//private const double ROUND_UP_DELTA = 0.0001; // remove for now. Rounding issues should be handled during extraction with value-ranges. public static double CalculateValue(Species species, int stat, int levelWild, int levelDom, bool dom, double tamingEff, double imprintingBonus, bool roundToIngamePrecision = true) { if (species == null) { return(0); } // if stat is generally available but level is set to -1 (== unknown), return -1 (== unknown) if (levelWild < 0 && species.stats[stat].IncPerWildLevel != 0) { return(-1); } double add = 0, domMult = 1, imprintingM = 1, tamedBaseHP = 1; if (dom) { add = species.stats[stat].AddWhenTamed; double domMultAffinity = species.stats[stat].MultAffinity; // the multiplicative bonus is only multiplied with the TE if it is positive (i.e. negative boni won't get less bad if the TE is low) if (domMultAffinity >= 0) { domMultAffinity *= tamingEff; } domMult = (tamingEff >= 0 ? (1 + domMultAffinity) : 1) * (1 + levelDom * species.stats[stat].IncPerTamedLevel); if (imprintingBonus > 0 && species.StatImprintMultipliers[stat] != 0 ) { imprintingM = 1 + species.StatImprintMultipliers[stat] * imprintingBonus * Values.V.currentServerMultipliers.BabyImprintingStatScaleMultiplier; } if (stat == 0) { tamedBaseHP = (float)species.TamedBaseHealthMultiplier; } } //double result = Math.Round((species.stats[stat].BaseValue * tamedBaseHP * (1 + species.stats[stat].IncPerWildLevel * levelWild) * imprintingM + add) * domMult, Utils.precision(stat), MidpointRounding.AwayFromZero); // double is too precise and results in wrong values due to rounding. float results in better values, probably ARK uses float as well. // or rounding first to a precision of 7, then use the rounding of the precision //double resultt = Math.Round((species.stats[stat].BaseValue * tamedBaseHP * (1 + species.stats[stat].IncPerWildLevel * levelWild) * imprintingM + add) * domMult, 7); //resultt = Math.Round(resultt, Utils.precision(stat), MidpointRounding.AwayFromZero); // adding an epsilon to handle rounding-errors double result = (species.stats[stat].BaseValue * tamedBaseHP * (1 + species.stats[stat].IncPerWildLevel * levelWild) * imprintingM + add) * domMult;// + (Utils.precision(stat) == 3 ? ROUND_UP_DELTA * 0.01 : ROUND_UP_DELTA); if (result <= 0) { return(0); } if (roundToIngamePrecision) { return(Math.Round(result, Utils.Precision(stat), MidpointRounding.AwayFromZero)); } return(result); }
/// <summary> /// Extracts possible level combinations for the given values. /// </summary> /// <param name="species"></param> /// <param name="level">Total level of the creature.</param> /// <param name="statIOs">Controls that display the stats</param> /// <param name="lowerTEBound">Lowest possible taming effectiveness</param> /// <param name="upperTEBound">Highest possible taming effectiveness</param> /// <param name="tamed"></param> /// <param name="bred"></param> /// <param name="imprintingBonusRounded"></param> /// <param name="adjustImprinting"></param> /// <param name="allowMoreThanHundredImprinting"></param> /// <param name="imprintingBonusMultiplier"></param> /// <param name="considerWildLevelSteps"></param> /// <param name="wildLevelSteps"></param> /// <param name="highPrecisionInputs">If true, the input is expected to be a float value from an export file. /// If false, it's assumed to be a displayed value from the game with one decimal digit.