feat: auto-gate radiators on heat network surplus

Radiators and Thermal Canister Missile launchers pull from the same heat
pool with identical NetworkResourceOutput settings, and priorities.rules
defines no ordering for heat. A constantly-running radiator therefore
spends missile ammunition to make steam.

Gate radiator dissipation on three network signals instead of the raw
PowerToggle: a 98%/94% hysteresis band on the thermal battery, whether
any launcher is actually set to thermal ammo, and an override driven by
the engine's own OverflowHeatStorage as a safety net.

Storage fullness causes no damage on its own -- only overflow does, and
only above 350 status per tile -- so the band sits high deliberately to
keep the network full as a missile reserve.

Signal polarity is "hold", not "vent", so any ship missing a broadcaster
falls back to vanilla behaviour.

Includes an offline validation suite that resolves every patch target,
component reference and component Type against the installed game data,
since all three otherwise fail only as a crash on game load.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
This commit is contained in:
2026-08-28 23:24:32 +02:00
co-authored by Claude Opus 5
commit 831a628b53
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__pycache__/
*.pyc
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# Auto Radiator
A Cosmoteer mod. Radiators stop dumping heat the ship still wants.
## The problem
Thermal Canister Missiles are built from the ship's own heat. The game says so
itself, in `Data/strings/en.rules`:
> Manufactures guided Thermal Canister Missiles that take thermal energy from
> their own ship's heat pipe network and inflict it upon the target.
The launcher charges each missile from the heat network — `HEAT_PER_MISSILE =
8500`, two missiles buffered per launcher. A radiator pulls from that same
network, through a component that is behaviourally identical to the launcher's:
| | Radiator | Thermal launcher |
|---|---|---|
| Type | `NetworkResourceOutput` | `NetworkResourceOutput` |
| Mode | `DistributeProportionallyByAvailable` | `DistributeProportionallyByAvailable` |
| Categories | `[ thermal_storage ]` | `[ thermal_storage ]` |
`Data/ships/priorities.rules` defines priorities for crew and supply only —
nothing for heat. So the two compete flat, proportionally, and a radiator
running constantly is spending your ammunition to make steam.
## Why holding heat is safe
Heat storage being full does not hurt you. Damage comes only from *overflow*.
Every overclocked part routes its heat through this
(`Data/ships/base_part_overclock.rules`):
```
HeatDistributionStorage
{
Type = MultiResourceStorage
ResourceStorages = [NetworkHeatInput, OverflowHeatStorage]
AddMode = InOrder
}
```
`InOrder` means the network is tried first, and `OverflowHeatStorage` only
receives what the network refuses. Overflow then applies the `cosmoteer.heat`
status to the producing part's own tiles.
From `Data/statuses/heat/heat.rules`, that status does nothing whatsoever below
**350** per tile (`RequireValueRangeForTick = [350, Infinity]`). Fire chance
ramps from 350 to 2500; thermal damage begins at 700.
An overclocked large reactor produces 2750 heat/sec over its 4×4 footprint —
about **172 status/sec per tile** while fully overflowing, so roughly **2
seconds of continuous, total overflow** before fire risk even arms. Radiators
react within **0.5 s** (`HeatDissipationConverter { Interval = 0.5 }`).
At a 98% ceiling on a single 15000-capacity thermal battery, the overshoot
during that reaction window is about 625 status heat spread over 16 tiles —
roughly **39 per tile**, against a threshold of 350. Holding the network near
full is safe with a wide margin, and every percent of ceiling given up is
ammunition thrown away for nothing.
The genuine constraint is not the threshold. It is total radiator throughput
(1100/sec each) versus sustained generation. If you are short on radiators you
overflow continuously and no threshold value saves you — which is what the
safety net below is for.
## What the mod does
Radiators vent when **any** of these is true:
1. The heat network is not asking them to hold — the thermal battery is at or
above 98% full (dropping the hold again at 94%, a deadband so radiators do
not chatter at the threshold).
2. No launcher on the network is set to Thermal Canister Missiles. If you are
not spending heat as ammunition there is nothing to hoard, so radiators
behave exactly as in vanilla.
3. **Safety net:** some part is actually overflowing heat right now. This reads
the engine's own `OverflowHeatStorage`, so it fires the moment the network
genuinely refuses heat — regardless of thresholds, pipe topology, or whether
your radiator capacity was ever sufficient. Latched for 3 seconds so a
stream of per-tick overflow events becomes one steady signal.
Your manual radiator on/off switch still overrides all of it. The automation can
only idle a radiator you have left switched on.
Ships with no thermal battery have no broadcaster, so nothing changes for them.
The signal polarity is deliberately "hold", not "vent", so that the absence of
any part of this mod's machinery always falls back to vanilla behaviour.
No stat or number is changed. Only *when* radiators run.
## Layout
```
mod.rules manifest + patch actions
components/thermal_battery_vent.rules decides when there is surplus
components/launcher_ammo_signal.rules reports thermal ammo in use
components/overclock_overflow_signal.rules safety net, reports real overflow
components/radiator_auto.rules combines the signals into one gate
tests/ offline validation suite
install.sh validate + copy into the Mods folder
```
## Install
```sh
./install.sh
```
Then enable **Auto Radiator** in the game's Mods menu. `./install.sh --uninstall`
removes it. If the script cannot find your Mods folder, set `COSMOTEER_MODS_DIR`.
## Tests
```sh
python3 tests/test_mod.py
```
Cosmoteer applies mod actions to vanilla data at load time, and a path that does
not resolve, a component reference pointing at nothing, or a misspelled
component `Type` all fail identically: the game crashes on startup and leaves a
log file. The suite parses the installed game's `.rules` tree and checks all
three offline. It also self-checks the parser against known vanilla facts first,
so a broken parser fails loudly instead of passing everything.
Set `COSMOTEER_DATA` to point at a different install.
## Status
Validated against game data version 0.30.4c. The logic is verified statically —
every patch target, component reference and component type is checked against
the shipped `.rules` files — but it has not yet been run in-game. Worth watching
on the first run: whether `NetworkToggleReceiver` with `AllowUncategorized =
false` reads *off* on a ship with no broadcaster, which is the assumption the
vanilla-fallback behaviour rests on.
## Possible additions
- A per-radiator UI toggle for auto/manual, which needs a new `ChoiceID` wired
into `Data/gui/game/parts/part_toggles.rules`.
- Making the 98% / 94% band configurable.
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// ABOUT ME
// A single component merged into the Missile Launcher. It broadcasts, over the
// heat network, whether this launcher is currently set to Thermal Canister
// Missiles.
//
// Why it exists: banking heat is only worth anything if something on the ship
// actually spends heat as ammunition. On a ship with no thermal launchers,
// holding the heat network near full buys nothing, so the radiators should just
// behave as they do in vanilla. Radiators treat the absence of this broadcast
// as permission to vent freely.
//
// ThermalMissilesToggle is the launcher's own vanilla mode toggle
// (ModeToggle, Mode = MissileType, OnMode = 4), so this signal follows the
// player's ammunition selection live, including mid-battle switches.
NetworkedThermalAmmoUser
{
Type = NetworkToggle
ToggleSource = ThermalMissilesToggle
Categories = [ auto_radiator_ammo_user ]
IncludeInPhysical = true
IncludeInBlueprints = false
}
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// ABOUT ME
// Components merged into base_part_overclock, the shared base for every
// overclockable part. They form the mod's safety net.
//
// Why it exists: the threshold band on the thermal battery is a prediction. It
// can be wrong -- if the ship generates heat faster than its radiators can
// clear it, or if heat pipe topology cannot deliver to the batteries quickly
// enough, heat overflows regardless of what percentage the band is set to.
//
// OverflowHeatStorage is the engine's own ground truth for that: heat only ever
// reaches it when the network has already refused the heat, which is the exact
// moment the part starts cooking itself. Any part in that state forces every
// radiator on the network to vent, ignoring the band entirely.
//
// The timer holds the signal for a few seconds so a stream of per-tick overflow
// events becomes one steady "vent now" rather than a flicker.
