Add carrier vessel (#57)

An unarmed hauler with no weapon component - only VesselCargoComponent,
so it structurally cannot fire, the same pattern that already made the
shield vessel weaponless after #35. Its cargo_capacity (120, six
interceptors' worth) makes it the first real payoff for #56's fleet
hold cap.

Wired into the crafter, hangar and ship lab menus, all of which were
already generic over VesselDefinitions.fleet()/.all() - only the
per-vessel UI *nodes* are hand-placed (Main.tscn), not the logic, so
this repacks those three button rows to 4/4/5 columns and extends
BuildController's matching onready arrays. No new signal handlers were
needed.

Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size
(3 -> 4) now that a fourth vessel is fleet-eligible.
This commit is contained in:
Loïc Wisniewski 2026-08-16 16:20:39 +02:00
commit bbb1d4b0c5
13 changed files with 489 additions and 40 deletions

View file

@ -31,11 +31,13 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
@onready var lab_vessel_buttons: Array = [
get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
get_node("../UI/LabMenu/VesselE"),
]
@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
@onready var lab_vessel_labels: Array = [
get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
get_node("../UI/LabMenu/VesselELabel"),
]
@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
@ -63,21 +65,25 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
get_node("../UI/HangarMenu/AvailableInterceptor"),
get_node("../UI/HangarMenu/AvailableShield"),
get_node("../UI/HangarMenu/AvailableGasBomber"),
get_node("../UI/HangarMenu/AvailableCarrier"),
]
@onready var hangar_available_labels: Array = [
get_node("../UI/HangarMenu/AvailableInterceptorLabel"),
get_node("../UI/HangarMenu/AvailableShieldLabel"),
get_node("../UI/HangarMenu/AvailableGasBomberLabel"),
get_node("../UI/HangarMenu/AvailableCarrierLabel"),
]
@onready var hangar_fleet_slots: Array = [
get_node("../UI/HangarMenu/FleetInterceptor"),
get_node("../UI/HangarMenu/FleetShield"),
get_node("../UI/HangarMenu/FleetGasBomber"),
get_node("../UI/HangarMenu/FleetCarrier"),
]
@onready var hangar_fleet_labels: Array = [
get_node("../UI/HangarMenu/FleetInterceptorLabel"),
get_node("../UI/HangarMenu/FleetShieldLabel"),
get_node("../UI/HangarMenu/FleetGasBomberLabel"),
get_node("../UI/HangarMenu/FleetCarrierLabel"),
]
var build_menu_entries: Array = []
@ -103,11 +109,13 @@ var lab_building_id: int = 0
@onready var craft_shield_label: Label = get_node("../UI/CraftMenu/ShieldLabel")
@onready var craft_gas_bomber_button: IconButton = get_node("../UI/CraftMenu/GasBomberButton")
@onready var craft_gas_bomber_label: Label = get_node("../UI/CraftMenu/GasBomberLabel")
@onready var craft_carrier_button: IconButton = get_node("../UI/CraftMenu/CarrierButton")
@onready var craft_carrier_label: Label = get_node("../UI/CraftMenu/CarrierLabel")
@onready var craft_vessel_buttons: Array = [
craft_interceptor_button, craft_shield_button, craft_gas_bomber_button,
craft_interceptor_button, craft_shield_button, craft_gas_bomber_button, craft_carrier_button,
]
@onready var craft_vessel_labels: Array = [
craft_interceptor_label, craft_shield_label, craft_gas_bomber_label,
craft_interceptor_label, craft_shield_label, craft_gas_bomber_label, craft_carrier_label,
]
# --- the transfer panel (#24) ---------------------------------------------