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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@ -23,7 +23,7 @@ func _process(delta: float) -> bool:
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return false
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var definitions: Array = VESSEL_DEFINITIONS.all()
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var fleet_definitions: Array = VESSEL_DEFINITIONS.fleet()
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if fleet_definitions.size() != 3 \
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if fleet_definitions.size() != 4 \
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or fleet_definitions.any(func(definition): return definition.has_capability("transport")):
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return _fail("logistics transporters leaked into the combat-fleet catalog")
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if ships.size() != definitions.size():
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