Overflow_VentTimer
{
Type = Timer
Duration = 3
StartExpired = true
StartTrigger = OverflowHeatStorage
ResetTrigger = OverflowHeatStorage
}
Overflow_NetworkedForceVent
{
Type = NetworkToggle
ToggleSource = Overflow_VentTimer
Categories = [ auto_radiator_force_vent ]
IncludeInPhysical = true
IncludeInBlueprints = false
}
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// ABOUT ME
// Components merged into the Radiator. They combine the three network signals
// this mod broadcasts into a single gate, AutoPowerToggle, which mod.rules then
// substitutes for the radiator's vanilla PowerToggle on the parts of the
// radiator that actually dissipate heat.
//
// The player's manual on/off switch (PowerToggle) is preserved and still wins:
// a radiator the player has switched off stays off. The automation can only
// idle a radiator the player has left on.
//
// A radiator vents when ANY of these hold:
// - the heat network is not asking it to hold (no battery, or battery full)
// - no launcher on the network is using thermal ammunition
// - some part is overflowing heat right now (safety net, overrides all)
HoldVentReceiver
{
Type = NetworkToggleReceiver
Categories = [ auto_radiator_hold ]
Mode = Any
AllowUncategorized = false
}
ThermalAmmoReceiver
{
Type = NetworkToggleReceiver
Categories = [ auto_radiator_ammo_user ]
Mode = Any
AllowUncategorized = false
}
ForceVentReceiver
{
Type = NetworkToggleReceiver
Categories = [ auto_radiator_force_vent ]
Mode = Any
AllowUncategorized = false
}
NotHolding
{
Type = MultiToggle
Toggles = [ HoldVentReceiver ]
Mode = None
}
NoThermalAmmo
{
Type = MultiToggle
Toggles = [ ThermalAmmoReceiver ]
Mode = None
}
VentAllowed
{
Type = MultiToggle
Toggles = [ NotHolding, NoThermalAmmo, ForceVentReceiver ]
Mode = Any
}
// The replacement gate. PowerToggle is the radiator's vanilla UIToggle, so the
// player's switch remains the master control.
AutoPowerToggle
{
Type = MultiToggle
Toggles = [ PowerToggle, VentAllowed ]
Mode = All
}
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// ABOUT ME
// Components merged into the Thermal Battery. The battery is the ship's heat
// gauge, so it is what decides whether the heat network has surplus worth
// venting, and broadcasts that decision to every radiator on the network.
//
// Polarity is deliberate: the battery broadcasts "HOLD" (do not vent), not
// "vent". A ship with no thermal battery therefore has no broadcaster, every
// radiator's receiver reads off, and radiators behave exactly as in vanilla.
//
// Heat storage fullness causes no damage on its own -- damage only occurs when
// the network refuses heat and it overflows onto the producing part
// (base_part_overclock.rules: HeatDistributionStorage adds InOrder, network
// first, OverflowHeatStorage second). So the band sits high on purpose, keeping
// the network full as a deep ammunition reserve for Thermal Canister Missiles.
// Vent when the battery is essentially full.
VentCeiling
{
Type = ThresholdToggle
ValueFrom = HeatStorage
MinAmount = 98%
}
// Stop venting once there is real headroom again.
VentFloor
{
Type = ThresholdToggle
ValueFrom = HeatStorage
MaxAmount = 94%
}
VentCeilingTrigger
{
Type = ToggleTrigger
Toggle = VentCeiling
TriggerWhenOn = true
TriggerWhenOff = false
}
VentFloorTrigger
{
Type = ToggleTrigger
Toggle = VentFloor
TriggerWhenOn = true
TriggerWhenOff = false
}
// The deadband: latches on at the ceiling, stays on until the floor is reached.
// Without this the radiators would chatter on and off at the threshold.
VentLatch
{
Type = TriggeredToggle
OnTrigger = VentCeilingTrigger
OffTrigger = VentFloorTrigger
}
// OR the raw ceiling back in, so a ship that loads already above the ceiling
// vents immediately instead of waiting for a threshold crossing that never comes.
