Centralize simulation balancing values
This commit is contained in:
74
src/ReactorMaintenance.Simulation/Balancing.cs
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74
src/ReactorMaintenance.Simulation/Balancing.cs
Normal file
@@ -0,0 +1,74 @@
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namespace ReactorMaintenance.Simulation;
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public static class Balancing
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{
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public static int MinHazardValue => 0;
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public static int MaxHazardValue => 10;
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public static int DefaultHazardStability => 10;
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public static int DefaultCellIntegrity => 10;
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public static int DefaultActionsPerTurn => 3;
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public static int DefaultCoreHeat => 5;
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public static int DefaultFacilityStability => 10;
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public static int DefaultPower => 5;
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public static int DefaultCooling => 0;
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public static int FirstGridCoordinate => 0;
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public static int NeighborDistance => 1;
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public static int CurrentForecastTurn => 0;
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public static int MinimumLevelSize => 4;
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public static int DefaultLevelWidth => 16;
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public static int DefaultLevelHeight => 12;
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public static int DefaultRobotCoordinate => 1;
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public static int DefaultPipeFlow => 4;
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public static int DefaultPipePressure => 4;
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public static int DefaultPressurePipeFlow => 5;
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public static int DefaultPressurePipePressure => 6;
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public static int DefaultEditedPipeIntegrity => 8;
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public static int MinimumLeakRate => 1;
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public static int DamagedPipeIntegrity => 4;
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public static int RepairedLeakRate => 0;
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public static int RepairedElectricalCharge => 0;
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public static int HeatToolIncrease => 2;
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public static int FireToolMinimumHeat => 7;
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public static int FireToolMinimumSmoke => 3;
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public static int MaxForecastStepCount => 12;
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public static int TurnIncrement => 1;
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public static int OverpressureThreshold => 7;
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public static int HeatIntegrityDamageThreshold => 10;
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public static int PipeFireIntegrityDamage => 1;
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public static int FireStabilityDamage => 1;
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public static int BurstLeakRate => 3;
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public static int BrokenPipeFlow => 0;
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public static int ElectrifiedCoolantPoolingThreshold => 3;
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public static int ElectricalChargeIncrease => 2;
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public static int FuelVaporFireThreshold => 4;
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public static int LiquidFuelFireThreshold => 6;
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public static int HeatIgnitionThreshold => 8;
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public static int ElectricalIgnitionThreshold => 4;
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public static int FireHeatIncrease => 2;
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public static int FireSmokeIncrease => 2;
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public static int FireLiquidFuelConsumption => 1;
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public static int FireFuelVaporConsumption => 1;
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public static int SmokeDecay => 1;
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public static int PressurizedFuelLeakPressureThreshold => 7;
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public static int PassiveFuelVaporHeatOffset => 3;
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public static int PassiveFuelVaporDivisor => 3;
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public static int MinimumCoolantHeatReduction => 1;
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public static int CoolantHeatReductionDivisor => 2;
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public static int CoolantSteamHeatThreshold => 7;
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public static int CoolantSteamSmokeIncrease => 2;
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public static int PressureLeakSmokeThreshold => 8;
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public static int PressureLeakSmokeIncrease => 1;
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public static int GeneratorHeatIncrease => 1;
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public static int CoolingPumpHeatReduction => 2;
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public static int ReactorHeatIncrease => 1;
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public static int SmokeSpreadThreshold => 6;
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public static int SmokeSpreadIncrease => 1;
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public static int CriticalCellStabilityThreshold => 3;
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public static int MeltdownCoreHeatThreshold => 10;
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public static int StabilityCollapseThreshold => 0;
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public static int GeneratorPowerOutput => 3;
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public static int CoolingPumpOutput => 3;
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public static int ReactorReadyPowerThreshold => 3;
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public static int ReactorReadyCoolingThreshold => 3;
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public static int ReactorReadyCoreHeatThreshold => 8;
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}
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@@ -7,13 +7,13 @@ public sealed class CellIntegrityEffect : ISimulationEffect
