add UnlockState class for schematic/unlock bookkeeping

Simulation.h/.cpp had grown a large block of schematic/unlock state
(containers, the implicit-unlock traversal, checksum folding) that has
nothing to do with tick orchestration. Split it into its own class so
Simulation stays legible as "tick orchestration + subsystem handles".

This commit only adds the new UnlockState.h/.cpp (registered in
CMakeLists.txt) with the containers, types, and logic moved in
verbatim; nothing references it yet, so this is a no-op for behavior.
Simulation is wired to use it in the next commit.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
This commit is contained in:
2026-08-04 14:09:28 +02:00
parent 2c9433cea6
commit 0a3288d1d1
3 changed files with 483 additions and 0 deletions

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@@ -19,6 +19,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.h ${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.h
${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.h ${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.h
${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.h ${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.h
${CMAKE_CURRENT_SOURCE_DIR}/UnlockState.h
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.h ${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.h
PARENT_SCOPE PARENT_SCOPE
) )
@@ -40,6 +41,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.cpp ${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/UnlockState.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.cpp ${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.cpp
PARENT_SCOPE PARENT_SCOPE
) )

352
src/lib/sim/UnlockState.cpp Normal file
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@@ -0,0 +1,352 @@
#include "UnlockState.h"
#include <algorithm>
#include "DisplayName.h"
#include "StateChecksum.h"
UnlockState::UnlockState(const GameConfig& config)
: m_config(config)
{
}
void UnlockState::initializeUnlockState()
{
// Cache the ids granted by some unlock group (REQ-LOCK-EXPLICIT); an item
// starts locked iff it is granted by a group.
m_grantedShipIds.clear();
m_grantedModuleIds.clear();
m_grantedBuildingIds.clear();
m_grantedRecipeIds.clear();
for (const UnlockGroupDef& group : m_config.unlocks.groups)
{
m_grantedShipIds.insert(group.ships.begin(), group.ships.end());
m_grantedModuleIds.insert(group.modules.begin(), group.modules.end());
m_grantedBuildingIds.insert(group.buildings.begin(), group.buildings.end());
m_grantedRecipeIds.insert(group.recipes.begin(), group.recipes.end());
}
m_awardedUnlockGroupIds.clear();
m_schematicLevels.clear();
for (const ShipDef& def : m_config.ships.ships)
{
SchematicState state;
state.unlocked = (m_grantedShipIds.count(def.id) == 0);
m_schematicLevels[def.id] = state;
}
m_moduleSchematicLevels.clear();
for (const ModuleDef& def : m_config.modules.modules)
{
SchematicState state;
state.unlocked = (m_grantedModuleIds.count(def.id) == 0);
m_moduleSchematicLevels[def.id] = state;
}
m_buildingLevels.clear();
for (const BuildingDef& def : m_config.buildings.buildings)
{
SchematicState state;
state.unlocked = (m_grantedBuildingIds.count(def.id) == 0);
m_buildingLevels[def.id] = state;
}
// Gated assembler recipes start locked; unlocked_at_start recipes are handled
// in the REQ-LOCK-IMPLICIT traversal, not tracked here.
m_unlockedRecipeSchematicIds.clear();
recomputeUnlocked();
}
bool UnlockState::isSchematicUnlocked(const std::string& shipId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return false;
}
return it->second.unlocked;
}
bool UnlockState::isModuleSchematicUnlocked(const std::string& moduleId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_moduleSchematicLevels.find(moduleId);
if (it == m_moduleSchematicLevels.end())
{
return false;
}
return it->second.unlocked;
}
bool UnlockState::isRecipeUnlocked(const std::string& recipeId) const
{
return m_unlockedRecipeIds.count(recipeId) > 0;
}
bool UnlockState::isItemUnlocked(const std::string& itemId) const
{
return m_unlockedItemIds.count(itemId) > 0;
}
bool UnlockState::isBuildingUnlocked(BuildingType type) const
{
const BuildingDef* def = m_config.buildings.findBuildingDef(type);
if (def == nullptr)
{
// Types without a config entry (e.g. HQ, defence stations) are unrestricted.
return true;
}
const std::map<std::string, SchematicState>::const_iterator it =
m_buildingLevels.find(def->id);
return it == m_buildingLevels.end() ? true : it->second.unlocked;
}
bool UnlockState::isUnlockGroupAwarded(const std::string& groupId) const
{
return m_awardedUnlockGroupIds.count(groupId) > 0;
}
bool UnlockState::prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const
{
// A prerequisite is satisfied only once the named unlock group has been
// awarded (REQ-LOCK-PREREQ).
