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84 changed files with 3944 additions and 1125 deletions

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@@ -1,122 +1,36 @@
[[module]]
id = "armor_plate"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "armor_plate_module", amount = 1}]
player_production_level = 1
production_time_seconds = 3
fill_color = "#808080"
glyph = "A"
[module.health]
added_hp_formula = "40"
# modules.toml
#
# First real-content iteration: module ids and surface masks are the designed
# content; stats, materials, and threat costs are placeholders until the
# recipe and balancing passes.
#
# Surface mask footprint ladder — footprints gate which hulls can mount a
# module, purely through geometry (see ships.toml for the matching hull
# grids):
#
# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones
# 1x2 maneuvering_thrusters, sensor_booster,
# armor_plates frigate and up
# 1x3 afterburner frigate and up (eats most of a frigate)
# L-shape weapon_stabilizer, weapon_primer,
# weapon_upgrade frigate and up
# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls)
# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls)
# 2x6 drone_hangar carrier only
# -----------------------------------------------------------------------------
# Weapons
# -----------------------------------------------------------------------------
[[module]]
id = "sensor_booster"
id = "laser_cannon_s"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "sensor_booster_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "S"
[module.sensor]
added_sensor_range_m_formula = "50"
[[module]]
id = "manuvering_thrusters"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "manuvering_thrusters_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Mt"
[module.movement]
multiplied_speed_mps_formula = "1.2"
added_maneuvering_acceleration_mpss_formula = "10"
[[module]]
id = "afterburner"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "afterburner_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Ab"
[module.movement]
multiplied_speed_mps_formula = "1.6"
added_main_acceleration_mpss_formula = "60"
[[module]]
id = "weapon_upgrade"
unlock_at_station_level = -1
surface_mask = [
"OO",
"O ",
]
materials = [{item = "weapon_upgrade_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wu"
[module.weapon]
multiplied_damage_formula = "1.2"
[[module]]
id = "weapon_primer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"O ",
]
materials = [{item = "weapon_primer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wp"
[module.weapon]
multiplied_attack_rate_hz_formula = "1.2"
[[module]]
id = "weapon_stabilizer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"O ",
]
materials = [{item = "weapon_stabilizer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Ws"
[module.weapon]
multiplied_attack_range_m_formula = "1.5"
multiplied_attack_rate_hz_formula = "0.8"
[[module]]
id = "laser_cannon_xs"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "iron_ore", amount = 1}]
materials = [{item = "laser_cannon_s_module", amount = 1}]
player_production_level = 1
production_time_seconds = 0.5
fill_color = "#FF8040"
glyph = "L"
glyph = "Ls"
[module.weapon]
damage_formula = "2"
@@ -125,16 +39,16 @@ attack_rate_hz_formula = "2.0"
[[module]]
id = "laser_cannon_s"
id = "laser_cannon_m"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OO"]
materials = [{item = "laser_cannon_s_module", amount = 1}]
materials = [{item = "laser_cannon_m_module", amount = 1}]
player_production_level = 1
production_time_seconds = 0.5
production_time_seconds = 2
fill_color = "#FF8040"
glyph = "L"
glyph = "Lm"
[module.weapon]
damage_formula = "10"
@@ -142,6 +56,28 @@ attack_range_m_formula = "70"
attack_rate_hz_formula = "1.5"
[[module]]
id = "laser_cannon_l"
unlock_at_station_level = -1
surface_mask = [
"OOO",
"OOO",
"OOO"]
materials = [{item = "laser_cannon_l_module", amount = 1}]
player_production_level = 1
production_time_seconds = 8
fill_color = "#FF8040"
glyph = "Ll"
[module.weapon]
damage_formula = "40"
attack_range_m_formula = "100"
attack_rate_hz_formula = "0.8"
# -----------------------------------------------------------------------------
# Utility tools
# -----------------------------------------------------------------------------
[[module]]
id = "salvager"
unlock_at_station_level = -1
@@ -171,3 +107,154 @@ glyph = "Rp"
[module.repair]
repair_rate_hz_formula = "5 + x"
repair_range_m_formula = "800"
# -----------------------------------------------------------------------------
# Propulsion
# -----------------------------------------------------------------------------
[[module]]
id = "afterburner"
unlock_at_station_level = -1
surface_mask = ["OOO"]
materials = [{item = "afterburner_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Ab"
[module.movement]
multiplied_speed_mps_formula = "1.6"
added_main_acceleration_mpss_formula = "60"
[[module]]
id = "maneuvering_thrusters"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "maneuvering_thrusters_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Mt"
[module.movement]
multiplied_speed_mps_formula = "1.2"
added_maneuvering_acceleration_mpss_formula = "10"
# -----------------------------------------------------------------------------
# Defense & sensors
# -----------------------------------------------------------------------------
[[module]]
id = "armor_plates"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "armor_plates_module", amount = 1}]
player_production_level = 1
production_time_seconds = 3
fill_color = "#808080"
glyph = "A"
[module.health]
added_hp_formula = "40"
[[module]]
id = "sensor_booster"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "sensor_booster_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "S"
[module.sensor]
added_sensor_range_m_formula = "50"
# -----------------------------------------------------------------------------
# Weapon modifiers
# -----------------------------------------------------------------------------
[[module]]
id = "weapon_upgrade"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_upgrade_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wu"
[module.weapon]
multiplied_damage_formula = "1.2"
[[module]]
id = "weapon_primer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_primer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wp"
[module.weapon]
multiplied_attack_rate_hz_formula = "1.2"
[[module]]
id = "weapon_stabilizer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_stabilizer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Ws"
[module.weapon]
multiplied_attack_range_m_formula = "1.5"
multiplied_attack_rate_hz_formula = "0.8"
# -----------------------------------------------------------------------------
# Drone modules
#
# Footprint-only placeholders: the drone launching capability is not
# implemented yet, so these modules define no capability section.
# -----------------------------------------------------------------------------
[[module]]
id = "drone_bay"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OO"]
materials = [{item = "drone_bay_module", amount = 1}]
player_production_level = 1
production_time_seconds = 5
fill_color = "#CC66FF"
glyph = "Db"
[[module]]
id = "drone_hangar"
unlock_at_station_level = -1
surface_mask = [
"OOOOOO",
"OOOOOO"]
materials = [{item = "drone_hangar_module", amount = 1}]
player_production_level = 1
production_time_seconds = 20
fill_color = "#9933CC"
glyph = "Dh"

View File

@@ -1,3 +1,29 @@
# recipes.toml
#
# First real-content iteration of the production tree. Quantities and
# durations are a first guess; the balancing pass will tune them and assign
# real unlock_at_station_level values (everything is unlocked for now so the
# full tree is testable).
#
# Input chain per game phase — each phase adds exactly one new base input:
#
# early iron_ore + copper_ore -> ingots -> copper_wire, steel_plate,
# circuit_board
# mid + titanium_ore -> titanium_frame; assembler-made
# mechanical_parts, targeting_unit,
# drive_unit
# late + advanced_alloy -> reinforced_plating, capital_core.
# advanced_alloy CANNOT be mined; it only
# comes from reprocessing salvaged scrap,
# so capital production requires combat.
#
# Run tools/verify_recipes.py after editing to check that every consumed
# item has a producer and every item has a visuals.toml entry.
# -----------------------------------------------------------------------------
# Mining (tier 0)
# -----------------------------------------------------------------------------
[[recipe]]
id = "mine_iron_ore"
building = "miner"
@@ -12,6 +38,18 @@ inputs = []
outputs = [{item = "copper_ore", amount = 1}]
duration_seconds = 1.5
# Titanium is the midgame ore: mined three times slower than iron.
[[recipe]]
id = "mine_titanium_ore"
building = "miner"
inputs = []
outputs = [{item = "titanium_ore", amount = 1}]
duration_seconds = 3.0
# -----------------------------------------------------------------------------
# Smelting (tier 1)
# -----------------------------------------------------------------------------
[[recipe]]
id = "iron_ingot"
building = "smelter"
@@ -27,54 +65,17 @@ outputs = [{item = "copper_ingot", amount = 1}]
duration_seconds = 2.5
[[recipe]]
id = "circuit_board"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_ingot", amount = 2}]
outputs = [{item = "circuit_board", amount = 1}]
duration_seconds = 2.0
[[recipe]]
id = "drone_hull"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
outputs = [{item = "drone_hull", amount = 1}]
id = "titanium_ingot"
building = "smelter"
inputs = [{item = "titanium_ore", amount = 3}]
outputs = [{item = "titanium_ingot", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "laser_cannon_xs_module"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
outputs = [{item = "laser_cannon_xs_module", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "laser_cannon_s_module"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount = 2}]
outputs = [{item = "laser_cannon_s_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "salvager_module"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
outputs = [{item = "salvager_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "repair_tool_module"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 2}]
outputs = [{item = "repair_tool_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "building_blocks"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 4}]
outputs = [{item = "building_block", amount = 10}]
duration_seconds = 4.0
# -----------------------------------------------------------------------------
# Reprocessing
#
# The only source of advanced_alloy: salvaged scrap from destroyed ships.
# -----------------------------------------------------------------------------
[[recipe]]
id = "reprocessing_cycle"
@@ -85,15 +86,354 @@ duration_seconds = 3.0
[[recipe.outputs]]
item = "iron_ingot"
amount = 2
probability = 0.6
probability = 0.45
[[recipe.outputs]]
item = "circuit_board"
item = "copper_ingot"
amount = 1
probability = 0.3
probability = 0.25
[[recipe.outputs]]
item = "titanium_ingot"
amount = 1
probability = 0.15
[[recipe.outputs]]
item = "advanced_alloy"
amount = 1
probability = 0.1
probability = 0.15
# -----------------------------------------------------------------------------
# Basic components (tier 2, early game)
# -----------------------------------------------------------------------------
[[recipe]]
id = "copper_wire"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "copper_ingot", amount = 1}]
outputs = [{item = "copper_wire", amount = 2}]
duration_seconds = 1.5
[[recipe]]
id = "steel_plate"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 2}]
outputs = [{item = "steel_plate", amount = 1}]
duration_seconds = 2.0
[[recipe]]
id = "circuit_board"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "circuit_board", amount = 1}]
duration_seconds = 2.0
[[recipe]]
id = "building_blocks"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 4}]
outputs = [{item = "building_block", amount = 10}]
duration_seconds = 4.0
# -----------------------------------------------------------------------------
# Advanced components (tier 3, midgame)
# -----------------------------------------------------------------------------
[[recipe]]
id = "mechanical_parts"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "iron_ingot", amount = 1}]
outputs = [{item = "mechanical_parts", amount = 2}]
duration_seconds = 2.5
[[recipe]]
id = "targeting_unit"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
outputs = [{item = "targeting_unit", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "drive_unit"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "steel_plate", amount = 1},
{item = "mechanical_parts", amount = 1},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "drive_unit", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "titanium_frame"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "titanium_ingot", amount = 2}, {item = "steel_plate", amount = 1}]
outputs = [{item = "titanium_frame", amount = 1}]
duration_seconds = 4.0
# -----------------------------------------------------------------------------
# Capital components (tier 4, lategame — gated on advanced_alloy)
# -----------------------------------------------------------------------------
[[recipe]]
id = "reinforced_plating"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 2}, {item = "advanced_alloy", amount = 1}]
outputs = [{item = "reinforced_plating", amount = 1}]
duration_seconds = 5.0
[[recipe]]
id = "capital_core"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "targeting_unit", amount = 1},
{item = "drive_unit", amount = 1},
{item = "advanced_alloy", amount = 2},
]
outputs = [{item = "capital_core", amount = 1}]
duration_seconds = 8.0
# -----------------------------------------------------------------------------
# Module items — early game
# -----------------------------------------------------------------------------
[[recipe]]
id = "laser_cannon_s_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
outputs = [{item = "laser_cannon_s_module", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "salvager_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "circuit_board", amount = 1}]
outputs = [{item = "salvager_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "repair_tool_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
outputs = [{item = "repair_tool_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "armor_plates_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 2}]
outputs = [{item = "armor_plates_module", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "sensor_booster_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "circuit_board", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "sensor_booster_module", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "maneuvering_thrusters_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "mechanical_parts", amount = 1}, {item = "copper_wire", amount = 1}]
outputs = [{item = "maneuvering_thrusters_module", amount = 1}]
duration_seconds = 3.0
# -----------------------------------------------------------------------------
# Module items — midgame
# -----------------------------------------------------------------------------
[[recipe]]
id = "afterburner_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "drive_unit", amount = 1}, {item = "steel_plate", amount = 1}]
outputs = [{item = "afterburner_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "weapon_upgrade_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "steel_plate", amount = 1}]
outputs = [{item = "weapon_upgrade_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "weapon_primer_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "weapon_primer_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "weapon_stabilizer_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "mechanical_parts", amount = 1}]
outputs = [{item = "weapon_stabilizer_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "laser_cannon_m_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "titanium_frame", amount = 1}]
outputs = [{item = "laser_cannon_m_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "drone_bay_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 1},
{item = "mechanical_parts", amount = 1},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "drone_bay_module", amount = 1}]
duration_seconds = 6.0
# -----------------------------------------------------------------------------
# Module items — lategame
# -----------------------------------------------------------------------------
[[recipe]]
id = "laser_cannon_l_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "targeting_unit", amount = 2},
{item = "reinforced_plating", amount = 2},
{item = "titanium_frame", amount = 1},
]
outputs = [{item = "laser_cannon_l_module", amount = 1}]
duration_seconds = 12.0
[[recipe]]
id = "drone_hangar_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "capital_core", amount = 1},
{item = "titanium_frame", amount = 2},
{item = "reinforced_plating", amount = 2},
]
outputs = [{item = "drone_hangar_module", amount = 1}]
duration_seconds = 20.0
# -----------------------------------------------------------------------------
# Ship hulls
# -----------------------------------------------------------------------------
[[recipe]]
id = "drone_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
outputs = [{item = "drone_hull", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "frigate_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "steel_plate", amount = 3},
{item = "mechanical_parts", amount = 1},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "frigate_hull", amount = 1}]
duration_seconds = 8.0
[[recipe]]
id = "destroyer_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "steel_plate", amount = 5},
{item = "mechanical_parts", amount = 2},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "destroyer_hull", amount = 1}]
duration_seconds = 10.0
[[recipe]]
id = "cruiser_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 2},
{item = "steel_plate", amount = 4},
{item = "drive_unit", amount = 1},
]
outputs = [{item = "cruiser_hull", amount = 1}]
duration_seconds = 15.0
[[recipe]]
id = "battlecruiser_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 3},
{item = "steel_plate", amount = 6},
{item = "drive_unit", amount = 1},
{item = "targeting_unit", amount = 1},
]
outputs = [{item = "battlecruiser_hull", amount = 1}]
duration_seconds = 20.0
[[recipe]]
id = "battleship_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 4},
{item = "reinforced_plating", amount = 2},
{item = "drive_unit", amount = 2},
]
outputs = [{item = "battleship_hull", amount = 1}]
duration_seconds = 30.0
[[recipe]]
id = "dreadnought_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "capital_core", amount = 1},
{item = "titanium_frame", amount = 6},
{item = "reinforced_plating", amount = 4},
{item = "drive_unit", amount = 2},
]
outputs = [{item = "dreadnought_hull", amount = 1}]
duration_seconds = 60.0
[[recipe]]
id = "carrier_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "capital_core", amount = 1},
{item = "titanium_frame", amount = 5},
{item = "reinforced_plating", amount = 3},
{item = "drive_unit", amount = 2},
]
outputs = [{item = "carrier_hull", amount = 1}]
duration_seconds = 60.0

View File

@@ -1,8 +1,25 @@
# ships.toml
#
# First real-content iteration: ship ids and layout grids are the designed
# content; stats, materials, and production times are placeholders until the
# recipe and balancing passes.
#
# Size classes:
# xs drone 1 cell — exactly one 1x1 module
# s frigate, destroyer no 2x2 area anywhere: only 1x1/1x2/1x3/L modules fit
# m cruiser, battlecruiser 2x2 areas (m guns, drone bays) but no 3x3 area
# l battleship four m guns, or exactly one 3x3 l gun at heavy
# opportunity cost
# xl dreadnought, carrier dreadnought fits three l guns but no drone
# hangar; carrier fits one drone hangar (2x6)
# but no l gun (its deck rows are broken up
# by elevator shafts)
[[ship]]
id = "drone"
unlock_at_station_level = -1
layout = ["O"]
default_modules = [{type = "laser_cannon_xs", x = 0, y = 0, rotation = "east"}]
default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ore", amount = 1}]
@@ -24,3 +41,255 @@ sensor_range_m_formula = "150"
[ship.loot]
scrap_drop = 2
# Frigate — 5 cells in a plus shape. Holds a couple of small guns plus at
# most one 1x2 support (every 1x2 placement crosses the center cell), or one
# L-shaped weapon modifier, or an afterburner spanning the full center line.
[[ship]]
id = "frigate"
unlock_at_station_level = -1
layout = [
"XOX",
"OOO",
"XOX",
]
[ship.schematic]
materials = [{item = "frigate_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 10
[ship.health]
hp_formula = "30"
[ship.movement]
speed_mps_formula = "30"
main_acceleration_mpss_formula = "50"
maneuvering_acceleration_mpss_formula = "25"
angular_acceleration_radpss_formula = "8"
max_rotation_speed_radps_formula = "4"
[ship.sensor]
sensor_range_m_formula = "200"
[ship.loot]
scrap_drop = 5
# Destroyer — 8 cells: a long gun deck with three turret bumps on top.
# Still no 2x2 area, so it packs more small guns than a frigate but can never
# mount medium hardware.
[[ship]]
id = "destroyer"
unlock_at_station_level = -1
layout = [
"OXOXO",
"OOOOO",
]
[ship.schematic]
materials = [{item = "destroyer_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 15
[ship.health]
hp_formula = "50"
[ship.movement]
speed_mps_formula = "25"
main_acceleration_mpss_formula = "40"
maneuvering_acceleration_mpss_formula = "20"
angular_acceleration_radpss_formula = "6"
max_rotation_speed_radps_formula = "3"
[ship.sensor]
sensor_range_m_formula = "220"
[ship.loot]
scrap_drop = 8
# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns
# (stacked through the middle), leaving the four side cells for small
# supports; no 3x3 area exists for an l gun.
[[ship]]
id = "cruiser"
unlock_at_station_level = -1
layout = [
"XOOX",
"OOOO",
"OOOO",
"XOOX",
]
[ship.schematic]
materials = [{item = "cruiser_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 25
[ship.health]
hp_formula = "120"
[ship.movement]
speed_mps_formula = "20"
main_acceleration_mpss_formula = "30"
maneuvering_acceleration_mpss_formula = "15"
angular_acceleration_radpss_formula = "4"
max_rotation_speed_radps_formula = "2"
[ship.sensor]
sensor_range_m_formula = "250"
[ship.loot]
scrap_drop = 15
# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering
# toward the stern. Fits three 2x2 m guns (two in the cheeks, one through
# the middle) with small support slots left over; the split bow and tapered
# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
[[ship]]
id = "battlecruiser"
unlock_at_station_level = -1
layout = [
"OOXXOO",
"OOOOOO",
"XOOOOX",
"XXOOXX",
]
[ship.schematic]
materials = [{item = "battlecruiser_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 35
[ship.health]
hp_formula = "180"
[ship.movement]
speed_mps_formula = "18"
main_acceleration_mpss_formula = "25"
maneuvering_acceleration_mpss_formula = "12"
angular_acceleration_radpss_formula = "3"
max_rotation_speed_radps_formula = "1.5"
[ship.sensor]
sensor_range_m_formula = "260"
[ship.loot]
scrap_drop = 20
# Battleship — 24 cells: a broadside hull with notched flanks on every other
# row. Fits four 2x2 m guns (two per gun deck) with the bow, stern, and flank
# cells left for supports. All 3x3 placements crowd the center columns, so at
# most ONE l gun fits — and mounting it blocks every m gun mount, leaving
# only narrow support strips. The notched rows are never adjacent-and-full,
# so no 2x6 drone hangar fits.
[[ship]]
id = "battleship"
unlock_at_station_level = -1
layout = [
"XOOOOX",
"OOOOOO",
"XOOOOX",
"OOOOOO",
"XOOOOX",
]
[ship.schematic]
materials = [{item = "battleship_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 60
[ship.health]
hp_formula = "350"
[ship.movement]
speed_mps_formula = "14"
main_acceleration_mpss_formula = "18"
maneuvering_acceleration_mpss_formula = "8"
angular_acceleration_radpss_formula = "2"
max_rotation_speed_radps_formula = "1"
[ship.sensor]
sensor_range_m_formula = "280"
[ship.loot]
scrap_drop = 35
# Dreadnought — 36 cells: the main battery deck is split into three 3x3 gun
# slots by structural spacer columns, so exactly three l guns fit side by
# side (or m guns / supports in unused slots). The spacers cap every
# horizontal run at 5 cells, so the 2x6 drone hangar can never fit — carriers
# stay the only hangar hull. Bow and stern strips hold supports.
[[ship]]
id = "dreadnought"
unlock_at_station_level = -1
layout = [
"XXXOOOOOXXX",
"OOOXOOOXOOO",
"OOOXOOOXOOO",
"OOOXOOOXOOO",
"XXOOXXXOOXX",
]
[ship.schematic]
materials = [{item = "dreadnought_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 120
[ship.health]
hp_formula = "800"
[ship.movement]
speed_mps_formula = "8"
main_acceleration_mpss_formula = "10"
maneuvering_acceleration_mpss_formula = "5"
angular_acceleration_radpss_formula = "1"
max_rotation_speed_radps_formula = "0.5"
[ship.sensor]
sensor_range_m_formula = "300"
[ship.loot]
scrap_drop = 60
# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide
# enough for the 2x6 drone hangar, and exactly one fits. The middle deck row
# is broken up by elevator shafts (the X cells) so no 3x3 l gun can ever fit;
# the lower decks hold supports and 2x2 point-defense m guns.
[[ship]]
id = "carrier"
unlock_at_station_level = -1
layout = [
"XOOOOOOOOX",
"OOOOOOOOOO",
"OOXOOXOOXO",
"XOOOOOOOOX",
"XXXOOOOXXX",
]
[ship.schematic]
materials = [{item = "carrier_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 120
[ship.health]
hp_formula = "700"
[ship.movement]
speed_mps_formula = "9"
main_acceleration_mpss_formula = "10"
maneuvering_acceleration_mpss_formula = "5"
angular_acceleration_radpss_formula = "1"
max_rotation_speed_radps_formula = "0.5"
[ship.sensor]
sensor_range_m_formula = "350"
[ship.loot]
scrap_drop = 60

