fix(scenes): 🐛 Fix luxury count calculation discrepancies during auto-play to ensure accurate player stats tracking

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
autocommit 2026-04-16 23:42:34 -07:00
parent 4874ed9868
commit 4aed620742

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@ -1893,7 +1893,7 @@ func _build_player_stats() -> Dictionary:
mil += 1 mil += 1
_ensure_stats(idx) _ensure_stats(idx)
var pstat: Dictionary = _stats[idx] var pstat: Dictionary = _stats[idx]
var luxuries: int = HappinessScript._count_unique_luxuries(p, game_map) var luxuries: int = HappinessScript._collect_unique_luxury_ids(p, game_map).size()
var happiness: int = int(p.get("happiness")) if p.get("happiness") != null else 0 var happiness: int = int(p.get("happiness")) if p.get("happiness") != null else 0
var gpt: int = int(p.get("gold_per_turn")) if p.get("gold_per_turn") != null else 0 var gpt: int = int(p.get("gold_per_turn")) if p.get("gold_per_turn") != null else 0
var gold: int = int(p.get("gold")) if p.get("gold") != null else 0 var gold: int = int(p.get("gold")) if p.get("gold") != null else 0