Rewrite simulation core for design model

This commit is contained in:
2026-05-10 18:41:17 +02:00
parent ca41e009bd
commit 851f6d27e8
23 changed files with 2033 additions and 1192 deletions

View File

@@ -1,78 +1,72 @@
using ReactorMaintenance.Simulation.Difficulties;
namespace ReactorMaintenance.Simulation;
public abstract class Balancing
{
public static Balancing Current { get; set; } = new NormalBalancing();
public abstract int MinHazardValue { get; }
public abstract int MaxHazardValue { get; }
public abstract int DefaultHazardStability { get; }
public abstract int DefaultCellIntegrity { get; }
public abstract int DefaultActionsPerTurn { get; }
public abstract int DefaultCoreHeat { get; }
public abstract int DefaultFacilityStability { get; }
public abstract int DefaultPower { get; }
public abstract int DefaultCooling { get; }
public abstract int FirstGridCoordinate { get; }
public abstract int NeighborDistance { get; }
public abstract int CurrentForecastTurn { get; }
public abstract int MinimumLevelSize { get; }
public abstract int DefaultLevelWidth { get; }
public abstract int DefaultLevelHeight { get; }
public abstract int DefaultRobotCoordinate { get; }
public abstract int DefaultPipeFlow { get; }
public abstract int DefaultPipePressure { get; }
public abstract int DefaultPressurePipeFlow { get; }
public abstract int DefaultPressurePipePressure { get; }
public abstract int DefaultEditedPipeIntegrity { get; }
public abstract int MinimumLeakRate { get; }
public abstract int DamagedPipeIntegrity { get; }
public abstract int RepairedLeakRate { get; }
public abstract int RepairedElectricalCharge { get; }
public abstract int HeatToolIncrease { get; }
public abstract int FireToolMinimumHeat { get; }
public abstract int FireToolMinimumSmoke { get; }
public abstract int MaxForecastStepCount { get; }
public abstract int TurnIncrement { get; }
public abstract int OverpressureThreshold { get; }
public abstract int HeatIntegrityDamageThreshold { get; }
public abstract int PipeFireIntegrityDamage { get; }
public abstract int FireStabilityDamage { get; }
public abstract int BurstLeakRate { get; }
public abstract int BrokenPipeFlow { get; }
public abstract int ElectrifiedCoolantPoolingThreshold { get; }
public abstract int ElectricalChargeIncrease { get; }
public abstract int FuelVaporFireThreshold { get; }
public abstract int LiquidFuelFireThreshold { get; }
public abstract int HeatIgnitionThreshold { get; }
public abstract int ElectricalIgnitionThreshold { get; }
public abstract int FireHeatIncrease { get; }
public abstract int FireSmokeIncrease { get; }
public abstract int FireLiquidFuelConsumption { get; }
public abstract int FireFuelVaporConsumption { get; }
public abstract int SmokeDecay { get; }
public abstract int PressurizedFuelLeakPressureThreshold { get; }
public abstract int PassiveFuelVaporHeatOffset { get; }
public abstract int PassiveFuelVaporDivisor { get; }
public abstract int MinimumCoolantHeatReduction { get; }
public abstract int CoolantHeatReductionDivisor { get; }
public abstract int CoolantSteamHeatThreshold { get; }
public abstract int CoolantSteamSmokeIncrease { get; }
public abstract int PressureLeakSmokeThreshold { get; }
public abstract int PressureLeakSmokeIncrease { get; }
public abstract int GeneratorHeatIncrease { get; }
public abstract int CoolingPumpHeatReduction { get; }
public abstract int ReactorHeatIncrease { get; }
public abstract int SmokeSpreadThreshold { get; }
public abstract int SmokeSpreadIncrease { get; }
public abstract int CriticalCellStabilityThreshold { get; }
public abstract int MeltdownCoreHeatThreshold { get; }
public abstract int StabilityCollapseThreshold { get; }
public abstract int GeneratorPowerOutput { get; }
public abstract int CoolingPumpOutput { get; }
public abstract int ReactorReadyPowerThreshold { get; }
public abstract int ReactorReadyCoolingThreshold { get; }
public abstract int ReactorReadyCoreHeatThreshold { get; }
}
using ReactorMaintenance.Simulation.Difficulties;
namespace ReactorMaintenance.Simulation;
public abstract class Balancing
{
public static Balancing Current { get; set; } = new NormalBalancing();
public float ClampValue(float value)
{
return Math.Clamp(value, MinValue, MaxValue);
}
public EBand Band(float value, float caution, float critical)
{
if (value >= critical)
return EBand.Critical;
return value >= caution ? EBand.Caution : EBand.Safe;
}
public abstract int DefaultLevelWidth { get; }
public abstract int DefaultLevelHeight { get; }
public abstract int MinimumLevelSize { get; }
public abstract int ActionsPerTurn { get; }
public abstract int ForecastHorizon { get; }
public abstract float MinValue { get; }
public abstract float MaxValue { get; }
public abstract float FuelSafe { get; }
public abstract float FuelCaution { get; }
public abstract float FuelCritical { get; }
public abstract float CoolantSafe { get; }
public abstract float CoolantCaution { get; }
public abstract float CoolantCritical { get; }
public abstract float ElectricitySafe { get; }
public abstract float ElectricityCaution { get; }
public abstract float ElectricityCritical { get; }
public abstract float HeatSafe { get; }
public abstract float HeatCaution { get; }
public abstract float HeatCritical { get; }
public abstract float TerminalHeat { get; }
public abstract float RobotFuelSafetyThreshold { get; }
public abstract float RobotCoolantSafetyThreshold { get; }
public abstract float RobotElectricitySafetyThreshold { get; }
public abstract float RobotHeatSafetyThreshold { get; }
public abstract float SourceAmount { get; }
public abstract float SourceIntensity { get; }
public abstract float DistanceAmountFalloff { get; }
public abstract float DistanceIntensityFalloff { get; }
public abstract float ConsumerRequiredAmount { get; }
public abstract float ConsumerRequiredIntensity { get; }
public abstract float LeakBaseAmount { get; }
public abstract float LeakAmountScale { get; }
public abstract float LeakIntensityScale { get; }
public abstract float FlowTransferRatio { get; }
public abstract float StrongFlowTransferRatio { get; }
public abstract float Warm1Amount { get; }
public abstract float Warm2Amount { get; }
public abstract float Quench1Amount { get; }
public abstract float Quench2Amount { get; }
public abstract float Short1Heat { get; }
public abstract float Short1Discharge { get; }
public abstract float Short2Heat { get; }
public abstract float Short2Discharge { get; }
public abstract float Ignite1Heat { get; }
public abstract float Ignite1FuelConsumption { get; }
public abstract float Ignite2Heat { get; }
public abstract float Ignite2FuelConsumption { get; }
public abstract int RemedyBlockTurns { get; }
public abstract int HeatShieldSteps { get; }
public abstract int InventoryCapacityPerRemedy { get; }
}

View File

@@ -1,76 +1,55 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Difficulties;
public class NormalBalancing : Balancing
{
public override int MinHazardValue => 0;
public override int MaxHazardValue => 10;
public override int DefaultHazardStability => 10;
public override int DefaultCellIntegrity => 10;
public override int DefaultActionsPerTurn => 3;
public override int DefaultCoreHeat => 5;
public override int DefaultFacilityStability => 10;
public override int DefaultPower => 5;
public override int DefaultCooling => 0;
public override int FirstGridCoordinate => 0;
public override int NeighborDistance => 1;
public override int CurrentForecastTurn => 0;
public override int MinimumLevelSize => 4;
public override int DefaultLevelWidth => 16;
public override int DefaultLevelHeight => 12;
public override int DefaultRobotCoordinate => 1;
public override int DefaultPipeFlow => 4;
public override int DefaultPipePressure => 4;
public override int DefaultPressurePipeFlow => 5;
public override int DefaultPressurePipePressure => 6;
public override int DefaultEditedPipeIntegrity => 8;
public override int MinimumLeakRate => 1;
public override int DamagedPipeIntegrity => 4;
public override int RepairedLeakRate => 0;
public override int RepairedElectricalCharge => 0;
public override int HeatToolIncrease => 2;
public override int FireToolMinimumHeat => 7;
public override int FireToolMinimumSmoke => 3;
public override int MaxForecastStepCount => 12;
public override int TurnIncrement => 1;
public override int OverpressureThreshold => 7;
public override int HeatIntegrityDamageThreshold => 10;
public override int PipeFireIntegrityDamage => 1;
public override int FireStabilityDamage => 1;
public override int BurstLeakRate => 3;
public override int BrokenPipeFlow => 0;
public override int ElectrifiedCoolantPoolingThreshold => 3;
public override int ElectricalChargeIncrease => 2;
public override int FuelVaporFireThreshold => 4;
public override int LiquidFuelFireThreshold => 6;
public override int HeatIgnitionThreshold => 8;
public override int ElectricalIgnitionThreshold => 4;
public override int FireHeatIncrease => 2;
public override int FireSmokeIncrease => 2;
public override int FireLiquidFuelConsumption => 1;
public override int FireFuelVaporConsumption => 1;
public override int SmokeDecay => 1;
public override int PressurizedFuelLeakPressureThreshold => 7;
public override int PassiveFuelVaporHeatOffset => 3;
public override int PassiveFuelVaporDivisor => 3;
public override int MinimumCoolantHeatReduction => 1;
public override int CoolantHeatReductionDivisor => 2;
public override int CoolantSteamHeatThreshold => 7;
public override int CoolantSteamSmokeIncrease => 2;
public override int PressureLeakSmokeThreshold => 8;
public override int PressureLeakSmokeIncrease => 1;
public override int GeneratorHeatIncrease => 1;
public override int CoolingPumpHeatReduction => 2;
public override int ReactorHeatIncrease => 1;
public override int SmokeSpreadThreshold => 6;
public override int SmokeSpreadIncrease => 1;
public override int CriticalCellStabilityThreshold => 3;
public override int MeltdownCoreHeatThreshold => 10;
public override int StabilityCollapseThreshold => 0;
public override int GeneratorPowerOutput => 3;
public override int CoolingPumpOutput => 3;
public override int ReactorReadyPowerThreshold => 3;
public override int ReactorReadyCoolingThreshold => 3;
public override int ReactorReadyCoreHeatThreshold => 8;
}
namespace ReactorMaintenance.Simulation.Difficulties;
public class NormalBalancing : Balancing
{
public override int DefaultLevelWidth => 16;
public override int DefaultLevelHeight => 12;
public override int MinimumLevelSize => 4;
public override int ActionsPerTurn => 3;
public override int ForecastHorizon => 6;
public override float MinValue => 0;
public override float MaxValue => 10;
public override float FuelSafe => 1.5f;
public override float FuelCaution => 3.5f;
public override float FuelCritical => 6.5f;
public override float CoolantSafe => 1.5f;
public override float CoolantCaution => 3.5f;
public override float CoolantCritical => 6.5f;
public override float ElectricitySafe => 1.5f;
public override float ElectricityCaution => 3.5f;
public override float ElectricityCritical => 6.5f;
public override float HeatSafe => 2;
public override float HeatCaution => 5;
public override float HeatCritical => 8;
public override float TerminalHeat => 10;
public override float RobotFuelSafetyThreshold => 6.5f;
public override float RobotCoolantSafetyThreshold => 8;
public override float RobotElectricitySafetyThreshold => 6.5f;
public override float RobotHeatSafetyThreshold => 8;
public override float SourceAmount => 8;
public override float SourceIntensity => 8;
public override float DistanceAmountFalloff => 0.5f;
public override float DistanceIntensityFalloff => 0.4f;
public override float ConsumerRequiredAmount => 2.5f;
public override float ConsumerRequiredIntensity => 2.5f;
public override float LeakBaseAmount => 0.5f;
public override float LeakAmountScale => 0.15f;
public override float LeakIntensityScale => 0.1f;
public override float FlowTransferRatio => 0.05f;
public override float StrongFlowTransferRatio => 0.1f;
public override float Warm1Amount => 0.5f;
public override float Warm2Amount => 1.0f;
public override float Quench1Amount => 0.6f;
public override float Quench2Amount => 1.2f;
public override float Short1Heat => 0.8f;
public override float Short1Discharge => 0.8f;
public override float Short2Heat => 1.6f;
public override float Short2Discharge => 1.5f;
public override float Ignite1Heat => 1.2f;
public override float Ignite1FuelConsumption => 0.4f;
public override float Ignite2Heat => 2.4f;
public override float Ignite2FuelConsumption => 0.8f;
public override int RemedyBlockTurns => 2;
public override int HeatShieldSteps => 3;
public override int InventoryCapacityPerRemedy => 3;
}

