Implement config-driven unlock groups so that multiple things can be unlocked at once (including buildings)
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@@ -1,10 +1,10 @@
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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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// Drop-pool behaviour for unlock-group prerequisites (REQ-LOCK-PREREQ). An
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// unlock group enters the drop pool only when every id in its `requires` names a
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// group that has already been awarded, on top of the station-level check.
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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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// Configs are built in memory (load the test config, then mutate the unlock
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// groups) so each case is isolated and does not perturb the shared test config
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// used by other suites.
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#include <algorithm>
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#include <string>
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@@ -17,13 +17,11 @@
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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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#include "UnlocksConfig.h"
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namespace
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{
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@@ -33,34 +31,14 @@ GameConfig loadConfig()
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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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UnlockGroupDef& findGroup(GameConfig& cfg, const std::string& id)
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{
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for (ShipDef& def : cfg.ships.ships)
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for (UnlockGroupDef& group : cfg.unlocks.groups)
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{
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if (def.id == id) { return def; }
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if (group.id == id) { return group; }
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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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RecipeDef& findRecipe(GameConfig& cfg, const std::string& id)
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{
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for (RecipeDef& def : cfg.recipes.recipes)
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{
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if (def.id == id) { return def; }
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}
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FAIL("recipe not found: " + id);
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return cfg.recipes.recipes.front();
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FAIL("unlock group not found: " + id);
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return cfg.unlocks.groups.front();
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}
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// Zeros the HP of both enemy defence stations and advances one tick so that
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@@ -87,23 +65,28 @@ void killEnemyStationsAndApply(Simulation& sim)
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}
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}
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// True if any pending option grants the given schematic id.
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bool optionOffered(const Simulation& sim, const std::string& id)
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{
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const std::vector<SchematicChoiceOption>& options = sim.getPendingSchematicChoices();
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return std::any_of(options.begin(), options.end(),
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[&](const SchematicChoiceOption& o) { return o.schematicId == id; });
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[&](const SchematicChoiceOption& option)
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{
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return std::any_of(option.grantedItems.begin(), option.grantedItems.end(),
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[&](const GrantedSchematic& grant) { return grant.id == id; });
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});
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}
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} // namespace
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TEST_CASE("UnlockPrereq: a recipe gated behind a locked ship is withheld from the pool",
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TEST_CASE("UnlockPrereq: a group gated behind a locked ship is withheld from the pool",
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"[unlock_prereq]")
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{
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// quick_circuit (assembler recipe, level 0, output circuit_board is implicitly
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// unlocked) would normally be eligible at the first station destruction. Gate
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// it behind repair_ship (ship, level 0, locked at game start).
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// quick_circuit (recipe group, level 0) would normally be eligible at the
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// first station destruction. Gate it behind the repair_ship group (level 0,
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// locked at game start).
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GameConfig cfg = loadConfig();
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findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"};
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findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
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Simulation sim(std::move(cfg), 123);
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REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
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@@ -111,22 +94,22 @@ TEST_CASE("UnlockPrereq: a recipe gated behind a locked ship is withheld from th
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killEnemyStations(sim); // destroyed set level 0
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REQUIRE(sim.hasSchematicChoicesPending());
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// Prerequisite unmet -> the gated recipe must not be offered, while the
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// prerequisite schematic itself (the only other eligible pick) is.
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// Prerequisite unmet -> the gated group must not be offered, while the
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// prerequisite group itself (the only other eligible pick) is.
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CHECK_FALSE(optionOffered(sim, "quick_circuit"));
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CHECK(optionOffered(sim, "repair_ship"));
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}
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TEST_CASE("UnlockPrereq: the gated recipe becomes eligible once its prerequisite is unlocked",
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TEST_CASE("UnlockPrereq: the gated group becomes eligible once its prerequisite is awarded",
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"[unlock_prereq]")
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{
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GameConfig cfg = loadConfig();
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findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"};
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findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
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Simulation sim(std::move(cfg), 123);
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// Applying choice 0 each drop unlocks repair_ship first (the only eligible
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// pick at level 0), which then opens quick_circuit for a later drop.
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// pick at level 0), which then opens the quick_circuit group for a later drop.
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bool unlocked = false;
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for (int i = 0; i < 150 && !unlocked; ++i)
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{
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@@ -138,16 +121,16 @@ TEST_CASE("UnlockPrereq: the gated recipe becomes eligible once its prerequisite
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CHECK(unlocked);
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}
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TEST_CASE("UnlockPrereq: a module gated behind another module is withheld until it unlocks",
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TEST_CASE("UnlockPrereq: a module group gated behind another module is withheld until it unlocks",
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"[unlock_prereq]")
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{
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// Mirror the app-config demo (laser_cannon_m -> laser_cannon_l) using two
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// test-config modules made lockable at the same station level.
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// Make laser_cannon and armor_plate (both start-unlocked in the test config)
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// lockable via new unlock groups, with armor_plate gated behind laser_cannon.
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GameConfig cfg = loadConfig();
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findModule(cfg, "laser_cannon").unlockAtStationLevel = 0;
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ModuleDef& armor = findModule(cfg, "armor_plate");
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armor.unlockAtStationLevel = 0;
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armor.unlockRequires = {"laser_cannon"};
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cfg.unlocks.groups.push_back(
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UnlockGroupDef{"laser_cannon", 0, {}, {}, {"laser_cannon"}, {}, {}});
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cfg.unlocks.groups.push_back(
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UnlockGroupDef{"armor_plate", 0, {"laser_cannon"}, {}, {"armor_plate"}, {}, {}});
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Simulation sim(std::move(cfg), 7);
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REQUIRE_FALSE(sim.isModuleSchematicUnlocked("laser_cannon"));
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