The auto_pause flag on THREAT events paused Sim when the modal fired, but resolve_current() never resumed it. Player dismisses the modal expecting play to continue; sim stays paused; pawns appear stuck. (Surfaced by first real PC playtest after the controls patch.) Now: capture Sim.current_speed before paying the pause, restore it on resolve if the player hasn't manually changed speed during the modal (current_speed != PAUSE skips restore so the player's choice wins). Field round-trips via save_dict for the save-during-modal edge case. Verified MCP runtime: lone_wolf modal fires at boot, speed=0, dismissal restores speed=1 and pawns immediately walk toward their next job. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| .. | ||
| audit.gd | ||
| audit.gd.uid | ||
| autosave.gd | ||
| autosave.gd.uid | ||
| clock.gd | ||
| clock.gd.uid | ||
| event_bus.gd | ||
| event_bus.gd.uid | ||
| game_state.gd | ||
| game_state.gd.uid | ||
| save_system.gd | ||
| save_system.gd.uid | ||
| sim.gd | ||
| sim.gd.uid | ||
| storyteller.gd | ||
| storyteller.gd.uid | ||
| strings.gd | ||
| strings.gd.uid | ||
| weather.gd | ||
| weather.gd.uid | ||
| world.gd | ||
| world.gd.uid | ||