First batch
This commit is contained in:
65
src/ReactorMaintenance.Simulation/LevelEditor.cs
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65
src/ReactorMaintenance.Simulation/LevelEditor.cs
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namespace ReactorMaintenance.Simulation;
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public enum EditorTool
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{
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Floor,
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Wall,
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Reactor,
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CoolingPump,
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Generator,
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PressureRegulator,
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DiagnosticTerminal,
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ControlTerminal,
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CoolantPipe,
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FuelPipe,
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PressurePipe,
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Leak,
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Repair,
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Heat,
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Fire,
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Robot
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}
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public static class LevelEditor
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{
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public static LevelState Apply(LevelState level, GridPosition position, EditorTool tool)
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{
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if (!level.InBounds(position))
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{
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return level;
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}
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if (tool == EditorTool.Robot)
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{
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return level.GetCell(position).IsWalkable ? level with { Robot = position } : level;
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}
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var cell = level.GetCell(position);
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cell = tool switch
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{
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EditorTool.Floor => cell with { Kind = CellKind.Floor },
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EditorTool.Wall => cell with { Kind = CellKind.Wall, Pipe = PipeMedium.None, Powered = false },
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EditorTool.Reactor => cell with { Kind = CellKind.Reactor },
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EditorTool.CoolingPump => cell with { Kind = CellKind.CoolingPump, Powered = true },
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EditorTool.Generator => cell with { Kind = CellKind.Generator, Powered = true },
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EditorTool.PressureRegulator => cell with { Kind = CellKind.PressureRegulator },
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EditorTool.DiagnosticTerminal => cell with { Kind = CellKind.DiagnosticTerminal, Powered = true },
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EditorTool.ControlTerminal => cell with { Kind = CellKind.ControlTerminal, Powered = true },
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EditorTool.CoolantPipe => cell with { Pipe = PipeMedium.Coolant, Flow = 4, Pressure = 4, Integrity = Math.Max(cell.Integrity, 8), PipeOpen = true },
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EditorTool.FuelPipe => cell with { Pipe = PipeMedium.Fuel, Flow = 4, Pressure = 4, Integrity = Math.Max(cell.Integrity, 8), PipeOpen = true },
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EditorTool.PressurePipe => cell with { Pipe = PipeMedium.Pressure, Flow = 5, Pressure = 6, Integrity = Math.Max(cell.Integrity, 8), PipeOpen = true },
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EditorTool.Leak => cell with { LeakRate = Math.Max(1, cell.LeakRate), Integrity = Math.Min(cell.Integrity, 4) },
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EditorTool.Repair => cell with { LeakRate = 0, Integrity = 10, Hazards = cell.Hazards with { Fire = false, ElectricalCharge = 0 } },
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EditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + 2) } },
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EditorTool.Fire => cell with { Hazards = cell.Hazards with { Fire = !cell.Hazards.Fire, Heat = Math.Max(cell.Hazards.Heat, 7), Smoke = Math.Max(cell.Hazards.Smoke, 3) } },
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_ => cell
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};
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if (cell.Kind == CellKind.Wall)
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{
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cell = cell with { Hazards = new HazardState() };
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}
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return level.SetCell(position, cell);
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}
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}
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28
src/ReactorMaintenance.Simulation/LevelSerializer.cs
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28
src/ReactorMaintenance.Simulation/LevelSerializer.cs
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@@ -0,0 +1,28 @@
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace ReactorMaintenance.Simulation;
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public static class LevelSerializer
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{
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private static readonly JsonSerializerOptions Options = new()
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{
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WriteIndented = true,
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Converters = { new JsonStringEnumConverter() }
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};
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public static string Serialize(LevelState level) => JsonSerializer.Serialize(level, Options);
