Files
space-game/apps/backend/Ships/Simulation/ShipAiService.cs
2026-03-28 11:38:33 -04:00

2707 lines
126 KiB
C#

using Microsoft.Extensions.Options;
using static SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport;
using static SpaceGame.Api.Stations.Simulation.InfrastructureSimulationService;
using static SpaceGame.Api.Stations.Simulation.StationSimulationService;
namespace SpaceGame.Api.Ships.Simulation;
public sealed class ShipAiService(
IOptions<BalanceOptions> balance)
{
private const float WarpEngageDistanceKilometers = 250_000f;
private const float FrigateDps = 7f;
private const float DestroyerDps = 12f;
private const float CruiserDps = 18f;
private const float CapitalDps = 26f;
internal void UpdateShip(SimulationWorld world, ShipRuntime ship, float deltaSeconds, ICollection<SimulationEventRecord> events)
{
if (ship.ReplanCooldownSeconds > 0f)
{
ship.ReplanCooldownSeconds = MathF.Max(0f, ship.ReplanCooldownSeconds - deltaSeconds);
}
var previousState = ship.State;
var previousPlanId = ship.ActivePlan?.Id;
var previousStepId = GetCurrentStep(ship.ActivePlan)?.Id;
EnsurePlan(world, ship, events);
ExecutePlan(world, ship, deltaSeconds, events);
TrackHistory(ship);
EmitStateEvents(ship, previousState, previousPlanId, previousStepId, events);
}
private void EnsurePlan(SimulationWorld world, ShipRuntime ship, ICollection<SimulationEventRecord> events)
{
var emergencyPlan = BuildEmergencyPlan(world, ship);
if (emergencyPlan is not null)
{
ship.LastReplanReason = "rule-safety";
ReplacePlan(ship, emergencyPlan, "rule-safety", events);
return;
}
var topOrder = GetTopOrder(ship);
if (topOrder is not null && topOrder.Status == OrderStatus.Queued)
{
topOrder.Status = OrderStatus.Active;
}
var desiredSourceKind = topOrder is null ? AiPlanSourceKind.DefaultBehavior : AiPlanSourceKind.Order;
var desiredSourceId = topOrder?.Id ?? ResolveBehaviorSource(world, ship).SourceId;
var currentPlan = ship.ActivePlan;
if (currentPlan is not null
&& currentPlan.Status is not AiPlanStatus.Completed and not AiPlanStatus.Failed and not AiPlanStatus.Interrupted
&& currentPlan.SourceKind == desiredSourceKind
&& string.Equals(currentPlan.SourceId, desiredSourceId, StringComparison.Ordinal)
&& !ship.NeedsReplan)
{
return;
}
if (ship.ReplanCooldownSeconds > 0f && currentPlan is null)
{
return;
}
ShipPlanRuntime? nextPlan = desiredSourceKind == AiPlanSourceKind.Order
? BuildOrderPlan(world, ship, topOrder!)
: BuildBehaviorPlan(world, ship);
if (nextPlan is null)
{
nextPlan = CreateIdlePlan(ship, desiredSourceKind, desiredSourceId, "No viable plan");
}
if (nextPlan.Kind != "idle")
{
ship.LastAccessFailureReason = null;
}
ReplacePlan(ship, nextPlan, "replanned", events);
}
private void ExecutePlan(SimulationWorld world, ShipRuntime ship, float deltaSeconds, ICollection<SimulationEventRecord> events)
{
var plan = ship.ActivePlan;
if (plan is null)
{
ship.State = ShipState.Idle;
ship.TargetPosition = ship.Position;
return;
}
if (plan.CurrentStepIndex >= plan.Steps.Count)
{
CompletePlan(ship, plan, events);
return;
}
plan.Status = AiPlanStatus.Running;
plan.UpdatedAtUtc = DateTimeOffset.UtcNow;
var step = plan.Steps[plan.CurrentStepIndex];
if (step.Status == AiPlanStepStatus.Planned)
{
step.Status = AiPlanStepStatus.Running;
}
if (step.CurrentSubTaskIndex >= step.SubTasks.Count)
{
CompleteStep(plan, step);
return;
}
var subTask = step.SubTasks[step.CurrentSubTaskIndex];
if (subTask.Status == WorkStatus.Pending)
{
subTask.Status = WorkStatus.Active;
}
var outcome = UpdateSubTask(world, ship, step, subTask, deltaSeconds);
switch (outcome)
{
case SubTaskOutcome.Active:
step.Status = subTask.Status == WorkStatus.Blocked ? AiPlanStepStatus.Blocked : AiPlanStepStatus.Running;
plan.Status = subTask.Status == WorkStatus.Blocked ? AiPlanStatus.Blocked : AiPlanStatus.Running;
return;
case SubTaskOutcome.Completed:
subTask.Status = WorkStatus.Completed;
subTask.Progress = 1f;
step.CurrentSubTaskIndex += 1;
step.BlockingReason = null;
if (step.CurrentSubTaskIndex >= step.SubTasks.Count)
{
CompleteStep(plan, step);
}
return;
case SubTaskOutcome.Failed:
subTask.Status = WorkStatus.Failed;
step.Status = AiPlanStepStatus.Failed;
plan.Status = AiPlanStatus.Failed;
plan.FailureReason = subTask.BlockingReason ?? "subtask-failed";
ship.NeedsReplan = true;
ship.ReplanCooldownSeconds = 0.5f;
ship.LastReplanReason = plan.FailureReason;
return;
}
}
private static void CompleteStep(ShipPlanRuntime plan, ShipPlanStepRuntime step)
{
step.Status = AiPlanStepStatus.Completed;
step.BlockingReason = null;
plan.CurrentStepIndex += 1;
if (plan.CurrentStepIndex >= plan.Steps.Count)
{
plan.Status = AiPlanStatus.Completed;
}
}
private static void CompletePlan(ShipRuntime ship, ShipPlanRuntime plan, ICollection<SimulationEventRecord> events)
{
plan.Status = AiPlanStatus.Completed;
var completedOrder = plan.SourceKind == AiPlanSourceKind.Order
? ship.OrderQueue.FirstOrDefault(order => order.Id == plan.SourceId)
: null;
if (completedOrder is not null)
{
completedOrder.Status = OrderStatus.Completed;
ship.OrderQueue.RemoveAll(order => order.Id == completedOrder.Id);
}
else if (plan.SourceKind == AiPlanSourceKind.DefaultBehavior
&& string.Equals(ship.DefaultBehavior.Kind, "repeat-orders", StringComparison.Ordinal)
&& ship.DefaultBehavior.RepeatOrders.Count > 0)
{
ship.DefaultBehavior.RepeatIndex = (ship.DefaultBehavior.RepeatIndex + 1) % ship.DefaultBehavior.RepeatOrders.Count;
}
ship.ActivePlan = null;
ship.NeedsReplan = true;
ship.ReplanCooldownSeconds = 0.25f;
ship.LastReplanReason = "plan-completed";
events.Add(new SimulationEventRecord("ship", ship.Id, "plan-completed", $"{ship.Definition.Label} completed {plan.Kind}.", DateTimeOffset.UtcNow));
}
private void ReplacePlan(ShipRuntime ship, ShipPlanRuntime nextPlan, string reason, ICollection<SimulationEventRecord> events)
{
if (ship.ActivePlan is not null && ship.ActivePlan.Status is not AiPlanStatus.Completed and not AiPlanStatus.Failed)
{
ship.ActivePlan.Status = AiPlanStatus.Interrupted;
ship.ActivePlan.InterruptReason = reason;
}
ship.ActivePlan = nextPlan;
ship.NeedsReplan = false;
ship.ReplanCooldownSeconds = 0f;
ship.LastReplanReason = reason;
events.Add(new SimulationEventRecord("ship", ship.Id, "plan-updated", $"{ship.Definition.Label} planned {nextPlan.Kind}.", DateTimeOffset.UtcNow));
}
private ShipPlanRuntime? BuildEmergencyPlan(SimulationWorld world, ShipRuntime ship)
{
var policy = ResolvePolicy(world, ship.PolicySetId);
if (policy is null)
{
return null;
}
var hullRatio = ship.Definition.MaxHealth <= 0.01f ? 1f : ship.Health / ship.Definition.MaxHealth;
if (hullRatio > policy.FleeHullRatio)
{
return null;
}
var hostileNearby = world.Ships.Any(candidate =>
candidate.Health > 0f &&
candidate.FactionId != ship.FactionId &&
candidate.SystemId == ship.SystemId &&
candidate.Position.DistanceTo(ship.Position) <= 200f);
if (!hostileNearby)
{
return null;
}
var safeStation = world.Stations
.Where(station => station.FactionId == ship.FactionId)
.OrderByDescending(station => station.SystemId == ship.SystemId ? 1 : 0)
.ThenBy(station => station.Position.DistanceTo(ship.Position))
.FirstOrDefault();
var plan = new ShipPlanRuntime
{
Id = $"plan-{ship.Id}-safety-{Guid.NewGuid():N}",
SourceKind = AiPlanSourceKind.Rule,
SourceId = ShipOrderKinds.Flee,
Kind = "safety-flee",
Summary = "Emergency retreat",
};
if (safeStation is null)
{
plan.Steps.Add(CreateStep("step-flee-hold", "hold-position", "Hold position away from hostiles",
[
CreateSubTask("sub-flee-hold", ShipTaskKinds.HoldPosition, "Hold safe position", ship.SystemId, ship.Position, null, 0f, 3f)
]));
return plan;
}
plan.Steps.Add(CreateStep("step-flee-travel", "travel", "Travel to safe station",
[
CreateSubTask("sub-flee-travel", ShipTaskKinds.Travel, $"Travel to {safeStation.Label}", safeStation.SystemId, safeStation.Position, safeStation.Id, MathF.Max(world.Balance.ArrivalThreshold, safeStation.Radius + 12f), 0f)
]));
plan.Steps.Add(CreateStep("step-flee-dock", "dock", "Dock at safe station",
[
CreateSubTask("sub-flee-dock", ShipTaskKinds.Dock, $"Dock at {safeStation.Label}", safeStation.SystemId, safeStation.Position, safeStation.Id, 4f, 0f)
]));
return plan;
}
private ShipPlanRuntime? BuildOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
return order.Kind switch
{
var kind when string.Equals(kind, ShipOrderKinds.Move, StringComparison.Ordinal) => BuildMovePlan(ship, order),
var kind when string.Equals(kind, ShipOrderKinds.DockAtStation, StringComparison.Ordinal) => BuildDockOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.DockAndWait, StringComparison.Ordinal) => BuildDockAndWaitOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.FlyAndWait, StringComparison.Ordinal) => BuildFlyAndWaitOrderPlan(ship, order),
var kind when string.Equals(kind, ShipOrderKinds.FlyToObject, StringComparison.Ordinal) => BuildFlyToObjectOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.FollowShip, StringComparison.Ordinal) => BuildFollowShipOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.TradeRoute, StringComparison.Ordinal) => BuildTradeOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.MineAndDeliver, StringComparison.Ordinal) => BuildMineOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.BuildAtSite, StringComparison.Ordinal) => BuildBuildOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.AttackTarget, StringComparison.Ordinal) => BuildAttackOrderPlan(world, ship, order),
var kind when string.Equals(kind, ShipOrderKinds.HoldPosition, StringComparison.Ordinal) => BuildHoldOrderPlan(ship, order),
_ => null,
};
}
private ShipPlanRuntime? BuildBehaviorPlan(SimulationWorld world, ShipRuntime ship)
{
var (behaviorKind, sourceId) = ResolveBehaviorSource(world, ship);
return behaviorKind switch
{
"local-auto-mine" => BuildMiningBehaviorPlan(world, ship, "local-auto-mine", sourceId),
"advanced-auto-mine" => BuildMiningBehaviorPlan(world, ship, "advanced-auto-mine", sourceId),
"expert-auto-mine" => BuildMiningBehaviorPlan(world, ship, "expert-auto-mine", sourceId),
"local-auto-trade" => BuildTradeBehaviorPlan(world, ship, "local-auto-trade", sourceId),
"advanced-auto-trade" => BuildTradeBehaviorPlan(world, ship, "advanced-auto-trade", sourceId),
"fill-shortages" => BuildTradeBehaviorPlan(world, ship, "fill-shortages", sourceId),
"find-build-tasks" => BuildTradeBehaviorPlan(world, ship, "find-build-tasks", sourceId),
"revisit-known-stations" => BuildTradeBehaviorPlan(world, ship, "revisit-known-stations", sourceId),
"supply-fleet" => BuildTradeBehaviorPlan(world, ship, "supply-fleet", sourceId),
"construct-station" => BuildConstructionBehaviorPlan(world, ship, sourceId),
"attack-target" => BuildAttackBehaviorPlan(world, ship, sourceId),
"protect-position" => BuildProtectPositionBehaviorPlan(world, ship, sourceId),
"protect-ship" => BuildProtectShipBehaviorPlan(world, ship, sourceId),
"protect-station" => BuildProtectStationBehaviorPlan(world, ship, sourceId),
"police" => BuildPoliceBehaviorPlan(world, ship, sourceId),
"patrol" => BuildPatrolBehaviorPlan(world, ship, sourceId),
"dock-and-wait" => BuildDockAndWaitBehaviorPlan(world, ship, sourceId),
"fly-and-wait" => BuildFlyAndWaitBehaviorPlan(ship, sourceId),
"fly-to-object" => BuildFlyToObjectBehaviorPlan(world, ship, sourceId),
"follow-ship" => BuildFollowShipBehaviorPlan(world, ship, sourceId),
"hold-position" => BuildBehaviorHoldPositionPlan(ship, sourceId),
"auto-salvage" => BuildAutoSalvageBehaviorPlan(world, ship, sourceId),
"repeat-orders" => BuildRepeatOrdersBehaviorPlan(world, ship, sourceId),
_ => CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "Idle"),
};
}
private static (string BehaviorKind, string SourceId) ResolveBehaviorSource(SimulationWorld world, ShipRuntime ship)
{
var assignment = ResolveAssignment(world, ship);
return assignment is null
? (ship.DefaultBehavior.Kind, ship.DefaultBehavior.Kind)
: (assignment.BehaviorKind, assignment.ObjectiveId);
}
private ShipPlanRuntime BuildMovePlan(ShipRuntime ship, ShipOrderRuntime order)
{
var targetSystemId = order.TargetSystemId ?? ship.SystemId;
var targetPosition = order.TargetPosition ?? ship.Position;
return CreatePlan(
ship,
AiPlanSourceKind.Order,
order.Id,
"move",
order.Label ?? "Move order",
[
CreateStep("step-move", "travel", order.Label ?? "Travel",
[
CreateSubTask("sub-move-travel", ShipTaskKinds.Travel, order.Label ?? "Travel", targetSystemId, targetPosition, order.TargetEntityId, 0f, 0f)
])
]);
}
private ShipPlanRuntime? BuildDockOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
var station = ResolveStation(world, order.TargetEntityId ?? order.DestinationStationId);
if (station is null)
{
order.FailureReason = "station-missing";
return null;
}
return CreatePlan(
ship,
AiPlanSourceKind.Order,
order.Id,
"dock-at-station",
order.Label ?? $"Dock at {station.Label}",
[
CreateStep("step-dock-travel", "travel", $"Travel to {station.Label}",
[
CreateSubTask("sub-dock-travel", ShipTaskKinds.Travel, $"Travel to {station.Label}", station.SystemId, station.Position, station.Id, MathF.Max(world.Balance.ArrivalThreshold, station.Radius + 12f), 0f)
]),
CreateStep("step-dock", "dock", $"Dock at {station.Label}",
[
CreateSubTask("sub-dock", ShipTaskKinds.Dock, $"Dock at {station.Label}", station.SystemId, station.Position, station.Id, 4f, 0f)
])
]);
}
private ShipPlanRuntime? BuildTradeOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
if (order.SourceStationId is null || order.DestinationStationId is null || order.ItemId is null)
{
order.FailureReason = "trade-order-incomplete";
return null;
}
var route = ResolveTradeRoute(world, order.ItemId, order.SourceStationId, order.DestinationStationId);
if (route is null)
{
order.FailureReason = "trade-route-missing";
return null;
}
return BuildTradePlan(ship, AiPlanSourceKind.Order, order.Id, route, order.Label ?? route.Summary);
}
private ShipPlanRuntime? BuildMineOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
var homeStation = ResolveStation(world, order.DestinationStationId ?? ship.DefaultBehavior.HomeStationId);
var node = ResolveNode(world, order.NodeId);
if (homeStation is null || node is null)
{
order.FailureReason = "mine-order-incomplete";
return null;
}
return BuildMiningPlan(ship, AiPlanSourceKind.Order, order.Id, node, homeStation, order.Label ?? $"Mine {node.ItemId}");
}
private ShipPlanRuntime? BuildBuildOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == (order.ConstructionSiteId ?? order.TargetEntityId));
if (site is null)
{
order.FailureReason = "construction-site-missing";
return null;
}
var supportStation = ResolveSupportStation(world, ship, site);
if (supportStation is null)
{
order.FailureReason = "support-station-missing";
return null;
}
return BuildConstructionPlan(ship, AiPlanSourceKind.Order, order.Id, site, supportStation, order.Label ?? $"Build {site.BlueprintId}");
}
private ShipPlanRuntime? BuildAttackOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
var targetId = order.TargetEntityId;
if (targetId is null)
{
order.FailureReason = "attack-target-missing";
return null;
}
return BuildAttackPlan(ship, AiPlanSourceKind.Order, order.Id, targetId, order.TargetSystemId, order.Label ?? "Attack target");
}
private ShipPlanRuntime BuildHoldOrderPlan(ShipRuntime ship, ShipOrderRuntime order)
{
return CreatePlan(
ship,
AiPlanSourceKind.Order,
order.Id,
"hold-position",
order.Label ?? "Hold position",
[
CreateStep("step-hold", "hold-position", order.Label ?? "Hold position",
[
CreateSubTask("sub-hold", ShipTaskKinds.HoldPosition, order.Label ?? "Hold position", order.TargetSystemId ?? ship.SystemId, order.TargetPosition ?? ship.Position, order.TargetEntityId, 0f, 3f)
])
]);
}
private ShipPlanRuntime? BuildDockAndWaitOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
var station = ResolveStation(world, order.TargetEntityId ?? order.DestinationStationId ?? ship.DefaultBehavior.HomeStationId);
if (station is null)
{
order.FailureReason = "station-missing";
return null;
}
return BuildDockAndWaitPlan(ship, AiPlanSourceKind.Order, order.Id, station, MathF.Max(1f, order.WaitSeconds), order.Label ?? $"Dock and wait at {station.Label}");
}
private ShipPlanRuntime BuildFlyAndWaitOrderPlan(ShipRuntime ship, ShipOrderRuntime order)
{
var systemId = order.TargetSystemId ?? ship.SystemId;
var targetPosition = order.TargetPosition ?? ship.Position;
return BuildFlyAndWaitPlan(ship, AiPlanSourceKind.Order, order.Id, systemId, targetPosition, MathF.Max(1f, order.WaitSeconds), order.Label ?? "Fly and wait");
}
private ShipPlanRuntime? BuildFlyToObjectOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
var targetEntityId = order.TargetEntityId;
if (targetEntityId is null)
{
order.FailureReason = "target-missing";
return null;
}
var objectTarget = ResolveObjectTarget(world, targetEntityId);
if (objectTarget is null)
{
order.FailureReason = "target-missing";
return null;
}
return BuildFlyToObjectPlan(ship, AiPlanSourceKind.Order, order.Id, objectTarget.Value.SystemId, objectTarget.Value.Position, targetEntityId, order.Label ?? $"Fly to {targetEntityId}");
}
private ShipPlanRuntime? BuildFollowShipOrderPlan(SimulationWorld world, ShipRuntime ship, ShipOrderRuntime order)
{
var targetShip = world.Ships.FirstOrDefault(candidate => candidate.Id == order.TargetEntityId && candidate.Health > 0f);
if (targetShip is null)
{
order.FailureReason = "target-ship-missing";
return null;
}
return BuildFollowShipPlan(ship, AiPlanSourceKind.Order, order.Id, targetShip, MathF.Max(order.Radius, 18f), MathF.Max(2f, order.WaitSeconds), order.Label ?? $"Follow {targetShip.Definition.Label}");
}
private ShipPlanRuntime? BuildMiningBehaviorPlan(SimulationWorld world, ShipRuntime ship, string behaviorKind, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var homeStation = ResolveStation(world, assignment?.HomeStationId ?? ship.DefaultBehavior.HomeStationId);
if (homeStation is null)
{
return CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No home station");
}
var opportunity = SelectMiningOpportunity(world, ship, homeStation, assignment, behaviorKind);
return opportunity is null
? CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No mineable node")
: BuildMiningPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, opportunity.Node, opportunity.DropOffStation, opportunity.Summary);
}
private ShipPlanRuntime BuildMiningPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, ResourceNodeRuntime node, StationRuntime homeStation, string summary)
{
var extractionPosition = GetResourceHoldPosition(node.Position, ship.Id, 20f);
return CreatePlan(
ship,
sourceKind,
sourceId,
"mine-and-deliver",
summary,
[
CreateStep("step-mine", "mine", $"Mine {node.ItemId}",
[
CreateSubTask("sub-mine-travel", ShipTaskKinds.Travel, $"Travel to {node.ItemId} node", node.SystemId, extractionPosition, node.Id, 8f, 0f),
CreateSubTask("sub-mine", ShipTaskKinds.MineNode, $"Mine {node.ItemId}", node.SystemId, extractionPosition, node.Id, 8f, ship.Definition.CargoCapacity)
]),
CreateStep("step-deliver", "deliver", $"Deliver {node.ItemId} to {homeStation.Label}",
[
CreateSubTask("sub-deliver-travel", ShipTaskKinds.Travel, $"Travel to {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, MathF.Max(homeStation.Radius + 12f, 12f), 0f),
CreateSubTask("sub-deliver-dock", ShipTaskKinds.Dock, $"Dock at {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, 4f, 0f),
CreateSubTask("sub-deliver-unload", ShipTaskKinds.UnloadCargo, $"Unload at {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, 0f, ship.Definition.CargoCapacity),
CreateSubTask("sub-deliver-undock", ShipTaskKinds.Undock, $"Undock from {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, MathF.Max(4f, 12f), 0f)
])
]);
}
private ShipPlanRuntime? BuildTradeBehaviorPlan(SimulationWorld world, ShipRuntime ship, string behaviorKind, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var homeStation = ResolveStation(world, assignment?.HomeStationId ?? ship.DefaultBehavior.HomeStationId);
if (string.Equals(behaviorKind, "supply-fleet", StringComparison.Ordinal))
{
var fleetPlan = SelectFleetSupplyPlan(world, ship, homeStation);
return fleetPlan is null
? CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No fleet to supply")
: BuildFleetSupplyPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, fleetPlan);
}
var route = SelectTradeRoute(world, ship, homeStation, behaviorKind, ship.DefaultBehavior.KnownStationsOnly);
if (route is not null)
{
return BuildTradePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, route, route.Summary);
}
if (string.Equals(behaviorKind, "revisit-known-stations", StringComparison.Ordinal)
&& SelectKnownStationVisit(world, ship, homeStation) is { } visitStation)
{
return BuildDockAndWaitPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, visitStation, MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), $"Revisit {visitStation.Label}");
}
return CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No trade route");
}
private ShipPlanRuntime BuildTradePlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, TradeRoutePlan route, string summary)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"trade-route",
summary,
[
CreateStep("step-acquire", "acquire-cargo", $"Load {route.ItemId} at {route.SourceStation.Label}",
[
CreateSubTask("sub-acquire-travel", ShipTaskKinds.Travel, $"Travel to {route.SourceStation.Label}", route.SourceStation.SystemId, route.SourceStation.Position, route.SourceStation.Id, MathF.Max(route.SourceStation.Radius + 12f, 12f), 0f),
CreateSubTask("sub-acquire-dock", ShipTaskKinds.Dock, $"Dock at {route.SourceStation.Label}", route.SourceStation.SystemId, route.SourceStation.Position, route.SourceStation.Id, 4f, 0f),
CreateSubTask("sub-acquire-load", ShipTaskKinds.LoadCargo, $"Load {route.ItemId}", route.SourceStation.SystemId, route.SourceStation.Position, route.SourceStation.Id, 0f, ship.Definition.CargoCapacity, itemId: route.ItemId),
CreateSubTask("sub-acquire-undock", ShipTaskKinds.Undock, $"Undock from {route.SourceStation.Label}", route.SourceStation.SystemId, route.SourceStation.Position, route.SourceStation.Id, MathF.Max(4f, 12f), 0f)
]),
CreateStep("step-deliver", "deliver-cargo", $"Deliver {route.ItemId} to {route.DestinationStation.Label}",
[
CreateSubTask("sub-route-travel", ShipTaskKinds.Travel, $"Travel to {route.DestinationStation.Label}", route.DestinationStation.SystemId, route.DestinationStation.Position, route.DestinationStation.Id, MathF.Max(route.DestinationStation.Radius + 12f, 12f), 0f),
CreateSubTask("sub-route-dock", ShipTaskKinds.Dock, $"Dock at {route.DestinationStation.Label}", route.DestinationStation.SystemId, route.DestinationStation.Position, route.DestinationStation.Id, 4f, 0f),
CreateSubTask("sub-route-unload", ShipTaskKinds.UnloadCargo, $"Unload {route.ItemId}", route.DestinationStation.SystemId, route.DestinationStation.Position, route.DestinationStation.Id, 0f, ship.Definition.CargoCapacity, itemId: route.ItemId),
CreateSubTask("sub-route-undock", ShipTaskKinds.Undock, $"Undock from {route.DestinationStation.Label}", route.DestinationStation.SystemId, route.DestinationStation.Position, route.DestinationStation.Id, MathF.Max(4f, 12f), 0f)
])
]);
}
private ShipPlanRuntime BuildFleetSupplyPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, FleetSupplyPlan plan)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"supply-fleet",
plan.Summary,
[
CreateStep("step-fleet-acquire", "acquire-cargo", $"Load {plan.ItemId} at {plan.SourceStation.Label}",
[
CreateSubTask("sub-fleet-source-travel", ShipTaskKinds.Travel, $"Travel to {plan.SourceStation.Label}", plan.SourceStation.SystemId, plan.SourceStation.Position, plan.SourceStation.Id, MathF.Max(plan.SourceStation.Radius + 12f, 12f), 0f),
CreateSubTask("sub-fleet-source-dock", ShipTaskKinds.Dock, $"Dock at {plan.SourceStation.Label}", plan.SourceStation.SystemId, plan.SourceStation.Position, plan.SourceStation.Id, 4f, 0f),
CreateSubTask("sub-fleet-source-load", ShipTaskKinds.LoadCargo, $"Load {plan.ItemId}", plan.SourceStation.SystemId, plan.SourceStation.Position, plan.SourceStation.Id, 0f, plan.Amount, itemId: plan.ItemId),
CreateSubTask("sub-fleet-source-undock", ShipTaskKinds.Undock, $"Undock from {plan.SourceStation.Label}", plan.SourceStation.SystemId, plan.SourceStation.Position, plan.SourceStation.Id, 12f, 0f),
]),
CreateStep("step-fleet-deliver", "deliver-fleet", $"Deliver {plan.ItemId} to {plan.TargetShip.Definition.Label}",
[
CreateSubTask("sub-fleet-follow", ShipTaskKinds.FollowTarget, $"Rendezvous with {plan.TargetShip.Definition.Label}", plan.TargetShip.SystemId, plan.TargetShip.Position, plan.TargetShip.Id, plan.Radius, 6f),
CreateSubTask("sub-fleet-transfer", ShipTaskKinds.TransferCargoToShip, $"Transfer {plan.ItemId}", plan.TargetShip.SystemId, plan.TargetShip.Position, plan.TargetShip.Id, plan.Radius, plan.Amount, itemId: plan.ItemId),
])
]);
}
private ShipPlanRuntime? BuildConstructionBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == (assignment?.TargetEntityId ?? ship.DefaultBehavior.PreferredConstructionSiteId))
?? world.ConstructionSites
.Where(candidate => candidate.FactionId == ship.FactionId && candidate.State is ConstructionSiteStateKinds.Active or ConstructionSiteStateKinds.Planned)
.OrderBy(candidate => candidate.Id, StringComparer.Ordinal)
.FirstOrDefault();
if (site is null)
{
return CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No construction site");
}
var supportStation = ResolveSupportStation(world, ship, site);
return supportStation is null
? CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No support station")
: BuildConstructionPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, site, supportStation, $"Build {site.BlueprintId}");
}
private ShipPlanRuntime BuildConstructionPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, ConstructionSiteRuntime site, StationRuntime supportStation, string summary)
{
var targetPosition = site.StationId is null ? supportStation.Position : supportStation.Position;
return CreatePlan(
ship,
sourceKind,
sourceId,
"construction-support",
summary,
[
CreateStep("step-construction-deliver", "deliver-materials", $"Deliver materials to {site.Id}",
[
CreateSubTask("sub-construction-travel", ShipTaskKinds.Travel, $"Travel to support station {supportStation.Label}", supportStation.SystemId, targetPosition, supportStation.Id, MathF.Max(supportStation.Radius + 18f, 18f), 0f),
CreateSubTask("sub-construction-deliver", ShipTaskKinds.DeliverConstruction, $"Deliver materials to {site.Id}", site.SystemId, site.CelestialId is null ? supportStation.Position : supportStation.Position, site.Id, 12f, 0f)
]),
CreateStep("step-construction-build", "build-site", $"Build {site.Id}",
[
CreateSubTask("sub-construction-build", ShipTaskKinds.BuildConstructionSite, $"Build {site.Id}", site.SystemId, site.CelestialId is null ? supportStation.Position : supportStation.Position, site.Id, 12f, 0f)
])
]);
}
private ShipPlanRuntime? BuildAttackBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var targetId = assignment?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId;
if (targetId is null)
{
return BuildPatrolBehaviorPlan(world, ship, sourceId);
}
return BuildAttackPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, targetId, assignment?.TargetSystemId ?? ship.DefaultBehavior.AreaSystemId, "Attack target");
}
private ShipPlanRuntime BuildAttackPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, string targetEntityId, string? targetSystemId, string summary)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"attack-target",
summary,
[
CreateStep("step-attack", "attack-target", summary,
[
CreateSubTask("sub-attack", ShipTaskKinds.AttackTarget, summary, targetSystemId ?? ship.SystemId, ship.Position, targetEntityId, 26f, 0f)
])
]);
}
private ShipPlanRuntime BuildPatrolBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var patrolSystemId = assignment?.TargetSystemId ?? ship.DefaultBehavior.AreaSystemId ?? ship.SystemId;
var protectPosition = ship.DefaultBehavior.TargetPosition ?? assignment?.TargetPosition ?? ship.Position;
var patrolThreat = SelectThreatTarget(world, ship, patrolSystemId, protectPosition, MathF.Max(60f, ship.DefaultBehavior.Radius));
if (patrolThreat is not null)
{
return BuildAttackPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, patrolThreat.EntityId, patrolThreat.SystemId, "Patrol intercept");
}
var patrolPoints = ship.DefaultBehavior.PatrolPoints;
Vector3 targetPosition;
string targetSystemId;
if (patrolPoints.Count > 0)
{
var index = ship.DefaultBehavior.PatrolIndex % patrolPoints.Count;
targetPosition = patrolPoints[index];
ship.DefaultBehavior.PatrolIndex = (index + 1) % patrolPoints.Count;
targetSystemId = ship.DefaultBehavior.AreaSystemId ?? ship.SystemId;
}
else if (ResolveStation(world, ship.DefaultBehavior.HomeStationId ?? ResolveAssignment(world, ship)?.HomeStationId) is { } homeStation)
{
var patrolRadius = homeStation.Radius + 90f;
targetPosition = new Vector3(homeStation.Position.X + patrolRadius, homeStation.Position.Y, homeStation.Position.Z);
targetSystemId = homeStation.SystemId;
}
else
{
targetPosition = ship.Position;
targetSystemId = ship.SystemId;
}
return CreatePlan(
ship,
AiPlanSourceKind.DefaultBehavior,
sourceId,
"patrol",
"Patrol sector",
[
CreateStep("step-patrol-travel", "travel", "Travel patrol waypoint",
[
CreateSubTask("sub-patrol-travel", ShipTaskKinds.Travel, "Travel patrol waypoint", targetSystemId, targetPosition, null, 10f, 0f)
]),
CreateStep("step-patrol-hold", "hold-position", "Hold patrol waypoint",
[
CreateSubTask("sub-patrol-hold", ShipTaskKinds.HoldPosition, "Hold patrol waypoint", targetSystemId, targetPosition, null, 0f, 2f)
])
]);
}
private ShipPlanRuntime? BuildPoliceBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var homeStation = ResolveStation(world, assignment?.HomeStationId ?? ship.DefaultBehavior.HomeStationId);
var systemId = assignment?.TargetSystemId ?? ship.DefaultBehavior.AreaSystemId ?? homeStation?.SystemId ?? ship.SystemId;
var areaPosition = homeStation?.Position ?? ship.DefaultBehavior.TargetPosition ?? ship.Position;
var contact = SelectPoliceContact(world, ship, systemId, areaPosition, MathF.Max(80f, ship.DefaultBehavior.Radius));
if (contact is null)
{
return BuildPatrolBehaviorPlan(world, ship, sourceId);
}
return contact.Engage
? BuildAttackPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, contact.EntityId, contact.SystemId, "Police engage")
: BuildFollowPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, contact.EntityId, contact.SystemId, contact.Position, MathF.Max(14f, ship.DefaultBehavior.Radius * 0.5f), MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), "Police inspect");
}
private ShipPlanRuntime BuildProtectPositionBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var targetSystemId = assignment?.TargetSystemId ?? ship.DefaultBehavior.AreaSystemId ?? ship.SystemId;
var targetPosition = ship.DefaultBehavior.TargetPosition ?? assignment?.TargetPosition ?? ship.Position;
var threat = SelectThreatTarget(world, ship, targetSystemId, targetPosition, MathF.Max(90f, ship.DefaultBehavior.Radius));
if (threat is not null)
{
return BuildAttackPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, threat.EntityId, threat.SystemId, "Protect position");
}
return BuildFlyAndWaitPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, targetSystemId, targetPosition, MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), "Protect position");
}
private ShipPlanRuntime BuildProtectShipBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var guardTarget = world.Ships.FirstOrDefault(candidate => candidate.Id == (ResolveAssignment(world, ship)?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId) && candidate.Health > 0f);
if (guardTarget is null)
{
return BuildPatrolBehaviorPlan(world, ship, sourceId);
}
var threat = SelectThreatTarget(world, ship, guardTarget.SystemId, guardTarget.Position, MathF.Max(90f, ship.DefaultBehavior.Radius), excludeEntityId: guardTarget.Id);
if (threat is not null)
{
return BuildAttackPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, threat.EntityId, threat.SystemId, $"Protect {guardTarget.Definition.Label}");
}
return BuildFollowShipPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, guardTarget, MathF.Max(18f, ship.DefaultBehavior.Radius * 0.5f), MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), $"Escort {guardTarget.Definition.Label}");
}
private ShipPlanRuntime BuildProtectStationBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var station = ResolveStation(world, assignment?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId ?? assignment?.HomeStationId ?? ship.DefaultBehavior.HomeStationId);
if (station is null)
{
return BuildPatrolBehaviorPlan(world, ship, sourceId);
}
var threat = SelectThreatTarget(world, ship, station.SystemId, station.Position, MathF.Max(station.Radius + 80f, ship.DefaultBehavior.Radius));
if (threat is not null)
{
return BuildAttackPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, threat.EntityId, threat.SystemId, $"Protect {station.Label}");
}
return BuildFlyAndWaitPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, station.SystemId, GetFormationPosition(station.Position, ship.Id, MathF.Max(station.Radius + 18f, ship.DefaultBehavior.Radius)), MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), $"Guard {station.Label}");
}
private ShipPlanRuntime BuildDockAndWaitBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var station = ResolveStation(world, ResolveAssignment(world, ship)?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId ?? ship.DefaultBehavior.HomeStationId);
return station is null
? CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No station to dock")
: BuildDockAndWaitPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, station, MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), $"Dock and wait at {station.Label}");
}
private ShipPlanRuntime BuildFlyAndWaitBehaviorPlan(ShipRuntime ship, string sourceId)
{
var targetPosition = ship.DefaultBehavior.TargetPosition ?? ship.Position;
var targetSystemId = ship.DefaultBehavior.AreaSystemId ?? ship.SystemId;
return BuildFlyAndWaitPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, targetSystemId, targetPosition, MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), "Fly and wait");
}
private ShipPlanRuntime BuildFlyToObjectBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var targetEntityId = ResolveAssignment(world, ship)?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId;
var objectTarget = ResolveObjectTarget(world, targetEntityId);
return objectTarget is null || targetEntityId is null
? CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No object target")
: BuildFlyToObjectPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, objectTarget.Value.SystemId, objectTarget.Value.Position, targetEntityId, "Fly to object");
}
private ShipPlanRuntime BuildFollowShipBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var targetShip = world.Ships.FirstOrDefault(candidate => candidate.Id == (ResolveAssignment(world, ship)?.TargetEntityId ?? ship.DefaultBehavior.TargetEntityId) && candidate.Health > 0f);
return targetShip is null
? CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No ship to follow")
: BuildFollowShipPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, targetShip, MathF.Max(16f, ship.DefaultBehavior.Radius), MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), $"Follow {targetShip.Definition.Label}");
}
private ShipPlanRuntime BuildBehaviorHoldPositionPlan(ShipRuntime ship, string sourceId)
{
var targetPosition = ship.DefaultBehavior.TargetPosition ?? ship.Position;
var targetSystemId = ship.DefaultBehavior.AreaSystemId ?? ship.SystemId;
return BuildFlyAndWaitPlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, targetSystemId, targetPosition, MathF.Max(2f, ship.DefaultBehavior.WaitSeconds), "Hold position");
}
private ShipPlanRuntime BuildAutoSalvageBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
var assignment = ResolveAssignment(world, ship);
var homeStation = ResolveStation(world, assignment?.HomeStationId ?? ship.DefaultBehavior.HomeStationId);
var salvage = SelectSalvageOpportunity(world, ship, homeStation);
if (salvage is null || homeStation is null)
{
return CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No salvage target");
}
var approach = GetFormationPosition(salvage.Wreck.Position, ship.Id, MathF.Max(8f, ship.DefaultBehavior.Radius * 0.25f));
return CreatePlan(
ship,
AiPlanSourceKind.DefaultBehavior,
sourceId,
"auto-salvage",
salvage.Summary,
[
CreateStep("step-salvage-collect", "salvage", $"Salvage {salvage.Wreck.ItemId}",
[
CreateSubTask("sub-salvage-travel", ShipTaskKinds.Travel, $"Travel to wreck {salvage.Wreck.Id}", salvage.Wreck.SystemId, approach, salvage.Wreck.Id, 8f, 0f),
CreateSubTask("sub-salvage-work", ShipTaskKinds.SalvageWreck, $"Salvage {salvage.Wreck.ItemId}", salvage.Wreck.SystemId, approach, salvage.Wreck.Id, 8f, ship.Definition.CargoCapacity, itemId: salvage.Wreck.ItemId),
]),
CreateStep("step-salvage-deliver", "deliver-salvage", $"Deliver salvage to {homeStation.Label}",
[
CreateSubTask("sub-salvage-deliver-travel", ShipTaskKinds.Travel, $"Travel to {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, MathF.Max(homeStation.Radius + 12f, 12f), 0f),
CreateSubTask("sub-salvage-deliver-dock", ShipTaskKinds.Dock, $"Dock at {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, 4f, 0f),
CreateSubTask("sub-salvage-deliver-unload", ShipTaskKinds.UnloadCargo, $"Unload salvage at {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, 0f, ship.Definition.CargoCapacity, itemId: salvage.Wreck.ItemId),
CreateSubTask("sub-salvage-deliver-undock", ShipTaskKinds.Undock, $"Undock from {homeStation.Label}", homeStation.SystemId, homeStation.Position, homeStation.Id, 12f, 0f),
])
]);
}
private ShipPlanRuntime BuildRepeatOrdersBehaviorPlan(SimulationWorld world, ShipRuntime ship, string sourceId)
