feat(game-engine): ✨ Add city capture tracking and occupation penalties to manage strategic depth in city management
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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src/game/engine/src/entities/turn_processor.gd
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src/game/engine/src/entities/turn_processor.gd
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# gdlint: disable=no-elif-return,no-else-return,max-returns,class-definitions-order
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extends RefCounted
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## End-of-turn processing. Per-player and global _process_* logic.
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## DISABLED stubs: _process_culture, _process_golden_age, _process_loot_decay,
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## _process_spell_system, _process_government — blocked on empty module stubs.
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## `_process_climate` runs the full marine_harvest→climate→weather→effects chain.
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## Grep for `DISABLED:` to find every remaining guarded call site.
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const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd")
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const UnitScript: GDScript = preload("res://engine/src/entities/unit.gd")
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const CityScript: GDScript = preload("res://engine/src/entities/city.gd")
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const CultureScript: GDScript = preload("res://engine/src/modules/empire/culture.gd")
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const EconomyScript: GDScript = preload("res://engine/src/modules/empire/economy.gd")
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const HexUtilsScript: GDScript = preload("res://engine/src/map/hex_utils.gd")
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const HappinessScript: GDScript = preload("res://engine/src/modules/empire/happiness.gd")
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const AscensionRitualScript: GDScript = preload(
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"res://engine/src/modules/victory/ascension_ritual.gd"
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)
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const GovernmentScript: GDScript = preload("res://engine/src/modules/empire/government.gd")
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const ItemSystemScript: GDScript = preload("res://engine/src/modules/management/item_system.gd")
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const SpellSystemScript: GDScript = preload("res://engine/src/modules/magic/spell_system.gd")
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const BuildableHelperScript: GDScript = preload("res://engine/scenes/city/city_buildable_helper.gd")
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const MarineHarvestScript: GDScript = preload("res://engine/src/modules/events/marine_harvest.gd")
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const ClimateScript: GDScript = preload("res://engine/src/modules/climate/climate.gd")
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const ClimateEffectsScript: GDScript = preload(
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"res://engine/src/modules/climate/climate_effects.gd"
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)
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const WeatherScript: GDScript = preload("res://engine/src/modules/climate/weather.gd")
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const RustFaunaIntegrationScript: GDScript = preload(
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"res://engine/src/modules/management/rust_fauna_integration.gd"
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)
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const TurnProcessorHelpersScript: GDScript = preload(
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"res://engine/src/modules/management/turn_processor_helpers.gd"
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)
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const TurnProcessorCityHelpersScript: GDScript = preload(
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"res://engine/src/modules/management/turn_processor_city_helpers.gd"
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)
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var unit_manager: RefCounted # UnitManager — set by TurnManager._ready()
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var spell_system: RefCounted # SpellSystem — set by TurnManager._ready()
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var wild_ai: RefCounted # WildCreatureAI — set via TurnManager.set_wild_creature_ai()
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var weather: RefCounted # Weather — set by TurnManager._ready()
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var climate: RefCounted # Climate — set by TurnManager._ready()
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var climate_effects: RefCounted # ClimateEffects — set by TurnManager._ready()
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var marine_harvest: RefCounted # MarineHarvest — set by TurnManager._ready()
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func _process_production(player: RefCounted) -> void: # Player
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var game_map: RefCounted = GameState.get_game_map() # GameMap
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if game_map == null:
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return
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# Effective per-yield mult composes static difficulty handicap +
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# linear-per-turn growth (warcouncil p1-29 H4). Per-player overrides
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# (batch testing) handled inside the helper.
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var prod_modifier: float = GameState.get_effective_yield_mult(player, "production")
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# Unhappy penalty: -25% production when happiness < 0
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if player.happiness < 0:
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prod_modifier *= 0.75
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# Golden Age: +20% production
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if player.golden_age_active:
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prod_modifier *= 1.2
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for city_ref: RefCounted in player.cities:
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if not city_ref is CityScript:
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continue
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var c: CityScript = city_ref as CityScript
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var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map)
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var yields: Dictionary = c.get_yields(tile_json)
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# Add building production bonuses (forge +2, barracks +1, etc.)
