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:
2026-07-21 22:38:38 +02:00
parent 8dc76284e6
commit 1f339bd8d7
35 changed files with 963 additions and 516 deletions

View File

@@ -7,10 +7,9 @@
# Combat stats are placeholders until the arena balancing pass; # Combat stats are placeholders until the arena balancing pass;
# production_time_seconds values come from the numbers pass. # production_time_seconds values come from the numbers pass.
# #
# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending # Unlock gating is defined in unlocks.toml, not here (REQ-LOCK-EXPLICIT): a
# the pacing pass. The railguns are the exception: railgun_m is gated to # module id granted by an unlock group starts locked and is awarded via a
# station level 1, and railgun_l requires railgun_m to be unlocked first # defence station drop; ids absent from unlocks.toml (railgun_s) start unlocked.
# (unlock_requires) — a demonstration of the prerequisite chain.
# #
# Surface mask footprint ladder — footprints gate which hulls can mount a # Surface mask footprint ladder — footprints gate which hulls can mount a
# module, purely through geometry (see ships.toml for the matching hull # module, purely through geometry (see ships.toml for the matching hull
@@ -33,7 +32,6 @@
[[module]] [[module]]
id = "railgun_s" id = "railgun_s"
tooltip = "Small railgun. Fast-firing, short range, low damage; fits any hull." tooltip = "Small railgun. Fast-firing, short range, low damage; fits any hull."
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "railgun_s_module", amount = 1}] materials = [{item = "railgun_s_module", amount = 1}]
production_time_seconds = 1 production_time_seconds = 1
@@ -49,7 +47,6 @@ attack_rate_hz = 2.0
[[module]] [[module]]
id = "railgun_m" id = "railgun_m"
tooltip = "Medium railgun. Higher damage at longer range; needs a 2x2 slot." tooltip = "Medium railgun. Higher damage at longer range; needs a 2x2 slot."
unlock_at_station_level = 2
surface_mask = [ surface_mask = [
"OO", "OO",
"OO"] "OO"]
@@ -67,8 +64,6 @@ attack_rate_hz = 1.5
[[module]] [[module]]
id = "railgun_l" id = "railgun_l"
tooltip = "Large railgun. Heavy damage at long range; needs a 3x3 slot." tooltip = "Large railgun. Heavy damage at long range; needs a 3x3 slot."
unlock_at_station_level = 6
unlock_requires = ["railgun_m"]
surface_mask = [ surface_mask = [
"OOO", "OOO",
"OOO", "OOO",
@@ -90,7 +85,6 @@ attack_rate_hz = 0.8
[[module]] [[module]]
id = "salvager" id = "salvager"
tooltip = "Collects scrap from wrecks and stores it in the ship's cargo hold." tooltip = "Collects scrap from wrecks and stores it in the ship's cargo hold."
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "salvager_module", amount = 1}] materials = [{item = "salvager_module", amount = 1}]
production_time_seconds = 1 production_time_seconds = 1
@@ -106,7 +100,6 @@ collection_rate_hz = 0.5
[[module]] [[module]]
id = "repair_tool" id = "repair_tool"
tooltip = "Repairs damaged friendly ships and defence stations within range." tooltip = "Repairs damaged friendly ships and defence stations within range."
unlock_at_station_level = 0
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "repair_tool_module", amount = 1}] materials = [{item = "repair_tool_module", amount = 1}]
production_time_seconds = 1 production_time_seconds = 1
@@ -125,7 +118,6 @@ repair_range_m = 80
[[module]] [[module]]
id = "afterburner" id = "afterburner"
tooltip = "Greatly boosts top speed and forward acceleration." tooltip = "Greatly boosts top speed and forward acceleration."
unlock_at_station_level = 2
surface_mask = ["OOO"] surface_mask = ["OOO"]
materials = [{item = "afterburner_module", amount = 1}] materials = [{item = "afterburner_module", amount = 1}]
production_time_seconds = 1 production_time_seconds = 1
@@ -140,7 +132,6 @@ added_main_acceleration_mpss = 60
[[module]] [[module]]
id = "maneuvering_thrusters" id = "maneuvering_thrusters"
tooltip = "Improves top speed and lateral/braking acceleration." tooltip = "Improves top speed and lateral/braking acceleration."
unlock_at_station_level = 1
surface_mask = ["OO"] surface_mask = ["OO"]
materials = [{item = "maneuvering_thrusters_module", amount = 1}] materials = [{item = "maneuvering_thrusters_module", amount = 1}]
production_time_seconds = 1 production_time_seconds = 1
@@ -158,7 +149,6 @@ added_maneuvering_acceleration_mpss = 10
[[module]] [[module]]
id = "armor_plates" id = "armor_plates"
tooltip = "Adds a large flat bonus to the ship's hit points." tooltip = "Adds a large flat bonus to the ship's hit points."
unlock_at_station_level = 0
surface_mask = ["OO"] surface_mask = ["OO"]
materials = [{item = "armor_plates_module", amount = 1}] materials = [{item = "armor_plates_module", amount = 1}]
production_time_seconds = 1 production_time_seconds = 1
@@ -172,7 +162,6 @@ added_hp = 1200
[[module]] [[module]]
id = "sensor_booster" id = "sensor_booster"
tooltip = "Extends the ship's sensor range." tooltip = "Extends the ship's sensor range."
unlock_at_station_level = 1
surface_mask = ["OO"] surface_mask = ["OO"]
materials = [{item = "sensor_booster_module", amount = 1}] materials = [{item = "sensor_booster_module", amount = 1}]
production_time_seconds = 1 production_time_seconds = 1
@@ -189,7 +178,6 @@ added_sensor_range_m = 50
[[module]] [[module]]
id = "weapon_upgrade" id = "weapon_upgrade"
tooltip = "Increases the damage of all weapons on the ship." tooltip = "Increases the damage of all weapons on the ship."
unlock_at_station_level = 4
surface_mask = [ surface_mask = [
"OO", "OO",
"OX", "OX",
@@ -206,7 +194,6 @@ multiplied_damage = 1.2
[[module]] [[module]]
id = "weapon_primer" id = "weapon_primer"
tooltip = "Increases the fire rate of all weapons on the ship." tooltip = "Increases the fire rate of all weapons on the ship."
unlock_at_station_level = 4
surface_mask = [ surface_mask = [
"OO", "OO",
"OX", "OX",
@@ -223,7 +210,6 @@ multiplied_attack_rate_hz = 1.2
[[module]] [[module]]
id = "weapon_stabilizer" id = "weapon_stabilizer"
tooltip = "Extends weapon range at the cost of some fire rate." tooltip = "Extends weapon range at the cost of some fire rate."
unlock_at_station_level = 3
surface_mask = [ surface_mask = [
"OO", "OO",
"OX", "OX",
@@ -247,7 +233,6 @@ multiplied_attack_rate_hz = 0.8
[[module]] [[module]]
id = "drone_bay" id = "drone_bay"
tooltip = "Drone launch bay (capability not yet implemented)." tooltip = "Drone launch bay (capability not yet implemented)."
unlock_at_station_level = 5
surface_mask = [ surface_mask = [
"OO", "OO",
"OO"] "OO"]
@@ -260,7 +245,6 @@ glyph = "Db"
[[module]] [[module]]
id = "drone_hangar" id = "drone_hangar"
tooltip = "Large drone hangar (capability not yet implemented)." tooltip = "Large drone hangar (capability not yet implemented)."
unlock_at_station_level = 9
surface_mask = [ surface_mask = [
"OOOOOO", "OOOOOO",
"OOOOOO"] "OOOOOO"]

View File

@@ -142,12 +142,12 @@ duration_seconds = 1.5
# Depth-3 chain (ore -> ingot -> plate -> block) is the factory's # Depth-3 chain (ore -> ingot -> plate -> block) is the factory's
# doubling-time knob; see the block economy rules in docs/balancing/rules.md. # doubling-time knob; see the block economy rules in docs/balancing/rules.md.
# Explicitly unlocked at start (-1): building blocks appear in no # unlocked_at_start: building blocks appear in no schematic's materials, so the
# schematic's materials, so implicit unlocking can never reach this recipe. # implicit item graph can never reach this recipe (REQ-LOCK-IMPLICIT).
[[recipe]] [[recipe]]
id = "building_block" id = "building_block"
unlock_at_station_level = -1
building = "assembler" building = "assembler"
unlocked_at_start = true
inputs = [{item = "steel_plate", amount = 2}] inputs = [{item = "steel_plate", amount = 2}]
outputs = [{item = "building_block", amount = 4}] outputs = [{item = "building_block", amount = 4}]
duration_seconds = 2.0 duration_seconds = 2.0
@@ -220,15 +220,14 @@ outputs = [{item = "capital_core", amount = 1}]
duration_seconds = 10.0 duration_seconds = 10.0
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
# Shortcut recipes — drop-only assembler recipe schematics # Shortcut recipes — drop-only assembler recipes, gated by unlock groups in
# (unlock_at_station_level >= 0). Pure rewards: item threat stays defined by # unlocks.toml (REQ-LOCK-EXPLICIT). Pure rewards: item threat stays defined by
# the base (expensive) path via the max rule, so shortcuts give real factory # the base (expensive) path via the max rule, so shortcuts give real factory
# efficiency without shifting any balance. # efficiency without shifting any balance.
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
[[recipe]] [[recipe]]
id = "shortcut_steel_plate" id = "shortcut_steel_plate"
unlock_at_station_level = 1
building = "assembler" building = "assembler"
inputs = [{item = "iron_ore", amount = 3}] inputs = [{item = "iron_ore", amount = 3}]
outputs = [{item = "steel_plate", amount = 1}] outputs = [{item = "steel_plate", amount = 1}]
@@ -236,7 +235,6 @@ duration_seconds = 2.0
[[recipe]] [[recipe]]
id = "shortcut_control_chip" id = "shortcut_control_chip"
unlock_at_station_level = 2
building = "assembler" building = "assembler"
inputs = [{item = "quartz", amount = 2}] inputs = [{item = "quartz", amount = 2}]
outputs = [{item = "control_chip", amount = 1}] outputs = [{item = "control_chip", amount = 1}]
@@ -244,7 +242,6 @@ duration_seconds = 4.0
[[recipe]] [[recipe]]
id = "shortcut_hardened_steel" id = "shortcut_hardened_steel"
unlock_at_station_level = 2
building = "assembler" building = "assembler"
inputs = [{item = "iron_ingot", amount = 4}] inputs = [{item = "iron_ingot", amount = 4}]
outputs = [{item = "hardened_steel", amount = 1}] outputs = [{item = "hardened_steel", amount = 1}]

View File

@@ -4,10 +4,9 @@
# content; stats, materials, and production times are placeholders until the # content; stats, materials, and production times are placeholders until the
# recipe and balancing passes. # recipe and balancing passes.
# #
# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending # Unlock gating is defined in unlocks.toml, not here (REQ-LOCK-EXPLICIT): a ship
# the balancing pass. The capital hulls are the exception: battleship is gated # id granted by an unlock group starts locked and is awarded via a defence
# to station level 1, and dreadnought (level 2) requires battleship to be # station drop; ids absent from unlocks.toml (drone, frigate) start unlocked.
# unlocked first (unlock_requires) — a demonstration of the prerequisite chain.
# #
# Size classes: # Size classes:
# xs drone 1 cell — exactly one 1x1 module # xs drone 1 cell — exactly one 1x1 module
@@ -22,7 +21,6 @@
[[ship]] [[ship]]
id = "drone" id = "drone"
unlock_at_station_level = -1
layout = ["O"] layout = ["O"]
default_modules = [{type = "railgun_s", x = 0, y = 0, rotation = "east"}] default_modules = [{type = "railgun_s", x = 0, y = 0, rotation = "east"}]
@@ -49,7 +47,6 @@ sensor_range_m = 150
# L-shaped weapon modifier, or an afterburner spanning the full center line. # L-shaped weapon modifier, or an afterburner spanning the full center line.
[[ship]] [[ship]]
id = "frigate" id = "frigate"
unlock_at_station_level = -1
layout = [ layout = [
"XOX", "XOX",
"OOO", "OOO",
@@ -84,7 +81,6 @@ sensor_range_m = 200
# mount medium hardware. # mount medium hardware.
[[ship]] [[ship]]
id = "destroyer" id = "destroyer"
unlock_at_station_level = 0
layout = [ layout = [
"OXOXO", "OXOXO",
"OOOOO", "OOOOO",
@@ -120,7 +116,6 @@ sensor_range_m = 220
# supports; no 3x3 area exists for an l gun. # supports; no 3x3 area exists for an l gun.
[[ship]] [[ship]]
id = "cruiser" id = "cruiser"
unlock_at_station_level = 2
layout = [ layout = [
"XOOX", "XOOX",
"OOOO", "OOOO",
@@ -158,8 +153,6 @@ sensor_range_m = 250
# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar. # stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
[[ship]] [[ship]]
id = "battlecruiser" id = "battlecruiser"
unlock_at_station_level = 4
unlock_requires = ["cruiser"]
layout = [ layout = [
"OOXXOO", "OOXXOO",
"OOOOOO", "OOOOOO",
@@ -201,8 +194,6 @@ sensor_range_m = 260
# so no 2x6 drone hangar fits. # so no 2x6 drone hangar fits.
[[ship]] [[ship]]
id = "battleship" id = "battleship"
unlock_at_station_level = 6
unlock_requires = ["battlecruiser"]
layout = [ layout = [
"XOOOOX", "XOOOOX",
"OOOOOO", "OOOOOO",
@@ -244,8 +235,6 @@ sensor_range_m = 280
# stay the only hangar hull. Bow and stern strips hold supports. # stay the only hangar hull. Bow and stern strips hold supports.
[[ship]] [[ship]]
id = "dreadnought" id = "dreadnought"
unlock_at_station_level = 8
unlock_requires = ["battleship"]
layout = [ layout = [
"XXXOOOOOXXX", "XXXOOOOOXXX",
"OOOXOOOXOOO", "OOOXOOOXOOO",
@@ -288,8 +277,6 @@ sensor_range_m = 300
# the lower decks hold supports and 2x2 point-defense m guns. # the lower decks hold supports and 2x2 point-defense m guns.
[[ship]] [[ship]]
id = "carrier" id = "carrier"
unlock_at_station_level = 9
unlock_requires = ["battleship"]
layout = [ layout = [
"XOOOOOOOOX", "XOOOOOOOOX",
"OOOOOOOOOO", "OOOOOOOOOO",

