# gdlint: disable=no-elif-return,no-else-return,max-returns,class-definitions-order extends RefCounted ## End-of-turn processing. Per-player and global _process_* logic. ## DISABLED stubs: _process_culture, _process_golden_age, _process_loot_decay, ## _process_spell_system, _process_government — blocked on empty module stubs. ## `_process_climate` runs the full marine_harvest→climate→weather→effects chain. ## Grep for `DISABLED:` to find every remaining guarded call site. const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd") const UnitScript: GDScript = preload("res://engine/src/entities/unit.gd") const CityScript: GDScript = preload("res://engine/src/entities/city.gd") const CultureScript: GDScript = preload("res://engine/src/modules/empire/culture.gd") const EconomyScript: GDScript = preload("res://engine/src/modules/empire/economy.gd") const HexUtilsScript: GDScript = preload("res://engine/src/map/hex_utils.gd") const HappinessScript: GDScript = preload("res://engine/src/modules/empire/happiness.gd") const AscensionRitualScript: GDScript = preload( "res://engine/src/modules/victory/ascension_ritual.gd" ) const GovernmentScript: GDScript = preload("res://engine/src/modules/empire/government.gd") const ItemSystemScript: GDScript = preload("res://engine/src/modules/management/item_system.gd") const SpellSystemScript: GDScript = preload("res://engine/src/modules/magic/spell_system.gd") const BuildableHelperScript: GDScript = preload("res://engine/scenes/city/city_buildable_helper.gd") const MarineHarvestScript: GDScript = preload("res://engine/src/modules/events/marine_harvest.gd") const ClimateScript: GDScript = preload("res://engine/src/modules/climate/climate.gd") const ClimateEffectsScript: GDScript = preload( "res://engine/src/modules/climate/climate_effects.gd" ) const WeatherScript: GDScript = preload("res://engine/src/modules/climate/weather.gd") const RustFaunaIntegrationScript: GDScript = preload( "res://engine/src/modules/management/rust_fauna_integration.gd" ) const TurnProcessorHelpersScript: GDScript = preload( "res://engine/src/modules/management/turn_processor_helpers.gd" ) const TurnProcessorCityHelpersScript: GDScript = preload( "res://engine/src/modules/management/turn_processor_city_helpers.gd" ) var unit_manager: RefCounted # UnitManager — set by TurnManager._ready() var spell_system: RefCounted # SpellSystem — set by TurnManager._ready() var wild_ai: RefCounted # WildCreatureAI — set via TurnManager.set_wild_creature_ai() var weather: RefCounted # Weather — set by TurnManager._ready() var climate: RefCounted # Climate — set by TurnManager._ready() var climate_effects: RefCounted # ClimateEffects — set by TurnManager._ready() var marine_harvest: RefCounted # MarineHarvest — set by TurnManager._ready() func _process_production(player: RefCounted) -> void: # Player var game_map: RefCounted = GameState.get_game_map() # GameMap if game_map == null: return # Effective per-yield mult composes static difficulty handicap + # linear-per-turn growth (warcouncil p1-29 H4). Per-player overrides # (batch testing) handled inside the helper. var prod_modifier: float = GameState.get_effective_yield_mult(player, "production") # Unhappy penalty: -25% production when happiness < 0 if player.happiness < 0: prod_modifier *= 0.75 # Golden Age: +20% production if player.golden_age_active: prod_modifier *= 1.2 for city_ref: RefCounted in player.cities: if not city_ref is CityScript: continue var c: CityScript = city_ref as CityScript var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map) var yields: Dictionary = c.get_yields(tile_json) # Add building production bonuses (forge +2, barracks +1, etc.) var building_prod: int = _sum_city_building_effect(c, "production") # production_from_hills — +N prod per worked hills tile (first_mineshaft etc.). var prod_hills: int = _sum_city_building_effect(c, "production_from_hills") if prod_hills > 0: for tile_pos: Vector2i in c.get_worked_tiles(): var tile: Resource = game_map.get_tile(tile_pos) if tile != null and tile.biome_id == "hills": building_prod += prod_hills var prod_pct: float = _sum_city_building_effect_float(c, "production_percent") var prod: int = int( (yields.get("production", 1) + building_prod) * (1.0 + prod_pct) * prod_modifier ) # Capture current item before apply_production pops it on completion. var current: Dictionary = ( c.production_queue.front() as Dictionary if not c.production_queue.is_empty() else {} ) # Strategic resource gate: territory-ownership check (non-consumable model). # A player can build a resource-gated unit if they own at least one tile # with that resource — no slot depletion on build (Civ-6 style). var pre_type: String = current.get("type", "") var pre_id: String = current.get("id", "") if pre_type == "unit" and pre_id != "": var udata_pre: Dictionary = DataLoader.get_unit(pre_id) var req_pre: String = str(udata_pre.get("requires_resource", "")) if req_pre != "" and req_pre != "null" and req_pre != "": if not _player_owns_resource(player, req_pre): EventBus.strategic_gate_rejected.emit( player.index, c.city_name, pre_id, req_pre ) continue if not c.apply_production(prod): continue var item_type: String = current.get("type", "") var item_id: String = current.get("id", "") if item_type == "unit": var unit: UnitScript = _spawn_unit(item_id, player, c.position) if unit != null: var xp_bonus: int = _sum_city_building_effect(c, "unit_xp_start_home_city") if xp_bonus > 0: unit.gain_xp(xp_bonus) EventBus.city_unit_completed.emit(city_ref, unit) elif item_type == "building": var tile_pos: Vector2i = current.get("tile_pos", Vector2i(-1, -1)) as Vector2i c.add_building_at(item_id, tile_pos) _apply_building_bonuses(c, item_id) EventBus.city_building_completed.emit(city_ref, item_id) elif item_type == "item": var i_data: Dictionary = DataLoader.get_item(item_id) if not i_data.is_empty(): var charges: int = i_data.get("charges", -1) if c.get("item_stockpile") is Array: ( c . item_stockpile . append( { "item_id": item_id, "charges_remaining": charges, } ) ) # Deduct mana cost on completion. var mana_cost: Dictionary = i_data.get("cost_mana", {}) as Dictionary if not mana_cost.is_empty(): var color: String = mana_cost.get("color", "") var amount: int = mana_cost.get("amount", 0) if color != "" and amount > 0: player.mana_pool[color] = (player.mana_pool.get(color, 0.0) - float(amount)) EventBus.item_produced.emit(city_ref, item_id) func _process_research(player: RefCounted) -> void: # Player if player.researching.is_empty(): return # Debug: instantly complete any queued research/spell. if EnvConfig.get_bool("FORCE_UNLIMITED_RESEARCH"): player.research_progress = 999999 # Effective per-yield mult composes static difficulty handicap + # linear-per-turn growth (warcouncil p1-29 H4, 2026-04-27). Per-player # overrides for batch testing still take precedence inside the helper. var sci_modifier: float = GameState.get_effective_yield_mult(player, "research") player.research_progress += int(player.science_per_turn * sci_modifier) # Add science from cities var game_map: RefCounted = GameState.get_game_map() # GameMap if game_map != null: for city: Variant in player.cities: if city is CityScript: var tile_json: String = BuildableHelperScript.build_tile_yields_json( city as CityScript, game_map ) var yields: Dictionary = city.get_yields(tile_json) var building_sci: int = _sum_city_building_effect(city as CityScript, "science") var sci_pct: float = _sum_city_building_effect_float( city as CityScript, "science_percent" ) player.research_progress += int( (yields.get("science", 0) + building_sci) * (1.0 + sci_pct) * sci_modifier ) # Check if researching a spell (not a tech) var spell_data: Dictionary = DataLoader.get_spell(player.researching) if not spell_data.is_empty(): var spell_cost: int = spell_data.get("research_cost", 999999) if player.research_progress >= spell_cost: var completed_spell: String = player.researching player.research_progress = 0 player.researching = "" var sys: SpellSystemScript = spell_system as SpellSystemScript sys.research_spell(player.index, completed_spell) return var tech_data: Dictionary = DataLoader.get_tech(player.researching) var tech_cost: int = tech_data.get("cost", 999999) if player.research_progress >= tech_cost: var completed_tech: String = player.researching player.research_progress = 0 player.researching = "" var old_school_count: int = player.schools.size() player.add_tech(completed_tech) # Arcane Lore completion: transform leader into High Archon if completed_tech == "arcane_lore": _form_high_archon(player) # Emit school_locked when the 2nd school is entered for the first time. if player.schools.size() == 2 and old_school_count < 2: EventBus.school_locked.emit(player.index, player.schools.duplicate()) EventBus.tech_researched.emit(completed_tech, player.index) _check_resource_reveals(completed_tech, player.index) func _check_resource_reveals(completed_tech: String, player_index: int) -> void: TurnProcessorHelpersScript._check_resource_reveals(completed_tech, player_index) func _spawn_unit(type_id: String, player: RefCounted, pos: Vector2i) -> UnitScript: ## Minimal unit spawn used when a city finishes building a unit. ## `UnitManager` does not own a `create_unit` method in the current engine; ## the world-map spawner uses the same pattern (new Unit + register into ## player.units and the primary layer). Kept inline here so arena matches ## do not depend on an out-of-scope unit-manager rewrite. var unit: UnitScript = UnitScript.new(type_id, player.index, pos) if unit == null: return null unit.id = "unit_p%d_%d_%d_%d" % [player.index, pos.x, pos.y, GameState.turn_number] var data: Dictionary = DataLoader.get_unit(type_id) unit.display_name = data.get("name", type_id) player.units.append(unit) var primary: Dictionary = GameState.get_primary_layer() var layer_units: Array = primary.get("units", []) layer_units.append(unit) primary["units"] = layer_units EventBus.unit_created.emit(unit, player.index) return unit func _process_growth(player: RefCounted) -> void: # Player var game_map: RefCounted = GameState.get_game_map() # GameMap if game_map == null: return # Very unhappy (< -10): no growth at all. Unhappy (< 0): -50% food surplus. var skip_growth: bool = player.happiness < -10 for city: Variant in player.cities: if not city is CityScript: continue var c: CityScript = city as CityScript if skip_growth: continue var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map) var prev_pop: int = c.population # Small cities prioritize food growth; pop 4+ uses balanced Default focus if c.population < 4 and c.has_method("set_focus"): c.set_focus("food") c.process_growth(tile_json) if c.population != prev_pop: # Re-assign citizens to tiles after growth or starvation c.auto_assign_citizens(tile_json) EventBus.city_grew.emit(c, c.population) func _sum_city_building_effect(city: CityScript, effect_type: String) -> int: return TurnProcessorCityHelpersScript.sum_city_building_effect(city, effect_type) func _sum_city_building_effect_float(city: CityScript, effect_type: String) -> float: return TurnProcessorCityHelpersScript.sum_city_building_effect_float(city, effect_type) func _apply_building_bonuses(city: CityScript, building_id: String) -> void: var bdata: Dictionary = DataLoader.get_building(building_id) var effects: Array = bdata.get("effects", []) var owner_player: RefCounted = GameState.get_player(city.owner) if city.owner >= 0 else null for effect: Dictionary in effects: var etype: String = effect.get("type", "") var value: int = int(effect.get("value", 0)) if etype == "hp_bonus" and value > 0: city.set_max_hp(city.max_hp + value) city.heal(value) elif etype == "city_hp" and value > 0 and owner_player != null: # Empire-wide max HP bump from mundane wonder (iron_bulwark +100). for other_ref: Variant in owner_player.cities: if other_ref is CityScript: var other: CityScript = other_ref as CityScript other.set_max_hp(other.max_hp + value) other.heal(value) elif