Commit Graph

29 Commits

Author SHA1 Message Date
1914705ab9 Implement the deconstruction queue
Demolishing a fully-built building now queues it for timed deconstruction
(world.toml deconstruction_time_seconds, default 0.1) running in parallel
with the construction queue, instead of removing it instantly. The partial
refund is credited on completion. A queued building stops operating at once
(belt/tunnel/splitter tiles unregister from the belt subsystem, re-pairing
tunnels) but keeps occupying its tiles. Construction sites are still removed
instantly with the full refund.

Clicking a queued building un-queues it (new CancelDeconstructionCommand);
a demolish drag-box un-queues all covered built buildings when they are all
already queued, otherwise queues the rest. Queued buildings render with the
demolish tint. Implements REQ-BLD-DECON-QUEUE and the updated
REQ-BLD-DEMOLISH / REQ-BLD-DEMOLISH-CLICK / REQ-BLD-DEMOLISH-BOX /
REQ-BLD-TUNNEL-PAIR.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
2026-07-22 12:59:27 +02:00
1f339bd8d7 Implement config-driven unlock groups
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
2026-07-21 22:38:38 +02:00
f205136e21 show tooltip for artifacts in the header bar 2026-07-19 22:16:04 +02:00
ad3e73fdd8 Add tooltip for building blocks in header bar 2026-07-12 21:24:11 +02:00
177809fe1a Add tooltips for building buttons and module selection buttons 2026-07-12 21:21:14 +02:00
2ddf13238c Fix Salvage Bay drop-off not working by adding config-driven buffer capacity 2026-07-09 20:11:12 +02:00
de1ebb8a5f increase scroll speed across contest zone 2026-07-08 22:25:12 +02:00
e8786c3922 implement cost formula for asteroid expansion 2026-07-08 20:33:19 +02:00
5b86b15c71 Fix ThreatCostCalculator: per-unit division, scrap fallback, fixpoint, staggered-recipe max 2026-07-08 20:28:31 +02:00
18e732ae99 Remove schematic upgrades and module and ship levels 2026-07-02 21:32:36 +02:00
81b1c7a66b Derive ship scrap drop from threat 2026-07-02 21:30:38 +02:00
0a7e9a34ef Add artifact win condition (#3)
Reviewed-on: #3
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-07-01 20:27:29 +00:00
9573b9789a change repair_tool application and add beams for salvager and repair_tool 2026-06-19 21:15:47 +02:00
ac97652c60 make ships claim targets 2026-06-16 21:18:28 +02:00
4153b7e2f5 make ships orbit their targets 2026-06-15 21:37:47 +02:00
10c5ad678f derive threat cost dynamically 2026-06-13 22:47:46 +02:00
1641189b75 explicit recipe unlocking 2026-06-12 17:15:06 +02:00
af96b95f61 allow to unlock modules when destroying defence stations 2026-06-10 22:37:38 +02:00
aad094f842 allow to configure when which schematic gets unlockable 2026-06-10 21:09:03 +02:00
510e37c37b fix issue where upgrade modules are not working properly 2026-06-09 23:34:29 +02:00
6b95619806 add units in config files 2026-06-06 20:46:36 +02:00
7669245229 use meters in config 2026-06-05 20:09:20 +02:00
42b51cc6f4 remove unnecessary modules for first playtest 2026-06-04 21:27:29 +02:00
b5185b0906 boss waves 2026-06-03 22:14:31 +02:00
f921f00a0d add collection rate for salvager modules and respect collection range of each of these modules 2026-06-02 21:28:31 +02:00
9d0a60a93b define ship roles via added modules and allow multiple weapons 2026-06-01 23:05:21 +02:00
34c6dea505 change to physics based ship movement 2026-05-20 19:44:46 +02:00
d08bf5d37b implement ship modules 2026-05-18 08:54:26 +02:00
7e0104e9b8 fix config data paths 2026-04-29 21:32:32 +02:00