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var building_prod: int = _sum_city_building_effect(c, "production")
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# production_from_hills — +N prod per worked hills tile (first_mineshaft etc.).
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var prod_hills: int = _sum_city_building_effect(c, "production_from_hills")
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if prod_hills > 0:
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for tile_pos: Vector2i in c.get_worked_tiles():
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var tile: Resource = game_map.get_tile(tile_pos)
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if tile != null and tile.biome_id == "hills":
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building_prod += prod_hills
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var prod_pct: float = _sum_city_building_effect_float(c, "production_percent")
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# Occupation penalty: captured cities produce at 50% for 20 turns.
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# Slows the attacker's production-snowball: capturing a city doesn't
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# immediately double their output — they must garrison and stabilise first.
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const OCCUPATION_TURNS: int = 20
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var occupation_mult: float = 1.0
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if c.captured_turn >= 0 and GameState.turn_number - c.captured_turn < OCCUPATION_TURNS:
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occupation_mult = 0.5
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var prod: int = int(
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(yields.get("production", 1) + building_prod) * (1.0 + prod_pct) * prod_modifier * occupation_mult
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)
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# Capture current item before apply_production pops it on completion.
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var current: Dictionary = (
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c.production_queue.front() as Dictionary if not c.production_queue.is_empty() else {}
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)
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# Strategic resource gate: territory-ownership check (non-consumable model).
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# A player can build a resource-gated unit if they own at least one tile
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# with that resource — no slot depletion on build (Civ-6 style).
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var pre_type: String = current.get("type", "")
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var pre_id: String = current.get("id", "")
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if pre_type == "unit" and pre_id != "":
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var udata_pre: Dictionary = DataLoader.get_unit(pre_id)
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var req_pre: String = str(udata_pre.get("requires_resource", ""))
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if req_pre != "" and req_pre != "null" and req_pre != "<null>":
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if not _player_owns_resource(player, req_pre):
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EventBus.strategic_gate_rejected.emit(
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player.index, c.city_name, pre_id, req_pre
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)
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continue
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if not c.apply_production(prod):
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continue
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var item_type: String = current.get("type", "")
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var item_id: String = current.get("id", "")
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if item_type == "unit":
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var unit: UnitScript = _spawn_unit(item_id, player, c.position)
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if unit != null:
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var xp_bonus: int = _sum_city_building_effect(c, "unit_xp_start_home_city")
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if xp_bonus > 0:
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unit.gain_xp(xp_bonus)
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EventBus.city_unit_completed.emit(city_ref, unit)
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elif item_type == "building":
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var tile_pos: Vector2i = current.get("tile_pos", Vector2i(-1, -1)) as Vector2i
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c.add_building_at(item_id, tile_pos)
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_apply_building_bonuses(c, item_id)
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EventBus.city_building_completed.emit(city_ref, item_id)
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elif item_type == "item":
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var i_data: Dictionary = DataLoader.get_item(item_id)
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if not i_data.is_empty():
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var charges: int = i_data.get("charges", -1)
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if c.get("item_stockpile") is Array:
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(
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c
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. item_stockpile
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. append(
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{
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"item_id": item_id,
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"charges_remaining": charges,
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}
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)
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)
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# Deduct mana cost on completion.
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var mana_cost: Dictionary = i_data.get("cost_mana", {}) as Dictionary
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if not mana_cost.is_empty():
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var color: String = mana_cost.get("color", "")
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var amount: int = mana_cost.get("amount", 0)
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if color != "" and amount > 0:
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player.mana_pool[color] = (player.mana_pool.get(color, 0.0) - float(amount))
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EventBus.item_produced.emit(city_ref, item_id)
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func _process_research(player: RefCounted) -> void: # Player
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## Rail-1: science accumulation + spell/tech completion check delegated
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## to Rust `GdTechWeb::process_research` (warcouncil p1-39 port,
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## 2026-04-27). GDScript only assembles input JSON + applies
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## completion side-effects (school_locked emit, _form_high_archon,
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## tech_researched signal, resource reveals).
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if player.researching.is_empty():
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return
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# Per-yield difficulty multiplier (composed by GameState).
