Improve Sishui Gate battle pacing
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@@ -41,7 +41,7 @@ func _init() -> void:
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failures,
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"002 gated victory progress",
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_progress_text("res://data/scenarios/002_sishui_gate.json", false),
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"제2군령에 전공 갱신"
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"제8군령에 전공 갱신"
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)
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_check_contains(
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failures,
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@@ -49,6 +49,12 @@ func _init() -> void:
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_progress_text("res://data/scenarios/002_sishui_gate.json", false),
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"적군 격파 0/"
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)
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_check_contains(
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failures,
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"002 gate capture progress",
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_progress_text("res://data/scenarios/002_sishui_gate.json", false),
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"관문 장악"
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)
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_check_contains(
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failures,
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"007 destination progress",
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@@ -71,6 +77,7 @@ func _init() -> void:
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_check_event_gated_multi_cell_objective_markers(failures)
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_check_turn_gated_objective_does_not_create_marker(failures)
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_check_opening_battle_requires_castle_capture(failures)
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_check_sishui_gate_extended_pressure(failures)
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_check_objective_update(failures)
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_check_objective_notice(failures)
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_check_terrain_recovery(failures)
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@@ -304,6 +311,55 @@ func _check_opening_battle_extended_pressure(failures: Array[String]) -> void:
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failures.append("opening battle should field 19 enemies after late reserve, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size())
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func _check_sishui_gate_extended_pressure(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/002_sishui_gate.json"):
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failures.append("Sishui Gate pressure smoke could not load scenario")
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return
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if state.get_turn_limit() != 16:
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failures.append("Sishui Gate should allow play through turn 16, got limit %d" % state.get_turn_limit())
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if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 8:
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failures.append("Sishui Gate should start with 8 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size())
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if state._condition_gate_open({"after_event": "turn_8_gate_reserve"}):
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failures.append("Sishui Gate final defeat-all condition should be gated until turn 8 reserve")
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var marker_cells := state.get_objective_cells()
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for gate_cell in [Vector2i(10, 3), Vector2i(11, 3), Vector2i(10, 4), Vector2i(11, 4), Vector2i(10, 5), Vector2i(11, 5)]:
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if not marker_cells.has(gate_cell):
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failures.append("Sishui Gate should mark gate capture cell %s: %s" % [str(gate_cell), str(marker_cells)])
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if state.get_objective_cell_label(gate_cell) != "관문 장악":
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failures.append("Sishui Gate gate marker should expose label at %s" % str(gate_cell))
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var recovery_summaries := state.get_recovery_terrain_summaries()
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var has_gate_recovery := false
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var has_village_recovery := false
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for summary in recovery_summaries:
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if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) >= 6 and int(summary.get("heal", 0)) == 8:
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has_gate_recovery = true
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if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6:
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has_village_recovery = true
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if not has_gate_recovery:
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failures.append("Sishui Gate should expose castle recovery terrain: %s" % str(recovery_summaries))
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if not has_village_recovery:
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failures.append("Sishui Gate should expose village recovery terrain: %s" % str(recovery_summaries))
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 5)
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 8)
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if not state._condition_gate_open({"after_event": "turn_8_gate_reserve"}):
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failures.append("Sishui Gate final gate should open after turn 8 reserve event")
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if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 16:
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failures.append("Sishui Gate should field 16 enemies after gate reserve, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size())
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var scene = BattleSceneScript.new()
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if not scene.state.load_battle("res://data/scenarios/002_sishui_gate.json"):
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failures.append("Sishui Gate briefing smoke could not load scenario")
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scene.free()
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return
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var overview := scene._format_briefing_battlefield_overview_text()
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_check_contains(failures, "002 briefing map size", overview, "12칸 x 9칸")
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_check_contains(failures, "002 briefing enemy count", overview, "적세 8명")
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_check_contains(failures, "002 briefing village recovery", overview, "마을 4칸 +6")
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_check_contains(failures, "002 briefing castle recovery", overview, "성채 6칸 +8")
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scene.free()
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func _check_opening_board_avoids_side_panel(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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