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Expansion Additional Planets SR Base

Content

Manifest

from Expansion Manager's OXP list from Expansion Manifest
Description Add persistent extra planets (max 4) to the system and moons (max 3) around the main planet and occasionally around other planets. At least one texture pack is required. Can be configured via Library Config or OXPConfig as System Redux. Add persistent extra planets (max 4) to the system and moons (max 3) around the main planet and occasionally around other planets. At least one texture pack is required. Can be configured via Library Config or OXPConfig as System Redux.
Identifier oolite.oxp.spara.additional_planets_sr_base oolite.oxp.spara.additional_planets_sr_base
Title Additional Planets SR Base Additional Planets SR Base
Category Ambience Ambience
Author Redspear, spara Redspear, spara
Version 0.9 0.9
Tags extra planets extra planets
Required Oolite Version
Maximum Oolite Version
Required Expansions
Optional Expansions
Conflict Expansions
Information URL https://wiki.alioth.net/index.php/Additional_Planets n/a
Download URL https://wiki.alioth.net/img_auth.php/7/78/Additional_planets_sr_base_0.9.oxz n/a
License CC-BY-NC-SA 3.0 CC-BY-NC-SA 3.0
File Size n/a
Upload date 1697353683

Documentation

Also read http://wiki.alioth.net/index.php/Additional%20Planets%20SR%20Base

old_readmes/Update_SystemRedux1.2.3 Readme.txt

Contains updated script and planetinfo.plist for System Redux 1.2.
New version is 1.2.3.

Usage:
Make a copy of the Config folder in SR and store the copy somewhere.
Then replace the OXP folders with the folders in this zip.

What the modification does:
In SR:
- Script uses JS strict mode.
- Changes the OXP name to "System Redux" (instead of "System Redux 1.2").
- Adds OXPConfig compatibility (starting with v2.0.4).
- Adds compatibility to FP2.5.1.
- Textures target planets (on F7). This is switched off by default, but can be enabled (editing or OXPConfig2.0.4).
- Adds offset for G2-G8.

Note:
- The target system texturing uses System.infoForSystem() to set the textures on the fly and deletes the entries
after switching to another system. But scripts can't clean up completely, resulting in empty dicts left over in the savedgame.
This won't harm Oolite and has no affect on gameplay, but still is a unnecessary bloat of the savedgame.

CaptKev has already nicked the new script and will use it for his next version, so I'd say have fun .-)

Thanks:
- Okti for spotting a bug in the external exclusion function

Svengali

old_readmes/system_redux.txt

======================================================
System Redux is an Add-on for Oolite by Giles Williams

Author: CaptKev

Created on: 20 Apr 07

Updated on: 12 Jul 08

version: 1.2.1
======================================================

Add more variety to each system.

Features:
Texture the home planet to best match it's description.
Add a planet/moon combination to each system which will aways remain the same.

Installation:
Place the folder System_Redux.oxp inside the Oolite\AddOns folder.

This OXP will use optimised 1024 x 512 textures as standard if you have a low-spec computer rename the Textures folder to Textures1024x512 then
rename the Textures256x128 folder to Textures.

Credits:
To Kaks for adding the function setTexture to Oolites game engine which fixed display artifacts and reduced loading times.
To Kaks and pagroove for there excellent textures.
To elite for conceiving of the idea to texture the home planets.

Equipment

This expansion declares no equipment.

Ships

This expansion declares no ships.

Models

This expansion declares no models.

Scripts

Path
Config/script.js
"use strict";
this.name = "System Redux";
this.author = "spara, redspear";
this.copyright = "spara, redspear 2014";
this.description = "Add a planet/moon combinations to each system. Derived from System Redux code by Kaks, CaptKev and Svengali";
this.licence = "CC-BY-SA 3.0";
this.version = "0.9";

//pools for textures
this.$planetPool = new Array();
this.$moonPool = new Array();
this.$giantPool = new Array();
this.planet_mult = 12;
this.moon_mult = 4.5;

this.libSettings = {Name:this.name, Display:"Config", Alias:this.name, Alive:"libSettings", Notify:"oxpcNotifyOnChange",
SInt:{
	S0:{Name:"max_moons", Def:3, Min:0, Max:3, Desc:"Max number moons"},
	S1:{Name:"max_planets", Def:4, Min:0, Max:4, Desc:"Max number planets"},
	S2:{Name:"moon_mult", Def:2.5, Min:2.5, Max:8.0, Desc:"Moon dist mult", Float:true},
	S3:{Name:"planet_mult", Def:5, Min:5.0, Max:12.0, Desc:"Planet dist mult", Float:true},
	Info:"0 - Maximum number of moons, 1 - Maximum number of planets,\n2 - Moon distance multiplier, 3 - Planet distance multiplier\nChanges will take effect after save/reload or next jump."},
EInt:{
	E0:{Name:"exSys", Def:0, Min:0, Max:7, Desc:["Lave","Diso","Tianve"]},
	Info:"Exclude systems. If set, SystemRedux is bypassed in these systems.\nChanges may require save/reload."},
};