</param> /// <param name="imprintingChanged"></param> public void ExtractLevels(Species species, int level, List <StatIO> statIOs, double lowerTEBound, double upperTEBound, bool tamed, bool bred, double imprintingBonusRounded, bool adjustImprinting, bool allowMoreThanHundredImprinting, double imprintingBonusMultiplier, bool considerWildLevelSteps, int wildLevelSteps, bool highPrecisionInputs, out bool imprintingChanged) { List <CreatureStat> stats = species.stats; ValidResults = true; imprintingChanged = false; considerWildLevelSteps = considerWildLevelSteps && !bred && species.name.Substring(0, 3) != "Tek" && species.name != "Jerboa" ; this._bred = bred; PostTamed = bred || tamed; List <MinMaxDouble> imprintingBonusList = new List <MinMaxDouble> { new MinMaxDouble(0) }; if (bred) { if (!adjustImprinting) { imprintingBonusList[0] = new MinMaxDouble(imprintingBonusRounded); } else { imprintingBonusList = CalculateImprintingBonus(species, imprintingBonusRounded, imprintingBonusMultiplier, statIOs[(int)StatNames.Torpidity].Input, statIOs[(int)StatNames.Food].Input); } } for (int IBi = 0; IBi < imprintingBonusList.Count; IBi++) { _imprintingBonusRange = imprintingBonusList[IBi]; _imprintingBonusRange.SetToIntersectionWith(0, (allowMoreThanHundredImprinting ? 5 : 1)); // it's assumed that a valid IB will not be larger than 500% var imprintingMultiplierRanges = new MinMaxDouble[Values.STATS_COUNT]; for (int s = 0; s < Values.STATS_COUNT; s++) { double statImprintingMultiplier = species.StatImprintMultipliers[s]; imprintingMultiplierRanges[s] = statImprintingMultiplier != 0 ? new MinMaxDouble(1 + _imprintingBonusRange.Min * imprintingBonusMultiplier * statImprintingMultiplier, 1 + _imprintingBonusRange.Max * imprintingBonusMultiplier * statImprintingMultiplier) : new MinMaxDouble(1); } var levelWildSumRange = new MinMaxInt((int)Math.Round((statIOs[(int)StatNames.Torpidity].Input / imprintingMultiplierRanges[(int)StatNames.Torpidity].Max - (PostTamed ? stats[(int)StatNames.Torpidity].AddWhenTamed : 0) - stats[(int)StatNames.Torpidity].BaseValue) / (stats[(int)StatNames.Torpidity].BaseValue * stats[(int)StatNames.Torpidity].IncPerWildLevel)), (int)Math.Round((statIOs[(int)StatNames.Torpidity].Input / imprintingMultiplierRanges[(int)StatNames.Torpidity].Min - (PostTamed ? stats[(int)StatNames.Torpidity].AddWhenTamed : 0) - stats[(int)StatNames.Torpidity].BaseValue) / (stats[(int)StatNames.Torpidity].BaseValue * stats[(int)StatNames.Torpidity].IncPerWildLevel))); var levelDomSumRange = new MinMaxInt(Math.Max(0, level - 1 - levelWildSumRange.Max), Math.Max(0, level - 1 - levelWildSumRange.Min)); LevelWildSum = levelWildSumRange.Min; LevelDomSum = levelDomSumRange.Min; // TODO implement range-mechanic _levelsUndeterminedWild = LevelWildSum; _levelsUndeterminedDom = LevelDomSum; if (bred) { // bred creatures always have 100% TE lowerTEBound = 1; upperTEBound = 1; } else { // sometimes it fails due to double-precision errors, e.g. // Pteranodon (Lvl 34, TE: 80%): HP: 415.9 (6, 0); St: 195 (6, 0); Ox: 240 (6, 0); Fo: 2150.4 (6, 0); We: 134.4 (6, 0); Dm: 141.6% (3, 0); Sp: 135% (0, 0); To: 358.1 (33); // will fail the extraction with a lowerTEBound of 0.8, it only extracts with a lowerTEBound of 0.79, then displays 0.8 as result for the TE. Adding these margins make it work as expected. lowerTEBound -= 0.0006; if (lowerTEBound < 0) { lowerTEBound = 0; } upperTEBound += 0.0006; } // check all possible level-combinations for (int s = 0; s < Values.STATS_COUNT; s++) { if (!species.UsesStat(s)) { Results[s].Add(new StatResult(0, 0)); continue; } if (statIOs[s].Input <= 0) // if stat is unknown (e.g. oxygen sometimes is not shown) { Results[s].Add(new StatResult(-1, 0)); continue; } statIOs[s].postTame = PostTamed; // determine the precision of the input value float toleranceForThisStat = StatValueCalculation.DisplayedAberration(statIOs[s].Input, Utils.Precision(s), highPrecisionInputs); //Console.WriteLine($"Precision stat {s}: {toleranceForThisStat}"); MinMaxDouble inputValue = new MinMaxDouble(statIOs[s].Input - toleranceForThisStat, statIOs[s].Input + toleranceForThisStat); double statBaseValue = stats[s].BaseValue; if (PostTamed && s == (int)StatNames.Health) { statBaseValue *= (double)species.TamedBaseHealthMultiplier; // + 0.00000000001; // todo double-precision handling } bool withTEff = (PostTamed && stats[s].MultAffinity > 0); if (withTEff) { StatsWithTE.Add(s); } int minLW = 0; int maxLW; if (stats[s].IncPerWildLevel > 0) { double multAffinityFactor = stats[s].MultAffinity; if (PostTamed) { // the multiplicative bonus is only multiplied with the TE if it is positive (i.e. negative boni won't get less bad if the TE is low) if (multAffinityFactor > 0) { multAffinityFactor *= lowerTEBound; } multAffinityFactor += 1; } else { multAffinityFactor = 1; } maxLW = (int)Math.Round(((inputValue.Max / multAffinityFactor - (PostTamed ? stats[s].AddWhenTamed : 0)) / statBaseValue - 1) / stats[s].IncPerWildLevel); // floor is too unprecise } else { minLW = -1; maxLW = -1; } if (maxLW > LevelWildSum) { maxLW = LevelWildSum; } double maxLD = 0; if (!statIOs[s].DomLevelLockedZero && PostTamed && species.DisplaysStat(s) && stats[s].IncPerTamedLevel > 0) { int ww = 0; // base wild level for the tamed creature needed to be alive if (statBaseValue + stats[s].AddWhenTamed < 0) { // e.g. Griffin // get lowest wild level at which the creature is alive while (StatValueCalculation.CalculateValue(species, s, ww, 0, true, lowerTEBound, 0, false) <= 0) { ww++; } } maxLD = Math.Round((inputValue.Max / ((statBaseValue * (1 + stats[s].IncPerWildLevel * ww) + stats[s].AddWhenTamed) * (1 + lowerTEBound * stats[s].MultAffinity)) - 1) / stats[s].IncPerTamedLevel); //floor is sometimes too low } if (maxLD > _levelsUndeterminedDom) { maxLD = _levelsUndeterminedDom; } if (maxLD < 0) { maxLD = 0; } MinMaxDouble statImprintingMultiplierRange = new MinMaxDouble(1); // only use imprintingMultiplier for stats that use them. Stamina and Oxygen don't use ist. Sometimes speed neither. if (bred && species.StatImprintMultipliers[s] != 0) { statImprintingMultiplierRange = imprintingMultiplierRanges[s].Clone(); } // if dom levels have no effect, just calculate the wild level // for flyers (without mods) this means for speed no wild levels at all (i.e. not unknown, but 0) // for the Diplodocus this means 0 wild levels in melee if (stats[s].IncPerTamedLevel == 0) { if (stats[s].IncPerWildLevel == 0) { // check if the input value is valid MinMaxDouble possibleStatValues = new MinMaxDouble(StatValueCalculation.CalculateValue(species, s, 0, 0, PostTamed, lowerTEBound, _imprintingBonusRange.Min, false), StatValueCalculation.CalculateValue(species, s, 0, 0, PostTamed, upperTEBound, _imprintingBonusRange.Max, false)); if (inputValue.Overlaps(possibleStatValues)) { Results[s].Add(new StatResult(0, 0, inputValue.Mean)); } } else { MinMaxDouble lwRange = new MinMaxDouble(((inputValue.Min / (PostTamed ? 1 + stats[s].MultAffinity : 1) - (PostTamed ? stats[s].AddWhenTamed : 0)) / (statBaseValue * statImprintingMultiplierRange.Max) - 1) / stats[s].IncPerWildLevel, ((inputValue.Max / (PostTamed ? 1 + stats[s].MultAffinity : 1) - (PostTamed ? stats[s].AddWhenTamed : 0)) / (statBaseValue * statImprintingMultiplierRange.Min) - 1) / stats[s].IncPerWildLevel); int lw = (int)Math.Round(lwRange.Mean); if (lwRange.Includes(lw) && lw >= 0 && lw <= maxLW) { Results[s].Add(new StatResult(lw, 0, inputValue.Mean)); } } // even if no result was found, there is no other valid continue; } for (int lw = minLW; lw < maxLW + 1; lw++) { // imprinting bonus is applied to all stats except stamina (s==1) and oxygen (s==2) and speed (s==6) MinMaxDouble valueWODomRange = new MinMaxDouble(statBaseValue * (1 + stats[s].IncPerWildLevel * lw) * statImprintingMultiplierRange.Min + (PostTamed ? stats[s].AddWhenTamed : 0), statBaseValue * (1 + stats[s].IncPerWildLevel * lw) * statImprintingMultiplierRange.Max + (PostTamed ? stats[s].AddWhenTamed : 0)); // value without domesticated levels if (!withTEff) { // calculate the only possible Ld, if it's an integer, take it. if (stats[s].IncPerTamedLevel > 0) { MinMaxDouble ldRange = new MinMaxDouble((inputValue.Min / (valueWODomRange.Max * (PostTamed ? 