feat: massive AI generation
This commit is contained in:
@@ -1,11 +0,0 @@
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namespace SpaceGame.Api.Ships.AI;
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internal interface IShipBehaviorState
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{
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string Kind { get; }
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void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world);
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void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent);
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}
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@@ -1,41 +0,0 @@
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namespace SpaceGame.Api.Ships.AI;
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internal sealed class ShipBehaviorStateMachine
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{
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private readonly IReadOnlyDictionary<string, IShipBehaviorState> states;
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private readonly IShipBehaviorState fallbackState;
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private ShipBehaviorStateMachine(IReadOnlyDictionary<string, IShipBehaviorState> states, IShipBehaviorState fallbackState)
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{
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this.states = states;
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this.fallbackState = fallbackState;
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}
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public static ShipBehaviorStateMachine CreateDefault()
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{
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var idleState = new IdleShipBehaviorState();
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var knownStates = new IShipBehaviorState[]
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{
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idleState,
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new PatrolShipBehaviorState(),
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new AttackTargetShipBehaviorState(),
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new TradeHaulShipBehaviorState(),
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new ResourceHarvestShipBehaviorState("auto-mine", null, "mining"),
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new ConstructStationShipBehaviorState(),
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};
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return new ShipBehaviorStateMachine(
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knownStates.ToDictionary(state => state.Kind, StringComparer.Ordinal),
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idleState);
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}
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
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Resolve(ship.DefaultBehavior.Kind).Plan(engine, ship, world);
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent) =>
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Resolve(ship.DefaultBehavior.Kind).ApplyEvent(engine, ship, world, controllerEvent);
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private IShipBehaviorState Resolve(string kind) =>
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states.TryGetValue(kind, out var state) ? state : fallbackState;
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}
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@@ -1,186 +0,0 @@
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namespace SpaceGame.Api.Ships.AI;
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internal sealed class IdleShipBehaviorState : IShipBehaviorState
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{
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public string Kind => "idle";
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
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{
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = ControllerTaskKind.Idle,
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Threshold = world.Balance.ArrivalThreshold,
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Status = WorkStatus.Pending,
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};
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}
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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}
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}
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internal sealed class PatrolShipBehaviorState : IShipBehaviorState
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{
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public string Kind => "patrol";
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world)
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{
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if (ship.DefaultBehavior.PatrolPoints.Count == 0)
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{
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ship.DefaultBehavior.Kind = "idle";
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = ControllerTaskKind.Idle,
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Threshold = world.Balance.ArrivalThreshold,
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Status = WorkStatus.Pending,
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};
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return;
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}
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ship.ControllerTask = new ControllerTaskRuntime
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{
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Kind = ControllerTaskKind.Travel,
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TargetPosition = ship.DefaultBehavior.PatrolPoints[ship.DefaultBehavior.PatrolIndex],
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TargetSystemId = ship.SystemId,
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Threshold = 18f,
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};
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}
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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if (controllerEvent == "arrived" && ship.DefaultBehavior.PatrolPoints.Count > 0)
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{
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ship.DefaultBehavior.PatrolIndex = (ship.DefaultBehavior.PatrolIndex + 1) % ship.DefaultBehavior.PatrolPoints.Count;
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}
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}
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}
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internal sealed class ResourceHarvestShipBehaviorState : IShipBehaviorState
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{
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private readonly string? resourceItemId;
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private readonly string requiredModule;
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public ResourceHarvestShipBehaviorState(string kind, string? resourceItemId, string requiredModule)
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{
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Kind = kind;
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this.resourceItemId = resourceItemId;
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this.requiredModule = requiredModule;
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}
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public string Kind { get; }
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
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engine.PlanResourceHarvest(ship, world, resourceItemId, requiredModule);
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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switch (ship.DefaultBehavior.Phase, controllerEvent)
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{
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case ("travel-to-node", "arrived"):
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ship.DefaultBehavior.Phase = SimulationEngine.GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity ? "travel-to-station" : "extract";
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break;
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case ("extract", "cargo-full"):
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ship.DefaultBehavior.Phase = "travel-to-station";
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break;
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case ("extract", "node-depleted"):
