Refactor backend into domain-first slices
This commit is contained in:
180
apps/backend/Universe/Scenario/WorldBuilder.cs
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180
apps/backend/Universe/Scenario/WorldBuilder.cs
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using static SpaceGame.Api.Universe.Scenario.LoaderSupport;
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namespace SpaceGame.Api.Universe.Scenario;
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internal sealed class WorldBuilder(
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WorldGenerationOptions worldGeneration,
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DataCatalogLoader dataLoader,
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SystemGenerationService generationService,
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SpatialBuilder spatialBuilder,
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WorldSeedingService seedingService)
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{
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internal SimulationWorld Build()
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{
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var catalog = dataLoader.LoadCatalog();
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var systems = generationService.ExpandSystems(
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generationService.InjectSpecialSystems(catalog.AuthoredSystems),
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worldGeneration.TargetSystemCount);
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var scenario = dataLoader.NormalizeScenarioToAvailableSystems(
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catalog.Scenario,
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systems.Select(system => system.Id).ToList());
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var systemRuntimes = systems
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.Select(definition => new SystemRuntime
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{
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Definition = definition,
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Position = ToVector(definition.Position),
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})
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.ToList();
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var systemsById = systemRuntimes.ToDictionary(system => system.Definition.Id, StringComparer.Ordinal);
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var spatialLayout = spatialBuilder.BuildLayout(systemRuntimes, catalog.Balance);
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var stations = CreateStations(
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scenario,
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systemsById,
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spatialLayout.SystemGraphs,
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spatialLayout.Celestials,
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catalog.ModuleDefinitions);
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seedingService.InitializeStationStockpiles(stations);
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var refinery = seedingService.SelectRefineryStation(stations, scenario);
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var patrolRoutes = BuildPatrolRoutes(scenario, systemsById);
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var ships = CreateShips(scenario, systemsById, spatialLayout.Celestials, catalog.Balance, catalog.ShipDefinitions, patrolRoutes, refinery);
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var factions = seedingService.CreateFactions(stations, ships);
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seedingService.BootstrapFactionEconomy(factions, stations);
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var policies = seedingService.CreatePolicies(factions);
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var commanders = seedingService.CreateCommanders(factions, stations, ships);
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var nowUtc = DateTimeOffset.UtcNow;
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var claims = seedingService.CreateClaims(stations, spatialLayout.Celestials, nowUtc);
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var (constructionSites, marketOrders) = seedingService.CreateConstructionSites(stations, claims, catalog.ModuleRecipes);
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return new SimulationWorld
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{
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Label = "Split Viewer / Simulation World",
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Seed = WorldSeed,
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Balance = catalog.Balance,
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Systems = systemRuntimes,
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Celestials = spatialLayout.Celestials,
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Nodes = spatialLayout.Nodes,
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Stations = stations,
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Ships = ships,
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Factions = factions,
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Commanders = commanders,
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Claims = claims,
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ConstructionSites = constructionSites,
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MarketOrders = marketOrders,
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Policies = policies,
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ShipDefinitions = new Dictionary<string, ShipDefinition>(catalog.ShipDefinitions, StringComparer.Ordinal),
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ItemDefinitions = new Dictionary<string, ItemDefinition>(catalog.ItemDefinitions, StringComparer.Ordinal),
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ModuleDefinitions = new Dictionary<string, ModuleDefinition>(catalog.ModuleDefinitions, StringComparer.Ordinal),
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ModuleRecipes = new Dictionary<string, ModuleRecipeDefinition>(catalog.ModuleRecipes, StringComparer.Ordinal),
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Recipes = new Dictionary<string, RecipeDefinition>(catalog.Recipes, StringComparer.Ordinal),
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OrbitalTimeSeconds = WorldSeed * 97d,
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GeneratedAtUtc = DateTimeOffset.UtcNow,
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};
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}
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private static List<StationRuntime> CreateStations(
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ScenarioDefinition scenario,
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IReadOnlyDictionary<string, SystemRuntime> systemsById,
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IReadOnlyDictionary<string, SystemSpatialGraph> systemGraphs,
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IReadOnlyCollection<CelestialRuntime> celestials,
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IReadOnlyDictionary<string, ModuleDefinition> moduleDefinitions)
