Refactor simulation and viewer architecture
This commit is contained in:
483
apps/backend/Simulation/SimulationEngine.ShipControl.cs
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483
apps/backend/Simulation/SimulationEngine.ShipControl.cs
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@@ -0,0 +1,483 @@
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using SpaceGame.Simulation.Api.Data;
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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 CommanderRuntime? GetShipCommander(SimulationWorld world, ShipRuntime ship) =>
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ship.CommanderId is null
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? null
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: world.Commanders.FirstOrDefault(candidate => candidate.Id == ship.CommanderId && candidate.Kind == CommanderKind.Ship);
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private static void SyncCommanderToShip(ShipRuntime ship, CommanderRuntime commander)
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{
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if (commander.ActiveBehavior is not null)
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{
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ship.DefaultBehavior.Kind = commander.ActiveBehavior.Kind;
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ship.DefaultBehavior.AreaSystemId = commander.ActiveBehavior.AreaSystemId;
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ship.DefaultBehavior.ModuleId = commander.ActiveBehavior.ModuleId;
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ship.DefaultBehavior.NodeId = commander.ActiveBehavior.NodeId;
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ship.DefaultBehavior.Phase = commander.ActiveBehavior.Phase;
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ship.DefaultBehavior.PatrolIndex = commander.ActiveBehavior.PatrolIndex;
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ship.DefaultBehavior.StationId = commander.ActiveBehavior.StationId;
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}
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if (commander.ActiveOrder is null)
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{
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ship.Order = null;
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}
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else
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{
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ship.Order = new ShipOrderRuntime
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{
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Kind = commander.ActiveOrder.Kind,
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Status = commander.ActiveOrder.Status,
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DestinationSystemId = commander.ActiveOrder.DestinationSystemId,
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DestinationPosition = commander.ActiveOrder.DestinationPosition,
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};
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}
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if (commander.ActiveTask is not null)
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{
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = commander.ActiveTask.Kind,
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Status = commander.ActiveTask.Status,
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CommanderId = commander.Id,
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TargetEntityId = commander.ActiveTask.TargetEntityId,
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TargetNodeId = commander.ActiveTask.TargetNodeId,
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TargetPosition = commander.ActiveTask.TargetPosition,
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TargetSystemId = commander.ActiveTask.TargetSystemId,
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Threshold = commander.ActiveTask.Threshold,
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};
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}
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}
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private static void SyncShipToCommander(ShipRuntime ship, CommanderRuntime commander)
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{
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commander.ActiveBehavior ??= new CommanderBehaviorRuntime { Kind = ship.DefaultBehavior.Kind };
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commander.ActiveBehavior.Kind = ship.DefaultBehavior.Kind;
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commander.ActiveBehavior.AreaSystemId = ship.DefaultBehavior.AreaSystemId;
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commander.ActiveBehavior.ModuleId = ship.DefaultBehavior.ModuleId;
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commander.ActiveBehavior.NodeId = ship.DefaultBehavior.NodeId;
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commander.ActiveBehavior.Phase = ship.DefaultBehavior.Phase;
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commander.ActiveBehavior.PatrolIndex = ship.DefaultBehavior.PatrolIndex;
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commander.ActiveBehavior.StationId = ship.DefaultBehavior.StationId;
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if (ship.Order is null)
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{
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commander.ActiveOrder = null;
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}
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else
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{
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commander.ActiveOrder ??= new CommanderOrderRuntime
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{
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Kind = ship.Order.Kind,
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DestinationSystemId = ship.Order.DestinationSystemId,
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DestinationPosition = ship.Order.DestinationPosition,
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};
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commander.ActiveOrder.Status = ship.Order.Status;
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commander.ActiveOrder.TargetEntityId = ship.ControllerTask.TargetEntityId;
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commander.ActiveOrder.DestinationNodeId = ship.ControllerTask.TargetNodeId ?? ship.SpatialState.DestinationNodeId;
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}
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commander.ActiveTask ??= new CommanderTaskRuntime { Kind = ship.ControllerTask.Kind };
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commander.ActiveTask.Kind = ship.ControllerTask.Kind;
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commander.ActiveTask.Status = ship.ControllerTask.Status;
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commander.ActiveTask.TargetEntityId = ship.ControllerTask.TargetEntityId;
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commander.ActiveTask.TargetNodeId = ship.ControllerTask.TargetNodeId;
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commander.ActiveTask.TargetPosition = ship.ControllerTask.TargetPosition;
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commander.ActiveTask.TargetSystemId = ship.ControllerTask.TargetSystemId;
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commander.ActiveTask.Threshold = ship.ControllerTask.Threshold;
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}
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private void RefreshControlLayers(ShipRuntime ship, SimulationWorld world)
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{
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var commander = GetShipCommander(world, ship);
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if (commander is not null)
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{
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SyncCommanderToShip(ship, commander);
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}
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if (ship.Order is not null && ship.Order.Status == OrderStatus.Queued)
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{
