implement unlock dependencies
This commit is contained in:
@@ -4,6 +4,7 @@
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#include <sstream>
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#include <stdexcept>
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#include <string>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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@@ -383,6 +384,11 @@ RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
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{
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def.unlockAtStationLevel = static_cast<int>(*level);
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}
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if (mt.contains("unlock_requires"))
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{
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def.unlockRequires = requireStringArray(mt["unlock_requires"], file,
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elemPath + ".unlock_requires");
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}
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}
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// inputs may be omitted (e.g. miner recipes). An empty array is fine.
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@@ -422,6 +428,10 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
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ShipDef def;
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def.id = requireString(mt["id"], file, elemPath + ".id");
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def.unlockAtStationLevel = static_cast<int>(requireInt(mt["unlock_at_station_level"], file, elemPath + ".unlock_at_station_level"));
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if (mt.contains("unlock_requires"))
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{
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def.unlockRequires = requireStringArray(mt["unlock_requires"], file, elemPath + ".unlock_requires");
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}
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def.layout = requireStringArray(mt["layout"], file, elemPath + ".layout");
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// Schematic
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@@ -573,6 +583,10 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
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def.id = requireString(mt["id"], file, elemPath + ".id");
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def.unlockAtStationLevel = static_cast<int>(
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mt["unlock_at_station_level"].value_or<int64_t>(-1));
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if (mt.contains("unlock_requires"))
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{
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def.unlockRequires = requireStringArray(mt["unlock_requires"], file, elemPath + ".unlock_requires");
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}
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def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
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def.productionTimeSeconds = requireDouble(
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mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
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@@ -685,6 +699,67 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
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return cfg;
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}
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namespace
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{
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// Throws if any id in requiredIds is not a valid explicitly-unlockable schematic.
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void checkUnlockRequires(const std::vector<std::string>& requiredIds,
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const std::unordered_set<std::string>& schematicIds,
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const std::string& file,
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const std::string& path)
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{
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for (const std::string& requiredId : requiredIds)
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{
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if (schematicIds.count(requiredId) == 0)
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{
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throw makeError(file, path,
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"references unknown schematic '" + requiredId + "'");
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}
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}
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}
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// Validates that every id listed in an `unlock_requires` (REQ-LOCK-PREREQ)
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// resolves to an explicitly-unlockable schematic: a ship, a module, or an
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// assembler recipe that carries `unlock_at_station_level` (a recipe schematic,
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// per REQ-LOCK-EXPLICIT). An unresolved id is a config error surfaced at load.
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void validateUnlockRequires(const GameConfig& cfg)
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{
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std::unordered_set<std::string> schematicIds;
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for (const ShipDef& def : cfg.ships.ships)
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{
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schematicIds.insert(def.id);
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}
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for (const ModuleDef& def : cfg.modules.modules)
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{
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schematicIds.insert(def.id);
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}
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for (const RecipeDef& def : cfg.recipes.recipes)
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{
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if (def.building == BuildingType::Assembler && def.unlockAtStationLevel.has_value())
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{
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schematicIds.insert(def.id);
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}
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}
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for (const ShipDef& def : cfg.ships.ships)
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{
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checkUnlockRequires(def.unlockRequires, schematicIds, "ships.toml",
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"ship '" + def.id + "'.unlock_requires");
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}
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for (const ModuleDef& def : cfg.modules.modules)
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{
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checkUnlockRequires(def.unlockRequires, schematicIds, "modules.toml",
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"module '" + def.id + "'.unlock_requires");
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}
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for (const RecipeDef& def : cfg.recipes.recipes)
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{
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checkUnlockRequires(def.unlockRequires, schematicIds, "recipes.toml",
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"recipe '" + def.id + "'.unlock_requires");
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}
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}
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} // namespace
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GameConfig ConfigLoader::loadFromDirectory(const std::string& configDir)
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{
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GameConfig cfg;
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@@ -694,6 +769,7 @@ GameConfig ConfigLoader::loadFromDirectory(const std::string& configDir)
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cfg.ships = loadShips(configDir + "/ships.toml");
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cfg.stations = loadStations(configDir + "/stations.toml");
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cfg.modules = loadModules(configDir + "/modules.toml");
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validateUnlockRequires(cfg);
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cfg.threatCosts = computeThreatCostTable(cfg);
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return cfg;
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}
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@@ -41,6 +41,9 @@ struct ModuleDef
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{
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std::string id;
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int unlockAtStationLevel;
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// Prerequisite schematic ids that must be explicitly unlocked before this
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// schematic can enter the drop pool (REQ-LOCK-PREREQ). Empty = none.
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std::vector<std::string> unlockRequires;
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std::vector<std::string> surfaceMask;
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std::vector<RecipeIngredient> materials;
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double productionTimeSeconds;
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@@ -36,6 +36,10 @@ struct RecipeDef
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// at game start. >= 0 = locked; schematic enters drop pool at that station
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// level once the output item is implicitly unlocked (REQ-LOCK-EXPLICIT).
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std::optional<int> unlockAtStationLevel;
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// Assembler recipe schematics only. Prerequisite schematic ids that must be
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// explicitly unlocked before this schematic can enter the drop pool
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// (REQ-LOCK-PREREQ). Empty = none.
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std::vector<std::string> unlockRequires;
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};
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struct RecipesConfig
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@@ -36,6 +36,9 @@ struct ShipDef
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{
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std::string id;
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int unlockAtStationLevel;
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// Prerequisite schematic ids that must be explicitly unlocked before this
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// schematic can enter the drop pool (REQ-LOCK-PREREQ). Empty = none.
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std::vector<std::string> unlockRequires;
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std::vector<std::string> layout;
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ShipSchematic schematic;
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@@ -635,12 +635,14 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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{
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if (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; }
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if (m_schematicLevels.at(def.id).unlocked) { continue; }
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if (!prerequisitesSatisfied(def.unlockRequires)) { continue; }
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pool.push_back({def.id, DropType::Ship});
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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 (def.unlockAtStationLevel < 0 || def.unlockAtStationLevel > destroyedStationLevel) { continue; }
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if (m_moduleSchematicLevels.at(def.id).unlocked) { continue; }
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if (!prerequisitesSatisfied(def.unlockRequires)) { continue; }
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pool.push_back({def.id, DropType::Module});
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}
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for (const RecipeDef& def : m_config.recipes.recipes)
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@@ -656,6 +658,7 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
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if (m_unlockedItemIds.count(out.item) > 0) { outputUnlocked = true; break; }
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}
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if (!outputUnlocked) { continue; }
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if (!prerequisitesSatisfied(def.unlockRequires)) { continue; }
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pool.push_back({def.id, DropType::Recipe});
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}
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@@ -808,6 +811,32 @@ std::set<std::string> Simulation::getUnlockedModuleSchematicIds() const
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return ids;
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}
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bool Simulation::isSchematicIdExplicitlyUnlocked(const std::string& schematicId) const
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{
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// A prerequisite is satisfied only by an explicitly-unlocked schematic
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// (REQ-LOCK-PREREQ): a ship or module schematic marked unlocked, or a recipe
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// schematic in the explicit-unlock set. Cross-type ids are looked up with
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// find/count so an id from one namespace never throws against another.
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const std::map<std::string, SchematicState>::const_iterator shipIt =
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m_schematicLevels.find(schematicId);
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if (shipIt != m_schematicLevels.end() && shipIt->second.unlocked) { return true; }
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const std::map<std::string, SchematicState>::const_iterator moduleIt =
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m_moduleSchematicLevels.find(schematicId);
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if (moduleIt != m_moduleSchematicLevels.end() && moduleIt->second.unlocked) { return true; }
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return m_unlockedRecipeSchematicIds.count(schematicId) > 0;
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}
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bool Simulation::prerequisitesSatisfied(const std::vector<std::string>& unlockRequires) const
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{
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for (const std::string& requiredId : unlockRequires)
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{
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if (!isSchematicIdExplicitlyUnlocked(requiredId)) { return false; }
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}
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return true;
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}
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Simulation::UnlockedSets Simulation::computeUnlockedSets(
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const std::set<std::string>& unlockedShipSchematicIds,
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const std::set<std::string>& unlockedModuleSchematicIds,
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@@ -215,6 +215,12 @@ private:
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std::set<std::string> getUnlockedShipSchematicIds() const;
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std::set<std::string> getUnlockedModuleSchematicIds() const;
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// True if schematicId names a currently explicitly-unlocked ship, module, or
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// assembler recipe schematic (REQ-LOCK-PREREQ satisfaction basis).
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bool isSchematicIdExplicitlyUnlocked(const std::string& schematicId) const;
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// True if every prerequisite in unlockRequires is explicitly unlocked (REQ-LOCK-PREREQ).
