Split simulation systems

This commit is contained in:
2026-05-10 18:49:24 +02:00
parent 6c7fa070f6
commit 5a186fb606
15 changed files with 757 additions and 717 deletions

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@@ -51,8 +51,11 @@
- Replaced separate T-junction and cross-junction props/tools with one topology-inferred `Junction` prop and one editor tool. - Replaced separate T-junction and cross-junction props/tools with one topology-inferred `Junction` prop and one editor tool.
- Moved junction ratio presets into balancing data. - Moved junction ratio presets into balancing data.
- Replaced hardcoded `EPairEffect` variants with parameterized surface interaction verbs and balance-owned magnitudes. - Replaced hardcoded `EPairEffect` variants with parameterized surface interaction verbs and balance-owned magnitudes.
- Introduced a small public `SimulationEngine` facade over an internal simulation system implementation. - Temporarily introduced and then removed a public `SimulationEngine` facade after review showed it was pure delegation.
- Updated design documentation for generic junctions and parameterized surface interactions. - Updated design documentation for generic junctions and parameterized surface interactions.
- Removed the temporary `SimulationCoreSystem` catch-all and made `SimulationEngine` the real orchestration point.
- Split simulation behavior into purposeful systems for player actions, network propagation, consumers, leaks, surface interactions, robot safety, reactors, rule events, and forecasts.
- Kept `Systems` limited to behavior-owning systems; shared traversal, band, and carrier math helpers live at the simulation root.
## Current Work ## Current Work
@@ -60,7 +63,7 @@
## Future Work ## Future Work
1. Continue splitting the internal simulation system into smaller action, network, consumer, leak, surface interaction, robot safety, reactor, rule, and forecast systems. 1. Continue reducing helper surface where classes no longer carry enough responsibility after future changes.
2. Add advanced editor workflows for explicit reactor binding selection, explicit door edge selection, electricity wall leak face selection, and rule event authoring. 2. Add advanced editor workflows for explicit reactor binding selection, explicit door edge selection, electricity wall leak face selection, and rule event authoring.
3. Verify and polish the Win2D app on Windows where the XAML compiler can run. 3. Verify and polish the Win2D app on Windows where the XAML compiler can run.
4. Update README and any affected docs to reflect the new schema, .NET target, editor controls, and deterministic defaults. 4. Update README and any affected docs to reflect the new schema, .NET target, editor controls, and deterministic defaults.

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@@ -0,0 +1,13 @@
namespace ReactorMaintenance.Simulation;
internal static class LevelTraversal
{
public static IEnumerable<GridPosition> AllPositions(LevelState level)
{
for (var y = 0; y < level.Height; y++)
{
for (var x = 0; x < level.Width; x++)
yield return new(x, y);
}
}
}

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@@ -0,0 +1,45 @@
namespace ReactorMaintenance.Simulation;
internal static class SimulationBands
{
public static EBand SurfaceBand(SurfaceState surface, ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => Fuel(surface.Fuel),
ECarrierType.Coolant => Coolant(surface.Coolant),
ECarrierType.Electricity => Electricity(surface.Electricity),
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
public static EBand NetworkBand(UndergroundCell underground, ECarrierType carrier, ENetworkValueKind valueKind)
{
var value = valueKind == ENetworkValueKind.Amount ? underground.Amount : underground.Intensity;
return carrier switch {
ECarrierType.Fuel => Fuel(value),
ECarrierType.Coolant => Coolant(value),
ECarrierType.Electricity => Electricity(value),
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
public static EBand Fuel(float value)
{
return Balancing.Current.Band(value, Balancing.Current.FuelCaution, Balancing.Current.FuelCritical);
}
public static EBand Coolant(float value)
{
return Balancing.Current.Band(value, Balancing.Current.CoolantCaution, Balancing.Current.CoolantCritical);
}
public static EBand Electricity(float value)
{
return Balancing.Current.Band(value, Balancing.Current.ElectricityCaution, Balancing.Current.ElectricityCritical);
}
public static EBand Heat(float value)
{
return Balancing.Current.Band(value, Balancing.Current.HeatCaution, Balancing.Current.HeatCritical);
}
}

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@@ -4,43 +4,75 @@ public sealed class SimulationEngine
{ {
public LevelState MoveRobot(LevelState level, GridPosition destination) public LevelState MoveRobot(LevelState level, GridPosition destination)
{ {
return m_Core.MoveRobot(level, destination); return PlayerActionSystem.MoveRobot(level, destination, SpendAction);
} }
public LevelState InteractProp(LevelState level) public LevelState InteractProp(LevelState level)
{ {
return m_Core.InteractProp(level); return PlayerActionSystem.InteractProp(level, SpendAction);
} }
public LevelState InteractLeak(LevelState level, ECarrierType carrier, bool useRemedy) public LevelState InteractLeak(LevelState level, ECarrierType carrier, bool useRemedy)
{ {
return m_Core.InteractLeak(level, carrier, useRemedy); return PlayerActionSystem.InteractLeak(level, carrier, useRemedy, SpendAction);
} }
public LevelState ApplyHeatShield(LevelState level) public LevelState ApplyHeatShield(LevelState level)
{ {
return m_Core.ApplyHeatShield(level); return PlayerActionSystem.ApplyHeatShield(level, SpendAction);
} }
public LevelState ActivateReactor(LevelState level) public LevelState ActivateReactor(LevelState level)
{ {
return m_Core.ActivateReactor(level); return ReactorSystem.Activate(level);
} }
public LevelState EndTurn(LevelState level) public LevelState EndTurn(LevelState level)
{ {
return m_Core.EndTurn(level); return ResolveTurn(level with { Global = level.Global with { ActionsRemaining = 0 } });
} }
public LevelState AdvanceTurn(LevelState level) public LevelState AdvanceTurn(LevelState level)
{ {
return m_Core.AdvanceTurn(level); return ResolveTurn(level);
} }
public IReadOnlyList<Forecast> Forecast(LevelState level) public IReadOnlyList<Forecast> Forecast(LevelState level)
{ {
return m_Core.Forecast(level); return ForecastSystem.Forecast(level, simulated => ResolveTurn(simulated, false));
} }
private readonly SimulationCoreSystem m_Core = new(); private LevelState SpendAction(LevelState level)
{
var actions = Math.Max(0, level.Global.ActionsRemaining - 1);
var next = level with { Global = level.Global with { ActionsRemaining = actions } };
return actions == 0 ? ResolveTurn(next) : next;
}
private LevelState ResolveTurn(LevelState level, bool refreshForecasts = true)
{
var report = m_Validator.Validate(level);
if (!report.IsValid)
return level with { Global = level.Global with { LevelState = ELevelState.Lost, Status = report.Errors[0].Message } };
var next = RuleEventSystem.Apply(level, ERuleEventPhase.StartOfSimulation);
next = NetworkPropagationSystem.Propagate(next);
next = ConsumerSystem.Resolve(next);
next = LeakSystem.Inject(next);
next = SurfaceInteractionSystem.Resolve(next);
next = RobotSafetySystem.Resolve(next);
next = ReactorSystem.DeriveState(next);
next = RuleEventSystem.Apply(next, ERuleEventPhase.EndOfTurn);
next = SurfaceInteractionSystem.AdvanceDurations(next);
next = next with {
Global = next.Global with {
Turn = next.Global.Turn + 1,
ActionsRemaining = Balancing.Current.ActionsPerTurn
}
};
return refreshForecasts ? next with { Forecasts = Forecast(next) } : next;
}
private readonly LevelValidator m_Validator = new();
} }

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namespace ReactorMaintenance.Simulation;
internal static class SurfaceCarrierMath
{
public static SurfaceState AddCarrier(SurfaceState surface, ECarrierType carrier, float amount)
{
return carrier switch {
ECarrierType.Fuel => surface with { Fuel = surface.Fuel + amount },
ECarrierType.Coolant => surface with { Coolant = surface.Coolant + amount },
ECarrierType.Electricity => surface with { Electricity = surface.Electricity + amount },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
public static SurfaceState RemoveCarrier(SurfaceState surface, ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => surface with { Fuel = 0, FuelBlockTurns = Balancing.Current.RemedyBlockTurns },
ECarrierType.Coolant => surface with { Coolant = 0, CoolantBlockTurns = Balancing.Current.RemedyBlockTurns },
ECarrierType.Electricity => surface with { Electricity = 0, ElectricityBlockTurns = Balancing.Current.RemedyBlockTurns },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
}

