/* 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/. */ using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Linq; using GameCult.Aetheria.State.Verse; using UniRx; using float2 = Unity.Mathematics.float2; using float3 = Unity.Mathematics.float3; using float4 = Unity.Mathematics.float4; using Random = Unity.Mathematics.Random; public static class ZoneGenerator { private class Circle { public float2 Center; public float Radius; public float Area => MathF.PI * Radius * Radius; public Circle(float2 center, float radius) { Center = center; Radius = radius; } public float DistanceTo(float2 point) => ZoneGenerator.Length(point - Center) - Radius; public float DistanceTo(Circle other) => ZoneGenerator.Length(other.Center - Center) - Radius - other.Radius; } private const int MaximumPlacementSamples = 32; public static ZoneConstructionBlueprint GenerateZone( ItemManager itemManager, AetheriaRuntimeCatalogSnapshot runtimeCatalog, ZoneGenerationSettings zoneSettings, Galaxy galaxy, GalaxyZone galaxyZone, bool isTutorial = false) { var blueprint = new ZoneConstructionBlueprint(); var random = new Random(unchecked((uint) galaxyZone.Name.GetHashCode()) ^ ZoneGenerator.Hash(galaxyZone.Position)); var density = ZoneGenerator.Saturate(galaxy.Background.CloudDensity(galaxyZone.Position)/2); blueprint.Radius = zoneSettings.ZoneRadius.Evaluate(density); blueprint.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(); if (targetSubzoneCount > 1) { var zoneBoundary = new Circle(new float2(0, 0), blueprint.Radius * zoneSettings.ZoneBoundaryRadius); float boundaryTangentRadius(float2 point) => -zoneBoundary.DistanceTo(point); var occupiedAreas = new List(); float tangentRadius(float2 point) => MathF.Min(boundaryTangentRadius(point), occupiedAreas.Min(circle => circle.DistanceTo(point))); var startPosition = random.NextFloat(blueprint.Radius * .25f, blueprint.Radius * .5f) * random.NextFloat2Direction(); occupiedAreas.Add(new Circle(startPosition, boundaryTangentRadius(startPosition))); int samples = 0; while (occupiedAreas.Count < targetSubzoneCount && samples < MaximumPlacementSamples) { samples = 0; for (int i = 0; i < MaximumPlacementSamples; i++) { var samplePos = random.NextFloat2(-blueprint.Radius, blueprint.Radius); var rad = tangentRadius(samplePos); if (rad > 0) { occupiedAreas.Add(new Circle(samplePos, rad)); break; } samples++; } } var totalArea = occupiedAreas.Sum(c => c.Area); foreach (var c in occupiedAreas) { planets.AddRange(GenerateEntities(zoneSettings, ref random, c.Area / totalArea * blueprint.Mass, c.Radius, c.Center)); } } else planets.AddRange(GenerateEntities(zoneSettings, ref random, blueprint.Mass, blueprint.Radius, new float2(0, 0))); // Create collections to map between zone generator output and database entries var orbitMap = new Dictionary(); var orbitInverseMap = new Dictionary(); // Create orbit database entries blueprint.Orbits = planets.Select(planet => { var data = new OrbitConstructionData { OrbitKey = Zone.OrbitKey(Guid.NewGuid()), ParentOrbitKey = "", FixedPosition = planet.FixedPosition, Distance = planet.Distance, //Period = planet.Period, Phase = planet.Phase }; orbitMap[planet] = data; orbitInverseMap[data] = planet; return data; }).ToList(); // Link orbit construction parents to generated orbit keys. foreach (var data in blueprint.Orbits) { data.ParentOrbitKey = orbitInverseMap[data].Parent != null ? orbitMap[orbitInverseMap[data].Parent].OrbitKey : ""; } // Cache resource densities // var resourceMaps = mapLayers.Values // .ToDictionary(m => m.ID, m => m.Evaluate(zone.Position, settings.ShapeSettings)); blueprint.Bodies = planets.Where(p=>!p.Empty).Select(planet => { // Dictionary planetResources = new Dictionary(); BodyType bodyType = planet.Belt ? BodyType.Asteroid : 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) // { // float quantity = ResourceValue(ref random, settings, r, r.ResourceDensity.Aggregate(1f, (m, rdm) => m * resourceMaps[rdm])); // if (r.Floor < quantity) planetResources.Add(r.ID, quantity); // } // } BodyConstructionData planetData; switch (bodyType) { case BodyType.Asteroid: planetData = new AsteroidBeltConstructionData(); break; case BodyType.Planetoid: case BodyType.Planet: planetData = new PlanetConstructionData(); break; case BodyType.GasGiant: planetData = new GasGiantConstructionData(); break; case BodyType.Sun: planetData = new SunConstructionData(); break; default: throw new ArgumentOutOfRangeException(); } planetData.BodyKey = Zone.BodyKey(Guid.NewGuid()); planetData.Mass = planet.Mass; planetData.OrbitKey = orbitMap[planet].OrbitKey; // planetData.Resources = planetResources; var bodyName = planetData.BodyKey.Substring(planetData.BodyKey.LastIndexOf(':') + 1); planetData.Name = bodyName.Substring(0, Math.Min(8, bodyName.Length)); if (planetData is AsteroidBeltConstructionData beltData) { beltData.Asteroids = Enumerable.Range(0, (int) zoneSettings.AsteroidCount.Evaluate(beltData.Mass * orbitMap[planet].Distance)) .Select(_ => new Asteroid { Distance = orbitMap[planet].Distance + random.NextFloat()*(random.NextFloat()-.5f)*zoneSettings.AsteroidBeltWidth.Evaluate(orbitMap[planet].Distance), Phase = random.NextFloat(), Size = random.NextFloat(), RotationSpeed = zoneSettings.AsteroidRotationSpeed.Evaluate(random.NextFloat()) }) //.OrderByDescending(a=>a.Size) .ToArray(); } else if (planetData is GasGiantConstructionData gas) { if (gas is SunConstructionData sun) { float primary = random.NextFloat(); float secondary = ZoneGenerator.Fraction(primary + 1 + zoneSettings.SunSecondaryColorDistance * (random.NextFloat() > .5 ? 1 : -1)); gas.Colors = new [] { new float4(AetheriaMath.ToUnity(ColorMath.HsvToRgb(new CultMath.float3(primary, zoneSettings.SunColorSaturation, .5f))), 0), new float4(AetheriaMath.ToUnity(ColorMath.HsvToRgb(new CultMath.float3(secondary, zoneSettings.SunColorSaturation, 1))), 1) }; sun.FogTintColor = ColorMath.HsvToRgb(new CultMath.float3(primary, zoneSettings.SunFogTintSaturation, 1)); sun.LightColor = ColorMath.HsvToRgb(new CultMath.float3(primary, zoneSettings.SunLightSaturation, 1)); gas.FirstOffsetDomainRotationSpeed = 5; } else { // Define primary color and two adjacent colors float primary = random.NextFloat(); float right = ZoneGenerator.Fraction(primary + zoneSettings.GasGiantBandColorSeparation); float left = ZoneGenerator.Fraction(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 .Select(time => new float4(AetheriaMath.ToUnity(ColorMath.HsvToRgb(new CultMath.float3( random.NextFloat() > zoneSettings.GasGiantBandAltColorChance ? primary : (random.NextFloat() > .5f ? right : left), zoneSettings.GasGiantBandSaturation.Evaluate(random.NextFloat()), zoneSettings.GasGiantBandSaturation.Evaluate(random.NextFloat())))),time)) .ToArray(); gas.FirstOffsetDomainRotationSpeed = 0; } gas.AlbedoRotationSpeed = -3; gas.FirstOffsetRotationSpeed = 5; gas.SecondOffsetRotationSpeed = 10; gas.SecondOffsetDomainRotationSpeed = -25; } return planetData; }).ToList(); var nearestFaction = galaxy.Factions.MinBy(f => galaxy.HomeZones[f].Distance[galaxyZone]); var nearestFactionHomeZone = galaxy.HomeZones[nearestFaction]; var factionPresence = nearestFaction.InfluenceDistance - nearestFactionHomeZone.Distance[galaxyZone] + 1; var storyStations = galaxyZone.Locations.Where(story => story.Type == LocationType.Station).ToArray(); var stationCount = (int)(random.NextFloat() * (factionPresence + 1)) + storyStations.Length; var potentialLagrangePoints = planets .Where(p => p.Parent != null && p.Parent.Children .TrueForAll(c => !