change repair_tool application and add beams for salvager and repair_tool
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@@ -10,7 +10,7 @@ Config files use the TOML format. The following config files drive game paramete
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- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as formulas of ship level, required build materials, player production level, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the schematic already unlocked), a layout grid defining the ship's module slots, a `scrap_drop` loot value, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES).
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- **modules.toml** — per module type: id, surface mask, materials list, initial player production level, production time, fill color, glyph, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the module schematic already unlocked), and an optional capability section and/or stat modifier formulas. A module with a capability section (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas is a **capability module** that grants the ship a weapon, salvage bay, or repair tool per instance (see REQ-MOD-CONFIG for the full list of formulas per capability type). A module with only `added_*`/`multiplied_*` formulas is a **passive module** that modifies stats on the ship or on capability module instances (see REQ-MOD-STAT-CALC).
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- **stations.toml** — HP, damage, range, fire rate, and scrap drop for player and enemy defence stations, defined as formulas of station level.
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- **visuals.toml** — rendering-only config (not game parameters): fill and outline colors and glyphs for every building type, item type, ship schematic, and station type; beam color and width; overlay and toast colors. Loaded by the UI at startup; the simulation does not read it.
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- **visuals.toml** — rendering-only config (not game parameters): fill and outline colors and glyphs for every building type, item type, ship schematic, and station type; a distinct beam color per tool type (weapon, repair, salvage) and beam width; overlay and toast colors. Loaded by the UI at startup; the simulation does not read it.
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- **ship_layouts.toml** — named layout blueprints per ship type; written and read by the application to persist the layout blueprint panel (REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD). Not a game parameter file; the simulation does not read it.
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- REQ-CFG-RELOAD: When the player triggers a Restart (REQ-UI-GAME-MENU), all config files are reloaded from disk before the simulation is reset to its initial state. Formula strings are recompiled at that point. This allows config edits made while the application is running to take effect without a full application restart.
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@@ -143,7 +143,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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## Resources
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- REQ-RES-SCRAP-DROP: Destroyed ships (both player and enemy) and destroyed defence stations (both player and enemy) drop scrap at their location. The scrap amount per ship is defined in `ships.toml [ship.loot].scrap_drop`; for stations it is defined as `stations.toml [player_station].scrap_drop_formula` and `[enemy_station].scrap_drop_formula`. Scrap despawns after `world.toml [world].scrap_despawn_seconds` seconds if not collected.
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- REQ-RES-SCRAP-DROP: Destroyed ships (both player and enemy) and destroyed defence stations (both player and enemy) drop scrap at their location. The scrap amount per ship is defined in `ships.toml [ship.loot].scrap_drop`; for stations it is defined as `stations.toml [player_station].scrap_drop_formula` and `[enemy_station].scrap_drop_formula`. A scrap drop carries an amount; salvage modules collect it one scrap per cycle (REQ-SHP-SALVAGE), and the drop is removed from the world once its remaining amount reaches zero or `world.toml [world].scrap_despawn_seconds` seconds have elapsed since it was dropped, whichever comes first.
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- REQ-RES-SCRAP-COLLECT: Scrap is collected by salvage ships and delivered to a Salvage Bay on the asteroid. From there it can be fed via belt into a smelter (same output as ore) or a Reprocessing Plant.
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## Ships
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@@ -163,20 +163,20 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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- REQ-SHP-NO-COLLISION: Ships do not collide with each other or with defence stations; they may visually overlap.
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- REQ-SHP-SENSOR: A ship perceives only entities within its sensor range. Behavior is driven by what is in sensor range; entities outside sensor range are ignored.
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- REQ-SHP-FIRING: All weapons — on ships and on defence stations — fire when off cooldown and the target is within attack range. Firing emits a fire event and starts a 0.15-second damage delay (half the beam duration). When that delay expires, damage is applied to the target — unless the target has already been destroyed, in which case the damage is silently dropped. If the shooter is destroyed before the delay expires, damage is still applied when the delay expires. There is no projectile entity and no intervening collision. The weapon's cooldown begins at the moment of firing, not at damage application.
