Document code style and normalize files
This commit is contained in:
@@ -1,6 +1,6 @@
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namespace ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation;
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public enum EditorTool
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public enum EEditorTool
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{
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Floor,
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Wall,
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@@ -22,90 +22,76 @@ public enum EditorTool
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public static class LevelEditor
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{
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public static LevelState Apply(LevelState level, GridPosition position, EditorTool tool)
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public static LevelState Apply(LevelState level, GridPosition position, EEditorTool tool)
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{
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if (!level.InBounds(position))
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return level;
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if (tool == EditorTool.Robot)
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if (tool == EEditorTool.Robot)
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return level.GetCell(position).IsWalkable ? level with { Robot = position } : level;
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var cell = level.GetCell(position);
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cell = tool switch
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{
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EditorTool.Floor => cell with { Kind = CellKind.Floor },
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EditorTool.Wall => cell with
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{
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Kind = CellKind.Wall,
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Pipe = PipeMedium.None,
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cell = tool switch {
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EEditorTool.Floor => cell with { Kind = ECellKind.Floor },
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EEditorTool.Wall => cell with {
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Kind = ECellKind.Wall,
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Pipe = EPipeMedium.None,
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Powered = false
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},
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EditorTool.Reactor => cell with { Kind = CellKind.Reactor },
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EditorTool.CoolingPump => cell with
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{
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Kind = CellKind.CoolingPump,
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EEditorTool.Reactor => cell with { Kind = ECellKind.Reactor },
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EEditorTool.CoolingPump => cell with {
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Kind = ECellKind.CoolingPump,
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Powered = true
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},
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EditorTool.Generator => cell with
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{
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Kind = CellKind.Generator,
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EEditorTool.Generator => cell with {
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Kind = ECellKind.Generator,
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Powered = true
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},
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EditorTool.PressureRegulator => cell with { Kind = CellKind.PressureRegulator },
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EditorTool.DiagnosticTerminal => cell with
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{
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Kind = CellKind.DiagnosticTerminal,
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EEditorTool.PressureRegulator => cell with { Kind = ECellKind.PressureRegulator },
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EEditorTool.DiagnosticTerminal => cell with {
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Kind = ECellKind.DiagnosticTerminal,
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Powered = true
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},
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EditorTool.ControlTerminal => cell with
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{
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Kind = CellKind.ControlTerminal,
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EEditorTool.ControlTerminal => cell with {
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Kind = ECellKind.ControlTerminal,
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Powered = true
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},
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EditorTool.CoolantPipe => cell with
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{
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Pipe = PipeMedium.Coolant,
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EEditorTool.CoolantPipe => cell with {
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Pipe = EPipeMedium.Coolant,
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Flow = 4,
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Pressure = 4,
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Integrity = Math.Max(cell.Integrity, 8),
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PipeOpen = true
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},
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EditorTool.FuelPipe => cell with
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{
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Pipe = PipeMedium.Fuel,
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EEditorTool.FuelPipe => cell with {
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Pipe = EPipeMedium.Fuel,
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Flow = 4,
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Pressure = 4,
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Integrity = Math.Max(cell.Integrity, 8),
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PipeOpen = true
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},
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EditorTool.PressurePipe => cell with
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{
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Pipe = PipeMedium.Pressure,
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EEditorTool.PressurePipe => cell with {
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Pipe = EPipeMedium.Pressure,
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Flow = 5,
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Pressure = 6,
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Integrity = Math.Max(cell.Integrity, 8),
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PipeOpen = true
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},
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EditorTool.Leak => cell with
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{
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EEditorTool.Leak => cell with {
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LeakRate = Math.Max(1, cell.LeakRate),
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Integrity = Math.Min(cell.Integrity, 4)
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},
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EditorTool.Repair => cell with
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{
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EEditorTool.Repair => cell with {
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LeakRate = 0,
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Integrity = 10,
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Hazards = cell.Hazards with
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{
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Hazards = cell.Hazards with {
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Fire = false,
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ElectricalCharge = 0
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}
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},
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EditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + 2) } },
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EditorTool.Fire => cell with
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{
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Hazards = cell.Hazards with
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{
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EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + 2) } },
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EEditorTool.Fire => cell with {
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Hazards = cell.Hazards with {
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Fire = !cell.Hazards.Fire,
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Heat = Math.Max(cell.Hazards.Heat, 7),
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Smoke = Math.Max(cell.Hazards.Smoke, 3)
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@@ -114,7 +100,7 @@ public static class LevelEditor
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_ => cell
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};
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if (cell.Kind == CellKind.Wall)
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if (cell.Kind == ECellKind.Wall)
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cell = cell with { Hazards = new() };
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return level.SetCell(position, cell);
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@@ -1,4 +1,4 @@
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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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@@ -13,15 +13,10 @@ public static class LevelSerializer
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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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if (level.Cells.Length != level.Width * level.Height)
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throw new InvalidOperationException("Level cell count does not match its dimensions.");
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return level;
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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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private static readonly JsonSerializerOptions Options = new()
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{
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private static readonly JsonSerializerOptions Options = new() {
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WriteIndented = true,
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Converters = { new JsonStringEnumConverter() }
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};
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@@ -1,6 +1,6 @@
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namespace ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation;
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public enum CellKind
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public enum ECellKind
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{
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Empty,
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Floor,
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@@ -13,7 +13,7 @@ public enum CellKind
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ControlTerminal
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}
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public enum PipeMedium
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public enum EPipeMedium
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{
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None,
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Pressure,
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@@ -21,7 +21,7 @@ public enum PipeMedium
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Fuel
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}
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public enum FailureKind
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public enum EFailureKind
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{
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PipeBurst,
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Ignition,
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@@ -45,8 +45,7 @@ public sealed record HazardState
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{
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public HazardState Clamp()
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{
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return this with
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{
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return this with {
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Heat = Rules.Clamp(Heat),
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Smoke = Rules.Clamp(Smoke),
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FuelVapor = Rules.Clamp(FuelVapor),
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@@ -69,8 +68,8 @@ public sealed record HazardState
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public sealed record CellState
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{
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public CellKind Kind { get; init; } = CellKind.Floor;
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public PipeMedium Pipe { get; init; }
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public ECellKind Kind { get; init; } = ECellKind.Floor;
