Merge eureka/aetheria-release-boss-gate (with eureka/aetheria-release-demo-galaxy) into master
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
commit
e3a457793b
20 changed files with 772 additions and 33 deletions
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@ -16,6 +16,8 @@ public abstract class Entity
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{
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public Zone Zone;
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public Faction Faction;
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// The mark of a zone's boss, written only by ZoneGenerator and restored from the pack. RunGoal reads it.
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public bool IsBoss;
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public EquippableItem Hull;
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public EquippedItem EquippedHull;
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@ -28,6 +28,7 @@ public static class EntitySerializer
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else throw new ArgumentException("Attempted to pack an instance of abstract class Entity!");
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pack.Settings = entity.Settings;
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pack.Boss = entity.IsBoss;
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pack.Hull = entity.Hull;
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pack.Name = entity.Name;
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@ -81,6 +82,7 @@ public static class EntitySerializer
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private static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity)
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{
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entity.Name = pack.Name;
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entity.IsBoss = pack.Boss;
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entity.Faction = itemManager.ItemData.Get(pack.Faction);
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entity.Children = pack.Children.Select(c =>
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{
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@ -187,6 +189,8 @@ public abstract class EntityPack
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[Key(14)] public EntitySettings Settings;
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[Key(15)] public CultRecordRef<Faction> Faction;
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[Key(16)] public int[][] WeaponGroups;
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// Keys 17-20 belong to the subclasses; the base's next free key is 21.
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[Key(21)] public bool Boss;
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private int _price;
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@ -24,7 +24,7 @@ public class Galaxy
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public Faction[] Factions { get; }
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public GalaxyZone[] Zones { get; }
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public GalaxyZone Entrance { get; }
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public GalaxyZone Exit { get; }
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public GalaxyZone Exit { get; private set; }
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public Dictionary<Faction, FactionRelationship> FactionRelationships { get; } = new Dictionary<Faction, FactionRelationship>();
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private Action<string> Log { get; }
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public bool IsPrelude { get; }
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@ -143,6 +143,18 @@ public class Galaxy
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return _cache.GetAll<Faction>().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
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}
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// A cast member of a prelude galaxy, by name. A name the catalog does not hold refuses the galaxy, naming the field.
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private Faction ResolveCast(string field, string name) =>
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ResolveFaction(name) ?? throw new InvalidOperationException($"cast faction {name} ({field}) is not in the catalog");
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// Gives a prelude galaxy its gate: the antagonist's home is the boss zone and the exit. The only writer of Exit
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// besides the constructors.
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public void PlaceGate(Faction antagonist)
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{
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BossZones[antagonist] = HomeZones[antagonist];
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Exit = HomeZones[antagonist];
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}
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// How many jumps a faction's influence reaches in this galaxy: its authored distance, halved (rounding up) in a
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// prelude. Derived, never written back to the catalog's Faction, so one galaxy's generation cannot change the next.
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public int InfluenceOf(Faction faction) =>
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@ -169,20 +181,23 @@ public class Galaxy
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var factions = new List<Faction>();
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var protagonistFaction = ResolveFaction(settings.ProtagonistFaction);
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var protagonistFaction = ResolveCast(nameof(settings.ProtagonistFaction), settings.ProtagonistFaction);
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factions.Add(protagonistFaction);
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var antagonistFaction = ResolveFaction(settings.AntagonistFaction);
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var antagonistFaction = ResolveCast(nameof(settings.AntagonistFaction), settings.AntagonistFaction);
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factions.Add(antagonistFaction);
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var bufferFaction = ResolveFaction(settings.BufferFaction);
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var bufferFaction = ResolveCast(nameof(settings.BufferFaction), settings.BufferFaction);
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factions.Add(bufferFaction);
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var questFaction = ResolveFaction(settings.QuestFaction);
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factions.Add(questFaction);
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// A cast without a quest faction places no quest zone.
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var questFaction = string.IsNullOrEmpty(settings.QuestFaction)
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? null
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: ResolveCast(nameof(settings.QuestFaction), settings.QuestFaction);
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if (questFaction != null) factions.Add(questFaction);
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var neutralFactions = settings.NeutralFactions
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.Select(ResolveFaction)
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.Select(name => ResolveCast(nameof(settings.NeutralFactions), name))
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.ToArray();
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factions.AddRange(neutralFactions);
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@ -223,17 +238,20 @@ public class Galaxy
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CalculateFactionInfluence(progressCallback);
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var potentialQuestZones = Zones
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.Where(z => z.Factions.Contains(antagonistFaction) && z.Factions.Contains(bufferFaction));
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if (potentialQuestZones.Any())
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HomeZones[questFaction] = potentialQuestZones
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.MaxBy(z => z.Distance[HomeZones[antagonistFaction]] * ConnectedRegion(z, InfluenceOf(questFaction)).Count);
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else
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HomeZones[questFaction] = Zones
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.Where(z => z.Factions.Contains(antagonistFaction))
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.MinBy(z=>z.Distance[HomeZones[bufferFaction]]);
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CalculateFactionInfluence(progressCallback);
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if (questFaction != null)
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{
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var potentialQuestZones = Zones
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.Where(z => z.Factions.Contains(antagonistFaction) && z.Factions.Contains(bufferFaction));
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if (potentialQuestZones.Any())
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HomeZones[questFaction] = potentialQuestZones
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.MaxBy(z => z.Distance[HomeZones[antagonistFaction]] * ConnectedRegion(z, InfluenceOf(questFaction)).Count);
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else
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HomeZones[questFaction] = Zones
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.Where(z => z.Factions.Contains(antagonistFaction))
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.MinBy(z=>z.Distance[HomeZones[bufferFaction]]);
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CalculateFactionInfluence(progressCallback);
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}
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Entrance = Zones.Where(z => z.Owner == null).MinBy(z => z.Distance[HomeZones[protagonistFaction]]);
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@ -68,7 +68,10 @@ public sealed class GalaxyStage
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}
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// A prelude galaxy: the tutorial settings and their fixed factions, centred in dense cloud.
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public Galaxy Prelude()
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public Galaxy Prelude() => Prelude(_prelude);
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// A prelude galaxy of the given fixed cast, centred in dense cloud.
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public Galaxy Prelude(TutorialGenerationSettings cast)
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{
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var background = Copy(_preludeBackground);
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var random = new Random(Seed);
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@ -78,7 +81,7 @@ public sealed class GalaxyStage
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background.NoisePosition = random.NextFloat() * 1000;
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_progress?.Invoke($"Finding Galaxy Position: iteration {iteration++}");
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} while (background.CloudDensity(float2(.5f)) < .5f);
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return new Galaxy(_prelude, background, _names, _cache, _playerSettings, _narrativeDirectory, _log, _progress, Seed);
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return new Galaxy(cast, background, _names, _cache, _playerSettings, _narrativeDirectory, _log, _progress, Seed);
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}
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private static SectorBackgroundSettings Copy(SectorBackgroundSettings settings) =>
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@ -140,6 +140,18 @@ public class LoadoutGenerator
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// required item falls back to any manufacturer when none of those make one, which means the product table
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// lacks variety, so it is logged rather than hidden.
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public (FactionProductData product, T design)[] RandomProducts<T>(int count, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
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{
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var (available, preferManufacturers) = AvailableProducts(filter, required);
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return available.WeightedRandomElements(ref Random, entry =>
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(preferManufacturers ? ManufacturerPreference(entry.product.Manufacturer) : 1) *
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pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
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pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
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count);
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}
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// The products this faction can be offered for a design kind, and whether manufacturer preference applies (it does
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// not once a required item has fallen back to any manufacturer). The one availability rule for every selection.
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private ((FactionProductData product, T design)[] available, bool preferManufacturers) AvailableProducts<T>(Predicate<T> filter, bool required) where T : EquippableItemData
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{
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var hulls = ItemManager.ItemData.GetAll<HullData>().ToArray();
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var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
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@ -160,11 +172,27 @@ public class LoadoutGenerator
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preferManufacturers = false;
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}
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return available.WeightedRandomElements(ref Random, entry =>
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(preferManufacturers ? ManufacturerPreference(entry.product.Manufacturer) : 1) *
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pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
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pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
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count);
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return (available, preferManufacturers);
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}
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// A faction's boss: its BossHull when the faction sets one and a product sells it, else the most expensive ship hull
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// the faction can be offered, with the gap logged. Null only when no ship hull is on offer at all.
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public EntityPack GenerateBossLoadout()
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{
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var bossHull = Faction != null && Faction.BossHull.IsSet() ? ItemManager.ItemData.Get(Faction.BossHull) : null;
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if (bossHull != null)
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{
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var boss = GenerateShipLoadout(hull => hull == bossHull);
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if (boss != null) return boss;
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ItemManager.Log($"{Faction.Name}'s BossHull {bossHull.Name} is not sold by any product; its boss flies the most expensive ship hull instead.");
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}
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else
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ItemManager.Log($"{Faction?.Name ?? "This faction"} has no BossHull; its boss flies the most expensive ship hull instead.");
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var (available, _) = AvailableProducts<HullData>(hull => hull.HullType == HullType.Ship, required: true);
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if (available.Length == 0) return null;
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var priciest = available.OrderByDescending(entry => entry.design.Price).ThenBy(entry => entry.design.Name, StringComparer.Ordinal).First().design;
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return GenerateShipLoadout(hull => hull == priciest);
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}
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// Hardpoint gear that no hull in the catalog can mount has no home (operator, 2026-09-30: "we'll need to author a
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42
Assets/Scripts/ServerShared/RunGoal.cs
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42
Assets/Scripts/ServerShared/RunGoal.cs
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@ -0,0 +1,42 @@
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using System.Linq;
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using CultMath;
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using static CultMath.math;
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// The run's goal: whether a zone's boss lives, and so whether the exit gate is open. Engine-free and stateless; the
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// answer is derived from Zone.Entities (the death path removes the dead, Zone.cs), so no "boss defeated" flag exists to
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// disagree with it, and no presentation decides it.
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public static class RunGoal
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{
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public static Entity Boss(Zone zone) => zone.Entities.FirstOrDefault(entity => entity.IsBoss);
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public static bool BossAlive(Zone zone) => Boss(zone) != null;
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// The exit gate fails closed: it is open only in the galaxy's exit zone, once a boss was spawned there and no living
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// boss remains. An exit zone that never got a boss stays sealed, so a missing boss can never read as a dead one.
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public static bool ExitOpen(Zone zone) =>
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zone.Galaxy?.Exit != null && zone.GalaxyZone == zone.Galaxy.Exit && zone.Pack.BossSpawned && !BossAlive(zone);
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// Where the exit gate sits: at the adjacency wormholes' radius (the zone's radius times the ratio), in the middle of
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// the widest angular gap between them, so it shares a point with none. A zone with no neighbours gets the +x axis.
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public static float2 ExitGatePosition(Zone zone, float wormholeDistanceRatio)
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{
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var radius = zone.Pack.Radius * wormholeDistanceRatio;
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var angles = zone.GalaxyZone.AdjacentZones
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.Select(adjacent => normalize(adjacent.Position - zone.GalaxyZone.Position))
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.Select(direction => atan2(direction.y, direction.x))
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.OrderBy(angle => angle)
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.ToArray();
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if (angles.Length == 0) return float2(radius, 0);
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var bestAngle = 0f;
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var bestGap = -1f;
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for (var i = 0; i < angles.Length; i++)
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{
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var next = i + 1 < angles.Length ? angles[i + 1] : angles[0] + 2 * PI;
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if (next - angles[i] <= bestGap) continue;
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bestGap = next - angles[i];
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bestAngle = angles[i] + bestGap / 2;
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}
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return float2(cos(bestAngle), sin(bestAngle)) * radius;
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}
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}
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2
Assets/Scripts/ServerShared/RunGoal.cs.meta
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2
Assets/Scripts/ServerShared/RunGoal.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: de03c3545cb04ce38bf85b713dc5df74
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41
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs
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41
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs
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@ -0,0 +1,41 @@
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using float2 = CultMath.float2;
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// The demo: one gate, one region and one boss, with a fixed cast. The Pirates are the protagonist's ostensible
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// employer, Zhestokost the antagonist whose home is the boss zone and the exit, Lucent Media and Aeronautics Unlimited
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// the neutrals. A prelude galaxy of that cast; the player, who is not a Pirate, flies the base Longinus.
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public sealed class DemoTerminus : Scenario
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{
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public static readonly TutorialGenerationSettings Cast = new TutorialGenerationSettings
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{
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ProtagonistFaction = "Pirates",
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AntagonistFaction = "Zhe",
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BufferFaction = "Luc",
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NeutralFactions = new[] { "Aero" },
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QuestFaction = null,
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ZoneCount = 64,
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LinkDensity = .5f
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};
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public override string Name => "Terminus (Demo)";
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public override string Brief => "One gate, one region, one boss. Allied: the Pirates. Opposed: Zhestokost. " +
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"Neutral: Lucent Media and Aeronautics Unlimited.";
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public override Galaxy Generate(GalaxyStage stage)
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{
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var galaxy = stage.Prelude(Cast);
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galaxy.PlaceGate(galaxy.ResolveFaction(Cast.AntagonistFaction));
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return galaxy;
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}
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public override void Stage(ScenarioStage stage)
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{
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var galaxy = stage.Galaxy;
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var pirates = galaxy.ResolveFaction(Cast.ProtagonistFaction);
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galaxy.FactionRelationships[pirates] = FactionRelationship.Friendly;
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galaxy.FactionRelationships[galaxy.ResolveFaction(Cast.AntagonistFaction)] = FactionRelationship.Hated;
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galaxy.FactionRelationships[galaxy.ResolveFaction(Cast.BufferFaction)] = FactionRelationship.Neutral;
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foreach (var neutral in Cast.NeutralFactions)
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galaxy.FactionRelationships[galaxy.ResolveFaction(neutral)] = FactionRelationship.Neutral;
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stage.Player(stage.Generated("Longinus"), float2.zero);
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}
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}
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11
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs.meta
Normal file
11
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5ba7152d3c8b46a98924a4148be550db
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,8 +1,11 @@
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// Every way to set up a new run, in the order New Game lists them. Modes are the game; Tests are arenas built to check
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// one system each, listed only in editor and development builds.
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// Every way to set up a new run, in the order New Game lists them. Modes are what a release build lists; Development
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// are the other ways the game sets up a run and Tests are arenas built to check one system each, both listed only in
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// editor and development builds.
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public static class Scenarios
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{
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public static readonly Scenario[] Modes = { new TutorialGalaxy(), new MainGalaxy() };
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public static readonly Scenario[] Modes = { new DemoTerminus() };
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public static readonly Scenario[] Development = { new TutorialGalaxy(), new MainGalaxy() };
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public static readonly Scenario[] Tests =
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{
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@ -4,4 +4,6 @@ public class Wormhole
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{
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public float2 Position;
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public GalaxyZone Target;
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// The run's exit gate: it leads nowhere (Target is null) and ends the run when RunGoal.ExitOpen.
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public bool Exit;
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}
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@ -190,6 +190,7 @@ public class Zone
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Orbits = Orbits.Keys.Select(key => new CultRecordRef<OrbitData>(key)).ToList(),
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Planets = Planets.Keys.Select(key => new CultRecordRef<BodyData>(key)).ToList(),
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Time = _time,
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BossSpawned = Pack.BossSpawned,
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// Cut 2 (docs/mining-cut.md): drop entries that carry no live information -- healed (no damage) and
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// not currently broken -- so a save never accumulates wear rows for chunks nobody has touched since
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// they last respawned.
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@ -43,6 +43,11 @@ public class ZonePack
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// default instance.
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[JsonProperty("chunkWear"), Key(6)]
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public List<ChunkWearPack> ChunkWear;
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// True once this zone's boss has been spawned. The dead boss leaves no entity, so this is the one fact that tells a
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// slain boss from one that never existed; RunGoal.ExitOpen reads it. Written only by ZoneGenerator, carried by PackZone.
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[JsonProperty("bossSpawned"), Key(7)]
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public bool BossSpawned;
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}
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// Cut 2 (docs/mining-cut.md): one packed wear entry for one chunk. "Field" names the body that owns the chunk
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@ -337,6 +337,24 @@ public static class ZoneGenerator
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if (ambient) PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(nearestFaction), 2);
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}
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// A boss zone gets its faction's boss whether or not the zone is ambient: the boss is the run's goal, not
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// wandering traffic. RunGoal reads the mark; nothing else decides whether a boss lives.
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foreach (var bossFaction in galaxy.BossZones.Where(entry => entry.Value == galaxyZone).Select(entry => entry.Key))
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{
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var boss = GetLoadoutGenerator(bossFaction).GenerateBossLoadout();
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if (boss == null)
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{
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itemManager.Log($"No boss could be generated for {bossFaction.Name}; its boss zone has no boss to kill!");
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continue;
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}
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boss.Boss = true;
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pack.Entities.Add(boss);
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pack.BossSpawned = true;
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}
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if (galaxyZone == galaxy.Exit && !pack.BossSpawned)
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itemManager.Log("Galaxy.Exit has no boss: Galaxy.BossZones does not map a boss faction to the exit zone, or its boss could not be generated (ZoneGenerator exit-without-boss). The exit gate stays sealed.");
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if (!ambient) return pack;
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var enemyCount = (int)(random.NextFloat() * factionPresence * 2) + baseStationCount;
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