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TacticalSim

A highly decoupled, strictly deterministic tactical simulation engine written in C# (.NET 10.0).

Overview

TacticalSim is designed with a core focus on separation between simulation math and presentation. The authoritative simulation pipeline resides entirely in TacticalSim.Core.

Key Features

  • Strictly Deterministic: Given the same initial state and input sequence, the outcome is guaranteed to be identical.
  • Fractionated Turn Resolver: A simultaneous timeline manager (ITurnResolver) that interleaves actions across multiple entities.
  • Physiological Integration: A robust damage and trauma model that tracks hemorrhage, ischemia, and tactical capability without rendering dependencies.
  • Bounded Spatial World: Entities and static cover geometries are bounded in ITacticalWorld.
  • Reference Impact Telemetry: Deterministic terminal ballistics modeling including penetration, energy ledgering, and lesion formation.

Projects

  • TacticalSim.Core: The authoritative deterministic engine. All mathematical, spatial, temporal, and physiological logic resides here.
  • TacticalSim.Tests: Comprehensive xUnit tests validating turn resolution, sub-tick progression, failure isolation, bounds, and medical fidelity.
  • TacticalSim.ConsoleApp: Command-line application to run and evaluate deterministic scenario impacts and telemetry.
  • TacticalSim.GodotClient: Reference client demonstrating presentation integration while fully trusting the authoritative .Core.

Building and Testing

Ensure you have the .NET 10.0 SDK installed.

# Build the entire solution
dotnet build

# Run the comprehensive test suite
dotnet test

Architectural Guidelines

The project operates under strict architectural constraints. See agents.md and the docs/ folder for exhaustive details, including the damage model roadmap (docs/TacticalSim_Damage_Model_Roadmap.md).

Key constraints:

  • System.Numerics.Vector3 is used for 3D coordinate math.
  • Microsoft.Extensions.DependencyInjection forms the backbone of service composition.
  • The UI layer MUST NOT maintain competing physiological state or simulation timelines.
  • Any feature flagged changes must ensure backwards deterministic compatibility.

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