Plan every craftable vessel, and stop restating the point cost

#221: the planning centre listed only fleet-eligible hulls, so the two
vessels that most need replacing were the two it could not plan - #216 made
transporters and repair drones wear out, which is what a standing order is
for. It offers everything a crafter can build now.

That needed the census to see them: it counted the fleet, the hangar,
garrisons and transit, but not vessels standing at a hub or a workshop. An
order for a transporter would never have seen the ones already built, and
the crafters would have gone on making more forever.

#222: the ship lab's detail block restated the selected upgrade's research
point cost, which its own card shows a few pixels higher. Removed, with the
parameter and the call-site lookup that fed it.

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 23:13:23 +02:00
commit f77596395b
4 changed files with 45 additions and 8 deletions

View file

@ -650,8 +650,7 @@ func _refresh_lab() -> void:
lab_can_buy = false
return
var selected: Dictionary = options[lab_choice]
var points: int = GameState.research_point_cost(String(selected.id))
lab_menu.show_detail(String(selected.name), String(selected.desc), points)
lab_menu.show_detail(String(selected.name), String(selected.desc))
var queued: Dictionary = GameState.lab_research_order(lab_building_id)
lab_can_buy = queued.is_empty() and (selected.unlock \
or not GameState.upgrade_maxed(selected.id))