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ship.Order.Status = OrderStatus.Accepted;
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if (commander?.ActiveOrder is not null)
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{
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commander.ActiveOrder.Status = ship.Order.Status;
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}
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}
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if (commander is not null)
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{
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SyncShipToCommander(ship, commander);
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}
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}
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private void PlanControllerTask(ShipRuntime ship, SimulationWorld world)
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{
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var commander = GetShipCommander(world, ship);
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if (ship.Order is not null)
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{
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "travel",
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Status = WorkStatus.Active,
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CommanderId = commander?.Id,
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TargetSystemId = ship.Order.DestinationSystemId,
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TargetNodeId = ship.SpatialState.DestinationNodeId,
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TargetPosition = ship.Order.DestinationPosition,
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Threshold = world.Balance.ArrivalThreshold,
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};
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SyncCommanderTask(commander, ship.ControllerTask);
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return;
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}
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_shipBehaviorStateMachine.Plan(this, ship, world);
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SyncCommanderTask(commander, ship.ControllerTask);
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}
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internal void PlanResourceHarvest(ShipRuntime ship, SimulationWorld world, string resourceItemId, string requiredModule)
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{
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var behavior = ship.DefaultBehavior;
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var refinery = SelectBestBuyStation(world, ship, resourceItemId, behavior.StationId);
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behavior.StationId = refinery?.Id;
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var node = behavior.NodeId is null
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? world.Nodes
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.Where(candidate => (behavior.AreaSystemId is null || candidate.SystemId == behavior.AreaSystemId) && candidate.ItemId == resourceItemId)
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.OrderByDescending(candidate => candidate.OreRemaining)
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.FirstOrDefault()
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: world.Nodes.FirstOrDefault(candidate => candidate.Id == behavior.NodeId);
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if (refinery is null || node is null || !HasShipModules(ship.Definition, "reactor-core", "capacitor-bank", requiredModule))
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{
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behavior.Kind = "idle";
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ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
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return;
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}
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behavior.NodeId ??= node.Id;
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if (ship.DockedStationId == refinery.Id)
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{
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if (GetShipCargoAmount(ship) > 0.01f)
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{
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behavior.Phase = "unload";
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}
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else if (NeedsRefuel(ship))
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{
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behavior.Phase = "refuel";
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}
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else if (behavior.Phase is "dock" or "unload" or "refuel")
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{
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behavior.Phase = "undock";
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}
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}
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else if (NeedsRefuel(ship) && behavior.Phase is not "travel-to-station" and not "dock")
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{
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behavior.Phase = "travel-to-station";
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}
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switch (behavior.Phase)
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{
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case "extract":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "extract",
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TargetEntityId = node.Id,
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TargetSystemId = node.SystemId,
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TargetPosition = node.Position,
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Threshold = 14f,
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};
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break;
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case "travel-to-station":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "travel",
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TargetEntityId = refinery.Id,
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TargetSystemId = refinery.SystemId,
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TargetPosition = refinery.Position,
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Threshold = refinery.Definition.Radius + 8f,
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};
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break;
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case "dock":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "dock",
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TargetEntityId = refinery.Id,
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TargetSystemId = refinery.SystemId,
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TargetPosition = refinery.Position,
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Threshold = refinery.Definition.Radius + 4f,
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};
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break;
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case "unload":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "unload",
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TargetEntityId = refinery.Id,
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TargetSystemId = refinery.SystemId,
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TargetPosition = refinery.Position,
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Threshold = 0f,
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};
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break;
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case "refuel":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "refuel",
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TargetEntityId = refinery.Id,
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TargetSystemId = refinery.SystemId,
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TargetPosition = refinery.Position,
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Threshold = 0f,
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};
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break;
