Refactor simulation and viewer architecture
This commit is contained in:
85
apps/backend/Contracts/WorldContracts.Celestial.cs
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85
apps/backend/Contracts/WorldContracts.Celestial.cs
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@@ -0,0 +1,85 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record SystemSnapshot(
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string Id,
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string Label,
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Vector3Dto GalaxyPosition,
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string StarKind,
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int StarCount,
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string StarColor,
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float StarSize,
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IReadOnlyList<PlanetSnapshot> Planets);
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public sealed record PlanetSnapshot(
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string Label,
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string PlanetType,
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string Shape,
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int MoonCount,
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float OrbitRadius,
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float OrbitSpeed,
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float OrbitEccentricity,
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float OrbitInclination,
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float OrbitLongitudeOfAscendingNode,
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float OrbitArgumentOfPeriapsis,
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float OrbitPhaseAtEpoch,
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float Size,
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string Color,
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bool HasRing);
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public sealed record ResourceNodeSnapshot(
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string Id,
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string SystemId,
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Vector3Dto LocalPosition,
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string SourceKind,
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float OreRemaining,
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float MaxOre,
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string ItemId);
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public sealed record ResourceNodeDelta(
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string Id,
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string SystemId,
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Vector3Dto LocalPosition,
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string SourceKind,
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float OreRemaining,
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float MaxOre,
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string ItemId);
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public sealed record SpatialNodeSnapshot(
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string Id,
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string SystemId,
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string Kind,
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Vector3Dto LocalPosition,
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string BubbleId,
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string? ParentNodeId,
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string? OccupyingStructureId,
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string? OrbitReferenceId);
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public sealed record SpatialNodeDelta(
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string Id,
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string SystemId,
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string Kind,
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Vector3Dto LocalPosition,
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string BubbleId,
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string? ParentNodeId,
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string? OccupyingStructureId,
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string? OrbitReferenceId);
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public sealed record LocalBubbleSnapshot(
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string Id,
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string NodeId,
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string SystemId,
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float Radius,
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IReadOnlyList<string> OccupantShipIds,
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IReadOnlyList<string> OccupantStationIds,
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IReadOnlyList<string> OccupantClaimIds,
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IReadOnlyList<string> OccupantConstructionSiteIds);
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public sealed record LocalBubbleDelta(
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string Id,
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string NodeId,
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string SystemId,
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float Radius,
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IReadOnlyList<string> OccupantShipIds,
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IReadOnlyList<string> OccupantStationIds,
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IReadOnlyList<string> OccupantClaimIds,
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IReadOnlyList<string> OccupantConstructionSiteIds);
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4
apps/backend/Contracts/WorldContracts.Common.cs
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4
apps/backend/Contracts/WorldContracts.Common.cs
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@@ -0,0 +1,4 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record Vector3Dto(float X, float Y, float Z);
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47
apps/backend/Contracts/WorldContracts.Economy.cs
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47
apps/backend/Contracts/WorldContracts.Economy.cs
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@@ -0,0 +1,47 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record MarketOrderSnapshot(
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string Id,
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string FactionId,
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string? StationId,
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string? ConstructionSiteId,
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string Kind,
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string ItemId,
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float Amount,
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float RemainingAmount,
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float Valuation,
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float? ReserveThreshold,
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string? PolicySetId,
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string State);
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public sealed record MarketOrderDelta(
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string Id,
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string FactionId,
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string? StationId,
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string? ConstructionSiteId,
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string Kind,
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string ItemId,
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float Amount,
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float RemainingAmount,
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float Valuation,
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float? ReserveThreshold,
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string? PolicySetId,
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string State);
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public sealed record PolicySetSnapshot(
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string Id,
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string OwnerKind,
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string OwnerId,
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string TradeAccessPolicy,
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string DockingAccessPolicy,
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string ConstructionAccessPolicy,
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string OperationalRangePolicy);
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public sealed record PolicySetDelta(
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string Id,
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string OwnerKind,
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string OwnerId,
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string TradeAccessPolicy,
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string DockingAccessPolicy,
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string ConstructionAccessPolicy,
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string OperationalRangePolicy);
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25
apps/backend/Contracts/WorldContracts.Factions.cs
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25
apps/backend/Contracts/WorldContracts.Factions.cs
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@@ -0,0 +1,25 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record FactionSnapshot(
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string Id,
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string Label,
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string Color,
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float Credits,
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float PopulationTotal,
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float OreMined,
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float GoodsProduced,
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int ShipsBuilt,
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int ShipsLost,
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string? DefaultPolicySetId);
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public sealed record FactionDelta(
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string Id,
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string Label,
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string Color,
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float Credits,
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float PopulationTotal,
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float OreMined,
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float GoodsProduced,
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int ShipsBuilt,
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int ShipsLost,
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string? DefaultPolicySetId);
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113
apps/backend/Contracts/WorldContracts.Infrastructure.cs
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113
apps/backend/Contracts/WorldContracts.Infrastructure.cs
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@@ -0,0 +1,113 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record InventoryEntry(
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string ItemId,
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float Amount);
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public sealed record StationSnapshot(
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string Id,
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string Label,
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string Category,
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string SystemId,
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Vector3Dto LocalPosition,
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string? NodeId,
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string? BubbleId,
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string? AnchorNodeId,
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string Color,
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int DockedShips,
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int DockingPads,
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float EnergyStored,
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IReadOnlyList<InventoryEntry> Inventory,
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string FactionId,
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string? CommanderId,
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string? PolicySetId,
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float Population,
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float PopulationCapacity,
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float WorkforceRequired,
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float WorkforceEffectiveRatio,
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IReadOnlyList<string> InstalledModules,
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IReadOnlyList<string> MarketOrderIds);
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public sealed record StationDelta(
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string Id,
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string Label,
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string Category,
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string SystemId,
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Vector3Dto LocalPosition,
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string? NodeId,
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string? BubbleId,
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string? AnchorNodeId,
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string Color,
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int DockedShips,
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int DockingPads,
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float EnergyStored,
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IReadOnlyList<InventoryEntry> Inventory,
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string FactionId,
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string? CommanderId,
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string? PolicySetId,
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float Population,
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float PopulationCapacity,
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float WorkforceRequired,
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float WorkforceEffectiveRatio,
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IReadOnlyList<string> InstalledModules,
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IReadOnlyList<string> MarketOrderIds);
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public sealed record ClaimSnapshot(
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string Id,
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string FactionId,
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string SystemId,
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string NodeId,
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string BubbleId,
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string State,
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float Health,
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DateTimeOffset PlacedAtUtc,
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DateTimeOffset ActivatesAtUtc);
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public sealed record ClaimDelta(
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string Id,
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string FactionId,
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string SystemId,
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string NodeId,
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string BubbleId,
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string State,
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float Health,
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DateTimeOffset PlacedAtUtc,
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DateTimeOffset ActivatesAtUtc);
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public sealed record ConstructionSiteSnapshot(
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string Id,
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string FactionId,
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string SystemId,
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string NodeId,
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string BubbleId,
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string TargetKind,
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string TargetDefinitionId,
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string? BlueprintId,
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string? ClaimId,
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string? StationId,
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string State,
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float Progress,
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IReadOnlyList<InventoryEntry> Inventory,
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IReadOnlyList<InventoryEntry> RequiredItems,
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IReadOnlyList<InventoryEntry> DeliveredItems,
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IReadOnlyList<string> AssignedConstructorShipIds,
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IReadOnlyList<string> MarketOrderIds);
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public sealed record ConstructionSiteDelta(
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string Id,
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string FactionId,
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string SystemId,
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string NodeId,
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string BubbleId,
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string TargetKind,
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string TargetDefinitionId,
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string? BlueprintId,
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string? ClaimId,
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string? StationId,
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string State,
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float Progress,
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IReadOnlyList<InventoryEntry> Inventory,
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IReadOnlyList<InventoryEntry> RequiredItems,
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IReadOnlyList<InventoryEntry> DeliveredItems,
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IReadOnlyList<string> AssignedConstructorShipIds,
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IReadOnlyList<string> MarketOrderIds);
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74
apps/backend/Contracts/WorldContracts.Ships.cs
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74
apps/backend/Contracts/WorldContracts.Ships.cs
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@@ -0,0 +1,74 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record ShipSnapshot(
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string Id,
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string Label,
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string Role,
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string ShipClass,
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string SystemId,
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Vector3Dto LocalPosition,
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Vector3Dto LocalVelocity,
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Vector3Dto TargetLocalPosition,
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string State,
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string? OrderKind,
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string DefaultBehaviorKind,
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string ControllerTaskKind,
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string? NodeId,
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string? BubbleId,
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string? DockedStationId,
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string? CommanderId,
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string? PolicySetId,
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float CargoCapacity,
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float WorkerPopulation,
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float EnergyStored,
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IReadOnlyList<InventoryEntry> Inventory,
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string FactionId,
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float Health,
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IReadOnlyList<string> History,
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ShipSpatialStateSnapshot SpatialState);
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public sealed record ShipDelta(
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string Id,
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string Label,
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string Role,
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string ShipClass,
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string SystemId,
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Vector3Dto LocalPosition,
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Vector3Dto LocalVelocity,
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Vector3Dto TargetLocalPosition,
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string State,
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string? OrderKind,
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string DefaultBehaviorKind,
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string ControllerTaskKind,
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string? NodeId,
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string? BubbleId,
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string? DockedStationId,
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string? CommanderId,
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string? PolicySetId,
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float CargoCapacity,
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float WorkerPopulation,
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float EnergyStored,
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IReadOnlyList<InventoryEntry> Inventory,
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string FactionId,
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float Health,
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IReadOnlyList<string> History,