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{
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var stations = new List<StationRuntime>();
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var stationIdCounter = 0;
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foreach (var plan in scenario.InitialStations)
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{
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if (!systemsById.TryGetValue(plan.SystemId, out var system))
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{
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continue;
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}
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var placement = SpatialBuilder.ResolveStationPlacement(plan, system, systemGraphs[system.Definition.Id], celestials);
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var station = new StationRuntime
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{
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Id = $"station-{++stationIdCounter}",
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SystemId = system.Definition.Id,
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Label = plan.Label,
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Color = plan.Color,
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Position = placement.Position,
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FactionId = plan.FactionId ?? DefaultFactionId,
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CelestialId = placement.AnchorCelestial.Id,
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};
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stations.Add(station);
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placement.AnchorCelestial.OccupyingStructureId = station.Id;
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var startingModules = plan.StartingModules.Count > 0
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? plan.StartingModules
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: ["module_arg_dock_m_01_lowtech", "module_gen_prod_energycells_01", "module_arg_stor_solid_m_01", "module_arg_stor_liquid_m_01"];
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foreach (var moduleId in startingModules)
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{
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AddStationModule(station, moduleDefinitions, moduleId);
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}
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}
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return stations;
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}
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private static Dictionary<string, List<Vector3>> BuildPatrolRoutes(
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ScenarioDefinition scenario,
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IReadOnlyDictionary<string, SystemRuntime> systemsById)
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{
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return scenario.PatrolRoutes
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.GroupBy(route => route.SystemId, StringComparer.Ordinal)
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.ToDictionary(
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group => group.Key,
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group => group
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.SelectMany(route => route.Points)
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.Select(point => NormalizeScenarioPoint(systemsById[group.Key], point))
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.ToList(),
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StringComparer.Ordinal);
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}
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private static List<ShipRuntime> CreateShips(
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ScenarioDefinition scenario,
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IReadOnlyDictionary<string, SystemRuntime> systemsById,
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IReadOnlyCollection<CelestialRuntime> celestials,
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BalanceDefinition balance,
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IReadOnlyDictionary<string, ShipDefinition> shipDefinitions,
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IReadOnlyDictionary<string, List<Vector3>> patrolRoutes,
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StationRuntime? refinery)
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{
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var ships = new List<ShipRuntime>();
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var shipIdCounter = 0;
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foreach (var formation in scenario.ShipFormations)
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{
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if (!shipDefinitions.TryGetValue(formation.ShipId, out var definition))
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{
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continue;
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}
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for (var index = 0; index < formation.Count; index += 1)
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{
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var offset = new Vector3((index % 3) * 18f, balance.YPlane, (index / 3) * 18f);
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var position = Add(NormalizeScenarioPoint(systemsById[formation.SystemId], formation.Center), offset);
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ships.Add(new ShipRuntime
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{
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Id = $"ship-{++shipIdCounter}",
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SystemId = formation.SystemId,
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Definition = definition,
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FactionId = formation.FactionId ?? DefaultFactionId,
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Position = position,
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TargetPosition = position,
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SpatialState = SpatialBuilder.CreateInitialShipSpatialState(formation.SystemId, position, celestials),
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DefaultBehavior = WorldSeedingService.CreateBehavior(definition, formation.SystemId, scenario, patrolRoutes, refinery),
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ControllerTask = new ControllerTaskRuntime { Kind = ControllerTaskKind.Idle, Threshold = balance.ArrivalThreshold, Status = WorkStatus.Pending },
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Health = definition.MaxHealth,
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});
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}
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}
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return ships;
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}
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}
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