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
This commit is contained in:
Loïc Wisniewski 2026-09-05 22:36:21 +02:00
commit 2bb46cba94
9 changed files with 369 additions and 5 deletions

View file

@ -8,4 +8,4 @@ script = ExtResource("1")
[node name="ActionProvider" type="Node" parent="."] [node name="ActionProvider" type="Node" parent="."]
script = ExtResource("2") script = ExtResource("2")
actions = PackedStringArray("transfer") actions = PackedStringArray("upkeep", "transfer")

View file

@ -34,6 +34,8 @@ const HUD_ROW_GAP := 16.0
@onready var garrison_menu: Control = get_node("../UI/GarrisonMenu") @onready var garrison_menu: Control = get_node("../UI/GarrisonMenu")
# #216: where a hub or a workshop is told how many craft to keep. # #216: where a hub or a workshop is told how many craft to keep.
@onready var station_menu: Control = get_node("../UI/StationMenu") @onready var station_menu: Control = get_node("../UI/StationMenu")
# #220: what the fleet costs to keep, and the arithmetic behind it.
@onready var upkeep_menu: Control = get_node("../UI/FleetUpkeepMenu")
@onready var scanner_menu: Control = get_node("../UI/ScannerMenu") @onready var scanner_menu: Control = get_node("../UI/ScannerMenu")
var pending_build_type: String = "" var pending_build_type: String = ""
@ -114,7 +116,7 @@ func _seat_hud_columns() -> void:
func _menu_is_open() -> bool: func _menu_is_open() -> bool:
for menu in [build_menu, craft_menu, lab_menu, transfer_menu, hangar_menu, for menu in [build_menu, craft_menu, lab_menu, transfer_menu, hangar_menu,
formation_menu, skill_menu, planning_menu, garrison_menu, scanner_menu, formation_menu, skill_menu, planning_menu, garrison_menu, scanner_menu,
station_menu]: station_menu, upkeep_menu]:
if menu.visible: if menu.visible:
return true return true
return false return false
@ -319,6 +321,8 @@ func _on_action_pressed() -> void:
scanner_menu.open_menu() scanner_menu.open_menu()
elif building_action == "staff": elif building_action == "staff":
station_menu.open_for(building_id) station_menu.open_for(building_id)
elif building_action == "upkeep":
upkeep_menu.open_for(building_id)
func _on_scan_requested(definition_id: String) -> void: func _on_scan_requested(definition_id: String) -> void:
@ -797,6 +801,7 @@ func _layout_hangar() -> void:
func _refresh_garrison() -> void: func _refresh_garrison() -> void:
garrison_menu.refresh() garrison_menu.refresh()
station_menu.refresh() station_menu.refresh()
upkeep_menu.refresh()
func _refresh_planning() -> void: func _refresh_planning() -> void:

View file

@ -776,6 +776,16 @@ signal fleet_upkeep_failed(slot_index: int, vessel_type: String)
# ticket asks for and needs no second table to fall out of step with. # ticket asks for and needs no second table to fall out of step with.
const FLEET_OFFICE_UPKEEP_SECONDS: float = 25.0 const FLEET_OFFICE_UPKEEP_SECONDS: float = 25.0
const FLEET_OFFICE_UPKEEP_DIVISOR: int = 8 const FLEET_OFFICE_UPKEEP_DIVISOR: int = 8
# #220: and each berth costs more than the one before it. A flat per-vessel
# charge means a big fleet is only linearly harder to keep, so the tenth hull
# is no more of a decision than the second; compounding makes every addition
# weigh against the whole fleet behind it.
#
# Deliberately shallow - the ticket asks for a slow one. At 1.12 the thirteenth
# berth costs about three and a half times the second, and the twentieth about
# seven and a half. A steeper rate reaches "unaffordable" while the player is
# still learning what the fleet is for.
const FLEET_UPKEEP_GROWTH: float = 1.12
# Offices in the order they were built, which is the order they are matched to # Offices in the order they were built, which is the order they are matched to
@ -800,16 +810,62 @@ func supplied_fleet_office_count() -> int:
# What one berth costs per charge, for the vessel actually sitting in it. An # What one berth costs per charge, for the vessel actually sitting in it. An
# empty answer means this vessel is free to keep - which is true of nothing # empty answer means this vessel is free to keep - which is true of nothing
# the crafter builds, and is what an unknown type falls back to. # the crafter builds, and is what an unknown type falls back to.
func fleet_office_upkeep(vessel_type: String) -> Dictionary: # What one berth costs per charge. `slot_index` is the fleet position it
# keeps, so the first berth past the free one pays the base rate and every
# berth after it pays the compounded one (#220).
func fleet_office_upkeep(vessel_type: String, slot_index: int = BASE_FLEET_SIZE) -> Dictionary:
var upkeep: Dictionary = {} var upkeep: Dictionary = {}
var scale: float = fleet_upkeep_scale(slot_index)
for resource_type in product_costs(vessel_type): for resource_type in product_costs(vessel_type):
var share: int = int(ceil(float(product_costs(vessel_type)[resource_type]) var share: int = int(ceil(float(product_costs(vessel_type)[resource_type])
/ float(FLEET_OFFICE_UPKEEP_DIVISOR))) / float(FLEET_OFFICE_UPKEEP_DIVISOR) * scale))
if share > 0: if share > 0:
upkeep[resource_type] = share upkeep[resource_type] = share
return upkeep return upkeep
# The multiplier on a berth at this fleet position. The free hull and the
# first paid berth both sit at 1.0, so the curve starts where the charging
# starts rather than partway up it.
func fleet_upkeep_scale(slot_index: int) -> float:
return pow(FLEET_UPKEEP_GROWTH, maxi(slot_index - BASE_FLEET_SIZE, 0))
# The whole bill, berth by berth, for the readout #220 asks for: what each
# one is keeping, what it is charged, and what that is per minute. Computed
# here rather than in the menu so the numbers shown are the numbers charged -
# a readout that recomputes them separately can disagree with the loop that
# actually takes the resources.
func fleet_upkeep_breakdown() -> Dictionary:
var berths: Array = []
var per_minute: Dictionary = {}
var charges_per_minute: float = 60.0 / FLEET_OFFICE_UPKEEP_SECONDS
var offices: Array = fleet_offices()
for i in range(offices.size()):
var slot_index: int = i + BASE_FLEET_SIZE
var vessel_type: String = fleet_office_vessel(slot_index)
if vessel_type == "":
continue # a berth standing empty is charged nothing
var costs: Dictionary = fleet_office_upkeep(vessel_type, slot_index)
berths.append({
"slot": slot_index + 1,
"vessel_type": vessel_type,
"scale": fleet_upkeep_scale(slot_index),
"costs": costs,
"starved": bool(offices[i].get("starved", false)),
})
for resource_type in costs:
per_minute[resource_type] = float(per_minute.get(resource_type, 0.0)) \
+ float(costs[resource_type]) * charges_per_minute
return {
"berths": berths,
"per_minute": per_minute,
"charge_seconds": FLEET_OFFICE_UPKEEP_SECONDS,
"divisor": FLEET_OFFICE_UPKEEP_DIVISOR,
"growth": FLEET_UPKEEP_GROWTH,
}
# The vessel an office is answerable for, or "" when the fleet is smaller than # The vessel an office is answerable for, or "" when the fleet is smaller than
# the berths built for it - an office with nothing in it costs nothing. # the berths built for it - an office with nothing in it costs nothing.
func fleet_office_vessel(slot_index: int) -> String: func fleet_office_vessel(slot_index: int) -> String:
@ -841,7 +897,8 @@ func _advance_fleet_office_upkeep(delta: float) -> void:
office.upkeep_progress = progress office.upkeep_progress = progress
continue continue
office.upkeep_progress = progress - FLEET_OFFICE_UPKEEP_SECONDS office.upkeep_progress = progress - FLEET_OFFICE_UPKEEP_SECONDS
var upkeep: Dictionary = fleet_office_upkeep(vessel_type) var upkeep: Dictionary = fleet_office_upkeep(vessel_type,
i + BASE_FLEET_SIZE)
var inventory: RefCounted = _inventory_for_record(office) var inventory: RefCounted = _inventory_for_record(office)
var affordable: bool = true var affordable: bool = true
for resource_type in upkeep: for resource_type in upkeep:

