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274
src/ReactorMaintenance.Simulation/SimulationEngine.cs
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274
src/ReactorMaintenance.Simulation/SimulationEngine.cs
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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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{
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return level with { Global = level.Global with { Status = "REACTOR NOT READY" } };
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}
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return level with
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{
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Global = level.Global with
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{
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ReactorActivated = true,
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Status = "REACTOR ONLINE"
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}
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};
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}
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private static HazardState ApplyPipeLeaks(CellState cell)
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{
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var hazards = cell.Hazards;
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if (!cell.HasPipe || cell.LeakRate <= 0)
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{
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return hazards;
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}
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return cell.Pipe switch
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{
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PipeMedium.Fuel => hazards with
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{
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LiquidFuel = hazards.LiquidFuel + cell.LeakRate,
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FuelVapor = hazards.FuelVapor + (cell.Pressure >= 7 ? cell.LeakRate : Math.Max(0, hazards.Heat - 3) / 3)
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},
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PipeMedium.Coolant => hazards with
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{
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CoolantPooling = hazards.CoolantPooling + cell.LeakRate,
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Heat = hazards.Heat - Math.Max(1, cell.LeakRate / 2),
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Smoke = hazards.Smoke + (hazards.Heat >= 7 ? 2 : 0)
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},
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PipeMedium.Pressure => hazards with
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{
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Smoke = hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0)
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},
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_ => hazards
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};
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}
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private static HazardState ApplyMachineEffects(CellState cell, HazardState hazards)
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{
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return cell.Kind switch
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{
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CellKind.Generator when cell.Powered => hazards with { Heat = hazards.Heat + 1 },
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CellKind.CoolingPump when cell.Powered => hazards with { Heat = hazards.Heat - 2 },
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CellKind.Reactor => hazards with { Heat = hazards.Heat + 1 },
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_ => hazards
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};
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}
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private static HazardState ApplyFireAndElectricalHazards(CellState cell, HazardState hazards)
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{
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if (hazards.CoolantPooling >= 3 && cell.Powered)
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{
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + 2 };
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}
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var hasFuel = hazards.FuelVapor >= 4 || hazards.LiquidFuel >= 6;
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var hasIgnition = hazards.Heat >= 8 || hazards.ElectricalCharge >= 4 || (cell.Kind == CellKind.Generator && cell.Powered);
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if ((hasFuel && hasIgnition) || hazards.Fire)
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{
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hazards = hazards with
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{
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Fire = hasFuel || hazards.Fire,
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Heat = hazards.Heat + 2,
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Smoke = hazards.Smoke + 2,
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LiquidFuel = Math.Max(0, hazards.LiquidFuel - 1),
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FuelVapor = Math.Max(0, hazards.FuelVapor - 1)
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};
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}
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else if (hazards.Smoke > 0)
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{
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hazards = hazards with { Smoke = hazards.Smoke - 1 };
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}
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return hazards;
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}
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private static CellState[] SpreadSmoke(LevelState level, CellState[] cells)
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{
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var next = 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 cell = cells[level.Index(position)];
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if (cell.Hazards.Smoke < 6)
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{
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continue;
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}
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foreach (var neighbor in position.Neighbors().Where(level.InBounds))
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{
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var neighborCell = next[level.Index(neighbor)];
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if (!neighborCell.IsWalkable || neighborCell.DoorLocked)
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{
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continue;
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}
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next[level.Index(neighbor)] = neighborCell with
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{
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Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + 1) }
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};
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}
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}
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}
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return next;
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}
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private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
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{
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var reactorHeat = cells
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.Where(c => c.Kind == CellKind.Reactor)
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.Select(c => c.Hazards.Heat)
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.DefaultIfEmpty(level.Global.CoreHeat)
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.Max();
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var poweredGenerators = cells.Count(c => c.Kind == CellKind.Generator && c.Powered && !c.Hazards.Fire);
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var poweredPumps = cells.Count(c => c.Kind == CellKind.CoolingPump && c.Powered && !c.Hazards.Fire);
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var damagedCriticalCells = cells.Count(c => c.Kind is CellKind.Reactor or CellKind.Generator or CellKind.CoolingPump && c.Hazards.Stability <= 3);
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var stability = Rules.Clamp(level.Global.FacilityStability - damagedCriticalCells);
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var lost = reactorHeat >= 10 || stability <= 0;
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var status = lost
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? (reactorHeat >= 10 ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE")
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: "STABILIZE SYSTEMS";
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var global = level.Global with
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{
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CoreHeat = Rules.Clamp(reactorHeat - poweredPumps),
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Power = Rules.Clamp(poweredGenerators * 3),
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Cooling = Rules.Clamp(poweredPumps * 3),
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FacilityStability = stability,
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Lost = lost,
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Status = status
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};
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return IsReactorReady(level with { Cells = cells, Global = global })
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? global with { Status = "REACTOR READY" }
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: global;
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}
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private static bool IsReactorReady(LevelState level)
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{
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var hasReactor = level.Cells.Any(c => c.Kind == CellKind.Reactor);
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var hasStablePower = level.Global.Power >= 3 || level.Cells.Any(c => c.Kind == CellKind.Generator && c.Powered && !c.Hazards.Fire);
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var hasCooling = level.Global.Cooling >= 3 || level.Cells.Any(c => c.Kind == CellKind.CoolingPump && c.Powered && !c.Hazards.Fire);
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var reactorStable = level.Global.CoreHeat < 8;
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return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
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}
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}
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