Refactor world bootstrap and allow empty startup worlds
This commit is contained in:
@@ -1,383 +1,26 @@
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using static SpaceGame.Api.Universe.Scenario.LoaderSupport;
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using SpaceGame.Api.Universe.Bootstrap;
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using Microsoft.Extensions.Options;
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namespace SpaceGame.Api.Universe.Scenario;
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public sealed class WorldBuilder(
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StaticDataCatalog staticData,
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IOptions<BalanceOptions> balance,
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SystemGenerationService generationService,
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SpatialBuilder spatialBuilder,
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WorldSeedingService seedingService)
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WorldTopologyBuilder topologyBuilder,
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ScenarioValidationService scenarioValidationService,
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ScenarioContentBuilder contentBuilder,
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WorldRuntimeAssembler runtimeAssembler)
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{
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public SimulationWorld Build(
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GameStartOptionsDefinition gameStartOptions,
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public SimulationWorld BuildFromGeneration(WorldGenerationOptions worldGenerationOptions) =>
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BuildWorld(worldGenerationOptions, null);
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public SimulationWorld BuildFromScenario(ScenarioDefinition scenarioDefinition) =>
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BuildWorld(scenarioDefinition.WorldGeneration, scenarioDefinition);
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private SimulationWorld BuildWorld(
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WorldGenerationOptions worldGenerationOptions,
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ScenarioDefinition? scenarioDefinition)
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{
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var systems = generationService.ExpandSystems(
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generationService.PrepareAuthoredSystems(authoredSystems),
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gameStartOptions.WorldGeneration.TargetSystemCount);
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var topology = topologyBuilder.Build(worldGenerationOptions);
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var scenario = scenarioDefinition ?? scenarioValidationService.CreateEmptyScenario(worldGenerationOptions, topology.Systems);
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scenarioValidationService.Validate(scenario, topology.Systems.Select(system => system.Id).ToHashSet(StringComparer.Ordinal));
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var scenario = NormalizeScenarioToAvailableSystems(
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scenarioDefinition,
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systems.Select(system => system.Id).ToList());
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var systemRuntimes = systems
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.Select(definition => new SystemRuntime
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{
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Definition = definition,
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Position = ToVector(definition.Position),
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})
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.ToList();
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var systemsById = systemRuntimes.ToDictionary(system => system.Definition.Id, StringComparer.Ordinal);
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var spatialLayout = spatialBuilder.BuildLayout(systemRuntimes, balance.Value);
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var stations = CreateStations(
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scenario,
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systemsById,
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spatialLayout.SystemGraphs,
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spatialLayout.Celestials,
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staticData.ModuleDefinitions,
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staticData.ItemDefinitions);
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seedingService.InitializeStationStockpiles(stations, staticData.ModuleDefinitions);
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var refinery = seedingService.SelectRefineryStation(stations, scenario);
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var patrolRoutes = BuildPatrolRoutes(scenario, systemsById);
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var ships = CreateShips(scenario, systemsById, spatialLayout.Celestials, staticData.ShipDefinitions, patrolRoutes, stations, refinery);
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if (gameStartOptions.WorldGeneration.AiControllerFactionCount < int.MaxValue)
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{
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var aiFactionIds = stations
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.Select(s => s.FactionId)
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.Concat(ships.Select(s => s.FactionId))
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.Where(id => !string.IsNullOrWhiteSpace(id) && !string.Equals(id, DefaultFactionId, StringComparison.Ordinal))
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.Distinct(StringComparer.Ordinal)
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.OrderBy(id => id, StringComparer.Ordinal)
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.Take(gameStartOptions.WorldGeneration.AiControllerFactionCount)
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.ToHashSet(StringComparer.Ordinal);
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aiFactionIds.Add(DefaultFactionId);
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stations = stations.Where(s => aiFactionIds.Contains(s.FactionId)).ToList();
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ships = ships.Where(s => aiFactionIds.Contains(s.FactionId)).ToList();
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}
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var factions = seedingService.CreateFactions(stations, ships);
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seedingService.BootstrapFactionEconomy(factions, stations);
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var policies = seedingService.CreatePolicies(factions);
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var commanders = seedingService.CreateCommanders(factions, stations, ships);
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var nowUtc = DateTimeOffset.UtcNow;
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var playerFaction = gameStartOptions.WorldGeneration.GeneratePlayerFaction
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? seedingService.CreatePlayerFaction(factions, stations, ships, commanders, policies, nowUtc)
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: null;
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var claims = seedingService.CreateClaims(stations, spatialLayout.Celestials, nowUtc);
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var world = new SimulationWorld
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{
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Label = "Split Viewer / Simulation World",
