Split simulation models
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54
src/ReactorMaintenance.Simulation/LevelStateFactory.cs
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54
src/ReactorMaintenance.Simulation/LevelStateFactory.cs
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namespace ReactorMaintenance.Simulation;
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public static class LevelStateFactory
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{
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public static LevelState Create(string name, int width, int height)
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{
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if (width < Balancing.Current.MinimumLevelSize || height < Balancing.Current.MinimumLevelSize)
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throw new ArgumentOutOfRangeException(nameof(width), $"Levels must be at least {Balancing.Current.MinimumLevelSize}x{Balancing.Current.MinimumLevelSize}.");
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return new() {
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Name = name,
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Width = width,
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Height = height,
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Terrain = CreateTerrain(width, height),
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Fuel = CreateUnderground(width, height),
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Coolant = CreateUnderground(width, height),
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Electricity = CreateUnderground(width, height),
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Surface = CreateSurface(width, height),
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Props = CreateProps(width, height),
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Robot = new() { Position = new(1, 1) },
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Forecasts = Array.Empty<Forecast>()
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};
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}
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public static ECellTerrain[] CreateTerrain(int width, int height)
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{
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var terrain = Enumerable.Repeat(ECellTerrain.Floor, width * height).ToArray();
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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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terrain[y * width + x] = ECellTerrain.Wall;
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}
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}
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return terrain;
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}
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public static UndergroundCell[] CreateUnderground(int width, int height)
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{
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return Enumerable.Range(0, width * height).Select(_ => new UndergroundCell()).ToArray();
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}
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public static SurfaceState[] CreateSurface(int width, int height)
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{
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return Enumerable.Range(0, width * height).Select(_ => new SurfaceState()).ToArray();
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}
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public static PropState[] CreateProps(int width, int height)
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{
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return Enumerable.Range(0, width * height).Select(_ => new PropState()).ToArray();
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}
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}
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