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namespace ReactorMaintenance.Simulation;
internal static class ConsumerSystem
{
public static LevelState Resolve(LevelState level)
{
var props = level.Props.ToArray();
foreach (var position in LevelTraversal.AllPositions(level))
{
var index = level.Index(position);
var prop = props[index];
if (prop.Type != EPropType.Consumer)
continue;
if (prop.SwitchState == EPropSwitchState.Disabled)
{
props[index] = prop with { ServiceState = EConsumerServiceState.Disabled };
continue;
}
var underground = level.GetUnderground(position, prop.Carrier);
var supplied = underground.Amount >= Balancing.Current.ConsumerRequiredAmount && underground.Intensity >= Balancing.Current.ConsumerRequiredIntensity;
props[index] = prop with { ServiceState = supplied ? EConsumerServiceState.Producing : EConsumerServiceState.Starved };
}
return level with { Props = props };
}
}

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namespace ReactorMaintenance.Simulation;
internal static class ForecastSystem
{
public static IReadOnlyList<Forecast> Forecast(LevelState level, Func<LevelState, LevelState> resolveTurn)
{
var forecasts = new List<Forecast>();
var simulated = CopyForForecast(level);
for (var turn = 0; turn <= Balancing.Current.ForecastHorizon; turn++)
{
AddForecasts(forecasts, simulated, turn);
if (simulated.Global.LevelState is ELevelState.Lost or ELevelState.Ready or ELevelState.Won)
break;
if (turn < Balancing.Current.ForecastHorizon)
simulated = resolveTurn(simulated);
}
return forecasts.DistinctBy(forecast => (forecast.Kind, forecast.Position, forecast.Message)).OrderBy(forecast => forecast.Turns).ThenBy(forecast => forecast.Message).ToArray();
}
private static LevelState CopyForForecast(LevelState level)
{
return level with {
Terrain = level.Terrain.ToArray(),
Fuel = level.Fuel.ToArray(),
Coolant = level.Coolant.ToArray(),
Electricity = level.Electricity.ToArray(),
Surface = level.Surface.ToArray(),
Props = level.Props.ToArray(),
Forecasts = Array.Empty<Forecast>()
};
}
private static void AddForecasts(List<Forecast> forecasts, LevelState level, int turn)
{
if (level.Global.LevelState == ELevelState.Lost)
forecasts.Add(new(EForecastKind.TerminalLoss, level.Robot.Position, turn, level.Global.Status));
if (level.Global.LevelState == ELevelState.Ready)
forecasts.Add(new(EForecastKind.ReactorReady, null, turn, "REACTOR READY"));
foreach (var position in LevelTraversal.AllPositions(level))
{
var prop = level.GetProp(position);
if (prop.Type == EPropType.Consumer && prop.ServiceState == EConsumerServiceState.Starved)
forecasts.Add(new(EForecastKind.ConsumerStarved, position, turn, $"{prop.Carrier} consumer starved"));
var surface = level.GetSurface(position);
if (SimulationBands.Fuel(surface.Fuel) == EBand.Critical || SimulationBands.Coolant(surface.Coolant) == EBand.Critical || SimulationBands.Electricity(surface.Electricity) == EBand.Critical || SimulationBands.Heat(surface.Heat) == EBand.Critical)
forecasts.Add(new(EForecastKind.HazardGrowth, position, turn, "Critical hazard"));
}
foreach (var ruleEvent in level.RuleEvents.Where(ruleEvent => ruleEvent.Enabled && !string.IsNullOrWhiteSpace(ruleEvent.ForecastText) && ruleEvent.Predicates.All(predicate => RuleEventSystem.PredicateMatches(level, predicate))))
forecasts.Add(new(EForecastKind.RuleEvent, null, turn, ruleEvent.ForecastText));
}
}

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namespace ReactorMaintenance.Simulation;
internal static class LeakSystem
{
public static LevelState Inject(LevelState level)
{
var surface = level.Surface.ToArray();
foreach (var leak in level.Leaks.Where(leak => !leak.Repaired))
{
var underground = level.GetUnderground(leak.UndergroundPosition, leak.Carrier);
if (underground.State != EUndergroundState.Leaking)
continue;
var accessIndex = level.Index(leak.AccessPosition);
if (surface[accessIndex].Blocks(leak.Carrier))
continue;
var amount = Balancing.Current.LeakBaseAmount + (underground.Amount * Balancing.Current.LeakAmountScale) + (underground.Intensity * Balancing.Current.LeakIntensityScale);
surface[accessIndex] = SurfaceCarrierMath.AddCarrier(surface[accessIndex], leak.Carrier, amount);
}
return level with { Surface = surface.Select(cell => cell.Clamp()).ToArray() };
}
}

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namespace ReactorMaintenance.Simulation;
internal static class NetworkPropagationSystem
{
public static LevelState Propagate(LevelState level)
{
var fuel = ClearTransient(level.Fuel);
var coolant = ClearTransient(level.Coolant);
var electricity = ClearTransient(level.Electricity);
var next = level.WithRuntimeArrays(fuel, coolant, electricity, level.Surface.ToArray(), level.Props.ToArray());
foreach (var carrier in Enum.GetValues<ECarrierType>())
next = PropagateCarrier(next, carrier);
return next;
}
private static UndergroundCell[] ClearTransient(IReadOnlyList<UndergroundCell> layer)
{
return layer.Select(cell => cell with { Amount = 0, Intensity = 0 }).ToArray();
}
private static LevelState PropagateCarrier(LevelState level, ECarrierType carrier)
{
var layer = level.Layer(carrier).ToArray();
var sources = LevelTraversal.AllPositions(level).Where(position => level.GetProp(position) is { Type: EPropType.Flow, SwitchState: EPropSwitchState.Enabled, Carrier: var sourceCarrier } && sourceCarrier == carrier && level.GetUnderground(position, carrier).CarriesFlow).ToArray();
var junctions = JunctionFlowAnalyzer.Analyze(level).Where(junction => junction.IsValid && junction.Carrier == carrier).ToDictionary(junction => junction.Position);
foreach (var source in sources)
ApplySourceFlow(level, layer, source, carrier, junctions);
return carrier switch {
ECarrierType.Fuel => level with { Fuel = layer },
ECarrierType.Coolant => level with { Coolant = layer },
ECarrierType.Electricity => level with { Electricity = layer },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static void ApplySourceFlow(LevelState level, UndergroundCell[] layer, GridPosition source, ECarrierType carrier, IReadOnlyDictionary<GridPosition, JunctionFlow> junctions)
{
var open = new Queue<(GridPosition Position, int Distance, float AmountFactor, float IntensityFactor)>();
var best = new Dictionary<GridPosition, float>();
open.Enqueue((source, 0, 1, 1));
best[source] = 1;
while (open.Count > 0)
{
var current = open.Dequeue();
var amount = Balancing.Current.ClampValue((Balancing.Current.SourceAmount * current.AmountFactor) - (current.Distance * Balancing.Current.DistanceAmountFalloff));
var intensity = Balancing.Current.ClampValue((Balancing.Current.SourceIntensity * current.IntensityFactor) - (current.Distance * Balancing.Current.DistanceIntensityFalloff));
var index = level.Index(current.Position);
layer[index] = layer[index] with {
Amount = Math.Max(layer[index].Amount, amount),
Intensity = Math.Max(layer[index].Intensity, intensity)
};
foreach (var next in current.Position.Neighbors().Where(level.InBounds))
{
if (!level.GetUnderground(next, carrier).CarriesFlow)
continue;
var weights = BranchWeights(current.Position, next, junctions);
var amountFactor = current.AmountFactor * weights.Amount;
var intensityFactor = current.IntensityFactor * weights.Intensity;
if (amountFactor <= 0 || intensityFactor <= 0)
continue;
if (best.TryGetValue(next, out var oldBest) && oldBest >= amountFactor)
continue;
best[next] = amountFactor;
open.Enqueue((next, current.Distance + 1, amountFactor, intensityFactor));
}
}
}
private static (float Amount, float Intensity) BranchWeights(GridPosition from, GridPosition to, IReadOnlyDictionary<GridPosition, JunctionFlow> junctions)
{
if (!junctions.TryGetValue(from, out var junction))
return (1, 1);
var weight = junction.WeightFor(to);
return (weight, weight);
}
}

