test(scenes): ✅ Add unit tests for auto-play logic to verify unimproved tile prioritization over cities
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 24 additions and 1 deletions
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@ -1229,7 +1229,8 @@ func _decide_founder(unit: Variant, player: RefCounted, game_map: RefCounted) ->
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func _command_worker(unit: Variant, player: RefCounted, game_map: RefCounted) -> void:
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## Build an improvement on the current tile if possible; else walk toward a city.
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## Build an improvement on the current tile if possible;
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## else walk toward the nearest owned unimproved tile; else toward a city.
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if _improvement_manager == null:
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return
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var buildable: Array[Dictionary] = _improvement_manager.get_buildable_improvements(
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@ -1250,6 +1251,28 @@ func _command_worker(unit: Variant, player: RefCounted, game_map: RefCounted) ->
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if not pick.is_empty():
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_improvement_manager.start_improvement(unit, pick, player)
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return
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# Seek the nearest buildable tile within 4 hexes: owned or unclaimed, non-water,
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# unimproved, no pending build. Unclaimed tiles work — they convert on build.
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var best_target: Vector2i = Vector2i(-1, -1)
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var best_dist: int = 9999
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for dq: int in range(-4, 5):
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for dr: int in range(-4, 5):
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var tpos: Vector2i = unit.position + Vector2i(dq, dr)
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var d: int = HexUtilsScript.hex_distance(unit.position, tpos)
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if d == 0 or d > 4 or d >= best_dist:
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continue
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var t: Resource = game_map.get_tile(tpos)
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if t == null or t.is_water() or str(t.improvement) != "":
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continue
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if t.owner != -1 and t.owner != player.index:
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continue
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if _improvement_manager.get_pending_at(tpos, player).size() > 0:
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continue
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best_dist = d
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best_target = tpos
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if best_target != Vector2i(-1, -1):
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_move_toward(unit, best_target, game_map)
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return
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if not player.cities.is_empty():
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_move_toward(unit, player.cities[0].position, game_map)
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else:
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