2 Commits

Author SHA1 Message Date
JonathanMcCaffrey 800146768e Exp note 2026-06-12 20:44:50 -04:00
JonathanMcCaffrey 3064703b7c ... 2026-06-12 17:53:13 -04:00
10 changed files with 60 additions and 103 deletions
+2 -60
View File
@@ -17,7 +17,7 @@
} }
else else
{ {
<div class="simulation-layout" tabindex="0" @onkeydown="HandleKeyDown" @ref="layoutDiv"> <div class="simulation-layout">
<div class="sim-controls d-flex align-items-center justify-content-between mb-3 flex-wrap gap-2"> <div class="sim-controls d-flex align-items-center justify-content-between mb-3 flex-wrap gap-2">
<div class="d-flex align-items-center gap-2"> <div class="d-flex align-items-center gap-2">
<button class="btn btn-outline-light btn-sm" @onclick="PrevTurn" disabled="@(SimService.Data.CurrentTurn <= 0)"> <button class="btn btn-outline-light btn-sm" @onclick="PrevTurn" disabled="@(SimService.Data.CurrentTurn <= 0)">
@@ -99,7 +99,7 @@ else
stroke="rgba(255,255,255,0.12)" stroke-width="2" stroke-linecap="round"/> stroke="rgba(255,255,255,0.12)" stroke-width="2" stroke-linecap="round"/>
} }
@foreach (var region in currentRegions) @foreach (var region in currentRegions)
{ {
var isActivated = activatedRegionNames.Contains(region.Name); var isActivated = activatedRegionNames.Contains(region.Name);
var terrainColor = GetTerrainColor(region.Terrain); var terrainColor = GetTerrainColor(region.Terrain);
@@ -109,57 +109,12 @@ else
var dr = prev != null ? region.PreyMeeples - prev.PreyMeeples : 0; var dr = prev != null ? region.PreyMeeples - prev.PreyMeeples : 0;
var df = prev != null ? region.FloraMeeples - prev.FloraMeeples : 0; var df = prev != null ? region.FloraMeeples - prev.FloraMeeples : 0;
var hasDelta = dp != 0 || dr != 0 || df != 0; var hasDelta = dp != 0 || dr != 0 || df != 0;
// Meeple dot counts (max 3 visible per type)
var pdots = Math.Min(region.PredatorMeeples, 3);
var rdots = Math.Min(region.PreyMeeples, 3);
var fdots = Math.Min(region.FloraMeeples, 3);
var dotR = 3;
var dotGap = 7;
<g class="sim-region @(isActivated ? "sim-active" : "")"> <g class="sim-region @(isActivated ? "sim-active" : "")">
<circle cx="@region.X" cy="@region.Y" r="34" fill="url(#sg-@region.Terrain)"/> <circle cx="@region.X" cy="@region.Y" r="34" fill="url(#sg-@region.Terrain)"/>
<circle cx="@region.X" cy="@region.Y" r="18" <circle cx="@region.X" cy="@region.Y" r="18"
fill="@(terrainColor)cc" fill="@(terrainColor)cc"
stroke="@(isActivated ? "#ffd700" : "rgba(255,255,255,0.5)")" stroke="@(isActivated ? "#ffd700" : "rgba(255,255,255,0.5)")"
stroke-width="@(isActivated ? 3 : 2)"/> stroke-width="@(isActivated ? 3 : 2)"/>
@* Predator dots (red, top row) *@
@for (int d = 0; d < pdots; d++)
{
var dx = region.X + (d - (pdots - 1) * 0.5) * dotGap;
var dy = region.Y - 7;
<circle cx="@dx" cy="@dy" r="@dotR" fill="#e76f51" stroke="rgba(0,0,0,0.4)" stroke-width="0.5"/>
}
@if (region.PredatorMeeples > 3)
{
@((MarkupString)$"<text x=\"{region.X + 2 * dotGap + 2}\" y=\"{region.Y - 4}\" fill=\"#e76f51\" font-size=\"7\" font-weight=\"600\">+{region.PredatorMeeples - 3}</text>")
}
@* Prey dots (yellow, middle row) *@
@for (int d = 0; d < rdots; d++)
{
var dx = region.X + (d - (rdots - 1) * 0.5) * dotGap;
var dy = region.Y;
<circle cx="@dx" cy="@dy" r="@dotR" fill="#e9c46a" stroke="rgba(0,0,0,0.4)" stroke-width="0.5"/>
}
@if (region.PreyMeeples > 3)
{
@((MarkupString)$"<text x=\"{region.X + 2 * dotGap + 2}\" y=\"{region.Y + 3}\" fill=\"#e9c46a\" font-size=\"7\" font-weight=\"600\">+{region.PreyMeeples - 3}</text>")
}
@* Flora dots (green, bottom row) *@
@for (int d = 0; d < fdots; d++)
{
var dx = region.X + (d - (fdots - 1) * 0.5) * dotGap;
var dy = region.Y + 7;
<circle cx="@dx" cy="@dy" r="@dotR" fill="#4caf50" stroke="rgba(0,0,0,0.4)" stroke-width="0.5"/>
}
@if (region.FloraMeeples > 3)
{
@((MarkupString)$"<text x=\"{region.X + 2 * dotGap + 2}\" y=\"{region.Y + 10}\" fill=\"#4caf50\" font-size=\"7\" font-weight=\"600\">+{region.FloraMeeples - 3}</text>")
}
<text x="@labelX" y="@(region.Y + 4)" fill="rgba(255,255,255,0.9)" <text x="@labelX" y="@(region.Y + 4)" fill="rgba(255,255,255,0.9)"
font-family="system-ui,sans-serif" font-size="11" font-weight="600"> font-family="system-ui,sans-serif" font-size="11" font-weight="600">
@region.Name @region.Name
@@ -263,7 +218,6 @@ else
@code { @code {
private ElementReference layoutDiv;
private TurnEvent? CurrentEvent => SimService.Data.CurrentTurn > 0 && SimService.Data.CurrentTurn <= SimService.Data.Events.Count private TurnEvent? CurrentEvent => SimService.Data.CurrentTurn > 0 && SimService.Data.CurrentTurn <= SimService.Data.Events.Count
? SimService.Data.Events[SimService.Data.CurrentTurn - 1] ? SimService.Data.Events[SimService.Data.CurrentTurn - 1]
: null; : null;
@@ -298,18 +252,6 @@ else
SimService.Data.CurrentTurn++; SimService.Data.CurrentTurn++;
} }
private void HandleKeyDown(KeyboardEventArgs e)
{
if (e.Key == "ArrowLeft") PrevTurn();
else if (e.Key == "ArrowRight") NextTurn();
}
protected override async Task OnAfterRenderAsync(bool firstRender)
{
if (firstRender)
await layoutDiv.FocusAsync();
}
private void RandomizeEvents() private void RandomizeEvents()
{ {
SimService.RandomizeEvents(); SimService.RandomizeEvents();
+30 -40
View File
@@ -76,7 +76,12 @@ public class GameSimulationService
public void RandomizeEvents() public void RandomizeEvents()
{ {
RunSimulation(); var initialRegions = Data.InitialRegions;
Data = new SimulationData();
Data.Regions = initialRegions.Select(r => r.Clone()).ToList();
Data.InitialRegions = initialRegions;
GenerateAndApplyEvents();
Data.IsInitialized = true;
} }
public List<RegionState> GetCurrentState() public List<RegionState> GetCurrentState()
@@ -176,25 +181,22 @@ public class GameSimulationService
if (region.PredatorMeeples <= 0) if (region.PredatorMeeples <= 0)
return; return;
int total = region.PredatorMeeples; if (region.PreyMeeples > 0)
int canEat = Math.Min(total, region.PreyMeeples);
int mustTravel = total - canEat;
if (canEat > 0)
{ {
region.PreyMeeples -= canEat; int eaten = Math.Min(region.PredatorMeeples, region.PreyMeeples);
region.PredatorMeeples += canEat; region.PreyMeeples -= eaten;
details.Add($"{region.Name}: {canEat} predators ate prey, +{canEat} new predators"); region.PredatorMeeples += eaten;
details.Add($"{region.Name}: Predators ate {eaten} prey, now {region.PredatorMeeples}P / {region.PreyMeeples}R");
} }
else
if (mustTravel > 0)
{ {
var target = FindBestTravelTarget(region, r => r.PreyMeeples); var target = FindBestTravelTarget(region, r => r.PreyMeeples);
if (target != null) if (target != null)
{ {
region.PredatorMeeples -= mustTravel; int traveling = region.PredatorMeeples;
target.PredatorMeeples += mustTravel; target.PredatorMeeples += traveling;
details.Add($"{region.Name}: {mustTravel} predators traveled to {target.Name}"); region.PredatorMeeples = 0;
details.Add($"{region.Name}: {traveling} predators traveled to {target.Name}");
} }
} }
} }
@@ -204,25 +206,22 @@ public class GameSimulationService
if (region.PreyMeeples <= 0) if (region.PreyMeeples <= 0)
return; return;
int total = region.PreyMeeples; if (region.FloraMeeples > 0)
int canEat = Math.Min(total, region.FloraMeeples);
int mustTravel = total - canEat;
if (canEat > 0)
{ {
region.FloraMeeples -= canEat; int consumed = Math.Min(region.PreyMeeples, region.FloraMeeples);
region.PreyMeeples += canEat; region.FloraMeeples -= consumed;