View File

@@ -106,6 +106,8 @@ glyph = "E"
# drawn around it. One section per ItemType.
# -----------------------------------------------------------------------------
# --- ores ---
[items.iron_ore]
fill = "#8a5a4a"
outline = "#201010"
@@ -114,6 +116,12 @@ outline = "#201010"
fill = "#c47a3a"
outline = "#3a1a0a"
[items.titanium_ore]
fill = "#9aa3ad"
outline = "#2a2e33"
# --- ingots ---
[items.iron_ingot]
fill = "#b0b0b8"
outline = "#202028"
@@ -122,30 +130,80 @@ outline = "#202028"
fill = "#d48a4a"
outline = "#402010"
[items.circuit_board]
fill = "#2ea35a"
outline = "#0a2a14"
[items.titanium_ingot]
fill = "#c8d2dc"
outline = "#3a4048"
[items.advanced_alloy]
fill = "#a06acc"
outline = "#201030"
[items.building_block]
fill = "#c8b070"
outline = "#302810"
# --- salvage loop ---
[items.scrap]
fill = "#7a7268"
outline = "#201a14"
[items.drone_hull]
fill = "#1b1b1b"
outline = "#1402b3"
[items.advanced_alloy]
fill = "#a06acc"
outline = "#201030"
[items.laser_cannon_xs_module]
# --- basic components ---
[items.copper_wire]
fill = "#e09a50"
outline = "#3a2008"
[items.steel_plate]
fill = "#8a92a0"
outline = "#22262c"
[items.circuit_board]
fill = "#2ea35a"
outline = "#0a2a14"
[items.building_block]
fill = "#c8b070"
outline = "#302810"
# --- advanced components ---
[items.mechanical_parts]
fill = "#6f7a66"
outline = "#1c2018"
[items.targeting_unit]
fill = "#3a9e8c"
outline = "#0c2824"
[items.drive_unit]
fill = "#4a6ad0"
outline = "#101a38"
[items.titanium_frame]
fill = "#b8c4d4"
outline = "#343c48"
# --- capital components ---
[items.reinforced_plating]
fill = "#8a6ad0"
outline = "#1c1038"
[items.capital_core]
fill = "#b040d0"
outline = "#280c30"
# --- module items ---
[items.laser_cannon_s_module]
fill = "#691313"
outline = "#f3ff4f"
[items.laser_cannon_m_module]
fill = "#892020"
outline = "#f3ff4f"
[items.laser_cannon_l_module]
fill = "#a92d2d"
outline = "#f3ff4f"
[items.salvager_module]
fill = "#b2cfdd"
outline = "#236137"
@@ -154,6 +212,76 @@ outline = "#236137"
fill = "#2e9ba3"
outline = "#689275"
[items.armor_plates_module]
fill = "#808080"
outline = "#202020"
[items.sensor_booster_module]
fill = "#40a0ff"
outline = "#102840"
[items.maneuvering_thrusters_module]
fill = "#5090e0"
outline = "#142438"
[items.afterburner_module]
fill = "#6080c0"
outline = "#182030"
[items.weapon_upgrade_module]
fill = "#ff4040"
outline = "#401010"
[items.weapon_primer_module]
fill = "#e03838"
outline = "#380e0e"
[items.weapon_stabilizer_module]
fill = "#c03030"
outline = "#300c0c"
[items.drone_bay_module]
fill = "#cc66ff"
outline = "#331040"
[items.drone_hangar_module]
fill = "#9933cc"
outline = "#260c33"
# --- ship hulls (outline matches the ship's fleet color in [ships.*]) ---
[items.drone_hull]
fill = "#1b1b1b"
outline = "#3366ff"
[items.frigate_hull]
fill = "#1b1b1b"
outline = "#44aaff"
[items.destroyer_hull]
fill = "#1b1b1b"
outline = "#33ccaa"
[items.cruiser_hull]
fill = "#1b1b1b"
outline = "#66cc33"
[items.battlecruiser_hull]
fill = "#1b1b1b"
outline = "#cccc33"
[items.battleship_hull]
fill = "#1b1b1b"
outline = "#ff9933"
[items.dreadnought_hull]
fill = "#1b1b1b"
outline = "#ff5533"
[items.carrier_hull]
fill = "#1b1b1b"
outline = "#cc66ff"
# -----------------------------------------------------------------------------
# Ships
#
@@ -164,6 +292,34 @@ outline = "#689275"
fill = "#3366ff"
outline = "#ffffff"
[ships.frigate]
fill = "#44aaff"
outline = "#ffffff"
[ships.destroyer]
fill = "#33ccaa"
outline = "#ffffff"
[ships.cruiser]
fill = "#66cc33"
outline = "#ffffff"
[ships.battlecruiser]
fill = "#cccc33"
outline = "#ffffff"
[ships.battleship]
fill = "#ff9933"
outline = "#ffffff"
[ships.dreadnought]
fill = "#ff5533"
outline = "#ffffff"
[ships.carrier]
fill = "#cc66ff"
outline = "#ffffff"
# -----------------------------------------------------------------------------
# Laser beams (REQ-SHP-FIRING-BEAM)
# -----------------------------------------------------------------------------

View File

@@ -7,6 +7,8 @@ tile_size_m = 10
belt_speed_mps = 20
tunnel_max_distance_tiles = 10
departure_interval_seconds = 20
orbit_factor = 0.8
rally_orbit_radius_tiles = 5.0
[regions]
asteroid_width_tiles = 40
@@ -22,6 +24,11 @@ cost_building_blocks = 200
push_expand_columns_tiles = 10
boss_advance_seconds = 60
[targeting]
target_score_formula = "1 / (1 + x)" # x = distance / max weapon range; higher = better, clamped to >=0
overclaim_penalty_formula = "max(0.5, 1 - 0.1*x)" # x = competing claim count; multiplies score, clamped to [0,1]
target_hysteresis = 0.10 # keep current target unless a challenger beats it by >10%
[waves]
threat_rate_formula = "x"
ship_level_formula = "1"

View File

@@ -12,7 +12,7 @@ enemy_buffer_width_tiles = 10
level = 1
count = 5
modules = [
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]
[[arena.team]]
@@ -22,7 +22,7 @@ enemy_buffer_width_tiles = 10
level = 1
count = 2
modules = [
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
{type = "weapon_stabilizer", x = 1, y = 1, rotation = "east"},
{type = "weapon_stabilizer", x = 1, y = 1, rotation = "east"},
{type = "weapon_upgrade", x = 1, y = 1, rotation = "east"},
@@ -44,7 +44,7 @@ enemy_buffer_width_tiles = 10
level = 1
count = 5
modules = [
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]
[[arena.team]]
@@ -54,7 +54,7 @@ enemy_buffer_width_tiles = 10
level = 1
count = 3
modules = [
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]
[[arena.team.ship]]
@@ -79,7 +79,7 @@ enemy_buffer_width_tiles = 15
level = 1
count = 3
modules = [
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]
[[arena.team.station]]
type = "player_station"
@@ -99,5 +99,5 @@ enemy_buffer_width_tiles = 15
level = 1
count = 8
modules = [
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]

View File

@@ -7,6 +7,8 @@ tile_size_m = 10
belt_speed_mps = 20
tunnel_max_distance_tiles = 10
departure_interval_seconds = 20
orbit_factor = 0.8
rally_orbit_radius_tiles = 5.0
[regions]
asteroid_width_tiles = 40
@@ -22,6 +24,11 @@ cost_building_blocks = 200
push_expand_columns_tiles = 20
boss_advance_seconds = 60
[targeting]
target_score_formula = "1 / (1 + x)" # x = distance / max weapon range; higher = better, clamped to >=0
overclaim_penalty_formula = "max(0.5, 1 - 0.1*x)" # x = competing claim count; multiplies score, clamped to [0,1]
target_hysteresis = 0.10 # keep current target unless a challenger beats it by >10%
[waves]
threat_rate_formula = "x"
ship_level_formula = "1 + x / 10"

