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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