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53 Commits

Author SHA1 Message Date
ac97652c60 make ships claim targets 2026-06-16 21:18:28 +02:00
4153b7e2f5 make ships orbit their targets 2026-06-15 21:37:47 +02:00
6b7c3df64a advance towards enemy buildings 2026-06-15 20:52:43 +02:00
e8dd73bcb0 refactor AI system 2026-06-15 09:16:56 +02:00
8451f5a281 fix missed code paths for artificially reduced splitter throughput 2026-06-14 14:50:23 +02:00
0a1b58442c add verification scripts for ship layouts and recipes 2026-06-14 14:24:18 +02:00
997a7778e0 first iteration of fable 5 on ship and module grids and recipes 2026-06-14 14:23:53 +02:00
282ace4c11 fix bug where splitters reduce belt throughput, even if one side is blocked 2026-06-14 14:03:50 +02:00
1ea1cc59fb show threat rate in debug output 2026-06-14 13:39:10 +02:00
123c544423 move ui panels to the right 2026-06-14 13:07:25 +02:00
10c5ad678f derive threat cost dynamically 2026-06-13 22:47:46 +02:00
3716c2b734 show implicitly unlocked items in schematic unlock dialog 2026-06-13 18:19:25 +02:00
5317f35198 switch to using own event system 2026-06-13 17:52:22 +02:00
ed17664ef1 fix bug where game simulation continues while dialog is shown 2026-06-13 14:31:03 +02:00
49f7129bd5 schematic selection dialog 2026-06-13 14:19:51 +02:00
1641189b75 explicit recipe unlocking 2026-06-12 17:15:06 +02:00
54a6056b77 implicit item locking 2026-06-12 16:14:21 +02:00
69b35d2bfc fix config 2026-06-10 22:37:46 +02:00
af96b95f61 allow to unlock modules when destroying defence stations 2026-06-10 22:37:38 +02:00
aad094f842 allow to configure when which schematic gets unlockable 2026-06-10 21:09:03 +02:00
26857e8414 throw if modules are referenced that don't exist in config 2026-06-09 23:34:30 +02:00
510e37c37b fix issue where upgrade modules are not working properly 2026-06-09 23:34:29 +02:00
121cd5407f add more modules 2026-06-09 23:31:58 +02:00
7c663e29a6 fix threat accumulation config 2026-06-09 21:46:01 +02:00
c64d31fa46 pause threat accumulation during quiet windows 2026-06-07 23:21:22 +02:00
f097e9a25f add live ship stats panel 2026-06-07 22:06:37 +02:00
37a70ea321 add ship stats panel to ship layout dialog 2026-06-06 22:45:50 +02:00
8dad554800 show threat budget in debug text overlay 2026-06-06 21:07:18 +02:00
6b95619806 add units in config files 2026-06-06 20:46:36 +02:00
66cf9ae23a change 4x speed to 10x speed for testing 2026-06-06 12:01:41 +02:00
ef17b0ce42 reduce size of building surface masks 2026-06-06 12:00:38 +02:00
eeaa309c08 fix balancing config 2026-06-05 20:30:38 +02:00
7669245229 use meters in config 2026-06-05 20:09:20 +02:00
4e3e3ac715 replace combined stateUpdated signal with individual events 2026-06-05 18:27:46 +02:00
9677133c54 add event system and use it to propagate to print traces 2026-06-05 17:18:17 +02:00
abc261c03a add tracing for performance profiling 2026-06-05 16:38:36 +02:00
17e9913c98 wrap UI strings with tr() 2026-06-05 16:31:54 +02:00
900b5fdec1 remove documentation for already implemented change 2026-06-05 16:20:20 +02:00
3e19e44f24 store ship module layout in shipyard blueprint 2026-06-04 21:48:45 +02:00
42b51cc6f4 remove unnecessary modules for first playtest 2026-06-04 21:27:29 +02:00
15d8fa4f2c add boss wave counter and countdown to the title bar 2026-06-03 22:44:56 +02:00
b5185b0906 boss waves 2026-06-03 22:14:31 +02:00
457fc47c75 draw HP bars below ships 2026-06-03 20:47:48 +02:00
090dc64bc4 allow one target per repair tool module 2026-06-02 22:24:40 +02:00
64f7c9dcc1 add tests for salvager range and cooldown 2026-06-02 21:39:05 +02:00
f921f00a0d add collection rate for salvager modules and respect collection range of each of these modules 2026-06-02 21:28:31 +02:00
9d0a60a93b define ship roles via added modules and allow multiple weapons 2026-06-01 23:05:21 +02:00
f363f7a67c documentation 2026-05-27 17:03:13 +02:00
9e36c13635 fix tests 2026-05-25 21:13:16 +02:00
25ff3c56c5 move ecs related code to own folder 2026-05-25 09:10:54 +02:00
8ad7530740 fix ships to be drawn facing the correct direction in ArenaView 2026-05-25 07:56:03 +02:00
fa714335dc don't touch velocity in other systems and don't use snapTarget 2026-05-25 07:50:33 +02:00
0cd0529468 split MovementSystem to MovementIntentSystem and DynamicBodySystem 2026-05-25 07:25:54 +02:00
223 changed files with 12392 additions and 3179 deletions

View File

@@ -32,7 +32,6 @@ cost = 15
player_placeable = true
construction_time_seconds = 1
surface_mask = [
"AA",
"A>",
]
@@ -42,8 +41,8 @@ cost = 20
player_placeable = true
construction_time_seconds = 1
surface_mask = [
"AA ",
"AA>",
"AA",
" v",
]
[[building]]
@@ -52,9 +51,8 @@ cost = 35
player_placeable = true
construction_time_seconds = 1
surface_mask = [
"AAA ",
"AAA>",
"AAA ",
"AA ",
"AA>",
]
[[building]]

View File

@@ -1,51 +1,260 @@
# modules.toml
#
# First real-content iteration: module ids and surface masks are the designed
# content; stats, materials, and threat costs are placeholders until the
# recipe and balancing passes.
#
# Surface mask footprint ladder — footprints gate which hulls can mount a
# module, purely through geometry (see ships.toml for the matching hull
# grids):
#
# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones
# 1x2 maneuvering_thrusters, sensor_booster,
# armor_plates frigate and up
# 1x3 afterburner frigate and up (eats most of a frigate)
# L-shape weapon_stabilizer, weapon_primer,
# weapon_upgrade frigate and up
# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls)
# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls)
# 2x6 drone_hangar carrier only
# -----------------------------------------------------------------------------
# Weapons
# -----------------------------------------------------------------------------
[[module]]
id = "armor_plate"
surface_mask = ["OO", "OO"]
materials = [{item = "iron_ingot", amount = 2}]
id = "laser_cannon_s"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "laser_cannon_s_module", amount = 1}]
player_production_level = 1
production_time_seconds = 0.5
fill_color = "#FF8040"
glyph = "Ls"
[module.weapon]
damage_formula = "2"
attack_range_m_formula = "50"
attack_rate_hz_formula = "2.0"
[[module]]
id = "laser_cannon_m"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OO"]
materials = [{item = "laser_cannon_m_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#FF8040"
glyph = "Lm"
[module.weapon]
damage_formula = "10"
attack_range_m_formula = "70"
attack_rate_hz_formula = "1.5"
[[module]]
id = "laser_cannon_l"
unlock_at_station_level = -1
surface_mask = [
"OOO",
"OOO",
"OOO"]
materials = [{item = "laser_cannon_l_module", amount = 1}]
player_production_level = 1
production_time_seconds = 8
fill_color = "#FF8040"
glyph = "Ll"
[module.weapon]
damage_formula = "40"
attack_range_m_formula = "100"
attack_rate_hz_formula = "0.8"
# -----------------------------------------------------------------------------
# Utility tools
# -----------------------------------------------------------------------------
[[module]]
id = "salvager"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "salvager_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#AACC44"
glyph = "Sv"
[module.salvage]
collection_range_m_formula = "500"
cargo_capacity_formula = "10"
collection_rate_hz_formula = "0.5"
[[module]]
id = "repair_tool"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "repair_tool_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#66CCFF"
glyph = "Rp"
[module.repair]
repair_rate_hz_formula = "5 + x"
repair_range_m_formula = "800"
# -----------------------------------------------------------------------------
# Propulsion
# -----------------------------------------------------------------------------
[[module]]
id = "afterburner"
unlock_at_station_level = -1
surface_mask = ["OOO"]
materials = [{item = "afterburner_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Ab"
[module.movement]
multiplied_speed_mps_formula = "1.6"
added_main_acceleration_mpss_formula = "60"
[[module]]
id = "maneuvering_thrusters"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "maneuvering_thrusters_module", amount = 1}]
player_production_level = 1
production_time_seconds = 2
fill_color = "#40A0FF"
glyph = "Mt"
[module.movement]
multiplied_speed_mps_formula = "1.2"
added_maneuvering_acceleration_mpss_formula = "10"
# -----------------------------------------------------------------------------
# Defense & sensors
# -----------------------------------------------------------------------------
[[module]]
id = "armor_plates"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "armor_plates_module", amount = 1}]
player_production_level = 1
production_time_seconds = 3
threat_cost = 2.0
fill_color = "#808080"
glyph = "A"
[module.health]
multiplied_hp_formula = "1.0 + 0.2 * x"
added_hp_formula = "40"
[[module]]
id = "sensor_booster"
surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 1}]
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "sensor_booster_module", 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 = "2 + x"
added_sensor_range_m_formula = "50"
# -----------------------------------------------------------------------------
# Weapon modifiers
# -----------------------------------------------------------------------------
[[module]]
id = "weapon_upgrade"
surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_upgrade_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
threat_cost = 3.0
fill_color = "#FF4040"
glyph = "W"
glyph = "Wu"
[module.weapon]
multiplied_damage_formula = "1.2"
[module.combat]
multiplied_damage_formula = "1.0 + 0.15 * x"
[[module]]
id = "engine_booster"
surface_mask = ["O", "O"]
materials = [{item = "iron_ingot", amount = 2}]
id = "weapon_primer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_primer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 3
threat_cost = 1.5
fill_color = "#40FF80"
glyph = "E"
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Wp"
[module.movement]
added_speed_formula = "0.5 * x"
[module.weapon]
multiplied_attack_rate_hz_formula = "1.2"
[[module]]
id = "weapon_stabilizer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_stabilizer_module", amount = 1}]
player_production_level = 1
production_time_seconds = 4
fill_color = "#FF4040"
glyph = "Ws"
[module.weapon]
multiplied_attack_range_m_formula = "1.5"
multiplied_attack_rate_hz_formula = "0.8"
# -----------------------------------------------------------------------------
# Drone modules
#
# Footprint-only placeholders: the drone launching capability is not
# implemented yet, so these modules define no capability section.
# -----------------------------------------------------------------------------
[[module]]
id = "drone_bay"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OO"]
materials = [{item = "drone_bay_module", amount = 1}]
player_production_level = 1
production_time_seconds = 5
fill_color = "#CC66FF"
glyph = "Db"
[[module]]
id = "drone_hangar"
unlock_at_station_level = -1
surface_mask = [
"OOOOOO",
"OOOOOO"]
materials = [{item = "drone_hangar_module", amount = 1}]
player_production_level = 1
production_time_seconds = 20
fill_color = "#9933CC"
glyph = "Dh"

