feat(ai): improving agents planning and memory
This commit is contained in:
@@ -6,8 +6,9 @@ internal sealed class CommanderPlanningService
|
||||
{
|
||||
private const float FactionCommanderReplanInterval = 10f;
|
||||
private const float ShipCommanderReplanInterval = 5f;
|
||||
private readonly FactionObjectivePlanner _objectivePlanner = new();
|
||||
private readonly FactionObjectiveExecutor _objectiveExecutor = new();
|
||||
|
||||
private static readonly GoapPlanner<FactionPlanningState> _factionPlanner = new(s => s.Clone());
|
||||
private static readonly GoapPlanner<ShipPlanningState> _shipPlanner = new(s => s.Clone());
|
||||
|
||||
private static readonly IReadOnlyList<GoapGoal<FactionPlanningState>> _factionGoals =
|
||||
@@ -76,12 +77,9 @@ internal sealed class CommanderPlanningService
|
||||
|
||||
commander.ReplanTimer = FactionCommanderReplanInterval;
|
||||
commander.NeedsReplan = false;
|
||||
commander.PlanningCycle += 1;
|
||||
|
||||
var state = BuildFactionPlanningState(world, commander.FactionId);
|
||||
var actions = BuildFactionActions(world);
|
||||
|
||||
// Clear stale directives — actions will re-assert what is still needed.
|
||||
commander.ActiveDirectives.Clear();
|
||||
|
||||
var rankedGoals = _factionGoals
|
||||
.Select(g => (goal: g, priority: g.ComputePriority(state, world, commander)))
|
||||
@@ -89,28 +87,15 @@ internal sealed class CommanderPlanningService
|
||||
.OrderByDescending(x => x.priority)
|
||||
.ToList();
|
||||
|
||||
commander.LastPlanningState = state;
|
||||
commander.LastGoalPriorities = rankedGoals.Select(x => (x.goal.Name, x.priority)).ToList();
|
||||
|
||||
// Execute the first action of each active goal's plan (top 3 to avoid conflicts).
|
||||
foreach (var (goal, _) in rankedGoals.Take(3))
|
||||
{
|
||||
var plan = _factionPlanner.Plan(state, goal, actions);
|
||||
plan?.CurrentAction?.Execute(engine, world, commander);
|
||||
}
|
||||
|
||||
if (FactionIndustryPlanner.GetActiveExpansionProject(world, commander.FactionId) is null)
|
||||
{
|
||||
if (rankedGoals.Any(entry => string.Equals(entry.goal.Name, "ensure-war-industry", StringComparison.Ordinal)))
|
||||
{
|
||||
TryQueueFactionExpansionProject(world, commander, SelectGoalDrivenWarIndustryProject(world, state, commander.FactionId));
|
||||
}
|
||||
else if (rankedGoals.Any(entry => string.Equals(entry.goal.Name, "ensure-water-security", StringComparison.Ordinal)))
|
||||
{
|
||||
TryQueueFactionExpansionProject(world, commander, FactionIndustryPlanner.AnalyzeCommodityNeed(world, commander.FactionId, "water"));
|
||||
}
|
||||
}
|
||||
|
||||
commander.LastStrategicAssessment = state;
|
||||
commander.LastStrategicPriorities = rankedGoals.Select(x => (x.goal.Name, x.priority)).ToList();
|
||||
_objectivePlanner.UpdateBlackboard(world, commander, state);
|
||||
_objectivePlanner.RefreshObjectives(
|
||||
world,
|
||||
commander,
|
||||
state,
|
||||
rankedGoals.Select(entry => (entry.goal.Name, entry.priority)).ToList());
|
||||
_objectiveExecutor.Execute(engine, world, commander, state);
|
||||
}
|
||||
|
||||
private void UpdateShipCommander(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
|
||||
@@ -172,18 +157,30 @@ internal sealed class CommanderPlanningService
|
||||
TargetSystemCount = Math.Max(1, Math.Min(StationSimulationService.StrategicControlTargetSystems, world.Systems.Count)),
|
||||
HasShipFactory = stations.Any(s => s.InstalledModules.Contains("module_gen_build_l_01", StringComparer.Ordinal)),
|
||||
OreStockpile = economy.GetCommodity("ore").OnHand,
|
||||
RefinedMetalsStockpile = refinedMetals.OnHand,
|
||||
RefinedMetalsProductionRate = refinedMetals.ProjectedProductionRatePerSecond,
|
||||
RefinedMetalsShortageHorizonSeconds = refinedMetals.ProjectedShortageHorizonSeconds,
|
||||
HullpartsStockpile = hullparts.OnHand,
|
||||
HullpartsProductionRate = hullparts.ProjectedProductionRatePerSecond,
|
||||
HullpartsShortageHorizonSeconds = hullparts.ProjectedShortageHorizonSeconds,
|
||||
ClaytronicsStockpile = claytronics.OnHand,
|
||||
ClaytronicsProductionRate = claytronics.ProjectedProductionRatePerSecond,
|
||||
ClaytronicsShortageHorizonSeconds = claytronics.ProjectedShortageHorizonSeconds,
|
||||
WaterStockpile = water.OnHand,
|
||||
WaterProductionRate = water.ProjectedProductionRatePerSecond,
|
||||
WaterShortageHorizonSeconds = water.ProjectedShortageHorizonSeconds,
|
||||
RefinedMetalsAvailableStock = refinedMetals.AvailableStock,
|
||||
RefinedMetalsUsageRate = refinedMetals.OperationalUsageRatePerSecond,
|
||||
RefinedMetalsProjectedProductionRate = refinedMetals.ProjectedProductionRatePerSecond,
|
||||
RefinedMetalsProjectedNetRate = refinedMetals.ProjectedNetRatePerSecond,
|
||||
RefinedMetalsLevelSeconds = refinedMetals.LevelSeconds,
|
||||
RefinedMetalsLevel = refinedMetals.Level.ToString().ToLowerInvariant(),
|
||||
HullpartsAvailableStock = hullparts.AvailableStock,
|
||||
HullpartsUsageRate = hullparts.OperationalUsageRatePerSecond,
|
||||
HullpartsProjectedProductionRate = hullparts.ProjectedProductionRatePerSecond,
|
||||
HullpartsProjectedNetRate = hullparts.ProjectedNetRatePerSecond,
|
||||
HullpartsLevelSeconds = hullparts.LevelSeconds,
|
||||
HullpartsLevel = hullparts.Level.ToString().ToLowerInvariant(),
|
||||
ClaytronicsAvailableStock = claytronics.AvailableStock,
|
||||
ClaytronicsUsageRate = claytronics.OperationalUsageRatePerSecond,
|
||||
ClaytronicsProjectedProductionRate = claytronics.ProjectedProductionRatePerSecond,
|
||||
ClaytronicsProjectedNetRate = claytronics.ProjectedNetRatePerSecond,
|
||||
ClaytronicsLevelSeconds = claytronics.LevelSeconds,
|
||||
ClaytronicsLevel = claytronics.Level.ToString().ToLowerInvariant(),
|
||||
WaterAvailableStock = water.AvailableStock,
|
||||
WaterUsageRate = water.OperationalUsageRatePerSecond,
|
||||
WaterProjectedProductionRate = water.ProjectedProductionRatePerSecond,
|
||||
WaterProjectedNetRate = water.ProjectedNetRatePerSecond,
|
||||
WaterLevelSeconds = water.LevelSeconds,
|
||||
WaterLevel = water.Level.ToString().ToLowerInvariant(),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -192,16 +189,23 @@ internal sealed class CommanderPlanningService
|
||||
ShipRuntime ship,
|
||||
CommanderRuntime commander)
|
||||
{
|
||||
var factionCommander = world.Commanders.FirstOrDefault(c =>
|
||||
c.FactionId == commander.FactionId &&
|
||||
string.Equals(c.Kind, CommanderKind.Faction, StringComparison.Ordinal));
|
||||
var factionCommander = FindFactionCommander(world, commander.FactionId);
|
||||
|
||||
var enemyTarget = SelectEnemyTarget(world, ship);
|
||||
var tradeRoute = SelectTradeRoute(world, ship.FactionId);
|
||||
var expansionTask = GetHighestPriorityIssuedTask(factionCommander, FactionIssuedTaskKind.ExpandIndustry);
|
||||
var attackTask = GetHighestPriorityIssuedTask(factionCommander, FactionIssuedTaskKind.AttackFactionAssets);
|
||||
var shipyardExpansionTask = factionCommander?.IssuedTasks
|
||||
.Where(task =>
|
||||
task.Kind == FactionIssuedTaskKind.ExpandIndustry
|
||||
&& task.State is FactionIssuedTaskState.Planned or FactionIssuedTaskState.Active
|
||||
&& string.Equals(task.ModuleId, "module_gen_build_l_01", StringComparison.Ordinal))
|
||||
.OrderByDescending(task => task.Priority)
|
||||
.FirstOrDefault();
|
||||
var expansionProject = FactionIndustryPlanner.GetActiveExpansionProject(world, ship.FactionId);
|
||||
if (commander.ActiveBehavior is not null)
|
||||
{
|
||||
commander.ActiveBehavior.AreaSystemId = enemyTarget?.SystemId;
|
||||
commander.ActiveBehavior.AreaSystemId = attackTask?.TargetSystemId ?? expansionTask?.TargetSystemId ?? enemyTarget?.SystemId;
|
||||
commander.ActiveBehavior.TargetEntityId = enemyTarget?.EntityId;
|
||||
if (string.Equals(ship.Definition.Kind, "transport", StringComparison.Ordinal))
|
||||
{
|
||||
@@ -209,12 +213,12 @@ internal sealed class CommanderPlanningService
|
||||
commander.ActiveBehavior.StationId = tradeRoute?.SourceStationId;
|
||||
commander.ActiveBehavior.TargetEntityId = tradeRoute?.DestinationStationId;
|
||||
}
|
||||
else if (string.Equals(ship.Definition.Kind, "construction", StringComparison.Ordinal) && expansionProject is not null)
|
||||
else if (string.Equals(ship.Definition.Kind, "construction", StringComparison.Ordinal) && (expansionTask is not null || expansionProject is not null))
|
||||
{
|
||||
commander.ActiveBehavior.StationId = expansionProject.SupportStationId;
|
||||
commander.ActiveBehavior.TargetEntityId = expansionProject.SiteId;
|
||||
commander.ActiveBehavior.ModuleId = expansionProject.ModuleId;
|
||||
commander.ActiveBehavior.AreaSystemId = expansionProject.SystemId;
|
||||
commander.ActiveBehavior.StationId = expansionProject?.SupportStationId;
|
||||
commander.ActiveBehavior.TargetEntityId = expansionTask?.TargetSiteId ?? expansionProject?.SiteId;
|
||||
commander.ActiveBehavior.ModuleId = expansionTask?.ModuleId ?? expansionProject?.ModuleId;
|
||||
commander.ActiveBehavior.AreaSystemId = expansionTask?.TargetSystemId ?? expansionProject?.SystemId;
|
||||
}
|
||||
else if (string.Equals(ship.Definition.Kind, "construction", StringComparison.Ordinal))
|
||||
{
|
||||
@@ -229,15 +233,13 @@ internal sealed class CommanderPlanningService
|
||||
ShipKind = ship.Definition.Kind,
|
||||
HasMiningCapability = HasShipCapabilities(ship.Definition, "mining"),
|
||||
FactionWantsOre = true,
|
||||
FactionWantsCombat = factionCommander?.ActiveDirectives.Contains("attack-rival", StringComparer.Ordinal) ?? false,
|
||||
FactionWantsExpansion = factionCommander?.ActiveDirectives
|
||||
.Contains("expand-territory", StringComparer.Ordinal) ?? false,
|
||||
FactionNeedsShipyard = !(factionCommander?.ActiveDirectives.Contains("bootstrap-war-industry", StringComparer.Ordinal) ?? false)
|
||||
? false
|
||||
: !world.Stations.Any(station =>
|
||||
string.Equals(station.FactionId, ship.FactionId, StringComparison.Ordinal)
|
||||
&& station.InstalledModules.Contains("module_gen_build_l_01", StringComparer.Ordinal)),
|
||||
TargetEnemySystemId = enemyTarget?.SystemId,
|
||||
FactionWantsCombat = attackTask is not null,
|
||||
FactionWantsExpansion = expansionTask is not null,
|
||||
FactionNeedsShipyard = shipyardExpansionTask is not null
|
||||
&& !world.Stations.Any(station =>
|
||||
string.Equals(station.FactionId, ship.FactionId, StringComparison.Ordinal)
|
||||
&& station.InstalledModules.Contains("module_gen_build_l_01", StringComparer.Ordinal)),
|
||||
TargetEnemySystemId = attackTask?.TargetSystemId ?? enemyTarget?.SystemId,
|
||||
TargetEnemyEntityId = enemyTarget?.EntityId,
|
||||
TradeItemId = tradeRoute?.ItemId,
|
||||
TradeSourceStationId = tradeRoute?.SourceStationId,
|
||||
@@ -245,70 +247,33 @@ internal sealed class CommanderPlanningService
|
||||
};
|
||||
}
|
||||
|
||||
private static IReadOnlyList<GoapAction<FactionPlanningState>> BuildFactionActions(SimulationWorld world)
|
||||
{
|
||||
var actions = new List<GoapAction<FactionPlanningState>>();
|
||||
internal static CommanderRuntime? FindFactionCommander(SimulationWorld world, string factionId) =>
|
||||
world.Commanders.FirstOrDefault(c =>
|
||||
c.FactionId == factionId &&
|
||||
string.Equals(c.Kind, CommanderKind.Faction, StringComparison.Ordinal));
|
||||
|
||||
actions.Add(new PlanWarIndustryAction());
|
||||
actions.Add(new PlanCommoditySupplyAction("water"));
|
||||
internal static bool FactionCommanderHasIssuedTask(
|
||||
SimulationWorld world,
|
||||
string factionId,
|
||||
FactionIssuedTaskKind kind,
|
||||
string? shipRole = null) =>
|
||||
FindFactionCommander(world, factionId)?
