Files
dota_factory/bin/test/data/config/ships.toml
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

89 lines
1.8 KiB
TOML

[[ship]]
id = "interceptor"
layout = ["XOX", "OOO", "XOX"]
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
production_time_seconds = 10
[ship.health]
hp = 45
[ship.movement]
speed_mps = 2050
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m = 2000
[[ship]]
id = "destroyer"
layout = ["XOOX", "OOOO", "XOOX"]
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 2}]
production_time_seconds = 20
[ship.health]
hp = 135
[ship.movement]
speed_mps = 1200
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m = 3000
[[ship]]
id = "salvage_ship"
layout = ["OOO", "OOO"]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 4}]
production_time_seconds = 10
[ship.health]
hp = 44
[ship.movement]
speed_mps = 1100
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m = 2500
[[ship]]
id = "repair_ship"
layout = ["XOX", "OOO", "XOX"]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount = 2}]
production_time_seconds = 15
[ship.health]
hp = 65
[ship.movement]
speed_mps = 1300
main_acceleration_mpss = 1000000
maneuvering_acceleration_mpss = 1000000
angular_acceleration_radpss = 100000
max_rotation_speed_radps = 100000
[ship.sensor]
sensor_range_m = 2500