View File

@@ -1,3 +1,29 @@
# recipes.toml
#
# First real-content iteration of the production tree. Quantities and
# durations are a first guess; the balancing pass will tune them and assign
# real unlock_at_station_level values (everything is unlocked for now so the
# full tree is testable).
#
# Input chain per game phase — each phase adds exactly one new base input:
#
# early iron_ore + copper_ore -> ingots -> copper_wire, steel_plate,
# circuit_board
# mid + titanium_ore -> titanium_frame; assembler-made
# mechanical_parts, targeting_unit,
# drive_unit
# late + advanced_alloy -> reinforced_plating, capital_core.
# advanced_alloy CANNOT be mined; it only
# comes from reprocessing salvaged scrap,
# so capital production requires combat.
#
# Run tools/verify_recipes.py after editing to check that every consumed
# item has a producer and every item has a visuals.toml entry.
# -----------------------------------------------------------------------------
# Mining (tier 0)
# -----------------------------------------------------------------------------
[[recipe]]
id = "mine_iron_ore"
building = "miner"
@@ -12,6 +38,18 @@ inputs = []
outputs = [{item = "copper_ore", amount = 1}]
duration_seconds = 1.5
# Titanium is the midgame ore: mined three times slower than iron.
[[recipe]]
id = "mine_titanium_ore"
building = "miner"
inputs = []
outputs = [{item = "titanium_ore", amount = 1}]
duration_seconds = 3.0
# -----------------------------------------------------------------------------
# Smelting (tier 1)
# -----------------------------------------------------------------------------
[[recipe]]
id = "iron_ingot"
building = "smelter"
@@ -27,19 +65,18 @@ outputs = [{item = "copper_ingot", amount = 1}]
duration_seconds = 2.5
[[recipe]]
id = "circuit_board"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 3}, {item = "copper_ingot", amount = 2}]
outputs = [{item = "circuit_board", amount = 1}]
duration_seconds = 5.0
[[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"
@@ -49,15 +86,354 @@ duration_seconds = 3.0
[[recipe.outputs]]
item = "iron_ingot"
amount = 2
probability = 0.6
probability = 0.45
[[recipe.outputs]]
item = "circuit_board"
item = "copper_ingot"
amount = 1
probability = 0.3
probability = 0.25
[[recipe.outputs]]
item = "titanium_ingot"
amount = 1
probability = 0.15
[[recipe.outputs]]
item = "advanced_alloy"
amount = 1
probability = 0.1
probability = 0.15
# -----------------------------------------------------------------------------
# Basic components (tier 2, early game)
# -----------------------------------------------------------------------------
[[recipe]]
id = "copper_wire"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "copper_ingot", amount = 1}]
outputs = [{item = "copper_wire", amount = 2}]
duration_seconds = 1.5
[[recipe]]
id = "steel_plate"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 2}]
outputs = [{item = "steel_plate", amount = 1}]
duration_seconds = 2.0
[[recipe]]
id = "circuit_board"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "circuit_board", amount = 1}]
duration_seconds = 2.0
[[recipe]]
id = "building_blocks"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 4}]
outputs = [{item = "building_block", amount = 10}]
duration_seconds = 4.0
# -----------------------------------------------------------------------------
# Advanced components (tier 3, midgame)
# -----------------------------------------------------------------------------
[[recipe]]
id = "mechanical_parts"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "iron_ingot", amount = 1}]
outputs = [{item = "mechanical_parts", amount = 2}]
duration_seconds = 2.5
[[recipe]]
id = "targeting_unit"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
outputs = [{item = "targeting_unit", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "drive_unit"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "steel_plate", amount = 1},
{item = "mechanical_parts", amount = 1},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "drive_unit", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "titanium_frame"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "titanium_ingot", amount = 2}, {item = "steel_plate", amount = 1}]
outputs = [{item = "titanium_frame", amount = 1}]
duration_seconds = 4.0
# -----------------------------------------------------------------------------
# Capital components (tier 4, lategame — gated on advanced_alloy)
# -----------------------------------------------------------------------------
[[recipe]]
id = "reinforced_plating"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 2}, {item = "advanced_alloy", amount = 1}]
outputs = [{item = "reinforced_plating", amount = 1}]
duration_seconds = 5.0
[[recipe]]
id = "capital_core"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "targeting_unit", amount = 1},
{item = "drive_unit", amount = 1},
{item = "advanced_alloy", amount = 2},
]
outputs = [{item = "capital_core", amount = 1}]
duration_seconds = 8.0
# -----------------------------------------------------------------------------
# Module items — early game
# -----------------------------------------------------------------------------
[[recipe]]
id = "laser_cannon_s_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
outputs = [{item = "laser_cannon_s_module", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "salvager_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "circuit_board", amount = 1}]
outputs = [{item = "salvager_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "repair_tool_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "circuit_board", amount = 2}, {item = "copper_wire", amount = 1}]
outputs = [{item = "repair_tool_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "armor_plates_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 2}]
outputs = [{item = "armor_plates_module", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "sensor_booster_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "circuit_board", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "sensor_booster_module", amount = 1}]
duration_seconds = 3.0
[[recipe]]
id = "maneuvering_thrusters_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "mechanical_parts", amount = 1}, {item = "copper_wire", amount = 1}]
outputs = [{item = "maneuvering_thrusters_module", amount = 1}]
duration_seconds = 3.0
# -----------------------------------------------------------------------------
# Module items — midgame
# -----------------------------------------------------------------------------
[[recipe]]
id = "afterburner_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "drive_unit", amount = 1}, {item = "steel_plate", amount = 1}]
outputs = [{item = "afterburner_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "weapon_upgrade_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "steel_plate", amount = 1}]
outputs = [{item = "weapon_upgrade_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "weapon_primer_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "weapon_primer_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "weapon_stabilizer_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "mechanical_parts", amount = 1}]
outputs = [{item = "weapon_stabilizer_module", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "laser_cannon_m_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "titanium_frame", amount = 1}]
outputs = [{item = "laser_cannon_m_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "drone_bay_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 1},
{item = "mechanical_parts", amount = 1},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "drone_bay_module", amount = 1}]
duration_seconds = 6.0
# -----------------------------------------------------------------------------
# Module items — lategame
# -----------------------------------------------------------------------------
[[recipe]]
id = "laser_cannon_l_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "targeting_unit", amount = 2},
{item = "reinforced_plating", amount = 2},
{item = "titanium_frame", amount = 1},
]
outputs = [{item = "laser_cannon_l_module", amount = 1}]
duration_seconds = 12.0
[[recipe]]
id = "drone_hangar_module"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "capital_core", amount = 1},
{item = "titanium_frame", amount = 2},
{item = "reinforced_plating", amount = 2},
]
outputs = [{item = "drone_hangar_module", amount = 1}]
duration_seconds = 20.0
# -----------------------------------------------------------------------------
# Ship hulls
# -----------------------------------------------------------------------------
[[recipe]]
id = "drone_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
outputs = [{item = "drone_hull", amount = 1}]
duration_seconds = 4.0
[[recipe]]
id = "frigate_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "steel_plate", amount = 3},
{item = "mechanical_parts", amount = 1},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "frigate_hull", amount = 1}]
duration_seconds = 8.0
[[recipe]]
id = "destroyer_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "steel_plate", amount = 5},
{item = "mechanical_parts", amount = 2},
{item = "circuit_board", amount = 1},
]
outputs = [{item = "destroyer_hull", amount = 1}]
duration_seconds = 10.0
[[recipe]]
id = "cruiser_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 2},
{item = "steel_plate", amount = 4},
{item = "drive_unit", amount = 1},
]
outputs = [{item = "cruiser_hull", amount = 1}]
duration_seconds = 15.0
[[recipe]]
id = "battlecruiser_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 3},
{item = "steel_plate", amount = 6},
{item = "drive_unit", amount = 1},
{item = "targeting_unit", amount = 1},
]
outputs = [{item = "battlecruiser_hull", amount = 1}]
duration_seconds = 20.0
[[recipe]]
id = "battleship_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "titanium_frame", amount = 4},
{item = "reinforced_plating", amount = 2},
{item = "drive_unit", amount = 2},
]
outputs = [{item = "battleship_hull", amount = 1}]
duration_seconds = 30.0
[[recipe]]
id = "dreadnought_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "capital_core", amount = 1},
{item = "titanium_frame", amount = 6},
{item = "reinforced_plating", amount = 4},
{item = "drive_unit", amount = 2},
]
outputs = [{item = "dreadnought_hull", amount = 1}]
duration_seconds = 60.0
[[recipe]]
id = "carrier_hull"
unlock_at_station_level = -1
building = "assembler"
inputs = [
{item = "capital_core", amount = 1},
{item = "titanium_frame", amount = 5},
{item = "reinforced_plating", amount = 3},
{item = "drive_unit", amount = 2},
]
outputs = [{item = "carrier_hull", amount = 1}]
duration_seconds = 60.0

View File

@@ -1,174 +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 = "fighter"
available_from_start = true
layout = ["XOX", "OOO", "XOX"]
id = "drone"
unlock_at_station_level = -1
layout = ["O"]
default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
materials = [{item = "iron_ore", amount = 1}]
player_production_level = 1
production_time_seconds = 10
[ship.threat]
cost_formula = "10"
production_time_seconds = 5
[ship.health]
hp_formula = "3"
[ship.movement]
speed_formula = "4"
main_acceleration_formula = "8"
maneuvering_acceleration_formula = "4"
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 = "15"
[ship.combat]
damage_formula = "2"
attack_range_formula = "5"
attack_rate_formula = "2.0"
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 = "sniper"
available_from_start = true
layout = ["XOOX", "OOOO", "XOOX"]
id = "frigate"
unlock_at_station_level = -1
layout = [
"XOX",
"OOO",
"XOX",
]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
materials = [{item = "frigate_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 10
[ship.threat]
cost_formula = "10"
[ship.health]
hp_formula = "8"
hp_formula = "30"
[ship.movement]
speed_formula = "1"
main_acceleration_formula = "1.5"
maneuvering_acceleration_formula = "0.5"
angular_acceleration_formula = "9.42"
max_rotation_speed_formula = "3.14"
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_formula = "25"
[ship.combat]
damage_formula = "10"
attack_range_formula = "20"
attack_rate_formula = "0.5"
sensor_range_m_formula = "200"
[ship.loot]
scrap_drop = 2
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 = "gunship"
available_from_start = true
layout = ["XOOOX", "OOOOO", "OOOOO", "XOOOX"]
id = "destroyer"
unlock_at_station_level = -1
layout = [
"OXOXO",
"OOOOO",
]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
materials = [{item = "destroyer_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 10
[ship.threat]
cost_formula = "10"
[ship.health]
hp_formula = "12"
[ship.movement]
speed_formula = "1"
main_acceleration_formula = "1.5"
maneuvering_acceleration_formula = "0.5"
angular_acceleration_formula = "15.7"
max_rotation_speed_formula = "3.14"
[ship.sensor]
sensor_range_formula = "20"
[ship.combat]
damage_formula = "1"
attack_range_formula = "10"
attack_rate_formula = "5"
[ship.loot]
scrap_drop = 2
[[ship]]
id = "salvage_ship"
available_from_start = true
layout = ["OOO", "OOO"]
[ship.schematic]
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 = "110"
main_acceleration_formula = "220"
maneuvering_acceleration_formula = "110"
angular_acceleration_formula = "12.56"
max_rotation_speed_formula = "6.28"
[ship.sensor]
sensor_range_formula = "250"
[ship.salvage]
collection_range = 50
cargo_capacity = 10
[ship.loot]
scrap_drop = 2
[[ship]]
id = "repair_ship"
available_from_start = false
layout = ["XOX", "OOO", "XOX"]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount = 2}]
player_production_level = 3
production_time_seconds = 15
[ship.threat]
cost_formula = "0"
[ship.health]
hp_formula = "60 + 5*x"
hp_formula = "50"
[ship.movement]
speed_formula = "130"
main_acceleration_formula = "260"
maneuvering_acceleration_formula = "130"
angular_acceleration_formula = "12.56"
max_rotation_speed_formula = "6.28"
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_formula = "250"
[ship.repair]
repair_rate_formula = "5 + x"
repair_range_formula = "80"
sensor_range_m_formula = "220"
[ship.loot]
scrap_drop = 2
scrap_drop = 8
# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns
# (stacked through the middle), leaving the four side cells for small
# supports; no 3x3 area exists for an l gun.
[[ship]]
id = "cruiser"
unlock_at_station_level = -1
layout = [
"XOOX",
"OOOO",
"OOOO",
"XOOX",
]
[ship.schematic]
materials = [{item = "cruiser_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 25
[ship.health]
hp_formula = "120"
[ship.movement]
speed_mps_formula = "20"
main_acceleration_mpss_formula = "30"
maneuvering_acceleration_mpss_formula = "15"
angular_acceleration_radpss_formula = "4"
max_rotation_speed_radps_formula = "2"
[ship.sensor]
sensor_range_m_formula = "250"
[ship.loot]
scrap_drop = 15
# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering
# toward the stern. Fits three 2x2 m guns (two in the cheeks, one through
# the middle) with small support slots left over; the split bow and tapered
# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
[[ship]]
id = "battlecruiser"
unlock_at_station_level = -1
layout = [
"OOXXOO",
"OOOOOO",
"XOOOOX",
"XXOOXX",
]
[ship.schematic]
materials = [{item = "battlecruiser_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 35
[ship.health]
hp_formula = "180"
[ship.movement]
speed_mps_formula = "18"
main_acceleration_mpss_formula = "25"
maneuvering_acceleration_mpss_formula = "12"
angular_acceleration_radpss_formula = "3"
max_rotation_speed_radps_formula = "1.5"
[ship.sensor]
sensor_range_m_formula = "260"
[ship.loot]
scrap_drop = 20
# Battleship — 24 cells: a broadside hull with notched flanks on every other
# row. Fits four 2x2 m guns (two per gun deck) with the bow, stern, and flank
# cells left for supports. All 3x3 placements crowd the center columns, so at
# most ONE l gun fits — and mounting it blocks every m gun mount, leaving
# only narrow support strips. The notched rows are never adjacent-and-full,
# so no 2x6 drone hangar fits.
[[ship]]
id = "battleship"
unlock_at_station_level = -1
layout = [
"XOOOOX",
"OOOOOO",
"XOOOOX",
"OOOOOO",
"XOOOOX",
]
[ship.schematic]
materials = [{item = "battleship_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 60
[ship.health]
hp_formula = "350"
[ship.movement]
speed_mps_formula = "14"
main_acceleration_mpss_formula = "18"
maneuvering_acceleration_mpss_formula = "8"
angular_acceleration_radpss_formula = "2"
max_rotation_speed_radps_formula = "1"
[ship.sensor]
sensor_range_m_formula = "280"
[ship.loot]
scrap_drop = 35
# Dreadnought — 36 cells: the main battery deck is split into three 3x3 gun
# slots by structural spacer columns, so exactly three l guns fit side by
# side (or m guns / supports in unused slots). The spacers cap every
# horizontal run at 5 cells, so the 2x6 drone hangar can never fit — carriers
# stay the only hangar hull. Bow and stern strips hold supports.
[[ship]]
id = "dreadnought"
unlock_at_station_level = -1
layout = [
"XXXOOOOOXXX",
"OOOXOOOXOOO",
"OOOXOOOXOOO",
"OOOXOOOXOOO",
"XXOOXXXOOXX",
]
[ship.schematic]
materials = [{item = "dreadnought_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 120
[ship.health]
hp_formula = "800"
[ship.movement]
speed_mps_formula = "8"
main_acceleration_mpss_formula = "10"
maneuvering_acceleration_mpss_formula = "5"
angular_acceleration_radpss_formula = "1"
max_rotation_speed_radps_formula = "0.5"
[ship.sensor]
sensor_range_m_formula = "300"
[ship.loot]
scrap_drop = 60
# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide
# enough for the 2x6 drone hangar, and exactly one fits. The middle deck row
# is broken up by elevator shafts (the X cells) so no 3x3 l gun can ever fit;
# the lower decks hold supports and 2x2 point-defense m guns.
[[ship]]
id = "carrier"
unlock_at_station_level = -1
layout = [
"XOOOOOOOOX",
"OOOOOOOOOO",
"OOXOOXOOXO",
"XOOOOOOOOX",
"XXXOOOOXXX",
]
[ship.schematic]
materials = [{item = "carrier_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 120
[ship.health]
hp_formula = "700"
[ship.movement]
speed_mps_formula = "9"
main_acceleration_mpss_formula = "10"
maneuvering_acceleration_mpss_formula = "5"
angular_acceleration_radpss_formula = "1"
max_rotation_speed_radps_formula = "0.5"
[ship.sensor]
sensor_range_m_formula = "350"
[ship.loot]
scrap_drop = 60

View File

@@ -14,8 +14,8 @@ surface_mask = [
level = 1
hp_formula = "300"
damage_formula = "5"
range_formula = "20"
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 = "20"
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"

View File

@@ -106,6 +106,8 @@ glyph = "E"
# drawn around it. One section per ItemType.
# -----------------------------------------------------------------------------
# --- ores ---
[items.iron_ore]
fill = "#8a5a4a"
outline = "#201010"
@@ -114,6 +116,12 @@ outline = "#201010"
fill = "#c47a3a"
outline = "#3a1a0a"
[items.titanium_ore]
fill = "#9aa3ad"
outline = "#2a2e33"
# --- ingots ---
[items.iron_ingot]
fill = "#b0b0b8"
outline = "#202028"
@@ -122,43 +130,194 @@ 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.advanced_alloy]
fill = "#a06acc"
outline = "#201030"
# --- 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"
[items.repair_tool_module]
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
#
# Ships are drawn as oriented triangles/arrows. Color is keyed to role, not
# schematic (architecture.md, "Layer Order").
# Ships are drawn as oriented triangles/arrows. Color is keyed to schematic id.
# -----------------------------------------------------------------------------
[ships.player_combat]
[ships.drone]
fill = "#3366ff"
outline = "#ffffff"
[ships.salvage]
fill = "#33cc66"
[ships.frigate]
fill = "#44aaff"
outline = "#ffffff"
[ships.repair]
fill = "#66ccff"
[ships.destroyer]
fill = "#33ccaa"
outline = "#ffffff"
[ships.enemy]
fill = "#cc3333"
[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"
# -----------------------------------------------------------------------------

View File

@@ -3,27 +3,39 @@ height_tiles = 30
refund_percentage = 75
starting_building_blocks = 1000
scrap_despawn_seconds = 30
belt_speed_tiles_per_second = 2
tunnel_max_distance = 10
tile_size_m = 10
belt_speed_mps = 20
tunnel_max_distance_tiles = 10
departure_interval_seconds = 20
orbit_factor = 0.8
rally_orbit_radius_tiles = 5.0
[regions]
asteroid_width = 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
scaling_factor = 1.2
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 = 20
boss_quiet_after_seconds = 20

