Aetheria/Assets/Scripts/ServerShared/ZoneGenerator.cs
2020-03-29 04:19:24 +01:00

254 lines
No EOL
8.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using MessagePack;
using Unity.Mathematics;
// TODO: USE THIS EVERYWHERE
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.Random;
public class ZoneGenerator
{
// public float BinaryFloor = 100;
// public float BinaryProbability = .1f;
// public float MassPowerMinimum = 1.35f;
// public float MassPowerMaximum = 1.75f;
// public float DistancePowerMinimum = 1.35f;
// public float DistancePowerMaximum = 1.75f;
// public float Radius = 500;
// public float Mass = 100000;
// public float MassFloor = 1;
// public float SunMass = 10000;
// public float GasGiantMass = 2000;
// public float RadiusPower = 1.75f;
public static Planet[] GenerateEntities(GameContext context, ZoneData data, float mass, float radius)
{
var random = new Random();
random.InitState(unchecked((uint)data.Name.GetHashCode()));
var root = new Planet
{
Random = random,
Context = context,
Mass = mass,
ChildDistanceMaximum = radius,
ChildDistanceMinimum = context.PlanetRadius(mass)
};
// There is some chance of generating a rosette or binary system
// Probabilities which are fixed for the entire galaxy are in GlobalData, contained in the GameContext
var rosette = random.NextFloat() < context.GlobalData.RosetteProbability;
if (rosette)
{
// Create a rosette with a number of vertices between 2 and 9 inclusive
root.ExpandRosette((int)(random.NextFloat(1, 3) * random.NextFloat(2, 3)));
// Create a small number of less massive "captured" planets orbiting past the rosette
root.ExpandSolar(
count: random.NextInt(1,5),
massMulMin: .6f,
massMulMax: .8f,
distMulMin: 1.25f,
distMulMax: 1.75f,
jupiterJump: 1,
massFraction: .1f);
var averageChildMass = root.Children.Sum(p => p.Mass) / root.Children.Count;
foreach(var p in root.Children.Where(c=>c.Mass>context.GlobalData.GasGiantMass))
{
var m = p.Mass / averageChildMass;
// Give each child in the rosette its own mini solar system
p.ExpandSolar(
count: (int) (m * 5),
massMulMin: 0.75f,
massMulMax: 2.5f,
distMulMin: 1 + m * .05f,
distMulMax: 1.05f + m * .15f,
jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1,
massFraction: .5f
);
}
}
else
{
// Create a regular old boring solar system
root.ExpandSolar(
count: random.NextInt(5, 15),
massMulMin: 0.5f,
massMulMax: 2.0f,
distMulMin: 1.1f,
distMulMax: 1.35f,
jupiterJump: random.NextFloat() * random.NextFloat() * 10 + 1,
massFraction: .25f
);
}
// Get all children that are above the satellite creation mass floor and not rosette members
var satelliteCandidates = rosette
? root.AllPlanets().Where(p => p.Parent != root && p.Mass > context.GlobalData.SatelliteCreationMassFloor)
: root.AllPlanets().Where(p => p.Mass > context.GlobalData.SatelliteCreationMassFloor);
foreach (var planet in satelliteCandidates)
{
// There's a chance of generating satellites for each qualified planet
if (random.NextFloat() < context.GlobalData.SatelliteCreationProbability)
{
// Sometimes the satellite is so massive that it forms a binary system (like Earth!)
