Comments (1)
For temporary means, you can use the following code as a reference to perform it outside of the library.
var baseStatsMap = map[agp.Class]map[string]int{
agp.Aquatic: {"hp": 39, "speed": 39, "skill": 35, "morale": 27},
agp.Beast: {"hp": 31, "speed": 35, "skill": 31, "morale": 43},
agp.Bird: {"hp": 27, "speed": 43, "skill": 35, "morale": 35},
agp.Bug: {"hp": 35, "speed": 31, "skill": 35, "morale": 39},
agp.Plant: {"hp": 43, "speed": 31, "skill": 31, "morale": 35},
agp.Reptile: {"hp": 39, "speed": 35, "skill": 31, "morale": 35},
agp.Dawn: {"hp": 35, "speed": 35, "skill": 39, "morale": 31},
agp.Dusk: {"hp": 43, "speed": 39, "skill": 27, "morale": 31},
agp.Mech: {"hp": 31, "speed": 39, "skill": 43, "morale": 27},
}
func getStatsFromGenes(genes agp.Genes) (int, int, int, int) {
hp := baseStatsMap[genes.Class]["hp"] + getBonusStats(genes, "hp")
speed := baseStatsMap[genes.Class]["speed"] + getBonusStats(genes, "speed")
skill := baseStatsMap[genes.Class]["skill"] + getBonusStats(genes, "skill")
morale := baseStatsMap[genes.Class]["morale"] + getBonusStats(genes, "morale")
return hp, speed, skill, morale
}
var bonusStatsMap = map[agp.Class]map[string]int{
agp.Aquatic: {"hp": 1, "speed": 3, "skill": 0, "morale": 0},
agp.Beast: {"hp": 0, "speed": 1, "skill": 0, "morale": 3},
agp.Bird: {"hp": 0, "speed": 3, "skill": 0, "morale": 1},
agp.Bug: {"hp": 1, "speed": 0, "skill": 0, "morale": 3},
agp.Plant: {"hp": 3, "speed": 0, "skill": 0, "morale": 1},
agp.Reptile: {"hp": 3, "speed": 1, "skill": 0, "morale": 0},
}
func getBonusStats(genes agp.Genes, stat string) int {
bonusStat := 0
bonusStat += bonusStatsMap[genes.Eyes.D.Class][stat]
bonusStat += bonusStatsMap[genes.Ears.D.Class][stat]
bonusStat += bonusStatsMap[genes.Horn.D.Class][stat]
bonusStat += bonusStatsMap[genes.Mouth.D.Class][stat]
bonusStat += bonusStatsMap[genes.Back.D.Class][stat]
bonusStat += bonusStatsMap[genes.Tail.D.Class][stat]
return bonusStat
}
This is from the Go library and would most likely get the feature earlier than the NPM one.
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