extends SceneTree ## Dev diagnostic: preload every project script to surface parse errors one by one. const FILES := [ "res://src/core/event_bus.gd", "res://src/core/rules.gd", "res://src/core/access_artifact.gd", "res://src/core/access_policy.gd", "res://src/core/access_verifier.gd", "res://src/core/npc_profile.gd", "res://src/core/npc_controller.gd", "res://src/core/fsm.gd", "res://src/core/escalation_manager.gd", "res://src/core/incident_recorder.gd", "res://src/core/reputation_evaluator.gd", "res://src/core/radio_system.gd", "res://src/core/crowd_system.gd", "res://src/core/event_scheduler.gd", "res://src/core/venue_scenario.gd", "res://src/core/shift_coordinator.gd", "res://src/content/scenario_factory.gd", "res://src/game/main.gd", "res://src/test/test_utils.gd", ] func _initialize() -> void: var failures := 0 for f in FILES: var res: Variant = load(f) if res == null or not (res is GDScript): push_error("FAILED to load: %s" % f) failures += 1 elif not (res as GDScript).can_instantiate(): push_error("PARSE/COMPILE FAILURE (cannot instantiate): %s" % f) failures += 1 else: print("OK: %s" % f) print("load failures: %d" % failures) quit(1 if failures > 0 else 0)