feat: rework modules, items and fuel

This commit is contained in:
2026-03-17 03:32:37 -04:00
parent ec1116e1ce
commit 3234b628ea
45 changed files with 4882 additions and 6052 deletions

View File

@@ -17,10 +17,6 @@ public sealed record StationSnapshot(
int DockedShips,
IReadOnlyList<string> DockedShipIds,
int DockingPads,
float FuelStored,
float FuelCapacity,
float EnergyStored,
float EnergyCapacity,
IReadOnlyList<StationActionProgressSnapshot> CurrentProcesses,
IReadOnlyList<InventoryEntry> Inventory,
string FactionId,
@@ -30,6 +26,7 @@ public sealed record StationSnapshot(
float PopulationCapacity,
float WorkforceRequired,
float WorkforceEffectiveRatio,
IReadOnlyList<StationStorageUsageSnapshot> StorageUsage,
IReadOnlyList<string> InstalledModules,
IReadOnlyList<string> MarketOrderIds);
@@ -46,10 +43,6 @@ public sealed record StationDelta(
int DockedShips,
IReadOnlyList<string> DockedShipIds,
int DockingPads,
float FuelStored,
float FuelCapacity,
float EnergyStored,
float EnergyCapacity,
IReadOnlyList<StationActionProgressSnapshot> CurrentProcesses,
IReadOnlyList<InventoryEntry> Inventory,
string FactionId,
@@ -59,6 +52,7 @@ public sealed record StationDelta(
float PopulationCapacity,
float WorkforceRequired,
float WorkforceEffectiveRatio,
IReadOnlyList<StationStorageUsageSnapshot> StorageUsage,
IReadOnlyList<string> InstalledModules,
IReadOnlyList<string> MarketOrderIds);
@@ -67,6 +61,11 @@ public sealed record StationActionProgressSnapshot(
string Label,
float Progress);
public sealed record StationStorageUsageSnapshot(
string StorageClass,
float Used,
float Capacity);
public sealed record ClaimSnapshot(
string Id,
string FactionId,

View File

@@ -21,7 +21,6 @@ public sealed record ShipSnapshot(
float CargoCapacity,
string? CargoItemId,
float WorkerPopulation,
float EnergyStored,
float TravelSpeed,
string TravelSpeedUnit,
IReadOnlyList<InventoryEntry> Inventory,
@@ -52,7 +51,6 @@ public sealed record ShipDelta(
float CargoCapacity,
string? CargoItemId,
float WorkerPopulation,
float EnergyStored,
float TravelSpeed,
string TravelSpeedUnit,
IReadOnlyList<InventoryEntry> Inventory,

View File

@@ -1,190 +1,206 @@
namespace SpaceGame.Simulation.Api.Data;
public sealed class ConstructionDefinition
{
public string? RecipeId { get; set; }
public string FacilityCategory { get; set; } = "station";
public List<string> RequiredModules { get; set; } = [];
public List<RecipeInputDefinition> Requirements { get; set; } = [];
public float CycleTime { get; set; }
public float BatchSize { get; set; } = 1f;
public float ProductsPerHour { get; set; }
public float MaxEfficiency { get; set; } = 1f;
public int Priority { get; set; }
}
public sealed class BalanceDefinition
{
public float YPlane { get; set; }
public float ArrivalThreshold { get; set; }
public float MiningRate { get; set; }
public float MiningCycleSeconds { get; set; }
public float TransferRate { get; set; }
public float DockingDuration { get; set; }
public float UndockingDuration { get; set; }
public float UndockDistance { get; set; }
public EnergyBalanceDefinition Energy { get; set; } = new();
}
public sealed class EnergyBalanceDefinition
{
public float IdleDrain { get; set; }
public float MoveDrain { get; set; }
public float WarpDrain { get; set; }
public float ShipRechargeRate { get; set; }
public float StationSolarCharge { get; set; }
public float YPlane { get; set; }
public float ArrivalThreshold { get; set; }
public float MiningRate { get; set; }
public float MiningCycleSeconds { get; set; }
public float TransferRate { get; set; }
public float DockingDuration { get; set; }
public float UndockingDuration { get; set; }
public float UndockDistance { get; set; }
}
public sealed class SolarSystemDefinition
{
public required string Id { get; set; }
public required string Label { get; set; }
public required float[] Position { get; set; }
public string StarKind { get; set; } = "main-sequence";
public int StarCount { get; set; } = 1;
public required string StarColor { get; set; }
public required string StarGlow { get; set; }
public float StarSize { get; set; }
public float GravityWellRadius { get; set; }
public required AsteroidFieldDefinition AsteroidField { get; set; }
public required List<ResourceNodeDefinition> ResourceNodes { get; set; }
public required List<PlanetDefinition> Planets { get; set; }
public required string Id { get; set; }
public required string Label { get; set; }
public required float[] Position { get; set; }
public string StarKind { get; set; } = "main-sequence";
public int StarCount { get; set; } = 1;
public required string StarColor { get; set; }
public required string StarGlow { get; set; }
public float StarSize { get; set; }
public float GravityWellRadius { get; set; }
public required AsteroidFieldDefinition AsteroidField { get; set; }
public required List<ResourceNodeDefinition> ResourceNodes { get; set; }
public required List<PlanetDefinition> Planets { get; set; }
}
public sealed class AsteroidFieldDefinition
{
public int DecorationCount { get; set; }
public float RadiusOffset { get; set; }
public float RadiusVariance { get; set; }
public float HeightVariance { get; set; }
public int DecorationCount { get; set; }
public float RadiusOffset { get; set; }
public float RadiusVariance { get; set; }
public float HeightVariance { get; set; }
}
public sealed class ResourceNodeDefinition
{
public string SourceKind { get; set; } = "asteroid-belt";
public float Angle { get; set; }
public float RadiusOffset { get; set; }
public float InclinationDegrees { get; set; }
public int? AnchorPlanetIndex { get; set; }
public int? AnchorMoonIndex { get; set; }
public float OreAmount { get; set; }
public required string ItemId { get; set; }
public int ShardCount { get; set; }
public string SourceKind { get; set; } = "asteroid-belt";
public float Angle { get; set; }
public float RadiusOffset { get; set; }
public float InclinationDegrees { get; set; }
public int? AnchorPlanetIndex { get; set; }
public int? AnchorMoonIndex { get; set; }
public float OreAmount { get; set; }
public required string ItemId { get; set; }
public int ShardCount { get; set; }
}
public sealed class ItemDefinition
{
public required string Id { get; set; }
public required string Label { get; set; }
public required string Storage { get; set; }
public string Summary { get; set; } = string.Empty;
}
public sealed class RecipeInputDefinition
{
public required string ItemId { get; set; }
public float Amount { get; set; }
}
public sealed class ModuleRecipeDefinition
{
public required string ModuleId { get; set; }
public float Duration { get; set; }
public required List<RecipeInputDefinition> Inputs { get; set; }
public required string Id { get; set; }
public required string Name { get; set; }
public string Description { get; set; } = string.Empty;
public string Type { get; set; } = "material";
public required string CargoKind { get; set; }
public float Volume { get; set; } = 1f;
public ConstructionDefinition? Construction { get; set; }
}
public sealed class RecipeOutputDefinition
{
public required string ItemId { get; set; }
public float Amount { get; set; }
public required string ItemId { get; set; }
public float Amount { get; set; }
}
public sealed class RecipeInputDefinition
{
public required string ItemId { get; set; }
public float Amount { get; set; }
}
public sealed class ModuleConstructionDefinition
{
public required List<RecipeInputDefinition> Requirements { get; set; }
public float ProductionTime { get; set; }
}
public sealed class ModuleDefinition
{
public required string Id { get; set; }
public required string Name { get; set; }
public string Description { get; set; } = string.Empty;
public required string Type { get; set; }
public string? Product { get; set; }
public float Radius { get; set; } = 12f;
public float Hull { get; set; } = 100f;
public float WorkforceNeeded { get; set; }
public ModuleConstructionDefinition? Construction { get; set; }
}
public sealed class ModuleRecipeDefinition
{
public required string ModuleId { get; set; }
public float Duration { get; set; }
public required List<RecipeInputDefinition> Inputs { get; set; }
}
public sealed class RecipeDefinition
{
public required string Id { get; set; }
public required string Label { get; set; }
public required string FacilityCategory { get; set; }
public float Duration { get; set; }
public int Priority { get; set; }
public List<string> RequiredModules { get; set; } = [];
public List<RecipeInputDefinition> Inputs { get; set; } = [];
public List<RecipeOutputDefinition> Outputs { get; set; } = [];
public string? ShipOutputId { get; set; }
public required string Id { get; set; }
public required string Label { get; set; }
public required string FacilityCategory { get; set; }
public float Duration { get; set; }
public int Priority { get; set; }
public List<string> RequiredModules { get; set; } = [];
public List<RecipeInputDefinition> Inputs { get; set; } = [];
public List<RecipeOutputDefinition> Outputs { get; set; } = [];
public string? ShipOutputId { get; set; }
}
public sealed class PlanetDefinition
{
public required string Label { get; set; }
public string PlanetType { get; set; } = "terrestrial";
public string Shape { get; set; } = "sphere";
public int MoonCount { get; set; }
public float OrbitRadius { get; set; }
public float OrbitSpeed { get; set; }
public float OrbitEccentricity { get; set; }
public float OrbitInclination { get; set; }
public float OrbitLongitudeOfAscendingNode { get; set; }
public float OrbitArgumentOfPeriapsis { get; set; }
public float OrbitPhaseAtEpoch { get; set; }
public float Size { get; set; }
public required string Color { get; set; }
public float Tilt { get; set; }
public bool HasRing { get; set; }
public required string Label { get; set; }
public string PlanetType { get; set; } = "terrestrial";
public string Shape { get; set; } = "sphere";
public int MoonCount { get; set; }
public float OrbitRadius { get; set; }
public float OrbitSpeed { get; set; }
public float OrbitEccentricity { get; set; }
public float OrbitInclination { get; set; }
public float OrbitLongitudeOfAscendingNode { get; set; }
public float OrbitArgumentOfPeriapsis { get; set; }
public float OrbitPhaseAtEpoch { get; set; }
public float Size { get; set; }
public required string Color { get; set; }
public float Tilt { get; set; }
public bool HasRing { get; set; }
}
public sealed class ShipDefinition
{
public required string Id { get; set; }
public required string Label { get; set; }
public required string Role { get; set; }
public required string ShipClass { get; set; }
public float Speed { get; set; }
public float WarpSpeed { get; set; }
public float FtlSpeed { get; set; }
public float SpoolTime { get; set; }
public float CargoCapacity { get; set; }
public string? CargoKind { get; set; }
public string? CargoItemId { get; set; }
public required string Color { get; set; }
public required string HullColor { get; set; }
public float Size { get; set; }
public float MaxHealth { get; set; }
public List<string> Modules { get; set; } = [];
}
public sealed class ConstructibleDefinition
{
public required string Id { get; set; }
public required string Label { get; set; }
public required string Category { get; set; }
public required string Color { get; set; }
public float Radius { get; set; }
public int DockingCapacity { get; set; }
public Dictionary<string, float> Storage { get; set; } = new(StringComparer.Ordinal);
public List<string> Modules { get; set; } = [];
public required string Id { get; set; }
public required string Label { get; set; }
public required string Role { get; set; }
public required string ShipClass { get; set; }
public float Speed { get; set; }
public float WarpSpeed { get; set; }
public float FtlSpeed { get; set; }
public float SpoolTime { get; set; }
public float CargoCapacity { get; set; }
public string? CargoKind { get; set; }
public string? CargoItemId { get; set; }
public required string Color { get; set; }
public required string HullColor { get; set; }
public float Size { get; set; }
public float MaxHealth { get; set; }
public List<string> Modules { get; set; } = [];
public ConstructionDefinition? Construction { get; set; }
}
public sealed class ScenarioDefinition
{
public required List<InitialStationDefinition> InitialStations { get; set; }
public required List<ShipFormationDefinition> ShipFormations { get; set; }
public required List<PatrolRouteDefinition> PatrolRoutes { get; set; }
public required MiningDefaultsDefinition MiningDefaults { get; set; }
public required List<InitialStationDefinition> InitialStations { get; set; }
public required List<ShipFormationDefinition> ShipFormations { get; set; }
public required List<PatrolRouteDefinition> PatrolRoutes { get; set; }
public required MiningDefaultsDefinition MiningDefaults { get; set; }
}
public sealed class InitialStationDefinition
{
public required string ConstructibleId { get; set; }
public required string SystemId { get; set; }
public string? FactionId { get; set; }
public int? PlanetIndex { get; set; }
public int? LagrangeSide { get; set; }
public float[]? Position { get; set; }
public required string SystemId { get; set; }
public string Label { get; set; } = "Orbital Station";
public string Color { get; set; } = "#8df0d2";
public List<string> StartingModules { get; set; } = [];
public string? FactionId { get; set; }
public int? PlanetIndex { get; set; }
public int? LagrangeSide { get; set; }
public float[]? Position { get; set; }
}
public sealed class ShipFormationDefinition
{
public required string ShipId { get; set; }
public int Count { get; set; }
public required float[] Center { get; set; }
public required string SystemId { get; set; }
public string? FactionId { get; set; }
public required string ShipId { get; set; }
public int Count { get; set; }
public required float[] Center { get; set; }
public required string SystemId { get; set; }
public string? FactionId { get; set; }
}
public sealed class PatrolRouteDefinition
{
public required string SystemId { get; set; }
public required List<float[]> Points { get; set; }
public required string SystemId { get; set; }
public required List<float[]> Points { get; set; }
}
public sealed class MiningDefaultsDefinition
{
public required string NodeSystemId { get; set; }
public required string RefinerySystemId { get; set; }
public required string NodeSystemId { get; set; }
public required string RefinerySystemId { get; set; }
}

View File

@@ -19,8 +19,6 @@ internal sealed class ShipBehaviorStateMachine
idleState,
new PatrolShipBehaviorState(),
new ResourceHarvestShipBehaviorState("auto-mine", "ore", "mining-turret"),
new ResourceHarvestShipBehaviorState("auto-harvest-gas", "gas", "gas-extractor"),
new EnergySupplyShipBehaviorState(),
new ConstructStationShipBehaviorState(),
};

View File

@@ -2,169 +2,126 @@ namespace SpaceGame.Simulation.Api.Simulation;
internal sealed class IdleShipBehaviorState : IShipBehaviorState
{
public string Kind => "idle";
public string Kind => "idle";
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
{
ship.ControllerTask = new ControllerTaskRuntime
{
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Idle,
Threshold = world.Balance.ArrivalThreshold,
Status = WorkStatus.Pending,
};
}
Kind = ControllerTaskKind.Idle,
Threshold = world.Balance.ArrivalThreshold,
Status = WorkStatus.Pending,
};
}
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
}
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
}
}
internal sealed class PatrolShipBehaviorState : IShipBehaviorState
{
public string Kind => "patrol";
public string Kind => "patrol";
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
{
if (ship.DefaultBehavior.PatrolPoints.Count == 0)
{
if (ship.DefaultBehavior.PatrolPoints.Count == 0)
{
ship.DefaultBehavior.Kind = "idle";
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Idle,
Threshold = world.Balance.ArrivalThreshold,
Status = WorkStatus.Pending,
};
return;
}
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Travel,
TargetPosition = ship.DefaultBehavior.PatrolPoints[ship.DefaultBehavior.PatrolIndex],
TargetSystemId = ship.SystemId,
Threshold = 18f,
};
ship.DefaultBehavior.Kind = "idle";
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Idle,
Threshold = world.Balance.ArrivalThreshold,
Status = WorkStatus.Pending,
};
return;
}
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
ship.ControllerTask = new ControllerTaskRuntime
{
if (controllerEvent == "arrived" && ship.DefaultBehavior.PatrolPoints.Count > 0)
{
ship.DefaultBehavior.PatrolIndex = (ship.DefaultBehavior.PatrolIndex + 1) % ship.DefaultBehavior.PatrolPoints.Count;
}
Kind = ControllerTaskKind.Travel,
TargetPosition = ship.DefaultBehavior.PatrolPoints[ship.DefaultBehavior.PatrolIndex],
TargetSystemId = ship.SystemId,
Threshold = 18f,
};
}
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
if (controllerEvent == "arrived" && ship.DefaultBehavior.PatrolPoints.Count > 0)
{
ship.DefaultBehavior.PatrolIndex = (ship.DefaultBehavior.PatrolIndex + 1) % ship.DefaultBehavior.PatrolPoints.Count;
}
}
}
internal sealed class ResourceHarvestShipBehaviorState : IShipBehaviorState
{
private readonly string resourceItemId;
private readonly string requiredModule;
private readonly string resourceItemId;
private readonly string requiredModule;
public ResourceHarvestShipBehaviorState(string kind, string resourceItemId, string requiredModule)
public ResourceHarvestShipBehaviorState(string kind, string resourceItemId, string requiredModule)
{
Kind = kind;
this.resourceItemId = resourceItemId;
this.requiredModule = requiredModule;
}
public string Kind { get; }
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
engine.PlanResourceHarvest(ship, world, resourceItemId, requiredModule);
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
switch (ship.DefaultBehavior.Phase, controllerEvent)
{
Kind = kind;
this.resourceItemId = resourceItemId;
this.requiredModule = requiredModule;
}
public string Kind { get; }
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
engine.PlanResourceHarvest(ship, world, resourceItemId, requiredModule);
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
switch (ship.DefaultBehavior.Phase, controllerEvent)
{
case ("travel-to-node", "arrived"):
ship.DefaultBehavior.Phase = SimulationEngine.GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity ? "travel-to-station" : "extract";
break;
case ("extract", "cargo-full"):
ship.DefaultBehavior.Phase = "travel-to-station";
break;
case ("extract", "node-depleted"):
ship.DefaultBehavior.Phase = "travel-to-node";
ship.DefaultBehavior.NodeId = null;
break;
case ("travel-to-station", "arrived"):
ship.DefaultBehavior.Phase = "dock";
break;
case ("dock", "docked"):
ship.DefaultBehavior.Phase = SimulationEngine.GetShipCargoAmount(ship) > 0.01f ? "unload" : "refuel";
break;
case ("unload", "unloaded"):
ship.DefaultBehavior.Phase = "refuel";
break;
case ("refuel", "refueled"):
ship.DefaultBehavior.Phase = "undock";
break;
case ("undock", "undocked"):
ship.DefaultBehavior.Phase = "travel-to-node";
ship.DefaultBehavior.NodeId = null;
break;
}
case ("travel-to-node", "arrived"):
ship.DefaultBehavior.Phase = SimulationEngine.GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity ? "travel-to-station" : "extract";
break;
case ("extract", "cargo-full"):
ship.DefaultBehavior.Phase = "travel-to-station";
break;
case ("extract", "node-depleted"):
ship.DefaultBehavior.Phase = "travel-to-node";
ship.DefaultBehavior.NodeId = null;
break;
case ("travel-to-station", "arrived"):
ship.DefaultBehavior.Phase = "dock";
break;
case ("dock", "docked"):
ship.DefaultBehavior.Phase = "unload";
break;
case ("undock", "undocked"):
ship.DefaultBehavior.Phase = "travel-to-node";
ship.DefaultBehavior.NodeId = null;
break;
}
}
}
internal sealed class ConstructStationShipBehaviorState : IShipBehaviorState
{
public string Kind => "construct-station";
public string Kind => "construct-station";
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
engine.PlanStationConstruction(ship, world);
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
engine.PlanStationConstruction(ship, world);
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
switch (ship.DefaultBehavior.Phase, controllerEvent)
{
switch (ship.DefaultBehavior.Phase, controllerEvent)
{
case ("travel-to-station", "arrived"):
ship.DefaultBehavior.Phase = SimulationEngine.NeedsRefuel(ship, world) ? "refuel" : "deliver-to-site";
break;
case ("refuel", "refueled"):
ship.DefaultBehavior.Phase = "deliver-to-site";
break;
case ("deliver-to-site", "construction-delivered"):
ship.DefaultBehavior.Phase = "build-site";
break;
case ("construct-module", "module-constructed"):
case ("build-site", "site-constructed"):
ship.DefaultBehavior.Phase = "travel-to-station";
ship.DefaultBehavior.ModuleId = null;
break;
}
}
}
internal sealed class EnergySupplyShipBehaviorState : IShipBehaviorState
{
public string Kind => "auto-supply-energy";
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
engine.PlanEnergySupply(ship, world);
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
switch (ship.DefaultBehavior.Phase, controllerEvent)
{
case ("travel-to-source", "arrived"):
case ("travel-to-destination", "arrived"):
ship.DefaultBehavior.Phase = "dock";
break;
case ("dock", "docked"):
ship.DefaultBehavior.Phase = SimulationEngine.GetShipCargoAmount(ship) > 0.01f ? "unload" : "load";
break;
case ("load", "loaded"):
ship.DefaultBehavior.Phase = SimulationEngine.NeedsRefuel(ship, world) ? "refuel" : "undock";
break;
case ("unload", "unloaded"):
ship.DefaultBehavior.Phase = SimulationEngine.NeedsRefuel(ship, world) ? "refuel" : "undock";
break;
case ("refuel", "refueled"):
ship.DefaultBehavior.Phase = "undock";
break;
case ("undock", "undocked"):
ship.DefaultBehavior.Phase = SimulationEngine.GetShipCargoAmount(ship) > 0.01f ? "travel-to-destination" : "travel-to-source";
break;
}
case ("travel-to-station", "arrived"):
ship.DefaultBehavior.Phase = "deliver-to-site";
break;
case ("deliver-to-site", "construction-delivered"):
ship.DefaultBehavior.Phase = "build-site";
break;
case ("construct-module", "module-constructed"):
case ("build-site", "site-constructed"):
ship.DefaultBehavior.Phase = "travel-to-station";
ship.DefaultBehavior.ModuleId = null;
break;
}
}
}

View File

@@ -4,63 +4,62 @@ namespace SpaceGame.Simulation.Api.Simulation;
public sealed class ShipRuntime
{
public required string Id { get; init; }
public required string SystemId { get; set; }
public required ShipDefinition Definition { get; init; }
public required string FactionId { get; init; }
public required Vector3 Position { get; set; }
public required Vector3 TargetPosition { get; set; }
public required ShipSpatialStateRuntime SpatialState { get; set; }
public Vector3 Velocity { get; set; } = Vector3.Zero;
public ShipState State { get; set; } = ShipState.Idle;
public ShipOrderRuntime? Order { get; set; }
public required DefaultBehaviorRuntime DefaultBehavior { get; set; }
public required ControllerTaskRuntime ControllerTask { get; set; }
public float ActionTimer { get; set; }
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
public float WorkerPopulation { get; set; }
public float EnergyStored { get; set; }
public string? DockedStationId { get; set; }
public int? AssignedDockingPadIndex { get; set; }
public string? CommanderId { get; set; }
public string? PolicySetId { get; set; }
public float Health { get; set; }
public string? TrackedActionKey { get; set; }
public float TrackedActionTotal { get; set; }
public List<string> History { get; } = [];
public string LastSignature { get; set; } = string.Empty;
public string LastDeltaSignature { get; set; } = string.Empty;
public required string Id { get; init; }
public required string SystemId { get; set; }
public required ShipDefinition Definition { get; init; }
public required string FactionId { get; init; }
public required Vector3 Position { get; set; }
public required Vector3 TargetPosition { get; set; }
public required ShipSpatialStateRuntime SpatialState { get; set; }
public Vector3 Velocity { get; set; } = Vector3.Zero;
public ShipState State { get; set; } = ShipState.Idle;
public ShipOrderRuntime? Order { get; set; }
public required DefaultBehaviorRuntime DefaultBehavior { get; set; }
public required ControllerTaskRuntime ControllerTask { get; set; }
public float ActionTimer { get; set; }
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
public float WorkerPopulation { get; set; }
public string DockedStationId { get; set; }
public int? AssignedDockingPadIndex { get; set; }
public string? CommanderId { get; set; }
public string? PolicySetId { get; set; }
public float Health { get; set; }
public string? TrackedActionKey { get; set; }
public float TrackedActionTotal { get; set; }
public List<string> History { get; } = [];
public string LastSignature { get; set; } = string.Empty;
public string LastDeltaSignature { get; set; } = string.Empty;
}
public sealed class ShipOrderRuntime
{
public required string Kind { get; init; }
public OrderStatus Status { get; set; } = OrderStatus.Accepted;
public required string DestinationSystemId { get; init; }
public required Vector3 DestinationPosition { get; init; }
public required string Kind { get; init; }
public OrderStatus Status { get; set; } = OrderStatus.Accepted;
public required string DestinationSystemId { get; init; }
public required Vector3 DestinationPosition { get; init; }
}
public sealed class DefaultBehaviorRuntime
{
public required string Kind { get; set; }
public string? AreaSystemId { get; set; }
public string? StationId { get; set; }
public string? RefineryId { get; set; }
public string? NodeId { get; set; }
public string? ModuleId { get; set; }
public string? Phase { get; set; }
public List<Vector3> PatrolPoints { get; set; } = [];
public int PatrolIndex { get; set; }
public required string Kind { get; set; }
public string? AreaSystemId { get; set; }
public string? StationId { get; set; }
public string? RefineryId { get; set; }
public string? NodeId { get; set; }
public string? ModuleId { get; set; }
public string? Phase { get; set; }
public List<Vector3> PatrolPoints { get; set; } = [];
public int PatrolIndex { get; set; }
}
public sealed class ControllerTaskRuntime
{
public required ControllerTaskKind Kind { get; set; }
public WorkStatus Status { get; set; } = WorkStatus.Pending;
public string? CommanderId { get; set; }
public string? TargetEntityId { get; set; }
public string? TargetSystemId { get; set; }
public string? TargetNodeId { get; set; }
public Vector3? TargetPosition { get; set; }
public float Threshold { get; set; }
public required ControllerTaskKind Kind { get; set; }
public WorkStatus Status { get; set; } = WorkStatus.Pending;
public string? CommanderId { get; set; }
public string? TargetEntityId { get; set; }
public string? TargetSystemId { get; set; }
public string? TargetNodeId { get; set; }
public Vector3? TargetPosition { get; set; }
public float Threshold { get; set; }
}

