feat: massive AI generation

This commit is contained in:
2026-03-21 02:21:05 -04:00
parent 3b56785f9a
commit 6ccc708ae1
80 changed files with 16929 additions and 5427 deletions

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@@ -1,11 +0,0 @@
namespace SpaceGame.Api.Ships.AI;
internal interface IShipBehaviorState
{
string Kind { get; }
void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world);
void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent);
}

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@@ -1,41 +0,0 @@
namespace SpaceGame.Api.Ships.AI;
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 AttackTargetShipBehaviorState(),
new TradeHaulShipBehaviorState(),
new ResourceHarvestShipBehaviorState("auto-mine", null, "mining"),
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;
}

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@@ -1,186 +0,0 @@
namespace SpaceGame.Api.Ships.AI;
internal sealed class IdleShipBehaviorState : IShipBehaviorState
{
public string Kind => "idle";
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
{
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.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 = ControllerTaskKind.Idle,
Threshold = world.Balance.ArrivalThreshold,
Status = WorkStatus.Pending,
};
return;
}
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.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 ("extract", "node-depleted"):
ship.DefaultBehavior.Phase = "travel-to-node";
ship.DefaultBehavior.NodeId = null;
break;
case ("travel-to-station", "arrived"):
ship.DefaultBehavior.Phase = "dock";
break;
case ("dock", "docked"):
ship.DefaultBehavior.Phase = "unload";
break;
case ("unload", "unloaded"):
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 = "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;
}
}
}
internal sealed class AttackTargetShipBehaviorState : IShipBehaviorState
{
public string Kind => "attack-target";
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
engine.PlanAttackTarget(ship, world);
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
if (controllerEvent is "target-destroyed" or "target-lost")
{
ship.DefaultBehavior.TargetEntityId = null;
}
}
}
internal sealed class TradeHaulShipBehaviorState : IShipBehaviorState
{
public string Kind => "trade-haul";
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
engine.PlanTransportHaul(ship, world);
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
{
switch (ship.DefaultBehavior.Phase, controllerEvent)
{
case ("travel-to-source", "arrived"):
ship.DefaultBehavior.Phase = "dock-source";
break;
case ("dock-source", "docked"):
ship.DefaultBehavior.Phase = "load";
break;
case ("load", "loaded"):
ship.DefaultBehavior.Phase = "undock-from-source";
break;
case ("undock-from-source", "undocked"):
ship.DefaultBehavior.Phase = "travel-to-destination";
break;
case ("travel-to-destination", "arrived"):
ship.DefaultBehavior.Phase = "dock-destination";
break;
case ("dock-destination", "docked"):
ship.DefaultBehavior.Phase = "unload";
break;
case ("unload", "unloaded"):
ship.DefaultBehavior.Phase = "undock-from-destination";
break;
case ("undock-from-destination", "undocked"):
ship.DefaultBehavior.Phase = "travel-to-source";
break;
}
}
}

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@@ -1,227 +0,0 @@
namespace SpaceGame.Api.Ships.AI;
// ─── Planning State ────────────────────────────────────────────────────────────
public sealed class ShipPlanningState
{
public string ShipKind { get; set; } = string.Empty;
public bool HasMiningCapability { get; set; }
public bool FactionWantsOre { get; set; }
public bool FactionWantsExpansion { get; set; }
public bool FactionWantsCombat { get; set; }
public bool FactionNeedsShipyard { get; set; }
public string? TargetEnemySystemId { get; set; }
public string? TargetEnemyEntityId { get; set; }
public string? TradeItemId { get; set; }
public string? TradeSourceStationId { get; set; }
public string? TradeDestinationStationId { get; set; }
public string? CurrentObjective { get; set; }
public ShipPlanningState Clone() => (ShipPlanningState)MemberwiseClone();
}
// ─── Goals ─────────────────────────────────────────────────────────────────────
// A ship should always have an assigned objective. The planner picks the best one.
public sealed class AssignObjectiveGoal : GoapGoal<ShipPlanningState>
{
public override string Name => "assign-objective";
public override bool IsSatisfied(ShipPlanningState state) => state.CurrentObjective is not null;
public override float ComputePriority(ShipPlanningState state, SimulationWorld world, CommanderRuntime commander) =>
100f;
}
// ─── Actions ───────────────────────────────────────────────────────────────────
public sealed class SetMiningObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-mining-objective";
public override float Cost => 1f;
public override bool CheckPreconditions(ShipPlanningState state) =>
state.HasMiningCapability && state.FactionWantsOre;
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "auto-mine";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "auto-mine", StringComparison.Ordinal))
{
return;
}
ship.DefaultBehavior.Kind = "auto-mine";
ship.DefaultBehavior.Phase = null;
ship.DefaultBehavior.NodeId = null;
}
}
public sealed class SetPatrolObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-patrol-objective";
public override float Cost => 2f;
public override bool CheckPreconditions(ShipPlanningState state) =>
string.Equals(state.ShipKind, "military", StringComparison.Ordinal);
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "patrol";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "patrol", StringComparison.Ordinal))
{
return;
}
if (ship.DefaultBehavior.PatrolPoints.Count == 0)
{
var station = world.Stations.FirstOrDefault(s =>
s.FactionId == ship.FactionId &&
string.Equals(s.SystemId, ship.SystemId, StringComparison.Ordinal));
if (station is not null)
{
var radius = station.Radius + 90f;
ship.DefaultBehavior.PatrolPoints.AddRange(
[
new Vector3(station.Position.X + radius, station.Position.Y, station.Position.Z),
new Vector3(station.Position.X, station.Position.Y, station.Position.Z + radius),
new Vector3(station.Position.X - radius, station.Position.Y, station.Position.Z),
new Vector3(station.Position.X, station.Position.Y, station.Position.Z - radius),
]);
}
}
ship.DefaultBehavior.Kind = "patrol";
}
}
public sealed class SetAttackObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-attack-objective";
public override float Cost => 1f;
public override bool CheckPreconditions(ShipPlanningState state) =>
string.Equals(state.ShipKind, "military", StringComparison.Ordinal)
&& state.FactionWantsCombat
&& state.TargetEnemyEntityId is not null;
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "attack-target";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null)
{
return;
}
ship.DefaultBehavior.Kind = "attack-target";
ship.DefaultBehavior.AreaSystemId = commander.ActiveBehavior?.AreaSystemId ?? ship.DefaultBehavior.AreaSystemId;
ship.DefaultBehavior.TargetEntityId = commander.ActiveBehavior?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId;
ship.DefaultBehavior.Phase = null;
}
}
public sealed class SetConstructionObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-construction-objective";
public override float Cost => 1f;
public override bool CheckPreconditions(ShipPlanningState state) =>
string.Equals(state.ShipKind, "construction", StringComparison.Ordinal)
&& (state.FactionWantsExpansion || state.FactionNeedsShipyard);
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "construct-station";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "construct-station", StringComparison.Ordinal))
{
return;
}
ship.DefaultBehavior.Kind = "construct-station";
ship.DefaultBehavior.Phase = null;
}
}
public sealed class SetTradeObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-trade-objective";
public override float Cost => 1f;
public override bool CheckPreconditions(ShipPlanningState state) =>
string.Equals(state.ShipKind, "transport", StringComparison.Ordinal)
&& state.TradeItemId is not null
&& state.TradeSourceStationId is not null
&& state.TradeDestinationStationId is not null;
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "trade-haul";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || commander.ActiveBehavior is null)
{
return;
}
ship.DefaultBehavior.Kind = "trade-haul";
ship.DefaultBehavior.ItemId = commander.ActiveBehavior.ItemId;
ship.DefaultBehavior.StationId = commander.ActiveBehavior.StationId;
ship.DefaultBehavior.TargetEntityId = commander.ActiveBehavior.TargetEntityId;
ship.DefaultBehavior.Phase ??= "travel-to-source";
}
}
public sealed class SetIdleObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-idle-objective";
public override float Cost => 10f;
public override bool CheckPreconditions(ShipPlanningState state) => true;
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "idle";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "idle", StringComparison.Ordinal))
{
return;
}
ship.DefaultBehavior.Kind = "idle";
}
}

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@@ -0,0 +1,39 @@
using FastEndpoints;
namespace SpaceGame.Api.Ships.Api;
public sealed class EnqueueShipOrderHandler(WorldService worldService) : Endpoint<ShipOrderCommandRequest, ShipSnapshot>
{
public override void Configure()
{
Post("/api/ships/{shipId}/orders");
AllowAnonymous();
}
public override async Task HandleAsync(ShipOrderCommandRequest request, CancellationToken cancellationToken)
{
var shipId = Route<string>("shipId");
if (string.IsNullOrWhiteSpace(shipId))
{
await SendNotFoundAsync(cancellationToken);
return;
}
try
{
var snapshot = worldService.EnqueueShipOrder(shipId, request);
if (snapshot is null)
{
await SendNotFoundAsync(cancellationToken);
return;
}
await SendOkAsync(snapshot, cancellationToken);
}
catch (InvalidOperationException ex)
{
AddError(ex.Message);
await SendErrorsAsync(cancellation: cancellationToken);
}
}
}