View File

@@ -52,13 +52,13 @@ See REQ-GW-COORDS for the authoritative tile-coordinate convention. This section
Simulation types shared across subsystems:
- `EntityId` — strictly increasing integer handle, allocated centrally by the simulation. Assigned to every targetable entity: ships, scrap drops, **and** buildings (including HQ and defence stations). Buildings additionally retain their anchor tile for spatial lookups and placement; the `EntityId` is the canonical reference used by ship-component target fields (`Weapon.currentTarget`, `RepairTool.currentTarget`, `ThreatResponse.currentTarget`, etc.), so a combat ship can target either another ship or a defence station uniformly.
- `EntityId` — strictly increasing integer handle, allocated centrally by the simulation. Assigned to every targetable entity: ships, scrap drops, **and** buildings (including HQ and defence stations). Buildings additionally retain their anchor tile for spatial lookups and placement; the `EntityId` is the canonical reference used by ship-component target fields (`Weapon.currentTarget`, `RepairTool.currentTarget`, `AttackBehavior.currentTarget`, etc.), so a combat ship can target either another ship or a defence station uniformly.
- `Rotation` — enum `{ North, East, South, West }`. The rotation applied to a building's surface_mask when placed.
- `BuildingType` — enum covering every building type in requirements.md (Miner, Smelter, Assembler, ReprocessingPlant, Shipyard, SalvageBay, Belt, Splitter, Hq, PlayerDefenceStation, EnemyDefenceStation). `Belt` and `Splitter` share the enum for cost, construction, placement, and `visuals.toml` lookup, but their runtime data lives inside the belt subsystem rather than in `Building` instances (see Belt Subsystem).
- `ItemType` — tagged id of every transportable material (ores, ingots, intermediates, building_blocks, scrap).
- `Item``struct Item { ItemType type; }`. Items on belts have no persistent identity across ticks.
- `Port``struct Port { QPoint tile; Rotation direction; }`. Identifies a belt-adjacent cell and the direction of flow across that cell.
- `MovementIntent``struct MovementIntent { int priority; QVector2D target; }`. Priority follows the order declared under Movement Arbitration. Cleared at the start of each tick; the highest-priority write wins; `tickMovement` reads the winner.
- `MovementIntent``struct MovementIntent { bool active; QVector2D target; }`. Written by the winning behavior's executor (see Movement Arbitration). Cleared (`active = false`) at the start of each tick; `tickMovement` brakes when inactive, otherwise drives toward `target`.
- `WeaponFiredEvent``struct WeaponFiredEvent : public Event { entt::entity shooter; entt::entity target; Tick emittedAt; }`. Transient record emitted each time a weapon fires (REQ-SHP-FIRING, REQ-SHP-FIRING-BEAM). Buffered in a sim-owned vector during the tick, then drained and re-emitted via EventManager by the UI frame handler; see Sim → UI Events.
- `SchematicChoiceOption``struct SchematicChoiceOption { string schematicId; SchematicType type; string displayName; bool isNewUnlock; int targetLevel; }`. Describes one option in the schematic choice dialog (REQ-DEF-SCHEMATIC-DROP). Up to three are generated when an enemy station set is destroyed. `SchematicType` is `Ship`, `Module`, or `Recipe`.
- `SchematicChoicesAvailableEvent` — EventManager event carrying a `vector<SchematicChoiceOption>`. Sent by the UI each frame when pending choices are detected; handled by `MainWindow` which opens the schematic choice dialog.
@@ -107,8 +107,8 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
4. **Building production** — advance production timers; start new cycles when inputs and output-buffer space permit (REQ-MAT-CYCLE); on completion, deposit output.
5. **Building → belt push** — buildings push items from output buffer onto the belt tile at their output port (REQ-MAT-OUTPUT-PORT).
6. **Belt tick** — advance items along belt tiles; apply splitter routing (REQ-BLD-SPLITTER).
7. **Ship behavior systems** — clear `MovementIntent` on each ship, then run `tickThreatResponse`, `tickScrapCollector`, `tickRepairBehavior`, `tickHomeReturn` in any order (arbitration is via intent priority).
8. **Combat resolution** — ships and defence stations acquire targets, fire, apply damage; queue deaths. Each fire appends a `WeaponFiredEvent` to the sim's weapon-fired-event queue (REQ-SHP-FIRING-BEAM).
7. **Ship behavior systems** — clear `MovementIntent` on each ship, then the `AiSystem` runs three batched phases: every behavior **evaluator** scores its behavior and sets its target data; a **selection** pass records the highest-scoring behavior per ship in `SelectedBehaviorComponent`; each behavior **executor** runs for the winner, writing `MovementIntent` and preferred module targets. The module systems then perform world mutation: `SalvagerSystem` (scrap collection/delivery) and `RepairSystem` (healing). See Movement Arbitration.
8. **Combat resolution** — ships and defence stations validate/acquire targets, fire, apply damage; queue deaths. Each fire appends a `WeaponFiredEvent` to the sim's weapon-fired-event queue (REQ-SHP-FIRING-BEAM).
9. **Deaths & loot** — process queued deaths: drop scrap (REQ-RES-SCRAP-DROP); if a full enemy-defence-station set was destroyed this tick, generate up to 3 schematic choice options (REQ-DEF-SCHEMATIC-DROP) stored as pending state for the UI to present; remove entities.
10. **`tickMovement`** — advance ship positions based on final `MovementIntent`.
11. **Scrap despawn** — decrement scrap timers; remove expired scrap (REQ-RES-SCRAP-DROP).
@@ -217,16 +217,20 @@ struct RepairTool { float ratePerTick; std::optional<EntityId> currentTarget;
### Behavior Components
Behaviors are decomposed, not bundled into per-role monolithic AIs. This is the critical modeling choice: adding a capability (e.g., putting a `Weapon` on a repair ship) must not require rewriting AI code.
Behaviors are decomposed, not bundled into per-role monolithic AIs. This is the critical modeling choice: adding a capability (e.g., putting a `Weapon` on a repair ship) must not require rewriting AI code. Each behavior is a small component carrying its own target data plus a `float score` written by its evaluator each tick.
```cpp
struct ThreatResponse { float engagementRange; CombatStance stance;
CombatTargetPriority priority;
std::optional<EntityId> currentTarget; };
struct ScrapCollector { std::optional<QVector2D> scrapTarget; EntityId deliveryBay; };
struct RepairBehavior { RepairTargetPriority priority;
std::optional<EntityId> currentTarget; };
struct HomeReturn { float retreatHpFraction; QVector2D homePos; };
struct AdvanceBehavior { float score; }; // baseline fallback, all ships
struct RallyBehavior { QVector2D rallyPoint; float score; }; // player combat ships
struct RetreatBehavior { float retreatHpFraction; QVector2D retreatPoint; // player ships
float score; };
struct AttackBehavior { std::optional<EntityId> currentTarget; float score; };
struct RepairBehavior { std::optional<EntityId> currentTarget;
float maxRepairRange_tiles; float score; };
struct SalvageScrapBehavior { std::optional<QVector2D> scrapTarget;
float maxCollectionRange_tiles; float score; };
struct DeliverScrapBehavior { BuildingId deliveryBay; float score; };
struct SelectedBehaviorComponent { BehaviorKind winner; float bestScore; }; // selection result
```
### Ship
@@ -246,38 +250,42 @@ struct Ship {
std::optional<SalvageCargo> cargo;
std::optional<RepairTool> repairTool;
// Behaviors
std::optional<ThreatResponse> threatResponse;
std::optional<ScrapCollector> scrapCollector;
// Behaviors (attached per capability; AdvanceBehavior + SelectedBehaviorComponent
// on every ship, RetreatBehavior on player ships, etc.)
std::optional<AttackBehavior> attackBehavior;
std::optional<SalvageScrapBehavior> salvageScrapBehavior;
std::optional<DeliverScrapBehavior> deliverScrapBehavior;
std::optional<RepairBehavior> repairBehavior;
std::optional<HomeReturn> homeReturn;
// Written by behavior systems, read by movement.
// Written by the winning behavior's executor, read by movement.
MovementIntent intent;
};
```
### Systems
Each behavior has its own tick system. A system iterates a flat `std::vector<Ship>` and skips ships that do not have the relevant components.
Each behavior is split into a stateless **evaluator** and **executor** class (one per behavior, e.g. `AttackEvaluator`/`AttackExecutor`), orchestrated by `AiSystem`. Evaluators and executors only read/write behavior components and module target fields — they never mutate the game world. World mutation lives in dedicated module systems that run every tick, independent of which behavior won:
- `tickThreatResponse` — requires `threatResponse` + `weapon`. Acquires target, fires, manages cooldown.
- `tickScrapCollector` — requires `scrapCollector` + `cargo`. Flies to scrap, picks up, returns to delivery bay.
- `tickRepairBehavior` — requires `repairBehavior` + `repairTool`. Finds damaged target, moves to range, repairs.
- `tickHomeReturn` — requires `homeReturn`. Overrides movement if hp drops below threshold.
- `tickMovement` — reads `intent`, advances `position`.
- `CombatSystem` — validates each weapon's executor-set target, falls back to nearest-target acquisition, fires, applies damage.
- `SalvagerSystem` — collects scrap into cargo and delivers full cargo at a `SalvageBay`.
- `RepairSystem` — validates each repair tool's target, falls back to nearest damaged friendly, applies healing.
- `MovementIntentSystem` (`tickMovement`) — reads `MovementIntent`, advances `position`; brakes when inactive.
### Movement Arbitration
When multiple behaviors want to drive movement, a fixed global priority resolves the conflict. Each behavior system writes a `MovementIntent` carrying its priority; a higher-priority write overwrites a lower-priority one. `tickMovement` reads the final winner.
Arbitration is **score-based**, not fixed-priority. In a single tick `AiSystem` runs three phases:
Initial priority order (subject to tuning):
1. **Evaluate** — every behavior's evaluator iterates the ships that have its component, sets its target data, and writes a `float score` (see `BehaviorScores.h`). An evaluator returns an inactive score when its behavior does not apply.
2. **Select**`selectWinningBehaviors` resets each `SelectedBehaviorComponent`, then compares every behavior's score per ship, recording the highest as `winner`. Behaviors are considered highest-band first so a strict `>` breaks ties toward the more urgent behavior.
3. **Execute** — each behavior's executor runs only for ships where it is the `winner`, writing the single `MovementIntent` and any preferred module targets.
`AdvanceBehavior` is present on every ship with the lowest score, guaranteeing a winner. The resulting band order:
```
HomeReturn > ThreatResponse > RepairBehavior > ScrapCollector
Retreat > Attack / Repair / SalvageScrap / DeliverScrap > Rally > Advance
```
`tickMovement` runs last. Intents are cleared at the start of each tick.
`MovementIntent` is cleared (inactive) at the start of each tick; `tickMovement` runs last.
### Why Not ECS

194
docs/content_design.md Normal file
View File

@@ -0,0 +1,194 @@
# Content Design — Ships & Modules
First real-content iterations (June 2026). Pass 1 defined ship hull grids and
module surface masks; pass 2 defined the production tree (recipes). Stats and
threat costs in the config files are still placeholders for the balancing
pass.
## Design principle: footprint gating
Which module fits on which hull is controlled purely by geometry — no
explicit allow-lists. Each hull grid is shaped so that it physically cannot
contain the footprint of modules from a larger size class. This keeps the
rules transparent to the player ("it doesn't fit because there is no room")
and makes them trivially moddable through the config files alone.
### Module footprint ladder
| Footprint | Modules | Smallest hull that fits it |
|-----------|---------|----------------------------|
| 1x1 | laser_cannon_s, salvager, repair_tool | drone |
| 1x2 | maneuvering_thrusters, sensor_booster, armor_plates | frigate |
| 1x3 | afterburner | frigate (eats most of it) |
| L-shape (3 cells) | weapon_stabilizer, weapon_primer, weapon_upgrade | frigate |
| 2x2 | laser_cannon_m, drone_bay | cruiser |
| 3x3 | laser_cannon_l | battleship |
| 2x6 | drone_hangar | carrier (only) |
### Hull grids
`O` = buildable cell, `X` = hull structure (not buildable).
**drone (xs, 1 cell)** — exactly one 1x1 module: a small gun, a salvager, or
a repair tool. This is what makes drone roles swappable.
O
**frigate (s, 5 cells)** — plus shape. Every 1x2 placement crosses the center
cell, so at most ONE 1x2 support fits; alternatively one L-shaped weapon
modifier or one afterburner through the center line. Gun-boat with one or two
support modules, as intended.
XOX
OOO
XOX
**destroyer (s, 8 cells)** — gun deck with three turret bumps. More cells
than the frigate (more small guns), but still no 2x2 area anywhere, so medium
hardware can never be mounted.
OXOXO
OOOOO
**cruiser (m, 12 cells)** — notched corners. Fits at most two 2x2 m guns
(stacked through the middle), leaving the side cells for supports. No 3x3
area.
XOOX
OOOO
OOOO
XOOX
**battlecruiser (m, 16 cells)** — split bow with two gun cheeks, tapered
stern. Fits three 2x2 m guns — one more than the cruiser — with small support
slots left over. The bow split and stern taper prevent any 3x3 area (no l
gun) and any 2x6 area (no drone hangar).
OOXXOO
OOOOOO
XOOOOX
XXOOXX
**battleship (l, 24 cells)** — broadside hull with notched flanks on every
other row. Fits four 2x2 m guns (two per gun deck) — one more than the
battlecruiser — with bow, stern, and flank cells for supports. All 3x3
placements crowd the center columns, so at most ONE l gun fits: mounted
center it blocks every m gun mount (pure support strips remain), mounted
offset it still allows two m guns. The notched rows are never adjacent-and-
full, so no 2x6 drone hangar fits.
XOOOOX
OOOOOO
XOOOOX
OOOOOO
XOOOOX
**dreadnought (xl, 36 cells)** — the main battery deck is split into three
3x3 gun slots by structural spacer columns, so exactly three l guns fit side
by side (or m guns / supports in unused slots), plus bow/stern strips for
supports. The spacers cap every horizontal run at 5 cells, so the 2x6 drone
hangar can never fit — the carrier stays the only hangar hull.
XXXOOOOOXXX
OOOXOOOXOOO
OOOXOOOXOOO
OOOXOOOXOOO
XXOOXXXOOXX
**carrier (xl, 37 cells)** — the top flight deck (rows 01) is the only
region wide enough for the 2x6 drone hangar, and exactly one fits. The middle
deck row is broken up by elevator shafts (X cells placed so every 3-column
window hits one), which is what prevents any 3x3 l gun from ever fitting.
Lower decks hold supports and 2x2 point-defense m guns.
XOOOOOOOOX
OOOOOOOOOO
OOXOOXOOXO
XOOOOOOOOX
XXXOOOOXXX
### Verified gating matrix
Checked programmatically against the configs (all four mask rotations,
all placements) with `tools/verify_layouts.py` — re-run it after editing
layout grids or surface masks:
python dota_factory/tools/verify_layouts.py
| Footprint | drone | frigate | destroyer | cruiser | battlecruiser | battleship | dreadnought | carrier |
|-----------|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 1x1 | x | x | x | x | x | x | x | x |
| 1x2 | | x | x | x | x | x | x | x |
| 1x3 | | x | x | x | x | x | x | x |
| L-shape | | x | x | x | x | x | x | x |
| 2x2 | | | | x | x | x | x | x |
| 3x3 | | | | | | x | x | |
| 2x6 | | | | | | | | x |
Maximum simultaneous (disjoint) placements: m guns — cruiser 2,
battlecruiser 3, battleship 4; l guns — battleship 1, dreadnought 3;
drone hangar — carrier 1.
## Production tree
Design principle: each game phase adds exactly one new base input chain, so
factory complexity ramps alongside ship size.
| Phase | New input | How acquired | Unlocks |
|-------|-----------|--------------|---------|
| early | iron_ore, copper_ore | mined | drone, frigate, destroyer; small guns and basic supports |
| mid | titanium_ore | mined (3x slower than iron) | cruiser, battlecruiser; m guns, drone bay, weapon modifiers |
| late | advanced_alloy | ONLY from reprocessing salvaged scrap | battleship, dreadnought, carrier; l guns, drone hangar |
The advanced_alloy gate is the core loop hook: capital ship production
requires fighting (salvaging scrap from kills and reprocessing it), not just
mining. The reprocessing plant turns 5 scrap into iron/copper/titanium ingots
or advanced_alloy probabilistically.
Intermediate components, by tier:
- **Tier 2 (early):** copper_wire (copper), steel_plate (iron), circuit_board
(iron + wire), building_block (iron).
- **Tier 3 (mid):** mechanical_parts (steel + iron), targeting_unit (circuits
+ wire), drive_unit (steel + mechanical_parts + circuit), titanium_frame
(titanium + steel).
- **Tier 4 (late):** reinforced_plating (steel + advanced_alloy),
capital_core (targeting_unit + drive_unit + 2 advanced_alloy).
Hulls and modules consume intermediates of their tier: early items are built
from tier-2 parts, midgame items require tier-3 parts (deeper chains, more
assemblers), capital items require tier-4 parts (and therefore combat). Hull
items are named `<ship>_hull`; module items `<module>_module`. Every item has
an `[items.*]` entry in visuals.toml; hull item outlines match the ship's
fleet color from `[ships.*]`.
Consistency is checked by `tools/verify_recipes.py` — re-run it after editing
recipes, ship/module materials, or visuals:
python dota_factory/tools/verify_recipes.py
It verifies every consumed item has a producer, every item has a visuals
entry, flags orphaned items, and prints which items are reprocessing-only
(currently exactly advanced_alloy).
## Deliberate placeholders / open questions for later passes
- All new hulls have `threat.cost_formula = "0"` so enemy waves do not spawn
them yet (WaveSystem treats any ship with positive threat cost as wave-
eligible, regardless of unlock level). The balancing pass should set real
threat costs together with `default_modules` loadouts so waves spawn them
armed.
- All new hulls and all assembler recipes are `unlock_at_station_level = -1`
(available from the start) to make testing easy; the balancing pass should
stagger these so mid/lategame recipes drop as schematics from enemy defence
stations.
- Recipe quantities and durations are a first guess, deliberately roughly
tiered (capital hulls ~60 s, drones 4 s); the balancing pass tunes them.
- `drone_bay` and `drone_hangar` are footprint-only placeholders: the drone
launching capability does not exist in the simulation yet, so they define
no capability section.
- Renames in this pass: `laser_cannon_xs``laser_cannon_s` (the old 2x2
`laser_cannon_s` became `laser_cannon_m`), `armor_plate``armor_plates`,
`manuvering_thrusters``maneuvering_thrusters` (typo fix). Test data
under `bin/test/data/config` intentionally still uses the old ids — it is
an independent fixture set.

View File

@@ -4,7 +4,7 @@
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.
- **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, and combat target-selection parameters (target score formula, overclaim penalty formula, target hysteresis).
- **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).
@@ -153,22 +153,35 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- 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-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.
- **Salvage** (REQ-SHP-SALVAGE): `orbit_factor` multiplied by the maximum `collection_range` across the ship's salvage module instances.
- **Rally** (REQ-SHP-RALLY): `world.toml [world].rally_orbit_radius_tiles` — a fixed radius in tiles, independent of any tool range (the rally point is a position, not a tool-bearing target).
All tool ranges incorporate passive module modifiers (REQ-MOD-STAT-CALC). While orbiting, the ship navigates to maintain the orbit radius from the target's current center (REQ-SHP-MOVEMENT) while moving tangentially around it: if it is farther than the orbit radius it closes in, if it is nearer it backs off, and at the radius it circles. The orbit direction (clockwise or counter-clockwise) is fixed for the duration of orbiting a given target. Orbiting uses the standard physics movement model (REQ-SHP-MOVEMENT) and introduces no new movement constraints. Orbiting does not by itself trigger tool use — weapons, repair tools, and salvage bays still fire/heal/collect strictly per their own range and rate checks (REQ-SHP-FIRING, REQ-SHP-REPAIR, REQ-SHP-SALVAGE). With `orbit_factor` ≤ 1 the orbit lies within the maximum tool range, so the longest-range tool of that type remains in range while the ship orbits.
- REQ-SHP-NO-COLLISION: Ships do not collide with each other or with defence stations; they may visually overlap.
- REQ-SHP-SENSOR: A ship perceives only entities within its sensor range. Behavior is driven by what is in sensor range; entities outside sensor range are ignored.
- REQ-SHP-FIRING: All weapons — on ships and on defence stations — fire when off cooldown and the target is within attack range. Firing emits a fire event and starts a 0.15-second damage delay (half the beam duration). When that delay expires, damage is applied to the target — unless the target has already been destroyed, in which case the damage is silently dropped. If the shooter is destroyed before the delay expires, damage is still applied when the delay expires. There is no projectile entity and no intervening collision. The weapon's cooldown begins at the moment of firing, not at damage application.
