Add multi-cell reach triggers
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@@ -459,13 +459,13 @@ Conditions may include `after_event` to stay inactive until a one-shot event has
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`turn_reached` is the precise condition form. `turn_limit` is a shorthand for "win by the end of this turn" and is evaluated as a player-phase defeat after the limit is exceeded.
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`unit_reaches_tile` checks living deployed units against a zero-based `pos` coordinate. Use `officer_ids` for persistent named officers or `unit_ids` for scenario-specific units; the validator requires one of those filters so destination objectives do not accidentally trigger from any unit. Victory destination cells are drawn as objective markers on the battle map.
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`unit_reaches_tile` checks living deployed units against either one zero-based `pos` coordinate or a `cells` array such as `[[10, 4], [11, 4]]`. Use `officer_ids` for persistent named officers or `unit_ids` for scenario-specific units; the validator requires one of those filters so destination objectives do not accidentally trigger from any unit. Victory destination cells are drawn as objective markers on the battle map, including every entry in `cells`.
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`post_battle_dialogue` plays once after victory and before the victory result panel opens. Lines may be plain strings or objects with `speaker`, non-empty `text`, optional `portrait` resource paths such as `res://art/portraits/cao_cao.png`, and optional `side` values of `left` or `right` for portrait placement. Portrait paths must stay inside the project, point to existing readable image files, and keep at least a 512x512 source resolution. If `side` is omitted, it defaults to `left`. If `portrait` is omitted, `BattleState` uses a matching officer definition's default portrait path when the line's `speaker` matches the officer `name`. If no usable portrait is loaded, the battle scene falls back to a speaker-initial panel.
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`post_battle_choices` are shown on the victory result panel after first-time scenario rewards are applied. Each choice needs a unique stable lowercase `id`, a non-empty `label`, and a `set_flags` object whose keys are stable lowercase flag ids. Choices may also grant positive `gold`, known `items`, `join_officers`, and `leave_officers`. When rewards are saved but the player has not selected a choice yet, `CampaignState.pending_post_battle_choice_scenario_id` records that scenario id so reloading the game returns to the victory choice panel instead of skipping the branch. The selected choice is saved to `CampaignState.flags`, `CampaignState.applied_post_battle_choices`, and campaign membership only when the player presses its result-panel button; completed-scenario replays do not show choices again. Save-load migration for older saves uses flags as a conservative choice signal, so avoid designing multiple choices in one scenario that can all match the same saved flag state.
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Scenario `events` support `battle_start`, `battle_begin`, `turn_start`, movement-triggered `unit_reaches_tile`, and defeat-triggered `unit_defeated` triggers. Each event needs a stable lowercase `id` that is unique within the scenario; condition and event `after_event` gates can only reference those explicit ids. `battle_begin` runs after the briefing is closed. `unit_reaches_tile` events run when a moved unit enters the zero-based `pos` cell; use `team`, `unit_ids`, or `officer_ids` to limit who can trigger the event. `unit_defeated` events run after a deployed unit is marked defeated and before final victory/defeat checks; use `team`, `unit_ids`, or `officer_ids` to limit which fallen unit can trigger the event. Event `when` blocks may include `after_event` to wait until an earlier one-shot scenario beat has fired, which is useful for dialogue or follow-up pressure that only makes sense after a destination, ambush, gate, fire event, or named-unit defeat. Actions currently include `log`, `dialogue`, `set_objective`, `grant_item`, `grant_items`, `spawn_deployment`, `spawn_deployments`, `withdraw_unit`, and `withdraw_units`. `set_objective` updates visible objective text, emits concrete log lines for changed victory/defeat text, and raises an objective-update signal so the battle scene can refresh the HUD and show a short notice. `withdraw_unit` accepts `unit_id` or `id`, while `withdraw_units` accepts a `unit_ids` array; living deployed targets leave the battlefield without being marked defeated, so they are removed from map occupancy and living-unit counts while protected-unit defeat checks still distinguish withdrawal from death. Event `dialogue` actions use the same dialogue line format, portrait default rules, and optional `side` placement as `post_battle_dialogue`. Event item grants add to the battle inventory immediately; they persist to the campaign save only when the battle is won.
