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

@ -1,12 +1,13 @@
class_name VesselDefinitions
extends RefCounted
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter"]
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier"]
const DEFINITIONS: Dictionary = {
"interceptor": preload("res://InterceptorVesselDefinition.tres"),
"shield": preload("res://ShieldVesselDefinition.tres"),
"gas_bomber": preload("res://GasBomberVesselDefinition.tres"),
"transporter": preload("res://TransporterVesselDefinition.tres"),
"carrier": preload("res://CarrierVesselDefinition.tres"),
}
static func get_definition(definition_id: String) -> Resource: