define ship roles via added modules and allow multiple weapons
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@@ -1,11 +1,11 @@
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#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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#include "Formula.h"
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#include "RecipesConfig.h" // for RecipeIngredient
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#include "ShipLayout.h" // for PlacedModule
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// Build materials and initial per-schematic production level
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// (REQ-BLD-SHIPYARD, REQ-DEF-SCHEMATIC-DROP).
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@@ -42,27 +42,6 @@ struct ShipSensor
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Formula sensorRangeFormula; // REQ-SHP-SENSOR, REQ-SHP-STATS
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};
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struct ShipCombat
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{
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Formula damageFormula;
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Formula attackRangeFormula;
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Formula attackRateFormula; // shots per second
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};
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// Optional; present only on salvage ships (REQ-SHP-SALVAGE).
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struct ShipSalvage
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{
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double collectionRange;
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int cargoCapacity;
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};
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// Optional; present only on repair ships (REQ-SHP-REPAIR).
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struct ShipRepair
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{
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Formula repairRateFormula;
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Formula repairRangeFormula;
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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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@@ -82,12 +61,8 @@ struct ShipDef
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ShipSensor sensor;
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ShipLoot loot;
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// Role-specific sections. A ship is a combat ship if combat is present,
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// a salvage ship if salvage is present, etc. A ship may have multiple
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// of these set (hybrid ships) once the behavior systems support it.
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std::optional<ShipCombat> combat;
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std::optional<ShipSalvage> salvage;
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std::optional<ShipRepair> repair;
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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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};
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struct ShipsConfig
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