|
||||
.IssuedTasks.Any(task =>
|
||||
task.Kind == kind
|
||||
&& task.State is FactionIssuedTaskState.Planned or FactionIssuedTaskState.Active or FactionIssuedTaskState.Blocked
|
||||
&& (shipRole is null || string.Equals(task.ShipRole, shipRole, StringComparison.Ordinal))) ?? false;
|
||||
|
||||
foreach (var (shipId, def) in world.ShipDefinitions)
|
||||
{
|
||||
actions.Add(new OrderShipProductionAction(def.Kind, shipId));
|
||||
}
|
||||
|
||||
actions.Add(new LaunchExterminationCampaignAction());
|
||||
actions.Add(new ExpandToSystemAction());
|
||||
return actions;
|
||||
}
|
||||
|
||||
internal static bool FactionCommanderHasDirective(SimulationWorld world, string factionId, string directive) =>
|
||||
world.Commanders.FirstOrDefault(c =>
|
||||
c.FactionId == factionId &&
|
||||
string.Equals(c.Kind, CommanderKind.Faction, StringComparison.Ordinal))
|
||||
?.ActiveDirectives.Contains(directive, StringComparer.Ordinal) ?? false;
|
||||
|
||||
private static void TryQueueFactionExpansionProject(
|
||||
SimulationWorld world,
|
||||
CommanderRuntime commander,
|
||||
IndustryExpansionProject? project)
|
||||
{
|
||||
if (project is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FactionIndustryPlanner.EnsureExpansionSite(world, commander.FactionId, project);
|
||||
commander.ActiveDirectives.Add($"expand-industry:{project.CommodityId}:{project.SystemId}:{project.CelestialId}");
|
||||
}
|
||||
|
||||
private static IndustryExpansionProject? SelectGoalDrivenWarIndustryProject(
|
||||
SimulationWorld world,
|
||||
FactionPlanningState state,
|
||||
string factionId)
|
||||
{
|
||||
if (!state.HasRefinedMetalsProduction || state.RefinedMetalsShortageHorizonSeconds < 240f)
|
||||
{
|
||||
return FactionIndustryPlanner.AnalyzeCommodityNeed(world, factionId, "refinedmetals");
|
||||
}
|
||||
|
||||
if (!state.HasHullpartsProduction || state.HullpartsShortageHorizonSeconds < 240f)
|
||||
{
|
||||
return FactionIndustryPlanner.AnalyzeCommodityNeed(world, factionId, "hullparts");
|
||||
}
|
||||
|
||||
if (!state.HasClaytronicsProduction || state.ClaytronicsShortageHorizonSeconds < 240f)
|
||||
{
|
||||
return FactionIndustryPlanner.AnalyzeCommodityNeed(world, factionId, "claytronics");
|
||||
}
|
||||
|
||||
if (!state.HasShipFactory)
|
||||
{
|
||||
return FactionIndustryPlanner.CreateShipyardFoundationProject(world, factionId);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
internal static FactionIssuedTaskRuntime? GetHighestPriorityIssuedTask(
|
||||
CommanderRuntime? factionCommander,
|
||||
FactionIssuedTaskKind kind,
|
||||
string? shipRole = null) =>
|
||||
factionCommander?.IssuedTasks
|
||||
.Where(task =>
|
||||
task.Kind == kind
|
||||
&& task.State is FactionIssuedTaskState.Planned or FactionIssuedTaskState.Active or FactionIssuedTaskState.Blocked
|
||||
&& (shipRole is null || string.Equals(task.ShipRole, shipRole, StringComparison.Ordinal)))
|
||||
.OrderByDescending(task => task.Priority)
|
||||
.FirstOrDefault();
|
||||
|
||||
private static (string EntityId, string SystemId)? SelectEnemyTarget(SimulationWorld world, ShipRuntime ship)
|
||||
{
|
||||
|
||||
@@ -16,26 +16,40 @@ public sealed class FactionPlanningState
|
||||
public int EnemyShipCount { get; set; }
|
||||
public int EnemyStationCount { get; set; }
|
||||
public float OreStockpile { get; set; }
|
||||
public float RefinedMetalsStockpile { get; set; }
|
||||
public float RefinedMetalsProductionRate { get; set; }
|
||||
public float RefinedMetalsShortageHorizonSeconds { get; set; }
|
||||
public float HullpartsStockpile { get; set; }
|
||||
public float HullpartsProductionRate { get; set; }
|
||||
public float HullpartsShortageHorizonSeconds { get; set; }
|
||||
public float ClaytronicsStockpile { get; set; }
|
||||
public float ClaytronicsProductionRate { get; set; }
|
||||
public float ClaytronicsShortageHorizonSeconds { get; set; }
|
||||
public float WaterStockpile { get; set; }
|
||||
public float WaterProductionRate { get; set; }
|
||||
public float WaterShortageHorizonSeconds { get; set; }
|
||||
public float RefinedMetalsAvailableStock { get; set; }
|
||||
public float RefinedMetalsUsageRate { get; set; }
|
||||
public float RefinedMetalsProjectedProductionRate { get; set; }
|
||||
public float RefinedMetalsProjectedNetRate { get; set; }
|
||||
public float RefinedMetalsLevelSeconds { get; set; }
|
||||
public string RefinedMetalsLevel { get; set; } = "unknown";
|
||||
public float HullpartsAvailableStock { get; set; }
|
||||
public float HullpartsUsageRate { get; set; }
|
||||
public float HullpartsProjectedProductionRate { get; set; }
|
||||
public float HullpartsProjectedNetRate { get; set; }
|
||||
public float HullpartsLevelSeconds { get; set; }
|
||||
public string HullpartsLevel { get; set; } = "unknown";
|
||||
public float ClaytronicsAvailableStock { get; set; }
|
||||
public float ClaytronicsUsageRate { get; set; }
|
||||
public float ClaytronicsProjectedProductionRate { get; set; }
|
||||
public float ClaytronicsProjectedNetRate { get; set; }
|
||||
public float ClaytronicsLevelSeconds { get; set; }
|
||||
public string ClaytronicsLevel { get; set; } = "unknown";
|
||||
public float WaterAvailableStock { get; set; }
|
||||
public float WaterUsageRate { get; set; }
|
||||
public float WaterProjectedProductionRate { get; set; }
|
||||
public float WaterProjectedNetRate { get; set; }
|
||||
public float WaterLevelSeconds { get; set; }
|
||||
public string WaterLevel { get; set; } = "unknown";
|
||||
|
||||
public bool HasRefinedMetalsProduction => RefinedMetalsProductionRate > 0.01f;
|
||||
public bool HasHullpartsProduction => HullpartsProductionRate > 0.01f;
|
||||
public bool HasClaytronicsProduction => ClaytronicsProductionRate > 0.01f;
|
||||
public bool HasWaterProduction => WaterProductionRate > 0.01f;
|
||||
public bool HasRefinedMetalsProduction => RefinedMetalsProjectedProductionRate > 0.01f;
|
||||
public bool HasHullpartsProduction => HullpartsProjectedProductionRate > 0.01f;
|
||||
public bool HasClaytronicsProduction => ClaytronicsProjectedProductionRate > 0.01f;
|
||||
public bool HasWaterProduction => WaterProjectedProductionRate > 0.01f;
|
||||
|
||||
public bool HasWarIndustrySupplyChain =>
|
||||
HasRefinedMetalsProduction && HasHullpartsProduction && HasClaytronicsProduction;
|
||||
IsCommodityOperational(RefinedMetalsProjectedProductionRate, RefinedMetalsProjectedNetRate, RefinedMetalsLevelSeconds, RefinedMetalsLevel, 240f)
|
||||
&& IsCommodityOperational(HullpartsProjectedProductionRate, HullpartsProjectedNetRate, HullpartsLevelSeconds, HullpartsLevel, 240f)
|
||||
&& IsCommodityOperational(ClaytronicsProjectedProductionRate, ClaytronicsProjectedNetRate, ClaytronicsLevelSeconds, ClaytronicsLevel, 240f);
|
||||
|
||||
public FactionPlanningState Clone() => (FactionPlanningState)MemberwiseClone();
|
||||
|
||||
@@ -44,6 +58,39 @@ public sealed class FactionPlanningState
|
||||
var expansionDeficit = Math.Max(0, state.TargetSystemCount - state.ControlledSystemCount);
|
||||
return Math.Max(3, (state.ControlledSystemCount * 2) + (expansionDeficit * 3) + Math.Min(4, state.EnemyFactionCount + state.EnemyStationCount));
|
||||
}
|
||||
|
||||
internal static bool IsCommodityOperational(
|
||||
float projectedProductionRate,
|
||||
float projectedNetRate,
|
||||
float levelSeconds,
|
||||
string level,
|
||||
float targetLevelSeconds) =>
|
||||
projectedProductionRate > 0.01f
|
||||
&& projectedNetRate >= -0.01f
|
||||
&& levelSeconds >= targetLevelSeconds
|
||||
&& (string.Equals(level, "stable", StringComparison.OrdinalIgnoreCase)
|
||||
|| string.Equals(level, "surplus", StringComparison.OrdinalIgnoreCase));
|
||||
|
||||
internal static float ComputeCommodityNeed(
|
||||
float projectedProductionRate,
|
||||
float usageRate,
|
||||
float projectedNetRate,
|
||||
float levelSeconds,
|
||||
string level,
|
||||
float targetLevelSeconds)
|
||||
{
|
||||
var levelWeight = level switch
|
||||
{
|
||||
"critical" => 140f,
|
||||
"low" => 80f,
|
||||
"stable" => 20f,
|
||||
_ => 0f,
|
||||
};
|
||||
var rateDeficit = MathF.Max(0f, usageRate - projectedProductionRate);
|
||||
var levelDeficit = MathF.Max(0f, targetLevelSeconds - levelSeconds) / MathF.Max(targetLevelSeconds, 1f);
|
||||
var instability = projectedNetRate < 0f ? MathF.Abs(projectedNetRate) * 80f : 0f;
|
||||
return levelWeight + (rateDeficit * 140f) + (levelDeficit * 120f) + instability;
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Goals ─────────────────────────────────────────────────────────────────────
|
||||
@@ -63,12 +110,16 @@ public sealed class EnsureWarIndustryGoal : GoapGoal<FactionPlanningState>
|
||||
}
|
||||
|
||||
var missingStages =
|
||||
(state.HasRefinedMetalsProduction ? 0 : 1) +
|
||||
(state.HasHullpartsProduction ? 0 : 1) +
|
||||
(state.HasClaytronicsProduction ? 0 : 1) +
|
||||
(FactionPlanningState.IsCommodityOperational(state.RefinedMetalsProjectedProductionRate, state.RefinedMetalsProjectedNetRate, state.RefinedMetalsLevelSeconds, state.RefinedMetalsLevel, 240f) ? 0 : 1) +
|
||||
(FactionPlanningState.IsCommodityOperational(state.HullpartsProjectedProductionRate, state.HullpartsProjectedNetRate, state.HullpartsLevelSeconds, state.HullpartsLevel, 240f) ? 0 : 1) +
|
||||
