spaceship/tests/_fleet_cargo_limit_preview.tscn
Loïc Wisniewski f040327523 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).
2026-08-16 14:53:26 +02:00

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[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")