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
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@@ -43,7 +43,7 @@ duration_seconds = 4.0
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[[recipe]]
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id = "premium_circuit"
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building = "assembler"
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unlock_at_station_level = -1
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unlocked_at_start = true
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inputs = [{item = "circuit_board", amount = 1}]
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outputs = [{item = "premium_circuit", amount = 1}]
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duration_seconds = 8.0
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@@ -51,7 +51,6 @@ duration_seconds = 8.0
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[[recipe]]
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id = "quick_circuit"
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building = "assembler"
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unlock_at_station_level = 0
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inputs = [{item = "copper_ingot", amount = 3}]
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outputs = [{item = "circuit_board", amount = 1}]
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duration_seconds = 3.0
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@@ -59,7 +58,6 @@ duration_seconds = 3.0
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[[recipe]]
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id = "advanced_circuit"
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building = "assembler"
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unlock_at_station_level = 1
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inputs = [{item = "iron_ingot", amount = 5}]
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outputs = [{item = "circuit_board", amount = 1}]
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duration_seconds = 6.0
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@@ -67,7 +65,6 @@ duration_seconds = 6.0
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[[recipe]]
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id = "exotic_alloy"
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building = "assembler"
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unlock_at_station_level = 0
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inputs = [{item = "exotic_ore", amount = 2}]
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outputs = [{item = "exotic_alloy", amount = 1}]
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duration_seconds = 10.0
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