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public static LevelState Deserialize(string json)
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{
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var level = JsonSerializer.Deserialize<LevelState>(json, Options)
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?? throw new InvalidOperationException("Level file did not contain a level.");
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if (level.Cells.Length != level.Width * level.Height)
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{
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throw new InvalidOperationException("Level cell count does not match its dimensions.");
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}
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return level;
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}
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}
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174
src/ReactorMaintenance.Simulation/Models.cs
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174
src/ReactorMaintenance.Simulation/Models.cs
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@@ -0,0 +1,174 @@
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namespace ReactorMaintenance.Simulation;
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public enum CellKind
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{
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Empty,
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Floor,
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Wall,
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Reactor,
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CoolingPump,
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Generator,
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PressureRegulator,
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DiagnosticTerminal,
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ControlTerminal
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}
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public enum PipeMedium
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{
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None,
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Pressure,
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Coolant,
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Fuel
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}
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public enum FailureKind
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{
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PipeBurst,
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Ignition,
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Meltdown,
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StabilityCollapse,
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ReactorReady
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}
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public sealed record GridPosition(int X, int Y)
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{
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public IEnumerable<GridPosition> Neighbors()
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{
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yield return new GridPosition(X - 1, Y);
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yield return new GridPosition(X + 1, Y);
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yield return new GridPosition(X, Y - 1);
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yield return new GridPosition(X, Y + 1);
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}
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}
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public sealed record HazardState
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{
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public int Heat { get; init; }
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public int Smoke { get; init; }
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public int FuelVapor { get; init; }
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public int LiquidFuel { get; init; }
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public int CoolantPooling { get; init; }
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public int ElectricalCharge { get; init; }
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public int Stability { get; init; } = 10;
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public bool Fire { get; init; }
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public HazardState Clamp() => this with
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{
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Heat = Rules.Clamp(Heat),
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Smoke = Rules.Clamp(Smoke),
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FuelVapor = Rules.Clamp(FuelVapor),
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LiquidFuel = Rules.Clamp(LiquidFuel),
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CoolantPooling = Rules.Clamp(CoolantPooling),
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ElectricalCharge = Rules.Clamp(ElectricalCharge),
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Stability = Rules.Clamp(Stability)
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};
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}
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public sealed record CellState
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{
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public CellKind Kind { get; init; } = CellKind.Floor;
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public PipeMedium Pipe { get; init; }
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public int Flow { get; init; }
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public int Pressure { get; init; }
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public int Integrity { get; init; } = 10;
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public int LeakRate { get; init; }
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public bool PipeOpen { get; init; } = true;
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public bool Powered { get; init; }
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public bool DoorLocked { get; init; }
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public HazardState Hazards { get; init; } = new();
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public bool IsWalkable => Kind != CellKind.Wall && Kind != CellKind.Empty;