(c != p && MathF.Abs(c.Distance - p.Distance) < .1f))) // Filter Rosettes .OrderBy(p => p.Distance) .ToArray(); // Pick a selection from the middle of the distribution var selectedStationOrbits = potentialLagrangePoints .Skip(potentialLagrangePoints.Length / 2) .Take(stationCount) .Select(p=>orbitMap[p]) .ToArray(); var loadoutGenerators = new Dictionary(); LoadoutGenerator GetLoadoutGenerator(Faction faction) { if (!loadoutGenerators.ContainsKey(faction)) { var loadoutRandom = new CultMath.Random((uint)random.NextInt(1, int.MaxValue)); loadoutGenerators[faction] = new LoadoutGenerator(ref loadoutRandom, itemManager, runtimeCatalog, galaxy, galaxyZone, faction, .5f); } return loadoutGenerators[faction]; } OrbitConstructionData CreateLagrangeOrbit(OrbitConstructionData baseOrbit) { var lagrangeOrbit = new OrbitConstructionData { OrbitKey = Zone.OrbitKey(Guid.NewGuid()), ParentOrbitKey = baseOrbit.ParentOrbitKey, Distance = baseOrbit.Distance, Phase = baseOrbit.Phase + MathF.PI / 3 * ZoneGenerator.Sign(random.NextFloat() - .5f) }; blueprint.Orbits.Add(lagrangeOrbit); return lagrangeOrbit; } void PlaceTurret(OrbitConstructionData orbit, LoadoutGenerator loadoutGenerator, int distanceMultiplier) { var phase = 20f * distanceMultiplier / orbit.Distance; var turretOrbit = new OrbitConstructionData { OrbitKey = Zone.OrbitKey(Guid.NewGuid()), ParentOrbitKey = orbit.ParentOrbitKey, Distance = orbit.Distance, Phase = orbit.Phase + phase }; blueprint.Orbits.Add(turretOrbit); var turret = loadoutGenerator.GenerateTurretLoadout(); if (turret == null) return; turret.OrbitKey = turretOrbit.OrbitKey; blueprint.Entities.Add(turret); } void PlaceTurrets(OrbitConstructionData orbit, LoadoutGenerator loadoutGenerator, int count) { for(int t=0; t p.Mass) / root.Children.Count; foreach(var p in root.Children.Where(c=>c.Mass>settings.GasGiantMass)) { var m = p.Mass / averageChildMass; // 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, distMulMin: 1 + m * .25f, distMulMax: 1.05f + m * .5f, jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1, massFraction: .5f ); } } else { // Create a regular old boring solar system root.ExpandSolar( ref random, count: random.NextInt(5, 15), massMulMin: 0.75f, massMulMax: 2.5f, distMulMin: 1.1f, distMulMax: 1.25f, jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1, massFraction: .25f ); } var alreadyExpanded = new List(); var binaries = new List(); for(int i=0; i p != root && p.Parent != root && p.Mass > settings.SatelliteCreationMassFloor && !alreadyExpanded.Contains(p)) : root.AllPlanets().Where(p => p != root && p.Mass > settings.SatelliteCreationMassFloor && !alreadyExpanded.Contains(p)); foreach (var planet in satelliteCandidates) { // There's a chance of generating satellites for each qualified planet if (random.NextFloat() < settings.SatelliteCreationProbability) { // Sometimes the satellite is so massive that it forms a binary system (like Earth!) if (random.NextFloat() < settings.BinaryCreationProbability) { planet.ExpandRosette(ref random, 2); binaries.AddRange(planet.Children); } // Otherwise, terrestrial planets get a couple satellites while gas giants get many else { planet.ExpandSolar( ref random, count: planet.Mass < settings.GasGiantMass ? random.NextInt(1, 3) : random.NextInt(2, 6), massMulMin: .75f, massMulMax: 1.5f, distMulMin: 1.05f, distMulMax: 1.25f, jupiterJump: 1, massFraction: .15f); // Planetary satellites are not nearly as massive as planets themselves } alreadyExpanded.Add(planet); } } } // Get all children that are below the belt creation mass floor and not rosette members, also exclude binaries 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; var totalMass = root.AllPlanets().Sum(p => p.Mass); var rootMass = root.Mass; foreach (var planet in root.AllPlanets()) planet.Mass = (planet.Mass / totalMass) * rootMass; return root.AllPlanets().ToArray(); } private static uint Hash(float2 value) { return unchecked((uint)HashCode.Combine(value.x, value.y)); } private static float Fraction(float value) { return value - MathF.Floor(value); } private static float Length(float2 value) { return MathF.Sqrt(value.x * value.x + value.y * value.y); } private static float Saturate(float value) { return value < 0 ? 0 : value > 1 ? 1 : value; } private static float Sign(float value) { return value < 0 ? -1 : value > 0 ? 