Every rail's period is derived from the field it orbits in; OrbitPeriod is deleted

Zone.PeriodAround is the one owner: round a body, the pull its well gives at the rail's distance
(GravityField.Acceleration); round a bodyless node, the ring law (strength of the orbits inside, plus
half of what shares the ring). Orbit.Period and AsteroidBelt.Periods are written once at zone build,
before placement; BeltTargets copies the belt's periods. A parentless orbit has no field and stands at
its phase. Fixtures lose OrbitPeriod and gain wells where their rails must move. Builds; the new
OrbitsFromFieldTests follow in the next commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-15 18:11:27 +02:00
commit a4977cbe48
13 changed files with 151 additions and 61 deletions

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Assets/Resources/Settings.asset (Stored with Git LFS)

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@ -31,7 +31,6 @@ public class PlanetSettings
public ExponentialLerp AsteroidRespawnTime;
public float SecureAreaRadiusMultiplier = .45f;
public ExponentialCurve OrbitPeriod;
// The global flow stardust and nebula follow and the sim knows (FlowField). Zero flow by default.
public FlowSettings Flow = new FlowSettings();

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@ -59,8 +59,8 @@ public sealed class BeltTargets : ITargetProvider
{
order[i] = i;
distances[i] = data.Asteroids[i].Distance;
// Pose divides by the float period the curve returns; the keys must use the same one.
_periods[i] = settings.OrbitPeriod.Evaluate(distances[i]);
// The belt's own periods (Zone.PeriodAround), the very floats Pose divides by.
_periods[i] = zone.AsteroidBelts[field].Periods[i];
}
Array.Sort(distances, order);
_bands = new Band[(count + RocksPerBand - 1) / RocksPerBand];