View File

@@ -0,0 +1,140 @@
# Unlock groups (REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP).
#
# Each [[unlock]] is a group of ships/modules/buildings/recipes awarded together
# from a single defence station drop. Anything NOT granted by any group is
# available from game start. `station_level` gates when a group becomes eligible;
# `requires` lists prerequisite unlock-group ids (REQ-LOCK-PREREQ).
#
# Most entries below are single-item groups that reproduce the previous per-item
# progression. The salvage_operations and reprocessing groups are the grouped
# unlocks: they lock the salvager module + salvage bay, and the reprocessing
# plant, from game start.
# --- Grouped unlocks -------------------------------------------------------
[[unlock]]
id = "salvage_operations"
station_level = 1
modules = ["salvager"]
buildings = ["salvage_bay"]
[[unlock]]
id = "reprocessing"
station_level = 2
buildings = ["reprocessing_plant"]
# --- Ships -----------------------------------------------------------------
[[unlock]]
id = "destroyer"
station_level = 0
ships = ["destroyer"]
[[unlock]]
id = "cruiser"
station_level = 2
ships = ["cruiser"]
[[unlock]]
id = "battlecruiser"
station_level = 4
requires = ["cruiser"]
ships = ["battlecruiser"]
[[unlock]]
id = "battleship"
station_level = 6
requires = ["battlecruiser"]
ships = ["battleship"]
[[unlock]]
id = "dreadnought"
station_level = 8
requires = ["battleship"]
ships = ["dreadnought"]
[[unlock]]
id = "carrier"
station_level = 9
requires = ["battleship"]
ships = ["carrier"]
# --- Modules ---------------------------------------------------------------
[[unlock]]
id = "repair_tool"
station_level = 0
modules = ["repair_tool"]
[[unlock]]
id = "armor_plates"
station_level = 0
modules = ["armor_plates"]
[[unlock]]
id = "maneuvering_thrusters"
station_level = 1
modules = ["maneuvering_thrusters"]
[[unlock]]
id = "sensor_booster"
station_level = 1
modules = ["sensor_booster"]
[[unlock]]
id = "railgun_m"
station_level = 2
modules = ["railgun_m"]
[[unlock]]
id = "afterburner"
station_level = 2
modules = ["afterburner"]
[[unlock]]
id = "weapon_stabilizer"
station_level = 3
modules = ["weapon_stabilizer"]
[[unlock]]
id = "weapon_upgrade"
station_level = 4
modules = ["weapon_upgrade"]
[[unlock]]
id = "weapon_primer"
station_level = 4
modules = ["weapon_primer"]
[[unlock]]
id = "drone_bay"
station_level = 5
modules = ["drone_bay"]
[[unlock]]
id = "railgun_l"
station_level = 6
requires = ["railgun_m"]
modules = ["railgun_l"]
[[unlock]]
id = "drone_hangar"
station_level = 9
modules = ["drone_hangar"]
# --- Assembler recipes -----------------------------------------------------
[[unlock]]
id = "shortcut_steel_plate"
station_level = 1
recipes = ["shortcut_steel_plate"]
[[unlock]]
id = "shortcut_control_chip"
station_level = 2
recipes = ["shortcut_control_chip"]
[[unlock]]
id = "shortcut_hardened_steel"
station_level = 2
recipes = ["shortcut_hardened_steel"]

View File

@@ -1,7 +1,6 @@
[[module]] [[module]]
id = "armor_plate" id = "armor_plate"
tooltip = "Adds a large flat bonus to hit points." tooltip = "Adds a large flat bonus to hit points."
unlock_at_station_level = -1
surface_mask = ["OO"] surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 2}] materials = [{item = "iron_ingot", amount = 2}]
production_time_seconds = 3 production_time_seconds = 3
@@ -13,7 +12,6 @@ multiplied_hp = 1.5
[[module]] [[module]]
id = "sensor_booster" id = "sensor_booster"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 1}] materials = [{item = "circuit_board", amount = 1}]
production_time_seconds = 2 production_time_seconds = 2
@@ -25,7 +23,6 @@ added_sensor_range_m = 100
[[module]] [[module]]
id = "weapon_upgrade" id = "weapon_upgrade"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}] materials = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
production_time_seconds = 4 production_time_seconds = 4
@@ -37,7 +34,6 @@ multiplied_damage = 1.2
[[module]] [[module]]
id = "laser_cannon" id = "laser_cannon"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}] materials = [{item = "iron_ingot", amount = 1}]
production_time_seconds = 5 production_time_seconds = 5
@@ -51,7 +47,6 @@ attack_rate_hz = 2.0
[[module]] [[module]]
id = "salvager" id = "salvager"
unlock_at_station_level = -1
surface_mask = ["OO"] surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 2}] materials = [{item = "iron_ingot", amount = 2}]
production_time_seconds = 5 production_time_seconds = 5
@@ -65,7 +60,6 @@ collection_rate_hz = 0.5
[[module]] [[module]]
id = "repair_tool" id = "repair_tool"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 2}] materials = [{item = "circuit_board", amount = 2}]
production_time_seconds = 5 production_time_seconds = 5
@@ -79,7 +73,6 @@ repair_range_m = 800
[[module]] [[module]]
id = "weapon_primer" id = "weapon_primer"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}] materials = [{item = "iron_ingot", amount = 1}]
production_time_seconds = 4 production_time_seconds = 4
@@ -91,7 +84,6 @@ multiplied_attack_rate_hz = 1.2
[[module]] [[module]]
id = "weapon_stabilizer" id = "weapon_stabilizer"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}] materials = [{item = "iron_ingot", amount = 1}]
production_time_seconds = 4 production_time_seconds = 4
@@ -104,7 +96,6 @@ multiplied_attack_rate_hz = 0.8
[[module]] [[module]]
id = "afterburner" id = "afterburner"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}] materials = [{item = "iron_ingot", amount = 1}]
production_time_seconds = 2 production_time_seconds = 2
@@ -117,7 +108,6 @@ added_main_acceleration_mpss = 60
[[module]] [[module]]
id = "maneuvering_thrusters" id = "maneuvering_thrusters"
unlock_at_station_level = -1
surface_mask = ["O"] surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}] materials = [{item = "iron_ingot", amount = 1}]
production_time_seconds = 2 production_time_seconds = 2

View File

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

View File

@@ -1,6 +1,5 @@
[[ship]] [[ship]]
id = "interceptor" id = "interceptor"
unlock_at_station_level = -1
layout = ["XOX", "OOO", "XOX"] layout = ["XOX", "OOO", "XOX"]
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}] default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
@@ -24,7 +23,6 @@ sensor_range_m = 2000
[[ship]] [[ship]]
id = "destroyer" id = "destroyer"
unlock_at_station_level = -1
layout = ["XOOX", "OOOO", "XOOX"] layout = ["XOOX", "OOOO", "XOOX"]
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}] default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
@@ -48,7 +46,6 @@ sensor_range_m = 3000
[[ship]] [[ship]]
id = "salvage_ship" id = "salvage_ship"
unlock_at_station_level = -1
layout = ["OOO", "OOO"] layout = ["OOO", "OOO"]
[ship.schematic] [ship.schematic]
@@ -71,7 +68,6 @@ sensor_range_m = 2500
[[ship]] [[ship]]
id = "repair_ship" id = "repair_ship"
unlock_at_station_level = 0
layout = ["XOX", "OOO", "XOX"] layout = ["XOX", "OOO", "XOX"]
[ship.schematic] [ship.schematic]

View File

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

View File

@@ -8,6 +8,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/StationsConfig.h ${CMAKE_CURRENT_SOURCE_DIR}/StationsConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/GameConfig.h ${CMAKE_CURRENT_SOURCE_DIR}/GameConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/ModulesConfig.h ${CMAKE_CURRENT_SOURCE_DIR}/ModulesConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/UnlocksConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoader.h ${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoader.h
${CMAKE_CURRENT_SOURCE_DIR}/SurfaceMask.h ${CMAKE_CURRENT_SOURCE_DIR}/SurfaceMask.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSerializer.h ${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSerializer.h

