Aetheria/Assets/Scripts/ServerShared/Settings.cs
Meta Vens f732cff9e6 Spawn neutral wanderers so combat has something non-hostile to target
ZoneGenerator now spawns NeutralWandererCount ships (default 2, authored on
ZoneGenerationSettings) from a galaxy faction that is neither the zone owner
nor its nearest faction, using the zone's existing seeded Random so placement
stays deterministic per zone. None spawn when no faction qualifies. The
faction-pool rule is pulled into ZoneGenerator.EligibleWandererFactions so it
is unit-testable without running the full generation pipeline.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:00:22 +02:00

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7.7 KiB
C#

/* 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 MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
public class PlanetSettings
{
public float ZoneDepthExponent;
public float ZoneDepth;
public float ZoneBoundaryFog;
public ExponentialCurve GravityDepth;
public ExponentialCurve GravityRadius;
public ExponentialCurve WaveDepth;
public ExponentialCurve WaveRadius;
public ExponentialCurve WaveFrequency;
public ExponentialCurve WaveSpeed;
public ExponentialCurve LightRadius;
public ExponentialCurve BodyRadius;
public float AsteroidVerticalOffset = -5f;
public ExponentialLerp AsteroidSize;
public ExponentialLerp AsteroidHitpoints;
public ExponentialLerp AsteroidRespawnTime;
public float GravityStrength;
public float MiningDifficulty = 500f;
public float SecureAreaRadiusMultiplier = .45f;
public ExponentialCurve OrbitPeriod;
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
public class GalaxyShapeSettings
{
public int Arms = 4;
public float Twist = 10;
public float TwistExponent = 2;
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
public class NameGeneratorSettings
{
public int NameGeneratorMinLength = 5;
public int NameGeneratorMaxLength = 10;
public int NameGeneratorOrder = 4;
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
public class SectorBackgroundSettings
{
public float NoiseAmplitude;
public float NoiseOffset;
public float NoiseGain;
public float NoiseLacunarity;
public float NoiseFrequency;
public float NoisePosition;
public float CloudExponent;
public float CloudAmplitude;
public float fBm(float2 p, int octaves)
{
float freq = NoiseFrequency, amp = .5f;
float sum = 0;
for(int i = 0; i < octaves; i++)
{
if(i<4)
sum += (1-abs(snoise(p * freq))) * amp;
else sum += abs(snoise(p * freq)) * amp;
freq *= NoiseLacunarity;
amp *= NoiseGain;
}
return (sum + NoiseOffset)*NoiseAmplitude;
}
public float CloudDensity(float2 uv)
{
float noise = fBm(uv + NoisePosition, 10);
return pow(noise, CloudExponent) * CloudAmplitude;
}
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
public class SectorGenerationSettings
{
public float LinkDensity = .5f;
public int ZoneCount = 128;
public int MegaCount;
public int BossCount;
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
public class TutorialGenerationSettings
{
public string ProtagonistFaction;
public string AntagonistFaction;
public string BufferFaction;
public string[] NeutralFactions;
public string QuestFaction;
public float LinkDensity = .5f;
public int ZoneCount = 32;
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
public class ZoneGenerationSettings
{
public ExponentialCurve PlanetSafetyRadius;
public float MassFloor = 1;
public float SunMass = 10000;
public float GasGiantMass = 2000;
public float PlanetMass = 100f;
public int SatellitePasses = 4;
public float SatelliteCreationMassFloor = 100;
public float SatelliteCreationProbability = .25f;
public float BinaryCreationProbability = .25f;
public float RosetteProbability = .25f;
public ExponentialLerp ZoneRadius;
public ExponentialLerp ZoneMass;
public ExponentialLerp SubZoneCount;
public float ZoneBoundaryRadius;
public float BeltProbability = .05f;
public float BeltMassCeiling = 500f;
public ExponentialCurve AsteroidBeltWidth;
public ExponentialCurve AsteroidCount;
public ExponentialLerp AsteroidRotationSpeed;
public float ResourceDensityMinimum = .1f;
public float ResourceDensityMaximum = 1.5f;
public float SunColorSaturation = .75f;
public float SunSecondaryColorDistance = .25f;
public float SunLightSaturation = .5f;
public float SunFogTintSaturation = .5f;
public ExponentialLerp GasGiantBandCount;
public float GasGiantBandColorSeparation = .25f;
public float GasGiantBandAltColorChance = .25f;
public ExponentialLerp GasGiantBandSaturation;
public ExponentialLerp GasGiantBandBrightness;
public string[] NameData;
// Non-hostile ships for hand-testing combat/targeting: belong to a galaxy faction that is
// neither the zone owner nor the zone's nearest faction, so derived hostility rules leave
// them non-hostile to the player. Zero eligible factions means none are spawned.
public int NeutralWandererCount = 2;
}
[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
public class GameplaySettings
{
public EntitySettings DefaultEntitySettings;
public RarityTier[] Tiers;
public ExponentialLerp QualityPriceModifier;
public float DurabilityQualityExponent = 2;
public float DurabilityQualityMin = 2;
public float DurabilityQualityMax = .25f;
public float ThermalQualityExponent = 2;
public float ThermalQualityMin = 2;
public float ThermalQualityMax = .25f;
public float DefaultShutdownPerformance = .25f;
public float SevereHeatstrokeRiskThreshold = .25f;
public float WormholeDepth = 1000;
public float WormholeExitVelocity = 20;
public float WormholeExitRadius = 50;
public float WormholeAnimationDuration = 4;
public float WormholeExitCurveStart = .8f;
public float ThermalWearExponent = .01f;
public float DeltaTempWearExponent = .01f;
public float QualityWearExponent = 2;
public int WeaponGroupCount = 6;
public float WarpDistance = 25;
public float DockingDistance = 25;
public float ProductionPersonalityLerp = .05f;
public float MessageDuration = 4f;
public float TargetPersistenceDuration = 3;
public ExponentialLerp StartingGearQuality;
public float HeatRadiationExponent = 1;
public float HeatRadiationMultiplier = 1;
public float HeatConductionMultiplier = 1;
public ExponentialCurve TemperatureEmissionCurve;
public float HeatstrokeTemperature = 330;
public float HeatstrokeMultiplier = .00001f;
public float HeatstrokeExponent = 2;
public float HeatstrokeRecoverySpeed = .2f;
public float HeatstrokeControlLimit = .75f;
public float HypothermiaTemperature = 273;
public float HypothermiaMultiplier = .00001f;
public float HypothermiaExponent = 2;
public float HypothermiaRecoverySpeed = .2f;
public float HypothermiaControlLimit = .75f;
public float LockIndicatorNoiseAmplitude = 50f;
public ExponentialLerp LockIndicatorFrequency;
public ExponentialLerp LockSpinSpeed;
public float TorqueFloor;
public float TorqueMultiplier;
public float AetherTorqueMultiplier;
public float AetherHeatMultiplier;
public float VisibilityDecay;
public float TargetInfoDecay;
public float TargetDetectionInfoThreshold;
public float TargetArmorInfoThreshold;
public float TargetGearInfoThreshold;
public float ConvergenceMinimumDistance;
public float AgentRangeExponent = .25f;
public float AgentForwardLerp = .5f;
public float AgentMaxForwardDistance = 50;
public float AgentFiringMinDot = .99f;
}
[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
public class RarityTier
{
public string Name;
public float Quality;
public float3 Color;
public float Rarity;
}