Remove the one-way ore API superseded by the transfer menu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>
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27 changed files with 1085 additions and 275 deletions
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@ -16,10 +16,17 @@ func _ready() -> void:
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("BuildingField").place(GameState.BUILDING_SHIP_LAB, Vector2(400.0, 0.0))
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var lab_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_to_building(lab_id, 18)
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GameState.fleet_cargo = 12
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# A level already bought, so the list shows both a researched and an
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# unresearched line rather than a uniform page of zeroes.
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GameState.vessel_levels["int_damage"] = 1
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var bc: Node = main.get_node("BuildController")
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# The shared header (#24) hides its HERE column when it has no building,
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# so bind it the way opening the panel from the building does.
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for bar in bc.resource_bars:
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bar.building_id = lab_id
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main.get_node("UI/LabMenu").visible = true
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bc.lab_vessel = GameState.VESSEL_INTERCEPTOR
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bc._refresh_lab()
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