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@@ -0,0 +1,30 @@
using FastEndpoints;
namespace SpaceGame.Api.Ships.Api;
public sealed class RemoveShipOrderRequest
{
public string ShipId { get; set; } = string.Empty;
public string OrderId { get; set; } = string.Empty;
}
public sealed class RemoveShipOrderHandler(WorldService worldService) : Endpoint<RemoveShipOrderRequest, ShipSnapshot>
{
public override void Configure()
{
Delete("/api/ships/{shipId}/orders/{orderId}");
AllowAnonymous();
}
public override async Task HandleAsync(RemoveShipOrderRequest request, CancellationToken cancellationToken)
{
var snapshot = worldService.RemoveShipOrder(request.ShipId, request.OrderId);
if (snapshot is null)
{
await SendNotFoundAsync(cancellationToken);
return;
}
await SendOkAsync(snapshot, cancellationToken);
}
}

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@@ -0,0 +1,31 @@
using FastEndpoints;
namespace SpaceGame.Api.Ships.Api;
public sealed class UpdateShipDefaultBehaviorHandler(WorldService worldService) : Endpoint<ShipDefaultBehaviorCommandRequest, ShipSnapshot>
{
public override void Configure()
{
Put("/api/ships/{shipId}/default-behavior");
AllowAnonymous();
}
public override async Task HandleAsync(ShipDefaultBehaviorCommandRequest request, CancellationToken cancellationToken)
{
var shipId = Route<string>("shipId");
if (string.IsNullOrWhiteSpace(shipId))
{
await SendNotFoundAsync(cancellationToken);
return;
}
var snapshot = worldService.UpdateShipDefaultBehavior(shipId, request);
if (snapshot is null)
{
await SendNotFoundAsync(cancellationToken);
return;
}
await SendOkAsync(snapshot, cancellationToken);
}
}

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@@ -0,0 +1,55 @@
namespace SpaceGame.Api.Ships.Contracts;
public sealed record ShipOrderCommandRequest(
string Kind,
int Priority,
bool InterruptCurrentPlan,
string? Label,
string? TargetEntityId,
string? TargetSystemId,
Vector3Dto? TargetPosition,
string? SourceStationId,
string? DestinationStationId,
string? ItemId,
string? NodeId,
string? ConstructionSiteId,
string? ModuleId,
float? WaitSeconds,
float? Radius,
int? MaxSystemRange,
bool? KnownStationsOnly);
public sealed record ShipOrderTemplateCommandRequest(
string Kind,
string? Label,
string? TargetEntityId,
string? TargetSystemId,
Vector3Dto? TargetPosition,
string? SourceStationId,
string? DestinationStationId,
string? ItemId,
string? NodeId,
string? ConstructionSiteId,
string? ModuleId,
float? WaitSeconds,
float? Radius,
int? MaxSystemRange,
bool? KnownStationsOnly);
public sealed record ShipDefaultBehaviorCommandRequest(
string Kind,
string? HomeSystemId,
string? HomeStationId,
string? AreaSystemId,
string? TargetEntityId,
string? PreferredItemId,
string? PreferredNodeId,
string? PreferredConstructionSiteId,
string? PreferredModuleId,
Vector3Dto? TargetPosition,
float? WaitSeconds,
float? Radius,
int? MaxSystemRange,
bool? KnownStationsOnly,
IReadOnlyList<Vector3Dto>? PatrolPoints,
IReadOnlyList<ShipOrderTemplateCommandRequest>? RepeatOrders);

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@@ -1,5 +1,132 @@
namespace SpaceGame.Api.Ships.Contracts;
public sealed record ShipSkillProfileSnapshot(
int Navigation,
int Trade,
int Mining,
int Combat,
int Construction);
public sealed record ShipOrderSnapshot(
string Id,
string Kind,
string Status,
int Priority,
bool InterruptCurrentPlan,
DateTimeOffset CreatedAtUtc,
string? Label,
string? TargetEntityId,
string? TargetSystemId,
Vector3Dto? TargetPosition,
string? SourceStationId,
string? DestinationStationId,
string? ItemId,
string? NodeId,
string? ConstructionSiteId,
string? ModuleId,
float WaitSeconds,
float Radius,
int? MaxSystemRange,
bool KnownStationsOnly,
string? FailureReason);
public sealed record ShipOrderTemplateSnapshot(
string Kind,
string? Label,
string? TargetEntityId,
string? TargetSystemId,
Vector3Dto? TargetPosition,
string? SourceStationId,
string? DestinationStationId,
string? ItemId,
string? NodeId,
string? ConstructionSiteId,
string? ModuleId,
float WaitSeconds,
float Radius,
int? MaxSystemRange,
bool KnownStationsOnly);
public sealed record DefaultBehaviorSnapshot(
string Kind,
string? HomeSystemId,
string? HomeStationId,
string? AreaSystemId,
string? TargetEntityId,
string? PreferredItemId,
string? PreferredNodeId,
string? PreferredConstructionSiteId,
string? PreferredModuleId,
Vector3Dto? TargetPosition,
float WaitSeconds,
float Radius,
int MaxSystemRange,
bool KnownStationsOnly,
IReadOnlyList<Vector3Dto> PatrolPoints,
int PatrolIndex,
IReadOnlyList<ShipOrderTemplateSnapshot> RepeatOrders,
int RepeatIndex);
public sealed record ShipAssignmentSnapshot(
string CommanderId,
string? ParentCommanderId,
string Kind,
string BehaviorKind,
string Status,
string? ObjectiveId,
string? CampaignId,
string? TheaterId,
float Priority,
string? HomeSystemId,
string? HomeStationId,
string? TargetSystemId,
string? TargetEntityId,
Vector3Dto? TargetPosition,
string? ItemId,
string? Notes,
DateTimeOffset? UpdatedAtUtc);
public sealed record ShipSubTaskSnapshot(
string Id,
string Kind,
string Status,
string Summary,
string? TargetEntityId,
string? TargetSystemId,
string? TargetNodeId,
Vector3Dto? TargetPosition,
string? ItemId,
string? ModuleId,
float Threshold,
float Amount,
float Progress,
float ElapsedSeconds,
float TotalSeconds,
string? BlockingReason);
public sealed record ShipPlanStepSnapshot(
string Id,
string Kind,
string Status,
string Summary,
string? BlockingReason,
int CurrentSubTaskIndex,
IReadOnlyList<ShipSubTaskSnapshot> SubTasks);
public sealed record ShipPlanSnapshot(
string Id,
string SourceKind,
string SourceId,
string Kind,
string Status,
string Summary,
int CurrentStepIndex,
DateTimeOffset CreatedAtUtc,
DateTimeOffset UpdatedAtUtc,
string? InterruptReason,
string? FailureReason,
IReadOnlyList<ShipPlanStepSnapshot> Steps);
public sealed record ShipSnapshot(
string Id,
string Label,
@@ -10,24 +137,29 @@ public sealed record ShipSnapshot(
Vector3Dto LocalVelocity,
Vector3Dto TargetLocalPosition,
string State,
string? OrderKind,
string DefaultBehaviorKind,
string? BehaviorPhase,
string ControllerTaskKind,
string? CommanderObjective,
IReadOnlyList<ShipOrderSnapshot> OrderQueue,
DefaultBehaviorSnapshot DefaultBehavior,
ShipAssignmentSnapshot? Assignment,
ShipSkillProfileSnapshot Skills,
ShipPlanSnapshot? ActivePlan,
string? CurrentStepId,
IReadOnlyList<ShipSubTaskSnapshot> ActiveSubTasks,
string ControlSourceKind,
string? ControlSourceId,
string? ControlReason,
string? LastReplanReason,
string? LastAccessFailureReason,
string? CelestialId,
string? DockedStationId,
string? CommanderId,
string? PolicySetId,
float CargoCapacity,
float TravelSpeed,
string TravelSpeedUnit,
IReadOnlyList<InventoryEntry> Inventory,
string FactionId,
float Health,
IReadOnlyList<string> History,
ShipActionProgressSnapshot? CurrentAction,
ShipSpatialStateSnapshot SpatialState);
public sealed record ShipDelta(
@@ -40,30 +172,31 @@ public sealed record ShipDelta(
Vector3Dto LocalVelocity,
Vector3Dto TargetLocalPosition,
string State,
string? OrderKind,
string DefaultBehaviorKind,
string? BehaviorPhase,
string ControllerTaskKind,
string? CommanderObjective,
IReadOnlyList<ShipOrderSnapshot> OrderQueue,
DefaultBehaviorSnapshot DefaultBehavior,
ShipAssignmentSnapshot? Assignment,
ShipSkillProfileSnapshot Skills,
ShipPlanSnapshot? ActivePlan,
string? CurrentStepId,
IReadOnlyList<ShipSubTaskSnapshot> ActiveSubTasks,
string ControlSourceKind,
string? ControlSourceId,
string? ControlReason,
string? LastReplanReason,
string? LastAccessFailureReason,
string? CelestialId,
string? DockedStationId,
string? CommanderId,
string? PolicySetId,
float CargoCapacity,
float TravelSpeed,
string TravelSpeedUnit,
IReadOnlyList<InventoryEntry> Inventory,
string FactionId,
float Health,
IReadOnlyList<string> History,
ShipActionProgressSnapshot? CurrentAction,
ShipSpatialStateSnapshot SpatialState);
public sealed record ShipActionProgressSnapshot(
string Label,
float Progress);
public sealed record ShipSpatialStateSnapshot(
string SpaceLayer,
string CurrentSystemId,

