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| author | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-19 04:19:48 +0200 |
|---|---|---|
| committer | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-19 04:19:48 +0200 |
| commit | 521b5da83485a956811fc510cba9f139acad8b26 (patch) | |
| tree | 29b210263300479e9a565af568812c5e707d23f7 | |
| parent | ff85499d5567c36ce63e2d7903d5f872fd9aef1d (diff) | |
| download | forts_clone-main.tar.gz forts_clone-main.zip | |
New maps and map selectormain
| -rw-r--r-- | CLAUDE.md | 36 | ||||
| -rw-r--r-- | Makefile | 12 | ||||
| -rw-r--r-- | data/map.lua | 13 | ||||
| -rw-r--r-- | data/maps.lua | 198 | ||||
| -rw-r--r-- | data/mods/enemy-fort/map.lua | 3 | ||||
| -rw-r--r-- | data/mods/enemy-fort/maps.lua | 21 | ||||
| -rw-r--r-- | data/mods/enemy-fort/mod.lua | 3 | ||||
| -rw-r--r-- | data/mods/enemy-fort/structures.lua | 19 | ||||
| -rw-r--r-- | data/structures.lua | 5 | ||||
| -rw-r--r-- | meson.build | 9 | ||||
| -rw-r--r-- | requirements/milestones.org | 26 | ||||
| -rw-r--r-- | research/gameplay-gaps.org | 11 | ||||
| -rw-r--r-- | src/engine/app.cpp | 65 | ||||
| -rw-r--r-- | src/game/data.cpp | 107 | ||||
| -rw-r--r-- | src/game/data.hpp | 37 | ||||
| -rw-r--r-- | tools/sim_check.cpp | 80 |
16 files changed, 533 insertions, 112 deletions
@@ -37,7 +37,10 @@ refuses a plain re-setup), `make shell` (interactive container), `make clean`, layers don't rebuild) unless it must come earlier. **Verify without a display:** you can't run the GUI in the container, so validate -by (a) compiling clean and (b) parsing the Lua data. `make check` does both. +by (a) compiling clean, (b) parsing the Lua data and (c) settling every map in +the headless soak test (`tools/sim_check.cpp` — the solver needs no display, so +it catches "the fort collapses on load"). `make check` does all three; +`make sim-check SOAK=20` for a longer settle. Note mods must be validated **layered** (base file first) because they `table.insert` into globals the base defines — `make check-lua` already does this; running a mod file standalone always fails. @@ -114,14 +117,30 @@ the ImGui Dev panel** — use it; the constants were tuned by eye, not proven. Game content is **Lua data**, loaded at startup. This is the seam mods hook into. -Base files in `data/`: `materials.lua`, `weapons.lua`, `devices.lua`, -`structures.lua`, `map.lua`. Each defines a global table (`Materials`, `Weapons`, -`DeviceDefs`, `Structures`, `Deposits`/`MapDevices`) plus `Find*`/`IndexOf*` helpers. +Base files in `data/`: `materials.lua`, `weapons.lua`, `devices.lua`, `maps.lua`. +Each defines a global table (`Materials`, `Weapons`, `DeviceDefs`, `Maps`) plus +`Find*`/`IndexOf*` helpers. + +**Maps** (`data/maps.lua`) are the selectable scenarios: each entry bundles +`ground_level`, `deposits`, `devices`, the player's starting `weapons`, and the +prebuilt `structures` (lists of `{x1,y1,x2,y2,material}` beams). `Maps[1]` is the +default; the Dev panel's **Map** section switches between them at runtime, which +tears the graph down and rebuilds it via `build_map()`. Beams must be within the +material's `max_length` (they are welded raw, **not** auto-subdivided) and must +be triangulated, or the fort hinges apart on the 30° angle rule. + +> **Gotcha:** clearing `graph.nodes`/`graph.edges` does **not** clear the private +> `adj_`/`edge_set_` caches. Call `graph.rebuild()` straight after clearing, or +> the stale edge keys make `add_edge` reject the next map's beams as duplicates +> and the fort silently loads half-built. `build_map` warns on every rejected +> beam; `make sim-check` catches the collapse. **Layered loader** (`data.cpp::run_layered`): base file runs first, then every `data/mods/<name>/<file>.lua` runs on top in **(priority, name)** order, mutating or extending the global tables — exactly like Forts. A mod's `mod.lua` sets -`Priority`. Example: `data/mods/enemy-fort/` adds the target fort + enemy reactor. +`Priority`. Example: `data/mods/enemy-fort/maps.lua` uses `FindMap()` to bolt +extra armour plating onto the Proving Ground enemy fort — the worked example of +a mod mutating base data rather than replacing it. To add content, prefer **editing Lua data** over hard-coding C++. When you must add a field, add it to the `*Def` struct, read it in `data.cpp` (`get_or` with a @@ -168,8 +187,11 @@ See `requirements/milestones.org` for the live checklist. Roughly: device framework + placement. Two gaps: fire does **not** damage devices, and devices are not mounted on the strut graph, so the "cut its supports and the reactor falls" victory path does not exist. -- **M6 partial:** enemy fort (`data/mods/enemy-fort/`) + deposits both sides; - terrain is still a flat half-plane and there is no sky backdrop. +- **M6 partial:** three selectable scenarios in `data/maps.lua` (Proving Ground, + Iron Bastion, The Narrows), each with its own forts, deposits, player starter + structure and weapon spawns, switchable from the Dev panel. Terrain is still a + flat half-plane — maps can move the ground up and down but not change its + shape — and there is no sky backdrop. - **Not started / later:** repair & recycle (M7), armour/door/shield materials, tech tree + upgrades, commanders, real map/terrain, AI, netcode. @@ -15,7 +15,7 @@ PODMAN_RUN := podman run --rm -v "$(CURDIR)":/src:Z --userns=keep-id \ localhost/$(IMAGE):latest bash -c .DEFAULT_GOAL := build -.PHONY: help image build reconfigure run check check-lua shell clean clean-image +.PHONY: help image build reconfigure run check check-lua sim-check shell clean clean-image help: @echo "LibreForts:" @@ -26,6 +26,8 @@ help: @echo " make check compile + validate the Lua data (do this before" @echo " claiming a change works)" @echo " make check-lua validate the Lua data only" + @echo " make sim-check settle every map headlessly, fail if a fort" + @echo " collapses (SOAK=seconds)" @echo " make reconfigure re-run meson setup, after editing meson.build" @echo " make shell interactive shell in the dev container" @echo " make clean remove $(BUILDDIR)" @@ -48,7 +50,13 @@ reconfigure: run: build ./$(BIN) -check: build check-lua +check: build check-lua sim-check + +# Settles every map headlessly and fails if a fort loses struts. Catches +# "the fort collapses on load" without a display. SOAK=seconds. +SOAK ?= 5 +sim-check: build + ./$(BUILDDIR)/sim_check $(SOAK) # The GUI cannot run headless here, so parsing the Lua is the other half of # "it works". Mods are validated LAYERED (base file first), because they diff --git a/data/map.lua b/data/map.lua deleted file mode 100644 index 13f9c94..0000000 --- a/data/map.lua +++ /dev/null @@ -1,13 +0,0 @@ --- Base scenario map: metal deposits and pre-placed devices. Mods append (the --- enemy-fort mod adds the enemy reactor). Coordinates are world units; y ~ 1 is --- the ground surface. -Deposits = Deposits or {} -MapDevices = MapDevices or {} - --- Metal deposits (mines must sit on these). Player side (left) + enemy side (right). -for _, x in ipairs({ -24, -11, 23, 31 }) do - table.insert(Deposits, { x, 1.0 }) -end - --- Player reactor on the left. -table.insert(MapDevices, { type = "reactor", x = -22, y = 2.0, team = 0 }) diff --git a/data/maps.lua b/data/maps.lua new file mode 100644 index 0000000..d49d9e6 --- /dev/null +++ b/data/maps.lua @@ -0,0 +1,198 @@ +-- Selectable scenarios. The engine loads every entry of the global `Maps` array +-- and the Dev panel ("Map" section) switches between them at runtime; switching +-- tears the world down and rebuilds it from the chosen entry. Maps[1] is the +-- one the game starts on. +-- +-- Each map is self-contained: +-- name, description shown in the Dev panel +-- ground_level height of the ground plane. Terrain is still a flat +-- half-plane, so this moves the ground up/down but cannot +-- change its SHAPE (real terrain is M6). +-- deposits { {x, y}, ... } mines only produce while on one +-- devices { {type=, x=, y=, team=}, ... } team 0 = player +-- weapons { {type=, x=, y=}, ... } the player's starting guns +-- structures { {name=, beams={ {x1,y1,x2,y2,material}, ... }}, ... } +-- +-- Building rules the beams must respect (see data/materials.lua): +-- * a beam should be <= 3 units (wood/armour/bg-brace max_length); prebuilt +-- beams are welded raw and are NOT auto-subdivided +-- * TRIANGULATE. An un-triangulated strut snaps once it rotates ~30 degrees, +-- so every bay wants a diagonal or the fort folds up on the first hit +-- * an endpoint at y == ground_level becomes a pinned foundation; keep other +-- nodes clear of the ground+0.3 band so they don't pin by accident + +Maps = Maps or {} + +-- 1. Open ground, a wide firing lane, and a boxy enemy fort with an armour face +-- turned towards you. The balanced default. +table.insert(Maps, { + name = "Proving Ground", + description = "Open lane, boxy enemy fort with an armoured front.", + ground_level = 1.0, + deposits = { {-24, 1}, {-11, 1}, {23, 1}, {31, 1} }, + devices = { + { type = "reactor", x = -22, y = 2.0, team = 0 }, + { type = "reactor", x = 27, y = 3.0, team = 1 }, + }, + weapons = { + { type = "cannon", x = -18, y = 2.6 }, + { type = "laser", x = -14, y = 2.6 }, + }, + structures = { + { + name = "player deck", -- gun platform; gives recoil something to shove + beams = { + {-20,1,-20,2,"wood"}, {-18,1,-18,2,"wood"}, {-16,1,-16,2,"wood"}, + {-14,1,-14,2,"wood"}, {-12,1,-12,2,"wood"}, + {-20,2,-18,2,"wood"}, {-18,2,-16,2,"wood"}, + {-16,2,-14,2,"wood"}, {-14,2,-12,2,"wood"}, + {-20,1,-18,2,"wood"}, {-18,1,-16,2,"wood"}, + {-16,1,-14,2,"wood"}, {-14,1,-12,2,"wood"}, + }, + }, + { + name = "enemy fort", + beams = { + -- front column facing the player is armour, the rest is wood + {25,1,25,3,"armour"}, {25,3,25,5,"armour"}, + {27,1,27,3,"wood"}, {27,3,27,5,"wood"}, + {29,1,29,3,"wood"}, {29,3,29,5,"wood"}, + {25,1,27,1,"wood"}, {27,1,29,1,"wood"}, + {25,3,27,3,"wood"}, {27,3,29,3,"wood"}, + {25,5,27,5,"wood"}, {27,5,29,5,"wood"}, + {25,1,27,3,"wood"}, {27,1,29,3,"wood"}, + {25,3,27,5,"wood"}, {27,3,29,5,"wood"}, + }, + }, + }, +}) + +-- 2. A tall armoured tower braced internally with background bracing: shells +-- pass straight through the bracing, so you have to chew the armour or burn +-- the bracing out from under it. Vertical fight. +table.insert(Maps, { + name = "Iron Bastion", + description = "A two-storey gun emplacement against a walled keep: armoured " + .. "outer wall, a bridge back to the tower, bg-brace interior.", + ground_level = 1.0, + deposits = { {-28, 1}, {-13, 1}, {19, 1}, {34, 1} }, + devices = { + { type = "reactor", x = -26, y = 2.0, team = 0 }, + { type = "reactor", x = 28, y = 3.0, team = 1 }, + }, + weapons = { + { type = "cannon", x = -21, y = 5.6 }, -- upper deck + { type = "laser", x = -17, y = 3.6 }, -- lower deck + }, + structures = { + { + name = "player emplacement", + beams = { + -- lower storey; armour on the RIGHT column, the face the enemy + -- actually shoots at + {-24,1,-24,3,"wood"}, {-22,1,-22,3,"wood"}, {-20,1,-20,3,"wood"}, + {-18,1,-18,3,"wood"}, {-16,1,-16,3,"armour"}, + {-24,3,-22,3,"wood"}, {-22,3,-20,3,"wood"}, + {-20,3,-18,3,"wood"}, {-18,3,-16,3,"wood"}, + {-24,1,-22,3,"wood"}, {-22,1,-20,3,"wood"}, + {-20,1,-18,3,"wood"}, {-18,1,-16,3,"wood"}, + -- upper storey over the middle bays + {-22,3,-22,5,"wood"}, {-20,3,-20,5,"wood"}, {-18,3,-18,5,"wood"}, + {-22,5,-20,5,"wood"}, {-20,5,-18,5,"wood"}, + {-22,3,-20,5,"wood"}, {-20,3,-18,5,"wood"}, + }, + }, + { + name = "outer wall", -- fully armoured, soaks the first volleys + beams = { + {22,1,22,3,"armour"}, {22,3,22,5,"armour"}, + {24,1,24,3,"armour"}, {24,3,24,5,"armour"}, + {22,1,24,1,"wood"}, {22,3,24,3,"wood"}, {22,5,24,5,"wood"}, + {22,1,24,3,"wood"}, {22,3,24,5,"wood"}, + }, + }, + { + name = "curtain bridge", -- cut this and the wall fights alone + beams = { + {24,3,26,3,"wood"}, {24,5,26,5,"wood"}, {24,3,26,5,"wood"}, + }, + }, + { + name = "the keep", + beams = { + -- armoured outer face, full height + {26,1,26,3,"armour"}, {26,3,26,5,"armour"}, + {26,5,26,7,"armour"}, {26,7,26,9,"armour"}, + {28,1,28,3,"wood"}, {28,3,28,5,"wood"}, + {28,5,28,7,"wood"}, {28,7,28,9,"wood"}, + {30,1,30,3,"wood"}, {30,3,30,5,"wood"}, + {30,5,30,7,"wood"}, {30,7,30,9,"wood"}, + -- floors + {26,1,28,1,"wood"}, {28,1,30,1,"wood"}, + {26,3,28,3,"wood"}, {28,3,30,3,"wood"}, + {26,5,28,5,"wood"}, {28,5,30,5,"wood"}, + {26,7,28,7,"wood"}, {28,7,30,7,"wood"}, + {26,9,28,9,"wood"}, {28,9,30,9,"wood"}, + -- internal bracing: shells pass through it, fire eats it fast + {26,1,28,3,"bgbrace"}, {28,1,30,3,"bgbrace"}, + {26,3,28,5,"bgbrace"}, {28,3,30,5,"bgbrace"}, + {26,5,28,7,"bgbrace"}, {28,5,30,7,"bgbrace"}, + {26,7,28,9,"bgbrace"}, {28,7,30,9,"bgbrace"}, + }, + }, + }, +}) + +-- 3. Raised ground and forts almost in each other's faces: short flight times, +-- both sides armoured on the facing wall. A brawl rather than a siege. +table.insert(Maps, { + name = "The Narrows", + description = "Raised ground, two three-storey redoubts almost muzzle to " + .. "muzzle, armour facing armour. Reactors sit inside the forts.", + ground_level = 2.0, + deposits = { {-18, 2}, {-4, 2}, {4, 2}, {18, 2} }, + devices = { + { type = "reactor", x = -13, y = 3.0, team = 0 }, + { type = "reactor", x = 11, y = 3.0, team = 1 }, + }, + weapons = { + { type = "cannon", x = -12, y = 6.6 }, -- on the roof + { type = "laser", x = -10, y = 6.6 }, + }, + structures = { + { + name = "player redoubt", -- armour on the inward (enemy-facing) column + beams = { + {-14,2,-14,4,"wood"}, {-12,2,-12,4,"wood"}, + {-10,2,-10,4,"wood"}, {-8,2,-8,4,"armour"}, + {-14,4,-14,6,"wood"}, {-12,4,-12,6,"wood"}, + {-10,4,-10,6,"wood"}, {-8,4,-8,6,"armour"}, + {-14,4,-12,4,"wood"}, {-12,4,-10,4,"wood"}, {-10,4,-8,4,"wood"}, + {-14,6,-12,6,"wood"}, {-12,6,-10,6,"wood"}, {-10,6,-8,6,"wood"}, + {-14,2,-12,4,"wood"}, {-12,2,-10,4,"wood"}, {-10,2,-8,4,"wood"}, + {-14,4,-12,6,"wood"}, {-12,4,-10,6,"wood"}, {-10,4,-8,6,"wood"}, + }, + }, + { + name = "enemy redoubt", + beams = { + {8,2,8,4,"armour"}, {10,2,10,4,"wood"}, + {12,2,12,4,"wood"}, {14,2,14,4,"wood"}, + {8,4,8,6,"armour"}, {10,4,10,6,"wood"}, + {12,4,12,6,"wood"}, {14,4,14,6,"wood"}, + {8,4,10,4,"wood"}, {10,4,12,4,"wood"}, {12,4,14,4,"wood"}, + {8,6,10,6,"wood"}, {10,6,12,6,"wood"}, {12,6,14,6,"wood"}, + {8,2,10,4,"wood"}, {10,2,12,4,"wood"}, {12,2,14,4,"wood"}, + {8,4,10,6,"wood"}, {10,4,12,6,"wood"}, {12,4,14,6,"wood"}, + }, + }, + }, +}) + +function IndexOfMap(name) + for i, m in ipairs(Maps) do if m.name == name then return i end end + return nil +end +function FindMap(name) + local i = IndexOfMap(name); if i then return Maps[i] end; return nil +end diff --git a/data/mods/enemy-fort/map.lua b/data/mods/enemy-fort/map.lua deleted file mode 100644 