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).
This commit is contained in:
Loïc Wisniewski 2026-08-16 14:53:26 +02:00
commit f040327523
11 changed files with 250 additions and 12 deletions

View file

@ -80,6 +80,7 @@ func spawn_ships(count: int, center: Vector2 = Vector2.ZERO,
ship.destroyed.connect(_on_ship_destroyed.bind(ship))
fleet_target = center
GameState.sync_fleet_cargo_capacity(vessel_types())
func vessel_types() -> PackedStringArray:
@ -138,6 +139,7 @@ func add_ship(vessel_type: String = GameState.VESSEL_INTERCEPTOR) -> bool:
if ship.has_signal("destroyed"):
ship.destroyed.connect(_on_ship_destroyed.bind(ship))
ship.set_move_target(fleet_target + offset)
GameState.sync_fleet_cargo_capacity(vessel_types())
return true
@ -155,6 +157,7 @@ func store_ship(index: int) -> String:
formation_offsets.remove_at(index)
ship.queue_free()
apply_formation()
GameState.sync_fleet_cargo_capacity(vessel_types())
return vessel_type
@ -273,6 +276,7 @@ func _on_ship_destroyed(ship: Node) -> void:
if idx != -1:
ships.remove_at(idx)
formation_offsets.remove_at(idx)
GameState.sync_fleet_cargo_capacity(vessel_types())
func get_centroid() -> Vector2:

View file

@ -57,11 +57,14 @@ var fleet_gas_cargo: int:
get: return fleet_inventory.amount(RESOURCE_GAS)
set(value): fleet_inventory.set_amount(RESOURCE_GAS, value)
func collect_cargo(amount: int = 1) -> void:
fleet_inventory.deposit(RESOURCE_ORE, amount)
# Both return the amount actually accepted (#56: the fleet hold now has a
# finite total_capacity), so a collector can tell a full hold apart from a
# successful pickup instead of assuming everything offered was taken.
func collect_cargo(amount: int = 1) -> int:
return fleet_inventory.deposit(RESOURCE_ORE, amount)
func collect_gas_cargo(amount: int = 1) -> void:
fleet_inventory.deposit(RESOURCE_GAS, amount)
func collect_gas_cargo(amount: int = 1) -> int:
return fleet_inventory.deposit(RESOURCE_GAS, amount)
func resource_types() -> PackedStringArray:
@ -90,6 +93,16 @@ func fleet_resource(resource_type: String) -> int:
return fleet_inventory.amount(resource_type)
# #56: total across every resource type in the hold, and the combined cap
# that limits it - a HUD readout wants both, not any one resource's amount.
func fleet_cargo_used() -> int:
return fleet_inventory.total()
func fleet_cargo_total_capacity() -> int:
return fleet_inventory.total_capacity
func _inventory_for_record(record: Dictionary) -> RefCounted:
var inventory: RefCounted = record.get("inventory") as RefCounted
if inventory == null:
@ -633,6 +646,25 @@ func shield_recharge_time() -> float:
var definition: Resource = VESSEL_DEFINITIONS.with_capability("shield")
return vessel_stat(definition.definition_id, "shield_recharge")
# #56: sums cargo_capacity over ships that actually declare the "cargo"
# capability, so combat specialists (no capability, whatever their stat
# dict says) contribute nothing - data-driven rather than a vessel-id list.
# Takes the composition as an argument rather than reading it off a live
# Fleet node: GameState has no fixed reference to "the" Fleet (space and a
# planet surface each own a separate one), so the caller passes its own
# Fleet.vessel_types().
func fleet_cargo_capacity(vessel_types: PackedStringArray) -> int:
var total: int = 0
for vessel_type in vessel_types:
if vessel_has_capability(vessel_type, "cargo"):
total += int(vessel_stat(vessel_type, "cargo_capacity"))
return total
func sync_fleet_cargo_capacity(vessel_types: PackedStringArray) -> void:
fleet_inventory.total_capacity = fleet_cargo_capacity(vessel_types)
func transporter_load_limit() -> int:
var definition: Resource = VESSEL_DEFINITIONS.with_capability("transport")
return int(vessel_stat(definition.definition_id, "cargo_capacity"))

View file

@ -16,8 +16,11 @@ func _process(delta: float) -> void:
if fleet.get_centroid().distance_to(vent) < 90.0:
progress += delta
if progress >= 1.0:
GameState.collect_gas_cargo(int(progress))
progress = fmod(progress, 1.0)
# #56: a full fleet hold rejects the deposit - keep the
# undelivered whole units in progress rather than discarding
# them, so gas is only ever lost by not gathering it.
var whole: int = int(progress)
progress -= float(GameState.collect_gas_cargo(whole))
return
progress = 0.0
func _draw() -> void:

View file

@ -1,10 +1,11 @@
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=7 format=3]
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=8 format=3]
[ext_resource type="Script" path="res://VesselDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://VesselWeaponComponent.tscn" id="2"]
[ext_resource type="Resource" path="res://InterceptorDamageUpgrade.tres" id="3"]
[ext_resource type="Resource" path="res://InterceptorRateUpgrade.tres" id="4"]
[ext_resource type="Resource" path="res://InterceptorRangeUpgrade.tres" id="5"]
[ext_resource type="Resource" path="res://InterceptorSpeedUpgrade.tres" id="6"]
[ext_resource type="PackedScene" path="res://VesselCargoComponent.tscn" id="7"]
[resource]
script = ExtResource("1")
definition_id = "interceptor"
@ -15,7 +16,7 @@ build_time = 10.0
icon = 2
glow_color = Color(0.25, 0.85, 1, 1)
fleet_eligible = true
capabilities = PackedStringArray("weapon")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 320.0, "max_speed": 460.0, "acceleration": 450.0, "delivery_speed": 180.0}
capabilities = PackedStringArray("weapon", "cargo")
component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("7")])
base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 320.0, "max_speed": 460.0, "acceleration": 450.0, "delivery_speed": 180.0, "cargo_capacity": 20.0}
upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])

View file

@ -30,9 +30,19 @@ const GLYPH_GAP: float = 8.0
var _banked_numbers: Dictionary = {}
var _fleet_numbers: Dictionary = {}
# #56: the fleet hold now has a finite total capacity. Rather than a new
# node, this reuses the existing "FLEET HOLD" caption Label that both Main
# and PlanetSurface already place as a sibling - get_node_or_null so a
# scene that happens to embed ResourceReadout without that sibling (none
# does today) degrades to just not showing a limit, instead of erroring.
@onready var _fleet_caption: Label = get_node_or_null("../FleetCaption")
var _fleet_caption_base_text: String = ""
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
if _fleet_caption != null:
_fleet_caption_base_text = _fleet_caption.text
var y: float = 0.0
for resource_type in GameState.resource_types():
var banked_color: Color = GameState.resource_color(resource_type)
@ -81,6 +91,11 @@ func fleet_number(resource_type: String) -> NeonNumber:
func _process(_delta: float) -> void:
if _fleet_caption != null:
var capacity: int = GameState.fleet_cargo_total_capacity()
_fleet_caption.text = "%s %d/%d" % [_fleet_caption_base_text, GameState.fleet_cargo_used(), capacity] \
if capacity >= 0 else _fleet_caption_base_text
for resource_type in GameState.resource_types():
var banked: NeonNumber = _banked_numbers.get(resource_type)
if banked != null:

1
ResourceReadout.gd.uid Normal file
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@ -0,0 +1 @@
uid://ctbtddn7ewmvv

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

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@ -0,0 +1,19 @@
extends Node2D
# Preview, not a test - the fleet-hold cap shown on the FLEET HOLD caption.
#
# bash tests/screenshot.sh res://tests/_fleet_cargo_limit_preview.tscn /tmp/cargo_limit.png 15 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.rocks = 200
GameState.gas = 30
GameState.fleet_cargo = 0
var scene: Node = load("res://Main.tscn").instantiate()
add_child(scene)
var fleet: Node = scene.get_node("Fleet")
fleet.spawn_ships(3, Vector2.ZERO, PackedStringArray(["interceptor", "interceptor", "shield"]))
# Two cargo-capable interceptors (40) + one shield vessel (0) = 40 total.
GameState.fleet_cargo = 27