View File

@@ -404,18 +404,10 @@ RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
} }
def.building = *parsedType; def.building = *parsedType;
if (def.building == BuildingType::Assembler) if (def.building == BuildingType::Assembler && mt.contains("unlocked_at_start"))
{ {
const auto level = mt["unlock_at_station_level"].value<int64_t>(); def.unlockedAtStart = requireBool(mt["unlocked_at_start"], file,
if (level) elemPath + ".unlocked_at_start");
{
def.unlockAtStationLevel = static_cast<int>(*level);
}
if (mt.contains("unlock_requires"))
{
def.unlockRequires = requireStringArray(mt["unlock_requires"], file,
elemPath + ".unlock_requires");
}
} }
// inputs may be omitted (e.g. miner recipes). An empty array is fine. // inputs may be omitted (e.g. miner recipes). An empty array is fine.
@@ -454,11 +446,6 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
ShipDef def; ShipDef def;
def.id = requireString(mt["id"], file, elemPath + ".id"); def.id = requireString(mt["id"], file, elemPath + ".id");
def.unlockAtStationLevel = static_cast<int>(requireInt(mt["unlock_at_station_level"], file, elemPath + ".unlock_at_station_level"));
if (mt.contains("unlock_requires"))
{
def.unlockRequires = requireStringArray(mt["unlock_requires"], file, elemPath + ".unlock_requires");
}
def.layout = requireStringArray(mt["layout"], file, elemPath + ".layout"); def.layout = requireStringArray(mt["layout"], file, elemPath + ".layout");
// Schematic // Schematic
@@ -608,12 +595,6 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
ModuleDef def; ModuleDef def;
def.id = requireString(mt["id"], file, elemPath + ".id"); def.id = requireString(mt["id"], file, elemPath + ".id");
def.unlockAtStationLevel = static_cast<int>(
mt["unlock_at_station_level"].value_or<int64_t>(-1));
if (mt.contains("unlock_requires"))
{
def.unlockRequires = requireStringArray(mt["unlock_requires"], file, elemPath + ".unlock_requires");
}
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask"); def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
def.productionTimeSeconds = requireDouble( def.productionTimeSeconds = requireDouble(
mt["production_time_seconds"], file, elemPath + ".production_time_seconds"); mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
@@ -731,62 +712,141 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
return cfg; return cfg;
} }
UnlocksConfig ConfigLoader::loadUnlocks(const std::string& path)
{
const std::string file = "unlocks.toml";
toml::table tbl = parseFile(path, file);
UnlocksConfig cfg;
if (!tbl.contains("unlock"))
{
return cfg;
}
const toml::array& arr = requireArray(tbl["unlock"], file, "unlock");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "unlock[" + std::to_string(i) + "]";
const toml::table* ut = arr[i].as_table();
if (ut == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*ut);
UnlockGroupDef def;
def.id = requireString(mt["id"], file, elemPath + ".id");
def.stationLevel = static_cast<int>(
requireInt(mt["station_level"], file, elemPath + ".station_level"));
if (mt.contains("requires"))
{
def.requiredGroupIds = requireStringArray(mt["requires"], file, elemPath + ".requires");
}
if (mt.contains("ships"))
{
def.ships = requireStringArray(mt["ships"], file, elemPath + ".ships");
}
if (mt.contains("modules"))
{
def.modules = requireStringArray(mt["modules"], file, elemPath + ".modules");
}
if (mt.contains("buildings"))
{
def.buildings = requireStringArray(mt["buildings"], file, elemPath + ".buildings");
}
if (mt.contains("recipes"))
{
def.recipes = requireStringArray(mt["recipes"], file, elemPath + ".recipes");
}
cfg.groups.push_back(std::move(def));
}
return cfg;
}
namespace namespace
{ {
// Throws if any id in requiredIds is not a valid explicitly-unlockable schematic. // Validates unlocks.toml against the rest of the config (REQ-LOCK-EXPLICIT,
void checkUnlockRequires(const std::vector<std::string>& requiredIds, // REQ-LOCK-PREREQ): each granted id resolves to the right kind of definition
const std::unordered_set<std::string>& schematicIds, // (recipe grants must name assembler recipes), each grantable id is granted by
const std::string& file, // at most one group, group ids are unique, every group grants at least one
const std::string& path) // item, and every `requires` id names a defined group.
void validateUnlocks(const GameConfig& cfg)
{ {
for (const std::string& requiredId : requiredIds) const std::string file = "unlocks.toml";
{
if (schematicIds.count(requiredId) == 0)
{
throw makeError(file, path,
"references unknown schematic '" + requiredId + "'");
}
}
}
// Validates that every id listed in an `unlock_requires` (REQ-LOCK-PREREQ) std::unordered_set<std::string> shipIds;
// resolves to an explicitly-unlockable schematic: a ship, a module, or an for (const ShipDef& def : cfg.ships.ships) { shipIds.insert(def.id); }
// assembler recipe that carries `unlock_at_station_level` (a recipe schematic, std::unordered_set<std::string> moduleIds;
// per REQ-LOCK-EXPLICIT). An unresolved id is a config error surfaced at load. for (const ModuleDef& def : cfg.modules.modules) { moduleIds.insert(def.id); }
void validateUnlockRequires(const GameConfig& cfg) std::unordered_set<std::string> buildingIds;
{ for (const BuildingDef& def : cfg.buildings.buildings) { buildingIds.insert(def.id); }
std::unordered_set<std::string> schematicIds; std::unordered_set<std::string> assemblerRecipeIds;
for (const ShipDef& def : cfg.ships.ships)
{
schematicIds.insert(def.id);
}
for (const ModuleDef& def : cfg.modules.modules)
{
schematicIds.insert(def.id);
}
for (const RecipeDef& def : cfg.recipes.recipes) for (const RecipeDef& def : cfg.recipes.recipes)
{ {
if (def.building == BuildingType::Assembler && def.unlockAtStationLevel.has_value()) if (def.building == BuildingType::Assembler) { assemblerRecipeIds.insert(def.id); }
{
schematicIds.insert(def.id);
}
} }
for (const ShipDef& def : cfg.ships.ships) std::unordered_set<std::string> groupIds;
std::unordered_set<std::string> grantedShipIds;
std::unordered_set<std::string> grantedModuleIds;
std::unordered_set<std::string> grantedBuildingIds;
std::unordered_set<std::string> grantedRecipeIds;
const auto checkGrants = [&](const std::vector<std::string>& ids,
const std::unordered_set<std::string>& valid,
std::unordered_set<std::string>& granted,
const std::string& kind,
const std::string& gPath)
{ {
checkUnlockRequires(def.unlockRequires, schematicIds, "ships.toml", for (const std::string& id : ids)
"ship '" + def.id + "'.unlock_requires"); {
if (valid.count(id) == 0)
{
throw makeError(file, gPath, "grants unknown " + kind + " '" + id + "'");
}
if (!granted.insert(id).second)
{
throw makeError(file, gPath,
"grants " + kind + " '" + id + "' which is already granted by another unlock group");
}
}
};
for (const UnlockGroupDef& group : cfg.unlocks.groups)
{
const std::string gPath = "unlock '" + group.id + "'";
if (!groupIds.insert(group.id).second)
{
throw makeError(file, gPath, "duplicate unlock group id");
}
if (group.ships.empty() && group.modules.empty()
&& group.buildings.empty() && group.recipes.empty())
{
throw makeError(file, gPath, "grants no items (must grant at least one)");
}
checkGrants(group.ships, shipIds, grantedShipIds, "ship", gPath);
checkGrants(group.modules, moduleIds, grantedModuleIds, "module", gPath);
checkGrants(group.buildings, buildingIds, grantedBuildingIds, "building", gPath);
checkGrants(group.recipes, assemblerRecipeIds, grantedRecipeIds, "assembler recipe", gPath);
} }
for (const ModuleDef& def : cfg.modules.modules)
// requires must reference defined group ids (checked once all group ids known).
for (const UnlockGroupDef& group : cfg.unlocks.groups)
{ {
checkUnlockRequires(def.unlockRequires, schematicIds, "modules.toml", for (const std::string& req : group.requiredGroupIds)
"module '" + def.id + "'.unlock_requires"); {
} if (groupIds.count(req) == 0)
for (const RecipeDef& def : cfg.recipes.recipes) {
{ throw makeError(file, "unlock '" + group.id + "'.requires",
checkUnlockRequires(def.unlockRequires, schematicIds, "recipes.toml", "references unknown unlock group '" + req + "'");
"recipe '" + def.id + "'.unlock_requires"); }
}
} }
} }
@@ -801,7 +861,8 @@ GameConfig ConfigLoader::loadFromDirectory(const std::string& configDir)
cfg.ships = loadShips(configDir + "/ships.toml"); cfg.ships = loadShips(configDir + "/ships.toml");
cfg.stations = loadStations(configDir + "/stations.toml"); cfg.stations = loadStations(configDir + "/stations.toml");
cfg.modules = loadModules(configDir + "/modules.toml"); cfg.modules = loadModules(configDir + "/modules.toml");
validateUnlockRequires(cfg); cfg.unlocks = loadUnlocks(configDir + "/unlocks.toml");
validateUnlocks(cfg);
cfg.threatCosts = computeThreatCostTable(cfg); cfg.threatCosts = computeThreatCostTable(cfg);
return cfg; return cfg;
} }

View File

@@ -22,4 +22,5 @@ public:
static ShipsConfig loadShips(const std::string& path); static ShipsConfig loadShips(const std::string& path);
static StationsConfig loadStations(const std::string& path); static StationsConfig loadStations(const std::string& path);
static ModulesConfig loadModules(const std::string& path); static ModulesConfig loadModules(const std::string& path);
static UnlocksConfig loadUnlocks(const std::string& path);
}; };

View File

@@ -6,6 +6,7 @@
#include "ShipsConfig.h" #include "ShipsConfig.h"
#include "StationsConfig.h" #include "StationsConfig.h"
#include "ModulesConfig.h" #include "ModulesConfig.h"
#include "UnlocksConfig.h"
#include "ThreatCostCalculator.h" #include "ThreatCostCalculator.h"
// Aggregate of all simulation config files. Loaded at startup and reloaded // Aggregate of all simulation config files. Loaded at startup and reloaded
@@ -18,5 +19,6 @@ struct GameConfig
ShipsConfig ships; ShipsConfig ships;
StationsConfig stations; StationsConfig stations;
ModulesConfig modules; ModulesConfig modules;
UnlocksConfig unlocks;
ThreatCostTable threatCosts; ThreatCostTable threatCosts;
}; };

View File

@@ -40,10 +40,6 @@ struct ModuleRepairCapability
struct ModuleDef struct ModuleDef
{ {
std::string id; std::string id;
int unlockAtStationLevel;
// Prerequisite schematic ids that must be explicitly unlocked before this
// schematic can enter the drop pool (REQ-LOCK-PREREQ). Empty = none.
std::vector<std::string> unlockRequires;
std::vector<std::string> surfaceMask; std::vector<std::string> surfaceMask;
std::vector<RecipeIngredient> materials; std::vector<RecipeIngredient> materials;
double productionTimeSeconds; double productionTimeSeconds;

View File

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

View File

@@ -35,10 +35,6 @@ struct ShipSensor
struct ShipDef struct ShipDef
{ {
std::string id; std::string id;
int unlockAtStationLevel;
// Prerequisite schematic ids that must be explicitly unlocked before this
// schematic can enter the drop pool (REQ-LOCK-PREREQ). Empty = none.
std::vector<std::string> unlockRequires;
std::vector<std::string> layout; std::vector<std::string> layout;
ShipSchematic schematic; ShipSchematic schematic;

View File

@@ -0,0 +1,26 @@
#pragma once
#include <string>
#include <vector>
// A single [[unlock]] entry from unlocks.toml — an unlock group, the unit of
// loot awarded by defence station drops (REQ-DEF-SCHEMATIC-DROP,
// REQ-LOCK-EXPLICIT). Awarding a group unlocks all of its granted members at
// once. Anything not granted by any group is available from game start.
struct UnlockGroupDef
{
std::string id; // Unique unlock-group id.
int stationLevel; // Min destroyed station level to become eligible.
std::vector<std::string> requiredGroupIds; // Prerequisite unlock-group ids (REQ-LOCK-PREREQ).
// Granted ids by kind (each defaults to empty; a group grants >= 1 item).
std::vector<std::string> ships;
std::vector<std::string> modules;
std::vector<std::string> buildings;
std::vector<std::string> recipes; // Assembler recipe ids only.
};
struct UnlocksConfig
{
std::vector<UnlockGroupDef> groups;
};

View File

@@ -3,23 +3,43 @@
#include <string> #include <string>
#include <vector> #include <vector>
// The kind of a single granted schematic within an unlock option.
enum class SchematicType enum class SchematicType
{ {
Ship, Ship,
Module, Module,
Recipe, Building,
Artifact Recipe
};
// One item granted by an unlock group (REQ-LOCK-EXPLICIT), shown in the
// schematic choice dialog's granted-items list.
struct GrantedSchematic
{
SchematicType type;
std::string id;
std::string displayName;
}; };
// One option presented to the player in the schematic choice dialog // One option presented to the player in the schematic choice dialog
// (REQ-DEF-SCHEMATIC-DROP). Built by the simulation when enemy stations are // (REQ-DEF-SCHEMATIC-DROP). Built by the simulation when enemy stations are
// destroyed; the UI reads these to populate the dialog. // destroyed; the UI reads these to populate the dialog. A non-artifact option
// represents one unlock group; selecting it awards the whole group.
struct SchematicChoiceOption struct SchematicChoiceOption
{ {
std::string schematicId; bool isArtifact = false;
SchematicType type;
// Unlock group id (empty for the artifact option).
std::string unlockGroupId;
// Display name shown as the option's title: the unlock group's derived name,
// or "Artifact" for the artifact option.
std::string displayName; std::string displayName;
// The ships, modules, buildings, and assembler recipes this group grants
// (empty for the artifact option).
std::vector<GrantedSchematic> grantedItems;
// Ids of miner/assembler recipes that would newly become implicitly // Ids of miner/assembler recipes that would newly become implicitly
// unlocked (REQ-LOCK-IMPLICIT) if this option is selected. Sorted // unlocked (REQ-LOCK-IMPLICIT) if this option is selected. Sorted
// alphabetically by display name; empty if none. // alphabetically by display name; empty if none.

View File

@@ -12,6 +12,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h ${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h ${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ArtifactCountChangedEvent.h ${CMAKE_CURRENT_SOURCE_DIR}/ArtifactCountChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/UnlockedBuildingsChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BuilderModeExitedEvent.h ${CMAKE_CURRENT_SOURCE_DIR}/BuilderModeExitedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintModeExitedEvent.h ${CMAKE_CURRENT_SOURCE_DIR}/BlueprintModeExitedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/EscapeMenuRequestedEvent.h ${CMAKE_CURRENT_SOURCE_DIR}/EscapeMenuRequestedEvent.h

View File

@@ -0,0 +1,13 @@
#ifndef UNLOCKED_BUILDINGS_CHANGED_EVENT_H
#define UNLOCKED_BUILDINGS_CHANGED_EVENT_H
#include "Event.h"
// Emitted when the set of unlocked building types changes (REQ-LOCK-BUILDING),
// i.e. after an unlock group granting a building is awarded (REQ-DEF-SCHEMATIC-DROP)
// or on Restart. The build button grid re-evaluates which buttons are shown.
class UnlockedBuildingsChangedEvent : public Event
{
};
#endif // UNLOCKED_BUILDINGS_CHANGED_EVENT_H

