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>
This commit is contained in:
autocommit 2026-04-15 23:28:22 -07:00
parent 4cbe373fe7
commit 2c295628b1

View file

@ -6,6 +6,7 @@ extends Control
const WORLD_MAP_SCENE: String = "res://engine/scenes/world_map/world_map.tscn"
const MapGeneratorScript: GDScript = preload("res://engine/src/generation/map_generator.gd")
const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd")
const WildCreatureAIScript: GDScript = preload("res://engine/src/modules/ai/wild_creature_ai.gd")
const TICK_DELAY: float = 0.04
@ -76,7 +77,9 @@ func _run_generation() -> void:
await _animate_progress(75.0, 90.0)
TurnManager.initialize_heritage_techs()
TurnManager.set_wild_creature_ai(null)
var wild_ai: RefCounted = WildCreatureAIScript.new(TurnManager.get_unit_manager())
TurnManager.set_wild_creature_ai(wild_ai)
wild_ai.spawn_initial_creatures(game_map)
# Stage 5: Final
_stage_label.text = "Entering the world..."