378 lines
8.4 KiB
TOML
378 lines
8.4 KiB
TOML
# visuals.toml
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#
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# Rendering-only configuration, loaded once at startup by the UI.
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# The simulation does not read this file.
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#
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# Every BuildingType, ItemType, ship role, and station type must have an
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# entry here; missing or malformed entries abort startup (see architecture.md
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# "Visual Parameters").
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#
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# Colors are "#rrggbb" or "#rrggbbaa" (alpha optional, last byte).
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# -----------------------------------------------------------------------------
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# Tile backgrounds
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# -----------------------------------------------------------------------------
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[tiles.asteroid]
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fill = "#4a4038"
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[tiles.space]
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fill = "#0a0a15"
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# -----------------------------------------------------------------------------
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# Buildings
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#
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# One section per BuildingType enum value. `fill` colors every footprint tile
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# of the building; `outline` is drawn around the building's bounding box;
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# `glyph` is a short label drawn centered on the building.
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# -----------------------------------------------------------------------------
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[buildings.hq]
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fill = "#2e5fb8"
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outline = "#ffffff"
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glyph = "HQ"
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[buildings.miner]
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fill = "#6b4a2c"
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outline = "#ffffff"
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glyph = "M"
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[buildings.smelter]
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fill = "#b85a1e"
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outline = "#ffffff"
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glyph = "Sm"
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[buildings.assembler]
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fill = "#3a6fa8"
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outline = "#ffffff"
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glyph = "A"
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[buildings.reprocessing_plant]
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fill = "#6a3a8a"
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outline = "#ffffff"
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glyph = "R"
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[buildings.shipyard]
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fill = "#385870"
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outline = "#ffffff"
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glyph = "Y"
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[buildings.salvage_bay]
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fill = "#b8a23a"
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outline = "#ffffff"
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glyph = "Sb"
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[buildings.belt]
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fill = "#1a1a1a"
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outline = "#7a7a7a"
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glyph = ""
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[buildings.splitter]
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fill = "#7a7a5a"
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outline = "#9a9a7a"
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glyph = ""
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[buildings.tunnel_entry]
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fill = "#4a6a5a"
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outline = "#8aaa9a"
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glyph = "Te"
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[buildings.tunnel_exit]
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fill = "#5a6a4a"
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outline = "#9aaa8a"
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glyph = "Tx"
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# -----------------------------------------------------------------------------
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# Stations
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#
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# Player and enemy defence stations have their own entries rather than going
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# through [buildings.*] so the two sides can be color-coded at a glance.
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# -----------------------------------------------------------------------------
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[stations.player]
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fill = "#2e5fb8"
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outline = "#ffffff"
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glyph = "P"
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[stations.enemy]
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fill = "#b82e2e"
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outline = "#ffffff"
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glyph = "E"
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# -----------------------------------------------------------------------------
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# Items
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#
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# Items on belts are 10x10 squares. `fill` is the square color; `outline` is
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# drawn around it. One section per ItemType.
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# -----------------------------------------------------------------------------
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# --- ores ---
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[items.iron_ore]
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fill = "#47271c"
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outline = "#a65b42"
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[items.copper_ore]
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fill = "#deb592"
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outline = "#826a56"
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[items.quartz]
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fill = "#4f3d66"
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outline = "#9776c4"
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# --- smelted basics ---
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[items.iron_ingot]
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fill = "#535357"
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outline = "#97979e"
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[items.copper_ingot]
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fill = "#663810"
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outline = "#b07746"
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[items.silicon]
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fill = "#737f99"
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outline = "#373f4f"
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# --- salvage loop ---
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[items.scrap]
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fill = "#998e81"
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outline = "#574b3d"
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[items.voidsteel]
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fill = "#82759c"
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outline = "#3f374f"
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# --- basic components ---
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[items.copper_wire]
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fill = "#e09a50"
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outline = "#3a2008"
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[items.steel_plate]
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fill = "#202836"
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outline = "#54698c"
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[items.copper_coil]
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fill = "#cca287"
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outline = "#755d4d"
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[items.building_block]
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fill = "#544724"
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outline = "#a18845"
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# --- advanced components ---
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[items.control_chip]
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fill = "#74b08b"
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outline = "#42634e"
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[items.capacitor_bank]
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fill = "#d0a030"
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outline = "#302408"
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[items.hardened_steel]
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fill = "#818999"
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outline = "#3e4859"
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[items.ceramic_plate]
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fill = "#e0d8c8"
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outline = "#3a3428"
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[items.drive_unit]
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fill = "#92a4de"
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outline = "#545f80"
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# --- capital components ---
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[items.voidsteel_plate]
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fill = "#9986b5"
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outline = "#544766"
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[items.capital_core]
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fill = "#420c52"
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outline = "#9444ab"
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# --- module items ---
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[items.railgun_s_module]
