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-rw-r--r--data/devices.lua48
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diff --git a/data/devices.lua b/data/devices.lua
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+-- Device catalog (reactor / mine / turbine / battery). Values scaled from Forts'
+-- devices/*.lua. `texture` may use a "forts:REL" path to load real art from your
+-- own Forts install at runtime (nothing copyrighted is stored in the repo); if
+-- the game isn't present it falls back to the flat `color`.
+
+DeviceDefs =
+{
+ {
+ name = "reactor", is_core = true, -- the core: lose it and the round ends
+ hp = 100, -- Forts reactor HP 100 (fragile)
+ energy_rate = 100, metal_rate = 5, -- also the base generator
+ half_w = 0.7, half_h = 0.9,
+ texture = "forts:devices/reactor/reactor_core01.tga",
+ color = { 0.3, 1.0, 0.5 },
+ },
+ {
+ name = "turbine", wind = true, -- energy scales with height above ground
+ hp = 60, wind_max_rate = 16, wind_max_height = 22,
+ half_w = 0.5, half_h = 1.3,
+ cost_metal = 30, cost_energy = 50,
+ texture = "forts:devices/windturbine/base.tga",
+ color = { 0.6, 0.8, 1.0 },
+ },
+ {
+ name = "mine", needs_deposit = true, -- only produces on a metal deposit
+ hp = 80, energy_rate = -5, metal_rate = 4, -- Forts mine: -5 e, +4 metal
+ half_w = 0.6, half_h = 0.5,
+ cost_metal = 0, cost_energy = 100,
+ texture = "",
+ color = { 0.75, 0.55, 0.2 },
+ },
+ {
+ name = "battery", -- energy storage
+ hp = 100, energy_storage = 2000, -- Forts battery cap 2000
+ half_w = 0.6, half_h = 0.6,
+ cost_metal = 20, cost_energy = 100,
+ texture = "",
+ color = { 0.9, 0.85, 0.3 },
+ },
+}
+
+function IndexOfDevice(name)
+ for i, d in ipairs(DeviceDefs) do if d.name == name then return i end end
+ return nil
+end
+function FindDevice(name)
+ local i = IndexOfDevice(name); if i then return DeviceDefs[i] end; return nil
+end