Deepen faction economy and station planning
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@@ -19,6 +19,8 @@ internal sealed class ShipBehaviorStateMachine
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{
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idleState,
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new PatrolShipBehaviorState(),
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new AttackTargetShipBehaviorState(),
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new TradeHaulShipBehaviorState(),
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new ResourceHarvestShipBehaviorState("auto-mine", "ore", "mining"),
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new ConstructStationShipBehaviorState(),
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};
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@@ -93,6 +93,9 @@ internal sealed class ResourceHarvestShipBehaviorState : IShipBehaviorState
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case ("dock", "docked"):
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ship.DefaultBehavior.Phase = "unload";
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break;
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case ("unload", "unloaded"):
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ship.DefaultBehavior.Phase = "undock";
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break;
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case ("undock", "undocked"):
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ship.DefaultBehavior.Phase = "travel-to-node";
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ship.DefaultBehavior.NodeId = null;
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@@ -126,3 +129,58 @@ internal sealed class ConstructStationShipBehaviorState : IShipBehaviorState
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}
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}
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}
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internal sealed class AttackTargetShipBehaviorState : IShipBehaviorState
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{
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public string Kind => "attack-target";
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
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engine.PlanAttackTarget(ship, world);
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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if (controllerEvent is "target-destroyed" or "target-lost")
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{
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ship.DefaultBehavior.TargetEntityId = null;
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}
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}
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}
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internal sealed class TradeHaulShipBehaviorState : IShipBehaviorState
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{
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public string Kind => "trade-haul";
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public void Plan(SimulationEngine engine, ShipRuntime ship, SimulationWorld world) =>
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engine.PlanTransportHaul(ship, world);
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public void ApplyEvent(SimulationEngine engine, ShipRuntime ship, SimulationWorld world, string controllerEvent)
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{
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switch (ship.DefaultBehavior.Phase, controllerEvent)
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{
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case ("travel-to-source", "arrived"):
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ship.DefaultBehavior.Phase = "dock-source";
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break;
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case ("dock-source", "docked"):
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ship.DefaultBehavior.Phase = "load";
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break;
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case ("load", "loaded"):
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ship.DefaultBehavior.Phase = "undock-from-source";
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break;
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case ("undock-from-source", "undocked"):
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ship.DefaultBehavior.Phase = "travel-to-destination";
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break;
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case ("travel-to-destination", "arrived"):
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ship.DefaultBehavior.Phase = "dock-destination";
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break;
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case ("dock-destination", "docked"):
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ship.DefaultBehavior.Phase = "unload";
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break;
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case ("unload", "unloaded"):
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ship.DefaultBehavior.Phase = "undock-from-destination";
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break;
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case ("undock-from-destination", "undocked"):
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ship.DefaultBehavior.Phase = "travel-to-source";
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break;
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}
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}
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}
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@@ -9,6 +9,13 @@ public sealed class ShipPlanningState
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public bool HasMiningCapability { get; set; }
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public bool FactionWantsOre { get; set; }
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public bool FactionWantsExpansion { get; set; }
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public bool FactionWantsCombat { get; set; }
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public bool FactionNeedsShipyard { get; set; }
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public string? TargetEnemySystemId { get; set; }
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public string? TargetEnemyEntityId { get; set; }
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public string? TradeItemId { get; set; }
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public string? TradeSourceStationId { get; set; }
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public string? TradeDestinationStationId { get; set; }
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public string? CurrentObjective { get; set; }
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public ShipPlanningState Clone() => (ShipPlanningState)MemberwiseClone();
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@@ -102,13 +109,45 @@ public sealed class SetPatrolObjectiveAction : GoapAction<ShipPlanningState>
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}
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}
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public sealed class SetAttackObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-attack-objective";
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public override float Cost => 1f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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string.Equals(state.ShipKind, "military", StringComparison.Ordinal)
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&& state.FactionWantsCombat
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&& state.TargetEnemyEntityId is not null;
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "attack-target";
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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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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ship.DefaultBehavior.Kind = "attack-target";
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ship.DefaultBehavior.AreaSystemId = commander.ActiveBehavior?.AreaSystemId ?? ship.DefaultBehavior.AreaSystemId;
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ship.DefaultBehavior.TargetEntityId = commander.ActiveBehavior?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId;
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ship.DefaultBehavior.Phase = null;
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}
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}
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public sealed class SetConstructionObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-construction-objective";
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public override float Cost => 1f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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string.Equals(state.ShipKind, "construction", StringComparison.Ordinal) && state.FactionWantsExpansion;
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string.Equals(state.ShipKind, "construction", StringComparison.Ordinal)
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&& (state.FactionWantsExpansion || state.FactionNeedsShipyard);
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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@@ -129,6 +168,39 @@ public sealed class SetConstructionObjectiveAction : GoapAction<ShipPlanningStat
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}
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}
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public sealed class SetTradeObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-trade-objective";
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public override float Cost => 1f;
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public override bool CheckPreconditions(ShipPlanningState state) =>
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string.Equals(state.ShipKind, "transport", StringComparison.Ordinal)
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&& state.TradeItemId is not null
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&& state.TradeSourceStationId is not null
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&& state.TradeDestinationStationId is not null;
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public override ShipPlanningState ApplyEffects(ShipPlanningState state)
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{
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state.CurrentObjective = "trade-haul";
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return state;
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}
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public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
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{
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var ship = world.Ships.FirstOrDefault(s => s.Id == commander.ControlledEntityId);
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if (ship is null || commander.ActiveBehavior is null)
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{
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return;
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}
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ship.DefaultBehavior.Kind = "trade-haul";
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ship.DefaultBehavior.ItemId = commander.ActiveBehavior.ItemId;
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ship.DefaultBehavior.StationId = commander.ActiveBehavior.StationId;
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ship.DefaultBehavior.TargetEntityId = commander.ActiveBehavior.TargetEntityId;
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ship.DefaultBehavior.Phase ??= "travel-to-source";
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}
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}
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public sealed class SetIdleObjectiveAction : GoapAction<ShipPlanningState>
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{
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public override string Name => "set-idle-objective";
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