Rewrite simulation core for design model
This commit is contained in:
34
TASKS.md
34
TASKS.md
@@ -4,8 +4,9 @@
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- Branch: `design-rewrite`
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- Branch: `design-rewrite`
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- Scope approved: implement `docs/design.md` end-to-end with deterministic defaults and no backward compatibility.
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- Scope approved: implement `docs/design.md` end-to-end with deterministic defaults and no backward compatibility.
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- Existing implementation is the previous combined-cell integer simulation and editor. It will be replaced instead of migrated.
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- Simulation core has been replaced with the first design-native model and deterministic engine slice.
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- First commit establishes this tracker only.
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- Simulation and test projects now target `net10.0` because this Linux environment only has the .NET 10 runtime.
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- Win2D editor still references the removed legacy model and is the next major implementation area.
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## Completed Work
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## Completed Work
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@@ -13,20 +14,27 @@
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- Confirmed deterministic balance defaults should be chosen during implementation.
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- Confirmed deterministic balance defaults should be chosen during implementation.
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- Confirmed a full Win2D editor is required.
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- Confirmed a full Win2D editor is required.
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- Created branch `design-rewrite`.
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- Created branch `design-rewrite`.
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- Added `TASKS.md` as the required per-commit work tracker.
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- Removed the legacy integer hazard/effect/hazard plug-in simulation surface.
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- Added design-native terrain, underground carrier layers, surface hazards, props, leaks, doors, reactor bindings, robot inventory, rule events, validation, serialization, and forecasts.
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- Added deterministic default balancing values.
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- Added a first deterministic simulation pipeline for network propagation, consumers, leaks, surface interactions, robot safety, reactor readiness, rule events, and forecasts.
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- Replaced old tests with design-based simulation tests.
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- Verified `dotnet test tests/ReactorMaintenance.Simulation.Tests/ReactorMaintenance.Simulation.Tests.csproj` passes: 11 passed.
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- Attempted `dotnet jb cleanupcode --build=False ...`; unavailable in this environment because `dotnet-jb` is not installed.
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- Reviewed the first slice and fixed an action-resolution maintainability issue before commit.
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- Verified `git diff --check` reports no whitespace errors.
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## Current Work
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## Current Work
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- Establish task tracking before code changes.
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- Commit the first simulation-core rewrite slice.
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## Future Work
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## Future Work
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1. Replace the simulation domain model with terrain, underground carrier layers, props, leaks, doors, inventory, reactor bindings, rule events, forecasts, and float-valued runtime state.
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1. Expand simulation fidelity where the first slice is intentionally simplified: junction branch inference, ambiguity validation, complete pair table coverage, richer rule predicates/effects, and stronger forecast proof cases.
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2. Replace balancing with deterministic defaults for all values named by the design.
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2. Update the Win2D editor for all authored layers and new runtime inspection.
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3. Implement validation errors and warnings from the design.
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3. Add editor workflows for reactor bindings, door edge selection, electricity wall leak faces, rule events, and layer-specific painting.
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4. Implement the turn pipeline: actions, runtime validation, rule events, network propagation, consumers, leak injection, surface interactions, robot safety, reactor state, event advancement, and forecasts.
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4. Update README and any affected docs to reflect the new schema, .NET target, editor controls, and deterministic defaults.
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5. Implement player actions and editor operations for the new model.
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5. Build the Win2D project on a Windows-capable environment after the editor rewrite.
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6. Replace serialization with a schema-valid current format only.
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6. Add broader tests for junction ratios, ambiguous junctions, all rule event families, serialization edge cases, and editor operations.
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7. Update the Win2D editor for all authored layers and new runtime inspection.
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7. Run cleanup when `dotnet-jb` is available, tests, code review, and iterate until the implementation is clean and maintainable.
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8. Replace tests with design-based behavior coverage.
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9. Update documentation to reflect the new implementation.
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10. Run cleanup, tests, code review, and iterate until the implementation is clean and maintainable.
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@@ -1,4 +1,4 @@
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using ReactorMaintenance.Simulation.Difficulties;
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using ReactorMaintenance.Simulation.Difficulties;
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namespace ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation;
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@@ -6,73 +6,67 @@ public abstract class Balancing
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{
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{
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public static Balancing Current { get; set; } = new NormalBalancing();
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public static Balancing Current { get; set; } = new NormalBalancing();
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public abstract int MinHazardValue { get; }
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public float ClampValue(float value)
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public abstract int MaxHazardValue { get; }
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{
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public abstract int DefaultHazardStability { get; }
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return Math.Clamp(value, MinValue, MaxValue);
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public abstract int DefaultCellIntegrity { get; }
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}
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public abstract int DefaultActionsPerTurn { get; }
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public abstract int DefaultCoreHeat { get; }
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public EBand Band(float value, float caution, float critical)
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public abstract int DefaultFacilityStability { get; }
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{
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public abstract int DefaultPower { get; }
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if (value >= critical)
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public abstract int DefaultCooling { get; }
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return EBand.Critical;
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public abstract int FirstGridCoordinate { get; }
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public abstract int NeighborDistance { get; }
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return value >= caution ? EBand.Caution : EBand.Safe;
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public abstract int CurrentForecastTurn { get; }
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}
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public abstract int MinimumLevelSize { get; }
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public abstract int DefaultLevelWidth { get; }
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public abstract int DefaultLevelWidth { get; }
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public abstract int DefaultLevelHeight { get; }
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public abstract int DefaultLevelHeight { get; }
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public abstract int DefaultRobotCoordinate { get; }
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public abstract int MinimumLevelSize { get; }
