Charge more for each berth, and show the bill
#220: every berth past the first paid one costs 1.12x the one before it, on top of the flat per-vessel charge. A linear bill makes the tenth hull no more of a decision than the second; compounding weighs each addition against the whole fleet behind it. Shallow on purpose - the thirteenth berth costs about three and a half times the second, the twentieth about seven and a half. Fleet Offices gain a menu naming the whole bill per minute, a line per paying berth with its multiplier, and the arithmetic in words. It renders fleet_upkeep_breakdown(), which is the calculation the charging loop itself runs: a readout that summed independently could quote a bill the game does not take, which is the thing worth preventing here. The test pins that what the menu quotes for a berth is what that office is charged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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9 changed files with 369 additions and 5 deletions
34
tests/_fleet_upkeep_preview.gd
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34
tests/_fleet_upkeep_preview.gd
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extends Node2D
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# Preview, not a test - #220's upkeep readout with a fleet worth reading:
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# several berths of different hulls, so the per-berth lines, the compounding
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# multiplier and the per-minute total all have something to show.
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#
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# bash tests/screenshot.sh res://tests/_fleet_upkeep_preview.tscn shots/fleet_upkeep.png 3 720x1280
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.transporters.clear()
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GameState.reset_progression()
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GameState.intro_active = false
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GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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var office_ids: Array = []
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for i in range(5):
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office_ids.append(GameState.add_building(GameState.BUILDING_FLEET_OFFICE,
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Vector2(400.0 * float(i + 1), 300.0)))
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var main: Node = load("res://world/Main.tscn").instantiate()
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add_child(main)
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main.get_node("AsteroidField").set_process(false)
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main.get_node("EnemySpawner").set_process(false)
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# Spawned for real rather than by writing fleet_vessel_types directly: the
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# Fleet rewrites that from what is actually flying the moment it composes
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# itself, so a value set beforehand is discarded.
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main.get_node("Fleet").spawn_ships(6, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER,
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GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_DISTORDER,
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GameState.VESSEL_LASER, GameState.VESSEL_SHIELD]))
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# One office left unsupplied, so the unpaid marker is visible too.
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GameState.find_building(int(office_ids[3])).starved = true
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main.get_node("UI/FleetUpkeepMenu").open_for(int(office_ids[0]))
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6
tests/_fleet_upkeep_preview.tscn
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6
tests/_fleet_upkeep_preview.tscn
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://tests/_fleet_upkeep_preview.gd" id="1"]
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[node name="FleetUpkeepPreview" type="Node2D"]
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script = ExtResource("1")
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111
tests/test_fleet_upkeep_scaling.gd
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111
tests/test_fleet_upkeep_scaling.gd
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extends SceneTree
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# Forgejo #220: the fleet costs more per hull as it grows, and the Fleet
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# Office says so with the arithmetic shown.
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#
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# The interesting failure is not "the sum is wrong" - it is the readout and
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# the charging loop drifting apart, so the menu quotes a bill the game does
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# not take. So what is checked is that the SAME numbers come out of both.
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#
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# Covers:
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# A. the first paid berth pays the base rate, undialled
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# B. each berth past it pays more than the one before, compounding
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# C. the growth is slow - a mid-sized fleet is dearer, not ruinous
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# D. the breakdown's per-minute total matches its own per-berth charges
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# E. and the charges it quotes are the ones actually withdrawn
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# F. an empty berth is quoted nothing
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var state: Node
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func _initialize() -> void:
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state = root.get_node("GameState")
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state.buildings.clear()
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state.transporters.clear()
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state.reset_progression()
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state.reset_new_game()
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state.intro_active = false
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state.fleet_vessel_types = PackedStringArray()
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func _process(_delta: float) -> bool:
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var vessel: String = GameState.VESSEL_LASER
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var base: Dictionary = state.fleet_office_upkeep(vessel, GameState.BASE_FLEET_SIZE)
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if base.is_empty():
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return _fail("a laser berth is charged nothing at all")
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# --- A. the first paid berth is the base rate -------------------
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if not is_equal_approx(state.fleet_upkeep_scale(GameState.BASE_FLEET_SIZE), 1.0):
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return _fail("the first paid berth is already dialled up (x%.2f)" \
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% state.fleet_upkeep_scale(GameState.BASE_FLEET_SIZE))
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# --- B. and every berth after it costs more ---------------------
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var previous: float = 0.0
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for slot in range(GameState.BASE_FLEET_SIZE, GameState.BASE_FLEET_SIZE + 12):
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var scale: float = state.fleet_upkeep_scale(slot)
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if scale < previous:
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return _fail("berth %d is cheaper than the one before it" % (slot + 1))
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previous = scale
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var twelfth: float = state.fleet_upkeep_scale(GameState.BASE_FLEET_SIZE + 11)
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if twelfth <= 1.0:
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return _fail("twelve berths in, upkeep has not risen at all")
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# --- C. slowly, though ------------------------------------------
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if twelfth > 6.0:
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return _fail("the twelfth berth costs x%.1f - that is not a slow exponential" % twelfth)
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print("berth scaling: 1.00 at the first paid berth, x%.2f twelve in" % twelfth)
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# --- D/E/F. the quoted bill IS the charged one ------------------
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# Three offices, two of them crewed: the third berth stands empty and
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# must be quoted nothing.
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var office_ids: Array = []
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for i in range(3):
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office_ids.append(state.add_building(GameState.BUILDING_FLEET_OFFICE,
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Vector2(500.0 * float(i + 1), 0.0)))
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state.fleet_vessel_types = PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, vessel, vessel])
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var breakdown: Dictionary = state.fleet_upkeep_breakdown()
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var berths: Array = breakdown.berths
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if berths.size() != 2:
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return _fail("%d berths quoted for a fleet of 3 with 3 offices, expected 2 paying" \
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% berths.size())
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if int(berths[1].costs.get(GameState.RESOURCE_ORE, 0)) \
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<= int(berths[0].costs.get(GameState.RESOURCE_ORE, 0)) - 1:
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return _fail("the second paid berth is quoted less than the first")
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# The per-minute figure has to be the per-berth charges, at the rate they
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# are actually taken - not a separate estimate.
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var charges: float = 60.0 / float(breakdown.charge_seconds)
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for resource_type in breakdown.per_minute:
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var summed: float = 0.0
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for berth in berths:
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summed += float(berth.costs.get(resource_type, 0)) * charges
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if not is_equal_approx(float(breakdown.per_minute[resource_type]), summed):
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return _fail("%s quoted at %.2f/min, its own berths add to %.2f" % [
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resource_type, float(breakdown.per_minute[resource_type]), summed])
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print("bill: %s, from %d paying berths" % [breakdown.per_minute, berths.size()])
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# And a charge actually taken matches what was quoted for that berth.
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var quoted: int = int(berths[0].costs.get(GameState.RESOURCE_ORE, 0))
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var office: Dictionary = state.find_building(int(office_ids[0]))
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var store: RefCounted = state.building_inventory(int(office_ids[0]))
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store.set_amount(GameState.RESOURCE_ORE, 500)
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store.set_amount(GameState.RESOURCE_ENERGY, 500)
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var before: int = store.amount(GameState.RESOURCE_ORE)
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office.upkeep_progress = GameState.FLEET_OFFICE_UPKEEP_SECONDS
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state._advance_fleet_office_upkeep(0.1)
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var taken: int = before - store.amount(GameState.RESOURCE_ORE)
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if taken != quoted:
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return _fail("berth 2 was quoted %d ore and charged %d" % [quoted, taken])
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print("what the menu quotes for a berth is what the office pays: %d ore" % taken)
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print("TEST_FLEET_UPKEEP_SCALING: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_FLEET_UPKEEP_SCALING: FAIL (%s)" % message)
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quit(1)
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return true
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