Ejemplo n.º 1
0
        private static float CalculateChance(SaveData.Heroine heroine, int question, int answer, int memoryWeight,
                                             int relationshipWeight = 0, int intelligenceWeight = 0, float bonus = 0f)
        {
            var total = 0f;
            var sum   = 0f;

            if (memoryWeight > 0)
            {
                // let memory give you up to 150%
                var memoryPercentage = Mathf.Clamp(heroine.CurrentRecallChance(question, answer), 0f, 1.5f);
                Logger?.DebugLogDebug($"{answer} memory: {memoryPercentage:P} {memoryWeight}");
                total += memoryWeight;
                sum   += memoryPercentage * memoryWeight;
            }

            if (relationshipWeight > 0)
            {
                var relationshipMax        = 0;
                var relationshipSum        = 0f;
                var relationshipPercentage = 0f;

                void AccumRelationship(int value, int max, int weight)
                {
                    var entry = Mathf.Clamp(value / (float)max, 0f, 1f);

                    relationshipMax += weight;
                    relationshipSum += weight * entry;
                }

                // relation could be -1 if you've never met before
                if (heroine.relation >= 0)
                {
                    AccumRelationship(heroine.relation, 2, RelationWeight);
                    AccumRelationship(heroine.favor, 100, FavorWeight);
                    AccumRelationship(heroine.intimacy, 100, IntimacyWeight);
                    relationshipPercentage = relationshipSum / relationshipMax;


                    // first girl bonus
                    if (heroine.isFirstGirlfriend)
                    {
                        relationshipPercentage *= FirstGirlfriendBonusScale;
                    }

                    relationshipPercentage = Mathf.Clamp(relationshipPercentage, 0f, 1f);
                }

                Logger?.DebugLogDebug(
                    $"{answer} relationship: {relationshipPercentage:P} {relationshipWeight} ({relationshipSum}/{relationshipMax})");
                total += relationshipWeight;
                sum   += relationshipPercentage * relationshipWeight;
            }

            if (intelligenceWeight > 0)
            {
                var intelligencePercentage =
                    Mathf.Clamp(Game.Instance.Player.intellect / 100f, 0f, 1f);
                Logger?.DebugLogDebug(
                    $"{answer} intelligence: {intelligencePercentage:P} {intelligenceWeight}");
                total += intelligenceWeight;
                sum   += intelligencePercentage * intelligenceWeight;
            }

            var result = Mathf.Clamp((sum / total) + bonus, 0f, MaxPercentChance);

            Logger?.DebugLogDebug($"CalculateChance => {result:P}");
            return(result);
        }