Aetheria/Assets/Scripts/ServerShared/Settings.cs
Meta Vens 6894c2093e Entity records reveals and derives Contact; ChunkInfo reads PassiveInfoPerSignature
The observer's Entity owns a reveal book keyed (subject, item). Sense records a
light act when its strength times PassiveInfoPerSignature clears the detection
threshold; PublishInbox records an emitter whose paint arrived. ReceivePaint takes
the emitter and its item. ContactOf derives Detected, Tracked, Classified and
Identified from track, reveals, the zone clock and GameplaySettings.BearingMemory.
ChunkInfo's arithmetic moves into PassiveInfoPerSignature; ActiveSensors fills one
buffer instead of allocating per call.

Not yet built or tested: verify follows with the tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:25:57 +02:00

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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 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;
// What a station pays for goods, as a fraction of their price, scaled further by the item's condition.
public float SellFraction = .5f;
// What a station charges to restore worn gear, as a fraction of the price of the wear.
public float RepairFraction = .25f;
public int StartingCredits = 15000000;
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;
// Free-floating bodies (floating items, mines): drag on a launch velocity, drag on the force-driven drift, and
// how strongly the zone force accelerates it.
public float FloatingBodyDrag = .05f;
public float FloatingBodyLaunchDrag = .2f;
public float FloatingBodyGravity = 1f;
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 TorqueMultiplier;
public float VisibilityDecay;
// Seconds a reveal's bearing keeps a ship Detected after its last act with no track (Entity.ContactOf).
public float BearingMemory = 6;
public float TargetInfoDecay;
public float TargetDetectionInfoThreshold;
public float TargetArmorInfoThreshold;
// Also the Identified threshold: the track level at which a ship's hull class, and with it its layout, is known.
public float TargetGearInfoThreshold;
public float ConvergenceMinimumDistance;
public float FiringArc = 120;
// Cut 2 (docs/fire-control-cut.md, Q4): what an entity with no working targeting system fires with --
// the ceiling FireControl.Accuracy falls back to (Resolution 1, Precision 0 alongside it). Authored low
// on purpose ("really, really bad," operator 2026-09-19): .05 against the two catalog designs' own
// Accuracy ranges (the authoring spec this cut produces proposes .45-.6 for the 1-cell design and
// .65-.85 for the 2-cell one) leaves unaided fire capable of hitting something close, slow and
// unaware, and little else. One authored setting, easy to find and turn -- the operator rules the real
// figure in play.
public float UnaidedAccuracy = .05f;
// Cut 5 (docs/fire-control-cut.md, 5.1, Soul finding 3): the unaided fallback for Tracking, alongside
// UnaidedAccuracy above -- an entity with no working targeting system used to fall back to Tracking 0,
// which Commit turned into a hard wall (any nonzero deviation was an automatic miss). Ten world units of
// fire-time-projection deviation forgiveness is the first guess and the operator's knob, the same shape
// as UnaidedAccuracy: authored deliberately bad, not authored broken.
public float UnaidedTracking = 10f;
// Cut 6d (docs/fire-control-cut.md): the unaided fallback for Precision, alongside UnaidedAccuracy and
// UnaidedTracking above -- FireControl.Precision falls back to this the same way it already falls back to
// UnaidedAccuracy/UnaidedTracking. Precision is now a grouping tightness (FireControl.Sigma = 1/Precision,
// in hull-schematic cell units), not the old coin-flip probability, so the unaided floor has to be
// authored on that scale. .3 -> sigma 3.33 cells: against the live catalog's own hulls (Longinus 6x17,
// Zenith 12x12, Turret 8x8) that puts pOnHull at the hull's own centre of mass around .5-.84 -- broadly
// sprayed across the whole silhouette (sigma is a large fraction of the hull's own width) while still
// landing on the ship more often than not. A tighter floor (e.g. .1, sigma 10) was tried first and
// rejected: it drove pOnHull for the same hulls down to .08-.18, reading as "can't hit the broad side of a
// barn" rather than "sprays the silhouette." First guess, the same deliberately-bad shape as its two
// siblings; the operator rules the real figure in play.
public float UnaidedPrecision = .3f;
public float AgentRangeExponent = .25f;
public float AgentForwardLerp = .5f;
public float AgentMaxForwardDistance = 50;
// Cut 3 (docs/fire-control-cut.md): first guesses: the headless fixture is the tuning harness, the
// operator smoke is the arbiter (§ Risks).
//
// How long before impact a shot's outcome commits (R4). Deviation counts up to this horizon; after it
// the result is frozen and the rest of the flight is pure choreography.
public float CommitHorizon = .5f;
// The window of fire control's solution: how far ahead a target's reach counts (Reach, Evasion) and the time
// constant of the manoeuvre track that observes it. A fire-control constant, not a weapon or missile stat. First
// guess; the operator rules the real figure in play.
public float SolutionWindow = .75f;
// World units per hull-schematic cell, used only by FireControl.HitProbability's angular-size term
// (pSpread) to turn a hull's cell footprint into a real-world silhouette size at range.
public float SchematicCellSize = 2f;
// The floor an AI's own predicted hit probability (FireControl.HitProbability) must clear before it counts
// a firing solution worth taking (Combat.cs, TurretController.cs). Player fire is gated on arc alone
// (Weapon.ArcAllowsFire, Q2) -- this threshold is an AI fire-discipline heuristic, not part of the roll.
public float AgentMinHitProbability = .2f;
// Cut 4 (docs/fire-control-cut.md): how often a continuous weapon (ConstantWeapon) rolls a discrete
// outcome for Damage * this interval, through the same FireControl.Fire/Step pair a discrete shot uses --
// a beam is a sequence of rolls, not a continuous truth. First guess; the headless fixture is the tuning
// harness, the operator smoke is the arbiter, same as Cut 3's other first guesses.
public float BeamResolveInterval = .25f;
}
[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
public class RarityTier
{
public string Name;
public float Quality;
public float3 Color;
public float Rarity;
}