From 8018ebbabbb993b9930ad19848dda6d9687a4f83 Mon Sep 17 00:00:00 2001 From: Frank Tovar Date: Fri, 8 May 2026 21:38:03 +0200 Subject: [PATCH] Centralize simulation balancing values --- README.md | 2 +- .../Balancing.cs | 74 +++++++++++++++++++ .../CellIntegrityEffect.cs | 16 ++-- .../FireAndElectricalHazardEffect.cs | 20 ++--- .../IgnitionHazard.cs | 6 +- .../LevelEditor.cs | 34 ++++----- .../MachineEffect.cs | 6 +- src/ReactorMaintenance.Simulation/Models.cs | 48 ++++++------ .../PipeBurstHazard.cs | 6 +- .../PipeLeakEffect.cs | 10 +-- .../SimulationEngine.cs | 30 ++++---- .../SmokeSpreadEffect.cs | 8 +- .../SimulationEngineTests.cs | 24 +++--- 13 files changed, 178 insertions(+), 106 deletions(-) create mode 100644 src/ReactorMaintenance.Simulation/Balancing.cs diff --git a/README.md b/README.md index e2fada6..1780cb7 100644 --- a/README.md +++ b/README.md @@ -4,7 +4,7 @@ C# WinUI 3 + Win2D level editor for the deterministic grid simulation described ## Projects -- `src/ReactorMaintenance.Simulation`: UI-independent level model, editor operations, forecasts, simulation turns, and JSON serialization. +- `src/ReactorMaintenance.Simulation`: UI-independent level model, editor operations, forecasts, simulation turns, JSON serialization, and `Balancing.cs` tuning values. - `src/ReactorMaintenance.Win2D`: Win2D editor app for painting square grid cells, loading/saving levels, advancing simulation turns, and activating the reactor. - `tests/ReactorMaintenance.Simulation.Tests`: unit tests for deterministic simulation behavior. diff --git a/src/ReactorMaintenance.Simulation/Balancing.cs b/src/ReactorMaintenance.Simulation/Balancing.cs new file mode 100644 index 0000000..e615a12 --- /dev/null +++ b/src/ReactorMaintenance.Simulation/Balancing.cs @@ -0,0 +1,74 @@ +namespace ReactorMaintenance.Simulation; + +public static class Balancing +{ + public static int MinHazardValue => 0; + public static int MaxHazardValue => 10; + public static int DefaultHazardStability => 10; + public static int DefaultCellIntegrity => 10; + public static int DefaultActionsPerTurn => 3; + public static int DefaultCoreHeat => 5; + public static int DefaultFacilityStability => 10; + public static int DefaultPower => 5; + public static int DefaultCooling => 0; + public static int FirstGridCoordinate => 0; + public static int NeighborDistance => 1; + public static int CurrentForecastTurn => 0; + public static int MinimumLevelSize => 4; + public static int DefaultLevelWidth => 16; + public static int DefaultLevelHeight => 12; + public static int DefaultRobotCoordinate => 1; + public static int DefaultPipeFlow => 4; + public static int DefaultPipePressure => 4; + public static int DefaultPressurePipeFlow => 5; + public static int DefaultPressurePipePressure => 6; + public static int DefaultEditedPipeIntegrity => 8; + public static int MinimumLeakRate => 1; + public static int DamagedPipeIntegrity => 4; + public static int RepairedLeakRate => 0; + public static int RepairedElectricalCharge => 0; + public static int HeatToolIncrease => 2; + public static int FireToolMinimumHeat => 7; + public static int FireToolMinimumSmoke => 3; + public static int MaxForecastStepCount => 12; + public static int TurnIncrement => 1; + public static int OverpressureThreshold => 7; + public static int HeatIntegrityDamageThreshold => 10; + public static int PipeFireIntegrityDamage => 1; + public static int FireStabilityDamage => 1; + public static int BurstLeakRate => 3; + public static int BrokenPipeFlow => 0; + public static int ElectrifiedCoolantPoolingThreshold => 