-- 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