refactor(@projects/@magic-civilization): 🧹 p3-18 P5a — remove dead GDScript explicit-embark UI (single source)
P3b deleted the Civ-V explicit Embark/Disembark actions on the Rust side, leaving the GDScript UI plumbing dangling (it dispatched the now-removed "embark"/ "disembark" actions; gated on the amphibious keyword no unit carries, so it never rendered). Removed it: unit_panel.gd embark_pressed/disembark_pressed signals, their ACTION_SIGNAL_MAP entries + emit cases; world_map.gd signal connections + _on_embark/_on_disembark handlers. No dangling refs remain; no GUT test referenced them. Auto-embark (move onto water) remains the only embark model, now consistent across Rust and the GDScript UI. Remaining P5: the rendered game's movement (pathfinder.gd, GDScript logic) is not yet embark-aware — entangled with the broader Rail-1 debt that rendered movement runs GDScript rather than the Rust pathfinder. Tracked in the objective. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 0 additions and 21 deletions
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@ -21,9 +21,6 @@ signal sentry_pressed
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signal pillage_pressed
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## p2-53e siege action signal (kind is "pack_siege", "deploy_siege", or "bombard").
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signal siege_action_pressed(kind: String)
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## p2-53e embark/disembark signals.
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signal embark_pressed
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signal disembark_pressed
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## p2-53f/g/h/i archetype action signal — covers all wave-2 combat/support actions.
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## kind matches ActionKind::as_str() exactly.
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signal archetype_action_pressed(kind: String)
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@ -73,8 +70,6 @@ const _KIND_TO_SIGNAL: Dictionary = {
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"pack_siege": "siege_action_pressed",
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"deploy_siege": "siege_action_pressed",
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"bombard": "siege_action_pressed",
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"embark": "embark_pressed",
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"disembark": "disembark_pressed",
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# p2-53f infantry — toggle/no-target
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"shield_wall": "archetype_action_pressed",
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"unshield_wall": "archetype_action_pressed",
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@ -444,10 +439,6 @@ func _on_action_button_pressed(signal_name: String, kind: String = "") -> void:
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pillage_pressed.emit()
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"siege_action_pressed":
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siege_action_pressed.emit(kind)
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"embark_pressed":
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embark_pressed.emit()
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"disembark_pressed":
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disembark_pressed.emit()
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"archetype_action_pressed":
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archetype_action_pressed.emit(kind)
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"escort_assign_pressed":
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@ -238,8 +238,6 @@ func _connect_signals() -> void:
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_unit_panel.build_improvement_pressed.connect(_on_build_improvement_pressed)
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_unit_panel.pillage_pressed.connect(_on_pillage_pressed_from_panel)
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_unit_panel.siege_action_pressed.connect(_on_siege_action_pressed_from_panel)
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_unit_panel.embark_pressed.connect(_on_embark_pressed_from_panel)
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_unit_panel.disembark_pressed.connect(_on_disembark_pressed_from_panel)
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_unit_panel.patrol_pressed.connect(_on_patrol_pressed_from_panel)
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_unit_panel.cancel_patrol_pressed.connect(_on_cancel_patrol_pressed_from_panel)
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_unit_panel.edit_patrol_pressed.connect(_on_edit_patrol_pressed_from_panel)
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@ -1577,16 +1575,6 @@ func _make_visible_enemy_validator() -> Callable:
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return true
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## p2-53e: Embark — single-click confirm, no tile-pick.
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func _on_embark_pressed_from_panel() -> void:
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_invoke_unit_action_direct("embark")
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## p2-53e: Disembark — single-click confirm, no tile-pick.
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func _on_disembark_pressed_from_panel() -> void:
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_invoke_unit_action_direct("disembark")
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## Apply a stateless unit action via unit.invoke_action when available.
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func _invoke_unit_action_direct(kind: String) -> void:
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if _selected_unit == null:
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