Refactor backend into domain-first slices

This commit is contained in:
2026-03-19 18:15:44 -04:00
parent 07a3142316
commit 9a5040cf1f
53 changed files with 94 additions and 140 deletions

View File

@@ -0,0 +1,39 @@
namespace SpaceGame.Api.Ships.AI;
internal sealed class ShipBehaviorStateMachine
{
private readonly IReadOnlyDictionary<string, IShipBehaviorState> states;
private readonly IShipBehaviorState fallbackState;
private ShipBehaviorStateMachine(IReadOnlyDictionary<string, IShipBehaviorState> states, IShipBehaviorState fallbackState)
{
this.states = states;
this.fallbackState = fallbackState;
}
public static ShipBehaviorStateMachine CreateDefault()
{
var idleState = new IdleShipBehaviorState();
var knownStates = new IShipBehaviorState[]
{
idleState,
new PatrolShipBehaviorState(),
new ResourceHarvestShipBehaviorState("auto-mine", "ore", "mining"),
new ConstructStationShipBehaviorState(),
};
return new ShipBehaviorStateMachine(
knownStates.ToDictionary(state => state.Kind, StringComparer.Ordinal),
idleState);
}
public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
Resolve(ship.DefaultBehavior.Kind).Plan(engine, ship, world);
public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent) =>
Resolve(ship.DefaultBehavior.Kind).ApplyEvent(engine, ship, world, controllerEvent);
private IShipBehaviorState Resolve(string kind) =>
states.TryGetValue(kind, out var state) ? state : fallbackState;
}