{
if (ship.DefaultBehavior.RepeatOrders.Count == 0)
{
return CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "No repeat orders");
}
var template = ship.DefaultBehavior.RepeatOrders[ship.DefaultBehavior.RepeatIndex % ship.DefaultBehavior.RepeatOrders.Count];
var syntheticOrder = new ShipOrderRuntime
{
Id = $"repeat-{ship.Id}-{ship.DefaultBehavior.RepeatIndex}",
Kind = template.Kind,
Label = template.Label,
TargetEntityId = template.TargetEntityId,
TargetSystemId = template.TargetSystemId,
TargetPosition = template.TargetPosition,
SourceStationId = template.SourceStationId,
DestinationStationId = template.DestinationStationId,
ItemId = template.ItemId,
NodeId = template.NodeId,
ConstructionSiteId = template.ConstructionSiteId,
ModuleId = template.ModuleId,
WaitSeconds = template.WaitSeconds,
Radius = template.Radius,
MaxSystemRange = template.MaxSystemRange,
KnownStationsOnly = template.KnownStationsOnly,
};
return BuildOrderPlan(world, ship, syntheticOrder)
?? CreateIdlePlan(ship, AiPlanSourceKind.DefaultBehavior, sourceId, "Invalid repeat order");
}
private ShipPlanRuntime BuildDockAndWaitPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, StationRuntime station, float waitSeconds, string summary)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"dock-and-wait",
summary,
[
CreateStep("step-dock-wait-travel", "travel", $"Travel to {station.Label}",
[
CreateSubTask("sub-dock-wait-travel", ShipTaskKinds.Travel, $"Travel to {station.Label}", station.SystemId, station.Position, station.Id, MathF.Max(station.Radius + 12f, 12f), 0f),
CreateSubTask("sub-dock-wait-dock", ShipTaskKinds.Dock, $"Dock at {station.Label}", station.SystemId, station.Position, station.Id, 4f, 0f),
CreateSubTask("sub-dock-wait-hold", ShipTaskKinds.HoldPosition, $"Wait at {station.Label}", station.SystemId, station.Position, station.Id, 0f, waitSeconds),
])
]);
}
private ShipPlanRuntime BuildFlyAndWaitPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, string targetSystemId, Vector3 targetPosition, float waitSeconds, string summary)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"fly-and-wait",
summary,
[
CreateStep("step-fly-wait", "fly-and-wait", summary,
[
CreateSubTask("sub-fly-wait-travel", ShipTaskKinds.Travel, summary, targetSystemId, targetPosition, null, 6f, 0f),
CreateSubTask("sub-fly-wait-hold", ShipTaskKinds.HoldPosition, summary, targetSystemId, targetPosition, null, 0f, waitSeconds),
])
]);
}
private ShipPlanRuntime BuildFlyToObjectPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, string targetSystemId, Vector3 targetPosition, string targetEntityId, string summary)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"fly-to-object",
summary,
[
CreateStep("step-fly-object", "fly-to-object", summary,
[
CreateSubTask("sub-fly-object-travel", ShipTaskKinds.Travel, summary, targetSystemId, targetPosition, targetEntityId, 8f, 0f),
CreateSubTask("sub-fly-object-hold", ShipTaskKinds.HoldPosition, summary, targetSystemId, targetPosition, targetEntityId, 0f, MathF.Max(1f, ship.DefaultBehavior.WaitSeconds)),
])
]);
}
private ShipPlanRuntime BuildFollowShipPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, ShipRuntime targetShip, float radius, float durationSeconds, string summary)
{
return BuildFollowPlan(ship, sourceKind, sourceId, targetShip.Id, targetShip.SystemId, targetShip.Position, radius, durationSeconds, summary);
}
private ShipPlanRuntime BuildFollowPlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, string targetEntityId, string targetSystemId, Vector3 targetPosition, float radius, float durationSeconds, string summary)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"follow-ship",
summary,
[
CreateStep("step-follow", "follow-target", summary,
[
CreateSubTask("sub-follow", ShipTaskKinds.FollowTarget, summary, targetSystemId, targetPosition, targetEntityId, radius, durationSeconds),
])
]);
}
private ShipPlanRuntime CreateIdlePlan(ShipRuntime ship, AiPlanSourceKind sourceKind, string sourceId, string summary)
{
return CreatePlan(
ship,
sourceKind,
sourceId,
"idle",
summary,
[
CreateStep("step-idle", "hold-position", summary,
[
CreateSubTask("sub-idle", ShipTaskKinds.HoldPosition, summary, ship.SystemId, ship.Position, null, 0f, 1.5f)
])
]);
}
private static ShipPlanRuntime CreatePlan(
ShipRuntime ship,
AiPlanSourceKind sourceKind,
string sourceId,
string kind,
string summary,
IReadOnlyList<ShipPlanStepRuntime> steps)
{
var plan = new ShipPlanRuntime
{
Id = $"plan-{ship.Id}-{Guid.NewGuid():N}",
SourceKind = sourceKind,
SourceId = sourceId,
Kind = kind,
Summary = summary,
};
plan.Steps.AddRange(steps);
return plan;
}
private static ShipPlanStepRuntime CreateStep(string id, string kind, string summary, IReadOnlyList<ShipSubTaskRuntime> subTasks)
{
var step = new ShipPlanStepRuntime
{
Id = id,
Kind = kind,
Summary = summary,
};
step.SubTasks.AddRange(subTasks);
return step;
}
private static ShipSubTaskRuntime CreateSubTask(
string id,
string kind,
string summary,
string targetSystemId,
Vector3 targetPosition,
string? targetEntityId,
float threshold,
float amount,
string? itemId = null,
string? moduleId = null,
string? targetNodeId = null) =>
new()
{
Id = id,
Kind = kind,
Summary = summary,
TargetSystemId = targetSystemId,
TargetPosition = targetPosition,
TargetEntityId = targetEntityId,
TargetNodeId = targetNodeId,
ItemId = itemId,
ModuleId = moduleId,
Threshold = threshold,
Amount = amount,
};
private SubTaskOutcome UpdateSubTask(SimulationWorld world, ShipRuntime ship, ShipPlanStepRuntime step, ShipSubTaskRuntime subTask, float deltaSeconds)
{
return subTask.Kind switch
{
var kind when string.Equals(kind, ShipTaskKinds.Travel, StringComparison.Ordinal) => UpdateTravelSubTask(world, ship, subTask, deltaSeconds, completeOnArrival: true),
var kind when string.Equals(kind, ShipTaskKinds.FollowTarget, StringComparison.Ordinal) => UpdateFollowSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.Dock, StringComparison.Ordinal) => UpdateDockSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.Undock, StringComparison.Ordinal) => UpdateUndockSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.LoadCargo, StringComparison.Ordinal) => UpdateLoadCargoSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.UnloadCargo, StringComparison.Ordinal) => UpdateUnloadCargoSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.TransferCargoToShip, StringComparison.Ordinal) => UpdateTransferCargoToShipSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.MineNode, StringComparison.Ordinal) => UpdateMineSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.SalvageWreck, StringComparison.Ordinal) => UpdateSalvageSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.DeliverConstruction, StringComparison.Ordinal) => UpdateDeliverConstructionSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.BuildConstructionSite, StringComparison.Ordinal) => UpdateBuildConstructionSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.AttackTarget, StringComparison.Ordinal) => UpdateAttackSubTask(world, ship, subTask, deltaSeconds),
var kind when string.Equals(kind, ShipTaskKinds.HoldPosition, StringComparison.Ordinal) => UpdateHoldSubTask(ship, subTask, deltaSeconds),
_ => SubTaskOutcome.Failed,
};
}
private SubTaskOutcome UpdateHoldSubTask(ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
ship.State = ShipState.HoldingPosition;
ship.TargetPosition = subTask.TargetPosition ?? ship.Position;
ship.Position = ship.Position.MoveToward(ship.TargetPosition, MathF.Min(GetLocalTravelSpeed(ship) * deltaSeconds, ship.Position.DistanceTo(ship.TargetPosition)));
return AdvanceTimedSubTask(subTask, deltaSeconds, MathF.Max(0.1f, subTask.Amount)) ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateFollowSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var targetShip = world.Ships.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId && candidate.Health > 0f);
if (targetShip is null)
{
subTask.BlockingReason = "follow-target-missing";
return SubTaskOutcome.Failed;
}
var desiredPosition = GetFormationPosition(targetShip.Position, ship.Id, MathF.Max(subTask.Threshold, 16f));
subTask.TargetSystemId = targetShip.SystemId;
subTask.TargetPosition = desiredPosition;
subTask.BlockingReason = null;
if (ship.SystemId != targetShip.SystemId || ship.Position.DistanceTo(desiredPosition) > MathF.Max(subTask.Threshold, 12f))
{
return UpdateTravelSubTask(world, ship, subTask, deltaSeconds, completeOnArrival: false);
}
ship.State = ShipState.HoldingPosition;
ship.TargetPosition = desiredPosition;
ship.Position = ship.Position.MoveToward(desiredPosition, MathF.Min(GetLocalTravelSpeed(ship) * deltaSeconds, ship.Position.DistanceTo(desiredPosition)));
return AdvanceTimedSubTask(subTask, deltaSeconds, MathF.Max(0.5f, subTask.Amount)) ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateTravelSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds, bool completeOnArrival)
{
if (subTask.TargetPosition is null || subTask.TargetSystemId is null)
{
subTask.BlockingReason = "travel-target-missing";
ship.State = ShipState.Blocked;
return SubTaskOutcome.Failed;
}
var targetPosition = ResolveCurrentTargetPosition(world, subTask);
var targetCelestial = ResolveTravelTargetCelestial(world, subTask, targetPosition);
ship.TargetPosition = targetPosition;
if (ship.SystemId != subTask.TargetSystemId)
{
if (!HasShipCapabilities(ship.Definition, "ftl"))
{
subTask.BlockingReason = "ftl-unavailable";
ship.State = ShipState.Blocked;
return SubTaskOutcome.Failed;
}
var destinationEntryCelestial = ResolveSystemEntryCelestial(world, subTask.TargetSystemId);
var destinationEntryPosition = destinationEntryCelestial?.Position ?? targetPosition;
return UpdateFtlTransit(world, ship, subTask, deltaSeconds, subTask.TargetSystemId, destinationEntryPosition, destinationEntryCelestial, completeOnArrival, targetPosition);
}
var currentCelestial = ResolveCurrentCelestial(world, ship);
if (targetCelestial is not null
&& currentCelestial is not null
&& !string.Equals(currentCelestial.Id, targetCelestial.Id, StringComparison.Ordinal))
{
if (!HasShipCapabilities(ship.Definition, "warp"))
{
return UpdateLocalTravel(world, ship, subTask, deltaSeconds, subTask.TargetSystemId, targetPosition, targetCelestial, completeOnArrival);
}
return UpdateWarpTransit(world, ship, subTask, deltaSeconds, targetPosition, targetCelestial, completeOnArrival);
}
if (targetCelestial is not null
&& ship.Position.DistanceTo(targetPosition) > WarpEngageDistanceKilometers
&& HasShipCapabilities(ship.Definition, "warp"))
{
return UpdateWarpTransit(world, ship, subTask, deltaSeconds, targetPosition, targetCelestial, completeOnArrival);
}
return UpdateLocalTravel(world, ship, subTask, deltaSeconds, subTask.TargetSystemId, targetPosition, targetCelestial, completeOnArrival);
}
private SubTaskOutcome UpdateAttackSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var hostileShip = world.Ships.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId && candidate.Health > 0f);
var hostileStation = hostileShip is null
? world.Stations.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId)
: null;
if ((hostileShip is not null && hostileShip.FactionId == ship.FactionId)
|| (hostileStation is not null && hostileStation.FactionId == ship.FactionId))
{
subTask.BlockingReason = "friendly-target";
return SubTaskOutcome.Failed;
}
if (hostileShip is null && hostileStation is null)
{
return SubTaskOutcome.Completed;
}
var targetSystemId = hostileShip?.SystemId ?? hostileStation!.SystemId;
var targetPosition = hostileShip?.Position ?? hostileStation!.Position;
var attackRange = hostileShip is null ? hostileStation!.Radius + 18f : 26f;
subTask.TargetSystemId = targetSystemId;
subTask.TargetPosition = targetPosition;
subTask.Threshold = attackRange;
if (ship.SystemId != targetSystemId || ship.Position.DistanceTo(targetPosition) > attackRange)
{
return UpdateTravelSubTask(world, ship, subTask, deltaSeconds, completeOnArrival: false);
}
ship.State = ShipState.EngagingTarget;
ship.TargetPosition = targetPosition;
ship.Position = ship.Position.MoveToward(targetPosition, MathF.Min(GetLocalTravelSpeed(ship) * deltaSeconds, 8f));
var damage = GetShipDamagePerSecond(ship) * deltaSeconds * GetSkillFactor(ship.Skills.Combat);
subTask.Progress = 1f;
if (hostileShip is not null)
{
hostileShip.Health = MathF.Max(0f, hostileShip.Health - damage);
return hostileShip.Health <= 0f ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
hostileStation!.Health = MathF.Max(0f, hostileStation.Health - (damage * 0.6f));
return hostileStation.Health <= 0f ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateMineSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var node = ResolveNode(world, subTask.TargetEntityId ?? subTask.TargetNodeId);
