Remove the one-way ore API superseded by the transfer menu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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@ -27,6 +27,7 @@ var scene: Node
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var banked: Control
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var cargo: Control
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var stage: int = 0
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var mothership_id: int = 0
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var elapsed: float = 0.0
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@ -36,6 +37,11 @@ func _initialize() -> void:
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game_state.extractors.clear()
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game_state.rocks = 42
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game_state.fleet_cargo = 0
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# Banking is a transfer TO the mothership now (#24), and a transfer needs
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# a building to aim at. Only the record is required - the transfer
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# primitives work off GameState, not off the spawned node - so this stays
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# a display test rather than becoming one about the building system.
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mothership_id = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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banked = scene.get_node("UI/ResourceCounter")
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@ -95,7 +101,7 @@ func _process(delta: float) -> bool:
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])
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# --- 4. delivery moves it across ----------------------------
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game_state.deliver_cargo()
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game_state.transfer_to_building(mothership_id, game_state.fleet_cargo)
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elapsed = 0.0
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stage = 2
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return false
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