fix(scenes): 🐛 Fix luxury count calculation discrepancies during auto-play to ensure accurate player stats tracking
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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@ -1893,7 +1893,7 @@ func _build_player_stats() -> Dictionary:
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mil += 1
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mil += 1
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_ensure_stats(idx)
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_ensure_stats(idx)
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var pstat: Dictionary = _stats[idx]
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var pstat: Dictionary = _stats[idx]
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var luxuries: int = HappinessScript._count_unique_luxuries(p, game_map)
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var luxuries: int = HappinessScript._collect_unique_luxury_ids(p, game_map).size()
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var happiness: int = int(p.get("happiness")) if p.get("happiness") != null else 0
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var happiness: int = int(p.get("happiness")) if p.get("happiness") != null else 0
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var gpt: int = int(p.get("gold_per_turn")) if p.get("gold_per_turn") != null else 0
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var gpt: int = int(p.get("gold_per_turn")) if p.get("gold_per_turn") != null else 0
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var gold: int = int(p.get("gold")) if p.get("gold") != null else 0
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var gold: int = int(p.get("gold")) if p.get("gold") != null else 0
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