if (node is null || !CanExtractNode(ship, node, world))
{
subTask.BlockingReason = "node-missing";
ship.State = ShipState.Blocked;
return SubTaskOutcome.Failed;
}
var targetPosition = subTask.TargetPosition ?? GetResourceHoldPosition(node.Position, ship.Id, 20f);
ship.TargetPosition = targetPosition;
if (ship.Position.DistanceTo(targetPosition) > MathF.Max(subTask.Threshold, 8f))
{
ship.State = ShipState.MiningApproach;
ship.Position = ship.Position.MoveToward(targetPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return SubTaskOutcome.Active;
}
var cargoAmount = GetShipCargoAmount(ship);
if (cargoAmount >= ship.Definition.CargoCapacity - 0.01f)
{
return SubTaskOutcome.Completed;
}
ship.State = ShipState.Mining;
if (!AdvanceTimedSubTask(subTask, deltaSeconds, world.Balance.MiningCycleSeconds))
{
return SubTaskOutcome.Active;
}
var remainingCapacity = MathF.Max(0f, ship.Definition.CargoCapacity - cargoAmount);
var mined = MathF.Min(world.Balance.MiningRate * GetSkillFactor(ship.Skills.Mining), remainingCapacity);
mined = MathF.Min(mined, node.OreRemaining);
if (mined <= 0.01f)
{
return SubTaskOutcome.Completed;
}
AddInventory(ship.Inventory, node.ItemId, mined);
node.OreRemaining = MathF.Max(0f, node.OreRemaining - mined);
if (GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity - 0.01f || node.OreRemaining <= 0.01f)
{
return SubTaskOutcome.Completed;
}
subTask.ElapsedSeconds = 0f;
return SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateDockSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var station = ResolveStation(world, subTask.TargetEntityId);
if (station is null)
{
subTask.BlockingReason = "dock-target-missing";
ship.State = ShipState.Blocked;
return SubTaskOutcome.Failed;
}
var padIndex = ship.AssignedDockingPadIndex ?? ReserveDockingPad(station, ship.Id);
if (padIndex is null)
{
ship.State = ShipState.AwaitingDock;
ship.TargetPosition = GetDockingHoldPosition(station, ship.Id);
if (ship.Position.DistanceTo(ship.TargetPosition) > 4f)
{
ship.Position = ship.Position.MoveToward(ship.TargetPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
}
subTask.Status = WorkStatus.Blocked;
subTask.BlockingReason = "waiting-for-pad";
return SubTaskOutcome.Active;
}
subTask.Status = WorkStatus.Active;
subTask.BlockingReason = null;
ship.AssignedDockingPadIndex = padIndex;
var padPosition = GetDockingPadPosition(station, padIndex.Value);
ship.TargetPosition = padPosition;
if (ship.Position.DistanceTo(padPosition) > 4f)
{
ship.State = ShipState.DockingApproach;
ship.Position = ship.Position.MoveToward(padPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return SubTaskOutcome.Active;
}
ship.State = ShipState.Docking;
if (!AdvanceTimedSubTask(subTask, deltaSeconds, world.Balance.DockingDuration))
{
return SubTaskOutcome.Active;
}
ship.State = ShipState.Docked;
ship.DockedStationId = station.Id;
station.DockedShipIds.Add(ship.Id);
ship.KnownStationIds.Add(station.Id);
ship.Position = padPosition;
ship.TargetPosition = padPosition;
return SubTaskOutcome.Completed;
}
private SubTaskOutcome UpdateUndockSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
if (ship.DockedStationId is null)
{
return SubTaskOutcome.Completed;
}
var station = ResolveStation(world, ship.DockedStationId);
if (station is null)
{
ship.DockedStationId = null;
ship.AssignedDockingPadIndex = null;
return SubTaskOutcome.Completed;
}
var undockTarget = GetUndockTargetPosition(station, ship.AssignedDockingPadIndex, world.Balance.UndockDistance);
ship.TargetPosition = undockTarget;
ship.State = ShipState.Undocking;
if (!AdvanceTimedSubTask(subTask, deltaSeconds, world.Balance.UndockingDuration))
{
ship.Position = GetShipDockedPosition(ship, station);
return SubTaskOutcome.Active;
}
ship.Position = ship.Position.MoveToward(undockTarget, world.Balance.UndockDistance);
if (ship.Position.DistanceTo(undockTarget) > MathF.Max(subTask.Threshold, 4f))
{
return SubTaskOutcome.Active;
}
station.DockedShipIds.Remove(ship.Id);
ReleaseDockingPad(station, ship.Id);
ship.DockedStationId = null;
ship.AssignedDockingPadIndex = null;
return SubTaskOutcome.Completed;
}
private SubTaskOutcome UpdateLoadCargoSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
if (ship.DockedStationId is null)
{
subTask.BlockingReason = "not-docked";
return SubTaskOutcome.Failed;
}
var station = ResolveStation(world, ship.DockedStationId);
if (station is null)
{
subTask.BlockingReason = "station-missing";
return SubTaskOutcome.Failed;
}
ship.TargetPosition = GetShipDockedPosition(ship, station);
ship.Position = ship.TargetPosition;
ship.State = ShipState.Loading;
var itemId = subTask.ItemId;
if (itemId is null)
{
return SubTaskOutcome.Completed;
}
var desiredAmount = subTask.Amount > 0f ? subTask.Amount : ship.Definition.CargoCapacity;
var availableCapacity = MathF.Max(0f, ship.Definition.CargoCapacity - GetShipCargoAmount(ship));
var transferRate = world.Balance.TransferRate * GetSkillFactor(ship.Skills.Trade);
var moved = MathF.Min(transferRate * deltaSeconds, MathF.Min(availableCapacity, GetInventoryAmount(station.Inventory, itemId)));
if (moved > 0.01f)
{
RemoveInventory(station.Inventory, itemId, moved);
AddInventory(ship.Inventory, itemId, moved);
}
var loadedAmount = GetInventoryAmount(ship.Inventory, itemId);
subTask.Progress = desiredAmount <= 0.01f ? 1f : Math.Clamp(loadedAmount / desiredAmount, 0f, 1f);
return availableCapacity <= 0.01f || GetInventoryAmount(station.Inventory, itemId) <= 0.01f || loadedAmount >= desiredAmount - 0.01f
? SubTaskOutcome.Completed
: SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateUnloadCargoSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
if (ship.DockedStationId is null)
{
subTask.BlockingReason = "not-docked";
return SubTaskOutcome.Failed;
}
var station = ResolveStation(world, ship.DockedStationId);
if (station is null)
{
subTask.BlockingReason = "station-missing";
return SubTaskOutcome.Failed;
}
ship.TargetPosition = GetShipDockedPosition(ship, station);
ship.Position = ship.TargetPosition;
ship.State = ShipState.Transferring;
var transferRate = world.Balance.TransferRate * GetSkillFactor(Math.Max(ship.Skills.Trade, ship.Skills.Mining));
if (subTask.ItemId is not null)
{
var moved = MathF.Min(transferRate * deltaSeconds, GetInventoryAmount(ship.Inventory, subTask.ItemId));
var accepted = TryAddStationInventory(world, station, subTask.ItemId, moved);
RemoveInventory(ship.Inventory, subTask.ItemId, accepted);
subTask.Progress = subTask.Amount <= 0.01f
? 1f
: Math.Clamp(1f - (GetInventoryAmount(ship.Inventory, subTask.ItemId) / subTask.Amount), 0f, 1f);
return GetInventoryAmount(ship.Inventory, subTask.ItemId) <= 0.01f ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
foreach (var (itemId, amount) in ship.Inventory.ToList().OrderBy(entry => entry.Key, StringComparer.Ordinal))
{
var moved = MathF.Min(amount, transferRate * deltaSeconds);
var accepted = TryAddStationInventory(world, station, itemId, moved);
RemoveInventory(ship.Inventory, itemId, accepted);
if (accepted > 0.01f)
{
return GetShipCargoAmount(ship) <= 0.01f ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
}
return GetShipCargoAmount(ship) <= 0.01f ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateTransferCargoToShipSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var targetShip = world.Ships.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId && candidate.Health > 0f);
if (targetShip is null)
{
subTask.BlockingReason = "target-ship-missing";
return SubTaskOutcome.Failed;
}
var desiredPosition = GetFormationPosition(targetShip.Position, ship.Id, MathF.Max(subTask.Threshold, 12f));
subTask.TargetSystemId = targetShip.SystemId;
subTask.TargetPosition = desiredPosition;
if (ship.SystemId != targetShip.SystemId || ship.Position.DistanceTo(desiredPosition) > MathF.Max(subTask.Threshold, 12f))
{
return UpdateTravelSubTask(world, ship, subTask, deltaSeconds, completeOnArrival: false);
}
ship.State = ShipState.Transferring;
ship.TargetPosition = desiredPosition;
ship.Position = ship.Position.MoveToward(desiredPosition, MathF.Min(GetLocalTravelSpeed(ship) * deltaSeconds, ship.Position.DistanceTo(desiredPosition)));
if (subTask.ItemId is null)
{
return SubTaskOutcome.Completed;
}
var targetCapacity = MathF.Max(0f, targetShip.Definition.CargoCapacity - GetShipCargoAmount(targetShip));
if (targetCapacity <= 0.01f)
{
subTask.BlockingReason = "target-cargo-full";
return SubTaskOutcome.Failed;
}
var transferRate = world.Balance.TransferRate * GetSkillFactor(Math.Max(ship.Skills.Trade, ship.Skills.Navigation));
var desiredAmount = subTask.Amount > 0f ? subTask.Amount : GetInventoryAmount(ship.Inventory, subTask.ItemId);
var moved = MathF.Min(transferRate * deltaSeconds, MathF.Min(targetCapacity, GetInventoryAmount(ship.Inventory, subTask.ItemId)));
if (moved > 0.01f)
{
RemoveInventory(ship.Inventory, subTask.ItemId, moved);
AddInventory(targetShip.Inventory, subTask.ItemId, moved);
}
var remaining = GetInventoryAmount(ship.Inventory, subTask.ItemId);
subTask.Progress = desiredAmount <= 0.01f ? 1f : Math.Clamp(1f - (remaining / desiredAmount), 0f, 1f);
return remaining <= 0.01f || GetShipCargoAmount(targetShip) >= targetShip.Definition.CargoCapacity - 0.01f
? SubTaskOutcome.Completed
: SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateSalvageSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var wreck = world.Wrecks.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId && candidate.RemainingAmount > 0.01f);
if (wreck is null)
{
return SubTaskOutcome.Completed;
}
var desiredPosition = subTask.TargetPosition ?? GetFormationPosition(wreck.Position, ship.Id, 8f);
ship.TargetPosition = desiredPosition;
if (ship.SystemId != wreck.SystemId || ship.Position.DistanceTo(desiredPosition) > MathF.Max(subTask.Threshold, 8f))
{
subTask.TargetSystemId = wreck.SystemId;
subTask.TargetPosition = desiredPosition;
return UpdateTravelSubTask(world, ship, subTask, deltaSeconds, completeOnArrival: false);
}
ship.State = ShipState.Transferring;
var remainingCapacity = MathF.Max(0f, ship.Definition.CargoCapacity - GetShipCargoAmount(ship));
if (remainingCapacity <= 0.01f)
{
return SubTaskOutcome.Completed;
}
if (!AdvanceTimedSubTask(subTask, deltaSeconds, MathF.Max(0.4f, world.Balance.MiningCycleSeconds * 0.8f)))
{
return SubTaskOutcome.Active;
}
var salvageRate = world.Balance.TransferRate * GetSkillFactor(Math.Max(ship.Skills.Mining, ship.Skills.Trade));
var recovered = MathF.Min(salvageRate, MathF.Min(remainingCapacity, wreck.RemainingAmount));
if (recovered > 0.01f)
{
AddInventory(ship.Inventory, wreck.ItemId, recovered);
wreck.RemainingAmount = MathF.Max(0f, wreck.RemainingAmount - recovered);
}
if (wreck.RemainingAmount <= 0.01f)
{
world.Wrecks.RemoveAll(candidate => candidate.Id == wreck.Id);
}
subTask.ElapsedSeconds = 0f;
return wreck.RemainingAmount <= 0.01f || GetShipCargoAmount(ship) >= ship.Definition.CargoCapacity - 0.01f
? SubTaskOutcome.Completed
: SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateDeliverConstructionSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId);
var station = site is null ? null : ResolveSupportStation(world, ship, site);
if (site is null || station is null || site.State is ConstructionSiteStateKinds.Completed or ConstructionSiteStateKinds.Destroyed)
{
subTask.BlockingReason = "construction-target-missing";
return SubTaskOutcome.Failed;
}
var supportPosition = ResolveSupportPosition(ship, station, site, world);
if (!IsShipWithinSupportRange(ship, supportPosition, MathF.Max(12f, subTask.Threshold)))
{
ship.State = ShipState.LocalFlight;
ship.TargetPosition = supportPosition;
ship.Position = ship.Position.MoveToward(supportPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return SubTaskOutcome.Active;
}
ship.TargetPosition = supportPosition;
ship.Position = supportPosition;
ship.State = ShipState.DeliveringConstruction;
var transferRate = world.Balance.TransferRate * GetSkillFactor(ship.Skills.Construction);
foreach (var required in site.RequiredItems.OrderBy(entry => entry.Key, StringComparer.Ordinal))
{
var delivered = GetInventoryAmount(site.DeliveredItems, required.Key);
var remaining = MathF.Max(0f, required.Value - delivered);
if (remaining <= 0.01f)
{
continue;
}
var available = MathF.Max(0f, GetInventoryAmount(station.Inventory, required.Key) - GetStationReserveFloor(world, station, required.Key));
var moved = MathF.Min(remaining, MathF.Min(available, transferRate * deltaSeconds));
if (moved <= 0.01f)
{
continue;
}
RemoveInventory(station.Inventory, required.Key, moved);