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@@ -1,4 +1,3 @@
namespace SpaceGame.Api.Ships.Runtime;
public sealed class ShipRuntime
@@ -12,56 +11,147 @@ public sealed class ShipRuntime
public required ShipSpatialStateRuntime SpatialState { get; set; }
public Vector3 Velocity { get; set; } = Vector3.Zero;
public ShipState State { get; set; } = ShipState.Idle;
public ShipOrderRuntime? Order { get; set; }
public required DefaultBehaviorRuntime DefaultBehavior { get; set; }
public required ControllerTaskRuntime ControllerTask { get; set; }
public float ActionTimer { get; set; }
public List<ShipOrderRuntime> OrderQueue { get; } = [];
public ShipPlanRuntime? ActivePlan { get; set; }
public required ShipSkillProfileRuntime Skills { get; set; }
public bool NeedsReplan { get; set; } = true;
public float ReplanCooldownSeconds { get; set; }
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
public string? DockedStationId { get; set; }
public int? AssignedDockingPadIndex { get; set; }
public string? CommanderId { get; set; }
public string? PolicySetId { get; set; }
public string ControlSourceKind { get; set; } = "unassigned";
public string? ControlSourceId { get; set; }
public string? ControlReason { get; set; }
public string? LastReplanReason { get; set; }
public string? LastAccessFailureReason { get; set; }
public float Health { get; set; }
public string? TrackedActionKey { get; set; }
public float TrackedActionTotal { get; set; }
public HashSet<string> KnownStationIds { get; } = new(StringComparer.Ordinal);
public List<string> History { get; } = [];
public string LastSignature { get; set; } = string.Empty;
public string LastDeltaSignature { get; set; } = string.Empty;
}
public sealed class ShipSkillProfileRuntime
{
public int Navigation { get; set; }
public int Trade { get; set; }
public int Mining { get; set; }
public int Combat { get; set; }
public int Construction { get; set; }
}
public sealed class ShipOrderRuntime
{
public required string Id { get; init; }
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 OrderStatus Status { get; set; } = OrderStatus.Queued;
public int Priority { get; set; }
public bool InterruptCurrentPlan { get; set; } = true;
public DateTimeOffset CreatedAtUtc { get; init; } = DateTimeOffset.UtcNow;
public string? Label { get; set; }
public string? TargetEntityId { get; set; }
public string? TargetSystemId { get; set; }
public Vector3? TargetPosition { get; set; }
public string? SourceStationId { get; set; }
public string? DestinationStationId { get; set; }
public string? ItemId { get; set; }
public string? NodeId { get; set; }
public string? ConstructionSiteId { get; set; }
public string? ModuleId { get; set; }
public float WaitSeconds { get; set; }
public float Radius { get; set; }
public int? MaxSystemRange { get; set; }
public bool KnownStationsOnly { get; set; }
public string? FailureReason { get; set; }
}
public sealed class DefaultBehaviorRuntime
{
public required string Kind { get; set; }
public string? HomeSystemId { get; set; }
public string? HomeStationId { get; set; }
public string? AreaSystemId { get; set; }
public string? TargetEntityId { get; set; }
public string? ItemId { 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 string? PreferredItemId { get; set; }
public string? PreferredNodeId { get; set; }
public string? PreferredConstructionSiteId { get; set; }
public string? PreferredModuleId { get; set; }
public Vector3? TargetPosition { get; set; }
public float WaitSeconds { get; set; } = 3f;
public float Radius { get; set; } = 24f;
public int MaxSystemRange { get; set; }
public bool KnownStationsOnly { get; set; }
public List<Vector3> PatrolPoints { get; set; } = [];
public int PatrolIndex { get; set; }
public List<ShipOrderTemplateRuntime> RepeatOrders { get; set; } = [];
public int RepeatIndex { get; set; }
}
public sealed class ControllerTaskRuntime
public sealed class ShipOrderTemplateRuntime
{
public required ControllerTaskKind Kind { get; set; }
public required string Kind { get; init; }
public string? Label { get; set; }
public string? TargetEntityId { get; set; }
public string? TargetSystemId { get; set; }
public Vector3? TargetPosition { get; set; }
public string? SourceStationId { get; set; }
public string? DestinationStationId { get; set; }
public string? ItemId { get; set; }
public string? NodeId { get; set; }
public string? ConstructionSiteId { get; set; }
public string? ModuleId { get; set; }
public float WaitSeconds { get; set; }
public float Radius { get; set; }
public int? MaxSystemRange { get; set; }
public bool KnownStationsOnly { get; set; }
}
public sealed class ShipPlanRuntime
{
public required string Id { get; init; }
public required AiPlanSourceKind SourceKind { get; init; }
public required string SourceId { get; init; }
public required string Kind { get; init; }
public required string Summary { get; set; }
public AiPlanStatus Status { get; set; } = AiPlanStatus.Planned;
public int CurrentStepIndex { get; set; }
public DateTimeOffset CreatedAtUtc { get; init; } = DateTimeOffset.UtcNow;
public DateTimeOffset UpdatedAtUtc { get; set; } = DateTimeOffset.UtcNow;
public string? InterruptReason { get; set; }
public string? FailureReason { get; set; }
public List<ShipPlanStepRuntime> Steps { get; } = [];
}
public sealed class ShipPlanStepRuntime
{
public required string Id { get; init; }
public required string Kind { get; init; }
public required string Summary { get; set; }
public AiPlanStepStatus Status { get; set; } = AiPlanStepStatus.Planned;
public int CurrentSubTaskIndex { get; set; }
public string? BlockingReason { get; set; }
public List<ShipSubTaskRuntime> SubTasks { get; } = [];
}
public sealed class ShipSubTaskRuntime
{
public required string Id { get; init; }
public required string Kind { get; init; }
public required string Summary { 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; }
public string? ItemId { get; set; }
public string? ModuleId { get; set; }
public float Threshold { get; set; }
public float Amount { get; set; }
public float ElapsedSeconds { get; set; }
public float TotalSeconds { get; set; }
public float Progress { get; set; }
public string? BlockingReason { get; set; }
}

