Files
space-game/apps/backend/Simulation/AI/ShipController.cs

158 lines
5.7 KiB
C#

using SpaceGame.Api.Simulation.Engine;
using SpaceGame.Api.Simulation.Model;
namespace SpaceGame.Api.Simulation.AI;
// ─── 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";
}
}