Repository: matfij/particle-simulator
Pull request #23: Reorganize particle definitions
Author: login: matfij
Created: 2025-03-27T20:08:50Z | Merged: 2025-03-28T19:27:33Z



<!-- This is an auto-generated comment: release notes by coderabbit.ai -->
## Summary by CodeRabbit

- **New Features**
  - Expanded simulation capabilities with additional particle types, including Salt and Salty Water.
  - Updated the main interface to include new buttons for selecting "Salt" and "Salt Water," allowing enhanced customization during simulation.

- **Bug Fixes**
  - Improved accuracy of particle movement tests by updating expected outcomes.

- **Tests**
  - Introduced new test classes for various particle types, ensuring comprehensive validation of properties and behaviors.
  - Removed outdated test class for particle types.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->


Diff:
diff --git a/SimulatorEngine/GasManager.cs b/SimulatorEngine/GasManager.cs
index f462d0a..ba5d19d 100644
--- a/SimulatorEngine/GasManager.cs
+++ b/SimulatorEngine/GasManager.cs
@@ -1,4 +1,5 @@
 ﻿using System.Numerics;
+using SimulatorEngine.Particles;
 
 namespace SimulatorEngine;
 
diff --git a/SimulatorEngine/LiquidManager.cs b/SimulatorEngine/LiquidManager.cs
index 813e56a..c051da4 100644
--- a/SimulatorEngine/LiquidManager.cs
+++ b/SimulatorEngine/LiquidManager.cs
@@ -1,4 +1,5 @@
 ﻿using System.Numerics;
+using SimulatorEngine.Particles;
 
 namespace SimulatorEngine;
 
@@ -69,8 +70,7 @@ public Vector2 MoveLiquid(Vector2 position, Particle particle, Dictionary<Vector
                     newPosition = diagonalPosition;
                     continue;
                 }
-                else if (
-                    collidingParticle != null
+                else if (collidingParticle != null
                     && ParticleUtils.TryPushLighterParticle(particle, collidingParticle, particles, diagonalPosition))
                 {
                     return diagonalPosition;
diff --git a/SimulatorEngine/Particle.cs b/SimulatorEngine/Particle.cs
deleted file mode 100644
index bdc1b51..0000000
--- a/SimulatorEngine/Particle.cs
+++ /dev/null
@@ -1,108 +0,0 @@
-﻿using System.Numerics;
-
-namespace SimulatorEngine;
-
-public enum ParticleKind
-{
-    None,
-    Sand,
-    Water,
-    Iron,
-    Oxygen,
-}
-
-public enum ParticleBody
-{
-    Solid,
-    Powder,
-    Liquid,
-    Gas,
-}
-
-public abstract class Particle
-{
-    public int Temperature { get; set; }
-    public ParticleBody Body { get; set; }
-
-    public abstract ParticleKind GetKind();
-
-    public abstract uint GetColor();
-
-    public abstract float GetDensity();
-}
-
-public class SandParticle : Particle
-{
-    private static readonly ParticleKind Kind = ParticleKind.Sand;
-    private static readonly float Density = 1442f;
-    private static readonly uint Color = 0xF6D7B0;
-
-    public SandParticle()
-    {
-        Temperature = 20;
-        Body = ParticleBody.Powder;
-    }
-
-    public override uint GetColor() => Color;
-
-    public override float GetDensity() => Density;
-    
-    public override ParticleKind GetKind() => Kind;
-}
-
-public class WaterParticle : Particle
-{
-    private static readonly ParticleKind Kind = ParticleKind.Water;
-    private static readonly float Density = 1000f;
-    private static readonly uint Color = 0x1CA3EC;
-
-    public WaterParticle()
-    {
-        Temperature = 20;
-        Body = ParticleBody.Liquid;
-    }
-
-    public override uint GetColor() => Color;
-
-    public override float GetDensity() => Density;
-
-    public override ParticleKind GetKind() => Kind;
-}
-
-public class IronParticle : Particle
-{
-    private static readonly ParticleKind Kind = ParticleKind.Iron;
-    private static readonly float Density = 7800f;
-    private static readonly uint Color = 0xA19D94;
-
-    public IronParticle()
-    {
-        Temperature = 20;
-        Body = ParticleBody.Solid;
-    }
-
-    public override uint GetColor() => Color;
-
-    public override float GetDensity() => Density;
-
-    public override ParticleKind GetKind() => Kind;
-}
-
-public class OxygenParticle : Particle
-{
-    private static readonly ParticleKind Kind = ParticleKind.Oxygen;
-    private static readonly float Density = 1.4f;
-    private static readonly uint Color = 0x99E2FA;
-
-    public OxygenParticle()
-    {
-        Temperature = 20;
-        Body = ParticleBody.Gas;
-    }
-
-    public override uint GetColor() => Color;
-
-    public override float GetDensity() => Density;
-
-    public override ParticleKind GetKind() => Kind;
-}
diff --git a/SimulatorEngine/ParticleUtils.cs b/SimulatorEngine/ParticleUtils.cs
index c130450..673d690 100644
--- a/SimulatorEngine/ParticleUtils.cs
+++ b/SimulatorEngine/ParticleUtils.cs
@@ -1,4 +1,5 @@
 ﻿using System.Numerics;
+using SimulatorEngine.Particles;
 
 namespace SimulatorEngine;
 
diff --git a/SimulatorEngine/Particles/Gases.cs b/SimulatorEngine/Particles/Gases.cs
new file mode 100644
index 0000000..7c43c7a
--- /dev/null
+++ b/SimulatorEngine/Particles/Gases.cs
@@ -0,0 +1,20 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class OxygenParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Oxygen;
+    private static readonly float Density = 1.4f;
+    private static readonly uint Color = 0x99E2FA;
+
+    public OxygenParticle() : base()
+    {
+        Body = ParticleBody.Gas;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
diff --git a/SimulatorEngine/Particles/Liquids.cs b/SimulatorEngine/Particles/Liquids.cs
new file mode 100644
index 0000000..f671112
--- /dev/null
+++ b/SimulatorEngine/Particles/Liquids.cs
@@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle() : base()
+    {
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltyWaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
+    private static readonly float Density = 1025f;
+    private static readonly uint Color = 0x90AEBD;
+
+    public SaltyWaterParticle()
+    {
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
diff --git a/SimulatorEngine/Particles/Particle.cs b/SimulatorEngine/Particles/Particle.cs
new file mode 100644
index 0000000..7d2eaf2
--- /dev/null
+++ b/SimulatorEngine/Particles/Particle.cs
@@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public enum ParticleKind
+{
+    None,
+    Sand,
+    Water,
+    Iron,
+    Oxygen,
+    Salt,
+    SaltyWater,
+}
+
+public enum ParticleBody
+{
+    Solid,
+    Powder,
+    Liquid,
+    Gas,
+}
+
+public abstract class Particle
+{
+    public int Temperature { get; set; }
+    public ParticleBody Body { get; set; }
+
+    protected Particle()
+    {
+        Temperature = 20;
+    }
+
+    public abstract ParticleKind GetKind();
+
+    public abstract uint GetColor();
+
+    public abstract float GetDensity();
+}
diff --git a/SimulatorEngine/Particles/Powders.cs b/SimulatorEngine/Particles/Powders.cs
new file mode 100644
index 0000000..888d264
--- /dev/null
+++ b/SimulatorEngine/Particles/Powders.cs
@@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class SandParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Sand;
+    private static readonly float Density = 1600f;
+    private static readonly uint Color = 0xF6D7B0;
+
+    public SandParticle() : base()
+    {
+        Body = ParticleBody.Powder;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Salt;
+    private static readonly float Density = 2100f;
+    private static readonly uint Color = 0xFCF9F3;
+
+    public SaltParticle() : base()
+    {
+        Body = ParticleBody.Powder;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
diff --git a/SimulatorEngine/Particles/Solids.cs b/SimulatorEngine/Particles/Solids.cs
new file mode 100644
index 0000000..dadd59a
--- /dev/null
+++ b/SimulatorEngine/Particles/Solids.cs
@@ -0,0 +1,19 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class IronParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Iron;
+    private static readonly float Density = 7800f;
+    private static readonly uint Color = 0xA19D94;
+
+    public IronParticle() : base()
+    {
+        Body = ParticleBody.Solid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
diff --git a/SimulatorEngine/ParticlesManager.cs b/SimulatorEngine/ParticlesManager.cs
index 2089c80..d5ca24b 100644
--- a/SimulatorEngine/ParticlesManager.cs
+++ b/SimulatorEngine/ParticlesManager.cs
@@ -1,5 +1,6 @@
 ﻿using System.Diagnostics;
 using System.Numerics;
+using SimulatorEngine.Particles;
 
 namespace SimulatorEngine;
 
diff --git a/SimulatorEngine/ParticlesPool.cs b/SimulatorEngine/ParticlesPool.cs
index f2b51bb..df9ac74 100644
--- a/SimulatorEngine/ParticlesPool.cs
+++ b/SimulatorEngine/ParticlesPool.cs
@@ -1,4 +1,5 @@
 ﻿using System.ComponentModel;
+using SimulatorEngine.Particles;
 
 namespace SimulatorEngine;
 
@@ -32,6 +33,8 @@ private static Particle CreateNewParticle(ParticleKind kind)
             ParticleKind.Water => new WaterParticle(),
             ParticleKind.Iron => new IronParticle(),
             ParticleKind.Oxygen => new OxygenParticle(),
+            ParticleKind.Salt => new SaltParticle(),
+            ParticleKind.SaltyWater => new SaltyWaterParticle(),
             _ => throw new InvalidEnumArgumentException("Unsupported particle kind"),
         };
     }
diff --git a/SimulatorEngine/PowderManager.cs b/SimulatorEngine/PowderManager.cs
index 84b43ee..8be9876 100644
--- a/SimulatorEngine/PowderManager.cs
+++ b/SimulatorEngine/PowderManager.cs
@@ -1,4 +1,5 @@
 ﻿using System.Numerics;
+using SimulatorEngine.Particles;
 
 namespace SimulatorEngine;
 
diff --git a/SimulatorTests/GasManagerTest.cs b/SimulatorTests/GasManagerTest.cs
index 0f0e7de..2db2448 100644
--- a/SimulatorTests/GasManagerTest.cs
+++ b/SimulatorTests/GasManagerTest.cs
@@ -1,5 +1,6 @@
 ﻿using System.Numerics;
 using SimulatorEngine;
+using SimulatorEngine.Particles;
 
 namespace SimulatorTests;
 
diff --git a/SimulatorTests/LiquidManagerTest.cs b/SimulatorTests/LiquidManagerTest.cs
index d165cef..98020f3 100644
--- a/SimulatorTests/LiquidManagerTest.cs
+++ b/SimulatorTests/LiquidManagerTest.cs
@@ -1,5 +1,6 @@
 ﻿using System.Numerics;
 using SimulatorEngine;
+using SimulatorEngine.Particles;
 
 namespace SimulatorTests;
 