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namespace ReactorMaintenance.Simulation;
internal static class PlayerActionSystem
{
public static LevelState MoveRobot(LevelState level, GridPosition destination, Func<LevelState, LevelState> spendAction)
{
if (!CanSpendAction(level) || !level.IsFloor(destination) || level.Robot.Position.ManhattanDistance(destination) != 1)
return Refuse(level, "MOVE BLOCKED");
return spendAction(level with {
Robot = level.Robot with {
Position = destination,
HeatImmunitySteps = Math.Max(0, level.Robot.HeatImmunitySteps - 1)
}
});
}
public static LevelState InteractProp(LevelState level, Func<LevelState, LevelState> spendAction)
{
if (!CanSpendAction(level))
return Refuse(level, "NO ACTIONS");
var position = level.Robot.Position;
var prop = level.GetProp(position);
if (prop.Type == EPropType.None)
return Refuse(level, "NO PROP");
var next = prop.Type switch {
EPropType.Flow or EPropType.Consumer => ToggleProp(level, position, prop),
EPropType.Junction => CycleJunctionMode(level, position, prop),
EPropType.Door => ToggleDoor(level, position),
EPropType.AllSeeingEyeTerminal => level with { Global = level.Global with { AllSeeingEyeUnlocked = true, Status = "ALL-SEEING-EYE ONLINE" } },
EPropType.RemedySupply => PickUpRemedy(level, position, prop),
EPropType.ReactorControl => ReactorSystem.Activate(level),
_ => level
};
return spendAction(next);
}
public static LevelState InteractLeak(LevelState level, ECarrierType carrier, bool useRemedy, Func<LevelState, LevelState> spendAction)
{
if (!CanSpendAction(level))
return Refuse(level, "NO ACTIONS");
var leakIndex = level.Leaks.ToList().FindIndex(leak => !leak.Repaired && leak.Carrier == carrier && leak.AccessPosition == level.Robot.Position);
if (leakIndex < 0)
return Refuse(level, "NO REACHABLE LEAK");
var leak = level.Leaks[leakIndex];
var next = useRemedy ? ApplyElementRemedy(level, leak) : RepairLeak(level, leakIndex, leak);
return spendAction(next);
}
public static LevelState ApplyHeatShield(LevelState level, Func<LevelState, LevelState> spendAction)
{
if (!CanSpendAction(level) || level.Robot.HeatShields <= 0)
return Refuse(level, "NO HEAT SHIELD");
return spendAction(level with {
Robot = level.Robot.Spend(ERemedyType.HeatShield) with { HeatImmunitySteps = Balancing.Current.HeatShieldSteps }
});
}
private static LevelState ToggleProp(LevelState level, GridPosition position, PropState prop)
{
var switchState = prop.SwitchState == EPropSwitchState.Enabled ? EPropSwitchState.Disabled : EPropSwitchState.Enabled;
return level.SetProp(position, prop with { SwitchState = switchState });
}
private static LevelState ToggleDoor(LevelState level, GridPosition position)
{
var doors = level.Doors.ToArray();
var index = Array.FindIndex(doors, door => door.A == position || door.B == position);
if (index < 0)
return level;
doors[index] = doors[index] with { State = doors[index].State == EDoorState.Open ? EDoorState.Closed : EDoorState.Open };
return level with { Doors = doors };
}
private static LevelState PickUpRemedy(LevelState level, GridPosition position, PropState prop)
{
if (prop.Depleted || level.Robot.Count(prop.RemedyType) >= Balancing.Current.InventoryCapacityPerRemedy)
return level;
return level.SetProp(position, prop with { Depleted = true }) with { Robot = level.Robot.Add(prop.RemedyType, 1) };
}
private static LevelState RepairLeak(LevelState level, int leakIndex, LeakState leak)
{
var leaks = level.Leaks.ToArray();
leaks[leakIndex] = leak with { Repaired = true };
return level.SetUnderground(leak.UndergroundPosition, leak.Carrier, level.GetUnderground(leak.UndergroundPosition, leak.Carrier) with { State = EUndergroundState.Intact }) with { Leaks = leaks };
}
private static LevelState ApplyElementRemedy(LevelState level, LeakState leak)
{
var remedy = leak.Carrier switch {
ECarrierType.Fuel => ERemedyType.FuelNeutralizer,
ECarrierType.Coolant => ERemedyType.CoolantNeutralizer,
ECarrierType.Electricity => ERemedyType.ElectricityNeutralizer,
_ => throw new ArgumentOutOfRangeException(nameof(leak), leak.Carrier, "Unsupported leak carrier.")
};
if (level.Robot.Count(remedy) <= 0)
return Refuse(level, "NO REMEDY");
var surface = SurfaceCarrierMath.RemoveCarrier(level.GetSurface(leak.AccessPosition), leak.Carrier);
return level.SetSurface(leak.AccessPosition, surface) with { Robot = level.Robot.Spend(remedy) };
}
private static LevelState CycleJunctionMode(LevelState level, GridPosition position, PropState prop)
{
var flow = JunctionFlowAnalyzer.Analyze(level).FirstOrDefault(junction => junction.Position == position);
var outflowCount = flow?.OutgoingBranches.Count ?? 2;
var ratios = Balancing.Current.JunctionRatios(outflowCount);
if (ratios.Count == 0)
return level;
return level.SetProp(position, prop with { JunctionMode = (prop.JunctionMode + 1) % ratios.Count });
}
private static bool CanSpendAction(LevelState level)
{
return level.Global.LevelState is not (ELevelState.Lost or ELevelState.Won) && level.Global.ActionsRemaining > 0;
}
private static LevelState Refuse(LevelState level, string message)
{
return level with { Global = level.Global with { Status = message } };
}
}

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namespace ReactorMaintenance.Simulation;
internal static class ReactorSystem
{
public static LevelState Activate(LevelState level)
{
var reactorIndex = level.Reactors.ToList().FindIndex(reactor => reactor.ControlPosition == level.Robot.Position);
if (reactorIndex < 0)
return Refuse(level, "NO REACTOR CONTROL");
var reactor = level.Reactors[reactorIndex];
if (!reactor.Ready)
return Refuse(level, "REACTOR NOT READY");
var reactors = level.Reactors.ToArray();
reactors[reactorIndex] = reactor with { Activated = true };
return level with {
Reactors = reactors,
Global = level.Global with { LevelState = ELevelState.Won, Status = "REACTOR ONLINE" }
};
}
public static LevelState DeriveState(LevelState level)
{
if (level.Global.LevelState is ELevelState.Lost or ELevelState.Won)
return level;
var reactors = level.Reactors.Select(reactor => reactor with { Ready = IsReady(level, reactor) }).ToArray();
if (reactors.Any(reactor => reactor.Ready))
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Ready, Status = "REACTOR READY" } };
var maxHeat = level.Surface.Where((_, index) => level.Terrain[index] == ECellTerrain.Floor).Select(surface => surface.Heat).DefaultIfEmpty(0).Max();
if (maxHeat >= Balancing.Current.TerminalHeat)
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = "REACTOR HEAT TERMINAL" } };
var hasCritical = level.Surface.Any(surface => SimulationBands.Fuel(surface.Fuel) == EBand.Critical || SimulationBands.Coolant(surface.Coolant) == EBand.Critical || SimulationBands.Electricity(surface.Electricity) == EBand.Critical || SimulationBands.Heat(surface.Heat) == EBand.Critical);
var hasCaution = hasCritical || level.Props.Any(prop => prop.ServiceState is EConsumerServiceState.Starved or EConsumerServiceState.Disabled) || level.Leaks.Any(leak => !leak.Repaired);
var state = hasCritical ? ELevelState.Critical :
hasCaution ? ELevelState.Caution : ELevelState.Stable;
return level with { Reactors = reactors, Global = level.Global with { LevelState = state, Status = state.ToString().ToUpperInvariant() } };
}
public static bool MatchesReady(LevelState level, RulePredicate predicate)
{
return level.Reactors.Any(reactor => MatchesId(reactor, predicate.ReactorId) && reactor.Ready) == predicate.BoolValue;
}
public static bool MatchesWon(LevelState level, RulePredicate predicate)
{
var won = predicate.ReactorId > 0
? level.Reactors.Any(reactor => reactor.ReactorId == predicate.ReactorId && reactor.Activated)
: level.Global.LevelState == ELevelState.Won || level.Reactors.Any(reactor => reactor.Activated);
return won == predicate.BoolValue;
}
private static bool IsReady(LevelState level, ReactorBinding reactor)
{
return HasProducingConsumer(level, reactor.FuelConsumerPosition, ECarrierType.Fuel)
&& HasProducingConsumer(level, reactor.CoolantConsumerPosition, ECarrierType.Coolant)
&& HasProducingConsumer(level, reactor.ElectricityConsumerPosition, ECarrierType.Electricity)
&& level.GetSurface(reactor.ControlPosition).Heat < Balancing.Current.TerminalHeat;
}
private static bool HasProducingConsumer(LevelState level, GridPosition position, ECarrierType carrier)
{
return level.InBounds(position) && level.GetProp(position) is { Type: EPropType.Consumer, Carrier: var consumerCarrier, ServiceState: EConsumerServiceState.Producing } && consumerCarrier == carrier;
}
private static bool MatchesId(ReactorBinding reactor, int reactorId)
{
return reactorId <= 0 || reactor.ReactorId == reactorId;
}
private static LevelState Refuse(LevelState level, string message)
{
return level with { Global = level.Global with { Status = message } };
}
}

