Derive ship scrap drop from threat
This commit is contained in:
@@ -264,6 +264,7 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
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cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
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cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
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cfg.scrapDespawnSeconds = requireDouble(tbl["world"]["scrap_despawn_seconds"], file, "world.scrap_despawn_seconds");
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cfg.scrapPerThreat = requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
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cfg.tileSize_m = requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
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cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
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cfg.tunnelMaxDistance_tiles = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
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@@ -466,14 +467,6 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
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def.sensor.sensorRangeFormula = requireFormula(snsMt["sensor_range_m_formula"], file, snsPath + ".sensor_range_m_formula");
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}
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// Loot
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{
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const std::string lPath = elemPath + ".loot";
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const toml::table& lTable = requireTable(mt["loot"], file, lPath);
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toml::table& lMt = const_cast<toml::table&>(lTable);
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def.loot.scrapDrop = static_cast<int>(requireInt(lMt["scrap_drop"], file, lPath + ".scrap_drop"));
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}
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// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
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if (mt.contains("default_modules"))
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{
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@@ -35,12 +35,6 @@ struct ShipSensor
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Formula sensorRangeFormula; // REQ-SHP-SENSOR, REQ-SHP-STATS
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};
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// Scrap dropped on destruction (REQ-RES-SCRAP-DROP).
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struct ShipLoot
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{
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int scrapDrop;
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};
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struct ShipDef
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{
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std::string id;
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@@ -51,7 +45,6 @@ struct ShipDef
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ShipHealth health;
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ShipMovement movement;
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ShipSensor sensor;
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ShipLoot loot;
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// Module layout used for enemy wave ships (REQ-WAV-DEFAULT-MODULES).
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std::vector<PlacedModule> defaultModules;
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@@ -60,6 +60,7 @@ struct WorldConfig
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int refundPercentage; // REQ-BLD-DEMOLISH
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int startingBuildingBlocks; // REQ-HQ-STARTING-BLOCKS
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double scrapDespawnSeconds; // REQ-RES-SCRAP-DROP
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double scrapPerThreat; // REQ-RES-SCRAP-DROP, REQ-THREAT-SCRAP (scrap dropped per unit threat)
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double tileSize_m; // metres per tile (REQ-GW-TILE-SIZE)
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double beltSpeed_tps; // REQ-GW-BELT-SPEED (tiles/s, converted from m/s in config)
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int tunnelMaxDistance_tiles; // REQ-BLD-TUNNEL-PAIR
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@@ -6,4 +6,7 @@ struct ShipIdentityComponent
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{
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int level;
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std::string schematicId;
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// Scrap dropped on destruction, derived from the ship's as-built threat cost
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// at spawn time (REQ-RES-SCRAP-DROP).
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int scrapDrop = 0;
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};
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@@ -1,6 +1,8 @@
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#include "ShipSystem.h"
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <map>
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#include <stdexcept>
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#include <utility>
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@@ -26,7 +28,9 @@
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#include "SalvagerComponent.h"
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#include "SelectedBehaviorComponent.h"
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#include "SensorRangeComponent.h"
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#include "ShipIdentityComponent.h"
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#include "StandbyBehavior.h"
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#include "ThreatCostCalculator.h"
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#include "Tick.h"
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#include "tracing.h"
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#include "WeaponComponent.h"
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@@ -103,6 +107,16 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
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const std::vector<PlacedModule>& modules =
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layout.has_value() ? layout->placedModules : def->defaultModules;
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// Derive the scrap dropped on destruction from the ship's as-built threat cost
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// (REQ-RES-SCRAP-DROP): round(threat * scrap_per_threat), floored at 1 for any
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// ship with threat > 0. Computed once here since threat is level-independent.
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const double threatCost = calculateShipThreatCost(m_config.threatCosts, m_config,
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schematicId, modules);
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const int scrapDrop = threatCost > 0.0
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? std::max(1, static_cast<int>(std::lround(threatCost * m_config.world.scrapPerThreat)))
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: 0;
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m_admin.get<ShipIdentityComponent>(entity).scrapDrop = scrapDrop;
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// --- Pass 1: create capability child entities ----------------------------
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std::vector<entt::entity> weaponChildren;
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std::vector<entt::entity> salvageChildren;
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@@ -551,15 +551,11 @@ void Simulation::tickDeathsAndLoot()
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{
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const ShipIdentityComponent& si = m_admin.get<ShipIdentityComponent>(deadEntity);
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const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
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for (const ShipDef& def : m_config.ships.ships)
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if (si.scrapDrop > 0)
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{
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if (def.id == si.schematicId && def.loot.scrapDrop > 0)
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{
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const Tick despawnAt = m_currentTick
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+ secondsToTicks(m_config.world.scrapDespawnSeconds);
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m_scrapSystem->spawn(pos.value, def.loot.scrapDrop, despawnAt);
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break;
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}
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const Tick despawnAt = m_currentTick
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+ secondsToTicks(m_config.world.scrapDespawnSeconds);
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m_scrapSystem->spawn(pos.value, si.scrapDrop, despawnAt);
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}
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m_shipSystem->despawn(deadEntity);
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}
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@@ -1,6 +1,5 @@
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#include "ThreatCostCalculator.h"
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#include <limits>
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#include <set>
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#include "GameConfig.h"
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@@ -62,6 +61,14 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
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{
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ThreatCostTable table;
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// Scrap threat (REQ-THREAT-SCRAP) is the constant inverse of the scrap-drop
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// conversion (REQ-RES-SCRAP-DROP): one scrap is worth 1 / scrap_per_threat.
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// Set it up front so reprocessing-only item threats (below) can use it, and so
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// it no longer depends on any ship's threat cost.
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table.scrapThreat = config.world.scrapPerThreat > 0.0
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? 1.0 / config.world.scrapPerThreat
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: 0.0;
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// Build lookup: output item → non-reprocessing recipes and reprocessing recipes.
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std::map<std::string, std::vector<RecipeRef>> nonReprocessingRecipes;
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std::map<std::string, std::vector<RecipeRef>> reprocessingRecipes;
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@@ -146,26 +153,6 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
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}
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}
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// Compute scrap threat (REQ-THREAT-SCRAP): find the ship with the smallest
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// scrap_drop and use its threat cost.
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int minScrapDrop = std::numeric_limits<int>::max();
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const ShipDef* cheapestScrapShip = nullptr;
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for (const ShipDef& def : config.ships.ships)
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{
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if (def.loot.scrapDrop > 0 && def.loot.scrapDrop < minScrapDrop)
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{
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minScrapDrop = def.loot.scrapDrop;
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cheapestScrapShip = &def;
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}
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}
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if (cheapestScrapShip != nullptr)
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{
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double shipThreat = calculateShipThreatCost(table, config,
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cheapestScrapShip->id, cheapestScrapShip->defaultModules);
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table.scrapThreat = shipThreat / minScrapDrop;
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}
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// Resolve reprocessing-only items.
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for (const std::string& item : unresolved)
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{
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