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174
src/ReactorMaintenance.Simulation/Models.cs
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174
src/ReactorMaintenance.Simulation/Models.cs
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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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