7 Commits

Author SHA1 Message Date
528366af65 refinement 2026-07-02 21:42:10 +02:00
df6469e4d6 Rewrite progression_design.md as rules/principles document
Turn the rough draft into structured rules for the production tree,
progression pacing, and balancing: resource phases, ratio curve,
shortcut recipes, refactorability, cost archetypes, threat model,
drop pacing, scrap/block economies, and numeric guardrails.

Includes agreed decisions: ship scrap derived from threat via a
scrap_per_threat key, no duplicate schematic drops (Mk2 upgrade
recipes deferred to future work), removal of ship levels, and an
action-item list for the follow-up requirements/code changes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-02 21:42:10 +02:00
a6ccb16daa add first draft 2026-07-02 21:42:09 +02:00
58d4586d00 update concept.md 2026-07-02 21:36:42 +02:00
18e732ae99 Remove schematic upgrades and module and ship levels 2026-07-02 21:32:36 +02:00
81b1c7a66b Derive ship scrap drop from threat 2026-07-02 21:30:38 +02:00
5bc581bcb8 write replays next to the executable 2026-07-01 22:43:04 +02:00
49 changed files with 895 additions and 789 deletions

View File

@@ -27,15 +27,14 @@ id = "laser_cannon_s"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "laser_cannon_s_module", amount = 1}]
player_production_level = 1
production_time_seconds = 0.5
fill_color = "#FF8040"
glyph = "Ls"
[module.weapon]
damage_formula = "2"
attack_range_m_formula = "50"
attack_rate_hz_formula = "2.0"
damage = 2
attack_range_m = 50
attack_rate_hz = 2.0
[[module]]
@@ -45,15 +44,14 @@ surface_mask = [
"OO",
"OO"]
materials = [{item = "laser_cannon_m_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#FF8040"
glyph = "Lm"
[module.weapon]
damage_formula = "10"
attack_range_m_formula = "70"
attack_rate_hz_formula = "1.5"
damage = 10
attack_range_m = 70
attack_rate_hz = 1.5
[[module]]
@@ -64,15 +62,14 @@ surface_mask = [
"OOO",
"OOO"]
materials = [{item = "laser_cannon_l_module", amount = 1}]
player_production_level = 1
production_time_seconds = 8
fill_color = "#FF8040"
glyph = "Ll"
[module.weapon]
damage_formula = "40"
attack_range_m_formula = "100"
attack_rate_hz_formula = "0.8"
damage = 40
attack_range_m = 100
attack_rate_hz = 0.8
# -----------------------------------------------------------------------------
# Utility tools
@@ -83,15 +80,14 @@ id = "salvager"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "salvager_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#AACC44"
glyph = "Sv"
[module.salvage]
collection_range_m_formula = "500"
cargo_capacity_formula = "10"
collection_rate_hz_formula = "0.5"
collection_range_m = 500
cargo_capacity = 10
collection_rate_hz = 0.5
[[module]]
@@ -99,15 +95,14 @@ id = "repair_tool"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "repair_tool_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#66CCFF"
glyph = "Rp"
[module.repair]
repair_rate_hz_formula = "1"
repair_amount_hp_formula = "5 + x"
repair_range_m_formula = "80"
repair_rate_hz = 1
repair_amount_hp = 6
repair_range_m = 80
# -----------------------------------------------------------------------------
# Propulsion
@@ -118,14 +113,13 @@ id = "afterburner"
unlock_at_station_level = -1
surface_mask = ["OOO"]
materials = [{item = "afterburner_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Ab"
[module.movement]
multiplied_speed_mps_formula = "1.6"
added_main_acceleration_mpss_formula = "60"
multiplied_speed_mps = 1.6
added_main_acceleration_mpss = 60
[[module]]
@@ -133,14 +127,13 @@ id = "maneuvering_thrusters"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "maneuvering_thrusters_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Mt"
[module.movement]
multiplied_speed_mps_formula = "1.2"
added_maneuvering_acceleration_mpss_formula = "10"
multiplied_speed_mps = 1.2
added_maneuvering_acceleration_mpss = 10
# -----------------------------------------------------------------------------
# Defense & sensors
@@ -151,13 +144,12 @@ id = "armor_plates"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "armor_plates_module", amount = 1}]
player_production_level = 1
production_time_seconds = 3
fill_color = "#808080"
glyph = "A"
[module.health]
added_hp_formula = "40"
added_hp = 40
[[module]]
@@ -165,13 +157,12 @@ id = "sensor_booster"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "sensor_booster_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "S"
[module.sensor]
added_sensor_range_m_formula = "50"
added_sensor_range_m = 50
# -----------------------------------------------------------------------------
# Weapon modifiers
@@ -185,13 +176,12 @@ surface_mask = [
"OX",
]
materials = [{item = "weapon_upgrade_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wu"
[module.weapon]
multiplied_damage_formula = "1.2"
multiplied_damage = 1.2
[[module]]
@@ -202,13 +192,12 @@ surface_mask = [
"OX",
]
materials = [{item = "weapon_primer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wp"
[module.weapon]
multiplied_attack_rate_hz_formula = "1.2"
multiplied_attack_rate_hz = 1.2
[[module]]
@@ -219,14 +208,13 @@ surface_mask = [
"OX",
]
materials = [{item = "weapon_stabilizer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Ws"
[module.weapon]
multiplied_attack_range_m_formula = "1.5"
multiplied_attack_rate_hz_formula = "0.8"
multiplied_attack_range_m = 1.5
multiplied_attack_rate_hz = 0.8
# -----------------------------------------------------------------------------
# Drone modules
@@ -242,7 +230,6 @@ surface_mask = [
"OO",
"OO"]
materials = [{item = "drone_bay_module", amount = 1}]
player_production_level = 1
production_time_seconds = 5
fill_color = "#CC66FF"
glyph = "Db"
@@ -255,7 +242,6 @@ surface_mask = [
"OOOOOO",
"OOOOOO"]
materials = [{item = "drone_hangar_module", amount = 1}]
player_production_level = 1
production_time_seconds = 20
fill_color = "#9933CC"
glyph = "Dh"

View File

@@ -23,24 +23,20 @@ default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ore", amount = 1}]
player_production_level = 1
production_time_seconds = 5
[ship.health]
hp_formula = "3"
hp = 3
[ship.movement]
speed_mps_formula = "40"
main_acceleration_mpss_formula = "2"
maneuvering_acceleration_mpss_formula = "1"
angular_acceleration_radpss_formula = "12.56"
max_rotation_speed_radps_formula = "6.28"
speed_mps = 40
main_acceleration_mpss = 2
maneuvering_acceleration_mpss = 1
angular_acceleration_radpss = 12.56
max_rotation_speed_radps = 6.28
[ship.sensor]
sensor_range_m_formula = "150"
[ship.loot]
scrap_drop = 2
sensor_range_m = 150
# Frigate — 5 cells in a plus shape. Holds a couple of small guns plus at
@@ -57,24 +53,20 @@ layout = [
[ship.schematic]
materials = [{item = "frigate_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 10
[ship.health]
hp_formula = "30"
hp = 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"
speed_mps = 30
main_acceleration_mpss = 50
maneuvering_acceleration_mpss = 25
angular_acceleration_radpss = 8
max_rotation_speed_radps = 4
[ship.sensor]
sensor_range_m_formula = "200"
[ship.loot]
scrap_drop = 5
sensor_range_m = 200
# Destroyer — 8 cells: a long gun deck with three turret bumps on top.
@@ -90,24 +82,20 @@ layout = [
[ship.schematic]
materials = [{item = "destroyer_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 15
[ship.health]
hp_formula = "50"
hp = 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"
speed_mps = 25
main_acceleration_mpss = 40
maneuvering_acceleration_mpss = 20
angular_acceleration_radpss = 6
max_rotation_speed_radps = 3
[ship.sensor]
sensor_range_m_formula = "220"
[ship.loot]
scrap_drop = 8
sensor_range_m = 220
# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns
@@ -125,24 +113,20 @@ layout = [
[ship.schematic]
materials = [{item = "cruiser_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 25
[ship.health]
hp_formula = "120"
hp = 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"
speed_mps = 20
main_acceleration_mpss = 30
maneuvering_acceleration_mpss = 15
angular_acceleration_radpss = 4
max_rotation_speed_radps = 2
[ship.sensor]
sensor_range_m_formula = "250"
[ship.loot]
scrap_drop = 15
sensor_range_m = 250
# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering
@@ -161,24 +145,20 @@ layout = [
[ship.schematic]
materials = [{item = "battlecruiser_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 35
[ship.health]
hp_formula = "180"
hp = 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"
speed_mps = 18
main_acceleration_mpss = 25
maneuvering_acceleration_mpss = 12
angular_acceleration_radpss = 3
max_rotation_speed_radps = 1.5
[ship.sensor]
sensor_range_m_formula = "260"
[ship.loot]
scrap_drop = 20
sensor_range_m = 260
# Battleship — 24 cells: a broadside hull with notched flanks on every other
@@ -200,24 +180,20 @@ layout = [
[ship.schematic]
materials = [{item = "battleship_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 60
[ship.health]
hp_formula = "350"
hp = 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"
speed_mps = 14
main_acceleration_mpss = 18
maneuvering_acceleration_mpss = 8
angular_acceleration_radpss = 2
max_rotation_speed_radps = 1
[ship.sensor]
sensor_range_m_formula = "280"
[ship.loot]
scrap_drop = 35
sensor_range_m = 280
# Dreadnought — 36 cells: the main battery deck is split into three 3x3 gun
@@ -238,24 +214,20 @@ layout = [
[ship.schematic]
materials = [{item = "dreadnought_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 120
[ship.health]
hp_formula = "800"
hp = 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"
speed_mps = 8
main_acceleration_mpss = 10
maneuvering_acceleration_mpss = 5
angular_acceleration_radpss = 1
max_rotation_speed_radps = 0.5
[ship.sensor]
sensor_range_m_formula = "300"
[ship.loot]
scrap_drop = 60
sensor_range_m = 300
# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide
@@ -275,21 +247,17 @@ layout = [
[ship.schematic]
materials = [{item = "carrier_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 120
[ship.health]
hp_formula = "700"
hp = 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"
speed_mps = 9
main_acceleration_mpss = 10
maneuvering_acceleration_mpss = 5
angular_acceleration_radpss = 1
max_rotation_speed_radps = 0.5
[ship.sensor]
sensor_range_m_formula = "350"
[ship.loot]
scrap_drop = 60
sensor_range_m = 350

View File

@@ -3,6 +3,7 @@ height_tiles = 40
refund_percentage = 100
starting_building_blocks = 1000
scrap_despawn_seconds = 30
scrap_per_threat = 0.01
tile_size_m = 10
belt_speed_mps = 20
tunnel_max_distance_tiles = 10
@@ -35,7 +36,6 @@ artifact_win_count = 3
[waves]
threat_rate_formula = "x"
ship_level_formula = "1"
gap_min_seconds = 15
gap_max_seconds = 45
spawn_duration_seconds = 10

View File

@@ -9,7 +9,6 @@ enemy_buffer_width_tiles = 10
name = "Alpha"
[[arena.team.ship]]
schematic = "drone"
level = 1
count = 5
modules = [
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
@@ -19,7 +18,6 @@ enemy_buffer_width_tiles = 10
name = "Beta"
[[arena.team.ship]]
schematic = "drone"
level = 1
count = 2
modules = [
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
@@ -41,7 +39,6 @@ enemy_buffer_width_tiles = 10
name = "Fighters"
[[arena.team.ship]]
schematic = "drone"
level = 1
count = 5
modules = [
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
@@ -51,7 +48,6 @@ enemy_buffer_width_tiles = 10
name = "Supported"
[[arena.team.ship]]
schematic = "drone"
level = 1
count = 3
modules = [
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
@@ -59,7 +55,6 @@ enemy_buffer_width_tiles = 10
[[arena.team.ship]]
schematic = "drone"
level = 1
count = 2
modules = [
{type = "repair_tool", x = 1, y = 1, rotation = "east"},
@@ -76,7 +71,6 @@ enemy_buffer_width_tiles = 15
name = "Fortified"
[[arena.team.ship]]
schematic = "drone"
level = 1
count = 3
modules = [
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
@@ -96,7 +90,6 @@ enemy_buffer_width_tiles = 15
name = "Swarm"
[[arena.team.ship]]
schematic = "drone"
level = 1
count = 8
modules = [
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},

View File

@@ -3,136 +3,126 @@ id = "armor_plate"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 2}]
player_production_level = 1
production_time_seconds = 3
fill_color = "#808080"
glyph = "A"
[module.health]
multiplied_hp_formula = "1.5"
multiplied_hp = 1.5
[[module]]
id = "sensor_booster"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "S"
[module.sensor]
added_sensor_range_m_formula = "100"
added_sensor_range_m = 100
[[module]]
id = "weapon_upgrade"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "W"
[module.weapon]
multiplied_damage_formula = "1.2"
multiplied_damage = 1.2
[[module]]
id = "laser_cannon"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
player_production_level = 1
production_time_seconds = 5
fill_color = "#FF8040"
glyph = "L"
[module.weapon]
damage_formula = "2"
attack_range_m_formula = "50"
attack_rate_hz_formula = "2.0"
damage = 2
attack_range_m = 50
attack_rate_hz = 2.0
[[module]]
id = "salvager"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 2}]
player_production_level = 1
production_time_seconds = 5
fill_color = "#AACC44"
glyph = "Sv"
[module.salvage]
collection_range_m_formula = "500"
cargo_capacity_formula = "10"
collection_rate_hz_formula = "0.5"
collection_range_m = 500
cargo_capacity = 10
collection_rate_hz = 0.5
[[module]]
id = "repair_tool"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 2}]
player_production_level = 1
production_time_seconds = 5
fill_color = "#66CCFF"
glyph = "Rp"
[module.repair]
repair_rate_hz_formula = "1"
repair_amount_hp_formula = "5 + x"
repair_range_m_formula = "800"
repair_rate_hz = 1
repair_amount_hp = 6
repair_range_m = 800
[[module]]
id = "weapon_primer"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wp"
[module.weapon]
multiplied_attack_rate_hz_formula = "1.2"
multiplied_attack_rate_hz = 1.2
[[module]]
id = "weapon_stabilizer"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Ws"
[module.weapon]
multiplied_attack_range_m_formula = "1.5"
multiplied_attack_rate_hz_formula = "0.8"
multiplied_attack_range_m = 1.5
multiplied_attack_rate_hz = 0.8
[[module]]
id = "afterburner"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Ab"
[module.movement]
multiplied_speed_mps_formula = "1.6"
added_main_acceleration_mpss_formula = "60"
multiplied_speed_mps = 1.6
added_main_acceleration_mpss = 60
[[module]]
id = "maneuvering_thrusters"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Mt"
[module.movement]
multiplied_speed_mps_formula = "1.2"
added_maneuvering_acceleration_mpss_formula = "10"
multiplied_speed_mps = 1.2
added_maneuvering_acceleration_mpss = 10

View File

@@ -6,24 +6,20 @@ default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
player_production_level = 3
production_time_seconds = 10
[ship.health]
hp_formula = "40 + 5*x"
hp = 45
[ship.movement]
speed_mps_formula = "2000 + 50*x"
main_acceleration_mpss_formula = "1000000"
maneuvering_acceleration_mpss_formula = "1000000"
angular_acceleration_radpss_formula = "100000"
max_rotation_speed_radps_formula = "100000"
speed_mps = 2050
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m_formula = "2000"
[ship.loot]
scrap_drop = 2
sensor_range_m = 2000
[[ship]]
@@ -34,24 +30,20 @@ default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 2}]
player_production_level = 5
production_time_seconds = 20
[ship.health]
hp_formula = "120 + 15*x"
hp = 135
[ship.movement]
speed_mps_formula = "1200"
main_acceleration_mpss_formula = "1000000"
maneuvering_acceleration_mpss_formula = "1000000"
angular_acceleration_radpss_formula = "100000"
max_rotation_speed_radps_formula = "100000"
speed_mps = 1200
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m_formula = "3000"
[ship.loot]
scrap_drop = 4
sensor_range_m = 3000
[[ship]]
@@ -61,24 +53,20 @@ layout = ["OOO", "OOO"]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 4}]
player_production_level = 3
production_time_seconds = 10
[ship.health]
hp_formula = "40 + 4*x"
hp = 44
[ship.movement]
speed_mps_formula = "1100"
main_acceleration_mpss_formula = "1000000"
maneuvering_acceleration_mpss_formula = "1000000"
angular_acceleration_radpss_formula = "100000"
max_rotation_speed_radps_formula = "100000"
speed_mps = 1100
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m_formula = "2500"
[ship.loot]
scrap_drop = 2
sensor_range_m = 2500
[[ship]]
@@ -88,21 +76,17 @@ layout = ["XOX", "OOO", "XOX"]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount = 2}]
player_production_level = 3
production_time_seconds = 15
[ship.health]
hp_formula = "60 + 5*x"
hp = 65
[ship.movement]
speed_mps_formula = "1300"
main_acceleration_mpss_formula = "1000000"
maneuvering_acceleration_mpss_formula = "1000000"
angular_acceleration_radpss_formula = "100000"
max_rotation_speed_radps_formula = "100000"
speed_mps = 1300
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m_formula = "2500"
[ship.loot]
scrap_drop = 2
sensor_range_m = 2500

View File

@@ -3,6 +3,7 @@ height_tiles = 60
refund_percentage = 75
starting_building_blocks = 100
scrap_despawn_seconds = 30
scrap_per_threat = 1.0
tile_size_m = 10
belt_speed_mps = 20
tunnel_max_distance_tiles = 10
@@ -35,7 +36,6 @@ artifact_win_count = 3
[waves]
threat_rate_formula = "x"
ship_level_formula = "1 + x / 10"
gap_min_seconds = 15
gap_max_seconds = 45
spawn_duration_seconds = 10

View File

@@ -2,7 +2,7 @@
## Overview
A single-player asymmetric game inspired by DOTA's wave/tower structure, combined with a Factorio-style factory builder. The player builds a factory on an asteroid to supply shipyards that produce autonomous combat ships. Those ships fight off endless enemy waves advancing from the right. The goal is to survive as long as possible; elapsed time is always displayed.
A single-player asymmetric game inspired by DOTA's wave/tower structure, combined with a Factorio-style factory builder. The player builds a factory on an asteroid to supply shipyards that produce autonomous combat ships. Those ships fight off enemy waves advancing from the right, with tougher boss waves arriving periodically. Pushing into enemy territory and destroying their defence stations occasionally yields artifacts, which are used to upgrade the HQ; the goal is to upgrade the HQ enough to launch it into space, winning the game.
## Setting & Visuals
@@ -62,21 +62,26 @@ Two sources feed the same production tree:
- Waves consist of a single enemy ship type whose stats scale with difficulty.
- Waves spawn over several seconds; a gap follows before the next wave begins spawning. The previous wave may still be approaching or fighting during the gap.
- Difficulty scales multiplicatively from two sources:
- **Time scaling** — enemy strength increases gradually over elapsed time.
- **Push scaling** — destroying a set of enemy defence stations multiplies enemy strength by a configurable factor. The replacement stations are scaled by the same factor.
- A tougher **boss wave** spawns periodically on its own countdown, on top of normal waves.
- Enemy strength increases gradually over time and with each boss wave that occurs.
## Push Mechanic
- The player is not forced to push; purely defensive play is valid.
- Destroying enemy defence stations applies the push scaling multiplier to all future waves, extends the scrollable area, and places a new (stronger) set of stations at the new boundary.
- Destroyed enemy defence stations drop ship schematics.
- The player must push — destroying enemy defence stations is the only way to earn artifacts, which are required to win.
- Destroying a set of enemy defence stations advances the boss countdown (bringing the next, stronger boss wave sooner), extends the scrollable area, and places a new (stronger) set of stations at the new boundary.
- Destroyed enemy defence stations drop either a ship/module schematic or, occasionally, an artifact.
## Win Condition
- Artifacts are gathered by defeating enemy defence stations instead of taking a schematic reward.
- Artifacts are used to upgrade the HQ. Once the HQ is upgraded enough, the player can launch it into space — this is how the game is won.
## Starting Conditions & Game Over
- The player starts with the HQ and player defence stations pre-placed and a stock of building blocks; no other buildings are pre-placed.
- There is a grace period before the first wave to allow initial setup.
- If all ships and player defence stations are destroyed, enemies attack the HQ. The game is lost when the HQ is destroyed. Factory buildings are never targeted.
- The game is won when the player launches the HQ into space (see Win Condition).
## Asteroid Expansion

