Remove schematic upgrades and module and ship levels
This commit is contained in:
@@ -17,9 +17,7 @@
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ShipStats calculateShipStats(const GameConfig& config,
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const std::string& shipId,
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int level,
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const std::vector<PlacedModule>& modules,
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const std::map<std::string, int>& moduleLevelOverrides)
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const std::vector<PlacedModule>& modules)
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{
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ShipStats result{};
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@@ -39,24 +37,20 @@ ShipStats calculateShipStats(const GameConfig& config,
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return nullptr;
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};
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const double x = static_cast<double>(level);
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const double tileSize = config.world.tileSize_m;
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// --- Base hull stats (convert from SI to display units) ------------------
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result.hp = static_cast<float>(
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shipDef->health.hpFormula.evaluate(x));
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result.hp = shipDef->health.hp;
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result.maxSpeed_tps = static_cast<float>(
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shipDef->movement.speedFormula.evaluate(x) / tileSize);
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shipDef->movement.speed_mps / tileSize);
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result.sensorRange_tiles = static_cast<float>(
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shipDef->sensor.sensorRangeFormula.evaluate(x) / tileSize);
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shipDef->sensor.sensorRange_m / tileSize);
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result.mainAcceleration_tpss = static_cast<float>(
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shipDef->movement.mainAccelerationFormula.evaluate(x) / tileSize);
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shipDef->movement.mainAcceleration_mpss / tileSize);
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result.maneuveringAcceleration_tpss = static_cast<float>(
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shipDef->movement.maneuveringAccelerationFormula.evaluate(x) / tileSize);
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result.angularAcceleration_radpss = static_cast<float>(
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shipDef->movement.angularAccelerationFormula.evaluate(x));
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result.maxRotationSpeed_radps = static_cast<float>(
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shipDef->movement.maxRotationSpeedFormula.evaluate(x));
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shipDef->movement.maneuveringAcceleration_mpss / tileSize);
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result.angularAcceleration_radpss = shipDef->movement.angularAcceleration_radpss;
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result.maxRotationSpeed_radps = shipDef->movement.maxRotationSpeed_radps;
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// --- Pass 1: base capability stats per module instance -------------------
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struct WeaponInstance { float damage; float range_tiles; float rate_hz; };
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@@ -76,33 +70,29 @@ ShipStats calculateShipStats(const GameConfig& config,
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const ModuleDef* def = findModuleDef(pm.moduleId);
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if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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const auto overIt = moduleLevelOverrides.find(pm.moduleId);
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const double mx = static_cast<double>(
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overIt != moduleLevelOverrides.end() ? overIt->second : def->playerProductionLevel);
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if (def->weaponCapability)
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{
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WeaponInstance wi;
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wi.damage = static_cast<float>(def->weaponCapability->damageFormula.evaluate(mx));
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wi.range_tiles = static_cast<float>(def->weaponCapability->attackRangeFormula.evaluate(mx) / tileSize);
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wi.rate_hz = static_cast<float>(def->weaponCapability->attackRateFormula.evaluate(mx));
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wi.damage = def->weaponCapability->damage;
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wi.range_tiles = static_cast<float>(def->weaponCapability->attackRange_m / tileSize);
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wi.rate_hz = def->weaponCapability->attackRate_hz;
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weaponInstances.push_back(wi);
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}
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if (def->salvageCapability)
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{
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cargoCapacityBase += def->salvageCapability->cargoCapacityFormula.evaluate(mx);
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cargoCapacityBase += def->salvageCapability->cargoCapacity;
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SalvageInstance si;
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si.range_tiles = static_cast<float>(def->salvageCapability->collectionRangeFormula.evaluate(mx) / tileSize);
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si.rate = static_cast<float>(def->salvageCapability->collectionRateFormula.evaluate(mx));
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si.range_tiles = static_cast<float>(def->salvageCapability->collectionRange_m / tileSize);
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si.rate = def->salvageCapability->collectionRate_hz;
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salvageInstances.push_back(si);
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}
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if (def->repairCapability)
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{
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RepairInstance ri;
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ri.rate_hz = static_cast<float>(def->repairCapability->repairRateFormula.evaluate(mx));
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ri.amount_hp = static_cast<float>(def->repairCapability->repairAmountHpFormula.evaluate(mx));
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ri.range_tiles = static_cast<float>(def->repairCapability->repairRangeFormula.evaluate(mx) / tileSize);
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ri.rate_hz = def->repairCapability->repairRate_hz;
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ri.amount_hp = def->repairCapability->repairAmountHp;
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ri.range_tiles = static_cast<float>(def->repairCapability->repairRange_m / tileSize);
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repairInstances.push_back(ri);
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}
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}
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@@ -120,13 +110,9 @@ ShipStats calculateShipStats(const GameConfig& config,
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const ModuleDef* def = findModuleDef(pm.moduleId);
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if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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const auto overIt = moduleLevelOverrides.find(pm.moduleId);
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const double mx = static_cast<double>(
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overIt != moduleLevelOverrides.end() ? overIt->second : def->playerProductionLevel);
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for (const ModuleStatModifier& sm : def->statModifiers)
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{
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const double val = sm.formula.evaluate(mx);
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const double val = sm.value;
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const bool isWeaponStat = (sm.stat == "damage"
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|| sm.stat == "attack_range"
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@@ -51,9 +51,7 @@ struct ShipStats
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ShipStats calculateShipStats(const GameConfig& config,
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const std::string& shipId,
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int level,
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const std::vector<PlacedModule>& modules,
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const std::map<std::string, int>& moduleLevelOverrides = {});
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const std::vector<PlacedModule>& modules);
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ShipStats buildShipStatsFromEntity(const EntityAdmin& admin, entt::entity shipEntity);
