Aetheria/Assets/Scripts/ServerShared/LoadoutGenerator.cs
soul e403905e12 LoadoutGenerator.IsDrawable is the one definition of 'a maker offers this design'; StationKinds keeps a kind by it
AvailableProducts (Price > 0, a set Manufacturer, offered) and StationKinds.OfferedKinds (offered only) disagreed, so Choose could keep a kind
whose hull draw returns null. Both now ask IsDrawable; OfferedKinds and OfferedStationHulls read the same drawable station products.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 18:02:47 +02:00

480 lines
27 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using GameCult.Caching;
using CultMath;
using static CultMath.math;
using Random = CultMath.Random;
public class LoadoutGenerator
{
public Random Random;
public ItemManager ItemManager { get; }
public Galaxy Galaxy { get; }
public GalaxyZone Zone { get; }
public Faction Faction { get; }
public float PriceExponent { get; }
// Consumables are scarce (operator, 2026-10-09): a quarter of stations stock one product, one ship in ten carries
// one unit, and a carried consumable becomes loot when its ship dies. The units are the most a roll can stock; a
// station draws 1 to the maximum.
public const float StationConsumableChance = .25f;
public const int StationConsumableUnits = 2;
public const float ShipConsumableChance = .1f;
public const int ShipConsumableUnits = 1;
public LoadoutGenerator(
ref Random random,
ItemManager itemManager,
Galaxy galaxy,
GalaxyZone zone,
Faction faction,
float priceExponent)
{
Random = random;
ItemManager = itemManager;
Galaxy = galaxy;
Zone = zone;
Faction = faction;
PriceExponent = priceExponent;
}
public EntityPack GenerateShipLoadout(Predicate<HullData> hullFilter = null)
{
var (hullProduct, hullData) = RandomHull(HullType.Ship, hullFilter);
if(hullData==null)
{
ItemManager.Log("Unable to generate ship loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
if(hull==null)
ItemManager.Log("WHAT???");
var entity = new Ship(ItemManager, null, hull, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
EquipPickup(entity);
StockConsumables(entity, ShipConsumableChance, ShipConsumableUnits);
return EntitySerializer.Pack(entity);
}
public OrbitalEntityPack GenerateTurretLoadout()
{
var (hullProduct, hullData) = RandomHull(HullType.Turret);
if(hullData==null)
{
ItemManager.Log("Unable to generate turret loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, default, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
}
// A station of one kind: the hull is drawn among the station hulls the kind calls for in this faction's hands
// (StationKinds.HullKindFor), so a faction with no model of the kind builds its stand-in's hull and keeps the kind.
public OrbitalEntityPack GenerateStationLoadout(CultRecordRef<StationKindData> kind)
{
var hullKind = StationKinds.HullKindFor(ItemManager.ItemData, Faction, kind);
var (hullProduct, hullData) = RandomHull(HullType.Station, hull => hull.Kind.Key.Equals(hullKind.Key));
if(hullData==null)
{
ItemManager.Log("Unable to generate station loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, default, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
entity.Kind = kind;
// A stand-in hull keeps its own model but not its own name: the station is what its kind says it is.
if (!hullData.Kind.Key.Equals(kind.Key) && ItemManager.ItemData.Get(kind) is { } kindData) entity.Name = kindData.Name;
// Hardpoint gear goes in first so the docking bay can only take space that gear left free
EquipHardpoints(entity);
var emptyShape = entity.UnoccupiedSpace;
var (dockingBayProduct, dockingBayData) = RandomProduct<DockingBayData>(2, item => item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (dockingBayData == null) throw new InvalidLoadoutException("No compatible docking bay found for station!");
dockingBayData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
var dockingBay = ItemManager.CreateInstance(dockingBayProduct) as EquippableItem;
dockingBay.Rotation = cargoRotation;
if (!entity.TryEquip(dockingBay, cargoPosition))
{
throw new InvalidLoadoutException("Failed to equip selected docking bay!");
}
// Every station carries a heater (operator, 2026-09-30): an idle station has no other heat source and cools
// toward freezing and invisibility. A heater is general gear whose thermostat runs its heat only below a
// target, the composition a cockpit uses: a low-pass Thermotoggle, then Heat, in its behaviours.
emptyShape = entity.UnoccupiedSpace;
var (heaterProduct, heaterData) = RandomProduct<GearData>(2, item => IsHeater(item) && item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (heaterData == null) throw new InvalidLoadoutException("No compatible heater found for station!");
heaterData.Shape.FitsWithin(emptyShape, out var heaterRotation, out var heaterPosition);
var heater = ItemManager.CreateInstance(heaterProduct) as EquippableItem;
heater.Rotation = heaterRotation;
if (!entity.TryEquip(heater, heaterPosition))
throw new InvalidLoadoutException("Failed to equip selected heater!");
FillInterior(entity);
// The consumable goes in before the gear stock: sixteen gear picks drawn with replacement can fill a real hold,
// and a roll that hit must leave the entity holding one (the ruled rate is the rule). With no consumable on
// offer nothing is drawn here, so the gear draws are exactly what they were.