View File

@@ -1,35 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Effects;
public sealed class CellIntegrityEffect : ISimulationEffect
{
public CellState Apply(CellState cell)
{
var integrity = cell.Integrity;
var hazards = cell.Hazards;
if (cell is { HasPipe: true } && cell.Pressure > Balancing.Current.OverpressureThreshold)
integrity -= cell.Pressure - Balancing.Current.OverpressureThreshold;
if (hazards.Heat >= Balancing.Current.HeatIntegrityDamageThreshold || hazards.Fire)
{
integrity -= cell.HasPipe ? Balancing.Current.PipeFireIntegrityDamage : Balancing.Current.MinHazardValue;
hazards = hazards with { Stability = hazards.Stability - Balancing.Current.FireStabilityDamage };
}
cell = cell with {
Integrity = Rules.Clamp(integrity),
Hazards = hazards.Clamp()
};
if (integrity > Balancing.Current.MinHazardValue || !cell.HasPipe)
return cell;
return cell with {
LeakRate = Math.Max(cell.LeakRate, Balancing.Current.BurstLeakRate),
Flow = Balancing.Current.BrokenPipeFlow,
PipeOpen = false
};
}
}

View File

@@ -1,30 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Effects;
public sealed class FireAndElectricalHazardEffect : ISimulationEffect
{
public CellState Apply(CellState cell)
{
var hazards = cell.Hazards;
if (hazards.CoolantPooling >= Balancing.Current.ElectrifiedCoolantPoolingThreshold && cell.Powered)
hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.Current.ElectricalChargeIncrease };
var hasFuel = hazards.FuelVapor >= Balancing.Current.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.Current.LiquidFuelFireThreshold;
var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Prop: ECellProp.Generator, Powered: true };
if ((hasFuel && hasIgnition) || hazards.Fire)
{
hazards = hazards with {
Fire = hasFuel || hazards.Fire,
Heat = hazards.Heat + Balancing.Current.FireHeatIncrease,
Smoke = hazards.Smoke + Balancing.Current.FireSmokeIncrease,
LiquidFuel = Math.Max(Balancing.Current.MinHazardValue, hazards.LiquidFuel - Balancing.Current.FireLiquidFuelConsumption),
FuelVapor = Math.Max(Balancing.Current.MinHazardValue, hazards.FuelVapor - Balancing.Current.FireFuelVaporConsumption)
};
}
else if (hazards.Smoke > Balancing.Current.MinHazardValue)
hazards = hazards with { Smoke = hazards.Smoke - Balancing.Current.SmokeDecay };
return cell with { Hazards = hazards.Clamp() };
}
}

View File

@@ -1,8 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Effects;
public interface IAreaSimulationEffect
{
CellState[] Apply(LevelState level, CellState[] cells);
}

View File

@@ -1,8 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Effects;
public interface ISimulationEffect
{
CellState Apply(CellState cell);
}

View File

@@ -1,18 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Effects;
public sealed class MachineEffect : ISimulationEffect
{
public CellState Apply(CellState cell)
{
var hazards = cell.Prop switch {
ECellProp.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.GeneratorHeatIncrease },
ECellProp.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - Balancing.Current.CoolingPumpHeatReduction },
ECellProp.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.ReactorHeatIncrease },
_ => cell.Hazards
};
return cell with { Hazards = hazards.Clamp() };
}
}

View File

@@ -1,28 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Effects;
public sealed class PipeLeakEffect : ISimulationEffect
{
public CellState Apply(CellState cell)
{
if (!cell.HasPipe || cell.LeakRate <= Balancing.Current.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 >= Balancing.Current.PressurizedFuelLeakPressureThreshold ? cell.LeakRate : Math.Max(Balancing.Current.MinHazardValue, cell.Hazards.Heat - Balancing.Current.PassiveFuelVaporHeatOffset) / Balancing.Current.PassiveFuelVaporDivisor)
},
EPipeMedium.Coolant => cell.Hazards with {
CoolantPooling = cell.Hazards.CoolantPooling + cell.LeakRate,
Heat = cell.Hazards.Heat - Math.Max(Balancing.Current.MinimumCoolantHeatReduction, cell.LeakRate / Balancing.Current.CoolantHeatReductionDivisor),
Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= Balancing.Current.CoolantSteamHeatThreshold ? Balancing.Current.CoolantSteamSmokeIncrease : Balancing.Current.MinHazardValue)
},
EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= Balancing.Current.PressureLeakSmokeThreshold ? Balancing.Current.PressureLeakSmokeIncrease : Balancing.Current.MinHazardValue) },
_ => cell.Hazards
};
return cell with { Hazards = hazards.Clamp() };
}
}

View File

@@ -1,37 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Effects;
public sealed class SmokeSpreadEffect : IAreaSimulationEffect
{
public CellState[] Apply(LevelState level, CellState[] cells)
{
var next = cells.ToArray();
for (var y = Balancing.Current.FirstGridCoordinate; y < level.Height; y++)
{
for (var x = Balancing.Current.FirstGridCoordinate; x < level.Width; x++)
{
var position = new GridPosition(x, y);
var cell = cells[level.Index(position)];
if (cell.Hazards.Smoke < Balancing.Current.SmokeSpreadThreshold)
continue;
SpreadToNeighbors(level, next, position);
}
}
return next;
}
private static void SpreadToNeighbors(LevelState level, CellState[] next, GridPosition position)
{
foreach (var neighbor in position.Neighbors().Where(level.InBounds))
{
var neighborCell = next[level.Index(neighbor)];
if (!neighborCell.IsWalkable || neighborCell.DoorLocked)
continue;
next[level.Index(neighbor)] = neighborCell with { Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + Balancing.Current.SmokeSpreadIncrease) } };
}
}
}

View File

@@ -1,8 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Hazards;
public abstract class Hazard
{
public abstract IEnumerable<Forecast> Predict(LevelState level, int turns);
}

View File

@@ -1,20 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Hazards;
public sealed class IgnitionHazard : Hazard
{
public override IEnumerable<Forecast> Predict(LevelState level, int turns)
{
for (var y = Balancing.Current.FirstGridCoordinate; y < level.Height; y++)
{
for (var x = Balancing.Current.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 == Balancing.Current.TurnIncrement ? $"FUEL IGNITION PREDICTED AT {x},{y} NEXT TURN" : $"FUEL IGNITION PREDICTED AT {x},{y} IN {turns} TURNS");
}
}
}
}

View File

@@ -1,12 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Hazards;
public sealed class MeltdownHazard : Hazard
{
public override IEnumerable<Forecast> Predict(LevelState level, int turns)
{
if (level.Global is { Lost: true, Status: "CORE MELTDOWN" })
yield return new(EFailureKind.Meltdown, null, turns, "CORE MELTDOWN APPROACHING");
}
}

View File

@@ -1,20 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Hazards;
public sealed class PipeBurstHazard : Hazard
{
public override IEnumerable<Forecast> Predict(LevelState level, int turns)
{
for (var y = Balancing.Current.FirstGridCoordinate; y < level.Height; y++)
{
for (var x = Balancing.Current.FirstGridCoordinate; x < level.Width; x++)
{
var position = new GridPosition(x, y);
var cell = level.GetCell(position);
if (cell is { HasPipe: true, PipeOpen: false } && cell.Flow == Balancing.Current.BrokenPipeFlow && cell.LeakRate >= Balancing.Current.BurstLeakRate)
yield return new(EFailureKind.PipeBurst, position, turns, $"PIPE BURST PREDICTED AT {x},{y} IN {turns} TURNS");
}
}
}
}

View File

@@ -1,12 +0,0 @@
using ReactorMaintenance.Simulation;
namespace ReactorMaintenance.Simulation.Hazards;
public sealed class StabilityCollapseHazard : Hazard
{
public override IEnumerable<Forecast> Predict(LevelState level, int turns)
{
if (level.Global is { Lost: true, Status: "FACILITY STABILITY COLLAPSE" })
yield return new(EFailureKind.StabilityCollapse, null, turns, "FACILITY STABILITY COLLAPSE APPROACHING");
}
}

