implicit item locking
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@@ -59,6 +59,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
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moduleLevels);
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},
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[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
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m_rng);
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m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
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m_aiSystem = std::make_unique<AiSystem>();
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@@ -86,6 +87,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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m_moduleSchematicLevels[def.id] = state;
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}
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recomputeUnlocked();
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placeInitialStructures();
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registerForEvents();
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}
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@@ -147,6 +149,7 @@ void Simulation::reset(unsigned int seed)
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
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moduleLevels);
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},
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[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
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m_rng);
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m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
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m_aiSystem = std::make_unique<AiSystem>();
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@@ -174,6 +177,7 @@ void Simulation::reset(unsigned int seed)
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m_moduleSchematicLevels[def.id] = state;
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}
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recomputeUnlocked();
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placeInitialStructures();
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}
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@@ -544,6 +548,83 @@ void Simulation::awardSchematicDrop(int destroyedStationLevel)
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evt.wasNewUnlock = wasNew;
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evt.isModuleSchematic = isModule;
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m_schematicDropEvents.push_back(evt);
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recomputeUnlocked();
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}
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// ---------------------------------------------------------------------------
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// Implicit unlock computation (REQ-LOCK-IMPLICIT)
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// ---------------------------------------------------------------------------
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void Simulation::recomputeUnlocked()
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{
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m_unlockedItemIds.clear();
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m_unlockedRecipeIds.clear();
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for (const ShipDef& def : m_config.ships.ships)
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{
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if (!isSchematicUnlocked(def.id)) { continue; }
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for (const RecipeIngredient& mat : def.schematic.materials)
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{
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m_unlockedItemIds.insert(mat.item);
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}
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}
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for (const ModuleDef& def : m_config.modules.modules)
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{
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if (!isModuleSchematicUnlocked(def.id)) { continue; }
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for (const RecipeIngredient& mat : def.materials)
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{
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m_unlockedItemIds.insert(mat.item);
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}
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}
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bool changed = true;
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while (changed)
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{
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changed = false;
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for (const RecipeDef& recipe : m_config.recipes.recipes)
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{
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if (recipe.building != BuildingType::Miner
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&& recipe.building != BuildingType::Smelter
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&& recipe.building != BuildingType::Assembler)
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{
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continue;
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}
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bool producesUnlocked = false;
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for (const RecipeOutput& out : recipe.outputs)
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{
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if (m_unlockedItemIds.count(out.item) > 0)
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{
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producesUnlocked = true;
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break;
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}
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}
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if (!producesUnlocked) { continue; }
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if (recipe.building == BuildingType::Miner
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|| recipe.building == BuildingType::Assembler)
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{
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m_unlockedRecipeIds.insert(recipe.id);
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}
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for (const RecipeIngredient& ing : recipe.inputs)
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{
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if (m_unlockedItemIds.insert(ing.item).second)
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{
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changed = true;
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}
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}
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}
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}
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}
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bool Simulation::isRecipeUnlocked(const std::string& recipeId) const
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{
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return m_unlockedRecipeIds.count(recipeId) > 0;
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}
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bool Simulation::isItemUnlocked(const std::string& itemId) const
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{
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return m_unlockedItemIds.count(itemId) > 0;
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}
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// ---------------------------------------------------------------------------
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