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Fix NPC spawning at initial player position
NPCs were not spawning when the player first entered the world because spawnNpcs() was defined but never called. Added call to spawnNpcs() in Application::update() when in IN_GAME state. The function has a guard (npcsSpawned flag) so it only runs once. NPCs now appear immediately at spawn instead of requiring the player to walk away first. Added logging to help debug spawn preconditions.
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3 changed files with 51 additions and 4 deletions
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@ -3689,6 +3689,19 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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bool canTrain = !alreadyKnown && spell->state == 1
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&& prereqsMet && levelMet
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&& (money >= spell->spellCost);
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// Debug logging for first spell to see why buttons are disabled
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static bool logged = false;
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if (!logged) {
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LOG_INFO("Trainer button debug: spellId=", spell->spellId,
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" alreadyKnown=", alreadyKnown, " state=", (int)spell->state,
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" prereqsMet=", prereqsMet, " levelMet=", levelMet,
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" canAfford=", (money >= spell->spellCost),
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" money=", money, " cost=", spell->spellCost,
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" canTrain=", canTrain);
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logged = true;
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}
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if (!canTrain) ImGui::BeginDisabled();
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if (ImGui::SmallButton("Train")) {
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gameHandler.trainSpell(spell->spellId);
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