View File

@@ -1,119 +1,165 @@
namespace ReactorMaintenance.Simulation;
public enum EEditorTool
{
Cursor,
Floor,
Wall,
Reactor,
CoolingPump,
Generator,
PressureRegulator,
DiagnosticTerminal,
ControlTerminal,
CoolantPipe,
FuelPipe,
PressurePipe,
Leak,
Repair,
Heat,
Fire,
Robot
}
public static class LevelEditor
{
public static LevelState Apply(LevelState level, GridPosition position, EEditorTool tool)
{
if (!level.InBounds(position))
return level;
if (tool == EEditorTool.Robot)
return level.GetCell(position).IsWalkable ? level with { Robot = position } : level;
var cell = level.GetCell(position);
cell = tool switch {
EEditorTool.Cursor => cell,
EEditorTool.Floor => cell with { Terrain = ECellTerrain.Floor },
EEditorTool.Wall => cell with {
Terrain = ECellTerrain.Wall,
Prop = ECellProp.None,
Pipe = EPipeMedium.None,
Flow = Balancing.Current.MinHazardValue,
Pressure = Balancing.Current.MinHazardValue,
LeakRate = Balancing.Current.MinHazardValue,
PipeOpen = false,
Powered = false
},
EEditorTool.Reactor => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.Reactor },
EEditorTool.CoolingPump => cell with {
Terrain = ECellTerrain.Floor,
Prop = ECellProp.CoolingPump,
Powered = true
},
EEditorTool.Generator => cell with {
Terrain = ECellTerrain.Floor,
Prop = ECellProp.Generator,
Powered = true
},
EEditorTool.PressureRegulator => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.PressureRegulator },
EEditorTool.DiagnosticTerminal => cell with {
Terrain = ECellTerrain.Floor,
Prop = ECellProp.DiagnosticTerminal,
Powered = true
},
EEditorTool.ControlTerminal => cell with {
Terrain = ECellTerrain.Floor,
Prop = ECellProp.ControlTerminal,
Powered = true
},
EEditorTool.CoolantPipe => cell with {
Pipe = EPipeMedium.Coolant,
Flow = Balancing.Current.DefaultPipeFlow,
Pressure = Balancing.Current.DefaultPipePressure,
Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
PipeOpen = true
},
EEditorTool.FuelPipe => cell with {
Pipe = EPipeMedium.Fuel,
Flow = Balancing.Current.DefaultPipeFlow,
Pressure = Balancing.Current.DefaultPipePressure,
Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
PipeOpen = true
},
EEditorTool.PressurePipe => cell with {
Pipe = EPipeMedium.Pressure,
Flow = Balancing.Current.DefaultPressurePipeFlow,
Pressure = Balancing.Current.DefaultPressurePipePressure,
Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
PipeOpen = true
},
EEditorTool.Leak => cell with {
LeakRate = Math.Max(Balancing.Current.MinimumLeakRate, cell.LeakRate),
Integrity = Math.Min(cell.Integrity, Balancing.Current.DamagedPipeIntegrity)
},
EEditorTool.Repair => cell with {
LeakRate = Balancing.Current.RepairedLeakRate,
Integrity = Balancing.Current.DefaultCellIntegrity,
Hazards = cell.Hazards with {
Fire = false,
ElectricalCharge = Balancing.Current.RepairedElectricalCharge
}
},
EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + Balancing.Current.HeatToolIncrease) } },
EEditorTool.Fire => cell with {
Hazards = cell.Hazards with {
Fire = !cell.Hazards.Fire,
Heat = Math.Max(cell.Hazards.Heat, Balancing.Current.FireToolMinimumHeat),
Smoke = Math.Max(cell.Hazards.Smoke, Balancing.Current.FireToolMinimumSmoke)
}
},
_ => cell
};
if (cell.Terrain == ECellTerrain.Wall)
cell = cell with { Hazards = new() };
return level.SetCell(position, cell);
}
}
namespace ReactorMaintenance.Simulation;
public enum EEditorTool
{
Cursor,
Floor,
Wall,
FuelUnderground,
CoolantUnderground,
ElectricityUnderground,
FuelFlow,
CoolantFlow,
ElectricityFlow,
FuelConsumer,
CoolantConsumer,
ElectricityConsumer,
TJunction,
CrossJunction,
Door,
AllSeeingEyeTerminal,
FuelRemedySupply,
CoolantRemedySupply,
ElectricityRemedySupply,
HeatRemedySupply,
ReactorControl,
FuelLeak,
CoolantLeak,
ElectricityLeak,
FuelHazard,
CoolantHazard,
ElectricityHazard,
Heat,
Robot
}
public static class LevelEditor
{
public static LevelState Apply(LevelState level, GridPosition position, EEditorTool tool)
{
if (!level.InBounds(position))
return level;
return tool switch {
EEditorTool.Cursor => level,
EEditorTool.Floor => level.SetTerrain(position, ECellTerrain.Floor),
EEditorTool.Wall => level.SetTerrain(position, ECellTerrain.Wall),
EEditorTool.FuelUnderground => SetUnderground(level, position, ECarrierType.Fuel),
EEditorTool.CoolantUnderground => SetUnderground(level, position, ECarrierType.Coolant),
EEditorTool.ElectricityUnderground => SetUnderground(level, position, ECarrierType.Electricity),
EEditorTool.FuelFlow => SetCarrierProp(level, position, EPropType.Flow, ECarrierType.Fuel),
EEditorTool.CoolantFlow => SetCarrierProp(level, position, EPropType.Flow, ECarrierType.Coolant),
EEditorTool.ElectricityFlow => SetCarrierProp(level, position, EPropType.Flow, ECarrierType.Electricity),
EEditorTool.FuelConsumer => SetCarrierProp(level, position, EPropType.Consumer, ECarrierType.Fuel),
EEditorTool.CoolantConsumer => SetCarrierProp(level, position, EPropType.Consumer, ECarrierType.Coolant),
EEditorTool.ElectricityConsumer => SetCarrierProp(level, position, EPropType.Consumer, ECarrierType.Electricity),
EEditorTool.TJunction => SetFloorProp(level, position, new() { Type = EPropType.TJunction }),
EEditorTool.CrossJunction => SetFloorProp(level, position, new() { Type = EPropType.CrossJunction }),
EEditorTool.Door => SetDoor(level, position),
EEditorTool.AllSeeingEyeTerminal => SetFloorProp(level, position, new() { Type = EPropType.AllSeeingEyeTerminal }),
EEditorTool.FuelRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.FuelNeutralizer }),
EEditorTool.CoolantRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.CoolantNeutralizer }),
EEditorTool.ElectricityRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.ElectricityNeutralizer }),
EEditorTool.HeatRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.HeatShield }),
EEditorTool.ReactorControl => SetReactorControl(level, position),
EEditorTool.FuelLeak => SetLeak(level, position, ECarrierType.Fuel),
EEditorTool.CoolantLeak => SetLeak(level, position, ECarrierType.Coolant),
EEditorTool.ElectricityLeak => SetLeak(level, position, ECarrierType.Electricity),
EEditorTool.FuelHazard => level.SetSurface(position, level.GetSurface(position) with { Fuel = level.GetSurface(position).Fuel + 1 }),
EEditorTool.CoolantHazard => level.SetSurface(position, level.GetSurface(position) with { Coolant = level.GetSurface(position).Coolant + 1 }),
EEditorTool.ElectricityHazard => level.SetSurface(position, level.GetSurface(position) with { Electricity = level.GetSurface(position).Electricity + 1 }),
EEditorTool.Heat => level.SetSurface(position, level.GetSurface(position) with { Heat = level.GetSurface(position).Heat + 1 }),
EEditorTool.Robot => level.IsFloor(position) ? level with { Robot = level.Robot with { Position = position } } : level,
_ => level
};
}
public static LevelState BindFirstReactorToConsumers(LevelState level, GridPosition fuelConsumer, GridPosition coolantConsumer, GridPosition electricityConsumer)
{
if (level.Reactors.Count == 0)
return level;
var reactors = level.Reactors.ToArray();
reactors[0] = reactors[0] with {
FuelConsumerPosition = fuelConsumer,
CoolantConsumerPosition = coolantConsumer,
ElectricityConsumerPosition = electricityConsumer
};
return level with { Reactors = reactors };
}
private static LevelState SetUnderground(LevelState level, GridPosition position, ECarrierType carrier)
{
return level.SetUnderground(position, carrier, new() { State = EUndergroundState.Intact });
}
private static LevelState SetCarrierProp(LevelState level, GridPosition position, EPropType type, ECarrierType carrier)
{
return SetFloorProp(level, position, new() { Type = type, Carrier = carrier, SwitchState = EPropSwitchState.Enabled });
}
private static LevelState SetFloorProp(LevelState level, GridPosition position, PropState prop)
{
return level.IsFloor(position) ? level.SetProp(position, prop) : level;
}
private static LevelState SetDoor(LevelState level, GridPosition position)
{
if (!level.IsFloor(position))
return level;
var neighbor = position.Neighbors().FirstOrDefault(level.IsFloor);
if (neighbor is null)
return SetFloorProp(level, position, new() { Type = EPropType.Door });
return SetFloorProp(level, position, new() { Type = EPropType.Door }) with {
Doors = [.. level.Doors, new DoorState { A = position, B = neighbor }]
};
}
private static LevelState SetReactorControl(LevelState level, GridPosition position)
{
if (!level.IsFloor(position))
return level;
var id = level.Reactors.Count == 0 ? 1 : level.Reactors.Max(reactor => reactor.ReactorId) + 1;
var levelWithProp = level.SetProp(position, new() { Type = EPropType.ReactorControl, ReactorId = id });
return levelWithProp with {
Reactors = [
.. level.Reactors,
new ReactorBinding {
ReactorId = id,
ControlPosition = position,
FuelConsumerPosition = position,
CoolantConsumerPosition = position,
ElectricityConsumerPosition = position
}
]
};
}
private static LevelState SetLeak(LevelState level, GridPosition position, ECarrierType carrier)
{
if (!level.InBounds(position))
return level;
var accessPosition = carrier == ECarrierType.Electricity && level.GetTerrain(position) == ECellTerrain.Wall
? position.Neighbors().FirstOrDefault(level.IsFloor)
: position;
if (accessPosition is null || !level.IsFloor(accessPosition))
return level;
var next = level.SetUnderground(position, carrier, new() { State = EUndergroundState.Leaking });
return next with {
Leaks = [
.. next.Leaks,
new LeakState {
Carrier = carrier,
UndergroundPosition = position,
AccessPosition = accessPosition
}
]
};
}
}

View File

@@ -1,39 +1,42 @@
using System.Text.Json;
using System.Text.Json.Serialization;
namespace ReactorMaintenance.Simulation;
public static class LevelSerializer
{
private const int c_CurrentVersion = 1;
public static string Serialize(LevelState level)
{
return JsonSerializer.Serialize(new LevelFile {
Version = c_CurrentVersion,
Level = level
}, Options);
}
public static LevelState Deserialize(string json)
{
var file = JsonSerializer.Deserialize<LevelFile>(json, Options) ?? throw new InvalidOperationException("Level file did not contain a level.");
var level = file.Version switch {
c_CurrentVersion => file.Level,
_ => throw new InvalidOperationException($"Unsupported level file version {file.Version}.")
};
return level.Cells.Length != level.Width * level.Height ? throw new InvalidOperationException("Level cell count does not match its dimensions.") : level;
}
private static readonly JsonSerializerOptions Options = new() {
WriteIndented = true,
Converters = { new JsonStringEnumConverter() }
};
private sealed record LevelFile
{
public int Version { get; init; }
public LevelState Level { get; init; } = new();
}
}
using System.Text.Json;
using System.Text.Json.Serialization;
namespace ReactorMaintenance.Simulation;
public static class LevelSerializer
{
private const int c_CurrentVersion = 2;
public static string Serialize(LevelState level)
{
return JsonSerializer.Serialize(new LevelFile {
Version = c_CurrentVersion,
Level = level
}, s_Options);
}
public static LevelState Deserialize(string json)
{
var file = JsonSerializer.Deserialize<LevelFile>(json, s_Options) ?? throw new InvalidOperationException("Level file did not contain a level.");
if (file.Version != c_CurrentVersion)
throw new InvalidOperationException($"Unsupported level file version {file.Version}. Expected {c_CurrentVersion}.");
var level = file.Level ?? throw new InvalidOperationException("Level file did not contain a level.");
var report = new LevelValidator().Validate(level);
if (!report.IsValid)
throw new InvalidOperationException(report.Errors[0].Message);
return level;
}
private static readonly JsonSerializerOptions s_Options = new() {
WriteIndented = true,
Converters = { new JsonStringEnumConverter() }
};
private sealed record LevelFile
{
public int Version { get; init; }
public LevelState? Level { get; init; }
}
}

View File

@@ -0,0 +1,203 @@
namespace ReactorMaintenance.Simulation;
public sealed class LevelValidator
{
public ValidationReport Validate(LevelState level)
{
var errors = new List<ValidationIssue>();
var warnings = new List<ValidationIssue>();
ValidateDimensions(level, errors);
ValidateRobot(level, errors);
ValidateCells(level, errors);
ValidateDoors(level, errors);
ValidateLeaks(level, errors);
ValidateReactors(level, errors, warnings);
ValidateJunctions(level, errors);
ValidateRuleEvents(level, errors);
ValidateWarnings(level, warnings);
return new() { Errors = errors, Warnings = warnings };
}
private static void ValidateDimensions(LevelState level, List<ValidationIssue> errors)
{
if (level.Width < Balancing.Current.MinimumLevelSize || level.Height < Balancing.Current.MinimumLevelSize)
errors.Add(new("Invalid level dimensions."));
var expected = level.Width * level.Height;
if (level.Terrain.Length != expected || level.Fuel.Length != expected || level.Coolant.Length != expected || level.Electricity.Length != expected || level.Surface.Length != expected || level.Props.Length != expected)
errors.Add(new("Cell array counts do not match level dimensions."));
}
private static void ValidateRobot(LevelState level, List<ValidationIssue> errors)
{
if (!level.IsFloor(level.Robot.Position))
errors.Add(new("Robot must be in bounds on a floor cell.", level.Robot.Position));
}
private static void ValidateCells(LevelState level, List<ValidationIssue> errors)
{
for (var y = 0; y < level.Height; y++)
{
for (var x = 0; x < level.Width; x++)
{
var position = new GridPosition(x, y);
var surface = level.GetSurface(position);
var prop = level.GetProp(position);
if (level.GetTerrain(position) == ECellTerrain.Wall)
{
if (surface.Fuel > 0 || surface.Coolant > 0 || surface.Electricity > 0 || surface.Heat > 0)
errors.Add(new("Wall cell cannot store surface hazards.", position));
if (prop.Type != EPropType.None)
errors.Add(new("Prop must be placed on floor terrain.", position));
}
}
}
}
private static void ValidateDoors(LevelState level, List<ValidationIssue> errors)
{
foreach (var door in level.Doors)
{
if (!level.IsFloor(door.A) || !level.IsFloor(door.B) || door.A.ManhattanDistance(door.B) != 1)
errors.Add(new("Door edge must connect two adjacent floor cells.", door.A));
}
}
private static void ValidateLeaks(LevelState level, List<ValidationIssue> errors)
{
foreach (var leak in level.Leaks)
{
if (!level.InBounds(leak.UndergroundPosition) || !level.IsFloor(leak.AccessPosition))
{
errors.Add(new("Leak must have valid floor access.", leak.AccessPosition));
continue;
}
var underground = level.GetUnderground(leak.UndergroundPosition, leak.Carrier);
if (!underground.IsPresent)
errors.Add(new("Leak target must point to an underground cell.", leak.UndergroundPosition));
if (leak.Carrier is ECarrierType.Fuel or ECarrierType.Coolant && leak.UndergroundPosition != leak.AccessPosition)
errors.Add(new("Fuel and coolant leaks must use their underground coordinate as access.", leak.AccessPosition));
if (leak.Carrier == ECarrierType.Electricity && leak.UndergroundPosition.ManhattanDistance(leak.AccessPosition) != 1)
errors.Add(new("Electricity leak access must be an adjacent floor face.", leak.AccessPosition));
}
}
private static void ValidateReactors(LevelState level, List<ValidationIssue> errors, List<ValidationIssue> warnings)
{
foreach (var reactor in level.Reactors)
{
if (!IsProp(level, reactor.ControlPosition, EPropType.ReactorControl))
errors.Add(new("Reactor binding control position must point to a reactor control prop.", reactor.ControlPosition));
ValidateConsumerBinding(level, reactor.FuelConsumerPosition, ECarrierType.Fuel, errors);
ValidateConsumerBinding(level, reactor.CoolantConsumerPosition, ECarrierType.Coolant, errors);
ValidateConsumerBinding(level, reactor.ElectricityConsumerPosition, ECarrierType.Electricity, errors);
if (!reactor.Ready)
warnings.Add(new("Reactor is initially unready.", reactor.ControlPosition));
}
}
private static void ValidateConsumerBinding(LevelState level, GridPosition position, ECarrierType carrier, List<ValidationIssue> errors)
{
if (!level.InBounds(position) || level.GetProp(position) is not { Type: EPropType.Consumer } prop || prop.Carrier != carrier)
errors.Add(new($"Missing or invalid {carrier} consumer binding.", position));
}
private static void ValidateJunctions(LevelState level, List<ValidationIssue> errors)
{
for (var y = 0; y < level.Height; y++)
{
for (var x = 0; x < level.Width; x++)
{
var position = new GridPosition(x, y);
var prop = level.GetProp(position);
if (prop.Type is not (EPropType.TJunction or EPropType.CrossJunction))
continue;
var carrierCount = Enum.GetValues<ECarrierType>().Count(carrier => level.GetUnderground(position, carrier).IsPresent);
if (carrierCount != 1)
errors.Add(new("Junction must regulate exactly one underground carrier.", position));
}
}
}
private static void ValidateRuleEvents(LevelState level, List<ValidationIssue> errors)
{
foreach (var ruleEvent in level.RuleEvents)
{
foreach (var effect in ruleEvent.Effects)
{
if (!level.InBounds(effect.Position) && effect.Kind != ERuleEffectKind.EmitWarning && effect.Kind != ERuleEffectKind.MarkTerminalLoss && effect.Kind != ERuleEffectKind.AddInventory)
errors.Add(new("Rule effect target is out of bounds.", effect.Position));
}
}
}
private static void ValidateWarnings(LevelState level, List<ValidationIssue> warnings)
{
foreach (var carrier in Enum.GetValues<ECarrierType>())
{
for (var y = 0; y < level.Height; y++)
{
for (var x = 0; x < level.Width; x++)
{
var position = new GridPosition(x, y);
if (level.GetUnderground(position, carrier).IsPresent && !HasSourcePath(level, position, carrier))
warnings.Add(new($"Underground {carrier} cell has no source path.", position));
}
}
}
for (var y = 0; y < level.Height; y++)
{
for (var x = 0; x < level.Width; x++)
{
var position = new GridPosition(x, y);
var prop = level.GetProp(position);
if (prop.Type == EPropType.Consumer && prop.SwitchState == EPropSwitchState.Enabled && !HasSourcePath(level, position, prop.Carrier))
warnings.Add(new("Enabled consumer is initially starved.", position));
}
}
}
private static bool HasSourcePath(LevelState level, GridPosition start, ECarrierType carrier)
{
if (!level.GetUnderground(start, carrier).CarriesFlow)
return false;
var visited = new HashSet<GridPosition>();
var open = new Queue<GridPosition>();
open.Enqueue(start);
visited.Add(start);
while (open.Count > 0)
{
var current = open.Dequeue();
if (level.GetProp(current) is { Type: EPropType.Flow, Carrier: var sourceCarrier, SwitchState: EPropSwitchState.Enabled } && sourceCarrier == carrier)
return true;
foreach (var next in current.Neighbors().Where(level.InBounds))
{
if (!visited.Add(next) || !level.GetUnderground(next, carrier).CarriesFlow)
continue;
open.Enqueue(next);
}
}
return false;
}
private static bool IsProp(LevelState level, GridPosition position, EPropType propType)
{
return level.InBounds(position) && level.GetProp(position).Type == propType;
}
}

