feat(menus): ✨ Add AI initialization logic to loading screen for wild creature AI setup during load times
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 4 additions and 1 deletions
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@ -6,6 +6,7 @@ extends Control
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const WORLD_MAP_SCENE: String = "res://engine/scenes/world_map/world_map.tscn"
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const MapGeneratorScript: GDScript = preload("res://engine/src/generation/map_generator.gd")
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const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd")
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const WildCreatureAIScript: GDScript = preload("res://engine/src/modules/ai/wild_creature_ai.gd")
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const TICK_DELAY: float = 0.04
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@ -76,7 +77,9 @@ func _run_generation() -> void:
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await _animate_progress(75.0, 90.0)
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TurnManager.initialize_heritage_techs()
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TurnManager.set_wild_creature_ai(null)
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var wild_ai: RefCounted = WildCreatureAIScript.new(TurnManager.get_unit_manager())
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TurnManager.set_wild_creature_ai(wild_ai)
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wild_ai.spawn_initial_creatures(game_map)
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# Stage 5: Final
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_stage_label.text = "Entering the world..."
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