fix(ai): 🐛 tighten site quality thresholds
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2 changed files with 2 additions and 2 deletions
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@ -1161,7 +1161,7 @@ func _command_unit(unit: Variant, player: RefCounted, game_map: RefCounted) -> v
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break
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# Score current tile quality
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var site_quality: float = _score_site(unit.position, game_map)
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if too_close or site_quality < 3.0:
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if too_close or site_quality < 1.0:
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_explore(unit, player, game_map)
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else:
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if _world_map != null and _world_map.has_method("_select_unit"):
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@ -328,7 +328,7 @@ static func _decide_founder_action(
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if far_enough_from_own and clear_of_enemies:
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# Check tile quality — only found if the current tile is decent
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var quality: float = _score_city_site(unit.position)
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if quality >= 3.0 or dist_own >= FOUND_MIN_DIST_OWN + 3:
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if quality >= 1.0 or dist_own >= FOUND_MIN_DIST_OWN + 3:
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# Good site, or we've wandered far enough — settle here
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return {
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"type": "found_city",
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