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