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@ -158,15 +158,9 @@ public class Zone
foreach (var orbit in pack.Orbits)
{
Orbits.Add(orbit.Key, new Orbit(Settings, cache.Get(orbit)));
Orbits.Add(orbit.Key, new Orbit(cache.Get(orbit)));
}
// Aetheria gravity (target invariant zone-valid-before-tick): every orbit is placed at the pack's time
// when the zone is built, so each well, light and body pose read before the first Update is where the
// body is. Velocity stays zero until the first Update differences two placed positions.
foreach (var orbit in Orbits)
GetOrbitPosition(orbit.Key);
foreach (var body in pack.Planets)
{
var planet = cache.Get(body);
@ -178,7 +172,6 @@ public class Zone
// the rule generation uses, and keeps it.
FieldKinds.Ensure(body.Key, belt, cache);
AsteroidBelts[body.Key] = new AsteroidBelt(belt);
Targets.Add(new BeltTargets(this, body.Key, belt, settings, _time));
break;
case SunData sun:
var sunInstance = new Sun(settings, sun, Orbits[planet.Orbit.Key]);
@ -194,6 +187,40 @@ public class Zone
}
}
// Orbits, bodies and belts exist: every rail's period is derived once, from the field it orbits in.
foreach (var orbit in Orbits)
{
var parent = orbit.Value.Data.Parent;
if (!parent.IsSet()) continue;
if (!_childOrbits.TryGetValue(parent.Key, out var siblings))
_childOrbits[parent.Key] = siblings = new List<CultRecordKey>();
siblings.Add(orbit.Key);
}
foreach (var body in PlanetInstances)
if (body.Value.WellStrength > 0)
_wellOn.TryAdd(Planets[body.Key].Orbit.Key, body.Value);
foreach (var orbit in Orbits)
orbit.Value.Period = orbit.Value.Data.Parent.IsSet()
? PeriodAround(orbit.Value.Data.Parent.Key, orbit.Value.Data.Distance, orbit.Key)
: float.PositiveInfinity;
foreach (var belt in AsteroidBelts)
{
var beltOrbit = Planets[belt.Key].Orbit.Key;
var beltParent = Orbits[beltOrbit].Data.Parent.Key;
for (var i = 0; i < belt.Value.Periods.Length; i++)
belt.Value.Periods[i] = PeriodAround(beltParent, belt.Value.Data.Asteroids[i].Distance, beltOrbit);
}
// Aetheria gravity (target invariant zone-valid-before-tick): every orbit is placed at the pack's time
// when the zone is built, so each well, light and body pose read before the first Update is where the
// body is. Velocity stays zero until the first Update differences two placed positions.
foreach (var orbit in Orbits)
GetOrbitPosition(orbit.Key);
// BeltTargets copies the belts' periods, so it is built after them.
foreach (var belt in AsteroidBelts)
Targets.Add(new BeltTargets(this, belt.Key, belt.Value.Data, settings, _time));
// Cut 2 (docs/mining-cut.md): read after belts are built so a later ChunkExists/ChunkRadius call has
// Planets/AsteroidBelts populated. A pack from before key 6 existed has ChunkWear == null (nullable
// persistence rule); that reads as no wear rather than throwing.
@ -481,6 +508,8 @@ public class Zone
{
var orbit = Orbits[orbitID];
float2 pos = float2.zero;
// An infinite period (a parentless orbit, or one with no field to circle in) leaves the orbit at its phase:
// frac(t / inf) is 0.
if (orbit.Period > .01f)
{
var phase = (float) frac(_time / orbit.Period);
@ -503,6 +532,52 @@ public class Zone
return Orbits[orbitID].Position;
}
// orbit -> the well-bearing body on it, and orbit -> the orbits whose parent it is. Derived from the pack in the
// constructor, read only by PeriodAround and Strength.
private readonly Dictionary<CultRecordKey, Planet> _wellOn = new Dictionary<CultRecordKey, Planet>();
private readonly Dictionary<CultRecordKey, List<CultRecordKey>> _childOrbits = new Dictionary<CultRecordKey, List<CultRecordKey>>();
private readonly Dictionary<CultRecordKey, float> _strengths = new Dictionary<CultRecordKey, float>();
// The one owner of a rail's period (Orbit.Period, AsteroidBelt.Periods): 2 pi sqrt(d / a), a being the pull the
// field gives at distance d from the node being orbited. Round a body, that is the body's own well through
// GravityField. Round a bodyless node it is the ring law: the strength of the node's orbits inside d, plus half
// that of the ones on d itself (a companion on the ring pulls half, as a binary does), taken as a point at the
// node. `self` is the orbit being placed (excluded from its own pull); a strengthless self takes no ring share.
