Add Liaoxi camp and White Wolf bridge

This commit is contained in:
2026-06-19 02:55:26 +09:00
parent 9d31448573
commit 10c8fb5255
4 changed files with 330 additions and 2 deletions

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@@ -32,6 +32,59 @@
"Secured depots and guides now anchor the advance, letting Cao Cao's army cross the frontier roads with fewer blind corners."
]
}
],
"camp_conversations": [
{
"id": "liaoxi_frontier_council",
"group": "topic",
"label": "Frontier Council",
"speaker": "Cao Cao",
"summary": "Decide how to read the frontier before the Yuan envoys reach Wuhuan tents.",
"lines": [
{ "speaker": "Cao Cao", "side": "left", "text": "Cities have gates. Frontiers have rumors, gifts, and riders who arrive before orders." },
{ "speaker": "Guo Jia", "side": "right", "text": "Then we do not chase only the envoys. We chase the rumor that says the Yuan brothers still have a road." },
{ "speaker": "Zhang He", "side": "right", "text": "Their scouts will mark the hills and ignore the dry road. That is where our column can move unseen." }
]
},
{
"id": "liaoxi_zhang_he_hill_roads",
"group": "officer",
"officer_id": "zhang_he",
"label": "Zhang He - Hill Roads",
"summary": "Read the road signs Zhang He learned while guarding Yuan retreats.",
"lines": [
{ "speaker": "Zhang He", "side": "right", "text": "The Yuan envoys trust old courier marks. Break those marks, and every rider behind them arrives late." },
{ "speaker": "Cao Cao", "side": "left", "text": "Good. Let their allies find dust where a road should be." }
]
},
{
"id": "liaoxi_fast_pursuit_drums",
"group": "topic",
"label": "Fast Pursuit Drums",
"summary": "The rushed Liaoxi march leaves spare signal drums for a harder opening blow.",
"campaign_flags": { "pressed_liaoxi_pursuit": true },
"effects": [
{ "type": "grant_item", "item_id": "war_drum", "count": 1, "text": "The fast pursuit drums add a War Drum to the field supplies." }
],
"lines": [
{ "speaker": "Xiahou Yuan", "side": "left", "text": "The men carried light and kept the drums dry. One sharp beat and the vanguard moves before the envoys breathe." },
{ "speaker": "Cao Cao", "side": "right", "text": "Keep that beat for the first ridge." }
]
},
{
"id": "liaoxi_approach_medicine",
"group": "topic",
"label": "Approach Medicine",
"summary": "The secured approach road brings frontier dressings into the field stores.",
"campaign_flags": { "secured_liaoxi_approaches": true },
"effects": [
{ "type": "grant_item", "item_id": "panacea", "count": 1, "text": "The Liaoxi approach medicine adds a Panacea to the field supplies." }
],
"lines": [
{ "speaker": "Cao Ren", "side": "left", "text": "The guide wagons reached us with dressings and bitter herbs. The road behind us is not empty." },
{ "speaker": "Cao Cao", "side": "right", "text": "A held road is another shield. Send the medicine forward." }
]
}
]
},
"shop": {
@@ -55,7 +108,14 @@
"campaign_flags": { "secured_liaoxi_approaches": true },
"items": ["imperial_seal"]
}
]
],
"merchant": {
"name": "Liaoxi Frontier Sutler",
"lines": [
"Liaoxi coin spends quickly, my lord. Riders sell news first, then arrows.",
"Buy before the Wuhuan tents hear the Yuan brothers' names spoken with gifts."
