/// <summary> /// creates an asteroid that will collide with the given entity on the given date. /// </summary> /// <param name="starSys"></param> /// <param name="target"></param> /// <param name="collisionDate"></param> /// <returns></returns> public static Entity CreateAsteroid(StarSystem starSys, Entity target, DateTime collisionDate, double asteroidMass = -1.0) { //todo rand these a bit. double radius = Distance.KmToAU(0.5); double mass; if (asteroidMass == -1.0) { mass = 1.5e+12; //about 1.5 billion tonne } else { mass = asteroidMass; } Vector4 velocity = new Vector4(8, 7, 0, 0); var position = new PositionDB(0, 0, 0, Guid.Empty); var massVolume = MassVolumeDB.NewFromMassAndRadius(mass, radius); var planetInfo = new SystemBodyInfoDB(); var balisticTraj = new NewtonBalisticDB(target.Guid, collisionDate); var name = new NameDB("Ellie"); var AsteroidDmg = new AsteroidDamageDB(); var sensorPfil = new SensorProfileDB(); planetInfo.SupportsPopulations = false; planetInfo.BodyType = BodyType.Asteroid; Vector4 targetPos = OrbitProcessor.GetAbsolutePosition(target.GetDataBlob <OrbitDB>(), collisionDate); TimeSpan timeToCollision = collisionDate - starSys.Game.CurrentDateTime; Vector4 offset = velocity * timeToCollision.TotalSeconds; targetPos -= Distance.KmToAU(offset); position.AbsolutePosition = targetPos; position.SystemGuid = starSys.Guid; balisticTraj.CurrentSpeed = velocity; var planetDBs = new List <BaseDataBlob> { position, massVolume, planetInfo, name, balisticTraj, AsteroidDmg, sensorPfil }; Entity newELE = new Entity(starSys, planetDBs); return(newELE); }