diff --git a/bin/app/data/config/modules.toml b/bin/app/data/config/modules.toml index af94ec4..c2730c4 100644 --- a/bin/app/data/config/modules.toml +++ b/bin/app/data/config/modules.toml @@ -1,122 +1,37 @@ -[[module]] -id = "armor_plate" -unlock_at_station_level = -1 -surface_mask = ["OO"] -materials = [{item = "armor_plate_module", amount = 1}] -player_production_level = 1 -production_time_seconds = 3 -fill_color = "#808080" -glyph = "A" - -[module.health] -added_hp_formula = "40" +# modules.toml +# +# First real-content iteration: module ids and surface masks are the designed +# content; stats, materials, and threat costs are placeholders until the +# recipe and balancing passes. +# +# Surface mask footprint ladder — footprints gate which hulls can mount a +# module, purely through geometry (see ships.toml for the matching hull +# grids): +# +# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones +# 1x2 maneuvering_thrusters, sensor_booster, +# armor_plates frigate and up +# 1x3 afterburner frigate and up (eats most of a frigate) +# L-shape weapon_stabilizer, weapon_primer, +# weapon_upgrade frigate and up +# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls) +# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls) +# 2x6 drone_hangar dreadnought and carrier only +# ----------------------------------------------------------------------------- +# Weapons +# ----------------------------------------------------------------------------- [[module]] -id = "sensor_booster" +id = "laser_cannon_s" unlock_at_station_level = -1 surface_mask = ["O"] -materials = [{item = "sensor_booster_module", amount = 1}] -player_production_level = 1 -production_time_seconds = 2 -fill_color = "#40A0FF" -glyph = "S" - -[module.sensor] -added_sensor_range_m_formula = "50" - - -[[module]] -id = "manuvering_thrusters" -unlock_at_station_level = -1 -surface_mask = ["O"] -materials = [{item = "manuvering_thrusters_module", amount = 1}] -player_production_level = 1 -production_time_seconds = 2 -fill_color = "#40A0FF" -glyph = "Mt" - -[module.movement] -multiplied_speed_mps_formula = "1.2" -added_maneuvering_acceleration_mpss_formula = "10" - - -[[module]] -id = "afterburner" -unlock_at_station_level = -1 -surface_mask = ["O"] -materials = [{item = "afterburner_module", amount = 1}] -player_production_level = 1 -production_time_seconds = 2 -fill_color = "#40A0FF" -glyph = "Ab" - -[module.movement] -multiplied_speed_mps_formula = "1.6" -added_main_acceleration_mpss_formula = "60" - - -[[module]] -id = "weapon_upgrade" -unlock_at_station_level = -1 -surface_mask = [ - "OO", - "O ", -] -materials = [{item = "weapon_upgrade_module", amount = 1}] -player_production_level = 1 -production_time_seconds = 4 -fill_color = "#FF4040" -glyph = "Wu" - -[module.weapon] -multiplied_damage_formula = "1.2" - - -[[module]] -id = "weapon_primer" -unlock_at_station_level = -1 -surface_mask = [ - "OO", - "O ", -] -materials = [{item = "weapon_primer_module", amount = 1}] -player_production_level = 1 -production_time_seconds = 4 -fill_color = "#FF4040" -glyph = "Wp" - -[module.weapon] -multiplied_attack_rate_hz_formula = "1.2" - - -[[module]] -id = "weapon_stabilizer" -unlock_at_station_level = -1 -surface_mask = [ - "OO", - "O ", -] -materials = [{item = "weapon_stabilizer_module", amount = 1}] -player_production_level = 1 -production_time_seconds = 4 -fill_color = "#FF4040" -glyph = "Ws" - -[module.weapon] -multiplied_attack_range_m_formula = "1.5" -multiplied_attack_rate_hz_formula = "0.8" - - -[[module]] -id = "laser_cannon_xs" -unlock_at_station_level = -1 -surface_mask = ["O"] -materials = [{item = "iron_ore", amount = 1}] +materials = [{item = "laser_cannon_s_module", amount = 1}] player_production_level = 1 production_time_seconds = 0.5 +threat_cost = 5.0 fill_color = "#FF8040" -glyph = "L" +glyph = "Ls" [module.weapon] damage_formula = "2" @@ -125,16 +40,17 @@ attack_rate_hz_formula = "2.0" [[module]] -id = "laser_cannon_s" +id = "laser_cannon_m" unlock_at_station_level = -1 surface_mask = [ "OO", "OO"] -materials = [{item = "laser_cannon_s_module", amount = 1}] +materials = [{item = "laser_cannon_m_module", amount = 1}] player_production_level = 1 -production_time_seconds = 0.5 +production_time_seconds = 2 +threat_cost = 30.0 fill_color = "#FF8040" -glyph = "L" +glyph = "Lm" [module.weapon] damage_formula = "10" @@ -142,6 +58,29 @@ attack_range_m_formula = "70" attack_rate_hz_formula = "1.5" +[[module]] +id = "laser_cannon_l" +unlock_at_station_level = -1 +surface_mask = [ + "OOO", + "OOO", + "OOO"] +materials = [{item = "laser_cannon_l_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 8 +threat_cost = 150.0 +fill_color = "#FF8040" +glyph = "Ll" + +[module.weapon] +damage_formula = "40" +attack_range_m_formula = "100" +attack_rate_hz_formula = "0.8" + +# ----------------------------------------------------------------------------- +# Utility tools +# ----------------------------------------------------------------------------- + [[module]] id = "salvager" unlock_at_station_level = -1 @@ -149,6 +88,7 @@ surface_mask = ["O"] materials = [{item = "salvager_module", amount = 1}] player_production_level = 1 production_time_seconds = 2 +threat_cost = 0.0 fill_color = "#AACC44" glyph = "Sv" @@ -165,9 +105,170 @@ surface_mask = ["O"] materials = [{item = "repair_tool_module", amount = 1}] player_production_level = 1 production_time_seconds = 2 +threat_cost = 0.0 fill_color = "#66CCFF" glyph = "Rp" [module.repair] repair_rate_hz_formula = "5 + x" repair_range_m_formula = "800" + +# ----------------------------------------------------------------------------- +# Propulsion +# ----------------------------------------------------------------------------- + +[[module]] +id = "afterburner" +unlock_at_station_level = -1 +surface_mask = ["OOO"] +materials = [{item = "afterburner_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 2 +threat_cost = 1.0 +fill_color = "#40A0FF" +glyph = "Ab" + +[module.movement] +multiplied_speed_mps_formula = "1.6" +added_main_acceleration_mpss_formula = "60" + + +[[module]] +id = "maneuvering_thrusters" +unlock_at_station_level = -1 +surface_mask = ["OO"] +materials = [{item = "maneuvering_thrusters_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 2 +threat_cost = 1.0 +fill_color = "#40A0FF" +glyph = "Mt" + +[module.movement] +multiplied_speed_mps_formula = "1.2" +added_maneuvering_acceleration_mpss_formula = "10" + +# ----------------------------------------------------------------------------- +# Defense & sensors +# ----------------------------------------------------------------------------- + +[[module]] +id = "armor_plates" +unlock_at_station_level = -1 +surface_mask = ["OO"] +materials = [{item = "armor_plates_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 3 +threat_cost = 20.0 +fill_color = "#808080" +glyph = "A" + +[module.health] +added_hp_formula = "40" + + +[[module]] +id = "sensor_booster" +unlock_at_station_level = -1 +surface_mask = ["OO"] +materials = [{item = "sensor_booster_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 2 +threat_cost = 1.0 +fill_color = "#40A0FF" +glyph = "S" + +[module.sensor] +added_sensor_range_m_formula = "50" + +# ----------------------------------------------------------------------------- +# Weapon modifiers +# ----------------------------------------------------------------------------- + +[[module]] +id = "weapon_upgrade" +unlock_at_station_level = -1 +surface_mask = [ + "OO", + "OX", +] +materials = [{item = "weapon_upgrade_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 4 +threat_cost = 10.0 +fill_color = "#FF4040" +glyph = "Wu" + +[module.weapon] +multiplied_damage_formula = "1.2" + + +[[module]] +id = "weapon_primer" +unlock_at_station_level = -1 +surface_mask = [ + "OO", + "OX", +] +materials = [{item = "weapon_primer_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 4 +threat_cost = 10.0 +fill_color = "#FF4040" +glyph = "Wp" + +[module.weapon] +multiplied_attack_rate_hz_formula = "1.2" + + +[[module]] +id = "weapon_stabilizer" +unlock_at_station_level = -1 +surface_mask = [ + "OO", + "OX", +] +materials = [{item = "weapon_stabilizer_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 4 +threat_cost = 10.0 +fill_color = "#FF4040" +glyph = "Ws" + +[module.weapon] +multiplied_attack_range_m_formula = "1.5" +multiplied_attack_rate_hz_formula = "0.8" + +# ----------------------------------------------------------------------------- +# Drone modules +# +# Footprint-only placeholders: the drone launching capability is not +# implemented yet, so these modules define no capability section. +# ----------------------------------------------------------------------------- + +[[module]] +id = "drone_bay" +unlock_at_station_level = -1 +surface_mask = [ + "OO", + "OO"] +materials = [{item = "drone_bay_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 5 +threat_cost = 15.0 +fill_color = "#CC66FF" +glyph = "Db" + + +[[module]] +id = "drone_hangar" +unlock_at_station_level = -1 +surface_mask = [ + "OOOOOO", + "OOOOOO"] +materials = [{item = "drone_hangar_module", amount = 1}] +player_production_level = 1 +production_time_seconds = 20 +threat_cost = 100.0 +fill_color = "#9933CC" +glyph = "Dh" diff --git a/bin/app/data/config/ships.toml b/bin/app/data/config/ships.toml index 3e07a2f..cdc704b 100644 --- a/bin/app/data/config/ships.toml +++ b/bin/app/data/config/ships.toml @@ -1,8 +1,26 @@ +# ships.toml +# +# First real-content iteration: ship ids and layout grids are the designed +# content; stats, materials, and production times are placeholders until the +# recipe and balancing passes. +# +# Size classes: +# xs drone 1 cell — exactly one 1x1 module +# s frigate, destroyer no 2x2 area anywhere: only 1x1/1x2/1x3/L modules fit +# m cruiser, battlecruiser 2x2 areas (m guns, drone bays) but no 3x3 area +# l battleship fits exactly one 3x3 l gun, at heavy opportunity cost +# xl dreadnought, carrier dreadnought fits three l guns; carrier fits one +# drone hangar (2x6) but no l gun (its deck rows +# are broken up by elevator shafts) +# +# All new hulls have threat cost_formula = "0" so enemy waves do not spawn +# them until the balancing pass gives them real stats and default loadouts. + [[ship]] id = "drone" unlock_at_station_level = -1 layout = ["O"] -default_modules = [{type = "laser_cannon_xs", x = 0, y = 0, rotation = "east"}] +default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}] [ship.schematic] materials = [{item = "iron_ore", amount = 1}] @@ -24,3 +42,272 @@ sensor_range_m_formula = "150" [ship.loot] scrap_drop = 2 + + +# Frigate — 5 cells in a plus shape. Holds a couple of small guns plus at +# most one 1x2 support (every 1x2 placement crosses the center cell), or one +# L-shaped weapon modifier, or an afterburner spanning the full center