#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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@ -38,7 +38,7 @@ func _initialize() -> void:
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game_state.buildings.clear()
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game_state.extractors.clear()
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var cost: int = GameState.MOTHERSHIP_COST
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var cost: int = int(game_state.building_costs(GameState.BUILDING_MOTHERSHIP)[GameState.RESOURCE_ORE])
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# --- A. the deadlock, exactly as a fresh game presents it ---------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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@ -261,9 +261,9 @@ func _process(delta: float) -> bool:
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# cost left the pool - and that it left, since the bank was empty
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# and could not have paid.
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var total: int = game_state.available_ore()
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if total != HOLD_ORE - GameState.MOTHERSHIP_COST:
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if total != HOLD_ORE - int(game_state.building_costs(GameState.BUILDING_MOTHERSHIP)[GameState.RESOURCE_ORE]):
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return _fail("the mothership was placed but %d ore remains, expected %d" \
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% [total, HOLD_ORE - GameState.MOTHERSHIP_COST])
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% [total, HOLD_ORE - int(game_state.building_costs(GameState.BUILDING_MOTHERSHIP)[GameState.RESOURCE_ORE])])
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print("built a mothership with an empty bank, paid out of the fleet hold")
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print("TEST_PAYMENTS_USE_FLEET_HOLD: PASS")
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