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18985ad4
Commit
18985ad4
authored
12 years ago
by
deuce
Browse files
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More stuff... still incomplete and unusable.
parent
a7f4b565
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1 changed file
xtrn/tw2/bang.js
+47
-11
47 additions, 11 deletions
xtrn/tw2/bang.js
with
47 additions
and
11 deletions
xtrn/tw2/bang.js
+
47
−
11
View file @
18985ad4
...
@@ -6,13 +6,25 @@
...
@@ -6,13 +6,25 @@
*
*
*/
*/
var
sectors
=
1000
;
var
sectors
=
1000
;
// Total sectors in the known universe
var
warpradius
=
1.5
;
// Ratio of radius of a sphere containing the averge
// volume of space per sector to radius of max jump
// distance
// Eg: if the average sector was a 10 cubic mile
// sphere, it would have a radius of 1.34 miles.
// The maximum warp distance would be warpradius*1.34
// or (assuming 1.5) 2.01 miles.
// Obviously, the units we're using are a bit bigger.
var
spin
=
0.1
;
// Distance in known universe radii the universe
// using the same ration to average bolume as above
var
wr
=
Math
.
pow
(((
4
/
3
*
Math
.
PI
)
/
sectors
)
/
((
4
/
3
)
*
Math
.
PI
),
1
/
3
)
*
warpradius
;
// Calculate warp radius
var
so
=
Math
.
pow
(
1
/
sectors
,
1
/
3
)
*
spin
;
// Calculate spin offset
var
universe
=
[];
var
universe
=
[];
var
ports
=
[];
var
ports
=
[];
var
planets
=
[];
var
planets
=
[];
var
i
,
j
;
var
i
,
j
,
k
;
var
sol
;
var
sol
;
var
warpradius
=
1.5
;
function
SectorDistance
(
other
)
function
SectorDistance
(
other
)
{
{
...
@@ -23,6 +35,15 @@ function SectorDistance(other)
...
@@ -23,6 +35,15 @@ function SectorDistance(other)
));
));
}
}
function
WarpDistance
(
other
)
{
return
(
Math
.
sqrt
(
Math
.
pow
(
this
.
X
-
other
.
X
,
2
)
+
Math
.
pow
(
this
.
Y
-
other
.
Y
-
so
,
2
)
+
Math
.
pow
(
this
.
Z
-
other
.
Z
,
2
)
));
}
function
CubicSector
(
x
,
y
,
z
)
function
CubicSector
(
x
,
y
,
z
)
{
{
this
.
X
=
x
;
// -1 to 1
this
.
X
=
x
;
// -1 to 1
...
@@ -36,6 +57,7 @@ function CubicSector(x,y,z)
...
@@ -36,6 +57,7 @@ function CubicSector(x,y,z)
this
.
Az
=
Math
.
atan2
(
this
.
Y
,
this
.
X
);
// Azimuth from coreward (Radians)
this
.
Az
=
Math
.
atan2
(
this
.
Y
,
this
.
X
);
// Azimuth from coreward (Radians)
this
.
Al
=
Math
.
acos
(
this
.
Z
/
this
.
R
);
// Altitude from galactic plane (Radians)
this
.
Al
=
Math
.
acos
(
this
.
Z
/
this
.
R
);
// Altitude from galactic plane (Radians)
this
.
Distance
=
SectorDistance
;
this
.
Distance
=
SectorDistance
;
this
.
WDistance
=
WarpDistance
;
}
}
function
SphereSector
(
R
,
Al
,
Az
)
function
SphereSector
(
R
,
Al
,
Az
)
...
@@ -47,6 +69,7 @@ function SphereSector(R, Al, Az)
...
@@ -47,6 +69,7 @@ function SphereSector(R, Al, Az)
this
.
Y
=
this
.
R
*
Math
.
sin
(
Al
)
*
Math
.
sin
(
Az
);
this
.
Y
=
this
.
R
*
Math
.
sin
(
Al
)
*
Math
.
sin
(
Az
);
this
.
Z
=
this
.
