Example #1
0
 /// <summary>
 /// Calculate a player's vibes
 ///
 /// A combination of pressurization, cinnamon, the phase of the moon and buoyancy
 /// </summary>
 /// <param name="player">Player</param>
 /// <param name="day">The Day; use 1 indexed (database stores 0 index!)</param>
 /// <returns>The current vibes for the player</returns>
 /// <todo>Check that the cos function is correct; it'll be in radians here, check it's not degrees</todo>
 public static float Vibes(BBPlayer player, int day)
 {
     return(0.5f * Mathf.Round(
                (player.pressurization + player.cinnamon) *
                Mathf.Cos((Mathf.PI * day) / (5 * player.buoyancy + 3f)) -
                player.pressurization + player.cinnamon));
 }
Example #2
0
 /// <summary>
 /// Calculate a player's pitcher rating.
 ///
 /// A combination of unthwackability, ruthlessness, overpowerment,
 /// shakespearianism and coldness
 ///
 /// Maths by Baron Bliss of SIBR
 /// </summary>
 /// <param name="player">Player</param>
 /// <returns>the raw pitching rating, unmodified by items</returns>
 public static float PitcherRating(BBPlayer player)
 {
     return(Mathf.Pow(player.unthwackability, 0.5f) *
            Mathf.Pow(player.ruthlessness, 0.4f) *
            Mathf.Pow(player.overpowerment, 0.15f) *
            Mathf.Pow(player.shakespearianism, 0.1f) *
            Mathf.Pow(player.coldness, 0.025f));
 }
Example #3
0
 /// <summary>
 /// Calculate a player's batter rating.
 /// A combination of inverse tragicness, inverse patheticism, thwackability
 /// divinity, moxie, musclitude and martyrdom
 ///
 /// Maths by Baron Bliss of SIBR
 /// </summary>
 /// <param name="player">Player</param>
 /// <returns>the raw batting rating, unmodified by items</returns>
 public static float BatterRating(BBPlayer player)
 {
     return(Mathf.Pow(1 - player.tragicness, 0.01f) *
            Mathf.Pow(1 - player.patheticism, 0.05f) *
            Mathf.Pow(player.thwackability * player.divinity, 0.35f) *
            Mathf.Pow(player.moxie * player.musclitude, 0.075f) *
            Mathf.Pow(player.martyrdom, 0.02f));
 }
Example #4
0
 /// <summary>
 /// Calculate a player's baserunning rating.
 ///
 /// A combination of laserlikeness, baseThirst, continuation,
 /// groundFriction, and indulgence
 ///
 /// Maths by Baron Bliss of SIBR
 /// </summary>
 /// <param name="player">Player</param>
 /// <returns>the raw baserunning rating, unmodified by items</returns>
 public static float BaserunningRating(BBPlayer player)
 {
     return(Mathf.Pow(player.laserlikeness, 0.5f) *
            Mathf.Pow(player.baseThirst * player.continuation * player.groundFriction * player.indulgence, 0.1f));
 }
Example #5
0
 /// <summary>
 /// Calculate a player's defense rating.
 ///
 /// A combination of omniecence, tenaciousness, watchfullness,
 /// anticapitalism and chasiness
 ///
 /// Maths by Baron Bliss of SIBR
 /// </summary>
 /// <param name="player">Player</param>
 /// <returns>the raw defense rating, unmodified by items</returns>
 public static float DefenseRating(BBPlayer player)
 {
     return(Mathf.Pow(player.omniscience * player.tenaciousness, 0.2f) *
            Mathf.Pow(player.watchfulness * player.anticapitalism * player.chasiness, 0.1f));
 }