/// <summary> /// This function generates and populates our stars. /// </summary> /// <param name="ourBag">The Ddice object used for our PRNG</param> /// <param name="ourSystem">The solar system we are creating stars for</param> public static void CreateStars( Dice ourBag, StarSystem ourSystem ) { var numStars = 0; //determine the number of stars if (OptionCont.GetNumberOfStars() != -1) { numStars = OptionCont.GetNumberOfStars(); } else { // We take the roll, add 2 if it's in an open cluster,subtract 1 if not, then divide it by 5. // This matches the roll probablity to the table. numStars = (int) Math.Floor(( ourBag.GurpsRoll() + ( OptionCont.InOpenCluster ? 2 : -1 ) ) / 5.0); if (numStars < 1) { numStars = 1; } if (numStars > 3) { numStars = 3; } } //creating the stars. for (var i = 0; i < numStars; i++) { if (i == 0) { ourSystem.AddStar(Star.IsPrimary, Star.IsPrimary, i); //manually set the first star's mass and push it to the max mass setting ourSystem.SysStars[0].UpdateMass(RollStellarMass(ourBag, Star.IsPrimary)); ourSystem.MaxMass = ourSystem.SysStars[0].CurrMass; //generate the star GenerateAStar(ourSystem.SysStars[i], ourBag, ourSystem.MaxMass, ourSystem.SysName); } if (i == 1) { ourSystem.AddStar(Star.IsSecondary, Star.IsPrimary, i); //generate the star GenerateAStar(ourSystem.SysStars[i], ourBag, ourSystem.MaxMass, ourSystem.SysName); } if (i == 2) { ourSystem.AddStar(Star.IsTrinary, Star.IsPrimary, i); //generate the star GenerateAStar(ourSystem.SysStars[i], ourBag, ourSystem.MaxMass, ourSystem.SysName); } GasGiantFlag(ourSystem.SysStars[i], ourBag.GurpsRoll()); } //now generate orbitals if (ourSystem.CountStars() > 1) { PlaceOurStars(ourSystem, ourBag); } }
/// <summary> /// This places our stars around the primary, as well as creating the secondary stars if called for /// </summary> /// <param name="ourSystem">The star system to be added to.</param> /// <param name="velvetBag">Our Ddice object.</param> private static void PlaceOurStars( StarSystem ourSystem, Dice velvetBag ) { //initiate the variables we need to ensure distances are kept var maxOrbitalDistance = 600.0; var starLimit = ourSystem.SysStars.Count; for (var i = 1; i < starLimit; i++) { var modifiers = 0; var minOrbitalDistance = ourSystem.SysStars[i - 1].OrbitalRadius; //set the min and max conditions for the first star here. int roll; double tempVal; if (ourSystem.SysStars[i].ParentId == 0 || ourSystem.SysStars[i].ParentId == Star.IsPrimary) { //apply modifiers if (ourSystem.SysStars[i].SelfId == Star.IsTrinary) { modifiers = modifiers + 6; } if (OptionCont.ForceGardenFavorable != null) { if ((bool) OptionCont.ForceGardenFavorable && ourSystem.SysStars[i].ParentId == Star.IsPrimary) { modifiers = modifiers + 4; } } if (minOrbitalDistance == 600.0) { //in this situation, orbital 3 or so can't be safely placed because the range is 0. // so we autogenerate it. tempVal = velvetBag.RollRange(25, 25); ourSystem.SysStars[i].OrbitalSep = 5; ourSystem.SysStars[ourSystem.Star2Index].OrbitalRadius = ourSystem.SysStars[ourSystem.Star2Index].OrbitalRadius - tempVal; ourSystem.SysStars[i].OrbitalRadius = 600 + tempVal; ourSystem.SysStars[i].DistFromPrimary = ourSystem.SysStars[i].OrbitalRadius; } else { do { //roll the Ddice and generate the orbital radius do { roll = velvetBag.GurpsRoll(modifiers); if (roll <= 6) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepVeryclose; } if (roll >= 7 && roll <= 9) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepClose; } if (roll >= 10 && roll <= 11) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepModerate; } if (roll >= 12 && roll <= 14) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepWide; } if (roll >= 15) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepDistant; } tempVal = velvetBag.Rng(2, 6) * GetSepModifier(ourSystem.SysStars[i].OrbitalSep); } while (tempVal <= minOrbitalDistance); //if (ourSystem.sysStars[i].selfID == 2) tempVal = this.velvetBag.six(1, 7) * ourSystem.sysStars[i].getSepModifier(); var lowerBound = tempVal - .5 * GetSepModifier(ourSystem.SysStars[i].OrbitalSep); var higherBound = .5 * GetSepModifier(ourSystem.SysStars[i].OrbitalSep) + tempVal; //set for constraints if (lowerBound < minOrbitalDistance) { lowerBound = minOrbitalDistance; } if (higherBound > maxOrbitalDistance) { higherBound = maxOrbitalDistance; } ourSystem.SysStars[i].OrbitalRadius = tempVal; ourSystem.SysStars[i].DistFromPrimary = ourSystem.SysStars[i].OrbitalRadius; } while (ourSystem.SysStars[i].OrbitalRadius <= minOrbitalDistance); //let's see if it has a subcompanion if (ourSystem.SysStars[i].OrbitalSep == Star.OrbsepDistant) { roll = velvetBag.GurpsRoll(); if (roll >= 11) { //generate the subcompanion var order = 0; if (ourSystem.SysStars[i].SelfId == Star.IsSecondary) { order = Star.IsSeccomp; } if (ourSystem.SysStars[i].SelfId == Star.IsTrinary) { order = Star.IsTricomp; } //add the star ourSystem.AddStar(order, ourSystem.SysStars[i].SelfId, i + 1); ourSystem.SysStars[starLimit].Name = Star.GenGenericName(ourSystem.SysName, i + 1); //set the name, then generate the star ourSystem.SysStars[starLimit].ParentName = ourSystem.SysStars[i].Name; GenerateAStar(ourSystem.SysStars[starLimit], velvetBag, ourSystem.SysStars[i].CurrMass, ourSystem.SysName); starLimit++; //increment the total number of stars we have generated } } } } else { maxOrbitalDistance = ourSystem.SysStars[ourSystem.GetStellarParentId(ourSystem.SysStars[i].ParentId)].OrbitalRadius; //roll for seperation do { //roll the Ddice roll = velvetBag.GurpsRoll(-6); if (roll <= 6) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepVeryclose; } if (roll >= 7 && roll <= 9) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepClose; } if (roll >= 10 && roll <= 11) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepModerate; } if (roll >= 12 && roll <= 14) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepWide; } if (roll >= 15) { ourSystem.SysStars[i].OrbitalSep = Star.OrbsepDistant; } //set the subcompanion orbital tempVal = velvetBag.Rng(2, 6) * GetSepModifier(ourSystem.SysStars[i].OrbitalSep); tempVal -= 0.5 * GetSepModifier(ourSystem.SysStars[i].OrbitalSep); var higherBound = .5 * GetSepModifier(ourSystem.SysStars[i].OrbitalSep) + tempVal; if (higherBound > maxOrbitalDistance) { higherBound = maxOrbitalDistance; } ourSystem.SysStars[i].OrbitalRadius = tempVal; ourSystem.SysStars[i].DistFromPrimary = ourSystem.SysStars[i].OrbitalRadius + maxOrbitalDistance; } while (ourSystem.SysStars[i].OrbitalRadius > maxOrbitalDistance); } CalcEccentricity(velvetBag, ourSystem.SysStars[i]); var parent = ourSystem.GetStellarParentId(ourSystem.SysStars[i].ParentId); ourSystem.SysStars[i].OrbitalPeriod = Star.CalcOrbitalPeriod(ourSystem.SysStars[parent].CurrMass, ourSystem.SysStars[i].CurrMass, ourSystem.SysStars[i].OrbitalRadius); } }