increase scroll speed across contest zone
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@@ -305,6 +305,10 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
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cfg.artifacts.artifactChanceFormula = requireFormula(tbl["artifacts"]["artifact_chance_formula"], file, "artifacts.artifact_chance_formula");
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cfg.artifacts.artifactWinCount = static_cast<int>(requireInt(tbl["artifacts"]["artifact_win_count"], file, "artifacts.artifact_win_count"));
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cfg.scroll.panSpeedSlow_tps = requireDouble(tbl["scroll"]["pan_speed_slow_tiles_per_second"], file, "scroll.pan_speed_slow_tiles_per_second");
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cfg.scroll.panSpeedFast_tps = requireDouble(tbl["scroll"]["pan_speed_fast_tiles_per_second"], file, "scroll.pan_speed_fast_tiles_per_second");
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cfg.scroll.panRampBandWidth_tiles = static_cast<int>(requireInt(tbl["scroll"]["pan_ramp_band_width_tiles"], file, "scroll.pan_ramp_band_width_tiles"));
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return cfg;
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}
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@@ -53,6 +53,14 @@ struct WorldArtifacts
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int artifactWinCount;
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};
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// View pan speed (REQ-UI-SCROLL-SPEED). Presentation-only; the simulation ignores these.
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struct WorldScroll
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{
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double panSpeedSlow_tps; // tiles/s, used outside the contest zone
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double panSpeedFast_tps; // tiles/s, used inside the contest zone
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int panRampBandWidth_tiles; // full width of the ramp band straddling each contest-zone boundary
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};
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struct WorldConfig
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{
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int heightTiles; // REQ-GW-HEIGHT
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@@ -73,4 +81,5 @@ struct WorldConfig
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WorldWaves waves;
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WorldTargeting targeting;
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WorldArtifacts artifacts;
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WorldScroll scroll;
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};
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@@ -272,7 +272,9 @@ void GameWorldView::onFrame()
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// Apply held scroll
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{
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const float delta = kScrollSpeedTilesPerSec
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// Pan speed depends on where the view is centered (REQ-UI-SCROLL-SPEED).
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const float viewCenterX = m_scrollXTiles + viewportWidthTiles() / 2.0f;
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const float delta = panSpeedTilesPerSecondAt(viewCenterX)
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* static_cast<float>(elapsed) / 1000.0f;
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const float scrollBefore = m_scrollXTiles;
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if (m_scrollLeft) { m_scrollXTiles -= delta; }
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@@ -488,6 +490,39 @@ float GameWorldView::enemyStationRightEdge() const
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return rightX;
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}
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namespace
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{
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// Linearly blend from valueAt0 (for x <= x0) to valueAt1 (for x >= x1), clamped
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// outside [x0, x1]. A zero- or negative-width band collapses to a hard step at x1.
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float lerpClamped(float valueAt0, float valueAt1, float x0, float x1, float x)
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{
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if (x1 <= x0) { return x < x1 ? valueAt0 : valueAt1; }
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const float t = std::max(0.0f, std::min(1.0f, (x - x0) / (x1 - x0)));
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return valueAt0 + (valueAt1 - valueAt0) * t;
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}
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}
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float GameWorldView::panSpeedTilesPerSecondAt(float viewCenterXTiles) const
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{
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// Slow near the asteroid/player buffer, fast across the contest zone, with a
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// linear ramp straddling each contest-zone boundary (REQ-UI-SCROLL-SPEED). The
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// contest zone spans from the player buffer's right edge to the enemy stations,
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// the latter tracked live so the ramp follows the front line as it is pushed.
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const float slow = static_cast<float>(m_config->world.scroll.panSpeedSlow_tps);
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const float fast = static_cast<float>(m_config->world.scroll.panSpeedFast_tps);
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const float half = static_cast<float>(m_config->world.scroll.panRampBandWidth_tiles) / 2.0f;
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const float leftEdge = static_cast<float>(m_config->world.regions.playerBufferWidth_tiles);
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const float rightEdge = enemyStationRightEdge();
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// Rising ramp at the left boundary (slow -> fast) and falling ramp at the right
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// boundary (fast -> slow); their minimum yields flat-slow outside, flat-fast in
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// the middle, and — if the bands overlap in a narrow contest zone — a single peak
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// below the fast speed where the two ramps cross.
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const float leftRamp = lerpClamped(slow, fast, leftEdge - half, leftEdge + half, viewCenterXTiles);
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const float rightRamp = lerpClamped(fast, slow, rightEdge - half, rightEdge + half, viewCenterXTiles);
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return std::min(leftRamp, rightRamp);
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}
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void GameWorldView::clampScroll()
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{
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const float leftBound = asteroidLeftEdge();
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@@ -140,6 +140,8 @@ private:
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float asteroidLeftEdge() const;
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float enemyStationRightEdge() const;
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// Horizontal pan speed at a given view-center X, in tiles/s (REQ-UI-SCROLL-SPEED).
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float panSpeedTilesPerSecondAt(float viewCenterXTiles) const;
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void clampScroll();
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bool isValidPlacement(BuildingType type, QPoint anchor, Rotation rot) const;
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@@ -179,7 +181,6 @@ private:
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// Beam lifetime in game ticks so beams freeze with the simulation when
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// paused or slowed, instead of fading on wall-clock time (REQ-SHP-FIRING-BEAM).
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static constexpr Tick kBeamLifetimeTicks = secondsToTicks(0.3);
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static constexpr float kScrollSpeedTilesPerSec = 10.0f;
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Simulation* m_sim;
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const GameConfig* m_config;
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