allow to unlock modules when destroying defence stations
This commit is contained in:
@@ -570,8 +570,10 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
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toml::table& mt = const_cast<toml::table&>(*st);
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ModuleDef def;
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def.id = requireString(mt["id"], file, elemPath + ".id");
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def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
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def.id = requireString(mt["id"], file, elemPath + ".id");
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def.unlockAtStationLevel = static_cast<int>(
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mt["unlock_at_station_level"].value_or<int64_t>(-1));
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def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
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def.playerProductionLevel = static_cast<int>(requireInt(
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mt["player_production_level"], file, elemPath + ".player_production_level"));
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def.productionTimeSeconds = requireDouble(
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@@ -40,6 +40,7 @@ struct ModuleRepairCapability
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struct ModuleDef
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{
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std::string id;
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int unlockAtStationLevel;
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std::vector<std::string> surfaceMask;
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std::vector<RecipeIngredient> materials;
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int playerProductionLevel;
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@@ -5,10 +5,11 @@
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// Emitted in tick step 9 (Deaths & loot) when a destroyed enemy-defence-station
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// set awards a schematic (REQ-DEF-SCHEMATIC-DROP). The UI renders a toast
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// (REQ-UI-SCHEMATIC-TOAST); wasNewUnlock chooses between the "unlocked" and
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// "level -> N" wording.
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// "level -> N" wording. isModuleSchematic selects ship vs. module toast text.
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struct SchematicDropEvent
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{
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std::string schematicId; // matches ShipDef::id in the config.
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std::string schematicId; // matches ShipDef::id or ModuleDef::id in the config.
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int newLevel;
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bool wasNewUnlock;
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bool isModuleSchematic;
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};
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@@ -56,7 +56,8 @@ const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
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entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
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QVector2D position, bool isEnemy,
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const std::optional<ShipLayoutConfig>& layout)
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const std::optional<ShipLayoutConfig>& layout,
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const std::map<std::string, int>& moduleLevelOverrides)
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{
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const ShipDef* def = findShipDef(schematicId);
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assert(def != nullptr);
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@@ -105,7 +106,9 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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const double mx = static_cast<double>(modDef->playerProductionLevel);
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const auto overIt = moduleLevelOverrides.find(pm.moduleId);
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const double mx = static_cast<double>(
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overIt != moduleLevelOverrides.end() ? overIt->second : modDef->playerProductionLevel);
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if (modDef->weaponCapability)
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{
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@@ -176,7 +179,9 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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const double mx = static_cast<double>(modDef->playerProductionLevel);
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const auto overIt2 = moduleLevelOverrides.find(pm.moduleId);
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const double mx = static_cast<double>(
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overIt2 != moduleLevelOverrides.end() ? overIt2->second : modDef->playerProductionLevel);
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for (const ModuleStatModifier& sm : modDef->statModifiers)
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{
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@@ -1,5 +1,6 @@
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#pragma once
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#include <map>
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#include <optional>
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#include <string>
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@@ -19,7 +20,8 @@ public:
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entt::entity spawn(const std::string& schematicId, int level, QVector2D position,
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bool isEnemy = false,
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const std::optional<ShipLayoutConfig>& layout = std::nullopt);
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const std::optional<ShipLayoutConfig>& layout = std::nullopt,
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const std::map<std::string, int>& moduleLevelOverrides = {});
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void despawn(entt::entity entity);
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// Reset all movement intents to priority 0 before behavior systems run.
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@@ -17,7 +17,8 @@
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ShipStats calculateShipStats(const GameConfig& config,
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const std::string& shipId,
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int level,
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const std::vector<PlacedModule>& modules)
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const std::vector<PlacedModule>& modules,
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const std::map<std::string, int>& moduleLevelOverrides)
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{
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ShipStats result{};
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@@ -70,7 +71,9 @@ ShipStats calculateShipStats(const GameConfig& config,
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const ModuleDef* def = findModuleDef(pm.moduleId);
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if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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const double mx = static_cast<double>(def->playerProductionLevel);
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const auto overIt = moduleLevelOverrides.find(pm.moduleId);
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const double mx = static_cast<double>(
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overIt != moduleLevelOverrides.end() ? overIt->second : def->playerProductionLevel);
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if (def->weaponCapability)
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{
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@@ -108,7 +111,9 @@ ShipStats calculateShipStats(const GameConfig& config,
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const ModuleDef* def = findModuleDef(pm.moduleId);
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if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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const double mx = static_cast<double>(def->playerProductionLevel);
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const auto overIt = moduleLevelOverrides.find(pm.moduleId);
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const double mx = static_cast<double>(
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overIt != moduleLevelOverrides.end() ? overIt->second : def->playerProductionLevel);
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for (const ModuleStatModifier& sm : def->statModifiers)
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{
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@@ -1,5 +1,6 @@
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#pragma once
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#include <map>
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#include <optional>
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#include <string>
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#include <vector>
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@@ -50,7 +51,8 @@ struct ShipStats
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ShipStats calculateShipStats(const GameConfig& config,
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const std::string& shipId,
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int level,
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const std::vector<PlacedModule>& modules);
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const std::vector<PlacedModule>& modules,
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const std::map<std::string, int>& moduleLevelOverrides = {});
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ShipStats buildShipStatsFromEntity(const EntityAdmin& admin, entt::entity shipEntity);
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@@ -51,7 +51,13 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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{
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return;
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}
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout);
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std::map<std::string, int> moduleLevels;
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for (const auto& [mId, mState] : m_moduleSchematicLevels)
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{
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moduleLevels[mId] = mState.level;
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}
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
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moduleLevels);
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},
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m_rng);
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m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
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@@ -62,7 +68,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
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m_combatSystem = std::make_unique<CombatSystem>(m_config);
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// Initialize schematic unlock state.
