Rework galaxy layout into square Poisson-disk field with zone-based type

- Replace the sparse disk (radius, flatten, spiral arms, per-type radiusBand)
  with a seeded square domain placed by Bridson Poisson-disk sampling for
  even, organic star spacing (no clumps/voids).
- Add a home→far difficulty axis: each record now carries `d` (0 at the home
  corner, 1 at the opposite corner) and a named zone; type distribution is
  mixed per zone via `distribution.zoneMix` instead of radial bands.
- Move the starting system to the star nearest the configured corner
  (`startingSystem.policy: "corner"`, default SE / lower right), with
  `center` and `random` policies still supported.
- Increase default system count from 60 to 90 and retune settlement density
  gradient, landing video slots, and test expectations to the new layout.
This commit is contained in:
Brian Fertig 2026-09-08 14:28:24 -06:00
parent 8bf9b2e3e6
commit 5e4f94f385
10 changed files with 429 additions and 205 deletions

View File

@ -36,11 +36,13 @@ node dev/server.mjs 8080
(click it and type), and rerollable — and the menu shows what that seed
builds (the galaxy's name, system count, archetype count) **before** you
commit. Same seed ⇒ same galaxy.
- **Procedural galaxy**: 60 star systems in a sparse seeded disk — no
spiral arms, no core bulge, uniform-in-area (`data/galaxy.json`), typed
into six themed archetypes (`data/systems.json`) with per-type
distribution weights and radial bands — the first "how does the galaxy
lay itself out" rules.
- **Procedural galaxy**: 90 star systems in a seeded square field —
even, organic spacing (Poisson disk, `data/galaxy.json`), the player's
home in the lower-right corner, and a home→far difficulty axis split
into near/middle/far zones — typed into six themed archetypes
(`data/systems.json`) with per-type weights and per-zone mixing
(`galaxy.distribution.zoneMix`) — the galaxy lays itself out on a
progression the trade/combat economy can lean on.
- **Two-level generation**: the whole galaxy roster is generated at New
Game (~15 ms); each system's planets/moons/belts/settlements are
generated lazily on arrival, deterministically (seed + system id), so
@ -186,7 +188,7 @@ orbit/
│ ├── planets.json # home world + system layout + solid-disc rules
│ ├── map.json # the MAP console: tabs, the system chart, the GALAXY tab (stars/pulse/lanes/region), stats, zoom
│ ├── tether.json # the tether (your range): level radii, barrier line, glitch, contact
│ ├── galaxy.json # galaxy scale & shape (count, radius, sparse disk…)
│ ├── galaxy.json # galaxy scale & shape (count, square field, zones, corner home…)
│ ├── systems.json # system archetypes: theme, attributes, distribution
│ ├── settlements.json # the lived-in layer: settlement kinds & populations
│ ├── gates.json # JUMP GATES: network (13 gates, local jumps, pure spanning tree — maze, no shortcuts) + placement (tether anchor, facing, radii, gaps)

View File

@ -1,18 +1,26 @@
{
"_comment": "Galaxy shape + scale (js/galaxy/Galaxy.js). systemCount = total star systems (the starting system is one of them). layout = a sparse seeded DISK: no spiral arms (spiral.enabled = false, arms = 0 — the arm snap is skipped), no center bulge (coreFraction = 0), diskSkew = 0.5 so the radial spread is uniform-in-area (rNorm = √x — stars spread out sparsely across the disk instead of crowding the core), flatten = y squash (ellipse). settlements.gradient = free-space settlement density by galactic radius (rNorm 0 = center, 1 = rim): chance = 1 rNorm×falloff, floored at floor (js/galaxy/SystemGenerator.js → settlementDensity).",
"systemCount": 60,
"radius": 20000,
"_comment": "Galaxy shape + scale (js/galaxy/Galaxy.js). systemCount = total star systems (the starting system is one of them). layout.square = the galaxy is a seeded SQUARE field of stars (center at the world origin, ±side/2 in x and y): Bridson Poisson-disk sampling keeps every pair of systems at least minSpacing·√(side²/systemCount) apart — an even, organic field (no clumps, no voids, not a grid). startingSystem: policy 'corner' puts the player's home in the star NEAREST the configured corner (corner: NE/NW/SE/SW, screen orientation — SE = lower right); 'center' (nearest the origin) and 'random' still work. distribution.zones slices the HOME→FAR diagonal into named zones (d: 0 at the home corner, 1 at the opposite corner); distribution.zoneMix multiplies each type's distribution.weight PER ZONE (the old per-type radiusBand is gone — type flavor is regional now). settlements.gradient = free-space settlement density by diagonal position (d 0 = home corner, 1 = far corner): chance = 1 d×falloff, floored at floor (js/galaxy/SystemGenerator.js → settlementDensity).",
"systemCount": 90,
"layout": {
"coreFraction": 0,
"bulgeSigma": 0.09,
"diskSkew": 0.5,
"flatten": 0.62,
"spiral": { "enabled": false, "arms": 0, "twist": 2.6, "strength": 0.5 }
"square": {
"side": 32000,
"minSpacing": 0.8
}
},
"distribution": {
"rules": []
"_comment": "zones slice the HOME→FAR diagonal (d) into the three regions. The diagonal bands have UNEVEN area (corner triangles vs the middle band), so the edges are set for EQUAL-AREA thirds: area(d < a) = 2a² of the square for a ≤ ½ — a = 0.40 and 0.60 give ≈ 32/36/32. zoneMix multiplies each type's global distribution.weight per zone (missing type = ×1).",
"zones": [
{ "name": "near", "d": [0, 0.4] },
{ "name": "middle", "d": [0.4, 0.6] },
{ "name": "far", "d": [0.6, 1] }
],
"zoneMix": {
"near": { "main": 1.0, "redDwarf": 1.25, "binary": 0.8, "habitable": 1.5, "nebula": 0.4, "void": 0.3 },
"middle": { "main": 1.15, "redDwarf": 1.0, "binary": 1.0, "habitable": 0.85, "nebula": 0.9, "void": 0.75 },
"far": { "main": 0.85, "redDwarf": 0.55, "binary": 1.1, "habitable": 0.25, "nebula": 1.8, "void": 2.6 }
}
},
"startingSystem": { "policy": "center" },
"startingSystem": { "policy": "corner", "corner": "SE" },
"settlements": {
"gradient": { "falloff": 0.7, "floor": 0.22 }
},

View File

@ -67,7 +67,7 @@
"stationVideos": [
{ "land": "ss-land-01.mp4", "surface": "ss-surface-01.mp4", "takeoff": "ss-takeoff-01.mp4", "shop": null },
{ "land": "ss-land-02.mp4", "surface": null, "takeoff": "ss-takeoff-02.mp4", "shop": null },
{ "land": "ss-land-02.mp4", "surface": "ss-surface-02.mp4", "takeoff": "ss-takeoff-02.mp4", "shop": null },
{ "land": "ss-land-03.mp4", "surface": "ss-surface-03.mp4", "takeoff": "ss-takeoff-03.mp4", "shop": null }
]
}