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public bool HasPipe => Pipe != PipeMedium.None;
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}
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public sealed record GlobalState
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{
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public int Turn { get; init; }
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public int ActionsPerTurn { get; init; } = 3;
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public int CoreHeat { get; init; } = 5;
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public int FacilityStability { get; init; } = 10;
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public int Power { get; init; } = 5;
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public int Cooling { get; init; } = 0;
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public bool ReactorActivated { get; init; }
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public bool Lost { get; init; }
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public string Status { get; init; } = "STABILIZE SYSTEMS";
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}
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public sealed record Forecast(FailureKind Kind, GridPosition? Position, int Turns, string Message);
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public sealed record LevelState
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{
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public string Name { get; init; } = "New Reactor";
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public int Width { get; init; } = 16;
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public int Height { get; init; } = 12;
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public CellState[] Cells { get; init; } = CreateCells(16, 12);
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public GridPosition Robot { get; init; } = new(1, 1);
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public GlobalState Global { get; init; } = new();
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public IReadOnlyList<Forecast> Forecasts { get; init; } = Array.Empty<Forecast>();
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public static LevelState Create(string name, int width, int height)
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{
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if (width < 4 || height < 4)
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{
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throw new ArgumentOutOfRangeException(nameof(width), "Levels must be at least 4x4.");
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}
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var cells = CreateCells(width, height);
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for (var y = 0; y < height; y++)
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{
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for (var x = 0; x < width; x++)
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{
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if (x == 0 || y == 0 || x == width - 1 || y == height - 1)
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{
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cells[y * width + x] = cells[y * width + x] with { Kind = CellKind.Wall };
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}
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}
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}
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return new LevelState
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{
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Name = name,
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Width = width,
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Height = height,
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Cells = cells,
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Robot = new GridPosition(1, 1)
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};
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}
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public CellState GetCell(GridPosition position)
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{
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EnsureInBounds(position);
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return Cells[Index(position)];
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}
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public LevelState SetCell(GridPosition position, CellState cell)
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{
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EnsureInBounds(position);
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var cells = Cells.ToArray();
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cells[Index(position)] = cell;
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return this with { Cells = cells };
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}
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public bool InBounds(GridPosition position) =>
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position.X >= 0 && position.Y >= 0 && position.X < Width && position.Y < Height;
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public int Index(GridPosition position) => position.Y * Width + position.X;
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private void EnsureInBounds(GridPosition position)
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{
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if (!InBounds(position))
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{
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throw new ArgumentOutOfRangeException(nameof(position), $"Position {position.X},{position.Y} is outside {Width}x{Height}.");
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}
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}
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private static CellState[] CreateCells(int width, int height) =>
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Enumerable.Range(0, width * height)
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.Select(_ => new CellState())
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.ToArray();
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}
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internal static class Rules
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{
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public static int Clamp(int value) => Math.Clamp(value, 0, 10);