]
}
},
"roster": {
"max_units": 7,

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@@ -59,7 +59,7 @@
},
"roster": {
"max_units": 7,
"required_officers": ["cao_cao", "guo_jia"]
"required_officers": ["cao_cao", "guo_jia", "zhang_he"]
},
"formation": {
"cells": [[1, 3], [1, 4], [1, 5], [2, 2], [2, 3], [2, 4], [2, 5], [2, 6], [3, 2], [3, 3], [3, 4], [3, 5], [3, 6]]

View File

@@ -82,6 +82,10 @@ const BOHAI_FAST_COLUMN_CONVERSATION_ID := "bohai_remnants_fast_column_wine"
const BOHAI_COMMANDERY_CONVERSATION_ID := "bohai_remnants_commandery_medicine"
const LIAOXI_SCENARIO_ID := "022_liaoxi_pursuit"
const LIAOXI_SCENARIO_PATH := "res://data/scenarios/022_liaoxi_pursuit.json"
const LIAOXI_FAST_DRUMS_CONVERSATION_ID := "liaoxi_fast_pursuit_drums"
const LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID := "liaoxi_approach_medicine"
const WHITE_WOLF_SCENARIO_ID := "023_white_wolf_mountain"
const WHITE_WOLF_SCENARIO_PATH := "res://data/scenarios/023_white_wolf_mountain.json"
const SAVE_PATH := "user://campaign_save.json"
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
@@ -112,6 +116,7 @@ func _init() -> void:
_check_nanpi_post_battle_choice_bridges_to_surrender(failures)
_check_nanpi_surrender_post_battle_choice_bridges_to_bohai(failures)
_check_bohai_post_battle_choice_bridges_to_liaoxi(failures)
_check_liaoxi_post_battle_choice_bridges_to_white_wolf(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
@@ -125,6 +130,7 @@ func _init() -> void:
_check_nanpi_branch_camp_conversations(failures)
_check_nanpi_surrender_branch_camp_conversations(failures)
_check_bohai_branch_camp_conversations(failures)
_check_liaoxi_branch_camp_conversations(failures)
_check_talk_menu_closes_on_cancel_and_reload(failures)
if not _restore_user_file(SAVE_PATH, save_backup):
@@ -1174,6 +1180,25 @@ func _check_bohai_post_battle_choice_bridges_to_liaoxi(failures: Array[String])
)
func _check_liaoxi_post_battle_choice_bridges_to_white_wolf(failures: Array[String]) -> void:
_check_liaoxi_choice_branch_to_white_wolf(
failures,
"strike_wuhuan_vanguard",
"struck_wuhuan_vanguard",
"fortified_white_wolf_route",
"war_drum",
"imperial_seal"
)
_check_liaoxi_choice_branch_to_white_wolf(
failures,
"fortify_white_wolf_route",
"fortified_white_wolf_route",
"struck_wuhuan_vanguard",
"imperial_seal",
"war_drum"
)
func _check_wuchao_choice_branch_to_cangting(
failures: Array[String],
choice_id: String,
@@ -1831,6 +1856,79 @@ func _check_bohai_choice_branch_to_liaoxi(
scene.free()
func _check_liaoxi_choice_branch_to_white_wolf(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Liaoxi choice bridge %s" % choice_id, LIAOXI_SCENARIO_ID, LIAOXI_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
LIAOXI_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
scene.campaign_state.get_flags_snapshot(),
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Liaoxi choice bridge %s could not reload Liaoxi with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Liaoxi choice bridge %s should save 022 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Liaoxi choice bridge %s should keep Zhang He before White Wolf" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Liaoxi choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != LIAOXI_SCENARIO_ID:
failures.append("Liaoxi choice bridge %s should mark Liaoxi choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Liaoxi choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, LIAOXI_SCENARIO_ID):
failures.append("Liaoxi choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Liaoxi choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Liaoxi choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != WHITE_WOLF_SCENARIO_ID:
failures.append("Liaoxi choice bridge %s should advance to White Wolf, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
WHITE_WOLF_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Liaoxi choice bridge %s could not load White Wolf" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch23").is_empty():
failures.append("Liaoxi choice bridge %s should deploy Zhang He in White Wolf" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch23"):
failures.append("Liaoxi choice bridge %s should require Zhang He in White Wolf" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Liaoxi choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Liaoxi choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _find_choice_by_id(choices, choice_id: String) -> Dictionary:
if typeof(choices) != TYPE_ARRAY:
return {}
@@ -2752,6 +2850,88 @@ func _check_bohai_branch_camp_conversations(failures: Array[String]) -> void:
secured_scene.free()