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ShipSpatialStateSnapshot SpatialState);
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public sealed record ShipSpatialStateSnapshot(
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string SpaceLayer,
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string CurrentSystemId,
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string? CurrentNodeId,
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string? CurrentBubbleId,
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Vector3Dto? LocalPosition,
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Vector3Dto? SystemPosition,
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string MovementRegime,
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string? DestinationNodeId,
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ShipTransitSnapshot? Transit);
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public sealed record ShipTransitSnapshot(
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string Regime,
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string? OriginNodeId,
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string? DestinationNodeId,
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DateTimeOffset? StartedAtUtc,
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DateTimeOffset? ArrivalDueAtUtc,
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float Progress);
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53
apps/backend/Contracts/WorldContracts.World.cs
Normal file
53
apps/backend/Contracts/WorldContracts.World.cs
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@@ -0,0 +1,53 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record WorldSnapshot(
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string Label,
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int Seed,
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long Sequence,
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int TickIntervalMs,
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DateTimeOffset GeneratedAtUtc,
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IReadOnlyList<SystemSnapshot> Systems,
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IReadOnlyList<SpatialNodeSnapshot> SpatialNodes,
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IReadOnlyList<LocalBubbleSnapshot> LocalBubbles,
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IReadOnlyList<ResourceNodeSnapshot> Nodes,
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IReadOnlyList<StationSnapshot> Stations,
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IReadOnlyList<ClaimSnapshot> Claims,
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IReadOnlyList<ConstructionSiteSnapshot> ConstructionSites,
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IReadOnlyList<MarketOrderSnapshot> MarketOrders,
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IReadOnlyList<PolicySetSnapshot> Policies,
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IReadOnlyList<ShipSnapshot> Ships,
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IReadOnlyList<FactionSnapshot> Factions);
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public sealed record WorldDelta(
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long Sequence,
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int TickIntervalMs,
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DateTimeOffset GeneratedAtUtc,
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bool RequiresSnapshotRefresh,
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IReadOnlyList<SimulationEventRecord> Events,
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IReadOnlyList<SpatialNodeDelta> SpatialNodes,
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IReadOnlyList<LocalBubbleDelta> LocalBubbles,
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IReadOnlyList<ResourceNodeDelta> Nodes,
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IReadOnlyList<StationDelta> Stations,
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IReadOnlyList<ClaimDelta> Claims,
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IReadOnlyList<ConstructionSiteDelta> ConstructionSites,
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IReadOnlyList<MarketOrderDelta> MarketOrders,
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IReadOnlyList<PolicySetDelta> Policies,
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IReadOnlyList<ShipDelta> Ships,
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IReadOnlyList<FactionDelta> Factions,
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ObserverScope? Scope = null);
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public sealed record SimulationEventRecord(
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string EntityKind,
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string EntityId,
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string Kind,
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string Message,
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DateTimeOffset OccurredAtUtc,
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string Family = "simulation",
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string ScopeKind = "universe",
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string? ScopeEntityId = null,
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string Visibility = "public");
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public sealed record ObserverScope(
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string ScopeKind,
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string? SystemId = null,
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string? BubbleId = null);
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@@ -1,394 +0,0 @@
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namespace SpaceGame.Simulation.Api.Contracts;
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public sealed record WorldSnapshot(
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string Label,
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int Seed,
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long Sequence,
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int TickIntervalMs,
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DateTimeOffset GeneratedAtUtc,
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IReadOnlyList<SystemSnapshot> Systems,
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IReadOnlyList<SpatialNodeSnapshot> SpatialNodes,
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IReadOnlyList<LocalBubbleSnapshot> LocalBubbles,
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IReadOnlyList<ResourceNodeSnapshot> Nodes,
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IReadOnlyList<StationSnapshot> Stations,
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IReadOnlyList<ClaimSnapshot> Claims,
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IReadOnlyList<ConstructionSiteSnapshot> ConstructionSites,
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IReadOnlyList<MarketOrderSnapshot> MarketOrders,
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IReadOnlyList<PolicySetSnapshot> Policies,
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IReadOnlyList<ShipSnapshot> Ships,
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IReadOnlyList<FactionSnapshot> Factions);
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public sealed record WorldDelta(
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long Sequence,
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int TickIntervalMs,
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DateTimeOffset GeneratedAtUtc,
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bool RequiresSnapshotRefresh,
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IReadOnlyList<SimulationEventRecord> Events,
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IReadOnlyList<SpatialNodeDelta> SpatialNodes,
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IReadOnlyList<LocalBubbleDelta> LocalBubbles,
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IReadOnlyList<ResourceNodeDelta> Nodes,
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IReadOnlyList<StationDelta> Stations,
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IReadOnlyList<ClaimDelta> Claims,
|
||||
IReadOnlyList<ConstructionSiteDelta> ConstructionSites,
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IReadOnlyList<MarketOrderDelta> MarketOrders,
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||||
IReadOnlyList<PolicySetDelta> Policies,
|
||||
IReadOnlyList<ShipDelta> Ships,
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IReadOnlyList<FactionDelta> Factions,
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||||
ObserverScope? Scope = null);
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||||
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||||
public sealed record SimulationEventRecord(
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string EntityKind,
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||||
string EntityId,
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||||
string Kind,
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||||
string Message,
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||||
DateTimeOffset OccurredAtUtc,
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||||
string Family = "simulation",
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||||
string ScopeKind = "universe",
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||||
string? ScopeEntityId = null,
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string Visibility = "public");
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||||
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||||
public sealed record ObserverScope(
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string ScopeKind,
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||||
string? SystemId = null,
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||||
string? BubbleId = null);
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||||
|
||||
public sealed record SystemSnapshot(
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||||
string Id,
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||||
string Label,
|
||||
Vector3Dto GalaxyPosition,
|
||||
string StarKind,
|
||||
int StarCount,
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||||
string StarColor,
|
||||
float StarSize,
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||||
IReadOnlyList<PlanetSnapshot> Planets);
|
||||
|
||||
public sealed record PlanetSnapshot(
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string Label,
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||||
string PlanetType,
|
||||
string Shape,
|
||||
int MoonCount,
|
||||
float OrbitRadius,
|
||||
float OrbitSpeed,
|
||||
float OrbitEccentricity,
|
||||
float OrbitInclination,
|
||||
float OrbitLongitudeOfAscendingNode,
|
||||
float OrbitArgumentOfPeriapsis,
|
||||
float OrbitPhaseAtEpoch,
|
||||
float Size,
|
||||
string Color,
|
||||
bool HasRing);
|
||||
|
||||
public sealed record ResourceNodeSnapshot(
|
||||
string Id,
|
||||
string SystemId,
|
||||
Vector3Dto LocalPosition,
|
||||
string SourceKind,
|
||||
float OreRemaining,
|
||||
float MaxOre,
|
||||
string ItemId);
|
||||
|
||||
public sealed record SpatialNodeSnapshot(
|
||||
string Id,
|
||||
string SystemId,
|
||||
string Kind,
|
||||
Vector3Dto LocalPosition,
|
||||
string BubbleId,
|
||||
string? ParentNodeId,
|
||||
string? OccupyingStructureId,
|
||||
string? OrbitReferenceId);
|
||||
|
||||
public sealed record SpatialNodeDelta(
|
||||
string Id,
|
||||
string SystemId,
|
||||
string Kind,
|
||||
Vector3Dto LocalPosition,
|
||||
string BubbleId,
|
||||
string? ParentNodeId,
|
||||
string? OccupyingStructureId,
|
||||
string? OrbitReferenceId);
|
||||
|
||||
public sealed record LocalBubbleSnapshot(
|
||||
string Id,
|
||||
string NodeId,
|
||||
string SystemId,
|
||||
float Radius,
|
||||
IReadOnlyList<string> OccupantShipIds,
|
||||
IReadOnlyList<string> OccupantStationIds,
|
||||
IReadOnlyList<string> OccupantClaimIds,
|
||||
IReadOnlyList<string> OccupantConstructionSiteIds);
|
||||
|
||||
public sealed record LocalBubbleDelta(
|
||||
string Id,
|
||||
string NodeId,
|
||||
string SystemId,
|
||||
float Radius,
|
||||
IReadOnlyList<string> OccupantShipIds,
|
||||
IReadOnlyList<string> OccupantStationIds,
|
||||
IReadOnlyList<string> OccupantClaimIds,
|
||||
IReadOnlyList<string> OccupantConstructionSiteIds);
|
||||
|
||||
public sealed record ResourceNodeDelta(
|
||||
string Id,
|
||||
string SystemId,
|
||||
Vector3Dto LocalPosition,
|
||||
string SourceKind,
|
||||
float OreRemaining,
|
||||
float MaxOre,
|
||||
string ItemId);
|
||||
|
||||
public sealed record InventoryEntry(
|
||||
string ItemId,
|
||||
float Amount);
|
||||
|
||||
public sealed record StationSnapshot(
|
||||
string Id,
|
||||
string Label,
|
||||
string Category,
|
||||
string SystemId,
|
||||
Vector3Dto LocalPosition,
|
||||
string? NodeId,
|
||||
string? BubbleId,
|
||||
string? AnchorNodeId,
|
||||
string Color,
|
||||
int DockedShips,
|
||||
int DockingPads,
|
||||
float EnergyStored,
|
||||
IReadOnlyList<InventoryEntry> Inventory,
|
||||
string FactionId,
|
||||
string? CommanderId,
|
||||
string? PolicySetId,
|
||||
float Population,
|
||||
float PopulationCapacity,
|
||||
float WorkforceRequired,
|
||||
float WorkforceEffectiveRatio,
|
||||
IReadOnlyList<string> InstalledModules,
|
||||
IReadOnlyList<string> MarketOrderIds);
|
||||
|
||||
public sealed record StationDelta(
|
||||
string Id,
|
||||
string Label,
|
||||
string Category,
|
||||
string SystemId,
|
||||
Vector3Dto LocalPosition,
|
||||
string? NodeId,
|
||||
string? BubbleId,
|
||||
string? AnchorNodeId,
|
||||
string Color,
|
||||
int DockedShips,
|
||||
int DockingPads,
|
||||
float EnergyStored,
|
||||
IReadOnlyList<InventoryEntry> Inventory,
|
||||
string FactionId,
|
||||
string? CommanderId,
|
||||
string? PolicySetId,
|
||||
float Population,
|
||||
float PopulationCapacity,
|
||||
float WorkforceRequired,
|
||||
float WorkforceEffectiveRatio,
|
||||
IReadOnlyList<string> InstalledModules,
|
||||
IReadOnlyList<string> MarketOrderIds);
|
||||
|
||||
public sealed record ClaimSnapshot(
|
||||
string Id,
|
||||
string FactionId,
|
||||
string SystemId,
|
||||
string NodeId,
|
||||
string BubbleId,
|
||||
string State,
|
||||
float Health,
|
||||
DateTimeOffset PlacedAtUtc,
|
||||
DateTimeOffset ActivatesAtUtc);
|
||||
|
||||
public sealed record ClaimDelta(
|
||||
string Id,
|
||||
string FactionId,
|
||||
string SystemId,
|
||||
string NodeId,
|
||||
string BubbleId,
|
||||
string State,
|
||||
float Health,
|
||||
DateTimeOffset PlacedAtUtc,
|
||||
DateTimeOffset ActivatesAtUtc);
|
||||
|
||||
public sealed record ConstructionSiteSnapshot(
|
||||
string Id,
|
||||
string FactionId,
|
||||
string SystemId,
|
||||
string NodeId,
|
||||
string BubbleId,
|
||||
string TargetKind,
|
||||
string TargetDefinitionId,
|
||||
string? BlueprintId,
|
||||
string? ClaimId,
|
||||
string? StationId,
|
||||
string State,
|
||||
float Progress,
|
||||
IReadOnlyList<InventoryEntry> Inventory,
|
||||
IReadOnlyList<InventoryEntry> RequiredItems,
|
||||
IReadOnlyList<InventoryEntry> DeliveredItems,
|
||||
IReadOnlyList<string> AssignedConstructorShipIds,
|
||||
IReadOnlyList<string> MarketOrderIds);
|
||||
|
||||
public sealed record ConstructionSiteDelta(
|
||||
string Id,
|
||||
string FactionId,
|
||||
string SystemId,
|
||||
string NodeId,
|
||||
string BubbleId,
|
||||
string TargetKind,
|
||||
string TargetDefinitionId,
|
||||
string? BlueprintId,
|
||||
string? ClaimId,
|
||||
string? StationId,
|
||||
string State,
|
||||
float Progress,
|
||||
IReadOnlyList<InventoryEntry> Inventory,
|
||||
IReadOnlyList<InventoryEntry> RequiredItems,
|
||||
IReadOnlyList<InventoryEntry> DeliveredItems,
|
||||
IReadOnlyList<string> AssignedConstructorShipIds,
|
||||
IReadOnlyList<string> MarketOrderIds);
|
||||
|
||||
public sealed record MarketOrderSnapshot(
|
||||
string Id,
|
||||
string FactionId,
|
||||
string? StationId,
|
||||
string? ConstructionSiteId,
|
||||
string Kind,
|
||||
string ItemId,
|
||||
float Amount,
|
||||
float RemainingAmount,
|
||||
float Valuation,
|
||||
float? ReserveThreshold,
|
||||
string? PolicySetId,
|
||||
string State);
|
||||
|
||||
public sealed record MarketOrderDelta(
|
||||
string Id,
|
||||
string FactionId,
|
||||
string? StationId,
|
||||
string? ConstructionSiteId,
|
||||
string Kind,
|
||||
string ItemId,
|
||||
float Amount,
|
||||
float RemainingAmount,
|
||||
float Valuation,
|
||||
float? ReserveThreshold,
|
||||
string? PolicySetId,
|
||||
string State);
|
||||
|
||||
public sealed record PolicySetSnapshot(
|
||||
string Id,
|
||||
string OwnerKind,
|
||||
string OwnerId,
|
||||
string TradeAccessPolicy,
|
||||
string DockingAccessPolicy,
|
||||
string ConstructionAccessPolicy,
|
||||
string OperationalRangePolicy);
|
||||
|
||||
public sealed record PolicySetDelta(
|
||||
string Id,
|
||||
string OwnerKind,
|
||||
string OwnerId,
|
||||
string TradeAccessPolicy,
|
||||
string DockingAccessPolicy,
|
||||
string ConstructionAccessPolicy,
|
||||
string OperationalRangePolicy);
|
||||
|
||||
public sealed record ShipSnapshot(
|
||||
string Id,
|
||||
string Label,
|
||||
string Role,
|
||||
string ShipClass,
|
||||
string SystemId,
|
||||
Vector3Dto LocalPosition,
|
||||
Vector3Dto LocalVelocity,
|
||||
Vector3Dto TargetLocalPosition,
|
||||
string State,
|
||||
string? OrderKind,
|
||||
string DefaultBehaviorKind,
|
||||
string ControllerTaskKind,
|
||||
string? NodeId,
|
||||
string? BubbleId,
|
||||
string? DockedStationId,
|
||||
string? CommanderId,
|
||||
string? PolicySetId,
|
||||
float CargoCapacity,
|
||||
float WorkerPopulation,
|
||||
float EnergyStored,
|
||||
IReadOnlyList<InventoryEntry> Inventory,
|
||||
string FactionId,
|
||||
float Health,
|
||||
IReadOnlyList<string> History,
|
||||
ShipSpatialStateSnapshot SpatialState);
|
||||
|
||||
public sealed record ShipDelta(
|
||||
string Id,
|
||||
string Label,
|
||||
string Role,
|
||||
string ShipClass,
|
||||
string SystemId,
|
||||
Vector3Dto LocalPosition,
|
||||
Vector3Dto LocalVelocity,
|
||||
Vector3Dto TargetLocalPosition,
|
||||
string State,
|
||||
string? OrderKind,
|
||||
string DefaultBehaviorKind,
|
||||
string ControllerTaskKind,
|
||||
string? NodeId,
|
||||
string? BubbleId,
|
||||
string? DockedStationId,
|
||||
string? CommanderId,
|
||||
string? PolicySetId,
|
||||
float CargoCapacity,
|
||||
float WorkerPopulation,
|
||||
float EnergyStored,
|
||||
IReadOnlyList<InventoryEntry> Inventory,
|
||||
string FactionId,
|
||||
float Health,
|
||||
IReadOnlyList<string> History,
|
||||
ShipSpatialStateSnapshot SpatialState);
|
||||
|
||||
public sealed record ShipSpatialStateSnapshot(
|
||||
string SpaceLayer,
|
||||
string CurrentSystemId,
|
||||
string? CurrentNodeId,
|
||||
string? CurrentBubbleId,
|
||||
Vector3Dto? LocalPosition,
|
||||
Vector3Dto? SystemPosition,
|
||||
string MovementRegime,
|
||||
string? DestinationNodeId,
|
||||
ShipTransitSnapshot? Transit);
|
||||
|
||||
public sealed record ShipTransitSnapshot(
|
||||
string Regime,
|
||||
string? OriginNodeId,
|
||||
string? DestinationNodeId,
|
||||
DateTimeOffset? StartedAtUtc,
|
||||
DateTimeOffset? ArrivalDueAtUtc,
|
||||
float Progress);
|
||||
|
||||
public sealed record FactionSnapshot(
|
||||
string Id,
|
||||
string Label,
|
||||
string Color,
|
||||
float Credits,
|
||||
float PopulationTotal,
|
||||
float OreMined,
|
||||
float GoodsProduced,
|
||||
int ShipsBuilt,
|
||||
int ShipsLost,
|
||||
string? DefaultPolicySetId);
|
||||
|
||||
public sealed record FactionDelta(
|
||||
string Id,
|
||||
string Label,
|
||||
string Color,
|
||||
float Credits,
|
||||
float PopulationTotal,
|
||||
float OreMined,
|
||||
float GoodsProduced,
|
||||
int ShipsBuilt,
|
||||
int ShipsLost,
|
||||
string? DefaultPolicySetId);
|
||||
|
||||
public sealed record Vector3Dto(float X, float Y, float Z);
|
||||
10
apps/backend/Simulation/AI/IShipBehaviorState.cs
Normal file
10
apps/backend/Simulation/AI/IShipBehaviorState.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
internal interface IShipBehaviorState
|
||||
{
|
||||
string Kind { get; }
|
||||
|
||||
void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world);
|
||||
|
||||
void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent);
|
||||
}
|
||||
39
apps/backend/Simulation/AI/ShipBehaviorStateMachine.cs
Normal file
39
apps/backend/Simulation/AI/ShipBehaviorStateMachine.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
internal sealed class ShipBehaviorStateMachine
|
||||
{
|
||||
private readonly IReadOnlyDictionary<string, IShipBehaviorState> states;
|
||||
private readonly IShipBehaviorState fallbackState;
|
||||
|
||||
private ShipBehaviorStateMachine(IReadOnlyDictionary<string, IShipBehaviorState> states, IShipBehaviorState fallbackState)
|
||||
{
|
||||
this.states = states;
|
||||
this.fallbackState = fallbackState;
|
||||
}
|
||||
|
||||
public static ShipBehaviorStateMachine CreateDefault()
|
||||
{
|
||||
var idleState = new IdleShipBehaviorState();
|
||||
var knownStates = new IShipBehaviorState[]
|
||||
{
|
||||
idleState,
|
||||
new PatrolShipBehaviorState(),
|
||||
new ResourceHarvestShipBehaviorState("auto-mine", "ore", "mining-turret"),
|
||||
new ResourceHarvestShipBehaviorState("auto-harvest-gas", "gas", "gas-extractor"),
|
||||
new ConstructStationShipBehaviorState(),
|
||||
};
|
||||
|
||||
return new ShipBehaviorStateMachine(
|
||||
knownStates.ToDictionary(state => state.Kind, StringComparer.Ordinal),
|
||||
idleState);
|
||||
}
|
||||
|
||||
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
|
||||
Resolve(ship.DefaultBehavior.Kind).Plan(engine, ship, world);
|
||||
|
||||
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent) =>
|
||||
Resolve(ship.DefaultBehavior.Kind).ApplyEvent(engine, ship, world, controllerEvent);
|
||||
|
||||
private IShipBehaviorState Resolve(string kind) =>
|
||||
states.TryGetValue(kind, out var state) ? state : fallbackState;
|
||||
}
|
||||
135
apps/backend/Simulation/AI/ShipBehaviorStates.cs
Normal file
135
apps/backend/Simulation/AI/ShipBehaviorStates.cs
Normal file
@@ -0,0 +1,135 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
internal sealed class IdleShipBehaviorState : IShipBehaviorState
|
||||
{
|
||||
public string Kind => "idle";
|
||||
|
||||
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
|
||||
{
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "idle",
|
||||
Threshold = world.Balance.ArrivalThreshold,
|
||||
Status = WorkStatus.Pending,
|
||||
};
|
||||
}
|
||||
|
||||
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed class PatrolShipBehaviorState : IShipBehaviorState
|
||||
{
|
||||
public string Kind => "patrol";
|
||||
|
||||
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
|
||||
{
|
||||
if (ship.DefaultBehavior.PatrolPoints.Count == 0)
|
||||
{
|
||||
ship.DefaultBehavior.Kind = "idle";
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "idle",
|
||||
Threshold = world.Balance.ArrivalThreshold,
|
||||
Status = WorkStatus.Pending,
|
||||
};
|
||||
return;
|
||||
}
|
||||
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "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;
|
||||
|
||||
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)
|
||||
{
|
||||
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 ("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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed class ConstructStationShipBehaviorState : IShipBehaviorState
|
||||
{
|
||||
public string Kind => "construct-station";
|
||||
|
||||
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
|
||||
engine.PlanStationConstruction(ship, world);
|
||||
|
||||
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
|
||||
{
|
||||
switch (ship.DefaultBehavior.Phase, controllerEvent)
|
||||
{
|
||||
