### Network Engineering Simulator - Pseudocode Specification ```plaintext // GLOBAL STATE world: 3D voxel space (solid/air) devices: List = [] connections: List = [] credits: int = 0 technicians: List = [free_starter_bot] // DEVICE TYPES struct Framework: id: IP_address (A.B.C.D where 0≤A,B,C,D≤3) packet_gen_rate: float // packets/sec struct Router: ports: [Device|null, Device|null] struct Hub: ports: [Device|null, Device|null, Device|null] rotation: enum{ CLOCKWISE, COUNTERCLOCKWISE } active_port: int (0,1,2) // ECONOMY shop_items = { "cable": {cost:1, qty:20}, "router": {cost:2, qty:1}, "hub": {cost:10, qty:1}, "technician": {cost:10000, qty:1}, "drill_fuel": {cost:20, qty:100} } // CONSTRUCTION SYSTEM function toggle_networking_mode(enabled): if enabled: use_technician_bots() else: free_instant_build() function place_device(type, position): if networking_mode: assign_to_technician(type, position) else: spawn_device(type, position) function drill_volume(start, end): blocks = calculate_blocks(start, end) if networking_mode: consume_fuel(blocks) technician.drill(start, end) else: instant_clear_volume(start, end) function create_connection(devA, devB): distance = distance(devA.pos, devB.pos) cable_cost = ceil(distance / 3.0) if credits < cable_cost: return FAIL // Ray collision check (ignore shared planes) if has_collision(devA.pos, devB.pos): return FAIL credits -= cable_cost connection = new Connection(devA, devB, cable_cost) connections.add(connection) // HUB MANAGEMENT function connect_to_hub(device, hub, port_index): hub.ports[port_index] = device create_connection(device, hub) function rotate_hubs(): // Called every second for hub in all_hubs: if hub.rotation == CLOCKWISE: hub.active_port = (hub.active_port + 1) % 3 else: hub.active_port = (hub.active_port - 1) % 3 // PACKET SYSTEM function generate_packets(): for framework in all_frameworks: dest = random_valid_ip() spawn_packet(framework, dest) function route_packets(): // Called every second for packet in all_packets: current = packet.current_device next = get_next_hop(current, packet.dest) packet.hops += connection_cost(current, next) packet.move_to(next) // ECONOMY & UI function free_money_button(): if credits < 10: credits += 100 function calculate_earnings(): for packet in delivered_packets: credits += BASE_REWARD * packet.hops // MAIN GAME LOOP every_frame: handle_player_input() render_world() every_second: generate_packets() route_packets() calculate_earnings() rotate_hubs() ``` ### Key Constants ```plaintext BASE_REWARD = 1.0 // Credit per hop IP_RANGE = [0,1,2,3] // Valid IP digits ``` ### Simplified Device Behavior ```plaintext Router: Input → Output (direct passthrough) Hub: Always routes to active_port Port rotation occurs AFTER packet transfer Connection: Cost = ceil(distance/3) Each connection adds 'cost' hops to packets ``` ### Input Handling Pseudocode ```plaintext on_mouse_click: if in_build_mode: place_device(selected_type, world_position) if in_drill_mode: drill_volume(selection_start, selection_end) if in_connect_mode: create_connection(selected_device1, selected_device2) if ui_element_clicked("free_money"): free_money_button() ``` ### Collision Detection ```plaintext function has_collision(posA, posB): // Ignore collisions on shared planes if same_x_plane(posA, posB): ignore YZ if same_y_plane(posA, posB): ignore XZ if same_z_plane(posA, posB): ignore XY return raycast(posA, posB) hits non-device solid ``` This specification contains all mechanics in condensed pseudocode format, covering: - IP-based routing (0-3 digits) - Cable cost/distance formula - 1-second packet synchronization - Networking mode toggle - Collision-aware connections - Hop-based economy - Free money condition - Device placement logic - Hub rotation system