Factory Changes

Factory now has the ability to persist its state
Added exponents to control speed/quality tradeoff and quality randomness
This commit is contained in:
hyperion51 2020-04-30 02:54:31 +01:00
commit 8986575c59
14 changed files with 173 additions and 273 deletions

View file

@ -32,9 +32,12 @@ public interface IAnalogBehavior : IBehavior
public interface IPersistentBehavior//<T> where T : IBehavior
{
object Store();
IBehavior Restore(GameContext context, Entity entity, Gear item, Guid data);
PersistentBehaviorData Store();
void Restore(PersistentBehaviorData data);
}
[Union(0, typeof(FactoryPersistence)),
JsonConverter(typeof(JsonKnownTypesConverter<PersistentBehaviorData>))]
public class PersistentBehaviorData { }
[InspectableField,
Union(0, typeof(ProjectileWeaponData)),

View file

@ -5,6 +5,7 @@ using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.Random;
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class FactoryData : IBehaviorData
@ -31,12 +32,13 @@ public class Factory : IBehavior, IPersistentBehavior//<Factory>
private FactoryData _data;
private BlueprintData _blueprint;
private Guid _blueprint;
private float _remainingManHours;
private bool _retooling;
private bool _producing;
private List<ItemInstance> _reservedStock = new List<ItemInstance>();
private int _assignedPopulation;
private int _productionQuality;
private float _productionQuality;
public Factory(GameContext context, FactoryData data, Entity entity, Gear item)
{
@ -52,58 +54,91 @@ public class Factory : IBehavior, IPersistentBehavior//<Factory>
public void Update(float delta)
{
if (_retooling || _reservedStock.Count > 0)
var blueprint = Context.Cache.Get<BlueprintData>(_blueprint);
if (_retooling || _producing)
{
_remainingManHours -= delta / 3600 * (_assignedPopulation + _data.AutomationPoints) / _productionQuality;
_remainingManHours -= delta / 3600 * (_assignedPopulation + _data.AutomationPoints) /
pow(lerp(blueprint.QualityFloor, 1, saturate(_productionQuality)),
blueprint.ProductionExponent);
}
if (_remainingManHours < 0)
{
if (_retooling)
_retooling = false;
else if (_reservedStock.Count > 0)
else if (_producing)
{
var blueprintItemData = Context.Cache.Get(_blueprint.Item);
var blueprintItemData = Context.Cache.Get(blueprint.Item);
for (int i = 0; i < _blueprint.Quantity; i++)
if (blueprintItemData is CraftedItemData)
{
CraftedItemInstance newItem;
if (blueprintItemData is EquippableItemData equippableItemData)
for (int i = 0; i < blueprint.Quantity; i++)
{
var newGear = new Gear
CraftedItemInstance newItem;
// Applying exponents to two random numbers and adding them produces a range of interesting probability distributions
var quality = blueprint.Quality *
pow(_productionQuality, blueprint.QualityExponent) *
(pow(Context.Random.NextFloat(), blueprint.RandomExponent) +
pow(Context.Random.NextFloat(), blueprint.RandomExponent)) / 2;
if (blueprintItemData is EquippableItemData equippableItemData)
{
var newGear = new Gear
{
Context = Context,
Data = blueprintItemData.ID,
ID = Guid.NewGuid(),
Ingredients = _reservedStock.Select(ii=>ii.ID).ToList(),
Quality = quality,
Blueprint = _blueprint
};
newGear.Durability = Context.Evaluate(equippableItemData.Durability, newGear);
newItem = newGear;
}
else
{
newItem = new CompoundCommodity
{
Context = Context,
Data = blueprintItemData.ID,
ID = Guid.NewGuid(),
Ingredients = _reservedStock.Select(ii=>ii.ID).ToList(),
Quality = quality,
Blueprint = _blueprint
};
}
Context.Cache.Add(newItem);
Entity.Cargo.Add(newItem);
}
}
else
{
var simpleCommodityData = blueprintItemData as SimpleCommodityData;
var simpleCommodityInstance = Entity.Cargo.FirstOrDefault(i => i.Data == simpleCommodityData.ID) as SimpleCommodity;
if (simpleCommodityInstance == null)
{
simpleCommodityInstance = new SimpleCommodity
{
Context = Context,
Data = blueprintItemData.ID,
Data = simpleCommodityData.ID,
ID = Guid.NewGuid(),
Ingredients = _reservedStock.Select(ii=>ii.ID).ToList(),
Quality = _productionQuality * _blueprint.Quality,
Blueprint = _blueprint
Quantity = blueprint.Quantity
};
newGear.Durability = Context.Evaluate(equippableItemData.Durability, newGear);
newItem = newGear;
Context.Cache.Add(simpleCommodityInstance);
Entity.Cargo.Add(simpleCommodityInstance);
}
else
{
newItem = new CompoundCommodity
{
Context = Context,
Data = blueprintItemData.ID,
ID = Guid.NewGuid(),
Ingredients = _reservedStock.Select(ii=>ii.ID).ToList(),
Quality = _productionQuality * _blueprint.Quality,
Blueprint = _blueprint
};
simpleCommodityInstance.Quantity += blueprint.Quantity;
}
Context.Cache.Add(newItem);
Entity.Cargo.Add(newItem);
}
Entity.RecalculateMass();
var simpleIngredients = new List<SimpleCommodity>();
var compoundIngredients = new List<CompoundCommodity>();
var hasAllIngredients = true;
foreach (var kvp in _blueprint.Ingredients)
foreach (var kvp in blueprint.Ingredients)
{
var itemData = Context.Cache.Get(kvp.Key);
if (itemData is SimpleCommodityData)
@ -137,7 +172,7 @@ public class Factory : IBehavior, IPersistentBehavior//<Factory>
}
foreach (var simpleCommodity in simpleIngredients)
{
var blueprintQuantity = _blueprint.Ingredients
var blueprintQuantity = blueprint.Ingredients
.First(ingredient => ingredient.Key == simpleCommodity.ID).Value;
if (simpleCommodity.Quantity == blueprintQuantity)
{
@ -157,35 +192,49 @@ public class Factory : IBehavior, IPersistentBehavior//<Factory>
_reservedStock.Add(newSimpleCommodity);
}
}
Entity.RecalculateMass();
_remainingManHours = blueprint.ProductionTime;
_producing = true;
}
}
}
}
public object Store()
public PersistentBehaviorData Store()
{
return new FactoryPersistence
{
Blueprint = _blueprint.ID,
Blueprint = _blueprint,
RemainingManHours = _remainingManHours,
Retooling = _retooling,
ReservedStock = _reservedStock.Select(i=>i.ID).ToArray()
Producing = _producing,
ReservedStock = _reservedStock.Select(i=>i.ID).ToArray(),
AssignedPopulation = _assignedPopulation,
ProductionQuality = _productionQuality
};
}
public IBehavior Restore(GameContext context, Entity entity, Gear item, Guid data)
public void Restore(PersistentBehaviorData data)
{
var equippable = item.ItemData;
var behaviorData = (FactoryData) equippable.Behaviors.First(b => b is FactoryData);
return new Factory(context, behaviorData, entity, item);
var factoryPersistence = data as FactoryPersistence;
_blueprint = factoryPersistence.Blueprint;
_remainingManHours = factoryPersistence.RemainingManHours;
_retooling = factoryPersistence.Retooling;
_producing = factoryPersistence.Producing;
_reservedStock = factoryPersistence.ReservedStock.Select(id => Context.Cache.Get<ItemInstance>(id)).ToList();
_assignedPopulation = factoryPersistence.AssignedPopulation;
_productionQuality = factoryPersistence.ProductionQuality;
}
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class FactoryPersistence
public class FactoryPersistence : PersistentBehaviorData
{
public Guid Blueprint;
public float RemainingManHours;
public bool Retooling;
public bool Producing;
public Guid[] ReservedStock;
public int AssignedPopulation;
public float ProductionQuality;
}