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namespace ReactorMaintenance.Simulation;
internal static class RobotSafetySystem
{
public static LevelState Resolve(LevelState level)
{
var surface = level.GetSurface(level.Robot.Position);
var unsafeElement = surface.Fuel >= Balancing.Current.RobotFuelSafetyThreshold || surface.Coolant >= Balancing.Current.RobotCoolantSafetyThreshold || surface.Electricity >= Balancing.Current.RobotElectricitySafetyThreshold;
var unsafeHeat = surface.Heat >= Balancing.Current.RobotHeatSafetyThreshold && level.Robot.HeatImmunitySteps <= 0;
return unsafeElement || unsafeHeat
? level with { Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = "ROBOT LOST" } }
: level;
}
}

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namespace ReactorMaintenance.Simulation;
internal static class RuleEventSystem
{
public static LevelState Apply(LevelState level, ERuleEventPhase phase)
{
var next = level;
var events = level.RuleEvents.Select((ruleEvent, index) => (Event: ruleEvent, Index: index)).Where(item => item.Event.Enabled && item.Event.Phase == phase && (item.Event.Repeat || !item.Event.Triggered)).OrderBy(item => item.Event.Priority).ToArray();
var ruleEvents = next.RuleEvents.ToArray();
foreach (var item in events)
{
if (!item.Event.Predicates.All(predicate => PredicateMatches(next, predicate)))
continue;
foreach (var effect in item.Event.Effects)
next = ApplyEffect(next, effect);
ruleEvents[item.Index] = item.Event with { Triggered = true };
}
return next with { RuleEvents = ruleEvents };
}
public static bool PredicateMatches(LevelState level, RulePredicate predicate)
{
return predicate.Kind switch {
ERulePredicateKind.TurnAtLeast => level.Global.Turn >= predicate.Turn,
ERulePredicateKind.LevelStateIs => level.Global.LevelState == predicate.LevelState,
ERulePredicateKind.ReactorReadyIs => ReactorSystem.MatchesReady(level, predicate),
ERulePredicateKind.ReactorLostIs => level.Global.LevelState == ELevelState.Lost == predicate.BoolValue,
ERulePredicateKind.ReactorWonIs => ReactorSystem.MatchesWon(level, predicate),
ERulePredicateKind.PropStateAt => level.InBounds(predicate.Position) && level.GetProp(predicate.Position).SwitchState == predicate.PropSwitchState,
ERulePredicateKind.ConsumerStateAt => level.InBounds(predicate.Position) && level.GetProp(predicate.Position).ServiceState == predicate.ConsumerServiceState,
ERulePredicateKind.NetworkBandAt => level.InBounds(predicate.Position) && SimulationBands.NetworkBand(level.GetUnderground(predicate.Position, predicate.Carrier), predicate.Carrier, predicate.NetworkValue) >= predicate.Band,
ERulePredicateKind.SurfaceBandAt => level.InBounds(predicate.Position) && SimulationBands.SurfaceBand(level.GetSurface(predicate.Position), predicate.Carrier) >= predicate.Band,
ERulePredicateKind.RobotAt => level.Robot.Position == predicate.Position,
ERulePredicateKind.RobotInventoryAtLeast => level.Robot.Count(predicate.Remedy) >= predicate.InventoryCount,
ERulePredicateKind.AllSeeingEyeUnlocked => level.Global.AllSeeingEyeUnlocked == predicate.BoolValue,
_ => false
};
}
private static LevelState ApplyEffect(LevelState level, RuleEffect effect)
{
return effect.Kind switch {
ERuleEffectKind.StartLeak => StartLeak(level, effect),
ERuleEffectKind.WorsenLeak => level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Leaking }),
ERuleEffectKind.RepairNetworkCell => level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Intact }),
ERuleEffectKind.DisableNetworkCell => level.SetUnderground(effect.Position, effect.Carrier, new()),
ERuleEffectKind.SetPropEnabled => level.SetProp(effect.Position, level.GetProp(effect.Position) with { SwitchState = effect.PropSwitchState }),
ERuleEffectKind.AddSurfaceHazard => level.SetSurface(effect.Position, SurfaceCarrierMath.AddCarrier(level.GetSurface(effect.Position), effect.Carrier, effect.Amount)),
ERuleEffectKind.RemoveSurfaceHazard => level.SetSurface(effect.Position, SurfaceCarrierMath.AddCarrier(level.GetSurface(effect.Position), effect.Carrier, -effect.Amount)),
ERuleEffectKind.AddHeat => level.SetSurface(effect.Position, level.GetSurface(effect.Position) with { Heat = level.GetSurface(effect.Position).Heat + effect.Amount }),
ERuleEffectKind.RemoveHeat => level.SetSurface(effect.Position, level.GetSurface(effect.Position) with { Heat = level.GetSurface(effect.Position).Heat - effect.Amount }),
ERuleEffectKind.AddInventory => level with { Robot = level.Robot.Add(effect.Remedy, (int)effect.Amount) },
ERuleEffectKind.RemoveInventory => level with { Robot = level.Robot.Add(effect.Remedy, -(int)effect.Amount) },
ERuleEffectKind.MarkTerminalLoss => level with { Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = string.IsNullOrWhiteSpace(effect.Message) ? "TERMINAL FAILURE" : effect.Message } },
ERuleEffectKind.EmitWarning => level with { Global = level.Global with { Warnings = [.. level.Global.Warnings, effect.Message] } },
_ => level
};
}
private static LevelState StartLeak(LevelState level, RuleEffect effect)
{
var leak = new LeakState {
Carrier = effect.Carrier,
UndergroundPosition = effect.Position,
AccessPosition = effect.AccessPosition ?? effect.Position
};
return level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Leaking }) with { Leaks = [.. level.Leaks, leak] };
}
}