View File

@@ -1,181 +1,535 @@
namespace ReactorMaintenance.Simulation;
public enum ECellTerrain
{
Floor,
Wall
}
public enum ECellProp
{
None,
Reactor,
CoolingPump,
Generator,
PressureRegulator,
DiagnosticTerminal,
ControlTerminal
}
public enum EPipeMedium
{
None,
Pressure,
Coolant,
Fuel
}
public enum EFailureKind
{
PipeBurst,
Ignition,
Meltdown,
StabilityCollapse,
ReactorReady
}
public sealed record GridPosition(int X, int Y)
{
public IEnumerable<GridPosition> Neighbors()
{
yield return new(X - Balancing.Current.NeighborDistance, Y);
yield return new(X + Balancing.Current.NeighborDistance, Y);
yield return new(X, Y - Balancing.Current.NeighborDistance);
yield return new(X, Y + Balancing.Current.NeighborDistance);
}
}
public sealed record HazardState
{
public HazardState Clamp()
{
return this with {
Heat = Rules.Clamp(Heat),
Smoke = Rules.Clamp(Smoke),
FuelVapor = Rules.Clamp(FuelVapor),
LiquidFuel = Rules.Clamp(LiquidFuel),
CoolantPooling = Rules.Clamp(CoolantPooling),
ElectricalCharge = Rules.Clamp(ElectricalCharge),
Stability = Rules.Clamp(Stability)
};
}
public int Heat { get; init; }
public int Smoke { get; init; }
public int FuelVapor { get; init; }
public int LiquidFuel { get; init; }
public int CoolantPooling { get; init; }
public int ElectricalCharge { get; init; }
public int Stability { get; init; } = Balancing.Current.DefaultHazardStability;
public bool Fire { get; init; }
}
public sealed record CellState
{
public ECellTerrain Terrain { get; init; } = ECellTerrain.Floor;
public ECellProp Prop { get; init; }
public EPipeMedium Pipe { get; init; }
public int Flow { get; init; }
public int Pressure { get; init; }
public int Integrity { get; init; } = Balancing.Current.DefaultCellIntegrity;
public int LeakRate { get; init; }
public bool PipeOpen { get; init; } = true;
public bool Powered { get; init; }
public bool DoorLocked { get; init; }
public HazardState Hazards { get; init; } = new();
public bool IsWalkable => Terrain != ECellTerrain.Wall;
public bool HasPipe => Pipe != EPipeMedium.None;
}
public sealed record GlobalState
{
public int Turn { get; init; }
public int ActionsPerTurn { get; init; } = Balancing.Current.DefaultActionsPerTurn;
public int CoreHeat { get; init; } = Balancing.Current.DefaultCoreHeat;
public int FacilityStability { get; init; } = Balancing.Current.DefaultFacilityStability;
public int Power { get; init; } = Balancing.Current.DefaultPower;
public int Cooling { get; init; } = Balancing.Current.DefaultCooling;
public bool ReactorActivated { get; init; }
public bool Lost { get; init; }
public string Status { get; init; } = "STABILIZE SYSTEMS";
}
public sealed record Forecast(EFailureKind Kind, GridPosition? Position, int Turns, string Message);
public sealed record LevelState
{
public static LevelState Create(string name, int width, int height)
{
if (width < Balancing.Current.MinimumLevelSize || height < Balancing.Current.MinimumLevelSize)
throw new ArgumentOutOfRangeException(nameof(width), $"Levels must be at least {Balancing.Current.MinimumLevelSize}x{Balancing.Current.MinimumLevelSize}.");
var cells = CreateCells(width, height);
for (var y = Balancing.Current.FirstGridCoordinate; y < height; y++)
{
for (var x = Balancing.Current.FirstGridCoordinate; x < width; x++)
{
if (x == Balancing.Current.FirstGridCoordinate || y == Balancing.Current.FirstGridCoordinate || x == width - Balancing.Current.NeighborDistance || y == height - Balancing.Current.NeighborDistance)
cells[y * width + x] = cells[y * width + x] with { Terrain = ECellTerrain.Wall };
}
}
return new() {
Name = name,
Width = width,
Height = height,
Cells = cells,
Robot = new(Balancing.Current.DefaultRobotCoordinate, Balancing.Current.DefaultRobotCoordinate)
};
}
public CellState GetCell(GridPosition position)
{
EnsureInBounds(position);
return Cells[Index(position)];
}
public LevelState SetCell(GridPosition position, CellState cell)
{
EnsureInBounds(position);
var cells = Cells.ToArray();
cells[Index(position)] = cell;
return this with { Cells = cells };
}
public bool InBounds(GridPosition position)
{
return position.X >= Balancing.Current.FirstGridCoordinate && position.Y >= Balancing.Current.FirstGridCoordinate && position.X < Width && position.Y < Height;
}
public int Index(GridPosition position)
{
return position.Y * Width + position.X;
}
private void EnsureInBounds(GridPosition position)
{
if (!InBounds(position))
throw new ArgumentOutOfRangeException(nameof(position), $"Position {position.X},{position.Y} is outside {Width}x{Height}.");
}
private static CellState[] CreateCells(int width, int height)
{
return Enumerable.Range(Balancing.Current.FirstGridCoordinate, width * height).Select(_ => new CellState()).ToArray();
}
public string Name { get; init; } = "New Reactor";
public int Width { get; init; } = Balancing.Current.DefaultLevelWidth;
public int Height { get; init; } = Balancing.Current.DefaultLevelHeight;
public CellState[] Cells { get; init; } = CreateCells(Balancing.Current.DefaultLevelWidth, Balancing.Current.DefaultLevelHeight);
public GridPosition Robot { get; init; } = new(Balancing.Current.DefaultRobotCoordinate, Balancing.Current.DefaultRobotCoordinate);
public GlobalState Global { get; init; } = new();
public IReadOnlyList<Forecast> Forecasts { get; init; } = Array.Empty<Forecast>();
}
internal static class Rules
{
public static int Clamp(int value)
{
return Math.Clamp(value, Balancing.Current.MinHazardValue, Balancing.Current.MaxHazardValue);
}
}
namespace ReactorMaintenance.Simulation;
public enum ECellTerrain
{
Floor,
Wall
}
public enum ECarrierType
{
Fuel,
Coolant,
Electricity
}
public enum EUndergroundState
{
Absent,
Intact,
Leaking
}
public enum EPropType
{
None,
Flow,
Consumer,
TJunction,
CrossJunction,
Door,
AllSeeingEyeTerminal,
RemedySupply,
ReactorControl
}
public enum EPropSwitchState
{
Disabled,
Enabled
}
public enum EConsumerServiceState
{
Unknown,
Disabled,
Starved,
Supplied,
Producing
}
public enum ETJunctionMode
{
ZeroFour,
OneThree,
TwoTwo,
ThreeOne,
FourZero
}
public enum ECrossJunctionMode
{
ZeroThreeThree,
ThreeZeroThree,
ThreeThreeZero,
TwoTwoTwo
}
public enum EDoorState
{
Open,
Closed
}
public enum ERemedyType
{
FuelNeutralizer,
CoolantNeutralizer,
ElectricityNeutralizer,
HeatShield
}
public enum ELevelState
{
Stable,
Caution,
Critical,
Ready,
Lost,
Won
}
public enum EForecastKind
{
TerminalLoss,
ReactorReady,
ConsumerStarved,
HazardGrowth,
RuleEvent
}
public enum ERuleEventPhase
{
StartOfSimulation,
EndOfTurn
}
public enum ERulePredicateKind
{
TurnAtLeast,
LevelStateIs,
PropStateAt,
ConsumerStateAt,
SurfaceBandAt,
RobotAt,
AllSeeingEyeUnlocked
}
public enum ERuleEffectKind
{
StartLeak,
WorsenLeak,
RepairNetworkCell,
DisableNetworkCell,
SetPropEnabled,
AddSurfaceHazard,
AddHeat,
AddInventory,
MarkTerminalLoss,
EmitWarning
}
public enum EBand
{
Safe,
Caution,
Critical
}
public enum EPairEffect
{
Hold,
FuelFlow,
CoolFlow,
ChargeFlow,
HeatFlow,
HeatFlow2,
Warm1,
Warm2,
Quench1,
Quench2,
Short1,
Short2,
Ignite1,
Ignite2
}
public sealed record GridPosition(int X, int Y)
{
public IEnumerable<GridPosition> Neighbors()
{
yield return new(X, Y - 1);
yield return new(X + 1, Y);
yield return new(X, Y + 1);
yield return new(X - 1, Y);
}
public int ManhattanDistance(GridPosition other)
{
return Math.Abs(X - other.X) + Math.Abs(Y - other.Y);
}
}
public sealed record UndergroundCell
{
public EUndergroundState State { get; init; }
public float Amount { get; init; }
public float Intensity { get; init; }
public bool IsPresent => State != EUndergroundState.Absent;
public bool CarriesFlow => State is EUndergroundState.Intact or EUndergroundState.Leaking;
}
public sealed record SurfaceState
{
public float Fuel { get; init; }
public float Coolant { get; init; }
public float Electricity { get; init; }
public float Heat { get; init; }
public int FuelBlockTurns { get; init; }
public int CoolantBlockTurns { get; init; }
public int ElectricityBlockTurns { get; init; }
public SurfaceState Clamp()
{
var balancing = Balancing.Current;
return this with {
Fuel = balancing.ClampValue(Fuel),
Coolant = balancing.ClampValue(Coolant),
Electricity = balancing.ClampValue(Electricity),
Heat = balancing.ClampValue(Heat),
FuelBlockTurns = Math.Max(0, FuelBlockTurns),
CoolantBlockTurns = Math.Max(0, CoolantBlockTurns),
ElectricityBlockTurns = Math.Max(0, ElectricityBlockTurns)
};
}
public bool Blocks(ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => FuelBlockTurns > 0,
ECarrierType.Coolant => CoolantBlockTurns > 0,
ECarrierType.Electricity => ElectricityBlockTurns > 0,
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
}
public sealed record PropState
{
public EPropType Type { get; init; }
public ECarrierType Carrier { get; init; }
public EPropSwitchState SwitchState { get; init; } = EPropSwitchState.Enabled;
public EConsumerServiceState ServiceState { get; init; } = EConsumerServiceState.Unknown;
public ETJunctionMode TJunctionMode { get; init; } = ETJunctionMode.TwoTwo;
public ECrossJunctionMode CrossJunctionMode { get; init; } = ECrossJunctionMode.TwoTwoTwo;
public ERemedyType RemedyType { get; init; }
public bool Depleted { get; init; }
public int ReactorId { get; init; }
public bool IsEnabled => SwitchState == EPropSwitchState.Enabled;
}
public sealed record DoorState
{
public GridPosition A { get; init; } = new(0, 0);
public GridPosition B { get; init; } = new(0, 0);
public EDoorState State { get; init; } = EDoorState.Closed;
}
public sealed record LeakState
{
public ECarrierType Carrier { get; init; }
public GridPosition UndergroundPosition { get; init; } = new(0, 0);
public GridPosition AccessPosition { get; init; } = new(0, 0);
public bool Repaired { get; init; }
}
public sealed record ReactorBinding
{
public int ReactorId { get; init; }
public GridPosition ControlPosition { get; init; } = new(0, 0);
public GridPosition FuelConsumerPosition { get; init; } = new(0, 0);
public GridPosition CoolantConsumerPosition { get; init; } = new(0, 0);