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@@ -61,13 +61,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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{
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return;
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}
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std::map<std::string, int> moduleLevels;
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for (const auto& [mId, mState] : m_moduleSchematicLevels)
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{
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moduleLevels[mId] = mState.level;
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}
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
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moduleLevels);
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m_shipSystem->spawn(id, pos, /*isEnemy=*/false, layout);
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},
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[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
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m_rng);
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@@ -86,7 +80,6 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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{
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SchematicState state;
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state.unlocked = (def.unlockAtStationLevel == -1);
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state.level = (def.unlockAtStationLevel == -1) ? def.schematic.playerProductionLevel : 0;
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m_schematicLevels[def.id] = state;
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}
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@@ -95,7 +88,6 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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{
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SchematicState state;
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state.unlocked = (def.unlockAtStationLevel == -1);
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state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
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m_moduleSchematicLevels[def.id] = state;
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}
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@@ -167,13 +159,7 @@ void Simulation::reset(unsigned int seed)
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{
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return;
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}
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std::map<std::string, int> moduleLevels;
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for (const auto& [mId, mState] : m_moduleSchematicLevels)
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{
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moduleLevels[mId] = mState.level;
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}
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
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moduleLevels);
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m_shipSystem->spawn(id, pos, /*isEnemy=*/false, layout);
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},
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[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
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m_rng);
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@@ -192,7 +178,6 @@ void Simulation::reset(unsigned int seed)
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{
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SchematicState state;
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state.unlocked = (def.unlockAtStationLevel == -1);
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state.level = (def.unlockAtStationLevel == -1) ? def.schematic.playerProductionLevel : 0;
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m_schematicLevels[def.id] = state;
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}
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@@ -201,7 +186,6 @@ void Simulation::reset(unsigned int seed)
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{
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SchematicState state;
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state.unlocked = (def.unlockAtStationLevel == -1);
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state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
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m_moduleSchematicLevels[def.id] = state;
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}
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@@ -643,19 +627,21 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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struct PoolEntry { std::string id; DropType type; };
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std::vector<PoolEntry> pool;
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// Owned schematics leave the pool (REQ-DEF-SCHEMATIC-DROP): only offer
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// ship/module schematics that are gated to a station level in range and not
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// yet unlocked. Schematics with unlock_at_station_level -1 start unlocked, so
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// they are always owned and never eligible.
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for (const ShipDef& def : m_config.ships.ships)
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{
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if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
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{
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pool.push_back({def.id, DropType::Ship});
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}
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if (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; }
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if (m_schematicLevels.at(def.id).unlocked) { continue; }
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pool.push_back({def.id, DropType::Ship});
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}
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for (const ModuleDef& def : m_config.modules.modules)
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{
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if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
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{
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pool.push_back({def.id, DropType::Module});
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}
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if (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; }
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if (m_moduleSchematicLevels.at(def.id).unlocked) { continue; }
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pool.push_back({def.id, DropType::Module});
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}
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for (const RecipeDef& def : m_config.recipes.recipes)
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{
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@@ -704,23 +690,15 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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{
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option.type = SchematicType::Ship;
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option.displayName = toDisplayName(entry.id);
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const SchematicState& state = m_schematicLevels.at(entry.id);
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option.isNewUnlock = !state.unlocked;
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option.targetLevel = state.level + 1;
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}
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else if (entry.type == DropType::Module)
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{
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option.type = SchematicType::Module;
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option.displayName = toDisplayName(entry.id);
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const SchematicState& state = m_moduleSchematicLevels.at(entry.id);
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option.isNewUnlock = !state.unlocked;
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option.targetLevel = state.level + 1;
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}
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else
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{
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option.type = SchematicType::Recipe;
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option.isNewUnlock = true;
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option.targetLevel = 0;
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for (const RecipeDef& def : m_config.recipes.recipes)
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{
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if (def.id == entry.id && !def.outputs.empty())
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@@ -736,11 +714,11 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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std::set<std::string> hypotheticalModuleIds = currentModuleIds;
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std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
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if (entry.type == DropType::Ship && option.isNewUnlock)
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if (entry.type == DropType::Ship)
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{
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hypotheticalShipIds.insert(entry.id);
