to rename

This commit is contained in:
2026-03-28 11:32:28 -04:00
parent 04d182e93f
commit 640e147ea8
25 changed files with 367 additions and 224 deletions

View File

@@ -1,10 +1,9 @@
using FastEndpoints;
using SpaceGame.Api.Definitions;
using SpaceGame.Api.Universe.Simulation;
namespace SpaceGame.Api.Universe.Api;
public sealed class UpdateBalanceHandler(WorldService worldService) : Endpoint<BalanceDefinition>
public sealed class UpdateBalanceHandler(WorldService worldService) : Endpoint<BalanceOptions>
{
public override void Configure()
{
@@ -12,7 +11,7 @@ public sealed class UpdateBalanceHandler(WorldService worldService) : Endpoint<B
AllowAnonymous();
}
public override Task HandleAsync(BalanceDefinition req, CancellationToken cancellationToken)
public override Task HandleAsync(BalanceOptions req, CancellationToken cancellationToken)
{
var applied = worldService.UpdateBalance(req);
return SendOkAsync(applied, cancellationToken);

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@@ -0,0 +1,9 @@
namespace SpaceGame.Api.Universe.Bootstrap;
public sealed record StaticDataCatalog(
IReadOnlyDictionary<string, ModuleDefinition> ModuleDefinitions,
IReadOnlyDictionary<string, ShipDefinition> ShipDefinitions,
IReadOnlyDictionary<string, ItemDefinition> ItemDefinitions,
IReadOnlyDictionary<string, RecipeDefinition> Recipes,
IReadOnlyDictionary<string, ModuleRecipeDefinition> ModuleRecipes,
ProductionGraph ProductionGraph);