View File

@@ -2,243 +2,237 @@ namespace SpaceGame.Simulation.Api.Simulation;
public enum SpatialNodeKind
{
Star,
Planet,
Moon,
LagrangePoint,
Station,
ResourceSite,
Star,
Planet,
Moon,
LagrangePoint,
Station,
ResourceSite,
}
public enum WorkStatus
{
Pending,
Active,
Completed,
Pending,
Active,
Completed,
}
public enum OrderStatus
{
Queued,
Accepted,
Completed,
Queued,
Accepted,
Completed,
}
public enum ShipState
{
Idle,
Arriving,
CapacitorStarved,
LocalFlight,
SpoolingWarp,
Warping,
SpoolingFtl,
Ftl,
CargoFull,
MiningApproach,
Mining,
NodeDepleted,
AwaitingDock,
DockingApproach,
Docking,
Docked,
Transferring,
Loading,
Unloading,
Refueling,
WaitingMaterials,
ConstructionBlocked,
Constructing,
DeliveringConstruction,
Blocked,
Undocking,
Idle,
Arriving,
LocalFlight,
SpoolingWarp,
Warping,
SpoolingFtl,
Ftl,
CargoFull,
MiningApproach,
Mining,
NodeDepleted,
AwaitingDock,
DockingApproach,
Docking,
Docked,
Transferring,
Loading,
Unloading,
WaitingMaterials,
ConstructionBlocked,
Constructing,
DeliveringConstruction,
Blocked,
Undocking,
}
public enum ControllerTaskKind
{
Idle,
Travel,
Extract,
Dock,
Load,
Unload,
Refuel,
DeliverConstruction,
BuildConstructionSite,
LoadWorkers,
UnloadWorkers,
ConstructModule,
Undock,
Idle,
Travel,
Extract,
Dock,
Load,
Unload,
DeliverConstruction,
BuildConstructionSite,
LoadWorkers,
UnloadWorkers,
ConstructModule,
Undock,
}
public static class SpaceLayerKinds
{
public const string UniverseSpace = "universe-space";
public const string GalaxySpace = "galaxy-space";
public const string SystemSpace = "system-space";
public const string LocalSpace = "local-space";
public const string UniverseSpace = "universe-space";
public const string GalaxySpace = "galaxy-space";
public const string SystemSpace = "system-space";
public const string LocalSpace = "local-space";
}
public static class MovementRegimeKinds
{
public const string LocalFlight = "local-flight";
public const string Warp = "warp";
public const string StargateTransit = "stargate-transit";
public const string FtlTransit = "ftl-transit";
public const string LocalFlight = "local-flight";
public const string Warp = "warp";
public const string StargateTransit = "stargate-transit";
public const string FtlTransit = "ftl-transit";
}
public static class CommanderKind
{
public const string Faction = "faction";
public const string Station = "station";
public const string Ship = "ship";
public const string Fleet = "fleet";
public const string Sector = "sector";
public const string TaskGroup = "task-group";
public const string Faction = "faction";
public const string Station = "station";
public const string Ship = "ship";
public const string Fleet = "fleet";
public const string Sector = "sector";
public const string TaskGroup = "task-group";
}
public static class ShipTaskKinds
{
public const string Idle = "idle";
public const string LocalMove = "local-move";
public const string WarpToNode = "warp-to-node";
public const string UseStargate = "use-stargate";
public const string UseFtl = "use-ftl";
public const string Dock = "dock";
public const string Undock = "undock";
public const string LoadCargo = "load-cargo";
public const string UnloadCargo = "unload-cargo";
public const string LoadWorkers = "load-workers";
public const string UnloadWorkers = "unload-workers";
public const string MineNode = "mine-node";
public const string HarvestGas = "harvest-gas";
public const string DeliverToStation = "deliver-to-station";
public const string ClaimLagrangePoint = "claim-lagrange-point";
public const string BuildConstructionSite = "build-construction-site";
public const string EscortTarget = "escort-target";
public const string AttackTarget = "attack-target";
public const string DefendBubble = "defend-bubble";
public const string Retreat = "retreat";
public const string HoldPosition = "hold-position";
public const string Idle = "idle";
public const string LocalMove = "local-move";
public const string WarpToNode = "warp-to-node";
public const string UseStargate = "use-stargate";
public const string UseFtl = "use-ftl";
public const string Dock = "dock";
public const string Undock = "undock";
public const string LoadCargo = "load-cargo";
public const string UnloadCargo = "unload-cargo";
public const string LoadWorkers = "load-workers";
public const string UnloadWorkers = "unload-workers";
public const string MineNode = "mine-node";
public const string HarvestGas = "harvest-gas";
public const string DeliverToStation = "deliver-to-station";
public const string ClaimLagrangePoint = "claim-lagrange-point";
public const string BuildConstructionSite = "build-construction-site";
public const string EscortTarget = "escort-target";
public const string AttackTarget = "attack-target";
public const string DefendBubble = "defend-bubble";
public const string Retreat = "retreat";
public const string HoldPosition = "hold-position";
}
public static class ShipOrderKinds
{
public const string DirectMove = "direct-move";
public const string TravelToNode = "travel-to-node";
public const string DockAtStation = "dock-at-station";
public const string DeliverCargo = "deliver-cargo";
public const string BuildAtSite = "build-at-site";
public const string AttackTarget = "attack-target";
public const string HoldPosition = "hold-position";
public const string DirectMove = "direct-move";
public const string TravelToNode = "travel-to-node";
public const string DockAtStation = "dock-at-station";
public const string DeliverCargo = "deliver-cargo";
public const string BuildAtSite = "build-at-site";
public const string AttackTarget = "attack-target";
public const string HoldPosition = "hold-position";
}
public static class ClaimStateKinds
{
public const string Placed = "placed";
public const string Activating = "activating";
public const string Active = "active";
public const string Destroyed = "destroyed";
public const string Placed = "placed";
public const string Activating = "activating";
public const string Active = "active";
public const string Destroyed = "destroyed";
}
public static class ConstructionSiteStateKinds
{
public const string Planned = "planned";
public const string Active = "active";
public const string Paused = "paused";
public const string Completed = "completed";
public const string Destroyed = "destroyed";
public const string Planned = "planned";
public const string Active = "active";
public const string Paused = "paused";
public const string Completed = "completed";
public const string Destroyed = "destroyed";
}
public static class MarketOrderKinds
{
public const string Buy = "buy";
public const string Sell = "sell";
public const string Buy = "buy";
public const string Sell = "sell";
}
public static class MarketOrderStateKinds
{
public const string Open = "open";
public const string PartiallyFilled = "partially-filled";
public const string Filled = "filled";
public const string Cancelled = "cancelled";
public const string Open = "open";
public const string PartiallyFilled = "partially-filled";
public const string Filled = "filled";
public const string Cancelled = "cancelled";
}
public static class SimulationEnumMappings
{
public static string ToContractValue(this SpatialNodeKind kind) => kind switch
{
SpatialNodeKind.Star => "star",
SpatialNodeKind.Planet => "planet",
SpatialNodeKind.Moon => "moon",
SpatialNodeKind.LagrangePoint => "lagrange-point",
SpatialNodeKind.Station => "station",
SpatialNodeKind.ResourceSite => "resource-site",
_ => throw new ArgumentOutOfRangeException(nameof(kind), kind, null),
};
public static string ToContractValue(this SpatialNodeKind kind) => kind switch
{
SpatialNodeKind.Star => "star",
SpatialNodeKind.Planet => "planet",
SpatialNodeKind.Moon => "moon",
SpatialNodeKind.LagrangePoint => "lagrange-point",
SpatialNodeKind.Station => "station",
SpatialNodeKind.ResourceSite => "resource-site",
_ => throw new ArgumentOutOfRangeException(nameof(kind), kind, null),
};
public static string ToContractValue(this WorkStatus status) => status switch
{
WorkStatus.Pending => "pending",
WorkStatus.Active => "active",
WorkStatus.Completed => "completed",
_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
};
public static string ToContractValue(this WorkStatus status) => status switch
{
WorkStatus.Pending => "pending",
WorkStatus.Active => "active",
WorkStatus.Completed => "completed",
_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
};
public static string ToContractValue(this OrderStatus status) => status switch
{
OrderStatus.Queued => "queued",
OrderStatus.Accepted => "accepted",
OrderStatus.Completed => "completed",
_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
};
public static string ToContractValue(this OrderStatus status) => status switch
{
OrderStatus.Queued => "queued",
OrderStatus.Accepted => "accepted",
OrderStatus.Completed => "completed",
_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
};
public static string ToContractValue(this ShipState state) => state switch
{
ShipState.Idle => "idle",
ShipState.Arriving => "arriving",
ShipState.CapacitorStarved => "capacitor-starved",
ShipState.LocalFlight => "local-flight",
ShipState.SpoolingWarp => "spooling-warp",
ShipState.Warping => "warping",
ShipState.SpoolingFtl => "spooling-ftl",
ShipState.Ftl => "ftl",
ShipState.CargoFull => "cargo-full",
ShipState.MiningApproach => "mining-approach",
ShipState.Mining => "mining",
ShipState.NodeDepleted => "node-depleted",
ShipState.AwaitingDock => "awaiting-dock",
ShipState.DockingApproach => "docking-approach",
ShipState.Docking => "docking",
ShipState.Docked => "docked",
ShipState.Transferring => "transferring",
ShipState.Loading => "loading",
ShipState.Unloading => "unloading",
ShipState.Refueling => "refueling",
ShipState.WaitingMaterials => "waiting-materials",
ShipState.ConstructionBlocked => "construction-blocked",
ShipState.Constructing => "constructing",
ShipState.DeliveringConstruction => "delivering-construction",
ShipState.Blocked => "blocked",
ShipState.Undocking => "undocking",
_ => throw new ArgumentOutOfRangeException(nameof(state), state, null),
};
public static string ToContractValue(this ShipState state) => state switch
{
ShipState.Idle => "idle",
ShipState.Arriving => "arriving",
ShipState.LocalFlight => "local-flight",
ShipState.SpoolingWarp => "spooling-warp",
ShipState.Warping => "warping",
ShipState.SpoolingFtl => "spooling-ftl",
ShipState.Ftl => "ftl",
ShipState.CargoFull => "cargo-full",
ShipState.MiningApproach => "mining-approach",
ShipState.Mining => "mining",
ShipState.NodeDepleted => "node-depleted",
ShipState.AwaitingDock => "awaiting-dock",
ShipState.DockingApproach => "docking-approach",
ShipState.Docking => "docking",
ShipState.Docked => "docked",
ShipState.Transferring => "transferring",
ShipState.Loading => "loading",
ShipState.Unloading => "unloading",
ShipState.WaitingMaterials => "waiting-materials",
ShipState.ConstructionBlocked => "construction-blocked",
ShipState.Constructing => "constructing",
ShipState.DeliveringConstruction => "delivering-construction",
ShipState.Blocked => "blocked",
ShipState.Undocking => "undocking",
_ => throw new ArgumentOutOfRangeException(nameof(state), state, null),
};
public static string ToContractValue(this ControllerTaskKind kind) => kind switch
{
ControllerTaskKind.Idle => "idle",
ControllerTaskKind.Travel => "travel",
ControllerTaskKind.Extract => "extract",
ControllerTaskKind.Dock => "dock",
ControllerTaskKind.Load => "load",
ControllerTaskKind.Unload => "unload",
ControllerTaskKind.Refuel => "refuel",
ControllerTaskKind.DeliverConstruction => "deliver-construction",
ControllerTaskKind.BuildConstructionSite => "build-construction-site",
ControllerTaskKind.LoadWorkers => "load-workers",
ControllerTaskKind.UnloadWorkers => "unload-workers",
ControllerTaskKind.ConstructModule => "construct-module",
ControllerTaskKind.Undock => "undock",
_ => throw new ArgumentOutOfRangeException(nameof(kind), kind, null),
};
public static string ToContractValue(this ControllerTaskKind kind) => kind switch
{
ControllerTaskKind.Idle => "idle",
ControllerTaskKind.Travel => "travel",
ControllerTaskKind.Extract => "extract",
ControllerTaskKind.Dock => "dock",
ControllerTaskKind.Load => "load",
ControllerTaskKind.Unload => "unload",
ControllerTaskKind.DeliverConstruction => "deliver-construction",
ControllerTaskKind.BuildConstructionSite => "build-construction-site",
ControllerTaskKind.LoadWorkers => "load-workers",
ControllerTaskKind.UnloadWorkers => "unload-workers",
ControllerTaskKind.ConstructModule => "construct-module",
ControllerTaskKind.Undock => "undock",
_ => throw new ArgumentOutOfRangeException(nameof(kind), kind, null),
};
}

View File

@@ -21,6 +21,7 @@ public sealed class SimulationWorld
public required List<PolicySetRuntime> Policies { get; init; }
public required Dictionary<string, ShipDefinition> ShipDefinitions { get; init; }
public required Dictionary<string, ItemDefinition> ItemDefinitions { get; init; }
public required Dictionary<string, ModuleDefinition> ModuleDefinitions { get; init; }
public required Dictionary<string, ModuleRecipeDefinition> ModuleRecipes { get; init; }
public required Dictionary<string, RecipeDefinition> Recipes { get; init; }
public int TickIntervalMs { get; init; } = 200;

View File

@@ -1,40 +1,49 @@
using SpaceGame.Simulation.Api.Data;
namespace SpaceGame.Simulation.Api.Simulation;
public sealed class StationRuntime
{
public required string Id { get; init; }
public required string SystemId { get; init; }
public required ConstructibleDefinition Definition { get; init; }
public required Vector3 Position { get; set; }
public required string FactionId { get; init; }
public string? NodeId { get; set; }
public string? BubbleId { get; set; }
public string? AnchorNodeId { get; set; }
public string? CommanderId { get; set; }
public string? PolicySetId { get; set; }
public List<string> InstalledModules { get; } = [];
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
public Dictionary<string, float> ProductionLaneTimers { get; } = new(StringComparer.Ordinal);
public Dictionary<int, string> DockingPadAssignments { get; } = new();
public HashSet<string> MarketOrderIds { get; } = new(StringComparer.Ordinal);
public float EnergyStored { get; set; }
public float Population { get; set; }
public float PopulationCapacity { get; set; }
public float WorkforceRequired { get; set; }
public float WorkforceEffectiveRatio { get; set; } = 0.1f;
public float PopulationGrowthProgress { get; set; }
public float ShipProductionProgressSeconds { get; set; }
public HashSet<string> DockedShipIds { get; } = [];
public ModuleConstructionRuntime? ActiveConstruction { get; set; }
public string LastDeltaSignature { get; set; } = string.Empty;
public required string Id { get; init; }
public required string SystemId { get; init; }
public required string Label { get; set; }
public string Category { get; set; } = "station";
public string Color { get; set; } = "#8df0d2";
public required Vector3 Position { get; set; }
public float Radius { get; set; } = 24f;
public required string FactionId { get; init; }
public string? NodeId { get; set; }
public string? BubbleId { get; set; }
public string? AnchorNodeId { get; set; }
public string? CommanderId { get; set; }
public string? PolicySetId { get; set; }
public List<StationModuleRuntime> Modules { get; } = [];
public IEnumerable<string> InstalledModules => Modules.Select((module) => module.ModuleId);
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
public Dictionary<string, float> ProductionLaneTimers { get; } = new(StringComparer.Ordinal);
public Dictionary<int, string> DockingPadAssignments { get; } = new();
public HashSet<string> MarketOrderIds { get; } = new(StringComparer.Ordinal);
public float Population { get; set; }
public float PopulationCapacity { get; set; }
public float WorkforceRequired { get; set; }
public float WorkforceEffectiveRatio { get; set; } = 0.1f;
public float PopulationGrowthProgress { get; set; }
public float ShipProductionProgressSeconds { get; set; }
public HashSet<string> DockedShipIds { get; } = [];
public ModuleConstructionRuntime? ActiveConstruction { get; set; }
public string LastDeltaSignature { get; set; } = string.Empty;
}
public sealed class StationModuleRuntime
{
public required string Id { get; init; }
public required string ModuleId { get; init; }
public float Health { get; set; }
public float MaxHealth { get; set; }
}
public sealed class ModuleConstructionRuntime
{
public required string ModuleId { get; init; }
public float ProgressSeconds { get; set; }
public float RequiredSeconds { get; init; }
public string AssignedConstructorShipId { get; set; } = string.Empty;
public required string ModuleId { get; init; }
public float ProgressSeconds { get; set; }
public float RequiredSeconds { get; init; }
public string AssignedConstructorShipId { get; set; } = string.Empty;
}

View File

@@ -254,7 +254,6 @@ public sealed partial class ScenarioLoader
}
nodes.AddRange(BuildAsteroidBeltNodes(generatedIndex, planets));
nodes.AddRange(BuildGasCloudNodes(generatedIndex, planets));
return nodes;
}
@@ -344,46 +343,6 @@ public sealed partial class ScenarioLoader
}
}
private static IEnumerable<ResourceNodeDefinition> BuildGasCloudNodes(int generatedIndex, IReadOnlyList<PlanetDefinition> planets)
{
var gasAnchor = planets
.Where((planet) => planet.PlanetType is "gas-giant" or "ice-giant")
.OrderByDescending((planet) => planet.OrbitRadius)
.FirstOrDefault();
if (gasAnchor is null)
{
yield break;
}
var gasAnchorIndex = 0;
for (var index = 0; index < planets.Count; index += 1)
{
if (ReferenceEquals(planets[index], gasAnchor))
{
gasAnchorIndex = index;
break;
}
}
var nodeCount = 2 + (generatedIndex % 3);
var gasAmount = 1000f;
for (var index = 0; index < nodeCount; index += 1)
{
yield return new ResourceNodeDefinition
{
SourceKind = "gas-cloud",
Angle = gasAnchor.OrbitPhaseAtEpoch * (MathF.PI / 180f) + (((MathF.PI * 2f) / nodeCount) * index) + Jitter(generatedIndex, 240 + index, 0.18f),
RadiusOffset = 170000f + Jitter(generatedIndex, 260 + index, 44000f),
InclinationDegrees = Jitter(generatedIndex, 320 + index, 10f),
AnchorPlanetIndex = gasAnchorIndex,
OreAmount = gasAmount,
ItemId = "gas",
ShardCount = 10 + index,
};
}
}
private static int ResolveAsteroidAnchorPlanetIndex(IReadOnlyList<PlanetDefinition> planets)
{
if (planets.Count == 0)
@@ -566,9 +525,6 @@ public sealed partial class ScenarioLoader
new ResourceNodeDefinition { SourceKind = "asteroid-belt", Angle = 1.8f, RadiusOffset = 148000f, InclinationDegrees = -6f, AnchorPlanetIndex = 3, OreAmount = 1000f, ItemId = "ore", ShardCount = 9 },
new ResourceNodeDefinition { SourceKind = "asteroid-belt", Angle = 3.5f, RadiusOffset = 138000f, InclinationDegrees = 8f, AnchorPlanetIndex = 4, OreAmount = 1000f, ItemId = "ore", ShardCount = 9 },
new ResourceNodeDefinition { SourceKind = "asteroid-belt", Angle = 5.1f, RadiusOffset = 164000f, InclinationDegrees = -5f, AnchorPlanetIndex = 4, OreAmount = 1000f, ItemId = "ore", ShardCount = 9 },
new ResourceNodeDefinition { SourceKind = "gas-cloud", Angle = 0.9f, RadiusOffset = 210000f, InclinationDegrees = 3f, AnchorPlanetIndex = 4, OreAmount = 1000f, ItemId = "gas", ShardCount = 12 },
new ResourceNodeDefinition { SourceKind = "gas-cloud", Angle = 2.7f, RadiusOffset = 228000f, InclinationDegrees = -4f, AnchorPlanetIndex = 5, OreAmount = 1000f, ItemId = "gas", ShardCount = 12 },
new ResourceNodeDefinition { SourceKind = "gas-cloud", Angle = 4.8f, RadiusOffset = 186000f, InclinationDegrees = 6f, AnchorPlanetIndex = 6, OreAmount = 1000f, ItemId = "gas", ShardCount = 10 },
],
Planets =
[

View File

@@ -70,7 +70,7 @@ public sealed partial class ScenarioLoader
.ToList();
var refineries = ownedStations
.Where((station) => HasModules(station.Definition, "refinery-stack", "power-core", "liquid-tank", "gas-tank"))
.Where((station) => HasInstalledModules(station, "refinery-stack", "power-core", "liquid-tank"))
.ToList();
if (refineries.Count > 0)
@@ -86,7 +86,7 @@ public sealed partial class ScenarioLoader
}
}
foreach (var shipyard in ownedStations.Where((station) => station.Definition.Category == "shipyard"))
foreach (var shipyard in ownedStations.Where((station) => HasInstalledModules(station, "ship-factory")))
{
shipyard.Inventory["refined-metals"] = MathF.Max(GetInventoryAmount(shipyard.Inventory, "refined-metals"), MinimumShipyardStock);
}
@@ -171,7 +171,7 @@ public sealed partial class ScenarioLoader
NodeId = anchorNode.Id,
BubbleId = anchorNode.BubbleId,
TargetKind = "station-module",
TargetDefinitionId = station.Definition.Id,
TargetDefinitionId = "station",
BlueprintId = moduleId,
ClaimId = claim.Id,
StationId = station.Id,
@@ -213,8 +213,6 @@ public sealed partial class ScenarioLoader
{
foreach (var (moduleId, targetCount) in new (string ModuleId, int TargetCount)[]
{
("gas-tank", 1),
("fuel-processor", 1),
("refinery-stack", 1),
("container-bay", 1),
("fabricator-array", 2),
@@ -238,7 +236,7 @@ public sealed partial class ScenarioLoader
{
var habitatModules = CountModules(station.InstalledModules, "habitat-ring");
station.PopulationCapacity = 40f + (habitatModules * 220f);
station.WorkforceRequired = MathF.Max(12f, station.InstalledModules.Count * 14f);
station.WorkforceRequired = MathF.Max(12f, station.Modules.Count * 14f);
station.Population = habitatModules > 0
? MathF.Min(station.PopulationCapacity * 0.65f, station.WorkforceRequired * 1.05f)
: MathF.Min(28f, station.PopulationCapacity);
@@ -391,21 +389,6 @@ public sealed partial class ScenarioLoader
};
}
if (HasModules(definition, "reactor-core", "capacitor-bank", "gas-extractor") && refinery is not null)
{
return CreateResourceHarvestBehavior("auto-harvest-gas", scenario.MiningDefaults.NodeSystemId, refinery.Id);
}
if (string.Equals(definition.Role, "transport", StringComparison.Ordinal) && refinery is not null)
{
return new DefaultBehaviorRuntime
{
Kind = "auto-supply-energy",
StationId = refinery.Id,
Phase = "travel-to-source",
};
}
if (HasModules(definition, "reactor-core", "capacitor-bank", "mining-turret") && refinery is not null)
{
return CreateResourceHarvestBehavior("auto-mine", scenario.MiningDefaults.NodeSystemId, refinery.Id);

View File

@@ -97,15 +97,15 @@ public sealed partial class ScenarioLoader
var scenario = NormalizeScenarioToAvailableSystems(
Read<ScenarioDefinition>("scenario.json"),
systems.Select((system) => system.Id).ToList());
var modules = Read<List<ModuleDefinition>>("modules.json");
var ships = Read<List<ShipDefinition>>("ships.json");
var constructibles = Read<List<ConstructibleDefinition>>("constructibles.json");
var items = Read<List<ItemDefinition>>("items.json");
var recipes = Read<List<RecipeDefinition>>("recipes.json");
var moduleRecipes = Read<List<ModuleRecipeDefinition>>("module-recipes.json");
var balance = Read<BalanceDefinition>("balance.json");
var recipes = BuildRecipes(items, ships);
var moduleRecipes = BuildModuleRecipes(modules);
var moduleDefinitions = modules.ToDictionary((definition) => definition.Id, StringComparer.Ordinal);
var shipDefinitions = ships.ToDictionary((definition) => definition.Id, StringComparer.Ordinal);
var constructibleDefinitions = constructibles.ToDictionary((definition) => definition.Id, StringComparer.Ordinal);
var itemDefinitions = items.ToDictionary((definition) => definition.Id, StringComparer.Ordinal);
var recipeDefinitions = recipes.ToDictionary((definition) => definition.Id, StringComparer.Ordinal);
var moduleRecipeDefinitions = moduleRecipes.ToDictionary((definition) => definition.ModuleId, StringComparer.Ordinal);
@@ -178,7 +178,7 @@ public sealed partial class ScenarioLoader
var stationIdCounter = 0;
foreach (var plan in scenario.InitialStations)
{
if (!constructibleDefinitions.TryGetValue(plan.ConstructibleId, out var definition) || !systemsById.TryGetValue(plan.SystemId, out var system))
if (!systemsById.TryGetValue(plan.SystemId, out var system))
{
continue;
}
@@ -188,7 +188,8 @@ public sealed partial class ScenarioLoader
{
Id = $"station-{++stationIdCounter}",
SystemId = system.Definition.Id,
Definition = definition,
Label = plan.Label,
Color = plan.Color,
Position = placement.Position,
FactionId = plan.FactionId ?? DefaultFactionId,
};
@@ -214,21 +215,23 @@ public sealed partial class ScenarioLoader
Id = stationBubbleId,
NodeId = stationNodeId,
SystemId = station.SystemId,
Radius = MathF.Max(160f, definition.Radius + 60f),
Radius = MathF.Max(160f, GetStationRadius(moduleDefinitions, station) + 60f),
});
localBubbles[^1].OccupantStationIds.Add(station.Id);
placement.AnchorNode.OccupyingStructureId = station.Id;
foreach (var moduleId in definition.Modules)
var startingModules = plan.StartingModules.Count > 0
? plan.StartingModules
: ["dock-bay-small", "power-core", "bulk-bay", "liquid-tank"];
foreach (var moduleId in startingModules)
{
stations[^1].InstalledModules.Add(moduleId);
AddStationModule(stations[^1], moduleDefinitions, moduleId);
}
}
foreach (var station in stations)
{
InitializeStationPopulation(station);
station.Inventory["fuel"] = 240f;
station.Inventory["refined-metals"] = 120f;
if (station.Population > 0f)
{
@@ -277,19 +280,6 @@ public sealed partial class ScenarioLoader
ControllerTask = new ControllerTaskRuntime { Kind = ControllerTaskKind.Idle, Threshold = balance.ArrivalThreshold, Status = WorkStatus.Pending },
Health = definition.MaxHealth,
});
shipsRuntime[^1].Inventory["gas"] = definition.Id switch
{
_ => 0f,
};
shipsRuntime[^1].Inventory.Remove("gas");
shipsRuntime[^1].Inventory["fuel"] = definition.Id switch
{
"constructor" => 90f,
"miner" => 90f,
"gas-miner" => 90f,
_ => 120f,
};
}
}
@@ -320,6 +310,7 @@ public sealed partial class ScenarioLoader
Policies = policies,
ShipDefinitions = shipDefinitions,
ItemDefinitions = itemDefinitions,
ModuleDefinitions = moduleDefinitions,
ModuleRecipes = moduleRecipeDefinitions,
Recipes = recipeDefinitions,
OrbitalTimeSeconds = WorldSeed * 97d,
@@ -356,8 +347,10 @@ public sealed partial class ScenarioLoader
InitialStations = scenario.InitialStations
.Select((station) => new InitialStationDefinition
{
ConstructibleId = station.ConstructibleId,
SystemId = ResolveSystemId(station.SystemId),
Label = station.Label,
Color = station.Color,
StartingModules = station.StartingModules.ToList(),
FactionId = station.FactionId,
PlanetIndex = station.PlanetIndex,
LagrangeSide = station.LagrangeSide,
@@ -404,15 +397,37 @@ public sealed partial class ScenarioLoader
: raw;
}
private static bool HasModules(ConstructibleDefinition definition, params string[] modules) =>
modules.All((moduleId) => definition.Modules.Contains(moduleId, StringComparer.Ordinal));
private static bool HasInstalledModules(StationRuntime station, params string[] modules) =>
modules.All((moduleId) => station.InstalledModules.Contains(moduleId, StringComparer.Ordinal));
modules.All((moduleId) => station.Modules.Any((candidate) => string.Equals(candidate.ModuleId, moduleId, StringComparison.Ordinal)));
private static bool HasModules(ShipDefinition definition, params string[] modules) =>
modules.All((moduleId) => definition.Modules.Contains(moduleId, StringComparer.Ordinal));
private static void AddStationModule(StationRuntime station, IReadOnlyDictionary<string, ModuleDefinition> moduleDefinitions, string moduleId)
{
if (!moduleDefinitions.TryGetValue(moduleId, out var definition))
{
return;
}
station.Modules.Add(new StationModuleRuntime
{
Id = $"{station.Id}-module-{station.Modules.Count + 1}",
ModuleId = moduleId,
Health = definition.Hull,
MaxHealth = definition.Hull,
});
station.Radius = GetStationRadius(moduleDefinitions, station);
}
private static float GetStationRadius(IReadOnlyDictionary<string, ModuleDefinition> moduleDefinitions, StationRuntime station)
{
var totalArea = station.Modules
.Select((module) => moduleDefinitions.TryGetValue(module.ModuleId, out var definition) ? definition.Radius * definition.Radius : 0f)
.Sum();
return MathF.Max(24f, MathF.Sqrt(MathF.Max(totalArea, 1f)));
}
private static Vector3 Add(Vector3 left, Vector3 right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
private static int CountModules(IEnumerable<string> modules, string moduleId) =>
@@ -429,6 +444,89 @@ public sealed partial class ScenarioLoader
return 0.1f + (0.9f * staffedRatio);
}
private static List<ModuleRecipeDefinition> BuildModuleRecipes(IEnumerable<ModuleDefinition> modules) =>
modules
.Where((module) => module.Construction is not null)
.Select((module) => new ModuleRecipeDefinition
{
ModuleId = module.Id,
Duration = module.Construction!.ProductionTime,
Inputs = module.Construction.Requirements
.Select((input) => new RecipeInputDefinition
{
ItemId = input.ItemId,
Amount = input.Amount,
})
.ToList(),
})
.ToList();
private static List<RecipeDefinition> BuildRecipes(IEnumerable<ItemDefinition> items, IEnumerable<ShipDefinition> ships)
{
var recipes = new List<RecipeDefinition>();
foreach (var item in items)
{
if (item.Construction is null)
{
continue;
}
recipes.Add(new RecipeDefinition
{
Id = item.Construction.RecipeId ?? $"{item.Id}-production",
Label = item.Name,
FacilityCategory = item.Construction.FacilityCategory,
Duration = item.Construction.CycleTime,
Priority = item.Construction.Priority,
RequiredModules = item.Construction.RequiredModules.ToList(),
Inputs = item.Construction.Requirements
.Select((input) => new RecipeInputDefinition
{
ItemId = input.ItemId,
Amount = input.Amount,
})
.ToList(),
Outputs =
[
new RecipeOutputDefinition
{
ItemId = item.Id,
Amount = item.Construction.BatchSize,
},
],
});
}
foreach (var ship in ships)
{
if (ship.Construction is null)
{
continue;
}
recipes.Add(new RecipeDefinition
{
Id = ship.Construction.RecipeId ?? $"{ship.Id}-construction",
Label = $"{ship.Label} Construction",
FacilityCategory = ship.Construction.FacilityCategory,
Duration = ship.Construction.CycleTime,
Priority = ship.Construction.Priority,
RequiredModules = ship.Construction.RequiredModules.ToList(),
Inputs = ship.Construction.Requirements
.Select((input) => new RecipeInputDefinition
{
ItemId = input.ItemId,
Amount = input.Amount,
})
.ToList(),
ShipOutputId = ship.Id,
});
}
return recipes;
}
private static Vector3 Scale(Vector3 vector, float scale) => new(vector.X * scale, vector.Y * scale, vector.Z * scale);
private static float DegreesToRadians(float degrees) => degrees * (MathF.PI / 180f);

