derive threat cost dynamically
This commit is contained in:
@@ -429,14 +429,6 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
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bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
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}
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// Threat
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{
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const std::string tPath = elemPath + ".threat";
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const toml::table& tTable = requireTable(mt["threat"], file, tPath);
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toml::table& tMt = const_cast<toml::table&>(tTable);
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def.threat.costFormula = requireFormula(tMt["cost_formula"], file, tPath + ".cost_formula");
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}
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// Health
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{
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const std::string hPath = elemPath + ".health";
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@@ -587,7 +579,6 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
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mt["player_production_level"], file, elemPath + ".player_production_level"));
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def.productionTimeSeconds = requireDouble(
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mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
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def.threatCost = requireDouble(mt["threat_cost"], file, elemPath + ".threat_cost");
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def.fillColor = requireString(mt["fill_color"], file, elemPath + ".fill_color");
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def.glyph = requireString(mt["glyph"], file, elemPath + ".glyph");
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@@ -704,5 +695,6 @@ GameConfig ConfigLoader::loadFromDirectory(const std::string& configDir)
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cfg.ships = loadShips(configDir + "/ships.toml");
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cfg.stations = loadStations(configDir + "/stations.toml");
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cfg.modules = loadModules(configDir + "/modules.toml");
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cfg.threatCosts = computeThreatCostTable(cfg);
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return cfg;
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}
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@@ -6,6 +6,7 @@
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#include "ShipsConfig.h"
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#include "StationsConfig.h"
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#include "ModulesConfig.h"
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#include "ThreatCostCalculator.h"
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// Aggregate of all simulation config files. Loaded at startup and reloaded
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// from disk on each game restart (REQ-CFG-RELOAD). See architecture.md "Config Loading".
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@@ -17,4 +18,5 @@ struct GameConfig
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ShipsConfig ships;
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StationsConfig stations;
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ModulesConfig modules;
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ThreatCostTable threatCosts;
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};
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@@ -45,7 +45,6 @@ struct ModuleDef
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std::vector<RecipeIngredient> materials;
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int playerProductionLevel;
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double productionTimeSeconds;
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double threatCost;
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std::string fillColor;
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std::string glyph;
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std::vector<ModuleStatModifier> statModifiers;
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@@ -16,13 +16,6 @@ struct ShipSchematic
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double productionTimeSeconds;
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};
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// Wave scheduling cost (REQ-WAV-THREAT-COST). Ships with cost_formula that
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// always evaluates to 0 are ineligible as wave picks.
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struct ShipThreat
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{
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Formula costFormula;
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};
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struct ShipHealth
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{
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Formula hpFormula; // REQ-SHP-STATS
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@@ -55,7 +48,6 @@ struct ShipDef
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std::vector<std::string> layout;
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ShipSchematic schematic;
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ShipThreat threat;
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ShipHealth health;
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ShipMovement movement;
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ShipSensor sensor;
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@@ -24,6 +24,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/ArenaStartRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ArenaInspectRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/WeaponFiredEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/DebugDrawToggledEvent.h
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PARENT_SCOPE
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)
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14
src/lib/eventsystem/event/DebugDrawToggledEvent.h
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14
src/lib/eventsystem/event/DebugDrawToggledEvent.h
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@@ -0,0 +1,14 @@
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#pragma once
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#include "Event.h"
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class DebugDrawToggledEvent : public Event
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{
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public:
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explicit DebugDrawToggledEvent(bool active)
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: active(active)
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{
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}
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const bool active;
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};
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@@ -9,6 +9,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutBlueprint.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.h
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${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.h
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${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.h
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PARENT_SCOPE
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)
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@@ -21,6 +22,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.cpp
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PARENT_SCOPE
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)
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247
src/lib/sim/ThreatCostCalculator.cpp
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247
src/lib/sim/ThreatCostCalculator.cpp
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@@ -0,0 +1,247 @@
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#include "ThreatCostCalculator.h"
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#include <limits>
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#include <set>
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#include "GameConfig.h"
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namespace
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{
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struct RecipeRef
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{
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const RecipeDef* recipe;
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std::string outputItem;
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int outputAmount;
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double probability;
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};
