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dota_factory/src/lib/config/RecipesConfig.h

47 lines
1.4 KiB
C++

#pragma once
#include <optional>
#include <string>
#include <vector>
#include "BuildingType.h"
// One entry in [[recipe]].inputs — amount units of a named item consumed per
// production cycle (REQ-MAT-CYCLE).
struct RecipeIngredient
{
std::string item;
int amount;
};
// One entry in [[recipe]].outputs. For reprocessing_plant recipes, probability
// is populated and outputs are rolled with weighted pick at cycle start
// (REQ-BLD-REPROCESSING, REQ-MAT-CYCLE). For other buildings, probability is
// std::nullopt and all outputs are produced on every cycle.
struct RecipeOutput
{
std::string item;
int amount;
std::optional<double> probability;
};
struct RecipeDef
{
std::string id; // Unique recipe id; used by UI for selection.
BuildingType building; // Which BuildingType can run this recipe.
std::vector<RecipeIngredient> inputs;
std::vector<RecipeOutput> outputs;
double durationSeconds;
// Assembler only. When true, this recipe is available from game start
// regardless of the implicit item graph — used for base recipes that no
// schematic's materials reach (e.g. building blocks). See REQ-LOCK-IMPLICIT.
// Otherwise an assembler recipe is either explicitly gated (granted by an
// unlock group, REQ-LOCK-EXPLICIT) or implicitly gated via the item graph.
bool unlockedAtStart = false;
};
struct RecipesConfig
{
std::vector<RecipeDef> recipes;
};