View File

@@ -1,111 +1,85 @@
[[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"
[[arena.team.ship]]
schematic = "fighter"
schematic = "drone"
level = 1
count = 5
modules = [
{type = "weapon_upgrade", x = 0, y = 1, rotation = "east"},
{type = "sensor_booster", x = 1, y = 0, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]
[[arena.team]]
name = "Beta"
[[arena.team.ship]]
schematic = "sniper"
schematic = "drone"
level = 1
count = 1
count = 2
modules = [
{type = "armor_plate", x = 1, y = 0, rotation = "east"},
{type = "weapon_upgrade", x = 1, y = 2, 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 = "Sniper vs Gunship"
name = "Fighters vs Supported"
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"
name = "Fighters"
[[arena.team.ship]]
schematic = "sniper"
level = 1
count = 1
modules = [
{type = "armor_plate", x = 1, y = 0, rotation = "east"},
{type = "sensor_booster", x = 0, y = 1, rotation = "east"},
]
[[arena.team]]
name = "Beta"
[[arena.team.ship]]
schematic = "gunship"
level = 1
count = 1
modules = [
{type = "armor_plate", x = 1, y = 0, rotation = "east"},
{type = "weapon_upgrade", x = 3, y = 1, rotation = "east"},
{type = "engine_booster", x = 0, y = 1, rotation = "east"},
]
[[arena]]
name = "Gunship vs Fighters"
height_tiles = 20
player_buffer_width = 10
contest_zone_width = 60
enemy_buffer_width = 10
[[arena.team]]
name = "Alpha"
[[arena.team.ship]]
schematic = "gunship"
level = 1
count = 1
modules = [
{type = "armor_plate", x = 1, y = 0, rotation = "east"},
{type = "weapon_upgrade", x = 3, y = 2, rotation = "east"},
{type = "engine_booster", x = 0, y = 1, rotation = "east"},
]
[[arena.team]]
name = "Beta"
[[arena.team.ship]]
schematic = "fighter"
schematic = "drone"
level = 1
count = 5
modules = [
{type = "engine_booster", x = 1, y = 0, rotation = "east"},
{type = "sensor_booster", x = 2, y = 1, rotation = "east"},
{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"
[[arena.team.ship]]
schematic = "fighter"
schematic = "drone"
level = 1
count = 3
modules = [
{type = "weapon_upgrade", x = 1, y = 1, rotation = "east"},
{type = "sensor_booster", x = 1, y = 0, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]
[[arena.team.station]]
type = "player_station"
@@ -121,9 +95,9 @@ enemy_buffer_width = 15
[[arena.team]]
name = "Swarm"
[[arena.team.ship]]
schematic = "fighter"
schematic = "drone"
level = 1
count = 8
modules = [
{type = "engine_booster", x = 1, y = 0, rotation = "east"},
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
]

View File

@@ -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"
@@ -13,26 +13,125 @@ 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 = "10"
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"
[module.combat]
[module.weapon]
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
fill_color = "#FF8040"
glyph = "L"
[module.weapon]
damage_formula = "2"
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
fill_color = "#AACC44"
glyph = "Sv"
[module.salvage]
collection_range_m_formula = "500"
cargo_capacity_formula = "10"
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
fill_color = "#66CCFF"
glyph = "Rp"
[module.repair]
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"

View File

@@ -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"

View File

@@ -1,33 +1,26 @@
[[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"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
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 = "200 + 5*x"
main_acceleration_formula = "100000"
maneuvering_acceleration_formula = "100000"
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 = "200"
[ship.combat]
damage_formula = "10 + 2*x"
attack_range_formula = "150"
attack_rate_formula = "2.0"
sensor_range_m_formula = "2000"
[ship.loot]
scrap_drop = 2
@@ -35,34 +28,27 @@ 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"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 2}]
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 = "120"
main_acceleration_formula = "100000"
maneuvering_acceleration_formula = "100000"
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 = "300"
[ship.combat]
damage_formula = "12 + 2*x"
attack_range_formula = "250"
attack_rate_formula = "1.0"
sensor_range_m_formula = "3000"
[ship.loot]
scrap_drop = 4
@@ -70,7 +56,7 @@ scrap_drop = 4
[[ship]]
id = "salvage_ship"
available_from_start = true
unlock_at_station_level = -1
layout = ["OOO", "OOO"]
[ship.schematic]
@@ -78,25 +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 = "110"
main_acceleration_formula = "100000"
maneuvering_acceleration_formula = "100000"
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 = "250"
[ship.salvage]
collection_range = 50
cargo_capacity = 10
sensor_range_m_formula = "2500"
[ship.loot]
scrap_drop = 2
@@ -104,7 +83,7 @@ scrap_drop = 2
[[ship]]
id = "repair_ship"
available_from_start = false
unlock_at_station_level = 0
layout = ["XOX", "OOO", "XOX"]
[ship.schematic]
@@ -112,25 +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 = "130"
main_acceleration_formula = "100000"
maneuvering_acceleration_formula = "100000"
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 = "250"
[ship.repair]
repair_rate_formula = "5 + x"
repair_range_formula = "80"
sensor_range_m_formula = "2500"
[ship.loot]
scrap_drop = 2

View File

@@ -14,8 +14,8 @@ surface_mask = [
level = 5
hp_formula = "300 + 40*x"
damage_formula = "5 + 4*x"
range_formula = "300 + 20*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 = "350 + 20*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"

View File

@@ -3,27 +3,39 @@ height_tiles = 60
refund_percentage = 75
starting_building_blocks = 100
scrap_despawn_seconds = 30
belt_speed_tiles_per_second = 2
tunnel_max_distance = 10
tile_size_m = 10
belt_speed_mps = 20
tunnel_max_distance_tiles = 10
departure_interval_seconds = 20
orbit_factor = 0.8
rally_orbit_radius_tiles = 5.0
[regions]
asteroid_width = 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
scaling_factor = 1.2
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 = "1*x - 30"
ship_level_formula = "1 + x / 120"
threat_rate_formula = "x"
ship_level_formula = "1 + x / 10"
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

View File

@@ -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
View File

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

View File

@@ -4,13 +4,13 @@
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, 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), ship stats (HP, max linear speed, damage, attack range, attack rate, 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, and a layout grid defining the ship's module slots.
- **modules.toml** — per module type: id, surface mask, materials list, player production level, production time, threat cost, fill color, glyph, and stat modifier formulas (additive and/or multiplicative per stat).
- **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 role, and station type; beam color and width; overlay and toast colors. Loaded by the UI at startup; the simulation does not read it.
- **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.
- REQ-CFG-RELOAD: When the player triggers a Restart (REQ-UI-GAME-MENU), all config files are reloaded from disk before the simulation is reset to its initial state. Formula strings are recompiled at that point. This allows config edits made while the application is running to take effect without a full application restart.
@@ -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.
@@ -149,23 +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 ship stats are defined as formulas of ship level in `ships.toml`: HP (`[ship.health].hp_formula`), max linear speed (`[ship.movement].speed_formula`), damage (`[ship.combat].damage_formula`), attack range (`[ship.combat].attack_range_formula`), attack rate (`[ship.combat].attack_rate_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. Final ship stats incorporate 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: **Combat ships** (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 combat ships 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 combat ships 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: **Salvage ships** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, move to it, collect, and deliver it to a Salvage Bay on the asteroid; 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. Salvage ships are vulnerable to enemy ships while operating.
- REQ-SHP-REPAIR: **Repair ships** (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:
- 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.
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.
- 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
@@ -175,12 +192,16 @@ 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 modifier 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.
- Zero or more stat modifier formulas (see REQ-MOD-STAT-CALC).
- 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:
- **Weapon** (`[module.weapon]`): `damage_formula`, `attack_range_formula`, `attack_rate_formula`.
- **Salvage** (`[module.salvage]`): `collection_range_formula` (tiles), `cargo_capacity_formula` (integer scrap units), `collection_rate_formula` (collections per second).
- **Repair** (`[module.repair]`): `repair_rate_formula` (HP/s), `repair_range_formula` (tiles).
- Zero or more **passive stat modifier formulas** (`added_*`/`multiplied_*`) that boost stats on the ship hull or on capability module instances (see REQ-MOD-STAT-CALC). A single module may be both a capability module and provide passive modifiers.
- REQ-MOD-LAYOUT: Each ship in `ships.toml` defines a `layout` — a list of strings representing the ship's module grid (see Ship Layout Format). All ships define a layout.
@@ -194,13 +215,31 @@ 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-STAT-CALC: For each ship stat, the final value is computed as: `final = base × total_multiplier + total_additive`, where:
- `base` is the ship's base stat formula evaluated at the ship's production level.
- `total_multiplier` = 1 + sum of (m_i 1) for each multiplicative modifier m_i from all module instances. Each m_i is evaluated from the module's multiplicative formula at the module's `player_production_level`.
- `total_additive` = sum of all additive modifier values from all module instances. Each additive value is evaluated from the module's additive formula at the module's `player_production_level`.
- 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).
Module stat modifier formulas follow the naming convention: for a ship stat `ship.<category>.<stat>_formula`, a module may define `added_<stat>_formula` (additive) and/or `multiplied_<stat>_formula` (multiplicative) under `[module.<category>]`. Example: for `ship.sensor.sensor_range_formula`, a module may define `module.sensor.added_sensor_range_formula` and/or `module.sensor.multiplied_sensor_range_formula`.
- 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`.
- `total_additive` = sum of all additive modifier values from all passive module instances. Each additive value is evaluated from the module's additive formula at the module's `player_production_level`.
Passive modifier formulas follow the naming convention: a module may define `added_<stat>_formula` (additive) and/or `multiplied_<stat>_formula` (multiplicative) under `[module.<category>]`. The category determines what the modifier targets:
- `[module.health]`, `[module.movement]`, `[module.sensor]` — modifiers apply to the ship hull's stats.
- `[module.weapon]` — modifiers apply to every weapon module instance on the ship.
- `[module.salvage]` — modifiers apply to every salvage module instance on the ship.
- `[module.repair]` — modifiers apply to every repair module instance on the ship.
Example: `[module.sensor].added_sensor_range_formula` adds to the ship's sensor range. `[module.weapon].multiplied_damage_formula` multiplies the damage of every weapon module instance on the ship.
### Module UI
@@ -208,11 +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
@@ -221,7 +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.
@@ -235,21 +295,62 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- REQ-DEF-ENEMY-PLACEMENT: 2 enemy defence stations are placed at the right boundary of the scrollable area at game start, and again each time a new set is spawned after a push. Stats scale with the station level (REQ-PSH-STATION-STATS).
- 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 push scaling multiplier is applied (REQ-PSH-ACCUMULATION), 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-PUSH: When both enemy defence stations in a set are destroyed, the boss countdown is advanced (REQ-WAV-BOSS-ADVANCE), the scrollable area is extended (REQ-GW-PUSH-EXPAND), a new set of enemy defence stations is placed at the new boundary, and exactly one schematic drop is awarded for the destroyed set (REQ-DEF-SCHEMATIC-DROP).
- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one schematic drop (not one per station). The drop opens a **schematic choice dialog** — a modal dialog that pauses the game (speed set to 0×; on close, speed is restored to what it was before the dialog opened). 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-THREAT-RATE: A global **threat level** accumulates continuously over time. The rate of increase per second is determined by `world.toml [waves].threat_rate_formula` where x is elapsed game time in seconds, clamped to a minimum of 0 (negative formula values are treated as 0). Example: `1*x - 30` yields 0 threat/s for x ≤ 30s and increases linearly after that.
- REQ-WAV-GAP: At game start and immediately after each wave is triggered, a random inter-wave gap is drawn uniformly from [`world.toml [waves].gap_min_seconds`, `gap_max_seconds`].
- REQ-WAV-TRIGGER: When the gap expires, a 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 wave. A longer gap results in a larger wave. Because enemy ship level increases with time (REQ-WAV-SHIP-LEVEL), threat cost per ship rises naturally over the course of the game.
- REQ-WAV-SHIP-LEVEL: Each wave's enemy ships are assigned a level determined by `world.toml [waves].ship_level_formula` where x is elapsed game time in seconds. This is the sole mechanism by which individual enemy ships become stronger over time. Wave *size* grows separately via threat accumulation (REQ-WAV-THREAT-RATE) and push scaling (REQ-PSH-ACCUMULATION). Per-ship stats and threat cost are computed from the ship level via the formulas in `ships.toml` (see REQ-SHP-STATS).
- REQ-WAV-NO-MODULES: Enemy ships spawned by waves have no modules. Their stats are computed from the base ship formulas only, with no module modifiers applied.
- 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 is paused during quiet windows (REQ-WAV-QUIET). Example: `1*x - 30` yields 0 threat/s when x ≤ 30 and increases linearly beyond that.
- REQ-WAV-GAP: At game start and immediately after each normal wave is triggered, a random inter-wave gap is drawn uniformly from [`world.toml [waves].gap_min_seconds`, `gap_max_seconds`]. The gap timer does not advance while inside a quiet window (REQ-WAV-QUIET); if a gap would expire inside a quiet window, its expiry is deferred until the quiet window ends.
- REQ-WAV-TRIGGER: When the gap timer expires outside a quiet window, a normal wave is triggered. Ships are selected one at a time: from all schematics whose threat cost (REQ-MOD-THREAT) is > 0, uniformly randomly pick one whose cost fits the remaining threat budget. For wave ship selection, the threat cost is computed using the schematic's `default_modules` layout (REQ-WAV-DEFAULT-MODULES). Repeat until no eligible schematic fits. Any remaining threat carries over to the next normal wave. A longer gap results in a larger wave.
- REQ-WAV-SHIP-LEVEL: Each wave's (normal and boss) enemy ships are assigned a level determined by `world.toml [waves].ship_level_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER). Per-ship stats are computed from the ship level via the formulas in `ships.toml` (see REQ-SHP-STATS). Threat cost is level-independent (REQ-MOD-THREAT).
- REQ-WAV-BOSS-COUNTDOWN: A **boss countdown** timer starts at `world.toml [waves].boss_countdown_seconds` (default 300) at game start and counts down continuously in real game-time seconds. It is not paused during quiet windows. When it reaches 0, a boss wave is triggered (REQ-WAV-BOSS-TRIGGER). Immediately after the boss wave fires, `x` increments (REQ-WAV-BOSS-COUNTER) and a fresh countdown starts at the same configured value.
- REQ-WAV-BOSS-ADVANCE: When the player destroys a set of enemy defence stations, the boss countdown is reduced by `world.toml [push].boss_advance_seconds` (default 60), clamped to a minimum of 0. Threat that would have accumulated during the skipped time is not added. If the countdown reaches 0 by this reduction, the boss wave is triggered immediately.
- REQ-WAV-QUIET: A **quiet window** suppresses normal wave spawning around each boss wave. The pre-boss quiet window begins when the boss countdown falls to or below `world.toml [waves].boss_quiet_before_seconds` and ends when the countdown reaches 0. The post-boss quiet window begins immediately when the boss wave fires and lasts `world.toml [waves].boss_quiet_after_seconds` seconds. Threat accumulation is paused during both windows. The normal wave gap timer does not advance during either window (REQ-WAV-GAP). The new boss countdown runs during the post-boss quiet window.
- 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`.
## Push Scaling
## Push Effects
- REQ-PSH-ACCUMULATION: Each time the player destroys a set of enemy defence stations, `world.toml [push].scaling_factor` is multiplied permanently into the threat level accumulation rate. Scaling factors stack multiplicatively with each other and with the time-based threat formula, causing all subsequent waves to be larger.
- REQ-PSH-STATION-STATS: Enemy defence station stats are each defined as formulas in `stations.toml [enemy_station]`: `hp_formula`, `damage_formula`, `range_formula`, `fire_rate_formula`, `scrap_drop_formula`, where x is the station level — an integer starting at 0 for the initial set and incrementing by 1 each time a new set is placed.
## Asteroid Expansion
@@ -261,38 +362,38 @@ 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, 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
- REQ-UI-SCROLL: The player scrolls the view horizontally across the scrollable area by pressing A (scroll left) and D (scroll right).
- REQ-UI-CONSTRUCTION-PROGRESS: Construction sites display the building's glyph centered on the footprint (same as an operational building). Below the glyph — or centered on the footprint if the building has no glyph — a construction progress percentage is shown (integer, e.g. `42%`), increasing from 0% to 100% as construction completes.
- 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×).
@@ -304,7 +405,14 @@ The screen is divided into three vertical sections:
### Debug Draw
- 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 role's outline color from `visuals.toml`.
- 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
@@ -323,6 +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
@@ -343,7 +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.