R
*
Math
.
cos
(
Al
);
this
.
Z
=
this
.
R
*
Math
.
cos
(
Al
);
this
.
Distance
=
SectorDistance
;
this
.
Distance
=
SectorDistance
;
this
.
WDistance
=
WarpDistance
;
}
}
var
sol
=
new
CubicSector
(
0
,
0
,
0
);
var
sol
=
new
CubicSector
(
0
,
0
,
0
);
...
@@ -56,7 +79,7 @@ for(i=0; i<sectors; i++) {
...
@@ -56,7 +79,7 @@ for(i=0; i<sectors; i++) {
universe
.
push
(
sol
);
universe
.
push
(
sol
);
}
}
else
{
else
{
var
x
,
y
,
z
;
var
x
,
y
,
z
,
n
;
check
:
check
:
do
{
do
{
...
@@ -70,27 +93,40 @@ check:
...
@@ -70,27 +93,40 @@ check:
log
(
"
Duplicate location
"
);
log
(
"
Duplicate location
"
);
continue
check
;
continue
check
;
}
}
}
}
universe
.
push
(
new
CubicSector
(
x
,
y
,
z
));
n
=
new
CubicSector
(
x
,
y
,
z
);
}
while
(
0
);
if
(
sol
.
Distance
(
n
)
>
1
)
// Ensure the universe is spherical
continue
check
;
universe
.
push
(
n
);
break
;
}
while
(
1
);
}
}
}
}
log
(
"
len=
"
+
universe
.
length
);
universe
.
sort
(
function
(
a
,
b
)
{
return
(
a
.
Distance
(
sol
)
-
b
.
Distance
(
sol
))
});
universe
.
sort
(
function
(
a
,
b
)
{
return
(
a
.
Distance
(
sol
)
-
b
.
Distance
(
sol
))
});
var
wr
=
Math
.
pow
((
2
*
2
*
2
/
sectors
)
/
((
4
/
3
)
*
Math
.
PI
),
1
/
3
)
*
warpradius
;
// warpradius 1.5 times the average sector sphere.
var
totalwarps
=
0
;
var
totalwarps
=
0
;
for
(
i
in
universe
)
{
for
(
i
in
universe
)
{
universe
[
i
].
Warps
=
[];
universe
[
i
].
Warps
=
[];
for
(
j
in
universe
)
{
for
(
j
in
universe
)
{
if
(
i
==
j
)
if
(
i
==
j
)
continue
;
continue
;
if
(
universe
[
i
].
Distance
(
universe
[
j
])
<=
wr
)
{
if
(
universe
[
i
].
W
Distance
(
universe
[
j
])
<=
wr
)
{
universe
[
i
].
Warps
.
push
(
j
);
universe
[
i
].
Warps
.
push
(
j
);
totalwarps
++
;
totalwarps
++
;
}
}
}
}
writeln
(
format
(
"
%f/%f/%f - %f
"
,
universe
[
i
].
X
,
universe
[
i
].
Y
,
universe
[
i
].
Z
,
universe
[
i
].
Distance
(
sol
)));
writeln
(
"
Warps:
"
+
universe
[
i
].
Warps
.
join
(
'
,
'
));
}
}
log
(
"
Radius=
"
+
wr
);
log
(
"
Average warps per sector:
"
+
(
totalwarps
/
sectors
));
log
(
"
Average warps per sector:
"
+
(
totalwarps
/
sectors
));
log
(
"
Total Warps:
"
+
totalwarps
);
// Check for one-way warps
var
oneways
=
0
;
for
(
i
in
universe
)
{
for
(
j
in
universe
[
i
].
Warps
)
{
if
(
!
universe
[
universe
[
i
].
Warps
[
j
]].
Warps
.
some
(
function
(
a
,
b
,
c
)
{
return
(
a
==
i
)
}
))
oneways
++
;
}
}
log
(
"
One-way warps:
"
+
oneways
+
"
(
"
+
parseInt
(
oneways
/
totalwarps
*
100
)
+
"
%)
"
);
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