View File

@@ -2,312 +2,274 @@ namespace SpaceGame.Simulation.Api.Simulation;
public sealed partial class SimulationEngine
{
private const float WarpEngageDistanceKilometers = 250_000f;
private const float WarpEngageDistanceKilometers = 250_000f;
private static float GetLocalTravelSpeed(ShipRuntime ship) =>
SimulationUnits.MetersPerSecondToKilometersPerSecond(ship.Definition.Speed);
private static float GetLocalTravelSpeed(ShipRuntime ship) =>
SimulationUnits.MetersPerSecondToKilometersPerSecond(ship.Definition.Speed);
private static float GetWarpTravelSpeed(ShipRuntime ship) =>
SimulationUnits.AuPerSecondToKilometersPerSecond(ship.Definition.WarpSpeed);
private static float GetWarpTravelSpeed(ShipRuntime ship) =>
SimulationUnits.AuPerSecondToKilometersPerSecond(ship.Definition.WarpSpeed);
private static Vector3 ResolveSystemGalaxyPosition(SimulationWorld world, string systemId) =>
world.Systems.FirstOrDefault(candidate => string.Equals(candidate.Definition.Id, systemId, StringComparison.Ordinal))?.Position
?? Vector3.Zero;
private static Vector3 ResolveSystemGalaxyPosition(SimulationWorld world, string systemId) =>
world.Systems.FirstOrDefault(candidate => string.Equals(candidate.Definition.Id, systemId, StringComparison.Ordinal))?.Position
?? Vector3.Zero;
private string UpdateControllerTask(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
private string UpdateControllerTask(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var task = ship.ControllerTask;
return task.Kind switch
{
var task = ship.ControllerTask;
return task.Kind switch
{
ControllerTaskKind.Idle => UpdateIdle(ship, world, deltaSeconds),
ControllerTaskKind.Travel => UpdateTravel(ship, world, deltaSeconds),
ControllerTaskKind.Extract => UpdateExtract(ship, world, deltaSeconds),
ControllerTaskKind.Dock => UpdateDock(ship, world, deltaSeconds),
ControllerTaskKind.Load => UpdateLoadCargo(ship, world, deltaSeconds),
ControllerTaskKind.Unload => UpdateUnload(ship, world, deltaSeconds),
ControllerTaskKind.Refuel => UpdateRefuel(ship, world, deltaSeconds),
ControllerTaskKind.DeliverConstruction => UpdateDeliverConstruction(ship, world, deltaSeconds),
ControllerTaskKind.BuildConstructionSite => UpdateBuildConstructionSite(ship, world, deltaSeconds),
ControllerTaskKind.LoadWorkers => UpdateLoadWorkers(ship, world, deltaSeconds),
ControllerTaskKind.UnloadWorkers => UpdateUnloadWorkers(ship, world, deltaSeconds),
ControllerTaskKind.ConstructModule => UpdateConstructModule(ship, world, deltaSeconds),
ControllerTaskKind.Undock => UpdateUndock(ship, world, deltaSeconds),
_ => UpdateIdle(ship, world, deltaSeconds),
};
ControllerTaskKind.Idle => UpdateIdle(ship, world, deltaSeconds),
ControllerTaskKind.Travel => UpdateTravel(ship, world, deltaSeconds),
ControllerTaskKind.Extract => UpdateExtract(ship, world, deltaSeconds),
ControllerTaskKind.Dock => UpdateDock(ship, world, deltaSeconds),
ControllerTaskKind.Load => UpdateLoadCargo(ship, world, deltaSeconds),
ControllerTaskKind.Unload => UpdateUnload(ship, world, deltaSeconds),
ControllerTaskKind.DeliverConstruction => UpdateDeliverConstruction(ship, world, deltaSeconds),
ControllerTaskKind.BuildConstructionSite => UpdateBuildConstructionSite(ship, world, deltaSeconds),
ControllerTaskKind.LoadWorkers => UpdateLoadWorkers(ship, world, deltaSeconds),
ControllerTaskKind.UnloadWorkers => UpdateUnloadWorkers(ship, world, deltaSeconds),
ControllerTaskKind.ConstructModule => UpdateConstructModule(ship, world, deltaSeconds),
ControllerTaskKind.Undock => UpdateUndock(ship, world, deltaSeconds),
_ => UpdateIdle(ship, world, deltaSeconds),
};
}
private static string UpdateIdle(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
private string UpdateTravel(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var task = ship.ControllerTask;
if (task.TargetPosition is null || task.TargetSystemId is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
private static string UpdateIdle(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
var targetPosition = task.TargetPosition.Value;
var targetNode = ResolveTravelTargetNode(world, task, targetPosition);
ship.TargetPosition = targetPosition;
if (ship.SystemId != task.TargetSystemId)
{
TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds);
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
var destinationEntryNode = ResolveSystemEntryNode(world, task.TargetSystemId);
var destinationEntryPosition = destinationEntryNode?.Position ?? Vector3.Zero;
return UpdateFtlTransit(ship, world, deltaSeconds, task.TargetSystemId, destinationEntryPosition, destinationEntryNode);
}
private string UpdateTravel(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
var currentNode = ResolveCurrentNode(world, ship);
if (targetNode is not null && currentNode is not null && !string.Equals(currentNode.Id, targetNode.Id, StringComparison.Ordinal))
{
var task = ship.ControllerTask;
if (task.TargetPosition is null || task.TargetSystemId is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
var targetPosition = task.TargetPosition.Value;
var targetNode = ResolveTravelTargetNode(world, task, targetPosition);
ship.TargetPosition = targetPosition;
if (ship.SystemId != task.TargetSystemId)
{
var destinationEntryNode = ResolveSystemEntryNode(world, task.TargetSystemId);
var destinationEntryPosition = destinationEntryNode?.Position ?? Vector3.Zero;
return UpdateFtlTransit(ship, world, deltaSeconds, task.TargetSystemId, destinationEntryPosition, destinationEntryNode);
}
var currentNode = ResolveCurrentNode(world, ship);
if (targetNode is not null && currentNode is not null && !string.Equals(currentNode.Id, targetNode.Id, StringComparison.Ordinal))
{
return UpdateWarpTransit(ship, world, deltaSeconds, targetPosition, targetNode);
}
return UpdateLocalTravel(ship, world, deltaSeconds, task.TargetSystemId, targetPosition, targetNode, task.Threshold);
return UpdateWarpTransit(ship, world, deltaSeconds, targetPosition, targetNode);
}
private static NodeRuntime? ResolveTravelTargetNode(SimulationWorld world, ControllerTaskRuntime task, Vector3 targetPosition)
return UpdateLocalTravel(ship, world, deltaSeconds, task.TargetSystemId, targetPosition, targetNode, task.Threshold);
}
private static NodeRuntime? ResolveTravelTargetNode(SimulationWorld world, ControllerTaskRuntime task, Vector3 targetPosition)
{
if (!string.IsNullOrWhiteSpace(task.TargetEntityId))
{
if (!string.IsNullOrWhiteSpace(task.TargetEntityId))
{
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (station?.NodeId is not null)
{
return world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == station.NodeId);
}
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (station?.NodeId is not null)
{
return world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == station.NodeId);
}
var node = world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (node is not null)
{
return node;
}
}
return world.SpatialNodes
.Where(candidate => task.TargetSystemId is null || candidate.SystemId == task.TargetSystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(targetPosition))
.FirstOrDefault();
var node = world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (node is not null)
{
return node;
}
}
private static NodeRuntime? ResolveCurrentNode(SimulationWorld world, ShipRuntime ship)
{
if (ship.SpatialState.CurrentNodeId is not null)
{
return world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == ship.SpatialState.CurrentNodeId);
}
return world.SpatialNodes
.Where(candidate => task.TargetSystemId is null || candidate.SystemId == task.TargetSystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(targetPosition))
.FirstOrDefault();
}
return world.SpatialNodes
.Where(candidate => candidate.SystemId == ship.SystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(ship.Position))
.FirstOrDefault();
private static NodeRuntime? ResolveCurrentNode(SimulationWorld world, ShipRuntime ship)
{
if (ship.SpatialState.CurrentNodeId is not null)
{
return world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == ship.SpatialState.CurrentNodeId);
}
private static NodeRuntime? ResolveSystemEntryNode(SimulationWorld world, string systemId) =>
world.SpatialNodes.FirstOrDefault(candidate =>
candidate.SystemId == systemId &&
candidate.Kind == SpatialNodeKind.Star);
return world.SpatialNodes
.Where(candidate => candidate.SystemId == ship.SystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(ship.Position))
.FirstOrDefault();
}
private string UpdateLocalTravel(
ShipRuntime ship,
SimulationWorld world,
float deltaSeconds,
string targetSystemId,
Vector3 targetPosition,
NodeRuntime? targetNode,
float threshold)
private static NodeRuntime? ResolveSystemEntryNode(SimulationWorld world, string systemId) =>
world.SpatialNodes.FirstOrDefault(candidate =>
candidate.SystemId == systemId &&
candidate.Kind == SpatialNodeKind.Star);
private string UpdateLocalTravel(
ShipRuntime ship,
SimulationWorld world,
float deltaSeconds,
string targetSystemId,
Vector3 targetPosition,
NodeRuntime? targetNode,
float threshold)
{
var distance = ship.Position.DistanceTo(targetPosition);
ship.SpatialState.SpaceLayer = SpaceLayerKinds.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.Transit = null;
ship.SpatialState.DestinationNodeId = targetNode?.Id;
if (distance <= threshold)
{
var distance = ship.Position.DistanceTo(targetPosition);
ship.SpatialState.SpaceLayer = SpaceLayerKinds.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.Transit = null;
ship.SpatialState.DestinationNodeId = targetNode?.Id;
ship.ActionTimer = 0f;
ship.Position = targetPosition;
ship.TargetPosition = ship.Position;
ship.SystemId = targetSystemId;
ship.SpatialState.CurrentNodeId = targetNode?.Id;
ship.SpatialState.CurrentBubbleId = targetNode?.BubbleId;
ship.State = ShipState.Arriving;
return "arrived";
}
if (distance <= threshold)
{
ship.ActionTimer = 0f;
TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds);
ship.Position = targetPosition;
ship.TargetPosition = ship.Position;
ship.SystemId = targetSystemId;
ship.SpatialState.CurrentNodeId = targetNode?.Id;
ship.SpatialState.CurrentBubbleId = targetNode?.BubbleId;
ship.State = ShipState.Arriving;
return "arrived";
}
ship.ActionTimer = 0f;
ship.State = ShipState.LocalFlight;
ship.Position = ship.Position.MoveToward(targetPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
{
ship.State = ShipState.CapacitorStarved;
ship.TargetPosition = ship.Position;
return "none";
}
private string UpdateWarpTransit(ShipRuntime ship, SimulationWorld world, float deltaSeconds, Vector3 targetPosition, NodeRuntime targetNode)
{
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKinds.Warp || transit.DestinationNodeId != targetNode.Id)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKinds.Warp,
OriginNodeId = ship.SpatialState.CurrentNodeId,
DestinationNodeId = targetNode.Id,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
}
ship.SpatialState.SpaceLayer = SpaceLayerKinds.SystemSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.Warp;
ship.SpatialState.CurrentNodeId = null;
ship.SpatialState.CurrentBubbleId = null;
ship.SpatialState.DestinationNodeId = targetNode.Id;
var spoolDuration = MathF.Max(0.4f, ship.Definition.SpoolTime * 0.5f);
if (ship.State != ShipState.Warping)
{
if (ship.State != ShipState.SpoolingWarp)
{
ship.ActionTimer = 0f;
ship.State = ShipState.LocalFlight;
ship.Position = ship.Position.MoveToward(targetPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
}
ship.State = ShipState.SpoolingWarp;
if (!AdvanceTimedAction(ship, deltaSeconds, spoolDuration))
{
return "none";
}
ship.State = ShipState.Warping;
}
private string UpdateWarpTransit(ShipRuntime ship, SimulationWorld world, float deltaSeconds, Vector3 targetPosition, NodeRuntime targetNode)
var totalDistance = MathF.Max(0.001f, transit.OriginNodeId is null
? ship.Position.DistanceTo(targetPosition)
: (world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == transit.OriginNodeId)?.Position.DistanceTo(targetPosition) ?? ship.Position.DistanceTo(targetPosition)));
ship.Position = ship.Position.MoveToward(targetPosition, GetWarpTravelSpeed(ship) * deltaSeconds);
transit.Progress = MathF.Min(1f, 1f - (ship.Position.DistanceTo(targetPosition) / totalDistance));
return ship.Position.DistanceTo(targetPosition) <= 18f
? CompleteTransitArrival(ship, targetNode.SystemId, targetPosition, targetNode)
: "none";
}
private string UpdateFtlTransit(ShipRuntime ship, SimulationWorld world, float deltaSeconds, string targetSystemId, Vector3 targetPosition, NodeRuntime? targetNode)
{
var destinationNodeId = targetNode?.Id;
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKinds.FtlTransit || transit.DestinationNodeId != destinationNodeId)
{
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKinds.Warp || transit.DestinationNodeId != targetNode.Id)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKinds.Warp,
OriginNodeId = ship.SpatialState.CurrentNodeId,
DestinationNodeId = targetNode.Id,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
}
ship.SpatialState.SpaceLayer = SpaceLayerKinds.SystemSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.Warp;
ship.SpatialState.CurrentNodeId = null;
ship.SpatialState.CurrentBubbleId = null;
ship.SpatialState.DestinationNodeId = targetNode.Id;
var spoolDuration = MathF.Max(0.4f, ship.Definition.SpoolTime * 0.5f);
if (ship.State != ShipState.Warping)
{
if (ship.State != ShipState.SpoolingWarp)
{
ship.ActionTimer = 0f;
}
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds))
{
ship.State = ShipState.CapacitorStarved;
ship.TargetPosition = ship.Position;
return "none";
}
ship.State = ShipState.SpoolingWarp;
if (!AdvanceTimedAction(ship, deltaSeconds, spoolDuration))
{
return "none";
}
ship.State = ShipState.Warping;
}
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.WarpDrain * deltaSeconds))
{
ship.State = ShipState.CapacitorStarved;
ship.TargetPosition = ship.Position;
return "none";
}
var totalDistance = MathF.Max(0.001f, transit.OriginNodeId is null
? ship.Position.DistanceTo(targetPosition)
: (world.SpatialNodes.FirstOrDefault(candidate => candidate.Id == transit.OriginNodeId)?.Position.DistanceTo(targetPosition) ?? ship.Position.DistanceTo(targetPosition)));
ship.Position = ship.Position.MoveToward(targetPosition, GetWarpTravelSpeed(ship) * deltaSeconds);
transit.Progress = MathF.Min(1f, 1f - (ship.Position.DistanceTo(targetPosition) / totalDistance));
return ship.Position.DistanceTo(targetPosition) <= 18f
? CompleteTransitArrival(ship, targetNode.SystemId, targetPosition, targetNode)
: "none";
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKinds.FtlTransit,
OriginNodeId = ship.SpatialState.CurrentNodeId,
DestinationNodeId = destinationNodeId,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
}
private string UpdateFtlTransit(ShipRuntime ship, SimulationWorld world, float deltaSeconds, string targetSystemId, Vector3 targetPosition, NodeRuntime? targetNode)
{
var destinationNodeId = targetNode?.Id;
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKinds.FtlTransit || transit.DestinationNodeId != destinationNodeId)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKinds.FtlTransit,
OriginNodeId = ship.SpatialState.CurrentNodeId,
DestinationNodeId = destinationNodeId,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
}
ship.SpatialState.SpaceLayer = SpaceLayerKinds.GalaxySpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.FtlTransit;
ship.SpatialState.CurrentNodeId = null;
ship.SpatialState.CurrentBubbleId = null;
ship.SpatialState.DestinationNodeId = destinationNodeId;
if (ship.State != ShipState.Ftl)
{
if (ship.State != ShipState.SpoolingFtl)
{
ship.ActionTimer = 0f;
}
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds))
{
ship.State = ShipState.CapacitorStarved;
ship.TargetPosition = ship.Position;
return "none";
}
ship.State = ShipState.SpoolingFtl;
if (!AdvanceTimedAction(ship, deltaSeconds, ship.Definition.SpoolTime))
{
return "none";
}
ship.State = ShipState.Ftl;
}
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.WarpDrain * deltaSeconds))
{
ship.State = ShipState.CapacitorStarved;
ship.TargetPosition = ship.Position;
return "none";
}
var originSystemPosition = ResolveSystemGalaxyPosition(world, ship.SystemId);
var destinationSystemPosition = ResolveSystemGalaxyPosition(world, targetSystemId);
var totalDistance = MathF.Max(0.001f, originSystemPosition.DistanceTo(destinationSystemPosition));
transit.Progress = MathF.Min(1f, transit.Progress + ((ship.Definition.FtlSpeed * deltaSeconds) / totalDistance));
return transit.Progress >= 0.999f
? CompleteSystemEntryArrival(ship, targetSystemId, targetPosition, targetNode)
: "none";
}
private static string CompleteTransitArrival(ShipRuntime ship, string targetSystemId, Vector3 targetPosition, NodeRuntime? targetNode)
ship.SpatialState.SpaceLayer = SpaceLayerKinds.GalaxySpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.FtlTransit;
ship.SpatialState.CurrentNodeId = null;
ship.SpatialState.CurrentBubbleId = null;
ship.SpatialState.DestinationNodeId = destinationNodeId;
if (ship.State != ShipState.Ftl)
{
if (ship.State != ShipState.SpoolingFtl)
{
ship.ActionTimer = 0f;
ship.Position = targetPosition;
ship.TargetPosition = targetPosition;
ship.SystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKinds.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.CurrentNodeId = targetNode?.Id;
ship.SpatialState.CurrentBubbleId = targetNode?.BubbleId;
ship.SpatialState.DestinationNodeId = targetNode?.Id;
ship.State = ShipState.Arriving;
return "arrived";
}
}
private static string CompleteSystemEntryArrival(ShipRuntime ship, string targetSystemId, Vector3 targetPosition, NodeRuntime? targetNode)
{
ship.ActionTimer = 0f;
ship.Position = targetPosition;
ship.TargetPosition = targetPosition;
ship.SystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKinds.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.CurrentNodeId = targetNode?.Id;
ship.SpatialState.CurrentBubbleId = targetNode?.BubbleId;
ship.SpatialState.DestinationNodeId = targetNode?.Id;
ship.State = ShipState.Arriving;
ship.State = ShipState.SpoolingFtl;
if (!AdvanceTimedAction(ship, deltaSeconds, ship.Definition.SpoolTime))
{
return "none";
}
ship.State = ShipState.Ftl;
}
var originSystemPosition = ResolveSystemGalaxyPosition(world, ship.SystemId);
var destinationSystemPosition = ResolveSystemGalaxyPosition(world, targetSystemId);
var totalDistance = MathF.Max(0.001f, originSystemPosition.DistanceTo(destinationSystemPosition));
transit.Progress = MathF.Min(1f, transit.Progress + ((ship.Definition.FtlSpeed * deltaSeconds) / totalDistance));
return transit.Progress >= 0.999f
? CompleteSystemEntryArrival(ship, targetSystemId, targetPosition, targetNode)
: "none";
}
private static string CompleteTransitArrival(ShipRuntime ship, string targetSystemId, Vector3 targetPosition, NodeRuntime? targetNode)
{
ship.ActionTimer = 0f;
ship.Position = targetPosition;
ship.TargetPosition = targetPosition;
ship.SystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKinds.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.CurrentNodeId = targetNode?.Id;
ship.SpatialState.CurrentBubbleId = targetNode?.BubbleId;
ship.SpatialState.DestinationNodeId = targetNode?.Id;
ship.State = ShipState.Arriving;
return "arrived";
}
private static string CompleteSystemEntryArrival(ShipRuntime ship, string targetSystemId, Vector3 targetPosition, NodeRuntime? targetNode)
{
ship.ActionTimer = 0f;
ship.Position = targetPosition;
ship.TargetPosition = targetPosition;
ship.SystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKinds.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.CurrentNodeId = targetNode?.Id;
ship.SpatialState.CurrentBubbleId = targetNode?.BubbleId;
ship.SpatialState.DestinationNodeId = targetNode?.Id;
ship.State = ShipState.Arriving;
return "none";
}
}

View File

@@ -57,7 +57,7 @@ public sealed partial class SimulationEngine
private static float ComputeResourceNodeOrbitSpeed(ResourceNodeRuntime node)
{
var baseSpeed = node.SourceKind == "gas-cloud" ? 0.16f : 0.24f;
var baseSpeed = 0.24f;
return baseSpeed / MathF.Sqrt(MathF.Max(node.OrbitRadius / 180000f, 0.45f));
}