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public abstract int DefaultPipeFlow { get; }
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public abstract int ActionsPerTurn { get; }
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public abstract int DefaultPipePressure { get; }
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public abstract int ForecastHorizon { get; }
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public abstract int DefaultPressurePipeFlow { get; }
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public abstract float MinValue { get; }
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public abstract int DefaultPressurePipePressure { get; }
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public abstract float MaxValue { get; }
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public abstract int DefaultEditedPipeIntegrity { get; }
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public abstract float FuelSafe { get; }
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public abstract int MinimumLeakRate { get; }
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public abstract float FuelCaution { get; }
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public abstract int DamagedPipeIntegrity { get; }
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public abstract float FuelCritical { get; }
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public abstract int RepairedLeakRate { get; }
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public abstract float CoolantSafe { get; }
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public abstract int RepairedElectricalCharge { get; }
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public abstract float CoolantCaution { get; }
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public abstract int HeatToolIncrease { get; }
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public abstract float CoolantCritical { get; }
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public abstract int FireToolMinimumHeat { get; }
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public abstract float ElectricitySafe { get; }
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public abstract int FireToolMinimumSmoke { get; }
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public abstract float ElectricityCaution { get; }
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public abstract int MaxForecastStepCount { get; }
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public abstract float ElectricityCritical { get; }
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public abstract int TurnIncrement { get; }
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public abstract float HeatSafe { get; }
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public abstract int OverpressureThreshold { get; }
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public abstract float HeatCaution { get; }
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public abstract int HeatIntegrityDamageThreshold { get; }
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public abstract float HeatCritical { get; }
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public abstract int PipeFireIntegrityDamage { get; }
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public abstract float TerminalHeat { get; }
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public abstract int FireStabilityDamage { get; }
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public abstract float RobotFuelSafetyThreshold { get; }
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public abstract int BurstLeakRate { get; }
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public abstract float RobotCoolantSafetyThreshold { get; }
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public abstract int BrokenPipeFlow { get; }
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public abstract float RobotElectricitySafetyThreshold { get; }
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public abstract int ElectrifiedCoolantPoolingThreshold { get; }
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public abstract float RobotHeatSafetyThreshold { get; }
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public abstract int ElectricalChargeIncrease { get; }
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public abstract float SourceAmount { get; }
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public abstract int FuelVaporFireThreshold { get; }
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public abstract float SourceIntensity { get; }
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public abstract int LiquidFuelFireThreshold { get; }
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public abstract float DistanceAmountFalloff { get; }
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public abstract int HeatIgnitionThreshold { get; }
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public abstract float DistanceIntensityFalloff { get; }
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public abstract int ElectricalIgnitionThreshold { get; }
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public abstract float ConsumerRequiredAmount { get; }
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public abstract int FireHeatIncrease { get; }
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public abstract float ConsumerRequiredIntensity { get; }
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public abstract int FireSmokeIncrease { get; }
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public abstract float LeakBaseAmount { get; }
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public abstract int FireLiquidFuelConsumption { get; }
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public abstract float LeakAmountScale { get; }
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public abstract int FireFuelVaporConsumption { get; }
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public abstract float LeakIntensityScale { get; }
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public abstract int SmokeDecay { get; }
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public abstract float FlowTransferRatio { get; }
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public abstract int PressurizedFuelLeakPressureThreshold { get; }
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public abstract float StrongFlowTransferRatio { get; }
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public abstract int PassiveFuelVaporHeatOffset { get; }
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public abstract float Warm1Amount { get; }
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public abstract int PassiveFuelVaporDivisor { get; }
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public abstract float Warm2Amount { get; }
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public abstract int MinimumCoolantHeatReduction { get; }
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public abstract float Quench1Amount { get; }
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public abstract int CoolantHeatReductionDivisor { get; }
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public abstract float Quench2Amount { get; }
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public abstract int CoolantSteamHeatThreshold { get; }
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public abstract float Short1Heat { get; }
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public abstract int CoolantSteamSmokeIncrease { get; }
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public abstract float Short1Discharge { get; }
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public abstract int PressureLeakSmokeThreshold { get; }
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public abstract float Short2Heat { get; }
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public abstract int PressureLeakSmokeIncrease { get; }
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public abstract float Short2Discharge { get; }
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public abstract int GeneratorHeatIncrease { get; }
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public abstract float Ignite1Heat { get; }
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public abstract int CoolingPumpHeatReduction { get; }
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public abstract float Ignite1FuelConsumption { get; }
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public abstract int ReactorHeatIncrease { get; }
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public abstract float Ignite2Heat { get; }
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public abstract int SmokeSpreadThreshold { get; }
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public abstract float Ignite2FuelConsumption { get; }
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public abstract int SmokeSpreadIncrease { get; }
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public abstract int RemedyBlockTurns { get; }
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public abstract int CriticalCellStabilityThreshold { get; }
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public abstract int HeatShieldSteps { get; }
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public abstract int MeltdownCoreHeatThreshold { get; }
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public abstract int InventoryCapacityPerRemedy { get; }
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public abstract int StabilityCollapseThreshold { get; }
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public abstract int GeneratorPowerOutput { get; }
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public abstract int CoolingPumpOutput { get; }
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public abstract int ReactorReadyPowerThreshold { get; }
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public abstract int ReactorReadyCoolingThreshold { get; }
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public abstract int ReactorReadyCoreHeatThreshold { get; }
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}
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}
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@@ -1,76 +1,55 @@
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Difficulties;
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namespace ReactorMaintenance.Simulation.Difficulties;
