Research the Fleet Office, and give it one hull
Fleet Offices sit behind a new Berth Authority doctrine. It costs ore and no research points, deliberately: points come only from conquering a planet, conquering needs a fleet, and the fleet caps at its opening hull until an office exists - so pricing the fleet's own gate in them would lock a player behind a fight that one vessel has to win first. The research unlocks the STRUCTURE; capacity is still the built, supplied thing #219 made it. The tree gains a sixth lane for it, so the branch that fleet size vacated is occupied again rather than reading as a hole. Also fixes a shape #216 exposed: a stationed transporter drew a hull written into its own script while a delivered one drew the definition's, and the transporter's definition declared none at all - so one in flight was an empty polygon. Both vessels now draw the definition, and a test pins that the two paths agree. The repair drone had the same fault, off by two units. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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8 changed files with 161 additions and 64 deletions
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@ -62,16 +62,38 @@ func _process(delta: float) -> bool:
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if game_state.max_fleet_size() != 1:
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return _fail("an unbuilt fleet caps at %d, expected 1" % game_state.max_fleet_size())
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# The whole tree, researched, must not add a single berth: #219
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# moved fleet size out of research entirely.
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# --- the gate on the office ----------------------------------
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# Fleet Offices are researched (Berth Authority), but the research
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# only unlocks the STRUCTURE - it grants no capacity by itself.
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if game_state.is_building_unlocked(GameState.BUILDING_FLEET_OFFICE):
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return _fail("Fleet Offices are buildable with nothing researched")
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var gate: Dictionary = game_state.skill_node("berth_authority")
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if gate.is_empty():
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return _fail("no skill node unlocks the Fleet Office")
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# Ore only, deliberately: research points come solely from
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# conquering a planet, and conquering one needs a fleet. Pricing
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# the fleet's own gate in them would lock the player at their
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# opening hull behind a fight that hull has to win first.
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if int(gate.get("research_points", 0)) != 0:
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return _fail("Berth Authority costs %d research points - unreachable with one vessel" \
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% int(gate.get("research_points", 0)))
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for cost_resource in game_state.skill_costs("berth_authority"):
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if String(cost_resource) != GameState.RESOURCE_ORE:
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return _fail("Berth Authority asks for %s, which needs a built economy first" \
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% cost_resource)
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# The whole tree, researched, must still not add a single berth:
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# #219 moved fleet SIZE out of research and onto the structure.
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for node in GameState.SKILL_TREE:
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if int(node.get("fleet_bonus", 0)) != 0:
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return _fail("skill node '%s' still grants fleet capacity" % node.id)
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game_state.unlocked.append(String(node.id))
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if not game_state.is_building_unlocked(GameState.BUILDING_FLEET_OFFICE):
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return _fail("researching Berth Authority did not unlock the Fleet Office")
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if game_state.max_fleet_size() != 1:
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return _fail("researching the entire tree raised the fleet cap to %d" \
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% game_state.max_fleet_size())
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print("a new game: 1 vessel, 1 berth, and no research anywhere raises it")
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print("a new game: 1 vessel, 1 berth; research unlocks the office, not the berth")
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# --- B. offices are the berths -------------------------------
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for i in range(3):
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