Restyle battle UI with ancient war scroll theme
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File diff suppressed because it is too large
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@@ -270,7 +270,7 @@ func _check_sishui_gate_camp_supplies(failures: Array[String]) -> void:
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failures.append("Sishui should expose quartermaster antidote conversation")
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scene.free()
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return
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if not scene._format_camp_conversation_button_text(conversation).contains("Supply Antidote"):
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if not scene._format_camp_conversation_button_text(conversation).contains("보급 Antidote"):
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failures.append("Sishui quartermaster button should preview Antidote supply")
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var before_antidote := int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0))
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scene._apply_camp_conversation_effects(conversation)
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@@ -308,7 +308,7 @@ func _check_puyang_raid_camp_supplies(failures: Array[String]) -> void:
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failures.append("Puyang shop merchant should expose flavor lines")
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if scene._format_talk_status_text(scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Puyang talk status should show one ready supply")
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if not scene._format_camp_conversation_button_text(conversation).contains("Supply Bean"):
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if not scene._format_camp_conversation_button_text(conversation).contains("보급 Bean"):
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failures.append("Puyang raider stores button should preview Bean supply")
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var before_bean := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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scene._apply_camp_conversation_effects(conversation)
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@@ -338,7 +338,7 @@ func _check_puyang_raid_camp_supplies(failures: Array[String]) -> void:
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if not vanguard.is_empty():
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if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 4 topics | 2 supplies ready":
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failures.append("Puyang pursuit talk status should show two ready supplies")
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if not pursuit_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"):
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if not pursuit_scene._format_camp_conversation_button_text(vanguard).contains("보급 Wine"):
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failures.append("Puyang hardened vanguard button should preview 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(vanguard)
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@@ -366,7 +366,7 @@ func _check_puyang_raid_camp_supplies(failures: Array[String]) -> void:
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if not reserve.is_empty():
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if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 4 topics | 2 supplies ready":
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failures.append("Puyang regroup talk status should show two ready supplies")
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if not regroup_scene._format_camp_conversation_button_text(reserve).contains("Supply Panacea"):
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if not regroup_scene._format_camp_conversation_button_text(reserve).contains("보급 Panacea"):
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failures.append("Puyang Qingzhou reserve button should preview Panacea supply")
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var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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regroup_scene._apply_camp_conversation_effects(reserve)
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@@ -416,7 +416,7 @@ func _check_dingtao_branch_camp_conversations(failures: Array[String]) -> void:
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if not reserves.is_empty():
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if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Dingtao fortified talk status should show one ready supply")
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if not fortified_scene._format_camp_conversation_button_text(reserves).contains("Supply Panacea"):
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if not fortified_scene._format_camp_conversation_button_text(reserves).contains("보급 Panacea"):
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failures.append("Dingtao fortified reserves button should preview Panacea supply")
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var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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fortified_scene._apply_camp_conversation_effects(reserves)
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@@ -446,7 +446,7 @@ func _check_dingtao_branch_camp_conversations(failures: Array[String]) -> void:
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if not vanguard.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("Dingtao pressed talk status should show one ready supply")
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if not pressed_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"):
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if not pressed_scene._format_camp_conversation_button_text(vanguard).contains("보급 Wine"):
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failures.append("Dingtao pressed vanguard button should preview Wine supply")
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var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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pressed_scene._apply_camp_conversation_effects(vanguard)
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@@ -498,7 +498,7 @@ func _check_xian_branch_camp_conversations(failures: Array[String]) -> void:
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if not supplies.is_empty():
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if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Xian fortified talk status should show one ready supply")
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if not fortified_scene._format_camp_conversation_button_text(supplies).contains("Supply Bean"):
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if not fortified_scene._format_camp_conversation_button_text(supplies).contains("보급 Bean"):
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failures.append("Xian fortified road supplies button should preview Bean supply")
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var before_bean := int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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fortified_scene._apply_camp_conversation_effects(supplies)
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@@ -528,7 +528,7 @@ func _check_xian_branch_camp_conversations(failures: Array[String]) -> void:
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if not canteens.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("Xian pressed talk status should show one ready supply")
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if not pressed_scene._format_camp_conversation_button_text(canteens).contains("Supply Wine"):
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if not pressed_scene._format_camp_conversation_button_text(canteens).contains("보급 Wine"):
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failures.append("Xian forced march canteens button should preview Wine supply")
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var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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pressed_scene._apply_camp_conversation_effects(canteens)
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@@ -580,7 +580,7 @@ func _check_wan_branch_camp_conversations(failures: Array[String]) -> void:
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if not postern.is_empty():
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if court_scene._format_talk_status_text(court_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Wan court seal talk status should show one ready supply")
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if not court_scene._format_camp_conversation_button_text(postern).contains("Supply Bean"):
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if not court_scene._format_camp_conversation_button_text(postern).contains("보급 Bean"):
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failures.append("Wan court seal postern button should preview Bean supply")
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var before_bean := int(court_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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court_scene._apply_camp_conversation_effects(postern)
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@@ -610,7 +610,7 @@ func _check_wan_branch_camp_conversations(failures: Array[String]) -> void:
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if not drums.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("Wan hard pursuit talk status should show one ready supply")
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if not pursuit_scene._format_camp_conversation_button_text(drums).contains("Supply Wine"):
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if not pursuit_scene._format_camp_conversation_button_text(drums).contains("보급 Wine"):