case ("travel-to-station", "arrived"):
|
||||
ship.DefaultBehavior.Phase = "dock";
|
||||
break;
|
||||
case ("dock", "docked"):
|
||||
ship.DefaultBehavior.Phase = SimulationEngine.NeedsRefuel(ship) ? "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;
|
||||
}
|
||||
}
|
||||
}
|
||||
30
apps/backend/Simulation/Model/CommerceRuntimeModels.cs
Normal file
30
apps/backend/Simulation/Model/CommerceRuntimeModels.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed class MarketOrderRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string FactionId { get; init; }
|
||||
public string? StationId { get; init; }
|
||||
public string? ConstructionSiteId { get; init; }
|
||||
public required string Kind { get; init; }
|
||||
public required string ItemId { get; init; }
|
||||
public float Amount { get; init; }
|
||||
public float RemainingAmount { get; set; }
|
||||
public float Valuation { get; set; }
|
||||
public float? ReserveThreshold { get; set; }
|
||||
public string? PolicySetId { get; set; }
|
||||
public string State { get; set; } = MarketOrderStateKinds.Open;
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class PolicySetRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string OwnerKind { get; init; }
|
||||
public required string OwnerId { get; init; }
|
||||
public string TradeAccessPolicy { get; set; } = "owner-and-allies";
|
||||
public string DockingAccessPolicy { get; set; } = "owner-and-allies";
|
||||
public string ConstructionAccessPolicy { get; set; } = "owner-only";
|
||||
public string OperationalRangePolicy { get; set; } = "unrestricted";
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
38
apps/backend/Simulation/Model/ConstructionRuntimeModels.cs
Normal file
38
apps/backend/Simulation/Model/ConstructionRuntimeModels.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed class ClaimRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string FactionId { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required string NodeId { get; init; }
|
||||
public required string BubbleId { get; init; }
|
||||
public string? CommanderId { get; set; }
|
||||
public DateTimeOffset PlacedAtUtc { get; init; }
|
||||
public DateTimeOffset ActivatesAtUtc { get; set; }
|
||||
public string State { get; set; } = ClaimStateKinds.Placed;
|
||||
public float Health { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class ConstructionSiteRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string FactionId { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required string NodeId { get; init; }
|
||||
public required string BubbleId { get; init; }
|
||||
public required string TargetKind { get; init; }
|
||||
public required string TargetDefinitionId { get; init; }
|
||||
public string? BlueprintId { get; set; }
|
||||
public string? ClaimId { get; set; }
|
||||
public string? StationId { get; set; }
|
||||
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<string, float> RequiredItems { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<string, float> DeliveredItems { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> AssignedConstructorShipIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> MarketOrderIds { get; } = new(StringComparer.Ordinal);
|
||||
public float Progress { get; set; }
|
||||
public string State { get; set; } = ConstructionSiteStateKinds.Planned;
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
66
apps/backend/Simulation/Model/FactionRuntimeModels.cs
Normal file
66
apps/backend/Simulation/Model/FactionRuntimeModels.cs
Normal file
@@ -0,0 +1,66 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed class FactionRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string Label { get; init; }
|
||||
public required string Color { get; init; }
|
||||
public float Credits { get; set; }
|
||||
public float PopulationTotal { get; set; }
|
||||
public float OreMined { get; set; }
|
||||
public float GoodsProduced { get; set; }
|
||||
public int ShipsBuilt { get; set; }
|
||||
public int ShipsLost { get; set; }
|
||||
public HashSet<string> CommanderIds { get; } = new(StringComparer.Ordinal);
|
||||
public string? DefaultPolicySetId { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class CommanderRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string Kind { get; set; }
|
||||
public required string FactionId { get; init; }
|
||||
public string? ParentCommanderId { get; set; }
|
||||
public string? ControlledEntityId { get; set; }
|
||||
public string? PolicySetId { get; set; }
|
||||
public string? Doctrine { get; set; }
|
||||
public List<string> Goals { get; } = [];
|
||||
public CommanderBehaviorRuntime? ActiveBehavior { get; set; }
|
||||
public CommanderOrderRuntime? ActiveOrder { get; set; }
|
||||
public CommanderTaskRuntime? ActiveTask { get; set; }
|
||||
public HashSet<string> SubordinateCommanderIds { get; } = new(StringComparer.Ordinal);
|
||||
public bool IsAlive { get; set; } = true;
|
||||
}
|
||||
|
||||
public sealed class CommanderBehaviorRuntime
|
||||
{
|
||||
public required string Kind { get; set; }
|
||||
public string? Phase { get; set; }
|
||||
public string? NodeId { get; set; }
|
||||
public string? StationId { get; set; }
|
||||
public string? ModuleId { get; set; }
|
||||
public string? AreaSystemId { get; set; }
|
||||
public int PatrolIndex { get; set; }
|
||||
}
|
||||
|
||||
public sealed class CommanderOrderRuntime
|
||||
{
|
||||
public required string Kind { get; init; }
|
||||
public OrderStatus Status { get; set; } = OrderStatus.Accepted;
|
||||
public string? TargetEntityId { get; set; }
|
||||
public string? DestinationNodeId { get; set; }
|
||||
public required string DestinationSystemId { get; init; }
|
||||
public required Vector3 DestinationPosition { get; init; }
|
||||
}
|
||||
|
||||
public sealed class CommanderTaskRuntime
|
||||
{
|
||||
public required string Kind { get; set; }
|
||||
public WorkStatus Status { get; set; } = WorkStatus.Pending;
|
||||
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; }
|
||||
}
|
||||
64
apps/backend/Simulation/Model/ShipRuntimeModels.cs
Normal file
64
apps/backend/Simulation/Model/ShipRuntimeModels.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
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 string State { get; set; } = "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 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 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 sealed class ControllerTaskRuntime
|
||||
{
|
||||
public required string 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; }
|
||||
}
|
||||
148
apps/backend/Simulation/Model/SimulationKinds.cs
Normal file
148
apps/backend/Simulation/Model/SimulationKinds.cs
Normal file
@@ -0,0 +1,148 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public enum SpatialNodeKind
|
||||
{
|
||||
Star,
|
||||
Planet,
|
||||
Moon,
|
||||
LagrangePoint,
|
||||
Station,
|
||||
ResourceSite,
|
||||
}
|
||||
|
||||
public enum WorkStatus
|
||||
{
|
||||
Pending,
|
||||
Active,
|
||||
Completed,
|
||||
}
|
||||
|
||||
public enum OrderStatus
|
||||
{
|
||||
Queued,
|
||||
Accepted,
|
||||
Completed,
|
||||
}
|
||||
|
||||
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 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 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 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 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 static class ClaimStateKinds
|
||||
{
|
||||
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 static class MarketOrderKinds
|
||||
{
|
||||
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 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 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),
|
||||
};
|
||||
}
|
||||
28
apps/backend/Simulation/Model/SimulationWorld.cs
Normal file
28
apps/backend/Simulation/Model/SimulationWorld.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed class SimulationWorld
|
||||
{
|
||||
public required string Label { get; init; }
|
||||
public required int Seed { get; init; }
|
||||
public required BalanceDefinition Balance { get; init; }
|
||||
public required List<SystemRuntime> Systems { get; init; }
|
||||
public required List<ResourceNodeRuntime> Nodes { get; init; }
|
||||
public required List<NodeRuntime> SpatialNodes { get; init; }
|
||||
public required List<LocalBubbleRuntime> LocalBubbles { get; init; }
|
||||
public required List<StationRuntime> Stations { get; init; }
|
||||
public required List<ShipRuntime> Ships { get; init; }
|
||||
public required List<FactionRuntime> Factions { get; init; }
|
||||
public required List<CommanderRuntime> Commanders { get; init; }
|
||||
public required List<ClaimRuntime> Claims { get; init; }
|
||||
public required List<ConstructionSiteRuntime> ConstructionSites { get; init; }
|
||||
public required List<MarketOrderRuntime> MarketOrders { get; init; }
|
||||
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, ModuleRecipeDefinition> ModuleRecipes { get; init; }
|
||||
public required Dictionary<string, RecipeDefinition> Recipes { get; init; }
|
||||
public int TickIntervalMs { get; init; } = 200;
|
||||
public DateTimeOffset GeneratedAtUtc { get; set; }
|
||||
}
|
||||
70
apps/backend/Simulation/Model/SpatialRuntimeModels.cs
Normal file
70
apps/backend/Simulation/Model/SpatialRuntimeModels.cs
Normal file
@@ -0,0 +1,70 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed class SystemRuntime
|
||||
{
|
||||
public required SolarSystemDefinition Definition { get; init; }
|
||||
public required Vector3 Position { get; init; }
|
||||
}
|
||||
|
||||
public sealed class ResourceNodeRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required Vector3 Position { get; init; }
|
||||
public required string SourceKind { get; init; }
|
||||
public required string ItemId { get; init; }
|
||||
public float OreRemaining { get; set; }
|
||||
public float MaxOre { get; init; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class NodeRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required SpatialNodeKind Kind { get; init; }
|
||||
public required Vector3 Position { get; set; }
|
||||
public required string BubbleId { get; init; }
|
||||
public string? ParentNodeId { get; set; }
|
||||
public string? OccupyingStructureId { get; set; }
|
||||
public string? OrbitReferenceId { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class LocalBubbleRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string NodeId { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public float Radius { get; init; }
|
||||
public HashSet<string> OccupantShipIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantStationIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantClaimIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantConstructionSiteIds { get; } = new(StringComparer.Ordinal);
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class ShipSpatialStateRuntime
|
||||
{
|
||||
public string SpaceLayer { get; set; } = SpaceLayerKinds.LocalSpace;
|
||||
public required string CurrentSystemId { get; set; }
|
||||
public string? CurrentNodeId { get; set; }
|
||||
public string? CurrentBubbleId { get; set; }
|
||||
public Vector3? LocalPosition { get; set; }
|
||||
public Vector3? SystemPosition { get; set; }
|
||||
public string MovementRegime { get; set; } = MovementRegimeKinds.LocalFlight;
|
||||
public string? DestinationNodeId { get; set; }
|
||||
public ShipTransitRuntime? Transit { get; set; }
|
||||
}
|
||||
|
||||
public sealed class ShipTransitRuntime
|
||||
{
|
||||
public required string Regime { get; init; }
|
||||
public string? OriginNodeId { get; init; }
|
||||
public string? DestinationNodeId { get; init; }
|
||||
public DateTimeOffset? StartedAtUtc { get; set; }
|
||||
public DateTimeOffset? ArrivalDueAtUtc { get; set; }
|
||||
public float Progress { get; set; }
|
||||
}
|
||||
39
apps/backend/Simulation/Model/StationRuntimeModels.cs
Normal file
39
apps/backend/Simulation/Model/StationRuntimeModels.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
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 HashSet<string> InstalledModules { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<string, float> Inventory { 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 ProcessTimer { 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 HashSet<string> DockedShipIds { get; } = [];
|
||||
public ModuleConstructionRuntime? ActiveConstruction { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
36
apps/backend/Simulation/Model/Vector3.cs
Normal file
36
apps/backend/Simulation/Model/Vector3.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public readonly record struct Vector3(float X, float Y, float Z)
|
||||
{
|
||||
public static Vector3 Zero => new(0f, 0f, 0f);
|
||||
|
||||
public float DistanceTo(Vector3 other)
|
||||
{
|
||||
var dx = X - other.X;
|
||||
var dy = Y - other.Y;
|
||||
var dz = Z - other.Z;
|
||||
return MathF.Sqrt((dx * dx) + (dy * dy) + (dz * dz));
|
||||
}
|
||||
|
||||
public float LengthSquared() => (X * X) + (Y * Y) + (Z * Z);
|
||||
|
||||
public Vector3 MoveToward(Vector3 target, float maxDistance)
|
||||
{
|
||||
var delta = target.Subtract(this);
|
||||
var distance = MathF.Sqrt(delta.LengthSquared());
|
||||
if (distance <= 0.0001f || distance <= maxDistance)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
var scale = maxDistance / distance;
|
||||
return new Vector3(
|
||||
X + (delta.X * scale),
|
||||
Y + (delta.Y * scale),
|
||||
Z + (delta.Z * scale));
|
||||
}
|
||||
|
||||
public Vector3 Subtract(Vector3 other) => new(X - other.X, Y - other.Y, Z - other.Z);
|
||||
|
||||
public Vector3 Divide(float scalar) => MathF.Abs(scalar) <= 0.0001f ? Zero : new Vector3(X / scalar, Y / scalar, Z / scalar);
|
||||
}
|
||||
@@ -1,458 +0,0 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed class SimulationWorld
|
||||
{
|
||||
public required string Label { get; init; }
|
||||
public required int Seed { get; init; }
|
||||
public required BalanceDefinition Balance { get; init; }
|
||||
public required List<SystemRuntime> Systems { get; init; }
|
||||
public required List<ResourceNodeRuntime> Nodes { get; init; }
|
||||
public required List<NodeRuntime> SpatialNodes { get; init; }
|
||||
public required List<LocalBubbleRuntime> LocalBubbles { get; init; }
|
||||
public required List<StationRuntime> Stations { get; init; }
|
||||
public required List<ShipRuntime> Ships { get; init; }
|
||||
public required List<FactionRuntime> Factions { get; init; }
|
||||
public required List<CommanderRuntime> Commanders { get; init; }
|
||||
public required List<ClaimRuntime> Claims { get; init; }
|
||||
public required List<ConstructionSiteRuntime> ConstructionSites { get; init; }
|
||||
public required List<MarketOrderRuntime> MarketOrders { get; init; }
|
||||
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, ModuleRecipeDefinition> ModuleRecipes { get; init; }
|
||||
public required Dictionary<string, RecipeDefinition> Recipes { get; init; }
|
||||
public int TickIntervalMs { get; init; } = 200;
|
||||
public DateTimeOffset GeneratedAtUtc { get; set; }
|
||||
}
|
||||
|
||||
public sealed class SystemRuntime
|
||||
{
|
||||
public required SolarSystemDefinition Definition { get; init; }
|
||||
public required Vector3 Position { get; init; }
|
||||
}
|
||||
|
||||
public sealed class ResourceNodeRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required Vector3 Position { get; init; }
|
||||
public required string SourceKind { get; init; }
|
||||
public required string ItemId { get; init; }
|
||||
public float OreRemaining { get; set; }
|
||||
public float MaxOre { get; init; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class NodeRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required string Kind { get; init; }
|
||||
public required Vector3 Position { get; set; }
|
||||
public required string BubbleId { get; init; }
|
||||
public string? ParentNodeId { get; set; }
|
||||
public string? OccupyingStructureId { get; set; }
|
||||
public string? OrbitReferenceId { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class LocalBubbleRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string NodeId { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public float Radius { get; init; }
|
||||
public HashSet<string> OccupantShipIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantStationIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantClaimIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantConstructionSiteIds { get; } = new(StringComparer.Ordinal);
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
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 HashSet<string> InstalledModules { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<string, float> Inventory { 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 ProcessTimer { 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 HashSet<string> DockedShipIds { get; } = [];
|
||||
public ModuleConstructionRuntime? ActiveConstruction { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
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 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 string State { get; set; } = "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 List<string> History { get; } = [];
|
||||
public string LastSignature { get; set; } = string.Empty;
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class FactionRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string Label { get; init; }
|
||||
public required string Color { get; init; }
|
||||
public float Credits { get; set; }
|
||||
public float PopulationTotal { get; set; }
|
||||
public float OreMined { get; set; }
|
||||
public float GoodsProduced { get; set; }
|
||||
public int ShipsBuilt { get; set; }
|
||||
public int ShipsLost { get; set; }
|
||||
public HashSet<string> CommanderIds { get; } = new(StringComparer.Ordinal);
|
||||
public string? DefaultPolicySetId { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class CommanderRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string Kind { get; set; }
|
||||
public required string FactionId { get; init; }
|
||||
public string? ParentCommanderId { get; set; }
|
||||
public string? ControlledEntityId { get; set; }
|
||||
public string? PolicySetId { get; set; }
|
||||
public string? Doctrine { get; set; }
|
||||
public List<string> Goals { get; } = [];
|
||||
public CommanderBehaviorRuntime? ActiveBehavior { get; set; }
|
||||
public CommanderOrderRuntime? ActiveOrder { get; set; }
|
||||
public CommanderTaskRuntime? ActiveTask { get; set; }
|
||||
public HashSet<string> SubordinateCommanderIds { get; } = new(StringComparer.Ordinal);
|
||||
public bool IsAlive { get; set; } = true;
|
||||
}
|
||||
|
||||
public sealed class CommanderBehaviorRuntime
|
||||
{
|
||||
public required string Kind { get; set; }
|
||||
public string? Phase { get; set; }
|
||||
public string? NodeId { get; set; }
|
||||
public string? StationId { get; set; }
|
||||
public string? ModuleId { get; set; }
|
||||
public string? AreaSystemId { get; set; }
|
||||
public int PatrolIndex { get; set; }
|
||||
}
|
||||
|
||||
public sealed class CommanderOrderRuntime
|
||||
{
|
||||
public required string Kind { get; init; }
|
||||
public string Status { get; set; } = "accepted";
|
||||
public string? TargetEntityId { get; set; }
|
||||
public string? DestinationNodeId { get; set; }
|
||||
public required string DestinationSystemId { get; init; }
|
||||
public required Vector3 DestinationPosition { get; init; }
|
||||
}
|
||||
|
||||
public sealed class CommanderTaskRuntime
|
||||
{
|
||||
public required string Kind { get; set; }
|
||||
public string Status { get; set; } = "pending";
|
||||
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 sealed class ClaimRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string FactionId { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required string NodeId { get; init; }
|
||||
public required string BubbleId { get; init; }
|
||||
public string? CommanderId { get; set; }
|
||||
public DateTimeOffset PlacedAtUtc { get; init; }
|
||||
public DateTimeOffset ActivatesAtUtc { get; set; }
|
||||
public string State { get; set; } = ClaimStateKinds.Placed;
|
||||
public float Health { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class ConstructionSiteRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string FactionId { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required string NodeId { get; init; }
|
||||
public required string BubbleId { get; init; }
|
||||
public required string TargetKind { get; init; }
|
||||
public required string TargetDefinitionId { get; init; }
|
||||
public string? BlueprintId { get; set; }
|
||||
public string? ClaimId { get; set; }
|
||||
public string? StationId { get; set; }
|
||||
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<string, float> RequiredItems { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<string, float> DeliveredItems { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> AssignedConstructorShipIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> MarketOrderIds { get; } = new(StringComparer.Ordinal);
|
||||
public float Progress { get; set; }
|
||||
public string State { get; set; } = ConstructionSiteStateKinds.Planned;
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class MarketOrderRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string FactionId { get; init; }
|
||||
public string? StationId { get; init; }
|
||||
public string? ConstructionSiteId { get; init; }
|
||||
public required string Kind { get; init; }
|
||||
public required string ItemId { get; init; }
|
||||
public float Amount { get; init; }
|
||||
public float RemainingAmount { get; set; }
|
||||
public float Valuation { get; set; }
|
||||
public float? ReserveThreshold { get; set; }
|
||||
public string? PolicySetId { get; set; }
|
||||
public string State { get; set; } = MarketOrderStateKinds.Open;
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class PolicySetRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string OwnerKind { get; init; }
|
||||
public required string OwnerId { get; init; }
|
||||
public string TradeAccessPolicy { get; set; } = "owner-and-allies";
|
||||
public string DockingAccessPolicy { get; set; } = "owner-and-allies";
|
||||
public string ConstructionAccessPolicy { get; set; } = "owner-only";
|
||||
public string OperationalRangePolicy { get; set; } = "unrestricted";
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class ShipOrderRuntime
|
||||
{
|
||||
public required string Kind { get; init; }
|
||||
public string Status { get; set; } = "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 sealed class ControllerTaskRuntime
|
||||
{
|
||||
public required string Kind { get; set; }
|
||||
public string Status { get; set; } = "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 sealed class ShipSpatialStateRuntime
|
||||
{
|
||||
public string SpaceLayer { get; set; } = SpaceLayerKinds.LocalSpace;
|
||||
public required string CurrentSystemId { get; set; }
|
||||
public string? CurrentNodeId { get; set; }
|
||||
public string? CurrentBubbleId { get; set; }
|
||||
public Vector3? LocalPosition { get; set; }
|
||||
public Vector3? SystemPosition { get; set; }
|
||||
public string MovementRegime { get; set; } = MovementRegimeKinds.LocalFlight;
|
||||
public string? DestinationNodeId { get; set; }
|
||||
public ShipTransitRuntime? Transit { get; set; }
|
||||
}
|
||||
|
||||
public sealed class ShipTransitRuntime
|
||||
{
|
||||
public required string Regime { get; init; }
|
||||
public string? OriginNodeId { get; init; }
|
||||
public string? DestinationNodeId { get; init; }
|
||||
public DateTimeOffset? StartedAtUtc { get; set; }
|
||||
public DateTimeOffset? ArrivalDueAtUtc { get; set; }
|
||||
public float Progress { get; set; }
|
||||
}
|
||||
|
||||
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 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 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 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 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 static class ClaimStateKinds
