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10c5ad678f
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config
| Author | SHA1 | Date | |
|---|---|---|---|
| c44936d1fe | |||
| 68c1345660 | |||
| dbf334c829 | |||
| f225c1330e | |||
| fba98c928f | |||
| 282ace4c11 | |||
| 1ea1cc59fb | |||
| 123c544423 |
@@ -1,122 +1,36 @@
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||||
[[module]]
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id = "armor_plate"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "armor_plate_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 3
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fill_color = "#808080"
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glyph = "A"
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[module.health]
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added_hp_formula = "40"
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# modules.toml
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#
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# First real-content iteration: module ids and surface masks are the designed
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# content; stats, materials, and threat costs are placeholders until the
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# recipe and balancing passes.
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#
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# Surface mask footprint ladder — footprints gate which hulls can mount a
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# module, purely through geometry (see ships.toml for the matching hull
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# grids):
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#
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# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones
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# 1x2 maneuvering_thrusters, sensor_booster,
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# armor_plates frigate and up
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# 1x3 afterburner frigate and up (eats most of a frigate)
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# L-shape weapon_stabilizer, weapon_primer,
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# weapon_upgrade frigate and up
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# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls)
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# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls)
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# 2x6 drone_hangar carrier only
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# -----------------------------------------------------------------------------
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# Weapons
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# -----------------------------------------------------------------------------
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[[module]]
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id = "sensor_booster"
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id = "laser_cannon_s"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "sensor_booster_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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fill_color = "#40A0FF"
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glyph = "S"
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[module.sensor]
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added_sensor_range_m_formula = "50"
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[[module]]
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id = "manuvering_thrusters"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "manuvering_thrusters_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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fill_color = "#40A0FF"
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glyph = "Mt"
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[module.movement]
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multiplied_speed_mps_formula = "1.2"
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added_maneuvering_acceleration_mpss_formula = "10"
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[[module]]
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id = "afterburner"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "afterburner_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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fill_color = "#40A0FF"
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glyph = "Ab"
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[module.movement]
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multiplied_speed_mps_formula = "1.6"
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added_main_acceleration_mpss_formula = "60"
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[[module]]
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id = "weapon_upgrade"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"O ",
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]
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materials = [{item = "weapon_upgrade_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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fill_color = "#FF4040"
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glyph = "Wu"
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[module.weapon]
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multiplied_damage_formula = "1.2"
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[[module]]
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id = "weapon_primer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"O ",
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]
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materials = [{item = "weapon_primer_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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fill_color = "#FF4040"
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glyph = "Wp"
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[module.weapon]
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multiplied_attack_rate_hz_formula = "1.2"
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[[module]]
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id = "weapon_stabilizer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"O ",
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]
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materials = [{item = "weapon_stabilizer_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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fill_color = "#FF4040"
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glyph = "Ws"
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[module.weapon]
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multiplied_attack_range_m_formula = "1.5"
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multiplied_attack_rate_hz_formula = "0.8"
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[[module]]
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id = "laser_cannon_xs"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "iron_ore", amount = 1}]
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materials = [{item = "laser_cannon_s_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 0.5
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fill_color = "#FF8040"
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glyph = "L"
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glyph = "Ls"
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[module.weapon]
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damage_formula = "2"
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@@ -125,16 +39,16 @@ attack_rate_hz_formula = "2.0"
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[[module]]
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id = "laser_cannon_s"
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id = "laser_cannon_m"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"OO"]
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materials = [{item = "laser_cannon_s_module", amount = 1}]
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materials = [{item = "laser_cannon_m_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 0.5
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production_time_seconds = 2
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fill_color = "#FF8040"
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glyph = "L"
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glyph = "Lm"
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[module.weapon]
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damage_formula = "10"
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@@ -142,6 +56,28 @@ attack_range_m_formula = "70"
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attack_rate_hz_formula = "1.5"
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[[module]]
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id = "laser_cannon_l"
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unlock_at_station_level = -1
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surface_mask = [
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"OOO",
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"OOO",
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"OOO"]
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materials = [{item = "laser_cannon_l_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 8
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fill_color = "#FF8040"
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glyph = "Ll"
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[module.weapon]
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damage_formula = "40"
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attack_range_m_formula = "100"
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attack_rate_hz_formula = "0.8"
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# -----------------------------------------------------------------------------
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# Utility tools
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# -----------------------------------------------------------------------------
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[[module]]
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id = "salvager"
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unlock_at_station_level = -1
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@@ -171,3 +107,154 @@ glyph = "Rp"
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[module.repair]
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repair_rate_hz_formula = "5 + x"
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repair_range_m_formula = "800"
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# -----------------------------------------------------------------------------
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# Propulsion
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# -----------------------------------------------------------------------------
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[[module]]
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id = "afterburner"
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unlock_at_station_level = -1
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surface_mask = ["OOO"]
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materials = [{item = "afterburner_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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fill_color = "#40A0FF"
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glyph = "Ab"
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[module.movement]
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multiplied_speed_mps_formula = "1.6"
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added_main_acceleration_mpss_formula = "60"
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[[module]]
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id = "maneuvering_thrusters"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "maneuvering_thrusters_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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fill_color = "#40A0FF"
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glyph = "Mt"
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||||
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[module.movement]
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multiplied_speed_mps_formula = "1.2"
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added_maneuvering_acceleration_mpss_formula = "10"
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# -----------------------------------------------------------------------------
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# Defense & sensors
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# -----------------------------------------------------------------------------
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[[module]]
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id = "armor_plates"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "armor_plates_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 3
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fill_color = "#808080"
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glyph = "A"
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||||
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[module.health]
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added_hp_formula = "40"
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||||
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||||
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[[module]]
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id = "sensor_booster"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "sensor_booster_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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fill_color = "#40A0FF"
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glyph = "S"
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[module.sensor]
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added_sensor_range_m_formula = "50"
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# -----------------------------------------------------------------------------
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# Weapon modifiers
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# -----------------------------------------------------------------------------
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||||
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[[module]]
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id = "weapon_upgrade"
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unlock_at_station_level = -1
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||||
surface_mask = [
|
||||
"OO",
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||||
"OX",
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||||
]
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||||
materials = [{item = "weapon_upgrade_module", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 4
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||||
fill_color = "#FF4040"
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||||
glyph = "Wu"
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||||
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||||
[module.weapon]
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multiplied_damage_formula = "1.2"
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[[module]]
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id = "weapon_primer"
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unlock_at_station_level = -1
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surface_mask = [
|
||||
"OO",
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||||
"OX",
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]
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||||
materials = [{item = "weapon_primer_module", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 4
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fill_color = "#FF4040"
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||||
glyph = "Wp"
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||||
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[module.weapon]
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multiplied_attack_rate_hz_formula = "1.2"
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||||
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||||
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[[module]]
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id = "weapon_stabilizer"
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||||
unlock_at_station_level = -1
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||||
surface_mask = [
|
||||
"OO",
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||||
"OX",
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||||
]
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||||
materials = [{item = "weapon_stabilizer_module", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 4
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fill_color = "#FF4040"
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||||
glyph = "Ws"
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||||
|
||||
[module.weapon]
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multiplied_attack_range_m_formula = "1.5"
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multiplied_attack_rate_hz_formula = "0.8"
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# -----------------------------------------------------------------------------
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# Drone modules
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||||
#
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||||
# Footprint-only placeholders: the drone launching capability is not
|
||||
# implemented yet, so these modules define no capability section.
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||||
# -----------------------------------------------------------------------------
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||||
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[[module]]
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||||
id = "drone_bay"
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||||
unlock_at_station_level = -1
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||||
surface_mask = [
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"OO",
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||||
"OO"]
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materials = [{item = "drone_bay_module", amount = 1}]
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player_production_level = 1
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||||
production_time_seconds = 5
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fill_color = "#CC66FF"
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||||
glyph = "Db"
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||||
|
||||
|
||||
[[module]]
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||||
id = "drone_hangar"
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||||
unlock_at_station_level = -1
|
||||
surface_mask = [
|
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"OOOOOO",
|
||||
"OOOOOO"]
|
||||
materials = [{item = "drone_hangar_module", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 20
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||||
fill_color = "#9933CC"
|
||||
glyph = "Dh"
