add requirements for tunnels
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@@ -79,10 +79,19 @@ Output port indicators are not building tiles themselves. A building may have mo
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- An item matching neither output's filter is routed to the unfiltered output. If both outputs have a filter and the item matches neither, the splitter stalls and moves no items until the situation is resolved.
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- If neither output has a filter, items are distributed by strict alternation.
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- In all alternation cases, if one output is blocked the item goes to the other output until it unblocks.
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- REQ-BLD-TUNNEL-ENTRY: **Tunnel Entry** (1×1): The sending end of a tunnel pair. The player sets a direction (N, S, E, W) at placement, rotatable with Q/E. Items arriving from an adjacent belt tile whose direction points into the entry are forwarded through the tunnel to the paired Tunnel Exit (see REQ-BLD-TUNNEL-PAIR, REQ-BLD-TUNNEL-TRANSIT). If the entry is unpaired, or if the paired exit's output is blocked, the entry blocks like a full belt tile.
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- REQ-BLD-TUNNEL-EXIT: **Tunnel Exit** (1×1): The receiving end of a tunnel pair. The player sets a direction at placement, rotatable with Q/E. Items received from the paired Tunnel Entry emerge from the output side of the exit tile — the tile adjacent in the exit's facing direction — continuing in that direction. If the exit is unpaired or its output is blocked, it holds received items until they can advance.
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- REQ-BLD-TUNNEL-PAIR: **Tunnel pairing rules.** Pairing is re-evaluated for all Tunnel Entries whenever any Tunnel Entry or Tunnel Exit is placed or demolished.
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- A Tunnel Entry searches tile-by-tile in its facing direction for a partner. Any tunnel building (entry or exit) that faces a *different* direction is ignored and skipped. The search stops at the first tunnel building that faces the *same* direction as the searching entry.
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- If that first same-direction tunnel building is a Tunnel Exit, is within `tunnel_max_distance` tiles of the entry, and is not already paired with a closer entry, the two form a pair.
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- Otherwise the entry is unpaired.
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- Pairing is one-to-one: each Tunnel Entry pairs with at most one Tunnel Exit, and vice versa. A Tunnel Exit is claimed by the nearest Tunnel Entry that can validly reach it; all other entries for which it would otherwise qualify are unpaired.
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- When one end of a pair is demolished, the pair is dissolved and any items currently in transit are discarded.
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- REQ-BLD-TUNNEL-TRANSIT: **Tunnel transit.** Items inside a tunnel are not rendered (they travel invisibly). Transit time equals the tile-coordinate distance between entry and exit divided by `world.toml [world].belt_speed_tiles_per_second`, matching the time a chain of belt tiles of equivalent length would take. Multiple items may be in transit simultaneously, spaced as they would be on a belt chain of the same length. Clearing a tunnel entry or exit tile (REQ-UI-BELT-CLEAR) also discards all items currently in transit through that tunnel.
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## Material Transport & Buffers
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- REQ-MAT-BELT-ONLY: Materials are transported exclusively via belts and splitters.
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- REQ-MAT-BELT-ONLY: Materials are transported exclusively via belts, splitters, and tunnels.
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- REQ-MAT-INPUT-PORTS: A building accepts items from any adjacent belt tile on any edge of its footprint (excluding cells occupied by output port(s)) whose direction points toward the building, provided the item is an input required by the currently selected recipe and the matching per-material input buffer has free space.
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- REQ-MAT-OUTPUT-PORT: Each building has one or more fixed output port(s) defined by its surface_mask (direction determined by rotation). Produced items are placed onto the belt at the output port tile regardless of that belt's direction.
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- REQ-MAT-INPUT-BUFFER: Each building has one input buffer per required input material. Each per-material buffer holds up to twice that material's per-cycle requirement. When the player selects a new recipe or blueprint, all items in all input buffers are cleared.
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@@ -204,7 +213,7 @@ The screen is divided into three vertical sections:
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- REQ-UI-MULTI-SELECT: The player selects multiple buildings by box-drag or by Ctrl+clicking individual buildings to add or remove them from the selection.
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- REQ-UI-MULTI-SELECTION: When multiple buildings are selected, the panel shows how many of each building type are selected. No per-building detail is shown.
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- REQ-UI-CONFIG-INLINE: Recipe, blueprint, ship stance, and target priority configuration for a selected building is shown and changed inline within this panel.
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- REQ-UI-BELT-CLEAR: When one or more belt or splitter tiles are selected, the panel shows a "Clear" button that removes all items from the selected tiles. This can be used to resolve stalled belts and splitters.
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- REQ-UI-BELT-CLEAR: When one or more belt, splitter, tunnel entry, or tunnel exit tiles are selected, the panel shows a "Clear" button that removes all items from the selected tiles. Clearing a tunnel entry or exit also discards all items currently in transit through that tunnel (REQ-BLD-TUNNEL-TRANSIT). This can be used to resolve stalled belts, splitters, and tunnels.
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### Build Button Grid
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