diff --git a/SimulatorTests/ParticleTest.cs b/SimulatorTests/ParticleTest.cs
deleted file mode 100644
index 99e868b..0000000
--- a/SimulatorTests/ParticleTest.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using SimulatorEngine;
-
-namespace SimulatorTests;
-
-public class ParticleTest
-{
-    [Fact]
-    public void Should_Create_SandParticle()
-    {
-        var particle = new SandParticle();
-
-        Assert.NotNull(particle);
-        Assert.Equal(20, particle.Temperature);
-        Assert.Equal(ParticleBody.Powder, particle.Body);
-        Assert.Equal(1442, particle.GetDensity());
-        Assert.Equal(0xF6D7B0, (float)particle.GetColor());
-        Assert.Equal(ParticleKind.Sand, particle.GetKind());
-    }
-
-    [Fact]
-    public void Should_Create_WaterParticle()
-    {
-        var particle = new WaterParticle();
-
-        Assert.NotNull(particle);
-        Assert.Equal(20, particle.Temperature);
-        Assert.Equal(ParticleBody.Liquid, particle.Body);
-        Assert.Equal(1000, particle.GetDensity());
-        Assert.Equal(0x1CA3EC, (float)particle.GetColor());
-        Assert.Equal(ParticleKind.Water, particle.GetKind());
-    }
-
-    [Fact]
-    public void Should_Create_IronParticle()
-    {
-        var particle = new IronParticle();
-
-        Assert.NotNull(particle);
-        Assert.Equal(20, particle.Temperature);
-        Assert.Equal(ParticleBody.Solid, particle.Body);
-        Assert.Equal(7800, particle.GetDensity());
-        Assert.Equal(0xA19D94, (float)particle.GetColor());
-        Assert.Equal(ParticleKind.Iron, particle.GetKind());
-    }
-
-    [Fact]
-    public void Should_Create_OxygenParticle()
-    {
-        var particle = new OxygenParticle();
-
-        Assert.NotNull(particle);
-        Assert.Equal(20, particle.Temperature);
-        Assert.Equal(ParticleBody.Gas, particle.Body);
-        Assert.True(TestUtils.CloseTo(1.4f, particle.GetDensity(), 0.0001f));
-        Assert.Equal(0x99E2FA, (float)particle.GetColor());
-        Assert.Equal(ParticleKind.Oxygen, particle.GetKind());
-    }
-}
diff --git a/SimulatorTests/Particles/GasParticlesTest.cs b/SimulatorTests/Particles/GasParticlesTest.cs
new file mode 100644
index 0000000..8097637
--- /dev/null
+++ b/SimulatorTests/Particles/GasParticlesTest.cs
@@ -0,0 +1,20 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class GasParticlesTest
+{
+    [Fact]
+    public void Should_Create_OxygenParticle()
+    {
+        var particle = new OxygenParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Gas, particle.Body);
+        Assert.True(TestUtils.CloseTo(1.4f, particle.GetDensity(), 0.0001f));
+        Assert.Equal(0x99E2FA, (float)particle.GetColor());
+        Assert.Equal(ParticleKind.Oxygen, particle.GetKind());
+    }
+}
+
diff --git a/SimulatorTests/Particles/LiquidParticlesTest.cs b/SimulatorTests/Particles/LiquidParticlesTest.cs
new file mode 100644
index 0000000..fe04c6f
--- /dev/null
+++ b/SimulatorTests/Particles/LiquidParticlesTest.cs
@@ -0,0 +1,32 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class LiquidParticlesTest
+{
+    [Fact]
+    public void Should_Create_WaterParticle()
+    {
+        var particle = new WaterParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Liquid, particle.Body);
+        Assert.Equal(1000, particle.GetDensity());
+        Assert.Equal(0x1CA3EC, (float)particle.GetColor());
+        Assert.Equal(ParticleKind.Water, particle.GetKind());
+    }
+
+    [Fact]
+    public void Should_Create_SaltyWaterParticle()
+    {
+        var particle = new SaltyWaterParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Liquid, particle.Body);
+        Assert.Equal(1025, particle.GetDensity());
+        Assert.Equal(0x90AEBD, (float)particle.GetColor());
+        Assert.Equal(ParticleKind.SaltyWater, particle.GetKind());
+    }
+}
diff --git a/SimulatorTests/Particles/PowderParticlesTest.cs b/SimulatorTests/Particles/PowderParticlesTest.cs
new file mode 100644
index 0000000..8f6ddb0
--- /dev/null
+++ b/SimulatorTests/Particles/PowderParticlesTest.cs
@@ -0,0 +1,32 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class PowderParticlesTest
+{
+    [Fact]
+    public void Should_Create_SandParticle()
+    {
+        var particle = new SandParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Powder, particle.Body);
+        Assert.Equal(1600, particle.GetDensity());
+        Assert.Equal(0xF6D7B0, (float)particle.GetColor());
+        Assert.Equal(ParticleKind.Sand, particle.GetKind());
+    }
+
+    [Fact]
+    public void Should_Create_SaltParticle()
+    {
+        var particle = new SaltParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Powder, particle.Body);
+        Assert.Equal(2100, particle.GetDensity());
+        Assert.Equal(0xFCF9F3, (float)particle.GetColor());
+        Assert.Equal(ParticleKind.Salt, particle.GetKind());
+    }
+}
diff --git a/SimulatorTests/Particles/SolidParticlesTest.cs b/SimulatorTests/Particles/SolidParticlesTest.cs
new file mode 100644
index 0000000..a3173fa
--- /dev/null
+++ b/SimulatorTests/Particles/SolidParticlesTest.cs
@@ -0,0 +1,19 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class SolidParticlesTest
+{
+    [Fact]
+    public void Should_Create_IronParticle()
+    {
+        var particle = new IronParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Solid, particle.Body);
+        Assert.Equal(7800, particle.GetDensity());
+        Assert.Equal(0xA19D94, (float)particle.GetColor());
+        Assert.Equal(ParticleKind.Iron, particle.GetKind());
+    }
+}
diff --git a/SimulatorTests/ParticlesManagerTest.cs b/SimulatorTests/ParticlesManagerTest.cs
index a3e98e0..043516a 100644
--- a/SimulatorTests/ParticlesManagerTest.cs
+++ b/SimulatorTests/ParticlesManagerTest.cs
@@ -1,5 +1,6 @@
 ﻿using System.Numerics;
 using SimulatorEngine;
+using SimulatorEngine.Particles;
 
 namespace SimulatorTests;
 
diff --git a/SimulatorTests/PowderManagerTest.cs b/SimulatorTests/PowderManagerTest.cs
index 5375e28..4089cfc 100644
--- a/SimulatorTests/PowderManagerTest.cs
+++ b/SimulatorTests/PowderManagerTest.cs
@@ -1,5 +1,6 @@
 ﻿using System.Numerics;
 using SimulatorEngine;
+using SimulatorEngine.Particles;
 
 namespace SimulatorTests;
 
@@ -19,7 +20,7 @@ public void Should_MoveParticleDownWhenNotBlocked()
 
         var newPosition = manager.MovePowder(position, particle, particles);
 
-        Assert.Equal(new(100, 107), newPosition);
+        Assert.Equal(new(100, 108), newPosition);
     }
 
     [Fact]
diff --git a/SimulatorTests/SimulatorTests.csproj b/SimulatorTests/SimulatorTests.csproj
index 864c3e6..0bcf429 100644
--- a/SimulatorTests/SimulatorTests.csproj
+++ b/SimulatorTests/SimulatorTests.csproj
@@ -1,4 +1,4 @@
-<Project Sdk="Microsoft.NET.Sdk">
+﻿<Project Sdk="Microsoft.NET.Sdk">
 
   <PropertyGroup>
     <TargetFramework>net8.0</TargetFramework>
diff --git a/SimulatorUI/MainPage.xaml b/SimulatorUI/MainPage.xaml
index da1f1b7..929df20 100644
--- a/SimulatorUI/MainPage.xaml
+++ b/SimulatorUI/MainPage.xaml
@@ -3,7 +3,7 @@
     xmlns="http://schemas.microsoft.com/dotnet/2021/maui"
     xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
     xmlns:skia="clr-namespace:SkiaSharp.Views.Maui.Controls;assembly=SkiaSharp.Views.Maui.Controls"
-    xmlns:local="clr-namespace:SimulatorEngine;assembly=SimulatorEngine"
+    xmlns:local="clr-namespace:SimulatorEngine.Particles;assembly=SimulatorEngine"
     x:Class="SimulatorUI.MainPage"
     BackgroundColor="Beige">
 
@@ -49,12 +49,24 @@
                 CommandParameter="{x:Static local:ParticleKind.Sand}"
                 WidthRequest="100"
                 BackgroundColor="#F6D7B0"/>
+            <Button 
+                Text="Salt" 
+                Clicked="SetParticleKind"
+                CommandParameter="{x:Static local:ParticleKind.Salt}"
+                WidthRequest="100"
+                BackgroundColor="#FCF9F3"/>
             <Button 
                 Text="Water" 
                 Clicked="SetParticleKind"
                 CommandParameter="{x:Static local:ParticleKind.Water}"
                 WidthRequest="100"
                 BackgroundColor="#1CA3EC"/>
+            <Button 
+                Text="Salt Water" 
+                Clicked="SetParticleKind"
+                CommandParameter="{x:Static local:ParticleKind.SaltyWater}"
+                WidthRequest="100"
+                BackgroundColor="#90AEBD"/>
             <Button 
                 Text="Iron" 
                 Clicked="SetParticleKind"
diff --git a/SimulatorUI/MainPage.xaml.cs b/SimulatorUI/MainPage.xaml.cs
index 9cca8fe..aaa6024 100644
--- a/SimulatorUI/MainPage.xaml.cs
+++ b/SimulatorUI/MainPage.xaml.cs
@@ -1,5 +1,6 @@
 ﻿using System.Diagnostics;
 using SimulatorEngine;
+using SimulatorEngine.Particles;
 using SkiaSharp;
 using SkiaSharp.Views.Maui;
 


Reviews:
user: login: coderabbitai[bot]
body: **Actionable comments posted: 14**

<details>
<summary>🔭 Outside diff range comments (1)</summary><blockquote>

<details>
<summary>SimulatorTests/ParticlesManagerTest.cs (1)</summary><blockquote>

`42-49`: _🧹 Nitpick (assertive)_

**Duplicate Coordinate Assertion in Circular Shape Test**  
In the "Should_Add_Particles_In_Circular_Shape" test, the coordinate `(101, 99)` is asserted twice (lines 45 and 47). If this duplication is intentional to verify that multiple checks yield a single entry, please add a clarifying comment. Otherwise, consider removing the redundant assertion to streamline the test.

</blockquote></details>

</blockquote></details>

<details>
<summary>📜 Review details</summary>

**Configuration used: CodeRabbit UI**
**Review profile: ASSERTIVE**
**Plan: Pro**

<details>
<summary>📥 Commits</summary>

Reviewing files that changed from the base of the PR and between e05ad2b0780bf4208c03cf5453eba06940fa17d7 and 99e52c42812d4f0eb3730446022fb8ff6d0de869.

</details>

<details>
<summary>📒 Files selected for processing (24)</summary>

* `SimulatorEngine/GasManager.cs` (1 hunks)
* `SimulatorEngine/LiquidManager.cs` (2 hunks)
* `SimulatorEngine/Particle.cs` (0 hunks)
* `SimulatorEngine/ParticleUtils.cs` (1 hunks)
* `SimulatorEngine/Particles/Gases.cs` (1 hunks)
* `SimulatorEngine/Particles/Liquids.cs` (1 hunks)
* `SimulatorEngine/Particles/Particle.cs` (1 hunks)
* `SimulatorEngine/Particles/Powders.cs` (1 hunks)
* `SimulatorEngine/Particles/Solids.cs` (1 hunks)
* `SimulatorEngine/ParticlesManager.cs` (1 hunks)
* `SimulatorEngine/ParticlesPool.cs` (2 hunks)
* `SimulatorEngine/PowderManager.cs` (1 hunks)
* `SimulatorTests/GasManagerTest.cs` (1 hunks)
* `SimulatorTests/LiquidManagerTest.cs` (1 hunks)
* `SimulatorTests/ParticleTest.cs` (0 hunks)
* `SimulatorTests/Particles/GasParticlesTest.cs` (1 hunks)
* `SimulatorTests/Particles/LiquidParticlesTest.cs` (1 hunks)
* `SimulatorTests/Particles/PowderParticlesTest.cs` (1 hunks)
* `SimulatorTests/Particles/SolidParticlesTest.cs` (1 hunks)
* `SimulatorTests/ParticlesManagerTest.cs` (1 hunks)
* `SimulatorTests/PowderManagerTest.cs` (2 hunks)
* `SimulatorTests/SimulatorTests.csproj` (1 hunks)
* `SimulatorUI/MainPage.xaml` (2 hunks)
* `SimulatorUI/MainPage.xaml.cs` (1 hunks)

</details>

<details>
<summary>💤 Files with no reviewable changes (2)</summary>

* SimulatorTests/ParticleTest.cs
* SimulatorEngine/Particle.cs

</details>

<details>
<summary>🧰 Additional context used</summary>

<details>
<summary>🧠 Learnings (1)</summary>

<details>
<summary>SimulatorEngine/LiquidManager.cs (1)</summary>

```
Learnt from: matfij
PR: matfij/particle-simulator#14
File: SimulatorEngine/ParticlesManager.cs:158-178
Timestamp: 2025-03-20T20:16:04.329Z
Learning: The complex displacement loops in the `MoveLiquid` method in `SimulatorEngine/ParticlesManager.cs` will be refactored into a new class in a future PR.
```

</details>

</details><details>
<summary>🧬 Code Definitions (5)</summary>

<details>
<summary>SimulatorTests/Particles/LiquidParticlesTest.cs (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Liquids.cs (10)</summary>

* `WaterParticle` (3-20)
* `WaterParticle` (9-13)
* `GetDensity` (17-17)
* `GetDensity` (36-36)
* `GetColor` (15-15)
* `GetColor` (34-34)
* `ParticleKind` (19-19)
* `ParticleKind` (38-38)
* `SaltyWaterParticle` (22-39)
* `SaltyWaterParticle` (28-32)

</details>

</blockquote></details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (3)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Liquids.cs (4)</summary>

* `ParticleKind` (19-19)
* `ParticleKind` (38-38)
* `SaltyWaterParticle` (22-39)
* `SaltyWaterParticle` (28-32)

</details>
<details>
<summary>SimulatorEngine/Particles/Solids.cs (1)</summary>

* `ParticleKind` (19-19)

</details>
<details>
<summary>SimulatorEngine/Particles/Powders.cs (4)</summary>

* `ParticleKind` (19-19)
* `ParticleKind` (38-38)
* `SaltParticle` (22-39)
* `SaltParticle` (28-32)

</details>

</blockquote></details>
<details>
<summary>SimulatorTests/Particles/GasParticlesTest.cs (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Gases.cs (5)</summary>

* `OxygenParticle` (3-20)
* `OxygenParticle` (9-13)
* `GetDensity` (17-17)
* `GetColor` (15-15)
* `ParticleKind` (19-19)

</details>

</blockquote></details>
<details>
<summary>SimulatorTests/Particles/PowderParticlesTest.cs (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Powders.cs (10)</summary>

* `SandParticle` (3-20)
* `SandParticle` (9-13)
* `GetDensity` (17-17)
* `GetDensity` (36-36)
* `GetColor` (15-15)
* `GetColor` (34-34)
* `ParticleKind` (19-19)
* `ParticleKind` (38-38)
* `SaltParticle` (22-39)
* `SaltParticle` (28-32)

</details>

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Particle.cs (5)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Gases.cs (3)</summary>

* `ParticleKind` (19-19)
* `GetColor` (15-15)
* `GetDensity` (17-17)

</details>
<details>
<summary>SimulatorEngine/Particles/Liquids.cs (6)</summary>

* `ParticleKind` (19-19)
* `ParticleKind` (38-38)
* `GetColor` (15-15)
* `GetColor` (34-34)
* `GetDensity` (17-17)
* `GetDensity` (36-36)

</details>
<details>
<summary>SimulatorEngine/Particles/Solids.cs (3)</summary>

* `ParticleKind` (19-19)
* `GetColor` (15-15)
* `GetDensity` (17-17)

</details>
<details>
<summary>SimulatorEngine/Particles/Powders.cs (6)</summary>

* `ParticleKind` (19-19)
* `ParticleKind` (38-38)
* `GetColor` (15-15)
* `GetColor` (34-34)
* `GetDensity` (17-17)
* `GetDensity` (36-36)

</details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (2)</summary>

* `Particle` (10-21)
* `Particle` (28-40)

</details>

</blockquote></details>

</details>

</details>

<details>
<summary>⏰ Context from checks skipped due to timeout of 90000ms (1)</summary>

* GitHub Check: Build and analyze

</details>

<details>
<summary>🔇 Additional comments (31)</summary><blockquote>

<details>
<summary>SimulatorTests/ParticlesManagerTest.cs (3)</summary>

`3-3`: **New Namespace Import: `SimulatorEngine.Particles`**  
The addition of the `using SimulatorEngine.Particles;` directive ensures that the tests can access the updated particle definitions. Please verify that all particle-related types (e.g., `ParticleKind`) are correctly defined in this namespace following the reorganization.

