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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21
bin/test/data/config/unlocks.toml
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21
bin/test/data/config/unlocks.toml
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# Unlock groups for the test config (REQ-LOCK-EXPLICIT). Mirrors the previous
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# per-item gating: repair_ship, quick_circuit, advanced_circuit start locked and
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# are awarded via defence station drops. exotic_alloy is intentionally NOT here:
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# it stays implicitly gated (its output/inputs are unreachable), so it is never
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# unlocked. premium_circuit uses unlocked_at_start in recipes.toml. Everything
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# else (interceptor, destroyer, salvage_ship, all modules) starts unlocked.
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[[unlock]]
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id = "repair_ship"
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station_level = 0
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ships = ["repair_ship"]
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[[unlock]]
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id = "quick_circuit"
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station_level = 0
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recipes = ["quick_circuit"]
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[[unlock]]
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id = "advanced_circuit"
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station_level = 1
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recipes = ["advanced_circuit"]
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