- REQ-SHP-FIRING-BEAM: Each fire event produces a visual laser beam drawn from the shooter's position to the target for 0.3 seconds. The beam endpoint is not the target's center but a point randomly offset from it: the offset direction is uniformly random and the offset magnitude is uniformly random up to half the target's visual size (for ships: half their rendered radius; for buildings/stations: half the shorter side of their tile footprint, in world units). The offset is chosen once per fire event and held fixed for the beam's lifetime. The beam is a pure rendering effect and has no simulation state (does not block movement, does not re-apply damage over its lifetime). Beams follow the shooter and target positions if either moves during the 0.3-second window. The beam is rendered for its full 0.3-second duration even if the shooter or target is destroyed before it expires.
- REQ-SHP-COMBAT: Ships with at least one **weapon module** (player) — engage enemy ships within sensor range. The player can configure the following per shipyard (applied to all ships produced by that shipyard):
- REQ-SHP-COMBAT: Ships with at least one **weapon module** (player) — engage enemy ships within sensor range. When engaging an enemy, the ship orbits it at the combat orbit radius (REQ-SHP-ORBIT) rather than approaching its center. The player can configure the following per shipyard (applied to all ships produced by that shipyard):
- Stance: aggressive (advance toward enemies) / defensive (hold position near asteroid).
- Target priority: closest / highest HP / structures first.
- REQ-SHP-RALLY: After spawning, aggressive-stance ships with weapon modules move to and loiter at the **rally point** — the midpoint between the two player defence stations (center of their Y-span, at the player defence stations' X position). While at the rally point, ships still engage any enemy that enters sensor range. Every `world.toml [world].departure_interval_seconds` seconds (default 20), all ships with weapon modules currently at the rally point depart simultaneously and begin their normal aggressive advance toward the enemy. The departure timer is global and shared across all shipyards; it is not reset by individual ship arrivals at the rally point.
- REQ-SHP-SALVAGE: Ships with at least one **salvage module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, move to it; when it is within a module's `collection_range`, that module collects it (consuming the scrap entity). Once all cargo is full, fly to a Salvage Bay and deliver; after delivery, resume patrol. If an enemy ship enters sensor range while not currently targeting or carrying scrap, turn back (move toward the asteroid) until the enemy is no longer in sensor range, then resume patrol. Ships with salvage modules are vulnerable to enemy ships while operating.
- REQ-SHP-RALLY: After spawning, aggressive-stance ships with weapon modules move to and orbit the **rally point** — the midpoint between the two player defence stations (center of their Y-span, at the player defence stations' X position) — at the rally orbit radius (REQ-SHP-ORBIT). While orbiting the rally point, ships still engage any enemy that enters sensor range (switching to the combat orbit per REQ-SHP-COMBAT). Every `world.toml [world].departure_interval_seconds` seconds (default 20), all ships with weapon modules currently at the rally point depart simultaneously and begin their normal aggressive advance toward the enemy. The departure timer is global and shared across all shipyards; it is not reset by individual ship arrivals at the rally point.
- REQ-SHP-SALVAGE: Ships with at least one **salvage module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, navigate toward it by orbiting it at the salvage orbit radius (REQ-SHP-ORBIT); when it is within a module's `collection_range`, that module collects it (consuming the scrap entity). Once all cargo is full, fly to a Salvage Bay and deliver (a direct approach, not an orbit — the ship must reach the bay); after delivery, resume patrol. If an enemy ship enters sensor range, the ship retreats (REQ-SHP-RETREAT) until no enemy is in sensor range, then resumes patrol — this applies regardless of whether the ship is targeting or carrying scrap. Ships with salvage modules are vulnerable to enemy ships while operating.
Each salvage module instance operates independently: it has its own cargo hold (`cargo_capacity`), collection range (`collection_range`), and collection rate (`collection_rate`, in collections per second). After collecting a piece of scrap, the module cannot collect again until `1 / collection_rate` seconds have elapsed. A ship with multiple salvage modules can therefore collect multiple pieces of scrap per tick (one per ready module), and installs of different module types may have different ranges and rates. The ship navigates based on the maximum collection range across all installed salvage modules.
- REQ-SHP-REPAIR: Ships with at least one **repair module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If a damaged player defence station or player ship enters sensor range, move to it and repair. If an enemy ship enters sensor range while not currently repairing, turn back (move toward the asteroid) until the enemy is no longer in sensor range, then resume patrol. The player can configure the target priority per shipyard:
Salvage collection and delivery are world-state changes performed every tick regardless of which behavior the ship is currently executing; the salvage behavior only governs where the ship navigates (toward scrap, toward a Salvage Bay, or — when retreating — toward the rally point).
- REQ-SHP-REPAIR: Ships with at least one **repair module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If a damaged player defence station or player ship enters sensor range, navigate toward it by orbiting it at the repair orbit radius (REQ-SHP-ORBIT) and repair. If an enemy ship enters sensor range, the ship retreats (REQ-SHP-RETREAT) until no enemy is in sensor range, then resumes patrol. The player can configure the target priority per shipyard:
- Defence stations first / ships first / nearest target.
Each repair module instance operates independently: it has its own repair rate (`repair_rate`) and repair range (`repair_range`). On each tick, a module first attempts to heal the ship's current behavior-level navigation target if that target is within the module's `repair_range` and is damaged (HP above zero and below maximum HP). If those conditions are not met — because the target is out of the module's `repair_range`, already at full health, or destroyed — the module independently searches for the nearest damaged friendly (player ship or player defence station) within its own `repair_range` and heals that instead. If no valid target is found within range, the module idles. A ship with multiple repair modules can therefore heal different targets simultaneously. Navigation is driven solely by the behavior-level target; individual module fallback targets do not affect which direction the ship moves.
- REQ-SHP-ENEMY-AI: **Enemy ships** — engage the closest valid target (player defence station, HQ, or player ship) within their sensor range. If no target is in sensor range, they move toward the asteroid (leftward in world coordinates).
Each repair module instance operates independently: it has its own repair rate (`repair_rate`) and repair range (`repair_range`). On each tick, a module first attempts to heal the ship's current behavior-level navigation target if that target is within the module's `repair_range` and is damaged (HP above zero and below maximum HP). If those conditions are not met — because the target is out of the module's `repair_range`, already at full health, or destroyed — the module independently searches for the nearest damaged friendly (player ship or player defence station) within its own `repair_range` and heals that instead. If no valid target is found within range, the module idles. A ship with multiple repair modules can therefore heal different targets simultaneously. Navigation is driven solely by the behavior-level target; individual module fallback targets do not affect which direction the ship moves. Repair healing is a world-state change applied every tick regardless of which behavior the ship is currently executing.
- REQ-SHP-RETREAT: **Player ships retreat to the rally point (REQ-SHP-RALLY) when threatened.** A ship retreats while either condition holds: (a) its HP is below a low-HP threshold (currently 30% of its maximum HP); or (b) it has no weapon modules and an enemy ship is within its sensor range. Retreating takes priority over the ship's other behaviors and moves it toward the rally point; the ship resumes its normal behavior once neither condition holds. Enemy ships never retreat (REQ-SHP-ENEMY-AI).
- REQ-SHP-ENEMY-AI: **Enemy ships** — engage the closest valid target (player defence station, HQ, or player ship) within their sensor range, orbiting the engaged target at the combat orbit radius (REQ-SHP-ORBIT). If no target is in sensor range, they move toward the asteroid (leftward in world coordinates).
- REQ-SHP-TARGET-SELECT: **Combat target selection.** Both player combat ships (REQ-SHP-COMBAT) and enemy ships (REQ-SHP-ENEMY-AI) pick which hostile to engage by scoring every valid target (an opposing-faction ship, defence station, or HQ) within sensor range and engaging the highest-scoring one. A target's score is the product of a **base desirability** and an **overclaim penalty** (REQ-SHP-TARGET-CLAIM). The base desirability is `world.toml [targeting].target_score_formula` evaluated with `x` set to the target's distance from the ship divided by the ship's maximum weapon `attack_range` (falling back to sensor range for a ship with no weapon), clamped to a minimum of 0. The default formula `1 / (1 + x)` decreases with distance, so — absent any claims — the nearest target is chosen, realizing the closest-target priority referenced by REQ-SHP-COMBAT and REQ-SHP-ENEMY-AI. A ship engages at most one target at a time; all of its weapons fire on that target subject to their own range and rate checks (REQ-SHP-FIRING).
- REQ-SHP-TARGET-CLAIM: **Overclaim penalty.** To stop every ship from dogpiling the same hostile, each target a ship is currently engaging counts as a **claim** on that target. When scoring a candidate, its base desirability (REQ-SHP-TARGET-SELECT) is multiplied by `world.toml [targeting].overclaim_penalty_formula` evaluated with `x` set to the number of ships currently claiming that candidate — a ship never counts its own claim against the target it already holds — clamped to the range [0, 1]. The penalty is 1 (no reduction) at zero claims and decreases as claims accumulate, so heavily-claimed targets become less attractive and ships spread across the available hostiles. The default formula `max(0.5, 1 - 0.1*x)` reduces desirability by 0.1 per claim down to a floor of 0.5. Because claims reflect the previous tick's engagements, target distribution converges over successive ticks rather than instantaneously.
- REQ-SHP-TARGET-HYSTERESIS: **Target stickiness.** A ship keeps engaging its current target as long as that target remains valid and within sensor range, switching to a different target only when the best alternative's score exceeds the current target's score by more than the fractional margin `world.toml [targeting].target_hysteresis` (default 0.10). This prevents ships from rapidly oscillating between targets of near-equal score and preserves focus fire.
- REQ-SHP-SCHEMATICS: The player selects a schematic per shipyard by clicking it. New schematics are unlocked by destroying enemy defence station sets (REQ-DEF-SCHEMATIC-DROP) — there is no physical loot to collect.
## Ship Modules

View File

@@ -17,6 +17,8 @@
#include "ModuleOwnerComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "RepairSystem.h"
#include "SalvagerSystem.h"
#include "ScrapSystem.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
@@ -51,11 +53,16 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
m_aiSystem = std::make_unique<AiSystem>();
// Arena fights are symmetric and aggressive: player-faction ships must not
// retreat (REQ-BAL-SIM-AI). Only one faction would otherwise get retreat.
m_shipSystem->setRetreatEnabled(false);
m_aiSystem = std::make_unique<AiSystem>(m_gameConfig);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_combatSystem = std::make_unique<CombatSystem>(m_gameConfig);
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
placeStructures();
spawnShips();
@@ -250,13 +257,11 @@ ArenaStatus ArenaSimulation::status() const
void ArenaSimulation::tick()
{
// Ship behavior systems (tick step 7).
// Ship behavior systems (tick step 7): evaluate, select winner, execute.
m_shipSystem->clearMovementIntents();
m_aiSystem->tickHomeReturnBehavior(m_admin);
m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem);
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem);
m_aiSystem->tickRepairTools(m_admin);
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem);
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
m_repairSystem->tick();
// Combat resolution (tick step 8).
std::vector<WeaponFiredEvent> weaponFiredEvents;

View File

@@ -22,6 +22,8 @@ class BuildingSystem;
class CombatSystem;
class DynamicBodySystem;
class MovementIntentSystem;
class RepairSystem;
class SalvagerSystem;
class ShipSystem;
class ScrapSystem;
@@ -96,6 +98,8 @@ private:
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
std::unique_ptr<CombatSystem> m_combatSystem;
std::unique_ptr<ScrapSystem> m_scrapSystem;
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
std::unique_ptr<RepairSystem> m_repairSystem;
entt::entity m_team1HqEntity;
entt::entity m_team2HqEntity;

View File

@@ -268,6 +268,8 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
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"));
cfg.departureIntervalSeconds = requireDouble(tbl["world"]["departure_interval_seconds"], file, "world.departure_interval_seconds");
cfg.orbitFactor = requireDouble(tbl["world"]["orbit_factor"], file, "world.orbit_factor");
cfg.rallyOrbitRadius_tiles = requireDouble(tbl["world"]["rally_orbit_radius_tiles"], file, "world.rally_orbit_radius_tiles");
cfg.regions.asteroidWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["asteroid_width_tiles"], file, "regions.asteroid_width_tiles"));
cfg.regions.playerBufferWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["player_buffer_width_tiles"], file, "regions.player_buffer_width_tiles"));
@@ -295,6 +297,10 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
throw makeError(file, "waves", "gap_min_seconds > gap_max_seconds");
}
cfg.targeting.targetScoreFormula = requireFormula(tbl["targeting"]["target_score_formula"], file, "targeting.target_score_formula");
cfg.targeting.overclaimPenaltyFormula = requireFormula(tbl["targeting"]["overclaim_penalty_formula"], file, "targeting.overclaim_penalty_formula");
cfg.targeting.hysteresis = requireDouble(tbl["targeting"]["target_hysteresis"], file, "targeting.target_hysteresis");
return cfg;
}

View File

@@ -4,6 +4,14 @@
#include "tinyexpr.h"
namespace
{
// tinyexpr has no built-in min/max; expose them so config formulas can
// clamp (e.g. a floored overclaim penalty "max(0.5, 1 - 0.1*x)").
double formulaMin(double a, double b) { return a < b ? a : b; }
double formulaMax(double a, double b) { return a > b ? a : b; }
}
Formula::Formula(Formula&& other) noexcept
: m_source(std::move(other.m_source))
, m_x(std::move(other.m_x))
@@ -37,11 +45,14 @@ Formula Formula::compile(const std::string& source)
result.m_x = std::make_unique<double>(0.0);
const te_variable variables[] = {
{ "x", result.m_x.get(), 0, nullptr },
{ "x", result.m_x.get(), TE_VARIABLE, nullptr },
{ "min", reinterpret_cast<const void*>(&formulaMin), TE_FUNCTION2 | TE_FLAG_PURE, nullptr },
{ "max", reinterpret_cast<const void*>(&formulaMax), TE_FUNCTION2 | TE_FLAG_PURE, nullptr },
};
int errorPos = 0;
result.m_expr = te_compile(result.m_source.c_str(), variables, 1, &errorPos);
const int variableCount = static_cast<int>(sizeof(variables) / sizeof(variables[0]));
result.m_expr = te_compile(result.m_source.c_str(), variables, variableCount, &errorPos);
if (result.m_expr == nullptr)
{
@@ -66,3 +77,4 @@ double Formula::evaluate(double x) const
*m_x = x;
return te_eval(m_expr);
}

View File

@@ -39,6 +39,14 @@ struct WorldWaves
double bossQuietAfterSeconds; // suppress normal waves this long after boss (REQ-WAV-QUIET)
};
// Ship target selection (claim-aware scoring).
struct WorldTargeting
{
Formula targetScoreFormula; // x = distance / max weapon range; higher = better
Formula overclaimPenaltyFormula; // x = competing claim count; factor in [0,1]
double hysteresis; // fractional margin a challenger must beat the current target by
};
struct WorldConfig
{
int heightTiles; // REQ-GW-HEIGHT
@@ -49,9 +57,12 @@ struct WorldConfig
double beltSpeed_tps; // REQ-GW-BELT-SPEED (tiles/s, converted from m/s in config)
int tunnelMaxDistance_tiles; // REQ-BLD-TUNNEL-PAIR
double departureIntervalSeconds; // REQ-SHP-RALLY
double orbitFactor; // REQ-SHP-ORBIT (multiplies tool range for orbit radius)
double rallyOrbitRadius_tiles; // REQ-SHP-ORBIT (fixed orbit radius around the rally point)
WorldRegions regions;
WorldExpansion expansion;
WorldPush push;
WorldWaves waves;
WorldTargeting targeting;
};

View File

@@ -0,0 +1,9 @@
#pragma once
// Baseline fallback behavior, present on every ship. The executor moves the ship
// toward the opposing side (direction derived from FactionComponent), so a ship
// with no better behavior keeps advancing.
struct AdvanceBehavior
{
float score = 0.0f;
};

View File

@@ -0,0 +1,14 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
// Combat behavior for ships with weapons (was ThreatResponseBehaviorComponent).
// The evaluator sets currentTarget; the executor pushes it to in-range weapons.
struct AttackBehavior
{
std::optional<entt::entity> currentTarget;
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
float score = 0.0f;
};

View File

@@ -0,0 +1,15 @@
#pragma once
// Identifies a ship behavior. Written into SelectedBehaviorComponent by the
// AiSystem selection pass so each behavior's executor can tell whether it won.
enum class BehaviorKind
{
None,
Advance,
Rally,
Retreat,
Attack,
Repair,
SalvageScrap,
DeliverScrap
};

View File

@@ -0,0 +1,22 @@
#pragma once
// Score bands for ship-behavior evaluation. The AiSystem selection pass picks
// the behavior with the highest score per ship; these constants define a single
// comparable scale so the desired priority falls out:
// Retreat > Attack > Repair / Salvage / Deliver > Rally > Advance.
// Evaluators may return kInactive when their behavior does not apply this tick.
namespace BehaviorScores
{
constexpr float kInactive = 0.0f;
constexpr float kAdvance = 0.05f; // baseline fallback; always present
constexpr float kRally = 0.20f;
constexpr float kDeliver = 0.50f; // cargo full
constexpr float kRepair = 0.55f;
constexpr float kSalvage = 0.55f; // cargo not full and scrap in range
constexpr float kAttack = 0.60f; // healthy and target in sensor range
constexpr float kRetreat = 0.90f;
// Health fraction at/below which a ship is considered "low HP" — used by the
// Attack evaluator (do not attack when low) and the Retreat evaluator.
constexpr float kLowHpFraction = 0.3f;
}

View File

@@ -1,24 +1,29 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/AdvanceBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/AttackBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/BehaviorKind.h
${CMAKE_CURRENT_SOURCE_DIR}/BehaviorScores.h
${CMAKE_CURRENT_SOURCE_DIR}/DeliverScrapBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/DespawnAtComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/FacingComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/FactionComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HealthComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HomeReturnBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HqProxyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/PositionComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairToolComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RetreatBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageCargoComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageScrapBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/ScrapDataComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SensorRangeComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipIdentityComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/StationBodyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/ThreatResponseBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/WeaponComponent.h
PARENT_SCOPE
)

View File

@@ -0,0 +1,12 @@
#pragma once
#include "BuildingId.h"
// Deliver-scrap behavior (one half of the old SalvageBehaviorComponent). Scored
// high only when cargo is full. The evaluator assigns the nearest SalvageBay;
// SalvagerSystem performs the actual delivery.
struct DeliverScrapBehavior
{
BuildingId deliveryBay = kInvalidBuildingId;
float score = 0.0f;
};

View File

@@ -1,9 +0,0 @@
#pragma once
#include <QVector2D>
struct HomeReturnBehaviorComponent
{
float retreatHpFraction;
QVector2D homePos;
};

View File

@@ -2,11 +2,12 @@
#include <QVector2D>
// A ship-behavior system writes this each tick before movement runs; the
