namespace HSchool.Simulation;
///
/// The speed buttons the player can pick, as an index on the wire. The table is duplicated in
/// src/HSchool.Client/src/net/protocol.ts — indexes, not multipliers, travel over the socket.
///
public static class ClockSpeed
{
/// ×½, ×1, ×2, ×5, ×10.
public static ReadOnlySpan Multipliers => [0.5d, 1d, 2d, 5d, 10d];
/// Index of ×1, the speed a school starts at.
public const int DefaultIndex = 1;
public static int Count => Multipliers.Length;
public static bool IsValid(int index) => index >= 0 && index < Multipliers.Length;
/// Multiplier for a validated index; out-of-range values fall back to ×1.
public static double MultiplierAt(int index) => IsValid(index) ? Multipliers[index] : Multipliers[DefaultIndex];
///
/// Calendar impulses between heavy-system ticks. ×5 and ×10 stride so walking and needs keep
/// one game minute per heavy step instead of twenty tiny ones per second.
///
public static int HeavySystemsStride(int speedIndex) => speedIndex switch
{
3 => 4,
4 => 2,
_ => 1,
};
///
/// Game minutes passed into presence, needs and learning on a heavy tick. High speeds use a
/// fixed one-minute quantum; lower speeds pass the impulse's own advance.
///
public static double HeavyGameMinutes(int speedIndex, double impulseMinutes) =>
speedIndex is 3 or 4 ? 1d : impulseMinutes;
}