(FactionPlanningState.IsCommodityOperational(state.ClaytronicsProjectedProductionRate, state.ClaytronicsProjectedNetRate, state.ClaytronicsLevelSeconds, state.ClaytronicsLevel, 240f) ? 0 : 1) +
|
||||
(state.HasShipFactory ? 0 : 1);
|
||||
var supplyNeed =
|
||||
FactionPlanningState.ComputeCommodityNeed(state.RefinedMetalsProjectedProductionRate, state.RefinedMetalsUsageRate, state.RefinedMetalsProjectedNetRate, state.RefinedMetalsLevelSeconds, state.RefinedMetalsLevel, 240f)
|
||||
+ FactionPlanningState.ComputeCommodityNeed(state.HullpartsProjectedProductionRate, state.HullpartsUsageRate, state.HullpartsProjectedNetRate, state.HullpartsLevelSeconds, state.HullpartsLevel, 240f)
|
||||
+ FactionPlanningState.ComputeCommodityNeed(state.ClaytronicsProjectedProductionRate, state.ClaytronicsUsageRate, state.ClaytronicsProjectedNetRate, state.ClaytronicsLevelSeconds, state.ClaytronicsLevel, 240f);
|
||||
|
||||
return missingStages <= 0 ? 0f : 125f + (missingStages * 18f);
|
||||
return missingStages <= 0 && supplyNeed <= 0.01f ? 0f : 110f + (missingStages * 22f) + (supplyNeed * 0.18f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,21 +128,22 @@ public sealed class EnsureWaterSecurityGoal : GoapGoal<FactionPlanningState>
|
||||
public override string Name => "ensure-water-security";
|
||||
|
||||
public override bool IsSatisfied(FactionPlanningState state) =>
|
||||
state.HasWaterProduction && state.WaterShortageHorizonSeconds >= 300f;
|
||||
FactionPlanningState.IsCommodityOperational(state.WaterProjectedProductionRate, state.WaterProjectedNetRate, state.WaterLevelSeconds, state.WaterLevel, 300f);
|
||||
|
||||
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
|
||||
{
|
||||
if (state.HasWaterProduction && state.WaterShortageHorizonSeconds >= 300f)
|
||||
if (FactionPlanningState.IsCommodityOperational(state.WaterProjectedProductionRate, state.WaterProjectedNetRate, state.WaterLevelSeconds, state.WaterLevel, 300f))
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
if (float.IsPositiveInfinity(state.WaterShortageHorizonSeconds))
|
||||
{
|
||||
return state.HasWaterProduction ? 0f : 85f;
|
||||
}
|
||||
|
||||
return 55f + MathF.Max(0f, 300f - state.WaterShortageHorizonSeconds) * 0.2f;
|
||||
return 55f + FactionPlanningState.ComputeCommodityNeed(
|
||||
state.WaterProjectedProductionRate,
|
||||
state.WaterUsageRate,
|
||||
state.WaterProjectedNetRate,
|
||||
state.WaterLevelSeconds,
|
||||
state.WaterLevel,
|
||||
300f) * 0.25f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -170,159 +222,3 @@ public sealed class EnsureConstructionCapacityGoal : GoapGoal<FactionPlanningSta
|
||||
return deficit <= 0 ? 0f : 60f + (deficit * 10f);
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Actions ───────────────────────────────────────────────────────────────────
|
||||
|
||||
public sealed class OrderShipProductionAction : GoapAction<FactionPlanningState>
|
||||
{
|
||||
private readonly string shipKind;
|
||||
private readonly string shipId;
|
||||
|
||||
public OrderShipProductionAction(string shipKind, string shipId)
|
||||
{
|
||||
this.shipKind = shipKind;
|
||||
this.shipId = shipId;
|
||||
}
|
||||
|
||||
public override string Name => $"order-{shipId}-production";
|
||||
public override float Cost => 1f;
|
||||
|
||||
public override bool CheckPreconditions(FactionPlanningState state) =>
|
||||
state.HasShipFactory && state.HasWarIndustrySupplyChain;
|
||||
|
||||
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
|
||||
{
|
||||
switch (shipKind)
|
||||
{
|
||||
case "military": state.MilitaryShipCount++; break;
|
||||
case "mining": state.MinerShipCount++; break;
|
||||
case "transport": state.TransportShipCount++; break;
|
||||
case "construction": state.ConstructorShipCount++; break;
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
|
||||
{
|
||||
commander.ActiveDirectives.Add($"produce-{shipKind}-ships");
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class PlanWarIndustryAction : GoapAction<FactionPlanningState>
|
||||
{
|
||||
public override string Name => "plan-war-industry";
|
||||
public override float Cost => 2f;
|
||||
|
||||
public override bool CheckPreconditions(FactionPlanningState state) =>
|
||||
state.EnemyFactionCount > 0 && (!state.HasWarIndustrySupplyChain || !state.HasShipFactory);
|
||||
|
||||
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
|
||||
{
|
||||
state.RefinedMetalsProductionRate = MathF.Max(state.RefinedMetalsProductionRate, 1f);
|
||||
state.HullpartsProductionRate = MathF.Max(state.HullpartsProductionRate, 1f);
|
||||
state.ClaytronicsProductionRate = MathF.Max(state.ClaytronicsProductionRate, 1f);
|
||||
state.HasShipFactory = true;
|
||||
return state;
|
||||
}
|
||||
|
||||
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
|
||||
{
|
||||
commander.ActiveDirectives.Add("bootstrap-war-industry");
|
||||
|
||||
if (FactionIndustryPlanner.AnalyzeShipyardNeed(world, commander.FactionId) is not { } project)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FactionIndustryPlanner.EnsureExpansionSite(world, commander.FactionId, project);
|
||||
commander.ActiveDirectives.Add($"expand-industry:{project.CommodityId}:{project.SystemId}:{project.CelestialId}");
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class PlanCommoditySupplyAction : GoapAction<FactionPlanningState>
|
||||
{
|
||||
private readonly string commodityId;
|
||||
|
||||
public PlanCommoditySupplyAction(string commodityId)
|
||||
{
|
||||
this.commodityId = commodityId;
|
||||
}
|
||||
|
||||
public override string Name => $"plan-{commodityId}-supply";
|
||||
public override float Cost => 2f;
|
||||
|
||||
public override bool CheckPreconditions(FactionPlanningState state) =>
|
||||
commodityId switch
|
||||
{
|
||||
"water" => !state.HasWaterProduction || state.WaterShortageHorizonSeconds < 300f,
|
||||
_ => false,
|
||||
};
|
||||
|
||||
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
|
||||
{
|
||||
if (string.Equals(commodityId, "water", StringComparison.Ordinal))
|
||||
{
|
||||
state.WaterProductionRate = MathF.Max(state.WaterProductionRate, 1f);
|
||||
state.WaterShortageHorizonSeconds = MathF.Max(state.WaterShortageHorizonSeconds, 600f);
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
|
||||
{
|
||||
if (FactionIndustryPlanner.AnalyzeCommodityNeed(world, commander.FactionId, commodityId) is not { } project)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FactionIndustryPlanner.EnsureExpansionSite(world, commander.FactionId, project);
|
||||
commander.ActiveDirectives.Add($"expand-industry:{project.CommodityId}:{project.SystemId}:{project.CelestialId}");
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class ExpandToSystemAction : GoapAction<FactionPlanningState>
|
||||
{
|
||||
public override string Name => "expand-to-system";
|
||||
public override float Cost => 3f;
|
||||
|
||||
public override bool CheckPreconditions(FactionPlanningState state) =>
|
||||
state.ConstructorShipCount > 0 && state.MilitaryShipCount >= 2 && state.HasWarIndustrySupplyChain;
|
||||
|
||||
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
|
||||
{
|
||||
state.ControlledSystemCount++;
|
||||
return state;
|
||||
}
|
||||
|
||||
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
|
||||
{
|
||||
commander.ActiveDirectives.Add("expand-territory");
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class LaunchExterminationCampaignAction : GoapAction<FactionPlanningState>
|
||||
{
|
||||
public override string Name => "launch-extermination-campaign";
|
||||
public override float Cost => 1f;
|
||||
|
||||
public override bool CheckPreconditions(FactionPlanningState state) =>
|
||||
state.EnemyFactionCount > 0
|
||||
&& state.HasShipFactory
|
||||
&& state.MilitaryShipCount >= Math.Max(2, FactionPlanningState.ComputeTargetWarships(state) / 2);
|
||||
|
||||
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
|
||||
{
|
||||
state.EnemyShipCount = 0;
|
||||
state.EnemyStationCount = 0;
|
||||
state.EnemyFactionCount = 0;
|
||||
return state;
|
||||
}
|
||||
|
||||
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
|
||||
{
|
||||
commander.ActiveDirectives.Add("attack-rival");
|
||||
commander.ActiveDirectives.Add("produce-military-ships");
|
||||
}
|
||||
}
|
||||
|
||||
1169
apps/backend/Factions/AI/FactionObjectivePlanning.cs
Normal file
1169
apps/backend/Factions/AI/FactionObjectivePlanning.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,6 @@
|
||||
namespace SpaceGame.Api.Factions.Contracts;
|
||||
|
||||
public sealed record FactionGoapStateSnapshot(
|
||||
public sealed record FactionPlanningStateSnapshot(
|
||||
int MilitaryShipCount,
|
||||
int MinerShipCount,
|
||||
int TransportShipCount,
|
||||
@@ -9,17 +9,134 @@ public sealed record FactionGoapStateSnapshot(
|
||||
int TargetSystemCount,
|
||||
bool HasShipFactory,
|
||||
float OreStockpile,
|
||||
float RefinedMetalsStockpile,
|
||||
float RefinedMetalsProductionRate,
|
||||
float HullpartsStockpile,
|
||||
float HullpartsProductionRate,
|
||||
float ClaytronicsStockpile,
|
||||
float ClaytronicsProductionRate,
|
||||
float WaterStockpile,
|
||||
float WaterProductionRate,
|
||||
float WaterShortageHorizonSeconds);
|
||||
float RefinedMetalsAvailableStock,
|
||||
float RefinedMetalsUsageRate,
|
||||
float RefinedMetalsProjectedProductionRate,
|
||||
float RefinedMetalsProjectedNetRate,
