"Law Enforcement Investment"`
EconPlanExpense float64 `cardsim:"stat" cardsim_name:"Economic Planning Investment"` EconPlanExpense float64 `cardsim:"stathidden" cardsim_name:"Economic Planning Investment"`
ParksExpense float64 `cardsim:"stat" cardsim_name:"Parks and Aesthetics Investment"` ParksExpense float64 `cardsim:"stathidden" cardsim_name:"Parks and Aesthetics Investment"`
FaithExpense float64 `cardsim:"stat" cardsim_name:"Faith Investment"` FaithExpense float64 `cardsim:"stathidden" cardsim_name:"Faith Investment"`
FoodSupply float64 `cardsim:"stathidden"` 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"`
// AnotherExpense float64 `cardsim:"hiddenround5"` // AnotherExpense float64 `cardsim:"hiddenround5"`
// A different way of adding stats that is slightly more empowering. // A different way of adding stats that is slightly more empowering.
} }
func (k *KoboldMine) ProductivityFunc(s *float64) func() float64 { func (k *KoboldMine) ProductivityFunc(s float64) func() float64 {
return func() float64 { return func() float64 {
return *s * float64(k.BasePopulation) 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 { func (k *KoboldMine) TotalSectorIncome() float64 {
return float64(k.Kobolds()) * (k.MiningIncome + k.ScavengingIncome + k.AlchemyIncome + k.HospitalityIncome + k.AgricultureIncome + k.ManufacturingIncome + k.PlanarIncome + k.PublishingIncome + k.FinanceIncome + k.GadgetryIncome + k.FishingIncome + k.ConstructionIncome) 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 { func (k *KoboldMine) TotalGovExpense() float64 {
return float64(k.Kobolds()) * (k.PropagandaExpense + k.BureaucracyExpense + k.WarExpense + k.QoLExpense + k.LogisticsExpense + k.DragonSubsExpense + k.ResearchSubsExpense + k.EducationExpense + k.HealthcareExpense + k.ForeignRelExpense + k.PoliceExpense + k.EconPlanExpense + k.ParksExpense + k.FaithExpense) 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 { func (k *KoboldMine) Taxation() float64 {
return (k.TotalGovExpense() / (k.TotalSectorIncome() + k.TotalGovExpense())) * 100 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 { func (k *KoboldMine) StatTaxRate() float64 {
return k.Taxation() return k.Taxation()
} }
func (k *KoboldMine) Kobolds() int64 { func (k *KoboldMine) Kobolds() int64 {
return int64(k.BasePopulation * k.FoodSupply * (1 - 0.5*(k.StatObesity()/100))) return int64((k.BasePopulation + (k.HealthcareExpense * 1000)) * k.FoodSupply * (1 - 0.5*(k.StatObesity()/100)) * (1 + k.TrueForeignRelations()))
} }
func (k *KoboldMine) DisplayedFoodSupply() float64 { func (k *KoboldMine) DisplayedFoodSupply() float64 {
return (k.FoodSupply - 1) * 100 return (k.FoodSupply - 1) * 100
} }
func (k *KoboldMine) StatObesity() float64 { func (k *KoboldMine) StatObesogenicity() float64 {
return 100 / (1 + math.Exp(-0.05*(k.DisplayedFoodSupply()-37))) 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 {
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 math.Max(math.Min((k.ForeignRelations*100), 100), -100)
}
func (k *KoboldMine) DisplayedSecrecy() float64 {
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)
}
// This is the "crimes of chaos" stat for my crime calculations. It will also be displayed to the player as just Chaos. The player can see Cruelty, but not Madness or Rebellion. I'm concerned some players may think, "Oh, chaos is a good thing, I want more of that as long as it's not cruel!" In that case, they'll have mad, rebellious colonies that commit crimes against those perceived to be cruel...
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 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 { func (k *KoboldMine) Stats() []cardsim.Stat {
stats := cardsim.ExtractStats(k) stats := cardsim.ExtractStats(k)
funcs := []cardsim.Stat{ funcs := []cardsim.Stat{
cardsim.StatFunc( cardsim.StatFunc(
"Mining Income", "Mining Income",
k.ProductivityFunc(&k.MiningIncome), k.ProductivityFunc(k.TrueMiningIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Scavenging Income", "Scavenging Income",
k.ProductivityFunc(&k.ScavengingIncome), k.ProductivityFunc(k.TrueScavengingIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Alchemy Income", "Alchemy Income",
k.ProductivityFunc(&k.AlchemyIncome), k.ProductivityFunc(k.TrueAlchemyIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Hospitality Income", "Hospitality Income",
k.ProductivityFunc(&k.HospitalityIncome), k.ProductivityFunc(k.TrueHospitalityIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Agriculture Income", "Agriculture Income",
k.ProductivityFunc(&k.AgricultureIncome), k.ProductivityFunc(k.TrueAgricultureIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Manufacturing Income", "Manufacturing Income",
k.ProductivityFunc(&k.ManufacturingIncome), k.ProductivityFunc(k.TrueManufacturingIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Planar Harvesting Income", "Planar Harvesting Income",
k.ProductivityFunc(&k.PlanarIncome), k.ProductivityFunc(k.TruePlanarIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Book Publishing Income", "Book Publishing Income",
k.ProductivityFunc(&k.PublishingIncome), k.ProductivityFunc(k.TruePublishingIncome()),
),
cardsim.StatFunc(
"Forestry Income",
