Remove schematic upgrades and module and ship levels
This commit is contained in:
@@ -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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