View File

@@ -75,34 +75,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng); m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config); m_combatSystem = std::make_unique<CombatSystem>(m_config);
// Initialize ship schematic unlock state. initializeUnlockState();
for (const ShipDef& def : m_config.ships.ships)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
m_schematicLevels[def.id] = state;
}
// Initialize module schematic unlock state.
for (const ModuleDef& def : m_config.modules.modules)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
m_moduleSchematicLevels[def.id] = state;
}
// Initialize assembler recipe schematic unlock state.
for (const RecipeDef& def : m_config.recipes.recipes)
{
if (def.building == BuildingType::Assembler
&& def.unlockAtStationLevel.has_value()
&& def.unlockAtStationLevel.value() == -1)
{
m_unlockedRecipeSchematicIds.insert(def.id);
}
}
recomputeUnlocked();
placeInitialStructures(); placeInitialStructures();
registerForEvents(); registerForEvents();
} }
@@ -174,11 +147,33 @@ void Simulation::reset(unsigned int seed)
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng); m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config); m_combatSystem = std::make_unique<CombatSystem>(m_config);
initializeUnlockState();
placeInitialStructures();
}
void Simulation::initializeUnlockState()
{
// Cache the ids granted by some unlock group (REQ-LOCK-EXPLICIT); an item
// starts locked iff it is granted by a group.
m_grantedShipIds.clear();
m_grantedModuleIds.clear();
m_grantedBuildingIds.clear();
m_grantedRecipeIds.clear();
for (const UnlockGroupDef& group : m_config.unlocks.groups)
{
m_grantedShipIds.insert(group.ships.begin(), group.ships.end());
m_grantedModuleIds.insert(group.modules.begin(), group.modules.end());
m_grantedBuildingIds.insert(group.buildings.begin(), group.buildings.end());
m_grantedRecipeIds.insert(group.recipes.begin(), group.recipes.end());
}
m_awardedUnlockGroupIds.clear();
m_schematicLevels.clear(); m_schematicLevels.clear();
for (const ShipDef& def : m_config.ships.ships) for (const ShipDef& def : m_config.ships.ships)
{ {
SchematicState state; SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1); state.unlocked = (m_grantedShipIds.count(def.id) == 0);
m_schematicLevels[def.id] = state; m_schematicLevels[def.id] = state;
} }
@@ -186,23 +181,23 @@ void Simulation::reset(unsigned int seed)
for (const ModuleDef& def : m_config.modules.modules) for (const ModuleDef& def : m_config.modules.modules)
{ {
SchematicState state; SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1); state.unlocked = (m_grantedModuleIds.count(def.id) == 0);
m_moduleSchematicLevels[def.id] = state; m_moduleSchematicLevels[def.id] = state;
} }
m_unlockedRecipeSchematicIds.clear(); m_buildingLevels.clear();
for (const RecipeDef& def : m_config.recipes.recipes) for (const BuildingDef& def : m_config.buildings.buildings)
{ {
if (def.building == BuildingType::Assembler SchematicState state;
&& def.unlockAtStationLevel.has_value() state.unlocked = (m_grantedBuildingIds.count(def.id) == 0);
&& def.unlockAtStationLevel.value() == -1) m_buildingLevels[def.id] = state;
{
m_unlockedRecipeSchematicIds.insert(def.id);
}
} }
// Gated assembler recipes start locked; unlocked_at_start recipes are handled
// in the REQ-LOCK-IMPLICIT traversal, not tracked here.
m_unlockedRecipeSchematicIds.clear();
recomputeUnlocked(); recomputeUnlocked();
placeInitialStructures();
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -628,43 +623,16 @@ void Simulation::tickDeathsAndLoot()
void Simulation::generateSchematicChoices(int destroyedStationLevel) void Simulation::generateSchematicChoices(int destroyedStationLevel)
{ {
enum class DropType { Ship, Module, Recipe }; // Build the eligible pool of unlock groups (REQ-DEF-SCHEMATIC-DROP,
struct PoolEntry { std::string id; DropType type; }; // REQ-LOCK-EXPLICIT, REQ-LOCK-PREREQ): not yet awarded, station level in
std::vector<PoolEntry> pool; // range, and every prerequisite group already awarded.
std::vector<const UnlockGroupDef*> pool;
// Owned schematics leave the pool (REQ-DEF-SCHEMATIC-DROP): only offer for (const UnlockGroupDef& group : m_config.unlocks.groups)
// ship/module schematics that are gated to a station level in range and not
// yet unlocked. Schematics with unlock_at_station_level -1 start unlocked, so
// they are always owned and never eligible.
for (const ShipDef& def : m_config.ships.ships)
{ {
if (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; } if (m_awardedUnlockGroupIds.count(group.id) > 0) { continue; }
if (m_schematicLevels.at(def.id).unlocked) { continue; } if (group.stationLevel < 0 || group.stationLevel > destroyedStationLevel) { continue; }
if (!prerequisitesSatisfied(def.unlockRequires)) { continue; } if (!prerequisitesSatisfied(group.requiredGroupIds)) { continue; }
pool.push_back({def.id, DropType::Ship}); pool.push_back(&group);
}
for (const ModuleDef& def : m_config.modules.modules)
{
if (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; }
if (m_moduleSchematicLevels.at(def.id).unlocked) { continue; }
if (!prerequisitesSatisfied(def.unlockRequires)) { continue; }
pool.push_back({def.id, DropType::Module});
}
for (const RecipeDef& def : m_config.recipes.recipes)
{
if (def.building != BuildingType::Assembler) { continue; }
if (!def.unlockAtStationLevel.has_value()) { continue; }
const int level = def.unlockAtStationLevel.value();
if (level < 0 || level > destroyedStationLevel) { continue; }
if (m_unlockedRecipeSchematicIds.count(def.id) > 0) { continue; }
bool outputUnlocked = false;
for (const RecipeOutput& out : def.outputs)
{
if (m_unlockedItemIds.count(out.item) > 0) { outputUnlocked = true; break; }
}
if (!outputUnlocked) { continue; }
if (!prerequisitesSatisfied(def.unlockRequires)) { continue; }
pool.push_back({def.id, DropType::Recipe});
} }
if (pool.empty()) { return; } if (pool.empty()) { return; }
@@ -679,9 +647,6 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
const int numChoices = std::min(static_cast<int>(pool.size()), artifactRolled ? 2 : 3); const int numChoices = std::min(static_cast<int>(pool.size()), artifactRolled ? 2 : 3);
m_pendingSchematicChoices.clear(); m_pendingSchematicChoices.clear();
const std::set<std::string> currentShipIds = getUnlockedShipSchematicIds();
const std::set<std::string> currentModuleIds = getUnlockedModuleSchematicIds();
for (int i = 0; i < numChoices; ++i) for (int i = 0; i < numChoices; ++i)
{ {
std::uniform_int_distribution<int> dist(0, static_cast<int>(pool.size()) - 1 - i); std::uniform_int_distribution<int> dist(0, static_cast<int>(pool.size()) - 1 - i);
@@ -689,68 +654,67 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
const std::size_t rollIdx = static_cast<std::size_t>(roll); const std::size_t rollIdx = static_cast<std::size_t>(roll);
const std::size_t endIdx = pool.size() - 1 - static_cast<std::size_t>(i); const std::size_t endIdx = pool.size() - 1 - static_cast<std::size_t>(i);
std::swap(pool[rollIdx], pool[endIdx]); std::swap(pool[rollIdx], pool[endIdx]);
const PoolEntry& entry = pool[endIdx];
SchematicChoiceOption option; m_pendingSchematicChoices.push_back(makeUnlockOption(*pool[endIdx]));
option.schematicId = entry.id;
if (entry.type == DropType::Ship)
{
option.type = SchematicType::Ship;
option.displayName = toDisplayName(entry.id);
}
else if (entry.type == DropType::Module)
{
option.type = SchematicType::Module;
option.displayName = toDisplayName(entry.id);
}
else
{
option.type = SchematicType::Recipe;
option.displayName = toDisplayName(entry.id);
}
// REQ-DEF-SCHEMATIC-DROP: preview recipes newly implicitly unlocked by this option.
std::set<std::string> hypotheticalShipIds = currentShipIds;
std::set<std::string> hypotheticalModuleIds = currentModuleIds;
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
if (entry.type == DropType::Ship)
{
hypotheticalShipIds.insert(entry.id);
}
else if (entry.type == DropType::Module)
{
hypotheticalModuleIds.insert(entry.id);
}
else if (entry.type == DropType::Recipe)
{
hypotheticalRecipeSchematicIds.insert(entry.id);
}
const UnlockedSets hypothetical = computeUnlockedSets(
hypotheticalShipIds, hypotheticalModuleIds, hypotheticalRecipeSchematicIds);
option.newlyUnlockedRecipeIds = computeNewlyUnlockedRecipeIds(hypothetical);
m_pendingSchematicChoices.push_back(option);
} }
if (artifactRolled) if (artifactRolled)
{ {
SchematicChoiceOption artifactOption; SchematicChoiceOption artifactOption;
artifactOption.schematicId = ""; artifactOption.isArtifact = true;
artifactOption.type = SchematicType::Artifact; artifactOption.displayName = "Artifact";
artifactOption.displayName = "Artifact";
m_pendingSchematicChoices.push_back(std::move(artifactOption)); m_pendingSchematicChoices.push_back(std::move(artifactOption));
} }
} }
SchematicChoiceOption Simulation::makeUnlockOption(const UnlockGroupDef& group) const
{
SchematicChoiceOption option;
option.isArtifact = false;
option.unlockGroupId = group.id;
option.displayName = toDisplayName(group.id);
for (const std::string& id : group.ships)
{
option.grantedItems.push_back({SchematicType::Ship, id, toDisplayName(id)});
}
for (const std::string& id : group.modules)
{
option.grantedItems.push_back({SchematicType::Module, id, toDisplayName(id)});
}
for (const std::string& id : group.buildings)
{
option.grantedItems.push_back({SchematicType::Building, id, toDisplayName(id)});
}
for (const std::string& id : group.recipes)
{
option.grantedItems.push_back({SchematicType::Recipe, id, toDisplayName(id)});
}
// REQ-DEF-SCHEMATIC-DROP: preview recipes newly implicitly unlocked by
// awarding this whole group. Seed the hypothetical explicit-unlock sets with
// every grant (ship + module materials via step 1a, recipe outputs via step
// 1b), then diff against the current implicit set.
std::set<std::string> hypotheticalShipIds = getUnlockedShipSchematicIds();
std::set<std::string> hypotheticalModuleIds = getUnlockedModuleSchematicIds();
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
for (const std::string& id : group.ships) { hypotheticalShipIds.insert(id); }
for (const std::string& id : group.modules) { hypotheticalModuleIds.insert(id); }
for (const std::string& id : group.recipes) { hypotheticalRecipeSchematicIds.insert(id); }
const UnlockedSets hypothetical = computeUnlockedSets(
hypotheticalShipIds, hypotheticalModuleIds, hypotheticalRecipeSchematicIds);
option.newlyUnlockedRecipeIds = computeNewlyUnlockedRecipeIds(hypothetical);
return option;
}
void Simulation::applySchematicChoice(int choiceIndex) void Simulation::applySchematicChoice(int choiceIndex)
{ {
assert(choiceIndex >= 0 && choiceIndex < static_cast<int>(m_pendingSchematicChoices.size())); assert(choiceIndex >= 0 && choiceIndex < static_cast<int>(m_pendingSchematicChoices.size()));
const SchematicChoiceOption& chosen = m_pendingSchematicChoices[static_cast<std::size_t>(choiceIndex)]; const SchematicChoiceOption& chosen = m_pendingSchematicChoices[static_cast<std::size_t>(choiceIndex)];
if (chosen.type == SchematicType::Artifact) if (chosen.isArtifact)
{ {
m_artifactCount += 1; m_artifactCount += 1;
if (m_artifactCount >= m_config.world.artifacts.artifactWinCount) if (m_artifactCount >= m_config.world.artifacts.artifactWinCount)
@@ -761,16 +725,18 @@ void Simulation::applySchematicChoice(int choiceIndex)
return; return;
} }
if (chosen.type == SchematicType::Recipe) // Award the whole unlock group (REQ-DEF-SCHEMATIC-DROP): unlock every granted
// ship, module, building, and assembler recipe at once.
m_awardedUnlockGroupIds.insert(chosen.unlockGroupId);
for (const GrantedSchematic& grant : chosen.grantedItems)
{ {
m_unlockedRecipeSchematicIds.insert(chosen.schematicId); switch (grant.type)
} {
else case SchematicType::Ship: m_schematicLevels.at(grant.id).unlocked = true; break;
{ case SchematicType::Module: m_moduleSchematicLevels.at(grant.id).unlocked = true; break;
SchematicState& state = (chosen.type == SchematicType::Module) case SchematicType::Building: m_buildingLevels.at(grant.id).unlocked = true; break;
? m_moduleSchematicLevels.at(chosen.schematicId) case SchematicType::Recipe: m_unlockedRecipeSchematicIds.insert(grant.id); break;
: m_schematicLevels.at(chosen.schematicId); }
state.unlocked = true;
} }
recomputeUnlocked(); recomputeUnlocked();
@@ -809,28 +775,13 @@ std::set<std::string> Simulation::getUnlockedModuleSchematicIds() const
return ids; return ids;
} }
bool Simulation::isSchematicIdExplicitlyUnlocked(const std::string& schematicId) const bool Simulation::prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const
{ {
// A prerequisite is satisfied only by an explicitly-unlocked schematic // A prerequisite is satisfied only once the named unlock group has been
// (REQ-LOCK-PREREQ): a ship or module schematic marked unlocked, or a recipe // awarded (REQ-LOCK-PREREQ).
// schematic in the explicit-unlock set. Cross-type ids are looked up with for (const std::string& groupId : requiredGroupIds)
// find/count so an id from one namespace never throws against another.
const std::map<std::string, SchematicState>::const_iterator shipIt =
m_schematicLevels.find(schematicId);
if (shipIt != m_schematicLevels.end() && shipIt->second.unlocked) { return true; }
const std::map<std::string, SchematicState>::const_iterator moduleIt =
m_moduleSchematicLevels.find(schematicId);
if (moduleIt != m_moduleSchematicLevels.end() && moduleIt->second.unlocked) { return true; }
return m_unlockedRecipeSchematicIds.count(schematicId) > 0;
}
bool Simulation::prerequisitesSatisfied(const std::vector<std::string>& unlockRequires) const
{
for (const std::string& requiredId : unlockRequires)
{ {
if (!isSchematicIdExplicitlyUnlocked(requiredId)) { return false; } if (m_awardedUnlockGroupIds.count(groupId) == 0) { return false; }
} }
return true; return true;
} }
@@ -860,9 +811,11 @@ Simulation::UnlockedSets Simulation::computeUnlockedSets(
} }
for (const RecipeDef& def : m_config.recipes.recipes) for (const RecipeDef& def : m_config.recipes.recipes)
{ {
// An assembler recipe seeds the base set when it is explicitly available:
// flagged unlocked_at_start (base recipes the graph can't reach), or a
// gated recipe whose unlock group has been awarded (REQ-LOCK-EXPLICIT).
if (def.building == BuildingType::Assembler if (def.building == BuildingType::Assembler
&& def.unlockAtStationLevel.has_value() && (def.unlockedAtStart || unlockedRecipeSchematicIds.count(def.id) > 0))
&& unlockedRecipeSchematicIds.count(def.id) > 0)
{ {
for (const RecipeOutput& out : def.outputs) for (const RecipeOutput& out : def.outputs)
{ {
@@ -883,8 +836,10 @@ Simulation::UnlockedSets Simulation::computeUnlockedSets(
{ {
continue; continue;
} }
// Skip a gated assembler recipe (granted by an unlock group) whose
// group has not yet been awarded (REQ-LOCK-IMPLICIT step 2).
if (recipe.building == BuildingType::Assembler if (recipe.building == BuildingType::Assembler
&& recipe.unlockAtStationLevel.has_value() && m_grantedRecipeIds.count(recipe.id) > 0
&& unlockedRecipeSchematicIds.count(recipe.id) == 0) && unlockedRecipeSchematicIds.count(recipe.id) == 0)
{ {
continue; continue;
@@ -1000,6 +955,8 @@ unsigned long long Simulation::computeStateChecksum() const
// Schematic / unlock state (std::map and std::set iterate in sorted order). // Schematic / unlock state (std::map and std::set iterate in sorted order).
appendSchematicMap(hasher, m_schematicLevels); appendSchematicMap(hasher, m_schematicLevels);
appendSchematicMap(hasher, m_moduleSchematicLevels); appendSchematicMap(hasher, m_moduleSchematicLevels);
appendSchematicMap(hasher, m_buildingLevels);
appendStringSet(hasher, m_awardedUnlockGroupIds);
appendStringSet(hasher, m_unlockedRecipeSchematicIds); appendStringSet(hasher, m_unlockedRecipeSchematicIds);
appendStringSet(hasher, m_unlockedRecipeIds); appendStringSet(hasher, m_unlockedRecipeIds);
appendStringSet(hasher, m_unlockedItemIds); appendStringSet(hasher, m_unlockedItemIds);
@@ -1193,8 +1150,28 @@ bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
return it->second.unlocked; return it->second.unlocked;
} }
bool Simulation::isBuildingUnlocked(BuildingType type) const
{
const BuildingDef* def = m_config.buildings.findBuildingDef(type);
if (def == nullptr)
{
// Types without a config entry (e.g. HQ, defence stations) are unrestricted.
return true;
}
const std::map<std::string, SchematicState>::const_iterator it =
m_buildingLevels.find(def->id);
return it == m_buildingLevels.end() ? true : it->second.unlocked;
}
std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation) std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
{ {
// Locked building types cannot be placed (REQ-LOCK-BUILDING); the build menu
// hides them, this is the simulation-side backstop (e.g. blueprint placement).
if (!isBuildingUnlocked(type))
{
return std::nullopt;
}
if (!m_buildingSystem->isPlacementValid(type, anchor, rotation)) if (!m_buildingSystem->isPlacementValid(type, anchor, rotation))
{ {
return std::nullopt; return std::nullopt;

