Organize simulation systems and balancing profiles

This commit is contained in:
2026-05-08 21:45:43 +02:00
parent 8018ebbabb
commit c46b6664ed
25 changed files with 406 additions and 269 deletions

View File

@@ -1,4 +1,8 @@
namespace ReactorMaintenance.Simulation.Tests;
using ReactorMaintenance.Simulation.Difficulties;
using ReactorMaintenance.Simulation.Effects;
using ReactorMaintenance.Simulation.Hazards;
namespace ReactorMaintenance.Simulation.Tests;
public sealed class SimulationEngineTests
{
@@ -9,9 +13,9 @@ public sealed class SimulationEngineTests
.SetCell(new(2, 2), new() {
Kind = ECellKind.Generator,
Pipe = EPipeMedium.Fuel,
LeakRate = Balancing.FuelVaporFireThreshold,
Pressure = Balancing.PressurizedFuelLeakPressureThreshold + Balancing.NeighborDistance,
Integrity = Balancing.DefaultEditedPipeIntegrity,
LeakRate = Balancing.Current.FuelVaporFireThreshold,
Pressure = Balancing.Current.PressurizedFuelLeakPressureThreshold + Balancing.Current.NeighborDistance,
Integrity = Balancing.Current.DefaultEditedPipeIntegrity,
Powered = true
});
@@ -26,13 +30,13 @@ public sealed class SimulationEngineTests
var level = LevelState.Create("Wet cable", 6, 6)
.SetCell(new(3, 3), new() {
Pipe = EPipeMedium.Coolant,
LeakRate = Balancing.ElectrifiedCoolantPoolingThreshold,
LeakRate = Balancing.Current.ElectrifiedCoolantPoolingThreshold,
Powered = true
});
var next = m_Engine.AdvanceTurn(level);
Assert.True(next.GetCell(new(3, 3)).Hazards.ElectricalCharge >= Balancing.ElectricalChargeIncrease);
Assert.True(next.GetCell(new(3, 3)).Hazards.ElectricalCharge >= Balancing.Current.ElectricalChargeIncrease);
}
[Fact]
@@ -42,7 +46,7 @@ public sealed class SimulationEngineTests
.SetCell(new(2, 2), new() {
Hazards = new() {
Fire = true,
Smoke = Balancing.SmokeSpreadThreshold
Smoke = Balancing.Current.SmokeSpreadThreshold
}
});
@@ -99,8 +103,28 @@ public sealed class SimulationEngineTests
var forecasts = engine.Forecast(level);
Assert.Equal(Balancing.MaxForecastStepCount, forecasts.Count);
Assert.Equal(Balancing.MaxForecastStepCount, forecasts.Max(forecast => forecast.Turns));
Assert.Equal(Balancing.Current.MaxForecastStepCount, forecasts.Count);
Assert.Equal(Balancing.Current.MaxForecastStepCount, forecasts.Max(forecast => forecast.Turns));
}
[Fact]
public void ForecastUsesCurrentBalancingProfile()
{
var previous = Balancing.Current;
try
{
Balancing.Current = new TestBalancing();
var engine = new SimulationEngine([], [], [new StepCountingHazard()]);
var level = LevelState.Create("Stable", 6, 6);
var forecasts = engine.Forecast(level);
Assert.Equal(Balancing.Current.MaxForecastStepCount, forecasts.Count);
}
finally
{
Balancing.Current = previous;
}
}
[Fact]
@@ -109,7 +133,7 @@ public sealed class SimulationEngineTests
var level = LevelState.Create("Meltdown", 6, 6)
.SetCell(new(2, 2), new() {
Kind = ECellKind.Reactor,
Hazards = new() { Heat = Balancing.MeltdownCoreHeatThreshold - Balancing.ReactorHeatIncrease }
Hazards = new() { Heat = Balancing.Current.MeltdownCoreHeatThreshold - Balancing.Current.ReactorHeatIncrease }
});
var forecasts = m_Engine.Forecast(level);
@@ -122,7 +146,7 @@ public sealed class SimulationEngineTests
{
var level = LevelState.Create("Lost", 6, 6) with {
Global = new() {
CoreHeat = Balancing.MeltdownCoreHeatThreshold,
CoreHeat = Balancing.Current.MeltdownCoreHeatThreshold,
Lost = true,
Status = "CORE MELTDOWN"
}
@@ -139,9 +163,9 @@ public sealed class SimulationEngineTests
var level = LevelState.Create("Collapse", 6, 6)
.SetCell(new(2, 2), new() {
Kind = ECellKind.Generator,
Hazards = new() { Stability = Balancing.CriticalCellStabilityThreshold }
Hazards = new() { Stability = Balancing.Current.CriticalCellStabilityThreshold }
}) with {
Global = new() { FacilityStability = Balancing.FireStabilityDamage }
Global = new() { FacilityStability = Balancing.Current.FireStabilityDamage }
};
var forecasts = m_Engine.Forecast(level);
@@ -200,6 +224,11 @@ public sealed class SimulationEngineTests
}
}
private sealed class TestBalancing : NormalBalancing
{
public override int MaxForecastStepCount => 2;
}
private sealed class TestCellEffect : ISimulationEffect
{
public CellState Apply(CellState cell)