func _check_liaoxi_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Liaoxi base camp", LIAOXI_SCENARIO_ID, LIAOXI_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("liaoxi_frontier_council").is_empty():
failures.append("Liaoxi should expose the frontier council conversation")
if base_scene._camp_conversation_by_id("liaoxi_zhang_he_hill_roads").is_empty():
failures.append("Liaoxi should expose Zhang He's hill roads conversation")
if not base_scene._camp_conversation_by_id(LIAOXI_FAST_DRUMS_CONVERSATION_ID).is_empty():
failures.append("Liaoxi fast drums should be hidden without pressed Liaoxi flag")
if not base_scene._camp_conversation_by_id(LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Liaoxi approach medicine should be hidden without secured Liaoxi flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Liaoxi Frontier Sutler":
failures.append("Liaoxi shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Liaoxi shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Liaoxi base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Liaoxi pressed camp",
LIAOXI_SCENARIO_ID,
LIAOXI_SCENARIO_PATH,
{"pressed_liaoxi_pursuit": true}
)
if pressed_scene != null:
var fast_drums: Dictionary = pressed_scene._camp_conversation_by_id(LIAOXI_FAST_DRUMS_CONVERSATION_ID)
if fast_drums.is_empty():
failures.append("pressed Liaoxi flag should expose Liaoxi fast drums")
if not pressed_scene._camp_conversation_by_id(LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Liaoxi flag should not expose Liaoxi approach medicine")
if not fast_drums.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Liaoxi pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(fast_drums).contains("Supply War Drum"):
failures.append("Liaoxi fast drums button should show War Drum supply")
var before_drums := int(pressed_scene.campaign_state.get_inventory_snapshot().get("war_drum", 0))
pressed_scene._apply_camp_conversation_effects(fast_drums)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("war_drum", 0)) != before_drums + 1:
failures.append("Liaoxi fast drums should add War Drum to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("war_drum", 0)) != before_drums + 1:
failures.append("Liaoxi fast drums should refresh battle War Drum inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(LIAOXI_SCENARIO_ID, LIAOXI_FAST_DRUMS_CONVERSATION_ID):
failures.append("Liaoxi fast drums claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Liaoxi pressed talk status should show claimed supply after claim")
pressed_scene.free()
var secured_scene = _new_prebattle_scene_for(
failures,
"Liaoxi secured camp",
LIAOXI_SCENARIO_ID,
LIAOXI_SCENARIO_PATH,
{"secured_liaoxi_approaches": true}
)
if secured_scene != null:
var approach_medicine: Dictionary = secured_scene._camp_conversation_by_id(LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID)
if approach_medicine.is_empty():
failures.append("secured Liaoxi flag should expose Liaoxi approach medicine")
if not secured_scene._camp_conversation_by_id(LIAOXI_FAST_DRUMS_CONVERSATION_ID).is_empty():
failures.append("secured Liaoxi flag should not expose Liaoxi fast drums")
if not approach_medicine.is_empty():
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Liaoxi secured talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(approach_medicine).contains("Supply Panacea"):
failures.append("Liaoxi approach medicine button should show Panacea supply")
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
secured_scene._apply_camp_conversation_effects(approach_medicine)
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Liaoxi approach medicine should add Panacea to campaign inventory")
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Liaoxi approach medicine should refresh battle Panacea inventory")
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(LIAOXI_SCENARIO_ID, LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID):
failures.append("Liaoxi approach medicine claim should be saved")
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Liaoxi secured talk status should show claimed supply after claim")
secured_scene.free()
func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "talk menu close guards")
if scene == null:

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@@ -1344,6 +1344,94 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
).is_empty():
failures.append("021 old Nanpi Surrender flags should not expose commandery medicine")
var liaoxi_state = BattleStateScript.new()
if not liaoxi_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {}, ["zhang_he"]):
failures.append("could not load Liaoxi Pursuit camp data")
else:
_check_shop_items_unique(failures, liaoxi_state, "022 base")
