Add Cangting camp content
This commit is contained in:
@@ -32,9 +32,116 @@
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"Captured stores from Wuchao keep the pursuit fed, letting Cao Cao press north without stretching the supply train."
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]
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}
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],
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"camp_conversations": [
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{
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"id": "cangting_pursuit_council",
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"group": "topic",
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"label": "Pursuit Council",
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"speaker": "Cao Cao",
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"summary": "Set the pace for striking Yuan Shao's retreating rear guard.",
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"lines": [
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{
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"speaker": "Cao Cao",
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"side": "left",
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"text": "Wuchao burned their grain. Cangting must burn the belief that retreat can become order."
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},
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{
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"speaker": "Xiahou Dun",
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"side": "right",
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"text": "Then we do not chase noise. We strike the soldiers still listening to commands."
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},
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{
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"speaker": "Guo Jia",
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"side": "right",
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"text": "A broken army still has a spine if Zhang He holds the rear. Break that, and the rest becomes road dust."
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}
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]
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},
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{
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"id": "cangting_guo_jia_rearguard",
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"group": "officer",
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"officer_id": "guo_jia",
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"label": "Guo Jia - Rear Guard",
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"speaker": "Guo Jia",
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"summary": "Read Zhang He's discipline before the pursuit closes.",
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"lines": [
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{
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"speaker": "Guo Jia",
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"side": "right",
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"text": "Most of Yuan Shao's men are running from hunger. Zhang He is running toward duty."
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},
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{
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"speaker": "Cao Cao",
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"side": "left",
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"text": "A man who can still choose duty in a rout is worth watching."
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}
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]
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},
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{
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"id": "cangting_fast_pursuit_beans",
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"campaign_flags": { "pressed_yuan_rout": true },
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"group": "topic",
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"label": "Fast Pursuit Rations",
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"summary": "Claim the light rations packed for a forced pursuit.",
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"lines": [
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{
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"speaker": "Xiahou Yuan",
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"side": "right",
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"text": "The riders packed beans instead of baggage. They can eat in the saddle and keep Yuan Shao looking over his shoulder."
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},
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{
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"speaker": "Cao Cao",
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"side": "left",
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"text": "Good. A pursuit that pauses to cook has already become a parade."
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}
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],
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"effects": [
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{
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"type": "grant_item",
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"item_id": "bean",
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"count": 1,
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"text": "The fast pursuit rations add a Bean to the field supplies."
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}
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]
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},
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{
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"id": "cangting_wuchao_store_medicine",
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"campaign_flags": { "secured_wuchao_stores": true },
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"group": "topic",
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"label": "Wuchao Store Medicine",
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"summary": "Claim medicine sorted from the captured Wuchao stores.",
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"lines": [
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{
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"speaker": "Cao Ren",
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"side": "right",
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"text": "The captured Wuchao stores held more than grain. The physicians sorted clean medicine before the march resumed."
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},
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{
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"speaker": "Guo Jia",
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"side": "left",
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"text": "Then the stores have bought us speed twice: once by starving Yuan Shao, once by keeping our wounded moving."
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}
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],
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"effects": [
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{
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"type": "grant_item",
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"item_id": "panacea",
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"count": 1,
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"text": "The Wuchao store medicine adds a Panacea to the field supplies."
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}
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]
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}
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]
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},
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"shop": {
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"merchant": {
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"name": "Cangting Road Sutler",
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"lines": [
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"The road north is full of abandoned Yuan packs. I sell only what can survive a pursuit.",
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"Buy before the rear guard rallies. Once Zhang He steadies them, even a wine jar will need armor."