index 443b74b..0000000 --- a/data/mods/enemy-fort/map.lua +++ /dev/null @@ -1,3 +0,0 @@ --- The enemy fort's reactor (team 1). Sits inside the fort (columns x=25..29). --- Destroy it to win. -table.insert(MapDevices, { type = "reactor", x = 27, y = 3.0, team = 1 }) diff --git a/data/mods/enemy-fort/maps.lua b/data/mods/enemy-fort/maps.lua new file mode 100644 index 0000000..4f748ae --- /dev/null +++ b/data/mods/enemy-fort/maps.lua @@ -0,0 +1,21 @@ +-- Layered-modding demo: this runs AFTER data/maps.lua, so it can reach into a +-- map the base game defined and change it. Here we bolt an extra armour skin +-- onto the Proving Ground enemy fort, making it a tougher target. +-- +-- A mod could equally `table.insert(Maps, { ... })` to ship a whole new map; +-- see data/maps.lua for the shape of an entry. + +local m = FindMap("Proving Ground") +if m then + table.insert(m.structures, { + name = "enemy outer plating", + beams = { + -- a second armoured skin one unit in front of the fort's face, + -- tied back to it so the whole thing stays triangulated + {24,1,24,3,"armour"}, {24,3,24,5,"armour"}, + {24,1,25,1,"wood"}, {24,3,25,3,"wood"}, {24,5,25,5,"wood"}, + {24,1,25,3,"wood"}, {24,3,25,5,"wood"}, + }, + }) + m.description = m.description .. " (+ enemy-fort mod plating)" +end diff --git a/data/mods/enemy-fort/mod.lua b/data/mods/enemy-fort/mod.lua index b2bc990..01a6b42 100644 --- a/data/mods/enemy-fort/mod.lua +++ b/data/mods/enemy-fort/mod.lua @@ -1,4 +1,5 @@ --- Scenario mod: a prebuilt enemy fort on the right for the player to shoot at. +-- Scenario mod: reinforces the Proving Ground enemy fort with extra armour +-- plating. Doubles as the worked example of layered map modding (maps.lua). Selectable = true Priority = 5 Category = "Scenario" diff --git a/data/mods/enemy-fort/structures.lua b/data/mods/enemy-fort/structures.lua deleted file mode 100644 index ce6bdd0..0000000 --- a/data/mods/enemy-fort/structures.lua +++ /dev/null @@ -1,19 +0,0 @@ --- A triangulated wooden fort on the right side (columns at x=25,27,29; rows at --- y=1,3,5). Foundations sit on the ground (y=1). All beams <= 3 units so they --- obey the material length limits. Shoot it apart with the cannon. -table.insert(Structures, { - name = "enemy fort", - beams = { - -- verticals - {25,1,25,3,"wood"}, {25,3,25,5,"wood"}, - {27,1,27,3,"wood"}, {27,3,27,5,"wood"}, - {29,1,29,3,"wood"}, {29,3,29,5,"wood"}, - -- horizontals - {25,1,27,1,"wood"}, {27,1,29,1,"wood"}, - {25,3,27,3,"wood"}, {27,3,29,3,"wood"}, - {25,5,27,5,"wood"}, {27,5,29,5,"wood"}, - -- diagonals (triangulation, so it's rigid) - {25,1,27,3,"wood"}, {27,1,29,3,"wood"}, - {25,3,27,5,"wood"}, {27,3,29,5,"wood"}, - }, -}) diff --git a/data/structures.lua b/data/structures.lua deleted file mode 100644 index f7d88f2..0000000 --- a/data/structures.lua +++ /dev/null @@ -1,5 +0,0 @@ --- Base scenario structures. Empty by default; mods under data/mods/ append to --- the global `Structures` list. Each structure is: --- { name = "...", beams = { {x1,y1,x2,y2,material}, ... } } --- The loader creates/merges nodes at the endpoints and welds the beams. -Structures = Structures or {} diff --git a/meson.build b/meson.build index e063136..02e2d3a 100644 --- a/meson.build +++ b/meson.build @@ -165,3 +165,12 @@ executable('forts-clone', 'src/main.cpp', dependencies: engine_deps, cpp_args: extra_cpp_args, ) + +# Headless map soak test. The solver and the Lua loaders need no display, so +# this can settle every map in the container and report whether the forts stand. +executable('sim_check', 'tools/sim_check.cpp', + 'src/game/build_graph.cpp', 'src/game/data.cpp', 'src/engine/script.cpp', + include_directories: [engine_inc] + extra_inc, + dependencies: [lua_dep, glm_dep, sol2_dep], + cpp_args: extra_cpp_args, +) diff --git a/requirements/milestones.org b/requirements/milestones.org index 87b198b..7cc2e89 100644 --- a/requirements/milestones.org +++ b/requirements/milestones.org @@ -187,13 +187,25 @@ Goal: There's a reactor to destroy, and a real economy to build it with. Goal: The dummy fort on the right is a hand-crafted target. The map has metal deposits and a complete layout. -- [X] Dummy fort pre-built structure -- =data/mods/enemy-fort/= builds a - triangulated fort at x=25..29 with the enemy reactor inside. Wood only; - no bg-brace or ropes in it yet. -- [~] Map layout: metal deposits on both sides exist (=data/map.lua=), but the - terrain is still a flat half-plane, not a real heightmap. -- [~] Player starting area: player reactor + nearby deposits on the left; there - is no pre-built starter shell. +- [X] Dummy fort pre-built structure -- every map in =data/maps.lua= ships a + triangulated enemy fort, now using armour faces and (Iron Bastion) + bg-brace interior bracing. +- [X] Selectable maps: three scenarios chosen live from the Dev panel's "Map" + section, which rebuilds the world via =build_map()=. Maps carry their