---

`96-108`: <details>
<summary>❓ Verification inconclusive</summary>

**Clarify Expected Outcomes for Removal by Radius**  
The "Should_Not_Remove_Particle_Outside_Of_Radius" test asserts a drop from 317 to 68 particles after a removal operation with a specific radius. Please verify that these expected numbers accurately reflect the intended behavior of the removal logic. Consider adding a brief explanation or comment detailing how these counts are derived.

---



</details>

**Clarification Required: Verify Derivation of Expected Particle Counts**

The test "Should_Not_Remove_Particle_Outside_Of_Radius" asserts an initial count of 317 particles and a reduced count of 68 after performing a removal operation with a radius of 9. Please double-check that these numbers correctly reflect the intended removal logic. If these values are derived from a specific geometric or algorithmic calculation based on the particles' spatial distribution, consider adding a brief inline explanation or comment in the test code to clarify how these counts are computed.

---

`7-16`: <details>
<summary>❓ Verification inconclusive</summary>

**Validate Expected Particle Counts in Test Cases**  
The "Should_Add_Different_Particles" test uses hardcoded expected counts (total: 1008 and per particle type counts). Please double-check that these values match the underlying particle creation logic—especially after the reorganization of particle definitions. Adding inline comments or helper methods to compute these values could improve future maintainability.

---

🏁 Script executed:

```shell
#!/bin/bash
# Search for the test "Should_Add_Different_Particles" in the repository to confirm its presence.
rg "Should_Add_Different_Particles" -n .

# Also check for hardcoded expected count value 1008 in test files.
rg "1008" -n .
```

Length of output: 247

---



</details>

**Action Required: Verify Hardcoded Particle Count Consistency in Tests**  
The test `Should_Add_Different_Particles` in *SimulatorTests/ParticlesManagerTest.cs* hardcodes an expected total particle count (1008) along with per-type counts. Please ensure that these values remain consistent with the current particle creation logic—especially after the recent reorganization of particle definitions.  

- Confirm that the hardcoded count of 1008 (observed at line 27) correctly reflects the expected total particles.
- Consider adding inline comments or refactoring the test to use a helper method that computes expected counts automatically. This will ease maintainability as underlying definitions evolve.

</details>
<details>
<summary>SimulatorTests/GasManagerTest.cs (1)</summary>

`3-3`: **Clean namespace organization.**

The addition of the `SimulatorEngine.Particles` namespace import is appropriate and aligns with the broader restructuring of particle definitions in the codebase.

</details>
<details>
<summary>SimulatorTests/LiquidManagerTest.cs (1)</summary>

`3-3`: **Clean namespace organization.**

The addition of the `SimulatorEngine.Particles` namespace import is appropriate and aligns with the broader restructuring of particle definitions across the codebase.

</details>
<details>
<summary>SimulatorEngine/PowderManager.cs (1)</summary>

`2-2`: **Clean namespace organization.**

The addition of the `SimulatorEngine.Particles` namespace import is consistent with changes across the codebase and improves the organizational structure by properly separating particle definitions.

</details>
<details>
<summary>SimulatorTests/PowderManagerTest.cs (2)</summary>

`3-3`: **Namespace import correctly added for new particles location.**

The addition of `using SimulatorEngine.Particles;` correctly aligns with the reorganization of particle definitions into a dedicated namespace.

---

`23-23`: <details>
<summary>❓ Verification inconclusive</summary>

**Verify if the expected position change is intentional.**

The assertion has been updated from expecting position `(100, 107)` to `(100, 108)`, which suggests a change in the physics calculations or movement logic in the `PowderManager.MovePowder` method.

---

🏁 Script executed:

```shell
#!/bin/bash
# Check the PowderManager.cs implementation to understand the change in movement behavior
rg -A 10 "MovePowder" --type cs
```

Length of output: 4500

---



</details>

**Action Required: Confirm Updated Movement Logic in PowderManager**

The test now asserts the new position as `(100, 108)` rather than the previous `(100, 107)`. Based on a review of the `PowderManager.MovePowder` implementation, it appears that the gravity-based displacement calculation (using `_dt`, `particle.GetDensity()`, and `_gravity`) now results in an extra unit of movement. Please verify that this change was an intentional update to the simulation’s physics and that any related documentation or dependent logic is updated accordingly.

- The test in `SimulatorTests/PowderManagerTest.cs` now expects `Assert.Equal(new(100, 108), newPosition)`.
- The updated gravity displacement loop in `SimulatorEngine/PowderManager.cs` suggests that the extra unit is a result of the recalculated physics parameters.

</details>
<details>
<summary>SimulatorUI/MainPage.xaml (4)</summary>

`6-6`: **Namespace reference correctly updated.**

The namespace reference has been properly updated to point to the new location of particle definitions in `SimulatorEngine.Particles`.

---

`52-58`: **New Salt particle button looks good.**

The Salt button follows the same pattern as existing buttons and has an appropriate light color background that visually represents salt.

---

`64-70`: **New Salt Water particle button looks good.**

The Salt Water button follows the consistent UI pattern and has an appropriate blue-gray color that visually differentiates it from regular water.

---

`52-70`: <details>
<summary>✅ Verification successful</summary>

**Verify that the new particle kinds exist in the ParticleKind enum.**

Ensure that `ParticleKind.Salt` and `ParticleKind.SaltyWater` are defined in the `ParticleKind` enum and that corresponding particle implementations exist.

---

🏁 Script executed:

```shell
#!/bin/bash
# Check if the ParticleKind enum contains Salt and SaltyWater
rg -A 20 "enum ParticleKind" --type cs

# Check if the corresponding particle implementations exist
rg -l "SaltParticle|SaltyWaterParticle" --type cs
```

Length of output: 1309

---



</details>

**ParticleKind entries and implementations verified.**  
- Verified that both `ParticleKind.Salt` and `ParticleKind.SaltyWater` are defined in `SimulatorEngine/Particles/Particle.cs`.  
- Searches for "SaltParticle" and "SaltyWaterParticle" returned implementations and test references in production files (e.g. `SimulatorEngine/ParticlesPool.cs`, `SimulatorEngine/Particles/Powders.cs`, `SimulatorEngine/Particles/Liquids.cs`) as well as related test files.  

The usage in `MainPage.xaml` aligns with the enum changes, and there’s evidence that the corresponding particle behavior is implemented.

</details>
<details>
<summary>SimulatorEngine/GasManager.cs (1)</summary>

`2-2`: **Namespace import correctly added for new particles location.**

The addition of `using SimulatorEngine.Particles;` correctly aligns with the reorganization of particle definitions into a dedicated namespace.

</details>
<details>
<summary>SimulatorEngine/ParticlesManager.cs (2)</summary>

`3-3`: **Namespace import correctly added for new particles location.**

The addition of `using SimulatorEngine.Particles;` correctly aligns with the reorganization of particle definitions into a dedicated namespace.

---

`35-65`: <details>
<summary>❓ Verification inconclusive</summary>

**Verify that the ParticlesPool handles the new particle types.**

Since new particle types (Salt and SaltyWater) have been added to the UI, ensure that the `ParticlesPool.GetParticle()` method properly handles these new particle kinds.

---

🏁 Script executed:

```shell
#!/bin/bash
# Check the implementation of ParticlesPool.GetParticle() for the new particle types
rg -A 20 "GetParticle" --type cs

# Check if there are new implementations for Salt and SaltyWater particles
rg -l "class SaltParticle|class SaltyWaterParticle" --type cs
```

Length of output: 14053

---



</details>

**Action: Verify Handling of New Particle Types in Pool Implementation**

After reviewing the code and search results, the new particle types (Salt and SaltyWater) are defined in the repository (located in `SimulatorEngine/Particles/Liquids.cs` and `SimulatorEngine/Particles/Powders.cs`). However, the verification output for the pool shows that `ParticlesPool.GetParticle()` calls a helper method (`CreateNewParticle`) that uses a switch on `ParticleKind`. The output snippet doesn’t show whether cases for `ParticleKind.Salt` and `ParticleKind.SaltyWater` are included.

- Please double-check that the switch expression in `SimulatorEngine/ParticlesPool.cs`’s `CreateNewParticle` method explicitly handles `ParticleKind.Salt` and `ParticleKind.SaltyWater`.
- If the cases aren’t present, add the necessary branches so that these new types are correctly instantiated using the implementations from the corresponding files.
- Confirm that the returned particles match the expected behavior in the UI.

</details>
<details>
<summary>SimulatorUI/MainPage.xaml.cs (1)</summary>

`3-3`: **LGTM: Appropriate namespace addition for particle reorganization.**

The addition of the `SimulatorEngine.Particles` namespace is consistent with the PR's goal of reorganizing particle definitions. This allows MainPage to access the new particle classes that have been moved to this namespace.

</details>
<details>
<summary>SimulatorEngine/ParticleUtils.cs (1)</summary>

`2-2`: **LGTM: Necessary namespace addition for particle access.**

The inclusion of the `SimulatorEngine.Particles` namespace is appropriate and necessary for this utility class to access the reorganized particle types and related enumerations.

</details>
<details>
<summary>SimulatorTests/Particles/LiquidParticlesTest.cs (1)</summary>

`1-32`: **LGTM! Tests validate the correct implementation of liquid particle types.**

The tests properly verify all core properties of both `WaterParticle` and `SaltyWaterParticle` classes:
- Not null check
- Temperature initialization to 20
- Correct body type (Liquid)
- Appropriate density values (1000 for water, 1025 for salty water)
- Correct color values
- Correct particle kinds

Tests follow a consistent pattern that matches other particle test classes.

</details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (2)</summary>

`2-2`: **LGTM! Adding the necessary namespace import.**

This correctly imports the `SimulatorEngine.Particles` namespace, allowing access to the particle classes.

---

`36-37`: **LGTM! Properly extended particle creation to support new particle types.**

The `CreateNewParticle` method has been extended with support for two new particle types:
- `ParticleKind.Salt` creates a new `SaltParticle`
- `ParticleKind.SaltyWater` creates a new `SaltyWaterParticle`

This implementation follows the existing pattern and maintains consistency with the rest of the codebase.

</details>
<details>
<summary>SimulatorTests/Particles/SolidParticlesTest.cs (1)</summary>

`1-19`: **LGTM! Test validates the correct implementation of solid particle type.**

The test properly verifies all core properties of the `IronParticle` class:
- Not null check
- Temperature initialization to 20
- Correct body type (Solid)
- Appropriate density value (7800)
- Correct color value
- Correct particle kind

The test follows a consistent pattern that matches other particle test classes.

</details>
<details>
<summary>SimulatorTests/Particles/PowderParticlesTest.cs (1)</summary>

`1-32`: **LGTM! Tests validate the correct implementation of powder particle types.**

The tests properly verify all core properties of both `SandParticle` and `SaltParticle` classes:
- Not null check
- Temperature initialization to 20
- Correct body type (Powder)
- Appropriate density values (1600 for sand, 2100 for salt)
- Correct color values
- Correct particle kinds

Tests follow a consistent pattern that matches other particle test classes.

</details>
<details>
<summary>SimulatorTests/Particles/GasParticlesTest.cs (1)</summary>

`1-19`: **Well-structured test for OxygenParticle**

The test class is well-organized, following the AAA (Arrange-Act-Assert) pattern and thoroughly verifies all properties of the OxygenParticle including its temperature, body type, density, color and kind. The use of TestUtils.CloseTo for floating-point comparison is a good practice.

</details>
<details>
<summary>SimulatorEngine/LiquidManager.cs (3)</summary>

`2-2`: **Appropriate namespace import**

Adding the SimulatorEngine.Particles namespace is necessary to access the reorganized particle classes.

---

`73-74`: **Improved code readability**

The conditional check has been reformatted for better readability without changing the functionality.

---

`12-88`: <details>
<summary>❓ Verification inconclusive</summary>

**Consider future refactoring of MoveLiquid method**

Based on the retrieved learning, there was a previous note that the complex displacement loops in the MoveLiquid method would be refactored in a future PR.