3; + public static int ElectricalChargeIncrease => 2; + public static int FuelVaporFireThreshold => 4; + public static int LiquidFuelFireThreshold => 6; + public static int HeatIgnitionThreshold => 8; + public static int ElectricalIgnitionThreshold => 4; + public static int FireHeatIncrease => 2; + public static int FireSmokeIncrease => 2; + public static int FireLiquidFuelConsumption => 1; + public static int FireFuelVaporConsumption => 1; + public static int SmokeDecay => 1; + public static int PressurizedFuelLeakPressureThreshold => 7; + public static int PassiveFuelVaporHeatOffset => 3; + public static int PassiveFuelVaporDivisor => 3; + public static int MinimumCoolantHeatReduction => 1; + public static int CoolantHeatReductionDivisor => 2; + public static int CoolantSteamHeatThreshold => 7; + public static int CoolantSteamSmokeIncrease => 2; + public static int PressureLeakSmokeThreshold => 8; + public static int PressureLeakSmokeIncrease => 1; + public static int GeneratorHeatIncrease => 1; + public static int CoolingPumpHeatReduction => 2; + public static int ReactorHeatIncrease => 1; + public static int SmokeSpreadThreshold => 6; + public static int SmokeSpreadIncrease => 1; + public static int CriticalCellStabilityThreshold => 3; + public static int MeltdownCoreHeatThreshold => 10; + public static int StabilityCollapseThreshold => 0; + public static int GeneratorPowerOutput => 3; + public static int CoolingPumpOutput => 3; + public static int ReactorReadyPowerThreshold => 3; + public static int ReactorReadyCoolingThreshold => 3; + public static int ReactorReadyCoreHeatThreshold => 8; +} \ No newline at end of file diff --git a/src/ReactorMaintenance.Simulation/CellIntegrityEffect.cs b/src/ReactorMaintenance.Simulation/CellIntegrityEffect.cs index ebf2d49..c611632 100644 --- a/src/ReactorMaintenance.Simulation/CellIntegrityEffect.cs +++ b/src/ReactorMaintenance.Simulation/CellIntegrityEffect.cs @@ -7,13 +7,13 @@ public sealed class CellIntegrityEffect : ISimulationEffect var integrity = cell.Integrity; var hazards = cell.Hazards; - if (cell is { HasPipe: true, Pressure: > 7 }) - integrity -= cell.Pressure - 7; + if (cell is { HasPipe: true } && cell.Pressure > Balancing.OverpressureThreshold) + integrity -= cell.Pressure - Balancing.OverpressureThreshold; - if (hazards.Heat >= 10 || hazards.Fire) + if (hazards.Heat >= Balancing.HeatIntegrityDamageThreshold || hazards.Fire) { - integrity -= cell.HasPipe ? 1 : 0; - hazards = hazards with { Stability = hazards.Stability - 1 }; + integrity -= cell.HasPipe ? Balancing.PipeFireIntegrityDamage : Balancing.MinHazardValue; + hazards = hazards with { Stability = hazards.Stability - Balancing.FireStabilityDamage }; } cell = cell with { @@ -21,12 +21,12 @@ public sealed class CellIntegrityEffect : ISimulationEffect Hazards = hazards.Clamp() }; - if (integrity > 0 || !cell.HasPipe) + if (integrity > Balancing.MinHazardValue || !cell.HasPipe) return cell; return cell with { - LeakRate = Math.Max(cell.LeakRate, 3), - Flow = 0, + LeakRate = Math.Max(cell.LeakRate, Balancing.BurstLeakRate), + Flow = Balancing.BrokenPipeFlow, PipeOpen = false }; } diff --git a/src/ReactorMaintenance.Simulation/FireAndElectricalHazardEffect.cs b/src/ReactorMaintenance.Simulation/FireAndElectricalHazardEffect.cs index 689f77d..c64cc32 100644 --- a/src/ReactorMaintenance.Simulation/FireAndElectricalHazardEffect.cs +++ b/src/ReactorMaintenance.Simulation/FireAndElectricalHazardEffect.cs @@ -5,23 +5,23 @@ public sealed class FireAndElectricalHazardEffect : ISimulationEffect public CellState