Organize simulation systems and balancing profiles
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public sealed class CellIntegrityEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var integrity = cell.Integrity;
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var hazards = cell.Hazards;
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if (cell is { HasPipe: true } && cell.Pressure > Balancing.Current.OverpressureThreshold)
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integrity -= cell.Pressure - Balancing.Current.OverpressureThreshold;
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if (hazards.Heat >= Balancing.Current.HeatIntegrityDamageThreshold || hazards.Fire)
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{
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integrity -= cell.HasPipe ? Balancing.Current.PipeFireIntegrityDamage : Balancing.Current.MinHazardValue;
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hazards = hazards with { Stability = hazards.Stability - Balancing.Current.FireStabilityDamage };
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}
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cell = cell with {
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Integrity = Rules.Clamp(integrity),
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Hazards = hazards.Clamp()
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};
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if (integrity > Balancing.Current.MinHazardValue || !cell.HasPipe)
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return cell;
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return cell with {
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LeakRate = Math.Max(cell.LeakRate, Balancing.Current.BurstLeakRate),
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Flow = Balancing.Current.BrokenPipeFlow,
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PipeOpen = false
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};
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}
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}
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public sealed class FireAndElectricalHazardEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var hazards = cell.Hazards;
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if (hazards.CoolantPooling >= Balancing.Current.ElectrifiedCoolantPoolingThreshold && cell.Powered)
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.Current.ElectricalChargeIncrease };
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var hasFuel = hazards.FuelVapor >= Balancing.Current.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.Current.LiquidFuelFireThreshold;
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var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Kind: ECellKind.Generator, Powered: true };
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if ((hasFuel && hasIgnition) || hazards.Fire)
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{
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hazards = hazards with {
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Fire = hasFuel || hazards.Fire,
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Heat = hazards.Heat + Balancing.Current.FireHeatIncrease,
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Smoke = hazards.Smoke + Balancing.Current.FireSmokeIncrease,
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LiquidFuel = Math.Max(Balancing.Current.MinHazardValue, hazards.LiquidFuel - Balancing.Current.FireLiquidFuelConsumption),
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FuelVapor = Math.Max(Balancing.Current.MinHazardValue, hazards.FuelVapor - Balancing.Current.FireFuelVaporConsumption)
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};
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}
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else if (hazards.Smoke > Balancing.Current.MinHazardValue)
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hazards = hazards with { Smoke = hazards.Smoke - Balancing.Current.SmokeDecay };
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return cell with { Hazards = hazards.Clamp() };
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}
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}
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public interface IAreaSimulationEffect
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{
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CellState[] Apply(LevelState level, CellState[] cells);
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}
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public interface ISimulationEffect
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{
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CellState Apply(CellState cell);
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}
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18
src/ReactorMaintenance.Simulation/Effects/MachineEffect.cs
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18
src/ReactorMaintenance.Simulation/Effects/MachineEffect.cs
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public sealed class MachineEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var hazards = cell.Kind switch {
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ECellKind.Generator when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.GeneratorHeatIncrease },
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ECellKind.CoolingPump when cell.Powered => cell.Hazards with { Heat = cell.Hazards.Heat - Balancing.Current.CoolingPumpHeatReduction },
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ECellKind.Reactor => cell.Hazards with { Heat = cell.Hazards.Heat + Balancing.Current.ReactorHeatIncrease },
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_ => cell.Hazards
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};
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return cell with { Hazards = hazards.Clamp() };
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}
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}
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28
src/ReactorMaintenance.Simulation/Effects/PipeLeakEffect.cs
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28
src/ReactorMaintenance.Simulation/Effects/PipeLeakEffect.cs
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public sealed class PipeLeakEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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if (!cell.HasPipe || cell.LeakRate <= Balancing.Current.MinHazardValue)
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return cell;
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var hazards = cell.Pipe switch {
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EPipeMedium.Fuel => cell.Hazards with {
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LiquidFuel = cell.Hazards.LiquidFuel + cell.LeakRate,
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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)
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},
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EPipeMedium.Coolant => cell.Hazards with {
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CoolantPooling = cell.Hazards.CoolantPooling + cell.LeakRate,
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Heat = cell.Hazards.Heat - Math.Max(Balancing.Current.MinimumCoolantHeatReduction, cell.LeakRate / Balancing.Current.CoolantHeatReductionDivisor),
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Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= Balancing.Current.CoolantSteamHeatThreshold ? Balancing.Current.CoolantSteamSmokeIncrease : Balancing.Current.MinHazardValue)
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},
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EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= Balancing.Current.PressureLeakSmokeThreshold ? Balancing.Current.PressureLeakSmokeIncrease : Balancing.Current.MinHazardValue) },
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_ => cell.Hazards
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};
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return cell with { Hazards = hazards.Clamp() };
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}
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}
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public sealed class SmokeSpreadEffect : IAreaSimulationEffect
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{
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public CellState[] Apply(LevelState level, CellState[] cells)
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{
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var next = cells.ToArray();
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for (var y = Balancing.Current.FirstGridCoordinate; y < level.Height; y++)
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{
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for (var x = Balancing.Current.FirstGridCoordinate; x < level.Width; x++)
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{
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var position = new GridPosition(x, y);
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var cell = cells[level.Index(position)];
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if (cell.Hazards.Smoke < Balancing.Current.SmokeSpreadThreshold)
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continue;
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SpreadToNeighbors(level, next, position);
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}
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}
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return next;
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}
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private static void SpreadToNeighbors(LevelState level, CellState[] next, GridPosition position)
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{
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foreach (var neighbor in position.Neighbors().Where(level.InBounds))
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{
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var neighborCell = next[level.Index(neighbor)];
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if (!neighborCell.IsWalkable || neighborCell.DoorLocked)
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continue;
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next[level.Index(neighbor)] = neighborCell with { Hazards = neighborCell.Hazards with { Smoke = Rules.Clamp(neighborCell.Hazards.Smoke + Balancing.Current.SmokeSpreadIncrease) } };
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}
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}
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}
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