307 lines
12 KiB
C#
307 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Web.Services;
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public class RegionState
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{
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public string Name { get; set; } = "";
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public string Slug { get; set; } = "";
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public string Terrain { get; set; } = "";
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public int X { get; set; }
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public int Y { get; set; }
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public List<string> Connections { get; set; } = new();
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public int PredatorMeeples { get; set; }
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public int PreyMeeples { get; set; }
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public int FloraMeeples { get; set; }
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public RegionState Clone()
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{
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return new RegionState
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{
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Name = Name,
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Slug = Slug,
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Terrain = Terrain,
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X = X,
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Y = Y,
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Connections = new List<string>(Connections),
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PredatorMeeples = PredatorMeeples,
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PreyMeeples = PreyMeeples,
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FloraMeeples = FloraMeeples
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};
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}
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}
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public class TurnEvent
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{
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public int TurnNumber { get; set; }
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public string MeepleType { get; set; } = "";
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public List<string> RegionTypes { get; set; } = new();
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public List<string> Details { get; set; } = new();
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}
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public class SimulationData
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{
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public List<RegionState> Regions { get; set; } = new();
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public List<RegionState> InitialRegions { get; set; } = new();
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public List<TurnEvent> Events { get; set; } = new();
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public List<List<RegionState>> Timeline { get; set; } = new();
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public int CurrentTurn { get; set; }
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public bool IsInitialized { get; set; }
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}
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public class GameSimulationService
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{
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private readonly Random _rng = new();
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public SimulationData Data { get; private set; } = new();
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public void RunSimulation()
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{
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Data = new SimulationData();
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var regions = CreateRegions();
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Data.Regions = regions;
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AddInitialFlora();
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AddRandomMeepleCombos();
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Data.InitialRegions = Data.Regions.Select(r => r.Clone()).ToList();
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GenerateAndApplyEvents();
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Data.IsInitialized = true;
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}
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public void RandomizeEvents()
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{
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var initialRegions = Data.InitialRegions;
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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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public List<RegionState> GetCurrentState()
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{
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return Data.Timeline[Data.CurrentTurn].Select(r => r.Clone()).ToList();
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}
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public TurnEvent? GetCurrentEvent()
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{
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return Data.Events.ElementAtOrDefault(Data.CurrentTurn - 1);
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}
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private void GenerateAndApplyEvents()
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{
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Data.Timeline.Add(Data.Regions.Select(r => r.Clone()).ToList());
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for (int turn = 1; turn <= 20; turn++)
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{
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var turnEvent = GenerateTurnEvent(turn);
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ApplyTurnEvent(turnEvent);
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Data.Events.Add(turnEvent);
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Data.Timeline.Add(Data.Regions.Select(r => r.Clone()).ToList());
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}
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Data.CurrentTurn = 1;
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}
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private TurnEvent GenerateTurnEvent(int turnNumber)
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{
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string[] meepleTypes = { "Predator", "Prey", "Flora" };
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var meepleType = meepleTypes[_rng.Next(3)];
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string[] regionTypes = { "Grass", "Forest", "Mountain", "Water", "Wasteland" };
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var numTypes = _rng.Next(1, 4);
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var selectedTypes = regionTypes.OrderBy(_ => _rng.Next()).Take(numTypes).ToList();
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return new TurnEvent
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{
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TurnNumber = turnNumber,
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MeepleType = meepleType,
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RegionTypes = selectedTypes,
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Details = new List<string>()
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};
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}
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private void ApplyTurnEvent(TurnEvent turnEvent)
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{
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var details = new List<string>();
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foreach (var region in Data.Regions)
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{
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if (!turnEvent.RegionTypes.Contains(region.Terrain))
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continue;
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switch (turnEvent.MeepleType)
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{
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case "Flora":
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region.FloraMeeples++;
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details.Add($"{region.Name}: +1 Flora");
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break;
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case "Predator":
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ApplyPredatorActivation(region, details);
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break;
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case "Prey":
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ApplyPreyActivation(region, details);
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break;
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}
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}
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turnEvent.Details = details;
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}
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private void ApplyPredatorActivation(RegionState region, List<string> details)
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{
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if (region.PredatorMeeples <= 0)
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return;
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if (region.PreyMeeples > 0)
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{
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int eaten = Math.Min(region.PredatorMeeples, region.PreyMeeples);
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region.PreyMeeples -= eaten;
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region.PredatorMeeples += eaten;
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details.Add($"{region.Name}: Predators ate {eaten} prey, now {region.PredatorMeeples}P / {region.PreyMeeples}R");
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}
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else
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{
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var target = FindBestTravelTarget(region, r => r.PreyMeeples > 0);
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if (target != null)
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{
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int traveling = region.PredatorMeeples;
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target.PredatorMeeples += traveling;