View File

@@ -100,6 +100,10 @@ public:
bool isRecipeUnlocked(const std::string& recipeId) const; bool isRecipeUnlocked(const std::string& recipeId) const;
bool isItemUnlocked(const std::string& itemId) const; bool isItemUnlocked(const std::string& itemId) const;
// Building unlock query (REQ-LOCK-BUILDING). True if the building type is not
// gated by any unlock group, or its granting group has been awarded.
bool isBuildingUnlocked(BuildingType type) const;
// -- Determinism (see docs/replay_design.md) ----------------------------- // -- Determinism (see docs/replay_design.md) -----------------------------
// 64-bit fingerprint of the RNG stream state. Cheap; written to the replay // 64-bit fingerprint of the RNG stream state. Cheap; written to the replay
// file periodically + after each command for desync detection. // file periodically + after each command for desync detection.
@@ -196,6 +200,24 @@ private:
}; };
std::map<std::string, SchematicState> m_schematicLevels; std::map<std::string, SchematicState> m_schematicLevels;
std::map<std::string, SchematicState> m_moduleSchematicLevels; std::map<std::string, SchematicState> m_moduleSchematicLevels;
std::map<std::string, SchematicState> m_buildingLevels;
// Unlock groups awarded so far (REQ-LOCK-EXPLICIT). Group ids.
std::set<std::string> m_awardedUnlockGroupIds;
// Ids granted by some unlock group, per kind — cached from config at init.
// An item starts locked iff it appears in the corresponding set.
std::set<std::string> m_grantedShipIds;
std::set<std::string> m_grantedModuleIds;
std::set<std::string> m_grantedBuildingIds;
std::set<std::string> m_grantedRecipeIds;
// Builds the granted-id sets and initializes all per-item unlock maps from
// them (shared by the constructor and reset). Ends with recomputeUnlocked().
void initializeUnlockState();
// Builds a schematic choice option for one unlock group (REQ-DEF-SCHEMATIC-DROP).
SchematicChoiceOption makeUnlockOption(const UnlockGroupDef& group) const;
// Determinism helpers — fold sub-state into the hasher in deterministic order. // Determinism helpers — fold sub-state into the hasher in deterministic order.
static void appendSchematicMap(Hasher& hasher, static void appendSchematicMap(Hasher& hasher,
@@ -228,11 +250,8 @@ private:
std::set<std::string> getUnlockedShipSchematicIds() const; std::set<std::string> getUnlockedShipSchematicIds() const;
std::set<std::string> getUnlockedModuleSchematicIds() const; std::set<std::string> getUnlockedModuleSchematicIds() const;
// True if schematicId names a currently explicitly-unlocked ship, module, or // True if every prerequisite unlock group has been awarded (REQ-LOCK-PREREQ).
// assembler recipe schematic (REQ-LOCK-PREREQ satisfaction basis). bool prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const;
bool isSchematicIdExplicitlyUnlocked(const std::string& schematicId) const;
// True if every prerequisite in unlockRequires is explicitly unlocked (REQ-LOCK-PREREQ).
bool prerequisitesSatisfied(const std::vector<std::string>& unlockRequires) const;
// Ids (sorted alphabetically by display name) of the recipes in // Ids (sorted alphabetically by display name) of the recipes in
// hypothetical.recipeIds that are not yet in m_unlockedRecipeIds. // hypothetical.recipeIds that are not yet in m_unlockedRecipeIds.

View File

@@ -36,7 +36,7 @@ static int findArtifactChoiceIndex(const Simulation& sim)
const auto& choices = sim.getPendingSchematicChoices(); const auto& choices = sim.getPendingSchematicChoices();
for (int i = 0; i < static_cast<int>(choices.size()); ++i) for (int i = 0; i < static_cast<int>(choices.size()); ++i)
{ {
if (choices[static_cast<std::size_t>(i)].type == SchematicType::Artifact) if (choices[static_cast<std::size_t>(i)].isArtifact)
{ {
return i; return i;
} }
@@ -86,7 +86,7 @@ TEST_CASE("ArtifactWinCondition: artifact option appears when chance formula ret
const auto& choices = sim.getPendingSchematicChoices(); const auto& choices = sim.getPendingSchematicChoices();
const long artifactCount = std::count_if(choices.begin(), choices.end(), const long artifactCount = std::count_if(choices.begin(), choices.end(),
[](const SchematicChoiceOption& opt) { return opt.type == SchematicType::Artifact; }); [](const SchematicChoiceOption& opt) { return opt.isArtifact; });
CHECK(artifactCount == 1); CHECK(artifactCount == 1);
// Exactly 2 schematic picks + 1 artifact (or fewer if pool was small) // Exactly 2 schematic picks + 1 artifact (or fewer if pool was small)
CHECK(choices.size() <= 3); CHECK(choices.size() <= 3);
@@ -105,7 +105,7 @@ TEST_CASE("ArtifactWinCondition: at most 2 schematic options accompany the artif
const auto& choices = sim.getPendingSchematicChoices(); const auto& choices = sim.getPendingSchematicChoices();
const long schematicCount = std::count_if(choices.begin(), choices.end(), const long schematicCount = std::count_if(choices.begin(), choices.end(),
[](const SchematicChoiceOption& opt) { return opt.type != SchematicType::Artifact; }); [](const SchematicChoiceOption& opt) { return !opt.isArtifact; });
CHECK(schematicCount <= 2); CHECK(schematicCount <= 2);
} }
@@ -161,7 +161,7 @@ TEST_CASE("ArtifactWinCondition: selecting a non-artifact option does not increm
// Pick the first non-artifact choice. // Pick the first non-artifact choice.
const auto& choices = sim.getPendingSchematicChoices(); const auto& choices = sim.getPendingSchematicChoices();
const auto it = std::find_if(choices.begin(), choices.end(), const auto it = std::find_if(choices.begin(), choices.end(),
[](const SchematicChoiceOption& opt) { return opt.type != SchematicType::Artifact; }); [](const SchematicChoiceOption& opt) { return !opt.isArtifact; });
REQUIRE(it != choices.end()); REQUIRE(it != choices.end());
SimulationTestAccess::applySchematicChoice(sim,static_cast<int>(it - choices.begin())); SimulationTestAccess::applySchematicChoice(sim,static_cast<int>(it - choices.begin()));

View File

@@ -1,5 +1,7 @@
#include "catch.hpp" #include "catch.hpp"
#include <algorithm>
#include "Building.h" #include "Building.h"
#include "BuildingConfig.h" #include "BuildingConfig.h"
#include "BuildingSystem.h" #include "BuildingSystem.h"
@@ -46,7 +48,17 @@ const ShipDef* findAvailableSchematic(const GameConfig& cfg)
{ {
for (const ShipDef& def : cfg.ships.ships) for (const ShipDef& def : cfg.ships.ships)
{ {
if (def.unlockAtStationLevel == -1) { return &def; } // A ship starts unlocked iff no unlock group grants it (REQ-LOCK-EXPLICIT).
bool granted = false;
for (const UnlockGroupDef& group : cfg.unlocks.groups)
{
if (std::find(group.ships.begin(), group.ships.end(), def.id) != group.ships.end())
{
granted = true;
break;
}
}
if (!granted) { return &def; }
} }
return nullptr; return nullptr;
} }

View File

@@ -25,6 +25,7 @@ add_files(
ThreatCostCalculatorTest.cpp ThreatCostCalculatorTest.cpp
RecipeSchematicTest.cpp RecipeSchematicTest.cpp
UnlockPrereqTest.cpp UnlockPrereqTest.cpp
UnlockGroupTest.cpp
ArtifactWinConditionTest.cpp ArtifactWinConditionTest.cpp
DeterminismTest.cpp DeterminismTest.cpp
CommandTest.cpp CommandTest.cpp

