TurnPlanetProductions started its production budget from
PlanetProductionCapacity, which already subtracts the reserved upgrade
cost, and then subtracted each applied upgrade's cost again in the apply
loop — charging every applied upgrade twice. That both starved the
planet's build/research budget and could skip upgrades that were in fact
affordable.
The budget now starts from the planet's full production potential and the
apply loop deducts each upgrade once; PlanetProductionCapacity stays the
report's net-of-upgrades "free L".
Test: TestUpgradeDoesNotDoubleChargeProduction; the TestProduceShips MAT
expectation is updated to the once-charged value.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per the documented turn order (game/rules.txt "Последовательность
действий"), no ship should dodge the pre-departure battle by slipping
into hyperspace. MakeTurn now runs merge -> battle -> load+launch routed
groups -> fly -> merge -> battle, so:
- ships ordered to depart (Launched) and ships being upgraded now take
part in the pre-departure battle at their planet (CollectPlanetGroups /
FilterBattleGroups); only survivors then enter hyperspace;
- routed transports are loaded and launched AFTER that battle, so they
fight empty and cannot escape it.
A just-launched group has no stored hyperspace position, so moveShipGroup
starts its first leg from the origin planet; the previous code read the
nil launch coordinate and would panic.
Because upgrading groups can now lose ships in the battle, the pending
upgrade cost is recomputed from the group's current ship count instead of
the value stored when the order was validated.
Rules: reordered "Последовательность действий" and rewrote the combat
note that ordered/routed ships skip the battle.
Tests: launched-group move from origin, launched/upgrade groups taking
part in battle, upgrade cost tracking ship losses.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>