View File

@@ -10,15 +10,23 @@
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "CombatSystem.h"
#include "EcsComponents.h"
#include "DynamicBodySystem.h"
#include "EntityAdmin.h"
#include "MovementSystem.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "RepairSystem.h"
#include "SalvagerSystem.h"
#include "ScrapSystem.h"
#include "Ship.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
#include "ShipsConfig.h"
#include "StationBodyComponent.h"
#include "StationsConfig.h"
#include "SurfaceMask.h"
#include "WeaponComponent.h"
ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
ArenaConfig arenaConfig,
@@ -41,13 +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>();
m_movementSystem = std::make_unique<MovementSystem>();
// 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();
@@ -66,9 +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).
@@ -85,8 +100,6 @@ void ArenaSimulation::placeStructures()
{
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
}
const QVector2D center(anchorX + hqParsed.footprint.width() / 2.0f,
anchorY + hqParsed.footprint.height() / 2.0f);
m_team1HqEntity = m_admin.spawnStation(anchor, hqParsed.footprint, absCells,
hp, hp, false);
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
@@ -114,10 +127,11 @@ void ArenaSimulation::placeStructures()
auto placeArenaStation = [&](const ArenaStationEntry& entry, bool isEnemy)
{
float hp = 0.0f;
Weapon weapon;
WeaponComponent weapon;
weapon.cooldownTicks = 0.0f;
weapon.currentTarget = std::nullopt;
const double lv = static_cast<double>(entry.level);
const float tileSize = static_cast<float>(m_gameConfig.world.tileSize_m);
const std::vector<std::string>& mask = isEnemy
? m_gameConfig.stations.enemyStation.surfaceMask
@@ -129,8 +143,8 @@ void ArenaSimulation::placeStructures()
m_gameConfig.stations.playerStation.hpFormula.evaluate(lv));
weapon.damage = static_cast<float>(
m_gameConfig.stations.playerStation.damageFormula.evaluate(lv));
weapon.range = static_cast<float>(
m_gameConfig.stations.playerStation.rangeFormula.evaluate(lv));
weapon.range_tiles = static_cast<float>(
m_gameConfig.stations.playerStation.rangeFormula.evaluate(lv)) / tileSize;
weapon.fireRateHz = static_cast<float>(
m_gameConfig.stations.playerStation.fireRateFormula.evaluate(lv));
}
@@ -140,8 +154,8 @@ void ArenaSimulation::placeStructures()
m_gameConfig.stations.enemyStation.hpFormula.evaluate(lv));
weapon.damage = static_cast<float>(
m_gameConfig.stations.enemyStation.damageFormula.evaluate(lv));
weapon.range = static_cast<float>(
m_gameConfig.stations.enemyStation.rangeFormula.evaluate(lv));
weapon.range_tiles = static_cast<float>(
m_gameConfig.stations.enemyStation.rangeFormula.evaluate(lv)) / tileSize;
weapon.fireRateHz = static_cast<float>(
m_gameConfig.stations.enemyStation.fireRateFormula.evaluate(lv));
}
@@ -155,7 +169,12 @@ void ArenaSimulation::placeStructures()
}
const entt::entity stationEntity = m_admin.spawnStation(
anchor, parsed.footprint, absCells, hp, hp, isEnemy);
m_admin.addComponent<Weapon>(stationEntity, weapon);
{
entt::entity wChild = m_admin.createModuleEntity();
m_admin.addComponent<WeaponComponent>(wChild, weapon);
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{stationEntity});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
};
@@ -171,9 +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));
@@ -181,7 +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)
{
@@ -238,24 +257,24 @@ 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->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).
tickDeaths();
// Movement (tick step 10).
m_movementSystem->tick(m_admin);
m_movementIntentSystem->tick(m_admin);
m_dynamicBodySystem->tick(m_admin);
// Scrap despawn (tick step 11).
m_scrapSystem->tickDespawn(m_currentTick);
@@ -272,8 +291,9 @@ void ArenaSimulation::tickDeaths()
{
// Dead ships.
std::vector<entt::entity> deadShips;
m_admin.forEach<ShipIdentity, Health>(
[&deadShips](entt::entity e, const ShipIdentity& /*si*/, const Health& h)
m_admin.forEach<ShipIdentityComponent, HealthComponent>(
[&deadShips](entt::entity e, const ShipIdentityComponent& /*si*/,
const HealthComponent& h)
{
if (h.hp <= 0.0f)
{
@@ -283,8 +303,8 @@ void ArenaSimulation::tickDeaths()
for (entt::entity deadEntity : deadShips)
{
const ShipIdentity& si = m_admin.get<ShipIdentity>(deadEntity);
const Position& pos = m_admin.get<Position>(deadEntity);
const ShipIdentityComponent& si = m_admin.get<ShipIdentityComponent>(deadEntity);
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
for (const ShipDef& def : m_gameConfig.ships.ships)
{
if (def.id == si.schematicId && def.loot.scrapDrop > 0)
@@ -300,8 +320,9 @@ void ArenaSimulation::tickDeaths()
// Dead stations.
std::vector<entt::entity> deadStations;
m_admin.forEach<StationBody, Health>(
[&deadStations](entt::entity e, const StationBody& /*sb*/, const Health& h)
m_admin.forEach<StationBodyComponent, HealthComponent>(
[&deadStations](entt::entity e, const StationBodyComponent& /*sb*/,
const HealthComponent& h)
{
if (h.hp <= 0.0f)
{
@@ -311,16 +332,25 @@ void ArenaSimulation::tickDeaths()
for (entt::entity deadEntity : deadStations)
{
const StationBody& sb = m_admin.get<StationBody>(deadEntity);
const StationBodyComponent& sb = m_admin.get<StationBodyComponent>(deadEntity);
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
{
std::vector<entt::entity> stationChildren;
m_admin.forEach<ModuleOwnerComponent>(
[&](entt::entity ce, const ModuleOwnerComponent& o)
{
if (o.owner == deadEntity) { stationChildren.push_back(ce); }
});
for (entt::entity ce : stationChildren) { m_admin.destroy(ce); }
}
m_admin.destroy(deadEntity);
}
// Check end conditions — HQ proxy entities.
const bool team1HqGone = !m_admin.isValid(m_team1HqEntity)
|| m_admin.get<Health>(m_team1HqEntity).hp <= 0.0f;
|| m_admin.get<HealthComponent>(m_team1HqEntity).hp <= 0.0f;
const bool team2HqGone = !m_admin.isValid(m_team2HqEntity)
|| m_admin.get<Health>(m_team2HqEntity).hp <= 0.0f;
|| m_admin.get<HealthComponent>(m_team2HqEntity).hp <= 0.0f;
if (team1HqGone || team2HqGone)
{
@@ -333,19 +363,19 @@ void ArenaSimulation::tickDeaths()
// Check if all ships and defence stations of one team are destroyed.
bool team1HasUnits = false;
bool team2HasUnits = false;
m_admin.forEach<ShipIdentity, Faction>(
m_admin.forEach<ShipIdentityComponent, FactionComponent>(
[&team1HasUnits, &team2HasUnits](entt::entity /*e*/,
const ShipIdentity& /*si*/,
const Faction& f)
const ShipIdentityComponent& /*si*/,
const FactionComponent& f)
{
if (f.isEnemy) { team2HasUnits = true; }
else { team1HasUnits = true; }
});
m_admin.forEach<StationBody, Faction>(
m_admin.forEach<StationBodyComponent, FactionComponent>(
[&team1HasUnits, &team2HasUnits](entt::entity /*e*/,
const StationBody& /*sb*/,
const Faction& f)
const StationBodyComponent& /*sb*/,
const FactionComponent& f)
{
if (f.isEnemy) { team2HasUnits = true; }
else { team1HasUnits = true; }
@@ -368,10 +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;
}
@@ -439,7 +469,7 @@ void ArenaSimulation::updateStatus()
hqEntry.total = 1;
const entt::entity hqEntity = (ti == 0) ? m_team1HqEntity : m_team2HqEntity;
hqEntry.surviving = (m_admin.isValid(hqEntity)
&& m_admin.get<Health>(hqEntity).hp > 0.0f) ? 1 : 0;
&& m_admin.get<HealthComponent>(hqEntity).hp > 0.0f) ? 1 : 0;
teamStatus.entries.push_back(hqEntry);
}
@@ -453,9 +483,10 @@ void ArenaSimulation::updateStatus()
int surviving = 0;
const bool isEnemyTeam = (ti == 1);
m_admin.forEach<ShipIdentity, Faction, Health>(
m_admin.forEach<ShipIdentityComponent, FactionComponent, HealthComponent>(
[&surviving, &shipEntry, isEnemyTeam](entt::entity /*e*/,
const ShipIdentity& si, const Faction& f, const Health& h)
const ShipIdentityComponent& si, const FactionComponent& f,
const HealthComponent& h)
{
if (f.isEnemy == isEnemyTeam
&& si.schematicId == shipEntry.schematicId
@@ -481,9 +512,10 @@ void ArenaSimulation::updateStatus()
int surviving = 0;
const bool isEnemyTeam = (ti == 1);
m_admin.forEach<StationBody, Faction, Health>(
m_admin.forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[&surviving, &stationEntry, isEnemyTeam](entt::entity /*e*/,
const StationBody& sb, const Faction& f, const Health& h)
const StationBodyComponent& sb, const FactionComponent& f,
const HealthComponent& h)
{
if (f.isEnemy == isEnemyTeam
&& sb.anchor == stationEntry.position
@@ -500,4 +532,3 @@ void ArenaSimulation::updateStatus()
std::lock_guard<std::mutex> lock(m_statusMutex);
m_status = newStatus;
}

View File

@@ -9,19 +9,21 @@
#include "BalancingConfig.h"
#include "BeltSystem.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "BuildingId.h"
#include "entt/entity/entity.hpp"
#include "FireEvent.h"
#include "WeaponFiredEvent.h"
#include "GameConfig.h"
#include "Tick.h"
class AiSystem;
class BuildingSystem;
class CombatSystem;
class MovementSystem;
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;
@@ -92,9 +94,12 @@ private:
std::unique_ptr<BuildingSystem> m_buildingSystem;
std::unique_ptr<ShipSystem> m_shipSystem;
std::unique_ptr<AiSystem> m_aiSystem;
std::unique_ptr<MovementSystem> m_movementSystem;
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
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;
@@ -103,7 +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;

View File

@@ -4,27 +4,27 @@
#include <cmath>
#include <optional>
#include <QMouseEvent>
#include <QPainter>
#include <QPoint>
#include "ArenaSimulation.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "EcsComponents.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"
#include "Ship.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
namespace
{
ShipRole shipRoleFromComponents(bool isEnemy, bool hasCargo, bool hasRepairTool)
{
if (isEnemy) { return ShipRole::Enemy; }
if (hasCargo) { return ShipRole::Salvage; }
if (hasRepairTool) { return ShipRole::Repair; }
return ShipRole::PlayerCombat;
}
} // namespace
@@ -46,6 +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)
@@ -55,7 +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
@@ -94,34 +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<StationBody>(fe.target))
{
const StationBody& sb = m_sim->admin().get<StationBody>(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)
@@ -137,12 +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);
@@ -163,9 +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; }
@@ -196,11 +211,42 @@ QRectF ArenaView::tileRect(QPoint tile) const
std::optional<QVector2D> ArenaView::entityPosition(entt::entity entity) const
{
if (!m_sim->admin().isValid(entity) || !m_sim->admin().hasAll<Position>(entity))
if (!m_sim->admin().isValid(entity) || !m_sim->admin().hasAll<PositionComponent>(entity))
{
return std::nullopt;
}
return m_sim->admin().get<Position>(entity).value;
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);
}
// ---------------------------------------------------------------------------
@@ -210,9 +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);
@@ -272,8 +318,8 @@ void ArenaView::drawScrap(QPainter& painter)
void ArenaView::drawStations(QPainter& painter)
{
m_sim->admin().forEach<StationBody, Faction, Health>(
[&](entt::entity /*e*/, const StationBody& sb, const Faction& f, const Health& h)
m_sim->admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[&](entt::entity e, const StationBodyComponent& sb, const FactionComponent& f, const HealthComponent& h)
{
const BuildingType visType = f.isEnemy
? BuildingType::EnemyDefenceStation
@@ -309,26 +355,30 @@ 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));
}
});
}
void ArenaView::drawShips(QPainter& painter)
{
m_sim->admin().forEach<ShipIdentity, Position, Velocity, Faction>(
[&](entt::entity e, const ShipIdentity& /*si*/, const Position& pos,
const Velocity& vel, const Faction& fac)
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent, FacingComponent,
FactionComponent, HealthComponent>(
[&](entt::entity e, const ShipIdentityComponent& si,
const PositionComponent& pos, const FacingComponent& facing,
const FactionComponent& fac, const HealthComponent& h)
{
const bool hasCargo = m_sim->admin().hasAll<SalvageCargo>(e);
const bool hasRepair = m_sim->admin().hasAll<RepairTool>(e);
const ShipRole role = shipRoleFromComponents(fac.isEnemy, hasCargo, hasRepair);
const std::map<ShipRole, ShipVisuals>::const_iterator it =
m_visuals->ships.find(role);
const std::map<std::string, ShipVisuals>::const_iterator it =
m_visuals->ships.find(si.schematicId);
if (it == m_visuals->ships.end()) { return; }
const QPointF center = worldToWidget(pos.value);
const QVector2D dir = (vel.value.length() > 0.0001f)
? vel.value.normalized()
: QVector2D(1.0f, 0.0f);
const QVector2D dir(std::cos(facing.radians), std::sin(facing.radians));
const QVector2D perp(-dir.y(), dir.x());
const float fwd = tilePx() * 0.45f;
@@ -345,6 +395,26 @@ void ArenaView::drawShips(QPainter& painter)
painter.setPen(QPen(it->second.outline, 1));
painter.setBrush(it->second.fill);
painter.drawPolygon(tri);
if (h.maxHp > 0.0f)
{
const float fraction = std::max(0.0f, h.hp / h.maxHp);
const qreal barW = static_cast<qreal>(fwd) * 2.0;
const qreal barH = static_cast<qreal>(tilePx()) * 0.12;
const qreal barX = center.x() - static_cast<qreal>(fwd);
const qreal barY = center.y() + static_cast<qreal>(fwd) + 1.0;
painter.fillRect(QRectF(barX, barY, barW, barH), QColor(60, 60, 60));
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);
}
});
}
@@ -360,4 +430,3 @@ void ArenaView::drawBeams(QPainter& painter)
worldToWidget(*targetPos + beam.targetOffset));
}
}

