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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Rock.gd
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Rock.gd
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@ -82,7 +82,10 @@ func _on_area_entered(area: Area2D) -> void:
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if area.is_in_group("player_ships"):
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# Into the fleet's hold, not the bank (#14). It only counts as
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# spendable once the fleet has flown it back to the mothership.
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GameState.collect_cargo(1)
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# #56: the hold has a finite total_capacity now - a full fleet must
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# leave the rock behind rather than despawning it for nothing.
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if GameState.collect_cargo(1) <= 0:
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return
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collected.emit()
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queue_free()
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