allow to unlock modules when destroying defence stations
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@@ -8,7 +8,7 @@ Config files use the TOML format. The following config files drive game paramete
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- **buildings.toml** — building block cost and construction time per building type.
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- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities.
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- **ships.toml** — per schematic: a human-readable display name (used in toasts and 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, threat cost formula, 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, 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, player production level, production time, threat cost, fill color, glyph, 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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- **modules.toml** — per module type: id, surface mask, materials list, initial player production level, production time, threat cost, 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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- **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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@@ -179,7 +179,8 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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- `id` — unique identifier, also used as the display name in the UI.
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- `surface_mask` — footprint within the ship layout grid (see Module Surface Mask Format).
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- `materials` — list of materials required per instance (added to the ship's build cost).
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- `player_production_level` — fixed level for this module type; used as `x` in its stat formulas.
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- `player_production_level` — initial level for this module type; used as `x` in its stat formulas. Incremented by 1 on each duplicate schematic drop (REQ-DEF-SCHEMATIC-DROP).
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- `unlock_at_station_level` — the enemy defence station level at which this module's schematic becomes available for unlock; -1 means the player starts with the module schematic already unlocked.
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- `production_time_seconds` — time added to the ship's production cycle per instance.
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- `threat_cost` — threat cost added to the ship's threat cost per instance.
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- `fill_color` — fill color used to render this module's cells in the layout grid.
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@@ -224,7 +225,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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The dialog contains:
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- **Top**: The ship's layout grid rendered at full scale. Buildable cells are white; non-buildable cells are black. Placed modules are rendered with their `fill_color` and `glyph`. The ghost of the currently selected module is shown at the cursor position when in placement mode.
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- **Left** (below the grid): The ship stats panel (see REQ-MOD-UI-STATS-PANEL).
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- **Center** (below the grid): A grid of module selection buttons (one per module type defined in `modules.toml`) plus a "Remove" button. Each module button shows the module id and its glyph.
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- **Center** (below the grid): A grid of module selection buttons (one per **unlocked** module type; see REQ-DEF-SCHEMATIC-DROP) plus a "Remove" button. Each module button shows the module id and its glyph.
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- **Right** (below the grid): The layout blueprint panel (see REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD).
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- **Bottom**: A "Confirm" button and a "Cancel" button. Cancel discards all changes made in this dialog session and closes the dialog. Confirm applies the changes: the shipyard's configured layout is updated, the required materials and cycle time displayed in the selected building panel are recalculated, and the ship layout preview is refreshed.
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@@ -254,7 +255,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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- REQ-MOD-UI-BLUEPRINT-CREATE: Clicking "Create Blueprint" opens a modal dialog prompting for a name. The dialog has Confirm and Cancel buttons. Clicking Cancel closes the dialog with no effect. Clicking Confirm with a non-empty name creates a blueprint from the module layout currently shown in the left-side layout grid (the in-progress state of the dialog, not the previously confirmed shipyard layout) and appends it to the blueprint list.
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- REQ-MOD-UI-BLUEPRINT-ENTRY: Each blueprint entry shows the blueprint name and a delete icon ("×") to the right of the name. Clicking the entry (name area) loads that blueprint's module list into the left-side layout grid, replacing all currently placed modules. Module instances that are invalid for the current ship layout (unknown module type, position outside the grid, position on a non-buildable cell, or overlapping another module in the same blueprint) are silently skipped; the remaining valid instances are placed. Clicking the delete icon ("×") removes that blueprint entry from the list immediately.
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- REQ-MOD-UI-BLUEPRINT-ENTRY: Each blueprint entry shows the blueprint name and a delete icon ("×") to the right of the name. Clicking the entry (name area) loads that blueprint's module list into the left-side layout grid, replacing all currently placed modules. Module instances that are invalid for the current ship layout (unknown module type, locked module type, position outside the grid, position on a non-buildable cell, or overlapping another module in the same blueprint) are silently skipped; the remaining valid instances are placed. Clicking the delete icon ("×") removes that blueprint entry from the list immediately.
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- REQ-MOD-UI-BLUEPRINT-STARTUP: At application startup, layout blueprints are loaded from `ship_layouts.toml` in the same directory as the application executable. Blueprint entries missing required fields (`name` or `ship_type`) are silently skipped. If the file does not exist, the blueprint list starts empty with no error. If the file exists but cannot be parsed (malformed TOML), a modal error dialog describes the failure and the blueprint list starts empty.
