Add Qingzhou branch camp content

This commit is contained in:
2026-06-18 23:23:19 +09:00
parent 28053dc8c9
commit 3495ae55da
3 changed files with 206 additions and 1 deletions

View File

@@ -33,6 +33,60 @@
"Supplies gathered after Sishui let Cao Cao press into Qingzhou with a steadier line."
]
}
],
"camp_conversations": [
{
"id": "qingzhou_settlement_council",
"group": "officer",
"officer_id": "cao_cao",
"label": "Cao Cao - Lasting Army",
"speaker": "Cao Cao",
"summary": "Discuss turning scattered victories into a standing force.",
"lines": [
{ "speaker": "Cao Cao", "side": "left", "text": "The coalition scattered after chasing shadows. Qingzhou gives us a harder task: turn hungry men into a disciplined army." },
{ "speaker": "Xiahou Dun", "side": "right", "text": "Then we break the worst of the remnants and give the rest a reason to stand in our line." }
]
},
{
"id": "qingzhou_village_screen",
"group": "officer",
"officer_id": "cao_ren",
"label": "Cao Ren - Village Screen",
"speaker": "Cao Ren",
"summary": "Protect villages and trade roads while the vanguard advances.",
"lines": [
{ "speaker": "Cao Ren", "side": "right", "text": "The villages fear every banner now. If our line tramples their fields, they will see no difference between us and the rebels." },
{ "speaker": "Cao Cao", "side": "left", "text": "Hold the road, not the harvest. Order is worth more than a hurried victory." }
]
},
{
"id": "qingzhou_hardened_veterans",
"campaign_flags": { "pursued_dong_zhuo": true },
"group": "topic",
"label": "Hardened Veterans",
"summary": "Issue wine to the men who survived the forced pursuit.",
"lines": [
{ "speaker": "Xiahou Yuan", "side": "right", "text": "The men who chased Dong Zhuo through Xingyang still march light. They complain less, which worries me more." },
{ "speaker": "Cao Cao", "side": "left", "text": "Give the veterans a little wine before the road opens. A steady hand matters more than a proud silence." }
],
"effects": [
{ "type": "grant_item", "item_id": "wine", "count": 1, "text": "The hardened veterans add Wine to the field supplies." }
]
},
{
"id": "qingzhou_sishui_stores",
"campaign_flags": { "regrouped_after_sishui": true },
"group": "topic",
"label": "Sishui Stores",
"summary": "Open the supplies preserved during the regroup.",
"lines": [
{ "speaker": "Coalition Merchant", "side": "left", "text": "Those Sishui stores traveled farther than some lords did. I kept the dry beans aside before the wagons bogged down." },
{ "speaker": "Cao Ren", "side": "right", "text": "Good. Feed the front rank before we ask them to spare the villages." }
],
"effects": [
{ "type": "grant_item", "item_id": "bean", "count": 1, "text": "The Sishui stores add a Bean to the field supplies." }
]
}
]
},
"shop": {
@@ -47,7 +101,14 @@
"hand_axe",
"leather_armor",
"iron_armor"
]
],
"merchant": {
"name": "Qingzhou Road Merchant",
"lines": [
"The villages pay in grain, not coin, but a road army still needs steel and medicine.",
"Buy before the drums start. Once the remnants scatter, every cart on this road will claim to be a refugee."
]
}
},
"roster": {
"max_units": 4,

