Latest
This commit is contained in:
@@ -1,37 +1,37 @@
|
||||
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) } };
|
||||
}
|
||||
}
|
||||
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) } };
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user