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| ef17b0ce42 |
@@ -32,7 +32,6 @@ cost = 15
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||||
player_placeable = true
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construction_time_seconds = 1
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||||
surface_mask = [
|
||||
"AA",
|
||||
"A>",
|
||||
]
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||||
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||||
@@ -42,8 +41,8 @@ cost = 20
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player_placeable = true
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construction_time_seconds = 1
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||||
surface_mask = [
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||||
"AA ",
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||||
"AA>",
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||||
"AA",
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||||
" v",
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]
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[[building]]
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||||
@@ -52,9 +51,8 @@ cost = 35
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player_placeable = true
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construction_time_seconds = 1
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||||
surface_mask = [
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||||
"AAA ",
|
||||
"AAA>",
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||||
"AAA ",
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||||
"AA ",
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||||
"AA>",
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||||
]
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||||
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[[building]]
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||||
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@@ -1,43 +1,260 @@
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||||
# modules.toml
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||||
#
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# First real-content iteration: module ids and surface masks are the designed
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# content; stats, materials, and threat costs are placeholders until the
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# recipe and balancing passes.
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#
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# Surface mask footprint ladder — footprints gate which hulls can mount a
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||||
# module, purely through geometry (see ships.toml for the matching hull
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# grids):
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#
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# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones
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# 1x2 maneuvering_thrusters, sensor_booster,
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# armor_plates frigate and up
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# 1x3 afterburner frigate and up (eats most of a frigate)
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# L-shape weapon_stabilizer, weapon_primer,
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# weapon_upgrade frigate and up
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# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls)
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# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls)
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# 2x6 drone_hangar carrier only
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# -----------------------------------------------------------------------------
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# Weapons
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# -----------------------------------------------------------------------------
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[[module]]
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id = "laser_cannon"
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id = "laser_cannon_s"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "laser_cannon_module", amount = 1}]
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materials = [{item = "laser_cannon_s_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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threat_cost = 5.0
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production_time_seconds = 0.5
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fill_color = "#FF8040"
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glyph = "L"
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glyph = "Ls"
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[module.weapon]
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damage_formula = "2"
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attack_range_formula = "50"
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attack_rate_formula = "2.0"
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attack_range_m_formula = "50"
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attack_rate_hz_formula = "2.0"
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[[module]]
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id = "laser_cannon_m"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"OO"]
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materials = [{item = "laser_cannon_m_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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fill_color = "#FF8040"
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glyph = "Lm"
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[module.weapon]
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damage_formula = "10"
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attack_range_m_formula = "70"
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attack_rate_hz_formula = "1.5"
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[[module]]
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id = "laser_cannon_l"
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unlock_at_station_level = -1
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surface_mask = [
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"OOO",
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"OOO",
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||||
"OOO"]
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||||
materials = [{item = "laser_cannon_l_module", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 8
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||||
fill_color = "#FF8040"
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||||
glyph = "Ll"
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||||
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||||
[module.weapon]
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damage_formula = "40"
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||||
attack_range_m_formula = "100"
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||||
attack_rate_hz_formula = "0.8"
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# -----------------------------------------------------------------------------
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# Utility tools
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# -----------------------------------------------------------------------------
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||||
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[[module]]
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id = "salvager"
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unlock_at_station_level = -1
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||||
surface_mask = ["O"]
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materials = [{item = "salvager_module", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 2
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threat_cost = 0.0
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fill_color = "#AACC44"
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glyph = "Sv"
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[module.salvage]
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collection_range_formula = "500"
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collection_range_m_formula = "500"
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cargo_capacity_formula = "10"
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collection_rate_formula = "0.5"
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collection_rate_hz_formula = "0.5"
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||||
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||||
[[module]]
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id = "repair_tool"
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unlock_at_station_level = -1
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||||
surface_mask = ["O"]
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||||
materials = [{item = "repair_tool_module", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 2
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threat_cost = 0.0
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||||
fill_color = "#66CCFF"
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||||
glyph = "Rp"
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||||
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||||
[module.repair]
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repair_rate_formula = "5 + x"
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repair_range_formula = "800"
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||||
repair_rate_hz_formula = "5 + x"
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||||
repair_range_m_formula = "800"
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||||
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||||
# -----------------------------------------------------------------------------
|
||||
# Propulsion
|
||||
# -----------------------------------------------------------------------------
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||||
|
||||
[[module]]
|
||||
id = "afterburner"
|
||||
unlock_at_station_level = -1
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||||
surface_mask = ["OOO"]
|
||||
materials = [{item = "afterburner_module", amount = 1}]
|
||||
player_production_level = 1
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||||
production_time_seconds = 2
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||||
fill_color = "#40A0FF"
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||||
glyph = "Ab"
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||||
|
||||
[module.movement]
|
||||
multiplied_speed_mps_formula = "1.6"
|
||||
added_main_acceleration_mpss_formula = "60"
|
||||
|
||||
|
||||
[[module]]
|
||||
id = "maneuvering_thrusters"
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||||
unlock_at_station_level = -1
|
||||
surface_mask = ["OO"]
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||||
materials = [{item = "maneuvering_thrusters_module", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 2
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||||
fill_color = "#40A0FF"
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||||
glyph = "Mt"
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||||
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||||
[module.movement]
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||||
multiplied_speed_mps_formula = "1.2"
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||||
added_maneuvering_acceleration_mpss_formula = "10"
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||||
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||||
# -----------------------------------------------------------------------------
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||||
# Defense & sensors
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||||
# -----------------------------------------------------------------------------
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||||
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||||
[[module]]
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||||
id = "armor_plates"
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||||
unlock_at_station_level = -1
|
||||
surface_mask = ["OO"]
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||||
materials = [{item = "armor_plates_module", amount = 1}]
|
||||
player_production_level = 1
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||||
production_time_seconds = 3
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||||
fill_color = "#808080"
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||||
glyph = "A"
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||||
|
||||
[module.health]
|
||||
added_hp_formula = "40"
|
||||
|
||||
|
||||
[[module]]
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||||
id = "sensor_booster"
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||||
unlock_at_station_level = -1
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "sensor_booster_module", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 2
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||||
fill_color = "#40A0FF"
|
||||
glyph = "S"
|
||||
|
||||
[module.sensor]
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||||
added_sensor_range_m_formula = "50"
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||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Weapon modifiers
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[module]]
|
||||
id = "weapon_upgrade"
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||||
unlock_at_station_level = -1
|
||||
surface_mask = [
|
||||
"OO",
|
||||
"OX",
|
||||
]
|
||||
materials = [{item = "weapon_upgrade_module", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 4
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||||
fill_color = "#FF4040"
|
||||
glyph = "Wu"
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||||
|
||||
[module.weapon]
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||||
multiplied_damage_formula = "1.2"
|
||||
|
||||
|
||||
[[module]]
|
||||
id = "weapon_primer"
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||||
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"
|
||||
|
||||
@@ -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"
|
||||
@@ -27,47 +65,18 @@ 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 = 5.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_hull"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "drone_hull", amount = 1}]
|
||||
duration_seconds = 12.0
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "laser_cannon_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"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 4}]
|
||||
outputs = [{item = "building_block", amount = 10}]
|
||||
id = "titanium_ingot"
|
||||
building = "smelter"
|
||||
inputs = [{item = "titanium_ore", amount = 3}]
|
||||
outputs = [{item = "titanium_ingot", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Reprocessing
|
||||
#
|
||||
# The only source of advanced_alloy: salvaged scrap from destroyed ships.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "reprocessing_cycle"
|
||||
building = "reprocessing_plant"
|
||||
@@ -77,15 +86,354 @@ duration_seconds = 3.0
|
||||
[[recipe.outputs]]
|
||||
item = "iron_ingot"
|
||||
amount = 2
|
||||
probability = 0.6
|
||||
probability = 0.45
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "circuit_board"
|
||||
item = "copper_ingot"
|
||||
amount = 1
|
||||
probability = 0.3
|
||||
probability = 0.25
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "titanium_ingot"
|
||||
amount = 1
|
||||
probability = 0.15
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "advanced_alloy"
|
||||
amount = 1
|
||||
probability = 0.1
|
||||
|
||||
probability = 0.15
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Basic components (tier 2, early game)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "copper_wire"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_ingot", amount = 1}]
|
||||
outputs = [{item = "copper_wire", amount = 2}]
|
||||
duration_seconds = 1.5
|
||||
|
||||
[[recipe]]
|
||||
id = "steel_plate"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 2}]
|
||||
outputs = [{item = "steel_plate", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "circuit_board"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "circuit_board", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "building_blocks"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 4}]
|
||||
outputs = [{item = "building_block", amount = 10}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Advanced components (tier 3, midgame)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "mechanical_parts"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "iron_ingot", amount = 1}]
|
||||
outputs = [{item = "mechanical_parts", amount = 2}]
|
||||
duration_seconds = 2.5
|
||||
|
||||
[[recipe]]
|
||||
id = "targeting_unit"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
|
||||
outputs = [{item = "targeting_unit", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drive_unit"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "steel_plate", amount = 1},
|
||||
{item = "mechanical_parts", amount = 1},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "drive_unit", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "titanium_frame"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "titanium_ingot", amount = 2}, {item = "steel_plate", amount = 1}]
|
||||
outputs = [{item = "titanium_frame", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Capital components (tier 4, lategame — gated on advanced_alloy)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "reinforced_plating"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 2}, {item = "advanced_alloy", amount = 1}]
|
||||
outputs = [{item = "reinforced_plating", amount = 1}]
|
||||
duration_seconds = 5.0
|
||||
|
||||
[[recipe]]
|
||||
id = "capital_core"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "targeting_unit", amount = 1},
|
||||
{item = "drive_unit", amount = 1},
|
||||
{item = "advanced_alloy", amount = 2},
|
||||
]
|
||||
outputs = [{item = "capital_core", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Module items — early game
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_s_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "laser_cannon_s_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "salvager_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "salvager_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "repair_tool_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
|
||||
outputs = [{item = "repair_tool_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "armor_plates_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 2}]
|
||||
outputs = [{item = "armor_plates_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "sensor_booster_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "circuit_board", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "sensor_booster_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "maneuvering_thrusters_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "mechanical_parts", amount = 1}, {item = "copper_wire", amount = 1}]
|
||||
outputs = [{item = "maneuvering_thrusters_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Module items — midgame
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "afterburner_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "drive_unit", amount = 1}, {item = "steel_plate", amount = 1}]
|
||||
outputs = [{item = "afterburner_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_upgrade_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "steel_plate", amount = 1}]
|
||||
outputs = [{item = "weapon_upgrade_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_primer_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "weapon_primer_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_stabilizer_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "mechanical_parts", amount = 1}]
|
||||
outputs = [{item = "weapon_stabilizer_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_m_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "targeting_unit", amount = 1}, {item = "titanium_frame", amount = 1}]
|
||||
outputs = [{item = "laser_cannon_m_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_bay_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 1},
|
||||
{item = "mechanical_parts", amount = 1},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "drone_bay_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Module items — lategame
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "laser_cannon_l_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "targeting_unit", amount = 2},
|
||||
{item = "reinforced_plating", amount = 2},
|
||||
{item = "titanium_frame", amount = 1},
|
||||
]
|
||||
outputs = [{item = "laser_cannon_l_module", amount = 1}]
|
||||
duration_seconds = 12.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_hangar_module"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capital_core", amount = 1},
|
||||
{item = "titanium_frame", amount = 2},
|
||||
{item = "reinforced_plating", amount = 2},
|
||||
]
|
||||
outputs = [{item = "drone_hangar_module", amount = 1}]
|
||||
duration_seconds = 20.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Ship hulls
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "drone_hull", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "frigate_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "steel_plate", amount = 3},
|
||||
{item = "mechanical_parts", amount = 1},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "frigate_hull", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
|
||||
[[recipe]]
|
||||
id = "destroyer_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "steel_plate", amount = 5},
|
||||
{item = "mechanical_parts", amount = 2},
|
||||
{item = "circuit_board", amount = 1},
|
||||
]
|
||||
outputs = [{item = "destroyer_hull", amount = 1}]
|
||||
duration_seconds = 10.0
|
||||
|
||||
[[recipe]]
|
||||
id = "cruiser_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 2},
|
||||
{item = "steel_plate", amount = 4},
|
||||
{item = "drive_unit", amount = 1},
|
||||
]
|
||||
outputs = [{item = "cruiser_hull", amount = 1}]
|
||||
duration_seconds = 15.0
|
||||
|
||||
[[recipe]]
|
||||
id = "battlecruiser_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 3},
|
||||
{item = "steel_plate", amount = 6},
|
||||
{item = "drive_unit", amount = 1},
|
||||
{item = "targeting_unit", amount = 1},
|
||||
]
|
||||
outputs = [{item = "battlecruiser_hull", amount = 1}]
|
||||
duration_seconds = 20.0
|
||||
|
||||
[[recipe]]
|
||||
id = "battleship_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 4},
|
||||
{item = "reinforced_plating", amount = 2},
|
||||
{item = "drive_unit", amount = 2},
|
||||
]
|
||||
outputs = [{item = "battleship_hull", amount = 1}]
|
||||
duration_seconds = 30.0
|
||||
|
||||
[[recipe]]
|
||||
id = "dreadnought_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capital_core", amount = 1},
|
||||
{item = "titanium_frame", amount = 6},
|
||||
{item = "reinforced_plating", amount = 4},
|
||||
{item = "drive_unit", amount = 2},
|
||||
]
|
||||
outputs = [{item = "dreadnought_hull", amount = 1}]
|
||||
duration_seconds = 60.0
|
||||
|
||||
[[recipe]]
|
||||
id = "carrier_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capital_core", amount = 1},
|
||||
{item = "titanium_frame", amount = 5},
|
||||
{item = "reinforced_plating", amount = 3},
|
||||
{item = "drive_unit", amount = 2},
|
||||
]
|
||||
outputs = [{item = "carrier_hull", amount = 1}]
|
||||
duration_seconds = 60.0
|
||||
|
||||
@@ -1,29 +1,295 @@
|
||||
# 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"
|
||||
available_from_start = true
|
||||
unlock_at_station_level = -1
|
||||
layout = ["O"]
|
||||
default_modules = [{type = "laser_cannon", x = 0, y = 0, rotation = "east"}]
|
||||
default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "drone_hull", amount = 1}]
|
||||
materials = [{item = "iron_ore", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 5
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "10"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "3"
|
||||
|
||||
[ship.movement]
|
||||
speed_formula = "40"
|
||||
main_acceleration_formula = "80"
|
||||
maneuvering_acceleration_formula = "40"
|
||||
angular_acceleration_formula = "12.56"
|
||||
max_rotation_speed_formula = "6.28"
|
||||
speed_mps_formula = "40"
|
||||
main_acceleration_mpss_formula = "80"
|
||||
maneuvering_acceleration_mpss_formula = "40"
|
||||
angular_acceleration_radpss_formula = "12.56"
|
||||
max_rotation_speed_radps_formula = "6.28"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_formula = "150"
|
||||
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
|
||||
|
||||
@@ -14,8 +14,8 @@ surface_mask = [
|
||||
level = 1
|
||||
hp_formula = "300"
|
||||
damage_formula = "5"
|
||||
range_formula = "200"
|
||||
fire_rate_formula = "1"
|
||||
range_m_formula = "200"
|
||||
fire_rate_hz_formula = "1"
|
||||
scrap_drop_formula = "10"
|
||||
|
||||
[enemy_station]
|
||||
@@ -25,6 +25,6 @@ surface_mask = [
|
||||
]
|
||||
hp_formula = "300 + 150*x"
|
||||
damage_formula = "2 + 1*x"
|
||||
range_formula = "200"
|
||||
fire_rate_formula = "1.0 + 0.2*x"
|
||||
range_m_formula = "200"
|
||||
fire_rate_hz_formula = "1.0 + 0.2*x"
|
||||
scrap_drop_formula = "10 + 5*x"
|
||||
|
||||
@@ -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_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)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
@@ -5,30 +5,37 @@ starting_building_blocks = 1000
|
||||
scrap_despawn_seconds = 30
|
||||
tile_size_m = 10
|
||||
belt_speed_mps = 20
|
||||
tunnel_max_distance = 10
|
||||
tunnel_max_distance_tiles = 10
|
||||
departure_interval_seconds = 20
|
||||
orbit_factor = 0.8
|
||||
rally_orbit_radius_tiles = 5.0
|
||||
|
||||
[regions]
|
||||
asteroid_width = 40
|
||||
player_buffer_width = 20
|
||||
contest_zone_width = 60
|
||||
enemy_buffer_width = 20
|
||||
asteroid_width_tiles = 40
|
||||
player_buffer_width_tiles = 20
|
||||
contest_zone_width_tiles = 60
|
||||
enemy_buffer_width_tiles = 20
