Files
zfxaction26_2/src/ReactorMaintenance.Simulation/SimulationEngine.cs
2026-05-10 18:49:24 +02:00

78 lines
2.6 KiB
C#

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