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@@ -1,706 +0,0 @@
namespace ReactorMaintenance.Simulation;
internal sealed class SimulationCoreSystem
{
private sealed class SurfaceDelta
{
public SurfaceState Apply(SurfaceState surface)
{
return surface with {
Fuel = surface.Fuel + Fuel,
Coolant = surface.Coolant + Coolant,
Electricity = surface.Electricity + Electricity,
Heat = surface.Heat + Heat
};
}
public float Fuel { get; set; }
public float Coolant { get; set; }
public float Electricity { get; set; }
public float Heat { get; set; }
}
public LevelState MoveRobot(LevelState level, GridPosition destination)
{
if (!CanSpendAction(level) || !level.IsFloor(destination) || level.Robot.Position.ManhattanDistance(destination) != 1)
return Refuse(level, "MOVE BLOCKED");
return SpendAction(level with {
Robot = level.Robot with {
Position = destination,
HeatImmunitySteps = Math.Max(0, level.Robot.HeatImmunitySteps - 1)
}
});
}
public LevelState InteractProp(LevelState level)
{
if (!CanSpendAction(level))
return Refuse(level, "NO ACTIONS");
var position = level.Robot.Position;
var prop = level.GetProp(position);
if (prop.Type == EPropType.None)
return Refuse(level, "NO PROP");
var next = prop.Type switch {
EPropType.Flow or EPropType.Consumer => ToggleProp(level, position, prop),
EPropType.Junction => CycleJunctionMode(level, position, prop),
EPropType.Door => ToggleDoor(level, position),
EPropType.AllSeeingEyeTerminal => level with { Global = level.Global with { AllSeeingEyeUnlocked = true, Status = "ALL-SEEING-EYE ONLINE" } },
EPropType.RemedySupply => PickUpRemedy(level, position, prop),
EPropType.ReactorControl => ActivateReactor(level),
_ => level
};
return SpendAction(next);
}
public LevelState InteractLeak(LevelState level, ECarrierType carrier, bool useRemedy)
{
if (!CanSpendAction(level))
return Refuse(level, "NO ACTIONS");
var leakIndex = level.Leaks.ToList().FindIndex(leak => !leak.Repaired && leak.Carrier == carrier && leak.AccessPosition == level.Robot.Position);
if (leakIndex < 0)
return Refuse(level, "NO REACHABLE LEAK");
var leak = level.Leaks[leakIndex];
var next = useRemedy ? ApplyElementRemedy(level, leak) : RepairLeak(level, leakIndex, leak);
return SpendAction(next);
}
public LevelState ApplyHeatShield(LevelState level)
{
if (!CanSpendAction(level) || level.Robot.HeatShields <= 0)
return Refuse(level, "NO HEAT SHIELD");
return SpendAction(level with {
Robot = level.Robot.Spend(ERemedyType.HeatShield) with { HeatImmunitySteps = Balancing.Current.HeatShieldSteps }
});
}
public LevelState ActivateReactor(LevelState level)
{
var reactorIndex = level.Reactors.ToList().FindIndex(reactor => reactor.ControlPosition == level.Robot.Position);
if (reactorIndex < 0)
return Refuse(level, "NO REACTOR CONTROL");
var reactor = level.Reactors[reactorIndex];
if (!reactor.Ready)
return Refuse(level, "REACTOR NOT READY");
var reactors = level.Reactors.ToArray();
reactors[reactorIndex] = reactor with { Activated = true };
return level with {
Reactors = reactors,
Global = level.Global with { LevelState = ELevelState.Won, Status = "REACTOR ONLINE" }
};
}
public LevelState EndTurn(LevelState level)
{
return ResolveTurn(level with { Global = level.Global with { ActionsRemaining = 0 } });
}
public LevelState AdvanceTurn(LevelState level)
{
return ResolveTurn(level);
}
public IReadOnlyList<Forecast> Forecast(LevelState level)
{
var forecasts = new List<Forecast>();
var simulated = CopyForForecast(level);
for (var turn = 0; turn <= Balancing.Current.ForecastHorizon; turn++)
{
AddForecasts(forecasts, simulated, turn);
if (simulated.Global.LevelState is ELevelState.Lost or ELevelState.Ready or ELevelState.Won)
break;
if (turn < Balancing.Current.ForecastHorizon)
simulated = ResolveTurn(simulated, false);
}
return forecasts.DistinctBy(forecast => (forecast.Kind, forecast.Position, forecast.Message)).OrderBy(forecast => forecast.Turns).ThenBy(forecast => forecast.Message).ToArray();
}
private LevelState ResolveTurn(LevelState level, bool refreshForecasts = true)
{
var report = m_Validator.Validate(level);
if (!report.IsValid)
return level with { Global = level.Global with { LevelState = ELevelState.Lost, Status = report.Errors[0].Message } };
var next = ApplyRuleEvents(level, ERuleEventPhase.StartOfSimulation);
next = PropagateNetworks(next);
next = ResolveConsumers(next);
next = InjectLeaks(next);
next = ResolveSurfaceInteractions(next);
next = ResolveRobotSafety(next);
next = DeriveReactorAndLevelState(next);
next = ApplyRuleEvents(next, ERuleEventPhase.EndOfTurn);
next = AdvanceDurations(next);
next = next with {
Global = next.Global with {
Turn = next.Global.Turn + 1,
ActionsRemaining = Balancing.Current.ActionsPerTurn
}
};
return refreshForecasts ? next with { Forecasts = Forecast(next) } : next;
}
private LevelState PropagateNetworks(LevelState level)
{
var fuel = ClearTransient(level.Fuel);
var coolant = ClearTransient(level.Coolant);
var electricity = ClearTransient(level.Electricity);
var next = level.WithRuntimeArrays(fuel, coolant, electricity, level.Surface.ToArray(), level.Props.ToArray());
foreach (var carrier in Enum.GetValues<ECarrierType>())
next = PropagateCarrier(next, carrier);
return next;
}
private static UndergroundCell[] ClearTransient(IReadOnlyList<UndergroundCell> layer)
{
return layer.Select(cell => cell with { Amount = 0, Intensity = 0 }).ToArray();
}
private LevelState PropagateCarrier(LevelState level, ECarrierType carrier)
{
var layer = level.Layer(carrier).ToArray();
var sources = AllPositions(level).Where(position => level.GetProp(position) is { Type: EPropType.Flow, SwitchState: EPropSwitchState.Enabled, Carrier: var sourceCarrier } && sourceCarrier == carrier && level.GetUnderground(position, carrier).CarriesFlow).ToArray();
var junctions = JunctionFlowAnalyzer.Analyze(level).Where(junction => junction.IsValid && junction.Carrier == carrier).ToDictionary(junction => junction.Position);
foreach (var source in sources)
ApplySourceFlow(level, layer, source, carrier, junctions);
return carrier switch {
ECarrierType.Fuel => level with { Fuel = layer },
ECarrierType.Coolant => level with { Coolant = layer },
ECarrierType.Electricity => level with { Electricity = layer },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static void ApplySourceFlow(LevelState level, UndergroundCell[] layer, GridPosition source, ECarrierType carrier, IReadOnlyDictionary<GridPosition, JunctionFlow> junctions)
{
var open = new Queue<(GridPosition Position, int Distance, float AmountFactor, float IntensityFactor)>();
var best = new Dictionary<GridPosition, float>();
open.Enqueue((source, 0, 1, 1));
best[source] = 1;
while (open.Count > 0)
{
var current = open.Dequeue();
var amount = Balancing.Current.ClampValue((Balancing.Current.SourceAmount * current.AmountFactor) - (current.Distance * Balancing.Current.DistanceAmountFalloff));
var intensity = Balancing.Current.ClampValue((Balancing.Current.SourceIntensity * current.IntensityFactor) - (current.Distance * Balancing.Current.DistanceIntensityFalloff));
var index = level.Index(current.Position);
layer[index] = layer[index] with {
Amount = Math.Max(layer[index].Amount, amount),
Intensity = Math.Max(layer[index].Intensity, intensity)
};
foreach (var next in current.Position.Neighbors().Where(level.InBounds))
{
if (!level.GetUnderground(next, carrier).CarriesFlow)
continue;
var weights = BranchWeights(current.Position, next, junctions);
var amountFactor = current.AmountFactor * weights.Amount;
var intensityFactor = current.IntensityFactor * weights.Intensity;
if (amountFactor <= 0 || intensityFactor <= 0)
continue;
if (best.TryGetValue(next, out var oldBest) && oldBest >= amountFactor)
continue;
best[next] = amountFactor;
open.Enqueue((next, current.Distance + 1, amountFactor, intensityFactor));
}
}
}
private static (float Amount, float Intensity) BranchWeights(GridPosition from, GridPosition to, IReadOnlyDictionary<GridPosition, JunctionFlow> junctions)
{
if (!junctions.TryGetValue(from, out var junction))
return (1, 1);
var weight = junction.WeightFor(to);
return (weight, weight);
}
private LevelState ResolveConsumers(LevelState level)
{
var props = level.Props.ToArray();
foreach (var position in AllPositions(level))
{
var index = level.Index(position);
var prop = props[index];
if (prop.Type != EPropType.Consumer)
continue;
if (prop.SwitchState == EPropSwitchState.Disabled)
{
props[index] = prop with { ServiceState = EConsumerServiceState.Disabled };
continue;
}
var underground = level.GetUnderground(position, prop.Carrier);
var supplied = underground.Amount >= Balancing.Current.ConsumerRequiredAmount && underground.Intensity >= Balancing.Current.ConsumerRequiredIntensity;
props[index] = prop with { ServiceState = supplied ? EConsumerServiceState.Producing : EConsumerServiceState.Starved };
}
return level with { Props = props };
}
private LevelState InjectLeaks(LevelState level)
{
var surface = level.Surface.ToArray();
foreach (var leak in level.Leaks.Where(leak => !leak.Repaired))
{
var underground = level.GetUnderground(leak.UndergroundPosition, leak.Carrier);
if (underground.State != EUndergroundState.Leaking)
continue;
var accessIndex = level.Index(leak.AccessPosition);
if (surface[accessIndex].Blocks(leak.Carrier))
continue;
var amount = Balancing.Current.LeakBaseAmount + (underground.Amount * Balancing.Current.LeakAmountScale) + (underground.Intensity * Balancing.Current.LeakIntensityScale);
surface[accessIndex] = AddSurfaceCarrier(surface[accessIndex], leak.Carrier, amount);
}
return level with { Surface = surface.Select(cell => cell.Clamp()).ToArray() };
}