// No pull gives an infinite period.
private float PeriodAround(CultRecordKey parentOrbit, float distance, CultRecordKey self)
{
float a;
if (_wellOn.TryGetValue(parentOrbit, out var body))
a = length(GravityField.Acceleration(body.WellStrength, body.RocheLimit, float2(distance, 0)));
else
{
var inside = 0f;
var onRing = 0f;
if (_childOrbits.TryGetValue(parentOrbit, out var children))
foreach (var child in children)
{
if (child.Equals(self)) continue;
var childDistance = Orbits[child].Data.Distance;
if (childDistance < distance - 0.1f) inside += Strength(child);
else if (childDistance <= distance + 0.1f) onRing += Strength(child);
}
var strength = inside + (Strength(self) > 0 ? onRing / 2 : 0f);
a = length(GravityField.Acceleration(strength, 0f, float2(distance, 0)));
}
return a > 0 && distance > 0 ? 2 * PI * sqrt(distance / a) : float.PositiveInfinity;
}
// The well strength an orbit carries as a node: its own body's plus every orbit round it, recursively.
private float Strength(CultRecordKey orbit)
{
if (_strengths.TryGetValue(orbit, out var known)) return known;
var strength = _wellOn.TryGetValue(orbit, out var body) ? body.WellStrength : 0f;
if (_childOrbits.TryGetValue(orbit, out var children))
foreach (var child in children)
strength += Strength(child);
return _strengths[orbit] = strength;
}
public float2 GetOrbitVelocity(CultRecordKey orbit)
{
if (Orbits.ContainsKey(orbit))
@ -571,7 +646,7 @@ public class Zone
var beltData = Planets[belt] as AsteroidBeltData;
var parentPosition = GetOrbitPosition(Orbits[beltData.Orbit.Key].Data.Parent.Key);
var size = ChunkRadius(new ChunkId(belt, index));
return AsteroidBelts[belt].Pose(index, _time, parentPosition, Settings, size);
return AsteroidBelts[belt].Pose(index, _time, parentPosition, size);
}
// Mining Cut 3 (docs/mining-cut-refresh.md): how bright a chunk is -- Reflector's rule (cross-section × the light
@ -592,7 +667,7 @@ public class Zone
var parentPosition = GetOrbitPosition(Orbits[beltData.Orbit.Key].Data.Parent.Key);
var beltInstance = AsteroidBelts[belt];
for (var i = 0; i < beltData.Asteroids.Length; i++)
into[i] = beltInstance.Pose(i, _time, parentPosition, Settings, ChunkRadius(new ChunkId(belt, i)));
into[i] = beltInstance.Pose(i, _time, parentPosition, ChunkRadius(new ChunkId(belt, i)));
}
public SecurityLevel GetSecurityLevel(float2 pos)
@ -748,9 +823,14 @@ public class AsteroidBelt
public AsteroidBeltData Data;
public float Radius { get; }
// Each asteroid's orbital period, in seconds: derived once at zone build by Zone.PeriodAround (the field at the
// asteroid's own distance from the belt's parent), the only period Pose and BeltTargets divide by.
public float[] Periods { get; }
public AsteroidBelt(AsteroidBeltData data)
{
Data = data;
Periods = new float[data.Asteroids.Length];
Radius = data.Asteroids.Max(a => a.Distance);
}
@ -758,12 +838,11 @@ public class AsteroidBelt
// The only place a chunk pose is computed; no per-tick copy survives it. Cut 2: size is no longer read from
// per-belt storage -- Zone owns wear now, so the caller (Zone.ChunkPose/EvaluateBelt) computes it through
// Zone.ChunkRadius and passes it in.
public float4 Pose(int index, double time, float2 parentPosition, PlanetSettings settings, float size)
public float4 Pose(int index, double time, float2 parentPosition, float size)
{
var asteroid = Data.Asteroids[index];
var rot = (float) (time * asteroid.RotationSpeed % (PI * 2));
var pos = OrbitData.Evaluate((float) frac(time / settings.OrbitPeriod.Evaluate(asteroid.Distance) +
asteroid.Phase)) * asteroid.Distance + parentPosition;
var pos = OrbitData.Evaluate((float) frac(time / Periods[index] + asteroid.Phase)) * asteroid.Distance + parentPosition;
return float4(pos.x, pos.y, rot, size);
}
@ -845,11 +924,13 @@ public class Orbit
public float2 Velocity = float2.zero;
public float2 Position = float2.zero;
public float2 PreviousPosition = float2.zero;
public float Period;
public Orbit(PlanetSettings settings, OrbitData data)
// Seconds per turn, written only by the Zone constructor (Zone.PeriodAround); infinite when the orbit has no
// field to circle in.
public float Period { get; internal set; }
public Orbit(OrbitData data)
{
Data = data;
Period = settings.OrbitPeriod.Evaluate(data.Distance);
}
}