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case "undock":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "undock",
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TargetEntityId = refinery.Id,
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TargetSystemId = refinery.SystemId,
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TargetPosition = new Vector3(refinery.Position.X + world.Balance.UndockDistance, refinery.Position.Y, refinery.Position.Z),
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Threshold = 8f,
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};
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break;
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default:
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "travel",
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TargetEntityId = node.Id,
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TargetSystemId = node.SystemId,
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TargetPosition = node.Position,
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Threshold = 18f,
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};
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behavior.Phase = "travel-to-node";
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break;
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}
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}
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internal static StationRuntime? SelectBestBuyStation(SimulationWorld world, ShipRuntime ship, string itemId, string? preferredStationId)
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{
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var preferred = preferredStationId is null
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? null
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: world.Stations.FirstOrDefault(station => station.Id == preferredStationId);
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var bestOrder = world.MarketOrders
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.Where(order =>
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order.Kind == MarketOrderKinds.Buy &&
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order.ConstructionSiteId is null &&
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order.State != MarketOrderStateKinds.Cancelled &&
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order.ItemId == itemId &&
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order.RemainingAmount > 0.01f)
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.Select(order => (Order: order, Station: world.Stations.FirstOrDefault(station => station.Id == order.StationId)))
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.Where(entry => entry.Station is not null)
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.OrderByDescending(entry =>
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{
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var distancePenalty = entry.Station!.SystemId == ship.SystemId ? 0f : 0.2f;
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return entry.Order.Valuation - distancePenalty;
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})
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.FirstOrDefault();
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return bestOrder.Station ?? preferred;
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}
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internal void PlanStationConstruction(ShipRuntime ship, SimulationWorld world)
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{
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var behavior = ship.DefaultBehavior;
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var station = world.Stations.FirstOrDefault(candidate => candidate.Id == behavior.StationId);
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var site = station is null ? null : GetConstructionSiteForStation(world, station.Id);
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if (station is null)
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{
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behavior.Kind = "idle";
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ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
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return;
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}
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var moduleId = site?.BlueprintId ?? GetNextStationModuleToBuild(station, world);
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behavior.ModuleId = moduleId;
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if (moduleId is null)
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{
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ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
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return;
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}
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if (ship.DockedStationId == station.Id)
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{
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if (NeedsRefuel(ship))
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{
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behavior.Phase = "refuel";
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}
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else if (site is not null && site.State == ConstructionSiteStateKinds.Active && !IsConstructionSiteReady(site))
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{
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behavior.Phase = "deliver-to-site";
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}
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else if (site is not null && site.State == ConstructionSiteStateKinds.Active && IsConstructionSiteReady(site))
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{
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behavior.Phase = "build-site";
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}
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else if (site is not null)
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{
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behavior.Phase = "wait-for-materials";
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}
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else if (CanStartModuleConstruction(station, world.ModuleRecipes[moduleId]))
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{
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behavior.Phase = "construct-module";
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}
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else
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{
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behavior.Phase = "wait-for-materials";
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}
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}
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else if (behavior.Phase is not "travel-to-station" and not "dock")
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{
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behavior.Phase = "travel-to-station";
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}
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switch (behavior.Phase)
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{
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case "dock":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "dock",
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TargetEntityId = station.Id,
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TargetSystemId = station.SystemId,
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TargetPosition = station.Position,
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Threshold = station.Definition.Radius + 4f,
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};
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break;
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case "refuel":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "refuel",
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TargetEntityId = station.Id,
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TargetSystemId = station.SystemId,
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TargetPosition = station.Position,
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Threshold = 0f,
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};