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public class NormalBalancing : Balancing
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public class NormalBalancing : Balancing
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{
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{
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public override int MinHazardValue => 0;
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public override int MaxHazardValue => 10;
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public override int DefaultHazardStability => 10;
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public override int DefaultCellIntegrity => 10;
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public override int DefaultActionsPerTurn => 3;
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public override int DefaultCoreHeat => 5;
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public override int DefaultFacilityStability => 10;
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public override int DefaultPower => 5;
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public override int DefaultCooling => 0;
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public override int FirstGridCoordinate => 0;
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public override int NeighborDistance => 1;
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public override int CurrentForecastTurn => 0;
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public override int MinimumLevelSize => 4;
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public override int DefaultLevelWidth => 16;
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public override int DefaultLevelWidth => 16;
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public override int DefaultLevelHeight => 12;
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public override int DefaultLevelHeight => 12;
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public override int DefaultRobotCoordinate => 1;
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public override int MinimumLevelSize => 4;
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public override int DefaultPipeFlow => 4;
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public override int ActionsPerTurn => 3;
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public override int DefaultPipePressure => 4;
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public override int ForecastHorizon => 6;
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public override int DefaultPressurePipeFlow => 5;
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public override float MinValue => 0;
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public override int DefaultPressurePipePressure => 6;
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public override float MaxValue => 10;
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public override int DefaultEditedPipeIntegrity => 8;
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public override float FuelSafe => 1.5f;
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public override int MinimumLeakRate => 1;
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public override float FuelCaution => 3.5f;
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public override int DamagedPipeIntegrity => 4;
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public override float FuelCritical => 6.5f;
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public override int RepairedLeakRate => 0;
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public override float CoolantSafe => 1.5f;
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public override int RepairedElectricalCharge => 0;
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public override float CoolantCaution => 3.5f;
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public override int HeatToolIncrease => 2;
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public override float CoolantCritical => 6.5f;
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public override int FireToolMinimumHeat => 7;
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public override float ElectricitySafe => 1.5f;
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public override int FireToolMinimumSmoke => 3;
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public override float ElectricityCaution => 3.5f;
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public override int MaxForecastStepCount => 12;
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public override float ElectricityCritical => 6.5f;
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public override int TurnIncrement => 1;
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public override float HeatSafe => 2;
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public override int OverpressureThreshold => 7;
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public override float HeatCaution => 5;
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public override int HeatIntegrityDamageThreshold => 10;
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public override float HeatCritical => 8;
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public override int PipeFireIntegrityDamage => 1;
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public override float TerminalHeat => 10;
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public override int FireStabilityDamage => 1;
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public override float RobotFuelSafetyThreshold => 6.5f;
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public override int BurstLeakRate => 3;
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public override float RobotCoolantSafetyThreshold => 8;
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public override int BrokenPipeFlow => 0;
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public override float RobotElectricitySafetyThreshold => 6.5f;
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public override int ElectrifiedCoolantPoolingThreshold => 3;
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public override float RobotHeatSafetyThreshold => 8;
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public override int ElectricalChargeIncrease => 2;
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public override float SourceAmount => 8;
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public override int FuelVaporFireThreshold => 4;
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public override float SourceIntensity => 8;
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public override int LiquidFuelFireThreshold => 6;
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public override float DistanceAmountFalloff => 0.5f;
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public override int HeatIgnitionThreshold => 8;
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public override float DistanceIntensityFalloff => 0.4f;
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public override int ElectricalIgnitionThreshold => 4;
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public override float ConsumerRequiredAmount => 2.5f;
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public override int FireHeatIncrease => 2;
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public override float ConsumerRequiredIntensity => 2.5f;
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public override int FireSmokeIncrease => 2;
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public override float LeakBaseAmount => 0.5f;
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public override int FireLiquidFuelConsumption => 1;
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public override float LeakAmountScale => 0.15f;
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public override int FireFuelVaporConsumption => 1;
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public override float LeakIntensityScale => 0.1f;
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public override int SmokeDecay => 1;
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public override float FlowTransferRatio => 0.05f;
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public override int PressurizedFuelLeakPressureThreshold => 7;
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public override float StrongFlowTransferRatio => 0.1f;
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public override int PassiveFuelVaporHeatOffset => 3;
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public override float Warm1Amount => 0.5f;
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public override int PassiveFuelVaporDivisor => 3;
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public override float Warm2Amount => 1.0f;
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public override int MinimumCoolantHeatReduction => 1;
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public override float Quench1Amount => 0.6f;
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public override int CoolantHeatReductionDivisor => 2;
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public override float Quench2Amount => 1.2f;
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public override int CoolantSteamHeatThreshold => 7;
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public override float Short1Heat => 0.8f;
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public override int CoolantSteamSmokeIncrease => 2;
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public override float Short1Discharge => 0.8f;
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public override int PressureLeakSmokeThreshold => 8;
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public override float Short2Heat => 1.6f;
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public override int PressureLeakSmokeIncrease => 1;
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public override float Short2Discharge => 1.5f;
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public override int GeneratorHeatIncrease => 1;
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public override float Ignite1Heat => 1.2f;
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public override int CoolingPumpHeatReduction => 2;
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public override float Ignite1FuelConsumption => 0.4f;
