feat: migrate simulation to physically-based unit system

Replace arbitrary game units with real-world measurements throughout
the simulation and viewer: planet orbits in AU, sizes in km, galaxy
positions in light-years. Add SimulationUnits helpers for conversions,
separate WarpSpeed from FtlSpeed for ships, fix FTL transit progress
to use galaxy-space distances, overhaul Lagrange point placement with
Hill sphere approximation, and update the viewer to scale and format
all distances correctly. Ships in FTL transit now render in galaxy view.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-16 14:21:20 -04:00
parent 5ba1287f85
commit 5df5111463
34 changed files with 1558 additions and 456 deletions

View File

@@ -2,6 +2,18 @@ namespace SpaceGame.Simulation.Api.Simulation;
public sealed partial class SimulationEngine
{
private const float WarpEngageDistanceKilometers = 250_000f;
private static float GetLocalTravelSpeed(ShipRuntime ship) =>
SimulationUnits.MetersPerSecondToKilometersPerSecond(ship.Definition.Speed);
private static float GetWarpTravelSpeed(ShipRuntime ship) =>
SimulationUnits.AuPerSecondToKilometersPerSecond(ship.Definition.WarpSpeed);
private static Vector3 ResolveSystemGalaxyPosition(SimulationWorld world, string systemId) =>
world.Systems.FirstOrDefault(candidate => string.Equals(candidate.Definition.Id, systemId, StringComparison.Ordinal))?.Position
?? Vector3.Zero;
private string UpdateControllerTask(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var task = ship.ControllerTask;
@@ -140,7 +152,7 @@ public sealed partial class SimulationEngine
ship.ActionTimer = 0f;
ship.State = ShipState.LocalFlight;
ship.Position = ship.Position.MoveToward(targetPosition, ship.Definition.Speed * deltaSeconds);
ship.Position = ship.Position.MoveToward(targetPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
@@ -199,7 +211,7 @@ public sealed partial class SimulationEngine
var totalDistance = MathF.Max(0.001f, transit.OriginNodeId is null
? ship.Position.DistanceTo(targetPosition)
: (world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == transit.OriginNodeId)?.Position.DistanceTo(targetPosition) ?? ship.Position.DistanceTo(targetPosition)));
ship.Position = ship.Position.MoveToward(targetPosition, ship.Definition.Speed * deltaSeconds);
ship.Position = ship.Position.MoveToward(targetPosition, GetWarpTravelSpeed(ship) * deltaSeconds);
transit.Progress = MathF.Min(1f, 1f - (ship.Position.DistanceTo(targetPosition) / totalDistance));
return ship.Position.DistanceTo(targetPosition) <= 18f
? CompleteTransitArrival(ship, targetNode.SystemId, targetPosition, targetNode)
@@ -258,10 +270,11 @@ public sealed partial class SimulationEngine
return "none";
}
var totalDistance = MathF.Max(0.001f, ship.Position.DistanceTo(targetPosition));
ship.Position = ship.Position.MoveToward(targetPosition, ship.Definition.FtlSpeed * deltaSeconds);
transit.Progress = MathF.Min(1f, 1f - (ship.Position.DistanceTo(targetPosition) / totalDistance));
return ship.Position.DistanceTo(targetPosition) <= 24f
var originSystemPosition = ResolveSystemGalaxyPosition(world, ship.SystemId);
var destinationSystemPosition = ResolveSystemGalaxyPosition(world, targetSystemId);
var totalDistance = MathF.Max(0.001f, originSystemPosition.DistanceTo(destinationSystemPosition));
transit.Progress = MathF.Min(1f, transit.Progress + ((ship.Definition.FtlSpeed * deltaSeconds) / totalDistance));
return transit.Progress >= 0.999f
? CompleteSystemEntryArrival(ship, targetSystemId, targetPosition, targetNode)
: "none";
}