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var sci_modifier: float = GameState.get_effective_yield_mult(player, "research")
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# Per-city science yields the Rust side will sum.
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var game_map: RefCounted = GameState.get_game_map()
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var yields_arr: Array = []
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if game_map != null:
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for city: Variant in player.cities:
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if not city is CityScript:
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continue
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var c: CityScript = city as CityScript
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var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map)
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var ys: Dictionary = c.get_yields(tile_json)
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yields_arr.append({
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"science": int(ys.get("science", 0)),
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"building_science": _sum_city_building_effect(c, "science"),
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"science_percent": _sum_city_building_effect_float(c, "science_percent"),
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})
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# Player input. spell_cost is set when researching a spell so Rust runs
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# the cheap counter branch (no TechWeb lookup).
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var spell_data: Dictionary = DataLoader.get_spell(player.researching)
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var researching_spell: bool = not spell_data.is_empty()
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var researched_arr: Array = Array(player.researched_techs) if player.researched_techs != null else []
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var player_dict: Dictionary = {
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"researching": str(player.researching),
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"research_progress": int(player.research_progress),
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"science_per_turn": int(player.science_per_turn),
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"researched_techs": researched_arr,
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"instant_complete": EnvConfig.get_bool("FORCE_UNLIMITED_RESEARCH"),
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}
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if researching_spell:
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player_dict["spell_cost"] = int(spell_data.get("research_cost", 999999))
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var tw: RefCounted = TurnManager.get_tech_web()
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if tw == null:
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return
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var result: Dictionary = tw.process_research(
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JSON.stringify(player_dict), JSON.stringify(yields_arr), sci_modifier
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)
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if result.is_empty():
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return
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var err: String = str(result.get("error", ""))
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if not err.is_empty():
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push_warning("p1-39 _process_research: " + err)
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return
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player.research_progress = int(result.get("new_progress", 0))
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player.researching = str(result.get("new_researching", ""))
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var completed_spell: String = str(result.get("completed_spell", ""))
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if not completed_spell.is_empty():
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var sys: SpellSystemScript = spell_system as SpellSystemScript
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sys.research_spell(player.index, completed_spell)
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return
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var completed_tech: String = str(result.get("completed_tech", ""))
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if not completed_tech.is_empty():
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var old_school_count: int = player.schools.size()
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player.add_tech(completed_tech)
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# Arcane Lore completion: transform leader into High Archon
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if completed_tech == "arcane_lore":
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_form_high_archon(player)
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# Emit school_locked when the 2nd school is entered for the first time.
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if player.schools.size() == 2 and old_school_count < 2:
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EventBus.school_locked.emit(player.index, player.schools.duplicate())
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EventBus.tech_researched.emit(completed_tech, player.index)
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_check_resource_reveals(completed_tech, player.index)
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func _check_resource_reveals(completed_tech: String, player_index: int) -> void:
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TurnProcessorHelpersScript._check_resource_reveals(completed_tech, player_index)
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func _spawn_unit(type_id: String, player: RefCounted, pos: Vector2i) -> UnitScript:
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## Minimal unit spawn used when a city finishes building a unit.
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## `UnitManager` does not own a `create_unit` method in the current engine;
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## the world-map spawner uses the same pattern (new Unit + register into
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## player.units and the primary layer). Kept inline here so arena matches
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## do not depend on an out-of-scope unit-manager rewrite.
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var unit: UnitScript = UnitScript.new(type_id, player.index, pos)
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if unit == null:
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return null
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unit.id = "unit_p%d_%d_%d_%d" % [player.index, pos.x, pos.y, GameState.turn_number]
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var data: Dictionary = DataLoader.get_unit(type_id)
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unit.display_name = data.get("name", type_id)
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player.units.append(unit)
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var primary: Dictionary = GameState.get_primary_layer()
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var layer_units: Array = primary.get("units", [])
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layer_units.append(unit)
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primary["units"] = layer_units
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EventBus.unit_created.emit(unit, player.index)
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return unit
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func _process_growth(player: RefCounted) -> void: # Player
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var game_map: RefCounted = GameState.get_game_map() # GameMap
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if game_map == null:
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return
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# Apply the Happy / Golden Age +25% growth bonus; preserve the < -10 halt.