View file

@ -27,16 +27,28 @@ public class BlueprintData : DatabaseEntry, INamedEntry
[InspectableField, JsonProperty("quality"), Key(6)]
public float Quality;
[InspectableField, JsonProperty("statEffects"), Key(7)]
[InspectableField, JsonProperty("qualityExponent"), Key(7)]
public float QualityExponent = 1;
[InspectableField, JsonProperty("productionExponent"), Key(8)]
public float ProductionExponent = 1;
[InspectableField, JsonProperty("randomExponent"), Key(9)]
public float RandomExponent = 1;
[InspectableField, JsonProperty("qualityFloor"), Key(10)]
public float QualityFloor = .25f;
[InspectableField, JsonProperty("statEffects"), Key(11)]
public List<BlueprintStatEffect> StatEffects = new List<BlueprintStatEffect>();
[InspectableField, JsonProperty("researchTime"), Key(8)]
[InspectableField, JsonProperty("researchTime"), Key(12)]
public float ResearchTime;
[InspectableDatabaseLink(typeof(BlueprintData)), JsonProperty("researchDependencies"), Key(9)]
[InspectableDatabaseLink(typeof(BlueprintData)), JsonProperty("researchDependencies"), Key(13)]
public List<Guid> Dependencies = new List<Guid>();
[InspectableDatabaseLink(typeof(CraftedItemData)), JsonProperty("factoryItem"), Key(11)]
[InspectableDatabaseLink(typeof(CraftedItemData)), JsonProperty("factoryItem"), Key(14)]
public Guid FactoryItem;
[IgnoreMember] public string EntryName

View file

@ -33,7 +33,7 @@ public class Entity : DatabaseEntry, IMessagePackSerializationCallbackReceiver
[IgnoreMember] public float SpecificHeat { get; private set; }
[IgnoreMember] public float Visibility => VisibilitySources.Values.Sum();
public object[] PersistedBehaviors;
public PersistentBehaviorData[] PersistedBehaviors;
public Entity(GameContext context, Gear hull, IEnumerable<Gear> items, IEnumerable<ItemInstance> cargo)
{
@ -129,6 +129,14 @@ public class Entity : DatabaseEntry, IMessagePackSerializationCallbackReceiver
.SelectMany(i => i.ItemData.Behaviors
.Select(bd => bd.CreateInstance(Context, this, i)))
.OrderBy(b => b.GetType().GetCustomAttribute<UpdateOrderAttribute>()?.Order ?? 0).ToList();
var index = 0;
foreach (var persistentBehavior in Behaviors
.Where(b => b is IPersistentBehavior)
.Cast<IPersistentBehavior>())
{
persistentBehavior.Restore(PersistedBehaviors[index++]);
}
Bindings = Behaviors
.Where(b => b is IActivatedBehavior)

View file

@ -3,9 +3,11 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.Random;
public class GameContext
{
public Random Random = new Random((uint) (DateTime.Now.Ticks%uint.MaxValue));
public List<AgentController> Agents = new List<AgentController>();
public Dictionary<ZoneData, Dictionary<DatabaseEntry, Entity>> ZoneContents = new Dictionary<ZoneData, Dictionary<DatabaseEntry, Entity>>();
public Dictionary<string, GalaxyMapLayerData> MapLayers = new Dictionary<string, GalaxyMapLayerData>();
@ -197,8 +199,8 @@ public class GameContext
// Determine quality of either the item itself or the specific ingredient this stat depends on
public float Quality(PerformanceStat stat, Gear item)
{
var activeEffects = item.Blueprint.StatEffects.Where(x => GetAffectedStat(item.Blueprint, x) == stat).ToArray();
var blueprint = Cache.Get<BlueprintData>(item.Blueprint);
var activeEffects = blueprint.StatEffects.Where(x => GetAffectedStat(blueprint, x) == stat).ToArray();
float quality;
if (!activeEffects.Any())
quality = item.CompoundQuality();
@ -309,7 +311,7 @@ public class GameContext
ID = Guid.NewGuid(),
Ingredients = ingredients.Select(i=>i.ID).ToList(),
Quality = quality,
Blueprint = blueprint
Blueprint = blueprint.ID
};
newGear.Durability = Evaluate(equippableItemData.Durability, newGear);
Cache.Add(newGear);
@ -323,7 +325,7 @@ public class GameContext
ID = Guid.NewGuid(),
Ingredients = ingredients.Select(i=>i.ID).ToList(),
Quality = quality,
Blueprint = blueprint
Blueprint = blueprint.ID
};
Cache.Add(newCommodity);
return newCommodity;

View file

@ -35,7 +35,7 @@ public abstract class CraftedItemInstance : ItemInstance
[JsonProperty("ingredients"), Key(3)] public List<Guid> Ingredients = new List<Guid>();
[JsonProperty("blueprint"), Key(4)] public BlueprintData Blueprint;
[JsonProperty("blueprint"), Key(4)] public Guid Blueprint;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]