View File

@@ -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;
};

View File

@@ -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)
{
@@ -30,12 +35,18 @@ void ArenaWidget::buildLayout(const std::string& arenaName)
titleRow->addStretch();
m_inspectButton = new QPushButton("Inspect", this);
connect(m_inspectButton, &QPushButton::clicked, this, &ArenaWidget::inspectRequested);
m_inspectButton = new QPushButton(tr("Inspect"), this);
connect(m_inspectButton, &QPushButton::clicked, this, [this]() {
EventManager::getInstance()->sendEventImmediately(
std::make_shared<ArenaInspectRequestedEvent>(m_arenaIndex));
});
titleRow->addWidget(m_inspectButton);
m_startButton = new QPushButton("Start", this);
connect(m_startButton, &QPushButton::clicked, this, &ArenaWidget::startRequested);
m_startButton = new QPushButton(tr("Start"), this);
connect(m_startButton, &QPushButton::clicked, this, [this]() {
EventManager::getInstance()->sendEventImmediately(
std::make_shared<ArenaStartRequestedEvent>(m_arenaIndex));
});
titleRow->addWidget(m_startButton);
outerLayout->addLayout(titleRow);
@@ -94,7 +105,7 @@ void ArenaWidget::updateStatus(const ArenaStatus& status)
if (status.finished && status.winnerTeam == ti)
{
header->setText("[WON] " + QString::fromStdString(team.name));
header->setText(tr("[WON] %1").arg(QString::fromStdString(team.name)));
}
else
{

View File

@@ -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;

View File

@@ -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)

View File

@@ -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];
};

View File

@@ -22,15 +22,15 @@ BalancingWindow::BalancingWindow(const BalancingConfig& balancingConfig,
, m_inspectedArenaIndex(-1)
{
m_visuals = VisualsLoader::load(m_configDir + "/visuals.toml");
setWindowTitle("DotaFactory — Balancing Tool");
setWindowTitle(tr("DotaFactory — Balancing Tool"));
resize(800, 600);
QVBoxLayout* mainLayout = new QVBoxLayout(this);
mainLayout->setContentsMargins(0, 0, 0, 0);
QHBoxLayout* buttonRow = new QHBoxLayout();
m_reloadButton = new QPushButton("Reload Config", this);
m_startAllButton = new QPushButton("Start All", this);
m_reloadButton = new QPushButton(tr("Reload Config"), this);
m_startAllButton = new QPushButton(tr("Start All"), this);
buttonRow->addWidget(m_reloadButton);
buttonRow->addWidget(m_startAllButton);
buttonRow->addStretch();
@@ -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));
}
@@ -146,7 +144,7 @@ void BalancingWindow::reloadConfig()
}
catch (const std::exception& e)
{
QMessageBox::critical(this, "Reload Failed", QString::fromStdString(e.what()));
QMessageBox::critical(this, tr("Reload Failed"), QString::fromStdString(e.what()));
}
}
@@ -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;

View File

@@ -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();

View File

@@ -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
)

View File

@@ -9,16 +9,28 @@
#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(QString("Inspect \u2014 %1").arg(QString::fromStdString(arenaName)));
setWindowTitle(tr("Inspect \u2014 %1").arg(QString::fromStdString(arenaName)));
resize(900, 700);
setAttribute(Qt::WA_DeleteOnClose, false);
@@ -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)
@@ -163,7 +202,7 @@ void InspectWindow::updateInfoPanel(const ArenaStatus& status)
if (status.finished && status.winnerTeam == ti)
{
header->setText("[WON] " + QString::fromStdString(team.name));
header->setText(tr("[WON] %1").arg(QString::fromStdString(team.name)));
}
else
{
@@ -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);
}
}

View File

@@ -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;
};

View File

@@ -1,8 +1,10 @@
SET(HDRS)
SET(SRCS)
add_subdirectory(core)
add_subdirectory(config)
add_subdirectory(core)
add_subdirectory(ecs)
add_subdirectory(eventsystem)
add_subdirectory(utility)
add_subdirectory(sim)

View File

@@ -7,6 +7,7 @@
#include "BuildingType.h"
#include "Rotation.h"
#include "ShipLayout.h"
namespace
{
@@ -50,6 +51,20 @@ std::string serialize(const std::vector<Blueprint>& blueprints)
bldTbl.insert("offset_x", static_cast<int64_t>(b.offset.x()));
bldTbl.insert("offset_y", static_cast<int64_t>(b.offset.y()));
bldTbl.insert("recipe_id", b.recipeId);
if (b.shipLayout.has_value())
{
toml::array modArr;
for (const PlacedModule& pm : b.shipLayout->placedModules)
{
toml::table modTbl;
modTbl.insert("type", pm.moduleId);
modTbl.insert("x", static_cast<int64_t>(pm.position.x()));
modTbl.insert("y", static_cast<int64_t>(pm.position.y()));
modTbl.insert("rotation", rotationToString(pm.rotation));
modArr.push_back(std::move(modTbl));
}
bldTbl.insert("modules", std::move(modArr));
}
bldArr.push_back(std::move(bldTbl));
}
@@ -123,6 +138,27 @@ std::vector<Blueprint> deserialize(const std::string& tomlContent)
bb.offset.setX(static_cast<int>((*bldTbl)["offset_x"].value_or(int64_t{0})));
bb.offset.setY(static_cast<int>((*bldTbl)["offset_y"].value_or(int64_t{0})));
bb.recipeId = (*bldTbl)["recipe_id"].value_or(std::string{});
const toml::array* modArr = (*bldTbl)["modules"].as_array();
if (modArr)
{
ShipLayoutConfig layout;
for (std::size_t k = 0; k < modArr->size(); ++k)
{
const toml::table* modTbl = (*modArr)[k].as_table();
if (!modTbl) { continue; }
const std::optional<std::string> modType = (*modTbl)["type"].value<std::string>();
const std::optional<int64_t> x = (*modTbl)["x"].value<int64_t>();
const std::optional<int64_t> y = (*modTbl)["y"].value<int64_t>();
const std::optional<std::string> rotStr = (*modTbl)["rotation"].value<std::string>();
if (!modType || !x || !y || !rotStr) { continue; }
PlacedModule pm;
pm.moduleId = *modType;
pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
pm.rotation = parseRotation(*rotStr);
layout.placedModules.push_back(std::move(pm));
}
bb.shipLayout = std::move(layout);
}
bp.buildings.push_back(std::move(bb));
}
}

View File

@@ -7,8 +7,13 @@
#include <utility>
#include <vector>
#include <QPoint>
#include "toml.hpp"
#include "Rotation.h"
#include "ShipLayout.h"
namespace
{
@@ -207,6 +212,42 @@ toml::table parseFile(const std::string& path, const std::string& file)
}
}
Rotation parseRotationString(const std::string& s)
{
if (s == "east") { return Rotation::East; }
if (s == "south") { return Rotation::South; }
if (s == "west") { return Rotation::West; }
return Rotation::North;
}
std::vector<PlacedModule> parsePlacedModules(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<PlacedModule> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr) { continue; }
toml::table& mt = const_cast<toml::table&>(*t);
const std::optional<std::string> type = mt["type"].value<std::string>();
const std::optional<int64_t> x = mt["x"].value<int64_t>();
const std::optional<int64_t> y = mt["y"].value<int64_t>();
const std::optional<std::string> rot = mt["rotation"].value<std::string>();
if (!type || !x || !y || !rot) { continue; }
PlacedModule pm;
pm.moduleId = *type;
pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
pm.rotation = parseRotationString(*rot);
result.push_back(std::move(pm));
}
return result;
}
} // namespace
@@ -223,32 +264,43 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
cfg.scrapDespawnSeconds = requireDouble(tbl["world"]["scrap_despawn_seconds"], file, "world.scrap_despawn_seconds");
cfg.beltSpeedTilesPerSecond = requireDouble(tbl["world"]["belt_speed_tiles_per_second"], file, "world.belt_speed_tiles_per_second");
cfg.tunnelMaxDistance = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance"], file, "world.tunnel_max_distance"));
cfg.tileSize_m = requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
cfg.tunnelMaxDistance_tiles = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
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.scalingFactor = requireDouble(tbl["push"]["scaling_factor"], file, "push.scaling_factor");
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");
cfg.waves.shipLevelFormula = requireFormula(tbl["waves"]["ship_level_formula"], file, "waves.ship_level_formula");
cfg.waves.gapMinSeconds = requireDouble(tbl["waves"]["gap_min_seconds"], file, "waves.gap_min_seconds");
cfg.waves.gapMaxSeconds = requireDouble(tbl["waves"]["gap_max_seconds"], file, "waves.gap_max_seconds");
cfg.waves.spawnDurationSeconds = requireDouble(tbl["waves"]["spawn_duration_seconds"], file, "waves.spawn_duration_seconds");
cfg.waves.threatRateFormula = requireFormula(tbl["waves"]["threat_rate_formula"], file, "waves.threat_rate_formula");
cfg.waves.shipLevelFormula = requireFormula(tbl["waves"]["ship_level_formula"], file, "waves.ship_level_formula");
cfg.waves.gapMinSeconds = requireDouble(tbl["waves"]["gap_min_seconds"], file, "waves.gap_min_seconds");
cfg.waves.gapMaxSeconds = requireDouble(tbl["waves"]["gap_max_seconds"], file, "waves.gap_max_seconds");
cfg.waves.spawnDurationSeconds = requireDouble(tbl["waves"]["spawn_duration_seconds"], file, "waves.spawn_duration_seconds");
cfg.waves.bossCountdownSeconds = requireDouble(tbl["waves"]["boss_countdown_seconds"], file, "waves.boss_countdown_seconds");
cfg.waves.bossThreatDurationSeconds = requireDouble(tbl["waves"]["boss_threat_duration_seconds"], file, "waves.boss_threat_duration_seconds");
cfg.waves.bossQuietBeforeSeconds = requireDouble(tbl["waves"]["boss_quiet_before_seconds"], file, "waves.boss_quiet_before_seconds");
cfg.waves.bossQuietAfterSeconds = requireDouble(tbl["waves"]["boss_quiet_after_seconds"], file, "waves.boss_quiet_after_seconds");
if (cfg.waves.gapMinSeconds > cfg.waves.gapMaxSeconds)
{
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;
}
@@ -321,6 +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"))
{
@@ -357,7 +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
@@ -374,14 +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";
@@ -395,11 +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
@@ -407,7 +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
@@ -418,43 +471,13 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
def.loot.scrapDrop = static_cast<int>(requireInt(lMt["scrap_drop"], file, lPath + ".scrap_drop"));
}
// Optional: combat
if (mt.contains("combat"))
// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
if (mt.contains("default_modules"))
{
const std::string cPath = elemPath + ".combat";
const toml::table& cTable = requireTable(mt["combat"], file, cPath);
toml::table& cMt = const_cast<toml::table&>(cTable);
ShipCombat combat {
requireFormula(cMt["damage_formula"], file, cPath + ".damage_formula"),
requireFormula(cMt["attack_range_formula"], file, cPath + ".attack_range_formula"),
requireFormula(cMt["attack_rate_formula"], file, cPath + ".attack_rate_formula"),
};
def.combat = std::move(combat);
}
// Optional: salvage
if (mt.contains("salvage"))
{
const std::string sPath = elemPath + ".salvage";
const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
toml::table& sMt = const_cast<toml::table&>(sTable);
ShipSalvage salvage;
salvage.collectionRange = requireDouble(sMt["collection_range"], file, sPath + ".collection_range");
salvage.cargoCapacity = static_cast<int>(requireInt(sMt["cargo_capacity"], file, sPath + ".cargo_capacity"));
def.salvage = salvage;
}
// Optional: repair
if (mt.contains("repair"))
{
const std::string rPath = elemPath + ".repair";
const toml::table& rTable = requireTable(mt["repair"], file, rPath);
toml::table& rMt = const_cast<toml::table&>(rTable);
ShipRepair repair {
requireFormula(rMt["repair_rate_formula"], file, rPath + ".repair_rate_formula"),
requireFormula(rMt["repair_range_formula"], file, rPath + ".repair_range_formula"),
};
def.repair = std::move(repair);
const toml::array& modArr = requireArray(mt["default_modules"], file,
elemPath + ".default_modules");
def.defaultModules = parsePlacedModules(modArr, file,
elemPath + ".default_modules");
}
cfg.ships.push_back(std::move(def));
@@ -484,8 +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");
}
@@ -495,8 +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");
}
@@ -504,21 +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"},
{"combat", "damage"},
{"combat", "attack_range"},
{"combat", "attack_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)
@@ -546,13 +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");
@@ -573,8 +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))
{
@@ -597,6 +629,63 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
}
}
// Weapon capability section: [module.weapon] with base stat formulas
if (mt.contains("weapon"))
{
const std::string wPath = elemPath + ".weapon";
const toml::table& wTable = requireTable(mt["weapon"], file, wPath);
toml::table& wMt = const_cast<toml::table&>(wTable);
if (wMt.contains("damage_formula") || wMt.contains("attack_range_m_formula")
|| wMt.contains("attack_rate_hz_formula"))
{
ModuleWeaponCapability cap;
cap.damageFormula = requireFormula(wMt["damage_formula"],
file, wPath + ".damage_formula");
cap.attackRangeFormula = requireFormula(wMt["attack_range_m_formula"],
file, wPath + ".attack_range_m_formula");
cap.attackRateFormula = requireFormula(wMt["attack_rate_hz_formula"],
file, wPath + ".attack_rate_hz_formula");
def.weaponCapability = std::move(cap);
}
}
// Salvage capability section: [module.salvage] with base stat formulas
if (mt.contains("salvage"))
{
const std::string sPath = elemPath + ".salvage";
const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
toml::table& sMt = const_cast<toml::table&>(sTable);
if (sMt.contains("collection_range_m_formula") || sMt.contains("cargo_capacity_formula")
|| sMt.contains("collection_rate_hz_formula"))
{
ModuleSalvageCapability cap;
cap.collectionRangeFormula = requireFormula(sMt["collection_range_m_formula"],
file, sPath + ".collection_range_m_formula");
cap.cargoCapacityFormula = requireFormula(sMt["cargo_capacity_formula"],
file, sPath + ".cargo_capacity_formula");
cap.collectionRateFormula = requireFormula(sMt["collection_rate_hz_formula"],
file, sPath + ".collection_rate_hz_formula");
def.salvageCapability = std::move(cap);
}
}
// Repair capability section: [module.repair] with base stat formulas
if (mt.contains("repair"))
{
const std::string rPath = elemPath + ".repair";
const toml::table& rTable = requireTable(mt["repair"], file, rPath);
toml::table& rMt = const_cast<toml::table&>(rTable);
if (rMt.contains("repair_rate_hz_formula") || rMt.contains("repair_range_m_formula"))
{
ModuleRepairCapability cap;
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);
}
}
cfg.modules.push_back(std::move(def));
}
@@ -612,5 +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;
}