|
||||
float RefinedMetalsLevelSeconds,
|
||||
string RefinedMetalsLevel,
|
||||
float HullpartsAvailableStock,
|
||||
float HullpartsUsageRate,
|
||||
float HullpartsProjectedProductionRate,
|
||||
float HullpartsProjectedNetRate,
|
||||
float HullpartsLevelSeconds,
|
||||
string HullpartsLevel,
|
||||
float ClaytronicsAvailableStock,
|
||||
float ClaytronicsUsageRate,
|
||||
float ClaytronicsProjectedProductionRate,
|
||||
float ClaytronicsProjectedNetRate,
|
||||
float ClaytronicsLevelSeconds,
|
||||
string ClaytronicsLevel,
|
||||
float WaterAvailableStock,
|
||||
float WaterUsageRate,
|
||||
float WaterProjectedProductionRate,
|
||||
float WaterProjectedNetRate,
|
||||
float WaterLevelSeconds,
|
||||
string WaterLevel);
|
||||
|
||||
public sealed record FactionGoapPrioritySnapshot(string GoalName, float Priority);
|
||||
public sealed record FactionStrategicPrioritySnapshot(string GoalName, float Priority);
|
||||
|
||||
public sealed record FactionCommoditySignalSnapshot(
|
||||
string ItemId,
|
||||
float AvailableStock,
|
||||
float OnHand,
|
||||
float ProductionRatePerSecond,
|
||||
float CommittedProductionRatePerSecond,
|
||||
float UsageRatePerSecond,
|
||||
float NetRatePerSecond,
|
||||
float ProjectedNetRatePerSecond,
|
||||
float LevelSeconds,
|
||||
string Level,
|
||||
float ProjectedProductionRatePerSecond,
|
||||
float BuyBacklog,
|
||||
float ReservedForConstruction);
|
||||
|
||||
public sealed record FactionThreatSignalSnapshot(
|
||||
string ScopeId,
|
||||
string ScopeKind,
|
||||
int EnemyShipCount,
|
||||
int EnemyStationCount);
|
||||
|
||||
public sealed record FactionBlackboardSnapshot(
|
||||
int PlanCycle,
|
||||
DateTimeOffset UpdatedAtUtc,
|
||||
int TargetWarshipCount,
|
||||
bool HasWarIndustrySupplyChain,
|
||||
bool HasShipyard,
|
||||
bool HasActiveExpansionProject,
|
||||
string? ActiveExpansionCommodityId,
|
||||
string? ActiveExpansionModuleId,
|
||||
string? ActiveExpansionSiteId,
|
||||
string? ActiveExpansionSystemId,
|
||||
int EnemyFactionCount,
|
||||
int EnemyShipCount,
|
||||
int EnemyStationCount,
|
||||
int MilitaryShipCount,
|
||||
int MinerShipCount,
|
||||
int TransportShipCount,
|
||||
int ConstructorShipCount,
|
||||
int ControlledSystemCount,
|
||||
IReadOnlyList<FactionCommoditySignalSnapshot> CommoditySignals,
|
||||
IReadOnlyList<FactionThreatSignalSnapshot> ThreatSignals);
|
||||
|
||||
public sealed record FactionPlanStepSnapshot(
|
||||
string Id,
|
||||
string Kind,
|
||||
string Status,
|
||||
float Priority,
|
||||
string? CommodityId,
|
||||
string? ModuleId,
|
||||
string? TargetFactionId,
|
||||
string? TargetSiteId,
|
||||
string? BlockingReason,
|
||||
string? Notes,
|
||||
int LastEvaluatedCycle,
|
||||
IReadOnlyList<string> DependencyStepIds,
|
||||
IReadOnlyList<string> RequiredFacts,
|
||||
IReadOnlyList<string> ProducedFacts,
|
||||
IReadOnlyList<string> AssignedAssets,
|
||||
IReadOnlyList<string> IssuedTaskIds);
|
||||
|
||||
public sealed record FactionIssuedTaskSnapshot(
|
||||
string Id,
|
||||
string Kind,
|
||||
string State,
|
||||
string ObjectiveId,
|
||||
string StepId,
|
||||
float Priority,
|
||||
string? ShipRole,
|
||||
string? CommodityId,
|
||||
string? ModuleId,
|
||||
string? TargetFactionId,
|
||||
string? TargetSystemId,
|
||||
string? TargetSiteId,
|
||||
int CreatedAtCycle,
|
||||
int UpdatedAtCycle,
|
||||
string? BlockingReason,
|
||||
string? Notes,
|
||||
IReadOnlyList<string> AssignedAssets);
|
||||
|
||||
public sealed record FactionObjectiveSnapshot(
|
||||
string Id,
|
||||
string Kind,
|
||||
string State,
|
||||
float Priority,
|
||||
string? ParentObjectiveId,
|
||||
string? TargetFactionId,
|
||||
string? TargetSystemId,
|
||||
string? TargetSiteId,
|
||||
string? TargetRegionId,
|
||||
string? CommodityId,
|
||||
string? ModuleId,
|
||||
int BudgetWeight,
|
||||
int SlotCost,
|
||||
int CreatedAtCycle,
|
||||
int UpdatedAtCycle,
|
||||
string? InvalidationReason,
|
||||
string? BlockingReason,
|
||||
IReadOnlyList<string> PrerequisiteObjectiveIds,
|
||||
IReadOnlyList<string> AssignedAssets,
|
||||
IReadOnlyList<FactionPlanStepSnapshot> Steps);
|
||||
|
||||
public sealed record FactionSnapshot(
|
||||
string Id,
|
||||
@@ -32,8 +149,11 @@ public sealed record FactionSnapshot(
|
||||
int ShipsBuilt,
|
||||
int ShipsLost,
|
||||
string? DefaultPolicySetId,
|
||||
FactionGoapStateSnapshot? GoapState,
|
||||
IReadOnlyList<FactionGoapPrioritySnapshot>? GoapPriorities);
|
||||
FactionPlanningStateSnapshot? StrategicAssessment,
|
||||
IReadOnlyList<FactionStrategicPrioritySnapshot>? StrategicPriorities,
|
||||
FactionBlackboardSnapshot? Blackboard,
|
||||
IReadOnlyList<FactionObjectiveSnapshot>? Objectives,
|
||||
IReadOnlyList<FactionIssuedTaskSnapshot>? IssuedTasks);
|
||||
|
||||
public sealed record FactionDelta(
|
||||
string Id,
|
||||
@@ -46,5 +166,8 @@ public sealed record FactionDelta(
|
||||
int ShipsBuilt,
|
||||
int ShipsLost,
|
||||
string? DefaultPolicySetId,
|
||||
FactionGoapStateSnapshot? GoapState,
|
||||
IReadOnlyList<FactionGoapPrioritySnapshot>? GoapPriorities);
|
||||
FactionPlanningStateSnapshot? StrategicAssessment,
|
||||
IReadOnlyList<FactionStrategicPrioritySnapshot>? StrategicPriorities,
|
||||
FactionBlackboardSnapshot? Blackboard,
|
||||
IReadOnlyList<FactionObjectiveSnapshot>? Objectives,
|
||||
IReadOnlyList<FactionIssuedTaskSnapshot>? IssuedTasks);
|
||||
|
||||
@@ -27,7 +27,6 @@ public sealed class CommanderRuntime
|
||||
public string? PolicySetId { get; set; }
|
||||
public string? Doctrine { get; set; }
|
||||
public List<string> Goals { get; } = [];
|
||||
public HashSet<string> ActiveDirectives { get; } = new(StringComparer.Ordinal);
|
||||
public string? ActiveGoalName { get; set; }
|
||||
public string? ActiveActionName { get; set; }
|
||||
public float ReplanTimer { get; set; }
|
||||
@@ -37,8 +36,194 @@ public sealed class CommanderRuntime
|
||||
public CommanderTaskRuntime? ActiveTask { get; set; }
|
||||
public HashSet<string> SubordinateCommanderIds { get; } = new(StringComparer.Ordinal);
|
||||
public bool IsAlive { get; set; } = true;
|
||||
public FactionPlanningState? LastPlanningState { get; set; }
|
||||
public IReadOnlyList<(string Name, float Priority)>? LastGoalPriorities { get; set; }
|
||||
public FactionPlanningState? LastStrategicAssessment { get; set; }
|
||||
public IReadOnlyList<(string Name, float Priority)>? LastStrategicPriorities { get; set; }
|
||||
public FactionBlackboardRuntime? FactionBlackboard { get; set; }
|
||||
public List<FactionObjectiveRuntime> Objectives { get; } = [];
|
||||
public List<FactionIssuedTaskRuntime> IssuedTasks { get; } = [];
|
||||
public int PlanningCycle { get; set; }
|
||||
}
|
||||
|
||||
public enum FactionObjectiveKind
|
||||
{
|
||||
DestroyFaction,
|
||||
BootstrapWarIndustry,
|
||||
BuildShipyard,
|
||||
BuildAttackFleet,
|
||||
EnsureCommoditySupply,
|
||||
EnsureWaterSecurity,
|
||||
EnsureMiningCapacity,
|
||||
EnsureConstructionCapacity,
|
||||
EnsureTransportCapacity,
|
||||
}
|
||||
|
||||
public enum FactionObjectiveState
|
||||
{
|
||||
Planned,
|
||||
Active,
|
||||
Blocked,
|
||||
Complete,
|
||||
Failed,
|
||||
Cancelled,
|
||||
}
|
||||
|
||||
public enum FactionPlanStepKind
|
||||
{
|
||||
EnsureCommodityProduction,
|
||||
EnsureShipyardSite,
|
||||
ProduceFleet,
|
||||
AttackFactionAssets,
|
||||
EnsureWaterSupply,
|
||||
EnsureMiningCapacity,
|
||||
EnsureConstructionCapacity,
|
||||
EnsureTransportCapacity,
|
||||
MonitorExpansionProject,
|
||||
}
|
||||
|
||||
public enum FactionPlanStepStatus
|
||||
{
|
||||
Planned,
|
||||
Ready,
|
||||
Running,
|
||||
Blocked,
|
||||
Complete,
|
||||
Failed,
|
||||
Cancelled,
|
||||
}
|
||||
|
||||
public enum FactionIssuedTaskKind
|
||||
{
|
||||
ExpandIndustry,
|
||||
ProduceShips,
|
||||
AttackFactionAssets,
|
||||
SustainWarIndustry,
|
||||
}
|
||||
|
||||
public enum FactionIssuedTaskState
|
||||
{
|
||||
Planned,
|
||||
Active,
|
||||
Blocked,
|
||||
Complete,
|
||||
Cancelled,
|
||||
}
|
||||
|
||||
public sealed class FactionObjectiveRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string MergeKey { get; init; }
|
||||
public required FactionObjectiveKind Kind { get; init; }
|
||||
public FactionObjectiveState State { get; set; } = FactionObjectiveState.Planned;
|
||||
public float Priority { get; set; }
|
||||
public string? ParentObjectiveId { get; set; }
|
||||
public string? TargetFactionId { get; set; }
|
||||
public string? TargetSystemId { get; set; }
|
||||
public string? TargetSiteId { get; set; }
|
||||
public string? TargetRegionId { get; set; }
|
||||
public string? CommodityId { get; set; }
|
||||
public string? ModuleId { get; set; }
|
||||
public int BudgetWeight { get; set; }
|
||||
public int SlotCost { get; set; } = 1;
|
||||
public int CreatedAtCycle { get; init; }
|
||||
public int UpdatedAtCycle { get; set; }
|
||||
public string? InvalidationReason { get; set; }
|
||||
public string? BlockingReason { get; set; }
|
||||
public HashSet<string> PrerequisiteObjectiveIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> AssignedAssetIds { get; } = new(StringComparer.Ordinal);
|
||||
public List<FactionPlanStepRuntime> Steps { get; } = [];
|
||||
}
|
||||
|
||||
public sealed class FactionPlanStepRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string ObjectiveId { get; init; }