View File

@@ -11,6 +11,8 @@ 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 QINGZHOU_SCENARIO_ID := "004_qingzhou_campaign"
const QINGZHOU_SCENARIO_PATH := "res://data/scenarios/004_qingzhou_campaign.json"
const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
const SAVE_PATH := "user://campaign_save.json"
@@ -28,6 +30,7 @@ func _init() -> void:
_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_talk_menu_closes_on_cancel_and_reload(failures)
@@ -227,6 +230,88 @@ func _check_conditional_camp_conversations(failures: Array[String]) -> void:
regroup_scene.free()
func _check_qingzhou_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Qingzhou base camp", QINGZHOU_SCENARIO_ID, QINGZHOU_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("qingzhou_settlement_council").is_empty():
failures.append("Qingzhou should expose lasting army officer conversation")
if base_scene._camp_conversation_by_id("qingzhou_village_screen").is_empty():
failures.append("Qingzhou should expose village screen officer conversation")
if not base_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
failures.append("Qingzhou pursuit supplies should be hidden without pursuit flag")
if not base_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
failures.append("Qingzhou Sishui stores should be hidden without regroup flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Qingzhou Road Merchant":
failures.append("Qingzhou shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Qingzhou shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Qingzhou base talk status should summarize two non-supply topics")
base_scene.free()
var pursuit_scene = _new_prebattle_scene_for(
failures,
"Qingzhou pursuit camp",
QINGZHOU_SCENARIO_ID,
QINGZHOU_SCENARIO_PATH,
{"pursued_dong_zhuo": true}
)
if pursuit_scene != null:
var veterans: Dictionary = pursuit_scene._camp_conversation_by_id("qingzhou_hardened_veterans")
if veterans.is_empty():
failures.append("pursuit flag should expose Qingzhou hardened veterans")
if not pursuit_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
failures.append("pursuit flag should not expose Qingzhou Sishui stores")
if not veterans.is_empty():
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Qingzhou pursuit talk status should show one ready supply")
if not pursuit_scene._format_camp_conversation_button_text(veterans).contains("Supply Wine"):
failures.append("Qingzhou hardened veterans button should show Wine supply")
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pursuit_scene._apply_camp_conversation_effects(veterans)
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Qingzhou hardened veterans should add Wine to campaign inventory")
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Qingzhou hardened veterans should refresh battle Wine inventory")
if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_hardened_veterans"):
failures.append("Qingzhou hardened veterans claim should be saved")
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Qingzhou pursuit talk status should show claimed supply after claim")
pursuit_scene.free()
var regroup_scene = _new_prebattle_scene_for(
failures,
"Qingzhou regroup camp",
QINGZHOU_SCENARIO_ID,
QINGZHOU_SCENARIO_PATH,
{"regrouped_after_sishui": true}
)
if regroup_scene != null:
var stores: Dictionary = regroup_scene._camp_conversation_by_id("qingzhou_sishui_stores")
if stores.is_empty():
failures.append("regroup flag should expose Qingzhou Sishui stores")
if not regroup_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
failures.append("regroup flag should not expose Qingzhou hardened veterans")
if not stores.is_empty():
if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Qingzhou regroup talk status should show one ready supply")
if not regroup_scene._format_camp_conversation_button_text(stores).contains("Supply Bean"):
failures.append("Qingzhou Sishui stores button should show Bean supply")
var before_bean := int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
regroup_scene._apply_camp_conversation_effects(stores)
if int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Qingzhou Sishui stores should add Bean to campaign inventory")
if int(regroup_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Qingzhou Sishui stores should refresh battle Bean inventory")
if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_sishui_stores"):
failures.append("Qingzhou Sishui stores claim should be saved")
if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Qingzhou regroup talk status should show claimed supply after claim")
regroup_scene.free()
func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Wuchao base camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH)
if base_scene != null:

View File

@@ -137,6 +137,58 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
if (gate_merchant.get("lines", []) as Array).size() < 2:
failures.append("002 shop should expose merchant flavor lines")
var qingzhou_state = BattleStateScript.new()
if not qingzhou_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"):
failures.append("could not load Qingzhou Campaign camp data")
else:
var qingzhou_conversations: Array = qingzhou_state.get_briefing().get("camp_conversations", [])
if qingzhou_conversations.size() != 2:
failures.append("004 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, qingzhou_conversations[0], "qingzhou_settlement_council", "officer", "cao_cao")
_check_camp_conversation(failures, qingzhou_conversations[1], "qingzhou_village_screen", "officer", "cao_ren")
var qingzhou_merchant := qingzhou_state.get_shop_merchant()
if str(qingzhou_merchant.get("name", "")) != "Qingzhou Road Merchant":
failures.append("004 shop should expose Qingzhou merchant name")
if (qingzhou_merchant.get("lines", []) as Array).size() < 2:
failures.append("004 shop should expose merchant flavor lines")
var qingzhou_pursuit_state = BattleStateScript.new()
if not qingzhou_pursuit_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"pursued_dong_zhuo": true}):
failures.append("could not load Qingzhou pursuit camp data")
else:
var veterans: Dictionary = _find_camp_conversation(
qingzhou_pursuit_state.get_briefing().get("camp_conversations", []),
"qingzhou_hardened_veterans"
)
if veterans.is_empty():
failures.append("004 pursuit flag should expose hardened veterans conversation")
else:
_check_camp_conversation_effect(failures, veterans, "wine", 1)
if not _find_camp_conversation(
qingzhou_pursuit_state.get_briefing().get("camp_conversations", []),
"qingzhou_sishui_stores"
).is_empty():
failures.append("004 pursuit flag should not expose Sishui stores conversation")
var qingzhou_regroup_state = BattleStateScript.new()
if not qingzhou_regroup_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"regrouped_after_sishui": true}):
failures.append("could not load Qingzhou regroup camp data")
else:
var stores: Dictionary = _find_camp_conversation(
qingzhou_regroup_state.get_briefing().get("camp_conversations", []),
"qingzhou_sishui_stores"
)
if stores.is_empty():
failures.append("004 regroup flag should expose Sishui stores conversation")
else:
_check_camp_conversation_effect(failures, stores, "bean", 1)
if not _find_camp_conversation(
qingzhou_regroup_state.get_briefing().get("camp_conversations", []),
"qingzhou_hardened_veterans"
).is_empty():
failures.append("004 regroup flag should not expose hardened veterans conversation")
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():
@@ -722,6 +774,13 @@ func _check_skill_motion_signal(failures: Array[String], skill_id: String, expec
failures.append("%s motion signal missing `%s`: %s" % [skill_id, expected, str(motions)])
func _find_camp_conversation(conversations: Array, conversation_id: String) -> Dictionary:
for conversation in conversations:
if typeof(conversation) == TYPE_DICTIONARY and str(conversation.get("id", "")) == conversation_id:
return conversation
return {}
func _check_camp_conversation_effect(failures: Array[String], conversation: Dictionary, expected_item_id: String, expected_count: int) -> void:
var effects: Array = conversation.get("effects", [])
if effects.is_empty():