View file

@ -10,8 +10,6 @@ using static Unity.Mathematics.math;
[MessagePackObject]
public class Ship : Entity
{
[Key("hull")]
public Gear Hull;
[Key("hardpoints")]
public List<Hardpoint> Hardpoints = new List<Hardpoint>();

View file

@ -12,29 +12,29 @@ public class ZoneGenerator
{
public static void GenerateZone(
GlobalData global,
GameContext context,
ZoneData zone,
IEnumerable<GalaxyMapLayerData> mapLayers,
IEnumerable<SimpleCommodityData> resources,
out OrbitData[] orbitData,
out PlanetData[] planetsData)
{
var zoneRadius = lerp(global.MinimumZoneRadius,
global.MaximumZoneRadius,
var zoneRadius = lerp(context.GlobalData.MinimumZoneRadius,
context.GlobalData.MaximumZoneRadius,
mapLayers.First(m => m.Name == "Radius")
.Evaluate(zone.Position,
global));
context.GlobalData));
zone.Radius = zoneRadius;
var zoneMass = lerp(global.MinimumZoneMass,
global.MaximumZoneMass,
var zoneMass = lerp(context.GlobalData.MinimumZoneMass,
context.GlobalData.MaximumZoneMass,
mapLayers.First(m => m.Name == "Mass")
.Evaluate(zone.Position,
global));
context.GlobalData));
//Debug.Log($"Generating zone at position {zone.Position} with radius {zoneRadius} and mass {zoneMass}");
var planets = GenerateEntities(global, zone, zoneMass, zoneRadius);
var planets = GenerateEntities(context, zone, zoneMass, zoneRadius);
// Create collections to map between zone generator output and database entries
var orbitMap = new Dictionary<Planet, OrbitData>();
@ -63,9 +63,7 @@ public class ZoneGenerator
: Guid.Empty;
// Cache resource densities
var resourceMaps = mapLayers.ToDictionary(m => m.ID, m => m.Evaluate(zone.Position, global));
var random = new Random((uint) (DateTime.Now.Ticks%uint.MaxValue));
var resourceMaps = mapLayers.ToDictionary(m => m.ID, m => m.Evaluate(zone.Position, context.GlobalData));
planetsData = planets.Where(p=>!p.Empty).Select(planet =>
{
@ -80,15 +78,15 @@ public class ZoneGenerator
// Filter resources where the body type matches the current planet
.Where(r =>
((planet.Belt ? BodyType.Asteroid :
planet.Mass > global.SunMass ? BodyType.Sun :
planet.Mass > global.GasGiantMass ? BodyType.GasGiant :
planet.Mass > global.PlanetMass ? BodyType.Planet : BodyType.Planetoid) & r.ResourceBodyType) != 0)
planet.Mass > context.GlobalData.SunMass ? BodyType.Sun :
planet.Mass > context.GlobalData.GasGiantMass ? BodyType.GasGiant :
planet.Mass > context.GlobalData.PlanetMass ? BodyType.Planet : BodyType.Planetoid) & r.ResourceBodyType) != 0)
// NextUnbounded is our extension function containing resource placement formula
// Obtain bias variable by multiplying all resource maps together
.Select(r => new
{
resource = r,
quantity = random.NextUnbounded(
quantity = context.Random.NextUnbounded(
r.ResourceDensity.Aggregate(1f, (m, rdm) => m * resourceMaps[rdm]),
r.ResourceDensityBiasPower)
})
@ -104,23 +102,22 @@ public class ZoneGenerator
zone.Orbits = orbitData.Select(od => od.ID).ToList();
}
public static Planet[] GenerateEntities(GlobalData global, ZoneData data, float mass, float radius)
public static Planet[] GenerateEntities(GameContext context, ZoneData data, float mass, float radius)
{
var random = new Random();
random.InitState(unchecked((uint)data.Name.GetHashCode()));
var root = new Planet
{
Random = random,
Global = global,
Context = context,
Mass = mass,
ChildDistanceMaximum = radius * .75f,
ChildDistanceMinimum = global.PlanetRadius(mass)
ChildDistanceMinimum = context.GlobalData.PlanetRadius(mass)
};
// There is some chance of generating a rosette or binary system
// Probabilities which are fixed for the entire galaxy are in GlobalData, contained in the GameContext
var rosette = random.NextFloat() < global.RosetteProbability;