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}
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@@ -0,0 +1,9 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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</Project>
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274
src/ReactorMaintenance.Simulation/SimulationEngine.cs
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274
src/ReactorMaintenance.Simulation/SimulationEngine.cs
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@@ -0,0 +1,274 @@
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namespace ReactorMaintenance.Simulation;
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public sealed class SimulationEngine
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{
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public LevelState AdvanceTurn(LevelState level)
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{
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var cells = level.Cells.ToArray();
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for (var y = 0; y < level.Height; y++)
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{
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for (var x = 0; x < level.Width; x++)
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{
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var position = new GridPosition(x, y);
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var index = level.Index(position);
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var cell = cells[index];
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if (!cell.IsWalkable)
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{
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continue;
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}
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var hazards = ApplyPipeLeaks(cell);
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hazards = ApplyMachineEffects(cell, hazards);
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hazards = ApplyFireAndElectricalHazards(cell, hazards);
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hazards = hazards.Clamp();
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var integrity = cell.Integrity;
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if (cell.HasPipe && cell.Pressure > 7)
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{
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integrity -= cell.Pressure - 7;
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}
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if (hazards.Heat >= 10 || hazards.Fire)
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{
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integrity -= cell.HasPipe ? 1 : 0;
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hazards = hazards with { Stability = hazards.Stability - 1 };
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}
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if (integrity <= 0 && cell.HasPipe)
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{
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cell = cell with
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{
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LeakRate = Math.Max(cell.LeakRate, 3),
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Flow = 0,
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PipeOpen = false
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};
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}
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cells[index] = cell with
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{
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Integrity = Rules.Clamp(integrity),
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Hazards = hazards.Clamp()
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};
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}
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}
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cells = SpreadSmoke(level, cells);
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var global = UpdateGlobal(level, cells);
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var next = level with
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{
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Cells = cells,
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Global = global with { Turn = level.Global.Turn + 1 }
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};
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return next with { Forecasts = Forecast(next) };
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}
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public IReadOnlyList<Forecast> Forecast(LevelState level)
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{
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var forecasts = new List<Forecast>();
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for (var y = 0; y < level.Height; y++)
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{
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for (var x = 0; x < level.Width; x++)
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{
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var position = new GridPosition(x, y);
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var cell = level.GetCell(position);
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if (cell.HasPipe && cell.Pressure > 7 && cell.Integrity > 0)
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{
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var damagePerTurn = Math.Max(1, cell.Pressure - 7);
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var turns = (int)Math.Ceiling(cell.Integrity / (double)damagePerTurn);
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if (turns <= 4)
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{
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forecasts.Add(new Forecast(FailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS"));
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}
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}
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var fuelLeakNearIgnition = cell.Pipe == PipeMedium.Fuel &&
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cell.LeakRate > 0 &&
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(cell.Pressure >= 7 || cell.Kind == CellKind.Generator);
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var ignitionRisk = (cell.Hazards.FuelVapor >= 4 || cell.Hazards.LiquidFuel >= 6 || fuelLeakNearIgnition) &&
