fix(scenes): 🐛 Update SaveManager reference in auto-play test to use preload() instead of direct script references
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 2 additions and 1 deletions
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@ -19,6 +19,7 @@ const ImprovementManagerScript = preload(
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)
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const HappinessScript = preload("res://engine/src/modules/empire/happiness.gd")
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const ItemSystemScript = preload("res://engine/src/modules/management/item_system.gd")
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const SaveManagerScript = preload("res://engine/src/core/save_manager.gd")
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var _improvement_manager: RefCounted = null
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@ -1923,7 +1924,7 @@ func _save_turn_snapshot() -> void:
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if not _seed_set:
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return
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var save_path: String = _game_dir.path_join("saves/turn_%04d.save" % _turn_count)
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var err: Error = SaveManager.save_to_path(save_path)
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var err: Error = SaveManagerScript.save_to_path(save_path)
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if err != OK:
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push_error("AutoPlay: save failed (%s): %s" % [error_string(err), save_path])
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