Refactor simulation and viewer architecture
This commit is contained in:
519
apps/backend/Simulation/SimulationEngine.ShipActionSystem.cs
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519
apps/backend/Simulation/SimulationEngine.ShipActionSystem.cs
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@@ -0,0 +1,519 @@
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed partial class SimulationEngine
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{
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private static bool AdvanceTimedAction(ShipRuntime ship, float deltaSeconds, float requiredSeconds)
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{
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ship.ActionTimer += deltaSeconds;
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if (ship.ActionTimer < requiredSeconds)
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{
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return false;
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}
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ship.ActionTimer = 0f;
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return true;
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}
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internal static float GetShipCargoAmount(ShipRuntime ship)
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{
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var cargoItemId = ship.Definition.CargoItemId;
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return cargoItemId is null ? 0f : GetInventoryAmount(ship.Inventory, cargoItemId);
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}
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private string UpdateExtract(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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var task = ship.ControllerTask;
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var node = world.Nodes.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
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if (node is null || task.TargetPosition is null || !CanExtractNode(ship, node))
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.TargetPosition = task.TargetPosition.Value;
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var distance = ship.Position.DistanceTo(task.TargetPosition.Value);
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if (distance > task.Threshold)
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{
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ship.ActionTimer = 0f;
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.State = "mining-approach";
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ship.Position = ship.Position.MoveToward(task.TargetPosition.Value, ship.Definition.Speed * deltaSeconds);
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return "none";
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}
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.State = "mining";
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if (!AdvanceTimedAction(ship, deltaSeconds, world.Balance.MiningCycleSeconds))
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{
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return "none";
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}
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var cargoAmount = GetShipCargoAmount(ship);
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var mined = MathF.Min(world.Balance.MiningRate, ship.Definition.CargoCapacity - cargoAmount);
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mined = MathF.Min(mined, node.OreRemaining);
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if (ship.Definition.CargoItemId is not null)
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{
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AddInventory(ship.Inventory, ship.Definition.CargoItemId, mined);
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}
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node.OreRemaining -= mined;
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if (node.OreRemaining <= 0f)
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{
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node.OreRemaining = node.MaxOre;
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}
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return GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity ? "cargo-full" : "none";
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}
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private string UpdateDock(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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var task = ship.ControllerTask;
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
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if (station is null || task.TargetPosition is null)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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var padIndex = ship.AssignedDockingPadIndex ?? ReserveDockingPad(station, ship.Id);
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if (padIndex is null)
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{
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ship.ActionTimer = 0f;
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ship.State = "awaiting-dock";
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ship.TargetPosition = GetDockingHoldPosition(station, ship.Id);
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var waitDistance = ship.Position.DistanceTo(ship.TargetPosition);
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if (waitDistance > 4f && TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
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{
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ship.Position = ship.Position.MoveToward(ship.TargetPosition, ship.Definition.Speed * deltaSeconds);
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}
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return "none";
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}
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ship.AssignedDockingPadIndex = padIndex;
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var padPosition = GetDockingPadPosition(station, padIndex.Value);
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ship.TargetPosition = padPosition;
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var distance = ship.Position.DistanceTo(padPosition);
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if (distance > 4f)
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{
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ship.ActionTimer = 0f;
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.State = "docking-approach";
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ship.Position = ship.Position.MoveToward(padPosition, ship.Definition.Speed * deltaSeconds);
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return "none";
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}
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.MoveDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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if (!TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.State = "docking";
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if (!AdvanceTimedAction(ship, deltaSeconds, world.Balance.DockingDuration))
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{
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return "none";
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}
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ship.State = "docked";
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ship.DockedStationId = station.Id;
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station.DockedShipIds.Add(ship.Id);
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ship.Position = padPosition;
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ship.TargetPosition = padPosition;
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return "docked";
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}
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private string UpdateUnload(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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if (ship.DockedStationId is null)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
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if (station is null)
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{
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ship.DockedStationId = null;
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ship.AssignedDockingPadIndex = null;
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
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|| !TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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ship.Position = ship.TargetPosition;
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ship.ActionTimer = 0f;
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ship.State = "transferring";
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var cargoItemId = ship.Definition.CargoItemId;
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var moved = cargoItemId is null ? 0f : MathF.Min(GetInventoryAmount(ship.Inventory, cargoItemId), world.Balance.TransferRate * deltaSeconds);
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if (cargoItemId is not null)
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{
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var accepted = TryAddStationInventory(world, station, cargoItemId, moved);
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RemoveInventory(ship.Inventory, cargoItemId, accepted);
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moved = accepted;
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}
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var faction = world.Factions.FirstOrDefault(candidate => candidate.Id == ship.FactionId);
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if (faction is not null && cargoItemId == "ore")
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{
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faction.OreMined += moved;
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faction.Credits += moved * 0.4f;
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}
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return cargoItemId is null || GetInventoryAmount(ship.Inventory, cargoItemId) <= 0.01f ? "unloaded" : "none";
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}
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private string UpdateRefuel(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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if (ship.DockedStationId is null)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
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if (station is null)
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{
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ship.DockedStationId = null;
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ship.AssignedDockingPadIndex = null;
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
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|| !TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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ship.Position = ship.TargetPosition;
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ship.ActionTimer = 0f;
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ship.State = "refueling";
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var transfer = MathF.Min(world.Balance.TransferRate * deltaSeconds, GetShipFuelCapacity(ship) - GetInventoryAmount(ship.Inventory, "fuel"));
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var moved = MathF.Min(transfer, GetInventoryAmount(station.Inventory, "fuel"));
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if (moved > 0.01f)
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{
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RemoveInventory(station.Inventory, "fuel", moved);
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AddInventory(ship.Inventory, "fuel", moved);
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}
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return !NeedsRefuel(ship) ? "refueled" : "none";
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}
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private string UpdateConstructModule(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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if (ship.DockedStationId is null || ship.DefaultBehavior.ModuleId is null)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
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if (station is null || !world.ModuleRecipes.TryGetValue(ship.DefaultBehavior.ModuleId, out var recipe))
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{
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ship.AssignedDockingPadIndex = null;
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
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|| !TryConsumeStationEnergy(station, world.Balance.Energy.MoveDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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if (!TryEnsureModuleConstructionStarted(station, recipe, ship.Id))
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{
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ship.ActionTimer = 0f;
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ship.State = "waiting-materials";
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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return "none";
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}
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if (station.ActiveConstruction?.AssignedConstructorShipId != ship.Id)
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{
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ship.State = "construction-blocked";
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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return "none";
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}
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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ship.Position = ship.TargetPosition;
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ship.ActionTimer = 0f;
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ship.State = "constructing";
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station.ActiveConstruction.ProgressSeconds += deltaSeconds;
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if (station.ActiveConstruction.ProgressSeconds < station.ActiveConstruction.RequiredSeconds)
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{
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return "none";
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}
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station.InstalledModules.Add(station.ActiveConstruction.ModuleId);
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station.ActiveConstruction = null;
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return "module-constructed";
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}
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private string UpdateDeliverConstruction(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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if (ship.DockedStationId is null)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
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var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == ship.ControllerTask.TargetEntityId);
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if (station is null || site is null || site.State != ConstructionSiteStateKinds.Active)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
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|| !TryConsumeStationEnergy(station, world.Balance.Energy.IdleDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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ship.Position = ship.TargetPosition;
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ship.ActionTimer = 0f;
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ship.State = "delivering-construction";
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foreach (var required in site.RequiredItems)
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{
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var delivered = GetInventoryAmount(site.DeliveredItems, required.Key);
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var remaining = MathF.Max(0f, required.Value - delivered);
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if (remaining <= 0.01f)
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{
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continue;
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}
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var moved = MathF.Min(remaining, world.Balance.TransferRate * deltaSeconds);
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moved = MathF.Min(moved, GetInventoryAmount(station.Inventory, required.Key));