View File

@ -1,5 +1,5 @@
{
"_comment": "System archetypes. Each type is themable (theme) and has attributes that steer the SystemGenerator: star classes, binary chance, planet class weights, moon/belt chances, habitability, hazard, and free-space settlement odds (settlements: deepSpaceStation / waypoint). objectCount is a GLOBAL rule, not per-type: the starting system is exempt (it always holds exactly two generated planets — gas giant + rocky — beside the home world, plus at most one free-space station). Every other system rolls its TOTAL object count — planets + free-space stations together — from this table: `barren` of systems hold ZERO objects (a gate-only dead-end LEAF of the jump network — the center is empty, the star is invisible flavor, and the only things there are the single gate and 12 asteroid clusters drifting inside its tether, data/asteroids.json → barren), the rest hold `objects` counts. The split is resolved by rolling the free-space stations first (per-type odds in attributes.settlements × the core→rim gradient, at most two — deepSpaceStation + waypoint), then planets = N stations; if that roll would leave the system with NO planet (stations = N), one station is demoted to a planet — every non-barren system keeps ≥ 1 planet, the gate's tether anchor and the world the player can build out from. Every planet is settled by rule (data/settlements.json → allPlanetsSettled + settledKindByClass). distribution.weight sets how common the type is; distribution.radiusBand ([inner, outer] as a fraction of galaxy radius) is the first proximity rule — richer distribution rules slot into galaxy.json `distribution.rules` later.",
"_comment": "System archetypes. Each type is themable (theme) and has attributes that steer the SystemGenerator: star classes, binary chance, planet class weights, moon/belt chances, habitability, hazard, and free-space settlement odds (settlements: deepSpaceStation / waypoint). objectCount is a GLOBAL rule, not per-type: the starting system is exempt (it always holds exactly two generated planets — gas giant + rocky — beside the home world, plus at most one free-space station). Every other system rolls its TOTAL object count — planets + free-space stations together — from this table: `barren` of systems hold ZERO objects (a gate-only dead-end LEAF of the jump network — the center is empty, the star is invisible flavor, and the only things there are the single gate and 12 asteroid clusters drifting inside its tether, data/asteroids.json → barren), the rest hold `objects` counts. The split is resolved by rolling the free-space stations first (per-type odds in attributes.settlements × the home→far density gradient, at most two — deepSpaceStation + waypoint), then planets = N stations; if that roll would leave the system with NO planet (stations = N), one station is demoted to a planet — every non-barren system keeps ≥ 1 planet, the gate's tether anchor and the world the player can build out from. Every planet is settled by rule (data/settlements.json → allPlanetsSettled + settledKindByClass). distribution.weight sets how common the type is GLOBALLY; which types favor WHICH REGION of the galaxy (the home corner, the middle, the far/deep corner) is the per-zone mix in data/galaxy.json → distribution.zoneMix, keyed off each system's home→far diagonal zone (record.zone).",
"objectCount": {
"barren": 0.10,
"objects": { "2": 0.15, "3": 0.30, "4": 0.30, "5": 0.15 }
@ -9,7 +9,7 @@
"label": "Main Sequence",
"description": "An ordinary star and its worlds — the galaxy's working majority.",
"theme": { "color": "#9fb4e8" },
"distribution": { "weight": 34, "radiusBand": null },
"distribution": { "weight": 34 },
"attributes": {
"star": {
"classes": { "G": 30, "K": 40, "M": 30 },
@ -31,7 +31,7 @@
"label": "Red Dwarf",
"description": "A small, long-lived M star with close-in, moon-rich worlds.",
"theme": { "color": "#e8927c" },
"distribution": { "weight": 26, "radiusBand": [0.0, 0.6] },
"distribution": { "weight": 26 },
"attributes": {
"star": {
"classes": { "M": 85, "K": 15 },
@ -53,7 +53,7 @@
"label": "Binary",
"description": "Two stars, one system. Tangled orbits, wide spacings, rich debris.",
"theme": { "color": "#c9a7ff" },
"distribution": { "weight": 10, "radiusBand": [0.15, 0.95] },
"distribution": { "weight": 10 },
"attributes": {
"star": {
"classes": { "F": 25, "G": 40, "K": 35 },
@ -75,7 +75,7 @@
"label": "Habitable",
"description": "Temperate, well-lit, and quietly crowded with life. Rare.",
"theme": { "color": "#7ce8a4" },
"distribution": { "weight": 10, "radiusBand": [0.2, 0.75] },
"distribution": { "weight": 10 },
"attributes": {
"star": {
"classes": { "G": 70, "K": 30 },
@ -97,7 +97,7 @@
"label": "Nebula",
"description": "Young, bright, and still messy — debris where planets should be.",
"theme": { "color": "#5fd4d0" },
"distribution": { "weight": 12, "radiusBand": [0.4, 1.0] },
"distribution": { "weight": 12 },
"attributes": {
"star": {
"classes": { "A": 20, "F": 30, "G": 50 },
@ -119,7 +119,7 @@
"label": "Void",
"description": "Old, cold, and mostly empty. The rim's quiet dead ends.",
"theme": { "color": "#7d88a8" },
"distribution": { "weight": 8, "radiusBand": [0.7, 1.0] },
"distribution": { "weight": 8 },
"attributes": {
"star": {
"classes": { "M": 90, "K": 10 },

