Refactor cells for dual tile rendering
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@@ -11,7 +11,7 @@ public sealed class FireAndElectricalHazardEffect : ISimulationEffect
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.Current.ElectricalChargeIncrease };
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var hasFuel = hazards.FuelVapor >= Balancing.Current.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.Current.LiquidFuelFireThreshold;
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var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Kind: ECellKind.Generator, Powered: true };
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var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Prop: ECellProp.Generator, Powered: true };
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if ((hasFuel && hasIgnition) || hazards.Fire)
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{
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hazards = hazards with {
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@@ -6,10 +6,10 @@ public sealed class MachineEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var hazards = cell.Kind switch {
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ECellKind.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.GeneratorHeatIncrease },
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ECellKind.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - Balancing.Current.CoolingPumpHeatReduction },
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ECellKind.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.ReactorHeatIncrease },
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var hazards = cell.Prop switch {
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ECellProp.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.GeneratorHeatIncrease },
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ECellProp.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - Balancing.Current.CoolingPumpHeatReduction },
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ECellProp.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.ReactorHeatIncrease },
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_ => cell.Hazards
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};
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@@ -32,28 +32,37 @@ public static class LevelEditor
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var cell = level.GetCell(position);
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cell = tool switch {
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EEditorTool.Floor => cell with { Kind = ECellKind.Floor },
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EEditorTool.Floor => cell with { Terrain = ECellTerrain.Floor },
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EEditorTool.Wall => cell with {
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Kind = ECellKind.Wall,
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Terrain = ECellTerrain.Wall,
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Prop = ECellProp.None,
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Pipe = EPipeMedium.None,
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Flow = Balancing.Current.MinHazardValue,
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Pressure = Balancing.Current.MinHazardValue,
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LeakRate = Balancing.Current.MinHazardValue,
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PipeOpen = false,
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Powered = false
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},
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EEditorTool.Reactor => cell with { Kind = ECellKind.Reactor },
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EEditorTool.Reactor => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.Reactor },
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EEditorTool.CoolingPump => cell with {
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Kind = ECellKind.CoolingPump,
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.CoolingPump,
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Powered = true
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},
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EEditorTool.Generator => cell with {
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Kind = ECellKind.Generator,
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.Generator,
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Powered = true
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},
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EEditorTool.PressureRegulator => cell with { Kind = ECellKind.PressureRegulator },
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EEditorTool.PressureRegulator => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.PressureRegulator },
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EEditorTool.DiagnosticTerminal => cell with {
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Kind = ECellKind.DiagnosticTerminal,
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.DiagnosticTerminal,
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Powered = true
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},
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EEditorTool.ControlTerminal => cell with {
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Kind = ECellKind.ControlTerminal,
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.ControlTerminal,
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Powered = true
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},
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EEditorTool.CoolantPipe => cell with {
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@@ -100,7 +109,7 @@ public static class LevelEditor
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_ => cell
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};
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if (cell.Kind == ECellKind.Wall)
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if (cell.Terrain == ECellTerrain.Wall)
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cell = cell with { Hazards = new() };
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return level.SetCell(position, cell);
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@@ -1,18 +1,28 @@
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using System.Text.Json;
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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 const int c_CurrentVersion = 1;
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public static string Serialize(LevelState level)
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{
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return JsonSerializer.Serialize(level, Options);
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return JsonSerializer.Serialize(new LevelFile {
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Version = c_CurrentVersion,
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Level = level
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}, Options);
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}
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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) ?? throw new InvalidOperationException("Level file did not contain a level.");
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var file = JsonSerializer.Deserialize<LevelFile>(json, Options) ?? throw new InvalidOperationException("Level file did not contain a level.");
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var level = file.Version switch {
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c_CurrentVersion => file.Level,
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_ => throw new InvalidOperationException($"Unsupported level file version {file.Version}.")
