using System; using System.Threading.Tasks; using Godot; public class TestGenerator : IGenerator { public static Vector3I UNIVERSE_SIZE = new(3, 3, 3); public static Vector3 SECTOR_SIZE_EACH_DIRECTION = new(1000, 1000, 1000); public static int STARS_PER_SECTOR = 5; public static int STARS_PER_SECTOR_VARIANCE = 2; public static int SHIPS_PER_SECTOR = 0; public static int SHIPS_PER_SECTOR_VARIANCE = 0; public static int STATIONS_PER_SECTOR = 0; public static int STATIONS_PER_SECTOR_VARIANCE = 0; private RandomNumberGenerator rng; public Vector3I GetUniverseSize() { return UNIVERSE_SIZE; } public Vector3 GetSectorSizeEachDirection() { return SECTOR_SIZE_EACH_DIRECTION; } public async Task GenerateUniverse(Action callback) { rng = new(); Universe universe = new(UNIVERSE_SIZE); for (int x = 0; x < UNIVERSE_SIZE.X; x++) { for (int y = 0; y < UNIVERSE_SIZE.Y; y++) { for (int z = 0; z < UNIVERSE_SIZE.Z; z++) { universe.Sectors[x, y, z] = GenerateSector(new(x, y, z)); } } } callback(universe); } public Sector GenerateSector(Vector3I coordinates) { Sector sector = new(coordinates, SECTOR_SIZE_EACH_DIRECTION); int starCount = rng.RandiRange( STARS_PER_SECTOR - STARS_PER_SECTOR_VARIANCE, STARS_PER_SECTOR + STARS_PER_SECTOR_VARIANCE ); starCount = Mathf.Clamp(starCount, 0, int.MaxValue); for (int i = 0; i < starCount; i++) { Vector3 localCoordinates = GenerateLocalCoordinates(); Star star = GenerateStar(sector, localCoordinates); sector.GameObjects.Add(star); } int shipCount = rng.RandiRange( SHIPS_PER_SECTOR - SHIPS_PER_SECTOR_VARIANCE, SHIPS_PER_SECTOR + SHIPS_PER_SECTOR_VARIANCE ); shipCount = Mathf.Clamp(shipCount, 0, int.MaxValue); for (int i = 0; i < shipCount; i++) { Vector3 localCoordinates = GenerateLocalCoordinates(); Vessel ship = GenerateShip(sector, localCoordinates); sector.GameObjects.Add(ship); } int stationCount = rng.RandiRange( STATIONS_PER_SECTOR - STATIONS_PER_SECTOR_VARIANCE, STATIONS_PER_SECTOR + STATIONS_PER_SECTOR_VARIANCE ); stationCount = Mathf.Clamp(stationCount, 0, int.MaxValue); for (int i = 0; i < stationCount; i++) { Vector3 localCoordinates = GenerateLocalCoordinates(); Vessel station = GenerateStation(sector, localCoordinates); sector.GameObjects.Add(station); } return sector; } public Star GenerateStar(Sector sector, Vector3 localCoordinates) { return new Star(sector, localCoordinates); } public Star GenerateStar(Sector sector) { return GenerateStar(sector, GenerateLocalCoordinates()); } public Vessel GenerateShip(Sector sector, Vector3 localCoordinates) { return new Vessel(sector, localCoordinates); } public Vessel GenerateShip(Sector sector) { return GenerateShip(sector, GenerateLocalCoordinates()); } public Vessel GenerateStation(Sector sector, Vector3 localCoordinates) { return new Vessel(sector, localCoordinates); } public Vessel GenerateStation(Sector sector) { return GenerateStation(sector, GenerateLocalCoordinates()); } public Vector3 GenerateLocalCoordinates() { double x = rng.Randf() * SECTOR_SIZE_EACH_DIRECTION.X; double y = rng.Randf() * SECTOR_SIZE_EACH_DIRECTION.Y; double z = rng.Randf() * SECTOR_SIZE_EACH_DIRECTION.Z; return new(x, y, z); } }