View File

@@ -10,6 +10,7 @@
#include "BuildingType.h" #include "BuildingType.h"
#include "ConfigLoader.h" #include "ConfigLoader.h"
#include "UnlocksConfig.h"
namespace namespace
{ {
@@ -407,99 +408,42 @@ void copyConfigInto(const std::filesystem::path& dir)
} // namespace } // namespace
TEST_CASE("unlock_requires parses into a ship def", "[config]") TEST_CASE("loadUnlocks parses id, station_level, requires, and grants", "[config]")
{ {
TempConfigDir dir; TempConfigDir dir;
writeFile(dir.path() / "ships.toml", R"( writeFile(dir.path() / "unlocks.toml", R"(
[[ship]] [[unlock]]
id = "alpha" id = "base"
unlock_at_station_level = 1 station_level = 0
unlock_requires = ["beta", "gamma"] buildings = ["salvage_bay"]
layout = ["O"]
[ship.schematic] [[unlock]]
materials = [] id = "gated"
production_time_seconds = 5 station_level = 3
[ship.health] requires = ["base"]
hp = 10 ships = ["cruiser"]
[ship.movement] modules = ["railgun_m"]
speed_mps = 1 recipes = ["shortcut_steel_plate"]
main_acceleration_mpss = 1
maneuvering_acceleration_mpss = 1
angular_acceleration_radpss = 1
max_rotation_speed_radps = 1
[ship.sensor]
sensor_range_m = 10
)"); )");
const ShipsConfig cfg = ConfigLoader::loadShips((dir.path() / "ships.toml").string()); const UnlocksConfig cfg = ConfigLoader::loadUnlocks((dir.path() / "unlocks.toml").string());
REQUIRE(cfg.ships.size() == 1); REQUIRE(cfg.groups.size() == 2);
CHECK(cfg.ships[0].unlockRequires == std::vector<std::string>{"beta", "gamma"}); CHECK(cfg.groups[0].id == "base");
CHECK(cfg.groups[0].stationLevel == 0);
CHECK(cfg.groups[0].buildings == std::vector<std::string>{"salvage_bay"});
CHECK(cfg.groups[1].requiredGroupIds == std::vector<std::string>{"base"});
CHECK(cfg.groups[1].ships == std::vector<std::string>{"cruiser"});
CHECK(cfg.groups[1].modules == std::vector<std::string>{"railgun_m"});
CHECK(cfg.groups[1].recipes == std::vector<std::string>{"shortcut_steel_plate"});
} }
TEST_CASE("unlock_requires parses into a module def", "[config]") TEST_CASE("validateUnlocks rejects a grant that names no definition", "[config]")
{
TempConfigDir dir;
writeFile(dir.path() / "modules.toml", R"(
[[module]]
id = "m1"
unlock_at_station_level = 0
unlock_requires = ["dep"]
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
production_time_seconds = 1
fill_color = "#ffffff"
glyph = "M"
)");
const ModulesConfig cfg = ConfigLoader::loadModules((dir.path() / "modules.toml").string());
REQUIRE(cfg.modules.size() == 1);
CHECK(cfg.modules[0].unlockRequires == std::vector<std::string>{"dep"});
}
TEST_CASE("unlock_requires parses only for assembler recipes", "[config]")
{
TempConfigDir dir;
writeFile(dir.path() / "recipes.toml", R"(
[[recipe]]
id = "gated_asm"
building = "assembler"
unlock_at_station_level = 1
unlock_requires = ["prereq_recipe"]
inputs = []
outputs = [{item = "foo", amount = 1}]
duration_seconds = 1.0
[[recipe]]
id = "a_miner"
building = "miner"
unlock_requires = ["ignored"]
inputs = []
outputs = [{item = "ore", amount = 1}]
duration_seconds = 1.0
)");
const RecipesConfig cfg = ConfigLoader::loadRecipes((dir.path() / "recipes.toml").string());
REQUIRE(cfg.recipes.size() == 2);
CHECK(cfg.recipes[0].unlockRequires == std::vector<std::string>{"prereq_recipe"});
// The field is only consumed for assembler recipe schematics; a miner recipe
// leaves it unparsed (empty).
CHECK(cfg.recipes[1].unlockRequires.empty());
}
TEST_CASE("unlock_requires referencing an unknown schematic is rejected at load", "[config]")
{ {
TempConfigDir dir; TempConfigDir dir;
copyConfigInto(dir.path()); copyConfigInto(dir.path());
std::ofstream out((dir.path() / "recipes.toml").string(), std::ios::app); std::ofstream out((dir.path() / "unlocks.toml").string(), std::ios::app);
out << "\n[[recipe]]\n" out << "\n[[unlock]]\nid = \"bogus\"\nstation_level = 0\nships = [\"___nope___\"]\n";
"id = \"gated_bogus\"\n"
"building = \"assembler\"\n"
"unlock_at_station_level = 1\n"
"unlock_requires = [\"___does_not_exist___\"]\n"
"inputs = []\n"
"outputs = [{item = \"circuit_board\", amount = 1}]\n"
"duration_seconds = 1.0\n";
out.close(); out.close();
try try
@@ -509,26 +453,103 @@ TEST_CASE("unlock_requires referencing an unknown schematic is rejected at load"
} }
catch (const std::runtime_error& e) catch (const std::runtime_error& e)
{ {
const std::string msg = e.what(); REQUIRE(std::string(e.what()).find("___nope___") != std::string::npos);
REQUIRE(msg.find("___does_not_exist___") != std::string::npos);
} }
} }
TEST_CASE("unlock_requires referencing a real schematic loads without error", "[config]") TEST_CASE("validateUnlocks rejects an id granted by two groups", "[config]")
{ {
TempConfigDir dir; TempConfigDir dir;
copyConfigInto(dir.path()); copyConfigInto(dir.path());
// "interceptor" is a ship schematic in the test config — a valid prerequisite. // repair_ship is already granted by the test config's unlocks.toml.
std::ofstream out((dir.path() / "recipes.toml").string(), std::ios::app); std::ofstream out((dir.path() / "unlocks.toml").string(), std::ios::app);
out << "\n[[recipe]]\n" out << "\n[[unlock]]\nid = \"dup\"\nstation_level = 0\nships = [\"repair_ship\"]\n";
"id = \"gated_ok\"\n" out.close();
"building = \"assembler\"\n"
"unlock_at_station_level = 1\n" try
"unlock_requires = [\"interceptor\"]\n" {
"inputs = []\n" ConfigLoader::loadFromDirectory(dir.path().string());
"outputs = [{item = \"circuit_board\", amount = 1}]\n" FAIL("Expected exception");
"duration_seconds = 1.0\n"; }
catch (const std::runtime_error& e)
{
REQUIRE(std::string(e.what()).find("already granted") != std::string::npos);
}
}
TEST_CASE("validateUnlocks rejects a non-assembler recipe grant", "[config]")
{
TempConfigDir dir;
copyConfigInto(dir.path());
// mine_iron_ore is a miner recipe, not an assembler recipe.
std::ofstream out((dir.path() / "unlocks.toml").string(), std::ios::app);
out << "\n[[unlock]]\nid = \"badrecipe\"\nstation_level = 0\nrecipes = [\"mine_iron_ore\"]\n";
out.close();
try
{
ConfigLoader::loadFromDirectory(dir.path().string());
FAIL("Expected exception");
}
catch (const std::runtime_error& e)
{
REQUIRE(std::string(e.what()).find("mine_iron_ore") != std::string::npos);
}
}
TEST_CASE("validateUnlocks rejects requires naming an unknown group", "[config]")
{
TempConfigDir dir;
copyConfigInto(dir.path());
std::ofstream out((dir.path() / "unlocks.toml").string(), std::ios::app);
out << "\n[[unlock]]\nid = \"needsmissing\"\nstation_level = 0\n"
"requires = [\"___missing___\"]\nships = [\"interceptor\"]\n";
out.close();
try
{
ConfigLoader::loadFromDirectory(dir.path().string());
FAIL("Expected exception");
}
catch (const std::runtime_error& e)
{
REQUIRE(std::string(e.what()).find("___missing___") != std::string::npos);
}
}
TEST_CASE("validateUnlocks rejects a group that grants nothing", "[config]")
{
TempConfigDir dir;
copyConfigInto(dir.path());
std::ofstream out((dir.path() / "unlocks.toml").string(), std::ios::app);
out << "\n[[unlock]]\nid = \"empty\"\nstation_level = 0\n";
out.close();
try
{
ConfigLoader::loadFromDirectory(dir.path().string());
FAIL("Expected exception");
}
catch (const std::runtime_error& e)
{
REQUIRE(std::string(e.what()).find("grants no items") != std::string::npos);
}
}
TEST_CASE("validateUnlocks accepts a well-formed unlock group", "[config]")
{
TempConfigDir dir;
copyConfigInto(dir.path());
// salvage_ship starts unlocked (not granted elsewhere); repair_ship is an
// existing group id, so this new group is valid.
std::ofstream out((dir.path() / "unlocks.toml").string(), std::ios::app);
out << "\n[[unlock]]\nid = \"extra\"\nstation_level = 2\n"
"requires = [\"repair_ship\"]\nships = [\"salvage_ship\"]\n";
out.close(); out.close();
REQUIRE_NOTHROW(ConfigLoader::loadFromDirectory(dir.path().string())); REQUIRE_NOTHROW(ConfigLoader::loadFromDirectory(dir.path().string()));

View File

@@ -57,36 +57,36 @@ static bool awaitRecipeUnlock(Simulation& sim, const std::string& recipeId,
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// ConfigLoader: parsing unlock_at_station_level on assembler recipes // ConfigLoader: unlocked_at_start and unlock-group gating on assembler recipes
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
TEST_CASE("RecipeSchematic: unlock_at_station_level = -1 parsed correctly", "[recipe_schematic]") TEST_CASE("RecipeSchematic: unlocked_at_start = true parsed correctly", "[recipe_schematic]")
{ {
const GameConfig cfg = loadConfig(); const GameConfig cfg = loadConfig();
const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(), const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(),
[](const RecipeDef& r) { return r.id == "premium_circuit"; }); [](const RecipeDef& r) { return r.id == "premium_circuit"; });
REQUIRE(it != cfg.recipes.recipes.end()); REQUIRE(it != cfg.recipes.recipes.end());
REQUIRE(it->unlockAtStationLevel.has_value()); CHECK(it->unlockedAtStart);
CHECK(it->unlockAtStationLevel.value() == -1);
} }
TEST_CASE("RecipeSchematic: unlock_at_station_level = 0 parsed correctly", "[recipe_schematic]") TEST_CASE("RecipeSchematic: a gated recipe is granted by an unlock group", "[recipe_schematic]")
{ {
const GameConfig cfg = loadConfig(); const GameConfig cfg = loadConfig();
const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(), const bool granted = std::any_of(cfg.unlocks.groups.begin(), cfg.unlocks.groups.end(),
[](const RecipeDef& r) { return r.id == "quick_circuit"; }); [](const UnlockGroupDef& g)
REQUIRE(it != cfg.recipes.recipes.end()); {
REQUIRE(it->unlockAtStationLevel.has_value()); return std::find(g.recipes.begin(), g.recipes.end(), "quick_circuit") != g.recipes.end();
CHECK(it->unlockAtStationLevel.value() == 0); });
CHECK(granted);
} }
TEST_CASE("RecipeSchematic: assembler recipe without the key has nullopt", "[recipe_schematic]") TEST_CASE("RecipeSchematic: an untagged assembler recipe has unlocked_at_start = false", "[recipe_schematic]")
{ {
const GameConfig cfg = loadConfig(); const GameConfig cfg = loadConfig();
const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(), const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(),
[](const RecipeDef& r) { return r.id == "circuit_board"; }); [](const RecipeDef& r) { return r.id == "circuit_board"; });
REQUIRE(it != cfg.recipes.recipes.end()); REQUIRE(it != cfg.recipes.recipes.end());
CHECK_FALSE(it->unlockAtStationLevel.has_value()); CHECK_FALSE(it->unlockedAtStart);
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -180,11 +180,11 @@ TEST_CASE("RecipeSchematic: eligible recipe schematic is eventually awarded on s
REQUIRE(awaitRecipeUnlock(sim, "quick_circuit")); REQUIRE(awaitRecipeUnlock(sim, "quick_circuit"));
} }
TEST_CASE("RecipeSchematic: recipe whose output is not implicitly unlocked is never awarded", TEST_CASE("RecipeSchematic: an implicitly-gated recipe with no unlock group is never awarded",
"[recipe_schematic]") "[recipe_schematic]")
{ {
// exotic_alloy produces exotic_alloy (not implicitly unlocked), so the // exotic_alloy is in no unlock group and its output/inputs are unreachable
// output-unlocked guard must keep it out of the drop pool at every level. // via the item graph, so it can never be dropped or implicitly unlocked.
Simulation sim(loadConfig()); Simulation sim(loadConfig());
for (int i = 0; i < 50; ++i) for (int i = 0; i < 50; ++i)
{ {
@@ -241,11 +241,11 @@ TEST_CASE("RecipeSchematic: recipe schematic can appear in pending choices",
{ {
for (const SchematicChoiceOption& opt : sim.getPendingSchematicChoices()) for (const SchematicChoiceOption& opt : sim.getPendingSchematicChoices())
{ {
if (opt.type == SchematicType::Recipe) for (const GrantedSchematic& grant : opt.grantedItems)
{ {
foundRecipeChoice = true; if (grant.type == SchematicType::Recipe) { foundRecipeChoice = true; break; }
break;
} }
if (foundRecipeChoice) { break; }
} }
SimulationTestAccess::applySchematicChoice(sim, 0); SimulationTestAccess::applySchematicChoice(sim, 0);
} }
@@ -377,11 +377,14 @@ TEST_CASE("SchematicDrop: an owned ship schematic is never offered again",
const std::vector<SchematicChoiceOption>& choices = const std::vector<SchematicChoiceOption>& choices =
sim.getPendingSchematicChoices(); sim.getPendingSchematicChoices();
// Locate the repair_ship option, if present in this drop. // Locate the option granting repair_ship, if present in this drop.
int repairShipIndex = -1; int repairShipIndex = -1;
for (int j = 0; j < static_cast<int>(choices.size()); ++j) for (int j = 0; j < static_cast<int>(choices.size()); ++j)
{ {
if (choices[j].schematicId == "repair_ship") { repairShipIndex = j; } for (const GrantedSchematic& grant : choices[j].grantedItems)
{
if (grant.id == "repair_ship") { repairShipIndex = j; break; }
}
} }
// Once owned, it must never appear in the pool again. // Once owned, it must never appear in the pool again.

