Aetheria/Assets/Scripts/ServerShared/LoadoutGenerator.cs
Meta Vens 89ef80d298 Stations: every generated station carries a heater
Operator ruling, 2026-09-30: an idle station has no heat source and cools
toward freezing and invisibility, so station generation (LoadoutGenerator, the
one owner of station loadouts) equips one heater after the docking bay, from
the products whose design is Tool gear with a low-pass Thermotoggle and Heat,
the cockpit's thermostat composition. It is required, like the docking bay.

Not yet warm: generated stations have no reactor (no reactor product fits
Zenith's 16-cell Reactor hardpoint), so the heater's EnergyDraw gets no supply
and the station still cools (280 K to ~247 K over ten idle minutes). The test
that an idle station stays above freezing waits on that.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:45:32 +02:00

333 lines
16 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; }
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);
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;
}
public OrbitalEntityPack GenerateStationLoadout()
{
var (hullProduct, hullData) = RandomHull(HullType.Station);
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;
// 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);
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;
}
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 : EquippableItemData
{
var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
.Select(product => (product, design: ItemManager.ItemData.Get(product.Design) as T))
.Where(entry =>
entry.design != null &&
entry.design.Price > 0 &&
entry.product.Manufacturer.IsSet() &&
(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.WeightedRandomElements(ref Random, entry =>
(preferManufacturers ? ManufacturerPreference(entry.product.Manufacturer) : 1) *
pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
count);
}
// No galaxy means no availability 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; no game path does.
// Loadouts.Materialize takes availability as a predicate; RunStart, the game's one preset spawner, passes this, so
// presets and generation share one availability rule.
public bool IsAvailable(FactionProductData product) =>
Galaxy == null || Galaxy.IsPrelude ||
Galaxy.ContainsFaction(product.Manufacturer) && (Faction == null || Faction.Allegiance.ContainsKey(product.Manufacturer));
// Prioritize products from the zone faction and its allies, penalizing distance to the manufacturer's headquarters
private 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 = home != null && Zone?.Distance != null && Zone.Distance.TryGetValue(home, out var d) ? d : 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
{
return RandomProduct<T>(sizeExponent, item => item.HardpointType == hardpoint.Type &&
(filter?.Invoke(item) ?? true) &&
item.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _) &&
item.Shape.Coordinates.Length==hardpoint.Shape.Coordinates.Length, required);
}
private void OutfitEntity(Entity entity)
{
EquipHardpoints(entity);
FillInterior(entity);
}
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 => e.design.HardpointType == hardpoint.Type && e.design.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _));
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)
{
}
}