Aetheria/Assets/Scripts/StrategyGameManager.cs
hyperion51 776e08a1d1 Local Zone Generation
Added the ability to generate zones locally in order to facilitate rapidly iterating generation parameters. Then of course I tweaked the shit out of the zone generation!
2020-03-30 03:11:57 +01:00

243 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class StrategyGameManager : MonoBehaviour
{
public Camera Camera;
public TabGroup PrimaryTabGroup;
public TabButton GalaxyTabButton;
public TabButton ZoneTabButton;
public Prototype GalaxyZonePrototype;
public Prototype GalaxyZoneLinkPrototype;
public MeshRenderer GalaxyBackground;
public float GalaxyScale;
public ZoneObject ZoneObjectPrefab;
public Transform ZoneRoot;
public Texture2D PlanetSprite;
public Texture2D GasGiantSprite;
public Texture2D OrbitalSprite;
public Texture2D SunSprite;
public Texture2D WormholeSprite;
public Color SelectedColor;
public Color UnselectedColor;
public float ZoneSizeScale = .01f;
public float ZoneMassScale = .01f;
public float ZoneMassPower = .5f;
public float ZoneOrbitSpeed = 10;
public MeshRenderer ZoneBackground;
private DatabaseCache _cache;
private GameContext _context;
private GalaxyResponseMessage _galaxy;
private TabButton _currentTab;
private bool _galaxyPopulated;
private Guid _populatedZone;
private Guid _selectedZone;
private GalaxyZone _selectedGalaxyZone;
private ZoneResponseMessage _zoneResponse;
private Dictionary<Guid, GalaxyResponseZone> _galaxyResponseZones;
private Dictionary<Guid, ZoneObject> _zoneObjects = new Dictionary<Guid, ZoneObject>();
private List<ZoneObject> _wormholes = new List<ZoneObject>();
private Dictionary<Guid, float2> _orbitPositions = new Dictionary<Guid, float2>();
private Vector3 _galaxyCameraPos = -Vector3.forward;
private float _galaxyOrthoSize = 50;
void Start()
{
_cache = new DatabaseCache();
// Request galaxy description from the server
CultClient.Send(new GalaxyRequestMessage());
// Listen for the server's galaxy description
CultClient.AddMessageListener<GalaxyResponseMessage>(galaxy =>
{
_galaxy = galaxy;
_galaxyResponseZones = _galaxy.Zones.ToDictionary(z => z.ZoneID);
_cache.Add(_galaxy.GlobalData, true);
_context = new GameContext(_cache);
if (_currentTab == GalaxyTabButton && !_galaxyPopulated) PopulateGalaxy();
});
// Listen for zone descriptions from the server
CultClient.AddMessageListener<ZoneResponseMessage>(zone =>
{
_zoneResponse = zone;
// Cache zone data and contents
_cache.Add(zone.Zone);
foreach (var entry in zone.Contents) _cache.Add(entry);
if (_currentTab == ZoneTabButton && _populatedZone != zone.Zone.ID) PopulateZone();
});
PrimaryTabGroup.OnTabChange += button =>
{
_currentTab = button;
if (_currentTab == GalaxyTabButton)
{
if (!_galaxyPopulated) PopulateGalaxy();
Camera.transform.position = _galaxyCameraPos;
Camera.orthographicSize = _galaxyOrthoSize;
}
if (_currentTab == ZoneTabButton)
{
if (_populatedZone != _selectedZone && _zoneResponse?.Zone.ID == _selectedZone)
PopulateZone();
Camera.transform.position = -Vector3.forward;
}
};
}
private void Update()
{
if (_currentTab == GalaxyTabButton)
{
_galaxyCameraPos = Camera.transform.position;
_galaxyOrthoSize = Camera.orthographicSize;
}
if (_currentTab == ZoneTabButton && _populatedZone == _selectedZone)
{
_orbitPositions.Clear();
foreach (var planet in _zoneObjects)
{
var planetData = _cache.Get<PlanetData>(planet.Key);
planet.Value.transform.position = (Vector2) GetOrbitPosition(planetData.Orbit) * ZoneSizeScale;
}
}
}
// Determine orbital position recursively, caching parent positions to avoid repeated calculations
private float2 GetOrbitPosition(Guid orbit)
{
// Root orbit is fixed at center
if(orbit==Guid.Empty)
return float2.zero;
if (!_orbitPositions.ContainsKey(orbit))
{
var orbitData = _cache.Get<OrbitData>(orbit);
_orbitPositions[orbit] = GetOrbitPosition(orbitData.Parent) + (orbitData.Period < .01f ? float2.zero :
OrbitData.Evaluate(Time.time * ZoneOrbitSpeed / orbitData.Period + orbitData.Phase) *
orbitData.Distance);
}
var position = _orbitPositions[orbit];
if (float.IsNaN(position.x))
{
Debug.Log("Orbit position is NaN, something went very wrong!");
return float2.zero;
}
return _orbitPositions[orbit];
}
void PopulateGalaxy()
{
_galaxyPopulated = true;
GalaxyBackground.transform.localScale = Vector3.one * GalaxyScale;
