Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 39706d2394 | |||
| 8eaae3033c | |||
| 74840d32c1 | |||
| d6ee42b66d |
@@ -17,7 +17,7 @@
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}
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}
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else
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else
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{
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{
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<div class="simulation-layout">
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<div class="simulation-layout" tabindex="0" @onkeydown="HandleKeyDown" @ref="layoutDiv">
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<div class="sim-controls d-flex align-items-center justify-content-between mb-3 flex-wrap gap-2">
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<div class="sim-controls d-flex align-items-center justify-content-between mb-3 flex-wrap gap-2">
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<div class="d-flex align-items-center gap-2">
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<div class="d-flex align-items-center gap-2">
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<button class="btn btn-outline-light btn-sm" @onclick="PrevTurn" disabled="@(SimService.Data.CurrentTurn <= 0)">
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<button class="btn btn-outline-light btn-sm" @onclick="PrevTurn" disabled="@(SimService.Data.CurrentTurn <= 0)">
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@@ -99,7 +99,7 @@ else
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stroke="rgba(255,255,255,0.12)" stroke-width="2" stroke-linecap="round"/>
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stroke="rgba(255,255,255,0.12)" stroke-width="2" stroke-linecap="round"/>
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}
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}
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@foreach (var region in currentRegions)
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@foreach (var region in currentRegions)
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{
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{
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var isActivated = activatedRegionNames.Contains(region.Name);
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var isActivated = activatedRegionNames.Contains(region.Name);
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var terrainColor = GetTerrainColor(region.Terrain);
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var terrainColor = GetTerrainColor(region.Terrain);
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@@ -109,12 +109,57 @@ else
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var dr = prev != null ? region.PreyMeeples - prev.PreyMeeples : 0;
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var dr = prev != null ? region.PreyMeeples - prev.PreyMeeples : 0;
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var df = prev != null ? region.FloraMeeples - prev.FloraMeeples : 0;
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var df = prev != null ? region.FloraMeeples - prev.FloraMeeples : 0;
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var hasDelta = dp != 0 || dr != 0 || df != 0;
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var hasDelta = dp != 0 || dr != 0 || df != 0;
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// Meeple dot counts (max 3 visible per type)
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var pdots = Math.Min(region.PredatorMeeples, 3);
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var rdots = Math.Min(region.PreyMeeples, 3);
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var fdots = Math.Min(region.FloraMeeples, 3);
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var dotR = 3;
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var dotGap = 7;
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<g class="sim-region @(isActivated ? "sim-active" : "")">
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<g class="sim-region @(isActivated ? "sim-active" : "")">
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<circle cx="@region.X" cy="@region.Y" r="34" fill="url(#sg-@region.Terrain)"/>
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<circle cx="@region.X" cy="@region.Y" r="34" fill="url(#sg-@region.Terrain)"/>
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<circle cx="@region.X" cy="@region.Y" r="18"
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<circle cx="@region.X" cy="@region.Y" r="18"
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fill="@(terrainColor)cc"
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fill="@(terrainColor)cc"
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stroke="@(isActivated ? "#ffd700" : "rgba(255,255,255,0.5)")"
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stroke="@(isActivated ? "#ffd700" : "rgba(255,255,255,0.5)")"
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stroke-width="@(isActivated ? 3 : 2)"/>
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stroke-width="@(isActivated ? 3 : 2)"/>
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@* Predator dots (red, top row) *@
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@for (int d = 0; d < pdots; d++)
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{
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var dx = region.X + (d - (pdots - 1) * 0.5) * dotGap;
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var dy = region.Y - 7;
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<circle cx="@dx" cy="@dy" r="@dotR" fill="#e76f51" stroke="rgba(0,0,0,0.4)" stroke-width="0.5"/>
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}
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@if (region.PredatorMeeples > 3)
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{
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@((MarkupString)$"<text x=\"{region.X + 2 * dotGap + 2}\" y=\"{region.Y - 4}\" fill=\"#e76f51\" font-size=\"7\" font-weight=\"600\">+{region.PredatorMeeples - 3}</text>")
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}
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@* Prey dots (yellow, middle row) *@
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@for (int d = 0; d < rdots; d++)
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{
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var dx = region.X + (d - (rdots - 1) * 0.5) * dotGap;
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var dy = region.Y;
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<circle cx="@dx" cy="@dy" r="@dotR" fill="#e9c46a" stroke="rgba(0,0,0,0.4)" stroke-width="0.5"/>
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}
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@if (region.PreyMeeples > 3)
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{
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@((MarkupString)$"<text x=\"{region.X + 2 * dotGap + 2}\" y=\"{region.Y + 3}\" fill=\"#e9c46a\" font-size=\"7\" font-weight=\"600\">+{region.PreyMeeples - 3}</text>")
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}
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@* Flora dots (green, bottom row) *@
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@for (int d = 0; d < fdots; d++)
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{
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var dx = region.X + (d - (fdots - 1) * 0.5) * dotGap;
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var dy = region.Y + 7;
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<circle cx="@dx" cy="@dy" r="@dotR" fill="#4caf50" stroke="rgba(0,0,0,0.4)" stroke-width="0.5"/>
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}
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@if (region.FloraMeeples > 3)
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{
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@((MarkupString)$"<text x=\"{region.X + 2 * dotGap + 2}\" y=\"{region.Y + 10}\" fill=\"#4caf50\" font-size=\"7\" font-weight=\"600\">+{region.FloraMeeples - 3}</text>")
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}
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<text x="@labelX" y="@(region.Y + 4)" fill="rgba(255,255,255,0.9)"
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<text x="@labelX" y="@(region.Y + 4)" fill="rgba(255,255,255,0.9)"
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font-family="system-ui,sans-serif" font-size="11" font-weight="600">
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font-family="system-ui,sans-serif" font-size="11" font-weight="600">
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@region.Name
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@region.Name
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@@ -218,6 +263,7 @@ else
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@code {
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@code {
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private ElementReference layoutDiv;