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@@ -1,32 +1,26 @@
using System.Text.Json;
using Microsoft.Extensions.Options;
using SpaceGame.Api.Shared.Runtime;
using static SpaceGame.Api.Universe.Scenario.LoaderSupport;
namespace SpaceGame.Api.Universe.Scenario;
namespace SpaceGame.Api.Universe.Bootstrap;
internal sealed class DataCatalogLoader(string dataRoot)
internal sealed class StaticDataLoader(IOptions<StaticDataOptions> staticDataOptions)
{
private readonly JsonSerializerOptions _jsonOptions = new()
{
PropertyNameCaseInsensitive = true,
};
internal ScenarioCatalog LoadCatalog()
internal StaticDataCatalog Load()
{
var authoredSystems = Read<List<SolarSystemDefinition>>("systems.json");
var scenario = Read<ScenarioDefinition>("scenario.json");
var modules = NormalizeModules(Read<List<ModuleDefinition>>("modules.json"));
var ships = Read<List<ShipDefinition>>("ships.json");
var items = Read<List<ItemDefinition>>("items.json");
var balance = Read<BalanceDefinition>("balance.json");
var recipes = BuildRecipes(items, ships, modules);
var moduleRecipes = BuildModuleRecipes(modules);
var productionGraph = ProductionGraphBuilder.Build(items, recipes, modules);
return new ScenarioCatalog(
authoredSystems,
scenario,
balance,
return new StaticDataCatalog(
modules.ToDictionary(definition => definition.Id, StringComparer.Ordinal),
ships.ToDictionary(definition => definition.Id, StringComparer.Ordinal),
items.ToDictionary(definition => definition.Id, StringComparer.Ordinal),
@@ -35,67 +29,9 @@ internal sealed class DataCatalogLoader(string dataRoot)
productionGraph);
}
internal ScenarioDefinition NormalizeScenarioToAvailableSystems(
ScenarioDefinition scenario,
IReadOnlyList<string> availableSystemIds)
{
if (availableSystemIds.Count == 0)
{
return scenario;
}
var fallbackSystemId = availableSystemIds.Contains("sol", StringComparer.Ordinal)
? "sol"
: availableSystemIds[0];
string ResolveSystemId(string systemId) =>
availableSystemIds.Contains(systemId, StringComparer.Ordinal) ? systemId : fallbackSystemId;
return new ScenarioDefinition
{
InitialStations = scenario.InitialStations
.Select(station => new InitialStationDefinition
{
SystemId = ResolveSystemId(station.SystemId),
Label = station.Label,
Color = station.Color,
Objective = station.Objective,
StartingModules = station.StartingModules.ToList(),
FactionId = station.FactionId,
PlanetIndex = station.PlanetIndex,
LagrangeSide = station.LagrangeSide,
Position = station.Position?.ToArray(),
})
.ToList(),
ShipFormations = scenario.ShipFormations
.Select(formation => new ShipFormationDefinition
{
ShipId = formation.ShipId,
Count = formation.Count,
Center = formation.Center.ToArray(),
SystemId = ResolveSystemId(formation.SystemId),
FactionId = formation.FactionId,
StartingInventory = new Dictionary<string, float>(formation.StartingInventory, StringComparer.Ordinal),
})
.ToList(),
PatrolRoutes = scenario.PatrolRoutes
.Select(route => new PatrolRouteDefinition
{
SystemId = ResolveSystemId(route.SystemId),
Points = route.Points.Select(point => point.ToArray()).ToList(),
})
.ToList(),
MiningDefaults = new MiningDefaultsDefinition
{
NodeSystemId = ResolveSystemId(scenario.MiningDefaults.NodeSystemId),
RefinerySystemId = ResolveSystemId(scenario.MiningDefaults.RefinerySystemId),
},
};
}
private T Read<T>(string fileName)
{
var path = Path.Combine(dataRoot, fileName);
var path = Path.Combine(staticDataOptions.Value.DataRoot, fileName);
var json = File.ReadAllText(path);
return JsonSerializer.Deserialize<T>(json, _jsonOptions)
?? throw new InvalidOperationException($"Unable to read {fileName}.");
@@ -153,11 +89,11 @@ internal sealed class DataCatalogLoader(string dataRoot)
Outputs =
[
new RecipeOutputDefinition
{
ItemId = item.Id,
Amount = production.Amount,
},
],
{
ItemId = item.Id,
Amount = production.Amount,
},
],
});
}
@@ -187,11 +123,11 @@ internal sealed class DataCatalogLoader(string dataRoot)
Outputs =
[
new RecipeOutputDefinition
{
ItemId = item.Id,
Amount = item.Construction.BatchSize,
},
],
{
ItemId = item.Id,
Amount = item.Construction.BatchSize,
},
],
});
}
@@ -270,7 +206,6 @@ internal sealed class DataCatalogLoader(string dataRoot)
}
module.Type = module.ModuleType.ToDataValue();
modules[index] = CreateSpecializedModuleDefinition(module);
}
@@ -314,14 +249,3 @@ internal sealed class DataCatalogLoader(string dataRoot)
return module;
}
}
internal sealed record ScenarioCatalog(
List<SolarSystemDefinition> AuthoredSystems,
ScenarioDefinition Scenario,
BalanceDefinition Balance,
IReadOnlyDictionary<string, ModuleDefinition> ModuleDefinitions,
IReadOnlyDictionary<string, ShipDefinition> ShipDefinitions,
IReadOnlyDictionary<string, ItemDefinition> ItemDefinitions,
IReadOnlyDictionary<string, RecipeDefinition> Recipes,
IReadOnlyDictionary<string, ModuleRecipeDefinition> ModuleRecipes,
ProductionGraph ProductionGraph);

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@@ -0,0 +1,6 @@
namespace SpaceGame.Api.Universe.Bootstrap;
public sealed class StaticDataOptions
{
public required string DataRoot { get; init; }
}