var galaxyMat = GalaxyBackground.material;
galaxyMat.SetFloat("Arms", _galaxy.GlobalData.Arms);
galaxyMat.SetFloat("Twist", _galaxy.GlobalData.Twist);
galaxyMat.SetFloat("TwistPower", _galaxy.GlobalData.TwistPower);
galaxyMat.SetFloat("SpokeOffset", _galaxy.StarDensity.SpokeOffset);
galaxyMat.SetFloat("SpokeScale", _galaxy.StarDensity.SpokeScale);
galaxyMat.SetFloat("CoreBoost", _galaxy.StarDensity.CoreBoost);
galaxyMat.SetFloat("CoreBoostOffset", _galaxy.StarDensity.CoreBoostOffset);
galaxyMat.SetFloat("CoreBoostPower", _galaxy.StarDensity.CoreBoostPower);
galaxyMat.SetFloat("EdgeReduction", _galaxy.StarDensity.EdgeReduction);
galaxyMat.SetFloat("NoisePosition", _galaxy.StarDensity.NoisePosition);
galaxyMat.SetFloat("NoiseAmplitude", _galaxy.StarDensity.NoiseAmplitude);
galaxyMat.SetFloat("NoiseOffset", _galaxy.StarDensity.NoiseOffset);
galaxyMat.SetFloat("NoiseGain", _galaxy.StarDensity.NoiseGain);
galaxyMat.SetFloat("NoiseLacunarity", _galaxy.StarDensity.NoiseLacunarity);
galaxyMat.SetFloat("NoiseFrequency", _galaxy.StarDensity.NoiseFrequency);
var zones = _galaxy.Zones.ToDictionary(z=>z.ZoneID);
var linkedZones = new List<Guid>();
foreach (var zone in _galaxy.Zones)
{
linkedZones.Add(zone.ZoneID);
var instance = GalaxyZonePrototype.Instantiate<Transform>();
instance.position = float3((Vector2) zone.Position - Vector2.one * .5f,0) * GalaxyScale;
var instanceZone = instance.GetComponent<GalaxyZone>();
instanceZone.Label.text = zone.Name;
instanceZone.Background.GetComponent<ClickableCollider>().OnClick += (_, pointer) =>
{
if (_selectedGalaxyZone != null)
_selectedGalaxyZone.Background.material.SetColor("_TintColor", UnselectedColor);
if(_selectedZone != zone.ZoneID)
CultClient.Send(new ZoneRequestMessage{ZoneID = zone.ZoneID});
_selectedZone = zone.ZoneID;
_selectedGalaxyZone = instanceZone;
_selectedGalaxyZone.Background.material.SetColor("_TintColor", SelectedColor);
_selectedZone = zone.ZoneID;
// If the user double clicks on a zone, switch to the zone tab
if(pointer.clickCount == 2) ZoneTabButton.OnPointerClick(pointer);
};
foreach (var linkedZone in zone.Links.Where(l=>!linkedZones.Contains(l)))
{
var link = GalaxyZoneLinkPrototype.Instantiate<Transform>();
var diff = zones[linkedZone].Position - zone.Position;
link.position = instance.position + Vector3.forward*.1f;
link.rotation = Quaternion.Euler(0,0,atan2(diff.y, diff.x) * Mathf.Rad2Deg);
link.localScale = new Vector3(length(diff) * GalaxyScale, 1, 1);
}
}
}
void PopulateZone()
{
// Delete all the existing zone contents
foreach (var zoneObject in _zoneObjects.Values) Destroy(zoneObject.gameObject);//zoneObject.GetComponent<Prototype>().ReturnToPool();
_zoneObjects.Clear();
foreach (var zoneObject in _wormholes) Destroy(zoneObject.gameObject); //zoneObject.GetComponent<Prototype>().ReturnToPool();
_wormholes.Clear();
_populatedZone = _selectedZone;
float zoneDepth = 0;
foreach (var entry in _zoneResponse.Contents)
{
if (entry is PlanetData planet)
{
var planetObject = Instantiate(ZoneObjectPrefab, ZoneRoot);
_zoneObjects[planet.ID] = planetObject;
planetObject.Label.text = planet.Name;
planetObject.GravityMesh.gameObject.SetActive(true);
planetObject.GravityMesh.transform.localScale = Vector3.one * (pow(planet.Mass,_context.GlobalData.GravityRadiusExponent) * _context.GlobalData.GravityRadiusMultiplier * ZoneSizeScale);
var depth = pow(planet.Mass, ZoneMassPower) * ZoneMassScale;
if (depth > zoneDepth)
zoneDepth = depth;
planetObject.GravityMesh.material.SetFloat("_Depth", depth);
planetObject.Icon.material.SetTexture("_MainTex",
planet.Mass > _context.GlobalData.SunMass ? SunSprite :
planet.Mass > _context.GlobalData.GasGiantMass ? GasGiantSprite :
PlanetSprite);
}
}
ZoneBackground.material.SetFloat("_HeightRange", zoneDepth);
foreach (var wormhole in _zoneResponse.Zone.Wormholes)
{
var otherZone = _galaxyResponseZones[wormhole];
var wormholeObject = Instantiate(ZoneObjectPrefab);
_wormholes.Add(wormholeObject);
var direction = otherZone.Position - _zoneResponse.Zone.Position;
wormholeObject.transform.position = (Vector2) (normalize(direction) * _zoneResponse.Zone.Radius * .95f * ZoneSizeScale);
wormholeObject.GravityMesh.gameObject.SetActive(false);
wormholeObject.Icon.material.SetTexture("_MainTex", WormholeSprite);
wormholeObject.Label.text = otherZone.Name;
}
}
}