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

@@ -1,23 +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