From 2ea8da24796f4a58b69bdf9822264d7ead71501b Mon Sep 17 00:00:00 2001 From: Natalie Date: Sun, 12 Apr 2026 14:32:53 -0700 Subject: [PATCH] fix(auto-play): use .visible instead of is_visible_in_tree for CanvasLayer nodes Co-Authored-By: Claude Opus 4.6 (1M context) --- src/game/engine/scenes/tests/auto_play.gd | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/src/game/engine/scenes/tests/auto_play.gd b/src/game/engine/scenes/tests/auto_play.gd index 1e0f52e6..53948254 100644 --- a/src/game/engine/scenes/tests/auto_play.gd +++ b/src/game/engine/scenes/tests/auto_play.gd @@ -372,14 +372,18 @@ func _dismiss_popups() -> void: if tn != null and tn.has_method("_dismiss"): tn._dismiss() - # Dismiss combat result + # Dismiss combat result (CanvasLayer uses .visible, not is_visible_in_tree) var cr: Node = _find_node_by_name(get_tree().root, "CombatResult") - if cr != null and cr.is_visible_in_tree(): + if cr != null and cr.get("visible") == true: var dismiss_btn: Button = _find_button_in(cr, "OK") if dismiss_btn == null: dismiss_btn = _find_button_in(cr, "Continue") + if dismiss_btn == null: + dismiss_btn = _find_button_in(cr, "Dismiss") if dismiss_btn != null: dismiss_btn.pressed.emit() + else: + cr.visible = false # Auto-click Attack on combat preview var atk: Button = _find_button("Attack")