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break;
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case "construct-module":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "construct-module",
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TargetEntityId = station.Id,
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TargetSystemId = station.SystemId,
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TargetPosition = station.Position,
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Threshold = 0f,
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};
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break;
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case "deliver-to-site":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "deliver-construction",
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TargetEntityId = site?.Id,
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TargetSystemId = station.SystemId,
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TargetPosition = station.Position,
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Threshold = 0f,
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};
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break;
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case "build-site":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "build-construction-site",
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TargetEntityId = site?.Id,
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TargetSystemId = station.SystemId,
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TargetPosition = station.Position,
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Threshold = 0f,
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};
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break;
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case "wait-for-materials":
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "idle",
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TargetEntityId = station.Id,
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TargetSystemId = station.SystemId,
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TargetPosition = station.Position,
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Threshold = 0f,
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};
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break;
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default:
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = "travel",
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TargetEntityId = station.Id,
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TargetSystemId = station.SystemId,
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TargetPosition = station.Position,
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Threshold = station.Definition.Radius + 8f,
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};
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behavior.Phase = "travel-to-station";
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break;
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}
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}
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private void AdvanceControlState(ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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var commander = GetShipCommander(world, ship);
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if (ship.Order is not null && controllerEvent == "arrived")
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{
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ship.Order = null;
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ship.ControllerTask.Kind = "idle";
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if (commander is not null)
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{
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commander.ActiveOrder = null;
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commander.ActiveTask = new CommanderTaskRuntime
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{
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Kind = ShipTaskKinds.Idle,
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Status = WorkStatus.Completed,
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TargetSystemId = ship.SystemId,
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Threshold = 0f,
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};
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}
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return;
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}
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_shipBehaviorStateMachine.ApplyEvent(this, ship, world, controllerEvent);
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if (commander is not null)
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{
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SyncShipToCommander(ship, commander);
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if (commander.ActiveTask is not null)
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{
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commander.ActiveTask.Status = controllerEvent == "none" ? WorkStatus.Active : WorkStatus.Completed;
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}
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}
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}
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private static void TrackHistory(ShipRuntime ship)
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{
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var signature = $"{ship.State}|{ship.DefaultBehavior.Kind}|{ship.ControllerTask.Kind}|{GetShipCargoAmount(ship):0.0}";
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if (signature == ship.LastSignature)
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{
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return;
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}
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ship.LastSignature = signature;
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ship.History.Add($"{DateTimeOffset.UtcNow:HH:mm:ss} state={ship.State} behavior={ship.DefaultBehavior.Kind} task={ship.ControllerTask.Kind} cargo={GetShipCargoAmount(ship):0.#}");
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if (ship.History.Count > 18)
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{
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ship.History.RemoveAt(0);
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}
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}
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private static ControllerTaskRuntime CreateIdleTask(float threshold) =>
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new()
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{
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Kind = "idle",
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Threshold = threshold,
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};
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private static void SyncCommanderTask(CommanderRuntime? commander, ControllerTaskRuntime task)
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{
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if (commander is null)
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{
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return;
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}
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commander.ActiveTask = new CommanderTaskRuntime
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{
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Kind = task.Kind,
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Status = task.Status,
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TargetEntityId = task.TargetEntityId,
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TargetNodeId = task.TargetNodeId,
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TargetPosition = task.TargetPosition,
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TargetSystemId = task.TargetSystemId,
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Threshold = task.Threshold,
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};
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}
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}
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