Lift unlocking into first-class unlock groups defined in unlocks.toml, so
one defence-station drop can grant a bundle of ships/modules/buildings/
recipes at once (e.g. the salvager module + salvage bay), and buildings
can now be locked at game start and unlocked via a drop.
Config:
- New UnlocksConfig + ConfigLoader::loadUnlocks + validateUnlocks (unknown/
duplicate/non-assembler grants, unknown requires, empty group all fail load).
- Drop unlock_at_station_level/unlock_requires from ship/module/recipe defs;
add unlocked_at_start bool to recipes for graph-unreachable base recipes.
Simulation:
- Track awarded groups + per-building unlock state; an item starts unlocked
iff no group grants it. Rework generateSchematicChoices/applySchematicChoice
to operate on groups (grant all members at once). Extend state checksum.
- isBuildingUnlocked query; tryPlaceBuilding rejects locked types.
UI:
- Build-menu buttons for locked buildings start hidden, revealed via a new
UnlockedBuildingsChangedEvent (emitted from GameWorldView's poll loop).
- Schematic choice dialog lists a group's granted items.
- Blueprint placement excludes locked building types (REQ-LOCK-UI-BLUEPRINT).
Data: unlocks.toml (app + test) reproduces the prior per-item gates as
singleton groups and adds salvage_operations (salvager + salvage_bay, lvl 1)
and reprocessing (reprocessing_plant, lvl 2).
Tests: rewrote unlock/config/recipe-schematic/artifact/wave/shipyard tests
for the group model; added UnlockGroupTest. All 443 cases pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
Replace the per-config unlock fields (unlock_at_station_level,
unlock_requires) with a first-class unlock-group concept defined in a
new unlocks.toml. An unlock group is now the unit of loot: awarding one
grants all its members (ships, modules, buildings, assembler recipes) at
once, so a building and a module can be unlocked together.
- Buildings become lockable (REQ-LOCK-BUILDING); locked types are hidden
from the build grid and skipped in blueprint placement.
- Items absent from every unlock group start unlocked (replaces -1).
- New unlocked_at_start flag on assembler recipes for graph-unreachable
base recipes (e.g. building blocks).
- Group display name derived from id for now; no display_name field yet.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc