Genetics: GenomeTemplate (per-organism gene allotment) + breed override
CI / build-test (push) Successful in 1m17s

Adds the species/organism layer on top of the gene foundation.
GenomeTemplate carries which GeneDefs an individual has plus the
per-organism base value and spread its alleles are drawn around (and an
optional discrete-variant override), so the same shared GeneDef expresses
different centres for different species — Generate() draws an individual,
Registry() feeds breeding and trait computation.

Genome.Breed gains an optional mutationChance that overrides every gene's
fixed MutationChance, so a caller can drive mutation from an evolvable
trait. Allele sampling (numeric spread+clamp, weighted discrete pick) is
factored into a shared GeneSampling used by both Generate paths.

Covered by GenomeTemplateTests (per-species centres, registry-driven
breeding, mutation override on/off).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-12 23:51:02 +03:00
co-authored by Claude Opus 4.8
parent bc18db5df6
commit ead22517ee
4 changed files with 240 additions and 51 deletions
@@ -0,0 +1,56 @@
namespace MrGameEng.Genetics;
/// <summary>
/// Shared, deterministic allele sampling used by both <see cref="Genome.Generate"/> (gene defaults)
/// and <see cref="GenomeTemplate"/> (per-individual base overrides). Centralizes the numeric
/// spread+clamp and the weighted discrete pick so the two paths stay consistent.
/// </summary>
internal static class GeneSampling
{
/// <summary>A numeric allele drawn as <c>baseValue ± spread·|baseValue|</c>, clamped to the gene's range.</summary>
public static float Numeric(GeneDef gene, float baseValue, float spread, Random random)
{
var value = baseValue + (random.NextSingle() * 2f - 1f) * spread * MathF.Abs(baseValue);
return Math.Clamp(value, gene.Min, gene.Max);
}
/// <summary>
/// A discrete variant index in <c>[0, Variants)</c>, picked from <paramref name="weights"/> when
/// they match the variant count, otherwise the gene's own weights, otherwise uniformly.
/// </summary>
public static float Variant(GeneDef gene, float[]? weights, Random random)
{
var variants = Math.Max(1, gene.Variants);
var w =
weights is { Length: > 0 } && weights.Length == variants
? weights
: gene.VariantWeights;
if (w.Length != variants)
{
return random.Next(variants);
}
var total = 0f;
foreach (var value in w)
{
total += MathF.Max(0f, value);
}
if (total <= 0f)
{
return random.Next(variants);
}
var roll = random.NextSingle() * total;
for (var i = 0; i < variants; i++)
{
roll -= MathF.Max(0f, w[i]);
if (roll < 0f)
{
return i;
}
}
return variants - 1;
}
}