Aetheria/Assets/Scripts/ServerShared/ZoneGenerator.cs
2026-06-13 18:06:59 +01:00

605 lines
23 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 System.Globalization;
using System.Linq;
using GameCult.Aetheria.State.Unity;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
using Random = Unity.Mathematics.Random;
public static class ZoneGenerator
{
private class Circle
{
public float2 Center;
public float Radius;
public float Area => PI * Radius * Radius;
public Circle(float2 center, float radius)
{
Center = center;
Radius = radius;
}
public float DistanceTo(float2 point) => length(point - Center) - Radius;
public float DistanceTo(Circle other) => length(other.Center - Center) - Radius - other.Radius;
}
private const int MaximumPlacementSamples = 32;
public static RuntimeZoneBlueprint GenerateZone(
ItemManager itemManager,
AetheriaRuntimeCatalogSnapshot runtimeCatalog,
ZoneGenerationSettings zoneSettings,
Galaxy galaxy,
GalaxyZone galaxyZone,
bool isTutorial = false)
{
var blueprint = new RuntimeZoneBlueprint();
var random = new Random(unchecked((uint) galaxyZone.Name.GetHashCode()) ^ hash(galaxyZone.Position));
var density = 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<GeneratorPlanet>();
if (targetSubzoneCount > 1)
{
var zoneBoundary = new Circle(float2.zero, blueprint.Radius * zoneSettings.ZoneBoundaryRadius);
float boundaryTangentRadius(float2 point) => -zoneBoundary.DistanceTo(point);
var occupiedAreas = new List<Circle>();
float tangentRadius(float2 point) => 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, float2.zero));
// Create collections to map between zone generator output and database entries
var orbitMap = new Dictionary<GeneratorPlanet, OrbitData>();
var orbitInverseMap = new Dictionary<OrbitData, GeneratorPlanet>();
// Create orbit database entries
blueprint.Orbits = planets.Select(planet =>
{
var data = new OrbitData
{
FixedPosition = planet.FixedPosition,
Distance = planet.Distance,
//Period = planet.Period,
Phase = planet.Phase
};
orbitMap[planet] = data;
orbitInverseMap[data] = planet;
return data;
}).ToList();
// Link OrbitData parents to database GUIDs
foreach (var data in blueprint.Orbits)
data.Parent = orbitInverseMap[data].Parent != null
? orbitMap[orbitInverseMap[data].Parent].ID
: Guid.Empty;
// Cache resource densities
// var resourceMaps = mapLayers.Values
// .ToDictionary(m => m.ID, m => m.Evaluate(zone.Position, settings.ShapeSettings));
blueprint.Planets = planets.Where(p=>!p.Empty).Select(planet =>
{
// Dictionary<Guid, float> planetResources = new Dictionary<Guid, float>();
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);
// }
// }
BodyData planetData;
switch (bodyType)
{
case BodyType.Asteroid:
planetData = new AsteroidBeltData();
break;
case BodyType.Planetoid:
case BodyType.Planet:
planetData = new PlanetData();
break;
case BodyType.GasGiant:
planetData = new GasGiantData();
break;
case BodyType.Sun:
planetData = new SunData();
break;
default:
throw new ArgumentOutOfRangeException();
}
planetData.Mass = planet.Mass;
planetData.Orbit = orbitMap[planet].ID;
// planetData.Resources = planetResources;
planetData.Name = planetData.ID.ToString().Substring(0, 8);
if (planetData is AsteroidBeltData 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 GasGiantData gas)
{
if (gas is SunData sun)
{
float primary = random.NextFloat();
float secondary = frac(primary + 1 + zoneSettings.SunSecondaryColorDistance * (random.NextFloat() > .5 ? 1 : -1));
gas.Colors = new []
{
float4(ColorMath.HsvToRgb(float3(primary, zoneSettings.SunColorSaturation, .5f)), 0),
float4(ColorMath.HsvToRgb(float3(secondary, zoneSettings.SunColorSaturation, 1)), 1)
};
sun.FogTintColor = ColorMath.HsvToRgb(float3(primary, zoneSettings.SunFogTintSaturation, 1));
sun.LightColor = ColorMath.HsvToRgb(float3(primary, zoneSettings.SunLightSaturation, 1));
gas.FirstOffsetDomainRotationSpeed = 5;
}
else
{
// Define primary color and two adjacent colors
float primary = random.NextFloat();
float right = frac(primary + zoneSettings.GasGiantBandColorSeparation);
float left = frac(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 => float4(ColorMath.HsvToRgb(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 && 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<Faction, LoadoutGenerator>();
