fix(api): 🐛 generate unique unit ids in city spawn

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-05-10 20:16:29 -07:00
parent fd5adaabe0
commit 0c61c1ac3f

View file

@ -2980,19 +2980,24 @@ impl GdGameState {
let city_col = city_col as i32;
let city_row = city_row as i32;
let units = (0..3)
.map(|i| mc_turn::MapUnit {
col: city_col + i,
row: city_row,
hp: 60,
max_hp: 60,
attack: 12,
defense: 1,
is_fortified: false,
unit_id: "dwarf_warrior".to_string(),
held_resources: Vec::new(),
patrol_order: None,
..Default::default()
let units: Vec<mc_turn::MapUnit> = (0..3)
.map(|i| {
let unit_u32 = self.inner.next_unit_id;
self.inner.next_unit_id = self.inner.next_unit_id.saturating_add(1);
mc_turn::MapUnit {
id: unit_u32,
col: city_col + i,
row: city_row,
hp: 60,
max_hp: 60,
attack: 12,
defense: 1,
is_fortified: false,
unit_id: "dwarf_warrior".to_string(),
held_resources: Vec::new(),
patrol_order: None,
..Default::default()
}
})
.collect();