Add artifact win condition (#3)
Reviewed-on: #3 Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com> Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
This commit was merged in pull request #3.
This commit is contained in:
@@ -141,6 +141,8 @@ void Simulation::reset(unsigned int seed)
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m_nextBuildingId = 1;
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m_buildingBlocksStock = m_config.world.startingBuildingBlocks;
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m_gameOver = false;
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m_isWon = false;
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m_artifactCount = 0;
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m_hqBuildingId = kInvalidBuildingId;
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m_hqProxyEntity = entt::null;
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m_playerStation1Entity = entt::null;
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@@ -677,7 +679,14 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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if (pool.empty()) { return; }
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const int numChoices = std::min(static_cast<int>(pool.size()), 3);
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const double artifactChance = std::clamp(
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m_config.world.artifacts.artifactChanceFormula.evaluate(
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static_cast<double>(destroyedStationLevel)),
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0.0, 1.0);
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std::uniform_real_distribution<double> realDist(0.0, 1.0);
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const bool artifactRolled = realDist(m_rng) < artifactChance;
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const int numChoices = std::min(static_cast<int>(pool.size()), artifactRolled ? 2 : 3);
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m_pendingSchematicChoices.clear();
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const std::set<std::string> currentShipIds = getUnlockedShipSchematicIds();
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@@ -750,6 +759,17 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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m_pendingSchematicChoices.push_back(option);
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}
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if (artifactRolled)
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{
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SchematicChoiceOption artifactOption;
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artifactOption.schematicId = "";
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artifactOption.type = SchematicType::Artifact;
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artifactOption.displayName = "Artifact";
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artifactOption.isNewUnlock = false;
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artifactOption.targetLevel = 0;
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m_pendingSchematicChoices.push_back(std::move(artifactOption));
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}
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}
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void Simulation::applySchematicChoice(int choiceIndex)
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@@ -757,6 +777,17 @@ void Simulation::applySchematicChoice(int choiceIndex)
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assert(choiceIndex >= 0 && choiceIndex < static_cast<int>(m_pendingSchematicChoices.size()));
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const SchematicChoiceOption& chosen = m_pendingSchematicChoices[static_cast<std::size_t>(choiceIndex)];
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if (chosen.type == SchematicType::Artifact)
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{
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m_artifactCount += 1;
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if (m_artifactCount >= m_config.world.artifacts.artifactWinCount)
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{
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m_isWon = true;
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}
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m_pendingSchematicChoices.clear();
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return;
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}
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if (chosen.type == SchematicType::Recipe)
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{
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m_unlockedRecipeSchematicIds.insert(chosen.schematicId);
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@@ -961,6 +992,8 @@ unsigned long long Simulation::computeStateChecksum() const
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hasher.append(m_nextBuildingId);
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hasher.append(m_buildingBlocksStock);
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hasher.append(m_gameOver);
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hasher.append(m_isWon);
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hasher.append(m_artifactCount);
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// WaveSystem scalar state, reached through existing accessors.
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hasher.append(threatLevel());
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@@ -1074,6 +1107,16 @@ bool Simulation::isGameOver() const
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return m_gameOver;
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}
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bool Simulation::isWon() const
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{
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return m_isWon;
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}
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int Simulation::artifactCount() const
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{
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return m_artifactCount;
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}
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double Simulation::threatLevel() const
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{
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return m_waveSystem->threatLevel();
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@@ -73,6 +73,8 @@ public:
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unsigned int getSeed() const;
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int buildingBlocksStock() const;
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bool isGameOver() const;
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bool isWon() const;
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int artifactCount() const;
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double threatLevel() const;
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double threatAccumulationRate() const;
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double maxFactoryProductionThreatRate() const;
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@@ -165,7 +167,9 @@ private:
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Tick m_nextDepartureTick;
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BuildingId m_nextBuildingId;
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int m_buildingBlocksStock;
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bool m_gameOver = false;
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bool m_gameOver = false;
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bool m_isWon = false;
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int m_artifactCount = 0;
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// Pre-placed structure IDs.
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BuildingId m_hqBuildingId; // Building id (for belt integration)
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