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- REQ-SHP-FIRING-BEAM: Each fire event produces a visual laser beam drawn from the shooter's position to the target for 0.3 seconds. The beam endpoint is not the target's center but a point randomly offset from it: the offset direction is uniformly random and the offset magnitude is uniformly random up to half the target's visual size (for ships: half their rendered radius; for buildings/stations: half the shorter side of their tile footprint, in world units). The offset is chosen once per fire event and held fixed for the beam's lifetime. The beam is a pure rendering effect and has no simulation state (does not block movement, does not re-apply damage over its lifetime). Beams follow the shooter and target positions if either moves during the 0.3-second window. The beam is rendered for its full 0.3-second duration even if the shooter or target is destroyed before it expires.
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- REQ-SHP-FIRING-BEAM: Each weapon fire event (REQ-SHP-FIRING), repair-tool activation (REQ-SHP-REPAIR), and salvage activation (REQ-SHP-SALVAGE) produces a visual beam drawn from the acting ship's position to the target for 0.3 seconds; repair and salvage beams have the same duration as weapon beams. The beam is rendered in the tool type's beam color from `visuals.toml` (a distinct color for weapon, repair, and salvage beams). The beam endpoint is not the target's center but a point randomly offset from it: the offset direction is uniformly random and the offset magnitude is uniformly random up to half the target's visual size (for ships: half their rendered radius; for buildings/stations: half the shorter side of their tile footprint, in world units; for a scrap pile: half its rendered size). The offset is chosen once per activation event and held fixed for the beam's lifetime. The beam is a pure rendering effect and has no simulation state (does not block movement, does not re-apply its effect over its lifetime). Beams follow the acting ship and target positions if either moves during the 0.3-second window. The beam is rendered for its full 0.3-second duration even if the acting ship or target is destroyed before it expires.
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- REQ-SHP-COMBAT: Ships with at least one **weapon module** (player) — engage enemy ships within sensor range. When engaging an enemy, the ship orbits it at the combat orbit radius (REQ-SHP-ORBIT) rather than approaching its center. The player can configure the following per shipyard (applied to all ships produced by that shipyard):
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- Stance: aggressive (advance toward enemies) / defensive (hold position near asteroid).
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- Target priority: closest / highest HP / structures first.
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- REQ-SHP-RALLY: After spawning, aggressive-stance ships with weapon modules move to and orbit the **rally point** — the midpoint between the two player defence stations (center of their Y-span, at the player defence stations' X position) — at the rally orbit radius (REQ-SHP-ORBIT). While orbiting the rally point, ships still engage any enemy that enters sensor range (switching to the combat orbit per REQ-SHP-COMBAT). Every `world.toml [world].departure_interval_seconds` seconds (default 20), all ships with weapon modules 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.
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- REQ-SHP-SALVAGE: Ships with at least one **salvage module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, navigate toward it by orbiting it at the salvage orbit radius (REQ-SHP-ORBIT); when it is within a module's `collection_range`, that module collects it (consuming the scrap entity). Once all cargo is full, fly to a Salvage Bay and deliver (a direct approach, not an orbit — the ship must reach the bay); after delivery, resume patrol. If an enemy ship enters sensor range, the ship retreats (REQ-SHP-RETREAT) until no enemy is in sensor range, then resumes patrol — this applies regardless of whether the ship is targeting or carrying scrap. Ships with salvage modules are vulnerable to enemy ships while operating.
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- REQ-SHP-SALVAGE: Ships with at least one **salvage module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, navigate toward it by orbiting it at the salvage orbit radius (REQ-SHP-ORBIT); when it is within a module's `collection_range`, that module begins collecting from it, one scrap per cycle (see below). Once all cargo is full, fly to a Salvage Bay and deliver (a direct approach, not an orbit — the ship must reach the bay); after delivery, resume patrol. If an enemy ship enters sensor range, the ship retreats (REQ-SHP-RETREAT) until no enemy is in sensor range, then resumes patrol — this applies regardless of whether the ship is targeting or carrying scrap. Ships with salvage modules are vulnerable to enemy ships while operating.
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Each salvage module instance operates independently: it has its own cargo hold (`cargo_capacity`), collection range (`collection_range`), and collection rate (`collection_rate`, in collections per second). After collecting a piece of scrap, the module cannot collect again until `1 / collection_rate` seconds have elapsed. A ship with multiple salvage modules can therefore collect multiple pieces of scrap per tick (one per ready module), and installs of different module types may have different ranges and rates. The ship navigates based on the maximum collection range across all installed salvage modules.
