Refactor simulation effects and forecast hazards
This commit is contained in:
33
src/ReactorMaintenance.Simulation/CellIntegrityEffect.cs
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33
src/ReactorMaintenance.Simulation/CellIntegrityEffect.cs
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namespace ReactorMaintenance.Simulation;
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public sealed class CellIntegrityEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var integrity = cell.Integrity;
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var hazards = cell.Hazards;
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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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cell = 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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if (integrity > 0 || !cell.HasPipe)
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return cell;
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return 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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}
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@@ -0,0 +1,28 @@
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namespace ReactorMaintenance.Simulation;
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public sealed class FireAndElectricalHazardEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var hazards = cell.Hazards;
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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 cell with { Hazards = hazards.Clamp() };
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}
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}
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6
src/ReactorMaintenance.Simulation/Hazard.cs
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6
src/ReactorMaintenance.Simulation/Hazard.cs
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namespace ReactorMaintenance.Simulation;
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public abstract class Hazard
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{
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public abstract IEnumerable<Forecast> Predict(LevelState level, int turns);
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}
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@@ -0,0 +1,6 @@
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namespace ReactorMaintenance.Simulation;
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public interface IAreaSimulationEffect
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{
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CellState[] Apply(LevelState level, CellState[] cells);
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}
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6
src/ReactorMaintenance.Simulation/ISimulationEffect.cs
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6
src/ReactorMaintenance.Simulation/ISimulationEffect.cs
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namespace ReactorMaintenance.Simulation;
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public interface ISimulationEffect
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{
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CellState Apply(CellState cell);
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}
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18
src/ReactorMaintenance.Simulation/IgnitionHazard.cs
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src/ReactorMaintenance.Simulation/IgnitionHazard.cs
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namespace ReactorMaintenance.Simulation;
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public sealed class IgnitionHazard : Hazard
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{
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public override IEnumerable<Forecast> Predict(LevelState level, int turns)
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{
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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 = level.GetCell(position);
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if (cell.Hazards.Fire)
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yield return new(EFailureKind.Ignition, position, turns, turns == 1 ? $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN" : $"FUEL IGNITION PREDICTED AT {x},{y} IN {turns} TURNS");
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}
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}
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}
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}
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16
src/ReactorMaintenance.Simulation/MachineEffect.cs
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16
src/ReactorMaintenance.Simulation/MachineEffect.cs
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namespace ReactorMaintenance.Simulation;
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public sealed class MachineEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var hazards = cell.Kind switch {
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ECellKind.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + 1 },
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ECellKind.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - 2 },
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ECellKind.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + 1 },
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_ => cell.Hazards
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};
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return cell with { Hazards = hazards.Clamp() };
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}
