feat(ai): improving agents planning and memory
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@@ -16,26 +16,40 @@ public sealed class FactionPlanningState
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public int EnemyShipCount { get; set; }
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public int EnemyStationCount { get; set; }
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public float OreStockpile { get; set; }
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public float RefinedMetalsStockpile { get; set; }
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public float RefinedMetalsProductionRate { get; set; }
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public float RefinedMetalsShortageHorizonSeconds { get; set; }
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public float HullpartsStockpile { get; set; }
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public float HullpartsProductionRate { get; set; }
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public float HullpartsShortageHorizonSeconds { get; set; }
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public float ClaytronicsStockpile { get; set; }
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public float ClaytronicsProductionRate { get; set; }
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public float ClaytronicsShortageHorizonSeconds { get; set; }
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public float WaterStockpile { get; set; }
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public float WaterProductionRate { get; set; }
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public float WaterShortageHorizonSeconds { get; set; }
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public float RefinedMetalsAvailableStock { get; set; }
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public float RefinedMetalsUsageRate { get; set; }
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public float RefinedMetalsProjectedProductionRate { get; set; }
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public float RefinedMetalsProjectedNetRate { get; set; }
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public float RefinedMetalsLevelSeconds { get; set; }
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public string RefinedMetalsLevel { get; set; } = "unknown";
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public float HullpartsAvailableStock { get; set; }
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public float HullpartsUsageRate { get; set; }
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public float HullpartsProjectedProductionRate { get; set; }
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public float HullpartsProjectedNetRate { get; set; }
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public float HullpartsLevelSeconds { get; set; }
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public string HullpartsLevel { get; set; } = "unknown";
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public float ClaytronicsAvailableStock { get; set; }
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public float ClaytronicsUsageRate { get; set; }
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public float ClaytronicsProjectedProductionRate { get; set; }
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public float ClaytronicsProjectedNetRate { get; set; }
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public float ClaytronicsLevelSeconds { get; set; }
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public string ClaytronicsLevel { get; set; } = "unknown";
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public float WaterAvailableStock { get; set; }
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public float WaterUsageRate { get; set; }
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public float WaterProjectedProductionRate { get; set; }
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public float WaterProjectedNetRate { get; set; }
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public float WaterLevelSeconds { get; set; }
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public string WaterLevel { get; set; } = "unknown";
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public bool HasRefinedMetalsProduction => RefinedMetalsProductionRate > 0.01f;
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public bool HasHullpartsProduction => HullpartsProductionRate > 0.01f;
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public bool HasClaytronicsProduction => ClaytronicsProductionRate > 0.01f;
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public bool HasWaterProduction => WaterProductionRate > 0.01f;
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public bool HasRefinedMetalsProduction => RefinedMetalsProjectedProductionRate > 0.01f;
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public bool HasHullpartsProduction => HullpartsProjectedProductionRate > 0.01f;
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public bool HasClaytronicsProduction => ClaytronicsProjectedProductionRate > 0.01f;
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public bool HasWaterProduction => WaterProjectedProductionRate > 0.01f;
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public bool HasWarIndustrySupplyChain =>
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HasRefinedMetalsProduction && HasHullpartsProduction && HasClaytronicsProduction;
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IsCommodityOperational(RefinedMetalsProjectedProductionRate, RefinedMetalsProjectedNetRate, RefinedMetalsLevelSeconds, RefinedMetalsLevel, 240f)
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&& IsCommodityOperational(HullpartsProjectedProductionRate, HullpartsProjectedNetRate, HullpartsLevelSeconds, HullpartsLevel, 240f)
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&& IsCommodityOperational(ClaytronicsProjectedProductionRate, ClaytronicsProjectedNetRate, ClaytronicsLevelSeconds, ClaytronicsLevel, 240f);
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public FactionPlanningState Clone() => (FactionPlanningState)MemberwiseClone();
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@@ -44,6 +58,39 @@ public sealed class FactionPlanningState
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var expansionDeficit = Math.Max(0, state.TargetSystemCount - state.ControlledSystemCount);
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return Math.Max(3, (state.ControlledSystemCount * 2) + (expansionDeficit * 3) + Math.Min(4, state.EnemyFactionCount + state.EnemyStationCount));
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}
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internal static bool IsCommodityOperational(
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float projectedProductionRate,
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float projectedNetRate,
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float levelSeconds,
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string level,
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float targetLevelSeconds) =>
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projectedProductionRate > 0.01f
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&& projectedNetRate >= -0.01f
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&& levelSeconds >= targetLevelSeconds
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&& (string.Equals(level, "stable", StringComparison.OrdinalIgnoreCase)
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|| string.Equals(level, "surplus", StringComparison.OrdinalIgnoreCase));
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internal static float ComputeCommodityNeed(
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float projectedProductionRate,
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float usageRate,
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float projectedNetRate,
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float levelSeconds,
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string level,
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float targetLevelSeconds)
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{
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var levelWeight = level switch
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{
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"critical" => 140f,
