diff --git a/src/game/engine/scenes/tests/auto_play.gd b/src/game/engine/scenes/tests/auto_play.gd index ac0a2b15..755af1af 100644 --- a/src/game/engine/scenes/tests/auto_play.gd +++ b/src/game/engine/scenes/tests/auto_play.gd @@ -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,