space_empire/Manager.gd
Tomasz Boruc aa4b9452d5 0.1-0002
Losowanie pozycji gwiazd w galaktyce
2025-10-19 17:37:41 +02:00

120 lines
3.4 KiB
GDScript

extends Node
#class_name Manager
# --- KONFIGURACJA ---
@export var SECTOR_COUNT: int = 10
@export var PLANETS_PER_SECTOR_RANGE: Vector2 = Vector2(1, 5)
# --- DANE ---
var sectors_data: Array = [] # Każdy element: {"name": str, "position": Vector2, "planets": Array, "star": Dictionary}
var current_sector: int = -1
# Nazwy sektorów i planet
var sector_names = [
"Aetherion", "Altaris", "Andur System", "Artemis Reach", "Astrion",
"Azura Prime", "Borealis Expanse", "Caldris Belt", "Canthar System", "Celion Verge",
"Corvax Sector", "Cygnera Rift", "Daedalus Reach", "Darnis Cluster", "Dravon Expanse"
]
var planet_names = [
"Arcturus","Betelgeuse","Canopus","Deneb","Elnath",
"Fomalhaut","Gacrux","Hadar","Izar","Jabbah",
"Kaus","Lesath","Menkent","Nunki","Okul",
"Pollux","Rigel","Sargas","Toliman","Unukalhai",
"Vega","Wezen","Xamidimura","Yildun","Zosma"
]
# --- START ---
func _ready():
randomize()
_initialize_sectors()
# --- LOSOWANIE UNIKALNEJ NAZWY SEKTORA ---
func get_unique_sector_name() -> String:
if sector_names.size() == 0:
return "Unknown Sector"
var index = randi() % sector_names.size()
var name = sector_names[index]
sector_names.remove_at(index)
return name
# --- INICJALIZACJA SEKTORÓW ---
func _initialize_sectors():
var screen_size = get_viewport().get_visible_rect().size
for i in range(SECTOR_COUNT):
if sectors_data.size() <= i:
sectors_data.resize(i + 1)
if sectors_data[i] == null:
# Losowa pozycja
var pos = Vector2(
randf_range(100, screen_size.x - 200),
randf_range(100, screen_size.y - 200)
)
# Unikalna nazwa
var name = get_unique_sector_name()
# Utwórz sektor
var scale = randf_range(0.03, 0.08)
sectors_data[i] = {
"name": name,
"position": pos,
"star_scale": scale,
"planets": [],
"star": {}
}
# Losowe planety
var planet_count = randi_range(PLANETS_PER_SECTOR_RANGE.x, PLANETS_PER_SECTOR_RANGE.y)
for j in range(planet_count):
var size = randi_range(1, 3)
var growth_rate = randf_range(0.1, 1.0)
var texture_planet = "res://assets/planets/p%d.png" % randi_range(1,18)
var planet = {
"name": planet_names[randi() % planet_names.size()],
"size": size,
"population": 0,
"max_population": get_max_population(size),
"resources": 0.0,
"mining_rate": randf_range(0.1, 1.0),
"growth_rate": growth_rate,
"is_colonized": false,
"angle": randf() * TAU,
"rotation_speed": randf_range(0.001, 0.02),
"texture_path": texture_planet
}
sectors_data[i]["planets"].append(planet)
# --- FUNKCJE POMOCNICZE ---
func get_max_population(size: int) -> int:
match size:
1: return 1000
2: return 5000
3: return 15000
4: return 30000
return 1000
func get_sector(index: int) -> Dictionary:
if index >= 0 and index < sectors_data.size():
return sectors_data[index]
return {}
func get_planets(index: int) -> Array:
var sector = get_sector(index)
if sector.has("planets"):
return sector["planets"]
return []
func register_planet(sector_index: int, planet_data: Dictionary):
if sectors_data.size() <= sector_index:
sectors_data.resize(sector_index + 1)
if sectors_data[sector_index] == null:
sectors_data[sector_index] = {"planets": [], "name":"Unknown", "position": Vector2.ZERO, "star":{}}
sectors_data[sector_index]["planets"].append(planet_data)
func get_mined_per_cycle(planet: Dictionary) -> float:
return planet["mining_rate"] * pow(planet["population"], 0.5) * 0.05