own + ground height, deposits, devices, weapon spawns and structures. + Proving Ground (36 struts) is the simple default; Iron Bastion (62: walled + keep, armoured outer wall, curtain bridge, bg-brace interior) and The + Narrows (40: two three-storey redoubts) are the larger ones. +- [X] Headless map soak test (=tools/sim_check.cpp=, =make sim-check=): settles + every map with the game's tick order and fails if any fort loses struts. + Added after a stale-topology bug shipped forts that collapsed on load. +- [~] Map layout: metal deposits on both sides of every map, but the terrain is + still a flat half-plane. =ground_level= moves the plane up and down (The + Narrows sits at 2.0) yet cannot change its SHAPE -- that needs a real + heightmap and is the remaining M6 work. +- [X] Player starting area: each map places the player reactor, nearby deposits, + a small triangulated starter deck and the weapon spawns on top of it (the + deck also gives firing recoil something to shove against). - [~] Visual polish: materials are visually distinct and can load real Forts art (see CLAUDE.md section 5); no sky backdrop is drawn yet. diff --git a/research/gameplay-gaps.org b/research/gameplay-gaps.org index fb02b4f..0d28e80 100644 --- a/research/gameplay-gaps.org +++ b/research/gameplay-gaps.org @@ -38,6 +38,8 @@ Since the first draft of this document we also have: - *Armour* (build mode 4): HP 400, 25% stiffer, 2x mass, never burns. - *Per-material build costs*, enforced: you cannot place what you cannot afford. - *Firing recoil*: a shot shoves the firing structure back, not just the target. +- *Three selectable maps* with their own forts, deposits and ground height, + switchable live from the Dev panel. * MISSING — grouped by system, each with the in-game reference @@ -136,8 +138,13 @@ Doors and shields are real tactical mechanics (open to shoot, shield vs lasers). (e.g. Firebird halves fire spread & double-extinguishes on her forts). Huge matchup variety. Purely a post-v1 concern but defines Forts' identity. -** 10. Map / world systems -- Metal *deposits* embedded in terrain (mine targets) — we have none. +** 10. Map / world systems [PARTIAL] +DONE: three selectable maps (=data/maps.lua=), switchable at runtime from the +Dev panel, each carrying its own ground height, deposits, devices, weapon spawns +and prebuilt forts. STILL MISSING: the terrain SHAPE. =ground_level= only slides +a flat half-plane up and down, so everything below is still open. + +- Metal *deposits* embedded in terrain (mine targets) — DONE, per map. - Terrain shape + foundation material chosen by ground *slope angle* (StandardNode.Foundations brackets by angle). Ours is a flat half-plane. - No-build zones, destructible terrain, water/buoyancy (High Seas DLC). diff --git a/src/engine/app.cpp b/src/engine/app.cpp index fa1155c..0de71c5 100644 --- a/src/engine/app.cpp +++ b/src/engine/app.cpp @@ -89,7 +89,9 @@ void App::run() { camera.set_zoom(10.0f); // The world is a simple half-plane: below ground_level is solid ground, - // above is sky. Anything that falls into the ground is destroyed. + // above is sky. Anything that falls into the ground is destroyed. The + // selected map sets the actual height (build_map); this is just the default + // until the first map is loaded below. graph.ground_level = 1.0f; // Resolve each material's texture once: prefer BYO Forts art, fall back to @@ -137,7 +139,9 @@ void App::run() { // --- Devices + map (M5) --------------------------------------------------- std::vector<DeviceDef> device_defs = load_devices(script, "data"); - MapData map = load_map(script, "data"); + std::vector<MapDef> maps = load_maps(script, "data"); + if (maps.empty()) maps.push_back(MapDef{}); // empty fallback: flat, bare + int current_map = 0; // Maps[1] in Lua = the default std::vector<SDL_Texture*> dev_tex(device_defs.size(), nullptr); for (size_t i = 0; i < device_defs.size(); i++) dev_tex[i] = renderer.load_texture_or(device_defs[i].texture_forts, @@ -155,7 +159,7 @@ void App::run() { int turbine_i = devidx("turbine"), mine_i = devidx("mine"), battery_i = devidx("battery"); auto on_deposit = [&](float x, float y) -> bool { - for (auto& d : map.deposits) + for (auto& d : maps[current_map].deposits) if (std::hypot(x - d.first, y - d.second) < 1.6f) return true; return false; }; @@ -164,22 +168,22 @@ void App::run() { float metal = 0.0f, energy = 0.0f, ecap = BASE_ECAP, mcap = BASE_MCAP; bool game_over = false; int winner = -1; // 0 = player, 1 = enemy - // Build the scenario once, snapshot the graph, then reset() rebuilds it all - // (used on 'R') WITHOUT re-running the Lua (which would duplicate structures). - load_structures(script, "data", graph); - std::vector<BuildNode> snap_nodes = graph.nodes; - std::vector<BuildEdge> snap_edges = graph.edges; + // Snapshot of the current map's prebuilt structure. reset() ('R') restores + // from it rather than re-running the Lua, which would duplicate the forts. + std::vector<BuildNode> snap_nodes; + std::vector<BuildEdge> snap_edges; int selected_cannon = -1; int cur_mat = 0; int place_dev = -1; // >=0 = placing that device type; -1 = build materials auto reset = [&]() { + const MapDef& m = maps[current_map]; graph.nodes = snap_nodes; graph.edges = snap_edges; graph.rebuild(); devices.clear(); - for (auto& pd : map.devices) { + for (auto& pd : m.devices) { int di = -1; for (size_t i = 0; i < device_defs.size(); i++) if (device_defs[i].name == pd.type) di = (int)i; @@ -189,14 +193,29 @@ void App::run() { devices.push_back(dv); } cannons.clear(); - cannons.push_back({-18.