for (const std::string& groupId : requiredGroupIds)
{
if (m_awardedUnlockGroupIds.count(groupId) == 0) { return false; }
}
return true;
}
SchematicChoiceOption UnlockState::makeUnlockOption(const UnlockGroupDef& group) const
{
SchematicChoiceOption option;
option.isArtifact = false;
option.unlockGroupId = group.id;
option.displayName = toDisplayName(group.id);
for (const std::string& id : group.ships)
{
option.grantedItems.push_back({SchematicType::Ship, id, toDisplayName(id)});
}
for (const std::string& id : group.modules)
{
option.grantedItems.push_back({SchematicType::Module, id, toDisplayName(id)});
}
for (const std::string& id : group.buildings)
{
option.grantedItems.push_back({SchematicType::Building, id, toDisplayName(id)});
}
for (const std::string& id : group.recipes)
{
option.grantedItems.push_back({SchematicType::Recipe, id, toDisplayName(id)});
}
// REQ-DEF-SCHEMATIC-DROP: preview recipes newly implicitly unlocked by
// awarding this whole group. Seed the hypothetical explicit-unlock sets with
// every grant (ship + module materials via step 1a, recipe outputs via step
// 1b), then diff against the current implicit set.
std::set<std::string> hypotheticalShipIds = getUnlockedShipSchematicIds();
std::set<std::string> hypotheticalModuleIds = getUnlockedModuleSchematicIds();
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
for (const std::string& id : group.ships) { hypotheticalShipIds.insert(id); }
for (const std::string& id : group.modules) { hypotheticalModuleIds.insert(id); }
for (const std::string& id : group.recipes) { hypotheticalRecipeSchematicIds.insert(id); }
const UnlockedSets hypothetical = computeUnlockedSets(
hypotheticalShipIds, hypotheticalModuleIds, hypotheticalRecipeSchematicIds);
option.newlyUnlockedRecipeIds = computeNewlyUnlockedRecipeIds(hypothetical);
return option;
}
void UnlockState::awardUnlockGroup(const SchematicChoiceOption& chosen)
{
// Award the whole unlock group (REQ-DEF-SCHEMATIC-DROP): unlock every granted
// ship, module, building, and assembler recipe at once.
m_awardedUnlockGroupIds.insert(chosen.unlockGroupId);
for (const GrantedSchematic& grant : chosen.grantedItems)
{
switch (grant.type)
{
case SchematicType::Ship: m_schematicLevels.at(grant.id).unlocked = true; break;
case SchematicType::Module: m_moduleSchematicLevels.at(grant.id).unlocked = true; break;
case SchematicType::Building: m_buildingLevels.at(grant.id).unlocked = true; break;
case SchematicType::Recipe: m_unlockedRecipeSchematicIds.insert(grant.id); break;
}
}
recomputeUnlocked();
}
// ---------------------------------------------------------------------------
// Implicit unlock computation (REQ-LOCK-IMPLICIT)
// ---------------------------------------------------------------------------
void UnlockState::recomputeUnlocked()
{
const UnlockedSets result = computeUnlockedSets(
getUnlockedShipSchematicIds(), getUnlockedModuleSchematicIds(), m_unlockedRecipeSchematicIds);
m_unlockedItemIds = result.itemIds;
m_unlockedRecipeIds = result.recipeIds;
}
std::set<std::string> UnlockState::getUnlockedShipSchematicIds() const
{
std::set<std::string> ids;
for (const auto& [id, state] : m_schematicLevels)
{
if (state.unlocked) { ids.insert(id); }
}
return ids;
}
std::set<std::string> UnlockState::getUnlockedModuleSchematicIds() const
{
std::set<std::string> ids;
for (const auto& [id, state] : m_moduleSchematicLevels)
{
if (state.unlocked) { ids.insert(id); }
}
return ids;
}
UnlockState::UnlockedSets UnlockState::computeUnlockedSets(
const std::set<std::string>& unlockedShipSchematicIds,
const std::set<std::string>& unlockedModuleSchematicIds,
const std::set<std::string>& unlockedRecipeSchematicIds) const
{
UnlockedSets result;
for (const ShipDef& def : m_config.ships.ships)
{
if (unlockedShipSchematicIds.count(def.id) == 0) { continue; }
for (const RecipeIngredient& mat : def.schematic.materials)
{
result.itemIds.insert(mat.item);
}
}
for (const ModuleDef& def : m_config.modules.modules)
{
if (unlockedModuleSchematicIds.count(def.id) == 0) { continue; }
for (const RecipeIngredient& mat : def.materials)
{
result.itemIds.insert(mat.item);
}
}
for (const RecipeDef& def : m_config.recipes.recipes)
{
// An assembler recipe seeds the base set when it is explicitly available:
// flagged unlocked_at_start (base recipes the graph can't reach), or a
// gated recipe whose unlock group has been awarded (REQ-LOCK-EXPLICIT).
