imperfect-space/scripts/Generator/TestGenerator.cs
2026-01-29 09:43:15 -05:00

196 lines
4.5 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using Godot;
public class TestGenerator : IGenerator
{
public static Vector3I UNIVERSE_SIZE = new(10, 10, 10);
public static Vector3 SECTOR_SIZE = new(50, 50, 50);
public static int STARS_PER_SECTOR = 1;
public static int STARS_PER_SECTOR_VARIANCE = 0;
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 readonly int threads = 16;
private RandomNumberGenerator rng;
public Vector3I GetUniverseSize()
{
return UNIVERSE_SIZE;
}
public Vector3 GetSectorSize()
{
return SECTOR_SIZE;
}
public Vector3I GetSectorOffset(Vector3I universeSize)
{
return new(
(int)Mathf.Floor(UNIVERSE_SIZE.X / 2),
(int)Mathf.Floor(UNIVERSE_SIZE.X / 2),
(int)Mathf.Floor(UNIVERSE_SIZE.X / 2)
);
}
public Vector3I GetSectorOffset()
{
return GetSectorOffset(UNIVERSE_SIZE);
}
public Universe InitializeEmptyUniverse(Vector3I universeSize, Vector3 sectorSize)
{
Universe universe = new(universeSize);
for (int x = 0; x < universeSize.X; x++)
{
for (int y = 0; y < universeSize.Y; y++)
{
for (int z = 0; z < universeSize.Z; z++)
{
universe.Sectors[x, y, z] = new Sector(
new(x, y, z),
GetSectorOffset(universeSize),
sectorSize
);
}
}
}
return universe;
}
public Universe GenerateUniverse()
{
rng = new();
List<Task> tasks = [];
Universe universe = new(UNIVERSE_SIZE);
int countX = Mathf.Clamp(UNIVERSE_SIZE.X / threads, 1, int.MaxValue);
for (int x = 0; x < UNIVERSE_SIZE.X; x += countX)
{
int taskStartX = x;
int taskCountX = countX;
Task clusteredTask = Task.Run(() =>
{
GenerateClustered(universe, taskStartX, taskCountX);
});
tasks.Add(clusteredTask);
}
Task.WaitAll([.. tasks]);
return universe;
}
private void GenerateClustered(Universe universe, int startX, int countX)
{
int endX = Mathf.Clamp(startX + countX, 0, UNIVERSE_SIZE.X);
for (int x = startX; x < endX; 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));
}
}
}
}
public Sector GenerateSector(Vector3I coordinates)
{
Sector sector = new(coordinates, GetSectorOffset(), SECTOR_SIZE);
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() - 0.5) * SECTOR_SIZE.X;
double y = (rng.Randf() - 0.5) * SECTOR_SIZE.Y;
double z = (rng.Randf() - 0.5) * SECTOR_SIZE.Z;
return new(x, y, z);
}
}