318
docs/progression_design.md Normal file
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@@ -0,0 +1,318 @@
# Progression & Balancing Design
Rules and principles that govern the production tree, progression pacing,
and balancing. This document contains **rules only** — concrete content
(item lists, recipes, unlock levels, stat numbers) lives in the config files
and `content_design.md`; those numbers must follow the rules stated here.
## Player-experience goals
What each phase of a run should feel like:
- **Early:** learning belts and ratios with forgiving chains. The building
block economy is the main constraint; the player bootstraps a
self-sustaining factory from the starting stock.
- **Mid:** deeper chains, the first real ratio puzzles, and the first
meaningful drop decisions (which schematic, when to push).
- **Late:** combat feeds the factory — capital production requires salvage.
Progress means extending and refactoring the existing factory, not
rebuilding it. Strange ratios are deliberate optimization puzzles.
Overarching: an experienced player gains efficiency through **knowledge**
layout foresight, understanding chains, exploiting shortcut recipes — never
through hidden mechanics. An inexperienced setup should not cost much more
than an experienced one; experience pays off in how easily the factory
adapts later (see Refactorability).
## Resource phases
- A run has exactly **four base inputs**:
1. Two mined ores available from the start.
2. A third mined ore unlocked mid-game (slower to mine than the starting
ores).
3. A fourth input unlocked late-game, obtainable **only** from
reprocessing salvaged scrap.
- The fourth input is the core loop hook: capital ship production requires
fighting (salvaging and reprocessing), not just mining.
- There is no direct "resource unlock" mechanism. Miner recipes unlock
**implicitly** (REQ-LOCK-IMPLICIT) when some unlocked schematic's material
chain reaches that ore. Resource pacing is therefore controlled entirely
through the `unlock_at_station_level` values of ships, modules, and
assembler recipe schematics — and the content must guarantee that the
chains actually connect (a mid-game schematic must require an item whose
chain reaches the third ore, or the ore never unlocks).
## Production tree rules
### Structure
- **Each phase transition adds exactly one new base input chain.** A base
input is a bottom-level resource entering the factory from outside — a
mined ore or the scrap-only input. The early game starts with two ores
as the baseline; the transition to mid adds one (the third ore), the
transition to late adds one (the scrap-only input). No transition ever
introduces more than one unfamiliar bottom-level chain, so the factory
grows in one direction at a time.
- **Intermediates are generic shared parts.** Keep the item count low —
modules and hulls of a tier draw from a shared pool of that tier's and
lower tiers' intermediates rather than each having bespoke inputs.
- **Thematic naming over thematic items.** Inputs should be plausible for
what the recipe produces (crystals for lasers, heat sinks for bigger
lasers). Achieve this through naming and chain membership, not by adding
item types: rename a generic part, don't add a parallel one.
### Ratios
- **Ratio "niceness" degrades with tier.** The producer:consumer ratios
needed for 100% throughput follow a curve:
- Tier 1 (ore → basic material): trivially nice (e.g. 1:1 or 1:2
miner:smelter).
- Tier 2: slightly complex but still clean (e.g. 2:3).
- Higher tiers: increasingly strange ratios, as deliberate optimization
puzzles.
- Exceptions in both directions are allowed when there is a reason — a
clean late chain as a breather, an odd early chain as a teaser — but the
curve is the default.
### Shortcut recipes
- Some strange chains get a **shortcut recipe**: an explicitly unlockable
assembler recipe schematic (`unlock_at_station_level ≥ 0`, drop-only per
REQ-LOCK-EXPLICIT) that skips a step (e.g. t1 → t3 directly) and yields
nice ratios for a chain whose base path is strange.
- **Not every strange chain gets a shortcut.** Some strangeness is
permanent; the absence of a fix is a valid design choice.
- **Shortcuts drop only for known chains.** A shortcut recipe enters the
drop pool only when both its input items and its output item are
already unlocked (in addition to the station level check). The player
is never offered a shortcut for a chain they have not built yet. The
output-item half of this check already exists in
REQ-DEF-SCHEMATIC-DROP; the input half is new (see Action items).
- **Shortcuts are pure rewards, never balance factors.** An item's threat
value is the *maximum* across its producing recipes (REQ-THREAT-ITEM), so
unlocking a cheaper recipe does not lower the item's threat accounting —
the player gains real factory efficiency without their ships being
valued cheaper and without enemy wave budgets shifting. Consequently:
**balance every chain around its base (expensive) path**; the shortcut's
savings define the size of the reward.
### Refactorability
- **Rule (the property):** unlocking the next tier or size of a thing must
be a *local edit* of the existing production line — adding assemblers
and belts, or replacing a machine or two in place — never a rebuild of
the line.
- **What this buys the player:** foresight pays off in space, not blocks.
An experienced player leaves a little slack in the middle of a line,
knowing the next size or tier upgrade means tearing out one assembler
and a few belts there and inserting the new step — plus maybe swapping
a recipe or two elsewhere — while the rest of the line keeps running
untouched.
- **Default technique:** the bigger version introduces one new intermediate
that is produced from a subset of the smaller version's inputs (possibly
plus one additional low-tier material), and otherwise reuses the smaller
version's inputs. Existing lines keep running and feed the new
intermediate's assemblers.
- The property is the rule; the technique is only the default. It may be
broken where it fights thematic plausibility, as long as the property
still holds.
## Cost archetypes
Every item has two cost knobs: **material quantity** and **cycle time**.
Both feed the threat value identically (threat = recursive
production-seconds, REQ-MOD-THREAT), so the split between them does not
change what an item is *worth* — it changes what kind of **factory
pressure** it creates:
- **Material-heavy, fast** (e.g. armor plates): simple items; stress belt
throughput, splitter logistics, and miner/smelter counts.
- **Time-heavy, lean** (e.g. shield modules): technically complex items;
few inputs — possibly higher-tier ones — but long cycles; stress
assembler counts and parallelization.
**Rule:** each module family commits to a clear archetype, so factories
supporting different fleet doctrines feel structurally different to build.
## Threat model (balancing backbone)
- Threat cost = total recursive production-seconds (REQ-MOD-THREAT). One
factory-second equals one threat; player output and enemy wave budgets
are denominated in the same currency.
- **Rule: combat power per threat is roughly constant** across all ships,
modules, and tiers. Higher tiers are better per *ship* and per *module
slot*, not per invested factory-second — their advantage is
concentration (fewer, bigger things; slot geometry per
`content_design.md`) and qualitative capabilities, not a better exchange
rate. Deviations from this rule are deliberate and documented.
- **Difficulty race:** the enemy threat rate (`threat_rate_formula`) is
tuned against the factory output (threat/s) achievable by a competent
player — slightly below it early, crossing above it eventually. The game
is endless; enemy scaling must ultimately outpace any factory, and
player skill shifts *when*, not *whether*.
- **All time scaling lives in the threat rate** — waves get bigger, ships
of a given schematic never get individually stronger. There is no ship
level dimension: stat formulas are plain values, and per-ship level
scaling (`ship_level_formula`) does not exist (see Action items). Push
scaling on enemy defence stations is the separate, player-triggered
difficulty axis and keeps its level formulas.
## Unlock & drop pacing
- **Starting set rule:** the schematics unlocked at game start
(`unlock_at_station_level = -1`) must be exactly enough to reach the
first push unaided — a functioning block loop, small hulls, a basic
weapon, and the salvage loop. Nothing more.
- The `unlock_at_station_level` ladder mirrors the resource phases:
mid-tier hulls/modules/recipes at low station levels, capital content at
higher levels. A schematic must not become available before the chains
its materials need can be unlocked alongside it.
- **Schematics can require other schematics.** Beyond the station-level
gate, a schematic (ship, module, or assembler recipe) may list
prerequisite schematics that must already be unlocked before it enters
the drop pool — e.g. the medium laser requires the small laser; a
future Mk2 requires its base version. Station level gates the earliest
*when*; prerequisites gate the *order*, keeping drop offers coherent
with what the player already owns.
- **No duplicate drops.** Ship and module schematics leave the drop pool
once owned, exactly as assembler recipe schematics already do. There are
no schematic level-ups; player power grows through unlock breadth and
factory scale only, which keeps power-per-threat exact on both sides.
The pool therefore shrinks over a run and late pushes increasingly offer
artifacts — intended: the late game is a race for the win condition.
Per-item progression may return later as Mk2 upgrade recipes (see Open
tasks), never as free level-ups.
- **Artifacts trade power for progress.** Artifact options compete with
schematic picks in the same choice dialog; the artifact chance must be
tuned so that taking one is a real decision (giving up a level-up or
unlock), not automatic in either direction.
## Scrap & reprocessing economy
- Scrap is the bridge from combat back into the factory, with two sinks:
**smelting** (same basic materials as ore — the safe, boring option) and
**reprocessing** (probabilistic higher intermediates, including the
late-game input — the gamble that eventually becomes mandatory).
- The reprocessing output pool renormalizes over implicitly unlocked items
(REQ-LOCK-REPROCESSING-POOL), so its output quality improves
automatically as the run progresses. **Rule:** weights are authored for
the *fully unlocked* pool state; early-game behavior falls out of
renormalization for free and needs no separate staging.
- **Rule: ship scrap drops are derived, never authored.** A destroyed ship
drops `threat cost × scrap_per_threat` (a `world.toml` key), with the
threat cost computed from its actual hull plus installed modules
(REQ-MOD-THREAT) — a kitted-out ship drops more scrap than a bare hull
automatically. `ships.toml` carries no scrap value. Defence stations are
the exception: they keep authored `scrap_drop_formula`s, because pushing
rewards are tuned independently of ship production costs.
- Consequence: the threat value of scrap is the constant
`1 / scrap_per_threat`. The min-`scrap_drop` schematic derivation
(REQ-THREAT-SCRAP) and its potential circularity disappear.
- **Rule:** the late-game input's income rate meaningfully gates capital
production — unlocking a capital hull must not mean spamming it; the
input trickles in slowly enough that every capital ship is a noticeable
investment. The tuning target is relative, not absolute: assume a
reference player who destroys and salvages roughly the threat the game
spawns ("fighting at parity"), and tune `scrap_per_threat`, the
reprocessing weights, and capital material costs so that this player
affords roughly N capital ships per boss cycle. An absolute income rate
would be meaningless (income depends entirely on how much the player
fights) and would not self-scale; per boss cycle, the target tracks the
threat rate as it steps up.
## Building block economy
- Building blocks are the only global currency and the early game's
central constraint. The early game is a bootstrap problem: convert the
starting stock into a self-sustaining block loop before the first waves
bite.
- **Rule:** the starting stock suffices for a minimal block loop plus the
first shipyard — with a little slack for beginner mistakes, but not
enough to skip the loop entirely.
- **Rule:** asteroid expansions compete with buildings for the same
currency. Expansion pricing makes "more space" a real alternative to
"more stuff", not an afterthought.
## Numeric guardrails
Constraints that every recipe must respect, independent of tuning:
- **Belt throughput:** belt speed and per-tile capacity cap how fast a
single belt can feed an input. A recipe whose per-cycle inputs cannot be
sustained by one belt per input at 100% duty cycle is a *deliberate*
design (forcing parallel belts/splitters as part of a high-tier puzzle)
— never an accident of quantity choice.
- **Buffer burstiness:** input buffers hold 2× the per-cycle amount
(REQ-MAT-INPUT-BUFFER), so large per-cycle quantities create bursty belt
demand. Low tiers prefer small quantities with short cycles; big-batch
recipes are reserved for high tiers where burstiness is part of the
puzzle.
- **Cycle times scale with tier** monotonically — a higher-tier item never
has a shorter total chain time than a lower-tier item of the same role.
## Open tasks / future work
- **Rework `recipes.toml`** once the rules in this document are fixed: the
current tree feels too close to Factorio; apply the thematic-naming rule
and the ratio curve to it (renames and quantity changes, not new items).
- **Balancing pass** (see placeholders in `content_design.md`): set the
`unlock_at_station_level` ladder, real threat costs and
`default_modules`, reprocessing weights, and the threat-rate formulas
according to the rules above.
- **Mk2 upgrade recipes** — the deferred design for per-item progression,
to revisit once the config has stabilized. A duplicate-style drop
unlocks a distinct `*_mk2` item whose recipe consumes the Mk1 item plus
higher-tier parts. This preserves power-per-threat (the extra power is
paid in real production-seconds, since threat is recursive), satisfies
the refactorability rule (the Mk1 line keeps running and feeds one new
assembler), and keeps balancing one-dimensional (no level variable
anywhere). Enemy-side progression happens via `default_modules`
variants per era instead of a level formula.
## Action items — changes beyond this document
Agreed changes that require edits to `requirements.md`, the code, and the
configs:
1. **Derive ship scrap from threat.** Add `scrap_per_threat` to
`world.toml`; remove `[ship.loot].scrap_drop` from `ships.toml`; update
REQ-RES-SCRAP-DROP; replace REQ-THREAT-SCRAP with the constant
`1 / scrap_per_threat`. Station `scrap_drop_formula`s stay.
2. **Remove schematic upgrades.** Owned ship/module schematics leave the
drop pool (REQ-DEF-SCHEMATIC-DROP); drop the new-unlock/level-up
annotation from the choice dialog; remove `player_production_level`
from `ships.toml`, `modules.toml`, and the code paths that increment
and evaluate it (REQ-BLD-SHIPYARD, REQ-MOD-CONFIG).
3. **Remove ship levels entirely.** Delete `ship_level_formula`
(REQ-WAV-SHIP-LEVEL); replace all stat formulas in `ships.toml` and
`modules.toml` with plain values (REQ-SHP-STATS, REQ-MOD-CONFIG,
REQ-MOD-STAT-CALC evaluation rules). Enemy defence stations keep their
station-level formulas — push scaling is unaffected.
4. **Balancing tool follow-up.** Remove the per-ship-entry `level` from
`balancing.toml` and the `L<level>` display format (REQ-BAL-TEAM,
REQ-BAL-CONFIG-GAME, REQ-BAL-UI-WIDGET, REQ-BAL-UI-INSPECT-WINDOW);
station entries keep their level. Ship stats panels no longer evaluate
at a level (REQ-MOD-UI-STATS-PANEL, REQ-UI-SHIP-STATS-PANEL).
5. **Fill unfillable schematic slots with artifacts.** With duplicates
removed, the schematic drop pool can run dry — previously unreachable.
Decision: every slot in the choice dialog that cannot be filled with a
schematic because the eligible pool is exhausted is filled with an
artifact option instead (in addition to any artifact option granted by
the regular artifact roll). A push therefore always awards a full
dialog. Update REQ-DEF-SCHEMATIC-DROP.
6. **Confirm wave scaling carries alone.** With per-ship level scaling
gone, `threat_rate_formula` is the only time-scaling axis; verify the
current `world.toml` values still produce the intended difficulty
curve (the config reportedly already runs with a flat ship level, so
this is likely a review, not a retune).
7. **Gate shortcut-recipe drops on their inputs.** Extend the assembler
recipe schematic pool eligibility in REQ-DEF-SCHEMATIC-DROP: in
addition to the existing station-level and output-item checks, all of
the recipe's input item types must be implicitly unlocked as well.
8. **Schematic prerequisites.** Add an optional prerequisite list to
ship, module, and assembler recipe schematic entries (e.g.
`unlock_requires = ["laser_cannon_s"]`): a schematic enters the drop
pool only when every listed schematic is already unlocked, in addition
to the station-level check. Update REQ-DEF-SCHEMATIC-DROP and
REQ-LOCK-EXPLICIT. This is also the mechanism the future Mk2 design
builds on (`*_mk2` requires the base schematic).