k.ProductivityFunc(k.TrueForestryIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Finance Income", "Finance Income",
k.ProductivityFunc(&k.FinanceIncome), k.ProductivityFunc(k.TrueFinanceIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Gadgetry Income", "Gadgetry Income",
k.ProductivityFunc(&k.GadgetryIncome), k.ProductivityFunc(k.TrueGadgetryIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Fishing Income", "Fishing Income",
k.ProductivityFunc(&k.FishingIncome), k.ProductivityFunc(k.TrueFishingIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Construction Income", "Construction Income",
k.ProductivityFunc(&k.ConstructionIncome), k.ProductivityFunc(k.TrueConstructionIncome()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Propaganda Expense", "Propaganda Expense",
k.ProductivityFunc(&k.PropagandaExpense), k.ProductivityFunc(k.TruePropagandaExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Bureaucracy Expense", "Bureaucracy Expense",
k.ProductivityFunc(&k.BureaucracyExpense), k.ProductivityFunc(k.TrueBureaucracyExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"War Expense", "War Expense",
k.ProductivityFunc(&k.WarExpense), k.ProductivityFunc(k.TrueWarExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"QoL Expense", "QoL Expense",
k.ProductivityFunc(&k.QoLExpense), k.ProductivityFunc(k.TrueQoLExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Logistics Expense", "Logistics Expense",
k.ProductivityFunc(&k.LogisticsExpense), k.ProductivityFunc(k.TrueLogisticsExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Dragon Subsidies", "Dragon Subsidies",
k.ProductivityFunc(&k.DragonSubsExpense), k.ProductivityFunc(k.TrueDragonSubsExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Research Subsidies", "Research Subsidies",
k.ProductivityFunc(&k.ResearchSubsExpense), k.ProductivityFunc(k.TrueResearchSubsExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Education Expense", "Education Expense",
k.ProductivityFunc(&k.EducationExpense), k.ProductivityFunc(k.TrueEducationExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Healthcare Expense", "Healthcare Expense",
k.ProductivityFunc(&k.HealthcareExpense), k.ProductivityFunc(k.TrueHealthcareExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Foreign Relations Expense", "Foreign Relations Expense",
k.ProductivityFunc(&k.ForeignRelExpense), k.ProductivityFunc(k.TrueForeignRelExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Law Enforcement Expense", "Law Enforcement Expense",
k.ProductivityFunc(&k.PoliceExpense), k.ProductivityFunc(k.TruePoliceExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Economic Planning Expense", "Economic Planning Expense",
k.ProductivityFunc(&k.EconPlanExpense), k.ProductivityFunc(k.TrueEconPlanExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Parks and Aesthetics Expense", "Parks and Aesthetics Expense",
k.ProductivityFunc(&k.ParksExpense), k.ProductivityFunc(k.TrueParksExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Faith Expense", "Faith Expense",
k.ProductivityFunc(&k.FaithExpense), k.ProductivityFunc(k.TrueFaithExpense()),
), ),
cardsim.StatFunc( cardsim.StatFunc(
"Total Sector Income", "Total Sector Income",
@ -193,6 +414,14 @@ func (k *KoboldMine) Stats() []cardsim.Stat {
"Total Government Expense", "Total Government Expense",
k.TotalGovExpense, k.TotalGovExpense,
), ),
cardsim.StatFunc(
"Foreign Relations",
k.DisplayedForeignRelations,
),
cardsim.StatFunc(
"Secrecy",
k.DisplayedSecrecy,
),
cardsim.StatFunc( cardsim.StatFunc(
"Food Supply", "Food Supply",
k.DisplayedFoodSupply, k.DisplayedFoodSupply,
@ -201,6 +430,14 @@ 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)
@ -209,7 +446,7 @@ func (k *KoboldMine) Stats() []cardsim.Stat {
func NewKoboldMine() *KoboldMine { func NewKoboldMine() *KoboldMine {
return &KoboldMine{ return &KoboldMine{
BasePopulation: 1000, BasePopulation: 1025,
MiningIncome: 0.15, MiningIncome: 0.15,
ScavengingIncome: 0.1, ScavengingIncome: 0.1,
AlchemyIncome: 0.01, AlchemyIncome: 0.01,
@ -218,6 +455,7 @@ func NewKoboldMine() *KoboldMine {
ManufacturingIncome: 0.10, ManufacturingIncome: 0.10,
PlanarIncome: 0.00, PlanarIncome: 0.00,
PublishingIncome: 0.02, PublishingIncome: 0.02,
ForestryIncome: 0.0,
FinanceIncome: 0.02, FinanceIncome: 0.02,
GadgetryIncome: 0.03, GadgetryIncome: 0.03,
FishingIncome: 0.0, FishingIncome: 0.0,
@ -237,5 +475,17 @@ func NewKoboldMine() *KoboldMine {
ParksExpense: 0.0, ParksExpense: 0.0,
FaithExpense: 0.03, FaithExpense: 0.03,
FoodSupply: 0.20, 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,
} }
} }
// Note that the mine initializes with 1.02 points of overall productivity.

22
koboldsim/util.go Normal file
View File

@ -0,0 +1,22 @@
package koboldsim
import "math"
// Generic helper functions not directly attached to Card Sim Engine mechanics.
// Mean calculates the mathematical mean of its arguments (the sum, divided
// by the number of elements). If it is called with no arguments, it returns
// NaN ("not a number"). If there are contradictory infinities among the
// arguments, it also returns NaN. Overflowing or underflowing can create an
// infinity.
func Mean(vals ...float64) float64 {
if len(vals) == 0 {
return math.NaN()
}
total := 0.0
for _, x := range vals {
total += x
}
return total / float64(len(vals))
}