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@@ -4,17 +4,27 @@ message(STATUS "Using CMake ${CMAKE_VERSION}")
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||||
include(cmake/add_files.cmake)
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include(cmake/create_source_groups.cmake)
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include(cmake/version.cmake)
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# Project ----------------------------------------------------------------------
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project(DotaFactory)
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# Product identity — anything that depends on the product/project name is defined
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# here so it lives in a single place and can change in the future. These values
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# feed the build targets in src/CMakeLists.txt and the Windows version resource
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# (see cmake/version.rc.in).
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set(PRODUCT_NAME "DotaFactory") # internal name and executable base name
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||||
set(PRODUCT_DISPLAY_NAME "Dota Factory") # human-readable product / file description
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||||
set(PRODUCT_COMPANY "TODO: company") # placeholder
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set(PRODUCT_COPYRIGHT "TODO: copyright") # placeholder
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project(${PRODUCT_NAME})
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set(CMAKE_BUILD_TYPE_INIT "Release")
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# Qt ---------------------------------------------------------------------------
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find_package(Qt5 COMPONENTS Widgets Network Multimedia Charts REQUIRED)
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find_package(Qt5 COMPONENTS Widgets Network Multimedia Charts Svg REQUIRED)
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|
||||
if(Qt5Widgets_FOUND)
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message(STATUS "Found Qt ${Qt5Widgets_VERSION_STRING}")
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@@ -54,6 +64,7 @@ function(COPY_QT_BINARIES TARGET_DIR IS_DEBUG)
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configure_file("${QT_BINARY_DIR}/Qt5Network${SUFFIX}.dll" "${TARGET_DIR}/Qt5Network${SUFFIX}.dll" COPYONLY)
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configure_file("${QT_BINARY_DIR}/Qt5Widgets${SUFFIX}.dll" "${TARGET_DIR}/Qt5Widgets${SUFFIX}.dll" COPYONLY)
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configure_file("${QT_BINARY_DIR}/Qt5Multimedia${SUFFIX}.dll" "${TARGET_DIR}/Qt5Multimedia${SUFFIX}.dll" COPYONLY)
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configure_file("${QT_BINARY_DIR}/Qt5Svg${SUFFIX}.dll" "${TARGET_DIR}/Qt5Svg${SUFFIX}.dll" COPYONLY)
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endfunction(COPY_QT_BINARIES)
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@@ -1,5 +1,6 @@
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[[building]]
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id = "belt"
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tooltip = "Transports items one tile at a time in the direction it faces."
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cost = 2
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player_placeable = true
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construction_time_seconds = 0.2
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@@ -7,6 +8,7 @@ surface_mask = ["A>"]
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[[building]]
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id = "splitter"
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tooltip = "Splits an incoming item stream between two outputs, with optional per-output filters."
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cost = 3
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player_placeable = true
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construction_time_seconds = 0.5
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@@ -14,6 +16,7 @@ surface_mask = ["<A>"]
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[[building]]
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id = "tunnel_entry"
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tooltip = "Sends items underground so belts can cross. Places an entry, or an exit when it would connect to a matching entry under the cursor."
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cost = 5
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player_placeable = true
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construction_time_seconds = 0.5
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@@ -21,6 +24,7 @@ surface_mask = ["A>"]
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[[building]]
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id = "tunnel_exit"
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tooltip = "Receives items from a matching tunnel entry and pushes them onward."
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cost = 5
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player_placeable = true
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construction_time_seconds = 0.5
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@@ -28,6 +32,7 @@ surface_mask = ["A>"]
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[[building]]
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id = "miner"
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tooltip = "Extracts a selected ore from the asteroid; every tile yields any ore."
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cost = 15
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player_placeable = true
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construction_time_seconds = 1
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@@ -37,6 +42,7 @@ surface_mask = [
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[[building]]
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id = "smelter"
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tooltip = "Melts ore or scrap into basic materials. No recipe selection needed."
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cost = 20
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player_placeable = true
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construction_time_seconds = 1
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@@ -47,6 +53,7 @@ surface_mask = [
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[[building]]
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id = "assembler"
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tooltip = "Crafts a selected recipe from the production tree into intermediate or final parts."
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cost = 35
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player_placeable = true
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construction_time_seconds = 1
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@@ -57,6 +64,7 @@ surface_mask = [
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[[building]]
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id = "reprocessing_plant"
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tooltip = "Consumes scrap and yields one random higher-tier product per cycle."
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cost = 40
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player_placeable = true
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construction_time_seconds = 1
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@@ -68,6 +76,7 @@ surface_mask = [
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[[building]]
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id = "shipyard"
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tooltip = "Builds autonomous combat ships from a selected schematic and module layout."
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cost = 60
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player_placeable = true
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construction_time_seconds = 1
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@@ -78,10 +87,12 @@ surface_mask = [
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||||
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||||
[[building]]
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||||
id = "salvage_bay"
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tooltip = "Drop-off point where salvage ships unload collected scrap onto belts."
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cost = 25
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player_placeable = true
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construction_time_seconds = 1
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output_buffer_capacity = 20
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surface_mask = [
|
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"SAA",
|
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"SAA>",
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"<AAS",
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" AAS",
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||||
]
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||||
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||||
@@ -1,26 +1,28 @@
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||||
# modules.toml
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||||
#
|
||||
# First real-content iteration: module ids and surface masks are the designed
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||||
# content; stats, materials, and threat costs are placeholders until the
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# recipe and balancing passes.
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# Production tree v2: all weapons are railguns for now — the implementation
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# (instant damage, no projectile, no ammunition) stays as-is and the beam
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# visual reads as a tracer round. Lasers are reserved for a future distinct
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# weapon type (see docs/content_design.md, "Production tree v2 — Weapons").
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# Combat stats are placeholders until the arena balancing pass;
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# production_time_seconds values come from the numbers pass.
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#
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# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending
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# the balancing pass. The laser cannons are the exception: laser_cannon_m is
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# gated to station level 1, and laser_cannon_l requires laser_cannon_m to be
|
||||
# unlocked first (unlock_requires) — a demonstration of the prerequisite chain.
|
||||
# Unlock gating is defined in unlocks.toml, not here (REQ-LOCK-EXPLICIT): a
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# module id granted by an unlock group starts locked and is awarded via a
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# defence station drop; ids absent from unlocks.toml (railgun_s) start unlocked.
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#
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# Surface mask footprint ladder — footprints gate which hulls can mount a
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# module, purely through geometry (see ships.toml for the matching hull
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# grids):
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#
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# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones
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# 1x1 railgun_s, salvager, repair_tool fits every hull, incl. drones
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# 1x2 maneuvering_thrusters, sensor_booster,
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# armor_plates frigate and up
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# 1x3 afterburner frigate and up (eats most of a frigate)
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# L-shape weapon_stabilizer, weapon_primer,
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# weapon_upgrade frigate and up
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# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls)
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# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls)
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# 2x2 railgun_m, drone_bay cruiser and up (no 2x2 area on s hulls)
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# 3x3 railgun_l battleship and up (no 3x3 area on m hulls)
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# 2x6 drone_hangar carrier only
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# -----------------------------------------------------------------------------
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@@ -28,13 +30,13 @@
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# -----------------------------------------------------------------------------
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||||
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||||
[[module]]
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||||
id = "laser_cannon_s"
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unlock_at_station_level = -1
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id = "railgun_s"
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tooltip = "Small railgun. Fast-firing, short range, low damage; fits any hull."
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surface_mask = ["O"]
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materials = [{item = "laser_cannon_s_module", amount = 1}]
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production_time_seconds = 0.5
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||||
materials = [{item = "railgun_s_module", amount = 1}]
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production_time_seconds = 1
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fill_color = "#FF8040"
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||||
glyph = "Ls"
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||||
glyph = "Rs"
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||||
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||||
[module.weapon]
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damage = 2
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||||
@@ -43,37 +45,36 @@ attack_rate_hz = 2.0
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||||
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||||
[[module]]
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||||
id = "laser_cannon_m"
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||||
unlock_at_station_level = 1
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id = "railgun_m"
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||||
tooltip = "Medium railgun. Higher damage at longer range; needs a 2x2 slot."
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||||
surface_mask = [
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"OO",
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"OO"]
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||||
materials = [{item = "laser_cannon_m_module", amount = 1}]
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||||
production_time_seconds = 2
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||||
materials = [{item = "railgun_m_module", amount = 1}]
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||||
production_time_seconds = 3
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||||
fill_color = "#FF8040"
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||||
glyph = "Lm"
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||||
glyph = "Rm"
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||||
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||||
[module.weapon]
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damage = 10
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damage = 14
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attack_range_m = 70
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||||
attack_rate_hz = 1.5
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||||
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||||
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[[module]]
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||||
id = "laser_cannon_l"
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||||
unlock_at_station_level = 1
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||||
unlock_requires = ["laser_cannon_m"]
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id = "railgun_l"
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tooltip = "Large railgun. Heavy damage at long range; needs a 3x3 slot."
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surface_mask = [
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"OOO",
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"OOO",
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"OOO"]
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materials = [{item = "laser_cannon_l_module", amount = 1}]
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production_time_seconds = 8
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materials = [{item = "railgun_l_module", amount = 1}]
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production_time_seconds = 4
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fill_color = "#FF8040"
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glyph = "Ll"
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glyph = "Rl"
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[module.weapon]
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damage = 40
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damage = 52
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attack_range_m = 100
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attack_rate_hz = 0.8
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@@ -83,31 +84,31 @@ attack_rate_hz = 0.8
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||||
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||||
[[module]]
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id = "salvager"
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unlock_at_station_level = -1
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tooltip = "Collects scrap from wrecks and stores it in the ship's cargo hold."
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surface_mask = ["O"]
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materials = [{item = "salvager_module", amount = 1}]
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production_time_seconds = 2
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production_time_seconds = 1
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||||
fill_color = "#AACC44"
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||||
glyph = "Sv"
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[module.salvage]
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collection_range_m = 500
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cargo_capacity = 10
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collection_range_m = 60
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cargo_capacity = 20
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collection_rate_hz = 0.5
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[[module]]
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id = "repair_tool"
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unlock_at_station_level = -1
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tooltip = "Repairs damaged friendly ships and defence stations within range."
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surface_mask = ["O"]
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materials = [{item = "repair_tool_module", amount = 1}]
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||||
production_time_seconds = 2
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production_time_seconds = 1
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fill_color = "#66CCFF"
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glyph = "Rp"
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||||
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||||
[module.repair]
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repair_rate_hz = 1
|
||||
repair_amount_hp = 6
|
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repair_amount_hp = 4
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||||
repair_range_m = 80
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# -----------------------------------------------------------------------------
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@@ -116,10 +117,10 @@ repair_range_m = 80
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||||
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[[module]]
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||||
id = "afterburner"
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||||
unlock_at_station_level = -1
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||||
tooltip = "Greatly boosts top speed and forward acceleration."
|
||||
surface_mask = ["OOO"]
|
||||
materials = [{item = "afterburner_module", amount = 1}]
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||||
production_time_seconds = 2
|
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production_time_seconds = 1
|
||||
fill_color = "#40A0FF"
|
||||
glyph = "Ab"
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||||
|
||||
@@ -130,10 +131,10 @@ added_main_acceleration_mpss = 60
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||||
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||||
[[module]]
|
||||
id = "maneuvering_thrusters"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Improves top speed and lateral/braking acceleration."
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "maneuvering_thrusters_module", amount = 1}]
|
||||
production_time_seconds = 2
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||||
production_time_seconds = 1
|
||||
fill_color = "#40A0FF"
|
||||
glyph = "Mt"
|
||||
|
||||
@@ -147,23 +148,23 @@ added_maneuvering_acceleration_mpss = 10
|
||||
|
||||
[[module]]
|
||||
id = "armor_plates"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Adds a large flat bonus to the ship's hit points."
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "armor_plates_module", amount = 1}]
|
||||
production_time_seconds = 3
|
||||
production_time_seconds = 1
|
||||
fill_color = "#808080"
|
||||
glyph = "A"
|
||||
|
||||
[module.health]
|
||||
added_hp = 40
|
||||
added_hp = 1200
|
||||
|
||||
|
||||
[[module]]
|
||||
id = "sensor_booster"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Extends the ship's sensor range."
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "sensor_booster_module", amount = 1}]
|
||||
production_time_seconds = 2
|
||||
production_time_seconds = 1
|
||||
fill_color = "#40A0FF"
|
||||
glyph = "S"
|
||||
|
||||
@@ -176,13 +177,13 @@ added_sensor_range_m = 50
|
||||
|
||||
[[module]]
|
||||
id = "weapon_upgrade"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Increases the damage of all weapons on the ship."
|
||||
surface_mask = [
|
||||
"OO",
|
||||
"OX",
|
||||
]
|
||||
materials = [{item = "weapon_upgrade_module", amount = 1}]
|
||||
production_time_seconds = 4
|
||||
production_time_seconds = 2
|
||||
fill_color = "#FF4040"
|
||||
glyph = "Wu"
|
||||
|
||||
@@ -192,13 +193,13 @@ multiplied_damage = 1.2
|
||||
|
||||
[[module]]
|
||||
id = "weapon_primer"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Increases the fire rate of all weapons on the ship."
|
||||
surface_mask = [
|
||||
"OO",
|
||||
"OX",
|
||||
]
|
||||
materials = [{item = "weapon_primer_module", amount = 1}]
|
||||
production_time_seconds = 4
|
||||
production_time_seconds = 2
|
||||
fill_color = "#FF4040"
|
||||
glyph = "Wp"
|
||||
|
||||
@@ -208,18 +209,18 @@ multiplied_attack_rate_hz = 1.2
|
||||
|
||||
[[module]]
|
||||
id = "weapon_stabilizer"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Extends weapon range at the cost of some fire rate."
|
||||
surface_mask = [
|
||||
"OO",
|
||||
"OX",
|
||||
]
|
||||
materials = [{item = "weapon_stabilizer_module", amount = 1}]
|
||||
production_time_seconds = 4
|
||||
production_time_seconds = 1
|
||||
fill_color = "#FF4040"
|
||||
glyph = "Ws"
|
||||
|
||||
[module.weapon]
|
||||
multiplied_attack_range_m = 1.5
|
||||
multiplied_attack_range_m = 1.3
|
||||
multiplied_attack_rate_hz = 0.8
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
@@ -231,23 +232,23 @@ multiplied_attack_rate_hz = 0.8
|
||||
|
||||
[[module]]
|
||||
id = "drone_bay"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Drone launch bay (capability not yet implemented)."
|
||||
surface_mask = [
|
||||
"OO",
|
||||
"OO"]
|
||||
materials = [{item = "drone_bay_module", amount = 1}]
|
||||
production_time_seconds = 5
|
||||
production_time_seconds = 3
|
||||
fill_color = "#CC66FF"
|
||||
glyph = "Db"
|
||||
|
||||
|
||||
[[module]]
|
||||
id = "drone_hangar"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Large drone hangar (capability not yet implemented)."
|
||||
surface_mask = [
|
||||
"OOOOOO",
|
||||
"OOOOOO"]
|
||||
materials = [{item = "drone_hangar_module", amount = 1}]
|
||||
production_time_seconds = 20
|
||||
production_time_seconds = 6
|
||||
fill_color = "#9933CC"
|
||||
glyph = "Dh"
|
||||
|
||||
@@ -1,26 +1,26 @@
|
||||
# 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. Almost everything is unlocked for now so
|
||||
# the full tree is testable; the only gated recipe schematics are the medium and
|
||||
# large laser-cannon item recipes, which demonstrate the unlock_requires
|
||||
# prerequisite chain (large requires medium — see modules.toml / ships.toml).
|
||||
# Production tree v2 (structure in docs/content_design.md, numbers with
|
||||
# derivations in docs/balancing/derived.md). Quantities and durations are tuned so that every
|
||||
# fitted ship lands on the threat-cost ladder and the ratio curve is
|
||||
# realized: tier 1 ratios are 1:1, tier 2 ratios are 2:3, tier 3+ ratios
|
||||
# are deliberately strange.
|
||||
#
|
||||
# Input chain per game phase — each phase adds exactly one new base input:
|
||||
# Input chain per game phase — each phase transition 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.
|
||||
# early iron_ore + copper_ore minable on every asteroid tile (the
|
||||
# asteroid is an M-type body — its bulk
|
||||
# rock IS ore)
|
||||
# mid + quartz geode deposits in expansion territory
|
||||
# (deposit gating pending — see action
|
||||
# item 5 in docs/balancing/README.md;
|
||||
# until then quartz mines anywhere)
|
||||
# late + voidsteel battle-forged: ONLY 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.
|
||||
# Run tools/verify_recipes.py and tools/threat_report.py after editing.
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Mining (tier 0)
|
||||
@@ -38,405 +38,406 @@ id = "mine_copper_ore"
|
||||
building = "miner"
|
||||
inputs = []
|
||||
outputs = [{item = "copper_ore", amount = 1}]
|
||||
duration_seconds = 1.5
|
||||
duration_seconds = 1.0
|
||||
|
||||
# Titanium is the midgame ore: mined three times slower than iron.
|
||||
[[recipe]]
|
||||
id = "mine_titanium_ore"
|
||||
id = "mine_quartz"
|
||||
building = "miner"
|
||||
inputs = []
|
||||
outputs = [{item = "titanium_ore", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
outputs = [{item = "quartz", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Smelting (tier 1)
|
||||
# Smelting (tier 1) — one recipe per input item; ratios are 1:1 with miners.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "iron_ingot"
|
||||
building = "smelter"
|
||||
inputs = [{item = "iron_ore", amount = 2}]
|
||||
inputs = [{item = "iron_ore", amount = 1}]
|
||||
outputs = [{item = "iron_ingot", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
duration_seconds = 1.0
|
||||
|
||||
[[recipe]]
|
||||
id = "copper_ingot"
|
||||
building = "smelter"
|
||||
inputs = [{item = "copper_ore", amount = 2}]
|
||||
inputs = [{item = "copper_ore", amount = 1}]
|
||||
outputs = [{item = "copper_ingot", amount = 1}]
|
||||
duration_seconds = 2.5
|
||||
duration_seconds = 1.0
|
||||
|
||||
[[recipe]]
|
||||
id = "titanium_ingot"
|
||||
id = "silicon"
|
||||
building = "smelter"
|
||||
inputs = [{item = "titanium_ore", amount = 3}]
|
||||
outputs = [{item = "titanium_ingot", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
inputs = [{item = "quartz", amount = 1}]
|
||||
outputs = [{item = "silicon", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
# Scrap smelting: the safe, boring sink. Deliberately value-losing (4 threat
|
||||
# of scrap becomes a 2-threat ingot) — reprocessing is the value-preserving
|
||||
# path.
|
||||
[[recipe]]
|
||||
id = "scrap_smelting"
|
||||
building = "smelter"
|
||||
inputs = [{item = "scrap", amount = 1}]
|
||||
outputs = [{item = "iron_ingot", amount = 1}]
|
||||
duration_seconds = 1.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Reprocessing
|
||||
#
|
||||
# The only source of advanced_alloy: salvaged scrap from destroyed ships.
|
||||
# Reprocessing — the only source of voidsteel (battle-forged; formed when
|
||||
# weapon plasma anneals hull metal in the violence of ship destruction).
|
||||
# Weights are authored for the fully unlocked pool state; the pool
|
||||
# renormalizes over implicitly unlocked items early game.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "reprocessing_cycle"
|
||||
building = "reprocessing_plant"
|
||||
inputs = [{item = "scrap", amount = 5}]
|
||||
duration_seconds = 3.0
|
||||
inputs = [{item = "scrap", amount = 4}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "iron_ingot"
|
||||
amount = 2
|
||||
probability = 0.45
|
||||
amount = 1
|
||||
probability = 0.3
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "copper_ingot"
|
||||
amount = 1
|
||||
probability = 0.25
|
||||
probability = 0.3
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "titanium_ingot"
|
||||
item = "silicon"
|
||||
amount = 1
|
||||
probability = 0.15
|
||||
probability = 0.2
|
||||
|
||||
[[recipe.outputs]]
|
||||
item = "advanced_alloy"
|
||||
item = "voidsteel"
|
||||
amount = 1
|
||||
probability = 0.15
|
||||
probability = 0.2
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Basic components (tier 2, early game)
|
||||
# Tier 2 — early intermediates (clean ratios, ~2:3)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[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 = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "copper_wire"
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_ingot", amount = 1}]
|
||||
outputs = [{item = "copper_wire", amount = 2}]
|
||||
duration_seconds = 1.0
|
||||
|
||||
[[recipe]]
|
||||
id = "copper_coil"
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "copper_coil", amount = 1}]
|
||||
duration_seconds = 1.5
|
||||
|
||||
# Depth-3 chain (ore -> ingot -> plate -> block) is the factory's
|
||||
# doubling-time knob; see the block economy rules in docs/balancing/rules.md.
|
||||
# unlocked_at_start: building blocks appear in no schematic's materials, so the
|
||||
# implicit item graph can never reach this recipe (REQ-LOCK-IMPLICIT).
|
||||
[[recipe]]
|
||||
id = "building_block"
|
||||
building = "assembler"
|
||||
unlocked_at_start = true
|
||||
inputs = [{item = "steel_plate", amount = 2}]
|
||||
outputs = [{item = "building_block", amount = 4}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Tier 3 — mid intermediates (strange ratios begin; need quartz)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "control_chip"
|
||||
building = "assembler"
|
||||
inputs = [{item = "silicon", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "control_chip", amount = 1}]
|
||||
duration_seconds = 5.0
|
||||
|
||||
[[recipe]]
|
||||
id = "capacitor_bank"
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_coil", amount = 2}, {item = "silicon", amount = 1}]
|
||||
outputs = [{item = "capacitor_bank", amount = 1}]
|
||||
duration_seconds = 5.0
|
||||
|
||||
# The quality gate for m+ hulls: a deliberately long-running recipe
|
||||
# (time-heavy archetype).
|
||||
[[recipe]]
|
||||
id = "hardened_steel"
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 3}]
|
||||
outputs = [{item = "hardened_steel", amount = 1}]
|
||||
duration_seconds = 12.0
|
||||
|
||||
[[recipe]]
|
||||
id = "ceramic_plate"
|
||||
building = "assembler"
|
||||
inputs = [{item = "quartz", amount = 2}]
|
||||
outputs = [{item = "ceramic_plate", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drive_unit"
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "steel_plate", amount = 2},
|
||||
{item = "copper_coil", amount = 2},
|
||||
{item = "control_chip", amount = 1},
|
||||
]
|
||||
outputs = [{item = "drive_unit", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Tier 4 — late intermediates (need voidsteel)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "voidsteel_plate"
|
||||
building = "assembler"
|
||||
inputs = [{item = "voidsteel", amount = 1}, {item = "hardened_steel", amount = 1}]
|
||||
outputs = [{item = "voidsteel_plate", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
|
||||
[[recipe]]
|
||||
id = "capital_core"
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "voidsteel", amount = 2},
|
||||
{item = "capacitor_bank", amount = 1},
|
||||
{item = "control_chip", amount = 1},
|
||||
]
|
||||
outputs = [{item = "capital_core", amount = 1}]
|
||||
duration_seconds = 10.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Shortcut recipes — drop-only assembler recipes, gated by unlock groups in
|
||||
# unlocks.toml (REQ-LOCK-EXPLICIT). Pure rewards: item threat stays defined by
|
||||
# the base (expensive) path via the max rule, so shortcuts give real factory
|
||||
# efficiency without shifting any balance.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "shortcut_steel_plate"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ore", amount = 3}]
|
||||
outputs = [{item = "steel_plate", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "circuit_board"
|
||||
unlock_at_station_level = -1
|
||||
id = "shortcut_control_chip"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "circuit_board", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
inputs = [{item = "quartz", amount = 2}]
|
||||
outputs = [{item = "control_chip", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "building_blocks"
|
||||
unlock_at_station_level = -1
|
||||
id = "shortcut_hardened_steel"
|
||||
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}]
|
||||
outputs = [{item = "hardened_steel", 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
|
||||
unlock_requires = ["laser_cannon_m_module"]
|
||||
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}]
|
||||
inputs = [{item = "iron_ingot", amount = 1}]
|
||||
outputs = [{item = "drone_hull", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
duration_seconds = 1.0
|
||||
|
||||
[[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},
|
||||
]
|
||||
inputs = [{item = "steel_plate", amount = 2}, {item = "copper_wire", amount = 1}]
|
||||
outputs = [{item = "frigate_hull", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[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},
|
||||
]
|
||||
inputs = [{item = "steel_plate", amount = 3}, {item = "copper_coil", amount = 2}]
|
||||
outputs = [{item = "destroyer_hull", amount = 1}]
|
||||
duration_seconds = 10.0
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[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},
|
||||
]
|
||||
inputs = [{item = "hardened_steel", amount = 2}, {item = "control_chip", amount = 2}]
|
||||
outputs = [{item = "cruiser_hull", amount = 1}]
|
||||
duration_seconds = 15.0
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "battlecruiser_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "titanium_frame", amount = 3},
|
||||
{item = "steel_plate", amount = 6},
|
||||
{item = "hardened_steel", amount = 3},
|
||||
{item = "control_chip", amount = 2},
|
||||
{item = "drive_unit", amount = 1},
|
||||
{item = "targeting_unit", amount = 1},
|
||||
]
|
||||
outputs = [{item = "battlecruiser_hull", amount = 1}]
|
||||
duration_seconds = 20.0
|
||||
duration_seconds = 8.0
|
||||
|
||||
[[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},
|
||||
{item = "voidsteel_plate", amount = 3},
|
||||
{item = "drive_unit", amount = 1},
|
||||
{item = "control_chip", amount = 2},
|
||||
]
|
||||
outputs = [{item = "battleship_hull", amount = 1}]
|
||||
duration_seconds = 30.0
|
||||
duration_seconds = 10.0
|
||||
|
||||
[[recipe]]
|
||||
id = "dreadnought_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "voidsteel_plate", amount = 5},
|
||||
{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
|
||||
duration_seconds = 12.0
|
||||
|
||||
[[recipe]]
|
||||
id = "carrier_hull"
|
||||
unlock_at_station_level = -1
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "voidsteel_plate", amount = 5},
|
||||
{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
|
||||
duration_seconds = 12.0
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Module prefabs
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[[recipe]]
|
||||
id = "railgun_s_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_coil", amount = 1}]
|
||||
outputs = [{item = "railgun_s_module", amount = 1}]
|
||||
duration_seconds = 1.0
|
||||
|
||||
[[recipe]]
|
||||
id = "salvager_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "salvager_module", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "repair_tool_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_wire", amount = 2}]
|
||||
outputs = [{item = "repair_tool_module", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
# Material-heavy, fast: the armor archetype.
|
||||
[[recipe]]
|
||||
id = "armor_plates_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 4}]
|
||||
outputs = [{item = "armor_plates_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "maneuvering_thrusters_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_coil", amount = 1}]
|
||||
outputs = [{item = "maneuvering_thrusters_module", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "sensor_booster_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_wire", amount = 2}, {item = "copper_coil", amount = 1}]
|
||||
outputs = [{item = "sensor_booster_module", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "afterburner_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "copper_coil", amount = 2}, {item = "steel_plate", amount = 1}]
|
||||
outputs = [{item = "afterburner_module", amount = 1}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_stabilizer_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_coil", amount = 1}]
|
||||
outputs = [{item = "weapon_stabilizer_module", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_primer_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "capacitor_bank", amount = 1}, {item = "copper_coil", amount = 1}]
|
||||
outputs = [{item = "weapon_primer_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "weapon_upgrade_module"
|
||||
building = "assembler"
|
||||
inputs = [{item = "control_chip", amount = 1}, {item = "copper_coil", amount = 1}]
|
||||
outputs = [{item = "weapon_upgrade_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "railgun_m_module"
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capacitor_bank", amount = 1},
|
||||
{item = "steel_plate", amount = 2},
|
||||
{item = "copper_coil", amount = 1},
|
||||
]
|
||||
outputs = [{item = "railgun_m_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_bay_module"
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "control_chip", amount = 1},
|
||||
{item = "steel_plate", amount = 2},
|
||||
{item = "copper_coil", amount = 1},
|
||||
]
|
||||
outputs = [{item = "drone_bay_module", amount = 1}]
|
||||
duration_seconds = 4.0
|
||||
|
||||
[[recipe]]
|
||||
id = "railgun_l_module"
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "capacitor_bank", amount = 1},
|
||||
{item = "hardened_steel", amount = 2},
|
||||
{item = "ceramic_plate", amount = 1},
|
||||
]
|
||||
outputs = [{item = "railgun_l_module", amount = 1}]
|
||||
duration_seconds = 6.0
|
||||
|
||||
[[recipe]]
|
||||
id = "drone_hangar_module"
|
||||
building = "assembler"
|
||||
inputs = [
|
||||
{item = "voidsteel_plate", amount = 1},
|
||||
{item = "control_chip", amount = 2},
|
||||
{item = "drive_unit", amount = 1},
|
||||
]
|
||||
outputs = [{item = "drone_hangar_module", amount = 1}]
|
||||
duration_seconds = 10.0
|
||||
|
||||
@@ -4,10 +4,9 @@
|
||||
# content; stats, materials, and production times are placeholders until the
|
||||
# recipe and balancing passes.
|
||||
#
|
||||
# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending
|
||||
# the balancing pass. The capital hulls are the exception: battleship is gated
|
||||
# to station level 1, and dreadnought (level 2) requires battleship to be
|
||||
# unlocked first (unlock_requires) — a demonstration of the prerequisite chain.
|
||||
# Unlock gating is defined in unlocks.toml, not here (REQ-LOCK-EXPLICIT): a ship
|
||||
# id granted by an unlock group starts locked and is awarded via a defence
|
||||
# station drop; ids absent from unlocks.toml (drone, frigate) start unlocked.
|
||||
#
|
||||
# Size classes:
|
||||
# xs drone 1 cell — exactly one 1x1 module
|
||||
@@ -22,23 +21,22 @@
|
||||
|
||||
[[ship]]
|
||||
id = "drone"
|
||||
unlock_at_station_level = -1
|
||||
layout = ["O"]
|
||||
default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}]
|
||||
default_modules = [{type = "railgun_s", x = 0, y = 0, rotation = "east"}]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "iron_ore", amount = 1}]
|
||||
production_time_seconds = 5
|
||||
materials = [{item = "drone_hull", amount = 1}]
|
||||
production_time_seconds = 1
|
||||
|
||||
[ship.health]
|
||||
hp = 3
|
||||
hp = 60
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 40
|
||||
main_acceleration_mpss = 2
|
||||
maneuvering_acceleration_mpss = 1
|
||||
angular_acceleration_radpss = 12.56
|
||||
max_rotation_speed_radps = 6.28
|
||||
speed_mps = 45
|
||||
main_acceleration_mpss = 60
|
||||
maneuvering_acceleration_mpss = 30
|
||||
angular_acceleration_radpss = 12
|
||||
max_rotation_speed_radps = 6
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_m = 150
|
||||
@@ -49,24 +47,28 @@ sensor_range_m = 150
|
||||
# L-shaped weapon modifier, or an afterburner spanning the full center line.
|
||||
[[ship]]
|
||||
id = "frigate"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XOX",
|
||||
"OOO",
|
||||
"XOX",
|
||||
]
|
||||
default_modules = [
|
||||
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "frigate_hull", amount = 1}]
|
||||
production_time_seconds = 10
|
||||
production_time_seconds = 2
|
||||
|
||||
[ship.health]
|
||||
hp = 30
|
||||
hp = 300
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 30
|
||||
main_acceleration_mpss = 50
|
||||
maneuvering_acceleration_mpss = 25
|
||||
speed_mps = 35
|
||||
main_acceleration_mpss = 45
|
||||
maneuvering_acceleration_mpss = 22
|
||||
angular_acceleration_radpss = 8
|
||||
max_rotation_speed_radps = 4
|
||||
|
||||
@@ -79,23 +81,29 @@ sensor_range_m = 200
|
||||
# mount medium hardware.
|
||||
[[ship]]
|
||||
id = "destroyer"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"OXOXO",
|
||||
"OOOOO",
|
||||
]
|
||||
default_modules = [
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
|
||||
{type = "sensor_booster", x = 3, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "destroyer_hull", amount = 1}]
|
||||
production_time_seconds = 15
|
||||
production_time_seconds = 3
|
||||
|
||||
[ship.health]
|
||||
hp = 50
|
||||
hp = 550
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 25
|
||||
main_acceleration_mpss = 40
|
||||
maneuvering_acceleration_mpss = 20
|
||||
speed_mps = 30
|
||||
main_acceleration_mpss = 35
|
||||
maneuvering_acceleration_mpss = 18
|
||||
angular_acceleration_radpss = 6
|
||||
max_rotation_speed_radps = 3
|
||||
|
||||
@@ -108,25 +116,30 @@ sensor_range_m = 220
|
||||
# supports; no 3x3 area exists for an l gun.
|
||||
[[ship]]
|
||||
id = "cruiser"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XOOX",
|
||||
"OOOO",
|
||||
"OOOO",
|
||||
"XOOX",
|
||||
]
|
||||
default_modules = [
|
||||
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "cruiser_hull", amount = 1}]
|
||||
production_time_seconds = 25
|
||||
production_time_seconds = 4
|
||||
|
||||
[ship.health]
|
||||
hp = 120
|
||||
hp = 1500
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 20
|
||||
main_acceleration_mpss = 30
|
||||
maneuvering_acceleration_mpss = 15
|
||||
speed_mps = 24
|
||||
main_acceleration_mpss = 25
|
||||
maneuvering_acceleration_mpss = 12
|
||||
angular_acceleration_radpss = 4
|
||||
max_rotation_speed_radps = 2
|
||||
|
||||
@@ -140,25 +153,32 @@ sensor_range_m = 250
|
||||
# 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",
|
||||
]
|
||||
default_modules = [
|
||||
{type = "railgun_m", x = 0, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 4, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 2, y = 3, rotation = "east"},
|
||||
{type = "railgun_s", x = 1, y = 2, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 2, rotation = "east"},
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "battlecruiser_hull", amount = 1}]
|
||||
production_time_seconds = 35
|
||||
production_time_seconds = 5
|
||||
|
||||
[ship.health]
|
||||
hp = 180
|
||||
hp = 2400
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 18
|
||||
main_acceleration_mpss = 25
|
||||
maneuvering_acceleration_mpss = 12
|
||||
speed_mps = 20
|
||||
main_acceleration_mpss = 20
|
||||
maneuvering_acceleration_mpss = 10
|
||||
angular_acceleration_radpss = 3
|
||||
max_rotation_speed_radps = 1.5
|
||||
|
||||
@@ -174,7 +194,6 @@ sensor_range_m = 260
|
||||
# so no 2x6 drone hangar fits.
|
||||
[[ship]]
|
||||
id = "battleship"
|
||||
unlock_at_station_level = 1
|
||||
layout = [
|
||||
"XOOOOX",
|
||||
"OOOOOO",
|
||||
@@ -182,18 +201,26 @@ layout = [
|
||||
"OOOOOO",
|
||||
"XOOOOX",
|
||||
]
|
||||
default_modules = [
|
||||
{type = "railgun_l", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 1, y = 3, rotation = "east"},
|
||||
{type = "railgun_m", x = 3, y = 3, rotation = "east"},
|
||||
{type = "weapon_stabilizer", x = 4, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "battleship_hull", amount = 1}]
|
||||
production_time_seconds = 60
|
||||
production_time_seconds = 6
|
||||
|
||||
[ship.health]
|
||||
hp = 350
|
||||
hp = 6300
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 14
|
||||
main_acceleration_mpss = 18
|
||||
maneuvering_acceleration_mpss = 8
|
||||
speed_mps = 15
|
||||
main_acceleration_mpss = 14
|
||||
maneuvering_acceleration_mpss = 7
|
||||
angular_acceleration_radpss = 2
|
||||
max_rotation_speed_radps = 1
|
||||
|
||||
@@ -208,8 +235,6 @@ sensor_range_m = 280
|
||||
# stay the only hangar hull. Bow and stern strips hold supports.
|
||||
[[ship]]
|
||||
id = "dreadnought"
|
||||
unlock_at_station_level = 2
|
||||
unlock_requires = ["battleship"]
|
||||
layout = [
|
||||
"XXXOOOOOXXX",
|
||||
"OOOXOOOXOOO",
|
||||
@@ -217,18 +242,28 @@ layout = [
|
||||
"OOOXOOOXOOO",
|
||||
"XXOOXXXOOXX",
|
||||
]
|
||||
default_modules = [
|
||||
{type = "railgun_l", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_l", x = 4, y = 1, rotation = "east"},
|
||||
{type = "railgun_l", x = 8, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 3, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 5, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 2, y = 4, rotation = "east"},
|
||||
{type = "armor_plates", x = 7, y = 4, rotation = "east"},
|
||||
{type = "railgun_s", x = 7, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "dreadnought_hull", amount = 1}]
|
||||
production_time_seconds = 120
|
||||
production_time_seconds = 8
|
||||
|
||||
[ship.health]
|
||||
hp = 800
|
||||
hp = 24000
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 8
|
||||
main_acceleration_mpss = 10
|
||||
maneuvering_acceleration_mpss = 5
|
||||
speed_mps = 10
|
||||
main_acceleration_mpss = 8
|
||||
maneuvering_acceleration_mpss = 4
|
||||
angular_acceleration_radpss = 1
|
||||
max_rotation_speed_radps = 0.5
|
||||
|
||||
@@ -242,7 +277,6 @@ sensor_range_m = 300
|
||||
# the lower decks hold supports and 2x2 point-defense m guns.
|
||||
[[ship]]
|
||||
id = "carrier"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XOOOOOOOOX",
|
||||
"OOOOOOOOOO",
|
||||
@@ -250,18 +284,26 @@ layout = [
|
||||
"XOOOOOOOOX",
|
||||
"XXXOOOOXXX",
|
||||
]
|
||||
default_modules = [
|
||||
{type = "drone_hangar", x = 2, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 3, y = 2, rotation = "east"},
|
||||
{type = "railgun_m", x = 6, y = 2, rotation = "east"},
|
||||
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 8, y = 1, rotation = "east"},
|
||||
{type = "sensor_booster", x = 3, y = 4, rotation = "east"},
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "carrier_hull", amount = 1}]
|
||||
production_time_seconds = 120
|
||||
production_time_seconds = 8
|
||||
|
||||
[ship.health]
|
||||
hp = 700
|
||||
hp = 24000
|
||||
|
||||
[ship.movement]
|
||||
speed_mps = 9
|
||||
main_acceleration_mpss = 10
|
||||
maneuvering_acceleration_mpss = 5
|
||||
speed_mps = 10
|
||||
main_acceleration_mpss = 8
|
||||
maneuvering_acceleration_mpss = 4
|
||||
angular_acceleration_radpss = 1
|
||||
max_rotation_speed_radps = 0.5
|
||||
|
||||
|
||||
@@ -1,10 +1,18 @@
|
||||
# stations.toml
|
||||
#
|
||||
# Combat-pass anchors (see docs/balancing/targets.md, "Combat anchors"):
|
||||
# a fresh player defence station holds one early parity wave unaided; the
|
||||
# enemy station at level 0 matches the player station exactly and scales
|
||||
# with the push level x. Station scrap drops stay authored (pushing rewards
|
||||
# are tuned independently of ship production costs, REQ-RES-SCRAP-DROP).
|
||||
|
||||
[hq]
|
||||
surface_mask = [
|
||||
"AAA",
|
||||
"AAA",
|
||||
"AAA",
|
||||
]
|
||||
hp_formula = "1000"
|
||||
hp_formula = "5000"
|
||||
|
||||
[player_station]
|
||||
surface_mask = [
|
||||
@@ -12,19 +20,19 @@ surface_mask = [
|
||||
"SS",
|
||||
]
|
||||
level = 1
|
||||
hp_formula = "300"
|
||||
damage_formula = "5"
|
||||
range_m_formula = "200"
|
||||
hp_formula = "3000"
|
||||
damage_formula = "25"
|
||||
range_m_formula = "120"
|
||||
fire_rate_hz_formula = "1"
|
||||
scrap_drop_formula = "10"
|
||||
scrap_drop_formula = "40"
|
||||
|
||||
[enemy_station]
|
||||
surface_mask = [
|
||||
"SS",
|
||||
"SS",
|
||||
]
|
||||
hp_formula = "300 + 150*x"
|
||||
damage_formula = "2 + 1*x"
|
||||
range_m_formula = "200"
|
||||
fire_rate_hz_formula = "1.0 + 0.2*x"
|
||||
scrap_drop_formula = "10 + 5*x"
|
||||
hp_formula = "3000 + 1500*x"
|
||||
damage_formula = "25 + 12*x"
|
||||
range_m_formula = "120"
|
||||
fire_rate_hz_formula = "1.0 + 0.1*x"
|
||||
scrap_drop_formula = "40 + 30*x"
|
||||
|
||||
140
bin/app/data/config/unlocks.toml
Normal file
@@ -0,0 +1,140 @@
|
||||
# Unlock groups (REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP).
|
||||
#
|
||||
# Each [[unlock]] is a group of ships/modules/buildings/recipes awarded together
|
||||
# from a single defence station drop. Anything NOT granted by any group is
|
||||
# available from game start. `station_level` gates when a group becomes eligible;
|
||||
# `requires` lists prerequisite unlock-group ids (REQ-LOCK-PREREQ).
|
||||
#
|
||||
# Most entries below are single-item groups that reproduce the previous per-item
|
||||
# progression. The salvage_operations and reprocessing groups are the grouped
|
||||
# unlocks: they lock the salvager module + salvage bay, and the reprocessing
|
||||
# plant, from game start.
|
||||
|
||||
# --- Grouped unlocks -------------------------------------------------------
|
||||
|
||||
[[unlock]]
|
||||
id = "salvage_operations"
|
||||
station_level = 1
|
||||
modules = ["salvager"]
|
||||
buildings = ["salvage_bay"]
|
||||
|
||||
[[unlock]]
|
||||
id = "reprocessing"
|
||||
station_level = 2
|
||||
buildings = ["reprocessing_plant"]
|
||||
|
||||
# --- Ships -----------------------------------------------------------------
|
||||
|
||||
[[unlock]]
|
||||
id = "destroyer"
|
||||
station_level = 0
|
||||
ships = ["destroyer"]
|
||||
|
||||
[[unlock]]
|
||||
id = "cruiser"
|
||||
station_level = 2
|
||||
ships = ["cruiser"]
|
||||
|
||||
[[unlock]]
|
||||
id = "battlecruiser"
|
||||
station_level = 4
|
||||
requires = ["cruiser"]
|
||||
ships = ["battlecruiser"]
|
||||
|
||||
[[unlock]]
|
||||
id = "battleship"
|
||||
station_level = 6
|
||||
requires = ["battlecruiser"]
|
||||
ships = ["battleship"]
|
||||
|
||||
[[unlock]]
|
||||
id = "dreadnought"
|
||||
station_level = 8
|
||||
requires = ["battleship"]
|
||||
ships = ["dreadnought"]
|
||||
|
||||
[[unlock]]
|
||||
id = "carrier"
|
||||
station_level = 9
|
||||
requires = ["battleship"]
|
||||
ships = ["carrier"]
|
||||
|
||||
# --- Modules ---------------------------------------------------------------
|
||||
|
||||
[[unlock]]
|
||||
id = "repair_tool"
|
||||
station_level = 0
|
||||
modules = ["repair_tool"]
|
||||
|
||||
[[unlock]]
|
||||
id = "armor_plates"
|
||||
station_level = 0
|
||||
modules = ["armor_plates"]
|
||||
|
||||
[[unlock]]
|
||||
id = "maneuvering_thrusters"
|
||||
station_level = 1
|
||||
modules = ["maneuvering_thrusters"]
|
||||
|
||||
[[unlock]]
|
||||
id = "sensor_booster"
|
||||
station_level = 1
|
||||
modules = ["sensor_booster"]
|
||||
|
||||
[[unlock]]
|
||||
id = "railgun_m"
|
||||
station_level = 2
|
||||
modules = ["railgun_m"]
|
||||
|
||||
[[unlock]]
|
||||
id = "afterburner"
|
||||
station_level = 2
|
||||
modules = ["afterburner"]
|
||||
|
||||
[[unlock]]
|
||||
id = "weapon_stabilizer"
|
||||
station_level = 3
|
||||
modules = ["weapon_stabilizer"]
|
||||
|
||||
[[unlock]]
|
||||
id = "weapon_upgrade"
|
||||
station_level = 4
|
||||
modules = ["weapon_upgrade"]
|
||||
|
||||
[[unlock]]
|
||||
id = "weapon_primer"
|
||||
station_level = 4
|
||||
modules = ["weapon_primer"]
|
||||
|
||||
[[unlock]]
|
||||
id = "drone_bay"
|
||||
station_level = 5
|
||||
modules = ["drone_bay"]
|
||||
|
||||
[[unlock]]
|
||||
id = "railgun_l"
|
||||
station_level = 6
|
||||
requires = ["railgun_m"]
|
||||
modules = ["railgun_l"]
|
||||
|
||||
[[unlock]]
|
||||
id = "drone_hangar"
|
||||
station_level = 9
|
||||
modules = ["drone_hangar"]
|
||||
|
||||
# --- Assembler recipes -----------------------------------------------------
|
||||
|
||||
[[unlock]]
|
||||
id = "shortcut_steel_plate"
|
||||
station_level = 1
|
||||
recipes = ["shortcut_steel_plate"]
|
||||
|
||||
[[unlock]]
|
||||
id = "shortcut_control_chip"
|
||||
station_level = 2
|
||||
recipes = ["shortcut_control_chip"]
|
||||
|
||||
[[unlock]]
|
||||
id = "shortcut_hardened_steel"
|
||||
station_level = 2
|
||||
recipes = ["shortcut_hardened_steel"]
|
||||
@@ -116,11 +116,11 @@ outline = "#201010"
|
||||
fill = "#c47a3a"
|
||||
outline = "#3a1a0a"
|
||||
|
||||
[items.titanium_ore]
|
||||
fill = "#9aa3ad"
|
||||
outline = "#2a2e33"
|
||||
[items.quartz]
|
||||
fill = "#e0d4f0"
|
||||
outline = "#40345a"
|
||||
|
||||
# --- ingots ---
|
||||
# --- smelted basics ---
|
||||
|
||||
[items.iron_ingot]
|
||||
fill = "#b0b0b8"
|
||||
@@ -130,9 +130,9 @@ outline = "#202028"
|
||||
fill = "#d48a4a"
|
||||
outline = "#402010"
|
||||
|
||||
[items.titanium_ingot]
|
||||
fill = "#c8d2dc"
|
||||
outline = "#3a4048"
|
||||
[items.silicon]
|
||||
fill = "#33415e"
|
||||
outline = "#0e1420"
|
||||
|
||||
# --- salvage loop ---
|
||||
|
||||
@@ -140,9 +140,9 @@ outline = "#3a4048"
|
||||
fill = "#7a7268"
|
||||
outline = "#201a14"
|
||||
|
||||
[items.advanced_alloy]
|
||||
fill = "#a06acc"
|
||||
outline = "#201030"
|
||||
[items.voidsteel]
|
||||
fill = "#4a3a6a"
|
||||
outline = "#151020"
|
||||
|
||||
# --- basic components ---
|
||||
|
||||
@@ -154,9 +154,9 @@ outline = "#3a2008"
|
||||
fill = "#8a92a0"
|
||||
outline = "#22262c"
|
||||
|
||||
[items.circuit_board]
|
||||
fill = "#2ea35a"
|
||||
outline = "#0a2a14"
|
||||
[items.copper_coil]
|
||||
fill = "#d07030"
|
||||
outline = "#381808"
|
||||
|
||||
[items.building_block]
|
||||
fill = "#c8b070"
|
||||
@@ -164,26 +164,30 @@ outline = "#302810"
|
||||
|
||||
# --- advanced components ---
|
||||
|
||||
[items.mechanical_parts]
|
||||
fill = "#6f7a66"
|
||||
outline = "#1c2018"
|
||||
[items.control_chip]
|
||||
fill = "#2ea35a"
|
||||
outline = "#0a2a14"
|
||||
|
||||
[items.targeting_unit]
|
||||
fill = "#3a9e8c"
|
||||
outline = "#0c2824"
|
||||
[items.capacitor_bank]
|
||||
fill = "#d0a030"
|
||||
outline = "#302408"
|
||||
|
||||
[items.hardened_steel]
|
||||
fill = "#6a7280"
|
||||
outline = "#181c22"
|
||||
|
||||
[items.ceramic_plate]
|
||||
fill = "#e0d8c8"
|
||||
outline = "#3a3428"
|
||||
|
||||
[items.drive_unit]
|
||||
fill = "#4a6ad0"
|
||||
outline = "#101a38"
|
||||
|
||||
[items.titanium_frame]
|
||||
fill = "#b8c4d4"
|
||||
outline = "#343c48"
|
||||
|
||||
# --- capital components ---
|
||||
|
||||
[items.reinforced_plating]
|
||||
fill = "#8a6ad0"
|
||||
[items.voidsteel_plate]
|
||||
fill = "#7a5aaa"
|
||||
outline = "#1c1038"
|
||||
|
||||
[items.capital_core]
|
||||
@@ -192,15 +196,15 @@ outline = "#280c30"
|
||||
|
||||
# --- module items ---
|
||||
|
||||
[items.laser_cannon_s_module]
|
||||
[items.railgun_s_module]
|
||||
fill = "#691313"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
[items.laser_cannon_m_module]
|
||||
[items.railgun_m_module]
|
||||
fill = "#892020"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
[items.laser_cannon_l_module]
|
||||
[items.railgun_l_module]
|
||||
fill = "#a92d2d"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
@@ -331,7 +335,7 @@ salvage_color = "#33ccff"
|
||||
width_px = 2
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Build / demolish / selection overlays
|
||||
# Build / deconstruct / selection overlays
|
||||
#
|
||||
# All overlay colors carry an alpha channel so they composite over the
|
||||
# underlying scene.
|
||||
@@ -340,10 +344,14 @@ width_px = 2
|
||||
[overlays]
|
||||
ghost_valid = "#ffffff44" # builder-mode ghost, placement allowed (REQ-BLD-GHOST)
|
||||
ghost_invalid = "#ff000044" # builder-mode ghost, placement invalid (REQ-BLD-PLACE-VALID)
|
||||
demolish_tint = "#ff000033" # demolish-mode hover tint
|
||||
deconstruct_tint = "#ff000033" # deconstruct-mode hover tint
|
||||
selection_rect = "#00ff00" # box-drag selection rectangle (REQ-UI-MULTI-SELECT)
|
||||
tile_highlight = "#ffffff22" # tile under cursor
|
||||
selected_outline = "#ffff00" # outline drawn around currently-selected building(s)
|
||||
copy_config = "#33ccff66" # copy-settings eligible-target tint + copy/paste flash (REQ-BLD-COPY-CONFIG-FEEDBACK)
|
||||
locked_asteroid = "#0000007f" # tint over the asteroid left of the buildable edge (not yet unlocked by expansion)
|
||||
modal_dim = "#00000099" # semi-transparent black dim behind modal dialogs/menus (REQ-UI-MODAL-DIM)
|
||||
tunnel_preview = "#00ff0055" # tunnel connection preview: matched end + tiles between (REQ-BLD-TUNNEL-MODE)
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Schematic-drop toasts (REQ-UI-SCHEMATIC-TOAST)
|
||||
@@ -353,3 +361,17 @@ selected_outline = "#ffff00" # outline drawn around currently-selected buildin
|
||||
bg = "#000000cc"
|
||||
fg = "#ffffff"
|
||||
font_size = 14
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Building status light (REQ-UI-STATUS-LIGHT)
|
||||
#
|
||||
# Fill color per production state, drawn as a small circle in the building's
|
||||
# upper-right corner, plus the constant outline color.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
[status_light]
|
||||
grey = "#808080" # no recipe/schematic selected
|
||||
green = "#33cc33" # producing (Salvage Bay: holding scrap)
|
||||
red = "#cc3333" # idle, input missing (Salvage Bay: empty)
|
||||
yellow = "#e6c619" # idle, output buffer full
|
||||
outline = "#000000"
|
||||
|
||||
@@ -1,15 +1,18 @@
|
||||
[world]
|
||||
height_tiles = 40
|
||||
refund_percentage = 100
|
||||
starting_building_blocks = 1000
|
||||
scrap_despawn_seconds = 30
|
||||
scrap_per_threat = 0.01
|
||||
deconstruction_time_seconds = 0.1
|
||||
starting_building_blocks = 200
|
||||
scrap_despawn_seconds = 120
|
||||
scrap_per_threat = 0.25
|
||||
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
|
||||
building_blocks_tooltip = "Building blocks are the currency for construction. Spend them to place buildings and to expand the asteroid. Produce building blocks in your assemblers and deliver them to the HQ on a belt to grow your stock."
|
||||
artifact_tooltip = "Artifacts are the key to victory. Earn one by choosing the artifact reward when you destroy a set of enemy defence stations. Collect enough of them to win the game."
|
||||
|
||||
[regions]
|
||||
asteroid_width_tiles = 60
|
||||
@@ -17,9 +20,18 @@ player_buffer_width_tiles = 20
|
||||
contest_zone_width_tiles = 60
|
||||
enemy_buffer_width_tiles = 20
|
||||
|
||||
[scroll]
|
||||
# View pan speed (REQ-UI-SCROLL-SPEED): slow near the asteroid, fast across the
|
||||
# contest zone, with a linear ramp of the given width straddling each boundary.
|
||||
pan_speed_slow_tiles_per_second = 16.0
|
||||
pan_speed_fast_tiles_per_second = 32.0
|
||||
pan_ramp_band_width_tiles = 16
|
||||
|
||||
[expansion]
|
||||
columns_per_expansion_tiles = 10
|
||||
cost_building_blocks = 200
|
||||
# x = expansions already purchased; ~1 per cycle mid-game, decelerating
|
||||
# to 2-3 cycles late (docs/balancing/derived.md).
|
||||
cost_building_blocks_formula = "300 + 50*x + 10*x*x"
|
||||
|
||||
[push]
|
||||
push_expand_columns_tiles = 10
|
||||
@@ -32,10 +44,13 @@ target_hysteresis = 0.40 # keep current target unless
|
||||
|
||||
[artifacts]
|
||||
artifact_chance_formula = "0.05 * x" # 5% chance per station level
|
||||
artifact_win_count = 3
|
||||
artifact_win_count = 5
|
||||
|
||||
[waves]
|
||||
threat_rate_formula = "x"
|
||||
# Tuned against the factory-size curve (docs/balancing/targets.md, balancing
|
||||
# targets): stays below the player's achievable military output early,
|
||||
# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
|
||||
threat_rate_formula = "2*x + 0.15*x*x"
|
||||
gap_min_seconds = 15
|
||||
gap_max_seconds = 45
|
||||
spawn_duration_seconds = 10
|
||||
|
||||
6
bin/app/data/icons/buildings/assembler.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#3a6fa8"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<circle cx="16" cy="16" r="6.2"/><circle cx="16" cy="16" r="2.2"/><path d="M16 5.5v3M16 23.5v3M5.5 16h3M23.5 16h3M8.6 8.6 10.7 10.7M23.4 8.6 21.3 10.7M8.6 23.4 10.7 21.3M23.4 23.4 21.3 21.3"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 499 B |
6
bin/app/data/icons/buildings/belt.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#6a6a6a"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<rect x="4" y="10" width="24" height="12" rx="3"/><path d="M9 13 12.5 16 9 19"/><path d="M14.5 13 18 16 14.5 19"/><path d="M20 13 23.5 16 20 19"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 453 B |
6
bin/app/data/icons/buildings/deconstruct.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#cc3333"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<path d="M7 10h18"/><path d="M9.5 10 11 26h10l1.5-16"/><path d="M13 10V6.5h6V10"/><path d="M13.5 14v8M18.5 14v8"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 421 B |
6
bin/app/data/icons/buildings/miner.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#6b4a2c"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<rect x="9" y="5" width="14" height="8" rx="1.5"/><path d="M11 13 16 26 21 13"/><path d="M13 17.5h6"/><path d="M14.5 21.5h3"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 433 B |
6
bin/app/data/icons/buildings/reprocessing_plant.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#6a3a8a"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<circle cx="12" cy="18" r="4"/><circle cx="20" cy="18" r="4"/><path d="M10.6 16.6 13.4 19.4M13.4 16.6 10.6 19.4M18.6 16.6 21.4 19.4M21.4 16.6 18.6 19.4"/><path d="M16 4v8"/><path d="M13 9 16 12 19 9"/><path d="M16 24v4"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 528 B |
6
bin/app/data/icons/buildings/salvage_bay.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#b8a23a"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<path d="M7 13h18l-2 13H9z"/><path d="M16 3v7"/><path d="M12 7 16 11 20 7"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 383 B |
6
bin/app/data/icons/buildings/shipyard.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#3f6580"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<path d="M16 4c2 3 2.6 6 2.6 9.5V16h-5.2v-2.5C13.4 10 14 7 16 4z"/><circle cx="16" cy="10" r="1.3"/><path d="M13.4 15 11 18h2.4z"/><path d="M18.6 15 21 18h-2.4z"/><path d="M14.7 17 16 21 17.3 17"/><path d="M9 25h14"/><path d="M12 25v-2M20 25v-2"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 554 B |
6
bin/app/data/icons/buildings/smelter.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#b85a1e"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<path d="M9 9h14l-2.5 8h-9z"/><path d="M8 9h16"/><path d="M11 26c-1-1.8.4-3 .4-4 .9 1 1.6 2.2 1.6 4"/><path d="M16 26c-1-2 .4-3.4.4-4.4 .9 1 1.6 2.6 1.6 4.4"/><path d="M21 26c-1-1.8.4-3 .4-4 .9 1 1.6 2.2 1.6 4"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 519 B |
6
bin/app/data/icons/buildings/splitter.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#7a7a5a"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<path d="M5 16h11"/><path d="M16 8v16"/><path d="M13.5 10.5 16 8 18.5 10.5"/><path d="M13.5 21.5 16 24 18.5 21.5"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 422 B |
6
bin/app/data/icons/buildings/tunnel_entry.svg
Normal file
@@ -0,0 +1,6 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
|
||||
<rect width="100" height="100" rx="22" fill="#4f7562"/>
|
||||
<g transform="translate(13,13) scale(2.3125)" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<path d="M4 9h24"/><path d="M8 9C8 24 24 24 24 9"/><path d="M14.5 18.5 17.5 20 14.5 21.5"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 398 B |
@@ -1,68 +1,397 @@
|
||||
# balancing.toml — canonical arena suite for the combat stats pass.
|
||||
#
|
||||
# Ship counts are chosen so both teams have (near-)equal total threat,
|
||||
# using the verified fitted threat values from tools/threat_report.py:
|
||||
# drone 10.5, frigate 47, destroyer 99, cruiser 233.5,
|
||||
# battlecruiser 354.5, battleship 722.5, dreadnought 1491.5,
|
||||
# carrier 1436.5, glass destroyer (8 small guns) 92, repair drone 17.
|
||||
# Module arrays mirror the ships' default_modules loadouts unless a
|
||||
# doctrine variant is the point of the arena.
|
||||
#
|
||||
# Expectations: mirror matches and equal-threat cross-tier matchups should
|
||||
# be near-draws (power-per-threat rule); the two-to-one arena must be a
|
||||
# decisive win for the larger team. "Cruisers vs carrier" is EXPECTED to be
|
||||
# a loss for the carrier until the drone-launching capability exists — the
|
||||
# hangar is 224 threat of dead weight.
|
||||
|
||||
# --- mirrors (sanity: symmetric outcomes, fight duration in the 30-60 s band) ---
|
||||
|
||||
[[arena]]
|
||||
name = "Fighters vs Sniper"
|
||||
height_tiles = 20
|
||||
name = "Mirror: drones 20v20"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 60
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Alpha"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 5
|
||||
count = 20
|
||||
modules = [
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Beta"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 2
|
||||
count = 20
|
||||
modules = [
|
||||
{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"},
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Fighters vs Supported"
|
||||
height_tiles = 20
|
||||
name = "Mirror: cruisers 6v6"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 60
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Fighters"
|
||||
name = "Alpha"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 5
|
||||
schematic = "cruiser"
|
||||
count = 6
|
||||
modules = [
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Supported"
|
||||
name = "Beta"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 3
|
||||
schematic = "cruiser"
|
||||
count = 6
|
||||
modules = [
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Mirror: battleships 2v2"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Alpha"
|
||||
[[arena.team.ship]]
|
||||
schematic = "battleship"
|
||||
count = 2
|
||||
modules = [
|
||||
{type = "railgun_l", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 1, y = 3, rotation = "east"},
|
||||
{type = "railgun_m", x = 3, y = 3, rotation = "east"},
|
||||
{type = "weapon_stabilizer", x = 4, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Beta"
|
||||
[[arena.team.ship]]
|
||||
schematic = "battleship"
|
||||
count = 2
|
||||
modules = [
|
||||
{type = "railgun_l", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 1, y = 3, rotation = "east"},
|
||||
{type = "railgun_m", x = 3, y = 3, rotation = "east"},
|
||||
{type = "weapon_stabilizer", x = 4, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
# --- equal-threat cross-tier matchups (power-per-threat: expect near-draws) ---
|
||||
|
||||
[[arena]]
|
||||
name = "Drone swarm vs cruisers (462 vs 467)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Swarm"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 44
|
||||
modules = [
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Cruisers"
|
||||
[[arena.team.ship]]
|
||||
schematic = "cruiser"
|
||||
count = 2
|
||||
modules = [
|
||||
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Frigates vs battleship (705 vs 723)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Frigates"
|
||||
[[arena.team.ship]]
|
||||
schematic = "frigate"
|
||||
count = 15
|
||||
modules = [
|
||||
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Battleship"
|
||||
[[arena.team.ship]]
|
||||
schematic = "battleship"
|
||||
count = 1
|
||||
modules = [
|
||||
{type = "railgun_l", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 1, y = 3, rotation = "east"},
|
||||
{type = "railgun_m", x = 3, y = 3, rotation = "east"},
|
||||
{type = "weapon_stabilizer", x = 4, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Destroyers vs dreadnought (1485 vs 1492)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Destroyers"
|
||||
[[arena.team.ship]]
|
||||
schematic = "destroyer"
|
||||
count = 15
|
||||
modules = [
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
|
||||
{type = "sensor_booster", x = 3, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Dreadnought"
|
||||
[[arena.team.ship]]
|
||||
schematic = "dreadnought"
|
||||
count = 1
|
||||
modules = [
|
||||
{type = "railgun_l", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_l", x = 4, y = 1, rotation = "east"},
|
||||
{type = "railgun_l", x = 8, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 3, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 5, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 2, y = 4, rotation = "east"},
|
||||
{type = "armor_plates", x = 7, y = 4, rotation = "east"},
|
||||
{type = "railgun_s", x = 7, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Cruisers vs carrier (1401 vs 1437, carrier expected to lose)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Cruisers"
|
||||
[[arena.team.ship]]
|
||||
schematic = "cruiser"
|
||||
count = 6
|
||||
modules = [
|
||||
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Carrier"
|
||||
[[arena.team.ship]]
|
||||
schematic = "carrier"
|
||||
count = 1
|
||||
modules = [
|
||||
{type = "drone_hangar", x = 2, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 3, y = 2, rotation = "east"},
|
||||
{type = "railgun_m", x = 6, y = 2, rotation = "east"},
|
||||
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 8, y = 1, rotation = "east"},
|
||||
{type = "sensor_booster", x = 3, y = 4, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Mixed mid vs battlecruisers (1394 vs 1418)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Mixed"
|
||||
[[arena.team.ship]]
|
||||
schematic = "destroyer"
|
||||
count = 7
|
||||
modules = [
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
|
||||
{type = "sensor_booster", x = 3, y = 1, rotation = "east"},
|
||||
]
|
||||
[[arena.team.ship]]
|
||||
schematic = "cruiser"
|
||||
count = 3
|
||||
modules = [
|
||||
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Battlecruisers"
|
||||
[[arena.team.ship]]
|
||||
schematic = "battlecruiser"
|
||||
count = 4
|
||||
modules = [
|
||||
{type = "railgun_m", x = 0, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 4, y = 0, rotation = "east"},
|
||||
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
|
||||
{type = "armor_plates", x = 2, y = 3, rotation = "east"},
|
||||
{type = "railgun_s", x = 1, y = 2, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 2, rotation = "east"},
|
||||
]
|
||||
|
||||
# --- asymmetric checks ---
|
||||
|
||||
[[arena]]
|
||||
name = "Two to one (must be decisive)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Six"
|
||||
[[arena.team.ship]]
|
||||
schematic = "frigate"
|
||||
count = 6
|
||||
modules = [
|
||||
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Three"
|
||||
[[arena.team.ship]]
|
||||
schematic = "frigate"
|
||||
count = 3
|
||||
modules = [
|
||||
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Armored vs glass destroyers (1188 vs 1196)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Armored"
|
||||
[[arena.team.ship]]
|
||||
schematic = "destroyer"
|
||||
count = 12
|
||||
modules = [
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
|
||||
{type = "sensor_booster", x = 3, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Glass"
|
||||
[[arena.team.ship]]
|
||||
schematic = "destroyer"
|
||||
count = 13
|
||||
modules = [
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 1, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 3, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 4, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Repair escort vs raw numbers (444 vs 444)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 50
|
||||
enemy_buffer_width_tiles = 10
|
||||
|
||||
[[arena.team]]
|
||||
name = "Escorted"
|
||||
[[arena.team.ship]]
|
||||
schematic = "frigate"
|
||||
count = 8
|
||||
modules = [
|
||||
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 4
|
||||
modules = [
|
||||
{type = "repair_tool", x = 0, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
name = "Raw"
|
||||
[[arena.team.ship]]
|
||||
schematic = "frigate"
|
||||
count = 9
|
||||
modules = [
|
||||
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
|
||||
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
|
||||
{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
|
||||
]
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 2
|
||||
modules = [
|
||||
{type = "repair_tool", x = 1, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena]]
|
||||
name = "Stations and Ships"
|
||||
height_tiles = 60
|
||||
name = "Station assault (2 stations + 105 vs 315)"
|
||||
height_tiles = 10
|
||||
player_buffer_width_tiles = 15
|
||||
contest_zone_width_tiles = 40
|
||||
enemy_buffer_width_tiles = 15
|
||||
@@ -71,9 +400,9 @@ enemy_buffer_width_tiles = 15
|
||||
name = "Fortified"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 3
|
||||
count = 10
|
||||
modules = [
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
]
|
||||
[[arena.team.station]]
|
||||
type = "player_station"
|
||||
@@ -90,7 +419,7 @@ enemy_buffer_width_tiles = 15
|
||||
name = "Swarm"
|
||||
[[arena.team.ship]]
|
||||
schematic = "drone"
|
||||
count = 8
|
||||
count = 30
|
||||
modules = [
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
|
||||
]
|
||||
|
||||
@@ -83,6 +83,8 @@ id = "salvage_bay"
|
||||
cost = 25
|
||||
player_placeable = true
|
||||
construction_time_seconds = 15
|
||||
output_buffer_capacity = 20
|
||||
tooltip = "Drop-off point for salvage ships."
|
||||
surface_mask = [
|
||||
"SAA",
|
||||
"SAA>",
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
[[module]]
|
||||
id = "armor_plate"
|
||||
unlock_at_station_level = -1
|
||||
tooltip = "Adds a large flat bonus to hit points."
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "iron_ingot", amount = 2}]
|
||||
production_time_seconds = 3
|
||||
@@ -12,7 +12,6 @@ multiplied_hp = 1.5
|
||||
|
||||
[[module]]
|
||||
id = "sensor_booster"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "circuit_board", amount = 1}]
|
||||
production_time_seconds = 2
|
||||
@@ -24,7 +23,6 @@ added_sensor_range_m = 100
|
||||
|
||||
[[module]]
|
||||
id = "weapon_upgrade"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
|
||||
production_time_seconds = 4
|
||||
@@ -36,7 +34,6 @@ multiplied_damage = 1.2
|
||||
|
||||
[[module]]
|
||||
id = "laser_cannon"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
production_time_seconds = 5
|
||||
@@ -50,7 +47,6 @@ attack_rate_hz = 2.0
|
||||
|
||||
[[module]]
|
||||
id = "salvager"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["OO"]
|
||||
materials = [{item = "iron_ingot", amount = 2}]
|
||||
production_time_seconds = 5
|
||||
@@ -64,7 +60,6 @@ collection_rate_hz = 0.5
|
||||
|
||||
[[module]]
|
||||
id = "repair_tool"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "circuit_board", amount = 2}]
|
||||
production_time_seconds = 5
|
||||
@@ -78,7 +73,6 @@ repair_range_m = 800
|
||||
|
||||
[[module]]
|
||||
id = "weapon_primer"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
production_time_seconds = 4
|
||||
@@ -90,7 +84,6 @@ multiplied_attack_rate_hz = 1.2
|
||||
|
||||
[[module]]
|
||||
id = "weapon_stabilizer"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
production_time_seconds = 4
|
||||
@@ -103,7 +96,6 @@ multiplied_attack_rate_hz = 0.8
|
||||
|
||||
[[module]]
|
||||
id = "afterburner"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
production_time_seconds = 2
|
||||
@@ -116,7 +108,6 @@ added_main_acceleration_mpss = 60
|
||||
|
||||
[[module]]
|
||||
id = "maneuvering_thrusters"
|
||||
unlock_at_station_level = -1
|
||||
surface_mask = ["O"]
|
||||
materials = [{item = "iron_ingot", amount = 1}]
|
||||
production_time_seconds = 2
|
||||
|
||||
@@ -43,7 +43,7 @@ duration_seconds = 4.0
|
||||
[[recipe]]
|
||||
id = "premium_circuit"
|
||||
building = "assembler"
|
||||
unlock_at_station_level = -1
|
||||
unlocked_at_start = true
|
||||
inputs = [{item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "premium_circuit", amount = 1}]
|
||||
duration_seconds = 8.0
|
||||
@@ -51,7 +51,6 @@ 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
|
||||
@@ -59,7 +58,6 @@ 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
|
||||
@@ -67,7 +65,6 @@ 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
|
||||
@@ -92,3 +89,60 @@ duration_seconds = 3.0
|
||||
item = "advanced_alloy"
|
||||
amount = 1
|
||||
probability = 0.1
|
||||
|
||||
# -------------------------------------------------------------------
|
||||
# Extra recipes for ThreatCostCalculator unit tests (fixes 6-9)
|
||||
# -------------------------------------------------------------------
|
||||
|
||||
# Fix 6: scrap-consuming smelter recipe for iron_ingot. Because iron_ingot
|
||||
# already has a scrap-free smelter recipe above, this recipe must be excluded
|
||||
# from iron_ingot's threat computation.
|
||||
[[recipe]]
|
||||
id = "scrap_iron"
|
||||
building = "smelter"
|
||||
inputs = [{item = "scrap", amount = 1}]
|
||||
outputs = [{item = "iron_ingot", amount = 1}]
|
||||
duration_seconds = 1.0
|
||||
|
||||
# Fix 7: a recipe that produces 2 items per cycle. Per-unit threat must
|
||||
# divide by the output amount.
|
||||
# dual_wire: (duration=3.0 + iron_ore(1.0)*1) / 2 = 4.0 / 2 = 2.0 per unit.
|
||||
[[recipe]]
|
||||
id = "dual_wire"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ore", amount = 1}]
|
||||
outputs = [{item = "dual_wire", amount = 2}]
|
||||
duration_seconds = 3.0
|
||||
|
||||
# Fix 8: an item downstream of a reprocessing-only item (advanced_alloy).
|
||||
# advanced_alloy is resolved only by the reprocessing pass; downstream_product
|
||||
# can only resolve in a non-reprocessing pass that runs AFTER the reprocessing
|
||||
# pass, requiring proper fixpoint iteration.
|
||||
# downstream_product: 2.0 + advanced_alloy(80.0)*1 = 82.0
|
||||
[[recipe]]
|
||||
id = "downstream_product"
|
||||
building = "assembler"
|
||||
inputs = [{item = "advanced_alloy", amount = 1}]
|
||||
outputs = [{item = "downstream_product", amount = 1}]
|
||||
duration_seconds = 2.0
|
||||
|
||||
# Fix 9: two recipes producing the same staggered_item. The cheap recipe
|
||||
# resolves before circuit_board is known; the expensive one requires
|
||||
# circuit_board. The item must be committed only once BOTH are computable,
|
||||
# so the result is max(cheap, expensive).
|
||||
# staggered_item_cheap: 1.0 + iron_ore(1.0)*1 = 2.0 (resolves early)
|
||||
# staggered_item_expensive: 1.0 + circuit_board(28.0)*1 = 29.0 (resolves later)
|
||||
# expected: max = 29.0
|
||||
[[recipe]]
|
||||
id = "staggered_item_cheap"
|
||||
building = "assembler"
|
||||
inputs = [{item = "iron_ore", amount = 1}]
|
||||
outputs = [{item = "staggered_item", amount = 1}]
|
||||
duration_seconds = 1.0
|
||||
|
||||
[[recipe]]
|
||||
id = "staggered_item_expensive"
|
||||
building = "assembler"
|
||||
inputs = [{item = "circuit_board", amount = 1}]
|
||||
outputs = [{item = "staggered_item", amount = 1}]
|
||||
duration_seconds = 1.0
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
[[ship]]
|
||||
id = "interceptor"
|
||||
unlock_at_station_level = -1
|
||||
layout = ["XOX", "OOO", "XOX"]
|
||||
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
|
||||
|
||||
@@ -24,7 +23,6 @@ sensor_range_m = 2000
|
||||
|
||||
[[ship]]
|
||||
id = "destroyer"
|
||||
unlock_at_station_level = -1
|
||||
layout = ["XOOX", "OOOO", "XOOX"]
|
||||
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
|
||||
|
||||
@@ -48,7 +46,6 @@ sensor_range_m = 3000
|
||||
|
||||
[[ship]]
|
||||
id = "salvage_ship"
|
||||
unlock_at_station_level = -1
|
||||
layout = ["OOO", "OOO"]
|
||||
|
||||
[ship.schematic]
|
||||
@@ -71,7 +68,6 @@ sensor_range_m = 2500
|
||||
|
||||
[[ship]]
|
||||
id = "repair_ship"
|
||||
unlock_at_station_level = 0
|
||||
layout = ["XOX", "OOO", "XOX"]
|
||||
|
||||
[ship.schematic]
|
||||
|
||||
21
bin/test/data/config/unlocks.toml
Normal file
@@ -0,0 +1,21 @@
|
||||
# Unlock groups for the test config (REQ-LOCK-EXPLICIT). Mirrors the previous
|
||||
# per-item gating: repair_ship, quick_circuit, advanced_circuit start locked and
|
||||
# are awarded via defence station drops. exotic_alloy is intentionally NOT here:
|
||||
# it stays implicitly gated (its output/inputs are unreachable), so it is never
|
||||
# unlocked. premium_circuit uses unlocked_at_start in recipes.toml. Everything
|
||||
# else (interceptor, destroyer, salvage_ship, all modules) starts unlocked.
|
||||
|
||||
[[unlock]]
|
||||
id = "repair_ship"
|
||||
station_level = 0
|
||||
ships = ["repair_ship"]
|
||||
|
||||
[[unlock]]
|
||||
id = "quick_circuit"
|
||||
station_level = 0
|
||||
recipes = ["quick_circuit"]
|
||||
|
||||
[[unlock]]
|
||||
id = "advanced_circuit"
|
||||
station_level = 1
|
||||
recipes = ["advanced_circuit"]
|
||||
@@ -1,6 +1,7 @@
|
||||
[world]
|
||||
height_tiles = 60
|
||||
refund_percentage = 75
|
||||
deconstruction_time_seconds = 0.1
|
||||
starting_building_blocks = 100
|
||||
scrap_despawn_seconds = 30
|
||||
scrap_per_threat = 1.0
|
||||
@@ -10,6 +11,8 @@ tunnel_max_distance_tiles = 10
|
||||
departure_interval_seconds = 20
|
||||
orbit_factor = 0.8
|
||||
rally_orbit_radius_tiles = 5.0
|
||||
building_blocks_tooltip = "Spend building blocks to build; deliver them to the HQ to gain more."
|
||||
artifact_tooltip = "Choose the artifact reward when destroying enemy stations; collect enough to win."
|
||||
|
||||
[regions]
|
||||
asteroid_width_tiles = 40
|
||||
@@ -17,9 +20,14 @@ player_buffer_width_tiles = 10
|
||||
contest_zone_width_tiles = 30
|
||||
enemy_buffer_width_tiles = 15
|
||||
|
||||
[scroll]
|
||||
pan_speed_slow_tiles_per_second = 8.0
|
||||
pan_speed_fast_tiles_per_second = 24.0
|
||||
pan_ramp_band_width_tiles = 16
|
||||
|
||||
[expansion]
|
||||
columns_per_expansion_tiles = 10
|
||||
cost_building_blocks = 200
|
||||
cost_building_blocks_formula = "400 * 2^x"
|
||||
|
||||
[push]
|
||||
push_expand_columns_tiles = 20
|
||||
|
||||
60
cmake/version.cmake
Normal file
@@ -0,0 +1,60 @@
|
||||
# simple check for a git repo
|
||||
if(EXISTS "${CMAKE_SOURCE_DIR}/.git")
|
||||
find_package(Git)
|
||||
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} rev-parse --abbrev-ref HEAD
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_BRANCH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} log -1 --format=%h
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_COMMIT_HASH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} log -1 --format=%ci
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_COMMIT_TIME
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} describe --long --match "[0-9]*" HEAD
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_VERSION_NUMBER
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
string(REGEX REPLACE "^([0-9]+)\\..*" "\\1" VERSION_MAJOR "${GIT_VERSION_NUMBER}")
|
||||
string(REGEX REPLACE "^[0-9]+\\.([0-9]+).*" "\\1" VERSION_MINOR "${GIT_VERSION_NUMBER}")
|
||||
string(REGEX REPLACE "^[0-9]+\\.[0-9]+\\.([0-9]+).*" "\\1" VERSION_PATCH "${GIT_VERSION_NUMBER}")
|
||||
string(REGEX REPLACE "^[0-9]+\\.[0-9]+\\.[0-9]+-([0-9]+).*" "\\1" VERSION_COMMIT "${GIT_VERSION_NUMBER}")
|
||||
|
||||
else(EXISTS "${CMAKE_SOURCE_DIR}/.git")
|
||||
set(GIT_BRANCH "")
|
||||
set(GIT_COMMIT_HASH "")
|
||||
set(GIT_VERSION_NUMBER "")
|
||||
set(VERSION_MAJOR "0")
|
||||
set(VERSION_MINOR "0")
|
||||
set(VERSION_PATCH "0")
|
||||
set(VERSION_COMMIT "0")
|
||||
set(BUILD_TYPE "")
|
||||
|
||||
endif(EXISTS "${CMAKE_SOURCE_DIR}/.git")
|
||||
|
||||
set(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}.${VERSION_COMMIT}")
|
||||
|
||||
message(STATUS "Version: ${VERSION_STRING}")
|
||||
|
||||
# message(STATUS "Git current branch: ${GIT_BRANCH}")
|
||||
# message(STATUS "Git version number: " ${GIT_VERSION_NUMBER} )
|
||||
# message(STATUS "Git commit hash: ${GIT_COMMIT_HASH}")
|
||||
# message(STATUS "Git commit time: ${GIT_COMMIT_TIME}")
|
||||
# message(STATUS "Version major: ${VERSION_MAJOR}")
|
||||
# message(STATUS "Version minor: ${VERSION_MINOR}")
|
||||
# message(STATUS "Version patch: ${VERSION_PATCH}")
|
||||
# message(STATUS "Version commit: ${VERSION_COMMIT}")
|
||||
35
cmake/version.rc.in
Normal file
@@ -0,0 +1,35 @@
|
||||
// Windows version resource. Generated by CMake via configure_file() from this
|
||||
// template; @VAR@ placeholders are filled from cmake/version.cmake (version
|
||||
// numbers) and the product identity variables in the top-level CMakeLists.txt.
|
||||
// Shows up on the executable's Details tab (right-click -> Properties).
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
VS_VERSION_INFO VERSIONINFO
|
||||
FILEVERSION @VERSION_MAJOR@,@VERSION_MINOR@,@VERSION_PATCH@,@VERSION_COMMIT@
|
||||
PRODUCTVERSION @VERSION_MAJOR@,@VERSION_MINOR@,@VERSION_PATCH@,@VERSION_COMMIT@
|
||||
FILEFLAGSMASK VS_FFI_FILEFLAGSMASK
|
||||
FILEFLAGS 0x0L
|
||||
FILEOS VOS_NT_WINDOWS32
|
||||
FILETYPE VFT_APP
|
||||
FILESUBTYPE VFT2_UNKNOWN
|
||||
BEGIN
|
||||
BLOCK "StringFileInfo"
|
||||
BEGIN
|
||||
BLOCK "040904b0" // US English (0x0409), Unicode (0x04b0)
|
||||
BEGIN
|
||||
VALUE "CompanyName", "@PRODUCT_COMPANY@"
|
||||
VALUE "FileDescription", "@PRODUCT_DISPLAY_NAME@"
|
||||
VALUE "FileVersion", "@VERSION_STRING@"
|
||||
VALUE "InternalName", "@PRODUCT_NAME@"
|
||||
VALUE "OriginalFilename", "@PRODUCT_NAME@.exe"
|
||||
VALUE "ProductName", "@PRODUCT_DISPLAY_NAME@"
|
||||
VALUE "ProductVersion", "@VERSION_STRING@"
|
||||
VALUE "LegalCopyright", "@PRODUCT_COPYRIGHT@"
|
||||
END
|
||||
END
|
||||
BLOCK "VarFileInfo"
|
||||
BEGIN
|
||||
VALUE "Translation", 0x409, 1200 // 0x409 = en-US, 1200 = Unicode code page
|
||||
END
|
||||
END
|
||||
@@ -15,7 +15,7 @@ This document captures the architectural decisions for the project. It is a comp
|
||||
A strict separation between the game simulation and the Qt Widgets UI.
|
||||
|
||||
- The **simulation** is a pure C++ library that depends only on Qt Core and Qt Gui (QPoint, QVector2D, QRect, etc., as required by the coding guidelines), toml++, and tinyexpr. It contains no QtWidgets, no painting, and no QApplication. Note: in Qt 5, vector math types such as QVector2D live in Qt::Gui rather than Qt::Core, so the lib links both.
|
||||
- The **UI** reads simulation state and renders it. It owns all widgets, painting, and input handling, and drives the simulation via a small command interface (place building, demolish, clear belt tiles, change recipe, set game speed, etc.).
|
||||
- The **UI** reads simulation state and renders it. It owns all widgets, painting, and input handling, and drives the simulation via a small command interface (place building, deconstruct, clear belt tiles, change recipe, set game speed, etc.).
|
||||
|
||||
This split is enforced at the CMake target level (see below). Tests link only against the simulation library and run without a display server.
|
||||
|
||||
@@ -93,10 +93,16 @@ Schematic drops: when an enemy station set is destroyed, the simulation generate
|
||||
|
||||
### 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()`.
|
||||
All UI interactions — building selection, builder/blueprint mode transitions, speed changes, deconstruct 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`).
|
||||
|
||||
### Reading Simulation State
|
||||
|
||||
The simulation is the single source of truth for every game value (building block stock, expansion cost, threat level, tick, etc.). A UI widget that needs such a value holds the `Simulation*` it was constructed with and **pulls the value on demand** via the corresponding getter (e.g., `m_sim->getBuildingBlocksStock()`), rather than caching its own copy.
|
||||
|
||||
State-change events (e.g., `BuildingBlocksChangedEvent`) are treated as *refresh signals*, not as carriers of truth: a widget subscribes to the event to learn *when* the value changed and then re-reads it from the simulation to learn *what* it now is. The value carried in the event payload is not authoritative and should not be stored. This keeps a single copy of each value and avoids stale-cache bugs (a widget acting on a value that has since moved on because nothing refreshed its local copy).
|
||||
|
||||
## Tick Order
|
||||
|
||||
Within a single simulation tick, subsystems run in this fixed order. The order is load-bearing for determinism and for avoiding one-tick-delay artifacts (e.g., items landing on a belt but not advancing in the same tick).
|
||||
@@ -319,7 +325,7 @@ Sim and UI run on the same thread for v1. `paintEvent` reads sim state directly
|
||||
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 `BeamFiredEvent`s kept by the renderer for 0.3 s, colored per `BeamKind` (weapon/repair/salvage) (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.
|
||||
7. **Build overlays** — ghost in builder mode (REQ-BLD-GHOST), deconstruct-mode tint, tile highlight under cursor, box-drag selection rectangle.
|
||||
8. **Screen-space UI** — screen-anchored elements, drawn after resetting the world-space transform.
|
||||
|
||||
### Coordinates and Scrolling
|
||||
@@ -366,7 +372,7 @@ width_px = 2
|
||||
[overlays]
|
||||
ghost_valid = "#ffffff44"
|
||||
ghost_invalid = "#ff000044"
|
||||
demolish_tint = "#ff000033"
|
||||
deconstruct_tint = "#ff000033"
|
||||
selection_rect = "#00ff00"
|
||||
|
||||
[toast]
|
||||
|
||||
56
docs/balancing/README.md
Normal file
@@ -0,0 +1,56 @@
|
||||
# Balancing Documentation
|
||||
|
||||
Everything about balancing Dota Factory, separated by role:
|
||||
|
||||
- **[rules.md](rules.md)** — the design rules and principles. Timeless;
|
||||
changes only when the design changes.
|
||||
- **[targets.md](targets.md)** — the base numbers (roots/anchors) chosen
|
||||
by design. Change these first; everything else re-derives.
|
||||
- **[derived.md](derived.md)** — the current tuned state of all derived
|
||||
numbers, mirroring the configs. Updated whenever configs change.
|
||||
- **[process.md](process.md)** — how balancing is done: the pass order,
|
||||
tuning discipline, tools, and the checklist for the next round.
|
||||
- **[history.md](history.md)** — chronological record of decisions,
|
||||
findings, bugs, and arena rounds.
|
||||
|
||||
Related: game content (hull grids, footprint gating, tree design and
|
||||
fiction) in [../content_design.md](../content_design.md); rules with
|
||||
REQ-* ids in [../requirements.md](../requirements.md).
|
||||
|
||||
## Status
|
||||
|
||||
First full balancing round complete (2026-07-06): targets → tree →
|
||||
numbers → threat-calculator parity → combat stats (arena-converged) →
|
||||
pacing. Next step: full-game playtests against the run-shape targets in
|
||||
`targets.md`.
|
||||
|
||||
## Open action items
|
||||
|
||||
Agreed changes that require edits to `requirements.md`, the code, or the
|
||||
configs. Completed items are removed (their outcomes live in
|
||||
`requirements.md`, `history.md`, and the git history).
|
||||
|
||||
1. **Fill unfillable schematic slots with artifacts.** With duplicates
|
||||
removed, the schematic drop pool can run dry — previously unreachable.
|
||||
Decision: every slot in the choice dialog that cannot be filled with a
|
||||
schematic because the eligible pool is exhausted is filled with an
|
||||
artifact option instead (in addition to any artifact option granted by
|
||||
the regular artifact roll). A push therefore always awards a full
|
||||
dialog. Update REQ-DEF-SCHEMATIC-DROP.
|
||||
2. **Confirm wave scaling in playtests.** `threat_rate_formula` is the
|
||||
only time-scaling axis; verify the tuned curve (see `derived.md`)
|
||||
produces the intended difficulty race in real runs.
|
||||
3. **Gate shortcut-recipe drops on their inputs.** Extend the assembler
|
||||
recipe schematic pool eligibility in REQ-DEF-SCHEMATIC-DROP: in
|
||||
addition to the existing station-level and output-item checks, all of
|
||||
the recipe's input item types must be implicitly unlocked as well.
|
||||
4. **Resource deposits.** Add a terrain deposit layer per the Resource
|
||||
deposits rules (`rules.md`): deposit patches generated in expansion
|
||||
columns (deterministic content per expansion, randomized placement
|
||||
within the new columns), deposit rendering, and a miner condition (a
|
||||
resource recipe is selectable only if the miner's footprint overlaps
|
||||
at least one matching deposit tile). Touches REQ-BLD-MINER ("every
|
||||
asteroid tile is equivalent" no longer holds),
|
||||
REQ-GW-ASTEROID-EXPAND / REQ-EXP-*, `world.toml`, and `visuals.toml`.
|
||||
Until this lands, quartz mines anywhere and the mid-game is
|
||||
knowledge-gated only.
|
||||
164
docs/balancing/derived.md
Normal file
@@ -0,0 +1,164 @@
|
||||
# Derived Values (current tuned state)
|
||||
|
||||
Everything here is derived from `targets.md` under the rules in
|
||||
`rules.md`, and mirrors the config files. Item threats, ship threats,
|
||||
ratios, and belt checks are verified by `tools/threat_report.py` — re-run
|
||||
it after any recipe or material change and update this file when values
|
||||
move. Combat stats were tuned empirically against the arena suite in
|
||||
`bin/balancing/data/balancing.toml` (round-by-round record in
|
||||
`history.md`).
|
||||
|
||||
## Economy constants
|
||||
|
||||
- `scrap_per_threat = 0.25` — 1 scrap per 4 threat destroyed (a cruiser
|
||||
kill drops ~59 scrap); threat(scrap) = 4.
|
||||
- Scrap smelting: 1 scrap → 1 iron_ingot, 1 s — deliberately
|
||||
value-losing; reprocessing is the value-preserving path.
|
||||
- Reprocessing: 4 scrap per cycle, 4 s; full-pool weights iron_ingot 30 /
|
||||
copper_ingot 30 / silicon 20 / voidsteel 20 → threat(voidsteel)
|
||||
= (4·4 + 4)/0.2 = 100.
|
||||
- `scrap_despawn_seconds = 120` (a capital kill drops hundreds of scrap,
|
||||
collected one per salvage cycle).
|
||||
|
||||
## Recipes and item threats
|
||||
|
||||
(dur in seconds; threat is per output unit)
|
||||
|
||||
| item | recipe | dur | out | threat |
|
||||
|---|---|---|---|---|
|
||||
| iron_ore / copper_ore | miner | 1 | 1 | 1 |
|
||||
| quartz | miner (deposit) | 2 | 1 | 2 |
|
||||
| iron_ingot | 1 iron_ore | 1 | 1 | 2 |
|
||||
| copper_ingot | 1 copper_ore | 1 | 1 | 2 |
|
||||
| silicon | 1 quartz | 2 | 1 | 4 |
|
||||
| steel_plate | 2 iron_ingot | 3 | 1 | 7 |
|
||||
| copper_wire | 1 copper_ingot | 1 | 2 | 1.5 |
|
||||
| copper_coil | 2 copper_wire | 1.5 | 1 | 4.5 |
|
||||
| building_block | 2 steel_plate | 2 | 4 | 4 |
|
||||
| control_chip | 1 silicon + 2 copper_wire | 5 | 1 | 12 |
|
||||
| capacitor_bank | 2 copper_coil + 1 silicon | 5 | 1 | 18 |
|
||||
| hardened_steel | 3 steel_plate | 12 | 1 | 33 |
|
||||
| ceramic_plate | 2 quartz | 4 | 1 | 8 |
|
||||
| drive_unit | 2 steel_plate + 2 copper_coil + 1 control_chip | 8 | 1 | 43 |
|
||||
| voidsteel_plate | 1 voidsteel + 1 hardened_steel | 8 | 1 | 141 |
|
||||
| capital_core | 2 voidsteel + 1 capacitor_bank + 1 control_chip | 10 | 1 | 240 |
|
||||
|
||||
Shortcut recipes (drop-only; item threat stays defined by the base path
|
||||
via the max rule): `shortcut_steel_plate` 3 iron_ore → 1 plate (2 s,
|
||||
level 1), `shortcut_control_chip` 2 quartz → 1 chip (4 s, level 2),
|
||||
`shortcut_hardened_steel` 4 iron_ingot → 1 hardened (8 s, level 2).
|
||||
|
||||
Ratio curve realized: t1 all 1:1 (miner:smelter); t2 clean 2:3
|
||||
(ingot→plate, wire→coil); t3 strange — 2:5 (silicon→chip), 3:5
|
||||
(coil→capacitor), 3:4 (plate→hardened, plate→drive); t4 inverted 3:2
|
||||
(hardened→voidsteel_plate). Belt check: worst input demand 1.33 items/s,
|
||||
under the ~2/s single-belt cap everywhere.
|
||||
|
||||
## Module prefabs
|
||||
|
||||
(contribution = item threat + module production time)
|
||||
|
||||
| module | recipe | dur | mod. time | contribution |
|
||||
|---|---|---|---|---|
|
||||
| railgun_s | 1 copper_coil | 1 | 1 | 6.5 |
|
||||
| salvager | 1 steel_plate + 2 copper_wire | 2 | 1 | 13 |
|
||||
| repair_tool | 1 steel_plate + 2 copper_wire | 2 | 1 | 13 |
|
||||
| armor_plates | 4 steel_plate | 3 | 1 | 32 |
|
||||
| maneuvering_thrusters | 1 steel_plate + 1 copper_coil | 2 | 1 | 14.5 |
|
||||
| sensor_booster | 2 copper_wire + 1 copper_coil | 2 | 1 | 10.5 |
|
||||
| afterburner | 2 copper_coil + 1 steel_plate | 3 | 1 | 20 |
|
||||
| weapon_stabilizer | 1 steel_plate + 1 copper_coil | 2 | 1 | 14.5 |
|
||||
| weapon_primer | 1 capacitor_bank + 1 copper_coil | 4 | 2 | 28.5 |
|
||||
| weapon_upgrade | 1 control_chip + 1 copper_coil | 4 | 2 | 22.5 |
|
||||
| railgun_m | 1 capacitor_bank + 2 steel_plate + 1 copper_coil | 4 | 3 | 43.5 |
|
||||
| drone_bay | 1 control_chip + 2 steel_plate + 1 copper_coil | 4 | 3 | 37.5 |
|
||||
| railgun_l | 1 capacitor_bank + 2 hardened_steel + 1 ceramic_plate | 6 | 4 | 102 |
|
||||
| drone_hangar | 1 voidsteel_plate + 2 control_chip + 1 drive_unit | 10 | 6 | 224 |
|
||||
|
||||
## Ships
|
||||
|
||||
(fitted = hull item + ship base time + default loadout; the default
|
||||
loadouts are the `default_modules` used by enemy waves and are
|
||||
geometry-validated against the hull grids)
|
||||
|
||||
| ship | hull recipe | dur | base | default loadout | fitted |
|
||||
|---|---|---|---|---|---|
|
||||
| drone | 1 iron_ingot | 1 | 1 | railgun_s | 10.5 |
|
||||
| frigate | 2 steel_plate + 1 copper_wire | 2 | 2 | 2× railgun_s, maneuvering_thrusters | 47 |
|
||||
| destroyer | 3 steel_plate + 2 copper_coil | 4 | 3 | 3× railgun_s, armor_plates, sensor_booster | 99 |
|
||||
| cruiser | 2 hardened_steel + 2 control_chip | 6 | 4 | 2× railgun_m, armor_plates, maneuvering_thrusters | 233.5 |
|
||||
| battlecruiser | 3 hardened_steel + 2 control_chip + 1 drive_unit | 8 | 5 | 3× railgun_m, armor_plates, 2× railgun_s | 354.5 |
|
||||
| battleship | 3 voidsteel_plate + 1 drive_unit + 2 control_chip | 10 | 6 | railgun_l, 2× railgun_m, weapon_stabilizer, 2× railgun_s | 722.5 |
|
||||
| dreadnought | 5 voidsteel_plate + 1 capital_core + 2 drive_unit | 12 | 8 | 3× railgun_l, 4× armor_plates, railgun_s | 1491.5 |
|
||||
| carrier | 5 voidsteel_plate + 1 capital_core + 2 drive_unit | 12 | 8 | drone_hangar, 2× railgun_m, 2× armor_plates, sensor_booster | 1436.5 |
|
||||
|
||||
## Combat stats
|
||||
|
||||
(arena-converged, 2026-07; see `history.md` rounds 1–5)
|
||||
|
||||
**Weapons:** railgun_s 2 dmg × 2.0 Hz (4.0 DPS), range 50 m;
|
||||
railgun_m 14 × 1.5 (21), range 70; railgun_l 52 × 0.8 (41.6), range 100.
|
||||
|
||||
**Hull HP** (15/threat prior + empirical trims): drone 60, frigate 300,
|
||||
destroyer 550, cruiser 1500, battlecruiser 2400, battleship 6300,
|
||||
dreadnought/carrier 24000.
|
||||
|
||||
**Mobility ladder** (speed m/s | main accel | maneuvering | angular |
|
||||
max rot): drone 45|60|30|12|6, frigate 35|45|22|8|4,
|
||||
destroyer 30|35|18|6|3, cruiser 24|25|12|4|2, battlecruiser 20|20|10|3|1.5,
|
||||
battleship 15|14|7|2|1, dreadnought/carrier 10|8|4|1|0.5.
|
||||
Sensors: 150/200/220/250/260/280/300/350 m.
|
||||
|
||||
**Other modules:** armor_plates +1200 HP; repair_tool 9 HP × 1 Hz,
|
||||
range 80; salvager range 60, cargo 20, 0.5 collections/s; afterburner
|
||||
×1.6 speed +60 accel; maneuvering_thrusters ×1.2 speed +10 maneuvering;
|
||||
sensor_booster +50 m; weapon_upgrade ×1.2 damage; weapon_primer ×1.2
|
||||
rate; weapon_stabilizer ×1.3 range ×0.8 rate.
|
||||
|
||||
**Stations:** HQ 5000 HP. Player station 3000 HP, 25 dmg × 1 Hz,
|
||||
range 120, scrap 40. Enemy station: 3000+1500x HP, 25+12x dmg,
|
||||
1.0+0.1x Hz, range 120, scrap 40+30x (x = push level).
|
||||
|
||||
## Pacing
|
||||
|
||||
**Unlock ladder** (level → unlocks; ← marks `unlock_requires`; starting
|
||||
set at −1: drone, frigate, railgun_s, salvager, building_block recipe):
|
||||
|
||||
| level | ships | modules | recipes |
|
||||
|---|---|---|---|
|
||||
| 0 | destroyer | repair_tool, armor_plates | |
|
||||
| 1 | | maneuvering_thrusters, sensor_booster | shortcut_steel_plate |
|
||||
| 2 | cruiser | railgun_m, afterburner | shortcut_control_chip, shortcut_hardened_steel |
|
||||
| 3 | | weapon_stabilizer | |
|
||||
| 4 | battlecruiser ← cruiser | weapon_primer, weapon_upgrade | |
|
||||
| 5 | | drone_bay | |
|
||||
| 6 | battleship ← battlecruiser | railgun_l ← railgun_m | |
|
||||
| 8 | dreadnought ← battleship | | |
|
||||
| 9 | carrier ← battleship | drone_hangar | |
|
||||
|
||||
Level 0's pool has exactly three entries (a full first dialog). Level 2
|
||||
is the quartz gate: cruiser and railgun_m are the first schematics whose
|
||||
chains reach quartz; the shortcut outputs only become implicitly
|
||||
unlocked alongside them, so shortcuts cannot drop early.
|
||||
|
||||
**Threat rate** `2*x + 0.15*x*x` (x = boss cycle counter), against the
|
||||
factory-size curve with ~half the player's output assumed military:
|
||||
|
||||
| cycle x | rate (threat/s) | player military (≈ curve/2) |
|
||||
|---|---|---|
|
||||
| 2 | 4.6 | ~12 |
|
||||
| 6 | 17.4 | ~30 |
|
||||
| 15 | 63.8 | ~60 |
|
||||
| 20 | 100 | ~75 |
|
||||
| 24 | 134 | — |
|
||||
|
||||
**Economy:** `starting_building_blocks = 200`; expansion cost formula
|
||||
`300 + 50*x + 10*x*x` (x = expansions already purchased: ~1 affordable
|
||||
per cycle mid-game at ~1/3 of block income, stretching to 2–3 cycles
|
||||
late — quadratic so costs outrun the roughly linear block income
|
||||
gradually, never with a hard wall); `artifact_win_count = 5` with
|
||||
`artifact_chance_formula = 0.05*x`. Building costs: belt 2, splitter 3,
|
||||
tunnels 5, miner 15, smelter 20, assembler 35, reprocessing plant 40,
|
||||
salvage bay 25, shipyard 60 — averaging ≈18 blocks per placed building
|
||||
(belts included), which meets the 4-minute doubling target at block
|
||||
threat 4.
|
||||
96
docs/balancing/history.md
Normal file
@@ -0,0 +1,96 @@
|
||||
# Balancing History
|
||||
|
||||
Chronological record of the balancing work: what was decided, what was
|
||||
found, what changed. Current values live in `derived.md`; this file
|
||||
explains how they got there.
|
||||
|
||||
## 2026-07-02/03 — rules and structural decisions
|
||||
|
||||
- Rules document written (now `rules.md`): ratio curve, shortcut
|
||||
recipes, refactorability, cost archetypes, threat model, growth curve.
|
||||
- Scrap derived from threat (`scrap_per_threat`), replacing authored
|
||||
per-ship scrap drops; scrap threat became the constant
|
||||
`1/scrap_per_threat`, removing the old min-scrap_drop derivation and
|
||||
its circularity.
|
||||
- Duplicate schematic drops removed (no level-ups); ship/module levels
|
||||
removed entirely — all time scaling lives in the threat rate, push
|
||||
scaling stays on stations. Mk2 upgrade recipes noted as the future
|
||||
per-item progression.
|
||||
- Growth-curve rules added: escalating expansion costs, designed
|
||||
doubling time, growth limited by economy not waiting; resource
|
||||
deposits designed (deposit-gated mid resource in expansion territory).
|
||||
- Production tree v2 decided: iron/copper everywhere (M-type asteroid),
|
||||
quartz in geodes (mid), voidsteel battle-forged from scrap (late);
|
||||
titanium dropped; lasers renamed to railguns, lasers reserved as a
|
||||
future weapon type.
|
||||
|
||||
## 2026-07-03 — targets, tree, numbers
|
||||
|
||||
- Balancing targets fixed: ≤2 h run, phases 1–5/6–14/15+, factory curve
|
||||
25/60/120/150, threat ladder, 25-ship swarm, block roots.
|
||||
- Tree structure drafted and numbers computed (recursive threat
|
||||
calculator); ratio curve realized; fitted ships within 96–124% of the
|
||||
strawman ladder (small end hot from fixed chain overhead — ladder
|
||||
later adopted the achieved values).
|
||||
- **Rule bugs found by the numbers work:** the scrap→ingot smelter
|
||||
recipe would inflate basic materials via the max rule (fixed:
|
||||
scrap-consuming recipes are threat fallback only); recipe output
|
||||
amounts were ignored (fixed: per-unit division); items downstream of
|
||||
reprocessing-only items never resolved (fixed: fixpoint resolution);
|
||||
a shortcut recipe resolving earlier than the base path silently
|
||||
underpriced items (fixed: commit only when all eligible recipes are
|
||||
computable). All four fixed in `ThreatCostCalculator` with tests, and
|
||||
implemented in `tools/threat_report.py`.
|
||||
- v2 tree written into the configs; `default_modules` loadouts
|
||||
geometry-validated (the numbers-pass loadouts for battlecruiser and
|
||||
dreadnought were geometrically impossible — L-modifiers don't fit
|
||||
beside full gun complements; corrected loadouts landed closer to the
|
||||
ladder).
|
||||
|
||||
## 2026-07-04 — combat stats, arena rounds 1–5
|
||||
|
||||
Initial stats derived from the anchors (weapon DPS ≈0.6/threat flat,
|
||||
hull 15 HP/threat, armor 20/threat, repair 2 HP/s/threat, station
|
||||
range 200).
|
||||
|
||||
- **Round 1:** concentrated fleets won all equal-threat cross-tier
|
||||
matchups flawlessly; glass beat armored; repair escort flawless; two
|
||||
stations shrugged off a 3× swarm. Changes: concentration tax on m/l
|
||||
gun damage (railgun_m 17→14, railgun_l 70→52), armor 640→1000,
|
||||
repair 25→12, station range 200→120. (Team-1 "bias" in mirrors later
|
||||
shown to be noise.)
|
||||
- **Round 2 (EHP-margin logging added):** battleship +33% while
|
||||
dreadnought −37% (stabilizer range + opposing armor); glass still
|
||||
+11%. Changes: stabilizer range ×1.5→×1.3; per-hull trims introduced
|
||||
(BC 2700→2500, BS 7500→7000, DN/CV 15500→19000).
|
||||
- **Round 3 (narrow lanes — geometry fixed into the fixture):**
|
||||
DN closed to −11%, BS +22%, swarm flipped to +14% over cruisers,
|
||||
glass +12% third time. Changes: armor 1000→1200, BC 2500→2000,
|
||||
BS 7000→6300, DN/CV 19000→22500.
|
||||
- **Round 4:** glass-vs-armored resolved (+3% armored); noise floor
|
||||
established (~±10%/run: BS ignored a −10% EHP cut; repair drifted
|
||||
14→24% untouched). Convergence policy adopted: two-round signals only,
|
||||
±20% converged. Changes: BC 2000→2200, DN/CV 22500→24000; BS +23%
|
||||
accepted as doctrine texture (mechanical range edge vs. pure small
|
||||
fleets).
|
||||
- **Round 5 (durations logged; end-condition bug fixed upstream):**
|
||||
TTK anchor validated (mirrors 23/71/95 s; DN-vs-swarm 214 s outlier
|
||||
accepted); dreadnought +3%, everything else inside band. Final
|
||||
changes: BC 2200→2400, repair 12→9 (persistent +24% escort margin).
|
||||
**Combat pass declared converged.**
|
||||
|
||||
## 2026-07-05/06 — pacing pass
|
||||
|
||||
- Unlock ladder set (starting set drone/frigate/railgun_s/salvager;
|
||||
quartz gate at level 2; capitals at 8–9 with `unlock_requires`
|
||||
chains); threat rate `2*x + 0.15*x*x`; starting blocks 1000→200;
|
||||
expansion 400 flat pending the cost formula; artifacts 3→5.
|
||||
- **Bug found:** the building_block recipe was silently locked at game
|
||||
start (building blocks appear in no schematic's materials, so implicit
|
||||
unlocking could never reach the recipe) — fixed with an explicit
|
||||
`unlock_at_station_level = -1`.
|
||||
- Expansion cost formula implemented and set (`300 + 50*x + 10*x*x`):
|
||||
quadratic, so costs outrun the roughly linear block income gradually
|
||||
— ~1 expansion per cycle mid-game, 2–3 cycles apart late.
|
||||
- **First full balancing round complete.** Next: full-game playtests
|
||||
against the run-shape targets.
|
||||
98
docs/balancing/process.md
Normal file
@@ -0,0 +1,98 @@
|
||||
# Balancing Process
|
||||
|
||||
How balancing is done in this project: the pass order, the tuning
|
||||
discipline, and the tools. Refer to this when starting the next
|
||||
balancing round.
|
||||
|
||||
## The pass order
|
||||
|
||||
Each pass depends on the ones before it; a change in an earlier pass
|
||||
invalidates the later ones (but not vice versa). Redo from the earliest
|
||||
pass whose inputs changed.
|
||||
|
||||
1. **Targets** (`targets.md`) — choose the root numbers: run shape,
|
||||
factory curve, threat-cost ladder, fleet size, block roots, combat
|
||||
anchors, pacing anchors. These are design decisions, not
|
||||
measurements. Everything else is derived from them.
|
||||
2. **Tree structure** (`../content_design.md`) — items, chains,
|
||||
what-consumes-what, per the production tree rules (one input per
|
||||
phase transition, generic parts, archetypes, refactorability).
|
||||
Structure only, no quantities.
|
||||
3. **Numbers** (`derived.md`, recipes/materials in the configs) —
|
||||
quantities and durations so every fitted ship sums to its ladder
|
||||
value, the ratio curve is realized, and the belt/buffer guardrails
|
||||
hold. Verified computationally by `tools/threat_report.py`.
|
||||
4. **Calculator/tooling parity** — the game's `ThreatCostCalculator`
|
||||
and `tools/threat_report.py` must produce identical values; the
|
||||
Python tool is the design reference. Any semantic change to
|
||||
REQ-THREAT-* needs both updated plus tests.
|
||||
5. **Combat stats** (arena-driven) — derive stats from the combat
|
||||
anchors, then iterate against the arena suite
|
||||
(`bin/balancing/data/balancing.toml`) until equal-threat matchups are
|
||||
near-draws. Threat costs are stat-independent, so arena ship counts
|
||||
stay valid across stat changes.
|
||||
6. **Pacing** — unlock ladder, `unlock_requires` edges, threat rate,
|
||||
block/artifact/expansion values, per the pacing anchors.
|
||||
|
||||
Then: **full-game playtests**, which are the only check for the pacing
|
||||
pass and feed back into targets.