LoadoutGenerator GetLoadoutGenerator(Faction faction)
{
if (!loadoutGenerators.ContainsKey(faction))
loadoutGenerators[faction] = new LoadoutGenerator(ref random, itemManager, runtimeCatalog, galaxy, galaxyZone, faction, .5f);
return loadoutGenerators[faction];
}
OrbitData CreateLagrangeOrbit(OrbitData baseOrbit)
{
var lagrangeOrbit = new OrbitData
{
ID = Guid.NewGuid(),
Parent = baseOrbit.Parent,
Distance = baseOrbit.Distance,
Phase = baseOrbit.Phase + PI / 3 * sign(random.NextFloat() - .5f)
};
blueprint.Orbits.Add(lagrangeOrbit);
return lagrangeOrbit;
}
void PlaceTurret(OrbitData orbit, LoadoutGenerator loadoutGenerator, int distanceMultiplier)
{
var phase = 20f * distanceMultiplier / orbit.Distance;
var turretOrbit = new OrbitData
{
ID = Guid.NewGuid(),
Parent = orbit.Parent,
Distance = orbit.Distance,
Phase = orbit.Phase + phase
};
blueprint.Orbits.Add(turretOrbit);
var turret = loadoutGenerator.GenerateTurretLoadout();
if (turret == null) return;
turret.Orbit = turretOrbit.ID;
blueprint.Entities.Add(turret);
}
void PlaceTurrets(OrbitData orbit, LoadoutGenerator loadoutGenerator, int count)
{
for(int t=0; t<count; t++)
{
var dist = t / 2;
if (t % 2 == 0) dist = -dist;
PlaceTurret(orbit, loadoutGenerator, dist);
}
}
for (var i = 0; i < storyStations.Length; i++)
{
var story = storyStations[i];
var orbit = selectedStationOrbits[i];
var lagrangeOrbit = CreateLagrangeOrbit(orbit);
var station = GetLoadoutGenerator(story.Faction).GenerateStationLoadout();
station.Orbit = lagrangeOrbit.ID;
station.SecurityLevel = story.Security;
station.SecurityRadius = blueprint.Radius;
station.Story = i;
blueprint.Entities.Add(station);
PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(story.Faction), story.Turrets);
}
for (var i = storyStations.Length; i < selectedStationOrbits.Length; i++)
{
var orbit = selectedStationOrbits[i];
var security = (SecurityLevel) ((int) ((1f - pow(random.NextFloat(), factionPresence / 2f)) * 3f));
var lagrangeOrbit = CreateLagrangeOrbit(orbit);
var station = GetLoadoutGenerator(nearestFaction).GenerateStationLoadout();
if (station == null) continue;
station.Orbit = lagrangeOrbit.ID;
station.SecurityLevel = security;
station.SecurityRadius = blueprint.Radius;
blueprint.Entities.Add(station);
PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(nearestFaction), 2);
}
var enemyCount = (int)(random.NextFloat() * factionPresence * 2) + stationCount;
for (int i = 0; i < enemyCount; i++)
{
var ship = GetLoadoutGenerator(nearestFaction).GenerateShipLoadout();
if (ship == null) continue;
blueprint.Entities.Add(ship);
}
return blueprint;
}
// static float ResourceValue(ref Random random, ZoneGenerationSettings settings, SimpleCommodityData resource, float density)
// {
// return random.NextPowerDistribution(resource.Minimum, resource.Maximum, resource.Exponent,
// 1 / lerp(settings.ResourceDensityMinimum, settings.ResourceDensityMaximum, density));
// }
public static GeneratorPlanet[] GenerateEntities(ZoneGenerationSettings settings, ref Random random, float mass, float radius, float2 fixedPosition)
{
var root = new GeneratorPlanet
{
FixedPosition = fixedPosition,
Settings = settings,
Mass = mass,
ChildDistanceMaximum = radius * .75f,
ChildDistanceMinimum = settings.PlanetSafetyRadius.Evaluate(mass)
};
// There is some chance of generating a rosette or binary system
// Probabilities which are fixed for the entire galaxy are in GlobalData, contained in the GameContext
var rosette = random.NextFloat() < settings.RosetteProbability;
if (rosette)
{
// Create a rosette with a number of vertices between 2 and 9 inclusive
root.ExpandRosette(ref random, (int)(random.NextFloat(1, 5) + random.NextFloat(1, 5)));
// Create a small number of less massive "captured" planets orbiting past the rosette
root.ExpandSolar(
ref random,
count: (int)(random.NextFloat(1, 3) * random.NextFloat(1, 2)),
massMulMin: .6f,
massMulMax: .8f,
distMulMin: 1.25f,
distMulMax: 1.75f,
jupiterJump: 1,
massFraction: .1f);
var averageChildMass = root.Children.Sum(p => 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<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);
}
}
}
}