View file

@ -0,0 +1,34 @@
extends Node2D
# Preview, not a test - #220's upkeep readout with a fleet worth reading:
# several berths of different hulls, so the per-berth lines, the compounding
# multiplier and the per-minute total all have something to show.
#
# bash tests/screenshot.sh res://tests/_fleet_upkeep_preview.tscn shots/fleet_upkeep.png 3 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.reset_progression()
GameState.intro_active = false
GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
var office_ids: Array = []
for i in range(5):
office_ids.append(GameState.add_building(GameState.BUILDING_FLEET_OFFICE,
Vector2(400.0 * float(i + 1), 300.0)))
var main: Node = load("res://world/Main.tscn").instantiate()
add_child(main)
main.get_node("AsteroidField").set_process(false)
main.get_node("EnemySpawner").set_process(false)
# Spawned for real rather than by writing fleet_vessel_types directly: the
# Fleet rewrites that from what is actually flying the moment it composes
# itself, so a value set beforehand is discarded.
main.get_node("Fleet").spawn_ships(6, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER,
GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_DISTORDER,
GameState.VESSEL_LASER, GameState.VESSEL_SHIELD]))
# One office left unsupplied, so the unpaid marker is visible too.
GameState.find_building(int(office_ids[3])).starved = true
main.get_node("UI/FleetUpkeepMenu").open_for(int(office_ids[0]))

