Add pulse contract and isolation valves
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@@ -9,22 +9,17 @@ public sealed class SimulationEngine
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public LevelState InteractProp(LevelState level)
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{
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return PlayerActionSystem.InteractProp(level, ResolveStep);
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return PlayerActionSystem.InteractProp(level, ResolvePulse);
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}
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public LevelState InteractLeak(LevelState level, ECarrierType carrier, bool useRemedy)
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{
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return PlayerActionSystem.InteractLeak(level, carrier, useRemedy, ResolveStep);
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return PlayerActionSystem.InteractLeak(level, carrier, useRemedy, ResolvePulse);
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}
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public LevelState ApplyHeatShield(LevelState level)
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{
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return PlayerActionSystem.ApplyHeatShield(level, ResolveStep);
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}
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private LevelState ResolveStep(LevelState level)
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{
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return ResolveStep(level, true);
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return PlayerActionSystem.ApplyHeatShield(level, ResolvePulse);
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}
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public LevelState ActivateReactor(LevelState level)
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@@ -32,14 +27,26 @@ public sealed class SimulationEngine
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return ReactorSystem.Activate(level);
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}
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public LevelState EndTurn(LevelState level)
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public LevelState AdvancePulseForDebug(LevelState level)
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{
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return ResolvePulse(level);
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}
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public LevelState AdvanceStepForDebug(LevelState level)
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{
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return ResolveStep(level);
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}
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[Obsolete("Use AdvancePulseForDebug. Player-facing wait/turn advancement is not part of normal gameplay.")]
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public LevelState EndTurn(LevelState level)
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{
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return AdvancePulseForDebug(level);
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}
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[Obsolete("Use AdvancePulseForDebug. Player-facing wait/turn advancement is not part of normal gameplay.")]
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public LevelState AdvanceTurn(LevelState level)
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{
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return ResolveStep(level);
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return AdvancePulseForDebug(level);
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}
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public IReadOnlyList<Forecast> Forecast(LevelState level)
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@@ -47,7 +54,41 @@ public sealed class SimulationEngine
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return ForecastSystem.Forecast(level, simulated => ResolveStep(simulated, false));
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}
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private LevelState ResolveStep(LevelState level, bool refreshForecasts)
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private LevelState ResolvePulse(LevelState level)
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{
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var next = ValidateAndPropagate(level);
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if (next.Global.LevelState == ELevelState.Lost)
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return next;
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for (var i = 0; i < Balancing.Current.StepsPerPulse; i++)
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next = ResolveStepContent(next);
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next = ReactorSystem.DeriveState(next);
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next = SurfaceInteractionSystem.AdvanceDurations(next);
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next = next with {
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Global = next.Global with {
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Turn = next.Global.Pulse + 1,
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Pulse = next.Global.Pulse + 1
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}
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};
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return next with { Forecasts = Forecast(next) };
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}
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private LevelState ResolveStep(LevelState level, bool refreshForecasts = true)
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{
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var next = ValidateAndPropagate(level);
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if (next.Global.LevelState == ELevelState.Lost)
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return next;
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next = ResolveStepContent(next);
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next = ReactorSystem.DeriveState(next);
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next = SurfaceInteractionSystem.AdvanceDurations(next);
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return refreshForecasts ? next with { Forecasts = Forecast(next) } : next;
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}
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private LevelState ValidateAndPropagate(LevelState level)
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{
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var report = m_Validator.Validate(level);
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if (!report.IsValid)
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@@ -57,18 +98,16 @@ public sealed class SimulationEngine
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next = NetworkPropagationSystem.Propagate(next);
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next = ConsumerSystem.Resolve(next);
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next = StructuralIntegritySystem.Resolve(next);
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return next;
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}
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private static LevelState ResolveStepContent(LevelState level)
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{
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var next = level;
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next = LeakSystem.Inject(next);
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next = SurfaceInteractionSystem.Resolve(next);
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next = RobotSafetySystem.Resolve(next);
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next = ReactorSystem.DeriveState(next);
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next = SurfaceInteractionSystem.AdvanceDurations(next);
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next = next with {
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Global = next.Global with {
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Turn = next.Global.Turn + 1
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}
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};
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return refreshForecasts ? next with { Forecasts = Forecast(next) } : next;
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next = next with { Global = next.Global with { Step = next.Global.Step + 1 } };
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return next;
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}
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private readonly LevelValidator m_Validator = new();
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