|
||||
|
||||
[expansion]
|
||||
columns_per_expansion = 10
|
||||
columns_per_expansion_tiles = 10
|
||||
cost_building_blocks = 200
|
||||
|
||||
[push]
|
||||
push_expand_columns = 10
|
||||
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 = "0.01*x"
|
||||
threat_rate_formula = "x"
|
||||
ship_level_formula = "1"
|
||||
gap_min_seconds = 15
|
||||
gap_max_seconds = 45
|
||||
spawn_duration_seconds = 10
|
||||
boss_countdown_seconds = 300
|
||||
boss_threat_duration_seconds = 60
|
||||
boss_quiet_before_seconds = 60
|
||||
boss_quiet_after_seconds = 60
|
||||
boss_quiet_before_seconds = 20
|
||||
boss_quiet_after_seconds = 20
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
[[arena]]
|
||||
name = "Fighters vs Sniper"
|
||||
height_tiles = 20
|
||||
player_buffer_width = 10
|
||||
contest_zone_width = 60
|
||||
enemy_buffer_width = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 60
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Alpha"
|
||||
@@ -12,7 +12,7 @@ enemy_buffer_width = 10
|
||||
level = 1
|
||||
count = 5
|
||||
modules = [
|
||||
{type = "laser_cannon", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
@@ -20,18 +20,57 @@ enemy_buffer_width = 10
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
level = 1
|
||||
count = 1
|
||||
count = 2
|
||||
modules = [
|
||||
{type = "laser_cannon", 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"},
|
||||
{type = "sensor_booster", x = 1, y = 1, rotation = "east"},
|
||||
{type = "sensor_booster", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Fighters vs Supported"
|
||||
height_tiles = 20
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 60
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Fighters"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
level = 1
|
||||
count = 5
|
||||
modules = [
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Supported"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
level = 1
|
||||
count = 3
|
||||
modules = [
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
level = 1
|
||||
count = 2
|
||||
modules = [
|
||||
{type = "repair_tool", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Stations and Ships"
|
||||
height_tiles = 60
|
||||
player_buffer_width = 15
|
||||
contest_zone_width = 40
|
||||
enemy_buffer_width = 15
|
||||
player_buffer_width_tiles = 15
|
||||
contest_zone_width_tiles = 40
|
||||
enemy_buffer_width_tiles = 15
|
||||
|
||||
[[arena.team]]
|
||||
name = "Fortified"
|
||||
@@ -40,7 +79,7 @@ enemy_buffer_width = 15
|
||||
level = 1
|
||||
count = 3
|
||||
modules = [
|
||||
{type = "laser_cannon", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
[[arena.team.station]]
|
||||
type = "player_station"
|
||||
@@ -60,5 +99,5 @@ enemy_buffer_width = 15
|
||||
level = 1
|
||||
count = 8
|
||||
modules = [
|
||||
{type = "laser_cannon", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
[[module]]
|
||||
id = "armor_plate"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "iron_ingot", amount = 2}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 3
|
||||
threat_cost = 2.0
|
||||
fill_color = "#808080"
|
||||
glyph = "A"
|
||||
|
||||
@@ -13,24 +13,24 @@ multiplied_hp_formula = "1.5"
|
||||
|
||||
[[module]]
|
||||
id = "sensor_booster"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "circuit_board", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 2
|
||||
threat_cost = 1.0
|
||||
fill_color = "#40A0FF"
|
||||
glyph = "S"
|
||||
|
||||
[module.sensor]
|
||||
added_sensor_range_formula = "100"
|
||||
added_sensor_range_m_formula = "100"
|
||||
|
||||
[[module]]
|
||||
id = "weapon_upgrade"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 4
|
||||
threat_cost = 3.0
|
||||
fill_color = "#FF4040"
|
||||
glyph = "W"
|
||||
|
||||
@@ -39,44 +39,99 @@ multiplied_damage_formula = "1.2"
|
||||
|
||||
[[module]]
|
||||
id = "laser_cannon"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 5
|
||||
threat_cost = 5.0
|
||||
fill_color = "#FF8040"
|
||||
glyph = "L"
|
||||
|
||||
[module.weapon]
|
||||
damage_formula = "2"
|
||||
attack_range_formula = "50"
|
||||
attack_rate_formula = "2.0"
|
||||
attack_range_m_formula = "50"
|
||||
attack_rate_hz_formula = "2.0"
|
||||
|
||||
[[module]]
|
||||
id = "salvager"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "iron_ingot", amount = 2}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 5
|
||||
threat_cost = 0.0
|
||||
fill_color = "#AACC44"
|
||||
glyph = "Sv"
|
||||
|
||||
[module.salvage]
|
||||
collection_range_formula = "500"
|
||||
collection_range_m_formula = "500"
|
||||
cargo_capacity_formula = "10"
|
||||
collection_rate_formula = "0.5"
|
||||
collection_rate_hz_formula = "0.5"
|
||||
|
||||
[[module]]
|
||||
id = "repair_tool"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "circuit_board", amount = 2}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 5
|
||||
threat_cost = 0.0
|
||||
fill_color = "#66CCFF"
|
||||
glyph = "Rp"
|
||||
|
||||
[module.repair]
|
||||
repair_rate_formula = "5 + x"
|
||||
repair_range_formula = "800"
|
||||
repair_rate_hz_formula = "5 + x"
|
||||
repair_range_m_formula = "800"
|
||||
|
||||
[[module]]
|
||||
id = "weapon_primer"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 4
|
||||
fill_color = "#FF4040"
|
||||
glyph = "Wp"
|
||||
|
||||
[module.weapon]
|
||||
multiplied_attack_rate_hz_formula = "1.2"
|
||||
|
||||
[[module]]
|
||||
id = "weapon_stabilizer"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 4
|
||||
fill_color = "#FF4040"
|
||||
glyph = "Ws"
|
||||
|
||||
[module.weapon]
|
||||
multiplied_attack_range_m_formula = "1.5"
|
||||
multiplied_attack_rate_hz_formula = "0.8"
|
||||
|
||||
[[module]]
|
||||
id = "afterburner"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 2
|
||||
fill_color = "#40A0FF"
|
||||
glyph = "Ab"
|
||||
|
||||
[module.movement]
|
||||
multiplied_speed_mps_formula = "1.6"
|
||||
added_main_acceleration_mpss_formula = "60"
|
||||
|
||||
[[module]]
|
||||
id = "maneuvering_thrusters"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 2
|
||||
fill_color = "#40A0FF"
|
||||
glyph = "Mt"
|
||||
|
||||
[module.movement]
|
||||
multiplied_speed_mps_formula = "1.2"
|
||||
added_maneuvering_acceleration_mpss_formula = "10"
|
||||
|
||||
@@ -40,6 +40,38 @@ inputs = [{item = "iron_ingot", amount = 4}]
|
||||
outputs = [{item = "building_block", amount = 10}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "premium_circuit"
|
||||
building = "assembler"
|
||||
unlock_at_station_level = -1
|
||||
inputs = [{item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "premium_circuit", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
|
||||
[[recipe]]
|
||||
id = "quick_circuit"
|
||||
building = "assembler"
|
||||
unlock_at_station_level = 0
|
||||
inputs = [{item = "copper_ingot", amount = 3}]
|
||||
outputs = [{item = "circuit_board", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "advanced_circuit"
|
||||
building = "assembler"
|
||||
unlock_at_station_level = 1
|
||||
inputs = [{item = "iron_ingot", amount = 5}]
|
||||
outputs = [{item = "circuit_board", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "exotic_alloy"
|
||||
building = "assembler"
|
||||
unlock_at_station_level = 0
|
||||
inputs = [{item = "exotic_ore", amount = 2}]
|
||||
outputs = [{item = "exotic_alloy", amount = 1}]
|
||||
duration_seconds = 10.0
|
||||
|
||||
[[recipe]]
|
||||
id = "reprocessing_cycle"
|
||||
building = "reprocessing_plant"
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
[[ship]]
|
||||
id = "interceptor"
|
||||
available_from_start = true
|
||||
unlock_at_station_level = -1
|
||||
layout = ["XOX", "OOO", "XOX"]
|
||||
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
|
||||
|
||||
@@ -9,21 +9,18 @@ materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount
|
||||
player_production_level = 3
|
||||
production_time_seconds = 10
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "5 + 1*x"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "40 + 5*x"
|
||||
|
||||
[ship.movement]
|
||||
speed_formula = "2000 + 50*x"
|
||||
main_acceleration_formula = "1000000"
|
||||
maneuvering_acceleration_formula = "1000000"
|
||||
angular_acceleration_formula = "100000"
|
||||
max_rotation_speed_formula = "100000"
|
||||
speed_mps_formula = "2000 + 50*x"
|
||||
main_acceleration_mpss_formula = "1000000"
|
||||
maneuvering_acceleration_mpss_formula = "1000000"
|
||||
angular_acceleration_radpss_formula = "100000"
|
||||
max_rotation_speed_radps_formula = "100000"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_formula = "2000"
|
||||
sensor_range_m_formula = "2000"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 2
|
||||
@@ -31,7 +28,7 @@ scrap_drop = 2
|
||||
|
||||
[[ship]]
|
||||
id = "destroyer"
|
||||
available_from_start = true
|
||||
unlock_at_station_level = -1
|
||||
layout = ["XOOX", "OOOO", "XOOX"]
|
||||
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
|
||||
|
||||
@@ -40,21 +37,18 @@ materials = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount
|
||||
player_production_level = 5
|
||||
production_time_seconds = 20
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "10 + 2*x"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "120 + 15*x"
|
||||
|
||||
[ship.movement]
|
||||
speed_formula = "1200"
|
||||
main_acceleration_formula = "1000000"
|
||||
maneuvering_acceleration_formula = "1000000"
|
||||
angular_acceleration_formula = "100000"
|
||||
max_rotation_speed_formula = "100000"
|
||||
speed_mps_formula = "1200"
|
||||
main_acceleration_mpss_formula = "1000000"
|
||||
maneuvering_acceleration_mpss_formula = "1000000"
|
||||
angular_acceleration_radpss_formula = "100000"
|
||||
max_rotation_speed_radps_formula = "100000"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_formula = "3000"
|
||||
sensor_range_m_formula = "3000"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 4
|
||||
@@ -62,7 +56,7 @@ scrap_drop = 4
|
||||
|
||||
[[ship]]
|
||||
id = "salvage_ship"
|
||||
available_from_start = true
|
||||
unlock_at_station_level = -1
|
||||
layout = ["OOO", "OOO"]
|
||||
|
||||
[ship.schematic]
|
||||
@@ -70,21 +64,18 @@ materials = [{item = "iron_ingot", amount = 4}]
|
||||
player_production_level = 3
|
||||
production_time_seconds = 10
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "0"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "40 + 4*x"
|
||||
|
||||
[ship.movement]
|
||||
speed_formula = "1100"
|
||||
main_acceleration_formula = "1000000"
|
||||
maneuvering_acceleration_formula = "1000000"
|
||||
angular_acceleration_formula = "100000"
|
||||
max_rotation_speed_formula = "100000"
|
||||
speed_mps_formula = "1100"
|
||||
main_acceleration_mpss_formula = "1000000"
|
||||
maneuvering_acceleration_mpss_formula = "1000000"
|
||||
angular_acceleration_radpss_formula = "100000"
|
||||
max_rotation_speed_radps_formula = "100000"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_formula = "2500"
|
||||
sensor_range_m_formula = "2500"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 2
|
||||
@@ -92,7 +83,7 @@ scrap_drop = 2
|
||||
|
||||
[[ship]]
|
||||
id = "repair_ship"
|
||||
available_from_start = false
|
||||
unlock_at_station_level = 0
|
||||
layout = ["XOX", "OOO", "XOX"]
|
||||
|
||||
[ship.schematic]
|
||||
@@ -100,21 +91,18 @@ materials = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount
|
||||
player_production_level = 3
|
||||
production_time_seconds = 15
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "0"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "60 + 5*x"
|
||||
|
||||
[ship.movement]
|
||||
speed_formula = "1300"
|
||||
main_acceleration_formula = "1000000"
|
||||
maneuvering_acceleration_formula = "1000000"
|
||||
angular_acceleration_formula = "100000"
|
||||
max_rotation_speed_formula = "100000"
|
||||
speed_mps_formula = "1300"
|
||||
main_acceleration_mpss_formula = "1000000"
|
||||
maneuvering_acceleration_mpss_formula = "1000000"
|
||||
angular_acceleration_radpss_formula = "100000"
|
||||
max_rotation_speed_radps_formula = "100000"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_formula = "2500"
|
||||
sensor_range_m_formula = "2500"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 2
|
||||
|
||||
@@ -14,8 +14,8 @@ surface_mask = [
|
||||
level = 5
|
||||
hp_formula = "300 + 40*x"
|
||||
damage_formula = "5 + 4*x"
|
||||
range_formula = "3000 + 200*x"
|
||||
fire_rate_formula = "0.5 + 0.2*x"
|
||||
range_m_formula = "3000 + 200*x"
|
||||
fire_rate_hz_formula = "0.5 + 0.2*x"
|
||||
scrap_drop_formula = "x"
|
||||
|
||||
[enemy_station]
|
||||
@@ -25,6 +25,6 @@ surface_mask = [
|
||||
]
|
||||
hp_formula = "300 + 150*x"
|
||||
damage_formula = "20 + 10*x"
|
||||
range_formula = "3500 + 200*x"
|
||||
fire_rate_formula = "1.0 + 0.2*x"
|
||||
range_m_formula = "3500 + 200*x"
|
||||
fire_rate_hz_formula = "1.0 + 0.2*x"
|
||||
scrap_drop_formula = "10 + 5*x"
|
||||
|
||||
@@ -5,23 +5,30 @@ starting_building_blocks = 100
|
||||
scrap_despawn_seconds = 30
|
||||
tile_size_m = 10
|
||||
belt_speed_mps = 20
|
||||
tunnel_max_distance = 10
|
||||
tunnel_max_distance_tiles = 10
|
||||
departure_interval_seconds = 20
|
||||
orbit_factor = 0.8
|
||||
rally_orbit_radius_tiles = 5.0
|
||||
|
||||
[regions]
|
||||
asteroid_width = 40
|
||||
player_buffer_width = 10
|
||||
contest_zone_width = 30
|
||||
enemy_buffer_width = 15
|
||||
asteroid_width_tiles = 40
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 30
|
||||
enemy_buffer_width_tiles = 15
|
||||
|
||||
[expansion]
|
||||
columns_per_expansion = 10
|
||||
columns_per_expansion_tiles = 10
|
||||
cost_building_blocks = 200
|
||||
|
||||
[push]
|
||||
push_expand_columns = 20
|
||||
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"
|
||||
|
||||
@@ -52,30 +52,50 @@ 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.
|
||||
- `FireEvent` — `struct FireEvent { EntityId shooter; EntityId target; Tick emittedAt; }`. Transient record emitted each time a weapon fires (REQ-SHP-FIRING, REQ-SHP-FIRING-BEAM). Buffered in a sim-owned queue and drained by the renderer; see Sim → UI Events.
|
||||
- `SchematicDropEvent` — `struct SchematicDropEvent { ShipSchematicId schematic; int newLevel; bool wasNewUnlock; }`. Emitted when a destroyed enemy-defence-station set awards a schematic (REQ-DEF-SCHEMATIC-DROP). The UI renders a toast (REQ-UI-SCHEMATIC-TOAST); `wasNewUnlock` chooses between the "unlocked" and "level → N" wording.
|
||||
- `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.
|
||||
|
||||
## Sim → UI Events
|
||||
## Event System
|
||||
|
||||
The sim owns a small set of per-frame event queues that the UI drains on each render. These carry one-shot signals that are not derivable from persistent state — currently weapon fires (REQ-SHP-FIRING-BEAM) and schematic drops (REQ-UI-SCHEMATIC-TOAST). Additional event types can be added here later (e.g., building-complete, unit-death flashes) without changing the pattern.
|
||||
All inter-component communication — both sim→UI and UI→UI — uses a unified `EventManager`/`EventHandler` system. No custom Qt signals/slots are used for inter-widget communication.
|
||||
|
||||
Implementation: a plain `std::vector<FireEvent>` owned by `Simulation`, one vector per event type. Combat resolution (tick-order step 8) appends to it. The UI calls `simulation.drainFireEvents()` once per rendered frame, which returns the accumulated vector by move and clears the internal one. Beams are tracked by the renderer for 0.3 s of wall time (9 ticks at 30 Hz) using the events' `emittedAt` tick, then discarded. If either the shooter or target entity is gone when the renderer looks them up, the beam is dropped early.
|
||||
### EventManager
|
||||
|
||||
We deliberately do **not** use `QObject` signals/slots or `QEvent`:
|
||||
`EventManager` is a singleton (`EventManager::getInstance()`) that routes events to registered handlers.
|
||||
|
||||
- **Determinism.** A plain ordered vector preserves tick-order exactly; the queue is part of per-tick state, inspectable in tests.
|
||||
- **Sim/UI seam.** The sim exposes pull-style access only; the UI never subscribes into the sim, keeping the simulation/presentation split clean.
|
||||
- **Headless testability.** Catch2 tests read the queue directly after `tick()`; no event loop, no `QApplication`.
|
||||
- **Zero overhead.** Sim types remain plain structs — no `QObject`, no moc, no signal dispatch machinery.
|
||||
- `sendEventImmediately(shared_ptr<Event>)` — synchronous dispatch to all handlers of the event's type.
|
||||
- `addEvent(shared_ptr<Event>)` — queues the event for later batch processing.
|
||||
- `processEvents()` — drains the queue, dispatching each event to its handlers.
|
||||
|
||||
If the number of event types grows past a handful, we can wrap them in a small `EventQueue<T>` template, still owned by the sim. Signals/slots would only be warranted if we needed multiple independent subscribers or cross-thread dispatch, and we need neither.
|
||||
The EventManager is thread-safe (mutex-guarded).
|
||||
|
||||
### EventHandler
|
||||
|
||||
`EventHandler<T>` is a CRTP-style template that a class inherits to receive events of type `T`. It provides `registerForEvent()` / `unregisterForEvent()` and requires an override of `handleEvent(shared_ptr<const T>)`.
|
||||
|
||||
`CombinedEventHandler<Ts...>` is a variadic template for classes that handle multiple event types. It provides `registerForEvents()` / `unregisterForEvents()` and requires one `handleEvent` override per type.
|
||||
|
||||
### Sim → UI Events
|
||||
|
||||
The simulation layer stays free of EventManager — it uses a plain `std::vector<WeaponFiredEvent>` internally (owned by `CombatSystem`). This preserves determinism, tick-order fidelity, and headless testability (Catch2 tests read the queue directly via `drainWeaponFiredEvents()` after `tick()`).
|
||||
|
||||
The UI frame handler (`GameWorldView::onFrame` / `ArenaView::onFrame`) bridges the gap: each frame it calls `simulation.drainWeaponFiredEvents()`, then re-emits each `WeaponFiredEvent` via `EventManager::sendEventImmediately()`. Subscribers (the same view's `handleEvent(WeaponFiredEvent)`) create `ActiveBeam` records tracked for 0.3 s of wall time, then discarded. If either the shooter or target entity is gone when the renderer looks them up, the beam is dropped early.
|
||||
|
||||
Schematic drops: when an enemy station set is destroyed, the simulation generates up to 3 `SchematicChoiceOption` entries and stores them as pending state. The UI polls `hasSchematicChoicesPending()` each frame and, when true, sends a `SchematicChoicesAvailableEvent` via EventManager. `MainWindow` handles this event by pausing the game and opening a modal `SchematicChoiceDialog`. The player's selection is fed back via `applySchematicChoice(index)`.
|
||||
|
||||
### UI Events
|
||||
|
||||
All UI interactions — building selection, builder/blueprint mode transitions, speed changes, demolish mode, escape menu, layout dialog requests — are communicated via EventManager events rather than Qt signals/slots. Each event is a small struct inheriting `Event` (e.g., `SelectionChangedEvent`, `BuildingTypeSelectedEvent`, `SpeedChangeRequestedEvent`). Widgets register as `CombinedEventHandler` for the events they care about and emit events via `EventManager::sendEventImmediately()`.
|
||||
|
||||
Bidirectional interactions use separate request/notification event types to avoid infinite recursion (e.g., `ExitBuilderModeRequestedEvent` from `BuildButtonGrid` → `GameWorldView`, vs. `BuilderModeExitedEvent` from `GameWorldView` → `BuildButtonGrid`).
|
||||
|
||||
## Tick Order
|
||||
|
||||
@@ -87,9 +107,9 @@ 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 `FireEvent` to the sim's fire-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, award one schematic (REQ-DEF-SCHEMATIC-DROP) and append a `SchematicDropEvent`; remove entities.
|
||||
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).
|
||||
|
||||
@@ -197,16 +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
|
||||
@@ -226,38 +250,42 @@ struct Ship {
|
||||
std::optional<SalvageCargo> cargo;
|
||||
std::optional<RepairTool> repairTool;
|
||||
|
||||
// Behaviors
|
||||
std::optional<ThreatResponse> threatResponse;
|
||||
std::optional<ScrapCollector> scrapCollector;
|
||||
std::optional<RepairBehavior> repairBehavior;
|
||||
std::optional<HomeReturn> homeReturn;
|
||||
// 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;
|
||||
|
||||
// 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
|
||||
|
||||
@@ -280,7 +308,7 @@ The game world is rendered by a single `GameWorldView` widget that inherits `QOp
|
||||
|
||||
### Threading
|
||||
|
||||
Sim and UI run on the same thread for v1. `paintEvent` reads sim state directly without locks. If profiling later justifies moving the sim to a worker thread, the pull-style `drainFireEvents()` / `drainSchematicDropEvents()` / `forEachVisualItem()` APIs already support a clean snapshot-and-render split; a single mutex at the sim boundary would suffice.
|
||||
Sim and UI run on the same thread for v1. `paintEvent` reads sim state directly without locks. If profiling later justifies moving the sim to a worker thread, the pull-style `drainWeaponFiredEvents()` / `getPendingSchematicChoices()` / `applySchematicChoice()` / `forEachVisualItem()` APIs already support a clean snapshot-and-render split; a single mutex at the sim boundary would suffice. The `ArenaSimulation` used by the balancing tool runs headlessly on a worker thread; fire events accumulate in its internal vector and are only drained when `ArenaView` drives `tickOnce()` on the main thread during interactive inspection.
|
||||
|
||||
### Layer Order (back to front)
|
||||
|
||||
@@ -289,9 +317,9 @@ Sim and UI run on the same thread for v1. `paintEvent` reads sim state directly
|
||||
3. **Belt items** — 10×10 colored squares emitted by `BeltSystem::forEachVisualItem`.
|
||||
4. **Scrap** — glyphs at world positions.
|
||||
5. **Ships** — colored arrows oriented by velocity; color keyed to role (player combat / salvage / repair / enemy).
|
||||
6. **Laser beams** — lines derived from live `FireEvent`s kept by the renderer for 0.3 s (REQ-SHP-FIRING-BEAM).
|
||||
6. **Laser beams** — lines derived from live `WeaponFiredEvent`s kept by the renderer for 0.3 s (REQ-SHP-FIRING-BEAM).
|
||||
7. **Build overlays** — ghost in builder mode (REQ-BLD-GHOST), demolish-mode tint, tile highlight under cursor, box-drag selection rectangle.
|
||||
8. **Screen-space UI** — schematic toasts (REQ-UI-SCHEMATIC-TOAST) and any other screen-anchored elements, drawn after resetting the world-space transform.
|
||||
8. **Screen-space UI** — screen-anchored elements, drawn after resetting the world-space transform.
|
||||
|
||||
### Coordinates and Scrolling
|
||||
|
||||
|
||||
194
docs/content_design.md
Normal file
194
docs/content_design.md
Normal file
@@ -0,0 +1,194 @@
|
||||
# Content Design — Ships & Modules
|
||||
|
||||
First real-content iterations (June 2026). Pass 1 defined ship hull grids and
|
||||
module surface masks; pass 2 defined the production tree (recipes). Stats and
|
||||
threat costs in the config files are still placeholders for the balancing
|
||||
pass.
|
||||
|
||||
## Design principle: footprint gating
|
||||
|
||||
Which module fits on which hull is controlled purely by geometry — no
|
||||
explicit allow-lists. Each hull grid is shaped so that it physically cannot
|
||||
contain the footprint of modules from a larger size class. This keeps the
|
||||
rules transparent to the player ("it doesn't fit because there is no room")
|
||||
and makes them trivially moddable through the config files alone.
|
||||
|
||||
### Module footprint ladder
|
||||
|
||||
| Footprint | Modules | Smallest hull that fits it |
|
||||
|-----------|---------|----------------------------|
|
||||
| 1x1 | laser_cannon_s, salvager, repair_tool | drone |
|
||||
| 1x2 | maneuvering_thrusters, sensor_booster, armor_plates | frigate |
|
||||
| 1x3 | afterburner | frigate (eats most of it) |
|
||||
| L-shape (3 cells) | weapon_stabilizer, weapon_primer, weapon_upgrade | frigate |
|
||||
| 2x2 | laser_cannon_m, drone_bay | cruiser |
|
||||
| 3x3 | laser_cannon_l | battleship |
|
||||
| 2x6 | drone_hangar | carrier (only) |
|
||||
|
||||
### Hull grids
|
||||
|
||||
`O` = buildable cell, `X` = hull structure (not buildable).
|
||||
|
||||
**drone (xs, 1 cell)** — exactly one 1x1 module: a small gun, a salvager, or
|
||||
a repair tool. This is what makes drone roles swappable.
|
||||
|
||||
O
|
||||
|
||||
**frigate (s, 5 cells)** — plus shape. Every 1x2 placement crosses the center
|
||||
cell, so at most ONE 1x2 support fits; alternatively one L-shaped weapon
|
||||
modifier or one afterburner through the center line. Gun-boat with one or two
|
||||
support modules, as intended.
|
||||
|
||||
XOX
|
||||
OOO
|
||||
XOX
|
||||
|
||||
**destroyer (s, 8 cells)** — gun deck with three turret bumps. More cells
|
||||
than the frigate (more small guns), but still no 2x2 area anywhere, so medium
|
||||
hardware can never be mounted.
|
||||
|
||||
OXOXO
|
||||
OOOOO
|
||||
|
||||
**cruiser (m, 12 cells)** — notched corners. Fits at most two 2x2 m guns
|
||||
(stacked through the middle), leaving the side cells for supports. No 3x3
|
||||
area.
|
||||
|
||||
XOOX
|
||||
OOOO
|
||||
OOOO
|
||||
XOOX
|
||||
|
||||
**battlecruiser (m, 16 cells)** — split bow with two gun cheeks, tapered
|
||||
stern. Fits three 2x2 m guns — one more than the cruiser — with small support
|
||||
slots left over. The bow split and stern taper prevent any 3x3 area (no l
|
||||
gun) and any 2x6 area (no drone hangar).
|
||||
|
||||
OOXXOO
|
||||
OOOOOO
|
||||
XOOOOX
|
||||
XXOOXX
|
||||
|
||||
**battleship (l, 24 cells)** — broadside hull with notched flanks on every
|
||||
other row. Fits four 2x2 m guns (two per gun deck) — one more than the
|
||||
battlecruiser — with bow, stern, and flank cells for supports. All 3x3
|
||||
placements crowd the center columns, so at most ONE l gun fits: mounted
|
||||
center it blocks every m gun mount (pure support strips remain), mounted
|
||||
offset it still allows two m guns. The notched rows are never adjacent-and-
|
||||
full, so no 2x6 drone hangar fits.
|
||||
|
||||
XOOOOX
|
||||
OOOOOO
|
||||
XOOOOX
|
||||
OOOOOO
|
||||
XOOOOX
|
||||
|
||||
**dreadnought (xl, 36 cells)** — the main battery deck is split into three
|
||||
3x3 gun slots by structural spacer columns, so exactly three l guns fit side
|
||||
by side (or m guns / supports in unused slots), plus bow/stern strips for
|
||||
supports. The spacers cap every horizontal run at 5 cells, so the 2x6 drone
|
||||
hangar can never fit — the carrier stays the only hangar hull.