private LevelState ResolveSurfaceInteractions(LevelState level)
{
var deltas = Enumerable.Range(0, level.Width * level.Height).Select(_ => new SurfaceDelta()).ToArray();
foreach (var position in AllPositions(level).Where(level.IsFloor))
ApplySameCellInteractions(level, position, deltas);
foreach (var position in AllPositions(level).Where(level.IsFloor))
{
foreach (var neighbor in position.Neighbors().Where(level.IsFloor))
{
if (level.Index(position) >= level.Index(neighbor) || level.IsClosedDoorEdge(position, neighbor))
continue;
ApplyAdjacentInteractions(level, position, neighbor, deltas);
}
}
var surface = level.Surface.ToArray();
for (var i = 0; i < surface.Length; i++)
surface[i] = deltas[i].Apply(surface[i]).Clamp();
return level with { Surface = surface };
}
private static void ApplySameCellInteractions(LevelState level, GridPosition position, SurfaceDelta[] deltas)
{
var surface = level.GetSurface(position);
ApplyPair(level, position, position, ECarrierType.Fuel, BandFuel(surface.Fuel), ECarrierType.Electricity, BandElectricity(surface.Electricity), deltas);
ApplyPair(level, position, position, ECarrierType.Fuel, BandFuel(surface.Fuel), null, BandHeat(surface.Heat), deltas);
ApplyPair(level, position, position, ECarrierType.Coolant, BandCoolant(surface.Coolant), ECarrierType.Electricity, BandElectricity(surface.Electricity), deltas);
ApplyPair(level, position, position, ECarrierType.Coolant, BandCoolant(surface.Coolant), null, BandHeat(surface.Heat), deltas);
}
private static void ApplyAdjacentInteractions(LevelState level, GridPosition a, GridPosition b, SurfaceDelta[] deltas)
{
var surfaceA = level.GetSurface(a);
var surfaceB = level.GetSurface(b);
FlowBetween(level, a, b, surfaceA.Fuel, surfaceB.Fuel, Balancing.Current.FlowInteraction(ESurfaceQuantity.Fuel), deltas);
FlowBetween(level, a, b, surfaceA.Coolant, surfaceB.Coolant, Balancing.Current.FlowInteraction(ESurfaceQuantity.Coolant), deltas);
FlowBetween(level, a, b, surfaceA.Electricity, surfaceB.Electricity, Balancing.Current.FlowInteraction(ESurfaceQuantity.Electricity), deltas);
FlowBetween(level, a, b, surfaceA.Heat, surfaceB.Heat, Balancing.Current.FlowInteraction(ESurfaceQuantity.Heat), deltas);
}
private static void ApplyPair(LevelState level, GridPosition a, GridPosition b, ECarrierType? rowCarrier, EBand rowBand, ECarrierType? colCarrier, EBand colBand, SurfaceDelta[] deltas)
{
ApplyEffect(level, a, Balancing.Current.SameCellInteraction(rowCarrier, rowBand, colCarrier, colBand), deltas);
}
private static void ApplyEffect(LevelState level, GridPosition position, SurfaceInteractionEffect effect, SurfaceDelta[] deltas)
{
var index = level.Index(position);
switch (effect.Verb)
{
case ESurfaceInteractionVerb.Warm:
deltas[index].Heat += effect.Amount;
break;
case ESurfaceInteractionVerb.Quench:
deltas[index].Heat -= effect.Amount;
break;
case ESurfaceInteractionVerb.Short:
deltas[index].Heat += effect.Amount;
deltas[index].Electricity -= effect.SecondaryAmount;
break;
case ESurfaceInteractionVerb.Ignite:
deltas[index].Heat += effect.Amount;
deltas[index].Fuel -= effect.SecondaryAmount;
break;
}
}
private static void FlowBetween(LevelState level, GridPosition a, GridPosition b, float valueA, float valueB, SurfaceInteractionEffect effect, SurfaceDelta[] deltas)
{
var difference = valueA - valueB;
if (Math.Abs(difference) < 0.01f)
return;
var amount = difference * effect.Amount;
var indexA = level.Index(a);
var indexB = level.Index(b);
switch (effect.Quantity)
{
case ESurfaceQuantity.Fuel:
deltas[indexA].Fuel -= amount;
deltas[indexB].Fuel += amount;
break;
case ESurfaceQuantity.Coolant:
deltas[indexA].Coolant -= amount;
deltas[indexB].Coolant += amount;
break;
case ESurfaceQuantity.Electricity:
deltas[indexA].Electricity -= amount;
deltas[indexB].Electricity += amount;
break;
case ESurfaceQuantity.Heat:
deltas[indexA].Heat -= amount;
deltas[indexB].Heat += amount;
break;
}
}
private LevelState ResolveRobotSafety(LevelState level)
{
var surface = level.GetSurface(level.Robot.Position);
var unsafeElement = surface.Fuel >= Balancing.Current.RobotFuelSafetyThreshold || surface.Coolant >= Balancing.Current.RobotCoolantSafetyThreshold || surface.Electricity >= Balancing.Current.RobotElectricitySafetyThreshold;
var unsafeHeat = surface.Heat >= Balancing.Current.RobotHeatSafetyThreshold && level.Robot.HeatImmunitySteps <= 0;
return unsafeElement || unsafeHeat
? level with { Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = "ROBOT LOST" } }
: level;
}
private LevelState DeriveReactorAndLevelState(LevelState level)
{
if (level.Global.LevelState is ELevelState.Lost or ELevelState.Won)
return level;
var reactors = level.Reactors.Select(reactor => reactor with { Ready = IsReactorReady(level, reactor) }).ToArray();
if (reactors.Any(reactor => reactor.Ready))
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Ready, Status = "REACTOR READY" } };
var maxHeat = level.Surface.Where((_, index) => level.Terrain[index] == ECellTerrain.Floor).Select(surface => surface.Heat).DefaultIfEmpty(0).Max();
if (maxHeat >= Balancing.Current.TerminalHeat)
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = "REACTOR HEAT TERMINAL" } };
var hasCritical = level.Surface.Any(surface => BandFuel(surface.Fuel) == EBand.Critical || BandCoolant(surface.Coolant) == EBand.Critical || BandElectricity(surface.Electricity) == EBand.Critical || BandHeat(surface.Heat) == EBand.Critical);
var hasCaution = hasCritical || level.Props.Any(prop => prop.ServiceState is EConsumerServiceState.Starved or EConsumerServiceState.Disabled) || level.Leaks.Any(leak => !leak.Repaired);
var state = hasCritical ? ELevelState.Critical :
hasCaution ? ELevelState.Caution : ELevelState.Stable;
return level with { Reactors = reactors, Global = level.Global with { LevelState = state, Status = state.ToString().ToUpperInvariant() } };
}
private static bool IsReactorReady(LevelState level, ReactorBinding reactor)
{
return HasProducingConsumer(level, reactor.FuelConsumerPosition, ECarrierType.Fuel)
&& HasProducingConsumer(level, reactor.CoolantConsumerPosition, ECarrierType.Coolant)
&& HasProducingConsumer(level, reactor.ElectricityConsumerPosition, ECarrierType.Electricity)
&& level.GetSurface(reactor.ControlPosition).Heat < Balancing.Current.TerminalHeat;
}
private static bool HasProducingConsumer(LevelState level, GridPosition position, ECarrierType carrier)
{
return level.InBounds(position) && level.GetProp(position) is { Type: EPropType.Consumer, Carrier: var consumerCarrier, ServiceState: EConsumerServiceState.Producing } && consumerCarrier == carrier;
}
private static bool ReactorMatches(LevelState level, RulePredicate predicate, Func<ReactorBinding, bool> selector)
{
return level.Reactors.Any(reactor => MatchesReactorId(reactor, predicate.ReactorId) && selector(reactor)) == predicate.BoolValue;
}
private static bool MatchesReactorId(ReactorBinding reactor, int reactorId)
{
return reactorId <= 0 || reactor.ReactorId == reactorId;
}
private static bool ReactorWonMatches(LevelState level, RulePredicate predicate)
{
var won = predicate.ReactorId > 0
? level.Reactors.Any(reactor => reactor.ReactorId == predicate.ReactorId && reactor.Activated)
: level.Global.LevelState == ELevelState.Won || level.Reactors.Any(reactor => reactor.Activated);
return won == predicate.BoolValue;
}
private LevelState ApplyRuleEvents(LevelState level, ERuleEventPhase phase)
{
var next = level;
var events = level.RuleEvents.Select((ruleEvent, index) => (Event: ruleEvent, Index: index)).Where(item => item.Event.Enabled && item.Event.Phase == phase && (item.Event.Repeat || !item.Event.Triggered)).OrderBy(item => item.Event.Priority).ToArray();
var ruleEvents = next.RuleEvents.ToArray();
foreach (var item in events)
{
if (!item.Event.Predicates.All(predicate => PredicateMatches(next, predicate)))
continue;
foreach (var effect in item.Event.Effects)
next = ApplyRuleEffect(next, effect);
ruleEvents[item.Index] = item.Event with { Triggered = true };
}
return next with { RuleEvents = ruleEvents };
}
private static bool PredicateMatches(LevelState level, RulePredicate predicate)
{
return predicate.Kind switch {
ERulePredicateKind.TurnAtLeast => level.Global.Turn >= predicate.Turn,
ERulePredicateKind.LevelStateIs => level.Global.LevelState == predicate.LevelState,
ERulePredicateKind.ReactorReadyIs => ReactorMatches(level, predicate, reactor => reactor.Ready),
ERulePredicateKind.ReactorLostIs => level.Global.LevelState == ELevelState.Lost == predicate.BoolValue,
ERulePredicateKind.ReactorWonIs => ReactorWonMatches(level, predicate),
ERulePredicateKind.PropStateAt => level.InBounds(predicate.Position) && level.GetProp(predicate.Position).SwitchState == predicate.PropSwitchState,
ERulePredicateKind.ConsumerStateAt => level.InBounds(predicate.Position) && level.GetProp(predicate.Position).ServiceState == predicate.ConsumerServiceState,
ERulePredicateKind.NetworkBandAt => level.InBounds(predicate.Position) && NetworkBand(level.GetUnderground(predicate.Position, predicate.Carrier), predicate.Carrier, predicate.NetworkValue) >= predicate.Band,
ERulePredicateKind.SurfaceBandAt => level.InBounds(predicate.Position) && SurfaceBand(level.GetSurface(predicate.Position), predicate.Carrier) >= predicate.Band,
ERulePredicateKind.RobotAt => level.Robot.Position == predicate.Position,
ERulePredicateKind.RobotInventoryAtLeast => level.Robot.Count(predicate.Remedy) >= predicate.InventoryCount,
ERulePredicateKind.AllSeeingEyeUnlocked => level.Global.AllSeeingEyeUnlocked == predicate.BoolValue,
_ => false
};
}
private static LevelState ApplyRuleEffect(LevelState level, RuleEffect effect)