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double computeMaterialThreat(const ThreatCostTable& table,
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const std::vector<RecipeIngredient>& materials)
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{
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double total = 0.0;
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for (const RecipeIngredient& mat : materials)
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{
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std::map<std::string, double>::const_iterator it = table.itemThreat.find(mat.item);
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if (it != table.itemThreat.end())
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{
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total += it->second * mat.amount;
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}
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}
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return total;
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}
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bool allInputsResolved(const RecipeDef& recipe,
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const std::map<std::string, double>& resolved)
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{
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for (const RecipeIngredient& input : recipe.inputs)
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{
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if (resolved.find(input.item) == resolved.end())
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{
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return false;
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}
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}
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return true;
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}
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double computeRecipeThreat(const RecipeDef& recipe,
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const std::map<std::string, double>& resolved)
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{
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double threat = recipe.durationSeconds;
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for (const RecipeIngredient& input : recipe.inputs)
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{
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threat += resolved.at(input.item) * input.amount;
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}
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return threat;
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}
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} // namespace
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ThreatCostTable computeThreatCostTable(const GameConfig& config)
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{
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ThreatCostTable table;
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// Build lookup: output item → non-reprocessing recipes and reprocessing recipes.
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std::map<std::string, std::vector<RecipeRef>> nonReprocessingRecipes;
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std::map<std::string, std::vector<RecipeRef>> reprocessingRecipes;
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for (const RecipeDef& recipe : config.recipes.recipes)
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{
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if (recipe.building == BuildingType::ReprocessingPlant)
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{
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for (const RecipeOutput& out : recipe.outputs)
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{
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RecipeRef ref;
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ref.recipe = &recipe;
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ref.outputItem = out.item;
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ref.outputAmount = out.amount;
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ref.probability = out.probability.value_or(1.0);
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reprocessingRecipes[out.item].push_back(ref);
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}
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}
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else
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{
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for (const RecipeOutput& out : recipe.outputs)
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{
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RecipeRef ref;
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ref.recipe = &recipe;
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ref.outputItem = out.item;
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ref.outputAmount = out.amount;
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ref.probability = 1.0;
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nonReprocessingRecipes[out.item].push_back(ref);
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}
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}
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}
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// Collect all item names that need resolving.
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std::set<std::string> unresolved;
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for (const std::pair<const std::string, std::vector<RecipeRef>>& entry : nonReprocessingRecipes)
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{
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unresolved.insert(entry.first);
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}
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for (const std::pair<const std::string, std::vector<RecipeRef>>& entry : reprocessingRecipes)
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{
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unresolved.insert(entry.first);
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}
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// Iteratively resolve non-reprocessing items.
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bool progress = true;
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while (progress)
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{
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progress = false;
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std::set<std::string> newlyResolved;
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for (const std::string& item : unresolved)
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{
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std::map<std::string, std::vector<RecipeRef>>::const_iterator it =
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nonReprocessingRecipes.find(item);
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if (it == nonReprocessingRecipes.end())
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{
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continue;
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}
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double maxThreat = -1.0;
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for (const RecipeRef& ref : it->second)
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{
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if (allInputsResolved(*ref.recipe, table.itemThreat))
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{
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double threat = computeRecipeThreat(*ref.recipe, table.itemThreat);
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if (threat > maxThreat)
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{
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maxThreat = threat;
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}
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}
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}
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if (maxThreat >= 0.0)
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{
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table.itemThreat[item] = maxThreat;
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newlyResolved.insert(item);
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progress = true;
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}
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}
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for (const std::string& item : newlyResolved)
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{
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unresolved.erase(item);
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}
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}
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// Compute scrap threat (REQ-THREAT-SCRAP): find the ship with the smallest
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// scrap_drop and use its threat cost.
