Exemple #1
0
        public static bool CheckForCollisions(PSystem system, Planet pp, Planet moon, int planetDistanceApart,
                                              int moonDistanceFromSun, int moonDistanceApart, GalaxyManager galaxyManager)
        {
            // Generate locations of: Other planet, basePlanetPos+MoonPos, OtherMoonParentPos+MoonPos
            if (system.PlanetCount >= 1)
            {
                float moon1PosX = 0, moon1PosY = 0; // Outside because used twice
                float Distance;
                foreach (Planet p in system.GetPlanets())
                {
                    if (moon.IDToOrbit == p.Id)
                    {
                        continue;
                    }

                    // Planet 1 Calculation
                    float planet1PosX, planet1PosY;
                    GetPosition(p, out planet1PosX, out planet1PosY);


                    // Planet 2 Calculation
                    float planet2PosX, planet2PosY;
                    GetPosition(pp, out planet2PosX, out planet2PosY);


                    // Moon 1 Calculation
                    GetPosition(moon, planet2PosX, planet2PosY, out moon1PosX, out moon1PosY);


                    // Distance check between points
                    Distance = Distance2D(planet1PosX, planet1PosY, moon1PosX, moon1PosY);

                    if (Distance < planetDistanceApart) // We don't want moons too close to other planets!
                    {
                        return(true);
                    }

                    // Distance check between points
                    Distance = Distance2D(0, 0, moon1PosX, moon1PosY); // Assuming sun is 0,0

                    if (Distance < moonDistanceFromSun)                // We don't want moons too close to the sun!
                    {
                        return(true);
                    }
                }

                // This is in a second forloop because otherwise we do waaaay extra calculations
                foreach (Planet m in system.GetMoons())
                {
                    // We need to get the parent planet to get the location
                    // Planet 1 Calculation
                    float planetParentPosX, planetParentPosY;
                    GetPosition((Planet)galaxyManager.GetArea(m.IDToOrbit), out planetParentPosX, out planetParentPosY);

                    // Moon 2 Calculation
                    float moon2PosX, moon2PosY;
                    GetPosition(m, planetParentPosX, planetParentPosY, out moon2PosX, out moon2PosY);

                    // Distance check between points
                    Distance = Distance2D(moon1PosX, moon1PosY, moon2PosX, moon2PosY);

                    if (Distance < moonDistanceApart) // We don't want moons too close to other moons!
                    {
                        return(true);
                    }
                }
            }
            return(false); // Return false if no collisions
        }
Exemple #2
0
        public static PSystem GenerateStarsystem(int numberOfPlanets, int ID, GalaxyManager galaxyManager, LocalIDManager idManager, GalaxyRegistrationManager rm, LocatorService ls)
        {
            bool hasPort = false;

            // Add sun

            float size         = r.Next(100, 255) / 100f;
            float mass         = r.Next(50, 255) / 10f;
            float innerGravity = mass / 1875f;
            float outerGravity = innerGravity / 6f;

            var s    = (SunTypes[])Enum.GetValues(typeof(SunTypes));
            int type = r.Next(0, s.Length);

            var star = new Star(size, mass, innerGravity, outerGravity, s[type]);

            var system = new PSystem(star, ID, ls);

            system.AreaSize = baseBorder + r.Next(0, borderVariation);


            // Add Name
            system.AreaName = NameProvider.GetRandomName();


            rm.RegisterObject(system);


            for (int i = 0; i < numberOfPlanets; i++)
            {
                Planet planet;
                bool   SatisfiedWithResults = false;
                int    numAttempts          = MaxAttempts;
                system.IsCluster = false;
                int clusterType = 0;



                planet = new Planet(system, 0, ls);

                planet.AreaName = system.AreaName + " " + ToRoman(i + 1);

                if (r.Next(0, 101) > (100 - chanceOfCluster)) // Chance for planets to cluster
                {
                    system.IsCluster = true;
                    clusterType      = r.Next(0, clusterRadii.Count()); // Get which type of cluster
                }

                planet.Init(i, moonChance, minDistance, incrementOfOrbit, variationOfOrbit, 0,
                            r.Next());
                SatisfiedWithResults = !CheckForCollisions(system, planet); // True if we find any collisions.



                while (!SatisfiedWithResults)// While we're not content with the generation
                {
                    planet.Init(i, moonChance, minDistance, incrementOfOrbit, variationOfOrbit, 0,
                                r.Next());

                    SatisfiedWithResults = !CheckForCollisions(system, planet); // True if we find any collisions.