1 : 0; } } // All orbiting bodies are referred to here as "Planets" // This goes back to the original etymology for the word planet, which is traveler, // Because they were objects we observed to move in the sky instead of remaining fixed like the stars public class GeneratorPlanet { public ZoneGenerationSettings Settings; public float Distance; public float Phase; public float Mass; //public float Period; public float ChildDistanceMinimum; public float ChildDistanceMaximum; public bool Empty = false; public bool Belt = false; public List Children = new List(); // Planets orbiting this one are referred to as children public GeneratorPlanet Parent; public float2 FixedPosition; // Recursively gather all planets in the hierarchy public IEnumerable AllPlanets() { return new[]{this}.Concat(Children.SelectMany(c=>c.AllPlanets())); } // Create children that fill a single orbit, equally spaced // https://en.wikipedia.org/wiki/Klemperer_rosette 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 = Orbit.Evaluate(1.0f / vertices) * dist; // Maximum child distance is half the distance to the neighbor minus the neighbor's radius var neighborDistance = Length(p0 - p1); var p0ChildDist = (neighborDistance * proportion - Settings.PlanetSafetyRadius.Evaluate(sharedMass * (1 - proportion))) * .75f; var p1ChildDist = (neighborDistance * (1 - proportion) - Settings.PlanetSafetyRadius.Evaluate(sharedMass * proportion)) * .75f; for (int i = 0; i < vertices; i++) { var child = new GeneratorPlanet { Settings = Settings, Parent = this, Mass = sharedMass * (i % 2 == 0 ? proportion : 1 - proportion), // Masses alternate Distance = dist, Phase = (float) i / vertices, ChildDistanceMaximum = (i % 2 == 0 ? p0ChildDist : p1ChildDist) }; child.ChildDistanceMinimum = Settings.PlanetSafetyRadius.Evaluate(child.Mass) * 2; //child.Period = Settings..Evaluate(child.Distance); Children.Add(child); } ChildDistanceMinimum = dist + p0ChildDist; } // Create children that mimic the distribution of planetary masses in the solar system public void ExpandSolar(ref Random random, int count, float massMulMin, float massMulMax, float distMulMin, float distMulMax, float jupiterJump, float massFraction) { //Debug.Log("Expanding Solar"); // 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 // 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 for (var i = 1; i < count; i++) { massTotal += masses[i] = masses[i - 1] * random.NextFloat(massMulMin, massMulMax) * (count/2==i ? jupiterJump : 1); distances[i] = distances[i - 1] * random.NextFloat(distMulMin, distMulMax); } // Add some randomness to child masses for (var i = 0; i < masses.Length; i++) masses[i] *= random.NextFloat(.1f, 1f); // Normalize the masses of the children for (var i = 0; i < count; i++) masses[i] = masses[i] / massTotal * Mass * massFraction; // Map child distances to range between minimum and maximum if (count > 1) { var oldDistances = (float[]) distances.Clone(); for (var i = 0; i < count; i++) 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 if (masses[i] > Settings.MassFloor) { var child = new GeneratorPlanet { Settings = Settings, Parent = this, Mass = masses[i], 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 = MathF.Min(i == 0 ? child.Distance - ChildDistanceMinimum : child.Distance - distances[i - 1], i < count - 1 ? distances[i + 1] - child.Distance : float.PositiveInfinity); if (float.IsNaN(child.Distance)) throw new NotFiniteNumberException($"Planet created with NaN distance, something went very wrong!"); if (child.ChildDistanceMaximum > child.ChildDistanceMinimum) Children.Add(child); } } } private static uint Hash(float2 value) { return unchecked((uint)HashCode.Combine(value.x, value.y)); } private static float Fraction(float value) { return value - MathF.Floor(value); } private static float Length(float2 value) { return MathF.Sqrt(value.x * value.x + value.y * value.y); } private static float Lerp(float from, float to, float t) { return from + (to - from) * t; } private static float Saturate(float value) { return value < 0 ? 0 : value > 1 ? 1 : value; } private static float Sign(float value) { return value < 0 ? -1 : value > 0 ? 1 : 0; } }