Mining owns belts, chunks and target picking; scenarios owns admission and run staging; master owns ships and fire control (rule scenarios-cut.md S4). - AetheriaStores.CatalogTypes: nine-type union, master's list plus FieldKindData, no Scenario. - tools/AetherDb/Program.cs: both cases (ship-authoring, field-kinds), one usage string. - Zone.cs: master's MineAsteroid dropped (mining deleted its inputs); scenarios' SettleBelts and its three calls deleted. - RunStartTests: the two belt-task tests deleted (they read belt.Transforms and MineAsteroid). - FireControlCut124Tests: master's strict Exact assertions; mining's CompatibleDrift allowance and its comment dropped. - GameData/Aetheria.cc: master's pointer 70a7b0a9. This commit lacks the Asteroid field kind in the catalog, so TheShippedCatalogHasAPickableFieldKind fails here by design; the next commit rebuilds it. Builds: this commit builds (verified at the end with commit 2); the catalog pin test fails at this commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
644 lines
26 KiB
C#
644 lines
26 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using MessagePack;
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using UniRx;
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using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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using Random = CultMath.Random;
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public static class ZoneGenerator
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{
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private class Circle
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{
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public float2 Center;
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public float Radius;
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public float Area => PI * Radius * Radius;
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public Circle(float2 center, float radius)
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{
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Center = center;
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Radius = radius;
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}
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public float DistanceTo(float2 point) => length(point - Center) - Radius;
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public float DistanceTo(Circle other) => length(other.Center - Center) - Radius - other.Radius;
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}
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private const int MaximumPlacementSamples = 32;
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// ambient: false keeps the planets, orbits and stations but generates no ship and no turret, so nothing wanders
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// into a scenario's authored conditions (docs/scenarios-cut.md, 2.1). The rule is applied here, not by pruning.
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public static ZonePack GenerateZone(
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ItemManager itemManager,
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ZoneGenerationSettings zoneSettings,
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Galaxy galaxy,
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GalaxyZone galaxyZone,
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bool isTutorial = false,
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bool ambient = true)
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{
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var pack = new ZonePack();
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var cache = itemManager.ItemData;
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var random = new Random(galaxyZone.Name.StableHash() ^ (uint) pcg3d(galaxyZone.Position).x);
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var density = saturate(galaxy.Background.CloudDensity(galaxyZone.Position)/2);
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pack.Radius = zoneSettings.ZoneRadius.Evaluate(density);
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pack.Mass = zoneSettings.ZoneMass.Evaluate(density);
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var targetSubzoneCount = zoneSettings.SubZoneCount.Evaluate(density);
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//Debug.Log($"Generating zone at position {zone.Position} with radius {zoneRadius} and mass {zoneMass}");
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var planets = new List<GeneratorPlanet>();
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if (targetSubzoneCount > 1)
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{
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var zoneBoundary = new Circle(float2.zero, pack.Radius * zoneSettings.ZoneBoundaryRadius);
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float boundaryTangentRadius(float2 point) => -zoneBoundary.DistanceTo(point);
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var occupiedAreas = new List<Circle>();
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float tangentRadius(float2 point) => min(boundaryTangentRadius(point), occupiedAreas.Min(circle => circle.DistanceTo(point)));
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var startPosition = random.NextFloat(pack.Radius * .25f, pack.Radius * .5f) * random.NextFloat2Direction();
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occupiedAreas.Add(new Circle(startPosition, boundaryTangentRadius(startPosition)));
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int samples = 0;
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while (occupiedAreas.Count < targetSubzoneCount && samples < MaximumPlacementSamples)
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{
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samples = 0;
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for (int i = 0; i < MaximumPlacementSamples; i++)
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{
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var samplePos = random.NextFloat2(-pack.Radius, pack.Radius);
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var rad = tangentRadius(samplePos);
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if (rad > 0)
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{
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occupiedAreas.Add(new Circle(samplePos, rad));
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break;
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}
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samples++;
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}
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}
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var totalArea = occupiedAreas.Sum(c => c.Area);
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foreach (var c in occupiedAreas)
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{
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planets.AddRange(GenerateEntities(zoneSettings, ref random, c.Area / totalArea * pack.Mass, c.Radius, c.Center));
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}
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}
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else
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planets.AddRange(GenerateEntities(zoneSettings, ref random, pack.Mass, pack.Radius, float2.zero));
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// Every orbit is a record; parents link to records, so each orbit holds its key before any child names it
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var orbitMap = new Dictionary<GeneratorPlanet, OrbitData>();
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foreach (var planet in planets)
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cache.Upsert(orbitMap[planet] = new OrbitData
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{
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FixedPosition = planet.FixedPosition,
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Distance = planet.Distance,
