Buy fleet berths with Fleet Offices
#219: fleet capacity is a built, supplied thing rather than a researched one. The eight fleet-size doctrines are gone; capacity is one berth free plus one per Fleet Office standing. An office charges every 25s for the vessel in its berth, priced off that vessel's own build cost so an expensive hull is expensive to keep, and drawn from its own store the way a gas burner draws gas. An office that cannot pay goes dark, its vessel is scuttled, and the player is told through the same queue quest lines use - which reaches them on a planet surface too. An empty berth is idle rather than starved: an office is only failing while there is something in it to fail, and holding it disabled would leave a berth that could never be crewed and so could never be paid for again. Ships have no hit points and a shield absorbs a hit wholesale, so the lost vessel is scuttled rather than damaged - otherwise a shielded hull would survive its own eviction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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60 changed files with 695 additions and 243 deletions
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@ -51,7 +51,13 @@ func _initialize() -> void:
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game_state.rocks = 100
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game_state.fleet_cargo = 0
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game_state.stored_vessels.clear()
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game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
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game_state.unlocked = ["shipyards", "coordination"]
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# #219: fleet capacity is built now - one berth free, one per Fleet
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# Office. This test flies more than one vessel, so it needs the offices
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# standing before the fleet spawns into them.
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# Eight, which is what every doctrine used to allow: the amounts below are
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# hand-picked to sit under a hold that size (8 interceptors x 20 = 160).
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load("res://tests/_berths.gd").grant(root.get_node("GameState"), 8)
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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@ -59,7 +65,6 @@ func _initialize() -> void:
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# (3) slots. This test needs a crewed fleet, so it asks for one outright
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# rather than inheriting whatever a fresh game happens to open with -
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# which is exactly what changed underneath it.
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root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"])
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fleet.spawn_ships(5, Vector2.ZERO)
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controller = scene.get_node("BuildController")
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@ -96,9 +101,9 @@ func _process(delta: float) -> bool:
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_clear_hazards()
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# #56 gave the hold a finite, composition-driven capacity. This
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# test is about the transfer UI, not that cap - test_fleet_cargo_
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# limit.gd owns the cap itself - so it spawns the largest fleet
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# every unlocked doctrine allows (8 interceptors x 20 = 160),
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# comfortably above every hand-picked amount below.
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# limit.gd owns the cap itself - so it spawns into every berth the
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# offices above bought (8 interceptors x 20 = 160), comfortably
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# above every hand-picked amount below.
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fleet.spawn_ships(game_state.max_fleet_size(), MOTHERSHIP_AT)
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var field: Node = scene.get_node("BuildingField")
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field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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