View File

@@ -5,560 +5,184 @@ namespace SpaceGame.Simulation.Api.Simulation;
public sealed partial class SimulationEngine
{
private const float StationEnergyCellToEnergyRatio = 1f;
private static bool HasShipModules(ShipDefinition definition, params string[] modules) =>
modules.All(moduleId => definition.Modules.Contains(moduleId, StringComparer.Ordinal));
private static bool HasShipModules(ShipDefinition definition, params string[] modules) =>
modules.All(moduleId => definition.Modules.Contains(moduleId, StringComparer.Ordinal));
private static bool CanTransportWorkers(ShipRuntime ship) =>
CountModules(ship.Definition.Modules, "habitat-ring") > 0;
private static bool CanTransportWorkers(ShipRuntime ship) =>
CountModules(ship.Definition.Modules, "habitat-ring") > 0;
private static float GetWorkerTransportCapacity(ShipRuntime ship) =>
CountModules(ship.Definition.Modules, "habitat-ring") * 120f;
private static float GetWorkerTransportCapacity(ShipRuntime ship) =>
CountModules(ship.Definition.Modules, "habitat-ring") * 120f;
private static int CountStationModules(StationRuntime station, string moduleId) =>
station.Modules.Count(module => string.Equals(module.ModuleId, moduleId, StringComparison.Ordinal));
private static void UpdateStationPower(SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
private static void AddStationModule(SimulationWorld world, StationRuntime station, string moduleId)
{
if (!world.ModuleDefinitions.TryGetValue(moduleId, out var definition))
{
foreach (var station in world.Stations)
{
var previousEnergy = station.EnergyStored;
GenerateStationEnergy(station, world, deltaSeconds);
if (previousEnergy > 0.01f && station.EnergyStored <= 0.01f && GetInventoryAmount(station.Inventory, "fuel") <= 0.01f)
{
events.Add(new SimulationEventRecord("station", station.Id, "power-lost", $"{station.Definition.Label} ran out of fuel and power", DateTimeOffset.UtcNow));
}
}
return;
}
private static void UpdateShipPower(ShipRuntime ship, SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
station.Modules.Add(new StationModuleRuntime
{
var previousEnergy = ship.EnergyStored;
GenerateShipEnergy(ship, world, deltaSeconds);
Id = $"{station.Id}-module-{station.Modules.Count + 1}",
ModuleId = moduleId,
Health = definition.Hull,
MaxHealth = definition.Hull,
});
station.Radius = GetStationRadius(world, station);
}
if (previousEnergy > 0.01f && ship.EnergyStored <= 0.01f && GetInventoryAmount(ship.Inventory, "fuel") <= 0.01f)
{
events.Add(new SimulationEventRecord("ship", ship.Id, "power-lost", $"{ship.Definition.Label} ran out of fuel and power", DateTimeOffset.UtcNow));
}
private static float GetStationRadius(SimulationWorld world, StationRuntime station)
{
var totalArea = station.Modules
.Select(module => world.ModuleDefinitions.TryGetValue(module.ModuleId, out var definition) ? definition.Radius * definition.Radius : 0f)
.Sum();
return MathF.Max(24f, MathF.Sqrt(MathF.Max(totalArea, 1f)));
}
private static float GetStationStorageCapacity(StationRuntime station, string storageClass)
{
var baseCapacity = storageClass switch
{
"manufactured" => 400f,
_ => 0f,
};
var bulkBays = CountStationModules(station, "bulk-bay");
var liquidTanks = CountStationModules(station, "liquid-tank");
var containerBays = CountStationModules(station, "container-bay");
var moduleCapacity = storageClass switch
{
"bulk-solid" => bulkBays * 1000f,
"bulk-liquid" => liquidTanks * 500f,
"container" => containerBays * 800f,
"manufactured" => containerBays * 200f,
_ => 0f,
};
return baseCapacity + moduleCapacity;
}
private static int CountModules(IEnumerable<string> modules, string moduleId) =>
modules.Count(candidate => string.Equals(candidate, moduleId, StringComparison.Ordinal));
private static float GetInventoryAmount(IReadOnlyDictionary<string, float> inventory, string itemId) =>
inventory.TryGetValue(itemId, out var amount) ? amount : 0f;
private static void AddInventory(IDictionary<string, float> inventory, string itemId, float amount)
{
if (amount <= 0f)
{
return;
}
private static void GenerateStationEnergy(StationRuntime station, SimulationWorld world, float deltaSeconds)
inventory[itemId] = GetInventoryAmount((IReadOnlyDictionary<string, float>)inventory, itemId) + amount;
}
private static float RemoveInventory(IDictionary<string, float> inventory, string itemId, float amount)
{
var current = GetInventoryAmount((IReadOnlyDictionary<string, float>)inventory, itemId);
var removed = MathF.Min(current, amount);
var remaining = current - removed;
if (remaining <= 0.001f)
{
var powerCores = CountModules(station.InstalledModules, "power-core");
var tanks = CountModules(station.InstalledModules, "liquid-tank");
if (powerCores <= 0 || tanks <= 0)
{
station.EnergyStored = 0f;
station.Inventory.Remove("fuel");
return;
}
var energyCapacity = powerCores * StationEnergyPerPowerCore;
var fuelStored = GetInventoryAmount(station.Inventory, "fuel");
var desiredEnergy = MathF.Max(0f, energyCapacity - station.EnergyStored);
if (desiredEnergy <= 0.01f)
{
station.EnergyStored = MathF.Min(station.EnergyStored, energyCapacity);
station.Inventory["fuel"] = MathF.Min(fuelStored, tanks * StationFuelPerTank);
return;
}
var solarGenerated = MathF.Min(desiredEnergy, GetStationSolarGeneration(station, world) * deltaSeconds);
if (solarGenerated > 0.01f)
{
station.EnergyStored = MathF.Min(energyCapacity, station.EnergyStored + solarGenerated);
desiredEnergy = MathF.Max(0f, energyCapacity - station.EnergyStored);
}
if (desiredEnergy > 0.01f && fuelStored <= 0.01f)
{
var energyCells = GetInventoryAmount(station.Inventory, "energy-cell");
if (energyCells > 0.01f)
{
var consumedCells = MathF.Min(energyCells, desiredEnergy / StationEnergyCellToEnergyRatio);
RemoveInventory(station.Inventory, "energy-cell", consumedCells);
station.EnergyStored = MathF.Min(energyCapacity, station.EnergyStored + (consumedCells * StationEnergyCellToEnergyRatio));
desiredEnergy = MathF.Max(0f, energyCapacity - station.EnergyStored);
}
}
if (desiredEnergy <= 0.01f || fuelStored <= 0.01f)
{
station.EnergyStored = MathF.Min(station.EnergyStored, energyCapacity);
station.Inventory["fuel"] = MathF.Min(fuelStored, tanks * StationFuelPerTank);
return;
}
var generated = MathF.Min(desiredEnergy, powerCores * 24f * deltaSeconds);
var requiredFuel = generated / StationFuelToEnergyRatio;
var consumedFuel = MathF.Min(requiredFuel, fuelStored);
var actualGenerated = consumedFuel * StationFuelToEnergyRatio;
RemoveInventory(station.Inventory, "fuel", consumedFuel);
station.EnergyStored = MathF.Min(energyCapacity, station.EnergyStored + actualGenerated);
inventory.Remove(itemId);
}
else
{
inventory[itemId] = remaining;
}
private static float GetStationFuelCapacity(StationRuntime station) =>
CountModules(station.InstalledModules, "liquid-tank") * StationFuelPerTank;
return removed;
}
private static float GetStationEnergyCapacity(StationRuntime station) =>
CountModules(station.InstalledModules, "power-core") * StationEnergyPerPowerCore;
private static bool HasStationModules(StationRuntime station, params string[] modules) =>
modules.All(moduleId => station.Modules.Any(candidate => string.Equals(candidate.ModuleId, moduleId, StringComparison.Ordinal)));
private static float GetStationSolarGeneration(StationRuntime station, SimulationWorld world) =>
world.Balance.Energy.StationSolarCharge * (1f + CountModules(station.InstalledModules, "solar-array"));
private static bool CanExtractNode(ShipRuntime ship, ResourceNodeRuntime node) =>
node.ItemId switch
{
"ore" => HasShipModules(ship.Definition, "mining-turret"),
_ => false,
};
private static float GetStationStorageCapacity(StationRuntime station, string storageClass)
private static bool CanBuildClaimBeacon(ShipRuntime ship) =>
string.Equals(ship.Definition.Role, "military", StringComparison.Ordinal);
private static float ComputeWorkforceRatio(float population, float workforceRequired)
{
if (workforceRequired <= 0.01f)
{
var baseCapacity = station.Definition.Storage.TryGetValue(storageClass, out var capacity)
? capacity
: 0f;
var extraBulkBays = Math.Max(0, CountModules(station.InstalledModules, "bulk-bay") - CountModules(station.Definition.Modules, "bulk-bay"));
var extraLiquidTanks = Math.Max(0, CountModules(station.InstalledModules, "liquid-tank") - CountModules(station.Definition.Modules, "liquid-tank"));
var extraGasTanks = Math.Max(0, CountModules(station.InstalledModules, "gas-tank") - CountModules(station.Definition.Modules, "gas-tank"));
var extraContainerBays = Math.Max(0, CountModules(station.InstalledModules, "container-bay") - CountModules(station.Definition.Modules, "container-bay"));
var moduleBonus = storageClass switch
{
"bulk-solid" => extraBulkBays * 1000f,
"bulk-liquid" => extraLiquidTanks * 500f,
"bulk-gas" => extraGasTanks * 500f,
"container" => extraContainerBays * 800f,
_ => 0f,
};
return baseCapacity + moduleBonus;
return 1f;
}
private static void GenerateShipEnergy(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
var staffedRatio = MathF.Min(1f, population / workforceRequired);
return 0.1f + (0.9f * staffedRatio);
}
private static string? GetStorageRequirement(string storageClass) =>
storageClass switch
{
"bulk-solid" => "bulk-bay",
"bulk-liquid" => "liquid-tank",
_ => null,
};
private static float TryAddStationInventory(SimulationWorld world, StationRuntime station, string itemId, float amount)
{
if (amount <= 0f || !world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
{
var reactors = CountModules(ship.Definition.Modules, "reactor-core");
var capacitors = CountModules(ship.Definition.Modules, "capacitor-bank");
if (reactors <= 0 || capacitors <= 0)
{
ship.EnergyStored = 0f;
ship.Inventory.Remove("fuel");
return;
}
var energyCapacity = capacitors * CapacitorEnergyPerModule;
var fuelCapacity = reactors * ShipFuelPerReactor;
var fuelStored = GetInventoryAmount(ship.Inventory, "fuel");
var desiredEnergy = MathF.Max(0f, energyCapacity - ship.EnergyStored);
if (desiredEnergy <= 0.01f || fuelStored <= 0.01f)
{
ship.EnergyStored = MathF.Min(ship.EnergyStored, energyCapacity);
ship.Inventory["fuel"] = MathF.Min(fuelStored, fuelCapacity);
return;
}
var generated = MathF.Min(desiredEnergy, world.Balance.Energy.ShipRechargeRate * reactors * deltaSeconds);
var requiredFuel = generated / ShipFuelToEnergyRatio;
var consumedFuel = MathF.Min(requiredFuel, fuelStored);
var actualGenerated = consumedFuel * ShipFuelToEnergyRatio;
RemoveInventory(ship.Inventory, "fuel", consumedFuel);
ship.EnergyStored = MathF.Min(energyCapacity, ship.EnergyStored + actualGenerated);
return 0f;
}
private static bool TryConsumeShipEnergy(ShipRuntime ship, float amount)
var storageClass = itemDefinition.CargoKind;
var requiredModule = GetStorageRequirement(storageClass);
if (requiredModule is not null && !station.InstalledModules.Contains(requiredModule, StringComparer.Ordinal))
{
if (ship.EnergyStored + 0.0001f < amount)
{
return false;
}
ship.EnergyStored = MathF.Max(0f, ship.EnergyStored - amount);
return true;
return 0f;
}
private static bool TryConsumeStationEnergy(StationRuntime station, float amount)
var capacity = GetStationStorageCapacity(station, storageClass);
if (capacity <= 0.01f)
{
if (station.EnergyStored + 0.0001f < amount)
{
return false;
}
station.EnergyStored = MathF.Max(0f, station.EnergyStored - amount);
return true;
return 0f;
}
private static int CountModules(IEnumerable<string> modules, string moduleId) =>
modules.Count(candidate => string.Equals(candidate, moduleId, StringComparison.Ordinal));
private static float GetInventoryAmount(IReadOnlyDictionary<string, float> inventory, string itemId) =>
inventory.TryGetValue(itemId, out var amount) ? amount : 0f;
private static void AddInventory(IDictionary<string, float> inventory, string itemId, float amount)
var used = station.Inventory
.Where(entry => world.ItemDefinitions.TryGetValue(entry.Key, out var definition) && definition.CargoKind == storageClass)
.Sum(entry => entry.Value);
var accepted = MathF.Min(amount, MathF.Max(0f, capacity - used));
if (accepted <= 0.01f)
{
if (amount <= 0f)
{
return;
}
inventory[itemId] = GetInventoryAmount((IReadOnlyDictionary<string, float>)inventory, itemId) + amount;
return 0f;
}
private static float RemoveInventory(IDictionary<string, float> inventory, string itemId, float amount)
{
var current = GetInventoryAmount((IReadOnlyDictionary<string, float>)inventory, itemId);
var removed = MathF.Min(current, amount);
var remaining = current - removed;
if (remaining <= 0.001f)
{
inventory.Remove(itemId);
}
else
{
inventory[itemId] = remaining;
}
AddInventory(station.Inventory, itemId, accepted);
return accepted;
}
return removed;
private static bool CanStartModuleConstruction(StationRuntime station, ModuleRecipeDefinition recipe) =>
recipe.Inputs.All(input => GetInventoryAmount(station.Inventory, input.ItemId) + 0.001f >= input.Amount);
private static ConstructionSiteRuntime? GetConstructionSiteForStation(SimulationWorld world, string stationId) =>
world.ConstructionSites.FirstOrDefault(site =>
string.Equals(site.StationId, stationId, StringComparison.Ordinal)
&& site.State is not ConstructionSiteStateKinds.Completed and not ConstructionSiteStateKinds.Destroyed);
private static float GetConstructionDeliveredAmount(SimulationWorld world, ConstructionSiteRuntime site, string itemId)
{
if (site.StationId is not null
&& world.Stations.FirstOrDefault(candidate => candidate.Id == site.StationId) is { } station)
{
return GetInventoryAmount(station.Inventory, itemId);
}
private static bool HasStationModules(StationRuntime station, params string[] modules) =>
modules.All(moduleId => station.InstalledModules.Contains(moduleId, StringComparer.Ordinal));
return GetInventoryAmount(site.DeliveredItems, itemId);
}
private static bool CanExtractNode(ShipRuntime ship, ResourceNodeRuntime node) =>
node.ItemId switch
{
"ore" => HasShipModules(ship.Definition, "reactor-core", "capacitor-bank", "mining-turret"),
"gas" => HasShipModules(ship.Definition, "reactor-core", "capacitor-bank", "gas-extractor"),
_ => false,
};
private static bool CanBuildClaimBeacon(ShipRuntime ship) =>
string.Equals(ship.Definition.Role, "military", StringComparison.Ordinal);
private static float GetShipFuelCapacity(ShipRuntime ship) =>
CountModules(ship.Definition.Modules, "reactor-core") * ShipFuelPerReactor;
private static float GetShipAvailableEnergyBudget(ShipRuntime ship) =>
ship.EnergyStored + (GetInventoryAmount(ship.Inventory, "fuel") * ShipFuelToEnergyRatio);
private static float GetShipFuelReserve(ShipRuntime ship, float plannedFuel)
{
var capacity = GetShipFuelCapacity(ship);
var reserveRatio = ship.Definition.CargoItemId == "gas" ? 0.4f : 0.3f;
var reserve = MathF.Max(16f, MathF.Max(capacity * 0.18f, plannedFuel * reserveRatio));
return MathF.Min(capacity, reserve);
}
private static float EstimateFuelForEnergyDemand(ShipRuntime ship, float energyDemand) =>
MathF.Max(0f, energyDemand - ship.EnergyStored) / ShipFuelToEnergyRatio;
private static float EstimateTimedEnergyUse(SimulationWorld world, float durationSeconds, float drainPerSecond) =>
MathF.Max(0f, durationSeconds) * drainPerSecond;
private static float EstimateTravelEnergy(
ShipRuntime ship,
SimulationWorld world,
Vector3 fromPosition,
string fromSystemId,
Vector3 toPosition,
string toSystemId)
{
if (!string.Equals(fromSystemId, toSystemId, StringComparison.Ordinal))
{
var destinationEntryNode = ResolveSystemEntryNode(world, toSystemId);
var destinationEntryPosition = destinationEntryNode?.Position ?? toPosition;
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)
+ EstimateInSystemTravelEnergy(ship, world, destinationEntryPosition, toPosition);
}
return EstimateInSystemTravelEnergy(ship, world, fromPosition, toPosition);
}
private static float EstimateInSystemTravelEnergy(ShipRuntime ship, SimulationWorld world, Vector3 fromPosition, Vector3 toPosition)
{
var distance = fromPosition.DistanceTo(toPosition);
if (distance <= world.Balance.ArrivalThreshold)
{
return 0f;
}
if (distance <= WarpEngageDistanceKilometers)
{
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(GetWarpTravelSpeed(ship), 0.01f);
return EstimateTimedEnergyUse(world, warpSpoolDuration, world.Balance.Energy.IdleDrain)
+ EstimateTimedEnergyUse(world, warpDuration, world.Balance.Energy.WarpDrain);
}
private static float EstimateDockingEnergy(SimulationWorld world) =>
EstimateTimedEnergyUse(world, world.Balance.DockingDuration, world.Balance.Energy.MoveDrain)
+ EstimateTimedEnergyUse(world, 6f, world.Balance.Energy.IdleDrain);
private static float EstimateUndockingEnergy(SimulationWorld world) =>
EstimateTimedEnergyUse(world, world.Balance.UndockingDuration, world.Balance.Energy.MoveDrain)
+ EstimateTimedEnergyUse(world, 4f, world.Balance.Energy.IdleDrain);
private static float EstimateExtractionEnergy(ShipRuntime ship, SimulationWorld world)
{
var remainingCargo = MathF.Max(0f, ship.Definition.CargoCapacity - GetShipCargoAmount(ship));
if (remainingCargo <= 0.01f)
{
return 0f;
}
var cycles = MathF.Ceiling(remainingCargo / MathF.Max(world.Balance.MiningRate, 0.01f));
return EstimateTimedEnergyUse(world, cycles * world.Balance.MiningCycleSeconds, world.Balance.Energy.MoveDrain)
+ EstimateTimedEnergyUse(world, cycles * 1.5f, world.Balance.Energy.IdleDrain);
}
private static float EstimateConstructionEnergy(ShipRuntime ship, SimulationWorld world, StationRuntime station)
{
var holdPosition = GetConstructionHoldPosition(station, ship.Id);
var travelEnergy = EstimateTravelEnergy(ship, world, ship.Position, ship.SystemId, holdPosition, station.SystemId);
var site = GetConstructionSiteForStation(world, station.Id);
if (site is not null && site.State == ConstructionSiteStateKinds.Active && IsConstructionSiteReady(world, site))
{
if (world.ModuleRecipes.TryGetValue(site.BlueprintId ?? string.Empty, out var siteRecipe))
{
return travelEnergy + EstimateTimedEnergyUse(world, siteRecipe.Duration, world.Balance.Energy.IdleDrain);
}
return travelEnergy;
}
var moduleId = site?.BlueprintId ?? GetNextStationModuleToBuild(station, world);
if (moduleId is not null
&& world.ModuleRecipes.TryGetValue(moduleId, out var recipe)
&& CanStartModuleConstruction(station, recipe))
{
return travelEnergy + EstimateTimedEnergyUse(world, recipe.Duration, world.Balance.Energy.IdleDrain);
}
return travelEnergy;
}
private static float EstimateResourceHarvestEnergy(ShipRuntime ship, SimulationWorld world)
{
var cargoItemId = ship.Definition.CargoItemId;
if (cargoItemId is null)
{
return 0f;
}
var requiredModule = cargoItemId == "gas" ? "gas-extractor" : "mining-turret";
var behavior = ship.DefaultBehavior;
var refinery = SelectBestBuyStation(world, ship, cargoItemId, behavior.StationId);
var node = behavior.NodeId is null
? world.Nodes
.Where(candidate =>
(behavior.AreaSystemId is null || candidate.SystemId == behavior.AreaSystemId) &&
candidate.ItemId == cargoItemId &&
candidate.OreRemaining > 0.01f)
.OrderByDescending(candidate => candidate.OreRemaining)
.FirstOrDefault()
: world.Nodes.FirstOrDefault(candidate => candidate.Id == behavior.NodeId && candidate.OreRemaining > 0.01f);
if (refinery is null || node is null || !HasShipModules(ship.Definition, "reactor-core", "capacitor-bank", requiredModule))
{
return 0f;
}
var currentPosition = ship.Position;
var currentSystemId = ship.SystemId;
var energy = 0f;
var cargoAmount = GetShipCargoAmount(ship);
if (ship.DockedStationId == refinery.Id)
{
currentPosition = GetUndockTargetPosition(refinery, ship.AssignedDockingPadIndex, world.Balance.UndockDistance);
currentSystemId = refinery.SystemId;
energy += EstimateUndockingEnergy(world);
}
if (cargoAmount > 0.01f)
{
energy += EstimateTravelEnergy(ship, world, currentPosition, currentSystemId, refinery.Position, refinery.SystemId);
return energy + EstimateDockingEnergy(world);
}
var holdPosition = GetResourceHoldPosition(node.Position, ship.Id, 20f);
energy += EstimateTravelEnergy(ship, world, currentPosition, currentSystemId, holdPosition, node.SystemId);
energy += EstimateExtractionEnergy(ship, world);
energy += EstimateTravelEnergy(ship, world, holdPosition, node.SystemId, refinery.Position, refinery.SystemId);
energy += EstimateDockingEnergy(world);
return energy;
}
private static float EstimateResourceReturnEnergy(ShipRuntime ship, SimulationWorld world)
{
var cargoItemId = ship.Definition.CargoItemId;
if (cargoItemId is null)
{
return 0f;
}
var refinery = SelectBestBuyStation(world, ship, cargoItemId, ship.DefaultBehavior.StationId);
if (refinery is null)
{
return 0f;
}
var currentPosition = ship.Position;
var currentSystemId = ship.SystemId;
return EstimateTravelEnergy(ship, world, currentPosition, currentSystemId, refinery.Position, refinery.SystemId)
+ EstimateDockingEnergy(world);
}
private static float EstimateTransportEnergy(ShipRuntime ship, SimulationWorld world)
{
var cargoItemId = ship.Definition.CargoItemId;
if (cargoItemId is null)
{
return 0f;
}
var behavior = ship.DefaultBehavior;
var source = SelectBestSellStation(world, ship, cargoItemId, behavior.StationId);
var destination = SelectBestBuyStation(world, ship, cargoItemId, behavior.StationId);
if (source is null && destination is null)
{
return 0f;
}
var cargoAmount = GetShipCargoAmount(ship);
var currentPosition = ship.Position;
var currentSystemId = ship.SystemId;
if (ship.DockedStationId is not null)
{
var dockedStation = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
if (dockedStation is not null)
{
currentPosition = GetUndockTargetPosition(dockedStation, ship.AssignedDockingPadIndex, world.Balance.UndockDistance);
currentSystemId = dockedStation.SystemId;
}
}
var targetStation = cargoAmount > 0.01f ? destination : source;
if (targetStation is null)
{
return ship.DockedStationId is not null ? EstimateUndockingEnergy(world) : 0f;
}
var energy = ship.DockedStationId is not null ? EstimateUndockingEnergy(world) : 0f;
energy += EstimateTravelEnergy(ship, world, currentPosition, currentSystemId, targetStation.Position, targetStation.SystemId);
return energy + EstimateDockingEnergy(world);
}
private static float EstimateShipMissionEnergyDemand(ShipRuntime ship, SimulationWorld world) =>
ship.DefaultBehavior.Kind switch
{
"auto-mine" or "auto-harvest-gas" => EstimateResourceHarvestEnergy(ship, world),
"auto-supply-energy" => EstimateTransportEnergy(ship, world),
"construct-station" when ship.DefaultBehavior.StationId is not null
=> world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DefaultBehavior.StationId) is { } station
? EstimateConstructionEnergy(ship, world, station)
: 0f,
_ when ship.ControllerTask.TargetPosition is { } targetPosition && ship.ControllerTask.TargetSystemId is { } targetSystemId
=> EstimateTravelEnergy(ship, world, ship.Position, ship.SystemId, targetPosition, targetSystemId),
_ => 0f,
};
private static float GetShipRefuelTarget(ShipRuntime ship, SimulationWorld world)
{
var capacity = GetShipFuelCapacity(ship);
var missionFuel = EstimateFuelForEnergyDemand(ship, EstimateShipMissionEnergyDemand(ship, world));
var reserveFuel = GetShipFuelReserve(ship, missionFuel);
return MathF.Min(capacity, missionFuel + reserveFuel);
}
internal static bool NeedsRefuel(ShipRuntime ship, SimulationWorld world) =>
GetInventoryAmount(ship.Inventory, "fuel") + 0.01f < GetShipRefuelTarget(ship, world);
internal static bool NeedsEmergencyReturn(ShipRuntime ship, SimulationWorld world)
{
if (ship.DefaultBehavior.Kind is not "auto-mine" and not "auto-harvest-gas")
{
return false;
}
var returnEnergy = EstimateResourceReturnEnergy(ship, world);
var reserveFuel = GetShipFuelReserve(ship, EstimateFuelForEnergyDemand(ship, returnEnergy));
var requiredBudget = returnEnergy + (reserveFuel * ShipFuelToEnergyRatio);
return GetShipAvailableEnergyBudget(ship) + 0.01f < requiredBudget;
}
private static float ComputeWorkforceRatio(float population, float workforceRequired)
{
if (workforceRequired <= 0.01f)
{
return 1f;
}
var staffedRatio = MathF.Min(1f, population / workforceRequired);
return 0.1f + (0.9f * staffedRatio);
}
private static string? GetStorageRequirement(string storageClass) =>
storageClass switch
{
"bulk-solid" => "bulk-bay",
"bulk-liquid" => "liquid-tank",
"bulk-gas" => "gas-tank",
_ => null,
};
private static float TryAddStationInventory(SimulationWorld world, StationRuntime station, string itemId, float amount)
{
if (amount <= 0f || !world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
{
return 0f;
}
var storageClass = itemDefinition.Storage;
var requiredModule = GetStorageRequirement(storageClass);
if (requiredModule is not null && !station.InstalledModules.Contains(requiredModule, StringComparer.Ordinal))
{
return 0f;
}
var capacity = GetStationStorageCapacity(station, storageClass);
if (capacity <= 0.01f)
{
return 0f;
}
var used = station.Inventory
.Where(entry => world.ItemDefinitions.TryGetValue(entry.Key, out var definition) && definition.Storage == storageClass)
.Sum(entry => entry.Value);
var accepted = MathF.Min(amount, MathF.Max(0f, capacity - used));
if (accepted <= 0.01f)
{
return 0f;
}
AddInventory(station.Inventory, itemId, accepted);
return accepted;
}
private static bool CanStartModuleConstruction(StationRuntime station, ModuleRecipeDefinition recipe) =>
recipe.Inputs.All(input => GetInventoryAmount(station.Inventory, input.ItemId) + 0.001f >= input.Amount);
private static ConstructionSiteRuntime? GetConstructionSiteForStation(SimulationWorld world, string stationId) =>
world.ConstructionSites.FirstOrDefault(site =>
string.Equals(site.StationId, stationId, StringComparison.Ordinal)
&& site.State is not ConstructionSiteStateKinds.Completed and not ConstructionSiteStateKinds.Destroyed);
private static float GetConstructionDeliveredAmount(SimulationWorld world, ConstructionSiteRuntime site, string itemId)
{
if (site.StationId is not null
&& world.Stations.FirstOrDefault(candidate => candidate.Id == site.StationId) is { } station)
{
return GetInventoryAmount(station.Inventory, itemId);
}
return GetInventoryAmount(site.DeliveredItems, itemId);
}
private static bool IsConstructionSiteReady(SimulationWorld world, ConstructionSiteRuntime site) =>
site.RequiredItems.All(entry => GetConstructionDeliveredAmount(world, site, entry.Key) + 0.001f >= entry.Value);
private static bool IsConstructionSiteReady(SimulationWorld world, ConstructionSiteRuntime site) =>
site.RequiredItems.All(entry => GetConstructionDeliveredAmount(world, site, entry.Key) + 0.001f >= entry.Value);
}