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_fleet_upkeep_preview.gd" id="1"]
[node name="FleetUpkeepPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,111 @@
extends SceneTree
# Forgejo #220: the fleet costs more per hull as it grows, and the Fleet
# Office says so with the arithmetic shown.
#
# The interesting failure is not "the sum is wrong" - it is the readout and
# the charging loop drifting apart, so the menu quotes a bill the game does
# not take. So what is checked is that the SAME numbers come out of both.
#
# Covers:
# A. the first paid berth pays the base rate, undialled
# B. each berth past it pays more than the one before, compounding
# C. the growth is slow - a mid-sized fleet is dearer, not ruinous
# D. the breakdown's per-minute total matches its own per-berth charges
# E. and the charges it quotes are the ones actually withdrawn
# F. an empty berth is quoted nothing
var state: Node
func _initialize() -> void:
state = root.get_node("GameState")
state.buildings.clear()
state.transporters.clear()
state.reset_progression()
state.reset_new_game()
state.intro_active = false
state.fleet_vessel_types = PackedStringArray()
func _process(_delta: float) -> bool:
var vessel: String = GameState.VESSEL_LASER
var base: Dictionary = state.fleet_office_upkeep(vessel, GameState.BASE_FLEET_SIZE)
if base.is_empty():
return _fail("a laser berth is charged nothing at all")
# --- A. the first paid berth is the base rate -------------------
if not is_equal_approx(state.fleet_upkeep_scale(GameState.BASE_FLEET_SIZE), 1.0):
return _fail("the first paid berth is already dialled up (x%.2f)" \
% state.fleet_upkeep_scale(GameState.BASE_FLEET_SIZE))
# --- B. and every berth after it costs more ---------------------
var previous: float = 0.0
for slot in range(GameState.BASE_FLEET_SIZE, GameState.BASE_FLEET_SIZE + 12):
var scale: float = state.fleet_upkeep_scale(slot)
if scale < previous:
return _fail("berth %d is cheaper than the one before it" % (slot + 1))
previous = scale
var twelfth: float = state.fleet_upkeep_scale(GameState.BASE_FLEET_SIZE + 11)
if twelfth <= 1.0:
return _fail("twelve berths in, upkeep has not risen at all")
# --- C. slowly, though ------------------------------------------
if twelfth > 6.0:
return _fail("the twelfth berth costs x%.1f - that is not a slow exponential" % twelfth)
print("berth scaling: 1.00 at the first paid berth, x%.2f twelve in" % twelfth)
# --- D/E/F. the quoted bill IS the charged one ------------------
# Three offices, two of them crewed: the third berth stands empty and
# must be quoted nothing.
var office_ids: Array = []
for i in range(3):
office_ids.append(state.add_building(GameState.BUILDING_FLEET_OFFICE,
Vector2(500.0 * float(i + 1), 0.0)))
state.fleet_vessel_types = PackedStringArray([
GameState.VESSEL_INTERCEPTOR, vessel, vessel])
var breakdown: Dictionary = state.fleet_upkeep_breakdown()
var berths: Array = breakdown.berths
if berths.size() != 2:
return _fail("%d berths quoted for a fleet of 3 with 3 offices, expected 2 paying" \
% berths.size())
if int(berths[1].costs.get(GameState.RESOURCE_ORE, 0)) \
<= int(berths[0].costs.get(GameState.RESOURCE_ORE, 0)) - 1:
return _fail("the second paid berth is quoted less than the first")
# The per-minute figure has to be the per-berth charges, at the rate they
# are actually taken - not a separate estimate.
var charges: float = 60.0 / float(breakdown.charge_seconds)
for resource_type in breakdown.per_minute:
var summed: float = 0.0
for berth in berths:
summed += float(berth.costs.get(resource_type, 0)) * charges
if not is_equal_approx(float(breakdown.per_minute[resource_type]), summed):
return _fail("%s quoted at %.2f/min, its own berths add to %.2f" % [
resource_type, float(breakdown.per_minute[resource_type]), summed])
print("bill: %s, from %d paying berths" % [breakdown.per_minute, berths.size()])
# And a charge actually taken matches what was quoted for that berth.
var quoted: int = int(berths[0].costs.get(GameState.RESOURCE_ORE, 0))
var office: Dictionary = state.find_building(int(office_ids[0]))
var store: RefCounted = state.building_inventory(int(office_ids[0]))
store.set_amount(GameState.RESOURCE_ORE, 500)
store.set_amount(GameState.RESOURCE_ENERGY, 500)
var before: int = store.amount(GameState.RESOURCE_ORE)
office.upkeep_progress = GameState.FLEET_OFFICE_UPKEEP_SECONDS
state._advance_fleet_office_upkeep(0.1)
var taken: int = before - store.amount(GameState.RESOURCE_ORE)
if taken != quoted:
return _fail("berth 2 was quoted %d ore and charged %d" % [quoted, taken])
print("what the menu quotes for a berth is what the office pays: %d ore" % taken)
print("TEST_FLEET_UPKEEP_SCALING: PASS")
quit(0)
return true
func _fail(message: String) -> bool:
print("TEST_FLEET_UPKEEP_SCALING: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1,71 @@
extends "res://ui/menus/ModalMenu.gd"
# Forgejo #220: what the fleet costs to keep, and WHY it costs that.
#
# A Fleet Office charges for the vessel in its berth every 25 seconds, and
# each berth costs more than the one before it. Neither of those is visible
# from the resource bar - the player watches a number fall and cannot tell
# which of their own decisions is draining it - so this states the bill and
# shows the arithmetic that produced it, line by line.
#
# Every number here comes from GameState.fleet_upkeep_breakdown(), which is
# the same calculation the charging loop runs. A readout that did its own sum
# could disagree with what is actually being taken, which is exactly the kind
# of "the game is lying to me" the ticket is about.
@onready var total_label: Label = $TotalLabel
@onready var detail_label: Label = $DetailLabel
@onready var formula_label: Label = $FormulaLabel
var building_id: int = 0
func open_for(next_building_id: int) -> void:
building_id = next_building_id
open_menu()
refresh()
func close_menu() -> void:
super.close_menu()
building_id = 0
func refresh() -> void:
if not visible:
return
var breakdown: Dictionary = GameState.fleet_upkeep_breakdown()
var berths: Array = breakdown.berths
var per_minute: Dictionary = breakdown.per_minute
if per_minute.is_empty():
total_label.text = "NOTHING TO KEEP"
else:
var parts: PackedStringArray = PackedStringArray()
for resource_type in per_minute:
parts.append("%.1f %s" % [float(per_minute[resource_type]),
GameState.resource_name(String(resource_type)).to_lower()])
total_label.text = "%s PER MINUTE" % " · ".join(parts)
# One line per paying berth: which hull, what it is charged, and the
# multiplier that got it there. An empty berth is charged nothing and is
# left out rather than listed at zero.
var lines: PackedStringArray = PackedStringArray()
for berth in berths:
var costs: PackedStringArray = PackedStringArray()
for resource_type in berth.costs:
costs.append("%d %s" % [int(berth.costs[resource_type]),
GameState.resource_name(String(resource_type)).to_lower()])
lines.append("BERTH %d %-16s %s (x%.2f)%s" % [
int(berth.slot), GameState.vessel_name(String(berth.vessel_type)),
" ".join(costs), float(berth.scale),
" — UNPAID" if bool(berth.starved) else "",
])
detail_label.text = "\n".join(lines) if not lines.is_empty() \
else "No berth is being charged. Build a Fleet Office and put a vessel in it."
formula_label.text = ("Each berth is charged every %ds: the vessel's build price "
+ "divided by %d, then multiplied by %.2f for every berth past the first "
+ "paid one. The first vessel is free.") % [
int(breakdown.charge_seconds), int(breakdown.divisor),
float(breakdown.growth)]