public GridPosition ElectricityConsumerPosition { get; init; } = new(0, 0);
public bool Ready { get; init; }
public bool Activated { get; init; }
}
public sealed record RobotState
{
public GridPosition Position { get; init; } = new(1, 1);
public int FuelNeutralizers { get; init; }
public int CoolantNeutralizers { get; init; }
public int ElectricityNeutralizers { get; init; }
public int HeatShields { get; init; }
public int HeatImmunitySteps { get; init; }
public int Count(ERemedyType remedy)
{
return remedy switch {
ERemedyType.FuelNeutralizer => FuelNeutralizers,
ERemedyType.CoolantNeutralizer => CoolantNeutralizers,
ERemedyType.ElectricityNeutralizer => ElectricityNeutralizers,
ERemedyType.HeatShield => HeatShields,
_ => throw new ArgumentOutOfRangeException(nameof(remedy), remedy, "Unsupported remedy.")
};
}
public RobotState Add(ERemedyType remedy, int amount)
{
return remedy switch {
ERemedyType.FuelNeutralizer => this with { FuelNeutralizers = FuelNeutralizers + amount },
ERemedyType.CoolantNeutralizer => this with { CoolantNeutralizers = CoolantNeutralizers + amount },
ERemedyType.ElectricityNeutralizer => this with { ElectricityNeutralizers = ElectricityNeutralizers + amount },
ERemedyType.HeatShield => this with { HeatShields = HeatShields + amount },
_ => throw new ArgumentOutOfRangeException(nameof(remedy), remedy, "Unsupported remedy.")
};
}
public RobotState Spend(ERemedyType remedy)
{
return Count(remedy) <= 0 ? this : Add(remedy, -1);
}
}
public sealed record RulePredicate
{
public ERulePredicateKind Kind { get; init; }
public GridPosition Position { get; init; } = new(0, 0);
public int Turn { get; init; }
public ELevelState LevelState { get; init; }
public EPropSwitchState PropSwitchState { get; init; }
public EConsumerServiceState ConsumerServiceState { get; init; }
public ECarrierType Carrier { get; init; }
public EBand Band { get; init; }
public bool BoolValue { get; init; }
}
public sealed record RuleEffect
{
public ERuleEffectKind Kind { get; init; }
public GridPosition Position { get; init; } = new(0, 0);
public ECarrierType Carrier { get; init; }
public ERemedyType Remedy { get; init; }
public float Amount { get; init; }
public EPropSwitchState PropSwitchState { get; init; }
public string Message { get; init; } = string.Empty;
}
public sealed record RuleEventState
{
public string Id { get; init; } = string.Empty;
public bool Enabled { get; init; } = true;
public bool Repeat { get; init; }
public bool Triggered { get; init; }
public int Priority { get; init; }
public ERuleEventPhase Phase { get; init; }
public IReadOnlyList<RulePredicate> Predicates { get; init; } = Array.Empty<RulePredicate>();
public IReadOnlyList<RuleEffect> Effects { get; init; } = Array.Empty<RuleEffect>();
public string ForecastText { get; init; } = string.Empty;
}
public sealed record Forecast(EForecastKind Kind, GridPosition? Position, int Turns, string Message);
public sealed record ValidationIssue(string Message, GridPosition? Position = null);
public sealed record ValidationReport
{
public IReadOnlyList<ValidationIssue> Errors { get; init; } = Array.Empty<ValidationIssue>();
public IReadOnlyList<ValidationIssue> Warnings { get; init; } = Array.Empty<ValidationIssue>();
public bool IsValid => Errors.Count == 0;
}
public sealed record GlobalState
{
public int Turn { get; init; }
public int ActionsRemaining { get; init; } = Balancing.Current.ActionsPerTurn;
public ELevelState LevelState { get; init; } = ELevelState.Stable;
public string Status { get; init; } = "STABLE";
public bool AllSeeingEyeUnlocked { get; init; }
public bool TerminalLoss { get; init; }
public IReadOnlyList<string> Warnings { get; init; } = Array.Empty<string>();
}
public sealed record LevelState
{
public static LevelState Create(string name, int width, int height)
{
if (width < Balancing.Current.MinimumLevelSize || height < Balancing.Current.MinimumLevelSize)
throw new ArgumentOutOfRangeException(nameof(width), $"Levels must be at least {Balancing.Current.MinimumLevelSize}x{Balancing.Current.MinimumLevelSize}.");
var terrain = Enumerable.Repeat(ECellTerrain.Floor, width * height).ToArray();
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
if (x == 0 || y == 0 || x == width - 1 || y == height - 1)
terrain[y * width + x] = ECellTerrain.Wall;
}
}
var level = new LevelState {
Name = name,
Width = width,
Height = height,
Terrain = terrain,
Fuel = CreateUnderground(width, height),
Coolant = CreateUnderground(width, height),
Electricity = CreateUnderground(width, height),
Surface = CreateSurface(width, height),
Props = CreateProps(width, height),
Robot = new() { Position = new(1, 1) }
};
return level with { Forecasts = Array.Empty<Forecast>() };
}
public bool InBounds(GridPosition position)
{
return position.X >= 0 && position.Y >= 0 && position.X < Width && position.Y < Height;
}
public int Index(GridPosition position)
{
EnsureInBounds(position);
return position.Y * Width + position.X;
}
public ECellTerrain GetTerrain(GridPosition position)
{
return Terrain[Index(position)];
}
public UndergroundCell GetUnderground(GridPosition position, ECarrierType carrier)
{
return Layer(carrier)[Index(position)];
}
public SurfaceState GetSurface(GridPosition position)
{
return Surface[Index(position)];
}
public PropState GetProp(GridPosition position)
{
return Props[Index(position)];
}
public bool IsFloor(GridPosition position)
{
return InBounds(position) && GetTerrain(position) == ECellTerrain.Floor;
}
public bool IsClosedDoorEdge(GridPosition a, GridPosition b)
{
return Doors.Any(door => door.State == EDoorState.Closed && SameEdge(door.A, door.B, a, b));
}
public LevelState SetTerrain(GridPosition position, ECellTerrain terrain)
{
var next = Terrain.ToArray();
next[Index(position)] = terrain;
var level = this with { Terrain = next };
return terrain == ECellTerrain.Wall ? level.ClearFloorOnlyState(position) : level;
}
public LevelState SetUnderground(GridPosition position, ECarrierType carrier, UndergroundCell cell)
{
var next = Layer(carrier).ToArray();
next[Index(position)] = cell;
return carrier switch {
ECarrierType.Fuel => this with { Fuel = next },
ECarrierType.Coolant => this with { Coolant = next },
ECarrierType.Electricity => this with { Electricity = next },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
public LevelState SetSurface(GridPosition position, SurfaceState surface)
{
var next = Surface.ToArray();
next[Index(position)] = surface.Clamp();
return this with { Surface = next };
}
public LevelState SetProp(GridPosition position, PropState prop)
{
var next = Props.ToArray();
next[Index(position)] = prop;
return this with { Props = next };
}
public LevelState WithRuntimeArrays(UndergroundCell[] fuel, UndergroundCell[] coolant, UndergroundCell[] electricity, SurfaceState[] surface, PropState[] props)
{
return this with {
Fuel = fuel,
Coolant = coolant,
Electricity = electricity,
Surface = surface,
Props = props
};
}
public IReadOnlyList<UndergroundCell> Layer(ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => Fuel,
ECarrierType.Coolant => Coolant,
ECarrierType.Electricity => Electricity,
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private LevelState ClearFloorOnlyState(GridPosition position)
{
return SetSurface(position, new())
.SetProp(position, new())
.SetUnderground(position, ECarrierType.Fuel, new())
.SetUnderground(position, ECarrierType.Coolant, new())
.SetUnderground(position, ECarrierType.Electricity, new());
}
private void EnsureInBounds(GridPosition position)
{
if (!InBounds(position))
throw new ArgumentOutOfRangeException(nameof(position), $"Position {position.X},{position.Y} is outside {Width}x{Height}.");
}
private static bool SameEdge(GridPosition edgeA, GridPosition edgeB, GridPosition a, GridPosition b)
{
return edgeA == a && edgeB == b || edgeA == b && edgeB == a;
}
private static UndergroundCell[] CreateUnderground(int width, int height)
{
return Enumerable.Range(0, width * height).Select(_ => new UndergroundCell()).ToArray();
}
private static SurfaceState[] CreateSurface(int width, int height)
{
return Enumerable.Range(0, width * height).Select(_ => new SurfaceState()).ToArray();
}
private static PropState[] CreateProps(int width, int height)
{
return Enumerable.Range(0, width * height).Select(_ => new PropState()).ToArray();
}
public string Name { get; init; } = "New Reactor";
public int Width { get; init; } = Balancing.Current.DefaultLevelWidth;
public int Height { get; init; } = Balancing.Current.DefaultLevelHeight;
public ECellTerrain[] Terrain { get; init; } = Enumerable.Repeat(ECellTerrain.Floor, Balancing.Current.DefaultLevelWidth * Balancing.Current.DefaultLevelHeight).ToArray();
public UndergroundCell[] Fuel { get; init; } = CreateUnderground(Balancing.Current.DefaultLevelWidth, Balancing.Current.DefaultLevelHeight);
public UndergroundCell[] Coolant { get; init; } = CreateUnderground(Balancing.Current.DefaultLevelWidth, Balancing.Current.DefaultLevelHeight);
public UndergroundCell[] Electricity { get; init; } = CreateUnderground(Balancing.Current.DefaultLevelWidth, Balancing.Current.DefaultLevelHeight);
public SurfaceState[] Surface { get; init; } = CreateSurface(Balancing.Current.DefaultLevelWidth, Balancing.Current.DefaultLevelHeight);
public PropState[] Props { get; init; } = CreateProps(Balancing.Current.DefaultLevelWidth, Balancing.Current.DefaultLevelHeight);
public IReadOnlyList<DoorState> Doors { get; init; } = Array.Empty<DoorState>();
public IReadOnlyList<LeakState> Leaks { get; init; } = Array.Empty<LeakState>();
public IReadOnlyList<ReactorBinding> Reactors { get; init; } = Array.Empty<ReactorBinding>();
public IReadOnlyList<RuleEventState> RuleEvents { get; init; } = Array.Empty<RuleEventState>();
public RobotState Robot { get; init; } = new();
public GlobalState Global { get; init; } = new();
public IReadOnlyList<Forecast> Forecasts { get; init; } = Array.Empty<Forecast>();
}

