Files
dota_factory/src/lib/config/RecipesConfig.h
Malte Langkabel f93252f69b give output-group eligibility one home
The rule that decides whether a group may be picked -- every item it yields
unlocked, the group judged whole because its items are produced together
(REQ-LOCK-OUTPUT-POOL) -- was written out inside rollOutputGroup, where nothing
outside the sim could reach it. It moves next to producesItem and
getProducibleItems in RecipesConfig.h, which is where the recipe-level queries
already shared between lib and ui live.

Deliberately narrow: the helper says whether a group is eligible, not whether
eligibility is asked about at all. rollOutputGroup keeps its own reason for not
asking when a recipe has a single group.

No behaviour change; the pool's end-to-end test still covers the rule and a
direct one now pins the judged-whole semantics.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-20 14:26:36 +02:00

136 lines
4.4 KiB
C++

#pragma once
#include <algorithm>
#include <functional>
#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 item produced by an output group -- amount units of a named item
// (REQ-MAT-OUTPUT-GROUP).
struct RecipeOutput
{
std::string item;
int amount;
};
// One possible result of a production cycle: the items it yields, produced together, and
// the weight this group is picked with among the recipe's groups (REQ-MAT-OUTPUT-GROUP).
// A recipe with a single group always produces it, so the weight is meaningful only where
// there are several -- which is the only difference between what used to be called a
// deterministic and a probabilistic recipe.
struct RecipeOutputGroup
{
std::vector<RecipeOutput> items;
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;
// Never empty: one group is the ordinary recipe (REQ-MAT-OUTPUT-GROUP).
std::vector<RecipeOutputGroup> outputGroups;
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;
};
// Every distinct item any group of this recipe can produce, in config order. Most callers
// only want to know what a recipe can make at all -- which items it has buffers for, which
// recipes produce an item -- and not which group yields what.
inline std::vector<std::string> getProducibleItems(const RecipeDef& recipe)
{
std::vector<std::string> items;
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
for (const RecipeOutput& out : group.items)
{
if (std::find(items.begin(), items.end(), out.item) == items.end())
{
items.push_back(out.item);
}
}
}
return items;
}
// True when some group of this recipe yields the given item.
inline bool producesItem(const RecipeDef& recipe, const std::string& itemId)
{
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
for (const RecipeOutput& out : group.items)
{
if (out.item == itemId) { return true; }
}
}
return false;
}
// True when every item this group yields is unlocked. A group is judged whole -- its
// items are produced together, so one locked item disqualifies the group entirely, since
// taking it would hand the player a locked item (REQ-LOCK-OUTPUT-POOL).
//
// This says whether a group is eligible, not whether eligibility is asked about at all:
// that is the caller's, because the callers differ. A cycle picking its result does not
// ask where there is only one group to pick (see ProductionSystem::rollOutputGroup).
inline bool isOutputGroupUnlocked(
const RecipeOutputGroup& group,
const std::function<bool(const std::string&)>& isItemUnlocked)
{
for (const RecipeOutput& out : group.items)
{
if (!isItemUnlocked(out.item)) { return false; }
}
return true;
}
struct RecipesConfig
{
std::vector<RecipeDef> recipes;
// Returns the definition for the given recipe id, or nullptr if the id has
// no entry in recipes.toml.
const RecipeDef* findRecipeDef(const std::string& id) const
{
for (const RecipeDef& recipe : recipes)
{
if (recipe.id == id)
{
return &recipe;
}
}
return nullptr;
}
// Same, but additionally requires the recipe to belong to the given building
// type — recipe ids are only unique per building type.
const RecipeDef* findRecipeDef(const std::string& id, BuildingType building) const
{
for (const RecipeDef& recipe : recipes)
{
if (recipe.id == id && recipe.building == building)
{
return &recipe;
}
}
return nullptr;
}
};