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

142 lines
5.2 KiB
C#

namespace SpaceGame.Simulation.Api.Simulation;
// ─── Planning State ────────────────────────────────────────────────────────────
public sealed class FactionPlanningState
{
public int MilitaryShipCount { get; set; }
public int MinerShipCount { get; set; }
public int TransportShipCount { get; set; }
public int ConstructorShipCount { get; set; }
public int ControlledSystemCount { get; set; }
public int TargetSystemCount { get; set; }
public bool HasShipFactory { get; set; }
public float OreStockpile { get; set; }
public float RefinedMetalsStockpile { get; set; }
public FactionPlanningState Clone() => (FactionPlanningState)MemberwiseClone();
internal static int ComputeTargetWarships(FactionPlanningState state)
{
var expansionDeficit = Math.Max(0, state.TargetSystemCount - state.ControlledSystemCount);
return Math.Max(2, (state.ControlledSystemCount * 2) + (expansionDeficit * 3));
}
}
// ─── Goals ─────────────────────────────────────────────────────────────────────
public sealed class EnsureWarFleetGoal : GoapGoal<FactionPlanningState>
{
public override string Name => "ensure-war-fleet";
public override bool IsSatisfied(FactionPlanningState state) =>
state.MilitaryShipCount >= FactionPlanningState.ComputeTargetWarships(state);
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = FactionPlanningState.ComputeTargetWarships(state) - state.MilitaryShipCount;
return deficit <= 0 ? 0f : 50f + (deficit * 10f);
}
}
public sealed class ExpandTerritoryGoal : GoapGoal<FactionPlanningState>
{
public override string Name => "expand-territory";
public override bool IsSatisfied(FactionPlanningState state) =>
state.ControlledSystemCount >= state.TargetSystemCount;
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = state.TargetSystemCount - state.ControlledSystemCount;
return deficit <= 0 ? 0f : 80f + (deficit * 15f);
}
}
public sealed class EnsureMiningCapacityGoal : GoapGoal<FactionPlanningState>
{
private const int MinMiners = 2;
public override string Name => "ensure-mining-capacity";
public override bool IsSatisfied(FactionPlanningState state) => state.MinerShipCount >= MinMiners;
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = MinMiners - state.MinerShipCount;
return deficit <= 0 ? 0f : 70f + (deficit * 12f);
}
}
public sealed class EnsureConstructionCapacityGoal : GoapGoal<FactionPlanningState>
{
private const int MinConstructors = 1;
public override string Name => "ensure-construction-capacity";
public override bool IsSatisfied(FactionPlanningState state) => state.ConstructorShipCount >= MinConstructors;
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
var deficit = MinConstructors - state.ConstructorShipCount;
return deficit <= 0 ? 0f : 60f + (deficit * 10f);
}
}
// ─── Actions ───────────────────────────────────────────────────────────────────
public sealed class OrderShipProductionAction : GoapAction<FactionPlanningState>
{
private readonly string shipKind;
private readonly string shipId;
public OrderShipProductionAction(string shipKind, string shipId)
{
this.shipKind = shipKind;
this.shipId = shipId;
}
public override string Name => $"order-{shipId}-production";
public override float Cost => 1f;
public override bool CheckPreconditions(FactionPlanningState state) => state.HasShipFactory;
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
{
switch (shipKind)
{
case "military": state.MilitaryShipCount++; break;
case "mining": state.MinerShipCount++; break;
case "transport": state.TransportShipCount++; break;
case "construction": state.ConstructorShipCount++; break;
}
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
commander.ActiveDirectives.Add($"produce-{shipKind}-ships");
}
}
public sealed class ExpandToSystemAction : GoapAction<FactionPlanningState>
{
public override string Name => "expand-to-system";
public override float Cost => 3f;
public override bool CheckPreconditions(FactionPlanningState state) =>
state.ConstructorShipCount > 0 && state.MilitaryShipCount >= 2;
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
{
state.ControlledSystemCount++;
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
commander.ActiveDirectives.Add("expand-territory");
}
}