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@ -531,7 +531,6 @@ public class GeneratorPlanet
public float Distance;
public float Phase;
public float Mass;
//public float Period;
public float ChildDistanceMinimum;
public float ChildDistanceMaximum;
public bool Empty = false;
@ -586,7 +585,6 @@ public class GeneratorPlanet
ChildDistanceMaximum = (i % 2 == 0 ? p0ChildDist : p1ChildDist)
};
child.ChildDistanceMinimum = Settings.PlanetSafetyRadius.Evaluate(child.Mass) * 2;
//child.Period = Settings..Evaluate(child.Distance);
Children.Add(child);
}
@ -647,7 +645,6 @@ public class GeneratorPlanet
Distance = distances[i],
Phase = random.NextFloat()
};
//child.Period = Context.GlobalData.OrbitalPeriod(child.Distance);
child.ChildDistanceMinimum = Settings.PlanetSafetyRadius.Evaluate(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],

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@ -45,8 +45,7 @@ public sealed class GravitySubtractTests : IDisposable
WellStrength = new ExponentialCurve { Exponent = .2f, Multiplier = 45.08f },
RocheLimit = new ExponentialCurve { Exponent = .25f, Multiplier = 7.32f },
BodyRadius = new ExponentialCurve { Exponent = .25f, Multiplier = 3f },
LightRadius = new ExponentialCurve { Exponent = .25f, Multiplier = 300f },
OrbitPeriod = new ExponentialCurve()
LightRadius = new ExponentialCurve { Exponent = .25f, Multiplier = 300f }
};
private Zone Bare(float packRadius) => new Zone(_items, Planets(), new ZonePack { Radius = packRadius },

