Files
dota_factory/src/lib/sim/ThreatCostCalculator.cpp
Malte Langkabel 84d32b6c16 add findShipDef/findModuleDef/findRecipeDef to config structs
Ships/Modules/RecipesConfig now carry lookup helpers mirroring
BuildingsConfig::findBuildingDef. The hand-rolled linear scans in
BuildingSystem, ShipSystem, ShipStatsCalculator, ThreatCostCalculator,
ShipLayoutDialog, SelectedBuildingPanel and SchematicChoiceDialog now
call them instead.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
2026-08-02 20:42:24 +02:00

364 lines
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#include "ThreatCostCalculator.h"
#include <set>
#include "GameConfig.h"
namespace
{
struct RecipeRef
{
const RecipeDef* recipe;
std::string outputItem;
int outputAmount;
double probability;
};
double computeMaterialThreat(const ThreatCostTable& table,
const std::vector<RecipeIngredient>& materials)
{
double total = 0.0;
for (const RecipeIngredient& mat : materials)
{
std::map<std::string, double>::const_iterator it = table.itemThreat.find(mat.item);
if (it != table.itemThreat.end())
{
total += it->second * mat.amount;
}
}
return total;
}
// Returns true if every input of the recipe has a resolved threat value.
bool allInputsResolved(const RecipeDef& recipe,
const std::map<std::string, double>& resolved)
{
for (const RecipeIngredient& input : recipe.inputs)
{
if (resolved.find(input.item) == resolved.end())
{
return false;
}
}
return true;
}
// Computes the raw recipe threat (duration + sum of input threats × amounts),
// divided by the output amount to get the per-unit threat.
double computeRecipeThreatPerUnit(const RecipeDef& recipe,
int outputAmount,
const std::map<std::string, double>& resolved)
{
double threat = recipe.durationSeconds;
for (const RecipeIngredient& input : recipe.inputs)
{
threat += resolved.at(input.item) * input.amount;
}
return threat / static_cast<double>(outputAmount);
}
} // namespace
ThreatCostTable computeThreatCostTable(const GameConfig& config)
{
ThreatCostTable table;
// Scrap threat (REQ-THREAT-SCRAP) is the constant inverse of the scrap-drop
// conversion (REQ-RES-DEBRIS-DROP): one scrap is worth 1 / scrap_per_threat.
// Set it up front so reprocessing-only item threats (below) can use it, and so
// it no longer depends on any ship's threat cost.
table.scrapThreat = config.world.scrapPerThreat > 0.0
? 1.0 / config.world.scrapPerThreat
: 0.0;
// -------------------------------------------------------------------------
// Build per-item recipe lookup tables.
// -------------------------------------------------------------------------
// Items that have at least one non-reprocessing recipe that does NOT consume
// scrap — these items' scrap-consuming recipes are excluded from threat
// computation (REQ-THREAT-ITEM: scrap-consuming recipes are a fallback only).
std::set<std::string> scrapFreeItems;
// nonReprocessingRecipes: item → all eligible non-reprocessing (recipe, output)
// pairs. Scrap-consuming recipes are collected here temporarily; they are
// filtered out per item after we know which items have a scrap-free producer.
struct EligiblePair
{
const RecipeDef* recipe;
int outputAmount;
bool consumesScrap;
};
std::map<std::string, std::vector<EligiblePair>> nonReprocessingCandidates;
// reprocessingRecipes: item → all reprocessing-recipe refs (probability
// values are raw from config; we normalize them per-recipe below).
std::map<std::string, std::vector<RecipeRef>> reprocessingRecipes;
for (const RecipeDef& recipe : config.recipes.recipes)
{
if (recipe.building == BuildingType::ReprocessingPlant)
{
// Compute the total weight across all outputs of this reprocessing recipe
// so we can normalize each output's probability.
double totalWeight = 0.0;
for (const RecipeOutput& out : recipe.outputs)
{
totalWeight += out.probability.value_or(1.0);
}
if (totalWeight <= 0.0)
{
continue;
}
for (const RecipeOutput& out : recipe.outputs)
{
RecipeRef ref;
ref.recipe = &recipe;
ref.outputItem = out.item;
ref.outputAmount = out.amount;
ref.probability = out.probability.value_or(1.0) / totalWeight;
reprocessingRecipes[out.item].push_back(ref);
}
}
else
{
// Check whether this non-reprocessing recipe consumes scrap.
bool consumesScrap = false;
for (const RecipeIngredient& input : recipe.inputs)
{
if (input.item == "scrap")
{
consumesScrap = true;
break;
}
}
for (const RecipeOutput& out : recipe.outputs)
{
if (!consumesScrap)
{
scrapFreeItems.insert(out.item);
}
EligiblePair pair;
pair.recipe = &recipe;
pair.outputAmount = out.amount;
pair.consumesScrap = consumesScrap;
nonReprocessingCandidates[out.item].push_back(pair);
}
}
}
// Filter nonReprocessingCandidates: for items that have at least one
// scrap-free producer, drop their scrap-consuming recipes.