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Scenario `events` support `battle_start`, `battle_begin`, `turn_start`, movement-triggered `unit_reaches_tile`, and defeat-triggered `unit_defeated` triggers. Each event needs a stable lowercase `id` that is unique within the scenario; condition and event `after_event` gates can only reference those explicit ids. `battle_begin` runs after the briefing is closed. `unit_reaches_tile` events run when a moved unit enters the zero-based `pos` cell or any zero-based entry in `cells`; use `team`, `unit_ids`, or `officer_ids` to limit who can trigger the event. `unit_defeated` events run after a deployed unit is marked defeated and before final victory/defeat checks; use `team`, `unit_ids`, or `officer_ids` to limit which fallen unit can trigger the event. Event `when` blocks may include `after_event` to wait until an earlier one-shot scenario beat has fired, which is useful for dialogue or follow-up pressure that only makes sense after a destination, ambush, gate, fire event, or named-unit defeat. Actions currently include `log`, `dialogue`, `set_objective`, `grant_item`, `grant_items`, `spawn_deployment`, `spawn_deployments`, `withdraw_unit`, and `withdraw_units`. `set_objective` updates visible objective text, emits concrete log lines for changed victory/defeat text, and raises an objective-update signal so the battle scene can refresh the HUD and show a short notice. `withdraw_unit` accepts `unit_id` or `id`, while `withdraw_units` accepts a `unit_ids` array; living deployed targets leave the battlefield without being marked defeated, so they are removed from map occupancy and living-unit counts while protected-unit defeat checks still distinguish withdrawal from death. Event `dialogue` actions use the same dialogue line format, portrait default rules, and optional `side` placement as `post_battle_dialogue`. Event item grants add to the battle inventory immediately; they persist to the campaign save only when the battle is won.
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```json
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{
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@@ -526,13 +526,13 @@ Scenario `events` support `battle_start`, `battle_begin`, `turn_start`, movement
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}
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```
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Movement-triggered ambushes use the same event action shape:
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Movement-triggered ambushes use the same event action shape. Use `cells` instead of `pos` when a gate, bridge, road, or marker should allow more than one exact tile.
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```json
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{
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"id": "midroad_ambush",
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"once": true,
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"when": { "type": "unit_reaches_tile", "team": "player", "pos": [7, 4] },
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"when": { "type": "unit_reaches_tile", "team": "player", "cells": [[7, 4], [8, 4]] },
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"actions": [
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{ "type": "dialogue", "lines": [{ "speaker": "Scout", "text": "Ambush!" }] },
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{
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@@ -586,4 +586,4 @@ Before a battle starts, `BattleScene` can buy priced items through `CampaignStat
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When every campaign scenario id is present in `completed_scenarios`, the battle scene shows a campaign completion panel. Starting a new campaign clears the automatic save file and resets `current_scenario_id` to `start_scenario`; the manual checkpoint is left alone until overwritten from the Save menu.
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Run `tools/validate_data.ps1` after data edits to check campaign paths, chapter ranges, map dimensions, terrain keys, class/officer/item/skill references, skill area shapes, skill status/action-lock effect shapes, item effect names and cure statuses, officer and deployment portraits, officer and deployment equipment slot compatibility including accessory types and weapon effectiveness fields, promotion routes and promotion equipment compatibility, condition/event names, event `after_event` references, event trigger unit/officer filters, event item grants, event withdrawal unit ids, condition unit references, destination condition coordinates, campaign flag references, joined-officer gates, briefing line blocks, deployment ids, deployment bounds, impassable spawn cells, shop stock, roster rules, formation cells, post-battle dialogue, post-battle choices, and reward item ids.
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Run `tools/validate_data.ps1` after data edits to check campaign paths, chapter ranges, map dimensions, terrain keys, class/officer/item/skill references, skill area shapes, skill status/action-lock effect shapes, item effect names and cure statuses, officer and deployment portraits, officer and deployment equipment slot compatibility including accessory types and weapon effectiveness fields, promotion routes and promotion equipment compatibility, condition/event names, event `after_event` references, event trigger unit/officer filters, event item grants, event withdrawal unit ids, condition unit references, destination `pos`/`cells` coordinates, campaign flag references, joined-officer gates, briefing line blocks, deployment ids, deployment bounds, impassable spawn cells, shop stock, roster rules, formation cells, post-battle dialogue, post-battle choices, and reward item ids.
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