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(cell.Hazards.Heat >= 8 || cell.Hazards.ElectricalCharge >= 4 || cell.Kind == CellKind.Generator);
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if (ignitionRisk && !cell.Hazards.Fire)
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{
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forecasts.Add(new Forecast(FailureKind.Ignition, position, 1, $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN"));
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}
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}
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}
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if (level.Global.CoreHeat >= 8)
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{
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forecasts.Add(new Forecast(FailureKind.Meltdown, null, Math.Max(1, 11 - level.Global.CoreHeat), "CORE MELTDOWN APPROACHING"));
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}
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if (IsReactorReady(level))
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{
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forecasts.Add(new Forecast(FailureKind.ReactorReady, null, 0, "REACTOR READY"));
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}
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return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
|
||||
}
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|
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public LevelState ActivateReactor(LevelState level)
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{
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if (!IsReactorReady(level))
|
||||
{
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return level with { Global = level.Global with { Status = "REACTOR NOT READY" } };
|
||||
}
|
||||
|
||||
return level with
|
||||
{
|
||||
Global = level.Global with
|
||||
{
|
||||
ReactorActivated = true,
|
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Status = "REACTOR ONLINE"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private static HazardState ApplyPipeLeaks(CellState cell)
|
||||
{
|
||||
var hazards = cell.Hazards;
|
||||
if (!cell.HasPipe || cell.LeakRate <= 0)
|
||||
{
|
||||
return hazards;
|
||||
}
|
||||
|
||||
return cell.Pipe switch
|
||||
{
|
||||
PipeMedium.Fuel => hazards with
|
||||
{
|
||||
LiquidFuel = hazards.LiquidFuel + cell.LeakRate,
|
||||
FuelVapor = hazards.FuelVapor + (cell.Pressure >= 7 ? cell.LeakRate : Math.Max(0, hazards.Heat - 3) / 3)
|
||||
},
|
||||
PipeMedium.Coolant => hazards with
|
||||
{
|
||||
CoolantPooling = hazards.CoolantPooling + cell.LeakRate,
|
||||
Heat = hazards.Heat - Math.Max(1, cell.LeakRate / 2),
|
||||
Smoke = hazards.Smoke + (hazards.Heat >= 7 ? 2 : 0)
|
||||
},
|
||||
PipeMedium.Pressure => hazards with
|
||||
{
|
||||
Smoke = hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0)
|
||||
},
|
||||
_ => hazards
|
||||
};
|
||||
}
|
||||
|
||||
private static HazardState ApplyMachineEffects(CellState cell, HazardState hazards)
|
||||
{
|
||||
return cell.Kind switch
|
||||
{
|
||||
CellKind.Generator when cell.Powered => hazards with { Heat = hazards.Heat + 1 },
|
||||
CellKind.CoolingPump when cell.Powered => hazards with { Heat = hazards.Heat - 2 },
|
||||
CellKind.Reactor => hazards with { Heat = hazards.Heat + 1 },
|
||||
_ => hazards
|
||||
};
|
||||
}
|
||||
|
||||
private static HazardState ApplyFireAndElectricalHazards(CellState cell, HazardState hazards)
|
||||
{
|
||||
if (hazards.CoolantPooling >= 3 && cell.Powered)
|
||||
{
|
||||
hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + 2 };
|
||||
}
|
||||
|
||||
var hasFuel = hazards.FuelVapor >= 4 || hazards.LiquidFuel >= 6;
|
||||
var hasIgnition = hazards.Heat >= 8 || hazards.ElectricalCharge >= 4 || (cell.Kind == CellKind.Generator && cell.Powered);
|
||||
if ((hasFuel && hasIgnition) || hazards.Fire)
|
||||
{
|
||||
hazards = hazards with
|
||||
{
|
||||
Fire = hasFuel || hazards.Fire,
|
||||
Heat = hazards.Heat + 2,
|
||||
Smoke = hazards.Smoke + 2,
|
||||
LiquidFuel = Math.Max(0, hazards.LiquidFuel - 1),
|
||||
FuelVapor = Math.Max(0, hazards.FuelVapor - 1)
|
||||
};
|
||||
}
|
||||
else if (hazards.Smoke > 0)
|
||||
{
|
||||
hazards = hazards with { Smoke = hazards.Smoke - 1 };
|
||||
}
|
||||
|
||||
return hazards;
|
||||
}
|
||||
|
||||
private static CellState[] SpreadSmoke(LevelState level, CellState[] cells)
|
||||
{
|
||||
var next = cells.ToArray();
|
||||
for (var y = 0; y < level.Height; y++)
|
||||
{
|
||||
for (var x = 0; x < level.Width; x++)
|
||||
{
|
||||
var position = new GridPosition(x, y);
|
||||
var cell = cells[level.Index(position)];
|
||||
if (cell.Hazards.Smoke < 6)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var neighbor in position.Neighbors().Where(level.InBounds))
|
||||
{
|
||||
var neighborCell = next[level.Index(neighbor)];
|
||||
if (!neighborCell.IsWalkable || neighborCell.DoorLocked)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
next[level.Index(neighbor)] = neighborCell with
|
||||
{
|
||||
Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + 1) }
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return next;
|
||||
}
|
||||
|
||||
private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
|
||||
{
|
||||
var reactorHeat = cells
|
||||
.Where(c => c.Kind == CellKind.Reactor)
|
||||
.Select(c => c.Hazards.Heat)
|
||||
.DefaultIfEmpty(level.Global.CoreHeat)
|
||||
.Max();
|
||||
|
||||
var poweredGenerators = cells.Count(c => c.Kind == CellKind.Generator && c.Powered && !c.Hazards.Fire);
|
||||
var poweredPumps = cells.Count(c => c.Kind == CellKind.CoolingPump && c.Powered && !c.Hazards.Fire);
|
||||
var damagedCriticalCells = cells.Count(c => c.Kind is CellKind.Reactor or CellKind.Generator or CellKind.CoolingPump && c.Hazards.Stability <= 3);
|
||||
var stability = Rules.Clamp(level.Global.FacilityStability - damagedCriticalCells);
|
||||
var lost = reactorHeat >= 10 || stability <= 0;
|
||||
|
||||
var status = lost
|
||||
? (reactorHeat >= 10 ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE")
|
||||
: "STABILIZE SYSTEMS";
|
||||
|
||||
var global = level.Global with
|
||||
{
|
||||
CoreHeat = Rules.Clamp(reactorHeat - poweredPumps),
|
||||
Power = Rules.Clamp(poweredGenerators * 3),
|
||||
Cooling = Rules.Clamp(poweredPumps * 3),
|
||||
FacilityStability = stability,
|
||||
Lost = lost,
|
||||
Status = status
|
||||
};
|
||||
|
||||
return IsReactorReady(level with { Cells = cells, Global = global })
|
||||
? global with { Status = "REACTOR READY" }
|
||||
: global;
|
||||
}
|
||||
|
||||
private static bool IsReactorReady(LevelState level)
|
||||
{
|
||||