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}
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else if (entry.type == DropType::Module && option.isNewUnlock)
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else if (entry.type == DropType::Module)
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{
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hypotheticalModuleIds.insert(entry.id);
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}
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@@ -762,8 +740,6 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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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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@@ -794,7 +770,6 @@ void Simulation::applySchematicChoice(int choiceIndex)
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? m_moduleSchematicLevels.at(chosen.schematicId)
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: m_schematicLevels.at(chosen.schematicId);
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state.unlocked = true;
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state.level += 1;
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}
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recomputeUnlocked();
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@@ -957,7 +932,6 @@ void Simulation::appendSchematicMap(Hasher& hasher,
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{
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hasher.append(entry.first);
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hasher.append(entry.second.unlocked);
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hasher.append(entry.second.level);
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}
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}
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@@ -1050,7 +1024,6 @@ unsigned long long Simulation::computeStateChecksum() const
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[&hasher](entt::entity entity, const ShipIdentityComponent& c)
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{
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hasher.append(static_cast<std::uint32_t>(entity));
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hasher.append(c.level);
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hasher.append(c.schematicId);
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});
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@@ -1148,17 +1121,6 @@ Tick Simulation::normalGapRemainingTicks() const
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return m_waveSystem->normalGapRemainingTicks();
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}
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int Simulation::schematicLevel(const std::string& shipId) const
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{
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const std::map<std::string, SchematicState>::const_iterator it =
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m_schematicLevels.find(shipId);
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if (it == m_schematicLevels.end())
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{
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return 0;
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}
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return it->second.level;
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}
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bool Simulation::isSchematicUnlocked(const std::string& shipId) const
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{
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const std::map<std::string, SchematicState>::const_iterator it =
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@@ -1170,17 +1132,6 @@ bool Simulation::isSchematicUnlocked(const std::string& shipId) const
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return it->second.unlocked;
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}
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int Simulation::moduleSchematicLevel(const std::string& moduleId) const
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{
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const std::map<std::string, SchematicState>::const_iterator it =
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m_moduleSchematicLevels.find(moduleId);
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if (it == m_moduleSchematicLevels.end())
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{
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return 0;
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}
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return it->second.level;
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}
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bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
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{
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const std::map<std::string, SchematicState>::const_iterator it =
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@@ -83,12 +83,10 @@ public:
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Tick bossCountdownTicks() const;
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Tick normalGapRemainingTicks() const;
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// Ship schematic state queries.
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int schematicLevel(const std::string& shipId) const;
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// Ship schematic state query.
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bool isSchematicUnlocked(const std::string& shipId) const;
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// Module schematic state queries.
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int moduleSchematicLevel(const std::string& moduleId) const;
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// Module schematic state query.
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bool isModuleSchematicUnlocked(const std::string& moduleId) const;
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// Implicit recipe/item unlock queries (REQ-LOCK-IMPLICIT).
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@@ -182,7 +180,6 @@ private:
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struct SchematicState
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{
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bool unlocked;
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int level;
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};
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std::map<std::string, SchematicState> m_schematicLevels;
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std::map<std::string, SchematicState> m_moduleSchematicLevels;
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@@ -55,7 +55,7 @@ void WaveSystem::tickWaveScheduler(Tick currentTick, ShipSystem& ships,
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{
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if (currentTick >= entry.spawnAt)
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{
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ships.spawn(entry.schematicId, entry.level, entry.position,
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ships.spawn(entry.schematicId, entry.position,
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/*isEnemy=*/true, entry.layout);
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}
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else
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@@ -174,11 +174,7 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
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Tick currentTick,
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int worldHeightTiles)
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{
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const int shipLevel = std::max(1, static_cast<int>(
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m_config.world.waves.shipLevelFormula.evaluate(
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static_cast<double>(m_bossWaveCounter))));
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// Build eligible ship list with their costs at the current level.
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// Build eligible ship list with their (level-independent) threat costs.
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struct EligibleShip
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{
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std::string schematicId;
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@@ -242,7 +238,6 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
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SpawnEntry entry;
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entry.schematicId = chosen.schematicId;
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entry.level = shipLevel;
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entry.spawnAt = 0; // set below after all picks are done
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entry.position = QVector2D(xDist(m_rng),
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static_cast<float>(yDist(m_rng)) + 0.5f);
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@@ -59,7 +59,6 @@ private:
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struct SpawnEntry
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{
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std::string schematicId;
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int level;
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Tick spawnAt;
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QVector2D position;
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ShipLayoutConfig layout;
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