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@ -33,11 +33,17 @@ public sealed class MiningCut1Tests : IDisposable
// Authored-shape curves, not defaults: a default ExponentialLerp/ExponentialCurve evaluates to a flat
// constant everywhere, which would hide a broken formula (every asteroid or every damage state would read
// alike). These give period, size and hitpoints real, distinct curvature over the fixture's distance and
// damage range.
// alike). These give size and hitpoints real, distinct curvature over the fixture's damage range. A body's
// well strength is its mass here (c = mass), with a small constant core, so the test spells every period from
// the masses it chose.
private const float SunStrength = 400f;
private const float PlanetStrength = 25f;
private static PlanetSettings Settings() => new PlanetSettings
{
OrbitPeriod = new ExponentialCurve { Multiplier = 0.6f, Exponent = 1.3f, Constant = 40f },
BodyRadius = new ExponentialCurve(),
WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
RocheLimit = new ExponentialCurve { Constant = 2f },
AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f },
AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f }
@ -48,7 +54,7 @@ public sealed class MiningCut1Tests : IDisposable
private const float RootPhase = 0.17f;
// A belt of AsteroidCount asteroids at distinct distances, phases, size parameters and rotation speeds,
// orbiting a parent (RootDistance/RootPhase) that is itself moving -- so a test that reads the parent's
// orbiting a planet (RootDistance/RootPhase round a fixed sun) that is itself moving -- so a test that reads the parent's
// motion through ChunkPose is exercising real recursion, not a fixed point. Each call opens its own
// catalog, so two zones built from this fixture never share cache state.
private (Zone zone, CultRecordKey beltKey, Asteroid[] asteroids, PlanetSettings settings) BuildFixture()
@ -63,8 +69,12 @@ public sealed class MiningCut1Tests : IDisposable
var items = new ItemManager(cache, new ProvenanceLedger(), GameSettings(), _ => { });
var settings = Settings();
var rootOrbit = new OrbitData { Distance = RootDistance, Phase = RootPhase };
var sunOrbitKey = cache.Upsert(new OrbitData()).Key;
var sunKey = cache.Upsert(new PlanetData { Name = "Sun", Orbit = new CultRecordRef<OrbitData>(sunOrbitKey), Mass = SunStrength }).Key;
var rootOrbit = new OrbitData { Parent = new CultRecordRef<OrbitData>(sunOrbitKey), Distance = RootDistance, Phase = RootPhase };
var rootKey = cache.Upsert(rootOrbit).Key;
var planetKey = cache.Upsert(new PlanetData { Name = "Planet", Orbit = new CultRecordRef<OrbitData>(rootKey), Mass = PlanetStrength }).Key;
var beltOrbit = new OrbitData { Parent = new CultRecordRef<OrbitData>(rootKey), Distance = 900f, Phase = 0.42f };
var beltOrbitKey = cache.Upsert(beltOrbit).Key;
@ -86,8 +96,8 @@ public sealed class MiningCut1Tests : IDisposable
var pack = new ZonePack
{
Orbits = { new CultRecordRef<OrbitData>(rootKey), new CultRecordRef<OrbitData>(beltOrbitKey) },
Planets = { new CultRecordRef<BodyData>(beltKey) },
Orbits = { new CultRecordRef<OrbitData>(sunOrbitKey), new CultRecordRef<OrbitData>(rootKey), new CultRecordRef<OrbitData>(beltOrbitKey) },
Planets = { new CultRecordRef<BodyData>(sunKey), new CultRecordRef<BodyData>(planetKey), new CultRecordRef<BodyData>(beltKey) },
Radius = 5000f,
Mass = 10000f,
Time = 0
@ -97,22 +107,22 @@ public sealed class MiningCut1Tests : IDisposable
return (zone, beltKey, asteroids, settings);
}
// The formula of Zone.GetOrbitPosition (unchanged by this cut), reimplemented here so the expected value
// never calls production orbit code.
private static float2 OrbitPosition(double time, float distance, float phase, PlanetSettings settings, float2 fixedPosition = default)
// Zone.GetOrbitPosition's placement round a body of well strength `strength`, with the period spelled here from
// the field law outside the core (a = c/d, so T = 2 pi d / sqrt(c)), so the expected value never calls
// production orbit code.
private static float2 OrbitPosition(double time, float distance, float phase, float strength, float2 fixedPosition = default)
{
var period = settings.OrbitPeriod.Evaluate(distance);
if (period <= .01f) return fixedPosition;
var period = 2 * PI * distance / sqrt(strength);
var wrapped = (float) frac(time / period);
return OrbitData.Evaluate(frac(wrapped + phase)) * distance + fixedPosition;
}
// The formula of AsteroidBelt.Pose (Zone.cs:269-271 before this cut), reimplemented independently.
private static float4 ExpectedPose(double time, Asteroid asteroid, float2 parentPosition, PlanetSettings settings, float size)
// The pose of an asteroid circling a planet of well strength `strength`, spelled independently of AsteroidBelt.Pose.
private static float4 ExpectedPose(double time, Asteroid asteroid, float2 parentPosition, float strength, float size)
{
var rot = (float) (time * asteroid.RotationSpeed % (PI * 2));
var pos = OrbitData.Evaluate((float) frac(time / settings.OrbitPeriod.Evaluate(asteroid.Distance) + asteroid.Phase))
* asteroid.Distance + parentPosition;
var period = 2 * PI * asteroid.Distance / sqrt(strength);
var pos = OrbitData.Evaluate((float) frac(time / period + asteroid.Phase)) * asteroid.Distance + parentPosition;
return float4(pos.x, pos.y, rot, size);
}
@ -136,11 +146,11 @@ public sealed class MiningCut1Tests : IDisposable
time += dt;
}
var parentPosition = OrbitPosition(time, RootDistance, RootPhase, settings);
var parentPosition = OrbitPosition(time, RootDistance, RootPhase, SunStrength);
for (var i = 0; i < asteroids.Length; i++)
{
var expected = ExpectedPose(time, asteroids[i], parentPosition, settings, settings.AsteroidSize.Evaluate(asteroids[i].Size));
var expected = ExpectedPose(time, asteroids[i], parentPosition, PlanetStrength, settings.AsteroidSize.Evaluate(asteroids[i].Size));
var actual = zone.ChunkPose(beltKey, i);
AssertClose(expected.x, actual.x, 0.01f, $"asteroid {i} x");
AssertClose(expected.y, actual.y, 0.01f, $"asteroid {i} y");
@ -157,13 +167,13 @@ public sealed class MiningCut1Tests : IDisposable
{
var (zone, beltKey, asteroids, settings) = BuildFixture();
zone.Update(40f);
var parentPosition = OrbitPosition(40.0, RootDistance, RootPhase, settings);
var parentPosition = OrbitPosition(40.0, RootDistance, RootPhase, SunStrength);
var wrapped = 0;
for (var i = 0; i < asteroids.Length; i++)
{
if (40.0 * asteroids[i].RotationSpeed > PI * 2) wrapped++;
var expected = ExpectedPose(40.0, asteroids[i], parentPosition, settings, settings.AsteroidSize.Evaluate(asteroids[i].Size));
var expected = ExpectedPose(40.0, asteroids[i], parentPosition, PlanetStrength, settings.AsteroidSize.Evaluate(asteroids[i].Size));
var actual = zone.ChunkPose(beltKey, i);
AssertClose(expected.z, actual.z, 0.001f, $"asteroid {i} rotation");
Assert.InRange(actual.z, 0f, PI * 2);

