Rework simulation rules
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@@ -4,22 +4,27 @@ public sealed class SimulationEngine
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{
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public LevelState MoveRobot(LevelState level, GridPosition destination)
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{
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return PlayerActionSystem.MoveRobot(level, destination, SpendAction);
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return PlayerActionSystem.MoveRobot(level, destination);
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}
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public LevelState InteractProp(LevelState level)
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{
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return PlayerActionSystem.InteractProp(level, SpendAction);
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return PlayerActionSystem.InteractProp(level, ResolveStep);
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}
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public LevelState InteractLeak(LevelState level, ECarrierType carrier, bool useRemedy)
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{
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return PlayerActionSystem.InteractLeak(level, carrier, useRemedy, SpendAction);
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return PlayerActionSystem.InteractLeak(level, carrier, useRemedy, ResolveStep);
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}
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public LevelState ApplyHeatShield(LevelState level)
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{
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return PlayerActionSystem.ApplyHeatShield(level, SpendAction);
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return PlayerActionSystem.ApplyHeatShield(level, ResolveStep);
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}
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private LevelState ResolveStep(LevelState level)
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{
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return ResolveStep(level, true);
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}
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public LevelState ActivateReactor(LevelState level)
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@@ -29,45 +34,37 @@ public sealed class SimulationEngine
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public LevelState EndTurn(LevelState level)
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{
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return ResolveTurn(level with { Global = level.Global with { ActionsRemaining = 0 } });
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return ResolveStep(level);
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}
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public LevelState AdvanceTurn(LevelState level)
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{
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return ResolveTurn(level);
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return ResolveStep(level);
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}
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public IReadOnlyList<Forecast> Forecast(LevelState level)
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{
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return ForecastSystem.Forecast(level, simulated => ResolveTurn(simulated, false));
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return ForecastSystem.Forecast(level, simulated => ResolveStep(simulated, false));
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}
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private LevelState SpendAction(LevelState level)
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{
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var actions = Math.Max(0, level.Global.ActionsRemaining - 1);
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var next = level with { Global = level.Global with { ActionsRemaining = actions } };
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return actions == 0 ? ResolveTurn(next) : next;
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}
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private LevelState ResolveTurn(LevelState level, bool refreshForecasts = true)
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private LevelState ResolveStep(LevelState level, bool refreshForecasts)
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{
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var report = m_Validator.Validate(level);
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if (!report.IsValid)
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return level with { Global = level.Global with { LevelState = ELevelState.Lost, Status = report.Errors[0].Message } };
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var next = RuleEventSystem.Apply(level, ERuleEventPhase.StartOfSimulation);
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var next = level;
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next = NetworkPropagationSystem.Propagate(next);
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next = ConsumerSystem.Resolve(next);
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next = StructuralIntegritySystem.Resolve(next);
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next = LeakSystem.Inject(next);
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next = SurfaceInteractionSystem.Resolve(next);
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next = RobotSafetySystem.Resolve(next);
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next = ReactorSystem.DeriveState(next);
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next = RuleEventSystem.Apply(next, ERuleEventPhase.EndOfTurn);
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next = SurfaceInteractionSystem.AdvanceDurations(next);
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next = next with {
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Global = next.Global with {
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Turn = next.Global.Turn + 1,
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ActionsRemaining = Balancing.Current.ActionsPerTurn
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Turn = next.Global.Turn + 1
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}
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};
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