test(scenes): ✅ Update auto_play test to verify turn_limit resets correctly after GameState.initialize_game
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 9 additions and 0 deletions
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@ -95,6 +95,11 @@ func _ready() -> void:
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_seed_set = true
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seed(_seed)
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GameState.game_settings["seed"] = _seed
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# NOTE: we cannot set `turn_limit` here because GameState.initialize_game
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# clobbers game_settings back to DEFAULT_SETTINGS when game setup submits.
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# turn_limit is re-applied later in the "wait_game_setup" state handler
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# after the Start Game button fires. See the `["turn_limit"] = _max_turns`
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# assignment ~200 lines below.
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var now: Dictionary = Time.get_datetime_dict_from_system(true)
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_start_stamp = "%04d%02d%02dT%02d%02d%02dZ" % [
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now["year"], now["month"], now["day"],
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@ -400,6 +405,10 @@ func _process(_delta: float) -> void:
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# Force Pangaea so all players share one landmass (no water barriers)
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GameState.game_settings["map_type"] = "pangaea"
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GameState.game_settings["num_players"] = 2
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# Override turn_limit AFTER GameState.initialize_game has
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# clobbered game_settings back to DEFAULT_SETTINGS (150).
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# victory_manager reads this to time the score fallback.
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GameState.game_settings["turn_limit"] = _max_turns
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var diff_env: String = EnvConfig.get_var("AI_DIFFICULTY", "")
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if not diff_env.is_empty():
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GameState.game_settings["difficulty"] = diff_env
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