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Auto evo predator separation and behaviour handling #6866
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0244d34
Applied addiitonal restriction on prey toxin firing following AI beha…
Accidental-Explorer e8a5fc1
Copied storage and energy balance logic from ChunkCompoundPressure.cs…
Accidental-Explorer 56e228a
Moved storage score to a place in the calculation that is less separa…
Accidental-Explorer f5d11fa
Added fear and aggression behaviour penalties to CompoundCloudPressur…
Accidental-Explorer 391d1f1
Adjusted night activity effect to affect activity instead of score di…
Accidental-Explorer 64b2941
Apply nighttime activity effect to ChunkCompoundPressure.cs
Accidental-Explorer 15a4188
Format
Accidental-Explorer 19649cf
Slight rework of ReproductionCompoundPressure.cs
Accidental-Explorer 2c4914f
fixed comment
Accidental-Explorer a1e4d29
Applied aggression and fear behaviour penalties to ReproductionCompou…
Accidental-Explorer 27b1bf6
Removed using directive
Accidental-Explorer 38e6d32
Format
Accidental-Explorer 415ed2f
Added simulation of hunting and fleeing energy consumption to EnergyC…
Accidental-Explorer 2a0526e
Merge branch 'master' into auto-evo-predator-separation
Accidental-Explorer e9bdb6d
Redundant using directive
Accidental-Explorer 3a1b595
Adjusted Fear effect balancing.
Accidental-Explorer 275ec7e
Increased valuation of engulfment
Accidental-Explorer ae6feb8
Made defensive measures more mitigate instead of nullify predation score
Accidental-Explorer be6260e
Put some diminishing returns on predator agression score effect on to…
Accidental-Explorer 6fe3174
Put in some more downsides for prey agression score
Accidental-Explorer ea91205
Reduced fear reduction mutation size
Accidental-Explorer 528fe0a
Behaviour penalty number balance
Accidental-Explorer 4bd1947
Gave aggression and fear effect on Energy consumption an accelerating…
Accidental-Explorer 2efb427
Put Agression and Fear behaviour changes in additional locations for …
Accidental-Explorer 8bb975c
Made activity effect on compound gathering have diminishing returns.
Accidental-Explorer ea3dd7c
Made PredatorRoot.cs ensure potential predators get greater than 0 ag…
Accidental-Explorer c5f2b41
Fixed error in calculating inactivity
Accidental-Explorer 11ab022
Number tweak
Accidental-Explorer dd349e7
Added opportunism handling and mutation
Accidental-Explorer 8e019fe
Implemented auto-evo Focus behaviour handling and mutation
Accidental-Explorer 8af4df9
Moved most behaviour mutation to leaf nodes
Accidental-Explorer 2be6f2a
Balancing
Accidental-Explorer d399eed
Line too long.
Accidental-Explorer e4b37f3
Better backwards save compatibility for CompoundCloudPressure.cs
Accidental-Explorer 9444482
Fix saving
Accidental-Explorer ebd4414
Fixed fixing save reading
Accidental-Explorer 45c210a
Merge branch 'master' into auto-evo-predator-separation
Accidental-Explorer 15f1768
Added a "remove any organelle" mutation strategy in every leaf node t…
Accidental-Explorer 1f499cd
Merge branch 'master' into auto-evo-predator-separation
Accidental-Explorer 353dc47
Added braces to follow styleguide
Accidental-Explorer 363efbb
Merge branch 'master' into auto-evo-predator-separation
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If adding more aggression is always a negative for this pressure (it appears to be?) then I'm not sure having a mutation that increases it is ever helpful? Any other pressures that has a positive score for should have that mutation already.
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This is the case with many of the other behaviours as well. But the point is that it evaluates the whole pressure stack. In this case it can improve predator resistance for some species.
I previously had it in that pressure, but then it often got used when it would not be used if already taking the compound pressure into account.
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To emphasise why the above could be a problem: ModifyExistingSpecies regularly prunes against the base species (rather than just pre-this-mutation) for the pressurestack to that point. So I don't want to create a situation where for some species nearly every mutant that gets out of GeneralAvoidPredationSelectionPressure has increased Aggression, but then any further mutation based on them gets pruned in the leaf nodes before it gets a chance to lower the Aggression to what is more fitting)
(Edit: and even if not explicitly pruning, I guess the frequent "top selection" would catch them as well?)
But the mutation system is quite complex so I could be missing something.
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There's also the fact that ChangeBehaviourScore as far as I can tell just gives a single mutant with a random change within the given range, so that seems like likely to overshoot the optimal point. The opposit gives some opportunity to compensate in the other direction.