diff --git a/Dynamic Asteroids/Data/Scripts/DynamicAsteroids/AsteroidEntities/AsteroidSettings.cs b/Dynamic Asteroids/Data/Scripts/DynamicAsteroids/AsteroidEntities/AsteroidSettings.cs index ddb9436..7132039 100644 --- a/Dynamic Asteroids/Data/Scripts/DynamicAsteroids/AsteroidEntities/AsteroidSettings.cs +++ b/Dynamic Asteroids/Data/Scripts/DynamicAsteroids/AsteroidEntities/AsteroidSettings.cs @@ -32,23 +32,23 @@ public static class AsteroidSettings public static double ZoneRadius = 10000.0; public static int AsteroidVelocityBase = 0; public static double VelocityVariability = 0; - public static double AngularVelocityVariability = 0; + public static double AngularVelocityVariability = 0; //TODO: this gets corrected during runtime and doesnt actually work public static double MinDistanceFromVanillaAsteroids = 1000; - public static double MinDistanceFromPlayer = 3000; + public static double MinDistanceFromPlayer = 3000; //TODO: this might only be checking form the center of a zone. lets not make zones move with players yet public static int Seed = 69420; public static bool IgnorePlanets = true; - public static double IceWeight = 99; - public static double StoneWeight = 0.5; - public static double IronWeight = 0.25; - public static double NickelWeight = 0.05; - public static double CobaltWeight = 0.05; - public static double MagnesiumWeight = 0.05; - public static double SiliconWeight = 0.05; - public static double SilverWeight = 0.05; - public static double GoldWeight = 0.05; - public static double PlatinumWeight = 0.05; - public static double UraniniteWeight = 0.05; - public static float MinAsteroidSize = 50f; + public static double IceWeight = 97.4; + public static double StoneWeight = 1.0; + public static double IronWeight = 0.4; + public static double NickelWeight = 0.2; + public static double CobaltWeight = 0.2; //TODO: spawning weights might be way to proportionally out of whack for videogames gamplay + public static double MagnesiumWeight = 0.2; + public static double SiliconWeight = 0.2; + public static double SilverWeight = 0.1; + public static double GoldWeight = 0.1; + public static double PlatinumWeight = 0.1; + public static double UraniniteWeight = 0.1; + public static float MinAsteroidSize = 50f; //TODO: depreciate min and max since we have reasonable volumes (sphere) public static float MaxAsteroidSize = 250f; public static float InstabilityPerMass = 0.1f; public static float InstabilityThresholdPercent = 0.8f;