VentActive
{
Type = MultiToggle
Toggles = [ VentLatch, VentCeiling ]
Mode = Any
}
HoldVent
{
Type = MultiToggle
Toggles = [ VentActive ]
Mode = None
}
NetworkedHoldVent
{
Type = NetworkToggle
ToggleSource = HoldVent
Categories = [ auto_radiator_hold ]
IncludeInPhysical = true
IncludeInBlueprints = false
}
Executable
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#!/usr/bin/env bash
# ABOUT ME
# Installs the Auto Radiator mod into Cosmoteer's user Mods folder.
#
# Why it exists: Cosmoteer loads mods from the user profile directory, which on
# a Proton install lives deep inside the Steam compatdata prefix and is awkward
# to find by hand. This script locates it, validates the mod against the
# installed game data first, and copies only the files the game needs.
#
# Usage: ./install.sh install (validates first)
# ./install.sh --uninstall remove the installed copy
set -euo pipefail
MOD_ID="auto_radiator"
SOURCE_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
find_mods_dir() {
# A Cosmoteer profile folder is named after the Steam ID, so glob for it.
local candidates=(
"$HOME"/.local/share/Steam/steamapps/compatdata/799600/pfx/drive_c/users/steamuser/"Saved Games"/Cosmoteer/*/Mods
/mnt/*/SteamLibrary/steamapps/compatdata/799600/pfx/drive_c/users/steamuser/"Saved Games"/Cosmoteer/*/Mods
"$HOME"/"Saved Games"/Cosmoteer/*/Mods
"$HOME"/Documents/"My Games"/Cosmoteer/*/Mods
)
for path in "${candidates[@]}"; do
[ -d "$path" ] && printf '%s\n' "$path" && return 0
done
return 1
}
MODS_DIR="${COSMOTEER_MODS_DIR:-$(find_mods_dir || true)}"
if [ -z "$MODS_DIR" ]; then
echo "Could not find the Cosmoteer Mods folder." >&2
echo "Set COSMOTEER_MODS_DIR to it and run again." >&2
exit 1
fi
TARGET="$MODS_DIR/$MOD_ID"
if [ "${1:-}" = "--uninstall" ]; then
rm -rf "$TARGET"
echo "Removed $TARGET"
exit 0
fi
echo "Validating against installed game data..."
python3 "$SOURCE_DIR/tests/test_mod.py"
echo
echo "Installing to $TARGET"
rm -rf "$TARGET"
mkdir -p "$TARGET"
cp "$SOURCE_DIR/mod.rules" "$TARGET/"
cp -r "$SOURCE_DIR/components" "$TARGET/"
echo "Done. Enable \"Auto Radiator\" in the game's Mods menu."
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// ABOUT ME
// Manifest and patch list for "Auto Radiator".
//
// What it does: radiators stop dumping heat that the ship still wants. Thermal
// Canister Missiles are built from the ship's own heat, so a radiator running
// flat out is competing with the launchers for ammunition -- in vanilla they
// pull from the same pool, with the same Mode, in the same category, and
// Data/ships/priorities.rules defines no ordering between them.
//
// The patches below add components to four vanilla parts and then repoint the
// radiator's three heat-dissipating components from the raw PowerToggle to the
// AutoPowerToggle gate defined in components/radiator_auto.rules.
//
// Nothing here changes a stat or a number. It only changes when radiators run.
ID = ganter.auto_radiator
Name = "Auto Radiator"
Version = 1.0.0
CompatibleGameVersions = ["0.30.4c", "0.30.4"]
ModifiesGameplay = true
Author = "Tobias Ganter"
Description = "Radiators only vent surplus heat instead of running constantly.\n\n"\
"Thermal Canister Missiles are built from your ship's own heat, and in vanilla "\
"your radiators compete with your launchers for it -- the heat network is drained "\
"to keep radiators busy, and your missiles reload at whatever rate your reactors "\
"happen to produce.\n\n"\
"With this mod, radiators hold off while the heat network still has room, keeping "\
"your thermal batteries topped up as a deep missile reserve, and vent once the "\
"network is nearly full.\n\n"\
"- Only applies when a launcher is actually set to Thermal Canister Missiles. "\
"Otherwise radiators behave exactly as in vanilla.\n\n"\
"- Ships with no thermal battery are unaffected.\n\n"\
"- Your manual radiator on/off switch still overrides everything.\n\n"\
"- Safety net: if any part is actually overflowing heat, every radiator vents "\
"immediately regardless of the threshold."
Actions
[
// --- Broadcasters -----------------------------------------------------
// The thermal battery decides when the network has surplus.