AddInventory(site.Inventory, required.Key, moved);
AddInventory(site.DeliveredItems, required.Key, moved);
break;
}
subTask.Progress = site.RequiredItems.Count == 0
? 1f
: site.RequiredItems.Sum(required =>
required.Value <= 0.01f
? 1f
: Math.Clamp(GetInventoryAmount(site.DeliveredItems, required.Key) / required.Value, 0f, 1f)) / site.RequiredItems.Count;
return IsConstructionSiteReady(world, site) ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateBuildConstructionSubTask(SimulationWorld world, ShipRuntime ship, ShipSubTaskRuntime subTask, float deltaSeconds)
{
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId);
var station = site is null ? null : ResolveSupportStation(world, ship, site);
if (site is null || station is null || site.BlueprintId is null || site.State is ConstructionSiteStateKinds.Completed or ConstructionSiteStateKinds.Destroyed)
{
subTask.BlockingReason = "construction-site-missing";
return SubTaskOutcome.Failed;
}
var supportPosition = ResolveSupportPosition(ship, station, site, world);
if (!IsShipWithinSupportRange(ship, supportPosition, MathF.Max(12f, subTask.Threshold)))
{
ship.State = ShipState.LocalFlight;
ship.TargetPosition = supportPosition;
ship.Position = ship.Position.MoveToward(supportPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return SubTaskOutcome.Active;
}
if (!IsConstructionSiteReady(world, site) || !world.ModuleRecipes.TryGetValue(site.BlueprintId, out var recipe))
{
ship.State = ShipState.WaitingMaterials;
subTask.Status = WorkStatus.Blocked;
subTask.BlockingReason = "waiting-materials";
return SubTaskOutcome.Active;
}
subTask.Status = WorkStatus.Active;
subTask.BlockingReason = null;
ship.TargetPosition = supportPosition;
ship.Position = supportPosition;
ship.State = ShipState.Constructing;
site.AssignedConstructorShipIds.Add(ship.Id);
site.Progress += deltaSeconds * GetSkillFactor(ship.Skills.Construction);
subTask.Progress = recipe.Duration <= 0.01f ? 1f : Math.Clamp(site.Progress / recipe.Duration, 0f, 1f);
if (site.Progress < recipe.Duration)
{
return SubTaskOutcome.Active;
}
if (site.StationId is null)
{
CompleteStationFoundation(world, station, site);
}
else
{
AddStationModule(world, station, site.BlueprintId);
PrepareNextConstructionSiteStep(world, station, site);
}
site.State = ConstructionSiteStateKinds.Completed;
return SubTaskOutcome.Completed;
}
private static bool AdvanceTimedSubTask(ShipSubTaskRuntime subTask, float deltaSeconds, float requiredSeconds)
{
subTask.TotalSeconds = requiredSeconds;
subTask.ElapsedSeconds += deltaSeconds;
subTask.Progress = requiredSeconds <= 0.01f ? 1f : Math.Clamp(subTask.ElapsedSeconds / requiredSeconds, 0f, 1f);
if (subTask.ElapsedSeconds < requiredSeconds)
{
return false;
}
subTask.ElapsedSeconds = 0f;
return true;
}
private SubTaskOutcome UpdateLocalTravel(
SimulationWorld world,
ShipRuntime ship,
ShipSubTaskRuntime subTask,
float deltaSeconds,
string targetSystemId,
Vector3 targetPosition,
CelestialRuntime? targetCelestial,
bool completeOnArrival)
{
var distance = ship.Position.DistanceTo(targetPosition);
ship.SpatialState.SpaceLayer = SpaceLayerKind.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKind.LocalFlight;
ship.SpatialState.Transit = null;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
subTask.Progress = Math.Clamp(1f - (distance / MathF.Max(distance + GetLocalTravelSpeed(ship), 1f)), 0f, 1f);
if (distance <= MathF.Max(subTask.Threshold, world.Balance.ArrivalThreshold))
{
ship.Position = targetPosition;
ship.TargetPosition = targetPosition;
ship.SystemId = targetSystemId;
ship.SpatialState.CurrentSystemId = targetSystemId;
ship.SpatialState.CurrentCelestialId = targetCelestial?.Id;
ship.State = ShipState.Arriving;
return completeOnArrival ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
ship.State = ShipState.LocalFlight;
ship.Position = ship.Position.MoveToward(targetPosition, GetLocalTravelSpeed(ship) * deltaSeconds);
return SubTaskOutcome.Active;
}
private SubTaskOutcome UpdateWarpTransit(
SimulationWorld world,
ShipRuntime ship,
ShipSubTaskRuntime subTask,
float deltaSeconds,
Vector3 targetPosition,
CelestialRuntime targetCelestial,
bool completeOnArrival)
{
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKind.Warp || transit.DestinationNodeId != targetCelestial.Id)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKind.Warp,
OriginNodeId = ship.SpatialState.CurrentCelestialId,
DestinationNodeId = targetCelestial.Id,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
subTask.ElapsedSeconds = 0f;
}
ship.SpatialState.SpaceLayer = SpaceLayerKind.SystemSpace;
ship.SpatialState.MovementRegime = MovementRegimeKind.Warp;
ship.SpatialState.CurrentCelestialId = null;
ship.SpatialState.DestinationNodeId = targetCelestial.Id;
var spoolDuration = MathF.Max(0.4f, ship.Definition.SpoolTime * 0.5f);
if (ship.State != ShipState.Warping)
{
ship.State = ShipState.SpoolingWarp;
if (!AdvanceTimedSubTask(subTask, deltaSeconds, spoolDuration))
{
return SubTaskOutcome.Active;
}
ship.State = ShipState.Warping;
}
var totalDistance = MathF.Max(0.001f, transit.OriginNodeId is null
? ship.Position.DistanceTo(targetPosition)
: (world.Celestials.FirstOrDefault(candidate => candidate.Id == transit.OriginNodeId)?.Position.DistanceTo(targetPosition) ?? ship.Position.DistanceTo(targetPosition)));
ship.Position = ship.Position.MoveToward(targetPosition, GetWarpTravelSpeed(ship) * deltaSeconds);
transit.Progress = MathF.Min(1f, 1f - (ship.Position.DistanceTo(targetPosition) / totalDistance));
subTask.Progress = transit.Progress;
if (ship.Position.DistanceTo(targetPosition) > 18f)
{
return SubTaskOutcome.Active;
}
return CompleteTransitArrival(ship, subTask.TargetSystemId ?? ship.SystemId, targetPosition, targetCelestial, completeOnArrival);
}
private SubTaskOutcome UpdateFtlTransit(
SimulationWorld world,
ShipRuntime ship,
ShipSubTaskRuntime subTask,
float deltaSeconds,
string targetSystemId,
Vector3 entryPosition,
CelestialRuntime? targetCelestial,
bool completeOnArrival,
Vector3 finalTargetPosition)
{
var destinationNodeId = targetCelestial?.Id;
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKind.FtlTransit || transit.DestinationNodeId != destinationNodeId)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKind.FtlTransit,
OriginNodeId = ship.SpatialState.CurrentCelestialId,
DestinationNodeId = destinationNodeId,
StartedAtUtc = world.GeneratedAtUtc,
};
ship.SpatialState.Transit = transit;
subTask.ElapsedSeconds = 0f;
}
ship.SpatialState.SpaceLayer = SpaceLayerKind.GalaxySpace;
ship.SpatialState.MovementRegime = MovementRegimeKind.FtlTransit;
ship.SpatialState.CurrentCelestialId = null;
ship.SpatialState.DestinationNodeId = destinationNodeId;
if (ship.State != ShipState.Ftl)
{
ship.State = ShipState.SpoolingFtl;
if (!AdvanceTimedSubTask(subTask, deltaSeconds, MathF.Max(ship.Definition.SpoolTime, 0.1f)))
{
return SubTaskOutcome.Active;
}
ship.State = ShipState.Ftl;
}
var originSystemPosition = ResolveSystemGalaxyPosition(world, ship.SystemId);
var destinationSystemPosition = ResolveSystemGalaxyPosition(world, targetSystemId);
var totalDistance = MathF.Max(0.001f, originSystemPosition.DistanceTo(destinationSystemPosition));
transit.Progress = MathF.Min(1f, transit.Progress + ((ship.Definition.FtlSpeed * GetSkillFactor(ship.Skills.Navigation)) * deltaSeconds / totalDistance));
subTask.Progress = transit.Progress;
if (transit.Progress < 0.999f)
{
return SubTaskOutcome.Active;
}
ship.Position = entryPosition;
ship.TargetPosition = finalTargetPosition;
ship.SystemId = targetSystemId;
ship.SpatialState.CurrentSystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKind.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKind.LocalFlight;
ship.SpatialState.CurrentCelestialId = targetCelestial?.Id;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
ship.State = ShipState.Arriving;
return completeOnArrival ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
private static SubTaskOutcome CompleteTransitArrival(ShipRuntime ship, string targetSystemId, Vector3 targetPosition, CelestialRuntime? targetCelestial, bool completeOnArrival)
{
ship.Position = targetPosition;
ship.TargetPosition = targetPosition;
ship.SystemId = targetSystemId;
ship.SpatialState.CurrentSystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKind.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKind.LocalFlight;
ship.SpatialState.CurrentCelestialId = targetCelestial?.Id;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
ship.State = ShipState.Arriving;
return completeOnArrival ? SubTaskOutcome.Completed : SubTaskOutcome.Active;
}
private static Vector3 ResolveCurrentTargetPosition(SimulationWorld world, ShipSubTaskRuntime subTask)
{
if (!string.IsNullOrWhiteSpace(subTask.TargetEntityId))
{
var ship = world.Ships.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId);
if (ship is not null)
{
return ship.Position;
}
var station = ResolveStation(world, subTask.TargetEntityId);
if (station is not null)
{
return station.Position;
}
var celestial = world.Celestials.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId);
if (celestial is not null)
{
return celestial.Position;
}
var wreck = world.Wrecks.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId);
if (wreck is not null)
{
return wreck.Position;
}
}
return subTask.TargetPosition ?? Vector3.Zero;
}
private static CelestialRuntime? ResolveTravelTargetCelestial(SimulationWorld world, ShipSubTaskRuntime subTask, Vector3 targetPosition)
{
if (!string.IsNullOrWhiteSpace(subTask.TargetEntityId))
{
var station = ResolveStation(world, subTask.TargetEntityId);
if (station?.CelestialId is not null)
{
return world.Celestials.FirstOrDefault(candidate => candidate.Id == station.CelestialId);
}
var site = world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId);
if (site?.CelestialId is not null)
{
return world.Celestials.FirstOrDefault(candidate => candidate.Id == site.CelestialId);
}
var celestial = world.Celestials.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId);
if (celestial is not null)
{
return celestial;
}
if (world.Wrecks.FirstOrDefault(candidate => candidate.Id == subTask.TargetEntityId) is { } wreck)
{
return world.Celestials
.Where(candidate => candidate.SystemId == wreck.SystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(wreck.Position))
.FirstOrDefault();
}
}
return world.Celestials
.Where(candidate => subTask.TargetSystemId is null || candidate.SystemId == subTask.TargetSystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(targetPosition))
.FirstOrDefault();
}
private static CelestialRuntime? ResolveCurrentCelestial(SimulationWorld world, ShipRuntime ship)
{
if (ship.SpatialState.CurrentCelestialId is not null)
{
return world.Celestials.FirstOrDefault(candidate => candidate.Id == ship.SpatialState.CurrentCelestialId);
}
return world.Celestials
.Where(candidate => candidate.SystemId == ship.SystemId)
.OrderBy(candidate => candidate.Position.DistanceTo(ship.Position))
.FirstOrDefault();
}
private static CelestialRuntime? ResolveSystemEntryCelestial(SimulationWorld world, string systemId) =>
world.Celestials.FirstOrDefault(candidate => candidate.SystemId == systemId && candidate.Kind == SpatialNodeKind.Star);
private static Vector3 ResolveSystemGalaxyPosition(SimulationWorld world, string systemId) =>
world.Systems.FirstOrDefault(candidate => candidate.Definition.Id == systemId)?.Position ?? Vector3.Zero;
private static float GetLocalTravelSpeed(ShipRuntime ship) =>
SimulationUnits.MetersPerSecondToKilometersPerSecond(ship.Definition.Speed) * GetSkillFactor(ship.Skills.Navigation);
private static float GetWarpTravelSpeed(ShipRuntime ship) =>
SimulationUnits.AuPerSecondToKilometersPerSecond(ship.Definition.WarpSpeed) * GetSkillFactor(ship.Skills.Navigation);
private static float GetSkillFactor(int skillLevel) =>
Math.Clamp(1f + ((skillLevel - 3) * 0.08f), 0.75f, 1.4f);
private static int GetEffectiveSkillLevel(
SimulationWorld world,
ShipRuntime ship,
Func<ShipSkillProfileRuntime, int> captainSelector,
Func<CommanderSkillProfileRuntime, int> managerSelector)
{
var captainLevel = captainSelector(ship.Skills);
if (ship.CommanderId is null)
{
return captainLevel;
}
var shipCommander = world.Commanders.FirstOrDefault(candidate => candidate.Id == ship.CommanderId);
var manager = shipCommander?.ParentCommanderId is null
? shipCommander
: world.Commanders.FirstOrDefault(candidate => candidate.Id == shipCommander.ParentCommanderId) ?? shipCommander;
return Math.Clamp((captainLevel + (manager is null ? 3 : managerSelector(manager.Skills)) + 1) / 2, 1, 5);
}
private static int ResolveBehaviorSystemRange(SimulationWorld world, ShipRuntime ship, string behaviorKind, int explicitRange)
