Both halves of the ticket, in the shape vessels have used since gas bombers
and laser ships: a definition carries an ore figure and, when it wants more
than ore, a dictionary that IS the price. `building_costs()` and
`skill_costs()` answer it the way `product_costs()` already did, so there is
one question with one answer whatever is being bought, and every payment
path now goes through `spend_resources` rather than `spend`.
Seven of ten structures and thirteen of seventeen doctrines now want gas,
energy or dark matter alongside their rocks, and the totals climb with tree
depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530.
The constraint that shaped the table is REACHABILITY, and it is the reason
some prices stayed ore-only. Energy exists only where a gas burner stands,
and a gas burner needs Power Systems - so nothing at or before that depth
may be priced in energy, or it is a wall with no way through. Dark matter is
rarer still and appears once, on the deepest node in the game. The extractor
stays rocks-only despite its depth allowing gas, because the quest chain
reaches it before it has sent the player for any.
test_progressive_costs checks those as properties rather than transcribing
the numbers, so rebalancing a price costs nothing while breaking the shape
fails: nothing unreachable at its own depth, prices rising with depth, the
ore field agreeing with the dictionary (repairs quote the field alone, since
a repair drone carries ore and nothing else), and the quest chain never
asking for a structure it has not funded.
Two things cleaned up on the way:
- The per-building cost constants in GameState are gone. Nothing but tests
used them, and they were a second copy of a number the definitions already
hold - exactly what would drift once a price gained a resource.
- research_for_building() returns a display NAME, and the id-keyed half of
the tree wants an id. That mix-up is silent - skill_depth() of a name finds
no node and answers 0, so a deep structure reads as an ungated one, which
is how the first draft of the test let an unreachable price through.
research_node_for_building() is the id, and the name is expressed from it.
PriceTag no longer rebuilds its labels when re-told the same price; it
refreshes the held figures instead. The craft menu re-states prices every
frame and the build menu now does too, so that was a dozen Labels being torn
down and rebuilt sixty times a second.
Groundwork for #5. vessels_owed carries the VESSEL TYPE rather than a
bare count, so a shield vessel finishing while the player is on a planet
comes back as a shield vessel. Fleet.add_ship takes a type, and vessels
already flying are re-statted when an upgrade is researched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Forgejo #20, part 7 of #12 and the last of it. A hub stations
BASE_HUB_CAPACITY (2) transporters. Total berths are hubs x per-hub
capacity, so building another hub or researching "Freight Yards" both
raise it - which is the choice #12 asks the player to make.
Capacity follows the same shape as max_fleet_size() (sum a bonus over
`unlocked`) rather than being a second mechanism doing the same job, so
research applies to hubs already built, not only to ones placed
afterwards.
A queued-but-unbuilt transporter holds its berth. Without that a player
could order ten against two berths and only discover the problem when
they refused to appear. Ordering past the cap is refused outright, and
the two refusals - no hub at all, versus every berth taken - say which,
because "nothing happened" is exactly the bug reported against the
craft button.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>