View File

@ -8,8 +8,9 @@
* contract the whole game rests on:
* - same seed identical roster (ids, names, types, positions);
* - different seed different galaxy;
* - type distribution matches the weights in data/systems.json;
* - type radius bands (the first proximity rule) are respected;
* - type distribution matches the weights × per-zone mix (zoneMix, ±4σ);
* - square domain + even field (Poisson disk), every record carries d + zone;
* - starting system = the star nearest the configured home corner;
* - every generated system obeys its type's attribute bounds;
* - the OBJECT COMPOSITION (data/systems.json objectCount): every
* non-home system holds 0, 2, 3, 4, or 5 objects (planets + free-space
@ -18,7 +19,7 @@
* - lazy (on-arrival) content === eager (generateAll) content;
* - spatial-hash neighbor queries agree with brute force;
* - starting system policy works.
* Also reports generation timing for the 60-system galaxy.
* Also reports generation timing for the 90-system galaxy.
*/
import { pathToFileURL } from 'node:url';
import { fileURLToPath } from 'node:url';
@ -108,7 +109,8 @@ let big;
const tCreate = performance.now() - t0;
const n = config.get('galaxy.systemCount', 0);
check(`roster size = galaxy.systemCount (${n})`, big.records.length === n);
const nSys = big.records.length;
check(`roster size = galaxy.systemCount (${n})`, nSys === n);
check('ids are stable & unique', new Set(big.records.map((r) => r.id)).size === n);
check('current system is part of the roster', big.byId.has(big.currentSystemId));
@ -120,35 +122,80 @@ let big;
const other = Galaxy.create('totally-different');
check('different seed ⇒ different galaxy', !deepEq(big.records, other.records));
// Type distribution vs configured weights.
const counts = {};
for (const r of big.records) counts[r.type] = (counts[r.type] ?? 0) + 1;
const nSys = big.records.length;
// Type distribution vs configured weights — PER ZONE (the region layer:
// distribution.zoneMix in data/galaxy.json multiplies each type's global
// distribution.weight in data/systems.json; the old per-type radiusBand
// is gone — type flavor is regional now).
const zoneCfg = big.params.distribution?.zones ?? [];
const zoneMix = big.params.distribution?.zoneMix ?? {};
const baseW = Object.fromEntries(typeIds.map((id) => [id, Math.max(0, types[id].distribution?.weight ?? 1)]));
const zoneRecs = {};
for (const r of big.records) (zoneRecs[r.zone] ??= []).push(r);
let distOk = true;
for (const id of typeIds) {
const obs = (counts[id] ?? 0) / nSys;
const sd = Math.sqrt((expected[id] * (1 - expected[id])) / nSys);
if (Math.abs(obs - expected[id]) > 4 * sd + 0.004) {
distOk = false;
console.log(` type ${id}: observed ${(obs * 100).toFixed(1)}% vs expected ${(expected[id] * 100).toFixed(1)}%`);
for (const z of zoneCfg) {
const zrecs = zoneRecs[z.name] ?? [];
const nZ = zrecs.length;
if (nZ < 3) continue; // too few to be meaningful
const zw = {};
let tot = 0;
for (const id of typeIds) {
const mul = zoneMix[z.name]?.[id];
zw[id] = baseW[id] * (mul === undefined ? 1 : Math.max(0, mul));
tot += zw[id];
}
const counts = {};
for (const r of zrecs) counts[r.type] = (counts[r.type] ?? 0) + 1;
for (const id of typeIds) {
const p = zw[id] / tot;
if (p <= 0) continue;
const obs = (counts[id] ?? 0) / nZ;
const sd = Math.sqrt(p * (1 - p) / nZ);
if (Math.abs(obs - p) > 4 * sd + 0.004) {
distOk = false;
console.log(` zone ${z.name} type ${id}: observed ${(obs * 100).toFixed(1)}% vs expected ${(p * 100).toFixed(1)}%`);
}
}
}
check('type distribution matches configured weights (±4σ)', distOk);
check('type distribution matches configured weights × zoneMix per zone (±4σ)', distOk);
// Radius bands (the first "proximity" rule).
const R = Math.max(1, big.params.radius ?? 20000);
const flatten = big.params.layout?.flatten ?? 0.62;
let bandOk = true;
for (const r of big.records) {
const band = types[r.type].distribution?.radiusBand;
if (!Array.isArray(band) || band.length !== 2) continue;
const rNorm = Math.sqrt(r.x * r.x + (r.y / flatten) ** 2) / R;
if (rNorm < band[0] - 1e-9 || rNorm > band[1] + 1e-9) {
bandOk = false;
break;
}
}
check('radius bands (proximity rule) respected by every system', bandOk);
// SQUARE DOMAIN + EVEN FIELD + DIFFICULTY COORDINATE (the layout contract).
const side = Math.max(2, Math.floor(Number(big.params.layout?.square?.side) || 32000));
const half = side / 2;
check(
'every system sits inside the square domain (±side/2)',
big.records.every((r) => Math.abs(r.x) <= half + 1e-9 && Math.abs(r.y) <= half + 1e-9),
);
let minPair = Infinity;
for (let i = 0; i < big.records.length; i++)
for (let j = i + 1; j < big.records.length; j++)
minPair = Math.min(minPair, Math.hypot(big.records[i].x - big.records[j].x, big.records[i].y - big.records[j].y));
const spacingFloor = 0.7 * Math.sqrt((side * side) / big.records.length);
check(
`even field (Poisson disk): min pair distance ${Math.round(minPair)} px ≥ ${Math.round(spacingFloor)} px — no clumps, no voids`,
minPair >= spacingFloor - 1e-6,
);
check(
'every record carries d in [0,1] + a zone name',
big.records.every((r) => Number.isFinite(r.d) && r.d >= 0 && r.d <= 1 && typeof r.zone === 'string'),
);
check(
'record.zone matches its d against the configured zones',
big.records.every((r) => {
const z = zoneCfg.find((zz) => r.d >= zz.d[0] && r.d < zz.d[1]) ?? zoneCfg[zoneCfg.length - 1];
return z?.name === r.zone;
}),
);
// CORNER HOME (startingSystem.policy 'corner', corner SE — lower right,
// screen y-down): the starting system is the star NEAREST the home corner.
const homeCorner = { x: half, y: half };
const nearestToCorner = big.records
.slice()
.sort((a, b) => (a.x - homeCorner.x) ** 2 + (a.y - homeCorner.y) ** 2 - ((b.x - homeCorner.x) ** 2 + (b.y - homeCorner.y) ** 2))[0].id;
check('corner policy: the starting system is the star nearest the home (SE) corner', big.currentSystemId === nearestToCorner);
check(
'corner policy: the home system sits in the NEAR zone (d ≈ 0 at the home corner)',
big.currentSystem().zone === zoneCfg[0]?.name,
);
// Lazy contents: the global OBJECT-COMPOSITION rule across the WHOLE
// galaxy (data/systems.json → objectCount: 0/2/3/4/5 objects, ≈ 10%
@ -178,7 +225,7 @@ let big;
);
check(`lazy content generation over all ${nSys} systems`, big.generatedCount === nSys);
// (The barren-share check below uses the same ±4σ band as the other
// composition checks — at 60 systems the count is small, so an absolute
// composition checks — at 90 systems the count is small, so an absolute
// 0.08 band was tighter than the sampling noise.)
// Lazy === eager: fresh galaxy (unopened) vs fully generated one.
@ -230,14 +277,23 @@ let big;
const wantP = bruteNearest(point.x, point.y, 3).sort();
check('nearest(point, k) matches brute force', deepEq(gotP, wantP));
const centerPolicy = Galaxy.create('center-policy', { systemCount: 250, startingSystem: { policy: 'random' } });
check('random starting policy picks a roster member', centerPolicy.byId.has(centerPolicy.currentSystemId));
const randomPolicy = Galaxy.create('random-policy', { systemCount: 250, startingSystem: { policy: 'random' } });
check('random starting policy picks a roster member', randomPolicy.byId.has(randomPolicy.currentSystemId));
const center = Galaxy.create('center-policy', { systemCount: 250 });
const center = Galaxy.create('center-policy', { systemCount: 250, startingSystem: { policy: 'center' } });
const centerRecs = center.records;
const trueCenter = centerRecs.slice().sort((a, b) => (a.x ** 2 + a.y ** 2) - (b.x ** 2 + b.y ** 2))[0].id;
const gridNearest = center.nearest(0, 0, 1)[0].id;
check('center starting policy picks the record nearest the origin', center.currentSystem().id === trueCenter && gridNearest === trueCenter);
// The CORNER policy honors whichever corner is configured (here: NW —
// upper left, screen y-down), not just the default SE.
const nw = Galaxy.create('nw-policy', { systemCount: 250, startingSystem: { policy: 'corner', corner: 'NW' } });
const halfNW = Math.max(2, Math.floor(Number(nw.params.layout?.square?.side) || 32000)) / 2;
const trueNW = nw.records
.slice()
.sort((a, b) => (a.x + halfNW) ** 2 + (a.y + halfNW) ** 2 - ((b.x + halfNW) ** 2 + (b.y + halfNW) ** 2))[0].id;
check('corner policy honors the configured corner (NW)', nw.currentSystemId === trueNW);
}
// ----------------------------------------------------------------------
@ -344,20 +400,21 @@ let big;
}),
);
// Core→rim gradient: the free-space STATION odds scale with the core→rim
// density (data/galaxy.json → settlements.gradient) — the planets are
// settled regardless, so the gradient lives in how many of the objects
// are stations: the settled heart is denser in stations than the rim.
// Home→far gradient: the free-space STATION odds scale with the home→far
// density (data/galaxy.json → settlements.gradient, keyed on d: 0 at the
// home corner, 1 at the far corner) — the planets are settled regardless,
// so the gradient lives in how many of the objects are stations: the
// settled heart is denser in stations than the deep corner.
const withCount = sample.map((r) => ({
rNorm: r.rNorm,
d: r.d,
n: (big2.ensureContent(r.id).settlements ?? []).filter((s) => s.anchor?.type === 'space').length,
}));
withCount.sort((a, b) => a.rNorm - b.rNorm);
withCount.sort((a, b) => a.d - b.d);
const third = Math.floor(withCount.length / 3);
const inner = withCount.slice(0, third);
const outer = withCount.slice(-third);
const avg = (arr) => arr.reduce((s, x) => s + x.n, 0) / arr.length;
check(`core→rim station gradient (inner ${avg(inner).toFixed(2)}/system > outer ${avg(outer).toFixed(2)}/system)`, avg(inner) > avg(outer));
check(`home→far station gradient (near ${avg(inner).toFixed(2)}/system > far ${avg(outer).toFixed(2)}/system)`, avg(inner) > avg(outer));
// Station + planet naming now draws from the curated BANKS (no repeats
// within a system until the pool is exhausted). The deck is a seeded

View File

@ -142,6 +142,22 @@ const norm = (a) => ((a % (2 * Math.PI)) + 3 * Math.PI) % (2 * Math.PI) - Math.P
}
check('reachable from home: every system (no forward dead ends)', fwd.size === g.records.length, `${fwd.size}/${g.records.length}`);
// HOP SCALE (the trade-economy property): with the even star field,
// hop counts track MAP distance — the journey to the far corner is a
// normal trip (a fraction of the roster), not a winding labyrinth.
const depth = new Map([[HOME, 0]]);
const qd = [HOME];
while (qd.length) {
const u = qd.pop();
for (const t of g.jumpGatesFor(u)) if (!depth.has(t.id)) depth.set(t.id, depth.get(u) + 1), qd.push(t.id);
}
const maxHops = Math.max(...depth.values());
check(
`hop scale: the farthest system is ${maxHops} hops from home (hops ≈ map distance)`,
maxHops < g.records.length / 2,
`max ${maxHops} of ${g.records.length} systems`,
);
// Strong connectivity, backward: every system can reach home
// (no closed systems, no trapped sets).
const radj = new Map(g.records.map((r) => [r.id, []]));

View File

@ -84,37 +84,42 @@ console.log(` (galaxy: ${g.records.length} systems, ${stations.size} deep-space
// 2. The pass beats a naive random assignment
// ----------------------------------------------------------------------
{
// The pass's variant collision rate: for each station, count its
// The pass's variant collision count: for each station, count its
// POOL-nearest stars whose station wears the SAME frame (directed).
const collisionRate = (frameOf) => {
let coll = 0;
let checks = 0;
for (const [id, st] of stations) {
for (const nb of g.neighborsOf(id, POOL)) {
// Aggregated over THREE seeds — a single galaxy is sparse in
// station adjacency (most stars carry no station), and the naive
// random baseline can be 0 in any given seed; summed, it is a
// stable floor the pass must beat.
const SEEDS = [SEED, 'sf-seed-b', 'sf-seed-c'];
let passColl = 0;
let naiveColl = 0;
let checks = 0;
for (const sd of SEEDS) {
const gg = Galaxy.create(sd);
const sts = new Map(); // id → stamped frame
for (const rec of gg.records)
for (const s of gg.ensureContent(rec.id).settlements)
if (s.kind === 'deepSpaceStation') sts.set(rec.id, s.stationFrame);
// Naive: independent random pool picks (seeded, per station).
const naiveF = {};
for (const id of sts.keys())
naiveF[id] = POOLV.length === 1
? POOLV[0]
: POOLV[Math.floor(Rng.derive(sd, 'naive-station', id).next() * POOLV.length)];
for (const [id, fr] of sts) {
for (const nb of gg.neighborsOf(id, POOL)) {
checks++;
const nbFrame = frameOf(nb.id);
if (nbFrame !== null && nbFrame === st.frame) coll++;
const nfr = sts.get(nb.id);
if (nfr !== undefined && nfr === fr) passColl++;
const nnfr = naiveF[nb.id];
if (nnfr !== undefined && nnfr === fr) naiveColl++;
}
}
return { coll, checks, rate: checks === 0 ? 0 : coll / checks };
};
const passed = collisionRate((id) => stations.get(id)?.frame ?? null);
// Naive: independent random pool picks (seeded, per station).
const naive = new Map();
for (const id of stations.keys()) {
const f = POOLV.length === 1
? POOLV[0]
: POOLV[Math.floor(Rng.derive(SEED, 'naive-station', id).next() * POOLV.length)];
naive.set(id, f);
}
const na = collisionRate((id) => naive.get(id) ?? null);
check(
`variant collisions vs the ${POOL}-nearest pool: pass ${(passed.rate * 100).toFixed(1)}% < naive ${(na.rate * 100).toFixed(1)}%`,
passed.rate < na.rate,
`${passed.coll}/${passed.checks} vs ${na.coll}/${na.checks} (station density sets the floor — most stars carry none)`,
`variant collisions vs the ${POOL}-nearest pool (3 seeds): pass ${passColl} < naive ${naiveColl}`,
passColl < naiveColl && naiveColl >= 1,
`${passColl}/${checks} vs ${naiveColl}/${checks} (station density sets the floor — most stars carry none)`,
);
// The spread should also produce ALL variants across the galaxy

