Remove the one-way ore API superseded by the transfer menu

The loose end from #24. withdraw_to_fleet, unload_into_building and
deliver_cargo were the old one-way moves behind "Load ore" and "Store
ore here"; every one of them is a special case of transfer_to_building /
transfer_to_fleet, and none had a caller left outside tests. The
cargo_delivered signal had no listeners at all.

Not just tidying: unload_into_building routed through
deposit_to_building, which does NOT special-case the mothership - it
writes b.stock, while building_holdings() returns `rocks` for a
mothership and ignores stock entirely. So unload_into_building(
mothership_id) would have parked ore in a field nothing reads, with no
error. Nothing called it that way, but it is a plausibly-named function
sitting there to be reached for later. transfer_to_building handles it.

CARGO_LOAD_BATCH stays - the transfer menu's batch buttons use it; only
its role as withdraw_to_fleet's default argument is gone.

The #24 note expected folding these in to be costly for
test_cargo_readout, which places no buildings. It is not: the transfer
primitives work off GameState records rather than spawned nodes, so a
single add_building() in setup is enough and it stays a display test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-12 13:07:52 +02:00
commit b6427b080d
27 changed files with 1085 additions and 275 deletions

View file

@ -11,33 +11,20 @@ extends Node2D
var building_scene: PackedScene = preload("res://Building.tscn")
var spawned: Array = []
# Whether the fleet was already standing on the mothership last frame - see
# the edge-triggered delivery in _process().
var _was_on_mothership: bool = false
# Nothing happens here per frame any more. Arriving at the mothership used to
# bank the fleet's hold automatically (#14), edge-triggered so that ore
# withdrawn while parked was not instantly taken back. #24 removes it
# entirely: unloading is now an explicit move in the transfer menu, in both
# directions and at every building, so an automatic one-way exception at the
# mothership was the odd case out - and it silently overrode a player who had
# just loaded the hold in order to carry ore somewhere else.
func _ready() -> void:
rebuild_all()
func _process(_delta: float) -> void:
# Unloading the fleet's hold (#14). Done here because this is the node
# that already knows where the buildings are and already answers "is the
# fleet standing on one?" - and it uses the fleet CENTROID, the same
# stable single-number test Planet and Building already use, rather than
# per-ship collision that flickers as ships jostle in formation.
# EDGE-triggered on arrival, not continuous. Delivering every frame the
# fleet is parked on the mothership would make withdrawing impossible:
# ore loaded into the hold at the mothership (#17) would be banked again
# the very next frame, and the button would look broken.
var under: Node2D = get_building_fleet_is_on()
var on_mothership: bool = under != null \
and under.building_type == GameState.BUILDING_MOTHERSHIP
if on_mothership and not _was_on_mothership and GameState.fleet_cargo > 0:
GameState.deliver_cargo()
_was_on_mothership = on_mothership
func rebuild_all() -> void:
for b in spawned:
if is_instance_valid(b):