var hasReactor = level.Cells.Any(c => c.Kind == CellKind.Reactor);
|
||||
var hasStablePower = level.Global.Power >= 3 || level.Cells.Any(c => c.Kind == CellKind.Generator && c.Powered && !c.Hazards.Fire);
|
||||
var hasCooling = level.Global.Cooling >= 3 || level.Cells.Any(c => c.Kind == CellKind.CoolingPump && c.Powered && !c.Hazards.Fire);
|
||||
var reactorStable = level.Global.CoreHeat < 8;
|
||||
return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
|
||||
}
|
||||
}
|
||||
5
src/ReactorMaintenance.Win2D/App.xaml
Normal file
5
src/ReactorMaintenance.Win2D/App.xaml
Normal file
@@ -0,0 +1,5 @@
|
||||
<Application
|
||||
x:Class="ReactorMaintenance.Win2D.App"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
|
||||
</Application>
|
||||
19
src/ReactorMaintenance.Win2D/App.xaml.cs
Normal file
19
src/ReactorMaintenance.Win2D/App.xaml.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using Microsoft.UI.Xaml;
|
||||
|
||||
namespace ReactorMaintenance.Win2D;
|
||||
|
||||
public partial class App : Application
|
||||
{
|
||||
private Window? _window;
|
||||
|
||||
public App()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
|
||||
protected override void OnLaunched(LaunchActivatedEventArgs args)
|
||||
{
|
||||
_window = new MainWindow();
|
||||
_window.Activate();
|
||||
}
|
||||
}
|
||||
87
src/ReactorMaintenance.Win2D/MainWindow.xaml
Normal file
87
src/ReactorMaintenance.Win2D/MainWindow.xaml
Normal file
@@ -0,0 +1,87 @@
|
||||
<Window
|
||||
x:Class="ReactorMaintenance.Win2D.MainWindow"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:canvas="using:Microsoft.Graphics.Canvas.UI.Xaml"
|
||||
Title="Reactor Maintenance">
|
||||
|
||||
<Grid Background="#16191D">
|
||||
<Grid.RowDefinitions>
|
||||
<RowDefinition Height="Auto" />
|
||||
<RowDefinition Height="*" />
|
||||
</Grid.RowDefinitions>
|
||||
|
||||
<CommandBar Grid.Row="0" DefaultLabelPosition="Right" Background="#20252A">
|
||||
<AppBarButton Icon="Add" Label="New" Click="New_Click" />
|
||||
<AppBarButton Icon="OpenFile" Label="Open" Click="Open_Click" />
|
||||
<AppBarButton Icon="Save" Label="Save" Click="Save_Click" />
|
||||
<AppBarSeparator />
|
||||
<AppBarButton Icon="Play" Label="Simulate" Click="Simulate_Click" />
|
||||
<AppBarButton Icon="Accept" Label="Activate" Click="Activate_Click" />
|
||||
</CommandBar>
|
||||
|
||||
<Grid Grid.Row="1" ColumnSpacing="0">
|
||||
<Grid.ColumnDefinitions>
|
||||
<ColumnDefinition Width="220" />
|
||||
<ColumnDefinition Width="*" />
|
||||
<ColumnDefinition Width="300" />
|
||||
</Grid.ColumnDefinitions>
|
||||
|
||||
<ScrollViewer Grid.Column="0" Background="#1C2126">
|
||||
<StackPanel Padding="12" Spacing="10">
|
||||
<TextBlock Text="Tools" FontSize="18" FontWeight="SemiBold" Foreground="#F4F1E8" />
|
||||
<ComboBox x:Name="ToolPicker" SelectionChanged="ToolPicker_SelectionChanged" />
|
||||
<TextBlock Text="Brush applies to the selected cell." Foreground="#9EA7AE" TextWrapping="Wrap" />
|
||||
<TextBlock Text="Left click paints. Use Robot to set the start position." Foreground="#9EA7AE" TextWrapping="Wrap" />
|
||||
</StackPanel>
|
||||
</ScrollViewer>
|
||||
|
||||
<Grid Grid.Column="1" Background="#101215">
|
||||
<canvas:CanvasControl
|
||||
x:Name="LevelCanvas"
|
||||
ClearColor="#101215"
|
||||
Draw="LevelCanvas_Draw"
|
||||
PointerPressed="LevelCanvas_PointerPressed"
|
||||
PointerMoved="LevelCanvas_PointerMoved"
|
||||
PointerReleased="LevelCanvas_PointerReleased" />
|
||||
</Grid>
|
||||
|
||||
<ScrollViewer Grid.Column="2" Background="#1C2126">
|
||||
<StackPanel Padding="14" Spacing="12">
|
||||
<TextBlock x:Name="LevelNameText" FontSize="20" FontWeight="SemiBold" Foreground="#F4F1E8" TextWrapping="Wrap" />
|
||||
<Grid ColumnSpacing="8">
|
||||
<Grid.ColumnDefinitions>
|
||||
<ColumnDefinition Width="*" />
|
||||
<ColumnDefinition Width="*" />
|
||||
</Grid.ColumnDefinitions>
|
||||
<StackPanel>
|
||||
<TextBlock Text="Turn" Foreground="#9EA7AE" />
|
||||
<TextBlock x:Name="TurnText" FontSize="22" Foreground="#F4F1E8" />
|
||||
</StackPanel>
|
||||
<StackPanel Grid.Column="1">
|
||||
<TextBlock Text="Status" Foreground="#9EA7AE" />
|
||||
<TextBlock x:Name="StatusText" FontSize="16" Foreground="#F4F1E8" TextWrapping="Wrap" />
|
||||
</StackPanel>
|
||||
</Grid>
|
||||
|
||||
<TextBlock Text="Global Systems" FontSize="16" FontWeight="SemiBold" Foreground="#F4F1E8" />
|
||||
<TextBlock x:Name="GlobalText" Foreground="#CCD4DA" TextWrapping="Wrap" />
|
||||
|
||||
<TextBlock Text="Selected Cell" FontSize="16" FontWeight="SemiBold" Foreground="#F4F1E8" />
|
||||
<TextBlock x:Name="CellText" Foreground="#CCD4DA" TextWrapping="Wrap" />
|
||||
|
||||
<TextBlock Text="Forecasts" FontSize="16" FontWeight="SemiBold" Foreground="#F4F1E8" />
|
||||
<ItemsControl x:Name="ForecastList">
|
||||
<ItemsControl.ItemTemplate>
|
||||
<DataTemplate>
|
||||
<Border BorderBrush="#46515A" BorderThickness="1" Padding="8" Margin="0,0,0,8" CornerRadius="3">
|
||||
<TextBlock Text="{Binding Message}" Foreground="#F4F1E8" TextWrapping="Wrap" />
|
||||
</Border>
|
||||
</DataTemplate>
|
||||
</ItemsControl.ItemTemplate>
|
||||
</ItemsControl>
|
||||
</StackPanel>
|
||||
</ScrollViewer>
|
||||
</Grid>
|
||||
</Grid>
|
||||
</Window>
|
||||
347
src/ReactorMaintenance.Win2D/MainWindow.xaml.cs
Normal file
347
src/ReactorMaintenance.Win2D/MainWindow.xaml.cs
Normal file
@@ -0,0 +1,347 @@
|
||||
using System.Numerics;
|
||||
using Microsoft.Graphics.Canvas;
|
||||
using Microsoft.Graphics.Canvas.Text;
|
||||
using Microsoft.Graphics.Canvas.UI.Xaml;
|
||||
using Microsoft.UI;
|
||||
using Microsoft.UI.Xaml;
|
||||
using Microsoft.UI.Xaml.Controls;
|
||||
using Microsoft.UI.Xaml.Input;
|
||||
using ReactorMaintenance.Simulation;
|
||||
using Windows.Foundation;
|
||||
using Windows.Storage;
|
||||
using Windows.Storage.Pickers;
|
||||
using WinRT.Interop;
|
||||
|
||||
namespace ReactorMaintenance.Win2D;
|
||||
|
||||
public sealed partial class MainWindow : Window
|
||||
{
|
||||
private readonly SimulationEngine _simulation = new();
|
||||
private LevelState _level;
|
||||
private EditorTool _selectedTool = EditorTool.Floor;
|
||||
private GridPosition? _selectedCell;
|
||||
private StorageFile? _currentFile;
|
||||
private bool _painting;
|
||||
|
||||
public MainWindow()
|
||||
{
|
||||
InitializeComponent();
|
||||
|
||||
_level = BuildStarterLevel();
|
||||
ToolPicker.ItemsSource = Enum.GetValues<EditorTool>();
|
||||
ToolPicker.SelectedItem = _selectedTool;
|
||||
RefreshInspector();
|
||||
}
|
||||
|
||||
private void ToolPicker_SelectionChanged(object sender, SelectionChangedEventArgs e)
|
||||
{
|
||||
if (ToolPicker.SelectedItem is EditorTool tool)
|
||||
{
|
||||
_selectedTool = tool;
|
||||
}
|
||||
}
|
||||
|