line. +[[ship]] +id = "frigate" +unlock_at_station_level = -1 +layout = [ + "XOX", + "OOO", + "XOX", +] + +[ship.schematic] +materials = [{item = "frigate_hull", amount = 1}] +player_production_level = 1 +production_time_seconds = 10 + +[ship.threat] +cost_formula = "0" + +[ship.health] +hp_formula = "30" + +[ship.movement] +speed_mps_formula = "30" +main_acceleration_mpss_formula = "50" +maneuvering_acceleration_mpss_formula = "25" +angular_acceleration_radpss_formula = "8" +max_rotation_speed_radps_formula = "4" + +[ship.sensor] +sensor_range_m_formula = "200" + +[ship.loot] +scrap_drop = 5 + + +# Destroyer — 8 cells: a long gun deck with three turret bumps on top. +# Still no 2x2 area, so it packs more small guns than a frigate but can never +# mount medium hardware. +[[ship]] +id = "destroyer" +unlock_at_station_level = -1 +layout = [ + "OXOXO", + "OOOOO", +] + +[ship.schematic] +materials = [{item = "destroyer_hull", amount = 1}] +player_production_level = 1 +production_time_seconds = 15 + +[ship.threat] +cost_formula = "0" + +[ship.health] +hp_formula = "50" + +[ship.movement] +speed_mps_formula = "25" +main_acceleration_mpss_formula = "40" +maneuvering_acceleration_mpss_formula = "20" +angular_acceleration_radpss_formula = "6" +max_rotation_speed_radps_formula = "3" + +[ship.sensor] +sensor_range_m_formula = "220" + +[ship.loot] +scrap_drop = 8 + + +# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns +# (stacked through the middle), leaving the four side cells for small +# supports; no 3x3 area exists for an l gun. +[[ship]] +id = "cruiser" +unlock_at_station_level = -1 +layout = [ + "XOOX", + "OOOO", + "OOOO", + "XOOX", +] + +[ship.schematic] +materials = [{item = "cruiser_hull", amount = 1}] +player_production_level = 1 +production_time_seconds = 25 + +[ship.threat] +cost_formula = "0" + +[ship.health] +hp_formula = "120" + +[ship.movement] +speed_mps_formula = "20" +main_acceleration_mpss_formula = "30" +maneuvering_acceleration_mpss_formula = "15" +angular_acceleration_radpss_formula = "4" +max_rotation_speed_radps_formula = "2" + +[ship.sensor] +sensor_range_m_formula = "250" + +[ship.loot] +scrap_drop = 15 + + +# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering +# toward the stern. Fits three 2x2 m guns (two in the cheeks, one through +# the middle) with small support slots left over; the split bow and tapered +# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar. +[[ship]] +id = "battlecruiser" +unlock_at_station_level = -1 +layout = [ + "OOXXOO", + "OOOOOO", + "XOOOOX", + "XXOOXX", +] + +[ship.schematic] +materials = [{item = "battlecruiser_hull", amount = 1}] +player_production_level = 1 +production_time_seconds = 35 + +[ship.threat] +cost_formula = "0" + +[ship.health] +hp_formula = "180" + +[ship.movement] +speed_mps_formula = "18" +main_acceleration_mpss_formula = "25" +maneuvering_acceleration_mpss_formula = "12" +angular_acceleration_radpss_formula = "3" +max_rotation_speed_radps_formula = "1.5" + +[ship.sensor] +sensor_range_m_formula = "260" + +[ship.loot] +scrap_drop = 20 + + +# Battleship — 20 cells, 5 wide: at most ONE 3x3 l gun fits (the hull is too +# narrow for two), and mounting it consumes nearly half the grid, squeezing +# supports into the remaining strips. Without the l gun it flexibly fits +# several m guns instead. Too narrow for a drone hangar. +[[ship]] +id = "battleship" +unlock_at_station_level = -1 +layout = [ + "XOOOX", + "OOOOO", + "OOOOO", + "OOOOO", + "XOXOX", +] + +[ship.schematic] +materials = [{item = "battleship_hull", amount = 1}] +player_production_level = 1 +production_time_seconds = 60 + +[ship.threat] +cost_formula = "0" + +[ship.health] +hp_formula = "350" + +[ship.movement] +speed_mps_formula = "14" +main_acceleration_mpss_formula = "18" +maneuvering_acceleration_mpss_formula = "8" +angular_acceleration_radpss_formula = "2" +max_rotation_speed_radps_formula = "1" + +[ship.sensor] +sensor_range_m_formula = "280" + +[ship.loot] +scrap_drop = 35 + + +# Dreadnought — 42 cells: an 11-wide, 3-deep main battery deck that fits +# three 3x3 l guns side by side with spacer columns left over, plus bow and +# stern strips for supports. +[[ship]] +id = "dreadnought" +unlock_at_station_level = -1 +layout = [ + "XXXOOOOOXXX", + "OOOOOOOOOOO", + "OOOOOOOOOOO", + "OOOOOOOOOOO", + "XXOOXXXOOXX", +] + +[ship.schematic] +materials = [{item = "dreadnought_hull", amount = 1}] +player_production_level = 1 +production_time_seconds = 120 + +[ship.threat] +cost_formula = "0" + +[ship.health] +hp_formula = "800" + +[ship.movement] +speed_mps_formula = "8" +main_acceleration_mpss_formula = "10" +maneuvering_acceleration_mpss_formula = "5" +angular_acceleration_radpss_formula = "1" +max_rotation_speed_radps_formula = "0.5" + +[ship.sensor] +sensor_range_m_formula = "300" + +[ship.loot] +scrap_drop = 60 + + +# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide +# enough for the 2x6 drone hangar, and exactly one fits. The middle deck row +# is broken up by elevator shafts (the X cells) so no 3x3 l gun can ever fit; +# the lower decks hold supports and 2x2 point-defense m guns. +[[ship]] +id = "carrier" +unlock_at_station_level = -1 +layout = [ + "XOOOOOOOOX", + "OOOOOOOOOO", + "OOXOOXOOXO", + "XOOOOOOOOX", + "XXXOOOOXXX", +] + +[ship.schematic] +materials = [{item = "carrier_hull", amount = 1}] +player_production_level = 1 +production_time_seconds = 120 + +[ship.threat] +cost_formula = "0" + +[ship.health] +hp_formula = "700" + +[ship.movement] +speed_mps_formula = "9" +main_acceleration_mpss_formula = "10" +maneuvering_acceleration_mpss_formula = "5" +angular_acceleration_radpss_formula = "1" +max_rotation_speed_radps_formula = "0.5" + +[ship.sensor] +sensor_range_m_formula = "350" + +[ship.loot] +scrap_drop = 60 diff --git a/bin/app/data/config/visuals.toml b/bin/app/data/config/visuals.toml index c513680..bee82dd 100644 --- a/bin/app/data/config/visuals.toml +++ b/bin/app/data/config/visuals.toml @@ -146,6 +146,10 @@ outline = "#1402b3" fill = "#691313" outline = "#f3ff4f" +[items.laser_cannon_s_module] +fill = "#691313" +outline = "#f3ff4f" + [items.salvager_module] fill = "#b2cfdd" outline = "#236137" @@ -164,6 +168,34 @@ outline = "#689275" fill = "#3366ff" outline = "#ffffff" +[ships.frigate] +fill = "#44aaff" +outline = "#ffffff" + +[ships.destroyer] +fill = "#33ccaa" +outline = "#ffffff" + +[ships.cruiser] +fill = "#66cc33" +outline = "#ffffff" + +[ships.battlecruiser] +fill = "#cccc33" +outline = "#ffffff" + +[ships.battleship] +fill = "#ff9933" +outline = "#ffffff" + +[ships.dreadnought] +fill = "#ff5533" +outline = "#ffffff" + +[ships.carrier] +fill = "#cc66ff" +outline = "#ffffff" + # ----------------------------------------------------------------------------- # Laser beams (REQ-SHP-FIRING-BEAM) # ----------------------------------------------------------------------------- diff --git a/bin/balancing/data/balancing.toml b/bin/balancing/data/balancing.toml index 1705d91..3defd7e 100644 --- a/bin/balancing/data/balancing.toml +++ b/bin/balancing/data/balancing.toml @@ -12,7 +12,7 @@ enemy_buffer_width_tiles = 10 level = 1 count = 5 modules = [ - {type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"}, + {type = "laser_cannon_s", x = 1, y = 1, rotation = "east"}, ] [[arena.team]] @@ -22,7 +22,7 @@ enemy_buffer_width_tiles = 10 level = 1 count = 2 modules = [ - {type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"}, + {type = "laser_cannon_s", x = 1, y = 1, rotation = "east"}, {type = "weapon_stabilizer", x = 1, y = 1, rotation = "east"}, {type = "weapon_stabilizer", x = 1, y = 1, rotation = "east"}, {type = "weapon_upgrade", x = 1, y = 1, rotation = "east"}, @@ -44,7 +44,7 @@ enemy_buffer_width_tiles = 10 level = 1 count = 5 modules = [ - {type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"}, + {type = "laser_cannon_s", x = 1, y = 1, rotation = "east"}, ] [[arena.team]] @@ -54,7 +54,7 @@ enemy_buffer_width_tiles = 10 level = 1 count = 3 modules = [ - {type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"}, + {type = "laser_cannon_s", x = 1, y = 1, rotation = "east"}, ] [[arena.team.ship]] @@ -79,7 +79,7 @@ enemy_buffer_width_tiles = 15 level = 1 count = 3 modules = [ - {type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"}, + {type = "laser_cannon_s", x = 1, y = 1, rotation = "east"}, ] [[arena.team.station]] type = "player_station" @@ -99,5 +99,5 @@ enemy_buffer_width_tiles = 15 level = 1 count = 8 modules = [ - {type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"}, + {type = "laser_cannon_s", x = 1, y = 1, rotation = "east"}, ] diff --git a/docs/content_design.md b/docs/content_design.md new file mode 100644 index 0000000..b6bf11d --- /dev/null +++ b/docs/content_design.md @@ -0,0 +1,147 @@ +# Content Design — Ships & Modules + +First real-content iteration (June 2026). This pass defines ship hull grids +and module surface masks only. Stats, materials, recipes, and threat costs in +the config files are placeholders; the recipe pass and the balancing pass +come later. + +## Design principle: footprint gating + +Which module fits on which hull is controlled purely by geometry — no +explicit allow-lists. Each hull grid is shaped so that it physically cannot +contain the footprint of modules from a larger size class. This keeps the +rules transparent to the player ("it doesn't fit because there is no room") +and makes them trivially moddable through the config files alone. + +### Module footprint ladder + +| Footprint | Modules | Smallest hull that fits it | +|-----------|---------|----------------------------| +| 1x1 | laser_cannon_s, salvager, repair_tool | drone | +| 1x2 | maneuvering_thrusters, sensor_booster, armor_plates | frigate | +| 1x3 | afterburner | frigate (eats most of it) | +| L-shape (3 cells) | weapon_stabilizer, weapon_primer, weapon_upgrade | frigate | +| 2x2 | laser_cannon_m, drone_bay | cruiser | +| 3x3 | laser_cannon_l | battleship | +| 2x6 | drone_hangar | dreadnought / carrier | + +### Hull grids + +`O` = buildable cell, `X` = hull structure (not buildable). + +**drone (xs, 1 cell)** — exactly one 1x1 module: a small gun, a salvager, or +a repair tool. This is what makes drone roles swappable. + + O + +**frigate (s, 5 cells)** — plus shape. Every 1x2 placement crosses the center +cell, so at most ONE 1x2 support fits; alternatively one L-shaped weapon +modifier or one afterburner through the center line. Gun-boat with one or two +support modules, as intended. + + XOX + OOO + XOX + +**destroyer (s, 8 cells)** — gun deck with three turret bumps. More cells +than the frigate (more small guns), but still no 2x2 area anywhere, so medium +hardware can never be mounted. + + OXOXO + OOOOO + +**cruiser (m, 12 cells)** — notched corners. Fits at most two 2x2 m guns +(stacked through the middle), leaving the side