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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 (cell is { HasPipe: true } && cell.Pressure > Balancing.OverpressureThreshold)
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integrity -= cell.Pressure - Balancing.OverpressureThreshold;
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if (hazards.Heat >= 10 || hazards.Fire)
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if (hazards.Heat >= Balancing.HeatIntegrityDamageThreshold || 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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integrity -= cell.HasPipe ? Balancing.PipeFireIntegrityDamage : Balancing.MinHazardValue;
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hazards = hazards with { Stability = hazards.Stability - Balancing.FireStabilityDamage };
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}
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cell = cell with {
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@@ -21,12 +21,12 @@ public sealed class CellIntegrityEffect : ISimulationEffect
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Hazards = hazards.Clamp()
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};
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if (integrity > 0 || !cell.HasPipe)
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if (integrity > Balancing.MinHazardValue || !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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LeakRate = Math.Max(cell.LeakRate, Balancing.BurstLeakRate),
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Flow = Balancing.BrokenPipeFlow,
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PipeOpen = false
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};
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}
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@@ -5,23 +5,23 @@ public sealed class FireAndElectricalHazardEffect : ISimulationEffect
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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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if (hazards.CoolantPooling >= Balancing.ElectrifiedCoolantPoolingThreshold && cell.Powered)
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.ElectricalChargeIncrease };
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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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var hasFuel = hazards.FuelVapor >= Balancing.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.LiquidFuelFireThreshold;
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var hasIgnition = hazards.Heat >= Balancing.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.ElectricalIgnitionThreshold || 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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Heat = hazards.Heat + Balancing.FireHeatIncrease,
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Smoke = hazards.Smoke + Balancing.FireSmokeIncrease,
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LiquidFuel = Math.Max(Balancing.MinHazardValue, hazards.LiquidFuel - Balancing.FireLiquidFuelConsumption),
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FuelVapor = Math.Max(Balancing.MinHazardValue, hazards.FuelVapor - Balancing.FireFuelVaporConsumption)
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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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else if (hazards.Smoke > Balancing.MinHazardValue)
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hazards = hazards with { Smoke = hazards.Smoke - Balancing.SmokeDecay };
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return cell with { Hazards = hazards.Clamp() };
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}
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@@ -4,14 +4,14 @@ 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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for (var y = Balancing.FirstGridCoordinate; y < level.Height; y++)
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{
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for (var x = 0; x < level.Width; x++)
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for (var x = Balancing.FirstGridCoordinate; 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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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");
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}
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}
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}
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@@ -58,43 +58,43 @@ public static class LevelEditor
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},
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EEditorTool.CoolantPipe => cell with {
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Pipe = EPipeMedium.Coolant,
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Flow = 4,
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Pressure = 4,
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Integrity = Math.Max(cell.Integrity, 8),
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Flow = Balancing.DefaultPipeFlow,
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Pressure = Balancing.DefaultPipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.FuelPipe => cell with {
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Pipe = EPipeMedium.Fuel,
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Flow = 4,
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Pressure = 4,
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Integrity = Math.Max(cell.Integrity, 8),
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Flow = Balancing.DefaultPipeFlow,
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Pressure = Balancing.DefaultPipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.PressurePipe => cell with {
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Pipe = EPipeMedium.Pressure,
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Flow = 5,
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Pressure = 6,
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Integrity = Math.Max(cell.Integrity, 8),
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Flow = Balancing.DefaultPressurePipeFlow,
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Pressure = Balancing.DefaultPressurePipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.Leak => cell with {
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LeakRate = Math.Max(1, cell.LeakRate),
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Integrity = Math.Min(cell.Integrity, 4)
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LeakRate = Math.Max(Balancing.MinimumLeakRate, cell.LeakRate),
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Integrity = Math.Min(cell.Integrity, Balancing.DamagedPipeIntegrity)
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},
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EEditorTool.Repair => cell with {
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LeakRate = 0,
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Integrity = 10,
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LeakRate = Balancing.RepairedLeakRate,
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Integrity = Balancing.DefaultCellIntegrity,