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ship.DefaultBehavior.Phase = "travel-to-node";
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ship.DefaultBehavior.NodeId = null;
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break;
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case ("travel-to-station", "arrived"):
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ship.DefaultBehavior.Phase = "dock";
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break;
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case ("dock", "docked"):
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ship.DefaultBehavior.Phase = "unload";
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break;
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case ("unload", "unloaded"):
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ship.DefaultBehavior.Phase = "undock";
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break;
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case ("undock", "undocked"):
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ship.DefaultBehavior.Phase = "travel-to-node";
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ship.DefaultBehavior.NodeId = null;
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break;
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}
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}
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}
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internal sealed class ConstructStationShipBehaviorState : IShipBehaviorState
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{
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public string Kind => "construct-station";
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
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engine.PlanStationConstruction(ship, world);
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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switch (ship.DefaultBehavior.Phase, controllerEvent)
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{
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case ("travel-to-station", "arrived"):
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ship.DefaultBehavior.Phase = "deliver-to-site";
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break;
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case ("deliver-to-site", "construction-delivered"):
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ship.DefaultBehavior.Phase = "build-site";
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break;
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case ("construct-module", "module-constructed"):
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case ("build-site", "site-constructed"):
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ship.DefaultBehavior.Phase = "travel-to-station";
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ship.DefaultBehavior.ModuleId = null;
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break;
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}
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}
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}
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internal sealed class AttackTargetShipBehaviorState : IShipBehaviorState
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{
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public string Kind => "attack-target";
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
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engine.PlanAttackTarget(ship, world);
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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if (controllerEvent is "target-destroyed" or "target-lost")
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{
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ship.DefaultBehavior.TargetEntityId = null;
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}
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}
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}
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internal sealed class TradeHaulShipBehaviorState : IShipBehaviorState
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{
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public string Kind => "trade-haul";
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
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engine.PlanTransportHaul(ship, world);
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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switch (ship.DefaultBehavior.Phase, controllerEvent)
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{
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case ("travel-to-source", "arrived"):
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ship.DefaultBehavior.Phase = "dock-source";
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break;
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case ("dock-source", "docked"):
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ship.DefaultBehavior.Phase = "load";
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break;
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case ("load", "loaded"):
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ship.DefaultBehavior.Phase = "undock-from-source";
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break;
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case ("undock-from-source", "undocked"):
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ship.DefaultBehavior.Phase = "travel-to-destination";
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break;
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case ("travel-to-destination", "arrived"):
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ship.DefaultBehavior.Phase = "dock-destination";
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break;
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case ("dock-destination", "docked"):
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ship.DefaultBehavior.Phase = "unload";
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break;
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case ("unload", "unloaded"):
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ship.DefaultBehavior.Phase = "undock-from-destination";
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break;
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case ("undock-from-destination", "undocked"):
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ship.DefaultBehavior.Phase = "travel-to-source";
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break;
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}
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}
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}
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@@ -1,227 +0,0 @@
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namespace SpaceGame.Api.Ships.AI;
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// ─── Planning State ────────────────────────────────────────────────────────────
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public sealed class ShipPlanningState
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{
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public string ShipKind { get; set; } = string.Empty;
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public bool HasMiningCapability { get; set; }
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public bool FactionWantsOre { get; set; }
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public bool FactionWantsExpansion { get; set; }
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public bool FactionWantsCombat { get; set; }
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public bool FactionNeedsShipyard { get; set; }
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public string? TargetEnemySystemId { get; set; }
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public string? TargetEnemyEntityId { get; set; }
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public string? TradeItemId { get; set; }
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public string? TradeSourceStationId { get; set; }
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public string? TradeDestinationStationId { get; set; }
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public string? CurrentObjective { get; set; }
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public ShipPlanningState Clone() => (ShipPlanningState)MemberwiseClone();
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}
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// ─── Goals ─────────────────────────────────────────────────────────────────────
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// A ship should always have an assigned objective. The planner picks the best one.
