Add Qingzhou branch camp content
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@@ -11,6 +11,8 @@ const SISHUI_SCENARIO_PATH := "res://data/scenarios/002_sishui_gate.json"
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const SISHUI_CONVERSATION_ID := "sishui_quartermaster_antidote"
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const BRANCH_SCENARIO_ID := "003_xingyang_ambush"
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const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json"
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const QINGZHOU_SCENARIO_ID := "004_qingzhou_campaign"
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const QINGZHOU_SCENARIO_PATH := "res://data/scenarios/004_qingzhou_campaign.json"
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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 SAVE_PATH := "user://campaign_save.json"
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@@ -28,6 +30,7 @@ func _init() -> void:
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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_talk_menu_closes_on_cancel_and_reload(failures)
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@@ -227,6 +230,88 @@ func _check_conditional_camp_conversations(failures: Array[String]) -> void:
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regroup_scene.free()
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func _check_qingzhou_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Qingzhou base camp", QINGZHOU_SCENARIO_ID, QINGZHOU_SCENARIO_PATH)
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if base_scene != null:
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if base_scene._camp_conversation_by_id("qingzhou_settlement_council").is_empty():
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failures.append("Qingzhou should expose lasting army officer conversation")
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if base_scene._camp_conversation_by_id("qingzhou_village_screen").is_empty():
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failures.append("Qingzhou should expose village screen officer conversation")
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if not base_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
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failures.append("Qingzhou pursuit supplies should be hidden without pursuit flag")
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if not base_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
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failures.append("Qingzhou Sishui stores should be hidden without regroup flag")
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var merchant: Dictionary = base_scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Qingzhou Road Merchant":
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failures.append("Qingzhou 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("Qingzhou 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("Qingzhou base talk status should summarize two non-supply topics")
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base_scene.free()
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var pursuit_scene = _new_prebattle_scene_for(
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failures,
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"Qingzhou pursuit camp",
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QINGZHOU_SCENARIO_ID,
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QINGZHOU_SCENARIO_PATH,
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{"pursued_dong_zhuo": true}
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)
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if pursuit_scene != null:
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var veterans: Dictionary = pursuit_scene._camp_conversation_by_id("qingzhou_hardened_veterans")
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if veterans.is_empty():
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failures.append("pursuit flag should expose Qingzhou hardened veterans")
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if not pursuit_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
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failures.append("pursuit flag should not expose Qingzhou Sishui stores")
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if not veterans.is_empty():
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if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Qingzhou pursuit talk status should show one ready supply")
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if not pursuit_scene._format_camp_conversation_button_text(veterans).contains("Supply Wine"):
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failures.append("Qingzhou hardened veterans button should show Wine supply")
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var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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pursuit_scene._apply_camp_conversation_effects(veterans)
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if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("Qingzhou hardened veterans should add Wine to campaign inventory")
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if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("Qingzhou hardened veterans should refresh battle Wine inventory")
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if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_hardened_veterans"):
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failures.append("Qingzhou hardened veterans claim should be saved")
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if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Qingzhou pursuit talk status should show claimed supply after claim")
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pursuit_scene.free()
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var regroup_scene = _new_prebattle_scene_for(
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failures,
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"Qingzhou regroup camp",
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QINGZHOU_SCENARIO_ID,
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QINGZHOU_SCENARIO_PATH,
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{"regrouped_after_sishui": true}
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)
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if regroup_scene != null:
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var stores: Dictionary = regroup_scene._camp_conversation_by_id("qingzhou_sishui_stores")
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if stores.is_empty():
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failures.append("regroup flag should expose Qingzhou Sishui stores")
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if not regroup_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
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failures.append("regroup flag should not expose Qingzhou hardened veterans")
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if not stores.is_empty():
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if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Qingzhou regroup talk status should show one ready supply")
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if not regroup_scene._format_camp_conversation_button_text(stores).contains("Supply Bean"):
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failures.append("Qingzhou Sishui stores button should show Bean supply")
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var before_bean := int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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regroup_scene._apply_camp_conversation_effects(stores)
