feat: goap ai for faction and ship
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183
apps/backend/Simulation/SimulationEngine.CommanderSystem.cs
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183
apps/backend/Simulation/SimulationEngine.CommanderSystem.cs
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using SpaceGame.Simulation.Api.Contracts;
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed partial class SimulationEngine
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{
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private const float FactionCommanderReplanInterval = 10f;
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private const float ShipCommanderReplanInterval = 5f;
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private static readonly GoapPlanner<FactionPlanningState> _factionPlanner = new(s => s.Clone());
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private static readonly GoapPlanner<ShipPlanningState> _shipPlanner = new(s => s.Clone());
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private static readonly IReadOnlyList<GoapGoal<FactionPlanningState>> _factionGoals =
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[
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new ExpandTerritoryGoal(),
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new EnsureWarFleetGoal(),
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new EnsureMiningCapacityGoal(),
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new EnsureConstructionCapacityGoal(),
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];
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private static readonly IReadOnlyList<GoapAction<ShipPlanningState>> _shipActions =
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[
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new SetMiningObjectiveAction(),
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new SetPatrolObjectiveAction(),
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new SetConstructionObjectiveAction(),
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new SetIdleObjectiveAction(),
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];
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private static readonly GoapGoal<ShipPlanningState> _shipGoal = new AssignObjectiveGoal();
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private void UpdateCommanders(SimulationWorld world, float deltaSeconds, ICollection<SimulationEventRecord> events)
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{
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// Faction commanders run first so their directives are available to ship commanders in the same tick.
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foreach (var commander in world.Commanders)
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{
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if (!commander.IsAlive || commander.Kind != CommanderKind.Faction)
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{
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continue;
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}
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TickCommander(commander, deltaSeconds);
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UpdateFactionCommander(world, commander);
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}
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foreach (var commander in world.Commanders)
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{
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if (!commander.IsAlive || commander.Kind != CommanderKind.Ship)
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{
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continue;
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}
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TickCommander(commander, deltaSeconds);
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UpdateShipCommander(world, commander);
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}
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}
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private static void TickCommander(CommanderRuntime commander, float deltaSeconds)
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{
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if (commander.ReplanTimer > 0f)
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{
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commander.ReplanTimer = MathF.Max(0f, commander.ReplanTimer - deltaSeconds);
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}
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}
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private void UpdateFactionCommander(SimulationWorld world, CommanderRuntime commander)
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{
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if (commander.ReplanTimer > 0f && !commander.NeedsReplan)
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{
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return;
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}
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commander.ReplanTimer = FactionCommanderReplanInterval;
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commander.NeedsReplan = false;
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var state = BuildFactionPlanningState(world, commander.FactionId);
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var actions = BuildFactionActions(world);
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// Clear stale directives — actions will re-assert what is still needed.
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commander.ActiveDirectives.Clear();
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var rankedGoals = _factionGoals
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.Select(g => (goal: g, priority: g.ComputePriority(state, world, commander)))
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.Where(x => x.priority > 0f)
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.OrderByDescending(x => x.priority);
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// Execute the first action of each active goal's plan (top 3 to avoid conflicts).
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foreach (var (goal, _) in rankedGoals.Take(3))
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{
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var plan = _factionPlanner.Plan(state, goal, actions);
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plan?.CurrentAction?.Execute(this, world, commander);
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}
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}
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private void UpdateShipCommander(SimulationWorld world, CommanderRuntime commander)
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{
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if (commander.ReplanTimer > 0f && !commander.NeedsReplan)
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{
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return;
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}
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commander.ReplanTimer = ShipCommanderReplanInterval;
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commander.NeedsReplan = false;
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null)
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{
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return;
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}
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var state = BuildShipPlanningState(world, ship, commander);
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var plan = _shipPlanner.Plan(state, _shipGoal, _shipActions);
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if (plan?.CurrentAction is { } action)
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{
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commander.ActiveGoalName = _shipGoal.Name;
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commander.ActiveActionName = action.Name;
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action.Execute(this, world, commander);
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}
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}
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internal FactionPlanningState BuildFactionPlanningState(SimulationWorld world, string factionId)
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{
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var stations = world.Stations.Where(s => s.FactionId == factionId).ToList();
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return new FactionPlanningState
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{
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MilitaryShipCount = world.Ships.Count(s =>
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s.FactionId == factionId &&
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string.Equals(s.Definition.Kind, "military", StringComparison.Ordinal)),
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MinerShipCount = world.Ships.Count(s =>
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s.FactionId == factionId &&
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string.Equals(s.Definition.Kind, "mining", StringComparison.Ordinal)),
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TransportShipCount = world.Ships.Count(s =>
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s.FactionId == factionId &&
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string.Equals(s.Definition.Kind, "transport", StringComparison.Ordinal)),
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ConstructorShipCount = world.Ships.Count(s =>
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s.FactionId == factionId &&
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string.Equals(s.Definition.Kind, "construction", StringComparison.Ordinal)),
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ControlledSystemCount = GetFactionControlledSystemsCount(world, factionId),
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TargetSystemCount = Math.Max(1, Math.Min(StrategicControlTargetSystems, world.Systems.Count)),
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HasShipFactory = stations.Any(s => s.InstalledModules.Contains("ship-factory", StringComparer.Ordinal)),
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OreStockpile = stations.Sum(s => GetInventoryAmount(s.Inventory, "ore")),
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RefinedMetalsStockpile = stations.Sum(s => GetInventoryAmount(s.Inventory, "refined-metals")),
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};
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}
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private static ShipPlanningState BuildShipPlanningState(
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SimulationWorld world,
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ShipRuntime ship,
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CommanderRuntime commander)
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{
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var factionCommander = world.Commanders.FirstOrDefault(c =>
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c.FactionId == commander.FactionId &&
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string.Equals(c.Kind, CommanderKind.Faction, StringComparison.Ordinal));
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return new ShipPlanningState
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{
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ShipKind = ship.Definition.Kind,
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HasMiningCapability = HasShipCapabilities(ship.Definition, "mining"),
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FactionWantsOre = true,
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FactionWantsExpansion = factionCommander?.ActiveDirectives
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.Contains("expand-territory", StringComparer.Ordinal) ?? false,
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};
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}
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private static IReadOnlyList<GoapAction<FactionPlanningState>> BuildFactionActions(SimulationWorld world)
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{
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var actions = new List<GoapAction<FactionPlanningState>>();
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foreach (var (shipId, def) in world.ShipDefinitions)
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{
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actions.Add(new OrderShipProductionAction(def.Kind, shipId));
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}
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actions.Add(new ExpandToSystemAction());
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return actions;
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}
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internal static bool FactionCommanderHasDirective(SimulationWorld world, string factionId, string directive) =>
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world.Commanders.FirstOrDefault(c =>
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c.FactionId == factionId &&
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string.Equals(c.Kind, CommanderKind.Faction, StringComparison.Ordinal))
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?.ActiveDirectives.Contains(directive, StringComparer.Ordinal) ?? false;
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}
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