var rosette = random.NextFloat() < context.GlobalData.RosetteProbability;
if (rosette)
{
@ -138,7 +135,7 @@ public class ZoneGenerator
massFraction: .1f);
var averageChildMass = root.Children.Sum(p => p.Mass) / root.Children.Count;
foreach(var p in root.Children.Where(c=>c.Mass>global.GasGiantMass))
foreach(var p in root.Children.Where(c=>c.Mass>context.GlobalData.GasGiantMass))
{
var m = p.Mass / averageChildMass;
// Give each child in the rosette its own mini solar system
@ -169,24 +166,24 @@ public class ZoneGenerator
// Get all children that are above the satellite creation mass floor and not rosette members
var satelliteCandidates = rosette
? root.AllPlanets().Where(p => p != root && p.Parent != root && p.Mass > global.SatelliteCreationMassFloor)
: root.AllPlanets().Where(p => p != root && p.Mass > global.SatelliteCreationMassFloor);
? root.AllPlanets().Where(p => p != root && p.Parent != root && p.Mass > context.GlobalData.SatelliteCreationMassFloor)
: root.AllPlanets().Where(p => p != root && p.Mass > context.GlobalData.SatelliteCreationMassFloor);
var binaries = new List<Planet>();
foreach (var planet in satelliteCandidates)
{
// There's a chance of generating satellites for each qualified planet
if (random.NextFloat() < global.SatelliteCreationProbability)
if (random.NextFloat() < context.GlobalData.SatelliteCreationProbability)
{
// Sometimes the satellite is so massive that it forms a binary system (like Earth!)
if (random.NextFloat() < global.BinaryCreationProbability)
if (random.NextFloat() < context.GlobalData.BinaryCreationProbability)
{
planet.ExpandRosette(2);
binaries.AddRange(planet.Children);
}
// Otherwise, terrestrial planets get a couple satellites while gas giants get many
else planet.ExpandSolar(
count: planet.Mass < global.GasGiantMass ? random.NextInt(1,3) : random.NextInt(4,10),
count: planet.Mass < context.GlobalData.GasGiantMass ? random.NextInt(1,3) : random.NextInt(4,10),
massMulMin: .75f,
massMulMax: 1.5f,
distMulMin: 1.05f,
@ -198,10 +195,10 @@ public class ZoneGenerator
// Get all children that are below the belt creation mass floor and not rosette members, also exclude binaries
var beltCandidates = rosette
? root.AllPlanets().Where(p => p != root && p.Parent != root && p.Mass < global.BeltMassCeiling && !binaries.Contains(p))
: root.AllPlanets().Where(p => p != root && p.Mass < global.BeltMassCeiling && !binaries.Contains(p));
? root.AllPlanets().Where(p => p != root && p.Parent != root && p.Mass < context.GlobalData.BeltMassCeiling && !binaries.Contains(p))
: root.AllPlanets().Where(p => p != root && p.Mass < context.GlobalData.BeltMassCeiling && !binaries.Contains(p));
foreach(var planet in beltCandidates.Reverse())
if (random.NextFloat() < global.BeltProbability && !planet.Parent.Children.Any(p=>p.Belt))
if (random.NextFloat() < context.GlobalData.BeltProbability && !planet.Parent.Children.Any(p=>p.Belt))
planet.Belt = true;
return root.AllPlanets().ToArray();
@ -213,8 +210,7 @@ public class ZoneGenerator
// Because they were objects we observed to move in the sky instead of remaining fixed like the stars
public class Planet
{
public Random Random;
public GlobalData Global;
public GameContext Context;
public float Distance;
public float Phase;
public float Mass;
@ -245,7 +241,7 @@ public class Planet
var sharedMass = Mass / vertices * 2;
// Proportion of the masses of sequential pairs is random, but only for even vertex counts
var proportion = vertices % 2 == 0 ? Random.NextFloat(.5f,.95f) : .5f;
var proportion = vertices % 2 == 0 ? Context.Random.NextFloat(.5f,.95f) : .5f;
// Place children at a fixed distance in the center of the range
var dist = (ChildDistanceMinimum + ChildDistanceMaximum) / 2;
@ -257,23 +253,22 @@ public class Planet
var p1 = OrbitData.Evaluate(1.0f / vertices) * dist;
// Maximum child distance is half the distance to the neighbor minus the neighbor's radius
var p0ChildDist = (distance(p0, p1) * proportion - Global.PlanetRadius(sharedMass * (1 - proportion))) * .75f;
var p1ChildDist = (distance(p0, p1) * (1 - proportion) - Global.PlanetRadius(sharedMass * proportion)) * .75f;
var p0ChildDist = (distance(p0, p1) * proportion - Context.GlobalData.PlanetRadius(sharedMass * (1 - proportion))) * .75f;
var p1ChildDist = (distance(p0, p1) * (1 - proportion) - Context.GlobalData.PlanetRadius(sharedMass * proportion)) * .75f;
for (int i = 0; i < vertices; i++)
{
var child = new Planet
{
Random = Random,
Global = Global,
Context = Context,
Parent = this,
Mass = sharedMass * (i % 2 == 0 ? proportion : 1 - proportion), // Masses alternate
Distance = dist,
Phase = (float) i / vertices,
ChildDistanceMaximum = (i % 2 == 0 ? p0ChildDist : p1ChildDist)
};
child.ChildDistanceMinimum = Global.PlanetRadius(child.Mass) * 2;
child.Period = pow(child.Distance, Global.OrbitPeriodExponent) * Global.OrbitPeriodMultiplier;
child.ChildDistanceMinimum = Context.GlobalData.PlanetRadius(child.Mass) * 2;
child.Period = pow(child.Distance, Context.GlobalData.OrbitPeriodExponent) * Context.GlobalData.OrbitPeriodMultiplier;
Children.Add(child);
}
@ -300,13 +295,13 @@ public class Planet
// jupiterJump is an additional mass multiplier applied after half of the planets
for (var i = 1; i < count; i++)
{
massTotal += masses[i] = masses[i - 1] * Random.NextFloat(massMulMin, massMulMax) * (count/2==i ? jupiterJump : 1);
distances[i] = distances[i - 1] * Random.NextFloat(distMulMin, distMulMax);
massTotal += masses[i] = masses[i - 1] * Context.Random.NextFloat(massMulMin, massMulMax) * (count/2==i ? jupiterJump : 1);
distances[i] = distances[i - 1] * Context.Random.NextFloat(distMulMin, distMulMax);
}
// Add some randomness to child masses
for (var i = 0; i < masses.Length; i++)
masses[i] *= Random.NextFloat(.1f, 1f);
masses[i] *= Context.Random.NextFloat(.1f, 1f);
// Normalize the masses of the children
for (var i = 0; i < count; i++)
@ -318,25 +313,24 @@ public class Planet
var oldDistances = (float[]) distances.Clone();
for (var i = 0; i < count; i++)
distances[i] = lerp(ChildDistanceMinimum, ChildDistanceMaximum,
(oldDistances[i] - oldDistances[0]) / (oldDistances[count - 1] - oldDistances[0])) + Global.PlanetRadius(masses[i]);
(oldDistances[i] - oldDistances[0]) / (oldDistances[count - 1] - oldDistances[0])) + Context.GlobalData.PlanetRadius(masses[i]);
}
for (var i = 0; i < count; i++)
{
// Only instantiate children above the mass floor
if (masses[i] > Global.MassFloor)
if (masses[i] > Context.GlobalData.MassFloor)
{
var child = new Planet
{
Random = Random,
Global = Global,
Context = Context,
Parent = this,
Mass = masses[i],
Distance = distances[i],
Phase = Random.NextFloat()
Phase = Context.Random.NextFloat()
};
child.Period = pow(child.Distance, Global.OrbitPeriodExponent) * Global.OrbitPeriodMultiplier;
child.ChildDistanceMinimum = Global.PlanetRadius(child.Mass) * 2;
child.Period = pow(child.Distance, Context.GlobalData.OrbitPeriodExponent) * Context.GlobalData.OrbitPeriodMultiplier;
child.ChildDistanceMinimum = Context.GlobalData.PlanetRadius(child.Mass) * 2;
// Maximum child distance of child is the smallest distance to either of its neighbors
child.ChildDistanceMaximum = min(i == 0 ? child.Distance - ChildDistanceMinimum : child.Distance - distances[i - 1],
i < count - 1 ? distances[i + 1] - child.Distance : float.PositiveInfinity);