// highest-priority write wins. Priority order is fixed globally — see
// architecture.md "Movement Arbitration".
// The winning behavior's executor writes this each tick before movement runs.
// `active` is false when no behavior set a destination (the ship brakes); the
// score-based selection (see architecture.md "Movement Arbitration") decides
// which single executor writes here.
struct MovementIntentComponent
{
int priority;
bool active = false;
QVector2D target;
};

View File

@@ -0,0 +1,12 @@
#pragma once
#include <QVector2D>
// Player combat ships loiter at the rally point until the departure timer
// removes this component (ShipSystem::triggerRallyDeparture).
struct RallyBehavior
{
QVector2D rallyPoint;
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
float score = 0.0f;
};

View File

@@ -1,8 +0,0 @@
#pragma once
#include <QVector2D>
struct RallyBehaviorComponent
{
QVector2D rallyPoint;
};

View File

@@ -0,0 +1,16 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
// Repair behavior for ships with repair modules. The evaluator picks the nearest
// damaged friendly as currentTarget; the executor moves toward it and assigns
// in-range repair tools. RepairSystem applies the actual healing.
struct RepairBehavior
{
std::optional<entt::entity> currentTarget;
float maxRepairRange_tiles = 0.0f;
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
float score = 0.0f;
};

View File

@@ -1,11 +0,0 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct RepairBehaviorComponent
{
std::optional<entt::entity> currentTarget;
float maxRepairRange_tiles = 0.0f;
};

View File

@@ -0,0 +1,13 @@
#pragma once
#include <QVector2D>
// Player-only retreat behavior (replaces HomeReturnBehaviorComponent). Scored
// high when HP is low, or when an enemy is in sensor range and the ship cannot
// fight back. The executor moves the ship to retreatPoint (the rally point).
struct RetreatBehavior
{
float retreatHpFraction = 0.0f;
QVector2D retreatPoint;
float score = 0.0f;
};

View File

@@ -1,14 +0,0 @@
#pragma once
#include <optional>
#include <QVector2D>
#include "BuildingId.h"
struct SalvageBehaviorComponent
{
std::optional<QVector2D> scrapTarget;
BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
float maxCollectionRange_tiles = 0.0f;
};

View File

@@ -0,0 +1,15 @@
#pragma once
#include <optional>
#include <QVector2D>
// Collect-scrap behavior (one half of the old SalvageBehaviorComponent). The
// evaluator finds the nearest scrap and sets scrapTarget when cargo is not full.
struct SalvageScrapBehavior
{
std::optional<QVector2D> scrapTarget;
float maxCollectionRange_tiles = 0.0f;
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
float score = 0.0f;
};

View File

@@ -0,0 +1,11 @@
#pragma once
#include "BehaviorKind.h"
// Result of the AiSystem selection pass: the highest-scoring behavior for a
// ship this tick. Each behavior's executor acts only when it is the winner.
struct SelectedBehaviorComponent
{
BehaviorKind winner = BehaviorKind::None;
float bestScore = 0.0f;
};

View File

@@ -1,10 +0,0 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct ThreatResponseBehaviorComponent
{
std::optional<entt::entity> currentTarget;
};

View File

@@ -1,587 +1,89 @@
#include "AiSystem.h"
#include <optional>
#include <unordered_map>
#include <vector>
#include <limits>
#include <QVector2D>
#include "GameConfig.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BehaviorKind.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HomeReturnBehaviorComponent.h"
#include "HqProxyComponent.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "RallyBehaviorComponent.h"
#include "RepairBehaviorComponent.h"
#include "RepairToolComponent.h"
#include "SalvageBehaviorComponent.h"
#include "SalvageCargoComponent.h"
#include "ScrapSystem.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
#include "ThreatResponseBehaviorComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RetreatBehavior.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
// ---------------------------------------------------------------------------
// Shared helpers for repair targeting
// ---------------------------------------------------------------------------
struct RepairableInfo
namespace
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isShip;
float hp;
float maxHp;
};
static std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
// Records a behavior's score for its owning ship, keeping the highest seen.
// Considered high-priority first, so strict '>' breaks ties toward priority.
template <typename Behavior>
void consider(EntityAdmin& admin, BehaviorKind kind)
{
std::vector<RepairableInfo> repairables;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
admin.forEach<Behavior, SelectedBehaviorComponent>(
[kind](entt::entity /*e*/, const Behavior& behavior,
SelectedBehaviorComponent& selected)
{
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
if (behavior.score > selected.bestScore)
{
selected.bestScore = behavior.score;
selected.winner = kind;
}
});
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
});
return repairables;
}
}
// ---------------------------------------------------------------------------
// tickHomeReturnBehavior (priority 4)
// ---------------------------------------------------------------------------
AiSystem::AiSystem(const GameConfig& config)
: m_attackEvaluator(config.world.targeting)
{
}
void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
const ScrapSystem& scraps)
{
TRACE();
admin.forEach<HomeReturnBehaviorComponent, HealthComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const HomeReturnBehaviorComponent& homeReturnBehavior,
const HealthComponent& h, MovementIntentComponent& intent)
{
if (h.hp / h.maxHp < homeReturnBehavior.retreatHpFraction)
{
if (4 > intent.priority)
{
intent = MovementIntentComponent{4, homeReturnBehavior.homePos};
}
}
});
// Phase 1: evaluators score behaviors and set their target data.
m_advanceEvaluator.evaluate(admin);
m_rallyEvaluator.evaluate(admin);
m_retreatEvaluator.evaluate(admin);
m_attackEvaluator.evaluate(admin);
m_repairEvaluator.evaluate(admin);
m_salvageScrapEvaluator.evaluate(admin, scraps);
m_deliverScrapEvaluator.evaluate(admin, buildings);
// Phase 2: pick the highest-scoring behavior per ship.
selectWinningBehaviors(admin);
// Phase 3: executors run for the winning behavior.
m_advanceExecutor.execute(admin);
m_rallyExecutor.execute(admin);
m_retreatExecutor.execute(admin);
m_attackExecutor.execute(admin);
m_repairExecutor.execute(admin);
m_salvageScrapExecutor.execute(admin);
m_deliverScrapExecutor.execute(admin, buildings);
}
// ---------------------------------------------------------------------------
// tickThreatResponseBehavior (priority 3)
// ---------------------------------------------------------------------------
void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
{
TRACE();
// Snapshot all combatant entities for target acquisition.
struct CombatantInfo
admin.forEach<SelectedBehaviorComponent>(
[](entt::entity /*e*/, SelectedBehaviorComponent& selected)
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isStation;
};
std::vector<CombatantInfo> combatants;
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
{
combatants.push_back({e, pos.value, f.isEnemy, false});
selected.winner = BehaviorKind::None;
selected.bestScore = std::numeric_limits<float>::lowest();
});
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const StationBodyComponent& /*sb*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const HqProxyComponent& /*hq*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<ThreatResponseBehaviorComponent, PositionComponent, FactionComponent,
SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, ThreatResponseBehaviorComponent& threatResponseBehavior,
PositionComponent& pos, FactionComponent& faction,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
const float range = sensor.value_tiles;
// Validate current target.
bool targetValid = false;
if (threatResponseBehavior.currentTarget)
{
const entt::entity t = *threatResponseBehavior.currentTarget;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
const float dist =
(admin.get<PositionComponent>(t).value - pos.value).length();
if (dist <= range)
{
targetValid = true;
}
}
}
if (!targetValid)
{
threatResponseBehavior.currentTarget = std::nullopt;
float bestDist = range;
for (const CombatantInfo& c : combatants)
{
if (c.entity == e) { continue; }
bool isValidTarget = false;
if (!faction.isEnemy)
{
isValidTarget = c.isEnemy;
}
else
{
isValidTarget = !c.isEnemy;
}
if (!isValidTarget) { continue; }
const float dist = (c.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
threatResponseBehavior.currentTarget = c.entity;
}
}
}
if (threatResponseBehavior.currentTarget)
{
const entt::entity t = *threatResponseBehavior.currentTarget;
QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
dest = admin.get<PositionComponent>(t).value;
}
if (3 > intent.priority)
{
intent = MovementIntentComponent{3, dest};
}
}
else
{
if (3 > intent.priority)
{
if (admin.hasAll<RallyBehaviorComponent>(e))
{
intent = MovementIntentComponent{
3, admin.get<RallyBehaviorComponent>(e).rallyPoint};
}
else if (!faction.isEnemy)
{
intent = MovementIntentComponent{
3, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
else
{
intent = MovementIntentComponent{
3, QVector2D(-10000.0f, pos.value.y())};
}
}
}
});
}
// ---------------------------------------------------------------------------
// tickRepairBehavior (priority 2)
// ---------------------------------------------------------------------------
void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
{
TRACE();
std::vector<RepairableInfo> repairables = buildRepairables(admin);
// Snapshot enemy ships for threat detection.
struct EnemyInfo
{
QVector2D position;
};
std::vector<EnemyInfo> enemies;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemies](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy)
{
enemies.push_back({pos.value});
}
});
admin.forEach<RepairBehaviorComponent, PositionComponent,
FactionComponent, SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, RepairBehaviorComponent& rb,
PositionComponent& pos, FactionComponent& /*faction*/,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
// Flee if enemy nearby.
bool enemyNearby = false;
for (const EnemyInfo& enemy : enemies)
{
if ((enemy.position - pos.value).length() <= sensor.value_tiles)
{
enemyNearby = true;
break;
}
}
if (enemyNearby)
{
if (2 > intent.priority)
{
intent = MovementIntentComponent{
2, QVector2D(-10000.0f, pos.value.y())};
}
return;
}
// Validate current target.
bool targetValid = false;
if (rb.currentTarget)
{
const entt::entity t = *rb.currentTarget;
if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
{
const HealthComponent& th = admin.get<HealthComponent>(t);
if (th.hp > 0.0f && th.hp < th.maxHp)
{
targetValid = true;
}
}
}
if (!targetValid)
{
rb.currentTarget = std::nullopt;
float bestDist = sensor.value_tiles;
for (const RepairableInfo& r : repairables)
{
if (r.entity == e) { continue; }
if (r.isEnemy) { continue; }
if (r.hp >= r.maxHp) { continue; }
const float dist = (r.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
rb.currentTarget = r.entity;
}
}
}
if (!rb.currentTarget)
{
if (2 > intent.priority)
{
intent = MovementIntentComponent{
2, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
return;
}
const entt::entity target = *rb.currentTarget;
QVector2D targetPos = pos.value;
if (admin.isValid(target) && admin.hasAll<PositionComponent>(target))
{
targetPos = admin.get<PositionComponent>(target).value;
}
if (2 > intent.priority)
{
intent = MovementIntentComponent{2, targetPos};
}
});
}
// ---------------------------------------------------------------------------
// tickRepairTools
// ---------------------------------------------------------------------------
void AiSystem::tickRepairTools(EntityAdmin& admin)
{
TRACE();
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity /*e*/, RepairToolComponent& rt, const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<RepairBehaviorComponent>(owner.owner)) { return; }
const RepairBehaviorComponent& rb =
admin.get<RepairBehaviorComponent>(owner.owner);
const PositionComponent& ownerPos =
admin.get<PositionComponent>(owner.owner);
// Try the ship's preferred nav target first.
if (rb.currentTarget)
{
const entt::entity preferred = *rb.currentTarget;
if (admin.isValid(preferred) && admin.hasAll<HealthComponent>(preferred)
&& admin.hasAll<PositionComponent>(preferred))
{
HealthComponent& th = admin.get<HealthComponent>(preferred);
const float dist =
(admin.get<PositionComponent>(preferred).value
- ownerPos.value).length();
if (th.hp > 0.0f && th.hp < th.maxHp && dist <= rt.range_tiles)
{
rt.currentTarget = rb.currentTarget;
th.hp = std::min(th.hp + rt.ratePerTick, th.maxHp);
return;
}
}
}
// Preferred target unavailable; scan for nearest damaged friendly in range.
rt.currentTarget = std::nullopt;
float bestDist = rt.range_tiles;
for (const RepairableInfo& r : repairables)
{
if (r.isEnemy) { continue; }
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
const float dist = (r.position - ownerPos.value).length();
if (dist < bestDist)
{
bestDist = dist;
rt.currentTarget = r.entity;
}
}
if (!rt.currentTarget) { return; }
HealthComponent& targetHealth =
admin.get<HealthComponent>(*rt.currentTarget);
targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick, targetHealth.maxHp);
});
}
// ---------------------------------------------------------------------------
// tickSalvageBehavior (priority 1)
// ---------------------------------------------------------------------------
void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
BuildingSystem& buildings)
{
TRACE();
// Snapshot enemy ships for threat detection.
struct EnemyShipPos
{
QVector2D position;
};
std::vector<EnemyShipPos> enemyShips;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy)
{
enemyShips.push_back({pos.value});
}
});
// Aggregate cargo across all salvage-module children per owning ship.
struct AggregatedCargo
{
int totalCurrent = 0;
int totalCapacity = 0;
};
std::unordered_map<entt::entity, AggregatedCargo> cargoByShip;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, const SalvageCargoComponent& c, const ModuleOwnerComponent& o)
{
AggregatedCargo& agg = cargoByShip[o.owner];
agg.totalCurrent += c.current;
agg.totalCapacity += c.capacity;
});
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
// Tick down per-module collection cooldowns.
admin.forEach<SalvageCargoComponent>(
[](entt::entity /*e*/, SalvageCargoComponent& c)
{
if (c.cooldownTicksRemaining > 0) { --c.cooldownTicksRemaining; }
});
admin.forEach<SalvageBehaviorComponent, PositionComponent,
SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, SalvageBehaviorComponent& salvageBehavior,
PositionComponent& pos,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
const float collectRange = salvageBehavior.maxCollectionRange_tiles;
const AggregatedCargo& cargoState = cargoByShip[e];
// Assign nearest SalvageBay if needed.
if (salvageBehavior.deliveryBay == kInvalidBuildingId)
{
const Building* bay = buildings.findNearestBuilding(pos.value,
BuildingType::SalvageBay);
if (bay)
{
salvageBehavior.deliveryBay = bay->id;
}
}
const BuildingId bayId = salvageBehavior.deliveryBay;
QVector2D bayPos = pos.value;
if (bayId != kInvalidBuildingId)
{
const Building* bay = buildings.findBuilding(bayId);
if (bay)
{
bayPos = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
bay->anchor.y() + bay->footprint.height() / 2.0f);
}
}
const bool cargoFull = (cargoState.totalCurrent >= cargoState.totalCapacity
&& cargoState.totalCapacity > 0);
if (cargoFull)
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{1, bayPos};
}
if (bayId != kInvalidBuildingId
&& (pos.value - bayPos).length() <= 1.0f)
{
// Decrement first non-empty salvage child.
bool delivered = false;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
const ModuleOwnerComponent& o)
{
if (delivered || o.owner != e || c.current <= 0) { return; }
if (buildings.deliverScrapToSalvageBay(bayId))
{
--c.current;
delivered = true;
}
});
}
return;
}
// Retreat if enemy near and cargo empty.
bool retreating = false;
if (cargoState.totalCurrent == 0)
{
for (const EnemyShipPos& enemy : enemyShips)
{
if ((enemy.position - pos.value).length() <= collectRange)
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{
1, QVector2D(-10000.0f, pos.value.y())};
}
retreating = true;
break;
}
}
}
if (retreating) { return; }
// Per-module independent collection: each ready module collects one scrap.
bool anythingCollected = false;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
const ModuleOwnerComponent& o)
{
if (o.owner != e || c.current >= c.capacity
|| c.cooldownTicksRemaining > 0)
{
return;
}
for (const ScrapInfo& si : allScrap)
{
if ((si.position - pos.value).length() > c.collectionRange_tiles) { continue; }
if (scraps.consume(si.entity))
{
++c.current;
c.cooldownTicksRemaining = c.collectionIntervalTicks;
anythingCollected = true;
break;
}
}
});
if (anythingCollected)
{
salvageBehavior.scrapTarget = std::nullopt;
}
// Move toward scrap target or find a new one.
if (salvageBehavior.scrapTarget)
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{1, *salvageBehavior.scrapTarget};
}
}
else
{
float bestDist = sensor.value_tiles;
std::optional<QVector2D> bestPos;
for (const ScrapInfo& si : allScrap)
{
const float dist = (si.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
bestPos = si.position;
}
}
if (bestPos)
{
salvageBehavior.scrapTarget = bestPos;
if (1 > intent.priority)
{
intent = MovementIntentComponent{1, *bestPos};
}
}
else
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{
1, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
}
}
});
// Highest priority first so ties resolve toward the more urgent behavior.
consider<RetreatBehavior>(admin, BehaviorKind::Retreat);
consider<AttackBehavior>(admin, BehaviorKind::Attack);
consider<RepairBehavior>(admin, BehaviorKind::Repair);
consider<SalvageScrapBehavior>(admin, BehaviorKind::SalvageScrap);
consider<DeliverScrapBehavior>(admin, BehaviorKind::DeliverScrap);
consider<RallyBehavior>(admin, BehaviorKind::Rally);
consider<AdvanceBehavior>(admin, BehaviorKind::Advance);
}

View File

@@ -1,15 +1,55 @@
#pragma once
#include "AdvanceEvaluator.h"
#include "AdvanceExecutor.h"
#include "AttackEvaluator.h"
#include "AttackExecutor.h"
#include "DeliverScrapEvaluator.h"
#include "DeliverScrapExecutor.h"
#include "RallyEvaluator.h"
#include "RallyExecutor.h"
#include "RepairEvaluator.h"
#include "RepairExecutor.h"
#include "RetreatEvaluator.h"
#include "RetreatExecutor.h"
#include "SalvageScrapEvaluator.h"
#include "SalvageScrapExecutor.h"
class BuildingSystem;
class EntityAdmin;
class ScrapSystem;
struct GameConfig;
// Orchestrates ship-behavior decision-making in three batched phases:
// 1. evaluators score each behavior and set its target data,
// 2. selectWinningBehaviors picks the highest-scoring behavior per ship,
// 3. executors run for the winning behavior, setting movement intent and
// preferred module targets.
// All world mutation (collection, healing, damage) is left to the module
// systems (SalvagerSystem, RepairSystem, CombatSystem).
class AiSystem
{
public:
void tickHomeReturnBehavior(EntityAdmin& admin);
void tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings);
void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
void tickRepairTools(EntityAdmin& admin);
void tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
explicit AiSystem(const GameConfig& config);
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const ScrapSystem& scraps);
private:
void selectWinningBehaviors(EntityAdmin& admin);
AdvanceEvaluator m_advanceEvaluator;
RallyEvaluator m_rallyEvaluator;
RetreatEvaluator m_retreatEvaluator;
AttackEvaluator m_attackEvaluator;
RepairEvaluator m_repairEvaluator;
SalvageScrapEvaluator m_salvageScrapEvaluator;
DeliverScrapEvaluator m_deliverScrapEvaluator;
AdvanceExecutor m_advanceExecutor;
RallyExecutor m_rallyExecutor;
RetreatExecutor m_retreatExecutor;
AttackExecutor m_attackExecutor;
RepairExecutor m_repairExecutor;
SalvageScrapExecutor m_salvageScrapExecutor;
DeliverScrapExecutor m_deliverScrapExecutor;
};

View File

@@ -1,9 +1,26 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/BehaviorTargeting.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
PARENT_SCOPE
@@ -11,10 +28,27 @@ SET(HDRS
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/BehaviorTargeting.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
PARENT_SCOPE
@@ -23,5 +57,6 @@ SET(SRCS
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/ai
PARENT_SCOPE
)

View File

@@ -7,7 +7,6 @@
#include "PositionComponent.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "ThreatResponseBehaviorComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
@@ -25,14 +24,11 @@ void CombatSystem::tick(Tick currentTick,
{
TRACE();
// All weapons (ships and stations) are child entities linked via ModuleOwnerComponent.
// AttackExecutor has already set each weapon's preferred (in-range) target; here we
// validate it, fall back to nearest-target acquisition, and fire.
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&](entt::entity /*e*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
{
if (admin.hasAll<ThreatResponseBehaviorComponent>(owner.owner))
{
weapon.currentTarget =
admin.get<ThreatResponseBehaviorComponent>(owner.owner).currentTarget;
}
const PositionComponent& pos = admin.get<PositionComponent>(owner.owner);
