Aetheria/Assets/Scripts/ServerShared/Loadout.cs
Meta Vens 2d39c83504 Merge master into eureka/aetheria-release-scenarios: adopt the scenarios lane onto master's base
The one conflict is AetheriaStores.CatalogTypes: keep ShipAuthoring from the
ships lane and Scenario from the scenarios lane.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:53:29 +02:00

197 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using GameCult.Caching;
using MessagePack;
using CultMath;
// A ship preset (a variant): item designs only, the hull's design, and per hull cell a design and its rotation. A design
// names no manufacturer; which product builds a slot is a fact of the galaxy the preset is materialized in, which keeps
// a preset portable across galaxies. Authored catalog data: written in CultCache Studio or by the editor capture
// command, read at runtime.
[CultDocument("aetheria.loadout", "1"), MessagePackObject]
public class Loadout
{
[CultName, Key(0)] public string Name;
[Key(1)] public CultRecordRef<HullData> Hull;
[Key(2)] public List<LoadoutSlot> Slots = new List<LoadoutSlot>();
[Key(3)] public int[][] WeaponGroups; // indices into Slots
}
[MessagePackObject]
public class LoadoutSlot
{
[Key(0)] public int2 Position; // hull cell passed to Entity.TryEquip(item, int2)
[Key(1)] public ItemRotation Rotation;
[Key(2)] public CultRecordRef<EquippableItemData> Design;
}
// The owner of loadouts: capture from a live ship, the only writer, and the only builder of an entity from a loadout.
public static class Loadouts
{
// Records the hull design and one slot per equipped item (gear, then cargo bays, then docking bays) with its cell,
// rotation and design. Entity.Equipment also holds the hull's own unit; that is Hull, not a slot. Nothing about the
// units themselves: no product, quality, ingredients, cargo or state.
public static Loadout Capture(ItemManager itemManager, Entity entity, string name)
{
var cache = itemManager.ItemData;
var items = entity.Equipment
.Concat<EquippedItem>(entity.CargoBays)
.Concat(entity.DockingBays)
.Where(item => item.EquippableItem != entity.Hull)
.Distinct()
.ToList();
return new Loadout
{
Name = name,
Hull = cache.RefOf((HullData) itemManager.GetData(entity.Hull)),
Slots = items.Select(item => new LoadoutSlot
{
Position = item.Position,
Rotation = item.EquippableItem.Rotation,
Design = cache.RefOf(itemManager.GetData(item.EquippableItem))
}).ToList(),
WeaponGroups = entity.WeaponGroups
.Select(group => group.items.Select(item => items.IndexOf(item)).ToArray())
.ToArray()
};
}
// A preset's key derives from its name, so capturing the same name again addresses the same record.
public static CultRecordKey KeyOf(string name) => new CultRecordKey("loadout:" + name);
// The only writer of presets. It opens its own short-lived cache over the catalog file, writable, and disposes it
// after the one commit. No other cache is touched, so no catalog instance play holds (or has mutated) can reach the
// file; a cache that already has the catalog open sees the preset only once it reloads.
// Throws and writes nothing when the loadout names a mod design (hull or slot), when the file is missing (capture never creates a catalog), when a preset of this name
// exists under another key, or when one exists under KeyOf(Name) and replace is not set. The commit is conditional
// on the record at KeyOf(Name), so a preset changed on disk since this open is not clobbered: returns false then.
public static bool Commit(string catalogPath, Loadout loadout, bool replace)
{
var modDesigns = new[] { loadout.Hull.Key }.Concat(loadout.Slots.Select(slot => slot.Design.Key)).Where(ShipModCatalog.IsModKey).Select(key => key.Value).Distinct().ToArray();
if (modDesigns.Length > 0)
throw new InvalidOperationException($"Preset '{loadout.Name}' names mod designs ({string.Join(", ", modDesigns)}); the shipped catalog never references a mod, so a mod ship cannot be captured as a preset.");
if (!File.Exists(catalogPath))
throw new InvalidOperationException($"Catalog {catalogPath} does not exist; a preset capture never creates one.");
using var cache = AetheriaStores.Open(catalogPath, catalogWritable: true);
var key = KeyOf(loadout.Name);
var namesake = cache.GetAll<Loadout>().FirstOrDefault(other => other.Name == loadout.Name && !cache.RefOf(other).Key.Equals(key));
if (namesake != null)
throw new InvalidOperationException($"Preset '{loadout.Name}' already exists under key {cache.RefOf(namesake).Key}; rename or remove it first.");
var existing = cache.Get<Loadout>(key);
if (existing != null && !replace)
throw new InvalidOperationException($"Preset '{loadout.Name}' already exists; replace it explicitly.");
return cache.Commit(batch =>
{
batch.Expect(key, existing);
batch.Upsert(typeof(Loadout), loadout, key);
});
}
// The quality a design no manufacturer makes is built at: the console give's.
