Cleanup
This commit is contained in:
@@ -23,6 +23,7 @@ dotnet_sort_system_directives_first = false
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file_header_template = # this. and Me. preferences
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dotnet_style_qualification_for_event = false:suggestion
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dotnet_style_qualification_for_field = false:suggestion
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dotnet_style_qualification_for_method = false:suggestion
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63
TASKS.md
63
TASKS.md
@@ -2,71 +2,8 @@
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## Current State
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- Branch: `design-rewrite`
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- Scope approved: implement `docs/design.md` end-to-end with deterministic defaults and no backward compatibility.
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- Simulation core has been replaced with the first design-native model and deterministic engine slice.
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- Simulation and test projects now target `net10.0` because this Linux environment only has the .NET 10 runtime.
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- Win2D editor has been rewritten against the new design model.
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- Win2D project now targets `net10.0-windows10.0.19041.0` to match the simulation project.
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- Linux can restore and compile the referenced simulation project, but full WinUI/XAML compilation still requires a Windows-capable XAML compiler environment.
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## Completed Work
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- Read project instructions, Linux instructions, code style, and `docs/design.md`.
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- Confirmed deterministic balance defaults should be chosen during implementation.
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- Confirmed a full Win2D editor is required.
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- Created branch `design-rewrite`.
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- Added `TASKS.md` as the required per-commit work tracker.
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- Removed the legacy integer hazard/effect/hazard plug-in simulation surface.
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- Added design-native terrain, underground carrier layers, surface hazards, props, leaks, doors, reactor bindings, robot inventory, rule events, validation, serialization, and forecasts.
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- Added deterministic default balancing values.
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- Added a first deterministic simulation pipeline for network propagation, consumers, leaks, surface interactions, robot safety, reactor readiness, rule events, and forecasts.
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- Replaced old tests with design-based simulation tests.
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- Verified `dotnet test tests/ReactorMaintenance.Simulation.Tests/ReactorMaintenance.Simulation.Tests.csproj` passes: 11 passed.
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- Attempted `dotnet jb cleanupcode --build=False ...`; unavailable in this environment because `dotnet-jb` is not installed.
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- Reviewed the first slice and fixed an action-resolution maintainability issue before commit.
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- Verified `git diff --check` reports no whitespace errors.
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- Ran `dotnet jb cleanupcode --build=False ...` successfully after ReSharper install and normalized line endings back to LF.
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- Reworked the Win2D editor for the new model: full tool list, layer-aware painting, terrain, underground carriers, surface hazards, props, doors, leaks, robot, forecasts, save validation, starter level, and simple play actions.
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- Removed old editor dependencies on legacy props, pressure pipes, smoke, fire, and global power/cooling/core-stability fields.
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- Verified `dotnet test tests/ReactorMaintenance.Simulation.Tests/ReactorMaintenance.Simulation.Tests.csproj` passes after the editor rewrite: 11 passed.
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- Attempted Win2D build on Linux with `dotnet build src/ReactorMaintenance.Win2D/ReactorMaintenance.Win2D.csproj -p:EnableWindowsTargeting=true -p:Platform=x64`; it fails at Windows `XamlCompiler.exe` with exec format error.
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- Attempted managed XAML compiler path with `-p:UseXamlCompilerExecutable=false`; it fails loading the WinUI XAML compiler task dependency under this Linux/.NET 10 setup.
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- Updated `README.md` for the new design-model editor, .NET 10 target, and Linux/Windows build expectations.
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- Committed the Win2D editor rewrite slice.
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- Added branch-aware junction flow analysis shared by validation and simulation propagation.
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- Junction validation now rejects malformed branch counts and ambiguous source-side branches.
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- Junction propagation now applies deterministic T-junction and cross-junction ratio weights only to inferred outgoing branches.
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- Added tests for T-junction ratio splits, zero-weight branches, ambiguous junction validation, and best-path flow into non-junction cells.
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- Verified `dotnet test tests/ReactorMaintenance.Simulation.Tests/ReactorMaintenance.Simulation.Tests.csproj` passes: 15 passed.
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- Ran `jb cleanupcode --build=False ...` and `python D:\Code\crlf.py ...` for touched C# files after the junction slice.
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- Expanded rule predicates with reactor readiness/loss/win, network value bands, and robot inventory checks.
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- Expanded rule effects with removal of surface hazards, heat, and inventory, plus authored access positions for leak-start effects.
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- Hardened rule event validation for predicate targets, effect targets, leak access, and non-negative amount effects.
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- Added tests for network-band rules, reactor-ready rules, inventory rules, removal effects, electricity leak access, and invalid rule targets.
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- Verified `dotnet test tests/ReactorMaintenance.Simulation.Tests/ReactorMaintenance.Simulation.Tests.csproj` passes after the rule slice: 21 passed.
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- Ran `jb cleanupcode --build=False ...` and `python D:\Code\crlf.py ...` for touched C# files after the rule slice.
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- Split serializable simulation records and enums from the monolithic `Models.cs` file into individual files under `Models`.
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- Moved level creation, grid mutation helpers, surface clamping, grid geometry, and inventory operations out of serializable model records.
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- Replaced separate T-junction and cross-junction props/tools with one topology-inferred `Junction` prop and one editor tool.
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- Moved junction ratio presets into balancing data.
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- Replaced hardcoded `EPairEffect` variants with parameterized surface interaction verbs and balance-owned magnitudes.
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- Temporarily introduced and then removed a public `SimulationEngine` facade after review showed it was pure delegation.
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- Updated design documentation for generic junctions and parameterized surface interactions.
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- Removed the temporary `SimulationCoreSystem` catch-all and made `SimulationEngine` the real orchestration point.
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- Split simulation behavior into purposeful systems for player actions, network propagation, consumers, leaks, surface interactions, robot safety, reactors, rule events, and forecasts.
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- Kept `Systems` limited to behavior-owning systems; shared traversal, band, and carrier math helpers live at the simulation root.
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- Replaced carrier-specific editor enum entries with parameterized editor commands.
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- Added explicit editor workflows for door edge selection, electricity wall leak access-face selection, reactor consumer binding, and basic rule event authoring.
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- Added editor operation tests plus broader junction validation and serialization round-trip coverage.
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- Verified `dotnet test tests\ReactorMaintenance.Simulation.Tests\ReactorMaintenance.Simulation.Tests.csproj` passes: 27 passed.
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- Verified `dotnet build src\ReactorMaintenance.Win2D\ReactorMaintenance.Win2D.csproj -p:Platform=x64 -p:EnableWindowsTargeting=true` succeeds on Windows.
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- Ran `jb cleanupcode --build=False ...` and `python D:\Code\crlf.py ...` for touched files in the final rewrite slice.
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## Current Work
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- Rewrite task list completed on `design-rewrite`.
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## Future Work
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No known rewrite tasks remain.
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@@ -144,7 +144,7 @@ public static class LevelEditor
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private static bool SameDoorEdge(DoorState door, GridPosition a, GridPosition b)
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{
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return door.A == a && door.B == b || door.A == b && door.B == a;
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return (door.A == a && door.B == b) || (door.A == b && door.B == a);
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}
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private static ReactorBinding BindConsumer(ReactorBinding reactor, ECarrierType carrier, GridPosition consumerPosition)
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@@ -2,6 +2,24 @@
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internal static class SurfaceInteractionSystem
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{
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private sealed class SurfaceDelta
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{
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public SurfaceState Apply(SurfaceState surface)
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{
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return surface with {
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Fuel = surface.Fuel + Fuel,
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Coolant = surface.Coolant + Coolant,
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Electricity = surface.Electricity + Electricity,
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Heat = surface.Heat + Heat
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};
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}
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public float Fuel { get; set; }
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public float Coolant { get; set; }
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public float Electricity { get; set; }
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public float Heat { get; set; }
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}
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public static LevelState Resolve(LevelState level)
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{
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var deltas = Enumerable.Range(0, level.Width * level.Height).Select(_ => new SurfaceDelta()).ToArray();
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@@ -114,22 +132,4 @@ internal static class SurfaceInteractionSystem
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break;
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}
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}
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private sealed class SurfaceDelta
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{
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public SurfaceState Apply(SurfaceState surface)
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{
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return surface with {
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Fuel = surface.Fuel + Fuel,
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Coolant = surface.Coolant + Coolant,
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Electricity = surface.Electricity + Electricity,
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Heat = surface.Heat + Heat
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};
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}
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public float Fuel { get; set; }
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public float Coolant { get; set; }
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public float Electricity { get; set; }
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public float Heat { get; set; }
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}
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}
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@@ -108,8 +108,10 @@
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<ColumnDefinition Width="*" />
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</Grid.ColumnDefinitions>
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<Button Content="Fuel" Click="BindFuel_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Coolant" Click="BindCoolant_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="2" Content="Electric" Click="BindElectricity_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Coolant" Click="BindCoolant_Click"
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HorizontalAlignment="Stretch" />
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<Button Grid.Column="2" Content="Electric" Click="BindElectricity_Click"
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HorizontalAlignment="Stretch" />
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</Grid>
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<TextBlock Text="Rule Events" FontSize="16" FontWeight="SemiBold" Foreground="#F4F1E8" />
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@@ -120,7 +122,8 @@
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<ColumnDefinition Width="*" />
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</Grid.ColumnDefinitions>
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<Button Content="Warn Next Turn" Click="AddWarningRule_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Leak Next Turn" Click="AddLeakRule_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Leak Next Turn" Click="AddLeakRule_Click"
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HorizontalAlignment="Stretch" />
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</Grid>
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<Button Content="Remove Last Rule" Click="RemoveLastRule_Click" HorizontalAlignment="Stretch" />
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@@ -139,4 +142,4 @@
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</ScrollViewer>
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</Grid>
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</Grid>
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</Window>
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</Window>
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@@ -334,7 +334,7 @@ public sealed partial class MainWindow
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private static Rect TilemapSourceRect(int wallMask)
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{
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var tilePosition = wallMask switch {
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c_BottomLeftCorner => new GridPosition(0, 0),
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c_BottomLeftCorner => new(0, 0),
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c_TopRightCorner | c_BottomRightCorner => new(1, 0),
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c_TopLeftCorner | c_BottomLeftCorner | c_BottomRightCorner => new(2, 0),
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c_BottomLeftCorner | c_BottomRightCorner => new(3, 0),
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@@ -1005,11 +1005,11 @@ public sealed partial class MainWindow
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private LevelState m_Level;
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private double m_PanX;
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private double m_PanY;
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private GridPosition? m_PendingDoorCell;
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private GridPosition? m_PendingElectricityLeakCell;
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private CanvasBitmap? m_RobotSprite;
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private GridPosition? m_SelectedCell;
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private int? m_SelectedReactorId = 1;
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private GridPosition? m_PendingDoorCell;
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private GridPosition? m_PendingElectricityLeakCell;
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private EditorToolCommand m_SelectedTool = new() { Tool = EEditorTool.Cursor };
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private CanvasBitmap? m_TerrainTilemap;
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private double m_Zoom = 1;
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