View File

@@ -4,11 +4,11 @@
Config files use the TOML format. The following config files drive game parameters:
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, boss wave timing, enemy ship level formula, belt speed, starting building blocks, departure interval, ship orbit factor, rally orbit radius, combat target-selection parameters (target score formula, overclaim penalty formula, target hysteresis), artifact chance formula, and artifact win count.
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, boss wave timing, belt speed, starting building blocks, departure interval, ship orbit factor, rally orbit radius, scrap-per-threat conversion, combat target-selection parameters (target score formula, overclaim penalty formula, target hysteresis), artifact chance formula, and artifact win count.
- **buildings.toml** — building block cost and construction time per building type.
- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities. Assembler recipe entries may optionally define `unlock_at_station_level` (integer): -1 means the recipe is explicitly unlocked at game start; a value ≥ 0 means the recipe starts locked and a schematic for it can be awarded via defence station destruction (see REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP).
- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as formulas of ship level, required build materials, player production level, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the schematic already unlocked), a layout grid defining the ship's module slots, a `scrap_drop` loot value, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES).
- **modules.toml** — per module type: id, surface mask, materials list, initial player production level, production time, fill color, glyph, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the module schematic already unlocked), and an optional capability section and/or stat modifier formulas. A module with a capability section (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas is a **capability module** that grants the ship a weapon, salvage bay, or repair tool per instance (see REQ-MOD-CONFIG for the full list of formulas per capability type). A module with only `added_*`/`multiplied_*` formulas is a **passive module** that modifies stats on the ship or on capability module instances (see REQ-MOD-STAT-CALC).
- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as plain values, required build materials, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the schematic already unlocked), a layout grid defining the ship's module slots, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES).
- **modules.toml** — per module type: id, surface mask, materials list, production time, fill color, glyph, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the module schematic already unlocked), and an optional capability section and/or stat modifier formulas. A module with a capability section (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas is a **capability module** that grants the ship a weapon, salvage bay, or repair tool per instance (see REQ-MOD-CONFIG for the full list of formulas per capability type). A module with only `added_*`/`multiplied_*` formulas is a **passive module** that modifies stats on the ship or on capability module instances (see REQ-MOD-STAT-CALC).
- **stations.toml** — HP, damage, range, fire rate, and scrap drop for player and enemy defence stations, defined as formulas of station level.
- **visuals.toml** — rendering-only config (not game parameters): fill and outline colors and glyphs for every building type, item type, ship schematic, and station type; a distinct beam color per tool type (weapon, repair, salvage) and beam width; overlay and toast colors. Loaded by the UI at startup; the simulation does not read it.
- **ship_layouts.toml** — named layout blueprints per ship type; written and read by the application to persist the layout blueprint panel (REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD). Not a game parameter file; the simulation does not read it.
@@ -117,7 +117,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- REQ-BLD-SMELTER: **Smelter** (2×2): Converts ore or scrap into basic materials. No recipe selection required. Inputs, outputs, and rates are defined in `recipes.toml [[recipe]]` entries with `building = "smelter"`.
- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces the selected output item at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`. Only implicitly unlocked recipes are available for selection (REQ-LOCK-UI-RECIPE).
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap per cycle and produces exactly one higher-level intermediate product per cycle via weighted random pick. The input quantity, possible output items, per-output weights, and amounts are defined in `recipes.toml [[recipe]]` entries with `building = "reprocessing_plant"` (`inputs`, `outputs[].item`, `outputs[].amount`, `outputs[].weight`). Weights are normalized at load time; their sum does not need to equal 1. The output is rolled at cycle start (see REQ-MAT-CYCLE); the pool of eligible outputs is restricted to implicitly unlocked item types (REQ-LOCK-REPROCESSING-POOL). The output buffer holds at most one cycle's output — see REQ-MAT-OUTPUT-BUFFER-REPROCESSING.
- REQ-BLD-SHIPYARD: **Shipyard** (4×2): The player selects a schematic. When all required materials — the ship's base materials (`[ship.schematic].materials`) plus the materials of all modules in the configured layout (REQ-MOD-MATERIALS) — are present in its input buffer, the shipyard consumes them and begins a production cycle lasting the ship's base `[ship.schematic].production_time_seconds` plus the sum of production times contributed by all module instances in the configured layout (REQ-MOD-PRODUCTION-TIME). One ship of that type is spawned at `ships.toml [ship.schematic].player_production_level` (initial value 5, incremented by duplicate schematic drops per REQ-DEF-SCHEMATIC-DROP) with the configured modules when the cycle completes. The shipyard cannot start a new cycle while one is in progress. If the player confirms a layout change (REQ-MOD-UI-DIALOG) while a production cycle is in progress, the current cycle is cancelled and all consumed materials are discarded; the shipyard returns to idle with the new layout configuration.
- REQ-BLD-SHIPYARD: **Shipyard** (4×2): The player selects a schematic. When all required materials — the ship's base materials (`[ship.schematic].materials`) plus the materials of all modules in the configured layout (REQ-MOD-MATERIALS) — are present in its input buffer, the shipyard consumes them and begins a production cycle lasting the ship's base `[ship.schematic].production_time_seconds` plus the sum of production times contributed by all module instances in the configured layout (REQ-MOD-PRODUCTION-TIME). One ship of that type is spawned with the configured modules when the cycle completes. The shipyard cannot start a new cycle while one is in progress. If the player confirms a layout change (REQ-MOD-UI-DIALOG) while a production cycle is in progress, the current cycle is cancelled and all consumed materials are discarded; the shipyard returns to idle with the new layout configuration.
- REQ-BLD-SALVAGE-BAY: **Salvage Bay** (3×2): A dedicated drop-off point for salvage ships. Scrap delivered here is placed onto connected output belts.
- REQ-BLD-BELT: **Belt** (1×1): Transports items. A belt tile has one direction (N, S, E, W) set at placement (modified by rotation). Curved belts are auto-derived: when a belt tile's outgoing direction leads into another belt whose direction is orthogonal, the downstream belt is rendered and behaves as a curve. Belt speed is defined in `world.toml [world].belt_speed_tiles_per_second` (REQ-GW-BELT-SPEED).
- REQ-BLD-SPLITTER: **Splitter** (1×1): Distributes incoming items between two output directions. Each output can optionally have a filter (a list of item types), configurable via the selected building panel; only implicitly unlocked item types are available as filter options (REQ-LOCK-UI-SPLITTER). Routing rules:
@@ -149,16 +149,16 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
## Resources
- REQ-RES-SCRAP-DROP: Destroyed ships (both player and enemy) and destroyed defence stations (both player and enemy) drop scrap at their location. The scrap amount per ship is defined in `ships.toml [ship.loot].scrap_drop`; for stations it is defined as `stations.toml [player_station].scrap_drop_formula` and `[enemy_station].scrap_drop_formula`. A scrap drop carries an amount; salvage modules collect it one scrap per cycle (REQ-SHP-SALVAGE), and the drop is removed from the world once its remaining amount reaches zero or `world.toml [world].scrap_despawn_seconds` seconds have elapsed since it was dropped, whichever comes first.
- REQ-RES-SCRAP-DROP: Destroyed ships (both player and enemy) and destroyed defence stations (both player and enemy) drop scrap at their location. The scrap amount per ship is derived from the ship's threat cost (REQ-MOD-THREAT) for its as-built layout, multiplied by `world.toml [world].scrap_per_threat` (default 0.01) and rounded to the nearest integer (at least 1 for any ship whose threat cost is greater than 0); for stations it is defined as `stations.toml [player_station].scrap_drop_formula` and `[enemy_station].scrap_drop_formula`. A scrap drop carries an amount; salvage modules collect it one scrap per cycle (REQ-SHP-SALVAGE), and the drop is removed from the world once its remaining amount reaches zero or `world.toml [world].scrap_despawn_seconds` seconds have elapsed since it was dropped, whichever comes first.
- REQ-RES-SCRAP-COLLECT: Scrap is collected by salvage ships and delivered to a Salvage Bay on the asteroid. From there it can be fed via belt into a smelter (same output as ore) or a Reprocessing Plant.
## Ships
- REQ-SHP-AUTONOMOUS: Ships are produced by shipyards and are fully autonomous once produced.
- REQ-SHP-STATS: Base hull stats are defined as formulas of ship level in `ships.toml`: HP (`[ship.health].hp_formula`), max linear speed (`[ship.movement].speed_formula`), sensor range (`[ship.sensors].range_formula`), main acceleration (`[ship.movement].main_acceleration_formula`, tiles/s²), maneuvering acceleration (`[ship.movement].maneuvering_acceleration_formula`, tiles/s²), angular acceleration (`[ship.movement].angular_acceleration_formula`, rad/s²), max rotation speed (`[ship.movement].max_rotation_speed_formula`, rad/s). Required build materials (`[ship.schematic].materials`) and the station level at which the schematic becomes available for unlock (`[[ship]].unlock_at_station_level`; -1 = player starts with the schematic already unlocked) are also defined there. Combat, salvage, and repair capabilities are provided by modules (see REQ-MOD-CONFIG). Final hull stats incorporate passive module modifiers per REQ-MOD-STAT-CALC.
- REQ-SHP-STATS: Base hull stats are defined as plain values in `ships.toml`: HP (`[ship.health].hp`), max linear speed (`[ship.movement].speed`), sensor range (`[ship.sensors].range`), main acceleration (`[ship.movement].main_acceleration`, tiles/s²), maneuvering acceleration (`[ship.movement].maneuvering_acceleration`, tiles/s²), angular acceleration (`[ship.movement].angular_acceleration`, rad/s²), max rotation speed (`[ship.movement].max_rotation_speed`, rad/s). Required build materials (`[ship.schematic].materials`) and the station level at which the schematic becomes available for unlock (`[[ship]].unlock_at_station_level`; -1 = player starts with the schematic already unlocked) are also defined there. Combat, salvage, and repair capabilities are provided by modules (see REQ-MOD-CONFIG). Final hull stats incorporate passive module modifiers per REQ-MOD-STAT-CALC.
- REQ-SHP-SPAWN-PLAYER: A ship produced by a shipyard spawns centered on the shipyard's output port tile.
- REQ-SHP-SPAWN-ENEMY: Enemy ships spawn at a uniformly random position within the current enemy buffer zone — random X across the buffer's width and random Y across the world height.
- REQ-SHP-MOVEMENT: Ships move using a physics-based model. Each ship has a velocity and a facing direction, both updated each tick. The main acceleration (`main_acceleration_formula`) is applied along the ship's current facing direction only. The maneuvering acceleration (`maneuvering_acceleration_formula`) can be applied in any direction independently of the facing direction, enabling lateral or braking movement without rotating. The angular acceleration (`angular_acceleration_formula`) controls how quickly the ship rotates. Linear speed is capped at the ship's `speed_formula` value; rotation rate is capped at the ship's `max_rotation_speed_formula` value. Ship position refers to the ship's center for all range, sensor, and attack checks.
- REQ-SHP-MOVEMENT: Ships move using a physics-based model. Each ship has a velocity and a facing direction, both updated each tick. The main acceleration (`main_acceleration`) is applied along the ship's current facing direction only. The maneuvering acceleration (`maneuvering_acceleration`) can be applied in any direction independently of the facing direction, enabling lateral or braking movement without rotating. The angular acceleration (`angular_acceleration`) controls how quickly the ship rotates. Linear speed is capped at the ship's `speed` value; rotation rate is capped at the ship's `max_rotation_speed` value. Ship position refers to the ship's center for all range, sensor, and attack checks.
- REQ-SHP-ORBIT: Several behaviors keep a ship circling its target at a fixed standoff distance (an **orbit**) rather than approaching a fixed point. The orbit radius depends on the behavior:
- **Combat engagement** (REQ-SHP-COMBAT, REQ-SHP-ENEMY-AI): `world.toml [world].orbit_factor` multiplied by the maximum weapon `attack_range` across the ship's weapon module instances.
- **Repair** (REQ-SHP-REPAIR): `orbit_factor` multiplied by the maximum `repair_range` across the ship's repair module instances.
@@ -196,16 +196,15 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- `id` — unique identifier, also used as the display name in the UI.
- `surface_mask` — footprint within the ship layout grid (see Module Surface Mask Format).
- `materials` — list of materials required per instance (added to the ship's build cost).
- `player_production_level` — initial level for this module type; used as `x` in its stat formulas. Incremented by 1 on each duplicate schematic drop (REQ-DEF-SCHEMATIC-DROP).
- `unlock_at_station_level` — the enemy defence station level at which this module's schematic becomes available for unlock; -1 means the player starts with the module schematic already unlocked.
- `production_time_seconds` — time added to the ship's production cycle per instance.
- `fill_color` — fill color used to render this module's cells in the layout grid.
- `glyph` — single character rendered on this module's cells in the layout grid and preview widget.
- An optional **capability section** (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas. A module with base stat formulas is a capability module — each placed instance grants the ship an independent weapon, salvage bay, or repair tool with its own state (cooldown, target). A ship may have multiple capability module instances of the same or different types. Base stat formulas per capability type:
- **Weapon** (`[module.weapon]`): `damage_formula`, `attack_range_formula`, `attack_rate_formula`.
- **Salvage** (`[module.salvage]`): `collection_range_formula` (tiles), `cargo_capacity_formula` (integer scrap units; contributes to the ship's cargo capacity stat per REQ-MOD-CARGO-CAPACITY), `collection_rate_formula` (collection cycles per second; each cycle collects 1 scrap).
- **Repair** (`[module.repair]`): `repair_rate_formula` (repair cycles per second), `repair_amount_hp_formula` (HP restored per repair cycle), `repair_range_formula` (tiles).
- Zero or more **passive stat modifier formulas** (`added_*`/`multiplied_*`) that boost stats on the ship hull or on capability module instances (see REQ-MOD-STAT-CALC). A single module may be both a capability module and provide passive modifiers.
- An optional **capability section** (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat values. A module with base stat values is a capability module — each placed instance grants the ship an independent weapon, salvage bay, or repair tool with its own state (cooldown, target). A ship may have multiple capability module instances of the same or different types. Base stat values per capability type:
- **Weapon** (`[module.weapon]`): `damage`, `attack_range`, `attack_rate`.
- **Salvage** (`[module.salvage]`): `collection_range` (tiles), `cargo_capacity` (integer scrap units; contributes to the ship's cargo capacity stat per REQ-MOD-CARGO-CAPACITY), `collection_rate` (collection cycles per second; each cycle collects 1 scrap).
- **Repair** (`[module.repair]`): `repair_rate` (repair cycles per second), `repair_amount_hp` (HP restored per repair cycle), `repair_range` (tiles).
- Zero or more **passive stat modifiers** (`added_*`/`multiplied_*`) that boost stats on the ship hull or on capability module instances (see REQ-MOD-STAT-CALC). A single module may be both a capability module and provide passive modifiers.
- REQ-MOD-LAYOUT: Each ship in `ships.toml` defines a `layout` — a list of strings representing the ship's module grid (see Ship Layout Format). All ships define a layout.
@@ -231,22 +230,22 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- **Reprocessing-only item** (an item type that has no miner, smelter, or assembler recipe producing it, and is only obtainable via reprocessing): `(scrap_threat × scrap_per_cycle + duration_seconds) / probability`, where `scrap_threat` is the threat value of scrap (see REQ-THREAT-SCRAP), `scrap_per_cycle` is the number of scrap consumed per reprocessing cycle, `duration_seconds` is the reprocessing cycle time, and `probability` is the normalized weight of that item in the reprocessing output pool.
- **Multiple recipes**: if an item type can be produced by more than one non-reprocessing recipe (miner, smelter, or assembler), its threat value is the **maximum** across all such recipes. The reprocessing path is only used when no other recipe exists.
- REQ-THREAT-SCRAP: The threat value of scrap is derived from the ship schematic with the smallest configured `scrap_drop` value (from `ships.toml [ship.loot].scrap_drop`). Scrap threat = that ship's threat cost (REQ-MOD-THREAT) / that ship's `scrap_drop` value. If multiple schematics share the same smallest `scrap_drop`, any one of them may be used.
- REQ-THREAT-SCRAP: The threat value of scrap is the constant `1 / world.toml [world].scrap_per_threat`. This is the exact inverse of the scrap-drop conversion in REQ-RES-SCRAP-DROP, so a destroyed ship drops scrap worth precisely its own threat cost. Because scrap threat is now a fixed constant, it no longer depends on any ship's threat cost, removing the potential circularity with REQ-MOD-THREAT for ships built from reprocessing-only materials.
- REQ-MOD-STAT-CALC: For each stat (on the ship hull or on a capability module instance), the final value is computed as: `final = base × total_multiplier + total_additive`, where:
- `base` is the stat's base formula evaluated at the ship's production level (for hull stats) or at the capability module's `player_production_level` (for capability module stats).
- `total_multiplier` = 1 + sum of (m_i 1) for each multiplicative modifier m_i from all passive module instances. Each m_i is evaluated from the module's multiplicative formula at the module's `player_production_level`.
- `total_additive` = sum of all additive modifier values from all passive module instances. Each additive value is evaluated from the module's additive formula at the module's `player_production_level`.
- `base` is the stat's base value — the hull stat value (for hull stats) or the capability module's base stat value (for capability module stats).
- `total_multiplier` = 1 + sum of (m_i 1) for each multiplicative modifier m_i from all passive module instances. Each m_i is the module's multiplicative modifier value.
- `total_additive` = sum of all additive modifier values from all passive module instances. Each additive value is the module's additive modifier value.
Passive modifier formulas follow the naming convention: a module may define `added_<stat>_formula` (additive) and/or `multiplied_<stat>_formula` (multiplicative) under `[module.<category>]`. The category determines what the modifier targets:
Passive modifiers follow the naming convention: a module may define `added_<stat>` (additive) and/or `multiplied_<stat>` (multiplicative) under `[module.<category>]`. The category determines what the modifier targets:
- `[module.health]`, `[module.movement]`, `[module.sensor]` — modifiers apply to the ship hull's stats.
- `[module.weapon]` — modifiers apply to every weapon module instance on the ship.
- `[module.salvage]` — modifiers apply to every salvage module instance on the ship.
- `[module.repair]` — modifiers apply to every repair module instance on the ship.
- `[module.cargo]` — modifiers (`added_cargo_capacity`/`multiplied_cargo_capacity`) apply to the ship's **cargo capacity**, a ship-level stat (see REQ-MOD-CARGO-CAPACITY).
Example: `[module.sensor].added_sensor_range_formula` adds to the ship's sensor range. `[module.weapon].multiplied_damage_formula` multiplies the damage of every weapon module instance on the ship.
Example: `[module.sensor].added_sensor_range` adds to the ship's sensor range. `[module.weapon].multiplied_damage` multiplies the damage of every weapon module instance on the ship.
- REQ-MOD-CARGO-CAPACITY: **Cargo capacity** is a first-class ship stat — the total number of scrap units the ship can hold in the single shared cargo pool used by its salvage modules (REQ-SHP-SALVAGE). Unlike other ship stats it has no hull base formula; its `base` (per REQ-MOD-STAT-CALC) is the **sum** of the `cargo_capacity` base values of every cargo-providing capability module instance on the ship — currently each salvage module's `cargo_capacity_formula`, evaluated at that module instance's `player_production_level`. Passive modifiers targeting `cargo_capacity` are declared under the `[module.cargo]` category and apply to this ship-level sum (`final = base × total_multiplier + total_additive`); they are not salvage-category modifiers and therefore scale the whole pool rather than any single instance. A ship whose cargo capacity is 0 (no cargo-providing module) is given no cargo pool.
- REQ-MOD-CARGO-CAPACITY: **Cargo capacity** is a first-class ship stat — the total number of scrap units the ship can hold in the single shared cargo pool used by its salvage modules (REQ-SHP-SALVAGE). Unlike other ship stats it has no hull base formula; its `base` (per REQ-MOD-STAT-CALC) is the **sum** of the `cargo_capacity` base values of every cargo-providing capability module instance on the ship — currently each salvage module's `cargo_capacity` value. Passive modifiers targeting `cargo_capacity` are declared under the `[module.cargo]` category and apply to this ship-level sum (`final = base × total_multiplier + total_additive`); they are not salvage-category modifiers and therefore scale the whole pool rather than any single instance. A ship whose cargo capacity is 0 (no cargo-providing module) is given no cargo pool.
### Module UI
@@ -260,7 +259,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- **Right** (below the grid): The layout blueprint panel (see REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD).
- **Bottom**: A "Confirm" button and a "Cancel" button. Cancel discards all changes made in this dialog session and closes the dialog. Confirm applies the changes: the shipyard's configured layout is updated, the required materials and cycle time displayed in the selected building panel are recalculated, and the ship layout preview is refreshed.
- REQ-MOD-UI-STATS-PANEL: The **ship stats panel** in the layout configuration dialog shows the stats of the currently configured ship layout as they would be computed at the schematic's `player_production_level`, incorporating all passive module modifiers per REQ-MOD-STAT-CALC. The panel updates in real time whenever modules are placed or removed in the layout grid.
- REQ-MOD-UI-STATS-PANEL: The **ship stats panel** in the layout configuration dialog shows the stats of the currently configured ship layout as they would be computed, incorporating all passive module modifiers per REQ-MOD-STAT-CALC. The panel updates in real time whenever modules are placed or removed in the layout grid.
The panel always shows all hull stats as final computed values:
- HP
@@ -277,7 +276,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- **Salvage** (shown only if at least one salvage module is placed): combined collection rate = Σ(collection_rate_i) across all salvage module instances; maximum range = max(collection_range_i) across all salvage module instances.
- **Repair** (shown only if at least one repair module is placed): combined repair rate (HP/s) = Σ(repair_rate_i × repair_amount_hp_i) across all repair module instances; maximum range = max(repair_range_i) across all repair module instances.
All capability module stat values incorporate passive modifiers targeting the relevant capability category per REQ-MOD-STAT-CALC. Each capability module instance uses its own `player_production_level` for formula evaluation.
All capability module stat values incorporate passive modifiers targeting the relevant capability category per REQ-MOD-STAT-CALC.
While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT) for the current layout configuration. This value updates in real time as modules are placed or removed.
@@ -305,21 +304,20 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- REQ-DEF-NO-CROSSFIRE: Enemy and player defence stations are never in each other's firing range.
- REQ-DEF-PUSH: When both enemy defence stations in a set are destroyed, the boss countdown is advanced (REQ-WAV-BOSS-ADVANCE), the scrollable area is extended (REQ-GW-PUSH-EXPAND), a new set of enemy defence stations is placed at the new boundary, and exactly one schematic drop is awarded for the destroyed set (REQ-DEF-SCHEMATIC-DROP).
- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one schematic drop (not one per station). The drop opens a **schematic choice dialog** — a modal dialog that pauses the game (speed set to 0×; on close, speed is restored to what it was before the dialog opened). Before drawing schematic picks, an artifact roll is made: evaluate `world.toml [world].artifact_chance_formula` with `x` set to the level of the destroyed station set, clamp the result to [0, 1], then compare against a uniform random value in [0, 1). If the roll succeeds, the dialog presents one **artifact option** plus two schematic picks drawn from the eligible pool; otherwise it presents three schematic picks. Up to three (or two, if an artifact option is present) schematic options are drawn uniformly at random **without replacement** from the eligible drop pool. If the pool contains fewer than the required number of entries, only that many schematic options are shown (the artifact option is always shown if the roll succeeded). The eligible drop pool contains:
- All **ship schematics** and **module schematics** whose `unlock_at_station_level` is -1 or is ≤ the level of the destroyed station set.
- All **ship schematics** and **module schematics** whose `unlock_at_station_level` is ≥ 0 and ≤ the level of the destroyed station set, and which have not yet been unlocked.
- All **assembler recipe schematics** whose `unlock_at_station_level` is ≥ 0 and ≤ the level of the destroyed station set, whose output item is currently implicitly unlocked (REQ-LOCK-IMPLICIT), and which have not yet been awarded.
Each option in the dialog displays: the schematic name (ship `display_name` from `ships.toml`, module `id` from `modules.toml`, or the output item type for assembler recipes), the schematic type (ship, module, or assembler recipe), and whether selecting it would be a **new unlock** or a **level-up** (showing the target level for level-ups). Assembler recipe schematics are always new unlocks since they are removed from the pool once awarded. The artifact option (if present) is displayed as a distinct entry with the name "Artifact" and no unlock/level-up annotation.
Each option in the dialog displays: the schematic name (ship `display_name` from `ships.toml`, module `id` from `modules.toml`, or the output item type for assembler recipes) and the schematic type (ship, module, or assembler recipe). The artifact option (if present) is displayed as a distinct entry with the name "Artifact".
Each option additionally displays a vertical list of item names labeled "Unlocks recipes for:", showing which recipes would newly become implicitly unlocked (REQ-LOCK-IMPLICIT) if this option were selected — specifically, the output items of miner recipes and assembler recipes (without `unlock_at_station_level`) that are not currently implicitly unlocked but would become so after applying this option's effect:
- For a ship or module schematic that would be a **new unlock**, its `materials` are added to the base set per REQ-LOCK-IMPLICIT step 1a before recomputation.
- For a ship or module schematic **level-up**, the implicit unlock set is unchanged, so the list is always empty.
- For a ship or module schematic, its `materials` are added to the base set per REQ-LOCK-IMPLICIT step 1a before recomputation.
- For an assembler recipe schematic, its output item is added to the base set per REQ-LOCK-IMPLICIT step 1b before recomputation.
Item names are deduplicated and sorted alphabetically. If no recipes would be newly unlocked, the list shows "None".
The player selects one option by clicking it. If the player selects the artifact option, the player's artifact count is incremented by 1 (REQ-WIN-ARTIFACT-COUNT) and the dialog closes; no schematic is applied. Otherwise, the selected schematic is applied and the dialog closes:
For a **ship or module schematic**: if the player does not yet have the schematic, it is unlocked (ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG)). If the player already has it, the schematic's `player_production_level` is incremented by 1 — for ship schematics, subsequent ships of that type are produced at a higher level; for module schematics, all instances of that module type use the higher level in their stat formulas.
For a **ship or module schematic**: it is unlocked (ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG)).
For an **assembler recipe schematic**: the recipe is explicitly unlocked and becomes available in the assembler recipe-selection dialog (subject to REQ-LOCK-UI-RECIPE). The schematic is removed from the drop pool permanently (REQ-LOCK-EXPLICIT). The implicit unlock set is recomputed (REQ-LOCK-IMPLICIT).
@@ -345,11 +343,10 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
## Threat Level & Enemy Waves
- REQ-WAV-BOSS-COUNTER: A global **boss wave counter** `x` starts at 1 at game start and increments by 1 immediately after each boss wave fires. It represents the current boss wave cycle number and is used as the variable in the threat rate and ship level formulas.
- REQ-WAV-BOSS-COUNTER: A global **boss wave counter** `x` starts at 1 at game start and increments by 1 immediately after each boss wave fires. It represents the current boss wave cycle number and is used as the variable in the threat rate formula.
- REQ-WAV-THREAT-RATE: A global **threat level** accumulates continuously over real game time. The rate of increase per second is determined by `world.toml [waves].threat_rate_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER), clamped to a minimum of 0 (negative formula values are treated as 0). The rate is constant within each boss wave cycle and steps up each time `x` increments. Threat accumulation is paused during quiet windows (REQ-WAV-QUIET). Example: `1*x - 30` yields 0 threat/s when x ≤ 30 and increases linearly beyond that.
- REQ-WAV-GAP: At game start and immediately after each normal wave is triggered, a random inter-wave gap is drawn uniformly from [`world.toml [waves].gap_min_seconds`, `gap_max_seconds`]. The gap timer does not advance while inside a quiet window (REQ-WAV-QUIET); if a gap would expire inside a quiet window, its expiry is deferred until the quiet window ends.
- REQ-WAV-TRIGGER: When the gap timer expires outside a quiet window, a normal wave is triggered. Ships are selected one at a time: from all schematics whose threat cost (REQ-MOD-THREAT) is > 0, uniformly randomly pick one whose cost fits the remaining threat budget. For wave ship selection, the threat cost is computed using the schematic's `default_modules` layout (REQ-WAV-DEFAULT-MODULES). Repeat until no eligible schematic fits. Any remaining threat carries over to the next normal wave. A longer gap results in a larger wave.
- REQ-WAV-SHIP-LEVEL: Each wave's (normal and boss) enemy ships are assigned a level determined by `world.toml [waves].ship_level_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER). Per-ship stats are computed from the ship level via the formulas in `ships.toml` (see REQ-SHP-STATS). Threat cost is level-independent (REQ-MOD-THREAT).
- REQ-WAV-BOSS-COUNTDOWN: A **boss countdown** timer starts at `world.toml [waves].boss_countdown_seconds` (default 300) at game start and counts down continuously in real game-time seconds. It is not paused during quiet windows. When it reaches 0, a boss wave is triggered (REQ-WAV-BOSS-TRIGGER). Immediately after the boss wave fires, `x` increments (REQ-WAV-BOSS-COUNTER) and a fresh countdown starts at the same configured value.
- REQ-WAV-BOSS-ADVANCE: When the player destroys a set of enemy defence stations, the boss countdown is reduced by `world.toml [push].boss_advance_seconds` (default 60), clamped to a minimum of 0. Threat that would have accumulated during the skipped time is not added. If the countdown reaches 0 by this reduction, the boss wave is triggered immediately.
- REQ-WAV-QUIET: A **quiet window** suppresses normal wave spawning around each boss wave. The pre-boss quiet window begins when the boss countdown falls to or below `world.toml [waves].boss_quiet_before_seconds` and ends when the countdown reaches 0. The post-boss quiet window begins immediately when the boss wave fires and lasts `world.toml [waves].boss_quiet_after_seconds` seconds. Threat accumulation is paused during both windows. The normal wave gap timer does not advance during either window (REQ-WAV-GAP). The new boss countdown runs during the post-boss quiet window.
@@ -447,7 +444,7 @@ The screen is divided into two columns: a main column (75% width) containing the
- For a **ship schematic** (Shipyard): the ship's `display_name`; the name and quantity of each base required material (`[ship.schematic].materials`, excluding any module contributions); the base production time (`[ship.schematic].production_time_seconds`); and "Produces: 1 <ship display name>".
- REQ-UI-BELT-CLEAR: When one or more belt, splitter, tunnel entry, or tunnel exit tiles are selected, the panel shows a "Clear" button that removes all items from the selected tiles. Clearing a tunnel entry or exit also discards all items currently in transit through that tunnel (REQ-BLD-TUNNEL-TRANSIT). This can be used to resolve stalled belts, splitters, and tunnels.
- REQ-UI-ENTITY-CLICK-SELECT: The player can click any ship (player or enemy) or any defence station (player or enemy) in the game world to select it. Clicking a ship or defence station clears any existing selection and establishes a single-entity selection containing only that entity. Ships and defence stations cannot participate in multi-select together with buildings. Clicking empty world space (no building, ship, or defence station) clears the selection.
- REQ-UI-SHIP-STATS-PANEL: When a single ship is selected (REQ-UI-ENTITY-CLICK-SELECT), the selected building panel shows a **ship stats panel**. The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed at the ship's actual level with its installed modules per REQ-MOD-STAT-CALC. The panel always shows all hull stats: HP (current / maximum), max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed. In addition, capability module summaries are shown conditioned on which module types are installed, using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each section appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT).
- REQ-UI-SHIP-STATS-PANEL: When a single ship is selected (REQ-UI-ENTITY-CLICK-SELECT), the selected building panel shows a **ship stats panel**. The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed from its installed modules per REQ-MOD-STAT-CALC. The panel always shows all hull stats: HP (current / maximum), max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed. In addition, capability module summaries are shown conditioned on which module types are installed, using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each section appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT).
- REQ-UI-STATION-STATS-PANEL: When a single defence station is selected (REQ-UI-ENTITY-CLICK-SELECT), the selected building panel shows a **station stats panel** displaying the station's stats computed at its current level: HP (current / maximum), damage, range, and fire rate.
### Build Button Grid
@@ -484,7 +481,7 @@ A separate executable target (`balancing`) that links against `lib` but contains
### Config
- REQ-BAL-CONFIG: The balancing tool reads arena definitions from a `balancing.toml` file. The file is read at startup and again each time the player triggers a config reload (REQ-BAL-UI-RELOAD). If parsing fails or required fields are missing at startup, the tool aborts with a clear error message. If parsing fails during a reload, a modal error dialog is shown describing the failure and the current arena list is left unchanged.
- REQ-BAL-CONFIG-GAME: Ship stats are read from `ships.toml` and defence station stats are read from `stations.toml`, using the same config loading as the main game. Formula evaluation uses the levels specified in the arena config.
- REQ-BAL-CONFIG-GAME: Ship stats are read from `ships.toml` and defence station stats are read from `stations.toml`, using the same config loading as the main game. Ship stats are the plain values from `ships.toml`; defence station formula evaluation uses the station levels specified in the arena config.
### Arena Definition
@@ -494,7 +491,7 @@ A separate executable target (`balancing`) that links against `lib` but contains
- **World height** (in tiles).
- Exactly **two teams**, each with a human-readable **team name**.
- REQ-BAL-TEAM: Each team defines:
- A list of **ship entries**, each specifying: ship schematic (type), level, count, and an optional `modules` array defining the module layout applied to every ship of that entry. The `modules` array format is identical to that used in `ship_layouts.toml` (see Layout Blueprint TOML Format). If `modules` is omitted, ships of that entry have no modules. Invalid module instances (unknown type, position outside the grid, position on a non-buildable cell, or overlapping another module in the same entry) are silently skipped during loading.
- A list of **ship entries**, each specifying: ship schematic (type), count, and an optional `modules` array defining the module layout applied to every ship of that entry. The `modules` array format is identical to that used in `ship_layouts.toml` (see Layout Blueprint TOML Format). If `modules` is omitted, ships of that entry have no modules. Invalid module instances (unknown type, position outside the grid, position on a non-buildable cell, or overlapping another module in the same entry) are silently skipped during loading.
- An optional list of **defence station entries**, each specifying: station type (`player_station` or `enemy_station` from `stations.toml`), level, and tile position (x, y).
- REQ-BAL-HQ: Each team has an HQ placed automatically at the vertical center of the arena at the far end of that team's buffer zone. HQ stats are read from `stations.toml [hq]` at level 1. Team 1's HQ is at the left edge; team 2's HQ is at the right edge.
- REQ-BAL-SPAWN: Team 1's ships spawn in team 1's buffer zone (left side); team 2's ships spawn in team 2's buffer zone (right side). Spawn positions are uniformly random within the respective buffer zone.
@@ -512,7 +509,7 @@ A separate executable target (`balancing`) that links against `lib` but contains
- REQ-BAL-UI-WINDOW: On startup the tool displays a window containing a "Reload Config" button and a "Start All" button at the top (in that order, left to right), followed by a scrollable vertical list of arena widgets, one per arena defined in `balancing.toml`. Simulations do not start automatically on startup. All buttons and controls in the main window are disabled while an arena is being inspected (REQ-BAL-UI-INSPECT).
- REQ-BAL-UI-RELOAD: The "Reload Config" button reloads all config files from disk (`balancing.toml`, `ships.toml`, `stations.toml`), stops any running simulations, and replaces the arena widget list with freshly created widgets from the reloaded config. The button is disabled while any arena simulation is currently running.
- REQ-BAL-UI-START-ALL: The "Start All" button is placed above the scrollable arena list, to the right of the "Reload Config" button. Clicking it starts (or restarts) the simulation for every arena that is not currently running. The button is disabled when all arenas are currently running.
- REQ-BAL-UI-WIDGET: Each arena widget displays the arena name, an "Inspect" button (to the right of the arena name), and two columns (one per team). Each column shows the team name as a header, then directly below the header the team's **accumulated threat level** — the sum, across the team's configured ship entries, of each entry's `count` multiplied by the threat cost (REQ-MOD-THREAT) of one ship of that entry computed from its level-independent module layout. Only ships contribute; the HQ and defence stations are excluded. This value is static: it is computed once from the full configured roster and does not change as ships are destroyed during the fight. Below the threat level, the column shows a list of entries. The HQ is always the first entry in each column. Below the HQ, ship types are listed, followed by defence stations (if any). Each entry uses the format `surviving/total TypeName Llevel` — for example `2/3 Fighter L5` or `1/1 HQ L1`. The surviving count updates live as the simulation progresses. When the fight ends, the winning team's name header is prefixed with `[WON]`.
- REQ-BAL-UI-WIDGET: Each arena widget displays the arena name, an "Inspect" button (to the right of the arena name), and two columns (one per team). Each column shows the team name as a header, then directly below the header the team's **accumulated threat level** — the sum, across the team's configured ship entries, of each entry's `count` multiplied by the threat cost (REQ-MOD-THREAT) of one ship of that entry computed from its level-independent module layout. Only ships contribute; the HQ and defence stations are excluded. This value is static: it is computed once from the full configured roster and does not change as ships are destroyed during the fight. Below the threat level, the column shows a list of entries. The HQ is always the first entry in each column. Below the HQ, ship types are listed, followed by defence stations (if any). Each entry uses the format `surviving/total TypeName` for ship entries and `surviving/total TypeName Llevel` for the HQ and defence station entries — for example `2/3 Fighter`, `1/1 HQ L1`, or `2/2 Enemy Station L3`. The surviving count updates live as the simulation progresses. When the fight ends, the winning team's name header is prefixed with `[WON]`.
- REQ-BAL-UI-WIDGET-START: Each arena widget contains a "Start" button that starts the simulation for that arena. The button is disabled while the arena's simulation is running. When a finished arena's Start button is clicked, a fresh simulation is created and started (the widget resets to initial unit counts, the border returns to blue, and the previous results are replaced).
- REQ-BAL-UI-WIDGET-BORDER: Each arena widget has a colored border indicating its state: grey when not yet started, blue while its simulation is running, and green when the fight has ended.
- REQ-BAL-UI-INSPECT: Clicking an arena widget's "Inspect" button opens a new inspect window for that arena. Any previously open inspect window is closed first (its arena's simulation is aborted and its widget border returns to grey). The inspected arena is restarted with a fresh simulation that runs at controllable game speed with full rendering (REQ-BAL-SIM-SPEED). The arena widget updates live during inspection (surviving counts, border color, `[WON]` prefix) as it does for non-inspected arenas. Only one inspect window may be open at a time.