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@ -40,7 +40,8 @@ public sealed class MiningCut2Tests : IDisposable
// curve" is exercising real curvature, not a constant that any wrong formula would also satisfy.
private static PlanetSettings Settings() => new PlanetSettings
{
OrbitPeriod = new ExponentialCurve { Multiplier = 0.6f, Exponent = 1.3f, Constant = 40f },
WellStrength = new ExponentialCurve { Constant = 25f },
RocheLimit = new ExponentialCurve { Constant = 1f },
AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
AsteroidHitpoints = new ExponentialLerp { Minimum = 20f, Maximum = 220f, Exponent = 1.6f },
AsteroidRespawnTime = new ExponentialLerp { Minimum = 8f, Maximum = 96f, Exponent = 1.2f },

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@ -47,11 +47,12 @@ public sealed partial class MiningCut3Tests : IDisposable
FiringArc = 90f
};
// Flat terrain (no zone depth, no gravity wells), one sun whose light reaches 1000 units, and the chunk
// Every sun carries a well (the belts circle in it, c = 9), one sun whose light reaches 1000 units, and the chunk
// curves MiningCut2Tests uses, so sizes and wear vary over the fixture's range.
private static PlanetSettings PlanetSettings(float lightRadius = 1000f) => new PlanetSettings
{
OrbitPeriod = new ExponentialCurve { Multiplier = 0.6f, Exponent = 1.3f, Constant = 40f },
WellStrength = new ExponentialCurve { Constant = 9f },
RocheLimit = new ExponentialCurve { Constant = 1f },
AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
AsteroidHitpoints = new ExponentialLerp { Minimum = 20f, Maximum = 220f, Exponent = 1.6f },
AsteroidRespawnTime = new ExponentialLerp { Minimum = 8f, Maximum = 96f, Exponent = 1.2f },

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@ -458,7 +458,8 @@ public sealed partial class MiningCut3Tests
var spread = Enumerable.Range(0, 700).Select(_ => Rock(50f + (float) rng.NextDouble() * 5950f, (float) rng.NextDouble(), (float) rng.NextDouble())).ToArray();
var s = BuildSceneAt(centre, 20000f, 777.25, null, new[] { kind }, Belt(kind, spread), Belt(kind, Annulus(rng, 3000, 999f, 1001f)));
var game = PlanetSettings(20000f);
game.OrbitPeriod = new ExponentialCurve { Multiplier = 1f, Exponent = 1f, Constant = 0f };
// The game's periods: T = 2 pi d / sqrt(c) with c = 4 pi^2 is T = d.
game.WellStrength = new ExponentialCurve { Constant = 4f * PI * PI };
var searches = 0;
foreach (var zone in new[] { s.Zone, new Zone(s.Items, game, s.Pack, new GalaxyZone { Name = "Game periods", Owner = null }, null) })
foreach (var step in new[] { 0f, 13f, 1e4f, 3.3e7f })

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@ -46,7 +46,7 @@ public sealed class PotentialOwnerTests : IDisposable
WellStrength = new ExponentialCurve { Exponent = .2f, Multiplier = 45.08f },
RocheLimit = new ExponentialCurve { Exponent = .25f, Multiplier = 7.32f },
BodyRadius = new ExponentialCurve { Exponent = .25f, Multiplier = 2f },
LightRadius = new ExponentialCurve(), OrbitPeriod = new ExponentialCurve(),
LightRadius = new ExponentialCurve(),
HeightExaggeration = exaggeration
};
@ -83,7 +83,7 @@ public sealed class PotentialOwnerTests : IDisposable
var planets = new PlanetSettings
{
BodyRadius = new ExponentialCurve(),
LightRadius = new ExponentialCurve(), OrbitPeriod = new ExponentialCurve()
LightRadius = new ExponentialCurve()
};
var zone = ZoneOf(planets, (100f, float2.zero), (5000f, new float2(200f, 0f)));
foreach (var p in new[] { float2.zero, float2(200f, 0f), float2(37f, -911f), float2(5000f, 5000f) })
@ -138,7 +138,7 @@ public sealed class PotentialOwnerTests : IDisposable
WellStrength = new ExponentialCurve { Constant = 100f },
RocheLimit = new ExponentialCurve { Constant = roche },
BodyRadius = new ExponentialCurve { Constant = 10f },
LightRadius = new ExponentialCurve(), OrbitPeriod = new ExponentialCurve()
LightRadius = new ExponentialCurve()
};
Assert.Throws<InvalidOperationException>(() => ZoneOf(Constants(0f), (100f, float2.zero)));
Assert.Throws<InvalidOperationException>(() => ZoneOf(Constants(-5f), (100f, float2.zero)));