|
||||
public required FactionPlanStepKind Kind { get; init; }
|
||||
public FactionPlanStepStatus Status { get; set; } = FactionPlanStepStatus.Planned;
|
||||
public float Priority { get; set; }
|
||||
public string? CommodityId { get; set; }
|
||||
public string? ModuleId { get; set; }
|
||||
public string? TargetFactionId { get; set; }
|
||||
public string? TargetSiteId { get; set; }
|
||||
public string? BlockingReason { get; set; }
|
||||
public string? Notes { get; set; }
|
||||
public int LastEvaluatedCycle { get; set; }
|
||||
public HashSet<string> DependencyStepIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> RequiredFacts { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> ProducedFacts { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> AssignedAssetIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> IssuedTaskIds { get; } = new(StringComparer.Ordinal);
|
||||
}
|
||||
|
||||
public sealed class FactionIssuedTaskRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string MergeKey { get; init; }
|
||||
public required FactionIssuedTaskKind Kind { get; init; }
|
||||
public required string ObjectiveId { get; init; }
|
||||
public required string StepId { get; init; }
|
||||
public FactionIssuedTaskState State { get; set; } = FactionIssuedTaskState.Planned;
|
||||
public float Priority { get; set; }
|
||||
public string? ShipRole { get; set; }
|
||||
public string? CommodityId { get; set; }
|
||||
public string? ModuleId { get; set; }
|
||||
public string? TargetFactionId { get; set; }
|
||||
public string? TargetSystemId { get; set; }
|
||||
public string? TargetSiteId { get; set; }
|
||||
public int CreatedAtCycle { get; init; }
|
||||
public int UpdatedAtCycle { get; set; }
|
||||
public string? BlockingReason { get; set; }
|
||||
public string? Notes { get; set; }
|
||||
public HashSet<string> AssignedAssetIds { get; } = new(StringComparer.Ordinal);
|
||||
}
|
||||
|
||||
public sealed class FactionBlackboardRuntime
|
||||
{
|
||||
public int PlanCycle { get; set; }
|
||||
public DateTimeOffset UpdatedAtUtc { get; set; }
|
||||
public int TargetWarshipCount { get; set; }
|
||||
public bool HasWarIndustrySupplyChain { get; set; }
|
||||
public bool HasShipyard { get; set; }
|
||||
public bool HasActiveExpansionProject { get; set; }
|
||||
public string? ActiveExpansionCommodityId { get; set; }
|
||||
public string? ActiveExpansionModuleId { get; set; }
|
||||
public string? ActiveExpansionSiteId { get; set; }
|
||||
public string? ActiveExpansionSystemId { get; set; }
|
||||
public int EnemyFactionCount { get; set; }
|
||||
public int EnemyShipCount { get; set; }
|
||||
public int EnemyStationCount { get; set; }
|
||||
public int MilitaryShipCount { get; set; }
|
||||
public int MinerShipCount { get; set; }
|
||||
public int TransportShipCount { get; set; }
|
||||
public int ConstructorShipCount { get; set; }
|
||||
public int ControlledSystemCount { get; set; }
|
||||
public List<FactionCommoditySignalRuntime> CommoditySignals { get; } = [];
|
||||
public List<FactionThreatSignalRuntime> ThreatSignals { get; } = [];
|
||||
public HashSet<string> AvailableShipIds { get; } = new(StringComparer.Ordinal);
|
||||
}
|
||||
|
||||
public sealed class FactionCommoditySignalRuntime
|
||||
{
|
||||
public required string ItemId { get; init; }
|
||||
public float AvailableStock { get; set; }
|
||||
public float OnHand { get; set; }
|
||||
public float ProductionRatePerSecond { get; set; }
|
||||
public float CommittedProductionRatePerSecond { get; set; }
|
||||
public float UsageRatePerSecond { get; set; }
|
||||
public float NetRatePerSecond { get; set; }
|
||||
public float ProjectedNetRatePerSecond { get; set; }
|
||||
public float LevelSeconds { get; set; }
|
||||
public string Level { get; set; } = "unknown";
|
||||
public float ProjectedProductionRatePerSecond { get; set; }
|
||||
public float BuyBacklog { get; set; }
|
||||
public float ReservedForConstruction { get; set; }
|
||||
}
|
||||
|
||||
public sealed class FactionThreatSignalRuntime
|
||||
{
|
||||
public required string ScopeId { get; init; }
|
||||
public required string ScopeKind { get; init; }
|
||||
public int EnemyShipCount { get; set; }
|
||||
public int EnemyStationCount { get; set; }
|
||||
}
|
||||
|
||||
public sealed class CommanderBehaviorRuntime
|
||||
|
||||
54
apps/backend/Industry/Planning/CommodityOperationalSignal.cs
Normal file
54
apps/backend/Industry/Planning/CommodityOperationalSignal.cs
Normal file
@@ -0,0 +1,54 @@
|
||||
namespace SpaceGame.Api.Industry.Planning;
|
||||
|
||||
internal static class CommodityOperationalSignal
|
||||
{
|
||||
internal static float ComputeNeedScore(FactionCommoditySnapshot commodity, float targetLevelSeconds)
|
||||
{
|
||||
var productionDeficit = MathF.Max(0f, commodity.ConsumptionRatePerSecond - commodity.ProjectedProductionRatePerSecond);
|
||||
var levelDeficit = MathF.Max(0f, targetLevelSeconds - commodity.LevelSeconds) / MathF.Max(targetLevelSeconds, 1f);
|
||||
var backlogPressure = MathF.Max(0f, commodity.BuyBacklog + commodity.ReservedForConstruction - commodity.AvailableStock);
|
||||
|
||||
var levelWeight = commodity.Level switch
|
||||
{
|
||||
CommodityLevelKind.Critical => 140f,
|
||||
CommodityLevelKind.Low => 80f,
|
||||
CommodityLevelKind.Stable => 20f,
|
||||
_ => 0f,
|
||||
};
|
||||
|
||||
return levelWeight
|
||||
+ (productionDeficit * 140f)
|
||||
+ (levelDeficit * 120f)
|
||||
+ backlogPressure;
|
||||
}
|
||||
|
||||
internal static bool IsOperational(FactionCommoditySnapshot commodity, float targetLevelSeconds) =>
|
||||
commodity.ProjectedProductionRatePerSecond > 0.01f
|
||||
&& commodity.ProjectedNetRatePerSecond >= -0.01f
|
||||
&& commodity.LevelSeconds >= targetLevelSeconds
|
||||
&& commodity.Level is CommodityLevelKind.Stable or CommodityLevelKind.Surplus;
|
||||
|
||||
internal static bool IsStrained(FactionCommoditySnapshot commodity, float targetLevelSeconds) =>
|
||||
!IsOperational(commodity, targetLevelSeconds)
|
||||
|| commodity.Level is CommodityLevelKind.Critical or CommodityLevelKind.Low;
|
||||
|
||||
internal static float ComputeFeasibilityFactor(FactionCommoditySnapshot commodity, float targetLevelSeconds)
|
||||
{
|
||||
if (commodity.AvailableStock <= 0.01f && commodity.ProjectedProductionRatePerSecond <= 0.01f)
|
||||
{
|
||||
return 0.65f;
|
||||
}
|
||||
|
||||
if (commodity.Level is CommodityLevelKind.Critical)
|
||||
{
|
||||
return 0.72f;
|
||||
}
|
||||
|
||||
if (commodity.Level is CommodityLevelKind.Low || commodity.LevelSeconds < targetLevelSeconds)
|
||||
{
|
||||
return 0.84f;
|
||||
}
|
||||
|
||||
return 1f;
|
||||
}
|
||||
}
|
||||
@@ -41,50 +41,27 @@ internal sealed class FactionCommoditySnapshot
|
||||
internal float NetRatePerSecond => ProductionRatePerSecond - ConsumptionRatePerSecond;
|
||||
internal float ProjectedProductionRatePerSecond => ProductionRatePerSecond + CommittedProductionRatePerSecond;
|
||||
internal float ProjectedNetRatePerSecond => ProjectedProductionRatePerSecond - ConsumptionRatePerSecond;
|
||||
internal float OperationalUsageRatePerSecond => MathF.Max(ConsumptionRatePerSecond, BuyBacklog / 180f);
|
||||
internal float LevelSeconds => AvailableStock <= 0.01f
|
||||
? 0f
|
||||
: AvailableStock / MathF.Max(OperationalUsageRatePerSecond, 0.01f);
|
||||
|
||||
internal float ShortageHorizonSeconds
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ConsumptionRatePerSecond <= 0.01f && BuyBacklog <= 0.01f)
|
||||
internal CommodityLevelKind Level =>
|
||||
LevelSeconds switch
|
||||
{
|
||||
return float.PositiveInfinity;
|
||||
}
|
||||
<= 60f => CommodityLevelKind.Critical,
|
||||
<= 180f => CommodityLevelKind.Low,
|
||||
<= 480f => CommodityLevelKind.Stable,
|
||||
_ => CommodityLevelKind.Surplus,
|
||||
};
|
||||
}
|
||||
|
||||
if (NetRatePerSecond >= -0.01f)
|
||||
{
|
||||
return float.PositiveInfinity;
|
||||
}
|
||||
|
||||
return AvailableStock / MathF.Max(0.01f, -NetRatePerSecond);
|
||||
}
|
||||
}
|
||||
|
||||
internal float ProjectedShortageHorizonSeconds
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ConsumptionRatePerSecond <= 0.01f && BuyBacklog <= 0.01f)
|
||||
{
|
||||
return float.PositiveInfinity;
|
||||
}
|
||||
|
||||
if (ProjectedNetRatePerSecond >= -0.01f)
|
||||
{
|
||||
return float.PositiveInfinity;
|
||||
}
|
||||
|
||||
return AvailableStock / MathF.Max(0.01f, -ProjectedNetRatePerSecond);
|
||||
}
|
||||
}
|
||||
|
||||
internal float PressureScore =>
|
||||
MathF.Max(0f, (BuyBacklog + ReservedForConstruction) - (OnHand + Inbound))
|
||||
+ MathF.Max(0f, ConsumptionRatePerSecond - ProductionRatePerSecond) * 120f;
|
||||
|
||||
internal float ProjectedPressureScore =>
|
||||
MathF.Max(0f, (BuyBacklog + ReservedForConstruction) - (OnHand + Inbound))
|
||||
+ MathF.Max(0f, ConsumptionRatePerSecond - ProjectedProductionRatePerSecond) * 120f;
|
||||
internal enum CommodityLevelKind
|
||||
{
|
||||
Critical,
|
||||
Low,
|
||||
Stable,
|
||||
Surplus,
|
||||
}
|
||||
|
||||
internal static class FactionEconomyAnalyzer
|
||||
|
||||
@@ -4,6 +4,9 @@ using static SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport;
|
||||
|
||||
internal static class FactionIndustryPlanner
|
||||
{
|
||||
private const float CommodityTargetLevelSeconds = 240f;