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}
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10
src/ReactorMaintenance.Simulation/MeltdownHazard.cs
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10
src/ReactorMaintenance.Simulation/MeltdownHazard.cs
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namespace ReactorMaintenance.Simulation;
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public sealed class MeltdownHazard : Hazard
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{
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public override IEnumerable<Forecast> Predict(LevelState level, int turns)
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{
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if (level.Global is { Lost: true, Status: "CORE MELTDOWN" })
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yield return new(EFailureKind.Meltdown, null, turns, "CORE MELTDOWN APPROACHING");
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}
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}
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18
src/ReactorMaintenance.Simulation/PipeBurstHazard.cs
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18
src/ReactorMaintenance.Simulation/PipeBurstHazard.cs
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@@ -0,0 +1,18 @@
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namespace ReactorMaintenance.Simulation;
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public sealed class PipeBurstHazard : Hazard
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{
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public override IEnumerable<Forecast> Predict(LevelState level, int turns)
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{
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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 = level.GetCell(position);
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if (cell is { HasPipe: true, PipeOpen: false, Flow: 0, LeakRate: >= 3 })
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yield return new(EFailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS");
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}
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}
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}
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}
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26
src/ReactorMaintenance.Simulation/PipeLeakEffect.cs
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26
src/ReactorMaintenance.Simulation/PipeLeakEffect.cs
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namespace ReactorMaintenance.Simulation;
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public sealed class PipeLeakEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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if (!cell.HasPipe || cell.LeakRate <= 0)
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return cell;
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var hazards = cell.Pipe switch {
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EPipeMedium.Fuel => cell.Hazards with {
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LiquidFuel = cell.Hazards.LiquidFuel + cell.LeakRate,
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FuelVapor = cell.Hazards.FuelVapor + (cell.Pressure >= 7 ? cell.LeakRate : Math.Max(0, cell.Hazards.Heat - 3) / 3)
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},
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EPipeMedium.Coolant => cell.Hazards with {
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CoolantPooling = cell.Hazards.CoolantPooling + cell.LeakRate,
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Heat = cell.Hazards.Heat - Math.Max(1, cell.LeakRate / 2),
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Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= 7 ? 2 : 0)
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},
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EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0) },
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_ => cell.Hazards
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};
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return cell with { Hazards = hazards.Clamp() };
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}
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}
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@@ -2,93 +2,51 @@
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public sealed class SimulationEngine
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public sealed class SimulationEngine
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{
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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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public LevelState AdvanceTurn(LevelState level)
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{
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{
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var cells = level.Cells.ToArray();
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return AdvanceTurn(level, true);
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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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}
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}
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public IReadOnlyList<Forecast> Forecast(LevelState level)
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public IReadOnlyList<Forecast> Forecast(LevelState level)
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{
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{
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var forecasts = new List<Forecast>();