View File

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

View File

@@ -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;
};

View File

@@ -1,5 +1,6 @@
#pragma once
#include <optional>
#include <string>
#include <vector>
@@ -15,17 +16,42 @@ struct ModuleStatModifier
Formula formula;
};
// Capability sections — present when the module grants that capability.
struct ModuleWeaponCapability
{
Formula damageFormula;
Formula attackRangeFormula;
Formula attackRateFormula;
};
struct ModuleSalvageCapability
{
Formula collectionRangeFormula;
Formula cargoCapacityFormula;
Formula collectionRateFormula;
};
struct ModuleRepairCapability
{
Formula repairRateFormula;
Formula repairRangeFormula;
};
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;
std::optional<ModuleWeaponCapability> weaponCapability;
std::optional<ModuleSalvageCapability> salvageCapability;
std::optional<ModuleRepairCapability> repairCapability;
};
struct ModulesConfig

View File

@@ -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

View File

@@ -1,11 +1,11 @@
#pragma once
#include <optional>
#include <string>
#include <vector>
#include "Formula.h"
#include "RecipesConfig.h" // for RecipeIngredient
#include "ShipLayout.h" // for PlacedModule
// Build materials and initial per-schematic production level
// (REQ-BLD-SHIPYARD, REQ-DEF-SCHEMATIC-DROP).
@@ -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
@@ -42,27 +35,6 @@ struct ShipSensor
Formula sensorRangeFormula; // REQ-SHP-SENSOR, REQ-SHP-STATS
};
struct ShipCombat
{
Formula damageFormula;
Formula attackRangeFormula;
Formula attackRateFormula; // shots per second
};
// Optional; present only on salvage ships (REQ-SHP-SALVAGE).
struct ShipSalvage
{
double collectionRange;
int cargoCapacity;
};
// Optional; present only on repair ships (REQ-SHP-REPAIR).
struct ShipRepair
{
Formula repairRateFormula;
Formula repairRangeFormula;
};
// Scrap dropped on destruction (REQ-RES-SCRAP-DROP).
struct ShipLoot
{
@@ -72,22 +44,17 @@ 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;
ShipLoot loot;
// Role-specific sections. A ship is a combat ship if combat is present,
// a salvage ship if salvage is present, etc. A ship may have multiple
// of these set (hybrid ships) once the behavior systems support it.
std::optional<ShipCombat> combat;
std::optional<ShipSalvage> salvage;
std::optional<ShipRepair> repair;
// Module layout used for enemy wave ships (REQ-WAV-DEFAULT-MODULES).
std::vector<PlacedModule> defaultModules;
};
struct ShipsConfig

View File

@@ -5,34 +5,46 @@
// 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 scaling (REQ-PSH-*).
// Push effects (REQ-PSH-*, REQ-WAV-BOSS-ADVANCE).
struct WorldPush
{
int pushExpandColumns;
double scalingFactor;
int pushExpandColumns_tiles;
double bossAdvanceSeconds; // boss countdown advanced by this much per push
};
// Wave scheduling (REQ-WAV-*).
struct WorldWaves
{
Formula threatRateFormula; // threat/s as a function of elapsed game-time seconds
Formula shipLevelFormula; // enemy ship level as a function of elapsed game-time seconds
Formula threatRateFormula; // threat/s as a function of boss wave counter x
Formula shipLevelFormula; // enemy ship level as a function of boss wave counter x
double gapMinSeconds;
double gapMaxSeconds;
double spawnDurationSeconds;
double bossCountdownSeconds; // duration of each boss cycle (REQ-WAV-BOSS-COUNTDOWN)
double bossThreatDurationSeconds; // boss budget = rate * this (REQ-WAV-BOSS-TRIGGER)
double bossQuietBeforeSeconds; // suppress normal waves this long before boss (REQ-WAV-QUIET)
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
@@ -41,12 +53,16 @@ struct WorldConfig
int refundPercentage; // REQ-BLD-DEMOLISH
int startingBuildingBlocks; // REQ-HQ-STARTING-BLOCKS
double scrapDespawnSeconds; // REQ-RES-SCRAP-DROP
double beltSpeedTilesPerSecond; // REQ-GW-BELT-SPEED
int tunnelMaxDistance; // REQ-BLD-TUNNEL-PAIR
double tileSize_m; // metres per tile (REQ-GW-TILE-SIZE)
double beltSpeed_tps; // REQ-GW-BELT-SPEED (tiles/s, converted from m/s in config)
int tunnelMaxDistance_tiles; // REQ-BLD-TUNNEL-PAIR
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;
};

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@@ -1,5 +1,6 @@
#pragma once
#include <optional>
#include <string>
#include <vector>
@@ -8,6 +9,7 @@
#include "BuildingType.h"
#include "Rotation.h"
#include "ShipLayout.h"
struct BlueprintBuilding
{
@@ -15,6 +17,7 @@ struct BlueprintBuilding
Rotation rotation;
QPoint offset; // tile offset from bounding-box center (floor for even sizes)
std::string recipeId; // empty = none selected
std::optional<ShipLayoutConfig> shipLayout;
};
struct Blueprint

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@@ -4,14 +4,13 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/Rotation.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h
${CMAKE_CURRENT_SOURCE_DIR}/EcsComponents.h
${CMAKE_CURRENT_SOURCE_DIR}/Blueprint.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingId.h
${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
${CMAKE_CURRENT_SOURCE_DIR}/Item.h
${CMAKE_CURRENT_SOURCE_DIR}/Port.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntent.h
${CMAKE_CURRENT_SOURCE_DIR}/FireEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicDropEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
PARENT_SCOPE
)
@@ -19,6 +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
)

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@@ -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;
}

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@@ -0,0 +1,5 @@
#pragma once
#include <string>
std::string toDisplayName(const std::string& id);

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@@ -1,106 +0,0 @@
#pragma once
#include <string>
#include <vector>
#include <QPoint>
#include <QSize>
#include <QVector2D>
#include "Tick.h"
#include "entt/entity/entity.hpp"
// ---------------------------------------------------------------------------
// Shared components (used by ships, stations, scrap, HQ proxy)
// ---------------------------------------------------------------------------
struct Position
{
QVector2D value;
};
struct Health
{
float hp;
float maxHp;
};
struct Faction
{
bool isEnemy;
};
// ---------------------------------------------------------------------------
// Ship components (always present on every ship)
// ---------------------------------------------------------------------------
struct Velocity
{
QVector2D value;
};
struct Facing
{
float radians;
float rotationSpeed;
};
struct ShipDynamics
{
float maxSpeedPerTick;
float mainAccelerationPerTick;
float maneuveringAccelerationPerTick;
float angularAccelerationPerTick;
float maxRotationSpeedPerTick;
};
struct SensorRange
{
float value;
};
struct ShipIdentity
{
int level;
std::string schematicId;
};
// ---------------------------------------------------------------------------
// Ship optional components (hardware + behavior, in Ship.h)
// ---------------------------------------------------------------------------
// Weapon, SalvageCargo, RepairTool, ThreatResponseBehavior, SalvageBehavior,
// RepairBehavior, HomeReturnBehavior, RallyBehavior remain defined in Ship.h.
// ---------------------------------------------------------------------------
// Station components
// ---------------------------------------------------------------------------
struct StationBody
{
QPoint anchor;
QSize footprint;
std::vector<QPoint> bodyCells;
};
// ---------------------------------------------------------------------------
// Scrap components
// ---------------------------------------------------------------------------
struct ScrapData
{
int amount;
};
struct DespawnAt
{
Tick tick;
};
// ---------------------------------------------------------------------------
// HQ proxy (empty tag)
// ---------------------------------------------------------------------------
struct HqProxy { char unused = 0; };

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@@ -1,13 +1,28 @@
#include "EntityAdmin.h"
#include "EcsComponents.h"
#include "MovementIntent.h"
#include "DespawnAtComponent.h"
#include "DynamicBodyComponent.h"
#include "FacingComponent.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "ScrapDataComponent.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
entt::entity EntityAdmin::createEntity()
{
return m_registry.create();
}
entt::entity EntityAdmin::createModuleEntity()
{
return m_registry.create();
}
bool EntityAdmin::isValid(entt::entity entity) const
{
return m_registry.valid(entity);
@@ -24,23 +39,30 @@ void EntityAdmin::clear()
}
entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
float maxSpeedPerTick, float mainAccelPerTick,
float maneuveringAccelPerTick, float angularAccelPerTick,
float maxRotationSpeedPerTick, float sensorRange,
float maxSpeed_tpt, float mainAcceleration_tptt,
float maneuveringAcceleration_tptt, float maxAngularAcceleration_rptt,
float maxRotationSpeed_rpt, float sensorRange_tiles,
int level, const std::string& schematicId, bool isEnemy)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{isEnemy});
add<Velocity>(entity, Velocity{QVector2D(0.0f, 0.0f)});
add<Facing>(entity, Facing{0.0f, 0.0f});
add<ShipDynamics>(entity, ShipDynamics{
maxSpeedPerTick, mainAccelPerTick, maneuveringAccelPerTick,
angularAccelPerTick, maxRotationSpeedPerTick});
add<SensorRange>(entity, SensorRange{sensorRange});
add<ShipIdentity>(entity, ShipIdentity{level, schematicId});
add<MovementIntent>(entity, MovementIntent{0, QVector2D(0.0f, 0.0f)});
add<PositionComponent>(entity, PositionComponent{position});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{isEnemy});
add<FacingComponent>(entity, FacingComponent{0.0f});
add<DynamicBodyComponent>(entity, DynamicBodyComponent{
maxSpeed_tpt,
mainAcceleration_tptt,
maneuveringAcceleration_tptt,
maxAngularAcceleration_rptt,
maxRotationSpeed_rpt,
QVector2D(0.0f, 0.0f), // velocity_tpt
0.0f, // angularVelocity_rpt
QVector2D(0.0f, 0.0f), // linearAcceleration_tptt
0.0f // angularAcceleration_rptt
});
add<SensorRangeComponent>(entity, SensorRangeComponent{sensorRange_tiles});
add<ShipIdentityComponent>(entity, ShipIdentityComponent{level, schematicId});
add<MovementIntentComponent>(entity, MovementIntentComponent{0, QVector2D(0.0f, 0.0f)});
return entity;
}
@@ -51,28 +73,28 @@ entt::entity EntityAdmin::spawnStation(QPoint anchor, QSize footprint,
entt::entity entity = createEntity();
QVector2D center(anchor.x() + footprint.width() / 2.0f,
anchor.y() + footprint.height() / 2.0f);
add<Position>(entity, Position{center});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{isEnemy});
add<StationBody>(entity, StationBody{anchor, footprint, bodyCells});
add<PositionComponent>(entity, PositionComponent{center});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{isEnemy});
add<StationBodyComponent>(entity, StationBodyComponent{anchor, footprint, bodyCells});
return entity;
}
entt::entity EntityAdmin::spawnScrap(QVector2D position, int amount, Tick despawnAt)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<ScrapData>(entity, ScrapData{amount});
add<DespawnAt>(entity, DespawnAt{despawnAt});
add<PositionComponent>(entity, PositionComponent{position});
add<ScrapDataComponent>(entity, ScrapDataComponent{amount});
add<DespawnAtComponent>(entity, DespawnAtComponent{despawnAt});
return entity;
}
entt::entity EntityAdmin::spawnHqProxy(QVector2D position, float hp, float maxHp)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{false});
add<HqProxy>(entity);
add<PositionComponent>(entity, PositionComponent{position});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{false});
add<HqProxyComponent>(entity);
return entity;
}

View File

@@ -53,9 +53,9 @@ public:
// -- Factory methods ----------------------------------------------------
entt::entity spawnShip(QVector2D position, float hp, float maxHp,
float maxSpeedPerTick, float mainAccelPerTick,
float maneuveringAccelPerTick, float angularAccelPerTick,
float maxRotationSpeedPerTick, float sensorRange,
float maxSpeed_tpt, float mainAcceleration_tptt,
float maneuveringAcceleration_tptt, float maxAngularAcceleration_rptt,
float maxRotationSpeed_rpt, float sensorRange_tiles,
int level, const std::string& schematicId, bool isEnemy);
entt::entity spawnStation(QPoint anchor, QSize footprint,
@@ -66,6 +66,10 @@ public:
entt::entity spawnHqProxy(QVector2D position, float hp, float maxHp);
// Creates a bare entity for module child entities (weapons, salvage, repair).
// Caller is responsible for attaching all required components.
entt::entity createModuleEntity();
private:
entt::entity createEntity();

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@@ -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;
};

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@@ -1,12 +0,0 @@
#pragma once
#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".
struct MovementIntent
{
int priority;
QVector2D target;
};

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@@ -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;
};

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@@ -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;
};

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@@ -0,0 +1,17 @@
add_subdirectory(component)
add_subdirectory(system)
SET(HDRS
${HDRS}
PARENT_SCOPE
)
SET(SRCS
${SRCS}
PARENT_SCOPE
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
PARENT_SCOPE
)

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@@ -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;
};

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@@ -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;
};

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@@ -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
};

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@@ -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;
}

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@@ -0,0 +1,35 @@
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}/HqProxyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/PositionComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairToolComponent.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}/WeaponComponent.h
PARENT_SCOPE
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
PARENT_SCOPE
)

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@@ -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;
};

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@@ -0,0 +1,8 @@
#pragma once
#include "Tick.h"
struct DespawnAtComponent
{
Tick tick;
};

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@@ -0,0 +1,21 @@
#pragma once
#include <QVector2D>
struct DynamicBodyComponent
{
// --- dynamics parameters ---
float maxSpeed_tpt; // tiles/tick
float mainAcceleration_tptt; // tiles/tick²
float maneuveringAcceleration_tptt; // tiles/tick²
float maxAngularAcceleration_rptt; // rad/tick²
float maxRotationSpeed_rpt; // rad/tick
// --- integrated state ---
QVector2D velocity_tpt; // tiles/tick
float angularVelocity_rpt; // rad/tick
// --- written each tick by MovementIntentSystem, consumed by DynamicBodySystem ---
QVector2D linearAcceleration_tptt; // tiles/tick²
float angularAcceleration_rptt; // rad/tick²
};

