Deepen faction economy and station planning
This commit is contained in:
228
apps/backend/Industry/Planning/FactionEconomySnapshot.cs
Normal file
228
apps/backend/Industry/Planning/FactionEconomySnapshot.cs
Normal file
@@ -0,0 +1,228 @@
|
||||
namespace SpaceGame.Api.Industry.Planning;
|
||||
|
||||
using static SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport;
|
||||
|
||||
internal sealed class FactionEconomySnapshot
|
||||
{
|
||||
private readonly Dictionary<string, FactionCommoditySnapshot> commodities = new(StringComparer.Ordinal);
|
||||
|
||||
internal IReadOnlyDictionary<string, FactionCommoditySnapshot> Commodities => commodities;
|
||||
|
||||
internal FactionCommoditySnapshot GetCommodity(string itemId)
|
||||
{
|
||||
if (!commodities.TryGetValue(itemId, out var commodity))
|
||||
{
|
||||
commodity = new FactionCommoditySnapshot(itemId);
|
||||
commodities[itemId] = commodity;
|
||||
}
|
||||
|
||||
return commodity;
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed class FactionCommoditySnapshot
|
||||
{
|
||||
internal FactionCommoditySnapshot(string itemId)
|
||||
{
|
||||
ItemId = itemId;
|
||||
}
|
||||
|
||||
internal string ItemId { get; }
|
||||
internal float OnHand { get; set; }
|
||||
internal float ReservedForConstruction { get; set; }
|
||||
internal float BuyBacklog { get; set; }
|
||||
internal float SellBacklog { get; set; }
|
||||
internal float Inbound { get; set; }
|
||||
internal float ProductionRatePerSecond { get; set; }
|
||||
internal float CommittedProductionRatePerSecond { get; set; }
|
||||
internal float ConsumptionRatePerSecond { get; set; }
|
||||
|
||||
internal float AvailableStock => MathF.Max(0f, OnHand + Inbound - ReservedForConstruction);
|
||||
internal float NetRatePerSecond => ProductionRatePerSecond - ConsumptionRatePerSecond;
|
||||
internal float ProjectedProductionRatePerSecond => ProductionRatePerSecond + CommittedProductionRatePerSecond;
|
||||
internal float ProjectedNetRatePerSecond => ProjectedProductionRatePerSecond - ConsumptionRatePerSecond;
|
||||
|
||||
internal float ShortageHorizonSeconds
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ConsumptionRatePerSecond <= 0.01f && BuyBacklog <= 0.01f)
|
||||
{
|
||||
return float.PositiveInfinity;
|
||||
}
|
||||
|
||||
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 static class FactionEconomyAnalyzer
|
||||
{
|
||||
internal static FactionEconomySnapshot Build(SimulationWorld world, string factionId)
|
||||
{
|
||||
var snapshot = new FactionEconomySnapshot();
|
||||
|
||||
foreach (var station in world.Stations.Where(station => string.Equals(station.FactionId, factionId, StringComparison.Ordinal)))
|
||||
{
|
||||
foreach (var (itemId, amount) in station.Inventory)
|
||||
{
|
||||
snapshot.GetCommodity(itemId).OnHand += amount;
|
||||
}
|
||||
|
||||
foreach (var laneKey in StationSimulationService.GetStationProductionLanes(world, station))
|
||||
{
|
||||
var recipe = StationSimulationService.SelectProductionRecipe(world, station, laneKey);
|
||||
if (recipe is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var throughput = StationSimulationService.GetStationProductionThroughput(world, station, recipe);
|
||||
var cyclesPerSecond = (station.WorkforceEffectiveRatio * throughput) / MathF.Max(recipe.Duration, 0.01f);
|
||||
if (cyclesPerSecond <= 0.0001f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var input in recipe.Inputs)
|
||||
{
|
||||
snapshot.GetCommodity(input.ItemId).ConsumptionRatePerSecond += input.Amount * cyclesPerSecond;
|
||||
}
|
||||
|
||||
foreach (var output in recipe.Outputs)
|
||||
{
|
||||
