#231 - the abilities were hard to use on a keyboard.
"The currently selected weapons" names a real mechanism: MouseCombatController
(#80) has number keys that SELECT which weapon a click fires. That is two
acts for one shot, and the selection is invisible unless you look at the
buttons. Q, E and space now fire the gas bomb, the laser and the dash
outright, wherever the mouse already points.
It goes through fire_at(), the same public entry the click path uses, so
every guard comes with it - no hull ready, cannot afford the shot, a panel
over the button. The number keys stay: they are not what this ticket is
about, and removing them would take the click path's abilities with them.
Q and E were already taken - they pivot the formation - so the pivot pair
moved to Z and C, one row under the movement keys and still left-hand. That
is a change to a control the ticket did not mention, and the one thing here
worth arguing with.
test_keyboard_input spelled Q and E out and so reported a broken pivot when
the pivot was fine. It reads KEY_PIVOT_CW/CCW off the controller now, and
additionally asserts the pair is not bound to an ability key - the failure
that would actually matter.
#230 - the upkeep menu never added anything up.
Two faults, and the second is invisible from the code. There was no TOTAL,
so the bill had to be done in the player's head. And the rows were one Label
padded with %-16s, which aligns only in a monospace font - the theme's is
CarroisGothicSC, which is proportional - with autowrap on top, so a long row
folded and the table lost its shape.
A real GridContainer now: header, a row per paying berth, and a TOTAL. The
headline carries both figures, because they answer different questions - the
per-charge bill is what the player watches happen, the per-minute rate is
what they plan against.
Amounts are listed in the game's resource order rather than the dictionary's.
The screenshot showed "2 ore 1 energy" on one row above "2 gas 2 ore" on the
next, which defeats the point of a column.
The sheet is rebuilt only when the numbers change. BuildController refreshes
this menu every frame while it is open, and rebuilding a dozen Labels per
frame for figures that move every 25 seconds is what #6 and #10 are about.
The test refreshes twice and asserts the same cell objects come back.
Every figure still comes from fleet_upkeep_breakdown(), the calculation the
charging loop itself runs - the new total sums those same per-berth costs
rather than recomputing them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
#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