add visuals config
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@@ -19,6 +19,13 @@ inputs = [{item = "iron_ore", amount = 2}]
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outputs = [{item = "iron_ingot", amount = 1}]
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duration_seconds = 2.0
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[[recipe]]
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id = "copper_ingot"
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building = "smelter"
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inputs = [{item = "copper_ore", amount = 2}]
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outputs = [{item = "copper_ingot", amount = 1}]
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duration_seconds = 2.5
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[[recipe]]
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id = "circuit_board"
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building = "assembler"
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184
bin/config/visuals.toml
Normal file
184
bin/config/visuals.toml
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@@ -0,0 +1,184 @@
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# visuals.toml
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#
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# Rendering-only configuration, loaded once at startup by the UI.
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# The simulation does not read this file.
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#
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# Every BuildingType, ItemType, ship role, and station type must have an
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# entry here; missing or malformed entries abort startup (see architecture.md
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# "Visual Parameters").
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#
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# Colors are "#rrggbb" or "#rrggbbaa" (alpha optional, last byte).
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# -----------------------------------------------------------------------------
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# Tile backgrounds
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# -----------------------------------------------------------------------------
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[tiles.asteroid]
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fill = "#4a4038"
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[tiles.space]
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fill = "#0a0a15"
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# -----------------------------------------------------------------------------
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# Buildings
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#
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# One section per BuildingType enum value. `fill` colors every footprint tile
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# of the building; `outline` is drawn around the building's bounding box;
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# `glyph` is a short label drawn centered on the building.
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# -----------------------------------------------------------------------------
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[buildings.hq]
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fill = "#2e5fb8"
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outline = "#ffffff"
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glyph = "HQ"
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[buildings.miner]
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fill = "#6b4a2c"
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outline = "#ffffff"
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glyph = "M"
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[buildings.smelter]
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fill = "#b85a1e"
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outline = "#ffffff"
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glyph = "Sm"
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[buildings.assembler]
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fill = "#3a6fa8"
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outline = "#ffffff"
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glyph = "A"
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[buildings.reprocessing_plant]
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fill = "#6a3a8a"
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outline = "#ffffff"
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glyph = "R"
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[buildings.shipyard]
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fill = "#385870"
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outline = "#ffffff"
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glyph = "Y"
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[buildings.salvage_bay]
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fill = "#b8a23a"
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outline = "#ffffff"
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glyph = "Sb"
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[buildings.belt]
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fill = "#5a5a5a"
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outline = "#7a7a7a"
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glyph = ""
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[buildings.splitter]
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fill = "#7a7a5a"
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outline = "#9a9a7a"
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glyph = ""
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# -----------------------------------------------------------------------------
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# Stations
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#
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# Player and enemy defence stations have their own entries rather than going
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# through [buildings.*] so the two sides can be color-coded at a glance.
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# -----------------------------------------------------------------------------
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[stations.player]
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fill = "#2e5fb8"
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outline = "#ffffff"
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glyph = "P"
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[stations.enemy]
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fill = "#b82e2e"
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outline = "#ffffff"
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glyph = "E"
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# -----------------------------------------------------------------------------
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# Items
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#
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# Items on belts are 10x10 squares. `fill` is the square color; `outline` is
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# drawn around it. One section per ItemType.
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# -----------------------------------------------------------------------------
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[items.iron_ore]
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fill = "#8a5a4a"
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outline = "#201010"
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[items.copper_ore]
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fill = "#c47a3a"
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outline = "#3a1a0a"
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[items.iron_ingot]
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fill = "#b0b0b8"
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outline = "#202028"
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[items.copper_ingot]
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fill = "#d48a4a"
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outline = "#402010"
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[items.circuit_board]
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fill = "#2ea35a"
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outline = "#0a2a14"
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[items.advanced_alloy]
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fill = "#a06acc"
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outline = "#201030"
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[items.building_block]
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fill = "#c8b070"
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outline = "#302810"
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[items.scrap]
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fill = "#7a7268"
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outline = "#201a14"
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# -----------------------------------------------------------------------------
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# Ships
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#
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# Ships are drawn as oriented triangles/arrows. Color is keyed to role, not
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# blueprint (architecture.md, "Layer Order").
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# -----------------------------------------------------------------------------
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[ships.player_combat]
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fill = "#3366ff"
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outline = "#ffffff"
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[ships.salvage]
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fill = "#33cc66"
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outline = "#ffffff"
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[ships.repair]
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fill = "#66ccff"
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outline = "#ffffff"
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[ships.enemy]
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fill = "#cc3333"
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outline = "#ffffff"
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# -----------------------------------------------------------------------------
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# Laser beams (REQ-SHP-FIRING-BEAM)
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# -----------------------------------------------------------------------------
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[beams]
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color = "#ff6600"
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width_px = 2
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# -----------------------------------------------------------------------------
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# Build / demolish / selection overlays
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#
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# All overlay colors carry an alpha channel so they composite over the
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# underlying scene.
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# -----------------------------------------------------------------------------
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[overlays]
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ghost_valid = "#ffffff44" # builder-mode ghost, placement allowed (REQ-BLD-GHOST)
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ghost_invalid = "#ff000044" # builder-mode ghost, placement invalid (REQ-BLD-PLACE-VALID)
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demolish_tint = "#ff000033" # demolish-mode hover tint
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selection_rect = "#00ff00" # box-drag selection rectangle (REQ-UI-MULTI-SELECT)
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tile_highlight = "#ffffff22" # tile under cursor
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selected_outline = "#ffff00" # outline drawn around currently-selected building(s)
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# -----------------------------------------------------------------------------
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# Blueprint-drop toasts (REQ-UI-BLUEPRINT-TOAST)
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# -----------------------------------------------------------------------------
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[toast]
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bg = "#000000cc"
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fg = "#ffffff"
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font_size = 14
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