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

@ -83,10 +83,12 @@ func render_options(options: Array, selected: int, vessel_colour: Color) -> void
_resize_price_tags()
func show_detail(heading: String, description: String, points: int) -> void:
# #222: the research-point line that used to sit under the description is
# gone. Every upgrade card above already carries its own "RP have/need", so
# the detail was restating for the selected card what the selected card was
# showing a few pixels higher.
func show_detail(heading: String, description: String) -> void:
detail.text = "%s\n%s" % [heading, description]
if points > 0:
detail.text += "\nResearch points: %d/%d" % [GameState.research_points, points]
func clear_detail() -> void: