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

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@@ -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
}
]
};
}
}