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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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public int Integrity { get; init; } = 10;
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@@ -79,9 +78,8 @@ 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 != CellKind.Wall && Kind != CellKind.Empty;
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public bool HasPipe => Pipe != PipeMedium.None;
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public bool IsWalkable => Kind != ECellKind.Wall && Kind != ECellKind.Empty;
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public bool HasPipe => Pipe != EPipeMedium.None;
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}
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public sealed record GlobalState
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@@ -97,7 +95,7 @@ public sealed record GlobalState
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public string Status { get; init; } = "STABILIZE SYSTEMS";
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}
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public sealed record Forecast(FailureKind Kind, GridPosition? Position, int Turns, string Message);
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public sealed record Forecast(EFailureKind Kind, GridPosition? Position, int Turns, string Message);
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public sealed record LevelState
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{
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@@ -108,12 +106,15 @@ public sealed record LevelState
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var cells = CreateCells(width, height);
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for (var y = 0; y < height; y++)
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for (var x = 0; x < width; x++)
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if (x == 0 || y == 0 || x == width - 1 || y == height - 1)
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cells[y * width + x] = cells[y * width + x] with { Kind = CellKind.Wall };
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return new()
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{
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for (var x = 0; x < width; x++)
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{
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if (x == 0 || y == 0 || x == width - 1 || y == height - 1)
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cells[y * width + x] = cells[y * width + x] with { Kind = ECellKind.Wall };
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}
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}
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return new() {
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Name = name,
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Width = width,
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Height = height,
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@@ -1,4 +1,4 @@
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namespace ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation;
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public sealed class SimulationEngine
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{
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@@ -7,52 +7,51 @@ public sealed class SimulationEngine
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var cells = level.Cells.ToArray();
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for (var y = 0; y < level.Height; y++)
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for (var x = 0; x < level.Width; x++)
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{
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var position = new GridPosition(x, y);
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var index = level.Index(position);
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var cell = cells[index];
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if (!cell.IsWalkable)
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continue;
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var hazards = ApplyPipeLeaks(cell);
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hazards = ApplyMachineEffects(cell, hazards);
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hazards = ApplyFireAndElectricalHazards(cell, hazards);
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hazards = hazards.Clamp();
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var integrity = cell.Integrity;
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if (cell.HasPipe && cell.Pressure > 7)
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integrity -= cell.Pressure - 7;
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if (hazards.Heat >= 10 || hazards.Fire)
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for (var x = 0; x < level.Width; x++)
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{
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integrity -= cell.HasPipe ? 1 : 0;
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hazards = hazards with { Stability = hazards.Stability - 1 };
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}
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var position = new GridPosition(x, y);
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var index = level.Index(position);
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var cell = cells[index];
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if (integrity <= 0 && cell.HasPipe)
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{
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cell = cell with
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if (!cell.IsWalkable)
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continue;
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var hazards = ApplyPipeLeaks(cell);
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hazards = ApplyMachineEffects(cell, hazards);
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hazards = ApplyFireAndElectricalHazards(cell, hazards);
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hazards = hazards.Clamp();
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var integrity = cell.Integrity;
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if (cell is { HasPipe: true, Pressure: > 7 })
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integrity -= cell.Pressure - 7;
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if (hazards.Heat >= 10 || hazards.Fire)
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{
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LeakRate = Math.Max(cell.LeakRate, 3),
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Flow = 0,
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PipeOpen = false
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integrity -= cell.HasPipe ? 1 : 0;
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hazards = hazards with { Stability = hazards.Stability - 1 };
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}
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if (integrity <= 0 && cell.HasPipe)
