feat: goap ai for faction and ship

This commit is contained in:
2026-03-18 00:09:39 -04:00
parent b3508d9d08
commit ad5f733b3e
14 changed files with 945 additions and 349 deletions

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namespace SpaceGame.Simulation.Api.Simulation;
// ─── Planning State ────────────────────────────────────────────────────────────
public sealed class FactionPlanningState
{
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 int TargetSystemCount { get; set; }
public bool HasShipFactory { get; set; }
public float OreStockpile { get; set; }
public float RefinedMetalsStockpile { get; set; }
public FactionPlanningState Clone() => (FactionPlanningState)MemberwiseClone();
internal static int ComputeTargetWarships(FactionPlanningState state)
{
var expansionDeficit = Math.Max(0, state.TargetSystemCount - state.ControlledSystemCount);
return Math.Max(2, (state.ControlledSystemCount * 2) + (expansionDeficit * 3));
}
}
// ─── Goals ─────────────────────────────────────────────────────────────────────
public sealed class EnsureWarFleetGoal : GoapGoal<FactionPlanningState>
{
public override string Name => "ensure-war-fleet";
public override bool IsSatisfied(FactionPlanningState state) =>
state.MilitaryShipCount >= FactionPlanningState.ComputeTargetWarships(state);
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = FactionPlanningState.ComputeTargetWarships(state) - state.MilitaryShipCount;
return deficit <= 0 ? 0f : 50f + (deficit * 10f);
}
}
public sealed class ExpandTerritoryGoal : GoapGoal<FactionPlanningState>
{
public override string Name => "expand-territory";
public override bool IsSatisfied(FactionPlanningState state) =>
state.ControlledSystemCount >= state.TargetSystemCount;
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = state.TargetSystemCount - state.ControlledSystemCount;
return deficit <= 0 ? 0f : 80f + (deficit * 15f);
}
}
public sealed class EnsureMiningCapacityGoal : GoapGoal<FactionPlanningState>
{
private const int MinMiners = 2;
public override string Name => "ensure-mining-capacity";
public override bool IsSatisfied(FactionPlanningState state) => state.MinerShipCount >= MinMiners;
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = MinMiners - state.MinerShipCount;
return deficit <= 0 ? 0f : 70f + (deficit * 12f);
}
}
public sealed class EnsureConstructionCapacityGoal : GoapGoal<FactionPlanningState>
{
private const int MinConstructors = 1;
public override string Name => "ensure-construction-capacity";
public override bool IsSatisfied(FactionPlanningState state) => state.ConstructorShipCount >= MinConstructors;
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = MinConstructors - state.ConstructorShipCount;
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 => $"order-{shipId}-production";
public override float Cost => 1f;
public override bool CheckPreconditions(FactionPlanningState state) => state.HasShipFactory;
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
{
switch (shipKind)
{
case "military": state.MilitaryShipCount++; break;
case "mining": state.MinerShipCount++; break;
case "transport": state.TransportShipCount++; break;
case "construction": state.ConstructorShipCount++; break;
}
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
commander.ActiveDirectives.Add($"produce-{shipKind}-ships");
}
}
public sealed class 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;
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");
}
}

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namespace SpaceGame.Simulation.Api.Simulation;
public abstract class GoapAction<TState>
{
public abstract string Name { get; }
public abstract float Cost { get; }
public abstract bool CheckPreconditions(TState state);
public abstract TState ApplyEffects(TState state);
public abstract void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander);
}
public abstract class GoapGoal<TState>
{
public abstract string Name { get; }
public abstract bool IsSatisfied(TState state);
public abstract float ComputePriority(TState state, SimulationWorld world, CommanderRuntime commander);
}
public sealed class GoapPlan<TState>
{
public static readonly GoapPlan<TState> Empty = new() { Actions = [], TotalCost = 0f };
public required IReadOnlyList<GoapAction<TState>> Actions { get; init; }
public required float TotalCost { get; init; }
public int CurrentStep { get; set; }
public GoapAction<TState>? CurrentAction => CurrentStep < Actions.Count ? Actions[CurrentStep] : null;
public bool IsComplete => CurrentStep >= Actions.Count;
public void Advance() => CurrentStep++;
}
public sealed class GoapPlanner<TState>
{
private readonly Func<TState, TState> cloneState;
public GoapPlanner(Func<TState, TState> cloneState)
{
this.cloneState = cloneState;
}
public GoapPlan<TState>? Plan(
TState initialState,
GoapGoal<TState> goal,
IReadOnlyList<GoapAction<TState>> availableActions)
{
if (goal.IsSatisfied(initialState))
{
return GoapPlan<TState>.Empty;
}
var openSet = new PriorityQueue<PlanNode, float>();
openSet.Enqueue(new PlanNode(cloneState(initialState), [], 0f), 0f);
const int MaxIterations = 256;
var iterations = 0;
while (openSet.Count > 0 && iterations++ < MaxIterations)
{
var current = openSet.Dequeue();
if (goal.IsSatisfied(current.State))
{
return new GoapPlan<TState>
{
Actions = current.Actions,
TotalCost = current.Cost,
};
}
foreach (var action in availableActions)
{
if (!action.CheckPreconditions(current.State))
{
continue;
}
var newState = action.ApplyEffects(cloneState(current.State));
var newCost = current.Cost + action.Cost;
var newActions = new List<GoapAction<TState>>(current.Actions) { action };
openSet.Enqueue(new PlanNode(newState, newActions, newCost), newCost);
}
}
return null;
}
private sealed record PlanNode(
TState State,
IReadOnlyList<GoapAction<TState>> Actions,
float Cost);
}

