fix(@projects/@magic-civilization): 🐛 handle missing player slots in auto-play test
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 3 additions and 1 deletions
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@ -802,7 +802,9 @@ func _apply_per_player_difficulty_overrides() -> void:
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var levels: Dictionary = {}
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for entry: Dictionary in diff_data.get("ai_difficulty", []):
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levels[str(entry.get("id", ""))] = entry.get("ai_modifiers", {})
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for p_idx: int in range(GameState.players.size()):
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# Use a fixed upper bound — this runs before loading_screen.gd populates
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# GameState.players, so players.size() == 0. Check all possible player slots.
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for p_idx: int in range(8):
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var key: String = "AI_DIFFICULTY_P%d" % p_idx
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var tier: String = EnvConfig.get_var(key, "")
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if tier.is_empty():
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