|
||||
{
|
||||
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 static class MarketOrderKinds
|
||||
{
|
||||
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 readonly record struct Vector3(float X, float Y, float Z)
|
||||
{
|
||||
public static Vector3 Zero => new(0f, 0f, 0f);
|
||||
|
||||
public float LengthSquared() => (X * X) + (Y * Y) + (Z * Z);
|
||||
|
||||
public float DistanceTo(Vector3 other)
|
||||
{
|
||||
var dx = X - other.X;
|
||||
var dy = Y - other.Y;
|
||||
var dz = Z - other.Z;
|
||||
return MathF.Sqrt((dx * dx) + (dy * dy) + (dz * dz));
|
||||
}
|
||||
|
||||
public Vector3 MoveToward(Vector3 target, float maxDistance)
|
||||
{
|
||||
var distance = DistanceTo(target);
|
||||
if (distance <= maxDistance || distance <= 0.0001f)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
var t = maxDistance / distance;
|
||||
return new Vector3(
|
||||
X + ((target.X - X) * t),
|
||||
Y + ((target.Y - Y) * t),
|
||||
Z + ((target.Z - Z) * t));
|
||||
}
|
||||
|
||||
public Vector3 Subtract(Vector3 other) => new(X - other.X, Y - other.Y, Z - other.Z);
|
||||
|
||||
public Vector3 Divide(float value)
|
||||
{
|
||||
if (value == 0f)
|
||||
{
|
||||
return Zero;
|
||||
}
|
||||
|
||||
return new(X / value, Y / value, Z / value);
|
||||
}
|
||||
}
|
||||
509
apps/backend/Simulation/ScenarioLoader.Generation.cs
Normal file
509
apps/backend/Simulation/ScenarioLoader.Generation.cs
Normal file
@@ -0,0 +1,509 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class ScenarioLoader
|
||||
{
|
||||
private static List<SolarSystemDefinition> InjectSpecialSystems(IReadOnlyList<SolarSystemDefinition> authoredSystems)
|
||||
{
|
||||
var systems = authoredSystems
|
||||
.Select(CloneSystemDefinition)
|
||||
.ToList();
|
||||
|
||||
if (systems.All((system) => system.Id != "sol"))
|
||||
{
|
||||
systems.Add(CreateSolSystem());
|
||||
}
|
||||
|
||||
return systems;
|
||||
}
|
||||
|
||||
private static List<SolarSystemDefinition> ExpandSystems(IReadOnlyList<SolarSystemDefinition> authoredSystems)
|
||||
{
|
||||
var systems = authoredSystems
|
||||
.Select(CloneSystemDefinition)
|
||||
.ToList();
|
||||
|
||||
if (systems.Count >= TargetSystemCount || authoredSystems.Count == 0)
|
||||
{
|
||||
return systems;
|
||||
}
|
||||
|
||||
var existingIds = systems
|
||||
.Select((system) => system.Id)
|
||||
.ToHashSet(StringComparer.Ordinal);
|
||||
var generatedPositions = BuildGalaxyPositions(authoredSystems.Select((system) => ToVector(system.Position)).ToList(), TargetSystemCount - systems.Count);
|
||||
|
||||
for (var index = systems.Count; index < TargetSystemCount; index += 1)
|
||||
{
|
||||
var template = authoredSystems[index % authoredSystems.Count];
|
||||
var name = GeneratedSystemNames[(index - authoredSystems.Count) % GeneratedSystemNames.Length];
|
||||
var id = BuildGeneratedSystemId(name, index + 1);
|
||||
while (!existingIds.Add(id))
|
||||
{
|
||||
id = $"{id}-x";
|
||||
}
|
||||
|
||||
systems.Add(CreateGeneratedSystem(template, name, id, index - authoredSystems.Count, generatedPositions[index - authoredSystems.Count]));
|
||||
}
|
||||
|
||||
return systems;
|
||||
}
|
||||
|
||||
private static SolarSystemDefinition CreateGeneratedSystem(
|
||||
SolarSystemDefinition template,
|
||||
string label,
|
||||
string id,
|
||||
int generatedIndex,
|
||||
Vector3 position)
|
||||
{
|
||||
var starProfile = SelectStarProfile(generatedIndex);
|
||||
var planets = BuildGeneratedPlanets(template, generatedIndex);
|
||||
|
||||
var resourceNodes = BuildProceduralResourceNodes(template, planets, generatedIndex)
|
||||
.Select((node) => new ResourceNodeDefinition
|
||||
{
|
||||
SourceKind = node.SourceKind,
|
||||
Angle = node.Angle,
|
||||
RadiusOffset = node.RadiusOffset,
|
||||
OreAmount = node.OreAmount,
|
||||
ItemId = node.ItemId,
|
||||
ShardCount = node.ShardCount,
|
||||
})
|
||||
.ToList();
|
||||
|
||||
return new SolarSystemDefinition
|
||||
{
|
||||
Id = id,
|
||||
Label = label,
|
||||
Position = [position.X, position.Y, position.Z],
|
||||
StarKind = starProfile.Kind,
|
||||
StarCount = starProfile.StarCount,
|
||||
StarColor = starProfile.StarColor,
|
||||
StarGlow = starProfile.StarGlow,
|
||||
StarSize = starProfile.BaseSize + ((generatedIndex % 4) * 2f),
|
||||
GravityWellRadius = template.GravityWellRadius + ((generatedIndex % 3) * 12f),
|
||||
AsteroidField = new AsteroidFieldDefinition
|
||||
{
|
||||
DecorationCount = template.AsteroidField.DecorationCount + ((generatedIndex % 5) * 10),
|
||||
RadiusOffset = template.AsteroidField.RadiusOffset + ((generatedIndex % 4) * 18f),
|
||||
RadiusVariance = template.AsteroidField.RadiusVariance + ((generatedIndex % 3) * 12f),
|
||||
HeightVariance = template.AsteroidField.HeightVariance + ((generatedIndex % 4) * 4f),
|
||||
},
|
||||
ResourceNodes = resourceNodes,
|
||||
Planets = planets,
|
||||
};
|
||||
}
|
||||
|
||||
private static SolarSystemDefinition CloneSystemDefinition(SolarSystemDefinition definition)
|
||||
{
|
||||
return new SolarSystemDefinition
|
||||
{
|
||||
Id = definition.Id,
|
||||
Label = definition.Label,
|
||||
Position = definition.Position.ToArray(),
|
||||
StarKind = definition.StarKind,
|
||||
StarCount = definition.StarCount,
|
||||
StarColor = definition.StarColor,
|
||||
StarGlow = definition.StarGlow,
|
||||
StarSize = definition.StarSize,
|
||||
GravityWellRadius = definition.GravityWellRadius,
|
||||
AsteroidField = new AsteroidFieldDefinition
|
||||
{
|
||||
DecorationCount = definition.AsteroidField.DecorationCount,
|
||||
RadiusOffset = definition.AsteroidField.RadiusOffset,
|
||||
RadiusVariance = definition.AsteroidField.RadiusVariance,
|
||||
HeightVariance = definition.AsteroidField.HeightVariance,
|
||||
},
|
||||
ResourceNodes = definition.ResourceNodes
|
||||
.Select((node) => new ResourceNodeDefinition
|
||||
{
|
||||
Angle = node.Angle,
|
||||
RadiusOffset = node.RadiusOffset,
|
||||
OreAmount = node.OreAmount,
|
||||
ItemId = node.ItemId,
|
||||
ShardCount = node.ShardCount,
|
||||
})
|
||||
.ToList(),
|
||||
Planets = definition.Planets
|
||||
.Select((planet) => new PlanetDefinition
|
||||
{
|
||||
Label = planet.Label,
|
||||
PlanetType = planet.PlanetType,
|
||||
Shape = planet.Shape,
|
||||
MoonCount = planet.MoonCount,
|
||||
OrbitRadius = planet.OrbitRadius,
|
||||
OrbitSpeed = planet.OrbitSpeed,
|
||||
OrbitEccentricity = planet.OrbitEccentricity,
|
||||
OrbitInclination = planet.OrbitInclination,
|
||||
OrbitLongitudeOfAscendingNode = planet.OrbitLongitudeOfAscendingNode,
|
||||
OrbitArgumentOfPeriapsis = planet.OrbitArgumentOfPeriapsis,
|
||||
OrbitPhaseAtEpoch = planet.OrbitPhaseAtEpoch,
|
||||
Size = planet.Size,
|
||||
Color = planet.Color,
|
||||
Tilt = planet.Tilt,
|
||||
HasRing = planet.HasRing,
|
||||
})
|
||||
.ToList(),
|
||||
};
|
||||
}
|
||||
|
||||
private static List<ResourceNodeDefinition> BuildProceduralResourceNodes(
|
||||
SolarSystemDefinition template,
|
||||
IReadOnlyList<PlanetDefinition> planets,
|
||||
int generatedIndex)
|
||||
{
|
||||
var nodes = new List<ResourceNodeDefinition>();
|
||||
if (template.ResourceNodes.Count > 0)
|
||||
{
|
||||
nodes.AddRange(template.ResourceNodes.Select((node) => new ResourceNodeDefinition
|
||||
{
|
||||
SourceKind = node.SourceKind,
|
||||
Angle = node.Angle,
|
||||
RadiusOffset = node.RadiusOffset,
|
||||
OreAmount = node.OreAmount,
|
||||
ItemId = node.ItemId,
|
||||
ShardCount = node.ShardCount,
|
||||
}));
|
||||
}
|
||||
|
||||
nodes.AddRange(BuildAsteroidBeltNodes(generatedIndex, planets));
|
||||
nodes.AddRange(BuildGasCloudNodes(generatedIndex, planets));
|
||||
return nodes;
|
||||
}
|
||||
|
||||
private static List<Vector3> BuildGalaxyPositions(IReadOnlyCollection<Vector3> occupiedPositions, int count)
|
||||
{
|
||||
var allPositions = occupiedPositions.ToList();
|
||||
var generated = new List<Vector3>(count);
|
||||
|
||||
for (var index = 0; index < count; index += 1)
|
||||
{
|
||||
Vector3? accepted = null;
|
||||
for (var attempt = 0; attempt < 64; attempt += 1)
|
||||
{
|
||||
var candidate = ComputeGeneratedSystemPosition(index, attempt);
|
||||
if (allPositions.All((existing) => existing.DistanceTo(candidate) >= MinimumSystemSeparation))
|
||||
{
|
||||
accepted = candidate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
accepted ??= ComputeFallbackGeneratedSystemPosition(index);
|
||||
generated.Add(accepted.Value);
|
||||
allPositions.Add(accepted.Value);
|
||||
}
|
||||
|
||||
return generated;
|
||||
}
|
||||
|
||||
private static Vector3 ComputeGeneratedSystemPosition(int generatedIndex, int attempt)
|
||||
{
|
||||
const int armCount = 4;
|
||||
const float baseInnerRadius = 9000f;
|
||||
const float radiusStep = 540f;
|
||||
const float armOffset = MathF.PI * 2f / armCount;
|
||||
|
||||
var armIndex = (generatedIndex + attempt) % armCount;
|
||||
var armDepth = generatedIndex / armCount;
|
||||
var radius = baseInnerRadius + (armDepth * radiusStep) + Jitter(generatedIndex * 17 + attempt, 0, 900f);
|
||||
var angle = (armIndex * armOffset) + (radius / 8200f) + Jitter(generatedIndex, 1 + attempt, 0.16f);
|
||||
var x = MathF.Cos(angle) * radius;
|
||||
var z = MathF.Sin(angle) * radius * 0.58f;
|
||||
var y = ComputeSystemHeight(radius, generatedIndex, attempt);
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
private static Vector3 ComputeFallbackGeneratedSystemPosition(int generatedIndex)
|
||||
{
|
||||
const int ringCount = 5;
|
||||
const float fallbackRadius = 42000f;
|
||||
var angle = (generatedIndex % ringCount) * (MathF.PI * 2f / ringCount) + (generatedIndex / ringCount) * 0.22f;
|
||||
var radius = fallbackRadius + (generatedIndex / ringCount) * 1800f;
|
||||
return new Vector3(
|
||||
MathF.Cos(angle) * radius,
|
||||
ComputeSystemHeight(radius, generatedIndex, 99),
|
||||
MathF.Sin(angle) * radius * 0.6f);
|
||||
}
|
||||
|
||||
private static string BuildGeneratedSystemId(string label, int ordinal)
|
||||
{
|
||||
var slug = string.Concat(label
|
||||
.ToLowerInvariant()
|
||||
.Select((character) => char.IsLetterOrDigit(character) ? character : '-'))
|
||||
.Trim('-');
|
||||
|
||||
return $"gen-{ordinal}-{slug}";
|
||||
}
|
||||
|
||||
private static IEnumerable<ResourceNodeDefinition> BuildAsteroidBeltNodes(int generatedIndex, IReadOnlyList<PlanetDefinition> planets)
|
||||
{
|
||||
var beltRadius = ResolveAsteroidBeltRadius(planets, generatedIndex);
|
||||
var nodeCount = 4 + (generatedIndex % 4);
|
||||
var oreAmount = 2800f + ((generatedIndex % 5) * 320f);
|
||||
|
||||
for (var index = 0; index < nodeCount; index += 1)
|
||||
{
|
||||
yield return new ResourceNodeDefinition
|
||||
{
|
||||
SourceKind = "asteroid-belt",
|
||||
Angle = ((MathF.PI * 2f) / nodeCount) * index + Jitter(generatedIndex, 180 + index, 0.22f),
|
||||
RadiusOffset = beltRadius + Jitter(generatedIndex, 200 + index, 80f),
|
||||
OreAmount = oreAmount,
|
||||
ItemId = "ore",
|
||||
ShardCount = 6 + (index % 4),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
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 nodeCount = 2 + (generatedIndex % 3);
|
||||
var gasAmount = 2200f + ((generatedIndex % 4) * 260f);
|
||||
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 = gasAnchor.OrbitRadius + 90f + Jitter(generatedIndex, 260 + index, 70f),
|
||||
OreAmount = gasAmount,
|
||||
ItemId = "gas",
|
||||
ShardCount = 10 + index,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
private static float ResolveAsteroidBeltRadius(IReadOnlyList<PlanetDefinition> planets, int generatedIndex)
|
||||
{
|
||||
var gap = planets
|
||||
.Zip(planets.Skip(1), (left, right) => (LeftOrbitRadius: left.OrbitRadius, RightOrbitRadius: right.OrbitRadius, Gap: right.OrbitRadius - left.OrbitRadius))
|
||||
.OrderByDescending((entry) => entry.Gap)
|
||||
.FirstOrDefault();
|
||||
|
||||
if (gap.Gap > 1f)
|
||||
{
|
||||
return gap.LeftOrbitRadius + (gap.Gap * 0.52f);
|
||||
}
|
||||
|
||||
return 420f + ((generatedIndex % 5) * 60f);
|
||||
}
|
||||
|
||||
private static List<PlanetDefinition> BuildGeneratedPlanets(
|
||||
SolarSystemDefinition template,
|
||||
int generatedIndex)
|
||||
{
|
||||
var planetCount = 2 + (int)MathF.Floor(Hash01(generatedIndex, 2) * 7f);
|
||||
var planets = new List<PlanetDefinition>(planetCount);
|
||||
var orbitRadius = 140f + (Hash01(generatedIndex, 3) * 35f);
|
||||
var sourcePlanets = template.Planets.Count > 0 ? template.Planets : null;
|
||||
|
||||
for (var index = 0; index < planetCount; index += 1)
|
||||
{
|
||||
var profile = SelectPlanetProfile(generatedIndex, index);
|
||||
var templatePlanet = sourcePlanets is not null && sourcePlanets.Count > 0
|
||||
? sourcePlanets[index % sourcePlanets.Count]
|
||||
: null;
|
||||
|
||||
orbitRadius += profile.OrbitGapMin + (Hash01(generatedIndex, 10 + index) * (profile.OrbitGapMax - profile.OrbitGapMin));
|
||||
var orbitEccentricity = 0.01f + (Hash01(generatedIndex, 20 + index) * 0.16f);
|
||||
var orbitInclination = -9f + (Hash01(generatedIndex, 30 + index) * 18f);
|
||||
var moonVariance = (int)MathF.Floor(Hash01(generatedIndex, 40 + index) * 3f);
|
||||
|
||||
planets.Add(new PlanetDefinition
|
||||
{
|
||||
Label = $"{BuildPlanetBaseName(generatedIndex, index)}-{index + 1}",
|
||||
PlanetType = profile.Type,
|
||||
Shape = profile.Shape,
|
||||
MoonCount = profile.BaseMoonCount + moonVariance,
|
||||
OrbitRadius = orbitRadius,
|
||||
OrbitSpeed = 0.22f / MathF.Sqrt(MathF.Max(1f, orbitRadius / 120f)),
|
||||
OrbitEccentricity = orbitEccentricity,
|
||||
OrbitInclination = orbitInclination,
|
||||
OrbitLongitudeOfAscendingNode = Hash01(generatedIndex, 120 + index) * 360f,
|
||||
OrbitArgumentOfPeriapsis = Hash01(generatedIndex, 140 + index) * 360f,
|
||||
OrbitPhaseAtEpoch = Hash01(generatedIndex, 160 + index) * 360f,
|
||||
Size = profile.BaseSize + (Hash01(generatedIndex, 50 + index) * 10f),
|
||||
Color = templatePlanet?.Color ?? profile.Color,
|
||||
Tilt = -0.45f + (Hash01(generatedIndex, 60 + index) * 0.9f),
|
||||
HasRing = profile.CanHaveRing && Hash01(generatedIndex, 70 + index) > 0.55f,
|
||||
});
|
||||
}
|
||||
|
||||
return planets;
|
||||
}
|
||||
|
||||
private static StarProfile SelectStarProfile(int generatedIndex)
|
||||
{
|
||||
var value = Hash01(generatedIndex, 80);
|
||||
return value switch
|
||||
{
|
||||
< 0.32f => StarProfiles[0],
|
||||
< 0.54f => StarProfiles[1],
|
||||
< 0.68f => StarProfiles[5],
|
||||
< 0.8f => StarProfiles[2],
|
||||
< 0.9f => StarProfiles[3],
|
||||
< 0.97f => StarProfiles[6],
|
||||
_ => StarProfiles[4],
|
||||
};
|
||||
}
|
||||
|
||||
private static PlanetProfile SelectPlanetProfile(int generatedIndex, int planetIndex)
|
||||
{
|
||||
var value = Hash01(generatedIndex, 90 + planetIndex);
|
||||
return value switch
|
||||
{
|
||||
< 0.14f => PlanetProfiles[7],
|
||||
< 0.28f => PlanetProfiles[0],
|
||||
< 0.46f => PlanetProfiles[3],
|
||||
< 0.62f => PlanetProfiles[1],
|
||||
< 0.74f => PlanetProfiles[2],
|
||||
< 0.86f => PlanetProfiles[4],
|
||||
< 0.94f => PlanetProfiles[6],
|
||||
_ => PlanetProfiles[5],
|
||||
};
|
||||
}
|
||||
|
||||
private static string BuildPlanetBaseName(int generatedIndex, int planetIndex)
|
||||
{
|
||||
var source = GeneratedSystemNames[generatedIndex % GeneratedSystemNames.Length]
|
||||
.Split(' ', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries)[0];
|
||||
return source[..Math.Min(source.Length, 6)];
|
||||
}
|
||||
|
||||
private static float ComputeSystemHeight(float radius, int generatedIndex, int salt)
|
||||
{
|
||||
var normalized = MathF.Min(1f, MathF.Max(0f, (radius - 8000f) / 28000f));
|
||||
var band = 220f + (normalized * 760f);
|
||||
return (Hash01(generatedIndex, 100 + salt) * 2f - 1f) * band;
|
||||
}
|
||||
|
||||
private static float Jitter(int index, int salt, float amplitude) =>
|
||||
(Hash01(index, salt) * 2f - 1f) * amplitude;
|
||||
|
||||
private static float Hash01(int index, int salt)
|
||||
{
|
||||
uint value = (uint)(index + 1);
|
||||
value ^= (uint)(salt + 0x9e3779b9);
|
||||
value *= 0x85ebca6b;
|
||||
value ^= value >> 13;
|
||||
value *= 0xc2b2ae35;
|
||||
value ^= value >> 16;
|
||||
return (value & 0x00ffffff) / 16777215f;
|
||||
}
|
||||
|
||||
private sealed record StarProfile(
|
||||
string Kind,
|
||||
string StarColor,
|
||||
string StarGlow,
|
||||
float BaseSize,
|
||||
int StarCount);
|
||||
|
||||
private sealed record PlanetProfile(
|
||||
string Type,
|
||||
string Shape,
|
||||
string Color,
|
||||
float BaseSize,
|
||||
float OrbitGapMin,
|
||||
int BaseMoonCount,
|
||||
bool CanHaveRing)
|
||||
{
|
||||
public float OrbitGapMax => OrbitGapMin + 44f;
|
||||
}
|
||||
|
||||
private static SolarSystemDefinition CreateSolSystem()
|
||||
{
|
||||
return new SolarSystemDefinition
|
||||
{
|
||||
Id = "sol",
|
||||
Label = "Sol",
|
||||
Position = [18200f, 24f, -11800f],
|
||||
StarKind = "main-sequence",
|
||||
StarCount = 1,
|
||||
StarColor = "#fff1b8",
|
||||
StarGlow = "#ffd35a",
|
||||
StarSize = 58f,
|
||||
GravityWellRadius = 240f,
|
||||
AsteroidField = new AsteroidFieldDefinition
|
||||
{
|
||||
DecorationCount = 240,
|
||||
RadiusOffset = 780f,
|
||||
RadiusVariance = 180f,
|
||||
HeightVariance = 22f,
|
||||
},
|
||||
ResourceNodes =
|
||||
[
|
||||
new ResourceNodeDefinition { SourceKind = "asteroid-belt", Angle = 0.2f, RadiusOffset = 720f, OreAmount = 4200f, ItemId = "ore", ShardCount = 9 },
|
||||
new ResourceNodeDefinition { SourceKind = "asteroid-belt", Angle = 1.8f, RadiusOffset = 760f, OreAmount = 4200f, ItemId = "ore", ShardCount = 9 },
|
||||
new ResourceNodeDefinition { SourceKind = "asteroid-belt", Angle = 3.5f, RadiusOffset = 810f, OreAmount = 4200f, ItemId = "ore", ShardCount = 9 },
|
||||
new ResourceNodeDefinition { SourceKind = "asteroid-belt", Angle = 5.1f, RadiusOffset = 780f, OreAmount = 4200f, ItemId = "ore", ShardCount = 9 },
|
||||
new ResourceNodeDefinition { SourceKind = "gas-cloud", Angle = 0.9f, RadiusOffset = 1650f, OreAmount = 2800f, ItemId = "gas", ShardCount = 12 },
|
||||
new ResourceNodeDefinition { SourceKind = "gas-cloud", Angle = 2.7f, RadiusOffset = 1710f, OreAmount = 2800f, ItemId = "gas", ShardCount = 12 },
|
||||
new ResourceNodeDefinition { SourceKind = "gas-cloud", Angle = 4.8f, RadiusOffset = 2140f, OreAmount = 2600f, ItemId = "gas", ShardCount = 10 },
|
||||
],
|
||||
Planets =
|
||||
[
|
||||
CreateSolPlanet("Mercury", "barren", "sphere", 0, 180f, 0.19f, 0.2056f, 7.0f, 48f, 29f, 252f, "#b7a08f", 0.03f, false),
|
||||
CreateSolPlanet("Venus", "desert", "sphere", 0, 270f, 0.14f, 0.0067f, 3.4f, 76f, 54f, 181f, "#d9b38c", 2.64f, false),
|
||||
CreateSolPlanet("Earth", "terrestrial", "sphere", 1, 380f, 0.11f, 0.0167f, 0.0f, 0f, 114f, 100f, "#4f84c4", 0.41f, false),
|
||||
CreateSolPlanet("Mars", "desert", "sphere", 2, 500f, 0.09f, 0.0934f, 1.85f, 49f, 286f, 54f, "#c56e52", 0.44f, false),
|
||||
CreateSolPlanet("Jupiter", "gas-giant", "oblate", 95, 980f, 0.05f, 0.0489f, 1.3f, 100f, 275f, 34f, "#d9b06f", 0.05f, true),
|
||||
CreateSolPlanet("Saturn", "gas-giant", "oblate", 146, 1380f, 0.035f, 0.0565f, 2.49f, 113f, 339f, 200f, "#dfc27d", 0.47f, true),
|
||||
CreateSolPlanet("Uranus", "ice-giant", "oblate", 28, 1760f, 0.026f, 0.046f, 0.77f, 74f, 97f, 130f, "#9fd3df", 1.71f, true),
|
||||
CreateSolPlanet("Neptune", "ice-giant", "oblate", 16, 2140f, 0.021f, 0.009f, 1.77f, 132f, 273f, 256f, "#4c79c9", 0.49f, true)
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
private static PlanetDefinition CreateSolPlanet(
|
||||
string label,
|
||||
string planetType,
|
||||
string shape,
|
||||
int moonCount,
|
||||
float orbitRadius,
|
||||
float orbitSpeed,
|
||||
float orbitEccentricity,
|
||||
float orbitInclination,
|
||||
float ascendingNode,
|
||||
float argumentOfPeriapsis,
|
||||
float phaseAtEpoch,
|
||||
string color,
|
||||
float tilt,
|
||||
bool hasRing)
|
||||
{
|
||||
return new PlanetDefinition
|
||||
{
|
||||
Label = label,
|
||||
PlanetType = planetType,
|
||||
Shape = shape,
|
||||
MoonCount = moonCount,
|
||||
OrbitRadius = orbitRadius,
|
||||
OrbitSpeed = orbitSpeed,
|
||||
OrbitEccentricity = orbitEccentricity,
|
||||
OrbitInclination = orbitInclination,
|
||||
OrbitLongitudeOfAscendingNode = ascendingNode,
|
||||
OrbitArgumentOfPeriapsis = argumentOfPeriapsis,
|
||||
OrbitPhaseAtEpoch = phaseAtEpoch,
|
||||
Size = planetType switch
|
||||
{
|
||||
"gas-giant" => label == "Saturn" ? 66f : 72f,
|
||||
"ice-giant" => 48f,
|
||||
_ => label == "Earth" ? 28f : label == "Mars" ? 22f : label == "Venus" ? 26f : 20f,
|
||||
},
|
||||
Color = color,
|
||||
Tilt = tilt,
|
||||
HasRing = hasRing,
|
||||
};
|
||||
}
|
||||
}
|
||||
413
apps/backend/Simulation/ScenarioLoader.Seeding.cs
Normal file
413
apps/backend/Simulation/ScenarioLoader.Seeding.cs
Normal file
@@ -0,0 +1,413 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class ScenarioLoader
|
||||
{
|
||||
private static List<FactionRuntime> CreateFactions(
|
||||
IReadOnlyCollection<StationRuntime> stations,
|
||||
IReadOnlyCollection<ShipRuntime> ships)
|
||||
{
|
||||
var factionIds = stations
|
||||
.Select((station) => station.FactionId)
|
||||
.Concat(ships.Select((ship) => ship.FactionId))
|
||||
.Where((factionId) => !string.IsNullOrWhiteSpace(factionId))
|
||||
.Distinct(StringComparer.Ordinal)
|
||||
.OrderBy((factionId) => factionId, StringComparer.Ordinal)
|
||||
.ToList();
|
||||
|
||||
if (factionIds.Count == 0)
|
||||
{
|
||||
factionIds.Add(DefaultFactionId);
|
||||
}
|
||||
|
||||
return factionIds.Select(CreateFaction).ToList();
|
||||
}
|
||||
|
||||
private static FactionRuntime CreateFaction(string factionId)
|
||||
{
|
||||
return factionId switch
|
||||
{
|
||||
DefaultFactionId => new FactionRuntime
|
||||
{
|
||||
Id = factionId,
|
||||
Label = "Sol Dominion",
|
||||
Color = "#7ed4ff",
|
||||
Credits = MinimumFactionCredits,
|
||||
},
|
||||
_ => new FactionRuntime
|
||||
{
|
||||
Id = factionId,
|
||||
Label = ToFactionLabel(factionId),
|
||||
Color = "#c7d2e0",
|
||||
Credits = MinimumFactionCredits,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
private static void BootstrapFactionEconomy(
|
||||
IReadOnlyCollection<FactionRuntime> factions,
|
||||
IReadOnlyCollection<StationRuntime> stations)
|
||||
{
|
||||
foreach (var faction in factions)
|
||||
{
|
||||
faction.Credits = MathF.Max(faction.Credits, MinimumFactionCredits);
|
||||
|
||||
var ownedStations = stations
|
||||
.Where((station) => station.FactionId == faction.Id)
|
||||
.ToList();
|
||||
|
||||
var refineries = ownedStations
|
||||
.Where((station) => HasModules(station.Definition, "refinery-stack", "power-core", "liquid-tank", "gas-tank"))
|
||||
.ToList();
|
||||
|
||||
if (refineries.Count > 0)
|
||||
{
|
||||
foreach (var refinery in refineries)
|
||||
{
|
||||
refinery.Inventory["refined-metals"] = MathF.Max(GetInventoryAmount(refinery.Inventory, "refined-metals"), MinimumRefineryStock);
|
||||
}
|
||||
|
||||
if (refineries.All((station) => GetInventoryAmount(station.Inventory, "ore") < MinimumRefineryOre))
|
||||
{
|
||||
refineries[0].Inventory["ore"] = MinimumRefineryOre;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var shipyard in ownedStations.Where((station) => station.Definition.Category == "shipyard"))
|
||||
{
|
||||
shipyard.Inventory["refined-metals"] = MathF.Max(GetInventoryAmount(shipyard.Inventory, "refined-metals"), MinimumShipyardStock);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static float GetInventoryAmount(IReadOnlyDictionary<string, float> inventory, string itemId) =>
|
||||
inventory.TryGetValue(itemId, out var amount) ? amount : 0f;
|
||||
|
||||
private static List<ClaimRuntime> CreateClaims(
|
||||
IReadOnlyCollection<StationRuntime> stations,
|
||||
IReadOnlyCollection<NodeRuntime> nodes,
|
||||
DateTimeOffset nowUtc)
|
||||
{
|
||||
var claims = new List<ClaimRuntime>(stations.Count);
|
||||
foreach (var station in stations)
|
||||
{
|
||||
if (station.AnchorNodeId is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var anchorNode = nodes.FirstOrDefault((node) => node.Id == station.AnchorNodeId);
|
||||