details.Add($"{region.Name}: {canEat} prey ate flora, +{canEat} new prey"); region.PreyMeeples += consumed;
details.Add($"{region.Name}: Prey consumed {consumed} flora, now {region.PreyMeeples}R / {region.FloraMeeples}F");
} }
else
if (mustTravel > 0)
{ {
var target = FindBestTravelTarget(region, r => r.FloraMeeples); var target = FindBestTravelTarget(region, r => r.FloraMeeples);
if (target != null) if (target != null)
{ {
region.PreyMeeples -= mustTravel; int traveling = region.PreyMeeples;
target.PreyMeeples += mustTravel; target.PreyMeeples += traveling;
details.Add($"{region.Name}: {mustTravel} prey traveled to {target.Name}"); region.PreyMeeples = 0;
details.Add($"{region.Name}: {traveling} prey traveled to {target.Name}");
} }
} }
} }
@@ -316,22 +315,13 @@ public class GameSimulationService
} }
} }
var excluded = new HashSet<string>
{
"Grass 1", "Grass 2", "Wasteland 1",
"Mountain 1", "Mountain 2", "Mountain 3", "Mountain 4", "Mountain 5"
};
var shuffled = combos.OrderBy(_ => _rng.Next()).ToList(); var shuffled = combos.OrderBy(_ => _rng.Next()).ToList();
for (int i = 0; i < Data.Regions.Count; i++) for (int i = 0; i < Data.Regions.Count; i++)
{ {
if (!excluded.Contains(Data.Regions[i].Name)) var (p, r, f) = shuffled[i % shuffled.Count];
{ Data.Regions[i].PredatorMeeples = p;
var (p, r, f) = shuffled[i % shuffled.Count]; Data.Regions[i].PreyMeeples = r;
Data.Regions[i].PredatorMeeples = p; Data.Regions[i].FloraMeeples = f;
Data.Regions[i].PreyMeeples = r;
Data.Regions[i].FloraMeeples += f;
}
} }
} }
+5
View File
@@ -259,6 +259,11 @@
"title": "Mountain 5", "title": "Mountain 5",
"category": "Region" "category": "Region"
}, },
{
"slug": "mountain-regions",
"title": "Mountain Regions",
"category": "Region Type"
},
{ {
"slug": "mountain", "slug": "mountain",
"title": "Mountain", "title": "Mountain",
+3
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@@ -0,0 +1,3 @@
---
category: Region Type
---
+5
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@@ -0,0 +1,5 @@
---
category: Task
status: TODO
---
Would be funny to simulate a game state where all the crisis occur, and there is no players to help stop them
+1 -1
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@@ -1,6 +1,6 @@
--- ---
category: Task category: Task
status: status: Done
--- ---
At the start of a game, we have 1 flora added to each region, except [[Grass 1]], [[Grass 2]], and [[Wasteland 1]]. Let's also assume we exclude [[Mountain 1]], [[Mountain 2]], [[Mountain 3]], [[Mountain 4]], [[Mountain 5]]. At the start of a game, we have 1 flora added to each region, except [[Grass 1]], [[Grass 2]], and [[Wasteland 1]]. Let's also assume we exclude [[Mountain 1]], [[Mountain 2]], [[Mountain 3]], [[Mountain 4]], [[Mountain 5]].
@@ -0,0 +1,4 @@
---
category: Task
status: Working On
---
@@ -0,0 +1,4 @@
---
category: Task
status: Working On
---
+6 -2
View File
@@ -132,17 +132,21 @@ views:
- TODO - TODO
- Working On - Working On
- Done - Done
- Uncategorized
cardOrders: cardOrders:
file.file: {} file.file: {}
note.status: note.status:
Working On: [] Working On:
- Stub out all the starter Terrain Cards.md
- Sub out all the starter Event Cards.md
Done: Done:
- Tasks/Generate a Markdown Website.md - Tasks/Generate a Markdown Website.md
- Tasks/Generate a map of regions and how they connect.md - Tasks/Generate a map of regions and how they connect.md
- Tasks/Generate a csharp script to do what you did.md - Tasks/Generate a csharp script to do what you did.md
- Tasks/Generate overview page.md - Tasks/Generate overview page.md
- Tasks/Simulate the game state.md
Uncategorized: [] Uncategorized: []
TODO:
- Add Crisis Logic.md
columnColors: columnColors:
file.file: {} file.file: {}
note.status: {} note.status: {}