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using static SpaceGame.Api.Stations.Simulation.InfrastructureSimulationService;
using static SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport;
namespace SpaceGame.Api.Ships.Simulation;
internal sealed class ShipControlService
{
private static readonly ShipBehaviorStateMachine _shipBehaviorStateMachine = ShipBehaviorStateMachine.CreateDefault();
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.TargetEntityId = commander.ActiveBehavior.TargetEntityId;
ship.DefaultBehavior.ItemId = commander.ActiveBehavior.ItemId;
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 = ParseControllerTaskKind(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.TargetEntityId = ship.DefaultBehavior.TargetEntityId;
commander.ActiveBehavior.ItemId = ship.DefaultBehavior.ItemId;
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.ToContractValue() };
commander.ActiveTask.Kind = ship.ControllerTask.Kind.ToContractValue();
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;
}
internal 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);
}
}
internal void PlanControllerTask(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
{
var commander = GetShipCommander(world, ship);
if (ship.Order is not null)
{
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.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(engine, ship, world);
SyncCommanderTask(commander, ship.ControllerTask);
}
internal void PlanAttackTarget(ShipRuntime ship, SimulationWorld world)
{
var behavior = ship.DefaultBehavior;
var target = ResolveAttackTarget(ship, world);
if (target is null)
{
behavior.Kind = "idle";
behavior.TargetEntityId = null;
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
return;
}
behavior.TargetEntityId = target.EntityId;
behavior.AreaSystemId = target.SystemId;
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.AttackTarget,
TargetEntityId = target.EntityId,
TargetSystemId = target.SystemId,
TargetPosition = target.Position,
Threshold = target.AttackRange,
};
}
internal void PlanTransportHaul(ShipRuntime ship, SimulationWorld world)
{
var behavior = ship.DefaultBehavior;
var sourceStation = behavior.StationId is null ? null : world.Stations.FirstOrDefault(candidate => candidate.Id == behavior.StationId);
var destinationStation = behavior.TargetEntityId is null ? null : world.Stations.FirstOrDefault(candidate => candidate.Id == behavior.TargetEntityId);
if (sourceStation is null || destinationStation is null || string.IsNullOrWhiteSpace(behavior.ItemId))
{
behavior.Kind = "idle";
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
return;
}
var carryingCargo = GetShipCargoAmount(ship) > 0.01f;
if (carryingCargo)
{
if (ship.DockedStationId == destinationStation.Id)
{
behavior.Phase = "unload";
}
else if (ship.DockedStationId is not null)
{
behavior.Phase = "undock-from-source";
}
else if (behavior.Phase is not "travel-to-destination" and not "dock-destination" and not "unload")
{
behavior.Phase = "travel-to-destination";
}
}
else
{
if (ship.DockedStationId == sourceStation.Id)
{
var available = GetInventoryAmount(sourceStation.Inventory, behavior.ItemId);
behavior.Phase = available > 0.01f ? "load" : "wait-source";
}
else if (ship.DockedStationId == destinationStation.Id)
{
behavior.Phase = "undock-from-destination";
}
else if (behavior.Phase is not "travel-to-source" and not "dock-source" and not "load")
{
behavior.Phase = "travel-to-source";
}
}
ship.ControllerTask = behavior.Phase switch
{
"travel-to-source" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Travel,
TargetEntityId = sourceStation.Id,
TargetSystemId = sourceStation.SystemId,
TargetPosition = sourceStation.Position,
Threshold = sourceStation.Radius + 8f,
ItemId = behavior.ItemId,
},
"dock-source" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Dock,
TargetEntityId = sourceStation.Id,
TargetSystemId = sourceStation.SystemId,
TargetPosition = sourceStation.Position,
Threshold = sourceStation.Radius + 4f,
ItemId = behavior.ItemId,
},
"load" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Load,
TargetEntityId = sourceStation.Id,
TargetSystemId = sourceStation.SystemId,
TargetPosition = sourceStation.Position,
Threshold = 0f,
ItemId = behavior.ItemId,
},
"undock-from-source" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Undock,
TargetEntityId = sourceStation.Id,
TargetSystemId = sourceStation.SystemId,
TargetPosition = new Vector3(sourceStation.Position.X + world.Balance.UndockDistance, sourceStation.Position.Y, sourceStation.Position.Z),
Threshold = 8f,
ItemId = behavior.ItemId,
},
"travel-to-destination" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Travel,
TargetEntityId = destinationStation.Id,
TargetSystemId = destinationStation.SystemId,
TargetPosition = destinationStation.Position,
Threshold = destinationStation.Radius + 8f,
ItemId = behavior.ItemId,
},
"dock-destination" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Dock,
TargetEntityId = destinationStation.Id,
TargetSystemId = destinationStation.SystemId,
TargetPosition = destinationStation.Position,
Threshold = destinationStation.Radius + 4f,
ItemId = behavior.ItemId,
},
"unload" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Unload,
TargetEntityId = destinationStation.Id,
TargetSystemId = destinationStation.SystemId,
TargetPosition = destinationStation.Position,
Threshold = 0f,
ItemId = behavior.ItemId,
},
"undock-from-destination" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Undock,
TargetEntityId = destinationStation.Id,
TargetSystemId = destinationStation.SystemId,
TargetPosition = new Vector3(destinationStation.Position.X + world.Balance.UndockDistance, destinationStation.Position.Y, destinationStation.Position.Z),
Threshold = 8f,
ItemId = behavior.ItemId,
},
_ => CreateIdleTask(world.Balance.ArrivalThreshold),
};
}
internal void PlanResourceHarvest(ShipRuntime ship, SimulationWorld world, string? resourceItemId, string requiredModule)
{
var behavior = ship.DefaultBehavior;
var cargoItemId = ship.Inventory.Keys.FirstOrDefault();
var targetResourceItemId = SelectMiningResourceItem(world, ship, cargoItemId ?? behavior.ItemId ?? resourceItemId);
if (string.IsNullOrWhiteSpace(targetResourceItemId))
{
behavior.Phase = null;
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
return;
}
if (!string.Equals(behavior.ItemId, targetResourceItemId, StringComparison.Ordinal))
{
behavior.ItemId = targetResourceItemId;
behavior.NodeId = null;
}
var refinery = SelectBestBuyStation(world, ship, targetResourceItemId, behavior.StationId);
behavior.StationId = refinery?.Id;
var node = behavior.NodeId is null
? world.Nodes
.Where(candidate =>
candidate.ItemId == targetResourceItemId &&
candidate.OreRemaining > 0.01f &&
CanShipMineItem(world, ship, candidate.ItemId))
.OrderByDescending(candidate => candidate.SystemId == behavior.AreaSystemId ? 1 : 0)
.ThenByDescending(candidate => candidate.OreRemaining)
.FirstOrDefault()
: world.Nodes.FirstOrDefault(candidate =>
candidate.Id == behavior.NodeId &&
string.Equals(candidate.ItemId, targetResourceItemId, StringComparison.Ordinal) &&
candidate.OreRemaining > 0.01f);
if (node is not null)
{
behavior.AreaSystemId = node.SystemId;
}
if (refinery is null || node is null || !HasShipCapabilities(ship.Definition, requiredModule))
{
if (refinery is null && GetShipCargoAmount(ship) > 0.01f)
{
ship.Inventory.Clear();
}
behavior.Phase = null;
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
return;
}
behavior.NodeId ??= node.Id;
if (GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity - 0.01f
&& behavior.Phase is "travel-to-node" or "extract")
{
behavior.Phase = "travel-to-station";
}
if (ship.DockedStationId == refinery.Id)
{
if (GetShipCargoAmount(ship) > 0.01f)
{
behavior.Phase = "unload";
}
else if (behavior.Phase is "dock" or "unload")
{
behavior.Phase = "undock";
}
}
else if (behavior.Phase is not "travel-to-station" and not "dock" and not "travel-to-node" and not "extract")
{
behavior.Phase = "travel-to-station";
}
switch (behavior.Phase)
{
case "extract":
var extractionPosition = GetResourceHoldPosition(node.Position, ship.Id, 20f);
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Extract,
TargetEntityId = node.Id,
TargetSystemId = node.SystemId,
TargetPosition = extractionPosition,
Threshold = 5f,
};
break;
case "travel-to-station":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Travel,
TargetEntityId = refinery.Id,
TargetSystemId = refinery.SystemId,
TargetPosition = refinery.Position,
Threshold = refinery.Radius + 8f,
};
break;
case "dock":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Dock,
TargetEntityId = refinery.Id,
TargetSystemId = refinery.SystemId,
TargetPosition = refinery.Position,
Threshold = refinery.Radius + 4f,
};
break;
case "unload":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Unload,
TargetEntityId = refinery.Id,
TargetSystemId = refinery.SystemId,
TargetPosition = refinery.Position,
Threshold = 0f,
};
break;
case "undock":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.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 = ControllerTaskKind.Travel,
TargetEntityId = node.Id,
TargetSystemId = node.SystemId,
TargetPosition = node.Position,
Threshold = 18f,
};
behavior.Phase = "travel-to-node";
break;
}
}
private static string? SelectMiningResourceItem(SimulationWorld world, ShipRuntime ship, string? fallbackItemId)
{
var candidateItemId = world.MarketOrders
.Where(order =>
string.Equals(order.FactionId, ship.FactionId, StringComparison.Ordinal)
&& order.Kind == MarketOrderKinds.Buy
&& order.ConstructionSiteId is null
&& order.State != MarketOrderStateKinds.Cancelled
&& order.RemainingAmount > 0.01f)
.Select(order => new
{
ItemId = order.ItemId,
Score = order.RemainingAmount * MathF.Max(0.25f, order.Valuation),
})
.Where(entry => CanShipMineItem(world, ship, entry.ItemId))
.Where(entry => world.Nodes.Any(node => string.Equals(node.ItemId, entry.ItemId, StringComparison.Ordinal) && node.OreRemaining > 0.01f))
.GroupBy(entry => entry.ItemId, StringComparer.Ordinal)
.Select(group => new
{
ItemId = group.Key,
Score = group.Sum(entry => entry.Score) + (string.Equals(group.Key, ship.DefaultBehavior.ItemId, StringComparison.Ordinal) ? 15f : 0f),
})
.OrderByDescending(entry => entry.Score)
.Select(entry => entry.ItemId)
.FirstOrDefault();
if (!string.IsNullOrWhiteSpace(candidateItemId))
{
return candidateItemId;
}
if (!string.IsNullOrWhiteSpace(fallbackItemId)
&& CanShipMineItem(world, ship, fallbackItemId)
&& world.Nodes.Any(node => string.Equals(node.ItemId, fallbackItemId, StringComparison.Ordinal) && node.OreRemaining > 0.01f))
{
return fallbackItemId;
}
return world.Nodes
.Where(node => node.OreRemaining > 0.01f && CanShipMineItem(world, ship, node.ItemId))
.OrderByDescending(node => node.OreRemaining)
.Select(node => node.ItemId)
.FirstOrDefault() ?? fallbackItemId;
}
private static bool CanShipMineItem(SimulationWorld world, ShipRuntime ship, string itemId) =>