                    if (SatisfiedWithResults && system.IsCluster && i > 0)
                    {
                        SatisfiedWithResults = CheckForCollisions(system, planet, clusterRadii[clusterType]); // Cluster planets
                    }

                    numAttempts++;

                    if (numAttempts >= MaxAttempts && !system.IsCluster)
                    {
                        break; // Breaks out of infinite pass if it ever occurs
                    }
                    else if (numAttempts >= MaxAttempts && system.IsCluster)
                    {
                        i = 0; // Reset the whole operation because there's a bad system being generated.
                        foreach (Planet pll in system.GetPlanets())
                        {
                            system.RemovePlanet(pll);
                            rm.DeRegisterObject(pll);
                        }
                        break;
                    }
                }

                if (SatisfiedWithResults == false) // Don't add a colliding planet!
                {
                    //Logger.log(Log_Type.WARNING, "Skipped adding a planet due to MaxAttempts being too much");
                    continue;
                }
                planet.Id = idManager.PopFreeID();
                system.AddPlanet(planet);
                planet.ParentAreaID = system.Id;
                rm.RegisterObject(planet);

                if (system.AreaSize < planet.Distance - baseBorder) // If we're skinny, throw in a little extra space
                {
                    system.AreaSize = planet.Distance + baseBorder + r.Next(0, borderVariation);
                }
            }


            foreach (Planet p in system.GetPlanets())
            {
                _generateMoons(system, p, galaxyManager, idManager, rm, ls);
            }

            foreach (Planet m in system.GetMoons())
            {
                if (system.AreaSize < ls.AreaLocator.GetArea(m.IDToOrbit).Distance + m.Distance + baseBorder)
                {
                    // If we're skinny, throw in a little extra space
                    system.AreaSize = ls.AreaLocator.GetArea(m.IDToOrbit).Distance + m.Distance + baseBorder + r.Next(0, borderVariation);
                }
            }

            // Port Generation
            if (r.Next(0, 100) > 100 - portChance && !hasPort)
            {
                if (system.MoonCount > 0)
                {
                    for (int i = 0; i < system.MoonCount; i++)
                    {
                    }
                    int cr          = r.Next(0, system.MoonCount + 1); // Finds moon to turn into port.
                    int currentMoon = 0;                               // Used to get the moon

                    foreach (Planet m in system.GetMoons())
                    {
                        if (currentMoon == cr)
                        {
                            Planet moonToPort = m;
                            moonToPort.ParentAreaID = system.Id;
                            system.RemoveMoon(m);
                            rm.DeRegisterObject(m);

                            Port por = new Port(idManager.PopFreeID(), moonToPort, system.AreaName, ShipStatManager.StatShipList.ToList <ShipStats>(), ls); // Converts a moon into a port.
                            system.AddPort(por);
                            rm.RegisterObject(por);

                            hasPort = true;
                            break;
                        }
                        currentMoon++;
                    }
                }
            }


            return(system);
        }
Exemple #3
0
        public static bool CheckForCollisions(PSystem system, Planet pp, int PlanetApartDistanceToCheck)
        {
            if (system.PlanetCount >= 1)
            {
                float planet1PosX = 0, planet1PosY = 0;
                float planet2PosX = 0, planet2PosY = 0;
                float moon2PosX, moon2PosY;
                foreach (Planet p in system.GetPlanets())
                {
                    // Planet 1 Calculation
                    GetPosition(p, out planet1PosX, out planet1PosY);

                    // Planet 2 Calculation
                    GetPosition(pp, out planet2PosX, out planet2PosY);


                    // Distance check between points
                    float Distance = Distance2D(planet1PosX, planet1PosY, planet2PosX, planet2PosY);

                    if (Distance < PlanetApartDistanceToCheck) // Collision between planets
                    {
                        return(true);
                    }
                }
                if (system.MoonCount <= 0) // Only continue if we've got moons, otherwise we're done.
                {
                    return(false);
                }
                foreach (Planet m in system.GetMoons())
                {
                    if (m.IDToOrbit == pp.Id) // If we're checking parent, skip
                    {
                        continue;
                    }

                    foreach (Planet p in system.GetPlanets())
                    {
                        if (m.IDToOrbit != p.Id) // If we're checking parent, skip
                        {
                            continue;
                        }

                        // Planet 1 Calculation
                        GetPosition(p, out planet1PosX, out planet1PosY);

                        // Moon calculation
                        GetPosition(m, planet1PosX, planet1PosY, out moon2PosX, out moon2PosY);

                        // Distance check between points
                        float Distance;
                        Distance = Distance2D(planet2PosX, planet2PosY, moon2PosX, moon2PosY);

                        if (Distance < PlanetApartDistanceToCheck) // Collision between planets and moons
                        {
                            return(true);
                        }
                    }
                }
            }
            return(false); // Return false if no collisions
        }