{
Action = AddBase
AddBaseTo = "<ships/terran/thermal_battery/thermal_battery.rules>/Part/Components"
BaseToAdd = &<components/thermal_battery_vent.rules>
}
// The missile launcher reports whether it is set to thermal ammunition.
{
Action = AddBase
AddBaseTo = "<ships/terran/missile_launcher/missile_launcher.rules>/Part/Components"
BaseToAdd = &<components/launcher_ammo_signal.rules>
}
// Every overclockable part reports when it is actually overflowing heat.
{
Action = AddBase
AddBaseTo = "<ships/base_part_overclock.rules>/Part/Components"
BaseToAdd = &<components/overclock_overflow_signal.rules>
}
// --- Receiver ---------------------------------------------------------
{
Action = AddBase
AddBaseTo = "<ships/terran/radiator/radiator.rules>/Part/Components"
BaseToAdd = &<components/radiator_auto.rules>
}
// --- Rewire the radiator ---------------------------------------------
//
// The radiator's dissipation is gated on PowerToggle directly, not on its
// IsOperational toggle, so each of these three components is repointed at
// the new gate. IsOperational and CommandConsumer are deliberately left
// alone: an idling radiator still holds its command points, because it is
// still assigned and will resume without player input.
// The actual heat removal.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/HeatDissipationConverter"
Overrides
{
OperationalToggle = AutoPowerToggle
}
}
// The steam plume, so an idling radiator looks idle.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/SteamEffects"
Overrides
{
OperationalToggle = AutoPowerToggle
}
}
// The dissipation value that drives the glow and the network load readout.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/DissipationSmoothingTargetValue"
Overrides
{
Toggle = AutoPowerToggle
}
}
]
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# ABOUT ME
# Minimal parser for Cosmoteer ".rules" files.
#
# Why this exists: a Cosmoteer mod patches the game by naming paths into vanilla
# .rules data (e.g. "<ships/terran/radiator/radiator.rules>/Part/Components/
# HeatDissipationConverter"). A single wrong path is not caught until the game
# crashes on load, with only a log file to go on. This parser resolves those
# paths offline so the test suite can prove every target exists before launch.
#
# Scope: structure only -- named groups, lists, and the raw text of scalar
# values. It does not evaluate the "&" reference expressions, arithmetic, or
# the ":" inheritance chains, because the tests only need to know that a node
# exists and which keys it declares.
import re
_TOKEN = re.compile(
r"""
(?P<string>"(?:[^"\\]|\\.)*") # quoted string
| (?P<punct>[{}\[\]=:;]) # structural punctuation
| (?P<comma>,) # separator, carries no meaning
| (?P<space>\s+)
| (?P<word>[^\s{}\[\]=:;,"]+) # bare word / expression fragment
""",
re.VERBOSE,
)
# Tokens that can only begin a new entry, never continue a scalar value.
_ENTRY_STARTERS = ("=", "{", "[", ":")
class Node:
"""A parsed .rules node: a group, a list, or a scalar."""
def __init__(self, kind, value=None):
self.kind = kind # "group" | "list" | "scalar"
self.children = {} # name (or str index) -> Node
self.order = [] # child names in declaration order
self.bases = [] # raw text of ":" inheritance sources
self.value = value # raw text, for scalars
def add(self, name, node):
if name not in self.children:
self.order.append(name)
self.children[name] = node
def get(self, path):
"""Resolve a "/"-separated path. Returns None if any step is missing."""
node = self
for part in [p for p in path.split("/") if p]:
if node is None or part not in node.children:
return None
node = node.children[part]
return node
def __contains__(self, name):
return name in self.children
def __repr__(self):
if self.kind == "scalar":
return f"Scalar({self.value!r})"
return f"{self.kind.title()}({', '.join(self.order)})"
def _strip_comments(text):
"""Remove // comments, leaving anything inside a quoted string alone."""