world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition)
&& string.Equals(itemDefinition.CargoKind, ship.Definition.CargoKind, StringComparison.Ordinal)
&& HasShipCapabilities(ship.Definition, "mining");
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 && string.Equals(entry.Station.FactionId, ship.FactionId, StringComparison.Ordinal))
.Where(entry => CanStationReceiveItem(world, entry.Station!, itemId))
.OrderByDescending(entry =>
{
var distancePenalty = entry.Station!.SystemId == ship.SystemId ? 0f : 0.2f;
return entry.Order.Valuation - distancePenalty;
})
.FirstOrDefault();
return bestOrder.Station ?? (preferred is not null && CanStationReceiveItem(world, preferred, itemId) ? preferred : null);
}
private static bool CanStationReceiveItem(SimulationWorld world, StationRuntime station, string itemId)
{
if (!world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
{
return false;
}
var requiredModule = GetStorageRequirement(itemDefinition.CargoKind);
return requiredModule is null || station.InstalledModules.Contains(requiredModule, StringComparer.Ordinal);
}
private static ControllerTaskRuntime CreateStationSupportTask(SimulationWorld world, ShipRuntime ship, StationRuntime station, string? phase) =>
phase switch
{
"dock" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Dock,
TargetEntityId = station.Id,
TargetSystemId = station.SystemId,
TargetPosition = station.Position,
Threshold = 8f,
},
"load" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Load,
TargetEntityId = station.Id,
TargetSystemId = station.SystemId,
TargetPosition = station.Position,
Threshold = 8f,
},
"unload" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Unload,
TargetEntityId = station.Id,
TargetSystemId = station.SystemId,
TargetPosition = station.Position,
Threshold = 8f,
},
"undock" => new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Undock,
TargetEntityId = station.Id,
TargetSystemId = station.SystemId,
TargetPosition = new Vector3(station.Position.X + world.Balance.UndockDistance, station.Position.Y, station.Position.Z),
Threshold = 8f,
},
_ => CreateIdleTask(world.Balance.ArrivalThreshold),
};
internal void PlanStationConstruction(ShipRuntime ship, SimulationWorld world)
{
var behavior = ship.DefaultBehavior;
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == behavior.StationId);
var site = !string.IsNullOrWhiteSpace(behavior.TargetEntityId)
? world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == behavior.TargetEntityId)
: station is null ? null : GetConstructionSiteForStation(world, station.Id);
if (station is null)
{
behavior.Kind = "idle";
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
return;
}
if (site is null && !string.IsNullOrWhiteSpace(behavior.TargetEntityId))
{
behavior.TargetEntityId = null;
behavior.ModuleId = null;
site = GetConstructionSiteForStation(world, station.Id);
}
var moduleId = site?.BlueprintId ?? GetNextStationModuleToBuild(station, world);
behavior.ModuleId = moduleId;
if (moduleId is null)
{
ship.ControllerTask = CreateIdleTask(world.Balance.ArrivalThreshold);
return;
}
if (ship.DockedStationId is not null)
{
var dockedStation = world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId);
if (dockedStation is not null)
{
dockedStation.DockedShipIds.Remove(ship.Id);
ReleaseDockingPad(dockedStation, ship.Id);
}
ship.DockedStationId = null;
ship.AssignedDockingPadIndex = null;
ship.Position = ResolveConstructionHoldPosition(ship, station, site, world);
ship.TargetPosition = ship.Position;
}
var constructionHoldPosition = ResolveConstructionHoldPosition(ship, station, site, world);
var targetSystemId = site?.SystemId ?? station.SystemId;
var targetCelestialId = site?.CelestialId ?? station.CelestialId;
var isAtTargetCelestial = !string.IsNullOrWhiteSpace(targetCelestialId)
&& string.Equals(ship.SpatialState.CurrentCelestialId, targetCelestialId, StringComparison.Ordinal);
var isAtConstructionHold = ship.SystemId == targetSystemId
&& (ship.Position.DistanceTo(constructionHoldPosition) <= 10f || isAtTargetCelestial);
if (isAtConstructionHold)
{
if (site is not null && site.State == ConstructionSiteStateKinds.Active && !IsConstructionSiteReady(world, site))
{
behavior.Phase = "deliver-to-site";
}
else if (site is not null && site.State == ConstructionSiteStateKinds.Active && IsConstructionSiteReady(world, 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 != "travel-to-station")
{
behavior.Phase = "travel-to-station";
}
switch (behavior.Phase)
{
case "construct-module":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.ConstructModule,
TargetEntityId = station.Id,
TargetSystemId = targetSystemId,
TargetPosition = constructionHoldPosition,
Threshold = 10f,
};
break;
case "deliver-to-site":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.DeliverConstruction,
TargetEntityId = site?.Id,
TargetSystemId = targetSystemId,
TargetPosition = constructionHoldPosition,
Threshold = 10f,
};
break;
case "build-site":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.BuildConstructionSite,
TargetEntityId = site?.Id,
TargetSystemId = targetSystemId,
TargetPosition = constructionHoldPosition,
Threshold = 10f,
};
break;
case "wait-for-materials":
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Idle,
TargetEntityId = site?.Id ?? station.Id,
TargetSystemId = targetSystemId,
TargetPosition = constructionHoldPosition,
Threshold = 0f,
};
break;
default:
ship.ControllerTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Travel,
TargetEntityId = site?.Id ?? station.Id,
TargetSystemId = targetSystemId,
TargetPosition = constructionHoldPosition,
Threshold = 10f,
};
behavior.Phase = "travel-to-station";
break;
}
}
internal void AdvanceControlState(SimulationEngine engine, 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 = ControllerTaskKind.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(engine, 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;
}
}
}
internal void TrackHistory(ShipRuntime ship, string controllerEvent)
{
var signature = $"{ship.State.ToContractValue()}|{ship.DefaultBehavior.Kind}|{ship.ControllerTask.Kind.ToContractValue()}|{ship.ControllerTask.TargetSystemId}|{ship.ControllerTask.TargetEntityId}|{GetShipCargoAmount(ship):0.0}|{controllerEvent}";
if (signature == ship.LastSignature)
{
return;
}
ship.LastSignature = signature;
var target = ship.ControllerTask.TargetEntityId
?? ship.ControllerTask.TargetSystemId
?? "none";
var eventSummary = controllerEvent == "none" ? string.Empty : $" event={controllerEvent}";
ship.History.Add($"{DateTimeOffset.UtcNow:HH:mm:ss} state={ship.State.ToContractValue()} behavior={ship.DefaultBehavior.Kind} task={ship.ControllerTask.Kind.ToContractValue()} target={target} cargo={GetShipCargoAmount(ship):0.#}{eventSummary}");
if (ship.History.Count > 18)
{
ship.History.RemoveAt(0);
}
}
internal void EmitShipStateEvents(
ShipRuntime ship,
ShipState previousState,
string previousBehavior,
ControllerTaskKind 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.ToContractValue()} -> {ship.State.ToContractValue()}", 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.ToContractValue()} -> {ship.ControllerTask.Kind.ToContractValue()}", occurredAtUtc));
}
if (controllerEvent != "none")
{
events.Add(new SimulationEventRecord("ship", ship.Id, controllerEvent, $"{ship.Definition.Label} {controllerEvent}", occurredAtUtc));
}
}
internal static ControllerTaskRuntime CreateIdleTask(float threshold) =>
new()
{
Kind = ControllerTaskKind.Idle,
Threshold = threshold,
};
private static ControllerTaskKind ParseControllerTaskKind(string kind) => kind switch
{
"travel" => ControllerTaskKind.Travel,
"extract" => ControllerTaskKind.Extract,
"dock" => ControllerTaskKind.Dock,
"load" => ControllerTaskKind.Load,
"unload" => ControllerTaskKind.Unload,
"deliver-construction" => ControllerTaskKind.DeliverConstruction,
"build-construction-site" => ControllerTaskKind.BuildConstructionSite,
"attack-target" => ControllerTaskKind.AttackTarget,
"construct-module" => ControllerTaskKind.ConstructModule,
"undock" => ControllerTaskKind.Undock,
_ => ControllerTaskKind.Idle,
};
private static void SyncCommanderTask(CommanderRuntime? commander, ControllerTaskRuntime task)
{
if (commander is null)
{
return;
}
commander.ActiveTask = new CommanderTaskRuntime
{
Kind = task.Kind.ToContractValue(),
Status = task.Status,
TargetEntityId = task.TargetEntityId,
TargetNodeId = task.TargetNodeId,
TargetPosition = task.TargetPosition,
TargetSystemId = task.TargetSystemId,
Threshold = task.Threshold,
};
}
private static Vector3 ResolveConstructionHoldPosition(ShipRuntime ship, StationRuntime station, ConstructionSiteRuntime? site, SimulationWorld world)
{
if (site is null || site.StationId is not null)
{
return GetConstructionHoldPosition(station, ship.Id);
}
var anchor = world.Celestials.FirstOrDefault(candidate => candidate.Id == site.CelestialId);
var anchorPosition = anchor?.Position ?? station.Position;
return GetResourceHoldPosition(anchorPosition, ship.Id, 78f);
}
private static AttackTargetCandidate? ResolveAttackTarget(ShipRuntime ship, SimulationWorld world)
{
if (!string.IsNullOrWhiteSpace(ship.DefaultBehavior.TargetEntityId))
{
var direct = ResolveAttackTargetCandidate(world, ship.DefaultBehavior.TargetEntityId!);
if (direct is not null && !string.Equals(direct.FactionId, ship.FactionId, StringComparison.Ordinal))
{
return direct;
}
}
var hostileShips = world.Ships
.Where(candidate => candidate.Health > 0f && !string.Equals(candidate.FactionId, ship.FactionId, StringComparison.Ordinal))
.Select(candidate => new AttackTargetCandidate(candidate.Id, candidate.FactionId, candidate.SystemId, candidate.Position, 26f))
.ToList();
var hostileStations = world.Stations
.Where(candidate => !string.Equals(candidate.FactionId, ship.FactionId, StringComparison.Ordinal))
.Select(candidate => new AttackTargetCandidate(candidate.Id, candidate.FactionId, candidate.SystemId, candidate.Position, candidate.Radius + 18f))
.ToList();
var preferredSystemId = ship.DefaultBehavior.AreaSystemId;
return hostileShips
.Concat(hostileStations)
.OrderBy(candidate => preferredSystemId is null || candidate.SystemId == preferredSystemId ? 0 : 1)
.ThenBy(candidate => candidate.SystemId == ship.SystemId ? 0 : 1)
.ThenBy(candidate => candidate.Position.DistanceTo(ship.Position))
.FirstOrDefault();
}
private static AttackTargetCandidate? ResolveAttackTargetCandidate(SimulationWorld world, string entityId)
{
var ship = world.Ships.FirstOrDefault(candidate => candidate.Id == entityId && candidate.Health > 0f);
if (ship is not null)
{
return new AttackTargetCandidate(ship.Id, ship.FactionId, ship.SystemId, ship.Position, 26f);
}
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == entityId);
return station is null
? null
: new AttackTargetCandidate(station.Id, station.FactionId, station.SystemId, station.Position, station.Radius + 18f);
}
private sealed record AttackTargetCandidate(string EntityId, string FactionId, string SystemId, Vector3 Position, float AttackRange);
}

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@@ -1,592 +0,0 @@
using static SpaceGame.Api.Stations.Simulation.InfrastructureSimulationService;
using static SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport;
using static SpaceGame.Api.Stations.Simulation.StationSimulationService;
namespace SpaceGame.Api.Ships.Simulation;
internal sealed partial class ShipTaskExecutionService
{
private static bool AdvanceTimedAction(ShipRuntime ship, float deltaSeconds, float requiredSeconds)
{
ship.ActionTimer += deltaSeconds;
if (ship.ActionTimer < requiredSeconds)
{
return false;
}
ship.ActionTimer = 0f;
return true;
}
private static void BeginTrackedAction(ShipRuntime ship, string actionKey, float total)
{
if (ship.TrackedActionKey == actionKey)
{
return;
}
ship.TrackedActionKey = actionKey;
ship.TrackedActionTotal = MathF.Max(total, 0.01f);
}
internal static float GetShipCargoAmount(ShipRuntime ship) =>
SimulationRuntimeSupport.GetShipCargoAmount(ship);
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, world))
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
var cargoAmount = GetShipCargoAmount(ship);
if (cargoAmount >= ship.Definition.CargoCapacity - 0.01f)
{
ship.ActionTimer = 0f;
ship.State = ShipState.CargoFull;
ship.TargetPosition = ship.Position;
return "cargo-full";
}
ship.TargetPosition = task.TargetPosition.Value;
var distance = ship.Position.DistanceTo(task.TargetPosition.Value);
if (distance > task.Threshold)
{
ship.ActionTimer = 0f;
ship.State = ShipState.MiningApproach;
ship.Position = ship.Position.MoveToward(task.TargetPosition.Value, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
ship.State = ShipState.Mining;
if (!AdvanceTimedAction(ship, deltaSeconds, world.Balance.MiningCycleSeconds))
{
return "none";
}
var remainingCapacity = MathF.Max(0f, ship.Definition.CargoCapacity - cargoAmount);
var mined = MathF.Min(world.Balance.MiningRate, remainingCapacity);
mined = MathF.Min(mined, node.OreRemaining);
if (mined <= 0.01f)
{
ship.ActionTimer = 0f;
ship.State = node.OreRemaining <= 0.01f ? ShipState.NodeDepleted : ShipState.CargoFull;
ship.TargetPosition = ship.Position;
return node.OreRemaining <= 0.01f ? "node-depleted" : "cargo-full";
}
AddInventory(ship.Inventory, node.ItemId, mined);
node.OreRemaining -= mined;
node.OreRemaining = MathF.Max(0f, node.OreRemaining);
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 = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
var padIndex = ship.AssignedDockingPadIndex ?? ReserveDockingPad(station, ship.Id);
if (padIndex is null)
{
ship.ActionTimer = 0f;
ship.State = ShipState.AwaitingDock;
ship.TargetPosition = GetDockingHoldPosition(station, ship.Id);
var waitDistance = ship.Position.DistanceTo(ship.TargetPosition);
if (waitDistance > 4f)
{
ship.Position = ship.Position.MoveToward(ship.TargetPosition, GetLocalTravelSpeed(ship) * 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;
ship.State = ShipState.DockingApproach;
ship.Position = ship.Position.MoveToward(padPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
ship.State = ShipState.Docking;
if (!AdvanceTimedAction(ship, deltaSeconds, world.Balance.DockingDuration))
{
return "none";
}
ship.State = ShipState.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 = ShipState.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 = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
ship.TargetPosition = GetShipDockedPosition(ship, station);
ship.Position = ship.TargetPosition;
ship.ActionTimer = 0f;
ship.State = ShipState.Transferring;
BeginTrackedAction(ship, "transferring", GetShipCargoAmount(ship));
var faction = world.Factions.FirstOrDefault(candidate => candidate.Id == ship.FactionId);
var transferredAny = false;
foreach (var (itemId, amount) in ship.Inventory.ToList())
{
var moved = MathF.Min(amount, world.Balance.TransferRate * deltaSeconds);
var accepted = TryAddStationInventory(world, station, itemId, moved);
transferredAny |= accepted > 0.01f;
RemoveInventory(ship.Inventory, itemId, accepted);
if (faction is not null && string.Equals(itemId, "ore", StringComparison.Ordinal))
{
faction.OreMined += accepted;
faction.Credits += accepted * 0.4f;
}
}
if (!transferredAny && GetShipCargoAmount(ship) > 0.01f && HasShipCapabilities(ship.Definition, "mining"))
{
ship.Inventory.Clear();
return "unloaded";
}
return GetShipCargoAmount(ship) <= 0.01f ? "unloaded" : "none";
}
private string UpdateLoadCargo(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
if (ship.DockedStationId is null)
{
ship.State = ShipState.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 = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
ship.TargetPosition = GetShipDockedPosition(ship, station);
ship.Position = ship.TargetPosition;
ship.ActionTimer = 0f;
ship.State = ShipState.Loading;
var itemId = ship.ControllerTask.ItemId;
BeginTrackedAction(ship, "loading", MathF.Max(0f, ship.Definition.CargoCapacity - GetShipCargoAmount(ship)));
var transfer = MathF.Min(world.Balance.TransferRate * deltaSeconds, ship.Definition.CargoCapacity - GetShipCargoAmount(ship));
var moved = itemId is null ? 0f : MathF.Min(transfer, GetInventoryAmount(station.Inventory, itemId));
if (itemId is not null && moved > 0.01f)
{
RemoveInventory(station.Inventory, itemId, moved);
AddInventory(ship.Inventory, itemId, moved);
}
return itemId is null
|| GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity - 0.01f
|| GetInventoryAmount(station.Inventory, itemId) <= 0.01f
? "loaded"
: "none";
}
private string UpdateConstructModule(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var station = ResolveShipSupportStation(ship, world);
if (station is null || ship.DefaultBehavior.ModuleId is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
if (!world.ModuleRecipes.TryGetValue(ship.DefaultBehavior.ModuleId, out var recipe))
{
ship.AssignedDockingPadIndex = null;
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
var supportPosition = ResolveShipSupportPosition(ship, station, null, world);
if (!IsShipWithinSupportRange(ship, supportPosition, ship.ControllerTask.Threshold))
{
ship.State = ShipState.LocalFlight;
ship.TargetPosition = supportPosition;
ship.Position = ship.Position.MoveToward(supportPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
if (!TryEnsureModuleConstructionStarted(station, recipe, ship.Id))
{
ship.ActionTimer = 0f;
ship.State = ShipState.WaitingMaterials;
ship.TargetPosition = supportPosition;
return "none";
}
if (station.ActiveConstruction?.AssignedConstructorShipId != ship.Id)
{
ship.State = ShipState.ConstructionBlocked;
ship.TargetPosition = supportPosition;
return "none";
}
ship.TargetPosition = supportPosition;
ship.Position = ship.TargetPosition;
ship.ActionTimer = 0f;
ship.State = ShipState.Constructing;
station.ActiveConstruction.ProgressSeconds += deltaSeconds;
if (station.ActiveConstruction.ProgressSeconds < station.ActiveConstruction.RequiredSeconds)
{
return "none";
}
AddStationModule(world, station, station.ActiveConstruction.ModuleId);
station.ActiveConstruction = null;
return "module-constructed";
}
private string UpdateDeliverConstruction(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var station = ResolveShipSupportStation(ship, world);
if (station is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == ship.ControllerTask.TargetEntityId);