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if (moved <= 0.01f)
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{
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continue;
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}
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RemoveInventory(station.Inventory, required.Key, moved);
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AddInventory(site.Inventory, required.Key, moved);
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AddInventory(site.DeliveredItems, required.Key, moved);
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return IsConstructionSiteReady(site) ? "construction-delivered" : "none";
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}
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return IsConstructionSiteReady(site) ? "construction-delivered" : "none";
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}
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private string UpdateBuildConstructionSite(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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if (ship.DockedStationId is null)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
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var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == ship.ControllerTask.TargetEntityId);
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if (station is null || site is null || site.BlueprintId is null || site.State != ConstructionSiteStateKinds.Active)
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{
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ship.State = "idle";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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if (!IsConstructionSiteReady(site) || !world.ModuleRecipes.TryGetValue(site.BlueprintId, out var recipe))
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{
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ship.State = "waiting-materials";
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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return "none";
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}
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if (!TryConsumeShipEnergy(ship, world.Balance.Energy.IdleDrain * deltaSeconds)
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|| !TryConsumeStationEnergy(station, world.Balance.Energy.MoveDrain * deltaSeconds))
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{
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ship.State = "power-starved";
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ship.TargetPosition = ship.Position;
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return "none";
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}
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ship.TargetPosition = GetShipDockedPosition(ship, station);
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ship.Position = ship.TargetPosition;
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ship.ActionTimer = 0f;
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ship.State = "constructing";
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site.AssignedConstructorShipIds.Add(ship.Id);
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site.Progress += deltaSeconds;
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if (site.Progress < recipe.Duration)
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{
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return "none";
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}
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station.InstalledModules.Add(site.BlueprintId);
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PrepareNextConstructionSiteStep(world, station, site);
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return "site-constructed";
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}
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private string UpdateLoadWorkers(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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if (ship.DockedStationId is null || !CanTransportWorkers(ship))
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{
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ship.State = "blocked";
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return "failed";
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}
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
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if (station is null || station.Population <= 0.01f)
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{
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ship.State = "idle";
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return "none";
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}
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var transfer = MathF.Min(station.Population, GetWorkerTransportCapacity(ship) - ship.WorkerPopulation);
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transfer = MathF.Min(transfer, 4f * deltaSeconds);
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if (transfer <= 0.01f)
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{
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return "none";
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}
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station.Population = MathF.Max(0f, station.Population - transfer);
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ship.WorkerPopulation += transfer;
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ship.State = "loading";
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return ship.WorkerPopulation >= GetWorkerTransportCapacity(ship) - 0.01f ? "workers-loaded" : "none";
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}
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private string UpdateUnloadWorkers(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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{
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if (ship.DockedStationId is null || !CanTransportWorkers(ship))
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{
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ship.State = "blocked";
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return "failed";
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}
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
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if (station is null || ship.WorkerPopulation <= 0.01f)
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{
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ship.State = "idle";
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return "none";
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}
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var transfer = MathF.Min(ship.WorkerPopulation, MathF.Max(0f, station.PopulationCapacity - station.Population));
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transfer = MathF.Min(transfer, 4f * deltaSeconds);
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if (transfer <= 0.01f)
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{
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return "none";
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}
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ship.WorkerPopulation = MathF.Max(0f, ship.WorkerPopulation - transfer);
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station.Population = MathF.Min(station.PopulationCapacity, station.Population + transfer);
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ship.State = "unloading";
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return ship.WorkerPopulation <= 0.01f ? "workers-unloaded" : "none";
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}
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private string UpdateUndock(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
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||||
{
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||||
var task = ship.ControllerTask;
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||||
if (ship.DockedStationId is null || task.TargetPosition is null)
|
||||
{
|
||||
ship.State = "idle";
|
||||
ship.TargetPosition = ship.Position;
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return "none";
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||||
}
|
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|
||||
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";
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user