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@@ -0,0 +1,6 @@
#pragma once
struct FacingComponent
{
float radians;
};

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@@ -0,0 +1,6 @@
#pragma once
struct FactionComponent
{
bool isEnemy;
};

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@@ -0,0 +1,7 @@
#pragma once
struct HealthComponent
{
float hp;
float maxHp;
};

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@@ -0,0 +1,6 @@
#pragma once
struct HqProxyComponent
{
char unused = 0;
};

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@@ -0,0 +1,9 @@
#pragma once
#include "entt/entity/entity.hpp"
// Links a capability module child entity back to its owner ship or station.
struct ModuleOwnerComponent
{
entt::entity owner;
};

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@@ -0,0 +1,13 @@
#pragma once
#include <QVector2D>
// 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
{
bool active = false;
QVector2D target;
};

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

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@@ -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;
};

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@@ -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;
};

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@@ -0,0 +1,12 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct RepairToolComponent
{
float ratePerTick;
float range_tiles;
std::optional<entt::entity> currentTarget;
};

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@@ -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;
};

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@@ -0,0 +1,10 @@
#pragma once
struct SalvageCargoComponent
{
int capacity;
int current;
float collectionRange_tiles;
int collectionIntervalTicks;
int cooldownTicksRemaining;
};

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@@ -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;
};

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@@ -0,0 +1,6 @@
#pragma once
struct ScrapDataComponent
{
int amount;
};

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@@ -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;
};

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@@ -0,0 +1,6 @@
#pragma once
struct SensorRangeComponent
{
float value_tiles;
};

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@@ -0,0 +1,9 @@
#pragma once
#include <string>
struct ShipIdentityComponent
{
int level;
std::string schematicId;
};

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@@ -0,0 +1,13 @@
#pragma once
#include <vector>
#include <QPoint>
#include <QSize>
struct StationBodyComponent
{
QPoint anchor;
QSize footprint;
std::vector<QPoint> bodyCells;
};

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@@ -0,0 +1,14 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct WeaponComponent
{
float damage;
float range_tiles;
float fireRateHz;
float cooldownTicks;
std::optional<entt::entity> currentTarget;
};

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@@ -0,0 +1,89 @@
#include "AiSystem.h"
#include <limits>
#include "GameConfig.h"
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BehaviorKind.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RetreatBehavior.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
namespace
{
// 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)
{
admin.forEach<Behavior, SelectedBehaviorComponent>(
[kind](entt::entity /*e*/, const Behavior& behavior,
SelectedBehaviorComponent& selected)
{
if (behavior.score > selected.bestScore)
{
selected.bestScore = behavior.score;
selected.winner = kind;
}
});
}
}
AiSystem::AiSystem(const GameConfig& config)
: m_attackEvaluator(config.world.targeting)
{
}
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
const ScrapSystem& scraps)
{
TRACE();
// Phase 1: evaluators score behaviors and set their target data.
m_advanceEvaluator.evaluate(admin);
m_rallyEvaluator.evaluate(admin);
m_retreatEvaluator.evaluate(admin);
m_attackEvaluator.evaluate(admin);
m_repairEvaluator.evaluate(admin);
m_salvageScrapEvaluator.evaluate(admin, scraps);
m_deliverScrapEvaluator.evaluate(admin, buildings);
// Phase 2: pick the highest-scoring behavior per ship.
selectWinningBehaviors(admin);
// Phase 3: executors run for the winning behavior.
m_advanceExecutor.execute(admin);
m_rallyExecutor.execute(admin);
m_retreatExecutor.execute(admin);
m_attackExecutor.execute(admin);
m_repairExecutor.execute(admin);
m_salvageScrapExecutor.execute(admin);
m_deliverScrapExecutor.execute(admin, buildings);
}
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
{
TRACE();
admin.forEach<SelectedBehaviorComponent>(
[](entt::entity /*e*/, SelectedBehaviorComponent& selected)
{
selected.winner = BehaviorKind::None;
selected.bestScore = std::numeric_limits<float>::lowest();
});
// Highest priority first so ties resolve toward the more urgent behavior.
consider<RetreatBehavior>(admin, BehaviorKind::Retreat);
consider<AttackBehavior>(admin, BehaviorKind::Attack);
consider<RepairBehavior>(admin, BehaviorKind::Repair);
consider<SalvageScrapBehavior>(admin, BehaviorKind::SalvageScrap);
consider<DeliverScrapBehavior>(admin, BehaviorKind::DeliverScrap);
consider<RallyBehavior>(admin, BehaviorKind::Rally);
consider<AdvanceBehavior>(admin, BehaviorKind::Advance);
}

View File

@@ -0,0 +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:
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;
};

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@@ -0,0 +1,62 @@
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
)
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
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/ai
PARENT_SCOPE
)

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@@ -0,0 +1,142 @@
#include "CombatSystem.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
static constexpr Tick kWeaponImpactDelayTicks = 5;
CombatSystem::CombatSystem(const GameConfig& config)
: m_config(config)
{
}
void CombatSystem::tick(Tick currentTick,
EntityAdmin& admin,
BuildingSystem& /*buildings*/,
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)
{
const PositionComponent& pos = admin.get<PositionComponent>(owner.owner);
const FactionComponent& faction = admin.get<FactionComponent>(owner.owner);
resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outWeaponFiredEvents);
});
}
void CombatSystem::resolveWeapon(
entt::entity shipEntity,
WeaponComponent& weapon,
const PositionComponent& ownPos,
const FactionComponent& ownFaction,
Tick currentTick,
EntityAdmin& admin,
std::vector<WeaponFiredEvent>& out)
{
if (weapon.cooldownTicks > 0.0f)
{
weapon.cooldownTicks -= 1.0f;
}
if (weapon.cooldownTicks > 0.0f)
{
return;
}
// Validate or clear existing target.
if (weapon.currentTarget)
{
const entt::entity t = *weapon.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t))
{
weapon.currentTarget = std::nullopt;
}
else
{
const float distanceSquared =
(ownPos.value - admin.get<PositionComponent>(t).value).lengthSquared();
if (distanceSquared > weapon.range_tiles * weapon.range_tiles)
{
weapon.currentTarget = std::nullopt;
}
}
}
// Acquire a new target if needed.
// Ships use their sensor range; stations fall back to weapon range.
if (!weapon.currentTarget)
{
const float acquisitionRange = admin.hasAll<SensorRangeComponent>(shipEntity)
? admin.get<SensorRangeComponent>(shipEntity).value_tiles
: weapon.range_tiles;
float bestDistanceSquared = acquisitionRange * acquisitionRange;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&](entt::entity candidate, const ShipIdentityComponent& /*si*/,
const PositionComponent& candidatePos,
const FactionComponent& candidateFaction)
{
const bool isValidTarget = ownFaction.isEnemy
? !candidateFaction.isEnemy
: candidateFaction.isEnemy;
if (!isValidTarget)
{
return;
}
const float distanceSquared =
(candidatePos.value - ownPos.value).lengthSquared();
if (distanceSquared < bestDistanceSquared)
{
bestDistanceSquared = distanceSquared;
weapon.currentTarget = candidate;
}
});
}
if (!weapon.currentTarget)
{
return;
}
const entt::entity targetEntity = *weapon.currentTarget;
m_pendingDamage.push_back({targetEntity, weapon.damage,
currentTick + kWeaponImpactDelayTicks});
WeaponFiredEvent evt;
evt.shooter = shipEntity;
evt.target = targetEntity;
evt.emittedAt = currentTick;
out.push_back(evt);
weapon.cooldownTicks = static_cast<float>(kTickRateHz) / weapon.fireRateHz;
}
void CombatSystem::applyPendingDamage(Tick currentTick, EntityAdmin& admin)
{
TRACE();
std::vector<PendingDamage>::iterator it = m_pendingDamage.begin();
while (it != m_pendingDamage.end())
{
if (it->appliesAt <= currentTick)
{
if (admin.isValid(it->target) && admin.hasAll<HealthComponent>(it->target))
{
admin.get<HealthComponent>(it->target).hp -= it->amount;
}
it = m_pendingDamage.erase(it);
}
else
{
++it;
}
}
}

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@@ -6,11 +6,12 @@
#include <QVector2D>
#include "Building.h"
#include "EcsComponents.h"
#include "FireEvent.h"
#include "FactionComponent.h"
#include "WeaponFiredEvent.h"
#include "GameConfig.h"
#include "Ship.h"
#include "PositionComponent.h"
#include "Tick.h"
#include "WeaponComponent.h"
#include "entt/entity/entity.hpp"
@@ -25,7 +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);
@@ -40,14 +41,13 @@ private:
std::vector<PendingDamage> m_pendingDamage;
void resolveWeapon(
entt::entity shipEntity,
Weapon& weapon,
const Position& ownPos,
const Faction& ownFaction,
Tick currentTick,
EntityAdmin& admin,
std::vector<FireEvent>& out);
entt::entity shipEntity,
WeaponComponent& weapon,
const PositionComponent& ownPos,
const FactionComponent& ownFaction,
Tick currentTick,
EntityAdmin& admin,
std::vector<WeaponFiredEvent>& out);
const GameConfig& m_config;
};

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@@ -0,0 +1,54 @@
#include "DynamicBodySystem.h"
#include <algorithm>
#include <cmath>
#include <QVector2D>
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "FacingComponent.h"
#include "PositionComponent.h"
#include "tracing.h"
static float wrapAngle(float a)
{
constexpr float kPi = 3.14159265f;
a = std::fmod(a, 2.0f * kPi);
if (a > kPi) { a -= 2.0f * kPi; }
if (a < -kPi) { a += 2.0f * kPi; }
return a;
}
void DynamicBodySystem::tick(EntityAdmin& admin)
{
TRACE();
admin.forEach<PositionComponent, FacingComponent, DynamicBodyComponent>(
[](entt::entity /*e*/, PositionComponent& pos, FacingComponent& facing,
DynamicBodyComponent& body)
{
// Integrate angular velocity, clamp to max rotation speed, then advance facing.
body.angularVelocity_rpt += body.angularAcceleration_rptt;
body.angularVelocity_rpt = std::max(-body.maxRotationSpeed_rpt,
std::min(body.angularVelocity_rpt,
body.maxRotationSpeed_rpt));
facing.radians = wrapAngle(facing.radians + body.angularVelocity_rpt);
// Integrate linear velocity and cap to max speed.
body.velocity_tpt += body.linearAcceleration_tptt;
const float speed = body.velocity_tpt.length();
if (speed > body.maxSpeed_tpt)
{
body.velocity_tpt = body.velocity_tpt.normalized() * body.maxSpeed_tpt;
}
// Advance position.
pos.value += body.velocity_tpt;
// Reset per-tick fields so stale values don't linger if the intent
// system is skipped for this entity in a future tick.
body.linearAcceleration_tptt = QVector2D(0.0f, 0.0f);
body.angularAcceleration_rptt = 0.0f;
});
}

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@@ -2,7 +2,7 @@
class EntityAdmin;
class MovementSystem
class DynamicBodySystem
{
public:
void tick(EntityAdmin& admin);

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@@ -0,0 +1,120 @@
#include "MovementIntentSystem.h"
#include <algorithm>
#include <cmath>
#include <QVector2D>
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "FacingComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "tracing.h"
static float wrapAngle(float a)
{
constexpr float kPi = 3.14159265f;
a = std::fmod(a, 2.0f * kPi);
if (a > kPi) { a -= 2.0f * kPi; }
if (a < -kPi) { a += 2.0f * kPi; }
return a;
}
void MovementIntentSystem::tick(EntityAdmin& admin)
{
TRACE();
admin.forEach<PositionComponent, FacingComponent, DynamicBodyComponent,
MovementIntentComponent>(
[](entt::entity /*e*/, const PositionComponent& pos, const FacingComponent& facing,
DynamicBodyComponent& body, const MovementIntentComponent& intent)
{
if (!intent.active)
{
// No movement intent: brake using available thrust.
const float linearBraking = std::min(body.velocity_tpt.length(),
body.maneuveringAcceleration_tptt);
body.linearAcceleration_tptt = (body.velocity_tpt.length() > 0.0001f)
? -body.velocity_tpt.normalized() * linearBraking
: QVector2D(0.0f, 0.0f);
const float angBraking = std::min(std::abs(body.angularVelocity_rpt),
body.maxAngularAcceleration_rptt);
body.angularAcceleration_rptt =
(body.angularVelocity_rpt >= 0.0f) ? -angBraking : angBraking;
return;
}
const QVector2D delta = intent.target - pos.value;
const float dist = delta.length();
if (dist < 0.001f)
{
// Already at target: no new thrust. The ship drifts; it will
// re-approach next tick once it has moved away.
body.linearAcceleration_tptt = QVector2D(0.0f, 0.0f);
body.angularAcceleration_rptt = 0.0f;
return;
}
// --- Angular acceleration ---
const float desiredAngle = std::atan2(delta.y(), delta.x());
const float angleDiff = wrapAngle(desiredAngle - facing.radians);
const float rotDelta = std::max(-body.maxAngularAcceleration_rptt,
std::min(angleDiff,
body.maxAngularAcceleration_rptt));
float newAngVel = body.angularVelocity_rpt + rotDelta;
// Overshoot prevention: if the accumulated angular velocity already
// exceeds the remaining angle, snap it to exactly that angle so the
// ship doesn't rotate past its heading.
const bool sameSign = (newAngVel >= 0.0f) == (angleDiff >= 0.0f);
if (sameSign && std::abs(newAngVel) > std::abs(angleDiff))
{
newAngVel = angleDiff;
}
body.angularAcceleration_rptt = newAngVel - body.angularVelocity_rpt;
// DynamicBodySystem applies the clamp to maxRotationSpeed_rpt after
// integrating, so we do not clamp here.
// --- Linear acceleration ---
// Use the projected facing (after this tick's angular integration) so
// that the main thruster aligns with where the ship will actually be
// pointing when DynamicBodySystem applies the forces.
const float projectedRadians = wrapAngle(facing.radians + newAngVel);
const QVector2D facingVec(std::cos(projectedRadians),
std::sin(projectedRadians));
const float manAccel = body.maneuveringAcceleration_tptt;
const float stoppingDist = (body.maxSpeed_tpt * body.maxSpeed_tpt)
/ (2.0f * manAccel);
// Cap to dist so the ship never overshoots the target in a single tick.
const float baseDesiredSpeed = (dist <= stoppingDist)
? std::sqrt(2.0f * manAccel * dist)
: body.maxSpeed_tpt;
const float desiredSpeed = std::min(dist, baseDesiredSpeed);
const QVector2D desiredVel = delta.normalized() * desiredSpeed;
const QVector2D velError = desiredVel - body.velocity_tpt;
const float mainAligned = std::max(0.0f,
QVector2D::dotProduct(velError, facingVec));
const float mainApplied = std::min(mainAligned,
body.mainAcceleration_tptt);
const QVector2D mainDelta = facingVec * mainApplied;
const QVector2D remaining = velError - mainDelta;
const float remainLen = remaining.length();
const QVector2D maneuverDelta = (remainLen > manAccel)
? remaining.normalized() * manAccel
: remaining;
body.linearAcceleration_tptt = mainDelta + maneuverDelta;
});
}