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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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if (forecastLevel.Global.Lost)
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for (var x = 0; x < level.Width; x++)
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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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{
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var position = new GridPosition(x, y);
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forecastLevel = AdvanceTurn(forecastLevel, false);
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var cell = level.GetCell(position);
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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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if (forecastLevel.Global.Lost || IsReactorReady(forecastLevel) || forecastLevel.Global.ReactorActivated)
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{
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break;
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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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}
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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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return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
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}
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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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}
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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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{
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var hazards = cell.Hazards;
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var cells = level.Cells.ToArray();
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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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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,
|
|
||||||
Heat = hazards.Heat + 2,
|
|
||||||
Smoke = hazards.Smoke + 2,
|
|
||||||
LiquidFuel = Math.Max(0, hazards.LiquidFuel - 1),
|
|
||||||
FuelVapor = Math.Max(0, hazards.FuelVapor - 1)
|
|
||||||
};
|
|
||||||
}
|
|
||||||
else if (hazards.Smoke > 0)
|
|
||||||
hazards = hazards with { Smoke = hazards.Smoke - 1 };
|
|
||||||
|
|
||||||
return hazards;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static CellState[] SpreadSmoke(LevelState level, CellState[] cells)
|
|
||||||
{
|
|
||||||
var next = cells.ToArray();
|
|
||||||
for (var y = 0; y < level.Height; y++)
|
for (var y = 0; y < level.Height; y++)
|
||||||
{
|
{
|
||||||
for (var x = 0; x < level.Width; x++)
|
for (var x = 0; x < level.Width; x++)
|
||||||
{
|
{
|
||||||
var position = new GridPosition(x, y);
|
var position = new GridPosition(x, y);
|
||||||
var cell = cells[level.Index(position)];
|
var index = level.Index(position);
|
||||||
if (cell.Hazards.Smoke < 6)
|
var cell = cells[index];
|
||||||
|
|
||||||
|
if (!cell.IsWalkable)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
foreach (var neighbor in position.Neighbors().Where(level.InBounds))
|
foreach (var effect in m_Effects)
|
||||||
{
|
cell = effect.Apply(cell);
|
||||||
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) } };
|
cells[index] = cell with { Hazards = cell.Hazards.Clamp() };
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return next;
|
foreach (var areaEffect in m_AreaEffects)
|
||||||
|
cells = areaEffect.Apply(level, cells);
|
||||||
|
|
||||||
|
var global = UpdateGlobal(level, cells);
|
||||||
|
var next = level with {
|
||||||
|
Cells = cells,
|
||||||
|
Global = global with { Turn = level.Global.Turn + 1 }
|
||||||
|
};
|
||||||
|
|
||||||
|
return updateForecasts ? next with { Forecasts = Forecast(next) } : next;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddHazardForecasts(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
|
||||||
|
{
|
||||||
|
foreach (var hazard in m_Hazards)
|
||||||
|
{
|
||||||
|
foreach (var forecast in hazard.Predict(level, turns))
|
||||||
|
AddForecast(forecasts, seen, forecast);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void AddReactorReadyForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
|
||||||
|
{
|
||||||
|
if (IsReactorReady(level))
|
||||||
|
AddForecast(forecasts, seen, new(EFailureKind.ReactorReady, null, turns, "REACTOR READY"));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void AddForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, Forecast forecast)
|
||||||
|
{
|
||||||
|
if (seen.Add(new(forecast.Kind, forecast.Position)))
|
||||||
|
forecasts.Add(forecast);
|
||||||
}
|
}
|
||||||
|
|
||||||
private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
|
private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
|
||||||
@@ -214,4 +147,10 @@ public sealed class SimulationEngine
|
|||||||
var reactorStable = level.Global.CoreHeat < 8;
|
var reactorStable = level.Global.CoreHeat < 8;
|
||||||
return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
|
return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private readonly IReadOnlyList<ISimulationEffect> m_Effects;
|
||||||
|
private readonly IReadOnlyList<IAreaSimulationEffect> m_AreaEffects;
|
||||||
|
private readonly IReadOnlyList<Hazard> m_Hazards;
|
||||||
|
|
||||||
|
private sealed record ForecastKey(EFailureKind Kind, GridPosition? Position);
|
||||||
}
|
}
|
||||||
35
src/ReactorMaintenance.Simulation/SmokeSpreadEffect.cs
Normal file
35
src/ReactorMaintenance.Simulation/SmokeSpreadEffect.cs
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
namespace ReactorMaintenance.Simulation;
|
||||||
|
|
||||||
|
public sealed class SmokeSpreadEffect : IAreaSimulationEffect
|
||||||
|
{
|
||||||
|
public CellState[] Apply(LevelState level, CellState[] cells)
|
||||||
|
{
|
||||||
|
var next = cells.ToArray();
|
||||||
|
for (var y = 0; y < level.Height; y++)
|
||||||
|
{
|
||||||
|
for (var x = 0; x < level.Width; x++)
|
||||||
|
{
|
||||||
|
var position = new GridPosition(x, y);
|
||||||
|
var cell = cells[level.Index(position)];
|
||||||
|
if (cell.Hazards.Smoke < 6)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
SpreadToNeighbors(level, next, position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return next;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void SpreadToNeighbors(LevelState level, CellState[] next, GridPosition position)
|
||||||
|
{
|
||||||
|
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) } };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
10
src/ReactorMaintenance.Simulation/StabilityCollapseHazard.cs
Normal file
10
src/ReactorMaintenance.Simulation/StabilityCollapseHazard.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
namespace ReactorMaintenance.Simulation;
|
||||||
|
|
||||||
|
public sealed class StabilityCollapseHazard : Hazard
|
||||||
|
{
|
||||||
|
public override IEnumerable<Forecast> Predict(LevelState level, int turns)
|
||||||
|
{
|
||||||
|
if (level.Global is { Lost: true, Status: "FACILITY STABILITY COLLAPSE" })
|
||||||
|
yield return new(EFailureKind.StabilityCollapse, null, turns, "FACILITY STABILITY COLLAPSE APPROACHING");
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -17,7 +17,7 @@ public sealed class SimulationEngineTests
|
|||||||
|
|
||||||
var forecasts = m_Engine.Forecast(level);
|
var forecasts = m_Engine.Forecast(level);
|
||||||
|
|
||||||
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.Ignition && forecast.Position == new GridPosition(2, 2));
|
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.Ignition && forecast.Position == new GridPosition(2, 2) && forecast.Turns == 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
@@ -35,6 +35,22 @@ public sealed class SimulationEngineTests
|
|||||||
Assert.True(next.GetCell(new(3, 3)).Hazards.ElectricalCharge >= 2);
|
Assert.True(next.GetCell(new(3, 3)).Hazards.ElectricalCharge >= 2);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ActiveFireSpreadsSmokeToOpenNeighbors()
|
||||||
|
{
|
||||||
|
var level = LevelState.Create("Smoke", 6, 6)
|
||||||
|
.SetCell(new(2, 2), new() {
|
||||||
|
Hazards = new() {
|
||||||
|
Fire = true,
|
||||||
|
Smoke = 6
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
var next = m_Engine.AdvanceTurn(level);
|
||||||
|
|
||||||
|
Assert.True(next.GetCell(new(2, 3)).Hazards.Smoke > 0);
|
||||||
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void OverpressurePredictsPipeBurst()
|
public void OverpressurePredictsPipeBurst()
|
||||||
{
|
{
|
||||||
@@ -50,6 +66,64 @@ public sealed class SimulationEngineTests
|
|||||||
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.PipeBurst && forecast.Turns == 2);
|
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.PipeBurst && forecast.Turns == 2);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ForecastCapsFutureSimulationWhenNoTerminalConditionOccurs()
|
||||||
|
{
|
||||||
|
var engine = new SimulationEngine([], [], [new StepCountingHazard()]);
|
||||||
|
var level = LevelState.Create("Stable", 6, 6);
|
||||||
|
|
||||||
|
var forecasts = engine.Forecast(level);
|
||||||
|
|
||||||
|
Assert.Equal(12, forecasts.Count);
|
||||||
|
Assert.Equal(12, forecasts.Max(forecast => forecast.Turns));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ForecastPredictsMeltdownFromFutureSimulation()
|
||||||
|
{
|
||||||
|
var level = LevelState.Create("Meltdown", 6, 6)
|
||||||
|
.SetCell(new(2, 2), new() {
|
||||||
|
Kind = ECellKind.Reactor,
|
||||||
|
Hazards = new() { Heat = 9 }
|
||||||
|
});
|
||||||
|
|
||||||
|
var forecasts = m_Engine.Forecast(level);
|
||||||
|
|
||||||
|
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.Meltdown && forecast.Turns == 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ForecastReportsAlreadyLostLevelAtCurrentTurn()
|
||||||
|
{
|
||||||
|
var level = LevelState.Create("Lost", 6, 6) with {
|
||||||
|
Global = new() {
|
||||||
|
CoreHeat = 10,
|
||||||
|
Lost = true,
|
||||||
|
Status = "CORE MELTDOWN"
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
var forecasts = m_Engine.Forecast(level);
|
||||||
|
|
||||||
|
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.Meltdown && forecast.Turns == 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ForecastPredictsStabilityCollapseFromFutureSimulation()
|
||||||
|
{
|
||||||
|
var level = LevelState.Create("Collapse", 6, 6)
|
||||||
|
.SetCell(new(2, 2), new() {
|
||||||
|
Kind = ECellKind.Generator,
|
||||||
|
Hazards = new() { Stability = 3 }
|
||||||
|
}) with {
|
||||||
|
Global = new() { FacilityStability = 1 }
|
||||||
|
};
|
||||||
|
|
||||||
|
var forecasts = m_Engine.Forecast(level);
|
||||||
|
|
||||||
|
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.StabilityCollapse && forecast.Turns == 1);
|
||||||
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void StableReactorWithPowerAndCoolingCanActivate()
|
public void StableReactorWithPowerAndCoolingCanActivate()
|
||||||
{
|
{
|
||||||
@@ -92,4 +166,12 @@ public sealed class SimulationEngineTests
|
|||||||
}
|
}
|
||||||
|
|
||||||
private readonly SimulationEngine m_Engine = new();
|
private readonly SimulationEngine m_Engine = new();
|
||||||
|
|
||||||
|
private sealed class StepCountingHazard : Hazard
|
||||||
|
{
|
||||||
|
public override IEnumerable<Forecast> Predict(LevelState level, int turns)
|
||||||
|
{
|
||||||
|
yield return new(EFailureKind.PipeBurst, new(turns, 0), turns, $"STEP {turns}");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user