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]
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},
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"items": [
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"bean",
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"wine",
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@@ -48,6 +48,12 @@ const GUANDU_SECURED_CONVERSATION_ID := "guandu_secured_line_medicine"
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const GUANDU_SCOUTED_CONVERSATION_ID := "guandu_wuchao_scout_wine"
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const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
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const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
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const CANGTING_SCENARIO_ID := "014_cangting_pursuit"
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const CANGTING_SCENARIO_PATH := "res://data/scenarios/014_cangting_pursuit.json"
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const CANGTING_PRESSED_CONVERSATION_ID := "cangting_fast_pursuit_beans"
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const CANGTING_STORES_CONVERSATION_ID := "cangting_wuchao_store_medicine"
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const YE_SCENARIO_ID := "015_ye_campaign"
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const YE_SCENARIO_PATH := "res://data/scenarios/015_ye_campaign.json"
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const SAVE_PATH := "user://campaign_save.json"
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const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
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@@ -69,11 +75,14 @@ func _init() -> void:
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_check_yan_ford_branch_camp_conversations(failures)
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_check_guandu_branch_camp_conversations(failures)
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_check_guandu_post_battle_choice_bridges_to_wuchao(failures)
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_check_wuchao_post_battle_choice_bridges_to_cangting(failures)
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_check_cangting_post_battle_choice_bridges_to_ye(failures)
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_check_manual_checkpoint_reverts_claim(failures)
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_check_completed_replay_cannot_claim(failures)
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_check_conditional_camp_conversations(failures)
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_check_qingzhou_branch_camp_conversations(failures)
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_check_wuchao_branch_camp_conversations(failures)
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_check_cangting_branch_camp_conversations(failures)
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_check_talk_menu_closes_on_cancel_and_reload(failures)
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if not _restore_user_file(SAVE_PATH, save_backup):
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@@ -932,6 +941,168 @@ func _check_guandu_choice_branch_to_wuchao(
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scene.free()
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func _check_wuchao_post_battle_choice_bridges_to_cangting(failures: Array[String]) -> void:
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_check_wuchao_choice_branch_to_cangting(
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failures,
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"press_yuan_rout",
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"pressed_yuan_rout",
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"secured_wuchao_stores",
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CANGTING_PRESSED_CONVERSATION_ID,
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CANGTING_STORES_CONVERSATION_ID,
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"war_drum",
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"imperial_seal"
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)
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_check_wuchao_choice_branch_to_cangting(
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failures,
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"secure_wuchao_stores",
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"secured_wuchao_stores",
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"pressed_yuan_rout",
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CANGTING_STORES_CONVERSATION_ID,
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CANGTING_PRESSED_CONVERSATION_ID,
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"imperial_seal",
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"war_drum"
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)
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func _check_cangting_post_battle_choice_bridges_to_ye(failures: Array[String]) -> void:
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_check_cangting_choice_branch_to_ye(
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failures,
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"advance_to_ye",
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"advanced_to_ye",
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"secured_hebei_crossings",
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"war_drum",
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"imperial_seal"
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)
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_check_cangting_choice_branch_to_ye(
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failures,
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"secure_hebei_crossings",
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"secured_hebei_crossings",
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"advanced_to_ye",
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"imperial_seal",
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"war_drum"
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)
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func _check_wuchao_choice_branch_to_cangting(
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failures: Array[String],
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choice_id: String,
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expected_flag: String,
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cleared_flag: String,
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expected_conversation_id: String,
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hidden_conversation_id: String,
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expected_shop_item_id: String,
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hidden_shop_item_id: String
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) -> void:
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var scene = _new_prebattle_scene_for(failures, "Wuchao choice bridge %s" % choice_id, WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH)
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if scene == null:
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return
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scene.state.battle_status = "victory"
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var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
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if not bool(result.get("saved", false)):
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failures.append("Wuchao choice bridge %s should save 013 victory" % choice_id)