const FactionComponent& faction = admin.get<FactionComponent>(owner.owner);
resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outWeaponFiredEvents);

View File

@@ -29,7 +29,7 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
[](entt::entity /*e*/, const PositionComponent& pos, const FacingComponent& facing,
DynamicBodyComponent& body, const MovementIntentComponent& intent)
{
if (intent.priority == 0)
if (!intent.active)
{
// No movement intent: brake using available thrust.
const float linearBraking = std::min(body.velocity_tpt.length(),

View File

@@ -0,0 +1,70 @@
#include "RepairSystem.h"
#include <algorithm>
#include <optional>
#include <vector>
#include <QVector2D>
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "RepairToolComponent.h"
#include "tracing.h"
RepairSystem::RepairSystem(EntityAdmin& admin)
: m_admin(admin)
{
}
void RepairSystem::tick()
{
TRACE();
const std::vector<RepairableInfo> repairables = buildRepairables(m_admin);
m_admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity /*re*/, RepairToolComponent& tool, const ModuleOwnerComponent& owner)
{
if (!m_admin.hasAll<PositionComponent>(owner.owner)) { return; }
const QVector2D ownerPos = m_admin.get<PositionComponent>(owner.owner).value;
// Honour the executor-set target if it is still valid and in range.
if (tool.currentTarget)
{
const entt::entity t = *tool.currentTarget;
if (m_admin.isValid(t) && m_admin.hasAll<HealthComponent, PositionComponent>(t))
{
HealthComponent& th = m_admin.get<HealthComponent>(t);
const float dist =
(m_admin.get<PositionComponent>(t).value - ownerPos).length();
if (th.hp > 0.0f && th.hp < th.maxHp && dist <= tool.range_tiles)
{
th.hp = std::min(th.hp + tool.ratePerTick, th.maxHp);
return;
}
}
}
// Fallback: heal the nearest damaged friendly within tool range.
tool.currentTarget = std::nullopt;
float bestDist = tool.range_tiles;
for (const RepairableInfo& r : repairables)
{
if (r.isEnemy) { continue; }
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
const float dist = (r.position - ownerPos).length();
if (dist < bestDist)
{
bestDist = dist;
tool.currentTarget = r.entity;
}
}
if (!tool.currentTarget) { return; }
HealthComponent& targetHealth = m_admin.get<HealthComponent>(*tool.currentTarget);
targetHealth.hp = std::min(targetHealth.hp + tool.ratePerTick, targetHealth.maxHp);
});
}

View File

@@ -0,0 +1,17 @@
#pragma once
class EntityAdmin;
// World-mutation system for repair modules: validates each tool's target (set by
// RepairExecutor), falls back to the nearest damaged friendly in range, and
// applies healing. Runs every tick, independent of behavior selection.
class RepairSystem
{
public:
explicit RepairSystem(EntityAdmin& admin);
void tick();
private:
EntityAdmin& m_admin;
};

View File

@@ -0,0 +1,79 @@
#include "SalvagerSystem.h"
#include <vector>
#include <QVector2D>
#include "Building.h"
#include "BuildingSystem.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "SalvageCargoComponent.h"
#include "ScrapSystem.h"
#include "tracing.h"
SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
: m_admin(admin)
{
}
void SalvagerSystem::tick(ScrapSystem& scraps, BuildingSystem& buildings)
{
TRACE();
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
// Tick down per-module collection cooldowns.
m_admin.forEach<SalvageCargoComponent>(
[](entt::entity /*e*/, SalvageCargoComponent& c)
{
if (c.cooldownTicksRemaining > 0) { --c.cooldownTicksRemaining; }
});
// Collection: each ready, in-range module collects one scrap.
m_admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c, const ModuleOwnerComponent& o)
{
if (c.current >= c.capacity || c.cooldownTicksRemaining > 0) { return; }
if (!m_admin.hasAll<PositionComponent>(o.owner)) { return; }
const QVector2D ownerPos = m_admin.get<PositionComponent>(o.owner).value;
for (const ScrapInfo& si : allScrap)
{
if ((si.position - ownerPos).length() > c.collectionRange_tiles) { continue; }
if (scraps.consume(si.entity))
{
++c.current;
c.cooldownTicksRemaining = c.collectionIntervalTicks;
break;
}
}
});
// Delivery: a ship at its assigned bay hands over one unit of cargo per tick.
m_admin.forEach<DeliverScrapBehavior, PositionComponent>(
[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
{
if (deliver.deliveryBay == kInvalidBuildingId) { return; }
const Building* bay = buildings.findBuilding(deliver.deliveryBay);
if (!bay) { return; }
const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
bay->anchor.y() + bay->footprint.height() / 2.0f);
if ((pos.value - bayCenter).length() > 1.0f) { return; }
// Decrement the first non-empty salvage child belonging to this ship.
bool delivered = false;
m_admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c, const ModuleOwnerComponent& o)
{
if (delivered || o.owner != ship || c.current <= 0) { return; }
if (buildings.deliverScrapToSalvageBay(deliver.deliveryBay))
{
--c.current;
delivered = true;
}
});
});
}

View File

@@ -0,0 +1,19 @@
#pragma once
class BuildingSystem;
class EntityAdmin;
class ScrapSystem;
// World-mutation system for salvage modules: collects scrap into cargo and
// delivers full cargo at a SalvageBay. Runs every tick, independent of which
// behavior the AiSystem selected.
class SalvagerSystem
{
public:
explicit SalvagerSystem(EntityAdmin& admin);
void tick(ScrapSystem& scraps, BuildingSystem& buildings);
private:
EntityAdmin& m_admin;
};

View File

@@ -6,6 +6,10 @@
#include <utility>
#include <vector>
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BehaviorScores.h"
#include "DeliverScrapBehavior.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
@@ -13,14 +17,15 @@
#include "ModuleOwnerComponent.h"
#include "ModulesConfig.h"
#include "MovementIntentComponent.h"
#include "RallyBehaviorComponent.h"
#include "RepairBehaviorComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "SalvageBehaviorComponent.h"
#include "RetreatBehavior.h"
#include "SalvageCargoComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
@@ -321,15 +326,42 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
// --- Pass 3: attach behavior components based on capability presence -----
// Baseline: every ship can always fall back to advancing, and needs a slot
// for the per-tick behavior selection result.
m_admin.addComponent<AdvanceBehavior>(entity, AdvanceBehavior{});
m_admin.addComponent<SelectedBehaviorComponent>(entity, SelectedBehaviorComponent{});
// Player ships retreat to the rally point when threatened or badly damaged
// (disabled by the balancing tool to keep arena fights symmetric).
if (!isEnemy && m_retreatEnabled)
{
RetreatBehavior retreat;
retreat.retreatHpFraction = BehaviorScores::kLowHpFraction;
retreat.retreatPoint = m_rallyPoint;
m_admin.addComponent<RetreatBehavior>(entity, retreat);
}
if (!weaponChildren.empty())
{
m_admin.addComponent<ThreatResponseBehaviorComponent>(
entity, ThreatResponseBehaviorComponent{});
float maxWeaponRange = 0.0f;
for (entt::entity child : weaponChildren)
{
const float r = m_admin.get<WeaponComponent>(child).range_tiles;
if (r > maxWeaponRange) { maxWeaponRange = r; }
}
AttackBehavior attack;
attack.orbitRadius_tiles =
maxWeaponRange * static_cast<float>(m_config.world.orbitFactor);
m_admin.addComponent<AttackBehavior>(entity, attack);
if (!isEnemy)
{
m_admin.addComponent<RallyBehaviorComponent>(
entity, RallyBehaviorComponent{m_rallyPoint});
RallyBehavior rally;
rally.rallyPoint = m_rallyPoint;
rally.orbitRadius_tiles =
static_cast<float>(m_config.world.rallyOrbitRadius_tiles);
m_admin.addComponent<RallyBehavior>(entity, rally);
}
}
@@ -342,11 +374,16 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
if (r > maxCollRange) { maxCollRange = r; }
}
SalvageBehaviorComponent sb;
sb.scrapTarget = std::nullopt;
sb.deliveryBay = kInvalidBuildingId;
sb.maxCollectionRange_tiles = maxCollRange;
m_admin.addComponent<SalvageBehaviorComponent>(entity, sb);
SalvageScrapBehavior salvage;
salvage.scrapTarget = std::nullopt;
salvage.maxCollectionRange_tiles = maxCollRange;
salvage.orbitRadius_tiles =
maxCollRange * static_cast<float>(m_config.world.orbitFactor);
m_admin.addComponent<SalvageScrapBehavior>(entity, salvage);
DeliverScrapBehavior deliver;
deliver.deliveryBay = kInvalidBuildingId;
m_admin.addComponent<DeliverScrapBehavior>(entity, deliver);
}
if (!repairChildren.empty())
@@ -358,10 +395,12 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
if (r > maxRepairRange) { maxRepairRange = r; }
}
RepairBehaviorComponent rb;
rb.currentTarget = std::nullopt;
rb.maxRepairRange_tiles = maxRepairRange;
m_admin.addComponent<RepairBehaviorComponent>(entity, rb);
RepairBehavior repair;
repair.currentTarget = std::nullopt;
repair.maxRepairRange_tiles = maxRepairRange;
repair.orbitRadius_tiles =
maxRepairRange * static_cast<float>(m_config.world.orbitFactor);
m_admin.addComponent<RepairBehavior>(entity, repair);
}
return entity;
@@ -385,7 +424,7 @@ void ShipSystem::clearMovementIntents()
m_admin.forEach<MovementIntentComponent>(
[](entt::entity /*e*/, MovementIntentComponent& i)
{
i = MovementIntentComponent{0, QVector2D(0.0f, 0.0f)};
i = MovementIntentComponent{false, QVector2D(0.0f, 0.0f)};
});
}
@@ -394,12 +433,17 @@ void ShipSystem::setRallyPoint(QVector2D point)
m_rallyPoint = point;
}
void ShipSystem::setRetreatEnabled(bool enabled)
{
m_retreatEnabled = enabled;
}
void ShipSystem::triggerRallyDeparture()
{
TRACE();
std::vector<entt::entity> toRemove;
m_admin.forEach<RallyBehaviorComponent, FactionComponent>(
[&toRemove](entt::entity e, const RallyBehaviorComponent& /*rb*/,
m_admin.forEach<RallyBehavior, FactionComponent>(
[&toRemove](entt::entity e, const RallyBehavior& /*rb*/,
const FactionComponent& f)
{
if (!f.isEnemy)
@@ -409,6 +453,6 @@ void ShipSystem::triggerRallyDeparture()
});
for (entt::entity e : toRemove)
{
m_admin.removeComponent<RallyBehaviorComponent>(e);
m_admin.removeComponent<RallyBehavior>(e);
}
}

View File

@@ -24,7 +24,7 @@ public:
const std::map<std::string, int>& moduleLevelOverrides = {});
void despawn(entt::entity entity);
// Reset all movement intents to priority 0 before behavior systems run.
// Reset all movement intents to inactive before behavior systems run.
void clearMovementIntents();
// Set the rally point that newly spawned player combat ships will loiter at.
@@ -33,6 +33,11 @@ public:
// Release all gathered player combat ships to advance toward the enemy.
void triggerRallyDeparture();
// Controls whether newly spawned player ships receive a RetreatBehavior. The
// balancing tool disables this so arena fights stay symmetric and aggressive
// (REQ-BAL-SIM-AI); the main game keeps it enabled (REQ-SHP-RETREAT).
void setRetreatEnabled(bool enabled);
private:
const ShipDef* findShipDef(const std::string& schematicId) const;
const ModuleDef* findModuleDef(const std::string& id) const;
@@ -40,4 +45,5 @@ private:
const GameConfig& m_config;
EntityAdmin& m_admin;
QVector2D m_rallyPoint;
bool m_retreatEnabled = true;
};

View File

@@ -0,0 +1,16 @@
#include "AdvanceEvaluator.h"
#include "AdvanceBehavior.h"
#include "BehaviorScores.h"
#include "EntityAdmin.h"
#include "tracing.h"
void AdvanceEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
admin.forEach<AdvanceBehavior>(
[](entt::entity /*e*/, AdvanceBehavior& advance)
{
advance.score = BehaviorScores::kAdvance;
});
}

View File

@@ -0,0 +1,11 @@
#pragma once
class EntityAdmin;
// Baseline fallback: gives every ship a constant low score so there is always a
// winning behavior. The actual movement direction is decided by AdvanceExecutor.
class AdvanceEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

View File

@@ -0,0 +1,112 @@
#include "AdvanceExecutor.h"
#include <optional>
#include <QVector2D>
#include "AdvanceBehavior.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "StationBodyComponent.h"
#include "tracing.h"
namespace
{
// Accumulates positions to produce their centroid (the center between them).
struct Centroid
{
QVector2D sum;
int count = 0;
void add(const QVector2D& point)
{
sum += point;
count += 1;
}
std::optional<QVector2D> value() const
{
if (count == 0) { return std::nullopt; }
return sum / static_cast<float>(count);
}
};
}
void AdvanceExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Centroid of each faction's alive defence stations. In the arena the HQ is
// spawned as a station, so it is part of this centroid; in the main game the
// enemy side has only its defence stations.
Centroid enemyStations;
Centroid playerStations;
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&enemyStations, &playerStations](entt::entity /*e*/,
const StationBodyComponent& /*sb*/, const PositionComponent& pos,
const FactionComponent& faction, const HealthComponent& health)
{
if (health.hp <= 0.0f) { return; }
Centroid& centroid = faction.isEnemy ? enemyStations : playerStations;
centroid.add(pos.value);
});
// Fallback target per faction: the HQ proxy (main game only), used when a side
// has lost all of its defence stations.
Centroid enemyHq;
Centroid playerHq;
admin.forEach<HqProxyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&enemyHq, &playerHq](entt::entity /*e*/, const HqProxyComponent& /*hq*/,
const PositionComponent& pos, const FactionComponent& faction,
const HealthComponent& health)
{
if (health.hp <= 0.0f) { return; }
Centroid& centroid = faction.isEnemy ? enemyHq : playerHq;
centroid.add(pos.value);
});
const std::optional<QVector2D> enemyStationCenter = enemyStations.value();
const std::optional<QVector2D> playerStationCenter = playerStations.value();
const std::optional<QVector2D> enemyHqCenter = enemyHq.value();
const std::optional<QVector2D> playerHqCenter = playerHq.value();
admin.forEach<AdvanceBehavior, SelectedBehaviorComponent, PositionComponent,
FactionComponent, MovementIntentComponent>(
[&](entt::entity /*e*/, const AdvanceBehavior& /*advance*/,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
const FactionComponent& faction, MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Advance) { return; }
// Aim at the center between the opposing side's defence stations; fall
// back to the opposing HQ, then to an off-world point in the advance
// direction so the ship keeps moving when no target structure exists.
const std::optional<QVector2D>& stationCenter =
faction.isEnemy ? playerStationCenter : enemyStationCenter;
const std::optional<QVector2D>& hqCenter =
faction.isEnemy ? playerHqCenter : enemyHqCenter;
QVector2D target;
if (stationCenter)
{
target = *stationCenter;
}
else if (hqCenter)
{
target = *hqCenter;
}
else
{
target = faction.isEnemy
? QVector2D(-10000.0f, pos.value.y())
: QVector2D(pos.value.x() + 1000.0f, pos.value.y());
}
intent = MovementIntentComponent{true, target};
});
}

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#pragma once
class EntityAdmin;
// Moves a ship toward the opposing side when Advance is the winning behavior:
// player ships advance toward +x (the enemy), enemy ships toward -x (the base).
class AdvanceExecutor
{
public:
void execute(EntityAdmin& admin);
};

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#include "AttackEvaluator.h"
#include <algorithm>
#include <unordered_map>
#include <vector>
#include <QVector2D>
#include "AttackBehavior.h"
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "SensorRangeComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
#include "WorldConfig.h"
AttackEvaluator::AttackEvaluator(const WorldTargeting& targeting)
: m_targeting(&targeting)
{
}
void AttackEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
const std::vector<CombatantInfo> combatants = buildCombatants(admin);
// Pass A: the maximum weapon range per ship, used to normalise target
// distance. Ships without a weapon fall back to their sensor range below.
std::unordered_map<entt::entity, float> maxWeaponRange_tiles;
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&maxWeaponRange_tiles](entt::entity /*we*/, const WeaponComponent& weapon,
const ModuleOwnerComponent& owner)
{
float& best = maxWeaponRange_tiles[owner.owner];
best = std::max(best, weapon.range_tiles);
});
// Pass B: claim counts, taken from every ship's current target before any
// target is reassigned this tick. Each ship reads the previous tick's claim
// state and excludes its own contribution when scoring its current target.
std::unordered_map<entt::entity, int> claimsByTarget;
admin.forEach<AttackBehavior>(
[&claimsByTarget, &admin](entt::entity /*e*/, const AttackBehavior& attack)
{
if (attack.currentTarget && admin.isValid(*attack.currentTarget))
{
++claimsByTarget[*attack.currentTarget];
}
});
// Pass C: per-ship target selection.
admin.forEach<AttackBehavior, PositionComponent, FactionComponent,
SensorRangeComponent, HealthComponent>(
[&](entt::entity e, AttackBehavior& attack, const PositionComponent& pos,
const FactionComponent& faction, const SensorRangeComponent& sensor,
const HealthComponent& health)
{
const float sensorRange_tiles = sensor.value_tiles;
// Distance normaliser: max weapon range, or sensor range if unarmed.
float weaponRange_tiles = sensorRange_tiles;
const auto weaponRangeIt = maxWeaponRange_tiles.find(e);
if (weaponRangeIt != maxWeaponRange_tiles.end() && weaponRangeIt->second > 0.0f)
{
weaponRange_tiles = weaponRangeIt->second;
}
// Scores a single candidate: base desirability from distance, reduced
// by the overclaim penalty. selfClaimed subtracts this ship's own claim
// so it does not penalise the target it already holds.
const auto scoreOf =
[&](const QVector2D& candidatePos, entt::entity candidate) -> float
{
const float dist = (candidatePos - pos.value).length();
const float x = dist / weaponRange_tiles;
float base = static_cast<float>(m_targeting->targetScoreFormula.evaluate(x));
base = std::max(base, 0.0f);
int claims = 0;
const auto claimIt = claimsByTarget.find(candidate);
if (claimIt != claimsByTarget.end()) { claims = claimIt->second; }
if (attack.currentTarget && candidate == *attack.currentTarget) { --claims; }
float penalty = static_cast<float>(
m_targeting->overclaimPenaltyFormula.evaluate(claims));
penalty = std::clamp(penalty, 0.0f, 1.0f);
return base * penalty;
};
// Find the best candidate among in-range enemies.
std::optional<entt::entity> bestTarget;
float bestScore = 0.0f;
for (const CombatantInfo& c : combatants)
{
if (c.entity == e) { continue; }
const bool isValidTarget = faction.isEnemy ? !c.isEnemy : c.isEnemy;
if (!isValidTarget) { continue; }
const float dist = (c.position - pos.value).length();
if (dist > sensorRange_tiles) { continue; }
const float score = scoreOf(c.position, c.entity);
if (!bestTarget || score > bestScore)
{
bestScore = score;
bestTarget = c.entity;
}
}
// Hysteresis: keep the current target if it is still valid and in
// range, unless a challenger beats its score by more than the margin.
bool keptCurrent = false;
if (attack.currentTarget)
{
const entt::entity t = *attack.currentTarget;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
const QVector2D targetPos = admin.get<PositionComponent>(t).value;
const float dist = (targetPos - pos.value).length();
if (dist <= sensorRange_tiles)
{
const float currentScore = scoreOf(targetPos, t);
const float margin = 1.0f + static_cast<float>(m_targeting->hysteresis);
if (!bestTarget || bestScore <= currentScore * margin)
{
keptCurrent = true;
}
}
}
}
if (!keptCurrent) { attack.currentTarget = bestTarget; }
const bool healthy =
(health.maxHp > 0.0f)
&& (health.hp / health.maxHp >= BehaviorScores::kLowHpFraction);
attack.score = (healthy && attack.currentTarget)
? BehaviorScores::kAttack
: BehaviorScores::kInactive;
});
}

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#pragma once
class EntityAdmin;
struct WorldTargeting;
// Acquires/validates a combat target for ships with weapons. Scores high only
// when the ship's health is not low and a valid target is within sensor range.
//
// Target choice is claim-aware: each tick the desirability of every candidate is
// scored from a configurable distance formula and reduced by a soft overclaim
// penalty that scales with how many other ships already target it, spreading
// ships across enemies instead of dogpiling the nearest one.
class AttackEvaluator
{
public:
explicit AttackEvaluator(const WorldTargeting& targeting);
void evaluate(EntityAdmin& admin);
private:
const WorldTargeting* m_targeting;
};

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#include "AttackExecutor.h"
#include "AttackBehavior.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "OrbitMath.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
void AttackExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Ships: move toward the behavior target.
admin.forEach<AttackBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const AttackBehavior& attack,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Attack) { return; }
if (!attack.currentTarget) { return; }
const entt::entity t = *attack.currentTarget;
QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
const QVector2D targetPos = admin.get<PositionComponent>(t).value;
dest = OrbitMath::computeOrbitDestination(pos.value, targetPos,
attack.orbitRadius_tiles);
}
intent = MovementIntentComponent{true, dest};
});
// Weapons: assign the behavior target only if it is within this weapon's range.
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&](entt::entity /*we*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<AttackBehavior, SelectedBehaviorComponent>(owner.owner))
{
return;
}
const SelectedBehaviorComponent& selected =
admin.get<SelectedBehaviorComponent>(owner.owner);
if (selected.winner != BehaviorKind::Attack) { return; }