|
||||
|
||||
## Tuning discipline (learned in arena rounds 1–5)
|
||||
|
||||
- **Change anchors, not symptoms.** When a class of results is off,
|
||||
adjust the anchor that explains all of them (e.g. the concentration
|
||||
tax) rather than individual stats.
|
||||
- **Fewest knobs per round.** Attribution dies when many knobs move at
|
||||
once. Prefer one anchor change plus its mechanical compensations.
|
||||
- **Shared vs. local knobs.** Guns and module stats are shared across
|
||||
many hulls — changing them moves many matchups. Per-hull HP moves
|
||||
exactly one matchup; it is the designated per-ship trim knob on top of
|
||||
the HP-per-threat prior.
|
||||
- **Mind the ride-alongs.** A module buff lands on every default loadout
|
||||
containing it (e.g. an armor buff strengthens the destroyer swarm that
|
||||
opposes the dreadnought). Compute the net effect per matchup before
|
||||
choosing step sizes.
|
||||
- **Two-round signal policy.** Single arena runs re-roll by ~±10% EHP
|
||||
margin; a margin inside ±20% counts as converged for v1. Only act on
|
||||
signals that persist across two rounds.
|
||||
- **Arena geometry is part of the fixture.** Lane width/height changes
|
||||
the results (full engagement vs. fleets slipping past); margins are
|
||||
only comparable within the same geometry.
|
||||
- **Accept mechanical texture.** Not every deviation is a bug: a margin
|
||||
that survives a stat change is mechanical (usually range/kiting under
|
||||
the orbit AI) and may be desirable doctrine texture. Document the
|
||||
acceptance in `targets.md` instead of chasing it.
|
||||
- **Range is the strongest stat** under the orbit AI — free approach
|
||||
fire. Price range modifiers conservatively; station dominance is
|
||||
controlled via range, not HP.
|
||||
|
||||
## Tools
|
||||
|
||||
- `tools/threat_report.py` — item threats, module contributions,
|
||||
hull/fitted ship threats, producer:consumer ratios, belt feasibility;
|
||||
reads the real configs. The design reference for threat semantics.
|
||||
- `tools/verify_recipes.py` — recipe tree closure, visuals coverage,
|
||||
orphans, reprocessing-only items.
|
||||
- `tools/verify_layouts.py` — module footprint gating matrix per hull.
|
||||
- **Balancing tool** (`balancing` target) — parallel arena simulation of
|
||||
`bin/balancing/data/balancing.toml`; logs winner, surviving counts,
|
||||
team EHP %, and fight duration per arena. The suite covers: class
|
||||
mirrors (expect near-mutual annihilation, symmetric winners),
|
||||
equal-threat cross-tier matchups (expect near-draws — power-per-threat
|
||||
made empirical), a 2:1 decisiveness check, doctrine matchups
|
||||
(armored-vs-glass, repair-escort), and station assault.
|
||||
|
||||
## Checklist for the next balancing round
|
||||
|
||||
1. Pull; run `verify_recipes.py`, `verify_layouts.py`,
|
||||
`threat_report.py`; compare against the tables in `derived.md`.
|
||||
2. If recipes/materials changed: re-check fitted threats vs. the ladder
|
||||
in `targets.md`; update arena suite ship counts if fitted values
|
||||
moved.
|
||||
3. Run the arena suite; read EHP margins and durations against the
|
||||
expectations noted in `balancing.toml` and the anchors.
|
||||
4. Apply changes per the tuning discipline (two-round signals only);
|
||||
record the round and its knob changes in `history.md`.
|
||||
5. Update `derived.md` where values moved; if an anchor moved, update
|
||||
`targets.md` and state why.
|
||||
6. Commit and push (the review workflow reads the remote).
|
||||
333
docs/balancing/rules.md
Normal file
@@ -0,0 +1,333 @@
|
||||
# Balancing & Progression Rules
|
||||
|
||||
Rules and principles that govern the production tree, progression pacing,
|
||||
and balancing. This document contains **rules only** — the chosen base
|
||||
numbers live in `targets.md`, everything derived from them in
|
||||
`derived.md`, and the concrete content in the config files and
|
||||
`../content_design.md`. All of those must follow the rules stated here.
|
||||
|
||||
## Player-experience goals
|
||||
|
||||
What each phase of a run should feel like:
|
||||
|
||||
- **Early:** learning belts and ratios with forgiving chains. The building
|
||||
block economy is the main constraint; the player bootstraps a
|
||||
self-sustaining factory from the starting stock.
|
||||
- **Mid:** deeper chains, the first real ratio puzzles, and the first
|
||||
meaningful drop decisions (which schematic, when to push).
|
||||
- **Late:** combat feeds the factory — capital production requires salvage.
|
||||
Progress means extending and refactoring the existing factory, not
|
||||
rebuilding it. Strange ratios are deliberate optimization puzzles.
|
||||
|
||||
Overarching: an experienced player gains efficiency through **knowledge** —
|
||||
layout foresight, understanding chains, exploiting shortcut recipes — never
|
||||
through hidden mechanics. An inexperienced setup should not cost much more
|
||||
than an experienced one; experience pays off in how easily the factory
|
||||
adapts later (see Refactorability).
|
||||
|
||||
## Resource phases
|
||||
|
||||
- A run has exactly **four base inputs**:
|
||||
1. Two mined resources available from the start, minable on **every**
|
||||
asteroid tile.
|
||||
2. A third mined resource unlocked mid-game, minable **only on deposit
|
||||
patches** found in expansion territory (see Resource deposits).
|
||||
3. A fourth input unlocked late-game, obtainable **only** from
|
||||
reprocessing salvaged scrap.
|
||||
- The fourth input is the core loop hook: capital ship production requires
|
||||
fighting (salvaging and reprocessing), not just mining.
|
||||
- Every gating has a fictional reason (concrete fiction in
|
||||
`../content_design.md`): the asteroid is a metal-rich body, so its bulk
|
||||
rock is minable anywhere; the mid resource sits in rare pockets; the
|
||||
late input is battle-forged — created only in the violence of ship
|
||||
destruction, which is why any wreck (including the player's own)
|
||||
yields it and no foundry can make it.
|
||||
- The mid resource is **dual-gated**: schematics (knowledge, via drops)
|
||||
and territory (deposits, via expansions). Tuning must guarantee the
|
||||
deposit-bearing expansion is comfortably affordable by the time the
|
||||
first mid-tier schematics drop, or those drops are dead picks.
|
||||
- There is no direct "resource unlock" mechanism. Miner recipes unlock
|
||||
**implicitly** (REQ-LOCK-IMPLICIT) when some unlocked schematic's material
|
||||
chain reaches that resource. Resource pacing is therefore controlled
|
||||
through the `unlock_at_station_level` values of ships, modules, and
|
||||
assembler recipe schematics — and the content must guarantee that the
|
||||
chains actually connect (a mid-game schematic must require an item whose
|
||||
chain reaches the mid resource, or it never unlocks).
|
||||
|
||||
### Resource deposits
|
||||
|
||||
- **Rule: freedom first, geography later.** The starting resources are
|
||||
minable everywhere, so the player has full layout freedom while
|
||||
learning. Later mined resources are bound to deposit patches — fixed
|
||||
geography as a layout puzzle, introduced once the player is competent.
|
||||
- **Rule: deposits exist only in expansion territory.** Expansions buy
|
||||
space *and* access to resource tiers — the second leg of the growth
|
||||
curve (see Building block economy).
|
||||
- **Rule: patch area is the throughput cap.** Deposits never deplete but
|
||||
are finite in area; the number of deposit tiles caps how many miners
|
||||
the chain supports. Buying deeper expansions raises the throughput
|
||||
ceiling of high-tier chains.
|
||||
- **Rule: no empty expansions.** Deposit content per expansion is
|
||||
deterministic and config-defined; only the placement within the new
|
||||
columns is randomized. Buying an expansion never rolls "nothing".
|
||||
- **Rule: mining is binary.** A miner whose footprint overlaps at least
|
||||
one deposit tile of a resource can select that resource's recipe; no
|
||||
partial-coverage rate scaling.
|
||||
- Deposits arrive at the periphery (expansions add columns on the left),
|
||||
so each new chain starts in fresh space — supporting the
|
||||
refactorability property — and high-tier chains have the longest belt
|
||||
runs to the shipyards, escalating the logistics puzzle with tier.
|
||||
|
||||
## Production tree rules
|
||||
|
||||
### Structure
|
||||
|
||||
- **Each phase transition adds exactly one new base input chain.** A base
|
||||
input is a bottom-level resource entering the factory from outside — a
|
||||
mined resource or the scrap-only input. The early game starts with two
|
||||
ores as the baseline; the transition to mid adds one (the deposit-bound
|
||||
mid resource), the transition to late adds one (the scrap-only input).
|
||||
No transition ever introduces more than one unfamiliar bottom-level
|
||||
chain, so the factory grows in one direction at a time.
|
||||
- **Intermediates are generic shared parts.** Keep the item count low —
|
||||
modules and hulls of a tier draw from a shared pool of that tier's and
|
||||
lower tiers' intermediates rather than each having bespoke inputs.
|
||||
- **Thematic naming over thematic items.** Inputs should be plausible for
|
||||
what the recipe produces (crystals for lasers, heat sinks for bigger
|
||||
lasers). Achieve this through naming and chain membership, not by adding
|
||||
item types: rename a generic part, don't add a parallel one.
|
||||
|
||||
### Ratios
|
||||
|
||||
- **Ratio "niceness" degrades with tier.** The producer:consumer ratios
|
||||
needed for 100% throughput follow a curve:
|
||||
- Tier 1 (ore → basic material): trivially nice (e.g. 1:1 or 1:2
|
||||
miner:smelter).
|
||||
- Tier 2: slightly complex but still clean (e.g. 2:3).
|
||||
- Higher tiers: increasingly strange ratios, as deliberate optimization
|
||||
puzzles.
|
||||
- Exceptions in both directions are allowed when there is a reason — a
|
||||
clean late chain as a breather, an odd early chain as a teaser — but the
|
||||
curve is the default.
|
||||
|
||||
### Shortcut recipes
|
||||
|
||||
- Some strange chains get a **shortcut recipe**: an explicitly unlockable
|
||||
assembler recipe schematic (`unlock_at_station_level ≥ 0`, drop-only per
|
||||
REQ-LOCK-EXPLICIT) that skips a step (e.g. t1 → t3 directly) and yields
|
||||
nice ratios for a chain whose base path is strange.
|
||||
- **Not every strange chain gets a shortcut.** Some strangeness is
|
||||
permanent; the absence of a fix is a valid design choice.
|
||||
- **Shortcuts drop only for known chains.** A shortcut recipe enters the
|
||||
drop pool only when both its input items and its output item are
|
||||
already unlocked (in addition to the station level check). The player
|
||||
is never offered a shortcut for a chain they have not built yet. The
|
||||
output-item half of this check already exists in
|
||||
REQ-DEF-SCHEMATIC-DROP; the input half is an open action item (see
|
||||
`README.md`).
|
||||
- **Shortcuts are pure rewards, never balance factors.** An item's threat
|
||||
value is the *maximum* across its producing recipes (REQ-THREAT-ITEM), so
|
||||
unlocking a cheaper recipe does not lower the item's threat accounting —
|
||||
the player gains real factory efficiency without their ships being
|
||||
valued cheaper and without enemy wave budgets shifting. Consequently:
|
||||
**balance every chain around its base (expensive) path**; the shortcut's
|
||||
savings define the size of the reward.
|
||||
|
||||
### Refactorability
|
||||
|
||||
- **Rule (the property):** unlocking the next tier or size of a thing must
|
||||
be a *local edit* of the existing production line — adding assemblers
|
||||
and belts, or replacing a machine or two in place — never a rebuild of
|
||||
the line.
|
||||
- **What this buys the player:** foresight pays off in space, not blocks.
|
||||
An experienced player leaves a little slack in the middle of a line,
|
||||
knowing the next size or tier upgrade means tearing out one assembler
|
||||
and a few belts there and inserting the new step — plus maybe swapping
|
||||
a recipe or two elsewhere — while the rest of the line keeps running
|
||||
untouched.
|
||||
- **Default technique:** the bigger version introduces one new intermediate
|
||||
that is produced from a subset of the smaller version's inputs (possibly
|
||||
plus one additional low-tier material), and otherwise reuses the smaller
|
||||
version's inputs. Existing lines keep running and feed the new
|
||||
intermediate's assemblers.
|
||||
- The property is the rule; the technique is only the default. It may be
|
||||
broken where it fights thematic plausibility, as long as the property
|
||||
still holds.
|
||||
|
||||
## Cost archetypes
|
||||
|
||||
Every item has two cost knobs: **material quantity** and **cycle time**.
|
||||
Both feed the threat value identically (threat = recursive
|
||||
production-seconds, REQ-MOD-THREAT), so the split between them does not
|
||||
change what an item is *worth* — it changes what kind of **factory
|
||||
pressure** it creates:
|
||||
|
||||
- **Material-heavy, fast** (e.g. armor plates): simple items; stress belt
|
||||
throughput, splitter logistics, and miner/smelter counts.
|
||||
- **Time-heavy, lean** (e.g. shield modules): technically complex items;
|
||||
few inputs — possibly higher-tier ones — but long cycles; stress
|
||||
assembler counts and parallelization.
|
||||
|
||||
**Rule:** each module family commits to a clear archetype, so factories
|
||||
supporting different fleet doctrines feel structurally different to build.
|
||||
|
||||
## Threat model (balancing backbone)
|
||||
|
||||
- Threat cost = total recursive production-seconds (REQ-MOD-THREAT). One
|
||||
factory-second equals one threat; player output and enemy wave budgets
|
||||
are denominated in the same currency.
|
||||
- **Rule: combat power per threat is roughly constant** across all ships,
|
||||
modules, and tiers. Higher tiers are better per *ship* and per *module
|
||||
slot*, not per invested factory-second — their advantage is
|
||||
concentration (fewer, bigger things; slot geometry per
|
||||
`../content_design.md`) and qualitative capabilities, not a better
|
||||
exchange rate. Deviations from this rule are deliberate and documented.
|
||||
- **Difficulty race:** the enemy threat rate (`threat_rate_formula`) is
|
||||
tuned against the factory output (threat/s) achievable by a competent
|
||||
player — slightly below it early, crossing above it eventually. The game
|
||||
is endless; enemy scaling must ultimately outpace any factory, and
|
||||
player skill shifts *when*, not *whether*.
|
||||
- **All time scaling lives in the threat rate** — waves get bigger, ships
|
||||
of a given schematic never get individually stronger. There is no ship
|
||||
level dimension: stat formulas are plain values, and per-ship level
|
||||
scaling does not exist. Push scaling on enemy defence stations is the
|
||||
separate, player-triggered difficulty axis and keeps its level formulas.
|
||||
|
||||
## Unlock & drop pacing
|
||||
|
||||
- **Starting set rule:** the schematics unlocked at game start
|
||||
(`unlock_at_station_level = -1`) must be exactly enough to reach the
|
||||
first push unaided — a functioning block loop, small hulls, a basic
|
||||
weapon, and the salvage loop. Nothing more.
|
||||
- The `unlock_at_station_level` ladder mirrors the resource phases:
|
||||
mid-tier hulls/modules/recipes at low station levels, capital content at
|
||||
higher levels. A schematic must not become available before the chains
|
||||
its materials need can be unlocked alongside it.
|
||||
- **Schematics can require other schematics.** Beyond the station-level
|
||||
gate, a schematic (ship, module, or assembler recipe) may list
|
||||
prerequisite schematics (`unlock_requires`, REQ-LOCK-PREREQ) that must
|
||||
already be unlocked before it enters the drop pool — e.g. the medium
|
||||
gun requires the small gun; a future Mk2 requires its base version.
|
||||
Station level gates the earliest *when*; prerequisites gate the
|
||||
*order*, keeping drop offers coherent with what the player already
|
||||
owns.
|
||||
- **No duplicate drops.** Ship and module schematics leave the drop pool
|
||||
once owned, exactly as assembler recipe schematics already do. There are
|
||||
no schematic level-ups; player power grows through unlock breadth and
|
||||
factory scale only, which keeps power-per-threat exact on both sides.
|
||||
The pool therefore shrinks over a run and late pushes increasingly offer
|
||||
artifacts — intended: the late game is a race for the win condition.
|
||||
Per-item progression may return later as Mk2 upgrade recipes (see Future
|
||||
work), never as free level-ups.
|
||||
- **Artifacts trade power for progress.** Artifact options compete with
|
||||
schematic picks in the same choice dialog; the artifact chance must be
|
||||
tuned so that taking one is a real decision (giving up an unlock), not
|
||||
automatic in either direction.
|
||||
|
||||
## Scrap & reprocessing economy
|
||||
|
||||
- Scrap is the bridge from combat back into the factory, with two sinks:
|
||||
**smelting** (same basic materials as ore — the safe, boring option) and
|
||||
**reprocessing** (probabilistic higher intermediates, including the
|
||||
late-game input — the gamble that eventually becomes mandatory).
|
||||
- The reprocessing output pool renormalizes over implicitly unlocked items
|
||||
(REQ-LOCK-REPROCESSING-POOL), so its output quality improves
|
||||
automatically as the run progresses. **Rule:** weights are authored for
|
||||
the *fully unlocked* pool state; early-game behavior falls out of
|
||||
renormalization for free and needs no separate staging.
|
||||
- **Rule: ship scrap drops are derived, never authored.** A destroyed ship
|
||||
drops `threat cost × scrap_per_threat` (a `world.toml` key), with the
|
||||
threat cost computed from its actual hull plus installed modules
|
||||
(REQ-MOD-THREAT) — a kitted-out ship drops more scrap than a bare hull
|
||||
automatically. `ships.toml` carries no scrap value. Defence stations are
|
||||
the exception: they keep authored `scrap_drop_formula`s, because pushing
|
||||
rewards are tuned independently of ship production costs.
|
||||
- Consequence: the threat value of scrap is the constant
|
||||
`1 / scrap_per_threat` (REQ-THREAT-SCRAP). The former min-`scrap_drop`
|
||||
schematic derivation and its potential circularity are gone.
|
||||
- **Rule:** the late-game input's income rate meaningfully gates capital
|
||||
production — unlocking a capital hull must not mean spamming it; the
|
||||
input trickles in slowly enough that every capital ship is a noticeable
|
||||
investment. The tuning target is relative, not absolute: assume a
|
||||
reference player who destroys and salvages roughly the threat the game
|
||||
spawns ("fighting at parity"), and tune `scrap_per_threat`, the
|
||||
reprocessing weights, and capital material costs so that this player
|
||||
affords roughly N capital ships per boss cycle. An absolute income rate
|
||||
would be meaningless (income depends entirely on how much the player
|
||||
fights) and would not self-scale; per boss cycle, the target tracks the
|
||||
threat rate as it steps up.
|
||||
|
||||
## Building block economy
|
||||
|
||||
- Building blocks are the only global currency and the early game's
|
||||
central constraint. The early game is a bootstrap problem: convert the
|
||||
starting stock into a self-sustaining block loop before the first waves
|
||||
bite.
|
||||
- **Rule:** the starting stock suffices for a minimal block loop plus the
|
||||
first shipyard — with a little slack for beginner mistakes, but not
|
||||
enough to skip the loop entirely.
|
||||
- **Rule: the growth curve lives here.** A saturated building produces
|
||||
exactly 1 threat/s, so the player's output curve *is* their
|
||||
building-count curve — shaping growth over a run means shaping the
|
||||
block and space economy, there is nowhere else it can live. Intended
|
||||
shape: exponential bootstrap (block-limited) → ramp
|
||||
(expansion-limited) → asymptotic squeeze as expansion costs outrun
|
||||
income, racing the enemy threat rate throughout.
|
||||
- **Rule: escalating expansion costs.** Expansion cost is a formula of
|
||||
the number of expansions already purchased, rising steeply enough that
|
||||
expansions eventually outrun any block income. The starting asteroid
|
||||
is deliberately small — filled within the first boss cycle or two, so
|
||||
the early exponential burst is a satisfying ramp, not a balance hole —
|
||||
and from then on the output curve is the expansion curve. Blocks keep
|
||||
a meaningful sink for the entire run, and "grow vs. army" stays a live
|
||||
decision at every moment.
|
||||
- **Rule: designed doubling time.** Block production is a positive
|
||||
feedback loop (blocks buy assemblers, assemblers make blocks); its
|
||||
time constant is a designed quantity, never an accident of quantity
|
||||
choice. The block chain's depth and the per-building costs are tuned
|
||||
against a stated target of the form: "a factory spending X% of its
|
||||
capacity on blocks doubles in ~T minutes."
|
||||
- **Rule: growth is limited by economy, never by waiting.** Construction
|
||||
times stay short; the serial build queue must not be used as a growth
|
||||
brake. Waiting for placed buildings to become operational — especially
|
||||
at the start of a run — is frustration, not gameplay. All growth
|
||||
limiting comes from block income and expansion pricing.
|
||||
- Note: block income has a structural ceiling — blocks enter the stock
|
||||
through the HQ's single belt port, so income is capped at belt
|
||||
throughput regardless of assembler count. Per-building costs should be
|
||||
high enough that this cap can bind late-game (see the condensed-block
|
||||
idea under Future work).
|
||||
|
||||
## Numeric guardrails
|
||||
|
||||
Constraints that every recipe must respect, independent of tuning:
|
||||
|
||||
- **Belt throughput:** belt speed and per-tile capacity cap how fast a
|
||||
single belt can feed an input. A recipe whose per-cycle inputs cannot be
|
||||
sustained by one belt per input at 100% duty cycle is a *deliberate*
|
||||
design (forcing parallel belts/splitters as part of a high-tier puzzle)
|
||||
— never an accident of quantity choice.
|
||||
- **Buffer burstiness:** input buffers hold 2× the per-cycle amount
|
||||
(REQ-MAT-INPUT-BUFFER), so large per-cycle quantities create bursty belt
|
||||
demand. Low tiers prefer small quantities with short cycles; big-batch
|
||||
recipes are reserved for high tiers where burstiness is part of the
|
||||
puzzle.
|
||||
- **Cycle times scale with tier** monotonically — a higher-tier item never
|
||||
has a shorter total chain time than a lower-tier item of the same role.
|
||||
|
||||
## Future work
|
||||
|
||||
- **Condensed building blocks** — a drop-unlockable shortcut-style
|
||||
recipe that packs several blocks' worth of value into one belt item,
|
||||
relieving the HQ intake ceiling (see Building block economy) as a
|
||||
late-game reward. The ceiling is the puzzle, the drop is the fix —
|
||||
same philosophy as shortcut recipes.
|
||||
- **Mk2 upgrade recipes** — the deferred design for per-item progression,
|
||||
to revisit once the config has stabilized. A duplicate-style drop
|
||||
unlocks a distinct `*_mk2` item whose recipe consumes the Mk1 item plus
|
||||
higher-tier parts. This preserves power-per-threat (the extra power is
|
||||
paid in real production-seconds, since threat is recursive), satisfies
|
||||
the refactorability rule (the Mk1 line keeps running and feeds one new
|
||||
assembler), and keeps balancing one-dimensional (no level variable
|
||||
anywhere). Enemy-side progression happens via `default_modules`
|
||||
variants per era instead of a level formula.
|
||||
104
docs/balancing/targets.md
Normal file
@@ -0,0 +1,104 @@
|
||||
# Balancing Targets (base numbers)
|
||||
|
||||
The root numbers of the balancing. Everything in `derived.md` is tuned to
|
||||
hit these; when rebalancing, **change these first and re-derive — never
|
||||
patch derived values directly**. The rules these numbers follow live in
|
||||
`rules.md`.
|
||||
|
||||
All time targets are in **game time**. The player can pause and
|
||||
accelerate, so real session length differs; playtests measure both. The
|
||||
time unit is the boss cycle (`world.toml boss_countdown_seconds`, 300 s).
|
||||
Destroying a station set advances the boss countdown by
|
||||
`boss_advance_seconds` (60 s), so cycles run shorter than nominal when
|
||||
pushing actively — targets deliberately ignore that.
|
||||
|
||||
## Run shape
|
||||
|
||||
1. **Run length** — a winning run takes up to 2 hours of game time: win
|
||||
around boss cycle 20–24. Losing runs end earlier.
|
||||
2. **Phase boundaries** — early = cycles 1–5 (iron/copper, small hulls),
|
||||
mid = cycles 6–14 (quartz, medium hulls), late = cycles 15+
|
||||
(voidsteel, capitals). Push cadence: first station set around cycle
|
||||
2–3, roughly one per cycle from mid onward — so the destroyed set's
|
||||
level ℓ is reached around cycle ℓ+2.
|
||||
3. **Factory size curve** — producing buildings over time; when
|
||||
saturated, output threat/s equals this count, so this curve IS the
|
||||
player power curve: ~25 when the starting asteroid is full (end of
|
||||
cycle 2), ~60 at the start of mid (cycle 6), ~120 at the start of
|
||||
late (cycle 15), ~150 near the win. `threat_rate_formula` must remain
|
||||
a fraction of this curve; buildings plus belts must physically fit
|
||||
the asteroid plus affordable expansions.
|
||||
4. **Threat-cost ladder** — total production-seconds per *fitted* hull
|
||||
(including the typical/default module loadout): drone 10.5,
|
||||
frigate 47, destroyer 99, cruiser 233.5, battlecruiser 354.5,
|
||||
battleship 722.5, dreadnought 1491.5, carrier 1436.5. Every
|
||||
production chain must sum to its ladder value. (The original strawman
|
||||
was 10/40/80/200/350/700/1500; the small end runs ~10–20% hot because
|
||||
fixed chain overhead dominates small hulls — accepted, and the
|
||||
achieved values adopted as the ladder. The ~×2-per-class curve shape
|
||||
is the invariant.)
|
||||
5. **Fleet size** — swarm-leaning: ~25 player combat ships as the
|
||||
standing mid-game fleet. Standing fleet = build cadence (4) × average
|
||||
ship lifetime, so this target drives time-to-kill and therefore all
|
||||
combat stat magnitudes.
|
||||
6. **Block economy roots** — bootstrap complete (starting asteroid full)
|
||||
by the end of cycle 2; a factory spending ~30% of its capacity on
|
||||
blocks doubles in ~4 minutes early game; one expansion affordable per
|
||||
cycle at ~1/3 of block income mid-game, decelerating to one per 2–3
|
||||
cycles late as escalating costs outrun income.
|
||||
|
||||
## Combat anchors
|
||||
|
||||
All combat stats derive from these; per-hull HP additionally carries
|
||||
empirical trims from arena rounds (values in `derived.md`).
|
||||
|
||||
- **Weapon DPS per threat pays a concentration tax that grows with gun
|
||||
size**: small ≈ 0.62, medium ≈ 0.48, large ≈ 0.41 DPS per threat of
|
||||
weapon contribution, compensated by the range ladder 50/70/100 m.
|
||||
Rationale: concentration itself (focus fire, no DPS loss to attrition,
|
||||
range) is worth paying for — with a flat curve, concentrated fleets
|
||||
win equal-threat fights outright (arena round 1).
|
||||
- **Hull HP = 15 per threat of hull contribution** as the prior; per-hull
|
||||
HP is the empirical trim knob (guns are shared across hulls, hull HP
|
||||
moves exactly one matchup). The arena consistently prices capitals as
|
||||
*tanks with taxed guns* — capital hulls sit well above the prior.
|
||||
- **Armor HP ≈ 37 per threat** — a strong premium over hull HP because
|
||||
armor is pure HP with no capability, and fights snowball: killing
|
||||
removes enemy DPS, surviving merely delays — HP must be cheaper than
|
||||
DPS.
|
||||
- **Repair ≈ 0.7 HP/s per threat** — in-combat sustain effectively
|
||||
removes enemy DPS and must be priced like DPS, not like HP.
|
||||
- **TTK / fight duration**: parity fights in the 30–60 s band at
|
||||
mid-game scale; capital mirrors ~90 s deliberately; the extreme
|
||||
tank-vs-chip-damage matchup (dreadnought vs destroyer swarm, ~3.5 min)
|
||||
is an accepted outlier.
|
||||
- **Mobility is monotone in size** — the smallest hulls are the fastest
|
||||
and nimblest. Sensor ranges (150→350 m) always exceed weapon ranges.
|
||||
- **Weapon modifiers are capital economy**: a ×1.2 damage modifier at
|
||||
~22.5 threat beats adding a gun once a ship carries more than ~68
|
||||
threat of weapons — modifiers pay off on gun-heavy big hulls, waste on
|
||||
small ones. Range modifiers are the strongest and are priced/kept
|
||||
small (×1.3): range is the dominant stat under the orbit AI (free
|
||||
approach fire).
|
||||
- **Stations**: a fresh player station holds one early parity wave
|
||||
unaided; the enemy station at level 0 matches the player station
|
||||
exactly and scales per push level. Station range is the dominance
|
||||
lever, not HP (at 4× a small gun's range, two stations annihilated a
|
||||
3× threat swarm through approach fire alone).
|
||||
- **Accepted imbalances**: the carrier loses its equal-threat fights
|
||||
until the drone-launching capability exists (the hangar is dead
|
||||
threat) — fix by implementing drones, not stats. A pure smallest-ship
|
||||
fleet modestly loses (~15–25%) to a range-fitted capital — desirable
|
||||
doctrine texture; the fair anti-capital answer is the mixed fleet.
|
||||
|
||||
## Pacing anchors
|
||||
|
||||
- **Starting set** is the rule-minimum: drone, frigate, small gun,
|
||||
salvager (plus the explicitly unlocked building-block recipe).
|
||||
- **Threat rate shape**: below the player's achievable military output
|
||||
(≈ half the factory curve) early, crossing at the late boundary
|
||||
(~cycle 15), overwhelming by ~cycle 24.
|
||||
- **Winning = five real decisions**: `artifact_win_count` is set so that
|
||||
across a winning run's ~15–18 pushes (~7 cumulative artifact offers at
|
||||
the current chance formula), the player must choose the artifact over
|
||||
a schematic about five times.
|
||||
@@ -1,9 +1,10 @@
|
||||
# Content Design — Ships & Modules
|
||||
# Content Design — Ships, Modules & Production Tree
|
||||
|
||||
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.
|
||||
The designed game content: hull layout grids, module footprints and the
|
||||
gating between them, and the production tree (items, chains, fiction).
|
||||
All numbers — quantities, durations, threat values, stats, unlock levels
|
||||
— live in the config files and are documented with their derivations in
|
||||
`docs/balancing/` (see `balancing/README.md` for the index).
|
||||
|
||||
## Design principle: footprint gating
|
||||
|
||||
@@ -17,12 +18,12 @@ and makes them trivially moddable through the config files alone.
|
||||
|
||||
| Footprint | Modules | Smallest hull that fits it |
|
||||
|-----------|---------|----------------------------|
|
||||
| 1x1 | laser_cannon_s, salvager, repair_tool | drone |
|
||||
| 1x1 | railgun_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 |
|
||||
| 2x2 | railgun_m, drone_bay | cruiser |
|
||||
| 3x3 | railgun_l | battleship |
|
||||
| 2x6 | drone_hangar | carrier (only) |
|
||||
|
||||
### Hull grids
|
||||
@@ -131,64 +132,163 @@ 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.
|
||||
Designed against the rules in `docs/balancing/rules.md` (ratio curve,
|
||||
cost ladder, cost archetypes, refactorability). Quantities, durations,
|
||||
and threat values live in `docs/balancing/derived.md`.
|
||||
|
||||
| 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 |
|
||||
### Base inputs (4) and fiction
|
||||
|
||||
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.
|
||||
- **iron_ore, copper_ore** — from the start, minable on every asteroid
|
||||
tile. Fiction: the asteroid is an M-type (metal) body — its bulk rock
|
||||
*is* ore, which is why the shipyard operation was built here at all.
|
||||
- **quartz** — mid-game, minable only on geode deposit patches in
|
||||
expansion territory (see the Resource deposits rules in
|
||||
`docs/balancing/rules.md`; the deposit mechanic itself is an open
|
||||
action item — until it lands, quartz mines anywhere). Fiction:
|
||||
ordinary silicate dust is everywhere and worthless; chips and optics
|
||||
need rare, pocket-bound optical-grade crystal.
|
||||
- **voidsteel** — late-game, obtained only by reprocessing scrap.
|
||||
Fiction: battle-forged — formed when weapon plasma anneals hull metal
|
||||
in the violence of ship destruction. Any wreck yields it, including the
|
||||
player's own; no foundry can replicate it.
|
||||
- **titanium was dropped** (v1 tree). Its hull-gating role moved to
|
||||
quartz-era control systems ("you can smelt all the steel you want, but
|
||||
you cannot steer a battlecruiser without electronics") plus the
|
||||
hardened-steel quality step (a deliberately long-running, time-heavy
|
||||
recipe) — explicitly not sheer steel quantity alone.
|
||||
|
||||
Intermediate components, by tier:
|
||||
### Material palette (fingerprints per family)
|
||||
|
||||
- **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).
|
||||
- **iron/steel** — structure.
|
||||
- **copper** — conduction and heat: wiring, coils, heat sinks.
|
||||
- **silicon family** (all derived from quartz): silicon (logic,
|
||||
sensors), ceramics (heat shielding, insulators); glass/optics are cut
|
||||
from v1 — their only consumers would be lasers, which are deferred.
|
||||
- **voidsteel** — capital-tier structure and exotics.
|
||||
- Deliberately skipped: carbon (mostly redundant with copper/ceramics),
|
||||
plastics (drags in Factorio-style chemical chains; ceramics read more
|
||||
sci-fi anyway), volatiles/ice (materials are build costs only — no
|
||||
consumption mechanic to justify fuel).
|
||||
|
||||
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.*]`.
|
||||
### Weapons
|
||||
|
||||
Consistency is checked by `tools/verify_recipes.py` — re-run it after editing
|
||||
recipes, ship/module materials, or visuals:
|
||||
- All v1 weapons are **railguns** (`railgun_s/m/l`, renamed from the
|
||||
laser placeholders; footprints and the gating matrix unchanged).
|
||||
Implementation is instant damage application with no projectile and no
|
||||
ammunition — the beam visual reads as a tracer round. Materials: iron
|
||||
slugs, copper coils, steel rails — the starting-metal fingerprint.
|
||||
- **Lasers are reserved for later** as a genuinely distinct weapon type
|
||||
(e.g. once projectile/ammunition mechanics exist for other families),
|
||||
arriving with quartz optics. More weapon types are planned; railguns
|
||||
are simply the baseline tech that ships with v1.
|
||||
- `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. The carrier is deliberately weak
|
||||
until that capability lands (see the accepted imbalances in
|
||||
`docs/balancing/targets.md`).
|
||||
|
||||
### Tree structure
|
||||
|
||||
Input lists only — quantities, durations, and per-item threat values are
|
||||
in `docs/balancing/derived.md` and the configs.
|
||||
|
||||
**Mined (miner):** `iron_ore`, `copper_ore` (every tile), `quartz`
|
||||
(geode deposits in expansion territory).
|
||||
|
||||
**Smelted (smelter — exactly one recipe per input item):**
|
||||
|
||||
| output | input | ratio class |
|
||||
|---|---|---|
|
||||
| iron_ingot | iron_ore | nice (1:1) |
|
||||
| copper_ingot | copper_ore | nice |
|
||||
| silicon | quartz | mid entry |
|
||||
| iron_ingot | scrap | the safe, boring scrap sink |
|
||||
|
||||
**Reprocessing pool (scrap):** `iron_ingot`, `copper_ingot`, `silicon`,
|
||||
`voidsteel` — the only source of voidsteel. Weights authored for the
|
||||
fully unlocked pool state.
|
||||
|
||||
**Tier 2 — early intermediates (clean ratios, ~2:3):**
|
||||
|
||||
| item | inputs | role |
|
||||
|---|---|---|
|
||||
| steel_plate | iron_ingot | structure backbone, highest volume |
|
||||
| copper_wire | copper_ingot | conductors |
|
||||
| copper_coil | copper_wire | electromagnets: railguns, thrusters |
|
||||
| building_block | steel_plate | depth-3 chain = the doubling-time knob |
|
||||
|
||||
**Tier 3 — mid intermediates (strange ratios begin, need quartz):**
|
||||
|
||||
| item | inputs | role |
|
||||
|---|---|---|
|
||||
| control_chip | silicon + copper_wire | electronics gate for m+ hulls |
|
||||
| capacitor_bank | copper_coil + silicon | power for railgun m/l |
|
||||
| hardened_steel | steel_plate (long cycle) | quality gate for m+ hulls; time-heavy |
|
||||
| ceramic_plate | quartz | heat shielding: drives, l guns, capitals |
|
||||
| drive_unit | steel_plate + copper_coil + control_chip | propulsion for m+ hulls |
|
||||
|
||||
**Tier 4 — late intermediates (need voidsteel):**
|
||||
|
||||
| item | inputs | role |
|
||||
|---|---|---|
|
||||
| voidsteel_plate | voidsteel + hardened_steel | capital structure |
|
||||
| capital_core | voidsteel + capacitor_bank + control_chip | capital heart |
|
||||
|
||||
**Hull items** (`<ship>_hull`, assembler-made; the shipyard consumes the
|
||||
hull item plus module materials). The m+ hull gate is **both**
|
||||
hardened_steel (quality steel, the time-heavy step) *and* control_chip
|
||||
(electronics):
|
||||
|
||||
| hull | inputs |
|
||||
|---|---|
|
||||
| drone_hull | iron_ingot |
|
||||
| frigate_hull | steel_plate + copper_wire |
|
||||
| destroyer_hull | steel_plate + copper_coil |
|
||||
| cruiser_hull | hardened_steel + control_chip |
|
||||
| battlecruiser_hull | hardened_steel + control_chip + drive_unit |
|
||||
| battleship_hull | voidsteel_plate + drive_unit + control_chip |
|
||||
| dreadnought_hull | voidsteel_plate + capital_core + drive_unit |
|
||||
| carrier_hull | voidsteel_plate + capital_core + drive_unit |
|
||||
|
||||
**Module items** (`<module>_module`, assembler-made prefabs — kept as
|
||||
items so shipyard belt inputs stay simple and module production can be
|
||||
stockpiled):
|
||||
|
||||
| module | inputs | archetype |
|
||||
|---|---|---|
|
||||
| railgun_s | copper_coil | lean |
|
||||
| salvager | steel_plate + copper_wire | balanced |
|
||||
| repair_tool | steel_plate + copper_wire | balanced |
|
||||
| armor_plates | steel_plate (many) | material-heavy, fast |
|
||||
| maneuvering_thrusters | steel_plate + copper_coil | balanced |
|
||||
| sensor_booster | copper_wire + copper_coil | lean (an antenna, no chip) |
|
||||
| afterburner | copper_coil + steel_plate | balanced |
|
||||
| weapon_stabilizer | steel_plate + copper_coil | balanced |
|
||||
| weapon_primer | capacitor_bank + copper_coil | mid; time-heavy |
|
||||
| weapon_upgrade | control_chip + copper_coil | mid; time-heavy |
|
||||
| railgun_m | capacitor_bank + steel_plate + copper_coil | mid |
|
||||
| drone_bay | control_chip + steel_plate + copper_coil | mid |
|
||||
| railgun_l | capacitor_bank + hardened_steel + ceramic_plate | late |
|
||||
| drone_hangar | voidsteel_plate + control_chip + drive_unit | late (carrier only) |
|
||||
|
||||
**Refactorability check** (the default technique holds): railgun_s → m
|
||||
introduces capacitor_bank, built from a subset of the small gun's inputs
|
||||
(copper_coil) plus the new base resource (silicon); the m gun otherwise
|
||||
reuses the small gun's inputs. Hulls likewise: the cruiser adds
|
||||
hardening (fed by the existing steel line) and chips (fed by the new
|
||||
quartz territory) without touching the iron/copper core.
|
||||
|
||||
**Shortcut recipes** (drop-only assembler schematics; not every strange
|
||||
chain gets one): `iron_ore → steel_plate` (skips the ingot step on the
|
||||
highest-volume chain), `quartz → control_chip` (skips silicon),
|
||||
`iron_ingot → hardened_steel` (a nicer-ratio route past the deliberately
|
||||
awkward hardening step).
|
||||
|
||||
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.
|
||||
entry, flags orphaned items, and prints which items are
|
||||
reprocessing-only (currently exactly voidsteel).
|
||||
|
||||
@@ -55,7 +55,7 @@ data, not the UI gesture. Example: placing a miner records
|
||||
One command per sim-mutating operation (the complete mutation surface):
|
||||
|
||||
- `PlaceBuilding`
|
||||
- `Demolish`
|
||||
- `Deconstruct`
|
||||
- `RotateInPlace`
|
||||
- `SetRecipe`
|
||||
- `SetShipLayout`
|
||||
@@ -125,7 +125,7 @@ the only way production code can reach them is `apply(command)`.
|
||||
> `BeltSystem` directly, and every production `buildings()`/`belts()` call is a const query.
|
||||
> So:
|
||||
>
|
||||
> - `Simulation::tryPlaceBuilding`, `demolish`, and `applySchematicChoice` are **private**.
|
||||
> - `Simulation::tryPlaceBuilding`, `deconstruct`, and `applySchematicChoice` are **private**.
|
||||
> - The mutable subsystem accessors are private and renamed `buildingsMutable()` /
|
||||
> `beltsMutable()`; only `const BuildingSystem& buildings() const` / `belts() const` are
|
||||
> public (queries). UI query sites bind to the const overload unchanged.
|
||||
@@ -377,7 +377,7 @@ The whole feature rests on a deterministic sim, so prove that before building on
|
||||
|
||||
Reshape mutations to flow through one path; behaviour unchanged.
|
||||
|
||||
- Defined `Command` base + derived types (`PlaceBuilding`, `Demolish`, `RotateInPlace`,
|
||||
- Defined `Command` base + derived types (`PlaceBuilding`, `Deconstruct`, `RotateInPlace`,
|
||||
`SetRecipe`, `SetShipLayout`, `SetSiteSplitterFilters`, `SetSplitterFilters`,
|
||||
`ClearBeltTiles`, `ApplySchematicChoice`, `Reset`) in `lib`, each with a `playerId` (always 0
|
||||
now). `PlaceBuilding` is atomic (carries optional config — see the refinement note above).
|
||||
|
||||
@@ -4,13 +4,14 @@
|
||||
|
||||
Config files use the TOML format. The following config files drive game parameters:
|
||||
|
||||
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, boss wave timing, belt speed, starting building blocks, departure interval, ship orbit factor, rally orbit radius, scrap-per-threat conversion, combat target-selection parameters (target score formula, overclaim penalty formula, target hysteresis), artifact chance formula, and artifact win count.
|
||||
- **buildings.toml** — building block cost and construction time per building type.
|
||||
- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities. Assembler recipe entries may optionally define `unlock_at_station_level` (integer): -1 means the recipe is explicitly unlocked at game start; a value ≥ 0 means the recipe starts locked and a schematic for it can be awarded via defence station destruction (see REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP). An assembler recipe schematic entry may also define an optional `unlock_requires` list of prerequisite schematic ids (REQ-LOCK-PREREQ).
|
||||
- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as plain values, required build materials, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the schematic already unlocked), an optional `unlock_requires` prerequisite list (REQ-LOCK-PREREQ), a layout grid defining the ship's module slots, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES).
|
||||
- **modules.toml** — per module type: id, surface mask, materials list, production time, fill color, glyph, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the module schematic already unlocked), an optional `unlock_requires` prerequisite list (REQ-LOCK-PREREQ), 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).
|
||||
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, building deconstruction time, wave timing, boss wave timing, belt speed, starting building blocks, departure interval, ship orbit factor, rally orbit radius, scrap-per-threat conversion, combat target-selection parameters (target score formula, overclaim penalty formula, target hysteresis), artifact chance formula, artifact win count, view pan speeds (slow and fast horizontal pan speed and pan ramp band width), an optional building blocks tooltip string (shown as the header bar's building blocks stock hover tooltip, REQ-UI-BLOCKS-TOOLTIP; omitted when unset), and an optional artifact tooltip string (shown as the header bar's artifact count hover tooltip, REQ-UI-ARTIFACTS-TOOLTIP; omitted when unset).
|
||||
- **buildings.toml** — building block cost and construction time per building type, plus an optional tooltip description string per building type (shown as the build button's hover tooltip, REQ-UI-BUILD-TOOLTIP; omitted when unset). Whether a building type is available from game start or must be unlocked during play is not defined here but in **unlocks.toml** (REQ-LOCK-EXPLICIT): a building type granted by an unlock group starts locked and is hidden from the build menu until its group is awarded (REQ-LOCK-BUILDING).
|
||||
- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities. Assembler recipe entries may optionally define `unlocked_at_start` (boolean, default false): when true the recipe is available from game start regardless of the implicit item graph — used for base recipes that no schematic's materials reach (such as building blocks; see REQ-LOCK-IMPLICIT). Which assembler recipes must instead be awarded during play (explicitly gated) is defined in **unlocks.toml**, not here (REQ-LOCK-EXPLICIT); every remaining assembler recipe is implicitly unlocked through the item graph (REQ-LOCK-IMPLICIT).
|
||||
- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as plain values, required build materials, a layout grid defining the ship's module slots, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES). Whether a ship schematic is available from game start or must be unlocked during play is defined in **unlocks.toml** (REQ-LOCK-EXPLICIT), not here.
|
||||
- **modules.toml** — per module type: id, surface mask, materials list, production time, fill color, glyph, an optional tooltip description string (shown as the module selection button's hover tooltip, REQ-MOD-UI-MODULE-TOOLTIP; omitted when unset), and an optional capability section and/or stat modifier formulas. Whether a module schematic is available from game start or must be unlocked during play is defined in **unlocks.toml** (REQ-LOCK-EXPLICIT), not here. 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).
|
||||
- **unlocks.toml** — unlock groups: each `[[unlock]]` entry names a group of ship schematics, module schematics, building types, and/or assembler recipes that are awarded together from a single defence station drop (see Unlock Group Format, REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP). Anything not granted by any unlock group is available from game start.
|
||||
- **stations.toml** — HP, damage, range, fire rate, and scrap drop for player and enemy defence stations, defined as formulas of station level.
|
||||
- **visuals.toml** — rendering-only config (not game parameters): fill and outline colors and glyphs for every building type, item type, ship schematic, and station type; a distinct beam color per tool type (weapon, repair, salvage) and beam width; overlay and toast colors. Loaded by the UI at startup; the simulation does not read it.
|
||||
- **visuals.toml** — rendering-only config (not game parameters): fill and outline colors and glyphs for every building type, item type, ship schematic, and station type; a distinct beam color per tool type (weapon, repair, salvage) and beam width; overlay and toast colors; and building status light colors (grey, green, red, and yellow fills plus the outline color, REQ-UI-STATUS-LIGHT). 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.
|
||||
@@ -65,10 +66,32 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- `O` — module cell: must be placed on an unoccupied buildable cell (`O`) of the ship's layout.
|
||||
- `X` — ignored cell: may overlap any cell (non-buildable, unoccupied buildable, or occupied buildable) or extend outside the layout grid entirely.
|
||||
|
||||
### Unlock Group Format
|
||||
|
||||
Unlock groups in `unlocks.toml` define what the player can be awarded from defence station drops (REQ-DEF-SCHEMATIC-DROP); by their absence they also define what is available from game start (REQ-LOCK-EXPLICIT). Each entry:
|
||||
|
||||
```toml
|
||||
[[unlock]]
|
||||
id = "salvage_operations" # unique unlock-group id
|
||||
station_level = 2 # eligible once a destroyed station set's level >= this
|
||||
requires = [] # prerequisite unlock-group ids (REQ-LOCK-PREREQ); default empty
|
||||
ships = [] # ship schematic ids granted (from ships.toml)
|
||||
modules = ["salvager"] # module schematic ids granted (from modules.toml)
|
||||
buildings = ["salvage_bay"] # building type ids granted (from buildings.toml)
|
||||
recipes = [] # assembler recipe ids granted (from recipes.toml)
|
||||
```
|
||||
|
||||
- `id` — unique identifier of the unlock group; referenced by other groups' `requires`. Its display name in the schematic choice dialog is derived from the id (same convention as building, module, and recipe ids); there is no separate name field for now.
|
||||
- `station_level` — the minimum destroyed enemy defence station level at which this group becomes eligible to drop (REQ-DEF-SCHEMATIC-DROP).
|
||||
- `requires` — optional list of prerequisite unlock-group ids that must already have been awarded before this group can drop (REQ-LOCK-PREREQ). Defaults to empty.
|
||||
- `ships`, `modules`, `buildings`, `recipes` — the ids granted when this group is awarded. Each list defaults to empty, but a group must grant at least one item overall. Every id must resolve to a definition in the corresponding config file, and `recipes` ids must name **assembler** recipes. Each grantable id (ship, module, building, or assembler recipe) may be granted by **at most one** unlock group; violations fail config load (REQ-LOCK-EXPLICIT).
|
||||
|
||||
Any ship, module, building, or assembler recipe id that appears in no unlock group's grant lists is available from game start (REQ-LOCK-EXPLICIT).
|
||||
|
||||
## Game World
|
||||
|
||||
- REQ-GW-COORDS: Tile coordinates are integer `(x, y)`. The origin `(0, 0)` is the first column of space — the tile immediately to the right of the asteroid's right edge at game start, at the top of the world. X grows right; Y grows down. All asteroid tiles have `x < 0`; asteroid left-expansions add tiles at increasingly negative X. The origin never shifts.
|
||||
- REQ-GW-TILE-SIZE: Tiles are square. The tile size in pixels is derived automatically so that the world height (in tiles) exactly fills the game world view's height in pixels. Items on belts are rendered at half-tile size; when multiple items occupy the same tile they are spaced quarter-tile apart along the direction of travel and overlap, rendered in ascending order of progress — the least-progressed item is drawn first (bottom) and the furthest-progressed item is drawn last (on top).
|
||||
- REQ-GW-TILE-SIZE: Tiles are square. The tile size in pixels is derived automatically so that the world height (in tiles) exactly fills the game world view's height in pixels. Items on belts are rendered at half-tile size; when multiple items occupy the same tile they are spaced quarter-tile apart along the direction of travel and overlap, rendered in ascending order of progress — the least-progressed item is drawn first (bottom) and the furthest-progressed item is drawn last (on top). Items emerging from a building's output port are rendered by these same rules on that port's output belt (REQ-MAT-OUTPUT-EMERGE).
|
||||
- REQ-GW-BELT-CAPACITY: Belt tiles and tunnel entry/exit tiles each hold up to four items simultaneously, queued one behind the other in the direction of travel. Splitter tiles hold up to four items: two unassigned items (progress < 0.5, not yet routed to an output) and one item per output slot (progress ≥ 0.5, committed to a specific output direction). Output-slot items are rendered on top of unassigned items; when both output slots are occupied, their rendering order follows the clockwise port order starting from East.
|
||||
- REQ-GW-BELT-SPEED: Items on belts move at `world.toml [world].belt_speed_tiles_per_second` tiles per second (default 2).
|
||||
- REQ-GW-HEIGHT: The world height (in tiles) is read from `world.toml [world].height_tiles`.
|
||||
@@ -100,16 +123,36 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- REQ-BLD-COST: The player places buildings from a build menu. Placement costs building blocks from the global stock. The cost per building type is read from `buildings.toml [[building]].cost`.
|
||||
- REQ-BLD-QUEUE: Placed buildings enter a construction queue and are built one at a time. Each building takes a duration defined in `buildings.toml [[building]].construction_time_seconds` to construct.
|
||||
- REQ-BLD-ASTEROID-ONLY: Buildings can only be placed on asteroid tiles (per surface_mask; tiles marked `S` may extend into space).
|
||||
- REQ-BLD-BUILDER-MODE: Clicking a build button activates builder mode for that building type. Builder mode is exited by right-clicking in the game world or clicking the same build button again.
|
||||
- REQ-BLD-BUILDER-MODE: Clicking a build button activates builder mode for that building type. Builder mode is exited by right-clicking in the game world or clicking the same build button again. (Exception: while a belt drag placement is in progress, right-clicking cancels that drag instead of exiting, and builder mode stays active — REQ-BLD-BELT-DRAG.)
|
||||
- REQ-BLD-GHOST: While in builder mode, a ghost of the building is rendered at the tile under the cursor, showing where it would be placed. The ghost is drawn semi-transparently in the building type's own visuals — its `fill` and `outline` colors and `glyph` from `visuals.toml` — so that different building types are visually distinguishable in builder mode rather than all looking alike. When the current cursor position is invalid, the ghost instead uses the distinct "invalid" color (REQ-BLD-PLACE-VALID), which overrides the per-building coloring.
|
||||
- REQ-BLD-ROTATE: While in builder mode, pressing Shift+R rotates the ghost 90° clockwise and R rotates it 90° counter-clockwise. Rotation affects the direction of the output port.
|
||||
- REQ-BLD-PLACE: Clicking a valid tile in builder mode places a construction site and adds it to the build queue, consuming building blocks from the global stock.
|
||||
- REQ-BLD-PLACE: Clicking a valid tile in builder mode places a construction site and adds it to the build queue, consuming building blocks from the global stock. (For belts, placement is instead deferred to a drag gesture and happens on mouse release — REQ-BLD-BELT-DRAG.)
|
||||
- REQ-BLD-PLACE-VALID: A placement position is valid only if (a) every footprint cell in the rotated `surface_mask` is satisfied by the underlying terrain — `A` cells coincide with asteroid tiles, `S` cells coincide with space tiles — (b) no footprint cell overlaps an existing placed building or construction site, except as allowed by REQ-BLD-ROTATE-IN-PLACE, and (c) the player has enough building blocks to afford the building. The ghost (REQ-BLD-GHOST) is rendered in a distinct "invalid" color — overriding its per-building coloring (REQ-BLD-GHOST) — when the current cursor position fails any of these conditions.
|
||||
- REQ-BLD-ROTATE-IN-PLACE: If the ghost's footprint exactly coincides with the footprint of an existing placed building or construction site of the same building type, clicking places no new construction site and consumes no building blocks. Instead, the existing building or site is rotated to match the ghost's rotation. If the target is a construction site, its construction progress is preserved. This applies in both normal builder mode and blueprint placement mode; in blueprint placement mode it is evaluated per building in the blueprint independently — buildings in the blueprint whose footprint coincides with an existing same-type building or site are rotated in place, while the remaining buildings in the blueprint are placed as normal construction sites (subject to the usual validity checks and total cost).
|
||||
- REQ-BLD-BELT-DRAG: For belts, the player can click and drag across multiple tiles to place a construction site on each tile in one gesture.
