Rename iron to metal, add mining and recruitment
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- Updated CLI, README and documentation to use `--starting-metal` with
  `--starting-iron` retained as an alias.
- Introduced `Resources` struct and constants for wood delivery and mine
  production.
- Added new structures `Mine` and `MineConstruction` with cost,
  production
  and cancel logic.
- Implemented building view for constructing mines and recruitment view
  for spawning miners.
- Extended keybindings with `Building` and `Recruitment` actions and
  updated
  action availability logic.
- Modified game state, board, units and UI widgets to handle metal
  resources
  and new construction mechanics.
- Updated tests and increased total test count to 82, covering
  resources,
  construction, recruitment and context‑aware keybindings.
This commit is contained in:
GarandPLG committed 2026-10-19 17:41:22 +02:00
1 parent 305cc2c4a2
commit a981663152
35 files changed
+2160 -74

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@@ -9,6 +9,7 @@ use ratatui::{
buffer::Buffer,
layout::{Alignment, Constraint, Layout, Margin, Rect},
style::Color,
text::Line,
widgets::{Block, BorderType, Borders, Padding, Paragraph, Widget},
};
@@ -87,7 +88,25 @@ impl Widget for SidePanelWidget<'_> {
let [structure_area, unit_area] =
Layout::vertical(self.get_area_constraints()).areas(inner_area);
Paragraph::new(self.structure.text())
let mut structure_text: Vec<Line<'_>> = self.structure.text();
if let Structures::Base(base) = self.structure
&& base.queued_miners() > 0
&& self.unit.is_some()
{
structure_text.push(Line::from(base.recruitment_status(true)));
}
if let Structures::Mine(mine) = self.structure {
let staffed: bool = self
.unit
.as_ref()
.is_some_and(|unit: &Units| -> bool { mine.accepts_unit(unit) });
structure_text.push(Line::from(format!(
"Metal: {}/s{}",
mine.production_per_cycle(staffed),
if staffed { " (Miner)" } else { "" }
)));
}
Paragraph::new(structure_text)
.alignment(Alignment::Left)
.block(self.get_inner_block(self.structure.get_name().to_string(), Color::Cyan))
.render(structure_area, buf);