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namespace SpaceGame.Simulation.Api.Simulation;
// ─── Planning State ────────────────────────────────────────────────────────────
public sealed class ShipPlanningState
{
public string ShipKind { get; set; } = string.Empty;
public bool HasMiningCapability { get; set; }
public bool FactionWantsOre { get; set; }
public bool FactionWantsExpansion { get; set; }
public string? CurrentObjective { get; set; }
public ShipPlanningState Clone() => (ShipPlanningState)MemberwiseClone();
}
// ─── Goals ─────────────────────────────────────────────────────────────────────
// A ship should always have an assigned objective. The planner picks the best one.
public sealed class AssignObjectiveGoal : GoapGoal<ShipPlanningState>
{
public override string Name => "assign-objective";
public override bool IsSatisfied(ShipPlanningState state) => state.CurrentObjective is not null;
public override float ComputePriority(ShipPlanningState state, SimulationWorld world, CommanderRuntime commander) =>
100f;
}
// ─── Actions ───────────────────────────────────────────────────────────────────
public sealed class SetMiningObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-mining-objective";
public override float Cost => 1f;
public override bool CheckPreconditions(ShipPlanningState state) =>
state.HasMiningCapability && state.FactionWantsOre;
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "auto-mine";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "auto-mine", StringComparison.Ordinal))
{
return;
}
ship.DefaultBehavior.Kind = "auto-mine";
ship.DefaultBehavior.Phase = null;
ship.DefaultBehavior.NodeId = null;
}
}
public sealed class SetPatrolObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-patrol-objective";
public override float Cost => 2f;
public override bool CheckPreconditions(ShipPlanningState state) =>
string.Equals(state.ShipKind, "military", StringComparison.Ordinal);
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "patrol";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "patrol", StringComparison.Ordinal))
{
return;
}
if (ship.DefaultBehavior.PatrolPoints.Count == 0)
{
var station = world.Stations.FirstOrDefault(s =>
s.FactionId == ship.FactionId &&
string.Equals(s.SystemId, ship.SystemId, StringComparison.Ordinal));
if (station is not null)
{
var radius = station.Radius + 90f;
ship.DefaultBehavior.PatrolPoints.AddRange(
[
new Vector3(station.Position.X + radius, station.Position.Y, station.Position.Z),
new Vector3(station.Position.X, station.Position.Y, station.Position.Z + radius),
new Vector3(station.Position.X - radius, station.Position.Y, station.Position.Z),
new Vector3(station.Position.X, station.Position.Y, station.Position.Z - radius),
]);
}
}
ship.DefaultBehavior.Kind = "patrol";
}
}
public sealed class SetConstructionObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-construction-objective";
public override float Cost => 1f;
public override bool CheckPreconditions(ShipPlanningState state) =>
string.Equals(state.ShipKind, "construction", StringComparison.Ordinal) && state.FactionWantsExpansion;
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "construct-station";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "construct-station", StringComparison.Ordinal))
{
return;
}
ship.DefaultBehavior.Kind = "construct-station";
ship.DefaultBehavior.Phase = null;
}
}
public sealed class SetIdleObjectiveAction : GoapAction<ShipPlanningState>
{
public override string Name => "set-idle-objective";
public override float Cost => 10f;
public override bool CheckPreconditions(ShipPlanningState state) => true;
public override ShipPlanningState ApplyEffects(ShipPlanningState state)
{
state.CurrentObjective = "idle";
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
if (ship is null || string.Equals(ship.DefaultBehavior.Kind, "idle", StringComparison.Ordinal))
{
return;
}
ship.DefaultBehavior.Kind = "idle";
}
}