|
||||
- REQ-BLD-TUNNEL-AUTO-SWITCH: After the player successfully places a Tunnel Entry construction site, builder mode automatically switches to Tunnel Exit (and vice versa), preserving the current ghost rotation. This makes it easy to immediately place the paired end without manually selecting the complementary type.
|
||||
- REQ-BLD-DEMOLISH: The player can demolish a placed factory building. Demolition returns `world.toml [world].refund_percentage` percent of the original building block cost (default 75%) to the global stock. Exception: if the building is still in the construction queue (not yet fully built, including the one currently being constructed), it is removed from the queue and the **full** building block cost is refunded. The HQ and player defence stations cannot be demolished.
|
||||
- REQ-BLD-ROTATE-IN-PLACE: If the ghost's footprint exactly coincides with the footprint of an existing placed building or construction site of the same building type, clicking places no new construction site and consumes no building blocks. Instead, the existing building or site is rotated to match the ghost's rotation. If the target is a construction site, its construction progress is preserved. **Exception:** Tunnel Entries and Tunnel Exits are never rotated in place — re-orienting a tunnel requires deconstructing and re-placing it (REQ-BLD-TUNNEL-MODE). A tunnel ghost whose footprint coincides with an existing tunnel is therefore treated as an ordinary occupied-tile placement (invalid in normal builder mode; skipped in blueprint placement mode). This applies in both normal builder mode and blueprint placement mode; in blueprint placement mode it is evaluated per building in the blueprint independently — buildings in the blueprint whose footprint coincides with an existing same-type building or site are rotated in place, while the remaining buildings in the blueprint are placed as normal construction sites (subject to the usual validity checks and total cost).
|
||||
- REQ-BLD-BELT-DRAG: **Belt drag placement.** For belts, placement is a deferred drag gesture rather than immediate per-tile placement: construction sites are not placed while the cursor hovers new tiles, but only once the player releases the left mouse button. Pressing the left mouse button in the game world while in belt builder mode starts a drag anchored at the tile under the cursor. As the cursor moves, a **rectilinear (L-shaped) path** of belt tiles is computed from the anchor tile to the tile under the cursor: the path first runs along the axis **parallel to the belt's current orientation** (REQ-BLD-ROTATE) — stepping toward the cursor's coordinate on that axis to a corner tile — and then runs along the orthogonal axis to the cursor tile. When the cursor shares the anchor's row or column the path degenerates to a straight line, and when it is on the anchor tile the path is a single tile.
|
||||
- **Snapping to a building.** When the tile under the cursor is occupied by a non-belt building or construction site (the **target**), the path does not end on that occupied tile. Instead the end tile is the tile **closest to the cursor** (by distance from the cursor position to the tile) among the tiles orthogonally adjacent to the target across one of its **input-capable edges** — any footprint edge that is not one of the target's output ports, i.e. an edge on which the target can accept an incoming item (REQ-MAT-INPUT-PORTS for buildings, REQ-MAT-ACCEPT-DIR for splitters and tunnels). The geometrically closest such tile is **always** used, even if it turns out not to be a valid belt endpoint — in that case it is previewed and applied by the ordinary rules below (invalid color and skipped if occupied by a non-belt building or invalid terrain; re-oriented if it already holds a belt). The rest of the L-shaped path is computed from the anchor to this end tile exactly as above. The end tile's belt direction points **toward the target** (across the shared input edge), overriding the "final tile keeps its incoming step" rule; this applies whether the end tile is a newly placed belt or an existing belt re-oriented in place, and is reflected both in the ghost preview and in the placement on release.
|
||||
- **Rotating during the drag.** Rotating the belt with R / Shift+R (REQ-BLD-ROTATE) while a drag is in progress re-picks the path's primary axis immediately from the new orientation and re-derives the whole path from the anchor to the current cursor tile, without waiting for the next cursor movement.
|
||||
- **Ghosts.** While dragging, a belt ghost (REQ-BLD-GHOST) is rendered on every path tile that would be acted on, instead of a single ghost under the cursor. Each ghost is oriented to point toward the next tile along the path toward the cursor, so the path forms one connected belt run that turns at the corner (curved belts along the path auto-derive per REQ-BLD-BELT); the final tile keeps the direction of its incoming step (unless the end tile is snapped to a building, in which case it points into the target — see **Snapping to a building**), and a single-tile path keeps the belt's current orientation. A tile occupied by only an existing belt or belt construction site is a valid target — its belt is re-oriented to follow the path — and shows a normal belt ghost. A tile occupied by a non-belt building or construction site, or otherwise an invalid belt position (REQ-BLD-PLACE-VALID), is drawn in the distinct invalid color, overriding the belt coloring. A tile whose new belt is unaffordable — the cumulative cost of the belts newly placed up to and including it exceeds the global stock — shows **no ghost at all**.
|
||||
- **Placement on release.** No construction site is placed while dragging. On releasing the left mouse button, the path is applied in order (anchor to cursor): each cell occupied by only an existing belt or belt construction site has that belt re-oriented in place to its path direction, consuming no building blocks and preserving any construction progress (REQ-BLD-ROTATE-IN-PLACE); each empty, valid cell gets a new belt construction site, consuming building blocks from the global stock (REQ-BLD-COST). Cells occupied by a non-belt building or construction site, cells that are otherwise invalid (REQ-BLD-PLACE-VALID), and cells whose new belt can no longer be afforded once the running total has been spent are skipped. This supersedes the click-to-place of REQ-BLD-PLACE for belts, including both the single-tile case and multi-tile drags that pass over existing belts.
|
||||
- **Right-click cancels the drag.** Right-clicking while a belt drag is in progress cancels it: the path is discarded, no construction site is placed, and belt builder mode stays active (the exception to REQ-BLD-BUILDER-MODE). Right-clicking when no drag is in progress exits builder mode as usual (REQ-BLD-BUILDER-MODE).
|
||||
- REQ-BLD-TUNNEL-MODE: **Unified tunnel build mode.** The build button grid contains a single **Tunnel** button rather than separate Tunnel Entry and Tunnel Exit buttons (REQ-UI-BUILD-GRID), activated by that button or by hotkey 3 (REQ-UI-HOTKEYS). This one builder mode places either a Tunnel Entry or a Tunnel Exit construction site depending on the hovered position, so the player never manually chooses between the two ends. Both remain distinct building types (REQ-BLD-TUNNEL-ENTRY, REQ-BLD-TUNNEL-EXIT) with their own costs and construction; only their build-menu entry point is unified.
|
||||
- **Default type.** The ghost (REQ-BLD-GHOST) is a **Tunnel Entry** by default; clicking places a Tunnel Entry construction site (REQ-BLD-PLACE). Rotation (REQ-BLD-ROTATE) sets the ghost's facing direction as for any building.
|
||||
- **Exit-completion match.** While the ghost is at a valid position, the game tests whether placing a **Tunnel Exit** at the hovered tile with the current ghost rotation would pair — per the pairing rules of REQ-BLD-TUNNEL-PAIR (same facing direction, within `tunnel_max_distance`, first same-direction building along the search, nearest-claim semantics) — with an existing Tunnel Entry. If so, that Entry is the **exit-completion match** and the ghost turns into a **Tunnel Exit**; clicking then places a Tunnel Exit construction site.
|
||||
- **Entry-completion match.** The game also tests whether placing a **Tunnel Entry** at the hovered tile with the current ghost rotation would pair — again per REQ-BLD-TUNNEL-PAIR — with an existing Tunnel Exit. If so, that Exit is the **entry-completion match** and the ghost stays a Tunnel Entry.
|
||||
- **Resolving the type.** If neither match exists, the ghost is a Tunnel Entry (the default). If only one kind of match exists, the ghost is the kind that produces it (Tunnel Exit for an exit-completion match, Tunnel Entry for an entry-completion match). If **both** an exit-completion match (an existing Entry) and an entry-completion match (an existing Exit) exist, the mode resolves to the completion whose **existing partner building is closer to the mouse cursor position** — the actual sub-tile cursor position, not the hovered tile's center — and the ghost becomes the corresponding type (a Tunnel Exit to complete the nearer Entry, or a Tunnel Entry to complete the nearer Exit). Because the comparison uses the sub-tile cursor position, when the two partners are at the same tile distance the player can move the cursor within the hovered tile to switch which end is placed. When more than one candidate qualifies on a side, the nearest qualifying partner on that side is used.
|
||||
- **Connection preview (green).** Whenever a completion match is resolved, the matched existing partner building is highlighted green, and every tile strictly between that partner and the hovered ghost tile (along the tunnel's straight run) is marked green, previewing the connection that placing the ghost would create.
|
||||
- **Invalid positions.** The completion tests, type switch, and green preview apply only while the hovered position is a valid placement (REQ-BLD-PLACE-VALID). At an invalid position the ordinary invalid-colored ghost is shown (REQ-BLD-GHOST) with no green preview and no switch away from the default Tunnel Entry.
|
||||
- REQ-BLD-DECONSTRUCT: The player can deconstruct a placed factory building. Deconstructing a **fully-built** factory building does not remove it instantly: it is added to the deconstruction queue (REQ-BLD-DECON-QUEUE) and, once its deconstruction completes, `world.toml [world].refund_percentage` percent of the original building block cost (default 75%) is returned to the global stock. Exception: if the building is still in the construction queue (not yet fully built, including the one currently being constructed), it is **not** queued for deconstruction but removed instantly from the construction queue, and the **full** building block cost is refunded immediately. The HQ and player defence stations cannot be deconstructed.
|
||||
- REQ-BLD-DECON-QUEUE: Fully-built factory buildings marked for demolition (REQ-BLD-DECONSTRUCT) enter a **deconstruction queue** that is processed one building at a time and runs in parallel with the construction queue (REQ-BLD-QUEUE) — the two queues advance independently and simultaneously. Each building takes `world.toml [world].deconstruction_time_seconds` (default 0.1) to deconstruct, the same duration for every building type. When a building's deconstruction completes it is removed from the world and its refund is credited (REQ-BLD-DECONSTRUCT). A building **stops operating the moment it enters the queue**: it runs no production and transports no items, and no longer participates as a live building (its tunnel pairing is re-evaluated as if it were gone, REQ-BLD-TUNNEL-PAIR), but it still physically occupies its tiles until removed, so those tiles stay blocked for placement. A queued building can be taken back out of the deconstruction queue before it is removed (REQ-BLD-DECONSTRUCT-CLICK, REQ-BLD-DECONSTRUCT-BOX) — including the one currently being deconstructed; doing so discards any deconstruction progress, credits no refund, and the building resumes operating (and re-pairs, REQ-BLD-TUNNEL-PAIR). Construction sites never enter the deconstruction queue (REQ-BLD-DECONSTRUCT). Every building in the deconstruction queue is rendered with the deconstruct tint — the `visuals.toml [overlays].deconstruct_tint` color, the same tint applied to a building hovered in deconstruct mode (REQ-UI-DECONSTRUCT-BORDER) — so queued buildings are visually distinct.
|
||||
- REQ-BLD-DECONSTRUCT-CLICK: While in deconstruct mode (REQ-UI-HOTKEYS, REQ-UI-DECONSTRUCT-BUTTON), left-clicking a placed factory building or construction site in the game world marks it for demolition, following the rules of REQ-BLD-DECONSTRUCT: a fully-built building is added to the deconstruction queue (REQ-BLD-DECON-QUEUE), and a construction site is removed instantly with the full refund. Left-clicking a fully-built building that is **already in the deconstruction queue** instead removes it from the queue (un-queues it, REQ-BLD-DECON-QUEUE), with no refund; repeated clicks on the same building therefore alternate between queueing and un-queueing it. Clicking a building that cannot be deconstructed (the HQ or a player defence station, per REQ-BLD-DECONSTRUCT), or clicking empty world space, has no effect. Deconstruct mode stays active after each action so the player can continue without re-entering the mode; it is exited via the Q toggle (REQ-UI-HOTKEYS) or the Deconstruct button (REQ-UI-DECONSTRUCT-BUTTON).
|
||||
- REQ-BLD-DECONSTRUCT-BOX: While in deconstruct mode (REQ-UI-HOTKEYS, REQ-UI-DECONSTRUCT-BUTTON), the player can click and drag a selection box in the game world. A selection rectangle is drawn while dragging, using the same box-drag gesture and coverage semantics as the multi-select box (REQ-UI-MULTI-SELECT). On mouse up, following the rules of REQ-BLD-DECONSTRUCT: every construction site covered by the box is removed instantly with the full refund; and among the fully-built deconstructible buildings covered by the box, if **all** of them are already in the deconstruction queue they are all removed from it (un-queued, REQ-BLD-DECON-QUEUE), otherwise every covered building not yet in the queue is added to the deconstruction queue (already-queued ones stay). Buildings that cannot be deconstructed (the HQ and player defence stations, per REQ-BLD-DECONSTRUCT) are excluded from the box demolition; ships and defence stations are never affected.
|
||||
- REQ-BLD-SITE-CONFIG: A construction site — a building that has been placed but is still queued or under construction (REQ-BLD-QUEUE) — can be selected and configured exactly like the equivalent operational building, before it finishes building. Whatever configuration the building type supports is available on the site: the recipe for a Miner or Assembler (REQ-UI-SELECT-BUTTON), the produced-ship schematic and its module layout for a Shipyard (REQ-UI-SELECT-BUTTON, REQ-MOD-UI-PREVIEW, REQ-MOD-UI-DIALOG), and the output filters for a Splitter (REQ-BLD-SPLITTER) — all set through the same Selected Building Panel controls (REQ-UI-CONFIG-INLINE). Only currently unlocked recipes and schematics are offered, exactly as for operational buildings (REQ-LOCK-UI-RECIPE, REQ-LOCK-UI-SCHEMATIC, REQ-LOCK-UI-SPLITTER). The configuration is stored on the construction site and carries over unchanged when construction completes, so the building becomes operational already configured. A construction site has no input/output buffers and runs no production cycle, so the buffer and production-progress portions of the panel (REQ-UI-SINGLE-SELECTION, REQ-UI-PRODUCTION-PROGRESS) are not shown for it; only its construction progress (REQ-UI-CONSTRUCTION-PROGRESS) and its configuration controls appear. (Blueprint placement already applies a stored recipe or schematic to a construction site on placement per REQ-UI-BLUEPRINT-PLACE; this requirement additionally lets the player set or change that configuration directly on an existing site.)
|
||||
- REQ-BLD-COPY-CONFIG: **Copy building settings (hold Shift).** While the Shift key is held, the player can copy one building's settings onto other buildings of the same type, so several identical machines can be set up without opening each one's panel. This gesture is available only in the default selection mode; while a builder, blueprint placement, or deconstruct mode is active it is disabled, so it never clashes with placement or demolition clicks.
|
||||
- **Shift + right-click** a building copies its current settings into a temporary cache, along with the building's type. The settings copied are whatever that building type supports: the selected recipe (Miner, Assembler), the selected schematic together with its module layout (Shipyard), or the two output filters (Splitter, REQ-BLD-SPLITTER). Copying succeeds only when there is something to copy — a Miner or Assembler with a recipe selected, a Shipyard with a schematic selected, or any Splitter (whose output filters, even when empty/accept-all, always constitute valid settings). Shift + right-clicking a configurable building with nothing yet selected, a building type that has no settings at all (Smelter, Reprocessing Plant, Salvage Bay, belt/tunnel tiles, the HQ), or empty world space, has no effect and leaves any existing cache unchanged.
|
||||
- **Shift + left-click** a building of the **same type** as the cached one applies the cached settings to it, exactly as if the player had made that selection through the selected building panel — with the same effects as a normal selection change (buffer clearing per REQ-MAT-INPUT-BUFFER and REQ-MAT-OUTPUT-BUFFER, and, for a Shipyard, in-progress cycle cancellation per REQ-BLD-SHIPYARD). This can be repeated on any number of same-type buildings while Shift stays held. Shift + left-clicking a building of a different type than the cached one, any building while the cache is empty, or empty world space, has no effect.
|
||||
- Both operational buildings and construction sites take part as source and target (REQ-BLD-SITE-CONFIG); settings applied to a construction site carry over unchanged when it finishes building.
|
||||
- **Releasing Shift clears the temporary cache.** It is never persisted and does not survive Shift being released; the next copy starts fresh.
|
||||
- Because the cached settings were already valid on a same-type source building, they remain valid and available on the target (a selected recipe/schematic stays unlocked per REQ-LOCK-UI-RECIPE and REQ-LOCK-UI-SCHEMATIC; splitter filter item types stay unlocked per REQ-LOCK-UI-SPLITTER).
|
||||
|
||||
## Building Types
|
||||
|
||||
@@ -118,29 +161,48 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- 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 with the configured modules when the cycle completes. The shipyard cannot start a new cycle while one is in progress. If the player confirms a layout change (REQ-MOD-UI-DIALOG) while a production cycle is in progress, the current cycle is cancelled and all consumed materials are discarded; the shipyard returns to idle with the new layout configuration.
|
||||
- REQ-BLD-SALVAGE-BAY: **Salvage Bay** (3×2): A dedicated drop-off point for salvage ships. Scrap delivered here is placed onto connected output belts.
|
||||
- REQ-BLD-BELT: **Belt** (1×1): Transports items. A belt tile has one direction (N, S, E, W) set at placement (modified by rotation). Curved belts are auto-derived: when a belt tile's outgoing direction leads into another belt whose direction is orthogonal, the downstream belt is rendered and behaves as a curve. Belt speed is defined in `world.toml [world].belt_speed_tiles_per_second` (REQ-GW-BELT-SPEED).
|
||||
- REQ-BLD-SPLITTER: **Splitter** (1×1): Distributes incoming items between two output directions. Each output can optionally have a filter (a list of item types), configurable via the selected building panel; only implicitly unlocked item types are available as filter options (REQ-LOCK-UI-SPLITTER). Routing rules:
|
||||
- REQ-BLD-SALVAGE-BAY: **Salvage Bay** (3×2): A dedicated drop-off point for salvage ships. It has an output buffer whose holding capacity is defined by the `output_buffer_capacity` field of the `salvage_bay` entry in `buildings.toml` (rather than by a production cycle, since the Salvage Bay has no recipe). A ship at the bay hands over one unit of scrap per tick while the buffer has free space; a full buffer blocks further drop-off until space frees up (consistent with the buffer-full semantics of REQ-MAT-OUTPUT-BUFFER). Held scrap is pushed 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). A belt accepts items only through a non-output edge (REQ-MAT-ACCEPT-DIR).
|
||||
- REQ-BLD-SPLITTER: **Splitter** (1×1): Distributes incoming items between two output directions. Incoming items are accepted only through the splitter's non-output edges (REQ-MAT-ACCEPT-DIR). 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.
|
||||
- If neither output has a filter, items are distributed by strict alternation.
|
||||
- In all alternation cases, if one output is blocked the item goes to the other output until it unblocks.
|
||||
- REQ-BLD-TUNNEL-ENTRY: **Tunnel Entry** (1×1): The sending end of a tunnel pair. The player sets a direction (N, S, E, W) at placement, rotatable with R/Shift+R. Items arriving from an adjacent belt tile whose direction points into the entry are forwarded through the tunnel to the paired Tunnel Exit (see REQ-BLD-TUNNEL-PAIR, REQ-BLD-TUNNEL-TRANSIT). If the entry is unpaired, or if the paired exit's output is blocked, the entry blocks like a full belt tile.
|
||||
- REQ-BLD-TUNNEL-ENTRY: **Tunnel Entry** (1×1): The sending end of a tunnel pair. The player sets a direction (N, S, E, W) at placement, rotatable with R/Shift+R. Items arriving from an adjacent belt tile on a non-output edge (i.e. not the mouth edge in the entry's facing direction — see REQ-MAT-ACCEPT-DIR) whose direction points into the entry are forwarded through the tunnel to the paired Tunnel Exit (see REQ-BLD-TUNNEL-PAIR, REQ-BLD-TUNNEL-TRANSIT). If the entry is unpaired, or if the paired exit's output is blocked, the entry blocks like a full belt tile.
|
||||
- REQ-BLD-TUNNEL-EXIT: **Tunnel Exit** (1×1): The receiving end of a tunnel pair. The player sets a direction at placement, rotatable with R/Shift+R. Items received from the paired Tunnel Entry emerge from the output side of the exit tile — the tile adjacent in the exit's facing direction — continuing in that direction. If the exit is unpaired or its output is blocked, it holds received items until they can advance.
|
||||
- REQ-BLD-TUNNEL-PAIR: **Tunnel pairing rules.** Pairing is re-evaluated for all Tunnel Entries whenever any Tunnel Entry or Tunnel Exit is placed or demolished.
|
||||
- REQ-BLD-TUNNEL-PAIR: **Tunnel pairing rules.** Pairing is re-evaluated for all Tunnel Entries whenever any Tunnel Entry or Tunnel Exit is placed, deconstructed, or enters or leaves the deconstruction queue (REQ-BLD-DECON-QUEUE; a tunnel end that is queued for deconstruction counts as removed for pairing).
|
||||
- A Tunnel Entry searches tile-by-tile in its facing direction for a partner. Any tunnel building (entry or exit) that faces a *different* direction is ignored and skipped. The search stops at the first tunnel building that faces the *same* direction as the searching entry.
|
||||
- If that first same-direction tunnel building is a Tunnel Exit, is within `tunnel_max_distance` tiles of the entry, and is not already paired with a closer entry, the two form a pair.
|
||||
- Otherwise the entry is unpaired.
|
||||
- Pairing is one-to-one: each Tunnel Entry pairs with at most one Tunnel Exit, and vice versa. A Tunnel Exit is claimed by the nearest Tunnel Entry that can validly reach it; all other entries for which it would otherwise qualify are unpaired.
|
||||
- When one end of a pair is demolished, the pair is dissolved and any items currently in transit are discarded.
|
||||
- When one end of a pair is deconstructed, the pair is dissolved and any items currently in transit are discarded.
|
||||
- REQ-BLD-TUNNEL-TRANSIT: **Tunnel transit.** Items inside a tunnel are not rendered (they travel invisibly). Transit time equals the tile-coordinate distance between entry and exit divided by `world.toml [world].belt_speed_tiles_per_second`, matching the time a chain of belt tiles of equivalent length would take. Multiple items may be in transit simultaneously, spaced as they would be on a belt chain of the same length. Clearing a tunnel entry or exit tile (REQ-UI-BELT-CLEAR) also discards all items currently in transit through that tunnel.
|
||||
- REQ-BLD-TUNNEL-SELECT-HIGHLIGHT: **Selected-tunnel connection highlight.** While a Tunnel Entry or Tunnel Exit — operational building or construction site — is part of the current selection (single selection or multi-selection, REQ-UI-MULTI-SELECT), its tunnel connection is marked green in the game world, using the same `visuals.toml [overlays].tunnel_preview` green as the placement connection preview (REQ-BLD-TUNNEL-MODE). The matching end is found by applying the pairing scan of REQ-BLD-TUNNEL-PAIR over both built tunnels **and** construction-site tunnels (site-inclusive, matching the placement preview): for a selected entry, the first same-direction tunnel within `tunnel_max_distance` along its facing direction, if it is a Tunnel Exit; for a selected exit, the first same-direction tunnel within `tunnel_max_distance` opposite its facing direction, if it is a Tunnel Entry. When a matching end is found, the entry tile, the exit tile, and every tile strictly between them (along the tunnel's straight run) are marked green. A selected tunnel with no matching end shows no green highlight (it still receives the normal selection outline). In multi-selection each selected tunnel end that has a matching end contributes its connection, and a given connection is shown whenever either of its ends is selected. The highlight is presentation-only and has no effect on the simulation.
|
||||
|
||||
## Material Transport & Buffers
|
||||
|
||||
- REQ-MAT-BELT-ONLY: Materials are transported exclusively via belts, splitters, and tunnels.
|
||||
- REQ-MAT-INPUT-PORTS: A building accepts items from any adjacent belt tile on any edge of its footprint (excluding cells occupied by output port(s)) whose direction points toward the building, provided the item is an input required by the currently selected recipe and the matching per-material input buffer has free space.
|
||||
- REQ-MAT-OUTPUT-PORT: Each building has one or more fixed output port(s) defined by its surface_mask (direction determined by rotation). Produced items are placed onto the belt at the output port tile regardless of that belt's direction.
|
||||
- REQ-MAT-BELT-ONLY: Materials are transported exclusively via belts, splitters, and tunnels, with one exception: two directly adjacent buildings whose output and input ports meet transfer items straight between them without an intervening transport tile (REQ-MAT-DIRECT-COUPLE).
|
||||
- REQ-MAT-INPUT-PORTS: A building accepts items from any adjacent belt tile on any edge of its footprint (excluding cells occupied by output port(s)) whose direction points toward the building, provided the item is an input required by the currently selected recipe and the matching per-material input buffer has free space. An accepted item does not enter the building instantly; it is removed from the belt and travels inward across the input port's footprint cell on that port's own input belt before being added to the buffer (REQ-MAT-INPUT-INTAKE).
|
||||
- REQ-MAT-INPUT-INTAKE: Accepted input items travel into a building as an animation rather than vanishing off the belt instantly — the input-side mirror of REQ-MAT-OUTPUT-EMERGE. Each input port has its own **input belt** — a virtual belt tile occupying the input port's footprint cell (the body cell the feeding belt points into), oriented in the port's inward flow direction, with progress 0.0 at the outer edge adjacent to the feeding belt and 0.5 at the tile centre. It reuses the belt subsystem: movement at belt speed (REQ-GW-BELT-SPEED), item rendering and spacing (REQ-GW-TILE-SIZE), and capacity/packing (REQ-GW-BELT-CAPACITY), but restricted to the 0.0→0.5 half of the tile. This applies to every building that pulls items from adjacent belts into an input buffer (Smelter, Assembler, Reprocessing Plant, Shipyard); a building may run several input belts at once when belts feed it from more than one side. The HQ is included with the one difference noted below.
|
||||
- **Acceptance & reservation.** The acceptance test of REQ-MAT-INPUT-PORTS is unchanged — an item is accepted only if it is a required input whose per-material input buffer has space — except that "has space" now counts both the items already buffered **and** the items of that material currently travelling on the building's input belts (reserved but not yet arrived), so the total (buffered + in-transit) never exceeds that material's buffer cap (REQ-MAT-INPUT-BUFFER). An item that fails this test is not placed on an input belt and stays on the feeding belt exactly as before, so items that are not required inputs never enter the building.
|
||||
- **Feeding.** An accepted item is removed from the feeding belt on the same tick it would have been taken without this animation, and placed on the input belt at progress 0.0, reserving a slot in its per-material buffer. (An input belt may also be fed directly by an adjacent producer's output belt rather than by a real belt — see REQ-MAT-DIRECT-COUPLE — with the same reservation and entry rules.) A new item is placed only when the input belt's entry slot at progress 0.0 is free (per REQ-GW-BELT-CAPACITY spacing — no in-transit item within a quarter tile of 0.0). The 0.0→0.5 span holds at most three in-transit items (progress 0.0, 0.25, 0.5); the reservation limit above may permit fewer.
|
||||
- **Travel & arrival.** An in-transit item advances from progress 0.0 to 0.5 at belt speed. On reaching progress 0.5 it leaves the input belt and is added to its per-material input buffer, turning its reservation into buffered stock; only then does it count toward starting a production cycle (REQ-MAT-CYCLE). Because the slot was reserved on entry, arrival always succeeds — there is no deadlock.
|
||||
- **Reservation may delay production.** A reserved item occupies buffer capacity for its whole 0.0→0.5 travel without yet being consumable, so an input-starved building may briefly wait for an in-transit item to arrive before it can start a cycle. This is accepted.
|
||||
- **Clearing.** Clearing the input buffers on a recipe or schematic change (REQ-MAT-INPUT-BUFFER) also discards any items currently travelling on the input belts and releases their reservations.
|
||||
- **HQ.** The HQ has no input buffer (REQ-HQ-BELT-INPUT); a building block accepted at an HQ input port travels its input belt the same way but reserves nothing, and is added to the global building blocks stock (REQ-MAT-GLOBAL-STOCK) on reaching progress 0.5.
|
||||
- **Intake rendering (no pop-out).** Mirror of the emergence rendering in REQ-MAT-OUTPUT-EMERGE: the building is rendered over the input belt, so an in-transit item is occluded while inside the footprint and is only visible as it crosses the outer edge — appearing to sink into the port. The portion inside the footprint is hidden, and the item disappears at the tile centre (progress 0.5) as it enters the buffer.
|
||||
- REQ-MAT-OUTPUT-PORT: Each building has one or more fixed output port(s) defined by its surface_mask (direction determined by rotation). Produced items do not appear on the outgoing belt instantly; each item leaves the building by first emerging across the output port tile on that port's own output belt and then transferring onto the adjacent real belt tile (REQ-MAT-OUTPUT-EMERGE). The adjacent belt's direction is otherwise unconstrained (it may flow away from the building or perpendicular to it), except that a belt oriented with its own output edge facing back into the building refuses the transfer and the item stays stuck at the port (REQ-MAT-ACCEPT-DIR, REQ-MAT-OUTPUT-EMERGE).
|
||||
- REQ-MAT-OUTPUT-EMERGE: Items emerge from a building output port as an animation rather than popping directly onto the outgoing belt. Each output port has its own **output belt** — a virtual belt tile occupying the output port tile, oriented in the port's facing direction, with progress 0.0 at the tile's inner edge and 1.0 at the outer (port) edge adjacent to the next real belt tile. It reuses the belt subsystem: movement at belt speed (REQ-GW-BELT-SPEED), item rendering and spacing (REQ-GW-TILE-SIZE), and capacity/packing (REQ-GW-BELT-CAPACITY), but restricted to the 0.5→1.0 half of the tile. This applies to every building that outputs items onto belts (Miner, Smelter, Assembler, Reprocessing Plant, Salvage Bay); it does not apply to the Shipyard, which spawns a ship rather than a belt item (REQ-SHP-SPAWN-PLAYER).
|
||||
- **Feeding.** While the output buffer (REQ-MAT-OUTPUT-BUFFER) holds an item that has not yet begun emerging and the output belt's entry slot at progress 0.5 is free (per REQ-GW-BELT-CAPACITY spacing — no emerging item within a quarter tile of progress 0.5), the next buffered item is placed on the output belt at progress 0.5. Because only the 0.5→1.0 span is used, the output belt holds at most three emerging items (progress 0.5, 0.75, 1.0); once that span is full the building places no further items on it even if the output buffer still holds more.
|
||||
- **Cosmetic hold.** An emerging item still counts as residing in the output buffer (REQ-MAT-GLOBAL-STOCK) for the whole animation; it only leaves the building when it transfers onto a real belt tile at progress 1.0. The output belt therefore adds no inventory capacity beyond the output buffer, and clearing the output buffer on a recipe or schematic change (REQ-MAT-OUTPUT-BUFFER) also removes any items currently emerging.
|
||||
- **Travel & handoff.** An emerging item advances from progress 0.5 to 1.0 at belt speed. At progress 1.0 it attempts to transfer onto the adjacent real belt tile using the normal belt hand-off and accept-direction rules (REQ-MAT-OUTPUT-PORT, REQ-MAT-ACCEPT-DIR): the transfer succeeds only if a transport tile exists there, is not oriented with its output edge facing back into the building, and has free space. On success the item leaves the output buffer and becomes an ordinary item on that belt tile. If instead the output port tile is a directly adjacent building's input edge, the item transfers straight into that building (REQ-MAT-DIRECT-COUPLE).
|
||||
- **Stuck items.** If there is no next real belt tile and no directly-coupled building (REQ-MAT-DIRECT-COUPLE), or the transfer is refused or blocked, the emerging item stops at progress 1.0 and is rendered there (still counted in the output buffer). Following items pile up behind it at progress 0.75 and 0.5 per the packing above, and once the 0.5→1.0 span is full no further items emerge until the front item transfers.
|
||||
- **Emergence rendering (no pop-in).** An emerging item must not simply appear at progress 0.5. The output port tile's building is rendered over the output belt, so an emerging item is occluded while inside the footprint and is revealed progressively as it slides past the port edge — appearing to physically emerge from the building. The portion of the item still within the output port tile is hidden; the portion past the outer edge is drawn.
|
||||
- REQ-MAT-DIRECT-COUPLE: **Direct port coupling.** Two directly adjacent buildings whose ports meet transfer items between them with no intervening transport tile. A direct coupling exists at a shared edge where a producer building's output port tile (the tile it pushes toward, REQ-MAT-OUTPUT-PORT) is a body cell of a consumer building, and the producer's output direction carries the item across that edge into the consumer through one of the consumer's input edges (any perimeter edge other than the consumer's own output port, per REQ-MAT-INPUT-PORTS). Over a direct coupling the two virtual belts chain end to end: an item that reaches progress 1.0 on the producer's output belt at the shared edge (REQ-MAT-OUTPUT-EMERGE) is handed, instead of onto a real belt tile, directly onto the consumer's input belt at progress 0.0 (REQ-MAT-INPUT-INTAKE) and continues inward to the consumer's buffer — so the item appears to slide continuously across the shared edge from one building into the next.
|
||||
- **Acceptance.** The hand-off obeys the consumer's normal input rules (REQ-MAT-INPUT-PORTS, REQ-MAT-INPUT-INTAKE): it succeeds only if the item is a required input of the consumer whose per-material buffer has space (reservation-aware — buffered + in-transit below the cap) and the consumer's input belt entry at progress 0.0 is free. On success the item leaves the producer's output buffer and reserves a slot in the consumer's input buffer, exactly as a belt-fed intake would. If the consumer does not accept the item — it is not one of its inputs, or the buffer is full, or the input-belt entry is occupied — the item stays stuck at the producer's output port at progress 1.0, exactly as when a downstream belt is blocked (REQ-MAT-OUTPUT-EMERGE stuck items).
|
||||
- **Scope.** Direct coupling is the only case in which materials move between buildings without a belt, splitter, or tunnel (REQ-MAT-BELT-ONLY); it bridges only two buildings that are directly adjacent with meeting output/input ports. Transport tiles feeding a building (belt, splitter, or tunnel exit) continue to work through the normal pull, and a producer still hands off to a transport tile placed in the gap as before; a single such tile between two buildings is unaffected by this requirement.
|
||||
- REQ-MAT-ACCEPT-DIR: A transport tile (belt, splitter, tunnel entry, or tunnel exit) accepts an incoming item only through a non-output edge; an item that would enter through one of the tile's output edges is refused. For a belt or a tunnel entry/exit the sole output edge is the one in its facing direction; for a splitter either of its two output directions is an output edge. This applies both to items pushed from an adjacent transport tile and to items deposited by a building's output port (REQ-MAT-OUTPUT-PORT).
|
||||
- REQ-MAT-INPUT-BUFFER: Each building has one input buffer per required input material. Each per-material buffer holds up to twice that material's per-cycle requirement. When the player selects a new recipe or schematic, all items in all input buffers are cleared.
|
||||
- REQ-MAT-OUTPUT-BUFFER: Each building has an output buffer that holds up to twice the quantity produced by one production cycle. If the output buffer is full, production stops until space is available. When the player selects a new recipe or schematic, all items in the output buffer are cleared (relevant when the adjacent belt is jammed and items have accumulated).
|
||||
- REQ-MAT-OUTPUT-BUFFER-REPROCESSING: Exception to REQ-MAT-OUTPUT-BUFFER — the Reprocessing Plant's output buffer holds at most one cycle's output. This prevents exploits where the player stalls the output belt to force the plant to reroll.
|
||||
@@ -155,7 +217,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
## Ships
|
||||
|
||||
- REQ-SHP-AUTONOMOUS: Ships are produced by shipyards and are fully autonomous once produced.
|
||||
- REQ-SHP-STATS: Base hull stats are defined as plain values in `ships.toml`: HP (`[ship.health].hp`), max linear speed (`[ship.movement].speed`), sensor range (`[ship.sensors].range`), main acceleration (`[ship.movement].main_acceleration`, tiles/s²), maneuvering acceleration (`[ship.movement].maneuvering_acceleration`, tiles/s²), angular acceleration (`[ship.movement].angular_acceleration`, rad/s²), max rotation speed (`[ship.movement].max_rotation_speed`, rad/s). Required build materials (`[ship.schematic].materials`) and the station level at which the schematic becomes available for unlock (`[[ship]].unlock_at_station_level`; -1 = player starts with the schematic already unlocked) are also defined there. Combat, salvage, and repair capabilities are provided by modules (see REQ-MOD-CONFIG). Final hull stats incorporate passive module modifiers per REQ-MOD-STAT-CALC.
|
||||
- REQ-SHP-STATS: Base hull stats are defined as plain values in `ships.toml`: HP (`[ship.health].hp`), max linear speed (`[ship.movement].speed`), sensor range (`[ship.sensors].range`), main acceleration (`[ship.movement].main_acceleration`, tiles/s²), maneuvering acceleration (`[ship.movement].maneuvering_acceleration`, tiles/s²), angular acceleration (`[ship.movement].angular_acceleration`, rad/s²), max rotation speed (`[ship.movement].max_rotation_speed`, rad/s). Required build materials (`[ship.schematic].materials`) are also defined there; whether the schematic starts unlocked or must be awarded during play is defined in `unlocks.toml` (REQ-LOCK-EXPLICIT). 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`) is applied along the ship's current facing direction only. The maneuvering acceleration (`maneuvering_acceleration`) can be applied in any direction independently of the facing direction, enabling lateral or braking movement without rotating. The angular acceleration (`angular_acceleration`) controls how quickly the ship rotates. Linear speed is capped at the ship's `speed` value; rotation rate is capped at the ship's `max_rotation_speed` value. Ship position refers to the ship's center for all range, sensor, and attack checks.
|
||||
@@ -196,8 +258,6 @@ 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).
|
||||
- `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.
|
||||
- `unlock_requires` — optional list of prerequisite schematic ids that must already be unlocked before this module's schematic can drop (REQ-LOCK-PREREQ). Defaults to empty.
|
||||
- `production_time_seconds` — time added to the ship's production cycle per instance.
|
||||
- `fill_color` — fill color used to render this module's cells in the layout grid.
|
||||
- `glyph` — single character rendered on this module's cells in the layout grid and preview widget.
|
||||
@@ -224,12 +284,13 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
2. The `production_time_seconds` of every module instance in the configured layout.
|
||||
3. For every material required (the union of the ship's base materials and all module instance materials, with quantities summed per item type): the recursive production time of that material multiplied by the required quantity (see REQ-THREAT-ITEM).
|
||||
|
||||
- REQ-THREAT-ITEM: The threat value of an item type (in seconds) is determined by the recipe that produces it:
|
||||
- **Miner recipe**: the recipe's `duration_seconds`.
|
||||
- **Smelter recipe**: the recipe's `duration_seconds` plus the sum of each input's threat value multiplied by that input's required quantity.
|
||||
- **Assembler recipe**: the recipe's `duration_seconds` plus the sum of each input's threat value multiplied by that input's required quantity.
|
||||
- **Reprocessing-only item** (an item type that has no miner, smelter, or assembler recipe producing it, and is only obtainable via reprocessing): `(scrap_threat × scrap_per_cycle + duration_seconds) / probability`, where `scrap_threat` is the threat value of scrap (see REQ-THREAT-SCRAP), `scrap_per_cycle` is the number of scrap consumed per reprocessing cycle, `duration_seconds` is the reprocessing cycle time, and `probability` is the normalized weight of that item in the reprocessing output pool.
|
||||
- **Multiple recipes**: if an item type can be produced by more than one non-reprocessing recipe (miner, smelter, or assembler), its threat value is the **maximum** across all such recipes. The reprocessing path is only used when no other recipe exists.
|
||||
- REQ-THREAT-ITEM: The threat value of an item type (in production-seconds **per unit**) is determined by the recipe that produces it:
|
||||
- **Miner recipe**: `duration_seconds / output_amount`, where `output_amount` is the number of units produced per cycle.
|
||||
- **Smelter recipe**: `(duration_seconds + Σ (input_threat × input_amount)) / output_amount`, where the sum is over all inputs.
|
||||
- **Assembler recipe**: `(duration_seconds + Σ (input_threat × input_amount)) / output_amount`, where the sum is over all inputs.
|
||||
- **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. (Reprocessing output amounts are 1 in practice, so per-unit division is already implicit in the formula.)
|
||||
- **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 eligible recipes, and the threat is committed only once every eligible recipe is computable (so a shallow shortcut recipe that resolves earlier than a deeper base recipe cannot lower the item's threat). The reprocessing path is only used when no other recipe exists. If recipe cycles prevent full resolution, the max over the currently computable subset is used as a fallback.
|
||||
- **Scrap-consuming recipe fallback**: a non-reprocessing recipe that takes `scrap` as an input participates in an item's threat computation only if no scrap-free recipe (miner, smelter, or assembler) produces that item. This mirrors the reprocessing fallback rule and prevents the scrap-to-ingot smelter recipe from inflating basic material threats via the max rule.
|
||||
|
||||
- REQ-THREAT-SCRAP: The threat value of scrap is the constant `1 / world.toml [world].scrap_per_threat`. This is the exact inverse of the scrap-drop conversion in REQ-RES-SCRAP-DROP, so a destroyed ship drops scrap worth precisely its own threat cost. Because scrap threat is now a fixed constant, it no longer depends on any ship's threat cost, removing the potential circularity with REQ-MOD-THREAT for ships built from reprocessing-only materials.
|
||||
- REQ-MOD-STAT-CALC: For each stat (on the ship hull or on a capability module instance), the final value is computed as: `final = base × total_multiplier + total_additive`, where:
|
||||
@@ -250,7 +311,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
|
||||
### Module UI
|
||||
|
||||
- REQ-MOD-UI-PREVIEW: When a schematic is selected in a shipyard's selected building panel, a small non-interactive **ship layout preview** widget is shown below the schematic selection button (REQ-UI-SELECT-BUTTON). The preview renders the ship's layout grid at a reduced scale: buildable cells without a module are shown as white, non-buildable cells are shown as black, and cells occupied by a module are shown in that module's `fill_color` with the module's `glyph` character. Below the preview, a "Configure" button is shown.
|
||||
- REQ-MOD-UI-PREVIEW: For a selected shipyard (operational building or construction site), the selected building panel always shows a small non-interactive **ship layout preview** widget below the schematic selection button (REQ-UI-SELECT-BUTTON) and a "Configure" button below the preview. Both are **disabled while no schematic is selected**, and enabled once one is; the preview then shows an empty placeholder in place of a layout grid. When a schematic is selected, the preview renders the ship's layout grid at a reduced scale: buildable cells without a module are shown as white, non-buildable cells are shown as black, and cells occupied by a module are shown in that module's `fill_color` with the module's `glyph` character. For non-shipyard buildings, neither the preview nor the "Configure" button is shown.
|
||||
- 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:
|
||||
@@ -260,6 +321,12 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- **Right** (below the grid): The layout blueprint panel (see REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD).
|
||||
- **Bottom**: A "Confirm" button and a "Cancel" button. Cancel discards all changes made in this dialog session and closes the dialog. Confirm applies the changes: the shipyard's configured layout is updated, the required materials and cycle time displayed in the selected building panel are recalculated, and the ship layout preview is refreshed.
|
||||
|
||||
- REQ-MOD-UI-EMPTY-PULSE: While a module is selected for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG), the empty buildable cells of the layout grid pulse smoothly around their normal fill shade, oscillating between a slightly darker and a slightly brighter shade at approximately 1 Hz (one full cycle per second), to draw the player's attention to where the module can be placed. All empty buildable cells pulse in phase. When no module is selected for placement (including remove mode), empty buildable cells render at their normal static shade. Non-buildable cells and cells occupied by a placed module do not pulse.
|
||||
|
||||
- REQ-MOD-UI-AUTO-DIALOG: When the player selects a schematic for a shipyard (operational building or construction site) through the schematic selection dialog (REQ-UI-SELECT-BUTTON), and the chosen schematic **differs** from the shipyard's current schematic, the layout configuration dialog (REQ-MOD-UI-DIALOG) opens automatically and immediately once the selection dialog closes — exactly as if the player had then clicked "Configure". Re-selecting the schematic already set does not reopen the dialog. This auto-open applies only to the manual schematic selection dialog; schematic changes applied via the copy-settings gesture (REQ-BLD-COPY-CONFIG) or blueprint placement (REQ-UI-BLUEPRINT-PLACE) do **not** auto-open the dialog. The player may still cancel the auto-opened dialog (REQ-MOD-UI-DIALOG), which leaves the newly selected schematic in place with its default empty layout; the "Configure" button (REQ-MOD-UI-PREVIEW) remains available to open the dialog again later.
|
||||
|
||||
- REQ-MOD-UI-MODULE-TOOLTIP: Each module selection button in the layout configuration dialog (REQ-MOD-UI-DIALOG) shows a hover tooltip with the descriptive text defined for that module type in `modules.toml` (the optional per-module tooltip field). If a module type defines no tooltip text, its button shows no tooltip. The "Remove" button is not a module type and has no config-defined tooltip.
|
||||
|
||||
- REQ-MOD-UI-STATS-PANEL: The **ship stats panel** in the layout configuration dialog shows the stats of the currently configured ship layout as they would be computed, incorporating all passive module modifiers per REQ-MOD-STAT-CALC. The panel updates in real time whenever modules are placed or removed in the layout grid.
|
||||
|
||||
The panel always shows all hull stats as final computed values:
|
||||
@@ -304,35 +371,27 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- REQ-DEF-ENEMY-FIRE: Enemy defence stations automatically fire at player ships within range.
|
||||
- REQ-DEF-NO-CROSSFIRE: Enemy and player defence stations are never in each other's firing range.
|
||||
- REQ-DEF-PUSH: When both enemy defence stations in a set are destroyed, the boss countdown is advanced (REQ-WAV-BOSS-ADVANCE), the scrollable area is extended (REQ-GW-PUSH-EXPAND), a new set of enemy defence stations is placed at the new boundary, and exactly one schematic drop is awarded for the destroyed set (REQ-DEF-SCHEMATIC-DROP).
|
||||
- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one schematic drop (not one per station). The drop opens a **schematic choice dialog** — a modal dialog that pauses the game (speed set to 0×; on close, speed is restored to what it was before the dialog opened). Before drawing schematic picks, an artifact roll is made: evaluate `world.toml [world].artifact_chance_formula` with `x` set to the level of the destroyed station set, clamp the result to [0, 1], then compare against a uniform random value in [0, 1). If the roll succeeds, the dialog presents one **artifact option** plus two schematic picks drawn from the eligible pool; otherwise it presents three schematic picks. Up to three (or two, if an artifact option is present) schematic options are drawn uniformly at random **without replacement** from the eligible drop pool. If the pool contains fewer than the required number of entries, only that many schematic options are shown (the artifact option is always shown if the roll succeeded). The eligible drop pool contains:
|
||||
- All **ship schematics** and **module schematics** whose `unlock_at_station_level` is ≥ 0 and ≤ the level of the destroyed station set, and which have not yet been unlocked.
|
||||
- All **assembler recipe schematics** whose `unlock_at_station_level` is ≥ 0 and ≤ the level of the destroyed station set, whose output item is currently implicitly unlocked (REQ-LOCK-IMPLICIT), and which have not yet been awarded.
|
||||
- REQ-DEF-SCHEMATIC-DROP: Each destroyed set of enemy defence stations awards exactly one drop (not one per station). The drop opens a **schematic choice dialog** — a modal dialog that pauses the game (speed set to 0×; on close, speed is restored to what it was before the dialog opened). Before drawing picks, an artifact roll is made: evaluate `world.toml [world].artifact_chance_formula` with `x` set to the level of the destroyed station set, clamp the result to [0, 1], then compare against a uniform random value in [0, 1). If the roll succeeds, the dialog presents one **artifact option** plus two unlock picks drawn from the eligible pool; otherwise it presents three unlock picks. Up to three (or two, if an artifact option is present) unlock options are drawn uniformly at random **without replacement** from the eligible pool. If the pool contains fewer than the required number of entries, only that many unlock options are shown (the artifact option is always shown if the roll succeeded).
|
||||
|
||||
In addition to the conditions above, a schematic is included in the eligible drop pool only when every prerequisite in its optional `unlock_requires` list is currently satisfied (REQ-LOCK-PREREQ). Because the pool is rebuilt for each drop, a schematic gated behind prerequisites first appears only after all of its prerequisites have themselves been unlocked.
|
||||
The eligible pool contains every **unlock group** (REQ-LOCK-EXPLICIT) that (a) has not yet been awarded, (b) whose `station_level` is ≤ the level of the destroyed station set, and (c) every prerequisite in its `requires` list is currently satisfied (REQ-LOCK-PREREQ). Because the pool is rebuilt for each drop, an unlock group gated behind prerequisites first appears only after all of its prerequisites have themselves 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) and the schematic type (ship, module, or assembler recipe). The artifact option (if present) is displayed as a distinct entry with the name "Artifact".
|
||||
Each option in the dialog displays the unlock group's display name — derived from its `id` (same display convention as building, module, and recipe ids) — and the list of items it would grant: its ship, module, building, and assembler-recipe ids (each shown with the same display convention as its respective selection dialog). The artifact option (if present) is displayed as a distinct entry with the name "Artifact".
|
||||
|
||||
Each option additionally displays a vertical list of item names labeled "Unlocks recipes for:", showing which recipes would newly become implicitly unlocked (REQ-LOCK-IMPLICIT) if this option were selected — specifically, the output items of miner recipes and assembler recipes (without `unlock_at_station_level`) that are not currently implicitly unlocked but would become so after applying this option's effect:
|
||||
- For a ship or module schematic, its `materials` are added to the base set per REQ-LOCK-IMPLICIT step 1a before recomputation.
|
||||
- For an assembler recipe schematic, its output item is added to the base set per REQ-LOCK-IMPLICIT step 1b before recomputation.
|
||||
Each option additionally displays a vertical list of recipe names labeled "Unlocks recipes:", showing which miner and assembler recipes would newly become implicitly unlocked (REQ-LOCK-IMPLICIT) if this option were selected — specifically, the miner recipes and implicitly-gated assembler recipes that are not currently implicitly unlocked but would become so after applying this option's effect. To compute this, all `materials` of the group's granted ship and module schematics are added to the base set per REQ-LOCK-IMPLICIT step 1a, and the output items of the group's granted assembler recipes are added per step 1b, before recomputation.
|
||||
|
||||
Item names are deduplicated and sorted alphabetically. If no recipes would be newly unlocked, the list shows "None".
|
||||
Each recipe is listed by its `id` (using the same display convention as the assembler recipe-selection dialog), sorted alphabetically. Hovering a recipe in this list displays the recipe info tooltip described for a recipe in REQ-UI-SELECT-TOOLTIP (the recipe name; the name and quantity of each input item; the completion time; and the name and quantity of the produced output item). If no recipes would be newly unlocked, the list shows "None".
|
||||
|
||||
The player selects one option by clicking it. If the player selects the artifact option, the player's artifact count is incremented by 1 (REQ-WIN-ARTIFACT-COUNT) and the dialog closes; no schematic is applied. Otherwise, the selected schematic is applied and the dialog closes:
|
||||
|
||||
For a **ship or module schematic**: it is unlocked (ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG)).
|
||||
|
||||
For an **assembler recipe schematic**: the recipe is explicitly unlocked and becomes available in the assembler recipe-selection dialog (subject to REQ-LOCK-UI-RECIPE). The schematic is removed from the drop pool permanently (REQ-LOCK-EXPLICIT). The implicit unlock set is recomputed (REQ-LOCK-IMPLICIT).
|
||||
The player selects one option by clicking it. If the player selects the artifact option, the player's artifact count is incremented by 1 (REQ-WIN-ARTIFACT-COUNT) and the dialog closes; no unlock is applied. Otherwise the selected unlock group is awarded and the dialog closes: every ship, module, building, and assembler recipe the group grants becomes unlocked at once — ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG); building types become available in the build menu (REQ-LOCK-BUILDING); assembler recipes become available in the assembler recipe-selection dialog (subject to REQ-LOCK-UI-RECIPE). The unlock group is removed from the pool permanently (REQ-LOCK-EXPLICIT), and 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-EXPLICIT: The unit of unlocking is an **unlock group**, defined by an `[[unlock]]` entry in `unlocks.toml` (see Unlock Group Format). Each unlock group grants a set of ship schematics, module schematics, building types, and/or assembler recipes. A ship, module, building, or assembler recipe is **locked at game start if and only if some unlock group grants it**; anything not granted by any unlock group starts unlocked. (For assembler recipes this "starts unlocked" is further governed by implicit gating — see REQ-LOCK-IMPLICIT; an assembler recipe granted by an unlock group is explicitly gated and never subject to implicit unlocking, while one flagged `unlocked_at_start` is always available.) A locked item is unlocked only by awarding its unlock group via REQ-DEF-SCHEMATIC-DROP, which grants all of the group's members at once. Once awarded, an unlock group and its members are never re-locked within a run, and the group is removed from the drop pool permanently; lock states reset to their initial values on Restart (REQ-CFG-RELOAD). Each grantable id may be granted by **at most one** unlock group; a grant id that names no defined ship/module/building/assembler-recipe, that names a non-assembler recipe, or that is granted by more than one unlock group, is a configuration error that fails config load with a descriptive message (REQ-CFG-RELOAD).
|
||||
|
||||
- REQ-LOCK-PREREQ: A ship schematic, module schematic, or assembler recipe schematic may optionally define `unlock_requires` — a list of prerequisite schematic ids (a ship `id`, module `id`, or assembler recipe `id`) that must already be unlocked before this schematic may enter the drop pool. A prerequisite is **satisfied** only when the schematic it names is currently **explicitly unlocked** (REQ-LOCK-EXPLICIT) — that is, the referenced schematic either started unlocked with `unlock_at_station_level = -1` or has been awarded via a drop. This prerequisite check is applied in addition to the per-schematic conditions in REQ-DEF-SCHEMATIC-DROP: a schematic enters the eligible drop pool only when its `unlock_at_station_level` condition is met, it has not yet been unlocked/awarded, and every id in its `unlock_requires` is satisfied. `unlock_requires` defaults to empty (no prerequisites), which reproduces the prior behaviour. The check is re-evaluated against the current explicit-unlock set every time a drop pool is built (after each REQ-DEF-SCHEMATIC-DROP and on Restart per REQ-CFG-RELOAD), so a gated schematic becomes eligible in the first drop after its last prerequisite is unlocked. Every id listed in any `unlock_requires` must resolve to a schematic that is itself explicitly unlockable (a ship, module, or assembler recipe schematic defined in config); an id that names no such schematic is a configuration error that fails config load with a descriptive message (config is loaded at startup and reloaded on Restart, REQ-CFG-RELOAD). A schematic that lists itself, or a cycle of mutually dependent prerequisites, is not a load error but can never become eligible, since no schematic in the cycle can be the first to unlock.
