cleanup code

This commit is contained in:
2026-05-08 20:47:09 +02:00
parent 07d35a49a3
commit 2e813962c9
9 changed files with 387 additions and 355 deletions

View File

@@ -7,51 +7,45 @@ public sealed class SimulationEngine
var cells = level.Cells.ToArray();
for (var y = 0; y < level.Height; y++)
for (var x = 0; x < level.Width; x++)
{
for (var x = 0; x < level.Width; x++)
var position = new GridPosition(x, y);
var index = level.Index(position);
var cell = cells[index];
if (!cell.IsWalkable)
continue;
var hazards = ApplyPipeLeaks(cell);
hazards = ApplyMachineEffects(cell, hazards);
hazards = ApplyFireAndElectricalHazards(cell, hazards);
hazards = hazards.Clamp();
var integrity = cell.Integrity;
if (cell.HasPipe && cell.Pressure > 7)
integrity -= cell.Pressure - 7;
if (hazards.Heat >= 10 || hazards.Fire)
{
var position = new GridPosition(x, y);
var index = level.Index(position);
var cell = cells[index];
integrity -= cell.HasPipe ? 1 : 0;
hazards = hazards with { Stability = hazards.Stability - 1 };
}
if (!cell.IsWalkable)
if (integrity <= 0 && cell.HasPipe)
{
cell = cell with
{
continue;
}
var hazards = ApplyPipeLeaks(cell);
hazards = ApplyMachineEffects(cell, hazards);
hazards = ApplyFireAndElectricalHazards(cell, hazards);
hazards = hazards.Clamp();
var integrity = cell.Integrity;
if (cell.HasPipe && cell.Pressure > 7)
{
integrity -= cell.Pressure - 7;
}
if (hazards.Heat >= 10 || hazards.Fire)
{
integrity -= cell.HasPipe ? 1 : 0;
hazards = hazards with { Stability = hazards.Stability - 1 };
}
if (integrity <= 0 && cell.HasPipe)
{
cell = cell with
{
LeakRate = Math.Max(cell.LeakRate, 3),
Flow = 0,
PipeOpen = false
};
}
cells[index] = cell with
{
Integrity = Rules.Clamp(integrity),
Hazards = hazards.Clamp()
LeakRate = Math.Max(cell.LeakRate, 3),
Flow = 0,
PipeOpen = false
};
}
cells[index] = cell with
{
Integrity = Rules.Clamp(integrity),
Hazards = hazards.Clamp()
};
}
cells = SpreadSmoke(level, cells);
@@ -71,43 +65,30 @@ public sealed class SimulationEngine
var forecasts = new List<Forecast>();
for (var y = 0; y < level.Height; y++)
for (var x = 0; x < level.Width; x++)
{
for (var x = 0; x < level.Width; x++)
var position = new GridPosition(x, y);
var cell = level.GetCell(position);
if (cell.HasPipe && cell.Pressure > 7 && cell.Integrity > 0)
{
var position = new GridPosition(x, y);
var cell = level.GetCell(position);
if (cell.HasPipe && cell.Pressure > 7 && cell.Integrity > 0)
{
var damagePerTurn = Math.Max(1, cell.Pressure - 7);
var turns = (int)Math.Ceiling(cell.Integrity / (double)damagePerTurn);
if (turns <= 4)
{
forecasts.Add(new Forecast(FailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS"));
}
}
var fuelLeakNearIgnition = cell.Pipe == PipeMedium.Fuel &&
cell.LeakRate > 0 &&
(cell.Pressure >= 7 || cell.Kind == CellKind.Generator);
var ignitionRisk = (cell.Hazards.FuelVapor >= 4 || cell.Hazards.LiquidFuel >= 6 || fuelLeakNearIgnition) &&
(cell.Hazards.Heat >= 8 || cell.Hazards.ElectricalCharge >= 4 || cell.Kind == CellKind.Generator);
if (ignitionRisk && !cell.Hazards.Fire)
{
forecasts.Add(new Forecast(FailureKind.Ignition, position, 1, $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN"));
}
var damagePerTurn = Math.Max(1, cell.Pressure - 7);
var turns = (int)Math.Ceiling(cell.Integrity / (double)damagePerTurn);
if (turns <= 4)
forecasts.Add(new(FailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS"));
}
var fuelLeakNearIgnition = cell.Pipe == PipeMedium.Fuel && cell.LeakRate > 0 && (cell.Pressure >= 7 || cell.Kind == CellKind.Generator);