|
||||
|
||||
XXXOOOOOXXX
|
||||
OOOXOOOXOOO
|
||||
OOOXOOOXOOO
|
||||
OOOXOOOXOOO
|
||||
XXOOXXXOOXX
|
||||
|
||||
**carrier (xl, 37 cells)** — the top flight deck (rows 0–1) is the only
|
||||
region wide enough for the 2x6 drone hangar, and exactly one fits. The middle
|
||||
deck row is broken up by elevator shafts (X cells placed so every 3-column
|
||||
window hits one), which is what prevents any 3x3 l gun from ever fitting.
|
||||
Lower decks hold supports and 2x2 point-defense m guns.
|
||||
|
||||
XOOOOOOOOX
|
||||
OOOOOOOOOO
|
||||
OOXOOXOOXO
|
||||
XOOOOOOOOX
|
||||
XXXOOOOXXX
|
||||
|
||||
### Verified gating matrix
|
||||
|
||||
Checked programmatically against the configs (all four mask rotations,
|
||||
all placements) with `tools/verify_layouts.py` — re-run it after editing
|
||||
layout grids or surface masks:
|
||||
|
||||
python dota_factory/tools/verify_layouts.py
|
||||
|
||||
| Footprint | drone | frigate | destroyer | cruiser | battlecruiser | battleship | dreadnought | carrier |
|
||||
|-----------|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
|
||||
| 1x1 | x | x | x | x | x | x | x | x |
|
||||
| 1x2 | | x | x | x | x | x | x | x |
|
||||
| 1x3 | | x | x | x | x | x | x | x |
|
||||
| L-shape | | x | x | x | x | x | x | x |
|
||||
| 2x2 | | | | x | x | x | x | x |
|
||||
| 3x3 | | | | | | x | x | |
|
||||
| 2x6 | | | | | | | | x |
|
||||
|
||||
Maximum simultaneous (disjoint) placements: m guns — cruiser 2,
|
||||
battlecruiser 3, battleship 4; l guns — battleship 1, dreadnought 3;
|
||||
drone hangar — carrier 1.
|
||||
|
||||
## Production tree
|
||||
|
||||
Design principle: each game phase adds exactly one new base input chain, so
|
||||
factory complexity ramps alongside ship size.
|
||||
|
||||
| Phase | New input | How acquired | Unlocks |
|
||||
|-------|-----------|--------------|---------|
|
||||
| early | iron_ore, copper_ore | mined | drone, frigate, destroyer; small guns and basic supports |
|
||||
| mid | titanium_ore | mined (3x slower than iron) | cruiser, battlecruiser; m guns, drone bay, weapon modifiers |
|
||||
| late | advanced_alloy | ONLY from reprocessing salvaged scrap | battleship, dreadnought, carrier; l guns, drone hangar |
|
||||
|
||||
The advanced_alloy gate is the core loop hook: capital ship production
|
||||
requires fighting (salvaging scrap from kills and reprocessing it), not just
|
||||
mining. The reprocessing plant turns 5 scrap into iron/copper/titanium ingots
|
||||
or advanced_alloy probabilistically.
|
||||
|
||||
Intermediate components, by tier:
|
||||
|
||||
- **Tier 2 (early):** copper_wire (copper), steel_plate (iron), circuit_board
|
||||
(iron + wire), building_block (iron).
|
||||
- **Tier 3 (mid):** mechanical_parts (steel + iron), targeting_unit (circuits
|
||||
+ wire), drive_unit (steel + mechanical_parts + circuit), titanium_frame
|
||||
(titanium + steel).
|
||||
- **Tier 4 (late):** reinforced_plating (steel + advanced_alloy),
|
||||
capital_core (targeting_unit + drive_unit + 2 advanced_alloy).
|
||||
|
||||
Hulls and modules consume intermediates of their tier: early items are built
|
||||
from tier-2 parts, midgame items require tier-3 parts (deeper chains, more
|
||||
assemblers), capital items require tier-4 parts (and therefore combat). Hull
|
||||
items are named `<ship>_hull`; module items `<module>_module`. Every item has
|
||||
an `[items.*]` entry in visuals.toml; hull item outlines match the ship's
|
||||
fleet color from `[ships.*]`.
|
||||
|
||||
Consistency is checked by `tools/verify_recipes.py` — re-run it after editing
|
||||
recipes, ship/module materials, or visuals:
|
||||
|
||||
python dota_factory/tools/verify_recipes.py
|
||||
|
||||
It verifies every consumed item has a producer, every item has a visuals
|
||||
entry, flags orphaned items, and prints which items are reprocessing-only
|
||||
(currently exactly advanced_alloy).
|
||||
|
||||
## Deliberate placeholders / open questions for later passes
|
||||
|
||||
- All new hulls have `threat.cost_formula = "0"` so enemy waves do not spawn
|
||||
them yet (WaveSystem treats any ship with positive threat cost as wave-
|
||||
eligible, regardless of unlock level). The balancing pass should set real
|
||||
threat costs together with `default_modules` loadouts so waves spawn them
|
||||
armed.
|
||||
- All new hulls and all assembler recipes are `unlock_at_station_level = -1`
|
||||
(available from the start) to make testing easy; the balancing pass should
|
||||
stagger these so mid/lategame recipes drop as schematics from enemy defence
|
||||
stations.
|
||||
- Recipe quantities and durations are a first guess, deliberately roughly
|
||||
tiered (capital hulls ~60 s, drones 4 s); the balancing pass tunes them.
|
||||
- `drone_bay` and `drone_hangar` are footprint-only placeholders: the drone
|
||||
launching capability does not exist in the simulation yet, so they define
|
||||
no capability section.
|
||||
- Renames in this pass: `laser_cannon_xs` → `laser_cannon_s` (the old 2x2
|
||||
`laser_cannon_s` became `laser_cannon_m`), `armor_plate` → `armor_plates`,
|
||||
`manuvering_thrusters` → `maneuvering_thrusters` (typo fix). Test data
|
||||
under `bin/test/data/config` intentionally still uses the old ids — it is
|
||||
an independent fixture set.
|
||||
@@ -4,11 +4,11 @@
|
||||
|
||||
Config files use the TOML format. The following config files drive game parameters:
|
||||
|
||||
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, boss wave timing, enemy ship level formula, belt speed, starting building blocks, departure interval.
|
||||
- **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.
|
||||
- **ships.toml** — per schematic: a human-readable display name (used in toasts and 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, threat cost formula, player production level, whether the schematic is available from game start, a layout grid defining the ship's module slots, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES).
|
||||
- **modules.toml** — per module type: id, surface mask, materials list, player production level, production time, threat cost, fill color, glyph, and an optional capability section and/or stat modifier formulas. A module with a capability section (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas is a **capability module** that grants the ship a weapon, salvage bay, or repair tool per instance (see REQ-MOD-CONFIG for the full list of formulas per capability type). A module with only `added_*`/`multiplied_*` formulas is a **passive module** that modifies stats on the ship or on capability module instances (see REQ-MOD-STAT-CALC).
|
||||
- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities. Assembler recipe entries may optionally define `unlock_at_station_level` (integer): -1 means the recipe is explicitly unlocked at game start; a value ≥ 0 means the recipe starts locked and a schematic for it can be awarded via defence station destruction (see REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP).
|
||||
- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as formulas of ship level, required build materials, player production level, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the schematic already unlocked), a layout grid defining the ship's module slots, a `scrap_drop` loot value, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES).
|
||||
- **modules.toml** — per module type: id, surface mask, materials list, initial player production level, production time, fill color, glyph, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the module schematic already unlocked), and an optional capability section and/or stat modifier formulas. A module with a capability section (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas is a **capability module** that grants the ship a weapon, salvage bay, or repair tool per instance (see REQ-MOD-CONFIG for the full list of formulas per capability type). A module with only `added_*`/`multiplied_*` formulas is a **passive module** that modifies stats on the ship or on capability module instances (see REQ-MOD-STAT-CALC).
|
||||
- **stations.toml** — HP, damage, range, fire rate, and scrap drop for player and enemy defence stations, defined as formulas of station level.
|
||||
- **visuals.toml** — rendering-only config (not game parameters): fill and outline colors and glyphs for every building type, item type, ship schematic, and station type; beam color and width; overlay and toast colors. Loaded by the UI at startup; the simulation does not read it.
|
||||
- **ship_layouts.toml** — named layout blueprints per ship type; written and read by the application to persist the layout blueprint panel (REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD). Not a game parameter file; the simulation does not read it.
|
||||
@@ -107,14 +107,14 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
|
||||
## Building Types
|
||||
|
||||
- REQ-BLD-MINER: **Miner** (2×2): The player selects which ore type it extracts. Each ore type corresponds to a `recipes.toml [[recipe]]` entry with `building = "miner"`, defining the output item and `duration_seconds`. Every asteroid tile is equivalent for mining — any miner can produce any ore type based solely on its selected recipe. Ore never depletes.
|
||||
- REQ-BLD-MINER: **Miner** (2×2): The player selects which ore type it extracts. Each ore type corresponds to a `recipes.toml [[recipe]]` entry with `building = "miner"`, defining the output item and `duration_seconds`. Every asteroid tile is equivalent for mining — any miner can produce any ore type based solely on its selected recipe. Ore never depletes. Only implicitly unlocked ore-type recipes are available for selection (REQ-LOCK-UI-RECIPE).
|
||||
- REQ-BLD-SMELTER: **Smelter** (2×2): Converts ore or scrap into basic materials. No recipe selection required. Inputs, outputs, and rates are defined in `recipes.toml [[recipe]]` entries with `building = "smelter"`.
|
||||
- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces the selected output item at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`.
|
||||
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap per cycle and produces exactly one higher-level intermediate product per cycle via weighted random pick. The input quantity, possible output items, per-output weights, and amounts are defined in `recipes.toml [[recipe]]` entries with `building = "reprocessing_plant"` (`inputs`, `outputs[].item`, `outputs[].amount`, `outputs[].weight`). Weights are normalized at load time; their sum does not need to equal 1. The output is rolled at cycle start (see REQ-MAT-CYCLE). The output buffer holds at most one cycle's output — see REQ-MAT-OUTPUT-BUFFER-REPROCESSING.
|
||||
- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces the selected output item at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`. Only implicitly unlocked recipes are available for selection (REQ-LOCK-UI-RECIPE).
|
||||
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap per cycle and produces exactly one higher-level intermediate product per cycle via weighted random pick. The input quantity, possible output items, per-output weights, and amounts are defined in `recipes.toml [[recipe]]` entries with `building = "reprocessing_plant"` (`inputs`, `outputs[].item`, `outputs[].amount`, `outputs[].weight`). Weights are normalized at load time; their sum does not need to equal 1. The output is rolled at cycle start (see REQ-MAT-CYCLE); the pool of eligible outputs is restricted to implicitly unlocked item types (REQ-LOCK-REPROCESSING-POOL). The output buffer holds at most one cycle's output — see REQ-MAT-OUTPUT-BUFFER-REPROCESSING.
|
||||
- REQ-BLD-SHIPYARD: **Shipyard** (4×2): The player selects a schematic. When all required materials — the ship's base materials (`[ship.schematic].materials`) plus the materials of all modules in the configured layout (REQ-MOD-MATERIALS) — are present in its input buffer, the shipyard consumes them and begins a production cycle lasting the ship's base `[ship.schematic].production_time_seconds` plus the sum of production times contributed by all module instances in the configured layout (REQ-MOD-PRODUCTION-TIME). One ship of that type is spawned at `ships.toml [ship.schematic].player_production_level` (initial value 5, incremented by duplicate schematic drops per REQ-DEF-SCHEMATIC-DROP) with the configured modules when the cycle completes. The shipyard cannot start a new cycle while one is in progress. If the player confirms a layout change (REQ-MOD-UI-DIALOG) while a production cycle is in progress, the current cycle is cancelled and all consumed materials are discarded; the shipyard returns to idle with the new layout configuration.
|
||||
- REQ-BLD-SALVAGE-BAY: **Salvage Bay** (3×2): A dedicated drop-off point for salvage ships. Scrap delivered here is placed onto connected output belts.
|
||||
- REQ-BLD-BELT: **Belt** (1×1): Transports items. A belt tile has one direction (N, S, E, W) set at placement (modified by rotation). Curved belts are auto-derived: when a belt tile's outgoing direction leads into another belt whose direction is orthogonal, the downstream belt is rendered and behaves as a curve. Belt speed is defined in `world.toml [world].belt_speed_tiles_per_second` (REQ-GW-BELT-SPEED).
|
||||
- REQ-BLD-SPLITTER: **Splitter** (1×1): Distributes incoming items between two output directions. Each output can optionally have a filter (a list of item types), configurable via the selected building panel. Routing rules:
|
||||
- REQ-BLD-SPLITTER: **Splitter** (1×1): Distributes incoming items between two output directions. Each output can optionally have a filter (a list of item types), configurable via the selected building panel; only implicitly unlocked item types are available as filter options (REQ-LOCK-UI-SPLITTER). Routing rules:
|
||||
- An item matching only one output's filter is routed to that output.
|
||||
- An item matching both outputs' filters is distributed by strict alternation between those outputs.
|
||||
- An item matching neither output's filter is routed to the unfiltered output. If both outputs have a filter and the item matches neither, the splitter stalls and moves no items until the situation is resolved.
|
||||
@@ -149,27 +149,40 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
## Ships
|
||||
|
||||
- REQ-SHP-AUTONOMOUS: Ships are produced by shipyards and are fully autonomous once produced.
|
||||
- REQ-SHP-STATS: Base hull stats are defined as formulas of ship level in `ships.toml`: HP (`[ship.health].hp_formula`), max linear speed (`[ship.movement].speed_formula`), sensor range (`[ship.sensors].range_formula`), main acceleration (`[ship.movement].main_acceleration_formula`, tiles/s²), maneuvering acceleration (`[ship.movement].maneuvering_acceleration_formula`, tiles/s²), angular acceleration (`[ship.movement].angular_acceleration_formula`, rad/s²), max rotation speed (`[ship.movement].max_rotation_speed_formula`, rad/s). Required build materials (`[ship.schematic].materials`) and availability from game start (`[[ship]].available_from_start`) are also defined there. Combat, salvage, and repair capabilities are provided by modules (see REQ-MOD-CONFIG). Final hull stats incorporate passive module modifiers per REQ-MOD-STAT-CALC.
|
||||
- REQ-SHP-STATS: Base hull stats are defined as formulas of ship level in `ships.toml`: HP (`[ship.health].hp_formula`), max linear speed (`[ship.movement].speed_formula`), sensor range (`[ship.sensors].range_formula`), main acceleration (`[ship.movement].main_acceleration_formula`, tiles/s²), maneuvering acceleration (`[ship.movement].maneuvering_acceleration_formula`, tiles/s²), angular acceleration (`[ship.movement].angular_acceleration_formula`, rad/s²), max rotation speed (`[ship.movement].max_rotation_speed_formula`, rad/s). Required build materials (`[ship.schematic].materials`) and the station level at which the schematic becomes available for unlock (`[[ship]].unlock_at_station_level`; -1 = player starts with the schematic already unlocked) are also defined there. Combat, salvage, and repair capabilities are provided by modules (see REQ-MOD-CONFIG). Final hull stats incorporate passive module modifiers per REQ-MOD-STAT-CALC.
|
||||
- REQ-SHP-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).
|
||||
- REQ-SHP-SCHEMATICS: The player selects a schematic per shipyard by clicking it. New schematics are unlocked automatically when an enemy defence station set is destroyed (REQ-DEF-SCHEMATIC-DROP) — there is no physical loot to collect.
|
||||
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
|
||||
|
||||
@@ -179,9 +192,9 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- `id` — unique identifier, also used as the display name in the UI.
|
||||
- `surface_mask` — footprint within the ship layout grid (see Module Surface Mask Format).
|
||||
- `materials` — list of materials required per instance (added to the ship's build cost).
|
||||
- `player_production_level` — fixed level for this module type; used as `x` in its stat formulas.
|
||||
- `player_production_level` — initial level for this module type; used as `x` in its stat formulas. Incremented by 1 on each duplicate schematic drop (REQ-DEF-SCHEMATIC-DROP).
|
||||
- `unlock_at_station_level` — the enemy defence station level at which this module's schematic becomes available for unlock; -1 means the player starts with the module schematic already unlocked.
|
||||
- `production_time_seconds` — time added to the ship's production cycle per instance.
|
||||
- `threat_cost` — threat cost added to the ship's threat cost per instance.
|
||||
- `fill_color` — fill color used to render this module's cells in the layout grid.
|
||||
- `glyph` — single character rendered on this module's cells in the layout grid and preview widget.
|
||||
- An optional **capability section** (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas. A module with base stat formulas is a capability module — each placed instance grants the ship an independent weapon, salvage bay, or repair tool with its own state (cooldown, target, cargo). A ship may have multiple capability module instances of the same or different types. Base stat formulas per capability type:
|
||||
@@ -202,7 +215,19 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
|
||||
- REQ-MOD-MATERIALS: The total materials required to build a ship are the union of the ship's base `[ship.schematic].materials` and the `materials` of every module instance in the configured layout. Quantities of the same item type are summed.
|
||||
- REQ-MOD-PRODUCTION-TIME: The total production time is the ship's base `[ship.schematic].production_time_seconds` plus the sum of `production_time_seconds` for every module instance in the configured layout.
|
||||
- REQ-MOD-THREAT: The total threat cost of a ship is the ship's base `[ship.threat].cost_formula` evaluated at the ship's level, plus the sum of `threat_cost` for every module instance in the configured layout.
|
||||
- REQ-MOD-THREAT: The threat cost of a ship is dynamically derived from the accumulated total production time required to produce that ship from scratch. One second of production time equals one threat. The total production time is the sum of:
|
||||
1. The ship's base `production_time_seconds`.
|
||||
2. The `production_time_seconds` of every module instance in the configured layout.
|
||||
3. For every material required (the union of the ship's base materials and all module instance materials, with quantities summed per item type): the recursive production time of that material multiplied by the required quantity (see REQ-THREAT-ITEM).
|
||||
|
||||
- REQ-THREAT-ITEM: The threat value of an item type (in seconds) is determined by the recipe that produces it:
|
||||
- **Miner recipe**: the recipe's `duration_seconds`.
|
||||
- **Smelter recipe**: the recipe's `duration_seconds` plus the sum of each input's threat value multiplied by that input's required quantity.
|
||||
- **Assembler recipe**: the recipe's `duration_seconds` plus the sum of each input's threat value multiplied by that input's required quantity.
|
||||
- **Reprocessing-only item** (an item type that has no miner, smelter, or assembler recipe producing it, and is only obtainable via reprocessing): `(scrap_threat × scrap_per_cycle + duration_seconds) / probability`, where `scrap_threat` is the threat value of scrap (see REQ-THREAT-SCRAP), `scrap_per_cycle` is the number of scrap consumed per reprocessing cycle, `duration_seconds` is the reprocessing cycle time, and `probability` is the normalized weight of that item in the reprocessing output pool.
|
||||
- **Multiple recipes**: if an item type can be produced by more than one non-reprocessing recipe (miner, smelter, or assembler), its threat value is the **maximum** across all such recipes. The reprocessing path is only used when no other recipe exists.
|
||||
|
||||
- REQ-THREAT-SCRAP: The threat value of scrap is derived from the ship schematic with the smallest configured `scrap_drop` value (from `ships.toml [ship.loot].scrap_drop`). Scrap threat = that ship's threat cost (REQ-MOD-THREAT) / that ship's `scrap_drop` value. If multiple schematics share the same smallest `scrap_drop`, any one of them may be used.
|
||||
- REQ-MOD-STAT-CALC: For each stat (on the ship hull or on a capability module instance), the final value is computed as: `final = base × total_multiplier + total_additive`, where:
|
||||
- `base` is the stat's base formula evaluated at the ship's production level (for hull stats) or at the capability module's `player_production_level` (for capability module stats).
|
||||
- `total_multiplier` = 1 + sum of (m_i − 1) for each multiplicative modifier m_i from all passive module instances. Each m_i is evaluated from the module's multiplicative formula at the module's `player_production_level`.
|
||||
@@ -222,11 +247,32 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- REQ-MOD-UI-DIALOG: Clicking the "Configure" button opens the **layout configuration dialog** as a modal. While the dialog is open, the game is paused (speed set to 0×). On close, the game speed is restored to what it was before the dialog was opened.
|
||||
|
||||
The dialog contains:
|
||||
- **Left**: The ship's layout grid rendered at full scale. Buildable cells are white; non-buildable cells are black. Placed modules are rendered with their `fill_color` and `glyph`. The ghost of the currently selected module is shown at the cursor position when in placement mode.
|
||||
- **Center**: A grid of module selection buttons (one per module type defined in `modules.toml`) plus a "Remove" button. Each module button shows the module id and its glyph.
|
||||
- **Right**: The layout blueprint panel (see REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD).
|
||||
- **Top**: The ship's layout grid rendered at full scale. Buildable cells are white; non-buildable cells are black. Placed modules are rendered with their `fill_color` and `glyph`. The ghost of the currently selected module is shown at the cursor position when in placement mode.
|
||||
- **Left** (below the grid): The ship stats panel (see REQ-MOD-UI-STATS-PANEL).
|
||||
- **Center** (below the grid): A grid of module selection buttons (one per **unlocked** module type; see REQ-DEF-SCHEMATIC-DROP) plus a "Remove" button. Each module button shows the module id and its glyph.
|
||||
- **Right** (below the grid): The layout blueprint panel (see REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD).
|
||||
- **Bottom**: A "Confirm" button and a "Cancel" button. Cancel discards all changes made in this dialog session and closes the dialog. Confirm applies the changes: the shipyard's configured layout is updated, the required materials and cycle time displayed in the selected building panel are recalculated, and the ship layout preview is refreshed.
|
||||
|
||||
- REQ-MOD-UI-STATS-PANEL: The **ship stats panel** in the layout configuration dialog shows the stats of the currently configured ship layout as they would be computed at the schematic's `player_production_level`, incorporating all passive module modifiers per REQ-MOD-STAT-CALC. The panel updates in real time whenever modules are placed or removed in the layout grid.