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@@ -0,0 +1,20 @@
using System.Text.Json;
using Microsoft.Extensions.Options;
namespace SpaceGame.Api.Universe.Bootstrap;
public sealed class SystemTemplateLoader(IOptions<StaticDataOptions> staticDataOptions)
{
private readonly JsonSerializerOptions _jsonOptions = new()
{
PropertyNameCaseInsensitive = true,
};
internal List<SolarSystemDefinition> Load()
{
var path = Path.Combine(staticDataOptions.Value.DataRoot, "systems.json");
var json = File.ReadAllText(path);
return JsonSerializer.Deserialize<List<SolarSystemDefinition>>(json, _jsonOptions)
?? throw new InvalidOperationException("Unable to read systems.json.");
}
}

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@@ -0,0 +1,48 @@
using Microsoft.Extensions.Options;
using SpaceGame.Api.Universe.Scenario;
using SpaceGame.Api.Universe.Simulation;
namespace SpaceGame.Api.Universe.Bootstrap;
public sealed class WorldBootstrapper
{
private readonly BalanceOptions _defaultBalance;
private readonly WorldGenerationOptions _defaultWorldGeneration;
private readonly StaticDataCatalog _staticData;
private readonly ScenarioLoader _scenarioLoader;
private readonly SystemTemplateLoader _systemTemplateLoader;
private readonly WorldBuilder _worldBuilder;
public WorldBootstrapper(
StaticDataCatalog staticData,
ScenarioLoader scenarioLoader,
SystemTemplateLoader systemTemplateLoader,
WorldBuilder worldBuilder,
IOptions<BalanceOptions> defaultBalanceOptions,
IOptions<WorldGenerationOptions> defaultWorldGenerationOptions)
{
_defaultBalance = defaultBalanceOptions.Value;
_defaultWorldGeneration = defaultWorldGenerationOptions.Value;
_staticData = staticData;
_scenarioLoader = scenarioLoader;
_systemTemplateLoader = systemTemplateLoader;
_worldBuilder = worldBuilder;
}
public SimulationWorld Bootstrap()
{
var scenario = _scenarioLoader.Load();
var gameStartOptions = scenario?.GameStartOptions ?? new GameStartOptionsDefinition
{
Seed = 1,
WorldGeneration = _defaultWorldGeneration,
};
return _worldBuilder.Build(
_staticData,
_defaultBalance,
_systemTemplateLoader.Load(),
gameStartOptions,
scenario);
}
}

View File

@@ -5,7 +5,6 @@ public sealed class SimulationWorld
{
public required string Label { get; init; }
public required int Seed { get; init; }
public required BalanceDefinition Balance { get; set; }
public required List<SystemRuntime> Systems { get; init; }
public required List<ResourceNodeRuntime> Nodes { get; init; }
public required List<CelestialRuntime> Celestials { get; init; }

View File

@@ -6,7 +6,6 @@ namespace SpaceGame.Api.Universe.Scenario;
internal static class LoaderSupport
{
internal const string DefaultFactionId = "sol-dominion";
internal const int WorldSeed = 1;
internal const float MinimumFactionCredits = 0f;
internal const float MinimumRefineryOre = 0f;
internal const float MinimumRefineryStock = 0f;

