Remove the one-way ore API superseded by the transfer menu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

@ -12,7 +12,10 @@ extends SceneTree
#
# Verifies:
# 1. mining fills the hold and leaves the bank alone
# 2. reaching the mothership banks the lot, and empties the hold
# 2. unloading at the mothership banks the lot and empties the hold - but
# only when the player asks. Arriving used to do it by itself; #24
# removed that, so this now checks BOTH halves: parking changes
# nothing, and the explicit transfer moves everything
# 3. with no mothership there is nowhere to deliver, so cargo just
# accumulates - it is never quietly banked anyway
# 4. sitting on a DIFFERENT building is not a delivery
@ -27,6 +30,7 @@ var field: Node
var stage: int = 0
var elapsed: float = 0.0
var banked_before: int = 0
var mothership_id: int = 0
const MOTHERSHIP_AT: Vector2 = Vector2(1200.0, 0.0)
const CRAFTER_AT: Vector2 = Vector2(-4000.0, 0.0)
@ -117,6 +121,7 @@ func _process(delta: float) -> bool:
# --- 4. a different building is not a delivery point --------
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
mothership_id = int(game_state.buildings[-1].id)
_park_fleet_on(CRAFTER_AT)
elapsed = 0.0
stage = 2
@ -139,6 +144,14 @@ func _process(delta: float) -> bool:
if elapsed < 0.4:
return false
var total_before: int = banked_before + 3
# Parking alone must do nothing now (#24).
if game_state.fleet_cargo != 3 or game_state.rocks != banked_before:
print("TEST_FLEET_CARGO: FAIL (arriving at the mothership banked the hold by itself)")
quit(1)
return true
print("parked on the mothership -> hold still %d (no auto-banking)" % game_state.fleet_cargo)
game_state.transfer_to_building(mothership_id, 999)
print("delivered: hold=%d bank=%d (expected hold=0 bank=%d)" % [
game_state.fleet_cargo, game_state.rocks, total_before
])
@ -156,10 +169,6 @@ func _process(delta: float) -> bool:
# Not simulated by loading PlanetSurface.tscn here: the point is
# that cargo lives in the autoload rather than in Main.tscn, so
# tearing Main.tscn down must not touch it.
# Fly off the mothership first, or this new cargo is (correctly)
# banked the moment BuildingField next runs, and the teardown
# check below would be measuring a delivery instead.
_park_fleet_on(CRAFTER_AT)
game_state.collect_cargo(5)
scene.queue_free()
elapsed = 0.0