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Hazards = cell.Hazards with {
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Fire = false,
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ElectricalCharge = 0
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ElectricalCharge = Balancing.RepairedElectricalCharge
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}
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},
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EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + 2) } },
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EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + Balancing.HeatToolIncrease) } },
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EEditorTool.Fire => cell with {
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Hazards = cell.Hazards with {
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Fire = !cell.Hazards.Fire,
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Heat = Math.Max(cell.Hazards.Heat, 7),
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Smoke = Math.Max(cell.Hazards.Smoke, 3)
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Heat = Math.Max(cell.Hazards.Heat, Balancing.FireToolMinimumHeat),
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Smoke = Math.Max(cell.Hazards.Smoke, Balancing.FireToolMinimumSmoke)
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}
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},
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_ => cell
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@@ -5,9 +5,9 @@ public sealed class MachineEffect : ISimulationEffect
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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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ECellKind.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.GeneratorHeatIncrease },
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ECellKind.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - Balancing.CoolingPumpHeatReduction },
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ECellKind.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.ReactorHeatIncrease },
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_ => cell.Hazards
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};
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@@ -34,10 +34,10 @@ public sealed record GridPosition(int X, int Y)
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{
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public IEnumerable<GridPosition> Neighbors()
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{
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yield return new(X - 1, Y);
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yield return new(X + 1, Y);
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yield return new(X, Y - 1);
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yield return new(X, Y + 1);
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yield return new(X - Balancing.NeighborDistance, Y);
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yield return new(X + Balancing.NeighborDistance, Y);
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yield return new(X, Y - Balancing.NeighborDistance);
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yield return new(X, Y + Balancing.NeighborDistance);
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}
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}
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@@ -62,7 +62,7 @@ public sealed record HazardState
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public int LiquidFuel { get; init; }
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public int CoolantPooling { get; init; }
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public int ElectricalCharge { get; init; }
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public int Stability { get; init; } = 10;
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public int Stability { get; init; } = Balancing.DefaultHazardStability;
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public bool Fire { get; init; }
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}
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@@ -72,7 +72,7 @@ public sealed record CellState
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public EPipeMedium Pipe { get; init; }
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public int Flow { get; init; }
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public int Pressure { get; init; }
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public int Integrity { get; init; } = 10;
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public int Integrity { get; init; } = Balancing.DefaultCellIntegrity;
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public int LeakRate { get; init; }
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public bool PipeOpen { get; init; } = true;
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public bool Powered { get; init; }
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@@ -85,11 +85,11 @@ public sealed record CellState
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public sealed record GlobalState
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{
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public int Turn { get; init; }
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public int ActionsPerTurn { get; init; } = 3;
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public int CoreHeat { get; init; } = 5;
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public int FacilityStability { get; init; } = 10;
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public int Power { get; init; } = 5;
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public int Cooling { get; init; } = 0;
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public int ActionsPerTurn { get; init; } = Balancing.DefaultActionsPerTurn;
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public int CoreHeat { get; init; } = Balancing.DefaultCoreHeat;
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public int FacilityStability { get; init; } = Balancing.DefaultFacilityStability;
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public int Power { get; init; } = Balancing.DefaultPower;
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public int Cooling { get; init; } = Balancing.DefaultCooling;
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public bool ReactorActivated { get; init; }
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public bool Lost { get; init; }
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public string Status { get; init; } = "STABILIZE SYSTEMS";
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@@ -101,15 +101,15 @@ public sealed record LevelState
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{
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public static LevelState Create(string name, int width, int height)
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{
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if (width < 4 || height < 4)
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throw new ArgumentOutOfRangeException(nameof(width), "Levels must be at least 4x4.");
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if (width < Balancing.MinimumLevelSize || height < Balancing.MinimumLevelSize)
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throw new ArgumentOutOfRangeException(nameof(width), $"Levels must be at least {Balancing.MinimumLevelSize}x{Balancing.MinimumLevelSize}.");
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var cells = CreateCells(width, height);
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for (var y = 0; y < height; y++)
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for (var y = Balancing.FirstGridCoordinate; y < height; y++)
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{
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for (var x = 0; x < width; x++)
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for (var x = Balancing.FirstGridCoordinate; x < width; x++)
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{
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if (x == 0 || y == 0 || x == width - 1 || y == height - 1)
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if (x == Balancing.FirstGridCoordinate || y == Balancing.FirstGridCoordinate || x == width - Balancing.NeighborDistance || y == height - Balancing.NeighborDistance)
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cells[y * width + x] = cells[y * width + x] with { Kind = ECellKind.Wall };
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}
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}
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@@ -119,7 +119,7 @@ public sealed record LevelState
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Width = width,
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Height = height,
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Cells = cells,
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Robot = new(1, 1)
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Robot = new(Balancing.DefaultRobotCoordinate, Balancing.DefaultRobotCoordinate)
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};
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}
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@@ -139,7 +139,7 @@ public sealed record LevelState
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public bool InBounds(GridPosition position)
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{
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return position.X >= 0 && position.Y >= 0 && position.X < Width && position.Y < Height;
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return position.X >= Balancing.FirstGridCoordinate && position.Y >= Balancing.FirstGridCoordinate && position.X < Width && position.Y < Height;
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}
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public int Index(GridPosition position)
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@@ -155,14 +155,14 @@ public sealed record LevelState
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private static CellState[] CreateCells(int width, int height)
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{
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return Enumerable.Range(0, width * height).Select(_ => new CellState()).ToArray();
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return Enumerable.Range(Balancing.FirstGridCoordinate, width * height).Select(_ => new CellState()).ToArray();
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}
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public string Name { get; init; } = "New Reactor";
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public int Width { get; init; } = 16;
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public int Height { get; init; } = 12;
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public CellState[] Cells { get; init; } = CreateCells(16, 12);
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public GridPosition Robot { get; init; } = new(1, 1);
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public int Width { get; init; } = Balancing.DefaultLevelWidth;
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public int Height { get; init; } = Balancing.DefaultLevelHeight;
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public CellState[] Cells { get; init; } = CreateCells(Balancing.DefaultLevelWidth, Balancing.DefaultLevelHeight);
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public GridPosition Robot { get; init; } = new(Balancing.DefaultRobotCoordinate, Balancing.DefaultRobotCoordinate);
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public GlobalState Global { get; init; } = new();
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public IReadOnlyList<Forecast> Forecasts { get; init; } = Array.Empty<Forecast>();
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}
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@@ -171,6 +171,6 @@ internal static class Rules
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{
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public static int Clamp(int value)
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{
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return Math.Clamp(value, 0, 10);
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return Math.Clamp(value, Balancing.MinHazardValue, Balancing.MaxHazardValue);
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}
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}
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@@ -4,13 +4,13 @@ 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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for (var y = Balancing.FirstGridCoordinate; y < level.Height; y++)
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{
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for (var x = 0; x < level.Width; x++)
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for (var x = Balancing.FirstGridCoordinate; 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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if (cell is { HasPipe: true, PipeOpen: false } && cell.Flow == Balancing.BrokenPipeFlow && cell.LeakRate >= Balancing.BurstLeakRate)
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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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@@ -4,20 +4,20 @@ 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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if (!cell.HasPipe || cell.LeakRate <= Balancing.MinHazardValue)
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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,
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
@@ -23,14 +23,14 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
|
||||
var seen = new HashSet<ForecastKey>();
|
||||
var forecastLevel = level with { Cells = level.Cells.ToArray(), Forecasts = Array.Empty<Forecast>() };
|
||||
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<ISimulationEffect> 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<ISimulationEffect> 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<ISimulationEffect> 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<ISimulationEffect> 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<IAreaSimulationEffect> m_AreaEffects = areaEffects.ToArray();
|
||||
|
||||
private readonly IReadOnlyList<ISimulationEffect> m_Effects = effects.ToArray();
|
||||
private readonly IReadOnlyList<Hazard> m_Hazards = hazards.ToArray();
|
||||
}
|
||||
@@ -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) } };
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user