||||
private void New_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
_level = BuildStarterLevel();
|
||||
_currentFile = null;
|
||||
_selectedCell = null;
|
||||
RefreshInspector();
|
||||
LevelCanvas.Invalidate();
|
||||
}
|
||||
|
||||
private async void Open_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
var picker = new FileOpenPicker();
|
||||
InitializeWithWindow.Initialize(picker, WindowNative.GetWindowHandle(this));
|
||||
picker.FileTypeFilter.Add(".json");
|
||||
|
||||
var file = await picker.PickSingleFileAsync();
|
||||
if (file is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var json = await FileIO.ReadTextAsync(file);
|
||||
_level = LevelSerializer.Deserialize(json);
|
||||
_level = _level with { Forecasts = _simulation.Forecast(_level) };
|
||||
_currentFile = file;
|
||||
_selectedCell = null;
|
||||
RefreshInspector();
|
||||
LevelCanvas.Invalidate();
|
||||
}
|
||||
|
||||
private async void Save_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
var file = _currentFile;
|
||||
if (file is null)
|
||||
{
|
||||
var picker = new FileSavePicker();
|
||||
InitializeWithWindow.Initialize(picker, WindowNative.GetWindowHandle(this));
|
||||
picker.SuggestedFileName = _level.Name.Replace(' ', '-').ToLowerInvariant();
|
||||
picker.FileTypeChoices.Add("Reactor level", new List<string> { ".json" });
|
||||
file = await picker.PickSaveFileAsync();
|
||||
}
|
||||
|
||||
if (file is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
await FileIO.WriteTextAsync(file, LevelSerializer.Serialize(_level));
|
||||
_currentFile = file;
|
||||
}
|
||||
|
||||
private void Simulate_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
_level = _simulation.AdvanceTurn(_level);
|
||||
RefreshInspector();
|
||||
LevelCanvas.Invalidate();
|
||||
}
|
||||
|
||||
private void Activate_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
_level = _simulation.ActivateReactor(_level);
|
||||
RefreshInspector();
|
||||
LevelCanvas.Invalidate();
|
||||
}
|
||||
|
||||
private void LevelCanvas_PointerPressed(object sender, PointerRoutedEventArgs e)
|
||||
{
|
||||
_painting = true;
|
||||
LevelCanvas.CapturePointer(e.Pointer);
|
||||
PaintAt(e.GetCurrentPoint(LevelCanvas).Position);
|
||||
}
|
||||
|
||||
private void LevelCanvas_PointerMoved(object sender, PointerRoutedEventArgs e)
|
||||
{
|
||||
if (_painting)
|
||||
{
|
||||
PaintAt(e.GetCurrentPoint(LevelCanvas).Position);
|
||||
}
|
||||
}
|
||||
|
||||
private void LevelCanvas_PointerReleased(object sender, PointerRoutedEventArgs e)
|
||||
{
|
||||
_painting = false;
|
||||
LevelCanvas.ReleasePointerCapture(e.Pointer);
|
||||
}
|
||||
|
||||
private void PaintAt(Point point)
|
||||
{
|
||||
if (!TryGetGridPosition(point, out var position))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_selectedCell = position;
|
||||
_level = LevelEditor.Apply(_level, position, _selectedTool);
|
||||
_level = _level with { Forecasts = _simulation.Forecast(_level) };
|
||||
RefreshInspector();
|
||||
LevelCanvas.Invalidate();
|
||||
}
|
||||
|
||||
private void LevelCanvas_Draw(CanvasControl sender, CanvasDrawEventArgs args)
|
||||
{
|
||||
var drawing = args.DrawingSession;
|
||||
var layout = GetLayout();
|
||||
|
||||
drawing.Clear(ColorHelper.FromArgb(255, 16, 18, 21));
|
||||
DrawCells(drawing, layout);
|
||||
DrawGrid(drawing, layout);
|
||||
DrawRobot(drawing, layout);
|
||||
}
|
||||
|
||||
private void DrawCells(CanvasDrawingSession drawing, CanvasLayout layout)
|
||||
{
|
||||
for (var y = 0; y < _level.Height; y++)
|
||||
{
|
||||
for (var x = 0; x < _level.Width; x++)
|
||||
{
|
||||
var position = new GridPosition(x, y);
|
||||
var cell = _level.GetCell(position);
|
||||
var rect = layout.CellRect(x, y);
|
||||
|
||||
drawing.FillRectangle(rect, CellColor(cell));
|
||||
|
||||
if (cell.HasPipe)
|
||||
{
|
||||
var center = new Vector2((float)(rect.X + rect.Width / 2), (float)(rect.Y + rect.Height / 2));
|
||||
var pipeColor = cell.Pipe switch
|
||||
{
|
||||
PipeMedium.Coolant => Colors.DeepSkyBlue,
|
||||
PipeMedium.Fuel => Colors.Goldenrod,
|
||||
PipeMedium.Pressure => Colors.LightSteelBlue,
|
||||
_ => Colors.Transparent
|
||||
};
|
||||
drawing.DrawLine(new Vector2((float)rect.X + 6, center.Y), new Vector2((float)(rect.X + rect.Width - 6), center.Y), pipeColor, Math.Max(3, (float)rect.Width / 7));
|
||||
drawing.DrawLine(new Vector2(center.X, (float)rect.Y + 6), new Vector2(center.X, (float)(rect.Y + rect.Height - 6)), pipeColor, Math.Max(3, (float)rect.Width / 7));
|
||||
}
|
||||
|
||||
if (cell.LeakRate > 0)
|
||||
{
|
||||
drawing.DrawCircle(new Vector2((float)(rect.X + rect.Width - 10), (float)(rect.Y + 10)), 5, Colors.OrangeRed, 2);
|
||||
}
|
||||
|
||||
if (cell.Hazards.Fire)
|
||||
{
|
||||
drawing.FillCircle(new Vector2((float)(rect.X + rect.Width * 0.5), (float)(rect.Y + rect.Height * 0.5)), (float)rect.Width * 0.24f, Colors.OrangeRed);
|
||||
}
|
||||
|
||||
if (_selectedCell == position)
|
||||
{
|
||||
drawing.DrawRectangle(rect, Colors.White, 3);
|
||||
}
|
||||
|
||||
DrawCellGlyph(drawing, cell, rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawCellGlyph(CanvasDrawingSession drawing, CellState cell, Rect rect)
|
||||
{
|
||||
var text = cell.Kind switch
|
||||
{
|
||||
CellKind.Reactor => "R",
|
||||
CellKind.CoolingPump => "C",
|
||||
CellKind.Generator => "G",
|
||||
CellKind.PressureRegulator => "P",
|
||||
CellKind.DiagnosticTerminal => "D",
|
||||
CellKind.ControlTerminal => "T",
|
||||
_ => string.Empty
|
||||
};
|
||||
|
||||
if (string.IsNullOrEmpty(text))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
using var format = new CanvasTextFormat
|
||||
{
|
||||
FontSize = Math.Max(14, (float)rect.Width * 0.42f),
|
||||
HorizontalAlignment = CanvasHorizontalAlignment.Center,
|
||||
VerticalAlignment = CanvasVerticalAlignment.Center
|
||||
};
|
||||
|
||||
drawing.DrawText(text, rect, Colors.White, format);
|
||||
}
|
||||
|
||||
private void DrawGrid(CanvasDrawingSession drawing, CanvasLayout layout)
|
||||
{
|
||||
for (var x = 0; x <= _level.Width; x++)
|
||||
{
|
||||
var xPos = (float)(layout.OriginX + x * layout.CellSize);
|
||||
drawing.DrawLine(xPos, (float)layout.OriginY, xPos, (float)(layout.OriginY + _level.Height * layout.CellSize), ColorHelper.FromArgb(120, 91, 104, 115), 1);
|
||||
}
|
||||
|
||||
for (var y = 0; y <= _level.Height; y++)
|
||||
{
|
||||
var yPos = (float)(layout.OriginY + y * layout.CellSize);
|
||||
drawing.DrawLine((float)layout.OriginX, yPos, (float)(layout.OriginX + _level.Width * layout.CellSize), yPos, ColorHelper.FromArgb(120, 91, 104, 115), 1);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawRobot(CanvasDrawingSession drawing, CanvasLayout layout)
|
||||
{
|
