Refactor simulation effects and forecast hazards
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@@ -2,93 +2,51 @@
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public sealed class SimulationEngine
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{
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private const int c_MaxForecastStepCount = 12;
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public SimulationEngine()
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: this(
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[new PipeLeakEffect(), new MachineEffect(), new FireAndElectricalHazardEffect(), new CellIntegrityEffect()],
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[new SmokeSpreadEffect()],
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[new PipeBurstHazard(), new IgnitionHazard(), new MeltdownHazard(), new StabilityCollapseHazard()])
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{
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}
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public SimulationEngine(IEnumerable<ISimulationEffect> effects, IEnumerable<IAreaSimulationEffect> areaEffects, IEnumerable<Hazard> hazards)
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{
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m_Effects = effects.ToArray();
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m_AreaEffects = areaEffects.ToArray();
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m_Hazards = hazards.ToArray();
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}
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public LevelState AdvanceTurn(LevelState level)
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{
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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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{
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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 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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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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}
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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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Cells = cells,
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Global = global with { Turn = level.Global.Turn + 1 }
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};
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return next with { Forecasts = Forecast(next) };
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return AdvanceTurn(level, true);
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}
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public IReadOnlyList<Forecast> Forecast(LevelState level)
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{
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var forecasts = new List<Forecast>();
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var seen = new HashSet<ForecastKey>();
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var forecastLevel = level with { Cells = level.Cells.ToArray(), Forecasts = Array.Empty<Forecast>() };
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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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if (forecastLevel.Global.Lost)
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AddHazardForecasts(forecasts, seen, forecastLevel, 0);
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AddReactorReadyForecast(forecasts, seen, forecastLevel, 0);
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if (IsReactorReady(forecastLevel) || forecastLevel.Global.Lost || forecastLevel.Global.ReactorActivated)
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return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
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for (var step = 1; step <= c_MaxForecastStepCount; step++)
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{
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var position = new GridPosition(x, y);
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var cell = level.GetCell(position);
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forecastLevel = AdvanceTurn(forecastLevel, false);
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AddHazardForecasts(forecasts, seen, forecastLevel, step);
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AddReactorReadyForecast(forecasts, seen, forecastLevel, step);
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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(EFailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS"));
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}
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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(EFailureKind.Ignition, position, 1, $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN"));
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if (forecastLevel.Global.Lost || IsReactorReady(forecastLevel) || forecastLevel.Global.ReactorActivated)
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break;
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}
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if (level.Global.CoreHeat >= 8)
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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(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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@@ -105,84 +63,59 @@ public sealed class SimulationEngine
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};
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}
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private static HazardState ApplyPipeLeaks(CellState cell)
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private LevelState AdvanceTurn(LevelState level, bool updateForecasts)
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{
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var hazards = cell.Hazards;
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if (!cell.HasPipe || cell.LeakRate <= 0)
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return hazards;
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var cells = level.Cells.ToArray();
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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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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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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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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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private static HazardState ApplyFireAndElectricalHazards(CellState cell, HazardState hazards)
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{
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if (hazards.CoolantPooling >= 3 && cell.Powered)
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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 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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Fire = hasFuel || hazards.Fire,
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Heat = hazards.Heat + 2,
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Smoke = hazards.Smoke + 2,
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LiquidFuel = Math.Max(0, hazards.LiquidFuel - 1),
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FuelVapor = Math.Max(0, hazards.FuelVapor - 1)
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};
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}
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else if (hazards.Smoke > 0)
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hazards = hazards with { Smoke = hazards.Smoke - 1 };
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return hazards;
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}
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private static CellState[] SpreadSmoke(LevelState level, CellState[] cells)
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{
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var next = cells.ToArray();
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for (var y = 0; y < level.Height; y++)
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{
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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 cell = cells[level.Index(position)];
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if (cell.Hazards.Smoke < 6)
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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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foreach (var neighbor in position.Neighbors().Where(level.InBounds))
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{
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var neighborCell = next[level.Index(neighbor)];
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if (!neighborCell.IsWalkable || neighborCell.DoorLocked)
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continue;
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foreach (var effect in m_Effects)
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cell = effect.Apply(cell);
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next[level.Index(neighbor)] = neighborCell with { Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + 1) } };
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}
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cells[index] = cell with { Hazards = cell.Hazards.Clamp() };
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}
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}
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return next;
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foreach (var areaEffect in m_AreaEffects)
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cells = areaEffect.Apply(level, cells);
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var global = UpdateGlobal(level, cells);
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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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return updateForecasts ? next with { Forecasts = Forecast(next) } : next;
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}
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private void AddHazardForecasts(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
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{
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foreach (var hazard in m_Hazards)
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{
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foreach (var forecast in hazard.Predict(level, turns))
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AddForecast(forecasts, seen, forecast);
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}
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}
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private static void AddReactorReadyForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
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{
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if (IsReactorReady(level))
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AddForecast(forecasts, seen, new(EFailureKind.ReactorReady, null, turns, "REACTOR READY"));
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}
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private static void AddForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, Forecast forecast)
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{
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if (seen.Add(new(forecast.Kind, forecast.Position)))
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forecasts.Add(forecast);
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}
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private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
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@@ -214,4 +147,10 @@ public sealed class SimulationEngine
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var reactorStable = level.Global.CoreHeat < 8;
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return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
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}
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private readonly IReadOnlyList<ISimulationEffect> m_Effects;
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private readonly IReadOnlyList<IAreaSimulationEffect> m_AreaEffects;
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private readonly IReadOnlyList<Hazard> m_Hazards;
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private sealed record ForecastKey(EFailureKind Kind, GridPosition? Position);
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}
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