49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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#include "BuildingType.h"
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// One entry in [[recipe]].inputs — amount units of a named item consumed per
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// production cycle (REQ-MAT-CYCLE).
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struct RecipeIngredient
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{
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std::string item;
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int amount;
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};
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// One entry in [[recipe]].outputs. For reprocessing_plant recipes, probability
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// is populated and outputs are rolled with weighted pick at cycle start
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// (REQ-BLD-REPROCESSING, REQ-MAT-CYCLE). For other buildings, probability is
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// std::nullopt and all outputs are produced on every cycle.
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struct RecipeOutput
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{
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std::string item;
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int amount;
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std::optional<double> probability;
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};
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struct RecipeDef
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{
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std::string id; // Unique recipe id; used by UI for selection.
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BuildingType building; // Which BuildingType can run this recipe.
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std::vector<RecipeIngredient> inputs;
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std::vector<RecipeOutput> outputs;
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double durationSeconds;
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// Assembler only. nullopt = implicit-only locking. -1 = explicitly unlocked
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// at game start. >= 0 = locked; schematic enters drop pool at that station
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// level once the output item is implicitly unlocked (REQ-LOCK-EXPLICIT).
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std::optional<int> unlockAtStationLevel;
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// Assembler recipe schematics only. Prerequisite schematic ids that must be
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// explicitly unlocked before this schematic can enter the drop pool
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// (REQ-LOCK-PREREQ). Empty = none.
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std::vector<std::string> unlockRequires;
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};
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struct RecipesConfig
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{
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std::vector<RecipeDef> recipes;
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};
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