Sector renderer is now also rendering asteroid belts. All gravity calculations have been moved out of monobehaviors.
409 lines
No EOL
16 KiB
C#
409 lines
No EOL
16 KiB
C#
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 Unity.Mathematics;
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using static Unity.Mathematics.math;
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using Random = Unity.Mathematics.Random;
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public class ZoneGenerator
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{
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public static ZonePack GenerateZone(
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GameContext context,
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string name,
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float2 position,
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IEnumerable<GalaxyMapLayerData> mapLayers,
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IEnumerable<SimpleCommodityData> resources,
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float mass = 0,
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float radius = 0)
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{
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var zone = new ZoneData
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{
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Name = name,
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Position = position
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};
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var pack = new ZonePack
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{
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Data = zone
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};
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var zoneRadius = radius != 0 ? radius : context.Random.NextPowerDistribution(
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context.GlobalData.MinimumZoneRadius,
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context.GlobalData.MaximumZoneRadius,
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context.GlobalData.ZoneRadiusExponent,
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1 / lerp(
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context.GlobalData.ResourceDensityMinimum,
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context.GlobalData.ResourceDensityMaximum,
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mapLayers
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.First(m => m.Name == "Radius")
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.Evaluate(zone.Position, context.GlobalData)));
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zone.Radius = zoneRadius;
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var zoneMass = mass != 0 ? mass : context.Random.NextPowerDistribution(
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context.GlobalData.MinimumZoneMass,
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context.GlobalData.MaximumZoneMass,
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context.GlobalData.ZoneMassExponent,
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1 / lerp(
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context.GlobalData.ResourceDensityMinimum,
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context.GlobalData.ResourceDensityMaximum,
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mapLayers
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.First(m => m.Name == "Mass")
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.Evaluate(zone.Position, context.GlobalData)));
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zone.Mass = zoneMass;
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//Debug.Log($"Generating zone at position {zone.Position} with radius {zoneRadius} and mass {zoneMass}");
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var planets = GenerateEntities(context, zone, zoneMass, zoneRadius);
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// Create collections to map between zone generator output and database entries
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var orbitMap = new Dictionary<GeneratorPlanet, OrbitData>();
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var orbitInverseMap = new Dictionary<OrbitData, GeneratorPlanet>();
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// Create orbit database entries
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pack.Orbits = planets.Select(planet =>
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{
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var data = new OrbitData
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{
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Distance = planet.Distance,
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Period = planet.Period,
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Phase = planet.Phase
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};
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orbitMap[planet] = data;
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orbitInverseMap[data] = planet;
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return data;
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}).ToList();
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// Link OrbitData parents to database GUIDs
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foreach (var data in pack.Orbits)
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data.Parent = orbitInverseMap[data].Parent != null
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? orbitMap[orbitInverseMap[data].Parent].ID
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: Guid.Empty;
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// Cache resource densities
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var resourceMaps = mapLayers.ToDictionary(m => m.ID, m => m.Evaluate(zone.Position, context.GlobalData));
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pack.Planets = planets.Where(p=>!p.Empty).Select(planet =>
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{
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Dictionary<Guid, float> planetResources = new Dictionary<Guid, float>();
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BodyType bodyType = planet.Belt ? BodyType.Asteroid :
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planet.Mass > context.GlobalData.SunMass ? BodyType.Sun :
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planet.Mass > context.GlobalData.GasGiantMass ? BodyType.GasGiant :
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planet.Mass > context.GlobalData.PlanetMass ? BodyType.Planet : BodyType.Planetoid;
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foreach (var r in resources)
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{
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if ((bodyType & r.ResourceBodyType) != 0)
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{
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float quantity = ResourceValue(r, context, r.ResourceDensity.Aggregate(1f, (m, rdm) => m * resourceMaps[rdm]));
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if (r.Floor < quantity) planetResources.Add(r.ID, quantity);
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}
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}
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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.Value = planet.Mass;
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planetData.Orbit = orbitMap[planet].ID;
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planetData.Resources = planetResources;
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planetData.Name.Value = planetData.ID.ToString().Substring(0, 8);
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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) (pow(planetData.Mass.Value, context.GlobalData.BeltMassExponent) / context.GlobalData.BeltMassRatio * orbitMap[planet].Distance))
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.Select(_ => new Asteroid
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{
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Distance = context.Random.NextFloat(orbitMap[planet].Distance * .5f, orbitMap[planet].Distance * 1.5f),
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Phase = context.Random.NextFloat(),
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Size = pow(context.Random.NextFloat(), context.GlobalData.AsteroidSizeExponent) *
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(context.GlobalData.AsteroidSizeMax - context.GlobalData.AsteroidSizeMin) +
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context.GlobalData.AsteroidSizeMin,
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RotationSpeed = context.Random.NextFloat() * context.GlobalData.AsteroidRotationSpeed
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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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var times = Enumerable.Range(0, 5).Select(i => (float) i / 4).ToArray();
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gas.Colors.Value = times.Select(time => float4(context.Random.NextFloat3(),time)).ToArray();