//public function to add planet textures to the pool
//call with array of texture names
this.addPlanetsToPool = function(planets) {
	if (planets) {
		for (var i = 0; i < planets.length; i++) {
			if (this.$planetPool.indexOf(planets[i]) === -1)
				this.$planetPool.push(planets[i]);
		}
	}
}

//public function to add moon textures to the pool
//call with array of texture names
this.addMoonsToPool = function(moons) {
	if (moons) {
		for (var i = 0; i < moons.length; i++) {
			if (this.$moonPool.indexOf(moons[i]) === -1)
				this.$moonPool.push(moons[i]);
		}
	}
}

//public function to add giant textures to the pool
//call with array of texture names
this.addGiantsToPool = function(giants) {
	if (giants) {
		for (var i = 0; i < giants.length; i++) {
			if (this.$giantPool.indexOf(giants[i]) === -1)
				this.$giantPool.push(giants[i]);
		}
	}
}

//public function to exclude specific systems
//call with an array of length 8 consisting of arrays of systems to exclude per galaxy
this.changeSystems = function(ar) {
	if(ar){
		//i galaxy, ar[i][j] system
		for(var i=0;i<ar.length;i++){
			for(var j=0;j<ar[i].length;j++){
				if (this.excl[i].indexOf(ar[i][j]) === -1)
					this.excl[i].push(ar[i][j]);
			}
		}
	}
}
// public function to exclude a single system
// call with galaxy number and system ID
this.changeSystem = function(galID, sysID) {
	if (galID >=0 && galID <=7) {
		if (sysID >=0 && sysID <=255) {
			if (this.excl[galID].indexOf(sysID) === -1) this.excl[galID].push(sysID);
		}
	}
}

//oxp config
this.oxpcSettings = {
	Info: {Name:"System Redux",EarlyCall:true,EarlySet:true,Notify:true,
		InfoE:"Exclude systems. If set SystemRedux is bypassed in these systems.\nChanges may require restart / reload."
	},
	SInt0: {Name:"max_moons",Def:0x3,Max:0x3,Desc:"Max number of moons"},
	SInt1: {Name:"max_planets",Def:0x4,Max:0x4,Desc:"Max number of planets"},
	EInt0: {Name:"exSys",Def:0x0,Max:0x7,Desc:["Lave","Diso","Tianve"]}
};

this.oxpcNotifyOnChange = function(n) {
	var idx = this.excl[0].indexOf(7);
	if((this.exSys&1)) {
		if (idx == -1) this.excl[0].push(7); //Lave
	} else {
		if (idx >= 0) this.excl[0].splice(idx, 1);
	}
	idx = this.excl[0].indexOf(147);
	if((this.exSys&2)) {
		if (idx == -1) this.excl[0].push(147); //Diso
	} else {
		if (idx >= 0) this.excl[0].splice(idx, 1);
	}
	idx = this.excl[0].indexOf(246);
	if((this.exSys&4)) {
		if (idx == -1) this.excl[0].push(246); //Tianve
	} else {
		if (idx >= 0) this.excl[0].splice(idx, 1);
	}
	return;
}

this.startUp = function() {
	//4 moons are currently defined in the planetdata.
	this.max_moons = 1;//max number of moons around a planet. There's no limit here.
	this.max_planets = 2;//maximum number of extra planets per system. extra planets might have moon. There's no limit here.
	this.extraPlanetMoonsProbability = 0.1;//the probablitity for an extra planet to have moons.

	this.exSys = 0;//for oxp config
	this.excl = [[],[],[],[],[],[],[],[]];//excluded systems
	this.systemDone = false;//flag so that system gets populated only once
	this.runOnce = true;//controls the sorting of the pools

	if (missionVariables.SystemRedux_MaxMoons) this.max_moons = parseInt(missionVariables.SystemRedux_MaxMoons);
	if (missionVariables.SystemRedux_MaxPlanets) this.max_planets = parseInt(missionVariables.SystemRedux_MaxPlanets);
	if (missionVariables.SystemRedux_PlanetDistMult) this.planet_mult = parseFloat(missionVariables.SystemRedux_PlanetDistMult);
	if (missionVariables.SystemRedux_MoonDistMult) this.moon_mult = parseFloat(missionVariables.SystemRedux_MoonDistMult);
	if (missionVariables.SystemRedux_Exclude) this.exSys = JSON.parse(missionVariables.SystemRedux_Exclude);
	