snapshot.GetCommodity(output.ItemId).ProductionRatePerSecond += output.Amount * cyclesPerSecond;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var order in world.MarketOrders.Where(order =>
|
||||
string.Equals(order.FactionId, factionId, StringComparison.Ordinal)
|
||||
&& order.State != MarketOrderStateKinds.Cancelled
|
||||
&& order.RemainingAmount > 0.01f))
|
||||
{
|
||||
var commodity = snapshot.GetCommodity(order.ItemId);
|
||||
if (string.Equals(order.Kind, MarketOrderKinds.Buy, StringComparison.Ordinal))
|
||||
{
|
||||
commodity.BuyBacklog += order.RemainingAmount;
|
||||
}
|
||||
else if (string.Equals(order.Kind, MarketOrderKinds.Sell, StringComparison.Ordinal))
|
||||
{
|
||||
commodity.SellBacklog += order.RemainingAmount;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var site in world.ConstructionSites.Where(site =>
|
||||
string.Equals(site.FactionId, factionId, StringComparison.Ordinal)
|
||||
&& site.State is not ConstructionSiteStateKinds.Completed and not ConstructionSiteStateKinds.Destroyed))
|
||||
{
|
||||
ApplyCommittedProduction(world, snapshot, site);
|
||||
|
||||
foreach (var required in site.RequiredItems)
|
||||
{
|
||||
var remaining = MathF.Max(0f, required.Value - GetConstructionDeliveredAmount(world, site, required.Key));
|
||||
if (remaining > 0.01f)
|
||||
{
|
||||
snapshot.GetCommodity(required.Key).ReservedForConstruction += remaining;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return snapshot;
|
||||
}
|
||||
|
||||
private static void ApplyCommittedProduction(
|
||||
SimulationWorld world,
|
||||
FactionEconomySnapshot snapshot,
|
||||
ConstructionSiteRuntime site)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(site.BlueprintId)
|
||||
|| !world.ModuleRecipes.TryGetValue(site.BlueprintId, out var recipe))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var recipeOutputs = world.Recipes.Values
|
||||
.Where(candidate => string.Equals(StationSimulationService.GetStationProductionLaneKey(world, candidate), site.BlueprintId, StringComparison.Ordinal))
|
||||
.SelectMany(candidate => candidate.Outputs)
|
||||
.GroupBy(output => output.ItemId, StringComparer.Ordinal)
|
||||
.ToDictionary(group => group.Key, group => group.Sum(output => output.Amount), StringComparer.Ordinal);
|
||||
if (recipeOutputs.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var materialFraction = 0f;
|
||||
var materialTerms = 0;
|
||||
foreach (var required in site.RequiredItems)
|
||||
{
|
||||
materialTerms += 1;
|
||||
materialFraction += required.Value <= 0.01f
|
||||
? 1f
|
||||
: Math.Clamp(GetConstructionDeliveredAmount(world, site, required.Key) / required.Value, 0f, 1f);
|
||||
}
|
||||
|
||||
materialFraction = materialTerms == 0 ? 1f : materialFraction / materialTerms;
|
||||
|
||||
var buildFraction = recipe.Duration <= 0.01f
|
||||
? 0f
|
||||
: Math.Clamp(site.Progress / recipe.Duration, 0f, 1f);
|
||||
var readiness = site.State switch
|
||||
{
|
||||
ConstructionSiteStateKinds.Active => 0.3f,
|
||||
ConstructionSiteStateKinds.Planned => 0.15f,
|
||||
_ => 0f,
|
||||
};
|
||||
|
||||
readiness += materialFraction * 0.45f;
|
||||
readiness += buildFraction * 0.25f;
|
||||
|
||||
if (site.AssignedConstructorShipIds.Count > 0)
|
||||
{
|
||||
readiness += 0.1f;
|
||||
}
|
||||
|
||||
readiness = Math.Clamp(readiness, 0f, 1f);
|
||||
if (readiness <= 0.01f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var cyclesPerSecond = readiness / MathF.Max(recipe.Duration, 0.01f);
|
||||
foreach (var (productItemId, amount) in recipeOutputs)
|
||||
{
|
||||
snapshot.GetCommodity(productItemId).CommittedProductionRatePerSecond += amount * cyclesPerSecond;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user