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"low" => 80f,
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"stable" => 20f,
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_ => 0f,
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};
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var rateDeficit = MathF.Max(0f, usageRate - projectedProductionRate);
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var levelDeficit = MathF.Max(0f, targetLevelSeconds - levelSeconds) / MathF.Max(targetLevelSeconds, 1f);
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var instability = projectedNetRate < 0f ? MathF.Abs(projectedNetRate) * 80f : 0f;
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return levelWeight + (rateDeficit * 140f) + (levelDeficit * 120f) + instability;
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}
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}
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// ─── Goals ─────────────────────────────────────────────────────────────────────
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@@ -63,12 +110,16 @@ public sealed class EnsureWarIndustryGoal : GoapGoal<FactionPlanningState>
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}
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var missingStages =
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(state.HasRefinedMetalsProduction ? 0 : 1) +
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(state.HasHullpartsProduction ? 0 : 1) +
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(state.HasClaytronicsProduction ? 0 : 1) +
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(FactionPlanningState.IsCommodityOperational(state.RefinedMetalsProjectedProductionRate, state.RefinedMetalsProjectedNetRate, state.RefinedMetalsLevelSeconds, state.RefinedMetalsLevel, 240f) ? 0 : 1) +
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(FactionPlanningState.IsCommodityOperational(state.HullpartsProjectedProductionRate, state.HullpartsProjectedNetRate, state.HullpartsLevelSeconds, state.HullpartsLevel, 240f) ? 0 : 1) +
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(FactionPlanningState.IsCommodityOperational(state.ClaytronicsProjectedProductionRate, state.ClaytronicsProjectedNetRate, state.ClaytronicsLevelSeconds, state.ClaytronicsLevel, 240f) ? 0 : 1) +
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(state.HasShipFactory ? 0 : 1);
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var supplyNeed =
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FactionPlanningState.ComputeCommodityNeed(state.RefinedMetalsProjectedProductionRate, state.RefinedMetalsUsageRate, state.RefinedMetalsProjectedNetRate, state.RefinedMetalsLevelSeconds, state.RefinedMetalsLevel, 240f)
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+ FactionPlanningState.ComputeCommodityNeed(state.HullpartsProjectedProductionRate, state.HullpartsUsageRate, state.HullpartsProjectedNetRate, state.HullpartsLevelSeconds, state.HullpartsLevel, 240f)
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+ FactionPlanningState.ComputeCommodityNeed(state.ClaytronicsProjectedProductionRate, state.ClaytronicsUsageRate, state.ClaytronicsProjectedNetRate, state.ClaytronicsLevelSeconds, state.ClaytronicsLevel, 240f);
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return missingStages <= 0 ? 0f : 125f + (missingStages * 18f);
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return missingStages <= 0 && supplyNeed <= 0.01f ? 0f : 110f + (missingStages * 22f) + (supplyNeed * 0.18f);
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}
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}
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@@ -77,21 +128,22 @@ public sealed class EnsureWaterSecurityGoal : GoapGoal<FactionPlanningState>
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public override string Name => "ensure-water-security";
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public override bool IsSatisfied(FactionPlanningState state) =>
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state.HasWaterProduction && state.WaterShortageHorizonSeconds >= 300f;
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FactionPlanningState.IsCommodityOperational(state.WaterProjectedProductionRate, state.WaterProjectedNetRate, state.WaterLevelSeconds, state.WaterLevel, 300f);
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public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
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{
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if (state.HasWaterProduction && state.WaterShortageHorizonSeconds >= 300f)
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if (FactionPlanningState.IsCommodityOperational(state.WaterProjectedProductionRate, state.WaterProjectedNetRate, state.WaterLevelSeconds, state.WaterLevel, 300f))
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{
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return 0f;
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}
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if (float.IsPositiveInfinity(state.WaterShortageHorizonSeconds))
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{
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return state.HasWaterProduction ? 0f : 85f;
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}
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return 55f + MathF.Max(0f, 300f - state.WaterShortageHorizonSeconds) * 0.2f;
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return 55f + FactionPlanningState.ComputeCommodityNeed(
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state.WaterProjectedProductionRate,
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state.WaterUsageRate,
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state.WaterProjectedNetRate,
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state.WaterLevelSeconds,
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state.WaterLevel,
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300f) * 0.25f;
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}
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}
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@@ -170,159 +222,3 @@ public sealed class EnsureConstructionCapacityGoal : GoapGoal<FactionPlanningSta
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return deficit <= 0 ? 0f : 60f + (deficit * 10f);
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}
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}
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// ─── Actions ───────────────────────────────────────────────────────────────────
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public sealed class OrderShipProductionAction : GoapAction<FactionPlanningState>
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{
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private readonly string shipKind;
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private readonly string shipId;
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public OrderShipProductionAction(string shipKind, string shipId)
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{
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this.shipKind = shipKind;
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this.shipId = shipId;
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}
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public override string Name => $"order-{shipId}-production";
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public override float Cost => 1f;
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public override bool CheckPreconditions(FactionPlanningState state) =>
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state.HasShipFactory && state.HasWarIndustrySupplyChain;
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public override FactionPlanningState ApplyEffects(FactionPlanningState state)
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{
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switch (shipKind)
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{
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case "military": state.MilitaryShipCount++; break;
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case "mining": state.MinerShipCount++; break;
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case "transport": state.TransportShipCount++; break;
