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

@@ -260,7 +260,9 @@ public sealed partial class SimulationEngine
{
var destinationEntryNode = ResolveSystemEntryNode(world, toSystemId);
var destinationEntryPosition = destinationEntryNode?.Position ?? toPosition;
var ftlDistance = fromPosition.DistanceTo(destinationEntryPosition);
var originSystemPosition = ResolveSystemGalaxyPosition(world, fromSystemId);
var destinationSystemPosition = ResolveSystemGalaxyPosition(world, toSystemId);
var ftlDistance = originSystemPosition.DistanceTo(destinationSystemPosition);
var ftlDuration = ftlDistance / MathF.Max(ship.Definition.FtlSpeed, 0.01f);
return EstimateTimedEnergyUse(world, ship.Definition.SpoolTime, world.Balance.Energy.IdleDrain)
+ EstimateTimedEnergyUse(world, ftlDuration, world.Balance.Energy.WarpDrain)
@@ -278,14 +280,14 @@ public sealed partial class SimulationEngine
return 0f;
}
if (distance <= 120f)
if (distance <= WarpEngageDistanceKilometers)
{
var localDuration = distance / MathF.Max(ship.Definition.Speed, 0.01f);
var localDuration = distance / MathF.Max(GetLocalTravelSpeed(ship), 0.01f);
return EstimateTimedEnergyUse(world, localDuration, world.Balance.Energy.MoveDrain);
}
var warpSpoolDuration = MathF.Max(0.4f, ship.Definition.SpoolTime * 0.5f);
var warpDuration = distance / MathF.Max(ship.Definition.Speed, 0.01f);
var warpDuration = distance / MathF.Max(GetWarpTravelSpeed(ship), 0.01f);
return EstimateTimedEnergyUse(world, warpSpoolDuration, world.Balance.Energy.IdleDrain)
+ EstimateTimedEnergyUse(world, warpDuration, world.Balance.Energy.WarpDrain);
}