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public override int ReactorHeatIncrease => 1;
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public override float Ignite2Heat => 2.4f;
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public override int SmokeSpreadThreshold => 6;
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public override float Ignite2FuelConsumption => 0.8f;
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public override int SmokeSpreadIncrease => 1;
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public override int RemedyBlockTurns => 2;
|
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public override int CriticalCellStabilityThreshold => 3;
|
public override int HeatShieldSteps => 3;
|
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public override int MeltdownCoreHeatThreshold => 10;
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public override int InventoryCapacityPerRemedy => 3;
|
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public override int StabilityCollapseThreshold => 0;
|
|
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public override int GeneratorPowerOutput => 3;
|
|
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public override int CoolingPumpOutput => 3;
|
|
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public override int ReactorReadyPowerThreshold => 3;
|
|
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public override int ReactorReadyCoolingThreshold => 3;
|
|
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public override int ReactorReadyCoreHeatThreshold => 8;
|
|
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}
|
}
|
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@@ -1,35 +0,0 @@
|
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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
|
|
||||||
};
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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() };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
using ReactorMaintenance.Simulation;
|
|
||||||
|
|
||||||
namespace ReactorMaintenance.Simulation.Effects;
|
|
||||||
|
|
||||||
public interface IAreaSimulationEffect
|
|
||||||
{
|
|
||||||
CellState[] Apply(LevelState level, CellState[] cells);
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
using ReactorMaintenance.Simulation;
|
|
||||||
|
|
||||||
namespace ReactorMaintenance.Simulation.Effects;
|
|
||||||
|
|
||||||
public interface ISimulationEffect
|
|
||||||
{
|
|
||||||
CellState Apply(CellState cell);
|
|
||||||
}
|
|
||||||
@@ -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() };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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() };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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) } };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
using ReactorMaintenance.Simulation;
|
|
||||||
|
|
||||||
namespace ReactorMaintenance.Simulation.Hazards;
|
|
||||||
|
|
||||||
public abstract class Hazard
|
|
||||||
{
|
|
||||||
public abstract IEnumerable<Forecast> Predict(LevelState level, int turns);
|
|
||||||
}
|
|
||||||
@@ -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");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,23 +1,35 @@
|
|||||||
namespace ReactorMaintenance.Simulation;
|
namespace ReactorMaintenance.Simulation;
|
||||||
|
|
||||||
public enum EEditorTool
|
public enum EEditorTool
|
||||||
{
|
{
|
||||||
Cursor,
|
Cursor,
|
||||||
Floor,
|
Floor,
|
||||||
Wall,
|
Wall,
|
||||||
Reactor,
|
FuelUnderground,
|
||||||
CoolingPump,
|
CoolantUnderground,
|
||||||
Generator,
|
ElectricityUnderground,
|
||||||
PressureRegulator,
|
FuelFlow,
|
||||||
DiagnosticTerminal,
|
CoolantFlow,
|
||||||
ControlTerminal,
|
ElectricityFlow,
|
||||||
CoolantPipe,
|
FuelConsumer,
|
||||||
FuelPipe,
|
CoolantConsumer,
|
||||||
PressurePipe,
|
ElectricityConsumer,
|
||||||
Leak,
|
TJunction,
|
||||||
Repair,
|
CrossJunction,
|
||||||
|
Door,
|
||||||
|
AllSeeingEyeTerminal,
|
||||||
|
FuelRemedySupply,
|
||||||
|
CoolantRemedySupply,
|
||||||
|
ElectricityRemedySupply,
|
||||||
|
HeatRemedySupply,
|
||||||
|
ReactorControl,
|
||||||
|
FuelLeak,
|
||||||
|
CoolantLeak,
|
||||||
|
ElectricityLeak,
|
||||||
|
FuelHazard,
|
||||||
|
CoolantHazard,
|
||||||
|
ElectricityHazard,
|
||||||
Heat,
|
Heat,
|
||||||
Fire,
|
|
||||||
Robot
|
Robot
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -28,92 +40,126 @@ public static class LevelEditor
|
|||||||
if (!level.InBounds(position))
|
if (!level.InBounds(position))
|
||||||
return level;
|
return level;
|
||||||
|
|
||||||
if (tool == EEditorTool.Robot)
|
return tool switch {
|
||||||
return level.GetCell(position).IsWalkable ? level with { Robot = position } : level;
|
EEditorTool.Cursor => level,
|
||||||
|
EEditorTool.Floor => level.SetTerrain(position, ECellTerrain.Floor),
|
||||||
var cell = level.GetCell(position);
|
EEditorTool.Wall => level.SetTerrain(position, ECellTerrain.Wall),
|
||||||
cell = tool switch {
|
EEditorTool.FuelUnderground => SetUnderground(level, position, ECarrierType.Fuel),
|
||||||
EEditorTool.Cursor => cell,
|
EEditorTool.CoolantUnderground => SetUnderground(level, position, ECarrierType.Coolant),
|
||||||
EEditorTool.Floor => cell with { Terrain = ECellTerrain.Floor },
|
EEditorTool.ElectricityUnderground => SetUnderground(level, position, ECarrierType.Electricity),
|
||||||
EEditorTool.Wall => cell with {
|
EEditorTool.FuelFlow => SetCarrierProp(level, position, EPropType.Flow, ECarrierType.Fuel),
|
||||||
Terrain = ECellTerrain.Wall,
|
EEditorTool.CoolantFlow => SetCarrierProp(level, position, EPropType.Flow, ECarrierType.Coolant),
|
||||||
Prop = ECellProp.None,
|
EEditorTool.ElectricityFlow => SetCarrierProp(level, position, EPropType.Flow, ECarrierType.Electricity),
|
||||||
Pipe = EPipeMedium.None,
|
EEditorTool.FuelConsumer => SetCarrierProp(level, position, EPropType.Consumer, ECarrierType.Fuel),
|
||||||
Flow = Balancing.Current.MinHazardValue,
|
EEditorTool.CoolantConsumer => SetCarrierProp(level, position, EPropType.Consumer, ECarrierType.Coolant),
|
||||||
Pressure = Balancing.Current.MinHazardValue,
|
EEditorTool.ElectricityConsumer => SetCarrierProp(level, position, EPropType.Consumer, ECarrierType.Electricity),
|
||||||
LeakRate = Balancing.Current.MinHazardValue,
|
EEditorTool.TJunction => SetFloorProp(level, position, new() { Type = EPropType.TJunction }),
|
||||||
PipeOpen = false,
|
EEditorTool.CrossJunction => SetFloorProp(level, position, new() { Type = EPropType.CrossJunction }),
|
||||||
Powered = false
|
EEditorTool.Door => SetDoor(level, position),
|
||||||
},
|
EEditorTool.AllSeeingEyeTerminal => SetFloorProp(level, position, new() { Type = EPropType.AllSeeingEyeTerminal }),
|
||||||
EEditorTool.Reactor => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.Reactor },
|
EEditorTool.FuelRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.FuelNeutralizer }),
|
||||||
EEditorTool.CoolingPump => cell with {
|
EEditorTool.CoolantRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.CoolantNeutralizer }),
|
||||||
Terrain = ECellTerrain.Floor,
|
EEditorTool.ElectricityRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.ElectricityNeutralizer }),
|
||||||
Prop = ECellProp.CoolingPump,
|
EEditorTool.HeatRemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = ERemedyType.HeatShield }),
|
||||||
Powered = true
|
EEditorTool.ReactorControl => SetReactorControl(level, position),
|
||||||
},
|
EEditorTool.FuelLeak => SetLeak(level, position, ECarrierType.Fuel),
|
||||||
EEditorTool.Generator => cell with {
|
EEditorTool.CoolantLeak => SetLeak(level, position, ECarrierType.Coolant),
|
||||||
Terrain = ECellTerrain.Floor,
|
EEditorTool.ElectricityLeak => SetLeak(level, position, ECarrierType.Electricity),
|
||||||
Prop = ECellProp.Generator,
|
EEditorTool.FuelHazard => level.SetSurface(position, level.GetSurface(position) with { Fuel = level.GetSurface(position).Fuel + 1 }),
|
||||||
Powered = true
|
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.PressureRegulator => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.PressureRegulator },
|
EEditorTool.Heat => level.SetSurface(position, level.GetSurface(position) with { Heat = level.GetSurface(position).Heat + 1 }),
|
||||||
EEditorTool.DiagnosticTerminal => cell with {
|
EEditorTool.Robot => level.IsFloor(position) ? level with { Robot = level.Robot with { Position = position } } : level,
|
||||||
Terrain = ECellTerrain.Floor,
|
_ => level
|
||||||
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)
|
public static LevelState BindFirstReactorToConsumers(LevelState level, GridPosition fuelConsumer, GridPosition coolantConsumer, GridPosition electricityConsumer)
|
||||||
cell = cell with { Hazards = new() };
|
{
|
||||||
|
if (level.Reactors.Count == 0)
|
||||||
|
return level;
|
||||||
|
|
||||||
return level.SetCell(position, cell);
|
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
|
||||||
|
}
|
||||||
|
]
|
||||||
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -5,28 +5,31 @@ namespace ReactorMaintenance.Simulation;
|
|||||||
|
|
||||||
public static class LevelSerializer
|
public static class LevelSerializer
|
||||||
{
|
{
|
||||||
private const int c_CurrentVersion = 1;
|
private const int c_CurrentVersion = 2;
|
||||||
|
|
||||||
public static string Serialize(LevelState level)
|
public static string Serialize(LevelState level)
|
||||||
{
|
{
|
||||||
return JsonSerializer.Serialize(new LevelFile {
|
return JsonSerializer.Serialize(new LevelFile {
|
||||||
Version = c_CurrentVersion,
|
Version = c_CurrentVersion,
|
||||||
Level = level
|
Level = level
|
||||||
}, Options);
|
}, s_Options);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static LevelState Deserialize(string json)
|
public static LevelState Deserialize(string json)
|
||||||
{
|
{
|
||||||
var file = JsonSerializer.Deserialize<LevelFile>(json, Options) ?? throw new InvalidOperationException("Level file did not contain a level.");
|
var file = JsonSerializer.Deserialize<LevelFile>(json, s_Options) ?? throw new InvalidOperationException("Level file did not contain a level.");
|
||||||
var level = file.Version switch {
|
if (file.Version != c_CurrentVersion)
|
||||||
c_CurrentVersion => file.Level,
|
throw new InvalidOperationException($"Unsupported level file version {file.Version}. Expected {c_CurrentVersion}.");
|
||||||
_ => 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;
|