if (station is null || site is null || site.State != ConstructionSiteStateKinds.Active)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
var supportPosition = ResolveShipSupportPosition(ship, station, site, world);
if (!IsShipWithinSupportRange(ship, supportPosition, ship.ControllerTask.Threshold))
{
ship.State = ShipState.LocalFlight;
ship.TargetPosition = supportPosition;
ship.Position = ship.Position.MoveToward(supportPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
ship.TargetPosition = supportPosition;
ship.Position = ship.TargetPosition;
ship.ActionTimer = 0f;
ship.State = ShipState.DeliveringConstruction;
BeginTrackedAction(ship, "delivering-construction", GetRemainingConstructionDelivery(world, site));
if (site.StationId is not null)
{
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);
var available = MathF.Max(0f, GetInventoryAmount(station.Inventory, required.Key) - GetStationReserveFloor(world, station, required.Key));
moved = MathF.Min(moved, available);
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(world, site) ? "construction-delivered" : "none";
}
return IsConstructionSiteReady(world, site) ? "construction-delivered" : "none";
}
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);
var available = MathF.Max(0f, GetInventoryAmount(station.Inventory, required.Key) - GetStationReserveFloor(world, station, required.Key));
moved = MathF.Min(moved, available);
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(world, site) ? "construction-delivered" : "none";
}
return IsConstructionSiteReady(world, site) ? "construction-delivered" : "none";
}
private string UpdateBuildConstructionSite(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var station = ResolveShipSupportStation(ship, world);
if (station is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
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 = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
var supportPosition = ResolveShipSupportPosition(ship, station, site, world);
if (!IsShipWithinSupportRange(ship, supportPosition, ship.ControllerTask.Threshold))
{
ship.State = ShipState.LocalFlight;
ship.TargetPosition = supportPosition;
ship.Position = ship.Position.MoveToward(supportPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
if (!IsConstructionSiteReady(world, site) || !world.ModuleRecipes.TryGetValue(site.BlueprintId, out var recipe))
{
ship.State = ShipState.WaitingMaterials;
ship.TargetPosition = supportPosition;
return "none";
}
ship.TargetPosition = supportPosition;
ship.Position = ship.TargetPosition;
ship.ActionTimer = 0f;
ship.State = ShipState.Constructing;
site.AssignedConstructorShipIds.Add(ship.Id);
site.Progress += deltaSeconds;
if (site.Progress < recipe.Duration)
{
return "none";
}
if (site.StationId is null)
{
CompleteStationFoundation(world, station, site);
}
else
{
AddStationModule(world, station, site.BlueprintId);
PrepareNextConstructionSiteStep(world, station, site);
}
return "site-constructed";
}
private StationRuntime? ResolveShipSupportStation(ShipRuntime ship, SimulationWorld world) =>
ship.DockedStationId is not null
? world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DockedStationId)
: ship.DefaultBehavior.Kind == "construct-station" && ship.DefaultBehavior.StationId is not null
? world.Stations.FirstOrDefault(candidate => candidate.Id == ship.DefaultBehavior.StationId)
: null;
private static Vector3 ResolveShipSupportPosition(ShipRuntime ship, StationRuntime station, ConstructionSiteRuntime? site, SimulationWorld world)
{
if (ship.DockedStationId is not null)
{
return GetShipDockedPosition(ship, station);
}
if (site?.StationId is null && site is not null)
{
var anchorPosition = world.Celestials.FirstOrDefault(candidate => candidate.Id == site.CelestialId)?.Position ?? station.Position;
return GetResourceHoldPosition(anchorPosition, ship.Id, 78f);
}
return GetConstructionHoldPosition(station, ship.Id);
}
private static bool IsShipWithinSupportRange(ShipRuntime ship, Vector3 supportPosition, float threshold) =>
ship.Position.DistanceTo(supportPosition) <= MathF.Max(threshold, 6f);
private string UpdateUndock(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var task = ship.ControllerTask;
if (ship.DockedStationId is null || task.TargetPosition is null)
{
ship.State = ShipState.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;
ship.State = ShipState.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";
}
internal static float GetRemainingConstructionDelivery(SimulationWorld world, ConstructionSiteRuntime site) =>
site.RequiredItems.Sum(required => MathF.Max(0f, required.Value - GetConstructionDeliveredAmount(world, site, required.Key)));
private static void CompleteStationFoundation(SimulationWorld world, StationRuntime supportStation, ConstructionSiteRuntime site)
{
var anchor = world.Celestials.FirstOrDefault(candidate => candidate.Id == site.CelestialId);
if (anchor is null || site.BlueprintId is null)
{
site.State = ConstructionSiteStateKinds.Destroyed;
return;
}
var station = new StationRuntime
{
Id = $"station-{world.Stations.Count + 1}",
SystemId = site.SystemId,
Label = BuildFoundedStationLabel(site.TargetDefinitionId),
Category = "station",
Objective = DetermineFoundationObjective(site.TargetDefinitionId),
Color = world.Factions.FirstOrDefault(candidate => candidate.Id == site.FactionId)?.Color ?? supportStation.Color,
Position = anchor.Position,
FactionId = site.FactionId,
CelestialId = site.CelestialId,
Health = 600f,
MaxHealth = 600f,
};
foreach (var moduleId in GetFoundationModules(world, site.BlueprintId))
{
AddStationModule(world, station, moduleId);
}
world.Stations.Add(station);
StationLifecycleService.EnsureStationCommander(world, station);
anchor.OccupyingStructureId = station.Id;
site.StationId = station.Id;
PrepareNextConstructionSiteStep(world, station, site);
}
private static IReadOnlyList<string> GetFoundationModules(SimulationWorld world, string primaryModuleId)
{
var modules = new List<string> { "module_arg_dock_m_01_lowtech" };
foreach (var itemId in world.ProductionGraph.OutputsByModuleId.GetValueOrDefault(primaryModuleId, []))
{
if (world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
{
var storageModule = GetStorageRequirement(itemDefinition.CargoKind);
if (storageModule is not null && !modules.Contains(storageModule, StringComparer.Ordinal))
{
modules.Add(storageModule);
}
else if (storageModule is null && !modules.Contains("module_arg_stor_container_m_01", StringComparer.Ordinal))
{
modules.Add("module_arg_stor_container_m_01");
}
}
}
if (!modules.Contains("module_arg_stor_container_m_01", StringComparer.Ordinal))
{
modules.Add("module_arg_stor_container_m_01");
}
if (!string.Equals(primaryModuleId, "module_gen_prod_energycells_01", StringComparison.Ordinal))
{
modules.Add("module_gen_prod_energycells_01");
}
modules.Add(primaryModuleId);
return modules.Distinct(StringComparer.Ordinal).ToList();
}
private static string DetermineFoundationObjective(string commodityId) =>
commodityId switch
{
"energycells" => "power",
"water" => "water",
"refinedmetals" => "refinery",
"hullparts" => "hullparts",
"claytronics" => "claytronics",
"shipyard" => "shipyard",
_ => "general",
};
private static string BuildFoundedStationLabel(string commodityId) =>
$"{char.ToUpperInvariant(commodityId[0])}{commodityId[1..]} Foundry";
}