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# The 0.5× Unhappy tier from mc_happiness::get_growth_modifier is held back
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# pending balance-lead sign-off — flipping it would re-tune p1-05 bands.
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var growth_modifier: float = 1.25 if player.happiness > 0 else 1.0
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var skip_growth: bool = player.happiness < -10
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for city: Variant in player.cities:
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if not city is CityScript:
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continue
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var c: CityScript = city as CityScript
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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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# Small cities prioritize food growth; pop 4+ uses balanced Default focus
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if c.population < 4 and c.has_method("set_focus"):
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c.set_focus("food")
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c.process_growth(tile_json, growth_modifier)
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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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return TurnProcessorCityHelpersScript.sum_city_building_effect(city, effect_type)
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func _sum_city_building_effect_float(city: CityScript, effect_type: String) -> float:
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return TurnProcessorCityHelpersScript.sum_city_building_effect_float(city, effect_type)
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func _apply_building_bonuses(city: CityScript, building_id: String) -> void:
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var bdata: Dictionary = DataLoader.get_building(building_id)
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var effects: Array = bdata.get("effects", [])
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var owner_player: RefCounted = GameState.get_player(city.owner) if city.owner >= 0 else null
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for effect: Dictionary in effects:
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var etype: String = effect.get("type", "")
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var value: int = int(effect.get("value", 0))
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if etype == "hp_bonus" and value > 0:
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city.set_max_hp(city.max_hp + value)
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city.heal(value)
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elif etype == "city_hp" and value > 0 and owner_player != null:
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# Empire-wide max HP bump from mundane wonder (iron_bulwark +100).
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for other_ref: Variant in owner_player.cities:
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if other_ref is CityScript:
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var other: CityScript = other_ref as CityScript
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other.set_max_hp(other.max_hp + value)
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other.heal(value)
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elif etype == "free_tech" and value > 0 and owner_player != null:
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_grant_free_tech(owner_player, value)
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elif etype == "free_golden_age_on_build" and value > 0 and owner_player != null:
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owner_player.golden_age_active = true
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owner_player.golden_age_turns = HappinessScript.GOLDEN_AGE_DURATION
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EventBus.golden_age_started.emit(owner_player.index)
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func _grant_free_tech(player: RefCounted, count: int) -> void:
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TurnProcessorCityHelpersScript.grant_free_tech(player, count)
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func _process_city_healing(player: RefCounted) -> void:
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for city_ref: Variant in player.cities:
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if city_ref is CityScript:
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(city_ref as CityScript).heal_per_turn(GameState.turn_number)
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func _process_healing(player: RefCounted) -> void: # Player
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var game_map: RefCounted = GameState.get_game_map() # GameMap
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if game_map == null:
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return
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for unit: Variant in player.units:
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if not unit is UnitScript:
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continue
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# Note: terrain power effects (TerrainAffinityScript) and dead-zone
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# damage for summoned units are gated on subsystem rewrites that are
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# out of scope for arena task #2. Arena healing is purely:
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# "if the unit did not move or attack this turn, heal a little".
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if unit.hp >= unit.max_hp:
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continue
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if unit.movement_remaining < unit.get_movement() or unit.has_attacked:
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continue
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var heal_amount: int = _get_healing_rate(unit, player, game_map)
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if heal_amount > 0:
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unit.heal(heal_amount)
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EventBus.unit_healed.emit(unit, heal_amount)
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func _get_healing_rate(unit: RefCounted, player: RefCounted, game_map: RefCounted) -> int:
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return TurnProcessorHelpersScript._get_healing_rate(unit, player, game_map)
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func _process_mana(player: RefCounted, game_map: RefCounted = null) -> void: # Player
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TurnProcessorHelpersScript.process_mana(player, game_map)
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func _process_economy(player: RefCounted, game_map: RefCounted) -> void: # Player, GameMap
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## Delegate per-turn gold income, upkeep, golden-age bonus, and
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## insolvency-driven unit disbanding to `Economy.process_turn`, which
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## marshals inputs into the Rust `GdEconomy` bridge (mc-economy). Rail-1:
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## no simulation logic in GDScript.
