Implement config-driven unlock groups
Lift unlocking into first-class unlock groups defined in unlocks.toml, so one defence-station drop can grant a bundle of ships/modules/buildings/ recipes at once (e.g. the salvager module + salvage bay), and buildings can now be locked at game start and unlocked via a drop. Config: - New UnlocksConfig + ConfigLoader::loadUnlocks + validateUnlocks (unknown/ duplicate/non-assembler grants, unknown requires, empty group all fail load). - Drop unlock_at_station_level/unlock_requires from ship/module/recipe defs; add unlocked_at_start bool to recipes for graph-unreachable base recipes. Simulation: - Track awarded groups + per-building unlock state; an item starts unlocked iff no group grants it. Rework generateSchematicChoices/applySchematicChoice to operate on groups (grant all members at once). Extend state checksum. - isBuildingUnlocked query; tryPlaceBuilding rejects locked types. UI: - Build-menu buttons for locked buildings start hidden, revealed via a new UnlockedBuildingsChangedEvent (emitted from GameWorldView's poll loop). - Schematic choice dialog lists a group's granted items. - Blueprint placement excludes locked building types (REQ-LOCK-UI-BLUEPRINT). Data: unlocks.toml (app + test) reproduces the prior per-item gates as singleton groups and adds salvage_operations (salvager + salvage_bay, lvl 1) and reprocessing (reprocessing_plant, lvl 2). Tests: rewrote unlock/config/recipe-schematic/artifact/wave/shipyard tests for the group model; added UnlockGroupTest. All 443 cases pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
This commit is contained in:
@@ -4,10 +4,9 @@
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# content; stats, materials, and production times are placeholders until the
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# recipe and balancing passes.
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#
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# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending
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# the balancing pass. The capital hulls are the exception: battleship is gated
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# to station level 1, and dreadnought (level 2) requires battleship to be
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# unlocked first (unlock_requires) — a demonstration of the prerequisite chain.
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# Unlock gating is defined in unlocks.toml, not here (REQ-LOCK-EXPLICIT): a ship
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# id granted by an unlock group starts locked and is awarded via a defence
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# station drop; ids absent from unlocks.toml (drone, frigate) start unlocked.
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#
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# Size classes:
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# xs drone 1 cell — exactly one 1x1 module
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@@ -22,7 +21,6 @@
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[[ship]]
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id = "drone"
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unlock_at_station_level = -1
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layout = ["O"]
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default_modules = [{type = "railgun_s", x = 0, y = 0, rotation = "east"}]
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@@ -49,7 +47,6 @@ sensor_range_m = 150
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# L-shaped weapon modifier, or an afterburner spanning the full center line.
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[[ship]]
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id = "frigate"
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unlock_at_station_level = -1
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layout = [
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"XOX",
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"OOO",
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@@ -84,7 +81,6 @@ sensor_range_m = 200
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# mount medium hardware.
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[[ship]]
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id = "destroyer"
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unlock_at_station_level = 0
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layout = [
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"OXOXO",
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"OOOOO",
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@@ -120,7 +116,6 @@ sensor_range_m = 220
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# supports; no 3x3 area exists for an l gun.
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[[ship]]
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id = "cruiser"
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unlock_at_station_level = 2
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layout = [
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"XOOX",
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"OOOO",
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@@ -158,8 +153,6 @@ sensor_range_m = 250
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# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
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[[ship]]
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id = "battlecruiser"
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unlock_at_station_level = 4
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unlock_requires = ["cruiser"]
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layout = [
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"OOXXOO",
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"OOOOOO",
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@@ -201,8 +194,6 @@ sensor_range_m = 260
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# so no 2x6 drone hangar fits.
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[[ship]]
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id = "battleship"
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unlock_at_station_level = 6
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unlock_requires = ["battlecruiser"]
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layout = [
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"XOOOOX",
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"OOOOOO",
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@@ -244,8 +235,6 @@ sensor_range_m = 280
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# stay the only hangar hull. Bow and stern strips hold supports.
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[[ship]]
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id = "dreadnought"
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unlock_at_station_level = 8
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unlock_requires = ["battleship"]
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layout = [
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"XXXOOOOOXXX",
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"OOOXOOOXOOO",
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@@ -288,8 +277,6 @@ sensor_range_m = 300
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# the lower decks hold supports and 2x2 point-defense m guns.
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[[ship]]
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id = "carrier"
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unlock_at_station_level = 9
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unlock_requires = ["battleship"]
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layout = [
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"XOOOOOOOOX",
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"OOOOOOOOOO",
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