{
if (explicitRange > 0)
{
return explicitRange;
}
var tradeSkill = GetEffectiveSkillLevel(world, ship, skills => skills.Trade, skills => skills.Coordination);
var miningSkill = GetEffectiveSkillLevel(world, ship, skills => skills.Mining, skills => skills.Coordination);
var combatSkill = GetEffectiveSkillLevel(world, ship, skills => skills.Combat, skills => skills.Strategy);
return behaviorKind switch
{
"local-auto-mine" or "local-auto-trade" => 0,
"advanced-auto-mine" => Math.Clamp(1 + ((miningSkill - 1) / 2), 1, 3),
"advanced-auto-trade" => Math.Clamp(1 + ((tradeSkill - 1) / 2), 1, 3),
"expert-auto-mine" => Math.Clamp(2 + ((miningSkill - 1) / 2), 2, Math.Max(world.Systems.Count - 1, 2)),
"fill-shortages" or "find-build-tasks" or "revisit-known-stations" or "supply-fleet" => Math.Clamp(1 + ((tradeSkill + 1) / 2), 1, Math.Max(world.Systems.Count - 1, 1)),
"patrol" or "police" or "protect-position" or "protect-ship" or "protect-station" => Math.Clamp(1 + ((combatSkill - 1) / 2), 1, Math.Max(world.Systems.Count - 1, 1)),
_ => Math.Max(world.Systems.Count - 1, 0),
};
}
private static int GetSystemDistanceTier(SimulationWorld world, string originSystemId, string targetSystemId)
{
if (string.Equals(originSystemId, targetSystemId, StringComparison.Ordinal))
{
return 0;
}
var originPosition = ResolveSystemGalaxyPosition(world, originSystemId);
return world.Systems
.OrderBy(system => system.Position.DistanceTo(originPosition))
.ThenBy(system => system.Definition.Id, StringComparer.Ordinal)
.Select(system => system.Definition.Id)
.TakeWhile(systemId => !string.Equals(systemId, targetSystemId, StringComparison.Ordinal))
.Count();
}
private static bool IsWithinSystemRange(SimulationWorld world, string originSystemId, string targetSystemId, int maxRange) =>
maxRange < 0 || GetSystemDistanceTier(world, originSystemId, targetSystemId) <= maxRange;
private static float GetShipDamagePerSecond(ShipRuntime ship) =>
ship.Definition.Class switch
{
"frigate" => FrigateDps,
"destroyer" => DestroyerDps,
"cruiser" => CruiserDps,
"capital" => CapitalDps,
_ => 4f,
};
private static MiningOpportunity? SelectMiningOpportunity(
SimulationWorld world,
ShipRuntime ship,
StationRuntime homeStation,
CommanderAssignmentRuntime? assignment,
string behaviorKind)
{
var policy = ResolvePolicy(world, ship.PolicySetId);
var preferredItemId = assignment?.ItemId ?? ship.DefaultBehavior.PreferredItemId;
var rangeBudget = ResolveBehaviorSystemRange(world, ship, behaviorKind, ship.DefaultBehavior.MaxSystemRange);
var effectiveMiningSkill = GetEffectiveSkillLevel(world, ship, skills => skills.Mining, skills => skills.Coordination);
string? deniedReason = null;
var opportunity = world.Nodes
.Where(node =>
{
if (node.OreRemaining <= 0.01f || !CanExtractNode(ship, node, world) || (preferredItemId is not null && !string.Equals(node.ItemId, preferredItemId, StringComparison.Ordinal)))
{
return false;
}
if (!TryCheckSystemAllowed(world, policy, ship.FactionId, node.SystemId, "military", out var reason))
{
deniedReason ??= reason;
return false;
}
return IsWithinSystemRange(world, homeStation.SystemId, node.SystemId, rangeBudget);
})
.Select(node =>
{
var buyer = SelectBestDeliveryStation(world, ship, node.ItemId, homeStation, behaviorKind);
var demandScore = GetFactionDemandScore(world, ship.FactionId, node.ItemId);
var distancePenalty = GetSystemDistanceTier(world, homeStation.SystemId, node.SystemId) * 18f;
var routeRiskPenalty = GeopoliticalSimulationService.GetSystemRouteRisk(world, node.SystemId, ship.FactionId) * 30f;
var score = (node.SystemId == homeStation.SystemId ? 55f : 0f)
+ (node.OreRemaining * 0.025f)
+ (demandScore * (string.Equals(behaviorKind, "expert-auto-mine", StringComparison.Ordinal) ? 22f : 12f))
+ (effectiveMiningSkill * 10f)
- distancePenalty
- routeRiskPenalty
- node.Position.DistanceTo(ship.Position);
return new MiningOpportunity(node, buyer, score, $"Mine {node.ItemId} for {buyer.Label}");
})
.OrderByDescending(candidate => candidate.Score)
.ThenBy(candidate => candidate.Node.Id, StringComparer.Ordinal)
.FirstOrDefault();
if (opportunity is null && deniedReason is not null)
{
ship.LastAccessFailureReason = deniedReason;
}
return opportunity;
}
private static TradeRoutePlan? SelectTradeRoute(
SimulationWorld world,
ShipRuntime ship,
StationRuntime? homeStation,
string behaviorKind,
bool knownStationsOnly)
{
var policy = ResolvePolicy(world, ship.PolicySetId);
var stationsById = world.Stations
.Where(station => station.FactionId == ship.FactionId)
.ToDictionary(station => station.Id, StringComparer.Ordinal);
var originSystemId = homeStation?.SystemId ?? ship.SystemId;
var rangeBudget = ResolveBehaviorSystemRange(world, ship, behaviorKind, ship.DefaultBehavior.MaxSystemRange);
var effectiveTradeSkill = GetEffectiveSkillLevel(world, ship, skills => skills.Trade, skills => skills.Coordination);
var requireKnownStations = knownStationsOnly || string.Equals(behaviorKind, "revisit-known-stations", StringComparison.Ordinal);
string? deniedReason = null;
var route = world.MarketOrders
.Where(order =>
order.FactionId == ship.FactionId &&
order.Kind == MarketOrderKinds.Buy &&
order.RemainingAmount > 0.01f)
.Select(order =>
{
StationRuntime? destination = null;
ConstructionSiteRuntime? destinationSite = null;
if (order.StationId is not null && stationsById.TryGetValue(order.StationId, out var destinationStation))
{
destination = destinationStation;
}
else if (order.ConstructionSiteId is not null)
{
destinationSite = world.ConstructionSites.FirstOrDefault(site => site.Id == order.ConstructionSiteId);
if (destinationSite is not null)
{
destination = ResolveSupportStation(world, ship, destinationSite);
}
}
if (destination is null)
{
return null;
}
if (!TryCheckSystemAllowed(world, policy, ship.FactionId, destination.SystemId, "trade", out var destinationDeniedReason))
{
deniedReason ??= destinationDeniedReason;
return null;
}
if (!IsWithinSystemRange(world, originSystemId, destination.SystemId, rangeBudget))
{
return null;
}
if (requireKnownStations
&& ship.KnownStationIds.Count > 0
&& !ship.KnownStationIds.Contains(destination.Id)
&& (homeStation is null || !string.Equals(destination.Id, homeStation.Id, StringComparison.Ordinal)))
{
return null;
}
if (string.Equals(behaviorKind, "find-build-tasks", StringComparison.Ordinal) && destinationSite is null)
{
return null;
}
if (!string.Equals(behaviorKind, "find-build-tasks", StringComparison.Ordinal) && destinationSite is not null)
{
return null;
}
var source = stationsById.Values
.Where(station =>
{
if (station.Id == destination.Id || GetInventoryAmount(station.Inventory, order.ItemId) <= GetStationReserveFloor(world, station, order.ItemId) + 1f)
{
return false;
}
if (!TryCheckSystemAllowed(world, policy, ship.FactionId, station.SystemId, "trade", out var sourceDeniedReason))
{
deniedReason ??= sourceDeniedReason;
return false;
}
if (!IsWithinSystemRange(world, originSystemId, station.SystemId, rangeBudget))
{
return false;
}
return !requireKnownStations
|| ship.KnownStationIds.Count == 0
|| ship.KnownStationIds.Contains(station.Id)
|| (homeStation is not null && string.Equals(station.Id, homeStation.Id, StringComparison.Ordinal));
})
.OrderByDescending(station => GetInventoryAmount(station.Inventory, order.ItemId) - GetStationReserveFloor(world, station, order.ItemId))
.ThenByDescending(station => homeStation is not null && station.Id == homeStation.Id ? 1 : 0)
.ThenBy(station => station.Id, StringComparer.Ordinal)
.FirstOrDefault();
if (source is null)
{
return null;
}
var shortageBias = string.Equals(behaviorKind, "fill-shortages", StringComparison.Ordinal)
? GetFactionDemandScore(world, ship.FactionId, order.ItemId) * 35f
: 0f;
var buildBias = destinationSite is null ? 0f : 65f;
var revisitBias = string.Equals(behaviorKind, "revisit-known-stations", StringComparison.Ordinal) && ship.KnownStationIds.Contains(source.Id) && ship.KnownStationIds.Contains(destination.Id)
? 28f
: 0f;
var regionalNeedBias = GetRegionalCommodityPressure(world, ship.FactionId, destination.SystemId, order.ItemId) * 18f;
var systemRangePenalty = (GetSystemDistanceTier(world, originSystemId, source.SystemId) + GetSystemDistanceTier(world, originSystemId, destination.SystemId)) * 16f;
var riskPenalty =
(GeopoliticalSimulationService.GetSystemRouteRisk(world, source.SystemId, ship.FactionId)
+ GeopoliticalSimulationService.GetSystemRouteRisk(world, destination.SystemId, ship.FactionId)) * 22f;
var distanceScore = source.Position.DistanceTo(ship.Position) + source.Position.DistanceTo(destination.Position);
var score = (order.Valuation * 50f)
+ shortageBias
+ buildBias
+ revisitBias
+ regionalNeedBias
+ (effectiveTradeSkill * 12f)
- systemRangePenalty
- riskPenalty
- distanceScore;
var summary = destinationSite is null
? $"{order.ItemId}: {source.Label} -> {destination.Label}"
: $"{order.ItemId}: {source.Label} -> build support {destination.Label}";
return new TradeRoutePlan(source, destination, order.ItemId, score, summary);
})
.Where(route => route is not null)
.Cast<TradeRoutePlan>()
.OrderByDescending(route => route.Score)
.ThenBy(route => route.ItemId, StringComparer.Ordinal)
.ThenBy(route => route.SourceStation.Id, StringComparer.Ordinal)
.FirstOrDefault();
if (route is null && deniedReason is not null)
{
ship.LastAccessFailureReason = deniedReason;
}
return route;
}
private static FleetSupplyPlan? SelectFleetSupplyPlan(SimulationWorld world, ShipRuntime ship, StationRuntime? homeStation)
{
var assignment = ResolveAssignment(world, ship);
var targetCandidates = world.Ships
.Where(candidate =>
candidate.Id != ship.Id &&
candidate.FactionId == ship.FactionId &&
candidate.Definition.CargoCapacity > 0.01f &&
(assignment?.TargetEntityId is null || string.Equals(candidate.Id, assignment.TargetEntityId, StringComparison.Ordinal)))
.OrderByDescending(candidate => candidate.Definition.Kind == "military" ? 1 : 0)
.ThenBy(candidate => candidate.Id, StringComparer.Ordinal)
.ToList();
if (targetCandidates.Count == 0)
{
return null;
}
var sourceStations = world.Stations
.Where(station => station.FactionId == ship.FactionId)
.OrderByDescending(station => homeStation is not null && station.Id == homeStation.Id ? 1 : 0)
.ThenBy(station => station.Id, StringComparer.Ordinal)
.ToList();
foreach (var target in targetCandidates)
{
var itemId = assignment?.ItemId
?? sourceStations
.SelectMany(station => station.Inventory)
.Where(entry => entry.Value > 2f)
.OrderByDescending(entry => entry.Value)
.ThenBy(entry => entry.Key, StringComparer.Ordinal)
.Select(entry => entry.Key)
.FirstOrDefault();
if (itemId is null)
{
continue;
}
var source = sourceStations.FirstOrDefault(station => GetInventoryAmount(station.Inventory, itemId) > 2f);
if (source is null)
{
continue;
}
var amount = MathF.Min(MathF.Max(10f, ship.Definition.CargoCapacity * 0.5f), GetInventoryAmount(source.Inventory, itemId));
return new FleetSupplyPlan(source, target, itemId, amount, MathF.Max(16f, ship.DefaultBehavior.Radius), $"Supply {target.Definition.Label} with {itemId}");
}
return null;
}
private static StationRuntime? SelectKnownStationVisit(SimulationWorld world, ShipRuntime ship, StationRuntime? homeStation)
{
var candidateIds = ship.KnownStationIds.Count == 0 && homeStation is not null
? [homeStation.Id]
: ship.KnownStationIds.OrderBy(id => id, StringComparer.Ordinal).ToArray();
return candidateIds
.Select(id => ResolveStation(world, id))
.Where(station => station is not null && station.FactionId == ship.FactionId)
.Cast<StationRuntime>()
.OrderByDescending(station => homeStation is not null && station.Id == homeStation.Id ? 1 : 0)
.ThenBy(station => station.SystemId == ship.SystemId ? 0 : 1)
.ThenBy(station => station.Position.DistanceTo(ship.Position))
.FirstOrDefault();
}
private static StationRuntime SelectBestDeliveryStation(SimulationWorld world, ShipRuntime ship, string itemId, StationRuntime homeStation, string behaviorKind)
{
if (!string.Equals(behaviorKind, "expert-auto-mine", StringComparison.Ordinal))
{
return homeStation;
}
return world.Stations
.Where(station => station.FactionId == ship.FactionId)
.OrderByDescending(station => GetFactionDemandScore(world, ship.FactionId, itemId) + GetRegionalCommodityPressure(world, ship.FactionId, station.SystemId, itemId) + (station.Id == homeStation.Id ? 5f : 0f))
.ThenBy(station => station.SystemId == homeStation.SystemId ? 0 : 1)
.ThenBy(station => station.Id, StringComparer.Ordinal)
.FirstOrDefault()
?? homeStation;
}
private static float GetFactionDemandScore(SimulationWorld world, string factionId, string itemId)
{
var signal = CommanderPlanningService.FindFactionEconomicAssessment(world, factionId)?