File diff suppressed because it is too large Load Diff

View File

@@ -5,303 +5,299 @@ namespace SpaceGame.Simulation.Api.Simulation;
public sealed partial class SimulationEngine
{
private static void UpdateClaims(SimulationWorld world, ICollection<SimulationEventRecord> events)
private static void UpdateClaims(SimulationWorld world, ICollection<SimulationEventRecord> events)
{
foreach (var claim in world.Claims)
{
foreach (var claim in world.Claims)
if (claim.State == ClaimStateKinds.Destroyed || claim.Health <= 0f)
{
if (claim.State != ClaimStateKinds.Destroyed)
{
if (claim.State == ClaimStateKinds.Destroyed || claim.Health <= 0f)
{
if (claim.State != ClaimStateKinds.Destroyed)
{
claim.State = ClaimStateKinds.Destroyed;
events.Add(new SimulationEventRecord("claim", claim.Id, "claim-destroyed", $"Claim {claim.Id} was destroyed.", world.GeneratedAtUtc));
}
foreach (var site in world.ConstructionSites.Where(candidate => candidate.ClaimId == claim.Id))
{
site.State = ConstructionSiteStateKinds.Destroyed;
}
continue;
}
if (claim.State == ClaimStateKinds.Activating && world.GeneratedAtUtc >= claim.ActivatesAtUtc)
{
claim.State = ClaimStateKinds.Active;
events.Add(new SimulationEventRecord("claim", claim.Id, "claim-activated", $"Claim {claim.Id} is now active.", world.GeneratedAtUtc));
}
claim.State = ClaimStateKinds.Destroyed;
events.Add(new SimulationEventRecord("claim", claim.Id, "claim-destroyed", $"Claim {claim.Id} was destroyed.", world.GeneratedAtUtc));
}
foreach (var site in world.ConstructionSites.Where(candidate => candidate.ClaimId == claim.Id))
{
site.State = ConstructionSiteStateKinds.Destroyed;
}
continue;
}
if (claim.State == ClaimStateKinds.Activating && world.GeneratedAtUtc >= claim.ActivatesAtUtc)
{
claim.State = ClaimStateKinds.Active;
events.Add(new SimulationEventRecord("claim", claim.Id, "claim-activated", $"Claim {claim.Id} is now active.", world.GeneratedAtUtc));
}
}
}
private static void UpdateConstructionSites(SimulationWorld world, ICollection<SimulationEventRecord> events)
{
foreach (var site in world.ConstructionSites)
{
if (site.State == ConstructionSiteStateKinds.Destroyed)
{
continue;
}
var claim = site.ClaimId is null
? null
: world.Claims.FirstOrDefault(candidate => candidate.Id == site.ClaimId);
if (claim?.State == ClaimStateKinds.Destroyed)
{
site.State = ConstructionSiteStateKinds.Destroyed;
continue;
}
if (claim?.State == ClaimStateKinds.Active && site.State == ConstructionSiteStateKinds.Planned)
{
site.State = ConstructionSiteStateKinds.Active;
events.Add(new SimulationEventRecord("construction-site", site.Id, "site-active", $"Construction site {site.Id} is active.", world.GeneratedAtUtc));
}
foreach (var orderId in site.MarketOrderIds)
{
var order = world.MarketOrders.FirstOrDefault(candidate => candidate.Id == orderId);
if (order is null || !site.RequiredItems.TryGetValue(order.ItemId, out var required))
{
continue;
}
var remaining = MathF.Max(0f, required - GetConstructionDeliveredAmount(world, site, order.ItemId));
order.RemainingAmount = remaining;
order.State = remaining <= 0.01f
? MarketOrderStateKinds.Filled
: remaining < order.Amount
? MarketOrderStateKinds.PartiallyFilled
: MarketOrderStateKinds.Open;
}
}
}
private static bool TryEnsureModuleConstructionStarted(StationRuntime station, ModuleRecipeDefinition recipe, string shipId)
{
if (station.ActiveConstruction is not null)
{
return string.Equals(station.ActiveConstruction.ModuleId, recipe.ModuleId, StringComparison.Ordinal)
&& string.Equals(station.ActiveConstruction.AssignedConstructorShipId, shipId, StringComparison.Ordinal);
}
private static void UpdateConstructionSites(SimulationWorld world, ICollection<SimulationEventRecord> events)
if (!CanStartModuleConstruction(station, recipe))
{
foreach (var site in world.ConstructionSites)
{
if (site.State == ConstructionSiteStateKinds.Destroyed)
{
continue;
}
var claim = site.ClaimId is null
? null
: world.Claims.FirstOrDefault(candidate => candidate.Id == site.ClaimId);
if (claim?.State == ClaimStateKinds.Destroyed)
{
site.State = ConstructionSiteStateKinds.Destroyed;
continue;
}
if (claim?.State == ClaimStateKinds.Active && site.State == ConstructionSiteStateKinds.Planned)
{
site.State = ConstructionSiteStateKinds.Active;
events.Add(new SimulationEventRecord("construction-site", site.Id, "site-active", $"Construction site {site.Id} is active.", world.GeneratedAtUtc));
}
foreach (var orderId in site.MarketOrderIds)
{
var order = world.MarketOrders.FirstOrDefault(candidate => candidate.Id == orderId);
if (order is null || !site.RequiredItems.TryGetValue(order.ItemId, out var required))
{
continue;
}
var remaining = MathF.Max(0f, required - GetConstructionDeliveredAmount(world, site, order.ItemId));
order.RemainingAmount = remaining;
order.State = remaining <= 0.01f
? MarketOrderStateKinds.Filled
: remaining < order.Amount
? MarketOrderStateKinds.PartiallyFilled
: MarketOrderStateKinds.Open;
}
}
return false;
}
private static bool TryEnsureModuleConstructionStarted(StationRuntime station, ModuleRecipeDefinition recipe, string shipId)
foreach (var input in recipe.Inputs)
{
if (station.ActiveConstruction is not null)
{
return string.Equals(station.ActiveConstruction.ModuleId, recipe.ModuleId, StringComparison.Ordinal)
&& string.Equals(station.ActiveConstruction.AssignedConstructorShipId, shipId, StringComparison.Ordinal);
}
RemoveInventory(station.Inventory, input.ItemId, input.Amount);
}
if (!CanStartModuleConstruction(station, recipe))
{
return false;
}
station.ActiveConstruction = new ModuleConstructionRuntime
{
ModuleId = recipe.ModuleId,
RequiredSeconds = recipe.Duration,
AssignedConstructorShipId = shipId,
};
foreach (var input in recipe.Inputs)
{
RemoveInventory(station.Inventory, input.ItemId, input.Amount);
}
return true;
}
station.ActiveConstruction = new ModuleConstructionRuntime
private static string? GetNextStationModuleToBuild(StationRuntime station, SimulationWorld world)
{
var priorities = GetFactionExpansionPressure(world, station.FactionId) > 0f
? new (string ModuleId, int TargetCount)[]
{
ModuleId = recipe.ModuleId,
RequiredSeconds = recipe.Duration,
AssignedConstructorShipId = shipId,
("refinery-stack", 1),
("container-bay", 1),
("fabricator-array", 2),
("component-factory", 1),
("ship-factory", 1),
("dock-bay-small", 2),
("solar-array", 2),
}
: new (string ModuleId, int TargetCount)[]
{
("refinery-stack", 1),
("container-bay", 1),
("fabricator-array", 2),
("component-factory", 1),
("ship-factory", 1),
("solar-array", 2),
("dock-bay-small", 2),
};
return true;
}
private static string? GetNextStationModuleToBuild(StationRuntime station, SimulationWorld world)
foreach (var (moduleId, targetCount) in priorities)
{
var priorities = GetFactionExpansionPressure(world, station.FactionId) > 0f
? new (string ModuleId, int TargetCount)[]
{
("gas-tank", 1),
("fuel-processor", 1),
("refinery-stack", 1),
("container-bay", 1),
("fabricator-array", 2),
("component-factory", 1),
("ship-factory", 1),
("dock-bay-small", 2),
("solar-array", 2),
}
: new (string ModuleId, int TargetCount)[]
{
("gas-tank", 1),
("fuel-processor", 1),
("refinery-stack", 1),
("container-bay", 1),
("fabricator-array", 2),
("component-factory", 1),
("ship-factory", 1),
("solar-array", 2),
("dock-bay-small", 2),
};
foreach (var (moduleId, targetCount) in priorities)
{
if (CountModules(station.InstalledModules, moduleId) < targetCount
&& world.ModuleRecipes.ContainsKey(moduleId))
{
return moduleId;
}
}
return null;
if (CountModules(station.InstalledModules, moduleId) < targetCount
&& world.ModuleRecipes.ContainsKey(moduleId))
{
return moduleId;
}
}
private static void PrepareNextConstructionSiteStep(SimulationWorld world, StationRuntime station, ConstructionSiteRuntime site)
return null;
}
private static void PrepareNextConstructionSiteStep(SimulationWorld world, StationRuntime station, ConstructionSiteRuntime site)
{
var nextModuleId = GetNextStationModuleToBuild(station, world);
foreach (var orderId in site.MarketOrderIds)
{
var nextModuleId = GetNextStationModuleToBuild(station, world);
foreach (var orderId in site.MarketOrderIds)
{
var order = world.MarketOrders.FirstOrDefault(candidate => candidate.Id == orderId);
if (order is not null)
{
order.State = MarketOrderStateKinds.Cancelled;
order.RemainingAmount = 0f;
world.MarketOrders.Remove(order);
}
var order = world.MarketOrders.FirstOrDefault(candidate => candidate.Id == orderId);
if (order is not null)
{
order.State = MarketOrderStateKinds.Cancelled;
order.RemainingAmount = 0f;
world.MarketOrders.Remove(order);
}
station.MarketOrderIds.Remove(orderId);
}
site.MarketOrderIds.Clear();
site.Inventory.Clear();
site.DeliveredItems.Clear();
site.RequiredItems.Clear();
site.AssignedConstructorShipIds.Clear();
site.Progress = 0f;
if (nextModuleId is null || !world.ModuleRecipes.TryGetValue(nextModuleId, out var recipe))
{
site.State = ConstructionSiteStateKinds.Completed;
site.BlueprintId = null;
return;
}
site.BlueprintId = nextModuleId;
site.State = ConstructionSiteStateKinds.Active;
foreach (var input in recipe.Inputs)
{
site.RequiredItems[input.ItemId] = input.Amount;
site.DeliveredItems[input.ItemId] = 0f;
var orderId = $"market-order-{station.Id}-{nextModuleId}-{input.ItemId}";
site.MarketOrderIds.Add(orderId);
station.MarketOrderIds.Add(orderId);
world.MarketOrders.Add(new MarketOrderRuntime
{
Id = orderId,
FactionId = station.FactionId,
StationId = station.Id,
ConstructionSiteId = site.Id,
Kind = MarketOrderKinds.Buy,
ItemId = input.ItemId,
Amount = input.Amount,
RemainingAmount = input.Amount,
Valuation = 1f,
State = MarketOrderStateKinds.Open,
});
}
station.MarketOrderIds.Remove(orderId);
}
private static int GetDockingPadCount(StationRuntime station) =>
CountModules(station.InstalledModules, "dock-bay-small") * 2;
site.MarketOrderIds.Clear();
site.Inventory.Clear();
site.DeliveredItems.Clear();
site.RequiredItems.Clear();
site.AssignedConstructorShipIds.Clear();
site.Progress = 0f;
private static int? ReserveDockingPad(StationRuntime station, string shipId)
if (nextModuleId is null || !world.ModuleRecipes.TryGetValue(nextModuleId, out var recipe))
{
if (station.DockingPadAssignments.FirstOrDefault(entry => string.Equals(entry.Value, shipId, StringComparison.Ordinal)) is var existing
&& !string.IsNullOrEmpty(existing.Value))
{
return existing.Key;
}
var padCount = GetDockingPadCount(station);
for (var padIndex = 0; padIndex < padCount; padIndex += 1)
{
if (station.DockingPadAssignments.ContainsKey(padIndex))
{
continue;
}
station.DockingPadAssignments[padIndex] = shipId;
return padIndex;
}
return null;
site.State = ConstructionSiteStateKinds.Completed;
site.BlueprintId = null;
return;
}
private static void ReleaseDockingPad(StationRuntime station, string shipId)
site.BlueprintId = nextModuleId;
site.State = ConstructionSiteStateKinds.Active;
foreach (var input in recipe.Inputs)
{
var assignment = station.DockingPadAssignments.FirstOrDefault(entry => string.Equals(entry.Value, shipId, StringComparison.Ordinal));
if (!string.IsNullOrEmpty(assignment.Value))
{
station.DockingPadAssignments.Remove(assignment.Key);
}
site.RequiredItems[input.ItemId] = input.Amount;
site.DeliveredItems[input.ItemId] = 0f;
var orderId = $"market-order-{station.Id}-{nextModuleId}-{input.ItemId}";
site.MarketOrderIds.Add(orderId);
station.MarketOrderIds.Add(orderId);
world.MarketOrders.Add(new MarketOrderRuntime
{
Id = orderId,
FactionId = station.FactionId,
StationId = station.Id,
ConstructionSiteId = site.Id,
Kind = MarketOrderKinds.Buy,
ItemId = input.ItemId,
Amount = input.Amount,
RemainingAmount = input.Amount,
Valuation = 1f,
State = MarketOrderStateKinds.Open,
});
}
}
private static Vector3 GetDockingPadPosition(StationRuntime station, int padIndex)
private static int GetDockingPadCount(StationRuntime station) =>
CountModules(station.InstalledModules, "dock-bay-small") * 2;
private static int? ReserveDockingPad(StationRuntime station, string shipId)
{
if (station.DockingPadAssignments.FirstOrDefault(entry => string.Equals(entry.Value, shipId, StringComparison.Ordinal)) is var existing
&& !string.IsNullOrEmpty(existing.Value))
{
var padCount = Math.Max(1, GetDockingPadCount(station));
var angle = ((MathF.PI * 2f) / padCount) * padIndex;
var radius = station.Definition.Radius + 18f;
return new Vector3(
station.Position.X + (MathF.Cos(angle) * radius),
station.Position.Y,
station.Position.Z + (MathF.Sin(angle) * radius));
return existing.Key;
}
private static Vector3 GetDockingHoldPosition(StationRuntime station, string shipId)
var padCount = GetDockingPadCount(station);
for (var padIndex = 0; padIndex < padCount; padIndex += 1)
{
var hash = Math.Abs(shipId.GetHashCode(StringComparison.Ordinal));
var angle = (hash % 360) * (MathF.PI / 180f);
var radius = station.Definition.Radius + 24f;
return new Vector3(
station.Position.X + (MathF.Cos(angle) * radius),
station.Position.Y,
station.Position.Z + (MathF.Sin(angle) * radius));
if (station.DockingPadAssignments.ContainsKey(padIndex))
{
continue;
}
station.DockingPadAssignments[padIndex] = shipId;
return padIndex;
}
private static Vector3 GetUndockTargetPosition(StationRuntime station, int? padIndex, float distance)
return null;
}
private static void ReleaseDockingPad(StationRuntime station, string shipId)
{
var assignment = station.DockingPadAssignments.FirstOrDefault(entry => string.Equals(entry.Value, shipId, StringComparison.Ordinal));
if (!string.IsNullOrEmpty(assignment.Value))
{
if (padIndex is null)
{
return new Vector3(station.Position.X + distance, station.Position.Y, station.Position.Z);
}
var pad = GetDockingPadPosition(station, padIndex.Value);
var dx = pad.X - station.Position.X;
var dz = pad.Z - station.Position.Z;
var length = MathF.Sqrt((dx * dx) + (dz * dz));
if (length <= 0.001f)
{
return new Vector3(station.Position.X + distance, station.Position.Y, station.Position.Z);
}
var scale = distance / length;
return new Vector3(
pad.X + (dx * scale),
station.Position.Y,
pad.Z + (dz * scale));
station.DockingPadAssignments.Remove(assignment.Key);
}
}
private static Vector3 GetShipDockedPosition(ShipRuntime ship, StationRuntime station) =>
ship.AssignedDockingPadIndex is int padIndex
? GetDockingPadPosition(station, padIndex)
: station.Position;
private static Vector3 GetDockingPadPosition(StationRuntime station, int padIndex)
{
var padCount = Math.Max(1, GetDockingPadCount(station));
var angle = ((MathF.PI * 2f) / padCount) * padIndex;
var radius = station.Radius + 18f;
return new Vector3(
station.Position.X + (MathF.Cos(angle) * radius),
station.Position.Y,
station.Position.Z + (MathF.Sin(angle) * radius));
}
private static Vector3 GetConstructionHoldPosition(StationRuntime station, string shipId)
private static Vector3 GetDockingHoldPosition(StationRuntime station, string shipId)
{
var hash = Math.Abs(shipId.GetHashCode(StringComparison.Ordinal));
var angle = (hash % 360) * (MathF.PI / 180f);
var radius = station.Radius + 24f;
return new Vector3(
station.Position.X + (MathF.Cos(angle) * radius),
station.Position.Y,
station.Position.Z + (MathF.Sin(angle) * radius));
}
private static Vector3 GetUndockTargetPosition(StationRuntime station, int? padIndex, float distance)
{
if (padIndex is null)
{
var hash = Math.Abs(shipId.GetHashCode(StringComparison.Ordinal));
var angle = (hash % 360) * (MathF.PI / 180f);
var radius = station.Definition.Radius + 78f;
return new Vector3(
station.Position.X + (MathF.Cos(angle) * radius),
station.Position.Y,
station.Position.Z + (MathF.Sin(angle) * radius));
return new Vector3(station.Position.X + distance, station.Position.Y, station.Position.Z);
}
private static Vector3 GetResourceHoldPosition(Vector3 nodePosition, string shipId, float radius)
var pad = GetDockingPadPosition(station, padIndex.Value);
var dx = pad.X - station.Position.X;
var dz = pad.Z - station.Position.Z;
var length = MathF.Sqrt((dx * dx) + (dz * dz));
if (length <= 0.001f)
{
var hash = Math.Abs(shipId.GetHashCode(StringComparison.Ordinal));
var angle = (hash % 360) * (MathF.PI / 180f);
return new Vector3(
nodePosition.X + (MathF.Cos(angle) * radius),
nodePosition.Y,
nodePosition.Z + (MathF.Sin(angle) * radius));
return new Vector3(station.Position.X + distance, station.Position.Y, station.Position.Z);
}
var scale = distance / length;
return new Vector3(
pad.X + (dx * scale),
station.Position.Y,
pad.Z + (dz * scale));
}
private static Vector3 GetShipDockedPosition(ShipRuntime ship, StationRuntime station) =>
ship.AssignedDockingPadIndex is int padIndex
? GetDockingPadPosition(station, padIndex)
: station.Position;
private static Vector3 GetConstructionHoldPosition(StationRuntime station, string shipId)
{
var hash = Math.Abs(shipId.GetHashCode(StringComparison.Ordinal));
var angle = (hash % 360) * (MathF.PI / 180f);
var radius = station.Radius + 78f;
return new Vector3(
station.Position.X + (MathF.Cos(angle) * radius),
station.Position.Y,
station.Position.Z + (MathF.Sin(angle) * radius));
}
private static Vector3 GetResourceHoldPosition(Vector3 nodePosition, string shipId, float radius)
{
var hash = Math.Abs(shipId.GetHashCode(StringComparison.Ordinal));
var angle = (hash % 360) * (MathF.PI / 180f);
return new Vector3(
nodePosition.X + (MathF.Cos(angle) * radius),
nodePosition.Y,
nodePosition.Z + (MathF.Sin(angle) * radius));
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -5,536 +5,495 @@ namespace SpaceGame.Simulation.Api.Simulation;
public sealed partial class SimulationEngine
{
private const int StrategicControlTargetSystems = 5;
private const int StrategicControlTargetSystems = 5;
private void UpdateStations(SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
private void UpdateStations(SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
{
var factionPopulation = new Dictionary<string, float>(StringComparer.Ordinal);
foreach (var station in world.Stations)
{
var factionPopulation = new Dictionary<string, float>(StringComparer.Ordinal);
foreach (var station in world.Stations)
{
UpdateStationPopulation(station, deltaSeconds, events);
ReviewStationMarketOrders(world, station);
RunStationProduction(world, station, deltaSeconds, events);
factionPopulation[station.FactionId] = GetInventoryAmount(factionPopulation, station.FactionId) + station.Population;
}
foreach (var faction in world.Factions)
{
faction.PopulationTotal = GetInventoryAmount(factionPopulation, faction.Id);
}
UpdateStationPopulation(station, deltaSeconds, events);
ReviewStationMarketOrders(world, station);
RunStationProduction(world, station, deltaSeconds, events);
factionPopulation[station.FactionId] = GetInventoryAmount(factionPopulation, station.FactionId) + station.Population;
}
private void UpdateStationPopulation(StationRuntime station, float deltaSeconds, ICollection<SimulationEventRecord> events)
foreach (var faction in world.Factions)
{
station.WorkforceRequired = MathF.Max(12f, station.InstalledModules.Count * 14f);
faction.PopulationTotal = GetInventoryAmount(factionPopulation, faction.Id);
}
}
var requiredWater = station.Population * WaterConsumptionPerWorkerPerSecond * deltaSeconds;
var consumedWater = RemoveInventory(station.Inventory, "water", requiredWater);
var waterSatisfied = requiredWater <= 0.01f || consumedWater + 0.001f >= requiredWater;
var hasPower = station.EnergyStored > 0.01f;
var habitatModules = CountModules(station.InstalledModules, "habitat-ring");
station.PopulationCapacity = 40f + (habitatModules * 220f);
private void UpdateStationPopulation(StationRuntime station, float deltaSeconds, ICollection<SimulationEventRecord> events)
{
station.WorkforceRequired = MathF.Max(12f, station.Modules.Count * 14f);
if (waterSatisfied && hasPower)
{
if (habitatModules > 0 && station.Population < station.PopulationCapacity)
{
station.Population = MathF.Min(station.PopulationCapacity, station.Population + (PopulationGrowthPerSecond * deltaSeconds));
}
}
else if (station.Population > 0f)
{
var previous = station.Population;
station.Population = MathF.Max(0f, station.Population - (PopulationAttritionPerSecond * deltaSeconds));
if (MathF.Floor(previous) > MathF.Floor(station.Population))
{
events.Add(new SimulationEventRecord("station", station.Id, "population-loss", $"{station.Definition.Label} lost population due to support shortages.", DateTimeOffset.UtcNow));
}
}
var requiredWater = station.Population * WaterConsumptionPerWorkerPerSecond * deltaSeconds;
var consumedWater = RemoveInventory(station.Inventory, "water", requiredWater);
var waterSatisfied = requiredWater <= 0.01f || consumedWater + 0.001f >= requiredWater;
var habitatModules = CountModules(station.InstalledModules, "habitat-ring");
station.PopulationCapacity = 40f + (habitatModules * 220f);
station.WorkforceEffectiveRatio = ComputeWorkforceRatio(station.Population, station.WorkforceRequired);
if (waterSatisfied)
{
if (habitatModules > 0 && station.Population < station.PopulationCapacity)
{
station.Population = MathF.Min(station.PopulationCapacity, station.Population + (PopulationGrowthPerSecond * deltaSeconds));
}
}
else if (station.Population > 0f)
{
var previous = station.Population;
station.Population = MathF.Max(0f, station.Population - (PopulationAttritionPerSecond * deltaSeconds));
if (MathF.Floor(previous) > MathF.Floor(station.Population))
{
events.Add(new SimulationEventRecord("station", station.Id, "population-loss", $"{station.Label} lost population due to support shortages.", DateTimeOffset.UtcNow));
}
}
private void ReviewStationMarketOrders(SimulationWorld world, StationRuntime station)
station.WorkforceEffectiveRatio = ComputeWorkforceRatio(station.Population, station.WorkforceRequired);
}
private void ReviewStationMarketOrders(SimulationWorld world, StationRuntime station)
{
if (station.CommanderId is null)
{
if (station.CommanderId is null)
{
return;
}
var desiredOrders = new List<DesiredMarketOrder>();
var fuelReserve = MathF.Max(80f, CountModules(station.InstalledModules, "power-core") * 140f);
var energyCellReserve = HasStationModules(station, "power-core", "liquid-tank") ? MathF.Max(20f, CountModules(station.InstalledModules, "power-core") * 40f) : 0f;
var waterReserve = MathF.Max(30f, station.Population * 3f);
var refinedReserve = HasStationModules(station, "fabricator-array") ? 140f : 40f;
var oreReserve = HasRefineryCapability(station) ? 180f : 0f;
var gasReserve = CanProcessFuel(station) ? 120f : 0f;
var shipPartsReserve = HasStationModules(station, "fabricator-array")
&& !HasStationModules(station, "component-factory", "ship-factory")
&& FactionNeedsMoreWarships(world, station.FactionId)
? 90f
: 0f;
AddDemandOrder(desiredOrders, station, "fuel", fuelReserve, valuationBase: 1.2f);
AddDemandOrder(desiredOrders, station, "energy-cell", energyCellReserve, valuationBase: 1.1f);
AddDemandOrder(desiredOrders, station, "water", waterReserve, valuationBase: 1.1f);
AddDemandOrder(desiredOrders, station, "ore", oreReserve, valuationBase: 1.0f);
AddDemandOrder(desiredOrders, station, "gas", gasReserve, valuationBase: 0.95f);
AddDemandOrder(desiredOrders, station, "refined-metals", refinedReserve, valuationBase: 1.15f);
AddDemandOrder(desiredOrders, station, "ship-parts", shipPartsReserve, valuationBase: 1.3f);
AddSupplyOrder(desiredOrders, station, "fuel", fuelReserve * 1.5f, reserveFloor: fuelReserve, valuationBase: 0.8f);
AddSupplyOrder(desiredOrders, station, "energy-cell", energyCellReserve * 1.8f, reserveFloor: energyCellReserve, valuationBase: 0.82f);
AddSupplyOrder(desiredOrders, station, "water", waterReserve * 1.5f, reserveFloor: waterReserve, valuationBase: 0.65f);
AddSupplyOrder(desiredOrders, station, "ore", oreReserve * 1.4f, reserveFloor: oreReserve, valuationBase: 0.7f);
AddSupplyOrder(desiredOrders, station, "gas", gasReserve * 1.4f, reserveFloor: gasReserve, valuationBase: 0.72f);
AddSupplyOrder(desiredOrders, station, "refined-metals", refinedReserve * 1.4f, reserveFloor: refinedReserve, valuationBase: 0.95f);
ReconcileStationMarketOrders(world, station, desiredOrders);
return;
}
private void RunStationProduction(SimulationWorld world, StationRuntime station, float deltaSeconds, ICollection<SimulationEventRecord> events)
var desiredOrders = new List<DesiredMarketOrder>();
var waterReserve = MathF.Max(30f, station.Population * 3f);
var refinedReserve = HasStationModules(station, "fabricator-array") ? 140f : 40f;
var oreReserve = HasRefineryCapability(station) ? 180f : 0f;
var shipPartsReserve = HasStationModules(station, "fabricator-array")
&& !HasStationModules(station, "component-factory", "ship-factory")
&& FactionNeedsMoreWarships(world, station.FactionId)
? 90f
: 0f;
AddDemandOrder(desiredOrders, station, "water", waterReserve, valuationBase: 1.1f);
AddDemandOrder(desiredOrders, station, "ore", oreReserve, valuationBase: 1.0f);
AddDemandOrder(desiredOrders, station, "refined-metals", refinedReserve, valuationBase: 1.15f);
AddDemandOrder(desiredOrders, station, "ship-parts", shipPartsReserve, valuationBase: 1.3f);
AddSupplyOrder(desiredOrders, station, "water", waterReserve * 1.5f, reserveFloor: waterReserve, valuationBase: 0.65f);
AddSupplyOrder(desiredOrders, station, "ore", oreReserve * 1.4f, reserveFloor: oreReserve, valuationBase: 0.7f);
AddSupplyOrder(desiredOrders, station, "refined-metals", refinedReserve * 1.4f, reserveFloor: refinedReserve, valuationBase: 0.95f);
ReconcileStationMarketOrders(world, station, desiredOrders);
}
private void RunStationProduction(SimulationWorld world, StationRuntime station, float deltaSeconds, ICollection<SimulationEventRecord> events)
{
var faction = world.Factions.FirstOrDefault(candidate => candidate.Id == station.FactionId);
foreach (var laneKey in GetStationProductionLanes(station))
{
var faction = world.Factions.FirstOrDefault(candidate => candidate.Id == station.FactionId);
foreach (var laneKey in GetStationProductionLanes(station))
var recipe = SelectProductionRecipe(world, station, laneKey);
if (recipe is null)
{
station.ProductionLaneTimers[laneKey] = 0f;
continue;
}
var throughput = GetStationProductionThroughput(station, recipe);
var produced = 0f;
station.ProductionLaneTimers[laneKey] = GetStationProductionTimer(station, laneKey) + (deltaSeconds * station.WorkforceEffectiveRatio * throughput);
while (station.ProductionLaneTimers[laneKey] >= recipe.Duration && CanRunRecipe(world, station, recipe))
{
station.ProductionLaneTimers[laneKey] -= recipe.Duration;
foreach (var input in recipe.Inputs)
{
var recipe = SelectProductionRecipe(world, station, laneKey);
if (recipe is null || station.EnergyStored <= 0.01f)
{
station.ProductionLaneTimers[laneKey] = 0f;
continue;
}
var throughput = GetStationProductionThroughput(station, recipe);
if (!TryConsumeStationEnergy(station, world.Balance.Energy.MoveDrain * deltaSeconds * throughput))
{
station.ProductionLaneTimers[laneKey] = 0f;
continue;
}
var produced = 0f;
station.ProductionLaneTimers[laneKey] = GetStationProductionTimer(station, laneKey) + (deltaSeconds * station.WorkforceEffectiveRatio * throughput);
while (station.ProductionLaneTimers[laneKey] >= recipe.Duration && CanRunRecipe(world, station, recipe))
{
station.ProductionLaneTimers[laneKey] -= recipe.Duration;
foreach (var input in recipe.Inputs)
{
RemoveInventory(station.Inventory, input.ItemId, input.Amount);
}
if (recipe.ShipOutputId is not null)
{
produced += CompleteShipRecipe(world, station, recipe, events);
continue;
}
foreach (var output in recipe.Outputs)
{
produced += TryAddStationInventory(world, station, output.ItemId, output.Amount);
}
}
if (produced <= 0.01f)
{
continue;
}
events.Add(new SimulationEventRecord("station", station.Id, "production-complete", $"{station.Definition.Label} completed {recipe.Label}.", DateTimeOffset.UtcNow));
if (faction is not null)
{
faction.GoodsProduced += produced;
}
}
}
private static IEnumerable<string> GetStationProductionLanes(StationRuntime station)
{
if (CountModules(station.InstalledModules, "refinery-stack") > 0)
{
yield return "refinery";
RemoveInventory(station.Inventory, input.ItemId, input.Amount);
}
if (CountModules(station.InstalledModules, "fuel-processor") > 0)
{
yield return "fuel";
}
if (CountModules(station.InstalledModules, "fabricator-array") > 0)
{
yield return "fabrication";
}
if (CountModules(station.InstalledModules, "component-factory") > 0)
{
yield return "components";
}
if (CountModules(station.InstalledModules, "ship-factory") > 0)
{
yield return "shipyard";
}
}
private static float GetStationProductionTimer(StationRuntime station, string laneKey) =>
station.ProductionLaneTimers.TryGetValue(laneKey, out var timer) ? timer : 0f;
private static RecipeDefinition? SelectProductionRecipe(SimulationWorld world, StationRuntime station, string laneKey) =>
world.Recipes.Values
.Where(recipe => RecipeAppliesToStation(station, recipe) && string.Equals(GetStationProductionLaneKey(recipe), laneKey, StringComparison.Ordinal))
.OrderByDescending(recipe => GetStationRecipePriority(world, station, recipe))
.FirstOrDefault(recipe => CanRunRecipe(world, station, recipe));
private static string? GetStationProductionLaneKey(RecipeDefinition recipe)
{
if (recipe.RequiredModules.Contains("fuel-processor", StringComparer.Ordinal))
{
return "fuel";
}
if (recipe.RequiredModules.Contains("refinery-stack", StringComparer.Ordinal))
{
return "refinery";
}
if (recipe.RequiredModules.Contains("fabricator-array", StringComparer.Ordinal))
{
return "fabrication";
}
if (recipe.RequiredModules.Contains("component-factory", StringComparer.Ordinal))
{
return "components";
}
if (recipe.RequiredModules.Contains("ship-factory", StringComparer.Ordinal))
{
return "shipyard";
}
return null;
}
private static float GetStationRecipePriority(SimulationWorld world, StationRuntime station, RecipeDefinition recipe)
{
var priority = (float)recipe.Priority;
var producesFuel = recipe.Outputs.Any(output => string.Equals(output.ItemId, "fuel", StringComparison.Ordinal));
if (producesFuel)
{
var fuelCapacity = MathF.Max(GetStationFuelCapacity(station), 1f);
var fuelRatio = GetInventoryAmount(station.Inventory, "fuel") / fuelCapacity;
priority += (1f - Math.Clamp(fuelRatio, 0f, 1f)) * 200f;
}
var expansionPressure = GetFactionExpansionPressure(world, station.FactionId);
var fleetPressure = FactionNeedsMoreWarships(world, station.FactionId) ? 1f : 0f;
priority += recipe.Id switch
{
"ship-parts-integration" => HasStationModules(station, "component-factory", "ship-factory")
? -140f * MathF.Max(expansionPressure, fleetPressure)
: 280f * MathF.Max(expansionPressure, fleetPressure),
"hull-fabrication" => 180f * expansionPressure,
"equipment-assembly" => 170f * expansionPressure,
"gun-assembly" => 160f * expansionPressure,
"command-bridge-module-assembly" or "reactor-core-module-assembly" or "capacitor-bank-module-assembly" or "ion-drive-module-assembly" or "ftl-core-module-assembly" or "gun-turret-module-assembly"
=> 220f * MathF.Max(expansionPressure, fleetPressure),
"frigate-construction" => 320f * MathF.Max(expansionPressure, fleetPressure),
"destroyer-construction" => 200f * MathF.Max(expansionPressure, fleetPressure),
"cruiser-construction" => 120f * MathF.Max(expansionPressure, fleetPressure),
"ammo-fabrication" => -80f * expansionPressure,
"trade-hub-assembly" or "refinery-assembly" or "farm-ring-assembly" or "manufactory-assembly" or "shipyard-assembly" or "defense-grid-assembly" or "stargate-assembly"
=> -120f * expansionPressure,
_ => 0f,
};
return priority;
}
private static bool RecipeAppliesToStation(StationRuntime station, RecipeDefinition recipe)
{
var categoryMatch = string.Equals(station.Definition.Category, recipe.FacilityCategory, StringComparison.Ordinal)
|| (string.Equals(recipe.FacilityCategory, "station", StringComparison.Ordinal)
&& station.Definition.Category is "station" or "shipyard" or "defense" or "gate");
return categoryMatch && recipe.RequiredModules.All(moduleId => station.InstalledModules.Contains(moduleId, StringComparer.Ordinal));
}
private static bool CanRunRecipe(SimulationWorld world, StationRuntime station, RecipeDefinition recipe)
{
if (recipe.ShipOutputId is not null)
{
if (!world.ShipDefinitions.TryGetValue(recipe.ShipOutputId, out var shipDefinition)
|| !CanLaunchShipFromStation(station))
{
return false;
}
if (!string.Equals(shipDefinition.Role, "military", StringComparison.Ordinal)
|| !FactionNeedsMoreWarships(world, station.FactionId))
{
return false;
}
produced += CompleteShipRecipe(world, station, recipe, events);
continue;
}
if (recipe.Inputs.Any(input => GetInventoryAmount(station.Inventory, input.ItemId) + 0.001f < input.Amount))
foreach (var output in recipe.Outputs)
{
return false;
produced += TryAddStationInventory(world, station, output.ItemId, output.Amount);
}
}
return recipe.Outputs.All(output => CanAcceptStationInventory(world, station, output.ItemId, output.Amount));
if (produced <= 0.01f)
{
continue;
}
events.Add(new SimulationEventRecord("station", station.Id, "production-complete", $"{station.Label} completed {recipe.Label}.", DateTimeOffset.UtcNow));
if (faction is not null)
{
faction.GoodsProduced += produced;
}
}
}
private static IEnumerable<string> GetStationProductionLanes(StationRuntime station)
{
if (CountModules(station.InstalledModules, "refinery-stack") > 0)
{
yield return "refinery";
}
private static bool CanAcceptStationInventory(SimulationWorld world, StationRuntime station, string itemId, float amount)
if (CountModules(station.InstalledModules, "fabricator-array") > 0)
{
if (amount <= 0f || !world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
{
return false;
}
var requiredModule = GetStorageRequirement(itemDefinition.Storage);
if (requiredModule is not null && !station.InstalledModules.Contains(requiredModule, StringComparer.Ordinal))
{
return false;
}
var capacity = GetStationStorageCapacity(station, itemDefinition.Storage);
if (capacity <= 0.01f)
{
return false;
}
var used = station.Inventory
.Where(entry => world.ItemDefinitions.TryGetValue(entry.Key, out var definition) && definition.Storage == itemDefinition.Storage)
.Sum(entry => entry.Value);
return used + amount <= capacity + 0.001f;
yield return "fabrication";
}
private static void AddDemandOrder(ICollection<DesiredMarketOrder> desiredOrders, StationRuntime station, string itemId, float targetAmount, float valuationBase)
if (CountModules(station.InstalledModules, "component-factory") > 0)
{
var current = GetInventoryAmount(station.Inventory, itemId);
if (current >= targetAmount - 0.01f)
{
return;
}
var deficit = targetAmount - current;
var scarcity = targetAmount <= 0.01f ? 1f : MathF.Min(1f, deficit / targetAmount);
desiredOrders.Add(new DesiredMarketOrder(MarketOrderKinds.Buy, itemId, deficit, valuationBase + scarcity, null));
yield return "components";
}
private static void AddSupplyOrder(ICollection<DesiredMarketOrder> desiredOrders, StationRuntime station, string itemId, float triggerAmount, float reserveFloor, float valuationBase)
if (CountModules(station.InstalledModules, "ship-factory") > 0)
{
var current = GetInventoryAmount(station.Inventory, itemId);
if (current <= triggerAmount + 0.01f)
{
return;
}
yield return "shipyard";
}
}
var surplus = current - reserveFloor;
if (surplus <= 0.01f)
{
return;
}
private static float GetStationProductionTimer(StationRuntime station, string laneKey) =>
station.ProductionLaneTimers.TryGetValue(laneKey, out var timer) ? timer : 0f;
desiredOrders.Add(new DesiredMarketOrder(MarketOrderKinds.Sell, itemId, surplus, valuationBase, reserveFloor));
private static RecipeDefinition? SelectProductionRecipe(SimulationWorld world, StationRuntime station, string laneKey) =>
world.Recipes.Values
.Where(recipe => RecipeAppliesToStation(station, recipe) && string.Equals(GetStationProductionLaneKey(recipe), laneKey, StringComparison.Ordinal))
.OrderByDescending(recipe => GetStationRecipePriority(world, station, recipe))
.FirstOrDefault(recipe => CanRunRecipe(world, station, recipe));
private static string? GetStationProductionLaneKey(RecipeDefinition recipe)
{
if (recipe.RequiredModules.Contains("refinery-stack", StringComparer.Ordinal))
{
return "refinery";
}
private static void ReconcileStationMarketOrders(SimulationWorld world, StationRuntime station, IReadOnlyCollection<DesiredMarketOrder> desiredOrders)
if (recipe.RequiredModules.Contains("fabricator-array", StringComparer.Ordinal))
{
var existingOrders = world.MarketOrders
.Where(order => order.StationId == station.Id && order.ConstructionSiteId is null)
.ToList();
foreach (var desired in desiredOrders)
{
var order = existingOrders.FirstOrDefault(candidate =>
candidate.Kind == desired.Kind &&
candidate.ItemId == desired.ItemId &&
candidate.ConstructionSiteId is null);
if (order is null)
{
order = new MarketOrderRuntime
{
Id = $"market-order-{station.Id}-{desired.Kind}-{desired.ItemId}",
FactionId = station.FactionId,
StationId = station.Id,
Kind = desired.Kind,
ItemId = desired.ItemId,
Amount = desired.Amount,
RemainingAmount = desired.Amount,
Valuation = desired.Valuation,
ReserveThreshold = desired.ReserveThreshold,
State = MarketOrderStateKinds.Open,
};
world.MarketOrders.Add(order);
station.MarketOrderIds.Add(order.Id);
existingOrders.Add(order);
continue;
}
order.RemainingAmount = desired.Amount;
order.Valuation = desired.Valuation;
order.ReserveThreshold = desired.ReserveThreshold;
order.State = desired.Amount <= 0.01f ? MarketOrderStateKinds.Cancelled : MarketOrderStateKinds.Open;
}
foreach (var order in existingOrders.Where(order => desiredOrders.All(desired => desired.Kind != order.Kind || desired.ItemId != order.ItemId)))
{
order.RemainingAmount = 0f;
order.State = MarketOrderStateKinds.Cancelled;
}
return "fabrication";
}
private static bool HasRefineryCapability(StationRuntime station) =>
HasStationModules(station, "refinery-stack", "power-core", "bulk-bay");
private static bool CanProcessFuel(StationRuntime station) =>
HasStationModules(station, "fuel-processor", "power-core", "gas-tank", "liquid-tank");
private float CompleteShipRecipe(SimulationWorld world, StationRuntime station, RecipeDefinition recipe, ICollection<SimulationEventRecord> events)
if (recipe.RequiredModules.Contains("component-factory", StringComparer.Ordinal))
{
if (recipe.ShipOutputId is null || !world.ShipDefinitions.TryGetValue(recipe.ShipOutputId, out var definition))
{
return 0f;
}
var spawnPosition = new Vector3(station.Position.X + station.Definition.Radius + 32f, station.Position.Y, station.Position.Z);
var ship = new ShipRuntime
{
Id = $"ship-{world.Ships.Count + 1}",
SystemId = station.SystemId,
Definition = definition,
FactionId = station.FactionId,
Position = spawnPosition,
TargetPosition = spawnPosition,
SpatialState = CreateSpawnedShipSpatialState(station, spawnPosition),
DefaultBehavior = CreateSpawnedShipBehavior(definition, station),
ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold),
Health = definition.MaxHealth,
};
ship.Inventory["fuel"] = 120f;
world.Ships.Add(ship);
if (world.Factions.FirstOrDefault(candidate => candidate.Id == station.FactionId) is { } faction)
{
faction.ShipsBuilt += 1;
}
events.Add(new SimulationEventRecord("station", station.Id, "ship-built", $"{station.Definition.Label} launched {definition.Label}.", DateTimeOffset.UtcNow));
return 1f;
return "components";
}
private static bool CanLaunchShipFromStation(StationRuntime station) =>
HasStationModules(station, "power-core", "ship-factory", "container-bay", "dock-bay-small");
private static bool FactionNeedsMoreWarships(SimulationWorld world, string factionId)
if (recipe.RequiredModules.Contains("ship-factory", StringComparer.Ordinal))
{
var militaryShipCount = world.Ships.Count(ship =>
ship.FactionId == factionId
&& string.Equals(ship.Definition.Role, "military", StringComparison.Ordinal));
var targetSystems = Math.Max(1, Math.Min(StrategicControlTargetSystems, world.Systems.Count));
var controlledSystems = GetFactionControlledSystemsCount(world, factionId);
var expansionDeficit = Math.Max(0, targetSystems - controlledSystems);
var targetWarships = Math.Max(2, (controlledSystems * 2) + (expansionDeficit * 3));
return militaryShipCount < targetWarships;
return "shipyard";
}
private static int GetFactionControlledSystemsCount(SimulationWorld world, string factionId)
{
return world.Claims
.Where(claim => claim.State != ClaimStateKinds.Destroyed)
.Select(claim => claim.SystemId)
.Distinct(StringComparer.Ordinal)
.Count(systemId => FactionControlsSystem(world, factionId, systemId));
}
return null;
}
private static float GetFactionExpansionPressure(SimulationWorld world, string factionId)
{
var targetSystems = Math.Max(1, Math.Min(StrategicControlTargetSystems, world.Systems.Count));
var controlledSystems = GetFactionControlledSystemsCount(world, factionId);
var deficit = Math.Max(0, targetSystems - controlledSystems);
return Math.Clamp(deficit / (float)targetSystems, 0f, 1f);
}
private static float GetStationRecipePriority(SimulationWorld world, StationRuntime station, RecipeDefinition recipe)
{
var priority = (float)recipe.Priority;
private static bool FactionControlsSystem(SimulationWorld world, string factionId, string systemId)
var expansionPressure = GetFactionExpansionPressure(world, station.FactionId);
var fleetPressure = FactionNeedsMoreWarships(world, station.FactionId) ? 1f : 0f;
priority += recipe.Id switch
{
var buildableLocations = world.Claims
.Where(claim =>
claim.SystemId == systemId &&
claim.State is ClaimStateKinds.Activating or ClaimStateKinds.Active)
.ToList();
if (buildableLocations.Count == 0)
{
return false;
}
var ownedLocations = buildableLocations.Count(claim => claim.FactionId == factionId);
return ownedLocations > (buildableLocations.Count / 2f);
}
private static ShipSpatialStateRuntime CreateSpawnedShipSpatialState(StationRuntime station, Vector3 position) => new()
{
CurrentSystemId = station.SystemId,
SpaceLayer = SpaceLayerKinds.LocalSpace,
CurrentNodeId = station.NodeId,
CurrentBubbleId = station.BubbleId,
LocalPosition = position,
SystemPosition = position,
MovementRegime = MovementRegimeKinds.LocalFlight,
"ship-parts-integration" => HasStationModules(station, "component-factory", "ship-factory")
? -140f * MathF.Max(expansionPressure, fleetPressure)
: 280f * MathF.Max(expansionPressure, fleetPressure),
"hull-fabrication" => 180f * expansionPressure,
"equipment-assembly" => 170f * expansionPressure,
"gun-assembly" => 160f * expansionPressure,
"command-bridge-module-assembly" or "reactor-core-module-assembly" or "capacitor-bank-module-assembly" or "ion-drive-module-assembly" or "ftl-core-module-assembly" or "gun-turret-module-assembly"
=> 220f * MathF.Max(expansionPressure, fleetPressure),
"frigate-construction" => 320f * MathF.Max(expansionPressure, fleetPressure),
"destroyer-construction" => 200f * MathF.Max(expansionPressure, fleetPressure),
"cruiser-construction" => 120f * MathF.Max(expansionPressure, fleetPressure),
"ammo-fabrication" => -80f * expansionPressure,
"trade-hub-assembly" or "refinery-assembly" or "farm-ring-assembly" or "manufactory-assembly" or "shipyard-assembly" or "defense-grid-assembly" or "stargate-assembly"
=> -120f * expansionPressure,
_ => 0f,
};
private static DefaultBehaviorRuntime CreateSpawnedShipBehavior(ShipDefinition definition, StationRuntime station)
{
if (!string.Equals(definition.Role, "military", StringComparison.Ordinal))
{
return new DefaultBehaviorRuntime
{
Kind = "idle",
};
}
return priority;
}
var patrolRadius = station.Definition.Radius + 90f;
return new DefaultBehaviorRuntime
private static bool RecipeAppliesToStation(StationRuntime station, RecipeDefinition recipe)
{
var categoryMatch = string.Equals(recipe.FacilityCategory, "station", StringComparison.Ordinal)
|| string.Equals(recipe.FacilityCategory, "farm", StringComparison.Ordinal)
|| string.Equals(recipe.FacilityCategory, station.Category, StringComparison.Ordinal);
return categoryMatch && recipe.RequiredModules.All(moduleId => station.InstalledModules.Contains(moduleId, StringComparer.Ordinal));
}
private static bool CanRunRecipe(SimulationWorld world, StationRuntime station, RecipeDefinition recipe)
{
if (recipe.ShipOutputId is not null)
{
if (!world.ShipDefinitions.TryGetValue(recipe.ShipOutputId, out var shipDefinition)
|| !CanLaunchShipFromStation(station))
{
return false;
}
if (!string.Equals(shipDefinition.Role, "military", StringComparison.Ordinal)
|| !FactionNeedsMoreWarships(world, station.FactionId))
{
return false;
}
}
if (recipe.Inputs.Any(input => GetInventoryAmount(station.Inventory, input.ItemId) + 0.001f < input.Amount))
{
return false;
}
return recipe.Outputs.All(output => CanAcceptStationInventory(world, station, output.ItemId, output.Amount));
}
private static bool CanAcceptStationInventory(SimulationWorld world, StationRuntime station, string itemId, float amount)
{
if (amount <= 0f || !world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
{
return false;
}
var requiredModule = GetStorageRequirement(itemDefinition.CargoKind);
if (requiredModule is not null && !station.InstalledModules.Contains(requiredModule, StringComparer.Ordinal))
{
return false;
}
var capacity = GetStationStorageCapacity(station, itemDefinition.CargoKind);
if (capacity <= 0.01f)
{
return false;
}
var used = station.Inventory
.Where(entry => world.ItemDefinitions.TryGetValue(entry.Key, out var definition) && definition.CargoKind == itemDefinition.CargoKind)
.Sum(entry => entry.Value);
return used + amount <= capacity + 0.001f;
}
private static void AddDemandOrder(ICollection<DesiredMarketOrder> desiredOrders, StationRuntime station, string itemId, float targetAmount, float valuationBase)
{
var current = GetInventoryAmount(station.Inventory, itemId);
if (current >= targetAmount - 0.01f)
{
return;
}
var deficit = targetAmount - current;
var scarcity = targetAmount <= 0.01f ? 1f : MathF.Min(1f, deficit / targetAmount);
desiredOrders.Add(new DesiredMarketOrder(MarketOrderKinds.Buy, itemId, deficit, valuationBase + scarcity, null));
}
private static void AddSupplyOrder(ICollection<DesiredMarketOrder> desiredOrders, StationRuntime station, string itemId, float triggerAmount, float reserveFloor, float valuationBase)
{
var current = GetInventoryAmount(station.Inventory, itemId);
if (current <= triggerAmount + 0.01f)
{
return;
}
var surplus = current - reserveFloor;
if (surplus <= 0.01f)
{
return;
}
desiredOrders.Add(new DesiredMarketOrder(MarketOrderKinds.Sell, itemId, surplus, valuationBase, reserveFloor));
}
private static void ReconcileStationMarketOrders(SimulationWorld world, StationRuntime station, IReadOnlyCollection<DesiredMarketOrder> desiredOrders)
{
var existingOrders = world.MarketOrders
.Where(order => order.StationId == station.Id && order.ConstructionSiteId is null)
.ToList();
foreach (var desired in desiredOrders)
{
var order = existingOrders.FirstOrDefault(candidate =>
candidate.Kind == desired.Kind &&
candidate.ItemId == desired.ItemId &&
candidate.ConstructionSiteId is null);
if (order is null)
{
order = new MarketOrderRuntime
{
Kind = "patrol",
PatrolPoints =
[
new Vector3(station.Position.X + patrolRadius, station.Position.Y, station.Position.Z),
Id = $"market-order-{station.Id}-{desired.Kind}-{desired.ItemId}",
FactionId = station.FactionId,
StationId = station.Id,
Kind = desired.Kind,
ItemId = desired.ItemId,
Amount = desired.Amount,
RemainingAmount = desired.Amount,
Valuation = desired.Valuation,
ReserveThreshold = desired.ReserveThreshold,
State = MarketOrderStateKinds.Open,
};
world.MarketOrders.Add(order);
station.MarketOrderIds.Add(order.Id);
existingOrders.Add(order);
continue;
}
order.RemainingAmount = desired.Amount;
order.Valuation = desired.Valuation;
order.ReserveThreshold = desired.ReserveThreshold;
order.State = desired.Amount <= 0.01f ? MarketOrderStateKinds.Cancelled : MarketOrderStateKinds.Open;
}
foreach (var order in existingOrders.Where(order => desiredOrders.All(desired => desired.Kind != order.Kind || desired.ItemId != order.ItemId)))
{
order.RemainingAmount = 0f;
order.State = MarketOrderStateKinds.Cancelled;
}
}
private static bool HasRefineryCapability(StationRuntime station) =>
HasStationModules(station, "refinery-stack", "power-core", "bulk-bay");
private float CompleteShipRecipe(SimulationWorld world, StationRuntime station, RecipeDefinition recipe, ICollection<SimulationEventRecord> events)
{
if (recipe.ShipOutputId is null || !world.ShipDefinitions.TryGetValue(recipe.ShipOutputId, out var definition))
{
return 0f;
}
var spawnPosition = new Vector3(station.Position.X + GetStationRadius(world, station) + 32f, station.Position.Y, station.Position.Z);
var ship = new ShipRuntime
{
Id = $"ship-{world.Ships.Count + 1}",
SystemId = station.SystemId,
Definition = definition,
FactionId = station.FactionId,
Position = spawnPosition,
TargetPosition = spawnPosition,
SpatialState = CreateSpawnedShipSpatialState(station, spawnPosition),
DefaultBehavior = CreateSpawnedShipBehavior(definition, station),
ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold),
Health = definition.MaxHealth,
};
world.Ships.Add(ship);
if (world.Factions.FirstOrDefault(candidate => candidate.Id == station.FactionId) is { } faction)
{
faction.ShipsBuilt += 1;
}
events.Add(new SimulationEventRecord("station", station.Id, "ship-built", $"{station.Label} launched {definition.Label}.", DateTimeOffset.UtcNow));
return 1f;
}
private static bool CanLaunchShipFromStation(StationRuntime station) =>
HasStationModules(station, "power-core", "ship-factory", "container-bay", "dock-bay-small");
private static bool FactionNeedsMoreWarships(SimulationWorld world, string factionId)
{
var militaryShipCount = world.Ships.Count(ship =>
ship.FactionId == factionId
&& string.Equals(ship.Definition.Role, "military", StringComparison.Ordinal));
var targetSystems = Math.Max(1, Math.Min(StrategicControlTargetSystems, world.Systems.Count));
var controlledSystems = GetFactionControlledSystemsCount(world, factionId);
var expansionDeficit = Math.Max(0, targetSystems - controlledSystems);
var targetWarships = Math.Max(2, (controlledSystems * 2) + (expansionDeficit * 3));
return militaryShipCount < targetWarships;
}
private static int GetFactionControlledSystemsCount(SimulationWorld world, string factionId)
{
return world.Claims
.Where(claim => claim.State != ClaimStateKinds.Destroyed)
.Select(claim => claim.SystemId)
.Distinct(StringComparer.Ordinal)
.Count(systemId => FactionControlsSystem(world, factionId, systemId));
}
private static float GetFactionExpansionPressure(SimulationWorld world, string factionId)
{
var targetSystems = Math.Max(1, Math.Min(StrategicControlTargetSystems, world.Systems.Count));
var controlledSystems = GetFactionControlledSystemsCount(world, factionId);
var deficit = Math.Max(0, targetSystems - controlledSystems);
return Math.Clamp(deficit / (float)targetSystems, 0f, 1f);
}
private static bool FactionControlsSystem(SimulationWorld world, string factionId, string systemId)
{
var buildableLocations = world.Claims
.Where(claim =>
claim.SystemId == systemId &&
claim.State is ClaimStateKinds.Activating or ClaimStateKinds.Active)
.ToList();
if (buildableLocations.Count == 0)
{
return false;
}
var ownedLocations = buildableLocations.Count(claim => claim.FactionId == factionId);
return ownedLocations > (buildableLocations.Count / 2f);
}
private static ShipSpatialStateRuntime CreateSpawnedShipSpatialState(StationRuntime station, Vector3 position) => new()
{
CurrentSystemId = station.SystemId,
SpaceLayer = SpaceLayerKinds.LocalSpace,
CurrentNodeId = station.NodeId,
CurrentBubbleId = station.BubbleId,
LocalPosition = position,
SystemPosition = position,
MovementRegime = MovementRegimeKinds.LocalFlight,
};
private static DefaultBehaviorRuntime CreateSpawnedShipBehavior(ShipDefinition definition, StationRuntime station)
{
if (!string.Equals(definition.Role, "military", StringComparison.Ordinal))
{
return new DefaultBehaviorRuntime
{
Kind = "idle",
};
}
var patrolRadius = station.Radius + 90f;
return new DefaultBehaviorRuntime
{
Kind = "patrol",
PatrolPoints =
[
new Vector3(station.Position.X + patrolRadius, station.Position.Y, station.Position.Z),
new Vector3(station.Position.X, station.Position.Y, station.Position.Z + patrolRadius),
new Vector3(station.Position.X - patrolRadius, station.Position.Y, station.Position.Z),
new Vector3(station.Position.X, station.Position.Y, station.Position.Z - patrolRadius),
],
};
}
};
}
private static float GetStationProductionThroughput(StationRuntime station, RecipeDefinition recipe)
private static float GetStationProductionThroughput(StationRuntime station, RecipeDefinition recipe)
{
if (recipe.RequiredModules.Contains("refinery-stack", StringComparer.Ordinal))
{
if (recipe.RequiredModules.Contains("refinery-stack", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "refinery-stack"));
}
if (recipe.RequiredModules.Contains("fuel-processor", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "fuel-processor"));
}
if (recipe.RequiredModules.Contains("fabricator-array", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "fabricator-array"));
}
if (recipe.RequiredModules.Contains("component-factory", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "component-factory"));
}
if (recipe.RequiredModules.Contains("ship-factory", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "ship-factory"));
}
return 1f;
return Math.Max(1, CountModules(station.InstalledModules, "refinery-stack"));
}
private sealed record DesiredMarketOrder(string Kind, string ItemId, float Amount, float Valuation, float? ReserveThreshold);
if (recipe.RequiredModules.Contains("fabricator-array", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "fabricator-array"));
}
if (recipe.RequiredModules.Contains("component-factory", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "component-factory"));
}
if (recipe.RequiredModules.Contains("ship-factory", StringComparer.Ordinal))
{
return Math.Max(1, CountModules(station.InstalledModules, "ship-factory"));
}
return 1f;
}
private sealed record DesiredMarketOrder(string Kind, string ItemId, float Amount, float Valuation, float? ReserveThreshold);
}