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||||
|
||||
@@ -1,3 +1,29 @@
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||||
# recipes.toml
|
||||
#
|
||||
# First real-content iteration of the production tree. Quantities and
|
||||
# durations are a first guess; the balancing pass will tune them and assign
|
||||
# real unlock_at_station_level values (everything is unlocked for now so the
|
||||
# full tree is testable).
|
||||
#
|
||||
# Input chain per game phase — each phase adds exactly one new base input:
|
||||
#
|
||||
# early iron_ore + copper_ore -> ingots -> copper_wire, steel_plate,
|
||||
# circuit_board
|
||||
# mid + titanium_ore -> titanium_frame; assembler-made
|
||||
# mechanical_parts, targeting_unit,
|
||||
# drive_unit
|
||||
# late + advanced_alloy -> reinforced_plating, capital_core.
|
||||
# advanced_alloy CANNOT be mined; it only
|
||||
# comes from reprocessing salvaged scrap,
|
||||
# so capital production requires combat.
|
||||
#
|
||||
# Run tools/verify_recipes.py after editing to check that every consumed
|
||||
# item has a producer and every item has a visuals.toml entry.
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Mining (tier 0)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "mine_iron_ore"
|
||||
building = "miner"
|
||||
@@ -12,6 +38,18 @@ inputs = []
|
||||
outputs = [{item = "copper_ore", amount = 1}]
|
||||
duration_seconds = 1.5
|
||||
|
||||
# Titanium is the midgame ore: mined three times slower than iron.
|
||||
[[recipe]]
|
||||
id = "mine_titanium_ore"
|
||||
building = "miner"
|
||||
inputs = []
|
||||
outputs = [{item = "titanium_ore", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Smelting (tier 1)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "iron_ingot"
|
||||
building = "smelter"
|
||||
@@ -27,54 +65,17 @@ outputs = [{item = "copper_ingot", amount = 1}]
|
||||
duration_seconds = 2.5
|
||||
|
||||
[[recipe]]
|
||||
id = "circuit_board"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_ingot", amount = 2}]
|
||||
outputs = [{item = "circuit_board", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_hull"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "drone_hull", amount = 1}]
|
||||
id = "titanium_ingot"
|
||||
building = "smelter"
|
||||
inputs = [{item = "titanium_ore", amount = 3}]
|
||||
outputs = [{item = "titanium_ingot", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_xs_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "laser_cannon_xs_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_s_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount = 2}]
|
||||
outputs = [{item = "laser_cannon_s_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "salvager_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "salvager_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "repair_tool_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 2}]
|
||||
outputs = [{item = "repair_tool_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "building_blocks"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 4}]
|
||||
outputs = [{item = "building_block", amount = 10}]
|
||||
duration_seconds = 4.0
|
||||
# -----------------------------------------------------------------------------
|
||||
# Reprocessing
|
||||
#
|
||||
# The only source of advanced_alloy: salvaged scrap from destroyed ships.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "reprocessing_cycle"
|
||||
@@ -85,15 +86,354 @@ duration_seconds = 3.0
|
||||
[[recipe.outputs]]
|
||||
item = "iron_ingot"
|
||||
amount = 2
|
||||
probability = 0.6
|
||||
probability = 0.45
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "circuit_board"
|
||||
item = "copper_ingot"
|
||||
amount = 1
|
||||
probability = 0.3
|
||||
probability = 0.25
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "titanium_ingot"
|
||||
amount = 1
|
||||
probability = 0.15
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "advanced_alloy"
|
||||
amount = 1
|
||||
probability = 0.1
|
||||
probability = 0.15
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Basic components (tier 2, early game)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "copper_wire"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_ingot", amount = 1}]
|
||||
outputs = [{item = "copper_wire", amount = 2}]
|
||||
duration_seconds = 1.5
|
||||
|
||||
[[recipe]]
|
||||
id = "steel_plate"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 2}]
|
||||
outputs = [{item = "steel_plate", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "circuit_board"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "circuit_board", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "building_blocks"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 4}]
|
||||
outputs = [{item = "building_block", amount = 10}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Advanced components (tier 3, midgame)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "mechanical_parts"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "iron_ingot", amount = 1}]
|
||||
outputs = [{item = "mechanical_parts", amount = 2}]
|
||||
duration_seconds = 2.5
|
||||
|
||||
[[recipe]]
|
||||
id = "targeting_unit"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
|
||||
outputs = [{item = "targeting_unit", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drive_unit"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "steel_plate", amount = 1},
|
||||
{item = "mechanical_parts", amount = 1},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "drive_unit", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "titanium_frame"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "titanium_ingot", amount = 2}, {item = "steel_plate", amount = 1}]
|
||||
outputs = [{item = "titanium_frame", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Capital components (tier 4, lategame — gated on advanced_alloy)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "reinforced_plating"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 2}, {item = "advanced_alloy", amount = 1}]
|
||||
outputs = [{item = "reinforced_plating", amount = 1}]
|
||||
duration_seconds = 5.0
|
||||
|
||||
[[recipe]]
|
||||
id = "capital_core"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "targeting_unit", amount = 1},
|
||||
{item = "drive_unit", amount = 1},
|
||||
{item = "advanced_alloy", amount = 2},
|
||||
]
|
||||
outputs = [{item = "capital_core", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Module items — early game
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_s_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "laser_cannon_s_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "salvager_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "salvager_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "repair_tool_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
|
||||
outputs = [{item = "repair_tool_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "armor_plates_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 2}]
|
||||
outputs = [{item = "armor_plates_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "sensor_booster_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "circuit_board", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "sensor_booster_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "maneuvering_thrusters_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "mechanical_parts", amount = 1}, {item = "copper_wire", amount = 1}]
|
||||
outputs = [{item = "maneuvering_thrusters_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Module items — midgame
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "afterburner_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "drive_unit", amount = 1}, {item = "steel_plate", amount = 1}]
|
||||
outputs = [{item = "afterburner_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_upgrade_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "steel_plate", amount = 1}]
|
||||
outputs = [{item = "weapon_upgrade_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_primer_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "weapon_primer_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_stabilizer_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "mechanical_parts", amount = 1}]
|
||||
outputs = [{item = "weapon_stabilizer_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_m_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "titanium_frame", amount = 1}]
|
||||
outputs = [{item = "laser_cannon_m_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_bay_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 1},
|
||||
{item = "mechanical_parts", amount = 1},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "drone_bay_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Module items — lategame
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_l_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "targeting_unit", amount = 2},
|
||||
{item = "reinforced_plating", amount = 2},
|
||||
{item = "titanium_frame", amount = 1},
|
||||
]
|
||||
outputs = [{item = "laser_cannon_l_module", amount = 1}]
|
||||
duration_seconds = 12.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_hangar_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capital_core", amount = 1},
|
||||
{item = "titanium_frame", amount = 2},
|
||||
{item = "reinforced_plating", amount = 2},
|
||||
]
|
||||
outputs = [{item = "drone_hangar_module", amount = 1}]
|
||||
duration_seconds = 20.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Ship hulls
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "drone_hull", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "frigate_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "steel_plate", amount = 3},
|
||||
{item = "mechanical_parts", amount = 1},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "frigate_hull", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
|
||||
[[recipe]]
|
||||
id = "destroyer_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "steel_plate", amount = 5},
|
||||
{item = "mechanical_parts", amount = 2},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "destroyer_hull", amount = 1}]
|
||||
duration_seconds = 10.0
|
||||
|
||||
[[recipe]]
|
||||
id = "cruiser_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 2},
|
||||
{item = "steel_plate", amount = 4},
|
||||
{item = "drive_unit", amount = 1},
|
||||
]
|
||||
outputs = [{item = "cruiser_hull", amount = 1}]
|
||||
duration_seconds = 15.0
|
||||
|
||||
[[recipe]]
|
||||
id = "battlecruiser_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 3},
|
||||
{item = "steel_plate", amount = 6},
|
||||
{item = "drive_unit", amount = 1},
|
||||
{item = "targeting_unit", amount = 1},
|
||||
]
|
||||
outputs = [{item = "battlecruiser_hull", amount = 1}]
|
||||
duration_seconds = 20.0
|
||||
|
||||
[[recipe]]
|
||||
id = "battleship_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 4},
|
||||
{item = "reinforced_plating", amount = 2},
|
||||
{item = "drive_unit", amount = 2},
|
||||
]
|
||||
outputs = [{item = "battleship_hull", amount = 1}]
|
||||
duration_seconds = 30.0
|
||||
|
||||
[[recipe]]
|
||||
id = "dreadnought_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capital_core", amount = 1},
|
||||
{item = "titanium_frame", amount = 6},
|
||||
{item = "reinforced_plating", amount = 4},
|
||||
{item = "drive_unit", amount = 2},
|
||||
]
|
||||
outputs = [{item = "dreadnought_hull", amount = 1}]
|
||||
duration_seconds = 60.0
|
||||
|
||||
[[recipe]]
|
||||
id = "carrier_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capital_core", amount = 1},
|
||||
{item = "titanium_frame", amount = 5},
|
||||
{item = "reinforced_plating", amount = 3},
|
||||
{item = "drive_unit", amount = 2},
|
||||
]
|
||||
outputs = [{item = "carrier_hull", amount = 1}]
|
||||
duration_seconds = 60.0
|
||||
|
||||
@@ -1,8 +1,25 @@
|
||||
# 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 four m guns, or exactly one 3x3 l gun at heavy
|
||||
# opportunity cost
|
||||
# xl dreadnought, carrier dreadnought fits three l guns but no drone
|
||||
# hangar; carrier fits one drone hangar (2x6)
|
||||
# but no l gun (its deck rows are broken up
|
||||
# by elevator shafts)
|
||||
|
||||
[[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 +41,255 @@ 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.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.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.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.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 — 24 cells: a broadside hull with notched flanks on every other
|
||||
# row. Fits four 2x2 m guns (two per gun deck) with the bow, stern, and flank
|
||||
# cells left for supports. All 3x3 placements crowd the center columns, so at
|
||||
# most ONE l gun fits — and mounting it blocks every m gun mount, leaving
|
||||
# only narrow support strips. The notched rows are never adjacent-and-full,
|
||||
# so no 2x6 drone hangar fits.
|
||||
[[ship]]
|
||||
id = "battleship"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XOOOOX",
|
||||
"OOOOOO",
|
||||
"XOOOOX",
|
||||
"OOOOOO",
|
||||
"XOOOOX",
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "battleship_hull", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 60
|
||||
|
||||
[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 — 36 cells: the main battery deck is split into three 3x3 gun
|
||||
# slots by structural spacer columns, so exactly three l guns fit side by
|
||||
# side (or m guns / supports in unused slots). The spacers cap every
|
||||
# horizontal run at 5 cells, so the 2x6 drone hangar can never fit — carriers
|
||||
# stay the only hangar hull. Bow and stern strips hold supports.
|
||||
[[ship]]
|
||||
id = "dreadnought"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XXXOOOOOXXX",
|
||||
"OOOXOOOXOOO",
|
||||
"OOOXOOOXOOO",
|
||||
"OOOXOOOXOOO",
|
||||
"XXOOXXXOOXX",
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "dreadnought_hull", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 120
|
||||
|
||||
[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.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
|
||||
|
||||
@@ -106,6 +106,8 @@ glyph = "E"
|
||||
# drawn around it. One section per ItemType.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
# --- ores ---
|
||||
|
||||
[items.iron_ore]
|
||||
fill = "#8a5a4a"
|
||||
outline = "#201010"
|
||||
@@ -114,6 +116,12 @@ outline = "#201010"
|
||||
fill = "#c47a3a"
|
||||
outline = "#3a1a0a"
|
||||
|
||||
[items.titanium_ore]
|
||||
fill = "#9aa3ad"
|
||||
outline = "#2a2e33"
|
||||
|
||||
# --- ingots ---
|
||||
|
||||
[items.iron_ingot]
|
||||
fill = "#b0b0b8"
|
||||
outline = "#202028"
|
||||
@@ -122,30 +130,80 @@ outline = "#202028"
|
||||
fill = "#d48a4a"
|
||||
outline = "#402010"
|
||||
|
||||
[items.circuit_board]
|
||||
fill = "#2ea35a"
|
||||
outline = "#0a2a14"
|
||||
[items.titanium_ingot]
|
||||
fill = "#c8d2dc"
|
||||
outline = "#3a4048"
|
||||
|
||||
[items.advanced_alloy]
|
||||
fill = "#a06acc"
|
||||
outline = "#201030"
|
||||
|
||||
[items.building_block]
|
||||
fill = "#c8b070"
|
||||
outline = "#302810"
|
||||
# --- salvage loop ---
|
||||
|
||||
[items.scrap]
|
||||
fill = "#7a7268"
|
||||
outline = "#201a14"
|
||||
|
||||
[items.drone_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#1402b3"
|
||||
[items.advanced_alloy]
|
||||
fill = "#a06acc"
|
||||
outline = "#201030"
|
||||
|
||||
[items.laser_cannon_xs_module]
|
||||
# --- basic components ---
|
||||
|
||||
[items.copper_wire]
|
||||
fill = "#e09a50"
|
||||
outline = "#3a2008"
|
||||
|
||||
[items.steel_plate]
|
||||
fill = "#8a92a0"
|
||||
outline = "#22262c"
|
||||
|
||||
[items.circuit_board]
|
||||
fill = "#2ea35a"
|
||||
outline = "#0a2a14"
|
||||
|
||||
[items.building_block]
|
||||
fill = "#c8b070"
|
||||
outline = "#302810"
|
||||
|
||||
# --- advanced components ---
|
||||
|
||||
[items.mechanical_parts]
|
||||
fill = "#6f7a66"
|
||||
outline = "#1c2018"
|
||||
|
||||
[items.targeting_unit]
|
||||
fill = "#3a9e8c"
|
||||
outline = "#0c2824"
|
||||
|
||||
[items.drive_unit]
|
||||
fill = "#4a6ad0"
|
||||
outline = "#101a38"
|
||||
|
||||
[items.titanium_frame]
|
||||
fill = "#b8c4d4"
|
||||
outline = "#343c48"
|
||||
|
||||
# --- capital components ---
|
||||
|
||||
[items.reinforced_plating]
|
||||
fill = "#8a6ad0"
|
||||
outline = "#1c1038"
|
||||
|
||||
[items.capital_core]
|
||||
fill = "#b040d0"
|
||||
outline = "#280c30"
|
||||
|
||||
# --- module items ---
|
||||
|
||||
[items.laser_cannon_s_module]
|
||||
fill = "#691313"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
[items.laser_cannon_m_module]
|
||||
fill = "#892020"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
[items.laser_cannon_l_module]
|
||||
fill = "#a92d2d"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
[items.salvager_module]
|
||||
fill = "#b2cfdd"
|
||||
outline = "#236137"
|
||||
@@ -154,6 +212,76 @@ outline = "#236137"
|
||||
fill = "#2e9ba3"
|
||||
outline = "#689275"
|
||||
|
||||
[items.armor_plates_module]
|
||||
fill = "#808080"
|
||||
outline = "#202020"
|
||||
|
||||
[items.sensor_booster_module]
|
||||
fill = "#40a0ff"
|
||||
outline = "#102840"
|
||||
|
||||
[items.maneuvering_thrusters_module]
|
||||
fill = "#5090e0"
|
||||
outline = "#142438"
|
||||
|
||||
[items.afterburner_module]
|
||||
fill = "#6080c0"
|
||||
outline = "#182030"
|
||||
|
||||
[items.weapon_upgrade_module]
|
||||
fill = "#ff4040"
|
||||
outline = "#401010"
|
||||
|
||||
[items.weapon_primer_module]
|
||||
fill = "#e03838"
|
||||
outline = "#380e0e"
|
||||
|
||||
[items.weapon_stabilizer_module]
|
||||
fill = "#c03030"
|
||||
outline = "#300c0c"
|
||||
|
||||
[items.drone_bay_module]
|
||||
fill = "#cc66ff"
|
||||
outline = "#331040"
|
||||
|
||||
[items.drone_hangar_module]
|
||||
fill = "#9933cc"
|
||||
outline = "#260c33"
|
||||
|
||||
# --- ship hulls (outline matches the ship's fleet color in [ships.*]) ---
|
||||
|
||||
[items.drone_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#3366ff"
|
||||
|
||||
[items.frigate_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#44aaff"
|
||||
|
||||
[items.destroyer_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#33ccaa"
|
||||
|
||||
[items.cruiser_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#66cc33"
|
||||
|
||||
[items.battlecruiser_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#cccc33"
|
||||
|
||||
[items.battleship_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#ff9933"
|
||||
|
||||
[items.dreadnought_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#ff5533"
|
||||
|
||||
[items.carrier_hull]
|
||||
fill = "#1b1b1b"
|
||||
outline = "#cc66ff"
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Ships
|
||||
#
|
||||
@@ -164,6 +292,34 @@ 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)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
@@ -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"},
|
||||
]
|
||||
|
||||
194
docs/content_design.md
Normal file
194
docs/content_design.md
Normal file
@@ -0,0 +1,194 @@
|
||||
# Content Design — Ships & Modules
|
||||
|
||||
First real-content iterations (June 2026). Pass 1 defined ship hull grids and
|
||||
module surface masks; pass 2 defined the production tree (recipes). Stats and
|
||||
threat costs in the config files are still placeholders for the balancing
|
||||
pass.
|
||||
|
||||
## 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 | carrier (only) |
|
||||
|
||||
### 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, 24 cells)** — broadside hull with notched flanks on every
|
||||
other row. Fits four 2x2 m guns (two per gun deck) — one more than the
|
||||
battlecruiser — with bow, stern, and flank cells for supports. All 3x3
|
||||
placements crowd the center columns, so at most ONE l gun fits: mounted
|
||||
center it blocks every m gun mount (pure support strips remain), mounted
|
||||
offset it still allows two m guns. The notched rows are never adjacent-and-
|
||||
full, so no 2x6 drone hangar fits.
