Difference between revisions of "User:PigeonGuru/Sandbox"
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C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves | C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves | ||
+ | |||
+ | === datamined === | ||
+ | |||
+ | datamining stuff related to prisoners... | ||
+ | |||
+ | ---- | ||
+ | private static float PopIntentAdjustedRecruitDifficulty(float baseDifficulty, float popIntent) | ||
+ | { | ||
+ | float num = Mathf.Clamp(popIntent, 0.25f, 3f); | ||
+ | return 1f - (1f - baseDifficulty) * num; | ||
+ | } | ||
+ | |||
+ | ---- | ||
+ | public static void DoTable_PopIntentRecruitDifficulty() | ||
+ | { | ||
+ | List<float> list = new List<float>(); | ||
+ | for (float num = -1f; num < 3f; num += 0.1f) | ||
+ | { | ||
+ | list.Add(num); | ||
+ | } | ||
+ | List<float> colValues = new List<float> | ||
+ | { | ||
+ | 0.1f, | ||
+ | 0.2f, | ||
+ | 0.3f, | ||
+ | 0.4f, | ||
+ | 0.5f, | ||
+ | 0.6f, | ||
+ | 0.7f, | ||
+ | 0.8f, | ||
+ | 0.9f, | ||
+ | 0.95f, | ||
+ | 0.99f | ||
+ | }; | ||
+ | DebugTables.MakeTablesDialog<float, float>(colValues, (float d) => "d=" + d.ToString("F0"), list, (float rv) => rv.ToString("F1"), (float d, float pi) => PawnUtility.PopIntentAdjustedRecruitDifficulty(d, pi).ToStringPercent(), "intents"); | ||
+ | |||
+ | ---- | ||
+ | |||
+ | private static readonly SimpleCurve RecruitChanceFactorCurve_Wildness = new SimpleCurve | ||
+ | { | ||
+ | { | ||
+ | new CurvePoint(1f, 0f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(0.5f, 1f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(0f, 2f), | ||
+ | true | ||
+ | } | ||
+ | }; | ||
+ | |||
+ | ---- | ||
+ | |||
+ | private static readonly SimpleCurve RecruitChanceFactorCurve_Opinion = new SimpleCurve | ||
+ | { | ||
+ | { | ||
+ | new CurvePoint(-50f, 0f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(50f, 1f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(100f, 2f), | ||
+ | true | ||
+ | } | ||
+ | }; | ||
+ | |||
+ | ---- | ||
+ | |||
+ | private static readonly SimpleCurve RecruitChanceFactorCurve_Mood = new SimpleCurve | ||
+ | { | ||
+ | { | ||
+ | new CurvePoint(0f, 0.25f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(0.1f, 0.25f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(0.25f, 1f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(0.5f, 1f), | ||
+ | true | ||
+ | }, | ||
+ | { | ||
+ | new CurvePoint(1f, 1.5f), | ||
+ | true | ||
+ | } | ||
+ | }; | ||
+ | |||
+ | ---- | ||
== Graphs == | == Graphs == |
Revision as of 08:06, 24 June 2017
template
http://rimworldwiki.com/index.php?title=Template:Nav/weapons
save file
C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves
datamined
datamining stuff related to prisoners...
private static float PopIntentAdjustedRecruitDifficulty(float baseDifficulty, float popIntent) { float num = Mathf.Clamp(popIntent, 0.25f, 3f); return 1f - (1f - baseDifficulty) * num; }
public static void DoTable_PopIntentRecruitDifficulty() { List<float> list = new List<float>(); for (float num = -1f; num < 3f; num += 0.1f) { list.Add(num); } List<float> colValues = new List<float> { 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 0.95f, 0.99f }; DebugTables.MakeTablesDialog<float, float>(colValues, (float d) => "d=" + d.ToString("F0"), list, (float rv) => rv.ToString("F1"), (float d, float pi) => PawnUtility.PopIntentAdjustedRecruitDifficulty(d, pi).ToStringPercent(), "intents");
private static readonly SimpleCurve RecruitChanceFactorCurve_Wildness = new SimpleCurve { { new CurvePoint(1f, 0f), true }, { new CurvePoint(0.5f, 1f), true }, { new CurvePoint(0f, 2f), true } };
private static readonly SimpleCurve RecruitChanceFactorCurve_Opinion = new SimpleCurve { { new CurvePoint(-50f, 0f), true }, { new CurvePoint(50f, 1f), true }, { new CurvePoint(100f, 2f), true } };
private static readonly SimpleCurve RecruitChanceFactorCurve_Mood = new SimpleCurve { { new CurvePoint(0f, 0.25f), true }, { new CurvePoint(0.1f, 0.25f), true }, { new CurvePoint(0.25f, 1f), true }, { new CurvePoint(0.5f, 1f), true }, { new CurvePoint(1f, 1.5f), true } };
Graphs
The below graphs assume an unmodified shooter using a Normal quality weapon.