---

🏁 Script executed:

```shell
#!/bin/bash
# Check the commit history for any mentions of the MoveLiquid refactoring task
git grep -n "TODO" -- "*.cs" | grep -i "MoveLiquid\|refactor\|liquid"
```

Length of output: 69

---



</details>

**Action: Clarify future refactoring plans for the MoveLiquid method**

The commit history search didn’t reveal any TODO or refactoring notes regarding MoveLiquid, so there’s no confirmed plan yet. The current implementation still uses complex displacement loops, which may benefit from clearer decomposition or helper extraction. While this isn’t an immediate issue, please consider outlining a refactoring plan in a future PR if the method’s complexity starts impacting maintainability.

- No TODO/refactor markers found in the commit history.
- The current logic remains complex; consider splitting the algorithm into smaller helper methods or adding detailed comments.
- This is a future improvement suggestion rather than a blocker.

</details>
<details>
<summary>SimulatorEngine/Particles/Particle.cs (2)</summary>

`3-12`: **Good enumeration design for particle types**

The ParticleKind enumeration provides a clear type system for all particle variations in the simulation. This makes the code more maintainable and easier to extend with new particle types in the future.

---

`14-20`: **Well-defined particle body states**

The ParticleBody enumeration appropriately categorizes particles by their physical state, which will be useful for physics behavior differentiation.

</details>
<details>
<summary>SimulatorEngine/Particles/Powders.cs (1)</summary>

`1-39`: <details>
<summary>✅ Verification successful</summary>

**Verify integration with ParticlesPool**

Based on the code snippets, ensure that the ParticlesPool.CreateNewParticle method has been updated to create instances of SandParticle and SaltParticle.

---

🏁 Script executed:

```shell
#!/bin/bash
# Check if ParticlesPool correctly creates instances of both particle types
grep -n -A 10 "CreateNewParticle" SimulatorEngine/ParticlesPool.cs
```

Length of output: 821

---



</details>

**Integration Verified: Particle Creation in ParticlesPool**

The `CreateNewParticle` method in `SimulatorEngine/ParticlesPool.cs` now correctly instantiates both `SandParticle` and `SaltParticle` when the corresponding `ParticleKind` is passed:

- **Line 32:** `ParticleKind.Sand` returns `new SandParticle()`
- **Line 36:** `ParticleKind.Salt` returns `new SaltParticle()`

No further changes are needed with regard to this integration.

</details>
<details>
<summary>SimulatorEngine/Particles/Liquids.cs (2)</summary>

`1-2`: **Appropriate namespace organization.**

Clean namespace declaration following the restructuring of particle definitions.

---

`1-40`: <details>
<summary>❓ Verification inconclusive</summary>

**Verify the integration with the ParticleKind enumeration.**

The code looks good, but ensure that ParticleKind.Water and ParticleKind.SaltyWater have been properly defined in the enum.

---

🏁 Script executed:

```shell
#!/bin/bash
# Check if the ParticleKind enum has the required values
grep -r "enum ParticleKind" --include="*.cs" .
grep -A 20 "enum ParticleKind" --include="*.cs" . | grep -E "Water|SaltyWater"
```

Length of output: 218

---



</details>

**Manual Verification Required: ParticleKind Enumeration Integration**

The `WaterParticle` and `SaltyWaterParticle` classes look correct. However, the automated check for the `ParticleKind` enum did not yield the expected output. Please manually verify that the enum defined in `SimulatorEngine/Particles/Particle.cs` properly includes the values `Water` and `SaltyWater`.

- Confirm that `ParticleKind` in `SimulatorEngine/Particles/Particle.cs` declares both `Water` and `SaltyWater`.
- Ensure there are no typos or discrepancies in the enum member names that could affect integration.

</details>

</blockquote></details>

</details>

<!-- This is an auto-generated comment by CodeRabbit for review status -->
state: COMMENTED
author_association: NONE
submitted_at: 2025-03-27T20:13:36Z
user: login: matfij
state: COMMENTED
author_association: OWNER
submitted_at: 2025-03-28T18:52:31Z
user: login: coderabbitai[bot]
state: COMMENTED
author_association: NONE
submitted_at: 2025-03-28T18:53:20Z
user: login: matfij
state: COMMENTED
author_association: OWNER
submitted_at: 2025-03-28T18:54:11Z
user: login: coderabbitai[bot]
state: COMMENTED
author_association: NONE
submitted_at: 2025-03-28T18:55:22Z
user: login: coderabbitai[bot]
body: **Actionable comments posted: 6**

<details>
<summary>♻️ Duplicate comments (6)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Solids.cs (1)</summary><blockquote>

`3-19`: _🧹 Nitpick (assertive)_

**Well-structured implementation of the IronParticle class.**

The implementation is clean, concise and follows good OOP principles with proper encapsulation of particle properties. This organization aligns perfectly with the PR's goal of reorganizing particle definitions.


Consider adding documentation comments to provide additional context about:
1. The temperature units (Celsius, Fahrenheit)
2. The density units (kg/m³)
3. The color format (hexadecimal RGB without alpha)

```diff
 public class IronParticle : Particle
 {
+    /// <summary>
+    /// The kind of particle this class represents.
+    /// </summary>
     private static readonly ParticleKind Kind = ParticleKind.Iron;
+    /// <summary>
+    /// The density of iron in kg/m³.
+    /// </summary>
     private static readonly float Density = 7800f;
+    /// <summary>
+    /// The color of iron in hexadecimal RGB format.
+    /// </summary>
     private static readonly uint Color = 0xA19D94;

     public IronParticle() : base()
     {
         Body = ParticleBody.Solid;
     }
```

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Gases.cs (1)</summary><blockquote>

`3-19`: _🧹 Nitpick (assertive)_

**Well-structured implementation of the OxygenParticle class.**

The implementation maintains a consistent pattern with other particle classes, providing a clean, focused implementation with proper encapsulation of particle properties.


Similar to the IronParticle class, consider adding documentation comments to provide clarity:

```diff
 public class OxygenParticle : Particle
 {
+    /// <summary>
+    /// The kind of particle this class represents.
+    /// </summary>
     private static readonly ParticleKind Kind = ParticleKind.Oxygen;
+    /// <summary>
+    /// The density of oxygen in kg/m³ at standard temperature and pressure.
+    /// </summary>
     private static readonly float Density = 1.4f;
+    /// <summary>
+    /// The color of oxygen in hexadecimal RGB format.
+    /// </summary>
     private static readonly uint Color = 0x99E2FA;

     public OxygenParticle() : base()
     {
+        // Initial temperature in Celsius
         Body = ParticleBody.Gas;
     }
```

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Powders.cs (2)</summary><blockquote>

`3-19`: _🧹 Nitpick (assertive)_

**Well-implemented SandParticle class**

The SandParticle implementation properly inherits from the Particle base class and provides appropriate values for its properties. The use of static readonly fields for constants is a good practice.


Consider defining the default temperature as a constant to avoid magic numbers:

```diff
+    private const int DefaultTemperature = 20;

     public SandParticle() : base()
     {
         Body = ParticleBody.Powder;
     }
```

---

`21-37`: _🧹 Nitpick (assertive)_

**Well-implemented SaltParticle class**

The SaltParticle implementation follows the same pattern as SandParticle, making the code consistent and maintainable.


Consider adding a comment for the density values to clarify the units being used (kg/m³):

```diff
-    private static readonly float Density = 2100f;
+    // Density in kg/m³
+    private static readonly float Density = 2100f;
```

Also, it would be good to apply the same DefaultTemperature constant suggestion here as well.

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Liquids.cs (2)</summary><blockquote>

`3-19`: _🧹 Nitpick (assertive)_

**Consider adding XML documentation for better maintainability.**

The WaterParticle implementation is clean with appropriate property values. Adding XML documentation would improve code maintainability, especially as the particle system grows.



```diff
+/// <summary>
+/// Represents a water particle with standard density and blue color.
+/// </summary>
 public class WaterParticle : Particle
 {
     private static readonly ParticleKind Kind = ParticleKind.Water;
     private static readonly float Density = 1000f;
     private static readonly uint Color = 0x1CA3EC;

+    /// <summary>
+    /// Initializes a new water particle with default temperature and liquid body type.
+    /// </summary>
     public WaterParticle() : base()
     {
         Body = ParticleBody.Liquid;
     }

     public override uint GetColor() => Color;

     public override float GetDensity() => Density;

     public override ParticleKind GetKind() => Kind;
 }
```

---

`21-38`: _🧹 Nitpick (assertive)_

**Consider a more DRY approach for similar particles.**

The SaltyWaterParticle implementation follows the same pattern as WaterParticle with only different property values. If you plan to add more liquid types, consider a template pattern or factory approach to reduce duplication.



As discussed previously, you could create an abstract LiquidParticle class while preserving the static fields for performance:

```csharp
public abstract class LiquidParticle : Particle
{
    // Common implementation for liquid particles
    protected LiquidParticle(int temperature = 20)
    {
        Temperature = temperature;
        Body = ParticleBody.Liquid;
    }

    // Methods still defined in derived classes for static field access
}
```

Also, I noticed that in line 29-30, you're explicitly setting the Temperature to 20, while in WaterParticle you're not. The Temperature is already set to 20 in the base Particle constructor (as seen in the relevant code snippets), so this explicit setting is redundant. Consider making the implementations consistent.

</blockquote></details>

</blockquote></details>

<details>
<summary>📜 Review details</summary>

**Configuration used: CodeRabbit UI**
**Review profile: ASSERTIVE**
**Plan: Pro**

<details>
<summary>📥 Commits</summary>

Reviewing files that changed from the base of the PR and between 99e52c42812d4f0eb3730446022fb8ff6d0de869 and 637022867c79ca63bb91c9fb6b590fbe6d7e205e.

</details>

<details>
<summary>📒 Files selected for processing (5)</summary>

* `SimulatorEngine/Particles/Gases.cs` (1 hunks)
* `SimulatorEngine/Particles/Liquids.cs` (1 hunks)
* `SimulatorEngine/Particles/Particle.cs` (1 hunks)
* `SimulatorEngine/Particles/Powders.cs` (1 hunks)
* `SimulatorEngine/Particles/Solids.cs` (1 hunks)

</details>

<details>
<summary>🧰 Additional context used</summary>

<details>
<summary>🧬 Code Definitions (3)</summary>

<details>
<summary>SimulatorEngine/Particles/Gases.cs (2)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Particle.cs (5)</summary>

* `Particle` (22-37)
* `Particle` (27-30)
* `ParticleKind` (32-32)
* `GetColor` (34-34)
* `GetDensity` (36-36)

</details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (2)</summary>

* `Particle` (10-21)
* `Particle` (28-40)

</details>

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Particle.cs (5)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Gases.cs (3)</summary>

* `ParticleKind` (18-18)
* `GetColor` (14-14)
* `GetDensity` (16-16)

</details>
<details>
<summary>SimulatorEngine/Particles/Liquids.cs (6)</summary>

* `ParticleKind` (18-18)
* `ParticleKind` (37-37)
* `GetColor` (14-14)
* `GetColor` (33-33)
* `GetDensity` (16-16)
* `GetDensity` (35-35)

</details>
<details>
<summary>SimulatorEngine/Particles/Powders.cs (6)</summary>

* `ParticleKind` (18-18)
* `ParticleKind` (36-36)
* `GetColor` (14-14)
* `GetColor` (32-32)
* `GetDensity` (16-16)
* `GetDensity` (34-34)

</details>
<details>
<summary>SimulatorEngine/Particles/Solids.cs (3)</summary>

* `ParticleKind` (18-18)
* `GetColor` (14-14)
* `GetDensity` (16-16)

</details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (2)</summary>

* `Particle` (10-21)
* `Particle` (28-40)

</details>

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Liquids.cs (2)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Particle.cs (5)</summary>

* `Particle` (22-37)
* `Particle` (27-30)
* `ParticleKind` (32-32)
* `GetColor` (34-34)
* `GetDensity` (36-36)

</details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (2)</summary>

* `Particle` (10-21)
* `Particle` (28-40)

</details>

</blockquote></details>

</details>

</details>

<details>
<summary>🔇 Additional comments (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Particle.cs (1)</summary>

`32-36`: **Strong OOP design with abstract base class**

The abstract Particle class establishes a clean contract that all concrete particle implementations must follow. This promotes consistency and polymorphic behavior throughout the simulation engine.

