24 lines
1.5 KiB
C#
24 lines
1.5 KiB
C#
using CultMath;
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using GameCult.Caching;
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// The one fixture that gives a test zone a slope: a body on a parentless orbit (the origin unless `at` says otherwise; call again for more bodies), with the
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// curves a body needs. Gravity is the sum of body wells (GravityField), so a test that wants ground to slide on
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// digs it here and nowhere else. `strength` is the well's c (u^2/s^2) and `coreRadius` its softened core in u; the
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// Roche limit curve sits at 2.5 cores so the body is a valid well.
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internal static class WellFixture
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{
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public static void Dig(CultCache cache, ZonePack pack, PlanetSettings settings, float strength, float coreRadius, float2 at = default)
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{
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settings.BodyRadius = new ExponentialCurve();
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settings.GravityRadius = new ExponentialCurve(); // brush inputs, read by Planet until grid-lowering deletes them
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settings.GravityDepth = new ExponentialCurve();
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settings.OrbitPeriod = new ExponentialCurve();
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settings.WellStrength = new ExponentialCurve { Constant = strength };
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settings.CoreRadius = new ExponentialCurve { Constant = coreRadius };
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settings.RocheLimit = new ExponentialCurve { Constant = 2.5f * coreRadius };
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var orbit = cache.Upsert(new OrbitData { FixedPosition = at }).Key;
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var body = cache.Upsert(new PlanetData { Name = $"Well {at.x},{at.y}", Orbit = new CultRecordRef<OrbitData>(orbit) }).Key;
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pack.Orbits.Add(new CultRecordRef<OrbitData>(orbit));
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pack.Planets.Add(new CultRecordRef<BodyData>(body));
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}
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}
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