View File

@@ -1,26 +1,27 @@
using System.Text.Json;
using Microsoft.Extensions.Options;
using SpaceGame.Api.Universe.Bootstrap;
namespace SpaceGame.Api.Universe.Scenario;
public sealed class ScenarioLoader
public sealed class ScenarioLoader(IOptions<StaticDataOptions> staticDataOptions)
{
private readonly WorldBuilder _worldBuilder;
public ScenarioLoader(string contentRootPath, WorldGenerationOptions? worldGeneration = null)
private readonly JsonSerializerOptions _jsonOptions = new()
{
var generationOptions = worldGeneration ?? new WorldGenerationOptions();
var dataRoot = Path.GetFullPath(Path.Combine(contentRootPath, "..", "..", "shared", "data"));
var dataLoader = new DataCatalogLoader(dataRoot);
var generationService = new SystemGenerationService();
var spatialBuilder = new SpatialBuilder();
var seedingService = new WorldSeedingService();
PropertyNameCaseInsensitive = true,
};
_worldBuilder = new WorldBuilder(
generationOptions,
dataLoader,
generationService,
spatialBuilder,
seedingService);
public ScenarioDefinition? Load()
{
var scenarioPath = Path.Combine(staticDataOptions.Value.DataRoot, "scenario.json");
if (!File.Exists(scenarioPath))
{
return null;
}
var json = File.ReadAllText(scenarioPath);
return JsonSerializer.Deserialize<ScenarioDefinition>(json, _jsonOptions)
?? throw new InvalidOperationException("Unable to read scenario.json.");
}
public SimulationWorld Load() => _worldBuilder.Build();
}

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@@ -2,9 +2,9 @@ using static SpaceGame.Api.Universe.Scenario.LoaderSupport;
namespace SpaceGame.Api.Universe.Scenario;
internal sealed class SpatialBuilder
public sealed class SpatialBuilder
{
internal ScenarioSpatialLayout BuildLayout(IReadOnlyList<SystemRuntime> systems, BalanceDefinition balance)
internal ScenarioSpatialLayout BuildLayout(IReadOnlyList<SystemRuntime> systems, BalanceOptions balance)
{
var systemGraphs = systems.ToDictionary(
system => system.Definition.Id,

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@@ -2,12 +2,9 @@ using static SpaceGame.Api.Universe.Scenario.LoaderSupport;
namespace SpaceGame.Api.Universe.Scenario;
internal sealed class SystemGenerationService
public sealed class SystemGenerationService
{
private const string SolSystemId = "sol";
private const string DevelopmentCompanionSystemId = "helios";
internal List<SolarSystemDefinition> InjectSpecialSystems(IReadOnlyList<SolarSystemDefinition> authoredSystems) =>
internal List<SolarSystemDefinition> PrepareAuthoredSystems(IReadOnlyList<SolarSystemDefinition> authoredSystems) =>
authoredSystems
.Select((system, index) => EnsureStrategicResourceCoverage(CloneSystemDefinition(system), index))
.ToList();
@@ -71,8 +68,10 @@ internal sealed class SystemGenerationService
}
}
AddById(SolSystemId);
AddById(DevelopmentCompanionSystemId);
foreach (var preferredSystemId in SystemSelectionPolicy.PreferredSystemIds)
{
AddById(preferredSystemId);
}
foreach (var system in systems)
{

View File

@@ -0,0 +1,23 @@
namespace SpaceGame.Api.Universe.Scenario;
internal static class SystemSelectionPolicy
{
internal static readonly string[] PreferredSystemIds =
[
"sol",
"helios",
];
internal static string SelectFallbackSystemId(IReadOnlyList<string> availableSystemIds)
{
foreach (var preferredSystemId in PreferredSystemIds)
{
if (availableSystemIds.Contains(preferredSystemId, StringComparer.Ordinal))
{
return preferredSystemId;
}
}
return availableSystemIds.FirstOrDefault() ?? string.Empty;
}
}