etype == "free_tech" and value > 0 and owner_player != null: _grant_free_tech(owner_player, value) elif etype == "free_golden_age_on_build" and value > 0 and owner_player != null: owner_player.golden_age_active = true owner_player.golden_age_turns = HappinessScript.GOLDEN_AGE_DURATION EventBus.golden_age_started.emit(owner_player.index) func _grant_free_tech(player: RefCounted, count: int) -> void: TurnProcessorCityHelpersScript.grant_free_tech(player, count) func _process_city_healing(player: RefCounted) -> void: for city_ref: Variant in player.cities: if city_ref is CityScript: (city_ref as CityScript).heal_per_turn(GameState.turn_number) func _process_healing(player: RefCounted) -> void: # Player var game_map: RefCounted = GameState.get_game_map() # GameMap if game_map == null: return for unit: Variant in player.units: if not unit is UnitScript: continue # Note: terrain power effects (TerrainAffinityScript) and dead-zone # damage for summoned units are gated on subsystem rewrites that are # out of scope for arena task #2. Arena healing is purely: # "if the unit did not move or attack this turn, heal a little". if unit.hp >= unit.max_hp: continue if unit.movement_remaining < unit.get_movement() or unit.has_attacked: continue var heal_amount: int = _get_healing_rate(unit, player, game_map) if heal_amount > 0: unit.heal(heal_amount) EventBus.unit_healed.emit(unit, heal_amount) func _get_healing_rate(unit: RefCounted, player: RefCounted, game_map: RefCounted) -> int: return TurnProcessorHelpersScript._get_healing_rate(unit, player, game_map) func _process_mana(player: RefCounted, game_map: RefCounted = null) -> void: # Player TurnProcessorHelpersScript.process_mana(player, game_map) func _process_economy(player: RefCounted, game_map: RefCounted) -> void: # Player, GameMap ## Delegate per-turn gold income, upkeep, golden-age bonus, and ## insolvency-driven unit disbanding to `Economy.process_turn`, which ## marshals inputs into the Rust `GdEconomy` bridge (mc-economy). Rail-1: ## no simulation logic in GDScript. EconomyScript.process_turn(player, game_map) func _process_culture(player: RefCounted, game_map: RefCounted) -> void: ## Expand city borders using Rust's expand_borders() method. Culture ## accumulation happens inside Rust's process_growth() each turn. if game_map == null: return for city_ref: Variant in player.cities: if not city_ref is CityScript: continue var c: CityScript = city_ref as CityScript var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map) var pre_culture: float = c.get_culture_stored() var can_expand: bool = c.process_culture(tile_json) # Apply culture_percent and border_growth_percent bonuses to the # culture gained this turn. process_culture already added raw culture; # we top up the stockpile by (raw_gain * total_pct) so wonders scale. var cult_pct: float = _sum_city_building_effect_float(c, "culture_percent") var border_pct: float = _sum_city_building_effect_float(c, "border_growth_percent") var total_pct: float = cult_pct + border_pct if total_pct > 0.0: var post_culture: float = c.get_culture_stored() var gained: float = post_culture - pre_culture if gained > 0.0: c.set_culture_stored(post_culture + gained * total_pct) can_expand = c.get_can_expand() if not can_expand: continue # Build candidates JSON for Rust border expansion var candidates_json: String = _build_border_candidates_json(c, game_map, player) var claimed: Vector2i = c.expand_borders(candidates_json) if claimed != Vector2i(-1, -1): # Re-run citizen assignment so the new tile can be worked immediately var fresh_tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map) c.auto_assign_citizens(fresh_tile_json) var tile: Resource = game_map.get_tile(claimed) if tile != null: tile.owner = player.index EventBus.city_border_expanded.emit(c, claimed) func _build_border_candidates_json( city: CityScript, game_map: RefCounted, player: RefCounted ) -> String: return TurnProcessorCityHelpersScript.build_border_candidates_json(city, game_map, player) func _process_golden_age(player: RefCounted, game_map: RefCounted) -> void: # Player, GameMap ## Delegates to HappinessScript.process_turn, which wraps the mc-happiness ## Rust crate through GdHappiness (GDExtension). Method name kept so ## turn_manager.gd's existing call site does not need to change. HappinessScript.process_turn(player, game_map) func _process_wild_creatures() -> void: ## Run wild creature AI for all owner==-1 units once per game turn. if wild_ai == null: return var game_map: RefCounted = GameState.get_game_map() if game_map == null: return wild_ai.process_wild_turn(game_map) func _process_rust_fauna_encounters() -> void: ## Iter 7k: gated parallel Rust fauna encounter pass. ## Delegates to `RustFaunaIntegration.run_all_players()`, which handles ## the env-flag check, lair enumeration, and per-player bridge calls. ## Kept as a method on `TurnProcessor` so `turn_manager.gd` can call it ## through the same `proc.()` pattern as the other turn phases. RustFaunaIntegrationScript.run_all_players() func _process_spell_system(_player: RefCounted) -> void: # Player ## DISABLED: SpellSystem has no `overworld_queue` property on its current ## stub; the first access aborts the method. Pending-summon spawning also ## depends on a `unit_manager.create_unit` that does not exist. See the ## top-of-file out-of-scope list. Revive once SpellSystem is rebuilt and ## the unit-manager spawn helper ships. pass func _process_ascension(player: RefCounted) -> void: # Player if not player.ascension_active: return var ritual: AscensionRitualScript = ( GameState.ascension_rituals.get(player.index, null) as AscensionRitualScript ) if ritual == null: return var sys: SpellSystemScript = spell_system as SpellSystemScript ritual.tick(player, sys) func _form_high_archon(player: RefCounted) -> void: TurnProcessorHelpersScript.form_high_archon(player) func _process_government(_player: RefCounted) -> void: # Player ## DISABLED: GovernmentScript is an empty stub with no `process_anarchy`. ## See top-of-file out-of-scope list. Revive once government is rebuilt. ## Original body: GovernmentScript.process_anarchy(player) pass func _process_climate(game_map: RefCounted) -> void: # GameMap ## Order: marine_harvest → climate → weather → climate_effects. ## * `marine_harvest` seeds ocean_dead_fraction consumed by climate. ## * `climate` runs GdEcologyPhysics + GdClimatePhysics + ecological events ## (restored by p0-31) and leaves the shared GdGridState populated. ## * `weather` (p0-32) reads that grid to derive this turn's storm / ## heat_wave / blizzard events via GdWeatherPhysics. ## * `climate_effects` (p0-32) applies those events back onto tiles + units ## via GdClimateEffectsPhysics. (marine_harvest as MarineHarvestScript).process_turn(game_map, GameState.players) (climate as ClimateScript).ocean_dead_fraction = ( (marine_harvest as MarineHarvestScript).ocean_dead_fraction ) (climate as ClimateScript).process_turn(game_map, GameState.turn_number, GameState.map_seed) (weather as WeatherScript).process_turn(game_map) (climate_effects as ClimateEffectsScript).process_turn( game_map, weather, GameState.players ) func _process_loot_decay() -> void: ## DISABLED: ItemSystemScript.process_loot_decay expects a different ## GameMap type than the live RefCounted GameMap wrapper, so the call ## raises a type-mismatch error. See top-of-file out-of-scope list. ## Revive once ItemSystem is updated to the current GameMap signature. pass func _process_improvements(player: RefCounted) -> void: # Player TurnProcessorHelpersScript.process_improvements(player) static func _player_owns_resource(player: RefCounted, resource_id: String) -> bool: var gm: RefCounted = GameState.get_game_map() if gm == null: return false for city: Variant in player.cities: for tile_pos: Variant in city.get_owned_tiles(): var tile: RefCounted = gm.get_tile(tile_pos as Vector2i) if tile != null and str(tile.get("resource_id")) == resource_id: return true return false