feat: simplifying the simulation
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@@ -143,8 +143,8 @@ public sealed partial class SimulationEngine
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world.Ships.Select(ship => ToShipDelta(world, ship)).Select(ship => new ShipSnapshot(
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ship.Id,
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ship.Label,
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ship.Role,
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ship.ShipClass,
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ship.Kind,
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ship.Class,
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ship.SystemId,
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ship.LocalPosition,
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ship.LocalVelocity,
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@@ -159,8 +159,6 @@ public sealed partial class SimulationEngine
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ship.CommanderId,
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ship.PolicySetId,
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ship.CargoCapacity,
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ship.CargoItemId,
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ship.WorkerPopulation,
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ship.TravelSpeed,
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ship.TravelSpeedUnit,
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ship.Inventory,
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@@ -482,7 +480,6 @@ public sealed partial class SimulationEngine
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ship.DockedStationId ?? "none",
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ship.CommanderId ?? "none",
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ship.PolicySetId ?? "none",
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ship.WorkerPopulation.ToString("0.###"),
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ship.SpatialState.SpaceLayer,
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ship.SpatialState.CurrentNodeId ?? "none",
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ship.SpatialState.CurrentBubbleId ?? "none",
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@@ -586,7 +583,7 @@ public sealed partial class SimulationEngine
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private static IReadOnlyList<StationStorageUsageSnapshot> ToStationStorageUsageSnapshots(SimulationWorld world, StationRuntime station)
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{
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string[] storageClasses = ["bulk-solid", "bulk-liquid", "container", "manufactured"];
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string[] storageClasses = ["solid", "liquid", "container", "manufactured"];
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return storageClasses
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.Select(storageClass => new StationStorageUsageSnapshot(
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storageClass,
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@@ -666,8 +663,8 @@ public sealed partial class SimulationEngine
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private ShipDelta ToShipDelta(SimulationWorld world, ShipRuntime ship) => new(
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ship.Id,
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ship.Definition.Label,
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ship.Definition.Role,
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ship.Definition.ShipClass,
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ship.Definition.Kind,
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ship.Definition.Class,
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ship.SystemId,
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ToDto(ship.Position),
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ToDto(ship.Velocity),
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@@ -682,8 +679,7 @@ public sealed partial class SimulationEngine
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ship.CommanderId,
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ship.PolicySetId,
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ship.Definition.CargoCapacity,
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ship.Definition.CargoItemId,
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ship.WorkerPopulation,
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ToShipTravelSpeed(ship).Speed,
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ToShipTravelSpeed(ship).Unit,
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ToInventoryEntries(ship.Inventory),
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@@ -705,14 +701,7 @@ public sealed partial class SimulationEngine
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ShipState.Docking => CreateShipActionProgress("Docking", ship.ActionTimer, MathF.Max(world.Balance.DockingDuration, 0.1f)),
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ShipState.Undocking => CreateShipActionProgress("Undocking", ship.ActionTimer, MathF.Max(world.Balance.UndockingDuration, 0.1f)),
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ShipState.Transferring => CreateShipRemainingActionProgress("Transfer", ship.TrackedActionTotal, GetShipCargoAmount(ship)),
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ShipState.Loading => CreateShipRemainingActionProgress(
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"Load workers",
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ship.TrackedActionTotal,
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MathF.Max(0f, ship.TrackedActionTotal - ship.WorkerPopulation)),
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ShipState.Unloading => CreateShipRemainingActionProgress(
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"Unload workers",
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ship.TrackedActionTotal,
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ship.WorkerPopulation),
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ShipState.Loading or ShipState.Unloading => null,
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ShipState.DeliveringConstruction => ship.ControllerTask.TargetEntityId is null
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? null
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: world.ConstructionSites.FirstOrDefault(site => site.Id == ship.ControllerTask.TargetEntityId) is not { } site
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