if (anchorNode is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
claims.Add(new ClaimRuntime
|
||||
{
|
||||
Id = $"claim-{station.Id}",
|
||||
FactionId = station.FactionId,
|
||||
SystemId = station.SystemId,
|
||||
NodeId = anchorNode.Id,
|
||||
BubbleId = anchorNode.BubbleId,
|
||||
PlacedAtUtc = nowUtc,
|
||||
ActivatesAtUtc = nowUtc.AddSeconds(8),
|
||||
State = ClaimStateKinds.Activating,
|
||||
Health = 100f,
|
||||
});
|
||||
}
|
||||
|
||||
return claims;
|
||||
}
|
||||
|
||||
private static (List<ConstructionSiteRuntime> ConstructionSites, List<MarketOrderRuntime> MarketOrders) CreateConstructionSites(
|
||||
IReadOnlyCollection<StationRuntime> stations,
|
||||
IReadOnlyCollection<ClaimRuntime> claims,
|
||||
IReadOnlyCollection<NodeRuntime> nodes,
|
||||
IReadOnlyDictionary<string, ModuleRecipeDefinition> moduleRecipes)
|
||||
{
|
||||
var sites = new List<ConstructionSiteRuntime>();
|
||||
var orders = new List<MarketOrderRuntime>();
|
||||
|
||||
foreach (var station in stations)
|
||||
{
|
||||
var moduleId = GetNextConstructionSiteModule(station, moduleRecipes);
|
||||
if (moduleId is null || station.AnchorNodeId is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var anchorNode = nodes.FirstOrDefault((node) => node.Id == station.AnchorNodeId);
|
||||
var claim = claims.FirstOrDefault((candidate) => candidate.Id == $"claim-{station.Id}");
|
||||
if (anchorNode is null || claim is null || !moduleRecipes.TryGetValue(moduleId, out var recipe))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var site = new ConstructionSiteRuntime
|
||||
{
|
||||
Id = $"site-{station.Id}",
|
||||
FactionId = station.FactionId,
|
||||
SystemId = station.SystemId,
|
||||
NodeId = anchorNode.Id,
|
||||
BubbleId = anchorNode.BubbleId,
|
||||
TargetKind = "station-module",
|
||||
TargetDefinitionId = station.Definition.Id,
|
||||
BlueprintId = moduleId,
|
||||
ClaimId = claim.Id,
|
||||
StationId = station.Id,
|
||||
State = claim.State == ClaimStateKinds.Active ? ConstructionSiteStateKinds.Active : ConstructionSiteStateKinds.Planned,
|
||||
};
|
||||
|
||||
foreach (var input in recipe.Inputs)
|
||||
{
|
||||
site.RequiredItems[input.ItemId] = input.Amount;
|
||||
site.DeliveredItems[input.ItemId] = 0f;
|
||||
|
||||
var orderId = $"market-order-{station.Id}-{moduleId}-{input.ItemId}";
|
||||
site.MarketOrderIds.Add(orderId);
|
||||
station.MarketOrderIds.Add(orderId);
|
||||
orders.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,
|
||||
});
|
||||
}
|
||||
|
||||
sites.Add(site);
|
||||
}
|
||||
|
||||
return (sites, orders);
|
||||
}
|
||||
|
||||
private static string? GetNextConstructionSiteModule(
|
||||
StationRuntime station,
|
||||
IReadOnlyDictionary<string, ModuleRecipeDefinition> moduleRecipes)
|
||||
{
|
||||
foreach (var moduleId in new[] { "gas-tank", "fuel-processor", "refinery-stack", "dock-bay-small" })
|
||||
{
|
||||
if (!station.InstalledModules.Contains(moduleId, StringComparer.Ordinal)
|
||||
&& moduleRecipes.ContainsKey(moduleId))
|
||||
{
|
||||
return moduleId;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void InitializeStationPopulation(StationRuntime station)
|
||||
{
|
||||
var habitatModules = CountModules(station.InstalledModules, "habitat-ring");
|
||||
station.PopulationCapacity = 40f + (habitatModules * 220f);
|
||||
station.WorkforceRequired = MathF.Max(12f, station.InstalledModules.Count * 14f);
|
||||
station.Population = habitatModules > 0
|
||||
? MathF.Min(station.PopulationCapacity * 0.65f, station.WorkforceRequired * 1.05f)
|
||||
: MathF.Min(28f, station.PopulationCapacity);
|
||||
station.WorkforceEffectiveRatio = ComputeWorkforceRatio(station.Population, station.WorkforceRequired);
|
||||
}
|
||||
|
||||
private static List<PolicySetRuntime> CreatePolicies(IReadOnlyCollection<FactionRuntime> factions)
|
||||
{
|
||||
var policies = new List<PolicySetRuntime>(factions.Count);
|
||||
foreach (var faction in factions)
|
||||
{
|
||||
var policyId = $"policy-{faction.Id}";
|
||||
faction.DefaultPolicySetId = policyId;
|
||||
policies.Add(new PolicySetRuntime
|
||||
{
|
||||
Id = policyId,
|
||||
OwnerKind = "faction",
|
||||
OwnerId = faction.Id,
|
||||
});
|
||||
}
|
||||
|
||||
return policies;
|
||||
}
|
||||
|
||||
private static List<CommanderRuntime> CreateCommanders(
|
||||
IReadOnlyCollection<FactionRuntime> factions,
|
||||
IReadOnlyCollection<StationRuntime> stations,
|
||||
IReadOnlyCollection<ShipRuntime> ships)
|
||||
{
|
||||
var commanders = new List<CommanderRuntime>();
|
||||
var factionCommanders = new Dictionary<string, CommanderRuntime>(StringComparer.Ordinal);
|
||||
var factionsById = factions.ToDictionary((faction) => faction.Id, StringComparer.Ordinal);
|
||||
|
||||
foreach (var faction in factions)
|
||||
{
|
||||
var commander = new CommanderRuntime
|
||||
{
|
||||
Id = $"commander-faction-{faction.Id}",
|
||||
Kind = CommanderKind.Faction,
|
||||
FactionId = faction.Id,
|
||||
ControlledEntityId = faction.Id,
|
||||
PolicySetId = faction.DefaultPolicySetId,
|
||||
Doctrine = "strategic-default",
|
||||
};
|
||||
|
||||
commanders.Add(commander);
|
||||
factionCommanders[faction.Id] = commander;
|
||||
faction.CommanderIds.Add(commander.Id);
|
||||
}
|
||||
|
||||
foreach (var station in stations)
|
||||
{
|
||||
if (!factionCommanders.TryGetValue(station.FactionId, out var parentCommander))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var commander = new CommanderRuntime
|
||||
{
|
||||
Id = $"commander-station-{station.Id}",
|
||||
Kind = CommanderKind.Station,
|
||||
FactionId = station.FactionId,
|
||||
ParentCommanderId = parentCommander.Id,
|
||||
ControlledEntityId = station.Id,
|
||||
PolicySetId = parentCommander.PolicySetId,
|
||||
Doctrine = "station-default",
|
||||
};
|
||||
|
||||
station.CommanderId = commander.Id;
|
||||
station.PolicySetId = parentCommander.PolicySetId;
|
||||
parentCommander.SubordinateCommanderIds.Add(commander.Id);
|
||||
factionsById[station.FactionId].CommanderIds.Add(commander.Id);
|
||||
commanders.Add(commander);
|
||||
}
|
||||
|
||||
foreach (var ship in ships)
|
||||
{
|
||||
if (!factionCommanders.TryGetValue(ship.FactionId, out var parentCommander))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var commander = new CommanderRuntime
|
||||
{
|
||||
Id = $"commander-ship-{ship.Id}",
|
||||
Kind = CommanderKind.Ship,
|
||||
FactionId = ship.FactionId,
|
||||
ParentCommanderId = parentCommander.Id,
|
||||
ControlledEntityId = ship.Id,
|
||||
PolicySetId = parentCommander.PolicySetId,
|
||||
Doctrine = "ship-default",
|
||||
ActiveBehavior = CopyBehavior(ship.DefaultBehavior),
|
||||
ActiveTask = CopyTask(ship.ControllerTask, null),
|
||||
};
|
||||
|
||||
if (ship.Order is not null)
|
||||
{
|
||||
commander.ActiveOrder = CopyOrder(ship.Order);
|
||||
}
|
||||
|
||||
ship.CommanderId = commander.Id;
|
||||
ship.PolicySetId = parentCommander.PolicySetId;
|
||||
parentCommander.SubordinateCommanderIds.Add(commander.Id);
|
||||
factionsById[ship.FactionId].CommanderIds.Add(commander.Id);
|
||||
commanders.Add(commander);
|
||||
}
|
||||
|
||||
return commanders;
|
||||
}
|
||||
|
||||
private static string ToFactionLabel(string factionId)
|
||||
{
|
||||
return string.Join(" ",
|
||||
factionId
|
||||
.Split('-', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries)
|
||||
.Select((segment) => char.ToUpperInvariant(segment[0]) + segment[1..]));
|
||||
}
|
||||
|
||||
private static DefaultBehaviorRuntime CreateBehavior(
|
||||
ShipDefinition definition,
|
||||
string systemId,
|
||||
ScenarioDefinition scenario,
|
||||
IReadOnlyDictionary<string, List<Vector3>> patrolRoutes,
|
||||
StationRuntime? refinery)
|
||||
{
|
||||
if (HasModules(definition, "fabricator-array", "docking-clamps") && refinery is not null)
|
||||
{
|
||||
return new DefaultBehaviorRuntime
|
||||
{
|
||||
Kind = "construct-station",
|
||||
StationId = refinery.Id,
|
||||
Phase = "travel-to-station",
|
||||
};
|
||||
}
|
||||
|
||||
if (HasModules(definition, "reactor-core", "capacitor-bank", "gas-extractor") && refinery is not null)
|
||||
{
|
||||
return new DefaultBehaviorRuntime
|
||||
{
|
||||
Kind = "auto-harvest-gas",
|
||||
StationId = refinery.Id,
|
||||
Phase = "travel-to-node",
|
||||
};
|
||||
}
|
||||
|
||||
if (HasModules(definition, "reactor-core", "capacitor-bank", "mining-turret") && refinery is not null)
|
||||
{
|
||||
return new DefaultBehaviorRuntime
|
||||
{
|
||||
Kind = "auto-mine",
|
||||
AreaSystemId = scenario.MiningDefaults.NodeSystemId,
|
||||
StationId = refinery.Id,
|
||||
Phase = "travel-to-node",
|
||||
};
|
||||
}
|
||||
|
||||
if (HasModules(definition, "reactor-core", "capacitor-bank", "gun-turret") && patrolRoutes.TryGetValue(systemId, out var route))
|
||||
{
|
||||
return new DefaultBehaviorRuntime
|
||||
{
|
||||
Kind = "patrol",
|
||||
PatrolPoints = route,
|
||||
PatrolIndex = 0,
|
||||
};
|
||||
}
|
||||
|
||||
return new DefaultBehaviorRuntime
|
||||
{
|
||||
Kind = "idle",
|
||||
};
|
||||
}
|
||||
|
||||
private static CommanderBehaviorRuntime CopyBehavior(DefaultBehaviorRuntime behavior) => new()
|
||||
{
|
||||
Kind = behavior.Kind,
|
||||
AreaSystemId = behavior.AreaSystemId,
|
||||
ModuleId = behavior.ModuleId,
|
||||
NodeId = behavior.NodeId,
|
||||
Phase = behavior.Phase,
|
||||
PatrolIndex = behavior.PatrolIndex,
|
||||
StationId = behavior.StationId,
|
||||
};
|
||||
|
||||
private static CommanderOrderRuntime CopyOrder(ShipOrderRuntime order) => new()
|
||||
{
|
||||
Kind = order.Kind,
|
||||
Status = order.Status,
|
||||
DestinationSystemId = order.DestinationSystemId,
|
||||
DestinationPosition = order.DestinationPosition,
|
||||
};
|
||||
|
||||
private static CommanderTaskRuntime CopyTask(ControllerTaskRuntime task, string? targetNodeId) => new()
|
||||
{
|
||||
Kind = task.Kind,
|
||||
Status = task.Status,
|
||||
TargetEntityId = task.TargetEntityId,
|
||||
TargetNodeId = targetNodeId ?? task.TargetNodeId,
|
||||
TargetPosition = task.TargetPosition,
|
||||
TargetSystemId = task.TargetSystemId,
|
||||
Threshold = task.Threshold,
|
||||
};
|
||||
}
|
||||
217
apps/backend/Simulation/ScenarioLoader.Spatial.cs
Normal file
217
apps/backend/Simulation/ScenarioLoader.Spatial.cs
Normal file
@@ -0,0 +1,217 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class ScenarioLoader
|
||||
{
|
||||
private static SystemSpatialGraph BuildSystemSpatialGraph(SystemRuntime system)
|
||||
{
|
||||
var nodes = new List<NodeRuntime>();
|
||||
var bubbles = new List<LocalBubbleRuntime>();
|
||||
var lagrangeNodesByPlanetIndex = new Dictionary<int, Dictionary<string, NodeRuntime>>();
|
||||
|
||||
var starNode = AddSpatialNode(
|
||||
nodes,
|
||||
bubbles,
|
||||
id: $"node-{system.Definition.Id}-star",
|
||||
systemId: system.Definition.Id,
|
||||
kind: SpatialNodeKind.Star,
|
||||
position: Vector3.Zero,
|
||||
radius: MathF.Max(system.Definition.GravityWellRadius + StarBubbleRadiusPadding, 180f));
|
||||
|
||||
for (var planetIndex = 0; planetIndex < system.Definition.Planets.Count; planetIndex += 1)
|
||||
{
|
||||
var planet = system.Definition.Planets[planetIndex];
|
||||
var planetNodeId = $"node-{system.Definition.Id}-planet-{planetIndex + 1}";
|
||||
var planetPosition = ComputePlanetPosition(planet);
|
||||
var planetNode = AddSpatialNode(
|
||||
nodes,
|
||||
bubbles,
|
||||
id: planetNodeId,
|
||||
systemId: system.Definition.Id,
|
||||
kind: SpatialNodeKind.Planet,
|
||||
position: planetPosition,
|
||||
radius: MathF.Max(planet.Size + PlanetBubbleRadiusPadding, 120f),
|
||||
parentNodeId: starNode.Id);
|
||||
|
||||
var lagrangeNodes = new Dictionary<string, NodeRuntime>(StringComparer.Ordinal);
|
||||
foreach (var point in EnumeratePlanetLagrangePoints(planetPosition, planet.OrbitRadius, planetIndex))
|
||||
{
|
||||
var lagrangeNode = AddSpatialNode(
|
||||
nodes,
|
||||
bubbles,
|
||||
id: $"node-{system.Definition.Id}-planet-{planetIndex + 1}-{point.Designation.ToLowerInvariant()}",
|
||||
systemId: system.Definition.Id,
|
||||
kind: SpatialNodeKind.LagrangePoint,
|
||||
position: point.Position,
|
||||
radius: LagrangeBubbleRadius,
|
||||
parentNodeId: planetNode.Id,
|
||||
orbitReferenceId: point.Designation);
|
||||
lagrangeNodes[point.Designation] = lagrangeNode;
|
||||
}
|
||||
|
||||
lagrangeNodesByPlanetIndex[planetIndex] = lagrangeNodes;
|
||||
|
||||
if (planet.MoonCount <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var moonOrbitRadius = MathF.Max(planet.Size + 48f, 42f);
|
||||
for (var moonIndex = 0; moonIndex < planet.MoonCount; moonIndex += 1)
|
||||
{
|
||||
var moonPosition = ComputeMoonPosition(planetPosition, moonOrbitRadius, moonIndex, planetIndex);
|
||||
AddSpatialNode(
|
||||
nodes,
|
||||
bubbles,
|
||||
id: $"node-{system.Definition.Id}-planet-{planetIndex + 1}-moon-{moonIndex + 1}",
|
||||
systemId: system.Definition.Id,
|
||||
kind: SpatialNodeKind.Moon,
|
||||
position: moonPosition,
|
||||
radius: MoonBubbleRadiusPadding + 24f,
|
||||
parentNodeId: planetNode.Id);
|
||||
moonOrbitRadius += 30f;
|
||||
}
|
||||
}
|
||||
|
||||
return new SystemSpatialGraph(system.Definition.Id, nodes, bubbles, lagrangeNodesByPlanetIndex);
|
||||
}
|
||||
|
||||
private static NodeRuntime AddSpatialNode(
|
||||
ICollection<NodeRuntime> nodes,
|
||||
ICollection<LocalBubbleRuntime> bubbles,
|
||||
string id,
|
||||
string systemId,
|
||||
SpatialNodeKind kind,
|
||||
Vector3 position,
|
||||
float radius,
|
||||
string? parentNodeId = null,
|
||||
string? orbitReferenceId = null)
|
||||
{
|
||||
var bubbleId = $"bubble-{id}";
|
||||
var node = new NodeRuntime
|
||||
{
|
||||
Id = id,
|
||||
SystemId = systemId,
|
||||
Kind = kind,
|
||||
Position = position,
|
||||
BubbleId = bubbleId,
|
||||
ParentNodeId = parentNodeId,
|
||||
OrbitReferenceId = orbitReferenceId,
|
||||
};
|
||||
|
||||
nodes.Add(node);
|
||||
bubbles.Add(new LocalBubbleRuntime
|
||||
{
|
||||
Id = bubbleId,
|
||||
NodeId = id,
|
||||
SystemId = systemId,
|
||||
Radius = radius,
|
||||
});
|
||||
return node;
|
||||
}
|
||||
|
||||
private static IEnumerable<LagrangePointPlacement> EnumeratePlanetLagrangePoints(Vector3 planetPosition, float orbitRadius, int planetIndex)
|
||||
{
|
||||
var radial = NormalizeOrFallback(planetPosition, new Vector3(1f, 0f, 0f));
|
||||
var tangential = new Vector3(-radial.Z, 0f, radial.X);
|
||||
var offset = MathF.Max(orbitRadius * 0.18f, 72f + (planetIndex * 6f));
|
||||
var triangularAngle = MathF.PI / 3f;
|
||||
|
||||
yield return new LagrangePointPlacement("L1", Add(planetPosition, Scale(radial, -offset)));
|
||||
yield return new LagrangePointPlacement("L2", Add(planetPosition, Scale(radial, offset)));
|
||||
yield return new LagrangePointPlacement("L3", Scale(radial, -orbitRadius));
|
||||
yield return new LagrangePointPlacement(
|
||||
"L4",
|
||||
Add(Scale(radial, orbitRadius * MathF.Cos(triangularAngle)), Scale(tangential, orbitRadius * MathF.Sin(triangularAngle))));
|
||||
yield return new LagrangePointPlacement(
|
||||
"L5",
|
||||
Add(Scale(radial, orbitRadius * MathF.Cos(triangularAngle)), Scale(tangential, -orbitRadius * MathF.Sin(triangularAngle))));
|
||||
}
|
||||
|
||||
private static StationPlacement ResolveStationPlacement(
|
||||
InitialStationDefinition plan,
|
||||
SystemRuntime system,
|
||||
SystemSpatialGraph graph,
|
||||
IReadOnlyCollection<NodeRuntime> existingNodes)
|
||||
{
|
||||
if (plan.PlanetIndex is int planetIndex &&
|
||||
graph.LagrangeNodesByPlanetIndex.TryGetValue(planetIndex, out var lagrangeNodes))
|
||||
{
|
||||
var designation = ResolveLagrangeDesignation(plan.LagrangeSide);
|
||||
if (lagrangeNodes.TryGetValue(designation, out var lagrangeNode))
|
||||
{
|
||||
return new StationPlacement(lagrangeNode, lagrangeNode.Position);
|
||||
}
|
||||
}
|
||||
|
||||
if (plan.Position is { Length: 3 })
|
||||
{
|
||||
var targetPosition = NormalizeScenarioPoint(system, plan.Position);
|
||||
var preferredNode = existingNodes
|
||||
.Where((node) => node.SystemId == system.Definition.Id && node.Kind == SpatialNodeKind.LagrangePoint)
|
||||
.OrderBy((node) => node.Position.DistanceTo(targetPosition))
|
||||
.FirstOrDefault()
|
||||
?? existingNodes
|
||||
.Where((node) => node.SystemId == system.Definition.Id)
|
||||
.OrderBy((node) => node.Position.DistanceTo(targetPosition))
|
||||
.First();
|
||||
return new StationPlacement(preferredNode, preferredNode.Position);
|
||||
}
|
||||
|
||||
var fallbackNode = graph.Nodes
|
||||
.FirstOrDefault((node) => node.Kind == SpatialNodeKind.LagrangePoint && string.IsNullOrEmpty(node.OccupyingStructureId))
|
||||
?? graph.Nodes.First((node) => node.Kind == SpatialNodeKind.Planet);
|
||||
return new StationPlacement(fallbackNode, fallbackNode.Position);
|
||||
}
|
||||
|
||||
private static string ResolveLagrangeDesignation(int? lagrangeSide) => lagrangeSide switch
|
||||
{
|
||||
< 0 => "L4",
|
||||
> 0 => "L5",
|
||||
_ => "L1",
|
||||
};
|
||||
|
||||
private static Vector3 ComputePlanetPosition(PlanetDefinition planet)
|
||||
{
|
||||
var angle = DegreesToRadians(planet.OrbitPhaseAtEpoch);
|
||||
var x = MathF.Cos(angle) * planet.OrbitRadius;
|
||||
var z = MathF.Sin(angle) * planet.OrbitRadius;
|
||||
return new Vector3(x, 0f, z);
|
||||
}
|
||||
|
||||
private static Vector3 ComputeMoonPosition(Vector3 planetPosition, float orbitRadius, int moonIndex, int planetIndex)
|
||||
{
|
||||
var angle = ((MathF.PI * 2f) / MathF.Max(1, moonIndex + 3)) * (moonIndex + 1) + (planetIndex * 0.37f);
|
||||
return Add(planetPosition, new Vector3(MathF.Cos(angle) * orbitRadius, 0f, MathF.Sin(angle) * orbitRadius));
|
||||
}
|
||||
|
||||
private static ShipSpatialStateRuntime CreateInitialShipSpatialState(string systemId, Vector3 position, IReadOnlyCollection<NodeRuntime> nodes)
|
||||
{
|
||||
var nearestNode = nodes
|
||||
.Where((node) => node.SystemId == systemId)
|
||||
.OrderBy((node) => node.Position.DistanceTo(position))
|
||||
.FirstOrDefault();
|
||||
|
||||
return new ShipSpatialStateRuntime
|
||||
{
|
||||
CurrentSystemId = systemId,
|
||||
SpaceLayer = SpaceLayerKinds.LocalSpace,
|
||||
CurrentNodeId = nearestNode?.Id,
|
||||
CurrentBubbleId = nearestNode?.BubbleId,
|
||||
LocalPosition = position,
|
||||
SystemPosition = position,
|
||||
MovementRegime = MovementRegimeKinds.LocalFlight,
|
||||
};
|
||||
}
|
||||
|
||||
private sealed record SystemSpatialGraph(
|
||||
string SystemId,
|
||||
List<NodeRuntime> Nodes,
|
||||
List<LocalBubbleRuntime> Bubbles,
|
||||
Dictionary<int, Dictionary<string, NodeRuntime>> LagrangeNodesByPlanetIndex);
|
||||
|
||||
private sealed record LagrangePointPlacement(string Designation, Vector3 Position);
|
||||
|
||||
private sealed record StationPlacement(NodeRuntime AnchorNode, Vector3 Position);
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
276
apps/backend/Simulation/SimulationEngine.MovementSystem.cs
Normal file
276
apps/backend/Simulation/SimulationEngine.MovementSystem.cs
Normal file
@@ -0,0 +1,276 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
private string UpdateControllerTask(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
var task = ship.ControllerTask;
|
||||
return task.Kind switch
|
||||
{
|
||||
"idle" => UpdateIdle(ship, world, deltaSeconds),
|
||||
"travel" => UpdateTravel(ship, world, deltaSeconds),
|
||||
"extract" => UpdateExtract(ship, world, deltaSeconds),
|
||||
"dock" => UpdateDock(ship, world, deltaSeconds),
|
||||
"unload" => UpdateUnload(ship, world, deltaSeconds),
|
||||
"refuel" => UpdateRefuel(ship, world, deltaSeconds),
|
||||
"deliver-construction" => UpdateDeliverConstruction(ship, world, deltaSeconds),
|
||||
"build-construction-site" => UpdateBuildConstructionSite(ship, world, deltaSeconds),
|
||||
"load-workers" => UpdateLoadWorkers(ship, world, deltaSeconds),
|
||||
"unload-workers" => UpdateUnloadWorkers(ship, world, deltaSeconds),
|
||||
"construct-module" => UpdateConstructModule(ship, world, deltaSeconds),
|
||||
"undock" => UpdateUndock(ship, world, deltaSeconds),
|
||||
_ => UpdateIdle(ship, world, deltaSeconds),
|
||||
};
|
||||
}
|
||||
|
||||
private static string UpdateIdle(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds);
|
||||
ship.State = "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 = "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)
|
||||
{
|
||||
return UpdateFtlTransit(ship, world, deltaSeconds, task.TargetSystemId, targetPosition, targetNode);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
private static NodeRuntime? ResolveTravelTargetNode(SimulationWorld world, ControllerTaskRuntime task, Vector3 targetPosition)
|
||||
{
|
||||
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 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();
|
||||
}
|
||||
|
||||
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 => 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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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 = "arriving";
|
||||
return "arrived";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "local-flight";
|
||||
ship.Position = ship.Position.MoveToward(targetPosition, ship.Definition.Speed * deltaSeconds);
|
||||
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 != "warping")
|
||||
{
|
||||
if (ship.State != "spooling-warp")
|
||||
{
|
||||
ship.ActionTimer = 0f;
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "spooling-warp";
|
||||
if (!AdvanceTimedAction(ship, deltaSeconds, spoolDuration))
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "warping";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.WarpDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
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, ship.Definition.Speed * 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)
|
||||
{
|
||||
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 != "ftl")
|
||||
{
|
||||
if (ship.State != "spooling-ftl")
|
||||
{
|
||||
ship.ActionTimer = 0f;
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "spooling-ftl";
|
||||
if (!AdvanceTimedAction(ship, deltaSeconds, ship.Definition.SpoolTime))
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "ftl";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.WarpDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var totalDistance = MathF.Max(0.001f, ship.Position.DistanceTo(targetPosition));
|
||||
ship.Position = ship.Position.MoveToward(targetPosition, ship.Definition.FtlSpeed * deltaSeconds);
|
||||
transit.Progress = MathF.Min(1f, 1f - (ship.Position.DistanceTo(targetPosition) / totalDistance));
|
||||
return ship.Position.DistanceTo(targetPosition) <= 24f
|
||||
? CompleteTransitArrival(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 = "arriving";
|
||||
return "arrived";
|
||||
}
|
||||
}
|
||||
256
apps/backend/Simulation/SimulationEngine.OrbitalSystem.cs
Normal file
256
apps/backend/Simulation/SimulationEngine.OrbitalSystem.cs
Normal file
@@ -0,0 +1,256 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
private static Vector3 ComputePlanetPosition(PlanetDefinition planet, float timeSeconds)
|
||||
{
|
||||
var eccentricity = Math.Clamp(planet.OrbitEccentricity, 0f, 0.85f);
|
||||
var meanAnomaly = DegreesToRadians(planet.OrbitPhaseAtEpoch) + (timeSeconds * planet.OrbitSpeed);
|
||||
var eccentricAnomaly = meanAnomaly
|
||||
+ (eccentricity * MathF.Sin(meanAnomaly))
|
||||
+ (0.5f * eccentricity * eccentricity * MathF.Sin(2f * meanAnomaly));
|
||||
var semiMajorAxis = planet.OrbitRadius;
|
||||
var semiMinorAxis = semiMajorAxis * MathF.Sqrt(MathF.Max(1f - (eccentricity * eccentricity), 0.05f));
|
||||
var local = new Vector3(
|
||||
semiMajorAxis * (MathF.Cos(eccentricAnomaly) - eccentricity),
|
||||
0f,
|
||||
semiMinorAxis * MathF.Sin(eccentricAnomaly));
|
||||
|
||||
local = RotateAroundY(local, DegreesToRadians(planet.OrbitArgumentOfPeriapsis));
|
||||
local = RotateAroundX(local, DegreesToRadians(planet.OrbitInclination));
|
||||
local = RotateAroundY(local, DegreesToRadians(planet.OrbitLongitudeOfAscendingNode));
|
||||
return local;
|
||||
}
|
||||
|
||||
private static Vector3 ComputeMoonOffset(PlanetDefinition planet, int moonIndex, float timeSeconds)
|
||||
{
|
||||
