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

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