Enemy Loadout Generation

Modified zone generator to scale the radius and mass of a zone according to galaxy density
Added loadout generator which procedurally generates ships and turrets
Generating 3 randomized ships in each occupied zone
Fixed DatabaseCache.GetAll for parent types
Fixed wormhole traversal bug for returning to previous zone (ZoneRenderer subscriptions not being properly disposed)
This commit is contained in:
Reinier Vens 2021-03-18 00:36:34 +00:00
commit ebde23a64d
25 changed files with 5421 additions and 148 deletions

View file

@ -175,6 +175,50 @@ public class Shape
);
return shape;
}
// TODO: Use the power of math to optimize this function!
// Try to find a rotation and position with which a shape can be placed to fit within another shape
public bool FitsWithin(Shape other, out ItemRotation rotation, out int2 position)
{
// Try every item orientation
foreach(var rot in (ItemRotation[])Enum.GetValues(typeof(ItemRotation)))
{
rotation = rot;
if (FitsWithin(other, rot, out var pos))
{
position = pos;
return true;
}
}
rotation = ItemRotation.None;
position = int2.zero;
return false;
}
// Try to find a position with which a shape can be placed to fit within another shape
public bool FitsWithin(Shape other, ItemRotation rotation, out int2 position)
{
// Try every item position that could possibly fit
for(int x = 0; x < other.Width - Width + 1; x++)
{
for (int y = 0; y < other.Height - Height + 1; y++)
{
position = int2(x, y);
var fits = true;
foreach (var v in Coordinates)
{
fits = fits && other[Rotate(v, rotation) + position];
if (!fits) break;
}
if (fits) return true;
}
}
position = int2.zero;
return false;
}
}
[MessagePackObject,