StockConsumables(entity, StationConsumableChance, StationConsumableUnits);
var cargo = entity.CargoBays.First();
var inventory = RandomProducts<EquippableItemData>(16, 1,
data => !(data is HullData hull && hull.HullType != HullType.Ship) && !(data is CargoBayData))
.OrderByDescending(entry => entry.design.Shape.Coordinates.Length);
foreach (var entry in inventory)
{
var instance = ItemManager.CreateInstance(entry.product);
cargo.TryStore(instance);
}
entity.CanTow = hullData.CanTow;
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
}
// A loadout's one consumable step. With no consumable on offer, or no hold to put one in, nothing is drawn, so a
// catalog without consumables generates exactly what it did before them. Otherwise one roll decides whether the
// entity has any, and a hit stocks 1 to maxUnits instances of one product, stopping when no hold takes another.
private void StockConsumables(Entity entity, float chance, int maxUnits)
{
var (available, _) = AvailableProducts<ConsumableItemData>(null, false);
if (available.Length == 0 || !entity.CargoBays.Any()) return;
if (Random.NextFloat() >= chance) return;
var (product, design) = RandomProducts<ConsumableItemData>(1, 0).FirstOrDefault();
if (design == null) return;
var units = Random.NextInt(1, maxUnits + 1);
for (var i = 0; i < units; i++)
{
var instance = ItemManager.CreateInstance(product);
if (!entity.CargoBays.Any(bay => bay.TryStore(instance))) break;
}
}
private static bool IsHeater(GearData item) =>
item.HardpointType == HardpointType.Tool &&
item.Behaviors.Any(b => b is ThermotoggleData { HighPass: false }) &&
item.Behaviors.Any(b => b is HeatData);
// Every entity needs a hull, so hulls are always required
public (FactionProductData product, HullData design) RandomHull(HullType type, Predicate<HullData> hullFilter = null)
{
return RandomProduct<HullData>(0, item =>
(hullFilter?.Invoke(item) ?? true) &&
item.HullType == type, required: true);
}
// What a faction makes is which products it has, so generation selects branded products rather than designs.
// Products normally come only from manufacturers present in the galaxy and known to the zone's faction; a
// required item falls back to any manufacturer when none of those make one, which means the product table
// lacks variety, so it is logged rather than hidden.
public (FactionProductData product, T design)[] RandomProducts<T>(int count, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : CraftedItemData
{
var (available, preferManufacturers) = AvailableProducts(filter, required);
var shares = BinShares();
return available.WeightedRandomElements(ref Random, entry =>
Weight(entry.product, shares, preferManufacturers) *
pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
count);
}
// An item is on offer only through a product, so a design no product makes is never drawn, stocked or chosen; it reaches a ship
// only through a Loadout (ruling off-market-is-general).
// The products this faction can be offered for a design kind (only gear needs a home), and whether manufacturer preference applies (it does
// not once a required item has fallen back to any manufacturer). The one availability rule for every selection.
private ((FactionProductData product, T design)[] available, bool preferManufacturers) AvailableProducts<T>(Predicate<T> filter, bool required) where T : CraftedItemData
{
var hulls = SoldHulls(ItemManager.ItemData);
var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
.Select(product => (product, design: ItemManager.ItemData.Get(product.Design) as T))
.Where(entry =>
// A not-offered product is never a candidate, so the any-manufacturer fallback below cannot reach it either.
IsDrawable(ItemManager.ItemData, entry.product, entry.design) &&
(!(entry.design is EquippableItemData equippable) || HasHome(equippable, hulls)) &&
(filter?.Invoke(entry.design) ?? true))
.ToArray();
var available = candidates.Where(entry => IsAvailable(entry.product)).ToArray();
var preferManufacturers = true;
if (available.Length == 0 && required && candidates.Length > 0)
{
ItemManager.Log($"No {typeof(T).Name} product available from manufacturers known to {Faction?.Name ?? "this galaxy"}; using any manufacturer. The product table needs more variety.");
available = candidates;
preferManufacturers = false;
}
return (available, preferManufacturers);
}
// Hardpoint gear that no hull in the catalog can mount has no home (operator, 2026-09-30: "we'll need to author a
// bunch more hulls before all the gear variety in the game has a home"): generation never offers it, so no station
// stocks it. It gains one the moment a hull with a hardpoint that takes it exists. Tool gear goes in any interior.
// Only a hull some product sells gives gear a home: a hull no faction builds (the Smoke Test Hull) is a test fixture, so its
// hardpoints never put gear on a shelf. An off-market hull gives no gear a home either: only its pinned Loadout flies it.
// The one definition of the hulls HasHome considers.
public static HullData[] SoldHulls(CultCache items) =>
items.GetAll<FactionProductData>().Where(product => IsOffered(items, product)).Select(product => items.Get(product.Design)).OfType<HullData>().Distinct().ToArray();
public static bool HasHome(EquippableItemData design, HullData[] hulls) =>
design.HardpointType == HardpointType.Tool || design.HardpointType == HardpointType.Hull ||
hulls.Any(hull => hull.Hardpoints.Any(hardpoint => hardpoint.Takes(design)));
// No galaxy, or no faction, means no allegiance to filter by: every product is on offer. A fixture generates
// loadouts that way, so a test can exercise placement and products without standing up a whole galaxy; a scenario
// stage has no faction and reaches every maker. Loadouts.Materialize takes a chooser and ChooseProduct is the game's,
// so presets and generation share this one availability rule. A faction
// always reaches its own manufacturer's gear, and otherwise gear made by a manufacturer its allegiance names
// (operator, 2026-09-30: allegiance lists only other factions). Whether that manufacturer is present in the galaxy
// does not matter (operator, 2026-10-06: a faction need not be present for its gear to be available).
// A not-offered product is available to nobody, a stage with no faction included.
public bool IsAvailable(FactionProductData product) =>
IsOffered(ItemManager.ItemData, product) && (
Galaxy == null || Faction == null ||
ItemManager.ItemData.Get(product.Manufacturer) == Faction || Faction.Allegiance.ContainsKey(product.Manufacturer));
// Whether a product can be drawn for its design at all: the design resolves, has a price, the product names a maker and is
// offered. The one definition of 'a maker offers this design'; AvailableProducts selects by it and StationKinds decides which
// station kinds a hull can be drawn for by it, so a kind is kept exactly when a hull of it can be drawn.
public static bool IsDrawable(CultCache items, FactionProductData product, CraftedItemData design) =>
design != null && design.Price > 0 && product.Manufacturer.IsSet() && IsOffered(items, product);
// Whether a product is on the market at all (ruling off-market-is-unoffered-product). The one reader of NotOffered. A bin is
// offered only if both it and its line are (ruling bin-inherits-line-offered); the catalog read guarantees a bin's line exists.
public static bool IsOffered(CultCache items, FactionProductData product) =>
!product.NotOffered && (product.Bin == null || !items.Get(product.Bin.Line).NotOffered);
// How much this outfitter favors a product: its maker's preference times the product's share of it. The one weight of
// generation and of ChooseProduct. A bin takes the share of its maker's stock that would pass its floor and its line takes
// the rest (ruling bin-share-by-floor), so binning never changes a maker's presence for the design.
public float ProductWeight(FactionProductData product) => Weight(product, BinShares(), true);
// The one weight, with the share of the stock computed from shares (BinShares, once per weighting pass). A draw that has
// fallen back to any manufacturer weighs by share alone: the maker's preference no longer applies, its bins' shares still do.
private float Weight(FactionProductData product, Dictionary<string, float> shares, bool preferManufacturers) =>
(preferManufacturers ? ManufacturerPreference(product.Manufacturer) : 1) * Share(product, shares);
// 1 - Phi(floor): the fraction of a normal draw that lies at least floor deviations above its mean.
private static float PassFraction(float floor) => .5f * (1 - erf(floor / sqrt(2f)));
// Each line's key to the sum of its offered bins' pass fractions: read from the catalog once per weighting pass, never kept. An
// off-market bin takes no share, so its line keeps the whole weight.