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@@ -231,7 +231,7 @@ void ArenaSimulation::spawnShips()
for (int i = 0; i < entry.count; ++i)
{
const QVector2D pos(xDist(m_rng), yDist(m_rng));
m_shipSystem->spawn(entry.schematicId, entry.level, pos, false,
m_shipSystem->spawn(entry.schematicId, pos, false,
entry.layout);
}
}
@@ -248,7 +248,7 @@ void ArenaSimulation::spawnShips()
for (int i = 0; i < entry.count; ++i)
{
const QVector2D pos(xDist(m_rng), yDist(m_rng));
m_shipSystem->spawn(entry.schematicId, entry.level, pos, true,
m_shipSystem->spawn(entry.schematicId, pos, true,
entry.layout);
}
}
@@ -330,15 +330,11 @@ void ArenaSimulation::tickDeaths()
{
const ShipIdentityComponent& si = m_admin.get<ShipIdentityComponent>(deadEntity);
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
for (const ShipDef& def : m_gameConfig.ships.ships)
{
if (def.id == si.schematicId && def.loot.scrapDrop > 0)
if (si.scrapDrop > 0)
{
const Tick despawnAt = m_currentTick
+ secondsToTicks(m_gameConfig.world.scrapDespawnSeconds);
m_scrapSystem->spawn(pos.value, def.loot.scrapDrop, despawnAt);
break;
}
m_scrapSystem->spawn(pos.value, si.scrapDrop, despawnAt);
}
m_shipSystem->despawn(deadEntity);
}
@@ -504,7 +500,7 @@ void ArenaSimulation::updateStatus()
{
ArenaStatus::Entry entry;
entry.displayName = shipEntry.schematicId;
entry.level = shipEntry.level;
// Ships no longer carry a level (level suffix stays empty).
entry.total = shipEntry.count;
int surviving = 0;
@@ -516,7 +512,6 @@ void ArenaSimulation::updateStatus()
{
if (f.isEnemy == isEnemyTeam
&& si.schematicId == shipEntry.schematicId
&& si.level == shipEntry.level
&& h.hp > 0.0f)
{
++surviving;

View File

@@ -3,6 +3,7 @@
#include <atomic>
#include <memory>
#include <mutex>
#include <optional>
#include <random>
#include <string>
#include <vector>
@@ -32,7 +33,9 @@ struct ArenaStatus
struct Entry
{
std::string displayName;
int level;
// Level suffix shown in the widget/inspect display. Set for the HQ and
// defence stations; empty for ships, which no longer have a level.
std::optional<int> level;
int total;
int surviving;
};

View File

@@ -126,11 +126,14 @@ void ArenaWidget::updateStatus(const ArenaStatus& status)
{
lines += "\n";
}
lines += QString("%1/%2 %3 L%4")
lines += QString("%1/%2 %3")
.arg(entry.surviving)
.arg(entry.total)
.arg(QString::fromStdString(entry.displayName))
.arg(entry.level);
.arg(QString::fromStdString(entry.displayName));
if (entry.level.has_value())
{
lines += QString(" L%1").arg(entry.level.value());
}
}
content->setText(lines);
}

View File

@@ -125,8 +125,6 @@ BalancingConfig loadBalancingConfig(const std::string& path)
ArenaShipEntry entry;
entry.schematicId = requireString((*shipTbl)["schematic"],
sPrefix + ".schematic");
entry.level = static_cast<int>(
requireInt((*shipTbl)["level"], sPrefix + ".level"));
entry.count = static_cast<int>(
requireInt((*shipTbl)["count"], sPrefix + ".count"));

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@@ -18,7 +18,6 @@ struct ArenaStationEntry
struct ArenaShipEntry
{
std::string schematicId;
int level;
int count;
std::optional<ShipLayoutConfig> layout;
};

View File

@@ -223,11 +223,14 @@ void InspectWindow::updateInfoPanel(const ArenaStatus& status)
{
lines += "\n";
}
lines += QString("%1/%2 %3 L%4")
lines += QString("%1/%2 %3")
.arg(entry.surviving)
.arg(entry.total)
.arg(QString::fromStdString(entry.displayName))
.arg(entry.level);
.arg(QString::fromStdString(entry.displayName));
if (entry.level.has_value())
{
lines += QString(" L%1").arg(entry.level.value());
}
}
content->setText(lines);
}
@@ -256,9 +259,8 @@ void InspectWindow::handleEvent(std::shared_ptr<const EntitySelectedEvent> event
const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(entity);
const HealthComponent& health = admin.get<HealthComponent>(entity);
m_entityTitleLabel->setText(tr("Ship: %1 (Lv %2)")
.arg(QString::fromStdString(identity.schematicId))
.arg(identity.level));
m_entityTitleLabel->setText(tr("Ship: %1")
.arg(QString::fromStdString(identity.schematicId)));
m_entityTitleLabel->show();
const ShipStats stats = buildShipStatsFromEntity(admin, entity);