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Seed = gameStartOptions.Seed,
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Systems = systemRuntimes,
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Celestials = spatialLayout.Celestials,
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Nodes = spatialLayout.Nodes,
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Wrecks = [],
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Stations = stations,
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Ships = ships,
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Factions = factions,
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PlayerFaction = playerFaction,
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Geopolitics = null,
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Commanders = commanders,
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Claims = claims,
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ConstructionSites = [],
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MarketOrders = [],
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Policies = policies,
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ShipDefinitions = new Dictionary<string, ShipDefinition>(staticData.ShipDefinitions, StringComparer.Ordinal),
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ItemDefinitions = new Dictionary<string, ItemDefinition>(staticData.ItemDefinitions, StringComparer.Ordinal),
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ModuleDefinitions = new Dictionary<string, ModuleDefinition>(staticData.ModuleDefinitions, StringComparer.Ordinal),
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ModuleRecipes = new Dictionary<string, ModuleRecipeDefinition>(staticData.ModuleRecipes, StringComparer.Ordinal),
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Recipes = new Dictionary<string, RecipeDefinition>(staticData.Recipes, StringComparer.Ordinal),
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ProductionGraph = staticData.ProductionGraph,
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OrbitalTimeSeconds = gameStartOptions.Seed * 97d,
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GeneratedAtUtc = nowUtc,
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};
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var (constructionSites, marketOrders) = seedingService.CreateConstructionSites(world);
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world.ConstructionSites.AddRange(constructionSites);
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world.MarketOrders.AddRange(marketOrders);
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var geopolitics = new GeopoliticalSimulationService();
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geopolitics.Update(world, 0f, []);
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return world;
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}
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private static ScenarioDefinition NormalizeScenarioToAvailableSystems(
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ScenarioDefinition? scenario,
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IReadOnlyList<string> availableSystemIds)
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{
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var fallbackSystemId = SystemSelectionPolicy.SelectFallbackSystemId(availableSystemIds);
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if (scenario is null)
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{
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return new ScenarioDefinition
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{
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GameStartOptions = new GameStartOptionsDefinition(),
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InitialStations = [],
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ShipFormations = [],
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PatrolRoutes = [],
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MiningDefaults = new MiningDefaultsDefinition
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{
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NodeSystemId = fallbackSystemId,
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RefinerySystemId = fallbackSystemId,
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},
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};
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}
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if (availableSystemIds.Count == 0)
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{
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return scenario;
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}
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string ResolveSystemId(string systemId) =>
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availableSystemIds.Contains(systemId, StringComparer.Ordinal) ? systemId : fallbackSystemId;
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return new ScenarioDefinition
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{
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GameStartOptions = scenario.GameStartOptions,
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InitialStations = scenario.InitialStations
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.Select(station => new InitialStationDefinition
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{
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SystemId = ResolveSystemId(station.SystemId),
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Label = station.Label,
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Color = station.Color,
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Objective = station.Objective,
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StartingModules = station.StartingModules.ToList(),
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FactionId = station.FactionId,
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PlanetIndex = station.PlanetIndex,
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LagrangeSide = station.LagrangeSide,
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Position = station.Position?.ToArray(),
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})
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.ToList(),
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ShipFormations = scenario.ShipFormations
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.Select(formation => new ShipFormationDefinition
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{
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ShipId = formation.ShipId,
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Count = formation.Count,
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Center = formation.Center.ToArray(),
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SystemId = ResolveSystemId(formation.SystemId),
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FactionId = formation.FactionId,
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StartingInventory = new Dictionary<string, float>(formation.StartingInventory, StringComparer.Ordinal),
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})
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.ToList(),
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PatrolRoutes = scenario.PatrolRoutes
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.Select(route => new PatrolRouteDefinition
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{
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SystemId = ResolveSystemId(route.SystemId),
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Points = route.Points.Select(point => point.ToArray()).ToList(),
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})
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.ToList(),
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MiningDefaults = new MiningDefaultsDefinition
