test(scenes): ✅ Add test scenarios for auto-play city placement and resource gathering logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 4 additions and 5 deletions
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@ -408,7 +408,10 @@ func _process(_delta: float) -> void:
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# Wait a few frames for map to fully initialize, then fix start positions
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if _frame == 5:
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_fix_start_positions_if_needed()
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_teleport_scout_near_lair()
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# Test-only scaffold — forces scout near a low-tier lair to exercise
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# loot-drop path in a 100-turn smoke. Biases normal batches; keep gated.
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if EnvConfig.get_bool("AUTO_PLAY_TEST_LOOT_SCAFFOLD"):
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_teleport_scout_near_lair()
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_state = "player_turn"
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_frame = 0
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@ -1487,10 +1490,6 @@ func _try_attack_adjacent_lair(unit: Variant, game_map: RefCounted) -> void:
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EventBus.lair_cleared.emit(norm, reward)
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if player != null:
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var turn_seed: int = GameState.game_rng.seed ^ GameState.turn_number
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var fauna_check: Dictionary = DataLoader.get_fauna_species(lair_type_id)
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print(" LAIR LOOT: species=%s has_table=%s" % [
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lair_type_id, not fauna_check.is_empty()
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])
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ItemSystemScript.roll_fauna_drops(
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lair_type_id,
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player,
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