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.
23 lines
908 B
Text
23 lines
908 B
Text
[gd_resource type="Resource" script_class="BuildingDefinition" load_steps=3 format=3]
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[ext_resource type="Script" path="res://buildings/BuildingDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://buildings/PlanningBuildingVisual.tscn" id="2"]
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[resource]
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script = ExtResource("1")
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definition_id = "planning_center"
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display_name = "Planning Center"
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description = "Holds standing orders for the whole game: say how many of each vessel should always exist, and the ship crafters are kept working until they do."
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cost = 50
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build_resource_costs = {"ore": 50, "gas": 30}
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action_icon = 41
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menu_icon = 41
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visual_scene = ExtResource("2")
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capabilities = PackedStringArray("planning")
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map_color = Color(0.62, 0.74, 0.92, 1)
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map_sides = 4
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map_radius = 7.5
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map_phase = 0.785398
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menu_button_name = "PlanningButton"
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menu_label_name = "PlanningLabel"
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menu_cost_name = "PlanningCost"
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unique = true
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max_hp = 80
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