View File

@@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>

View File

@@ -1,150 +1,735 @@
using ReactorMaintenance.Simulation.Effects;
using ReactorMaintenance.Simulation.Hazards;
namespace ReactorMaintenance.Simulation;
public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEnumerable<IAreaSimulationEffect> areaEffects, IEnumerable<Hazard> hazards)
{
private sealed record ForecastKey(EFailureKind Kind, GridPosition? Position);
public SimulationEngine()
: this(
[new PipeLeakEffect(), new MachineEffect(), new FireAndElectricalHazardEffect(), new CellIntegrityEffect()],
[new SmokeSpreadEffect()],
[new PipeBurstHazard(), new IgnitionHazard(), new MeltdownHazard(), new StabilityCollapseHazard()])
{
}
public LevelState AdvanceTurn(LevelState level)
{
return AdvanceTurn(level, true);
}
public IReadOnlyList<Forecast> Forecast(LevelState level)
{
var forecasts = new List<Forecast>();
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, Balancing.Current.CurrentForecastTurn);
AddReactorReadyForecast(forecasts, seen, forecastLevel, Balancing.Current.CurrentForecastTurn);
if (IsReactorReady(forecastLevel) || forecastLevel.Global.Lost || forecastLevel.Global.ReactorActivated)
return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
for (var step = Balancing.Current.TurnIncrement; step <= Balancing.Current.MaxForecastStepCount; step++)
{
forecastLevel = AdvanceTurn(forecastLevel, false);
AddHazardForecasts(forecasts, seen, forecastLevel, step);
AddReactorReadyForecast(forecasts, seen, forecastLevel, step);
if (forecastLevel.Global.Lost || IsReactorReady(forecastLevel) || forecastLevel.Global.ReactorActivated)
break;
}
return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
}
public LevelState ActivateReactor(LevelState level)
{
if (!IsReactorReady(level))
return level with { Global = level.Global with { Status = "REACTOR NOT READY" } };
return level with {
Global = level.Global with {
ReactorActivated = true,
Status = "REACTOR ONLINE"
}
};
}
private LevelState AdvanceTurn(LevelState level, bool updateForecasts)
{
var cells = level.Cells.ToArray();
for (var y = Balancing.Current.FirstGridCoordinate; y < level.Height; y++)
{
for (var x = Balancing.Current.FirstGridCoordinate; x < level.Width; x++)
{
var position = new GridPosition(x, y);
var index = level.Index(position);
var cell = cells[index];
if (!cell.IsWalkable)
continue;
foreach (var effect in m_Effects)
cell = effect.Apply(cell);
cells[index] = cell with { Hazards = cell.Hazards.Clamp() };
}
}
foreach (var areaEffect in m_AreaEffects)
cells = areaEffect.Apply(level, cells);
var global = UpdateGlobal(level, cells);
var next = level with {
Cells = cells,
Global = global with { Turn = level.Global.Turn + Balancing.Current.TurnIncrement }
};
return updateForecasts ? next with { Forecasts = Forecast(next) } : next;
}
private void AddHazardForecasts(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
{
foreach (var hazard in m_Hazards)
{
foreach (var forecast in hazard.Predict(level, turns))
AddForecast(forecasts, seen, forecast);
}
}
private static void AddReactorReadyForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
{
if (IsReactorReady(level))
AddForecast(forecasts, seen, new(EFailureKind.ReactorReady, null, turns, "REACTOR READY"));
}
private static void AddForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, Forecast forecast)
{
if (seen.Add(new(forecast.Kind, forecast.Position)))
forecasts.Add(forecast);
}
private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
{
var reactorHeat = cells.Where(c => c.Prop == ECellProp.Reactor).Select(c => c.Hazards.Heat).DefaultIfEmpty(level.Global.CoreHeat).Max();
var poweredGenerators = cells.Count(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
var poweredPumps = cells.Count(c => c is { Prop: ECellProp.CoolingPump, Powered: true, Hazards.Fire: false });
var damagedCriticalCells = cells.Count(c => c.Prop is ECellProp.Reactor or ECellProp.Generator or ECellProp.CoolingPump && c.Hazards.Stability <= Balancing.Current.CriticalCellStabilityThreshold);
var stability = Rules.Clamp(level.Global.FacilityStability - damagedCriticalCells);
var lost = reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold || stability <= Balancing.Current.StabilityCollapseThreshold;
var status = lost ? reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE" : "STABILIZE SYSTEMS";
var global = level.Global with {
CoreHeat = Rules.Clamp(reactorHeat - poweredPumps),
Power = Rules.Clamp(poweredGenerators * Balancing.Current.GeneratorPowerOutput),
Cooling = Rules.Clamp(poweredPumps * Balancing.Current.CoolingPumpOutput),
FacilityStability = stability,
Lost = lost,
Status = status
};
return IsReactorReady(level with { Cells = cells, Global = global }) ? global with { Status = "REACTOR READY" } : global;
}
private static bool IsReactorReady(LevelState level)
{
var hasReactor = level.Cells.Any(c => c.Prop == ECellProp.Reactor);
var hasStablePower = level.Global.Power >= Balancing.Current.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
var hasCooling = level.Global.Cooling >= Balancing.Current.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Prop: ECellProp.CoolingPump, Powered: true, Hazards.Fire: false });
var reactorStable = level.Global.CoreHeat < Balancing.Current.ReactorReadyCoreHeatThreshold;
return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
}
private readonly IReadOnlyList<IAreaSimulationEffect> m_AreaEffects = areaEffects.ToArray();
private readonly IReadOnlyList<ISimulationEffect> m_Effects = effects.ToArray();
private readonly IReadOnlyList<Hazard> m_Hazards = hazards.ToArray();
}
namespace ReactorMaintenance.Simulation;
public sealed class SimulationEngine
{
public LevelState MoveRobot(LevelState level, GridPosition destination)
{
if (!CanSpendAction(level) || !level.IsFloor(destination) || level.Robot.Position.ManhattanDistance(destination) != 1)
return Refuse(level, "MOVE BLOCKED");
return SpendAction(level with {
Robot = level.Robot with {
Position = destination,
HeatImmunitySteps = Math.Max(0, level.Robot.HeatImmunitySteps - 1)
}
});
}
public LevelState InteractProp(LevelState level)
{
if (!CanSpendAction(level))
return Refuse(level, "NO ACTIONS");
var position = level.Robot.Position;
var prop = level.GetProp(position);
if (prop.Type == EPropType.None)
return Refuse(level, "NO PROP");
var next = prop.Type switch {
EPropType.Flow or EPropType.Consumer => ToggleProp(level, position, prop),
EPropType.TJunction => level.SetProp(position, prop with { TJunctionMode = NextTJunctionMode(prop.TJunctionMode) }),
EPropType.CrossJunction => level.SetProp(position, prop with { CrossJunctionMode = NextCrossJunctionMode(prop.CrossJunctionMode) }),
EPropType.Door => ToggleDoor(level, position),
EPropType.AllSeeingEyeTerminal => level with { Global = level.Global with { AllSeeingEyeUnlocked = true, Status = "ALL-SEEING-EYE ONLINE" } },
EPropType.RemedySupply => PickUpRemedy(level, position, prop),
EPropType.ReactorControl => ActivateReactor(level),
_ => level
};
return SpendAction(next);
}
public LevelState InteractLeak(LevelState level, ECarrierType carrier, bool useRemedy)
{
if (!CanSpendAction(level))
return Refuse(level, "NO ACTIONS");
var leakIndex = level.Leaks.ToList().FindIndex(leak => !leak.Repaired && leak.Carrier == carrier && leak.AccessPosition == level.Robot.Position);
if (leakIndex < 0)
return Refuse(level, "NO REACHABLE LEAK");
var leak = level.Leaks[leakIndex];
var next = useRemedy ? ApplyElementRemedy(level, leak) : RepairLeak(level, leakIndex, leak);
return SpendAction(next);
}
public LevelState ApplyHeatShield(LevelState level)
{
if (!CanSpendAction(level) || level.Robot.HeatShields <= 0)
return Refuse(level, "NO HEAT SHIELD");
return SpendAction(level with {
Robot = level.Robot.Spend(ERemedyType.HeatShield) with { HeatImmunitySteps = Balancing.Current.HeatShieldSteps }
});
}
public LevelState ActivateReactor(LevelState level)
{
var reactorIndex = level.Reactors.ToList().FindIndex(reactor => reactor.ControlPosition == level.Robot.Position);
if (reactorIndex < 0)
return Refuse(level, "NO REACTOR CONTROL");
var reactor = level.Reactors[reactorIndex];
if (!reactor.Ready)
return Refuse(level, "REACTOR NOT READY");
var reactors = level.Reactors.ToArray();
reactors[reactorIndex] = reactor with { Activated = true };
return level with {
Reactors = reactors,
Global = level.Global with { LevelState = ELevelState.Won, Status = "REACTOR ONLINE" }
};
}
public LevelState EndTurn(LevelState level)
{
return ResolveTurn(level with { Global = level.Global with { ActionsRemaining = 0 } });
}
public LevelState AdvanceTurn(LevelState level)
{
return ResolveTurn(level);
}
public IReadOnlyList<Forecast> Forecast(LevelState level)
{
var forecasts = new List<Forecast>();
var simulated = CopyForForecast(level);
for (var turn = 0; turn <= Balancing.Current.ForecastHorizon; turn++)
{
AddForecasts(forecasts, simulated, turn);
if (simulated.Global.LevelState is ELevelState.Lost or ELevelState.Ready or ELevelState.Won)
break;
if (turn < Balancing.Current.ForecastHorizon)
simulated = ResolveTurn(simulated, false);
}
return forecasts.DistinctBy(forecast => (forecast.Kind, forecast.Position, forecast.Message)).OrderBy(forecast => forecast.Turns).ThenBy(forecast => forecast.Message).ToArray();
}
private LevelState ResolveTurn(LevelState level, bool refreshForecasts = true)
{
var report = m_Validator.Validate(level);
if (!report.IsValid)
return level with { Global = level.Global with { LevelState = ELevelState.Lost, Status = report.Errors[0].Message } };
var next = ApplyRuleEvents(level, ERuleEventPhase.StartOfSimulation);
next = PropagateNetworks(next);
next = ResolveConsumers(next);
next = InjectLeaks(next);
next = ResolveSurfaceInteractions(next);
next = ResolveRobotSafety(next);
next = DeriveReactorAndLevelState(next);
next = ApplyRuleEvents(next, ERuleEventPhase.EndOfTurn);
next = AdvanceDurations(next);
next = next with {
Global = next.Global with {
Turn = next.Global.Turn + 1,
ActionsRemaining = Balancing.Current.ActionsPerTurn
}
};
return refreshForecasts ? next with { Forecasts = Forecast(next) } : next;
}
private LevelState PropagateNetworks(LevelState level)
{
var fuel = ClearTransient(level.Fuel);
var coolant = ClearTransient(level.Coolant);
var electricity = ClearTransient(level.Electricity);
var next = level.WithRuntimeArrays(fuel, coolant, electricity, level.Surface.ToArray(), level.Props.ToArray());
foreach (var carrier in Enum.GetValues<ECarrierType>())
next = PropagateCarrier(next, carrier);
return next;
}
private static UndergroundCell[] ClearTransient(IReadOnlyList<UndergroundCell> layer)
{
return layer.Select(cell => cell with { Amount = 0, Intensity = 0 }).ToArray();
}
private LevelState PropagateCarrier(LevelState level, ECarrierType carrier)
{
var layer = level.Layer(carrier).ToArray();
var sources = AllPositions(level).Where(position => level.GetProp(position) is { Type: EPropType.Flow, SwitchState: EPropSwitchState.Enabled, Carrier: var sourceCarrier } && sourceCarrier == carrier && level.GetUnderground(position, carrier).CarriesFlow).ToArray();
foreach (var source in sources)
ApplySourceFlow(level, layer, source, carrier);
return carrier switch {
ECarrierType.Fuel => level with { Fuel = layer },
ECarrierType.Coolant => level with { Coolant = layer },
ECarrierType.Electricity => level with { Electricity = layer },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static void ApplySourceFlow(LevelState level, UndergroundCell[] layer, GridPosition source, ECarrierType carrier)