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private TurnEvent? CurrentEvent => SimService.Data.CurrentTurn > 0 && SimService.Data.CurrentTurn <= SimService.Data.Events.Count
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private TurnEvent? CurrentEvent => SimService.Data.CurrentTurn > 0 && SimService.Data.CurrentTurn <= SimService.Data.Events.Count
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? SimService.Data.Events[SimService.Data.CurrentTurn - 1]
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? SimService.Data.Events[SimService.Data.CurrentTurn - 1]
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: null;
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: null;
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@@ -252,6 +298,18 @@ else
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SimService.Data.CurrentTurn++;
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SimService.Data.CurrentTurn++;
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}
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}
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private void HandleKeyDown(KeyboardEventArgs e)
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{
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if (e.Key == "ArrowLeft") PrevTurn();
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else if (e.Key == "ArrowRight") NextTurn();
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}
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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if (firstRender)
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await layoutDiv.FocusAsync();
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}
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private void RandomizeEvents()
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private void RandomizeEvents()
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{
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{
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SimService.RandomizeEvents();
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SimService.RandomizeEvents();
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@@ -76,12 +76,7 @@ public class GameSimulationService
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public void RandomizeEvents()
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public void RandomizeEvents()
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{
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{
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var initialRegions = Data.InitialRegions;
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RunSimulation();
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Data = new SimulationData();
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Data.Regions = initialRegions.Select(r => r.Clone()).ToList();
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Data.InitialRegions = initialRegions;
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GenerateAndApplyEvents();
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Data.IsInitialized = true;
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}
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}
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public List<RegionState> GetCurrentState()
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public List<RegionState> GetCurrentState()
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@@ -181,22 +176,25 @@ public class GameSimulationService
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if (region.PredatorMeeples <= 0)
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if (region.PredatorMeeples <= 0)
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return;
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return;
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if (region.PreyMeeples > 0)
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int total = region.PredatorMeeples;
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int canEat = Math.Min(total, region.PreyMeeples);
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int mustTravel = total - canEat;
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if (canEat > 0)
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{
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{
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int eaten = Math.Min(region.PredatorMeeples, region.PreyMeeples);
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region.PreyMeeples -= canEat;
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region.PreyMeeples -= eaten;
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region.PredatorMeeples += canEat;
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region.PredatorMeeples += eaten;
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details.Add($"{region.Name}: {canEat} predators ate prey, +{canEat} new predators");
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details.Add($"{region.Name}: Predators ate {eaten} prey, now {region.PredatorMeeples}P / {region.PreyMeeples}R");
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}
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}
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else
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if (mustTravel > 0)
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{
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{
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var target = FindBestTravelTarget(region, r => r.PreyMeeples);
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var target = FindBestTravelTarget(region, r => r.PreyMeeples);
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if (target != null)
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if (target != null)
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{
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{
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int traveling = region.PredatorMeeples;
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region.PredatorMeeples -= mustTravel;
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target.PredatorMeeples += traveling;
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target.PredatorMeeples += mustTravel;
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region.PredatorMeeples = 0;
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details.Add($"{region.Name}: {mustTravel} predators traveled to {target.Name}");
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details.Add($"{region.Name}: {traveling} predators traveled to {target.Name}");
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}
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}
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}
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}
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}
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}
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@@ -206,22 +204,25 @@ public class GameSimulationService
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if (region.PreyMeeples <= 0)
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if (region.PreyMeeples <= 0)
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return;
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return;
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if (region.FloraMeeples > 0)
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int total = region.PreyMeeples;
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int canEat = Math.Min(total, region.FloraMeeples);
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int mustTravel = total - canEat;
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if (canEat > 0)
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{
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{
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int consumed = Math.Min(region.PreyMeeples, region.FloraMeeples);
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region.FloraMeeples -= canEat;
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region.FloraMeeples -= consumed;
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region.PreyMeeples += canEat;
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region.PreyMeeples += consumed;
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details.Add($"{region.Name}: {canEat} prey ate flora, +{canEat} new prey");
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details.Add($"{region.Name}: Prey consumed {consumed} flora, now {region.PreyMeeples}R / {region.FloraMeeples}F");
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}
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}
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else
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if (mustTravel > 0)
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{
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{
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var target = FindBestTravelTarget(region, r => r.FloraMeeples);