if (def.building == BuildingType::Assembler
&& (def.unlockedAtStart || unlockedRecipeSchematicIds.count(def.id) > 0))
{
for (const RecipeOutput& out : def.outputs)
{
result.itemIds.insert(out.item);
}
}
}
bool changed = true;
while (changed)
{
changed = false;
for (const RecipeDef& recipe : m_config.recipes.recipes)
{
if (recipe.building != BuildingType::Miner
&& recipe.building != BuildingType::Smelter
&& recipe.building != BuildingType::Assembler)
{
continue;
}
// Skip a gated assembler recipe (granted by an unlock group) whose
// group has not yet been awarded (REQ-LOCK-IMPLICIT step 2).
if (recipe.building == BuildingType::Assembler
&& m_grantedRecipeIds.count(recipe.id) > 0
&& unlockedRecipeSchematicIds.count(recipe.id) == 0)
{
continue;
}
bool producesUnlocked = false;
for (const RecipeOutput& out : recipe.outputs)
{
if (result.itemIds.count(out.item) > 0)
{
producesUnlocked = true;
break;
}
}
if (!producesUnlocked) { continue; }
if (recipe.building == BuildingType::Miner
|| recipe.building == BuildingType::Assembler)
{
result.recipeIds.insert(recipe.id);
}
for (const RecipeIngredient& ing : recipe.inputs)
{
if (result.itemIds.insert(ing.item).second)
{
changed = true;
}
}
}
}
return result;
}
std::vector<std::string> UnlockState::computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const
{
std::vector<std::string> recipeIds;
for (const std::string& recipeId : hypothetical.recipeIds)
{
if (m_unlockedRecipeIds.count(recipeId) > 0) { continue; }
recipeIds.push_back(recipeId);
}
std::sort(recipeIds.begin(), recipeIds.end(),
[](const std::string& lhs, const std::string& rhs)
{
return toDisplayName(lhs) < toDisplayName(rhs);
});
return recipeIds;
}
// ---------------------------------------------------------------------------
// Determinism (see docs/replay_design.md)
// ---------------------------------------------------------------------------
void UnlockState::appendSchematicMap(Hasher& hasher,
const std::map<std::string, SchematicState>& levels)
{
hasher.append(levels.size());
for (const std::pair<const std::string, SchematicState>& entry : levels)
{
hasher.append(entry.first);
hasher.append(entry.second.unlocked);
}
}
void UnlockState::appendStringSet(Hasher& hasher, const std::set<std::string>& ids)
{
hasher.append(ids.size());
for (const std::string& id : ids)
{
hasher.append(id);
}
}
void UnlockState::appendChecksum(Hasher& hasher) const
{
appendSchematicMap(hasher, m_schematicLevels);
appendSchematicMap(hasher, m_moduleSchematicLevels);
appendSchematicMap(hasher, m_buildingLevels);
appendStringSet(hasher, m_awardedUnlockGroupIds);
appendStringSet(hasher, m_unlockedRecipeSchematicIds);
appendStringSet(hasher, m_unlockedRecipeIds);
appendStringSet(hasher, m_unlockedItemIds);
}

129
src/lib/sim/UnlockState.h Normal file
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@@ -0,0 +1,129 @@
#pragma once
#include <map>
#include <set>
#include <string>
#include <vector>
#include "BuildingType.h"
#include "GameConfig.h"
#include "SchematicChoiceOption.h"
class Hasher;
// Owns schematic/unlock bookkeeping for one run: which ship, module, and
// building schematics are unlocked (REQ-LOCK-EXPLICIT), which assembler recipe
// schematics have been explicitly granted, and the implicit recipe/item unlock
// sets derived from that state (REQ-LOCK-IMPLICIT). Reads config the same way
// BuildingSystem does (a bound const reference to Simulation::m_config, which is
// safe across restart because that member's storage address never changes —
// reset() move-assigns into it rather than replacing it).
