Skalowanie Czcionka w galaxy Dodanie pliku z Settings Losowanie gwiazd nie ma kolizji
223 lines
7.5 KiB
GDScript
223 lines
7.5 KiB
GDScript
extends Node
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# Autoload: Manager
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# --- KONFIGURACJA ---
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@export var SECTOR_COUNT: int = 17
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@export var PLANETS_PER_SECTOR_RANGE: Vector2 = Vector2(5, 5)
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const MIN_DISTANCE = 80.0 # Minimalna odległość (promień) między środkami gwiazd
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const MAX_ATTEMPTS = 50 # Maksymalna liczba prób znalezienia miejsca
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# --- DANE ---
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var sectors_data: Array = [] # Każdy element: {"name", "position", "planets", "star"}
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var placed_star_positions: Array[Vector2] = []
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var current_sector: int = -1
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# Timer aktualizacji
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var update_timer := 0.0
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# Nazwy sektorów i planet
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var sector_names = [
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"Aetherion", "Altaris", "Andur System", "Artemis Reach", "Astrion",
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"Azura Prime", "Borealis Expanse", "Caldris Belt", "Canthar System", "Celion Verge",
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"Corvax Sector", "Cygnera Rift", "Daedalus Reach", "Darnis Cluster", "Dravon Expanse",
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"Eclipta Prime", "Erevos System", "Eryndor Belt", "Ethon Reach", "Epsilon Mare",
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"Falcoris Rim", "Feron Cluster", "Gaelis System", "Galmar Belt", "Gryphon Reach",
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"Halion Expanse", "Helios Verge", "Hespera Sector", "Hyden Reach", "Icarion System",
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"Illun Belt", "Istris Cluster", "Jorath System", "Kaelor Expanse", "Kassian Reach",
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"Koralis Rim", "Krynn Sector", "Lunaris Reach", "Lysara System", "Maelor Verge",
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"Magnor Belt", "Mareth Cluster", "Meridian Expanse", "Morthal System", "Myrris Reach",
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"Nadir Verge", "Naos Sector", "Nerath Cluster", "Norian Belt", "Nova Thal",
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"Oblivis Reach", "Odessa Expanse", "Orionis Verge", "Orryx System", "Pallas Belt",
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"Parallax Rim", "Perion Sector", "Pharos System", "Phoenix Reach", "Primis Expanse",
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"Pyra Cluster", "Quaron Belt", "Quiris System", "Ragnar Verge", "Rathor Expanse",
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"Ravenna Sector", "Regalis System", "Remora Reach", "Rydan Belt", "Saren Cluster",
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"Selena Verge", "Seraphis System", "Shadow Rift", "Silvar Reach", "Solara Expanse",
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"Starnis Belt", "Syrion Cluster", "Talion System", "Tarsis Verge", "Tauren Expanse",
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"Tenebris Rim", "Thalassa Reach", "Tharon Belt", "Tirion Sector", "Tritonis Expanse",
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"Umbra Verge", "Valis Reach", "Varon Cluster", "Velora System", "Verrin Belt",
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"Veyra Expanse", "Viridis Rim", "Volnar Sector", "Vortex Reach", "Vulcaris System",
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"Wraith Expanse", "Xandor Cluster", "Xerion Verge", "Ymir Belt", "Zephyra System",
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"Zerath Expanse", "Zyra Prime", "Zyneth Reach", "Zorath System", "Zyphon Rim"
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]
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var planet_names = [
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"Arcturus","Betelgeuse","Canopus","Deneb","Elnath",
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"Fomalhaut","Gacrux","Hadar","Izar","Jabbah",
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"Kaus","Lesath","Menkent","Nunki","Okul",
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"Pollux","Rigel","Sargas","Toliman","Unukalhai",
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"Vega","Wezen","Xamidimura","Yildun","Zosma"
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]
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# --- START ---
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func _ready():
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randomize()
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_initialize_sectors()
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print("[Manager] Initialized with %d sectors" % SECTOR_COUNT)
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func _process(delta):
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update_timer += delta
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if update_timer >= Settings.UPDATE_INTERVAL:
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update_timer = 0.0
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_update_planets()
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# --- LOSOWANIE UNIKALNEJ NAZWY SEKTORA ---
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func get_unique_sector_name() -> String:
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if sector_names.size() == 0:
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return "Unknown Sector"
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var index = randi() % sector_names.size()
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var name = sector_names[index]
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sector_names.remove_at(index)
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return name
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# --- INICJALIZACJA SEKTORÓW ---
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func _initialize_sectors():
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for i in range(SECTOR_COUNT):
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if sectors_data.size() <= i:
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sectors_data.resize(i + 1)
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if sectors_data[i] == null:
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# Pozycja sektora
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var pos = find_safe_position()
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if pos != Vector2.ZERO:
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print("Udało się znaleźć miejsca dla gwiazdy.")
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placed_star_positions.append(pos)
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else:
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print("Nie udało się znaleźć miejsca dla wszystkich gwiazd.")
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# Nazwa sektora
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var name = get_unique_sector_name()
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# Losowa gwiazda
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var star_texture = _random_star_texture()
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var star_scale = randf_range(0.02, 0.04)
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# Utworzenie sektora
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sectors_data[i] = {
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"name": name,
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"position": pos,
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"planets": [],
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"star": {
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"texture_path": star_texture,
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"scale": star_scale
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}
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}
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# Planety
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var planet_count = randi_range(PLANETS_PER_SECTOR_RANGE.x, PLANETS_PER_SECTOR_RANGE.y)
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for j in range(planet_count):
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_add_random_planet(i)
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# --- FUNKCJE PLANET ---
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func _add_random_planet(sector_index: int):
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var size = randi_range(1, 3)
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var growth_rate = randf_range(0.1, 1.0)
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var texture_planet: String
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if growth_rate > 0.7:
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texture_planet = "res://assets/planets/p%d.png" % randi_range(1,9)
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else:
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texture_planet = "res://assets/planets/p%d.png" % randi_range(10,18)
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var planet = {
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"name": planet_names[randi() % planet_names.size()],
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"size": size,
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"population": 0,
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"max_population": get_max_population(size),
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"resources": 0.0,
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"mining_rate": randf_range(0.1, 1.0),
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"growth_rate": growth_rate,
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"is_colonized": false,
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"angle": randf() * TAU,
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"rotation_speed": randf_range(0.001, 0.02),
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"texture_path": texture_planet
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}
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sectors_data[sector_index]["planets"].append(planet)
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func _update_planets():
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for sector in sectors_data:
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if sector == null:
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continue
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for planet in sector["planets"]:
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if planet["is_colonized"]:
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var growth = int(max(1, planet["population"] * 0.05 * planet["growth_rate"]))
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planet["population"] = min(planet["population"] + growth, planet["max_population"])
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planet["resources"] += get_mined_per_cycle(planet)
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func get_mined_per_cycle(planet: Dictionary) -> float:
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return planet["mining_rate"] * pow(planet["population"], 0.5) * 0.05
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func get_max_population(size: int) -> int:
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match size:
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1: return 1000
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2: return 5000
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3: return 15000
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4: return 30000
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return 1000
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# --- DOSTĘP DO SEKTORÓW I PLANET ---
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func get_sector(index: int) -> Dictionary:
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if index >= 0 and index < sectors_data.size():
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return sectors_data[index]
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return {}
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func get_planets(index: int) -> Array:
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var sector = get_sector(index)
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if sector.has("planets"):
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return sector["planets"]
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return []
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func register_planet(sector_index: int, planet_name: String, size: int, mining_rate: float, growth_rate: float) -> Dictionary:
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if sectors_data.size() <= sector_index:
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sectors_data.resize(sector_index + 1)
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if sectors_data[sector_index] == null:
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sectors_data[sector_index] = {"planets": [], "name":"Unknown", "position": Vector2.ZERO, "star":{}}
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var planet = {
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"name": planet_name,
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"size": size,
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"population": 0,
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"max_population": get_max_population(size),
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"resources": 0.0,
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"mining_rate": mining_rate,
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"growth_rate": growth_rate,
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"is_colonized": false,
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"angle": randf() * TAU,
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"rotation_speed": randf_range(0.01, 0.03),
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"texture_path": "res://assets/planets/p%d.png" % randi_range(1,18)
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}
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sectors_data[sector_index]["planets"].append(planet)
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return planet
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# --- LOSOWANIE GWIAZD ---
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func _random_star_texture() -> String:
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var id = randi_range(1, 8)
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return "res://assets/stars/s%d.png" % id
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func find_safe_position() -> Vector2:
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var screen_size = get_viewport().get_visible_rect().size
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for attempt in range(MAX_ATTEMPTS):
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# 1. Losowanie potencjalnej pozycji w obszarze (zgodnie z Twoimi marginesami)
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var potential_pos = Vector2(
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randf_range(50, screen_size.x - 50),
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randf_range(50, screen_size.y - 50)
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)
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# 2. Sprawdzenie, czy pozycja jest bezpieczna
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if is_position_safe(potential_pos):
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return potential_pos # Znaleziono bezpieczną pozycję!
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# 3. Jeśli po MAX_ATTEMPTS nie znaleziono miejsca
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print("Osiągnięto limit prób, nie można znaleźć bezpiecznego miejsca.")
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return Vector2.ZERO # Zwróć zero, aby zasygnalizować błąd
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func is_position_safe(potential_pos: Vector2) -> bool:
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for existing_pos in placed_star_positions:
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var distance = potential_pos.distance_to(existing_pos)
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if distance < MIN_DISTANCE:
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return false # Kolizja znaleziona
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return true # Brak kolizji z żadną istniejącą gwiazdą
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