var orbitRadius = ComputeMoonOrbitRadius(planet, moonIndex);
|
||||
var speed = ComputeMoonOrbitSpeed(planet, moonIndex);
|
||||
var phase = HashUnit($"{planet.Label}:{moonIndex}:phase") * MathF.PI * 2f;
|
||||
var inclination = DegreesToRadians((HashUnit($"{planet.Label}:{moonIndex}:inclination") - 0.5f) * 28f);
|
||||
var ascendingNode = DegreesToRadians(HashUnit($"{planet.Label}:{moonIndex}:node") * 360f);
|
||||
var angle = phase + (timeSeconds * speed);
|
||||
|
||||
var local = new Vector3(
|
||||
MathF.Cos(angle) * orbitRadius,
|
||||
0f,
|
||||
MathF.Sin(angle) * orbitRadius);
|
||||
local = RotateAroundX(local, inclination);
|
||||
local = RotateAroundY(local, ascendingNode);
|
||||
return local;
|
||||
}
|
||||
|
||||
private static float ComputeMoonOrbitRadius(PlanetDefinition planet, int moonIndex)
|
||||
{
|
||||
var spacing = planet.Size * 1.4f;
|
||||
var variance = HashUnit($"{planet.Label}:{moonIndex}:radius") * planet.Size * 0.9f;
|
||||
return (planet.Size * 1.8f) + (moonIndex * spacing) + variance;
|
||||
}
|
||||
|
||||
private static float ComputeMoonOrbitSpeed(PlanetDefinition planet, int moonIndex)
|
||||
{
|
||||
var radius = ComputeMoonOrbitRadius(planet, moonIndex);
|
||||
return 0.9f / MathF.Sqrt(MathF.Max(radius, 1f)) + (moonIndex * 0.003f);
|
||||
}
|
||||
|
||||
private static IEnumerable<LagrangePointPlacement> EnumeratePlanetLagrangePoints(Vector3 planetPosition, float orbitRadius, int planetIndex)
|
||||
{
|
||||
var radial = NormalizeOrFallback(planetPosition, new Vector3(1f, 0f, 0f));
|
||||
var tangential = new Vector3(-radial.Z, 0f, radial.X);
|
||||
var offset = MathF.Max(orbitRadius * 0.18f, 72f + (planetIndex * 6f));
|
||||
var triangularAngle = MathF.PI / 3f;
|
||||
|
||||
yield return new LagrangePointPlacement("L1", Add(planetPosition, Scale(radial, -offset)));
|
||||
yield return new LagrangePointPlacement("L2", Add(planetPosition, Scale(radial, offset)));
|
||||
yield return new LagrangePointPlacement("L3", Scale(radial, -orbitRadius));
|
||||
yield return new LagrangePointPlacement(
|
||||
"L4",
|
||||
Add(Scale(radial, orbitRadius * MathF.Cos(triangularAngle)), Scale(tangential, orbitRadius * MathF.Sin(triangularAngle))));
|
||||
yield return new LagrangePointPlacement(
|
||||
"L5",
|
||||
Add(Scale(radial, orbitRadius * MathF.Cos(triangularAngle)), Scale(tangential, -orbitRadius * MathF.Sin(triangularAngle))));
|
||||
}
|
||||
|
||||
private static Vector3 NormalizeOrFallback(Vector3 value, Vector3 fallback)
|
||||
{
|
||||
var length = MathF.Sqrt(value.LengthSquared());
|
||||
if (length <= 0.0001f)
|
||||
{
|
||||
return fallback;
|
||||
}
|
||||
|
||||
return value.Divide(length);
|
||||
}
|
||||
|
||||
private static Vector3 RotateAroundX(Vector3 value, float angle)
|
||||
{
|
||||
var cos = MathF.Cos(angle);
|
||||
var sin = MathF.Sin(angle);
|
||||
return new Vector3(
|
||||
value.X,
|
||||
(value.Y * cos) - (value.Z * sin),
|
||||
(value.Y * sin) + (value.Z * cos));
|
||||
}
|
||||
|
||||
private static Vector3 RotateAroundY(Vector3 value, float angle)
|
||||
{
|
||||
var cos = MathF.Cos(angle);
|
||||
var sin = MathF.Sin(angle);
|
||||
return new Vector3(
|
||||
(value.X * cos) + (value.Z * sin),
|
||||
value.Y,
|
||||
(-value.X * sin) + (value.Z * cos));
|
||||
}
|
||||
|
||||
private static Vector3 Add(Vector3 left, Vector3 right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
|
||||
|
||||
private static Vector3 Scale(Vector3 value, float scalar) => new(value.X * scalar, value.Y * scalar, value.Z * scalar);
|
||||
|
||||
private static float DegreesToRadians(float degrees) => degrees * (MathF.PI / 180f);
|
||||
|
||||
private static float HashUnit(string input)
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
var hash = 2166136261u;
|
||||
foreach (var character in input)
|
||||
{
|
||||
hash ^= character;
|
||||
hash *= 16777619u;
|
||||
}
|
||||
|
||||
return (hash & 0x00FFFFFF) / (float)0x01000000;
|
||||
}
|
||||
}
|
||||
|
||||
private static void UpdateOrbitalState(SimulationWorld world, DateTimeOffset nowUtc)
|
||||
{
|
||||
var worldTimeSeconds = (float)(nowUtc.ToUnixTimeMilliseconds() / 1000d) + (world.Seed * 97f);
|
||||
var spatialNodesById = world.SpatialNodes.ToDictionary(node => node.Id, StringComparer.Ordinal);
|
||||
|
||||
foreach (var system in world.Systems)
|
||||
{
|
||||
var starNodeId = $"node-{system.Definition.Id}-star";
|
||||
if (spatialNodesById.TryGetValue(starNodeId, out var starNode))
|
||||
{
|
||||
starNode.Position = Vector3.Zero;
|
||||
}
|
||||
|
||||
for (var planetIndex = 0; planetIndex < system.Definition.Planets.Count; planetIndex += 1)
|
||||
{
|
||||
var planet = system.Definition.Planets[planetIndex];
|
||||
var planetNodeId = $"node-{system.Definition.Id}-planet-{planetIndex + 1}";
|
||||
if (!spatialNodesById.TryGetValue(planetNodeId, out var planetNode))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var planetPosition = ComputePlanetPosition(planet, worldTimeSeconds);
|
||||
planetNode.Position = planetPosition;
|
||||
|
||||
foreach (var lagrange in EnumeratePlanetLagrangePoints(planetPosition, planet.OrbitRadius, planetIndex))
|
||||
{
|
||||
var lagrangeId = $"node-{system.Definition.Id}-planet-{planetIndex + 1}-{lagrange.Designation.ToLowerInvariant()}";
|
||||
if (spatialNodesById.TryGetValue(lagrangeId, out var lagrangeNode))
|
||||
{
|
||||
lagrangeNode.Position = lagrange.Position;
|
||||
}
|
||||
}
|
||||
|
||||
for (var moonIndex = 0; moonIndex < planet.MoonCount; moonIndex += 1)
|
||||
{
|
||||
var moonId = $"node-{system.Definition.Id}-planet-{planetIndex + 1}-moon-{moonIndex + 1}";
|
||||
if (!spatialNodesById.TryGetValue(moonId, out var moonNode))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
moonNode.Position = Add(planetPosition, ComputeMoonOffset(planet, moonIndex, worldTimeSeconds));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var station in world.Stations)
|
||||
{
|
||||
if (station.AnchorNodeId is null || !spatialNodesById.TryGetValue(station.AnchorNodeId, out var anchorNode))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
station.Position = anchorNode.Position;
|
||||
if (station.NodeId is not null && spatialNodesById.TryGetValue(station.NodeId, out var stationNode))
|
||||
{
|
||||
stationNode.Position = station.Position;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var ship in world.Ships.Where(ship => ship.DockedStationId is not null))
|
||||
{
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
if (station is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var dockedPosition = GetShipDockedPosition(ship, station);
|
||||
ship.Position = dockedPosition;
|
||||
ship.TargetPosition = dockedPosition;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SyncSpatialState(SimulationWorld world)
|
||||
{
|
||||
foreach (var bubble in world.LocalBubbles)
|
||||
{
|
||||
bubble.OccupantShipIds.Clear();
|
||||
}
|
||||
|
||||
foreach (var ship in world.Ships)
|
||||
{
|
||||
ship.SpatialState.CurrentSystemId = ship.SystemId;
|
||||
ship.SpatialState.LocalPosition = ship.Position;
|
||||
ship.SpatialState.SystemPosition = ship.Position;
|
||||
if (ship.SpatialState.Transit is not null)
|
||||
{
|
||||
ship.SpatialState.CurrentNodeId = null;
|
||||
ship.SpatialState.CurrentBubbleId = null;
|
||||
continue;
|
||||
}
|
||||
|
||||
ship.SpatialState.SpaceLayer = SpaceLayerKinds.LocalSpace;
|
||||
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
|
||||
var nearestNode = world.SpatialNodes
|
||||
.Where(candidate => candidate.SystemId == ship.SystemId)
|
||||
.OrderBy(candidate => candidate.Position.DistanceTo(ship.Position))
|
||||
.FirstOrDefault();
|
||||
ship.SpatialState.CurrentNodeId = nearestNode?.Id;
|
||||
ship.SpatialState.CurrentBubbleId = nearestNode?.BubbleId;
|
||||
|
||||
if (nearestNode is not null)
|
||||
{
|
||||
var nearestBubble = world.LocalBubbles.FirstOrDefault(candidate => candidate.Id == nearestNode.BubbleId);
|
||||
nearestBubble?.OccupantShipIds.Add(ship.Id);
|
||||
}
|
||||
|
||||
if (ship.DockedStationId is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
if (station?.BubbleId is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ship.SpatialState.CurrentNodeId = station.NodeId;
|
||||
ship.SpatialState.CurrentBubbleId = station.BubbleId;
|
||||
var bubble = world.LocalBubbles.FirstOrDefault(candidate => candidate.Id == station.BubbleId);
|
||||
bubble?.OccupantShipIds.Add(ship.Id);
|
||||
}
|
||||
}
|
||||
|
||||
private readonly record struct LagrangePointPlacement(string Designation, Vector3 Position);
|
||||
}
|
||||
@@ -0,0 +1,237 @@
|
||||
using SpaceGame.Simulation.Api.Contracts;
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
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 float GetWorkerTransportCapacity(ShipRuntime ship) =>
|
||||
CountModules(ship.Definition.Modules, "habitat-ring") * 120f;
|
||||
|
||||
private static void UpdateStationPower(SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
foreach (var station in world.Stations)
|
||||
{
|
||||
var previousEnergy = station.EnergyStored;
|
||||
GenerateStationEnergy(station, 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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void UpdateShipPower(ShipRuntime ship, SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
var previousEnergy = ship.EnergyStored;
|
||||
GenerateShipEnergy(ship, world, deltaSeconds);
|
||||
|
||||
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 void GenerateStationEnergy(StationRuntime station, float deltaSeconds)
|
||||
{
|
||||
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 || 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);
|
||||
}
|
||||
|
||||
private static void GenerateShipEnergy(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
private static bool TryConsumeShipEnergy(ShipRuntime ship, float amount)
|
||||
{
|
||||
if (ship.EnergyStored + 0.0001f < amount)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ship.EnergyStored = MathF.Max(0f, ship.EnergyStored - amount);
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool TryConsumeStationEnergy(StationRuntime station, float amount)
|
||||
{
|
||||
if (station.EnergyStored + 0.0001f < amount)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
station.EnergyStored = MathF.Max(0f, station.EnergyStored - amount);
|
||||
return true;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
inventory.Remove(itemId);
|
||||
}
|
||||
else
|
||||
{
|
||||
inventory[itemId] = remaining;
|
||||
}
|
||||
|
||||
return removed;
|
||||
}
|
||||
|
||||
private static bool HasStationModules(StationRuntime station, params string[] modules) =>
|
||||
modules.All(moduleId => station.InstalledModules.Contains(moduleId, StringComparer.Ordinal));
|
||||
|
||||
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 float GetShipFuelCapacity(ShipRuntime ship) =>
|
||||
CountModules(ship.Definition.Modules, "reactor-core") * ShipFuelPerReactor;
|
||||
|
||||
internal static bool NeedsRefuel(ShipRuntime ship) =>
|
||||
GetInventoryAmount(ship.Inventory, "fuel") < (GetShipFuelCapacity(ship) * 0.7f);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
if (!station.Definition.Storage.TryGetValue(storageClass, out var capacity))
|
||||
{
|
||||
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 bool IsConstructionSiteReady(ConstructionSiteRuntime site) =>
|
||||
site.RequiredItems.All(entry => GetInventoryAmount(site.DeliveredItems, entry.Key) + 0.001f >= entry.Value);
|
||||
}
|
||||
680
apps/backend/Simulation/SimulationEngine.Replication.cs
Normal file
680
apps/backend/Simulation/SimulationEngine.Replication.cs
Normal file
@@ -0,0 +1,680 @@
|
||||
using SpaceGame.Simulation.Api.Contracts;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
public WorldSnapshot BuildSnapshot(SimulationWorld world, long sequence)
|
||||
{
|
||||
PrimeDeltaBaseline(world);
|
||||
|
||||
return new WorldSnapshot(
|
||||
world.Label,
|
||||
world.Seed,
|
||||
sequence,
|
||||
world.TickIntervalMs,
|
||||
world.GeneratedAtUtc,
|
||||
world.Systems.Select(system => new SystemSnapshot(
|
||||
system.Definition.Id,
|
||||
system.Definition.Label,
|
||||
ToDto(system.Position),
|
||||
system.Definition.StarKind,
|
||||
system.Definition.StarCount,
|
||||
system.Definition.StarColor,
|
||||
system.Definition.StarSize,
|
||||
system.Definition.Planets.Select(planet => new PlanetSnapshot(
|
||||
planet.Label,
|
||||
planet.PlanetType,
|
||||
planet.Shape,
|
||||
planet.MoonCount,
|
||||
planet.OrbitRadius,
|
||||
planet.OrbitSpeed,
|
||||
planet.OrbitEccentricity,
|
||||
planet.OrbitInclination,
|
||||
planet.OrbitLongitudeOfAscendingNode,
|
||||
planet.OrbitArgumentOfPeriapsis,
|
||||
planet.OrbitPhaseAtEpoch,
|
||||
planet.Size,
|
||||
planet.Color,
|
||||
planet.HasRing)).ToList())).ToList(),
|
||||
world.SpatialNodes.Select(ToSpatialNodeDelta).Select(node => new SpatialNodeSnapshot(
|
||||
node.Id,
|
||||
node.SystemId,
|
||||
node.Kind,
|
||||
node.LocalPosition,
|
||||
node.BubbleId,
|
||||
node.ParentNodeId,
|
||||
node.OccupyingStructureId,
|
||||
node.OrbitReferenceId)).ToList(),
|
||||
world.LocalBubbles.Select(ToLocalBubbleDelta).Select(bubble => new LocalBubbleSnapshot(
|
||||
bubble.Id,
|
||||
bubble.NodeId,
|
||||
bubble.SystemId,
|
||||
bubble.Radius,
|
||||
bubble.OccupantShipIds,
|
||||
bubble.OccupantStationIds,
|
||||
bubble.OccupantClaimIds,
|
||||
bubble.OccupantConstructionSiteIds)).ToList(),
|
||||
world.Nodes.Select(ToNodeDelta).Select(node => new ResourceNodeSnapshot(
|
||||
node.Id,
|
||||
node.SystemId,
|
||||
node.LocalPosition,
|
||||
node.SourceKind,
|
||||
node.OreRemaining,
|
||||
node.MaxOre,
|
||||
node.ItemId)).ToList(),
|
||||
world.Stations.Select(ToStationDelta).Select(station => new StationSnapshot(
|
||||
station.Id,
|
||||
station.Label,
|
||||
station.Category,
|
||||
station.SystemId,
|
||||
station.LocalPosition,
|
||||
station.NodeId,
|
||||
station.BubbleId,
|
||||
station.AnchorNodeId,
|
||||
station.Color,
|
||||
station.DockedShips,
|
||||
station.DockingPads,
|
||||
station.EnergyStored,
|
||||
station.Inventory,
|
||||
station.FactionId,
|
||||
station.CommanderId,
|
||||
station.PolicySetId,
|
||||
station.Population,
|
||||
station.PopulationCapacity,
|
||||
station.WorkforceRequired,
|
||||
station.WorkforceEffectiveRatio,
|
||||
station.InstalledModules,
|
||||
station.MarketOrderIds)).ToList(),
|
||||
world.Claims.Select(ToClaimDelta).Select(claim => new ClaimSnapshot(
|
||||
claim.Id,
|
||||
claim.FactionId,
|
||||
claim.SystemId,
|
||||
claim.NodeId,
|
||||
claim.BubbleId,
|
||||
claim.State,
|
||||
claim.Health,
|
||||
claim.PlacedAtUtc,
|
||||
claim.ActivatesAtUtc)).ToList(),
|
||||
world.ConstructionSites.Select(ToConstructionSiteDelta).Select(site => new ConstructionSiteSnapshot(
|
||||
site.Id,
|
||||
site.FactionId,
|
||||
site.SystemId,
|
||||
site.NodeId,
|
||||
site.BubbleId,
|
||||
site.TargetKind,
|
||||
site.TargetDefinitionId,
|
||||
site.BlueprintId,
|
||||
site.ClaimId,
|
||||
site.StationId,
|
||||
site.State,
|
||||
site.Progress,
|
||||
site.Inventory,
|
||||
site.RequiredItems,
|
||||
site.DeliveredItems,
|
||||
site.AssignedConstructorShipIds,
|
||||
site.MarketOrderIds)).ToList(),
|
||||
world.MarketOrders.Select(ToMarketOrderDelta).Select(order => new MarketOrderSnapshot(
|
||||
order.Id,
|
||||
order.FactionId,
|
||||
order.StationId,
|
||||
order.ConstructionSiteId,
|
||||
order.Kind,
|
||||
order.ItemId,
|
||||
order.Amount,
|
||||
order.RemainingAmount,
|
||||
order.Valuation,
|
||||
order.ReserveThreshold,
|
||||
order.PolicySetId,
|
||||
order.State)).ToList(),
|
||||
world.Policies.Select(ToPolicySetDelta).Select(policy => new PolicySetSnapshot(
|
||||
policy.Id,
|
||||
policy.OwnerKind,
|
||||
policy.OwnerId,
|
||||
policy.TradeAccessPolicy,
|
||||
policy.DockingAccessPolicy,
|
||||
policy.ConstructionAccessPolicy,
|
||||
policy.OperationalRangePolicy)).ToList(),
|
||||
world.Ships.Select(ToShipDelta).Select(ship => new ShipSnapshot(
|
||||
ship.Id,
|
||||
ship.Label,
|
||||
ship.Role,
|
||||
ship.ShipClass,
|
||||
ship.SystemId,
|
||||
ship.LocalPosition,
|
||||
ship.LocalVelocity,
|
||||
ship.TargetLocalPosition,
|
||||
ship.State,
|
||||
ship.OrderKind,
|
||||
ship.DefaultBehaviorKind,
|
||||
ship.ControllerTaskKind,
|
||||
ship.NodeId,
|
||||
ship.BubbleId,
|
||||
ship.DockedStationId,
|
||||
ship.CommanderId,
|
||||
ship.PolicySetId,
|
||||
ship.CargoCapacity,
|
||||
ship.WorkerPopulation,
|
||||
ship.EnergyStored,
|
||||
ship.Inventory,
|
||||
ship.FactionId,
|
||||
ship.Health,
|
||||
ship.History,
|
||||
ship.SpatialState)).ToList(),
|
||||
world.Factions.Select(ToFactionDelta).Select(faction => new FactionSnapshot(
|
||||
faction.Id,
|
||||
faction.Label,
|
||||
faction.Color,
|
||||
faction.Credits,
|
||||
faction.PopulationTotal,
|
||||
faction.OreMined,
|
||||
faction.GoodsProduced,
|
||||
faction.ShipsBuilt,
|
||||
faction.ShipsLost,
|
||||
faction.DefaultPolicySetId)).ToList());
|
||||
}
|
||||
|
||||
public void PrimeDeltaBaseline(SimulationWorld world)
|
||||
{
|
||||
foreach (var node in world.Nodes)
|
||||
{
|
||||
node.LastDeltaSignature = BuildNodeSignature(node);
|
||||
}
|
||||
|
||||
foreach (var node in world.SpatialNodes)
|
||||
{
|
||||
node.LastDeltaSignature = BuildSpatialNodeSignature(node);
|
||||
}
|
||||
|
||||
foreach (var bubble in world.LocalBubbles)
|
||||
{
|
||||
bubble.LastDeltaSignature = BuildLocalBubbleSignature(bubble);
|
||||
}
|
||||
|
||||
foreach (var station in world.Stations)
|
||||
{
|
||||
station.LastDeltaSignature = BuildStationSignature(station);
|
||||
}
|
||||
|
||||
foreach (var claim in world.Claims)
|
||||
{
|
||||
claim.LastDeltaSignature = BuildClaimSignature(claim);
|
||||
}
|
||||
|
||||
foreach (var site in world.ConstructionSites)
|
||||
{
|
||||
site.LastDeltaSignature = BuildConstructionSiteSignature(site);
|
||||
}
|
||||
|
||||
foreach (var order in world.MarketOrders)
|
||||
{
|
||||
order.LastDeltaSignature = BuildMarketOrderSignature(order);
|
||||
}
|
||||
|
||||
foreach (var policy in world.Policies)
|
||||
{
|
||||
policy.LastDeltaSignature = BuildPolicySignature(policy);
|
||||
}
|
||||
|
||||
foreach (var ship in world.Ships)
|
||||
{
|
||||
ship.LastDeltaSignature = BuildShipSignature(ship);
|
||||
}
|
||||
|
||||
foreach (var faction in world.Factions)
|
||||
{
|
||||
faction.LastDeltaSignature = BuildFactionSignature(faction);
|
||||
}
|
||||
}
|
||||
|
||||
private static IReadOnlyList<ResourceNodeDelta> BuildNodeDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<ResourceNodeDelta>();
|
||||
foreach (var node in world.Nodes)
|
||||
{
|
||||
var signature = BuildNodeSignature(node);
|
||||
if (signature == node.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
node.LastDeltaSignature = signature;
|
||||
deltas.Add(ToNodeDelta(node));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<SpatialNodeDelta> BuildSpatialNodeDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<SpatialNodeDelta>();
|
||||
foreach (var node in world.SpatialNodes)
|
||||
{
|
||||
var signature = BuildSpatialNodeSignature(node);
|
||||
if (signature == node.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
node.LastDeltaSignature = signature;
|
||||
deltas.Add(ToSpatialNodeDelta(node));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<LocalBubbleDelta> BuildLocalBubbleDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<LocalBubbleDelta>();
|
||||
foreach (var bubble in world.LocalBubbles)
|
||||
{
|
||||
var signature = BuildLocalBubbleSignature(bubble);
|
||||
if (signature == bubble.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
bubble.LastDeltaSignature = signature;
|
||||
deltas.Add(ToLocalBubbleDelta(bubble));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<StationDelta> BuildStationDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<StationDelta>();
|
||||
foreach (var station in world.Stations)
|
||||
{
|
||||
var signature = BuildStationSignature(station);
|
||||
if (signature == station.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
station.LastDeltaSignature = signature;
|
||||
deltas.Add(ToStationDelta(station));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<ClaimDelta> BuildClaimDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<ClaimDelta>();
|
||||
foreach (var claim in world.Claims)
|
||||
{
|
||||
var signature = BuildClaimSignature(claim);
|
||||
if (signature == claim.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
claim.LastDeltaSignature = signature;
|
||||
deltas.Add(ToClaimDelta(claim));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<ConstructionSiteDelta> BuildConstructionSiteDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<ConstructionSiteDelta>();
|
||||
foreach (var site in world.ConstructionSites)
|
||||
{
|
||||
var signature = BuildConstructionSiteSignature(site);
|
||||
if (signature == site.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
site.LastDeltaSignature = signature;
|
||||
deltas.Add(ToConstructionSiteDelta(site));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<MarketOrderDelta> BuildMarketOrderDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<MarketOrderDelta>();
|
||||
foreach (var order in world.MarketOrders)
|
||||
{
|
||||
var signature = BuildMarketOrderSignature(order);
|
||||
if (signature == order.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
order.LastDeltaSignature = signature;
|
||||
deltas.Add(ToMarketOrderDelta(order));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<PolicySetDelta> BuildPolicyDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<PolicySetDelta>();
|
||||
foreach (var policy in world.Policies)
|
||||
{
|
||||
var signature = BuildPolicySignature(policy);
|
||||
if (signature == policy.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
policy.LastDeltaSignature = signature;
|
||||
deltas.Add(ToPolicySetDelta(policy));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<ShipDelta> BuildShipDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<ShipDelta>();
|
||||
foreach (var ship in world.Ships)
|
||||
{
|
||||
var signature = BuildShipSignature(ship);
|
||||
if (signature == ship.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ship.LastDeltaSignature = signature;
|
||||
deltas.Add(ToShipDelta(ship));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<FactionDelta> BuildFactionDeltas(SimulationWorld world)
|
||||
{
|
||||
var deltas = new List<FactionDelta>();
|
||||
foreach (var faction in world.Factions)
|
||||
{
|
||||
var signature = BuildFactionSignature(faction);
|
||||
if (signature == faction.LastDeltaSignature)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
faction.LastDeltaSignature = signature;
|
||||
deltas.Add(ToFactionDelta(faction));
|
||||
}
|
||||
|
||||
return deltas;
|
||||
}
|
||||
|
||||
private static string BuildNodeSignature(ResourceNodeRuntime node) => $"{node.SystemId}|{node.OreRemaining:0.###}";
|
||||
|
||||
private static string BuildSpatialNodeSignature(NodeRuntime node) =>
|
||||
$"{node.SystemId}|{node.Kind.ToContractValue()}|{node.Position.X:0.###}|{node.Position.Y:0.###}|{node.Position.Z:0.###}|{node.BubbleId}|{node.ParentNodeId}|{node.OccupyingStructureId}|{node.OrbitReferenceId}";
|
||||
|
||||
private static string BuildLocalBubbleSignature(LocalBubbleRuntime bubble) =>
|
||||
$"{bubble.SystemId}|{bubble.NodeId}|{bubble.Radius:0.###}|{string.Join(",", bubble.OccupantShipIds.OrderBy(id => id, StringComparer.Ordinal))}|{string.Join(",", bubble.OccupantStationIds.OrderBy(id => id, StringComparer.Ordinal))}|{string.Join(",", bubble.OccupantClaimIds.OrderBy(id => id, StringComparer.Ordinal))}|{string.Join(",", bubble.OccupantConstructionSiteIds.OrderBy(id => id, StringComparer.Ordinal))}";
|
||||
|
||||
private static string BuildStationSignature(StationRuntime station) =>
|
||||
