spaceship/tests/_transfer_menu_preview.gd

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extends Node2D
# Preview, not a test. Opens the TransferMenu (#24) so its layout can be
# checked on a real viewport - four buttons, two captions and the shared
# header have to coexist without collisions, which no headless test can see.
#
# bash tests/screenshot.sh res://tests/_transfer_menu_preview.tscn /tmp/m.png 20 720x1280
# ... and again at 720x960 to check a shorter screen format.
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.rocks = 180
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GameState.gas = 36
GameState.fleet_cargo = 24
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GameState.fleet_gas_cargo = 12
GameState.unlocked = ["shipyards", "logistics", "freight"]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(400.0, 0.0))
var crafter_id: int = int(GameState.buildings[-1].id)
GameState.deposit_to_building(crafter_id, 42)
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GameState.find_building(crafter_id).gas_stock = 18
var bc: Node = main.get_node("BuildController")
bc.transfer_building_id = crafter_id
main.get_node("UI/TransferMenu").visible = true
bc._refresh_transfer()
bc.transfer_list._change_amount(GameState.RESOURCE_ORE, -1)
bc.transfer_status.text = "Moved 25 ore into this building"