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bool prerequisitesSatisfied(const std::vector<std::string>& unlockRequires) const;
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// Display names (deduplicated, alphabetical) of output items of recipes in
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// hypothetical.recipeIds that are not yet in m_unlockedRecipeIds.
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std::vector<std::string> computeNewlyUnlockedItemNames(const UnlockedSets& hypothetical) const;
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@@ -21,6 +21,7 @@ add_files(
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ShipModuleTest.cpp
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ThreatCostCalculatorTest.cpp
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RecipeSchematicTest.cpp
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UnlockPrereqTest.cpp
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ArtifactWinConditionTest.cpp
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DeterminismTest.cpp
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CommandTest.cpp
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@@ -6,6 +6,7 @@
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#include <stdexcept>
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#include <string>
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#include <system_error>
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#include <vector>
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#include "BuildingType.h"
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#include "ConfigLoader.h"
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@@ -343,3 +344,151 @@ duration_seconds = 1.0
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std::runtime_error);
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}
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// --- unlock_requires (REQ-LOCK-PREREQ) ------------------------------------
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namespace
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{
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// Copies every regular file from CONFIG_DIR into dir, giving tests a full,
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// valid config set they can then perturb before calling loadFromDirectory.
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void copyConfigInto(const std::filesystem::path& dir)
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{
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for (const std::filesystem::directory_entry& entry :
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std::filesystem::directory_iterator(std::string(CONFIG_DIR)))
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{
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if (entry.is_regular_file())
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{
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std::filesystem::copy_file(entry.path(), dir / entry.path().filename());
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}
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}
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}
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} // namespace
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TEST_CASE("unlock_requires parses into a ship def", "[config]")
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{
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TempConfigDir dir;
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writeFile(dir.path() / "ships.toml", R"(
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[[ship]]
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id = "alpha"
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unlock_at_station_level = 1
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unlock_requires = ["beta", "gamma"]
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layout = ["O"]
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[ship.schematic]
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materials = []
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production_time_seconds = 5
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[ship.health]
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hp = 10
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[ship.movement]
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speed_mps = 1
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main_acceleration_mpss = 1
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maneuvering_acceleration_mpss = 1
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angular_acceleration_radpss = 1
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max_rotation_speed_radps = 1
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[ship.sensor]
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sensor_range_m = 10
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)");
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const ShipsConfig cfg = ConfigLoader::loadShips((dir.path() / "ships.toml").string());
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REQUIRE(cfg.ships.size() == 1);
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CHECK(cfg.ships[0].unlockRequires == std::vector<std::string>{"beta", "gamma"});
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}
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TEST_CASE("unlock_requires parses into a module def", "[config]")
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{
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TempConfigDir dir;
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writeFile(dir.path() / "modules.toml", R"(
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[[module]]
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id = "m1"
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unlock_at_station_level = 0
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unlock_requires = ["dep"]
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surface_mask = ["O"]
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materials = [{item = "iron_ingot", amount = 1}]
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production_time_seconds = 1
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fill_color = "#ffffff"
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glyph = "M"
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)");
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const ModulesConfig cfg = ConfigLoader::loadModules((dir.path() / "modules.toml").string());
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REQUIRE(cfg.modules.size() == 1);
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CHECK(cfg.modules[0].unlockRequires == std::vector<std::string>{"dep"});
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}
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TEST_CASE("unlock_requires parses only for assembler recipes", "[config]")
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{
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TempConfigDir dir;
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writeFile(dir.path() / "recipes.toml", R"(
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[[recipe]]
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id = "gated_asm"
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building = "assembler"
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unlock_at_station_level = 1
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unlock_requires = ["prereq_recipe"]
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inputs = []
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outputs = [{item = "foo", amount = 1}]
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duration_seconds = 1.0
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[[recipe]]
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id = "a_miner"
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building = "miner"
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unlock_requires = ["ignored"]
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inputs = []
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outputs = [{item = "ore", amount = 1}]
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duration_seconds = 1.0
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)");
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const RecipesConfig cfg = ConfigLoader::loadRecipes((dir.path() / "recipes.toml").string());
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REQUIRE(cfg.recipes.size() == 2);
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CHECK(cfg.recipes[0].unlockRequires == std::vector<std::string>{"prereq_recipe"});
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// The field is only consumed for assembler recipe schematics; a miner recipe
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// leaves it unparsed (empty).