{
var open = new Queue<(GridPosition Position, int Distance, float AmountFactor, float IntensityFactor)>();
var best = new Dictionary<GridPosition, float>();
open.Enqueue((source, 0, 1, 1));
best[source] = 1;
while (open.Count > 0)
{
var current = open.Dequeue();
var amount = Balancing.Current.ClampValue((Balancing.Current.SourceAmount * current.AmountFactor) - (current.Distance * Balancing.Current.DistanceAmountFalloff));
var intensity = Balancing.Current.ClampValue((Balancing.Current.SourceIntensity * current.IntensityFactor) - (current.Distance * Balancing.Current.DistanceIntensityFalloff));
var index = level.Index(current.Position);
layer[index] = layer[index] with {
Amount = Math.Max(layer[index].Amount, amount),
Intensity = Math.Max(layer[index].Intensity, intensity)
};
foreach (var next in current.Position.Neighbors().Where(level.InBounds))
{
if (!level.GetUnderground(next, carrier).CarriesFlow)
continue;
var weights = BranchWeights(level, current.Position, next);
var amountFactor = current.AmountFactor * weights.Amount;
var intensityFactor = current.IntensityFactor * weights.Intensity;
if (amountFactor <= 0 || intensityFactor <= 0)
continue;
if (best.TryGetValue(next, out var oldBest) && oldBest >= amountFactor)
continue;
best[next] = amountFactor;
open.Enqueue((next, current.Distance + 1, amountFactor, intensityFactor));
}
}
}
private static (float Amount, float Intensity) BranchWeights(LevelState level, GridPosition from, GridPosition to)
{
var prop = level.GetProp(from);
return prop.Type switch {
EPropType.TJunction => TJunctionWeights(prop.TJunctionMode),
EPropType.CrossJunction => CrossJunctionWeights(prop.CrossJunctionMode),
_ => (1, 1)
};
}
private static (float Amount, float Intensity) TJunctionWeights(ETJunctionMode mode)
{
var weight = mode switch {
ETJunctionMode.ZeroFour => 0,
ETJunctionMode.OneThree => 0.25f,
ETJunctionMode.TwoTwo => 0.5f,
ETJunctionMode.ThreeOne => 0.75f,
ETJunctionMode.FourZero => 1,
_ => throw new ArgumentOutOfRangeException(nameof(mode), mode, "Unsupported T-junction mode.")
};
return (weight, weight);
}
private static (float Amount, float Intensity) CrossJunctionWeights(ECrossJunctionMode mode)
{
var weight = mode switch {
ECrossJunctionMode.ZeroThreeThree => 0,
ECrossJunctionMode.ThreeZeroThree => 0.5f,
ECrossJunctionMode.ThreeThreeZero => 0.5f,
ECrossJunctionMode.TwoTwoTwo => 1f / 3f,
_ => throw new ArgumentOutOfRangeException(nameof(mode), mode, "Unsupported cross-junction mode.")
};
return (weight, weight);
}
private LevelState ResolveConsumers(LevelState level)
{
var props = level.Props.ToArray();
foreach (var position in AllPositions(level))
{
var index = level.Index(position);
var prop = props[index];
if (prop.Type != EPropType.Consumer)
continue;
if (prop.SwitchState == EPropSwitchState.Disabled)
{
props[index] = prop with { ServiceState = EConsumerServiceState.Disabled };
continue;
}
var underground = level.GetUnderground(position, prop.Carrier);
var supplied = underground.Amount >= Balancing.Current.ConsumerRequiredAmount && underground.Intensity >= Balancing.Current.ConsumerRequiredIntensity;
props[index] = prop with { ServiceState = supplied ? EConsumerServiceState.Producing : EConsumerServiceState.Starved };
}
return level with { Props = props };
}
private LevelState InjectLeaks(LevelState level)
{
var surface = level.Surface.ToArray();
foreach (var leak in level.Leaks.Where(leak => !leak.Repaired))
{
var underground = level.GetUnderground(leak.UndergroundPosition, leak.Carrier);
if (underground.State != EUndergroundState.Leaking)
continue;
var accessIndex = level.Index(leak.AccessPosition);
if (surface[accessIndex].Blocks(leak.Carrier))
continue;
var amount = Balancing.Current.LeakBaseAmount + underground.Amount * Balancing.Current.LeakAmountScale + underground.Intensity * Balancing.Current.LeakIntensityScale;
surface[accessIndex] = AddSurfaceCarrier(surface[accessIndex], leak.Carrier, amount);
}
return level with { Surface = surface.Select(cell => cell.Clamp()).ToArray() };
}
private LevelState ResolveSurfaceInteractions(LevelState level)
{
var deltas = Enumerable.Range(0, level.Width * level.Height).Select(_ => new SurfaceDelta()).ToArray();
foreach (var position in AllPositions(level).Where(level.IsFloor))
ApplySameCellInteractions(level, position, deltas);
foreach (var position in AllPositions(level).Where(level.IsFloor))
{
foreach (var neighbor in position.Neighbors().Where(level.IsFloor))
{
if (level.Index(position) >= level.Index(neighbor) || level.IsClosedDoorEdge(position, neighbor))
continue;
ApplyAdjacentInteractions(level, position, neighbor, deltas);
}
}
var surface = level.Surface.ToArray();
for (var i = 0; i < surface.Length; i++)
surface[i] = deltas[i].Apply(surface[i]).Clamp();
return level with { Surface = surface };
}
private static void ApplySameCellInteractions(LevelState level, GridPosition position, SurfaceDelta[] deltas)
{
var surface = level.GetSurface(position);
ApplyPair(level, position, position, ECarrierType.Fuel, BandFuel(surface.Fuel), ECarrierType.Electricity, BandElectricity(surface.Electricity), deltas);
ApplyPair(level, position, position, ECarrierType.Fuel, BandFuel(surface.Fuel), null, BandHeat(surface.Heat), deltas);
ApplyPair(level, position, position, ECarrierType.Coolant, BandCoolant(surface.Coolant), ECarrierType.Electricity, BandElectricity(surface.Electricity), deltas);
ApplyPair(level, position, position, ECarrierType.Coolant, BandCoolant(surface.Coolant), null, BandHeat(surface.Heat), deltas);
}
private static void ApplyAdjacentInteractions(LevelState level, GridPosition a, GridPosition b, SurfaceDelta[] deltas)
{
var surfaceA = level.GetSurface(a);
var surfaceB = level.GetSurface(b);
FlowBetween(level, a, b, surfaceA.Fuel, surfaceB.Fuel, EPairEffect.FuelFlow, deltas);
FlowBetween(level, a, b, surfaceA.Coolant, surfaceB.Coolant, EPairEffect.CoolFlow, deltas);
FlowBetween(level, a, b, surfaceA.Electricity, surfaceB.Electricity, EPairEffect.ChargeFlow, deltas);
FlowBetween(level, a, b, surfaceA.Heat, surfaceB.Heat, EPairEffect.HeatFlow, deltas);
}
private static void ApplyPair(LevelState level, GridPosition a, GridPosition b, ECarrierType? rowCarrier, EBand rowBand, ECarrierType? colCarrier, EBand colBand, SurfaceDelta[] deltas)
{
ApplyEffect(level, a, b, PairEffect(rowCarrier, rowBand, colCarrier, colBand), deltas);
}
private static EPairEffect PairEffect(ECarrierType? rowCarrier, EBand rowBand, ECarrierType? colCarrier, EBand colBand)
{
if (rowBand == EBand.Safe && colBand == EBand.Safe)
return EPairEffect.Hold;
if (rowCarrier == colCarrier)
return rowCarrier switch {
ECarrierType.Fuel => EPairEffect.FuelFlow,
ECarrierType.Coolant => EPairEffect.CoolFlow,
ECarrierType.Electricity => EPairEffect.ChargeFlow,
_ => EPairEffect.HeatFlow
};
if (rowCarrier == ECarrierType.Fuel && colCarrier == ECarrierType.Electricity)
return rowBand == EBand.Critical || colBand == EBand.Critical ? EPairEffect.Ignite2 : EPairEffect.Ignite1;
if (rowCarrier == ECarrierType.Fuel && colCarrier is null)
return rowBand == EBand.Critical || colBand == EBand.Critical ? EPairEffect.Ignite2 : EPairEffect.Warm1;
if (rowCarrier == ECarrierType.Coolant && colCarrier == ECarrierType.Electricity)
return rowBand == EBand.Critical || colBand == EBand.Critical ? EPairEffect.Short2 : EPairEffect.Short1;
if (rowCarrier == ECarrierType.Coolant && colCarrier is null)
return rowBand == EBand.Critical || colBand == EBand.Critical ? EPairEffect.Quench2 : EPairEffect.Quench1;
return EPairEffect.Hold;
}
private static void ApplyEffect(LevelState level, GridPosition a, GridPosition b, EPairEffect effect, SurfaceDelta[] deltas)
{
var index = level.Index(a);
switch (effect)
{
case EPairEffect.Warm1:
deltas[index].Heat += Balancing.Current.Warm1Amount;
break;
case EPairEffect.Warm2:
deltas[index].Heat += Balancing.Current.Warm2Amount;
break;
case EPairEffect.Quench1:
deltas[index].Heat -= Balancing.Current.Quench1Amount;
break;
case EPairEffect.Quench2:
deltas[index].Heat -= Balancing.Current.Quench2Amount;
break;
case EPairEffect.Short1:
deltas[index].Heat += Balancing.Current.Short1Heat;
deltas[index].Electricity -= Balancing.Current.Short1Discharge;
break;
case EPairEffect.Short2:
deltas[index].Heat += Balancing.Current.Short2Heat;
deltas[index].Electricity -= Balancing.Current.Short2Discharge;
break;
case EPairEffect.Ignite1:
deltas[index].Heat += Balancing.Current.Ignite1Heat;
deltas[index].Fuel -= Balancing.Current.Ignite1FuelConsumption;
break;
case EPairEffect.Ignite2:
deltas[index].Heat += Balancing.Current.Ignite2Heat;
deltas[index].Fuel -= Balancing.Current.Ignite2FuelConsumption;
break;
}
}
private static void FlowBetween(LevelState level, GridPosition a, GridPosition b, float valueA, float valueB, EPairEffect effect, SurfaceDelta[] deltas)
{
var difference = valueA - valueB;
if (Math.Abs(difference) < 0.01f)
return;
var amount = difference * (effect == EPairEffect.HeatFlow2 ? Balancing.Current.StrongFlowTransferRatio : Balancing.Current.FlowTransferRatio);
var indexA = level.Index(a);
var indexB = level.Index(b);
switch (effect)
{
case EPairEffect.FuelFlow:
deltas[indexA].Fuel -= amount;
deltas[indexB].Fuel += amount;
break;
case EPairEffect.CoolFlow:
deltas[indexA].Coolant -= amount;
deltas[indexB].Coolant += amount;
break;
case EPairEffect.ChargeFlow:
deltas[indexA].Electricity -= amount;
deltas[indexB].Electricity += amount;
break;
case EPairEffect.HeatFlow:
case EPairEffect.HeatFlow2:
deltas[indexA].Heat -= amount;
deltas[indexB].Heat += amount;
break;
}
}
private LevelState ResolveRobotSafety(LevelState level)
{
var surface = level.GetSurface(level.Robot.Position);
var unsafeElement = surface.Fuel >= Balancing.Current.RobotFuelSafetyThreshold || surface.Coolant >= Balancing.Current.RobotCoolantSafetyThreshold || surface.Electricity >= Balancing.Current.RobotElectricitySafetyThreshold;
var unsafeHeat = surface.Heat >= Balancing.Current.RobotHeatSafetyThreshold && level.Robot.HeatImmunitySteps <= 0;
return unsafeElement || unsafeHeat
? level with { Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = "ROBOT LOST" } }
: level;
}
private LevelState DeriveReactorAndLevelState(LevelState level)
{
if (level.Global.LevelState is ELevelState.Lost or ELevelState.Won)
return level;
var reactors = level.Reactors.Select(reactor => reactor with { Ready = IsReactorReady(level, reactor) }).ToArray();
if (reactors.Any(reactor => reactor.Ready))
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Ready, Status = "REACTOR READY" } };
var maxHeat = level.Surface.Where((_, index) => level.Terrain[index] == ECellTerrain.Floor).Select(surface => surface.Heat).DefaultIfEmpty(0).Max();
if (maxHeat >= Balancing.Current.TerminalHeat)
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = "REACTOR HEAT TERMINAL" } };
var hasCritical = level.Surface.Any(surface => BandFuel(surface.Fuel) == EBand.Critical || BandCoolant(surface.Coolant) == EBand.Critical || BandElectricity(surface.Electricity) == EBand.Critical || BandHeat(surface.Heat) == EBand.Critical);
var hasCaution = hasCritical || level.Props.Any(prop => prop.ServiceState is EConsumerServiceState.Starved or EConsumerServiceState.Disabled) || level.Leaks.Any(leak => !leak.Repaired);
var state = hasCritical ? ELevelState.Critical : hasCaution ? ELevelState.Caution : ELevelState.Stable;
return level with { Reactors = reactors, Global = level.Global with { LevelState = state, Status = state.ToString().ToUpperInvariant() } };
}