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region.PredatorMeeples = 0;
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details.Add($"{region.Name}: {traveling} predators traveled to {target.Name}");
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}
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}
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}
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private void ApplyPreyActivation(RegionState region, List<string> details)
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{
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if (region.PreyMeeples <= 0)
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return;
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if (region.FloraMeeples > 0)
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{
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int consumed = Math.Min(region.PreyMeeples, region.FloraMeeples);
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region.FloraMeeples -= consumed;
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region.PreyMeeples += consumed;
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details.Add($"{region.Name}: Prey consumed {consumed} flora, now {region.PreyMeeples}R / {region.FloraMeeples}F");
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}
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else
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{
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var target = FindBestTravelTarget(region, r => r.FloraMeeples > 0);
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if (target != null)
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{
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int traveling = region.PreyMeeples;
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target.PreyMeeples += traveling;
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region.PreyMeeples = 0;
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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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private RegionState? FindBestTravelTarget(RegionState region, Func<RegionState, bool> hasResource)
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{
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var direct = region.Connections
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.Select(name => Data.Regions.FirstOrDefault(r => r.Name == name))
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.OfType<RegionState>()
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.Where(r => hasResource(r))
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.ToList();
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if (direct.Count > 0)
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{
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return direct.OrderByDescending(r => r.PreyMeeples + r.FloraMeeples).First();
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}
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var visited = new HashSet<string> { region.Name };
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var queue = new Queue<string>(region.Connections);
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while (queue.Count > 0)
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{
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var currentName = queue.Dequeue();
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if (!visited.Add(currentName)) continue;
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var current = Data.Regions.FirstOrDefault(r => r.Name == currentName);
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if (current == null) continue;
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if (hasResource(current))
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return current;
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foreach (var conn in current.Connections)
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{
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if (!visited.Contains(conn))
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queue.Enqueue(conn);
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}
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}
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return null;
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}
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private void AddInitialFlora()
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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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foreach (var region in Data.Regions)
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{
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if (!excluded.Contains(region.Name))
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{
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region.FloraMeeples = 1;
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}
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}
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}
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private void AddRandomMeepleCombos()
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{
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var combos = new List<(int pred, int prey, int flora)>();
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for (int total = 1; total <= 3; total++)
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{
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for (int p = 0; p <= total; p++)
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{
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for (int r = 0; r <= total - p; r++)
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{
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int f = total - p - r;
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combos.Add((p, r, f));
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}
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}
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}
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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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{
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var (p, r, f) = shuffled[i % shuffled.Count];
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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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private static List<RegionState> CreateRegions()
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{
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return new List<RegionState>
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{
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new() { Name = "Grass 1", Slug = "grass-1", Terrain = "Grass", X = 15, Y = 260, Connections = new() { "Mountain 1", "Water 2", "Forest 1" } },
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new() { Name = "Grass 2", Slug = "grass-2", Terrain = "Grass", X = 150, Y = 400, Connections = new() { "Forest 1", "Forest 2" } },
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new() { Name = "Grass 3", Slug = "grass-3", Terrain = "Grass", X = 300, Y = 230, Connections = new() { "Water 2", "Mountain 2", "Mountain 3" } },
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new() { Name = "Grass 4", Slug = "grass-4", Terrain = "Grass", X = 510, Y = 30, Connections = new() { "Mountain 4", "Wasteland 1" } },
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new() { Name = "Grass 5", Slug = "grass-5", Terrain = "Grass", X = 550, Y = 290, Connections = new() { "Mountain 5", "Water 5", "Wasteland 1", "Forest 4" } },
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new() { Name = "Forest 1", Slug = "forest-1", Terrain = "Forest", X = 60, Y = 330, Connections = new() { "Grass 1", "Grass 2", "Water 1", "Forest 2" } },
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new() { Name = "Forest 2", Slug = "forest-2", Terrain = "Forest", X = 250, Y = 370, Connections = new() { "Grass 2", "Water 2", "Forest 1" } },
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new() { Name = "Forest 3", Slug = "forest-3", Terrain = "Forest", X = 150, Y = 125, Connections = new() { "Water 2", "Water 3" } },
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new() { Name = "Forest 4", Slug = "forest-4", Terrain = "Forest", X = 420, Y = 100, Connections = new() { "Grass 4", "Wasteland 1", "Grass 5" } },
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new() { Name = "Forest 5", Slug = "forest-5", Terrain = "Forest", X = 470, Y = 410, Connections = new() { "Water 5" } },
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new() { Name = "Mountain 1", Slug = "mountain-1", Terrain = "Mountain", X = 20, Y = 120, Connections = new() { "Grass 1", "Water 3", "Forest 3" } },
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new() { Name = "Mountain 2", Slug = "mountain-2", Terrain = "Mountain", X = 260, Y = 110, Connections = new() { "Water 3", "Forest 3" } },
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new() { Name = "Mountain 3", Slug = "mountain-3", Terrain = "Mountain", X = 380, Y = 180, Connections = new() { "Mountain 5", "Forest 4", "Grass 3" } },
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new() { Name = "Mountain 4", Slug = "mountain-4", Terrain = "Mountain", X = 370, Y = 30, Connections = new() { "Forest 4", "Grass 4" } },
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new() { Name = "Mountain 5", Slug = "mountain-5", Terrain = "Mountain", X = 430, Y = 330, Connections = new() { "Grass 5", "Mountain 3" } },
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new() { Name = "Water 1", Slug = "water-1", Terrain = "Water", X = 30, Y = 410, Connections = new() { "Forest 1" } },
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new() { Name = "Water 2", Slug = "water-2", Terrain = "Water", X = 140, Y = 260, Connections = new() { "Forest 1", "Forest 2", "Grass 1", "Forest 3", "Grass 3" } },
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new() { Name = "Water 3", Slug = "water-3", Terrain = "Water", X = 50, Y = 50, Connections = new() { "Mountain 1", "Mountain 2", "Forest 3" } },
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new() { Name = "Water 4", Slug = "water-4", Terrain = "Water", X = 640, Y = 110, Connections = new() { "Grass 4", "Wasteland 1" } },
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new() { Name = "Water 5", Slug = "water-5", Terrain = "Water", X = 600, Y = 400, Connections = new() { "Grass 5", "Forest 5" } },
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new() { Name = "Wasteland 1", Slug = "wasteland-1", Terrain = "Wasteland", X = 560, Y = 120, Connections = new() { "Forest 4", "Grass 4", "Grass 5", "Water 4" } }
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};
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}
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}
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