|
||||
- REQ-LOCK-PREREQ: An unlock group may optionally define `requires` — a list of prerequisite **unlock-group ids** that must already have been awarded before this group may enter the drop pool. A prerequisite is **satisfied** only when the unlock group it names has been awarded (REQ-LOCK-EXPLICIT). This check is applied in addition to the conditions in REQ-DEF-SCHEMATIC-DROP: a group enters the eligible pool only when its `station_level` condition is met, it has not yet been awarded, and every id in its `requires` is satisfied. `requires` defaults to empty (no prerequisites). The check is re-evaluated against the current set of awarded unlock groups every time a drop pool is built (after each REQ-DEF-SCHEMATIC-DROP and on Restart per REQ-CFG-RELOAD), so a gated group becomes eligible in the first drop after its last prerequisite is awarded. Every id listed in any `requires` must resolve to an unlock group defined in `unlocks.toml`; an id that names no such group is a configuration error that fails config load with a descriptive message (config is loaded at startup and reloaded on Restart, REQ-CFG-RELOAD). An unlock group that lists itself, or a cycle of mutually dependent prerequisites, is not a load error but can never become eligible, since no group in the cycle can be the first to be awarded.
|
||||
|
||||
- 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 recipe-selection dialog by virtue of REQ-LOCK-EXPLICIT; their inputs are also added to the implicit set in this step.
|
||||
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 assembler recipe that is currently **explicitly available** — that is, either flagged `unlocked_at_start` in `recipes.toml`, or granted by an unlock group that has been awarded (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 that is granted by an unlock group whose group has not yet been awarded — add each of that recipe's input item types to the set. If the recipe is a miner recipe, or an assembler recipe that is not granted by any unlock group, mark it as implicitly unlocked. Assembler recipes that are explicitly available (flagged `unlocked_at_start`, or granted by an awarded unlock group) are available in the assembler recipe-selection dialog 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.
|
||||
|
||||
@@ -342,9 +401,11 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
|
||||
- REQ-LOCK-UI-SCHEMATIC: Locked ship schematics are not shown in the shipyard's schematic-selection dialog (REQ-UI-SELECT-BUTTON).
|
||||
|
||||
- REQ-LOCK-BUILDING: A building type granted by an unlock group (REQ-LOCK-EXPLICIT) is **locked** until that group is awarded. A locked building type has no button in the build button grid (REQ-UI-BUILD-GRID) and cannot be placed, selected as a build tool, or triggered by its build hotkey (REQ-UI-HOTKEYS); its button appears in the grid only once the building type is unlocked. Building types not granted by any unlock group are available from game start. Lock state resets on Restart (REQ-CFG-RELOAD).
|
||||
|
||||
- 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.)
|
||||
- REQ-LOCK-UI-BLUEPRINT: When a blueprint is placed (REQ-UI-BLUEPRINT-PLACE): if a building in the blueprint is of a currently locked building type (REQ-LOCK-BUILDING), that building is silently skipped — no ghost, no validity check, no construction site, and its cost is excluded from the total — exactly as if it were not part of the blueprint; 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
|
||||
|
||||
@@ -366,7 +427,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
## Asteroid Expansion
|
||||
|
||||
- REQ-EXP-UNLOCK: The player can unlock additional asteroid tile columns to the left of the existing asteroid by spending building blocks from the global stock.
|
||||
- REQ-EXP-COST: Each expansion adds `world.toml [expansion].columns_per_expansion` columns and costs `[expansion].cost_building_blocks` building blocks.
|
||||
- REQ-EXP-COST: Each expansion adds `world.toml [expansion].columns_per_expansion` columns. The building block cost of an expansion is defined by the formula `world.toml [expansion].cost_building_blocks_formula`, where `x` is the number of expansions already purchased (0 for the first expansion, incrementing by 1 for each subsequent expansion). The formula is evaluated at purchase time and its result is floored to an integer number of building blocks.
|
||||
|
||||
## UI
|
||||
|
||||
@@ -391,29 +452,52 @@ The screen is divided into two columns: a main column (75% width) containing the
|
||||
(75% width) (25% width)
|
||||
```
|
||||
|
||||
- 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, the current global building blocks stock, and the artifact count (REQ-WIN-ARTIFACT-COUNT) displayed as `Artifacts: x/y` (where `x` is the current artifact count and `y` is `world.toml [world].artifact_win_count`) on the left, the boss wave counter and boss countdown (REQ-UI-BOSS-STATUS) to the left of the speed buttons, and game speed controls on the right.
|
||||
- REQ-UI-HEADER: The header bar spans the width of the game world column (75% of the screen width) and always shows the elapsed survival time, the current global building blocks stock, and the artifact count (REQ-WIN-ARTIFACT-COUNT) displayed as `Artifacts: x/y` (where `x` is the current artifact count and `y` is `world.toml [world].artifact_win_count`) on the left, the boss wave counter and boss countdown (REQ-UI-BOSS-STATUS) and an asteroid expansion button (REQ-UI-EXPAND-BUTTON) to the left of the speed buttons, and game speed controls on the right.
|
||||
- REQ-UI-BLOCKS-TOOLTIP: The header bar's building blocks stock display (REQ-UI-HEADER) shows a hover tooltip with the descriptive text defined in `world.toml [world].building_blocks_tooltip` — intended to tell the player what building blocks are used for and how to obtain them. If the field is unset, the stock display shows no tooltip. This tooltip is distinct from the build/module button tooltips (REQ-UI-BUILD-TOOLTIP, REQ-MOD-UI-MODULE-TOOLTIP).
|
||||
- REQ-UI-ARTIFACTS-TOOLTIP: The header bar's artifact count display (REQ-UI-HEADER) shows a hover tooltip with the descriptive text defined in `world.toml [world].artifact_tooltip` — intended to tell the player what artifacts are, how they are obtained (REQ-DEF-SCHEMATIC-DROP), and that collecting `world.toml [world].artifact_win_count` of them wins the game (REQ-WIN-ARTIFACT-COUNT). If the field is unset, the artifact count display shows no tooltip. This tooltip is distinct from the building blocks tooltip (REQ-UI-BLOCKS-TOOLTIP) and the build/module button tooltips (REQ-UI-BUILD-TOOLTIP, REQ-MOD-UI-MODULE-TOOLTIP).
|
||||
- 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-SPEED: The game speed controls in the header bar are buttons for 0×, 0.5×, 1×, 2×, and 10× 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-PAUSE-BORDER: While the game is paused (speed 0×, whether set via the speed controls (REQ-UI-SPEED), the Space toggle (REQ-UI-HOTKEYS), or an auto-pausing modal), a vignette border is drawn around the edges of the game world view to make the paused state hard to miss. The border is black and fades in the alpha channel from fully transparent at its inner (center-facing) edge to 50% opacity at the viewport edge, over a thickness of 100 pixels (capped at half the smaller viewport dimension on very small views).
|
||||
- REQ-UI-DECONSTRUCT-BORDER: While deconstruct mode is active (REQ-UI-DECONSTRUCT-BUTTON, REQ-UI-HOTKEYS), a vignette border is drawn around the edges of the game world view to signal the mode, matching the geometry of the paused-state vignette (REQ-UI-PAUSE-BORDER): a 100-pixel thickness (capped at half the smaller viewport dimension on very small views) with the four sides meeting along mitred corner diagonals. It fades in the alpha channel from fully transparent at its inner (center-facing) edge to the deconstruct tint color at the viewport edge. The color — including its alpha, which sets the peak opacity at the viewport edge — is read from `visuals.toml [overlays].deconstruct_tint`, the same deconstruct-mode color used for the hover tint. The border is presentation-only and has no effect on the simulation. If the game is both paused and in deconstruct mode, both vignettes are drawn and compose over each other.
|
||||
- REQ-UI-EXPAND-BUTTON: The header bar shows an asteroid expansion button captioned `Expand: <x> Blocks`, where `<x>` is the current expansion cost computed from `world.toml [expansion].cost_building_blocks_formula` at the current number of purchased expansions (REQ-EXP-COST). Clicking the button unlocks the next asteroid expansion (REQ-EXP-UNLOCK, REQ-GW-ASTEROID-EXPAND), spending that many building blocks from the global stock. The button is disabled when the player cannot currently afford the cost (consistent with REQ-UI-BUILD-DISABLED). The caption updates as the cost changes with each purchased expansion.
|
||||
- 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).
|
||||
- REQ-UI-MODAL-DIM: While a modal dialog, menu, or full-screen state screen is open on top of the game, a transparent black overlay (a dim/scrim) is drawn over the **entire game window** — the header bar, the game world view, and the side panel column — behind that modal, so the game reads as inactive while the modal holds focus. The overlay is shown for every modal that auto-pauses the simulation — the escape menu (REQ-UI-GAME-MENU), the recipe/schematic selection dialog (REQ-UI-SELECT-BUTTON), the layout configuration dialog (REQ-MOD-UI-DIALOG), and the schematic choice dialog (REQ-DEF-SCHEMATIC-DROP) — as well as the game-over screen (REQ-HQ-GAME-OVER) and the win screen (REQ-WIN-SCREEN), which end rather than pause the game. When modals are nested (for example the Create Blueprint name dialog (REQ-MOD-UI-BLUEPRINT-CREATE) opened from the layout configuration dialog), only a single dim is shown over the game window; nested modals do not stack additional overlays. The dim color and opacity are read from `visuals.toml [overlays]` (a semi-transparent black modal-dim color), consistent with the other overlay colors. The overlay is presentation-only and has no effect on the simulation.
|
||||
|
||||
### 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-SCROLL: The player scrolls the view horizontally across the scrollable area by pressing A (scroll left) and D (scroll right). The pan speed is not constant; it varies with the view's position per REQ-UI-SCROLL-SPEED.
|
||||
- REQ-UI-SCROLL-SPEED: The horizontal pan speed varies with position so the player crosses the empty middle of the world quickly while retaining fine control near the asteroid and near the front line. Two pan speeds are read from `world.toml [scroll]`: `pan_speed_slow_tiles_per_second` (the base speed, used while the view is over the asteroid and player buffer zone) and `pan_speed_fast_tiles_per_second` (the faster speed, used while the view is over the contest zone). Both are expressed in tiles per second and apply equally to the A and D scroll directions. The current pan speed is a function of the view's horizontal center X (REQ-GW-REGIONS defines the regions):
|
||||
- **Flat regions:** while the view center is left of the contest zone (over the asteroid or player buffer zone) and outside any ramp band, the pan speed is the slow speed; while the view center is inside the contest zone and outside any ramp band, the pan speed is the fast speed.
|
||||
- **Ramp bands:** a transition ramp band of width `world.toml [scroll].pan_ramp_band_width_tiles` tiles straddles each contest-zone boundary (the player defence stations on the left, the enemy defence stations on the right), centered on the boundary with half the band width on each side. While the view center is within a ramp band, the pan speed is linearly interpolated between the slow speed at the band's outer (non-contest-zone) edge and the fast speed at the band's inner (contest-zone) edge, by the view center's fractional position across the band. This produces smooth speed changes when entering and exiting the fast contest-zone range rather than an abrupt jump.
|
||||
- **Narrow contest zone:** should the two ramp bands overlap (a contest zone narrower than the band width), each ramp is clamped at the contest-zone center so the bands do not cross; the fast plateau then reduces to a single point at the center and the peak speed there may be below the fast speed.
|
||||
|
||||
Because the contest-zone boundaries shift as the scrollable area grows with each push (REQ-GW-PUSH-EXPAND, REQ-GW-SCROLL-LIMIT), the ramp bands are recomputed from the current contest-zone boundaries. This is a presentation-only concern and does not affect the simulation, consistent with REQ-UI-NO-ZOOM.
|
||||
- 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-PORT-TARGET-GLYPH: While in builder mode (REQ-BLD-BUILDER-MODE), the builder-mode ghost additionally shows, for each of the building's output ports, a directional glyph drawn centered in the port's **target cell** — the cell immediately outside the footprint that the port pushes into, i.e. the cell the surface-mask output-port indicator occupies (see Surface Mask Format). As in REQ-UI-PORT-GLYPH the glyph is a `>` rotated to face the port's exit direction (`>` East, `^` North, `<` West, `v` South), previewing where the port's output will go before placement. This is in addition to the on-tile port glyph of REQ-UI-PORT-GLYPH, and — unlike that indicator — is shown only for the builder-mode ghost, not for operational buildings, construction sites, or the blueprint-placement ghost (REQ-UI-BLUEPRINT-PLACE). A building with multiple output ports (e.g. a splitter) shows one target-cell glyph per port. The target-cell glyph is drawn larger than the on-tile port glyph so it stands out as the flow-direction preview. Exceptions: the Tunnel Entry shows no target-cell glyph, because it receives items (which may arrive from any of its non-mouth edges, REQ-BLD-TUNNEL-ENTRY) rather than emitting into a single adjacent cell; the Shipyard shows none either, because its output port is a ship-spawn point (REQ-SHP-SPAWN-PLAYER) rather than a belt-item output (REQ-MAT-OUTPUT-EMERGE).
|
||||
- REQ-UI-STATUS-LIGHT: Every operational production building — Miner, Smelter, Assembler, Reprocessing Plant, Shipyard, and Salvage Bay — renders a small **status light**: a filled circle with a black outline drawn in the building's upper-right corner, letting the player read a building's production state without selecting it. The light is anchored to the footprint corner that is the upper-right corner in the building's default orientation and rotates with the building — like the output-port glyph (REQ-UI-PORT-GLYPH) — so it stays on the same physical corner of the building as it is rotated. The status light is rendered only for operational buildings; construction sites (which instead show construction progress, REQ-UI-CONSTRUCTION-PROGRESS) and the builder-mode ghost do not render it. Buildings that are not production buildings — belts, splitters, tunnel entries/exits, and the HQ — have no status light. The black outline is constant; the fill color reflects the building's current production state.
|
||||
- For the five production buildings (Miner, Smelter, Assembler, Reprocessing Plant, Shipyard), the fill color is determined by evaluating, in order:
|
||||
- **Grey** — no recipe or schematic is selected. This applies only to buildings with a player-facing selection (Miner, Assembler, Shipyard); the Smelter and Reprocessing Plant always run an implicit recipe (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) and are never grey.
|
||||
- **Green** — the building is currently producing: a production cycle is active (REQ-MAT-CYCLE; for the Shipyard, an in-progress production cycle per REQ-BLD-SHIPYARD).
|
||||
- **Red** — the building is idle because a required input is missing from its input buffers, so it cannot start a cycle. Missing input takes precedence over a full output buffer: if any required input is missing the light is red even when the output buffer is also full.
|
||||
- **Yellow** — the building is idle with all required inputs present but its output buffer full, so no new cycle can start (REQ-MAT-OUTPUT-BUFFER, REQ-MAT-CYCLE).
|
||||
- A configured building that is momentarily idle yet blocked by neither condition (all inputs present and the output buffer has room — a transient state that resolves into a started cycle on the same or the next tick per REQ-MAT-CYCLE) shows green.
|
||||
- The Salvage Bay has no recipe and no production cycle (REQ-BLD-SALVAGE-BAY); its status light uses only two states: **green** while its output buffer holds at least one unit of scrap, and **red** while its output buffer is empty. The Salvage Bay's status light is never grey or yellow.
|
||||
- The four fill colors (grey, green, red, yellow) and the outline color are read from `visuals.toml [status_light]`, consistent with the other rendering-only colors. The status light is presentation-only and has no effect on the simulation.
|
||||
- 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-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×).
|
||||
- **W** — increases game speed by one step in the sequence 0×, 0.5×, 1×, 2×, 10× (no wrap-around past 10×).
|
||||
- **S** — decreases game speed by one step in the same sequence (no wrap-around past 0×).
|
||||
- **A / D** — scroll the view left / right (REQ-UI-SCROLL).
|
||||
- **Q** — context-sensitive. If a build mode is active (builder mode or blueprint placement mode), pressing Q exits it. Otherwise, pressing Q toggles demolish mode: it enters demolish mode if inactive, or exits demolish mode if already active. (See also REQ-UI-DEMOLISH-BUTTON for the equivalent button.)
|
||||
- **Q** — context-sensitive. If a build mode is active (builder mode or blueprint placement mode), pressing Q exits it. Otherwise, pressing Q toggles deconstruct mode: it enters deconstruct mode if inactive, or exits deconstruct mode if already active. (See also REQ-UI-DECONSTRUCT-BUTTON for the equivalent button.)
|
||||
- **R / Shift+R** — in builder mode, rotate the ghost counter-clockwise / clockwise (REQ-BLD-ROTATE).
|
||||
- **T** — create a temporary blueprint from the current selection and enter its placement mode (REQ-UI-BLUEPRINT-TEMP).
|
||||
- **Escape** — opens the escape menu (REQ-UI-GAME-MENU).
|
||||
- **Build mode selection** — pressing a build hotkey activates builder mode for the corresponding building type, equivalent to clicking its build button (REQ-BLD-BUILDER-MODE):
|
||||
- **1** — Belt, **2** — Splitter, **3** — Tunnel Entry, **4** — Tunnel Exit.
|
||||
- **1** — Belt, **2** — Splitter, **3** — Tunnel (the unified tunnel build mode, REQ-BLD-TUNNEL-MODE). Hotkey 4 is unused.
|
||||
- **Shift+1** — Miner, **Shift+2** — Smelter, **Shift+3** — Assembler, **Shift+4** — Shipyard, **Shift+5** — Salvage Bay, **Shift+6** — Reprocessing Plant.
|
||||
|
||||
### Debug Draw
|
||||
@@ -437,47 +521,63 @@ The screen is divided into two columns: a main column (75% width) containing the
|
||||
|
||||
### Selected Building Panel
|
||||
|
||||
- REQ-UI-EMPTY-SELECTION: When no building is selected, the panel is empty.
|
||||
- REQ-UI-EMPTY-SELECTION: When nothing is selected (no building, construction site, ship, defence station, or scrap pile), the panel is empty.
|
||||
- REQ-UI-SELECTION-CATEGORIES: **Selection categories and precedence.** Every selectable object belongs to one of two mutually exclusive selection categories: **buildings** (buildings and construction sites) and **field objects** (ships and defence stations — player or enemy — together with scrap piles). A single selection holds objects from only one category at a time. Field objects of different kinds may be selected together (e.g. several ships plus scrap piles, freely mixing player and enemy actors). Buildings are exclusive and take precedence — **buildings win**: selecting a building (by click, Ctrl+click, or a box-drag covering at least one building) clears any field selection and yields a buildings-only selection, and conversely selecting any field object clears any building selection. Point hit-testing prefers a building over a coincident field object, and among field objects prefers an actor (ship or defence station) over a coincident scrap pile (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-SCRAP-CLICK-SELECT).
|
||||
- REQ-UI-SINGLE-SELECTION: When one building is selected, the panel shows: building name, current recipe or schematic selection, input buffer contents, and output buffer contents. Buffer counts are displayed as `a/b` where `a` is the current item count and `b` is the per-cycle amount (items consumed per run for inputs; items produced per run for outputs). For a selected construction site, the recipe/schematic selection (and, for a shipyard, the layout preview and "Configure" button) are shown but the buffer rows are omitted (REQ-BLD-SITE-CONFIG).
|
||||
- REQ-UI-PRODUCTION-PROGRESS: For buildings that produce items or ships (miner, smelter, assembler, reprocessing plant, shipyard), the selected building panel also shows: (a) the cycle time of the currently selected recipe or schematic in seconds, and (b) the completion percentage of the active production cycle as an integer (e.g. `42%`), or the text `idle` when no production cycle is active. When no recipe or schematic is selected, neither the cycle time nor the progress indicator is shown.
|
||||
- REQ-UI-MULTI-SELECT: The player selects multiple buildings by box-drag or by Ctrl+clicking individual buildings to add or remove them from the selection.
|
||||
- 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-MULTI-SELECT: The player selects multiple objects by box-drag or by Ctrl+clicking individual objects to add or remove them from the selection. Multi-select operates within a single category (REQ-UI-SELECTION-CATEGORIES). A box-drag that covers at least one building selects buildings (any field objects within the box are ignored — buildings win); a box-drag that covers no building but does cover ships, defence stations, or scrap piles selects all of those field objects together (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-SCRAP-MULTI-SELECT).
|
||||
- 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. The panel additionally shows the **total building block cost** of the selection — the sum of each selected building's placement cost (`buildings.toml [[building]].cost`, per REQ-BLD-COST), counting only player-placeable buildings (buildings with a button in the build button grid); non-player-placeable buildings (the HQ and defence stations) are excluded from the total, consistent with the blueprint total (REQ-UI-BLUEPRINT-BUTTON). Construction sites count at their building type's full placement cost regardless of construction progress.
|
||||
- REQ-UI-CONFIG-INLINE: Recipe and schematic configuration for a selected building is shown within this panel. Recipe selection (miner, assembler) and schematic selection (shipyard) use the selection button and dialog (REQ-UI-SELECT-BUTTON) rather than an inline control. For shipyards, the panel additionally shows the ship layout preview and "Configure" button below the schematic selection button (REQ-MOD-UI-PREVIEW).
|
||||
- REQ-UI-SELECT-BUTTON: **Recipe and schematic selection control.** Recipe selection (Miner ore type, Assembler recipe) and schematic selection (Shipyard) are each presented in the selected building panel as a single **selection button** whose caption is the name of the currently selected recipe or schematic, or a placeholder ("Select recipe" / "Select schematic") when none is selected. Clicking the button opens a modal **selection dialog** that pauses the game (speed set to 0×; on close, the speed is restored to what it was before the dialog was opened). The dialog contains a grid of option buttons, one per selectable option — only options that are currently unlocked are shown (REQ-LOCK-UI-RECIPE for recipes, REQ-LOCK-UI-SCHEMATIC for schematics). Hovering an option button shows the selection info tooltip (REQ-UI-SELECT-TOOLTIP). Clicking an option button selects that recipe/schematic, closes the dialog, and updates the selection button's caption in the selected building panel. The dialog can be dismissed without changing the current selection (e.g. closing it without clicking an option). Selecting a new recipe or schematic has the same effects as before (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD).
|
||||
- REQ-UI-SELECT-TOOLTIP: **Selection info tooltip.** Hovering an option button in the selection dialog (REQ-UI-SELECT-BUTTON), and hovering the selection button in the selected building panel when a selection is set, displays an info tooltip:
|
||||
- For a **recipe** (Miner or Assembler): the recipe name; the name and quantity of each input item (no inputs are listed for miner recipes, which consume nothing); the completion time (`duration_seconds`); and the name and quantity of the produced output item.
|
||||
- For a **ship schematic** (Shipyard): the ship's `display_name`; the name and quantity of each base required material (`[ship.schematic].materials`, excluding any module contributions); the base production time (`[ship.schematic].production_time_seconds`); and "Produces: 1 <ship display name>".
|
||||
- REQ-UI-BELT-CLEAR: When one or more belt, splitter, tunnel entry, or tunnel exit tiles are selected, the panel shows a "Clear" button that removes all items from the selected tiles. Clearing a tunnel entry or exit also discards all items currently in transit through that tunnel (REQ-BLD-TUNNEL-TRANSIT). This can be used to resolve stalled belts, splitters, and tunnels.
|
||||
- REQ-UI-ENTITY-CLICK-SELECT: The player can click any ship (player or enemy) or any defence station (player or enemy) in the game world to select it. Clicking a ship or defence station clears any existing selection and establishes a single-entity selection containing only that entity. Ships and defence stations cannot participate in multi-select together with buildings. Clicking empty world space (no building, ship, or defence station) clears the selection.
|
||||
- REQ-UI-SHIP-STATS-PANEL: When a single ship is selected (REQ-UI-ENTITY-CLICK-SELECT), the selected building panel shows a **ship stats panel**. The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed from its installed modules per REQ-MOD-STAT-CALC. The panel always shows all hull stats: HP (current / maximum), max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed. In addition, capability module summaries are shown conditioned on which module types are installed, using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each section appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT).
|
||||
- REQ-UI-STATION-STATS-PANEL: When a single defence station is selected (REQ-UI-ENTITY-CLICK-SELECT), the selected building panel shows a **station stats panel** displaying the station's stats computed at its current level: HP (current / maximum), damage, range, and fire rate.
|
||||
- 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. A plain click on a ship or defence station makes it the sole selection, clearing any previous selection. Ships and defence stations can be multi-selected — by Ctrl+clicking individual actors to add or remove them, or by box-drag (REQ-UI-MULTI-SELECT) — and can be selected together with scrap piles and with one another in a single field selection (REQ-UI-SELECTION-CATEGORIES), freely mixing player and enemy actors. Actors cannot be selected together with buildings: selecting a ship or defence station clears any building selection, and selecting a building clears the actors (buildings win). Clicking a scrap pile adds to or establishes a field selection (REQ-UI-SCRAP-CLICK-SELECT). Clicking empty world space (no building, ship, defence station, or scrap pile) clears the selection.
|
||||
- REQ-UI-SHIP-STATS-PANEL: When exactly one ship is selected (REQ-UI-ENTITY-CLICK-SELECT) and no scrap is selected, the selected building panel shows a **ship stats panel**. (If scrap is also selected, the panel shows the compact count summary instead, per REQ-UI-FIELD-MULTI-SELECTION.) The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed from its installed modules per REQ-MOD-STAT-CALC. The panel always shows all hull stats: HP (current / maximum), max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed. In addition, capability module summaries are shown conditioned on which module types are installed, using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each section appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT).
|
||||
- REQ-UI-SHIP-BEHAVIOR: The ship stats panel (REQ-UI-SHIP-STATS-PANEL) additionally displays the selected ship's **current behavior** — a single label naming the top-priority behavior currently governing the ship's navigation, as resolved by the fixed-priority behavior arbitration. Only the winning behavior is named; lower-priority behaviors that are suppressed are not shown, and neither are the salvage/repair cycles that run regardless of the active behavior (REQ-SHP-SALVAGE, REQ-SHP-REPAIR). The label updates live as the ship's behavior changes, and it is always shown (independent of debug draw mode, unlike the threat-cost line of REQ-UI-SHIP-STATS-PANEL). This applies to both player and enemy ships (REQ-UI-ENTITY-CLICK-SELECT); enemy ships only ever show **Engaging** or **Advancing**. The behavior labels (all wrapped in `tr()`) are:
|
||||
- **Retreating** — the ship is retreating (REQ-SHP-RETREAT).
|
||||
- **Engaging** — the ship is engaging a combat target (player: REQ-SHP-COMBAT; enemy: REQ-SHP-ENEMY-AI).
|
||||
- **Salvaging** — the ship is executing salvage navigation: seeking scrap, collecting, or delivering to a Salvage Bay (REQ-SHP-SALVAGE).
|
||||
- **Repairing** — the ship is navigating to a repair target (REQ-SHP-REPAIR).
|
||||
- **Rallying** — the ship is moving to or orbiting the rally point (REQ-SHP-RALLY).
|
||||
- **Standby** — the ship is holding with its fleet (REQ-SHP-STANDBY).
|
||||
- **Advancing** — the ship is executing the baseline forward advance with no higher-priority behavior active (player: REQ-SHP-COMBAT advance toward the enemy; enemy: REQ-SHP-ENEMY-AI advance toward the asteroid).
|
||||
- REQ-UI-STATION-STATS-PANEL: When exactly one defence station is selected (REQ-UI-ENTITY-CLICK-SELECT) and no scrap is selected, 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. (If scrap is also selected, the panel shows the compact count summary instead, per REQ-UI-FIELD-MULTI-SELECTION.)
|
||||
- REQ-UI-FIELD-MULTI-SELECTION: The full single-actor stats panel (REQ-UI-SHIP-STATS-PANEL, REQ-UI-STATION-STATS-PANEL) is shown only when the field selection holds exactly one actor and no scrap. Whenever the selection holds more than one object — multiple actors, or a single actor together with scrap — the panel shows a **compact summary** instead: a count per actor type, one line per type rendered as "<type> x <count>" (the same `x`-count notation as the recipe tooltip and the building multi-selection, REQ-UI-MULTI-SELECTION). Ships are grouped by schematic display name and defence stations as a group, distinguishing player from enemy. No per-actor detail and no total-actor-count header are shown (consistent with the building panel). If scrap piles are also part of the field selection (REQ-UI-SELECTION-CATEGORIES) their total is appended as a final line of the same summary (REQ-UI-SCRAP-PANEL), so all lines share uniform spacing. Building selections use REQ-UI-SINGLE-SELECTION / REQ-UI-MULTI-SELECTION instead.
|
||||
- REQ-UI-SCRAP-CLICK-SELECT: The player can click any scrap pile (REQ-RES-SCRAP-DROP) in the game world to select it. Scrap piles are field objects (REQ-UI-SELECTION-CATEGORIES) and can be selected together with ships and defence stations, but not with buildings. A plain click on a scrap pile makes it the sole selection, clearing any previous selection; selecting a building clears any scrap (buildings win), and selecting a scrap pile clears any building selection. Hit-testing prefers a building over a coincident actor or scrap pile, and an actor (ship or defence station) over a coincident scrap pile: a scrap pile is selected only when no building or actor is under the cursor. A selected scrap pile that despawns or is fully collected (REQ-RES-SCRAP-DROP) is removed from the selection; if no selected object remains, the panel becomes empty (REQ-UI-EMPTY-SELECTION).
|
||||
- REQ-UI-SCRAP-MULTI-SELECT: Multiple scrap piles can be selected by box-drag or by Ctrl+clicking individual piles to add or remove them, mirroring building multi-select (REQ-UI-MULTI-SELECT). Scrap shares the field-object category with ships and defence stations (REQ-UI-SELECTION-CATEGORIES), so a field selection may hold scrap piles and actors together. Ctrl+clicking a scrap pile while a field selection is active adds or removes that pile within the same selection; Ctrl+clicking a scrap pile while a building selection is active first clears the buildings and begins a field selection (buildings win). Conversely, selecting a building while a field selection is active clears it. Box-drag disambiguation follows REQ-UI-MULTI-SELECT (a box covering any building selects buildings; a box covering no building selects the ships, defence stations, and scrap piles within it).
|
||||
- REQ-UI-SCRAP-PANEL: When one or more scrap piles are selected, the selected building panel shows the **total remaining scrap amount** across all selected piles — the sum of the piles' current remaining amounts (REQ-RES-SCRAP-DROP), e.g. "Scrap x 47". The same summed-amount display is used whether one pile or many are selected; no per-pile detail and no pile count are shown. The displayed total updates as selected piles are partially collected or despawn (REQ-UI-SCRAP-CLICK-SELECT). When actors are also selected, this scrap total is shown as an additional line of the actor count summary rather than alongside a single-actor stats panel (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
|
||||
### Build Button Grid
|
||||
|
||||
- REQ-UI-BUILD-GRID: All placeable building types are shown as a flat grid of buttons with no grouping.
|
||||
- REQ-UI-BUILD-GRID: All placeable building types are shown as a flat grid of buttons with no grouping. Tunnel Entry and Tunnel Exit share a single **Tunnel** button (REQ-BLD-TUNNEL-MODE) rather than one button each.
|
||||
- REQ-UI-BUILD-COST: Each button caption shows the building name and its building block cost, e.g. "Belt: 2 Blocks".
|
||||
- REQ-UI-BUILD-TOOLTIP: Each building-type button shows a hover tooltip with the descriptive text defined for that building type in `buildings.toml` (the optional per-building tooltip field). This tooltip is distinct from the recipe/schematic selection tooltip (REQ-UI-SELECT-TOOLTIP). If a building type defines no tooltip text, its button shows no tooltip. The Deconstruct button (REQ-UI-DECONSTRUCT-BUTTON) is not a building type and has no config-defined tooltip.
|
||||
- REQ-UI-BUILD-DISABLED: Buttons for buildings the player cannot currently afford are shown as disabled.
|
||||
- REQ-UI-DEMOLISH-BUTTON: A dedicated **Demolish** button is shown in the build button grid. Clicking it toggles demolish mode on and off, equivalent to the Q demolish toggle (REQ-UI-HOTKEYS). The button is shown in a visually active/pressed state while demolish mode is active.
|
||||
- REQ-UI-DECONSTRUCT-BUTTON: A dedicated **Deconstruct** button is shown in the build button grid. Clicking it toggles deconstruct mode on and off, equivalent to the Q deconstruct toggle (REQ-UI-HOTKEYS). The button is shown in a visually active/pressed state while deconstruct mode is active.
|
||||
|
||||
### Blueprint Panel
|
||||
|
||||
- REQ-UI-BLUEPRINT-PANEL: The blueprint panel is shown to the right of the build button grid. It contains, from top to bottom: a "Create Blueprint" button, and a list of blueprint entries (one per saved blueprint, in creation order).
|
||||
- REQ-UI-BLUEPRINT-PANEL: The blueprint panel is shown to the right of the build button grid. It contains, from top to bottom: a "Create Blueprint" button, and a list of blueprint entries (one per saved blueprint, in creation order). The panel has no Save or Load buttons; blueprints are persisted automatically (REQ-UI-BLUEPRINT-SAVE) and restored at startup (REQ-UI-BLUEPRINT-LOAD).
|
||||
|
||||
- REQ-UI-BLUEPRINT-CREATE: The "Create Blueprint" button is enabled only when at least one player-placeable building (i.e. a building with a button in the build button grid) is currently selected; non-player-placeable buildings (HQ, defence stations) in the selection do not count toward this condition. When clicked, a modal dialog appears prompting the player to enter 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 current selection, silently excluding any non-player-placeable buildings, and appends its button to the blueprint list.
|
||||
- REQ-UI-BLUEPRINT-CREATE: The "Create Blueprint" button is enabled only when at least one player-placeable building (i.e. a building with a button in the build button grid) is currently selected; non-player-placeable buildings (HQ, defence stations) in the selection do not count toward this condition. A selected player-placeable building may be either an operational building or a construction site (a building placed but not yet fully built, REQ-BLD-SITE-CONFIG); both count toward this condition and are captured identically (REQ-UI-BLUEPRINT-STORAGE). When clicked, a modal dialog appears prompting the player to enter 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 current selection, silently excluding any non-player-placeable buildings, and appends its button to the blueprint list.
|
||||
|
||||
- REQ-UI-BLUEPRINT-STORAGE: A blueprint stores its name and, for each building in the selection, the building type, its rotation, its tile offset (integer dx, dy) from the center of the bounding box of all selected buildings' footprints, and — where applicable — the selected recipe ID (miners and assemblers) or schematic ID (shipyards), and for splitters the two output filters (each a list of item types; an empty list means accept-all), at the time of capture. If no recipe or schematic was selected at capture time, none is stored; for a splitter with no filters set, no filter lists are stored. This structure maps directly to a TOML representation (e.g. one `[[building]]` array entry per constituent building, with the splitter filters as `filter_a`/`filter_b` arrays of item-type ids).
|
||||
- REQ-UI-BLUEPRINT-TEMP: Pressing the **T** key (REQ-UI-HOTKEYS) creates a **temporary blueprint** from the current selection and immediately enters blueprint placement mode for it, without opening the naming dialog. It has effect only when at least one player-placeable building is currently selected — the same condition as REQ-UI-BLUEPRINT-CREATE; pressing T with an empty selection, or a selection containing only non-player-placeable buildings (HQ, defence stations), does nothing. Entering this mode replaces any currently active build, blueprint placement, or deconstruct mode. The temporary blueprint is captured exactly as a saved blueprint (REQ-UI-BLUEPRINT-STORAGE), silently excluding any non-player-placeable buildings from the selection, but it is never named, never shown in the blueprint panel (REQ-UI-BLUEPRINT-PANEL), and never persisted to `blueprints.toml` (REQ-UI-BLUEPRINT-SAVE). Placement behaves identically to a saved blueprint's placement mode (REQ-UI-BLUEPRINT-MODE, REQ-UI-BLUEPRINT-PLACE): a ghost is rendered per building, R / Shift+R rotate the entire constellation, placement follows the same per-building validity and total-cost rules, and after a successful placement the mode stays active so the blueprint can be placed again. Right-clicking in the game world exits placement mode, at which point the temporary blueprint is discarded.
|
||||
|
||||
- REQ-UI-BLUEPRINT-STORAGE: A blueprint stores its name and, for each building in the selection, the building type, its rotation, its tile offset (integer dx, dy) from the center of the bounding box of all selected buildings' footprints, and — where applicable — the selected recipe ID (miners and assemblers) or schematic ID (shipyards), and for splitters the two output filters (each a list of item types; an empty list means accept-all), at the time of capture. A source building may be either an operational building or a construction site (REQ-BLD-SITE-CONFIG); a construction site is captured identically, storing whatever configuration it currently holds and never any buffer or construction-progress state. If no recipe or schematic was selected at capture time, none is stored; for a splitter with no filters set, no filter lists are stored. This structure maps directly to a TOML representation (e.g. one `[[building]]` array entry per constituent building, with the splitter filters as `filter_a`/`filter_b` arrays of item-type ids).
|
||||
|
||||
- REQ-UI-BLUEPRINT-BUTTON: Each blueprint entry consists of a blueprint button and a dedicated delete icon ("×") placed to the right of the button. The blueprint button displays the blueprint name and, below it, the total building block cost of the blueprint (sum of the individual costs of all constituent buildings). A blueprint button is disabled when the player cannot afford the total cost. Clicking an enabled blueprint button enters blueprint placement mode for that blueprint. The delete icon is always enabled regardless of whether the player can afford the blueprint.
|
||||
|
||||
- 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). A valid ghost uses its building type's semi-transparent per-building coloring (REQ-BLD-GHOST); an invalid ghost uses the distinct "invalid" color, as in single-building builder mode. Pressing R / Shift+R 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-MODE: In blueprint placement mode a ghost is rendered for every building in the blueprint (excluding any of a currently locked building type, REQ-LOCK-BUILDING, which is omitted entirely per REQ-LOCK-UI-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). A valid ghost uses its building type's semi-transparent per-building coloring (REQ-BLD-GHOST); an invalid ghost uses the distinct "invalid" color, as in single-building builder mode. Pressing R / Shift+R 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. If splitter output filters are stored, they are applied to the construction site immediately and carry over when it finishes building (REQ-BLD-SITE-CONFIG). 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-PLACE: Buildings of a currently locked building type (REQ-LOCK-BUILDING) are first excluded from the blueprint for this placement, per REQ-LOCK-UI-BLUEPRINT — they are not ghosted, not validity-checked, not placed, and their cost is excluded from the total. Left-clicking in blueprint placement mode then places the (remaining) 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. If splitter output filters are stored, they are applied to the construction site immediately and carry over when it finishes building (REQ-BLD-SITE-CONFIG). 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.
|
||||
|
||||
- REQ-UI-BLUEPRINT-SAVE: A "Save" button is shown at the bottom of the blueprint panel. Clicking it serializes all current blueprints to a file named `blueprints.toml` located in the same directory as the application executable. The TOML structure matches REQ-UI-BLUEPRINT-STORAGE. If writing fails, a modal error dialog is shown describing the failure.
|
||||
- REQ-UI-BLUEPRINT-SAVE: On application shutdown, all current blueprints are serialized to a file named `blueprints.toml` located in the same directory as the application executable. The TOML structure matches REQ-UI-BLUEPRINT-STORAGE. Write errors are silently ignored on shutdown (no button, no dialog).
|
||||
|
||||
- REQ-UI-BLUEPRINT-LOAD: A "Load" button is shown at the bottom of the blueprint panel, to the right of the "Save" button. Clicking it shows a confirmation dialog ("Load blueprints? This will replace all current blueprints.") with Confirm and Cancel buttons. Clicking Cancel closes the dialog with no effect. Clicking Confirm reads `blueprints.toml` from the same directory as the application executable, replaces all current blueprints with those from the file (in the order they appear in the file), and exits any active blueprint-related mode (blueprint placement mode, delete mode). If the file does not exist or cannot be parsed, a modal error dialog is shown describing the failure and the current blueprint list is left unchanged.
|
||||
- REQ-UI-BLUEPRINT-LOAD: At application startup, blueprints are loaded from `blueprints.toml` in the same directory as the application executable, populating the blueprint list (in the order they appear in the file). 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. There is no Load button and no runtime reload.
|
||||
|
||||
## Balancing Tool
|
||||
|
||||
@@ -505,19 +605,23 @@ A separate executable target (`balancing`) that links against `lib` but contains
|
||||
|
||||
- REQ-BAL-SIM-ENV: Each arena simulates a pure-space environment using the same tick-based simulation as the main game. There is no asteroid, no buildings, no belts, no wave system, and no threat accumulation. Only ships, HQs, defence stations, and combat are active.
|
||||
- REQ-BAL-SIM-AI: Ships use the same AI and stats as in the main game. Ships with no target in sensor range advance toward the enemy team's HQ. Ships that detect an enemy in sensor range engage it as in the normal game (REQ-SHP-COMBAT, REQ-SHP-ENEMY-AI).
|
||||
- REQ-BAL-SIM-SPEED: Each arena that is not being inspected runs its simulation at maximum tick rate (as many ticks per second as the hardware allows), with no rendering. An inspected arena runs at a player-controllable game speed (same speed steps as the main game: 0×, 0.5×, 1×, 2×, 4×) with full rendering in the inspect window, defaulting to 1× on open.
|
||||
- REQ-BAL-SIM-SPEED: Each arena that is not being inspected runs its simulation at maximum tick rate (as many ticks per second as the hardware allows), with no rendering. An inspected arena runs at a player-controllable game speed (same speed steps as the main game: 0×, 0.5×, 1×, 2×, 10×) with full rendering in the inspect window, defaulting to 1× on open.
|
||||
- REQ-BAL-SIM-PARALLEL: All arenas are simulated in parallel, each on its own thread.
|
||||
- REQ-BAL-SIM-END: An arena fight ends when either team's HQ is destroyed or all ships and defence stations of one team have been destroyed. If a team has no defence stations, destroying all its ships is sufficient. When the fight ends, the simulation for that arena stops.
|
||||
|
||||
### UI
|
||||
|
||||
- REQ-BAL-UI-WINDOW: On startup the tool displays a window containing a "Reload Config" button and a "Start All" button at the top (in that order, left to right), followed by a scrollable vertical list of arena widgets, one per arena defined in `balancing.toml`. Simulations do not start automatically on startup. All buttons and controls in the main window are disabled while an arena is being inspected (REQ-BAL-UI-INSPECT).
|
||||
- REQ-BAL-UI-WINDOW: On startup the tool displays a window containing a "Reload Config" button, a "Start All" button, and a "Log" button at the top (in that order, left to right), followed by a scrollable vertical list of arena widgets, one per arena defined in `balancing.toml`. Simulations do not start automatically on startup. All buttons and controls in the main window are disabled while an arena is being inspected (REQ-BAL-UI-INSPECT).
|
||||
- REQ-BAL-UI-RELOAD: The "Reload Config" button reloads all config files from disk (`balancing.toml`, `ships.toml`, `stations.toml`), stops any running simulations, and replaces the arena widget list with freshly created widgets from the reloaded config. The button is disabled while any arena simulation is currently running.
|
||||
- REQ-BAL-UI-START-ALL: The "Start All" button is placed above the scrollable arena list, to the right of the "Reload Config" button. Clicking it starts (or restarts) the simulation for every arena that is not currently running. The button is disabled when all arenas are currently running.
|
||||
- REQ-BAL-UI-WIDGET: Each arena widget displays the arena name, an "Inspect" button (to the right of the arena name), and two columns (one per team). Each column shows the team name as a header, then directly below the header the team's **accumulated threat level** — the sum, across the team's configured ship entries, of each entry's `count` multiplied by the threat cost (REQ-MOD-THREAT) of one ship of that entry computed from its level-independent module layout. Only ships contribute; the HQ and defence stations are excluded. This value is static: it is computed once from the full configured roster and does not change as ships are destroyed during the fight. Below the threat level, the column shows a list of entries. The HQ is always the first entry in each column. Below the HQ, ship types are listed, followed by defence stations (if any). Each entry uses the format `surviving/total TypeName` for ship entries and `surviving/total TypeName Llevel` for the HQ and defence station entries — for example `2/3 Fighter`, `1/1 HQ L1`, or `2/2 Enemy Station L3`. The surviving count updates live as the simulation progresses. When the fight ends, the winning team's name header is prefixed with `[WON]`.
|
||||
- REQ-BAL-UI-LOG: The "Log" button is placed in the header to the right of the "Start All" button. It is enabled whenever the main window's controls are enabled — including while simulations are running (it captures a live snapshot) — and, like all main window controls, is disabled only while an arena is being inspected (REQ-BAL-UI-WINDOW). Clicking it writes the current state of every arena to a file named `balancing_log.md` in the tool's current working directory, replacing (overwriting) any previous content of that file. The log captures, for every arena in `balancing.toml` order, exactly the information shown in that arena's widget (REQ-BAL-UI-WIDGET) at the moment the button is clicked. Each arena is written as its own section:
|
||||
- A heading with the arena name followed by the arena's current state — `not started`, `running`, or `ended` (corresponding to the widget border colors of REQ-BAL-UI-WIDGET-BORDER). For an `ended` arena, the heading also includes the battle duration (REQ-BAL-UI-WIDGET), for example `ended, 42.3 s`.
|
||||
- A markdown table with one column per team (team 1 left, team 2 right). Each team's column header shows the team name — prefixed with `[WON]` when that team won, matching REQ-BAL-UI-WIDGET — the team's accumulated threat level, and the team's remaining EHP percentage (REQ-BAL-UI-WIDGET).
|
||||
- Below the header, each table row holds one of that team's entries, in the same order and text format as the widget (REQ-BAL-UI-WIDGET): the HQ first, then ship types, then defence stations, formatted `surviving/total TypeName` for ship entries and `surviving/total TypeName Llevel` for the HQ and defence station entries. When the two teams have different numbers of entries, the shorter column's remaining cells are left blank.
|
||||
- REQ-BAL-UI-WIDGET: Each arena widget displays the arena name, an "Inspect" button (to the right of the arena name), and two columns (one per team). Each column shows the team name as a header, then directly below the header the team's **accumulated threat level** — the sum, across the team's configured ship entries, of each entry's `count` multiplied by the threat cost (REQ-MOD-THREAT) of one ship of that entry computed from its level-independent module layout. Only ships contribute; the HQ and defence stations are excluded. This value is static: it is computed once from the full configured roster and does not change as ships are destroyed during the fight. Directly below the threat level, the column shows the team's **remaining EHP percentage** — the sum of the current HP of all of the team's ships and defence stations, divided by the sum of their maximum HP, expressed as a percentage rounded to a whole number. Maximum HP is the final per-entity maximum (REQ-MOD-STAT-CALC), so module HP bonuses such as armor plates are included. (The game has no damage mitigation, so effective HP equals raw HP.) The HQ is excluded from both sums. A destroyed ship or station contributes 0 to the numerator and its maximum HP to the denominator, so the value measures how much of the team's fielded durability remains: it starts at 100% and decreases as units take damage or are destroyed. Unlike the static threat level, this value updates live as the simulation progresses. If the team has neither ships nor defence stations (the denominator is 0), the percentage is shown as `n/a`. Below the EHP percentage, the column shows a list of entries. The HQ is always the first entry in each column. Below the HQ, ship types are listed, followed by defence stations (if any). Each entry uses the format `surviving/total TypeName` for ship entries and `surviving/total TypeName Llevel` for the HQ and defence station entries — for example `2/3 Fighter`, `1/1 HQ L1`, or `2/2 Enemy Station L3`. The surviving count updates live as the simulation progresses. When the fight ends, the winning team's name header is prefixed with `[WON]`. When the fight has ended, the widget also displays the arena's **battle duration** — an arena-level value (not per team) giving the game time the fight lasted, computed as the number of simulated ticks at completion multiplied by the simulation's fixed tick duration (the same tick-based simulation as the main game, REQ-BAL-SIM-ENV). This is game time, not wall-clock time, so it is independent of how fast the arena was simulated (non-inspected arenas run at maximum tick rate, REQ-BAL-SIM-SPEED). It is shown in seconds with one decimal place, for example `Duration: 42.3 s`. The battle duration is shown only for completed (ended) runs; it is not shown while the arena is not started or running.
|
||||
- REQ-BAL-UI-WIDGET-START: Each arena widget contains a "Start" button that starts the simulation for that arena. The button is disabled while the arena's simulation is running. When a finished arena's Start button is clicked, a fresh simulation is created and started (the widget resets to initial unit counts, the border returns to blue, and the previous results are replaced).
|
||||
- REQ-BAL-UI-WIDGET-BORDER: Each arena widget has a colored border indicating its state: grey when not yet started, blue while its simulation is running, and green when the fight has ended.
|
||||
- REQ-BAL-UI-INSPECT: Clicking an arena widget's "Inspect" button opens a new inspect window for that arena. Any previously open inspect window is closed first (its arena's simulation is aborted and its widget border returns to grey). The inspected arena is restarted with a fresh simulation that runs at controllable game speed with full rendering (REQ-BAL-SIM-SPEED). The arena widget updates live during inspection (surviving counts, border color, `[WON]` prefix) as it does for non-inspected arenas. Only one inspect window may be open at a time.
|
||||
- REQ-BAL-UI-INSPECT-WINDOW: The inspect window consists of three sections, top to bottom: a title bar area containing the arena name and game speed controls (same buttons as the main game: 0×, 0.5×, 1×, 2×, 4×, with Space to toggle pause — see REQ-UI-SPEED and REQ-UI-HOTKEYS), the arena view in the center, and an info panel at the bottom displaying the same team columns and entry format as the arena widget in the main window (REQ-BAL-UI-WIDGET), updated live.
|
||||
- REQ-BAL-UI-INSPECT-WINDOW: The inspect window consists of three sections, top to bottom: a title bar area containing the arena name and game speed controls (same buttons as the main game: 0×, 0.5×, 1×, 2×, 10×, with Space to toggle pause — see REQ-UI-SPEED and REQ-UI-HOTKEYS), the arena view in the center, and an info panel at the bottom displaying the same team columns and entry format as the arena widget in the main window (REQ-BAL-UI-WIDGET), updated live, including the arena's battle duration once the fight has ended (REQ-BAL-UI-WIDGET).
|
||||
- REQ-BAL-UI-INSPECT-VIEW: The arena view renders all tiles of the arena and displays ships, HQs, defence stations, and laser beams using the same visual elements and `visuals.toml` colors as the main game. Team 1 uses player visual styles; team 2 uses enemy visual styles. The view has a fixed zoom level — no zoom or scroll is possible. The tile size is derived so that the full arena (all tiles) fits within the view.
|
||||
- REQ-BAL-UI-INSPECT-CLOSE: Closing the inspect window (via the window's close button) aborts the inspected arena's simulation. The arena widget's border returns to grey and its surviving counts are left as they were at the moment of closing. All main window buttons and controls are re-enabled.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
set(TARGET_BASE_NAME "DotaFactory")
|
||||
set(TARGET_BASE_NAME "${PRODUCT_NAME}")
|
||||
|
||||
set(TARGET_APP_NAME "${TARGET_BASE_NAME}")
|
||||
set(TARGET_LIB_NAME "${TARGET_BASE_NAME}_lib")
|
||||
@@ -117,6 +117,7 @@ target_link_libraries(${TARGET_UI_NAME}
|
||||
Qt5::Network
|
||||
Qt5::Multimedia
|
||||
Qt5::Charts
|
||||
Qt5::Svg
|
||||
)
|
||||
target_compile_definitions(${TARGET_UI_NAME} PRIVATE TOML_FLOAT_CHARCONV=0)
|
||||
|
||||
@@ -183,6 +184,19 @@ target_compile_definitions(${TARGET_APP_NAME} PRIVATE
|
||||
)
|
||||
target_link_libraries(${TARGET_APP_NAME} ${TARGET_UI_NAME})
|
||||
|
||||
# Embed the Windows version resource so the version shows on the executable's
|
||||
# Details tab (right-click -> Properties). Values come from cmake/version.cmake
|
||||
# (version numbers) and the product identity variables in the top-level
|
||||
# CMakeLists.txt. MSVC compiles the .rc automatically once it is a target source.
|
||||
if (WIN32)
|
||||
configure_file(
|
||||
"${CMAKE_SOURCE_DIR}/cmake/version.rc.in"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/version.rc"
|
||||
@ONLY
|
||||
)
|
||||
target_sources(${TARGET_APP_NAME} PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/version.rc")
|
||||
endif ()
|
||||
|
||||
unset(APP_FILES)
|
||||
unset(RELATIVE_HDRS)
|
||||
unset(RELATIVE_SRCS)
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <string>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
@@ -42,7 +44,6 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
|
||||
, m_team1HqEntity(entt::null)
|
||||
, m_team2HqEntity(entt::null)
|
||||
, m_finished(false)
|
||||
, m_winnerTeam(-1)
|
||||
, m_stopRequested(false)
|
||||
{
|
||||
m_buildingSystem = std::make_unique<BuildingSystem>(
|
||||
@@ -86,12 +87,49 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
|
||||
|
||||
placeStructures();
|
||||
spawnShips();
|
||||
computeTeamMaxEhp();
|
||||
|
||||
m_shipSystem->triggerRallyDeparture();
|
||||
|
||||
updateStatus();
|
||||
}
|
||||
|
||||
std::string ArenaStatus::TeamStatus::getEhpPercentText() const
|
||||
{
|
||||
if (maxEhp <= 0.0)
|
||||
{
|
||||
return "n/a";
|
||||
}
|
||||
const int percent = static_cast<int>(std::lround(100.0 * currentEhp / maxEhp));
|
||||
return std::to_string(percent) + "%";
|
||||
}
|
||||
|
||||
void ArenaSimulation::computeTeamMaxEhp()
|
||||
{
|
||||
m_teamMaxEhp[0] = 0.0;
|
||||
m_teamMaxEhp[1] = 0.0;
|
||||
|
||||
// Ships contribute their full max HP.
|
||||
m_admin.forEach<ShipIdentityComponent, FactionComponent, HealthComponent>(
|
||||
[this](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const FactionComponent& f, const HealthComponent& h)
|
||||
{
|
||||
m_teamMaxEhp[f.isEnemy ? 1 : 0] += static_cast<double>(h.maxHp);
|
||||
});
|
||||
|
||||
// Defence stations contribute their full max HP; the HQ is excluded.
