#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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@ -47,6 +47,13 @@ const POINT_MARK: String = "RP"
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@export var show_available: bool = true
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var _entries: Array = []
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# The price currently on show. Kept so a caller that re-states the same price
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# every frame - the craft menu does, and since #138 the build menu does too -
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# refreshes the HELD figures instead of tearing down and rebuilding a dozen
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# Labels sixty times a second.
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var _shown_costs: Dictionary = {}
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var _shown_points: int = 0
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var _built: bool = false
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func _ready() -> void:
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@ -56,6 +63,13 @@ func _ready() -> void:
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# costs: {resource_type: amount}. points: research points, 0 for none.
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func show_price(costs: Dictionary, points: int = 0) -> void:
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if _built and points == _shown_points and costs == _shown_costs:
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# Same price, possibly a different wallet.
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_refresh_held()
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return
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_shown_costs = costs.duplicate()
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_shown_points = points
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_built = true
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_clear()
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for resource_type in GameState.resource_types():
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var amount: int = int(costs.get(resource_type, 0))
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@ -75,6 +89,29 @@ func set_costs(costs: Dictionary) -> void:
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show_price(costs)
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# What the player holds, re-read. The price does not move; the wallet does.
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func _refresh_held() -> void:
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var relayout: bool = false
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for entry in _entries:
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var have: int = GameState.research_points if String(entry.resource) == "" \
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else GameState.available_resource(String(entry.resource))
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if have == int(entry.have):
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continue
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entry.have = have
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entry.short = have < int(entry.cost)
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if entry.have_label == null:
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continue
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entry.have_label.text = "%d/" % have
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entry.have_label.add_theme_color_override("font_color",
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SHORT_COLOR if entry.short else HAVE_COLOR)
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var width: float = _text_width(entry.have_label, HAVE_FONT_SIZE)
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if not is_equal_approx(width, float(entry.have_width)):
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entry.have_width = width
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relayout = true
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if relayout:
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_layout()
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func is_free() -> bool:
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return _entries.is_empty()
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