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// Initialize ship schematic unlock state.
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for (const ShipDef& def : m_config.ships.ships)
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{
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SchematicState state;
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@@ -71,6 +77,15 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
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m_schematicLevels[def.id] = state;
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}
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// Initialize module schematic unlock state.
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for (const ModuleDef& def : m_config.modules.modules)
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{
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SchematicState state;
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state.unlocked = (def.unlockAtStationLevel == -1);
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state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
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m_moduleSchematicLevels[def.id] = state;
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}
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placeInitialStructures();
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registerForEvents();
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}
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@@ -124,7 +139,13 @@ void Simulation::reset(unsigned int seed)
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{
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return;
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}
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout);
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std::map<std::string, int> moduleLevels;
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for (const auto& [mId, mState] : m_moduleSchematicLevels)
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{
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moduleLevels[mId] = mState.level;
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}
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m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
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moduleLevels);
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},
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m_rng);
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m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
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@@ -144,6 +165,15 @@ void Simulation::reset(unsigned int seed)
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m_schematicLevels[def.id] = state;
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}
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m_moduleSchematicLevels.clear();
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for (const ModuleDef& def : m_config.modules.modules)
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{
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SchematicState state;
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state.unlocked = (def.unlockAtStationLevel == -1);
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state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
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m_moduleSchematicLevels[def.id] = state;
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}
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placeInitialStructures();
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}
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@@ -482,28 +512,37 @@ void Simulation::tickDeathsAndLoot()
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void Simulation::awardSchematicDrop(int destroyedStationLevel)
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{
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std::vector<std::string> ids;
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ids.reserve(m_config.ships.ships.size());
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std::vector<std::pair<std::string, bool>> pool; // (id, isModule)
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for (const ShipDef& def : m_config.ships.ships)
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{
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if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
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{
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ids.push_back(def.id);
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pool.push_back({def.id, false});
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}
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}
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for (const ModuleDef& def : m_config.modules.modules)
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{
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if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
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{
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pool.push_back({def.id, true});
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}
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}
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std::uniform_int_distribution<int> dist(0, static_cast<int>(ids.size()) - 1);
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const std::string chosen = ids[static_cast<std::size_t>(dist(m_rng))];
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std::uniform_int_distribution<int> dist(0, static_cast<int>(pool.size()) - 1);
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const auto& [chosen, isModule] = pool[static_cast<std::size_t>(dist(m_rng))];
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SchematicState& state = m_schematicLevels.at(chosen);
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SchematicState& state = isModule
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? m_moduleSchematicLevels.at(chosen)
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: m_schematicLevels.at(chosen);
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const bool wasNew = !state.unlocked;
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state.unlocked = true;
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state.level += 1;
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SchematicDropEvent evt;
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evt.schematicId = chosen;
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evt.newLevel = state.level;
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evt.wasNewUnlock = wasNew;
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evt.schematicId = chosen;
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evt.newLevel = state.level;
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evt.wasNewUnlock = wasNew;
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evt.isModuleSchematic = isModule;
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m_schematicDropEvents.push_back(evt);
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}
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@@ -586,6 +625,28 @@ bool Simulation::isSchematicUnlocked(const std::string& shipId) const
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return it->second.unlocked;
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}
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int Simulation::moduleSchematicLevel(const std::string& moduleId) const
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{
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const std::map<std::string, SchematicState>::const_iterator it =
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m_moduleSchematicLevels.find(moduleId);
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if (it == m_moduleSchematicLevels.end())
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{
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return 0;
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}
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return it->second.level;
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}
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bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
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{
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const std::map<std::string, SchematicState>::const_iterator it =
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m_moduleSchematicLevels.find(moduleId);
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if (it == m_moduleSchematicLevels.end())
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{
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return false;
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}
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return it->second.unlocked;
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}
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BuildingId Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
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{
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int cost = 0;
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@@ -62,10 +62,14 @@ public:
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Tick bossCountdownTicks() const;
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Tick normalGapRemainingTicks() const;
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// Schematic state queries.
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// Ship schematic state queries.
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int schematicLevel(const std::string& shipId) const;
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bool isSchematicUnlocked(const std::string& shipId) const;
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// Module schematic state queries.
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int moduleSchematicLevel(const std::string& moduleId) const;
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bool isModuleSchematicUnlocked(const std::string& moduleId) const;
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// Checks affordability, deducts building blocks, and places the building.
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// Returns the new entity id, or kInvalidBuildingId if blocks are insufficient.
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BuildingId tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation);
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@@ -125,6 +129,7 @@ private:
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int level;
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};
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std::map<std::string, SchematicState> m_schematicLevels;
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std::map<std::string, SchematicState> m_moduleSchematicLevels;
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EntityAdmin m_admin;
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BeltSystem m_beltSystem;
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