|
||||
m_admin.forEach<StationBodyComponent, FactionComponent, HealthComponent>(
|
||||
[this](entt::entity e, const StationBodyComponent& /*sb*/,
|
||||
const FactionComponent& f, const HealthComponent& h)
|
||||
{
|
||||
if (m_admin.hasAll<HqProxyComponent>(e))
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_teamMaxEhp[f.isEnemy ? 1 : 0] += static_cast<double>(h.maxHp);
|
||||
});
|
||||
}
|
||||
|
||||
ArenaSimulation::~ArenaSimulation() = default;
|
||||
|
||||
BuildingId ArenaSimulation::allocateBuildingId()
|
||||
@@ -273,7 +311,7 @@ void ArenaSimulation::requestStop()
|
||||
m_stopRequested.store(true, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
ArenaStatus ArenaSimulation::status() const
|
||||
ArenaStatus ArenaSimulation::getStatus() const
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_statusMutex);
|
||||
return m_status;
|
||||
@@ -394,10 +432,13 @@ void ArenaSimulation::tickDeaths()
|
||||
});
|
||||
|
||||
m_admin.forEach<StationBodyComponent, FactionComponent>(
|
||||
[&team1HasUnits, &team2HasUnits](entt::entity /*e*/,
|
||||
[this, &team1HasUnits, &team2HasUnits](entt::entity e,
|
||||
const StationBodyComponent& /*sb*/,
|
||||
const FactionComponent& f)
|
||||
{
|
||||
// The HQ carries a StationBodyComponent but is not a defence station;
|
||||
// its destruction is a separate end condition (REQ-BAL-SIM-END).
|
||||
if (m_admin.hasAll<HqProxyComponent>(e)) { return; }
|
||||
if (f.isEnemy) { team2HasUnits = true; }
|
||||
else { team1HasUnits = true; }
|
||||
});
|
||||
@@ -431,42 +472,42 @@ bool ArenaSimulation::isFinished() const
|
||||
return m_finished;
|
||||
}
|
||||
|
||||
int ArenaSimulation::winnerTeam() const
|
||||
std::optional<int> ArenaSimulation::getWinnerTeam() const
|
||||
{
|
||||
return m_winnerTeam;
|
||||
}
|
||||
|
||||
Tick ArenaSimulation::currentTick() const
|
||||
Tick ArenaSimulation::getCurrentTick() const
|
||||
{
|
||||
return m_currentTick;
|
||||
}
|
||||
|
||||
const ArenaConfig& ArenaSimulation::arenaConfig() const
|
||||
const ArenaConfig& ArenaSimulation::getArenaConfig() const
|
||||
{
|
||||
return m_arenaConfig;
|
||||
}
|
||||
|
||||
const BuildingSystem& ArenaSimulation::buildings() const
|
||||
const BuildingSystem& ArenaSimulation::getBuildings() const
|
||||
{
|
||||
return *m_buildingSystem;
|
||||
}
|
||||
|
||||
const ShipSystem& ArenaSimulation::ships() const
|
||||
const ShipSystem& ArenaSimulation::getShips() const
|
||||
{
|
||||
return *m_shipSystem;
|
||||
}
|
||||
|
||||
const ScrapSystem& ArenaSimulation::scraps() const
|
||||
const ScrapSystem& ArenaSimulation::getScraps() const
|
||||
{
|
||||
return *m_scrapSystem;
|
||||
}
|
||||
|
||||
EntityAdmin& ArenaSimulation::admin()
|
||||
EntityAdmin& ArenaSimulation::getAdmin()
|
||||
{
|
||||
return m_admin;
|
||||
}
|
||||
|
||||
const EntityAdmin& ArenaSimulation::admin() const
|
||||
const EntityAdmin& ArenaSimulation::getAdmin() const
|
||||
{
|
||||
return m_admin;
|
||||
}
|
||||
@@ -476,12 +517,41 @@ void ArenaSimulation::updateStatus()
|
||||
ArenaStatus newStatus;
|
||||
newStatus.finished = m_finished;
|
||||
newStatus.winnerTeam = m_winnerTeam;
|
||||
newStatus.durationSeconds = ticksToSeconds(m_currentTick);
|
||||
|
||||
// Live remaining HP of each team's ships and defence stations (HQ excluded);
|
||||
// the EHP-percentage numerator (denominator is the fixed m_teamMaxEhp).
|
||||
double currentEhp[2] = {0.0, 0.0};
|
||||
m_admin.forEach<ShipIdentityComponent, FactionComponent, HealthComponent>(
|
||||
[¤tEhp](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const FactionComponent& f, const HealthComponent& h)
|
||||
{
|
||||
if (h.hp > 0.0f)
|
||||
{
|
||||
currentEhp[f.isEnemy ? 1 : 0] += static_cast<double>(h.hp);
|
||||
}
|
||||
});
|
||||
m_admin.forEach<StationBodyComponent, FactionComponent, HealthComponent>(
|
||||
[this, ¤tEhp](entt::entity e, const StationBodyComponent& /*sb*/,
|
||||
const FactionComponent& f, const HealthComponent& h)
|
||||
{
|
||||
if (m_admin.hasAll<HqProxyComponent>(e))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (h.hp > 0.0f)
|
||||
{
|
||||
currentEhp[f.isEnemy ? 1 : 0] += static_cast<double>(h.hp);
|
||||
}
|
||||
});
|
||||
|
||||
for (int ti = 0; ti < 2; ++ti)
|
||||
{
|
||||
ArenaStatus::TeamStatus& teamStatus = newStatus.teams[ti];
|
||||
teamStatus.name = m_arenaConfig.teams[ti].name;
|
||||
teamStatus.threatLevel = m_teamThreat[ti];
|
||||
teamStatus.currentEhp = currentEhp[ti];
|
||||
teamStatus.maxEhp = m_teamMaxEhp[ti];
|
||||
|
||||
// HQ entry (always first).
|
||||
{
|
||||
|
||||
@@ -44,12 +44,24 @@ struct ArenaStatus
|
||||
{
|
||||
std::string name;
|
||||
double threatLevel = 0.0; // accumulated threat of the team's configured ships
|
||||
// Remaining durability of the team's ships and defence stations (HQ
|
||||
// excluded). currentEhp is summed live; maxEhp is the fixed full-HP
|
||||
// baseline. See getEhpPercentText() for the displayed value.
|
||||
double currentEhp = 0.0;
|
||||
double maxEhp = 0.0;
|
||||
std::vector<Entry> entries; // HQ first, then ships, then stations
|
||||
|
||||
// Remaining EHP as a whole-number percentage ("NN%"), or "n/a" when the
|
||||
// team has no ships or stations (maxEhp == 0).
|
||||
std::string getEhpPercentText() const;
|
||||
};
|
||||
|
||||
TeamStatus teams[2];
|
||||
bool finished = false;
|
||||
int winnerTeam = -1; // 0 or 1 when finished; -1 while running
|
||||
std::optional<int> winnerTeam; // 0 or 1 when finished; nullopt while running
|
||||
// Game time the fight has lasted (simulated ticks * fixed tick duration).
|
||||
// Meaningful once finished; the battle duration shown for completed runs.
|
||||
double durationSeconds = 0.0;
|
||||
};
|
||||
|
||||
class ArenaSimulation
|
||||
@@ -66,22 +78,23 @@ public:
|
||||
void tickOnce();
|
||||
std::vector<BeamFiredEvent> drainBeamFiredEvents();
|
||||
|
||||
ArenaStatus status() const;
|
||||
ArenaStatus getStatus() const;
|
||||
bool isFinished() const;
|
||||
int winnerTeam() const;
|
||||
Tick currentTick() const;
|
||||
std::optional<int> getWinnerTeam() const;
|
||||
Tick getCurrentTick() const;
|
||||
|
||||
const ArenaConfig& arenaConfig() const;
|
||||
const BuildingSystem& buildings() const;
|
||||
const ShipSystem& ships() const;
|
||||
const ScrapSystem& scraps() const;
|
||||
EntityAdmin& admin();
|
||||
const EntityAdmin& admin() const;
|
||||
const ArenaConfig& getArenaConfig() const;
|
||||
const BuildingSystem& getBuildings() const;
|
||||
const ShipSystem& getShips() const;
|
||||
const ScrapSystem& getScraps() const;
|
||||
EntityAdmin& getAdmin();
|
||||
const EntityAdmin& getAdmin() const;
|
||||
|
||||
private:
|
||||
BuildingId allocateBuildingId();
|
||||
void placeStructures();
|
||||
void spawnShips();
|
||||
void computeTeamMaxEhp();
|
||||
void tick();
|
||||
void tickDeaths();
|
||||
void updateStatus();
|
||||
@@ -109,12 +122,16 @@ private:
|
||||
entt::entity m_team2HqEntity;
|
||||
|
||||
bool m_finished;
|
||||
int m_winnerTeam;
|
||||
std::optional<int> m_winnerTeam;
|
||||
std::atomic<bool> m_stopRequested;
|
||||
|
||||
// Static accumulated threat per team, computed once from the configured roster.
|
||||
double m_teamThreat[2] = {0.0, 0.0};
|
||||
|
||||
// Full-HP baseline per team (ships + defence stations, HQ excluded), computed
|
||||
// once after spawning; the EHP-percentage denominator.
|
||||
double m_teamMaxEhp[2] = {0.0, 0.0};
|
||||
|
||||
std::vector<BeamFiredEvent> m_beamFiredEvents;
|
||||
|
||||
mutable std::mutex m_statusMutex;
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "EntityHitTest.h"
|
||||
#include "EntitySelectedEvent.h"
|
||||
#include "EntitySelectionChangedEvent.h"
|
||||
#include "EventManager.h"
|
||||
#include "FacingComponent.h"
|
||||
#include "FactionComponent.h"
|
||||
@@ -73,7 +73,7 @@ void ArenaView::setGameSpeed(double multiplier)
|
||||
std::make_shared<GameSpeedChangedEvent>(multiplier));
|
||||
}
|
||||
|
||||
double ArenaView::gameSpeed() const
|
||||
double ArenaView::getGameSpeed() const
|
||||
{
|
||||
return m_gameSpeedMultiplier;
|
||||
}
|
||||
@@ -121,7 +121,7 @@ void ArenaView::onFrame()
|
||||
// Expire old beams. Lifetime is measured in game ticks so beams stay
|
||||
// visible while the simulation is paused or slowed (REQ-SHP-FIRING-BEAM).
|
||||
{
|
||||
const Tick now = m_sim->currentTick();
|
||||
const Tick now = m_sim->getCurrentTick();
|
||||
std::vector<ActiveBeam> live;
|
||||
for (const ActiveBeam& b : m_activeBeams)
|
||||
{
|
||||
@@ -144,16 +144,16 @@ void ArenaView::onFrame()
|
||||
void ArenaView::handleEvent(std::shared_ptr<const BeamFiredEvent> event)
|
||||
{
|
||||
float maxRadius = 0.125f;
|
||||
if (m_sim->admin().isValid(event->target)
|
||||
&& m_sim->admin().hasAll<StationBodyComponent>(event->target))
|
||||
if (m_sim->getAdmin().isValid(event->target)
|
||||
&& m_sim->getAdmin().hasAll<StationBodyComponent>(event->target))
|
||||
{
|
||||
const StationBodyComponent& sb = m_sim->admin().get<StationBodyComponent>(event->target);
|
||||
const StationBodyComponent& sb = m_sim->getAdmin().get<StationBodyComponent>(event->target);
|
||||
const int shorter = std::min(sb.footprint.width(),
|
||||
sb.footprint.height());
|
||||
maxRadius = shorter / 2.0f;
|
||||
}
|
||||
else if (m_sim->admin().isValid(event->target)
|
||||
&& m_sim->admin().hasAll<ScrapDataComponent>(event->target))
|
||||
else if (m_sim->getAdmin().isValid(event->target)
|
||||
&& m_sim->getAdmin().hasAll<ScrapDataComponent>(event->target))
|
||||
{
|
||||
maxRadius = 0.1f;
|
||||
}
|
||||
@@ -192,9 +192,9 @@ void ArenaView::paintGL()
|
||||
// Coordinate helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
float ArenaView::tilePx() const
|
||||
float ArenaView::getTilePx() const
|
||||
{
|
||||
const ArenaConfig& ac = m_sim->arenaConfig();
|
||||
const ArenaConfig& ac = m_sim->getArenaConfig();
|
||||
const int totalWidth = ac.playerBufferWidth_tiles
|
||||
+ ac.contestZoneWidth_tiles
|
||||
+ ac.enemyBufferWidth_tiles;
|
||||
@@ -209,8 +209,8 @@ float ArenaView::tilePx() const
|
||||
QPointF ArenaView::worldToWidget(QVector2D worldPos) const
|
||||
{
|
||||
return QPointF(
|
||||
static_cast<qreal>(worldPos.x() * tilePx()),
|
||||
static_cast<qreal>(worldPos.y() * tilePx()));
|
||||
static_cast<qreal>(worldPos.x() * getTilePx()),
|
||||
static_cast<qreal>(worldPos.y() * getTilePx()));
|
||||
}
|
||||
|
||||
QPointF ArenaView::tileToWidget(QPoint tile) const
|
||||
@@ -223,21 +223,21 @@ QRectF ArenaView::tileRect(QPoint tile) const
|
||||
{
|
||||
const QPointF tl = tileToWidget(tile);
|
||||
return QRectF(tl.x(), tl.y(),
|
||||
static_cast<qreal>(tilePx()), static_cast<qreal>(tilePx()));
|
||||
static_cast<qreal>(getTilePx()), static_cast<qreal>(getTilePx()));
|
||||
}
|
||||
|
||||
std::optional<QVector2D> ArenaView::entityPosition(entt::entity entity) const
|
||||
{
|
||||
if (!m_sim->admin().isValid(entity) || !m_sim->admin().hasAll<PositionComponent>(entity))
|
||||
if (!m_sim->getAdmin().isValid(entity) || !m_sim->getAdmin().hasAll<PositionComponent>(entity))
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
return m_sim->admin().get<PositionComponent>(entity).value;
|
||||
return m_sim->getAdmin().get<PositionComponent>(entity).value;
|
||||
}
|
||||
|
||||
QVector2D ArenaView::widgetToWorld(QPoint widgetPt) const
|
||||
{
|
||||
const float px = tilePx();
|
||||
const float px = getTilePx();
|
||||
if (px < 0.001f) { return QVector2D(0.0f, 0.0f); }
|
||||
return QVector2D(static_cast<float>(widgetPt.x()) / px,
|
||||
static_cast<float>(widgetPt.y()) / px);
|
||||
@@ -248,7 +248,7 @@ void ArenaView::mousePressEvent(QMouseEvent* event)
|
||||
if (event->button() == Qt::LeftButton)
|
||||
{
|
||||
const QVector2D worldPos = widgetToWorld(event->pos());
|
||||
entt::entity hit = entityAtWorldPos(m_sim->admin(), worldPos);
|
||||
entt::entity hit = entityAtWorldPos(m_sim->getAdmin(), worldPos);
|
||||
|
||||
if (hit != entt::null)
|
||||
{
|
||||
@@ -259,8 +259,14 @@ void ArenaView::mousePressEvent(QMouseEvent* event)
|
||||
m_selectedEntity = std::nullopt;
|
||||
}
|
||||
|
||||
// The arena is strictly single-select; emit a vector of size 0 or 1.
|
||||
std::vector<entt::entity> selection;
|
||||
if (m_selectedEntity.has_value())
|
||||
{
|
||||
selection.push_back(*m_selectedEntity);
|
||||
}
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<EntitySelectedEvent>(m_selectedEntity));
|
||||
std::make_shared<EntitySelectionChangedEvent>(selection));
|
||||
}
|
||||
|
||||
QOpenGLWidget::mousePressEvent(event);
|
||||
@@ -282,7 +288,7 @@ void ArenaView::keyPressEvent(QKeyEvent* event)
|
||||
|
||||
void ArenaView::drawTiles(QPainter& painter)
|
||||
{
|
||||
const ArenaConfig& ac = m_sim->arenaConfig();
|
||||
const ArenaConfig& ac = m_sim->getArenaConfig();
|
||||
const int totalWidth = ac.playerBufferWidth_tiles
|
||||
+ ac.contestZoneWidth_tiles
|
||||
+ ac.enemyBufferWidth_tiles;
|
||||
@@ -300,7 +306,7 @@ void ArenaView::drawTiles(QPainter& painter)
|
||||
|
||||
void ArenaView::drawBuildings(QPainter& painter)
|
||||
{
|
||||
for (const Building& b : m_sim->buildings().allBuildings())
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
{
|
||||
const std::map<BuildingType, BuildingVisuals>::const_iterator it =
|
||||
m_visuals->buildings.find(b.type);
|
||||
@@ -315,8 +321,8 @@ void ArenaView::drawBuildings(QPainter& painter)
|
||||
|
||||
const QPointF tl = tileToWidget(b.anchor);
|
||||
const QRectF bboxRect(tl.x(), tl.y(),
|
||||
b.footprint.width() * static_cast<qreal>(tilePx()),
|
||||
b.footprint.height() * static_cast<qreal>(tilePx()));
|
||||
b.footprint.width() * static_cast<qreal>(getTilePx()),
|
||||
b.footprint.height() * static_cast<qreal>(getTilePx()));
|
||||
|
||||
painter.setPen(QPen(bv.outline, 1));
|
||||
painter.setBrush(Qt::NoBrush);
|
||||
@@ -332,8 +338,8 @@ void ArenaView::drawBuildings(QPainter& painter)
|
||||
|
||||
void ArenaView::drawScrap(QPainter& painter)
|
||||
{
|
||||
const float r = tilePx() * 0.2f;
|
||||
for (const ScrapInfo& scrap : m_sim->scraps().allScrapInfo())
|
||||
const float r = getTilePx() * 0.2f;
|
||||
for (const ScrapInfo& scrap : m_sim->getScraps().getAllScrapInfo())
|
||||
{
|
||||
const QPointF center = worldToWidget(scrap.position);
|
||||
painter.setBrush(QColor(128, 110, 90));
|
||||
@@ -345,7 +351,7 @@ void ArenaView::drawScrap(QPainter& painter)
|
||||
|
||||
void ArenaView::drawStations(QPainter& painter)
|
||||
{
|
||||
m_sim->admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
|
||||
m_sim->getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
|
||||
[&](entt::entity e, const StationBodyComponent& sb, const FactionComponent& f, const HealthComponent& h)
|
||||
{
|
||||
const BuildingType visType = f.isEnemy
|
||||
@@ -364,8 +370,8 @@ void ArenaView::drawStations(QPainter& painter)
|
||||
|
||||
const QPointF tl = tileToWidget(sb.anchor);
|
||||
const QRectF bboxRect(tl.x(), tl.y(),
|
||||
sb.footprint.width() * static_cast<qreal>(tilePx()),
|
||||
sb.footprint.height() * static_cast<qreal>(tilePx()));
|
||||
sb.footprint.width() * static_cast<qreal>(getTilePx()),
|
||||
sb.footprint.height() * static_cast<qreal>(getTilePx()));
|
||||
|
||||
painter.setPen(QPen(bv.outline, 1));
|
||||
painter.setBrush(Qt::NoBrush);
|
||||
@@ -374,7 +380,7 @@ void ArenaView::drawStations(QPainter& painter)
|
||||
if (h.maxHp > 0.0f)
|
||||
{
|
||||
const float fraction = std::max(0.0f, h.hp / h.maxHp);
|
||||
const qreal barH = static_cast<qreal>(tilePx()) * 0.12;
|
||||
const qreal barH = static_cast<qreal>(getTilePx()) * 0.12;
|
||||
const qreal barY = bboxRect.bottom() + 1.0;
|
||||
const qreal barW = bboxRect.width();
|
||||
painter.fillRect(QRectF(bboxRect.left(), barY, barW, barH),
|
||||
@@ -394,7 +400,7 @@ void ArenaView::drawStations(QPainter& painter)
|
||||
|
||||
void ArenaView::drawShips(QPainter& painter)
|
||||
{
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent, FacingComponent,
|
||||
m_sim->getAdmin().forEach<ShipIdentityComponent, PositionComponent, FacingComponent,
|
||||
FactionComponent, HealthComponent>(
|
||||
[&](entt::entity e, const ShipIdentityComponent& si,
|
||||
const PositionComponent& pos, const FacingComponent& facing,
|
||||
@@ -408,8 +414,8 @@ void ArenaView::drawShips(QPainter& painter)
|
||||
const QVector2D dir(std::cos(facing.radians), std::sin(facing.radians));
|
||||
const QVector2D perp(-dir.y(), dir.x());
|
||||
|
||||
const float fwd = tilePx() * 0.45f;
|
||||
const float side = tilePx() * 0.25f;
|
||||
const float fwd = getTilePx() * 0.45f;
|
||||
const float side = getTilePx() * 0.25f;
|
||||
|
||||
QPolygonF tri;
|
||||
tri << QPointF(center.x() + static_cast<qreal>(dir.x() * fwd),
|
||||
@@ -427,7 +433,7 @@ void ArenaView::drawShips(QPainter& painter)
|
||||
{
|
||||
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 barH = static_cast<qreal>(getTilePx()) * 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));
|
||||
@@ -437,7 +443,7 @@ void ArenaView::drawShips(QPainter& painter)
|
||||
|
||||
if (m_selectedEntity.has_value() && *m_selectedEntity == e)
|
||||
{
|
||||
const qreal radius = static_cast<qreal>(tilePx()) * 0.55;
|
||||
const qreal radius = static_cast<qreal>(getTilePx()) * 0.55;
|
||||
painter.setPen(QPen(QColor(255, 255, 0), 2));
|
||||
painter.setBrush(Qt::NoBrush);
|
||||
painter.drawEllipse(center, radius, radius);
|
||||
@@ -448,7 +454,7 @@ void ArenaView::drawShips(QPainter& painter)
|
||||
void ArenaView::drawDebugSensorRanges(QPainter& painter)
|
||||
{
|
||||
painter.setBrush(Qt::NoBrush);
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent, SensorRangeComponent>(
|
||||
m_sim->getAdmin().forEach<ShipIdentityComponent, PositionComponent, SensorRangeComponent>(
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& si,
|
||||
const PositionComponent& pos, const SensorRangeComponent& sensor)
|
||||
{
|
||||
@@ -458,7 +464,7 @@ void ArenaView::drawDebugSensorRanges(QPainter& painter)
|
||||
|
||||
const QPointF center = worldToWidget(pos.value);
|
||||
const qreal radiusPx = static_cast<qreal>(sensor.value_tiles)
|
||||
* static_cast<qreal>(tilePx());
|
||||
* static_cast<qreal>(getTilePx());
|
||||
QColor circleColor = it->second.outline;
|
||||
circleColor.setAlpha(77);
|
||||
painter.setPen(QPen(circleColor, 1));
|
||||
@@ -487,7 +493,7 @@ void ArenaView::drawDebugTargetLines(QPainter& painter)
|
||||
painter.drawLine(worldToWidget(from), worldToWidget(to));
|
||||
};
|
||||
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent,
|
||||
m_sim->getAdmin().forEach<ShipIdentityComponent, PositionComponent,
|
||||
FactionComponent, AttackBehavior>(
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& fac,
|
||||
@@ -502,7 +508,7 @@ void ArenaView::drawDebugTargetLines(QPainter& painter)
|
||||
drawTargetLine(fac.isEnemy, pos.value, *targetPos);
|
||||
});
|
||||
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent,
|
||||
m_sim->getAdmin().forEach<ShipIdentityComponent, PositionComponent,
|
||||
FactionComponent, RepairBehavior>(
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& fac,
|
||||
@@ -517,7 +523,7 @@ void ArenaView::drawDebugTargetLines(QPainter& painter)
|
||||
drawTargetLine(fac.isEnemy, pos.value, *targetPos);
|
||||
});
|
||||
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent,
|
||||
m_sim->getAdmin().forEach<ShipIdentityComponent, PositionComponent,
|
||||
FactionComponent, SalvageScrapBehavior>(
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& fac,
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
#include "BeamFiredEvent.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
#include "EntitySelectedEvent.h"
|
||||
#include "EntitySelectionChangedEvent.h"
|
||||
#include "Tick.h"
|
||||
#include "TickDriver.h"
|
||||
#include "VisualsConfig.h"
|
||||
@@ -32,7 +32,7 @@ public:
|
||||
~ArenaView() override;
|
||||
|
||||
void setGameSpeed(double multiplier);
|
||||
double gameSpeed() const;
|
||||
double getGameSpeed() const;
|
||||
void togglePause();
|
||||
void stopRendering();
|
||||
|
||||
@@ -56,7 +56,7 @@ private:
|
||||
void drawDebugTargetLines(QPainter& painter);
|
||||
void drawBeams(QPainter& painter);
|
||||
|
||||
float tilePx() const;
|
||||
float getTilePx() const;
|
||||
QPointF worldToWidget(QVector2D worldPos) const;
|
||||
QPointF tileToWidget(QPoint tile) const;
|
||||
QRectF tileRect(QPoint tile) const;
|
||||
|
||||
@@ -33,6 +33,9 @@ void ArenaWidget::buildLayout(const std::string& arenaName)
|
||||
m_titleLabel->setFont(titleFont);
|
||||
titleRow->addWidget(m_titleLabel);
|
||||
|
||||
m_durationLabel = new QLabel(this);
|
||||
titleRow->addWidget(m_durationLabel);
|
||||
|
||||
titleRow->addStretch();
|
||||
|
||||
m_inspectButton = new QPushButton(tr("Inspect"), this);
|
||||
@@ -63,6 +66,8 @@ void ArenaWidget::buildLayout(const std::string& arenaName)
|
||||
team1Layout->addWidget(m_team1Header);
|
||||
m_team1Threat = new QLabel(this);
|
||||
team1Layout->addWidget(m_team1Threat);
|
||||
m_team1Ehp = new QLabel(this);
|
||||
team1Layout->addWidget(m_team1Ehp);
|
||||
m_team1Content = new QLabel(this);
|
||||
team1Layout->addWidget(m_team1Content);
|
||||
team1Layout->addStretch();
|
||||
@@ -75,6 +80,8 @@ void ArenaWidget::buildLayout(const std::string& arenaName)
|
||||
team2Layout->addWidget(m_team2Header);
|
||||
m_team2Threat = new QLabel(this);
|
||||
team2Layout->addWidget(m_team2Threat);
|
||||
m_team2Ehp = new QLabel(this);
|
||||
team2Layout->addWidget(m_team2Ehp);
|
||||
m_team2Content = new QLabel(this);
|
||||
team2Layout->addWidget(m_team2Content);
|
||||
team2Layout->addStretch();
|
||||
@@ -99,13 +106,29 @@ void ArenaWidget::resetToGrey()
|
||||
setStyleSheet("ArenaWidget { border: 2px solid #999999; padding: 8px; }");
|
||||
}
|
||||
|
||||
ArenaWidget::State ArenaWidget::getState() const
|
||||
{
|
||||
if (m_wasFinished)
|
||||
{
|
||||
return State::Ended;
|
||||
}
|
||||
if (m_running)
|
||||
{
|
||||
return State::Running;
|
||||
}
|
||||
return State::NotStarted;
|
||||
}
|
||||
|
||||
void ArenaWidget::updateStatus(const ArenaStatus& status)
|
||||
{
|
||||
m_lastStatus = status;
|
||||
|
||||
for (int ti = 0; ti < 2; ++ti)
|
||||
{
|
||||
const ArenaStatus::TeamStatus& team = status.teams[ti];
|
||||
QLabel* header = (ti == 0) ? m_team1Header : m_team2Header;
|
||||
QLabel* threat = (ti == 0) ? m_team1Threat : m_team2Threat;
|
||||
QLabel* ehp = (ti == 0) ? m_team1Ehp : m_team2Ehp;
|
||||
QLabel* content = (ti == 0) ? m_team1Content : m_team2Content;
|
||||
|
||||
if (status.finished && status.winnerTeam == ti)
|
||||
@@ -118,6 +141,7 @@ void ArenaWidget::updateStatus(const ArenaStatus& status)
|
||||
}
|
||||
|
||||
threat->setText(tr("Threat: %1").arg(QString::number(team.threatLevel, 'f', 0)));
|
||||
ehp->setText(tr("EHP: %1").arg(QString::fromStdString(team.getEhpPercentText())));
|
||||
|
||||
QString lines;
|
||||
for (const ArenaStatus::Entry& entry : team.entries)
|
||||
@@ -138,6 +162,10 @@ void ArenaWidget::updateStatus(const ArenaStatus& status)
|
||||
content->setText(lines);
|
||||
}
|
||||
|
||||
m_durationLabel->setText(status.finished
|
||||
? tr("Duration: %1 s").arg(QString::number(status.durationSeconds, 'f', 1))
|
||||
: QString());
|
||||
|
||||
if (status.finished && !m_wasFinished)
|
||||
{
|
||||
m_wasFinished = true;
|
||||
|
||||
@@ -14,21 +14,35 @@ class ArenaWidget : public QFrame
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
enum class State
|
||||
{
|
||||
NotStarted,
|
||||
Running,
|
||||
Ended
|
||||
};
|
||||
|
||||
ArenaWidget(int arenaIndex, const std::string& arenaName, QWidget* parent = nullptr);
|
||||
|
||||
void updateStatus(const ArenaStatus& status);
|
||||
void startSimulation();
|
||||
void resetToGrey();
|
||||
|
||||
const ArenaStatus& getLastStatus() const { return m_lastStatus; }
|
||||
State getState() const;
|
||||
|
||||
private:
|
||||
void buildLayout(const std::string& arenaName);
|
||||
|
||||
int m_arenaIndex;
|
||||
ArenaStatus m_lastStatus;
|
||||
QLabel* m_titleLabel;
|
||||
QLabel* m_durationLabel;
|
||||
QLabel* m_team1Header;
|
||||
QLabel* m_team2Header;
|
||||
QLabel* m_team1Threat;
|
||||
QLabel* m_team2Threat;
|
||||
QLabel* m_team1Ehp;
|
||||
QLabel* m_team2Ehp;
|
||||
QLabel* m_team1Content;
|
||||
QLabel* m_team2Content;
|
||||
QPushButton* m_inspectButton;
|
||||
|
||||
@@ -1,13 +1,70 @@
|
||||
#include "BalancingWindow.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <QFile>
|
||||
#include <QHBoxLayout>
|
||||
#include <QMessageBox>
|
||||
#include <QTextStream>
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include "ConfigLoader.h"
|
||||
#include "InspectWindow.h"
|
||||
#include "VisualsLoader.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// Escapes characters that would break a markdown table cell.
|
||||
QString escapeCell(const QString& text)
|
||||
{
|
||||
QString escaped = text;
|
||||
escaped.replace("|", "\\|");
|
||||
return escaped;
|
||||
}
|
||||
|
||||
QString stateText(ArenaWidget::State state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case ArenaWidget::State::NotStarted:
|
||||
return QStringLiteral("not started");
|
||||
case ArenaWidget::State::Running:
|
||||
return QStringLiteral("running");
|
||||
case ArenaWidget::State::Ended:
|
||||
return QStringLiteral("ended");
|
||||
}
|
||||
return QString();
|
||||
}
|
||||
|
||||
// Team column header: "[WON] Name — threat N", matching the arena widget.
|
||||
QString teamHeaderCell(const ArenaStatus& status, int teamIndex)
|
||||
{
|
||||
const ArenaStatus::TeamStatus& team = status.teams[teamIndex];
|
||||
QString header = QString::fromStdString(team.name);
|
||||
if (status.finished && status.winnerTeam == teamIndex)
|
||||
{
|
||||
header = QStringLiteral("[WON] ") + header;
|
||||
}
|
||||
header += QStringLiteral(" - threat %1").arg(QString::number(team.threatLevel, 'f', 0));
|
||||
header += QStringLiteral(" - EHP %1").arg(QString::fromStdString(team.getEhpPercentText()));
|
||||
return escapeCell(header);
|
||||
}
|
||||
|
||||
// Single entry line: "surviving/total DisplayName [L<level>]", matching the arena widget.
|
||||
QString entryCell(const ArenaStatus::Entry& entry)
|
||||
{
|
||||
QString cell = QString("%1/%2 %3")
|
||||
.arg(entry.surviving)
|
||||
.arg(entry.total)
|
||||
.arg(QString::fromStdString(entry.displayName));
|
||||
if (entry.level.has_value())
|
||||
{
|
||||
cell += QStringLiteral(" L%1").arg(entry.level.value());
|
||||
}
|
||||
return escapeCell(cell);
|
||||
}
|
||||
}
|
||||
|
||||
BalancingWindow::BalancingWindow(const BalancingConfig& balancingConfig,
|
||||
GameConfig gameConfig,
|
||||
const std::string& configDir,
|
||||
@@ -19,7 +76,6 @@ BalancingWindow::BalancingWindow(const BalancingConfig& balancingConfig,
|
||||
, m_balancingConfigPath(balancingConfigPath)
|
||||
, m_nextSeed(0)
|
||||
, m_inspectWindow(nullptr)
|
||||
, m_inspectedArenaIndex(-1)
|
||||
{
|
||||
m_visuals = VisualsLoader::load(m_configDir + "/visuals.toml");
|
||||
setWindowTitle(tr("DotaFactory — Balancing Tool"));
|
||||
@@ -31,13 +87,16 @@ BalancingWindow::BalancingWindow(const BalancingConfig& balancingConfig,
|
||||
QHBoxLayout* buttonRow = new QHBoxLayout();
|
||||
m_reloadButton = new QPushButton(tr("Reload Config"), this);
|
||||
m_startAllButton = new QPushButton(tr("Start All"), this);
|
||||
m_logButton = new QPushButton(tr("Log"), this);
|
||||
buttonRow->addWidget(m_reloadButton);
|
||||
buttonRow->addWidget(m_startAllButton);
|
||||
buttonRow->addWidget(m_logButton);
|
||||
buttonRow->addStretch();
|
||||
mainLayout->addLayout(buttonRow);
|
||||
|
||||
connect(m_reloadButton, &QPushButton::clicked, this, &BalancingWindow::reloadConfig);
|
||||
connect(m_startAllButton, &QPushButton::clicked, this, &BalancingWindow::startAll);
|
||||
connect(m_logButton, &QPushButton::clicked, this, &BalancingWindow::writeLog);
|
||||
|
||||
m_scrollArea = new QScrollArea(this);
|
||||
m_scrollArea->setWidgetResizable(true);
|
||||
@@ -87,7 +146,7 @@ void BalancingWindow::populateArenas(const BalancingConfig& balancingConfig)
|
||||
entry.widget = new ArenaWidget(index, arenaConfig.name, scrollContent);
|
||||
contentLayout->addWidget(entry.widget);
|
||||
|
||||
entry.widget->updateStatus(entry.simulation->status());
|
||||
entry.widget->updateStatus(entry.simulation->getStatus());
|
||||
|
||||
m_arenas.push_back(std::move(entry));
|
||||
}
|
||||
@@ -119,15 +178,15 @@ void BalancingWindow::pollStatuses()
|
||||
{
|
||||
if (entry.worker.joinable())
|
||||
{
|
||||
const ArenaStatus status = entry.simulation->status();
|
||||
const ArenaStatus status = entry.simulation->getStatus();
|
||||
entry.widget->updateStatus(status);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_inspectedSim && m_inspectedArenaIndex >= 0)
|
||||
if (m_inspectedSim && m_inspectedArenaIndex.has_value())
|
||||
{
|
||||
const ArenaStatus status = m_inspectedSim->status();
|
||||
m_arenas[static_cast<std::size_t>(m_inspectedArenaIndex)].widget->updateStatus(status);
|
||||
const ArenaStatus status = m_inspectedSim->getStatus();
|
||||
m_arenas[static_cast<std::size_t>(*m_inspectedArenaIndex)].widget->updateStatus(status);
|
||||
}
|
||||
|
||||
updateButtons();
|
||||
@@ -182,7 +241,7 @@ void BalancingWindow::startArena(int index)
|
||||
entry.simulation = std::make_unique<ArenaSimulation>(
|
||||
m_gameConfig, entry.config, m_nextSeed++);
|
||||
entry.widget->startSimulation();
|
||||
entry.widget->updateStatus(entry.simulation->status());
|
||||
entry.widget->updateStatus(entry.simulation->getStatus());
|
||||
ArenaSimulation* sim = entry.simulation.get();
|
||||
entry.worker = std::thread([sim]() { sim->run(); });
|
||||
updateButtons();
|
||||
@@ -195,13 +254,13 @@ void BalancingWindow::inspectArena(int index)
|
||||
delete m_inspectWindow;
|
||||
m_inspectWindow = nullptr;
|
||||
|
||||
if (m_inspectedSim && m_inspectedArenaIndex >= 0
|
||||
if (m_inspectedSim && m_inspectedArenaIndex.has_value()
|
||||
&& !m_inspectedSim->isFinished())
|
||||
{
|
||||
m_arenas[static_cast<std::size_t>(m_inspectedArenaIndex)].widget->resetToGrey();
|
||||
m_arenas[static_cast<std::size_t>(*m_inspectedArenaIndex)].widget->resetToGrey();
|
||||
}
|
||||
m_inspectedSim.reset();
|
||||
m_inspectedArenaIndex = -1;
|
||||
m_inspectedArenaIndex = std::nullopt;
|
||||
}
|
||||
|
||||
ArenaEntry& entry = m_arenas[static_cast<std::size_t>(index)];
|
||||
@@ -218,7 +277,7 @@ void BalancingWindow::inspectArena(int index)
|
||||
|
||||
entry.widget->resetToGrey();
|
||||
entry.widget->startSimulation();
|
||||
entry.widget->updateStatus(m_inspectedSim->status());
|
||||
entry.widget->updateStatus(m_inspectedSim->getStatus());
|
||||
|
||||
m_inspectWindow = new InspectWindow(
|
||||
m_inspectedSim.get(), &m_gameConfig, &m_visuals, entry.config.name, nullptr);
|
||||
@@ -237,16 +296,16 @@ void BalancingWindow::closeInspectWindow()
|
||||
m_inspectWindow->deleteLater();
|
||||
m_inspectWindow = nullptr;
|
||||
|
||||
if (m_inspectedArenaIndex >= 0 && m_inspectedSim)
|
||||
if (m_inspectedArenaIndex.has_value() && m_inspectedSim)
|
||||
{
|
||||
if (!m_inspectedSim->isFinished())
|
||||
{
|
||||
m_arenas[static_cast<std::size_t>(m_inspectedArenaIndex)].widget->resetToGrey();
|
||||
m_arenas[static_cast<std::size_t>(*m_inspectedArenaIndex)].widget->resetToGrey();
|
||||
}
|
||||
}
|
||||
|
||||
m_inspectedSim.reset();
|
||||
m_inspectedArenaIndex = -1;
|
||||
m_inspectedArenaIndex = std::nullopt;
|
||||
setMainControlsEnabled(true);
|
||||
updateButtons();
|
||||
}
|
||||
@@ -255,6 +314,7 @@ void BalancingWindow::setMainControlsEnabled(bool enabled)
|
||||
{
|
||||
m_reloadButton->setEnabled(enabled);
|
||||
m_startAllButton->setEnabled(enabled);
|
||||
m_logButton->setEnabled(enabled);
|
||||
for (ArenaEntry& entry : m_arenas)
|
||||
{
|
||||
for (QPushButton* btn : entry.widget->findChildren<QPushButton*>())
|
||||
@@ -275,7 +335,7 @@ void BalancingWindow::updateButtons()
|
||||
bool allRunning = true;
|
||||
for (ArenaEntry& entry : m_arenas)
|
||||
{
|
||||
if (entry.worker.joinable() && !entry.simulation->status().finished)
|
||||
if (entry.worker.joinable() && !entry.simulation->getStatus().finished)
|
||||
{
|
||||
anyRunning = true;
|
||||
}
|
||||
@@ -291,4 +351,58 @@ void BalancingWindow::updateButtons()
|
||||
|
||||
m_reloadButton->setEnabled(!anyRunning);
|
||||
m_startAllButton->setEnabled(!allRunning);
|
||||
m_logButton->setEnabled(true);
|
||||
}
|
||||
|
||||
void BalancingWindow::writeLog()
|
||||
{
|
||||
QFile file(QStringLiteral("balancing_log.md"));
|
||||
if (!file.open(QIODevice::WriteOnly | QIODevice::Truncate | QIODevice::Text))
|
||||
{
|
||||
QMessageBox::warning(this, tr("Log Failed"),
|
||||
tr("Could not open balancing_log.md for writing."));
|
||||
return;
|
||||
}
|
||||
|
||||
QTextStream out(&file);
|
||||
out.setCodec("UTF-8");
|
||||
|
||||
out << "# Balancing Log\n";
|
||||
|
||||
for (const ArenaEntry& entry : m_arenas)
|
||||
{
|
||||
const ArenaStatus& status = entry.widget->getLastStatus();
|
||||
const ArenaWidget::State state = entry.widget->getState();
|
||||
|
||||
QString stateSuffix = stateText(state);
|
||||
if (state == ArenaWidget::State::Ended)
|
||||
{
|
||||
stateSuffix += QStringLiteral(", %1 s")
|
||||
.arg(QString::number(status.durationSeconds, 'f', 1));
|
||||
}
|
||||
|
||||
out << "\n## Arena: " << QString::fromStdString(entry.config.name)
|
||||
<< " (" << stateSuffix << ")\n\n";
|
||||
|
||||
out << "| " << teamHeaderCell(status, 0) << " | "
|
||||
<< teamHeaderCell(status, 1) << " |\n";
|
||||
out << "|---|---|\n";
|
||||
|
||||
const std::size_t rowCount = std::max(status.teams[0].entries.size(),
|
||||
status.teams[1].entries.size());
|
||||
for (std::size_t row = 0; row < rowCount; ++row)
|
||||
{
|
||||
QString leftCell;
|
||||
if (row < status.teams[0].entries.size())
|
||||
{
|
||||
leftCell = entryCell(status.teams[0].entries[row]);
|
||||
}
|
||||
QString rightCell;
|
||||
if (row < status.teams[1].entries.size())
|
||||
{
|
||||
rightCell = entryCell(status.teams[1].entries[row]);
|
||||
}
|
||||
out << "| " << leftCell << " | " << rightCell << " |\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
@@ -46,6 +47,7 @@ private slots:
|
||||
void pollStatuses();
|
||||
void reloadConfig();
|
||||
void startAll();
|
||||
void writeLog();
|
||||
|
||||
private:
|
||||
void startArena(int index);
|
||||
@@ -72,10 +74,11 @@ private:
|
||||
unsigned int m_nextSeed;
|
||||
QPushButton* m_reloadButton;
|
||||
QPushButton* m_startAllButton;
|
||||
QPushButton* m_logButton;
|
||||
QScrollArea* m_scrollArea;
|
||||
QTimer* m_pollTimer;
|
||||
|
||||
InspectWindow* m_inspectWindow;
|
||||
int m_inspectedArenaIndex;
|
||||
std::optional<int> m_inspectedArenaIndex; // nullopt = no arena inspected
|
||||
std::unique_ptr<ArenaSimulation> m_inspectedSim;
|
||||
};
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
#include "HealthComponent.h"
|
||||
#include "InspectWindowClosedEvent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipStatsCalculator.h"
|
||||
#include "ShipStatsPanel.h"
|
||||
@@ -52,6 +53,9 @@ InspectWindow::InspectWindow(ArenaSimulation* sim, const GameConfig* config,
|
||||
nameLabel->setFont(nameFont);
|
||||
headerLayout->addWidget(nameLabel);
|
||||
|
||||
m_durationLabel = new QLabel(header);
|
||||
headerLayout->addWidget(m_durationLabel);
|
||||
|
||||
headerLayout->addStretch();
|
||||
|
||||
const char* labels[] = { "0x", "0.5x", "1x", "2x", "10x" };
|
||||
@@ -93,6 +97,8 @@ InspectWindow::InspectWindow(ArenaSimulation* sim, const GameConfig* config,
|
||||
team1Layout->addWidget(m_team1Header);
|
||||
m_team1Threat = new QLabel(infoPanel);
|
||||
team1Layout->addWidget(m_team1Threat);
|
||||
m_team1Ehp = new QLabel(infoPanel);
|
||||
team1Layout->addWidget(m_team1Ehp);
|
||||
m_team1Content = new QLabel(infoPanel);
|
||||
team1Layout->addWidget(m_team1Content);
|
||||
team1Layout->addStretch();
|
||||
@@ -104,6 +110,8 @@ InspectWindow::InspectWindow(ArenaSimulation* sim, const GameConfig* config,
|
||||
team2Layout->addWidget(m_team2Header);
|
||||
m_team2Threat = new QLabel(infoPanel);
|
||||
team2Layout->addWidget(m_team2Threat);
|
||||
m_team2Ehp = new QLabel(infoPanel);
|
||||
team2Layout->addWidget(m_team2Ehp);
|
||||
m_team2Content = new QLabel(infoPanel);
|
||||
team2Layout->addWidget(m_team2Content);
|
||||
team2Layout->addStretch();
|
||||
@@ -191,18 +199,23 @@ void InspectWindow::handleEvent(std::shared_ptr<const GameSpeedChangedEvent> eve
|
||||
|
||||
void InspectWindow::pollStatus()
|
||||
{
|
||||
const ArenaStatus status = m_sim->status();
|
||||
const ArenaStatus status = m_sim->getStatus();
|
||||
updateInfoPanel(status);
|
||||
refreshEntityStats();
|
||||
}
|
||||
|
||||
void InspectWindow::updateInfoPanel(const ArenaStatus& status)
|
||||
{
|
||||
m_durationLabel->setText(status.finished
|
||||
? tr("Duration: %1 s").arg(QString::number(status.durationSeconds, 'f', 1))
|
||||
: QString());
|
||||
|
||||
for (int ti = 0; ti < 2; ++ti)
|
||||
{
|
||||
const ArenaStatus::TeamStatus& team = status.teams[ti];
|
||||
QLabel* header = (ti == 0) ? m_team1Header : m_team2Header;
|
||||
QLabel* threat = (ti == 0) ? m_team1Threat : m_team2Threat;
|
||||
QLabel* ehp = (ti == 0) ? m_team1Ehp : m_team2Ehp;
|
||||
QLabel* content = (ti == 0) ? m_team1Content : m_team2Content;
|
||||
|
||||
if (status.finished && status.winnerTeam == ti)
|
||||
@@ -215,6 +228,7 @@ void InspectWindow::updateInfoPanel(const ArenaStatus& status)
|
||||
}
|
||||
|
||||
threat->setText(tr("Threat: %1").arg(QString::number(team.threatLevel, 'f', 0)));
|
||||
ehp->setText(tr("EHP: %1").arg(QString::fromStdString(team.getEhpPercentText())));
|
||||
|
||||
QString lines;
|
||||
for (const ArenaStatus::Entry& entry : team.entries)
|
||||
@@ -236,13 +250,14 @@ void InspectWindow::updateInfoPanel(const ArenaStatus& status)
|
||||
}
|
||||
}
|
||||
|
||||
void InspectWindow::handleEvent(std::shared_ptr<const EntitySelectedEvent> event)
|
||||
void InspectWindow::handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event)
|
||||
{
|
||||
if (event->entity.has_value())
|
||||
if (!event->entities.empty())
|
||||
{
|
||||
m_selectedEntity = event->entity;
|
||||
// The arena is single-select, so only the first entity is inspected.
|
||||
m_selectedEntity = event->entities.front();
|
||||
|
||||
EntityAdmin& admin = m_sim->admin();
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
entt::entity entity = *m_selectedEntity;
|
||||
|
||||
if (!admin.isValid(entity))
|
||||
@@ -265,6 +280,8 @@ void InspectWindow::handleEvent(std::shared_ptr<const EntitySelectedEvent> event
|
||||
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
m_entityStatsPanel->show();
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
@@ -316,7 +333,7 @@ void InspectWindow::refreshEntityStats()
|
||||
{
|
||||
if (!m_selectedEntity.has_value()) { return; }
|
||||
|
||||
EntityAdmin& admin = m_sim->admin();
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
entt::entity entity = *m_selectedEntity;
|
||||
|
||||
if (!admin.isValid(entity))
|
||||
@@ -342,6 +359,8 @@ void InspectWindow::refreshEntityStats()
|
||||
{
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "ArenaSimulation.h"
|
||||
#include "EntitySelectedEvent.h"
|
||||
#include "EntitySelectionChangedEvent.h"
|
||||
#include "EventHandler.h"
|
||||
#include "GameConfig.h"
|
||||
#include "GameSpeedChangedEvent.h"
|
||||
@@ -22,7 +22,7 @@ class ArenaView;
|
||||
class ShipStatsPanel;
|
||||
|
||||
class InspectWindow : public QWidget,
|
||||
public CombinedEventHandler<EntitySelectedEvent,
|
||||
public CombinedEventHandler<EntitySelectionChangedEvent,
|
||||
GameSpeedChangedEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
@@ -38,7 +38,7 @@ protected:
|
||||
void keyPressEvent(QKeyEvent* event) override;
|
||||
|
||||
private:
|
||||
void handleEvent(std::shared_ptr<const EntitySelectedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const GameSpeedChangedEvent> event) override;
|
||||
|
||||
private slots:
|
||||
@@ -54,10 +54,13 @@ private:
|
||||
ArenaView* m_arenaView;
|
||||
|
||||
std::vector<QPushButton*> m_speedButtons;
|
||||
QLabel* m_durationLabel;
|
||||
QLabel* m_team1Header;
|
||||
QLabel* m_team2Header;
|
||||
QLabel* m_team1Threat;
|
||||
QLabel* m_team2Threat;
|
||||
QLabel* m_team1Ehp;
|
||||
QLabel* m_team2Ehp;
|
||||
QLabel* m_team1Content;
|
||||
QLabel* m_team2Content;
|
||||
QTimer* m_pollTimer;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
@@ -18,9 +19,30 @@ struct BuildingDef
|
||||
// Stored as raw strings here; parsing into per-cell tiles + output ports
|
||||
// happens when buildings are placed, not at load time.
|
||||
std::vector<std::string> surfaceMask;
|
||||
|
||||
// Output-buffer holding size for buildings without a recipe-driven buffer.
|
||||
// Only the Salvage Bay sets this (REQ-BLD-SALVAGE-BAY).
|
||||
std::optional<int> outputBufferCapacity;
|
||||
|
||||
// Optional hover-tooltip text for the build button (REQ-UI-BUILD-TOOLTIP).
|
||||
std::optional<std::string> tooltip;
|
||||
};
|
||||
|
||||
struct BuildingsConfig
|
||||
{
|
||||
std::vector<BuildingDef> buildings;
|
||||
|
||||
// Returns the definition for the given building type, or nullptr if the
|
||||
// type has no entry in buildings.toml.
|
||||
const BuildingDef* findBuildingDef(BuildingType type) const
|
||||
{
|
||||
for (const BuildingDef& def : buildings)
|
||||
{
|
||||
if (def.type == type)
|
||||
{
|
||||
return &def;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -8,6 +8,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/StationsConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/GameConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ModulesConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/UnlocksConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoader.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SurfaceMask.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSerializer.h
|
||||
|
||||
@@ -263,6 +263,7 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
|
||||
cfg.heightTiles = static_cast<int>(requireInt(tbl["world"]["height_tiles"], file, "world.height_tiles"));
|
||||
cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
|
||||
cfg.deconstructionTimeSeconds = requireDouble(tbl["world"]["deconstruction_time_seconds"], file, "world.deconstruction_time_seconds");
|
||||
cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
|
||||
cfg.scrapDespawnSeconds = requireDouble(tbl["world"]["scrap_despawn_seconds"], file, "world.scrap_despawn_seconds");
|
||||
cfg.scrapPerThreat = requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
|
||||
@@ -273,13 +274,25 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
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");
|
||||
|
||||
if (const std::optional<std::string> tip =
|
||||
tbl["world"]["building_blocks_tooltip"].value<std::string>())
|
||||
{
|
||||
cfg.buildingBlocksTooltip = *tip;
|
||||
}
|
||||
|
||||
if (const std::optional<std::string> tip =
|
||||
tbl["world"]["artifact_tooltip"].value<std::string>())
|
||||
{
|
||||
cfg.artifactTooltip = *tip;
|
||||
}
|
||||
|
||||
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_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.expansion.columnsPerExpansion_tiles = static_cast<int>(requireInt(tbl["expansion"]["columns_per_expansion_tiles"], file, "expansion.columns_per_expansion_tiles"));
|
||||
cfg.expansion.costBuildingBlocksFormula = requireFormula(tbl["expansion"]["cost_building_blocks_formula"], file, "expansion.cost_building_blocks_formula");
|
||||
|
||||
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");
|
||||
@@ -305,6 +318,10 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
cfg.artifacts.artifactChanceFormula = requireFormula(tbl["artifacts"]["artifact_chance_formula"], file, "artifacts.artifact_chance_formula");
|
||||
cfg.artifacts.artifactWinCount = static_cast<int>(requireInt(tbl["artifacts"]["artifact_win_count"], file, "artifacts.artifact_win_count"));
|
||||
|
||||
cfg.scroll.panSpeedSlow_tps = requireDouble(tbl["scroll"]["pan_speed_slow_tiles_per_second"], file, "scroll.pan_speed_slow_tiles_per_second");
|
||||
cfg.scroll.panSpeedFast_tps = requireDouble(tbl["scroll"]["pan_speed_fast_tiles_per_second"], file, "scroll.pan_speed_fast_tiles_per_second");
|
||||
cfg.scroll.panRampBandWidth_tiles = static_cast<int>(requireInt(tbl["scroll"]["pan_ramp_band_width_tiles"], file, "scroll.pan_ramp_band_width_tiles"));
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
@@ -333,6 +350,17 @@ BuildingsConfig ConfigLoader::loadBuildings(const std::string& path)
|
||||
def.constructionTimeSeconds = requireDouble(mt["construction_time_seconds"], file, elemPath + ".construction_time_seconds");
|
||||
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
|
||||
if (mt.contains("output_buffer_capacity"))
|
||||
{
|
||||
def.outputBufferCapacity = static_cast<int>(
|
||||
requireInt(mt["output_buffer_capacity"], file, elemPath + ".output_buffer_capacity"));
|
||||
}
|
||||
|
||||
if (mt.contains("tooltip"))
|
||||
{
|
||||
def.tooltip = requireString(mt["tooltip"], file, elemPath + ".tooltip");
|
||||
}
|
||||
|
||||
const std::optional<BuildingType> parsedType = parseBuildingType(def.id);
|
||||
if (!parsedType)
|
||||
{
|
||||
@@ -377,18 +405,10 @@ RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
|
||||
}
|
||||
def.building = *parsedType;
|
||||
|
||||
if (def.building == BuildingType::Assembler)
|
||||
if (def.building == BuildingType::Assembler && mt.contains("unlocked_at_start"))
|
||||
{
|
||||
const auto level = mt["unlock_at_station_level"].value<int64_t>();
|
||||
if (level)
|
||||
{
|
||||
def.unlockAtStationLevel = static_cast<int>(*level);
|
||||
}
|
||||
if (mt.contains("unlock_requires"))
|
||||
{
|
||||
def.unlockRequires = requireStringArray(mt["unlock_requires"], file,
|
||||
elemPath + ".unlock_requires");
|
||||
}
|
||||
def.unlockedAtStart = requireBool(mt["unlocked_at_start"], file,
|
||||
elemPath + ".unlocked_at_start");
|
||||
}
|
||||
|
||||
// inputs may be omitted (e.g. miner recipes). An empty array is fine.
