using System; using System.Collections.Generic; using System.Linq; using Random = CultMath.Random; // The owner of a new run (docs/scenarios-cut.md, R.4). Every new run is a scenario: RunStart generates its galaxy, // generates its arena (the galaxy's entrance zone) under the scenario's Ambient rule, and admits what the scenario // stages through Zone.Admit, all of it or none of it. A scenario only declares; nothing else generates a new run's // galaxy, generates or admits its player, or chooses its hull or faction. It holds no Unity type. public static class RunStart { public sealed class Staged { public Ship Player; public int Credits; // the run's starting credits, as the scenario left them public List Entities; // what the scenario placed besides the player, in its order } // The scenario's galaxy, at the scenario's seed or, when that is zero, the clock's. public static Galaxy Generate(Scenario scenario, GalaxyStage stage) { stage.SeedFrom(scenario); return scenario.Generate(stage) ?? throw new InvalidOperationException($"Scenario {scenario.Name} generated no galaxy."); } public static ZonePack GenerateArena(ItemManager itemManager, ZoneGenerationSettings zoneSettings, PlanetSettings planetSettings, Galaxy galaxy, Scenario scenario) { SeedItems(itemManager, galaxy, 1); return galaxy.Entrance.PackedContents = ZoneGenerator.GenerateZone( itemManager, zoneSettings, planetSettings, galaxy, galaxy.Entrance, galaxy.IsPrelude, scenario.Ambient); } // Runs the scenario's Stage, then admits its player and everything it placed: each entity's stance set both ways // with the player, a pilot for each piloted one. Returns null, with every failure listed and the arena unchanged, // unless the whole scenario staged. public static Staged Stage(ItemManager itemManager, Zone arena, Scenario scenario, string startingHull, TutorialGenerationSettings tutorialGenerationSettings, List failures) { SeedItems(itemManager, arena.Galaxy, 2); var stage = new ScenarioStage(itemManager, arena, startingHull, tutorialGenerationSettings); scenario.Stage(stage); var reported = failures.Count; failures.AddRange(stage.Failures); if (!stage.PlayerPlaced) failures.Add("player: the scenario places no player"); if (failures.Count > reported) return null; var player = stage.PlayerShip; player.IsPlayerShip = true; arena.Admit(player, piloted: false); foreach (var placed in stage.Placed) { var hostile = placed.Stance == ScenarioStance.Hostile; placed.Entity.SetIff(player, hostile); player.SetIff(placed.Entity, hostile); arena.Admit(placed.Entity, placed.Piloted, placed.Task); } return new Staged { Player = player, Credits = stage.Credits, Entities = stage.Placed.Select(placed => placed.Entity).ToList() }; } // A new run's item draws (each lot's quality, each generated fit) come from its galaxy's seed, not the process clock, // so a fixed seed fixes the arena's gear and the player's fit. Each step draws its own stream, so whatever runs // between them (populating the level) cannot shift it. private static void SeedItems(ItemManager itemManager, Galaxy galaxy, uint step) => itemManager.Random = new Random(galaxy.Seed * 0x9E3779B1u + step); }