Commit Graph

11 Commits

Author SHA1 Message Date
ee71be549a Implement building status light (REQ-UI-STATUS-LIGHT)
Add a per-building status light: a small circle drawn in the operational
building's upper-right corner (rotating with the building) so production
state is readable without selecting it.

- Sim: BuildingSystem::getProductionStatus classifies each building into
  Unconfigured/Producing/Starved/Blocked (nullopt for non-production
  types); Salvage Bay is a two-state special case (Producing with scrap,
  Starved when empty). Extracted shared predicates (gatherCandidateRecipes,
  recipeInputsAvailable, computeShipyardRequiredMaterials, hasInputsToStart)
  so tickProduction / tickShipyardProduction and the classifier stay in sync.
- UI: GameWorldView draws the circle, mapping status -> color from a new
  visuals.toml [status_light] section (grey/green/red/yellow + outline).
- Tests: getProductionStatus cases for every state, including red-over-yellow
  precedence and the auto-recipe/salvage-bay specials.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
2026-07-20 21:50:08 +02:00
4b149d97a7 dim the game behind dialogs and escape menu 2026-07-13 22:11:21 +02:00
3ce6e6d599 Tint not-yet-buildable asteroid area 2026-07-13 21:42:59 +02:00
5f6ecbf6c8 implement visual feedback for copy building settings with shift + click gesture 2026-07-09 21:33:24 +02:00
c6db4bf24a first full balancing round 2026-07-08 20:27:25 +02:00
9573b9789a change repair_tool application and add beams for salvager and repair_tool 2026-06-19 21:15:47 +02:00
997a7778e0 first iteration of fable 5 on ship and module grids and recipes 2026-06-14 14:23:53 +02:00
69b35d2bfc fix config 2026-06-10 22:37:46 +02:00
42b51cc6f4 remove unnecessary modules for first playtest 2026-06-04 21:27:29 +02:00
9d0a60a93b define ship roles via added modules and allow multiple weapons 2026-06-01 23:05:21 +02:00
7e0104e9b8 fix config data paths 2026-04-29 21:32:32 +02:00