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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@@ -32,14 +32,12 @@ struct RecipeDef
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std::vector<RecipeIngredient> inputs;
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std::vector<RecipeOutput> outputs;
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double durationSeconds;
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// Assembler only. nullopt = implicit-only locking. -1 = explicitly unlocked
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// at game start. >= 0 = locked; schematic enters drop pool at that station
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// level once the output item is implicitly unlocked (REQ-LOCK-EXPLICIT).
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std::optional<int> unlockAtStationLevel;
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// Assembler recipe schematics only. Prerequisite schematic ids that must be
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// explicitly unlocked before this schematic can enter the drop pool
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// (REQ-LOCK-PREREQ). Empty = none.
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std::vector<std::string> unlockRequires;
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// Assembler only. When true, this recipe is available from game start
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// regardless of the implicit item graph — used for base recipes that no
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// schematic's materials reach (e.g. building blocks). See REQ-LOCK-IMPLICIT.
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// Otherwise an assembler recipe is either explicitly gated (granted by an
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// unlock group, REQ-LOCK-EXPLICIT) or implicitly gated via the item graph.
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bool unlockedAtStart = false;
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};
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struct RecipesConfig
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