|
||||
|
||||
XOOOOX
|
||||
OOOOOO
|
||||
XOOOOX
|
||||
OOOOOO
|
||||
XOOOOX
|
||||
|
||||
**dreadnought (xl, 36 cells)** — the main battery deck is split into three
|
||||
3x3 gun slots by structural spacer columns, so exactly three l guns fit side
|
||||
by side (or m guns / supports in unused slots), plus bow/stern strips for
|
||||
supports. The spacers cap every horizontal run at 5 cells, so the 2x6 drone
|
||||
hangar can never fit — the carrier stays the only hangar hull.
|
||||
|
||||
XXXOOOOOXXX
|
||||
OOOXOOOXOOO
|
||||
OOOXOOOXOOO
|
||||
OOOXOOOXOOO
|
||||
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) with `tools/verify_layouts.py` — re-run it after editing
|
||||
layout grids or surface masks:
|
||||
|
||||
python dota_factory/tools/verify_layouts.py
|
||||
|
||||
| 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 | |
|
||||
| 2x6 | | | | | | | | x |
|
||||
|
||||
Maximum simultaneous (disjoint) placements: m guns — cruiser 2,
|
||||
battlecruiser 3, battleship 4; l guns — battleship 1, dreadnought 3;
|
||||
drone hangar — carrier 1.
|
||||
|
||||
## Production tree
|
||||
|
||||
Design principle: each game phase adds exactly one new base input chain, so
|
||||
factory complexity ramps alongside ship size.
|
||||
|
||||
| Phase | New input | How acquired | Unlocks |
|
||||
|-------|-----------|--------------|---------|
|
||||
| early | iron_ore, copper_ore | mined | drone, frigate, destroyer; small guns and basic supports |
|
||||
| mid | titanium_ore | mined (3x slower than iron) | cruiser, battlecruiser; m guns, drone bay, weapon modifiers |
|
||||
| late | advanced_alloy | ONLY from reprocessing salvaged scrap | battleship, dreadnought, carrier; l guns, drone hangar |
|
||||
|
||||
The advanced_alloy gate is the core loop hook: capital ship production
|
||||
requires fighting (salvaging scrap from kills and reprocessing it), not just
|
||||
mining. The reprocessing plant turns 5 scrap into iron/copper/titanium ingots
|
||||
or advanced_alloy probabilistically.
|
||||
|
||||
Intermediate components, by tier:
|
||||
|
||||
- **Tier 2 (early):** copper_wire (copper), steel_plate (iron), circuit_board
|
||||
(iron + wire), building_block (iron).
|
||||
- **Tier 3 (mid):** mechanical_parts (steel + iron), targeting_unit (circuits
|
||||
+ wire), drive_unit (steel + mechanical_parts + circuit), titanium_frame
|
||||
(titanium + steel).
|
||||
- **Tier 4 (late):** reinforced_plating (steel + advanced_alloy),
|
||||
capital_core (targeting_unit + drive_unit + 2 advanced_alloy).
|
||||
|
||||
Hulls and modules consume intermediates of their tier: early items are built
|
||||
from tier-2 parts, midgame items require tier-3 parts (deeper chains, more
|
||||
assemblers), capital items require tier-4 parts (and therefore combat). Hull
|
||||
items are named `<ship>_hull`; module items `<module>_module`. Every item has
|
||||
an `[items.*]` entry in visuals.toml; hull item outlines match the ship's
|
||||
fleet color from `[ships.*]`.
|
||||
|
||||
Consistency is checked by `tools/verify_recipes.py` — re-run it after editing
|
||||
recipes, ship/module materials, or visuals:
|
||||
|
||||
python dota_factory/tools/verify_recipes.py
|
||||
|
||||
It verifies every consumed item has a producer, every item has a visuals
|
||||
entry, flags orphaned items, and prints which items are reprocessing-only
|
||||
(currently exactly advanced_alloy).
|
||||
|
||||
## 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 and all assembler recipes are `unlock_at_station_level = -1`
|
||||
(available from the start) to make testing easy; the balancing pass should
|
||||
stagger these so mid/lategame recipes drop as schematics from enemy defence
|
||||
stations.
|
||||
- Recipe quantities and durations are a first guess, deliberately roughly
|
||||
tiered (capital hulls ~60 s, drones 4 s); the balancing pass tunes them.
|
||||
- `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.
|
||||
@@ -349,27 +349,30 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
|
||||
### Layout
|
||||
|
||||
The screen is divided into three vertical sections:
|
||||
The screen is divided into two columns: a main column (75% width) containing the header bar and game world, and a side panel column (25% width) containing the three UI panels stacked vertically:
|
||||
|
||||
```
|
||||
+--------------------------------------------------+
|
||||
| Header Bar |
|
||||
+--------------------------------------------------+
|
||||
| |
|
||||
| Game World (70%) |
|
||||
| |
|
||||
+-----------------+-----------------+--------------+
|
||||
| Selected | Build Button | Blueprint |
|
||||
| Building Panel | Grid | Panel |
|
||||
| (left) | (center) | (right) |
|
||||
+-----------------+-----------------+--------------+
|
||||
+--------------------------------------+--------------+
|
||||
| Header Bar | |
|
||||
+--------------------------------------+ Selected |
|
||||
| | Building |
|
||||
| | Panel |
|
||||
| +--------------+
|
||||
| Game World | Build |
|
||||
| | Button |
|
||||
| | Grid |
|
||||
| +--------------+
|
||||
| | Blueprint |
|
||||
| | Panel |
|
||||
+--------------------------------------+--------------+
|
||||
(75% width) (25% width)
|
||||
```
|
||||
|
||||
- REQ-UI-HEADER: The header bar spans the full width above the game world and always shows the elapsed survival time and the current global building blocks stock on the left, the boss wave counter and boss countdown (REQ-UI-BOSS-STATUS) to the left of the speed buttons, and game speed controls on the right.
|
||||
- REQ-UI-HEADER: The header bar spans the width of the game world column (75% of the screen width) and always shows the elapsed survival time and the current global building blocks stock on the left, the boss wave counter and boss countdown (REQ-UI-BOSS-STATUS) to the left of the speed buttons, and game speed controls on the right.
|
||||
- REQ-UI-BOSS-STATUS: The header bar displays, to the left of the speed buttons, the current boss wave counter (REQ-WAV-BOSS-COUNTER) and the time remaining on the boss countdown (REQ-WAV-BOSS-COUNTDOWN). The boss wave counter is shown as `Boss Wave #<x>` and the countdown as `Next boss: <M:SS>`, where `<M:SS>` is the remaining seconds formatted as whole minutes and two-digit seconds. Both values update continuously as the simulation runs.
|
||||
- REQ-UI-SPEED: The game speed controls in the header bar are buttons for 0×, 0.5×, 1×, 2×, and 4× speed. The currently active speed is shown as selected. All game simulation (production, movement, threat accumulation, wave timing) scales with the selected speed. 0× pauses the game.
|
||||
- REQ-UI-WORLD-HEIGHT: The game world view occupies 70% of the remaining screen height below the header bar.
|
||||
- REQ-UI-PANEL-HEIGHT: The UI panel occupies the remaining 30% of the screen height, split horizontally into a selected building panel (left), a build button grid (center), and a blueprint panel (right).
|
||||
- REQ-UI-WORLD-SIZE: The game world view occupies the full height below the header bar in the main column (75% of the screen width).
|
||||
- REQ-UI-PANEL-COLUMN: The side panel column occupies 25% of the screen width and the full screen height. It is divided into three equal-height panels stacked top to bottom: selected building panel (top), build button grid (middle), and blueprint panel (bottom).
|
||||
|
||||
### Game World
|
||||
|
||||
@@ -394,6 +397,9 @@ The screen is divided into three vertical sections:
|
||||
- REQ-UI-DEBUG-OVERLAY: While debug draw mode is active (REQ-UI-DEBUG-DRAW), a text overlay is drawn in the upper left corner of the game world view. The overlay has a semi-transparent black background sized to fit its content. It displays the following lines of text:
|
||||
- `Accumulated Threat Level: <level>` — where `<level>` is the current accumulated threat level (see REQ-WAV-THREAT-RATE).
|
||||
- `Time until Wave: <time_s>` — where `<time_s>` is the remaining time in seconds on the normal-wave inter-wave gap timer (see REQ-WAV-GAP). During a quiet window the gap timer is frozen; the displayed value reflects that frozen state.
|
||||
- `Threat Accumulation Rate: <rate> threat/s` — the rate at which the accumulated threat level is currently increasing (see REQ-WAV-THREAT-RATE). During a quiet window (REQ-WAV-QUIET), this is 0, reflecting that accumulation is currently paused.