private Dictionary<string, float> BinShares() => ItemManager.ItemData.GetAll<FactionProductData>()
.Where(product => product.Bin != null && IsOffered(ItemManager.ItemData, product))
.GroupBy(product => product.Bin.Line.Key.Value)
.ToDictionary(group => group.Key, group => group.Sum(bin => PassFraction(bin.Bin.Floor)));
private float Share(FactionProductData product, Dictionary<string, float> shares)
{
if (product.Bin != null) return PassFraction(product.Bin.Floor);
return max(0f, 1 - shares.GetValueOrDefault(ItemManager.ItemData.RefOf(product).Key.Value));
}
// The product a design named without one is built as (ruling loadout-product-optional-context-chooses): among the
// products of the design this outfitter can get, one draw from the run's seeded Random weighted by ProductWeight;
// null when none, and by share alone when every weight is 0. Candidates are ordered by name so the draw's
// enumeration, and so its result, never depends on record keys. All of the policy is this body.
public FactionProductData ChooseProduct(CraftedItemData design)
{
var key = ItemManager.ItemData.RefOf(design).Key;
var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
.Where(product => product.Design.Key.Equals(key) && IsAvailable(product))
.OrderBy(product => product.Name, StringComparer.Ordinal)
.ToArray();
if (candidates.Length == 0) return null;
var shares = BinShares();
var uniform = candidates.All(product => Weight(product, shares, true) <= 0);
return candidates.WeightedRandomElements(ref Random, product => Weight(product, shares, !uniform), 1)[0];
}
// Prioritize products from the zone faction and its allies, penalizing distance to the manufacturer's headquarters.
// A manufacturer with no home zone in this galaxy weighs as if its headquarters lay one jump beyond the farthest
// zone this zone reaches: reachable through allegiance, least preferred.
public float ManufacturerPreference(CultRecordRef<Faction> manufacturer)
{
if (Faction == null || Galaxy == null) return 1;
var maker = ItemManager.ItemData.Get(manufacturer);
var allegiance = maker == Faction ? 1 :
Faction.Allegiance.TryGetValue(manufacturer, out var a) ? a : 0;
var home = maker != null && Galaxy.HomeZones.TryGetValue(maker, out var h) ? h : null;
var distance = Zone?.Distance == null ? 0 :
home != null && Zone.Distance.TryGetValue(home, out var d) ? d :
home == null && Zone.Distance.Count > 0 ? Zone.Distance.Values.Max() + 1 : 0;
return allegiance / (1 + distance);
}
public (FactionProductData product, T design) RandomProduct<T>(float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
return RandomProducts(1, sizeExponent, filter, required).FirstOrDefault();
}
public (FactionProductData product, T design) RandomProduct<T>(HardpointData hardpoint, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
// Every candidate passes the one fit rule, HardpointData.Takes. Generation prefers gear that fills the hardpoint
// and falls back to anything that fits only when nothing that fills it is on offer.
var filling = RandomProduct<T>(sizeExponent, item => hardpoint.IsFilledBy(item) && (filter?.Invoke(item) ?? true));
if (filling.design != null) return filling;
return RandomProduct<T>(sizeExponent, item => hardpoint.Takes(item) && (filter?.Invoke(item) ?? true), required);
}
private void OutfitEntity(Entity entity)
{
EquipHardpoints(entity);
FillInterior(entity);
}
// Every ship carries a tractor beam: picking up needs a pickup behaviour (scenarios ruling, "everyone gets tractor
// beams"). It goes in after the shared outfitting, which stations and turrets also run and which adds none, into
// whatever interior the hull has left; a hull with no cell for one cannot be generated.