|
||||
|
||||
The panel always shows all hull stats as final computed values:
|
||||
- HP
|
||||
- Max linear speed
|
||||
- Sensor range
|
||||
- Main acceleration
|
||||
- Maneuvering acceleration
|
||||
- Angular acceleration
|
||||
- Max rotation speed
|
||||
|
||||
In addition, the panel shows capability module stats conditioned on which capability module types are present in the current layout:
|
||||
- **Weapons** (shown only if at least one weapon module is placed): combined DPS = Σ(damage_i × attack_rate_i) across all weapon module instances; maximum range = max(attack_range_i) across all weapon module instances.
|
||||
- **Salvage** (shown only if at least one salvage module is placed): combined collection rate = Σ(collection_rate_i) across all salvage module instances; maximum range = max(collection_range_i) across all salvage module instances.
|
||||
- **Repair** (shown only if at least one repair module is placed): combined repair rate = Σ(repair_rate_i) across all repair module instances; maximum range = max(repair_range_i) across all repair module instances.
|
||||
|
||||
All capability module stat values incorporate passive modifiers targeting the relevant capability category per REQ-MOD-STAT-CALC. Each capability module instance uses its own `player_production_level` for formula evaluation.
|
||||
|
||||
While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT) for the current layout configuration. This value updates in real time as modules are placed or removed.
|
||||
|
||||
- REQ-MOD-UI-LAYOUT-SIZE: Ship layouts are small enough to display in the layout configuration dialog without scrolling (maximum grid size fits within the dialog).
|
||||
|
||||
### Layout Blueprints
|
||||
@@ -235,7 +281,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
|
||||
- REQ-MOD-UI-BLUEPRINT-CREATE: Clicking "Create Blueprint" opens a modal dialog prompting for a name. The dialog has Confirm and Cancel buttons. Clicking Cancel closes the dialog with no effect. Clicking Confirm with a non-empty name creates a blueprint from the module layout currently shown in the left-side layout grid (the in-progress state of the dialog, not the previously confirmed shipyard layout) and appends it to the blueprint list.
|
||||
|
||||
- REQ-MOD-UI-BLUEPRINT-ENTRY: Each blueprint entry shows the blueprint name and a delete icon ("×") to the right of the name. Clicking the entry (name area) loads that blueprint's module list into the left-side layout grid, replacing all currently placed modules. Module instances that are invalid for the current ship layout (unknown module type, position outside the grid, position on a non-buildable cell, or overlapping another module in the same blueprint) are silently skipped; the remaining valid instances are placed. Clicking the delete icon ("×") removes that blueprint entry from the list immediately.
|
||||
- REQ-MOD-UI-BLUEPRINT-ENTRY: Each blueprint entry shows the blueprint name and a delete icon ("×") to the right of the name. Clicking the entry (name area) loads that blueprint's module list into the left-side layout grid, replacing all currently placed modules. Module instances that are invalid for the current ship layout (unknown module type, locked module type, position outside the grid, position on a non-buildable cell, or overlapping another module in the same blueprint) are silently skipped; the remaining valid instances are placed. Clicking the delete icon ("×") removes that blueprint entry from the list immediately.
|
||||
|
||||
- REQ-MOD-UI-BLUEPRINT-STARTUP: At application startup, layout blueprints are loaded from `ship_layouts.toml` in the same directory as the application executable. Blueprint entries missing required fields (`name` or `ship_type`) are silently skipped. If the file does not exist, the blueprint list starts empty with no error. If the file exists but cannot be parsed (malformed TOML), a modal error dialog describes the failure and the blueprint list starts empty.
|
||||
|
||||
@@ -250,18 +296,55 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- REQ-DEF-ENEMY-FIRE: Enemy defence stations automatically fire at player ships within range.
|
||||
- REQ-DEF-NO-CROSSFIRE: Enemy and player defence stations are never in each other's firing range.
|
||||
- REQ-DEF-PUSH: When both enemy defence stations in a set are destroyed, the boss countdown is advanced (REQ-WAV-BOSS-ADVANCE), the scrollable area is extended (REQ-GW-PUSH-EXPAND), a new set of enemy defence stations is placed at the new boundary, and exactly one schematic drop is awarded for the destroyed set (REQ-DEF-SCHEMATIC-DROP).
|
||||
- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one schematic drop (not one per station). The drop is automatic — no physical item to collect. A schematic is chosen uniformly at random from all schematics defined in `ships.toml`. If the player does not yet have that schematic, it is unlocked. If the player already has it, the schematic's `[ship.schematic].player_production_level` is incremented by 1 — so subsequent ships of that type are produced at a higher level. The player is notified via a toast (REQ-UI-SCHEMATIC-TOAST).
|
||||
- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one schematic drop (not one per station). The drop opens a **schematic choice dialog** — a modal dialog that pauses the game (speed set to 0×; on close, speed is restored to what it was before the dialog opened). Up to three schematic options are drawn uniformly at random **without replacement** from the eligible drop pool. If the pool contains fewer than three entries, only that many options are shown. The eligible drop pool contains:
|
||||
- All **ship schematics** and **module schematics** whose `unlock_at_station_level` is -1 or is ≤ the level of the destroyed station set.
|
||||
- All **assembler recipe schematics** whose `unlock_at_station_level` is ≥ 0 and ≤ the level of the destroyed station set, whose output item is currently implicitly unlocked (REQ-LOCK-IMPLICIT), and which have not yet been awarded.
|
||||
|
||||
Each option in the dialog displays: the schematic name (ship `display_name` from `ships.toml`, module `id` from `modules.toml`, or the output item type for assembler recipes), the schematic type (ship, module, or assembler recipe), and whether selecting it would be a **new unlock** or a **level-up** (showing the target level for level-ups). Assembler recipe schematics are always new unlocks since they are removed from the pool once awarded.
|
||||
|
||||
Each option additionally displays a vertical list of item names labeled "Unlocks recipes for:", showing which recipes would newly become implicitly unlocked (REQ-LOCK-IMPLICIT) if this option were selected — specifically, the output items of miner recipes and assembler recipes (without `unlock_at_station_level`) that are not currently implicitly unlocked but would become so after applying this option's effect:
|
||||
- For a ship or module schematic that would be a **new unlock**, its `materials` are added to the base set per REQ-LOCK-IMPLICIT step 1a before recomputation.
|
||||
- For a ship or module schematic **level-up**, the implicit unlock set is unchanged, so the list is always empty.
|
||||
- For an assembler recipe schematic, its output item is added to the base set per REQ-LOCK-IMPLICIT step 1b before recomputation.
|
||||
|
||||
Item names are deduplicated and sorted alphabetically. If no recipes would be newly unlocked, the list shows "None".
|
||||
|
||||
The player selects one option by clicking it. The selected schematic is applied and the dialog closes:
|
||||
|
||||
For a **ship or module schematic**: if the player does not yet have the schematic, it is unlocked (ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG)). If the player already has it, the schematic's `player_production_level` is incremented by 1 — for ship schematics, subsequent ships of that type are produced at a higher level; for module schematics, all instances of that module type use the higher level in their stat formulas.
|
||||
|
||||
For an **assembler recipe schematic**: the recipe is explicitly unlocked and becomes available in the assembler recipe-selection dropdown (subject to REQ-LOCK-UI-RECIPE). The schematic is removed from the drop pool permanently (REQ-LOCK-EXPLICIT). The implicit unlock set is recomputed (REQ-LOCK-IMPLICIT).
|
||||
|
||||
## Progression & Locking
|
||||
|
||||
- REQ-LOCK-EXPLICIT: Ship schematics, module schematics, and **assembler recipe schematics** (assembler recipes in `recipes.toml` that define `unlock_at_station_level`) are **explicitly** locked or unlocked. A schematic starts unlocked if its `unlock_at_station_level` is -1; all others start locked. Locked schematics are unlocked only by REQ-DEF-SCHEMATIC-DROP. Once unlocked, a schematic is never re-locked within a run; lock states reset to their initial values on Restart (REQ-CFG-RELOAD). Unlike ship and module schematics, an assembler recipe schematic is removed from the drop pool permanently once awarded and cannot be dropped again.
|
||||
|
||||
- REQ-LOCK-IMPLICIT: Item types and miner/assembler recipes are **implicitly** unlocked or locked based on the current set of unlocked ship, module, and assembler recipe schematics. The implicit unlock set is recomputed whenever any schematic changes lock state (on Restart or after REQ-DEF-SCHEMATIC-DROP). Computation:
|
||||
1. Start with the union of: (a) all item types listed in `materials` across all currently unlocked ship schematics and all currently unlocked module schematics, and (b) the output item type of every currently explicitly unlocked assembler recipe schematic (REQ-LOCK-EXPLICIT).
|
||||
2. For each item type in the current set: for every recipe (miner, smelter, or assembler) that produces it — skipping any assembler recipe schematic that defines `unlock_at_station_level` and is not yet explicitly unlocked — add each of that recipe's input item types to the set. If the recipe is a miner recipe or an assembler recipe that does not define `unlock_at_station_level`, mark it as implicitly unlocked. Explicitly unlocked assembler recipe schematics are available in the assembler dropdown by virtue of REQ-LOCK-EXPLICIT; their inputs are also added to the implicit set in this step.
|
||||
3. Repeat step 2 until no new item types are added.
|
||||
Item types and miner/assembler recipes not reached by this process (and not explicitly unlocked) are locked. Smelter recipes participate in the traversal to propagate unlocking to their inputs but are never themselves shown in any UI dropdown.
|
||||
|
||||
- REQ-LOCK-REPROCESSING-POOL: The pool of possible outputs for a Reprocessing Plant cycle (REQ-BLD-REPROCESSING) is restricted to item types that are currently implicitly unlocked (REQ-LOCK-IMPLICIT). Weights are renormalized over the eligible outputs. If no eligible outputs remain, the Reprocessing Plant cannot start a production cycle.
|
||||
|
||||
- REQ-LOCK-UI-RECIPE: Locked miner ore-type recipes and assembler recipes are not shown in their respective recipe-selection dropdowns.
|
||||
|
||||
- REQ-LOCK-UI-SCHEMATIC: Locked ship schematics are not shown in the shipyard's schematic-selection dropdown.
|
||||
|
||||
- REQ-LOCK-UI-SPLITTER: Item types that are not implicitly unlocked are excluded from splitter filter dropdowns (REQ-BLD-SPLITTER).
|
||||
|
||||
- REQ-LOCK-UI-BLUEPRINT: When a blueprint is placed (REQ-UI-BLUEPRINT-PLACE): if a stored recipe ID for a miner or assembler is currently locked, that building's recipe is left unset rather than applied; if a stored splitter filter entry refers to a locked item type, that entry is silently removed. (The analogous rule for locked ship schematics is defined in REQ-UI-BLUEPRINT-PLACE.)
|
||||
|
||||
## Threat Level & Enemy Waves
|
||||
|
||||
- REQ-WAV-BOSS-COUNTER: A global **boss wave counter** `x` starts at 1 at game start and increments by 1 immediately after each boss wave fires. It represents the current boss wave cycle number and is used as the variable in the threat rate and ship level formulas.
|
||||
- REQ-WAV-THREAT-RATE: A global **threat level** accumulates continuously over real game time. The rate of increase per second is determined by `world.toml [waves].threat_rate_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER), clamped to a minimum of 0 (negative formula values are treated as 0). The rate is constant within each boss wave cycle and steps up each time `x` increments. Threat accumulation continues uninterrupted during quiet windows (REQ-WAV-QUIET). Example: `1*x - 30` yields 0 threat/s when x ≤ 30 and increases linearly beyond that.
|
||||
- REQ-WAV-THREAT-RATE: A global **threat level** accumulates continuously over real game time. The rate of increase per second is determined by `world.toml [waves].threat_rate_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER), clamped to a minimum of 0 (negative formula values are treated as 0). The rate is constant within each boss wave cycle and steps up each time `x` increments. Threat accumulation is paused during quiet windows (REQ-WAV-QUIET). Example: `1*x - 30` yields 0 threat/s when x ≤ 30 and increases linearly beyond that.
|
||||
- REQ-WAV-GAP: At game start and immediately after each normal wave is triggered, a random inter-wave gap is drawn uniformly from [`world.toml [waves].gap_min_seconds`, `gap_max_seconds`]. The gap timer does not advance while inside a quiet window (REQ-WAV-QUIET); if a gap would expire inside a quiet window, its expiry is deferred until the quiet window ends.
|
||||
- REQ-WAV-TRIGGER: When the gap timer expires outside a quiet window, a normal wave is triggered. Ships are selected one at a time: from all schematics whose `threat.cost_formula` evaluates to > 0 at the current enemy ship level, uniformly randomly pick one whose cost fits the remaining threat budget. Repeat until no eligible schematic fits. Any remaining threat carries over to the next normal wave. A longer gap results in a larger wave. Because enemy ship level increases with the boss wave counter (REQ-WAV-SHIP-LEVEL), threat cost per ship rises as the game progresses.
|
||||
- REQ-WAV-SHIP-LEVEL: Each wave's (normal and boss) enemy ships are assigned a level determined by `world.toml [waves].ship_level_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER). Per-ship stats and threat cost are computed from the ship level via the formulas in `ships.toml` (see REQ-SHP-STATS).
|
||||
- REQ-WAV-TRIGGER: When the gap timer expires outside a quiet window, a normal wave is triggered. Ships are selected one at a time: from all schematics whose threat cost (REQ-MOD-THREAT) is > 0, uniformly randomly pick one whose cost fits the remaining threat budget. For wave ship selection, the threat cost is computed using the schematic's `default_modules` layout (REQ-WAV-DEFAULT-MODULES). Repeat until no eligible schematic fits. Any remaining threat carries over to the next normal wave. A longer gap results in a larger wave.
|
||||
- REQ-WAV-SHIP-LEVEL: Each wave's (normal and boss) enemy ships are assigned a level determined by `world.toml [waves].ship_level_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER). Per-ship stats are computed from the ship level via the formulas in `ships.toml` (see REQ-SHP-STATS). Threat cost is level-independent (REQ-MOD-THREAT).
|
||||
- REQ-WAV-BOSS-COUNTDOWN: A **boss countdown** timer starts at `world.toml [waves].boss_countdown_seconds` (default 300) at game start and counts down continuously in real game-time seconds. It is not paused during quiet windows. When it reaches 0, a boss wave is triggered (REQ-WAV-BOSS-TRIGGER). Immediately after the boss wave fires, `x` increments (REQ-WAV-BOSS-COUNTER) and a fresh countdown starts at the same configured value.
|
||||
- REQ-WAV-BOSS-ADVANCE: When the player destroys a set of enemy defence stations, the boss countdown is reduced by `world.toml [push].boss_advance_seconds` (default 60), clamped to a minimum of 0. Threat that would have accumulated during the skipped time is not added. If the countdown reaches 0 by this reduction, the boss wave is triggered immediately.
|
||||
- REQ-WAV-QUIET: A **quiet window** suppresses normal wave spawning around each boss wave. The pre-boss quiet window begins when the boss countdown falls to or below `world.toml [waves].boss_quiet_before_seconds` and ends when the countdown reaches 0. The post-boss quiet window begins immediately when the boss wave fires and lasts `world.toml [waves].boss_quiet_after_seconds` seconds. Threat continues to accumulate during both windows. The normal wave gap timer does not advance during either window (REQ-WAV-GAP). The new boss countdown runs during the post-boss quiet window.
|
||||
- REQ-WAV-QUIET: A **quiet window** suppresses normal wave spawning around each boss wave. The pre-boss quiet window begins when the boss countdown falls to or below `world.toml [waves].boss_quiet_before_seconds` and ends when the countdown reaches 0. The post-boss quiet window begins immediately when the boss wave fires and lasts `world.toml [waves].boss_quiet_after_seconds` seconds. Threat accumulation is paused during both windows. The normal wave gap timer does not advance during either window (REQ-WAV-GAP). The new boss countdown runs during the post-boss quiet window.
|
||||
- REQ-WAV-BOSS-TRIGGER: When the boss countdown reaches 0, a boss wave is triggered. Its threat budget is the sum of: (a) `world.toml [waves].boss_threat_duration_seconds` (default 60) multiplied by the current threat rate, and (b) all unspent threat carried over from normal waves. Ships are selected using the same random process as normal waves (REQ-WAV-TRIGGER). Any threat remaining unspent after ship selection carries over to the first normal wave of the new cycle.
|
||||
- REQ-WAV-DEFAULT-MODULES: Enemy ships spawned by waves use the `default_modules` list defined per schematic in `ships.toml`. The `default_modules` array uses the same format as layout blueprints (see Layout Blueprint TOML Format). If `default_modules` is absent or empty, the ship spawns with no modules. Invalid module instances (unknown type, position outside the grid, position on a non-buildable cell, or overlapping another module) are silently skipped.
|
||||
- REQ-WAV-SPAWN-DURATION: Ships in a wave are spawned one at a time over `world.toml [waves].spawn_duration_seconds`.
|
||||
@@ -279,27 +362,30 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
|
||||
### Layout
|
||||
|
||||
The screen is divided into three vertical sections:
|
||||
The screen is divided into two columns: a main column (75% width) containing the header bar and game world, and a side panel column (25% width) containing the three UI panels stacked vertically:
|
||||
|
||||
```
|
||||
+--------------------------------------------------+
|
||||
| Header Bar |
|
||||
+--------------------------------------------------+
|
||||
| |
|
||||
| Game World (70%) |
|
||||
| |
|
||||
+-----------------+-----------------+--------------+
|
||||
| Selected | Build Button | Blueprint |
|
||||
| Building Panel | Grid | Panel |
|
||||
| (left) | (center) | (right) |
|
||||
+-----------------+-----------------+--------------+
|
||||
+--------------------------------------+--------------+
|
||||
| Header Bar | |
|
||||
+--------------------------------------+ Selected |
|
||||
| | Building |
|
||||
| | Panel |
|
||||
| +--------------+
|
||||
| Game World | Build |
|
||||
| | Button |
|
||||
| | Grid |
|
||||
| +--------------+
|
||||
| | Blueprint |
|
||||
| | Panel |
|
||||
+--------------------------------------+--------------+
|
||||
(75% width) (25% width)
|
||||
```
|
||||
|
||||
- REQ-UI-HEADER: The header bar spans the full width above the game world and always shows the elapsed survival time and the current global building blocks stock on the left, the boss wave counter and boss countdown (REQ-UI-BOSS-STATUS) to the left of the speed buttons, and game speed controls on the right.
|
||||
- REQ-UI-HEADER: The header bar spans the width of the game world column (75% of the screen width) and always shows the elapsed survival time and the current global building blocks stock on the left, the boss wave counter and boss countdown (REQ-UI-BOSS-STATUS) to the left of the speed buttons, and game speed controls on the right.
|
||||
- REQ-UI-BOSS-STATUS: The header bar displays, to the left of the speed buttons, the current boss wave counter (REQ-WAV-BOSS-COUNTER) and the time remaining on the boss countdown (REQ-WAV-BOSS-COUNTDOWN). The boss wave counter is shown as `Boss Wave #<x>` and the countdown as `Next boss: <M:SS>`, where `<M:SS>` is the remaining seconds formatted as whole minutes and two-digit seconds. Both values update continuously as the simulation runs.
|
||||
- REQ-UI-SPEED: The game speed controls in the header bar are buttons for 0×, 0.5×, 1×, 2×, and 4× speed. The currently active speed is shown as selected. All game simulation (production, movement, threat accumulation, wave timing) scales with the selected speed. 0× pauses the game.
|
||||
- REQ-UI-WORLD-HEIGHT: The game world view occupies 70% of the remaining screen height below the header bar.
|
||||
- REQ-UI-PANEL-HEIGHT: The UI panel occupies the remaining 30% of the screen height, split horizontally into a selected building panel (left), a build button grid (center), and a blueprint panel (right).
|
||||
- REQ-UI-WORLD-SIZE: The game world view occupies the full height below the header bar in the main column (75% of the screen width).
|
||||
- REQ-UI-PANEL-COLUMN: The side panel column occupies 25% of the screen width and the full screen height. It is divided into three equal-height panels stacked top to bottom: selected building panel (top), build button grid (middle), and blueprint panel (bottom).
|
||||
|
||||
### Game World
|
||||
|
||||
@@ -308,11 +394,6 @@ The screen is divided into three vertical sections:
|
||||
- REQ-UI-PORT-GLYPH: Every output port of every building is indicated by a directional glyph drawn on the port's tile. The glyph is a `>` rotated to face the port's exit direction (`>` for East, `^` for North, `<` for West, `v` for South). It is drawn at the midpoint between the tile center and the tile edge that the port exits through (i.e. halfway from center toward the exit edge). The indicator is rendered for all building states: operational buildings, construction sites, and the builder-mode ghost. Buildings with multiple output ports (e.g. splitters) show one indicator per port.
|
||||
- REQ-UI-HP-BARS: All entities with HP — the HQ, player and enemy defence stations, and player and enemy ships — render an HP bar below them. The bar is always visible regardless of current HP. The bar's filled portion represents the fraction of current HP to maximum HP.
|
||||
- REQ-UI-NO-ZOOM: The view has a fixed zoom level; the player cannot zoom in or out.
|
||||
- REQ-UI-SCHEMATIC-TOAST: When a schematic is unlocked or leveled up (REQ-DEF-SCHEMATIC-DROP), a transient notification toast appears in the top-right corner of the game world view for 4 seconds and then fades out. `<Ship Name>` in the text below is the schematic's `ships.toml [ship.schematic].display_name`. Toast text:
|
||||
- **New unlock**: `Schematic unlocked: <Ship Name>`
|
||||
- **Level-up (duplicate drop)**: `<Ship Name> production level → N` (where N is the new level).
|
||||
|
||||
If multiple toasts arrive in close succession, they stack vertically in a queue (most recent at the top) and each fades out independently after its own 4-second lifetime.
|
||||
- REQ-UI-HOTKEYS: Global keyboard shortcuts:
|
||||
- **Space** — toggles pause. Pressing Space pauses (sets speed to 0×) and stores the previously selected non-zero speed; pressing Space again restores that speed.
|
||||
- **W** — increases game speed by one step in the sequence 0×, 0.5×, 1×, 2×, 4× (no wrap-around past 4×).
|
||||
@@ -326,6 +407,13 @@ The screen is divided into three vertical sections:
|
||||
|
||||
- REQ-UI-DEBUG-DRAW: A debug draw mode can be toggled on and off with the **M** key (REQ-UI-HOTKEYS). It is inactive by default. While active, the sensor range of every ship — both player and enemy — is drawn as a circle centered on the ship, using that ship schematic's outline color from `visuals.toml`.
|
||||
|
||||
- REQ-UI-DEBUG-OVERLAY: While debug draw mode is active (REQ-UI-DEBUG-DRAW), a text overlay is drawn in the upper left corner of the game world view. The overlay has a semi-transparent black background sized to fit its content. It displays the following lines of text:
|
||||
- `Accumulated Threat Level: <level>` — where `<level>` is the current accumulated threat level (see REQ-WAV-THREAT-RATE).
|
||||
- `Time until Wave: <time_s>` — where `<time_s>` is the remaining time in seconds on the normal-wave inter-wave gap timer (see REQ-WAV-GAP). During a quiet window the gap timer is frozen; the displayed value reflects that frozen state.
|
||||
- `Threat Accumulation Rate: <rate> threat/s` — the rate at which the accumulated threat level is currently increasing (see REQ-WAV-THREAT-RATE). During a quiet window (REQ-WAV-QUIET), this is 0, reflecting that accumulation is currently paused.
|
||||
- `Max Factory Production: <rate> threat/s` — the threat-equivalent of the factory's total possible production: 1 threat/second for each completed (operational, not under construction) miner, smelter, assembler, reprocessing plant, and shipyard. One second of production equals one threat (see REQ-MOD-THREAT).
|
||||
- `Current Factory Production: <rate> threat/s` — the threat-equivalent of the factory's current production: 1 threat/second for each completed miner, smelter, assembler, reprocessing plant, or shipyard that currently has an active production cycle (see REQ-MAT-CYCLE; for shipyards, an in-progress production cycle per REQ-BLD-SHIPYARD).
|
||||
|
||||
### Escape Menu
|
||||
|
||||
- REQ-UI-GAME-MENU: Pressing Escape at any time opens the escape menu as a modal dialog and pauses the simulation (sets speed to 0×). On close, the simulation speed is restored to what it was before the menu was opened — so if the game was already paused, it remains paused. The menu contains three buttons:
|
||||
@@ -343,6 +431,9 @@ The screen is divided into three vertical sections:
|
||||
- REQ-UI-MULTI-SELECTION: When multiple buildings are selected, the panel shows how many of each building type are selected. No per-building detail is shown.
|
||||
- REQ-UI-CONFIG-INLINE: Recipe, schematic, ship stance, and target priority configuration for a selected building is shown and changed inline within this panel. For shipyards, the panel additionally shows the ship layout preview and "Configure" button below the schematic dropdown (REQ-MOD-UI-PREVIEW).
|
||||
- REQ-UI-BELT-CLEAR: When one or more belt, splitter, tunnel entry, or tunnel exit tiles are selected, the panel shows a "Clear" button that removes all items from the selected tiles. Clearing a tunnel entry or exit also discards all items currently in transit through that tunnel (REQ-BLD-TUNNEL-TRANSIT). This can be used to resolve stalled belts, splitters, and tunnels.
|
||||
- REQ-UI-ENTITY-CLICK-SELECT: The player can click any ship (player or enemy) or any defence station (player or enemy) in the game world to select it. Clicking a ship or defence station clears any existing selection and establishes a single-entity selection containing only that entity. Ships and defence stations cannot participate in multi-select together with buildings. Clicking empty world space (no building, ship, or defence station) clears the selection.
|
||||
- REQ-UI-SHIP-STATS-PANEL: When a single ship is selected (REQ-UI-ENTITY-CLICK-SELECT), the selected building panel shows a **ship stats panel**. The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed at the ship's actual level with its installed modules per REQ-MOD-STAT-CALC. The panel always shows all hull stats: HP (current / maximum), max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed. In addition, capability module summaries are shown conditioned on which module types are installed, using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each section appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT).
|
||||
- REQ-UI-STATION-STATS-PANEL: When a single defence station is selected (REQ-UI-ENTITY-CLICK-SELECT), the selected building panel shows a **station stats panel** displaying the station's stats computed at its current level: HP (current / maximum), damage, range, and fire rate.
|
||||
|
||||
### Build Button Grid
|
||||
|
||||
@@ -363,7 +454,7 @@ The screen is divided into three vertical sections:
|
||||
|
||||
- REQ-UI-BLUEPRINT-MODE: In blueprint placement mode a ghost is rendered for every building in the blueprint at the position determined by its stored tile offset from the bounding-box center, which is anchored to the tile under the cursor. Each ghost is rendered individually as valid or invalid, applying REQ-BLD-PLACE-VALID conditions (a) and (b) per building (the other ghosts in the same blueprint do not count as existing buildings for the overlap check). Pressing Q/E rotates the entire constellation 90° counter-clockwise / clockwise: each building's tile offset is rotated around the bounding-box center and each building's own rotation is updated, consistent with REQ-BLD-ROTATE. Blueprint placement mode is exited by right-clicking in the game world. Clicking a different blueprint button exits the current mode and enters blueprint placement mode for the newly clicked blueprint.
|
||||
|
||||
- REQ-UI-BLUEPRINT-PLACE: Left-clicking in blueprint placement mode places the blueprint if (a) every building in the constellation satisfies REQ-BLD-PLACE-VALID conditions (a) and (b) at its resolved tile, and (b) the player has enough building blocks to afford the total cost. If both conditions are met, a construction site is added to the build queue for each building in the blueprint and the full total cost is deducted from the global building blocks stock in one transaction. If a recipe ID is stored for a building, it is applied to the construction site immediately. If a schematic ID is stored, it is applied only if that schematic is currently unlocked; if it is not unlocked, the shipyard's schematic is left unset. After a successful placement the game remains in blueprint placement mode, allowing the player to place the same blueprint again immediately.
|
||||
- REQ-UI-BLUEPRINT-PLACE: Left-clicking in blueprint placement mode places the blueprint if (a) every building in the constellation satisfies REQ-BLD-PLACE-VALID conditions (a) and (b) at its resolved tile, and (b) the player has enough building blocks to afford the total cost. If both conditions are met, a construction site is added to the build queue for each building in the blueprint and the full total cost is deducted from the global building blocks stock in one transaction. If a recipe ID is stored for a building, it is applied to the construction site immediately. If a schematic ID is stored, it is applied only if that schematic is currently unlocked; if it is not unlocked, the shipyard's schematic is left unset. Locked recipe IDs and splitter filter entries for locked item types are handled on placement per REQ-LOCK-UI-BLUEPRINT. After a successful placement the game remains in blueprint placement mode, allowing the player to place the same blueprint again immediately.
|
||||
|
||||
- REQ-UI-BLUEPRINT-DELETE: Clicking the delete icon ("×") on a blueprint entry immediately removes that blueprint from the list. If the deleted blueprint was active in blueprint placement mode, that mode is exited.
|
||||
|
||||
|
||||
@@ -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"
|
||||
@@ -47,14 +49,20 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
|
||||
[this]() { return allocateBuildingId(); },
|
||||
[](int) {},
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
[](const std::string&) -> bool { return true; },
|
||||
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();
|
||||
@@ -73,9 +81,9 @@ BuildingId ArenaSimulation::allocateBuildingId()
|
||||
|
||||
void ArenaSimulation::placeStructures()
|
||||
{
|
||||
const int totalWidth = m_arenaConfig.playerBufferWidth
|
||||
+ m_arenaConfig.contestZoneWidth
|
||||
+ m_arenaConfig.enemyBufferWidth;
|
||||
const int totalWidth = m_arenaConfig.playerBufferWidth_tiles
|
||||
+ m_arenaConfig.contestZoneWidth_tiles
|
||||
+ m_arenaConfig.enemyBufferWidth_tiles;
|
||||
const int midY = m_arenaConfig.heightTiles / 2;
|
||||
|
||||
// Team 1 HQ — ECS proxy entity, player faction (isEnemy=false).
|
||||
@@ -182,9 +190,9 @@ void ArenaSimulation::placeStructures()
|
||||
|
||||
void ArenaSimulation::spawnShips()
|
||||
{
|
||||
const int contestStart = m_arenaConfig.playerBufferWidth;
|
||||
const int team2Start = contestStart + m_arenaConfig.contestZoneWidth;
|
||||
const int totalWidth = team2Start + m_arenaConfig.enemyBufferWidth;
|
||||
const int contestStart = m_arenaConfig.playerBufferWidth_tiles;
|
||||
const int team2Start = contestStart + m_arenaConfig.contestZoneWidth_tiles;
|
||||
const int totalWidth = team2Start + m_arenaConfig.enemyBufferWidth_tiles;
|
||||
|
||||
std::uniform_real_distribution<float> yDist(0.0f,
|
||||
static_cast<float>(m_arenaConfig.heightTiles));
|
||||
@@ -192,7 +200,7 @@ void ArenaSimulation::spawnShips()
|
||||
// Team 1: isEnemy=false, spawn in player buffer zone.
|
||||
{
|
||||
std::uniform_real_distribution<float> xDist(0.0f,
|
||||
static_cast<float>(m_arenaConfig.playerBufferWidth));
|
||||
static_cast<float>(m_arenaConfig.playerBufferWidth_tiles));
|
||||
|
||||
for (const ArenaShipEntry& entry : m_arenaConfig.teams[0].ships)
|
||||
{
|
||||
@@ -249,18 +257,16 @@ 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<FireEvent> fireEvents;
|
||||
m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, fireEvents);
|
||||
m_fireEvents.insert(m_fireEvents.end(), fireEvents.begin(), fireEvents.end());
|
||||
std::vector<WeaponFiredEvent> weaponFiredEvents;
|
||||
m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, weaponFiredEvents);
|
||||
m_weaponFiredEvents.insert(m_weaponFiredEvents.end(), weaponFiredEvents.begin(), weaponFiredEvents.end());
|
||||
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
|
||||
|
||||
// Deaths (tick step 9, simplified).
|
||||
@@ -392,10 +398,10 @@ void ArenaSimulation::tickOnce()
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<FireEvent> ArenaSimulation::drainFireEvents()
|
||||
std::vector<WeaponFiredEvent> ArenaSimulation::drainWeaponFiredEvents()
|
||||
{
|
||||
std::vector<FireEvent> result;
|
||||
result.swap(m_fireEvents);
|
||||
std::vector<WeaponFiredEvent> result;
|
||||
result.swap(m_weaponFiredEvents);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
#include "BuildingId.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
#include "FireEvent.h"
|
||||
#include "WeaponFiredEvent.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Tick.h"
|
||||
|
||||
@@ -22,6 +22,8 @@ class BuildingSystem;
|
||||
class CombatSystem;
|
||||
class DynamicBodySystem;
|
||||
class MovementIntentSystem;
|
||||
class RepairSystem;
|
||||
class SalvagerSystem;
|
||||
class ShipSystem;
|
||||
class ScrapSystem;
|
||||
|
||||
@@ -58,7 +60,7 @@ public:
|
||||
void requestStop();
|
||||
|
||||
void tickOnce();
|
||||
std::vector<FireEvent> drainFireEvents();
|
||||
std::vector<WeaponFiredEvent> drainWeaponFiredEvents();
|
||||
|
||||
ArenaStatus status() const;
|
||||
bool isFinished() const;
|
||||
@@ -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;
|
||||
@@ -104,7 +108,7 @@ private:
|
||||
int m_winnerTeam;
|
||||
std::atomic<bool> m_stopRequested;
|
||||
|
||||
std::vector<FireEvent> m_fireEvents;
|
||||
std::vector<WeaponFiredEvent> m_weaponFiredEvents;
|
||||
|
||||
mutable std::mutex m_statusMutex;
|
||||
ArenaStatus m_status;
|
||||
|
||||
@@ -4,14 +4,19 @@
|
||||
#include <cmath>
|
||||
#include <optional>
|
||||
|
||||
#include <QMouseEvent>
|
||||
#include <QPainter>
|
||||
#include <QPoint>
|
||||
|
||||
#include "ArenaSimulation.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "EntityHitTest.h"
|
||||
#include "EntitySelectedEvent.h"
|
||||
#include "EventManager.h"
|
||||
#include "FacingComponent.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "GameSpeedChangedEvent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
@@ -41,6 +46,13 @@ ArenaView::ArenaView(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
connect(m_renderTimer, &QTimer::timeout, this, &ArenaView::onFrame);
|
||||
m_renderTimer->start();
|
||||
m_frameTimer.start();
|
||||
|
||||
registerForEvent();
|
||||
}
|
||||
|
||||
ArenaView::~ArenaView()
|
||||
{
|
||||
unregisterForEvent();
|
||||
}
|
||||
|
||||
void ArenaView::setGameSpeed(double multiplier)
|
||||
@@ -50,7 +62,8 @@ void ArenaView::setGameSpeed(double multiplier)
|
||||
m_prevNonZeroSpeed = multiplier;
|
||||
}
|
||||
m_gameSpeedMultiplier = multiplier;
|
||||
emit speedChanged(multiplier);
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<GameSpeedChangedEvent>(multiplier));
|
||||
}
|
||||
|
||||
double ArenaView::gameSpeed() const
|
||||
@@ -89,34 +102,17 @@ void ArenaView::onFrame()
|
||||
}
|
||||
}
|
||||
|
||||
// Emit fire events via EventManager
|
||||
{
|
||||
const std::vector<FireEvent> fires = m_sim->drainFireEvents();
|
||||
for (const FireEvent& fe : fires)
|
||||
const std::vector<WeaponFiredEvent> fires = m_sim->drainWeaponFiredEvents();
|
||||
for (const WeaponFiredEvent& fe : fires)
|
||||
{
|
||||
float maxRadius = 0.125f;
|
||||
if (m_sim->admin().isValid(fe.target)
|
||||
&& m_sim->admin().hasAll<StationBodyComponent>(fe.target))
|
||||
{
|
||||
const StationBodyComponent& sb = m_sim->admin().get<StationBodyComponent>(fe.target);
|
||||
const int shorter = std::min(sb.footprint.width(),
|
||||
sb.footprint.height());
|
||||
maxRadius = shorter / 2.0f;
|
||||
}
|
||||
|
||||
std::uniform_real_distribution<float> angleDist(0.0f, 6.28318530f);
|
||||
std::uniform_real_distribution<float> radiusDist(0.0f, maxRadius);
|
||||
const float angle = angleDist(m_rng);
|
||||
const float radius = radiusDist(m_rng);
|
||||
|
||||
ActiveBeam beam;
|
||||
beam.event = fe;
|
||||
beam.emittedWallMs = m_wallMs;
|
||||
beam.targetOffset = QVector2D(radius * std::cos(angle),
|
||||
radius * std::sin(angle));
|
||||
m_activeBeams.push_back(beam);
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<WeaponFiredEvent>(fe));
|
||||
}
|
||||
}
|
||||
|
||||
// Expire old beams
|
||||
{
|
||||
std::vector<ActiveBeam> live;
|
||||
for (const ActiveBeam& b : m_activeBeams)
|
||||
@@ -132,12 +128,36 @@ void ArenaView::onFrame()
|
||||
if (m_sim->isFinished() && !m_finishedEmitted)
|
||||
{
|
||||
m_finishedEmitted = true;
|
||||
emit finished();
|
||||
}
|
||||
|
||||
update();
|
||||
}
|
||||
|
||||
void ArenaView::handleEvent(std::shared_ptr<const WeaponFiredEvent> event)
|
||||
{
|
||||
float maxRadius = 0.125f;
|
||||
if (m_sim->admin().isValid(event->target)
|
||||
&& m_sim->admin().hasAll<StationBodyComponent>(event->target))
|
||||
{
|
||||
const StationBodyComponent& sb = m_sim->admin().get<StationBodyComponent>(event->target);
|
||||
const int shorter = std::min(sb.footprint.width(),
|
||||
sb.footprint.height());
|
||||
maxRadius = shorter / 2.0f;
|
||||
}
|
||||
|
||||
std::uniform_real_distribution<float> angleDist(0.0f, 6.28318530f);
|
||||
std::uniform_real_distribution<float> radiusDist(0.0f, maxRadius);
|
||||
const float angle = angleDist(m_rng);
|
||||
const float radius = radiusDist(m_rng);
|
||||
|
||||
ActiveBeam beam;
|
||||
beam.event = *event;
|
||||
beam.emittedWallMs = m_wallMs;
|
||||
beam.targetOffset = QVector2D(radius * std::cos(angle),
|
||||
radius * std::sin(angle));
|
||||
m_activeBeams.push_back(beam);
|
||||
}
|
||||
|
||||
void ArenaView::paintGL()
|
||||
{
|
||||
QPainter painter(this);
|
||||
@@ -158,9 +178,9 @@ void ArenaView::paintGL()
|
||||
float ArenaView::tilePx() const
|
||||
{
|
||||
const ArenaConfig& ac = m_sim->arenaConfig();
|
||||
const int totalWidth = ac.playerBufferWidth
|
||||
+ ac.contestZoneWidth
|
||||
+ ac.enemyBufferWidth;
|
||||
const int totalWidth = ac.playerBufferWidth_tiles
|
||||
+ ac.contestZoneWidth_tiles
|
||||
+ ac.enemyBufferWidth_tiles;
|
||||
const int totalHeight = ac.heightTiles;
|
||||
if (totalWidth <= 0 || totalHeight <= 0) { return 1.0f; }
|
||||
|
||||
@@ -198,6 +218,37 @@ std::optional<QVector2D> ArenaView::entityPosition(entt::entity entity) const
|
||||
return m_sim->admin().get<PositionComponent>(entity).value;
|
||||
}
|
||||
|
||||
QVector2D ArenaView::widgetToWorld(QPoint widgetPt) const
|
||||
{
|
||||
const float px = tilePx();
|
||||
if (px < 0.001f) { return QVector2D(0.0f, 0.0f); }
|
||||
return QVector2D(static_cast<float>(widgetPt.x()) / px,
|
||||
static_cast<float>(widgetPt.y()) / px);
|
||||
}
|
||||
|
||||
void ArenaView::mousePressEvent(QMouseEvent* event)
|
||||
{
|
||||
if (event->button() == Qt::LeftButton)
|
||||
{
|
||||
const QVector2D worldPos = widgetToWorld(event->pos());
|
||||
entt::entity hit = entityAtWorldPos(m_sim->admin(), worldPos);
|
||||
|
||||
if (hit != entt::null)
|
||||
{
|
||||
m_selectedEntity = hit;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_selectedEntity = std::nullopt;
|
||||
}
|
||||
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<EntitySelectedEvent>(m_selectedEntity));
|
||||
}
|
||||
|
||||
QOpenGLWidget::mousePressEvent(event);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Rendering
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -205,9 +256,9 @@ std::optional<QVector2D> ArenaView::entityPosition(entt::entity entity) const
|
||||
void ArenaView::drawTiles(QPainter& painter)
|
||||
{
|
||||
const ArenaConfig& ac = m_sim->arenaConfig();
|
||||
const int totalWidth = ac.playerBufferWidth
|
||||
+ ac.contestZoneWidth
|
||||
+ ac.enemyBufferWidth;
|
||||
const int totalWidth = ac.playerBufferWidth_tiles
|
||||
+ ac.contestZoneWidth_tiles
|
||||
+ ac.enemyBufferWidth_tiles;
|
||||
const int totalHeight = ac.heightTiles;
|
||||
|
||||
painter.setPen(Qt::NoPen);
|
||||
@@ -268,7 +319,7 @@ void ArenaView::drawScrap(QPainter& painter)
|
||||
void ArenaView::drawStations(QPainter& painter)
|
||||
{
|
||||
m_sim->admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
|
||||
[&](entt::entity /*e*/, const StationBodyComponent& sb, const FactionComponent& f, const HealthComponent& h)
|
||||
[&](entt::entity e, const StationBodyComponent& sb, const FactionComponent& f, const HealthComponent& h)
|
||||
{
|
||||
const BuildingType visType = f.isEnemy
|
||||
? BuildingType::EnemyDefenceStation
|
||||
@@ -304,6 +355,13 @@ void ArenaView::drawStations(QPainter& painter)
|
||||
painter.fillRect(QRectF(bboxRect.left(), barY, barW * static_cast<qreal>(fraction), barH),
|
||||
f.isEnemy ? QColor(200, 60, 60) : QColor(60, 200, 60));
|
||||
}
|
||||
|
||||
if (m_selectedEntity.has_value() && *m_selectedEntity == e)
|
||||
{
|
||||
painter.setPen(QPen(QColor(255, 255, 0), 2));
|
||||
painter.setBrush(Qt::NoBrush);
|
||||
painter.drawRect(bboxRect.adjusted(-2, -2, 2, 2));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -311,7 +369,7 @@ void ArenaView::drawShips(QPainter& painter)
|
||||
{
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent, FacingComponent,
|
||||
FactionComponent, HealthComponent>(
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& si,
|
||||
[&](entt::entity e, const ShipIdentityComponent& si,
|
||||
const PositionComponent& pos, const FacingComponent& facing,
|
||||
const FactionComponent& fac, const HealthComponent& h)
|
||||
{
|
||||
@@ -349,6 +407,14 @@ void ArenaView::drawShips(QPainter& painter)
|
||||
painter.fillRect(QRectF(barX, barY, barW * static_cast<qreal>(fraction), barH),
|
||||
fac.isEnemy ? QColor(200, 60, 60) : QColor(60, 200, 60));
|
||||
}
|
||||
|
||||
if (m_selectedEntity.has_value() && *m_selectedEntity == e)
|
||||
{
|
||||
const qreal radius = static_cast<qreal>(tilePx()) * 0.55;
|
||||
painter.setPen(QPen(QColor(255, 255, 0), 2));
|
||||
painter.setBrush(Qt::NoBrush);
|
||||
painter.drawEllipse(center, radius, radius);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -364,4 +430,3 @@ void ArenaView::drawBeams(QPainter& painter)
|
||||
worldToWidget(*targetPos + beam.targetOffset));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <random>
|
||||
#include <vector>
|
||||
|
||||
@@ -8,9 +9,11 @@
|
||||
#include <QTimer>
|
||||
#include <QVector2D>
|
||||
|
||||
#include "FireEvent.h"
|
||||
#include "EventHandler.h"
|
||||
#include "WeaponFiredEvent.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
#include "EntitySelectedEvent.h"
|
||||
#include "Tick.h"
|
||||
#include "TickDriver.h"
|
||||
#include "VisualsConfig.h"
|
||||
@@ -18,30 +21,31 @@
|
||||
class ArenaSimulation;
|
||||
class QPainter;
|
||||
|
||||
class ArenaView : public QOpenGLWidget
|
||||
class ArenaView : public QOpenGLWidget,
|
||||
public EventHandler<WeaponFiredEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
ArenaView(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
QWidget* parent = nullptr);
|
||||
~ArenaView() override;
|
||||
|
||||
void setGameSpeed(double multiplier);
|
||||
double gameSpeed() const;
|
||||
void togglePause();
|
||||
void stopRendering();
|
||||
|
||||
signals:
|
||||
void speedChanged(double multiplier);
|
||||
void finished();
|
||||
|
||||
protected:
|
||||
void paintGL() override;
|
||||
void mousePressEvent(QMouseEvent* event) override;
|
||||
|
||||
private slots:
|
||||
void onFrame();
|
||||
|
||||
private:
|
||||
void handleEvent(std::shared_ptr<const WeaponFiredEvent> event) override;
|
||||
|
||||
void drawTiles(QPainter& painter);
|
||||
void drawBuildings(QPainter& painter);
|
||||
void drawStations(QPainter& painter);
|
||||
@@ -55,10 +59,11 @@ private:
|
||||
QRectF tileRect(QPoint tile) const;
|
||||
|
||||
std::optional<QVector2D> entityPosition(entt::entity entity) const;
|
||||
QVector2D widgetToWorld(QPoint widgetPt) const;
|
||||
|
||||
struct ActiveBeam
|
||||
{
|
||||
FireEvent event;
|
||||
WeaponFiredEvent event;
|
||||
qint64 emittedWallMs;
|
||||
QVector2D targetOffset;
|
||||
};
|
||||
@@ -79,4 +84,6 @@ private:
|
||||
|
||||
std::vector<ActiveBeam> m_activeBeams;
|
||||
bool m_finishedEmitted;
|
||||
|
||||
std::optional<entt::entity> m_selectedEntity;
|
||||
};
|
||||
|
||||
@@ -3,8 +3,13 @@
|
||||
#include <QHBoxLayout>
|
||||
#include <QVBoxLayout>
|
||||
|
||||
ArenaWidget::ArenaWidget(const std::string& arenaName, QWidget* parent)
|
||||
#include "ArenaInspectRequestedEvent.h"
|
||||
#include "ArenaStartRequestedEvent.h"
|
||||
#include "EventManager.h"
|
||||
|
||||
ArenaWidget::ArenaWidget(int arenaIndex, const std::string& arenaName, QWidget* parent)
|
||||
: QFrame(parent)
|
||||
, m_arenaIndex(arenaIndex)
|
||||
, m_running(false)
|
||||
, m_wasFinished(false)
|
||||
{
|
||||
@@ -31,11 +36,17 @@ void ArenaWidget::buildLayout(const std::string& arenaName)
|
||||
titleRow->addStretch();
|
||||
|
||||
m_inspectButton = new QPushButton(tr("Inspect"), this);
|
||||
connect(m_inspectButton, &QPushButton::clicked, this, &ArenaWidget::inspectRequested);
|
||||
connect(m_inspectButton, &QPushButton::clicked, this, [this]() {
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ArenaInspectRequestedEvent>(m_arenaIndex));
|
||||
});
|
||||
titleRow->addWidget(m_inspectButton);
|
||||
|
||||
m_startButton = new QPushButton(tr("Start"), this);
|
||||
connect(m_startButton, &QPushButton::clicked, this, &ArenaWidget::startRequested);
|
||||
connect(m_startButton, &QPushButton::clicked, this, [this]() {
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ArenaStartRequestedEvent>(m_arenaIndex));
|
||||
});
|
||||
titleRow->addWidget(m_startButton);
|
||||
|
||||
outerLayout->addLayout(titleRow);
|
||||
|
||||
@@ -14,19 +14,16 @@ class ArenaWidget : public QFrame
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
explicit ArenaWidget(const std::string& arenaName, QWidget* parent = nullptr);
|
||||
ArenaWidget(int arenaIndex, const std::string& arenaName, QWidget* parent = nullptr);
|
||||
|
||||
void updateStatus(const ArenaStatus& status);
|
||||
void startSimulation();
|
||||
void resetToGrey();
|
||||
|
||||
signals:
|
||||
void startRequested();
|
||||
void inspectRequested();
|
||||
|
||||
private:
|
||||
void buildLayout(const std::string& arenaName);
|
||||
|
||||
int m_arenaIndex;
|
||||
QLabel* m_titleLabel;
|
||||
QLabel* m_team1Header;
|
||||
QLabel* m_team2Header;
|
||||
|
||||
@@ -81,12 +81,12 @@ BalancingConfig loadBalancingConfig(const std::string& path)
|
||||
arena.name = requireString((*arenaTbl)["name"], prefix + ".name");
|
||||
arena.heightTiles = static_cast<int>(
|
||||
requireInt((*arenaTbl)["height_tiles"], prefix + ".height_tiles"));
|
||||
arena.playerBufferWidth = static_cast<int>(
|
||||
requireInt((*arenaTbl)["player_buffer_width"], prefix + ".player_buffer_width"));
|
||||
arena.contestZoneWidth = static_cast<int>(
|
||||
requireInt((*arenaTbl)["contest_zone_width"], prefix + ".contest_zone_width"));
|
||||
arena.enemyBufferWidth = static_cast<int>(
|
||||
requireInt((*arenaTbl)["enemy_buffer_width"], prefix + ".enemy_buffer_width"));
|
||||
arena.playerBufferWidth_tiles = static_cast<int>(
|
||||
requireInt((*arenaTbl)["player_buffer_width_tiles"], prefix + ".player_buffer_width_tiles"));
|
||||
arena.contestZoneWidth_tiles = static_cast<int>(
|
||||
requireInt((*arenaTbl)["contest_zone_width_tiles"], prefix + ".contest_zone_width_tiles"));
|
||||
arena.enemyBufferWidth_tiles = static_cast<int>(
|
||||
requireInt((*arenaTbl)["enemy_buffer_width_tiles"], prefix + ".enemy_buffer_width_tiles"));
|
||||
|
||||
const toml::array* teamArray = (*arenaTbl)["team"].as_array();
|
||||
if (!teamArray || teamArray->size() != 2)
|
||||
|
||||
@@ -34,9 +34,9 @@ struct ArenaConfig
|
||||
{
|
||||
std::string name;
|
||||
int heightTiles;
|
||||
int playerBufferWidth;
|
||||
int contestZoneWidth;
|
||||
int enemyBufferWidth;
|
||||
int playerBufferWidth_tiles;
|
||||
int contestZoneWidth_tiles;
|
||||
int enemyBufferWidth_tiles;
|
||||
ArenaTeamConfig teams[2];
|
||||
};
|
||||
|
||||
|
||||
@@ -48,14 +48,17 @@ BalancingWindow::BalancingWindow(const BalancingConfig& balancingConfig,
|
||||
m_pollTimer = new QTimer(this);
|
||||
connect(m_pollTimer, &QTimer::timeout, this, &BalancingWindow::pollStatuses);
|
||||
m_pollTimer->start(100);
|
||||
|
||||
registerForEvents();
|
||||
}
|
||||
|
||||
BalancingWindow::~BalancingWindow()
|
||||
{
|
||||
unregisterForEvents();
|
||||
|
||||
m_pollTimer->stop();
|
||||
if (m_inspectWindow)
|
||||
{
|
||||
m_inspectWindow->disconnect(this);
|
||||
delete m_inspectWindow;
|
||||
m_inspectWindow = nullptr;
|
||||
}
|
||||
@@ -81,16 +84,11 @@ void BalancingWindow::populateArenas(const BalancingConfig& balancingConfig)
|
||||
entry.config = arenaConfig;
|
||||
entry.simulation = std::make_unique<ArenaSimulation>(
|
||||
m_gameConfig, arenaConfig, m_nextSeed++);
|
||||
entry.widget = new ArenaWidget(arenaConfig.name, scrollContent);
|
||||
entry.widget = new ArenaWidget(index, arenaConfig.name, scrollContent);
|
||||
contentLayout->addWidget(entry.widget);
|
||||
|
||||
entry.widget->updateStatus(entry.simulation->status());
|
||||
|
||||
connect(entry.widget, &ArenaWidget::startRequested,
|
||||
this, [this, index]() { startArena(index); });
|
||||
connect(entry.widget, &ArenaWidget::inspectRequested,
|
||||
this, [this, index]() { inspectArena(index); });
|
||||
|
||||
m_arenas.push_back(std::move(entry));
|
||||
}
|
||||
|
||||
@@ -158,6 +156,21 @@ void BalancingWindow::startAll()
|
||||
}
|
||||
}
|
||||
|
||||
void BalancingWindow::handleEvent(std::shared_ptr<const ArenaStartRequestedEvent> event)
|
||||
{
|
||||
startArena(event->arenaIndex);
|
||||
}
|
||||
|
||||
void BalancingWindow::handleEvent(std::shared_ptr<const ArenaInspectRequestedEvent> event)
|
||||
{
|
||||
inspectArena(event->arenaIndex);
|
||||
}
|
||||
|
||||
void BalancingWindow::handleEvent(std::shared_ptr<const InspectWindowClosedEvent> /*event*/)
|
||||
{
|
||||
closeInspectWindow();
|
||||
}
|
||||
|
||||
void BalancingWindow::startArena(int index)
|
||||
{
|
||||
ArenaEntry& entry = m_arenas[index];
|
||||
@@ -179,7 +192,6 @@ void BalancingWindow::inspectArena(int index)
|
||||
{
|
||||
if (m_inspectWindow)
|
||||
{
|
||||
m_inspectWindow->disconnect(this);
|
||||
delete m_inspectWindow;
|
||||
m_inspectWindow = nullptr;
|
||||
|
||||
@@ -209,9 +221,7 @@ void BalancingWindow::inspectArena(int index)
|
||||
entry.widget->updateStatus(m_inspectedSim->status());
|
||||
|
||||
m_inspectWindow = new InspectWindow(
|
||||
m_inspectedSim.get(), &m_visuals, entry.config.name, nullptr);
|
||||
connect(m_inspectWindow, &InspectWindow::closed,
|
||||
this, &BalancingWindow::closeInspectWindow);
|
||||
m_inspectedSim.get(), &m_gameConfig, &m_visuals, entry.config.name, nullptr);
|
||||
|
||||
setMainControlsEnabled(false);
|
||||
m_inspectWindow->show();
|
||||
@@ -224,7 +234,6 @@ void BalancingWindow::closeInspectWindow()
|
||||
return;
|
||||
}
|
||||
|
||||
m_inspectWindow->disconnect(this);
|
||||
m_inspectWindow->deleteLater();
|
||||
m_inspectWindow = nullptr;
|
||||
|
||||
|
||||
@@ -10,15 +10,22 @@
|
||||
#include <QTimer>
|
||||
#include <QWidget>
|
||||
|
||||
#include "ArenaInspectRequestedEvent.h"
|
||||
#include "ArenaStartRequestedEvent.h"
|
||||
#include "ArenaWidget.h"
|
||||
#include "ArenaSimulation.h"
|
||||
#include "BalancingConfig.h"
|
||||
#include "EventHandler.h"
|
||||
#include "GameConfig.h"
|
||||
#include "InspectWindowClosedEvent.h"
|
||||
#include "VisualsConfig.h"
|
||||
|
||||
class InspectWindow;
|
||||
|
||||
class BalancingWindow : public QWidget
|
||||
class BalancingWindow : public QWidget,
|
||||
public CombinedEventHandler<ArenaStartRequestedEvent,
|
||||
ArenaInspectRequestedEvent,
|
||||
InspectWindowClosedEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
@@ -30,15 +37,20 @@ public:
|
||||
QWidget* parent = nullptr);
|
||||
~BalancingWindow() override;
|
||||
|
||||
private:
|
||||
void handleEvent(std::shared_ptr<const ArenaStartRequestedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const ArenaInspectRequestedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const InspectWindowClosedEvent> event) override;
|
||||
|
||||
private slots:
|
||||
void pollStatuses();
|
||||
void reloadConfig();
|
||||
void startAll();
|
||||
|
||||
private:
|
||||
void startArena(int index);
|
||||
void inspectArena(int index);
|
||||
void closeInspectWindow();
|
||||
|
||||
private:
|
||||
void populateArenas(const BalancingConfig& balancingConfig);
|
||||
void stopAllArenas();
|
||||
void updateButtons();
|
||||
|
||||
@@ -6,6 +6,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BalancingConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BalancingWindow.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/InspectWindow.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../ui/ShipStatsPanel.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../ui/VisualsConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../ui/VisualsLoader.h
|
||||
PARENT_SCOPE
|
||||
@@ -20,6 +21,7 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BalancingConfig.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BalancingWindow.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/InspectWindow.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../ui/ShipStatsPanel.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../ui/VisualsLoader.cpp
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
@@ -9,14 +9,26 @@
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include "ArenaView.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "EventManager.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "InspectWindowClosedEvent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipStatsCalculator.h"
|
||||
#include "ShipStatsPanel.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
const double InspectWindow::kSpeeds[] = { 0.0, 0.5, 1.0, 2.0, 4.0 };
|
||||
const double InspectWindow::kSpeeds[] = { 0.0, 0.5, 1.0, 2.0, 10.0 };
|
||||
const int InspectWindow::kSpeedCount = 5;
|
||||
|
||||
InspectWindow::InspectWindow(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
InspectWindow::InspectWindow(ArenaSimulation* sim, const GameConfig* config,
|
||||
const VisualsConfig* visuals,
|
||||
const std::string& arenaName, QWidget* parent)
|
||||
: QWidget(parent)
|
||||
, m_sim(sim)
|
||||
, m_config(config)
|
||||
{
|
||||
setWindowTitle(tr("Inspect \u2014 %1").arg(QString::fromStdString(arenaName)));
|
||||
resize(900, 700);
|
||||
@@ -42,7 +54,7 @@ InspectWindow::InspectWindow(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
|
||||
headerLayout->addStretch();
|
||||
|
||||
const char* labels[] = { "0x", "0.5x", "1x", "2x", "4x" };
|
||||
const char* labels[] = { "0x", "0.5x", "1x", "2x", "10x" };
|
||||
QSignalMapper* mapper = new QSignalMapper(this);
|
||||
for (int i = 0; i < kSpeedCount; ++i)
|
||||
{
|
||||
@@ -66,9 +78,6 @@ InspectWindow::InspectWindow(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
m_arenaView = new ArenaView(sim, visuals, this);
|
||||
mainLayout->addWidget(m_arenaView, 1);
|
||||
|
||||
connect(m_arenaView, &ArenaView::speedChanged,
|
||||
this, &InspectWindow::onSpeedChanged);
|
||||
|
||||
// Info panel (bottom)
|
||||
{
|
||||
QWidget* infoPanel = new QWidget(this);
|
||||
@@ -96,6 +105,27 @@ InspectWindow::InspectWindow(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
team2Layout->addStretch();
|
||||
infoLayout->addLayout(team2Layout);
|
||||
|
||||
// Entity stats section (right side of info panel)
|
||||
QVBoxLayout* entityLayout = new QVBoxLayout();
|
||||
m_entityTitleLabel = new QLabel(infoPanel);
|
||||
QFont entityTitleFont = m_entityTitleLabel->font();
|
||||
entityTitleFont.setBold(true);
|
||||
m_entityTitleLabel->setFont(entityTitleFont);
|
||||
m_entityTitleLabel->hide();
|
||||
entityLayout->addWidget(m_entityTitleLabel);
|
||||
|
||||
m_entityStatsPanel = new ShipStatsPanel(config, infoPanel);
|
||||
m_entityStatsPanel->hide();
|
||||
entityLayout->addWidget(m_entityStatsPanel);
|
||||
|
||||
m_stationStatsLabel = new QLabel(infoPanel);
|
||||
m_stationStatsLabel->setWordWrap(true);
|
||||
m_stationStatsLabel->hide();
|
||||
entityLayout->addWidget(m_stationStatsLabel);
|
||||
|
||||
entityLayout->addStretch();
|
||||
infoLayout->addLayout(entityLayout);
|
||||
|
||||
mainLayout->addWidget(infoPanel);
|
||||
}
|
||||
|
||||
@@ -108,13 +138,21 @@ InspectWindow::InspectWindow(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
pollStatus();
|
||||
|
||||
setFocusPolicy(Qt::StrongFocus);
|
||||
|
||||
registerForEvents();
|
||||
}
|
||||
|
||||
InspectWindow::~InspectWindow()
|
||||
{
|
||||
unregisterForEvents();
|
||||
}
|
||||
|
||||
void InspectWindow::closeEvent(QCloseEvent* event)
|
||||
{
|
||||
m_arenaView->stopRendering();
|
||||
m_pollTimer->stop();
|
||||
emit closed();
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<InspectWindowClosedEvent>());
|
||||
event->accept();
|
||||
}
|
||||
|
||||
@@ -138,11 +176,11 @@ void InspectWindow::onSpeedButton(int index)
|
||||
}
|
||||
}
|
||||
|
||||
void InspectWindow::onSpeedChanged(double multiplier)
|
||||
void InspectWindow::handleEvent(std::shared_ptr<const GameSpeedChangedEvent> event)
|
||||
{
|
||||
for (int i = 0; i < kSpeedCount; ++i)
|
||||
{
|
||||
const bool active = (std::abs(kSpeeds[i] - multiplier) < 0.001);
|
||||
const bool active = (std::abs(kSpeeds[i] - event->speed) < 0.001);
|
||||
m_speedButtons[static_cast<std::size_t>(i)]->setChecked(active);
|
||||
}
|
||||
}
|
||||
@@ -151,6 +189,7 @@ void InspectWindow::pollStatus()
|
||||
{
|
||||
const ArenaStatus status = m_sim->status();
|
||||
updateInfoPanel(status);
|
||||
refreshEntityStats();
|
||||
}
|
||||
|
||||
void InspectWindow::updateInfoPanel(const ArenaStatus& status)
|
||||
@@ -186,3 +225,140 @@ void InspectWindow::updateInfoPanel(const ArenaStatus& status)
|
||||
content->setText(lines);
|
||||
}
|
||||
}
|
||||
|
||||
void InspectWindow::handleEvent(std::shared_ptr<const EntitySelectedEvent> event)
|
||||
{
|
||||
if (event->entity.has_value())
|
||||
{
|
||||
m_selectedEntity = event->entity;
|
||||
|
||||
EntityAdmin& admin = m_sim->admin();
|
||||
entt::entity entity = *m_selectedEntity;
|
||||
|
||||
if (!admin.isValid(entity))
|
||||
{
|
||||
m_selectedEntity = std::nullopt;
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
return;
|
||||
}
|
||||
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(entity);
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
m_entityTitleLabel->setText(tr("Ship: %1 (Lv %2)")
|
||||
.arg(QString::fromStdString(identity.schematicId))
|
||||
.arg(identity.level));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->show();
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
m_entityTitleLabel->setText(tr("Defence Station"));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
float totalDps = 0.0f;
|
||||
float maxRange = 0.0f;
|
||||
bool hasWeapons = false;
|
||||
|
||||
admin.forEach<ModuleOwnerComponent, WeaponComponent>(
|
||||
[&](entt::entity /*child*/, const ModuleOwnerComponent& owner, const WeaponComponent& w)
|
||||
{
|
||||
if (owner.owner != entity) { return; }
|
||||
hasWeapons = true;
|
||||
totalDps += w.damage * w.fireRateHz;
|
||||
if (w.range_tiles > maxRange) { maxRange = w.range_tiles; }
|
||||
});
|
||||
|
||||
QString statsText = tr("HP: %1 / %2")
|
||||
.arg(static_cast<int>(health.hp + 0.5f))
|
||||
.arg(static_cast<int>(health.maxHp + 0.5f));
|
||||
|
||||
if (hasWeapons)
|
||||
{
|
||||
statsText += tr("\nDPS: %1").arg(QString::number(static_cast<double>(totalDps), 'f', 1));
|
||||
statsText += tr("\nRange: %1 tiles").arg(QString::number(static_cast<double>(maxRange), 'f', 1));
|
||||
}
|
||||
|
||||
m_stationStatsLabel->setText(statsText);
|
||||
m_stationStatsLabel->show();
|
||||
m_entityStatsPanel->hide();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_selectedEntity = std::nullopt;
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
}
|
||||
|
||||
void InspectWindow::refreshEntityStats()
|
||||
{
|
||||
if (!m_selectedEntity.has_value()) { return; }
|
||||
|
||||
EntityAdmin& admin = m_sim->admin();
|
||||
entt::entity entity = *m_selectedEntity;
|
||||
|
||||
if (!admin.isValid(entity))
|
||||
{
|
||||
m_selectedEntity = std::nullopt;
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
return;
|
||||
}
|
||||
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
if (health.hp <= 0.0f)
|
||||
{
|
||||
m_selectedEntity = std::nullopt;
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
return;
|
||||
}
|
||||
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
float totalDps = 0.0f;
|
||||
float maxRange = 0.0f;
|
||||
bool hasWeapons = false;
|
||||
|
||||
admin.forEach<ModuleOwnerComponent, WeaponComponent>(
|
||||
[&](entt::entity /*child*/, const ModuleOwnerComponent& owner, const WeaponComponent& w)
|
||||
{
|
||||
if (owner.owner != entity) { return; }
|
||||
hasWeapons = true;
|
||||
totalDps += w.damage * w.fireRateHz;
|
||||
if (w.range_tiles > maxRange) { maxRange = w.range_tiles; }
|
||||
});
|
||||
|
||||
QString statsText = tr("HP: %1 / %2")
|
||||
.arg(static_cast<int>(health.hp + 0.5f))
|
||||
.arg(static_cast<int>(health.maxHp + 0.5f));
|
||||
|
||||
if (hasWeapons)
|
||||
{
|
||||
statsText += tr("\nDPS: %1").arg(QString::number(static_cast<double>(totalDps), 'f', 1));
|
||||
statsText += tr("\nRange: %1 tiles").arg(QString::number(static_cast<double>(maxRange), 'f', 1));
|
||||
}
|
||||
|
||||
m_stationStatsLabel->setText(statsText);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
@@ -8,36 +9,49 @@
|
||||
#include <QTimer>
|
||||
#include <QWidget>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "ArenaSimulation.h"
|
||||
#include "EntitySelectedEvent.h"
|
||||
#include "EventHandler.h"
|
||||
#include "GameConfig.h"
|
||||
#include "GameSpeedChangedEvent.h"
|
||||
#include "VisualsConfig.h"
|
||||
|
||||
class ArenaView;
|
||||
class ShipStatsPanel;
|
||||
|
||||
class InspectWindow : public QWidget
|
||||
class InspectWindow : public QWidget,
|
||||
public CombinedEventHandler<EntitySelectedEvent,
|
||||
GameSpeedChangedEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
InspectWindow(ArenaSimulation* sim, const VisualsConfig* visuals,
|
||||
InspectWindow(ArenaSimulation* sim, const GameConfig* config,
|
||||
const VisualsConfig* visuals,
|
||||
const std::string& arenaName, QWidget* parent = nullptr);
|
||||
|
||||
signals:
|
||||
void closed();
|
||||
~InspectWindow() override;
|
||||
|
||||
protected:
|
||||
void closeEvent(QCloseEvent* event) override;
|
||||
void keyPressEvent(QKeyEvent* event) override;
|
||||
|
||||
private:
|
||||
void handleEvent(std::shared_ptr<const EntitySelectedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const GameSpeedChangedEvent> event) override;
|
||||
|
||||
private slots:
|
||||
void onSpeedButton(int index);
|
||||
void onSpeedChanged(double multiplier);
|
||||
void pollStatus();
|
||||
|
||||
private:
|
||||
void updateInfoPanel(const ArenaStatus& status);
|
||||
void refreshEntityStats();
|
||||
|
||||
ArenaSimulation* m_sim;
|
||||
ArenaView* m_arenaView;
|
||||
ArenaSimulation* m_sim;
|
||||
const GameConfig* m_config;
|
||||
ArenaView* m_arenaView;
|
||||
|
||||
std::vector<QPushButton*> m_speedButtons;
|
||||
QLabel* m_team1Header;
|
||||
@@ -46,6 +60,11 @@ private:
|
||||
QLabel* m_team2Content;
|
||||
QTimer* m_pollTimer;
|
||||
|
||||
std::optional<entt::entity> m_selectedEntity;
|
||||
QLabel* m_entityTitleLabel;
|
||||
ShipStatsPanel* m_entityStatsPanel;
|
||||
QLabel* m_stationStatsLabel;
|
||||
|
||||
static const double kSpeeds[];
|
||||
static const int kSpeedCount;
|
||||
};
|
||||
|
||||
@@ -266,18 +266,20 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
cfg.scrapDespawnSeconds = requireDouble(tbl["world"]["scrap_despawn_seconds"], file, "world.scrap_despawn_seconds");
|
||||
cfg.tileSize_m = requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
|
||||
cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
|
||||
cfg.tunnelMaxDistance = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance"], file, "world.tunnel_max_distance"));
|
||||
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 = static_cast<int>(requireInt(tbl["regions"]["asteroid_width"], file, "regions.asteroid_width"));
|
||||
cfg.regions.playerBufferWidth = static_cast<int>(requireInt(tbl["regions"]["player_buffer_width"], file, "regions.player_buffer_width"));
|
||||
cfg.regions.contestZoneWidth = static_cast<int>(requireInt(tbl["regions"]["contest_zone_width"], file, "regions.contest_zone_width"));
|
||||
cfg.regions.enemyBufferWidth = static_cast<int>(requireInt(tbl["regions"]["enemy_buffer_width"], file, "regions.enemy_buffer_width"));
|
||||
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"));
|
||||
cfg.regions.contestZoneWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["contest_zone_width_tiles"], file, "regions.contest_zone_width_tiles"));
|
||||
cfg.regions.enemyBufferWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["enemy_buffer_width_tiles"], file, "regions.enemy_buffer_width_tiles"));
|
||||
|
||||
cfg.expansion.columnsPerExpansion = static_cast<int>(requireInt(tbl["expansion"]["columns_per_expansion"], file, "expansion.columns_per_expansion"));
|
||||
cfg.expansion.costBuildingBlocks = static_cast<int>(requireInt(tbl["expansion"]["cost_building_blocks"], file, "expansion.cost_building_blocks"));
|
||||
cfg.expansion.columnsPerExpansion_tiles = static_cast<int>(requireInt(tbl["expansion"]["columns_per_expansion_tiles"], file, "expansion.columns_per_expansion_tiles"));
|
||||
cfg.expansion.costBuildingBlocks = static_cast<int>(requireInt(tbl["expansion"]["cost_building_blocks"], file, "expansion.cost_building_blocks"));
|
||||
|
||||
cfg.push.pushExpandColumns = static_cast<int>(requireInt(tbl["push"]["push_expand_columns"], file, "push.push_expand_columns"));
|
||||
cfg.push.pushExpandColumns_tiles = static_cast<int>(requireInt(tbl["push"]["push_expand_columns_tiles"], file, "push.push_expand_columns_tiles"));
|
||||
cfg.push.bossAdvanceSeconds = requireDouble(tbl["push"]["boss_advance_seconds"], file, "push.boss_advance_seconds");
|
||||
|
||||
cfg.waves.threatRateFormula = requireFormula(tbl["waves"]["threat_rate_formula"], file, "waves.threat_rate_formula");
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -367,6 +373,15 @@ RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
|
||||
}
|
||||
def.building = *parsedType;
|
||||
|
||||
if (def.building == BuildingType::Assembler)
|
||||
{
|
||||
const auto level = mt["unlock_at_station_level"].value<int64_t>();
|
||||
if (level)
|
||||
{
|
||||
def.unlockAtStationLevel = static_cast<int>(*level);
|
||||
}
|
||||
}
|
||||
|
||||
// inputs may be omitted (e.g. miner recipes). An empty array is fine.
