Add Sishui Gate camp content

This commit is contained in:
2026-06-18 23:15:02 +09:00
parent b4f3b28ef3
commit 28053dc8c9
4 changed files with 87 additions and 0 deletions

View File

@@ -6,6 +6,9 @@ const CAMPAIGN_PATH := "res://data/campaign/campaign.json"
const SCENARIO_ID := "001_yellow_turbans"
const SCENARIO_PATH := "res://data/scenarios/001_yellow_turbans.json"
const CONVERSATION_ID := "northern_woods_cache"
const SISHUI_SCENARIO_ID := "002_sishui_gate"
const SISHUI_SCENARIO_PATH := "res://data/scenarios/002_sishui_gate.json"
const SISHUI_CONVERSATION_ID := "sishui_quartermaster_antidote"
const BRANCH_SCENARIO_ID := "003_xingyang_ambush"
const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json"
const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
@@ -21,6 +24,7 @@ func _init() -> void:
_check_claim_updates_campaign_and_battle(failures)
_check_shop_and_armory_preserve_claim(failures)
_check_sishui_gate_camp_supplies(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
@@ -107,6 +111,28 @@ func _check_shop_and_armory_preserve_claim(failures: Array[String]) -> void:
scene.free()
func _check_sishui_gate_camp_supplies(failures: Array[String]) -> void:
var scene = _new_prebattle_scene_for(failures, "Sishui camp supplies", SISHUI_SCENARIO_ID, SISHUI_SCENARIO_PATH)
if scene == null:
return
var conversation: Dictionary = scene._camp_conversation_by_id(SISHUI_CONVERSATION_ID)
if conversation.is_empty():
failures.append("Sishui should expose quartermaster antidote conversation")
scene.free()
return
if not scene._format_camp_conversation_button_text(conversation).contains("Supply Antidote"):
failures.append("Sishui quartermaster button should preview Antidote supply")
var before_antidote := int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0))
scene._apply_camp_conversation_effects(conversation)
if int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1:
failures.append("Sishui quartermaster should add Antidote to campaign inventory")
if int(scene.state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1:
failures.append("Sishui quartermaster should refresh battle Antidote inventory")
if not scene.campaign_state.has_claimed_camp_conversation_effects(SISHUI_SCENARIO_ID, SISHUI_CONVERSATION_ID):
failures.append("Sishui quartermaster claim should be saved")
scene.free()
func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "manual checkpoint")
if scene == null:

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@@ -43,6 +43,7 @@ func _init() -> void:
_check_contains(failures, "campaign section", result_text, "Next: Sishui Gate")
_check_contains(failures, "next camp section", result_text, "Next Camp")
_check_contains(failures, "next camp location", result_text, "Sishui Gate, 190 CE")
_check_contains(failures, "next camp talk", result_text, "Talk 3")
_check_contains(failures, "next camp shop", result_text, "Shop 6 goods")
_check_contains(failures, "next camp deploy", result_text, "Deploy 2/3")
_check_contains(failures, "next camp formation", result_text, "Formation 6 tiles")

View File

@@ -122,6 +122,20 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
failures.append("could not load Sishui Gate for enemy cavalry sprite")
else:
_check_unit_sprite_resolution(failures, gate_state, "hua_xiong_vanguard", "res://art/units/enemies/enemy_cavalry.png", true)
var gate_briefing := gate_state.get_briefing()
var gate_conversations: Array = gate_briefing.get("camp_conversations", [])
if gate_conversations.size() < 3:
failures.append("002 briefing should expose at least three camp conversations")
else:
_check_camp_conversation(failures, gate_conversations[0], "sishui_coalition_reading", "officer", "cao_cao")
_check_camp_conversation(failures, gate_conversations[1], "sishui_xiahou_yuan_ridge", "officer", "xiahou_yuan")
_check_camp_conversation(failures, gate_conversations[2], "sishui_quartermaster_antidote", "topic", "")
_check_camp_conversation_effect(failures, gate_conversations[2], "antidote", 1)
var gate_merchant := gate_state.get_shop_merchant()
if str(gate_merchant.get("name", "")) != "Coalition Merchant":
failures.append("002 shop should expose coalition merchant name")
if (gate_merchant.get("lines", []) as Array).size() < 2:
failures.append("002 shop should expose merchant flavor lines")
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
var item := state.get_item_def(item_id)