|
||||
- `Max Factory Production: <rate> threat/s` — the threat-equivalent of the factory's total possible production: 1 threat/second for each completed (operational, not under construction) miner, smelter, assembler, reprocessing plant, and shipyard. One second of production equals one threat (see REQ-MOD-THREAT).
|
||||
- `Current Factory Production: <rate> threat/s` — the threat-equivalent of the factory's current production: 1 threat/second for each completed miner, smelter, assembler, reprocessing plant, or shipyard that currently has an active production cycle (see REQ-MAT-CYCLE; for shipyards, an in-progress production cycle per REQ-BLD-SHIPYARD).
|
||||
|
||||
### Escape Menu
|
||||
|
||||
|
||||
@@ -756,13 +756,13 @@ void BeltSystem::routeSplitterItems()
|
||||
else if (preferA && !st.frontB)
|
||||
{
|
||||
// Preferred (A) is full — fall back to B; nextOutputIsA stays.
|
||||
st.frontB = BeltItemSlot{item, 0.0};
|
||||
st.frontB = BeltItemSlot{item, 0.75};
|
||||
routed = true;
|
||||
}
|
||||
else if (!preferA && !st.frontA)
|
||||
{
|
||||
// Preferred (B) is full — fall back to A; nextOutputIsA stays.
|
||||
st.frontA = BeltItemSlot{item, 0.0};
|
||||
st.frontA = BeltItemSlot{item, 0.75};
|
||||
routed = true;
|
||||
}
|
||||
// else both fronts occupied — back stays.
|
||||
@@ -963,3 +963,4 @@ void BeltSystem::forEachVisualItem(QRect viewportTiles,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -867,6 +867,44 @@ std::vector<ConstructionSite> BuildingSystem::allSites() const
|
||||
m_constructionQueue.end());
|
||||
}
|
||||
|
||||
namespace
|
||||
{
|
||||
bool isProductionBuildingType(BuildingType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case BuildingType::Miner:
|
||||
case BuildingType::Smelter:
|
||||
case BuildingType::Assembler:
|
||||
case BuildingType::ReprocessingPlant:
|
||||
case BuildingType::Shipyard:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
int BuildingSystem::productionBuildingCount() const
|
||||
{
|
||||
int count = 0;
|
||||
for (const Building& b : m_buildings)
|
||||
{
|
||||
if (isProductionBuildingType(b.type)) { ++count; }
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
int BuildingSystem::activeProductionBuildingCount() const
|
||||
{
|
||||
int count = 0;
|
||||
for (const Building& b : m_buildings)
|
||||
{
|
||||
if (isProductionBuildingType(b.type) && b.production.has_value()) { ++count; }
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
std::vector<BuildingSystem::BeltTileInfo> BuildingSystem::allBeltTiles() const
|
||||
{
|
||||
std::vector<BeltTileInfo> result;
|
||||
|
||||
@@ -79,6 +79,14 @@ public:
|
||||
const ConstructionSite* findSite(BuildingId id) const;
|
||||
std::vector<Building> allBuildings() const;
|
||||
std::vector<ConstructionSite> allSites() const;
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
|
||||
// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
|
||||
int productionBuildingCount() const;
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above
|
||||
// that currently has an active production cycle.
|
||||
int activeProductionBuildingCount() const;
|
||||
std::vector<BeltTileInfo> allBeltTiles() const;
|
||||
bool isTileOccupied(QPoint tile) const;
|
||||
|
||||
|
||||
@@ -863,6 +863,21 @@ double Simulation::threatLevel() const
|
||||
return m_waveSystem->threatLevel();
|
||||
}
|
||||
|
||||
double Simulation::threatAccumulationRate() const
|
||||
{
|
||||
return m_waveSystem->threatAccumulationRate();
|
||||
}
|
||||
|
||||
double Simulation::maxFactoryProductionThreatRate() const
|
||||
{
|
||||
return static_cast<double>(m_buildingSystem->productionBuildingCount());
|
||||
}
|
||||
|
||||
double Simulation::currentFactoryProductionThreatRate() const
|
||||
{
|
||||
return static_cast<double>(m_buildingSystem->activeProductionBuildingCount());
|
||||
}
|
||||
|
||||
int Simulation::bossWaveCounter() const
|
||||
{
|
||||
return m_waveSystem->bossWaveCounter();
|
||||
|
||||
@@ -67,6 +67,9 @@ public:
|
||||
int buildingBlocksStock() const;
|
||||
bool isGameOver() const;
|
||||
double threatLevel() const;
|
||||
double threatAccumulationRate() const;
|
||||
double maxFactoryProductionThreatRate() const;
|
||||
double currentFactoryProductionThreatRate() const;
|
||||
int bossWaveCounter() const;
|
||||
Tick bossCountdownTicks() const;
|
||||
Tick normalGapRemainingTicks() const;
|
||||
|
||||
@@ -103,6 +103,16 @@ double WaveSystem::threatLevel() const
|
||||
return m_threatLevel;
|
||||
}
|
||||
|
||||
double WaveSystem::threatAccumulationRate() const
|
||||
{
|
||||
if (isInQuietWindow())
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
const double x = static_cast<double>(m_bossWaveCounter);
|
||||
return std::max(0.0, m_config.world.waves.threatRateFormula.evaluate(x));
|
||||
}
|
||||
|
||||
int WaveSystem::generation() const
|
||||
{
|
||||
return m_generation;
|
||||
|
||||
@@ -36,6 +36,11 @@ public:
|
||||
|
||||
double threatLevel() const;
|
||||
|
||||
// Current rate at which threatLevel() is increasing, in threat/second
|
||||
// (REQ-WAV-THREAT-RATE). 0 during a quiet window (REQ-WAV-QUIET) or when
|
||||
// the rate formula evaluates to a negative value.
|
||||
double threatAccumulationRate() const;
|
||||
|
||||
// Current enemy-station generation level (0 for initial set,
|
||||
// incremented by 1 after each push — REQ-PSH-STATION-STATS).
|
||||
int generation() const;
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#include "catch.hpp"
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
@@ -553,6 +555,64 @@ TEST_CASE("BeltSystem: splitter falls back to other output when preferred is blo
|
||||
REQUIRE_FALSE(bs.peekItem(Port{tileSpl, Rotation::South}).has_value());
|
||||
}
|
||||
|
||||
TEST_CASE("BeltSystem: splitter fallback enters the open output at progress 0.75", "[belt]")
|
||||
{
|
||||
// When the preferred output is blocked, the diverted item is dropped onto the
|
||||
// open output near its edge (progress 0.75) instead of at progress 0.0. This
|
||||
// closes the large gap that would otherwise appear between items leaving the
|
||||
// open side of a half-blocked splitter.
|
||||
//
|
||||
// Progress/tick = 0.25 so the 0.0-vs-0.75 entry position is observable: a
|
||||
// normally-routed item starts at 0.0, a fallback item starts at 0.75.
|
||||
const double quarterSpeed = 0.25 * static_cast<double>(kTickRateHz);
|
||||
BeltSystem bs(quarterSpeed);
|
||||
|
||||
const QPoint tileSpl(1, 0);
|
||||
const QPoint tileB(1, 1); // South output belt; North output has no belt (blocked).
|
||||
|
||||
bs.placeSplitter(tileSpl, Rotation::North, Rotation::South);
|
||||
bs.placeBelt(tileB, Rotation::South);
|
||||
|
||||
// Reads a named item's progress along the South output via the rendering contract.
|
||||
// slotWorldPos maps a South-bound slot on tileSpl (y = 0) to worldPos.y == progress.
|
||||
// Matching by id avoids the blocked North item, which also renders at worldPos.y 0.
|
||||
auto southProgressOf = [&bs](const std::string& id) -> std::optional<double>
|
||||
{
|
||||
std::optional<double> progress;
|
||||
bs.forEachVisualItem(QRect(-5, -5, 20, 20), [&](VisualItem vi)
|
||||
{
|
||||
if (vi.type.id == id)
|
||||
{
|
||||
progress = vi.worldPos.y();
|
||||
}
|
||||
});
|
||||
return progress;
|
||||
};
|
||||
|
||||
// Permanently block output A: route one item to frontA where it sticks at 1.0
|
||||
// (North has no downstream tile, so it can never move out).
|
||||
bs.tryPutItem(tileSpl, makeItem("blockA"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> frontA at 0.0 (preferred A), nextOutputIsA = false
|
||||
bs.tick(); bs.tick(); bs.tick(); bs.tick(); // frontA: 0.25 -> 0.5 -> 0.75 -> 1.0 (stuck)
|
||||
|
||||
// Item routed to B as the *preferred* output enters at progress 0.0.
|
||||
bs.tryPutItem(tileSpl, makeItem("toB_pref"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> frontB at 0.0 (preferred B), nextOutputIsA = true
|
||||
REQUIRE(southProgressOf("toB_pref") == Approx(0.0));
|
||||
|
||||
// Let it traverse and hand off to the downstream belt, freeing frontB.
