Implement config-driven unlock groups so that multiple things can be unlocked at once (including buildings)
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@@ -12,6 +12,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ArtifactCountChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/UnlockedBuildingsChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuilderModeExitedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintModeExitedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/EscapeMenuRequestedEvent.h
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13
src/lib/eventsystem/event/UnlockedBuildingsChangedEvent.h
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13
src/lib/eventsystem/event/UnlockedBuildingsChangedEvent.h
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@@ -0,0 +1,13 @@
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#ifndef UNLOCKED_BUILDINGS_CHANGED_EVENT_H
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#define UNLOCKED_BUILDINGS_CHANGED_EVENT_H
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#include "Event.h"
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// Emitted when the set of unlocked building types changes (REQ-LOCK-BUILDING),
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// i.e. after an unlock group granting a building is awarded (REQ-DEF-SCHEMATIC-DROP)
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// or on Restart. The build button grid re-evaluates which buttons are shown.
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class UnlockedBuildingsChangedEvent : public Event
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{
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};
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#endif // UNLOCKED_BUILDINGS_CHANGED_EVENT_H
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