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CHECK(cfg.recipes[1].unlockRequires.empty());
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}
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TEST_CASE("unlock_requires referencing an unknown schematic is rejected at load", "[config]")
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{
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TempConfigDir dir;
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copyConfigInto(dir.path());
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std::ofstream out((dir.path() / "recipes.toml").string(), std::ios::app);
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out << "\n[[recipe]]\n"
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"id = \"gated_bogus\"\n"
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"building = \"assembler\"\n"
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"unlock_at_station_level = 1\n"
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"unlock_requires = [\"___does_not_exist___\"]\n"
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"inputs = []\n"
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"outputs = [{item = \"circuit_board\", amount = 1}]\n"
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"duration_seconds = 1.0\n";
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out.close();
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try
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{
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ConfigLoader::loadFromDirectory(dir.path().string());
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FAIL("Expected exception");
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}
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catch (const std::runtime_error& e)
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{
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const std::string msg = e.what();
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REQUIRE(msg.find("___does_not_exist___") != std::string::npos);
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}
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}
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TEST_CASE("unlock_requires referencing a real schematic loads without error", "[config]")
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{
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TempConfigDir dir;
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copyConfigInto(dir.path());
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// "interceptor" is a ship schematic in the test config — a valid prerequisite.
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std::ofstream out((dir.path() / "recipes.toml").string(), std::ios::app);
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out << "\n[[recipe]]\n"
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"id = \"gated_ok\"\n"
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"building = \"assembler\"\n"
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"unlock_at_station_level = 1\n"
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"unlock_requires = [\"interceptor\"]\n"
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"inputs = []\n"
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"outputs = [{item = \"circuit_board\", amount = 1}]\n"
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"duration_seconds = 1.0\n";
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out.close();
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REQUIRE_NOTHROW(ConfigLoader::loadFromDirectory(dir.path().string()));
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}
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174
src/test/UnlockPrereqTest.cpp
Normal file
174
src/test/UnlockPrereqTest.cpp
Normal file
@@ -0,0 +1,174 @@
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// Drop-pool behaviour for unlock_requires schematic prerequisites
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// (REQ-LOCK-PREREQ). A schematic enters the drop pool only when every id in its
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// unlock_requires is already explicitly unlocked, on top of the station-level
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// (and, for recipes, output-implicitly-unlocked) checks.
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//
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// Configs are built in memory (load the test config, then mutate) so each case
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// is isolated and does not perturb the shared test config used by other suites.
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#include <algorithm>
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#include <string>
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#include <utility>
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#include <vector>
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#include "catch.hpp"
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#include "ConfigLoader.h"
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#include "FactionComponent.h"
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#include "GameConfig.h"
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#include "HealthComponent.h"
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#include "ModulesConfig.h"
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#include "RecipesConfig.h"
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#include "SchematicChoiceOption.h"
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#include "ShipsConfig.h"
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#include "Simulation.h"
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#include "SimulationTestAccess.h"
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#include "StationBodyComponent.h"
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namespace
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{
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GameConfig loadConfig()
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{
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return ConfigLoader::loadFromDirectory(CONFIG_DIR);
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}
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ShipDef& findShip(GameConfig& cfg, const std::string& id)
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{
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for (ShipDef& def : cfg.ships.ships)
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{
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if (def.id == id) { return def; }
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}
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FAIL("ship not found: " + id);
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return cfg.ships.ships.front();
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}
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ModuleDef& findModule(GameConfig& cfg, const std::string& id)
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{
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for (ModuleDef& def : cfg.modules.modules)
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{
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if (def.id == id) { return def; }
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||||
}
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FAIL("module not found: " + id);
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return cfg.modules.modules.front();
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}
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||||
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RecipeDef& findRecipe(GameConfig& cfg, const std::string& id)
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||||
{
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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
|
||||
// tickDeathsAndLoot fires, triggering the push and schematic choices.
