test(@projects/@magic-civilization): 🐛 set city.owner in happiness _make_city (fixes pop=1 → real pop)
city.owner drives _pi (the parallel-city-slot player row). _make_city never set owner, so _pi stayed -1 and found()/set_population addressed an invalid row — city population silently stayed at the default 1, breaking every happiness assertion (e.g. balanced/1city/pop3 gave -4 instead of -6; citizen contributions collapsed to -1/0). Set owner = 0 so the slot resolves. Production code is fine (real cities always have an owner). GUT: test_happiness_turn 24 → 4 failing. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -40,6 +40,10 @@ func _make_player(growth_tier: String = "balanced") -> RefCounted:
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func _make_city(population: int, buildings: Array[String]) -> RefCounted:
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var city: RefCounted = CityScript.new("test_city_%d" % randi(), [] as Array[String])
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# owner drives _pi (the parallel-city-slot player row); without it _pi stays
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# -1 and found()/set_population address an invalid row, so population never
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# leaves the default 1 — which silently broke every happiness assertion.
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city.owner = 0
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city.found("Testhold", 5, 5, true, 1)
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city.set_population(population)
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for bld: String in buildings:
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