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gas.AlbedoRotationSpeed.Value = -3;
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gas.FirstOffsetRotationSpeed.Value = 5;
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gas.FirstOffsetDomainRotationSpeed.Value = 0;
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gas.SecondOffsetRotationSpeed.Value = 10;
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gas.SecondOffsetDomainRotationSpeed.Value = -25;
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if (planetData is SunData sun)
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{
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sun.FogTintColor.Value = sun.LightColor.Value = context.Random.NextFloat3();
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gas.FirstOffsetDomainRotationSpeed.Value = 5;
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}
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}
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return planetData;
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}).ToList();
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return pack;
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}
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static float ResourceValue(SimpleCommodityData resource, GameContext context, float density)
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{
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return context.Random.NextPowerDistribution(resource.Minimum, resource.Maximum, resource.Exponent,
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1 / lerp(context.GlobalData.ResourceDensityMinimum, context.GlobalData.ResourceDensityMaximum, density));
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}
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public static GeneratorPlanet[] GenerateEntities(GameContext context, ZoneData data, float mass, float radius)
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{
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var random = new Random();
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random.InitState(unchecked((uint)data.Name.GetHashCode()));
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var root = new GeneratorPlanet
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{
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Context = context,
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Mass = mass,
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ChildDistanceMaximum = radius * .75f,
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ChildDistanceMinimum = context.GlobalData.PlanetRadius(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() < context.GlobalData.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((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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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>context.GlobalData.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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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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count: random.NextInt(5, 15),
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massMulMin: 0.5f,
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massMulMax: 2.0f,
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distMulMin: 1.1f,
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distMulMax: 1.25f,
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jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1,
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massFraction: .25f
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);
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}
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// Get all children that are above the satellite creation mass floor and not rosette members
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var satelliteCandidates = rosette
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? root.AllPlanets().Where(p => p != root && p.Parent != root && p.Mass > context.GlobalData.SatelliteCreationMassFloor)
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: root.AllPlanets().Where(p => p != root && p.Mass > context.GlobalData.SatelliteCreationMassFloor);
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var binaries = new List<GeneratorPlanet>();
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foreach (var planet in satelliteCandidates)
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{
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// There's a chance of generating satellites for each qualified planet
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if (random.NextFloat() < context.GlobalData.SatelliteCreationProbability)
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{
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// Sometimes the satellite is so massive that it forms a binary system (like Earth!)
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if (random.NextFloat() < context.GlobalData.BinaryCreationProbability)
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{
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planet.ExpandRosette(2);
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binaries.AddRange(planet.Children);
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}
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// Otherwise, terrestrial planets get a couple satellites while gas giants get many
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else planet.ExpandSolar(
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count: planet.Mass < context.GlobalData.GasGiantMass ? random.NextInt(1,3) : random.NextInt(4,10),
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massMulMin: .75f,
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massMulMax: 1.5f,
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distMulMin: 1.05f,
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distMulMax: 1.25f,
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jupiterJump: 1,
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massFraction: .15f); // Planetary satellites are not nearly as massive as planets themselves
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}
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}
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// Get all children that are below the belt creation mass floor and not rosette members, also exclude binaries
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var beltCandidates = rosette
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? root.AllPlanets().Where(p => p != root && p.Parent != root && p.Mass < context.GlobalData.BeltMassCeiling && !binaries.Contains(p))
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: root.AllPlanets().Where(p => p != root && p.Mass < context.GlobalData.BeltMassCeiling && !binaries.Contains(p));
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foreach(var planet in beltCandidates.Reverse())
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if (random.NextFloat() < context.GlobalData.BeltProbability && !planet.Parent.Children.Any(p=>p.Belt))
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planet.Belt = true;
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return root.AllPlanets().ToArray();
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}
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}
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// All orbiting bodies are referred to here as "Planets"
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// This goes back to the original etymology for the word planet, which is traveler,
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// Because they were objects we observed to move in the sky instead of remaining fixed like the stars
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public class GeneratorPlanet
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{
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public GameContext Context;
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public float Distance;
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public float Phase;
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public float Mass;
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public float Period;
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public float ChildDistanceMinimum;
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public float ChildDistanceMaximum;
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public bool Empty = false;
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public bool Belt = false;
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public List<GeneratorPlanet> Children = new List<GeneratorPlanet>(); // Planets orbiting this one are referred to as children
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public GeneratorPlanet Parent;
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// Recursively gather all planets in the hierarchy
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public IEnumerable<GeneratorPlanet> AllPlanets()
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{
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return new[]{this}.Concat(Children.SelectMany(c=>c.AllPlanets()));
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}
