implement unlock dependencies

This commit is contained in:
2026-07-03 08:35:45 +02:00
parent 58d4586d00
commit 6ea0655eaf
13 changed files with 476 additions and 11 deletions

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@@ -2,8 +2,10 @@
#
# First real-content iteration of the production tree. Quantities and
# durations are a first guess; the balancing pass will tune them and assign
# real unlock_at_station_level values (everything is unlocked for now so the
# full tree is testable).
# real unlock_at_station_level values. Almost everything is unlocked for now so
# the full tree is testable; the only gated recipe schematics are the medium and
# large laser-cannon item recipes, which demonstrate the unlock_requires
# prerequisite chain (large requires medium — see modules.toml / ships.toml).
#
# Input chain per game phase — each phase adds exactly one new base input:
#
@@ -293,7 +295,7 @@ duration_seconds = 4.0
[[recipe]]
id = "laser_cannon_m_module"
unlock_at_station_level = -1
unlock_at_station_level = 1
building = "assembler"
inputs = [{item = "targeting_unit", amount = 1}, {item = "titanium_frame", amount = 1}]
outputs = [{item = "laser_cannon_m_module", amount = 1}]
@@ -317,7 +319,8 @@ duration_seconds = 6.0
[[recipe]]
id = "laser_cannon_l_module"
unlock_at_station_level = -1
unlock_at_station_level = 1
unlock_requires = ["laser_cannon_m_module"]
building = "assembler"
inputs = [
{item = "targeting_unit", amount = 2},