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@@ -1,119 +1,119 @@
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namespace ReactorMaintenance.Simulation;
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public enum EEditorTool
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{
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Cursor,
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Floor,
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Wall,
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Reactor,
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CoolingPump,
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Generator,
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PressureRegulator,
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DiagnosticTerminal,
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ControlTerminal,
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CoolantPipe,
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FuelPipe,
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PressurePipe,
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Leak,
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Repair,
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Heat,
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Fire,
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Robot
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}
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public static class LevelEditor
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{
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public static LevelState Apply(LevelState level, GridPosition position, EEditorTool tool)
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{
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if (!level.InBounds(position))
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return level;
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if (tool == EEditorTool.Robot)
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return level.GetCell(position).IsWalkable ? level with { Robot = position } : level;
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var cell = level.GetCell(position);
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cell = tool switch {
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EEditorTool.Cursor => cell,
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EEditorTool.Floor => cell with { Terrain = ECellTerrain.Floor },
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EEditorTool.Wall => cell with {
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Terrain = ECellTerrain.Wall,
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Prop = ECellProp.None,
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Pipe = EPipeMedium.None,
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Flow = Balancing.Current.MinHazardValue,
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Pressure = Balancing.Current.MinHazardValue,
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LeakRate = Balancing.Current.MinHazardValue,
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PipeOpen = false,
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Powered = false
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},
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EEditorTool.Reactor => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.Reactor },
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EEditorTool.CoolingPump => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.CoolingPump,
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Powered = true
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},
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EEditorTool.Generator => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.Generator,
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Powered = true
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},
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EEditorTool.PressureRegulator => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.PressureRegulator },
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EEditorTool.DiagnosticTerminal => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.DiagnosticTerminal,
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Powered = true
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},
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EEditorTool.ControlTerminal => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.ControlTerminal,
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Powered = true
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},
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EEditorTool.CoolantPipe => cell with {
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Pipe = EPipeMedium.Coolant,
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Flow = Balancing.Current.DefaultPipeFlow,
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Pressure = Balancing.Current.DefaultPipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.FuelPipe => cell with {
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Pipe = EPipeMedium.Fuel,
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Flow = Balancing.Current.DefaultPipeFlow,
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Pressure = Balancing.Current.DefaultPipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.PressurePipe => cell with {
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Pipe = EPipeMedium.Pressure,
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Flow = Balancing.Current.DefaultPressurePipeFlow,
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Pressure = Balancing.Current.DefaultPressurePipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.Leak => cell with {
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LeakRate = Math.Max(Balancing.Current.MinimumLeakRate, cell.LeakRate),
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Integrity = Math.Min(cell.Integrity, Balancing.Current.DamagedPipeIntegrity)
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},
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EEditorTool.Repair => cell with {
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LeakRate = Balancing.Current.RepairedLeakRate,
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Integrity = Balancing.Current.DefaultCellIntegrity,
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Hazards = cell.Hazards with {
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Fire = false,
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ElectricalCharge = Balancing.Current.RepairedElectricalCharge
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}
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},
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EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + Balancing.Current.HeatToolIncrease) } },
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EEditorTool.Fire => cell with {
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Hazards = cell.Hazards with {
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Fire = !cell.Hazards.Fire,
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Heat = Math.Max(cell.Hazards.Heat, Balancing.Current.FireToolMinimumHeat),
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Smoke = Math.Max(cell.Hazards.Smoke, Balancing.Current.FireToolMinimumSmoke)
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}
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},
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_ => cell
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};
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if (cell.Terrain == ECellTerrain.Wall)
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cell = cell with { Hazards = new() };
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return level.SetCell(position, cell);
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}
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namespace ReactorMaintenance.Simulation;
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public enum EEditorTool
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{
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Cursor,
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Floor,
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Wall,
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Reactor,
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CoolingPump,
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Generator,
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PressureRegulator,
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DiagnosticTerminal,
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ControlTerminal,
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CoolantPipe,
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FuelPipe,
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PressurePipe,
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Leak,
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Repair,
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Heat,
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Fire,
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Robot
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}
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public static class LevelEditor
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{
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public static LevelState Apply(LevelState level, GridPosition position, EEditorTool tool)
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{
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if (!level.InBounds(position))
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return level;
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if (tool == EEditorTool.Robot)
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return level.GetCell(position).IsWalkable ? level with { Robot = position } : level;
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var cell = level.GetCell(position);
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cell = tool switch {
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EEditorTool.Cursor => cell,
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EEditorTool.Floor => cell with { Terrain = ECellTerrain.Floor },
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EEditorTool.Wall => cell with {
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Terrain = ECellTerrain.Wall,
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Prop = ECellProp.None,
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Pipe = EPipeMedium.None,
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Flow = Balancing.Current.MinHazardValue,
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Pressure = Balancing.Current.MinHazardValue,
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LeakRate = Balancing.Current.MinHazardValue,
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PipeOpen = false,
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Powered = false
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},
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EEditorTool.Reactor => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.Reactor },
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EEditorTool.CoolingPump => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.CoolingPump,
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Powered = true
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},
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EEditorTool.Generator => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.Generator,
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Powered = true
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},
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EEditorTool.PressureRegulator => cell with { Terrain = ECellTerrain.Floor, Prop = ECellProp.PressureRegulator },
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EEditorTool.DiagnosticTerminal => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.DiagnosticTerminal,
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Powered = true
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},
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EEditorTool.ControlTerminal => cell with {
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Terrain = ECellTerrain.Floor,
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Prop = ECellProp.ControlTerminal,
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Powered = true
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},
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EEditorTool.CoolantPipe => cell with {
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Pipe = EPipeMedium.Coolant,
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Flow = Balancing.Current.DefaultPipeFlow,
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Pressure = Balancing.Current.DefaultPipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.FuelPipe => cell with {
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Pipe = EPipeMedium.Fuel,
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Flow = Balancing.Current.DefaultPipeFlow,
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Pressure = Balancing.Current.DefaultPipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.PressurePipe => cell with {
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Pipe = EPipeMedium.Pressure,
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Flow = Balancing.Current.DefaultPressurePipeFlow,
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Pressure = Balancing.Current.DefaultPressurePipePressure,
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Integrity = Math.Max(cell.Integrity, Balancing.Current.DefaultEditedPipeIntegrity),
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PipeOpen = true
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},
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EEditorTool.Leak => cell with {
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LeakRate = Math.Max(Balancing.Current.MinimumLeakRate, cell.LeakRate),
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Integrity = Math.Min(cell.Integrity, Balancing.Current.DamagedPipeIntegrity)
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},
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EEditorTool.Repair => cell with {
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LeakRate = Balancing.Current.RepairedLeakRate,
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Integrity = Balancing.Current.DefaultCellIntegrity,
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Hazards = cell.Hazards with {
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Fire = false,
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ElectricalCharge = Balancing.Current.RepairedElectricalCharge
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}
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},
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EEditorTool.Heat => cell with { Hazards = cell.Hazards with { Heat = Rules.Clamp(cell.Hazards.Heat + Balancing.Current.HeatToolIncrease) } },
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EEditorTool.Fire => cell with {
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Hazards = cell.Hazards with {
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Fire = !cell.Hazards.Fire,
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Heat = Math.Max(cell.Hazards.Heat, Balancing.Current.FireToolMinimumHeat),
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Smoke = Math.Max(cell.Hazards.Smoke, Balancing.Current.FireToolMinimumSmoke)
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}
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},
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_ => cell
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};
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if (cell.Terrain == ECellTerrain.Wall)
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cell = cell with { Hazards = new() };
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return level.SetCell(position, cell);
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}
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}
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