diff --git a/src/game/engine/src/modules/ai/wild_creature_ai.gd b/src/game/engine/src/modules/ai/wild_creature_ai.gd index 99f44765..ea07fbe9 100644 --- a/src/game/engine/src/modules/ai/wild_creature_ai.gd +++ b/src/game/engine/src/modules/ai/wild_creature_ai.gd @@ -47,9 +47,10 @@ func spawn_initial_creatures(game_map: RefCounted) -> void: var wilds_cfg: Dictionary = _get_wilds_config() var lair_types: Array = wilds_cfg.get("lair_types", []) var primary_layer: Dictionary = GameState.get_primary_layer() + print("WildAI.spawn: npc_buildings=%d primary_empty=%s lair_types=%d" % [GameState.npc_buildings.size(), primary_layer.is_empty(), lair_types.size()]) if primary_layer.is_empty(): return - + var spawned: int = 0 for b: Variant in GameState.npc_buildings: var type_id: String = b.type_id # Skip non-lair buildings (villages, ruins) @@ -58,11 +59,13 @@ func spawn_initial_creatures(game_map: RefCounted) -> void: var tier1_pool: Array = _get_tier_pool(type_id, "tier_1", lair_types) if tier1_pool.is_empty(): + print("WildAI.spawn: type_id=%s tier1_pool empty" % type_id) continue var unit_type_id: String = tier1_pool[_rng.randi() % tier1_pool.size()] var unit_data: Dictionary = DataLoader.get_unit(unit_type_id) if unit_data.is_empty(): + print("WildAI.spawn: %s -> unit_data EMPTY" % unit_type_id) continue var unit: RefCounted = UnitScript.new() @@ -77,6 +80,8 @@ func spawn_initial_creatures(game_map: RefCounted) -> void: primary_layer.get("units", []).append(unit) EventBus.wild_creature_spawned.emit(unit, b.position) + spawned += 1 + print("WildAI.spawn: total spawned=%d" % spawned) func _act(