Floating bodies: FloatingBodyId, KinematicBody.Step, Zone.NextBodyId and the three drift settings

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-07 14:52:12 +02:00
commit 38c47d80ed
5 changed files with 205 additions and 0 deletions

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
// A free-floating body in a zone: a floating item or a mine. Zone-scoped and never reused within a zone;
// runtime state only, never saved.
public readonly struct FloatingBodyId : IEquatable<FloatingBodyId>
{
public readonly uint Value;
public FloatingBodyId(uint value) => Value = value;
public bool Equals(FloatingBodyId other) => Value == other.Value;
public override bool Equals(object obj) => obj is FloatingBodyId other && Equals(other);
public override int GetHashCode() => (int) Value;
public override string ToString() => Value.ToString();
}
// The one drift integrator of every free body in a zone. A launch velocity decays on its own drag; the zone's
// force accumulates into a separate drift velocity that has its own drag, so a body settles to
// force * gravity / drag. Engine-free: the caller supplies dt and the zone force at the body's position.
public struct KinematicBody
{
public float2 Position;
// The launch velocity, decaying.
public float2 Velocity;
public float2 Drift;
// What a presenter draws ahead with.
public float2 TotalVelocity => Velocity + Drift;
public void Step(float dt, float2 force, GameplaySettings s)
{
Velocity *= exp(-s.FloatingBodyLaunchDrag * dt);
Drift += force * s.FloatingBodyGravity * dt;
Drift *= exp(-s.FloatingBodyDrag * dt);
Position += (Velocity + Drift) * dt;
}
}

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@ -173,6 +173,11 @@ public class GameplaySettings
public float ThermalQualityMin = 2;
public float ThermalQualityMax = .25f;
public float DefaultShutdownPerformance = .25f;
// Free-floating bodies (floating items, mines): drag on a launch velocity, drag on the force-driven drift, and
// how strongly the zone force accelerates it.
public float FloatingBodyDrag = .05f;
public float FloatingBodyLaunchDrag = .2f;
public float FloatingBodyGravity = 1f;
public float SevereHeatstrokeRiskThreshold = .25f;
public float WormholeDepth = 1000;
public float WormholeExitVelocity = 20;

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@ -81,6 +81,10 @@ public class Zone
// of touching a shared stream.
public uint CombatSeed { get; }
// The one source of floating item and mine ids: zone-scoped, from 1, never reused. Runtime state, not saved.
private uint _lastBodyId;
public FloatingBodyId NextBodyId() => new FloatingBodyId(++_lastBodyId);
public Zone(ItemManager itemManager, PlanetSettings settings, ZonePack pack, GalaxyZone galaxyZone, Galaxy galaxy)
{
_time = pack.Time;