Gas bombers consume gas from the fleet hold when firing (#60)
Shots cost GAS_PER_SHOT (5) from GameState.fleet_inventory, not the bank - the fleet has to be carrying its own ammunition. The button's enabled rule now also requires affordability, and a press on a ready- but-unaffordable bomber still consumes the touch to explain itself via a new status label (GasBombStatus, IconButton's own "greyed but still pressable" convention) rather than either silently doing nothing or consuming the bomber's cooldown for a shot that never fires. Also documents a real, reproducible GDScript trap hit while writing tests/test_gas_bomber_ammo.gd: a bare `ClassName.SOME_CONST` reference anywhere in a -s entry test script can corrupt method resolution for the WHOLE script, making an unrelated, earlier `some_node._process()` call fail with "Nonexistent function '_process' in base 'Nil'" despite the node being valid and the method existing (confirmed via has_method()). Root cause unconfirmed; fixed by mirroring the constant 's value into a local const instead of referencing the class directly, in all three gas-bomber tests. tests/test_gas_bomber.gd and test_gas_bomber_cooldowns.gd updated to stock fleet gas first, since shots are no longer free.
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@ -229,6 +229,22 @@ icon = 32
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glow_color = Color(0.82, 0.08, 0.48, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="GasBombStatus" type="Label" parent="UI"]
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -344
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offset_right = -24
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offset_top = -480
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offset_bottom = -430
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theme_override_font_sizes/font_size = 18
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theme_override_colors/font_color = Color(0.82, 0.08, 0.48, 1)
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autowrap_mode = 2
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horizontal_alignment = 1
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text = ""
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[node name="PivotCWButton" type="Control" parent="UI"]
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mouse_filter = 2
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anchor_left = 1.0
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