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public sealed class AssignObjectiveGoal : GoapGoal<ShipPlanningState>
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{
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public override string Name => "assign-objective";
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public override bool IsSatisfied(ShipPlanningState state) => state.CurrentObjective is not null;
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public override float ComputePriority(ShipPlanningState state, SimulationWorld world, CommanderRuntime commander) =>
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100f;
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}
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// ─── Actions ───────────────────────────────────────────────────────────────────
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public sealed class SetMiningObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-mining-objective";
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public override float Cost => 1f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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state.HasMiningCapability && state.FactionWantsOre;
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "auto-mine";
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "auto-mine", StringComparison.Ordinal))
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{
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return;
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}
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ship.DefaultBehavior.Kind = "auto-mine";
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ship.DefaultBehavior.Phase = null;
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ship.DefaultBehavior.NodeId = null;
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}
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}
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public sealed class SetPatrolObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-patrol-objective";
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public override float Cost => 2f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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string.Equals(state.ShipKind, "military", StringComparison.Ordinal);
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "patrol";
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "patrol", StringComparison.Ordinal))
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{
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return;
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}
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if (ship.DefaultBehavior.PatrolPoints.Count == 0)
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{
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var station = world.Stations.FirstOrDefault(s =>
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s.FactionId == ship.FactionId &&
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string.Equals(s.SystemId, ship.SystemId, StringComparison.Ordinal));
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if (station is not null)
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{
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var radius = station.Radius + 90f;
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ship.DefaultBehavior.PatrolPoints.AddRange(
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[
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new Vector3(station.Position.X + radius, station.Position.Y, station.Position.Z),
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new Vector3(station.Position.X, station.Position.Y, station.Position.Z + radius),
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new Vector3(station.Position.X - radius, station.Position.Y, station.Position.Z),
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new Vector3(station.Position.X, station.Position.Y, station.Position.Z - radius),
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]);
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}
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}
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ship.DefaultBehavior.Kind = "patrol";
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}
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}
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public sealed class SetAttackObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-attack-objective";
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public override float Cost => 1f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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string.Equals(state.ShipKind, "military", StringComparison.Ordinal)
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&& state.FactionWantsCombat
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&& state.TargetEnemyEntityId is not null;
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "attack-target";
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null)
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{
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return;
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}
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ship.DefaultBehavior.Kind = "attack-target";
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ship.DefaultBehavior.AreaSystemId = commander.ActiveBehavior?.AreaSystemId ?? ship.DefaultBehavior.AreaSystemId;
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ship.DefaultBehavior.TargetEntityId = commander.ActiveBehavior?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId;
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ship.DefaultBehavior.Phase = null;
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}
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}
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public sealed class SetConstructionObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-construction-objective";
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public override float Cost => 1f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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string.Equals(state.ShipKind, "construction", StringComparison.Ordinal)
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&& (state.FactionWantsExpansion || state.FactionNeedsShipyard);
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "construct-station";
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "construct-station", StringComparison.Ordinal))
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{
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return;
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}
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ship.DefaultBehavior.Kind = "construct-station";
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ship.DefaultBehavior.Phase = null;
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}
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}
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public sealed class SetTradeObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-trade-objective";
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public override float Cost => 1f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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string.Equals(state.ShipKind, "transport", StringComparison.Ordinal)
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&& state.TradeItemId is not null
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&& state.TradeSourceStationId is not null
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&& state.TradeDestinationStationId is not null;
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "trade-haul";
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null || commander.ActiveBehavior is null)
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{
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return;
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}
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ship.DefaultBehavior.Kind = "trade-haul";
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ship.DefaultBehavior.ItemId = commander.ActiveBehavior.ItemId;
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ship.DefaultBehavior.StationId = commander.ActiveBehavior.StationId;
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ship.DefaultBehavior.TargetEntityId = commander.ActiveBehavior.TargetEntityId;
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ship.DefaultBehavior.Phase ??= "travel-to-source";
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}
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}
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public sealed class SetIdleObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-idle-objective";
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public override float Cost => 10f;
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public override bool CheckPreconditions(ShipPlanningState state) => true;
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "idle";
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return state;
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}
|
||||
|
||||
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "idle", StringComparison.Ordinal))
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{
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return;
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}
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ship.DefaultBehavior.Kind = "idle";
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}
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}
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39
apps/backend/Ships/Api/EnqueueShipOrderHandler.cs
Normal file
39
apps/backend/Ships/Api/EnqueueShipOrderHandler.cs
Normal file
@@ -0,0 +1,39 @@
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
30
apps/backend/Ships/Api/RemoveShipOrderHandler.cs
Normal file
30
apps/backend/Ships/Api/RemoveShipOrderHandler.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
31
apps/backend/Ships/Api/UpdateShipDefaultBehaviorHandler.cs
Normal file
31
apps/backend/Ships/Api/UpdateShipDefaultBehaviorHandler.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
55
apps/backend/Ships/Contracts/ShipCommands.cs
Normal file
55
apps/backend/Ships/Contracts/ShipCommands.cs
Normal file
@@ -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);
|
||||
@@ -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,
|
||||
|
||||
@@ -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; }
|
||||
}
|
||||
|
||||
2708
apps/backend/Ships/Simulation/ShipAiService.cs
Normal file
2708
apps/backend/Ships/Simulation/ShipAiService.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,880 +0,0 @@
|
||||
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);
|
||||
}
|
||||
@@ -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";
|
||||
}
|
||||
@@ -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,
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user