{
return effect.Kind switch {
ERuleEffectKind.StartLeak => StartLeak(level, effect),
ERuleEffectKind.WorsenLeak => level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Leaking }),
ERuleEffectKind.RepairNetworkCell => level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Intact }),
ERuleEffectKind.DisableNetworkCell => level.SetUnderground(effect.Position, effect.Carrier, new()),
ERuleEffectKind.SetPropEnabled => level.SetProp(effect.Position, level.GetProp(effect.Position) with { SwitchState = effect.PropSwitchState }),
ERuleEffectKind.AddSurfaceHazard => level.SetSurface(effect.Position, AddSurfaceCarrier(level.GetSurface(effect.Position), effect.Carrier, effect.Amount)),
ERuleEffectKind.RemoveSurfaceHazard => level.SetSurface(effect.Position, AddSurfaceCarrier(level.GetSurface(effect.Position), effect.Carrier, -effect.Amount)),
ERuleEffectKind.AddHeat => level.SetSurface(effect.Position, level.GetSurface(effect.Position) with { Heat = level.GetSurface(effect.Position).Heat + effect.Amount }),
ERuleEffectKind.RemoveHeat => level.SetSurface(effect.Position, level.GetSurface(effect.Position) with { Heat = level.GetSurface(effect.Position).Heat - effect.Amount }),
ERuleEffectKind.AddInventory => level with { Robot = level.Robot.Add(effect.Remedy, (int)effect.Amount) },
ERuleEffectKind.RemoveInventory => level with { Robot = level.Robot.Add(effect.Remedy, -(int)effect.Amount) },
ERuleEffectKind.MarkTerminalLoss => level with { Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = string.IsNullOrWhiteSpace(effect.Message) ? "TERMINAL FAILURE" : effect.Message } },
ERuleEffectKind.EmitWarning => level with { Global = level.Global with { Warnings = [.. level.Global.Warnings, effect.Message] } },
_ => level
};
}
private static LevelState StartLeak(LevelState level, RuleEffect effect)
{
var leak = new LeakState {
Carrier = effect.Carrier,
UndergroundPosition = effect.Position,
AccessPosition = effect.AccessPosition ?? effect.Position
};
return level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Leaking }) with { Leaks = [.. level.Leaks, leak] };
}
private LevelState AdvanceDurations(LevelState level)
{
var surface = level.Surface.Select(cell => cell with {
FuelBlockTurns = Math.Max(0, cell.FuelBlockTurns - 1),
CoolantBlockTurns = Math.Max(0, cell.CoolantBlockTurns - 1),
ElectricityBlockTurns = Math.Max(0, cell.ElectricityBlockTurns - 1)
})
.ToArray();
return level with { Surface = surface };
}
private static LevelState ToggleProp(LevelState level, GridPosition position, PropState prop)
{
var switchState = prop.SwitchState == EPropSwitchState.Enabled ? EPropSwitchState.Disabled : EPropSwitchState.Enabled;
return level.SetProp(position, prop with { SwitchState = switchState });
}
private static LevelState ToggleDoor(LevelState level, GridPosition position)
{
var doors = level.Doors.ToArray();
var index = Array.FindIndex(doors, door => door.A == position || door.B == position);
if (index < 0)
return level;
doors[index] = doors[index] with { State = doors[index].State == EDoorState.Open ? EDoorState.Closed : EDoorState.Open };
return level with { Doors = doors };
}
private static LevelState PickUpRemedy(LevelState level, GridPosition position, PropState prop)
{
if (prop.Depleted || level.Robot.Count(prop.RemedyType) >= Balancing.Current.InventoryCapacityPerRemedy)
return level;
return level.SetProp(position, prop with { Depleted = true }) with { Robot = level.Robot.Add(prop.RemedyType, 1) };
}
private static LevelState RepairLeak(LevelState level, int leakIndex, LeakState leak)
{
var leaks = level.Leaks.ToArray();
leaks[leakIndex] = leak with { Repaired = true };
return level.SetUnderground(leak.UndergroundPosition, leak.Carrier, level.GetUnderground(leak.UndergroundPosition, leak.Carrier) with { State = EUndergroundState.Intact }) with { Leaks = leaks };
}
private static LevelState ApplyElementRemedy(LevelState level, LeakState leak)
{
var remedy = leak.Carrier switch {
ECarrierType.Fuel => ERemedyType.FuelNeutralizer,
ECarrierType.Coolant => ERemedyType.CoolantNeutralizer,
ECarrierType.Electricity => ERemedyType.ElectricityNeutralizer,
_ => throw new ArgumentOutOfRangeException(nameof(leak), leak.Carrier, "Unsupported leak carrier.")
};
if (level.Robot.Count(remedy) <= 0)
return Refuse(level, "NO REMEDY");
var surface = RemoveSurfaceCarrier(level.GetSurface(leak.AccessPosition), leak.Carrier);
return level.SetSurface(leak.AccessPosition, surface) with { Robot = level.Robot.Spend(remedy) };
}
private static SurfaceState AddSurfaceCarrier(SurfaceState surface, ECarrierType carrier, float amount)
{
return carrier switch {
ECarrierType.Fuel => surface with { Fuel = surface.Fuel + amount },
ECarrierType.Coolant => surface with { Coolant = surface.Coolant + amount },
ECarrierType.Electricity => surface with { Electricity = surface.Electricity + amount },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static SurfaceState RemoveSurfaceCarrier(SurfaceState surface, ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => surface with { Fuel = 0, FuelBlockTurns = Balancing.Current.RemedyBlockTurns },
ECarrierType.Coolant => surface with { Coolant = 0, CoolantBlockTurns = Balancing.Current.RemedyBlockTurns },
ECarrierType.Electricity => surface with { Electricity = 0, ElectricityBlockTurns = Balancing.Current.RemedyBlockTurns },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private LevelState SpendAction(LevelState level)
{
var actions = Math.Max(0, level.Global.ActionsRemaining - 1);
var next = level with { Global = level.Global with { ActionsRemaining = actions } };
return actions == 0 ? ResolveTurn(next) : next;
}
private static bool CanSpendAction(LevelState level)
{
return level.Global.LevelState is not (ELevelState.Lost or ELevelState.Won) && level.Global.ActionsRemaining > 0;
}
private static LevelState Refuse(LevelState level, string message)
{
return level with { Global = level.Global with { Status = message } };
}
private static LevelState CycleJunctionMode(LevelState level, GridPosition position, PropState prop)
{
var flow = JunctionFlowAnalyzer.Analyze(level).FirstOrDefault(junction => junction.Position == position);
var outflowCount = flow?.OutgoingBranches.Count ?? 2;
var ratios = Balancing.Current.JunctionRatios(outflowCount);
if (ratios.Count == 0)
return level;
return level.SetProp(position, prop with { JunctionMode = (prop.JunctionMode + 1) % ratios.Count });
}
private static EBand SurfaceBand(SurfaceState surface, ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => BandFuel(surface.Fuel),
ECarrierType.Coolant => BandCoolant(surface.Coolant),
ECarrierType.Electricity => BandElectricity(surface.Electricity),
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static EBand NetworkBand(UndergroundCell underground, ECarrierType carrier, ENetworkValueKind valueKind)
{
var value = valueKind == ENetworkValueKind.Amount ? underground.Amount : underground.Intensity;
return carrier switch {
ECarrierType.Fuel => BandFuel(value),
ECarrierType.Coolant => BandCoolant(value),
ECarrierType.Electricity => BandElectricity(value),
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static EBand BandFuel(float value)
{
return Balancing.Current.Band(value, Balancing.Current.FuelCaution, Balancing.Current.FuelCritical);
}
private static EBand BandCoolant(float value)
{
return Balancing.Current.Band(value, Balancing.Current.CoolantCaution, Balancing.Current.CoolantCritical);
}
private static EBand BandElectricity(float value)
{
return Balancing.Current.Band(value, Balancing.Current.ElectricityCaution, Balancing.Current.ElectricityCritical);
}
private static EBand BandHeat(float value)
{
return Balancing.Current.Band(value, Balancing.Current.HeatCaution, Balancing.Current.HeatCritical);
}
private static LevelState CopyForForecast(LevelState level)
{
return level with {
Terrain = level.Terrain.ToArray(),
Fuel = level.Fuel.ToArray(),
Coolant = level.Coolant.ToArray(),
Electricity = level.Electricity.ToArray(),
Surface = level.Surface.ToArray(),
Props = level.Props.ToArray(),
Forecasts = Array.Empty<Forecast>()
};
}
private static void AddForecasts(List<Forecast> forecasts, LevelState level, int turn)
{
if (level.Global.LevelState == ELevelState.Lost)
forecasts.Add(new(EForecastKind.TerminalLoss, level.Robot.Position, turn, level.Global.Status));
if (level.Global.LevelState == ELevelState.Ready)
forecasts.Add(new(EForecastKind.ReactorReady, null, turn, "REACTOR READY"));
foreach (var position in AllPositions(level))
{
var prop = level.GetProp(position);
if (prop.Type == EPropType.Consumer && prop.ServiceState == EConsumerServiceState.Starved)
forecasts.Add(new(EForecastKind.ConsumerStarved, position, turn, $"{prop.Carrier} consumer starved"));
var surface = level.GetSurface(position);
if (BandFuel(surface.Fuel) == EBand.Critical || BandCoolant(surface.Coolant) == EBand.Critical || BandElectricity(surface.Electricity) == EBand.Critical || BandHeat(surface.Heat) == EBand.Critical)
forecasts.Add(new(EForecastKind.HazardGrowth, position, turn, "Critical hazard"));
}
foreach (var ruleEvent in level.RuleEvents.Where(ruleEvent => ruleEvent.Enabled && !string.IsNullOrWhiteSpace(ruleEvent.ForecastText) && ruleEvent.Predicates.All(predicate => PredicateMatches(level, predicate))))
forecasts.Add(new(EForecastKind.RuleEvent, null, turn, ruleEvent.ForecastText));
}
private static IEnumerable<GridPosition> AllPositions(LevelState level)
{
for (var y = 0; y < level.Height; y++)
{
for (var x = 0; x < level.Width; x++)
yield return new(x, y);
}
}
private readonly LevelValidator m_Validator = new();
}

