Weird saltpetre math

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RobustAndRun

Joined: Wed Dec 27, 2017 7:14 pm

Weird saltpetre math

So I was curious about the effect of saltpetre on plants, specifically its effect on production stats
Code: Select all

so i wrote a quick python script to test values of this, using an interpretation of .dm's prob() function

Spoiler:
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import random

def splash(salt): #calculates one addition of a given amount of saltpetre

rng = random.randrange(1,101) #this block is just my recreation the prob() function
if rng < salt%100:
rng = 1
else:
rng = 0

for i in range(25,101,5): #i = the units tested, from 25 to 100 in steps of 5
avgProdList = [] #fills up with the test values for production changes, and potency changes go below
avgPotList = []
for j in range(50): #run each one 50 times, idunno
a = splash(i)
avgProdList.append(a[0])
avgPotList.append(a[1])
if len(avgProdList) > 1 and len(avgPotList) > 1: #conditional to avoid div by 0, calculates the average of each, prints em
avgProd = sum(avgProdList)/len(avgProdList)
avgPot = sum(avgPotList)/len(avgPotList)
print(i,"u: prod change = ",avgProd," | pot change = ",avgPot)
else:
pass

which in short just tests every 5u interval a bunch of times and prints the avg effect on production and potency, but what I found gets really weird around the 100u mark

test outputs:
Spoiler:
Code: Select all
25 u: prod change =  -0.08  | pot change =  12.0
30 u: prod change =  -0.32  | pot change =  15.0
35 u: prod change =  -0.26  | pot change =  18.0
40 u: prod change =  -0.38  | pot change =  20.0
45 u: prod change =  -0.4  | pot change =  22.0
50 u: prod change =  -0.44  | pot change =  25.0
55 u: prod change =  -1.5  | pot change =  28.0
60 u: prod change =  -1.56  | pot change =  30.0
65 u: prod change =  -1.6  | pot change =  32.0
70 u: prod change =  -1.62  | pot change =  35.0
75 u: prod change =  -1.76  | pot change =  38.0
80 u: prod change =  -1.78  | pot change =  40.0
85 u: prod change =  -1.78  | pot change =  42.0
90 u: prod change =  -1.96  | pot change =  45.0
95 u: prod change =  -1.98  | pot change =  48.0
100 u: prod change =  -1.0  | pot change =  50.0

do I have a poor understanding of the prob() math or is the original coding just bad??

somerandomguy

Joined: Sun Nov 05, 2017 7:41 pm

Re: Weird saltpetre math

100%100 is 0, so potloss with 100u is always round(100/100) [-1] - 0

It's just awful code

oranges
Code Maintainer

Joined: Tue Apr 15, 2014 9:16 pm
Location: #CHATSHITGETBANGED

Re: Weird saltpetre math

sound about right lol

4dplanner

Joined: Thu Mar 23, 2017 2:51 am

Re: Weird saltpetre math

You got the python wrong lol

(Round is the floor operation in byond)

RobustAndRun

Joined: Wed Dec 27, 2017 7:14 pm

Re: Weird saltpetre math

4dplanner wrote:You got the python wrong lol

(Round is the floor operation in byond)

alright but what would have been the correct way of doing this?

4dplanner

Joined: Thu Mar 23, 2017 2:51 am

Re: Weird saltpetre math

Code: Select all
import random
import math #for floor, can't remember if you need it

def splash(salt): #calculates one addition of a given amount of saltpetre

rng = random.randrange(0,100) #we want rng < 100 to be a 100% chance, rng < 1 to be a 1% chance etc
if rng < salt%100:
rng = 1
else:
rng = 0

prod_adj = (-math.floor(salt/100)-rng) #this is what was giving your weird result

for i in range(25,101,5): #i = the units tested, from 25 to 100 in steps of 5
avgProdList = [] #fills up with the test values for production changes, and potency changes go below
avgPotList = []
for j in range(5000): #gotta get that SAMPLE SIZE
a = splash(i)
avgProdList.append(a[0])
avgPotList.append(a[1])
if len(avgProdList) > 1 and len(avgPotList) > 1: #conditional to avoid div by 0, calculates the average of each, prints em
avgProd = sum(avgProdList)/len(avgProdList)
avgPot = sum(avgPotList)/len(avgPotList)
print(i,"u: prod change = ",avgProd," | pot change = ",avgPot)
else:
pass

RobustAndRun

Joined: Wed Dec 27, 2017 7:14 pm

Re: Weird saltpetre math

4dplanner wrote:
Code: Select all
smart man stuff

aite cool thx, next time I play botanist I'll test this out in game

RobustAndRun

Joined: Wed Dec 27, 2017 7:14 pm

Re: Weird saltpetre math

Alright update, tested it in game and found that 99u is indeed the best way to reduce production time, with 100u not doing anything outside of potency. Will make a new maffs function for this soon.

Update: I like the function y = round(-0.1 - 0.04x + 0.0005 x^2)
(y = prod change, x = saltp amount.)
Might add a prob into this for some RNG goodness.

This means that dumping gigantic amounts of saltpetre (above 50u at once, which is currently the ideal) will increase potency but have diminishing returns or even cause damage (90u+) to production speed.
This partially mirrors the effect of potassium nitrate irl, as a plant with an excessive amount of potassium ions in its soil/internal chemistry will have difficulty absorbing other nutrients such as nitrogen and magnesium.

Cobby

Joined: Sat Apr 19, 2014 7:19 pm

Re: Weird saltpetre math

are you saying this crap is actually not crap
Voted best trap in /tg/ 2014-current

4dplanner

Joined: Thu Mar 23, 2017 2:51 am

Re: Weird saltpetre math

I've just tested and 100u definitely does work as intended.

4dplanner

Joined: Thu Mar 23, 2017 2:51 am