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 Options = new() {
|
private static readonly JsonSerializerOptions s_Options = new() {
|
||||||
WriteIndented = true,
|
WriteIndented = true,
|
||||||
Converters = { new JsonStringEnumConverter() }
|
Converters = { new JsonStringEnumConverter() }
|
||||||
};
|
};
|
||||||
@@ -34,6 +37,6 @@ public static class LevelSerializer
|
|||||||
private sealed record LevelFile
|
private sealed record LevelFile
|
||||||
{
|
{
|
||||||
public int Version { get; init; }
|
public int Version { get; init; }
|
||||||
public LevelState Level { get; init; } = new();
|
public LevelState? Level { get; init; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
203
src/ReactorMaintenance.Simulation/LevelValidator.cs
Normal file
203
src/ReactorMaintenance.Simulation/LevelValidator.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
namespace ReactorMaintenance.Simulation;
|
namespace ReactorMaintenance.Simulation;
|
||||||
|
|
||||||
public enum ECellTerrain
|
public enum ECellTerrain
|
||||||
{
|
{
|
||||||
@@ -6,102 +6,352 @@ public enum ECellTerrain
|
|||||||
Wall
|
Wall
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum ECellProp
|
public enum ECarrierType
|
||||||
{
|
{
|
||||||
None,
|
Fuel,
|
||||||
Reactor,
|
|
||||||
CoolingPump,
|
|
||||||
Generator,
|
|
||||||
PressureRegulator,
|
|
||||||
DiagnosticTerminal,
|
|
||||||
ControlTerminal
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum EPipeMedium
|
|
||||||
{
|
|
||||||
None,
|
|
||||||
Pressure,
|
|
||||||
Coolant,
|
Coolant,
|
||||||
Fuel
|
Electricity
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum EFailureKind
|
public enum EUndergroundState
|
||||||
{
|
{
|
||||||
PipeBurst,
|
Absent,
|
||||||
Ignition,
|
Intact,
|
||||||
Meltdown,
|
Leaking
|
||||||
StabilityCollapse,
|
}
|
||||||
ReactorReady
|
|
||||||
|
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 sealed record GridPosition(int X, int Y)
|
||||||
{
|
{
|
||||||
public IEnumerable<GridPosition> Neighbors()
|
public IEnumerable<GridPosition> Neighbors()
|
||||||
{
|
{
|
||||||
yield return new(X - Balancing.Current.NeighborDistance, Y);
|
yield return new(X, Y - 1);
|
||||||
yield return new(X + Balancing.Current.NeighborDistance, Y);
|
yield return new(X + 1, Y);
|
||||||
yield return new(X, Y - Balancing.Current.NeighborDistance);
|
yield return new(X, Y + 1);
|
||||||
yield return new(X, Y + Balancing.Current.NeighborDistance);
|
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 HazardState
|
public sealed record UndergroundCell
|
||||||
{
|
{
|
||||||
public HazardState Clamp()
|
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 {
|
return this with {
|
||||||
Heat = Rules.Clamp(Heat),
|
Fuel = balancing.ClampValue(Fuel),
|
||||||
Smoke = Rules.Clamp(Smoke),
|
Coolant = balancing.ClampValue(Coolant),
|
||||||
FuelVapor = Rules.Clamp(FuelVapor),
|
Electricity = balancing.ClampValue(Electricity),
|
||||||
LiquidFuel = Rules.Clamp(LiquidFuel),
|
Heat = balancing.ClampValue(Heat),
|
||||||
CoolantPooling = Rules.Clamp(CoolantPooling),
|
FuelBlockTurns = Math.Max(0, FuelBlockTurns),
|
||||||
ElectricalCharge = Rules.Clamp(ElectricalCharge),
|
CoolantBlockTurns = Math.Max(0, CoolantBlockTurns),
|
||||||
Stability = Rules.Clamp(Stability)
|
ElectricityBlockTurns = Math.Max(0, ElectricityBlockTurns)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
public int Heat { get; init; }
|
public bool Blocks(ECarrierType carrier)
|
||||||
public int Smoke { get; init; }
|
{
|
||||||
public int FuelVapor { get; init; }
|
return carrier switch {
|
||||||
public int LiquidFuel { get; init; }
|
ECarrierType.Fuel => FuelBlockTurns > 0,
|
||||||
public int CoolantPooling { get; init; }
|
ECarrierType.Coolant => CoolantBlockTurns > 0,
|
||||||
public int ElectricalCharge { get; init; }
|
ECarrierType.Electricity => ElectricityBlockTurns > 0,
|
||||||
public int Stability { get; init; } = Balancing.Current.DefaultHazardStability;
|
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
|
||||||
public bool Fire { get; init; }
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public sealed record CellState
|
public sealed record PropState
|
||||||
{
|
{
|
||||||
public ECellTerrain Terrain { get; init; } = ECellTerrain.Floor;
|
public EPropType Type { get; init; }
|
||||||
public ECellProp Prop { get; init; }
|
public ECarrierType Carrier { get; init; }
|
||||||
public EPipeMedium Pipe { get; init; }
|
public EPropSwitchState SwitchState { get; init; } = EPropSwitchState.Enabled;
|
||||||
public int Flow { get; init; }
|
public EConsumerServiceState ServiceState { get; init; } = EConsumerServiceState.Unknown;
|
||||||
public int Pressure { get; init; }
|
public ETJunctionMode TJunctionMode { get; init; } = ETJunctionMode.TwoTwo;
|
||||||
public int Integrity { get; init; } = Balancing.Current.DefaultCellIntegrity;
|
public ECrossJunctionMode CrossJunctionMode { get; init; } = ECrossJunctionMode.TwoTwoTwo;
|
||||||
public int LeakRate { get; init; }
|
public ERemedyType RemedyType { get; init; }
|
||||||
public bool PipeOpen { get; init; } = true;
|
public bool Depleted { get; init; }
|
||||||
public bool Powered { get; init; }
|
public int ReactorId { get; init; }
|
||||||
public bool DoorLocked { get; init; }
|
|
||||||
public HazardState Hazards { get; init; } = new();
|
public bool IsEnabled => SwitchState == EPropSwitchState.Enabled;
|
||||||
public bool IsWalkable => Terrain != ECellTerrain.Wall;
|
}
|
||||||
public bool HasPipe => Pipe != EPipeMedium.None;
|
|
||||||
|
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 sealed record GlobalState
|
||||||
{
|
{
|
||||||
public int Turn { get; init; }
|
public int Turn { get; init; }
|
||||||
public int ActionsPerTurn { get; init; } = Balancing.Current.DefaultActionsPerTurn;
|
public int ActionsRemaining { get; init; } = Balancing.Current.ActionsPerTurn;
|
||||||
public int CoreHeat { get; init; } = Balancing.Current.DefaultCoreHeat;
|
public ELevelState LevelState { get; init; } = ELevelState.Stable;
|
||||||
public int FacilityStability { get; init; } = Balancing.Current.DefaultFacilityStability;
|
public string Status { get; init; } = "STABLE";
|
||||||
public int Power { get; init; } = Balancing.Current.DefaultPower;
|
public bool AllSeeingEyeUnlocked { get; init; }
|
||||||
public int Cooling { get; init; } = Balancing.Current.DefaultCooling;
|
public bool TerminalLoss { get; init; }
|
||||||
public bool ReactorActivated { get; init; }
|
public IReadOnlyList<string> Warnings { get; init; } = Array.Empty<string>();
|
||||||
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 sealed record LevelState
|
||||||
{
|
{
|
||||||
public static LevelState Create(string name, int width, int height)
|
public static LevelState Create(string name, int width, int height)
|
||||||
@@ -109,73 +359,177 @@ public sealed record LevelState
|
|||||||
if (width < Balancing.Current.MinimumLevelSize || height < Balancing.Current.MinimumLevelSize)
|
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}.");
|
throw new ArgumentOutOfRangeException(nameof(width), $"Levels must be at least {Balancing.Current.MinimumLevelSize}x{Balancing.Current.MinimumLevelSize}.");
|
||||||
|
|
||||||
var cells = CreateCells(width, height);
|
var terrain = Enumerable.Repeat(ECellTerrain.Floor, width * height).ToArray();
|
||||||
for (var y = Balancing.Current.FirstGridCoordinate; y < height; y++)
|
for (var y = 0; y < height; y++)
|
||||||
{
|
{
|
||||||
for (var x = Balancing.Current.FirstGridCoordinate; x < width; x++)
|
for (var x = 0; x < width; x++)
|
||||||
{
|
{
|
||||||
if (x == Balancing.Current.FirstGridCoordinate || y == Balancing.Current.FirstGridCoordinate || x == width - Balancing.Current.NeighborDistance || y == height - Balancing.Current.NeighborDistance)
|
if (x == 0 || y == 0 || x == width - 1 || y == height - 1)
|
||||||
cells[y * width + x] = cells[y * width + x] with { Terrain = ECellTerrain.Wall };
|
terrain[y * width + x] = ECellTerrain.Wall;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return new() {
|
var level = new LevelState {
|
||||||
Name = name,
|
Name = name,
|
||||||
Width = width,
|
Width = width,
|
||||||
Height = height,
|
Height = height,
|
||||||
Cells = cells,
|
Terrain = terrain,
|
||||||
Robot = new(Balancing.Current.DefaultRobotCoordinate, Balancing.Current.DefaultRobotCoordinate)
|
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) }
|
||||||
};
|
};
|
||||||
}
|
|
||||||
|
|
||||||
public CellState GetCell(GridPosition position)
|
return level with { Forecasts = Array.Empty<Forecast>() };
|
||||||
{
|
|
||||||
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)
|
public bool InBounds(GridPosition position)
|
||||||
{
|
{
|
||||||
return position.X >= Balancing.Current.FirstGridCoordinate && position.Y >= Balancing.Current.FirstGridCoordinate && position.X < Width && position.Y < Height;
|
return position.X >= 0 && position.Y >= 0 && position.X < Width && position.Y < Height;
|
||||||
}
|
}
|
||||||
|
|
||||||
public int Index(GridPosition position)
|
public int Index(GridPosition position)
|
||||||
{
|
{
|
||||||
|
EnsureInBounds(position);
|
||||||
return position.Y * Width + position.X;
|
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)
|
private void EnsureInBounds(GridPosition position)
|
||||||
{
|
{
|
||||||
if (!InBounds(position))
|
if (!InBounds(position))
|
||||||
throw new ArgumentOutOfRangeException(nameof(position), $"Position {position.X},{position.Y} is outside {Width}x{Height}.");
|
throw new ArgumentOutOfRangeException(nameof(position), $"Position {position.X},{position.Y} is outside {Width}x{Height}.");
|
||||||
}
|
}
|
||||||
|
|
||||||
private static CellState[] CreateCells(int width, int height)
|
private static bool SameEdge(GridPosition edgeA, GridPosition edgeB, GridPosition a, GridPosition b)
|
||||||
{
|
{
|
||||||
return Enumerable.Range(Balancing.Current.FirstGridCoordinate, width * height).Select(_ => new CellState()).ToArray();
|
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 string Name { get; init; } = "New Reactor";
|
||||||
public int Width { get; init; } = Balancing.Current.DefaultLevelWidth;
|
public int Width { get; init; } = Balancing.Current.DefaultLevelWidth;
|
||||||
public int Height { get; init; } = Balancing.Current.DefaultLevelHeight;
|
public int Height { get; init; } = Balancing.Current.DefaultLevelHeight;
|
||||||
public CellState[] Cells { get; init; } = CreateCells(Balancing.Current.DefaultLevelWidth, Balancing.Current.DefaultLevelHeight);
|
public ECellTerrain[] Terrain { get; init; } = Enumerable.Repeat(ECellTerrain.Floor, Balancing.Current.DefaultLevelWidth * Balancing.Current.DefaultLevelHeight).ToArray();