|
||||
if (mt.contains("inputs"))
|
||||
{
|
||||
@@ -403,7 +418,7 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
|
||||
|
||||
ShipDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.availableFromStart = requireBool(mt["available_from_start"], file, elemPath + ".available_from_start");
|
||||
def.unlockAtStationLevel = static_cast<int>(requireInt(mt["unlock_at_station_level"], file, elemPath + ".unlock_at_station_level"));
|
||||
def.layout = requireStringArray(mt["layout"], file, elemPath + ".layout");
|
||||
|
||||
// Schematic
|
||||
@@ -420,14 +435,6 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
|
||||
bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
|
||||
}
|
||||
|
||||
// Threat
|
||||
{
|
||||
const std::string tPath = elemPath + ".threat";
|
||||
const toml::table& tTable = requireTable(mt["threat"], file, tPath);
|
||||
toml::table& tMt = const_cast<toml::table&>(tTable);
|
||||
def.threat.costFormula = requireFormula(tMt["cost_formula"], file, tPath + ".cost_formula");
|
||||
}
|
||||
|
||||
// Health
|
||||
{
|
||||
const std::string hPath = elemPath + ".health";
|
||||
@@ -441,11 +448,11 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
|
||||
const std::string mPath = elemPath + ".movement";
|
||||
const toml::table& mTable = requireTable(mt["movement"], file, mPath);
|
||||
toml::table& mMt = const_cast<toml::table&>(mTable);
|
||||
def.movement.speedFormula = requireFormula(mMt["speed_formula"], file, mPath + ".speed_formula");
|
||||
def.movement.mainAccelerationFormula = requireFormula(mMt["main_acceleration_formula"], file, mPath + ".main_acceleration_formula");
|
||||
def.movement.maneuveringAccelerationFormula = requireFormula(mMt["maneuvering_acceleration_formula"], file, mPath + ".maneuvering_acceleration_formula");
|
||||
def.movement.angularAccelerationFormula = requireFormula(mMt["angular_acceleration_formula"], file, mPath + ".angular_acceleration_formula");
|
||||
def.movement.maxRotationSpeedFormula = requireFormula(mMt["max_rotation_speed_formula"], file, mPath + ".max_rotation_speed_formula");
|
||||
def.movement.speedFormula = requireFormula(mMt["speed_mps_formula"], file, mPath + ".speed_mps_formula");
|
||||
def.movement.mainAccelerationFormula = requireFormula(mMt["main_acceleration_mpss_formula"], file, mPath + ".main_acceleration_mpss_formula");
|
||||
def.movement.maneuveringAccelerationFormula = requireFormula(mMt["maneuvering_acceleration_mpss_formula"], file, mPath + ".maneuvering_acceleration_mpss_formula");
|
||||
def.movement.angularAccelerationFormula = requireFormula(mMt["angular_acceleration_radpss_formula"], file, mPath + ".angular_acceleration_radpss_formula");
|
||||
def.movement.maxRotationSpeedFormula = requireFormula(mMt["max_rotation_speed_radps_formula"], file, mPath + ".max_rotation_speed_radps_formula");
|
||||
}
|
||||
|
||||
// Sensor
|
||||
@@ -453,7 +460,7 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
|
||||
const std::string snsPath = elemPath + ".sensor";
|
||||
const toml::table& snsTable = requireTable(mt["sensor"], file, snsPath);
|
||||
toml::table& snsMt = const_cast<toml::table&>(snsTable);
|
||||
def.sensor.sensorRangeFormula = requireFormula(snsMt["sensor_range_formula"], file, snsPath + ".sensor_range_formula");
|
||||
def.sensor.sensorRangeFormula = requireFormula(snsMt["sensor_range_m_formula"], file, snsPath + ".sensor_range_m_formula");
|
||||
}
|
||||
|
||||
// Loot
|
||||
@@ -500,8 +507,8 @@ StationsConfig ConfigLoader::loadStations(const std::string& path)
|
||||
cfg.playerStation.level = static_cast<int>(requireInt(tbl[p]["level"], file, p + ".level"));
|
||||
cfg.playerStation.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
cfg.playerStation.damageFormula = requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
|
||||
cfg.playerStation.rangeFormula = requireFormula(tbl[p]["range_formula"], file, p + ".range_formula");
|
||||
cfg.playerStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_formula"], file, p + ".fire_rate_formula");
|
||||
cfg.playerStation.rangeFormula = requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
|
||||
cfg.playerStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
|
||||
cfg.playerStation.scrapDropFormula = requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
|
||||
}
|
||||
|
||||
@@ -511,8 +518,8 @@ StationsConfig ConfigLoader::loadStations(const std::string& path)
|
||||
cfg.enemyStation.surfaceMask = requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
|
||||
cfg.enemyStation.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
cfg.enemyStation.damageFormula = requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
|
||||
cfg.enemyStation.rangeFormula = requireFormula(tbl[p]["range_formula"], file, p + ".range_formula");
|
||||
cfg.enemyStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_formula"], file, p + ".fire_rate_formula");
|
||||
cfg.enemyStation.rangeFormula = requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
|
||||
cfg.enemyStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
|
||||
cfg.enemyStation.scrapDropFormula = requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
|
||||
}
|
||||
|
||||
@@ -520,24 +527,29 @@ StationsConfig ConfigLoader::loadStations(const std::string& path)
|
||||
}
|
||||
|
||||
// Known category→stat mappings for module stat modifier discovery.
|
||||
// addedKeySuffix: unit suffix appended before "_formula" for additive modifier keys only.
|
||||
// Multiplicative modifier keys are always dimensionless and carry no suffix.
|
||||
struct StatEntry
|
||||
{
|
||||
const char* category;
|
||||
const char* stat;
|
||||
const char* addedKeySuffix;
|
||||
};
|
||||
|
||||
static const StatEntry kKnownStats[] = {
|
||||
{"health", "hp"},
|
||||
{"movement", "speed"},
|
||||
{"sensor", "sensor_range"},
|
||||
{"weapon", "damage"},
|
||||
{"weapon", "attack_range"},
|
||||
{"weapon", "attack_rate"},
|
||||
{"salvage", "collection_range"},
|
||||
{"salvage", "cargo_capacity"},
|
||||
{"salvage", "collection_rate"},
|
||||
{"repair", "repair_rate"},
|
||||
{"repair", "repair_range"},
|
||||
{"health", "hp", ""},
|
||||
{"movement", "speed", "_mps"},
|
||||
{"movement", "main_acceleration", "_mpss"},
|
||||
{"movement", "maneuvering_acceleration", "_mpss"},
|
||||
{"sensor", "sensor_range", "_m"},
|
||||
{"weapon", "damage", ""},
|
||||
{"weapon", "attack_range", "_m"},
|
||||
{"weapon", "attack_rate", "_hz"},
|
||||
{"salvage", "collection_range", "_m"},
|
||||
{"salvage", "cargo_capacity", ""},
|
||||
{"salvage", "collection_rate", "_hz"},
|
||||
{"repair", "repair_rate", "_hz"},
|
||||
{"repair", "repair_range", "_m"},
|
||||
};
|
||||
|
||||
ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
@@ -565,13 +577,14 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
toml::table& mt = const_cast<toml::table&>(*st);
|
||||
|
||||
ModuleDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.unlockAtStationLevel = static_cast<int>(
|
||||
mt["unlock_at_station_level"].value_or<int64_t>(-1));
|
||||
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
def.playerProductionLevel = static_cast<int>(requireInt(
|
||||
mt["player_production_level"], file, elemPath + ".player_production_level"));
|
||||
def.productionTimeSeconds = requireDouble(
|
||||
mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
|
||||
def.threatCost = requireDouble(mt["threat_cost"], file, elemPath + ".threat_cost");
|
||||
def.fillColor = requireString(mt["fill_color"], file, elemPath + ".fill_color");
|
||||
def.glyph = requireString(mt["glyph"], file, elemPath + ".glyph");
|
||||
|
||||
@@ -592,8 +605,8 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
elemPath + "." + se.category);
|
||||
toml::table& catMt = const_cast<toml::table&>(catTable);
|
||||
|
||||
const std::string addedKey = std::string("added_") + se.stat + "_formula";
|
||||
const std::string multipliedKey = std::string("multiplied_") + se.stat + "_formula";
|
||||
const std::string addedKey = std::string("added_") + se.stat + se.addedKeySuffix + "_formula";
|
||||
const std::string multipliedKey = std::string("multiplied_") + se.stat + se.addedKeySuffix + "_formula";
|
||||
|
||||
if (catMt.contains(addedKey))
|
||||
{
|
||||
@@ -622,16 +635,16 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
const std::string wPath = elemPath + ".weapon";
|
||||
const toml::table& wTable = requireTable(mt["weapon"], file, wPath);
|
||||
toml::table& wMt = const_cast<toml::table&>(wTable);
|
||||
if (wMt.contains("damage_formula") || wMt.contains("attack_range_formula")
|
||||
|| wMt.contains("attack_rate_formula"))
|
||||
if (wMt.contains("damage_formula") || wMt.contains("attack_range_m_formula")
|
||||
|| wMt.contains("attack_rate_hz_formula"))
|
||||
{
|
||||
ModuleWeaponCapability cap;
|
||||
cap.damageFormula = requireFormula(wMt["damage_formula"],
|
||||
file, wPath + ".damage_formula");
|
||||
cap.attackRangeFormula = requireFormula(wMt["attack_range_formula"],
|
||||
file, wPath + ".attack_range_formula");
|
||||
cap.attackRateFormula = requireFormula(wMt["attack_rate_formula"],
|
||||
file, wPath + ".attack_rate_formula");
|
||||
cap.attackRangeFormula = requireFormula(wMt["attack_range_m_formula"],
|
||||
file, wPath + ".attack_range_m_formula");
|
||||
cap.attackRateFormula = requireFormula(wMt["attack_rate_hz_formula"],
|
||||
file, wPath + ".attack_rate_hz_formula");
|
||||
def.weaponCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
@@ -642,16 +655,16 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
const std::string sPath = elemPath + ".salvage";
|
||||
const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
|
||||
toml::table& sMt = const_cast<toml::table&>(sTable);
|
||||
if (sMt.contains("collection_range_formula") || sMt.contains("cargo_capacity_formula")
|
||||
|| sMt.contains("collection_rate_formula"))
|
||||
if (sMt.contains("collection_range_m_formula") || sMt.contains("cargo_capacity_formula")
|
||||
|| sMt.contains("collection_rate_hz_formula"))
|
||||
{
|
||||
ModuleSalvageCapability cap;
|
||||
cap.collectionRangeFormula = requireFormula(sMt["collection_range_formula"],
|
||||
file, sPath + ".collection_range_formula");
|
||||
cap.collectionRangeFormula = requireFormula(sMt["collection_range_m_formula"],
|
||||
file, sPath + ".collection_range_m_formula");
|
||||
cap.cargoCapacityFormula = requireFormula(sMt["cargo_capacity_formula"],
|
||||
file, sPath + ".cargo_capacity_formula");
|
||||
cap.collectionRateFormula = requireFormula(sMt["collection_rate_formula"],
|
||||
file, sPath + ".collection_rate_formula");
|
||||
cap.collectionRateFormula = requireFormula(sMt["collection_rate_hz_formula"],
|
||||
file, sPath + ".collection_rate_hz_formula");
|
||||
def.salvageCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
@@ -662,13 +675,13 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
const std::string rPath = elemPath + ".repair";
|
||||
const toml::table& rTable = requireTable(mt["repair"], file, rPath);
|
||||
toml::table& rMt = const_cast<toml::table&>(rTable);
|
||||
if (rMt.contains("repair_rate_formula") || rMt.contains("repair_range_formula"))
|
||||
if (rMt.contains("repair_rate_hz_formula") || rMt.contains("repair_range_m_formula"))
|
||||
{
|
||||
ModuleRepairCapability cap;
|
||||
cap.repairRateFormula = requireFormula(rMt["repair_rate_formula"],
|
||||
file, rPath + ".repair_rate_formula");
|
||||
cap.repairRangeFormula = requireFormula(rMt["repair_range_formula"],
|
||||
file, rPath + ".repair_range_formula");
|
||||
cap.repairRateFormula = requireFormula(rMt["repair_rate_hz_formula"],
|
||||
file, rPath + ".repair_rate_hz_formula");
|
||||
cap.repairRangeFormula = requireFormula(rMt["repair_range_m_formula"],
|
||||
file, rPath + ".repair_range_m_formula");
|
||||
def.repairCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
@@ -688,5 +701,6 @@ GameConfig ConfigLoader::loadFromDirectory(const std::string& configDir)
|
||||
cfg.ships = loadShips(configDir + "/ships.toml");
|
||||
cfg.stations = loadStations(configDir + "/stations.toml");
|
||||
cfg.modules = loadModules(configDir + "/modules.toml");
|
||||
cfg.threatCosts = computeThreatCostTable(cfg);
|
||||
return cfg;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "ShipsConfig.h"
|
||||
#include "StationsConfig.h"
|
||||
#include "ModulesConfig.h"
|
||||
#include "ThreatCostCalculator.h"
|
||||
|
||||
// Aggregate of all simulation config files. Loaded at startup and reloaded
|
||||
// from disk on each game restart (REQ-CFG-RELOAD). See architecture.md "Config Loading".
|
||||
@@ -17,4 +18,5 @@ struct GameConfig
|
||||
ShipsConfig ships;
|
||||
StationsConfig stations;
|
||||
ModulesConfig modules;
|
||||
ThreatCostTable threatCosts;
|
||||
};
|
||||
|
||||
@@ -40,11 +40,11 @@ struct ModuleRepairCapability
|
||||
struct ModuleDef
|
||||
{
|
||||
std::string id;
|
||||
int unlockAtStationLevel;
|
||||
std::vector<std::string> surfaceMask;
|
||||
std::vector<RecipeIngredient> materials;
|
||||
int playerProductionLevel;
|
||||
double productionTimeSeconds;
|
||||
double threatCost;
|
||||
std::string fillColor;
|
||||
std::string glyph;
|
||||
std::vector<ModuleStatModifier> statModifiers;
|
||||
|
||||
@@ -32,6 +32,10 @@ struct RecipeDef
|
||||
std::vector<RecipeIngredient> inputs;
|
||||
std::vector<RecipeOutput> outputs;
|
||||
double durationSeconds;
|
||||
// Assembler only. nullopt = implicit-only locking. -1 = explicitly unlocked
|
||||
// at game start. >= 0 = locked; schematic enters drop pool at that station
|
||||
// level once the output item is implicitly unlocked (REQ-LOCK-EXPLICIT).
|
||||
std::optional<int> unlockAtStationLevel;
|
||||
};
|
||||
|
||||
struct RecipesConfig
|
||||
|
||||
@@ -16,13 +16,6 @@ struct ShipSchematic
|
||||
double productionTimeSeconds;
|
||||
};
|
||||
|
||||
// Wave scheduling cost (REQ-WAV-THREAT-COST). Ships with cost_formula that
|
||||
// always evaluates to 0 are ineligible as wave picks.
|
||||
struct ShipThreat
|
||||
{
|
||||
Formula costFormula;
|
||||
};
|
||||
|
||||
struct ShipHealth
|
||||
{
|
||||
Formula hpFormula; // REQ-SHP-STATS
|
||||
@@ -51,11 +44,10 @@ struct ShipLoot
|
||||
struct ShipDef
|
||||
{
|
||||
std::string id;
|
||||
bool availableFromStart;
|
||||
int unlockAtStationLevel;
|
||||
std::vector<std::string> layout;
|
||||
|
||||
ShipSchematic schematic;
|
||||
ShipThreat threat;
|
||||
ShipHealth health;
|
||||
ShipMovement movement;
|
||||
ShipSensor sensor;
|
||||
|
||||
@@ -5,23 +5,23 @@
|
||||
// Region widths are in tiles (REQ-GW-REGIONS).
|
||||
struct WorldRegions
|
||||
{
|
||||
int asteroidWidth;
|
||||
int playerBufferWidth;
|
||||
int contestZoneWidth;
|
||||
int enemyBufferWidth;
|
||||
int asteroidWidth_tiles;
|
||||
int playerBufferWidth_tiles;
|
||||
int contestZoneWidth_tiles;
|
||||
int enemyBufferWidth_tiles;
|
||||
};
|
||||
|
||||
// Asteroid expansion (REQ-EXP-UNLOCK, REQ-EXP-COST).
|
||||
struct WorldExpansion
|
||||
{
|
||||
int columnsPerExpansion;
|
||||
int columnsPerExpansion_tiles;
|
||||
int costBuildingBlocks;
|
||||
};
|
||||
|
||||
// Push effects (REQ-PSH-*, REQ-WAV-BOSS-ADVANCE).
