Cap fleet cargo capacity by composition (#56)
The fleet hold was unbounded - GameState.fleet_inventory had no total_capacity, so a lone ship could carry unlimited resources. Capacity is now data-driven: only vessels declaring the "cargo" capability contribute their cargo_capacity stat (interceptor: 20; shield vessel and gas bomber: 0, unarmed transporters are never in the fleet at all). Fleet.gd recomputes it in the one place composition can change (spawn_ships/add_ship/store_ship/_on_ship_destroyed), which also covers the space<->surface scene-swap restore since that goes through spawn_ships(). Rock.gd and GasVentField.gd (the two "fly over it to collect" pickup paths) now check what collect_cargo()/collect_gas_cargo() actually accepted before consuming their source, instead of assuming an unlimited hold. The HUD's FLEET HOLD caption shows the live total/cap. Also fixes test_resource_transfer.gd, which pushed more ore through a 2-ship fleet than the new cap allows - it now spawns the largest fleet every unlocked doctrine permits, since that test is about the transfer UI rather than the cap itself (test_fleet_cargo_limit.gd owns that).
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11 changed files with 250 additions and 12 deletions
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@ -16,8 +16,11 @@ func _process(delta: float) -> void:
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if fleet.get_centroid().distance_to(vent) < 90.0:
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progress += delta
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if progress >= 1.0:
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GameState.collect_gas_cargo(int(progress))
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progress = fmod(progress, 1.0)
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# #56: a full fleet hold rejects the deposit - keep the
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# undelivered whole units in progress rather than discarding
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# them, so gas is only ever lost by not gathering it.
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var whole: int = int(progress)
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progress -= float(GameState.collect_gas_cargo(whole))
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return
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progress = 0.0
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func _draw() -> void:
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