private static bool IsReactorReady(LevelState level, ReactorBinding reactor)
{
return HasProducingConsumer(level, reactor.FuelConsumerPosition, ECarrierType.Fuel)
&& HasProducingConsumer(level, reactor.CoolantConsumerPosition, ECarrierType.Coolant)
&& HasProducingConsumer(level, reactor.ElectricityConsumerPosition, ECarrierType.Electricity)
&& level.GetSurface(reactor.ControlPosition).Heat < Balancing.Current.TerminalHeat;
}
private static bool HasProducingConsumer(LevelState level, GridPosition position, ECarrierType carrier)
{
return level.InBounds(position) && level.GetProp(position) is { Type: EPropType.Consumer, Carrier: var consumerCarrier, ServiceState: EConsumerServiceState.Producing } && consumerCarrier == carrier;
}
private LevelState ApplyRuleEvents(LevelState level, ERuleEventPhase phase)
{
var next = level;
var events = level.RuleEvents.Select((ruleEvent, index) => (Event: ruleEvent, Index: index)).Where(item => item.Event.Enabled && item.Event.Phase == phase && (item.Event.Repeat || !item.Event.Triggered)).OrderBy(item => item.Event.Priority).ToArray();
var ruleEvents = next.RuleEvents.ToArray();
foreach (var item in events)
{
if (!item.Event.Predicates.All(predicate => PredicateMatches(next, predicate)))
continue;
foreach (var effect in item.Event.Effects)
next = ApplyRuleEffect(next, effect);
ruleEvents[item.Index] = item.Event with { Triggered = true };
}
return next with { RuleEvents = ruleEvents };
}
private static bool PredicateMatches(LevelState level, RulePredicate predicate)
{
return predicate.Kind switch {
ERulePredicateKind.TurnAtLeast => level.Global.Turn >= predicate.Turn,
ERulePredicateKind.LevelStateIs => level.Global.LevelState == predicate.LevelState,
ERulePredicateKind.PropStateAt => level.InBounds(predicate.Position) && level.GetProp(predicate.Position).SwitchState == predicate.PropSwitchState,
ERulePredicateKind.ConsumerStateAt => level.InBounds(predicate.Position) && level.GetProp(predicate.Position).ServiceState == predicate.ConsumerServiceState,
ERulePredicateKind.SurfaceBandAt => level.InBounds(predicate.Position) && SurfaceBand(level.GetSurface(predicate.Position), predicate.Carrier) >= predicate.Band,
ERulePredicateKind.RobotAt => level.Robot.Position == predicate.Position,
ERulePredicateKind.AllSeeingEyeUnlocked => level.Global.AllSeeingEyeUnlocked == predicate.BoolValue,
_ => false
};
}
private static LevelState ApplyRuleEffect(LevelState level, RuleEffect effect)
{
return effect.Kind switch {
ERuleEffectKind.StartLeak => StartLeak(level, effect),
ERuleEffectKind.WorsenLeak => level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Leaking }),
ERuleEffectKind.RepairNetworkCell => level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Intact }),
ERuleEffectKind.DisableNetworkCell => level.SetUnderground(effect.Position, effect.Carrier, new()),
ERuleEffectKind.SetPropEnabled => level.SetProp(effect.Position, level.GetProp(effect.Position) with { SwitchState = effect.PropSwitchState }),
ERuleEffectKind.AddSurfaceHazard => level.SetSurface(effect.Position, AddSurfaceCarrier(level.GetSurface(effect.Position), effect.Carrier, effect.Amount)),
ERuleEffectKind.AddHeat => level.SetSurface(effect.Position, level.GetSurface(effect.Position) with { Heat = level.GetSurface(effect.Position).Heat + effect.Amount }),
ERuleEffectKind.AddInventory => level with { Robot = level.Robot.Add(effect.Remedy, (int)effect.Amount) },
ERuleEffectKind.MarkTerminalLoss => level with { Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = string.IsNullOrWhiteSpace(effect.Message) ? "TERMINAL FAILURE" : effect.Message } },
ERuleEffectKind.EmitWarning => level with { Global = level.Global with { Warnings = [.. level.Global.Warnings, effect.Message] } },
_ => level
};
}
private static LevelState StartLeak(LevelState level, RuleEffect effect)
{
var leak = new LeakState {
Carrier = effect.Carrier,
UndergroundPosition = effect.Position,
AccessPosition = effect.Position
};
return level.SetUnderground(effect.Position, effect.Carrier, level.GetUnderground(effect.Position, effect.Carrier) with { State = EUndergroundState.Leaking }) with { Leaks = [.. level.Leaks, leak] };
}
private LevelState AdvanceDurations(LevelState level)
{
var surface = level.Surface.Select(cell => cell with {
FuelBlockTurns = Math.Max(0, cell.FuelBlockTurns - 1),
CoolantBlockTurns = Math.Max(0, cell.CoolantBlockTurns - 1),
ElectricityBlockTurns = Math.Max(0, cell.ElectricityBlockTurns - 1)
}).ToArray();
return level with { Surface = surface };
}
private static LevelState ToggleProp(LevelState level, GridPosition position, PropState prop)
{
var switchState = prop.SwitchState == EPropSwitchState.Enabled ? EPropSwitchState.Disabled : EPropSwitchState.Enabled;
return level.SetProp(position, prop with { SwitchState = switchState });
}
private static LevelState ToggleDoor(LevelState level, GridPosition position)
{
var doors = level.Doors.ToArray();
var index = Array.FindIndex(doors, door => door.A == position || door.B == position);
if (index < 0)
return level;
doors[index] = doors[index] with { State = doors[index].State == EDoorState.Open ? EDoorState.Closed : EDoorState.Open };
return level with { Doors = doors };
}
private static LevelState PickUpRemedy(LevelState level, GridPosition position, PropState prop)
{
if (prop.Depleted || level.Robot.Count(prop.RemedyType) >= Balancing.Current.InventoryCapacityPerRemedy)
return level;
return level.SetProp(position, prop with { Depleted = true }) with { Robot = level.Robot.Add(prop.RemedyType, 1) };
}
private static LevelState RepairLeak(LevelState level, int leakIndex, LeakState leak)
{
var leaks = level.Leaks.ToArray();
leaks[leakIndex] = leak with { Repaired = true };
return level.SetUnderground(leak.UndergroundPosition, leak.Carrier, level.GetUnderground(leak.UndergroundPosition, leak.Carrier) with { State = EUndergroundState.Intact }) with { Leaks = leaks };
}
private static LevelState ApplyElementRemedy(LevelState level, LeakState leak)
{
var remedy = leak.Carrier switch {
ECarrierType.Fuel => ERemedyType.FuelNeutralizer,
ECarrierType.Coolant => ERemedyType.CoolantNeutralizer,
ECarrierType.Electricity => ERemedyType.ElectricityNeutralizer,
_ => throw new ArgumentOutOfRangeException(nameof(leak), leak.Carrier, "Unsupported leak carrier.")
};
if (level.Robot.Count(remedy) <= 0)
return Refuse(level, "NO REMEDY");
var surface = RemoveSurfaceCarrier(level.GetSurface(leak.AccessPosition), leak.Carrier);
return level.SetSurface(leak.AccessPosition, surface) with { Robot = level.Robot.Spend(remedy) };
}
private static SurfaceState AddSurfaceCarrier(SurfaceState surface, ECarrierType carrier, float amount)
{
return carrier switch {
ECarrierType.Fuel => surface with { Fuel = surface.Fuel + amount },
ECarrierType.Coolant => surface with { Coolant = surface.Coolant + amount },
ECarrierType.Electricity => surface with { Electricity = surface.Electricity + amount },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static SurfaceState RemoveSurfaceCarrier(SurfaceState surface, ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => surface with { Fuel = 0, FuelBlockTurns = Balancing.Current.RemedyBlockTurns },
ECarrierType.Coolant => surface with { Coolant = 0, CoolantBlockTurns = Balancing.Current.RemedyBlockTurns },
ECarrierType.Electricity => surface with { Electricity = 0, ElectricityBlockTurns = Balancing.Current.RemedyBlockTurns },
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private LevelState SpendAction(LevelState level)
{
var actions = Math.Max(0, level.Global.ActionsRemaining - 1);
var next = level with { Global = level.Global with { ActionsRemaining = actions } };
return actions == 0 ? ResolveTurn(next) : next;
}
private static bool CanSpendAction(LevelState level)
{
return level.Global.LevelState is not (ELevelState.Lost or ELevelState.Won) && level.Global.ActionsRemaining > 0;
}
private static LevelState Refuse(LevelState level, string message)
{
return level with { Global = level.Global with { Status = message } };
}
private static ETJunctionMode NextTJunctionMode(ETJunctionMode mode)
{
return mode == ETJunctionMode.FourZero ? ETJunctionMode.ZeroFour : mode + 1;
}
private static ECrossJunctionMode NextCrossJunctionMode(ECrossJunctionMode mode)
{
return mode == ECrossJunctionMode.TwoTwoTwo ? ECrossJunctionMode.ZeroThreeThree : mode + 1;
}
private static EBand SurfaceBand(SurfaceState surface, ECarrierType carrier)
{
return carrier switch {
ECarrierType.Fuel => BandFuel(surface.Fuel),
ECarrierType.Coolant => BandCoolant(surface.Coolant),
ECarrierType.Electricity => BandElectricity(surface.Electricity),
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
};
}
private static EBand BandFuel(float value)
{
return Balancing.Current.Band(value, Balancing.Current.FuelCaution, Balancing.Current.FuelCritical);
}
private static EBand BandCoolant(float value)
{
return Balancing.Current.Band(value, Balancing.Current.CoolantCaution, Balancing.Current.CoolantCritical);
}
private static EBand BandElectricity(float value)
{
return Balancing.Current.Band(value, Balancing.Current.ElectricityCaution, Balancing.Current.ElectricityCritical);
}
private static EBand BandHeat(float value)
{
return Balancing.Current.Band(value, Balancing.Current.HeatCaution, Balancing.Current.HeatCritical);
}
private static LevelState CopyForForecast(LevelState level)
{
return level with {
Terrain = level.Terrain.ToArray(),
Fuel = level.Fuel.ToArray(),
Coolant = level.Coolant.ToArray(),
Electricity = level.Electricity.ToArray(),
Surface = level.Surface.ToArray(),
Props = level.Props.ToArray(),
Forecasts = Array.Empty<Forecast>()
};
}
private static void AddForecasts(List<Forecast> forecasts, LevelState level, int turn)
{
if (level.Global.LevelState == ELevelState.Lost)
forecasts.Add(new(EForecastKind.TerminalLoss, level.Robot.Position, turn, level.Global.Status));
if (level.Global.LevelState == ELevelState.Ready)
forecasts.Add(new(EForecastKind.ReactorReady, null, turn, "REACTOR READY"));
foreach (var position in AllPositions(level))
{
var prop = level.GetProp(position);
if (prop.Type == EPropType.Consumer && prop.ServiceState == EConsumerServiceState.Starved)
forecasts.Add(new(EForecastKind.ConsumerStarved, position, turn, $"{prop.Carrier} consumer starved"));
var surface = level.GetSurface(position);
if (BandFuel(surface.Fuel) == EBand.Critical || BandCoolant(surface.Coolant) == EBand.Critical || BandElectricity(surface.Electricity) == EBand.Critical || BandHeat(surface.Heat) == EBand.Critical)
forecasts.Add(new(EForecastKind.HazardGrowth, position, turn, "Critical hazard"));
}
foreach (var ruleEvent in level.RuleEvents.Where(ruleEvent => ruleEvent.Enabled && !string.IsNullOrWhiteSpace(ruleEvent.ForecastText) && ruleEvent.Predicates.All(predicate => PredicateMatches(level, predicate))))
forecasts.Add(new(EForecastKind.RuleEvent, null, turn, ruleEvent.ForecastText));
}
private static IEnumerable<GridPosition> AllPositions(LevelState level)
{
for (var y = 0; y < level.Height; y++)
{
for (var x = 0; x < level.Width; x++)
yield return new(x, y);
}
}
private sealed class SurfaceDelta
{
public SurfaceState Apply(SurfaceState surface)
{
return surface with {
Fuel = surface.Fuel + Fuel,
Coolant = surface.Coolant + Coolant,
Electricity = surface.Electricity + Electricity,
Heat = surface.Heat + Heat
};
}
public float Fuel { get; set; }
public float Coolant { get; set; }
public float Electricity { get; set; }
public float Heat { get; set; }
}
private readonly LevelValidator m_Validator = new();
}