}

this.startUpComplete = function() {
	// register our settings, if Lib_Config is present
	if (worldScripts.Lib_Config) worldScripts.Lib_Config._registerSet(this.libSettings);
}

this.playerWillSaveGame = function() {
	missionVariables.SystemRedux_MaxMoons = this.max_moons;
	missionVariables.SystemRedux_MaxPlanets = this.max_planets;
	missionVariables.SystemRedux_PlanetDistMult = this.planet_mult;
	missionVariables.SystemRedux_MoonDistMult = this.moon_mult;
	missionVariables.SystemRedux_Exclude = JSON.stringify(this.exSys);
}

this.systemWillPopulate = function (){
	//sort the pools on first launch so that the textures stay consistently regardless of the load order of the texture packs
	if (this.runOnce) {
		this.$planetPool.sort();
		this.$moonPool.sort();
		this.runOnce = false;
	}
	if(this.excl[galaxyNumber].indexOf(system.ID)===-1) {
		//init station array in sfap oxp
		if (worldScripts["stations_for_extra_planets"])
			worldScripts["stations_for_extra_planets"].initStationArray();
		this.$addPlanets();
	}
}

//the actual planet populator
this.$addPlanets = function() {

	//temporary arrays to be used with splice so that no two planet/moons/giant get the same texture in one system
	var tempPlanets = new Array();
	tempPlanets = tempPlanets.concat(this.$planetPool);
	var tempMoons = new Array();
	tempMoons = tempMoons.concat(this.$moonPool);
	var tempGiants = new Array();
	tempGiants = tempGiants.concat(this.$giantPool);
	var usedTextures = new Array();

	//inner functions need this
	var max_moon = this.max_moons;

	//function to manage textures so that if the same texture is used as moon and planet, it won't get shown twice in the same system
	function getTexture(pool, seed) {
		while (true) {
			if (pool.length !== 0) {
				var texNum = Math.floor(system.scrambledPseudoRandomNumber(seed) * pool.length);
				var texture = pool.splice(texNum, 1)[0];
				if (usedTextures.indexOf(texture) === -1) {
					usedTextures.push(texture);
					return texture;
				}
			}
			else return null;
		}
	}

	//function to add moons around given planet
	function addMoons(planet_position, planet_radius, seed) {
		//number of moon sizes defined in planetinfo.plist
		var moonSizes = 4;

		//number of moons to be added. extremes have probability weight of 0.5, others 1.
		var numberOfMoons = Math.round(system.scrambledPseudoRandomNumber(seed) * max_moons);

		//orbits. lowest is 2.5 * planet radius. station is usually at 2 * planet radius.
		var moonOrbits = new Array();
		for (var i = 0; i < max_moons; i++) moonOrbits.push(i);
		var baseMoonOrbit = planet_radius * worldScripts["System Redux"].moon_mult;
		var moonOrbitDifference = 30000;

		//for cinematic reasons moons are positioned so that when you view the main planet from wp, you should be able to see all the moons around it.
		//wp-planet line is kept empty.
		for (var i = 0; i < numberOfMoons; i++) {

			//texture
			var moonTexture = getTexture(tempMoons, system.scrambledPseudoRandomNumber(2 * (seed + i)));
			if (moonTexture === null) return;//if we're out of textures, abort.

			//body
			var moonBody = "ap-moon" + Math.floor(system.scrambledPseudoRandomNumber(3 * (seed + i)) * moonSizes);

			//position
			var moonOrbit = moonOrbits.splice(Math.floor(system.scrambledPseudoRandomNumber(11 * (seed + i)) * moonOrbits.length), 1)[0];
			var polar = Math.acos(1.4 * system.scrambledPseudoRandomNumber(5 * (seed + i)) - 0.7);
			var azimuth = 2.0 * Math.PI * system.scrambledPseudoRandomNumber(7 * (seed + i));
			var directionV = Vector3D(Math.sin(polar) * Math.cos(azimuth), Math.sin(polar) * Math.sin(azimuth), Math.cos(polar));
			var distance = baseMoonOrbit + moonOrbitDifference * moonOrbit;
			var moonPosition = planet_position.toCoordinateSystem("pwm").add(directionV.multiply(distance)).fromCoordinateSystem("pwm");

