Every scenario, and the test Scripted scenario, names an Id; Name is display only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
33 lines
1.5 KiB
C#
33 lines
1.5 KiB
C#
using static CultMath.math;
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using static ItemRotation;
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public sealed class StarvedReactor : Scenario
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{
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public override string Name => "Starved Reactor";
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public override string Id => "starved-reactor";
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public override string Brief => "Two Light Lasers on a Muon Fusion Reactor, which can fall to a quarter of the Compact Reactor's charge, and a bare hull " +
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"to shoot. Verify: starvation reads as starvation, brownout degrades, refills stutter.";
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public override uint Seed => 102;
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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 starved = 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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("Muon Fusion Reactor", int2(2, 4), None),
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("Spectra", int2(1, 8), None), // Light Laser
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("Spectra", int2(4, 8), None), // Light Laser
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("Radiator", int2(2, 2), CounterClockwise),
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("Radiator", int2(3, 2), Clockwise),
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("not if i see you first", int2(3, 10), None), // Compact Sensor
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("Panopticon Prime", int2(1, 6), Clockwise)); // Fire Control Array
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stage.Player(starved, float2(0, 0));
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stage.Place(stage.Bare("Longinus"), float2(0, 400));
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}
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}
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