Organize simulation systems and balancing profiles
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@@ -1,4 +1,7 @@
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namespace ReactorMaintenance.Simulation;
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using ReactorMaintenance.Simulation.Effects;
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using ReactorMaintenance.Simulation.Hazards;
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namespace ReactorMaintenance.Simulation;
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public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEnumerable<IAreaSimulationEffect> areaEffects, IEnumerable<Hazard> hazards)
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{
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@@ -23,14 +26,14 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
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var seen = new HashSet<ForecastKey>();
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var forecastLevel = level with { Cells = level.Cells.ToArray(), Forecasts = Array.Empty<Forecast>() };
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if (forecastLevel.Global.Lost)
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AddHazardForecasts(forecasts, seen, forecastLevel, Balancing.CurrentForecastTurn);
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AddHazardForecasts(forecasts, seen, forecastLevel, Balancing.Current.CurrentForecastTurn);
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AddReactorReadyForecast(forecasts, seen, forecastLevel, Balancing.CurrentForecastTurn);
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AddReactorReadyForecast(forecasts, seen, forecastLevel, Balancing.Current.CurrentForecastTurn);
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if (IsReactorReady(forecastLevel) || forecastLevel.Global.Lost || forecastLevel.Global.ReactorActivated)
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return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
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for (var step = Balancing.TurnIncrement; step <= Balancing.MaxForecastStepCount; step++)
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for (var step = Balancing.Current.TurnIncrement; step <= Balancing.Current.MaxForecastStepCount; step++)
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{
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forecastLevel = AdvanceTurn(forecastLevel, false);
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AddHazardForecasts(forecasts, seen, forecastLevel, step);
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@@ -60,9 +63,9 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
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{
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var cells = level.Cells.ToArray();
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for (var y = Balancing.FirstGridCoordinate; y < level.Height; y++)
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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.FirstGridCoordinate; x < level.Width; x++)
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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 index = level.Index(position);
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@@ -84,7 +87,7 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
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var global = UpdateGlobal(level, cells);
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var next = level with {
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Cells = cells,
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Global = global with { Turn = level.Global.Turn + Balancing.TurnIncrement }
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Global = global with { Turn = level.Global.Turn + Balancing.Current.TurnIncrement }
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};
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return updateForecasts ? next with { Forecasts = Forecast(next) } : next;
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@@ -116,14 +119,14 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
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var reactorHeat = cells.Where(c => c.Kind == ECellKind.Reactor).Select(c => c.Hazards.Heat).DefaultIfEmpty(level.Global.CoreHeat).Max();
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var poweredGenerators = cells.Count(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false });
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var poweredPumps = cells.Count(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false });
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var damagedCriticalCells = cells.Count(c => c.Kind is ECellKind.Reactor or ECellKind.Generator or ECellKind.CoolingPump && c.Hazards.Stability <= Balancing.CriticalCellStabilityThreshold);
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var damagedCriticalCells = cells.Count(c => c.Kind is ECellKind.Reactor or ECellKind.Generator or ECellKind.CoolingPump && c.Hazards.Stability <= Balancing.Current.CriticalCellStabilityThreshold);
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var stability = Rules.Clamp(level.Global.FacilityStability - damagedCriticalCells);
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var lost = reactorHeat >= Balancing.MeltdownCoreHeatThreshold || stability <= Balancing.StabilityCollapseThreshold;
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var status = lost ? reactorHeat >= Balancing.MeltdownCoreHeatThreshold ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE" : "STABILIZE SYSTEMS";
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var lost = reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold || stability <= Balancing.Current.StabilityCollapseThreshold;
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var status = lost ? reactorHeat >= Balancing.Current.MeltdownCoreHeatThreshold ? "CORE MELTDOWN" : "FACILITY STABILITY COLLAPSE" : "STABILIZE SYSTEMS";
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var global = level.Global with {
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CoreHeat = Rules.Clamp(reactorHeat - poweredPumps),
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Power = Rules.Clamp(poweredGenerators * Balancing.GeneratorPowerOutput),
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Cooling = Rules.Clamp(poweredPumps * Balancing.CoolingPumpOutput),
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Power = Rules.Clamp(poweredGenerators * Balancing.Current.GeneratorPowerOutput),
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Cooling = Rules.Clamp(poweredPumps * Balancing.Current.CoolingPumpOutput),
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FacilityStability = stability,
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Lost = lost,
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Status = status
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@@ -135,9 +138,9 @@ public sealed class SimulationEngine(IEnumerable<ISimulationEffect> effects, IEn
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private static bool IsReactorReady(LevelState level)
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{
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var hasReactor = level.Cells.Any(c => c.Kind == ECellKind.Reactor);
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var hasStablePower = level.Global.Power >= Balancing.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false });
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var hasCooling = level.Global.Cooling >= Balancing.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false });
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var reactorStable = level.Global.CoreHeat < Balancing.ReactorReadyCoreHeatThreshold;
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var hasStablePower = level.Global.Power >= Balancing.Current.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Kind: ECellKind.Generator, Powered: true, Hazards.Fire: false });
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var hasCooling = level.Global.Cooling >= Balancing.Current.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Kind: ECellKind.CoolingPump, Powered: true, Hazards.Fire: false });
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var reactorStable = level.Global.CoreHeat < Balancing.Current.ReactorReadyCoreHeatThreshold;
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return hasReactor && hasStablePower && hasCooling && reactorStable && !level.Global.Lost;
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}
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