out = []
in_string = False
i = 0
while i < len(text):
ch = text[i]
if in_string:
if ch == "\\":
out.append(text[i : i + 2])
i += 2
continue
if ch == '"':
in_string = False
out.append(ch)
elif ch == '"':
in_string = True
out.append(ch)
elif ch == "/" and text[i : i + 2] == "//":
while i < len(text) and text[i] != "\n":
i += 1
continue
else:
out.append(ch)
i += 1
return "".join(out)
def _tokenize(text):
tokens = []
for match in _TOKEN.finditer(_strip_comments(text)):
if match.lastgroup in ("space", "comma"):
continue
tokens.append(match.group())
return tokens
class _Parser:
def __init__(self, tokens):
self.tokens = tokens
self.pos = 0
def peek(self):
return self.tokens[self.pos] if self.pos < len(self.tokens) else None
def next(self):
token = self.peek()
self.pos += 1
return token
def parse_group(self, terminator=None):
node = Node("group")
while True:
token = self.peek()
if token is None:
break
if token == terminator:
self.next()
break
if token in ("}", "]"):
self.next()
break
if token == ";":
self.next()
continue
name = self.next().strip('"')
self.parse_entry(node, name)
return node
def parse_list(self):
node = Node("list")
index = 0
while True:
token = self.peek()
if token is None or token == "]":
self.next()
break
if token == ";":
self.next()
continue
if token == "{":
self.next()
node.add(str(index), self.parse_group("}"))
elif token == "[":
self.next()
node.add(str(index), self.parse_list())
else:
node.add(str(index), Node("scalar", self.next()))
index += 1
return node
def parse_entry(self, parent, name):
"""Parse one "name ..." entry and attach it to parent."""
bases = []
while self.peek() == ":":
self.next()
bases.append(self.next())
token = self.peek()
if token == "{":
self.next()
child = self.parse_group("}")
elif token == "[":
self.next()
child = self.parse_list()
elif token == "=":
self.next()
child = self.parse_value()
else:
# A bare name with only inheritance, e.g. "Foo : Bar" with no body.
child = Node("group")
child.bases = bases
parent.add(name, child)
def parse_value(self):
token = self.peek()
if token == "{":
self.next()
return self.parse_group("}")
if token == "[":
self.next()
return self.parse_list()
# Scalar: consume tokens until a structural boundary. Expressions such as
# "(&../Foo/MAX) * 2" arrive as several bare words, so collect them all.
#
# The .rules format has no statement terminator, so the only way to know
# a value has ended is to look one token ahead: a bare word followed by
# "=", "{", "[" or ":" is the name of the *next* entry, not part of this
# value. Without this lookahead, "DescriptionKey = "x"" swallows the
# "Resources" that follows it and the rest of the file shifts.
parts = []
while True:
token = self.peek()
if token is None or token in (";", "}", "]", "{", "["):
break
if parts:
lookahead = self.tokens[self.pos + 1] if self.pos + 1 < len(self.tokens) else None
if lookahead in _ENTRY_STARTERS:
break
parts.append(self.next())
return Node("scalar", " ".join(parts))
def parse(text):
return _Parser(_tokenize(text)).parse_group()
def parse_file(path):
with open(path, "r", encoding="utf-8", errors="replace") as handle:
return parse(handle.read())
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# ABOUT ME
# Validation suite for the Auto Radiator mod.
#
# Why this exists: Cosmoteer applies a mod's "Actions" to vanilla data at load
# time. A path that does not resolve, a component reference that points at
# nothing, or a misspelled component Type all fail the same way -- the game
# crashes on startup and leaves a log file. These tests catch all three offline,
# against the player's actual installed game data, before the game is launched.
#
# Run: python3 tests/test_mod.py
# The game install is found automatically, or set COSMOTEER_DATA to override.
import os
import re
import sys
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import rules_parser
MOD_ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
CANDIDATE_DATA_DIRS = [
"/mnt/SSD4TB/SteamLibrary/steamapps/common/Cosmoteer/Data",
os.path.expanduser("~/.local/share/Steam/steamapps/common/Cosmoteer/Data"),
os.path.expanduser("~/.steam/steam/steamapps/common/Cosmoteer/Data"),
]
# Component fields whose value names another component in the same part.
COMPONENT_REF_FIELDS = {
"OperationalToggle",
"Toggle",
"ToggleSource",
"ValueFrom",
"ValueSource",
"ResourceStorage",
"StartTrigger",
"StopTrigger",
"ResetTrigger",
"OnTrigger",
"OffTrigger",
"Trigger",
"FromStorage",
"ToStorage",
}
_failures = []
_checks = 0
def check(condition, message):
global _checks
_checks += 1
if not condition:
_failures.append(message)
def find_data_dir():
override = os.environ.get("COSMOTEER_DATA")
if override:
return override
for path in CANDIDATE_DATA_DIRS:
if os.path.isdir(path):
return path
return None
DATA = find_data_dir()
_vanilla_cache = {}
def vanilla(rel_path):
"""Parse a vanilla .rules file, relative to the Data folder."""
