Chessistics/chessistics-engine/Model/BoardSnapshot.cs
Samuel Bouchet a7280b1a5a Overhaul turn mechanics, collision destruction, and visual animations
- New turn order: produce -> transfer -> move -> collision resolution
- Collisions now destroy weaker pieces (status > level > mutual destruction)
  instead of halting the simulation. SimPhase.Collision removed.
- Add piece Level property (all level 1 in proto, prepared for future)
- Production fires every turn (interval concept removed), buffer = Amount
  (default 1, future 2-4), leftovers overwritten each turn
- Transfer tiebreaker: status > level > clockwise direction (alternating
  even/odd turns in y-up coords), replaces distance-to-production
- Demands always accept matching cargo even when already satisfied
- TurnNumber added to all turn events for animation grouping
- Simultaneous animations: produce flash, cargo slide, parallel piece moves
- Camera centering fix + middle-click pan
- GDD updated with new rules + lore section added

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:44:12 +02:00

44 lines
1.9 KiB
C#

namespace Chessistics.Engine.Model;
public class BoardSnapshot
{
public int Width { get; }
public int Height { get; }
public CellType[,] Grid { get; }
public IReadOnlyList<ProductionSnapshot> Productions { get; }
public IReadOnlyList<DemandSnapshot> Demands { get; }
public IReadOnlyList<PieceSnapshot> Pieces { get; }
public SimPhase Phase { get; }
public int TurnNumber { get; }
public IReadOnlyDictionary<PieceKind, int> RemainingStock { get; }
public BoardSnapshot(BoardState state)
{
Width = state.Width;
Height = state.Height;
Phase = state.Phase;
TurnNumber = state.TurnNumber;
// Deep copy grid
Grid = new CellType[Width, Height];
Array.Copy(state.Grid, Grid, state.Grid.Length);
Productions = state.Productions.Values
.Select(p => new ProductionSnapshot(p.Position, p.Name, p.Cargo, p.Amount, state.ProductionBuffers[p.Position]))
.ToList();
Demands = state.Demands.Values
.Select(d => new DemandSnapshot(d.Position, d.Name, d.Cargo, d.Required, d.Deadline, d.ReceivedCount, d.IsSatisfied))
.ToList();
Pieces = state.Pieces
.Select(p => new PieceSnapshot(p.Id, p.Kind, p.Level, p.StartCell, p.EndCell, p.CurrentCell, p.Cargo, p.CargoFilter, p.SocialStatus))
.ToList();
RemainingStock = new Dictionary<PieceKind, int>(state.RemainingStock);
}
}
public record ProductionSnapshot(Coords Position, string Name, CargoType Cargo, int Amount, int BufferCount);
public record DemandSnapshot(Coords Position, string Name, CargoType Cargo, int Required, int Deadline, int ReceivedCount, bool IsSatisfied);
public record PieceSnapshot(int Id, PieceKind Kind, int Level, Coords StartCell, Coords EndCell, Coords CurrentCell, CargoType? Cargo, CargoType? CargoFilter, int SocialStatus);