Files
dota_factory/src/lib/core/SchematicChoiceOption.h
Malte Langkabel 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

48 lines
1.4 KiB
C++

#pragma once
#include <string>
#include <vector>
// The kind of a single granted schematic within an unlock option.
enum class SchematicType
{
Ship,
Module,
Building,
Recipe
};
// One item granted by an unlock group (REQ-LOCK-EXPLICIT), shown in the
// schematic choice dialog's granted-items list.
struct GrantedSchematic
{
SchematicType type;
std::string id;
std::string displayName;
};
// One option presented to the player in the schematic choice dialog
// (REQ-DEF-SCHEMATIC-DROP). Built by the simulation when enemy stations are
// destroyed; the UI reads these to populate the dialog. A non-artifact option
// represents one unlock group; selecting it awards the whole group.
struct SchematicChoiceOption
{
bool isArtifact = false;
// Unlock group id (empty for the artifact option).
std::string unlockGroupId;
// Display name shown as the option's title: the unlock group's derived name,
// or "Artifact" for the artifact option.
std::string displayName;
// The ships, modules, buildings, and assembler recipes this group grants
// (empty for the artifact option).
std::vector<GrantedSchematic> grantedItems;
// Ids of miner/assembler recipes that would newly become implicitly
// unlocked (REQ-LOCK-IMPLICIT) if this option is selected. Sorted
// alphabetically by display name; empty if none.
std::vector<std::string> newlyUnlockedRecipeIds;
};