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Phase = planet.Phase
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});
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foreach (var planet in planets.Where(p => p.Parent != null))
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{
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orbitMap[planet].Parent = cache.RefOf(orbitMap[planet.Parent]);
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cache.Upsert(orbitMap[planet]);
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}
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pack.Orbits = planets.Select(planet => cache.RefOf(orbitMap[planet])).ToList();
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pack.Planets = planets.Where(p=>!p.Empty).Select(planet =>
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{
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BodyType bodyType = planet.Belt ? BodyType.Asteroid :
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planet.Mass > zoneSettings.SunMass ? BodyType.Sun :
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planet.Mass > zoneSettings.GasGiantMass ? BodyType.GasGiant :
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planet.Mass > zoneSettings.PlanetMass ? BodyType.Planet : BodyType.Planetoid;
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BodyData planetData;
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switch (bodyType)
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{
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case BodyType.Asteroid:
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planetData = new AsteroidBeltData();
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break;
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case BodyType.Planetoid:
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case BodyType.Planet:
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planetData = new PlanetData();
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break;
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case BodyType.GasGiant:
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planetData = new GasGiantData();
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break;
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case BodyType.Sun:
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planetData = new SunData();
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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planetData.Mass = planet.Mass;
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planetData.Orbit = cache.RefOf(orbitMap[planet]);
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if (planetData is AsteroidBeltData beltData)
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{
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beltData.Asteroids =
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Enumerable.Range(0, (int) zoneSettings.AsteroidCount.Evaluate(beltData.Mass * orbitMap[planet].Distance))
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.Select(_ => new Asteroid
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{
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Distance = orbitMap[planet].Distance + random.NextFloat()*(random.NextFloat()-.5f)*zoneSettings.AsteroidBeltWidth.Evaluate(orbitMap[planet].Distance),
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Phase = random.NextFloat(),
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Size = random.NextFloat(),
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RotationSpeed = zoneSettings.AsteroidRotationSpeed.Evaluate(random.NextFloat())
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})
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//.OrderByDescending(a=>a.Size)
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.ToArray();
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}
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else if (planetData is GasGiantData gas)
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{
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if (gas is SunData sun)
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{
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float primary = random.NextFloat();
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float secondary = frac(primary + 1 + zoneSettings.SunSecondaryColorDistance * (random.NextFloat() > .5 ? 1 : -1));
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gas.Colors = new []
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{
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float4(ColorMath.HsvToRgb(float3(primary, zoneSettings.SunColorSaturation, .5f)), 0),
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float4(ColorMath.HsvToRgb(float3(secondary, zoneSettings.SunColorSaturation, 1)), 1)
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};
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sun.FogTintColor = ColorMath.HsvToRgb(float3(primary, zoneSettings.SunFogTintSaturation, 1));
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sun.LightColor = ColorMath.HsvToRgb(float3(primary, zoneSettings.SunLightSaturation, 1));
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gas.FirstOffsetDomainRotationSpeed = 5;
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}
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else
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{
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// Define primary color and two adjacent colors
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float primary = random.NextFloat();
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float right = frac(primary + zoneSettings.GasGiantBandColorSeparation);
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float left = frac(primary + 1 - zoneSettings.GasGiantBandColorSeparation);
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// Create n time keys from 0 to 1
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var bandCount = (int) (zoneSettings.GasGiantBandCount.Evaluate(random.NextFloat()) + .5f);
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var times = Enumerable.Range(0, bandCount)
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.Select(i => (float) i / (bandCount-1));
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// Each band has a chance of being either the primary or one of the adjacent hues
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// Saturation and Value are random with curves applied
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gas.Colors = times
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.Select(time => float4(ColorMath.HsvToRgb(float3(
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random.NextFloat() > zoneSettings.GasGiantBandAltColorChance ? primary : (random.NextFloat() > .5f ? right : left),
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zoneSettings.GasGiantBandSaturation.Evaluate(random.NextFloat()),
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zoneSettings.GasGiantBandSaturation.Evaluate(random.NextFloat()))),time))
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.ToArray();
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gas.FirstOffsetDomainRotationSpeed = 0;
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}
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gas.AlbedoRotationSpeed = -3;
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gas.FirstOffsetRotationSpeed = 5;
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gas.SecondOffsetRotationSpeed = 10;
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gas.SecondOffsetDomainRotationSpeed = -25;
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}
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// A body is named for the first eight characters of the key the cache mints for it
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var bodyKey = cache.Upsert(planetData).Key;
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planetData.Name = bodyKey.Value.Substring(0, 8);
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// Mining Cut 3 (Q16 B): a belt's field kind is chosen here, at generation, and saved with it.