|
||||
bs.tick(); bs.tick(); bs.tick(); bs.tick(); // frontB: 0.25 -> 0.5 -> 0.75 -> 1.0 -> tileB
|
||||
|
||||
// Next item prefers A again (nextOutputIsA == true), but A is still blocked,
|
||||
// so it falls back to B — and must enter near the edge at progress 0.75.
|
||||
bs.tryPutItem(tileSpl, makeItem("toB_fallback"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> fallback routes to frontB at 0.75
|
||||
REQUIRE(southProgressOf("toB_fallback") == Approx(0.75));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Splitter — direct building input (no output belts)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -337,6 +337,85 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
|
||||
REQUIRE_FALSE(b->production.has_value());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// REQ-UI-DEBUG-OVERLAY production counts
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites", "[building]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
BeltSystem belts(cfg.world.beltSpeed_tps);
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
[](const std::string&) -> bool { return true; },
|
||||
rng);
|
||||
|
||||
const BuildingId minerId = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
const BuildingId smelterId = bs.place(BuildingType::Smelter, QPoint(10, 0), Rotation::East, 0);
|
||||
(void)smelterId;
|
||||
|
||||
Tick tick = 0;
|
||||
// Both still under construction.
|
||||
REQUIRE(bs.productionBuildingCount() == 0);
|
||||
|
||||
// The queue builds one at a time: miner (10s) completes at tick 300, then
|
||||
// the smelter (15s) starts and completes at tick 300 + 450 = 750.
|
||||
runTicks(bs, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
|
||||
REQUIRE(bs.productionBuildingCount() == 1);
|
||||
|
||||
runTicks(bs, belts, static_cast<int>(secondsToTicks(15.0)), tick);
|
||||
REQUIRE(bs.productionBuildingCount() == 2);
|
||||
|
||||
// Neither has a recipe selected, so neither has an active cycle.
|
||||
REQUIRE(bs.activeProductionBuildingCount() == 0);
|
||||
|
||||
bs.setRecipe(minerId, "mine_iron_ore");
|
||||
runTicks(bs, belts, 1, tick);
|
||||
REQUIRE(bs.activeProductionBuildingCount() == 1);
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: activeProductionBuildingCount tracks production cycle state",
|
||||
"[building]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
BeltSystem belts(cfg.world.beltSpeed_tps);
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
[](const std::string&) -> bool { return true; },
|
||||
rng);
|
||||
|
||||
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
bs.setRecipe(id, "mine_iron_ore");
|
||||
|
||||
Tick tick = 0;
|
||||
// Not yet operational while under construction.
|
||||
REQUIRE(bs.activeProductionBuildingCount() == 0);
|
||||
|
||||
// Construction completes at tick 300; cycle 1 starts the same tick (completesAt=330).
|
||||
runTicks(bs, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
|
||||
REQUIRE(bs.activeProductionBuildingCount() == 1);
|
||||
|
||||
// Run cycles 1 and 2 to completion (1s each); cycle 3 stalls once the
|
||||
// output buffer (capacity 2) is full (REQ-MAT-OUTPUT-BUFFER).
|
||||
runTicks(bs, belts, 2 * static_cast<int>(secondsToTicks(1.0)) + 1, tick);
|
||||
|
||||
const Building* b = bs.findBuilding(id);
|
||||
REQUIRE(b != nullptr);
|
||||
REQUIRE(static_cast<int>(b->outputBuffer.items.size()) == 2);
|
||||
REQUIRE_FALSE(b->production.has_value());
|
||||
REQUIRE(bs.activeProductionBuildingCount() == 0);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Belt pull → input buffer
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -51,6 +51,35 @@ TEST_CASE("WaveSystem: threat accumulates at boss wave counter rate", "[wave]")
|
||||
REQUIRE(ws.threatLevel() == Approx(1.0));
|
||||
}
|
||||
|
||||
TEST_CASE("WaveSystem: threatAccumulationRate matches the rate formula outside quiet windows",
|
||||
"[wave]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
std::mt19937 rng(42);
|
||||
WaveSystem ws(cfg, rng);
|
||||
|
||||
// threat_rate_formula = "x", boss wave counter starts at 1 → rate = 1 threat/s.
|
||||
REQUIRE(ws.threatAccumulationRate() == Approx(1.0));
|
||||
}
|
||||
|
||||
TEST_CASE("WaveSystem: threatAccumulationRate is 0 during a quiet window", "[wave]")
|
||||
{
|
||||
GameConfig cfg = loadConfig();
|
||||
// Start with the boss countdown already at the pre-boss quiet threshold.
|
||||
cfg.world.waves.bossCountdownSeconds = cfg.world.waves.bossQuietBeforeSeconds;
|
||||
std::mt19937 rng(42);
|
||||
WaveSystem ws(cfg, rng);
|
||||
|
||||
REQUIRE(ws.threatAccumulationRate() == Approx(0.0));
|
||||
|
||||
const double before = ws.threatLevel();
|
||||
for (int i = 0; i < static_cast<int>(secondsToTicks(1.0)); ++i)
|
||||
{
|
||||
ws.tickThreatAccumulation();
|
||||
}
|
||||
REQUIRE(ws.threatLevel() == Approx(before));
|
||||
}
|
||||
|
||||
TEST_CASE("WaveSystem: generation starts at 0 and increments on station destruction", "[wave]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
#include <QPainter>
|
||||
#include <QPen>
|
||||
#include <QPolygonF>
|
||||
#include <QStringList>
|
||||
#include <QTimer>
|
||||
|
||||
#include "BeltSystem.h"
|
||||
@@ -924,10 +925,18 @@ void GameWorldView::drawDebugOverlay(QPainter& painter)
|
||||
{
|
||||
painter.resetTransform();
|
||||
|
||||
const QString line1 = tr("Accumulated Threat Level: %1")
|
||||
.arg(m_sim->threatLevel(), 0, 'f', 1);
|
||||
const QString line2 = tr("Time until Wave: %1s")
|
||||
.arg(ticksToSeconds(m_sim->normalGapRemainingTicks()), 0, 'f', 1);
|
||||
const QStringList lines = {
|
||||
tr("Accumulated Threat Level: %1")
|
||||
.arg(m_sim->threatLevel(), 0, 'f', 1),
|
||||
tr("Time until Wave: %1s")
|
||||
.arg(ticksToSeconds(m_sim->normalGapRemainingTicks()), 0, 'f', 1),
|
||||
tr("Threat Accumulation Rate: %1 threat/s")
|
||||
.arg(m_sim->threatAccumulationRate(), 0, 'f', 1),
|
||||
tr("Max Factory Production: %1 threat/s")
|
||||
.arg(m_sim->maxFactoryProductionThreatRate(), 0, 'f', 1),
|
||||
tr("Current Factory Production: %1 threat/s")
|
||||
.arg(m_sim->currentFactoryProductionThreatRate(), 0, 'f', 1),
|
||||
};
|
||||
|
||||
QFont font = painter.font();
|
||||
font.setPointSize(m_visuals->toast.fontSize);
|
||||
@@ -937,19 +946,26 @@ void GameWorldView::drawDebugOverlay(QPainter& painter)
|
||||
const int lineH = fm.height();
|
||||
const int padding = 8;
|
||||
const int spacing = 4;
|
||||
const int textW = std::max(fm.horizontalAdvance(line1),
|
||||
fm.horizontalAdvance(line2));
|
||||
|
||||
int textW = 0;
|
||||
for (const QString& line : lines)
|
||||
{
|
||||
textW = std::max(textW, fm.horizontalAdvance(line));
|
||||
}
|
||||
const int bgW = textW + padding * 2;
|
||||
const int bgH = lineH * 2 + spacing + padding * 2;
|
||||
const int bgH = lineH * lines.size() + spacing * (lines.size() - 1) + padding * 2;
|
||||
|
||||
const QRect bgRect(padding, padding, bgW, bgH);
|
||||
painter.fillRect(bgRect, QColor(0, 0, 0, 160));
|
||||
|
||||
painter.setPen(Qt::white);
|
||||
const QRect textRect1(padding * 2, padding + padding, textW, lineH);
|
||||
const QRect textRect2(padding * 2, textRect1.bottom() + spacing, textW, lineH);
|
||||
painter.drawText(textRect1, Qt::AlignLeft | Qt::AlignVCenter, line1);
|
||||
painter.drawText(textRect2, Qt::AlignLeft | Qt::AlignVCenter, line2);
|
||||
int y = padding * 2;
|
||||
for (const QString& line : lines)
|
||||
{
|
||||
const QRect textRect(padding * 2, y, textW, lineH);
|
||||
painter.drawText(textRect, Qt::AlignLeft | Qt::AlignVCenter, line);
|
||||
y += lineH + spacing;