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@@ -1,23 +1,26 @@
using static SpaceGame.Api.Universe.Scenario.LoaderSupport;
using SpaceGame.Api.Universe.Bootstrap;
using Microsoft.Extensions.Options;
namespace SpaceGame.Api.Universe.Scenario;
internal sealed class WorldBuilder(
WorldGenerationOptions worldGeneration,
DataCatalogLoader dataLoader,
SystemGenerationService generationService,
SpatialBuilder spatialBuilder,
WorldSeedingService seedingService)
public sealed class WorldBuilder(
StaticDataCatalog staticData,
IOptions<BalanceOptions> balance,
SystemGenerationService generationService,
SpatialBuilder spatialBuilder,
WorldSeedingService seedingService)
{
internal SimulationWorld Build()
public SimulationWorld Build(
GameStartOptionsDefinition gameStartOptions,
ScenarioDefinition? scenarioDefinition)
{
var catalog = dataLoader.LoadCatalog();
var systems = generationService.ExpandSystems(
generationService.InjectSpecialSystems(catalog.AuthoredSystems),
worldGeneration.TargetSystemCount);
generationService.PrepareAuthoredSystems(authoredSystems),
gameStartOptions.WorldGeneration.TargetSystemCount);
var scenario = dataLoader.NormalizeScenarioToAvailableSystems(
catalog.Scenario,
var scenario = NormalizeScenarioToAvailableSystems(
scenarioDefinition,
systems.Select(system => system.Id).ToList());
var systemRuntimes = systems
@@ -28,22 +31,22 @@ internal sealed class WorldBuilder(
})
.ToList();
var systemsById = systemRuntimes.ToDictionary(system => system.Definition.Id, StringComparer.Ordinal);
var spatialLayout = spatialBuilder.BuildLayout(systemRuntimes, catalog.Balance);
var spatialLayout = spatialBuilder.BuildLayout(systemRuntimes, balance.Value);
var stations = CreateStations(
scenario,
systemsById,
spatialLayout.SystemGraphs,
spatialLayout.Celestials,
catalog.ModuleDefinitions,
catalog.ItemDefinitions);
staticData.ModuleDefinitions,
staticData.ItemDefinitions);
seedingService.InitializeStationStockpiles(stations, catalog.ModuleDefinitions);
seedingService.InitializeStationStockpiles(stations, staticData.ModuleDefinitions);
var refinery = seedingService.SelectRefineryStation(stations, scenario);
var patrolRoutes = BuildPatrolRoutes(scenario, systemsById);
var ships = CreateShips(scenario, systemsById, spatialLayout.Celestials, catalog.Balance, catalog.ShipDefinitions, patrolRoutes, stations, refinery);
var ships = CreateShips(scenario, systemsById, spatialLayout.Celestials, staticData.ShipDefinitions, patrolRoutes, stations, refinery);
if (worldGeneration.AiControllerFactionCount < int.MaxValue)
if (gameStartOptions.WorldGeneration.AiControllerFactionCount < int.MaxValue)
{
var aiFactionIds = stations
.Select(s => s.FactionId)
@@ -51,7 +54,7 @@ internal sealed class WorldBuilder(
.Where(id => !string.IsNullOrWhiteSpace(id) && !string.Equals(id, DefaultFactionId, StringComparison.Ordinal))