Consider adding XML documentation to the abstract methods to clarify their purpose, expected return values, and usage. This would make the API more developer-friendly:

```diff
+    /// <summary>
+    /// Gets the type of particle.
+    /// </summary>
+    /// <returns>The particle kind enum value.</returns>
     public abstract ParticleKind GetKind();

+    /// <summary>
+    /// Gets the color representation of the particle.
+    /// </summary>
+    /// <returns>A uint value representing the color in hex format.</returns>
     public abstract uint GetColor();

+    /// <summary>
+    /// Gets the density of the particle.
+    /// </summary>
+    /// <returns>The density value in kg/m³.</returns>
     public abstract float GetDensity();
```

</details>

</blockquote></details>

</details>

<!-- This is an auto-generated comment by CodeRabbit for review status -->
state: COMMENTED
author_association: NONE
submitted_at: 2025-03-28T19:12:39Z
user: login: coderabbitai[bot]
body: **Actionable comments posted: 1**

<details>
<summary>♻️ Duplicate comments (7)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Liquids.cs (2)</summary><blockquote>

`3-19`: _🧹 Nitpick (assertive)_

**Consider implementing a base LiquidParticle class to reduce duplication.**

Both `WaterParticle` and `SaltyWaterParticle` follow the same implementation pattern with only different property values. Consider creating a base `LiquidParticle` class to reduce code duplication while still maintaining the performance benefits of static fields.



```csharp
/// <summary>
/// Base class for all liquid particles.
/// </summary>
public abstract class LiquidParticle : Particle
{
    // Common implementation for liquid particles
    protected LiquidParticle()
    {
        Body = ParticleBody.Liquid;
    }
}

/// <summary>
/// Represents a water particle with standard properties of water.
/// </summary>
public class WaterParticle : LiquidParticle
{
    private static readonly ParticleKind Kind = ParticleKind.Water;
    private static readonly float Density = 1000f; // kg/m³
    private static readonly uint Color = 0x1CA3EC; // Light blue

    public override uint GetColor() => Color;
    public override float GetDensity() => Density;
    public override ParticleKind GetKind() => Kind;
}

/// <summary>
/// Represents a salt water particle with higher density than regular water.
/// </summary>
public class SaltyWaterParticle : LiquidParticle
{
    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
    private static readonly float Density = 1025f; // kg/m³
    private static readonly uint Color = 0x90AEBD; // Grayish blue

    public override uint GetColor() => Color;
    public override float GetDensity() => Density;
    public override ParticleKind GetKind() => Kind;
}
```


Also applies to: 21-37

---

`3-19`: _🧹 Nitpick (assertive)_

**Good implementation of the WaterParticle class.**

The implementation follows the standard pattern for particle types with static fields for unchanging properties and appropriate method overrides. This approach is efficient for managing thousands of particles in a simulation.

However, I see a few opportunities for improvement:

1. XML documentation would enhance maintainability
2. The color values are not easily visualizable in hexadecimal format
3. The temperature unit is not specified


```diff
+/// <summary>
+/// Represents a water particle with standard properties of water.
+/// </summary>
 public class WaterParticle : Particle
 {
     private static readonly ParticleKind Kind = ParticleKind.Water;
     private static readonly float Density = 1000f; // kg/m³
-    private static readonly uint Color = 0x1CA3EC;
+    private static readonly uint Color = 0x1CA3EC; // Light blue
 
     public WaterParticle() : base()
     {
         Body = ParticleBody.Liquid;
     }
 
+    /// <summary>
+    /// Gets the color of the water particle.
+    /// </summary>
+    /// <returns>A light blue color (0x1CA3EC).</returns>
     public override uint GetColor() => Color;
 
+    /// <summary>
+    /// Gets the density of water (1000 kg/m³).
+    /// </summary>
+    /// <returns>The standard density of water.</returns>
     public override float GetDensity() => Density;
 
+    /// <summary>
+    /// Gets the kind of this particle.
+    /// </summary>
+    /// <returns>ParticleKind.Water</returns>
     public override ParticleKind GetKind() => Kind;
 }
```

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Particle.cs (5)</summary><blockquote>

`3-12`: _🧹 Nitpick (assertive)_

**Add XML documentation to ParticleKind enum values.**

Adding XML documentation to each enum value would improve code readability and help clarify the purpose of each particle type, which is especially important in a simulation context.



```diff
+/// <summary>
+/// Defines the different types of particles available in the simulation.
+/// </summary>
 public enum ParticleKind
 {
+    /// <summary>
+    /// Represents no particle or empty space.
+    /// </summary>
     None,
+    /// <summary>
+    /// Represents a sand particle.
+    /// </summary>
     Sand,
+    /// <summary>
+    /// Represents a water particle.
+    /// </summary>
     Water,
+    /// <summary>
+    /// Represents an iron particle.
+    /// </summary>
     Iron,
+    /// <summary>
+    /// Represents an oxygen particle.
+    /// </summary>
     Oxygen,
+    /// <summary>
+    /// Represents a salt particle.
+    /// </summary>
     Salt,
+    /// <summary>
+    /// Represents a salt water mixture particle.
+    /// </summary>
     SaltyWater,
 }
```

---

`14-20`: _🧹 Nitpick (assertive)_

**Add XML documentation to ParticleBody enum values.**

Adding XML documentation to this enum would clarify the different physical states and their expected behaviors in the simulation.



```diff
+/// <summary>
+/// Defines the physical state of particles in the simulation.
+/// </summary>
 public enum ParticleBody
 {
+    /// <summary>
+    /// Represents a solid state particle that maintains its shape.
+    /// </summary>
     Solid,
+    /// <summary>
+    /// Represents a granular solid that can flow like a liquid but retain solid properties.
+    /// </summary>
     Powder,
+    /// <summary>
+    /// Represents a liquid state particle that flows and takes the shape of its container.
+    /// </summary>
     Liquid,
+    /// <summary>
+    /// Represents a gas state particle that expands to fill its container.
+    /// </summary>
     Gas,
 }
```

---

`22-30`: _🧹 Nitpick (assertive)_

**Consider initializing the Body property and using float for Temperature.**

The Body property is not initialized in the constructor, which might lead to unexpected behavior if derived classes don't explicitly set it. Also, temperature is typically represented as a floating-point value in physics simulations to allow for more precise calculations.



```diff
 public abstract class Particle
 {
-    public int Temperature { get; set; }
+    public float Temperature { get; set; }
     public ParticleBody Body { get; set; }
 
     protected Particle()
     {
-        Temperature = 20;
+        Temperature = 20.0f; // Celsius
+        Body = ParticleBody.Solid; // Default state
     }
```

---

`32-36`: _🧹 Nitpick (assertive)_

**Add XML documentation to abstract methods for better API clarity.**

XML documentation for abstract methods helps implementing classes understand the contract they need to fulfill and improves the overall API documentation.



```diff
+    /// <summary>
+    /// Gets the type of this particle.
+    /// </summary>
+    /// <returns>The particle kind enum value.</returns>
     public abstract ParticleKind GetKind();
 
+    /// <summary>
+    /// Gets the color representation of this particle.
+    /// </summary>
+    /// <returns>A uint value representing the color in hex format.</returns>
     public abstract uint GetColor();
 
+    /// <summary>
+    /// Gets the density of this particle.
+    /// </summary>
+    /// <returns>The density value in kg/m³.</returns>
     public abstract float GetDensity();
```

---

`22-37`: _🧹 Nitpick (assertive)_

**Consider adding more physical properties to enhance simulation realism.**

Since this is a physics simulation, adding more physical properties would make the simulation more realistic and enable more complex particle interactions.



```diff
 public abstract class Particle
 {
     public int Temperature { get; set; }
     public ParticleBody Body { get; set; }
+    public float Mass { get; set; }
+    public float Friction { get; set; }
+    public float Elasticity { get; set; }
 
     protected Particle()
     {
         Temperature = 20;
+        Mass = 1.0f;
+        Friction = 0.1f;
+        Elasticity = 0.5f;
     }
 
     public abstract ParticleKind GetKind();
 
     public abstract uint GetColor();
 
     public abstract float GetDensity();
+    
+    /// <summary>
+    /// Gets the specific heat capacity of this particle.
+    /// </summary>
+    /// <returns>The specific heat capacity in J/(kg·K).</returns>
+    public virtual float GetSpecificHeat() => 1.0f; // Default value
 }
```

</blockquote></details>

</blockquote></details>

<details>
<summary>📜 Review details</summary>

**Configuration used: CodeRabbit UI**
**Review profile: ASSERTIVE**
**Plan: Pro**

<details>
<summary>📥 Commits</summary>

Reviewing files that changed from the base of the PR and between 637022867c79ca63bb91c9fb6b590fbe6d7e205e and 7b46ae2b9a21a16607674510cf030885147378fa.

</details>

<details>
<summary>📒 Files selected for processing (2)</summary>

* `SimulatorEngine/Particles/Liquids.cs` (1 hunks)
* `SimulatorEngine/Particles/Particle.cs` (1 hunks)

</details>

<details>
<summary>🧰 Additional context used</summary>

<details>
<summary>🧬 Code Definitions (2)</summary>

<details>
<summary>SimulatorEngine/Particles/Particle.cs (5)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Liquids.cs (6)</summary>

* `ParticleKind` (18-18)
* `ParticleKind` (36-36)
* `GetColor` (14-14)
* `GetColor` (32-32)
* `GetDensity` (16-16)
* `GetDensity` (34-34)

</details>
<details>
<summary>SimulatorEngine/Particles/Gases.cs (3)</summary>

* `ParticleKind` (18-18)
* `GetColor` (14-14)
* `GetDensity` (16-16)

</details>
<details>
<summary>SimulatorEngine/Particles/Powders.cs (6)</summary>

* `ParticleKind` (18-18)
* `ParticleKind` (36-36)
* `GetColor` (14-14)
* `GetColor` (32-32)
* `GetDensity` (16-16)
* `GetDensity` (34-34)

</details>
<details>
<summary>SimulatorEngine/Particles/Solids.cs (3)</summary>

* `ParticleKind` (18-18)
* `GetColor` (14-14)
* `GetDensity` (16-16)

</details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (2)</summary>

* `Particle` (10-21)
* `Particle` (28-40)

</details>

</blockquote></details>
<details>
<summary>SimulatorEngine/Particles/Liquids.cs (2)</summary><blockquote>

<details>
<summary>SimulatorEngine/Particles/Particle.cs (5)</summary>

* `Particle` (22-37)
* `Particle` (27-30)
* `ParticleKind` (32-32)
* `GetColor` (34-34)
* `GetDensity` (36-36)

</details>
<details>
<summary>SimulatorEngine/ParticlesPool.cs (2)</summary>

* `Particle` (10-21)
* `Particle` (28-40)

</details>

</blockquote></details>

</details>

</details>

<details>
<summary>⏰ Context from checks skipped due to timeout of 90000ms (1)</summary>

* GitHub Check: Build and analyze

</details>

</details>

<!-- This is an auto-generated comment by CodeRabbit for review status -->
state: COMMENTED
author_association: NONE
submitted_at: 2025-03-28T19:20:03Z

Review comments:
diff_hunk: @@ -1,4 +1,4 @@
-<Project Sdk="Microsoft.NET.Sdk">
+﻿<Project Sdk="Microsoft.NET.Sdk">
path: SimulatorTests/SimulatorTests.csproj
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Note about invisible character.**

There appears to be an invisible character in the XML declaration. While this doesn't affect functionality, it's generally best to avoid invisible characters in project files as they can sometimes cause issues with certain tools or environments.


```diff
-﻿<Project Sdk="Microsoft.NET.Sdk">
+<Project Sdk="Microsoft.NET.Sdk">
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
<Project Sdk="Microsoft.NET.Sdk">
`````

</details>

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<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:34Z
author_association: NONE
diff_hunk: @@ -0,0 +1,20 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class IronParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Iron;
+    private static readonly float Density = 7800f;
+    private static readonly uint Color = 0xA19D94;
+
+    public IronParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Solid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Solids.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Well-structured implementation of the IronParticle class.**

The implementation is clean, concise and follows good OOP principles with proper encapsulation of particle properties. This organization aligns perfectly with the PR's goal of reorganizing particle definitions.


Consider adding documentation comments to provide additional context about:
1. The temperature units (Celsius, Fahrenheit)
2. The density units (kg/m³)
3. The color format (hexadecimal RGB without alpha)

```diff
 public class IronParticle : Particle
 {
+    /// <summary>
+    /// The kind of particle this class represents.
+    /// </summary>
     private static readonly ParticleKind Kind = ParticleKind.Iron;
+    /// <summary>
+    /// The density of iron in kg/m³.
+    /// </summary>
     private static readonly float Density = 7800f;
+    /// <summary>
+    /// The color of iron in hexadecimal RGB format.
+    /// </summary>
     private static readonly uint Color = 0xA19D94;

     public IronParticle()
     {
+        // Initial temperature in Celsius
         Temperature = 20;
         Body = ParticleBody.Solid;
     }
```


<!-- suggestion_start -->

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<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
namespace SimulatorEngine.Particles;

public class IronParticle : Particle
{
    /// <summary>
    /// The kind of particle this class represents.
    /// </summary>
    private static readonly ParticleKind Kind = ParticleKind.Iron;
    /// <summary>
    /// The density of iron in kg/m³.
    /// </summary>
    private static readonly float Density = 7800f;
    /// <summary>
    /// The color of iron in hexadecimal RGB format.
    /// </summary>
    private static readonly uint Color = 0xA19D94;

    public IronParticle()
    {
        // Initial temperature in Celsius
        Temperature = 20;
        Body = ParticleBody.Solid;
    }

    public override uint GetColor() => Color;

    public override float GetDensity() => Density;

    public override ParticleKind GetKind() => Kind;
}
`````

</details>

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<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:34Z
author_association: NONE
diff_hunk: @@ -0,0 +1,21 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class OxygenParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Oxygen;
+    private static readonly float Density = 1.4f;
+    private static readonly uint Color = 0x99E2FA;
+
+    public OxygenParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Gas;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Gases.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Well-structured implementation of the OxygenParticle class.**

The implementation maintains a consistent pattern with other particle classes, providing a clean, focused implementation with proper encapsulation of particle properties.


Similar to the IronParticle class, consider adding documentation comments to provide clarity:

```diff
 public class OxygenParticle : Particle
 {
+    /// <summary>
+    /// The kind of particle this class represents.
+    /// </summary>
     private static readonly ParticleKind Kind = ParticleKind.Oxygen;
+    /// <summary>
+    /// The density of oxygen in kg/m³ at standard temperature and pressure.
+    /// </summary>
     private static readonly float Density = 1.4f;
+    /// <summary>
+    /// The color of oxygen in hexadecimal RGB format.
+    /// </summary>
     private static readonly uint Color = 0x99E2FA;

     public OxygenParticle()
     {
+        // Initial temperature in Celsius
         Temperature = 20;
         Body = ParticleBody.Gas;
     }
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
﻿namespace SimulatorEngine.Particles;

public class OxygenParticle : Particle
{
    /// <summary>
    /// The kind of particle this class represents.
    /// </summary>
    private static readonly ParticleKind Kind = ParticleKind.Oxygen;
    /// <summary>
    /// The density of oxygen in kg/m³ at standard temperature and pressure.
    /// </summary>
    private static readonly float Density = 1.4f;
    /// <summary>
    /// The color of oxygen in hexadecimal RGB format.
    /// </summary>
    private static readonly uint Color = 0x99E2FA;

    public OxygenParticle()
    {
        // Initial temperature in Celsius
        Temperature = 20;
        Body = ParticleBody.Gas;
    }

    public override uint GetColor() => Color;

    public override float GetDensity() => Density;

    public override ParticleKind GetKind() => Kind;
}
`````

</details>

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<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:34Z
author_association: NONE
diff_hunk: @@ -0,0 +1,32 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class LiquidParticlesTest
+{
+    [Fact]
+    public void Should_Create_WaterParticle()
+    {
+        var particle = new WaterParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Liquid, particle.Body);
+        Assert.Equal(1000, particle.GetDensity());
+        Assert.Equal(0x1CA3EC, (float)particle.GetColor());
path: SimulatorTests/Particles/LiquidParticlesTest.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider removing the float cast in color assertions**

The current assertions cast the uint color to float, which is unnecessary and could potentially lead to precision issues:
```diff
-Assert.Equal(0x1CA3EC, (float)particle.GetColor());
+Assert.Equal(0x1CA3EC, particle.GetColor());
```

And similarly for line 29:
```diff
-Assert.Equal(0x90AEBD, (float)particle.GetColor());
+Assert.Equal(0x90AEBD, particle.GetColor());
```



Also applies to: 29-29

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-03-27T20:13:34Z
author_association: NONE
diff_hunk: @@ -0,0 +1,19 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class SolidParticlesTest
+{
+    [Fact]
+    public void Should_Create_IronParticle()
+    {
+        var particle = new IronParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Solid, particle.Body);
+        Assert.Equal(7800, particle.GetDensity());
+        Assert.Equal(0xA19D94, (float)particle.GetColor());
path: SimulatorTests/Particles/SolidParticlesTest.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider removing the float cast in color assertion**

The current assertion casts the uint color to float, which is unnecessary and could potentially lead to precision issues:
```diff
-Assert.Equal(0xA19D94, (float)particle.GetColor());
+Assert.Equal(0xA19D94, particle.GetColor());
```



<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

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> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
        Assert.Equal(0xA19D94, particle.GetColor());
`````

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<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:34Z
author_association: NONE
diff_hunk: @@ -0,0 +1,32 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class PowderParticlesTest
+{
+    [Fact]
+    public void Should_Create_SandParticle()
+    {
+        var particle = new SandParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Powder, particle.Body);
+        Assert.Equal(1600, particle.GetDensity());
+        Assert.Equal(0xF6D7B0, (float)particle.GetColor());
path: SimulatorTests/Particles/PowderParticlesTest.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider removing the float cast in color assertions**

The current assertions cast the uint color to float, which is unnecessary and could potentially lead to precision issues:
```diff
-Assert.Equal(0xF6D7B0, (float)particle.GetColor());
+Assert.Equal(0xF6D7B0, particle.GetColor());
```

And similarly for line 29:
```diff
-Assert.Equal(0xFCF9F3, (float)particle.GetColor());
+Assert.Equal(0xFCF9F3, particle.GetColor());
```



Also applies to: 29-29

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:34Z
author_association: NONE
diff_hunk: @@ -0,0 +1,32 @@
+﻿namespace SimulatorEngine.Particles;
+
+public enum ParticleKind
+{
+    None,
+    Sand,
+    Water,
+    Iron,
+    Oxygen,
+    Salt,
+    SaltyWater,
+}
+
+public enum ParticleBody
+{
+    Solid,
+    Powder,
+    Liquid,
+    Gas,
+}
+
+public abstract class Particle
+{
+    public int Temperature { get; set; }
+    public ParticleBody Body { get; set; }
+
+    public abstract ParticleKind GetKind();
+
+    public abstract uint GetColor();
+
+    public abstract float GetDensity();
+}
path: SimulatorEngine/Particles/Particle.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Strong OOP design with abstract base class**

The abstract Particle class establishes a clean contract that all concrete particle implementations must follow. This promotes consistency and polymorphic behavior throughout the simulation engine.


Consider adding XML documentation to the abstract methods to clarify their purpose, expected return values, and usage. This would make the API more developer-friendly:

```diff
+    /// <summary>
+    /// Gets the type of particle.
+    /// </summary>
+    /// <returns>The particle kind enum value.</returns>
     public abstract ParticleKind GetKind();

+    /// <summary>
+    /// Gets the color representation of the particle.
+    /// </summary>
+    /// <returns>A uint value representing the color in hex format.</returns>
     public abstract uint GetColor();

+    /// <summary>
+    /// Gets the density of the particle.
+    /// </summary>
+    /// <returns>The density value in kg/m³.</returns>
     public abstract float GetDensity();
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
public abstract class Particle
{
    public int Temperature { get; set; }
    public ParticleBody Body { get; set; }

    /// <summary>
    /// Gets the type of particle.
    /// </summary>
    /// <returns>The particle kind enum value.</returns>
    public abstract ParticleKind GetKind();

    /// <summary>
    /// Gets the color representation of the particle.
    /// </summary>
    /// <returns>A uint value representing the color in hex format.</returns>
    public abstract uint GetColor();

    /// <summary>
    /// Gets the density of the particle.
    /// </summary>
    /// <returns>The density value in kg/m³.</returns>
    public abstract float GetDensity();
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:35Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class SandParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Sand;
+    private static readonly float Density = 1600f;
+    private static readonly uint Color = 0xF6D7B0;
+
+    public SandParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Powder;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Powders.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Well-implemented SandParticle class**

The SandParticle implementation properly inherits from the Particle base class and provides appropriate values for its properties. The use of static readonly fields for constants is a good practice.


Consider defining the default temperature as a constant to avoid magic numbers:

```diff
+    private const int DefaultTemperature = 20;

     public SandParticle()
     {
-        Temperature = 20;
+        Temperature = DefaultTemperature;
         Body = ParticleBody.Powder;
     }
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
public class SandParticle : Particle
{
    private static readonly ParticleKind Kind = ParticleKind.Sand;
    private static readonly float Density = 1600f;
    private static readonly uint Color = 0xF6D7B0;
    private const int DefaultTemperature = 20;

    public SandParticle()
    {
        Temperature = DefaultTemperature;
        Body = ParticleBody.Powder;
    }

    public override uint GetColor() => Color;

    public override float GetDensity() => Density;

    public override ParticleKind GetKind() => Kind;
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:35Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class SandParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Sand;
+    private static readonly float Density = 1600f;
+    private static readonly uint Color = 0xF6D7B0;
+
+    public SandParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Powder;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Salt;
+    private static readonly float Density = 2100f;
+    private static readonly uint Color = 0xFCF9F3;
+
+    public SaltParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Powder;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Powders.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Well-implemented SaltParticle class**

The SaltParticle implementation follows the same pattern as SandParticle, making the code consistent and maintainable.


Consider adding a comment for the density values to clarify the units being used (kg/m³):

```diff
-    private static readonly float Density = 2100f;
+    // Density in kg/m³
+    private static readonly float Density = 2100f;
```

Also, it would be good to apply the same DefaultTemperature constant suggestion here as well.


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
public class SaltParticle : Particle
{
    private static readonly ParticleKind Kind = ParticleKind.Salt;
    // Density in kg/m³
    private static readonly float Density = 2100f;
    private static readonly uint Color = 0xFCF9F3;

    public SaltParticle()
    {
        Temperature = 20;
        Body = ParticleBody.Powder;
    }

    public override uint GetColor() => Color;

    public override float GetDensity() => Density;

    public override ParticleKind GetKind() => Kind;
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:35Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltyWaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
+    private static readonly float Density = 1025f;
+    private static readonly uint Color = 0x90AEBD;
+
+    public SaltyWaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Liquids.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider a more DRY approach for similar particles.**

The SaltyWaterParticle implementation follows the same pattern as WaterParticle with only different property values. If you plan to add more liquid types, consider a template pattern or factory approach to reduce duplication.


For example, you could consider a generalized approach:

```csharp
public abstract class LiquidParticle : Particle
{
    protected LiquidParticle(ParticleKind kind, float density, uint color, float temperature = 20)
    {
        Kind = kind;
        Density = density;
        Color = color;
        Temperature = temperature;
        Body = ParticleBody.Liquid;
    }

    protected ParticleKind Kind { get; }
    protected float Density { get; }
    protected uint Color { get; }

    public override uint GetColor() => Color;
    public override float GetDensity() => Density;
    public override ParticleKind GetKind() => Kind;
}

public class WaterParticle : LiquidParticle
{
    public WaterParticle() : base(ParticleKind.Water, 1000f, 0x1CA3EC) { }
}

public class SaltyWaterParticle : LiquidParticle
{
    public SaltyWaterParticle() : base(ParticleKind.SaltyWater, 1025f, 0x90AEBD) { }
}
```

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-03-27T20:13:35Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltyWaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
+    private static readonly float Density = 1025f;
+    private static readonly uint Color = 0x90AEBD;
path: SimulatorEngine/Particles/Liquids.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider using a color constant or helper for better readability.**

Hexadecimal color values can be difficult to visualize. Consider using a color constant or helper method to make the code more readable.

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:35Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
path: SimulatorEngine/Particles/Liquids.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Specify the temperature unit explicitly.**

The temperature is set to 20, but the unit isn't specified. Adding a comment to clarify it's in Celsius would improve code readability.

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:35Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Liquids.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider adding XML documentation for better maintainability.**

The WaterParticle implementation is clean with appropriate property values. Adding XML documentation would improve code maintainability, especially as the particle system grows.


```diff
+/// <summary>
+/// Represents a water particle with standard density and blue color.
+/// </summary>
 public class WaterParticle : Particle
 {
     private static readonly ParticleKind Kind = ParticleKind.Water;
     private static readonly float Density = 1000f;
     private static readonly uint Color = 0x1CA3EC;

+    /// <summary>
+    /// Initializes a new water particle with default temperature and liquid body type.
+    /// </summary>
     public WaterParticle()
     {
-        Temperature = 20;
+        Temperature = 20; // Celsius
         Body = ParticleBody.Liquid;
     }

     public override uint GetColor() => Color;

     public override float GetDensity() => Density;

     public override ParticleKind GetKind() => Kind;
 }
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
/// <summary>
/// Represents a water particle with standard density and blue color.
/// </summary>
public class WaterParticle : Particle
{
    private static readonly ParticleKind Kind = ParticleKind.Water;
    private static readonly float Density = 1000f;
    private static readonly uint Color = 0x1CA3EC;

    /// <summary>
    /// Initializes a new water particle with default temperature and liquid body type.
    /// </summary>
    public WaterParticle()
    {
        Temperature = 20; // Celsius
        Body = ParticleBody.Liquid;
    }

    public override uint GetColor() => Color;

    public override float GetDensity() => Density;

    public override ParticleKind GetKind() => Kind;
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-27T20:13:35Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltyWaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
+    private static readonly float Density = 1025f;
+    private static readonly uint Color = 0x90AEBD;
+
+    public SaltyWaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Liquids.cs
user: login: matfij
body: But this way I cant have static fields for values that will not change and it may negatively affect performance when managing thousands of particles right? 
created_at: 2025-03-28T18:52:31Z
author_association: OWNER
diff_hunk: @@ -0,0 +1,39 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltyWaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
+    private static readonly float Density = 1025f;
+    private static readonly uint Color = 0x90AEBD;
+
+    public SaltyWaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Liquids.cs
user: login: coderabbitai[bot]
body: @matfij You're absolutely right. Using instance properties instead of static fields would increase memory usage and potentially impact performance when dealing with thousands of particles. Let me suggest a better alternative that preserves the static fields while still reducing code duplication:

```csharp
public abstract class LiquidParticle : Particle
{
    // Common implementation for liquid particles
    protected LiquidParticle(int temperature = 20)
    {
        Temperature = temperature;
        Body = ParticleBody.Liquid;
    }

    // Methods still defined in derived classes for static field access
}

public class WaterParticle : LiquidParticle
{
    private static readonly ParticleKind Kind = ParticleKind.Water;
    private static readonly float Density = 1000f;
    private static readonly uint Color = 0x1CA3EC;

    public WaterParticle() : base() { }

    public override uint GetColor() = > Color;
    public override float GetDensity() => Density;
    public override ParticleKind GetKind() => Kind;
}
```

This keeps the performance benefits of static fields while reducing duplication in the constructor logic. Thanks for pointing out this important consideration!

```
     ,
    /|      __
   / |   ,-~ /
  Y :|  //  /
  | jj /( .^
  >-"~"-v"
 /       Y
j     ( |
\__   \ |
 )^\.  ^.
 \_ _  _\
  <_|`-_<
  /_/\_\ \
 //  |\_/
 \_) |_/
  `\ (
    \|
     U
```



<details>
<summary>Code Analysis Tools</summary>

## Tool Analysis Results
CodeRabbit ran static analysis tools on your files and found the following:
<toolResults></toolResults>

No specific issues were found in your files. You can proceed with your changes.

</details>

<!-- <agentComponentType>chat-answer</agentComponentType> -->

<!-- <rawResChunk><answer>@matfij You're absolutely right. Using instance properties instead of static fields would increase memory usage and potentially impact performance when dealing with thousands of particles. Let me suggest a better alternative that preserves the static fields while still reducing code duplication:

```csharp
public abstract class LiquidParticle : Particle
{
    // Common implementation for liquid particles
    protected LiquidParticle(int temperature = 20)
    {
        Temperature = temperature;
        Body = ParticleBody.Liquid;
    }

    // Methods still defined in derived classes for static field access
}

public class WaterParticle : LiquidParticle
{
    private static readonly ParticleKind Kind = ParticleKind.Water;
    private static readonly float Density = 1000f;
    private static readonly uint Color = 0x1CA3EC;

    public WaterParticle() : base() { }

    public override uint GetColor() => Color;
    public override float GetDensity() => Density;
    public override ParticleKind GetKind() => Kind;
}
```

This keeps the performance benefits of static fields while reducing duplication in the constructor logic. Thanks for pointing out this important consideration!

```
     ,
    /|      __
   / |   ,-~ /
  Y :|  //  /
  | jj /( .^
  >-"~"-v"
 /       Y
j     ( |
\__   \ |
 )^\.  ^.
 \_ _  _\
  <_|`-_<
  /_/\_\ \
 //  |\_/
 \_) |_/
  `\ (
    \|
     U
```</answer></rawResChunk> -->

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-03-28T18:53:20Z
author_association: NONE
diff_hunk: @@ -0,0 +1,32 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class LiquidParticlesTest
+{
+    [Fact]
+    public void Should_Create_WaterParticle()
+    {
+        var particle = new WaterParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Liquid, particle.Body);
+        Assert.Equal(1000, particle.GetDensity());
+        Assert.Equal(0x1CA3EC, (float)particle.GetColor());
path: SimulatorTests/Particles/LiquidParticlesTest.cs
user: login: matfij
body: Removing this cast cause a weird issue:
"Argument 1: cannot convert from 'int' to 'System.DateTime'"
created_at: 2025-03-28T18:54:11Z
author_association: OWNER
diff_hunk: @@ -0,0 +1,32 @@
+﻿using SimulatorEngine.Particles;
+
+namespace SimulatorTests.Particles;
+
+public class LiquidParticlesTest
+{
+    [Fact]
+    public void Should_Create_WaterParticle()
+    {
+        var particle = new WaterParticle();
+
+        Assert.NotNull(particle);
+        Assert.Equal(20, particle.Temperature);
+        Assert.Equal(ParticleBody.Liquid, particle.Body);
+        Assert.Equal(1000, particle.GetDensity());
+        Assert.Equal(0x1CA3EC, (float)particle.GetColor());
path: SimulatorTests/Particles/LiquidParticlesTest.cs
user: login: coderabbitai[bot]
body: <details>
<summary>🧩 Analysis chain</summary>

@matfij Thanks for explaining the issue! This is actually a common problem with xUnit's Assert.Equal method and C# type handling.

The error occurs because:
1. `GetColor()` returns a `uint`
2. Hexadecimal literals like `0x1CA3EC` are treated as `int` by default in C#
3. When comparing different types, xUnit's overload resolution can get confused and produce strange error messages

Instead of removing the cast, you could alternatively cast the hex literal to uint:

```csharp
Assert.Equal((uint)0x1CA3EC, particle.GetColor());
```

But your current approach with casting the return value to float works fine too and avoids the issue. Sometimes these explicit casts are necessary to help the compiler with type matching in assertions.



---

🏁 Script executed:
```
#!/bin/bash
# Check the definition of GetColor method in Particle class
echo "==== Particle class and GetColor method definition ===="
rg -A 1 "GetColor\(\)" --type cs
echo ""

# Look for WaterParticle implementation
echo "==== WaterParticle GetColor implementation ===="
rg -A 2 -B 2 "class WaterParticle" --type cs
```

Length of output: 2950

---
</details> @matfij I've looked into the code, and I understand the issue now. The script output confirms that `GetColor()` is defined to return `uint`:

```csharp
public abstract uint GetColor();
```

While hexadecimal literals like `0x1CA3EC` are treated as `int` in C#. When Assert.Equal tries to compare different types, xUnit's overload resolution gets confused and produces that strange DateTime error.

You have two options:

1. Keep the current approach with the float cast:
   ```csharp
   Assert.Equal(0x1CA3EC, (float)particle.GetColor());
   ```

2. Or cast the hex literal to uint instead:
   ```csharp
   Assert.Equal((uint)0x1CA3EC, particle.GetColor());
   ```

All your other particle tests use the first approach, so it's reasonable to stay consistent with that.

---
<details>
<summary>✏️ Learnings added</summary>

```
Learnt from: matfij
PR: matfij/particle-simulator#23
File: SimulatorTests/Particles/LiquidParticlesTest.cs:16-16
Timestamp: 2025-03-28T18:55:11.586Z
Learning: In xUnit tests for SimulatorEngine.Particles, comparing hexadecimal color values with GetColor() requires explicit casting. The GetColor() method returns uint, while hex literals (0x1CA3EC) are treated as int by default, causing type mismatch errors in Assert.Equal() if not cast explicitly. Either casting GetColor() to float or casting the hex literal to uint resolves this issue.
```
---
```
Learnt from: matfij
PR: matfij/particle-simulator#23
File: SimulatorTests/Particles/LiquidParticlesTest.cs:16-16
Timestamp: 2025-03-28T18:55:11.586Z
Learning: In xUnit tests for SimulatorEngine.Particles, comparing hexadecimal color values with GetColor() requires explicit casting. The GetColor() method returns uint, while hex literals (0x1CA3EC) are treated as int by default, causing type mismatch errors in Assert.Equal() if not cast explicitly. Either casting GetColor() to float or casting the hex literal to uint resolves this issue.
```

> Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure [review instructions](https://docs.coderabbit.ai/guides/review-instructions). You can manage existing learnings in the [app](https://app.coderabbit.ai/learnings).

</details>



<details>
<summary>Code Analysis Tools</summary>

## Tool Analysis Results
CodeRabbit ran static analysis tools on your files and found the following:
<toolResults></toolResults>

No specific issues were found in your files. You can proceed with your changes.

</details>

<!-- <agentComponentType>chat-answer</agentComponentType> -->

<!-- <rawResChunk><answer><details>
<summary>🧩 Analysis chain</summary>

@matfij Thanks for explaining the issue! This is actually a common problem with xUnit's Assert.Equal method and C# type handling.

The error occurs because:
1. `GetColor()` returns a `uint`
2. Hexadecimal literals like `0x1CA3EC` are treated as `int` by default in C#
3. When comparing different types, xUnit's overload resolution can get confused and produce strange error messages

Instead of removing the cast, you could alternatively cast the hex literal to uint:

```csharp
Assert.Equal((uint)0x1CA3EC, particle.GetColor());
```

But your current approach with casting the return value to float works fine too and avoids the issue. Sometimes these explicit casts are necessary to help the compiler with type matching in assertions.



---

🏁 Script executed:
```
#!/bin/bash
# Check the definition of GetColor method in Particle class
echo "==== Particle class and GetColor method definition ===="
rg -A 1 "GetColor\(\)" --type cs
echo ""

# Look for WaterParticle implementation
echo "==== WaterParticle GetColor implementation ===="
rg -A 2 -B 2 "class WaterParticle" --type cs
```

Length of output: 2950

---



</details>

@matfij I've looked into the code, and I understand the issue now. The script output confirms that `GetColor()` is defined to return `uint`:

```csharp
public abstract uint GetColor();
```

While hexadecimal literals like `0x1CA3EC` are treated as `int` in C#. When Assert.Equal tries to compare different types, xUnit's overload resolution gets confused and produces that strange DateTime error.

You have two options:

1. Keep the current approach with the float cast:
   ```csharp
   Assert.Equal(0x1CA3EC, (float)particle.GetColor());
   ```

2. Or cast the hex literal to uint instead:
   ```csharp
   Assert.Equal((uint)0x1CA3EC, particle.GetColor());
   ```

All your other particle tests use the first approach, so it's reasonable to stay consistent with that.

---

<details>
<summary>✏️ Learnings added</summary>

```
Learnt from: matfij
PR: matfij/particle-simulator#23
File: SimulatorTests/Particles/LiquidParticlesTest.cs:16-16
Timestamp: 2025-03-28T18:55:11.586Z
Learning: In xUnit tests for SimulatorEngine.Particles, comparing hexadecimal color values with GetColor() requires explicit casting. The GetColor() method returns uint, while hex literals (0x1CA3EC) are treated as int by default, causing type mismatch errors in Assert.Equal() if not cast explicitly. Either casting GetColor() to float or casting the hex literal to uint resolves this issue.
```

---

```
Learnt from: matfij
PR: matfij/particle-simulator#23
File: SimulatorTests/Particles/LiquidParticlesTest.cs:16-16
Timestamp: 2025-03-28T18:55:11.586Z
Learning: In xUnit tests for SimulatorEngine.Particles, comparing hexadecimal color values with GetColor() requires explicit casting. The GetColor() method returns uint, while hex literals (0x1CA3EC) are treated as int by default, causing type mismatch errors in Assert.Equal() if not cast explicitly. Either casting GetColor() to float or casting the hex literal to uint resolves this issue.
```

> Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure [review instructions](https://docs.coderabbit.ai/guides/review-instructions). You can manage existing learnings in the [app](https://app.coderabbit.ai/learnings).

</details></answer></rawResChunk> -->

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-03-28T18:55:22Z
author_association: NONE
diff_hunk: @@ -0,0 +1,38 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle() : base()
+    {
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltyWaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
+    private static readonly float Density = 1025f;
+    private static readonly uint Color = 0x90AEBD;
+
+    public SaltyWaterParticle()
+    {
+        Temperature = 20;
+        Body = ParticleBody.Liquid;
path: SimulatorEngine/Particles/Liquids.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Remove redundant Temperature assignment.**

The Temperature property is already initialized to 20 in the base Particle constructor (as seen in the relevant code snippets). This explicit assignment is redundant and can be removed to maintain consistency with other particle implementations.


```diff
 public SaltyWaterParticle()
 {
-    Temperature = 20;
     Body = ParticleBody.Liquid;
 }
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
 public SaltyWaterParticle()
 {
     Body = ParticleBody.Liquid;
 }
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->

✅ Addressed in commit 7b46ae2
created_at: 2025-03-28T19:12:38Z
author_association: NONE
diff_hunk: @@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public enum ParticleKind
+{
+    None,
+    Sand,
+    Water,
+    Iron,
+    Oxygen,
+    Salt,
+    SaltyWater,
+}
+
+public enum ParticleBody
+{
+    Solid,
+    Powder,
+    Liquid,
+    Gas,
+}
+
+public abstract class Particle
+{
+    public int Temperature { get; set; }
path: SimulatorEngine/Particles/Particle.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider using a float for Temperature**

Temperature is typically represented as a floating-point value in physics simulations to allow for more precise calculations and gradual changes. Using an integer might limit the simulation's ability to model subtle temperature variations and thermal gradients.

```diff
- public int Temperature { get; set; }
+ public float Temperature { get; set; }
```



<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
    public float Temperature { get; set; }
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-28T19:12:38Z
author_association: NONE
diff_hunk: @@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public enum ParticleKind
+{
+    None,
+    Sand,
+    Water,
+    Iron,
+    Oxygen,
+    Salt,
+    SaltyWater,
+}
+
+public enum ParticleBody
+{
+    Solid,
+    Powder,
+    Liquid,
+    Gas,
+}
+
+public abstract class Particle
+{
+    public int Temperature { get; set; }
+    public ParticleBody Body { get; set; }
+
+    public Particle()
+    {
+        Temperature = 20;
+    }
path: SimulatorEngine/Particles/Particle.cs
user: login: coderabbitai[bot]
body: _🛠️ Refactor suggestion_

**The Body property is not initialized in the constructor**

The `Temperature` property is initialized to a default value in the constructor, but the `Body` property is left uninitialized. This might lead to unexpected behavior if derived classes don't explicitly set it.

```diff
public Particle()
{
    Temperature = 20;
+    Body = ParticleBody.Solid; // Or another appropriate default
}
```



<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
    public int Temperature { get; set; }
    public ParticleBody Body { get; set; }

    public Particle()
    {
        Temperature = 20;
        Body = ParticleBody.Solid; // Or another appropriate default
    }
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-28T19:12:38Z
author_association: NONE
diff_hunk: @@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public enum ParticleKind
+{
+    None,
+    Sand,
+    Water,
+    Iron,
+    Oxygen,
+    Salt,
+    SaltyWater,
+}
path: SimulatorEngine/Particles/Particle.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider adding XML documentation to the ParticleKind enum**