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{
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cell = cell with {
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LeakRate = Math.Max(cell.LeakRate, 3),
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Flow = 0,
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PipeOpen = false
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};
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}
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cells[index] = cell with {
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Integrity = Rules.Clamp(integrity),
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Hazards = hazards.Clamp()
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};
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}
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cells[index] = cell with
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{
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Integrity = Rules.Clamp(integrity),
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Hazards = hazards.Clamp()
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};
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}
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cells = SpreadSmoke(level, cells);
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var global = UpdateGlobal(level, cells);
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var next = level with
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{
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var next = level with {
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Cells = cells,
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Global = global with { Turn = level.Global.Turn + 1 }
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};
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@@ -70,25 +69,25 @@ public sealed class SimulationEngine
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var position = new GridPosition(x, y);
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var cell = level.GetCell(position);
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if (cell.HasPipe && cell.Pressure > 7 && cell.Integrity > 0)
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if (cell is { HasPipe: true, Pressure: > 7, Integrity: > 0 })
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{
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var damagePerTurn = Math.Max(1, cell.Pressure - 7);
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var turns = (int)Math.Ceiling(cell.Integrity / (double)damagePerTurn);
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if (turns <= 4)
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forecasts.Add(new(FailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS"));
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forecasts.Add(new(EFailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS"));
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}
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var fuelLeakNearIgnition = cell.Pipe == PipeMedium.Fuel && cell.LeakRate > 0 && (cell.Pressure >= 7 || cell.Kind == CellKind.Generator);
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var ignitionRisk = (cell.Hazards.FuelVapor >= 4 || cell.Hazards.LiquidFuel >= 6 || fuelLeakNearIgnition) && (cell.Hazards.Heat >= 8 || cell.Hazards.ElectricalCharge >= 4 || cell.Kind == CellKind.Generator);
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var fuelLeakNearIgnition = cell is { Pipe: EPipeMedium.Fuel, LeakRate: > 0 } && (cell.Pressure >= 7 || cell.Kind == ECellKind.Generator);
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var ignitionRisk = (cell.Hazards.FuelVapor >= 4 || cell.Hazards.LiquidFuel >= 6 || fuelLeakNearIgnition) && (cell.Hazards.Heat >= 8 || cell.Hazards.ElectricalCharge >= 4 || cell.Kind == ECellKind.Generator);
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if (ignitionRisk && !cell.Hazards.Fire)
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forecasts.Add(new(FailureKind.Ignition, position, 1, $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN"));
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forecasts.Add(new(EFailureKind.Ignition, position, 1, $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN"));
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}
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if (level.Global.CoreHeat >= 8)
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forecasts.Add(new(FailureKind.Meltdown, null, Math.Max(1, 11 - level.Global.CoreHeat), "CORE MELTDOWN APPROACHING"));
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forecasts.Add(new(EFailureKind.Meltdown, null, Math.Max(1, 11 - level.Global.CoreHeat), "CORE MELTDOWN APPROACHING"));
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if (IsReactorReady(level))
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forecasts.Add(new(FailureKind.ReactorReady, null, 0, "REACTOR READY"));
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forecasts.Add(new(EFailureKind.ReactorReady, null, 0, "REACTOR READY"));
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return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
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}
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@@ -98,10 +97,8 @@ public sealed class SimulationEngine
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if (!IsReactorReady(level))
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return level with { Global = level.Global with { Status = "REACTOR NOT READY" } };
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return level with
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{
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Global = level.Global with
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{
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return level with {
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Global = level.Global with {
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ReactorActivated = true,
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Status = "REACTOR ONLINE"
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}
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@@ -114,32 +111,28 @@ public sealed class SimulationEngine
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if (!cell.HasPipe || cell.LeakRate <= 0)
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return hazards;
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return cell.Pipe switch
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{
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PipeMedium.Fuel => hazards with
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{
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return cell.Pipe switch {
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EPipeMedium.Fuel => hazards with {
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LiquidFuel = hazards.LiquidFuel + cell.LeakRate,
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FuelVapor = hazards.FuelVapor + (cell.Pressure >= 7 ? cell.LeakRate : Math.Max(0, hazards.Heat - 3) / 3)