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int minScrapDrop = std::numeric_limits<int>::max();
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const ShipDef* cheapestScrapShip = nullptr;
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for (const ShipDef& def : config.ships.ships)
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{
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if (def.loot.scrapDrop > 0 && def.loot.scrapDrop < minScrapDrop)
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{
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minScrapDrop = def.loot.scrapDrop;
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cheapestScrapShip = &def;
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}
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}
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if (cheapestScrapShip != nullptr)
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{
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double shipThreat = calculateShipThreatCost(table, config,
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cheapestScrapShip->id, cheapestScrapShip->defaultModules);
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table.scrapThreat = shipThreat / minScrapDrop;
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}
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// Resolve reprocessing-only items.
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for (const std::string& item : unresolved)
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{
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std::map<std::string, std::vector<RecipeRef>>::const_iterator it =
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reprocessingRecipes.find(item);
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if (it == reprocessingRecipes.end())
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{
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continue;
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}
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for (const RecipeRef& ref : it->second)
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{
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int scrapPerCycle = 0;
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for (const RecipeIngredient& input : ref.recipe->inputs)
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{
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scrapPerCycle += input.amount;
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}
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double threat = (table.scrapThreat * scrapPerCycle
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+ ref.recipe->durationSeconds) / ref.probability;
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std::map<std::string, double>::iterator existing = table.itemThreat.find(item);
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if (existing == table.itemThreat.end() || threat > existing->second)
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{
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table.itemThreat[item] = threat;
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}
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}
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}
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return table;
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}
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double calculateShipThreatCost(const ThreatCostTable& table,
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const GameConfig& config,
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const std::string& shipId,
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const std::vector<PlacedModule>& modules)
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{
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const ShipDef* shipDef = nullptr;
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for (const ShipDef& d : config.ships.ships)
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{
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if (d.id == shipId)
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{
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shipDef = &d;
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break;
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}
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}
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if (shipDef == nullptr)
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{
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return 0.0;
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}
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double threat = shipDef->schematic.productionTimeSeconds;
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// Add material threat for ship base materials.
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threat += computeMaterialThreat(table, shipDef->schematic.materials);
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// Add module production times and material threats.
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* moduleDef = nullptr;
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for (const ModuleDef& d : config.modules.modules)
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{
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if (d.id == pm.moduleId)
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{
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moduleDef = &d;
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break;
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}
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}
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if (moduleDef == nullptr)
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{
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continue;
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}
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threat += moduleDef->productionTimeSeconds;
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threat += computeMaterialThreat(table, moduleDef->materials);
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}
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return threat;
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}
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22
src/lib/sim/ThreatCostCalculator.h
Normal file
22
src/lib/sim/ThreatCostCalculator.h
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@@ -0,0 +1,22 @@
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#pragma once
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#include <map>
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#include <string>
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#include <vector>
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#include "ShipLayout.h"
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struct GameConfig;
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struct ThreatCostTable
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{
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std::map<std::string, double> itemThreat;
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double scrapThreat = 0.0;
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};
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ThreatCostTable computeThreatCostTable(const GameConfig& config);
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double calculateShipThreatCost(const ThreatCostTable& table,
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const GameConfig& config,
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const std::string& shipId,
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const std::vector<PlacedModule>& modules);
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@@ -3,6 +3,7 @@
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#include <algorithm>
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#include "ShipSystem.h"
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#include "ThreatCostCalculator.h"
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#include "tracing.h"
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WaveSystem::WaveSystem(const GameConfig& config, std::mt19937& rng)
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@@ -177,7 +178,8 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
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std::vector<EligibleShip> eligible;
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for (const ShipDef& def : m_config.ships.ships)
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{
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const double cost = def.threat.costFormula.evaluate(static_cast<double>(shipLevel));
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const double cost = calculateShipThreatCost(m_config.threatCosts, m_config,
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def.id, def.defaultModules);
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if (cost > 0.0)
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{
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EligibleShip es;
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