|
||||
private const float WaterTargetLevelSeconds = 300f;
|
||||
|
||||
internal static IndustryExpansionProject? AnalyzeCommodityNeed(SimulationWorld world, string factionId, string commodityId)
|
||||
{
|
||||
if (HasActiveExpansionProject(world, factionId))
|
||||
@@ -64,14 +67,13 @@ internal static class FactionIndustryPlanner
|
||||
.Select(itemId => new
|
||||
{
|
||||
ItemId = itemId,
|
||||
HasProducer = FactionHasProducerForCommodity(world, factionId, itemId),
|
||||
Pressure = GetCommodityPressure(world, factionId, itemId),
|
||||
Stockpile = GetCommodityStockpile(world, factionId, itemId),
|
||||
Commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId),
|
||||
})
|
||||
.Where(entry => !entry.HasProducer || entry.Pressure > 0.01f || entry.Stockpile < 120f)
|
||||
.OrderByDescending(entry => !entry.HasProducer ? 1 : 0)
|
||||
.ThenByDescending(entry => entry.Pressure)
|
||||
.ThenBy(entry => entry.Stockpile)
|
||||
.Where(entry => entry.Commodity.ProjectedProductionRatePerSecond <= 0.01f
|
||||
|| CommodityOperationalSignal.IsStrained(entry.Commodity, GetTargetLevelSeconds(entry.ItemId)))
|
||||
.OrderByDescending(entry => entry.Commodity.ProjectedProductionRatePerSecond <= 0.01f ? 1 : 0)
|
||||
.ThenByDescending(entry => CommodityOperationalSignal.ComputeNeedScore(entry.Commodity, GetTargetLevelSeconds(entry.ItemId)))
|
||||
.ThenBy(entry => entry.Commodity.AvailableStock)
|
||||
.Select(entry => entry.ItemId)
|
||||
.FirstOrDefault();
|
||||
|
||||
@@ -301,14 +303,20 @@ internal static class FactionIndustryPlanner
|
||||
.GroupBy(order => order.ItemId, StringComparer.Ordinal)
|
||||
.ToDictionary(group => group.Key, group => group.Sum(order => order.RemainingAmount), StringComparer.Ordinal);
|
||||
|
||||
if (CommanderPlanningService.FactionCommanderHasDirective(world, factionId, "produce-military-ships"))
|
||||
if (CommanderPlanningService.FactionCommanderHasIssuedTask(world, factionId, FactionIssuedTaskKind.ProduceShips, "military"))
|
||||
{
|
||||
demandByItem["hullparts"] = demandByItem.GetValueOrDefault("hullparts") + 120f;
|
||||
demandByItem["claytronics"] = demandByItem.GetValueOrDefault("claytronics") + 90f;
|
||||
}
|
||||
|
||||
return demandByItem
|
||||
.Select(entry => (ItemId: ResolveBottleneckCommodity(world, factionId, entry.Key), Score: entry.Value))
|
||||
.Select(entry =>
|
||||
{
|
||||
var itemId = ResolveBottleneckCommodity(world, factionId, entry.Key);
|
||||
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId);
|
||||
var score = entry.Value + CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(itemId));
|
||||
return (ItemId: itemId, Score: score);
|
||||
})
|
||||
.Where(entry => entry.ItemId is not null)
|
||||
.GroupBy(entry => entry.ItemId!, StringComparer.Ordinal)
|
||||
.Select(group => (ItemId: group.Key, Score: group.Sum(entry => entry.Score)))
|
||||
@@ -358,7 +366,11 @@ internal static class FactionIndustryPlanner
|
||||
|
||||
var weakestUnproducedInput = world.ProductionGraph.GetImmediateInputs(itemId)
|
||||
.Where(inputId => !FactionHasProducerForCommodity(world, factionId, inputId))
|
||||
.Select(inputId => (ItemId: inputId, Score: GetCommodityPressure(world, factionId, inputId), Stockpile: GetCommodityStockpile(world, factionId, inputId)))
|
||||
.Select(inputId =>
|
||||
{
|
||||
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(inputId);
|
||||
return (ItemId: inputId, Score: CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(inputId)), Stockpile: commodity.AvailableStock);
|
||||
})
|
||||
.OrderByDescending(entry => entry.Score)
|
||||
.ThenBy(entry => entry.Stockpile)
|
||||
.FirstOrDefault();
|
||||
@@ -370,11 +382,15 @@ internal static class FactionIndustryPlanner
|
||||
}
|
||||
|
||||
var weakestInput = world.ProductionGraph.GetImmediateInputs(itemId)
|
||||
.Select(inputId => (ItemId: inputId, Score: GetCommodityPressure(world, factionId, inputId)))
|
||||
.Select(inputId =>
|
||||
{
|
||||
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(inputId);
|
||||
return (ItemId: inputId, Score: CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(inputId)));
|
||||
})
|
||||
.OrderByDescending(entry => entry.Score)
|
||||
.FirstOrDefault();
|
||||
|
||||
return weakestInput.Score > GetCommodityPressure(world, factionId, itemId) * 0.6f
|
||||
return weakestInput.Score > GetCommodityNeedScore(world, factionId, itemId) * 0.6f
|
||||
? ResolveBottleneckCommodity(world, factionId, weakestInput.ItemId, visited)
|
||||
: itemId;
|
||||
}
|
||||
@@ -419,13 +435,14 @@ internal static class FactionIndustryPlanner
|
||||
&& string.Equals(site.TargetKind, "station-foundation", StringComparison.Ordinal)
|
||||
&& site.State is not ConstructionSiteStateKinds.Completed and not ConstructionSiteStateKinds.Destroyed);
|
||||
|
||||
private static float GetCommodityPressure(SimulationWorld world, string factionId, string itemId)
|
||||
private static float GetCommodityNeedScore(SimulationWorld world, string factionId, string itemId)
|
||||
{
|
||||
return FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId).ProjectedPressureScore;
|
||||
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId);
|
||||
return CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(itemId));
|
||||
}
|
||||
|
||||
private static float GetCommodityStockpile(SimulationWorld world, string factionId, string itemId) =>
|
||||
FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId).AvailableStock;
|
||||
private static float GetTargetLevelSeconds(string itemId) =>
|
||||
string.Equals(itemId, "water", StringComparison.Ordinal) ? WaterTargetLevelSeconds : CommodityTargetLevelSeconds;
|
||||
|
||||
private static CelestialRuntime? SelectFoundationCelestial(SimulationWorld world, string factionId, string commodityId)
|
||||
{
|
||||
|
||||
@@ -207,8 +207,11 @@ internal sealed class SimulationProjectionService
|
||||
faction.ShipsBuilt,
|
||||
faction.ShipsLost,
|
||||
faction.DefaultPolicySetId,
|
||||
faction.GoapState,
|
||||
faction.GoapPriorities)).ToList());
|
||||
faction.StrategicAssessment,
|
||||
faction.StrategicPriorities,
|
||||
faction.Blackboard,
|
||||
faction.Objectives,
|
||||
faction.IssuedTasks)).ToList());
|
||||
}
|
||||
|
||||
public void PrimeDeltaBaseline(SimulationWorld world)
|
||||
@@ -515,10 +518,18 @@ internal sealed class SimulationProjectionService
|
||||
|
||||
private static string BuildFactionSignature(FactionRuntime faction, CommanderRuntime? commander)
|
||||
{
|
||||
var goapSig = commander?.LastGoalPriorities is { } prios
|
||||
var prioritySig = commander?.LastStrategicPriorities is { } prios
|
||||
? string.Join(",", prios.Select(p => $"{p.Name}:{p.Priority:0.##}"))
|
||||
: string.Empty;
|
||||
return $"{faction.Credits:0.###}|{faction.PopulationTotal:0.###}|{faction.OreMined:0.###}|{faction.GoodsProduced:0.###}|{faction.ShipsBuilt}|{faction.ShipsLost}|{faction.DefaultPolicySetId}|{goapSig}";
|
||||
var objectiveSig = commander?.Objectives is { Count: > 0 } objectives
|
||||
? string.Join(",", objectives.Select(objective =>
|
||||
$"{objective.Kind}:{objective.State}:{objective.Priority:0.##}:{objective.BlockingReason}:{objective.InvalidationReason}"))
|
||||
: string.Empty;
|
||||
var taskSig = commander?.IssuedTasks is { Count: > 0 } tasks
|
||||
? string.Join(",", tasks.Select(task =>
|
||||
$"{task.Kind}:{task.State}:{task.Priority:0.##}:{task.ShipRole}:{task.CommodityId}:{task.TargetFactionId}:{task.TargetSiteId}"))
|
||||
: string.Empty;
|
||||
return $"{faction.Credits:0.###}|{faction.PopulationTotal:0.###}|{faction.OreMined:0.###}|{faction.GoodsProduced:0.###}|{faction.ShipsBuilt}|{faction.ShipsLost}|{faction.DefaultPolicySetId}|{prioritySig}|{objectiveSig}|{taskSig}";
|
||||
}
|
||||
|
||||
private static ResourceNodeDelta ToNodeDelta(ResourceNodeRuntime node) => new(
|
||||
@@ -759,12 +770,15 @@ internal sealed class SimulationProjectionService
|
||||
|
||||
private static FactionDelta ToFactionDelta(FactionRuntime faction, CommanderRuntime? commander)
|
||||
{
|
||||
FactionGoapStateSnapshot? goapState = null;
|
||||
IReadOnlyList<FactionGoapPrioritySnapshot>? goapPriorities = null;
|
||||
FactionPlanningStateSnapshot? strategicAssessment = null;
|
||||
IReadOnlyList<FactionStrategicPrioritySnapshot>? strategicPriorities = null;
|
||||
FactionBlackboardSnapshot? blackboard = null;
|
||||
IReadOnlyList<FactionObjectiveSnapshot>? objectives = null;
|
||||
IReadOnlyList<FactionIssuedTaskSnapshot>? issuedTasks = null;
|
||||
|
||||
if (commander?.LastPlanningState is { } ps)
|
||||
if (commander?.LastStrategicAssessment is { } ps)
|
||||
{
|
||||
goapState = new FactionGoapStateSnapshot(
|
||||
strategicAssessment = new FactionPlanningStateSnapshot(
|
||||
ps.MilitaryShipCount,
|
||||
ps.MinerShipCount,
|
||||
ps.TransportShipCount,
|
||||
@@ -773,20 +787,149 @@ internal sealed class SimulationProjectionService
|
||||
ps.TargetSystemCount,
|
||||
ps.HasShipFactory,
|
||||
NormalizeFiniteFloat(ps.OreStockpile),
|
||||
NormalizeFiniteFloat(ps.RefinedMetalsStockpile),
|
||||
NormalizeFiniteFloat(ps.RefinedMetalsProductionRate),
|
||||
NormalizeFiniteFloat(ps.HullpartsStockpile),
|
||||
NormalizeFiniteFloat(ps.HullpartsProductionRate),
|
||||
NormalizeFiniteFloat(ps.ClaytronicsStockpile),
|
||||
NormalizeFiniteFloat(ps.ClaytronicsProductionRate),
