fix(@projects/@magic-civilization): 🐛 fix visibility short-circuit in render test

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-05-12 11:50:46 -07:00
parent 2f4c8a7756
commit 4b15fd8f97

View file

@ -246,7 +246,12 @@ func _build_renderers() -> void:
_unit_renderer = UnitRendererScript.new()
_unit_renderer.name = "UnitRenderer"
add_child(_unit_renderer)
_unit_renderer.call("setup_visibility", _claude_slot, _game_map)
# Pass `local_player=-1` so `_is_unit_visible` short-circuits to true
# for ALL units. We're in omniscient mode driving the renderer
# from the unredacted projection; the per-tile visibility gate would
# otherwise hide every enemy unit since we never propagate per-player
# tile visibility into `_game_map.tiles[*].visibility`.
_unit_renderer.call("setup_visibility", -1, _game_map)
_city_renderer = CityRendererScript.new()
_city_renderer.name = "CityRenderer"
@ -271,8 +276,11 @@ func _build_renderers() -> void:
_camera.name = "DemoCamera"
_camera.position = center
_camera.zoom = Vector2(zoom_factor, zoom_factor)
_camera.make_current()
add_child(_camera)
# `make_current` is a no-op until the node is inside the tree, so it
# MUST come after `add_child`. The reverse order spams a Camera2D
# warning at boot and silently drops the activation.
_camera.make_current()
# ── Main loop ─────────────────────────────────────────────────────────────