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Each salvage module instance operates independently: it has its own cargo hold (`cargo_capacity`), collection range (`collection_range`), and collection rate (`collection_rate`, in collection cycles per second). A module starts a collection cycle when it is off cooldown, has free cargo space, and a scrap pile is within its `collection_range`. Starting a cycle emits a collection beam toward that scrap pile (REQ-SHP-FIRING-BEAM) and begins a 0.15-second effect delay (half the beam duration); the module's cooldown of `1 / collection_rate` seconds begins at cycle start, not at effect application. When the delay expires, exactly 1 scrap is removed from the targeted pile and added to the module's cargo — unless the pile has already been fully depleted or despawned, or the cargo is now full, in which case the collection is silently dropped. A scrap pile worth more than 1 (REQ-RES-SCRAP-DROP) is depleted one scrap per cycle and persists, with its remaining amount decremented, until it is fully collected or despawns. A ship with multiple salvage modules can therefore run multiple collection cycles concurrently (one per ready module), and instances of different module types may have different ranges and rates. The ship navigates based on the maximum collection range across all installed salvage modules.
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Salvage collection and delivery are world-state changes performed every tick regardless of which behavior the ship is currently executing; the salvage behavior only governs where the ship navigates (toward scrap, toward a Salvage Bay, or — when retreating — toward the rally point).
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Salvage collection cycles and delivery are processed regardless of which behavior the ship is currently executing; the salvage behavior only governs where the ship navigates (toward scrap, toward a Salvage Bay, or — when retreating — toward the rally point).
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- REQ-SHP-REPAIR: Ships with at least one **repair module** (player) — when no more urgent behavior applies, hold with the fleet (REQ-SHP-STANDBY) rather than charging the enemy, so damaged allies stay within sensor range. If a damaged player defence station or player ship enters sensor range, navigate toward it by orbiting it at the repair orbit radius (REQ-SHP-ORBIT) and repair. If an enemy ship enters sensor range, the ship retreats (REQ-SHP-RETREAT) until no enemy is in sensor range — except that it holds its ground and keeps repairing while a damaged friendly remains within sensor range (REQ-SHP-RETREAT), retreating only once there is nothing left to repair — then resumes patrol. The player can configure the target priority per shipyard:
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- Defence stations first / ships first / nearest target.
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Each repair module instance operates independently: it has its own repair rate (`repair_rate`) and repair range (`repair_range`). On each tick, a module first attempts to heal the ship's current behavior-level navigation target if that target is within the module's `repair_range` and is damaged (HP above zero and below maximum HP). If those conditions are not met — because the target is out of the module's `repair_range`, already at full health, or destroyed — the module independently searches for the nearest damaged friendly (player ship or player defence station) within its own `repair_range` and heals that instead. If no valid target is found within range, the module idles. A ship with multiple repair modules can therefore heal different targets simultaneously. Navigation is driven solely by the behavior-level target; individual module fallback targets do not affect which direction the ship moves. Repair healing is a world-state change applied every tick regardless of which behavior the ship is currently executing.
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Each repair module instance operates independently: it has its own repair rate (`repair_rate`, in repair cycles per second), per-cycle heal amount (`repair_amount_hp`), and repair range (`repair_range`). A module starts a repair cycle when it is off cooldown and a valid repair target is in range. To choose the target, the module first considers the ship's current behavior-level navigation target if that target is within the module's `repair_range` and is damaged (HP above zero and below maximum HP). If those conditions are not met — because the target is out of the module's `repair_range`, already at full health, or destroyed — the module independently searches for the nearest damaged friendly (player ship or player defence station) within its own `repair_range`. If no valid target is found within range, the module idles and starts no cycle. On starting a cycle, the module emits a repair beam toward the chosen target (REQ-SHP-FIRING-BEAM) and begins a 0.15-second effect delay (half the beam duration); the module's cooldown of `1 / repair_rate` seconds begins at cycle start, not at effect application. When the delay expires, `repair_amount_hp` HP is restored to the targeted entity, clamped to its maximum HP — unless that entity is no longer damaged or has been destroyed, in which case the heal is silently dropped. A ship with multiple repair modules can therefore run multiple repair cycles concurrently, healing different targets. Navigation is driven solely by the behavior-level target; individual module fallback targets do not affect which direction the ship moves. Repair cycles are processed regardless of which behavior the ship is currently executing.