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case "construction": state.ConstructorShipCount++; break;
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}
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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commander.ActiveDirectives.Add($"produce-{shipKind}-ships");
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}
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}
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public sealed class PlanWarIndustryAction : GoapAction<FactionPlanningState>
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{
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public override string Name => "plan-war-industry";
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public override float Cost => 2f;
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public override bool CheckPreconditions(FactionPlanningState state) =>
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state.EnemyFactionCount > 0 && (!state.HasWarIndustrySupplyChain || !state.HasShipFactory);
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public override FactionPlanningState ApplyEffects(FactionPlanningState state)
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{
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state.RefinedMetalsProductionRate = MathF.Max(state.RefinedMetalsProductionRate, 1f);
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state.HullpartsProductionRate = MathF.Max(state.HullpartsProductionRate, 1f);
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state.ClaytronicsProductionRate = MathF.Max(state.ClaytronicsProductionRate, 1f);
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state.HasShipFactory = true;
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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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commander.ActiveDirectives.Add("bootstrap-war-industry");
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if (FactionIndustryPlanner.AnalyzeShipyardNeed(world, commander.FactionId) is not { } project)
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{
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return;
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}
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FactionIndustryPlanner.EnsureExpansionSite(world, commander.FactionId, project);
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commander.ActiveDirectives.Add($"expand-industry:{project.CommodityId}:{project.SystemId}:{project.CelestialId}");
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}
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}
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public sealed class PlanCommoditySupplyAction : GoapAction<FactionPlanningState>
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{
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private readonly string commodityId;
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public PlanCommoditySupplyAction(string commodityId)
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{
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this.commodityId = commodityId;
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}
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public override string Name => $"plan-{commodityId}-supply";
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public override float Cost => 2f;
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public override bool CheckPreconditions(FactionPlanningState state) =>
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commodityId switch
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{
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"water" => !state.HasWaterProduction || state.WaterShortageHorizonSeconds < 300f,
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_ => false,
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};
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public override FactionPlanningState ApplyEffects(FactionPlanningState state)
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{
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if (string.Equals(commodityId, "water", StringComparison.Ordinal))
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{
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state.WaterProductionRate = MathF.Max(state.WaterProductionRate, 1f);
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state.WaterShortageHorizonSeconds = MathF.Max(state.WaterShortageHorizonSeconds, 600f);
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}
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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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if (FactionIndustryPlanner.AnalyzeCommodityNeed(world, commander.FactionId, commodityId) is not { } project)
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{
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return;
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}
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FactionIndustryPlanner.EnsureExpansionSite(world, commander.FactionId, project);
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commander.ActiveDirectives.Add($"expand-industry:{project.CommodityId}:{project.SystemId}:{project.CelestialId}");
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}
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}
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public sealed class ExpandToSystemAction : GoapAction<FactionPlanningState>
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{
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public override string Name => "expand-to-system";
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public override float Cost => 3f;
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public override bool CheckPreconditions(FactionPlanningState state) =>
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state.ConstructorShipCount > 0 && state.MilitaryShipCount >= 2 && state.HasWarIndustrySupplyChain;
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public override FactionPlanningState ApplyEffects(FactionPlanningState state)
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{
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state.ControlledSystemCount++;
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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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commander.ActiveDirectives.Add("expand-territory");
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}
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}
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public sealed class LaunchExterminationCampaignAction : GoapAction<FactionPlanningState>
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{
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public override string Name => "launch-extermination-campaign";
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public override float Cost => 1f;
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public override bool CheckPreconditions(FactionPlanningState state) =>
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state.EnemyFactionCount > 0
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&& state.HasShipFactory
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&& state.MilitaryShipCount >= Math.Max(2, FactionPlanningState.ComputeTargetWarships(state) / 2);
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public override FactionPlanningState ApplyEffects(FactionPlanningState state)
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{
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state.EnemyShipCount = 0;
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state.EnemyStationCount = 0;
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state.EnemyFactionCount = 0;
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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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commander.ActiveDirectives.Add("attack-rival");
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commander.ActiveDirectives.Add("produce-military-ships");
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}
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}
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