|
||||||
public GridPosition Robot { get; init; } = new(Balancing.Current.DefaultRobotCoordinate, Balancing.Current.DefaultRobotCoordinate);
|
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 GlobalState Global { get; init; } = new();
|
||||||
public IReadOnlyList<Forecast> Forecasts { get; init; } = Array.Empty<Forecast>();
|
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
<Project Sdk="Microsoft.NET.Sdk">
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<TargetFramework>net8.0</TargetFramework>
|
<TargetFramework>net10.0</TargetFramework>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|||||||
@@ -1,150 +1,735 @@
|
|||||||
using ReactorMaintenance.Simulation.Effects;
|
|
||||||
using ReactorMaintenance.Simulation.Hazards;
|
|
||||||
|
|
||||||
namespace ReactorMaintenance.Simulation;
|
namespace ReactorMaintenance.Simulation;
|
||||||
|
|
||||||
public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEnumerable<IAreaSimulationEffect> areaEffects, IEnumerable<Hazard> hazards)
|
public sealed class SimulationEngine
|
||||||
{
|
{
|
||||||
private sealed record ForecastKey(EFailureKind Kind, GridPosition? Position);
|
public LevelState MoveRobot(LevelState level, GridPosition destination)
|
||||||
|
{
|
||||||
|
if (!CanSpendAction(level) || !level.IsFloor(destination) || level.Robot.Position.ManhattanDistance(destination) != 1)
|
||||||
|
return Refuse(level, "MOVE BLOCKED");
|
||||||
|
|
||||||
public SimulationEngine()
|
return SpendAction(level with {
|
||||||
: this(
|
Robot = level.Robot with {
|
||||||
[new PipeLeakEffect(), new MachineEffect(), new FireAndElectricalHazardEffect(), new CellIntegrityEffect()],
|
Position = destination,
|
||||||
[new SmokeSpreadEffect()],
|
HeatImmunitySteps = Math.Max(0, level.Robot.HeatImmunitySteps - 1)
|
||||||
[new PipeBurstHazard(), new IgnitionHazard(), new MeltdownHazard(), new StabilityCollapseHazard()])
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
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)
|
public LevelState AdvanceTurn(LevelState level)
|
||||||
{
|
{
|
||||||
return AdvanceTurn(level, true);
|
return ResolveTurn(level);
|
||||||
}
|
}
|
||||||
|
|
||||||
public IReadOnlyList<Forecast> Forecast(LevelState level)
|
public IReadOnlyList<Forecast> Forecast(LevelState level)
|
||||||
{
|
{
|
||||||
var forecasts = new List<Forecast>();
|
var forecasts = new List<Forecast>();
|
||||||
var seen = new HashSet<ForecastKey>();
|
var simulated = CopyForForecast(level);
|
||||||
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);
|
for (var turn = 0; turn <= Balancing.Current.ForecastHorizon; turn++)
|
||||||
|
|
||||||
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);
|
AddForecasts(forecasts, simulated, turn);
|
||||||
AddHazardForecasts(forecasts, seen, forecastLevel, step);
|
if (simulated.Global.LevelState is ELevelState.Lost or ELevelState.Ready or ELevelState.Won)
|
||||||
AddReactorReadyForecast(forecasts, seen, forecastLevel, step);
|
|
||||||
|
|
||||||
if (forecastLevel.Global.Lost || IsReactorReady(forecastLevel) || forecastLevel.Global.ReactorActivated)
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
if (turn < Balancing.Current.ForecastHorizon)
|
||||||
|
simulated = ResolveTurn(simulated, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
|
return forecasts.DistinctBy(forecast => (forecast.Kind, forecast.Position, forecast.Message)).OrderBy(forecast => forecast.Turns).ThenBy(forecast => forecast.Message).ToArray();
|
||||||
}
|
}
|
||||||
|
|
||||||
public LevelState ActivateReactor(LevelState level)
|
private LevelState ResolveTurn(LevelState level, bool refreshForecasts = true)
|
||||||
{
|
{
|
||||||
if (!IsReactorReady(level))
|
var report = m_Validator.Validate(level);
|
||||||
return level with { Global = level.Global with { Status = "REACTOR NOT READY" } };
|
if (!report.IsValid)
|
||||||
|
return level with { Global = level.Global with { LevelState = ELevelState.Lost, Status = report.Errors[0].Message } };
|
||||||
|
|
||||||
return level with {
|
var next = ApplyRuleEvents(level, ERuleEventPhase.StartOfSimulation);
|
||||||
Global = level.Global with {
|
next = PropagateNetworks(next);
|
||||||
ReactorActivated = true,
|
next = ResolveConsumers(next);
|
||||||
Status = "REACTOR ONLINE"
|
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 LevelState AdvanceTurn(LevelState level, bool updateForecasts)
|
private static void ApplySourceFlow(LevelState level, UndergroundCell[] layer, GridPosition source, ECarrierType carrier)
|
||||||
{
|
{
|
||||||
var cells = level.Cells.ToArray();
|
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;
|
||||||
|
|
||||||
for (var y = Balancing.Current.FirstGridCoordinate; y < level.Height; y++)
|
while (open.Count > 0)
|
||||||
{
|
{
|
||||||
for (var x = Balancing.Current.FirstGridCoordinate; x < level.Width; x++)
|
var current = open.Dequeue();
|
||||||
{
|
var amount = Balancing.Current.ClampValue((Balancing.Current.SourceAmount * current.AmountFactor) - (current.Distance * Balancing.Current.DistanceAmountFalloff));
|
||||||
var position = new GridPosition(x, y);
|
var intensity = Balancing.Current.ClampValue((Balancing.Current.SourceIntensity * current.IntensityFactor) - (current.Distance * Balancing.Current.DistanceIntensityFalloff));
|
||||||
var index = level.Index(position);
|
var index = level.Index(current.Position);
|
||||||
var cell = cells[index];
|
layer[index] = layer[index] with {
|
||||||
|
Amount = Math.Max(layer[index].Amount, amount),
|
||||||
|
Intensity = Math.Max(layer[index].Intensity, intensity)
|
||||||
|
};
|
||||||
|
|
||||||
if (!cell.IsWalkable)
|
foreach (var next in current.Position.Neighbors().Where(level.InBounds))
|
||||||
|
{
|
||||||
|
if (!level.GetUnderground(next, carrier).CarriesFlow)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
foreach (var effect in m_Effects)
|
var weights = BranchWeights(level, current.Position, next);
|
||||||
cell = effect.Apply(cell);
|
var amountFactor = current.AmountFactor * weights.Amount;
|
||||||
|
var intensityFactor = current.IntensityFactor * weights.Intensity;
|
||||||
|
if (amountFactor <= 0 || intensityFactor <= 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
cells[index] = cell with { Hazards = cell.Hazards.Clamp() };
|
if (best.TryGetValue(next, out var oldBest) && oldBest >= amountFactor)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
best[next] = amountFactor;
|
||||||
|
open.Enqueue((next, current.Distance + 1, amountFactor, intensityFactor));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var areaEffect in m_AreaEffects)
|
private static (float Amount, float Intensity) BranchWeights(LevelState level, GridPosition from, GridPosition to)
|
||||||
cells = areaEffect.Apply(level, cells);
|
{
|
||||||
|
var prop = level.GetProp(from);
|
||||||
|
return prop.Type switch {
|
||||||
|
EPropType.TJunction => TJunctionWeights(prop.TJunctionMode),
|
||||||
|
EPropType.CrossJunction => CrossJunctionWeights(prop.CrossJunctionMode),
|
||||||
|
_ => (1, 1)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
var global = UpdateGlobal(level, cells);
|
private static (float Amount, float Intensity) TJunctionWeights(ETJunctionMode mode)
|
||||||
var next = level with {
|
{
|
||||||
Cells = cells,
|
var weight = mode switch {
|
||||||
Global = global with { Turn = level.Global.Turn + Balancing.Current.TurnIncrement }
|
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
|
||||||
};
|
};
|
||||||
|
|
||||||
return updateForecasts ? next with { Forecasts = Forecast(next) } : next;
|
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 void AddHazardForecasts(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
|
private static void ApplyEffect(LevelState level, GridPosition a, GridPosition b, EPairEffect effect, SurfaceDelta[] deltas)
|
||||||
{
|
{
|
||||||
foreach (var hazard in m_Hazards)
|
var index = level.Index(a);
|
||||||
|
switch (effect)
|
||||||
{
|
{
|
||||||
foreach (var forecast in hazard.Predict(level, turns))
|
case EPairEffect.Warm1:
|
||||||
AddForecast(forecasts, seen, forecast);
|
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 AddReactorReadyForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
|
private static void FlowBetween(LevelState level, GridPosition a, GridPosition b, float valueA, float valueB, EPairEffect effect, SurfaceDelta[] deltas)
|
||||||
{
|
{
|
||||||
if (IsReactorReady(level))
|
var difference = valueA - valueB;
|
||||||
AddForecast(forecasts, seen, new(EFailureKind.ReactorReady, null, turns, "REACTOR READY"));
|
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 static void AddForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, Forecast forecast)
|
private LevelState ResolveRobotSafety(LevelState level)
|
||||||
{
|
{
|
||||||
if (seen.Add(new(forecast.Kind, forecast.Position)))
|
var surface = level.GetSurface(level.Robot.Position);
|
||||||
forecasts.Add(forecast);
|
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 static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
|
private LevelState DeriveReactorAndLevelState(LevelState level)
|
||||||
{
|
{
|
||||||
var reactorHeat = cells.Where(c => c.Prop == ECellProp.Reactor).Select(c => c.Hazards.Heat).DefaultIfEmpty(level.Global.CoreHeat).Max();
|
if (level.Global.LevelState is ELevelState.Lost or ELevelState.Won)
|
||||||
var poweredGenerators = cells.Count(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
|
return level;
|
||||||
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 reactors = level.Reactors.Select(reactor => reactor with { Ready = IsReactorReady(level, reactor) }).ToArray();
|
||||||
var stability = Rules.Clamp(level.Global.FacilityStability - damagedCriticalCells);
|
if (reactors.Any(reactor => reactor.Ready))
|
||||||
var lost = reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold || stability <= Balancing.Current.StabilityCollapseThreshold;
|
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Ready, Status = "REACTOR READY" } };
|
||||||
var status = lost ? reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE" : "STABILIZE SYSTEMS";
|
|
||||||
var global = level.Global with {
|
var maxHeat = level.Surface.Where((_, index) => level.Terrain[index] == ECellTerrain.Floor).Select(surface => surface.Heat).DefaultIfEmpty(0).Max();
|
||||||
CoreHeat = Rules.Clamp(reactorHeat - poweredPumps),
|
if (maxHeat >= Balancing.Current.TerminalHeat)
|
||||||
Power = Rules.Clamp(poweredGenerators * Balancing.Current.GeneratorPowerOutput),
|
