Aetheria/Assets/Scripts/ServerShared/LoadoutGenerator.cs
Meta Vens 25ecb46fcd Generate stations that respect empty hardpoints and required items
UnoccupiedSpace now counts empty hardpoint cells as free, matching
ItemFits: general gear may use a hardpoint until hardpoint gear claims
it. LoadoutGenerator equips hardpoint gear before the docking bay, so the
bay cannot take the reactor's slot. Hulls, docking bays, controllers,
cargo bays and capacitors are required: if no manufacturer present in the
galaxy and known to the faction makes one, any manufacturer is used and
the database gap is logged, so a galaxy without AU still gets stations.
Manufacturer preference is allegiance / (1 + hops to headquarters); the
distance term previously never applied due to operator precedence, and
would have divided by zero in the headquarters zone.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 23:23:19 +02:00

272 lines
No EOL
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.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 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(hullData) 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 hullData = RandomHull(HullType.Turret);
if(hullData==null)
{
ItemManager.Log("Unable to generate turret loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullData) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
}
public OrbitalEntityPack GenerateStationLoadout()
{
var hullData = RandomHull(HullType.Station);
if(hullData==null)
{
ItemManager.Log("Unable to generate station loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullData) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, 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 dockingBayData = RandomItem<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(dockingBayData) as EquippableItem;
dockingBay.Rotation = cargoRotation;
if (!entity.TryEquip(dockingBay, cargoPosition))
{
throw new InvalidLoadoutException("Failed to equip selected docking bay!");
}
FillInterior(entity);
var cargo = entity.CargoBays.First();
IEnumerable<EquippableItemData> inventory = RandomItems<EquippableItemData>(16, 1,
data => !(data is HullData hull && hull.HullType != HullType.Ship) && !(data is CargoBayData));
inventory = inventory
.OrderByDescending(item=>item.Shape.Coordinates.Length);
foreach (var item in inventory)
{
var instance = ItemManager.CreateInstance(item);
cargo.TryStore(instance);
}
entity.CanTow = hullData.CanTow;
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
}
// Every entity needs a hull, so hulls are always required
public HullData RandomHull(HullType type, Predicate<HullData> hullFilter = null)
{
return RandomItem<HullData>(0, item =>
(hullFilter?.Invoke(item) ?? true) &&
item.HullType == type, required: true);
}
// Items 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; that means the item
// database lacks variety, so it is logged rather than hidden.
public T[] RandomItems<T>(int count, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
var candidates = ItemManager.ItemData.GetAll<T>()
.Where(item =>
item.Price > 0 &&
item.Manufacturer != Guid.Empty &&
(filter?.Invoke(item) ?? true))
.ToArray();
var available = candidates.Where(IsAvailable).ToArray();
var preferManufacturers = true;
if (available.Length == 0 && required && candidates.Length > 0)
{
ItemManager.Log($"No {typeof(T).Name} available from manufacturers known to {Faction?.Name ?? "this galaxy"}; using any manufacturer. The item database needs more variety.");
available = candidates;
preferManufacturers = false;
}
return available.WeightedRandomElements(ref Random, item =>
(preferManufacturers ? ManufacturerPreference(item.Manufacturer) : 1) *
pow(item.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
pow(item.Price, PriceExponent), // Penalize item price to a controllable degree
count);
}
private bool IsAvailable(EquippableItemData item) =>
Galaxy.IsPrelude ||
Galaxy.ContainsFaction(item.Manufacturer) && (Faction == null || Faction.Allegiance.ContainsKey(item.Manufacturer));
// Prioritize items from the zone faction and its allies, penalizing distance to the manufacturer's headquarters
private float ManufacturerPreference(Guid manufacturer)
{
if (Faction == null) return 1;
var allegiance = manufacturer == Faction.ID ? 1 :
Faction.Allegiance.TryGetValue(manufacturer, out var a) ? a : 0;
var home = Galaxy.HomeZones.FirstOrDefault(h => h.Key.ID == manufacturer).Value;
var distance = home != null && Zone?.Distance != null && Zone.Distance.TryGetValue(home, out var d) ? d : 0;
return allegiance / (1 + distance);
}
public T RandomItem<T>(float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
return RandomItems(1, sizeExponent, filter, required).FirstOrDefault();
}
public T RandomItem<T>(HardpointData hardpoint, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
return RandomItem<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 previousItems = new List<EquippableItemData>();
foreach (var hardpoint in hullData.Hardpoints.OrderByDescending(h=>h.Shape.Coordinates.Length))
{
if (hardpoint.Type == HardpointType.ControlModule)
{
var controllerData = RandomItem<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(controllerData) as EquippableItem;
if (!entity.TryEquip(controller))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
}
else
{
// If a previously selected item fits, use that one (this is why we must process larger hardpoints first)
var itemData = previousItems
.FirstOrDefault(i => i.HardpointType == hardpoint.Type && i.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _));
var previousItem = entity.Equipment.FirstOrDefault(item => item.Data == itemData);
itemData ??= RandomItem<GearData>(hardpoint, 2);
if (itemData == null) ItemManager.Log($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
else
{
//throw new InvalidLoadoutException($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
EquippableItem item;
if(previousItem!=null)
item = ItemManager.CreateInstance(itemData, previousItem.EquippableItem.Quality) as EquippableItem;
else item = ItemManager.CreateInstance(itemData) as EquippableItem;
if (!entity.TryEquip(item))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
previousItems.Add(itemData);
}
}
}
}
// Interior gear may use any free interior cell, including empty hardpoint cells
private void FillInterior(Entity entity)
{
var emptyShape = entity.UnoccupiedSpace;
var cargoData = RandomItem<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(cargoData) as EquippableItem;
cargo.Rotation = cargoRotation;
if (!entity.TryEquip(cargo, cargoPosition))
throw new InvalidLoadoutException("Failed to equip selected cargo bay!");
emptyShape = entity.UnoccupiedSpace;
var capacitorData = RandomItem<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(capacitorData) as EquippableItem;
capacitor.Rotation = capacitorRotation;
if (!entity.TryEquip(capacitor, capacitorPosition))
throw new InvalidLoadoutException("Failed to equip selected capacitor!");
}
}
public class InvalidLoadoutException : Exception
{
public InvalidLoadoutException()
{
}
public InvalidLoadoutException(string message)
: base(message)
{
}
public InvalidLoadoutException(string message, Exception inner)
: base(message, inner)
{
}
}