View File

@ -81,9 +81,9 @@ The galaxy is **seeded and two-level**. The seed is chosen on the main
menu (displayed, editable, rerollable; same seed ⇒ same galaxy).
1. **Roster**`Galaxy.create(seed)` builds every system's *identity*
(id, name, type, x, y) up front. 60 systems is ~10 ms, so the whole
galaxy is always known: the player can never "discover" a layout that
wasn't already implied by the seed.
(id, name, type, x, y, d, zone) up front. 90 systems is ~10 ms, so the
whole galaxy is always known: the player can never "discover" a layout
that wasn't already implied by the seed.
2. **Contents** — planets/moons/belts/**settlements**/hazards are
generated **lazily** on first arrival (`galaxy.ensureContent(id)`),
then cached. Each system's draw stream is `Rng.derive(seed, 'system', id)`
@ -132,15 +132,24 @@ menu (displayed, editable, rerollable; same seed ⇒ same galaxy).
nearest stars, tie-broken by a derived seeded Rng. The stamps land on
each planet record (`planet.frame`) and the home world's face on
`content.homeFrame`, read by `GameScene`. Verified: `dev/frames.test.mjs`.
- **distributed**`distribution.weight` (how common) and
`distribution.radiusBand` (first proximity rule: e.g. `void` systems
live in the outer rim). Richer galaxy-level rules (clustering,
faction borders, adjacency affinity) will slot into
`data/galaxy.json``distribution.rules[]`, read in
`Galaxy._generate()` — the hook is marked in code.
- **distributed** — a seeded SQUARE field of stars
(`galaxy.layout.square`: `side`, `minSpacing`) placed by Bridson
Poisson-disk sampling — even, organic spacing (no clumps, no voids,
not a grid). The player's home sits in the star NEAREST the configured
corner (`startingSystem: policy "corner"`, `corner: SE` = lower right;
`center`/`random` still work), and the HOME→FAR diagonal is the
progression axis: every record carries `d` (0 = home corner, 1 = far
corner) and its `zone` (`galaxy.distribution.zones`, equal-area thirds:
near/middle/far). Types mix PER ZONE — `galaxy.distribution.zoneMix`
multiplies each type's global `distribution.weight` per zone (the old
per-type `radiusBand` is gone: `void`/`nebula` favor the deep corner,
`habitable` the home corner). Richer galaxy-level rules (faction
territories, trade hubs, combat difficulty by zone) will read
`record.zone` / `record.d` — the seams are in place now.
The player's **current system** starts at `galaxy.currentSystem()`
(`startingSystem.policy`: `center` or `random`). Jumping between systems
(`startingSystem.policy`: `corner` (default — the home corner, SE),
`center`, or `random`). Jumping between systems
now has its NETWORK (see "Jump gates" below — `data/gates.json` +
`js/galaxy/JumpNetwork.js`, built on `galaxy.neighborsOf(id)` and the
spatial hash); the in-flight jump drive is the next mechanic on top.
@ -169,10 +178,12 @@ branch is now the normal case, not a defensive fallback. Model & seams:
- **Per-type free-space rates**`types.<id>.attributes.settlements` in
`data/systems.json`: `chance` per free-space kind (deep-space station,
waypoint). Same attribute-driven pattern as everything else.
- **Core→rim gradient**`galaxy.settlements.gradient` in
`data/galaxy.json`: the settled heart is denser (factor 1.0), the rim
is thinner (clamped to `floor`). Each record carries `rNorm` (0 =
center, 1 = rim) so density is per-system, not global.
- **Home→far gradient**`galaxy.settlements.gradient` in
`data/galaxy.json`: the settled heart (the home corner, `d = 0`) is
denser (factor 1.0), the deep corner (`d = 1`) is thinner (clamped to
`floor`). Each record carries `d` (0 = home corner, 1 = far corner) and
its `zone` so density — and later faction strength, hazard, and trade
value — is per-system, not global.
- **Reserved seam: `owner`** — every settlement has `owner: null`. That's
where **factions and pirates** will plug in later (claim, flag,
relations). Deliberately absent for now — no factions yet.
@ -1265,9 +1276,15 @@ The player holds a REPUTATION (standing) on each planet and space station:
capacities; upgrades (ship-category builds) will layer deltas on top
- [ ] Ship screen (the Ship slot) — inspect & upgrade the ship
(ship-category builds) from one place
- [ ] Richer galaxy distribution rules (`galaxy.distribution.rules[]`:
clustering by type, borders, adjacency affinity) — hook marked in
`Galaxy._generate()`
- [x] Galaxy regions: square field + home→far `d` coordinate +
near/middle/far zones + per-zone type mix (data/galaxy.json →
distribution.zones/zoneMix) — the region layer is live
- [ ] Factions: Voronoi territories around seeded capitals → each
system's `owner` (the reserved seam in reputation + the galaxy
plate), faction strength and hazard keyed off `zone`/`d`; the
middle zone (where the faction borders cross) = the contested space
- [ ] Trade: trade hubs on every planet/station, goods priced by zone +
jump distance (hops already ≈ map distance)
- [ ] World model in play: the ship still flies unbounded open space;
wire in current-system boundaries, jumps between systems (use
`galaxy.neighborsOf`), and a star map scene