View File

@@ -264,6 +264,7 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
cfg.scrapDespawnSeconds = requireDouble(tbl["world"]["scrap_despawn_seconds"], file, "world.scrap_despawn_seconds");
cfg.scrapPerThreat = requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
cfg.tileSize_m = requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
cfg.tunnelMaxDistance_tiles = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
@@ -283,7 +284,6 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
cfg.push.bossAdvanceSeconds = requireDouble(tbl["push"]["boss_advance_seconds"], file, "push.boss_advance_seconds");
cfg.waves.threatRateFormula = requireFormula(tbl["waves"]["threat_rate_formula"], file, "waves.threat_rate_formula");
cfg.waves.shipLevelFormula = requireFormula(tbl["waves"]["ship_level_formula"], file, "waves.ship_level_formula");
cfg.waves.gapMinSeconds = requireDouble(tbl["waves"]["gap_min_seconds"], file, "waves.gap_min_seconds");
cfg.waves.gapMaxSeconds = requireDouble(tbl["waves"]["gap_max_seconds"], file, "waves.gap_max_seconds");
cfg.waves.spawnDurationSeconds = requireDouble(tbl["waves"]["spawn_duration_seconds"], file, "waves.spawn_duration_seconds");
@@ -432,8 +432,6 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
const toml::array& materials = requireArray(bpMt["materials"], file, bpPath + ".materials");
def.schematic.materials = parseIngredients(materials, file, bpPath + ".materials");
def.schematic.playerProductionLevel = static_cast<int>(requireInt(
bpMt["player_production_level"], file, bpPath + ".player_production_level"));
def.schematic.productionTimeSeconds = requireDouble(
bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
}
@@ -443,7 +441,7 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
const std::string hPath = elemPath + ".health";
const toml::table& hTable = requireTable(mt["health"], file, hPath);
toml::table& hMt = const_cast<toml::table&>(hTable);
def.health.hpFormula = requireFormula(hMt["hp_formula"], file, hPath + ".hp_formula");
def.health.hp = static_cast<float>(requireDouble(hMt["hp"], file, hPath + ".hp"));
}
// Movement
@@ -451,11 +449,11 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
const std::string mPath = elemPath + ".movement";
const toml::table& mTable = requireTable(mt["movement"], file, mPath);
toml::table& mMt = const_cast<toml::table&>(mTable);
def.movement.speedFormula = requireFormula(mMt["speed_mps_formula"], file, mPath + ".speed_mps_formula");
def.movement.mainAccelerationFormula = requireFormula(mMt["main_acceleration_mpss_formula"], file, mPath + ".main_acceleration_mpss_formula");
def.movement.maneuveringAccelerationFormula = requireFormula(mMt["maneuvering_acceleration_mpss_formula"], file, mPath + ".maneuvering_acceleration_mpss_formula");
def.movement.angularAccelerationFormula = requireFormula(mMt["angular_acceleration_radpss_formula"], file, mPath + ".angular_acceleration_radpss_formula");
def.movement.maxRotationSpeedFormula = requireFormula(mMt["max_rotation_speed_radps_formula"], file, mPath + ".max_rotation_speed_radps_formula");
def.movement.speed_mps = static_cast<float>(requireDouble(mMt["speed_mps"], file, mPath + ".speed_mps"));
def.movement.mainAcceleration_mpss = static_cast<float>(requireDouble(mMt["main_acceleration_mpss"], file, mPath + ".main_acceleration_mpss"));
def.movement.maneuveringAcceleration_mpss = static_cast<float>(requireDouble(mMt["maneuvering_acceleration_mpss"], file, mPath + ".maneuvering_acceleration_mpss"));
def.movement.angularAcceleration_radpss = static_cast<float>(requireDouble(mMt["angular_acceleration_radpss"], file, mPath + ".angular_acceleration_radpss"));
def.movement.maxRotationSpeed_radps = static_cast<float>(requireDouble(mMt["max_rotation_speed_radps"], file, mPath + ".max_rotation_speed_radps"));
}
// Sensor
@@ -463,15 +461,7 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
const std::string snsPath = elemPath + ".sensor";
const toml::table& snsTable = requireTable(mt["sensor"], file, snsPath);
toml::table& snsMt = const_cast<toml::table&>(snsTable);
def.sensor.sensorRangeFormula = requireFormula(snsMt["sensor_range_m_formula"], file, snsPath + ".sensor_range_m_formula");
}
// Loot
{
const std::string lPath = elemPath + ".loot";
const toml::table& lTable = requireTable(mt["loot"], file, lPath);
toml::table& lMt = const_cast<toml::table&>(lTable);
def.loot.scrapDrop = static_cast<int>(requireInt(lMt["scrap_drop"], file, lPath + ".scrap_drop"));
def.sensor.sensorRange_m = static_cast<float>(requireDouble(snsMt["sensor_range_m"], file, snsPath + ".sensor_range_m"));
}
// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
@@ -584,8 +574,6 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
def.unlockAtStationLevel = static_cast<int>(
mt["unlock_at_station_level"].value_or<int64_t>(-1));
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
def.playerProductionLevel = static_cast<int>(requireInt(
mt["player_production_level"], file, elemPath + ".player_production_level"));
def.productionTimeSeconds = requireDouble(
mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
def.fillColor = requireString(mt["fill_color"], file, elemPath + ".fill_color");
@@ -608,15 +596,15 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
elemPath + "." + se.category);
toml::table& catMt = const_cast<toml::table&>(catTable);
const std::string addedKey = std::string("added_") + se.stat + se.addedKeySuffix + "_formula";
const std::string multipliedKey = std::string("multiplied_") + se.stat + se.addedKeySuffix + "_formula";
const std::string addedKey = std::string("added_") + se.stat + se.addedKeySuffix;
const std::string multipliedKey = std::string("multiplied_") + se.stat + se.addedKeySuffix;
if (catMt.contains(addedKey))
{
ModuleStatModifier mod;
mod.stat = se.stat;
mod.modifierType = "additive";
mod.formula = requireFormula(catMt[addedKey], file,
mod.value = requireDouble(catMt[addedKey], file,
elemPath + "." + se.category + "." + addedKey);
def.statModifiers.push_back(std::move(mod));
}
@@ -626,7 +614,7 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
ModuleStatModifier mod;
mod.stat = se.stat;
mod.modifierType = "multiplicative";
mod.formula = requireFormula(catMt[multipliedKey], file,
mod.value = requireDouble(catMt[multipliedKey], file,
elemPath + "." + se.category + "." + multipliedKey);
def.statModifiers.push_back(std::move(mod));
}
@@ -638,16 +626,16 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
const std::string wPath = elemPath + ".weapon";
const toml::table& wTable = requireTable(mt["weapon"], file, wPath);
toml::table& wMt = const_cast<toml::table&>(wTable);
if (wMt.contains("damage_formula") || wMt.contains("attack_range_m_formula")
|| wMt.contains("attack_rate_hz_formula"))
if (wMt.contains("damage") || wMt.contains("attack_range_m")
|| wMt.contains("attack_rate_hz"))
{
ModuleWeaponCapability cap;
cap.damageFormula = requireFormula(wMt["damage_formula"],
file, wPath + ".damage_formula");
cap.attackRangeFormula = requireFormula(wMt["attack_range_m_formula"],
file, wPath + ".attack_range_m_formula");
cap.attackRateFormula = requireFormula(wMt["attack_rate_hz_formula"],
file, wPath + ".attack_rate_hz_formula");
cap.damage = static_cast<float>(requireDouble(wMt["damage"],
file, wPath + ".damage"));
cap.attackRange_m = static_cast<float>(requireDouble(wMt["attack_range_m"],
file, wPath + ".attack_range_m"));
cap.attackRate_hz = static_cast<float>(requireDouble(wMt["attack_rate_hz"],
file, wPath + ".attack_rate_hz"));
def.weaponCapability = std::move(cap);
}
}
@@ -658,16 +646,16 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
const std::string sPath = elemPath + ".salvage";
const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
toml::table& sMt = const_cast<toml::table&>(sTable);
if (sMt.contains("collection_range_m_formula") || sMt.contains("cargo_capacity_formula")
|| sMt.contains("collection_rate_hz_formula"))
if (sMt.contains("collection_range_m") || sMt.contains("cargo_capacity")
|| sMt.contains("collection_rate_hz"))
{
ModuleSalvageCapability cap;
cap.collectionRangeFormula = requireFormula(sMt["collection_range_m_formula"],
file, sPath + ".collection_range_m_formula");
cap.cargoCapacityFormula = requireFormula(sMt["cargo_capacity_formula"],
file, sPath + ".cargo_capacity_formula");
cap.collectionRateFormula = requireFormula(sMt["collection_rate_hz_formula"],
file, sPath + ".collection_rate_hz_formula");
cap.collectionRange_m = static_cast<float>(requireDouble(sMt["collection_range_m"],
file, sPath + ".collection_range_m"));
cap.cargoCapacity = static_cast<float>(requireDouble(sMt["cargo_capacity"],
file, sPath + ".cargo_capacity"));
cap.collectionRate_hz = static_cast<float>(requireDouble(sMt["collection_rate_hz"],
file, sPath + ".collection_rate_hz"));
def.salvageCapability = std::move(cap);
}
}
@@ -678,15 +666,15 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
const std::string rPath = elemPath + ".repair";
const toml::table& rTable = requireTable(mt["repair"], file, rPath);
toml::table& rMt = const_cast<toml::table&>(rTable);
if (rMt.contains("repair_rate_hz_formula") || rMt.contains("repair_range_m_formula"))
if (rMt.contains("repair_rate_hz") || rMt.contains("repair_range_m"))
{
ModuleRepairCapability cap;
cap.repairRateFormula = requireFormula(rMt["repair_rate_hz_formula"],
file, rPath + ".repair_rate_hz_formula");
cap.repairAmountHpFormula = requireFormula(rMt["repair_amount_hp_formula"],
file, rPath + ".repair_amount_hp_formula");
cap.repairRangeFormula = requireFormula(rMt["repair_range_m_formula"],
file, rPath + ".repair_range_m_formula");
cap.repairRate_hz = static_cast<float>(requireDouble(rMt["repair_rate_hz"],
file, rPath + ".repair_rate_hz"));
cap.repairAmountHp = static_cast<float>(requireDouble(rMt["repair_amount_hp"],
file, rPath + ".repair_amount_hp"));
cap.repairRange_m = static_cast<float>(requireDouble(rMt["repair_range_m"],
file, rPath + ".repair_range_m"));
def.repairCapability = std::move(cap);
}
}

View File

@@ -4,7 +4,6 @@
#include <string>
#include <vector>
#include "Formula.h"
#include "RecipesConfig.h"
// A single stat modifier contributed by a module instance.
@@ -13,29 +12,29 @@ struct ModuleStatModifier
{
std::string stat; // e.g. "hp", "speed", "sensor_range"
std::string modifierType; // "additive" or "multiplicative"
Formula formula;
double value;
};
// Capability sections — present when the module grants that capability.
struct ModuleWeaponCapability
{
Formula damageFormula;
Formula attackRangeFormula;
Formula attackRateFormula;
float damage;
float attackRange_m;
float attackRate_hz;
};
struct ModuleSalvageCapability
{
Formula collectionRangeFormula;
Formula cargoCapacityFormula;
Formula collectionRateFormula;
float collectionRange_m;
float cargoCapacity;
float collectionRate_hz;
};
struct ModuleRepairCapability
{
Formula repairRateFormula; // repair cycles per second
Formula repairAmountHpFormula; // HP restored per cycle
Formula repairRangeFormula;
float repairRate_hz; // repair cycles per second
float repairAmountHp; // HP restored per cycle
float repairRange_m;
};
struct ModuleDef
@@ -44,7 +43,6 @@ struct ModuleDef
int unlockAtStationLevel;
std::vector<std::string> surfaceMask;
std::vector<RecipeIngredient> materials;
int playerProductionLevel;
double productionTimeSeconds;
std::string fillColor;
std::string glyph;

View File

@@ -3,42 +3,33 @@
#include <string>
#include <vector>
#include "Formula.h"
#include "RecipesConfig.h" // for RecipeIngredient
#include "ShipLayout.h" // for PlacedModule
// Build materials and initial per-schematic production level
// (REQ-BLD-SHIPYARD, REQ-DEF-SCHEMATIC-DROP).
// Build materials and base production time (REQ-BLD-SHIPYARD, REQ-DEF-SCHEMATIC-DROP).
struct ShipSchematic
{
std::vector<RecipeIngredient> materials;
int playerProductionLevel;
double productionTimeSeconds;
};
struct ShipHealth
{
Formula hpFormula; // REQ-SHP-STATS
float hp; // REQ-SHP-STATS
};
struct ShipMovement
{
Formula speedFormula; // max linear speed cap, tiles/s (REQ-SHP-STATS, REQ-SHP-MOVEMENT)
Formula mainAccelerationFormula; // forward acceleration, tiles/s²
Formula maneuveringAccelerationFormula;// omnidirectional acceleration, tiles/s²
Formula angularAccelerationFormula; // angular acceleration, rad/s²
Formula maxRotationSpeedFormula; // angular velocity cap, rad/s
float speed_mps; // max linear speed cap, m/s (REQ-SHP-STATS, REQ-SHP-MOVEMENT)
float mainAcceleration_mpss; // forward acceleration, m/s²
float maneuveringAcceleration_mpss;// omnidirectional acceleration, m/s²
float angularAcceleration_radpss; // angular acceleration, rad/s²
float maxRotationSpeed_radps; // angular velocity cap, rad/s
};
struct ShipSensor
{
Formula sensorRangeFormula; // REQ-SHP-SENSOR, REQ-SHP-STATS
};
// Scrap dropped on destruction (REQ-RES-SCRAP-DROP).
struct ShipLoot
{
int scrapDrop;
float sensorRange_m; // REQ-SHP-SENSOR, REQ-SHP-STATS
};
struct ShipDef
@@ -51,7 +42,6 @@ struct ShipDef
ShipHealth health;
ShipMovement movement;
ShipSensor sensor;
ShipLoot loot;
// Module layout used for enemy wave ships (REQ-WAV-DEFAULT-MODULES).
std::vector<PlacedModule> defaultModules;

View File

@@ -29,7 +29,6 @@ struct WorldPush
struct WorldWaves
{
Formula threatRateFormula; // threat/s as a function of boss wave counter x
Formula shipLevelFormula; // enemy ship level as a function of boss wave counter x
double gapMinSeconds;
double gapMaxSeconds;
double spawnDurationSeconds;
@@ -60,6 +59,7 @@ struct WorldConfig
int refundPercentage; // REQ-BLD-DEMOLISH
int startingBuildingBlocks; // REQ-HQ-STARTING-BLOCKS
double scrapDespawnSeconds; // REQ-RES-SCRAP-DROP
double scrapPerThreat; // REQ-RES-SCRAP-DROP, REQ-THREAT-SCRAP (scrap dropped per unit threat)
double tileSize_m; // metres per tile (REQ-GW-TILE-SIZE)
double beltSpeed_tps; // REQ-GW-BELT-SPEED (tiles/s, converted from m/s in config)
int tunnelMaxDistance_tiles; // REQ-BLD-TUNNEL-PAIR

View File

@@ -42,7 +42,7 @@ entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
float maxSpeed_tpt, float mainAcceleration_tptt,
float maneuveringAcceleration_tptt, float maxAngularAcceleration_rptt,
float maxRotationSpeed_rpt, float sensorRange_tiles,
int level, const std::string& schematicId, bool isEnemy)
const std::string& schematicId, bool isEnemy)
{
entt::entity entity = createEntity();
add<PositionComponent>(entity, PositionComponent{position});
@@ -61,7 +61,7 @@ entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
0.0f // angularAcceleration_rptt
});
add<SensorRangeComponent>(entity, SensorRangeComponent{sensorRange_tiles});
add<ShipIdentityComponent>(entity, ShipIdentityComponent{level, schematicId});
add<ShipIdentityComponent>(entity, ShipIdentityComponent{schematicId});
add<MovementIntentComponent>(entity, MovementIntentComponent{0, QVector2D(0.0f, 0.0f)});
return entity;
}

View File

@@ -56,7 +56,7 @@ public:
float maxSpeed_tpt, float mainAcceleration_tptt,
float maneuveringAcceleration_tptt, float maxAngularAcceleration_rptt,
float maxRotationSpeed_rpt, float sensorRange_tiles,
int level, const std::string& schematicId, bool isEnemy);
const std::string& schematicId, bool isEnemy);
entt::entity spawnStation(QPoint anchor, QSize footprint,
const std::vector<QPoint>& bodyCells,

View File

@@ -19,8 +19,6 @@ struct SchematicChoiceOption
std::string schematicId;
SchematicType type;
std::string displayName;
bool isNewUnlock;
int targetLevel;
// Display names of items produced by recipes that would newly become
// implicitly unlocked (REQ-LOCK-IMPLICIT) if this option is selected.

View File

@@ -4,6 +4,8 @@
struct ShipIdentityComponent
{
int level;
std::string schematicId;
// Scrap dropped on destruction, derived from the ship's as-built threat cost
// at spawn time (REQ-RES-SCRAP-DROP).
int scrapDrop = 0;
};

