give every recipe one shape: a list of output groups
Implements REQ-MAT-OUTPUT-GROUP. A recipe had two shapes -- outputs produced together, or outputs of which exactly one happened -- and every rule over them was written twice, selected by `building == ReprocessingPlant`: sizing a buffer, deciding whether a cycle fits, resolving what a cycle makes, costing an item. RecipeDef now holds output groups, each a weight and a list of items, and a cycle yields exactly one group. One group is the ordinary recipe, so the old two cases are the same shape with one and with several, and all four rules collapse to one expression apiece with no building-type test left. rollReprocessingOutput becomes rollOutputGroup, where a single group returns without drawing or testing eligibility. That early-out is load-bearing twice over. Drawing there would consume entropy for every ordinary recipe and shift every later random outcome; and eligibility must not apply either, since implicit unlocking is demand-derived, so an ordinary recipe's output can be producible while nothing yet calls for it -- testing it would stop the building producing rather than gate a drop. Past the early-out a group is eligible only when all of its items are unlocked, being produced whole. Threat follows the recipe's shape rather than the building, and the per-unit value now divides by the group's amount as well as its odds. That moves no number today: every item resolved through this path has amount 1, which is why the threat expectations are untouched. Config keeps `outputs = [...]` as the single-group form, so only the two reprocessing recipes change shape. The recipe summary gains "/" between groups and keeps "+" within one, which also fixes the plant reading as though a cycle produced all of its items at once. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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@@ -97,35 +97,42 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
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// values are raw from config; we normalize them per-recipe below).
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std::map<std::string, std::vector<RecipeRef>> reprocessingRecipes;
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// What decides which model an item's threat follows is the recipe's shape, not the
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// building running it (REQ-MAT-OUTPUT-GROUP): a recipe with several groups yields one
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// of them by chance, so its items cost the cycle divided by their odds; a recipe with
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// one group yields it every cycle, so its items cost the cycle outright.
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for (const RecipeDef& recipe : config.recipes.recipes)
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{
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if (recipe.building == BuildingType::ReprocessingPlant)
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if (recipe.outputGroups.size() > 1)
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{
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// Compute the total weight across all outputs of this reprocessing recipe
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// so we can normalize each output's probability.
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// Total weight across the groups, so each group's probability normalizes.
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double totalWeight = 0.0;
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for (const RecipeOutput& out : recipe.outputs)
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for (const RecipeOutputGroup& group : recipe.outputGroups)
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{
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totalWeight += out.probability.value_or(1.0);
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totalWeight += group.probability.value_or(1.0);
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}
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if (totalWeight <= 0.0)
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{
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continue;
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}
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for (const RecipeOutput& out : recipe.outputs)
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for (const RecipeOutputGroup& group : recipe.outputGroups)
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{
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RecipeRef ref;
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ref.recipe = &recipe;
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ref.outputItem = out.item;
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ref.outputAmount = out.amount;
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ref.probability = out.probability.value_or(1.0) / totalWeight;
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reprocessingRecipes[out.item].push_back(ref);
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const double probability = group.probability.value_or(1.0) / totalWeight;
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for (const RecipeOutput& out : group.items)
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{
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RecipeRef ref;
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ref.recipe = &recipe;
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ref.outputItem = out.item;
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ref.outputAmount = out.amount;
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ref.probability = probability;
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reprocessingRecipes[out.item].push_back(ref);
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}
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}
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}
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else
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{
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// Check whether this non-reprocessing recipe consumes scrap.
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// Check whether this single-group recipe consumes scrap.
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bool consumesScrap = false;
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for (const RecipeIngredient& input : recipe.inputs)
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{
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@@ -136,7 +143,7 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
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}
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}
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for (const RecipeOutput& out : recipe.outputs)
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for (const RecipeOutput& out : recipe.outputGroups.front().items)
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{
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if (!consumesScrap)
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{
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@@ -288,8 +295,13 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
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scrapPerCycle += input.amount;
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}
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// Per unit: the cycle's cost, divided by the odds of getting this group
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// at all and then by how many units that group yields (REQ-THREAT-ITEM).
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const double perUnitDivisor =
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ref.probability * static_cast<double>(ref.outputAmount);
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if (perUnitDivisor <= 0.0) { continue; }
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double threat = (table.scrapThreat * scrapPerCycle
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+ ref.recipe->durationSeconds) / ref.probability;
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+ ref.recipe->durationSeconds) / perUnitDivisor;
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std::map<std::string, double>::iterator existing = resolved.find(item);
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if (existing == resolved.end() || threat > existing->second)
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