View file

@ -10,7 +10,6 @@ internal static class WellFixture
public static void Dig(CultCache cache, ZonePack pack, PlanetSettings settings, float strength, float coreRadius, float2 at = default)
{
settings.BodyRadius = new ExponentialCurve();
settings.OrbitPeriod = new ExponentialCurve();
settings.WellStrength = new ExponentialCurve { Constant = strength };
settings.RocheLimit = new ExponentialCurve { Constant = coreRadius };
var orbit = cache.Upsert(new OrbitData { FixedPosition = at }).Key;

View file

@ -16,7 +16,7 @@ public sealed class ZonePlacedAtBuildTests : IDisposable
{
private static readonly float2 RootAt = new float2(300f, -200f);
private const float Distance = 400f;
private const float Period = 40f;
private const float SunStrength = 100f; // the root's body: the planet circles in its field
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-zoneplaced-" + Guid.NewGuid().ToString("N"));
private readonly List<CultCache> _caches = new List<CultCache>();
@ -38,13 +38,13 @@ public sealed class ZonePlacedAtBuildTests : IDisposable
private static ExponentialCurve Flat(float v) => new ExponentialCurve { Constant = v };
// One planet with a well (c 100, Roche limit and core 20 u), a fixed root orbit at RootAt and the
// planet orbiting it at Distance from `phase`. Every orbit period is Period seconds.
// A sun on the fixed root orbit at RootAt, a planet orbiting it at Distance from `phase`, and a light moon body on
// the moon orbit so the moon's moon has a field to circle in. A body's well is 100 per unit of mass; every core
// (Roche limit) is 20 u.
private static PlanetSettings Settings() => new PlanetSettings
{
OrbitPeriod = Flat(Period),
BodyRadius = Flat(20f),
WellStrength = Flat(100f),
WellStrength = new ExponentialCurve { Multiplier = 100f, Exponent = 1f },
RocheLimit = Flat(20f),
LightRadius = Flat(0f)
};
@ -86,10 +86,12 @@ public sealed class ZonePlacedAtBuildTests : IDisposable
{
Parent = new CultRecordRef<OrbitData>(moonOrbit), Distance = 40f
}).Key;
var sun = cache.Upsert(new PlanetData { Orbit = new CultRecordRef<OrbitData>(rootOrbit), Mass = 1f }).Key;
var planet = cache.Upsert(new PlanetData { Orbit = new CultRecordRef<OrbitData>(planetOrbit), Mass = 1f }).Key;
var moon = cache.Upsert(new PlanetData { Orbit = new CultRecordRef<OrbitData>(moonOrbit), Mass = .01f }).Key;
var pack = new ZonePack
{
Planets = { new CultRecordRef<BodyData>(planet) },
Planets = { new CultRecordRef<BodyData>(sun), new CultRecordRef<BodyData>(planet), new CultRecordRef<BodyData>(moon) },
Radius = 5000f,
Mass = 10000f,
Time = time
@ -154,7 +156,7 @@ public sealed class ZonePlacedAtBuildTests : IDisposable
public void TheFirstTickVelocityIsTheOrbitsSpeed(bool moonFirst)
{
var s = Build(.35f, 0.0, moonFirst);
var expected = 2f * PI * Distance / Period;
var expected = sqrt(SunStrength); // outside the core T = 2 pi d / sqrt(c): the speed is sqrt(c), whatever d
foreach (var dt in new[] { 1f / 60f, 1f / 30f, 1f / 60f })
{
s.Zone.Update(dt);