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scene.free()
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return
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if bool(result.get("choice_applied", true)):
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failures.append("Wuchao choice bridge %s should wait for a selected post-battle choice" % choice_id)
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if scene.campaign_state.pending_post_battle_choice_scenario_id != WUCHAO_SCENARIO_ID:
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failures.append("Wuchao choice bridge %s should mark Wuchao choice pending" % choice_id)
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var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
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if choice.is_empty():
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failures.append("Wuchao choice bridge missing choice: %s" % choice_id)
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scene.free()
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return
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if not scene.campaign_state.try_apply_post_battle_choice(choice, WUCHAO_SCENARIO_ID):
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failures.append("Wuchao choice bridge %s should save selected choice" % choice_id)
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scene.free()
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return
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var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
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if flags.get(expected_flag, false) != true:
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failures.append("Wuchao choice bridge %s should set %s" % [choice_id, expected_flag])
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if flags.get(cleared_flag, true) != false:
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failures.append("Wuchao choice bridge %s should clear %s" % [choice_id, cleared_flag])
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if scene.campaign_state.current_scenario_id != CANGTING_SCENARIO_ID:
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failures.append("Wuchao choice bridge %s should advance to Cangting, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
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if not scene.state.load_battle(
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CANGTING_SCENARIO_PATH,
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scene.campaign_state.get_roster_overrides(),
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scene.campaign_state.get_inventory_snapshot(),
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flags,
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scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Wuchao choice bridge %s could not load Cangting" % choice_id)
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scene.free()
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return
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if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
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failures.append("Wuchao choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
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if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
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failures.append("Wuchao choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
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var shop_items: Array = scene.state.get_shop_item_ids()
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if not shop_items.has(expected_shop_item_id):
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failures.append("Wuchao choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
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if shop_items.has(hidden_shop_item_id):
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failures.append("Wuchao choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
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scene.free()
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func _check_cangting_choice_branch_to_ye(
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failures: Array[String],
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choice_id: String,
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expected_flag: String,
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cleared_flag: String,
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expected_shop_item_id: String,
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hidden_shop_item_id: String
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) -> void:
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var scene = _new_prebattle_scene_for(failures, "Cangting choice bridge %s" % choice_id, CANGTING_SCENARIO_ID, CANGTING_SCENARIO_PATH)
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if scene == null:
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return
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scene.state.battle_status = "victory"
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var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
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if not bool(result.get("saved", false)):
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failures.append("Cangting choice bridge %s should save 014 victory" % choice_id)
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scene.free()
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return
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if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
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failures.append("Cangting choice bridge %s should add Zhang He before Ye" % choice_id)
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if bool(result.get("choice_applied", true)):
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failures.append("Cangting choice bridge %s should wait for a selected post-battle choice" % choice_id)
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if scene.campaign_state.pending_post_battle_choice_scenario_id != CANGTING_SCENARIO_ID:
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failures.append("Cangting choice bridge %s should mark Cangting choice pending" % choice_id)
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var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
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if choice.is_empty():
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failures.append("Cangting choice bridge missing choice: %s" % choice_id)
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scene.free()
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return
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if not scene.campaign_state.try_apply_post_battle_choice(choice, CANGTING_SCENARIO_ID):
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failures.append("Cangting choice bridge %s should save selected choice" % choice_id)
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scene.free()
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return
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var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
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if flags.get(expected_flag, false) != true:
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failures.append("Cangting choice bridge %s should set %s" % [choice_id, expected_flag])
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if flags.get(cleared_flag, true) != false:
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failures.append("Cangting choice bridge %s should clear %s" % [choice_id, cleared_flag])
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if scene.campaign_state.current_scenario_id != YE_SCENARIO_ID:
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failures.append("Cangting choice bridge %s should advance to Ye, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
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if not scene.state.load_battle(
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YE_SCENARIO_PATH,
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scene.campaign_state.get_roster_overrides(),
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scene.campaign_state.get_inventory_snapshot(),
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flags,
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scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Cangting choice bridge %s could not load Ye" % choice_id)
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scene.free()
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return
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if scene.state.get_unit("zhang_he_ch15").is_empty():
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failures.append("Cangting choice bridge %s should deploy Zhang He in Ye" % choice_id)
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var shop_items: Array = scene.state.get_shop_item_ids()
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if not shop_items.has(expected_shop_item_id):
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failures.append("Cangting choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
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if shop_items.has(hidden_shop_item_id):
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failures.append("Cangting choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
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scene.free()
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func _find_choice_by_id(choices, choice_id: String) -> Dictionary:
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if typeof(choices) != TYPE_ARRAY:
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return {}
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@@ -1197,6 +1368,88 @@ func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
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defense_scene.free()
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func _check_cangting_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Cangting base camp", CANGTING_SCENARIO_ID, CANGTING_SCENARIO_PATH)
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if base_scene != null:
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if base_scene._camp_conversation_by_id("cangting_pursuit_council").is_empty():
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failures.append("Cangting should expose the pursuit council conversation")
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if base_scene._camp_conversation_by_id("cangting_guo_jia_rearguard").is_empty():
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failures.append("Cangting should expose Guo Jia's rear guard conversation")
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if not base_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID).is_empty():
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failures.append("Cangting fast pursuit rations should be hidden without pressed rout flag")
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if not base_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID).is_empty():
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failures.append("Cangting Wuchao store medicine should be hidden without secured stores flag")
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var merchant: Dictionary = base_scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Cangting Road Sutler":
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failures.append("Cangting shop merchant name should be present")
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var merchant_lines: Array = merchant.get("lines", [])
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if merchant_lines.size() < 2:
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failures.append("Cangting shop merchant should expose flavor lines")
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if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
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failures.append("Cangting base talk status should summarize two non-supply topics")
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base_scene.free()
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var pressed_scene = _new_prebattle_scene_for(
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failures,
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"Cangting pressed rout camp",
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CANGTING_SCENARIO_ID,
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CANGTING_SCENARIO_PATH,
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{"pressed_yuan_rout": true}
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)
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if pressed_scene != null:
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var fast_rations: Dictionary = pressed_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID)
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if fast_rations.is_empty():
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failures.append("pressed Yuan rout flag should expose Cangting fast pursuit rations")
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if not pressed_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID).is_empty():
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failures.append("pressed Yuan rout flag should not expose Cangting Wuchao store medicine")
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if not fast_rations.is_empty():
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if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Cangting pressed rout talk status should show one ready supply")
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if not pressed_scene._format_camp_conversation_button_text(fast_rations).contains("Supply Bean"):
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failures.append("Cangting fast pursuit rations button should show Bean supply")
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var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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pressed_scene._apply_camp_conversation_effects(fast_rations)
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if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Cangting fast pursuit rations should add Bean to campaign inventory")
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if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Cangting fast pursuit rations should refresh battle Bean inventory")
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if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(CANGTING_SCENARIO_ID, CANGTING_PRESSED_CONVERSATION_ID):
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failures.append("Cangting fast pursuit rations claim should be saved")
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if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Cangting pressed rout talk status should show claimed supply after claim")
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pressed_scene.free()
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var stores_scene = _new_prebattle_scene_for(
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failures,
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"Cangting secured Wuchao stores camp",