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namespace ReactorMaintenance.Simulation;
internal static class SurfaceInteractionSystem
{
public static LevelState Resolve(LevelState level)
{
var deltas = Enumerable.Range(0, level.Width * level.Height).Select(_ => new SurfaceDelta()).ToArray();
foreach (var position in LevelTraversal.AllPositions(level).Where(level.IsFloor))
ApplySameCellInteractions(level, position, deltas);
foreach (var position in LevelTraversal.AllPositions(level).Where(level.IsFloor))
{
foreach (var neighbor in position.Neighbors().Where(level.IsFloor))
{
if (level.Index(position) >= level.Index(neighbor) || level.IsClosedDoorEdge(position, neighbor))
continue;
ApplyAdjacentInteractions(level, position, neighbor, deltas);
}
}
var surface = level.Surface.ToArray();
for (var i = 0; i < surface.Length; i++)
surface[i] = deltas[i].Apply(surface[i]).Clamp();
return level with { Surface = surface };
}
public static LevelState AdvanceDurations(LevelState level)
{
var surface = level.Surface.Select(cell => cell with {
FuelBlockTurns = Math.Max(0, cell.FuelBlockTurns - 1),
CoolantBlockTurns = Math.Max(0, cell.CoolantBlockTurns - 1),
ElectricityBlockTurns = Math.Max(0, cell.ElectricityBlockTurns - 1)
})
.ToArray();
return level with { Surface = surface };
}
private static void ApplySameCellInteractions(LevelState level, GridPosition position, SurfaceDelta[] deltas)
{
var surface = level.GetSurface(position);
ApplyPair(level, position, ECarrierType.Fuel, SimulationBands.Fuel(surface.Fuel), ECarrierType.Electricity, SimulationBands.Electricity(surface.Electricity), deltas);
ApplyPair(level, position, ECarrierType.Fuel, SimulationBands.Fuel(surface.Fuel), null, SimulationBands.Heat(surface.Heat), deltas);
ApplyPair(level, position, ECarrierType.Coolant, SimulationBands.Coolant(surface.Coolant), ECarrierType.Electricity, SimulationBands.Electricity(surface.Electricity), deltas);
ApplyPair(level, position, ECarrierType.Coolant, SimulationBands.Coolant(surface.Coolant), null, SimulationBands.Heat(surface.Heat), deltas);
}
private static void ApplyAdjacentInteractions(LevelState level, GridPosition a, GridPosition b, SurfaceDelta[] deltas)
{
var surfaceA = level.GetSurface(a);
var surfaceB = level.GetSurface(b);
FlowBetween(level, a, b, surfaceA.Fuel, surfaceB.Fuel, Balancing.Current.FlowInteraction(ESurfaceQuantity.Fuel), deltas);
FlowBetween(level, a, b, surfaceA.Coolant, surfaceB.Coolant, Balancing.Current.FlowInteraction(ESurfaceQuantity.Coolant), deltas);
FlowBetween(level, a, b, surfaceA.Electricity, surfaceB.Electricity, Balancing.Current.FlowInteraction(ESurfaceQuantity.Electricity), deltas);
FlowBetween(level, a, b, surfaceA.Heat, surfaceB.Heat, Balancing.Current.FlowInteraction(ESurfaceQuantity.Heat), deltas);
}
private static void ApplyPair(LevelState level, GridPosition position, ECarrierType? rowCarrier, EBand rowBand, ECarrierType? colCarrier, EBand colBand, SurfaceDelta[] deltas)
{
ApplyEffect(level, position, Balancing.Current.SameCellInteraction(rowCarrier, rowBand, colCarrier, colBand), deltas);
}
private static void ApplyEffect(LevelState level, GridPosition position, SurfaceInteractionEffect effect, SurfaceDelta[] deltas)
{
var index = level.Index(position);
switch (effect.Verb)
{
case ESurfaceInteractionVerb.Warm:
deltas[index].Heat += effect.Amount;
break;
case ESurfaceInteractionVerb.Quench:
deltas[index].Heat -= effect.Amount;
break;
case ESurfaceInteractionVerb.Short:
deltas[index].Heat += effect.Amount;
deltas[index].Electricity -= effect.SecondaryAmount;
break;
case ESurfaceInteractionVerb.Ignite:
deltas[index].Heat += effect.Amount;
deltas[index].Fuel -= effect.SecondaryAmount;
break;
}
}
private static void FlowBetween(LevelState level, GridPosition a, GridPosition b, float valueA, float valueB, SurfaceInteractionEffect effect, SurfaceDelta[] deltas)
{
var difference = valueA - valueB;
if (Math.Abs(difference) < 0.01f)
return;
var amount = difference * effect.Amount;
var indexA = level.Index(a);
var indexB = level.Index(b);
switch (effect.Quantity)
{
case ESurfaceQuantity.Fuel:
deltas[indexA].Fuel -= amount;
deltas[indexB].Fuel += amount;
break;
case ESurfaceQuantity.Coolant:
deltas[indexA].Coolant -= amount;
deltas[indexB].Coolant += amount;
break;
case ESurfaceQuantity.Electricity:
deltas[indexA].Electricity -= amount;
deltas[indexB].Electricity += amount;
break;
case ESurfaceQuantity.Heat:
deltas[indexA].Heat -= amount;
deltas[indexB].Heat += amount;
break;
}
}
private sealed class SurfaceDelta
{
public SurfaceState Apply(SurfaceState surface)
{
return surface with {
Fuel = surface.Fuel + Fuel,
Coolant = surface.Coolant + Coolant,
Electricity = surface.Electricity + Electricity,
Heat = surface.Heat + Heat
};
}
public float Fuel { get; set; }
public float Coolant { get; set; }
public float Electricity { get; set; }
public float Heat { get; set; }
}
}