if rel_path not in _vanilla_cache:
full = os.path.join(DATA, rel_path)
_vanilla_cache[rel_path] = rules_parser.parse_file(full) if os.path.isfile(full) else None
return _vanilla_cache[rel_path]
def split_target(target):
"""Split '<file.rules>/A/B' into ('file.rules', 'A/B')."""
match = re.match(r"^<([^>]+)>/?(.*)$", target.strip().strip('"'))
if not match:
return None, None
return match.group(1), match.group(2)
def resolve(target):
"""Resolve a mod action target against vanilla data. Returns a Node or None."""
rel_path, inner = split_target(target)
if rel_path is None:
return None
root = vanilla(rel_path)
if root is None:
return None
return root.get(inner) if inner else root
# ---------------------------------------------------------------------------
# 1. Parser self-check, against facts read directly out of the vanilla files.
# If these fail the parser is broken and every later result is meaningless.
# ---------------------------------------------------------------------------
def test_parser_reads_vanilla_correctly():
radiator = vanilla("ships/terran/radiator/radiator.rules")
check(radiator is not None, "cannot read vanilla radiator.rules")
if radiator is None:
return
power = radiator.get("Part/Components/PowerToggle")
check(power is not None, "radiator PowerToggle not found by parser")
check(
power is not None and power.get("Type").value == "UIToggle",
"radiator PowerToggle should be a UIToggle",
)
converter = radiator.get("Part/Components/HeatDissipationConverter")
check(converter is not None, "radiator HeatDissipationConverter not found")
check(
converter is not None and converter.get("OperationalToggle").value == "PowerToggle",
"vanilla HeatDissipationConverter should gate on PowerToggle",
)
battery = vanilla("ships/terran/thermal_battery/thermal_battery.rules")
storage = battery.get("Part/Components/HeatStorage") if battery else None
check(storage is not None, "thermal battery HeatStorage not found")
check(
storage is not None and storage.get("Type").value == "ResourceStorage",
"thermal battery HeatStorage should be a ResourceStorage",
)
overclock = vanilla("ships/base_part_overclock.rules")
overflow = overclock.get("Part/Components/OverflowHeatStorage") if overclock else None
check(overflow is not None, "base_part_overclock OverflowHeatStorage not found")
check(
overflow is not None and overflow.get("Type").value == "ResourceConsumingStorage",
"OverflowHeatStorage should be a ResourceConsumingStorage",
)
# ---------------------------------------------------------------------------
# 2. Every path the mod's actions touch must exist in vanilla data.
# ---------------------------------------------------------------------------
def iter_actions(mod):
actions = mod.get("Actions")
if actions is None:
return []
return [actions.children[key] for key in actions.order]
def test_action_targets_resolve():
mod = rules_parser.parse_file(os.path.join(MOD_ROOT, "mod.rules"))
actions = iter_actions(mod)
check(len(actions) > 0, "mod.rules declares no Actions")
for action in actions:
kind = action.get("Action")
kind = kind.value if kind else "?"
for field in ("Replace", "OverrideIn", "AddTo", "AddBaseTo", "Remove"):
node = action.get(field)
if node is None or node.kind != "scalar":
continue
target = node.value
check(
resolve(target) is not None,
f"{kind} action target does not exist in vanilla data: {target}",
)
# ---------------------------------------------------------------------------
# 3. Component references must resolve.
# A component the mod adds may reference its own siblings or any component
# already on the vanilla part it is being merged into.
# ---------------------------------------------------------------------------
def added_component_sets():
"""Yield (mod_file, vanilla_components_node) for each AddBase action."""