|
||||
void killEnemyStations(Simulation& sim)
|
||||
{
|
||||
sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
|
||||
[](entt::entity, StationBodyComponent&, FactionComponent& faction, HealthComponent& health)
|
||||
{
|
||||
if (faction.isEnemy)
|
||||
{
|
||||
health.hp = 0.0f;
|
||||
}
|
||||
});
|
||||
sim.tick();
|
||||
}
|
||||
|
||||
void killEnemyStationsAndApply(Simulation& sim)
|
||||
{
|
||||
killEnemyStations(sim);
|
||||
if (sim.hasSchematicChoicesPending())
|
||||
{
|
||||
SimulationTestAccess::applySchematicChoice(sim, 0);
|
||||
}
|
||||
}
|
||||
|
||||
bool optionOffered(const Simulation& sim, const std::string& id)
|
||||
{
|
||||
const std::vector<SchematicChoiceOption>& options = sim.getPendingSchematicChoices();
|
||||
return std::any_of(options.begin(), options.end(),
|
||||
[&](const SchematicChoiceOption& o) { return o.schematicId == id; });
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
TEST_CASE("UnlockPrereq: a recipe gated behind a locked ship is withheld from the pool",
|
||||
"[unlock_prereq]")
|
||||
{
|
||||
// quick_circuit (assembler recipe, level 0, output circuit_board is implicitly
|
||||
// unlocked) would normally be eligible at the first station destruction. Gate
|
||||
// it behind repair_ship (ship, level 0, locked at game start).
|
||||
GameConfig cfg = loadConfig();
|
||||
findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"};
|
||||
|
||||
Simulation sim(std::move(cfg), 123);
|
||||
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
|
||||
|
||||
killEnemyStations(sim); // destroyed set level 0
|
||||
REQUIRE(sim.hasSchematicChoicesPending());
|
||||
|
||||
// Prerequisite unmet -> the gated recipe must not be offered, while the
|
||||
// prerequisite schematic itself (the only other eligible pick) is.
|
||||
CHECK_FALSE(optionOffered(sim, "quick_circuit"));
|
||||
CHECK(optionOffered(sim, "repair_ship"));
|
||||
}
|
||||
|
||||
TEST_CASE("UnlockPrereq: the gated recipe becomes eligible once its prerequisite is unlocked",
|
||||
"[unlock_prereq]")
|
||||
{
|
||||
GameConfig cfg = loadConfig();
|
||||
findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"};
|
||||
|
||||
Simulation sim(std::move(cfg), 123);
|
||||
|
||||
// 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.
|
||||
bool unlocked = false;
|
||||
for (int i = 0; i < 150 && !unlocked; ++i)
|
||||
{
|
||||
killEnemyStationsAndApply(sim);
|
||||
unlocked = sim.isRecipeUnlocked("quick_circuit");
|
||||
}
|
||||
|
||||
CHECK(sim.isSchematicUnlocked("repair_ship")); // prerequisite got unlocked along the way
|
||||
CHECK(unlocked);
|
||||
}
|
||||
|
||||
TEST_CASE("UnlockPrereq: a module gated behind another module is withheld until it unlocks",
|
||||
"[unlock_prereq]")
|
||||
{
|
||||
// Mirror the app-config demo (laser_cannon_m -> laser_cannon_l) using two
|
||||
// test-config modules made lockable at the same station level.
|
||||
GameConfig cfg = loadConfig();
|
||||
findModule(cfg, "laser_cannon").unlockAtStationLevel = 0;
|
||||
ModuleDef& armor = findModule(cfg, "armor_plate");
|
||||
armor.unlockAtStationLevel = 0;
|
||||
armor.unlockRequires = {"laser_cannon"};
|
||||
|
||||
Simulation sim(std::move(cfg), 7);
|
||||
REQUIRE_FALSE(sim.isModuleSchematicUnlocked("laser_cannon"));
|
||||
REQUIRE_FALSE(sim.isModuleSchematicUnlocked("armor_plate"));
|
||||
|
||||
killEnemyStations(sim); // level 0
|
||||
REQUIRE(sim.hasSchematicChoicesPending());
|
||||
// armor_plate is gated behind the still-locked laser_cannon module.
|
||||
CHECK_FALSE(optionOffered(sim, "armor_plate"));
|
||||
|
||||
// Drive the drops until the gated module unlocks; it can only do so after its
|
||||
// prerequisite has itself been unlocked.
|
||||
bool armorUnlocked = false;
|
||||
for (int i = 0; i < 300 && !armorUnlocked; ++i)
|
||||
{
|
||||
killEnemyStationsAndApply(sim);
|
||||
armorUnlocked = sim.isModuleSchematicUnlocked("armor_plate");
|
||||
if (armorUnlocked)
|
||||
{
|
||||
CHECK(sim.isModuleSchematicUnlocked("laser_cannon"));
|
||||
}
|
||||
}
|
||||
CHECK(armorUnlocked);
|
||||
}
|
||||
Reference in New Issue
Block a user