test(scenes): Add test scenarios for auto-play city placement and resource gathering logic

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
autocommit 2026-04-15 21:05:36 -07:00
parent 22aafa388f
commit 19546af0ea

View file

@ -408,7 +408,10 @@ func _process(_delta: float) -> void:
# Wait a few frames for map to fully initialize, then fix start positions
if _frame == 5:
_fix_start_positions_if_needed()
_teleport_scout_near_lair()
# Test-only scaffold — forces scout near a low-tier lair to exercise
# loot-drop path in a 100-turn smoke. Biases normal batches; keep gated.
if EnvConfig.get_bool("AUTO_PLAY_TEST_LOOT_SCAFFOLD"):
_teleport_scout_near_lair()
_state = "player_turn"
_frame = 0
@ -1487,10 +1490,6 @@ func _try_attack_adjacent_lair(unit: Variant, game_map: RefCounted) -> void:
EventBus.lair_cleared.emit(norm, reward)
if player != null:
var turn_seed: int = GameState.game_rng.seed ^ GameState.turn_number
var fauna_check: Dictionary = DataLoader.get_fauna_species(lair_type_id)
print(" LAIR LOOT: species=%s has_table=%s" % [
lair_type_id, not fauna_check.is_empty()
])
ItemSystemScript.roll_fauna_drops(
lair_type_id,
player,