Add research lab planets and research points (#63)

This commit is contained in:
Loïc Wisniewski 2026-08-16 20:14:29 +02:00
commit 3f3a22227d
43 changed files with 459 additions and 30 deletions

View file

@ -680,6 +680,13 @@ func _confirm_build() -> void:
if not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "%s is not captured yet" % planet.planet_name
return
if String(planet.resource_type) == "":
# #63: a research_lab planet's whole point is that it yields
# nothing to mine - an extractor there would sit on an empty
# resource id with no ResourceDefinition, breaking its own
# glyph/HUD rendering the moment it produced anything.
build_status.text = "%s has nothing to extract" % planet.planet_name
return
if not GameState.spend(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.rocks]
return
@ -723,14 +730,18 @@ func _refresh_skill_menu(id: String = "") -> void:
# leaving the panel blank, which reads as broken.
skill_detail.text = "Select a node to see what it unlocks."
skill_cost.amount = 0
skill_status.text = "Fleet capacity %d" % GameState.max_fleet_size()
skill_status.text = "Fleet capacity %d · Research points %d" \
% [GameState.max_fleet_size(), GameState.research_points]
skill_unlock_button.visible = false
return
var node: Dictionary = GameState.skill_node(id)
if node.is_empty():
return
var points_needed: int = int(node.get("research_points", 0))
skill_detail.text = "%s\n%s" % [node.name, node.desc]
if points_needed > 0:
skill_detail.text += "\nResearch points: %d/%d" % [GameState.research_points, points_needed]
skill_cost.amount = int(node.cost)
if GameState.is_unlocked(id):
@ -742,6 +753,12 @@ func _refresh_skill_menu(id: String = "") -> void:
elif not GameState.can_afford(int(node.cost)):
skill_status.text = "Not enough rocks - you have %d" % GameState.rocks
skill_unlock_button.visible = false
elif GameState.research_points < points_needed:
# #63: a distinct reason from the ore one above - conflating them
# would leave the player trying to fix the wrong shortage.
skill_status.text = "Not enough research points - you have %d, need %d" \
% [GameState.research_points, points_needed]
skill_unlock_button.visible = false
else:
skill_status.text = ""
skill_unlock_button.visible = true
@ -902,7 +919,8 @@ func _refresh_lab() -> void:
lab_vessel_labels[i].text = definition.display_name
lab_vessel_buttons[i].highlighted = this_vessel == lab_vessel
lab_vessel_buttons[i].queue_redraw()
lab_vessel_label.text = "%s research" % GameState.vessel_name(lab_vessel)
lab_vessel_label.text = "%s research · %d RP" % [
GameState.vessel_name(lab_vessel), GameState.research_points]
var options: Array = _lab_options()
for i in range(lab_upgrade_buttons.size()):
@ -914,6 +932,9 @@ func _refresh_lab() -> void:
var option: Dictionary = options[i]
var price_text: String = _format_costs(option.costs if bool(option.unlock) \
else GameState.research_costs(option.id))
var point_cost: int = GameState.research_point_cost(String(option.id))
if point_cost > 0:
price_text += " · %d RP" % point_cost
if not bool(option.unlock) and GameState.upgrade_maxed(option.id):
price_text = "MAX"
var level_note: String = "" if bool(option.unlock) else " %d/%d" % [
@ -932,11 +953,22 @@ func _refresh_lab() -> void:
lab_choice = clampi(lab_choice, 0, options.size() - 1)
var choice: Dictionary = options[lab_choice]
var choice_points: int = GameState.research_point_cost(String(choice.id))
lab_detail.text = "%s\n%s" % [choice.name, choice.desc]
if choice_points > 0:
lab_detail.text += "\nResearch points: %d/%d" % [GameState.research_points, choice_points]
var queued: Dictionary = GameState.lab_research_order(lab_building_id)
lab_buy_button.enabled = queued.is_empty() and (choice.unlock or not GameState.upgrade_maxed(choice.id))
if not queued.is_empty():
lab_status.text = "%s %d%%" % ["Researching" if bool(queued.started) else "Waiting for resources", int(100.0 * float(queued.elapsed) / maxf(GameState.lab_research_time(), 0.001))]
var queued_points: int = GameState.research_point_cost(String(queued.id))
if not bool(queued.started) and GameState.research_points < queued_points:
# #63: distinct from "Waiting for resources" - flying more ore/gas
# to this lab cannot fix a research-point shortfall, only
# conquering a research lab elsewhere can.
lab_status.text = "Need %d research point%s (have %d)" \
% [queued_points, "" if queued_points == 1 else "s", GameState.research_points]
else:
lab_status.text = "%s %d%%" % ["Researching" if bool(queued.started) else "Waiting for resources", int(100.0 * float(queued.elapsed) / maxf(GameState.lab_research_time(), 0.001))]
lab_buy_button.queue_redraw()