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fill = "#bf7e7e"
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outline = "#664343"
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[items.railgun_m_module]
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fill = "#b07474"
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outline = "#593b3b"
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[items.railgun_l_module]
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fill = "#b07474"
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outline = "#593b3b"
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[items.salvager_module]
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fill = "#b2cfdd"
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outline = "#236137"
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[items.repair_tool_module]
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fill = "#0b4347"
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outline = "#38868c"
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[items.armor_plates_module]
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fill = "#999999"
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outline = "#545454"
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[items.sensor_booster_module]
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fill = "#a0c9f2"
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outline = "#607991"
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[items.maneuvering_thrusters_module]
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fill = "#92b4de"
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outline = "#566982"
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[items.afterburner_module]
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fill = "#1d2e52"
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outline = "#486db5"
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[items.weapon_upgrade_module]
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fill = "#ff4040"
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outline = "#401010"
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[items.weapon_primer_module]
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fill = "#e69797"
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outline = "#855858"
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[items.weapon_stabilizer_module]
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fill = "#c78383"
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outline = "#6e4848"
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[items.drone_bay_module]
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fill = "#cc66ff"
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outline = "#331040"
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[items.drone_hangar_module]
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fill = "#8c689e"
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outline = "#42314a"
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# --- ship hulls (outline matches the ship's fleet color in [ships.*]) ---
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[items.drone_hull]
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fill = "#1b1b1b"
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outline = "#3366ff"
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[items.frigate_hull]
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fill = "#1b1b1b"
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outline = "#44aaff"
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[items.destroyer_hull]
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fill = "#1b1b1b"
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outline = "#33ccaa"
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[items.cruiser_hull]
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fill = "#1b1b1b"
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outline = "#66cc33"
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[items.battlecruiser_hull]
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fill = "#1b1b1b"
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outline = "#cccc33"
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[items.battleship_hull]
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fill = "#1b1b1b"
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outline = "#ff9933"
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[items.dreadnought_hull]
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fill = "#1b1b1b"
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outline = "#ff5533"
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[items.carrier_hull]
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fill = "#310f42"
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outline = "#8542a6"
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# -----------------------------------------------------------------------------
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# Ships
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#
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# Ships are drawn as oriented triangles/arrows. Color is keyed to schematic id.
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# -----------------------------------------------------------------------------
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[ships.drone]
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fill = "#3366ff"
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outline = "#ffffff"
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[ships.frigate]
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fill = "#44aaff"
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outline = "#ffffff"
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[ships.destroyer]
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fill = "#33ccaa"
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outline = "#ffffff"
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[ships.cruiser]
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fill = "#66cc33"
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outline = "#ffffff"
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[ships.battlecruiser]
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fill = "#cccc33"
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outline = "#ffffff"
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[ships.battleship]
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fill = "#ff9933"
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outline = "#ffffff"
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[ships.dreadnought]
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fill = "#ff5533"
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outline = "#ffffff"
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[ships.carrier]
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fill = "#cc66ff"
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outline = "#ffffff"
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# -----------------------------------------------------------------------------
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# Laser beams (REQ-SHP-FIRING-BEAM)
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# -----------------------------------------------------------------------------
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[beams]
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weapon_color = "#ff6600"
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repair_color = "#33ff66"
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salvage_color = "#33ccff"
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width_px = 2
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# -----------------------------------------------------------------------------
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# Build / deconstruct / selection overlays
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#
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# All overlay colors carry an alpha channel so they composite over the
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# underlying scene.
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# -----------------------------------------------------------------------------
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[overlays]
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ghost_valid = "#ffffff44" # builder-mode ghost, placement allowed (REQ-BLD-GHOST)
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ghost_invalid = "#ff000044" # builder-mode ghost, placement invalid (REQ-BLD-PLACE-VALID)
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deconstruct_tint = "#ff000033" # deconstruct-mode hover tint
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selection_rect = "#00ff00" # box-drag selection rectangle (REQ-UI-MULTI-SELECT)
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tile_highlight = "#ffffff22" # tile under cursor
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selected_outline = "#ffff00" # outline drawn around currently-selected building(s)
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config_transfer = "#33ccff66" # blueprint ghost over a configuration-transfer target (REQ-UI-BLUEPRINT-TRANSFER)
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locked_asteroid = "#0000007f" # tint over the asteroid left of the buildable edge (not yet unlocked by expansion)
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modal_dim = "#00000099" # semi-transparent black dim behind modal dialogs/menus (REQ-UI-MODAL-DIM)
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tunnel_preview = "#00ff0055" # tunnel connection preview: matched end + tiles between (REQ-BLD-TUNNEL-MODE)
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# -----------------------------------------------------------------------------
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# Schematic-drop toasts (REQ-UI-SCHEMATIC-TOAST)
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# -----------------------------------------------------------------------------
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[toast]
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bg = "#000000cc"
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fg = "#ffffff"
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font_size = 14
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# -----------------------------------------------------------------------------
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# Building status light (REQ-UI-STATUS-LIGHT)
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#
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# Fill color per production state, drawn as a small circle in the building's
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# upper-right corner, plus the constant outline color.
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# -----------------------------------------------------------------------------
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[status_light]
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grey = "#808080" # no recipe/schematic selected
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green = "#33cc33" # producing (Salvage Bay: holding scrap)
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red = "#cc3333" # idle, input missing (Salvage Bay: empty)
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yellow = "#e6c619" # idle, output buffer full
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outline = "#000000"
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