var liaoxi_conversations: Array = liaoxi_state.get_briefing().get("camp_conversations", [])
if liaoxi_conversations.size() != 2:
failures.append("022 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, liaoxi_conversations[0], "liaoxi_frontier_council", "topic", "")
_check_camp_conversation(failures, liaoxi_conversations[1], "liaoxi_zhang_he_hill_roads", "officer", "zhang_he")
var liaoxi_merchant := liaoxi_state.get_shop_merchant()
if str(liaoxi_merchant.get("name", "")) != "Liaoxi Frontier Sutler":
failures.append("022 shop should expose Liaoxi Frontier merchant name")
if (liaoxi_merchant.get("lines", []) as Array).size() < 2:
failures.append("022 shop should expose merchant flavor lines")
if liaoxi_state.get_unit("zhang_he_ch22").is_empty() or not liaoxi_state.is_required_deployment("zhang_he_ch22"):
failures.append("022 should deploy Zhang He as a required officer")
_check_shop_item_visibility(failures, liaoxi_state, "war_drum", false, "022 base")
_check_shop_item_visibility(failures, liaoxi_state, "imperial_seal", false, "022 base")
_check_shop_item_visibility(failures, liaoxi_state, "iron_armor", true, "022 base")
var liaoxi_pressed_state = BattleStateScript.new()
if not liaoxi_pressed_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {"pressed_liaoxi_pursuit": true}, ["zhang_he"]):
failures.append("could not load Liaoxi pressed pursuit camp data")
else:
_check_shop_items_unique(failures, liaoxi_pressed_state, "022 pressed Liaoxi")
var fast_drums: Dictionary = _find_camp_conversation(
liaoxi_pressed_state.get_briefing().get("camp_conversations", []),
"liaoxi_fast_pursuit_drums"
)
if fast_drums.is_empty():
failures.append("022 pressed Liaoxi flag should expose fast pursuit drums")
else:
_check_camp_conversation_effect(failures, fast_drums, "war_drum", 1)
if not _find_camp_conversation(
liaoxi_pressed_state.get_briefing().get("camp_conversations", []),
"liaoxi_approach_medicine"
).is_empty():
failures.append("022 pressed Liaoxi flag should not expose approach medicine")
_check_shop_item_visibility(failures, liaoxi_pressed_state, "war_drum", true, "022 pressed Liaoxi")
_check_shop_item_visibility(failures, liaoxi_pressed_state, "imperial_seal", false, "022 pressed Liaoxi")
var liaoxi_secured_state = BattleStateScript.new()
if not liaoxi_secured_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {"secured_liaoxi_approaches": true}, ["zhang_he"]):
failures.append("could not load Liaoxi secured approaches camp data")
else:
_check_shop_items_unique(failures, liaoxi_secured_state, "022 secured Liaoxi")
var approach_medicine: Dictionary = _find_camp_conversation(
liaoxi_secured_state.get_briefing().get("camp_conversations", []),
"liaoxi_approach_medicine"
)
if approach_medicine.is_empty():
failures.append("022 secured Liaoxi flag should expose approach medicine")
else:
_check_camp_conversation_effect(failures, approach_medicine, "panacea", 1)
if not _find_camp_conversation(
liaoxi_secured_state.get_briefing().get("camp_conversations", []),
"liaoxi_fast_pursuit_drums"
).is_empty():
failures.append("022 secured Liaoxi flag should not expose fast pursuit drums")
_check_shop_item_visibility(failures, liaoxi_secured_state, "war_drum", false, "022 secured Liaoxi")
_check_shop_item_visibility(failures, liaoxi_secured_state, "imperial_seal", true, "022 secured Liaoxi")
var liaoxi_old_flags_state = BattleStateScript.new()
if not liaoxi_old_flags_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {"pursued_yuan_brothers": true, "secured_bohai_commandery": true}, ["zhang_he"]):
failures.append("could not load Liaoxi old Bohai flag camp data")
else:
_check_shop_item_visibility(failures, liaoxi_old_flags_state, "war_drum", false, "022 old Bohai flags")
_check_shop_item_visibility(failures, liaoxi_old_flags_state, "imperial_seal", false, "022 old Bohai flags")
if not _find_camp_conversation(
liaoxi_old_flags_state.get_briefing().get("camp_conversations", []),
"liaoxi_fast_pursuit_drums"
).is_empty():
failures.append("022 old Bohai flags should not expose fast pursuit drums")
if not _find_camp_conversation(
liaoxi_old_flags_state.get_briefing().get("camp_conversations", []),
"liaoxi_approach_medicine"
).is_empty():
failures.append("022 old Bohai flags should not expose approach medicine")
var white_wolf_state = BattleStateScript.new()
if not white_wolf_state.load_battle("res://data/scenarios/023_white_wolf_mountain.json", {}, {}, {}, ["zhang_he"]):
failures.append("could not load White Wolf Mountain data")
else:
if white_wolf_state.get_unit("zhang_he_ch23").is_empty() or not white_wolf_state.is_required_deployment("zhang_he_ch23"):
failures.append("023 should deploy Zhang He as a required officer")
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():