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, cannon_type}); - if (laser_type >= 0) - cannons.push_back({-14.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, laser_type}); + for (auto& pw : m.weapons) { + int t = pw.type == "laser" ? laser_type : cannon_type; + if (t < 0) continue; + cannons.push_back({pw.x, pw.y, 0.0f, 0.0f, 0.0f, t}); + } + if (cannons.empty()) // map declared no weapons: fall back to a cannon + cannons.push_back({-18.0f, graph.ground_level + 0.6f, + 0.0f, 0.0f, 0.0f, cannon_type}); projectiles.clear(); beams.clear(); explosions.clear(); metal = 200.0f; energy = 200.0f; game_over = false; winner = -1; selected_cannon = -1; place_dev = -1; }; - reset(); + + // Tear the world down and rebuild it from maps[i]. Used at startup and by + // the Dev panel's map selector. + auto load_map_at = [&](int i) { + current_map = std::clamp(i, 0, (int)maps.size() - 1); + build_map(maps[current_map], graph); // also sets graph.ground_level + snap_nodes = graph.nodes; + snap_edges = graph.edges; + reset(); + }; + load_map_at(current_map); // Build state int drag_node = -1; @@ -517,7 +536,7 @@ void App::run() { } // Metal deposits (markers on the ground; mines must sit on these). - for (auto& d : map.deposits) { + for (auto& d : maps[current_map].deposits) { if (deposit_tex) renderer.draw_sprite(d.first, d.second + 0.2f, 0.35f, 0.35f, 0.0f, deposit_tex); else renderer.draw_box(d.first, d.second + 0.2f, 0.3f, 0.3f, 0.0f, 0.8f, 0.7f, 0.2f, 0.9f); } @@ -788,6 +807,24 @@ void App::run() { if (battery_i >= 0) { ImGui::SameLine(); if (ImGui::Button("battery")) { place_dev = battery_i; selected_cannon = -1; } } if (ImGui::Button("restart (R)")) reset(); ImGui::Separator(); + // Map selector. Picking one rebuilds the world from that map. + if (ImGui::CollapsingHeader("Map", ImGuiTreeNodeFlags_DefaultOpen)) { + const MapDef& cur = maps[current_map]; + if (ImGui::BeginCombo("scenario", cur.name.c_str())) { + for (int i = 0; i < (int)maps.size(); i++) { + bool sel = (i == current_map); + if (ImGui::Selectable(maps[i].name.c_str(), sel) && !sel) + load_map_at(i); + if (sel) ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + if (!cur.description.empty()) + ImGui::TextWrapped("%s", cur.description.c_str()); + ImGui::Text("ground %.1f deposits %zu struts %zu", + cur.ground_level, cur.deposits.size(), graph.edges.size()); + if (ImGui::Button("reload map")) load_map_at(current_map); + } if (ImGui::CollapsingHeader("Physics", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderFloat("gravity", &graph.gravity, 0.0f, 40.0f); ImGui::SliderFloat("air drag", &graph.air_drag, 0.0f, 3.0f); diff --git a/src/game/data.cpp b/src/game/data.cpp index 3d9f6c0..bbcf2d0 100644 --- a/src/game/data.cpp +++ b/src/game/data.cpp @@ -163,11 +163,17 @@ std::vector<WeaponDef> load_weapons(ScriptEngine& script, const std::string& dat return out; } -void load_structures(ScriptEngine& script, const std::string& data_dir, - BuildGraph& graph) { - run_layered(script, data_dir, "structures.lua"); - sol::optional<sol::table> structs = script.lua()["Structures"]; - if (!structs) return; +void build_map(const MapDef& m, BuildGraph& graph) { + graph.nodes.clear(); + graph.edges.clear(); + // Clearing the vectors does NOT touch the private adjacency and edge-key + // caches, so rebuild them now. Skipping this leaves the PREVIOUS map's edge + // keys in the set and add_edge then refuses the new map's beams as + // duplicates, quietly producing a fort that collapses on load. + graph.rebuild(); + // Set the ground BEFORE welding: node_at asks is_on_ground() to decide which + // endpoints are pinned foundations. + graph.ground_level = m.ground_level; auto mat_index = [&](const std::string& nm) -> int { for (int i = 0; i < (int)graph.materials.size(); i++) @@ -180,25 +186,22 @@ void load_structures(ScriptEngine& script, const std::string& data_dir, }; int built = 0; - for (std::size_t si = 1; ; si++) { - sol::object so = (*structs)[si]; - if (so.get_type() != sol::type::table) break; - sol::table S = so.as<sol::table>(); - sol::optional<sol::table> beams = S["beams"]; - if (!beams) continue; - for (std::size_t bi = 1; ; bi++) { - sol::object bo = (*beams)[bi]; - if (bo.get_type() != sol::type::table) break; - sol::table