if(random.NextFloat() < context.GlobalData.BinaryCreationProbability)
planet.ExpandRosette(2);
// Otherwise, terrestrial planets get a couple satellites while gas giants get many
else planet.ExpandSolar(
count: planet.Mass < context.GlobalData.GasGiantMass ? random.NextInt(1,3) : random.NextInt(4,10),
massMulMin: .75f,
massMulMax: 1.5f,
distMulMin: 1.05f,
distMulMax: 1.25f,
jupiterJump: 1,
massFraction: .15f); // Planetary satellites are not nearly as massive as planets themselves
}
}
return root.AllPlanets().ToArray();
}
}
// All orbiting bodies are referred to here as "Planets"
// This goes back to the original etymology for the word planet, which is traveler,
// Because they were objects we observed to move in the sky instead of remaining fixed like the stars
public class Planet
{
public Random Random;
public GameContext Context;
public float Distance;
public float Phase;
public float Mass;
public float Period;
public float ChildDistanceMinimum;
public float ChildDistanceMaximum;
public bool Empty = false;
public List<Planet> Children = new List<Planet>(); // Planets orbiting this one are referred to as children
public Planet Parent;
// Recursively gather all planets in the hierarchy
public IEnumerable<Planet> AllPlanets()
{
return new[]{this}.Concat(Children.SelectMany(c=>c.AllPlanets()));
}
// Create children that fill a single orbit, equally spaced
// https://en.wikipedia.org/wiki/Klemperer_rosette
public void ExpandRosette(int vertices)
{
// Rosette children replace the parent, parent orbital node is left empty
Empty = true;
// Masses in a rosette alternate, so every sequential pair has the same shared mass
var sharedMass = Mass / vertices * 2;
// Proportion of the masses of sequential pairs is random, but only for even vertex counts
var proportion = vertices % 2 == 0 ? Random.NextFloat(.5f,.95f) : .5f;
// Place children at a fixed distance in the center of the range
var dist = (ChildDistanceMinimum + ChildDistanceMaximum) / 2;
// Position of first child
var p0 = new float2(0, dist);
// Position of second child
var p1 = OrbitData.Evaluate(1.0f / vertices) * dist;
// Maximum child distance is half the distance to the neighbor minus the neighbor's radius
var p0ChildDist = distance(p0, p1) * proportion - Context.PlanetRadius(sharedMass * (1 - proportion));
var p1ChildDist = distance(p0, p1) * (1 - proportion) - Context.PlanetRadius(sharedMass * proportion);
for (int i = 0; i < vertices; i++)
{
var child = new Planet
{
Random = Random,
Context = Context,
Parent = this,
Mass = sharedMass * (i % 2 == 0 ? proportion : 1 - proportion), // Masses alternate
Distance = dist,
Phase = (float) i / vertices,
ChildDistanceMaximum = (i % 2 == 0 ? p0ChildDist : p1ChildDist)
};
child.ChildDistanceMinimum = Context.PlanetRadius(child.Mass) * 2;
child.Period = child.Distance * child.Distance / 100;
Children.Add(child);
}
ChildDistanceMinimum = dist + p0ChildDist;
}
// Create children that mimic the distribution of planetary masses in the solar system
public void ExpandSolar(int count, float massMulMin, float massMulMax, float distMulMin, float distMulMax, float jupiterJump, float massFraction)
{
// Expansion is impossible when child space is full
if (count == 0 || ChildDistanceMaximum < ChildDistanceMinimum)
return;
var masses = new float[count];
var distances = new float[count];
// Accumulate total mass
// Initialize first mass and distance, actual number doesn't matter since total mass will be divided proportionally
float massTotal = distances[0] = masses[0] = 1;
// Masses and distances multiply from one planet to the next
// Mass typically increases exponentially as you go further out
// jupiterJump is an additional mass multiplier applied after half of the planets
for (var i = 1; i < count; i++)
{
massTotal += masses[i] = masses[i - 1] * Random.NextFloat(massMulMin, massMulMax) * (count/2==i ? jupiterJump : 1);
distances[i] = distances[i - 1] * Random.NextFloat(distMulMin, distMulMax);
}
// Add some randomness to child masses
for (var i = 0; i < masses.Length; i++)
masses[i] *= Random.NextFloat(.1f, 1f);
// Normalize the masses of the children
for (var i = 0; i < count; i++)
masses[i] = masses[i] / massTotal * Mass * massFraction;
// Map child distances to range between minimum and maximum
if (count > 1)
{
var oldDistances = (float[]) distances.Clone();
for (var i = 0; i < count; i++)
distances[i] = lerp(ChildDistanceMinimum, ChildDistanceMaximum,
(oldDistances[i] - oldDistances[0]) / (oldDistances[count - 1] - oldDistances[0])) + Context.PlanetRadius(masses[i]);
}
for (var i = 0; i < count; i++)
{
// Only instantiate children above the mass floor
if (masses[i] > Context.GlobalData.MassFloor)
{
var child = new Planet
{
Random = Random,
Context = Context,
Parent = this,
Mass = masses[i],
Distance = distances[i],
Phase = Random.NextFloat()
};
child.Period = child.Distance * child.Distance / 100;
child.ChildDistanceMinimum = Context.PlanetRadius(child.Mass) * 2;
// Maximum child distance of child is the smallest distance to either of its neighbors
child.ChildDistanceMaximum = min(i == 0 ? child.Distance - ChildDistanceMinimum : child.Distance - distances[i - 1],
i < count - 1 ? distances[i + 1] - child.Distance : float.PositiveInfinity);
if (float.IsNaN(child.Distance))
throw new NotFiniteNumberException($"Planet created with NaN distance, something went very wrong!");
if (child.ChildDistanceMaximum > child.ChildDistanceMinimum)
Children.Add(child);
}
}
}
}