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
53 lines
1.2 KiB
C++
53 lines
1.2 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include "RecipesConfig.h" // for RecipeIngredient
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#include "ShipLayout.h" // for PlacedModule
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// Build materials and base production time (REQ-BLD-SHIPYARD, REQ-DEF-SCHEMATIC-DROP).
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struct ShipSchematic
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{
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std::vector<RecipeIngredient> materials;
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double productionTimeSeconds;
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};
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struct ShipHealth
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{
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float hp; // REQ-SHP-STATS
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};
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struct ShipMovement
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{
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float speed_mps; // max linear speed cap, m/s (REQ-SHP-STATS, REQ-SHP-MOVEMENT)
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float mainAcceleration_mpss; // forward acceleration, m/s²
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float maneuveringAcceleration_mpss;// omnidirectional acceleration, m/s²
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float angularAcceleration_radpss; // angular acceleration, rad/s²
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float maxRotationSpeed_radps; // angular velocity cap, rad/s
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};
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struct ShipSensor
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{
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float sensorRange_m; // REQ-SHP-SENSOR, REQ-SHP-STATS
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};
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struct ShipDef
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{
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std::string id;
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std::vector<std::string> layout;
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ShipSchematic schematic;
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ShipHealth health;
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ShipMovement movement;
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ShipSensor sensor;
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// Module layout used for enemy wave ships (REQ-WAV-DEFAULT-MODULES).
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std::vector<PlacedModule> defaultModules;
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};
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struct ShipsConfig
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{
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std::vector<ShipDef> ships;
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};
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