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

@ -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);