diff --git a/src/game/engine/scenes/tests/auto_play.gd b/src/game/engine/scenes/tests/auto_play.gd index 4d48c930..811b643c 100644 --- a/src/game/engine/scenes/tests/auto_play.gd +++ b/src/game/engine/scenes/tests/auto_play.gd @@ -95,6 +95,11 @@ func _ready() -> void: _seed_set = true seed(_seed) GameState.game_settings["seed"] = _seed + # NOTE: we cannot set `turn_limit` here because GameState.initialize_game + # clobbers game_settings back to DEFAULT_SETTINGS when game setup submits. + # turn_limit is re-applied later in the "wait_game_setup" state handler + # after the Start Game button fires. See the `["turn_limit"] = _max_turns` + # assignment ~200 lines below. var now: Dictionary = Time.get_datetime_dict_from_system(true) _start_stamp = "%04d%02d%02dT%02d%02d%02dZ" % [ now["year"], now["month"], now["day"], @@ -400,6 +405,10 @@ func _process(_delta: float) -> void: # Force Pangaea so all players share one landmass (no water barriers) GameState.game_settings["map_type"] = "pangaea" GameState.game_settings["num_players"] = 2 + # Override turn_limit AFTER GameState.initialize_game has + # clobbered game_settings back to DEFAULT_SETTINGS (150). + # victory_manager reads this to time the score fallback. + GameState.game_settings["turn_limit"] = _max_turns var diff_env: String = EnvConfig.get_var("AI_DIFFICULTY", "") if not diff_env.is_empty(): GameState.game_settings["difficulty"] = diff_env