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