add requirements for rally timer

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2026-04-27 20:40:30 +02:00
parent 541b8fdaee
commit 7b67093540

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@@ -4,7 +4,7 @@
Config files use the TOML format. The following config files drive game parameters:
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, enemy ship level formula, belt speed, starting building blocks.
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, enemy ship level formula, belt speed, starting building blocks, departure interval.
- **buildings.toml** — building block cost and construction time per building type.
- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities.
- **ships.toml** — per schematic: a human-readable display name (used in toasts and UI), ship stats (HP, speed, damage, attack range, attack rate, sensor range) as formulas of ship level, required build materials, threat cost formula, player production level, and whether the schematic is available from game start.
@@ -119,6 +119,7 @@ Output port indicators are not building tiles themselves. A building may have mo
- REQ-SHP-COMBAT: **Combat ships** (player) — engage enemy ships within sensor range. The player can configure the following per shipyard (applied to all ships produced by that shipyard):
- Stance: aggressive (advance toward enemies) / defensive (hold position near asteroid).
- Target priority: closest / highest HP / structures first.
- REQ-SHP-RALLY: After spawning, aggressive-stance combat ships move to and loiter at the **rally point** — the midpoint between the two player defence stations (center of their Y-span, at the player defence stations' X position). While at the rally point, ships still engage any enemy that enters sensor range. Every `world.toml [world].departure_interval_seconds` seconds (default 20), all combat ships currently at the rally point depart simultaneously and begin their normal aggressive advance toward the enemy. The departure timer is global and shared across all shipyards; it is not reset by individual ship arrivals at the rally point.
- REQ-SHP-SALVAGE: **Salvage ships** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, move to it, collect, and deliver it to a Salvage Bay on the asteroid; after delivery, resume patrol. If an enemy ship enters sensor range while not currently targeting or carrying scrap, turn back (move toward the asteroid) until the enemy is no longer in sensor range, then resume patrol. Salvage ships are vulnerable to enemy ships while operating.
- REQ-SHP-REPAIR: **Repair ships** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If a damaged player defence station or player ship enters sensor range, move to it and repair. If an enemy ship enters sensor range while not currently repairing, turn back (move toward the asteroid) until the enemy is no longer in sensor range, then resume patrol. The player can configure the target priority per shipyard:
- Defence stations first / ships first / nearest target.