return level with { Reactors = reactors, Global = level.Global with { LevelState = ELevelState.Lost, TerminalLoss = true, Status = "REACTOR HEAT TERMINAL" } };
|
||||||
Cooling = Rules.Clamp(poweredPumps * Balancing.Current.CoolingPumpOutput),
|
|
||||||
FacilityStability = stability,
|
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);
|
||||||
Lost = lost,
|
var hasCaution = hasCritical || level.Props.Any(prop => prop.ServiceState is EConsumerServiceState.Starved or EConsumerServiceState.Disabled) || level.Leaks.Any(leak => !leak.Repaired);
|
||||||
Status = status
|
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.")
|
||||||
};
|
};
|
||||||
|
|
||||||
return IsReactorReady(level with { Cells = cells, Global = global }) ? global with { Status = "REACTOR READY" } : global;
|
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 bool IsReactorReady(LevelState level)
|
private static SurfaceState AddSurfaceCarrier(SurfaceState surface, ECarrierType carrier, float amount)
|
||||||
{
|
{
|
||||||
var hasReactor = level.Cells.Any(c => c.Prop == ECellProp.Reactor);
|
return carrier switch {
|
||||||
var hasStablePower = level.Global.Power >= Balancing.Current.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
|
ECarrierType.Fuel => surface with { Fuel = surface.Fuel + amount },
|
||||||
var hasCooling = level.Global.Cooling >= Balancing.Current.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Prop: ECellProp.CoolingPump, Powered: true, Hazards.Fire: false });
|
ECarrierType.Coolant => surface with { Coolant = surface.Coolant + amount },
|
||||||
var reactorStable = level.Global.CoreHeat < Balancing.Current.ReactorReadyCoreHeatThreshold;
|
ECarrierType.Electricity => surface with { Electricity = surface.Electricity + amount },
|
||||||
return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
|
_ => throw new ArgumentOutOfRangeException(nameof(carrier), carrier, "Unsupported carrier.")
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
private readonly IReadOnlyList<IAreaSimulationEffect> m_AreaEffects = areaEffects.ToArray();
|
private static SurfaceState RemoveSurfaceCarrier(SurfaceState surface, ECarrierType carrier)
|
||||||
private readonly IReadOnlyList<ISimulationEffect> m_Effects = effects.ToArray();
|
{
|
||||||
private readonly IReadOnlyList<Hazard> m_Hazards = hazards.ToArray();
|
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();
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
<Project Sdk="Microsoft.NET.Sdk">
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<TargetFramework>net8.0</TargetFramework>
|
<TargetFramework>net10.0</TargetFramework>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
|
|
||||||
|
|||||||
@@ -1,298 +1,203 @@
|
|||||||
using ReactorMaintenance.Simulation.Difficulties;
|
|
||||||
using ReactorMaintenance.Simulation.Effects;
|
|
||||||
using ReactorMaintenance.Simulation.Hazards;
|
|
||||||
|
|
||||||
namespace ReactorMaintenance.Simulation.Tests;
|
namespace ReactorMaintenance.Simulation.Tests;
|
||||||
|
|
||||||
public sealed class SimulationEngineTests
|
public sealed class SimulationEngineTests
|
||||||
{
|
{
|
||||||
[Fact]
|
[Fact]
|
||||||
public void FuelLeakNearPoweredGeneratorCreatesIgnitionForecast()
|
public void NetworkPropagationSuppliesBoundConsumersAndReadiesReactor()
|
||||||
{
|
{
|
||||||
var level = LevelState.Create("Fuel leak", 6, 6)
|
var level = BuildReadyLevel();
|
||||||
.SetCell(new(2, 2), new() {
|
|
||||||
Prop = ECellProp.Generator,
|
|
||||||
Pipe = EPipeMedium.Fuel,
|
|
||||||
LeakRate = Balancing.Current.FuelVaporFireThreshold,
|
|
||||||
Pressure = Balancing.Current.PressurizedFuelLeakPressureThreshold + Balancing.Current.NeighborDistance,
|
|
||||||
Integrity = Balancing.Current.DefaultEditedPipeIntegrity,
|
|
||||||
Powered = true
|
|
||||||
});
|
|
||||||
|
|
||||||
var forecasts = m_Engine.Forecast(level);
|
|
||||||
|
|
||||||
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.Ignition && forecast.Position == new GridPosition(2, 2) && forecast.Turns == 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void CoolantLeakOnPoweredCellRaisesElectricalCharge()
|
|
||||||
{
|
|
||||||
var level = LevelState.Create("Wet cable", 6, 6)
|
|
||||||
.SetCell(new(3, 3), new() {
|
|
||||||
Pipe = EPipeMedium.Coolant,
|
|
||||||
LeakRate = Balancing.Current.ElectrifiedCoolantPoolingThreshold,
|
|
||||||
Powered = true
|
|
||||||
});
|
|
||||||
|
|
||||||
var next = m_Engine.AdvanceTurn(level);
|
var next = m_Engine.AdvanceTurn(level);
|
||||||
|
|
||||||
Assert.True(next.GetCell(new(3, 3)).Hazards.ElectricalCharge >= Balancing.Current.ElectricalChargeIncrease);
|
Assert.Equal(EConsumerServiceState.Producing, next.GetProp(new(3, 2)).ServiceState);
|
||||||
|
Assert.Equal(EConsumerServiceState.Producing, next.GetProp(new(3, 3)).ServiceState);
|
||||||
|
Assert.Equal(EConsumerServiceState.Producing, next.GetProp(new(3, 4)).ServiceState);
|
||||||
|
Assert.Equal(ELevelState.Ready, next.Global.LevelState);
|
||||||
|
Assert.Contains(next.Forecasts, forecast => forecast.Kind == EForecastKind.ReactorReady);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void ActiveFireSpreadsSmokeToOpenNeighbors()
|
public void ReactorActivatesOnlyAtReadyControl()
|
||||||
{
|
{
|
||||||
var level = LevelState.Create("Smoke", 6, 6)
|
var level = m_Engine.AdvanceTurn(BuildReadyLevel()) with {
|
||||||
.SetCell(new(2, 2), new() {
|
Robot = new() { Position = new(5, 3) }
|
||||||
Hazards = new() {
|
};
|
||||||
Fire = true,
|
|
||||||
Smoke = Balancing.Current.SmokeSpreadThreshold
|
var activated = m_Engine.ActivateReactor(level);
|
||||||
|
|
||||||
|
Assert.Equal(ELevelState.Won, activated.Global.LevelState);
|
||||||
|
Assert.True(activated.Reactors[0].Activated);
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
[Fact]
|
||||||
|
public void LeakingUndergroundCellInjectsMatchingSurfaceHazard()
|
||||||
|
{
|
||||||
|
var level = LevelState.Create("Leak", 6, 6);
|
||||||
|
level = level.SetUnderground(new(2, 2), ECarrierType.Fuel, new() { State = EUndergroundState.Leaking, Amount = 5, Intensity = 5 }) with {
|
||||||
|
Leaks = [new LeakState { Carrier = ECarrierType.Fuel, UndergroundPosition = new(2, 2), AccessPosition = new(2, 2) }]
|
||||||
|
};
|
||||||
|
level = level.SetProp(new(2, 2), new() { Type = EPropType.Flow, Carrier = ECarrierType.Fuel });
|
||||||
|
|
||||||
var next = m_Engine.AdvanceTurn(level);
|
var next = m_Engine.AdvanceTurn(level);
|
||||||
|
|
||||||
Assert.True(next.GetCell(new(2, 3)).Hazards.Smoke > 0);
|
Assert.True(next.GetSurface(new(2, 2)).Fuel > 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void AdvanceTurnRunsConfiguredCellEffects()
|
public void ElementRemedyClearsHazardAndBlocksImmediateReentry()
|
||||||
{
|
{
|
||||||
var engine = new SimulationEngine([new TestCellEffect()], [], []);
|
var level = LevelState.Create("Remedy", 6, 6);
|
||||||
var level = LevelState.Create("Custom effect", 6, 6)
|
level = level.SetUnderground(new(2, 2), ECarrierType.Fuel, new() { State = EUndergroundState.Leaking, Amount = 5, Intensity = 5 });
|
||||||
.SetCell(new(2, 2), new() {
|
level = level.SetSurface(new(2, 2), new() { Fuel = 5 }) with {
|
||||||
Hazards = new() { Heat = 1 }
|
Robot = new() { Position = new(2, 2), FuelNeutralizers = 1 },
|
||||||
});
|
Leaks = [new LeakState { Carrier = ECarrierType.Fuel, UndergroundPosition = new(2, 2), AccessPosition = new(2, 2) }]
|
||||||
|
};
|
||||||
|
|
||||||
var next = engine.AdvanceTurn(level);
|
var next = m_Engine.InteractLeak(level, ECarrierType.Fuel, true);
|
||||||
|
|
||||||
Assert.Equal(5, next.GetCell(new(2, 2)).Hazards.Heat);
|
Assert.Equal(0, next.GetSurface(new(2, 2)).Fuel);
|
||||||
|
Assert.True(next.GetSurface(new(2, 2)).FuelBlockTurns > 0);
|
||||||
|
Assert.Equal(0, next.Robot.FuelNeutralizers);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void AdvanceTurnRunsConfiguredAreaEffects()
|
public void ClosedDoorBlocksAdjacentHeatFlow()
|
||||||
{
|
{
|
||||||
var engine = new SimulationEngine([], [new TestAreaEffect()], []);
|
var level = LevelState.Create("Door", 6, 6);
|
||||||
var level = LevelState.Create("Custom area effect", 6, 6);
|
level = level.SetSurface(new(2, 2), new() { Heat = 8 }) with {
|
||||||
|
Doors = [new DoorState { A = new(2, 2), B = new(3, 2), State = EDoorState.Closed }]
|
||||||
|
};
|
||||||
|
|
||||||
var next = engine.AdvanceTurn(level);
|
var next = m_Engine.AdvanceTurn(level);
|
||||||
|
|
||||||
Assert.Equal(7, next.GetCell(new(2, 2)).Hazards.Smoke);
|
Assert.Equal(0, next.GetSurface(new(3, 2)).Heat);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void OverpressurePredictsPipeBurst()
|
public void HeatShieldPreventsRobotHeatLoss()
|
||||||
{
|
{
|
||||||
var level = LevelState.Create("Pressure", 6, 6)
|
var level = LevelState.Create("Heat shield", 6, 6);
|
||||||
.SetCell(new(1, 2), new() {
|
level = level.SetSurface(new(2, 2), new() { Heat = Balancing.Current.RobotHeatSafetyThreshold }) with {
|
||||||
Pipe = EPipeMedium.Pressure,
|
Robot = new() { Position = new(2, 2), HeatImmunitySteps = 1 }
|
||||||
Pressure = 10,
|
};
|
||||||
Integrity = 6
|
|
||||||
});
|
|
||||||
|
|
||||||
var forecasts = m_Engine.Forecast(level);
|
var next = m_Engine.AdvanceTurn(level);
|
||||||
|
|
||||||
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.PipeBurst && forecast.Turns == 2);
|
Assert.NotEqual(ELevelState.Lost, next.Global.LevelState);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void ForecastCapsFutureSimulationWhenNoTerminalConditionOccurs()
|
public void RobotLosesOnUnsafeElementHazard()
|
||||||
{
|
{
|
||||||
var engine = new SimulationEngine([], [], [new StepCountingHazard()]);
|
var level = LevelState.Create("Unsafe", 6, 6);
|
||||||
var level = LevelState.Create("Stable", 6, 6);
|
level = level.SetSurface(new(2, 2), new() { Electricity = Balancing.Current.MaxValue }) with {
|
||||||
|
Robot = new() { Position = new(2, 2) }
|
||||||
|
};
|
||||||
|
|
||||||
var forecasts = engine.Forecast(level);
|
var next = m_Engine.AdvanceTurn(level);
|
||||||
|
|
||||||
Assert.Equal(Balancing.Current.MaxForecastStepCount, forecasts.Count);
|
Assert.Equal(ELevelState.Lost, next.Global.LevelState);
|
||||||
Assert.Equal(Balancing.Current.MaxForecastStepCount, forecasts.Max(forecast => forecast.Turns));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void ForecastUsesCurrentBalancingProfile()
|
public void RuleEventCanCreateTerminalLossForecast()
|
||||||
{
|
{
|
||||||
var previous = Balancing.Current;
|
var level = LevelState.Create("Rule", 6, 6) with {
|
||||||
try
|
RuleEvents = [
|
||||||
{
|
new RuleEventState {
