spaceship/tests/_craft_menu_preview.gd
Loïc Wisniewski b6427b080d Remove the one-way ore API superseded by the transfer menu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>
2026-08-12 13:07:52 +02:00

30 lines
1.2 KiB
GDScript

extends Node2D
# Preview, not a test. Opens the CraftMenu so its layout can be checked on a
# real viewport - label collisions and things falling off the bottom of
# shorter screens are what no headless test can see.
#
# bash tests/screenshot.sh res://tests/_craft_menu_preview.tscn /tmp/m.png 20 720x1280
# ... and again at 720x960 to check a shorter screen format.
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.rocks = 180
GameState.fleet_cargo = 24
GameState.unlocked = ["shipyards", "logistics", "freight"]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(400.0, 0.0))
var crafter_id: int = int(GameState.buildings[-1].id)
GameState.deposit_to_building(crafter_id, 42)
var bc: Node = main.get_node("BuildController")
bc.craft_building_id = crafter_id
# The shared header (#24) is the thing worth eyeballing here, so give it
# a building to report on - otherwise its HERE column hides itself.
for bar in bc.resource_bars:
bar.building_id = crafter_id
main.get_node("UI/CraftMenu").visible = true
bc._refresh_craft_status()