View File

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

View File

@@ -0,0 +1,117 @@
// Unlock groups as the unit of loot (REQ-LOCK-EXPLICIT, REQ-LOCK-BUILDING,
// REQ-DEF-SCHEMATIC-DROP): buildings can be locked, and one drop can grant a
// building and a module together.
#include <algorithm>
#include <string>
#include <utility>
#include <vector>
#include "catch.hpp"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "FactionComponent.h"
#include "GameConfig.h"
#include "HealthComponent.h"
#include "SchematicChoiceOption.h"
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "StationBodyComponent.h"
#include "UnlocksConfig.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
void killEnemyStations(Simulation& sim)
{
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity, StationBodyComponent&, FactionComponent& faction, HealthComponent& health)
{
if (faction.isEnemy) { health.hp = 0.0f; }
});
sim.tick();
}
// A config whose only unlock group grants the salvager module and the salvage
// bay together, gated to the given station level.
GameConfig configWithSalvageGroup(int stationLevel)
{
GameConfig cfg = loadConfig();
cfg.unlocks.groups.clear();
cfg.unlocks.groups.push_back(
UnlockGroupDef{"salvage_operations", stationLevel, {}, {}, {"salvager"}, {"salvage_bay"}, {}});
return cfg;
}
} // namespace
TEST_CASE("UnlockGroup: a building granted by a group is locked at game start", "[unlock_group]")
{
const Simulation sim(configWithSalvageGroup(0));
CHECK_FALSE(sim.isBuildingUnlocked(BuildingType::SalvageBay));
CHECK_FALSE(sim.isModuleSchematicUnlocked("salvager"));
// A building in no unlock group is available from the start.
CHECK(sim.isBuildingUnlocked(BuildingType::Miner));
}
TEST_CASE("UnlockGroup: the drop option lists every granted item", "[unlock_group]")
{
Simulation sim(configWithSalvageGroup(0));
killEnemyStations(sim); // level 0
REQUIRE(sim.hasSchematicChoicesPending());
const std::vector<SchematicChoiceOption>& options = sim.getPendingSchematicChoices();
const auto it = std::find_if(options.begin(), options.end(),
[](const SchematicChoiceOption& o) { return o.unlockGroupId == "salvage_operations"; });
REQUIRE(it != options.end());
const bool grantsModule = std::any_of(it->grantedItems.begin(), it->grantedItems.end(),
[](const GrantedSchematic& g) { return g.type == SchematicType::Module && g.id == "salvager"; });
const bool grantsBuilding = std::any_of(it->grantedItems.begin(), it->grantedItems.end(),
[](const GrantedSchematic& g) { return g.type == SchematicType::Building && g.id == "salvage_bay"; });
CHECK(grantsModule);
CHECK(grantsBuilding);
}
TEST_CASE("UnlockGroup: awarding a group unlocks the building and module at once", "[unlock_group]")
{
Simulation sim(configWithSalvageGroup(0));
killEnemyStations(sim); // level 0
REQUIRE(sim.hasSchematicChoicesPending());
// The only eligible group is salvage_operations, so option 0 grants it.
REQUIRE(sim.getPendingSchematicChoices()[0].unlockGroupId == "salvage_operations");
SimulationTestAccess::applySchematicChoice(sim, 0);
CHECK(sim.isBuildingUnlocked(BuildingType::SalvageBay));
CHECK(sim.isModuleSchematicUnlocked("salvager"));
}
TEST_CASE("UnlockGroup: a group above the destroyed station level is not offered", "[unlock_group]")
{
Simulation sim(configWithSalvageGroup(5)); // eligible only at level >= 5
killEnemyStations(sim); // level 0 push
// Pool is empty at level 0, so no choice dialog opens at all.
CHECK_FALSE(sim.hasSchematicChoicesPending());
CHECK_FALSE(sim.isBuildingUnlocked(BuildingType::SalvageBay));
}
TEST_CASE("UnlockGroup: reset re-locks a previously awarded building", "[unlock_group]")
{
Simulation sim(configWithSalvageGroup(0));
killEnemyStations(sim);
REQUIRE(sim.getPendingSchematicChoices()[0].unlockGroupId == "salvage_operations");
SimulationTestAccess::applySchematicChoice(sim, 0);
REQUIRE(sim.isBuildingUnlocked(BuildingType::SalvageBay));
sim.reset();
CHECK_FALSE(sim.isBuildingUnlocked(BuildingType::SalvageBay));
CHECK_FALSE(sim.isModuleSchematicUnlocked("salvager"));
}

View File

@@ -1,10 +1,10 @@
// Drop-pool behaviour for unlock_requires schematic prerequisites // Drop-pool behaviour for unlock-group prerequisites (REQ-LOCK-PREREQ). An
// (REQ-LOCK-PREREQ). A schematic enters the drop pool only when every id in its // unlock group enters the drop pool only when every id in its `requires` names a
// unlock_requires is already explicitly unlocked, on top of the station-level // group that has already been awarded, on top of the station-level check.
// (and, for recipes, output-implicitly-unlocked) checks.
// //
// Configs are built in memory (load the test config, then mutate) so each case // Configs are built in memory (load the test config, then mutate the unlock
// is isolated and does not perturb the shared test config used by other suites. // groups) so each case is isolated and does not perturb the shared test config
// used by other suites.
#include <algorithm> #include <algorithm>
#include <string> #include <string>
@@ -17,13 +17,11 @@
#include "FactionComponent.h" #include "FactionComponent.h"
#include "GameConfig.h" #include "GameConfig.h"
#include "HealthComponent.h" #include "HealthComponent.h"
#include "ModulesConfig.h"
#include "RecipesConfig.h"
#include "SchematicChoiceOption.h" #include "SchematicChoiceOption.h"
#include "ShipsConfig.h"
#include "Simulation.h" #include "Simulation.h"
#include "SimulationTestAccess.h" #include "SimulationTestAccess.h"
#include "StationBodyComponent.h" #include "StationBodyComponent.h"
#include "UnlocksConfig.h"
namespace namespace
{ {
@@ -33,34 +31,14 @@ GameConfig loadConfig()
return ConfigLoader::loadFromDirectory(CONFIG_DIR); return ConfigLoader::loadFromDirectory(CONFIG_DIR);
} }
ShipDef& findShip(GameConfig& cfg, const std::string& id) UnlockGroupDef& findGroup(GameConfig& cfg, const std::string& id)
{ {
for (ShipDef& def : cfg.ships.ships) for (UnlockGroupDef& group : cfg.unlocks.groups)
{ {
if (def.id == id) { return def; } if (group.id == id) { return group; }
} }
FAIL("ship not found: " + id); FAIL("unlock group not found: " + id);
return cfg.ships.ships.front(); return cfg.unlocks.groups.front();
}
ModuleDef& findModule(GameConfig& cfg, const std::string& id)
{
for (ModuleDef& def : cfg.modules.modules)
{
if (def.id == id) { return def; }
}
FAIL("module not found: " + id);
return cfg.modules.modules.front();
}
RecipeDef& findRecipe(GameConfig& cfg, const std::string& id)
{
for (RecipeDef& def : cfg.recipes.recipes)
{
if (def.id == id) { return def; }
}
FAIL("recipe not found: " + id);
return cfg.recipes.recipes.front();
} }
// Zeros the HP of both enemy defence stations and advances one tick so that // Zeros the HP of both enemy defence stations and advances one tick so that
@@ -87,23 +65,28 @@ void killEnemyStationsAndApply(Simulation& sim)
} }
} }
// True if any pending option grants the given schematic id.
bool optionOffered(const Simulation& sim, const std::string& id) bool optionOffered(const Simulation& sim, const std::string& id)
{ {
const std::vector<SchematicChoiceOption>& options = sim.getPendingSchematicChoices(); const std::vector<SchematicChoiceOption>& options = sim.getPendingSchematicChoices();
return std::any_of(options.begin(), options.end(), return std::any_of(options.begin(), options.end(),
[&](const SchematicChoiceOption& o) { return o.schematicId == id; }); [&](const SchematicChoiceOption& option)
{
return std::any_of(option.grantedItems.begin(), option.grantedItems.end(),
[&](const GrantedSchematic& grant) { return grant.id == id; });
});
} }
} // namespace } // namespace
TEST_CASE("UnlockPrereq: a recipe gated behind a locked ship is withheld from the pool", TEST_CASE("UnlockPrereq: a group gated behind a locked ship is withheld from the pool",
"[unlock_prereq]") "[unlock_prereq]")
{ {
// quick_circuit (assembler recipe, level 0, output circuit_board is implicitly // quick_circuit (recipe group, level 0) would normally be eligible at the
// unlocked) would normally be eligible at the first station destruction. Gate // first station destruction. Gate it behind the repair_ship group (level 0,
// it behind repair_ship (ship, level 0, locked at game start). // locked at game start).
GameConfig cfg = loadConfig(); GameConfig cfg = loadConfig();
findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"}; findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
Simulation sim(std::move(cfg), 123); Simulation sim(std::move(cfg), 123);
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship")); REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
@@ -111,22 +94,22 @@ TEST_CASE("UnlockPrereq: a recipe gated behind a locked ship is withheld from th
killEnemyStations(sim); // destroyed set level 0 killEnemyStations(sim); // destroyed set level 0
REQUIRE(sim.hasSchematicChoicesPending()); REQUIRE(sim.hasSchematicChoicesPending());
// Prerequisite unmet -> the gated recipe must not be offered, while the // Prerequisite unmet -> the gated group must not be offered, while the
// prerequisite schematic itself (the only other eligible pick) is. // prerequisite group itself (the only other eligible pick) is.
CHECK_FALSE(optionOffered(sim, "quick_circuit")); CHECK_FALSE(optionOffered(sim, "quick_circuit"));
CHECK(optionOffered(sim, "repair_ship")); CHECK(optionOffered(sim, "repair_ship"));
} }
TEST_CASE("UnlockPrereq: the gated recipe becomes eligible once its prerequisite is unlocked", TEST_CASE("UnlockPrereq: the gated group becomes eligible once its prerequisite is awarded",
"[unlock_prereq]") "[unlock_prereq]")
{ {
GameConfig cfg = loadConfig(); GameConfig cfg = loadConfig();
findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"}; findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
Simulation sim(std::move(cfg), 123); Simulation sim(std::move(cfg), 123);
// Applying choice 0 each drop unlocks repair_ship first (the only eligible // Applying choice 0 each drop unlocks repair_ship first (the only eligible
// pick at level 0), which then opens quick_circuit for a later drop. // pick at level 0), which then opens the quick_circuit group for a later drop.
bool unlocked = false; bool unlocked = false;
for (int i = 0; i < 150 && !unlocked; ++i) for (int i = 0; i < 150 && !unlocked; ++i)
{ {
@@ -138,16 +121,16 @@ TEST_CASE("UnlockPrereq: the gated recipe becomes eligible once its prerequisite
CHECK(unlocked); CHECK(unlocked);
} }
TEST_CASE("UnlockPrereq: a module gated behind another module is withheld until it unlocks", TEST_CASE("UnlockPrereq: a module group gated behind another module is withheld until it unlocks",
"[unlock_prereq]") "[unlock_prereq]")
{ {
// Mirror the app-config demo (laser_cannon_m -> laser_cannon_l) using two // Make laser_cannon and armor_plate (both start-unlocked in the test config)
// test-config modules made lockable at the same station level. // lockable via new unlock groups, with armor_plate gated behind laser_cannon.
GameConfig cfg = loadConfig(); GameConfig cfg = loadConfig();
findModule(cfg, "laser_cannon").unlockAtStationLevel = 0; cfg.unlocks.groups.push_back(
ModuleDef& armor = findModule(cfg, "armor_plate"); UnlockGroupDef{"laser_cannon", 0, {}, {}, {"laser_cannon"}, {}, {}});
armor.unlockAtStationLevel = 0; cfg.unlocks.groups.push_back(
armor.unlockRequires = {"laser_cannon"}; UnlockGroupDef{"armor_plate", 0, {"laser_cannon"}, {}, {"armor_plate"}, {}, {}});
Simulation sim(std::move(cfg), 7); Simulation sim(std::move(cfg), 7);
REQUIRE_FALSE(sim.isModuleSchematicUnlocked("laser_cannon")); REQUIRE_FALSE(sim.isModuleSchematicUnlocked("laser_cannon"));