|
||||
struct WorldPush
|
||||
{
|
||||
int pushExpandColumns;
|
||||
int pushExpandColumns_tiles;
|
||||
double bossAdvanceSeconds; // boss countdown advanced by this much per push
|
||||
};
|
||||
|
||||
@@ -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
|
||||
@@ -47,11 +55,14 @@ struct WorldConfig
|
||||
double scrapDespawnSeconds; // REQ-RES-SCRAP-DROP
|
||||
double tileSize_m; // metres per tile (REQ-GW-TILE-SIZE)
|
||||
double beltSpeed_tps; // REQ-GW-BELT-SPEED (tiles/s, converted from m/s in config)
|
||||
int tunnelMaxDistance; // REQ-BLD-TUNNEL-PAIR
|
||||
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;
|
||||
};
|
||||
|
||||
@@ -6,11 +6,11 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Blueprint.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingId.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FireEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Item.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Port.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SchematicDropEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
@@ -18,6 +18,7 @@ SET(SRCS
|
||||
${SRCS}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.cpp
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
|
||||
27
src/lib/core/DisplayName.cpp
Normal file
27
src/lib/core/DisplayName.cpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#include "DisplayName.h"
|
||||
|
||||
#include <cctype>
|
||||
|
||||
std::string toDisplayName(const std::string& id)
|
||||
{
|
||||
std::string result;
|
||||
bool nextUpper = true;
|
||||
for (char c : id)
|
||||
{
|
||||
if (c == '_')
|
||||
{
|
||||
result += ' ';
|
||||
nextUpper = true;
|
||||
}
|
||||
else if (nextUpper)
|
||||
{
|
||||
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
|
||||
nextUpper = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
result += c;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
5
src/lib/core/DisplayName.h
Normal file
5
src/lib/core/DisplayName.h
Normal file
@@ -0,0 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
std::string toDisplayName(const std::string& id);
|
||||
@@ -1,15 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Tick.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
// Transient record emitted each time a weapon fires (REQ-SHP-FIRING,
|
||||
// REQ-SHP-FIRING-BEAM). Buffered in a sim-owned queue and drained by the
|
||||
// renderer each frame to draw the 0.3-second laser beam.
|
||||
struct FireEvent
|
||||
{
|
||||
entt::entity shooter;
|
||||
entt::entity target;
|
||||
Tick emittedAt;
|
||||
};
|
||||
28
src/lib/core/SchematicChoiceOption.h
Normal file
28
src/lib/core/SchematicChoiceOption.h
Normal file
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
enum class SchematicType
|
||||
{
|
||||
Ship,
|
||||
Module,
|
||||
Recipe
|
||||
};
|
||||
|
||||
// One option presented to the player in the schematic choice dialog
|
||||
// (REQ-DEF-SCHEMATIC-DROP). Built by the simulation when enemy stations are
|
||||
// destroyed; the UI reads these to populate the dialog.
|
||||
struct SchematicChoiceOption
|
||||
{
|
||||
std::string schematicId;
|
||||
SchematicType type;
|
||||
std::string displayName;
|
||||
bool isNewUnlock;
|
||||
int targetLevel;
|
||||
|
||||
// Display names of items produced by recipes that would newly become
|
||||
// implicitly unlocked (REQ-LOCK-IMPLICIT) if this option is selected.
|
||||
// Deduplicated and sorted alphabetically; empty if none.
|
||||
std::vector<std::string> newlyUnlockedItemNames;
|
||||
};
|
||||
@@ -1,14 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
// Emitted in tick step 9 (Deaths & loot) when a destroyed enemy-defence-station
|
||||
// set awards a schematic (REQ-DEF-SCHEMATIC-DROP). The UI renders a toast
|
||||
// (REQ-UI-SCHEMATIC-TOAST); wasNewUnlock chooses between the "unlocked" and
|
||||
// "level -> N" wording.
|
||||
struct SchematicDropEvent
|
||||
{
|
||||
std::string schematicId; // matches ShipDef::id in the config.
|
||||
int newLevel;
|
||||
bool wasNewUnlock;
|
||||
};
|
||||
9
src/lib/ecs/component/AdvanceBehavior.h
Normal file
9
src/lib/ecs/component/AdvanceBehavior.h
Normal 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;
|
||||
};
|
||||
14
src/lib/ecs/component/AttackBehavior.h
Normal file
14
src/lib/ecs/component/AttackBehavior.h
Normal 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;
|
||||
};
|
||||
15
src/lib/ecs/component/BehaviorKind.h
Normal file
15
src/lib/ecs/component/BehaviorKind.h
Normal 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
|
||||
};
|
||||
22
src/lib/ecs/component/BehaviorScores.h
Normal file
22
src/lib/ecs/component/BehaviorScores.h
Normal 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;
|
||||
}
|
||||
@@ -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
|
||||
)
|
||||
|
||||
12
src/lib/ecs/component/DeliverScrapBehavior.h
Normal file
12
src/lib/ecs/component/DeliverScrapBehavior.h
Normal 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;
|
||||
};
|
||||
@@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
struct HomeReturnBehaviorComponent
|
||||
{
|
||||
float retreatHpFraction;
|
||||
QVector2D homePos;
|
||||
};
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
12
src/lib/ecs/component/RallyBehavior.h
Normal file
12
src/lib/ecs/component/RallyBehavior.h
Normal 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;
|
||||
};
|
||||
@@ -1,8 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
struct RallyBehaviorComponent
|
||||
{
|
||||
QVector2D rallyPoint;
|
||||
};
|
||||
16
src/lib/ecs/component/RepairBehavior.h
Normal file
16
src/lib/ecs/component/RepairBehavior.h
Normal 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;
|
||||
};
|
||||
@@ -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;
|
||||
};
|
||||
13
src/lib/ecs/component/RetreatBehavior.h
Normal file
13
src/lib/ecs/component/RetreatBehavior.h
Normal 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;
|
||||
};
|
||||
@@ -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;
|
||||
};
|
||||
15
src/lib/ecs/component/SalvageScrapBehavior.h
Normal file
15
src/lib/ecs/component/SalvageScrapBehavior.h
Normal 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;
|
||||
};
|
||||
11
src/lib/ecs/component/SelectedBehaviorComponent.h
Normal file
11
src/lib/ecs/component/SelectedBehaviorComponent.h
Normal 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;
|
||||
};
|
||||
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
struct ThreatResponseBehaviorComponent
|
||||
{
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
@@ -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)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickHomeReturnBehavior (priority 4)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
|
||||
{
|
||||
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};
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickThreatResponseBehavior (priority 3)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
|
||||
{
|
||||
TRACE();
|
||||
// Snapshot all combatant entities for target acquisition.
|
||||
struct CombatantInfo
|
||||
// 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)
|
||||
{
|
||||
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});
|
||||
});
|
||||
|
||||
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)
|
||||
admin.forEach<Behavior, SelectedBehaviorComponent>(
|
||||
[kind](entt::entity /*e*/, const Behavior& behavior,
|
||||
SelectedBehaviorComponent& selected)
|
||||
{
|
||||
const entt::entity t = *threatResponseBehavior.currentTarget;
|
||||
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
|
||||
if (behavior.score > selected.bestScore)
|
||||
{
|
||||
const float dist =
|
||||
(admin.get<PositionComponent>(t).value - pos.value).length();
|
||||
if (dist <= range)
|
||||
{
|
||||
targetValid = true;
|
||||
}
|
||||
selected.bestScore = behavior.score;
|
||||
selected.winner = kind;
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
AiSystem::AiSystem(const GameConfig& config)
|
||||
: m_attackEvaluator(config.world.targeting)
|
||||
{
|
||||
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)
|
||||
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
const ScrapSystem& scraps)
|
||||
{
|
||||
TRACE();
|
||||
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
|
||||
TRACE();
|
||||
|
||||
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*e*/, RepairToolComponent& rt, const ModuleOwnerComponent& owner)
|
||||
{
|
||||
if (!admin.hasAll<RepairBehaviorComponent>(owner.owner)) { return; }
|
||||
// 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);
|
||||
|
||||
const RepairBehaviorComponent& rb =
|
||||
admin.get<RepairBehaviorComponent>(owner.owner);
|
||||
const PositionComponent& ownerPos =
|
||||
admin.get<PositionComponent>(owner.owner);
|
||||
// Phase 2: pick the highest-scoring behavior per ship.
|
||||
selectWinningBehaviors(admin);
|
||||
|
||||
// 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);
|
||||
});
|
||||
// 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);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickSalvageBehavior (priority 1)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
|
||||
BuildingSystem& buildings)
|
||||
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
|
||||
{
|
||||
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)
|
||||
TRACE();
|
||||
admin.forEach<SelectedBehaviorComponent>(
|
||||
[](entt::entity /*e*/, SelectedBehaviorComponent& selected)
|
||||
{
|
||||
if (f.isEnemy)
|
||||
{
|
||||
enemyShips.push_back({pos.value});
|
||||
}
|
||||
selected.winner = BehaviorKind::None;
|
||||
selected.bestScore = std::numeric_limits<float>::lowest();
|
||||
});
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
@@ -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
|
||||
)
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include "PositionComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
@@ -21,21 +20,18 @@ CombatSystem::CombatSystem(const GameConfig& config)
|
||||
void CombatSystem::tick(Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
BuildingSystem& /*buildings*/,
|
||||
std::vector<FireEvent>& outFireEvents)
|
||||
std::vector<WeaponFiredEvent>& outWeaponFiredEvents)
|
||||
{
|
||||
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, outFireEvents);
|
||||
resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outWeaponFiredEvents);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -46,7 +42,7 @@ void CombatSystem::resolveWeapon(
|
||||
const FactionComponent& ownFaction,
|
||||
Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
std::vector<FireEvent>& out)
|
||||
std::vector<WeaponFiredEvent>& out)
|
||||
{
|
||||
if (weapon.cooldownTicks > 0.0f)
|
||||
{
|
||||
@@ -115,7 +111,7 @@ void CombatSystem::resolveWeapon(
|
||||
m_pendingDamage.push_back({targetEntity, weapon.damage,
|
||||
currentTick + kWeaponImpactDelayTicks});
|
||||
|
||||
FireEvent evt;
|
||||
WeaponFiredEvent evt;
|
||||
evt.shooter = shipEntity;
|
||||
evt.target = targetEntity;
|
||||
evt.emittedAt = currentTick;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
#include "Building.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "FireEvent.h"
|
||||
#include "WeaponFiredEvent.h"
|
||||
#include "GameConfig.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "Tick.h"
|
||||
@@ -26,7 +26,7 @@ public:
|
||||
void tick(Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
BuildingSystem& buildings,
|
||||
std::vector<FireEvent>& outFireEvents);
|
||||
std::vector<WeaponFiredEvent>& outWeaponFiredEvents);
|
||||
|
||||
void applyPendingDamage(Tick currentTick, EntityAdmin& admin);
|
||||
|
||||
@@ -47,7 +47,7 @@ private:
|
||||
const FactionComponent& ownFaction,
|
||||
Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
std::vector<FireEvent>& out);
|
||||
std::vector<WeaponFiredEvent>& out);
|
||||
|
||||
const GameConfig& m_config;
|
||||
};
|
||||
|
||||
@@ -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(),
|
||||
|
||||
70
src/lib/ecs/system/RepairSystem.cpp
Normal file
70
src/lib/ecs/system/RepairSystem.cpp
Normal 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);
|
||||
});
|
||||
}
|
||||
17
src/lib/ecs/system/RepairSystem.h
Normal file
17
src/lib/ecs/system/RepairSystem.h
Normal 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;
|
||||
};
|
||||
79
src/lib/ecs/system/SalvagerSystem.cpp
Normal file
79
src/lib/ecs/system/SalvagerSystem.cpp
Normal 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;
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
19
src/lib/ecs/system/SalvagerSystem.h
Normal file
19
src/lib/ecs/system/SalvagerSystem.h
Normal 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;
|
||||
};
|
||||
@@ -2,9 +2,14 @@
|
||||
|
||||
#include <cassert>
|
||||
#include <map>
|
||||
#include <stdexcept>
|
||||
#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"
|
||||
@@ -12,14 +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"
|
||||
|
||||
@@ -55,7 +61,8 @@ const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
|
||||
|
||||
entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
QVector2D position, bool isEnemy,
|
||||
const std::optional<ShipLayoutConfig>& layout)
|
||||
const std::optional<ShipLayoutConfig>& layout,
|
||||
const std::map<std::string, int>& moduleLevelOverrides)
|
||||
{
|
||||
const ShipDef* def = findShipDef(schematicId);
|
||||
assert(def != nullptr);
|
||||
@@ -102,9 +109,11 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
for (const PlacedModule& pm : modules)
|
||||
{
|
||||
const ModuleDef* modDef = findModuleDef(pm.moduleId);
|
||||
if (!modDef) { continue; }
|
||||
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
|
||||
|
||||
const double mx = static_cast<double>(modDef->playerProductionLevel);
|
||||
const auto overIt = moduleLevelOverrides.find(pm.moduleId);
|
||||
const double mx = static_cast<double>(
|
||||
overIt != moduleLevelOverrides.end() ? overIt->second : modDef->playerProductionLevel);
|
||||
|
||||
if (modDef->weaponCapability)
|
||||
{
|
||||
@@ -173,9 +182,11 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
for (const PlacedModule& pm : modules)
|
||||
{
|
||||
const ModuleDef* modDef = findModuleDef(pm.moduleId);
|
||||
if (!modDef) { continue; }
|
||||
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
|
||||
|
||||
const double mx = static_cast<double>(modDef->playerProductionLevel);
|
||||
const auto overIt2 = moduleLevelOverrides.find(pm.moduleId);
|
||||
const double mx = static_cast<double>(
|
||||
overIt2 != moduleLevelOverrides.end() ? overIt2->second : modDef->playerProductionLevel);
|
||||
|
||||
for (const ModuleStatModifier& sm : modDef->statModifiers)
|
||||
{
|
||||
@@ -210,7 +221,8 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
}
|
||||
|
||||
// Range stat additive modifiers are expressed in metres in config; convert to tiles.
|
||||
const double tileSizeD = static_cast<double>(m_config.world.tileSize_m);
|
||||
const double tileSizeD = static_cast<double>(m_config.world.tileSize_m);
|
||||
const double tickRateD = static_cast<double>(kTickRateHz);
|
||||
const char* const kRangeStats[] = {
|
||||
"sensor_range", "attack_range", "collection_range", "repair_range"
|
||||
};
|
||||
@@ -229,6 +241,23 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
}
|
||||
}
|
||||
|
||||
// Acceleration additive modifiers are in m/s² in config; convert to tiles/tick
|
||||
// (same as the base spawn conversion: / tileSize / tickRate).
|
||||
const char* const kAccelerationStats[] = {
|
||||
"main_acceleration", "maneuvering_acceleration"
|
||||
};
|
||||
for (const char* stat : kAccelerationStats)
|
||||
{
|
||||
for (std::map<std::string, std::pair<double, double>>* mods : allModMaps)
|
||||
{
|
||||
std::map<std::string, std::pair<double, double>>::iterator it = mods->find(stat);
|
||||
if (it != mods->end())
|
||||
{
|
||||
it->second.second /= tileSizeD * tickRateD;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper: apply a modifier map to a float stat.
|
||||
auto applyMod = [](float& stat, const std::string& name,
|
||||
const std::map<std::string, std::pair<double, double>>& mods)
|
||||
@@ -297,15 +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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -318,11 +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())
|
||||
@@ -334,10 +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;
|
||||
@@ -361,7 +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)};
|
||||
});
|
||||
}
|
||||
|
||||
@@ -370,12 +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)
|
||||
@@ -385,6 +453,6 @@ void ShipSystem::triggerRallyDeparture()
|
||||
});
|
||||
for (entt::entity e : toRemove)
|
||||
{
|
||||
m_admin.removeComponent<RallyBehaviorComponent>(e);
|
||||
m_admin.removeComponent<RallyBehavior>(e);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
|
||||
@@ -19,10 +20,11 @@ public:
|
||||
|
||||
entt::entity spawn(const std::string& schematicId, int level, QVector2D position,
|
||||
bool isEnemy = false,
|
||||
const std::optional<ShipLayoutConfig>& layout = std::nullopt);
|
||||
const std::optional<ShipLayoutConfig>& layout = std::nullopt,
|
||||
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.
|
||||
@@ -31,6 +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;
|
||||
@@ -38,4 +45,5 @@ private:
|
||||
const GameConfig& m_config;
|
||||
EntityAdmin& m_admin;
|
||||
QVector2D m_rallyPoint;
|
||||
bool m_retreatEnabled = true;
|
||||
};
|
||||
|
||||
16
src/lib/ecs/system/ai/AdvanceEvaluator.cpp
Normal file
16
src/lib/ecs/system/ai/AdvanceEvaluator.cpp
Normal 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;
|
||||
});
|
||||
}
|
||||
11
src/lib/ecs/system/ai/AdvanceEvaluator.h
Normal file
11
src/lib/ecs/system/ai/AdvanceEvaluator.h
Normal 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);
|
||||
};
|
||||
112
src/lib/ecs/system/ai/AdvanceExecutor.cpp
Normal file
112
src/lib/ecs/system/ai/AdvanceExecutor.cpp
Normal 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};
|
||||
});
|
||||
}
|
||||
11
src/lib/ecs/system/ai/AdvanceExecutor.h
Normal file
11
src/lib/ecs/system/ai/AdvanceExecutor.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#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);
|
||||
};
|
||||
147
src/lib/ecs/system/ai/AttackEvaluator.cpp
Normal file
147
src/lib/ecs/system/ai/AttackEvaluator.cpp
Normal file
@@ -0,0 +1,147 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
22
src/lib/ecs/system/ai/AttackEvaluator.h
Normal file
22
src/lib/ecs/system/ai/AttackEvaluator.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#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;
|
||||
};
|
||||
64
src/lib/ecs/system/ai/AttackExecutor.cpp
Normal file
64
src/lib/ecs/system/ai/AttackExecutor.cpp
Normal file
@@ -0,0 +1,64 @@
|
||||
#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;
|
||||
}
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/AttackExecutor.h
Normal file
12
src/lib/ecs/system/ai/AttackExecutor.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#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);
|
||||
};
|
||||
81
src/lib/ecs/system/ai/BehaviorTargeting.cpp
Normal file
81
src/lib/ecs/system/ai/BehaviorTargeting.cpp
Normal file
@@ -0,0 +1,81 @@
|
||||
#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;
|
||||
}
|
||||
49
src/lib/ecs/system/ai/BehaviorTargeting.h
Normal file
49
src/lib/ecs/system/ai/BehaviorTargeting.h
Normal file
@@ -0,0 +1,49 @@
|
||||
#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);
|
||||
43
src/lib/ecs/system/ai/DeliverScrapEvaluator.cpp
Normal file
43
src/lib/ecs/system/ai/DeliverScrapEvaluator.cpp
Normal file
@@ -0,0 +1,43 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/DeliverScrapEvaluator.h
Normal file
12
src/lib/ecs/system/ai/DeliverScrapEvaluator.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#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);
|
||||
};
|
||||
38
src/lib/ecs/system/ai/DeliverScrapExecutor.cpp
Normal file
38
src/lib/ecs/system/ai/DeliverScrapExecutor.cpp
Normal file
@@ -0,0 +1,38 @@
|
||||
#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};
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/DeliverScrapExecutor.h
Normal file
12
src/lib/ecs/system/ai/DeliverScrapExecutor.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#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);
|
||||
};
|
||||
45
src/lib/ecs/system/ai/OrbitMath.h
Normal file
45
src/lib/ecs/system/ai/OrbitMath.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#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;
|
||||
}
|
||||
}
|
||||
16
src/lib/ecs/system/ai/RallyEvaluator.cpp
Normal file
16
src/lib/ecs/system/ai/RallyEvaluator.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/RallyEvaluator.h
Normal file
12
src/lib/ecs/system/ai/RallyEvaluator.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#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);
|
||||
};
|
||||
26
src/lib/ecs/system/ai/RallyExecutor.cpp
Normal file
26
src/lib/ecs/system/ai/RallyExecutor.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#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};
|
||||
});
|
||||
}
|
||||
10
src/lib/ecs/system/ai/RallyExecutor.h
Normal file
10
src/lib/ecs/system/ai/RallyExecutor.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship to its rally point when Rally is the winning behavior.
|
||||
class RallyExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
58
src/lib/ecs/system/ai/RepairEvaluator.cpp
Normal file
58
src/lib/ecs/system/ai/RepairEvaluator.cpp
Normal file
@@ -0,0 +1,58 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
11
src/lib/ecs/system/ai/RepairEvaluator.h
Normal file
11
src/lib/ecs/system/ai/RepairEvaluator.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#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);
|
||||
};
|
||||
64
src/lib/ecs/system/ai/RepairExecutor.cpp
Normal file
64
src/lib/ecs/system/ai/RepairExecutor.cpp
Normal file
@@ -0,0 +1,64 @@
|
||||
#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;
|
||||
}
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/RepairExecutor.h
Normal file
12
src/lib/ecs/system/ai/RepairExecutor.h
Normal 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);
|
||||
};
|
||||
56
src/lib/ecs/system/ai/RetreatEvaluator.cpp
Normal file
56
src/lib/ecs/system/ai/RetreatEvaluator.cpp
Normal 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;
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/RetreatEvaluator.h
Normal file
12
src/lib/ecs/system/ai/RetreatEvaluator.h
Normal 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);
|
||||
};
|
||||
20
src/lib/ecs/system/ai/RetreatExecutor.cpp
Normal file
20
src/lib/ecs/system/ai/RetreatExecutor.cpp
Normal 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};
|
||||
});
|
||||
}
|
||||
10
src/lib/ecs/system/ai/RetreatExecutor.h
Normal file
10
src/lib/ecs/system/ai/RetreatExecutor.h
Normal 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);
|
||||
};
|
||||
55
src/lib/ecs/system/ai/SalvageScrapEvaluator.cpp
Normal file
55
src/lib/ecs/system/ai/SalvageScrapEvaluator.cpp
Normal 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;
|
||||
});
|
||||
}
|
||||
13
src/lib/ecs/system/ai/SalvageScrapEvaluator.h
Normal file
13
src/lib/ecs/system/ai/SalvageScrapEvaluator.h
Normal 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);
|
||||
};
|
||||
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Reference in New Issue
Block a user