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

329 lines
12 KiB
C#

namespace SpaceGame.Api.Factions.AI;
// ─── 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 int EnemyFactionCount { get; set; }
public int EnemyShipCount { get; set; }
public int EnemyStationCount { get; set; }
public float OreStockpile { get; set; }
public float RefinedMetalsStockpile { get; set; }
public float RefinedMetalsProductionRate { get; set; }
public float RefinedMetalsShortageHorizonSeconds { get; set; }
public float HullpartsStockpile { get; set; }
public float HullpartsProductionRate { get; set; }
public float HullpartsShortageHorizonSeconds { get; set; }
public float ClaytronicsStockpile { get; set; }
public float ClaytronicsProductionRate { get; set; }
public float ClaytronicsShortageHorizonSeconds { get; set; }
public float WaterStockpile { get; set; }
public float WaterProductionRate { get; set; }
public float WaterShortageHorizonSeconds { get; set; }
public bool HasRefinedMetalsProduction => RefinedMetalsProductionRate > 0.01f;
public bool HasHullpartsProduction => HullpartsProductionRate > 0.01f;
public bool HasClaytronicsProduction => ClaytronicsProductionRate > 0.01f;
public bool HasWaterProduction => WaterProductionRate > 0.01f;
public bool HasWarIndustrySupplyChain =>
HasRefinedMetalsProduction && HasHullpartsProduction && HasClaytronicsProduction;
public FactionPlanningState Clone() => (FactionPlanningState)MemberwiseClone();
internal static int ComputeTargetWarships(FactionPlanningState state)
{
var expansionDeficit = Math.Max(0, state.TargetSystemCount - state.ControlledSystemCount);
return Math.Max(3, (state.ControlledSystemCount * 2) + (expansionDeficit * 3) + Math.Min(4, state.EnemyFactionCount + state.EnemyStationCount));
}
}
// ─── Goals ─────────────────────────────────────────────────────────────────────
public sealed class EnsureWarIndustryGoal : GoapGoal<FactionPlanningState>
{
public override string Name => "ensure-war-industry";
public override bool IsSatisfied(FactionPlanningState state) =>
state.EnemyFactionCount <= 0 || (state.HasWarIndustrySupplyChain && state.HasShipFactory);
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
if (state.EnemyFactionCount <= 0)
{
return 0f;
}
var missingStages =
(state.HasRefinedMetalsProduction ? 0 : 1) +
(state.HasHullpartsProduction ? 0 : 1) +
(state.HasClaytronicsProduction ? 0 : 1) +
(state.HasShipFactory ? 0 : 1);
return missingStages <= 0 ? 0f : 125f + (missingStages * 18f);
}
}
public sealed class EnsureWaterSecurityGoal : GoapGoal<FactionPlanningState>
{
public override string Name => "ensure-water-security";
public override bool IsSatisfied(FactionPlanningState state) =>
state.HasWaterProduction && state.WaterShortageHorizonSeconds >= 300f;
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
if (state.HasWaterProduction && state.WaterShortageHorizonSeconds >= 300f)
{
return 0f;
}
if (float.IsPositiveInfinity(state.WaterShortageHorizonSeconds))
{
return state.HasWaterProduction ? 0f : 85f;
}
return 55f + MathF.Max(0f, 300f - state.WaterShortageHorizonSeconds) * 0.2f;
}
}
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 ExterminateRivalGoal : GoapGoal<FactionPlanningState>
{
public override string Name => "exterminate-rival";
public override bool IsSatisfied(FactionPlanningState state) =>
state.EnemyFactionCount <= 0 || (state.EnemyShipCount <= 0 && state.EnemyStationCount <= 0);
public override float ComputePriority(FactionPlanningState state, SimulationWorld world, CommanderRuntime commander)
{
if (state.EnemyFactionCount <= 0)
{
return 0f;
}
return 140f + (state.EnemyStationCount * 25f) + (state.EnemyShipCount * 6f);
}
}
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 => $"order-{shipId}-production";
public override float Cost => 1f;
public override bool CheckPreconditions(FactionPlanningState state) =>
state.HasShipFactory && state.HasWarIndustrySupplyChain;
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
{
switch (shipKind)
{
case "military": state.MilitaryShipCount++; break;
case "mining": state.MinerShipCount++; break;
case "transport": state.TransportShipCount++; break;
case "construction": state.ConstructorShipCount++; break;
}
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
commander.ActiveDirectives.Add($"produce-{shipKind}-ships");
}
}
public sealed class PlanWarIndustryAction : GoapAction<FactionPlanningState>
{
public override string Name => "plan-war-industry";
public override float Cost => 2f;
public override bool CheckPreconditions(FactionPlanningState state) =>
state.EnemyFactionCount > 0 && (!state.HasWarIndustrySupplyChain || !state.HasShipFactory);
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
{
state.RefinedMetalsProductionRate = MathF.Max(state.RefinedMetalsProductionRate, 1f);
state.HullpartsProductionRate = MathF.Max(state.HullpartsProductionRate, 1f);
state.ClaytronicsProductionRate = MathF.Max(state.ClaytronicsProductionRate, 1f);
state.HasShipFactory = true;
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
commander.ActiveDirectives.Add("bootstrap-war-industry");
if (FactionIndustryPlanner.AnalyzeShipyardNeed(world, commander.FactionId) is not { } project)
{
return;
}
FactionIndustryPlanner.EnsureExpansionSite(world, commander.FactionId, project);
commander.ActiveDirectives.Add($"expand-industry:{project.CommodityId}:{project.SystemId}:{project.CelestialId}");
}
}
public sealed class PlanCommoditySupplyAction : GoapAction<FactionPlanningState>
{
private readonly string commodityId;
public PlanCommoditySupplyAction(string commodityId)
{
this.commodityId = commodityId;
}
public override string Name => $"plan-{commodityId}-supply";
public override float Cost => 2f;
public override bool CheckPreconditions(FactionPlanningState state) =>
commodityId switch
{
"water" => !state.HasWaterProduction || state.WaterShortageHorizonSeconds < 300f,
_ => false,
};
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
{
if (string.Equals(commodityId, "water", StringComparison.Ordinal))
{
state.WaterProductionRate = MathF.Max(state.WaterProductionRate, 1f);
state.WaterShortageHorizonSeconds = MathF.Max(state.WaterShortageHorizonSeconds, 600f);
}
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
if (FactionIndustryPlanner.AnalyzeCommodityNeed(world, commander.FactionId, commodityId) is not { } project)
{
return;
}
FactionIndustryPlanner.EnsureExpansionSite(world, commander.FactionId, project);
commander.ActiveDirectives.Add($"expand-industry:{project.CommodityId}:{project.SystemId}:{project.CelestialId}");
}
}
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 && state.HasWarIndustrySupplyChain;
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");
}
}
public sealed class LaunchExterminationCampaignAction : GoapAction<FactionPlanningState>
{
public override string Name => "launch-extermination-campaign";
public override float Cost => 1f;
public override bool CheckPreconditions(FactionPlanningState state) =>
state.EnemyFactionCount > 0
&& state.HasShipFactory
&& state.MilitaryShipCount >= Math.Max(2, FactionPlanningState.ComputeTargetWarships(state) / 2);
public override FactionPlanningState ApplyEffects(FactionPlanningState state)
{
state.EnemyShipCount = 0;
state.EnemyStationCount = 0;
state.EnemyFactionCount = 0;
return state;
}
public override void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander)
{
commander.ActiveDirectives.Add("attack-rival");
commander.ActiveDirectives.Add("produce-military-ships");
}
}