Refactor gameplay menus into owned scenes
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50 changed files with 3449 additions and 3619 deletions
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@ -127,16 +127,14 @@ func _process(delta: float) -> bool:
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% [controller.transfer_building_id, crafter_id])
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# --- 6. the shared bar follows the panel --------------------
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for bar in controller.resource_bars:
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_expect(bar.building_id == crafter_id,
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"a resource bar is reporting building %d, not the crafter %d"
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% [bar.building_id, crafter_id])
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_expect(controller.transfer_menu.building_id == crafter_id,
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"transfer scene did not own the selected building context")
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# --- 5. an empty hold explains itself -----------------------
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game_state.fleet_cargo = 0
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controller._on_transfer(true, GameState.CARGO_LOAD_BATCH)
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_expect("carrying nothing" in controller.transfer_status.text,
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"unloading an empty hold said: %s" % controller.transfer_status.text)
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_expect("carrying nothing" in controller.transfer_menu.status.text,
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"unloading an empty hold said: %s" % controller.transfer_menu.status.text)
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# --- 2. both directions at an ordinary building -------------
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# Baseline taken AFTER the last hand-set figure: the conservation
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