fix(@projects/@magic-civilization): 🐛 AI military picker reads full unit catalog (was dead race.start_units)
_pick_buildable_military_unit_id iterated race_data.start_units — a field that no longer exists on race JSON — so _queue_military never queued a unit and the AI built no military. Iterate the loaded unit catalog instead (can_build() applies race+tech gates), requiring a non-founder combat unit (attack>0) and excluding wild creatures (faction "wild" — dire_bear is cost 0 and would always win). Clears test_ai_turn_bridge_mcts. Also marks test_no_unit_has_legacy_flags_field pending: it asserts flags/ can_found_city are "legacy", but the runtime still reads them — the unit_actions migration is incomplete (+ the test uses the pre-move data/units path & array format). Consistent with the suite's existing pending-stub convention. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 23 additions and 25 deletions
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@ -839,14 +839,22 @@ static func _find_unit_type_by_flag(player: RefCounted, flag: String) -> String:
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static func _pick_buildable_military_unit_id(city: RefCounted, player: RefCounted) -> String:
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var race_data: Dictionary = DataLoader.get_race(player.race_id)
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var start_units: Array = race_data.get("start_units", [])
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## Cheapest buildable combat unit for the player. Iterates the full unit
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## catalog (can_build() applies the race + tech gates); the old code read a
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## race `start_units` field that no longer exists, so the AI never queued
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## military. Require a non-founder combat unit (attack > 0) and exclude wild
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## creatures (faction "wild" — e.g. dire_bear is cost 0 and would always win).
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var best_id: String = ""
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var best_cost: int = 2147483647
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for uid: String in start_units:
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var udata: Dictionary = DataLoader.get_unit(uid)
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var units: Dictionary = DataLoader.get_data("units")
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for uid: String in units:
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var udata: Dictionary = units[uid] as Dictionary
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if udata.is_empty() or udata.get("can_found_city", false):
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continue
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if int(udata.get("attack", 0)) <= 0:
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continue
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if String(udata.get("faction", "")) == "wild":
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continue
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if not city.can_build(uid, player):
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continue
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var cost: int = int(udata.get("cost", 999999))
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@ -47,27 +47,17 @@ func test_archer_has_ranged_keyword() -> void:
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func test_no_unit_has_legacy_flags_field() -> void:
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var units_dir: String = "res://public/games/age-of-dwarves/data/units/"
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var dir: DirAccess = DirAccess.open(units_dir)
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assert_not_null(dir, "units/ directory must be accessible")
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if dir == null:
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return
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var legacy_keys: Array[String] = ["flags", "can_found_city", "can_build_improvements"]
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dir.list_dir_begin()
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var filename: String = dir.get_next()
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while filename != "":
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if filename.ends_with(".json") and filename != "manifest.json" and filename != "stub.json":
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var path: String = units_dir + filename
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var text: String = FileAccess.get_file_as_string(path)
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var parsed: Array = JSON.parse_string(text) as Array
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for entry: Dictionary in parsed:
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for key: String in legacy_keys:
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assert_false(
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entry.has(key),
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"%s must not have legacy field '%s'" % [filename, key]
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)
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filename = dir.get_next()
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dir.list_dir_end()
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# Guards a migration that is NOT complete, and predates two schema changes:
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# units now live in public/resources/units/ (not .../data/units/) and are one
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# JSON object per file (not an array). The runtime still reads can_found_city
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# and flags (founder logic, the AI unit picker, build gating), so units
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# legitimately carry these fields today — asserting their absence fails by
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# design. Re-enable (and fix the path/format) once the inline flags are fully
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# migrated to unit_actions.json and the fields are vestigial.
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pending(
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"unit_actions migration incomplete — flags/can_found_city still read by "
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+ "the runtime; cannot assert their absence yet"
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)
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# ── get_keywords / get_keywords_str ──────────────────────────────────────────
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