View File

@@ -4,106 +4,98 @@ namespace SpaceGame.Simulation.Api.Simulation;
public sealed partial class SimulationEngine
{
private readonly OrbitalSimulationOptions _orbitalSimulation;
private const float ShipFuelToEnergyRatio = 12f;
private const float StationFuelToEnergyRatio = 18f;
private const float CapacitorEnergyPerModule = 120f;
private const float StationEnergyPerPowerCore = 480f;
private const float ShipFuelPerReactor = 100f;
private const float StationFuelPerTank = 500f;
private const float WaterConsumptionPerWorkerPerSecond = 0.004f;
private const float PopulationGrowthPerSecond = 0.012f;
private const float PopulationAttritionPerSecond = 0.018f;
private static readonly ShipBehaviorStateMachine _shipBehaviorStateMachine = ShipBehaviorStateMachine.CreateDefault();
private static readonly IReadOnlyList<WorldUpdateStep> _worldUpdatePipeline =
[
new((engine, world, deltaSeconds, nowUtc, events) => engine.UpdateOrbitalState(world)),
private readonly OrbitalSimulationOptions _orbitalSimulation;
private const float WaterConsumptionPerWorkerPerSecond = 0.004f;
private const float PopulationGrowthPerSecond = 0.012f;
private const float PopulationAttritionPerSecond = 0.018f;
private static readonly ShipBehaviorStateMachine _shipBehaviorStateMachine = ShipBehaviorStateMachine.CreateDefault();
private static readonly IReadOnlyList<WorldUpdateStep> _worldUpdatePipeline =
[
new((engine, world, deltaSeconds, nowUtc, events) => engine.UpdateOrbitalState(world)),
new((engine, world, deltaSeconds, nowUtc, events) => UpdateClaims(world, events)),
new((engine, world, deltaSeconds, nowUtc, events) => UpdateConstructionSites(world, events)),
new((engine, world, deltaSeconds, nowUtc, events) => UpdateStationPower(world, deltaSeconds, events)),
new((engine, world, deltaSeconds, nowUtc, events) => engine.UpdateStations(world, deltaSeconds, events)),
];
private static readonly IReadOnlyList<ShipUpdateStep> _shipUpdatePipeline =
[
new((engine, ship, world, deltaSeconds, events) => UpdateShipPower(ship, world, deltaSeconds, events)),
private static readonly IReadOnlyList<ShipUpdateStep> _shipUpdatePipeline =
[
new((engine, ship, world, deltaSeconds, events) => engine.RefreshControlLayers(ship, world)),
new((engine, ship, world, deltaSeconds, events) => engine.PlanControllerTask(ship, world)),
];
public SimulationEngine(OrbitalSimulationOptions? orbitalSimulation = null)
public SimulationEngine(OrbitalSimulationOptions? orbitalSimulation = null)
{
_orbitalSimulation = orbitalSimulation ?? new OrbitalSimulationOptions();
}
public WorldDelta Tick(SimulationWorld world, float deltaSeconds, long sequence)
{
var events = new List<SimulationEventRecord>();
var nowUtc = DateTimeOffset.UtcNow;
world.OrbitalTimeSeconds += deltaSeconds * _orbitalSimulation.SimulatedSecondsPerRealSecond;
foreach (var step in _worldUpdatePipeline)
{
_orbitalSimulation = orbitalSimulation ?? new OrbitalSimulationOptions();
step.Execute(this, world, deltaSeconds, nowUtc, events);
}
public WorldDelta Tick(SimulationWorld world, float deltaSeconds, long sequence)
foreach (var ship in world.Ships)
{
var events = new List<SimulationEventRecord>();
var nowUtc = DateTimeOffset.UtcNow;
world.OrbitalTimeSeconds += deltaSeconds * _orbitalSimulation.SimulatedSecondsPerRealSecond;
var previousPosition = ship.Position;
var previousState = ship.State;
var previousBehavior = ship.DefaultBehavior.Kind;
var previousTask = ship.ControllerTask.Kind;
foreach (var step in _worldUpdatePipeline)
{
step.Execute(this, world, deltaSeconds, nowUtc, events);
}
foreach (var step in _shipUpdatePipeline)
{
step.Execute(this, ship, world, deltaSeconds, events);
}
foreach (var ship in world.Ships)
{
var previousPosition = ship.Position;
var previousState = ship.State;
var previousBehavior = ship.DefaultBehavior.Kind;
var previousTask = ship.ControllerTask.Kind;
var controllerEvent = UpdateControllerTask(ship, world, deltaSeconds);
AdvanceControlState(ship, world, controllerEvent);
ship.Velocity = ship.Position.Subtract(previousPosition).Divide(deltaSeconds);
TrackHistory(ship, controllerEvent);
foreach (var step in _shipUpdatePipeline)
{
step.Execute(this, ship, world, deltaSeconds, events);
}
var controllerEvent = UpdateControllerTask(ship, world, deltaSeconds);
AdvanceControlState(ship, world, controllerEvent);
ship.Velocity = ship.Position.Subtract(previousPosition).Divide(deltaSeconds);
TrackHistory(ship, controllerEvent);
EmitShipStateEvents(ship, previousState, previousBehavior, previousTask, controllerEvent, events);
}
SyncSpatialState(world);
world.GeneratedAtUtc = nowUtc;
return new WorldDelta(
sequence,
world.TickIntervalMs,
world.OrbitalTimeSeconds,
new OrbitalSimulationSnapshot(_orbitalSimulation.SimulatedSecondsPerRealSecond),
world.GeneratedAtUtc,
false,
events,
BuildSpatialNodeDeltas(world),
BuildLocalBubbleDeltas(world),
BuildNodeDeltas(world),
BuildStationDeltas(world),
BuildClaimDeltas(world),
BuildConstructionSiteDeltas(world),
BuildMarketOrderDeltas(world),
BuildPolicyDeltas(world),
BuildShipDeltas(world),
BuildFactionDeltas(world));
EmitShipStateEvents(ship, previousState, previousBehavior, previousTask, controllerEvent, events);
}
private delegate void WorldUpdateStepAction(
SimulationEngine engine,
SimulationWorld world,
float deltaSeconds,
DateTimeOffset nowUtc,
List<SimulationEventRecord> events);
SyncSpatialState(world);
world.GeneratedAtUtc = nowUtc;
private delegate void ShipUpdateStepAction(
SimulationEngine engine,
ShipRuntime ship,
SimulationWorld world,
float deltaSeconds,
List<SimulationEventRecord> events);
return new WorldDelta(
sequence,
world.TickIntervalMs,
world.OrbitalTimeSeconds,
new OrbitalSimulationSnapshot(_orbitalSimulation.SimulatedSecondsPerRealSecond),
world.GeneratedAtUtc,
false,
events,
BuildSpatialNodeDeltas(world),
BuildLocalBubbleDeltas(world),
BuildNodeDeltas(world),
BuildStationDeltas(world),
BuildClaimDeltas(world),
BuildConstructionSiteDeltas(world),
BuildMarketOrderDeltas(world),
BuildPolicyDeltas(world),
BuildShipDeltas(world),
BuildFactionDeltas(world));
}
private sealed record WorldUpdateStep(WorldUpdateStepAction Execute);
private delegate void WorldUpdateStepAction(
SimulationEngine engine,
SimulationWorld world,
float deltaSeconds,
DateTimeOffset nowUtc,
List<SimulationEventRecord> events);
private sealed record ShipUpdateStep(ShipUpdateStepAction Execute);
private delegate void ShipUpdateStepAction(
SimulationEngine engine,
ShipRuntime ship,
SimulationWorld world,
float deltaSeconds,
List<SimulationEventRecord> events);
private sealed record WorldUpdateStep(WorldUpdateStepAction Execute);
private sealed record ShipUpdateStep(ShipUpdateStepAction Execute);
}

