150 lines
6.9 KiB
C#
150 lines
6.9 KiB
C#
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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private sealed record ForecastKey(EFailureKind Kind, GridPosition? Position);
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public SimulationEngine()
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: this(
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[new PipeLeakEffect(), new MachineEffect(), new FireAndElectricalHazardEffect(), new CellIntegrityEffect()],
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[new SmokeSpreadEffect()],
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[new PipeBurstHazard(), new IgnitionHazard(), new MeltdownHazard(), new StabilityCollapseHazard()])
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{
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}
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public LevelState AdvanceTurn(LevelState level)
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{
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return AdvanceTurn(level, true);
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}
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public IReadOnlyList<Forecast> Forecast(LevelState level)
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{
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var forecasts = new List<Forecast>();
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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.Current.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.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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AddReactorReadyForecast(forecasts, seen, forecastLevel, step);
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if (forecastLevel.Global.Lost || IsReactorReady(forecastLevel) || forecastLevel.Global.ReactorActivated)
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break;
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}
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return forecasts.OrderBy(f => f.Turns).ThenBy(f => f.Message).ToArray();
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}
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public LevelState ActivateReactor(LevelState level)
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{
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if (!IsReactorReady(level))
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return level with { Global = level.Global with { Status = "REACTOR NOT READY" } };
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return level with {
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Global = level.Global with {
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ReactorActivated = true,
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Status = "REACTOR ONLINE"
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}
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};
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}
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private LevelState AdvanceTurn(LevelState level, bool updateForecasts)
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{
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var cells = level.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 index = level.Index(position);
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var cell = cells[index];
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if (!cell.IsWalkable)
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continue;
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foreach (var effect in m_Effects)
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cell = effect.Apply(cell);
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cells[index] = cell with { Hazards = cell.Hazards.Clamp() };
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}
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}
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foreach (var areaEffect in m_AreaEffects)
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cells = areaEffect.Apply(level, cells);
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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.Current.TurnIncrement }
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};
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return updateForecasts ? next with { Forecasts = Forecast(next) } : next;
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}
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private void AddHazardForecasts(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
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{
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foreach (var hazard in m_Hazards)
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{
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foreach (var forecast in hazard.Predict(level, turns))
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AddForecast(forecasts, seen, forecast);
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}
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}
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private static void AddReactorReadyForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, LevelState level, int turns)
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{
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if (IsReactorReady(level))
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AddForecast(forecasts, seen, new(EFailureKind.ReactorReady, null, turns, "REACTOR READY"));
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}
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private static void AddForecast(List<Forecast> forecasts, HashSet<ForecastKey> seen, Forecast forecast)
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{
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if (seen.Add(new(forecast.Kind, forecast.Position)))
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forecasts.Add(forecast);
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}
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private static GlobalState UpdateGlobal(LevelState level, CellState[] cells)
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{
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var reactorHeat = cells.Where(c => c.Prop == ECellProp.Reactor).Select(c => c.Hazards.Heat).DefaultIfEmpty(level.Global.CoreHeat).Max();
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var poweredGenerators = cells.Count(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
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var poweredPumps = cells.Count(c => c is { Prop: ECellProp.CoolingPump, Powered: true, Hazards.Fire: false });
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var damagedCriticalCells = cells.Count(c => c.Prop is ECellProp.Reactor or ECellProp.Generator or ECellProp.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.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.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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};
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return IsReactorReady(level with { Cells = cells, Global = global }) ? global with { Status = "REACTOR READY" } : global;
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}
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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.Prop == ECellProp.Reactor);
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var hasStablePower = level.Global.Power >= Balancing.Current.ReactorReadyPowerThreshold || level.Cells.Any(c => c is { Prop: ECellProp.Generator, Powered: true, Hazards.Fire: false });
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var hasCooling = level.Global.Cooling >= Balancing.Current.ReactorReadyCoolingThreshold || level.Cells.Any(c => c is { Prop: ECellProp.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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private readonly IReadOnlyList<IAreaSimulationEffect> m_AreaEffects = areaEffects.ToArray();
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private readonly IReadOnlyList<ISimulationEffect> m_Effects = effects.ToArray();
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private readonly IReadOnlyList<Hazard> m_Hazards = hazards.ToArray();
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} |