View File

@@ -1,6 +1,8 @@
#include "ShipSystem.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <map>
#include <stdexcept>
#include <utility>
@@ -26,7 +28,9 @@
#include "SalvagerComponent.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "StandbyBehavior.h"
#include "ThreatCostCalculator.h"
#include "Tick.h"
#include "tracing.h"
#include "WeaponComponent.h"
@@ -61,48 +65,46 @@ const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
return nullptr;
}
entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
entt::entity ShipSystem::spawn(const std::string& schematicId,
QVector2D position, bool isEnemy,
const std::optional<ShipLayoutConfig>& layout,
const std::map<std::string, int>& moduleLevelOverrides)
const std::optional<ShipLayoutConfig>& layout)
{
const ShipDef* def = findShipDef(schematicId);
assert(def != nullptr);
const double x = static_cast<double>(level);
const float tickRate = static_cast<float>(kTickRateHz);
const float tileSize = static_cast<float>(m_config.world.tileSize_m);
float hp = static_cast<float>(def->health.hpFormula.evaluate(x));
float hp = def->health.hp;
float maxHp = hp;
float maxSpeed_tpt = static_cast<float>(def->movement.speedFormula.evaluate(x))
float maxSpeed_tpt = def->movement.speed_mps / tileSize / tickRate;
float mainAcceleration_tptt = def->movement.mainAcceleration_mpss / tileSize / tickRate;
float maneuveringAcceleration_tptt = def->movement.maneuveringAcceleration_mpss
/ tileSize / tickRate;
float mainAcceleration_tptt = static_cast<float>(
def->movement.mainAccelerationFormula.evaluate(x))
/ tileSize / tickRate;
float maneuveringAcceleration_tptt = static_cast<float>(
def->movement.maneuveringAccelerationFormula.evaluate(x))
/ tileSize / tickRate;
float maxAngularAcceleration_rptt = static_cast<float>(
def->movement.angularAccelerationFormula.evaluate(x))
/ tickRate;
float maxRotationSpeed_rpt = static_cast<float>(
def->movement.maxRotationSpeedFormula.evaluate(x))
/ tickRate;
float sensorRange_tiles = static_cast<float>(
def->sensor.sensorRangeFormula.evaluate(x))
/ tileSize;
float maxAngularAcceleration_rptt = def->movement.angularAcceleration_radpss / tickRate;
float maxRotationSpeed_rpt = def->movement.maxRotationSpeed_radps / tickRate;
float sensorRange_tiles = def->sensor.sensorRange_m / tileSize;
entt::entity entity = m_admin.spawnShip(
position, hp, maxHp,
maxSpeed_tpt, mainAcceleration_tptt, maneuveringAcceleration_tptt,
maxAngularAcceleration_rptt, maxRotationSpeed_rpt, sensorRange_tiles,
level, schematicId, isEnemy);
schematicId, isEnemy);
// Determine module list: configured layout takes precedence over default.
const std::vector<PlacedModule>& modules =
layout.has_value() ? layout->placedModules : def->defaultModules;
// Derive the scrap dropped on destruction from the ship's as-built threat cost
// (REQ-RES-SCRAP-DROP): round(threat * scrap_per_threat), floored at 1 for any
// ship with threat > 0. Computed once here since threat is level-independent.
const double threatCost = calculateShipThreatCost(m_config.threatCosts, m_config,
schematicId, modules);
const int scrapDrop = threatCost > 0.0
? std::max(1, static_cast<int>(std::lround(threatCost * m_config.world.scrapPerThreat)))
: 0;
m_admin.get<ShipIdentityComponent>(entity).scrapDrop = scrapDrop;
// --- Pass 1: create capability child entities ----------------------------
std::vector<entt::entity> weaponChildren;
std::vector<entt::entity> salvageChildren;
@@ -117,19 +119,12 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
const ModuleDef* modDef = findModuleDef(pm.moduleId);
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
const auto overIt = moduleLevelOverrides.find(pm.moduleId);
const double mx = static_cast<double>(
overIt != moduleLevelOverrides.end() ? overIt->second : modDef->playerProductionLevel);
if (modDef->weaponCapability)
{
WeaponComponent w;
w.damage = static_cast<float>(
modDef->weaponCapability->damageFormula.evaluate(mx));
w.range_tiles = static_cast<float>(
modDef->weaponCapability->attackRangeFormula.evaluate(mx)) / tileSize;
w.fireRateHz = static_cast<float>(
modDef->weaponCapability->attackRateFormula.evaluate(mx));
w.damage = modDef->weaponCapability->damage;
w.range_tiles = modDef->weaponCapability->attackRange_m / tileSize;
w.fireRateHz = modDef->weaponCapability->attackRate_hz;
w.cooldownTicks = 0.0f;
w.currentTarget = std::nullopt;
@@ -141,12 +136,11 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
if (modDef->salvageCapability)
{
cargoCapacityBase += modDef->salvageCapability->cargoCapacityFormula.evaluate(mx);
cargoCapacityBase += modDef->salvageCapability->cargoCapacity;
SalvagerComponent salvager;
salvager.collectionRange_tiles = static_cast<float>(
modDef->salvageCapability->collectionRangeFormula.evaluate(mx)) / tileSize;
const double rate = modDef->salvageCapability->collectionRateFormula.evaluate(mx);
salvager.collectionRange_tiles = modDef->salvageCapability->collectionRange_m / tileSize;
const double rate = modDef->salvageCapability->collectionRate_hz;
salvager.collectionIntervalTicks = (rate > 0.0)
? static_cast<int>(kTickRateHz / rate + 0.5)
: 0;
@@ -161,16 +155,13 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
if (modDef->repairCapability)
{
RepairToolComponent rt;
const double repairRateHz =
modDef->repairCapability->repairRateFormula.evaluate(mx);
const double repairRateHz = modDef->repairCapability->repairRate_hz;
rt.repairIntervalTicks = (repairRateHz > 0.0)
? static_cast<int>(kTickRateHz / repairRateHz + 0.5)
: 0;
rt.repairAmountHp = static_cast<float>(
modDef->repairCapability->repairAmountHpFormula.evaluate(mx));
rt.repairAmountHp = modDef->repairCapability->repairAmountHp;
rt.cooldownTicksRemaining = 0;
rt.range_tiles = static_cast<float>(
modDef->repairCapability->repairRangeFormula.evaluate(mx)) / tileSize;
rt.range_tiles = modDef->repairCapability->repairRange_m / tileSize;
rt.currentTarget = std::nullopt;
entt::entity child = m_admin.createModuleEntity();
@@ -196,13 +187,9 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
const ModuleDef* modDef = findModuleDef(pm.moduleId);
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
const auto overIt2 = moduleLevelOverrides.find(pm.moduleId);
const double mx = static_cast<double>(
overIt2 != moduleLevelOverrides.end() ? overIt2->second : modDef->playerProductionLevel);
for (const ModuleStatModifier& sm : modDef->statModifiers)
{
const double val = sm.formula.evaluate(mx);
const double val = sm.value;
// Route modifier to the correct accumulator by stat category.
// weapon/salvage/repair stats go to the corresponding child map;

View File

@@ -18,10 +18,9 @@ class ShipSystem
public:
ShipSystem(const GameConfig& config, EntityAdmin& admin);
entt::entity spawn(const std::string& schematicId, int level, QVector2D position,
entt::entity spawn(const std::string& schematicId, QVector2D position,
bool isEnemy = false,
const std::optional<ShipLayoutConfig>& layout = std::nullopt,
const std::map<std::string, int>& moduleLevelOverrides = {});
const std::optional<ShipLayoutConfig>& layout = std::nullopt);
void despawn(entt::entity entity);
// Reset all movement intents to inactive before behavior systems run.

View File

@@ -17,9 +17,7 @@
ShipStats calculateShipStats(const GameConfig& config,
const std::string& shipId,
int level,
const std::vector<PlacedModule>& modules,
const std::map<std::string, int>& moduleLevelOverrides)
const std::vector<PlacedModule>& modules)
{
ShipStats result{};
@@ -39,24 +37,20 @@ ShipStats calculateShipStats(const GameConfig& config,
return nullptr;
};
const double x = static_cast<double>(level);
const double tileSize = config.world.tileSize_m;
// --- Base hull stats (convert from SI to display units) ------------------
result.hp = static_cast<float>(
shipDef->health.hpFormula.evaluate(x));
result.hp = shipDef->health.hp;
result.maxSpeed_tps = static_cast<float>(
shipDef->movement.speedFormula.evaluate(x) / tileSize);
shipDef->movement.speed_mps / tileSize);
result.sensorRange_tiles = static_cast<float>(
shipDef->sensor.sensorRangeFormula.evaluate(x) / tileSize);
shipDef->sensor.sensorRange_m / tileSize);
result.mainAcceleration_tpss = static_cast<float>(
shipDef->movement.mainAccelerationFormula.evaluate(x) / tileSize);
shipDef->movement.mainAcceleration_mpss / tileSize);
result.maneuveringAcceleration_tpss = static_cast<float>(
shipDef->movement.maneuveringAccelerationFormula.evaluate(x) / tileSize);
result.angularAcceleration_radpss = static_cast<float>(
shipDef->movement.angularAccelerationFormula.evaluate(x));
result.maxRotationSpeed_radps = static_cast<float>(
shipDef->movement.maxRotationSpeedFormula.evaluate(x));
shipDef->movement.maneuveringAcceleration_mpss / tileSize);
result.angularAcceleration_radpss = shipDef->movement.angularAcceleration_radpss;
result.maxRotationSpeed_radps = shipDef->movement.maxRotationSpeed_radps;
// --- Pass 1: base capability stats per module instance -------------------
struct WeaponInstance { float damage; float range_tiles; float rate_hz; };
@@ -76,33 +70,29 @@ ShipStats calculateShipStats(const GameConfig& config,
const ModuleDef* def = findModuleDef(pm.moduleId);
if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
const auto overIt = moduleLevelOverrides.find(pm.moduleId);
const double mx = static_cast<double>(
overIt != moduleLevelOverrides.end() ? overIt->second : def->playerProductionLevel);
if (def->weaponCapability)
{
WeaponInstance wi;
wi.damage = static_cast<float>(def->weaponCapability->damageFormula.evaluate(mx));
wi.range_tiles = static_cast<float>(def->weaponCapability->attackRangeFormula.evaluate(mx) / tileSize);
wi.rate_hz = static_cast<float>(def->weaponCapability->attackRateFormula.evaluate(mx));
wi.damage = def->weaponCapability->damage;
wi.range_tiles = static_cast<float>(def->weaponCapability->attackRange_m / tileSize);
wi.rate_hz = def->weaponCapability->attackRate_hz;
weaponInstances.push_back(wi);
}
if (def->salvageCapability)
{
cargoCapacityBase += def->salvageCapability->cargoCapacityFormula.evaluate(mx);
cargoCapacityBase += def->salvageCapability->cargoCapacity;
SalvageInstance si;
si.range_tiles = static_cast<float>(def->salvageCapability->collectionRangeFormula.evaluate(mx) / tileSize);
si.rate = static_cast<float>(def->salvageCapability->collectionRateFormula.evaluate(mx));
si.range_tiles = static_cast<float>(def->salvageCapability->collectionRange_m / tileSize);
si.rate = def->salvageCapability->collectionRate_hz;
salvageInstances.push_back(si);
}
if (def->repairCapability)
{
RepairInstance ri;
ri.rate_hz = static_cast<float>(def->repairCapability->repairRateFormula.evaluate(mx));
ri.amount_hp = static_cast<float>(def->repairCapability->repairAmountHpFormula.evaluate(mx));
ri.range_tiles = static_cast<float>(def->repairCapability->repairRangeFormula.evaluate(mx) / tileSize);
ri.rate_hz = def->repairCapability->repairRate_hz;
ri.amount_hp = def->repairCapability->repairAmountHp;
ri.range_tiles = static_cast<float>(def->repairCapability->repairRange_m / tileSize);
repairInstances.push_back(ri);
}
}
@@ -120,13 +110,9 @@ ShipStats calculateShipStats(const GameConfig& config,
const ModuleDef* def = findModuleDef(pm.moduleId);
if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
const auto overIt = moduleLevelOverrides.find(pm.moduleId);
const double mx = static_cast<double>(
overIt != moduleLevelOverrides.end() ? overIt->second : def->playerProductionLevel);
for (const ModuleStatModifier& sm : def->statModifiers)
{
const double val = sm.formula.evaluate(mx);
const double val = sm.value;
const bool isWeaponStat = (sm.stat == "damage"
|| sm.stat == "attack_range"

View File

@@ -51,9 +51,7 @@ struct ShipStats
ShipStats calculateShipStats(const GameConfig& config,
const std::string& shipId,
int level,
const std::vector<PlacedModule>& modules,
const std::map<std::string, int>& moduleLevelOverrides = {});
const std::vector<PlacedModule>& modules);
ShipStats buildShipStatsFromEntity(const EntityAdmin& admin, entt::entity shipEntity);

View File

@@ -61,13 +61,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
{
return;
}
std::map<std::string, int> moduleLevels;
for (const auto& [mId, mState] : m_moduleSchematicLevels)
{
moduleLevels[mId] = mState.level;
}
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
moduleLevels);
m_shipSystem->spawn(id, pos, /*isEnemy=*/false, layout);
},
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
@@ -86,7 +80,6 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.schematic.playerProductionLevel : 0;
m_schematicLevels[def.id] = state;
}
@@ -95,7 +88,6 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
m_moduleSchematicLevels[def.id] = state;
}
@@ -167,13 +159,7 @@ void Simulation::reset(unsigned int seed)
{
return;
}
std::map<std::string, int> moduleLevels;
for (const auto& [mId, mState] : m_moduleSchematicLevels)
{
moduleLevels[mId] = mState.level;
}
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
moduleLevels);
m_shipSystem->spawn(id, pos, /*isEnemy=*/false, layout);
},
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
@@ -192,7 +178,6 @@ void Simulation::reset(unsigned int seed)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.schematic.playerProductionLevel : 0;
m_schematicLevels[def.id] = state;
}
@@ -201,7 +186,6 @@ void Simulation::reset(unsigned int seed)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
m_moduleSchematicLevels[def.id] = state;
}
@@ -551,15 +535,11 @@ void Simulation::tickDeathsAndLoot()
{
const ShipIdentityComponent& si = m_admin.get<ShipIdentityComponent>(deadEntity);
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
for (const ShipDef& def : m_config.ships.ships)
{
if (def.id == si.schematicId && def.loot.scrapDrop > 0)
if (si.scrapDrop > 0)
{
const Tick despawnAt = m_currentTick
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
m_scrapSystem->spawn(pos.value, def.loot.scrapDrop, despawnAt);
break;
}
m_scrapSystem->spawn(pos.value, si.scrapDrop, despawnAt);
}
m_shipSystem->despawn(deadEntity);
}
@@ -647,20 +627,22 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
struct PoolEntry { std::string id; DropType type; };
std::vector<PoolEntry> pool;
// Owned schematics leave the pool (REQ-DEF-SCHEMATIC-DROP): only offer
// ship/module schematics that are gated to a station level in range and not
// yet unlocked. Schematics with unlock_at_station_level -1 start unlocked, so
// they are always owned and never eligible.
for (const ShipDef& def : m_config.ships.ships)
{
if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
{
if (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; }
if (m_schematicLevels.at(def.id).unlocked) { continue; }
pool.push_back({def.id, DropType::Ship});
}
}
for (const ModuleDef& def : m_config.modules.modules)
{
if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
{
if (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; }
if (m_moduleSchematicLevels.at(def.id).unlocked) { continue; }
pool.push_back({def.id, DropType::Module});
}
}
for (const RecipeDef& def : m_config.recipes.recipes)
{
if (def.building != BuildingType::Assembler) { continue; }
@@ -708,23 +690,15 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
{
option.type = SchematicType::Ship;
option.displayName = toDisplayName(entry.id);
const SchematicState& state = m_schematicLevels.at(entry.id);
option.isNewUnlock = !state.unlocked;
option.targetLevel = state.level + 1;
}
else if (entry.type == DropType::Module)
{
option.type = SchematicType::Module;
option.displayName = toDisplayName(entry.id);
const SchematicState& state = m_moduleSchematicLevels.at(entry.id);
option.isNewUnlock = !state.unlocked;
option.targetLevel = state.level + 1;
}
else
{
option.type = SchematicType::Recipe;
option.isNewUnlock = true;
option.targetLevel = 0;
for (const RecipeDef& def : m_config.recipes.recipes)
{
if (def.id == entry.id && !def.outputs.empty())
@@ -740,11 +714,11 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
std::set<std::string> hypotheticalModuleIds = currentModuleIds;
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
if (entry.type == DropType::Ship && option.isNewUnlock)
if (entry.type == DropType::Ship)
{
hypotheticalShipIds.insert(entry.id);
}
else if (entry.type == DropType::Module && option.isNewUnlock)
else if (entry.type == DropType::Module)
{
hypotheticalModuleIds.insert(entry.id);
}
@@ -766,8 +740,6 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
artifactOption.schematicId = "";
artifactOption.type = SchematicType::Artifact;
artifactOption.displayName = "Artifact";
artifactOption.isNewUnlock = false;
artifactOption.targetLevel = 0;
m_pendingSchematicChoices.push_back(std::move(artifactOption));
}
}
@@ -798,7 +770,6 @@ void Simulation::applySchematicChoice(int choiceIndex)
? m_moduleSchematicLevels.at(chosen.schematicId)
: m_schematicLevels.at(chosen.schematicId);
state.unlocked = true;
state.level += 1;
}
recomputeUnlocked();
@@ -961,7 +932,6 @@ void Simulation::appendSchematicMap(Hasher& hasher,
{
hasher.append(entry.first);
hasher.append(entry.second.unlocked);
hasher.append(entry.second.level);
}
}
@@ -1054,7 +1024,6 @@ unsigned long long Simulation::computeStateChecksum() const
[&hasher](entt::entity entity, const ShipIdentityComponent& c)
{
hasher.append(static_cast<std::uint32_t>(entity));
hasher.append(c.level);
hasher.append(c.schematicId);
});
@@ -1152,17 +1121,6 @@ Tick Simulation::normalGapRemainingTicks() const
return m_waveSystem->normalGapRemainingTicks();
}
int Simulation::schematicLevel(const std::string& shipId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return 0;
}
return it->second.level;
}
bool Simulation::isSchematicUnlocked(const std::string& shipId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
@@ -1174,17 +1132,6 @@ bool Simulation::isSchematicUnlocked(const std::string& shipId) const
return it->second.unlocked;
}
int Simulation::moduleSchematicLevel(const std::string& moduleId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_moduleSchematicLevels.find(moduleId);
if (it == m_moduleSchematicLevels.end())
{
return 0;
}
return it->second.level;
}
bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
{
const std::map<std::string, SchematicState>::const_iterator it =

View File

@@ -83,12 +83,10 @@ public:
Tick bossCountdownTicks() const;
Tick normalGapRemainingTicks() const;
// Ship schematic state queries.
int schematicLevel(const std::string& shipId) const;
// Ship schematic state query.
bool isSchematicUnlocked(const std::string& shipId) const;
// Module schematic state queries.
int moduleSchematicLevel(const std::string& moduleId) const;
// Module schematic state query.
bool isModuleSchematicUnlocked(const std::string& moduleId) const;
// Implicit recipe/item unlock queries (REQ-LOCK-IMPLICIT).
@@ -182,7 +180,6 @@ private:
struct SchematicState
{
bool unlocked;
int level;
};
std::map<std::string, SchematicState> m_schematicLevels;
std::map<std::string, SchematicState> m_moduleSchematicLevels;

View File

@@ -1,6 +1,5 @@
#include "ThreatCostCalculator.h"
#include <limits>
#include <set>
#include "GameConfig.h"
@@ -62,6 +61,14 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
{
ThreatCostTable table;
// Scrap threat (REQ-THREAT-SCRAP) is the constant inverse of the scrap-drop
// conversion (REQ-RES-SCRAP-DROP): one scrap is worth 1 / scrap_per_threat.
// Set it up front so reprocessing-only item threats (below) can use it, and so
// it no longer depends on any ship's threat cost.
table.scrapThreat = config.world.scrapPerThreat > 0.0
? 1.0 / config.world.scrapPerThreat
: 0.0;
// Build lookup: output item → non-reprocessing recipes and reprocessing recipes.
std::map<std::string, std::vector<RecipeRef>> nonReprocessingRecipes;
std::map<std::string, std::vector<RecipeRef>> reprocessingRecipes;
@@ -146,26 +153,6 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
}
}
// Compute scrap threat (REQ-THREAT-SCRAP): find the ship with the smallest
// scrap_drop and use its threat cost.
int minScrapDrop = std::numeric_limits<int>::max();
const ShipDef* cheapestScrapShip = nullptr;
for (const ShipDef& def : config.ships.ships)
{
if (def.loot.scrapDrop > 0 && def.loot.scrapDrop < minScrapDrop)
{
minScrapDrop = def.loot.scrapDrop;
cheapestScrapShip = &def;
}
}
if (cheapestScrapShip != nullptr)
{
double shipThreat = calculateShipThreatCost(table, config,
cheapestScrapShip->id, cheapestScrapShip->defaultModules);
table.scrapThreat = shipThreat / minScrapDrop;
}
// Resolve reprocessing-only items.
for (const std::string& item : unresolved)
{

View File

@@ -55,7 +55,7 @@ void WaveSystem::tickWaveScheduler(Tick currentTick, ShipSystem& ships,
{
if (currentTick >= entry.spawnAt)
{
ships.spawn(entry.schematicId, entry.level, entry.position,
ships.spawn(entry.schematicId, entry.position,
/*isEnemy=*/true, entry.layout);
}
else
@@ -174,11 +174,7 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
Tick currentTick,
int worldHeightTiles)
{
const int shipLevel = std::max(1, static_cast<int>(
m_config.world.waves.shipLevelFormula.evaluate(
static_cast<double>(m_bossWaveCounter))));
// Build eligible ship list with their costs at the current level.
// Build eligible ship list with their (level-independent) threat costs.
struct EligibleShip
{
std::string schematicId;
@@ -242,7 +238,6 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
SpawnEntry entry;
entry.schematicId = chosen.schematicId;
entry.level = shipLevel;
entry.spawnAt = 0; // set below after all picks are done
entry.position = QVector2D(xDist(m_rng),
static_cast<float>(yDist(m_rng)) + 0.5f);

View File

@@ -59,7 +59,6 @@ private:
struct SpawnEntry
{
std::string schematicId;
int level;
Tick spawnAt;
QVector2D position;
ShipLayoutConfig layout;

