fix(@projects/@magic-civilization): 🐛 route tech-web lookup to TurnManager (proof harness)
`GameState.get_tech_web()` no longer exists — the accessor moved to `TurnManager.get_tech_web()` (turn_manager.gd:132, builds the graph lazily after DataLoader loads a theme), which is what production tech_tree.gd uses. - tech_tree_proof.gd:56 — was raising `SCRIPT ERROR: Invalid call. Nonexistent function 'get_tech_web'` mid-setup; switched to `TurnManager.get_tech_web() as TechWebScript`. - end_game_stats.gd:241 — same stale call (guarded, so it silently fell to null); switched to the live accessor. culture_tree_proof.gd already used TurnManager.get_culture_web() — unchanged. Verified on plum (headed render, warm cache): tech_tree_proof exits 0, ZERO SCRIPT ERROR (was 1), diagnostics print "TechWeb: 115 techs, 10 pillars" + all 10 domains; screenshot reviewed in conversation. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 2 additions and 2 deletions
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@ -238,7 +238,7 @@ func _build_domain_breakdown(player_index: int) -> void:
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for child: Node in _domain_list.get_children():
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child.queue_free()
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var tw: TechWebScript = GameState.get_tech_web() if GameState.has_method("get_tech_web") else null
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var tw: TechWebScript = TurnManager.get_tech_web() as TechWebScript
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if tw == null:
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return
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@ -53,7 +53,7 @@ func _setup_game_state() -> void:
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GameState.current_player_index = 0
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var tw: TechWebScript = GameState.get_tech_web()
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var tw: TechWebScript = TurnManager.get_tech_web() as TechWebScript
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print(
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"TechWeb: %d techs, %d pillars" % [tw.get_tech_count(), tw.get_pillars().size()]
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)
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