.Distinct(StringComparer.Ordinal)
.OrderBy(id => id, StringComparer.Ordinal)
.Take(worldGeneration.AiControllerFactionCount)
.Take(gameStartOptions.WorldGeneration.AiControllerFactionCount)
.ToHashSet(StringComparer.Ordinal);
aiFactionIds.Add(DefaultFactionId);
stations = stations.Where(s => aiFactionIds.Contains(s.FactionId)).ToList();
@@ -63,15 +66,14 @@ internal sealed class WorldBuilder(
var policies = seedingService.CreatePolicies(factions);
var commanders = seedingService.CreateCommanders(factions, stations, ships);
var nowUtc = DateTimeOffset.UtcNow;
var playerFaction = worldGeneration.GeneratePlayerFaction
var playerFaction = gameStartOptions.WorldGeneration.GeneratePlayerFaction
? seedingService.CreatePlayerFaction(factions, stations, ships, commanders, policies, nowUtc)
: null;
var claims = seedingService.CreateClaims(stations, spatialLayout.Celestials, nowUtc);
var world = new SimulationWorld
{
Label = "Split Viewer / Simulation World",
Seed = WorldSeed,
Balance = catalog.Balance,
Seed = gameStartOptions.Seed,
Systems = systemRuntimes,
Celestials = spatialLayout.Celestials,
Nodes = spatialLayout.Nodes,
@@ -86,13 +88,13 @@ internal sealed class WorldBuilder(
ConstructionSites = [],
MarketOrders = [],
Policies = policies,
ShipDefinitions = new Dictionary<string, ShipDefinition>(catalog.ShipDefinitions, StringComparer.Ordinal),
ItemDefinitions = new Dictionary<string, ItemDefinition>(catalog.ItemDefinitions, StringComparer.Ordinal),
ModuleDefinitions = new Dictionary<string, ModuleDefinition>(catalog.ModuleDefinitions, StringComparer.Ordinal),
ModuleRecipes = new Dictionary<string, ModuleRecipeDefinition>(catalog.ModuleRecipes, StringComparer.Ordinal),
Recipes = new Dictionary<string, RecipeDefinition>(catalog.Recipes, StringComparer.Ordinal),
ProductionGraph = catalog.ProductionGraph,
OrbitalTimeSeconds = WorldSeed * 97d,
ShipDefinitions = new Dictionary<string, ShipDefinition>(staticData.ShipDefinitions, StringComparer.Ordinal),
ItemDefinitions = new Dictionary<string, ItemDefinition>(staticData.ItemDefinitions, StringComparer.Ordinal),
ModuleDefinitions = new Dictionary<string, ModuleDefinition>(staticData.ModuleDefinitions, StringComparer.Ordinal),
ModuleRecipes = new Dictionary<string, ModuleRecipeDefinition>(staticData.ModuleRecipes, StringComparer.Ordinal),
Recipes = new Dictionary<string, RecipeDefinition>(staticData.Recipes, StringComparer.Ordinal),
ProductionGraph = staticData.ProductionGraph,
OrbitalTimeSeconds = gameStartOptions.Seed * 97d,
GeneratedAtUtc = nowUtc,
};
@@ -105,6 +107,79 @@ internal sealed class WorldBuilder(
return world;
}
private static ScenarioDefinition NormalizeScenarioToAvailableSystems(
ScenarioDefinition? scenario,
IReadOnlyList<string> availableSystemIds)
{
var fallbackSystemId = SystemSelectionPolicy.SelectFallbackSystemId(availableSystemIds);
