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>
6 lines
190 B
Text
6 lines
190 B
Text
[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://tests/_transfer_menu_preview.gd" id="1"]
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[node name="TransferMenuPreview" type="Node2D"]
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script = ExtResource("1")
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