View File

@@ -305,26 +305,35 @@ TEST_CASE("WaveSystem: push schematic choices have valid ids", "[wave]")
for (const SchematicChoiceOption& opt : choices) for (const SchematicChoiceOption& opt : choices)
{ {
bool validId = false; if (opt.isArtifact) { continue; }
for (const ShipDef& def : sim.getConfig().ships.ships) bool validGroup = false;
for (const UnlockGroupDef& group : sim.getConfig().unlocks.groups)
{ {
if (def.id == opt.schematicId) { validId = true; break; } if (group.id == opt.unlockGroupId) { validGroup = true; break; }
} }
if (!validId) REQUIRE(validGroup);
// Every granted item must resolve to a defined ship/module/building/recipe.
for (const GrantedSchematic& grant : opt.grantedItems)
{ {
bool validId = false;
for (const ShipDef& def : sim.getConfig().ships.ships)
{
if (def.id == grant.id) { validId = true; break; }
}
for (const ModuleDef& def : sim.getConfig().modules.modules) for (const ModuleDef& def : sim.getConfig().modules.modules)
{ {
if (def.id == opt.schematicId) { validId = true; break; } if (def.id == grant.id) { validId = true; break; }
}
for (const BuildingDef& def : sim.getConfig().buildings.buildings)
{
if (def.id == grant.id) { validId = true; break; }
} }
}
if (!validId)
{
for (const RecipeDef& def : sim.getConfig().recipes.recipes) for (const RecipeDef& def : sim.getConfig().recipes.recipes)
{ {
if (def.id == opt.schematicId) { validId = true; break; } if (def.id == grant.id) { validId = true; break; }
} }
REQUIRE(validId);
} }
REQUIRE(validId);
} }
} }
@@ -343,7 +352,7 @@ TEST_CASE("WaveSystem: schematic choices have no duplicates", "[wave]")
std::set<std::string> ids; std::set<std::string> ids;
for (const SchematicChoiceOption& opt : choices) for (const SchematicChoiceOption& opt : choices)
{ {
ids.insert(opt.schematicId); ids.insert(opt.isArtifact ? std::string("<artifact>") : opt.unlockGroupId);
} }
REQUIRE(ids.size() == choices.size()); REQUIRE(ids.size() == choices.size());
} }

View File

@@ -82,6 +82,7 @@ BuildButtonGrid::BuildButtonGrid(Simulation* sim, const GameConfig* config, QWid
std::make_shared<DemolishModeToggleRequestedEvent>()); std::make_shared<DemolishModeToggleRequestedEvent>());
}); });
updateVisibility();
registerForEvents(); registerForEvents();
} }
@@ -119,6 +120,17 @@ void BuildButtonGrid::updateAffordability()
} }
} }
void BuildButtonGrid::updateVisibility()
{
// A locked building type's button is hidden until its unlock group is awarded
// (REQ-LOCK-BUILDING). Buttons keep their index so hotkeys/affordability stay
// stable; they simply appear once the type is unlocked.
for (std::size_t i = 0; i < m_buttons.size(); ++i)
{
m_buttons[i]->setVisible(m_sim->isBuildingUnlocked(m_types[i]));
}
}
void BuildButtonGrid::clearActiveButton() void BuildButtonGrid::clearActiveButton()
{ {
if (m_activeIndex) if (m_activeIndex)
@@ -165,6 +177,12 @@ void BuildButtonGrid::handleEvent(std::shared_ptr<const BuildingBlocksChangedEve
updateAffordability(); updateAffordability();
} }
void BuildButtonGrid::handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> /*event*/)
{
updateVisibility();
updateAffordability();
}
void BuildButtonGrid::handleEvent(std::shared_ptr<const DemolishModeChangedEvent> event) void BuildButtonGrid::handleEvent(std::shared_ptr<const DemolishModeChangedEvent> event)
{ {
m_demolishButton->setChecked(event->active); m_demolishButton->setChecked(event->active);
@@ -176,9 +194,10 @@ void BuildButtonGrid::handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent>
{ {
if (m_types[i] == event->type) if (m_types[i] == event->type)
{ {
// Equivalent to clicking the build button: a disabled (unaffordable) // Equivalent to clicking the build button: a disabled (unaffordable) or
// button cannot be clicked, so the hotkey is likewise inert. // hidden (locked, REQ-LOCK-BUILDING) button cannot be clicked, so the
if (m_buttons[i]->isEnabled()) // hotkey is likewise inert.
if (m_buttons[i]->isEnabled() && m_buttons[i]->isVisible())
{ {
onBuildButton(static_cast<int>(i)); onBuildButton(static_cast<int>(i));
} }

View File

@@ -13,6 +13,7 @@
#include "DemolishModeChangedEvent.h" #include "DemolishModeChangedEvent.h"
#include "EventHandler.h" #include "EventHandler.h"
#include "GameConfig.h" #include "GameConfig.h"
#include "UnlockedBuildingsChangedEvent.h"
class QPushButton; class QPushButton;
class Simulation; class Simulation;
@@ -21,7 +22,8 @@ class BuildButtonGrid : public QWidget,
public CombinedEventHandler<BuilderModeExitedEvent, public CombinedEventHandler<BuilderModeExitedEvent,
DemolishModeChangedEvent, DemolishModeChangedEvent,
BuildHotkeyPressedEvent, BuildHotkeyPressedEvent,
BuildingBlocksChangedEvent> BuildingBlocksChangedEvent,
UnlockedBuildingsChangedEvent>
{ {
Q_OBJECT Q_OBJECT
@@ -37,10 +39,15 @@ private:
// be afforded, it exits builder mode so the button does not stay selected. // be afforded, it exits builder mode so the button does not stay selected.
void updateAffordability(); void updateAffordability();
// Re-evaluates which build buttons are visible from the current per-building
// unlock state (REQ-LOCK-BUILDING); a locked building type's button is hidden.
void updateVisibility();
void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> event) override; void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> event) override;
void handleEvent(std::shared_ptr<const DemolishModeChangedEvent> event) override; void handleEvent(std::shared_ptr<const DemolishModeChangedEvent> event) override;
void handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event) override; void handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event) override;
void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override; void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
void handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> event) override;
private slots: private slots:
void onBuildButton(int index); void onBuildButton(int index);

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@@ -67,6 +67,7 @@
#include "BuilderModeExitedEvent.h" #include "BuilderModeExitedEvent.h"
#include "BlueprintModeExitedEvent.h" #include "BlueprintModeExitedEvent.h"
#include "BuildingBlocksChangedEvent.h" #include "BuildingBlocksChangedEvent.h"
#include "UnlockedBuildingsChangedEvent.h"
#include "ExpansionCostChangedEvent.h" #include "ExpansionCostChangedEvent.h"
#include "GameSpeedChangedEvent.h" #include "GameSpeedChangedEvent.h"
#include "SchematicChoicesAvailableEvent.h" #include "SchematicChoicesAvailableEvent.h"
@@ -367,6 +368,20 @@ void GameWorldView::onFrame()
EventManager::getInstance()->sendEventImmediately( EventManager::getInstance()->sendEventImmediately(
std::make_shared<BossWaveUpdatedEvent>(newBoss, newCountdown)); std::make_shared<BossWaveUpdatedEvent>(newBoss, newCountdown));
} }
// Unlocked building set changes only after a drop is applied or on Restart
// (REQ-LOCK-BUILDING); the build grid rebuilds its visible buttons.
int newUnlockedBuildingCount = 0;
for (const BuildingDef& def : m_sim->getConfig().buildings.buildings)
{
if (m_sim->isBuildingUnlocked(def.type)) { ++newUnlockedBuildingCount; }
}
if (newUnlockedBuildingCount != m_lastUnlockedBuildingCount)
{
m_lastUnlockedBuildingCount = newUnlockedBuildingCount;
EventManager::getInstance()->sendEventImmediately(
std::make_shared<UnlockedBuildingsChangedEvent>());
}
} }
// Sim-state polls are input sources for the live game; in replay these are // Sim-state polls are input sources for the live game; in replay these are
@@ -801,13 +816,18 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
for (const BlueprintBuilding& bb : bp.buildings) for (const BlueprintBuilding& bb : bp.buildings)
{ {
// Locked building types are excluded from this placement entirely
// (REQ-LOCK-BUILDING, REQ-LOCK-UI-BLUEPRINT): not validity-checked here.
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
if (!isValidPlacement(bb.type, center + bb.offset, bb.rotation)) { return; } if (!isValidPlacement(bb.type, center + bb.offset, bb.rotation)) { return; }
} }
// Cost only applies to buildings that are genuinely new (not rotate-in-place). // Cost only applies to buildings that are genuinely new (not rotate-in-place),
// and excludes locked building types (REQ-LOCK-UI-BLUEPRINT).
int totalCost = 0; int totalCost = 0;
for (const BlueprintBuilding& bb : bp.buildings) for (const BlueprintBuilding& bb : bp.buildings)
{ {
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
if (m_sim->getBuildings().findRotateInPlaceTarget( if (m_sim->getBuildings().findRotateInPlaceTarget(
bb.type, center + bb.offset, bb.rotation).has_value()) bb.type, center + bb.offset, bb.rotation).has_value())
{ {
@@ -820,6 +840,7 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
for (const BlueprintBuilding& bb : bp.buildings) for (const BlueprintBuilding& bb : bp.buildings)
{ {
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
const QPoint anchor = center + bb.offset; const QPoint anchor = center + bb.offset;
const std::optional<BuildingId> rotateTarget = const std::optional<BuildingId> rotateTarget =
m_sim->getBuildings().findRotateInPlaceTarget(bb.type, anchor, bb.rotation); m_sim->getBuildings().findRotateInPlaceTarget(bb.type, anchor, bb.rotation);
@@ -1946,6 +1967,9 @@ void GameWorldView::drawOverlays(QPainter& painter)
{ {
for (const BlueprintBuilding& bb : m_blueprintMode->buildings) for (const BlueprintBuilding& bb : m_blueprintMode->buildings)
{ {
// Locked building types are omitted from the blueprint (REQ-LOCK-BUILDING,
// REQ-LOCK-UI-BLUEPRINT), so they are not ghosted either.
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
const QPoint anchor = m_blueprintGhostTile + bb.offset; const QPoint anchor = m_blueprintGhostTile + bb.offset;
const bool valid = isValidPlacement(bb.type, anchor, bb.rotation); const bool valid = isValidPlacement(bb.type, anchor, bb.rotation);
drawBuildingGhost(painter, bb.type, anchor, bb.rotation, valid, drawBuildingGhost(painter, bb.type, anchor, bb.rotation, valid,

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@@ -351,4 +351,5 @@ private:
int m_lastBossCounter = -1; int m_lastBossCounter = -1;
Tick m_lastBossCountdown = Tick(-1); Tick m_lastBossCountdown = Tick(-1);
int m_lastArtifactCount = -1; int m_lastArtifactCount = -1;
int m_lastUnlockedBuildingCount = -1;
}; };

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@@ -21,6 +21,18 @@ const RecipeDef* findRecipe(const RecipesConfig& recipes, const std::string& id)
return nullptr; return nullptr;
} }
QString grantKindLabel(SchematicType type)
{
switch (type)
{
case SchematicType::Ship: return SchematicChoiceDialog::tr("Ship");
case SchematicType::Module: return SchematicChoiceDialog::tr("Module");
case SchematicType::Building: return SchematicChoiceDialog::tr("Building");
case SchematicType::Recipe: return SchematicChoiceDialog::tr("Recipe");
}
return QString();
}
} // namespace } // namespace
SchematicChoiceDialog::SchematicChoiceDialog( SchematicChoiceDialog::SchematicChoiceDialog(
@@ -63,7 +75,7 @@ SchematicChoiceDialog::SchematicChoiceDialog(
nameLabel->setAlignment(Qt::AlignCenter); nameLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(nameLabel); cardLayout->addWidget(nameLabel);
if (option.type == SchematicType::Artifact) if (option.isArtifact)
{ {
QLabel* artifactTypeLabel = new QLabel(tr("Artifact"), card); QLabel* artifactTypeLabel = new QLabel(tr("Artifact"), card);
artifactTypeLabel->setAlignment(Qt::AlignCenter); artifactTypeLabel->setAlignment(Qt::AlignCenter);
@@ -71,22 +83,22 @@ SchematicChoiceDialog::SchematicChoiceDialog(
} }
else else
{ {
QString typeText; QLabel* grantsHeaderLabel = new QLabel(tr("Unlocks:"), card);
if (option.type == SchematicType::Ship) QFont grantsHeaderFont = grantsHeaderLabel->font();
grantsHeaderFont.setBold(true);
grantsHeaderLabel->setFont(grantsHeaderFont);
grantsHeaderLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(grantsHeaderLabel);
for (const GrantedSchematic& grant : option.grantedItems)
{ {
typeText = tr("Ship"); QLabel* grantLabel = new QLabel(
grantKindLabel(grant.type) + ": "
+ QString::fromStdString(grant.displayName),
card);
grantLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(grantLabel);
} }
else if (option.type == SchematicType::Module)
{
typeText = tr("Module");
}
else
{
typeText = tr("Recipe");
}
QLabel* typeLabel = new QLabel(typeText, card);
typeLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(typeLabel);
QLabel* unlocksHeaderLabel = new QLabel(tr("Unlocks recipes:"), card); QLabel* unlocksHeaderLabel = new QLabel(tr("Unlocks recipes:"), card);
QFont unlocksHeaderFont = unlocksHeaderLabel->font(); QFont unlocksHeaderFont = unlocksHeaderLabel->font();