const AttackBehavior& attack = admin.get<AttackBehavior>(owner.owner);
if (!attack.currentTarget) { return; }
const entt::entity t = *attack.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
if (dist <= weapon.range_tiles)
{
weapon.currentTarget = t;
}
});
}

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#pragma once
class EntityAdmin;
// When Attack wins, moves the ship toward its target and assigns that target to
// each weapon that has it in range. Weapons whose range excludes the target are
// left untouched so CombatSystem can keep/acquire a closer target (no thrash).
class AttackExecutor
{
public:
void execute(EntityAdmin& admin);
};

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#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "SalvageCargoComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
{
std::vector<RepairableInfo> repairables;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
});
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
});
return repairables;
}
std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin)
{
std::vector<CombatantInfo> combatants;
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
{
combatants.push_back({e, pos.value, f.isEnemy, false});
});
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const StationBodyComponent& /*sb*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const HqProxyComponent& /*hq*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
return combatants;
}
std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin)
{
std::unordered_map<entt::entity, CargoState> cargoByShip;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&cargoByShip](entt::entity /*ce*/, const SalvageCargoComponent& c,
const ModuleOwnerComponent& o)
{
CargoState& agg = cargoByShip[o.owner];
agg.current += c.current;
agg.capacity += c.capacity;
});
return cargoByShip;
}
bool isCargoFull(const CargoState& cargo)
{
return cargo.capacity > 0 && cargo.current >= cargo.capacity;
}

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#pragma once
#include <unordered_map>
#include <vector>
#include <QVector2D>
#include "entt/entity/entity.hpp"
class EntityAdmin;
// Shared, per-call target snapshots used by behavior evaluators and the repair
// system. Each caller builds its own snapshot (no cross-system caching).
struct RepairableInfo
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isShip;
float hp;
float maxHp;
};
struct CombatantInfo
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isStation;
};
struct CargoState
{
int current = 0;
int capacity = 0;
};
// All ships and stations with health — candidates for repair targeting.
std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin);
// All ships, stations, and the HQ proxy — candidates for attack targeting.
std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin);
// Aggregated salvage cargo per owning ship, summed across its salvage modules.
std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin);
// True when the ship's aggregated cargo is at capacity (and it has any capacity).
bool isCargoFull(const CargoState& cargo);

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#include "DeliverScrapEvaluator.h"
#include <unordered_map>
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "PositionComponent.h"
#include "tracing.h"
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& buildings)
{
TRACE();
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
admin.forEach<DeliverScrapBehavior, PositionComponent>(
[&](entt::entity e, DeliverScrapBehavior& deliver, const PositionComponent& pos)
{
const std::unordered_map<entt::entity, CargoState>::const_iterator it =
cargoByShip.find(e);
const bool cargoFull = (it != cargoByShip.end()) && isCargoFull(it->second);
if (!cargoFull)
{
deliver.score = BehaviorScores::kInactive;
return;
}
// Assign nearest SalvageBay if not yet assigned.
if (deliver.deliveryBay == kInvalidBuildingId)
{
const Building* bay =
buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
if (bay) { deliver.deliveryBay = bay->id; }
}
deliver.score = BehaviorScores::kDeliver;
});
}

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#pragma once
class EntityAdmin;
class BuildingSystem;
// Scores high only when the ship's cargo is full, and assigns the nearest
// SalvageBay as the delivery destination.
class DeliverScrapEvaluator
{
public:
void evaluate(EntityAdmin& admin, const BuildingSystem& buildings);
};

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#include "DeliverScrapExecutor.h"
#include <QVector2D>
#include "BehaviorKind.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& buildings)
{
TRACE();
admin.forEach<DeliverScrapBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const DeliverScrapBehavior& deliver,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::DeliverScrap) { return; }
QVector2D dest = pos.value;
if (deliver.deliveryBay != kInvalidBuildingId)
{
const Building* bay = buildings.findBuilding(deliver.deliveryBay);
if (bay)
{
dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
bay->anchor.y() + bay->footprint.height() / 2.0f);
}
}
intent = MovementIntentComponent{true, dest};
});
}

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#pragma once
class EntityAdmin;
class BuildingSystem;
// Moves a ship toward its delivery bay when DeliverScrap is the winning
// behavior. Never decrements cargo — SalvagerSystem performs the delivery.
class DeliverScrapExecutor
{
public:
void execute(EntityAdmin& admin, const BuildingSystem& buildings);
};

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#pragma once
#include <cmath>
#include <QVector2D>
// Orbit movement helper (REQ-SHP-ORBIT). Behaviors that keep a ship circling a
// target (attack, repair, salvage, rally) feed the result of this function as the
// movement intent destination instead of the target's center.
namespace OrbitMath
{
// Lead angle (radians) by which the radial direction is rotated to produce
// tangential motion. The fixed positive (counter-clockwise) sense makes the
// orbit direction stable for the duration of orbiting a given target.
constexpr float kOrbitLeadAngle_rad = 0.6f;
// Returns a destination on the orbit circle of `radius` around `target`. The
// result always lies exactly `radius` from `target`, so steering toward it
// both corrects the standoff distance and advances the ship tangentially.
// A radius of zero or less falls back to the target center (legacy "approach
// the target" behavior), e.g. when the ship has no tool range to orbit at.
inline QVector2D computeOrbitDestination(const QVector2D& shipPos,
const QVector2D& target, float radius)
{
if (radius <= 0.0f) { return target; }
QVector2D radial = shipPos - target;
float length = radial.length();
if (length < 1.0e-4f)
{
// Ship sits on the target; pick an arbitrary radial direction.
radial = QVector2D(1.0f, 0.0f);
length = 1.0f;
}
const QVector2D radialDirection = radial / length;
const float cosLead = std::cos(kOrbitLeadAngle_rad);
const float sinLead = std::sin(kOrbitLeadAngle_rad);
const QVector2D leadDirection(
radialDirection.x() * cosLead - radialDirection.y() * sinLead,
radialDirection.x() * sinLead + radialDirection.y() * cosLead);
return target + radius * leadDirection;
}
}

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#include "RallyEvaluator.h"
#include "BehaviorScores.h"
#include "EntityAdmin.h"
#include "RallyBehavior.h"
#include "tracing.h"
void RallyEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
admin.forEach<RallyBehavior>(
[](entt::entity /*e*/, RallyBehavior& rally)
{
rally.score = BehaviorScores::kRally;
});
}

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#pragma once
class EntityAdmin;
// Scores the rally behavior so player combat ships gather at the rally point
// until an enemy appears (Attack outscores it) or the departure timer removes
// the RallyBehavior component.
class RallyEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

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#include "RallyExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "OrbitMath.h"
#include "PositionComponent.h"
#include "RallyBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void RallyExecutor::execute(EntityAdmin& admin)
{
TRACE();
admin.forEach<RallyBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[](entt::entity /*e*/, const RallyBehavior& rally,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Rally) { return; }
const QVector2D dest = OrbitMath::computeOrbitDestination(
pos.value, rally.rallyPoint, rally.orbitRadius_tiles);
intent = MovementIntentComponent{true, dest};
});
}

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#pragma once
class EntityAdmin;
// Moves a ship to its rally point when Rally is the winning behavior.
class RallyExecutor
{
public:
void execute(EntityAdmin& admin);
};

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#include "RepairEvaluator.h"
#include <vector>
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "PositionComponent.h"
#include "RepairBehavior.h"
#include "SensorRangeComponent.h"
#include "tracing.h"
void RepairEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
admin.forEach<RepairBehavior, PositionComponent, SensorRangeComponent>(
[&](entt::entity e, RepairBehavior& repair, const PositionComponent& pos,
const SensorRangeComponent& sensor)
{
// Validate current target: alive and still damaged.
bool targetValid = false;
if (repair.currentTarget)
{
const entt::entity t = *repair.currentTarget;
if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
{
const HealthComponent& th = admin.get<HealthComponent>(t);
if (th.hp > 0.0f && th.hp < th.maxHp) { targetValid = true; }
}
}
// Acquire nearest damaged friendly within sensor range.
if (!targetValid)
{
repair.currentTarget = std::nullopt;
float bestDist = sensor.value_tiles;
for (const RepairableInfo& r : repairables)
{
if (r.entity == e) { continue; }
if (r.isEnemy) { continue; }
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
const float dist = (r.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
repair.currentTarget = r.entity;
}
}
}
repair.score = repair.currentTarget
? BehaviorScores::kRepair
: BehaviorScores::kInactive;
});
}

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#pragma once
class EntityAdmin;
// Picks the nearest damaged friendly within sensor range as the repair target.
// Scores high when such a target exists.
class RepairEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

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#include "RepairExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "OrbitMath.h"
#include "PositionComponent.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void RepairExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Ships: move toward the repair target.
admin.forEach<RepairBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const RepairBehavior& repair,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Repair) { return; }
if (!repair.currentTarget) { return; }
const entt::entity t = *repair.currentTarget;
QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
const QVector2D targetPos = admin.get<PositionComponent>(t).value;
dest = OrbitMath::computeOrbitDestination(pos.value, targetPos,
repair.orbitRadius_tiles);
}
intent = MovementIntentComponent{true, dest};
});
// Repair tools: prefer the behavior target if it is within tool range.
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity /*re*/, RepairToolComponent& tool, const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<RepairBehavior, SelectedBehaviorComponent>(owner.owner))
{
return;
}
const SelectedBehaviorComponent& selected =
admin.get<SelectedBehaviorComponent>(owner.owner);
if (selected.winner != BehaviorKind::Repair) { return; }
const RepairBehavior& repair = admin.get<RepairBehavior>(owner.owner);
if (!repair.currentTarget) { return; }
const entt::entity t = *repair.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
if (dist <= tool.range_tiles)
{
tool.currentTarget = t;
}
});
}

View File

@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
// When Repair wins, moves the ship toward its target and assigns that target to
// each repair tool that has it in range. RepairSystem applies the healing and
// does fallback acquisition for tools whose preferred target is out of range.
class RepairExecutor
{
public:
void execute(EntityAdmin& admin);
};

View File

@@ -0,0 +1,56 @@
#include "RetreatEvaluator.h"
#include <vector>
#include <QVector2D>
#include "AttackBehavior.h"
#include "BehaviorScores.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "PositionComponent.h"
#include "RetreatBehavior.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "tracing.h"
void RetreatEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
// Snapshot enemy ship positions for threat detection.
std::vector<QVector2D> enemyShips;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy) { enemyShips.push_back(pos.value); }
});
admin.forEach<RetreatBehavior, PositionComponent, HealthComponent, SensorRangeComponent>(
[&](entt::entity e, RetreatBehavior& retreat, const PositionComponent& pos,
const HealthComponent& health, const SensorRangeComponent& sensor)
{
const bool lowHp = (health.maxHp > 0.0f)
&& (health.hp / health.maxHp < retreat.retreatHpFraction);
bool threatened = false;
const bool hasWeapons = admin.hasAll<AttackBehavior>(e);
if (!hasWeapons)
{
for (const QVector2D& enemy : enemyShips)
{
if ((enemy - pos.value).length() <= sensor.value_tiles)
{
threatened = true;
break;
}
}
}
retreat.score = (lowHp || threatened)
? BehaviorScores::kRetreat
: BehaviorScores::kInactive;
});
}

View File

@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
// Scores high (above all task behaviors) when the ship's health is below its
// retreat threshold, or when an enemy ship is within sensor range and the ship
// has no weapons to fight back with.
class RetreatEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

View File

@@ -0,0 +1,20 @@
#include "RetreatExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "RetreatBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void RetreatExecutor::execute(EntityAdmin& admin)
{
TRACE();
admin.forEach<RetreatBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const RetreatBehavior& retreat,
const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Retreat) { return; }
intent = MovementIntentComponent{true, retreat.retreatPoint};
});
}

View File

@@ -0,0 +1,10 @@
#pragma once
class EntityAdmin;
// Moves a ship to its retreat point (the rally point) when Retreat wins.
class RetreatExecutor
{
public:
void execute(EntityAdmin& admin);
};

View File

@@ -0,0 +1,55 @@
#include "SalvageScrapEvaluator.h"
#include <optional>
#include <unordered_map>
#include <vector>
#include <QVector2D>
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "PositionComponent.h"
#include "SalvageScrapBehavior.h"
#include "ScrapSystem.h"
#include "SensorRangeComponent.h"
#include "tracing.h"
void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const ScrapSystem& scraps)
{
TRACE();
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
admin.forEach<SalvageScrapBehavior, PositionComponent, SensorRangeComponent>(
[&](entt::entity e, SalvageScrapBehavior& salvage, const PositionComponent& pos,
const SensorRangeComponent& sensor)
{
const std::unordered_map<entt::entity, CargoState>::const_iterator it =
cargoByShip.find(e);
const bool cargoFull = (it != cargoByShip.end()) && isCargoFull(it->second);
if (cargoFull)
{
salvage.scrapTarget = std::nullopt;
salvage.score = BehaviorScores::kInactive;
return;
}
// Find nearest scrap within sensor range.
float bestDist = sensor.value_tiles;
std::optional<QVector2D> bestPos;
for (const ScrapInfo& si : allScrap)
{
const float dist = (si.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
bestPos = si.position;
}
}
salvage.scrapTarget = bestPos;
salvage.score = bestPos ? BehaviorScores::kSalvage : BehaviorScores::kInactive;
});
}

View File

@@ -0,0 +1,13 @@
#pragma once
class EntityAdmin;
class ScrapSystem;
// When cargo is not full, finds the nearest scrap within sensor range and sets
// it as the target, scoring high. Scores inactive when cargo is full or no scrap
// is in range (Advance then handles roaming).
class SalvageScrapEvaluator
{
public:
void evaluate(EntityAdmin& admin, const ScrapSystem& scraps);
};

View File

@@ -0,0 +1,27 @@
#include "SalvageScrapExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "OrbitMath.h"
#include "PositionComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void SalvageScrapExecutor::execute(EntityAdmin& admin)
{
TRACE();
admin.forEach<SalvageScrapBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[](entt::entity /*e*/, const SalvageScrapBehavior& salvage,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::SalvageScrap) { return; }
if (!salvage.scrapTarget) { return; }
const QVector2D dest = OrbitMath::computeOrbitDestination(
pos.value, *salvage.scrapTarget, salvage.orbitRadius_tiles);
intent = MovementIntentComponent{true, dest};
});
}

View File

@@ -0,0 +1,10 @@
#pragma once
class EntityAdmin;
// Moves a ship toward its scrap target when SalvageScrap is the winning behavior.
class SalvageScrapExecutor
{
public:
void execute(EntityAdmin& admin);
};

View File

@@ -720,11 +720,18 @@ void BeltSystem::routeSplitterItems()
bool routed = false;
// A front slot holds only one item, so an item entering at progress 0.0
// would have to traverse the whole tile before the next could enter,
// throttling that output below belt speed and leaving large gaps. Entering
// near the output edge lets the slot clear roughly every quarter tile, so
// the output stays packed (fixes the half-blocked / single-output gap bug).
constexpr double frontEntryProgress = 0.75;
if (matchesA && !matchesB)
{
if (!st.frontA)
{
st.frontA = BeltItemSlot{item, 0.0};
st.frontA = BeltItemSlot{item, frontEntryProgress};
routed = true;
}
}
@@ -732,7 +739,7 @@ void BeltSystem::routeSplitterItems()
{
if (!st.frontB)
{
st.frontB = BeltItemSlot{item, 0.0};
st.frontB = BeltItemSlot{item, frontEntryProgress};
routed = true;
}
}
@@ -743,26 +750,26 @@ void BeltSystem::routeSplitterItems()
if (preferA && !st.frontA)
{
st.frontA = BeltItemSlot{item, 0.0};
st.frontA = BeltItemSlot{item, frontEntryProgress};
st.nextOutputIsA = false;
routed = true;
}
else if (!preferA && !st.frontB)
{
st.frontB = BeltItemSlot{item, 0.0};
st.frontB = BeltItemSlot{item, frontEntryProgress};
st.nextOutputIsA = true;
routed = true;
}
else if (preferA && !st.frontB)
{
// Preferred (A) is full — fall back to B; nextOutputIsA stays.
st.frontB = BeltItemSlot{item, 0.75};
st.frontB = BeltItemSlot{item, frontEntryProgress};
routed = true;
}
else if (!preferA && !st.frontA)
{
// Preferred (B) is full — fall back to A; nextOutputIsA stays.
st.frontA = BeltItemSlot{item, 0.75};
st.frontA = BeltItemSlot{item, frontEntryProgress};
routed = true;
}
// else both fronts occupied — back stays.

View File

@@ -14,6 +14,8 @@
#include "ModuleOwnerComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "RepairSystem.h"
#include "SalvagerSystem.h"
#include "ScrapSystem.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
@@ -64,10 +66,12 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>();
m_aiSystem = std::make_unique<AiSystem>(m_config);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
@@ -165,10 +169,12 @@ void Simulation::reset(unsigned int seed)
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>();
m_aiSystem = std::make_unique<AiSystem>(m_config);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
@@ -238,11 +244,12 @@ void Simulation::tick()
}
m_shipSystem->clearMovementIntents();
m_aiSystem->tickHomeReturnBehavior(m_admin); // priority 4
m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem); // priority 3
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
m_aiSystem->tickRepairTools(m_admin);
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
// Score-based behavior selection: evaluate, select winner, execute (sets
// movement intent + preferred module targets only — no world mutation).
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
// Module systems perform the world mutation (collection/delivery, healing).
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
m_repairSystem->tick();
// Step 8: combat resolution
m_combatSystem->tick(m_currentTick, m_admin,

View File

@@ -27,6 +27,8 @@ class BuildingSystem;
class CombatSystem;
class DynamicBodySystem;
class MovementIntentSystem;
class RepairSystem;
class SalvagerSystem;
class ShipSystem;
class ScrapSystem;
class WaveSystem;
@@ -185,6 +187,8 @@ private:
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
std::unique_ptr<ScrapSystem> m_scrapSystem;
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
std::unique_ptr<RepairSystem> m_repairSystem;
std::unique_ptr<WaveSystem> m_waveSystem;
std::unique_ptr<CombatSystem> m_combatSystem;

File diff suppressed because it is too large Load Diff

View File

@@ -593,17 +593,18 @@ TEST_CASE("BeltSystem: splitter fallback enters the open output at progress 0.75
// (North has no downstream tile, so it can never move out).
bs.tryPutItem(tileSpl, makeItem("blockA"));
bs.tick(); // back: 0.25
bs.tick(); // back: 0.5 -> frontA at 0.0 (preferred A), nextOutputIsA = false
bs.tick(); bs.tick(); bs.tick(); bs.tick(); // frontA: 0.25 -> 0.5 -> 0.75 -> 1.0 (stuck)
bs.tick(); // back: 0.5 -> frontA at 0.75 (preferred A), nextOutputIsA = false
bs.tick(); bs.tick(); // frontA: 0.75 -> 1.0 (stuck, no North downstream)