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if int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Qingzhou Sishui stores should add Bean to campaign inventory")
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if int(regroup_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Qingzhou Sishui stores should refresh battle Bean inventory")
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if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_sishui_stores"):
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failures.append("Qingzhou Sishui stores claim should be saved")
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if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Qingzhou regroup talk status should show claimed supply after claim")
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regroup_scene.free()
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func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Wuchao base camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH)
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if base_scene != null:
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@@ -137,6 +137,58 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
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if (gate_merchant.get("lines", []) as Array).size() < 2:
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failures.append("002 shop should expose merchant flavor lines")
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var qingzhou_state = BattleStateScript.new()
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if not qingzhou_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"):
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failures.append("could not load Qingzhou Campaign camp data")
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else:
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var qingzhou_conversations: Array = qingzhou_state.get_briefing().get("camp_conversations", [])
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if qingzhou_conversations.size() != 2:
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failures.append("004 base briefing should expose exactly two camp conversations")
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else:
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_check_camp_conversation(failures, qingzhou_conversations[0], "qingzhou_settlement_council", "officer", "cao_cao")
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_check_camp_conversation(failures, qingzhou_conversations[1], "qingzhou_village_screen", "officer", "cao_ren")
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var qingzhou_merchant := qingzhou_state.get_shop_merchant()
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if str(qingzhou_merchant.get("name", "")) != "Qingzhou Road Merchant":
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failures.append("004 shop should expose Qingzhou merchant name")
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if (qingzhou_merchant.get("lines", []) as Array).size() < 2:
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failures.append("004 shop should expose merchant flavor lines")
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var qingzhou_pursuit_state = BattleStateScript.new()
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if not qingzhou_pursuit_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"pursued_dong_zhuo": true}):
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failures.append("could not load Qingzhou pursuit camp data")
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else:
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var veterans: Dictionary = _find_camp_conversation(
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qingzhou_pursuit_state.get_briefing().get("camp_conversations", []),
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"qingzhou_hardened_veterans"
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)
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if veterans.is_empty():
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failures.append("004 pursuit flag should expose hardened veterans conversation")
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else:
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_check_camp_conversation_effect(failures, veterans, "wine", 1)
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if not _find_camp_conversation(
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qingzhou_pursuit_state.get_briefing().get("camp_conversations", []),
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"qingzhou_sishui_stores"
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).is_empty():
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failures.append("004 pursuit flag should not expose Sishui stores conversation")
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var qingzhou_regroup_state = BattleStateScript.new()
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if not qingzhou_regroup_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"regrouped_after_sishui": true}):
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failures.append("could not load Qingzhou regroup camp data")
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else:
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var stores: Dictionary = _find_camp_conversation(
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qingzhou_regroup_state.get_briefing().get("camp_conversations", []),
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"qingzhou_sishui_stores"
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)
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if stores.is_empty():
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failures.append("004 regroup flag should expose Sishui stores conversation")
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else:
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_check_camp_conversation_effect(failures, stores, "bean", 1)
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if not _find_camp_conversation(
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qingzhou_regroup_state.get_briefing().get("camp_conversations", []),
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"qingzhou_hardened_veterans"
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).is_empty():
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failures.append("004 regroup flag should not expose hardened veterans conversation")
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for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
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var item := state.get_item_def(item_id)
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if item.is_empty():
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@@ -722,6 +774,13 @@ func _check_skill_motion_signal(failures: Array[String], skill_id: String, expec
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failures.append("%s motion signal missing `%s`: %s" % [skill_id, expected, str(motions)])
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func _find_camp_conversation(conversations: Array, conversation_id: String) -> Dictionary:
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for conversation in conversations:
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if typeof(conversation) == TYPE_DICTIONARY and str(conversation.get("id", "")) == conversation_id:
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return conversation
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return {}
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func _check_camp_conversation_effect(failures: Array[String], conversation: Dictionary, expected_item_id: String, expected_count: int) -> void:
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var effects: Array = conversation.get("effects", [])
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if effects.is_empty():
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