View File

@ -8,10 +8,6 @@ import { generateSystemContent, rollSystemComposition, settlementDensity } from
const TAU = Math.PI * 2;
const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v));
const wrapPI = (a) => {
const t = (a + Math.PI) % TAU;
return (t < 0 ? t + TAU : t) - Math.PI;
};
/**
* The Galaxy an immense, procedurally generated collection of star
@ -20,8 +16,8 @@ const wrapPI = (a) => {
* Two-level generation (the "grand scale" design):
*
* 1. GALAXY ROSTER generated once, up front, when New Game is pressed:
* `systemCount` lightweight records ({ id, name, type, x, y }).
* This is cheap: the 60-system default is a few ms and a few hundred KB.
* `systemCount` lightweight records ({ id, name, type, x, y, d, zone }).
* This is cheap: the 90-system default is a few ms and a few hundred KB.
* It fixes the shape of the galaxy, where every system sits, and
* what KIND each one is for the entire galaxy, from the seed alone.
*
@ -32,16 +28,34 @@ const wrapPI = (a) => {
* one so this is a pure performance choice, never a correctness one.
* `generateAll()` exists for exactly that, if it's ever "just as easy".
*
* The SHAPE (data/galaxy.json):
* - a seeded SQUARE field of stars (layout.square.side, center at the
* world origin) placed by Bridson Poisson-disk sampling an even,
* organic field: every pair of systems stays at least
* minSpacing·(side²/N) apart, no clumps, no voids, not a grid;
* - the player's HOME system sits in the star nearest the configured
* corner (startingSystem: policy "corner", corner NE/NW/SE/SW,
* screen orientation SE = lower right); "center" / "random" still
* work; the HOMEFAR diagonal is the galaxy's progression axis:
* each record carries `d` (0 at the home corner, 1 at the opposite
* corner) and its `zone` (near/middle/far, distribution.zones);
* - types mix PER ZONE (distribution.zoneMix × the type's global
* distribution.weight the old per-type radiusBand is gone: type
* flavor is regional now), and free-space settlement density thins
* homefar (settlements.gradient, keyed on `d`).
*
* Determinism contract:
* same seed same roster (positions, types, names), same contents,
* in any order of generation. Dev/test tools rely on this.
*
* Extension points for later world rules (see docs/PROJECT_NOTES.md):
* - data/galaxy.json `distribution.rules[]` proximity/clustering rules
* (e.g. "void systems cluster in the outer rim", faction borders).
* Read in _generate(); today only per-type weight + radiusBand
* (from data/systems.json) apply.
* - more layout knobs in data/galaxy.json `layout`.
* - FACTIONS: assign each system a faction id (or null = wild space)
* at roster time the record is the seam (reputation's `owner`
* resolution and the galaxy plate's `faction: null` are reserved).
* - COMBAT / TRADE: read difficulty and price levels off `record.d`
* and `record.zone` (the middle zone is where the zone borders cross
* the planned contested space + transit trade hubs).
* - more layout knobs in data/galaxy.json `layout.square`.
*/
export class Galaxy {
constructor(seed, params, typeDefs) {
@ -94,79 +108,94 @@ export class Galaxy {
// ------------------------------------------------------------------
_generate(count) {
const g = Rng.derive(this.seed, 'layout');
const L = this.params.layout ?? {};
const R = Math.max(1, this.params.radius ?? 20000);
const flatten = clamp(L.flatten ?? 0.62, 0.05, 1);
const SQ = L.square ?? {};
const S = Math.max(2, Math.floor(Number(SQ.side) || 32000));
this.side = S; // the square domain's edge (world px, center at origin)
const half = S / 2;
const minSpacing = clamp(Number(SQ.minSpacing) || 0.8, 0.4, 1.2);
// Spiral arms (optional; `enabled: false` or strength 0 = off).
const spiral = L.spiral ?? {};
const arms = spiral.enabled === true ? Math.max(0, Math.floor(spiral.arms ?? 0)) : 0;
const twist = spiral.twist ?? 2.5;
const strength = clamp(spiral.strength ?? 0.5, 0, 1);
const armPhase = g.next() * TAU; // one phase for the whole galaxy
// The HOME CORNER (data/galaxy.json → startingSystem.corner; screen
// orientation — y down, so SE = lower right). Two things key off it:
// the starting-system policy (home = the star NEAREST this corner),
// and the difficulty diagonal (d = 0 here, d = 1 at the opposite
// corner — the galaxy's progression axis, whatever policy picks the
// starting system).
const start = this.params.startingSystem ?? {};
const corner = this._cornerPoint(start.corner ?? 'SE', half);
const opp = { x: -corner.x, y: -corner.y };
const diag2 = (corner.x - opp.x) ** 2 + (corner.y - opp.y) ** 2; // 2·S²
const dOf = (x, y) => clamp(
((corner.x - x) * (corner.x - opp.x) + (corner.y - y) * (corner.y - opp.y)) / diag2,
0, 1,
);
// Type selection: weights from data/systems.json (distribution.weight).
// FUTURE: galaxy.distribution.rules[] proximity/clustering rules hook in
// here, before position sampling.
// ZONES — slices of the home→far diagonal (distribution.zones), and
// the PER-ZONE type mix (distribution.zoneMix × each type's global
// distribution.weight). Regional flavor replaces the old per-type
// radiusBand: which KINDS of stars favor which region of the galaxy.
const zones = this._zones();
const zoneOf = (d) => (zones.find((z) => d >= z.d[0] && d < z.d[1]) ?? zones[zones.length - 1]).name;
const mix = this.params.distribution?.zoneMix ?? {};
const typeIds = Object.keys(this.typeDefs);
const typeWeights = {};
for (const id of typeIds) {
typeWeights[id] = Math.max(0, this.typeDefs[id].distribution?.weight ?? 1);
}
const weightsFor = (zone) => {
const m = mix[zone] ?? {};
const w = {};
for (const id of typeIds) {
const mul = m[id] === undefined ? 1 : Math.max(0, Number(m[id]) || 0);
w[id] = Math.max(0, this.typeDefs[id].distribution?.weight ?? 1) * mul;
}
return w;
};
const g = Rng.derive(this.seed, 'layout');
// EVEN PLACEMENT — a Bridson Poisson-disk (blue-noise) field: every
// pair of systems stays at least dmin apart (no clumps, no voids)
// while the field stays organic (not a grid). dmin is a fraction of
// the mean inter-star spacing √(side²/N) (layout.square.minSpacing).
// Even spacing is what keeps the jump network's hop counts
// proportional to map distance — the property the trade economy
// leans on ("a hop is a hop").
const dmin = minSpacing * Math.sqrt((S * S) / Math.max(1, count));
const points = this._poissonDisk(count, half, dmin);
let centerId = null;
let centerD2 = Infinity;
const records = this.records;
for (let i = 1; i <= count; i++) {
const id = `S${String(i).padStart(6, '0')}`;
const type = g.weighted(typeWeights, typeIds[0]);
// Radius: a center-weighted shape sample, re-anchored into the
// type's radial band (the first "proximity" rule: e.g. void systems
// live out in the rim, habitable ones in the mid-galaxy).
const shape = this._sampleShape(g, L); // [0,1], dense toward center
const band = this.typeDefs[type]?.distribution?.radiusBand;
const rNorm = Array.isArray(band) && band.length === 2
? clamp(band[0] + (band[1] - band[0]) * shape, 0, 1)
: shape;
let theta = g.next() * TAU;
if (arms >= 2) {
theta = this._snapToArm(theta, rNorm, armPhase, arms, twist, strength);
}
const r = R * rNorm;
const x = r * Math.cos(theta);
const y = r * Math.sin(theta) * flatten;
const d2 = x * x + y * y;
if (d2 < centerD2) {
centerD2 = d2;
centerId = id;
}
const p = points[i - 1] ?? { x: g.range(-half, half), y: g.range(-half, half) };