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@@ -269,7 +270,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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- REQ-DEF-ENEMY-FIRE: Enemy defence stations automatically fire at player ships within range.
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- REQ-DEF-NO-CROSSFIRE: Enemy and player defence stations are never in each other's firing range.
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- REQ-DEF-PUSH: When both enemy defence stations in a set are destroyed, the boss countdown is advanced (REQ-WAV-BOSS-ADVANCE), the scrollable area is extended (REQ-GW-PUSH-EXPAND), a new set of enemy defence stations is placed at the new boundary, and exactly one schematic drop is awarded for the destroyed set (REQ-DEF-SCHEMATIC-DROP).
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- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one schematic drop (not one per station). The drop is automatic — no physical item to collect. A schematic is chosen uniformly at random from all schematics whose `unlock_at_station_level` is -1 or is ≤ the level of the destroyed station set. If the player does not yet have that schematic, it is unlocked. If the player already has it, the schematic's `[ship.schematic].player_production_level` is incremented by 1 — so subsequent ships of that type are produced at a higher level. The player is notified via a toast (REQ-UI-SCHEMATIC-TOAST).
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- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one schematic drop (not one per station). The drop is automatic — no physical item to collect. A schematic is chosen uniformly at random from all **ship and module schematics** whose `unlock_at_station_level` is -1 or is ≤ the level of the destroyed station set. If the player does not yet have that schematic, it is unlocked: ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG). If the player already has it, the schematic's `player_production_level` is incremented by 1 — for ship schematics, subsequent ships of that type are produced at a higher level; for module schematics, all instances of that module type use the higher level in their stat formulas. The player is notified via a toast (REQ-UI-SCHEMATIC-TOAST).
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## Threat Level & Enemy Waves
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@@ -327,9 +328,11 @@ The screen is divided into three vertical sections:
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- REQ-UI-PORT-GLYPH: Every output port of every building is indicated by a directional glyph drawn on the port's tile. The glyph is a `>` rotated to face the port's exit direction (`>` for East, `^` for North, `<` for West, `v` for South). It is drawn at the midpoint between the tile center and the tile edge that the port exits through (i.e. halfway from center toward the exit edge). The indicator is rendered for all building states: operational buildings, construction sites, and the builder-mode ghost. Buildings with multiple output ports (e.g. splitters) show one indicator per port.
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- REQ-UI-HP-BARS: All entities with HP — the HQ, player and enemy defence stations, and player and enemy ships — render an HP bar below them. The bar is always visible regardless of current HP. The bar's filled portion represents the fraction of current HP to maximum HP.
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- REQ-UI-NO-ZOOM: The view has a fixed zoom level; the player cannot zoom in or out.
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- REQ-UI-SCHEMATIC-TOAST: When a schematic is unlocked or leveled up (REQ-DEF-SCHEMATIC-DROP), a transient notification toast appears in the top-right corner of the game world view for 4 seconds and then fades out. `<Ship Name>` in the text below is the schematic's `ships.toml [ship.schematic].display_name`. Toast text:
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- **New unlock**: `Schematic unlocked: <Ship Name>`
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- **Level-up (duplicate drop)**: `<Ship Name> production level → N` (where N is the new level).
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- REQ-UI-SCHEMATIC-TOAST: When a schematic is unlocked or leveled up (REQ-DEF-SCHEMATIC-DROP), a transient notification toast appears in the top-right corner of the game world view for 4 seconds and then fades out. Toast text:
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- **Ship schematic — new unlock**: `Schematic unlocked: <Ship Name>` (where `<Ship Name>` is `ships.toml [ship.schematic].display_name`).
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- **Ship schematic — level-up (duplicate drop)**: `<Ship Name> production level → N` (where N is the new level).
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- **Module schematic — new unlock**: `Module unlocked: <Module Id>` (where `<Module Id>` is the module's `id` from `modules.toml`).
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- **Module schematic — level-up (duplicate drop)**: `<Module Id> production level → N` (where N is the new level).
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If multiple toasts arrive in close succession, they stack vertically in a queue (most recent at the top) and each fades out independently after its own 4-second lifetime.
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- REQ-UI-HOTKEYS: Global keyboard shortcuts:
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