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},
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PipeMedium.Coolant => hazards with
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{
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EPipeMedium.Coolant => hazards with {
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CoolantPooling = hazards.CoolantPooling + cell.LeakRate,
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Heat = hazards.Heat - Math.Max(1, cell.LeakRate / 2),
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Smoke = hazards.Smoke + (hazards.Heat >= 7 ? 2 : 0)
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},
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PipeMedium.Pressure => hazards with { Smoke = hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0) },
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_ => hazards
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EPipeMedium.Pressure => hazards with { Smoke = hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0) },
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_ => hazards
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};
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}
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private static HazardState ApplyMachineEffects(CellState cell, HazardState hazards)
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{
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return cell.Kind switch
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{
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CellKind.Generator when cell.Powered => hazards with { Heat = hazards.Heat + 1 },
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CellKind.CoolingPump when cell.Powered => hazards with { Heat = hazards.Heat - 2 },
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CellKind.Reactor => hazards with { Heat = hazards.Heat + 1 },
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_ => hazards
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return cell.Kind switch {
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ECellKind.Generator when cell.Powered => hazards with { Heat = hazards.Heat + 1 },
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ECellKind.CoolingPump when cell.Powered => hazards with { Heat = hazards.Heat - 2 },
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ECellKind.Reactor => hazards with { Heat = hazards.Heat + 1 },
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_ => hazards
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};
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}
|
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@@ -149,11 +142,10 @@ public sealed class SimulationEngine
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + 2 };
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var hasFuel = hazards.FuelVapor >= 4 || hazards.LiquidFuel >= 6;
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var hasIgnition = hazards.Heat >= 8 || hazards.ElectricalCharge >= 4 || (cell.Kind == CellKind.Generator && cell.Powered);
|
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var hasIgnition = hazards.Heat >= 8 || hazards.ElectricalCharge >= 4 || cell is { Kind: ECellKind.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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hazards = hazards with {
|
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Fire = hasFuel || hazards.Fire,
|
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Heat = hazards.Heat + 2,
|
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Smoke = hazards.Smoke + 2,
|
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@@ -171,20 +163,22 @@ public sealed class SimulationEngine
|
||||
{
|
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var next = cells.ToArray();
|
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for (var y = 0; y < level.Height; y++)
|
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for (var x = 0; x < level.Width; x++)
|
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{
|
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var position = new GridPosition(x, y);
|
||||
var cell = cells[level.Index(position)];
|
||||
if (cell.Hazards.Smoke < 6)
|
||||
continue;
|
||||
|
||||
foreach (var neighbor in position.Neighbors().Where(level.InBounds))
|
||||
for (var x = 0; x < level.Width; x++)
|
||||
{
|
||||
var neighborCell = next[level.Index(neighbor)];
|
||||
if (!neighborCell.IsWalkable || neighborCell.DoorLocked)
|
||||
var position = new GridPosition(x, y);
|
||||
var cell = cells[level.Index(position)];
|
||||
if (cell.Hazards.Smoke < 6)
|
||||
continue;
|
||||
|
||||
next[level.Index(neighbor)] = neighborCell with { Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + 1) } };
|
||||
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) } };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -193,18 +187,14 @@ 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 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);
|
||||
var damagedCriticalCells = cells.Count(c => c.Kind is CellKind.Reactor or CellKind.Generator or CellKind.CoolingPump && c.Hazards.Stability <= 3);
|
||||
var reactorHeat = cells.Where(c => c.Kind == ECellKind.Reactor).Select(c => c.Hazards.Heat).DefaultIfEmpty(level.Global.CoreHeat).Max();
|
||||
var poweredGenerators = cells.Count(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false });
|
||||
var poweredPumps = cells.Count(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false });
|
||||
var damagedCriticalCells = cells.Count(c => c.Kind is ECellKind.Reactor or ECellKind.Generator or ECellKind.CoolingPump && c.Hazards.Stability <= 3);
|
||||
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 global = level.Global with
|
||||
{
|
||||
var global = level.Global with {
|
||||
CoreHeat = Rules.Clamp(reactorHeat - poweredPumps),
|
||||
Power = Rules.Clamp(poweredGenerators * 3),
|
||||
Cooling = Rules.Clamp(poweredPumps * 3),
|
||||
@@ -213,20 +203,14 @@ public sealed class SimulationEngine
|
||||
Status = status
|
||||
};
|
||||
|
||||
return IsReactorReady(level with
|
||||
{
|
||||
Cells = cells,
|
||||
Global = global
|
||||
})
|
||||
? global with { Status = "REACTOR READY" }
|
||||
: global;
|
||||
return IsReactorReady(level with { Cells = cells, Global = global }) ? global with { Status = "REACTOR READY" } : global;
|
||||
}
|
||||
|
||||
private static bool IsReactorReady(LevelState level)
|
||||
{
|
||||
var hasReactor = level.Cells.Any(c => c.Kind == CellKind.Reactor);
|
||||
var hasStablePower = level.Global.Power >= 3 || level.Cells.Any(c => c.Kind == CellKind.Generator && c.Powered && !c.Hazards.Fire);
|
||||
var hasCooling = level.Global.Cooling >= 3 || level.Cells.Any(c => c.Kind == CellKind.CoolingPump && c.Powered && !c.Hazards.Fire);
|
||||
var hasReactor = level.Cells.Any(c => c.Kind == ECellKind.Reactor);
|
||||
var hasStablePower = level.Global.Power >= 3 || level.Cells.Any(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false });
|
||||
var hasCooling = level.Global.Cooling >= 3 || level.Cells.Any(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false });
|
||||
var reactorStable = level.Global.CoreHeat < 8;
|
||||
return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user