||||
var rect = layout.CellRect(_level.Robot.X, _level.Robot.Y);
|
||||
var center = new Vector2((float)(rect.X + rect.Width / 2), (float)(rect.Y + rect.Height / 2));
|
||||
drawing.FillCircle(center, (float)rect.Width * 0.28f, Colors.White);
|
||||
drawing.DrawCircle(center, (float)rect.Width * 0.28f, Colors.Black, 2);
|
||||
}
|
||||
|
||||
private bool TryGetGridPosition(Point point, out GridPosition position)
|
||||
{
|
||||
var layout = GetLayout();
|
||||
var x = (int)((point.X - layout.OriginX) / layout.CellSize);
|
||||
var y = (int)((point.Y - layout.OriginY) / layout.CellSize);
|
||||
position = new GridPosition(x, y);
|
||||
return _level.InBounds(position);
|
||||
}
|
||||
|
||||
private CanvasLayout GetLayout()
|
||||
{
|
||||
var availableWidth = Math.Max(1, LevelCanvas.ActualWidth);
|
||||
var availableHeight = Math.Max(1, LevelCanvas.ActualHeight);
|
||||
var size = Math.Floor(Math.Min(availableWidth / _level.Width, availableHeight / _level.Height));
|
||||
size = Math.Max(20, size);
|
||||
var originX = Math.Max(0, (availableWidth - size * _level.Width) / 2);
|
||||
var originY = Math.Max(0, (availableHeight - size * _level.Height) / 2);
|
||||
return new CanvasLayout(size, originX, originY);
|
||||
}
|
||||
|
||||
private static Windows.UI.Color CellColor(CellState cell)
|
||||
{
|
||||
if (cell.Kind == CellKind.Wall)
|
||||
{
|
||||
return ColorHelper.FromArgb(255, 54, 61, 68);
|
||||
}
|
||||
|
||||
if (cell.Hazards.Fire)
|
||||
{
|
||||
return ColorHelper.FromArgb(255, 91, 39, 30);
|
||||
}
|
||||
|
||||
return cell.Kind switch
|
||||
{
|
||||
CellKind.Reactor => ColorHelper.FromArgb(255, 61, 76, 82),
|
||||
CellKind.CoolingPump => ColorHelper.FromArgb(255, 25, 79, 96),
|
||||
CellKind.Generator => ColorHelper.FromArgb(255, 86, 75, 35),
|
||||
CellKind.PressureRegulator => ColorHelper.FromArgb(255, 70, 78, 98),
|
||||
CellKind.DiagnosticTerminal => ColorHelper.FromArgb(255, 39, 84, 62),
|
||||
CellKind.ControlTerminal => ColorHelper.FromArgb(255, 80, 61, 91),
|
||||
_ => ColorHelper.FromArgb(255, 31, 36, 40)
|
||||
};
|
||||
}
|
||||
|
||||
private void RefreshInspector()
|
||||
{
|
||||
LevelNameText.Text = _level.Name;
|
||||
TurnText.Text = _level.Global.Turn.ToString();
|
||||
StatusText.Text = _level.Global.Status;
|
||||
GlobalText.Text =
|
||||
$"Power: {_level.Global.Power}/10\n" +
|
||||
$"Cooling: {_level.Global.Cooling}/10\n" +
|
||||
$"Core Heat: {_level.Global.CoreHeat}/10\n" +
|
||||
$"Facility Stability: {_level.Global.FacilityStability}/10";
|
||||
|
||||
if (_selectedCell is { } position && _level.InBounds(position))
|
||||
{
|
||||
var cell = _level.GetCell(position);
|
||||
CellText.Text =
|
||||
$"Position: {position.X},{position.Y}\n" +
|
||||
$"Kind: {cell.Kind}\n" +
|
||||
$"Pipe: {cell.Pipe}\n" +
|
||||
$"Flow: {cell.Flow}, Pressure: {cell.Pressure}\n" +
|
||||
$"Integrity: {cell.Integrity}, Leak: {cell.LeakRate}\n" +
|
||||
$"Heat: {cell.Hazards.Heat}, Smoke: {cell.Hazards.Smoke}\n" +
|
||||
$"Fuel Vapor: {cell.Hazards.FuelVapor}, Fuel: {cell.Hazards.LiquidFuel}\n" +
|
||||
$"Coolant: {cell.Hazards.CoolantPooling}, Charge: {cell.Hazards.ElectricalCharge}";
|
||||
}
|
||||
else
|
||||
{
|
||||
CellText.Text = "No cell selected.";
|
||||
}
|
||||
|
||||
ForecastList.ItemsSource = _level.Forecasts;
|
||||
}
|
||||
|
||||
private static LevelState BuildStarterLevel()
|
||||
{
|
||||
var level = LevelState.Create("Cooling Sector B", 16, 12);
|
||||
level = level.SetCell(new GridPosition(3, 5), new CellState { Kind = CellKind.CoolingPump, Pipe = PipeMedium.Coolant, Flow = 5, Pressure = 5, Powered = true });
|
||||
level = level.SetCell(new GridPosition(4, 5), new CellState { Pipe = PipeMedium.Coolant, Flow = 5, Pressure = 7 });
|
||||
level = level.SetCell(new GridPosition(5, 5), new CellState { Pipe = PipeMedium.Coolant, Flow = 3, Pressure = 8, LeakRate = 2, Integrity = 4 });
|
||||
level = level.SetCell(new GridPosition(6, 5), new CellState { Pipe = PipeMedium.Coolant, Flow = 3, Pressure = 7 });
|
||||
level = level.SetCell(new GridPosition(8, 5), new CellState { Kind = CellKind.Reactor, Hazards = new HazardState { Heat = 6, Stability = 8 } });
|
||||
level = level.SetCell(new GridPosition(2, 8), new CellState { Kind = CellKind.Generator, Pipe = PipeMedium.Fuel, Flow = 4, Pressure = 6, Powered = true });
|
||||
level = level.SetCell(new GridPosition(11, 4), new CellState { Kind = CellKind.DiagnosticTerminal, Powered = true });
|
||||
level = level.SetCell(new GridPosition(12, 8), new CellState { Kind = CellKind.ControlTerminal, Powered = true });
|
||||
return level with { Forecasts = new SimulationEngine().Forecast(level) };
|
||||
}
|
||||
|
||||
private sealed record CanvasLayout(double CellSize, double OriginX, double OriginY)
|
||||
{
|
||||
public Rect CellRect(int x, int y) =>
|
||||
new(OriginX + x * CellSize, OriginY + y * CellSize, CellSize, CellSize);
|
||||
}
|
||||
}
|
||||
26
src/ReactorMaintenance.Win2D/ReactorMaintenance.Win2D.csproj
Normal file
26
src/ReactorMaintenance.Win2D/ReactorMaintenance.Win2D.csproj
Normal file
@@ -0,0 +1,26 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net8.0-windows10.0.19041.0</TargetFramework>
|
||||
<TargetPlatformMinVersion>10.0.17763.0</TargetPlatformMinVersion>
|
||||
<RootNamespace>ReactorMaintenance.Win2D</RootNamespace>
|
||||
<ApplicationManifest>app.manifest</ApplicationManifest>
|
||||
<Platforms>x86;x64;arm64</Platforms>
|
||||
<RuntimeIdentifiers>win-x86;win-x64;win-arm64</RuntimeIdentifiers>
|
||||
<UseWinUI>true</UseWinUI>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<WindowsPackageType>None</WindowsPackageType>
|
||||
<WindowsAppSDKSelfContained>true</WindowsAppSDKSelfContained>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.Graphics.Win2D" Version="1.4.0" />
|
||||
<PackageReference Include="Microsoft.Windows.SDK.BuildTools" Version="10.0.28000.1839" />
|
||||
<PackageReference Include="Microsoft.WindowsAppSDK" Version="1.8.260317003" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\ReactorMaintenance.Simulation\ReactorMaintenance.Simulation.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
10
src/ReactorMaintenance.Win2D/app.manifest
Normal file
10
src/ReactorMaintenance.Win2D/app.manifest
Normal file
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
|
||||
<assemblyIdentity version="1.0.0.0" name="ReactorMaintenance.Win2D.app"/>
|
||||
<application xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||
<windowsSettings>
|
||||
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
|
||||
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">PerMonitorV2</dpiAwareness>
|
||||
</windowsSettings>
|
||||
</application>
|
||||
</assembly>
|
||||
Reference in New Issue
Block a user