public const float UnbrandedQuality = .95f;
// All-or-nothing: returns an entity only when every design resolved and fitted, the loadout has at most
// WeaponGroupCount weapon groups, and every group index names a weapon slot. Every failure is listed; on any failure
// nothing is returned and the zone and cache are unchanged, but a failed fit has already drawn from
// itemManager.Random. How each design is built is Resolve's rule. A game spawner is to pass
// LoadoutGenerator.IsAvailable as isAvailable, with no fallback to any manufacturer; RunStart does. The hull's type
// picks the entity: a ship hull builds a Ship, a turret hull an OrbitalEntity with no orbit, which stays where it is
// put; a station hull is refused. The entity always gets exactly WeaponGroupCount groups; a loadout with fewer is
// padded with empty groups. A failed materialization leaves any minted lots in the live ledger; they are not roots,
// so the next commit drops them.
public static Entity Materialize(ItemManager itemManager, Zone liveZone, Loadout loadout,
Predicate<FactionProductData> isAvailable, List<string> failures)
{
var cache = itemManager.ItemData;
var products = ProductsInKeyOrder(cache);
var reported = failures.Count;
var hullBuild = Resolve(itemManager, products, loadout.Hull, isAvailable, "hull", failures);
var hullData = cache.Get(loadout.Hull);
if (hullData is { HullType: HullType.Station })
failures.Add($"hull: {hullData.Name} is a station hull; a preset builds a ship or a turret");
var slotBuilds = loadout.Slots.Select(slot => Resolve(itemManager, products, slot.Design, isAvailable, Cell(slot), failures)).ToArray();
var groups = loadout.WeaponGroups ?? new int[0][];
var groupCount = itemManager.GameplaySettings.WeaponGroupCount;
if (groups.Length > groupCount) failures.Add($"weapon groups: {groups.Length} groups, at most {groupCount}");
foreach (var index in groups.SelectMany(group => group))
{
if (index < 0 || index >= loadout.Slots.Count) failures.Add($"weapon group: no slot {index}");
else if (cache.Get(loadout.Slots[index].Design) is { } design && !design.Behaviors.Any(behavior => behavior is WeaponData))
failures.Add($"weapon group: {Cell(loadout.Slots[index])}: {design.Name} is not a weapon");
}
if (failures.Count > reported) return null;
var hull = hullBuild();
var settings = itemManager.GameplaySettings.DefaultEntitySettings;
Entity entity = hullData.HullType == HullType.Turret
? new OrbitalEntity(itemManager, liveZone, hull, default, settings)
: new Ship(itemManager, liveZone, hull, settings);
var equipped = new EquippedItem[loadout.Slots.Count];
for (var i = 0; i < loadout.Slots.Count; i++)
{
var slot = loadout.Slots[i];
var unit = slotBuilds[i]();
unit.Rotation = slot.Rotation;
if (!entity.TryEquip(unit, slot.Position))
{
failures.Add($"{Cell(slot)}: {cache.Get(slot.Design).Name} does not fit");
continue;
}
equipped[i] = entity.Equipment
.Concat<EquippedItem>(entity.CargoBays)
.Concat(entity.DockingBays)
.First(item => item.EquippableItem == unit);
}
if (failures.Count > reported) return null;
var built = new (List<Weapon> weapons, List<EquippedItem> items)[groupCount];
for (var g = 0; g < groupCount; g++)
{
var items = g < groups.Length ? groups[g].Select(i => equipped[i]).ToList() : new List<EquippedItem>();
built[g] = (items.Select(item => item.GetBehavior<Weapon>()).ToList(), items);
}
entity.WeaponGroups = built;
return entity;
}
// How one design is built, or null with the failure listed; nothing is minted until the returned builder runs. A
// design is built by its first available product in record-key order. A design with no product at all is outside
// the economy (docs/scenarios-cut.md, Q3: generation, stock and sale all go through products) and is built
// unbranded, with no maker, at UnbrandedQuality. A design whose products are all unavailable is not built.
public static Func<EquippableItem> Resolve<T>(ItemManager itemManager, CultRecordRef<T> design,
Predicate<FactionProductData> isAvailable, string where, List<string> failures) where T : EquippableItemData =>
Resolve(itemManager, ProductsInKeyOrder(itemManager.ItemData), design, isAvailable, where, failures);
private static Func<EquippableItem> Resolve<T>(ItemManager itemManager, FactionProductData[] products,
CultRecordRef<T> design, Predicate<FactionProductData> isAvailable, string where, List<string> failures)
where T : EquippableItemData
{
var data = itemManager.ItemData.Get(design);
if (data == null)
{
failures.Add($"{where}: design {design.Key} is not in the catalog");
return null;
}
var made = products.Where(p => p.Design.Key.Equals(design.Key)).ToArray();
if (made.Length == 0)
return () => (EquippableItem) itemManager.CreateInstance(itemManager.CreateLot(data, default, UnbrandedQuality));
var product = made.FirstOrDefault(p => isAvailable(p));
if (product == null)
{
failures.Add($"{where}: no available product of {data.Name}");
return null;
}
return () => (EquippableItem) itemManager.CreateInstance(product);
}
private static FactionProductData[] ProductsInKeyOrder(CultCache cache) =>
cache.GetAll<FactionProductData>().OrderBy(p => cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray();
private static string Cell(LoadoutSlot slot) => $"slot {slot.Position.x},{slot.Position.y}";
}