View File

@@ -1,392 +0,0 @@
using static SpaceGame.Api.Stations.Simulation.InfrastructureSimulationService;
using static SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport;
namespace SpaceGame.Api.Ships.Simulation;
internal sealed partial class ShipTaskExecutionService
{
private const float WarpEngageDistanceKilometers = 250_000f;
private const float FrigateDps = 7f;
private const float DestroyerDps = 12f;
private const float CruiserDps = 18f;
private const float CapitalDps = 26f;
private static float GetLocalTravelSpeed(ShipRuntime ship) =>
SimulationUnits.MetersPerSecondToKilometersPerSecond(ship.Definition.Speed);
private static float GetWarpTravelSpeed(ShipRuntime ship) =>
SimulationUnits.AuPerSecondToKilometersPerSecond(ship.Definition.WarpSpeed);
private static Vector3 ResolveSystemGalaxyPosition(SimulationWorld world, string systemId) =>
world.Systems.FirstOrDefault(candidate => string.Equals(candidate.Definition.Id, systemId, StringComparison.Ordinal))?.Position
?? Vector3.Zero;
internal string UpdateControllerTask(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var task = ship.ControllerTask;
return task.Kind switch
{
ControllerTaskKind.Idle => UpdateIdle(ship, world, deltaSeconds),
ControllerTaskKind.Travel => UpdateTravel(ship, world, deltaSeconds),
ControllerTaskKind.Extract => UpdateExtract(ship, world, deltaSeconds),
ControllerTaskKind.Dock => UpdateDock(ship, world, deltaSeconds),
ControllerTaskKind.Load => UpdateLoadCargo(ship, world, deltaSeconds),
ControllerTaskKind.Unload => UpdateUnload(ship, world, deltaSeconds),
ControllerTaskKind.DeliverConstruction => UpdateDeliverConstruction(ship, world, deltaSeconds),
ControllerTaskKind.BuildConstructionSite => UpdateBuildConstructionSite(ship, world, deltaSeconds),
ControllerTaskKind.AttackTarget => UpdateAttackTarget(ship, world, deltaSeconds),
ControllerTaskKind.ConstructModule => UpdateConstructModule(ship, world, deltaSeconds),
ControllerTaskKind.Undock => UpdateUndock(ship, world, deltaSeconds),
_ => UpdateIdle(ship, world, deltaSeconds),
};
}
private static string UpdateIdle(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
private string UpdateTravel(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var task = ship.ControllerTask;
return UpdateTravel(ship, world, deltaSeconds, task);
}
private string UpdateTravel(ShipRuntime ship, SimulationWorld world, float deltaSeconds, ControllerTaskRuntime task)
{
if (task.TargetPosition is null || task.TargetSystemId is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "none";
}
// Resolve live position each frame — entities like stations orbit celestials and move every tick
var targetPosition = ResolveCurrentTargetPosition(world, task);
var targetCelestial = ResolveTravelTargetCelestial(world, task, targetPosition);
var distance = ship.Position.DistanceTo(targetPosition);
ship.TargetPosition = targetPosition;
if (ship.SystemId != task.TargetSystemId)
{
if (!HasShipCapabilities(ship.Definition, "ftl"))
{
ship.State = ShipState.Idle;
return "none";
}
var destinationEntryCelestial = ResolveSystemEntryCelestial(world, task.TargetSystemId);
var destinationEntryPosition = destinationEntryCelestial?.Position ?? Vector3.Zero;
return UpdateFtlTransit(ship, world, deltaSeconds, task.TargetSystemId, destinationEntryPosition, destinationEntryCelestial);
}
var currentCelestial = ResolveCurrentCelestial(world, ship);
if (targetCelestial is not null && currentCelestial is not null && !string.Equals(currentCelestial.Id, targetCelestial.Id, StringComparison.Ordinal))
{
if (!HasShipCapabilities(ship.Definition, "warp"))
{
return UpdateLocalTravel(ship, world, deltaSeconds, task.TargetSystemId, targetPosition, targetCelestial, task.Threshold);
}
return UpdateWarpTransit(ship, world, deltaSeconds, targetPosition, targetCelestial);
}
if (targetCelestial is not null
&& distance > WarpEngageDistanceKilometers
&& HasShipCapabilities(ship.Definition, "warp"))
{
return UpdateWarpTransit(ship, world, deltaSeconds, targetPosition, targetCelestial);
}
return UpdateLocalTravel(ship, world, deltaSeconds, task.TargetSystemId, targetPosition, targetCelestial, task.Threshold);
}
private string UpdateAttackTarget(ShipRuntime ship, SimulationWorld world, float deltaSeconds)
{
var task = ship.ControllerTask;
if (string.IsNullOrWhiteSpace(task.TargetEntityId))
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "target-lost";
}
var hostileShip = world.Ships.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId && candidate.Health > 0f);
var hostileStation = hostileShip is null
? world.Stations.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId)
: null;
if ((hostileShip is not null && string.Equals(hostileShip.FactionId, ship.FactionId, StringComparison.Ordinal))
|| (hostileStation is not null && string.Equals(hostileStation.FactionId, ship.FactionId, StringComparison.Ordinal)))
{
return "target-lost";
}
if (hostileShip is null && hostileStation is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return "target-lost";
}
var targetSystemId = hostileShip?.SystemId ?? hostileStation!.SystemId;
var targetPosition = hostileShip?.Position ?? hostileStation!.Position;
var attackRange = hostileShip is null ? hostileStation!.Radius + 18f : 26f;
var attackTask = new ControllerTaskRuntime
{
Kind = ControllerTaskKind.Travel,
TargetEntityId = task.TargetEntityId,
TargetSystemId = targetSystemId,
TargetPosition = targetPosition,
Threshold = attackRange,
};
if (ship.SystemId != targetSystemId || ship.Position.DistanceTo(targetPosition) > attackRange)
{
return UpdateTravel(ship, world, deltaSeconds, attackTask);
}
ship.State = ShipState.EngagingTarget;
ship.TargetPosition = targetPosition;
ship.Position = ship.Position.MoveToward(targetPosition, MathF.Min(GetLocalTravelSpeed(ship) * deltaSeconds, 8f));
var damage = GetShipDamagePerSecond(ship) * deltaSeconds;
if (hostileShip is not null)
{
hostileShip.Health = MathF.Max(0f, hostileShip.Health - damage);
return hostileShip.Health <= 0f ? "target-destroyed" : "none";
}
hostileStation!.Health = MathF.Max(0f, hostileStation.Health - damage * 0.6f);
return hostileStation.Health <= 0f ? "target-destroyed" : "none";
}
private static Vector3 ResolveCurrentTargetPosition(SimulationWorld world, ControllerTaskRuntime task)
{
if (!string.IsNullOrWhiteSpace(task.TargetEntityId))
{
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (station is not null)
{
return station.Position;
}
var celestial = world.Celestials.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (celestial is not null)
{
return celestial.Position;
}
}
return task.TargetPosition!.Value;
}
private static CelestialRuntime? ResolveTravelTargetCelestial(SimulationWorld world, ControllerTaskRuntime task, Vector3 targetPosition)
{
if (!string.IsNullOrWhiteSpace(task.TargetEntityId))
{
var station = world.Stations.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (station?.CelestialId is not null)
{
return world.Celestials.FirstOrDefault(candidate => candidate.Id == station.CelestialId);
}
var celestial = world.Celestials.FirstOrDefault(candidate => candidate.Id == task.TargetEntityId);
if (celestial is not null)
{
return celestial;
}
}
return world.Celestials
.Where(candidate => task.TargetSystemId is null || candidate.SystemId == task.TargetSystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(targetPosition))
.FirstOrDefault();
}
private static CelestialRuntime? ResolveCurrentCelestial(SimulationWorld world, ShipRuntime ship)
{
if (ship.SpatialState.CurrentCelestialId is not null)
{
return world.Celestials.FirstOrDefault(candidate => candidate.Id == ship.SpatialState.CurrentCelestialId);
}
return world.Celestials
.Where(candidate => candidate.SystemId == ship.SystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(ship.Position))
.FirstOrDefault();
}
private static CelestialRuntime? ResolveSystemEntryCelestial(SimulationWorld world, string systemId) =>
world.Celestials.FirstOrDefault(candidate =>
candidate.SystemId == systemId &&
candidate.Kind == SpatialNodeKind.Star);
private string UpdateLocalTravel(
ShipRuntime ship,
SimulationWorld world,
float deltaSeconds,
string targetSystemId,
Vector3 targetPosition,
CelestialRuntime? targetCelestial,
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 = targetCelestial?.Id;
if (distance <= threshold)
{
ship.ActionTimer = 0f;
ship.Position = targetPosition;
ship.TargetPosition = ship.Position;
ship.SystemId = targetSystemId;
ship.SpatialState.CurrentCelestialId = targetCelestial?.Id;
ship.State = ShipState.Arriving;
return "arrived";
}
ship.ActionTimer = 0f;
ship.State = ShipState.LocalFlight;
ship.Position = ship.Position.MoveToward(targetPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return "none";
}
private string UpdateWarpTransit(ShipRuntime ship, SimulationWorld world, float deltaSeconds, Vector3 targetPosition, CelestialRuntime targetCelestial)
{
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKinds.Warp || transit.DestinationNodeId != targetCelestial.Id)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKinds.Warp,
OriginNodeId = ship.SpatialState.CurrentCelestialId,
DestinationNodeId = targetCelestial.Id,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
}
ship.SpatialState.SpaceLayer = SpaceLayerKinds.SystemSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.Warp;
ship.SpatialState.CurrentCelestialId = null;
ship.SpatialState.DestinationNodeId = targetCelestial.Id;
var spoolDuration = MathF.Max(0.4f, ship.Definition.SpoolTime * 0.5f);
if (ship.State != ShipState.Warping)
{
if (ship.State != ShipState.SpoolingWarp)
{
ship.ActionTimer = 0f;
}
ship.State = ShipState.SpoolingWarp;
if (!AdvanceTimedAction(ship, deltaSeconds, spoolDuration))
{
return "none";
}
ship.State = ShipState.Warping;
}
var totalDistance = MathF.Max(0.001f, transit.OriginNodeId is null
? ship.Position.DistanceTo(targetPosition)
: (world.Celestials.FirstOrDefault(candidate => candidate.Id == transit.OriginNodeId)?.Position.DistanceTo(targetPosition) ?? ship.Position.DistanceTo(targetPosition)));
ship.Position = ship.Position.MoveToward(targetPosition, GetWarpTravelSpeed(ship) * deltaSeconds);
transit.Progress = MathF.Min(1f, 1f - (ship.Position.DistanceTo(targetPosition) / totalDistance));
return ship.Position.DistanceTo(targetPosition) <= 18f
? CompleteTransitArrival(ship, targetCelestial.SystemId, targetPosition, targetCelestial)
: "none";
}
private string UpdateFtlTransit(ShipRuntime ship, SimulationWorld world, float deltaSeconds, string targetSystemId, Vector3 targetPosition, CelestialRuntime? targetCelestial)
{
var destinationNodeId = targetCelestial?.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.CurrentCelestialId,
DestinationNodeId = destinationNodeId,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
}
ship.SpatialState.SpaceLayer = SpaceLayerKinds.GalaxySpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.FtlTransit;
ship.SpatialState.CurrentCelestialId = null;
ship.SpatialState.DestinationNodeId = destinationNodeId;
if (ship.State != ShipState.Ftl)
{
if (ship.State != ShipState.SpoolingFtl)
{
ship.ActionTimer = 0f;
}
ship.State = ShipState.SpoolingFtl;
if (!AdvanceTimedAction(ship, deltaSeconds, ship.Definition.SpoolTime))
{
return "none";
}
ship.State = ShipState.Ftl;
}
var originSystemPosition = ResolveSystemGalaxyPosition(world, ship.SystemId);
var destinationSystemPosition = ResolveSystemGalaxyPosition(world, targetSystemId);
var totalDistance = MathF.Max(0.001f, originSystemPosition.DistanceTo(destinationSystemPosition));
transit.Progress = MathF.Min(1f, transit.Progress + ((ship.Definition.FtlSpeed * deltaSeconds) / totalDistance));
return transit.Progress >= 0.999f
? CompleteSystemEntryArrival(ship, targetSystemId, targetPosition, targetCelestial)
: "none";
}
private static string CompleteTransitArrival(ShipRuntime ship, string targetSystemId, Vector3 targetPosition, CelestialRuntime? targetCelestial)
{
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.CurrentCelestialId = targetCelestial?.Id;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
ship.State = ShipState.Arriving;
return "arrived";
}
private static string CompleteSystemEntryArrival(ShipRuntime ship, string targetSystemId, Vector3 targetPosition, CelestialRuntime? targetCelestial)
{
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.CurrentCelestialId = targetCelestial?.Id;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
ship.State = ShipState.Arriving;
return "none";
}
private static float GetShipDamagePerSecond(ShipRuntime ship) =>
ship.Definition.Class switch
{
"frigate" => FrigateDps,
"destroyer" => DestroyerDps,
"cruiser" => CruiserDps,
"capital" => CapitalDps,
_ => 4f,
};
}