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if (planetData is AsteroidBeltData generatedBelt) FieldKinds.Ensure(bodyKey, generatedBelt, cache);
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return cache.Upsert(planetData);
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}).ToList();
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var nearestFaction = galaxy.Factions.MinBy(f => galaxy.HomeZones[f].Distance[galaxyZone]);
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var nearestFactionHomeZone = galaxy.HomeZones[nearestFaction];
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var factionPresence = galaxy.InfluenceOf(nearestFaction) - nearestFactionHomeZone.Distance[galaxyZone] + 1;
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var storyStations = galaxyZone.Locations.Where(story => story.Type == LocationType.Station).ToArray();
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var stationCount = (int)(random.NextFloat() * (factionPresence + 1)) + storyStations.Length;
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// Enemy count below is based on this pre-override value, so the tutorial entrance doesn't gain an enemy
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// just because its station got forced.
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var baseStationCount = stationCount;
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// Operator ruling, 2026-09-25 (docs/locomotion-cut.md, "Tutorial station"): the entrance zone always
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// gets a generated faction station with a docking bay, deterministically. Galaxy.cs halves influence and
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// picks the lowest-influence unowned zone for Entrance, which otherwise rolls stationCount 0 on every
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// seed. galaxy.Entrance is reference-identity, not a name comparison.
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var isTutorialEntrance = isTutorial && galaxyZone == galaxy.Entrance;
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if (isTutorialEntrance && stationCount < 1) stationCount = 1;
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var potentialLagrangePoints = planets
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.Where(p => p.Parent != null && p.Parent.Children
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.TrueForAll(c => !(c != p && abs(c.Distance - p.Distance) < .1f))) // Filter Rosettes
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.OrderBy(p => p.Distance)
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.ToArray();
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// The entrance's own station count is the floor above; its orbit always comes from this same selection.
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// Ordinarily that selection is potentialLagrangePoints (non-rosette planet orbits). If the entrance zone
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// has none of those (a boring single-body system, or a system that is entirely one rosette), widen to
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// every planet orbit ordinary placement's own candidate pool is drawn from before the rosette filter --
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// still a real, parented planet orbit with a positive Distance -- rather than inventing an unparented,
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// zero-distance orbit (that gave PlaceTurret's phase = 20*multiplier/orbit.Distance a division by zero,
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// and left an orbit record with no planet behind it).