mod = rules_parser.parse_file(os.path.join(MOD_ROOT, "mod.rules"))
for action in iter_actions(mod):
kind = action.get("Action")
if not kind or kind.value != "AddBase":
continue
target_node = action.get("AddBaseTo")
base_node = action.get("BaseToAdd")
if target_node is None or base_node is None:
continue
base_ref = base_node.value.strip()
match = re.match(r"^&?<([^>]+)>$", base_ref)
check(match is not None, f"cannot parse BaseToAdd reference: {base_ref}")
if match is None:
continue
mod_file = os.path.join(MOD_ROOT, match.group(1))
check(os.path.isfile(mod_file), f"BaseToAdd file missing: {match.group(1)}")
if not os.path.isfile(mod_file):
continue
yield mod_file, resolve(target_node.value)
def test_component_references_resolve():
for mod_file, vanilla_components in added_component_sets():
added = rules_parser.parse_file(mod_file)
name = os.path.basename(mod_file)
check(
vanilla_components is not None,
f"{name}: AddBaseTo target missing from vanilla data",
)
if vanilla_components is None:
continue
known = set(added.order) | set(vanilla_components.order)
for component_name in added.order:
component = added.children[component_name]
if component.kind != "group":
continue
for field in component.order:
if field not in COMPONENT_REF_FIELDS:
continue
value = component.children[field]
if value.kind != "scalar":
continue
ref = value.value.strip()
if not re.match(r"^[A-Za-z_][A-Za-z0-9_]*$", ref):
continue # a path or expression, not a plain sibling name
check(
ref in known,
f"{name}: {component_name}.{field} references unknown component '{ref}'",
)
toggles = component.get("Toggles")
if toggles is not None and toggles.kind == "list":
for key in toggles.order:
ref = toggles.children[key].value.strip()
check(
ref in known,
f"{name}: {component_name}.Toggles references unknown component '{ref}'",
)
# ---------------------------------------------------------------------------
# 4. Every component Type the mod uses must be a Type the engine already knows,
# proven by it appearing somewhere in vanilla data. Catches misspellings.
# ---------------------------------------------------------------------------
_vanilla_types = None
def vanilla_types():
global _vanilla_types
if _vanilla_types is None:
found = set()
pattern = re.compile(r"Type\s*=\s*([A-Za-z_][A-Za-z0-9_]*)")
for root, _dirs, files in os.walk(DATA):
for filename in files:
if not filename.endswith(".rules"):
continue
with open(os.path.join(root, filename), "r", encoding="utf-8", errors="replace") as handle:
found.update(pattern.findall(handle.read()))
_vanilla_types = found
return _vanilla_types
def test_component_types_exist():
for mod_file, _ in added_component_sets():
added = rules_parser.parse_file(mod_file)
name = os.path.basename(mod_file)
for component_name in added.order:
component = added.children[component_name]
if component.kind != "group":
continue
type_node = component.get("Type")
check(type_node is not None, f"{name}: {component_name} has no Type")
if type_node is None:
continue
check(
type_node.value in vanilla_types(),
f"{name}: {component_name} uses unknown component Type '{type_node.value}'",
)
# ---------------------------------------------------------------------------
# 5. The mod manifest must declare the fields Cosmoteer requires.
# ---------------------------------------------------------------------------
def test_manifest_is_well_formed():
mod = rules_parser.parse_file(os.path.join(MOD_ROOT, "mod.rules"))
for field in ("ID", "Name", "Version", "CompatibleGameVersions", "ModifiesGameplay"):
check(field in mod, f"mod.rules is missing required field '{field}'")
mod_id = mod.get("ID")
check(
mod_id is not None and "." in mod_id.value and not mod_id.value.startswith("cosmoteer."),
"mod ID must be 'author.mod_name' and must not use the reserved 'cosmoteer' author",
)
def main():
if DATA is None or not os.path.isdir(DATA):
print("SKIP: Cosmoteer Data folder not found. Set COSMOTEER_DATA to run these tests.")
return 0
print(f"Cosmoteer data: {DATA}\n")
for name, test in sorted(globals().items()):
if name.startswith("test_") and callable(test):
before = len(_failures)
test()
status = "PASS" if len(_failures) == before else "FAIL"
print(f" [{status}] {name}")
print(f"\n{_checks} checks run.")
if _failures:
print(f"{len(_failures)} FAILED:\n")
for failure in _failures:
print(f" - {failure}")
return 1
print("All checks passed.")
return 0
if __name__ == "__main__":
sys.exit(main())