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var target = FindBestTravelTarget(region, r => r.FloraMeeples);
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if (target != null)
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if (target != null)
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{
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{
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int traveling = region.PreyMeeples;
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region.PreyMeeples -= mustTravel;
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target.PreyMeeples += traveling;
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target.PreyMeeples += mustTravel;
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region.PreyMeeples = 0;
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details.Add($"{region.Name}: {mustTravel} prey traveled to {target.Name}");
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details.Add($"{region.Name}: {traveling} prey traveled to {target.Name}");
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}
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}
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}
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}
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}
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}
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@@ -314,14 +315,23 @@ public class GameSimulationService
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}
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}
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}
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}
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}
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}
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var excluded = new HashSet<string>
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{
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"Grass 1", "Grass 2", "Wasteland 1",
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"Mountain 1", "Mountain 2", "Mountain 3", "Mountain 4", "Mountain 5"
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};
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var shuffled = combos.OrderBy(_ => _rng.Next()).ToList();
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var shuffled = combos.OrderBy(_ => _rng.Next()).ToList();
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for (int i = 0; i < Data.Regions.Count; i++)
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for (int i = 0; i < Data.Regions.Count; i++)
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{
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{
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var (p, r, f) = shuffled[i % shuffled.Count];
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if (!excluded.Contains(Data.Regions[i].Name))
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Data.Regions[i].PredatorMeeples = p;
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{
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Data.Regions[i].PreyMeeples = r;
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var (p, r, f) = shuffled[i % shuffled.Count];
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Data.Regions[i].FloraMeeples = f;
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Data.Regions[i].PredatorMeeples = p;
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Data.Regions[i].PreyMeeples = r;
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Data.Regions[i].FloraMeeples += f;
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}
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}
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}
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}
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}
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@@ -259,11 +259,6 @@
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"title": "Mountain 5",
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"title": "Mountain 5",
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"category": "Region"
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"category": "Region"
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},
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},
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{
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"slug": "mountain-regions",
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"title": "Mountain Regions",
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"category": "Region Type"
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},
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{
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{
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"slug": "mountain",
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"slug": "mountain",
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"title": "Mountain",
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"title": "Mountain",
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@@ -1,3 +0,0 @@
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---
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category: Region Type
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---
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@@ -1,5 +0,0 @@
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---
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category: Task
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status: TODO
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---
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Would be funny to simulate a game state where all the crisis occur, and there is no players to help stop them
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@@ -1,6 +1,6 @@
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---
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---
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category: Task
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category: Task
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status: Done
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status:
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---
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---
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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]].
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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]].
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@@ -1,4 +0,0 @@
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---
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category: Task
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status: Working On
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---
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@@ -1,4 +0,0 @@
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---
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category: Task
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status: Working On
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---
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@@ -132,21 +132,17 @@ views:
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- TODO
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- TODO
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- Working On
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- Working On
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- Done
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- Done
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- Uncategorized
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cardOrders:
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cardOrders:
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file.file: {}
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file.file: {}
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note.status:
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note.status:
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Working On:
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Working On: []
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- Stub out all the starter Terrain Cards.md
|
|
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- Sub out all the starter Event Cards.md
|
|
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Done:
|
Done:
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- Tasks/Generate a Markdown Website.md
|
- Tasks/Generate a Markdown Website.md
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||||||
- 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:
|
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- Add Crisis Logic.md
|
|
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columnColors:
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columnColors:
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file.file: {}
|
file.file: {}
|
||||||
note.status: {}
|
note.status: {}
|
||||||
|
|||||||
Reference in New Issue
Block a user