Apply(CellState cell) { var hazards = cell.Hazards; - if (hazards.CoolantPooling >= 3 && cell.Powered) - hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + 2 }; + if (hazards.CoolantPooling >= Balancing.ElectrifiedCoolantPoolingThreshold && cell.Powered) + hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.ElectricalChargeIncrease }; - var hasFuel = hazards.FuelVapor >= 4 || hazards.LiquidFuel >= 6; - var hasIgnition = hazards.Heat >= 8 || hazards.ElectricalCharge >= 4 || cell is { Kind: ECellKind.Generator, Powered: true }; + var hasFuel = hazards.FuelVapor >= Balancing.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.LiquidFuelFireThreshold; + var hasIgnition = hazards.Heat >= Balancing.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.ElectricalIgnitionThreshold || cell is { Kind: ECellKind.Generator, Powered: true }; if ((hasFuel && hasIgnition) || hazards.Fire) { hazards = hazards with { 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) + Heat = hazards.Heat + Balancing.FireHeatIncrease, + Smoke = hazards.Smoke + Balancing.FireSmokeIncrease, + LiquidFuel = Math.Max(Balancing.MinHazardValue, hazards.LiquidFuel - Balancing.FireLiquidFuelConsumption), + FuelVapor = Math.Max(Balancing.MinHazardValue, hazards.FuelVapor - Balancing.FireFuelVaporConsumption) }; } - else if (hazards.Smoke > 0) - hazards = hazards with { Smoke = hazards.Smoke - 1 }; + else if (hazards.Smoke > Balancing.MinHazardValue) + hazards = hazards with { Smoke = hazards.Smoke - Balancing.SmokeDecay }; return cell with { Hazards = hazards.Clamp() }; } diff --git a/src/ReactorMaintenance.Simulation/IgnitionHazard.cs b/src/ReactorMaintenance.Simulation/IgnitionHazard.cs index 73a4a02..51b855f 100644 --- a/src/ReactorMaintenance.Simulation/IgnitionHazard.cs +++ b/src/ReactorMaintenance.Simulation/IgnitionHazard.cs @@ -4,14 +4,14 @@ public sealed class IgnitionHazard : Hazard { public override IEnumerable Predict(LevelState level, int turns) { - for (var y = 0; y < level.Height; y++) + for (var y = Balancing.FirstGridCoordinate; y < level.Height; y++) { - for (var x = 0; x < level.Width; x++) + for (var x = Balancing.FirstGridCoordinate; x < level.Width; x++) { var position = new GridPosition(x, y); var cell = level.GetCell(position); if (cell.Hazards.Fire) - 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"); + yield return new(EFailureKind.Ignition, position, turns, turns == Balancing.TurnIncrement ? $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN" : $"FUEL IGNITION PREDICTED AT {x},{y} IN {turns} TURNS"); } } } diff --git a/src/ReactorMaintenance.Simulation/LevelEditor.cs b/src/ReactorMaintenance.Simulation/LevelEditor.cs index 0e88061..a9e09fc 100644 --- a/src/ReactorMaintenance.Simulation/LevelEditor.cs +++ b/src/ReactorMaintenance.Simulation/LevelEditor.cs @@ -58,43 +58,43 @@ public static class LevelEditor }, EEditorTool.CoolantPipe => cell with { Pipe = EPipeMedium.Coolant, - Flow = 4, - Pressure = 4, - Integrity = Math.Max(cell.Integrity, 8), + Flow = Balancing.DefaultPipeFlow, + Pressure = Balancing.DefaultPipePressure, + Integrity = Math.Max(cell.Integrity, Balancing.DefaultEditedPipeIntegrity), PipeOpen = true }, EEditorTool.FuelPipe => cell with { Pipe = EPipeMedium.Fuel, - Flow = 4, - Pressure = 4, - Integrity = Math.Max(cell.Integrity, 8), + Flow = Balancing.DefaultPipeFlow, + Pressure = Balancing.DefaultPipePressure, + Integrity = Math.Max(cell.Integrity, Balancing.DefaultEditedPipeIntegrity), PipeOpen = true }, EEditorTool.PressurePipe => cell with { Pipe = EPipeMedium.Pressure, - Flow = 5, - Pressure = 6, - Integrity = Math.Max(cell.Integrity, 8), + Flow = Balancing.DefaultPressurePipeFlow, + Pressure = Balancing.DefaultPressurePipePressure, + Integrity = Math.Max(cell.Integrity, Balancing.DefaultEditedPipeIntegrity), PipeOpen = true }, EEditorTool.Leak => cell with { - LeakRate = Math.Max(1, cell.LeakRate), - Integrity = Math.Min(cell.Integrity, 4) + LeakRate = Math.Max(Balancing.MinimumLeakRate, cell.LeakRate), + Integrity = Math.Min(cell.Integrity, Balancing.DamagedPipeIntegrity) }, EEditorTool.Repair => cell with { - LeakRate = 0, - Integrity = 10, + LeakRate = Balancing.RepairedLeakRate, + Integrity = Balancing.DefaultCellIntegrity, Hazards = cell.Hazards with { Fire = false, - ElectricalCharge = 0 + ElectricalCharge = Balancing.RepairedElectricalCharge } }, - EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + 2) } }, + EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + Balancing.HeatToolIncrease) } }, EEditorTool.Fire => cell with { Hazards = cell.Hazards with { Fire = !cell.Hazards.Fire, - Heat = Math.Max(cell.Hazards.Heat, 7), - Smoke = Math.Max(cell.Hazards.Smoke, 3) + Heat = Math.Max(cell.Hazards.Heat, Balancing.FireToolMinimumHeat), + Smoke = Math.Max(cell.Hazards.Smoke, Balancing.FireToolMinimumSmoke) } }, _ => cell diff --git a/src/ReactorMaintenance.Simulation/MachineEffect.cs b/src/ReactorMaintenance.Simulation/MachineEffect.cs index 9ebbec1..e879604 100644 --- a/src/ReactorMaintenance.Simulation/MachineEffect.cs +++ b/src/ReactorMaintenance.Simulation/MachineEffect.cs @@ -5,9 +5,9 @@ public sealed class MachineEffect : ISimulationEffect public CellState Apply(CellState cell) { var hazards = cell.Kind switch { - ECellKind.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + 1 }, - ECellKind.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - 2 }, - ECellKind.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + 1 }, + ECellKind.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.GeneratorHeatIncrease }, + ECellKind.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - Balancing.CoolingPumpHeatReduction }, + ECellKind.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.ReactorHeatIncrease }, _ => cell.Hazards }; diff --git a/src/ReactorMaintenance.Simulation/Models.cs b/src/ReactorMaintenance.Simulation/Models.cs index 019d3bd..32a0042 100644 --- a/src/ReactorMaintenance.Simulation/Models.cs +++ b/src/ReactorMaintenance.Simulation/Models.cs @@ -34,10 +34,10 @@ public sealed record GridPosition(int X, int Y) { public IEnumerable Neighbors() { - yield return new(X - 1, Y); - yield return new(X + 1, Y); - yield return new(X, Y - 1); - yield return new(X, Y + 1); + yield return new(X - Balancing.NeighborDistance, Y); + yield return new(X + Balancing.NeighborDistance, Y); + yield return new(X, Y - Balancing.NeighborDistance); + yield return new(X, Y + Balancing.NeighborDistance); } } @@ -62,7 +62,7 @@ public sealed record HazardState public int LiquidFuel { get; init; } public int CoolantPooling { get; init; } public int ElectricalCharge { get; init; } - public int Stability { get; init; } = 10; + public int Stability { get; init; } = Balancing.DefaultHazardStability; public bool Fire { get; init; } } @@ -72,7 +72,7 @@ public sealed record CellState public EPipeMedium Pipe { get; init; } public int Flow { get; init; } public int Pressure { get; init; } - public int Integrity { get; init; } = 10; + public int Integrity { get; init; } = Balancing.DefaultCellIntegrity; public int LeakRate { get; init; } public bool PipeOpen { get; init; } = true; public bool Powered { get; init; } @@ -85,11 +85,11 @@ public sealed record CellState public sealed record GlobalState { public int Turn { get; init; } - public int ActionsPerTurn { get; init; } = 3; - public int CoreHeat { get; init; } = 5; - public int FacilityStability { get; init; } = 10; - public int Power { get; init; } = 5; - public int Cooling { get; init; } = 0; + public int ActionsPerTurn { get; init; } = Balancing.DefaultActionsPerTurn; + public int CoreHeat { get; init; } = Balancing.DefaultCoreHeat; + public int FacilityStability { get; init; } = Balancing.DefaultFacilityStability; + public int Power { get; init; } = Balancing.DefaultPower; + public int Cooling { get; init; } = Balancing.DefaultCooling; public bool ReactorActivated { get; init; } public bool Lost { get; init; } public string Status { get; init; } = "STABILIZE SYSTEMS"; @@ -101,15 +101,15 @@ public sealed record LevelState { public static LevelState Create(string name, int width, int height) { - if (width < 4 || height < 4) - throw new ArgumentOutOfRangeException(nameof(width), "Levels must be at least 4x4."); + if (width < Balancing.MinimumLevelSize || height < Balancing.MinimumLevelSize) + throw new ArgumentOutOfRangeException(nameof(width), $"Levels must be at least {Balancing.MinimumLevelSize}x{Balancing.MinimumLevelSize}."); var cells = CreateCells(width, height); - for (var y = 0; y < height; y++) + for (var y = Balancing.FirstGridCoordinate; y < height; y++) { - for (var x = 0; x < width; x++) + for (var x = Balancing.FirstGridCoordinate; x < width; x++) { - if (x == 0 || y == 0 || x == width - 1 || y == height - 1) + if (x == Balancing.FirstGridCoordinate || y == Balancing.FirstGridCoordinate || x == width - Balancing.NeighborDistance || y == height - Balancing.NeighborDistance) cells[y * width + x] = cells[y * width + x] with { Kind = ECellKind.Wall }; } } @@ -119,7 +119,7 @@ public sealed record LevelState Width = width, Height = height, Cells = cells, - Robot = new(1, 1) + Robot = new(Balancing.DefaultRobotCoordinate, Balancing.DefaultRobotCoordinate) }; } @@ -139,7 +139,7 @@ public sealed record LevelState public bool InBounds(GridPosition position) { - return position.X >= 0 && position.Y >= 0 && position.X < Width && position.Y < Height; + return position.X >= Balancing.FirstGridCoordinate && position.Y >= Balancing.FirstGridCoordinate && position.X < Width && position.Y < Height; } public int Index(GridPosition position) @@ -155,14 +155,14 @@ public sealed record LevelState private static CellState[] CreateCells(int width, int height) { - return Enumerable.Range(0, width * height).Select(_ => new CellState()).ToArray(); + return Enumerable.Range(Balancing.FirstGridCoordinate, width * height).Select(_ => new CellState()).ToArray(); } public string Name { get; init; } = "New Reactor"; - public int Width { get; init; } = 16; - public int Height { get; init; } = 12; - public CellState[] Cells { get; init; } = CreateCells(16, 12); - public GridPosition Robot { get; init; } = new(1, 1); + public int Width { get; init; } = Balancing.DefaultLevelWidth; + public int Height { get; init; } = Balancing.DefaultLevelHeight; + public CellState[] Cells { get; init; } = CreateCells(Balancing.DefaultLevelWidth, Balancing.DefaultLevelHeight); + public GridPosition Robot { get; init; } = new(Balancing.DefaultRobotCoordinate, Balancing.DefaultRobotCoordinate); public GlobalState Global { get; init; } = new(); public IReadOnlyList Forecasts { get; init; } = Array.Empty(); } @@ -171,6 +171,6 @@ internal static class Rules { public static int Clamp(int value) { - return Math.Clamp(value, 0, 10); + return Math.Clamp(value, Balancing.MinHazardValue, Balancing.MaxHazardValue); } } \ No newline at end of file diff --git a/src/ReactorMaintenance.Simulation/PipeBurstHazard.cs b/src/ReactorMaintenance.Simulation/PipeBurstHazard.cs index e0ab611..c578f7b 100644 --- a/src/ReactorMaintenance.Simulation/PipeBurstHazard.cs +++ b/src/ReactorMaintenance.Simulation/PipeBurstHazard.cs @@ -4,13 +4,13 @@ public sealed class PipeBurstHazard : Hazard { public override IEnumerable Predict(LevelState level, int turns) { - for (var y = 0; y < level.Height; y++) + for (var y = Balancing.FirstGridCoordinate; y < level.Height; y++) { - for (var x = 0; x < level.Width; x++) + for (var x = Balancing.FirstGridCoordinate; x < level.Width; x++) { var position = new GridPosition(x, y); var cell = level.GetCell(position); - if (cell is { HasPipe: true, PipeOpen: false, Flow: 0, LeakRate: >= 3 }) + if (cell is { HasPipe: true, PipeOpen: false } && cell.Flow == Balancing.BrokenPipeFlow && cell.LeakRate >= Balancing.BurstLeakRate) yield return new(EFailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS"); } } diff --git a/src/ReactorMaintenance.Simulation/PipeLeakEffect.cs b/src/ReactorMaintenance.Simulation/PipeLeakEffect.cs index 22c8a1f..9792bb4 100644 --- a/src/ReactorMaintenance.Simulation/PipeLeakEffect.cs +++ b/src/ReactorMaintenance.Simulation/PipeLeakEffect.cs @@ -4,20 +4,20 @@ public sealed class PipeLeakEffect : ISimulationEffect { public CellState Apply(CellState cell) { - if (!cell.HasPipe || cell.LeakRate <= 0) + if (!cell.HasPipe || cell.LeakRate <= Balancing.MinHazardValue) return cell; var hazards = cell.Pipe switch { EPipeMedium.Fuel => cell.Hazards with { LiquidFuel = cell.Hazards.LiquidFuel + cell.LeakRate, - FuelVapor = cell.Hazards.FuelVapor + (cell.Pressure >= 7 ? cell.LeakRate : Math.Max(0, cell.Hazards.Heat - 3) / 3) + FuelVapor = cell.Hazards.FuelVapor + (cell.Pressure >= Balancing.PressurizedFuelLeakPressureThreshold ? cell.LeakRate : Math.Max(Balancing.MinHazardValue, cell.Hazards.Heat - Balancing.PassiveFuelVaporHeatOffset) / Balancing.PassiveFuelVaporDivisor) }, EPipeMedium.Coolant => cell.Hazards with { CoolantPooling = cell.Hazards.CoolantPooling + cell.LeakRate, - Heat = cell.Hazards.Heat - Math.Max(1, cell.LeakRate / 2), - Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= 7 ? 2 : 0) + Heat = cell.Hazards.Heat - Math.Max(Balancing.MinimumCoolantHeatReduction, cell.LeakRate / Balancing.CoolantHeatReductionDivisor), + Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= Balancing.CoolantSteamHeatThreshold ? Balancing.CoolantSteamSmokeIncrease : Balancing.MinHazardValue) }, - EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0) }, + EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= Balancing.PressureLeakSmokeThreshold ? Balancing.PressureLeakSmokeIncrease : Balancing.MinHazardValue) }, _ => cell.Hazards }; diff --git a/src/ReactorMaintenance.Simulation/SimulationEngine.cs b/src/ReactorMaintenance.Simulation/SimulationEngine.cs index 00f9e42..e5accdb 100644 --- a/src/ReactorMaintenance.Simulation/SimulationEngine.cs +++ b/src/ReactorMaintenance.Simulation/SimulationEngine.cs @@ -23,14 +23,14 @@ public sealed class SimulationEngine(IEnumerable effects, IEn var seen = new HashSet(); var forecastLevel = level with { Cells = level.Cells.ToArray(), Forecasts = Array.Empty() }; if (forecastLevel.Global.Lost) - AddHazardForecasts(forecasts, seen, forecastLevel, 0); + AddHazardForecasts(forecasts, seen, forecastLevel, Balancing.CurrentForecastTurn); - AddReactorReadyForecast(forecasts, seen, forecastLevel, 0); + AddReactorReadyForecast(forecasts, seen, forecastLevel, Balancing.CurrentForecastTurn); if (IsReactorReady(forecastLevel) || forecastLevel.Global.Lost || forecastLevel.Global.ReactorActivated) return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray(); - for (var step = 1; step <= c_MaxForecastStepCount; step++) + for (var step = Balancing.TurnIncrement; step <= Balancing.MaxForecastStepCount; step++) { forecastLevel = AdvanceTurn(forecastLevel, false); AddHazardForecasts(forecasts, seen, forecastLevel, step); @@ -60,9 +60,9 @@ public sealed class SimulationEngine(IEnumerable effects, IEn { var cells = level.Cells.ToArray(); - for (var y = 0; y < level.Height; y++) + for (var y = Balancing.FirstGridCoordinate; y < level.Height; y++) { - for (var x = 0; x < level.Width; x++) + for (var x = Balancing.FirstGridCoordinate; x < level.Width; x++) { var position = new GridPosition(x, y); var index = level.Index(position); @@ -84,7 +84,7 @@ public sealed class SimulationEngine(IEnumerable effects, IEn var global = UpdateGlobal(level, cells); var next = level with { Cells = cells, - Global = global with { Turn = level.Global.Turn + 1 } + Global = global with { Turn = level.Global.Turn + Balancing.TurnIncrement } }; return updateForecasts ? next with { Forecasts = Forecast(next) } : next; @@ -116,14 +116,14 @@ public sealed class SimulationEngine(IEnumerable effects, IEn 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 damagedCriticalCells = cells.Count(c => c.Kind is ECellKind.Reactor or ECellKind.Generator or ECellKind.CoolingPump && c.Hazards.Stability <= Balancing.CriticalCellStabilityThreshold); 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 lost = reactorHeat >= Balancing.MeltdownCoreHeatThreshold || stability <= Balancing.StabilityCollapseThreshold; + var status = lost ? reactorHeat >= Balancing.MeltdownCoreHeatThreshold ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE" : "STABILIZE SYSTEMS"; var global = level.Global with { CoreHeat = Rules.Clamp(reactorHeat - poweredPumps), - Power = Rules.Clamp(poweredGenerators * 3), - Cooling = Rules.Clamp(poweredPumps * 3), + Power = Rules.Clamp(poweredGenerators * Balancing.GeneratorPowerOutput), + Cooling = Rules.Clamp(poweredPumps * Balancing.CoolingPumpOutput), FacilityStability = stability, Lost = lost, Status = status @@ -135,15 +135,13 @@ public sealed class SimulationEngine(IEnumerable effects, IEn private static bool IsReactorReady(LevelState level) { 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; + var hasStablePower = level.Global.Power >= Balancing.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false }); + var hasCooling = level.Global.Cooling >= Balancing.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false }); + var reactorStable = level.Global.CoreHeat < Balancing.ReactorReadyCoreHeatThreshold; return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost; } - private const int c_MaxForecastStepCount = 12; private readonly IReadOnlyList m_AreaEffects = areaEffects.ToArray(); - private readonly IReadOnlyList m_Effects = effects.ToArray(); private readonly IReadOnlyList m_Hazards = hazards.ToArray(); } \ No newline at end of file diff --git a/src/ReactorMaintenance.Simulation/SmokeSpreadEffect.cs b/src/ReactorMaintenance.Simulation/SmokeSpreadEffect.cs index 7507a24..7dab7b2 100644 --- a/src/ReactorMaintenance.Simulation/SmokeSpreadEffect.cs +++ b/src/ReactorMaintenance.Simulation/SmokeSpreadEffect.cs @@ -5,13 +5,13 @@ 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 y = Balancing.FirstGridCoordinate; y < level.Height; y++) { - for (var x = 0; x < level.Width; x++) + for (var x = Balancing.FirstGridCoordinate; x < level.Width; x++) { var position = new GridPosition(x, y); var cell = cells[level.Index(position)]; - if (cell.Hazards.Smoke < 6) + if (cell.Hazards.Smoke < Balancing.SmokeSpreadThreshold) continue; SpreadToNeighbors(level, next, position); @@ -29,7 +29,7 @@ public sealed class SmokeSpreadEffect : IAreaSimulationEffect if (!neighborCell.IsWalkable || neighborCell.DoorLocked) continue; - next[level.Index(neighbor)] = neighborCell with { Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + 1) } }; + next[level.Index(neighbor)] = neighborCell with { Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + Balancing.SmokeSpreadIncrease) } }; } } } \ No newline at end of file diff --git a/tests/ReactorMaintenance.Simulation.Tests/SimulationEngineTests.cs b/tests/ReactorMaintenance.Simulation.Tests/SimulationEngineTests.cs index 0efeedd..6c729d3 100644 --- a/tests/ReactorMaintenance.Simulation.Tests/SimulationEngineTests.cs +++ b/tests/ReactorMaintenance.Simulation.Tests/SimulationEngineTests.cs @@ -9,9 +9,9 @@ public sealed class SimulationEngineTests .SetCell(new(2, 2), new() { Kind = ECellKind.Generator, Pipe = EPipeMedium.Fuel, - LeakRate = 4, - Pressure = 8, - Integrity = 8, + LeakRate = Balancing.FuelVaporFireThreshold, + Pressure = Balancing.PressurizedFuelLeakPressureThreshold + Balancing.NeighborDistance, + Integrity = Balancing.DefaultEditedPipeIntegrity, Powered = true }); @@ -26,13 +26,13 @@ public sealed class SimulationEngineTests var level = LevelState.Create("Wet cable", 6, 6) .SetCell(new(3, 3), new() { Pipe = EPipeMedium.Coolant, - LeakRate = 3, + LeakRate = Balancing.ElectrifiedCoolantPoolingThreshold, Powered = true }); var next = m_Engine.AdvanceTurn(level); - Assert.True(next.GetCell(new(3, 3)).Hazards.ElectricalCharge >= 2); + Assert.True(next.GetCell(new(3, 3)).Hazards.ElectricalCharge >= Balancing.ElectricalChargeIncrease); } [Fact] @@ -42,7 +42,7 @@ public sealed class SimulationEngineTests .SetCell(new(2, 2), new() { Hazards = new() { Fire = true, - Smoke = 6 + Smoke = Balancing.SmokeSpreadThreshold } }); @@ -99,8 +99,8 @@ public sealed class SimulationEngineTests var forecasts = engine.Forecast(level); - Assert.Equal(12, forecasts.Count); - Assert.Equal(12, forecasts.Max(forecast => forecast.Turns)); + Assert.Equal(Balancing.MaxForecastStepCount, forecasts.Count); + Assert.Equal(Balancing.MaxForecastStepCount, forecasts.Max(forecast => forecast.Turns)); } [Fact] @@ -109,7 +109,7 @@ public sealed class SimulationEngineTests var level = LevelState.Create("Meltdown", 6, 6) .SetCell(new(2, 2), new() { Kind = ECellKind.Reactor, - Hazards = new() { Heat = 9 } + Hazards = new() { Heat = Balancing.MeltdownCoreHeatThreshold - Balancing.ReactorHeatIncrease } }); var forecasts = m_Engine.Forecast(level); @@ -122,7 +122,7 @@ public sealed class SimulationEngineTests { var level = LevelState.Create("Lost", 6, 6) with { Global = new() { - CoreHeat = 10, + CoreHeat = Balancing.MeltdownCoreHeatThreshold, Lost = true, Status = "CORE MELTDOWN" } @@ -139,9 +139,9 @@ public sealed class SimulationEngineTests var level = LevelState.Create("Collapse", 6, 6) .SetCell(new(2, 2), new() { Kind = ECellKind.Generator, - Hazards = new() { Stability = 3 } + Hazards = new() { Stability = Balancing.CriticalCellStabilityThreshold } }) with { - Global = new() { FacilityStability = 1 } + Global = new() { FacilityStability = Balancing.FireStabilityDamage } }; var forecasts = m_Engine.Forecast(level);