.CommoditySignals
.FirstOrDefault(candidate => candidate.ItemId == itemId);
var regionalBottleneckScore = world.Geopolitics?.EconomyRegions.Bottlenecks
.Where(bottleneck => string.Equals(bottleneck.ItemId, itemId, StringComparison.Ordinal))
.Join(
world.Geopolitics.EconomyRegions.Regions.Where(region => string.Equals(region.FactionId, factionId, StringComparison.Ordinal)),
bottleneck => bottleneck.RegionId,
region => region.Id,
(bottleneck, _) => bottleneck.Severity)
.DefaultIfEmpty()
.Max() ?? 0f;
if (signal is null)
{
return regionalBottleneckScore * 8f;
}
return MathF.Max(0f, signal.BuyBacklog + signal.ReservedForConstruction + MathF.Max(0f, -signal.ProjectedNetRatePerSecond * 50f) + (regionalBottleneckScore * 8f));
}
private static float GetRegionalCommodityPressure(SimulationWorld world, string factionId, string systemId, string itemId)
{
var region = GeopoliticalSimulationService.GetPrimaryEconomicRegion(world, factionId, systemId);
if (region is null)
{
return 0f;
}
var bottleneck = world.Geopolitics?.EconomyRegions.Bottlenecks
.FirstOrDefault(candidate => string.Equals(candidate.RegionId, region.Id, StringComparison.Ordinal)
&& string.Equals(candidate.ItemId, itemId, StringComparison.Ordinal));
var assessment = world.Geopolitics?.EconomyRegions.EconomicAssessments
.FirstOrDefault(candidate => string.Equals(candidate.RegionId, region.Id, StringComparison.Ordinal));
return (bottleneck?.Severity ?? 0f) + ((assessment?.ConstructionPressure ?? 0f) * 2f);
}
private static ThreatTargetCandidate? SelectThreatTarget(
SimulationWorld world,
ShipRuntime ship,
string targetSystemId,
Vector3 anchorPosition,
float radius,
string? excludeEntityId = null)
{
var policy = ResolvePolicy(world, ship.PolicySetId);
return world.Ships
.Where(candidate =>
candidate.Id != excludeEntityId &&
candidate.Health > 0f &&
candidate.FactionId != ship.FactionId &&
string.Equals(candidate.SystemId, targetSystemId, StringComparison.Ordinal) &&
candidate.Position.DistanceTo(anchorPosition) <= radius * 1.75f)
.Select(candidate => new ThreatTargetCandidate(
candidate.Id,
candidate.SystemId,
candidate.Position,
100f
+ (candidate.Definition.Kind == "military" ? 30f : 0f)
- candidate.Position.DistanceTo(anchorPosition)
- candidate.Position.DistanceTo(ship.Position)
+ (string.Equals(policy?.CombatEngagementPolicy, "aggressive", StringComparison.OrdinalIgnoreCase) ? 12f : 0f)))
.Concat(world.Stations
.Where(candidate =>
candidate.Id != excludeEntityId &&
candidate.FactionId != ship.FactionId &&
string.Equals(candidate.SystemId, targetSystemId, StringComparison.Ordinal) &&
candidate.Position.DistanceTo(anchorPosition) <= radius * 2f)
.Select(candidate => new ThreatTargetCandidate(candidate.Id, candidate.SystemId, candidate.Position, 45f - candidate.Position.DistanceTo(anchorPosition) * 0.2f)))
.OrderByDescending(candidate => candidate.Score)
.ThenBy(candidate => candidate.EntityId, StringComparer.Ordinal)
.FirstOrDefault();
}
private static PoliceContactCandidate? SelectPoliceContact(SimulationWorld world, ShipRuntime ship, string systemId, Vector3 anchorPosition, float radius)
{
var policy = ResolvePolicy(world, ship.PolicySetId);
return world.Ships
.Where(candidate =>
candidate.Id != ship.Id &&
candidate.Health > 0f &&
candidate.FactionId != ship.FactionId &&
string.Equals(candidate.SystemId, systemId, StringComparison.Ordinal) &&
candidate.Position.DistanceTo(anchorPosition) <= radius * 1.5f)
.Select(candidate =>
{
var engage = candidate.Definition.Kind == "military"
|| string.Equals(policy?.CombatEngagementPolicy, "aggressive", StringComparison.OrdinalIgnoreCase);
var score = (engage ? 80f : 40f)
- candidate.Position.DistanceTo(anchorPosition)
- candidate.Position.DistanceTo(ship.Position)
+ (candidate.Definition.Kind == "transport" ? 8f : 0f);
return new PoliceContactCandidate(candidate.Id, candidate.SystemId, candidate.Position, engage, score);
})
.OrderByDescending(candidate => candidate.Score)
.ThenBy(candidate => candidate.EntityId, StringComparer.Ordinal)
.FirstOrDefault();
}
private static SalvageOpportunity? SelectSalvageOpportunity(SimulationWorld world, ShipRuntime ship, StationRuntime? homeStation)
{
if (homeStation is null)
{
return null;
}
var rangeBudget = ResolveBehaviorSystemRange(world, ship, "auto-salvage", ship.DefaultBehavior.MaxSystemRange > 0 ? ship.DefaultBehavior.MaxSystemRange : 1);
return world.Wrecks
.Where(wreck =>
wreck.RemainingAmount > 0.01f &&
IsWithinSystemRange(world, homeStation.SystemId, wreck.SystemId, rangeBudget))
.Select(wreck => new SalvageOpportunity(
wreck,
(wreck.RemainingAmount * 3f) - wreck.Position.DistanceTo(ship.Position) - (GetSystemDistanceTier(world, homeStation.SystemId, wreck.SystemId) * 25f),
$"Salvage {wreck.ItemId} from {wreck.SourceEntityId}"))
.OrderByDescending(candidate => candidate.Score)
.ThenBy(candidate => candidate.Wreck.Id, StringComparer.Ordinal)
.FirstOrDefault();
}
private static (string SystemId, Vector3 Position)? ResolveObjectTarget(SimulationWorld world, string? entityId)
{
if (entityId is null)
{
return null;
}
if (world.Ships.FirstOrDefault(candidate => candidate.Id == entityId) is { } ship)
{
return (ship.SystemId, ship.Position);
}
if (ResolveStation(world, entityId) is { } station)
{
return (station.SystemId, station.Position);
}
if (world.Celestials.FirstOrDefault(candidate => candidate.Id == entityId) is { } celestial)
{
return (celestial.SystemId, celestial.Position);
}
if (world.ConstructionSites.FirstOrDefault(candidate => candidate.Id == entityId) is { } site)
{
var position = world.Celestials.FirstOrDefault(candidate => candidate.Id == site.CelestialId)?.Position ?? Vector3.Zero;
return (site.SystemId, position);
}
if (world.Wrecks.FirstOrDefault(candidate => candidate.Id == entityId) is { } wreck)
{
return (wreck.SystemId, wreck.Position);
}
return null;
}
private static Vector3 GetFormationPosition(Vector3 anchorPosition, string seed, float radius)
{
var hash = Math.Abs(seed.Aggregate(17, (acc, c) => (acc * 31) + c));
var angle = (hash % 360) * (MathF.PI / 180f);
return new Vector3(
anchorPosition.X + (MathF.Cos(angle) * radius),
anchorPosition.Y,
anchorPosition.Z + (MathF.Sin(angle) * radius));
}
private static TradeRoutePlan? ResolveTradeRoute(SimulationWorld world, string itemId, string sourceStationId, string destinationStationId)
{
var source = ResolveStation(world, sourceStationId);
var destination = ResolveStation(world, destinationStationId);
return source is null || destination is null ? null : new TradeRoutePlan(source, destination, itemId, 0f, $"{itemId}: {source.Label} -> {destination.Label}");
}
private static StationRuntime? ResolveStation(SimulationWorld world, string? stationId) =>
stationId is null ? null : world.Stations.FirstOrDefault(candidate => candidate.Id == stationId);
private static ResourceNodeRuntime? ResolveNode(SimulationWorld world, string? nodeId) =>
nodeId is null ? null : world.Nodes.FirstOrDefault(candidate => candidate.Id == nodeId);
private static PolicySetRuntime? ResolvePolicy(SimulationWorld world, string? policySetId) =>
policySetId is null ? null : world.Policies.FirstOrDefault(policy => policy.Id == policySetId);
private static bool IsSystemAllowed(
SimulationWorld world,
PolicySetRuntime? policy,
string factionId,
string systemId,
string accessKind) =>
TryCheckSystemAllowed(world, policy, factionId, systemId, accessKind, out _);
private static bool TryCheckSystemAllowed(
SimulationWorld world,
PolicySetRuntime? policy,
string factionId,
string systemId,
string accessKind,
out string? denialReason)
{
denialReason = null;
if (policy?.BlacklistedSystemIds.Contains(systemId) == true)
{
denialReason = $"blacklisted:{systemId}";
return false;
}
var controlState = GeopoliticalSimulationService.GetSystemControlState(world, systemId);
var authorityFactionId = controlState?.ControllerFactionId ?? controlState?.PrimaryClaimantFactionId;
if (authorityFactionId is null || string.Equals(authorityFactionId, factionId, StringComparison.Ordinal))
{
return true;
}
var hasAccess = string.Equals(accessKind, "trade", StringComparison.Ordinal)
? GeopoliticalSimulationService.HasTradeAccess(world, factionId, authorityFactionId)
: GeopoliticalSimulationService.HasMilitaryAccess(world, factionId, authorityFactionId);
if (!hasAccess)
{
denialReason = $"{accessKind}-access-denied:{authorityFactionId}";
return false;
}
if (policy?.AvoidHostileSystems != true)
{
return true;
}
if (GeopoliticalSimulationService.HasHostileRelation(world, factionId, authorityFactionId))
{
denialReason = $"hostile-authority:{authorityFactionId}";
return false;
}
var hostileInfluencer = controlState?.InfluencingFactionIds.FirstOrDefault(candidate =>
!string.Equals(candidate, factionId, StringComparison.Ordinal)
&& GeopoliticalSimulationService.HasHostileRelation(world, factionId, candidate));
if (hostileInfluencer is not null)
{
denialReason = $"hostile-influence:{hostileInfluencer}";
return false;
}
return true;
}
private static CommanderAssignmentRuntime? ResolveAssignment(SimulationWorld world, ShipRuntime ship) =>
ship.CommanderId is null
? null
: world.Commanders.FirstOrDefault(candidate => candidate.Id == ship.CommanderId)?.Assignment;
private static ShipOrderRuntime? GetTopOrder(ShipRuntime ship) =>
ship.OrderQueue
.Where(order => order.Status is OrderStatus.Queued or OrderStatus.Active)
.OrderByDescending(order => order.Priority)
.ThenBy(order => order.CreatedAtUtc)
.FirstOrDefault();
private static ShipPlanStepRuntime? GetCurrentStep(ShipPlanRuntime? plan) =>
plan is null || plan.CurrentStepIndex >= plan.Steps.Count ? null : plan.Steps[plan.CurrentStepIndex];
private static StationRuntime? ResolveSupportStation(SimulationWorld world, ShipRuntime ship, ConstructionSiteRuntime site)
{
return ResolveStation(world, ResolveAssignment(world, ship)?.HomeStationId ?? ship.DefaultBehavior.HomeStationId)
?? world.Stations
.Where(station => station.FactionId == ship.FactionId)
.OrderByDescending(station => station.SystemId == site.SystemId ? 1 : 0)
.ThenBy(station => station.Id, StringComparer.Ordinal)
.FirstOrDefault();
}
private static Vector3 ResolveSupportPosition(ShipRuntime ship, StationRuntime station, ConstructionSiteRuntime? site, SimulationWorld world)
{
if (ship.DockedStationId is not null)
{
return GetShipDockedPosition(ship, station);
}
if (site?.StationId is null && site is not null)
{
var anchorPosition = world.Celestials.FirstOrDefault(candidate => candidate.Id == site.CelestialId)?.Position ?? station.Position;
return GetResourceHoldPosition(anchorPosition, ship.Id, 78f);
}
return GetConstructionHoldPosition(station, ship.Id);
}
private static bool IsShipWithinSupportRange(ShipRuntime ship, Vector3 supportPosition, float threshold) =>
ship.Position.DistanceTo(supportPosition) <= MathF.Max(threshold, 6f);
private static void TrackHistory(ShipRuntime ship)
{
var plan = ship.ActivePlan;
var step = GetCurrentStep(plan);
var subTask = step is null || step.CurrentSubTaskIndex >= step.SubTasks.Count ? null : step.SubTasks[step.CurrentSubTaskIndex];
var signature = $"{ship.State.ToContractValue()}|{plan?.Kind ?? "none"}|{step?.Kind ?? "none"}|{subTask?.Kind ?? "none"}|{GetShipCargoAmount(ship):0.0}";
if (ship.LastSignature == signature)
{
return;
}
ship.LastSignature = signature;
ship.History.Add($"{DateTimeOffset.UtcNow:HH:mm:ss} state={ship.State.ToContractValue()} plan={plan?.Kind ?? "none"} step={step?.Kind ?? "none"} subTask={subTask?.Kind ?? "none"} cargo={GetShipCargoAmount(ship):0.#}");
if (ship.History.Count > 24)
{
ship.History.RemoveAt(0);
}
}
private static void EmitStateEvents(ShipRuntime ship, ShipState previousState, string? previousPlanId, string? previousStepId, ICollection<SimulationEventRecord> events)
{
var currentPlanId = ship.ActivePlan?.Id;
var currentStepId = GetCurrentStep(ship.ActivePlan)?.Id;
var occurredAtUtc = DateTimeOffset.UtcNow;
if (previousState != ship.State)
{
events.Add(new SimulationEventRecord("ship", ship.Id, "state-changed", $"{ship.Definition.Label} state {previousState.ToContractValue()} -> {ship.State.ToContractValue()}.", occurredAtUtc));
}
if (!string.Equals(previousPlanId, currentPlanId, StringComparison.Ordinal))
{
events.Add(new SimulationEventRecord("ship", ship.Id, "plan-changed", $"{ship.Definition.Label} switched active plan.", occurredAtUtc));
}
if (!string.Equals(previousStepId, currentStepId, StringComparison.Ordinal))
{
events.Add(new SimulationEventRecord("ship", ship.Id, "step-changed", $"{ship.Definition.Label} advanced plan step.", occurredAtUtc));
}
}
private static void CompleteStationFoundation(SimulationWorld world, StationRuntime supportStation, ConstructionSiteRuntime site)
{
var anchor = world.Celestials.FirstOrDefault(candidate => candidate.Id == site.CelestialId);
if (anchor is null || site.BlueprintId is null)
{
site.State = ConstructionSiteStateKinds.Destroyed;
return;
}
var station = new StationRuntime
{
Id = $"station-{world.Stations.Count + 1}",
SystemId = site.SystemId,
Label = BuildFoundedStationLabel(site.TargetDefinitionId),
Category = "station",
Objective = DetermineFoundationObjective(site.TargetDefinitionId),
Color = world.Factions.FirstOrDefault(candidate => candidate.Id == site.FactionId)?.Color ?? supportStation.Color,
Position = anchor.Position,
FactionId = site.FactionId,
CelestialId = site.CelestialId,
Health = 600f,
MaxHealth = 600f,
};
foreach (var moduleId in GetFoundationModules(world, site.BlueprintId))
{
AddStationModule(world, station, moduleId);
}
world.Stations.Add(station);
StationLifecycleService.EnsureStationCommander(world, station);
anchor.OccupyingStructureId = station.Id;
site.StationId = station.Id;
PrepareNextConstructionSiteStep(world, station, site);
}
private static IReadOnlyList<string> GetFoundationModules(SimulationWorld world, string primaryModuleId)
{
var modules = new List<string> { "module_arg_dock_m_01_lowtech" };
foreach (var itemId in world.ProductionGraph.OutputsByModuleId.GetValueOrDefault(primaryModuleId, []))
{
if (world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
{
var storageModule = GetStorageRequirement(world.ModuleDefinitions, itemDefinition.CargoKind);
if (storageModule is not null && !modules.Contains(storageModule, StringComparer.Ordinal))
{
modules.Add(storageModule);
}
}
}
if (!modules.Contains("module_arg_stor_container_m_01", StringComparer.Ordinal))
{
modules.Add("module_arg_stor_container_m_01");
}
if (!string.Equals(primaryModuleId, "module_gen_prod_energycells_01", StringComparison.Ordinal))
{
modules.Add("module_gen_prod_energycells_01");
}
modules.Add(primaryModuleId);
return modules.Distinct(StringComparer.Ordinal).ToList();
}
private static string DetermineFoundationObjective(string commodityId) =>
commodityId switch
{
"energycells" => "power",
"water" => "water",
"refinedmetals" => "refinery",
"hullparts" => "hullparts",
"claytronics" => "claytronics",
"shipyard" => "shipyard",
_ => "general",
};
private static string BuildFoundedStationLabel(string commodityId) =>
$"{char.ToUpperInvariant(commodityId[0])}{commodityId[1..]} Foundry";
private enum SubTaskOutcome
{
Active,
Completed,
Failed,
}
private sealed record TradeRoutePlan(
StationRuntime SourceStation,
StationRuntime DestinationStation,
string ItemId,
float Score,
string Summary);
private sealed record MiningOpportunity(
ResourceNodeRuntime Node,
StationRuntime DropOffStation,
float Score,
string Summary);
private sealed record FleetSupplyPlan(
StationRuntime SourceStation,
ShipRuntime TargetShip,
string ItemId,
float Amount,
float Radius,
string Summary);
private sealed record ThreatTargetCandidate(
string EntityId,
string SystemId,
Vector3 Position,
float Score);
private sealed record PoliceContactCandidate(
string EntityId,
string SystemId,
Vector3 Position,
bool Engage,
float Score);
private sealed record SalvageOpportunity(
WreckRuntime Wreck,
float Score,
string Summary);
}