View File

@@ -238,7 +238,7 @@ TEST_CASE("BehaviorSystem: clearMovementIntents resets all ships to inactive",
"[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(10.0f, 0.0f)};
f.ships.clearMovementIntents();
@@ -254,7 +254,7 @@ TEST_CASE("BehaviorSystem: tickMovement advances ship by maxSpeed_tpt toward tar
"[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(100.0f, 0.0f)};
@@ -269,7 +269,7 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
"[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
const QVector2D target(speed * 0.5f, 0.0f);
@@ -288,7 +288,7 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
TEST_CASE("BehaviorSystem: healthy player ship does not retreat", "[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp; // full HP
f.decide();
@@ -301,7 +301,7 @@ TEST_CASE("BehaviorSystem: low-HP player ship retreats toward the rally point",
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp * 0.2f; // below threshold
f.decide();
@@ -316,8 +316,8 @@ TEST_CASE("BehaviorSystem: low-HP retreat outranks attacking a nearby enemy", "[
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
f.admin.get<HealthComponent>(player).hp = f.admin.get<HealthComponent>(player).maxHp * 0.1f;
f.decide();
@@ -329,7 +329,7 @@ TEST_CASE("BehaviorSystem: low-HP retreat outranks attacking a nearby enemy", "[
TEST_CASE("BehaviorSystem: enemy ships never retreat even at low HP", "[behavior]")
{
Fixture f;
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f),
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f),
/*isEnemy=*/true);
f.admin.get<HealthComponent>(enemy).hp = f.admin.get<HealthComponent>(enemy).maxHp * 0.05f;
@@ -347,8 +347,8 @@ TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in ran
"[behavior]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -364,8 +364,8 @@ TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
"[behavior]")
{
Fixture f;
const entt::entity e1 = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player
const entt::entity e1 = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(5.0f, 0.0f)); // also player
f.decide();
@@ -378,8 +378,8 @@ TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement ra
"[behavior]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -398,10 +398,10 @@ TEST_CASE("BehaviorSystem: overclaim penalty steers a ship off a claimed target"
SECTION("no claim: the nearer enemy is chosen")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity nearEnemy = f.ships.spawn("interceptor", 1, QVector2D(8.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity nearEnemy = f.ships.spawn("interceptor", QVector2D(8.0f, 0.0f),
/*isEnemy=*/true);
f.ships.spawn("interceptor", 1, QVector2D(0.0f, 12.0f), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(0.0f, 12.0f), /*isEnemy=*/true);
f.decide();
@@ -412,15 +412,15 @@ TEST_CASE("BehaviorSystem: overclaim penalty steers a ship off a claimed target"
{
const float d = 10.0f;
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", 1, QVector2D(d, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", QVector2D(d, 0.0f),
/*isEnemy=*/true);
const entt::entity enemyB = f.ships.spawn("interceptor", 1, QVector2D(0.0f, d),
const entt::entity enemyB = f.ships.spawn("interceptor", QVector2D(0.0f, d),
/*isEnemy=*/true);
// A second player ship already commits to enemyA, registering a claim, so
// the penalised score of enemyA falls below the unclaimed equidistant enemyB.
const entt::entity claimant = f.ships.spawn("interceptor", 1, QVector2D(d, 1.0f));
const entt::entity claimant = f.ships.spawn("interceptor", QVector2D(d, 1.0f));
f.admin.get<AttackBehavior>(claimant).currentTarget = enemyA;
f.decide();
@@ -437,10 +437,10 @@ TEST_CASE("BehaviorSystem: hysteresis keeps a ship on its own claimed target",
{
const float d = 10.0f;
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", 1, QVector2D(d, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", QVector2D(d, 0.0f),
/*isEnemy=*/true);
f.ships.spawn("interceptor", 1, QVector2D(0.0f, d), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(0.0f, d), /*isEnemy=*/true);
// The ship already holds enemyA; enemyB is equidistant. Without self-exclusion
// the ship's own claim would penalise enemyA and flip the choice.
@@ -459,10 +459,10 @@ TEST_CASE("BehaviorSystem: a ship switches off a heavily overclaimed target",
{
const float d = 10.0f;
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", 1, QVector2D(d, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", QVector2D(d, 0.0f),
/*isEnemy=*/true);
const entt::entity enemyB = f.ships.spawn("interceptor", 1, QVector2D(0.0f, d),
const entt::entity enemyB = f.ships.spawn("interceptor", QVector2D(0.0f, d),
/*isEnemy=*/true);
f.admin.get<AttackBehavior>(player).currentTarget = enemyA;
@@ -471,7 +471,7 @@ TEST_CASE("BehaviorSystem: a ship switches off a heavily overclaimed target",
for (int i = 0; i < 5; ++i)
{
const entt::entity other =
f.ships.spawn("interceptor", 1, QVector2D(d, static_cast<float>(2 + i)));
f.ships.spawn("interceptor", QVector2D(d, static_cast<float>(2 + i)));
f.admin.get<AttackBehavior>(other).currentTarget = enemyA;
}
@@ -488,8 +488,8 @@ TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
"[behavior]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -505,7 +505,7 @@ TEST_CASE("BehaviorSystem: enemy ship with no target advances leftward",
"[behavior]")
{
Fixture f;
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(100.0f, 0.0f),
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(100.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -526,7 +526,7 @@ TEST_CASE("BehaviorSystem: advancing ship targets center between enemy defence s
f.admin.spawnStation(QPoint(1000, 10), QSize(1, 1), body, 100.0f, 100.0f, /*isEnemy=*/true);
f.admin.spawnStation(QPoint(1000, 30), QSize(1, 1), body, 100.0f, 100.0f, /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f),
/*isEnemy=*/false);
// Player ships rally until departure; drop Rally so Advance is the fallback.
f.ships.triggerRallyDeparture();
@@ -549,7 +549,7 @@ TEST_CASE("BehaviorSystem: advancing ship falls back to enemy HQ, then off-world
const QVector2D hqPos(5.0f, 7.0f);
const entt::entity hq = f.admin.spawnHqProxy(hqPos, 100.0f, 100.0f);
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(1000.0f, 0.0f),
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(1000.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -576,9 +576,9 @@ TEST_CASE("BehaviorSystem: repair ship orbits damaged friendly ship",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f));
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(5.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
@@ -605,10 +605,10 @@ TEST_CASE("BehaviorSystem: idle repair ship stands by with the fleet instead of
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// A healthy ally (nothing to repair) and a far enemy station (no threat in range).
const entt::entity ally = f.ships.spawn("interceptor", 1, QVector2D(50.0f, 0.0f));
const entt::entity ally = f.ships.spawn("interceptor", QVector2D(50.0f, 0.0f));
const std::vector<QPoint> body{QPoint(0, 0)};
f.admin.spawnStation(QPoint(1000, 0), QSize(1, 1), body, 100.0f, 100.0f, /*isEnemy=*/true);
@@ -628,8 +628,8 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(1.0f, 0.0f));
const float initialHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.admin.get<HealthComponent>(friendly).hp = initialHp;
@@ -644,8 +644,8 @@ TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(1.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp - 0.001f;
@@ -666,9 +666,9 @@ TEST_CASE("RepairSystem: tool heals the in-range damaged target chosen by the ex
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const float initHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.admin.get<HealthComponent>(friendly).hp = initHp;
@@ -688,12 +688,12 @@ TEST_CASE("RepairSystem: tool falls back to in-range target when its target is o
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// out of repair range (80) but in sensor range (200)
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(90.0f, 0.0f));
const entt::entity outOfRange = f.ships.spawn("interceptor", QVector2D(90.0f, 0.0f));
// within repair range
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", QVector2D(20.0f, 0.0f));
const float outInitHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
@@ -717,10 +717,10 @@ TEST_CASE("RepairSystem: tool falls back when its target is fully healed",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
const entt::entity healed = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", QVector2D(15.0f, 0.0f));
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
@@ -740,10 +740,10 @@ TEST_CASE("RepairSystem: tool falls back when its target is destroyed",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity gone = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
const entt::entity gone = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", QVector2D(15.0f, 0.0f));
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
@@ -763,10 +763,10 @@ TEST_CASE("RepairSystem: tool target is cleared when no repairable target is in
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// damaged but beyond repair range (80)
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(150.0f, 0.0f));
const entt::entity outOfRange = f.ships.spawn("interceptor", QVector2D(150.0f, 0.0f));
const float initHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
f.admin.get<HealthComponent>(outOfRange).hp = initHp;
@@ -785,9 +785,9 @@ TEST_CASE("RepairSystem: two repair modules both heal the chosen target additive
{
Fixture f;
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity targetA = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity targetA = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const float initHp = f.admin.get<HealthComponent>(targetA).maxHp * 0.5f;
f.admin.get<HealthComponent>(targetA).hp = initHp;
@@ -813,10 +813,10 @@ TEST_CASE("RepairSystem: two modules both fall back and heal the same target",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity targetB = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
const entt::entity healed = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const entt::entity targetB = f.ships.spawn("interceptor", QVector2D(20.0f, 0.0f));
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
const float initHp = f.admin.get<HealthComponent>(targetB).maxHp * 0.5f;
@@ -847,7 +847,7 @@ TEST_CASE("RepairSystem: does not crash when a tool's owner is not a repair ship
Fixture f;
// Bare child entity: RepairToolComponent + ModuleOwnerComponent, owner is a combat ship.
const entt::entity ownerShip = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity ownerShip = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity moduleEntity = f.admin.createModuleEntity();
RepairToolComponent rt;
rt.repairAmountHp = 1.0f;
@@ -868,7 +868,7 @@ TEST_CASE("RepairSystem: repair tool does not repair an HQ", "[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// A damaged, same-faction HQ in repair range — spawned as a station and tagged
@@ -890,7 +890,7 @@ TEST_CASE("RepairSystem: repair tool still repairs a damaged defence station", "
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// A damaged, same-faction defence station (no HQ tag) in repair range.
@@ -914,7 +914,7 @@ TEST_CASE("BehaviorSystem: salvage ship orbits nearest scrap", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
const QVector2D scrapPos(100.0f, 0.0f);
@@ -937,7 +937,7 @@ TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]"
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -967,7 +967,7 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
REQUIRE(f.buildings.findBuilding(bayId) != nullptr);
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(5.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(5.0f, 0.0f),
false, salvageLayout);
{
REQUIRE(f.admin.isValid(firstSalvageChild(f.admin, ship)));
@@ -1001,7 +1001,7 @@ TEST_CASE("SalvagerSystem: module does not collect scrap beyond its collection r
// collection_range_m_formula = "50"; scrap at distance 55 must not be collected.
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(55.0f, 0.0f), 1, 100000);
@@ -1016,7 +1016,7 @@ TEST_CASE("SalvagerSystem: module collects scrap within its collection range",
// collection_range_m_formula = "50"; scrap at distance 45 must be collected.
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(45.0f, 0.0f), 1, 100000);
@@ -1033,7 +1033,7 @@ TEST_CASE("SalvagerSystem: collection sets cooldown on module", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -1051,7 +1051,7 @@ TEST_CASE("SalvagerSystem: module on cooldown does not collect scrap", "[behavio
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -1066,7 +1066,7 @@ TEST_CASE("SalvagerSystem: module collects again after cooldown expires", "[beha
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
const entt::entity sc = firstSalvageChild(f.admin, ship);
@@ -1093,7 +1093,7 @@ TEST_CASE("SalvagerSystem: two salvage modules collect independently in same tic
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -1110,7 +1110,7 @@ TEST_CASE("SalvagerSystem: second salvage module does not collect when first is
// One module on cooldown, one ready: only the ready module collects.
Fixture f;
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
// Put the first salvage child on cooldown.
@@ -1141,7 +1141,7 @@ TEST_CASE("SalvagerSystem: second salvage module does not collect when first is
TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn", "[sensor]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
REQUIRE(f.admin.get<SensorRangeComponent>(e).value_tiles == Approx(200.0f));
}
@@ -1152,8 +1152,8 @@ TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn",
TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor range", "[sensor]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(190.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(190.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -1164,8 +1164,8 @@ TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor ran
TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor range", "[sensor]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -1175,8 +1175,8 @@ TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor ran
TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[sensor]")
{
Fixture f;
f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f),
f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(210.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -1194,9 +1194,9 @@ TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[
const QVector2D rallyPoint(-100.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -1208,9 +1208,9 @@ TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor ra
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -1225,9 +1225,9 @@ TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f));
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(300.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.decide();
@@ -1243,7 +1243,7 @@ TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[senso
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);
@@ -1261,8 +1261,8 @@ TEST_CASE("Orbit: combat ship's intent carries the target center and orbit radiu
"[orbit]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -1282,7 +1282,7 @@ TEST_CASE("Orbit: rally ship orbits the rally point at the configured rally radi
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.decide();
@@ -1298,8 +1298,8 @@ TEST_CASE("Orbit: combat ship settles near the orbit radius and circles a statio
{
Fixture f;
const QVector2D enemyPos(80.0f, 0.0f);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, enemyPos, /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", enemyPos, /*isEnemy=*/true);
const float orbitRadius = f.admin.get<AttackBehavior>(player).orbitRadius_tiles;
REQUIRE(orbitRadius > 0.0f);

View File

@@ -14,6 +14,7 @@
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "ModuleOwnerComponent.h"
#include "ScrapDataComponent.h"
#include "ScrapSystem.h"
#include "ShipSystem.h"
#include "Simulation.h"
@@ -106,8 +107,8 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -126,8 +127,8 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
{
@@ -162,8 +163,8 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(500.0f, 0.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(0.0f, 0.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(500.0f, 0.0f), false);
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
@@ -199,7 +200,7 @@ TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]
REQUIRE(combatDef != nullptr);
const entt::entity enemyShip = sim.ships().spawn(
combatDef->id, 1,
combatDef->id,
QVector2D(stationCenter.x() + 1.0f, stationCenter.y()),
/*isEnemy=*/true);
@@ -237,7 +238,7 @@ TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]
REQUIRE(combatDef != nullptr);
sim.ships().spawn(
combatDef->id, 1,
combatDef->id,
QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
/*isEnemy=*/false);
@@ -275,7 +276,7 @@ TEST_CASE("CombatSystem: player ship fires at enemy station in range", "[combat]
REQUIRE(combatDef != nullptr);
const entt::entity playerShip = sim.ships().spawn(
combatDef->id, 1,
combatDef->id,
QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
/*isEnemy=*/false);
@@ -303,8 +304,8 @@ TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -325,8 +326,8 @@ TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -344,8 +345,8 @@ TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[comb
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
@@ -365,8 +366,8 @@ TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -392,7 +393,7 @@ TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
const ShipDef* combatDef = findCombatShip(sim.config());
REQUIRE(combatDef != nullptr);
const entt::entity ship = sim.ships().spawn(combatDef->id, 1,
const entt::entity ship = sim.ships().spawn(combatDef->id,
QVector2D(10.0f, 10.0f));
sim.admin().get<HealthComponent>(ship).hp = -1.0f;
@@ -406,24 +407,19 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
{
Simulation sim(loadConfig(), 42);
const ShipDef* droppingDef = nullptr;
for (const ShipDef& def : sim.config().ships.ships)
{
if (def.loot.scrapDrop > 0)
{
droppingDef = &def;
break;
}
}
REQUIRE(droppingDef != nullptr);
const entt::entity ship = sim.ships().spawn(droppingDef->id, 1,
// Scrap dropped on death is derived from the ship's as-built threat cost
// (REQ-RES-SCRAP-DROP): round(threat * scrap_per_threat). The interceptor's
// threat is 59.0 and the test config sets scrap_per_threat = 1.0, so it drops
// round(59.0 * 1.0) = 59 scrap.
const entt::entity ship = sim.ships().spawn("interceptor",
QVector2D(10.0f, 10.0f));
sim.admin().get<HealthComponent>(ship).hp = -1.0f;
sim.tick();
REQUIRE(!sim.scraps().allScrapInfo().empty());
const std::vector<ScrapInfo> scraps = sim.scraps().allScrapInfo();
REQUIRE(scraps.size() == 1);
CHECK(sim.admin().get<ScrapDataComponent>(scraps[0].entity).amount == 59);
}
TEST_CASE("CombatSystem: HQ death sets game over", "[combat]")

View File

@@ -78,6 +78,7 @@ TEST_CASE("ConfigLoader loads the committed bin/config/ configs end-to-end", "[c
REQUIRE(cfg.world.push.bossAdvanceSeconds == Approx(60.0));
REQUIRE(cfg.world.orbitFactor == Approx(0.8));
REQUIRE(cfg.world.rallyOrbitRadius_tiles == Approx(5.0));
REQUIRE(cfg.world.scrapPerThreat == Approx(1.0));
// Spot-check that a config-derived formula computes as expected.
// threat_rate_formula = "x": evaluates to the input value.
@@ -167,6 +168,7 @@ TEST_CASE("Missing field in world.toml is rejected with the field path", "[confi
height_tiles = 60
refund_percentage = 75
scrap_despawn_seconds = 30
scrap_per_threat = 0.01
tile_size_m = 10
belt_speed_mps = 20
starting_building_blocks = 100
@@ -217,6 +219,7 @@ TEST_CASE("Malformed formula in world.toml is rejected with field identification
height_tiles = 60
refund_percentage = 75
scrap_despawn_seconds = 30
scrap_per_threat = 0.01
tile_size_m = 10
belt_speed_mps = 20
starting_building_blocks = 100
@@ -268,6 +271,7 @@ TEST_CASE("Inverted wave gap range is rejected", "[config]")
height_tiles = 60
refund_percentage = 75
scrap_despawn_seconds = 30
scrap_per_threat = 0.01
tile_size_m = 10
belt_speed_mps = 20