|
||||
@@ -427,11 +447,6 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
|
||||
|
||||
ShipDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.unlockAtStationLevel = static_cast<int>(requireInt(mt["unlock_at_station_level"], file, elemPath + ".unlock_at_station_level"));
|
||||
if (mt.contains("unlock_requires"))
|
||||
{
|
||||
def.unlockRequires = requireStringArray(mt["unlock_requires"], file, elemPath + ".unlock_requires");
|
||||
}
|
||||
def.layout = requireStringArray(mt["layout"], file, elemPath + ".layout");
|
||||
|
||||
// Schematic
|
||||
@@ -581,18 +596,17 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
|
||||
ModuleDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.unlockAtStationLevel = static_cast<int>(
|
||||
mt["unlock_at_station_level"].value_or<int64_t>(-1));
|
||||
if (mt.contains("unlock_requires"))
|
||||
{
|
||||
def.unlockRequires = requireStringArray(mt["unlock_requires"], file, elemPath + ".unlock_requires");
|
||||
}
|
||||
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
def.productionTimeSeconds = requireDouble(
|
||||
mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
|
||||
def.fillColor = requireString(mt["fill_color"], file, elemPath + ".fill_color");
|
||||
def.glyph = requireString(mt["glyph"], file, elemPath + ".glyph");
|
||||
|
||||
if (mt.contains("tooltip"))
|
||||
{
|
||||
def.tooltip = requireString(mt["tooltip"], file, elemPath + ".tooltip");
|
||||
}
|
||||
|
||||
// Materials
|
||||
{
|
||||
const toml::array& materials = requireArray(mt["materials"], file, elemPath + ".materials");
|
||||
@@ -699,62 +713,141 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
return cfg;
|
||||
}
|
||||
|
||||
UnlocksConfig ConfigLoader::loadUnlocks(const std::string& path)
|
||||
{
|
||||
const std::string file = "unlocks.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
UnlocksConfig cfg;
|
||||
if (!tbl.contains("unlock"))
|
||||
{
|
||||
return cfg;
|
||||
}
|
||||
|
||||
const toml::array& arr = requireArray(tbl["unlock"], file, "unlock");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "unlock[" + std::to_string(i) + "]";
|
||||
const toml::table* ut = arr[i].as_table();
|
||||
if (ut == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*ut);
|
||||
|
||||
UnlockGroupDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.stationLevel = static_cast<int>(
|
||||
requireInt(mt["station_level"], file, elemPath + ".station_level"));
|
||||
if (mt.contains("requires"))
|
||||
{
|
||||
def.requiredGroupIds = requireStringArray(mt["requires"], file, elemPath + ".requires");
|
||||
}
|
||||
if (mt.contains("ships"))
|
||||
{
|
||||
def.ships = requireStringArray(mt["ships"], file, elemPath + ".ships");
|
||||
}
|
||||
if (mt.contains("modules"))
|
||||
{
|
||||
def.modules = requireStringArray(mt["modules"], file, elemPath + ".modules");
|
||||
}
|
||||
if (mt.contains("buildings"))
|
||||
{
|
||||
def.buildings = requireStringArray(mt["buildings"], file, elemPath + ".buildings");
|
||||
}
|
||||
if (mt.contains("recipes"))
|
||||
{
|
||||
def.recipes = requireStringArray(mt["recipes"], file, elemPath + ".recipes");
|
||||
}
|
||||
|
||||
cfg.groups.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
// Throws if any id in requiredIds is not a valid explicitly-unlockable schematic.
|
||||
void checkUnlockRequires(const std::vector<std::string>& requiredIds,
|
||||
const std::unordered_set<std::string>& schematicIds,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
// Validates unlocks.toml against the rest of the config (REQ-LOCK-EXPLICIT,
|
||||
// REQ-LOCK-PREREQ): each granted id resolves to the right kind of definition
|
||||
// (recipe grants must name assembler recipes), each grantable id is granted by
|
||||
// at most one group, group ids are unique, every group grants at least one
|
||||
// item, and every `requires` id names a defined group.
|
||||
void validateUnlocks(const GameConfig& cfg)
|
||||
{
|
||||
for (const std::string& requiredId : requiredIds)
|
||||
{
|
||||
if (schematicIds.count(requiredId) == 0)
|
||||
{
|
||||
throw makeError(file, path,
|
||||
"references unknown schematic '" + requiredId + "'");
|
||||
}
|
||||
}
|
||||
}
|
||||
const std::string file = "unlocks.toml";
|
||||
|
||||
// Validates that every id listed in an `unlock_requires` (REQ-LOCK-PREREQ)
|
||||
// resolves to an explicitly-unlockable schematic: a ship, a module, or an
|
||||
// assembler recipe that carries `unlock_at_station_level` (a recipe schematic,
|
||||
// per REQ-LOCK-EXPLICIT). An unresolved id is a config error surfaced at load.
|
||||
void validateUnlockRequires(const GameConfig& cfg)
|
||||
{
|
||||
std::unordered_set<std::string> schematicIds;
|
||||
for (const ShipDef& def : cfg.ships.ships)
|
||||
{
|
||||
schematicIds.insert(def.id);
|
||||
}
|
||||
for (const ModuleDef& def : cfg.modules.modules)
|
||||
{
|
||||
schematicIds.insert(def.id);
|
||||
}
|
||||
std::unordered_set<std::string> shipIds;
|
||||
for (const ShipDef& def : cfg.ships.ships) { shipIds.insert(def.id); }
|
||||
std::unordered_set<std::string> moduleIds;
|
||||
for (const ModuleDef& def : cfg.modules.modules) { moduleIds.insert(def.id); }
|
||||
std::unordered_set<std::string> buildingIds;
|
||||
for (const BuildingDef& def : cfg.buildings.buildings) { buildingIds.insert(def.id); }
|
||||
std::unordered_set<std::string> assemblerRecipeIds;
|
||||
for (const RecipeDef& def : cfg.recipes.recipes)
|
||||
{
|
||||
if (def.building == BuildingType::Assembler && def.unlockAtStationLevel.has_value())
|
||||
{
|
||||
schematicIds.insert(def.id);
|
||||
}
|
||||
if (def.building == BuildingType::Assembler) { assemblerRecipeIds.insert(def.id); }
|
||||
}
|
||||
|
||||
for (const ShipDef& def : cfg.ships.ships)
|
||||
std::unordered_set<std::string> groupIds;
|
||||
std::unordered_set<std::string> grantedShipIds;
|
||||
std::unordered_set<std::string> grantedModuleIds;
|
||||
std::unordered_set<std::string> grantedBuildingIds;
|
||||
std::unordered_set<std::string> grantedRecipeIds;
|
||||
|
||||
const auto checkGrants = [&](const std::vector<std::string>& ids,
|
||||
const std::unordered_set<std::string>& valid,
|
||||
std::unordered_set<std::string>& granted,
|
||||
const std::string& kind,
|
||||
const std::string& gPath)
|
||||
{
|
||||
checkUnlockRequires(def.unlockRequires, schematicIds, "ships.toml",
|
||||
"ship '" + def.id + "'.unlock_requires");
|
||||
for (const std::string& id : ids)
|
||||
{
|
||||
if (valid.count(id) == 0)
|
||||
{
|
||||
throw makeError(file, gPath, "grants unknown " + kind + " '" + id + "'");
|
||||
}
|
||||
if (!granted.insert(id).second)
|
||||
{
|
||||
throw makeError(file, gPath,
|
||||
"grants " + kind + " '" + id + "' which is already granted by another unlock group");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
for (const UnlockGroupDef& group : cfg.unlocks.groups)
|
||||
{
|
||||
const std::string gPath = "unlock '" + group.id + "'";
|
||||
if (!groupIds.insert(group.id).second)
|
||||
{
|
||||
throw makeError(file, gPath, "duplicate unlock group id");
|
||||
}
|
||||
|
||||
if (group.ships.empty() && group.modules.empty()
|
||||
&& group.buildings.empty() && group.recipes.empty())
|
||||
{
|
||||
throw makeError(file, gPath, "grants no items (must grant at least one)");
|
||||
}
|
||||
|
||||
checkGrants(group.ships, shipIds, grantedShipIds, "ship", gPath);
|
||||
checkGrants(group.modules, moduleIds, grantedModuleIds, "module", gPath);
|
||||
checkGrants(group.buildings, buildingIds, grantedBuildingIds, "building", gPath);
|
||||
checkGrants(group.recipes, assemblerRecipeIds, grantedRecipeIds, "assembler recipe", gPath);
|
||||
}
|
||||
for (const ModuleDef& def : cfg.modules.modules)
|
||||
|
||||
// requires must reference defined group ids (checked once all group ids known).
|
||||
for (const UnlockGroupDef& group : cfg.unlocks.groups)
|
||||
{
|
||||
checkUnlockRequires(def.unlockRequires, schematicIds, "modules.toml",
|
||||
"module '" + def.id + "'.unlock_requires");
|
||||
}
|
||||
for (const RecipeDef& def : cfg.recipes.recipes)
|
||||
{
|
||||
checkUnlockRequires(def.unlockRequires, schematicIds, "recipes.toml",
|
||||
"recipe '" + def.id + "'.unlock_requires");
|
||||
for (const std::string& req : group.requiredGroupIds)
|
||||
{
|
||||
if (groupIds.count(req) == 0)
|
||||
{
|
||||
throw makeError(file, "unlock '" + group.id + "'.requires",
|
||||
"references unknown unlock group '" + req + "'");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -769,7 +862,8 @@ 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");
|
||||
validateUnlockRequires(cfg);
|
||||
cfg.unlocks = loadUnlocks(configDir + "/unlocks.toml");
|
||||
validateUnlocks(cfg);
|
||||
cfg.threatCosts = computeThreatCostTable(cfg);
|
||||
return cfg;
|
||||
}
|
||||
|
||||
@@ -22,4 +22,5 @@ public:
|
||||
static ShipsConfig loadShips(const std::string& path);
|
||||
static StationsConfig loadStations(const std::string& path);
|
||||
static ModulesConfig loadModules(const std::string& path);
|
||||
static UnlocksConfig loadUnlocks(const std::string& path);
|
||||
};
|
||||
|
||||
@@ -30,7 +30,7 @@ public:
|
||||
// Evaluates the expression at the given x. Requires a compiled formula.
|
||||
double evaluate(double x) const;
|
||||
|
||||
const std::string& source() const { return m_source; }
|
||||
const std::string& getSource() const { return m_source; }
|
||||
bool isValid() const { return m_expr != nullptr; }
|
||||
|
||||
private:
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "ShipsConfig.h"
|
||||
#include "StationsConfig.h"
|
||||
#include "ModulesConfig.h"
|
||||
#include "UnlocksConfig.h"
|
||||
#include "ThreatCostCalculator.h"
|
||||
|
||||
// Aggregate of all simulation config files. Loaded at startup and reloaded
|
||||
@@ -18,5 +19,6 @@ struct GameConfig
|
||||
ShipsConfig ships;
|
||||
StationsConfig stations;
|
||||
ModulesConfig modules;
|
||||
UnlocksConfig unlocks;
|
||||
ThreatCostTable threatCosts;
|
||||
};
|
||||
|
||||
@@ -40,10 +40,6 @@ struct ModuleRepairCapability
|
||||
struct ModuleDef
|
||||
{
|
||||
std::string id;
|
||||
int unlockAtStationLevel;
|
||||
// Prerequisite schematic ids that must be explicitly unlocked before this
|
||||
// schematic can enter the drop pool (REQ-LOCK-PREREQ). Empty = none.
|
||||
std::vector<std::string> unlockRequires;
|
||||
std::vector<std::string> surfaceMask;
|
||||
std::vector<RecipeIngredient> materials;
|
||||
double productionTimeSeconds;
|
||||
@@ -54,6 +50,10 @@ struct ModuleDef
|
||||
std::optional<ModuleWeaponCapability> weaponCapability;
|
||||
std::optional<ModuleSalvageCapability> salvageCapability;
|
||||
std::optional<ModuleRepairCapability> repairCapability;
|
||||
|
||||
// Optional hover-tooltip text for the module selection button
|
||||
// (REQ-MOD-UI-MODULE-TOOLTIP).
|
||||
std::optional<std::string> tooltip;
|
||||
};
|
||||
|
||||
struct ModulesConfig
|
||||
|
||||
@@ -32,14 +32,12 @@ 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;
|
||||
// Assembler recipe schematics only. Prerequisite schematic ids that must be
|
||||
// explicitly unlocked before this schematic can enter the drop pool
|
||||
// (REQ-LOCK-PREREQ). Empty = none.
|
||||
std::vector<std::string> unlockRequires;
|
||||
// Assembler only. When true, this recipe is available from game start
|
||||
// regardless of the implicit item graph — used for base recipes that no
|
||||
// schematic's materials reach (e.g. building blocks). See REQ-LOCK-IMPLICIT.
|
||||
// Otherwise an assembler recipe is either explicitly gated (granted by an
|
||||
// unlock group, REQ-LOCK-EXPLICIT) or implicitly gated via the item graph.
|
||||
bool unlockedAtStart = false;
|
||||
};
|
||||
|
||||
struct RecipesConfig
|
||||
|
||||
@@ -35,10 +35,6 @@ struct ShipSensor
|
||||
struct ShipDef
|
||||
{
|
||||
std::string id;
|
||||
int unlockAtStationLevel;
|
||||
// Prerequisite schematic ids that must be explicitly unlocked before this
|
||||
// schematic can enter the drop pool (REQ-LOCK-PREREQ). Empty = none.
|
||||
std::vector<std::string> unlockRequires;
|
||||
std::vector<std::string> layout;
|
||||
|
||||
ShipSchematic schematic;
|
||||
|
||||
26
src/lib/config/UnlocksConfig.h
Normal file
@@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// A single [[unlock]] entry from unlocks.toml — an unlock group, the unit of
|
||||
// loot awarded by defence station drops (REQ-DEF-SCHEMATIC-DROP,
|
||||
// REQ-LOCK-EXPLICIT). Awarding a group unlocks all of its granted members at
|
||||
// once. Anything not granted by any group is available from game start.
|
||||
struct UnlockGroupDef
|
||||
{
|
||||
std::string id; // Unique unlock-group id.
|
||||
int stationLevel; // Min destroyed station level to become eligible.
|
||||
std::vector<std::string> requiredGroupIds; // Prerequisite unlock-group ids (REQ-LOCK-PREREQ).
|
||||
|
||||
// Granted ids by kind (each defaults to empty; a group grants >= 1 item).
|
||||
std::vector<std::string> ships;
|
||||
std::vector<std::string> modules;
|
||||
std::vector<std::string> buildings;
|
||||
std::vector<std::string> recipes; // Assembler recipe ids only.
|
||||
};
|
||||
|
||||
struct UnlocksConfig
|
||||
{
|
||||
std::vector<UnlockGroupDef> groups;
|
||||
};
|
||||
@@ -1,5 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
|
||||
#include "Formula.h"
|
||||
|
||||
// Region widths are in tiles (REQ-GW-REGIONS).
|
||||
@@ -14,8 +17,8 @@ struct WorldRegions
|
||||
// Asteroid expansion (REQ-EXP-UNLOCK, REQ-EXP-COST).
|
||||
struct WorldExpansion
|
||||
{
|
||||
int columnsPerExpansion_tiles;
|
||||
int costBuildingBlocks;
|
||||
int columnsPerExpansion_tiles;
|
||||
Formula costBuildingBlocksFormula; // cost in building blocks; x = expansions already purchased
|
||||
};
|
||||
|
||||
// Push effects (REQ-PSH-*, REQ-WAV-BOSS-ADVANCE).
|
||||
@@ -53,10 +56,19 @@ struct WorldArtifacts
|
||||
int artifactWinCount;
|
||||
};
|
||||
|
||||
// View pan speed (REQ-UI-SCROLL-SPEED). Presentation-only; the simulation ignores these.
|
||||
struct WorldScroll
|
||||
{
|
||||
double panSpeedSlow_tps; // tiles/s, used outside the contest zone
|
||||
double panSpeedFast_tps; // tiles/s, used inside the contest zone
|
||||
int panRampBandWidth_tiles; // full width of the ramp band straddling each contest-zone boundary
|
||||
};
|
||||
|
||||
struct WorldConfig
|
||||
{
|
||||
int heightTiles; // REQ-GW-HEIGHT
|
||||
int refundPercentage; // REQ-BLD-DEMOLISH
|
||||
int refundPercentage; // REQ-BLD-DECONSTRUCT
|
||||
double deconstructionTimeSeconds; // REQ-BLD-DECON-QUEUE
|
||||
int startingBuildingBlocks; // REQ-HQ-STARTING-BLOCKS
|
||||
double scrapDespawnSeconds; // REQ-RES-SCRAP-DROP
|
||||
double scrapPerThreat; // REQ-RES-SCRAP-DROP, REQ-THREAT-SCRAP (scrap dropped per unit threat)
|
||||
@@ -67,10 +79,19 @@ struct WorldConfig
|
||||
double orbitFactor; // REQ-SHP-ORBIT (multiplies tool range for orbit radius)
|
||||
double rallyOrbitRadius_tiles; // REQ-SHP-ORBIT (fixed orbit radius around the rally point)
|
||||
|
||||
// Optional hover-tooltip for the header building blocks stock display
|
||||
// (REQ-UI-BLOCKS-TOOLTIP). Presentation-only; the simulation ignores it.
|
||||
std::optional<std::string> buildingBlocksTooltip;
|
||||
|
||||
// Optional hover-tooltip for the header artifact count display
|
||||
// (REQ-UI-ARTIFACTS-TOOLTIP). Presentation-only; the simulation ignores it.
|
||||
std::optional<std::string> artifactTooltip;
|
||||
|
||||
WorldRegions regions;
|
||||
WorldExpansion expansion;
|
||||
WorldPush push;
|
||||
WorldWaves waves;
|
||||
WorldTargeting targeting;
|
||||
WorldArtifacts artifacts;
|
||||
WorldScroll scroll;
|
||||
};
|
||||
|
||||
94
src/lib/core/BeltDragPath.cpp
Normal file
@@ -0,0 +1,94 @@
|
||||
#include "BeltDragPath.h"
|
||||
|
||||
#include <cstddef>
|
||||
|
||||
namespace
|
||||
{
|
||||
int signOf(int value)
|
||||
{
|
||||
if (value > 0) { return 1; }
|
||||
if (value < 0) { return -1; }
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Direction stepping from one tile to an orthogonally adjacent tile.
|
||||
Rotation directionBetween(QPoint from, QPoint to)
|
||||
{
|
||||
const QPoint delta = to - from;
|
||||
if (delta.x() > 0) { return Rotation::East; }
|
||||
if (delta.x() < 0) { return Rotation::West; }
|
||||
if (delta.y() > 0) { return Rotation::South; }
|
||||
return Rotation::North;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<BeltPathTile> computeBeltDragPath(QPoint anchor, QPoint cursor,
|
||||
Rotation orientation)
|
||||
{
|
||||
const bool horizontalFirst =
|
||||
(orientation == Rotation::East || orientation == Rotation::West);
|
||||
|
||||
// Build the ordered tile coordinates: first leg along the primary axis to the
|
||||
// corner, then the orthogonal leg to the cursor (no duplicated corner tile).
|
||||
std::vector<QPoint> coords;
|
||||
if (horizontalFirst)
|
||||
{
|
||||
const int stepX = signOf(cursor.x() - anchor.x());
|
||||
for (int x = anchor.x(); ; x += stepX)
|
||||
{
|
||||
coords.push_back(QPoint(x, anchor.y()));
|
||||
if (x == cursor.x() || stepX == 0) { break; }
|
||||
}
|
||||
const int stepY = signOf(cursor.y() - anchor.y());
|
||||
if (stepY != 0)
|
||||
{
|
||||
for (int y = anchor.y() + stepY; ; y += stepY)
|
||||
{
|
||||
coords.push_back(QPoint(cursor.x(), y));
|
||||
if (y == cursor.y()) { break; }
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const int stepY = signOf(cursor.y() - anchor.y());
|
||||
for (int y = anchor.y(); ; y += stepY)
|
||||
{
|
||||
coords.push_back(QPoint(anchor.x(), y));
|
||||
if (y == cursor.y() || stepY == 0) { break; }
|
||||
}
|
||||
const int stepX = signOf(cursor.x() - anchor.x());
|
||||
if (stepX != 0)
|
||||
{
|
||||
for (int x = anchor.x() + stepX; ; x += stepX)
|
||||
{
|
||||
coords.push_back(QPoint(x, cursor.y()));
|
||||
if (x == cursor.x()) { break; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Assign each tile the direction toward the next tile; the last tile keeps its
|
||||
// incoming step direction, and a single-tile path keeps the belt orientation.
|
||||
std::vector<BeltPathTile> path;
|
||||
path.reserve(coords.size());
|
||||
const std::size_t count = coords.size();
|
||||
for (std::size_t index = 0; index < count; ++index)
|
||||
{
|
||||
Rotation rotation;
|
||||
if (count == 1)
|
||||
{
|
||||
rotation = orientation;
|
||||
}
|
||||
else if (index + 1 < count)
|
||||
{
|
||||
rotation = directionBetween(coords[index], coords[index + 1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
rotation = directionBetween(coords[index - 1], coords[index]);
|
||||
}
|
||||
path.push_back(BeltPathTile{ coords[index], rotation });
|
||||
}
|
||||
return path;
|
||||
}
|
||||
27
src/lib/core/BeltDragPath.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
|
||||
#include "Rotation.h"
|
||||
|
||||
// One tile of a belt drag-placement path: the tile coordinate and the belt
|
||||
// orientation it should be given (REQ-BLD-BELT-DRAG).
|
||||
struct BeltPathTile
|
||||
{
|
||||
QPoint tile;
|
||||
Rotation rotation;
|
||||
};
|
||||
|
||||
// Computes the rectilinear (L-shaped) belt path from `anchor` to `cursor` for a
|
||||
// belt whose current orientation is `orientation` (REQ-BLD-BELT-DRAG). The path
|
||||
// first runs along the axis parallel to `orientation` (horizontal for East/West,
|
||||
// vertical for North/South), stepping toward the cursor's coordinate on that axis
|
||||
// to the corner tile, then runs along the orthogonal axis to the cursor tile. Each
|
||||
// tile is oriented to point toward the next tile along the path; the final tile
|
||||
// keeps the direction of its incoming step, and a single-tile path keeps
|
||||
// `orientation`. Returned tiles are ordered from anchor to cursor with no duplicate
|
||||
// corner tile.
|
||||
std::vector<BeltPathTile> computeBeltDragPath(QPoint anchor, QPoint cursor,
|
||||
Rotation orientation);
|
||||
@@ -11,6 +11,8 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Port.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.h
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
@@ -19,6 +21,8 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.cpp
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
|
||||
@@ -3,25 +3,45 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// The kind of a single granted schematic within an unlock option.
|
||||
enum class SchematicType
|
||||
{
|
||||
Ship,
|
||||
Module,
|
||||
Recipe,
|
||||
Artifact
|
||||
Building,
|
||||
Recipe
|
||||
};
|
||||
|
||||
// One item granted by an unlock group (REQ-LOCK-EXPLICIT), shown in the
|
||||
// schematic choice dialog's granted-items list.
|
||||
struct GrantedSchematic
|
||||
{
|
||||
SchematicType type;
|
||||
std::string id;
|
||||
std::string displayName;
|
||||
};
|
||||
|
||||
// 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.
|
||||
// destroyed; the UI reads these to populate the dialog. A non-artifact option
|
||||
// represents one unlock group; selecting it awards the whole group.
|
||||
struct SchematicChoiceOption
|
||||
{
|
||||
std::string schematicId;
|
||||
SchematicType type;
|
||||
bool isArtifact = false;
|
||||
|
||||
// Unlock group id (empty for the artifact option).
|
||||
std::string unlockGroupId;
|
||||
|
||||
// Display name shown as the option's title: the unlock group's derived name,
|
||||
// or "Artifact" for the artifact option.
|
||||
std::string displayName;
|
||||
|
||||
// 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;
|
||||
// The ships, modules, buildings, and assembler recipes this group grants
|
||||
// (empty for the artifact option).
|
||||
std::vector<GrantedSchematic> grantedItems;
|
||||
|
||||
// Ids of miner/assembler recipes that would newly become implicitly
|
||||
// unlocked (REQ-LOCK-IMPLICIT) if this option is selected. Sorted
|
||||
// alphabetically by display name; empty if none.
|
||||
std::vector<std::string> newlyUnlockedRecipeIds;
|
||||
};
|
||||
|
||||
155
src/lib/core/TunnelCompletion.cpp
Normal file
@@ -0,0 +1,155 @@
|
||||
#include "TunnelCompletion.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
QPoint stepTile(QPoint tile, Rotation dir)
|
||||
{
|
||||
switch (dir)
|
||||
{
|
||||
case Rotation::North: return {tile.x(), tile.y() - 1};
|
||||
case Rotation::East: return {tile.x() + 1, tile.y() };
|
||||
case Rotation::South: return {tile.x(), tile.y() + 1};
|
||||
case Rotation::West: return {tile.x() - 1, tile.y() };
|
||||
}
|
||||
return tile;
|
||||
}
|
||||
|
||||
Rotation oppositeRotation(Rotation dir)
|
||||
{
|
||||
switch (dir)
|
||||
{
|
||||
case Rotation::North: return Rotation::South;
|
||||
case Rotation::East: return Rotation::West;
|
||||
case Rotation::South: return Rotation::North;
|
||||
case Rotation::West: return Rotation::East;
|
||||
}
|
||||
return dir;
|
||||
}
|
||||
|
||||
float tileCenterDistanceSq(QPoint tile, QVector2D cursorWorldPos)
|
||||
{
|
||||
const QVector2D center(static_cast<float>(tile.x()) + 0.5f,
|
||||
static_cast<float>(tile.y()) + 0.5f);
|
||||
return (center - cursorWorldPos).lengthSquared();
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
std::optional<QPoint> firstTunnelFacing(const TunnelLookup& lookup, QPoint start,
|
||||
Rotation stepDir, Rotation targetFacing,
|
||||
int maxDistance)
|
||||
{
|
||||
QPoint probe = start;
|
||||
for (int distance = 1; distance <= maxDistance; ++distance)
|
||||
{
|
||||
probe = stepTile(probe, stepDir);
|
||||
const std::optional<TunnelTileInfo> info = lookup(probe);
|
||||
if (info.has_value() && info->rotation == targetFacing)
|
||||
{
|
||||
return probe;
|
||||
}
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
TunnelCompletion resolveTunnelCompletion(const TunnelLookup& lookup, QPoint hoverTile,
|
||||
Rotation rotation, int maxDistance,
|
||||
QVector2D cursorWorldPos)
|
||||
{
|
||||
// Entry-completion: a hypothetical entry at the hovered tile searches ahead (its
|
||||
// facing direction) for a same-direction exit to pair with. The first
|
||||
// same-direction tunnel ahead completes the entry only if it is an exit.
|
||||
std::optional<QPoint> exitPartner;
|
||||
if (const std::optional<QPoint> ahead =
|
||||
firstTunnelFacing(lookup, hoverTile, rotation, rotation, maxDistance);
|
||||
ahead.has_value())
|
||||
{
|
||||
const std::optional<TunnelTileInfo> info = lookup(*ahead);
|
||||
if (info.has_value() && info->type == BuildingType::TunnelExit)
|
||||
{
|
||||
exitPartner = ahead;
|
||||
}
|
||||
}
|
||||
|
||||
// Exit-completion: a hypothetical exit at the hovered tile pairs with an existing
|
||||
// entry behind it — one whose forward search (its facing direction) reaches the
|
||||
// hovered tile as its first same-direction tunnel. Scanning backwards, the first
|
||||
// same-direction tunnel completes the exit only if it is an entry.
|
||||
std::optional<QPoint> entryPartner;
|
||||
if (const std::optional<QPoint> behind =
|
||||
firstTunnelFacing(lookup, hoverTile, oppositeRotation(rotation), rotation,
|
||||
maxDistance);
|
||||
behind.has_value())
|
||||
{
|
||||
const std::optional<TunnelTileInfo> info = lookup(*behind);
|
||||
if (info.has_value() && info->type == BuildingType::TunnelEntry)
|
||||
{
|
||||
entryPartner = behind;
|
||||
}
|
||||
}
|
||||
|
||||
// Default: a TunnelEntry with no partner.
|
||||
if (!entryPartner.has_value() && !exitPartner.has_value())
|
||||
{
|
||||
return TunnelCompletion{BuildingType::TunnelEntry, std::nullopt};
|
||||
}
|
||||
if (entryPartner.has_value() && !exitPartner.has_value())
|
||||
{
|
||||
return TunnelCompletion{BuildingType::TunnelExit, entryPartner};
|
||||
}
|
||||
if (exitPartner.has_value() && !entryPartner.has_value())
|
||||
{
|
||||
return TunnelCompletion{BuildingType::TunnelEntry, exitPartner};
|
||||
}
|
||||
|
||||
// Both apply: complete whichever existing partner is closer to the sub-tile
|
||||
// cursor position (REQ-BLD-TUNNEL-MODE).
|
||||
const float entryDistanceSq = tileCenterDistanceSq(*entryPartner, cursorWorldPos);
|
||||
const float exitDistanceSq = tileCenterDistanceSq(*exitPartner, cursorWorldPos);
|
||||
if (entryDistanceSq <= exitDistanceSq)
|
||||
{
|
||||
return TunnelCompletion{BuildingType::TunnelExit, entryPartner};
|
||||
}
|
||||
return TunnelCompletion{BuildingType::TunnelEntry, exitPartner};
|
||||
}
|
||||
|
||||
std::optional<QPoint> findTunnelPartner(const TunnelLookup& lookup, QPoint tile,
|
||||
BuildingType type, Rotation rotation,
|
||||
int maxDistance)
|
||||
{
|
||||
if (type == BuildingType::TunnelEntry)
|
||||
{
|
||||
// An entry pairs with the first same-direction tunnel ahead, if it is an exit.
|
||||
const std::optional<QPoint> ahead =
|
||||
firstTunnelFacing(lookup, tile, rotation, rotation, maxDistance);
|
||||
if (ahead.has_value())
|
||||
{
|
||||
const std::optional<TunnelTileInfo> info = lookup(*ahead);
|
||||
if (info.has_value() && info->type == BuildingType::TunnelExit)
|
||||
{
|
||||
return ahead;
|
||||
}
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
if (type == BuildingType::TunnelExit)
|
||||
{
|
||||
// An exit is claimed by the first same-direction tunnel behind it, if it is an
|
||||
// entry (its forward search reaches this exit as its first same-direction tunnel).
|
||||
const std::optional<QPoint> behind =
|
||||
firstTunnelFacing(lookup, tile, oppositeRotation(rotation), rotation, maxDistance);
|
||||
if (behind.has_value())
|
||||
{
|
||||
const std::optional<TunnelTileInfo> info = lookup(*behind);
|
||||
if (info.has_value() && info->type == BuildingType::TunnelEntry)
|
||||
{
|
||||
return behind;
|
||||
}
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
66
src/lib/core/TunnelCompletion.h
Normal file
@@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
#include <optional>
|
||||
|
||||
#include <QPoint>
|
||||
#include <QVector2D>
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "Rotation.h"
|
||||
|
||||
// A tunnel building occupying a single tile: whether it is an entry or an exit and
|
||||
// the direction it faces. Used by the tunnel pairing scan (REQ-BLD-TUNNEL-PAIR) and
|
||||
// the unified tunnel build mode (REQ-BLD-TUNNEL-MODE).
|
||||
struct TunnelTileInfo
|
||||
{
|
||||
BuildingType type; // TunnelEntry or TunnelExit
|
||||
Rotation rotation; // facing direction
|
||||
};
|
||||
|
||||
// Given a tile, returns the tunnel building on it (entry or exit) with its facing
|
||||
// direction, or std::nullopt when the tile holds no tunnel building.
|
||||
using TunnelLookup = std::function<std::optional<TunnelTileInfo>(QPoint)>;
|
||||
|
||||
// Steps from `start` in `stepDir` over the tiles at distance 1..maxDistance and
|
||||
// returns the first tile whose tunnel faces `targetFacing`. Tunnel buildings facing
|
||||
// any other direction are skipped, mirroring the "stop at the first same-direction
|
||||
// tunnel" rule of REQ-BLD-TUNNEL-PAIR. Returns std::nullopt if none is found in range.
|
||||
std::optional<QPoint> firstTunnelFacing(const TunnelLookup& lookup, QPoint start,
|
||||
Rotation stepDir, Rotation targetFacing,
|
||||
int maxDistance);
|
||||
|
||||
// Result of resolving which tunnel end the ghost should become at a hovered tile
|
||||
// (REQ-BLD-TUNNEL-MODE): the type to place and the existing tunnel it would complete.
|
||||
struct TunnelCompletion
|
||||
{
|
||||
BuildingType resolvedType; // TunnelEntry (default) or TunnelExit
|
||||
std::optional<QPoint> partnerTile; // matched existing tunnel, if any
|
||||
};
|
||||
|
||||
// Resolves the tunnel ghost type for a hover at `hoverTile` with the ghost facing
|
||||
// `rotation` (REQ-BLD-TUNNEL-MODE):
|
||||
// - exit-completion: placing an exit here would pair with an existing entry behind
|
||||
// it (the entry's forward search reaches this tile as its first same-direction
|
||||
// tunnel) — the ghost becomes a TunnelExit;
|
||||
// - entry-completion: placing an entry here would pair with an existing exit ahead
|
||||
// of it — the ghost stays a TunnelEntry.
|
||||
// When both apply, the end whose existing partner is closer to `cursorWorldPos` (the
|
||||
// sub-tile cursor position in world tile units) wins, so nudging the cursor within a
|
||||
// single tile can flip the target. With no match the ghost stays a TunnelEntry with
|
||||
// no partner.
|
||||
TunnelCompletion resolveTunnelCompletion(const TunnelLookup& lookup, QPoint hoverTile,
|
||||
Rotation rotation, int maxDistance,
|
||||
QVector2D cursorWorldPos);
|
||||
|
||||
// Finds the matching end of an existing tunnel building at `tile` of the given `type`
|
||||
// (TunnelEntry or TunnelExit) facing `rotation`, applying the pairing scan of
|
||||
// REQ-BLD-TUNNEL-PAIR over `lookup`:
|
||||
// - for an entry, the first same-direction tunnel along its facing direction, if it
|
||||
// is an exit;
|
||||
// - for an exit, the first same-direction tunnel opposite its facing direction, if it
|
||||
// is an entry.
|
||||
// Returns the partner tile, or std::nullopt when the tunnel is unpaired.
|
||||
std::optional<QPoint> findTunnelPartner(const TunnelLookup& lookup, QPoint tile,
|
||||
BuildingType type, Rotation rotation,
|
||||
int maxDistance);
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "BuildingId.h"
|
||||
|
||||
// Deliver-scrap behavior (one half of the old SalvageBehaviorComponent). Scored
|
||||
@@ -7,6 +9,6 @@
|
||||
// SalvagerSystem performs the actual delivery.
|
||||
struct DeliverScrapBehavior
|
||||
{
|
||||
BuildingId deliveryBay = kInvalidBuildingId;
|
||||
float score = 0.0f;
|
||||
std::optional<BuildingId> deliveryBay; // nullopt until a bay is assigned
|
||||
float score = 0.0f;
|
||||
};
|
||||
|
||||
@@ -30,7 +30,7 @@ void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem&
|
||||
// Apply collections whose mid-beam delay has elapsed (cycles started earlier).
|
||||
applyPendingCollections(currentTick, scraps);
|
||||
|
||||
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
|
||||
const std::vector<ScrapInfo> allScrap = scraps.getAllScrapInfo();
|
||||
|
||||
// Tick down per-module collection cooldowns.
|
||||
m_admin.forEach<SalvagerComponent>(
|
||||
@@ -88,8 +88,8 @@ void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem&
|
||||
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 (!deliver.deliveryBay.has_value()) { return; }
|
||||
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
|
||||
if (!bay) { return; }
|
||||
|
||||
const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
@@ -100,7 +100,7 @@ void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem&
|
||||
if (!m_admin.hasAll<CargoComponent>(ship)) { return; }
|
||||
CargoComponent& cargo = m_admin.get<CargoComponent>(ship);
|
||||
if (cargo.current <= 0) { return; }
|
||||
if (buildings.deliverScrapToSalvageBay(deliver.deliveryBay))
|
||||
if (buildings.deliverScrapToSalvageBay(*deliver.deliveryBay))
|
||||
{
|
||||
--cargo.current;
|
||||
}
|
||||
|
||||
@@ -65,13 +65,13 @@ bool ScrapSystem::collectOne(entt::entity entity)
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<ScrapInfo> ScrapSystem::allScrapInfo() const
|
||||
std::vector<ScrapInfo> ScrapSystem::getAllScrapInfo() const
|
||||
{
|
||||
std::vector<ScrapInfo> result;
|
||||
m_admin.forEach<ScrapDataComponent>(
|
||||
[&result, this](entt::entity e, const ScrapDataComponent& /*sd*/)
|
||||
[&result, this](entt::entity e, const ScrapDataComponent& sd)
|
||||
{
|
||||
result.push_back(ScrapInfo{e, m_admin.get<PositionComponent>(e).value});
|
||||
result.push_back(ScrapInfo{e, m_admin.get<PositionComponent>(e).value, sd.amount});
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ struct ScrapInfo
|
||||
{
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
int amount;
|
||||
};
|
||||
|
||||
class ScrapSystem
|
||||
@@ -34,7 +35,7 @@ public:
|
||||
bool collectOne(entt::entity entity);
|
||||
|
||||
// Lightweight snapshot for callers that need to iterate all scrap.
|
||||
std::vector<ScrapInfo> allScrapInfo() const;
|
||||
std::vector<ScrapInfo> getAllScrapInfo() const;
|
||||
|
||||
private:
|
||||
EntityAdmin& m_admin;
|
||||
|
||||
@@ -398,8 +398,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId,
|
||||
maxCollRange * static_cast<float>(m_config.world.orbitFactor);
|
||||
m_admin.addComponent<SalvageScrapBehavior>(entity, salvage);
|
||||
|
||||
DeliverScrapBehavior deliver;
|
||||
deliver.deliveryBay = kInvalidBuildingId;
|
||||
DeliverScrapBehavior deliver; // deliveryBay starts unassigned (nullopt)
|
||||
m_admin.addComponent<DeliverScrapBehavior>(entity, deliver);
|
||||
}
|
||||
|
||||
|
||||
@@ -31,7 +31,7 @@ void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& b
|
||||
}
|
||||
|
||||
// Assign nearest SalvageBay if not yet assigned.
|
||||
if (deliver.deliveryBay == kInvalidBuildingId)
|
||||
if (!deliver.deliveryBay.has_value())
|
||||
{
|
||||
const Building* bay =
|
||||
buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
|
||||
|
||||
@@ -24,9 +24,9 @@ void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& bui
|
||||
if (selected.winner != BehaviorKind::DeliverScrap) { return; }
|
||||
|
||||
QVector2D dest = pos.value;
|
||||
if (deliver.deliveryBay != kInvalidBuildingId)
|
||||
if (deliver.deliveryBay.has_value())
|
||||
{
|
||||
const Building* bay = buildings.findBuilding(deliver.deliveryBay);
|
||||
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
|
||||
if (bay)
|
||||
{
|
||||
dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
|
||||
@@ -19,7 +19,7 @@ void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const ScrapSystem& scra
|
||||
{
|
||||
TRACE();
|
||||
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
|
||||
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
|
||||
const std::vector<ScrapInfo> allScrap = scraps.getAllScrapInfo();
|
||||
|
||||
admin.forEach<SalvageScrapBehavior, PositionComponent, SensorRangeComponent>(
|
||||
[&](entt::entity e, SalvageScrapBehavior& salvage, const PositionComponent& pos,
|
||||
|
||||
@@ -3,7 +3,8 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/TracePrintRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/TickAdvancedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBlocksChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntitySelectedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ExpansionCostChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntitySelectionChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/GameSpeedChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BossWaveUpdatedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
|
||||
@@ -11,16 +12,18 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ArtifactCountChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/UnlockedBuildingsChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuilderModeExitedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintModeExitedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EscapeMenuRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DemolishModeChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DeconstructModeChangedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingTypeSelectedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildHotkeyPressedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ExitBuilderModeRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DemolishModeToggleRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DeconstructModeToggleRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPlacementRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ExitBlueprintModeRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SpeedChangeRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/LayoutDialogRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionRequestedEvent.h
|
||||
@@ -30,6 +33,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeamFiredEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DebugDrawToggledEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/CommandRequestedEvent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/PlayerCommandsAppliedEvent.h
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
|
||||
10
src/lib/eventsystem/event/DeconstructModeChangedEvent.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
class DeconstructModeChangedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit DeconstructModeChangedEvent(bool active) : active(active) {}
|
||||
const bool active;
|
||||
};
|
||||
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
class DeconstructModeToggleRequestedEvent : public Event
|
||||
{
|
||||
};
|
||||
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
class DemolishModeChangedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit DemolishModeChangedEvent(bool active) : active(active) {}
|
||||
const bool active;
|
||||
};
|
||||
@@ -1,7 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
class DemolishModeToggleRequestedEvent : public Event
|
||||
{
|
||||
};
|
||||
@@ -1,21 +0,0 @@
|
||||
#ifndef ENTITY_SELECTED_EVENT_H
|
||||
#define ENTITY_SELECTED_EVENT_H
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
class EntitySelectedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit EntitySelectedEvent(std::optional<entt::entity> entity)
|
||||
: entity(entity)
|
||||
{
|
||||
}
|
||||
|
||||
const std::optional<entt::entity> entity;
|
||||
};
|
||||
|
||||
#endif // ENTITY_SELECTED_EVENT_H
|
||||
25
src/lib/eventsystem/event/EntitySelectionChangedEvent.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef ENTITY_SELECTION_CHANGED_EVENT_H
|
||||
#define ENTITY_SELECTION_CHANGED_EVENT_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// The set of currently selected ships and/or defence stations. An empty list means
|
||||
// no actor is selected. Actors share the "field" selection category with scrap piles
|
||||
// (REQ-UI-SELECTION-CATEGORIES): they can be selected together, but never together with
|
||||
// buildings.
|
||||
class EntitySelectionChangedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit EntitySelectionChangedEvent(std::vector<entt::entity> entities)
|
||||
: entities(std::move(entities))
|
||||
{
|
||||
}
|
||||
|
||||
const std::vector<entt::entity> entities;
|
||||
};
|
||||
|
||||
#endif // ENTITY_SELECTION_CHANGED_EVENT_H
|
||||
17
src/lib/eventsystem/event/ExpansionCostChangedEvent.h
Normal file
@@ -0,0 +1,17 @@
|
||||
#ifndef EXPANSION_COST_CHANGED_EVENT_H
|
||||
#define EXPANSION_COST_CHANGED_EVENT_H
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// Fired when the current asteroid-expansion cost changes (REQ-EXP-COST): once at
|
||||
// startup and again after each expansion is purchased. Carries the cost in
|
||||
// building blocks so the header Expand button can update its caption/enabled
|
||||
// state (REQ-UI-EXPAND-BUTTON).
|
||||
class ExpansionCostChangedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit ExpansionCostChangedEvent(int cost) : cost(cost) {}
|
||||
const int cost;
|
||||
};
|
||||
|
||||
#endif // EXPANSION_COST_CHANGED_EVENT_H
|
||||
13
src/lib/eventsystem/event/PlayerCommandsAppliedEvent.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// Emitted by GameWorldView once per frame after queued player commands have been
|
||||
// drained and applied to the simulation. It lets presentation widgets refresh
|
||||
// even while the game is paused (no tick advances, so no TickAdvancedEvent), for
|
||||
// example so a shipyard's layout preview appears immediately after its schematic
|
||||
// is chosen. It is a UI notification only and never feeds back into the command
|
||||
// queue, so it has no effect on replay recording or determinism.
|
||||
class PlayerCommandsAppliedEvent : public Event
|
||||
{
|
||||
};
|
||||
18
src/lib/eventsystem/event/ScrapSelectionChangedEvent.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// The set of currently selected scrap piles (REQ-UI-SCRAP-CLICK-SELECT,
|
||||
// REQ-UI-SCRAP-MULTI-SELECT). An empty list means no scrap is selected. Scrap forms
|
||||
// its own selection category, mutually exclusive with buildings and entities.
|
||||
class ScrapSelectionChangedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit ScrapSelectionChangedEvent(std::vector<entt::entity> scrap)
|
||||
: scrap(std::move(scrap)) {}
|
||||
const std::vector<entt::entity> scrap;
|
||||
};
|
||||
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// Emitted when the player presses the temporary-blueprint hotkey (REQ-UI-BLUEPRINT-TEMP).
|
||||
// Carries no payload: the blueprint is built from the current selection by the receiver.
|
||||
class TemporaryBlueprintRequestedEvent : public Event
|
||||
{
|
||||
};
|
||||
13
src/lib/eventsystem/event/UnlockedBuildingsChangedEvent.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#ifndef UNLOCKED_BUILDINGS_CHANGED_EVENT_H
|
||||
#define UNLOCKED_BUILDINGS_CHANGED_EVENT_H
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// Emitted when the set of unlocked building types changes (REQ-LOCK-BUILDING),
|
||||
// i.e. after an unlock group granting a building is awarded (REQ-DEF-SCHEMATIC-DROP)
|
||||
// or on Restart. The build button grid re-evaluates which buttons are shown.
|
||||
class UnlockedBuildingsChangedEvent : public Event
|
||||
{
|
||||
};
|
||||
|
||||
#endif // UNLOCKED_BUILDINGS_CHANGED_EVENT_H
|
||||
45
src/lib/sim/BeltSlot.cpp
Normal file
@@ -0,0 +1,45 @@
|
||||
#include "BeltSlot.h"
|
||||
|
||||
#include <cstddef>
|
||||
|
||||
void advanceBeltSlots(std::vector<BeltItemSlot>& slots, double progressPerTick)
|
||||
{
|
||||
for (std::size_t i = 0; i < slots.size(); ++i)
|
||||
{
|
||||
slots[i].progress += progressPerTick;
|
||||
|
||||
// Absolute cap: slot i cannot exceed 1.0 - i * 0.25.
|
||||
const double absoluteCap = 1.0 - static_cast<double>(i) * 0.25;
|
||||
if (slots[i].progress > absoluteCap)
|
||||
{
|
||||
slots[i].progress = absoluteCap;
|
||||
}
|
||||
|
||||
// Gap constraint: must stay 0.25 behind the slot ahead.
|
||||
if (i > 0)
|
||||
{
|
||||
const double gapCap = slots[i - 1].progress - 0.25;
|
||||
if (slots[i].progress > gapCap)
|
||||
{
|
||||
slots[i].progress = (gapCap < 0.0 ? 0.0 : gapCap);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
QPointF beltSlotWorldPos(QPoint tile, Rotation dir, double progress)
|
||||
{
|
||||
// Map progress [0, 1] along the belt direction to a fractional tile-unit position.
|
||||
// Progress 0 = entered from opposite side; 1 = at output edge.
|
||||
const double baseX = tile.x() + 0.5;
|
||||
const double baseY = tile.y() + 0.5;
|
||||
|
||||
switch (dir)
|
||||
{
|
||||
case Rotation::North: return {baseX, baseY - (progress - 0.5)};
|
||||
case Rotation::East: return {baseX + (progress - 0.5), baseY};
|
||||
case Rotation::South: return {baseX, baseY + (progress - 0.5)};
|
||||
case Rotation::West: return {baseX - (progress - 0.5), baseY};
|
||||
}
|
||||
return {baseX, baseY};
|
||||
}
|
||||
30
src/lib/sim/BeltSlot.h
Normal file
@@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
#include <QPointF>
|
||||
|
||||
#include "Item.h"
|
||||
#include "Rotation.h"
|
||||
|
||||
// A single item on a belt-like lane: an item plus its fractional progress along
|
||||
// the lane's travel direction. Shared by BeltSystem's belt/tunnel tiles and by a
|
||||
// building's virtual output belt (REQ-MAT-OUTPUT-EMERGE) so the packing and
|
||||
// geometry live in exactly one place.
|
||||
struct BeltItemSlot
|
||||
{
|
||||
Item item;
|
||||
double progress; // [0.0, 1.0]: 0 = just entered, 1 = at output edge
|
||||
};
|
||||
|
||||
// Advances every slot in `slots` by `progressPerTick`, applying the standard belt
|
||||
// packing: the front (index 0) carries the highest progress; each following slot
|
||||
// stays at least 0.25 behind the slot ahead and is capped at 1.0 - i * 0.25.
|
||||
// `slots` must be ordered front (highest progress) first. This is the per-tile
|
||||
// advance shared by belts, tunnel entries, and tunnel exits.
|
||||
void advanceBeltSlots(std::vector<BeltItemSlot>& slots, double progressPerTick);
|
||||
|
||||
// World-space centre (in tile units) of a slot at `progress` on a lane occupying
|
||||
// `tile` and flowing in `dir`. Progress 0 = entry edge, 1 = output edge.
|
||||
QPointF beltSlotWorldPos(QPoint tile, Rotation dir, double progress);
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "StateChecksum.h"
|
||||
#include "Tick.h"
|
||||
#include "TunnelCompletion.h"
|
||||
#include "tracing.h"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -27,21 +28,54 @@ QPoint BeltSystem::adjacentTile(QPoint tile, Rotation dir)
|
||||
return tile;
|
||||
}
|
||||
|
||||
QPointF BeltSystem::slotWorldPos(QPoint tile, Rotation dir, double progress)
|
||||
Rotation BeltSystem::oppositeRotation(Rotation dir)
|
||||
{
|
||||
// Map progress [0, 1] along the belt direction to a fractional tile-unit position.
|
||||
// Progress 0 = entered from opposite side; 1 = at output edge.
|
||||
double baseX = tile.x() + 0.5;
|
||||
double baseY = tile.y() + 0.5;
|
||||
|
||||
switch (dir)
|
||||
{
|
||||
case Rotation::North: return {baseX, baseY - (progress - 0.5)};
|
||||
case Rotation::East: return {baseX + (progress - 0.5), baseY};
|
||||
case Rotation::South: return {baseX, baseY + (progress - 0.5)};
|
||||
case Rotation::West: return {baseX - (progress - 0.5), baseY};
|
||||
case Rotation::North: return Rotation::South;
|
||||
case Rotation::East: return Rotation::West;
|
||||
case Rotation::South: return Rotation::North;
|
||||
case Rotation::West: return Rotation::East;
|
||||
}
|
||||
return {baseX, baseY};
|
||||
return dir;
|
||||
}
|
||||
|
||||
bool BeltSystem::entersThroughOutputEdge(QPoint tile, Rotation travelDir) const
|
||||
{
|
||||
// An item travelling in travelDir crosses into the tile through the edge
|
||||
// opposite that direction. If that entry edge is one of the tile's output
|
||||
// edges, the tile must refuse the item (REQ-MAT-ACCEPT-DIR).
|
||||
const Rotation entryEdge = oppositeRotation(travelDir);
|
||||
|
||||
const std::map<std::pair<int, int>, BeltTile>::const_iterator beltIt =
|
||||
m_belts.find(key(tile));
|
||||
if (beltIt != m_belts.end())
|
||||
{
|
||||
return entryEdge == beltIt->second.direction;
|
||||
}
|
||||
|
||||
const std::map<std::pair<int, int>, SplitterTile>::const_iterator splIt =
|
||||
m_splitters.find(key(tile));
|
||||
if (splIt != m_splitters.end())
|
||||
{
|
||||
return entryEdge == splIt->second.outputA || entryEdge == splIt->second.outputB;
|
||||
}
|
||||
|
||||
const std::map<std::pair<int, int>, TunnelEntryTile>::const_iterator teIt =
|
||||
m_tunnelEntries.find(key(tile));
|
||||
if (teIt != m_tunnelEntries.end())
|
||||
{
|
||||
return entryEdge == teIt->second.direction;
|
||||
}
|
||||
|
||||
const std::map<std::pair<int, int>, TunnelExitTile>::const_iterator txIt =
|
||||
m_tunnelExits.find(key(tile));
|
||||
if (txIt != m_tunnelExits.end())
|
||||
{
|
||||
return entryEdge == txIt->second.direction;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -144,55 +178,57 @@ void BeltSystem::reevaluateTunnelPairing()
|
||||
std::vector<TunnelLink> oldLinks;
|
||||
std::swap(oldLinks, m_tunnelLinks);
|
||||
|
||||
// Tunnel index over this system's own (completed) tunnel tiles, shared with the
|
||||
// scan primitive so the pairing rule lives in one place (REQ-BLD-TUNNEL-PAIR).
|
||||
const TunnelLookup lookup = [this](QPoint tile) -> std::optional<TunnelTileInfo>
|
||||
{
|
||||
const std::map<std::pair<int, int>, TunnelEntryTile>::const_iterator teIt =
|
||||
m_tunnelEntries.find(key(tile));
|
||||
if (teIt != m_tunnelEntries.end())
|
||||
{
|
||||
return TunnelTileInfo{BuildingType::TunnelEntry, teIt->second.direction};
|
||||
}
|
||||
const std::map<std::pair<int, int>, TunnelExitTile>::const_iterator txIt =
|
||||
m_tunnelExits.find(key(tile));
|
||||
if (txIt != m_tunnelExits.end())
|
||||
{
|
||||
return TunnelTileInfo{BuildingType::TunnelExit, txIt->second.direction};
|
||||
}
|
||||
return std::nullopt;
|
||||
};
|
||||
|
||||
for (const std::pair<const std::pair<int, int>, TunnelEntryTile>& entry : m_tunnelEntries)
|
||||
{
|
||||
const QPoint entryPos(entry.first.first, entry.first.second);
|
||||
const Rotation dir = entry.second.direction;
|
||||
const int maxDist = entry.second.maxDistance;
|
||||
|
||||
for (int d = 1; d <= maxDist; ++d)
|
||||
// The first same-direction tunnel ahead forms a pair only when it is an exit;
|
||||
// a same-direction entry blocks (firstTunnelFacing stops at it either way).
|
||||
const std::optional<QPoint> target =
|
||||
firstTunnelFacing(lookup, entryPos, dir, dir, maxDist);
|
||||
if (!target.has_value() || m_tunnelExits.find(key(*target)) == m_tunnelExits.end())
|
||||
{
|
||||
QPoint probe = entryPos;
|
||||
for (int step = 0; step < d; ++step)
|
||||
{
|
||||
probe = adjacentTile(probe, dir);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if a same-direction tunnel entry is here (blocks pairing)
|
||||
const std::map<std::pair<int, int>, TunnelEntryTile>::const_iterator teIt =
|
||||
m_tunnelEntries.find(key(probe));
|
||||
if (teIt != m_tunnelEntries.end() && teIt->second.direction == dir)
|
||||
TunnelLink link;
|
||||
link.entryTile = entryPos;
|
||||
link.exitTile = *target;
|
||||
// The exit is colinear with the entry along `dir`, so the tile-coordinate
|
||||
// distance is the Manhattan distance.
|
||||
link.length = static_cast<double>((*target - entryPos).manhattanLength());
|
||||
|
||||
for (const TunnelLink& old : oldLinks)
|
||||
{
|
||||
if (old.entryTile == entryPos && old.exitTile == *target)
|
||||
{
|
||||
link.items = old.items;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check if a same-direction tunnel exit is here (forms pair)
|
||||
const std::map<std::pair<int, int>, TunnelExitTile>::const_iterator txIt =
|
||||
m_tunnelExits.find(key(probe));
|
||||
if (txIt != m_tunnelExits.end())
|
||||
{
|
||||
if (txIt->second.direction == dir)
|
||||
{
|
||||
TunnelLink link;
|
||||
link.entryTile = entryPos;
|
||||
link.exitTile = probe;
|
||||
link.length = static_cast<double>(d);
|
||||
|
||||
for (const TunnelLink& old : oldLinks)
|
||||
{
|
||||
if (old.entryTile == entryPos && old.exitTile == probe)
|
||||
{
|
||||
link.items = old.items;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_tunnelLinks.push_back(std::move(link));
|
||||
break;
|
||||
}
|
||||
// Different direction exit — skip, keep searching
|
||||
}
|
||||
}
|
||||
|
||||
m_tunnelLinks.push_back(std::move(link));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -202,6 +238,12 @@ void BeltSystem::reevaluateTunnelPairing()
|
||||
|
||||
bool BeltSystem::tryPutItem(QPoint tile, Item item, Rotation fromDir)
|
||||
{
|
||||
// Refuse items that would enter through the tile's output edge (REQ-MAT-ACCEPT-DIR).
|
||||
if (entersThroughOutputEdge(tile, fromDir))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::map<std::pair<int, int>, BeltTile>::iterator bIt = m_belts.find(key(tile));
|
||||
if (bIt != m_belts.end())
|
||||
{
|
||||
@@ -411,29 +453,7 @@ void BeltSystem::advanceProgress()
|
||||
for (std::map<std::pair<int, int>, BeltTile>::iterator it = m_belts.begin();
|
||||
it != m_belts.end(); ++it)
|
||||
{
|
||||
BeltTile& bt = it->second;
|
||||
|
||||
for (std::size_t i = 0; i < bt.itemSlots.size(); ++i)
|
||||
{
|
||||
bt.itemSlots[i].progress += m_progressPerTick_tpt;
|
||||
|
||||
// Absolute cap: slot i cannot exceed 1.0 - i * 0.25.
|
||||
const double absoluteCap = 1.0 - i * 0.25;
|
||||
if (bt.itemSlots[i].progress > absoluteCap)
|
||||
{
|
||||
bt.itemSlots[i].progress = absoluteCap;
|
||||
}
|
||||
|
||||
// Gap constraint: must stay 0.25 behind the slot ahead.
|
||||
if (i > 0)
|
||||
{
|
||||
const double gapCap = bt.itemSlots[i - 1].progress - 0.25;
|
||||
if (bt.itemSlots[i].progress > gapCap)
|
||||
{
|
||||
bt.itemSlots[i].progress = (gapCap < 0.0 ? 0.0 : gapCap);
|
||||
}
|
||||
}
|
||||
}
|
||||
advanceBeltSlots(it->second.itemSlots, m_progressPerTick_tpt);
|
||||
}
|
||||
|
||||
for (std::map<std::pair<int, int>, SplitterTile>::iterator it = m_splitters.begin();
|
||||
@@ -489,53 +509,13 @@ void BeltSystem::advanceTunnelProgress()
|
||||
for (std::map<std::pair<int, int>, TunnelEntryTile>::iterator it = m_tunnelEntries.begin();
|
||||
it != m_tunnelEntries.end(); ++it)
|
||||
{
|
||||
TunnelEntryTile& te = it->second;
|
||||
|
||||
for (std::size_t i = 0; i < te.itemSlots.size(); ++i)
|
||||
{
|
||||
te.itemSlots[i].progress += m_progressPerTick_tpt;
|
||||
|
||||
const double absoluteCap = 1.0 - i * 0.25;
|
||||
if (te.itemSlots[i].progress > absoluteCap)
|
||||
{
|
||||
te.itemSlots[i].progress = absoluteCap;
|
||||
}
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
const double gapCap = te.itemSlots[i - 1].progress - 0.25;
|
||||
if (te.itemSlots[i].progress > gapCap)
|
||||
{
|
||||
te.itemSlots[i].progress = (gapCap < 0.0 ? 0.0 : gapCap);
|
||||
}
|
||||
}
|
||||
}
|
||||
advanceBeltSlots(it->second.itemSlots, m_progressPerTick_tpt);
|
||||
}
|
||||
|
||||
for (std::map<std::pair<int, int>, TunnelExitTile>::iterator it = m_tunnelExits.begin();
|
||||
it != m_tunnelExits.end(); ++it)
|
||||
{
|
||||
TunnelExitTile& tx = it->second;
|
||||
|
||||
for (std::size_t i = 0; i < tx.itemSlots.size(); ++i)
|
||||
{
|
||||
tx.itemSlots[i].progress += m_progressPerTick_tpt;
|
||||
|
||||
const double absoluteCap = 1.0 - i * 0.25;
|
||||
if (tx.itemSlots[i].progress > absoluteCap)
|
||||
{
|
||||
tx.itemSlots[i].progress = absoluteCap;
|
||||
}
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
const double gapCap = tx.itemSlots[i - 1].progress - 0.25;
|
||||
if (tx.itemSlots[i].progress > gapCap)
|
||||
{
|
||||
tx.itemSlots[i].progress = (gapCap < 0.0 ? 0.0 : gapCap);
|
||||
}
|
||||
}
|
||||
}
|
||||
advanceBeltSlots(it->second.itemSlots, m_progressPerTick_tpt);
|
||||
}
|
||||
|
||||
for (TunnelLink& link : m_tunnelLinks)
|
||||
@@ -579,6 +559,13 @@ void BeltSystem::moveItemsToNextTile()
|
||||
const QPoint here = QPoint(it->first.first, it->first.second);
|
||||
const QPoint next = adjacentTile(here, bt.direction);
|
||||
|
||||
// Refuse to hand off into a downstream tile's output edge (REQ-MAT-ACCEPT-DIR);
|
||||
// the item stays blocked at progress 1.0.
|
||||
if (entersThroughOutputEdge(next, bt.direction))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const std::map<std::pair<int, int>, BeltTile>::iterator nextBelt = m_belts.find(key(next));
|
||||
const std::map<std::pair<int, int>, SplitterTile>::iterator nextSplitter = m_splitters.find(key(next));
|
||||
|
||||
@@ -804,6 +791,12 @@ bool BeltSystem::tryPlaceOnBelt(QPoint tile, Item item)
|
||||
|
||||
bool BeltSystem::tryPushToTile(QPoint dest, Item item, Rotation fromDir)
|
||||
{
|
||||
// Refuse items that would enter through the tile's output edge (REQ-MAT-ACCEPT-DIR).
|
||||
if (entersThroughOutputEdge(dest, fromDir))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (tryPlaceOnBelt(dest, item))
|
||||
{
|
||||
return true;
|
||||
@@ -871,7 +864,7 @@ void BeltSystem::forEachVisualItem(QRect viewportTiles,
|
||||
{
|
||||
VisualItem vi;
|
||||
vi.type = bt.itemSlots[i].item.type;
|
||||
vi.worldPos = slotWorldPos(tile, bt.direction, bt.itemSlots[i].progress);
|
||||
vi.worldPos = beltSlotWorldPos(tile, bt.direction, bt.itemSlots[i].progress);
|
||||
visit(vi);
|
||||
}
|
||||
}
|
||||
@@ -891,7 +884,7 @@ void BeltSystem::forEachVisualItem(QRect viewportTiles,
|
||||
{
|
||||
VisualItem vi;
|
||||
vi.type = st.back[i].item.type;
|
||||
vi.worldPos = slotWorldPos(tile, st.backDir[i], st.back[i].progress);
|
||||
vi.worldPos = beltSlotWorldPos(tile, st.backDir[i], st.back[i].progress);
|
||||
visit(vi);
|
||||
}
|
||||
|
||||
@@ -917,7 +910,7 @@ void BeltSystem::forEachVisualItem(QRect viewportTiles,
|
||||
{
|
||||
VisualItem vi;
|
||||
vi.type = slot->item.type;
|
||||
vi.worldPos = slotWorldPos(tile, dir, slot->progress);
|
||||
vi.worldPos = beltSlotWorldPos(tile, dir, slot->progress);
|
||||
visit(vi);
|
||||
}
|
||||
};
|
||||
@@ -947,7 +940,7 @@ void BeltSystem::forEachVisualItem(QRect viewportTiles,
|
||||
{
|
||||
VisualItem vi;
|
||||
vi.type = te.itemSlots[i].item.type;
|
||||
vi.worldPos = slotWorldPos(tile, te.direction, te.itemSlots[i].progress);
|
||||
vi.worldPos = beltSlotWorldPos(tile, te.direction, te.itemSlots[i].progress);
|
||||
visit(vi);
|
||||
}
|
||||
}
|
||||
@@ -965,7 +958,7 @@ void BeltSystem::forEachVisualItem(QRect viewportTiles,
|
||||
{
|
||||
VisualItem vi;
|
||||
vi.type = tx.itemSlots[i].item.type;
|
||||
vi.worldPos = slotWorldPos(tile, tx.direction, tx.itemSlots[i].progress);
|
||||
vi.worldPos = beltSlotWorldPos(tile, tx.direction, tx.itemSlots[i].progress);
|
||||
visit(vi);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include <QPointF>
|
||||
#include <QRect>
|
||||
|
||||
#include "BeltSlot.h"
|
||||
#include "Item.h"
|
||||
#include "ItemType.h"
|
||||
#include "Port.h"
|
||||
@@ -51,7 +52,7 @@ public:
|
||||
// tile are held and routed to one of the two outputs.
|
||||
void placeSplitter(QPoint tile, Rotation outputA, Rotation outputB);
|
||||
|
||||
// Remove a belt or splitter tile (on demolish). Items are discarded.
|
||||
// Remove a belt or splitter tile (on deconstruct). Items are discarded.
|
||||
void removeTile(QPoint tile);
|
||||
|
||||
// -- Splitter filter configuration (REQ-BLD-SPLITTER) -------------------
|
||||
@@ -74,8 +75,10 @@ public:
|
||||
// port.direction = direction items flow on that tile
|
||||
//
|
||||
// tryPutItem: place item onto tile.
|
||||
// Returns false if the tile is not a belt/splitter, or tile full.
|
||||
// fromDir: travel direction of the item (used for splitter animation).
|
||||
// Returns false if the tile is not a belt/splitter/tunnel entry, tile full,
|
||||
// or the item would enter through the tile's output edge (REQ-MAT-ACCEPT-DIR).
|
||||
// fromDir: travel direction of the item (used for splitter animation and for
|
||||
// the output-edge check).
|
||||
bool tryPutItem(QPoint tile, Item item, Rotation fromDir = Rotation::West);
|
||||
|
||||
// tryTakeItem: remove and return the leading item from port.tile.
|
||||
@@ -86,6 +89,11 @@ public:
|
||||
// Returns nullopt if tile is not a belt, direction mismatches, or tile empty.
|
||||
std::optional<ItemType> peekItem(Port port) const;
|
||||
|
||||
// Progress advanced per tick at the configured belt speed (tile fraction per
|
||||
// tick). Shared with building output belts so emerging items travel at exactly
|
||||
// the same speed as real belts (REQ-MAT-OUTPUT-EMERGE).
|
||||
double getProgressPerTick_tpt() const { return m_progressPerTick_tpt; }
|
||||
|
||||
// -- Maintenance ---------------------------------------------------------
|
||||
void clearTiles(const std::vector<QPoint>& tiles); // REQ-UI-BELT-CLEAR
|
||||
void tick();
|
||||
@@ -117,15 +125,12 @@ private:
|
||||
|
||||
static std::pair<int, int> key(QPoint tile);
|
||||
static QPoint adjacentTile(QPoint tile, Rotation dir);
|
||||
static Rotation oppositeRotation(Rotation dir);
|
||||
|
||||
// Returns the world-space centre of a slot given tile origin and progress.
|
||||
static QPointF slotWorldPos(QPoint tile, Rotation dir, double progress);
|
||||
|
||||
struct BeltItemSlot
|
||||
{
|
||||
Item item;
|
||||
double progress; // [0.0, 1.0]: 0 = just entered, 1 = at output edge
|
||||
};
|
||||
// True if an item travelling in travelDir would enter the transport tile at
|
||||
// `tile` through one of that tile's output edges (and must therefore be
|
||||
// refused). Returns false if no transport tile occupies `tile`.
|
||||
bool entersThroughOutputEdge(QPoint tile, Rotation travelDir) const;
|
||||
|
||||
struct BeltTile
|
||||
{
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "BuildingId.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
#include "BeltSlot.h"
|
||||
#include "Item.h"
|
||||
#include "ItemType.h"
|
||||
#include "Port.h"
|
||||
@@ -75,6 +76,51 @@ struct Building
|
||||
OutputBuffer outputBuffer;
|
||||
std::optional<Production> production;
|
||||
|
||||
// Items currently emerging from each output port on its virtual output belt
|
||||
// (REQ-MAT-OUTPUT-EMERGE); one lane per output port, parallel to outputPorts.
|
||||
// Each lane holds slots at progress [0.5, 1.0], front (highest progress) first.
|
||||
// An emerging item still counts as residing in the output buffer until it hands
|
||||
// off onto a real belt at progress 1.0.
|
||||
std::vector<std::vector<BeltItemSlot>> emergingItems;
|
||||
|
||||
// Total items held on the output side: buffered plus still-emerging. The
|
||||
// output-buffer capacity rule (REQ-MAT-OUTPUT-BUFFER) counts emerging items,
|
||||
// since they have not yet left the building.
|
||||
int getOutputItemCount() const
|
||||
{
|
||||
int count = static_cast<int>(outputBuffer.items.size());
|
||||
for (const std::vector<BeltItemSlot>& lane : emergingItems)
|
||||
{
|
||||
count += static_cast<int>(lane.size());
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
// Items currently travelling inward on each input port's virtual input belt
|
||||
// (REQ-MAT-INPUT-INTAKE); one lane per input port, parallel to inputPorts. Each
|
||||
// lane holds slots at progress [0.0, 0.5], front (highest progress) first. An
|
||||
// in-transit item has reserved a slot in its per-material input buffer but is
|
||||
// not yet consumable — it enters the buffer only on reaching progress 0.5.
|
||||
std::vector<std::vector<BeltItemSlot>> incomingItems;
|
||||
|
||||
// Buffered plus in-transit count of one input material. The acceptance/space
|
||||
// test (REQ-MAT-INPUT-PORTS, REQ-MAT-INPUT-INTAKE) counts in-transit items, so
|
||||
// buffered + reserved never exceeds the material's cap (REQ-MAT-INPUT-BUFFER).
|
||||
int pendingInputCount(const ItemType& type) const
|
||||
{
|
||||
int count = 0;
|
||||
const std::map<ItemType, int>::const_iterator it = inputBuffer.counts.find(type);
|
||||
if (it != inputBuffer.counts.end()) { count = it->second; }
|
||||
for (const std::vector<BeltItemSlot>& lane : incomingItems)
|
||||
{
|
||||
for (const BeltItemSlot& slot : lane)
|
||||
{
|
||||
if (slot.item.type == type) { ++count; }
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
// Pre-computed from surface mask at placement; in absolute world coordinates.
|
||||
std::vector<QPoint> bodyCells;
|
||||
std::vector<Port> outputPorts;
|
||||
@@ -83,5 +129,10 @@ struct Building
|
||||
|
||||
// Module layout for shipyards (REQ-MOD-LAYOUT).
|
||||
std::optional<ShipLayoutConfig> shipLayout;
|
||||
|
||||
// True while this building sits in the deconstruction queue (REQ-BLD-DECON-QUEUE).
|
||||
// A queued building stops operating immediately (all tick loops skip it) but keeps
|
||||
// occupying its tiles until its deconstruction completes.
|
||||
bool queuedForDeconstruction = false;
|
||||
};
|
||||
|
||||
|
||||
167
src/lib/sim/BuildingConfig.cpp
Normal file
@@ -0,0 +1,167 @@
|
||||
#include "BuildingConfig.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <climits>
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "Simulation.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// The blueprint-relevant geometry shared by operational buildings and construction
|
||||
// sites. Resolved from whichever of the two a selected id refers to.
|
||||
struct SelectedBuilding
|
||||
{
|
||||
BuildingId id;
|
||||
BuildingType type;
|
||||
Rotation rotation;
|
||||
QPoint anchor;
|
||||
const std::vector<QPoint>* bodyCells;
|
||||
};
|
||||
|
||||
// Resolves a selected id to a player-placeable building or construction site, if it
|
||||
// is one. Returns std::nullopt for an unknown id or a non-player-placeable building
|
||||
// (the HQ and defence stations, per REQ-UI-BLUEPRINT-CREATE).
|
||||
std::optional<SelectedBuilding> resolvePlaceable(const Simulation& sim, BuildingId id)
|
||||
{
|
||||
const Building* building = sim.getBuildings().findBuilding(id);
|
||||
const ConstructionSite* site = building ? nullptr : sim.getBuildings().findSite(id);
|
||||
if (!building && !site)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
const BuildingType type = building ? building->type : site->type;
|
||||
const BuildingDef* def = sim.getConfig().buildings.findBuildingDef(type);
|
||||
if (!def || !def->playerPlaceable)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
SelectedBuilding resolved;
|
||||
resolved.id = id;
|
||||
resolved.type = type;
|
||||
resolved.rotation = building ? building->rotation : site->rotation;
|
||||
resolved.anchor = building ? building->anchor : site->anchor;
|
||||
resolved.bodyCells = building ? &building->bodyCells : &site->bodyCells;
|
||||
return resolved;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id)
|
||||
{
|
||||
const Building* building = sim.getBuildings().findBuilding(id);
|
||||
const ConstructionSite* site = building ? nullptr : sim.getBuildings().findSite(id);
|
||||
if (!building && !site)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
BuildingConfig config;
|
||||
config.type = building ? building->type : site->type;
|
||||
|
||||
const std::string& recipeId = building ? building->recipeId : site->recipeId;
|
||||
if (!recipeId.empty())
|
||||
{
|
||||
config.recipeId = recipeId;
|
||||
}
|
||||
|
||||
config.shipLayout = building ? building->shipLayout : site->shipLayout;
|
||||
|
||||
if (config.type == BuildingType::Splitter)
|
||||
{
|
||||
config.isSplitter = true;
|
||||
if (building)
|
||||
{
|
||||
// Operational splitter filters live in the BeltSystem, keyed by tile.
|
||||
const std::optional<BeltSystem::SplitterInfo> info =
|
||||
sim.getBelts().getSplitterInfo(building->anchor);
|
||||
if (info.has_value())
|
||||
{
|
||||
config.splitterFilterA = info->filterA;
|
||||
config.splitterFilterB = info->filterB;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// A site keeps its pre-completion filters on the ConstructionSite.
|
||||
config.splitterFilterA = site->splitterFilterA;
|
||||
config.splitterFilterB = site->splitterFilterB;
|
||||
}
|
||||
}
|
||||
|
||||
return config;
|
||||
}
|
||||
|
||||
Blueprint captureBlueprintFromSelection(const Simulation& sim,
|
||||
const std::vector<BuildingId>& selectedIds)
|
||||
{
|
||||
std::vector<SelectedBuilding> entries;
|
||||
entries.reserve(selectedIds.size());
|
||||
for (const BuildingId id : selectedIds)
|
||||
{
|
||||
const std::optional<SelectedBuilding> resolved = resolvePlaceable(sim, id);
|
||||
if (resolved.has_value())
|
||||
{
|
||||
entries.push_back(*resolved);
|
||||
}
|
||||
}
|
||||
|
||||
if (entries.empty())
|
||||
{
|
||||
return Blueprint{};
|
||||
}
|
||||
|
||||
int minX = INT_MAX, maxX = INT_MIN;
|
||||
int minY = INT_MAX, maxY = INT_MIN;
|
||||
for (const SelectedBuilding& e : entries)
|
||||
{
|
||||
for (const QPoint& cell : *e.bodyCells)
|
||||
{
|
||||
minX = std::min(minX, cell.x());
|
||||
maxX = std::max(maxX, cell.x());
|
||||
minY = std::min(minY, cell.y());
|
||||
maxY = std::max(maxY, cell.y());
|
||||
}
|
||||
}
|
||||
|
||||
const QPoint center((minX + maxX) / 2, (minY + maxY) / 2);
|
||||
|
||||
Blueprint blueprint;
|
||||
blueprint.buildings.reserve(entries.size());
|
||||
for (const SelectedBuilding& e : entries)
|
||||
{
|
||||
BlueprintBuilding building;
|
||||
building.type = e.type;
|
||||
building.rotation = e.rotation;
|
||||
building.offset = e.anchor - center;
|
||||
// Recipe / schematic / layout / splitter-filter capture is shared with the
|
||||
// copy-settings gesture (REQ-BLD-COPY-CONFIG) via readBuildingConfig, which
|
||||
// handles operational buildings and construction sites alike.
|
||||
const std::optional<BuildingConfig> config = readBuildingConfig(sim, e.id);
|
||||
if (config.has_value())
|
||||
{
|
||||
building.recipeId = config->recipeId.value_or(std::string());
|
||||
building.shipLayout = config->shipLayout;
|
||||
building.splitterFilterA = config->splitterFilterA;
|
||||
building.splitterFilterB = config->splitterFilterB;
|
||||
}
|
||||
blueprint.buildings.push_back(building);
|
||||
}
|
||||
return blueprint;
|
||||
}
|
||||
|
||||
bool selectionHasPlaceableBuilding(const Simulation& sim,
|
||||
const std::vector<BuildingId>& selectedIds)
|
||||
{
|
||||
for (const BuildingId id : selectedIds)
|
||||
{
|
||||
if (resolvePlaceable(sim, id).has_value())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
54
src/lib/sim/BuildingConfig.h
Normal file
@@ -0,0 +1,54 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "Blueprint.h"
|
||||
#include "BuildingId.h"
|
||||
#include "BuildingType.h"
|
||||
#include "ItemType.h"
|
||||
#include "ShipLayout.h"
|
||||
|
||||
class Simulation;
|
||||
|
||||
// The user-configurable settings of a single building or construction site: the
|
||||
// selected recipe / ship schematic, the shipyard module layout, and (for
|
||||
// splitters) the two output filters. Shared by the copy-settings gesture
|
||||
// (REQ-BLD-COPY-CONFIG) and blueprint capture (REQ-UI-BLUEPRINT-STORAGE).
|
||||
struct BuildingConfig
|
||||
{
|
||||
BuildingType type = BuildingType::Miner;
|
||||
|
||||
// Selected recipe (Miner / Assembler) or ship schematic id (Shipyard); unset
|
||||
// when nothing is selected.
|
||||
std::optional<std::string> recipeId;
|
||||
|
||||
// Shipyard module layout (REQ-MOD-LAYOUT).
|
||||
std::optional<ShipLayoutConfig> shipLayout;
|
||||
|
||||
// Splitter output filters (empty = accept all). isSplitter distinguishes an
|
||||
// empty-filter splitter (a valid accept-all configuration) from a building
|
||||
// type that has no splitter filters at all.
|
||||
bool isSplitter = false;
|
||||
std::vector<ItemType> splitterFilterA;
|
||||
std::vector<ItemType> splitterFilterB;
|
||||
};
|
||||
|
||||
// Reads the current configuration of the building or construction site identified
|
||||
// by id, handling operational buildings and sites alike. Returns std::nullopt if
|
||||
// no such building or site exists.
|
||||
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id);
|
||||
|
||||
// Captures a blueprint from a selection of building / construction-site ids, keeping
|
||||
// only player-placeable buildings and recording each one's type, rotation, offset
|
||||
// from the selection's bounding-box center, and configuration. Operational buildings
|
||||
// and construction sites are treated identically (REQ-UI-BLUEPRINT-CREATE,
|
||||
// REQ-UI-BLUEPRINT-STORAGE). The returned blueprint is unnamed.
|
||||
Blueprint captureBlueprintFromSelection(const Simulation& sim,
|
||||
const std::vector<BuildingId>& selectedIds);
|
||||
|
||||
// True if any selected id refers to a player-placeable building or construction site
|
||||
// (the enable condition for the Create Blueprint button, REQ-UI-BLUEPRINT-CREATE).
|
||||
bool selectionHasPlaceableBuilding(const Simulation& sim,
|
||||
const std::vector<BuildingId>& selectedIds);
|
||||
@@ -10,6 +10,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
#include <QPointF>
|
||||
#include <QVector2D>
|
||||
|
||||
#include "BeltSystem.h"
|
||||
@@ -25,6 +26,18 @@
|
||||
|
||||
class Hasher;
|
||||
|
||||
// Production state of a building for the UI status light (REQ-UI-STATUS-LIGHT).
|
||||
// The simulation owns the classification so it stays in sync with the
|
||||
// production-cycle predicates (REQ-MAT-CYCLE); the UI maps each value to a fill
|
||||
// color.
|
||||
enum class ProductionStatus
|
||||
{
|
||||
Unconfigured, // no recipe/schematic selected (grey)
|
||||
Producing, // a production cycle is active (green)
|
||||
Starved, // idle: a required input is missing / Salvage Bay empty (red)
|
||||
Blocked, // idle: output buffer full, inputs otherwise present (yellow)
|
||||
};
|
||||
|
||||
// Manages building placement, construction queuing, and the per-tick
|
||||
// production loop (belt→building pull, production, building→belt push).
|
||||
// All types including Belt and Splitter are stored as Building instances;
|
||||
@@ -41,14 +54,14 @@ public:
|
||||
std::function<bool(const std::string&)> isItemUnlocked,
|
||||
std::mt19937& rng);
|
||||
|
||||
// -- Placement / demolish ------------------------------------------------
|
||||
// Returns the new entity id, or kInvalidBuildingId if the placement falls
|
||||
// outside the world bounds (vertical extent and asteroid left edge). Belt
|
||||
// and Splitter register with BeltSystem directly; other types enter the
|
||||
// construction queue. Terrain type (A vs S) is NOT checked here so that
|
||||
// tests can stage arbitrary layouts; the player-facing entry point
|
||||
// -- Placement / deconstruct ------------------------------------------------
|
||||
// Returns the new entity id, or nullopt if the placement falls outside the
|
||||
// world bounds (vertical extent and asteroid left edge). Belt and Splitter
|
||||
// register with BeltSystem directly; other types enter the construction
|
||||
// queue. Terrain type (A vs S) is NOT checked here so that tests can stage
|
||||
// arbitrary layouts; the player-facing entry point
|
||||
// (Simulation::tryPlaceBuilding) enforces the full rule via isPlacementValid.
|
||||
BuildingId place(BuildingType type, QPoint anchor, Rotation rotation,
|
||||
std::optional<BuildingId> place(BuildingType type, QPoint anchor, Rotation rotation,
|
||||
Tick currentTick);
|
||||
|
||||
// Returns true if the placement satisfies REQ-BLD-PLACE-VALID terrain and
|
||||
@@ -59,10 +72,27 @@ public:
|
||||
bool isPlacementValid(BuildingType type, QPoint anchor,
|
||||
Rotation rotation) const;
|
||||
|
||||
// Remove a building or construction site by id. Returns the refund in
|
||||
// building blocks (floor(cost * refundPercentage / 100)). Returns 0 for
|
||||
// unknown ids.
|
||||
int demolish(BuildingId id);
|
||||
// Sets the current buildable asteroid width in tiles. Grows the left
|
||||
// placement bound as the player unlocks asteroid expansions (REQ-EXP-UNLOCK).
|
||||
// Defaults to world.regions.asteroid_width_tiles at construction.
|
||||
void setAsteroidWidth_tiles(int widthTiles) { m_asteroidWidth_tiles = widthTiles; }
|
||||
|
||||
// Mark a building or construction site for demolition (REQ-BLD-DECONSTRUCT).
|
||||
// A construction site is removed instantly and the full cost is returned.
|
||||
// A fully-built building is instead appended to the deconstruction queue
|
||||
// (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
|
||||
// credited later, on completion in tickDeconstruction, so this returns 0 for
|
||||
// it. Returns 0 for unknown ids and for a building already queued.
|
||||
int deconstruct(BuildingId id, Tick currentTick);
|
||||
|
||||
// Take a building back out of the deconstruction queue before it is removed
|
||||
// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
|
||||
// (re-registering belt/tunnel/splitter tiles); discards deconstruction
|
||||
// progress and credits no refund. No-op if the id is not queued.
|
||||
void cancelDeconstruction(BuildingId id);
|
||||
|
||||
// True if the building is currently in the deconstruction queue.
|
||||
bool isQueuedForDeconstruction(BuildingId id) const;
|
||||
|
||||
// Set the recipe (or schematic id for shipyard) on a building or queued
|
||||
// construction site. Clears both buffers on an operational building.
|
||||
@@ -86,10 +116,17 @@ public:
|
||||
|
||||
// -- Tick hooks (called from Simulation::tick in the documented order) ---
|
||||
void tickConstruction(Tick currentTick);
|
||||
// Advances the deconstruction queue (REQ-BLD-DECON-QUEUE): one building at a
|
||||
// time, in parallel with tickConstruction. Removes the front building and
|
||||
// credits its refund when its timer elapses.
|
||||
void tickDeconstruction(Tick currentTick);
|
||||
void tickBeltPull();
|
||||
void tickProduction(Tick currentTick);
|
||||
void tickShipyardProduction(Tick currentTick);
|
||||
void tickBeltPush();
|
||||
// Advances each building's virtual output belts, hands finished items off onto
|
||||
// the adjacent real belt, and feeds new buffered items into them
|
||||
// (REQ-MAT-OUTPUT-EMERGE).
|
||||
void tickOutputBelts();
|
||||
|
||||
// -- Queries -------------------------------------------------------------
|
||||
struct BeltTileInfo
|
||||
@@ -103,19 +140,38 @@ public:
|
||||
|
||||
const Building* findBuilding(BuildingId id) const;
|
||||
const ConstructionSite* findSite(BuildingId id) const;
|
||||
std::vector<Building> allBuildings() const;
|
||||
std::vector<ConstructionSite> allSites() const;
|
||||
std::vector<Building> getAllBuildings() const;
|
||||
std::vector<ConstructionSite> getAllSites() const;
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
|
||||
// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
|
||||
int productionBuildingCount() const;
|
||||
int getProductionBuildingCount() const;
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above
|
||||
// that currently has an active production cycle.
|
||||
int activeProductionBuildingCount() const;
|
||||
std::vector<BeltTileInfo> allBeltTiles() const;
|
||||
int getActiveProductionBuildingCount() const;
|
||||
|
||||
// Production state for the UI status light (REQ-UI-STATUS-LIGHT). Returns
|
||||
// nullopt for building types that show no light (belts, splitters, tunnels,
|
||||
// HQ, defence stations). The Salvage Bay is a two-state special case:
|
||||
// Producing while its output buffer holds scrap, Starved when empty.
|
||||
std::optional<ProductionStatus> getProductionStatus(const Building& building) const;
|
||||
std::vector<BeltTileInfo> getAllBeltTiles() const;
|
||||
bool isTileOccupied(QPoint tile) const;
|
||||
|
||||
// Visits every item currently emerging from a building output port on its
|
||||
// virtual output belt (REQ-MAT-OUTPUT-EMERGE), passing the item type and its
|
||||
// world-space centre (in tile units). Least-progressed first (drawn bottom) so
|
||||
// callers can paint in visit order (REQ-GW-TILE-SIZE ordering).
|
||||
void forEachEmergingItem(
|
||||
const std::function<void(const ItemType&, QPointF)>& visit) const;
|
||||
|
||||
// Visits every item currently travelling inward on a building input port's
|
||||
// virtual input belt (REQ-MAT-INPUT-INTAKE), passing the item type and its
|
||||
// world-space centre (in tile units). Least-progressed first (drawn bottom).
|
||||
void forEachIncomingItem(
|
||||
const std::function<void(const ItemType&, QPointF)>& visit) const;
|
||||
|
||||
// Returns the entity id of the building or construction site whose footprint
|
||||
// exactly coincides with the ghost (type, anchor, rot) and is of the same
|
||||
// building type. Returns nullopt otherwise.
|
||||
@@ -131,6 +187,12 @@ public:
|
||||
// Find nearest operational building of the given type; nullptr if none.
|
||||
const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
|
||||
|
||||
// Input-capable adjacent tiles for a building or construction site
|
||||
// (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS): each returned Port.tile is the
|
||||
// outside adjacent tile and Port.direction is the belt facing that points into
|
||||
// the target. Output-port edges are excluded. Empty for an unknown id.
|
||||
std::vector<Port> getInputPorts(BuildingId id) const;
|
||||
|
||||
// Register / unregister tile occupancy for ECS station entities.
|
||||
void registerTileOccupancy(const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
|
||||
void unregisterTileOccupancy(const std::vector<QPoint>& cells);
|
||||
@@ -159,13 +221,67 @@ public:
|
||||
void appendChecksum(Hasher& hasher) const;
|
||||
|
||||
private:
|
||||
// Starts the front deconstruction-queue entry's timer if not yet started
|
||||
// (mirrors how tickConstruction starts a queued construction site).
|
||||
void startFrontDeconstruction(Tick currentTick);
|
||||
|
||||
// Registers a belt/splitter/tunnel building's tile with the belt subsystem
|
||||
// (on construction completion, or when un-queuing a deconstruction). No-op for
|
||||
// non-belt-subsystem types. Splitter filters are (re)applied after placement.
|
||||
void reregisterBeltTile(const Building& building,
|
||||
const std::vector<ItemType>& splitterFilterA,
|
||||
const std::vector<ItemType>& splitterFilterB);
|
||||
|
||||
Building* findBuildingMutable(BuildingId id);
|
||||
// True if the consumer would accept `type` at the given input port right now:
|
||||
// it is a required input (or a building block for the HQ), the reservation-aware
|
||||
// buffer has room, and the input belt entry is free (REQ-MAT-INPUT-INTAKE).
|
||||
bool canAcceptInput(const Building& consumer,
|
||||
std::size_t inputPortIndex,
|
||||
const ItemType& type) const;
|
||||
// Places an accepted item onto the consumer's input belt at progress 0.0,
|
||||
// reserving a per-material buffer slot (REQ-MAT-INPUT-INTAKE).
|
||||
void depositToInputBelt(Building& consumer,
|
||||
std::size_t inputPortIndex,
|
||||
const Item& item);
|
||||
// Attempts to hand an emerging output item straight into a directly adjacent
|
||||
// building whose input edge meets the producer's output port (REQ-MAT-DIRECT-COUPLE).
|
||||
// Returns true if the item was accepted onto the consumer's input belt.
|
||||
bool tryDirectCoupleDeposit(BuildingId producerId,
|
||||
const Port& outputPort,
|
||||
const Item& item);
|
||||
|
||||
// Candidate recipes an idle building would try this tick: an auto-recipe
|
||||
// building (Smelter, Reprocessing Plant) offers every recipe of its type with
|
||||
// inputs; other buildings offer only their selected recipe. Shared by
|
||||
// tickProduction and the status classifier (REQ-MAT-CYCLE, REQ-UI-STATUS-LIGHT).
|
||||
std::vector<const RecipeDef*> gatherCandidateRecipes(const Building& b) const;
|
||||
// True if every input of `recipe` is present in `b`'s input buffers in the
|
||||
// required per-cycle amount (REQ-MAT-CYCLE input check).
|
||||
bool recipeInputsAvailable(const Building& b,
|
||||
const RecipeDef& recipe) const;
|
||||
// Combined base + module materials a shipyard needs per ship (REQ-BLD-SHIPYARD).
|
||||
std::map<std::string, int> computeShipyardRequiredMaterials(const Building& b) const;
|
||||
// True if the building currently has all inputs/materials to start a cycle
|
||||
// (ignoring output-buffer space); drives the Starved/Blocked distinction of
|
||||
// the status light (REQ-UI-STATUS-LIGHT).
|
||||
bool hasInputsToStart(const Building& b) const;
|
||||
|
||||
const BuildingDef* findBuildingDef(BuildingType type) const;
|
||||
const RecipeDef* findRecipe(const std::string& id, BuildingType type) const;
|
||||
const ShipDef* findShipDef(const std::string& id) const;
|
||||
const ModuleDef* findModuleDef(const std::string& id) const;
|
||||
void initBuffers(Building& b, const RecipeDef& recipe) const;
|
||||
// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
|
||||
// caps span the union of every recipe of the building's type; no player
|
||||
// recipe is selected (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
|
||||
void initAutoBuffers(Building& b) const;
|
||||
void initShipyardBuffers(Building& b) const;
|
||||
void initSalvageBayBuffer(Building& b) const;
|
||||
std::vector<Port> computeInputPorts(const Building& b) const;
|
||||
// Core input-edge scan shared by operational buildings and construction sites.
|
||||
std::vector<Port> computeInputPorts(const std::vector<QPoint>& bodyCells,
|
||||
const std::vector<Port>& outputPorts) const;
|
||||
std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
|
||||
bool bodyCellsWithinWorldBounds(
|
||||
const std::vector<QPoint>& bodyCells,
|
||||
@@ -179,10 +295,24 @@ private:
|
||||
const std::optional<ShipLayoutConfig>&)> m_spawnShip;
|
||||
std::function<bool(const std::string&)> m_isItemUnlocked;
|
||||
std::mt19937& m_rng;
|
||||
int m_asteroidWidth_tiles;
|
||||
|
||||
std::vector<Building> m_buildings;
|
||||
std::deque<ConstructionSite> m_constructionQueue;
|
||||
|
||||
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
|
||||
// completesAt == 0 means "queued but its timer has not started yet"
|
||||
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
|
||||
// here so cancelDeconstruction can restore them on re-registration.
|
||||
struct DeconstructionEntry
|
||||
{
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
Tick completesAt = 0;
|
||||
std::vector<ItemType> splitterFilterA;
|
||||
std::vector<ItemType> splitterFilterB;
|
||||
};
|
||||
std::deque<DeconstructionEntry> m_deconstructionQueue;
|
||||
|
||||
// Maps every occupied body-cell coordinate to the entity that owns it.
|
||||
std::map<std::pair<int, int>, BuildingId> m_tileOccupancy;
|
||||
};
|
||||
|
||||
@@ -8,8 +8,10 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ReplayReader.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ReplayPlayer.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltSlot.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Building.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
|
||||
@@ -30,7 +32,9 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ReplayReader.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ReplayPlayer.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltSlot.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp
|
||||
|
||||
@@ -27,7 +27,8 @@ class GameConfig;
|
||||
enum class CommandKind
|
||||
{
|
||||
PlaceBuilding,
|
||||
Demolish,
|
||||
Deconstruct,
|
||||
CancelDeconstruction,
|
||||
RotateInPlace,
|
||||
SetRecipe,
|
||||
SetShipLayout,
|
||||
@@ -35,6 +36,7 @@ enum class CommandKind
|
||||
SetSplitterFilters,
|
||||
ClearBeltTiles,
|
||||
ApplySchematicChoice,
|
||||
ExpandAsteroid,
|
||||
Reset
|
||||
};
|
||||
|
||||
@@ -71,31 +73,41 @@ struct PlaceBuildingCommand : Command
|
||||
std::vector<ItemType> splitterFilterB;
|
||||
};
|
||||
|
||||
struct DemolishCommand : Command
|
||||
// Marks a building for demolition: a construction site is removed instantly, a
|
||||
// built building is queued for deconstruction (REQ-BLD-DECONSTRUCT, REQ-BLD-DECON-QUEUE).
|
||||
struct DeconstructCommand : Command
|
||||
{
|
||||
DemolishCommand() : Command(CommandKind::Demolish) {}
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
DeconstructCommand() : Command(CommandKind::Deconstruct) {}
|
||||
std::optional<BuildingId> id;
|
||||
};
|
||||
|
||||
// Takes a building back out of the deconstruction queue (REQ-BLD-DECONSTRUCT-CLICK,
|
||||
// REQ-BLD-DECONSTRUCT-BOX). No-op if the id is not currently queued.
|
||||
struct CancelDeconstructionCommand : Command
|
||||
{
|
||||
CancelDeconstructionCommand() : Command(CommandKind::CancelDeconstruction) {}
|
||||
std::optional<BuildingId> id;
|
||||
};
|
||||
|
||||
struct RotateInPlaceCommand : Command
|
||||
{
|
||||
RotateInPlaceCommand() : Command(CommandKind::RotateInPlace) {}
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
Rotation newRotation = Rotation::East;
|
||||
std::optional<BuildingId> id;
|
||||
Rotation newRotation = Rotation::East;
|
||||
};
|
||||
|
||||
struct SetRecipeCommand : Command
|
||||
{
|
||||
SetRecipeCommand() : Command(CommandKind::SetRecipe) {}
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
std::string recipeId;
|
||||
std::optional<BuildingId> id;
|
||||
std::string recipeId;
|
||||
};
|
||||
|
||||
struct SetShipLayoutCommand : Command
|
||||
{
|
||||
SetShipLayoutCommand() : Command(CommandKind::SetShipLayout) {}
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
ShipLayoutConfig layout;
|
||||
std::optional<BuildingId> id;
|
||||
ShipLayoutConfig layout;
|
||||
};
|
||||
|
||||
// Splitter filters for a queued / under-construction Splitter site (configured by
|
||||
@@ -103,8 +115,8 @@ struct SetShipLayoutCommand : Command
|
||||
struct SetSiteSplitterFiltersCommand : Command
|
||||
{
|
||||
SetSiteSplitterFiltersCommand() : Command(CommandKind::SetSiteSplitterFilters) {}
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
std::vector<ItemType> filterA;
|
||||
std::optional<BuildingId> id;
|
||||
std::vector<ItemType> filterA;
|
||||
std::vector<ItemType> filterB;
|
||||
};
|
||||
|
||||
@@ -129,6 +141,14 @@ struct ApplySchematicChoiceCommand : Command
|
||||
int choiceIndex = 0;
|
||||
};
|
||||
|
||||
// Unlocks the next asteroid expansion (REQ-EXP-UNLOCK). Carries no payload: the
|
||||
// simulation derives the cost and column count from its own expansion counter
|
||||
// and config, so a recorded command replays identically.
|
||||
struct ExpandAsteroidCommand : Command
|
||||
{
|
||||
ExpandAsteroidCommand() : Command(CommandKind::ExpandAsteroid) {}
|
||||
};
|
||||
|
||||
// Restart boundary: reinitializes the simulation with a fresh seed and, if
|
||||
// config is set, a reloaded config (GameConfig is move-only, so it is carried by
|
||||
// shared_ptr and moved into the sim on apply). A null config keeps the current
|
||||
|
||||
@@ -46,18 +46,18 @@ void CommandManager::drain()
|
||||
{
|
||||
// Restart is a file boundary: a fresh file with the new seed.
|
||||
m_recorder->startNewRun(m_simulation.getSeed(),
|
||||
m_simulation.rngFingerprint());
|
||||
m_simulation.getRngFingerprint());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Commands drain before the tick batch, so currentTick is the count of
|
||||
// completed ticks the command is pinned to.
|
||||
const Tick tick = m_simulation.currentTick();
|
||||
const Tick tick = m_simulation.getCurrentTick();
|
||||
m_simulation.apply(*command);
|
||||
if (m_recorder)
|
||||
{
|
||||
m_recorder->recordCommand(tick, *command, m_simulation.rngFingerprint());
|
||||
m_recorder->recordCommand(tick, *command, m_simulation.getRngFingerprint());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -74,7 +74,7 @@ void CommandManager::setRecorder(std::unique_ptr<ReplayRecorder> recorder)
|
||||
m_recorder = std::move(recorder);
|
||||
if (m_recorder)
|
||||
{
|
||||
m_recorder->startNewRun(m_simulation.getSeed(), m_simulation.rngFingerprint());
|
||||
m_recorder->startNewRun(m_simulation.getSeed(), m_simulation.getRngFingerprint());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,8 +85,8 @@ void CommandManager::setReplayMode(bool replayMode)
|
||||
|
||||
void CommandManager::recordTickCheckpoint()
|
||||
{
|
||||
if (m_recorder && (m_simulation.currentTick() % kChecksumIntervalTicks == 0))
|
||||
if (m_recorder && (m_simulation.getCurrentTick() % kChecksumIntervalTicks == 0))
|
||||
{
|
||||
m_recorder->recordChecksum(m_simulation.currentTick(), m_simulation.rngFingerprint());
|
||||
m_recorder->recordChecksum(m_simulation.getCurrentTick(), m_simulation.getRngFingerprint());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -128,25 +128,29 @@ std::string serializeCommand(const Command& command)
|
||||
}
|
||||
break;
|
||||
}
|
||||
case CommandKind::Demolish:
|
||||
out << "demolish " << static_cast<const DemolishCommand&>(command).id;
|
||||
case CommandKind::Deconstruct:
|
||||
out << "deconstruct " << static_cast<const DeconstructCommand&>(command).id.value();
|
||||
break;
|
||||
case CommandKind::CancelDeconstruction:
|
||||
out << "cancel_deconstruct "
|
||||
<< static_cast<const CancelDeconstructionCommand&>(command).id.value();
|
||||
break;
|
||||
case CommandKind::RotateInPlace:
|
||||
{
|
||||
const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
|
||||
out << "rotate " << c.id << ' ' << rotationToChar(c.newRotation);
|
||||
out << "rotate " << c.id.value() << ' ' << rotationToChar(c.newRotation);
|
||||
break;
|
||||
}
|
||||
case CommandKind::SetRecipe:
|
||||
{
|
||||
const SetRecipeCommand& c = static_cast<const SetRecipeCommand&>(command);
|
||||
out << "setrecipe " << c.id << ' ' << c.recipeId;
|
||||
out << "setrecipe " << c.id.value() << ' ' << c.recipeId;
|
||||
break;
|
||||
}
|
||||
case CommandKind::SetShipLayout:
|
||||
{
|
||||
const SetShipLayoutCommand& c = static_cast<const SetShipLayoutCommand&>(command);
|
||||
out << "setlayout " << c.id << ' ';
|
||||
out << "setlayout " << c.id.value() << ' ';
|
||||
appendLayout(out, c.layout);
|
||||
break;
|
||||
}
|
||||
@@ -154,7 +158,7 @@ std::string serializeCommand(const Command& command)
|
||||
{
|
||||
const SetSiteSplitterFiltersCommand& c =
|
||||
static_cast<const SetSiteSplitterFiltersCommand&>(command);
|
||||
out << "sitefilters " << c.id << ' ';
|
||||
out << "sitefilters " << c.id.value() << ' ';
|
||||
appendFilters(out, c.filterA, c.filterB);
|
||||
break;
|
||||
}
|
||||
@@ -239,30 +243,47 @@ std::shared_ptr<Command> parseCommand(const std::string& tokens)
|
||||
}
|
||||
return c;
|
||||
}
|
||||
if (verb == "demolish")
|
||||
if (verb == "deconstruct")
|
||||
{
|
||||
std::shared_ptr<DemolishCommand> c = std::make_shared<DemolishCommand>();
|
||||
if (!(in >> c->id)) { return nullptr; }
|
||||
std::shared_ptr<DeconstructCommand> c = std::make_shared<DeconstructCommand>();
|
||||
BuildingId id = 0;
|
||||
if (!(in >> id)) { return nullptr; }
|
||||
c->id = id;
|
||||
return c;
|
||||
}
|
||||
if (verb == "cancel_deconstruct")
|
||||
{
|
||||
std::shared_ptr<CancelDeconstructionCommand> c =
|
||||
std::make_shared<CancelDeconstructionCommand>();
|
||||
BuildingId id = 0;
|
||||
if (!(in >> id)) { return nullptr; }
|
||||
c->id = id;
|
||||
return c;
|
||||
}
|
||||
if (verb == "rotate")
|
||||
{
|
||||
std::shared_ptr<RotateInPlaceCommand> c = std::make_shared<RotateInPlaceCommand>();
|
||||
std::string rotToken;
|
||||
if (!(in >> c->id >> rotToken)) { return nullptr; }
|
||||
BuildingId id = 0;
|
||||
if (!(in >> id >> rotToken)) { return nullptr; }
|
||||
c->id = id;
|
||||
c->newRotation = rotationFromString(rotToken);
|
||||
return c;
|
||||
}
|
||||
if (verb == "setrecipe")
|
||||
{
|
||||
std::shared_ptr<SetRecipeCommand> c = std::make_shared<SetRecipeCommand>();
|
||||
if (!(in >> c->id >> c->recipeId)) { return nullptr; }
|
||||
BuildingId id = 0;
|
||||
if (!(in >> id >> c->recipeId)) { return nullptr; }
|
||||
c->id = id;
|
||||
return c;
|
||||
}
|
||||
if (verb == "setlayout")
|
||||
{
|
||||
std::shared_ptr<SetShipLayoutCommand> c = std::make_shared<SetShipLayoutCommand>();
|
||||
if (!(in >> c->id)) { return nullptr; }
|
||||
BuildingId id = 0;
|
||||
if (!(in >> id)) { return nullptr; }
|
||||
c->id = id;
|
||||
c->layout = parseLayout(in, ok);
|
||||
if (!ok) { return nullptr; }
|
||||
return c;
|
||||
@@ -271,7 +292,9 @@ std::shared_ptr<Command> parseCommand(const std::string& tokens)
|
||||
{
|
||||
std::shared_ptr<SetSiteSplitterFiltersCommand> c =
|
||||
std::make_shared<SetSiteSplitterFiltersCommand>();
|
||||
if (!(in >> c->id)) { return nullptr; }
|
||||
BuildingId id = 0;
|
||||
if (!(in >> id)) { return nullptr; }
|
||||
c->id = id;
|
||||
parseFilters(in, c->filterA, c->filterB, ok);
|
||||
if (!ok) { return nullptr; }
|
||||
return c;
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
#include "EntityHitTest.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
#include "EntityAdmin.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
|
||||
@@ -54,3 +57,91 @@ entt::entity entityAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
|
||||
|
||||
return bestShip;
|
||||
}
|
||||
|
||||
entt::entity scrapAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
|
||||
{
|
||||
// Slightly larger than the scrap's rendered radius (0.2 tiles) so small piles
|
||||
// remain easy to click; tunable.
|
||||
constexpr float kScrapHitRadiusSquared = 0.35f * 0.35f;
|
||||
entt::entity bestScrap = entt::null;
|
||||
float bestDistSquared = kScrapHitRadiusSquared;
|
||||
|
||||
admin.forEach<ScrapDataComponent, PositionComponent>(
|
||||
[&](entt::entity entity, const ScrapDataComponent& /*sd*/, const PositionComponent& pos)
|
||||
{
|
||||
const float dx = pos.value.x() - worldPos.x();
|
||||
const float dy = pos.value.y() - worldPos.y();
|
||||
const float distSquared = dx * dx + dy * dy;
|
||||
if (distSquared < bestDistSquared)
|
||||
{
|
||||
bestDistSquared = distSquared;
|
||||
bestScrap = entity;
|
||||
}
|
||||
});
|
||||
|
||||
return bestScrap;
|
||||
}
|
||||
|
||||
std::vector<entt::entity> scrapInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
|
||||
{
|
||||
const int minX = std::min(tileA.x(), tileB.x());
|
||||
const int maxX = std::max(tileA.x(), tileB.x());
|
||||
const int minY = std::min(tileA.y(), tileB.y());
|
||||
const int maxY = std::max(tileA.y(), tileB.y());
|
||||
|
||||
std::vector<entt::entity> result;
|
||||
admin.forEach<ScrapDataComponent, PositionComponent>(
|
||||
[&](entt::entity entity, const ScrapDataComponent& /*sd*/, const PositionComponent& pos)
|
||||
{
|
||||
const int tileX = static_cast<int>(std::floor(pos.value.x()));
|
||||
const int tileY = static_cast<int>(std::floor(pos.value.y()));
|
||||
if (tileX >= minX && tileX <= maxX && tileY >= minY && tileY <= maxY)
|
||||
{
|
||||
result.push_back(entity);
|
||||
}
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
|
||||
{
|
||||
const int minX = std::min(tileA.x(), tileB.x());
|
||||
const int maxX = std::max(tileA.x(), tileB.x());
|
||||
const int minY = std::min(tileA.y(), tileB.y());
|
||||
const int maxY = std::max(tileA.y(), tileB.y());
|
||||
|
||||
std::vector<entt::entity> result;
|
||||
|
||||
// Stations: included when any occupied body cell lies in the box.
|
||||
admin.forEach<StationBodyComponent, HealthComponent>(
|
||||
[&](entt::entity entity, const StationBodyComponent& sb, const HealthComponent& h)
|
||||
{
|
||||
if (h.hp <= 0.0f) { return; }
|
||||
for (const QPoint& cell : sb.bodyCells)
|
||||
{
|
||||
if (cell.x() >= minX && cell.x() <= maxX
|
||||
&& cell.y() >= minY && cell.y() <= maxY)
|
||||
{
|
||||
result.push_back(entity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Ships: included when the floored position tile lies in the box. Requiring
|
||||
// ShipIdentityComponent excludes the HQ proxy and any station bodies.
|
||||
admin.forEach<ShipIdentityComponent, PositionComponent, HealthComponent>(
|
||||
[&](entt::entity entity, const ShipIdentityComponent& /*id*/,
|
||||
const PositionComponent& pos, const HealthComponent& h)
|
||||
{
|
||||
if (h.hp <= 0.0f) { return; }
|
||||
const int tileX = static_cast<int>(std::floor(pos.value.x()));
|
||||
const int tileY = static_cast<int>(std::floor(pos.value.y()));
|
||||
if (tileX >= minX && tileX <= maxX && tileY >= minY && tileY <= maxY)
|
||||
{
|
||||
result.push_back(entity);
|
||||
}
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||