// Build the final per-item list of (recipe, outputAmount) pairs eligible
// for the max-across-recipes rule (REQ-THREAT-ITEM).
std::map<std::string, std::vector<std::pair<const RecipeDef*, int>>> eligibleRecipes;
for (std::map<std::string, std::vector<EligiblePair>>::const_iterator it =
nonReprocessingCandidates.begin();
it != nonReprocessingCandidates.end();
++it)
{
const std::string& item = it->first;
const std::vector<EligiblePair>& candidates = it->second;
bool hasScrapFree = (scrapFreeItems.find(item) != scrapFreeItems.end());
for (const EligiblePair& candidate : candidates)
{
if (candidate.consumesScrap && hasScrapFree)
{
// Scrap-consuming recipe excluded: item has a scrap-free producer.
continue;
}
eligibleRecipes[item].emplace_back(candidate.recipe, candidate.outputAmount);
}
}
// -------------------------------------------------------------------------
// Resolution: seed resolved map with scrap, then alternate the
// non-reprocessing pass and the reprocessing pass to a fixpoint.
// Fix (8): iterate until neither pass makes progress, rather than running
// the reprocessing pass once at the end.
// -------------------------------------------------------------------------
std::map<std::string, double>& resolved = table.itemThreat;
resolved["scrap"] = table.scrapThreat;
// Non-reprocessing resolution pass.
// Fix (9): commit an item only when EVERY eligible recipe for it is
// computable, not just the first one that resolves. This ensures a shallow
// shortcut recipe cannot undercut a deeper base recipe by resolving earlier.
auto runNonReprocessingPass = [&](bool requireAllRecipes) -> bool
{
bool progress = false;
std::map<std::string, double> newValues;
for (std::map<std::string, std::vector<std::pair<const RecipeDef*, int>>>::const_iterator
it = eligibleRecipes.begin();
it != eligibleRecipes.end();
++it)
{
const std::string& item = it->first;
if (resolved.find(item) != resolved.end())
{
continue;
}
const std::vector<std::pair<const RecipeDef*, int>>& pairs = it->second;
bool allComputable = true;
double maxThreat = -1.0;
for (const std::pair<const RecipeDef*, int>& pair : pairs)
{
if (!allInputsResolved(*pair.first, resolved))
{
allComputable = false;
if (requireAllRecipes)
{
break;
}
// In fallback mode: skip this recipe but continue gathering
// the computable subset.
continue;
}
double threat = computeRecipeThreatPerUnit(*pair.first, pair.second, resolved);
if (threat > maxThreat)
{
maxThreat = threat;
}
}
if (requireAllRecipes && !allComputable)
{
continue;
}
if (maxThreat >= 0.0)
{
newValues[item] = maxThreat;
}
}
for (std::map<std::string, double>::const_iterator it = newValues.begin();
it != newValues.end();
++it)
{
resolved[it->first] = it->second;
progress = true;
}
return progress;
};
// Reprocessing pass: resolve items produced exclusively by reprocessing.
// Items that also have a non-reprocessing recipe are skipped here (they are
// covered by the non-reprocessing pass or do not need the reprocessing path).
auto runReprocessingPass = [&]() -> bool
{
bool progress = false;
for (std::map<std::string, std::vector<RecipeRef>>::const_iterator it =
reprocessingRecipes.begin();
it != reprocessingRecipes.end();
++it)
{
const std::string& item = it->first;
if (resolved.find(item) != resolved.end())
{
continue;
}
// Reprocessing defines an item's threat only when nothing else
// produces it (REQ-THREAT-ITEM).
if (scrapFreeItems.find(item) != scrapFreeItems.end())
{
continue;
}
// Also skip items covered by eligible (non-reprocessing) recipes.
if (eligibleRecipes.find(item) != eligibleRecipes.end())
{
continue;
}
for (const RecipeRef& ref : it->second)
{
// Sum all scrap inputs for this reprocessing recipe.
int scrapPerCycle = 0;
for (const RecipeIngredient& input : ref.recipe->inputs)
{
scrapPerCycle += input.amount;
}
double threat = (table.scrapThreat * scrapPerCycle
+ ref.recipe->durationSeconds) / ref.probability;
std::map<std::string, double>::iterator existing = resolved.find(item);
if (existing == resolved.end() || threat > existing->second)
{
resolved[item] = threat;
progress = true;
}
}
}
return progress;
};
// Main fixpoint loop: alternate non-reprocessing and reprocessing passes
// until neither makes any progress (fix 8).
bool anyProgress = true;
while (anyProgress)
{
anyProgress = runNonReprocessingPass(true);
anyProgress = runReprocessingPass() || anyProgress;
}
// Deadlock fallback: if any items remain unresolved due to recipe cycles,
// fall back to committing with the max over the currently computable subset
// of recipes (fix 9, deadlock guard — same approach as threat_report.py's
// require_all_recipes=False mode).
anyProgress = true;
while (anyProgress)
{
anyProgress = runNonReprocessingPass(false);
anyProgress = runReprocessingPass() || anyProgress;
}
// Remove the sentinel scrap entry — scrapThreat is already stored on the
// table struct; having it in itemThreat would confuse callers iterating items.
resolved.erase("scrap");
return table;
}
double calculateShipThreatCost(const ThreatCostTable& table,
const GameConfig& config,
const std::string& shipId,
const std::vector<PlacedModule>& modules)
{
const ShipDef* shipDef = config.ships.findShipDef(shipId);
if (shipDef == nullptr)
{
return 0.0;
}
double threat = shipDef->schematic.productionTimeSeconds;
// Add material threat for ship base materials.
threat += computeMaterialThreat(table, shipDef->schematic.materials);
// Add module production times and material threats.
for (const PlacedModule& pm : modules)
{
const ModuleDef* moduleDef = config.modules.findModuleDef(pm.moduleId);
if (moduleDef == nullptr)
{
continue;
}
threat += moduleDef->productionTimeSeconds;
threat += computeMaterialThreat(table, moduleDef->materials);
}
return threat;
}