|
||||
NormalizeFiniteFloat(ps.WaterStockpile),
|
||||
NormalizeFiniteFloat(ps.WaterProductionRate),
|
||||
NormalizeFiniteFloat(ps.WaterShortageHorizonSeconds));
|
||||
NormalizeFiniteFloat(ps.RefinedMetalsAvailableStock),
|
||||
NormalizeFiniteFloat(ps.RefinedMetalsUsageRate),
|
||||
NormalizeFiniteFloat(ps.RefinedMetalsProjectedProductionRate),
|
||||
NormalizeFiniteFloat(ps.RefinedMetalsProjectedNetRate),
|
||||
NormalizeFiniteFloat(ps.RefinedMetalsLevelSeconds),
|
||||
ps.RefinedMetalsLevel,
|
||||
NormalizeFiniteFloat(ps.HullpartsAvailableStock),
|
||||
NormalizeFiniteFloat(ps.HullpartsUsageRate),
|
||||
NormalizeFiniteFloat(ps.HullpartsProjectedProductionRate),
|
||||
NormalizeFiniteFloat(ps.HullpartsProjectedNetRate),
|
||||
NormalizeFiniteFloat(ps.HullpartsLevelSeconds),
|
||||
ps.HullpartsLevel,
|
||||
NormalizeFiniteFloat(ps.ClaytronicsAvailableStock),
|
||||
NormalizeFiniteFloat(ps.ClaytronicsUsageRate),
|
||||
NormalizeFiniteFloat(ps.ClaytronicsProjectedProductionRate),
|
||||
NormalizeFiniteFloat(ps.ClaytronicsProjectedNetRate),
|
||||
NormalizeFiniteFloat(ps.ClaytronicsLevelSeconds),
|
||||
ps.ClaytronicsLevel,
|
||||
NormalizeFiniteFloat(ps.WaterAvailableStock),
|
||||
NormalizeFiniteFloat(ps.WaterUsageRate),
|
||||
NormalizeFiniteFloat(ps.WaterProjectedProductionRate),
|
||||
NormalizeFiniteFloat(ps.WaterProjectedNetRate),
|
||||
NormalizeFiniteFloat(ps.WaterLevelSeconds),
|
||||
ps.WaterLevel);
|
||||
}
|
||||
|
||||
if (commander?.LastGoalPriorities is { } prios)
|
||||
if (commander?.LastStrategicPriorities is { } prios)
|
||||
{
|
||||
goapPriorities = prios.Select(p => new FactionGoapPrioritySnapshot(p.Name, p.Priority)).ToList();
|
||||
strategicPriorities = prios.Select(p => new FactionStrategicPrioritySnapshot(p.Name, p.Priority)).ToList();
|
||||
}
|
||||
|
||||
if (commander?.FactionBlackboard is { } bb)
|
||||
{
|
||||
blackboard = new FactionBlackboardSnapshot(
|
||||
bb.PlanCycle,
|
||||
bb.UpdatedAtUtc,
|
||||
bb.TargetWarshipCount,
|
||||
bb.HasWarIndustrySupplyChain,
|
||||
bb.HasShipyard,
|
||||
bb.HasActiveExpansionProject,
|
||||
bb.ActiveExpansionCommodityId,
|
||||
bb.ActiveExpansionModuleId,
|
||||
bb.ActiveExpansionSiteId,
|
||||
bb.ActiveExpansionSystemId,
|
||||
bb.EnemyFactionCount,
|
||||
bb.EnemyShipCount,
|
||||
bb.EnemyStationCount,
|
||||
bb.MilitaryShipCount,
|
||||
bb.MinerShipCount,
|
||||
bb.TransportShipCount,
|
||||
bb.ConstructorShipCount,
|
||||
bb.ControlledSystemCount,
|
||||
bb.CommoditySignals.Select(signal => new FactionCommoditySignalSnapshot(
|
||||
signal.ItemId,
|
||||
NormalizeFiniteFloat(signal.AvailableStock),
|
||||
NormalizeFiniteFloat(signal.OnHand),
|
||||
NormalizeFiniteFloat(signal.ProductionRatePerSecond),
|
||||
NormalizeFiniteFloat(signal.CommittedProductionRatePerSecond),
|
||||
NormalizeFiniteFloat(signal.UsageRatePerSecond),
|
||||
NormalizeFiniteFloat(signal.NetRatePerSecond),
|
||||
NormalizeFiniteFloat(signal.ProjectedNetRatePerSecond),
|
||||
NormalizeFiniteFloat(signal.LevelSeconds),
|
||||
signal.Level,
|
||||
NormalizeFiniteFloat(signal.ProjectedProductionRatePerSecond),
|
||||
NormalizeFiniteFloat(signal.BuyBacklog),
|
||||
NormalizeFiniteFloat(signal.ReservedForConstruction))).ToList(),
|
||||
bb.ThreatSignals.Select(signal => new FactionThreatSignalSnapshot(
|
||||
signal.ScopeId,
|
||||
signal.ScopeKind,
|
||||
signal.EnemyShipCount,
|
||||
signal.EnemyStationCount)).ToList());
|
||||
}
|
||||
|
||||
if (commander?.Objectives is { Count: > 0 } runtimeObjectives)
|
||||
{
|
||||
objectives = runtimeObjectives
|
||||
.OrderByDescending(objective => objective.Priority)
|
||||
.Select(objective => new FactionObjectiveSnapshot(
|
||||
objective.Id,
|
||||
objective.Kind.ToString(),
|
||||
objective.State.ToString(),
|
||||
objective.Priority,
|
||||
objective.ParentObjectiveId,
|
||||
objective.TargetFactionId,
|
||||
objective.TargetSystemId,
|
||||
objective.TargetSiteId,
|
||||
objective.TargetRegionId,
|
||||
objective.CommodityId,
|
||||
objective.ModuleId,
|
||||
objective.BudgetWeight,
|
||||
objective.SlotCost,
|
||||
objective.CreatedAtCycle,
|
||||
objective.UpdatedAtCycle,
|
||||
objective.InvalidationReason,
|
||||
objective.BlockingReason,
|
||||
objective.PrerequisiteObjectiveIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
objective.AssignedAssetIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
objective.Steps
|
||||
.OrderByDescending(step => step.Priority)
|
||||
.Select(step => new FactionPlanStepSnapshot(
|
||||
step.Id,
|
||||
step.Kind.ToString(),
|
||||
step.Status.ToString(),
|
||||
step.Priority,
|
||||
step.CommodityId,
|
||||
step.ModuleId,
|
||||
step.TargetFactionId,
|
||||
step.TargetSiteId,
|
||||
step.BlockingReason,
|
||||
step.Notes,
|
||||
step.LastEvaluatedCycle,
|
||||
step.DependencyStepIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
step.RequiredFacts.OrderBy(fact => fact, StringComparer.Ordinal).ToList(),
|
||||
step.ProducedFacts.OrderBy(fact => fact, StringComparer.Ordinal).ToList(),
|
||||
step.AssignedAssetIds.OrderBy(id => id, StringComparer.Ordinal).ToList(),
|
||||
step.IssuedTaskIds.OrderBy(id => id, StringComparer.Ordinal).ToList()))
|
||||
.ToList()))
|
||||
.ToList();
|
||||
}
|
||||
|
||||
if (commander?.IssuedTasks is { Count: > 0 } runtimeTasks)
|
||||
{
|
||||
issuedTasks = runtimeTasks
|
||||
.OrderByDescending(task => task.Priority)
|
||||
.Select(task => new FactionIssuedTaskSnapshot(
|
||||
task.Id,
|
||||
task.Kind.ToString(),
|
||||
task.State.ToString(),
|
||||
task.ObjectiveId,
|
||||
task.StepId,
|
||||
task.Priority,
|
||||
task.ShipRole,
|
||||
task.CommodityId,
|
||||
task.ModuleId,
|
||||
task.TargetFactionId,
|
||||
task.TargetSystemId,
|
||||
task.TargetSiteId,
|
||||
task.CreatedAtCycle,
|
||||
task.UpdatedAtCycle,
|
||||
task.BlockingReason,
|
||||
task.Notes,
|
||||
task.AssignedAssetIds.OrderBy(id => id, StringComparer.Ordinal).ToList()))
|
||||
.ToList();
|
||||
}
|
||||
|
||||
return new FactionDelta(
|
||||
@@ -800,8 +943,11 @@ internal sealed class SimulationProjectionService
|
||||
faction.ShipsBuilt,
|
||||
faction.ShipsLost,
|
||||
faction.DefaultPolicySetId,
|
||||
goapState,
|
||||
goapPriorities);
|
||||
strategicAssessment,
|
||||
strategicPriorities,
|
||||
blackboard,
|
||||
objectives,
|
||||
issuedTasks);
|
||||
}
|
||||
|
||||
private static ShipSpatialStateSnapshot ToShipSpatialStateSnapshot(ShipSpatialStateRuntime state) => new(
|
||||
|
||||
@@ -4,6 +4,9 @@ namespace SpaceGame.Api.Stations.Simulation;
|
||||
|
||||
internal sealed class InfrastructureSimulationService
|
||||
{
|
||||
private const float CommodityTargetLevelSeconds = 240f;
|
||||
private const float EnergyTargetLevelSeconds = 240f;
|
||||
|
||||
internal void UpdateClaims(SimulationWorld world, ICollection<SimulationEventRecord> events)
|
||||
{
|
||||
foreach (var claim in world.Claims)
|
||||
@@ -259,16 +262,19 @@ internal sealed class InfrastructureSimulationService
|
||||
var currentCount = CountModules(station.InstalledModules, objectiveModuleId);
|
||||
var marginalOutputRate = EstimateMarginalOutputRate(world, station, objectiveModuleId, objectiveCommodityId);
|
||||
var constructionImpact = EstimateConstructionBottleneckImpact(world, objectiveModuleId, constructionDemandByItem);
|
||||
var score = 90f + commodity.ProjectedPressureScore + (marginalOutputRate * 900f) + constructionImpact;
|
||||
var score = 90f
|
||||
+ CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(objectiveCommodityId))
|
||||
+ (marginalOutputRate * 900f)
|
||||
+ constructionImpact;
|
||||
|
||||
if (currentCount == 0)
|
||||
{
|
||||
score += 80f;
|
||||
}
|
||||
|
||||
if (!float.IsPositiveInfinity(commodity.ProjectedShortageHorizonSeconds))
|
||||
if (commodity.LevelSeconds < GetTargetLevelSeconds(objectiveCommodityId))
|
||||
{
|
||||
score += MathF.Max(0f, 300f - commodity.ProjectedShortageHorizonSeconds) * 0.3f;
|
||||
score += MathF.Max(0f, GetTargetLevelSeconds(objectiveCommodityId) - commodity.LevelSeconds) * 0.3f;
|
||||
}
|
||||
|
||||
score *= EstimateObjectiveExpansionFeasibility(world, station, economy, objectiveModuleId, objectiveCommodityId);
|
||||
@@ -287,16 +293,19 @@ internal sealed class InfrastructureSimulationService
|
||||
var currentCount = CountModules(station.InstalledModules, "module_gen_prod_energycells_01");
|
||||
var constructionImpact = EstimateConstructionBottleneckImpact(world, "module_gen_prod_energycells_01", constructionDemandByItem);
|
||||
var readinessUnlock = EstimateSupportUnlockScore(world, station, economy, "module_gen_prod_energycells_01");
|
||||
var score = 40f + energy.ProjectedPressureScore * 0.5f + constructionImpact + readinessUnlock;
|
||||
var score = 40f
|
||||
+ CommodityOperationalSignal.ComputeNeedScore(energy, EnergyTargetLevelSeconds) * 0.5f
|
||||
+ constructionImpact
|
||||
+ readinessUnlock;
|
||||
|
||||
if (currentCount == 0)
|
||||
{
|
||||
score += 70f;
|
||||
}
|
||||
|
||||
if (!float.IsPositiveInfinity(energy.ProjectedShortageHorizonSeconds))
|
||||
if (energy.LevelSeconds < EnergyTargetLevelSeconds)
|
||||
{
|
||||
score += MathF.Max(0f, 240f - energy.ProjectedShortageHorizonSeconds) * 0.2f;
|
||||
score += MathF.Max(0f, EnergyTargetLevelSeconds - energy.LevelSeconds) * 0.2f;
|
||||
}
|
||||
|
||||
return score - (currentCount * 40f);