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};
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return level.Cells.Length != level.Width * level.Height ? throw new InvalidOperationException("Level cell count does not match its dimensions.") : level;
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}
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@@ -20,4 +30,10 @@ public static class LevelSerializer
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WriteIndented = true,
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Converters = { new JsonStringEnumConverter() }
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};
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}
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private sealed record LevelFile
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{
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public int Version { get; init; }
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public LevelState Level { get; init; } = new();
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}
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}
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@@ -1,10 +1,14 @@
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namespace ReactorMaintenance.Simulation;
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public enum ECellKind
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public enum ECellTerrain
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{
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Empty,
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Floor,
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Wall,
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Wall
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}
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public enum ECellProp
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{
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None,
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Reactor,
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CoolingPump,
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Generator,
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@@ -68,7 +72,8 @@ public sealed record HazardState
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public sealed record CellState
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{
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public ECellKind Kind { get; init; } = ECellKind.Floor;
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public ECellTerrain Terrain { get; init; } = ECellTerrain.Floor;
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public ECellProp Prop { get; init; }
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public EPipeMedium 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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@@ -78,7 +83,7 @@ public sealed record CellState
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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 != ECellKind.Wall && Kind != ECellKind.Empty;
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public bool IsWalkable => Terrain != ECellTerrain.Wall;
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public bool HasPipe => Pipe != EPipeMedium.None;
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}
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@@ -110,7 +115,7 @@ public sealed record LevelState
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for (var x = Balancing.Current.FirstGridCoordinate; x < width; x++)
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{
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if (x == Balancing.Current.FirstGridCoordinate || y == Balancing.Current.FirstGridCoordinate || x == width - Balancing.Current.NeighborDistance || y == height - Balancing.Current.NeighborDistance)
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cells[y * width + x] = cells[y * width + x] with { Kind = ECellKind.Wall };
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cells[y * width + x] = cells[y * width + x] with { Terrain = ECellTerrain.Wall };
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}
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}
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@@ -116,10 +116,10 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
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private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
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{
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var reactorHeat = cells.Where(c => c.Kind == ECellKind.Reactor).Select(c => c.Hazards.Heat).DefaultIfEmpty(level.Global.CoreHeat).Max();
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var poweredGenerators = cells.Count(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false });
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var poweredPumps = cells.Count(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false });
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var damagedCriticalCells = cells.Count(c => c.Kind is ECellKind.Reactor or ECellKind.Generator or ECellKind.CoolingPump && c.Hazards.Stability <= Balancing.Current.CriticalCellStabilityThreshold);
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var reactorHeat = cells.Where(c => c.Prop == ECellProp.Reactor).Select(c => c.Hazards.Heat).DefaultIfEmpty(level.Global.CoreHeat).Max();
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var poweredGenerators = cells.Count(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
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var poweredPumps = cells.Count(c => c is { Prop: ECellProp.CoolingPump, Powered: true, Hazards.Fire: false });
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var damagedCriticalCells = cells.Count(c => c.Prop is ECellProp.Reactor or ECellProp.Generator or ECellProp.CoolingPump && c.Hazards.Stability <= Balancing.Current.CriticalCellStabilityThreshold);
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var stability = Rules.Clamp(level.Global.FacilityStability - damagedCriticalCells);
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var lost = reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold || stability <= Balancing.Current.StabilityCollapseThreshold;
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var status = lost ? reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE" : "STABILIZE SYSTEMS";
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@@ -137,9 +137,9 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
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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 == ECellKind.Reactor);
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var hasStablePower = level.Global.Power >= Balancing.Current.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false });
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var hasCooling = level.Global.Cooling >= Balancing.Current.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false });
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var hasReactor = level.Cells.Any(c => c.Prop == ECellProp.Reactor);
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var hasStablePower = level.Global.Power >= Balancing.Current.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
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var hasCooling = level.Global.Cooling >= Balancing.Current.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Prop: ECellProp.CoolingPump, Powered: true, Hazards.Fire: false });
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var reactorStable = level.Global.CoreHeat < Balancing.Current.ReactorReadyCoreHeatThreshold;
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return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
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}
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