130 lines
No EOL
4.5 KiB
C#
130 lines
No EOL
4.5 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 MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class PlanetSettings
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{
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public float ZoneDepthExponent;
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public float ZoneDepth;
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public float ZoneBoundaryFog;
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public ExponentialCurve GravityDepth;
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public ExponentialCurve GravityRadius;
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public ExponentialCurve WaveDepth;
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public ExponentialCurve WaveRadius;
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public ExponentialCurve WaveFrequency;
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public ExponentialCurve WaveSpeed;
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public ExponentialCurve FogTintRadius;
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public ExponentialCurve LightRadius;
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public ExponentialCurve BodyRadius;
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public ExponentialLerp AsteroidSize;
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public ExponentialLerp AsteroidHitpoints;
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public ExponentialLerp AsteroidRespawnTime;
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public float GravityStrength;
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public float MiningDifficulty = 500f;
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public ExponentialCurve OrbitPeriod;
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}
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class GalaxyShapeSettings
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{
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public int Arms = 4;
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public float Twist = 10;
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public float TwistExponent = 2;
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}
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class ZoneGenerationSettings
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{
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public GalaxyShapeSettings ShapeSettings;
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public ExponentialCurve PlanetSafetyRadius;
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public float MassFloor = 1;
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public float SunMass = 10000;
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public float GasGiantMass = 2000;
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public float PlanetMass = 100f;
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public int SatellitePasses = 4;
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public float SatelliteCreationMassFloor = 100;
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public float SatelliteCreationProbability = .25f;
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public float BinaryCreationProbability = .25f;
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public float RosetteProbability = .25f;
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public ExponentialLerp ZoneRadius;
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public ExponentialLerp ZoneMass;
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public float BeltProbability = .05f;
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public float BeltMassCeiling = 500f;
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public ExponentialCurve AsteroidBeltWidth;
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public ExponentialCurve AsteroidCount;
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public ExponentialLerp AsteroidRotationSpeed;
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public float ResourceDensityMinimum = .1f;
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public float ResourceDensityMaximum = 1.5f;
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public float SunColorSaturation = .75f;
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public float SunSecondaryColorDistance = .25f;
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public float SunLightSaturation = .5f;
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public float SunFogTintSaturation = .5f;
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public ExponentialLerp GasGiantBandCount;
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public float GasGiantBandColorSeparation = .25f;
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public float GasGiantBandAltColorChance = .25f;
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public ExponentialLerp GasGiantBandSaturation;
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public ExponentialLerp GasGiantBandBrightness;
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}
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[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
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public class GameplaySettings
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{
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public float WormholeDepth = 1000;
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public float WormholeExitVelocity = 20;
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public float WormholeExitRadius = 50;
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public float WormholeAnimationDuration = 4;
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public float WormholeExitCurveStart = .8f;
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public float ThermalWearExponent = .01f;
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public float QualityWearExponent = 2;
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public int TriggerGroupCount = 6;
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public float WarpDistance = 25;
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public float DockingDistance = 25;
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public int SignificantDigits = 3;
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public float ProductionPersonalityLerp = .05f;
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public float MessageDuration = 4f;
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public float TargetPersistenceDuration = 3;
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public ExponentialLerp StartingGearQuality;
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public float HeatRadiationExponent = 1;
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public float HeatRadiationMultiplier = 1;
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public float HeatConductionMultiplier = 1;
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public ExponentialCurve TemperatureEmissionCurve;
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public float HeatstrokeTemperature = 330;
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public float HeatstrokeMultiplier = .00001f;
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public float HeatstrokeExponent = 2;
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public float HeatstrokeRecoverySpeed = .2f;
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public float HeatstrokeControlLimit = .75f;
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public float LockIndicatorNoiseAmplitude = 50f;
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public ExponentialLerp LockIndicatorFrequency;
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public ExponentialLerp LockSpinSpeed;
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public float TorqueFloor;
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public float TorqueMultiplier;
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public float VisibilityDecay;
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public float TargetInfoDecay;
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public float TargetDetectionInfoThreshold;
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public float TargetArmorInfoThreshold;
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public float TargetGearInfoThreshold;
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public float ConvergenceMinimumDistance;
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public float AgentRangeExponent = .25f;
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public float AgentForwardLerp = .5f;
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public float AgentMaxForwardDistance = 50;
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public float AgentFiringMinDot = .99f;
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} |