const d = dOf(p.x, p.y);
const zone = zoneOf(d);
const type = g.weighted(weightsFor(zone), typeIds[0]);
// Name comes from a per-record fork so roster generation order can
// never leak into it. rNorm (0 = galactic center, 1 = rim) is kept on
// the record: the settlement generator uses it (core→rim density),
// and it's handy for any future "where am I in the galaxy" rules.
// never leak into it. d (0 = home corner, 1 = far corner) and zone
// stay on the record: the settlement generator uses d (home→far
// density), and factions/trade/combat will read difficulty off both.
const name = NameGenerator.star(Rng.derive(this.seed, 'name', id));
const rec = { id, name, type, x, y, rNorm };
const rec = { id, name, type, x: p.x, y: p.y, d, zone };
records.push(rec);
this.byId.set(id, rec);
}
// Starting system (the player's home port).
const policy = this.params.startingSystem?.policy ?? 'center';
const policy = start.policy ?? 'corner';
const closestTo = (px, py) =>
records
.slice()
.sort((a, b) => (a.x - px) ** 2 + (a.y - py) ** 2 - ((b.x - px) ** 2 + (b.y - py) ** 2))[0]?.id ?? records[0]?.id;
this.currentSystemId =
policy === 'random' ? `S${String(g.int(1, count)).padStart(6, '0')}` : (centerId ?? records[0]?.id);
policy === 'random'
? `S${String(g.int(1, count)).padStart(6, '0')}`
: policy === 'center'
? closestTo(0, 0)
: closestTo(corner.x, corner.y); // 'corner' (default)
// Frozen copy of the starting system — `currentSystemId` will track
// the player from here on (jumps, saves); the home rules must not.
this.homeSystemId = this.currentSystemId;
// Spatial hash for fast neighbor queries (jump ranges, proximity rules,
// the eventual star map).
const area = Math.PI * R * R * flatten;
const area = S * S;
this.cellSize = Math.max(8, Math.sqrt(area / count) * 1.4);
this.grid = new Map();
for (const rec of records) {
@ -256,32 +285,118 @@ export class Galaxy {
this.stationFrames = stationFrames; // Map id → frame (station-bearing systems)
}
/** Center-weighted radius sample in [0,1]: core bulge + disk. */
_sampleShape(g, L) {
if (g.chance(L.coreFraction ?? 0.25)) {
const sigma = Math.max(0.01, L.bulgeSigma ?? 0.09);
return Math.min(1, Math.abs(g.normal(0, sigma)));
}
return Math.min(1, Math.pow(g.next(), Math.max(0.1, L.diskSkew ?? 1.7)));
/**
* The homefar zones (data/galaxy.json distribution.zones),
* validated and sorted by `d`. A single fallback zone when the config
* is missing/malformed the galaxy still generates.
*/
_zones() {
const raw = this.params.distribution?.zones;
const out = (Array.isArray(raw) ? raw : [])
.filter(
(z) =>
z &&
typeof z.name === 'string' &&
Array.isArray(z.d) &&
z.d.length === 2 &&
Number.isFinite(z.d[0]) &&
Number.isFinite(z.d[1]) &&
z.d[1] > z.d[0],
)
.map((z) => ({ name: z.name, d: [clamp(z.d[0], 0, 1), clamp(z.d[1], 0, 1)] }))
.sort((a, b) => a.d[0] - b.d[0]);
return out.length ? out : [{ name: 'all', d: [0, 1] }];
}
/** Ease `theta` toward the nearest spiral arm (by `strength`). */
_snapToArm(theta, rNorm, armPhase, arms, twist, strength) {
if (strength <= 0) return theta;
const step = TAU / arms;
const base = armPhase + twist * rNorm;
const k = Math.floor((((theta - base) % TAU) + TAU) % TAU / step);
let bestD = Infinity;
let bestA = base + k * step;
for (const cand of [k - 1, k, k + 1]) {
const a = base + cand * step;
const d = Math.abs(wrapPI(a - theta));
if (d < bestD) {
bestD = d;
bestA = a;
}
/** A corner of the square domain (screen orientation — y DOWN). */
_cornerPoint(name, half) {
const CORNERS = { NE: [1, -1], NW: [-1, -1], SE: [1, 1], SW: [-1, 1] };
const key = String(name ?? 'SE').toUpperCase();
const [sx, sy] = CORNERS[key] ?? CORNERS.SE;
return { x: sx * half, y: sy * half };
}
/**
* Even star placement: exactly `n` points in the square [half, half]²,
* every pair at least `d0` apart (Bridson / Poisson disk). If the disk
* can't hold `n` points at `d0` (dense config), retry a few times with
* a relaxed spacing; as a last resort pad with random points a working
* galaxy beats a perfect one. Deterministic: each attempt draws from its
* own seeded fork (seed, 'layout', 'poisson', attempt).
*/
_poissonDisk(n, half, d0) {
if (n <= 0) return [];
let d = Math.max(1, d0);
let pts = null;
for (let attempt = 0; attempt < 8; attempt++) {
const rng = Rng.derive(this.seed, 'layout', 'poisson', attempt);
pts = this._bridson(n, half, d, rng);
if (pts.length >= n) break;
d *= 0.88; // not enough room — loosen the spacing and retry
}
return theta + wrapPI(bestA - theta) * strength;
const rng = Rng.derive(this.seed, 'layout', 'poisson', 'pad');
while (pts.length < n) {
pts.push({ x: rng.range(-half, half), y: rng.range(-half, half) });
}
return pts.slice(0, n);
}
/**
* Bridson's algorithm: grow a Poisson-disk of points in the square,
* stopping once `n` points are placed (or the frontier is exhausted).
* Pure deterministic for a given (n, half, d, rng stream).
*/
_bridson(n, half, d, rng) {
if (n <= 0) return [];
const cell = d / Math.SQRT2;
const grid = new Map(); // "cx,cy" → [point, …]
const pts = [];
const active = []; // indices into pts (Bridson's active list)
const inside = (p) => p.x >= -half && p.x <= half && p.y >= -half && p.y <= half;
const keyOf = (p) =>
`${Math.floor((p.x + half) / cell)},${Math.floor((p.y + half) / cell)}`;
const free = (p) => {
const cx = Math.floor((p.x + half) / cell);
const cy = Math.floor((p.y + half) / cell);
for (let ax = -2; ax <= 2; ax++) {
for (let ay = -2; ay <= 2; ay++) {
const bucket = grid.get(`${cx + ax},${cy + ay}`);
if (!bucket) continue;
for (const q of bucket) {
const dx = q.x - p.x;
const dy = q.y - p.y;
if (dx * dx + dy * dy < d * d) return false;
}
}
}
return true;
};
const place = (p) => {
pts.push(p);
active.push(pts.length - 1);
const k = keyOf(p);
const bucket = grid.get(k);
if (bucket) bucket.push(p);
else grid.set(k, [p]);
};
// Seed the frontier with one random interior point.
place({ x: rng.range(-half, half), y: rng.range(-half, half) });
while (active.length > 0 && pts.length < n) {
const i = rng.int(0, active.length - 1);
const p = pts[active[i]];
let placed = false;
for (let t = 0; t < 30 && !placed; t++) {
// Sample a candidate in the annulus [d, 2d) around p.
const r = d * (1 + rng.next());
const a = rng.next() * TAU;
const q = { x: p.x + r * Math.cos(a), y: p.y + r * Math.sin(a) };
if (!inside(q) || !free(q)) continue;
place(q);
placed = true;
}
if (!placed) active.splice(i, 1); // p can never yield a neighbor
}
return pts;
}
// ------------------------------------------------------------------
@ -303,7 +418,7 @@ export class Galaxy {
best.sort((a, b) => a.d2 - b.d2);
if (best.length > k) best.length = k;
};
const maxRing = Math.min(1024, Math.ceil((4 * this.params.radius) / c) + 1);
const maxRing = Math.min(1024, Math.ceil((Math.SQRT2 * (this.side ?? 40000)) / c) + 1);
for (let ring = 0; ring <= maxRing; ring++) {
for (let dx = -ring; dx <= ring; dx++) {
for (let dy = -ring; dy <= ring; dy++) {
@ -403,11 +518,14 @@ export class Galaxy {
summary() {
const byType = {};
for (const r of this.records) byType[r.type] = (byType[r.type] ?? 0) + 1;
const byZone = {};
for (const r of this.records) byZone[r.zone] = (byZone[r.zone] ?? 0) + 1;
return {
name: this.name,
seed: this.seed,
systems: this.records.length,
byType,
byZone,
generated: this.generatedCount,
currentSystemId: this.currentSystemId,
};

