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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@@ -1,5 +1,7 @@
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#include "catch.hpp"
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#include <algorithm>
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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@@ -20,11 +22,24 @@ static GameConfig loadConfig()
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return ConfigLoader::loadFromDirectory(CONFIG_DIR);
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}
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// A ship starts unlocked iff no unlock group grants it (REQ-LOCK-EXPLICIT).
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static bool startsUnlocked(const GameConfig& cfg, const std::string& shipId)
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{
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for (const UnlockGroupDef& group : cfg.unlocks.groups)
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{
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if (std::find(group.ships.begin(), group.ships.end(), shipId) != group.ships.end())
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{
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return false;
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}
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}
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return true;
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}
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static const ShipDef* findAvailableSchematic(const GameConfig& cfg)
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{
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for (const ShipDef& def : cfg.ships.ships)
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{
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if (def.unlockAtStationLevel == -1 && !def.schematic.materials.empty())
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if (startsUnlocked(cfg, def.id) && !def.schematic.materials.empty())
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{
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return &def;
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}
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