|
||||
}
|
||||
}
|
||||
|
||||
void GameWorldView::drawBeams(QPainter& painter)
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
#include <QApplication>
|
||||
#include <QCloseEvent>
|
||||
#include <QFile>
|
||||
#include <QHBoxLayout>
|
||||
#include <QMessageBox>
|
||||
#include <QPushButton>
|
||||
#include <QResizeEvent>
|
||||
@@ -40,18 +39,18 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir, QWidget* p
|
||||
|
||||
m_gameWorldView = new GameWorldView(sim, &sim->config(), &m_visuals, this);
|
||||
|
||||
m_bottomPanel = new QWidget(this);
|
||||
QHBoxLayout* bottomLayout = new QHBoxLayout(m_bottomPanel);
|
||||
bottomLayout->setContentsMargins(0, 0, 0, 0);
|
||||
bottomLayout->setSpacing(0);
|
||||
m_sidePanel = new QWidget(this);
|
||||
QVBoxLayout* sideLayout = new QVBoxLayout(m_sidePanel);
|
||||
sideLayout->setContentsMargins(0, 0, 0, 0);
|
||||
sideLayout->setSpacing(0);
|
||||
|
||||
m_selectedBuildingPanel = new SelectedBuildingPanel(sim, &sim->config(), m_bottomPanel);
|
||||
m_buildButtonGrid = new BuildButtonGrid(&sim->config(), m_bottomPanel);
|
||||
m_blueprintPanel = new BlueprintPanel(sim, &sim->config(), m_bottomPanel);
|
||||
m_selectedBuildingPanel = new SelectedBuildingPanel(sim, &sim->config(), m_sidePanel);
|
||||
m_buildButtonGrid = new BuildButtonGrid(&sim->config(), m_sidePanel);
|
||||
m_blueprintPanel = new BlueprintPanel(sim, &sim->config(), m_sidePanel);
|
||||
|
||||
bottomLayout->addWidget(m_selectedBuildingPanel, 1);
|
||||
bottomLayout->addWidget(m_buildButtonGrid, 1);
|
||||
bottomLayout->addWidget(m_blueprintPanel, 1);
|
||||
sideLayout->addWidget(m_selectedBuildingPanel, 1);
|
||||
sideLayout->addWidget(m_buildButtonGrid, 1);
|
||||
sideLayout->addWidget(m_blueprintPanel, 1);
|
||||
|
||||
m_gameWorldView->setFocus();
|
||||
|
||||
@@ -117,13 +116,12 @@ void MainWindow::layoutPanels()
|
||||
const int totalH = height();
|
||||
const int headerH = m_headerBar->sizeHint().height();
|
||||
if (headerH <= 0) { return; }
|
||||
const int remaining = totalH - headerH;
|
||||
const int gameH = remaining * 70 / 100;
|
||||
const int panelH = remaining - gameH;
|
||||
const int mainW = totalW * 75 / 100;
|
||||
const int sideW = totalW - mainW;
|
||||
|
||||
m_headerBar->setGeometry(0, 0, totalW, headerH);
|
||||
m_gameWorldView->setGeometry(0, headerH, totalW, gameH);
|
||||
m_bottomPanel->setGeometry(0, headerH + gameH, totalW, panelH);
|
||||
m_headerBar->setGeometry(0, 0, mainW, headerH);
|
||||
m_gameWorldView->setGeometry(0, headerH, mainW, totalH - headerH);
|
||||
m_sidePanel->setGeometry(mainW, 0, sideW, totalH);
|
||||
}
|
||||
|
||||
void MainWindow::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event)
|
||||
|
||||
@@ -59,7 +59,7 @@ private:
|
||||
SelectedBuildingPanel* m_selectedBuildingPanel;
|
||||
BuildButtonGrid* m_buildButtonGrid;
|
||||
BlueprintPanel* m_blueprintPanel;
|
||||
QWidget* m_bottomPanel;
|
||||
QWidget* m_sidePanel;
|
||||
|
||||
std::vector<ShipLayoutBlueprint> m_layoutBlueprints;
|
||||
};
|
||||
|
||||
170
tools/verify_layouts.py
Normal file
170
tools/verify_layouts.py
Normal file
@@ -0,0 +1,170 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Verify which module surface masks fit which ship layout grids.
|
||||
|
||||
Reads ships.toml and modules.toml, then checks every module footprint
|
||||
against every ship layout the same way the game does (all four mask
|
||||
rotations, every placement position). Prints three reports:
|
||||
|
||||
1. Fit matrix — can the footprint be placed on the hull at all?
|
||||
2. Max simultaneous — how many disjoint copies of a footprint fit at
|
||||
once (only computed for footprints of 4+ cells;
|
||||
smaller ones would be slow and uninteresting).
|
||||
3. Cell counts — buildable cells per hull.
|
||||
|
||||
Use it after editing layout grids or surface masks to confirm the
|
||||
footprint-gating rules in docs/content_design.md still hold, e.g. that
|
||||
no 2x2 area exists on s-class hulls or that the drone hangar fits the
|
||||
carrier only.
|
||||
|
||||
Usage (from the repository root or anywhere else):
|
||||
|
||||
python dota_factory/tools/verify_layouts.py
|
||||
python dota_factory/tools/verify_layouts.py --config-dir path/to/config
|
||||
|
||||
By default the config directory is resolved relative to this script
|
||||
(../bin/app/data/config). Requires the 'toml' package on Python < 3.11
|
||||
(pip install --user toml); on 3.11+ the standard tomllib is used.
|
||||
|
||||
The script is informational only — it always exits 0. Read the matrix
|
||||
and compare it against the intended gating in docs/content_design.md.
|
||||
"""
|
||||
|
||||
import argparse
|
||||
import os
|
||||
|
||||
|
||||
def load_toml(path):
|
||||
try:
|
||||
import tomllib
|
||||
with open(path, "rb") as fh:
|
||||
return tomllib.load(fh)
|
||||
except ImportError:
|
||||
import toml
|
||||
return toml.load(path)
|
||||
|
||||
|
||||
def grid_cells(rows):
|
||||
"""Set of (x, y) for every 'O' cell in a list of layout/mask strings."""
|
||||
return {(x, y)
|
||||
for y, row in enumerate(rows)
|
||||
for x, ch in enumerate(row)
|
||||
if ch == "O"}
|
||||
|
||||
|
||||
def rotate_cw(shape):
|
||||
height = max(y for x, y in shape) + 1
|
||||
return {(height - 1 - y, x) for x, y in shape}
|
||||
|
||||
|
||||
def normalize(shape):
|
||||
min_x = min(x for x, y in shape)
|
||||
min_y = min(y for x, y in shape)
|
||||
return frozenset((x - min_x, y - min_y) for x, y in shape)
|
||||
|
||||
|
||||
def orientations(shape):
|
||||
"""All distinct 90-degree rotations of a shape, normalized to (0, 0)."""
|
||||
result = []
|
||||
current = shape
|
||||
for _ in range(4):
|
||||
norm = normalize(current)
|
||||
if norm not in result:
|
||||
result.append(norm)
|
||||
current = rotate_cw(current)
|
||||
return result
|
||||
|
||||
|
||||
def placements(layout, shape):
|
||||
"""Every position (in any rotation) where shape fits fully on layout."""
|
||||
found = []
|
||||
layout_w = max(x for x, y in layout) + 1
|
||||
layout_h = max(y for x, y in layout) + 1
|
||||
for orient in orientations(shape):
|
||||
shape_w = max(x for x, y in orient) + 1
|
||||
shape_h = max(y for x, y in orient) + 1
|
||||
for off_x in range(layout_w - shape_w + 1):
|
||||
for off_y in range(layout_h - shape_h + 1):
|
||||
cells = frozenset((x + off_x, y + off_y) for x, y in orient)
|
||||
if cells <= layout and cells not in found:
|
||||
found.append(cells)
|
||||
return found
|
||||
|
||||
|
||||
def max_disjoint(layout, shape):
|
||||
"""Maximum number of non-overlapping placements of shape on layout."""
|
||||
options = placements(layout, shape)
|
||||
best = [0]
|
||||
|
||||
def recurse(start_index, used, count):
|
||||
if count > best[0]:
|
||||
best[0] = count
|
||||
for i in range(start_index, len(options)):
|
||||
if not (options[i] & used):
|
||||
recurse(i + 1, used | options[i], count + 1)
|
||||
|
||||
recurse(0, frozenset(), 0)
|
||||
return best[0]
|
||||
|
||||
|
||||
def shape_label(shape):
|
||||
width = max(x for x, y in shape) + 1
|
||||
height = max(y for x, y in shape) + 1
|
||||
if len(shape) == width * height:
|
||||
return "{}x{}".format(width, height)
|
||||
return "{}x{}-{}c".format(width, height, len(shape))
|
||||
|
||||
|
||||
def main():
|
||||
default_dir = os.path.normpath(os.path.join(
|
||||
os.path.dirname(os.path.abspath(__file__)),
|
||||
"..", "bin", "app", "data", "config"))
|
||||
parser = argparse.ArgumentParser(
|
||||
description="Check module surface masks against ship layout grids.")
