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.
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13 changed files with 489 additions and 40 deletions
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CarrierCapacityUpgrade.tres
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CarrierCapacityUpgrade.tres
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[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
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[ext_resource type="Script" path="res://VesselUpgradeDefinition.gd" id="1"]
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[resource]
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script = ExtResource("1")
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upgrade_id = "car_capacity"
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display_name = "Reinforced Hold"
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description = "+30 cargo capacity per level."
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base_cost = 40
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max_level = 3
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icon = 21
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additive_modifiers = {"cargo_capacity": 30.0}
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