Refactor gameplay menus into owned scenes

This commit is contained in:
Loïc Wisniewski 2026-08-31 02:18:08 +02:00
commit a17fe88197
50 changed files with 3449 additions and 3619 deletions

View file

@ -127,16 +127,14 @@ func _process(delta: float) -> bool:
% [controller.transfer_building_id, crafter_id])
# --- 6. the shared bar follows the panel --------------------
for bar in controller.resource_bars:
_expect(bar.building_id == crafter_id,
"a resource bar is reporting building %d, not the crafter %d"
% [bar.building_id, crafter_id])
_expect(controller.transfer_menu.building_id == crafter_id,
"transfer scene did not own the selected building context")
# --- 5. an empty hold explains itself -----------------------
game_state.fleet_cargo = 0
controller._on_transfer(true, GameState.CARGO_LOAD_BATCH)
_expect("carrying nothing" in controller.transfer_status.text,
"unloading an empty hold said: %s" % controller.transfer_status.text)
_expect("carrying nothing" in controller.transfer_menu.status.text,
"unloading an empty hold said: %s" % controller.transfer_menu.status.text)
# --- 2. both directions at an ordinary building -------------
# Baseline taken AFTER the last hand-set figure: the conservation