View file

@ -0,0 +1,77 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://ui/IconButton.gd" id="icon"]
[ext_resource type="Script" path="res://ui/menus/FleetUpkeepMenu.gd" id="menu"]
[node name="FleetUpkeepMenu" type="Control" groups=["modal_menus"]]
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource("menu")
[node name="Backdrop" type="ColorRect" parent="."]
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.96)
[node name="TitleLabel" type="Label" parent="."]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24.0
offset_top = 24.0
offset_right = -180.0
offset_bottom = 100.0
theme_override_font_sizes/font_size = 40
text = "FLEET UPKEEP"
horizontal_alignment = 1
[node name="CloseButton" type="Control" parent="."]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -140.0
offset_top = 24.0
offset_right = -24.0
offset_bottom = 140.0
script = ExtResource("icon")
icon = 1
glow_color = Color(0.55, 0.6, 1, 1)
[node name="TotalLabel" type="Label" parent="."]
mouse_filter = 2
anchor_right = 1.0
offset_left = 32.0
offset_top = 150.0
offset_right = -32.0
offset_bottom = 220.0
theme_override_font_sizes/font_size = 32
theme_override_colors/font_color = Color(1, 0.85, 0.35, 1)
text = ""
horizontal_alignment = 1
[node name="DetailLabel" type="Label" parent="."]
mouse_filter = 2
anchor_right = 1.0
offset_left = 32.0
offset_top = 250.0
offset_right = -32.0
offset_bottom = 860.0
theme_override_font_sizes/font_size = 30
theme_override_colors/font_color = Color(0.72, 0.88, 0.96, 1)
text = ""
autowrap_mode = 2
[node name="FormulaLabel" type="Label" parent="."]
mouse_filter = 2
anchor_right = 1.0
offset_left = 40.0
offset_top = 880.0
offset_right = -40.0
offset_bottom = 1060.0
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.55, 0.78, 0.86, 1)
text = ""
horizontal_alignment = 1
vertical_alignment = 1
autowrap_mode = 2

View file

@ -11,6 +11,7 @@
[ext_resource type="PackedScene" path="res://ui/menus/DevMenu.tscn" id="menu_dev"] [ext_resource type="PackedScene" path="res://ui/menus/DevMenu.tscn" id="menu_dev"]
[ext_resource type="PackedScene" path="res://ui/menus/ScannerMenu.tscn" id="menu_scanner"] [ext_resource type="PackedScene" path="res://ui/menus/ScannerMenu.tscn" id="menu_scanner"]
[ext_resource type="PackedScene" path="res://ui/menus/StationMenu.tscn" id="menu_station"] [ext_resource type="PackedScene" path="res://ui/menus/StationMenu.tscn" id="menu_station"]
[ext_resource type="PackedScene" path="res://ui/menus/FleetUpkeepMenu.tscn" id="menu_upkeep"]
[ext_resource type="PackedScene" path="res://ui/ScannerGuidance.tscn" id="scanner_guidance"] [ext_resource type="PackedScene" path="res://ui/ScannerGuidance.tscn" id="scanner_guidance"]
@ -530,6 +531,8 @@ icon = 1
[node name="ScannerMenu" parent="UI" instance=ExtResource("menu_scanner")] [node name="ScannerMenu" parent="UI" instance=ExtResource("menu_scanner")]
[node name="StationMenu" parent="UI" instance=ExtResource("menu_station")] [node name="StationMenu" parent="UI" instance=ExtResource("menu_station")]
[node name="FleetUpkeepMenu" parent="UI" instance=ExtResource("menu_upkeep")]
[node name="QuestPanel" type="Control" parent="UI" groups=["modal_menus"]] [node name="QuestPanel" type="Control" parent="UI" groups=["modal_menus"]]
visible = false visible = false
mouse_filter = 2 mouse_filter = 2