1 + stats[s].MultAffinity : 1)) - 1) / stats[s].IncPerTamedLevel, (inputValue.Max / (valueWODomRange.Min * (PostTamed ? 1 + stats[s].MultAffinity : 1)) - 1) / stats[s].IncPerTamedLevel); int ld = (int)Math.Round(ldRange.Mean); if (ldRange.Includes(ld) && ld >= 0 && ld <= maxLD) { Results[s].Add(new StatResult(lw, ld, inputValue.Mean)); } } else { Results[s].Add(new StatResult(lw, 0, inputValue.Mean)); } } else { for (int ld = 0; ld <= maxLD; ld++) { // taming bonus is dependent on taming-effectiveness // get tamingEffectiveness-possibility // calculate rounding-error thresholds. Here it's assumed that the displayed ingame value is maximal 0.5 off of the true ingame value MinMaxDouble tamingEffectiveness = new MinMaxDouble((inputValue.Min / (1 + stats[s].IncPerTamedLevel * ld) - valueWODomRange.Max) / (valueWODomRange.Max * stats[s].MultAffinity), (inputValue.Max / (1 + stats[s].IncPerTamedLevel * ld) - valueWODomRange.Min) / (valueWODomRange.Min * stats[s].MultAffinity)); if (tamingEffectiveness.Min > upperTEBound) { continue; } if (tamingEffectiveness.Max < lowerTEBound) { break; // if tamingEff < lowerBound: break, in this d-loop it's getting only smaller } // here it's ensured the TE overlaps the bounds, so we can clamp it to the bounds if (tamingEffectiveness.Min < lowerTEBound) { tamingEffectiveness.Min = lowerTEBound; } if (tamingEffectiveness.Max > upperTEBound) { tamingEffectiveness.Max = upperTEBound; } if (!bred) { // check if the totalLevel and the TE is possible by using the TE-levelbonus (credits for this check which sorts out more impossible results: https://github.com/VolatilePulse , thanks!) int levelPostTame = LevelWildSum + 1; MinMaxInt levelPreTameRange = new MinMaxInt(Creature.CalculatePreTameWildLevel(levelPostTame, tamingEffectiveness.Max), Creature.CalculatePreTameWildLevel(levelPostTame, tamingEffectiveness.Min)); bool impossibleTE = true; for (int wildLevel = levelPreTameRange.Min; wildLevel <= levelPreTameRange.Max; wildLevel++) { MinMaxInt levelPostTameRange = new MinMaxInt((int)Math.Floor(wildLevel * (1 + tamingEffectiveness.Min / 2)), (int)Math.Floor(wildLevel * (1 + tamingEffectiveness.Max / 2))); if (levelPostTameRange.Includes(levelPostTame)) { impossibleTE = false; break; } } if (impossibleTE) { continue; } // test if TE with torpor-level of tamed-creatures results in a valid wild-level according to the possible levelSteps if (considerWildLevelSteps) { bool validWildLevel = false; for (int wildLevel = levelPreTameRange.Min; wildLevel <= levelPreTameRange.Max; wildLevel++) { if (wildLevel % wildLevelSteps == 0) { validWildLevel = true; break; } } if (!validWildLevel) { continue; } } // if another stat already is dependent on TE, check if this TE overlaps any of their TE-ranges. If not, TE is not possible (a creature can only have the same TE for all TE-dependent stats) if (StatsWithTE.Count > 1) { bool teExistent = false; for (int er = 0; er < Results[StatsWithTE[0]].Count; er++) { if (tamingEffectiveness.Overlaps(Results[StatsWithTE[0]][er].TE)) { teExistent = true; break; } } if (!teExistent) { continue; } } } Results[s].Add(new StatResult(lw, ld, inputValue.Mean, tamingEffectiveness)); } } } } if (bred) { // if each stat has at least one result, assume the extraction was valid with the chosen IB if (EveryStatHasAtLeastOneResult) { // all stats have a result, don't test the other possible IBs imprintingChanged = (Math.Abs(imprintingBonusRounded - ImprintingBonus) > 0.01); break; } else if (IBi < imprintingBonusList.Count - 1) { // not all stats got a result, clear results for the next round Clear(); ValidResults = true; } } } }