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- REQ-SHP-STANDBY: **Ships with at least one repair module hold with their fleet when idle**, whether or not they also carry weapon modules. Standby is a low-priority fallback — above the baseline forward advance (REQ-SHP-COMBAT/REQ-SHP-ENEMY-AI advance) but below rally (REQ-SHP-RALLY), so it only wins when no attack, repair, salvage, rally, or retreat behavior applies. A standing-by ship navigates toward the centroid of its other same-faction ships, falling back to the centroid of its own defence stations, and holding position when it has no allies. This keeps repair ships among the allies they exist to heal instead of advancing alone into the enemy. Armed repair ships therefore still rally and depart on the normal schedule (REQ-SHP-RALLY); standby only governs them once rally no longer applies.
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- REQ-SHP-RETREAT: **Player ships retreat to the rally point (REQ-SHP-RALLY) when threatened.** A ship retreats while either condition holds: (a) its HP is below a low-HP threshold (currently 30% of its maximum HP); or (b) it has no weapon modules and an enemy ship is within its sensor range — with one exception: a weaponless ship that has at least one repair module does **not** retreat under condition (b) while a damaged friendly (player ship or player defence station, excluding itself) is within its sensor range, so it can keep repairing under fire; it retreats only when no such repair target remains in range. Condition (a) still forces a low-HP repair ship to retreat regardless of available repair targets. Retreating takes priority over the ship's other behaviors and moves it toward the rally point; the ship resumes its normal behavior once neither condition holds. Enemy ships never retreat (REQ-SHP-ENEMY-AI).
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- REQ-SHP-ENEMY-AI: **Enemy ships** — engage the closest valid target (player defence station, HQ, or player ship) within their sensor range, orbiting the engaged target at the combat orbit radius (REQ-SHP-ORBIT). If no target is in sensor range, they move toward the asteroid (leftward in world coordinates).
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@@ -200,8 +200,8 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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- `glyph` — single character rendered on this module's cells in the layout grid and preview widget.
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- An optional **capability section** (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas. A module with base stat formulas is a capability module — each placed instance grants the ship an independent weapon, salvage bay, or repair tool with its own state (cooldown, target, cargo). A ship may have multiple capability module instances of the same or different types. Base stat formulas per capability type:
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- **Weapon** (`[module.weapon]`): `damage_formula`, `attack_range_formula`, `attack_rate_formula`.
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- **Salvage** (`[module.salvage]`): `collection_range_formula` (tiles), `cargo_capacity_formula` (integer scrap units), `collection_rate_formula` (collections per second).
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- **Repair** (`[module.repair]`): `repair_rate_formula` (HP/s), `repair_range_formula` (tiles).
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- **Salvage** (`[module.salvage]`): `collection_range_formula` (tiles), `cargo_capacity_formula` (integer scrap units), `collection_rate_formula` (collection cycles per second; each cycle collects 1 scrap).
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- **Repair** (`[module.repair]`): `repair_rate_formula` (repair cycles per second), `repair_amount_hp_formula` (HP restored per repair cycle), `repair_range_formula` (tiles).
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- Zero or more **passive stat modifier formulas** (`added_*`/`multiplied_*`) that boost stats on the ship hull or on capability module instances (see REQ-MOD-STAT-CALC). A single module may be both a capability module and provide passive modifiers.
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- REQ-MOD-LAYOUT: Each ship in `ships.toml` defines a `layout` — a list of strings representing the ship's module grid (see Ship Layout Format). All ships define a layout.
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@@ -268,7 +268,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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In addition, the panel shows capability module stats conditioned on which capability module types are present in the current layout:
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- **Weapons** (shown only if at least one weapon module is placed): combined DPS = Σ(damage_i × attack_rate_i) across all weapon module instances; maximum range = max(attack_range_i) across all weapon module instances.
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- **Salvage** (shown only if at least one salvage module is placed): combined collection rate = Σ(collection_rate_i) across all salvage module instances; maximum range = max(collection_range_i) across all salvage module instances.
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- **Repair** (shown only if at least one repair module is placed): combined repair rate = Σ(repair_rate_i) across all repair module instances; maximum range = max(repair_range_i) across all repair module instances.
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- **Repair** (shown only if at least one repair module is placed): combined repair rate (HP/s) = Σ(repair_rate_i × repair_amount_hp_i) across all repair module instances; maximum range = max(repair_range_i) across all repair module instances.
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All capability module stat values incorporate passive modifiers targeting the relevant capability category per REQ-MOD-STAT-CALC. Each capability module instance uses its own `player_production_level` for formula evaluation.
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