|
||||
parser.add_argument("--config-dir", default=default_dir,
|
||||
help="directory containing ships.toml and modules.toml"
|
||||
" (default: %(default)s)")
|
||||
args = parser.parse_args()
|
||||
|
||||
ships = load_toml(os.path.join(args.config_dir, "ships.toml"))["ship"]
|
||||
modules = load_toml(os.path.join(args.config_dir, "modules.toml"))["module"]
|
||||
|
||||
layouts = [(s["id"], grid_cells(s["layout"])) for s in ships]
|
||||
|
||||
# Group modules that share the same footprint (up to rotation).
|
||||
footprint_modules = {} # canonical shape -> [module ids]
|
||||
for module in modules:
|
||||
shape = grid_cells(module["surface_mask"])
|
||||
canonical = min(orientations(shape), key=sorted)
|
||||
footprint_modules.setdefault(canonical, []).append(module["id"])
|
||||
footprints = sorted(footprint_modules.items(), key=lambda e: len(e[0]))
|
||||
|
||||
column_header = "".join("{:>8}".format(ship_id[:7])
|
||||
for ship_id, _ in layouts)
|
||||
|
||||
print("Fit matrix (YES = at least one placement exists)")
|
||||
print("{:48}{}".format("footprint (modules)", column_header))
|
||||
for shape, module_ids in footprints:
|
||||
name = "{:8}{}".format(shape_label(shape), ", ".join(module_ids))
|
||||
row = "".join("{:>8}".format("YES" if placements(layout, shape) else "-")
|
||||
for _, layout in layouts)
|
||||
print("{:48}{}".format(name[:47], row))
|
||||
|
||||
print()
|
||||
print("Max simultaneous (disjoint) placements, footprints of 4+ cells")
|
||||
print("{:48}{}".format("footprint (modules)", column_header))
|
||||
for shape, module_ids in footprints:
|
||||
if len(shape) < 4:
|
||||
continue
|
||||
name = "{:8}{}".format(shape_label(shape), ", ".join(module_ids))
|
||||
row = "".join("{:>8}".format(max_disjoint(layout, shape))
|
||||
for _, layout in layouts)
|
||||
print("{:48}{}".format(name[:47], row))
|
||||
|
||||
print()
|
||||
print("Buildable cells per hull")
|
||||
for ship_id, layout in layouts:
|
||||
print("{:16}{}".format(ship_id, len(layout)))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
132
tools/verify_recipes.py
Normal file
132
tools/verify_recipes.py
Normal file
@@ -0,0 +1,132 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Verify the recipe tree is closed and consistent.
|
||||
|
||||
Reads recipes.toml, ships.toml, modules.toml, and visuals.toml, then checks:
|
||||
|
||||
1. Producers — every item consumed anywhere (recipe inputs, ship hull
|
||||
materials, module materials) is produced by some recipe. 'scrap' is
|
||||
exempt: it drops from destroyed ships.
|
||||
2. Visuals — every item that exists in the economy has an [items.*]
|
||||
entry in visuals.toml, and visuals.toml has no entries for items
|
||||
that no longer exist.
|
||||
3. Orphans — items that are produced but never consumed (warning only;
|
||||
'building_block' is exempt: the HQ consumes it).
|
||||
|
||||
It also prints which items are obtainable ONLY through reprocessing —
|
||||
the combat-gated materials — so changes to that gate are visible.
|
||||
|
||||
Usage (from the repository root or anywhere else):
|
||||
|
||||
python dota_factory/tools/verify_recipes.py
|
||||
python dota_factory/tools/verify_recipes.py --config-dir path/to/config
|
||||
|
||||
By default the config directory is resolved relative to this script
|
||||
(../bin/app/data/config). Requires the 'toml' package on Python < 3.11
|
||||
(pip install --user toml); on 3.11+ the standard tomllib is used.
|
||||
|
||||
Exits 1 if a producer or visuals check fails, 0 otherwise (warnings do
|
||||
not affect the exit code).
|
||||
"""
|
||||
|
||||
import argparse
|
||||
import os
|
||||
import sys
|
||||
|
||||
|
||||
WORLD_SOURCED_ITEMS = {"scrap"} # dropped by destroyed ships
|
||||
IMPLICITLY_CONSUMED_ITEMS = {"building_block"} # consumed by the HQ
|
||||
|
||||
|
||||
def load_toml(path):
|
||||
try:
|
||||
import tomllib
|
||||
with open(path, "rb") as fh:
|
||||
return tomllib.load(fh)
|
||||
except ImportError:
|
||||
import toml
|
||||
return toml.load(path)
|
||||
|
||||
|
||||
def main():
|
||||
default_dir = os.path.normpath(os.path.join(
|
||||
os.path.dirname(os.path.abspath(__file__)),
|
||||
"..", "bin", "app", "data", "config"))
|
||||
parser = argparse.ArgumentParser(
|
||||
description="Check recipe tree consistency across the config files.")
|
||||
parser.add_argument("--config-dir", default=default_dir,
|
||||
help="directory containing the config toml files"
|
||||
" (default: %(default)s)")
|
||||
args = parser.parse_args()
|
||||
|
||||
recipes = load_toml(os.path.join(args.config_dir, "recipes.toml"))["recipe"]
|
||||
ships = load_toml(os.path.join(args.config_dir, "ships.toml"))["ship"]
|
||||
modules = load_toml(os.path.join(args.config_dir, "modules.toml"))["module"]
|
||||
visuals = load_toml(os.path.join(args.config_dir, "visuals.toml"))
|
||||
|
||||
produced = {} # item id -> [producer descriptions]
|
||||
consumed = {} # item id -> [consumer descriptions]
|
||||
|
||||
for recipe in recipes:
|
||||
for output in recipe.get("outputs", []):
|
||||
produced.setdefault(output["item"], []).append(
|
||||
"recipe '{}'".format(recipe["id"]))
|
||||
for inp in recipe.get("inputs", []):
|
||||
consumed.setdefault(inp["item"], []).append(
|
||||
"recipe '{}'".format(recipe["id"]))
|
||||
|
||||
for ship in ships:
|
||||
for material in ship["schematic"]["materials"]:
|
||||
consumed.setdefault(material["item"], []).append(
|
||||
"ship '{}'".format(ship["id"]))
|
||||
|
||||
for module in modules:
|
||||
for material in module["materials"]:
|
||||
consumed.setdefault(material["item"], []).append(
|
||||
"module '{}'".format(module["id"]))
|
||||
|
||||
all_items = set(produced) | set(consumed) | WORLD_SOURCED_ITEMS
|
||||
visual_items = set(visuals.get("items", {}))
|
||||
|
||||
errors = []
|
||||
warnings = []
|
||||
|
||||
for item in sorted(consumed):
|
||||
if item not in produced and item not in WORLD_SOURCED_ITEMS:
|
||||
errors.append("no producer for '{}' (consumed by {})".format(
|
||||
item, ", ".join(sorted(set(consumed[item])))))
|
||||
|
||||
for item in sorted(all_items - visual_items):
|
||||
errors.append("no [items.{}] entry in visuals.toml".format(item))
|
||||
for item in sorted(visual_items - all_items):
|
||||
warnings.append("visuals.toml entry [items.{}] matches no known item"
|
||||
.format(item))
|
||||
|
||||
for item in sorted(produced):
|
||||
if item not in consumed and item not in IMPLICITLY_CONSUMED_ITEMS:
|
||||
warnings.append("'{}' is produced but never consumed (by {})"
|
||||
.format(item, ", ".join(sorted(set(produced[item])))))
|
||||
|
||||
reprocessing_only = sorted(
|
||||
item for item, producers in produced.items()
|
||||
if all("reprocessing" in p for p in producers))
|
||||
|
||||
print("{} items, {} recipes, {} ships, {} modules".format(
|
||||
len(all_items), len(recipes), len(ships), len(modules)))
|
||||
print("obtainable only via reprocessing: {}".format(
|
||||
", ".join(reprocessing_only) if reprocessing_only else "(none)"))
|
||||
print()
|
||||
|
||||
for warning in warnings:
|
||||
print("WARNING: {}".format(warning))
|
||||
for error in errors:
|
||||
print("ERROR: {}".format(error))
|
||||
if not errors and not warnings:
|
||||
print("all checks passed")
|
||||
elif not errors:
|
||||
print("no errors")
|
||||
|
||||
return 1 if errors else 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
Reference in New Issue
Block a user