Aetheria/Assets/Scripts/ServerShared/RunStart.cs
Meta Vens 84337de569 ZoneGenerator.Place owns every generated distance, fold and belt width
PlanetSafetyRadius, ChildDistanceMinimum/Maximum, ExpandSolar's distance series
and the window filters are deleted. Place (ported from replace.py, root window
from rootReach per root-window-floor) lays children inside-out, folds the
lightest family while the outermost overflows, stretches to the window, merges
rings that cannot keep their heavy member outside its Roche margin and sets
belt half widths. Stations pick well-bearing, sibling-clear off-ring bodies;
the tutorial entrance falls back to an orbit round a root node; turrets stop a
side when within the base body's extent. GenerateZone/GenerateArena take
PlanetSettings. Not yet built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 04:55:57 +02:00

66 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Random = CultMath.Random;
// The owner of a new run (docs/scenarios-cut.md, R.4). Every new run is a scenario: RunStart generates its galaxy,
// generates its arena (the galaxy's entrance zone) under the scenario's Ambient rule, and admits what the scenario
// stages through Zone.Admit, all of it or none of it. A scenario only declares; nothing else generates a new run's
// galaxy, generates or admits its player, or chooses its hull or faction. It holds no Unity type.
public static class RunStart
{
public sealed class Staged
{
public Ship Player;
public int Credits; // the run's starting credits, as the scenario left them
public List<Entity> Entities; // what the scenario placed besides the player, in its order
}
// The scenario's galaxy, at the scenario's seed or, when that is zero, the clock's.
public static Galaxy Generate(Scenario scenario, GalaxyStage stage)
{
stage.SeedFrom(scenario);
return scenario.Generate(stage) ?? throw new InvalidOperationException($"Scenario {scenario.Name} generated no galaxy.");
}
public static ZonePack GenerateArena(ItemManager itemManager, ZoneGenerationSettings zoneSettings, PlanetSettings planetSettings, Galaxy galaxy, Scenario scenario)
{
SeedItems(itemManager, galaxy, 1);
return galaxy.Entrance.PackedContents = ZoneGenerator.GenerateZone(
itemManager, zoneSettings, planetSettings, galaxy, galaxy.Entrance, galaxy.IsPrelude, scenario.Ambient);
}
// Runs the scenario's Stage, then admits its player and everything it placed: each entity's stance set both ways
// with the player, a pilot for each piloted one. Returns null, with every failure listed and the arena unchanged,
// unless the whole scenario staged.
public static Staged Stage(ItemManager itemManager, Zone arena, Scenario scenario, string startingHull,
TutorialGenerationSettings tutorialGenerationSettings, List<string> failures)
{
SeedItems(itemManager, arena.Galaxy, 2);
var stage = new ScenarioStage(itemManager, arena, startingHull, tutorialGenerationSettings);
scenario.Stage(stage);
var reported = failures.Count;
failures.AddRange(stage.Failures);
if (!stage.PlayerPlaced)
failures.Add("player: the scenario places no player");
if (failures.Count > reported) return null;
var player = stage.PlayerShip;
player.IsPlayerShip = true;
arena.Admit(player, piloted: false);
foreach (var placed in stage.Placed)
{
var hostile = placed.Stance == ScenarioStance.Hostile;
placed.Entity.SetIff(player, hostile);
player.SetIff(placed.Entity, hostile);
arena.Admit(placed.Entity, placed.Piloted);
}
return new Staged { Player = player, Credits = stage.Credits, Entities = stage.Placed.Select(placed => placed.Entity).ToList() };
}
// A new run's item draws (each lot's quality, each generated fit) come from its galaxy's seed, not the process clock,
// so a fixed seed fixes the arena's gear and the player's fit. Each step draws its own stream, so whatever runs
// between them (populating the level) cannot shift it.
private static void SeedItems(ItemManager itemManager, Galaxy galaxy, uint step) =>
itemManager.Random = new Random(galaxy.Seed * 0x9E3779B1u + step);
}