feat(management): ✨ Introduce food storage tracking logic for dynamic inventory and capacity management in turn processor
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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@ -223,7 +223,12 @@ func _process_growth(player: RefCounted) -> void: # Player
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if skip_growth:
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continue
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var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map)
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var prev_pop: int = c.population
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c.process_growth(tile_json)
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if c.population != prev_pop:
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# Re-assign citizens to tiles after growth or starvation
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c.auto_assign_citizens(tile_json)
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EventBus.city_grew.emit(c, c.population)
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func _sum_city_building_effect(city: CityScript, effect_type: String) -> int:
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