<commit_before>package au.com.codeka.warworlds.common.sim;

import com.google.common.collect.Lists;

import au.com.codeka.warworlds.common.proto.Design;
import au.com.codeka.warworlds.common.proto.Designs;

/** Holder class that just holds all the design definitions. */
public class DesignDefinitions {
  /** The list of all designs in the game. */
  public static final Designs designs = new Designs.Builder().designs(Lists.newArrayList(
      new Design.Builder()
          .type(Design.DesignType.COLONY_SHIP)
          .design_kind(Design.DesignKind.SHIP)
          .display_name("Colony Ship")
          .description(
              "<p>The colony ship is what you'll need to colonize remote planets. They'll carry 100"
                  + " of your colony's population to a brave new world.</p>"
                  + " <p>Colony ships are single-use. The ship is destroyed once a planet is"
                  + " colonized.</p>")
          .dependencies(Lists.newArrayList(
              new Design.Dependency.Builder().type(Design.DesignType.SHIPYARD).level(1).build()))
          .build_cost(new Design.BuildCost.Builder()
              .minerals(100)
              .population(1000)
              .max_count(100)
              .build())
          .base_attack(1.0f)
          .base_defence(1.0f)
          .combat_priority(100)
          .effect(Lists.newArrayList(
              new Design.Effect.Builder().type(Design.EffectType.FIGHTER_SHIP).build()))
          .fuel_cost_per_px(3.5f)
          .fuel_size(700)
          .image_url("colony.png")
          .speed_px_per_hour(128.0f)
          .upgrades(Lists.newArrayList(
              new Design.Upgrade.Builder()
                  .type(Design.UpgradeType.CRYOGENICS)
                  .display_name("Cryogenic Chamber")
                  .description(
                      "<p>The cryogenic chamber means colonists are put to sleep during the voyage"
                      + " to the next planet. This allows for a larger number of colonists to be"
                      + " deployed, increasing the number of initial colonists from 100 to"
                      + " 400.</p>")
                  .build_cost(new Design.BuildCost.Builder()
                      .minerals(2000)
                      .population(20000)
                      .build())
                  .dependencies(Lists.newArrayList(
                      new Design.Dependency.Builder()
                          .type(Design.DesignType.SHIPYARD)
                          .level(1)
                          .build()))
                  .image_url("cryogenics.png")
                  .build()
          ))
          .build(),

      new Design.Builder()
          .type(Design.DesignType.SCOUT)
          .design_kind(Design.DesignKind.SHIP)
          .display_name("Scout")
          .description(
              "<p>Scouts are small, fast ships with no attack capability (and not much in the way"
              + " of defensive capabilities, either). What they <em>are</em> good at, though, is"
              + " getting in and out of enemy star-systems and reporting back what they found.</p>")
          .dependencies(Lists.newArrayList(
              new Design.Dependency.Builder().type(Design.DesignType.SHIPYARD).level(1).build()))
          .build_cost(new Design.BuildCost.Builder()
              .minerals(2)
              .population(5)
              .max_count(10000)
              .build())
          .base_attack(1.0f)
          .base_defence(1.0f)
          .combat_priority(100)
          .effect(Lists.newArrayList(
              new Design.Effect.Builder().type(Design.EffectType.SCOUT_SHIP).build(),
              new Design.Effect.Builder().type(Design.EffectType.FIGHTER_SHIP).build()))
          .fuel_cost_per_px(0.2f)
          .fuel_size(10)
          .image_url("scout.png")
          .speed_px_per_hour(4096.0f)
          .upgrades(Lists.newArrayList(
              new Design.Upgrade.Builder()
                  .type(Design.UpgradeType.CLOAK)
                  .display_name("Cloak")
                  .description(
                      "<p>Adding a cloaking device to a scout makes it invisible to enemy radar."
                      + " Additionally, if you set the scout's stance to \"Neutral\" or"
                      + " \"Passive\", it will remain <em>undetected</em> around enemy stars.</p>")
                  .build_cost(new Design.BuildCost.Builder()
                      .minerals(20)
                      .population(50)
                      .build())
                  .dependencies(Lists.newArrayList(
                      new Design.Dependency.Builder()
                          .type(Design.DesignType.SHIPYARD)
                          .level(1)
                          .build()))
                  .image_url("cloak.png")
                  .build()
          ))
          .build(),

      new Design.Builder()
          .type(Design.DesignType.FIGHTER)
          .design_kind(Design.DesignKind.SHIP)
          .display_name("Fighter")<commit_msg>Update the fuel of the scouts a bit.<commit_after>package au.com.codeka.warworlds.common.sim;

import com.google.common.collect.Lists;

import au.com.codeka.warworlds.common.proto.Design;
import au.com.codeka.warworlds.common.proto.Designs;