View File

@@ -38,14 +38,13 @@ TEST_CASE("ConfigLoader: loadModules parses modules.toml", "[config][modules]")
CHECK(armor.materials.size() == 1);
CHECK(armor.materials[0].item == "iron_ingot");
CHECK(armor.materials[0].amount == 2);
CHECK(armor.playerProductionLevel == 1);
CHECK(armor.productionTimeSeconds == Approx(3.0));
CHECK(armor.fillColor == "#808080");
CHECK(armor.glyph == "A");
REQUIRE(armor.statModifiers.size() == 1);
CHECK(armor.statModifiers[0].stat == "hp");
CHECK(armor.statModifiers[0].modifierType == "multiplicative");
CHECK(armor.statModifiers[0].formula.evaluate(1.0) == Approx(1.5));
CHECK(armor.statModifiers[0].value == Approx(1.5));
}
TEST_CASE("ConfigLoader: loadModules parses additive modifiers", "[config][modules]")
@@ -58,7 +57,7 @@ TEST_CASE("ConfigLoader: loadModules parses additive modifiers", "[config][modul
REQUIRE(sensor.statModifiers.size() == 1);
CHECK(sensor.statModifiers[0].stat == "sensor_range");
CHECK(sensor.statModifiers[0].modifierType == "additive");
CHECK(sensor.statModifiers[0].formula.evaluate(1.0) == Approx(100.0));
CHECK(sensor.statModifiers[0].value == Approx(100.0));
}
TEST_CASE("ConfigLoader: multiplicative modifier with unit suffix is parsed (weapon_primer)", "[config][modules]")
@@ -70,7 +69,7 @@ TEST_CASE("ConfigLoader: multiplicative modifier with unit suffix is parsed (wea
const ModuleStatModifier* sm = findModifier(*primer, "attack_rate");
REQUIRE(sm != nullptr);
CHECK(sm->modifierType == "multiplicative");
CHECK(sm->formula.evaluate(1.0) == Approx(1.2));
CHECK(sm->value == Approx(1.2));
}
TEST_CASE("ConfigLoader: weapon_stabilizer parses two multiplicative weapon modifiers", "[config][modules]")
@@ -83,12 +82,12 @@ TEST_CASE("ConfigLoader: weapon_stabilizer parses two multiplicative weapon modi
const ModuleStatModifier* rangeMod = findModifier(*stab, "attack_range");
REQUIRE(rangeMod != nullptr);
CHECK(rangeMod->modifierType == "multiplicative");
CHECK(rangeMod->formula.evaluate(1.0) == Approx(1.5));
CHECK(rangeMod->value == Approx(1.5));
const ModuleStatModifier* rateMod = findModifier(*stab, "attack_rate");
REQUIRE(rateMod != nullptr);
CHECK(rateMod->modifierType == "multiplicative");
CHECK(rateMod->formula.evaluate(1.0) == Approx(0.8));
CHECK(rateMod->value == Approx(0.8));
}
TEST_CASE("ConfigLoader: afterburner parses multiplicative speed and additive main_acceleration", "[config][modules]")
@@ -101,12 +100,12 @@ TEST_CASE("ConfigLoader: afterburner parses multiplicative speed and additive ma
const ModuleStatModifier* speedMod = findModifier(*ab, "speed");
REQUIRE(speedMod != nullptr);
CHECK(speedMod->modifierType == "multiplicative");
CHECK(speedMod->formula.evaluate(1.0) == Approx(1.6));
CHECK(speedMod->value == Approx(1.6));
const ModuleStatModifier* accelMod = findModifier(*ab, "main_acceleration");
REQUIRE(accelMod != nullptr);
CHECK(accelMod->modifierType == "additive");
CHECK(accelMod->formula.evaluate(1.0) == Approx(60.0));
CHECK(accelMod->value == Approx(60.0));
}
TEST_CASE("ConfigLoader: maneuvering_thrusters parses multiplicative speed and additive maneuvering_acceleration", "[config][modules]")
@@ -119,12 +118,12 @@ TEST_CASE("ConfigLoader: maneuvering_thrusters parses multiplicative speed and a
const ModuleStatModifier* speedMod = findModifier(*mt, "speed");
REQUIRE(speedMod != nullptr);
CHECK(speedMod->modifierType == "multiplicative");
CHECK(speedMod->formula.evaluate(1.0) == Approx(1.2));
CHECK(speedMod->value == Approx(1.2));
const ModuleStatModifier* accelMod = findModifier(*mt, "maneuvering_acceleration");
REQUIRE(accelMod != nullptr);
CHECK(accelMod->modifierType == "additive");
CHECK(accelMod->formula.evaluate(1.0) == Approx(10.0));
CHECK(accelMod->value == Approx(10.0));
}
TEST_CASE("ConfigLoader: loadShips parses layout field", "[config][ships]")

View File

@@ -300,13 +300,6 @@ TEST_CASE("RecipeSchematic: newlyUnlockedItemNames is sorted, deduplicated, and
{
CHECK(opt.newlyUnlockedItemNames[j - 1] < opt.newlyUnlockedItemNames[j]);
}
// A level-up doesn't change the explicit unlock state, so the
// implicit unlock set - and thus this preview - must be empty.
if (!opt.isNewUnlock)
{
CHECK(opt.newlyUnlockedItemNames.empty());
}
}
SimulationTestAccess::applySchematicChoice(sim, 0);
@@ -361,3 +354,54 @@ TEST_CASE("RecipeSchematic: newlyUnlockedItemNames matches recipes that actually
}
}
// ---------------------------------------------------------------------------
// Owned ship/module schematics leave the drop pool (REQ-DEF-SCHEMATIC-DROP)
// ---------------------------------------------------------------------------
TEST_CASE("SchematicDrop: an owned ship schematic is never offered again",
"[recipe_schematic]")
{
// repair_ship has unlock_at_station_level = 0 in the test config, so it is
// locked at start and becomes eligible once a station set is destroyed.
Simulation sim(loadConfig());
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
bool wasUnlocked = false;
for (int i = 0; i < 200; ++i)
{
killEnemyStations(sim);
if (!sim.hasSchematicChoicesPending()) { continue; }
const std::vector<SchematicChoiceOption>& choices =
sim.getPendingSchematicChoices();
// Locate the repair_ship option, if present in this drop.
int repairShipIndex = -1;
for (int j = 0; j < static_cast<int>(choices.size()); ++j)
{
if (choices[j].schematicId == "repair_ship") { repairShipIndex = j; }
}
// Once owned, it must never appear in the pool again.
if (sim.isSchematicUnlocked("repair_ship"))
{
CHECK(repairShipIndex == -1);
}
// Prefer picking repair_ship the first time it shows up so we exercise
// the transition from unowned to owned; otherwise just take choice 0.
int pick = 0;
if (repairShipIndex >= 0 && !sim.isSchematicUnlocked("repair_ship"))
{
pick = repairShipIndex;
wasUnlocked = true;
}
SimulationTestAccess::applySchematicChoice(sim, pick);
}
// Sanity: we actually unlocked it at some point, so the exclusion CHECK above
// was meaningfully exercised.
CHECK(wasUnlocked);
CHECK(sim.isSchematicUnlocked("repair_ship"));
}

View File

@@ -110,11 +110,9 @@ TEST_CASE("Ship spawn: no modules leaves base stats unchanged", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float expectedHp = static_cast<float>(def->health.hpFormula.evaluate(x));
const float expectedHp = static_cast<float>(def->health.hp);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, std::nullopt);
REQUIRE(sim.admin().isValid(e));
@@ -127,8 +125,7 @@ TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float baseHp = static_cast<float>(def->health.hpFormula.evaluate(x));
const float baseHp = static_cast<float>(def->health.hp);
ShipLayoutConfig layout;
PlacedModule pm;
@@ -138,7 +135,6 @@ TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]")
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
REQUIRE(sim.admin().isValid(e));
@@ -154,9 +150,8 @@ TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float baseRange_tiles = static_cast<float>(def->sensor.sensorRangeFormula.evaluate(x)) / tileSize;
const float baseRange_tiles = static_cast<float>(def->sensor.sensorRange_m) / tileSize;
ShipLayoutConfig layout;
PlacedModule pm;
@@ -166,7 +161,6 @@ TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]")
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
REQUIRE(sim.admin().isValid(e));
@@ -181,8 +175,7 @@ TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float baseHp = static_cast<float>(def->health.hpFormula.evaluate(x));
const float baseHp = static_cast<float>(def->health.hp);
ShipLayoutConfig layout;
for (int i = 0; i < 2; ++i)
@@ -195,7 +188,6 @@ TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]")
}
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
REQUIRE(sim.admin().isValid(e));
@@ -321,7 +313,6 @@ TEST_CASE("Ship spawn: weapon_primer multiplies attack rate in simulation", "[mo
}
const entt::entity ship = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
const entt::entity weapon = findFirstWeaponChild(sim.admin(), ship);
@@ -349,7 +340,6 @@ TEST_CASE("Ship spawn: weapon_stabilizer multiplies attack range in simulation",
}
const entt::entity ship = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
const entt::entity weapon = findFirstWeaponChild(sim.admin(), ship);
@@ -364,10 +354,9 @@ TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s²
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float tickRate = static_cast<float>(kTickRateHz);
const float base_mpss = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.mainAcceleration_mpss);
ShipLayoutConfig layout;
PlacedModule pm;
@@ -377,7 +366,6 @@ TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s²
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
// added_main_acceleration_mpss = 60; same conversion as base: / tileSize / tickRate
@@ -391,10 +379,9 @@ TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration i
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float tickRate = static_cast<float>(kTickRateHz);
const float base_mpss = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.maneuveringAcceleration_mpss);
ShipLayoutConfig layout;
PlacedModule pm;
@@ -404,7 +391,6 @@ TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration i
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
// added_maneuvering_acceleration_mpss = 10; same conversion as base: / tileSize / tickRate
@@ -433,7 +419,7 @@ TEST_CASE("calculateShipStats: weapon_primer multiplies attack rate in stats vie
}
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
REQUIRE(stats.weapons.has_value());
// base: damage = 2, rate = 2.0 hz; weapon_primer multiplies rate by 1.2 → DPS = 2 * 2.4 = 4.8
@@ -459,7 +445,7 @@ TEST_CASE("calculateShipStats: weapon_stabilizer multiplies attack range in stat
}
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
REQUIRE(stats.weapons.has_value());
// base range = 50 m / tileSize; weapon_stabilizer multiplier = 1.5
@@ -472,9 +458,8 @@ TEST_CASE("calculateShipStats: afterburner additive main_acceleration is convert
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
const float base_mpss = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.mainAcceleration_mpss);
std::vector<PlacedModule> modules;
PlacedModule pm;
@@ -484,7 +469,7 @@ TEST_CASE("calculateShipStats: afterburner additive main_acceleration is convert
modules.push_back(pm);
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
// added_main_acceleration_mpss = 60; converted to tiles/s²: / tileSize
const float expected = (base_mpss + 60.0f) / tileSize;
@@ -497,9 +482,8 @@ TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_accele
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
const float base_mpss = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.maneuveringAcceleration_mpss);
std::vector<PlacedModule> modules;
PlacedModule pm;
@@ -509,7 +493,7 @@ TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_accele
modules.push_back(pm);
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
// added_maneuvering_acceleration_mpss = 10; converted to tiles/s²: / tileSize
const float expected = (base_mpss + 10.0f) / tileSize;

View File

@@ -94,7 +94,7 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, n
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(firstWeaponChild(admin, e)));
@@ -118,7 +118,7 @@ TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[sh
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
@@ -133,7 +133,7 @@ TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavi
ShipSystem ss(cfg, admin);
ss.setRetreatEnabled(false);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// Other player behaviors are unaffected; only retreat is suppressed.
REQUIRE(admin.hasAll<AttackBehavior>(e));
@@ -147,7 +147,7 @@ TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// hp_formula = "40 + 5*x" at x=1 → 45
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(45.0f));
@@ -163,28 +163,28 @@ TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]
REQUIRE(admin.get<WeaponComponent>(wc).cooldownTicks == Approx(0.0f));
}
TEST_CASE("ShipSystem: interceptor level 5 hp matches formula", "[ship]")
TEST_CASE("ShipSystem: interceptor hp matches config value", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 5, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// hp_formula = "40 + 5*x" at x=5 → 65
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(65.0f));
// interceptor hp = 45 (plain value) in the test config
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(45.0f));
}
TEST_CASE("ShipSystem: interceptor level 0 maxSpeed_tpt matches formula / tileSize / kTickRateHz", "[ship]")
TEST_CASE("ShipSystem: interceptor maxSpeed_tpt matches config value / tileSize / kTickRateHz", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 0, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// speed_mps_formula = "2000 + 50*x" m/s at x=0 → 2000 m/s; maxSpeed_tpt = 2000/(10*30)
const float expected = 2000.0f / 10.0f / static_cast<float>(kTickRateHz);
// speed_mps = 2050 m/s in the test config; maxSpeed_tpt = 2050/(10*30)
const float expected = 2050.0f / 10.0f / static_cast<float>(kTickRateHz);
REQUIRE(admin.get<DynamicBodyComponent>(e).maxSpeed_tpt == Approx(expected));
}
@@ -200,7 +200,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("salvage_ship", QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE(admin.hasAll<SalvageScrapBehavior>(e));
@@ -216,7 +216,7 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("salvage_ship", QVector2D(0.0f, 0.0f), false, layout);
// salvager: cargo_capacity_formula = "10", collection_range_m_formula = "500" m → 500/10 = 50 tiles
const entt::entity sc = firstSalvageChild(admin, e);
@@ -241,7 +241,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE(admin.hasAll<RepairBehavior>(e));
@@ -256,7 +256,7 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, layout);
const entt::entity rc = firstRepairChild(admin, e);
REQUIRE(admin.isValid(rc));
@@ -280,9 +280,9 @@ TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e1 = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e1 = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity e2 = ss.spawn("salvage_ship", 1, QVector2D(1.0f, 0.0f), false, salvageLayout);
const entt::entity e2 = ss.spawn("salvage_ship", QVector2D(1.0f, 0.0f), false, salvageLayout);
REQUIRE(admin.isValid(e1));
REQUIRE(admin.isValid(e2));
@@ -295,7 +295,7 @@ TEST_CASE("ShipSystem: despawn removes the ship and its weapon children", "[ship
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity wc = firstWeaponChild(admin, e);
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(wc));

View File

@@ -41,16 +41,15 @@ TEST_CASE("ThreatCostCalculator: assembler takes max across recipes", "[threat]"
CHECK(table.itemThreat.at("circuit_board") == Approx(28.0));
}
TEST_CASE("ThreatCostCalculator: scrap threat from cheapest ship", "[threat]")
TEST_CASE("ThreatCostCalculator: scrap threat is 1 / scrap_per_threat", "[threat]")
{
const GameConfig cfg = loadConfig();
const ThreatCostTable& table = cfg.threatCosts;
// Cheapest ship by scrap_drop is interceptor (scrap_drop=2).
// Interceptor threat: 10 + iron_ingot(4)*3 + circuit_board(28)*1
// + laser_cannon(5 + iron_ingot(4)*1) = 10 + 12 + 28 + 9 = 59.0
// scrapThreat = 59.0 / 2 = 29.5
CHECK(table.scrapThreat == Approx(29.5));
// REQ-THREAT-SCRAP: scrap threat is the constant 1 / world.scrap_per_threat.
// The test config sets scrap_per_threat = 1.0, so scrapThreat = 1.0.
CHECK(table.scrapThreat == Approx(1.0 / cfg.world.scrapPerThreat));
CHECK(table.scrapThreat == Approx(1.0));
}
TEST_CASE("ThreatCostCalculator: reprocessing-only item threat", "[threat]")
@@ -59,8 +58,8 @@ TEST_CASE("ThreatCostCalculator: reprocessing-only item threat", "[threat]")
const ThreatCostTable& table = cfg.threatCosts;
// advanced_alloy: reprocessing recipe with scrap*5, duration 3.0, probability 0.1
// (29.5 * 5 + 3.0) / 0.1 = 1505.0
CHECK(table.itemThreat.at("advanced_alloy") == Approx(1505.0));
// scrapThreat = 1.0 (= 1 / scrap_per_threat), so (1.0 * 5 + 3.0) / 0.1 = 80.0
CHECK(table.itemThreat.at("advanced_alloy") == Approx(80.0));
}
TEST_CASE("ThreatCostCalculator: ship threat with default modules", "[threat]")

View File

@@ -10,6 +10,7 @@
#include <string>
#include <QColor>
#include <QCoreApplication>
#include <QCursor>
#include <QDir>
#include <QFont>
@@ -162,13 +163,15 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
}
else
{
// Record every run to disk. Replays live under <data>/replays, alongside
// the config dir that was loaded. Attaching the recorder opens the first
// file and writes the header for the initial run.
QDir replayDir(QString::fromStdString(configDir));
replayDir.cdUp();
// Record every run to disk, into a "replays" folder next to the executable.
// Uses the exe's real directory rather than traversing up from the config
// dir: with a symlinked build layout, relative traversal would resolve into
// the wrong tree. Attaching the recorder opens the first file and writes the
// header for the initial run.
const QString replayDir =
QDir(QCoreApplication::applicationDirPath()).filePath("replays");
m_commandManager.setRecorder(std::make_unique<ReplayRecorder>(
configDir, replayDir.filePath("replays").toStdString()));
configDir, replayDir.toStdString()));
}
}

View File

@@ -234,20 +234,17 @@ void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> e
}
std::set<std::string> unlockedModuleIds;
std::map<std::string, int> moduleLevels;
for (const ModuleDef& def : m_sim->config().modules.modules)
{
if (m_sim->isModuleSchematicUnlocked(def.id))
{
unlockedModuleIds.insert(def.id);
}
moduleLevels[def.id] = m_sim->moduleSchematicLevel(def.id);
}
ShipLayoutDialog dialog(&m_sim->config(), schematicId, currentLayout,
m_layoutBlueprints,
std::move(unlockedModuleIds),
std::move(moduleLevels),
m_gameWorldView->isDebugDrawEnabled(),
this);
if (dialog.exec() == QDialog::Accepted && dialog.result().has_value())

View File

@@ -70,19 +70,6 @@ SchematicChoiceDialog::SchematicChoiceDialog(
typeLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(typeLabel);
QString statusText;
if (option.isNewUnlock)
{
statusText = tr("New unlock");
}
else
{
statusText = tr("Level up -> %1").arg(option.targetLevel);
}
QLabel* statusLabel = new QLabel(statusText, card);
statusLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(statusLabel);
QLabel* unlocksHeaderLabel = new QLabel(tr("Unlocks recipes for:"), card);
QFont unlocksHeaderFont = unlocksHeaderLabel->font();
unlocksHeaderFont.setBold(true);

View File

@@ -821,9 +821,8 @@ void SelectedBuildingPanel::buildEntityShip(entt::entity entity)
const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(entity);
const HealthComponent& health = admin.get<HealthComponent>(entity);
m_entityTitleLabel->setText(tr("Ship: %1 (Lv %2)")
.arg(QString::fromStdString(identity.schematicId))
.arg(identity.level));
m_entityTitleLabel->setText(tr("Ship: %1")
.arg(QString::fromStdString(identity.schematicId)));
m_entityTitleLabel->show();
const ShipStats stats = buildShipStatsFromEntity(admin, entity);

View File

@@ -365,14 +365,12 @@ ShipLayoutDialog::ShipLayoutDialog(const GameConfig* config,
const ShipLayoutConfig& currentLayout,
std::vector<ShipLayoutBlueprint>& allBlueprints,
std::set<std::string> unlockedModuleIds,
std::map<std::string, int> moduleLevels,
bool debugDraw,
QWidget* parent)
: QDialog(parent)
, m_config(config)
, m_shipId(shipId)
, m_unlockedModuleIds(std::move(unlockedModuleIds))
, m_moduleLevels(std::move(moduleLevels))
, m_rows(0)
, m_cols(0)
, m_placedModules(currentLayout.placedModules)
@@ -699,16 +697,7 @@ void ShipLayoutDialog::updateGridWidget()
void ShipLayoutDialog::updateStats()
{
int level = 1;
for (const ShipDef& def : m_config->ships.ships)
{
if (def.id == m_shipId)
{
level = def.schematic.playerProductionLevel;
break;
}
}
m_statsPanel->refresh(m_shipId, level, m_placedModules, m_moduleLevels);
m_statsPanel->refresh(m_shipId, m_placedModules);
}
bool ShipLayoutDialog::canPlaceModule(const ModuleDef& def, QPoint position,

View File

@@ -27,7 +27,6 @@ public:
const ShipLayoutConfig& currentLayout,
std::vector<ShipLayoutBlueprint>& allBlueprints,
std::set<std::string> unlockedModuleIds,
std::map<std::string, int> moduleLevels,
bool debugDraw,
QWidget* parent = nullptr);
@@ -63,7 +62,6 @@ private:
const GameConfig* m_config;
std::string m_shipId;
std::set<std::string> m_unlockedModuleIds;
std::map<std::string, int> m_moduleLevels;
std::vector<std::string> m_shipLayout;
int m_rows;
int m_cols;

View File

@@ -116,12 +116,9 @@ ShipStatsPanel::ShipStatsPanel(const GameConfig* config, QWidget* parent)
}
void ShipStatsPanel::refresh(const std::string& shipId,
int level,
const std::vector<PlacedModule>& modules,
const std::map<std::string, int>& moduleLevelOverrides)
const std::vector<PlacedModule>& modules)
{
const ShipStats stats = calculateShipStats(*m_config, shipId, level, modules,
moduleLevelOverrides);
const ShipStats stats = calculateShipStats(*m_config, shipId, modules);
const QString hpText = tr("HP: %1").arg(static_cast<int>(stats.hp + 0.5f));
applyStats(stats, hpText);

View File

@@ -20,9 +20,7 @@ public:
explicit ShipStatsPanel(const GameConfig* config, QWidget* parent = nullptr);
void refresh(const std::string& shipId,
int level,
const std::vector<PlacedModule>& modules,
const std::map<std::string, int>& moduleLevelOverrides = {});
const std::vector<PlacedModule>& modules);
void refreshFromLive(const ShipStats& stats, float currentHp);