Aetheria/Assets/Scripts/ServerShared/LoadoutGenerator.cs
Meta Vens d90a65a908 Stop describing a preset materializer that does not exist
LoadoutGenerator.IsAvailable's comment claimed a caller passes it to
Loadouts.Materialize. No game path materializes a preset yet. The comment now
says a spawner is to pass it, and that none does yet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:53 +02:00

287 lines
13 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!");
}
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;
}
// 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; a game spawner materializing presets is to pass this, so
// presets and generation share one availability rule. No game path materializes a preset yet.
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($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
else
{
var item = ItemManager.CreateInstance(entry.product) as EquippableItem;
// Matching hardpoints carry matching units: the same brand, workmanship, and parts
if (previousItem != null) CopyBuild(previousItem.EquippableItem, item);
if (!entity.TryEquip(item))
{
throw new InvalidLoadoutException($"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!");
}
// A second unit off the same line: same workmanship and the same parts, not a fresh roll.
private static void CopyBuild(CraftedItemInstance from, CraftedItemInstance to)
{
to.Quality = from.Quality;
to.Ingredients = from.Ingredients?
.Select(fill => new RoleFill { Role = fill.Role, Quality = fill.Quality })
.ToList() ?? new List<RoleFill>();
}
}
public class InvalidLoadoutException : Exception
{
public InvalidLoadoutException()
{
}
public InvalidLoadoutException(string message)
: base(message)
{
}
public InvalidLoadoutException(string message, Exception inner)
: base(message, inner)
{
}
}