/** Holder class that just holds all the design definitions. */
public class DesignDefinitions {
  /** The list of all designs in the game. */
  public static final Designs designs = new Designs.Builder().designs(Lists.newArrayList(
      new Design.Builder()
          .type(Design.DesignType.COLONY_SHIP)
          .design_kind(Design.DesignKind.SHIP)
          .display_name("Colony Ship")
          .description(
              "<p>The colony ship is what you'll need to colonize remote planets. They'll carry 100"
                  + " of your colony's population to a brave new world.</p>"
                  + " <p>Colony ships are single-use. The ship is destroyed once a planet is"
                  + " colonized.</p>")
          .dependencies(Lists.newArrayList(
              new Design.Dependency.Builder().type(Design.DesignType.SHIPYARD).level(1).build()))
          .build_cost(new Design.BuildCost.Builder()
              .minerals(100)
              .population(1000)
              .max_count(100)
              .build())
          .base_attack(1.0f)
          .base_defence(1.0f)
          .combat_priority(100)
          .effect(Lists.newArrayList(
              new Design.Effect.Builder().type(Design.EffectType.FIGHTER_SHIP).build()))
          .fuel_cost_per_px(3.5f)
          .fuel_size(700)
          .image_url("colony.png")
          .speed_px_per_hour(128.0f)
          .upgrades(Lists.newArrayList(
              new Design.Upgrade.Builder()
                  .type(Design.UpgradeType.CRYOGENICS)
                  .display_name("Cryogenic Chamber")
                  .description(
                      "<p>The cryogenic chamber means colonists are put to sleep during the voyage"
                      + " to the next planet. This allows for a larger number of colonists to be"
                      + " deployed, increasing the number of initial colonists from 100 to"
                      + " 400.</p>")
                  .build_cost(new Design.BuildCost.Builder()
                      .minerals(2000)
                      .population(20000)
                      .build())
                  .dependencies(Lists.newArrayList(
                      new Design.Dependency.Builder()
                          .type(Design.DesignType.SHIPYARD)
                          .level(1)
                          .build()))
                  .image_url("cryogenics.png")
                  .build()
          ))
          .build(),

      new Design.Builder()
          .type(Design.DesignType.SCOUT)
          .design_kind(Design.DesignKind.SHIP)
          .display_name("Scout")
          .description(
              "<p>Scouts are small, fast ships with no attack capability (and not much in the way"
              + " of defensive capabilities, either). What they <em>are</em> good at, though, is"
              + " getting in and out of enemy star-systems and reporting back what they found.</p>")
          .dependencies(Lists.newArrayList(
              new Design.Dependency.Builder().type(Design.DesignType.SHIPYARD).level(1).build()))
          .build_cost(new Design.BuildCost.Builder()
              .minerals(2)
              .population(5)
              .max_count(10000)
              .build())
          .base_attack(1.0f)
          .base_defence(1.0f)
          .combat_priority(100)
          .effect(Lists.newArrayList(
              new Design.Effect.Builder().type(Design.EffectType.SCOUT_SHIP).build(),
              new Design.Effect.Builder().type(Design.EffectType.FIGHTER_SHIP).build()))
          .fuel_cost_per_px(0.02f)
          .fuel_size(100)
          .image_url("scout.png")
          .speed_px_per_hour(4096.0f)
          .upgrades(Lists.newArrayList(
              new Design.Upgrade.Builder()
                  .type(Design.UpgradeType.CLOAK)
                  .display_name("Cloak")
                  .description(
                      "<p>Adding a cloaking device to a scout makes it invisible to enemy radar."
                      + " Additionally, if you set the scout's stance to \"Neutral\" or"
                      + " \"Passive\", it will remain <em>undetected</em> around enemy stars.</p>")
                  .build_cost(new Design.BuildCost.Builder()
                      .minerals(20)
                      .population(50)
                      .build())
                  .dependencies(Lists.newArrayList(
                      new Design.Dependency.Builder()
                          .type(Design.DesignType.SHIPYARD)
                          .level(1)
                          .build()))
                  .image_url("cloak.png")
                  .build()
          ))
          .build(),

      new Design.Builder()
          .type(Design.DesignType.FIGHTER)
          .design_kind(Design.DesignKind.SHIP)
          .display_name("Fighter")
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