#138: structures and doctrines cost more than rocks, and more the deeper they are
Both halves of the ticket, in the shape vessels have used since gas bombers and laser ships: a definition carries an ore figure and, when it wants more than ore, a dictionary that IS the price. `building_costs()` and `skill_costs()` answer it the way `product_costs()` already did, so there is one question with one answer whatever is being bought, and every payment path now goes through `spend_resources` rather than `spend`. Seven of ten structures and thirteen of seventeen doctrines now want gas, energy or dark matter alongside their rocks, and the totals climb with tree depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530. The constraint that shaped the table is REACHABILITY, and it is the reason some prices stayed ore-only. Energy exists only where a gas burner stands, and a gas burner needs Power Systems - so nothing at or before that depth may be priced in energy, or it is a wall with no way through. Dark matter is rarer still and appears once, on the deepest node in the game. The extractor stays rocks-only despite its depth allowing gas, because the quest chain reaches it before it has sent the player for any. test_progressive_costs checks those as properties rather than transcribing the numbers, so rebalancing a price costs nothing while breaking the shape fails: nothing unreachable at its own depth, prices rising with depth, the ore field agreeing with the dictionary (repairs quote the field alone, since a repair drone carries ore and nothing else), and the quest chain never asking for a structure it has not funded. Two things cleaned up on the way: - The per-building cost constants in GameState are gone. Nothing but tests used them, and they were a second copy of a number the definitions already hold - exactly what would drift once a price gained a resource. - research_for_building() returns a display NAME, and the id-keyed half of the tree wants an id. That mix-up is silent - skill_depth() of a name finds no node and answers 0, so a deep structure reads as an ungated one, which is how the first draft of the test let an unreachable price through. research_node_for_building() is the id, and the name is expressed from it. PriceTag no longer rebuilds its labels when re-told the same price; it refreshes the held figures instead. The craft menu re-states prices every frame and the build menu now does too, so that was a dozen Labels being torn down and rebuilt sixty times a second.
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22 changed files with 435 additions and 46 deletions
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@ -4,7 +4,17 @@ extends Resource
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@export var definition_id: String
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@export var display_name: String
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@export_multiline var description: String
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# What it costs in ORE, and the whole price when it wants more than ore.
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#
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# #138: structures all charged rocks and nothing else, whatever they were.
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# The dictionary is the same shape VesselDefinition has used since gas
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# bombers and laser ships (build_cost / build_resource_costs): when it is
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# empty the price is `cost` in ore, and when it is set it IS the price, ore
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# included - and its ore entry must agree with `cost`, which the test pins,
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# because repair costs are quoted from `cost` alone (a repair drone carries
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# ore and nothing else).
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@export var cost: int
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@export var build_resource_costs: Dictionary = {}
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@export var action_icon: int
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@export var menu_icon: int
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@export var visual_scene: PackedScene
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@ -7,6 +7,7 @@ definition_id = "command_center"
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display_name = "Command Center"
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description = "Fly the fleet onto it to drag your fleet into a new formation. Rebuilt fleets keep it."
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cost = 15
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build_resource_costs = {"ore": 15, "gas": 6}
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action_icon = 10
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menu_icon = 10
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visual_scene = ExtResource("2")
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@ -20,7 +20,8 @@ script = ExtResource("1")
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definition_id = "gas_burner"
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display_name = "Gas Burner"
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description = "Burns gas into energy at its own site. Hub transporters keep it stocked with gas and collect the energy it makes."
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cost = 30
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cost = 40
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build_resource_costs = {"ore": 40, "gas": 22}
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action_icon = 33
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menu_icon = 33
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visual_scene = ExtResource("2")
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@ -7,6 +7,7 @@ definition_id = "outpost"
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display_name = "Outpost"
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description = "A forward position for the fleet to garrison. Vessels stationed here hold station and fight what comes at them, without you flying back."
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cost = 30
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build_resource_costs = {"ore": 30, "gas": 16}
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action_icon = 40
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menu_icon = 40
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visual_scene = ExtResource("2")
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@ -6,7 +6,8 @@ script = ExtResource("1")
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definition_id = "planning_center"
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display_name = "Planning Center"
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description = "Holds standing orders for the whole game: say how many of each vessel should always exist, and the ship crafters are kept working until they do."
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cost = 70
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cost = 50
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build_resource_costs = {"ore": 50, "gas": 30}
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action_icon = 41
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menu_icon = 41
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visual_scene = ExtResource("2")
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@ -6,7 +6,8 @@ script = ExtResource("1")
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definition_id = "ship_lab"
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display_name = "Ship Lab"
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description = "Fly the fleet onto it to upgrade each vessel type and unlock new vessel designs."
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cost = 35
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cost = 30
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build_resource_costs = {"ore": 30, "gas": 18}
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action_icon = 13
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menu_icon = 13
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visual_scene = ExtResource("2")
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@ -6,7 +6,8 @@ script = ExtResource("1")
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definition_id = "transport_hub"
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display_name = "Transport Hub"
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description = "Stations transport vessels. They collect extracted resources and supply buildings that are waiting on materials."
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cost = 30
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cost = 28
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build_resource_costs = {"ore": 28, "gas": 20}
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action_icon = 12
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menu_icon = 12
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visual_scene = ExtResource("2")
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@ -6,7 +6,8 @@ script = ExtResource("1")
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definition_id = "spacial_workshop"
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display_name = "Spacial Workshop"
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description = "Sends repair drones out to damaged structures. Repairs cost ore in proportion to the damage, delivered here by hub transporters."
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cost = 55
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cost = 50
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build_resource_costs = {"ore": 50, "gas": 28, "energy": 18}
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action_icon = 42
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menu_icon = 42
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visual_scene = ExtResource("2")
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