cells for supports. No 3x3 +area. + + XOOX + OOOO + OOOO + XOOX + +**battlecruiser (m, 16 cells)** — split bow with two gun cheeks, tapered +stern. Fits three 2x2 m guns — one more than the cruiser — with small support +slots left over. The bow split and stern taper prevent any 3x3 area (no l +gun) and any 2x6 area (no drone hangar). + + OOXXOO + OOOOOO + XOOOOX + XXOOXX + +**battleship (l, 20 cells)** — 5 wide, so at most ONE 3x3 l gun fits, and +mounting it consumes nearly half the grid, leaving only narrow strips for +supports. Without an l gun it flexibly fits several m guns. Too narrow for a +drone hangar. + + XOOOX + OOOOO + OOOOO + OOOOO + XOXOX + +**dreadnought (xl, 42 cells)** — 11-wide, 3-deep main battery deck: three 3x3 +l guns fit side by side with spacer columns to spare, plus bow/stern strips +for supports. Wide enough for a drone hangar too, if the player wants to +trade a gun battery for one. + + XXXOOOOOXXX + OOOOOOOOOOO + OOOOOOOOOOO + OOOOOOOOOOO + XXOOXXXOOXX + +**carrier (xl, 37 cells)** — the top flight deck (rows 0–1) is the only +region wide enough for the 2x6 drone hangar, and exactly one fits. The middle +deck row is broken up by elevator shafts (X cells placed so every 3-column +window hits one), which is what prevents any 3x3 l gun from ever fitting. +Lower decks hold supports and 2x2 point-defense m guns. + + XOOOOOOOOX + OOOOOOOOOO + OOXOOXOOXO + XOOOOOOOOX + XXXOOOOXXX + +### Verified gating matrix + +Checked programmatically against the configs (all four mask rotations, +all placements): + +| Footprint | drone | frigate | destroyer | cruiser | battlecruiser | battleship | dreadnought | carrier | +|-----------|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| +| 1x1 | x | x | x | x | x | x | x | x | +| 1x2 | | x | x | x | x | x | x | x | +| 1x3 | | x | x | x | x | x | x | x | +| L-shape | | x | x | x | x | x | x | x | +| 2x2 | | | | x | x | x | x | x | +| 3x3 | | | | | | x | x | x* | +| 2x6 | | | | | | | x | x | + +\* dreadnought only; the carrier's elevator shafts block all 3x3 placements. +Max disjoint l guns: battleship 1, dreadnought 3. Max disjoint m guns: +cruiser 2, battlecruiser 3. + +## Deliberate placeholders / open questions for later passes + +- All new hulls have `threat.cost_formula = "0"` so enemy waves do not spawn + them yet (WaveSystem treats any ship with positive threat cost as wave- + eligible, regardless of unlock level). The balancing pass should set real + threat costs together with `default_modules` loadouts so waves spawn them + armed. +- All new hulls are `unlock_at_station_level = -1` (available from the start) + to make layout testing easy; the progression pass should stagger these. +- Ship hull material items (`frigate_hull` … `carrier_hull`) and the new + module items (`laser_cannon_m_module`, `laser_cannon_l_module`, + `drone_bay_module`, `drone_hangar_module`, …) have no recipes yet — that is + the recipe pass. The old `laser_cannon_xs_module` recipe is orphaned (the + module was renamed to `laser_cannon_s`, consuming `laser_cannon_s_module`, + which already has a recipe). +- `drone_bay` and `drone_hangar` are footprint-only placeholders: the drone + launching capability does not exist in the simulation yet, so they define + no capability section. +- Renames in this pass: `laser_cannon_xs` → `laser_cannon_s` (the old 2x2 + `laser_cannon_s` became `laser_cannon_m`), `armor_plate` → `armor_plates`, + `manuvering_thrusters` → `maneuvering_thrusters` (typo fix). Test data + under `bin/test/data/config` intentionally still uses the old ids — it is + an independent fixture set.