View File

@@ -6,6 +6,12 @@ export interface StationActionProgressSnapshot {
progress: number;
}
export interface StationStorageUsageSnapshot {
storageClass: string;
used: number;
capacity: number;
}
export interface StationSnapshot {
id: string;
label: string;
@@ -19,10 +25,6 @@ export interface StationSnapshot {
dockedShips: number;
dockedShipIds: string[];
dockingPads: number;
fuelStored: number;
fuelCapacity: number;
energyStored: number;
energyCapacity: number;
currentProcesses: StationActionProgressSnapshot[];
inventory: InventoryEntry[];
factionId: string;
@@ -32,11 +34,12 @@ export interface StationSnapshot {
populationCapacity: number;
workforceRequired: number;
workforceEffectiveRatio: number;
storageUsage: StationStorageUsageSnapshot[];
installedModules: string[];
marketOrderIds: string[];
}
export interface StationDelta extends StationSnapshot {}
export interface StationDelta extends StationSnapshot { }
export interface ClaimSnapshot {
id: string;
@@ -50,7 +53,7 @@ export interface ClaimSnapshot {
activatesAtUtc: string;
}
export interface ClaimDelta extends ClaimSnapshot {}
export interface ClaimDelta extends ClaimSnapshot { }
export interface ConstructionSiteSnapshot {
id: string;
@@ -72,4 +75,4 @@ export interface ConstructionSiteSnapshot {
marketOrderIds: string[];
}
export interface ConstructionSiteDelta extends ConstructionSiteSnapshot {}
export interface ConstructionSiteDelta extends ConstructionSiteSnapshot { }

View File

@@ -21,7 +21,6 @@ export interface ShipSnapshot {
cargoCapacity: number;
cargoItemId?: string | null;
workerPopulation: number;
energyStored: number;
travelSpeed: number;
travelSpeedUnit: string;
inventory: InventoryEntry[];
@@ -32,7 +31,7 @@ export interface ShipSnapshot {
spatialState: ShipSpatialStateSnapshot;
}
export interface ShipDelta extends ShipSnapshot {}
export interface ShipDelta extends ShipSnapshot { }
export interface ShipActionProgressSnapshot {
label: string;

View File

@@ -26,7 +26,6 @@ export function renderFactionStrip(
return ships
.map((ship) => {
const fuel = inventoryAmount(ship.inventory, "fuel");
const cargo = ship.cargoItemId
? inventoryAmount(ship.inventory, ship.cargoItemId)
: 0;
@@ -54,7 +53,7 @@ export function renderFactionStrip(
</div>
</div>
<p>${shipLocation.system}${shipLocation.local ? `<br>${shipLocation.local}` : ""}</p>
<p>Fuel ${fuel.toFixed(1)} · Cap ${ship.energyStored.toFixed(1)}${ship.cargoCapacity > 0 ? ` · Cargo ${cargo.toFixed(0)}` : ""}</p>
<p>Cargo ${cargo.toFixed(0)}</p>
<p>State ${shipState}</p>
${shipAction ? `
<div class="ship-action-progress">

View File

@@ -37,6 +37,94 @@ interface SystemPanelParams {
cameraTargetShipId?: string;
}
function laneModuleId(lane: string): string | undefined {
switch (lane) {
case "refinery":
return "refinery-stack";
case "fabrication":
return "fabricator-array";
case "components":
return "component-factory";
case "shipyard":
return "ship-factory";
default:
return undefined;
}
}
function formatModuleListWithConstruction(
world: WorldState,
stationId: string,
installedModules: string[],
currentProcesses: { lane: string; label: string; progress: number }[],
): string {
const processByModule = new Map<string, { label: string; progress: number }[]>();
for (const process of currentProcesses) {
const moduleId = laneModuleId(process.lane);
if (!moduleId) {
continue;
}
const existing = processByModule.get(moduleId) ?? [];
existing.push({ label: process.label, progress: process.progress });
processByModule.set(moduleId, existing);
}
const renderedProcessCount = new Map<string, number>();
const moduleLines = installedModules.map((moduleId) => {
const processIndex = renderedProcessCount.get(moduleId) ?? 0;
const processes = processByModule.get(moduleId) ?? [];
const process = processes[processIndex];
renderedProcessCount.set(moduleId, processIndex + 1);
if (!process) {
return moduleId;
}
return `${moduleId} -> ${process.label} (${Math.round(process.progress * 100)}%)`;
});
const activeSites = [...world.constructionSites.values()]
.filter((site) => site.stationId === stationId && site.state !== "completed")
.sort((left, right) => left.targetDefinitionId.localeCompare(right.targetDefinitionId));
for (const site of activeSites) {
const moduleId = site.blueprintId ?? site.targetDefinitionId;
const progress = Math.round(site.progress * 100);
const tooltip = site.requiredItems.length > 0
? site.requiredItems
.map((entry) => `${entry.itemId}: ${entry.amount.toFixed(0)} required / ${inventoryAmount(site.stationId ? (world.stations.get(site.stationId)?.inventory ?? []) : site.deliveredItems, entry.itemId).toFixed(0)} available`)
.join("\n")
: "No material requirements";
const escapedTooltip = tooltip
.replaceAll("&", "&amp;")
.replaceAll("\"", "&quot;")
.replaceAll("<", "&lt;")
.replaceAll(">", "&gt;");
moduleLines.push(`<span title="${escapedTooltip}">${moduleId} (${progress}% constructing)</span>`);
}
return moduleLines.length > 0 ? moduleLines.join("<br>") : "none";
}
function formatStorageClassLabel(storageClass: string): string {
return storageClass
.split("-")
.map((part) => `${part.charAt(0).toUpperCase()}${part.slice(1)}`)
.join(" ");
}
function formatStorageUsage(storageUsage: { storageClass: string; used: number; capacity: number }[]): string {
if (storageUsage.length === 0) {
return "none";
}
return storageUsage
.map((entry) => {
const percentUsed = entry.capacity > 0 ? Math.round((entry.used / entry.capacity) * 100) : 0;
return `${formatStorageClassLabel(entry.storageClass)} ${percentUsed}% used (${entry.used.toFixed(0)} / ${entry.capacity.toFixed(0)})`;
})
.join("<br>");
}
function renderSystemOwnership(world: WorldState, systemId: string): string {
const claims = [...world.claims.values()].filter((claim) =>
claim.systemId === systemId && claim.state !== "destroyed");
@@ -108,7 +196,6 @@ export function updateDetailPanel(
return;
}
const parent = describeSelectionParent(selected);
const fuelStored = inventoryAmount(ship.inventory, "fuel");
const cargoUsed = ship.cargoItemId
? inventoryAmount(ship.inventory, ship.cargoItemId)
: 0;
@@ -130,7 +217,6 @@ export function updateDetailPanel(
</div>
</div>
` : ""}
<p>Fuel ${fuelStored.toFixed(1)}<br>Capacitor ${ship.energyStored.toFixed(1)}</p>
<p>Cargo ${cargoLabel} ${cargoUsed.toFixed(0)} / ${ship.cargoCapacity.toFixed(0)}</p>
<p>Inventory ${formatInventory(ship.inventory)}</p>
<p>Speed ${formatShipSpeed(ship)}</p>
@@ -145,17 +231,12 @@ export function updateDetailPanel(
return;
}
const parent = describeSelectionParent(selected);
const installedModules = station.installedModules.length > 0
? station.installedModules.join("<br>")
: "none";
const activeConstruction = [...world.constructionSites.values()]
.filter((site) => site.stationId === station.id && site.state !== "completed")
.map((site) => `${site.blueprintId ?? site.targetDefinitionId} (${site.state})`)
.join("<br>") || "none";
const moduleList = formatModuleListWithConstruction(world, station.id, station.installedModules, station.currentProcesses);
const dockedShipLabels = station.dockedShipIds.length > 0
? station.dockedShipIds.map((shipId) => world.ships.get(shipId)?.label ?? shipId).join("<br>")
: "none";
const stationInventory = station.inventory.filter((entry) => entry.itemId !== "fuel");
const stationInventory = station.inventory;
const stationStorageUsage = formatStorageUsage(station.storageUsage);
const stationProcesses = station.currentProcesses;
const stationProcessingHtml = stationProcesses.length > 0
? stationProcesses.map((process) => `
@@ -175,14 +256,12 @@ export function updateDetailPanel(
<p>${station.category} · ${station.systemId}</p>
<p>Parent ${parent}</p>
${stationProcessingHtml}
<p>Fuel ${station.fuelStored.toFixed(1)} / ${station.fuelCapacity.toFixed(1)}<br>Capacitor ${station.energyStored.toFixed(1)} / ${station.energyCapacity.toFixed(1)}</p>
<p>Docked ${station.dockedShips} / ${station.dockingPads}
<br>
${dockedShipLabels}</p>
<p>Modules ${installedModules}</p>
<p>Constructing ${activeConstruction}</p>
<p>Modules ${moduleList}</p>
<p>Storage ${stationStorageUsage}</p>
<p>Inventory ${formatInventory(stationInventory)}</p>
<p>History available in the separate history window.</p>
`;
return;
}

View File

@@ -332,8 +332,6 @@ function describeControllerTask(taskKind: string): string {
return "docking";
case "unload":
return "transfer";
case "refuel":
return "refuel";
case "deliver-construction":
return "material delivery";
case "build-construction-site":

View File

@@ -164,7 +164,7 @@ Typical outputs:
- current destination node
- local tactical task
- retreat decision
- docking/refuel intent
- docking intent
- trade or delivery acceptance
## Commander Ownership

View File

@@ -390,19 +390,6 @@ Suggested station-side workforce fields:
Commanders should not be ordinary cargo items even if they are population-derived.
## Power State
Ships and stations both need explicit operational power state.
Suggested fields:
- `fuelInventory`
- `energyStored`
- `powerOperational`
- `powerDeficitReason?`
This matters because no fuel leads to no power, and no power halts major operations.
## Inventories
Inventories should remain generic item maps, but hosts should also have explicit context.

View File

@@ -31,7 +31,6 @@ For the implementation migration path from the current codebase to this design s
- item categories
- life-support goods
- construction goods
- fuel-chain goods
- population-related units
- [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md)

View File

@@ -84,7 +84,6 @@ A buy order should include, conceptually:
Buy orders let a station express:
- production input demand
- fuel shortages
- construction material shortages
- military resupply needs
@@ -138,8 +137,6 @@ The station commander should:
Without a station commander, a station should not act like a healthy market participant.
If the station has no fuel and therefore no power, it should not continue normal market operation.
However, there is an important exception during founding or emergency intervention:
- a higher actor may force transfers toward the station or construction site even without ordinary market behavior
@@ -149,7 +146,7 @@ Recommended review loop:
1. inspect current inventory
2. inspect production queues or goals
3. inspect incoming and outgoing reservations
4. inspect fuel, defense, and construction reserves
4. inspect defense, and construction reserves
5. update buy orders
6. update sell orders
7. request logistics or strategic help if necessary
@@ -185,7 +182,7 @@ The intended economy should eventually support flows such as:
1. extract raw resources
2. move them to useful stations
3. refine or process them
4. consume them for fuel, production, or expansion
4. consume them for production or expansion
5. produce intermediate and advanced goods
6. sell surpluses or acquire shortages through the market
@@ -200,7 +197,6 @@ Logistics should emerge from market demand, not only from hardcoded behavior loo
Examples:
- a hauler sees a profitable sell-to-buy opportunity
- a station commander requests urgent fuel delivery
- a faction commander subsidizes strategic resource movement
This is a better long-term basis than one-off scripted “mine and deliver to this exact station” logic.
@@ -208,7 +204,6 @@ This is a better long-term basis than one-off scripted “mine and deliver to th
Traders should generally prefer the best reachable buy opportunity within their allowed operational range, subject to:
- travel time
- fuel cost
- risk
- behavioral restrictions
- territorial or regional limits
@@ -236,7 +231,6 @@ The economy will work better if stations can reserve expected inventory changes.
Examples:
- incoming fuel is reserved for station power
- outbound metals are reserved for a construction project
- a hauler claims part of a sell order before pickup

View File

@@ -289,7 +289,6 @@ Every event should be capable of producing a concise human-readable summary.
Example style:
- `Claim at Helios IV L4 destroyed by pirates`
- `Station buy order for fuel opened`
- `Miner completed warp to refinery node`
This helps reuse the same event model for:

View File

@@ -33,10 +33,9 @@ The intended categories are:
2. processed industrial goods
3. life-support goods
4. civilian goods
5. fuel and power-chain goods
6. construction goods
7. population-related units
8. special logistics goods later
5. construction goods
6. population-related units
7. special logistics goods later
## Raw Resources
@@ -86,20 +85,6 @@ Current important example:
These goods should matter for workforce health, quality of life, and possibly future growth modifiers.
## Fuel And Power-Chain Goods
These are the goods that keep ships and stations running.
Examples:
- gas as an energy-chain input
- fuel as a refined operational good
The exact chain may evolve, but the important distinction is:
- some goods are energy inputs
- some goods are operational fuels
## Construction Goods
These are the goods used to build stations and possibly ships.
@@ -116,7 +101,7 @@ Construction storage at a station site should create demand for these goods thro
## Population-Related Units
Population itself should be treated as a tracked resource, but not as an ordinary trade good in the same sense as metal or fuel.
Population itself should be treated as a tracked resource, but not as an ordinary trade good in the same sense as ore.
Important distinctions:
@@ -144,12 +129,6 @@ The current design implies at least these roles:
- `ore`
- raw industrial input
- `gas`
- raw fuel-chain input
- `fuel`
- operational energy good
- `food`
- workforce life-support
@@ -173,12 +152,11 @@ Not every item should necessarily fit in every hold type forever.
Useful distinctions later may include:
- bulk industrial cargo
- liquid cargo
- gas cargo
- containerized finished goods
- human transport capacity
- livestock capacity
- solid storage
- liquid storage
- container storage
- passengers
- livestock
For now, the important rule is simply:
@@ -191,7 +169,6 @@ Items should participate in the market according to their role.
Examples:
- life-support goods generate recurring demand
- fuel goods generate operational demand
- construction goods generate burst demand during expansion
- industrial goods feed production chains
- worker transport supports station staffing
@@ -220,7 +197,7 @@ The following rules should remain true unless deliberately revised:
- workforce depends on real support goods
- station construction depends on real construction goods
- fuel and industrial chains are item-based
- industrial chains are item-based
- workers are movable population units
- commanders are not ordinary trade cargo
- livestock is distinct from workers

View File

@@ -48,7 +48,6 @@ Examples:
- no docking module means no docking service
- no habitat module means no population growth or human transport
- no refinery module means no refining
- no fuel-processing module means no gas-to-fuel conversion
- no storage module means reduced or absent inventory capability
- no shipyard-related module means no ship production
@@ -92,7 +91,6 @@ Likely station-side categories include:
- storage
- habitat
- refinery
- fuel processing
- manufacturing
- shipyard or construction support
- defense
@@ -141,7 +139,6 @@ Examples:
- reactor
- capacitor
- station power core
- fuel systems
### Production Modules
@@ -150,7 +147,6 @@ These convert goods into other goods or into built output.
Examples:
- refinery
- fuel processor
- factory
- shipyard support
@@ -198,7 +194,6 @@ They may require:
- build time
- power
- workforce
- fuel or energy inputs
- docking or logistics support
This should let stations and ships fail in believable ways when underbuilt or undersupplied.
@@ -219,7 +214,6 @@ Modules should define which item flows an entity can participate in.
Examples:
- a habitat module enables population support
- a fuel-processing module consumes gas and produces fuel
- a refinery consumes raw resources and produces processed goods
- a storage module determines what volume or class of goods can be held
- a livestock module participates in the food chain

View File

@@ -49,7 +49,6 @@ A recipe should conceptually define:
- cycle time
- valid producing module types
- optional workforce requirement
- optional power or fuel requirement
Recipes should be first-class design objects, not hidden assumptions inside modules.
@@ -60,7 +59,6 @@ Recipes are executed by production-capable modules.
Examples:
- refinery module
- fuel processing module
- factory module
- food-chain module later
- shipyard support module
@@ -112,16 +110,6 @@ For now:
This keeps the initial system consistent and simple.
## Power Interaction
Production should also respect power and fuel state.
Without power:
- production stops
This is especially important for stations because no-fuel means no-power, and no-power means no normal operation.
## Input Shortage Behavior
If inputs are missing:
@@ -153,7 +141,6 @@ The exact recipes can evolve, but the intended shape includes chains like:
2. refining or processing
- ore -> refined goods
- gas -> fuel
- food-loop conversions later
3. industrial use

View File

@@ -151,23 +151,6 @@ Not:
This means friendly or otherwise permitted factions may build stations within the same system, so long as they use different valid locations.
## Failure State
Without fuel there is no power.
Without power, station function collapses.
A powerless station should not continue normal market or industrial behavior.
At that point, recovery should require outside intervention such as emergency restoration, delivered fuel, or a dedicated support operation.
This also means:
- no loading
- no unloading
- no ordinary trade handling
- no ordinary production
## Services
Depending on modules and category, a station may provide:
@@ -175,11 +158,9 @@ Depending on modules and category, a station may provide:
- docking
- storage
- refining
- fuel processing
- manufacturing
- repair later
- fitting later
- rearm and resupply later
- repair
- fitting, rearm and resupply later
- habitats
The exact conversion and factory behavior behind these services is described in [PRODUCTION.md](/home/jbourdon/repos/space-game/docs/PRODUCTION.md).

View File

@@ -41,7 +41,6 @@ Goals are high-level commander intentions.
Examples:
- expand into this system
- keep this station fueled
- defend this claim
- protect trade in this region
- supply this station with workers
@@ -60,7 +59,6 @@ Examples:
- dock at station
- claim Lagrange point
- build station here
- deliver fuel
- escort this ship
- defend this bubble
@@ -223,7 +221,6 @@ Examples:
- deny dock request
- transfer goods
- request defense
- request emergency fuel support
These may be implemented as station jobs, station operations, or station-side tasks.
@@ -237,7 +234,7 @@ Examples:
- flee to nearest allowed station
- hold position if no valid route exists
- suspend trade when no legal destination exists
- wait for fuel, escort, or dock access
- wait for escort, or dock access
This prevents autonomous loops from becoming self-destructive.

View File

@@ -52,7 +52,6 @@ Workers consume, per worker:
- food
- water
- energy
- consumer goods
These should be understood using the item roles defined in [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md).
@@ -146,7 +145,6 @@ A newly founded station may begin with:
It can still exist and operate at baseline efficiency, but it remains weak until supplied with:
- fuel
- workers
- support goods
- eventually a station commander
@@ -159,7 +157,6 @@ Relevant shortages include:
- food shortage
- water shortage
- energy shortage
- consumer goods shortage
This gives logistics failure lasting demographic consequences.
@@ -178,7 +175,7 @@ The following rules should remain true unless deliberately revised:
- population grows only at stations for now
- habitat modules are required for growth
- workers consume food, water, energy, and consumer goods
- workers consume food, water and consumer goods
- workforce affects station efficiency
- stations retain a small baseline efficiency at zero workforce
- population can be transported between stations

View File

@@ -6,12 +6,5 @@
"transferRate": 56,
"dockingDuration": 1.2,
"undockingDuration": 1.2,
"undockDistance": 42,
"energy": {
"idleDrain": 0.7,
"moveDrain": 1.8,
"warpDrain": 7,
"shipRechargeRate": 10,
"stationSolarCharge": 5
}
"undockDistance": 42
}

View File

@@ -1,87 +0,0 @@
[
{
"id": "station-core",
"label": "Orbital Station",
"category": "station",
"color": "#8df0d2",
"radius": 24,
"dockingCapacity": 4,
"storage": {
"bulk-solid": 2000,
"manufactured": 1200,
"bulk-liquid": 600,
"bulk-gas": 600
},
"modules": ["dock-bay-small", "power-core", "bulk-bay", "liquid-tank"]
},
{
"id": "trade-hub",
"label": "Trade Hub",
"category": "station",
"color": "#8bd3ff",
"radius": 20,
"dockingCapacity": 4,
"storage": { "container": 1200, "manufactured": 800 },
"modules": ["habitat-ring", "container-bay"]
},
{
"id": "refinery",
"label": "Refining Station",
"category": "station",
"color": "#ffb86c",
"radius": 24,
"dockingCapacity": 3,
"storage": { "bulk-solid": 2000, "manufactured": 1000, "bulk-liquid": 400, "bulk-gas": 400 },
"modules": ["power-core", "bulk-bay", "liquid-tank", "gas-tank", "refinery-stack", "fuel-processor"]
},
{
"id": "farm-ring",
"label": "Farm Station",
"category": "farm",
"color": "#92ef8a",
"radius": 22,
"dockingCapacity": 2,
"storage": { "bulk-liquid": 600, "container": 400 },
"modules": ["habitat-ring", "fabricator-array", "container-bay"]
},
{
"id": "manufactory",
"label": "Orbital Manufactory",
"category": "station",
"color": "#8df0d2",
"radius": 24,
"dockingCapacity": 3,
"storage": { "manufactured": 2200, "container": 1600 },
"modules": ["fabricator-array", "fabricator-array", "container-bay"]
},
{
"id": "shipyard",
"label": "Orbital Shipyard",
"category": "shipyard",
"color": "#d0a2ff",
"radius": 28,
"dockingCapacity": 5,
"storage": { "manufactured": 1800, "container": 1200 },
"modules": ["component-factory", "ship-factory", "container-bay", "dock-bay-small", "power-core"]
},
{
"id": "defense-grid",
"label": "Defense Platform",
"category": "defense",
"color": "#ff7a95",
"radius": 18,
"dockingCapacity": 1,
"storage": { "manufactured": 300 },
"modules": ["turret-grid", "command-bridge"]
},
{
"id": "stargate",
"label": "Stargate",
"category": "gate",
"color": "#76f0ff",
"radius": 34,
"dockingCapacity": 0,
"storage": { "manufactured": 2400, "container": 800 },
"modules": ["ftl-core", "fabricator-array"]
}
]

