Every display naming an item now shows that item's production tooltip, not only the selection panel's chips: the header block stock, the total cost of a building multi-selection, the remaining scrap of a debris selection, the icons of every recipe summary, and a blueprint card's cost. ItemTooltip moves out of the selection panel and takes an ItemTooltipContext of its own -- an item is named all over the UI, and the panel's context carries visuals and a debug flag no tooltip reads. A recipe line wraps each icon with its amount so the pair can be pointed at as one statement, and attaches tooltips only where asked: a module button and the item tooltip itself draw the same line and stay silent. Hover only wherever the display sits on something the player clicks, whose click is not free to explain. Note that a recipe line on an option button can no longer be transparent to the mouse -- Qt never looks inside a transparent widget for the cursor -- so it relies on press propagation to keep picking the option. The header block stock loses world.building_blocks_tooltip, showing what every other block icon shows instead. The Expand button keeps no tooltip: its cost is painted into its face with nowhere to hang one, and the button is due to be removed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
60 lines
2.1 KiB
TOML
60 lines
2.1 KiB
TOML
[world]
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height_tiles = 30
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refund_percentage = 100
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deconstruction_time_seconds = 0.1
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starting_building_blocks = 200
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debris_despawn_seconds = 120
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scrap_per_threat = 0.25
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tile_size_m = 10
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belt_speed_mps = 20
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tunnel_max_distance_tiles = 10
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departure_interval_seconds = 20
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orbit_factor = 0.8
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rally_orbit_radius_tiles = 5.0
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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."
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[regions]
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asteroid_width_tiles = 40
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player_buffer_width_tiles = 20
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contest_zone_width_tiles = 60
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enemy_buffer_width_tiles = 20
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[scroll]
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# View pan speed (REQ-UI-SCROLL-SPEED): slow near the asteroid, fast across the
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# contest zone, with a linear ramp of the given width straddling each boundary.
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pan_speed_slow_tiles_per_second = 16.0
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pan_speed_fast_tiles_per_second = 32.0
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pan_ramp_band_width_tiles = 16
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[expansion]
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columns_per_expansion_tiles = 10
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# x = expansions already purchased; ~1 per cycle mid-game, decelerating
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# to 2-3 cycles late (docs/balancing/derived.md).
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cost_building_blocks_formula = "300 + 50*x + 10*x*x"
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[push]
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push_expand_columns_tiles = 10
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boss_advance_seconds = 60
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[targeting]
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target_score_formula = "1 / (1 + x)" # x = distance / max weapon range; higher = better, clamped to >=0
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overclaim_penalty_formula = "max(0.5, 1 - 0.1*x)" # x = competing claim count; multiplies score, clamped to [0,1]
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target_hysteresis = 0.40 # keep current target unless a challenger beats it by >10%
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[artifacts]
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artifact_chance_formula = "0.05 * x" # 5% chance per station level
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artifact_win_count = 5
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[waves]
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# Tuned against the factory-size curve (docs/balancing/targets.md, balancing
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# targets): stays below the player's achievable military output early,
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# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
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threat_rate_formula = "2*x + 0.15*x*x"
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gap_min_seconds = 15
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gap_max_seconds = 45
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spawn_duration_seconds = 10
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boss_countdown_seconds = 300
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boss_threat_duration_seconds = 60
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boss_quiet_before_seconds = 20
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boss_quiet_after_seconds = 20
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