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CANGTING_SCENARIO_ID,
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CANGTING_SCENARIO_PATH,
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{"secured_wuchao_stores": true}
|
||||
)
|
||||
if stores_scene != null:
|
||||
var store_medicine: Dictionary = stores_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID)
|
||||
if store_medicine.is_empty():
|
||||
failures.append("secured Wuchao stores flag should expose Cangting store medicine")
|
||||
if not stores_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID).is_empty():
|
||||
failures.append("secured Wuchao stores flag should not expose Cangting fast pursuit rations")
|
||||
if not store_medicine.is_empty():
|
||||
if stores_scene._format_talk_status_text(stores_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Cangting secured stores talk status should show one ready supply")
|
||||
if not stores_scene._format_camp_conversation_button_text(store_medicine).contains("Supply Panacea"):
|
||||
failures.append("Cangting store medicine button should show Panacea supply")
|
||||
var before_panacea := int(stores_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
stores_scene._apply_camp_conversation_effects(store_medicine)
|
||||
if int(stores_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
||||
failures.append("Cangting store medicine should add Panacea to campaign inventory")
|
||||
if int(stores_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
||||
failures.append("Cangting store medicine should refresh battle Panacea inventory")
|
||||
if not stores_scene.campaign_state.has_claimed_camp_conversation_effects(CANGTING_SCENARIO_ID, CANGTING_STORES_CONVERSATION_ID):
|
||||
failures.append("Cangting store medicine claim should be saved")
|
||||
if stores_scene._format_talk_status_text(stores_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
||||
failures.append("Cangting secured stores talk status should show claimed supply after claim")
|
||||
stores_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:
|
||||
|
||||
@@ -707,6 +707,88 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
|
||||
).is_empty():
|
||||
failures.append("013 old Guandu flags should not expose reserve wagon supplies")
|
||||
|
||||
var cangting_state = BattleStateScript.new()
|
||||
if not cangting_state.load_battle("res://data/scenarios/014_cangting_pursuit.json"):
|
||||
failures.append("could not load Cangting Pursuit camp data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, cangting_state, "014 base")
|
||||
var cangting_conversations: Array = cangting_state.get_briefing().get("camp_conversations", [])
|
||||
if cangting_conversations.size() != 2:
|
||||
failures.append("014 base briefing should expose exactly two camp conversations")
|
||||
else:
|
||||
_check_camp_conversation(failures, cangting_conversations[0], "cangting_pursuit_council", "topic", "")
|
||||
_check_camp_conversation(failures, cangting_conversations[1], "cangting_guo_jia_rearguard", "officer", "guo_jia")
|
||||
var cangting_merchant := cangting_state.get_shop_merchant()
|
||||
if str(cangting_merchant.get("name", "")) != "Cangting Road Sutler":
|
||||
failures.append("014 shop should expose Cangting merchant name")
|
||||
if (cangting_merchant.get("lines", []) as Array).size() < 2:
|
||||
failures.append("014 shop should expose merchant flavor lines")
|
||||
_check_shop_item_visibility(failures, cangting_state, "war_drum", false, "014 base")
|
||||
_check_shop_item_visibility(failures, cangting_state, "imperial_seal", false, "014 base")
|
||||
_check_shop_item_visibility(failures, cangting_state, "dragon_spear", false, "014 base")
|
||||
|
||||
var cangting_pressed_state = BattleStateScript.new()
|
||||
if not cangting_pressed_state.load_battle("res://data/scenarios/014_cangting_pursuit.json", {}, {}, {"pressed_yuan_rout": true}):
|
||||
failures.append("could not load Cangting pressed rout camp data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, cangting_pressed_state, "014 pressed Yuan rout")
|
||||
var fast_rations: Dictionary = _find_camp_conversation(
|
||||
cangting_pressed_state.get_briefing().get("camp_conversations", []),
|
||||
"cangting_fast_pursuit_beans"
|
||||
)
|
||||
if fast_rations.is_empty():
|
||||
failures.append("014 pressed Yuan rout flag should expose fast pursuit rations")
|
||||
else:
|
||||
_check_camp_conversation_effect(failures, fast_rations, "bean", 1)
|
||||
if not _find_camp_conversation(
|
||||
cangting_pressed_state.get_briefing().get("camp_conversations", []),
|
||||
"cangting_wuchao_store_medicine"
|
||||
).is_empty():
|
||||
failures.append("014 pressed Yuan rout flag should not expose Wuchao store medicine")
|
||||
_check_shop_item_visibility(failures, cangting_pressed_state, "war_drum", true, "014 pressed Yuan rout")
|
||||
_check_shop_item_visibility(failures, cangting_pressed_state, "imperial_seal", false, "014 pressed Yuan rout")
|
||||
_check_shop_item_visibility(failures, cangting_pressed_state, "dragon_spear", false, "014 pressed Yuan rout")
|
||||
|
||||
var cangting_stores_state = BattleStateScript.new()
|
||||
if not cangting_stores_state.load_battle("res://data/scenarios/014_cangting_pursuit.json", {}, {}, {"secured_wuchao_stores": true}):
|
||||
failures.append("could not load Cangting secured Wuchao stores camp data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, cangting_stores_state, "014 secured Wuchao stores")
|
||||
var store_medicine: Dictionary = _find_camp_conversation(
|
||||
cangting_stores_state.get_briefing().get("camp_conversations", []),
|
||||
"cangting_wuchao_store_medicine"
|
||||
)
|
||||
if store_medicine.is_empty():
|
||||
failures.append("014 secured Wuchao stores flag should expose store medicine")
|
||||
else:
|
||||
_check_camp_conversation_effect(failures, store_medicine, "panacea", 1)
|
||||
if not _find_camp_conversation(
|
||||
cangting_stores_state.get_briefing().get("camp_conversations", []),
|
||||
"cangting_fast_pursuit_beans"
|
||||
).is_empty():
|
||||
failures.append("014 secured Wuchao stores flag should not expose fast pursuit rations")
|
||||
_check_shop_item_visibility(failures, cangting_stores_state, "war_drum", false, "014 secured Wuchao stores")
|
||||
_check_shop_item_visibility(failures, cangting_stores_state, "imperial_seal", true, "014 secured Wuchao stores")
|
||||
_check_shop_item_visibility(failures, cangting_stores_state, "dragon_spear", false, "014 secured Wuchao stores")
|
||||
|
||||
var cangting_old_flags_state = BattleStateScript.new()
|
||||
if not cangting_old_flags_state.load_battle("res://data/scenarios/014_cangting_pursuit.json", {}, {}, {"prepared_wuchao_raid": true, "strengthened_guandu_defense": true}):
|
||||
failures.append("could not load Cangting old Wuchao flag camp data")
|
||||
else:
|
||||
_check_shop_item_visibility(failures, cangting_old_flags_state, "war_drum", false, "014 old Wuchao flags")
|
||||
_check_shop_item_visibility(failures, cangting_old_flags_state, "imperial_seal", false, "014 old Wuchao flags")
|
||||
_check_shop_item_visibility(failures, cangting_old_flags_state, "dragon_spear", false, "014 old Wuchao flags")
|
||||
if not _find_camp_conversation(
|
||||
cangting_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||
"cangting_fast_pursuit_beans"
|
||||
).is_empty():
|
||||
failures.append("014 old Wuchao flags should not expose fast pursuit rations")
|
||||
if not _find_camp_conversation(
|
||||
cangting_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||
"cangting_wuchao_store_medicine"
|
||||
).is_empty():
|
||||
failures.append("014 old Wuchao flags should not expose Wuchao store medicine")
|
||||
|
||||
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():
|
||||
|
||||
Reference in New Issue
Block a user