if (scenario is null)
{
return new ScenarioDefinition
{
GameStartOptions = new GameStartOptionsDefinition(),
InitialStations = [],
ShipFormations = [],
PatrolRoutes = [],
MiningDefaults = new MiningDefaultsDefinition
{
NodeSystemId = fallbackSystemId,
RefinerySystemId = fallbackSystemId,
},
};
}
if (availableSystemIds.Count == 0)
{
return scenario;
}
string ResolveSystemId(string systemId) =>
availableSystemIds.Contains(systemId, StringComparer.Ordinal) ? systemId : fallbackSystemId;
return new ScenarioDefinition
{
GameStartOptions = scenario.GameStartOptions,
InitialStations = scenario.InitialStations
.Select(station => new InitialStationDefinition
{
SystemId = ResolveSystemId(station.SystemId),
Label = station.Label,
Color = station.Color,
Objective = station.Objective,
StartingModules = station.StartingModules.ToList(),
FactionId = station.FactionId,
PlanetIndex = station.PlanetIndex,
LagrangeSide = station.LagrangeSide,
Position = station.Position?.ToArray(),
})
.ToList(),
ShipFormations = scenario.ShipFormations
.Select(formation => new ShipFormationDefinition
{
ShipId = formation.ShipId,
Count = formation.Count,
Center = formation.Center.ToArray(),
SystemId = ResolveSystemId(formation.SystemId),
FactionId = formation.FactionId,
StartingInventory = new Dictionary<string, float>(formation.StartingInventory, StringComparer.Ordinal),
})
.ToList(),
PatrolRoutes = scenario.PatrolRoutes
.Select(route => new PatrolRouteDefinition
{
SystemId = ResolveSystemId(route.SystemId),
Points = route.Points.Select(point => point.ToArray()).ToList(),
})
.ToList(),
MiningDefaults = new MiningDefaultsDefinition
{
NodeSystemId = ResolveSystemId(scenario.MiningDefaults.NodeSystemId),
RefinerySystemId = ResolveSystemId(scenario.MiningDefaults.RefinerySystemId),
},
};
}
private static List<StationRuntime> CreateStations(
ScenarioDefinition scenario,
IReadOnlyDictionary<string, SystemRuntime> systemsById,
@@ -248,11 +323,10 @@ internal sealed class WorldBuilder(
StringComparer.Ordinal);
}
private static List<ShipRuntime> CreateShips(
private List<ShipRuntime> CreateShips(
ScenarioDefinition scenario,
IReadOnlyDictionary<string, SystemRuntime> systemsById,
IReadOnlyCollection<CelestialRuntime> celestials,
BalanceDefinition balance,
IReadOnlyDictionary<string, ShipDefinition> shipDefinitions,
IReadOnlyDictionary<string, List<Vector3>> patrolRoutes,
IReadOnlyCollection<StationRuntime> stations,
@@ -270,7 +344,7 @@ internal sealed class WorldBuilder(
for (var index = 0; index < formation.Count; index += 1)
{
var offset = new Vector3((index % 3) * 18f, balance.YPlane, (index / 3) * 18f);
var offset = new Vector3((index % 3) * 18f, balance.Value.YPlane, (index / 3) * 18f);
var position = Add(NormalizeScenarioPoint(systemsById[formation.SystemId], formation.Center), offset);
ships.Add(new ShipRuntime