var ignitionRisk = (cell.Hazards.FuelVapor >= 4 || cell.Hazards.LiquidFuel >= 6 || fuelLeakNearIgnition) && (cell.Hazards.Heat >= 8 || cell.Hazards.ElectricalCharge >= 4 || cell.Kind == CellKind.Generator);
if (ignitionRisk && !cell.Hazards.Fire)
forecasts.Add(new(FailureKind.Ignition, position, 1, $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN"));
}
if (level.Global.CoreHeat >= 8)
{
forecasts.Add(new Forecast(FailureKind.Meltdown, null, Math.Max(1, 11 - level.Global.CoreHeat), "CORE MELTDOWN APPROACHING"));
}
forecasts.Add(new(FailureKind.Meltdown, null, Math.Max(1, 11 - level.Global.CoreHeat), "CORE MELTDOWN APPROACHING"));
if (IsReactorReady(level))
{
forecasts.Add(new Forecast(FailureKind.ReactorReady, null, 0, "REACTOR READY"));
}
forecasts.Add(new(FailureKind.ReactorReady, null, 0, "REACTOR READY"));
return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
}
@@ -115,9 +96,7 @@ public sealed class SimulationEngine
public LevelState ActivateReactor(LevelState level)
{
if (!IsReactorReady(level))
{
return level with { Global = level.Global with { Status = "REACTOR NOT READY" } };
}
return level with
{
@@ -133,9 +112,7 @@ public sealed class SimulationEngine
{
var hazards = cell.Hazards;
if (!cell.HasPipe || cell.LeakRate <= 0)
{
return hazards;
}
return cell.Pipe switch
{
@@ -150,11 +127,8 @@ public sealed class SimulationEngine
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
PipeMedium.Pressure => hazards with { Smoke = hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0) },
_ => hazards
};
}
@@ -162,19 +136,17 @@ public sealed class SimulationEngine
{
return cell.Kind switch
{
CellKind.Generator when cell.Powered => hazards with { Heat = hazards.Heat + 1 },
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
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);
@@ -190,9 +162,7 @@ public sealed class SimulationEngine
};
}
else if (hazards.Smoke > 0)
{
hazards = hazards with { Smoke = hazards.Smoke - 1 };
}
return hazards;
}
@@ -201,29 +171,20 @@ public sealed class SimulationEngine
{
var next = cells.ToArray();
for (var y = 0; y < level.Height; y++)
for (var x = 0; x < level.Width; x++)
{
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 position = new GridPosition(x, y);
var cell = cells[level.Index(position)];
if (cell.Hazards.Smoke < 6)
{
var neighborCell = next[level.Index(neighbor)];
if (!neighborCell.IsWalkable || neighborCell.DoorLocked)
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) }
};
}
next[level.Index(neighbor)] = neighborCell with { Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + 1) } };
}
}
@@ -232,11 +193,7 @@ public sealed class SimulationEngine
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 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);
@@ -244,9 +201,7 @@ public sealed class SimulationEngine
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 status = lost ? reactorHeat >= 10 ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE" : "STABILIZE SYSTEMS";
var global = level.Global with
{
@@ -258,7 +213,11 @@ public sealed class SimulationEngine
Status = status
};
return IsReactorReady(level with { Cells = cells, Global = global })
return IsReactorReady(level with
{
Cells = cells,
Global = global
})
? global with { Status = "REACTOR READY" }
: global;
}
@@ -271,4 +230,4 @@ public sealed class SimulationEngine
var reactorStable = level.Global.CoreHeat < 8;
return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
}
}
}