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// Create children that fill a single orbit, equally spaced
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// https://en.wikipedia.org/wiki/Klemperer_rosette
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public void ExpandRosette(int vertices)
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{
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//Debug.Log("Expanding Rosette");
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// Rosette children replace the parent, parent orbital node is left empty
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Empty = true;
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// Masses in a rosette alternate, so every sequential pair has the same shared mass
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var sharedMass = Mass / vertices * 2;
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// Proportion of the masses of sequential pairs is random, but only for even vertex counts
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var proportion = vertices % 2 == 0 ? Context.Random.NextFloat(.5f,.95f) : .5f;
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// Place children at a fixed distance in the center of the range
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var dist = (ChildDistanceMinimum + ChildDistanceMaximum) / 2;
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// Position of first child
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var p0 = new float2(0, dist);
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// Position of second child
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var p1 = OrbitData.Evaluate(1.0f / vertices) * dist;
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// Maximum child distance is half the distance to the neighbor minus the neighbor's radius
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var p0ChildDist = (distance(p0, p1) * proportion - Context.GlobalData.PlanetRadius(sharedMass * (1 - proportion))) * .75f;
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var p1ChildDist = (distance(p0, p1) * (1 - proportion) - Context.GlobalData.PlanetRadius(sharedMass * proportion)) * .75f;
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for (int i = 0; i < vertices; i++)
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{
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var child = new GeneratorPlanet
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{
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Context = Context,
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Parent = this,
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Mass = sharedMass * (i % 2 == 0 ? proportion : 1 - proportion), // Masses alternate
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Distance = dist,
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Phase = (float) i / vertices,
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ChildDistanceMaximum = (i % 2 == 0 ? p0ChildDist : p1ChildDist)
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};
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child.ChildDistanceMinimum = Context.GlobalData.PlanetRadius(child.Mass) * 2;
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child.Period = Context.GlobalData.OrbitalPeriod(child.Distance);
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Children.Add(child);
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}
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ChildDistanceMinimum = dist + p0ChildDist;
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}
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// Create children that mimic the distribution of planetary masses in the solar system
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public void ExpandSolar(int count, float massMulMin, float massMulMax, float distMulMin, float distMulMax, float jupiterJump, float massFraction)
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{
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//Debug.Log("Expanding Solar");
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// Expansion is impossible when child space is full
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if (count == 0 || ChildDistanceMaximum < ChildDistanceMinimum)
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return;
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var masses = new float[count];
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var distances = new float[count];
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// Accumulate total mass
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// Initialize first mass and distance, actual number doesn't matter since total mass will be divided proportionally
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float massTotal = distances[0] = masses[0] = 1;
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// Masses and distances multiply from one planet to the next
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// Mass typically increases exponentially as you go further out
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// jupiterJump is an additional mass multiplier applied after half of the planets
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for (var i = 1; i < count; i++)
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{
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massTotal += masses[i] = masses[i - 1] * Context.Random.NextFloat(massMulMin, massMulMax) * (count/2==i ? jupiterJump : 1);
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distances[i] = distances[i - 1] * Context.Random.NextFloat(distMulMin, distMulMax);
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}
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// Add some randomness to child masses
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for (var i = 0; i < masses.Length; i++)
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masses[i] *= Context.Random.NextFloat(.1f, 1f);
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// Normalize the masses of the children
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for (var i = 0; i < count; i++)
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masses[i] = masses[i] / massTotal * Mass * massFraction;
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// Map child distances to range between minimum and maximum
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if (count > 1)
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{
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var oldDistances = (float[]) distances.Clone();
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for (var i = 0; i < count; i++)
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distances[i] = lerp(ChildDistanceMinimum, ChildDistanceMaximum,
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(oldDistances[i] - oldDistances[0]) / (oldDistances[count - 1] - oldDistances[0])) + Context.GlobalData.PlanetRadius(masses[i]);
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}
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for (var i = 0; i < count; i++)
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{
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// Only instantiate children above the mass floor
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if (masses[i] > Context.GlobalData.MassFloor)
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{
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var child = new GeneratorPlanet
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{
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Context = Context,
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Parent = this,
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Mass = masses[i],
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Distance = distances[i],
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Phase = Context.Random.NextFloat()
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};
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child.Period = Context.GlobalData.OrbitalPeriod(child.Distance);
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child.ChildDistanceMinimum = Context.GlobalData.PlanetRadius(child.Mass) * 2;
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// Maximum child distance of child is the smallest distance to either of its neighbors
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child.ChildDistanceMaximum = min(i == 0 ? child.Distance - ChildDistanceMinimum : child.Distance - distances[i - 1],
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i < count - 1 ? distances[i + 1] - child.Distance : float.PositiveInfinity);
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if (float.IsNaN(child.Distance))
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throw new NotFiniteNumberException($"Planet created with NaN distance, something went very wrong!");
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if (child.ChildDistanceMaximum > child.ChildDistanceMinimum)
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Children.Add(child);
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}
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}
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}
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} |