Add Yan Ford pursuit camp content

This commit is contained in:
2026-06-19 00:20:10 +09:00
parent 99d58d05ee
commit 0603d241d3
3 changed files with 264 additions and 1 deletions

View File

@@ -38,6 +38,10 @@ const WHITE_HORSE_SCENARIO_ID := "010_white_horse_relief"
const WHITE_HORSE_SCENARIO_PATH := "res://data/scenarios/010_white_horse_relief.json"
const WHITE_HORSE_XU_CONVERSATION_ID := "white_horse_xu_reserve_medicine"
const WHITE_HORSE_PRESSED_CONVERSATION_ID := "white_horse_fast_march_beans"
const YAN_FORD_SCENARIO_ID := "011_yan_ford_pursuit"
const YAN_FORD_SCENARIO_PATH := "res://data/scenarios/011_yan_ford_pursuit.json"
const YAN_FORD_FORTIFIED_CONVERSATION_ID := "yan_ford_fortified_crossing_medicine"
const YAN_FORD_RAIDED_CONVERSATION_ID := "yan_ford_raided_supply_beans"
const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
const SAVE_PATH := "user://campaign_save.json"
@@ -58,6 +62,7 @@ func _init() -> void:
_check_wan_branch_camp_conversations(failures)
_check_xiapi_branch_camp_conversations(failures)
_check_white_horse_branch_camp_conversations(failures)
_check_yan_ford_branch_camp_conversations(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
@@ -673,6 +678,88 @@ func _check_white_horse_branch_camp_conversations(failures: Array[String]) -> vo
pressed_scene.free()
func _check_yan_ford_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Yan Ford base camp", YAN_FORD_SCENARIO_ID, YAN_FORD_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("yan_ford_pursuit_council").is_empty():
failures.append("Yan Ford should expose the pursuit council conversation")
if base_scene._camp_conversation_by_id("yan_ford_xiahou_yuan_banks").is_empty():
failures.append("Yan Ford should expose Xiahou Yuan's river banks conversation")
if not base_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("Yan Ford fortified crossing medicine should be hidden without fortified White Horse flag")
if not base_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID).is_empty():
failures.append("Yan Ford raided supply beans should be hidden without raided Yuan supplies flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Yan Ford Bank Sutler":
failures.append("Yan Ford shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Yan Ford shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Yan Ford base talk status should summarize two non-supply topics")
base_scene.free()
var fortified_scene = _new_prebattle_scene_for(
failures,
"Yan Ford fortified White Horse camp",
YAN_FORD_SCENARIO_ID,
YAN_FORD_SCENARIO_PATH,
{"fortified_white_horse": true}
)
if fortified_scene != null:
var medicine: Dictionary = fortified_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID)
if medicine.is_empty():
failures.append("fortified White Horse flag should expose Yan Ford crossing medicine")
if not fortified_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID).is_empty():
failures.append("fortified White Horse flag should not expose Yan Ford raided supply beans")
if not medicine.is_empty():
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Yan Ford fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
failures.append("Yan Ford crossing medicine button should preview Panacea supply")
var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
fortified_scene._apply_camp_conversation_effects(medicine)
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Yan Ford crossing medicine should add Panacea to campaign inventory")
if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Yan Ford crossing medicine should refresh battle Panacea inventory")
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(YAN_FORD_SCENARIO_ID, YAN_FORD_FORTIFIED_CONVERSATION_ID):
failures.append("Yan Ford crossing medicine claim should be saved")
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Yan Ford fortified talk status should show claimed supply after claim")
fortified_scene.free()
var raided_scene = _new_prebattle_scene_for(
failures,
"Yan Ford raided Yuan supplies camp",
YAN_FORD_SCENARIO_ID,
YAN_FORD_SCENARIO_PATH,
{"raided_yuan_supplies": true}
)
if raided_scene != null:
var beans: Dictionary = raided_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID)
if beans.is_empty():
failures.append("raided Yuan supplies flag should expose Yan Ford raided supply beans")
if not raided_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("raided Yuan supplies flag should not expose Yan Ford crossing medicine")
if not beans.is_empty():
if raided_scene._format_talk_status_text(raided_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Yan Ford raided supplies talk status should show one ready supply")
if not raided_scene._format_camp_conversation_button_text(beans).contains("Supply Bean"):
failures.append("Yan Ford raided supply beans button should preview Bean supply")
var before_bean := int(raided_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
raided_scene._apply_camp_conversation_effects(beans)
if int(raided_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Yan Ford raided supply beans should add Bean to campaign inventory")
if int(raided_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Yan Ford raided supply beans should refresh battle Bean inventory")
if not raided_scene.campaign_state.has_claimed_camp_conversation_effects(YAN_FORD_SCENARIO_ID, YAN_FORD_RAIDED_CONVERSATION_ID):
failures.append("Yan Ford raided supply beans claim should be saved")
if raided_scene._format_talk_status_text(raided_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Yan Ford raided supplies talk status should show claimed supply after claim")
raided_scene.free()
func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "manual checkpoint")
if scene == null:

View File

@@ -537,6 +537,18 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
if not yan_ford_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json"):
failures.append("could not load Yan Ford Pursuit shop data")
else:
_check_shop_items_unique(failures, yan_ford_state, "011 base")
var yan_ford_conversations: Array = yan_ford_state.get_briefing().get("camp_conversations", [])
if yan_ford_conversations.size() != 2:
failures.append("011 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, yan_ford_conversations[0], "yan_ford_pursuit_council", "officer", "guo_jia")
_check_camp_conversation(failures, yan_ford_conversations[1], "yan_ford_xiahou_yuan_banks", "officer", "xiahou_yuan")
var yan_ford_merchant := yan_ford_state.get_shop_merchant()
if str(yan_ford_merchant.get("name", "")) != "Yan Ford Bank Sutler":
failures.append("011 shop should expose Yan Ford merchant name")
if (yan_ford_merchant.get("lines", []) as Array).size() < 2:
failures.append("011 shop should expose merchant flavor lines")
_check_shop_item_visibility(failures, yan_ford_state, "imperial_seal", false, "011 base")
_check_shop_item_visibility(failures, yan_ford_state, "war_axe", false, "011 base")
@@ -544,6 +556,20 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
if not yan_ford_fortified_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json", {}, {}, {"fortified_white_horse": true}):
failures.append("could not load Yan Ford fortified White Horse shop data")
else:
_check_shop_items_unique(failures, yan_ford_fortified_state, "011 fortified White Horse")
var crossing_medicine: Dictionary = _find_camp_conversation(
yan_ford_fortified_state.get_briefing().get("camp_conversations", []),
"yan_ford_fortified_crossing_medicine"
)
if crossing_medicine.is_empty():
failures.append("011 fortified White Horse flag should expose crossing medicine conversation")
else:
_check_camp_conversation_effect(failures, crossing_medicine, "panacea", 1)
if not _find_camp_conversation(
yan_ford_fortified_state.get_briefing().get("camp_conversations", []),
"yan_ford_raided_supply_beans"
).is_empty():
failures.append("011 fortified White Horse flag should not expose raided supply beans conversation")
_check_shop_item_visibility(failures, yan_ford_fortified_state, "imperial_seal", true, "011 fortified White Horse")
_check_shop_item_visibility(failures, yan_ford_fortified_state, "war_axe", false, "011 fortified White Horse")
@@ -551,9 +577,47 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
if not yan_ford_raided_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json", {}, {}, {"raided_yuan_supplies": true}):
failures.append("could not load Yan Ford raided Yuan supplies shop data")
else:
_check_shop_items_unique(failures, yan_ford_raided_state, "011 raided Yuan supplies")
var supply_beans: Dictionary = _find_camp_conversation(
yan_ford_raided_state.get_briefing().get("camp_conversations", []),
"yan_ford_raided_supply_beans"
)
if supply_beans.is_empty():
failures.append("011 raided Yuan supplies flag should expose raided supply beans conversation")
else:
_check_camp_conversation_effect(failures, supply_beans, "bean", 1)
if not _find_camp_conversation(
yan_ford_raided_state.get_briefing().get("camp_conversations", []),
"yan_ford_fortified_crossing_medicine"
).is_empty():
failures.append("011 raided Yuan supplies flag should not expose crossing medicine conversation")
_check_shop_item_visibility(failures, yan_ford_raided_state, "imperial_seal", false, "011 raided Yuan supplies")
_check_shop_item_visibility(failures, yan_ford_raided_state, "war_axe", true, "011 raided Yuan supplies")
var guandu_state = BattleStateScript.new()
if not guandu_state.load_battle("res://data/scenarios/012_guandu_showdown.json"):
failures.append("could not load Guandu Showdown shop data")
else:
_check_shop_items_unique(failures, guandu_state, "012 base")
_check_shop_item_visibility(failures, guandu_state, "imperial_seal", false, "012 base")
_check_shop_item_visibility(failures, guandu_state, "war_drum", false, "012 base")
var guandu_secured_state = BattleStateScript.new()
if not guandu_secured_state.load_battle("res://data/scenarios/012_guandu_showdown.json", {}, {}, {"secured_guandu_line": true}):
failures.append("could not load Guandu secured line shop data")
else:
_check_shop_items_unique(failures, guandu_secured_state, "012 secured Guandu line")
_check_shop_item_visibility(failures, guandu_secured_state, "imperial_seal", true, "012 secured Guandu line")
_check_shop_item_visibility(failures, guandu_secured_state, "war_drum", false, "012 secured Guandu line")
var guandu_scouted_state = BattleStateScript.new()
if not guandu_scouted_state.load_battle("res://data/scenarios/012_guandu_showdown.json", {}, {}, {"scouted_wuchao_depots": true}):
failures.append("could not load Guandu scouted Wuchao shop data")
else:
_check_shop_items_unique(failures, guandu_scouted_state, "012 scouted Wuchao")
_check_shop_item_visibility(failures, guandu_scouted_state, "imperial_seal", false, "012 scouted Wuchao")
_check_shop_item_visibility(failures, guandu_scouted_state, "war_drum", true, "012 scouted Wuchao")
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
var item := state.get_item_def(item_id)
if item.is_empty():
@@ -1152,6 +1216,15 @@ func _check_shop_item_visibility(failures: Array[String], state, item_id: String
failures.append("%s shop visibility for %s should be %s" % [context, item_id, str(expected_visible)])
func _check_shop_items_unique(failures: Array[String], state, context: String) -> void:
var seen := {}
for item_id in state.get_shop_item_ids():
var key := str(item_id)
if seen.has(key):
failures.append("%s shop should not expose duplicate item id: %s" % [context, key])
seen[key] = true
func _check_camp_conversation_effect(failures: Array[String], conversation: Dictionary, expected_item_id: String, expected_count: int) -> void:
var effects: Array = conversation.get("effects", [])
if effects.is_empty():