View File

@ -7,7 +7,7 @@ const TAU = Math.PI * 2;
const DEG = Math.PI / 180;
/**
* Turns a lightweight galaxy record (id, name, type, x, y, rNorm) into a
* Turns a lightweight galaxy record (id, name, type, x, y, d, zone) into a
* fully generated system: star, planets, moons, SETTLEMENTS, debris belt,
* hazard flag.
*
@ -28,9 +28,9 @@ const DEG = Math.PI / 180;
* every other system rolls its TOTAL object count planets +
* free-space stations together from the table (default: 10% barren
* a jump-gate-only system then 2/3/4/5 objects at 15/30/30/15%).
* Stations roll first (per-type odds × the corerim gradient), planets
* Stations roll first (per-type odds × the homefar gradient), planets
* fill the rest of the budget. Settlement kinds and their population
* ranges live in data/settlements.json; the corerim density gradient in
* ranges live in data/settlements.json; the homefar density gradient in
* data/galaxy.json (`settlements.gradient`).
*
* The galaxy is ALREADY LIVED IN: it was settled long before the player.
@ -150,7 +150,7 @@ export function generateSystemContent(galaxy, record, typeDefs = null) {
// Every other system rolls its TOTAL object count N — planets +
// free-space stations together — from the configured table (default:
// 10% barren — a jump-gate-only stop — then 2/3/4/5 objects at
// 15/30/30/15%). Stations roll next (per-type odds × the core→rim
// 15/30/30/15%). Stations roll next (per-type odds × the home→far
// density gradient, ≤ 2), the planets fill the rest: N stations.
// The roll lives on dedicated forks (rollSystemComposition), so the
// galaxy-wide frame pass can reproduce it exactly.
@ -1057,7 +1057,7 @@ function mixTint(hex, strength) {
/**
* The system's OBJECT COMPOSITION (data/systems.json objectCount +
* attributes.settlements + the corerim density gradient
* attributes.settlements + the homefar density gradient
* data/galaxy.json settlements.gradient), in one deterministic roll:
*
* home system fixed: 2 planets (gas giant + rocky) beside the home
@ -1140,9 +1140,10 @@ export function rollStationCount(seed, record, isHome, spec, density) {
}
/**
* Corerim density: the settled heart of the galaxy has more activity per
* system; the rim is thinner, lonelier. `factor` scales every settlement
* chance (clamped to a floor so the rim isn't dead). 0 = no gradient.
* Home-corner far-corner density: the settled heart (the home corner,
* d = 0) has more free-space activity per system; the deep corner
* (d = 1) is thinner, lonelier. `factor` scales every settlement chance
* (clamped to a floor so the deep corner isn't dead). 0 = no gradient.
* Exported: the frame pass (js/galaxy/PlanetFrames.js) re-derives the same
* values from the same inputs.
*/
@ -1150,8 +1151,8 @@ export function settlementDensity(galaxy, record) {
const g = galaxy?.params?.settlements?.gradient ?? {};
const falloff = Math.max(0, g.falloff ?? 0.7);
const floor = clamp(g.floor ?? 0.22, 0, 1);
const rNorm = clamp(record?.rNorm ?? 0, 0, 1);
return clamp(1 - rNorm * falloff, floor, 1);
const d = clamp(record?.d ?? 0, 0, 1);
return clamp(1 - d * falloff, floor, 1);
}
/**
@ -1167,7 +1168,7 @@ export function settlementDensity(galaxy, record) {
* habitable rocky world earns a colony, every other world gets its mining
* outfit, gas giants ride cloud bases). Flip allPlanetsSettled off and
* the old per-type odds (spec.chance + needs) take over again. The
* free-space kinds still roll per type (corerim scaled).
* free-space kinds still roll per type (homefar scaled).
*/
function generateSettlements({ rng, systemId, kindDefs, spec, planets, stationDeck, density, stations, isHome = false }) {
const out = [];
@ -1211,7 +1212,7 @@ function generateSettlements({ rng, systemId, kindDefs, spec, planets, stationDe
}
// Free-floating, out in the dark — the PRE-ROLLED flags (rollStationCount:
// per-type odds × the core→rim density gradient; the home system never
// per-type odds × the home→far density gradient; the home system never
// rolls a waypoint — its band can't hold 5 points). A BARREN system
// (objectCount → 0) rolled no stations — it is a jump-gate-only stop,
// deliberately.
@ -1231,7 +1232,7 @@ function settledKindFor(planet, byClass, kindDefs) {
return kind && kindDefs[kind] ? kind : null;
}
/** One deterministic roll, scaled by the core→rim density factor. */
/** One deterministic roll, scaled by the home→far density factor. */
function roll(rng, chance, density) {
return rng.chance(chance * density);
}