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var lagrangeCandidates = potentialLagrangePoints;
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if (isTutorialEntrance && lagrangeCandidates.Length == 0)
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lagrangeCandidates = planets.Where(p => p.Parent != null).OrderBy(p => p.Distance).ToArray();
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// Pick a selection from the middle of the distribution
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var selectedStationOrbits = lagrangeCandidates
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.Skip(lagrangeCandidates.Length / 2)
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.Take(stationCount)
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.Select(p=>orbitMap[p])
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.ToArray();
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if (isTutorialEntrance && lagrangeCandidates.Length == 0)
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throw new InvalidOperationException(
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"The tutorial entrance zone must always get a station, but it has no candidate orbit at all -- every planet in the zone is a parentless root.");
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var loadoutGenerators = new Dictionary<Faction, LoadoutGenerator>();
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LoadoutGenerator GetLoadoutGenerator(Faction faction)
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{
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if (!loadoutGenerators.ContainsKey(faction))
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loadoutGenerators[faction] = new LoadoutGenerator(ref random, itemManager, galaxy, galaxyZone, faction, .5f);
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return loadoutGenerators[faction];
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}
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OrbitData CreateLagrangeOrbit(OrbitData baseOrbit)
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{
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var lagrangeOrbit = new OrbitData
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{
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Parent = baseOrbit.Parent,
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Distance = baseOrbit.Distance,
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Phase = baseOrbit.Phase + PI / 3 * sign(random.NextFloat() - .5f),
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};
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pack.Orbits.Add(cache.Upsert(lagrangeOrbit));
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return lagrangeOrbit;
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}
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void PlaceTurret(OrbitData orbit, LoadoutGenerator loadoutGenerator, int distanceMultiplier)
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{
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var phase = 20f * distanceMultiplier / orbit.Distance;
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var turretOrbit = new OrbitData
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{
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Parent = orbit.Parent,
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Distance = orbit.Distance,
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Phase = orbit.Phase + phase
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};
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pack.Orbits.Add(cache.Upsert(turretOrbit));
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var turret = loadoutGenerator.GenerateTurretLoadout();
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if (turret == null) return;
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turret.Orbit = cache.RefOf(turretOrbit);
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pack.Entities.Add(turret);
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}
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void PlaceTurrets(OrbitData orbit, LoadoutGenerator loadoutGenerator, int count)
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{
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for(int t=0; t<count; t++)
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{
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var dist = t / 2;
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if (t % 2 == 0) dist = -dist;
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PlaceTurret(orbit, loadoutGenerator, dist);
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}
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}
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for (var i = 0; i < storyStations.Length; i++)
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{
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var story = storyStations[i];
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var orbit = selectedStationOrbits[i];
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var lagrangeOrbit = CreateLagrangeOrbit(orbit);
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var station = GetLoadoutGenerator(story.Faction).GenerateStationLoadout();
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if (station == null)
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{
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itemManager.Log($"Story station for {story.Faction?.Name} could not be generated; its story has nowhere to live!");
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continue;
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}
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station.Orbit = cache.RefOf(lagrangeOrbit);
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station.SecurityLevel = story.Security;
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station.SecurityRadius = pack.Radius;
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station.Story = i;
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pack.Entities.Add(station);
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if (ambient) PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(story.Faction), story.Turrets);
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}
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for (var i = storyStations.Length; i < selectedStationOrbits.Length; i++)
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{
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var orbit = selectedStationOrbits[i];
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var security = (SecurityLevel) ((int) ((1f - pow(random.NextFloat(), factionPresence / 2f)) * 3f));
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var lagrangeOrbit = CreateLagrangeOrbit(orbit);
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var station = GetLoadoutGenerator(nearestFaction).GenerateStationLoadout();
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if (station == null)
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{
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if (isTutorialEntrance)
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throw new InvalidOperationException(
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$"The tutorial entrance zone must always get a station, but {nearestFaction?.Name} has no station loadout to generate.");
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continue;
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}
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station.Orbit = cache.RefOf(lagrangeOrbit);
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station.SecurityLevel = security;
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station.SecurityRadius = pack.Radius;
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pack.Entities.Add(station);
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if (ambient) PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(nearestFaction), 2);
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}
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if (!ambient) return pack;
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var enemyCount = (int)(random.NextFloat() * factionPresence * 2) + baseStationCount;
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for (int i = 0; i < enemyCount; i++)
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{
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var ship = GetLoadoutGenerator(nearestFaction).GenerateShipLoadout();
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if (ship == null) continue;
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pack.Entities.Add(ship);
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}
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// Neutral wanderers: ships belonging to a faction that neither owns the zone nor is its
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// nearest faction, so existing hostility rules leave them non-hostile to the player.
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// Testing affordance for hand-testing combat/targeting; none spawn if no faction qualifies.
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var eligibleWandererFactions = EligibleWandererFactions(galaxy.Factions, galaxyZone.Owner, nearestFaction);
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if (zoneSettings.NeutralWandererCount > 0 && eligibleWandererFactions.Length > 0)
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{
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var wandererFaction = eligibleWandererFactions[random.NextInt(eligibleWandererFactions.Length)];
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var wandererLoadoutGenerator = GetLoadoutGenerator(wandererFaction);
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for (int i = 0; i < zoneSettings.NeutralWandererCount; i++)
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{
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var ship = wandererLoadoutGenerator.GenerateShipLoadout();
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if (ship == null) continue;
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pack.Entities.Add(ship);
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}
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}
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return pack;
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}
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// The neutral-wanderer faction pool: every galaxy faction except the zone owner and the nearest
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// faction (whose ships are already the zone's hostile-when-trespassing/enemy spawns). Extracted so
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// the selection rule is testable without running the full zone-generation pipeline.