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@@ -2,7 +2,7 @@ using static SpaceGame.Api.Universe.Scenario.LoaderSupport;
namespace SpaceGame.Api.Universe.Scenario;
internal sealed class WorldSeedingService
public sealed class WorldSeedingService
{
internal List<FactionRuntime> CreateFactions(
IReadOnlyCollection<StationRuntime> stations,

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@@ -0,0 +1,14 @@
namespace SpaceGame.Api.Universe.Simulation;
public sealed class BalanceOptions
{
public float SimulationSpeedMultiplier { get; set; } = 1f;
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; }
}

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@@ -1,25 +1,26 @@
using System.Threading.Channels;
using Microsoft.Extensions.Options;
using SpaceGame.Api.Universe.Bootstrap;
namespace SpaceGame.Api.Universe.Simulation;
public sealed class WorldService(
IWebHostEnvironment environment,
IOptions<WorldGenerationOptions> worldGenerationOptions,
WorldBootstrapper worldBootstrapper,
IOptions<BalanceOptions> balance,
IOptions<OrbitalSimulationOptions> orbitalSimulationOptions)
{
private const int DeltaHistoryLimit = 256;
private readonly Lock _sync = new();
private readonly OrbitalSimulationSnapshot _orbitalSimulation = new(orbitalSimulationOptions.Value.SimulatedSecondsPerRealSecond);
private readonly ScenarioLoader _loader = new(environment.ContentRootPath, worldGenerationOptions.Value);
private readonly WorldBootstrapper _bootstrapper = worldBootstrapper;
private readonly SimulationEngine _engine = new(orbitalSimulationOptions.Value);
private readonly PlayerFactionService _playerFaction = new();
private readonly Dictionary<Guid, SubscriptionState> _subscribers = [];
private readonly Queue<WorldDelta> _history = [];
private SimulationWorld _world = new ScenarioLoader(environment.ContentRootPath, worldGenerationOptions.Value).Load();
private SimulationWorld _world = worldBootstrapper.Bootstrap();
private long _sequence;
private BalanceDefinition? _balanceOverride;
private BalanceOptions? _balanceOverride;
public WorldSnapshot GetSnapshot()
{
@@ -45,32 +46,31 @@ public sealed class WorldService(
}
}
public BalanceDefinition GetBalance()
public BalanceOptions GetBalance()
{
lock (_sync)
{
var b = _world.Balance;
return new BalanceDefinition
return new BalanceOptions
{
SimulationSpeedMultiplier = b.SimulationSpeedMultiplier,
YPlane = b.YPlane,
ArrivalThreshold = b.ArrivalThreshold,
MiningRate = b.MiningRate,
MiningCycleSeconds = b.MiningCycleSeconds,
TransferRate = b.TransferRate,
DockingDuration = b.DockingDuration,
UndockingDuration = b.UndockingDuration,
UndockDistance = b.UndockDistance,
SimulationSpeedMultiplier = balance.Value.SimulationSpeedMultiplier,
YPlane = balance.Value.YPlane,
ArrivalThreshold = balance.Value.ArrivalThreshold,
MiningRate = balance.Value.MiningRate,
MiningCycleSeconds = balance.Value.MiningCycleSeconds,
TransferRate = balance.Value.TransferRate,
DockingDuration = balance.Value.DockingDuration,
UndockingDuration = balance.Value.UndockingDuration,
UndockDistance = balance.Value.UndockDistance,
};
}
}
public BalanceDefinition UpdateBalance(BalanceDefinition balance)
public BalanceOptions UpdateBalance(BalanceOptions balance)
{
lock (_sync)
{
_balanceOverride = SanitizeBalance(balance);
ApplyBalance(_world, _balanceOverride);
ApplyBalance(_balanceOverride);
return GetBalance();
}
}
@@ -285,10 +285,10 @@ public sealed class WorldService(
{
lock (_sync)
{
_world = _loader.Load();
_world = _bootstrapper.Bootstrap();
if (_balanceOverride is not null)
{
ApplyBalance(_world, _balanceOverride);
ApplyBalance(_balanceOverride);
}
_sequence += 1;
_history.Clear();
@@ -323,26 +323,25 @@ public sealed class WorldService(
}
}
private static void ApplyBalance(SimulationWorld world, BalanceDefinition balance) =>
world.Balance = new BalanceDefinition
{
SimulationSpeedMultiplier = balance.SimulationSpeedMultiplier,
YPlane = balance.YPlane,
ArrivalThreshold = balance.ArrivalThreshold,
MiningRate = balance.MiningRate,
MiningCycleSeconds = balance.MiningCycleSeconds,
TransferRate = balance.TransferRate,
DockingDuration = balance.DockingDuration,
UndockingDuration = balance.UndockingDuration,
UndockDistance = balance.UndockDistance,
};
private void ApplyBalance(BalanceOptions value)
{
balance.Value.SimulationSpeedMultiplier = value.SimulationSpeedMultiplier;
balance.Value.YPlane = value.YPlane;
balance.Value.ArrivalThreshold = value.ArrivalThreshold;
balance.Value.MiningRate = value.MiningRate;
balance.Value.MiningCycleSeconds = value.MiningCycleSeconds;
balance.Value.TransferRate = value.TransferRate;
balance.Value.DockingDuration = value.DockingDuration;
balance.Value.UndockingDuration = value.UndockingDuration;
balance.Value.UndockDistance = value.UndockDistance;
}
private static BalanceDefinition SanitizeBalance(BalanceDefinition candidate)
private static BalanceOptions SanitizeBalance(BalanceOptions candidate)
{
static float finiteOr(float value, float fallback) =>
float.IsFinite(value) ? value : fallback;
return new BalanceDefinition
return new BalanceOptions
{
SimulationSpeedMultiplier = MathF.Max(0.01f, finiteOr(candidate.SimulationSpeedMultiplier, 1f)),
YPlane = MathF.Max(0f, finiteOr(candidate.YPlane, 0f)),