b = bo.as<sol::table>(); - float x1 = b.get_or(1, 0.0f), y1 = b.get_or(2, 0.0f); - float x2 = b.get_or(3, 0.0f), y2 = b.get_or(4, 0.0f); - std::string mat = b.get_or(5, std::string("wood")); - if (graph.add_edge(node_at(x1, y1), node_at(x2, y2), mat_index(mat)) >= 0) - built++; - } + for (const auto& b : m.beams) { + int na = node_at(b.x1, b.y1), nb = node_at(b.x2, b.y2); + if (graph.add_edge(na, nb, mat_index(b.material)) >= 0) { built++; continue; } + // A dropped beam silently weakens the fort, so never fail quietly: + // endpoints closer than SNAP_RADIUS collapse onto one node, and a + // repeated node pair is refused as a duplicate. + fprintf(stderr, + "map '%s': beam (%g,%g)-(%g,%g) [%s] rejected -> nodes %d,%d%s\n", + m.name.c_str(), b.x1, b.y1, b.x2, b.y2, b.material.c_str(), + na, nb, na == nb ? " (endpoints snapped together)" : " (duplicate)"); } + for (auto& e : graph.edges) e.settle = 0.0f; // prebuilt = already cured - printf("Loaded %d prebuilt struts from Structures\n", built); + graph.rebuild(); + printf("Map '%s': %d prebuilt struts, ground %.1f\n", + m.name.c_str(), built, m.ground_level); } namespace { @@ -243,10 +246,14 @@ std::vector<DeviceDef> load_devices(ScriptEngine& script, const std::string& dat return out; } -MapData load_map(ScriptEngine& script, const std::string& data_dir) { - MapData m; - run_layered(script, data_dir, "map.lua"); - if (sol::optional<sol::table> dep = script.lua()["Deposits"]) { +namespace { +MapDef read_map(const sol::table& M) { + MapDef m; + m.name = M.get_or("name", std::string("unnamed")); + m.description = M.get_or("description", std::string("")); + m.ground_level = M.get_or("ground_level", 1.0f); + + if (sol::optional<sol::table> dep = M["deposits"]) { for (std::size_t i = 1; ; i++) { sol::object o = (*dep)[i]; if (o.get_type() != sol::type::table) break; @@ -254,9 +261,9 @@ MapData load_map(ScriptEngine& script, const std::string& data_dir) { m.deposits.emplace_back(p.get_or(1, 0.0f), p.get_or(2, 0.0f)); } } - if (sol::optional<sol::table> md = script.lua()["MapDevices"]) { + if (sol::optional<sol::table> dv = M["devices"]) { for (std::size_t i = 1; ; i++) { - sol::object o = (*md)[i]; + sol::object o = (*dv)[i]; if (o.get_type() != sol::type::table) break; sol::table d = o.as<sol::table>(); m.devices.push_back({ d.get_or("type", std::string("reactor")), @@ -264,6 +271,48 @@ MapData load_map(ScriptEngine& script, const std::string& data_dir) { d.get_or("team", 0) }); } } - printf("Loaded map: %zu deposits, %zu devices\n", m.deposits.size(), m.devices.size()); + if (sol::optional<sol::table> wp = M["weapons"]) { + for (std::size_t i = 1; ; i++) { + sol::object o = (*wp)[i]; + if (o.get_type() != sol::type::table) break; + sol::table w = o.as<sol::table>(); + m.weapons.push_back({ w.get_or("type", std::string("cannon")), + w.get_or("x", 0.0f), w.get_or("y", 0.0f) }); + } + } + // structures[] -> beams[] {x1,y1,x2,y2,material}, flattened: which fort a + // beam belonged to does not matter once it is welded into the graph. + if (sol::optional<sol::table> st = M["structures"]) { + for (std::size_t si = 1; ; si++) { + sol::object so = (*st)[si]; + if (so.get_type() != sol::type::table) break; + sol::table S = so.as<sol::table>(); + sol::optional<sol::table> beams = S["beams"]; + if (!beams) continue; + for (std::size_t bi = 1; ; bi++) { + sol::object bo = (*beams)[bi]; + if (bo.get_type() != sol::type::table) break; + sol::table b = bo.as<sol::table>(); + m.beams.push_back({ b.get_or(1, 0.0f), b.get_or(2, 0.0f), + b.get_or(3, 0.0f), b.get_or(4, 0.0f), + b.get_or(5, std::string("wood")) }); + } + } + } return m; } +} // namespace + +std::vector<MapDef> load_maps(ScriptEngine& script, const std::string& data_dir) { + std::vector<MapDef> out; + run_layered(script, data_dir, "maps.lua"); + sol::optional<sol::table> maps = script.lua()["Maps"]; + if (!maps) { fprintf(stderr, "load_maps: no global 'Maps' table\n"); return out; } + for (std::size_t i = 1; ; i++) { + sol::object o = (*maps)[i]; + if (o.get_type() != sol::type::table) break; + out.push_back(read_map(o.as<sol::table>())); + } + printf("Loaded %zu maps\n", out.size()); + return out; +} diff --git a/src/game/data.hpp b/src/game/data.hpp index 9b9aec1..3207ba0 100644 --- a/src/game/data.hpp +++ b/src/game/data.hpp @@ -43,11 +43,9 @@ std::vector<MaterialDef> load_materials(ScriptEngine& script, std::vector<WeaponDef> load_weapons(ScriptEngine& script, const std::string& data_dir); -// Loads prebuilt structures from <data_dir>/structures.lua (+ mods) and builds -// them into `graph`. Each structure is a list of beams {x1,y1,x2,y2,material}. -// Used for scenario forts (e.g. the enemy target). Requires graph.materials set. -void load_structures(ScriptEngine& script, const std::string& data_dir, - BuildGraph& graph); +// A prebuilt strut of a scenario fort, kept in map data so a map can be rebuilt +// on demand (the dev UI switches maps at runtime). +struct MapBeam { float x1, y1, x2, y2; std::string material; }; // A device type (reactor / mine / turbine / battery / ...), from data/devices.lua. struct DeviceDef { @@ -66,13 +64,32 @@ struct DeviceDef { float r, g, b; // fallback colour when no texture }; -// Scenario map: metal deposits + pre-placed devices (player reactor, enemy -// reactor, starter generators), from data/map.lua (+ mods). struct PlacedDevice { std::string type; float x, y; int team; }; -struct MapData { +struct PlacedWeapon { std::string type; float x, y; }; + +// One selectable scenario from data/maps.lua (+ mod layers): the ground height, +// metal deposits, pre-placed devices (reactors, generators), the player's +// starting weapons, and every prebuilt strut. Self-contained on purpose, so the +// dev UI can tear the world down and rebuild it from another map at runtime. +// +// NOTE: terrain is still a flat half-plane, so `ground_level` moves the ground +// up and down but cannot change its SHAPE. Real terrain is M6. +struct MapDef { + std::string name; + std::string description; + float ground_level = 1.0f; std::vector<std::pair<float,float>> deposits; - std::vector<PlacedDevice> devices; + std::vector<PlacedDevice> devices; + std::vector<PlacedWeapon> weapons; + std::vector<MapBeam> beams; }; std::vector<DeviceDef> load_devices(ScriptEngine& script, const std::string& data_dir); -MapData load_map(ScriptEngine& script, const std::string& data_dir); + +// Loads every map from <data_dir>/maps.lua (+ mods), same layering as the rest. +std::vector<MapDef> load_maps(ScriptEngine& script, const std::string& data_dir); + +// Clears `graph` and rebuilds it from `m`: sets ground_level, then welds every +// prebuilt beam (creating/merging endpoint nodes, ground-level ones becoming +// foundations). Requires graph.materials to be loaded. +void build_map(const MapDef& m, BuildGraph& graph); diff --git a/tools/sim_check.cpp b/tools/sim_check.cpp new file mode 100644 index 0000000..449a7c3 --- /dev/null +++ b/tools/sim_check.cpp @@ -0,0 +1,80 @@ +// Headless map soak test. +// +// The GUI needs a display, but the solver does not: build_graph and the Lua +// loaders have no SDL dependency. This loads every map, settles it under the +// same fixed-step tick order the game uses, and reports whether the forts stand. +// Use it to catch "the fort collapses on load" without opening the game. +// +// ./builddir/sim_check [seconds] +// +// Exit status is non-zero if any map lost struts, so it can gate a commit. + +#include "engine/script.hpp" +#include "game/build_graph.hpp" +#include "game/data.hpp" + +#include <cmath> +#include <cstdio> +#include <cstdlib> +#include <string> +#include <vector> + +int main(int argc, char** argv) { + const float FIXED_DT = 1.0f / 60.0f; + const float seconds = (argc > 1) ? std::atof(argv[1]) : 5.0f; + const int ticks = (int)(seconds / FIXED_DT); + + ScriptEngine script; // ctor brings the Lua state up + + BuildGraph graph; + graph.materials = load_materials(script, "data"); + if (graph.materials.empty()) { fprintf(stderr, "no materials\n"); return 2; } + std::vector<MapDef> maps = load_maps(script, "data"); + if (maps.empty()) { fprintf(stderr, "no maps\n"); return 2; } + + int failures = 0; + for (const auto& m : maps) { + build_map(m, graph); + // Beams the graph refused (duplicate node pair after snapping, or a + // degenerate endpoint) silently weaken a fort, so surface them. + if ((int)graph.edges.size() != (int)m.beams.size()) + printf(" %s: %zu beams declared but %zu welded (%zu rejected)\n", + m.name.c_str(), m.beams.size(), graph.edges.size(), + m.beams.size() - graph.edges.size()); + const int edges0 = (int)graph.edges.size(); + const int nodes0 = (int)graph.nodes.size(); + std::vector<float> y0; + for (const auto& n : graph.nodes) y0.push_back(n.y); + + int snapped = 0, killed = 0, first_break = -1; + for (int t = 0; t < ticks; t++) { + graph.step(FIXED_DT); + int s = graph.check_strain(); + graph.update_timers(FIXED_DT); + graph.update_fire(FIXED_DT); + int k = graph.kill_grounded(); + if (s > 0 && first_break < 0) first_break = t; + snapped += s; + killed += k; + } + + // Worst downward drift of any surviving node (sag). + float sag = 0.0f; + for (size_t i = 0; i < graph.nodes.size() && i < y0.size(); i++) + sag = std::max(sag, y0[i] - graph.nodes[i].y); + + const bool ok = (snapped == 0 && killed == 0); + if (!ok) failures++; + printf("%-16s %s struts %d -> %d, nodes %d -> %d, snapped %d, killed %d", + m.name.c_str(), ok ? "STANDS " : "COLLAPSE", + edges0, (int)graph.edges.size(), + nodes0, (int)graph.nodes.size(), snapped, killed); + if (first_break >= 0) + printf(", first break at t=%.2fs", first_break * FIXED_DT); + printf(", max sag %.3f\n", sag); + } + + printf("\n%d/%zu maps stand after %.1fs\n", (int)maps.size() - failures, + maps.size(), seconds); + return failures == 0 ? 0 : 1; +} |