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EconomyScript.process_turn(player, game_map)
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func _process_culture(player: RefCounted, game_map: RefCounted) -> void:
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## Expand city borders using Rust's expand_borders() method. Culture
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## accumulation happens inside Rust's process_growth() each turn.
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if game_map == null:
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return
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for city_ref: Variant in player.cities:
|
||||
if not city_ref is CityScript:
|
||||
continue
|
||||
var c: CityScript = city_ref as CityScript
|
||||
var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map)
|
||||
# Culture-port to Rust (`process_culture_with_modifier`) attempted in
|
||||
# R7/R8 but caused seed-divergence vs R6 baseline (R9 parity test
|
||||
# reproduced R6 exactly when reverted to this GDScript path; R8 with
|
||||
# Rust port diverged on every seed). Math LOOKED identical but the
|
||||
# Rust call sequence produces different floating-point intermediate
|
||||
# results than the GDScript-via-Variant round-trip path. Culture port
|
||||
# remains TODO — see p1-39. The other Rail-1 ports (gold, research)
|
||||
# pass parity and stay.
|
||||
var pre_culture: float = c.get_culture_stored()
|
||||
var can_expand: bool = c.process_culture(tile_json)
|
||||
var cult_pct: float = _sum_city_building_effect_float(c, "culture_percent")
|
||||
var border_pct: float = _sum_city_building_effect_float(c, "border_growth_percent")
|
||||
var difficulty_cult_mult: float = GameState.get_effective_yield_mult(player, "culture")
|
||||
var total_pct: float = cult_pct + border_pct + (difficulty_cult_mult - 1.0)
|
||||
if total_pct > 0.0:
|
||||
var post_culture: float = c.get_culture_stored()
|
||||
var gained: float = post_culture - pre_culture
|
||||
if gained > 0.0:
|
||||
c.set_culture_stored(post_culture + gained * total_pct)
|
||||
can_expand = c.get_can_expand()
|
||||
if not can_expand:
|
||||
continue
|
||||
# Build candidates JSON for Rust border expansion
|
||||
var candidates_json: String = _build_border_candidates_json(c, game_map, player)
|
||||
var claimed: Vector2i = c.expand_borders(candidates_json)
|
||||
if claimed != Vector2i(-1, -1):
|
||||
# Re-run citizen assignment so the new tile can be worked immediately
|
||||
var fresh_tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map)
|
||||
c.auto_assign_citizens(fresh_tile_json)
|
||||
var tile: Resource = game_map.get_tile(claimed)
|
||||
if tile != null:
|
||||
tile.owner = player.index
|
||||
EventBus.city_border_expanded.emit(c, claimed)
|
||||
|
||||
|
||||
func _build_border_candidates_json(
|
||||
city: CityScript, game_map: RefCounted, player: RefCounted
|
||||
) -> String:
|
||||
return TurnProcessorCityHelpersScript.build_border_candidates_json(city, game_map, player)
|
||||
|
||||
|
||||
func _process_golden_age(player: RefCounted, game_map: RefCounted) -> void: # Player, GameMap
|
||||
## Delegates to HappinessScript.process_turn, which wraps the mc-happiness
|
||||
## Rust crate through GdHappiness (GDExtension). Method name kept so
|
||||
## turn_manager.gd's existing call site does not need to change.
|
||||
HappinessScript.process_turn(player, game_map)
|
||||
|
||||
|
||||
func _process_wild_creatures() -> void:
|
||||
## Run wild creature AI for all owner==-1 units once per game turn.
|
||||
if wild_ai == null:
|
||||
return
|
||||
var game_map: RefCounted = GameState.get_game_map()
|
||||
if game_map == null:
|
||||
return
|
||||
wild_ai.process_wild_turn(game_map)
|
||||
|
||||
|
||||
func _process_rust_fauna_encounters() -> void:
|
||||
## Iter 7k: gated parallel Rust fauna encounter pass.
|
||||
## Delegates to `RustFaunaIntegration.run_all_players()`, which handles
|
||||
## the env-flag check, lair enumeration, and per-player bridge calls.
|
||||
## Kept as a method on `TurnProcessor` so `turn_manager.gd` can call it
|
||||
## through the same `proc.<method>()` pattern as the other turn phases.
|
||||
RustFaunaIntegrationScript.run_all_players()
|
||||
|
||||
|
||||
func _process_spell_system(_player: RefCounted) -> void: # Player
|
||||
## DISABLED: SpellSystem has no `overworld_queue` property on its current
|
||||
## stub; the first access aborts the method. Pending-summon spawning also
|
||||
## depends on a `unit_manager.create_unit` that does not exist. See the
|
||||
## top-of-file out-of-scope list. Revive once SpellSystem is rebuilt and
|
||||
## the unit-manager spawn helper ships.
|
||||
pass
|
||||
|
||||
|
||||
func _process_ascension(player: RefCounted) -> void: # Player
|
||||
if not player.ascension_active:
|
||||
return
|
||||
var ritual: AscensionRitualScript = (
|
||||
GameState.ascension_rituals.get(player.index, null) as AscensionRitualScript
|
||||
)
|
||||
if ritual == null:
|
||||
return
|
||||
var sys: SpellSystemScript = spell_system as SpellSystemScript
|
||||
ritual.tick(player, sys)
|
||||
|
||||
|
||||
func _form_high_archon(player: RefCounted) -> void:
|
||||
TurnProcessorHelpersScript.form_high_archon(player)
|
||||
|
||||
|
||||
func _process_government(_player: RefCounted) -> void: # Player
|
||||
## DISABLED: GovernmentScript is an empty stub with no `process_anarchy`.
|
||||
## See top-of-file out-of-scope list. Revive once government is rebuilt.
|
||||
## Original body: GovernmentScript.process_anarchy(player)
|
||||
pass
|
||||
|
||||
|
||||
func _process_climate(game_map: RefCounted) -> void: # GameMap
|
||||
## Order: marine_harvest → climate → weather → climate_effects.
|
||||
## * `marine_harvest` seeds ocean_dead_fraction consumed by climate.
|
||||
## * `climate` runs GdEcologyPhysics + GdClimatePhysics + ecological events
|
||||
## (restored by p0-31) and leaves the shared GdGridState populated.
|
||||
## * `weather` (p0-32) reads that grid to derive this turn's storm /
|
||||
## heat_wave / blizzard events via GdWeatherPhysics.
|
||||
## * `climate_effects` (p0-32) applies those events back onto tiles + units
|
||||
## via GdClimateEffectsPhysics.
|
||||
(marine_harvest as MarineHarvestScript).process_turn(game_map, GameState.players)
|
||||
(climate as ClimateScript).ocean_dead_fraction = (
|
||||
(marine_harvest as MarineHarvestScript).ocean_dead_fraction
|
||||
)
|
||||
(climate as ClimateScript).process_turn(game_map, GameState.turn_number, GameState.map_seed)
|
||||
(weather as WeatherScript).process_turn(game_map)
|
||||
(climate_effects as ClimateEffectsScript).process_turn(
|
||||
game_map, weather, GameState.players
|
||||
)
|
||||
|
||||
|
||||
func _process_loot_decay() -> void:
|
||||
## DISABLED: ItemSystemScript.process_loot_decay expects a different
|
||||
## GameMap type than the live RefCounted GameMap wrapper, so the call
|
||||
## raises a type-mismatch error. See top-of-file out-of-scope list.
|
||||
## Revive once ItemSystem is updated to the current GameMap signature.
|
||||
pass
|
||||
|
||||
|
||||
func _process_improvements(player: RefCounted) -> void: # Player
|
||||
TurnProcessorHelpersScript.process_improvements(player)
|
||||
|
||||
|
||||
static func _player_owns_resource(player: RefCounted, resource_id: String) -> bool:
|
||||
var gm: RefCounted = GameState.get_game_map()
|
||||
if gm == null:
|
||||
return false
|
||||
for city: Variant in player.cities:
|
||||
for tile_pos: Variant in city.get_owned_tiles():
|
||||
var tile: RefCounted = gm.get_tile(tile_pos as Vector2i)
|
||||
if tile != null and str(tile.get("resource_id")) == resource_id:
|
||||
return true
|
||||
return false
|
||||
Loading…
Add table
Reference in a new issue