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@@ -0,0 +1,9 @@
#pragma once
class EntityAdmin;
class MovementIntentSystem
{
public:
void tick(EntityAdmin& admin);
};

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@@ -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);
});
}

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@@ -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;
};

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@@ -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;
}
});
});
}

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

View File

@@ -1,6 +1,10 @@
#include "ScrapSystem.h"
#include "DespawnAtComponent.h"
#include "EntityAdmin.h"
#include "PositionComponent.h"
#include "ScrapDataComponent.h"
#include "tracing.h"
ScrapSystem::ScrapSystem(EntityAdmin& admin)
: m_admin(admin)
@@ -14,9 +18,10 @@ entt::entity ScrapSystem::spawn(QVector2D position, int amount, Tick despawnAt)
void ScrapSystem::tickDespawn(Tick currentTick)
{
TRACE();
std::vector<entt::entity> expired;
m_admin.forEach<DespawnAt>(
[&expired, currentTick](entt::entity e, DespawnAt& d)
m_admin.forEach<DespawnAtComponent>(
[&expired, currentTick](entt::entity e, DespawnAtComponent& d)
{
if (d.tick <= currentTick)
{
@@ -32,11 +37,11 @@ void ScrapSystem::tickDespawn(Tick currentTick)
std::optional<int> ScrapSystem::consume(entt::entity entity)
{
if (!m_admin.isValid(entity) || !m_admin.hasAll<ScrapData>(entity))
if (!m_admin.isValid(entity) || !m_admin.hasAll<ScrapDataComponent>(entity))
{
return std::nullopt;
}
int amount = m_admin.get<ScrapData>(entity).amount;
int amount = m_admin.get<ScrapDataComponent>(entity).amount;
m_admin.destroy(entity);
return amount;
}
@@ -44,10 +49,11 @@ std::optional<int> ScrapSystem::consume(entt::entity entity)
std::vector<ScrapInfo> ScrapSystem::allScrapInfo() const
{
std::vector<ScrapInfo> result;
m_admin.forEach<ScrapData>(
[&result, this](entt::entity e, const ScrapData& /*sd*/)
m_admin.forEach<ScrapDataComponent>(
[&result, this](entt::entity e, const ScrapDataComponent& /*sd*/)
{
result.push_back(ScrapInfo{e, m_admin.get<Position>(e).value});
result.push_back(ScrapInfo{e, m_admin.get<PositionComponent>(e).value});
});
return result;
}

View File

@@ -5,7 +5,6 @@
#include <QVector2D>
#include "EcsComponents.h"
#include "Tick.h"
#include "entt/entity/entity.hpp"

View File

@@ -0,0 +1,458 @@
#include "ShipSystem.h"
#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"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "ModulesConfig.h"
#include "MovementIntentComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "RetreatBehavior.h"
#include "SalvageCargoComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "Tick.h"
#include "tracing.h"
#include "WeaponComponent.h"
ShipSystem::ShipSystem(const GameConfig& config, EntityAdmin& admin)
: m_config(config)
, m_admin(admin)
{
}
const ShipDef* ShipSystem::findShipDef(const std::string& schematicId) const
{
for (const ShipDef& def : m_config.ships.ships)
{
if (def.id == schematicId)
{
return &def;
}
}
return nullptr;
}
const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
{
for (const ModuleDef& def : m_config.modules.modules)
{
if (def.id == id)
{
return &def;
}
}
return nullptr;
}
entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
QVector2D position, bool isEnemy,
const std::optional<ShipLayoutConfig>& layout,
const std::map<std::string, int>& moduleLevelOverrides)
{
const ShipDef* def = findShipDef(schematicId);
assert(def != nullptr);
const double x = static_cast<double>(level);
const float tickRate = static_cast<float>(kTickRateHz);
const float tileSize = static_cast<float>(m_config.world.tileSize_m);
float hp = static_cast<float>(def->health.hpFormula.evaluate(x));
float maxHp = hp;
float maxSpeed_tpt = static_cast<float>(def->movement.speedFormula.evaluate(x))
/ tileSize / tickRate;
float mainAcceleration_tptt = static_cast<float>(
def->movement.mainAccelerationFormula.evaluate(x))
/ tileSize / tickRate;
float maneuveringAcceleration_tptt = static_cast<float>(
def->movement.maneuveringAccelerationFormula.evaluate(x))
/ tileSize / tickRate;
float maxAngularAcceleration_rptt = static_cast<float>(
def->movement.angularAccelerationFormula.evaluate(x))
/ tickRate;
float maxRotationSpeed_rpt = static_cast<float>(
def->movement.maxRotationSpeedFormula.evaluate(x))
/ tickRate;
float sensorRange_tiles = static_cast<float>(
def->sensor.sensorRangeFormula.evaluate(x))
/ tileSize;
entt::entity entity = m_admin.spawnShip(
position, hp, maxHp,
maxSpeed_tpt, mainAcceleration_tptt, maneuveringAcceleration_tptt,
maxAngularAcceleration_rptt, maxRotationSpeed_rpt, sensorRange_tiles,
level, schematicId, isEnemy);
// Determine module list: configured layout takes precedence over default.
const std::vector<PlacedModule>& modules =
layout.has_value() ? layout->placedModules : def->defaultModules;
// --- Pass 1: create capability child entities ----------------------------
std::vector<entt::entity> weaponChildren;
std::vector<entt::entity> salvageChildren;
std::vector<entt::entity> repairChildren;
for (const PlacedModule& pm : modules)
{
const ModuleDef* modDef = findModuleDef(pm.moduleId);
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
const auto overIt = moduleLevelOverrides.find(pm.moduleId);
const double mx = static_cast<double>(
overIt != moduleLevelOverrides.end() ? overIt->second : modDef->playerProductionLevel);
if (modDef->weaponCapability)
{
WeaponComponent w;
w.damage = static_cast<float>(
modDef->weaponCapability->damageFormula.evaluate(mx));
w.range_tiles = static_cast<float>(
modDef->weaponCapability->attackRangeFormula.evaluate(mx)) / tileSize;
w.fireRateHz = static_cast<float>(
modDef->weaponCapability->attackRateFormula.evaluate(mx));
w.cooldownTicks = 0.0f;
w.currentTarget = std::nullopt;
entt::entity child = m_admin.createModuleEntity();
m_admin.addComponent<WeaponComponent>(child, w);
m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
weaponChildren.push_back(child);
}
if (modDef->salvageCapability)
{
SalvageCargoComponent cargo;
cargo.capacity = static_cast<int>(
modDef->salvageCapability->cargoCapacityFormula.evaluate(mx));
cargo.current = 0;
cargo.collectionRange_tiles = static_cast<float>(
modDef->salvageCapability->collectionRangeFormula.evaluate(mx)) / tileSize;
const double rate = modDef->salvageCapability->collectionRateFormula.evaluate(mx);
cargo.collectionIntervalTicks = (rate > 0.0)
? static_cast<int>(kTickRateHz / rate + 0.5)
: 0;
cargo.cooldownTicksRemaining = 0;
entt::entity child = m_admin.createModuleEntity();
m_admin.addComponent<SalvageCargoComponent>(child, cargo);
m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
salvageChildren.push_back(child);
}
if (modDef->repairCapability)
{
RepairToolComponent rt;
rt.ratePerTick = static_cast<float>(
modDef->repairCapability->repairRateFormula.evaluate(mx))
/ static_cast<float>(kTickRateHz);
rt.range_tiles = static_cast<float>(
modDef->repairCapability->repairRangeFormula.evaluate(mx)) / tileSize;
rt.currentTarget = std::nullopt;
entt::entity child = m_admin.createModuleEntity();
m_admin.addComponent<RepairToolComponent>(child, rt);
m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
repairChildren.push_back(child);
}
}
// --- Pass 2: apply passive stat modifiers --------------------------------
// Accumulate hull-level modifiers.
std::map<std::string, std::pair<double, double>> hullMods;
// Per-capability-type modifier accumulators (applied to each child).
std::map<std::string, std::pair<double, double>> weaponMods;
std::map<std::string, std::pair<double, double>> salvageMods;
std::map<std::string, std::pair<double, double>> repairMods;
for (const PlacedModule& pm : modules)
{
const ModuleDef* modDef = findModuleDef(pm.moduleId);
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
const auto overIt2 = moduleLevelOverrides.find(pm.moduleId);
const double mx = static_cast<double>(
overIt2 != moduleLevelOverrides.end() ? overIt2->second : modDef->playerProductionLevel);
for (const ModuleStatModifier& sm : modDef->statModifiers)
{
const double val = sm.formula.evaluate(mx);
// Route modifier to the correct accumulator by stat category.
// weapon/salvage/repair stats go to the corresponding child map;
// hull stats (hp, speed, sensor_range, …) go to hullMods.
const bool isWeaponStat = (sm.stat == "damage"
|| sm.stat == "attack_range"
|| sm.stat == "attack_rate");
const bool isSalvageStat = (sm.stat == "collection_range"
|| sm.stat == "cargo_capacity");
const bool isRepairStat = (sm.stat == "repair_rate"
|| sm.stat == "repair_range");
std::map<std::string, std::pair<double, double>>* target = &hullMods;
if (isWeaponStat) { target = &weaponMods; }
if (isSalvageStat) { target = &salvageMods; }
if (isRepairStat) { target = &repairMods; }
std::pair<double, double>& acc = (*target)[sm.stat];
if (sm.modifierType == "multiplicative")
{
acc.first += (val - 1.0);
}
else
{
acc.second += val;
}
}
}
// 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 tickRateD = static_cast<double>(kTickRateHz);
const char* const kRangeStats[] = {
"sensor_range", "attack_range", "collection_range", "repair_range"
};
std::map<std::string, std::pair<double, double>>* allModMaps[] = {
&hullMods, &weaponMods, &salvageMods, &repairMods
};
for (const char* stat : kRangeStats)
{
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;
}
}
}
// 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)
{
const auto it = mods.find(name);
if (it != mods.end())
{
stat = static_cast<float>(
static_cast<double>(stat) * (1.0 + it->second.first)
+ it->second.second);
}
};
// Apply hull modifiers.
{
HealthComponent& health = m_admin.get<HealthComponent>(entity);
DynamicBodyComponent& dynamics = m_admin.get<DynamicBodyComponent>(entity);
SensorRangeComponent& sensor = m_admin.get<SensorRangeComponent>(entity);
applyMod(health.maxHp, "hp", hullMods);
health.hp = health.maxHp;
applyMod(dynamics.maxSpeed_tpt, "speed", hullMods);
applyMod(dynamics.mainAcceleration_tptt, "main_acceleration", hullMods);
applyMod(dynamics.maneuveringAcceleration_tptt, "maneuvering_acceleration", hullMods);
applyMod(dynamics.maxAngularAcceleration_rptt, "angular_acceleration", hullMods);
applyMod(dynamics.maxRotationSpeed_rpt, "max_rotation_speed", hullMods);
applyMod(sensor.value_tiles, "sensor_range", hullMods);
}
// Apply weapon modifiers to each weapon child.
for (entt::entity child : weaponChildren)
{
WeaponComponent& w = m_admin.get<WeaponComponent>(child);
applyMod(w.damage, "damage", weaponMods);
applyMod(w.range_tiles, "attack_range", weaponMods);
applyMod(w.fireRateHz, "attack_rate", weaponMods);
}
// Apply salvage modifiers to each salvage child.
for (entt::entity child : salvageChildren)
{
SalvageCargoComponent& c = m_admin.get<SalvageCargoComponent>(child);
float fRange = c.collectionRange_tiles;
float fCapacity = static_cast<float>(c.capacity);
// Apply rate modifier: compute rate from interval, apply multiplier, convert back.
float fRate = (c.collectionIntervalTicks > 0)
? static_cast<float>(kTickRateHz) / static_cast<float>(c.collectionIntervalTicks)
: 0.0f;
applyMod(fRange, "collection_range", salvageMods);
applyMod(fCapacity, "cargo_capacity", salvageMods);
applyMod(fRate, "collection_rate", salvageMods);
c.collectionRange_tiles = fRange;
c.capacity = static_cast<int>(fCapacity + 0.5f);
c.collectionIntervalTicks = (fRate > 0.0f)
? static_cast<int>(static_cast<float>(kTickRateHz) / fRate + 0.5f)
: 0;
}
// Apply repair modifiers to each repair child.
for (entt::entity child : repairChildren)
{
RepairToolComponent& rt = m_admin.get<RepairToolComponent>(child);
applyMod(rt.ratePerTick, "repair_rate", repairMods);
applyMod(rt.range_tiles, "repair_range", repairMods);
}
// --- 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())
{
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)
{
RallyBehavior rally;
rally.rallyPoint = m_rallyPoint;
rally.orbitRadius_tiles =
static_cast<float>(m_config.world.rallyOrbitRadius_tiles);
m_admin.addComponent<RallyBehavior>(entity, rally);
}
}
if (!salvageChildren.empty())
{
float maxCollRange = 0.0f;
for (entt::entity child : salvageChildren)
{
const float r = m_admin.get<SalvageCargoComponent>(child).collectionRange_tiles;
if (r > maxCollRange) { maxCollRange = r; }
}
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())
{
float maxRepairRange = 0.0f;
for (entt::entity child : repairChildren)
{
const float r = m_admin.get<RepairToolComponent>(child).range_tiles;
if (r > maxRepairRange) { maxRepairRange = r; }
}
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;
}
void ShipSystem::despawn(entt::entity entity)
{
std::vector<entt::entity> children;
m_admin.forEach<ModuleOwnerComponent>(
[&](entt::entity e, const ModuleOwnerComponent& o)
{
if (o.owner == entity) { children.push_back(e); }
});
for (entt::entity child : children) { m_admin.destroy(child); }
m_admin.destroy(entity);
}
void ShipSystem::clearMovementIntents()
{
TRACE();
m_admin.forEach<MovementIntentComponent>(
[](entt::entity /*e*/, MovementIntentComponent& i)
{
i = MovementIntentComponent{false, QVector2D(0.0f, 0.0f)};
});
}
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<RallyBehavior, FactionComponent>(
[&toRemove](entt::entity e, const RallyBehavior& /*rb*/,
const FactionComponent& f)
{
if (!f.isEnemy)
{
toRemove.push_back(e);
}
});
for (entt::entity e : toRemove)
{
m_admin.removeComponent<RallyBehavior>(e);
}
}

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@@ -1,12 +1,12 @@
#pragma once
#include <map>
#include <optional>
#include <string>
#include <QVector2D>
#include "GameConfig.h"
#include "Ship.h"
#include "ShipLayout.h"
#include "entt/entity/entity.hpp"
@@ -20,10 +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.
@@ -32,6 +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;
@@ -39,4 +45,5 @@ private:
const GameConfig& m_config;
EntityAdmin& m_admin;
QVector2D m_rallyPoint;
bool m_retreatEnabled = true;
};

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@@ -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;
});
}

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@@ -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);
};

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

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@@ -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);
};

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@@ -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;
});
}

View 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;
};

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