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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tests/_fleet_cargo_limit_preview.gd
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tests/_fleet_cargo_limit_preview.gd
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extends Node2D
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# Preview, not a test - the fleet-hold cap shown on the FLEET HOLD caption.
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#
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# bash tests/screenshot.sh res://tests/_fleet_cargo_limit_preview.tscn /tmp/cargo_limit.png 15 720x1280
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.rocks = 200
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GameState.gas = 30
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GameState.fleet_cargo = 0
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var scene: Node = load("res://Main.tscn").instantiate()
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add_child(scene)
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var fleet: Node = scene.get_node("Fleet")
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fleet.spawn_ships(3, Vector2.ZERO, PackedStringArray(["interceptor", "interceptor", "shield"]))
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# Two cargo-capable interceptors (40) + one shield vessel (0) = 40 total.
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GameState.fleet_cargo = 27
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