Scenario Briefs (Crossing, Duel, FusedRounds, LauncherAngles, StarvedReactor, WeaponFeel), scenario and test comments and test locals say the design names (Lightning Projector, Light Laser, Cell Blaster, Guided Missile Launcher, Swarm Rocket Pod, Muon Fusion Reactor, Cluster Cannon, Charged Scatter Blaster, Rugged Drive, Racing Drive) instead of the retired brand names; Crossing.PlightRange is ProjectorRange. generic-designs: the batch carries ExpectUnchanged so every record it does not author keeps its bytes (the plain commit re-encoded four records, dropping SensorData key 7). DesignTexts rewrites Large Drive, Tractor Beam, Smoke Proximity, Smoke Delayed, Smoke Refused and Smoke Refused Charge as tech-node text; the Tractor Beam's old line moves to its product Space Tractor. smoke-rounds' authored text names Light Laser and Charged Scatter Blaster to match. Tests: NoScenarioBriefNamesRetiredGear, TheCapacitorDesignCarriesItsRoleMap, NoDesignTextNamesAProduct, and a command test that widens every payload and checks apply changes only the three records it authors and restores the rewritten texts. Not built or run at this commit; GameData/Aetheria.cc is regenerated in the next commit, so NoDesignTextNamesAProduct and the command test fail here. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
38 lines
1.7 KiB
C#
38 lines
1.7 KiB
C#
using static CultMath.math;
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using static ItemRotation;
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public sealed class Duel : Scenario
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{
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public override string Name => "Duel";
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public override string Brief => "One piloted, hostile Longinus with slow guided missiles and a Light Laser in its hold. Verify: rolled " +
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"hits and near-misses, subsystem aim, beam reads above bow, armour takes the missile, loot keeps its brand.";
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public override uint Seed => 104;
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public override bool Ambient => false;
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public override Galaxy Generate(GalaxyStage stage) => stage.Prelude();
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public override void Stage(ScenarioStage stage)
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{
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var fighter = stage.Fit("Longinus",
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("Cockpit 2x2", int2(2, 6), None),
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("Large Drive", int2(1, 0), Reversed),
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("Large Drive", int2(3, 0), Reversed),
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("Rugged Drive", int2(2, 14), CounterClockwise),
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("Rugged Drive", int2(3, 14), Clockwise),
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("Compact Reactor", int2(2, 4), None),
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("Guided Missile Launcher", int2(0, 5), None),
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("Guided Missile Launcher", int2(5, 5), None),
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("Cell Blaster", int2(1, 8), None),
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("Cell Blaster", int2(4, 8), None),
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("Radiator", int2(2, 2), CounterClockwise),
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("Radiator", int2(3, 2), Clockwise),
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("Compact Sensor", int2(3, 10), None),
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("Capacitor", int2(1, 5), None),
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("Fire Control Array", int2(1, 6), Clockwise),
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("Cargo Bay", int2(2, 8), None));
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stage.Player(fighter, float2(0, 0));
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var rival = stage.Place(fighter, float2(0, 900), facing: float2(0, -1), stance: ScenarioStance.Hostile, piloted: true);
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stage.Cargo(rival, "Light Laser");
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}
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}
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