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{
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NodeSystemId = ResolveSystemId(scenario.MiningDefaults.NodeSystemId),
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RefinerySystemId = ResolveSystemId(scenario.MiningDefaults.RefinerySystemId),
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},
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};
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}
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private static List<StationRuntime> CreateStations(
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ScenarioDefinition scenario,
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IReadOnlyDictionary<string, SystemRuntime> systemsById,
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IReadOnlyDictionary<string, SystemSpatialGraph> systemGraphs,
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IReadOnlyCollection<CelestialRuntime> celestials,
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IReadOnlyDictionary<string, ModuleDefinition> moduleDefinitions,
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IReadOnlyDictionary<string, ItemDefinition> itemDefinitions)
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{
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var stations = new List<StationRuntime>();
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var stationIdCounter = 0;
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foreach (var plan in scenario.InitialStations)
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{
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if (!systemsById.TryGetValue(plan.SystemId, out var system))
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{
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continue;
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}
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var placement = SpatialBuilder.ResolveStationPlacement(plan, system, systemGraphs[system.Definition.Id], celestials);
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var station = new StationRuntime
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{
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Id = $"station-{++stationIdCounter}",
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SystemId = system.Definition.Id,
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Label = plan.Label,
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Color = plan.Color,
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Objective = StationSimulationService.NormalizeStationObjective(plan.Objective),
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Position = placement.Position,
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FactionId = plan.FactionId ?? DefaultFactionId,
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CelestialId = placement.AnchorCelestial.Id,
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Health = 600f,
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MaxHealth = 600f,
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};
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stations.Add(station);
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placement.AnchorCelestial.OccupyingStructureId = station.Id;
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var startingModules = BuildStartingModules(plan, moduleDefinitions, itemDefinitions);
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foreach (var moduleId in startingModules)
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{
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AddStationModule(station, moduleDefinitions, moduleId);
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}
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}
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return stations;
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}
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private static IReadOnlyList<string> BuildStartingModules(
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InitialStationDefinition plan,
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IReadOnlyDictionary<string, ModuleDefinition> moduleDefinitions,
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IReadOnlyDictionary<string, ItemDefinition> itemDefinitions)
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{
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var startingModules = new List<string>(plan.StartingModules.Count > 0
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? plan.StartingModules
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: ["module_arg_dock_m_01_lowtech", "module_gen_prod_energycells_01", "module_arg_stor_container_m_01"]);
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EnsureStartingModule(startingModules, "module_arg_dock_m_01_lowtech");
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var objectiveModuleId = GetObjectiveStartingModuleId(plan.Objective);
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if (!string.IsNullOrWhiteSpace(objectiveModuleId))
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{
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EnsureStartingModule(startingModules, objectiveModuleId);
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if (!string.Equals(objectiveModuleId, "module_gen_prod_energycells_01", StringComparison.Ordinal))
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{
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EnsureStartingModule(startingModules, "module_gen_prod_energycells_01");
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}
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foreach (var storageModuleId in GetRequiredStartingStorageModules(objectiveModuleId, moduleDefinitions, itemDefinitions))
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{
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EnsureStartingModule(startingModules, storageModuleId);
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}
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}
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return startingModules;
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}
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private static string? GetObjectiveStartingModuleId(string? objective) =>
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StationSimulationService.NormalizeStationObjective(objective) switch
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{
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"power" => "module_gen_prod_energycells_01",
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"refinery" => "module_gen_ref_ore_01",
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"graphene" => "module_gen_prod_graphene_01",
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"siliconwafers" => "module_gen_prod_siliconwafers_01",
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"hullparts" => "module_gen_prod_hullparts_01",
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"claytronics" => "module_gen_prod_claytronics_01",
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"quantumtubes" => "module_gen_prod_quantumtubes_01",
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"antimattercells" => "module_gen_prod_antimattercells_01",
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"superfluidcoolant" => "module_gen_prod_superfluidcoolant_01",
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"water" => "module_gen_prod_water_01",
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_ => null,
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};
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private static IEnumerable<string> GetRequiredStartingStorageModules(
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string moduleId,
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IReadOnlyDictionary<string, ModuleDefinition> moduleDefinitions,