|
||||||
Balancing.Current = new TestBalancing();
|
Phase = ERuleEventPhase.EndOfTurn,
|
||||||
var engine = new SimulationEngine([], [], [new StepCountingHazard()]);
|
ForecastText = "containment failure",
|
||||||
var level = LevelState.Create("Stable", 6, 6);
|
Predicates = [new RulePredicate { Kind = ERulePredicateKind.TurnAtLeast, Turn = 0 }],
|
||||||
|
Effects = [new RuleEffect { Kind = ERuleEffectKind.MarkTerminalLoss, Message = "CONTAINMENT FAILURE" }]
|
||||||
var forecasts = engine.Forecast(level);
|
|
||||||
|
|
||||||
Assert.Equal(Balancing.Current.MaxForecastStepCount, forecasts.Count);
|
|
||||||
}
|
|
||||||
finally
|
|
||||||
{
|
|
||||||
Balancing.Current = previous;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void ForecastPredictsMeltdownFromFutureSimulation()
|
|
||||||
{
|
|
||||||
var level = LevelState.Create("Meltdown", 6, 6)
|
|
||||||
.SetCell(new(2, 2), new() {
|
|
||||||
Prop = ECellProp.Reactor,
|
|
||||||
Hazards = new() { Heat = Balancing.Current.MeltdownCoreHeatThreshold - Balancing.Current.ReactorHeatIncrease }
|
|
||||||
});
|
|
||||||
|
|
||||||
var forecasts = m_Engine.Forecast(level);
|
|
||||||
|
|
||||||
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.Meltdown && forecast.Turns == 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void ForecastReportsAlreadyLostLevelAtCurrentTurn()
|
|
||||||
{
|
|
||||||
var level = LevelState.Create("Lost", 6, 6) with {
|
|
||||||
Global = new() {
|
|
||||||
CoreHeat = Balancing.Current.MeltdownCoreHeatThreshold,
|
|
||||||
Lost = true,
|
|
||||||
Status = "CORE MELTDOWN"
|
|
||||||
}
|
}
|
||||||
|
]
|
||||||
};
|
};
|
||||||
|
|
||||||
var forecasts = m_Engine.Forecast(level);
|
var forecasts = m_Engine.Forecast(level);
|
||||||
|
|
||||||
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.Meltdown && forecast.Turns == 0);
|
Assert.Contains(forecasts, forecast => forecast.Kind == EForecastKind.RuleEvent && forecast.Message == "containment failure");
|
||||||
|
Assert.Contains(forecasts, forecast => forecast.Kind == EForecastKind.TerminalLoss);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void ForecastPredictsStabilityCollapseFromFutureSimulation()
|
public void ValidatorRejectsWallHazardsAndInvalidReactorBinding()
|
||||||
{
|
{
|
||||||
var level = LevelState.Create("Collapse", 6, 6)
|
var level = LevelState.Create("Invalid", 6, 6);
|
||||||
.SetCell(new(2, 2), new() {
|
level = level.SetTerrain(new(2, 2), ECellTerrain.Wall);
|
||||||
Prop = ECellProp.Generator,
|
level = level with {
|
||||||
Hazards = new() { Stability = Balancing.Current.CriticalCellStabilityThreshold }
|
Surface = level.Surface.ToArray(),
|
||||||
}) with {
|
Reactors = [new ReactorBinding { ControlPosition = new(3, 3), FuelConsumerPosition = new(1, 1), CoolantConsumerPosition = new(1, 1), ElectricityConsumerPosition = new(1, 1) }]
|
||||||
Global = new() { FacilityStability = Balancing.Current.FireStabilityDamage }
|
|
||||||
};
|
};
|
||||||
|
level.Surface[level.Index(new(2, 2))] = new() { Heat = 1 };
|
||||||
|
|
||||||
var forecasts = m_Engine.Forecast(level);
|
var report = new LevelValidator().Validate(level);
|
||||||
|
|
||||||
Assert.Contains(forecasts, forecast => forecast.Kind == EFailureKind.StabilityCollapse && forecast.Turns == 1);
|
Assert.False(report.IsValid);
|
||||||
|
Assert.Contains(report.Errors, error => error.Message.Contains("Wall cell", StringComparison.Ordinal));
|
||||||
|
Assert.Contains(report.Errors, error => error.Message.Contains("Reactor binding", StringComparison.Ordinal));
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void StableReactorWithPowerAndCoolingCanActivate()
|
public void LevelSerializationRoundTripsCurrentSchemaOnly()
|
||||||
{
|
{
|
||||||
var level = LevelState.Create("Ready", 8, 6)
|
var level = BuildReadyLevel();
|
||||||
.SetCell(new(2, 2), new() {
|
|
||||||
Prop = ECellProp.Reactor,
|
|
||||||
Hazards = new() { Heat = 3 }
|
|
||||||
})
|
|
||||||
.SetCell(new(3, 2), new() {
|
|
||||||
Prop = ECellProp.Generator,
|
|
||||||
Powered = true
|
|
||||||
})
|
|
||||||
.SetCell(new(4, 2), new() {
|
|
||||||
Prop = ECellProp.CoolingPump,
|
|
||||||
Powered = true
|
|
||||||
});
|
|
||||||
|
|
||||||
var next = m_Engine.AdvanceTurn(level);
|
|
||||||
var activated = m_Engine.ActivateReactor(next);
|
|
||||||
|
|
||||||
Assert.Equal("REACTOR ONLINE", activated.Global.Status);
|
|
||||||
Assert.True(activated.Global.ReactorActivated);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void LevelSerializationRoundTripsEditableState()
|
|
||||||
{
|
|
||||||
var level = LevelState.Create("Round trip", 5, 5);
|
|
||||||
level = LevelEditor.Apply(level, new(2, 2), EEditorTool.Reactor);
|
|
||||||
level = LevelEditor.Apply(level, new(1, 2), EEditorTool.CoolantPipe);
|
|
||||||
level = LevelEditor.Apply(level, new(1, 2), EEditorTool.Leak);
|
|
||||||
|
|
||||||
var json = LevelSerializer.Serialize(level);
|
var json = LevelSerializer.Serialize(level);
|
||||||
var loaded = LevelSerializer.Deserialize(json);
|
var loaded = LevelSerializer.Deserialize(json);
|
||||||
|
|
||||||
Assert.Contains("\"Version\": 1", json);
|
Assert.Contains("\"Version\": 2", json);
|
||||||
Assert.Equal(level.Name, loaded.Name);
|
Assert.Equal(level.Name, loaded.Name);
|
||||||
Assert.Equal(ECellProp.Reactor, loaded.GetCell(new(2, 2)).Prop);
|
Assert.Equal(EPropType.Flow, loaded.GetProp(new(2, 2)).Type);
|
||||||
Assert.Equal(EPipeMedium.Coolant, loaded.GetCell(new(1, 2)).Pipe);
|
|
||||||
Assert.Equal(1, loaded.GetCell(new(1, 2)).LeakRate);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void LevelSerializationRejectsUnsupportedVersion()
|
public void LevelSerializationRejectsOldSchema()
|
||||||
{
|
{
|
||||||
var json = """
|
var json = """
|
||||||
{
|
{
|
||||||
"Version": 999,
|
"Version": 1,
|
||||||
"Level": {}
|
"Level": {}
|
||||||
}
|
}
|
||||||
""";
|
""";
|
||||||
|
|
||||||
var exception = Assert.Throws<InvalidOperationException>(() => LevelSerializer.Deserialize(json));
|
var exception = Assert.Throws<InvalidOperationException>(() => LevelSerializer.Deserialize(json));
|
||||||
|
|
||||||
Assert.Contains("Unsupported level file version 999", exception.Message);
|
Assert.Contains("Unsupported level file version 1", exception.Message);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
private static LevelState BuildReadyLevel()
|
||||||
public void WallToolClearsCellPropsPipesAndHazards()
|
|
||||||
{
|
{
|
||||||
var level = LevelState.Create("Wall", 5, 5);
|
var level = LevelState.Create("Ready", 8, 7);
|
||||||
level = LevelEditor.Apply(level, new(2, 2), EEditorTool.Generator);
|
level = AddLine(level, ECarrierType.Fuel, new(2, 2), new(3, 2));
|
||||||
level = LevelEditor.Apply(level, new(2, 2), EEditorTool.CoolantPipe);
|
level = AddLine(level, ECarrierType.Coolant, new(2, 3), new(3, 3));
|
||||||
level = LevelEditor.Apply(level, new(2, 2), EEditorTool.Fire);
|
level = AddLine(level, ECarrierType.Electricity, new(2, 4), new(3, 4));
|
||||||
|
level = level.SetProp(new(2, 2), new() { Type = EPropType.Flow, Carrier = ECarrierType.Fuel });
|
||||||
var edited = LevelEditor.Apply(level, new(2, 2), EEditorTool.Wall);
|
level = level.SetProp(new(2, 3), new() { Type = EPropType.Flow, Carrier = ECarrierType.Coolant });
|
||||||
var cell = edited.GetCell(new(2, 2));
|
level = level.SetProp(new(2, 4), new() { Type = EPropType.Flow, Carrier = ECarrierType.Electricity });
|
||||||
|
level = level.SetProp(new(3, 2), new() { Type = EPropType.Consumer, Carrier = ECarrierType.Fuel });
|
||||||
Assert.Equal(ECellTerrain.Wall, cell.Terrain);
|
level = level.SetProp(new(3, 3), new() { Type = EPropType.Consumer, Carrier = ECarrierType.Coolant });
|
||||||
Assert.Equal(ECellProp.None, cell.Prop);
|
level = level.SetProp(new(3, 4), new() { Type = EPropType.Consumer, Carrier = ECarrierType.Electricity });
|
||||||
Assert.Equal(EPipeMedium.None, cell.Pipe);
|
level = level.SetProp(new(5, 3), new() { Type = EPropType.ReactorControl, ReactorId = 1 });
|
||||||
Assert.False(cell.Powered);
|
return level with {
|
||||||
Assert.False(cell.Hazards.Fire);
|
Robot = new() { Position = new(5, 3) },
|
||||||
|
Reactors = [
|
||||||
|
new ReactorBinding {
|
||||||
|
ReactorId = 1,
|
||||||
|
ControlPosition = new(5, 3),
|
||||||
|
FuelConsumerPosition = new(3, 2),
|
||||||
|
CoolantConsumerPosition = new(3, 3),
|
||||||
|
ElectricityConsumerPosition = new(3, 4)
|
||||||
|
}
|
||||||
|
]
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
private static LevelState AddLine(LevelState level, ECarrierType carrier, GridPosition a, GridPosition b)
|
||||||
public void PropToolsKeepFloorTerrain()
|
|
||||||
{
|
{
|
||||||
var level = LevelState.Create("Prop", 5, 5);
|
level = level.SetUnderground(a, carrier, new() { State = EUndergroundState.Intact });
|
||||||
level = LevelEditor.Apply(level, new(1, 1), EEditorTool.Wall);
|
level = level.SetUnderground(b, carrier, new() { State = EUndergroundState.Intact });
|
||||||
|
return level;
|
||||||
var edited = LevelEditor.Apply(level, new(1, 1), EEditorTool.Reactor);
|
|
||||||
var cell = edited.GetCell(new(1, 1));
|
|
||||||
|
|
||||||
Assert.Equal(ECellTerrain.Floor, cell.Terrain);
|
|
||||||
Assert.Equal(ECellProp.Reactor, cell.Prop);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private readonly SimulationEngine m_Engine = new();
|
private readonly SimulationEngine m_Engine = new();
|
||||||
|
|
||||||
private sealed class StepCountingHazard : Hazard
|
|
||||||
{
|
|
||||||
public override IEnumerable<Forecast> Predict(LevelState level, int turns)
|
|
||||||
{
|
|
||||||
yield return new(EFailureKind.PipeBurst, new(turns, 0), turns, $"STEP {turns}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private sealed class TestBalancing : NormalBalancing
|
|
||||||
{
|
|
||||||
public override int MaxForecastStepCount => 2;
|
|
||||||
}
|
|
||||||
|
|
||||||
private sealed class TestCellEffect : ISimulationEffect
|
|
||||||
{
|
|
||||||
public CellState Apply(CellState cell)
|
|
||||||
{
|
|
||||||
return cell with { Hazards = cell.Hazards with { Heat = 5 } };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private sealed class TestAreaEffect : IAreaSimulationEffect
|
|
||||||
{
|
|
||||||
public CellState[] Apply(LevelState level, CellState[] cells)
|
|
||||||
{
|
|
||||||
var next = cells.ToArray();
|
|
||||||
var position = new GridPosition(2, 2);
|
|
||||||
var cell = next[level.Index(position)];
|
|
||||||
next[level.Index(position)] = cell with { Hazards = cell.Hazards with { Smoke = 7 } };
|
|
||||||
return next;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user