private void EquipPickup(Entity entity)
{
var emptyShape = entity.UnoccupiedSpace;
var (product, design) = RandomProduct<GearData>(2, item =>
item.Behaviors.Any(b => b is PickupData) &&
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (design == null) throw new InvalidLoadoutException("No compatible tractor beam found for ship!");
design.Shape.FitsWithin(emptyShape, out var rotation, out var position);
var beam = ItemManager.CreateInstance(product) as EquippableItem;
beam.Rotation = rotation;
if (!entity.TryEquip(beam, position))
throw new InvalidLoadoutException("Failed to equip selected tractor beam!");
}
private void EquipHardpoints(Entity entity)
{
var hullData = ItemManager.GetData(entity.Hull) as HullData;
foreach (var v in hullData.Shape.Coordinates) entity.HullConductivity[v.x, v.y] = true;
var previousProducts = new List<(FactionProductData product, GearData design)>();
foreach (var hardpoint in hullData.Hardpoints.OrderByDescending(h=>h.Shape.Coordinates.Length))
{
if (hardpoint.Type == HardpointType.ControlModule)
{
var (controllerProduct, controllerData) = RandomProduct<GearData>(hardpoint, 2,
item => item.Behaviors.Any(b => entity is Ship && b is CockpitData || entity is OrbitalEntity && b is TurretControllerData), required: true);
if (controllerData == null)
throw new InvalidLoadoutException("No compatible controller found for entity!");
var controller = ItemManager.CreateInstance(controllerProduct) as EquippableItem;
if (!entity.TryEquip(controller))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
}
else
{
// If a previously selected product fits, use that one (this is why we must process larger hardpoints first)
var entry = previousProducts
.FirstOrDefault(e => hardpoint.Takes(e.design));
var previousItem = entity.Equipment.FirstOrDefault(item => item.Data == entry.design);
if (entry.design == null) entry = RandomProduct<GearData>(hardpoint, 2);
if (entry.design == null) ItemManager.Log($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
else
{
// Matching hardpoints carry matching units: same lot
var item = (previousItem != null
? ItemManager.CreateInstance(previousItem.EquippableItem.Lot)
: ItemManager.CreateInstance(entry.product)) as EquippableItem;
if (!entity.TryEquip(item))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
previousProducts.Add(entry);
}
}
}
}
// Interior gear may use any free interior cell, including empty hardpoint cells
private void FillInterior(Entity entity)
{
var emptyShape = entity.UnoccupiedSpace;
var (cargoProduct, cargoData) = RandomProduct<CargoBayData>(3, item =>
!(item is DockingBayData) &&
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (cargoData == null) throw new InvalidLoadoutException("No compatible cargo bay found for entity!");
cargoData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
var cargo = ItemManager.CreateInstance(cargoProduct) as EquippableItem;
cargo.Rotation = cargoRotation;
if (!entity.TryEquip(cargo, cargoPosition))
throw new InvalidLoadoutException("Failed to equip selected cargo bay!");
emptyShape = entity.UnoccupiedSpace;
var (capacitorProduct, capacitorData) = RandomProduct<GearData>(2, item =>
item.Behaviors.Any(b => b is CapacitorData) &&
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (capacitorData == null) throw new InvalidLoadoutException("No compatible capacitor found for entity!");
capacitorData.Shape.FitsWithin(emptyShape, out var capacitorRotation, out var capacitorPosition);
var capacitor = ItemManager.CreateInstance(capacitorProduct) as EquippableItem;
capacitor.Rotation = capacitorRotation;
if (!entity.TryEquip(capacitor, capacitorPosition))
throw new InvalidLoadoutException("Failed to equip selected capacitor!");
// Cut 2 (docs/fire-control-cut.md, Q4): required equipment for anything that can fire -- unaided
// fire is a last resort, not an alternative loadout choice. EquipHardpoints runs before FillInterior
// (OutfitEntity), so entity.Weapons is already populated here. Zenith and anything else with no
// weapon hardpoints gets none.
//
// Cut 6c, 6c.2: this used to be `required: true` and throw InvalidLoadoutException when no seller was
// available -- a galaxy that happened not to draw a targeting design's manufacturer failed entity
// generation outright, a single point of failure the ten-seed smoke never sampled. It degrades instead:
// required: false, so RandomProducts' own manufacturer-widening fallback never fires and an unmet
// requirement returns null quietly rather than searching outside the galaxy for one. An entity that
// ends up with no targeting system fires through FireControl's unaided fallback
// (GameplaySettings.UnaidedTracking, Cut 5.1) rather than not firing at all -- that floor is what makes
// this degrade safe. The gap is logged so it surfaces as content debt (AetherDb loadout reports it per
// seed) instead of vanishing silently.
if (entity.Weapons.Any())
{
emptyShape = entity.UnoccupiedSpace;
var (targetingProduct, targetingData) = RandomProduct<GearData>(2, item =>
item.Behaviors.Any(b => b is TargetingSystemData) &&
item.Shape.FitsWithin(emptyShape, out _, out _));
if (targetingData == null)
{
ItemManager.Log("No targeting system available for armed entity; it will fire unaided.");
}
else
{
targetingData.Shape.FitsWithin(emptyShape, out var targetingRotation, out var targetingPosition);
var targetingSystem = ItemManager.CreateInstance(targetingProduct) as EquippableItem;
targetingSystem.Rotation = targetingRotation;
if (!entity.TryEquip(targetingSystem, targetingPosition))
throw new InvalidLoadoutException("Failed to equip selected targeting system!");
}
}
}
}
public class InvalidLoadoutException : Exception
{
public InvalidLoadoutException()
{
}
public InvalidLoadoutException(string message)
: base(message)
{
}
public InvalidLoadoutException(string message, Exception inner)
: base(message, inner)
{
}
}