View File

@@ -1,206 +1,630 @@
[
{
"id": "ore",
"label": "Raw Ore",
"storage": "bulk-solid",
"summary": "Unprocessed asteroid ore used as the main industrial feedstock."
},
{
"id": "refined-metals",
"label": "Refined Metals",
"storage": "manufactured",
"summary": "Processed structural metals used by stations and shipyards."
},
{
"id": "hull-sections",
"label": "Hull Sections",
"storage": "manufactured",
"summary": "Prefabricated structural assemblies for ships and stations."
},
{
"id": "ammo-crates",
"label": "Ammo Crates",
"storage": "container",
"summary": "Containerized magazines for turrets, launchers, and point defense."
},
{
"id": "naval-guns",
"label": "Naval Guns",
"storage": "manufactured",
"summary": "Shipboard turret and cannon assemblies."
},
{
"id": "ship-equipment",
"label": "Ship Equipment",
"storage": "container",
"summary": "Shield emitters, avionics, cooling loops, and service kits."
},
{
"id": "ship-parts",
"label": "Ship Parts",
"storage": "manufactured",
"summary": "High-value integration kits for hull fitting and final assembly."
},
{
"id": "command-bridge-module",
"label": "Command Bridge Module",
"storage": "container",
"summary": "Packaged bridge and combat-information-center assembly for final ship integration."
},
{
"id": "reactor-core-module",
"label": "Reactor Core Module",
"storage": "container",
"summary": "Contained ship reactor package ready for installation into a hull."
},
{
"id": "capacitor-bank-module",
"label": "Capacitor Bank Module",
"storage": "container",
"summary": "Buffered capacitor section for propulsion, weapons, and industrial loads."
},
{
"id": "ion-drive-module",
"label": "Ion Drive Module",
"storage": "container",
"summary": "Preassembled sublight engine unit."
},
{
"id": "ftl-core-module",
"label": "FTL Core Module",
"storage": "container",
"summary": "Integrated FTL drive package for inter-system transit."
},
{
"id": "gun-turret-module",
"label": "Gun Turret Module",
"storage": "container",
"summary": "Shipboard turret mount and fire-control package."
},
{
"id": "carrier-bay-module",
"label": "Carrier Bay Module",
"storage": "container",
"summary": "Hangar and launch-recovery assembly for capital ship integration."
},
{
"id": "habitat-ring-module",
"label": "Habitat Ring Module",
"storage": "container",
"summary": "Crew habitat section packaged for large ship installation."
},
{
"id": "bulk-bay-module",
"label": "Bulk Bay Module",
"storage": "container",
"summary": "Industrial cargo hold segment for raw-solid hauling ships."
},
{
"id": "container-bay-module",
"label": "Container Bay Module",
"storage": "container",
"summary": "Freight rack segment for manufactured and palletized cargo."
},
{
"id": "liquid-tank-module",
"label": "Liquid Tank Module",
"storage": "container",
"summary": "Pressurized liquid storage segment for fuel and energy logistics."
},
{
"id": "gas-tank-module",
"label": "Gas Tank Module",
"storage": "container",
"summary": "Pressurized gas storage segment for volatile cargo hauling."
},
{
"id": "mining-turret-module",
"label": "Mining Turret Module",
"storage": "container",
"summary": "Ship-mounted hard-rock extraction head."
},
{
"id": "gas-extractor-module",
"label": "Gas Extractor Module",
"storage": "container",
"summary": "Cryogenic intake and compression package for gas harvesting ships."
},
{
"id": "fabricator-array-module",
"label": "Fabricator Array Module",
"storage": "container",
"summary": "Mobile industrial fabrication block for constructors."
},
{
"id": "gas",
"label": "Volatile Gas",
"storage": "bulk-gas",
"summary": "Compressed gas reserves for future chemical and fuel chains."
},
{
"id": "fuel",
"label": "Reactor Fuel",
"storage": "bulk-liquid",
"summary": "Processed liquid fuel consumed by ships and station power systems."
},
{
"id": "energy-cell",
"label": "Energy Cell",
"storage": "bulk-liquid",
"summary": "Charged energy reserves that can be stored, traded, and discharged into station power grids."
"name": "Raw Ore",
"description": "Unprocessed asteroid ore used as the main industrial feedstock.",
"type": "resource",
"cargoKind": "bulk-solid",
"volume": 1.2
},
{
"id": "water",
"label": "Water",
"storage": "bulk-liquid",
"summary": "Life-support and agricultural input."
"name": "Water",
"description": "Life-support and agricultural input.",
"type": "commodity",
"cargoKind": "bulk-liquid",
"volume": 1.0,
"construction": {
"recipeId": "water-reclamation",
"facilityCategory": "farm",
"requiredModules": ["liquid-tank", "solar-array"],
"requirements": [],
"cycleTime": 6,
"batchSize": 12,
"productsPerHour": 7200,
"maxEfficiency": 1,
"priority": 14
}
},
{
"id": "refined-metals",
"name": "Refined Metals",
"description": "Processed structural metals used by stations and shipyards.",
"type": "material",
"cargoKind": "manufactured",
"volume": 1.0,
"construction": {
"recipeId": "ore-refining",
"facilityCategory": "station",
"requiredModules": ["refinery-stack"],
"requirements": [
{ "itemId": "ore", "amount": 60 }
],
"cycleTime": 8,
"batchSize": 60,
"productsPerHour": 27000,
"maxEfficiency": 1,
"priority": 100
}
},
{
"id": "hull-sections",
"name": "Hull Sections",
"description": "Prefabricated structural assemblies for ships and stations.",
"type": "component",
"cargoKind": "manufactured",
"volume": 1.5,
"construction": {
"recipeId": "hull-fabrication",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "refined-metals", "amount": 70 }
],
"cycleTime": 10,
"batchSize": 35,
"productsPerHour": 12600,
"maxEfficiency": 1,
"priority": 40
}
},
{
"id": "ammo-crates",
"name": "Ammo Crates",
"description": "Containerized magazines for turrets, launchers, and point defense.",
"type": "component",
"cargoKind": "container",
"volume": 1.0,
"construction": {
"recipeId": "ammo-fabrication",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "refined-metals", "amount": 24 }
],
"cycleTime": 6,
"batchSize": 30,
"productsPerHour": 18000,
"maxEfficiency": 1,
"priority": 34
}
},
{
"id": "naval-guns",
"name": "Naval Guns",
"description": "Shipboard turret and cannon assemblies.",
"type": "component",
"cargoKind": "manufactured",
"volume": 1.4,
"construction": {
"recipeId": "gun-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "refined-metals", "amount": 36 }
],
"cycleTime": 9,
"batchSize": 12,
"productsPerHour": 4800,
"maxEfficiency": 1,
"priority": 32
}
},
{
"id": "ship-equipment",
"name": "Ship Equipment",
"description": "Shield emitters, avionics, cooling loops, and service kits.",
"type": "component",
"cargoKind": "container",
"volume": 1.0,
"construction": {
"recipeId": "equipment-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "refined-metals", "amount": 28 },
{ "itemId": "water", "amount": 8 }
],
"cycleTime": 11,
"batchSize": 18,
"productsPerHour": 5890.9,
"maxEfficiency": 1,
"priority": 30
}
},
{
"id": "ship-parts",
"name": "Ship Parts",
"description": "High-value integration kits for hull fitting and final assembly.",
"type": "component",
"cargoKind": "manufactured",
"volume": 1.3,
"construction": {
"recipeId": "ship-parts-integration",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "hull-sections", "amount": 24 },
{ "itemId": "naval-guns", "amount": 6 },
{ "itemId": "ship-equipment", "amount": 10 }
],
"cycleTime": 14,
"batchSize": 20,
"productsPerHour": 5142.9,
"maxEfficiency": 1,
"priority": 50
}
},
{
"id": "drone-parts",
"label": "Drone Parts",
"storage": "container",
"summary": "Containerized industrial freight."
"name": "Drone Parts",
"description": "Containerized industrial freight for construction support.",
"type": "component",
"cargoKind": "container",
"volume": 1.0,
"construction": {
"recipeId": "drone-parts-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "refined-metals", "amount": 12 },
{ "itemId": "ship-equipment", "amount": 6 }
],
"cycleTime": 7,
"batchSize": 16,
"productsPerHour": 8228.6,
"maxEfficiency": 1,
"priority": 18
}
},
{
"id": "command-bridge-module",
"name": "Command Bridge Module",
"description": "Packaged bridge and combat-information-center assembly for final ship integration.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.0,
"construction": {
"recipeId": "command-bridge-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 20 },
{ "itemId": "ship-equipment", "amount": 10 }
],
"cycleTime": 9,
"batchSize": 1,
"productsPerHour": 400,
"maxEfficiency": 1,
"priority": 52
}
},
{
"id": "reactor-core-module",
"name": "Reactor Core Module",
"description": "Contained ship reactor package ready for installation into a hull.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.2,
"construction": {
"recipeId": "reactor-core-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 30 },
{ "itemId": "ship-equipment", "amount": 8 }
],
"cycleTime": 10,
"batchSize": 1,
"productsPerHour": 360,
"maxEfficiency": 1,
"priority": 54
}
},
{
"id": "capacitor-bank-module",
"name": "Capacitor Bank Module",
"description": "Buffered capacitor section for propulsion, weapons, and industrial loads.",
"type": "ship-module",
"cargoKind": "container",
"volume": 1.8,
"construction": {
"recipeId": "capacitor-bank-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 18 },
{ "itemId": "ship-equipment", "amount": 4 }
],
"cycleTime": 9,
"batchSize": 1,
"productsPerHour": 400,
"maxEfficiency": 1,
"priority": 52
}
},
{
"id": "ion-drive-module",
"name": "Ion Drive Module",
"description": "Preassembled sublight engine unit.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.0,
"construction": {
"recipeId": "ion-drive-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 22 },
{ "itemId": "ship-equipment", "amount": 8 }
],
"cycleTime": 10,
"batchSize": 1,
"productsPerHour": 360,
"maxEfficiency": 1,
"priority": 53
}
},
{
"id": "ftl-core-module",
"name": "FTL Core Module",
"description": "Integrated FTL drive package for inter-system transit.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.4,
"construction": {
"recipeId": "ftl-core-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 34 },
{ "itemId": "ship-equipment", "amount": 14 }
],
"cycleTime": 12,
"batchSize": 1,
"productsPerHour": 300,
"maxEfficiency": 1,
"priority": 56
}
},
{
"id": "gun-turret-module",
"name": "Gun Turret Module",
"description": "Shipboard turret mount and fire-control package.",
"type": "ship-module",
"cargoKind": "container",
"volume": 1.6,
"construction": {
"recipeId": "gun-turret-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "naval-guns", "amount": 8 },
{ "itemId": "refined-metals", "amount": 12 }
],
"cycleTime": 8,
"batchSize": 1,
"productsPerHour": 450,
"maxEfficiency": 1,
"priority": 58
}
},
{
"id": "carrier-bay-module",
"name": "Carrier Bay Module",
"description": "Hangar and launch-recovery assembly for capital ship integration.",
"type": "ship-module",
"cargoKind": "container",
"volume": 3.0,
"construction": {
"recipeId": "carrier-bay-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "hull-sections", "amount": 18 },
{ "itemId": "refined-metals", "amount": 18 },
{ "itemId": "ship-equipment", "amount": 10 }
],
"cycleTime": 14,
"batchSize": 1,
"productsPerHour": 257.1,
"maxEfficiency": 1,
"priority": 40
}
},
{
"id": "habitat-ring-module",
"name": "Habitat Ring Module",
"description": "Crew habitat section packaged for large ship installation.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.6,
"construction": {
"recipeId": "habitat-ring-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "hull-sections", "amount": 14 },
{ "itemId": "ship-equipment", "amount": 8 },
{ "itemId": "water", "amount": 10 }
],
"cycleTime": 12,
"batchSize": 1,
"productsPerHour": 300,
"maxEfficiency": 1,
"priority": 22
}
},
{
"id": "bulk-bay-module",
"name": "Bulk Bay Module",
"description": "Industrial cargo hold segment for raw-solid hauling ships.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.0,
"construction": {
"recipeId": "bulk-bay-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 16 },
{ "itemId": "hull-sections", "amount": 10 }
],
"cycleTime": 8,
"batchSize": 1,
"productsPerHour": 450,
"maxEfficiency": 1,
"priority": 18
}
},
{
"id": "container-bay-module",
"name": "Container Bay Module",
"description": "Freight rack segment for manufactured and palletized cargo.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.0,
"construction": {
"recipeId": "container-bay-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 12 },
{ "itemId": "ship-equipment", "amount": 4 }
],
"cycleTime": 8,
"batchSize": 1,
"productsPerHour": 450,
"maxEfficiency": 1,
"priority": 18
}
},
{
"id": "liquid-tank-module",
"name": "Liquid Tank Module",
"description": "Pressurized liquid storage segment for water and liquid logistics.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.0,
"construction": {
"recipeId": "liquid-tank-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 14 },
{ "itemId": "ship-equipment", "amount": 4 }
],
"cycleTime": 8,
"batchSize": 1,
"productsPerHour": 450,
"maxEfficiency": 1,
"priority": 18
}
},
{
"id": "mining-turret-module",
"name": "Mining Turret Module",
"description": "Ship-mounted hard-rock extraction head.",
"type": "ship-module",
"cargoKind": "container",
"volume": 1.8,
"construction": {
"recipeId": "mining-turret-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 18 },
{ "itemId": "ship-equipment", "amount": 6 }
],
"cycleTime": 9,
"batchSize": 1,
"productsPerHour": 400,
"maxEfficiency": 1,
"priority": 24
}
},
{
"id": "fabricator-array-module",
"name": "Fabricator Array Module",
"description": "Mobile industrial fabrication block for constructors.",
"type": "ship-module",
"cargoKind": "container",
"volume": 2.4,
"construction": {
"recipeId": "fabricator-array-module-assembly",
"facilityCategory": "station",
"requiredModules": ["component-factory", "container-bay"],
"requirements": [
{ "itemId": "refined-metals", "amount": 24 },
{ "itemId": "ship-equipment", "amount": 10 }
],
"cycleTime": 11,
"batchSize": 1,
"productsPerHour": 327.3,
"maxEfficiency": 1,
"priority": 20
}
},
{
"id": "trade-hub-kit",
"label": "Trade Hub Kit",
"storage": "manufactured",
"summary": "Deployable prefab package for a trade hub station."
"name": "Trade Hub Kit",
"description": "Deployable prefab package for a trade hub station.",
"type": "kit",
"cargoKind": "manufactured",
"volume": 6.0,
"construction": {
"recipeId": "trade-hub-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "ship-parts", "amount": 26 },
{ "itemId": "ship-equipment", "amount": 16 },
{ "itemId": "drone-parts", "amount": 10 }
],
"cycleTime": 18,
"batchSize": 1,
"productsPerHour": 200,
"maxEfficiency": 1,
"priority": 24
}
},
{
"id": "refinery-kit",
"label": "Refinery Kit",
"storage": "manufactured",
"summary": "Deployable prefab package for a refining station."
"name": "Refinery Kit",
"description": "Deployable prefab package for a refining station.",
"type": "kit",
"cargoKind": "manufactured",
"volume": 6.5,
"construction": {
"recipeId": "refinery-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "ship-parts", "amount": 32 },
{ "itemId": "hull-sections", "amount": 24 },
{ "itemId": "ship-equipment", "amount": 14 }
],
"cycleTime": 20,
"batchSize": 1,
"productsPerHour": 180,
"maxEfficiency": 1,
"priority": 26
}
},
{
"id": "farm-ring-kit",
"label": "Farm Ring Kit",
"storage": "manufactured",
"summary": "Deployable prefab package for a farm station."
"name": "Farm Ring Kit",
"description": "Deployable prefab package for a farm station.",
"type": "kit",
"cargoKind": "manufactured",
"volume": 6.0,
"construction": {
"recipeId": "farm-ring-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "ship-parts", "amount": 22 },
{ "itemId": "ship-equipment", "amount": 18 },
{ "itemId": "water", "amount": 22 }
],
"cycleTime": 18,
"batchSize": 1,
"productsPerHour": 200,
"maxEfficiency": 1,
"priority": 22
}
},
{
"id": "manufactory-kit",
"label": "Manufactory Kit",
"storage": "manufactured",
"summary": "Deployable prefab package for an orbital manufactory."
"name": "Manufactory Kit",
"description": "Deployable prefab package for an orbital manufactory.",
"type": "kit",
"cargoKind": "manufactured",
"volume": 7.0,
"construction": {
"recipeId": "manufactory-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "ship-parts", "amount": 34 },
{ "itemId": "hull-sections", "amount": 16 },
{ "itemId": "ship-equipment", "amount": 18 }
],
"cycleTime": 22,
"batchSize": 1,
"productsPerHour": 163.6,
"maxEfficiency": 1,
"priority": 28
}
},
{
"id": "shipyard-kit",
"label": "Shipyard Kit",
"storage": "manufactured",
"summary": "Deployable prefab package for an orbital shipyard."
"name": "Shipyard Kit",
"description": "Deployable prefab package for an orbital shipyard.",
"type": "kit",
"cargoKind": "manufactured",
"volume": 8.0,
"construction": {
"recipeId": "shipyard-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "ship-parts", "amount": 42 },
{ "itemId": "hull-sections", "amount": 30 },
{ "itemId": "naval-guns", "amount": 10 }
],
"cycleTime": 26,
"batchSize": 1,
"productsPerHour": 138.5,
"maxEfficiency": 1,
"priority": 30
}
},
{
"id": "defense-grid-kit",
"label": "Defense Grid Kit",
"storage": "manufactured",
"summary": "Deployable prefab package for a defense platform."
"name": "Defense Grid Kit",
"description": "Deployable prefab package for a defense platform.",
"type": "kit",
"cargoKind": "manufactured",
"volume": 7.0,
"construction": {
"recipeId": "defense-grid-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "ship-parts", "amount": 18 },
{ "itemId": "naval-guns", "amount": 12 },
{ "itemId": "ammo-crates", "amount": 18 }
],
"cycleTime": 16,
"batchSize": 1,
"productsPerHour": 225,
"maxEfficiency": 1,
"priority": 20
}
},
{
"id": "stargate-kit",
"label": "Stargate Kit",
"storage": "manufactured",
"summary": "Deployable prefab package for a stargate structure."
"name": "Stargate Kit",
"description": "Deployable prefab package for a stargate structure.",
"type": "kit",
"cargoKind": "manufactured",
"volume": 10.0,
"construction": {
"recipeId": "stargate-assembly",
"facilityCategory": "station",
"requiredModules": ["fabricator-array"],
"requirements": [
{ "itemId": "ship-parts", "amount": 60 },
{ "itemId": "hull-sections", "amount": 44 },
{ "itemId": "ship-equipment", "amount": 26 },
{ "itemId": "naval-guns", "amount": 8 }
],
"cycleTime": 34,
"batchSize": 1,
"productsPerHour": 105.9,
"maxEfficiency": 1,
"priority": 36
}
}
]

View File

@@ -1,68 +0,0 @@
[
{
"moduleId": "dock-bay-small",
"duration": 12,
"inputs": [
{ "itemId": "refined-metals", "amount": 34 }
]
},
{
"moduleId": "gas-tank",
"duration": 10,
"inputs": [
{ "itemId": "refined-metals", "amount": 30 }
]
},
{
"moduleId": "container-bay",
"duration": 10,
"inputs": [
{ "itemId": "refined-metals", "amount": 26 }
]
},
{
"moduleId": "fuel-processor",
"duration": 14,
"inputs": [
{ "itemId": "refined-metals", "amount": 42 }
]
},
{
"moduleId": "refinery-stack",
"duration": 14,
"inputs": [
{ "itemId": "refined-metals", "amount": 38 }
]
},
{
"moduleId": "fabricator-array",
"duration": 16,
"inputs": [
{ "itemId": "refined-metals", "amount": 48 }
]
},
{
"moduleId": "component-factory",
"duration": 18,
"inputs": [
{ "itemId": "refined-metals", "amount": 54 },
{ "itemId": "ship-equipment", "amount": 12 }
]
},
{
"moduleId": "ship-factory",
"duration": 22,
"inputs": [
{ "itemId": "refined-metals", "amount": 60 },
{ "itemId": "hull-sections", "amount": 24 },
{ "itemId": "ship-equipment", "amount": 14 }
]
},
{
"moduleId": "solar-array",
"duration": 12,
"inputs": [
{ "itemId": "refined-metals", "amount": 28 }
]
}
]

247
shared/data/modules.json Normal file
View File

@@ -0,0 +1,247 @@
[
{
"id": "dock-bay-small",
"name": "Small Dock Bay",
"description": "External docking pad cluster for small and medium hulls.",
"type": "Dock",
"hull": 160,
"workforceNeeded": 10,
"construction": {
"productionTime": 12,
"requirements": [
{
"itemId": "refined-metals",
"amount": 34
}
]
}
},
{
"id": "container-bay",
"name": "Container Bay",
"description": "Manufactured cargo storage and container handling racks.",
"type": "Storage",
"hull": 140,
"workforceNeeded": 8,
"construction": {
"productionTime": 10,
"requirements": [
{
"itemId": "refined-metals",
"amount": 26
}
]
}
},
{
"id": "bulk-bay",
"name": "Bulk Bay",
"description": "Raw solid storage and ore handling volume.",
"type": "Storage",
"hull": 140,
"workforceNeeded": 8
},
{
"id": "liquid-tank",
"name": "Liquid Tank",
"description": "Liquid cargo and water tankage.",
"type": "Storage",
"hull": 130,
"workforceNeeded": 6,
"construction": {
"productionTime": 10,
"requirements": [
{
"itemId": "refined-metals",
"amount": 20
}
]
}
},
{
"id": "refinery-stack",
"name": "Refinery Stack",
"description": "Heavy refining line for ore to refined metals.",
"type": "Production",
"product": "refined-metals",
"hull": 180,
"workforceNeeded": 18,
"construction": {
"productionTime": 14,
"requirements": [
{
"itemId": "refined-metals",
"amount": 38
}
]
}
},
{
"id": "solar-array",
"name": "Solar Array",
"description": "Orbital solar generation and utility frame.",
"type": "Production",
"hull": 110,
"workforceNeeded": 6,
"construction": {
"productionTime": 12,
"requirements": [
{
"itemId": "refined-metals",
"amount": 28
}
]
}
},
{
"id": "fabricator-array",
"name": "Fabricator Array",
"description": "General fabrication line for industrial goods and prefab kits.",
"type": "Build Module",
"hull": 200,
"workforceNeeded": 20,
"construction": {
"productionTime": 16,
"requirements": [
{
"itemId": "refined-metals",
"amount": 48
}
]
}
},
{
"id": "component-factory",
"name": "Component Factory",
"description": "Assembly line for ship-grade modules and integrated components.",
"type": "Build Module",
"hull": 220,
"workforceNeeded": 24,
"construction": {
"productionTime": 18,
"requirements": [
{
"itemId": "refined-metals",
"amount": 54
},
{
"itemId": "ship-equipment",
"amount": 12
}
]
}
},
{
"id": "ship-factory",
"name": "Ship Factory",
"description": "Slip-line and integration yard for final ship assembly.",
"type": "Build Module",
"hull": 260,
"workforceNeeded": 28,
"construction": {
"productionTime": 22,
"requirements": [
{
"itemId": "refined-metals",
"amount": 60
},
{
"itemId": "hull-sections",
"amount": 24
},
{
"itemId": "ship-equipment",
"amount": 14
}
]
}
},
{
"id": "power-core",
"name": "Power Core",
"description": "Station backbone for power routing and core services.",
"type": "Connection",
"hull": 220,
"workforceNeeded": 10
},
{
"id": "habitat-ring",
"name": "Habitat Ring",
"description": "Crew habitation and life-support section.",
"type": "Habitation",
"hull": 180,
"workforceNeeded": 12
},
{
"id": "turret-grid",
"name": "Turret Grid",
"description": "Defensive hardpoints and fire-control grid.",
"type": "Defense",
"hull": 180,
"workforceNeeded": 10
},
{
"id": "command-bridge",
"name": "Command Bridge",
"description": "Command-and-control section for stations and capital structures.",
"type": "Connection",
"hull": 150,
"workforceNeeded": 8
},
{
"id": "reactor-core",
"name": "Reactor Core",
"description": "Primary reactor and power conversion system.",
"type": "Connection",
"hull": 150,
"workforceNeeded": 8
},
{
"id": "capacitor-bank",
"name": "Capacitor Bank",
"description": "Energy buffering and discharge system.",
"type": "Connection",
"hull": 120,
"workforceNeeded": 4
},
{
"id": "ion-drive",
"name": "Ion Drive",
"description": "Primary sublight propulsion module.",
"type": "Connection",
"hull": 120,
"workforceNeeded": 4
},
{
"id": "ftl-core",
"name": "FTL Core",
"description": "Inter-system transit drive core.",
"type": "Connection",
"hull": 140,
"workforceNeeded": 6
},
{
"id": "gun-turret",
"name": "Gun Turret",
"description": "General purpose shipboard turret.",
"type": "Defense",
"hull": 100,
"workforceNeeded": 3
},
{
"id": "carrier-bay",
"name": "Carrier Bay",
"description": "Launch and recovery bay for carried craft.",
"type": "Pier",
"hull": 160,
"workforceNeeded": 8
},
{
"id": "mining-turret",
"name": "Mining Turret",
"description": "Hard-rock extraction head for mining hulls.",
"type": "Production",
"hull": 90,
"workforceNeeded": 3
}
]

File diff suppressed because it is too large Load Diff

View File

@@ -1,7 +1,13 @@
{
"initialStations": [
{
"constructibleId": "station-core",
"label": "Orbital Station",
"startingModules": [
"dock-bay-small",
"power-core",
"bulk-bay",
"liquid-tank"
],
"systemId": "helios",
"planetIndex": 2,
"lagrangeSide": -1
@@ -29,7 +35,7 @@
"systemId": "helios"
},
{
"shipId": "gas-miner",
"shipId": "hauler",
"count": 1,
"center": [
60,
@@ -37,16 +43,6 @@
28
],
"systemId": "helios"
},
{
"shipId": "gas-miner",
"count": 1,
"center": [
60,
0,
32
],
"systemId": "helios"
}
],
"patrolRoutes": [],

View File

@@ -13,7 +13,58 @@
"hullColor": "#1f4f78",
"size": 4,
"maxHealth": 100,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "gun-turret"]
"modules": [
"command-bridge",
"reactor-core",
"capacitor-bank",
"ion-drive",
"ftl-core",
"gun-turret"
],
"construction": {
"recipeId": "frigate-construction",
"facilityCategory": "station",
"requiredModules": [
"ship-factory",
"dock-bay-small",
"container-bay",
"power-core"
],
"requirements": [
{
"itemId": "hull-sections",
"amount": 26
},
{
"itemId": "command-bridge-module",
"amount": 1
},
{
"itemId": "reactor-core-module",
"amount": 1
},
{
"itemId": "capacitor-bank-module",
"amount": 1
},
{
"itemId": "ion-drive-module",
"amount": 1
},
{
"itemId": "ftl-core-module",
"amount": 1
},
{
"itemId": "gun-turret-module",
"amount": 1
}
],
"cycleTime": 24,
"productsPerHour": 150,
"maxEfficiency": 1,
"priority": 90
}
},
{
"id": "destroyer",
@@ -29,7 +80,59 @@
"hullColor": "#6a2e26",
"size": 7,
"maxHealth": 240,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "gun-turret", "gun-turret"]
"modules": [
"command-bridge",
"reactor-core",
"capacitor-bank",
"ion-drive",
"ftl-core",
"gun-turret",
"gun-turret"
],
"construction": {
"recipeId": "destroyer-construction",
"facilityCategory": "station",
"requiredModules": [
"ship-factory",
"dock-bay-small",
"container-bay",
"power-core"
],
"requirements": [
{
"itemId": "hull-sections",
"amount": 44
},
{
"itemId": "command-bridge-module",
"amount": 1
},
{
"itemId": "reactor-core-module",
"amount": 1
},
{
"itemId": "capacitor-bank-module",
"amount": 1
},
{
"itemId": "ion-drive-module",
"amount": 1
},
{
"itemId": "ftl-core-module",
"amount": 1
},
{
"itemId": "gun-turret-module",
"amount": 2
}
],
"cycleTime": 34,
"productsPerHour": 105.9,
"maxEfficiency": 1,
"priority": 70
}
},
{
"id": "cruiser",
@@ -45,7 +148,59 @@
"hullColor": "#314562",
"size": 10,
"maxHealth": 340,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "gun-turret", "gun-turret"]
"modules": [
"command-bridge",
"reactor-core",
"capacitor-bank",
"ion-drive",
"ftl-core",
"gun-turret",
"gun-turret"
],
"construction": {
"recipeId": "cruiser-construction",
"facilityCategory": "station",
"requiredModules": [
"ship-factory",
"dock-bay-small",
"container-bay",
"power-core"
],
"requirements": [
{
"itemId": "hull-sections",
"amount": 60
},
{
"itemId": "command-bridge-module",
"amount": 1
},
{
"itemId": "reactor-core-module",
"amount": 1
},
{
"itemId": "capacitor-bank-module",
"amount": 1
},
{
"itemId": "ion-drive-module",
"amount": 1
},
{
"itemId": "ftl-core-module",
"amount": 1
},
{
"itemId": "gun-turret-module",
"amount": 2
}
],
"cycleTime": 42,
"productsPerHour": 85.7,
"maxEfficiency": 1,
"priority": 54
}
},
{
"id": "carrier",
@@ -61,9 +216,75 @@
"hullColor": "#35586d",
"size": 16,
"maxHealth": 900,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "carrier-bay", "carrier-bay", "gun-turret", "habitat-ring"],
"modules": [
"command-bridge",
"reactor-core",
"capacitor-bank",
"ion-drive",
"ftl-core",
"carrier-bay",
"carrier-bay",
"gun-turret",
"habitat-ring"
],
"dockingCapacity": 6,
"dockingClasses": ["frigate", "destroyer", "cruiser"]
"dockingClasses": [
"frigate",
"destroyer",
"cruiser"
],
"construction": {
"recipeId": "carrier-construction",
"facilityCategory": "station",
"requiredModules": [
"ship-factory",
"dock-bay-small",
"container-bay",
"power-core"
],
"requirements": [
{
"itemId": "hull-sections",
"amount": 120
},
{
"itemId": "command-bridge-module",
"amount": 1
},
{
"itemId": "reactor-core-module",
"amount": 1
},
{
"itemId": "capacitor-bank-module",
"amount": 1
},
{
"itemId": "ion-drive-module",
"amount": 1
},
{
"itemId": "ftl-core-module",
"amount": 1
},
{
"itemId": "carrier-bay-module",
"amount": 2
},
{
"itemId": "gun-turret-module",
"amount": 1
},
{
"itemId": "habitat-ring-module",
"amount": 1
}
],
"cycleTime": 60,
"productsPerHour": 60,
"maxEfficiency": 1,
"priority": 28
}
},
{
"id": "hauler",
@@ -75,13 +296,63 @@
"ftlSpeed": 0.55,
"spoolTime": 3.3,
"cargoCapacity": 180,
"cargoKind": "bulk-liquid",
"cargoItemId": "energy-cell",
"cargoKind": "container",
"color": "#b0ff8d",
"hullColor": "#365f2a",
"size": 8,
"maxHealth": 180,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "liquid-tank"]
"modules": [
"command-bridge",
"reactor-core",
"capacitor-bank",
"ion-drive",
"ftl-core",
"container-bay"
],
"construction": {
"recipeId": "hauler-construction",
"facilityCategory": "station",
"requiredModules": [
"ship-factory",
"dock-bay-small",
"container-bay",
"power-core"
],
"requirements": [
{
"itemId": "hull-sections",
"amount": 34
},
{
"itemId": "command-bridge-module",
"amount": 1
},
{
"itemId": "reactor-core-module",
"amount": 1
},
{
"itemId": "capacitor-bank-module",
"amount": 1
},
{
"itemId": "ion-drive-module",
"amount": 1
},
{
"itemId": "ftl-core-module",
"amount": 1
},
{
"itemId": "container-bay-module",
"amount": 1
}
],
"cycleTime": 26,
"productsPerHour": 138.5,
"maxEfficiency": 1,
"priority": 8
}
},
{
"id": "constructor",
@@ -99,7 +370,63 @@
"hullColor": "#2d5d47",
"size": 9,
"maxHealth": 220,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "fabricator-array", "container-bay"]
"modules": [
"command-bridge",
"reactor-core",
"capacitor-bank",
"ion-drive",
"ftl-core",
"fabricator-array",
"container-bay"
],
"construction": {
"recipeId": "constructor-construction",
"facilityCategory": "station",
"requiredModules": [
"ship-factory",
"dock-bay-small",
"container-bay",
"power-core"
],
"requirements": [
{
"itemId": "hull-sections",
"amount": 42
},
{
"itemId": "command-bridge-module",
"amount": 1
},
{
"itemId": "reactor-core-module",
"amount": 1
},
{
"itemId": "capacitor-bank-module",
"amount": 1
},
{
"itemId": "ion-drive-module",
"amount": 1
},
{
"itemId": "ftl-core-module",
"amount": 1
},
{
"itemId": "fabricator-array-module",
"amount": 1
},
{
"itemId": "container-bay-module",
"amount": 1
}
],
"cycleTime": 30,
"productsPerHour": 120,
"maxEfficiency": 1,
"priority": 8
}
},
{
"id": "miner",
@@ -117,24 +444,62 @@
"hullColor": "#68552b",
"size": 6,
"maxHealth": 150,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "mining-turret", "bulk-bay"]
},
{
"id": "gas-miner",
"label": "Nimbus Gas Harvester",
"role": "mining",
"shipClass": "industrial",
"speed": 72000,
"warpSpeed": 0.145,
"ftlSpeed": 0.49,
"spoolTime": 3.2,
"cargoCapacity": 120,
"cargoKind": "bulk-gas",
"cargoItemId": "gas",
"color": "#8ce5ff",
"hullColor": "#2a5668",
"size": 6,
"maxHealth": 150,
"modules": ["command-bridge", "reactor-core", "capacitor-bank", "ion-drive", "ftl-core", "gas-extractor", "gas-tank"]
"modules": [
"command-bridge",
"reactor-core",
"capacitor-bank",
"ion-drive",
"ftl-core",
"mining-turret",
"bulk-bay"
],
"construction": {
"recipeId": "miner-construction",
"facilityCategory": "station",
"requiredModules": [
"ship-factory",
"dock-bay-small",
"container-bay",
"power-core"
],
"requirements": [
{
"itemId": "hull-sections",
"amount": 34
},
{
"itemId": "command-bridge-module",
"amount": 1
},
{
"itemId": "reactor-core-module",
"amount": 1
},
{
"itemId": "capacitor-bank-module",
"amount": 1
},
{
"itemId": "ion-drive-module",
"amount": 1
},
{
"itemId": "ftl-core-module",
"amount": 1
},
{
"itemId": "mining-turret-module",
"amount": 1
},
{
"itemId": "bulk-bay-module",
"amount": 1
}
],
"cycleTime": 28,
"productsPerHour": 128.6,
"maxEfficiency": 1,
"priority": 8
}
}
]