$"{station.SystemId}|{station.NodeId}|{station.BubbleId}|{station.AnchorNodeId}|{station.CommanderId}|{station.PolicySetId}|{BuildInventorySignature(station.Inventory)}|{station.EnergyStored:0.###}|{station.DockedShipIds.Count}|{station.DockingPadAssignments.Count}|{station.Population:0.###}|{station.PopulationCapacity:0.###}|{station.WorkforceRequired:0.###}|{station.WorkforceEffectiveRatio:0.###}|{string.Join(",", station.InstalledModules.OrderBy(moduleId => moduleId, StringComparer.Ordinal))}|{string.Join(",", station.MarketOrderIds.OrderBy(orderId => orderId, StringComparer.Ordinal))}|{station.ActiveConstruction?.ModuleId ?? "none"}|{station.ActiveConstruction?.ProgressSeconds.ToString("0.###") ?? "0"}";
|
||||
|
||||
private static string BuildClaimSignature(ClaimRuntime claim) =>
|
||||
$"{claim.FactionId}|{claim.SystemId}|{claim.NodeId}|{claim.BubbleId}|{claim.State}|{claim.Health:0.###}|{claim.ActivatesAtUtc:O}";
|
||||
|
||||
private static string BuildConstructionSiteSignature(ConstructionSiteRuntime site) =>
|
||||
$"{site.FactionId}|{site.SystemId}|{site.NodeId}|{site.BubbleId}|{site.TargetKind}|{site.TargetDefinitionId}|{site.BlueprintId}|{site.ClaimId}|{site.StationId}|{site.State}|{site.Progress:0.###}|{BuildInventorySignature(site.Inventory)}|{BuildInventorySignature(site.RequiredItems)}|{BuildInventorySignature(site.DeliveredItems)}|{string.Join(",", site.AssignedConstructorShipIds.OrderBy(id => id, StringComparer.Ordinal))}|{string.Join(",", site.MarketOrderIds.OrderBy(id => id, StringComparer.Ordinal))}";
|
||||
|
||||
private static string BuildMarketOrderSignature(MarketOrderRuntime order) =>
|
||||
$"{order.FactionId}|{order.StationId}|{order.ConstructionSiteId}|{order.Kind}|{order.ItemId}|{order.Amount:0.###}|{order.RemainingAmount:0.###}|{order.Valuation:0.###}|{order.ReserveThreshold?.ToString("0.###") ?? "none"}|{order.PolicySetId}|{order.State}";
|
||||
|
||||
private static string BuildPolicySignature(PolicySetRuntime policy) =>
|
||||
$"{policy.OwnerKind}|{policy.OwnerId}|{policy.TradeAccessPolicy}|{policy.DockingAccessPolicy}|{policy.ConstructionAccessPolicy}|{policy.OperationalRangePolicy}";
|
||||
|
||||
private static string BuildShipSignature(ShipRuntime ship) =>
|
||||
string.Join("|",
|
||||
ship.SystemId,
|
||||
ship.Position.X.ToString("0.###"),
|
||||
ship.Position.Y.ToString("0.###"),
|
||||
ship.Position.Z.ToString("0.###"),
|
||||
ship.Velocity.X.ToString("0.###"),
|
||||
ship.Velocity.Y.ToString("0.###"),
|
||||
ship.Velocity.Z.ToString("0.###"),
|
||||
ship.TargetPosition.X.ToString("0.###"),
|
||||
ship.TargetPosition.Y.ToString("0.###"),
|
||||
ship.TargetPosition.Z.ToString("0.###"),
|
||||
ship.State,
|
||||
ship.Order?.Kind ?? "none",
|
||||
ship.DefaultBehavior.Kind,
|
||||
ship.ControllerTask.Kind,
|
||||
ship.SpatialState.CurrentNodeId ?? "none",
|
||||
ship.SpatialState.CurrentBubbleId ?? "none",
|
||||
ship.DockedStationId ?? "none",
|
||||
ship.CommanderId ?? "none",
|
||||
ship.PolicySetId ?? "none",
|
||||
ship.WorkerPopulation.ToString("0.###"),
|
||||
ship.SpatialState.SpaceLayer,
|
||||
ship.SpatialState.CurrentNodeId ?? "none",
|
||||
ship.SpatialState.CurrentBubbleId ?? "none",
|
||||
ship.SpatialState.MovementRegime,
|
||||
ship.SpatialState.DestinationNodeId ?? "none",
|
||||
ship.SpatialState.Transit?.Regime ?? "none",
|
||||
ship.SpatialState.Transit?.OriginNodeId ?? "none",
|
||||
ship.SpatialState.Transit?.DestinationNodeId ?? "none",
|
||||
ship.SpatialState.Transit?.Progress.ToString("0.###") ?? "0",
|
||||
GetShipCargoAmount(ship).ToString("0.###"),
|
||||
GetInventoryAmount(ship.Inventory, "fuel").ToString("0.###"),
|
||||
ship.EnergyStored.ToString("0.###"),
|
||||
ship.Health.ToString("0.###"));
|
||||
|
||||
private static string BuildInventorySignature(IReadOnlyDictionary<string, float> inventory) =>
|
||||
string.Join(",",
|
||||
inventory
|
||||
.Where(entry => entry.Value > 0.001f)
|
||||
.OrderBy(entry => entry.Key, StringComparer.Ordinal)
|
||||
.Select(entry => $"{entry.Key}:{entry.Value:0.###}"));
|
||||
|
||||
private static string BuildFactionSignature(FactionRuntime faction) =>
|
||||
$"{faction.Credits:0.###}|{faction.PopulationTotal:0.###}|{faction.OreMined:0.###}|{faction.GoodsProduced:0.###}|{faction.ShipsBuilt}|{faction.ShipsLost}|{faction.DefaultPolicySetId}";
|
||||
|
||||
private static ResourceNodeDelta ToNodeDelta(ResourceNodeRuntime node) => new(
|
||||
node.Id,
|
||||
node.SystemId,
|
||||
ToDto(node.Position),
|
||||
node.SourceKind,
|
||||
node.OreRemaining,
|
||||
node.MaxOre,
|
||||
node.ItemId);
|
||||
|
||||
private static SpatialNodeDelta ToSpatialNodeDelta(NodeRuntime node) => new(
|
||||
node.Id,
|
||||
node.SystemId,
|
||||
node.Kind.ToContractValue(),
|
||||
ToDto(node.Position),
|
||||
node.BubbleId,
|
||||
node.ParentNodeId,
|
||||
node.OccupyingStructureId,
|
||||
node.OrbitReferenceId);
|
||||
|
||||
private static LocalBubbleDelta ToLocalBubbleDelta(LocalBubbleRuntime bubble) => new(
|
||||
bubble.Id,
|
||||
bubble.NodeId,
|
||||
bubble.SystemId,
|
||||
bubble.Radius,
|
||||
bubble.OccupantShipIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
bubble.OccupantStationIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
bubble.OccupantClaimIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
bubble.OccupantConstructionSiteIds.OrderBy(id => id, StringComparer.Ordinal).ToList());
|
||||
|
||||
private static StationDelta ToStationDelta(StationRuntime station) => new(
|
||||
station.Id,
|
||||
station.Definition.Label,
|
||||
station.Definition.Category,
|
||||
station.SystemId,
|
||||
ToDto(station.Position),
|
||||
station.NodeId,
|
||||
station.BubbleId,
|
||||
station.AnchorNodeId,
|
||||
station.Definition.Color,
|
||||
station.DockedShipIds.Count,
|
||||
GetDockingPadCount(station),
|
||||
station.EnergyStored,
|
||||
ToInventoryEntries(station.Inventory),
|
||||
station.FactionId,
|
||||
station.CommanderId,
|
||||
station.PolicySetId,
|
||||
station.Population,
|
||||
station.PopulationCapacity,
|
||||
station.WorkforceRequired,
|
||||
station.WorkforceEffectiveRatio,
|
||||
station.InstalledModules.OrderBy(moduleId => moduleId, StringComparer.Ordinal).ToList(),
|
||||
station.MarketOrderIds.OrderBy(orderId => orderId, StringComparer.Ordinal).ToList());
|
||||
|
||||
private static ClaimDelta ToClaimDelta(ClaimRuntime claim) => new(
|
||||
claim.Id,
|
||||
claim.FactionId,
|
||||
claim.SystemId,
|
||||
claim.NodeId,
|
||||
claim.BubbleId,
|
||||
claim.State,
|
||||
claim.Health,
|
||||
claim.PlacedAtUtc,
|
||||
claim.ActivatesAtUtc);
|
||||
|
||||
private static ConstructionSiteDelta ToConstructionSiteDelta(ConstructionSiteRuntime site) => new(
|
||||
site.Id,
|
||||
site.FactionId,
|
||||
site.SystemId,
|
||||
site.NodeId,
|
||||
site.BubbleId,
|
||||
site.TargetKind,
|
||||
site.TargetDefinitionId,
|
||||
site.BlueprintId,
|
||||
site.ClaimId,
|
||||
site.StationId,
|
||||
site.State,
|
||||
site.Progress,
|
||||
ToInventoryEntries(site.Inventory),
|
||||
ToInventoryEntries(site.RequiredItems),
|
||||
ToInventoryEntries(site.DeliveredItems),
|
||||
site.AssignedConstructorShipIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
site.MarketOrderIds.OrderBy(id => id, StringComparer.Ordinal).ToList());
|
||||
|
||||
private static MarketOrderDelta ToMarketOrderDelta(MarketOrderRuntime order) => new(
|
||||
order.Id,
|
||||
order.FactionId,
|
||||
order.StationId,
|
||||
order.ConstructionSiteId,
|
||||
order.Kind,
|
||||
order.ItemId,
|
||||
order.Amount,
|
||||
order.RemainingAmount,
|
||||
order.Valuation,
|
||||
order.ReserveThreshold,
|
||||
order.PolicySetId,
|
||||
order.State);
|
||||
|
||||
private static PolicySetDelta ToPolicySetDelta(PolicySetRuntime policy) => new(
|
||||
policy.Id,
|
||||
policy.OwnerKind,
|
||||
policy.OwnerId,
|
||||
policy.TradeAccessPolicy,
|
||||
policy.DockingAccessPolicy,
|
||||
policy.ConstructionAccessPolicy,
|
||||
policy.OperationalRangePolicy);
|
||||
|
||||
private static ShipDelta ToShipDelta(ShipRuntime ship) => new(
|
||||
ship.Id,
|
||||
ship.Definition.Label,
|
||||
ship.Definition.Role,
|
||||
ship.Definition.ShipClass,
|
||||
ship.SystemId,
|
||||
ToDto(ship.Position),
|
||||
ToDto(ship.Velocity),
|
||||
ToDto(ship.TargetPosition),
|
||||
ship.State,
|
||||
ship.Order?.Kind,
|
||||
ship.DefaultBehavior.Kind,
|
||||
ship.ControllerTask.Kind,
|
||||
ship.SpatialState.CurrentNodeId,
|
||||
ship.SpatialState.CurrentBubbleId,
|
||||
ship.DockedStationId,
|
||||
ship.CommanderId,
|
||||
ship.PolicySetId,
|
||||
ship.Definition.CargoCapacity,
|
||||
ship.WorkerPopulation,
|
||||
ship.EnergyStored,
|
||||
ToInventoryEntries(ship.Inventory),
|
||||
ship.FactionId,
|
||||
ship.Health,
|
||||
ship.History.ToList(),
|
||||
ToShipSpatialStateSnapshot(ship.SpatialState));
|
||||
|
||||
private static IReadOnlyList<InventoryEntry> ToInventoryEntries(IReadOnlyDictionary<string, float> inventory) =>
|
||||
inventory
|
||||
.Where(entry => entry.Value > 0.001f)
|
||||
.OrderBy(entry => entry.Key, StringComparer.Ordinal)
|
||||
.Select(entry => new InventoryEntry(entry.Key, entry.Value))
|
||||
.ToList();
|
||||
|
||||
private static FactionDelta ToFactionDelta(FactionRuntime faction) => new(
|
||||
faction.Id,
|
||||
faction.Label,
|
||||
faction.Color,
|
||||
faction.Credits,
|
||||
faction.PopulationTotal,
|
||||
faction.OreMined,
|
||||
faction.GoodsProduced,
|
||||
faction.ShipsBuilt,
|
||||
faction.ShipsLost,
|
||||
faction.DefaultPolicySetId);
|
||||
|
||||
private static ShipSpatialStateSnapshot ToShipSpatialStateSnapshot(ShipSpatialStateRuntime state) => new(
|
||||
state.SpaceLayer,
|
||||
state.CurrentSystemId,
|
||||
state.CurrentNodeId,
|
||||
state.CurrentBubbleId,
|
||||
state.LocalPosition is null ? null : ToDto(state.LocalPosition.Value),
|
||||
state.SystemPosition is null ? null : ToDto(state.SystemPosition.Value),
|
||||
state.MovementRegime,
|
||||
state.DestinationNodeId,
|
||||
state.Transit is null ? null : new ShipTransitSnapshot(
|
||||
state.Transit.Regime,
|
||||
state.Transit.OriginNodeId,
|
||||
state.Transit.DestinationNodeId,
|
||||
state.Transit.StartedAtUtc,
|
||||
state.Transit.ArrivalDueAtUtc,
|
||||
state.Transit.Progress));
|
||||
|
||||
private static void EmitShipStateEvents(
|
||||
ShipRuntime ship,
|
||||
string previousState,
|
||||
string previousBehavior,
|
||||
string previousTask,
|
||||
string controllerEvent,
|
||||
ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
var occurredAtUtc = DateTimeOffset.UtcNow;
|
||||
|
||||
if (previousState != ship.State)
|
||||
{
|
||||
events.Add(new SimulationEventRecord("ship", ship.Id, "state-changed", $"{ship.Definition.Label} {previousState} -> {ship.State}", occurredAtUtc));
|
||||
}
|
||||
|
||||
if (previousBehavior != ship.DefaultBehavior.Kind)
|
||||
{
|
||||
events.Add(new SimulationEventRecord("ship", ship.Id, "behavior-changed", $"{ship.Definition.Label} behavior {previousBehavior} -> {ship.DefaultBehavior.Kind}", occurredAtUtc));
|
||||
}
|
||||
|
||||
if (previousTask != ship.ControllerTask.Kind)
|
||||
{
|
||||
events.Add(new SimulationEventRecord("ship", ship.Id, "task-changed", $"{ship.Definition.Label} task {previousTask} -> {ship.ControllerTask.Kind}", occurredAtUtc));
|
||||
}
|
||||
|
||||
if (controllerEvent != "none")
|
||||
{
|
||||
events.Add(new SimulationEventRecord("ship", ship.Id, controllerEvent, $"{ship.Definition.Label} {controllerEvent}", occurredAtUtc));
|
||||
}
|
||||
}
|
||||
|
||||
private static Vector3Dto ToDto(Vector3 value) => new(value.X, value.Y, value.Z);
|
||||
}
|
||||
@@ -0,0 +1,262 @@
|
||||
using SpaceGame.Simulation.Api.Contracts;
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
private static void UpdateClaims(SimulationWorld world, ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
foreach (var claim in world.Claims)
|
||||
{
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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 - GetInventoryAmount(site.DeliveredItems, 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.InstalledModules.Contains(recipe.ModuleId, StringComparer.Ordinal))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (station.ActiveConstruction is not null)
|
||||
{
|
||||
return string.Equals(station.ActiveConstruction.ModuleId, recipe.ModuleId, StringComparison.Ordinal)
|
||||
&& string.Equals(station.ActiveConstruction.AssignedConstructorShipId, shipId, StringComparison.Ordinal);
|
||||
}
|
||||
|
||||
if (!CanStartModuleConstruction(station, recipe))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var input in recipe.Inputs)
|
||||
{
|
||||
RemoveInventory(station.Inventory, input.ItemId, input.Amount);
|
||||
}
|
||||
|
||||
station.ActiveConstruction = new ModuleConstructionRuntime
|
||||
{
|
||||
ModuleId = recipe.ModuleId,
|
||||
RequiredSeconds = recipe.Duration,
|
||||
AssignedConstructorShipId = shipId,
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static string? GetNextStationModuleToBuild(StationRuntime station, SimulationWorld world)
|
||||
{
|
||||
foreach (var moduleId in new[] { "gas-tank", "fuel-processor", "refinery-stack", "dock-bay-small" })
|
||||
{
|
||||
if (!station.InstalledModules.Contains(moduleId, StringComparer.Ordinal)
|
||||
&& world.ModuleRecipes.ContainsKey(moduleId))
|
||||
{
|
||||
return moduleId;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void PrepareNextConstructionSiteStep(SimulationWorld world, StationRuntime station, ConstructionSiteRuntime site)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
station.DockingPadAssignments.Remove(assignment.Key);
|
||||
}
|
||||
}
|
||||
|
||||
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.Definition.Radius + 14f;
|
||||
return new Vector3(
|
||||
station.Position.X + (MathF.Cos(angle) * radius),
|
||||
station.Position.Y,
|
||||
station.Position.Z + (MathF.Sin(angle) * radius));
|
||||
}
|
||||
|
||||
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.Definition.Radius + 34f;
|
||||
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)
|
||||
{
|
||||
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));
|
||||
}
|
||||
|
||||
private static Vector3 GetShipDockedPosition(ShipRuntime ship, StationRuntime station) =>
|
||||
ship.AssignedDockingPadIndex is int padIndex
|
||||
? GetDockingPadPosition(station, padIndex)
|
||||
: station.Position;
|
||||
}
|
||||
519
apps/backend/Simulation/SimulationEngine.ShipActionSystem.cs
Normal file
519
apps/backend/Simulation/SimulationEngine.ShipActionSystem.cs
Normal file
@@ -0,0 +1,519 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
private static bool AdvanceTimedAction(ShipRuntime ship, float deltaSeconds, float requiredSeconds)
|
||||
{
|
||||
ship.ActionTimer += deltaSeconds;
|
||||
if (ship.ActionTimer < requiredSeconds)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ship.ActionTimer = 0f;
|
||||
return true;
|
||||
}
|
||||
|
||||
internal static float GetShipCargoAmount(ShipRuntime ship)
|
||||
{
|
||||
var cargoItemId = ship.Definition.CargoItemId;
|
||||
return cargoItemId is null ? 0f : GetInventoryAmount(ship.Inventory, cargoItemId);
|
||||
}
|
||||
|
||||
private string UpdateExtract(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
var task = ship.ControllerTask;
|
||||
var node = world.Nodes.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
|
||||
if (node is null || task.TargetPosition is null || !CanExtractNode(ship, node))
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.TargetPosition = task.TargetPosition.Value;
|
||||
var distance = ship.Position.DistanceTo(task.TargetPosition.Value);
|
||||
if (distance > task.Threshold)
|
||||
{
|
||||
ship.ActionTimer = 0f;
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "mining-approach";
|
||||
ship.Position = ship.Position.MoveToward(task.TargetPosition.Value, ship.Definition.Speed * deltaSeconds);
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "mining";
|
||||
if (!AdvanceTimedAction(ship, deltaSeconds, world.Balance.MiningCycleSeconds))
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
var cargoAmount = GetShipCargoAmount(ship);
|
||||
var mined = MathF.Min(world.Balance.MiningRate, ship.Definition.CargoCapacity - cargoAmount);
|
||||
mined = MathF.Min(mined, node.OreRemaining);
|
||||
if (ship.Definition.CargoItemId is not null)
|
||||
{
|
||||
AddInventory(ship.Inventory, ship.Definition.CargoItemId, mined);
|
||||
}
|
||||
|
||||
node.OreRemaining -= mined;
|
||||
if (node.OreRemaining <= 0f)
|
||||
{
|
||||
node.OreRemaining = node.MaxOre;
|
||||
}
|
||||
|
||||
return GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity ? "cargo-full" : "none";
|
||||
}
|
||||
|
||||
private string UpdateDock(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
var task = ship.ControllerTask;
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
|
||||
if (station is null || task.TargetPosition is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var padIndex = ship.AssignedDockingPadIndex ?? ReserveDockingPad(station, ship.Id);
|
||||
if (padIndex is null)
|
||||
{
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "awaiting-dock";
|
||||
ship.TargetPosition = GetDockingHoldPosition(station, ship.Id);
|
||||
var waitDistance = ship.Position.DistanceTo(ship.TargetPosition);
|
||||
if (waitDistance > 4f && TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.Position = ship.Position.MoveToward(ship.TargetPosition, ship.Definition.Speed * deltaSeconds);
|
||||
}
|
||||
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.AssignedDockingPadIndex = padIndex;
|
||||
var padPosition = GetDockingPadPosition(station, padIndex.Value);
|
||||
ship.TargetPosition = padPosition;
|
||||
var distance = ship.Position.DistanceTo(padPosition);
|
||||
if (distance > 4f)
|
||||
{
|
||||
ship.ActionTimer = 0f;
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "docking-approach";
|
||||
ship.Position = ship.Position.MoveToward(padPosition, ship.Definition.Speed * deltaSeconds);
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "docking";
|
||||
if (!AdvanceTimedAction(ship, deltaSeconds, world.Balance.DockingDuration))
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "docked";
|
||||
ship.DockedStationId = station.Id;
|
||||
station.DockedShipIds.Add(ship.Id);
|
||||
ship.Position = padPosition;
|
||||
ship.TargetPosition = padPosition;
|
||||
return "docked";
|
||||
}
|
||||
|
||||
private string UpdateUnload(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
if (ship.DockedStationId is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
if (station is null)
|
||||
{
|
||||
ship.DockedStationId = null;
|
||||
ship.AssignedDockingPadIndex = null;
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
|
||||
|| !TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
ship.Position = ship.TargetPosition;
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "transferring";
|
||||
var cargoItemId = ship.Definition.CargoItemId;
|
||||
var moved = cargoItemId is null ? 0f : MathF.Min(GetInventoryAmount(ship.Inventory, cargoItemId), world.Balance.TransferRate * deltaSeconds);
|
||||
if (cargoItemId is not null)
|
||||
{
|
||||
var accepted = TryAddStationInventory(world, station, cargoItemId, moved);
|
||||
RemoveInventory(ship.Inventory, cargoItemId, accepted);
|
||||
moved = accepted;
|
||||
}
|
||||
|
||||
var faction = world.Factions.FirstOrDefault(candidate => candidate.Id == ship.FactionId);
|
||||
if (faction is not null && cargoItemId == "ore")
|
||||
{
|
||||
faction.OreMined += moved;
|
||||
faction.Credits += moved * 0.4f;
|
||||
}
|
||||
|
||||
return cargoItemId is null || GetInventoryAmount(ship.Inventory, cargoItemId) <= 0.01f ? "unloaded" : "none";
|
||||
}
|
||||
|
||||
private string UpdateRefuel(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
if (ship.DockedStationId is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
if (station is null)
|
||||
{
|
||||
ship.DockedStationId = null;
|
||||
ship.AssignedDockingPadIndex = null;
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
|
||||
|| !TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
ship.Position = ship.TargetPosition;
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "refueling";
|
||||
var transfer = MathF.Min(world.Balance.TransferRate * deltaSeconds, GetShipFuelCapacity(ship) - GetInventoryAmount(ship.Inventory, "fuel"));
|
||||
var moved = MathF.Min(transfer, GetInventoryAmount(station.Inventory, "fuel"));
|
||||
if (moved > 0.01f)
|
||||
{
|
||||
RemoveInventory(station.Inventory, "fuel", moved);
|
||||
AddInventory(ship.Inventory, "fuel", moved);
|
||||
}
|
||||
|
||||
return !NeedsRefuel(ship) ? "refueled" : "none";
|
||||
}
|
||||
|
||||
private string UpdateConstructModule(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
if (ship.DockedStationId is null || ship.DefaultBehavior.ModuleId is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
if (station is null || !world.ModuleRecipes.TryGetValue(ship.DefaultBehavior.ModuleId, out var recipe))
|
||||
{
|
||||
ship.AssignedDockingPadIndex = null;
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
|
||||
|| !TryConsumeStationEnergy(station, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryEnsureModuleConstructionStarted(station, recipe, ship.Id))
|
||||
{
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "waiting-materials";
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (station.ActiveConstruction?.AssignedConstructorShipId != ship.Id)
|
||||
{
|
||||
ship.State = "construction-blocked";
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
ship.Position = ship.TargetPosition;
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "constructing";
|
||||
station.ActiveConstruction.ProgressSeconds += deltaSeconds;
|
||||
if (station.ActiveConstruction.ProgressSeconds < station.ActiveConstruction.RequiredSeconds)
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
station.InstalledModules.Add(station.ActiveConstruction.ModuleId);
|
||||
station.ActiveConstruction = null;
|
||||
return "module-constructed";
|
||||
}
|
||||
|
||||
private string UpdateDeliverConstruction(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
if (ship.DockedStationId is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == ship.ControllerTask.TargetEntityId);
|
||||
if (station is null || site is null || site.State != ConstructionSiteStateKinds.Active)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
|
||||
|| !TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
ship.Position = ship.TargetPosition;
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "delivering-construction";
|
||||
|
||||
foreach (var required in site.RequiredItems)
|
||||
{
|
||||
var delivered = GetInventoryAmount(site.DeliveredItems, required.Key);
|
||||
var remaining = MathF.Max(0f, required.Value - delivered);
|
||||
if (remaining <= 0.01f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var moved = MathF.Min(remaining, world.Balance.TransferRate * deltaSeconds);
|
||||
moved = MathF.Min(moved, GetInventoryAmount(station.Inventory, required.Key));
|
||||
if (moved <= 0.01f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
RemoveInventory(station.Inventory, required.Key, moved);
|
||||
AddInventory(site.Inventory, required.Key, moved);
|
||||
AddInventory(site.DeliveredItems, required.Key, moved);
|
||||
return IsConstructionSiteReady(site) ? "construction-delivered" : "none";
|
||||
}
|
||||
|
||||
return IsConstructionSiteReady(site) ? "construction-delivered" : "none";
|
||||
}
|
||||
|
||||
private string UpdateBuildConstructionSite(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
if (ship.DockedStationId is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == ship.ControllerTask.TargetEntityId);
|
||||
if (station is null || site is null || site.BlueprintId is null || site.State != ConstructionSiteStateKinds.Active)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!IsConstructionSiteReady(site) || !world.ModuleRecipes.TryGetValue(site.BlueprintId, out var recipe))
|
||||
{
|
||||
ship.State = "waiting-materials";
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
|
||||
|| !TryConsumeStationEnergy(station, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.TargetPosition = GetShipDockedPosition(ship, station);
|
||||
ship.Position = ship.TargetPosition;
|
||||
ship.ActionTimer = 0f;
|
||||
ship.State = "constructing";
|
||||
site.AssignedConstructorShipIds.Add(ship.Id);
|
||||
site.Progress += deltaSeconds;
|
||||