|
||||
@@ -433,17 +442,9 @@ internal sealed class InfrastructureSimulationService
|
||||
foreach (var input in recipe.Inputs)
|
||||
{
|
||||
var inputCommodity = economy.GetCommodity(input.ItemId);
|
||||
if (inputCommodity.AvailableStock <= 0.01f && inputCommodity.ProjectedProductionRatePerSecond <= 0.01f)
|
||||
{
|
||||
feasibility *= 0.65f;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!float.IsPositiveInfinity(inputCommodity.ProjectedShortageHorizonSeconds)
|
||||
&& inputCommodity.ProjectedShortageHorizonSeconds < 180f)
|
||||
{
|
||||
feasibility *= 0.82f;
|
||||
}
|
||||
feasibility *= CommodityOperationalSignal.ComputeFeasibilityFactor(
|
||||
inputCommodity,
|
||||
GetTargetLevelSeconds(input.ItemId));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -505,7 +506,8 @@ internal sealed class InfrastructureSimulationService
|
||||
{
|
||||
inputFactor *= 0.95f + (availableStockRatio * 0.05f);
|
||||
}
|
||||
else if (commodity.ProjectedProductionRatePerSecond > 0.01f)
|
||||
else if (commodity.ProjectedProductionRatePerSecond > 0.01f
|
||||
&& commodity.Level is not CommodityLevelKind.Critical)
|
||||
{
|
||||
inputFactor *= 0.82f + (availableStockRatio * 0.08f);
|
||||
}
|
||||
@@ -719,6 +721,11 @@ internal sealed class InfrastructureSimulationService
|
||||
private static bool ObjectiveNeedsEnergy(SimulationWorld world, string objectiveCommodityId) =>
|
||||
world.ProductionGraph.GetImmediateInputs(objectiveCommodityId).Contains("energycells", StringComparer.Ordinal);
|
||||
|
||||
private static float GetTargetLevelSeconds(string commodityId) =>
|
||||
string.Equals(commodityId, "energycells", StringComparison.Ordinal) ? EnergyTargetLevelSeconds :
|
||||
string.Equals(commodityId, "water", StringComparison.Ordinal) ? 300f :
|
||||
CommodityTargetLevelSeconds;
|
||||
|
||||
internal static void PrepareNextConstructionSiteStep(SimulationWorld world, StationRuntime station, ConstructionSiteRuntime site)
|
||||
{
|
||||
var nextModuleId = GetNextStationModuleToBuild(station, world);
|
||||
|
||||
@@ -44,7 +44,7 @@ internal sealed class StationSimulationService
|
||||
var hullpartsReserve = MathF.Max(constructionHullpartsReserve, HasStationModules(station, "module_gen_build_l_01") ? 120f : 0f);
|
||||
var claytronicsReserve = MathF.Max(constructionClayReserve, HasStationModules(station, "module_gen_build_l_01") ? 120f : 0f);
|
||||
var shipPartsReserve = HasStationModules(station, "module_gen_build_l_01")
|
||||
&& FactionCommanderHasDirective(world, station.FactionId, "produce-military-ships")
|
||||
&& FactionCommanderHasIssuedTask(world, station.FactionId, FactionIssuedTaskKind.ProduceShips, "military")
|
||||
? 90f
|
||||
: 0f;
|
||||
|
||||
@@ -163,14 +163,33 @@ internal sealed class StationSimulationService
|
||||
var priority = (float)recipe.Priority;
|
||||
|
||||
var expansionPressure = GetFactionExpansionPressure(world, station.FactionId);
|
||||
var fleetPressure = FactionCommanderHasDirective(world, station.FactionId, "produce-military-ships") ? 1f : 0f;
|
||||
priority += GetStationRecipePriorityAdjustment(station, recipe, expansionPressure, fleetPressure);
|
||||
var fleetPressure = FactionCommanderHasIssuedTask(world, station.FactionId, FactionIssuedTaskKind.ProduceShips, "military") ? 1f : 0f;
|
||||
priority += GetStationRecipePriorityAdjustment(world, station, recipe, expansionPressure, fleetPressure);
|
||||
|
||||
return priority;
|
||||
}
|
||||
|
||||
private static float GetStationRecipePriorityAdjustment(StationRuntime station, RecipeDefinition recipe, float expansionPressure, float fleetPressure)
|
||||
private static float GetStationRecipePriorityAdjustment(SimulationWorld world, StationRuntime station, RecipeDefinition recipe, float expansionPressure, float fleetPressure)
|
||||
{
|
||||
if (recipe.ShipOutputId is not null && world.ShipDefinitions.TryGetValue(recipe.ShipOutputId, out var shipDefinition))
|
||||
{
|
||||
var shipPressure = GetShipProductionPressure(world, station.FactionId, shipDefinition.Kind);
|
||||
return shipDefinition.Kind switch
|
||||
{
|
||||
"military" => recipe.Id switch
|
||||
{
|
||||
"frigate-construction" => 320f * shipPressure,
|
||||
"destroyer-construction" => 200f * shipPressure,
|
||||
"cruiser-construction" => 120f * shipPressure,
|
||||
_ => 160f * shipPressure,
|
||||
},
|
||||
"construction" => 260f * shipPressure,
|
||||
"mining" => 250f * shipPressure,
|
||||
"transport" => 230f * shipPressure,
|
||||
_ => 0f,
|
||||
};
|
||||
}
|
||||
|
||||
var outputItemIds = recipe.Outputs
|
||||
.Select(output => output.ItemId)
|
||||
.ToHashSet(StringComparer.Ordinal);
|
||||
@@ -201,9 +220,6 @@ internal sealed class StationSimulationService
|
||||
{
|
||||
"command-bridge-module-assembly" or "reactor-core-module-assembly" or "capacitor-bank-module-assembly" or "ion-drive-module-assembly" or "ftl-core-module-assembly" or "gun-turret-module-assembly"
|
||||
=> 220f * MathF.Max(expansionPressure, fleetPressure),
|
||||
"frigate-construction" => 320f * MathF.Max(expansionPressure, fleetPressure),
|
||||
"destroyer-construction" => 200f * MathF.Max(expansionPressure, fleetPressure),
|
||||
"cruiser-construction" => 120f * MathF.Max(expansionPressure, fleetPressure),
|
||||
"ammo-fabrication" => -80f * expansionPressure,
|
||||
"trade-hub-assembly" or "refinery-assembly" or "farm-ring-assembly" or "manufactory-assembly" or "shipyard-assembly" or "defense-grid-assembly" or "stargate-assembly"
|
||||
=> -120f * expansionPressure,
|
||||
@@ -228,8 +244,7 @@ internal sealed class StationSimulationService
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!string.Equals(shipDefinition.Kind, "military", StringComparison.Ordinal)
|
||||
|| !FactionCommanderHasDirective(world, station.FactionId, "produce-military-ships"))
|
||||
if (!FactionCommanderHasIssuedTask(world, station.FactionId, FactionIssuedTaskKind.ProduceShips, shipDefinition.Kind))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -431,16 +446,17 @@ internal sealed class StationSimulationService
|
||||
private static float ScaleReserveByEconomy(FactionEconomySnapshot economy, string itemId, float baseReserve)
|
||||
{
|
||||
var commodity = economy.GetCommodity(itemId);
|
||||
if (float.IsPositiveInfinity(commodity.ShortageHorizonSeconds))
|
||||
if (commodity.Level == CommodityLevelKind.Critical)
|
||||
{
|
||||
return MathF.Max(0f, baseReserve);
|
||||
return baseReserve * 1.6f;
|
||||
}
|
||||
|
||||
return commodity.ShortageHorizonSeconds < 180f
|
||||
? baseReserve * 1.5f
|
||||
: commodity.ShortageHorizonSeconds < 360f
|
||||
? baseReserve * 1.2f
|
||||
: baseReserve;
|
||||
return commodity.Level switch
|
||||
{
|
||||
CommodityLevelKind.Low => baseReserve * 1.25f,
|
||||
CommodityLevelKind.Stable when commodity.ProjectedNetRatePerSecond < -0.01f => baseReserve * 1.1f,
|
||||
_ => MathF.Max(0f, baseReserve),
|
||||
};
|
||||
}
|
||||
|
||||
private static float ScaleSupplyTriggerByEconomy(FactionEconomySnapshot economy, string itemId, float baseTrigger)
|
||||
@@ -452,24 +468,36 @@ internal sealed class StationSimulationService
|
||||
private static float ScaleDemandValuation(FactionEconomySnapshot economy, string itemId, float baseValuation)
|
||||
{
|
||||
var commodity = economy.GetCommodity(itemId);
|
||||
if (float.IsPositiveInfinity(commodity.ShortageHorizonSeconds))
|
||||
return commodity.Level switch
|
||||
{
|
||||
return commodity.ProductionRatePerSecond > 0.01f ? baseValuation : baseValuation * 1.3f;
|
||||
}
|
||||
|
||||
return commodity.ShortageHorizonSeconds < 180f
|
||||
? baseValuation * 1.5f
|
||||
: commodity.ShortageHorizonSeconds < 360f
|
||||
? baseValuation * 1.25f
|
||||
: baseValuation;
|
||||
CommodityLevelKind.Critical => baseValuation * 1.6f,
|
||||
CommodityLevelKind.Low => baseValuation * 1.3f,
|
||||
CommodityLevelKind.Stable when commodity.ProjectedNetRatePerSecond < -0.01f => baseValuation * 1.15f,
|
||||
CommodityLevelKind.Surplus when commodity.ProjectedNetRatePerSecond > 0.01f => baseValuation * 0.9f,
|
||||
_ => commodity.ProductionRatePerSecond > 0.01f ? baseValuation : baseValuation * 1.15f,
|
||||
};
|
||||
}
|
||||
|
||||
private static float ScaleSupplyValuation(FactionEconomySnapshot economy, string itemId, float baseValuation)
|
||||
{
|
||||
var commodity = economy.GetCommodity(itemId);
|
||||
return commodity.NetRatePerSecond > 0.01f && commodity.ShortageHorizonSeconds > 600f
|
||||
return commodity.Level == CommodityLevelKind.Surplus && commodity.NetRatePerSecond > 0.01f
|
||||
? baseValuation * 0.75f
|
||||
: baseValuation;
|
||||
: commodity.Level == CommodityLevelKind.Critical
|
||||
? baseValuation * 1.15f
|
||||
: baseValuation;
|
||||
}
|
||||
|
||||
private static float GetShipProductionPressure(SimulationWorld world, string factionId, string shipKind)
|
||||
{
|
||||
var factionCommander = FindFactionCommander(world, factionId);
|
||||
var task = GetHighestPriorityIssuedTask(factionCommander, FactionIssuedTaskKind.ProduceShips, shipKind);
|
||||
if (task is null)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
return task.State == FactionIssuedTaskState.Blocked ? 0.4f : 1f;
|
||||
}
|
||||
|
||||
private static bool FactionControlsSystem(SimulationWorld world, string factionId, string systemId)
|
||||
|
||||
Reference in New Issue
Block a user