Split viewer and simulation into separate apps
This commit is contained in:
134
apps/backend/Simulation/RuntimeModels.cs
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134
apps/backend/Simulation/RuntimeModels.cs
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using SpaceGame.Simulation.Api.Data;
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed class SimulationWorld
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{
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public required string Label { get; init; }
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public required int Seed { get; init; }
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public required BalanceDefinition Balance { get; init; }
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public required List<SystemRuntime> Systems { get; init; }
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public required List<ResourceNodeRuntime> Nodes { get; init; }
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public required List<StationRuntime> Stations { get; init; }
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public required List<ShipRuntime> Ships { get; init; }
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public required List<FactionRuntime> Factions { get; init; }
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public required Dictionary<string, ShipDefinition> ShipDefinitions { get; init; }
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public DateTimeOffset GeneratedAtUtc { get; set; }
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}
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public sealed class SystemRuntime
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{
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public required SolarSystemDefinition Definition { get; init; }
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public required Vector3 Position { get; init; }
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}
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public sealed class ResourceNodeRuntime
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{
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public required string Id { get; init; }
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public required string SystemId { get; init; }
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public required Vector3 Position { get; init; }
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public required string ItemId { get; init; }
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public float OreRemaining { get; set; }
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public float MaxOre { get; init; }
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}
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public sealed class StationRuntime
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{
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public required string Id { get; init; }
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public required string SystemId { get; init; }
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public required ConstructibleDefinition Definition { get; init; }
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public required Vector3 Position { get; init; }
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public required string FactionId { get; init; }
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public float OreStored { get; set; }
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public float RefinedStock { get; set; }
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public float ProcessTimer { get; set; }
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public HashSet<string> DockedShipIds { get; } = [];
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}
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public sealed class ShipRuntime
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{
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public required string Id { get; init; }
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public required string SystemId { get; set; }
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public required ShipDefinition Definition { get; init; }
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public required string FactionId { get; init; }
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public required Vector3 Position { get; set; }
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public required Vector3 TargetPosition { get; set; }
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public string State { get; set; } = "idle";
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public ShipOrderRuntime? Order { get; set; }
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public required DefaultBehaviorRuntime DefaultBehavior { get; set; }
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public required ControllerTaskRuntime ControllerTask { get; set; }
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public float ActionTimer { get; set; }
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public float Cargo { get; set; }
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public string? DockedStationId { get; set; }
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public float Health { get; set; }
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public List<string> History { get; } = [];
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public string LastSignature { get; set; } = string.Empty;
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}
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public sealed class FactionRuntime
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{
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public required string Id { get; init; }
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public required string Label { get; init; }
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public required string Color { get; init; }
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public float Credits { get; set; }
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public float OreMined { get; set; }
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public float GoodsProduced { get; set; }
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public int ShipsBuilt { get; set; }
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public int ShipsLost { get; set; }
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}
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public sealed class ShipOrderRuntime
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{
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public required string Kind { get; init; }
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public string Status { get; set; } = "accepted";
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public required string DestinationSystemId { get; init; }
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public required Vector3 DestinationPosition { get; init; }
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}
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public sealed class DefaultBehaviorRuntime
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{
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public required string Kind { get; set; }
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public string? AreaSystemId { get; set; }
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public string? RefineryId { get; set; }
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public string? NodeId { get; set; }
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public string? Phase { get; set; }
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public List<Vector3> PatrolPoints { get; set; } = [];
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public int PatrolIndex { get; set; }
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}
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public sealed class ControllerTaskRuntime
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{
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public required string Kind { get; set; }
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public string? TargetEntityId { get; set; }
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public string? TargetSystemId { get; set; }
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public Vector3? TargetPosition { get; set; }
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public float Threshold { get; set; }
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}
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public readonly record struct Vector3(float X, float Y, float Z)
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{
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public static Vector3 Zero => new(0f, 0f, 0f);
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public float DistanceTo(Vector3 other)
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{
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var dx = X - other.X;
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var dy = Y - other.Y;
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var dz = Z - other.Z;
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return MathF.Sqrt((dx * dx) + (dy * dy) + (dz * dz));
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}
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public Vector3 MoveToward(Vector3 target, float maxDistance)
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{
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var distance = DistanceTo(target);
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if (distance <= maxDistance || distance <= 0.0001f)
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{
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return target;
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}
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var t = maxDistance / distance;
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return new Vector3(
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X + ((target.X - X) * t),
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Y + ((target.Y - Y) * t),
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Z + ((target.Z - Z) * t));
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}
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}
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