From 258cdeb60cd276a0f24434b4af668ac91724fde5 Mon Sep 17 00:00:00 2001 From: Wickedness Date: Fri, 19 Jun 2026 00:56:55 +0900 Subject: [PATCH] Add Cangting camp content --- data/scenarios/014_cangting_pursuit.json | 107 ++++++++++ tools/smoke_camp_conversation_rewards.gd | 253 +++++++++++++++++++++++ tools/smoke_visual_assets.gd | 82 ++++++++ 3 files changed, 442 insertions(+) diff --git a/data/scenarios/014_cangting_pursuit.json b/data/scenarios/014_cangting_pursuit.json index 5a0676a..cfb0625 100644 --- a/data/scenarios/014_cangting_pursuit.json +++ b/data/scenarios/014_cangting_pursuit.json @@ -32,9 +32,116 @@ "Captured stores from Wuchao keep the pursuit fed, letting Cao Cao press north without stretching the supply train." ] } + ], + "camp_conversations": [ + { + "id": "cangting_pursuit_council", + "group": "topic", + "label": "Pursuit Council", + "speaker": "Cao Cao", + "summary": "Set the pace for striking Yuan Shao's retreating rear guard.", + "lines": [ + { + "speaker": "Cao Cao", + "side": "left", + "text": "Wuchao burned their grain. Cangting must burn the belief that retreat can become order." + }, + { + "speaker": "Xiahou Dun", + "side": "right", + "text": "Then we do not chase noise. We strike the soldiers still listening to commands." + }, + { + "speaker": "Guo Jia", + "side": "right", + "text": "A broken army still has a spine if Zhang He holds the rear. Break that, and the rest becomes road dust." + } + ] + }, + { + "id": "cangting_guo_jia_rearguard", + "group": "officer", + "officer_id": "guo_jia", + "label": "Guo Jia - Rear Guard", + "speaker": "Guo Jia", + "summary": "Read Zhang He's discipline before the pursuit closes.", + "lines": [ + { + "speaker": "Guo Jia", + "side": "right", + "text": "Most of Yuan Shao's men are running from hunger. Zhang He is running toward duty." + }, + { + "speaker": "Cao Cao", + "side": "left", + "text": "A man who can still choose duty in a rout is worth watching." + } + ] + }, + { + "id": "cangting_fast_pursuit_beans", + "campaign_flags": { "pressed_yuan_rout": true }, + "group": "topic", + "label": "Fast Pursuit Rations", + "summary": "Claim the light rations packed for a forced pursuit.", + "lines": [ + { + "speaker": "Xiahou Yuan", + "side": "right", + "text": "The riders packed beans instead of baggage. They can eat in the saddle and keep Yuan Shao looking over his shoulder." + }, + { + "speaker": "Cao Cao", + "side": "left", + "text": "Good. A pursuit that pauses to cook has already become a parade." + } + ], + "effects": [ + { + "type": "grant_item", + "item_id": "bean", + "count": 1, + "text": "The fast pursuit rations add a Bean to the field supplies." + } + ] + }, + { + "id": "cangting_wuchao_store_medicine", + "campaign_flags": { "secured_wuchao_stores": true }, + "group": "topic", + "label": "Wuchao Store Medicine", + "summary": "Claim medicine sorted from the captured Wuchao stores.", + "lines": [ + { + "speaker": "Cao Ren", + "side": "right", + "text": "The captured Wuchao stores held more than grain. The physicians sorted clean medicine before the march resumed." + }, + { + "speaker": "Guo Jia", + "side": "left", + "text": "Then the stores have bought us speed twice: once by starving Yuan Shao, once by keeping our wounded moving." + } + ], + "effects": [ + { + "type": "grant_item", + "item_id": "panacea", + "count": 1, + "text": "The Wuchao store medicine adds a Panacea to the field supplies." + } + ] + } ] }, "shop": { + "merchant": { + "name": "Cangting Road Sutler", + "lines": [ + "The road north is full of abandoned Yuan packs. I sell only what can survive a pursuit.", + "Buy before the rear guard rallies. Once Zhang He steadies them, even a wine jar will need armor." + ] + }, "items": [ "bean", "wine", diff --git a/tools/smoke_camp_conversation_rewards.gd b/tools/smoke_camp_conversation_rewards.gd index 2d0fae6..7280fcb 100644 --- a/tools/smoke_camp_conversation_rewards.gd +++ b/tools/smoke_camp_conversation_rewards.gd @@ -48,6 +48,12 @@ const GUANDU_SECURED_CONVERSATION_ID := "guandu_secured_line_medicine" const GUANDU_SCOUTED_CONVERSATION_ID := "guandu_wuchao_scout_wine" const WUCHAO_SCENARIO_ID := "013_wuchao_raid" const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json" +const CANGTING_SCENARIO_ID := "014_cangting_pursuit" +const CANGTING_SCENARIO_PATH := "res://data/scenarios/014_cangting_pursuit.json" +const CANGTING_PRESSED_CONVERSATION_ID := "cangting_fast_pursuit_beans" +const CANGTING_STORES_CONVERSATION_ID := "cangting_wuchao_store_medicine" +const YE_SCENARIO_ID := "015_ye_campaign" +const YE_SCENARIO_PATH := "res://data/scenarios/015_ye_campaign.json" const SAVE_PATH := "user://campaign_save.json" const MANUAL_SAVE_PATH := "user://campaign_manual_save.json" @@ -69,11 +75,14 @@ func _init() -> void: _check_yan_ford_branch_camp_conversations(failures) _check_guandu_branch_camp_conversations(failures) _check_guandu_post_battle_choice_bridges_to_wuchao(failures) + _check_wuchao_post_battle_choice_bridges_to_cangting(failures) + _check_cangting_post_battle_choice_bridges_to_ye(failures) _check_manual_checkpoint_reverts_claim(failures) _check_completed_replay_cannot_claim(failures) _check_conditional_camp_conversations(failures) _check_qingzhou_branch_camp_conversations(failures) _check_wuchao_branch_camp_conversations(failures) + _check_cangting_branch_camp_conversations(failures) _check_talk_menu_closes_on_cancel_and_reload(failures) if not _restore_user_file(SAVE_PATH, save_backup): @@ -932,6 +941,168 @@ func _check_guandu_choice_branch_to_wuchao( scene.free() +func _check_wuchao_post_battle_choice_bridges_to_cangting(failures: Array[String]) -> void: + _check_wuchao_choice_branch_to_cangting( + failures, + "press_yuan_rout", + "pressed_yuan_rout", + "secured_wuchao_stores", + CANGTING_PRESSED_CONVERSATION_ID, + CANGTING_STORES_CONVERSATION_ID, + "war_drum", + "imperial_seal" + ) + _check_wuchao_choice_branch_to_cangting( + failures, + "secure_wuchao_stores", + "secured_wuchao_stores", + "pressed_yuan_rout", + CANGTING_STORES_CONVERSATION_ID, + CANGTING_PRESSED_CONVERSATION_ID, + "imperial_seal", + "war_drum" + ) + + +func _check_cangting_post_battle_choice_bridges_to_ye(failures: Array[String]) -> void: + _check_cangting_choice_branch_to_ye( + failures, + "advance_to_ye", + "advanced_to_ye", + "secured_hebei_crossings", + "war_drum", + "imperial_seal" + ) + _check_cangting_choice_branch_to_ye( + failures, + "secure_hebei_crossings", + "secured_hebei_crossings", + "advanced_to_ye", + "imperial_seal", + "war_drum" + ) + + +func _check_wuchao_choice_branch_to_cangting( + failures: Array[String], + choice_id: String, + expected_flag: String, + cleared_flag: String, + expected_conversation_id: String, + hidden_conversation_id: String, + expected_shop_item_id: String, + hidden_shop_item_id: String +) -> void: + var scene = _new_prebattle_scene_for(failures, "Wuchao choice bridge %s" % choice_id, WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH) + if scene == null: + 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("Wuchao choice bridge %s should save 013 victory" % choice_id) + scene.free() + return + if bool(result.get("choice_applied", true)): + failures.append("Wuchao choice bridge %s should wait for a selected post-battle choice" % choice_id) + if scene.campaign_state.pending_post_battle_choice_scenario_id != WUCHAO_SCENARIO_ID: + failures.append("Wuchao choice bridge %s should mark Wuchao choice pending" % choice_id) + var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id) + if choice.is_empty(): + failures.append("Wuchao choice bridge missing choice: %s" % choice_id) + scene.free() + return + if not scene.campaign_state.try_apply_post_battle_choice(choice, WUCHAO_SCENARIO_ID): + failures.append("Wuchao 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("Wuchao choice bridge %s should set %s" % [choice_id, expected_flag]) + if flags.get(cleared_flag, true) != false: + failures.append("Wuchao choice bridge %s should clear %s" % [choice_id, cleared_flag]) + if scene.campaign_state.current_scenario_id != CANGTING_SCENARIO_ID: + failures.append("Wuchao choice bridge %s should advance to Cangting, got %s" % [choice_id, scene.campaign_state.current_scenario_id]) + if not scene.state.load_battle( + CANGTING_SCENARIO_PATH, + scene.campaign_state.get_roster_overrides(), + scene.campaign_state.get_inventory_snapshot(), + flags, + scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Wuchao choice bridge %s could not load Cangting" % choice_id) + scene.free() + return + if scene._camp_conversation_by_id(expected_conversation_id).is_empty(): + failures.append("Wuchao choice bridge %s should expose %s" % [choice_id, expected_conversation_id]) + if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty(): + failures.append("Wuchao choice bridge %s should hide %s" % [choice_id, hidden_conversation_id]) + var shop_items: Array = scene.state.get_shop_item_ids() + if not shop_items.has(expected_shop_item_id): + failures.append("Wuchao choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id]) + if shop_items.has(hidden_shop_item_id): + failures.append("Wuchao choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id]) + scene.free() + + +func _check_cangting_choice_branch_to_ye( + 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, "Cangting choice bridge %s" % choice_id, CANGTING_SCENARIO_ID, CANGTING_SCENARIO_PATH) + if scene == null: + 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("Cangting choice bridge %s should save 014 victory" % choice_id) + scene.free() + return + if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"): + failures.append("Cangting choice bridge %s should add Zhang He before Ye" % choice_id) + if bool(result.get("choice_applied", true)): + failures.append("Cangting choice bridge %s should wait for a selected post-battle choice" % choice_id) + if scene.campaign_state.pending_post_battle_choice_scenario_id != CANGTING_SCENARIO_ID: + failures.append("Cangting choice bridge %s should mark Cangting choice pending" % choice_id) + var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id) + if choice.is_empty(): + failures.append("Cangting choice bridge missing choice: %s" % choice_id) + scene.free() + return + if not scene.campaign_state.try_apply_post_battle_choice(choice, CANGTING_SCENARIO_ID): + failures.append("Cangting 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("Cangting choice bridge %s should set %s" % [choice_id, expected_flag]) + if flags.get(cleared_flag, true) != false: + failures.append("Cangting choice bridge %s should clear %s" % [choice_id, cleared_flag]) + if scene.campaign_state.current_scenario_id != YE_SCENARIO_ID: + failures.append("Cangting choice bridge %s should advance to Ye, got %s" % [choice_id, scene.campaign_state.current_scenario_id]) + if not scene.state.load_battle( + YE_SCENARIO_PATH, + scene.campaign_state.get_roster_overrides(), + scene.campaign_state.get_inventory_snapshot(), + flags, + scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Cangting choice bridge %s could not load Ye" % choice_id) + scene.free() + return + if scene.state.get_unit("zhang_he_ch15").is_empty(): + failures.append("Cangting choice bridge %s should deploy Zhang He in Ye" % choice_id) + var shop_items: Array = scene.state.get_shop_item_ids() + if not shop_items.has(expected_shop_item_id): + failures.append("Cangting choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id]) + if shop_items.has(hidden_shop_item_id): + failures.append("Cangting 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 {} @@ -1197,6 +1368,88 @@ func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void: defense_scene.free() +func _check_cangting_branch_camp_conversations(failures: Array[String]) -> void: + var base_scene = _new_prebattle_scene_for(failures, "Cangting base camp", CANGTING_SCENARIO_ID, CANGTING_SCENARIO_PATH) + if base_scene != null: + if base_scene._camp_conversation_by_id("cangting_pursuit_council").is_empty(): + failures.append("Cangting should expose the pursuit council conversation") + if base_scene._camp_conversation_by_id("cangting_guo_jia_rearguard").is_empty(): + failures.append("Cangting should expose Guo Jia's rear guard conversation") + if not base_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID).is_empty(): + failures.append("Cangting fast pursuit rations should be hidden without pressed rout flag") + if not base_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID).is_empty(): + failures.append("Cangting Wuchao store medicine should be hidden without secured stores flag") + var merchant: Dictionary = base_scene.state.get_shop_merchant() + if str(merchant.get("name", "")) != "Cangting Road Sutler": + failures.append("Cangting shop merchant name should be present") + var merchant_lines: Array = merchant.get("lines", []) + if merchant_lines.size() < 2: + failures.append("Cangting shop merchant should expose flavor lines") + if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": + failures.append("Cangting base talk status should summarize two non-supply topics") + base_scene.free() + + var pressed_scene = _new_prebattle_scene_for( + failures, + "Cangting pressed rout camp", + CANGTING_SCENARIO_ID, + CANGTING_SCENARIO_PATH, + {"pressed_yuan_rout": true} + ) + if pressed_scene != null: + var fast_rations: Dictionary = pressed_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID) + if fast_rations.is_empty(): + failures.append("pressed Yuan rout flag should expose Cangting fast pursuit rations") + if not pressed_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID).is_empty(): + failures.append("pressed Yuan rout flag should not expose Cangting Wuchao store medicine") + if not fast_rations.is_empty(): + if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": + failures.append("Cangting pressed rout talk status should show one ready supply") + if not pressed_scene._format_camp_conversation_button_text(fast_rations).contains("Supply Bean"): + failures.append("Cangting fast pursuit rations button should show Bean supply") + var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) + pressed_scene._apply_camp_conversation_effects(fast_rations) + if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: + failures.append("Cangting fast pursuit rations should add Bean to campaign inventory") + if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: + failures.append("Cangting fast pursuit rations should refresh battle Bean inventory") + if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(CANGTING_SCENARIO_ID, CANGTING_PRESSED_CONVERSATION_ID): + failures.append("Cangting fast pursuit rations claim should be saved") + if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": + failures.append("Cangting pressed rout talk status should show claimed supply after claim") + pressed_scene.free() + + var stores_scene = _new_prebattle_scene_for( + failures, + "Cangting secured Wuchao stores camp", + CANGTING_SCENARIO_ID, + CANGTING_SCENARIO_PATH, + {"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: diff --git a/tools/smoke_visual_assets.gd b/tools/smoke_visual_assets.gd index e745b7e..29fe080 100644 --- a/tools/smoke_visual_assets.gd +++ b/tools/smoke_visual_assets.gd @@ -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():