Purge Newtonsoft state annotations

This commit is contained in:
Meta Vens 2026-06-13 04:56:50 +01:00
commit b0d2aa1156
92 changed files with 891 additions and 1684 deletions

View file

@ -1,4 +1,4 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
/* 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/. */
@ -50,7 +50,7 @@ public static class ZoneGenerator
pack.Radius = zoneSettings.ZoneRadius.Evaluate(density);
pack.Mass = zoneSettings.ZoneMass.Evaluate(density);
var targetSubzoneCount = zoneSettings.SubZoneCount.Evaluate(density);
//Debug.Log($"Generating zone at position {zone.Position} with radius {zoneRadius} and mass {zoneMass}");
var planets = new List<GeneratorPlanet>();
@ -58,10 +58,10 @@ public static class ZoneGenerator
{
var zoneBoundary = new Circle(float2.zero, pack.Radius * zoneSettings.ZoneBoundaryRadius);
float boundaryTangentRadius(float2 point) => -zoneBoundary.DistanceTo(point);
var occupiedAreas = new List<Circle>();
float tangentRadius(float2 point) => min(boundaryTangentRadius(point), occupiedAreas.Min(circle => circle.DistanceTo(point)));
var startPosition = random.NextFloat(pack.Radius * .25f, pack.Radius * .5f) * random.NextFloat2Direction();
occupiedAreas.Add(new Circle(startPosition, boundaryTangentRadius(startPosition)));
@ -91,11 +91,11 @@ public static class ZoneGenerator
}
else
planets.AddRange(GenerateEntities(zoneSettings, ref random, pack.Mass, pack.Radius, float2.zero));
// Create collections to map between zone generator output and database entries
var orbitMap = new Dictionary<GeneratorPlanet, OrbitData>();
var orbitInverseMap = new Dictionary<OrbitData, GeneratorPlanet>();
// Create orbit database entries
pack.Orbits = planets.Select(planet =>
{
@ -116,11 +116,11 @@ public static class ZoneGenerator
data.Parent = orbitInverseMap[data].Parent != null
? orbitMap[orbitInverseMap[data].Parent].ID
: Guid.Empty;
// Cache resource densities
// var resourceMaps = mapLayers.Values
// .ToDictionary(m => m.ID, m => m.Evaluate(zone.Position, settings.ShapeSettings));
pack.Planets = planets.Where(p=>!p.Empty).Select(planet =>
{
// Dictionary<Guid, float> planetResources = new Dictionary<Guid, float>();
@ -128,7 +128,7 @@ public static class ZoneGenerator
planet.Mass > zoneSettings.SunMass ? BodyType.Sun :
planet.Mass > zoneSettings.GasGiantMass ? BodyType.GasGiant :
planet.Mass > zoneSettings.PlanetMass ? BodyType.Planet : BodyType.Planetoid;
// foreach (var r in resources)
// {
// if ((bodyType & r.ResourceBodyType) != 0)
@ -164,7 +164,7 @@ public static class ZoneGenerator
planetData.Name = planetData.ID.ToString().Substring(0, 8);
if (planetData is AsteroidBeltData beltData)
{
beltData.Asteroids =
beltData.Asteroids =
Enumerable.Range(0, (int) zoneSettings.AsteroidCount.Evaluate(beltData.Mass * orbitMap[planet].Distance))
.Select(_ => new Asteroid
{
@ -197,12 +197,12 @@ public static class ZoneGenerator
float primary = random.NextFloat();
float right = frac(primary + zoneSettings.GasGiantBandColorSeparation);
float left = frac(primary + 1 - zoneSettings.GasGiantBandColorSeparation);
// Create n time keys from 0 to 1
var bandCount = (int) (zoneSettings.GasGiantBandCount.Evaluate(random.NextFloat()) + .5f);
var times = Enumerable.Range(0, bandCount)
.Select(i => (float) i / (bandCount-1));
// Each band has a chance of being either the primary or one of the adjacent hues
// Saturation and Value are random with curves applied
gas.Colors = times
@ -211,7 +211,7 @@ public static class ZoneGenerator
zoneSettings.GasGiantBandSaturation.Evaluate(random.NextFloat()),
zoneSettings.GasGiantBandSaturation.Evaluate(random.NextFloat()))),time))
.ToArray();
gas.FirstOffsetDomainRotationSpeed = 0;
}
gas.AlbedoRotationSpeed = -3;
@ -265,7 +265,7 @@ public static class ZoneGenerator
void PlaceTurret(OrbitData orbit, LoadoutGenerator loadoutGenerator, int distanceMultiplier)
{
var phase = 20f * distanceMultiplier / orbit.Distance;
var turretOrbit = new OrbitData
{
ID = Guid.NewGuid(),
@ -331,7 +331,7 @@ public static class ZoneGenerator
return pack;
}
// static float ResourceValue(ref Random random, ZoneGenerationSettings settings, SimpleCommodityData resource, float density)
// {
// return random.NextPowerDistribution(resource.Minimum, resource.Maximum, resource.Exponent,
@ -352,20 +352,20 @@ public static class ZoneGenerator
// 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() < settings.RosetteProbability;
if (rosette)
{
// Create a rosette with a number of vertices between 2 and 9 inclusive
root.ExpandRosette(ref random, (int)(random.NextFloat(1, 5) + random.NextFloat(1, 5)));
// Create a small number of less massive "captured" planets orbiting past the rosette
root.ExpandSolar(
ref random,
count: (int)(random.NextFloat(1, 3) * random.NextFloat(1, 2)),
massMulMin: .6f,
massMulMax: .8f,
distMulMin: 1.25f,
distMulMax: 1.75f,
count: (int)(random.NextFloat(1, 3) * random.NextFloat(1, 2)),
massMulMin: .6f,
massMulMax: .8f,
distMulMin: 1.25f,
distMulMax: 1.75f,
jupiterJump: 1,
massFraction: .1f);
@ -376,9 +376,9 @@ public static class ZoneGenerator
// Give each child in the rosette its own mini solar system
p.ExpandSolar(
ref random,
count: (int) (random.NextFloat(1, 3 * m) + random.NextFloat(1, 3 * m)),
massMulMin: 0.75f,
massMulMax: 2.5f,
count: (int) (random.NextFloat(1, 3 * m) + random.NextFloat(1, 3 * m)),
massMulMin: 0.75f,
massMulMax: 2.5f,
distMulMin: 1 + m * .25f,
distMulMax: 1.05f + m * .5f,
jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1,
@ -391,9 +391,9 @@ public static class ZoneGenerator
// Create a regular old boring solar system
root.ExpandSolar(
ref random,
count: random.NextInt(5, 15),
massMulMin: 0.75f,
massMulMax: 2.5f,
count: random.NextInt(5, 15),
massMulMin: 0.75f,
massMulMax: 2.5f,
distMulMin: 1.1f,
distMulMax: 1.25f,
jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1,
@ -407,13 +407,13 @@ public static 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 &&
? root.AllPlanets().Where(p =>
p != root &&
p.Parent != root &&
p.Mass > settings.SatelliteCreationMassFloor &&
!alreadyExpanded.Contains(p))
: root.AllPlanets().Where(p =>
p != root &&
: root.AllPlanets().Where(p =>
p != root &&
p.Mass > settings.SatelliteCreationMassFloor &&
!alreadyExpanded.Contains(p));
@ -450,7 +450,7 @@ public static class ZoneGenerator
var beltCandidates = rosette
? root.AllPlanets().Where(p => p != root && p.Parent != root && p.Mass < settings.BeltMassCeiling && !binaries.Contains(p) && p.Children.Count == 0)
: root.AllPlanets().Where(p => p != root && p.Mass < settings.BeltMassCeiling && !binaries.Contains(p) && p.Children.Count == 0);
foreach(var planet in beltCandidates.Reverse())
if (random.NextFloat() < settings.BeltProbability && !planet.Parent.Children.Any(p=>p.Belt))
planet.Belt = true;
@ -493,29 +493,29 @@ public class GeneratorPlanet
public void ExpandRosette(ref Random random, int vertices)
{
//Debug.Log("Expanding Rosette");
// Rosette children replace the parent, parent orbital node is left empty
Empty = true;
// Masses in a rosette alternate, so every sequential pair has the same shared mass
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;
// Place children at a fixed distance in the center of the range
var dist = (ChildDistanceMinimum + ChildDistanceMaximum) / 2;
// Position of first child
var p0 = new float2(0, dist);
// Position of second child
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 - Settings.PlanetSafetyRadius.Evaluate(sharedMass * (1 - proportion))) * .75f;
var p1ChildDist = (distance(p0, p1) * (1 - proportion) - Settings.PlanetSafetyRadius.Evaluate(sharedMass * proportion)) * .75f;
for (int i = 0; i < vertices; i++)
{
var child = new GeneratorPlanet
@ -542,14 +542,14 @@ public class GeneratorPlanet
// Expansion is impossible when child space is full
if (count == 0 || ChildDistanceMaximum < ChildDistanceMinimum)
return;
var masses = new float[count];
var distances = new float[count];
// Accumulate total mass
// Accumulate total mass
// Initialize first mass and distance, actual number doesn't matter since total mass will be divided proportionally
float massTotal = distances[0] = masses[0] = 1;
// Masses and distances multiply from one planet to the next
// Mass typically increases exponentially as you go further out
// jupiterJump is an additional mass multiplier applied after half of the planets
@ -575,7 +575,7 @@ public class GeneratorPlanet
distances[i] = lerp(ChildDistanceMinimum, ChildDistanceMaximum,
(oldDistances[i] - oldDistances[0]) / (oldDistances[count - 1] - oldDistances[0])) + Settings.PlanetSafetyRadius.Evaluate(masses[i]);
}
for (var i = 0; i < count; i++)
{
// Only instantiate children above the mass floor
@ -601,4 +601,4 @@ public class GeneratorPlanet
}
}
}
}
}