if (site.Progress < recipe.Duration)
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
station.InstalledModules.Add(site.BlueprintId);
|
||||
PrepareNextConstructionSiteStep(world, station, site);
|
||||
return "site-constructed";
|
||||
}
|
||||
|
||||
private string UpdateLoadWorkers(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
if (ship.DockedStationId is null || !CanTransportWorkers(ship))
|
||||
{
|
||||
ship.State = "blocked";
|
||||
return "failed";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
if (station is null || station.Population <= 0.01f)
|
||||
{
|
||||
ship.State = "idle";
|
||||
return "none";
|
||||
}
|
||||
|
||||
var transfer = MathF.Min(station.Population, GetWorkerTransportCapacity(ship) - ship.WorkerPopulation);
|
||||
transfer = MathF.Min(transfer, 4f * deltaSeconds);
|
||||
if (transfer <= 0.01f)
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
station.Population = MathF.Max(0f, station.Population - transfer);
|
||||
ship.WorkerPopulation += transfer;
|
||||
ship.State = "loading";
|
||||
return ship.WorkerPopulation >= GetWorkerTransportCapacity(ship) - 0.01f ? "workers-loaded" : "none";
|
||||
}
|
||||
|
||||
private string UpdateUnloadWorkers(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
if (ship.DockedStationId is null || !CanTransportWorkers(ship))
|
||||
{
|
||||
ship.State = "blocked";
|
||||
return "failed";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
if (station is null || ship.WorkerPopulation <= 0.01f)
|
||||
{
|
||||
ship.State = "idle";
|
||||
return "none";
|
||||
}
|
||||
|
||||
var transfer = MathF.Min(ship.WorkerPopulation, MathF.Max(0f, station.PopulationCapacity - station.Population));
|
||||
transfer = MathF.Min(transfer, 4f * deltaSeconds);
|
||||
if (transfer <= 0.01f)
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.WorkerPopulation = MathF.Max(0f, ship.WorkerPopulation - transfer);
|
||||
station.Population = MathF.Min(station.PopulationCapacity, station.Population + transfer);
|
||||
ship.State = "unloading";
|
||||
return ship.WorkerPopulation <= 0.01f ? "workers-unloaded" : "none";
|
||||
}
|
||||
|
||||
private string UpdateUndock(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
|
||||
{
|
||||
var task = ship.ControllerTask;
|
||||
if (ship.DockedStationId is null || task.TargetPosition is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
|
||||
var undockTarget = station is null
|
||||
? task.TargetPosition.Value
|
||||
: GetUndockTargetPosition(station, ship.AssignedDockingPadIndex, world.Balance.UndockDistance);
|
||||
ship.TargetPosition = undockTarget;
|
||||
if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (station is not null && !TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
|
||||
{
|
||||
ship.State = "power-starved";
|
||||
ship.TargetPosition = ship.Position;
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.State = "undocking";
|
||||
if (!AdvanceTimedAction(ship, deltaSeconds, world.Balance.UndockingDuration))
|
||||
{
|
||||
if (station is not null)
|
||||
{
|
||||
ship.Position = GetShipDockedPosition(ship, station);
|
||||
}
|
||||
|
||||
return "none";
|
||||
}
|
||||
|
||||
ship.Position = ship.Position.MoveToward(undockTarget, world.Balance.UndockDistance);
|
||||
if (ship.Position.DistanceTo(undockTarget) > task.Threshold)
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
if (station is not null)
|
||||
{
|
||||
station.DockedShipIds.Remove(ship.Id);
|
||||
ReleaseDockingPad(station, ship.Id);
|
||||
}
|
||||
|
||||
ship.DockedStationId = null;
|
||||
ship.AssignedDockingPadIndex = null;
|
||||
return "undocked";
|
||||
}
|
||||
}
|
||||
483
apps/backend/Simulation/SimulationEngine.ShipControl.cs
Normal file
483
apps/backend/Simulation/SimulationEngine.ShipControl.cs
Normal file
@@ -0,0 +1,483 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
private static CommanderRuntime? GetShipCommander(SimulationWorld world, ShipRuntime ship) =>
|
||||
ship.CommanderId is null
|
||||
? null
|
||||
: world.Commanders.FirstOrDefault(candidate => candidate.Id == ship.CommanderId && candidate.Kind == CommanderKind.Ship);
|
||||
|
||||
private static void SyncCommanderToShip(ShipRuntime ship, CommanderRuntime commander)
|
||||
{
|
||||
if (commander.ActiveBehavior is not null)
|
||||
{
|
||||
ship.DefaultBehavior.Kind = commander.ActiveBehavior.Kind;
|
||||
ship.DefaultBehavior.AreaSystemId = commander.ActiveBehavior.AreaSystemId;
|
||||
ship.DefaultBehavior.ModuleId = commander.ActiveBehavior.ModuleId;
|
||||
ship.DefaultBehavior.NodeId = commander.ActiveBehavior.NodeId;
|
||||
ship.DefaultBehavior.Phase = commander.ActiveBehavior.Phase;
|
||||
ship.DefaultBehavior.PatrolIndex = commander.ActiveBehavior.PatrolIndex;
|
||||
ship.DefaultBehavior.StationId = commander.ActiveBehavior.StationId;
|
||||
}
|
||||
|
||||
if (commander.ActiveOrder is null)
|
||||
{
|
||||
ship.Order = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
ship.Order = new ShipOrderRuntime
|
||||
{
|
||||
Kind = commander.ActiveOrder.Kind,
|
||||
Status = commander.ActiveOrder.Status,
|
||||
DestinationSystemId = commander.ActiveOrder.DestinationSystemId,
|
||||
DestinationPosition = commander.ActiveOrder.DestinationPosition,
|
||||
};
|
||||
}
|
||||
|
||||
if (commander.ActiveTask is not null)
|
||||
{
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = commander.ActiveTask.Kind,
|
||||
Status = commander.ActiveTask.Status,
|
||||
CommanderId = commander.Id,
|
||||
TargetEntityId = commander.ActiveTask.TargetEntityId,
|
||||
TargetNodeId = commander.ActiveTask.TargetNodeId,
|
||||
TargetPosition = commander.ActiveTask.TargetPosition,
|
||||
TargetSystemId = commander.ActiveTask.TargetSystemId,
|
||||
Threshold = commander.ActiveTask.Threshold,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
private static void SyncShipToCommander(ShipRuntime ship, CommanderRuntime commander)
|
||||
{
|
||||
commander.ActiveBehavior ??= new CommanderBehaviorRuntime { Kind = ship.DefaultBehavior.Kind };
|
||||
commander.ActiveBehavior.Kind = ship.DefaultBehavior.Kind;
|
||||
commander.ActiveBehavior.AreaSystemId = ship.DefaultBehavior.AreaSystemId;
|
||||
commander.ActiveBehavior.ModuleId = ship.DefaultBehavior.ModuleId;
|
||||
commander.ActiveBehavior.NodeId = ship.DefaultBehavior.NodeId;
|
||||
commander.ActiveBehavior.Phase = ship.DefaultBehavior.Phase;
|
||||
commander.ActiveBehavior.PatrolIndex = ship.DefaultBehavior.PatrolIndex;
|
||||
commander.ActiveBehavior.StationId = ship.DefaultBehavior.StationId;
|
||||
|
||||
if (ship.Order is null)
|
||||
{
|
||||
commander.ActiveOrder = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
commander.ActiveOrder ??= new CommanderOrderRuntime
|
||||
{
|
||||
Kind = ship.Order.Kind,
|
||||
DestinationSystemId = ship.Order.DestinationSystemId,
|
||||
DestinationPosition = ship.Order.DestinationPosition,
|
||||
};
|
||||
commander.ActiveOrder.Status = ship.Order.Status;
|
||||
commander.ActiveOrder.TargetEntityId = ship.ControllerTask.TargetEntityId;
|
||||
commander.ActiveOrder.DestinationNodeId = ship.ControllerTask.TargetNodeId ?? ship.SpatialState.DestinationNodeId;
|
||||
}
|
||||
|
||||
commander.ActiveTask ??= new CommanderTaskRuntime { Kind = ship.ControllerTask.Kind };
|
||||
commander.ActiveTask.Kind = ship.ControllerTask.Kind;
|
||||
commander.ActiveTask.Status = ship.ControllerTask.Status;
|
||||
commander.ActiveTask.TargetEntityId = ship.ControllerTask.TargetEntityId;
|
||||
commander.ActiveTask.TargetNodeId = ship.ControllerTask.TargetNodeId;
|
||||
commander.ActiveTask.TargetPosition = ship.ControllerTask.TargetPosition;
|
||||
commander.ActiveTask.TargetSystemId = ship.ControllerTask.TargetSystemId;
|
||||
commander.ActiveTask.Threshold = ship.ControllerTask.Threshold;
|
||||
}
|
||||
|
||||
private void RefreshControlLayers(ShipRuntime ship, SimulationWorld world)
|
||||
{
|
||||
var commander = GetShipCommander(world, ship);
|
||||
if (commander is not null)
|
||||
{
|
||||
SyncCommanderToShip(ship, commander);
|
||||
}
|
||||
|
||||
if (ship.Order is not null && ship.Order.Status == OrderStatus.Queued)
|
||||
{
|
||||
ship.Order.Status = OrderStatus.Accepted;
|
||||
if (commander?.ActiveOrder is not null)
|
||||
{
|
||||
commander.ActiveOrder.Status = ship.Order.Status;
|
||||
}
|
||||
}
|
||||
|
||||
if (commander is not null)
|
||||
{
|
||||
SyncShipToCommander(ship, commander);
|
||||
}
|
||||
}
|
||||
|
||||
private void PlanControllerTask(ShipRuntime ship, SimulationWorld world)
|
||||
{
|
||||
var commander = GetShipCommander(world, ship);
|
||||
if (ship.Order is not null)
|
||||
{
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "travel",
|
||||
Status = WorkStatus.Active,
|
||||
CommanderId = commander?.Id,
|
||||
TargetSystemId = ship.Order.DestinationSystemId,
|
||||
TargetNodeId = ship.SpatialState.DestinationNodeId,
|
||||
TargetPosition = ship.Order.DestinationPosition,
|
||||
Threshold = world.Balance.ArrivalThreshold,
|
||||
};
|
||||
SyncCommanderTask(commander, ship.ControllerTask);
|
||||
return;
|
||||
}
|
||||
|
||||
_shipBehaviorStateMachine.Plan(this, ship, world);
|
||||
SyncCommanderTask(commander, ship.ControllerTask);
|
||||
}
|
||||
|
||||
internal void PlanResourceHarvest(ShipRuntime ship, SimulationWorld world, string resourceItemId, string requiredModule)
|
||||
{
|
||||
var behavior = ship.DefaultBehavior;
|
||||
var refinery = SelectBestBuyStation(world, ship, resourceItemId, behavior.StationId);
|
||||
behavior.StationId = refinery?.Id;
|
||||
var node = behavior.NodeId is null
|
||||
? world.Nodes
|
||||
.Where(candidate => (behavior.AreaSystemId is null || candidate.SystemId == behavior.AreaSystemId) && candidate.ItemId == resourceItemId)
|
||||
.OrderByDescending(candidate => candidate.OreRemaining)
|
||||
.FirstOrDefault()
|
||||
: world.Nodes.FirstOrDefault(candidate => candidate.Id == behavior.NodeId);
|
||||
|
||||
if (refinery is null || node is null || !HasShipModules(ship.Definition, "reactor-core", "capacitor-bank", requiredModule))
|
||||
{
|
||||
behavior.Kind = "idle";
|
||||
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
|
||||
return;
|
||||
}
|
||||
|
||||
behavior.NodeId ??= node.Id;
|
||||
if (ship.DockedStationId == refinery.Id)
|
||||
{
|
||||
if (GetShipCargoAmount(ship) > 0.01f)
|
||||
{
|
||||
behavior.Phase = "unload";
|
||||
}
|
||||
else if (NeedsRefuel(ship))
|
||||
{
|
||||
behavior.Phase = "refuel";
|
||||
}
|
||||
else if (behavior.Phase is "dock" or "unload" or "refuel")
|
||||
{
|
||||
behavior.Phase = "undock";
|
||||
}
|
||||
}
|
||||
else if (NeedsRefuel(ship) && behavior.Phase is not "travel-to-station" and not "dock")
|
||||
{
|
||||
behavior.Phase = "travel-to-station";
|
||||
}
|
||||
|
||||
switch (behavior.Phase)
|
||||
{
|
||||
case "extract":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "extract",
|
||||
TargetEntityId = node.Id,
|
||||
TargetSystemId = node.SystemId,
|
||||
TargetPosition = node.Position,
|
||||
Threshold = 14f,
|
||||
};
|
||||
break;
|
||||
case "travel-to-station":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "travel",
|
||||
TargetEntityId = refinery.Id,
|
||||
TargetSystemId = refinery.SystemId,
|
||||
TargetPosition = refinery.Position,
|
||||
Threshold = refinery.Definition.Radius + 8f,
|
||||
};
|
||||
break;
|
||||
case "dock":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "dock",
|
||||
TargetEntityId = refinery.Id,
|
||||
TargetSystemId = refinery.SystemId,
|
||||
TargetPosition = refinery.Position,
|
||||
Threshold = refinery.Definition.Radius + 4f,
|
||||
};
|
||||
break;
|
||||
case "unload":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "unload",
|
||||
TargetEntityId = refinery.Id,
|
||||
TargetSystemId = refinery.SystemId,
|
||||
TargetPosition = refinery.Position,
|
||||
Threshold = 0f,
|
||||
};
|
||||
break;
|
||||
case "refuel":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "refuel",
|
||||
TargetEntityId = refinery.Id,
|
||||
TargetSystemId = refinery.SystemId,
|
||||
TargetPosition = refinery.Position,
|
||||
Threshold = 0f,
|
||||
};
|
||||
break;
|
||||
case "undock":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "undock",
|
||||
TargetEntityId = refinery.Id,
|
||||
TargetSystemId = refinery.SystemId,
|
||||
TargetPosition = new Vector3(refinery.Position.X + world.Balance.UndockDistance, refinery.Position.Y, refinery.Position.Z),
|
||||
Threshold = 8f,
|
||||
};
|
||||
break;
|
||||
default:
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "travel",
|
||||
TargetEntityId = node.Id,
|
||||
TargetSystemId = node.SystemId,
|
||||
TargetPosition = node.Position,
|
||||
Threshold = 18f,
|
||||
};
|
||||
behavior.Phase = "travel-to-node";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
internal static StationRuntime? SelectBestBuyStation(SimulationWorld world, ShipRuntime ship, string itemId, string? preferredStationId)
|
||||
{
|
||||
var preferred = preferredStationId is null
|
||||
? null
|
||||
: world.Stations.FirstOrDefault(station => station.Id == preferredStationId);
|
||||
|
||||
var bestOrder = world.MarketOrders
|
||||
.Where(order =>
|
||||
order.Kind == MarketOrderKinds.Buy &&
|
||||
order.ConstructionSiteId is null &&
|
||||
order.State != MarketOrderStateKinds.Cancelled &&
|
||||
order.ItemId == itemId &&
|
||||
order.RemainingAmount > 0.01f)
|
||||
.Select(order => (Order: order, Station: world.Stations.FirstOrDefault(station => station.Id == order.StationId)))
|
||||
.Where(entry => entry.Station is not null)
|
||||
.OrderByDescending(entry =>
|
||||
{
|
||||
var distancePenalty = entry.Station!.SystemId == ship.SystemId ? 0f : 0.2f;
|
||||
return entry.Order.Valuation - distancePenalty;
|
||||
})
|
||||
.FirstOrDefault();
|
||||
|
||||
return bestOrder.Station ?? preferred;
|
||||
}
|
||||
|
||||
internal void PlanStationConstruction(ShipRuntime ship, SimulationWorld world)
|
||||
{
|
||||
var behavior = ship.DefaultBehavior;
|
||||
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == behavior.StationId);
|
||||
var site = station is null ? null : GetConstructionSiteForStation(world, station.Id);
|
||||
if (station is null)
|
||||
{
|
||||
behavior.Kind = "idle";
|
||||
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
|
||||
return;
|
||||
}
|
||||
|
||||
var moduleId = site?.BlueprintId ?? GetNextStationModuleToBuild(station, world);
|
||||
behavior.ModuleId = moduleId;
|
||||
if (moduleId is null)
|
||||
{
|
||||
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
|
||||
return;
|
||||
}
|
||||
|
||||
if (ship.DockedStationId == station.Id)
|
||||
{
|
||||
if (NeedsRefuel(ship))
|
||||
{
|
||||
behavior.Phase = "refuel";
|
||||
}
|
||||
else if (site is not null && site.State == ConstructionSiteStateKinds.Active && !IsConstructionSiteReady(site))
|
||||
{
|
||||
behavior.Phase = "deliver-to-site";
|
||||
}
|
||||
else if (site is not null && site.State == ConstructionSiteStateKinds.Active && IsConstructionSiteReady(site))
|
||||
{
|
||||
behavior.Phase = "build-site";
|
||||
}
|
||||
else if (site is not null)
|
||||
{
|
||||
behavior.Phase = "wait-for-materials";
|
||||
}
|
||||
else if (CanStartModuleConstruction(station, world.ModuleRecipes[moduleId]))
|
||||
{
|
||||
behavior.Phase = "construct-module";
|
||||
}
|
||||
else
|
||||
{
|
||||
behavior.Phase = "wait-for-materials";
|
||||
}
|
||||
}
|
||||
else if (behavior.Phase is not "travel-to-station" and not "dock")
|
||||
{
|
||||
behavior.Phase = "travel-to-station";
|
||||
}
|
||||
|
||||
switch (behavior.Phase)
|
||||
{
|
||||
case "dock":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "dock",
|
||||
TargetEntityId = station.Id,
|
||||
TargetSystemId = station.SystemId,
|
||||
TargetPosition = station.Position,
|
||||
Threshold = station.Definition.Radius + 4f,
|
||||
};
|
||||
break;
|
||||
case "refuel":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "refuel",
|
||||
TargetEntityId = station.Id,
|
||||
TargetSystemId = station.SystemId,
|
||||
TargetPosition = station.Position,
|
||||
Threshold = 0f,
|
||||
};
|
||||
break;
|
||||
case "construct-module":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "construct-module",
|
||||
TargetEntityId = station.Id,
|
||||
TargetSystemId = station.SystemId,
|
||||
TargetPosition = station.Position,
|
||||
Threshold = 0f,
|
||||
};
|
||||
break;
|
||||
case "deliver-to-site":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "deliver-construction",
|
||||
TargetEntityId = site?.Id,
|
||||
TargetSystemId = station.SystemId,
|
||||
TargetPosition = station.Position,
|
||||
Threshold = 0f,
|
||||
};
|
||||
break;
|
||||
case "build-site":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "build-construction-site",
|
||||
TargetEntityId = site?.Id,
|
||||
TargetSystemId = station.SystemId,
|
||||
TargetPosition = station.Position,
|
||||
Threshold = 0f,
|
||||
};
|
||||
break;
|
||||
case "wait-for-materials":
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "idle",
|
||||
TargetEntityId = station.Id,
|
||||
TargetSystemId = station.SystemId,
|
||||
TargetPosition = station.Position,
|
||||
Threshold = 0f,
|
||||
};
|
||||
break;
|
||||
default:
|
||||
ship.ControllerTask = new ControllerTaskRuntime
|
||||
{
|
||||
Kind = "travel",
|
||||
TargetEntityId = station.Id,
|
||||
TargetSystemId = station.SystemId,
|
||||
TargetPosition = station.Position,
|
||||
Threshold = station.Definition.Radius + 8f,
|
||||
};
|
||||
behavior.Phase = "travel-to-station";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void AdvanceControlState(ShipRuntime ship, SimulationWorld world, string controllerEvent)
|
||||
{
|
||||
var commander = GetShipCommander(world, ship);
|
||||
if (ship.Order is not null && controllerEvent == "arrived")
|
||||
{
|
||||
ship.Order = null;
|
||||
ship.ControllerTask.Kind = "idle";
|
||||
if (commander is not null)
|
||||
{
|
||||
commander.ActiveOrder = null;
|
||||
commander.ActiveTask = new CommanderTaskRuntime
|
||||
{
|
||||
Kind = ShipTaskKinds.Idle,
|
||||
Status = WorkStatus.Completed,
|
||||
TargetSystemId = ship.SystemId,
|
||||
Threshold = 0f,
|
||||
};
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
_shipBehaviorStateMachine.ApplyEvent(this, ship, world, controllerEvent);
|
||||
if (commander is not null)
|
||||
{
|
||||
SyncShipToCommander(ship, commander);
|
||||
if (commander.ActiveTask is not null)
|
||||
{
|
||||
commander.ActiveTask.Status = controllerEvent == "none" ? WorkStatus.Active : WorkStatus.Completed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void TrackHistory(ShipRuntime ship)
|
||||
{
|
||||
var signature = $"{ship.State}|{ship.DefaultBehavior.Kind}|{ship.ControllerTask.Kind}|{GetShipCargoAmount(ship):0.0}";
|
||||
if (signature == ship.LastSignature)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ship.LastSignature = signature;
|
||||
ship.History.Add($"{DateTimeOffset.UtcNow:HH:mm:ss} state={ship.State} behavior={ship.DefaultBehavior.Kind} task={ship.ControllerTask.Kind} cargo={GetShipCargoAmount(ship):0.#}");
|
||||
if (ship.History.Count > 18)
|
||||
{
|
||||
ship.History.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
|
||||
private static ControllerTaskRuntime CreateIdleTask(float threshold) =>
|
||||
new()
|
||||
{
|
||||
Kind = "idle",
|
||||
Threshold = threshold,
|
||||
};
|
||||
|
||||
private static void SyncCommanderTask(CommanderRuntime? commander, ControllerTaskRuntime task)
|
||||
{
|
||||
if (commander is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
commander.ActiveTask = new CommanderTaskRuntime
|
||||
{
|
||||
Kind = task.Kind,
|
||||
Status = task.Status,
|
||||
TargetEntityId = task.TargetEntityId,
|
||||
TargetNodeId = task.TargetNodeId,
|
||||
TargetPosition = task.TargetPosition,
|
||||
TargetSystemId = task.TargetSystemId,
|
||||
Threshold = task.Threshold,
|
||||
};
|
||||
}
|
||||
}
|
||||
263
apps/backend/Simulation/SimulationEngine.StationSystems.cs
Normal file
263
apps/backend/Simulation/SimulationEngine.StationSystems.cs
Normal file
@@ -0,0 +1,263 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
using SpaceGame.Simulation.Api.Contracts;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed partial class SimulationEngine
|
||||
{
|
||||
private void UpdateStations(SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateStationPopulation(StationRuntime station, float deltaSeconds, ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
station.WorkforceRequired = MathF.Max(12f, station.InstalledModules.Count * 14f);
|
||||
|
||||
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);
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
station.WorkforceEffectiveRatio = ComputeWorkforceRatio(station.Population, station.WorkforceRequired);
|
||||
}
|
||||
|
||||
private void ReviewStationMarketOrders(SimulationWorld world, StationRuntime station)
|
||||
{
|
||||
if (station.CommanderId is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var desiredOrders = new List<DesiredMarketOrder>();
|
||||
var fuelReserve = MathF.Max(80f, CountModules(station.InstalledModules, "power-core") * 140f);
|
||||
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;
|
||||
|
||||
AddDemandOrder(desiredOrders, station, "fuel", fuelReserve, valuationBase: 1.2f);
|
||||
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);
|
||||
|
||||
AddSupplyOrder(desiredOrders, station, "fuel", fuelReserve * 1.5f, reserveFloor: fuelReserve, valuationBase: 0.8f);
|
||||
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);
|
||||
}
|
||||
|
||||
private void RunStationProduction(SimulationWorld world, StationRuntime station, float deltaSeconds, ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
var recipe = SelectProductionRecipe(world, station);
|
||||
if (recipe is null || station.EnergyStored <= 0.01f)
|
||||
{
|
||||
station.ProcessTimer = 0f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!TryConsumeStationEnergy(station, world.Balance.Energy.MoveDrain * deltaSeconds))
|
||||
{
|
||||
station.ProcessTimer = 0f;
|
||||
return;
|
||||
}
|
||||
|
||||
station.ProcessTimer += deltaSeconds * station.WorkforceEffectiveRatio;
|
||||
if (station.ProcessTimer < recipe.Duration)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
station.ProcessTimer = 0f;
|
||||
foreach (var input in recipe.Inputs)
|
||||
{
|
||||
RemoveInventory(station.Inventory, input.ItemId, input.Amount);
|
||||
}
|
||||
|
||||
var produced = 0f;
|
||||
foreach (var output in recipe.Outputs)
|
||||
{
|
||||
produced += TryAddStationInventory(world, station, output.ItemId, output.Amount);
|
||||
}
|
||||
|
||||
if (produced <= 0.01f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
events.Add(new SimulationEventRecord("station", station.Id, "production-complete", $"{station.Definition.Label} completed {recipe.Label}.", DateTimeOffset.UtcNow));
|
||||
var faction = world.Factions.FirstOrDefault(candidate => candidate.Id == station.FactionId);
|
||||
if (faction is not null)
|
||||
{
|
||||
faction.GoodsProduced += produced;
|
||||
}
|
||||
}
|
||||
|
||||
private static RecipeDefinition? SelectProductionRecipe(SimulationWorld world, StationRuntime station) =>
|
||||
world.Recipes.Values
|
||||
.Where(recipe => RecipeAppliesToStation(station, recipe))
|
||||
.OrderByDescending(recipe => recipe.Priority)
|
||||
.FirstOrDefault(recipe => CanRunRecipe(world, station, recipe));
|
||||
|
||||
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.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.Storage);
|
||||
if (requiredModule is not null && !station.InstalledModules.Contains(requiredModule, StringComparer.Ordinal))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!station.Definition.Storage.TryGetValue(itemDefinition.Storage, out var capacity))
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
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 static bool CanProcessFuel(StationRuntime station) =>
|
||||
HasStationModules(station, "fuel-processor", "power-core", "gas-tank", "liquid-tank");
|
||||
|
||||
private sealed record DesiredMarketOrder(string Kind, string ItemId, float Amount, float Valuation, float? ReserveThreshold);
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user