Files
space-game/apps/backend/Simulation/RuntimeModels.cs

154 lines
4.9 KiB
C#

using SpaceGame.Simulation.Api.Data;
namespace SpaceGame.Simulation.Api.Simulation;
public sealed class SimulationWorld
{
public required string Label { get; init; }
public required int Seed { get; init; }
public required BalanceDefinition Balance { get; init; }
public required List<SystemRuntime> Systems { get; init; }
public required List<ResourceNodeRuntime> Nodes { get; init; }
public required List<StationRuntime> Stations { get; init; }
public required List<ShipRuntime> Ships { get; init; }
public required List<FactionRuntime> Factions { get; init; }
public required Dictionary<string, ShipDefinition> ShipDefinitions { get; init; }
public int TickIntervalMs { get; init; } = 200;
public DateTimeOffset GeneratedAtUtc { get; set; }
}
public sealed class SystemRuntime
{
public required SolarSystemDefinition Definition { get; init; }
public required Vector3 Position { get; init; }
}
public sealed class ResourceNodeRuntime
{
public required string Id { get; init; }
public required string SystemId { get; init; }
public required Vector3 Position { get; init; }
public required string SourceKind { get; init; }
public required string ItemId { get; init; }
public float OreRemaining { get; set; }
public float MaxOre { get; init; }
public string LastDeltaSignature { get; set; } = string.Empty;
}
public sealed class StationRuntime
{
public required string Id { get; init; }
public required string SystemId { get; init; }
public required ConstructibleDefinition Definition { get; init; }
public required Vector3 Position { get; init; }
public required string FactionId { get; init; }
public float OreStored { get; set; }
public float RefinedStock { get; set; }
public float ProcessTimer { get; set; }
public HashSet<string> DockedShipIds { get; } = [];
public string LastDeltaSignature { get; set; } = string.Empty;
}
public sealed class ShipRuntime
{
public required string Id { get; init; }
public required string SystemId { get; set; }
public required ShipDefinition Definition { get; init; }
public required string FactionId { get; init; }
public required Vector3 Position { get; set; }
public required Vector3 TargetPosition { get; set; }
public Vector3 Velocity { get; set; } = Vector3.Zero;
public string State { get; set; } = "idle";
public ShipOrderRuntime? Order { get; set; }
public required DefaultBehaviorRuntime DefaultBehavior { get; set; }
public required ControllerTaskRuntime ControllerTask { get; set; }
public float ActionTimer { get; set; }
public float Cargo { get; set; }
public string? DockedStationId { get; set; }
public float Health { get; set; }
public List<string> History { get; } = [];
public string LastSignature { get; set; } = string.Empty;
public string LastDeltaSignature { get; set; } = string.Empty;
}
public sealed class FactionRuntime
{
public required string Id { get; init; }
public required string Label { get; init; }
public required string Color { get; init; }
public float Credits { get; set; }
public float OreMined { get; set; }
public float GoodsProduced { get; set; }
public int ShipsBuilt { get; set; }
public int ShipsLost { get; set; }
public string LastDeltaSignature { get; set; } = string.Empty;
}
public sealed class ShipOrderRuntime
{
public required string Kind { get; init; }
public string Status { get; set; } = "accepted";
public required string DestinationSystemId { get; init; }
public required Vector3 DestinationPosition { get; init; }
}
public sealed class DefaultBehaviorRuntime
{
public required string Kind { get; set; }
public string? AreaSystemId { get; set; }
public string? RefineryId { get; set; }
public string? NodeId { get; set; }
public string? Phase { get; set; }
public List<Vector3> PatrolPoints { get; set; } = [];
public int PatrolIndex { get; set; }
}
public sealed class ControllerTaskRuntime
{
public required string Kind { get; set; }
public string? TargetEntityId { get; set; }
public string? TargetSystemId { get; set; }
public Vector3? TargetPosition { get; set; }
public float Threshold { get; set; }
}
public readonly record struct Vector3(float X, float Y, float Z)
{
public static Vector3 Zero => new(0f, 0f, 0f);
public float DistanceTo(Vector3 other)
{
var dx = X - other.X;
var dy = Y - other.Y;
var dz = Z - other.Z;
return MathF.Sqrt((dx * dx) + (dy * dy) + (dz * dz));
}
public Vector3 MoveToward(Vector3 target, float maxDistance)
{
var distance = DistanceTo(target);
if (distance <= maxDistance || distance <= 0.0001f)
{
return target;
}
var t = maxDistance / distance;
return new Vector3(
X + ((target.X - X) * t),
Y + ((target.Y - Y) * t),
Z + ((target.Z - Z) * t));
}
public Vector3 Subtract(Vector3 other) => new(X - other.X, Y - other.Y, Z - other.Z);
public Vector3 Divide(float value)
{
if (value == 0f)
{
return Zero;
}
return new(X / value, Y / value, Z / value);
}
}