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_fleet_cargo_limit_preview.gd" id="1"]
[node name="FleetCargoLimitPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,149 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_fleet_cargo_limit.gd
# Forgejo #56: the fleet hold has a finite, composition-driven capacity
# instead of being unbounded.
#
# Covers:
# A. capacity is data-driven: only vessels with the "cargo" capability
# contribute their cargo_capacity stat - combat specialists (shield,
# gas bomber) contribute zero
# B. a lone interceptor cannot carry more than its capacity - a further
# Rock pickup is refused and the rock is not consumed
# C. losing a cargo-capable ship lowers the ceiling immediately without
# deleting cargo already held (clamps on the next deposit instead)
# D. a transfer into a full hold clamps to the remaining space and
# reports the amount actually moved
# E. capacity survives the space -> surface scene swap
var game_state: Node
var scene: Node
var fleet: Node
var stage: int = 0
var elapsed: float = 0.0
var mothership_id: int = 0
var rock: Node
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.rocks = 500
game_state.fleet_cargo = 0
mothership_id = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
fleet = scene.get_node("Fleet")
# --- A. capacity is data-driven ---------------------------------
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray(["interceptor"]))
if game_state.fleet_cargo_total_capacity() != 20:
return _fail("one interceptor: capacity %d, expected 20" % game_state.fleet_cargo_total_capacity())
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray(["shield", "gas_bomber"]))
if game_state.fleet_cargo_total_capacity() != 0:
return _fail("shield+gas_bomber: capacity %d, expected 0" % game_state.fleet_cargo_total_capacity())
print("capacity is data-driven: interceptor=20, shield+gas_bomber=0")
# --- B. a full hold refuses a pickup, the rock stays ------------
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray(["interceptor"]))
game_state.fleet_cargo = 20
rock = load("res://Rock.tscn").instantiate()
rock.build_shape(1)
rock.global_position = fleet.ships[0].global_position
scene.add_child(rock)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
if game_state.fleet_cargo != 20:
return _fail("a full hold still absorbed a pickup: hold=%d" % game_state.fleet_cargo)
if not is_instance_valid(rock):
return _fail("the rock was consumed even though the hold was full")
print("full hold (20/20) refused a pickup, the rock remains")
# --- C. losing a cargo ship drops the ceiling, keeps the cargo --
# Mirrors Ship.gd's own death sequence (destroyed.emit() then
# queue_free()) rather than just calling the handler, so no
# untracked ghost ship is left sitting in the scene.
var dying_ship: Node = fleet.ships[0]
fleet._on_ship_destroyed(dying_ship)
dying_ship.queue_free()
if game_state.fleet_cargo_total_capacity() != 0:
return _fail("empty fleet: capacity %d, expected 0" % game_state.fleet_cargo_total_capacity())
if game_state.fleet_cargo != 20:
return _fail("existing cargo was deleted when capacity dropped below it: %d" % game_state.fleet_cargo)
print("losing the ship: capacity=0, existing cargo untouched at %d" % game_state.fleet_cargo)
if game_state.collect_cargo(5) != 0:
return _fail("an over-capacity hold accepted a further deposit")
print("over-capacity hold clamps further deposits to zero, as documented")
# --- D. a transfer into a hold with partial room clamps ---------
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray(["interceptor", "interceptor"]))
if game_state.fleet_cargo_total_capacity() != 40:
return _fail("two interceptors: capacity %d, expected 40" % game_state.fleet_cargo_total_capacity())
var bank_before: int = game_state.rocks
var moved: int = game_state.transfer_resource_to_fleet(mothership_id, GameState.RESOURCE_ORE, 100)
if moved != 20:
return _fail("transfer into 20/40 room reported moved=%d, expected 20" % moved)
if game_state.fleet_cargo != 40:
return _fail("hold after the clamped transfer is %d, expected 40 (full)" % game_state.fleet_cargo)
if game_state.rocks != bank_before - 20:
return _fail("bank dropped by %d, expected exactly the 20 that moved" % (bank_before - game_state.rocks))
print("transfer into 20/40 room clamped to 20, hold now full, bank debited exactly 20")
# --- E. capacity survives the space -> surface scene swap -------
game_state.surviving_ship_count = 2
game_state.surviving_vessel_types = PackedStringArray(["interceptor", "interceptor"])
game_state.planet_id = "test_fleet_cargo_limit"
game_state.planet_name = "Cargo Limit Test"
scene.queue_free()
elapsed = 0.0
stage = 2
return false
2:
# A tick for queue_free() to actually leave the tree before adding
# the surface scene, matching the shape of every other scene-swap
# test in this suite.
if elapsed < 0.3:
return false
scene = load("res://PlanetSurface.tscn").instantiate()
root.add_child(scene)
current_scene = scene
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.3:
return false
if game_state.fleet_cargo_total_capacity() != 40:
return _fail("capacity after the surface restore is %d, expected 40" % game_state.fleet_cargo_total_capacity())
if game_state.fleet_cargo != 40:
return _fail("cargo did not survive the scene swap: %d, expected 40" % game_state.fleet_cargo)
print("capacity (40) and cargo (40) both survived the space -> surface swap")
print("TEST_FLEET_CARGO_LIMIT: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_FLEET_CARGO_LIMIT: FAIL (%s)" % message)
quit(1)
return true

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@ -88,7 +88,12 @@ func _process(delta: float) -> bool:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
_clear_hazards()
fleet.spawn_ships(2, MOTHERSHIP_AT)
# #56 gave the hold a finite, composition-driven capacity. This
# test is about the transfer UI, not that cap - test_fleet_cargo_
# limit.gd owns the cap itself - so it spawns the largest fleet
# every unlocked doctrine allows (8 interceptors x 20 = 160),
# comfortably above every hand-picked amount below.
fleet.spawn_ships(game_state.max_fleet_size(), MOTHERSHIP_AT)
var field: Node = scene.get_node("BuildingField")
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
mothership_id = int(game_state.buildings[-1].id)