Centralize simulation balancing values

This commit is contained in:
2026-05-08 21:38:03 +02:00
parent 8ec3c7847c
commit 8018ebbabb
13 changed files with 178 additions and 106 deletions

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@@ -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.

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@@ -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;
}

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@@ -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
};
}

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@@ -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() };
}

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@@ -4,14 +4,14 @@ public sealed class IgnitionHazard : Hazard
{
public override IEnumerable<Forecast> 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");
}
}
}

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@@ -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

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@@ -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
};

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@@ -34,10 +34,10 @@ public sealed record GridPosition(int X, int Y)
{
public IEnumerable<GridPosition> 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<Forecast> Forecasts { get; init; } = Array.Empty<Forecast>();
}
@@ -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);
}
}

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@@ -4,13 +4,13 @@ public sealed class PipeBurstHazard : Hazard
{
public override IEnumerable<Forecast> 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");
}
}

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@@ -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
};

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@@ -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();
}

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@@ -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) } };
}
}
}

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@@ -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);