//
// Simulation forwards its isXUnlocked-style public queries here and drives
// state changes (awarding an unlock group) here; the RNG-touching schematic
// choice generation itself stays in Simulation (call ordering of m_rng is the
// determinism backbone and must not move).
class UnlockState
{
public:
explicit UnlockState(const GameConfig& config);
// Builds the granted-id sets and initializes all per-item unlock maps from
// them (shared by the constructor and Simulation::reset). Ends with
// recomputeUnlocked().
void initializeUnlockState();
// Ship schematic state query.
bool isSchematicUnlocked(const std::string& shipId) const;
// Module schematic state query.
bool isModuleSchematicUnlocked(const std::string& moduleId) const;
// Implicit recipe/item unlock queries (REQ-LOCK-IMPLICIT).
bool isRecipeUnlocked(const std::string& recipeId) const;
bool isItemUnlocked(const std::string& itemId) const;
// Building unlock query (REQ-LOCK-BUILDING). True if the building type is not
// gated by any unlock group, or its granting group has been awarded.
bool isBuildingUnlocked(BuildingType type) const;
// True if the unlock group has already been awarded to the player.
bool isUnlockGroupAwarded(const std::string& groupId) const;
// True if every prerequisite unlock group has been awarded (REQ-LOCK-PREREQ).
bool prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const;
// Builds a schematic choice option for one unlock group (REQ-DEF-SCHEMATIC-DROP).
SchematicChoiceOption makeUnlockOption(const UnlockGroupDef& group) const;
// Awards the unlock group backing `chosen` (REQ-DEF-SCHEMATIC-DROP): marks
// every granted ship/module/building schematic unlocked, records granted
// recipe schematics, marks the group as awarded, and recomputes the implicit
// unlock sets. Mirrors the non-artifact branch of the original
// Simulation::applySchematicChoice exactly; callers still special-case
// chosen.isArtifact themselves before calling this.
void awardUnlockGroup(const SchematicChoiceOption& chosen);
// Determinism helper (see Simulation::computeStateChecksum): folds unlock
// state into the hasher via the same seven calls, in the same order, that
// used to live at the Simulation::computeStateChecksum call site.
void appendChecksum(Hasher& hasher) const;
private:
// Schematic unlock state (REQ-DEF-SCHEMATIC-DROP).
struct SchematicState
{
bool unlocked;
};
// Recomputes m_unlockedRecipeIds and m_unlockedItemIds from current schematic state.
void recomputeUnlocked();
// Result of the REQ-LOCK-IMPLICIT traversal.
struct UnlockedSets
{
std::set<std::string> itemIds;
std::set<std::string> recipeIds;
};
// Pure REQ-LOCK-IMPLICIT traversal given hypothetical explicit-unlock sets.
UnlockedSets computeUnlockedSets(const std::set<std::string>& unlockedShipSchematicIds,
const std::set<std::string>& unlockedModuleSchematicIds,
const std::set<std::string>& unlockedRecipeSchematicIds) const;
// Current explicit-unlock id sets, derived from m_schematicLevels / m_moduleSchematicLevels.
std::set<std::string> getUnlockedShipSchematicIds() const;
std::set<std::string> getUnlockedModuleSchematicIds() const;
// Ids (sorted alphabetically by display name) of the recipes in
// hypothetical.recipeIds that are not yet in m_unlockedRecipeIds.
std::vector<std::string> computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const;
// Determinism helpers — fold sub-state into the hasher in deterministic order.
static void appendSchematicMap(Hasher& hasher,
const std::map<std::string, SchematicState>& levels);
static void appendStringSet(Hasher& hasher, const std::set<std::string>& ids);
const GameConfig& m_config;
std::map<std::string, SchematicState> m_schematicLevels;
std::map<std::string, SchematicState> m_moduleSchematicLevels;
std::map<std::string, SchematicState> m_buildingLevels;
// Unlock groups awarded so far (REQ-LOCK-EXPLICIT). Group ids.
std::set<std::string> m_awardedUnlockGroupIds;
// Ids granted by some unlock group, per kind — cached from config at init.
// An item starts locked iff it appears in the corresponding set.
std::set<std::string> m_grantedShipIds;
std::set<std::string> m_grantedModuleIds;
std::set<std::string> m_grantedBuildingIds;
std::set<std::string> m_grantedRecipeIds;
// Explicitly unlocked assembler recipe schematics (REQ-LOCK-EXPLICIT).
std::set<std::string> m_unlockedRecipeSchematicIds;
// Implicit unlock sets derived from schematic state (REQ-LOCK-IMPLICIT).
std::set<std::string> m_unlockedRecipeIds;
std::set<std::string> m_unlockedItemIds;
};