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IReadOnlyDictionary<string, ItemDefinition> itemDefinitions)
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{
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if (!moduleDefinitions.TryGetValue(moduleId, out var moduleDefinition))
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{
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yield break;
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}
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foreach (var wareId in moduleDefinition.BuildRecipes
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.SelectMany(production => production.Wares.Select(ware => ware.ItemId))
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.Concat(moduleDefinition.ProductItemIds)
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.Distinct(StringComparer.Ordinal))
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{
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if (!itemDefinitions.TryGetValue(wareId, out var itemDefinition))
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{
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continue;
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}
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if (SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport.GetStorageRequirement(moduleDefinitions, itemDefinition.CargoKind) is { } storageModuleId)
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{
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yield return storageModuleId;
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}
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}
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}
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private static void EnsureStartingModule(List<string> modules, string moduleId)
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{
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if (!modules.Contains(moduleId, StringComparer.Ordinal))
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{
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modules.Add(moduleId);
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}
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}
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private static Dictionary<string, List<Vector3>> BuildPatrolRoutes(
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ScenarioDefinition scenario,
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IReadOnlyDictionary<string, SystemRuntime> systemsById)
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{
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return scenario.PatrolRoutes
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.GroupBy(route => route.SystemId, StringComparer.Ordinal)
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.ToDictionary(
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group => group.Key,
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group => group
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.SelectMany(route => route.Points)
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.Select(point => NormalizeScenarioPoint(systemsById[group.Key], point))
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.ToList(),
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StringComparer.Ordinal);
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}
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private List<ShipRuntime> CreateShips(
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ScenarioDefinition scenario,
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IReadOnlyDictionary<string, SystemRuntime> systemsById,
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IReadOnlyCollection<CelestialRuntime> celestials,
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IReadOnlyDictionary<string, ShipDefinition> shipDefinitions,
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IReadOnlyDictionary<string, List<Vector3>> patrolRoutes,
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IReadOnlyCollection<StationRuntime> stations,
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StationRuntime? refinery)
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{
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var ships = new List<ShipRuntime>();
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var shipIdCounter = 0;
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foreach (var formation in scenario.ShipFormations)
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{
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if (!shipDefinitions.TryGetValue(formation.ShipId, out var definition))
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{
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continue;
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}
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for (var index = 0; index < formation.Count; index += 1)
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{
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var offset = new Vector3((index % 3) * 18f, balance.Value.YPlane, (index / 3) * 18f);
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var position = Add(NormalizeScenarioPoint(systemsById[formation.SystemId], formation.Center), offset);
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ships.Add(new ShipRuntime
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{
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Id = $"ship-{++shipIdCounter}",
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SystemId = formation.SystemId,
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Definition = definition,
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FactionId = formation.FactionId ?? DefaultFactionId,
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Position = position,
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TargetPosition = position,
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SpatialState = SpatialBuilder.CreateInitialShipSpatialState(formation.SystemId, position, celestials),
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DefaultBehavior = WorldSeedingService.CreateBehavior(
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definition,
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formation.SystemId,
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formation.FactionId ?? DefaultFactionId,
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scenario,
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patrolRoutes,
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stations,
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refinery),
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Skills = WorldSeedingService.CreateSkills(definition),
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Health = definition.MaxHealth,
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});
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foreach (var (itemId, amount) in formation.StartingInventory)
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{
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if (amount > 0f)
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{
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ships[^1].Inventory[itemId] = amount;
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}
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}
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}
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}
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return ships;
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var content = contentBuilder.Build(scenario, topology);
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return runtimeAssembler.Assemble(worldGenerationOptions, topology, content);
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}
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}
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