			setPopulatorMoon(moonTexture, moonBody, moonPosition);
		}
	}

	function setPopulatorPlanet(texture, body, coords, giant, radius) {
		system.setPopulator("ap_planet"+texture, {
			callback: function(pos) {
				var addedPlanet = system.addPlanet(body);
				addedPlanet.texture = texture;
				if (giant) {
					//for planetfall
					addedPlanet.solarGasGiant = true;
					//for gas giant skimmer
					addedPlanet.isGasGiant = true;
				}
				addedPlanet.position = pos;
			}.bind(this),
			location: "COORDINATES",
			coordinates: coords,
			priority: 100
		});
		//add station to planets with atmosphere
		if (worldScripts["stations_for_extra_planets"] && !giant)
			worldScripts["stations_for_extra_planets"].setStationPopulator(coords, radius);
	}

	function setPopulatorMoon(texture, body, coords) {
		system.setPopulator("ap_moon"+texture, {
			callback: function(pos) {
				var addedMoon = system.addMoon(body);
				addedMoon.texture = texture;
				addedMoon.position = pos;
			}.bind(this),
			location: "COORDINATES",
			coordinates: coords,
			priority: 101
		});
	}

	//all extra planets are positioned on incrementing distances calculated from the main planet. baseOrbit is the distance of the closest possible planet and orbitDifference is the increment from there on. These are multiples of unit calculated from wp-planet distance, so they differ from system to system. unit range is ~ 300 km - 400 km. For reference wp-planet range is ~ 300 km - 900 km.
	var orbits = new Array();
	for (var i = 0; i < this.max_planets; i++) orbits.push(i);
	var baseUnit = 1.0 / 6.0 * system.mainPlanet.position.magnitude() + 250000;
	var baseOrbit = this.planet_mult * baseUnit;//I would not go under 5. With 4, it's possible that an added planet is as close to the wp buoy as the main planet.
	var orbitDifference = 2.5 * baseUnit;

	//the number of extra planets in system. using Math.round gives smaller probabilities to the extremes, 0 and this.max_planets. With max planets 4, you'll be seeing more 1-3 extra planet systems than 0 or 4 extra planet systems. Probabitity weights are 0.5, 1, 1, 1, 0.5.
	var planetsInSystem = Math.round(system.pseudoRandomNumber * this.max_planets);

	for (var i = 0; i < planetsInSystem; i++) {

		//orbit.
		var orbit = orbits.splice(Math.floor(system.scrambledPseudoRandomNumber(galaxyNumber + 7 * (i + 1)) * orbits.length),1)[0];
		//planet size. there are 9+1 different sizes defined in planetinfo.plist. 10th is reserved for gas giants that can only appear on outer orbits.
		var planetSizes = 9;
		if (orbit > 1 && tempGiants.length > 0) planetSizes = 10;
		var planetInd = Math.floor(system.scrambledPseudoRandomNumber(galaxyNumber + 2 * (i + 1)) * planetSizes);

		//texture
		if (planetInd === 9)
			var planetTexture = getTexture(tempGiants, system.scrambledPseudoRandomNumber(galaxyNumber + 11 * (i + 1)));
		else
			var planetTexture = getTexture(tempPlanets, system.scrambledPseudoRandomNumber(galaxyNumber + 11 * (i + 1)));
		if (planetTexture === null) continue; //if we're out of textures, skip to the next iteration.

		//body
		var planetBody = "ap-planet" + planetInd;
		if (planetInd === 9) var giant = true;
		else var giant = false;

		//position. planet is placed on a zone of a sphere around the main planet opposite to the sun.
		var polar = Math.acos(1.4 * system.scrambledPseudoRandomNumber(galaxyNumber + 5 * (i + 1)) - 1);
		var azimuth = 2.0 * Math.PI * system.scrambledPseudoRandomNumber(galaxyNumber + 3 * (i + 1));
		var directionV = Vector3D(Math.sin(polar) * Math.cos(azimuth), Math.sin(polar) * Math.sin(azimuth), Math.cos(polar));
		var distance = baseOrbit + orbitDifference * orbit;
		var planetPosition = directionV.multiply(distance).fromCoordinateSystem("psm");

		var radiuses = [5000, 5250, 5500, 5750, 6000, 6250, 6500, 6750, 7000, 20000];
		setPopulatorPlanet(planetTexture, planetBody, planetPosition, giant, radiuses[planetInd]*10);


		//moons for extra planets
		if (system.scrambledPseudoRandomNumber(galaxyNumber + 17 * (i + 1)) < this.extraPlanetMoonsProbability) {
			//positioning depends on planet radius. Moon populator is set before the planet is added. Hence radiuses are given here.
			addMoons(planetPosition, radiuses[planetInd]*10, galaxyNumber + 13);
		}
	}
	addMoons(system.mainPlanet.position, system.mainPlanet.radius, galaxyNumber + 19);
}