namespace ReactorMaintenance.Simulation; public enum CellKind { Empty, Floor, Wall, Reactor, CoolingPump, Generator, PressureRegulator, DiagnosticTerminal, ControlTerminal } public enum PipeMedium { None, Pressure, Coolant, Fuel } public enum FailureKind { PipeBurst, Ignition, Meltdown, StabilityCollapse, ReactorReady } public sealed record GridPosition(int X, int Y) { public IEnumerable Neighbors() { yield return new(X - 1, Y); yield return new(X + 1, Y); yield return new(X, Y - 1); yield return new(X, Y + 1); } } public sealed record HazardState { public HazardState Clamp() { return this with { Heat = Rules.Clamp(Heat), Smoke = Rules.Clamp(Smoke), FuelVapor = Rules.Clamp(FuelVapor), LiquidFuel = Rules.Clamp(LiquidFuel), CoolantPooling = Rules.Clamp(CoolantPooling), ElectricalCharge = Rules.Clamp(ElectricalCharge), Stability = Rules.Clamp(Stability) }; } public int Heat { get; init; } public int Smoke { get; init; } public int FuelVapor { get; init; } public int LiquidFuel { get; init; } public int CoolantPooling { get; init; } public int ElectricalCharge { get; init; } public int Stability { get; init; } = 10; public bool Fire { get; init; } } public sealed record CellState { public CellKind Kind { get; init; } = CellKind.Floor; public PipeMedium Pipe { get; init; } public int Flow { get; init; } public int Pressure { get; init; } public int Integrity { get; init; } = 10; public int LeakRate { get; init; } public bool PipeOpen { get; init; } = true; public bool Powered { get; init; } public bool DoorLocked { get; init; } public HazardState Hazards { get; init; } = new(); public bool IsWalkable => Kind != CellKind.Wall && Kind != CellKind.Empty; public bool HasPipe => Pipe != PipeMedium.None; } public sealed record GlobalState { public int Turn { get; init; } public int ActionsPerTurn { get; init; } = 3; public int CoreHeat { get; init; } = 5; public int FacilityStability { get; init; } = 10; public int Power { get; init; } = 5; public int Cooling { get; init; } = 0; public bool ReactorActivated { get; init; } public bool Lost { get; init; } public string Status { get; init; } = "STABILIZE SYSTEMS"; } public sealed record Forecast(FailureKind Kind, GridPosition? Position, int Turns, string Message); public sealed record LevelState { public static LevelState Create(string name, int width, int height) { if (width < 4 || height < 4) throw new ArgumentOutOfRangeException(nameof(width), "Levels must be at least 4x4."); var cells = CreateCells(width, height); for (var y = 0; y < height; y++) for (var x = 0; x < width; x++) if (x == 0 || y == 0 || x == width - 1 || y == height - 1) cells[y * width + x] = cells[y * width + x] with { Kind = CellKind.Wall }; return new() { Name = name, Width = width, Height = height, Cells = cells, Robot = new(1, 1) }; } public CellState GetCell(GridPosition position) { EnsureInBounds(position); return Cells[Index(position)]; } public LevelState SetCell(GridPosition position, CellState cell) { EnsureInBounds(position); var cells = Cells.ToArray(); cells[Index(position)] = cell; return this with { Cells = cells }; } public bool InBounds(GridPosition position) { return position.X >= 0 && position.Y >= 0 && position.X < Width && position.Y < Height; } public int Index(GridPosition position) { return position.Y * Width + position.X; } private void EnsureInBounds(GridPosition position) { if (!InBounds(position)) throw new ArgumentOutOfRangeException(nameof(position), $"Position {position.X},{position.Y} is outside {Width}x{Height}."); } private static CellState[] CreateCells(int width, int height) { return Enumerable.Range(0, width * height).Select(_ => new CellState()).ToArray(); } public string Name { get; init; } = "New Reactor"; public int Width { get; init; } = 16; public int Height { get; init; } = 12; public CellState[] Cells { get; init; } = CreateCells(16, 12); public GridPosition Robot { get; init; } = new(1, 1); public GlobalState Global { get; init; } = new(); public IReadOnlyList Forecasts { get; init; } = Array.Empty(); } internal static class Rules { public static int Clamp(int value) { return Math.Clamp(value, 0, 10); } }