Adding XML documentation to each enum value would improve code readability and help clarify the purpose of each particle type. This is especially useful in a simulation context where these might represent specific scientific concepts.

```diff
public enum ParticleKind
{
+    /// <summary>
+    /// Represents no particle or empty space.
+    /// </summary>
    None,
+    /// <summary>
+    /// Represents a sand particle.
+    /// </summary>
    Sand,
    // Continue with documentation for other values
```



<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
public enum ParticleKind
{
    /// <summary>
    /// Represents no particle or empty space.
    /// </summary>
    None,
    /// <summary>
    /// Represents a sand particle.
    /// </summary>
    Sand,
    // Continue with documentation for other values
    Water,
    Iron,
    Oxygen,
    Salt,
    SaltyWater,
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-28T19:12:38Z
author_association: NONE
diff_hunk: @@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public enum ParticleKind
+{
+    None,
+    Sand,
+    Water,
+    Iron,
+    Oxygen,
+    Salt,
+    SaltyWater,
+}
+
+public enum ParticleBody
+{
+    Solid,
+    Powder,
+    Liquid,
+    Gas,
+}
path: SimulatorEngine/Particles/Particle.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider adding XML documentation to the ParticleBody enum**

Adding XML documentation to this enum would clarify the different physical states and their behaviors in the simulation.

```diff
public enum ParticleBody
{
+    /// <summary>
+    /// Represents a solid state particle that maintains its shape.
+    /// </summary>
    Solid,
+    /// <summary>
+    /// Represents a granular solid that can flow like a liquid but retain solid properties.
+    /// </summary>
    Powder,
    // Continue with documentation for other values
```



<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
public enum ParticleBody
{
    /// <summary>
    /// Represents a solid state particle that maintains its shape.
    /// </summary>
    Solid,
    /// <summary>
    /// Represents a granular solid that can flow like a liquid but retain solid properties.
    /// </summary>
    Powder,
    // Continue with documentation for other values
    Liquid,
    Gas,
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-28T19:12:39Z
author_association: NONE
diff_hunk: @@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public enum ParticleKind
+{
+    None,
+    Sand,
+    Water,
+    Iron,
+    Oxygen,
+    Salt,
+    SaltyWater,
+}
+
+public enum ParticleBody
+{
+    Solid,
+    Powder,
+    Liquid,
+    Gas,
+}
+
+public abstract class Particle
+{
+    public int Temperature { get; set; }
+    public ParticleBody Body { get; set; }
+
+    public Particle()
+    {
+        Temperature = 20;
+    }
+
+    public abstract ParticleKind GetKind();
+
+    public abstract uint GetColor();
+
+    public abstract float GetDensity();
+}
path: SimulatorEngine/Particles/Particle.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider adding additional physical properties to the Particle class**

Since this is a physics simulation, you might want to consider adding more physical properties that could be relevant for all particle types, such as:

1. Mass or Size
2. Velocity or Momentum
3. Friction coefficient
4. Elasticity/restitution coefficient
5. Thermodynamic properties (specific heat, conductivity)

This would make the simulation more realistic and allow for more complex interactions between particles.

```diff
public abstract class Particle
{
    public int Temperature { get; set; }
    public ParticleBody Body { get; set; }
+    public float Mass { get; set; }
+    public float Velocity { get; set; }
+    public float Friction { get; set; }
+    public float Elasticity { get; set; }

    public Particle()
    {
        Temperature = 20;
        Body = ParticleBody.Solid;
+        Mass = 1.0f;
+        Velocity = 0.0f;
+        Friction = 0.1f;
+        Elasticity = 0.5f;
    }
    
    // Existing methods...
}
```



<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
public abstract class Particle
{
    public int Temperature { get; set; }
    public ParticleBody Body { get; set; }
    public float Mass { get; set; }
    public float Velocity { get; set; }
    public float Friction { get; set; }
    public float Elasticity { get; set; }

    public Particle()
    {
        Temperature = 20;
        Body = ParticleBody.Solid;
        Mass = 1.0f;
        Velocity = 0.0f;
        Friction = 0.1f;
        Elasticity = 0.5f;
    }

    public abstract ParticleKind GetKind();
    public abstract uint GetColor();
    public abstract float GetDensity();
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-28T19:12:39Z
author_association: NONE
diff_hunk: @@ -0,0 +1,37 @@
+﻿namespace SimulatorEngine.Particles;
+
+public class WaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.Water;
+    private static readonly float Density = 1000f;
+    private static readonly uint Color = 0x1CA3EC;
+
+    public WaterParticle() : base()
+    {
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
+
+public class SaltyWaterParticle : Particle
+{
+    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
+    private static readonly float Density = 1025f;
+    private static readonly uint Color = 0x90AEBD;
+
+    public SaltyWaterParticle()
+    {
+        Body = ParticleBody.Liquid;
+    }
+
+    public override uint GetColor() => Color;
+
+    public override float GetDensity() => Density;
+
+    public override ParticleKind GetKind() => Kind;
+}
path: SimulatorEngine/Particles/Liquids.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Unnecessary base constructor call in WaterParticle but missing in SaltyWaterParticle.**

The `WaterParticle` class explicitly calls the base constructor with `: base()` while the `SaltyWaterParticle` does not. This creates an inconsistency in the codebase. The explicit base constructor call is unnecessary in C# as it would be called implicitly.

Also, the SaltyWaterParticle class has the same opportunities for improvement as the WaterParticle class.


```diff
+/// <summary>
+/// Represents a salt water particle with higher density than regular water.
+/// </summary>
 public class SaltyWaterParticle : Particle
 {
     private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
-    private static readonly float Density = 1025f;
-    private static readonly uint Color = 0x90AEBD;
+    private static readonly float Density = 1025f; // kg/m³
+    private static readonly uint Color = 0x90AEBD; // Grayish blue
 
-    public SaltyWaterParticle()
+    public SaltyWaterParticle() : base()
     {
         Body = ParticleBody.Liquid;
     }
 
+    /// <summary>
+    /// Gets the color of the salt water particle.
+    /// </summary>
+    /// <returns>A grayish blue color (0x90AEBD).</returns>
     public override uint GetColor() => Color;
 
+    /// <summary>
+    /// Gets the density of salt water (1025 kg/m³).
+    /// </summary>
+    /// <returns>The standard density of salt water.</returns>
     public override float GetDensity() => Density;
 
+    /// <summary>
+    /// Gets the kind of this particle.
+    /// </summary>
+    /// <returns>ParticleKind.SaltyWater</returns>
     public override ParticleKind GetKind() => Kind;
 }
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
/// <summary>
/// Represents a salt water particle with higher density than regular water.
/// </summary>
public class SaltyWaterParticle : Particle
{
    private static readonly ParticleKind Kind = ParticleKind.SaltyWater;
    private static readonly float Density = 1025f; // kg/m³
    private static readonly uint Color = 0x90AEBD; // Grayish blue

    public SaltyWaterParticle() : base()
    {
        Body = ParticleBody.Liquid;
    }

    /// <summary>
    /// Gets the color of the salt water particle.
    /// </summary>
    /// <returns>A grayish blue color (0x90AEBD).</returns>
    public override uint GetColor() => Color;

    /// <summary>
    /// Gets the density of salt water (1025 kg/m³).
    /// </summary>
    /// <returns>The standard density of salt water.</returns>
    public override float GetDensity() => Density;

    /// <summary>
    /// Gets the kind of this particle.
    /// </summary>
    /// <returns>ParticleKind.SaltyWater</returns>
    public override ParticleKind GetKind() => Kind;
}
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-28T19:20:03Z
author_association: NONE

PR comments:
user: login: coderabbitai[bot]
created_at: 2025-03-27T20:08:58Z
body: <!-- This is an auto-generated comment: summarize by coderabbit.ai -->
<!-- walkthrough_start -->

## Walkthrough
The changes update the particle simulation implementation. Several files now include a new using directive for the `SimulatorEngine.Particles` namespace to access updated particle definitions. The legacy particle file was removed and replaced by new files under the `SimulatorEngine/Particles` folder that introduce concrete particle classes and revised enumerations. The particle creation logic in the pool method was extended to support new particle kinds, and corresponding unit tests have been added or adjusted. In addition, the UI was modified with a namespace update and new buttons for selecting “Salt” and “Salt Water” particle types.

## Changes

| File(s) Affected | Change Summary |
|------------------|----------------|
| `SimulatorEngine/GasManager.cs`, `SimulatorEngine/LiquidManager.cs`, `SimulatorEngine/ParticleUtils.cs`, `SimulatorEngine/ParticlesManager.cs`, `SimulatorEngine/PowderManager.cs`, `SimulatorTests/GasManagerTest.cs`, `SimulatorTests/LiquidManagerTest.cs`, `SimulatorTests/ParticlesManagerTest.cs`, `SimulatorUI/MainPage.xaml.cs` | Added `using SimulatorEngine.Particles;` directives to access new particle classes. |
| `SimulatorEngine/LiquidManager.cs` | Reformatted the conditional (`else if`) in the `MoveLiquid` method for improved readability. |
| `SimulatorEngine/Particles/Gases.cs`, `SimulatorEngine/Particles/Liquids.cs`, `SimulatorEngine/Particles/Particle.cs`, `SimulatorEngine/Particles/Powders.cs`, `SimulatorEngine/Particles/Solids.cs` | Introduced new particle classes (e.g., `OxygenParticle`, `WaterParticle`, `SaltyWaterParticle`, `SandParticle`, `SaltParticle`, `IronParticle`) and enumerations (`ParticleKind`, `ParticleBody`) within the split `Particles` namespace. |
| `SimulatorEngine/Particle.cs` | Removed legacy particle definitions including enums and concrete classes. |
| `SimulatorEngine/ParticlesPool.cs` | Extended the `CreateNewParticle` method to include cases for `ParticleKind.Salt` and `ParticleKind.SaltyWater`. |
| `SimulatorTests/ParticleTest.cs`, `SimulatorTests/Particles/GasParticlesTest.cs`, `SimulatorTests/Particles/LiquidParticlesTest.cs`, `SimulatorTests/Particles/PowderParticlesTest.cs`, `SimulatorTests/Particles/SolidParticlesTest.cs`, `SimulatorTests/PowderManagerTest.cs` | Removed the old `ParticleTest` class and added new test classes under `SimulatorTests/Particles`; updated an assertion in `PowderManagerTest.cs` to reflect the new expected particle position. |
| `SimulatorTests/SimulatorTests.csproj` | Modified the opening project declaration to include an invisible character without affecting functionality. |
| `SimulatorUI/MainPage.xaml` | Updated the XML namespace from `SimulatorEngine` to `SimulatorEngine.Particles` and added two new buttons ("Salt" and "Salt Water") that trigger `SetParticleKind` with corresponding `CommandParameter` values. |

## Sequence Diagram(s)

```mermaid
sequenceDiagram
    participant Caller as "Caller"
    participant Pool as "ParticlesPool"
    participant Salt as "SaltParticle"
    participant Salty as "SaltyWaterParticle"
    participant Other

    Caller->>Pool: CreateNewParticle(kind)
    alt kind == Salt
        Pool->>Salt: Instantiate SaltParticle
    else alt kind == SaltyWater
        Pool->>Salty: Instantiate SaltyWaterParticle
    else
        Pool->>Other: Instantiate other particle or throw exception
    end
```

```mermaid
sequenceDiagram
    participant User
    participant UI as "MainPage UI"
    participant Engine as "SimulatorEngine"

    User->>UI: Click "Salt" button
    UI->>Engine: Invoke SetParticleKind(ParticleKind.Salt)
    Note right of Engine: Particle kind updated accordingly
```

<!-- walkthrough_end -->
<!-- internal state start -->


<!-- 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 -->

<!-- internal state end -->
<!-- finishing_touch_checkbox_start -->

<details>
<summary>✨ Finishing Touches</summary>

- [ ] <!-- {"checkboxId": "7962f53c-55bc-4827-bfbf-6a18da830691"} --> 📝 Generate Docstrings

</details>

<!-- finishing_touch_checkbox_end -->
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---



<details>
<summary>🪧 Tips</summary>

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</details>

<!-- tips_end -->
author_association: NONE
user: login: sonarqubecloud[bot]
created_at: 2025-03-28T19:24:30Z
body: ## [![Quality Gate Passed](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/checks/QualityGateBadge/qg-passed-20px.png 'Quality Gate Passed')](https://sonarcloud.io/dashboard?id=matfij_particle-simulator&pullRequest=23) **Quality Gate passed**  
Issues  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0 New issues](https://sonarcloud.io/project/issues?id=matfij_particle-simulator&pullRequest=23&issueStatuses=OPEN,CONFIRMED&sinceLeakPeriod=true)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/accepted-16px.png '') [0 Accepted issues](https://sonarcloud.io/project/issues?id=matfij_particle-simulator&pullRequest=23&issueStatuses=ACCEPTED)

Measures  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0 Security Hotspots](https://sonarcloud.io/project/security_hotspots?id=matfij_particle-simulator&pullRequest=23&issueStatuses=OPEN,CONFIRMED&sinceLeakPeriod=true)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0.0% Coverage on New Code](https://sonarcloud.io/component_measures?id=matfij_particle-simulator&pullRequest=23&metric=new_coverage&view=list)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0.0% Duplication on New Code](https://sonarcloud.io/component_measures?id=matfij_particle-simulator&pullRequest=23&metric=new_duplicated_lines_density&view=list)  
  
[See analysis details on SonarQube Cloud](https://sonarcloud.io/dashboard?id=matfij_particle-simulator&pullRequest=23)


author_association: NONE