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public static Faction[] EligibleWandererFactions(Faction[] factions, Faction owner, Faction nearest) =>
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factions.Where(f => f != owner && f != nearest).ToArray();
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// static float ResourceValue(ref Random random, ZoneGenerationSettings settings, SimpleCommodityData resource, float density)
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// {
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// return random.NextPowerDistribution(resource.Minimum, resource.Maximum, resource.Exponent,
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// 1 / lerp(settings.ResourceDensityMinimum, settings.ResourceDensityMaximum, density));
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// }
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public static GeneratorPlanet[] GenerateEntities(ZoneGenerationSettings settings, ref Random random, float mass, float radius, float2 fixedPosition)
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{
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var root = new GeneratorPlanet
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{
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FixedPosition = fixedPosition,
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Settings = settings,
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Mass = mass,
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ChildDistanceMaximum = radius * .75f,
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ChildDistanceMinimum = settings.PlanetSafetyRadius.Evaluate(mass)
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};
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// There is some chance of generating a rosette or binary system
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// Probabilities which are fixed for the entire galaxy are in GlobalData, contained in the GameContext
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var rosette = random.NextFloat() < settings.RosetteProbability;
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if (rosette)
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{
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// Create a rosette with a number of vertices between 2 and 9 inclusive
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root.ExpandRosette(ref random, (int)(random.NextFloat(1, 5) + random.NextFloat(1, 5)));
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// Create a small number of less massive "captured" planets orbiting past the rosette
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root.ExpandSolar(
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ref random,
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count: (int)(random.NextFloat(1, 3) * random.NextFloat(1, 2)),
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massMulMin: .6f,
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massMulMax: .8f,
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distMulMin: 1.25f,
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distMulMax: 1.75f,
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jupiterJump: 1,
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massFraction: .1f);
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var averageChildMass = root.Children.Sum(p => p.Mass) / root.Children.Count;
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foreach(var p in root.Children.Where(c=>c.Mass>settings.GasGiantMass))
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{
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var m = p.Mass / averageChildMass;
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// Give each child in the rosette its own mini solar system
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p.ExpandSolar(
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ref random,
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count: (int) (random.NextFloat(1, 3 * m) + random.NextFloat(1, 3 * m)),
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massMulMin: 0.75f,
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massMulMax: 2.5f,
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distMulMin: 1 + m * .25f,
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distMulMax: 1.05f + m * .5f,
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jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1,
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massFraction: .5f
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);
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}
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}
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else
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{
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// Create a regular old boring solar system
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root.ExpandSolar(
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ref random,
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count: random.NextInt(5, 15),
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|
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<GeneratorPlanet>();
|
|
var binaries = new List<GeneratorPlanet>();
|
|
for(int i=0; i<settings.SatellitePasses; i++)
|
|
{
|
|
// Get all children that are above the satellite creation mass floor and not rosette members
|
|
var satelliteCandidates = rosette
|
|
? root.AllPlanets().Where(p =>
|
|
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();
|
|
}
|
|
}
|
|
|
|
// 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<GeneratorPlanet> Children = new List<GeneratorPlanet>(); // Planets orbiting this one are referred to as children
|
|
public GeneratorPlanet Parent;
|
|
public float2 FixedPosition;
|
|
|
|
// Recursively gather all planets in the hierarchy
|
|
public IEnumerable<GeneratorPlanet> 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 = OrbitData.Evaluate(1.0f / vertices) * dist;
|
|
|
|
// Maximum child distance is half the distance to the neighbor minus the neighbor's radius
|
|
var p0ChildDist = (distance(p0, p1) * proportion - Settings.PlanetSafetyRadius.Evaluate(sharedMass * (1 - proportion))) * .75f;
|
|
var p1ChildDist = (distance(p0, p1) * (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 = 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);
|
|
}
|
|
}
|
|
}
|
|
}
|