// Item routed to B as the *preferred* output enters at progress 0.0.
// Cycle one item through B as the *preferred* output (also enters at 0.75) to
// flip nextOutputIsA back to true and free frontB for the fallback case below.
bs.tryPutItem(tileSpl, makeItem("toB_pref"));
bs.tick(); // back: 0.25
bs.tick(); // back: 0.5 -> frontB at 0.0 (preferred B), nextOutputIsA = true
REQUIRE(southProgressOf("toB_pref") == Approx(0.0));
bs.tick(); // back: 0.5 -> frontB at 0.75 (preferred B), nextOutputIsA = true
REQUIRE(southProgressOf("toB_pref") == Approx(0.75));
// Let it traverse and hand off to the downstream belt, freeing frontB.
bs.tick(); bs.tick(); bs.tick(); bs.tick(); // frontB: 0.25 -> 0.5 -> 0.75 -> 1.0 -> tileB
// One tick reaches the edge and hands off to tileB; the rest just clear frontB.
bs.tick(); bs.tick(); // frontB: 0.75 -> 1.0 -> tileB, then empty
// Next item prefers A again (nextOutputIsA == true), but A is still blocked,
// so it falls back to B — and must enter near the edge at progress 0.75.
@@ -613,6 +614,96 @@ TEST_CASE("BeltSystem: splitter fallback enters the open output at progress 0.75
REQUIRE(southProgressOf("toB_fallback") == Approx(0.75));
}
TEST_CASE("BeltSystem: splitter with an exclusive filter enters its only output at progress 0.75", "[belt]")
{
// An item that matches only one filter has a single eligible output. Like the
// blocked-fallback case, it must enter near the edge (progress 0.75) so the
// one-item-wide front does not throttle that output and open large gaps.
const double quarterSpeed = 0.25 * static_cast<double>(kTickRateHz);
BeltSystem bs(quarterSpeed);
const QPoint tileSpl(1, 0);
bs.placeSplitter(tileSpl, Rotation::North, Rotation::South);
bs.setSplitterFilters(tileSpl, {ItemType{"iron_ore"}}, {ItemType{"copper_ore"}});
// Inverts slotWorldPos to recover a named item's progress along the given output.
auto progressOf = [&bs, tileSpl](const std::string& id, Rotation dir) -> std::optional<double>
{
std::optional<double> progress;
bs.forEachVisualItem(QRect(-5, -5, 20, 20), [&](VisualItem vi)
{
if (vi.type.id != id)
{
return;
}
switch (dir)
{
case Rotation::North: progress = (tileSpl.y() + 1.0) - vi.worldPos.y(); break;
case Rotation::South: progress = vi.worldPos.y() - tileSpl.y(); break;
case Rotation::East: progress = vi.worldPos.x() - tileSpl.x(); break;
case Rotation::West: progress = (tileSpl.x() + 1.0) - vi.worldPos.x(); break;
}
});
return progress;
};
// iron_ore matches filterA only -> sole eligible output A.
bs.tryPutItem(tileSpl, makeItem("iron_ore"));
bs.tick(); // back: 0.25
bs.tick(); // back: 0.5 -> routes to frontA at 0.75
REQUIRE(progressOf("iron_ore", Rotation::North) == Approx(0.75));
// copper_ore matches filterB only -> sole eligible output B.
bs.tryPutItem(tileSpl, makeItem("copper_ore"));
bs.tick(); // back: 0.25
bs.tick(); // back: 0.5 -> routes to frontB at 0.75
REQUIRE(progressOf("copper_ore", Rotation::South) == Approx(0.75));
}
TEST_CASE("BeltSystem: splitter alternation enters the preferred output at progress 0.75", "[belt]")
{
// With both outputs eligible and free, the preferred output uses the same
// near-edge entry as the diverted paths, so an evenly-split splitter keeps
// each side packed instead of throttling it to one in-flight item per tile.
const double quarterSpeed = 0.25 * static_cast<double>(kTickRateHz);
BeltSystem bs(quarterSpeed);
const QPoint tileSpl(1, 0);
bs.placeSplitter(tileSpl, Rotation::North, Rotation::South); // no filters: both match
auto progressOf = [&bs, tileSpl](const std::string& id, Rotation dir) -> std::optional<double>
{
std::optional<double> progress;
bs.forEachVisualItem(QRect(-5, -5, 20, 20), [&](VisualItem vi)
{
if (vi.type.id != id)
{
return;
}
switch (dir)
{
case Rotation::North: progress = (tileSpl.y() + 1.0) - vi.worldPos.y(); break;
case Rotation::South: progress = vi.worldPos.y() - tileSpl.y(); break;
case Rotation::East: progress = vi.worldPos.x() - tileSpl.x(); break;
case Rotation::West: progress = (tileSpl.x() + 1.0) - vi.worldPos.x(); break;
}
});
return progress;
};
// First item: preferred A (nextOutputIsA starts true) -> frontA at 0.75.
bs.tryPutItem(tileSpl, makeItem("first"));
bs.tick(); // back: 0.25
bs.tick(); // back: 0.5 -> routes to preferred frontA at 0.75, nextOutputIsA = false
REQUIRE(progressOf("first", Rotation::North) == Approx(0.75));
// Second item: preference flipped, B is free -> frontB at 0.75.
bs.tryPutItem(tileSpl, makeItem("second"));
bs.tick(); // back: 0.25 (first sticks at North 1.0, no downstream)
bs.tick(); // back: 0.5 -> routes to preferred frontB at 0.75
REQUIRE(progressOf("second", Rotation::South) == Approx(0.75));
}
// ---------------------------------------------------------------------------
// Splitter — direct building input (no output belts)
// ---------------------------------------------------------------------------

View File

@@ -17,9 +17,9 @@
#include "ScrapSystem.h"
#include "ShipSystem.h"
#include "Simulation.h"
#include "AttackBehavior.h"
#include "StationBodyComponent.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
@@ -80,17 +80,18 @@ struct CombatFixture
void wireEnemyTarget(entt::entity enemy, entt::entity playerTarget)
{
// Set target on weapon child entity (CombatSystem syncs from ThreatResponse each tick,
// but also setting directly ensures the first tick fires without waiting for sync).
// Set the target directly on the weapon child entity. CombatSystem now
// fires at whatever target a weapon already has (AttackExecutor would set
// it in a full tick); setting it here drives CombatSystem in isolation.
const entt::entity wc = findWeaponChild(admin, enemy);
if (wc != entt::null)
{
admin.get<WeaponComponent>(wc).currentTarget = playerTarget;
admin.get<WeaponComponent>(wc).cooldownTicks = 0.0f;
}
if (admin.hasAll<ThreatResponseBehaviorComponent>(enemy))
if (admin.hasAll<AttackBehavior>(enemy))
{
admin.get<ThreatResponseBehaviorComponent>(enemy).currentTarget = playerTarget;
admin.get<AttackBehavior>(enemy).currentTarget = playerTarget;
}
}
};

View File

@@ -76,12 +76,21 @@ TEST_CASE("ConfigLoader loads the committed bin/config/ configs end-to-end", "[c
REQUIRE(cfg.world.regions.enemyBufferWidth_tiles == 15);
REQUIRE(cfg.world.expansion.columnsPerExpansion_tiles == 10);
REQUIRE(cfg.world.push.bossAdvanceSeconds == Approx(60.0));
REQUIRE(cfg.world.orbitFactor == Approx(0.8));
REQUIRE(cfg.world.rallyOrbitRadius_tiles == Approx(5.0));
// Spot-check that a config-derived formula computes as expected.
// threat_rate_formula = "x": evaluates to the input value.
REQUIRE(cfg.world.waves.threatRateFormula.evaluate(1.0) == Approx(1.0));
REQUIRE(cfg.world.waves.threatRateFormula.evaluate(5.0) == Approx(5.0));
// targeting: distance score 1/(1+x) and overclaim penalty max(0.5, 1-0.1*x).
REQUIRE(cfg.world.targeting.hysteresis == Approx(0.10));
REQUIRE(cfg.world.targeting.targetScoreFormula.evaluate(0.0) == Approx(1.0));
REQUIRE(cfg.world.targeting.targetScoreFormula.evaluate(1.0) == Approx(0.5));
REQUIRE(cfg.world.targeting.overclaimPenaltyFormula.evaluate(0.0) == Approx(1.0));
REQUIRE(cfg.world.targeting.overclaimPenaltyFormula.evaluate(5.0) == Approx(0.5));
// buildings.toml
REQUIRE(cfg.buildings.buildings.size() >= 8);
const auto minerIt = std::find_if(
@@ -163,6 +172,8 @@ belt_speed_mps = 20
starting_building_blocks = 100
tunnel_max_distance_tiles = 10
departure_interval_seconds = 20
orbit_factor = 0.8
rally_orbit_radius_tiles = 5.0
[regions]
asteroid_width_tiles = 40
@@ -211,6 +222,8 @@ belt_speed_mps = 20
starting_building_blocks = 100
tunnel_max_distance_tiles = 10
departure_interval_seconds = 20
orbit_factor = 0.8
rally_orbit_radius_tiles = 5.0
[regions]
asteroid_width_tiles = 40

View File

@@ -6,22 +6,27 @@
#include <QPoint>
#include <QVector2D>
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BuildingId.h"
#include "ConfigLoader.h"
#include "DeliverScrapBehavior.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "RepairBehaviorComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "RetreatBehavior.h"
#include "Rotation.h"
#include "SalvageBehaviorComponent.h"
#include "SalvageCargoComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "ShipLayout.h"
#include "ShipSystem.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
@@ -81,7 +86,7 @@ static ShipLayoutConfig makeSingleModuleLayout(const std::string& moduleId)
// Combat ship (interceptor has default_modules = [laser_cannon])
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: interceptor spawn has weapon child and threatResponse, no cargo or repair",
TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, no cargo or repair",
"[ship]")
{
EntityAdmin admin;
@@ -92,11 +97,47 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and threatResponse, no
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE(admin.hasAll<ThreatResponseBehaviorComponent>(e));
REQUIRE(admin.hasAll<AttackBehavior>(e));
// Every ship gets the baseline behaviors; a player combat ship also rallies
// and can retreat.
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
REQUIRE(admin.hasAll<SelectedBehaviorComponent>(e));
REQUIRE(admin.hasAll<RallyBehavior>(e));
REQUIRE(admin.hasAll<RetreatBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE_FALSE(admin.hasAll<RepairBehaviorComponent>(e));
REQUIRE_FALSE(admin.hasAll<SalvageBehaviorComponent>(e));
REQUIRE_FALSE(admin.hasAll<RepairBehavior>(e));
REQUIRE_FALSE(admin.hasAll<SalvageScrapBehavior>(e));
REQUIRE_FALSE(admin.hasAll<DeliverScrapBehavior>(e));
}
TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RallyBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
}
TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
ss.setRetreatEnabled(false);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
// Other player behaviors are unaffected; only retreat is suppressed.
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<RallyBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
}
TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
@@ -161,7 +202,8 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE(admin.hasAll<SalvageBehaviorComponent>(e));
REQUIRE(admin.hasAll<SalvageScrapBehavior>(e));
REQUIRE(admin.hasAll<DeliverScrapBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
}
@@ -180,9 +222,9 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
REQUIRE(admin.isValid(sc));
REQUIRE(admin.get<SalvageCargoComponent>(sc).capacity == 10);
REQUIRE(admin.get<SalvageCargoComponent>(sc).current == 0);
REQUIRE(admin.get<SalvageBehaviorComponent>(e).deliveryBay == kInvalidBuildingId);
REQUIRE_FALSE(admin.get<SalvageBehaviorComponent>(e).scrapTarget.has_value());
REQUIRE(admin.get<SalvageBehaviorComponent>(e).maxCollectionRange_tiles == Approx(50.0f));
REQUIRE(admin.get<DeliverScrapBehavior>(e).deliveryBay == kInvalidBuildingId);
REQUIRE_FALSE(admin.get<SalvageScrapBehavior>(e).scrapTarget.has_value());
REQUIRE(admin.get<SalvageScrapBehavior>(e).maxCollectionRange_tiles == Approx(50.0f));
}
// ---------------------------------------------------------------------------
@@ -200,7 +242,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE(admin.hasAll<RepairBehaviorComponent>(e));
REQUIRE(admin.hasAll<RepairBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
}
@@ -221,7 +263,7 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
REQUIRE(admin.get<RepairToolComponent>(rc).ratePerTick == Approx(expectedRate));
// repair_range_m_formula = "800" m → 800/10 = 80 tiles
REQUIRE(admin.get<RepairToolComponent>(rc).range_tiles == Approx(80.0f));
REQUIRE(admin.get<RepairBehaviorComponent>(e).maxRepairRange_tiles == Approx(80.0f));
REQUIRE(admin.get<RepairBehavior>(e).maxRepairRange_tiles == Approx(80.0f));
}
// ---------------------------------------------------------------------------

170
tools/verify_layouts.py Normal file
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@@ -0,0 +1,170 @@
#!/usr/bin/env python3
"""Verify which module surface masks fit which ship layout grids.
Reads ships.toml and modules.toml, then checks every module footprint
against every ship layout the same way the game does (all four mask
rotations, every placement position). Prints three reports:
1. Fit matrix — can the footprint be placed on the hull at all?
2. Max simultaneous — how many disjoint copies of a footprint fit at
once (only computed for footprints of 4+ cells;
smaller ones would be slow and uninteresting).
3. Cell counts — buildable cells per hull.
Use it after editing layout grids or surface masks to confirm the
footprint-gating rules in docs/content_design.md still hold, e.g. that
no 2x2 area exists on s-class hulls or that the drone hangar fits the
carrier only.
Usage (from the repository root or anywhere else):
python dota_factory/tools/verify_layouts.py
python dota_factory/tools/verify_layouts.py --config-dir path/to/config
By default the config directory is resolved relative to this script
(../bin/app/data/config). Requires the 'toml' package on Python < 3.11
(pip install --user toml); on 3.11+ the standard tomllib is used.
The script is informational only — it always exits 0. Read the matrix
and compare it against the intended gating in docs/content_design.md.
"""
import argparse
import os
def load_toml(path):
try:
import tomllib
with open(path, "rb") as fh:
return tomllib.load(fh)
except ImportError:
import toml
return toml.load(path)
def grid_cells(rows):
"""Set of (x, y) for every 'O' cell in a list of layout/mask strings."""
return {(x, y)
for y, row in enumerate(rows)
for x, ch in enumerate(row)
if ch == "O"}
def rotate_cw(shape):
height = max(y for x, y in shape) + 1
return {(height - 1 - y, x) for x, y in shape}
def normalize(shape):
min_x = min(x for x, y in shape)
min_y = min(y for x, y in shape)
return frozenset((x - min_x, y - min_y) for x, y in shape)
def orientations(shape):
"""All distinct 90-degree rotations of a shape, normalized to (0, 0)."""
result = []
current = shape
for _ in range(4):
norm = normalize(current)
if norm not in result:
result.append(norm)
current = rotate_cw(current)
return result
def placements(layout, shape):
"""Every position (in any rotation) where shape fits fully on layout."""
found = []
layout_w = max(x for x, y in layout) + 1
layout_h = max(y for x, y in layout) + 1
for orient in orientations(shape):
shape_w = max(x for x, y in orient) + 1
shape_h = max(y for x, y in orient) + 1
for off_x in range(layout_w - shape_w + 1):
for off_y in range(layout_h - shape_h + 1):
cells = frozenset((x + off_x, y + off_y) for x, y in orient)
if cells <= layout and cells not in found:
found.append(cells)
return found
def max_disjoint(layout, shape):
"""Maximum number of non-overlapping placements of shape on layout."""
options = placements(layout, shape)
best = [0]
def recurse(start_index, used, count):
if count > best[0]:
best[0] = count
for i in range(start_index, len(options)):
if not (options[i] & used):
recurse(i + 1, used | options[i], count + 1)
recurse(0, frozenset(), 0)
return best[0]
def shape_label(shape):
width = max(x for x, y in shape) + 1
height = max(y for x, y in shape) + 1
if len(shape) == width * height:
return "{}x{}".format(width, height)
return "{}x{}-{}c".format(width, height, len(shape))
def main():
default_dir = os.path.normpath(os.path.join(
os.path.dirname(os.path.abspath(__file__)),
"..", "bin", "app", "data", "config"))
parser = argparse.ArgumentParser(
description="Check module surface masks against ship layout grids.")
parser.add_argument("--config-dir", default=default_dir,
help="directory containing ships.toml and modules.toml"
" (default: %(default)s)")
args = parser.parse_args()
ships = load_toml(os.path.join(args.config_dir, "ships.toml"))["ship"]
modules = load_toml(os.path.join(args.config_dir, "modules.toml"))["module"]
layouts = [(s["id"], grid_cells(s["layout"])) for s in ships]
# Group modules that share the same footprint (up to rotation).
footprint_modules = {} # canonical shape -> [module ids]
for module in modules:
shape = grid_cells(module["surface_mask"])
canonical = min(orientations(shape), key=sorted)
footprint_modules.setdefault(canonical, []).append(module["id"])
footprints = sorted(footprint_modules.items(), key=lambda e: len(e[0]))
column_header = "".join("{:>8}".format(ship_id[:7])
for ship_id, _ in layouts)
print("Fit matrix (YES = at least one placement exists)")
print("{:48}{}".format("footprint (modules)", column_header))
for shape, module_ids in footprints:
name = "{:8}{}".format(shape_label(shape), ", ".join(module_ids))
row = "".join("{:>8}".format("YES" if placements(layout, shape) else "-")
for _, layout in layouts)
print("{:48}{}".format(name[:47], row))
print()
print("Max simultaneous (disjoint) placements, footprints of 4+ cells")
print("{:48}{}".format("footprint (modules)", column_header))
for shape, module_ids in footprints:
if len(shape) < 4:
continue
name = "{:8}{}".format(shape_label(shape), ", ".join(module_ids))
row = "".join("{:>8}".format(max_disjoint(layout, shape))
for _, layout in layouts)
print("{:48}{}".format(name[:47], row))
print()
print("Buildable cells per hull")
for ship_id, layout in layouts:
print("{:16}{}".format(ship_id, len(layout)))
if __name__ == "__main__":
main()

132
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@@ -0,0 +1,132 @@
#!/usr/bin/env python3
"""Verify the recipe tree is closed and consistent.
Reads recipes.toml, ships.toml, modules.toml, and visuals.toml, then checks:
1. Producers — every item consumed anywhere (recipe inputs, ship hull
materials, module materials) is produced by some recipe. 'scrap' is
exempt: it drops from destroyed ships.
2. Visuals — every item that exists in the economy has an [items.*]
entry in visuals.toml, and visuals.toml has no entries for items
that no longer exist.
3. Orphans — items that are produced but never consumed (warning only;
'building_block' is exempt: the HQ consumes it).
It also prints which items are obtainable ONLY through reprocessing —
the combat-gated materials — so changes to that gate are visible.
Usage (from the repository root or anywhere else):
python dota_factory/tools/verify_recipes.py
python dota_factory/tools/verify_recipes.py --config-dir path/to/config
By default the config directory is resolved relative to this script
(../bin/app/data/config). Requires the 'toml' package on Python < 3.11
(pip install --user toml); on 3.11+ the standard tomllib is used.
Exits 1 if a producer or visuals check fails, 0 otherwise (warnings do
not affect the exit code).
"""
import argparse
import os
import sys
WORLD_SOURCED_ITEMS = {"scrap"} # dropped by destroyed ships
IMPLICITLY_CONSUMED_ITEMS = {"building_block"} # consumed by the HQ
def load_toml(path):
try:
import tomllib
with open(path, "rb") as fh:
return tomllib.load(fh)
except ImportError:
import toml
return toml.load(path)
def main():
default_dir = os.path.normpath(os.path.join(
os.path.dirname(os.path.abspath(__file__)),
"..", "bin", "app", "data", "config"))
parser = argparse.ArgumentParser(
description="Check recipe tree consistency across the config files.")
parser.add_argument("--config-dir", default=default_dir,
help="directory containing the config toml files"
" (default: %(default)s)")
args = parser.parse_args()
recipes = load_toml(os.path.join(args.config_dir, "recipes.toml"))["recipe"]
ships = load_toml(os.path.join(args.config_dir, "ships.toml"))["ship"]
modules = load_toml(os.path.join(args.config_dir, "modules.toml"))["module"]
visuals = load_toml(os.path.join(args.config_dir, "visuals.toml"))
produced = {} # item id -> [producer descriptions]
consumed = {} # item id -> [consumer descriptions]
for recipe in recipes:
for output in recipe.get("outputs", []):
produced.setdefault(output["item"], []).append(
"recipe '{}'".format(recipe["id"]))
for inp in recipe.get("inputs", []):
consumed.setdefault(inp["item"], []).append(
"recipe '{}'".format(recipe["id"]))
for ship in ships:
for material in ship["schematic"]["materials"]:
consumed.setdefault(material["item"], []).append(
"ship '{}'".format(ship["id"]))
for module in modules:
for material in module["materials"]:
consumed.setdefault(material["item"], []).append(
"module '{}'".format(module["id"]))
all_items = set(produced) | set(consumed) | WORLD_SOURCED_ITEMS
visual_items = set(visuals.get("items", {}))
errors = []
warnings = []
for item in sorted(consumed):
if item not in produced and item not in WORLD_SOURCED_ITEMS:
errors.append("no producer for '{}' (consumed by {})".format(
item, ", ".join(sorted(set(consumed[item])))))
for item in sorted(all_items - visual_items):
errors.append("no [items.{}] entry in visuals.toml".format(item))
for item in sorted(visual_items - all_items):
warnings.append("visuals.toml entry [items.{}] matches no known item"
.format(item))
for item in sorted(produced):
if item not in consumed and item not in IMPLICITLY_CONSUMED_ITEMS:
warnings.append("'{}' is produced but never consumed (by {})"
.format(item, ", ".join(sorted(set(produced[item])))))
reprocessing_only = sorted(
item for item, producers in produced.items()
if all("reprocessing" in p for p in producers))
print("{} items, {} recipes, {} ships, {} modules".format(
len(all_items), len(recipes), len(ships), len(modules)))
print("obtainable only via reprocessing: {}".format(
", ".join(reprocessing_only) if reprocessing_only else "(none)"))
print()
for warning in warnings:
print("WARNING: {}".format(warning))
for error in errors:
print("ERROR: {}".format(error))
if not errors and not warnings:
print("all checks passed")
elif not errors:
print("no errors")
return 1 if errors else 0
if __name__ == "__main__":
sys.exit(main())