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failures.append("Wan hard pursuit drums button should preview 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(drums)
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@@ -662,7 +662,7 @@ func _check_xiapi_branch_camp_conversations(failures: Array[String]) -> void:
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if not dressings.is_empty():
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if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Xiapi held Wan gate talk status should show one ready supply")
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if not held_scene._format_camp_conversation_button_text(dressings).contains("Supply Panacea"):
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if not held_scene._format_camp_conversation_button_text(dressings).contains("보급 Panacea"):
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failures.append("Xiapi Wan baggage dressings button should preview Panacea supply")
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var before_panacea := int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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held_scene._apply_camp_conversation_effects(dressings)
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@@ -692,7 +692,7 @@ func _check_xiapi_branch_camp_conversations(failures: Array[String]) -> void:
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if not rations.is_empty():
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if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Xiapi swift Wan escape talk status should show one ready supply")
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if not swift_scene._format_camp_conversation_button_text(rations).contains("Supply Bean"):
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if not swift_scene._format_camp_conversation_button_text(rations).contains("보급 Bean"):
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failures.append("Xiapi forced march rations button should preview Bean supply")
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var before_bean := int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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swift_scene._apply_camp_conversation_effects(rations)
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@@ -744,7 +744,7 @@ func _check_white_horse_branch_camp_conversations(failures: Array[String]) -> vo
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if not medicine.is_empty():
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if xu_scene._format_talk_status_text(xu_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("White Horse integrated Xu talk status should show one ready supply")
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if not xu_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
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if not xu_scene._format_camp_conversation_button_text(medicine).contains("보급 Panacea"):
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failures.append("White Horse Xu reserve medicine button should preview Panacea supply")
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var before_panacea := int(xu_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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xu_scene._apply_camp_conversation_effects(medicine)
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@@ -774,7 +774,7 @@ func _check_white_horse_branch_camp_conversations(failures: Array[String]) -> vo
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if not beans.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("White Horse pressed north talk status should show one ready supply")
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if not pressed_scene._format_camp_conversation_button_text(beans).contains("Supply Bean"):
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if not pressed_scene._format_camp_conversation_button_text(beans).contains("보급 Bean"):
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failures.append("White Horse fast march beans button should preview 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(beans)
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@@ -826,7 +826,7 @@ func _check_yan_ford_branch_camp_conversations(failures: Array[String]) -> void:
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if not medicine.is_empty():
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if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Yan Ford fortified talk status should show one ready supply")
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if not fortified_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
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if not fortified_scene._format_camp_conversation_button_text(medicine).contains("보급 Panacea"):
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failures.append("Yan Ford crossing medicine button should preview Panacea supply")
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var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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fortified_scene._apply_camp_conversation_effects(medicine)
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@@ -856,7 +856,7 @@ func _check_yan_ford_branch_camp_conversations(failures: Array[String]) -> void:
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if not beans.is_empty():
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if raided_scene._format_talk_status_text(raided_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Yan Ford raided supplies talk status should show one ready supply")
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if not raided_scene._format_camp_conversation_button_text(beans).contains("Supply Bean"):
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if not raided_scene._format_camp_conversation_button_text(beans).contains("보급 Bean"):
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failures.append("Yan Ford raided supply beans button should preview Bean supply")
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var before_bean := int(raided_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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raided_scene._apply_camp_conversation_effects(beans)
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@@ -908,7 +908,7 @@ func _check_guandu_branch_camp_conversations(failures: Array[String]) -> void:
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if not medicine.is_empty():
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if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Guandu secured line talk status should show one ready supply")
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if not secured_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
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if not secured_scene._format_camp_conversation_button_text(medicine).contains("보급 Panacea"):
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failures.append("Guandu secured line medicine button should preview Panacea supply")
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var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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secured_scene._apply_camp_conversation_effects(medicine)
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@@ -938,7 +938,7 @@ func _check_guandu_branch_camp_conversations(failures: Array[String]) -> void:
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if not wine.is_empty():
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if scouted_scene._format_talk_status_text(scouted_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Guandu scouted Wuchao talk status should show one ready supply")
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if not scouted_scene._format_camp_conversation_button_text(wine).contains("Supply Wine"):
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if not scouted_scene._format_camp_conversation_button_text(wine).contains("보급 Wine"):
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failures.append("Guandu Wuchao scout wine button should preview Wine supply")
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var before_wine := int(scouted_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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scouted_scene._apply_camp_conversation_effects(wine)
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@@ -2853,7 +2853,7 @@ func _check_qingzhou_branch_camp_conversations(failures: Array[String]) -> void:
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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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if not pursuit_scene._format_camp_conversation_button_text(veterans).contains("보급 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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@@ -2883,7 +2883,7 @@ func _check_qingzhou_branch_camp_conversations(failures: Array[String]) -> void:
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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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if not regroup_scene._format_camp_conversation_button_text(stores).contains("보급 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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@@ -2935,7 +2935,7 @@ func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
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if not fast_supplies.is_empty():
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if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Wuchao prepared raid talk status should show one ready supply")
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if not raid_scene._format_camp_conversation_button_text(fast_supplies).contains("Supply Bean"):
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if not raid_scene._format_camp_conversation_button_text(fast_supplies).contains("보급 Bean"):
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failures.append("Wuchao fast supplies button should show Bean supply")
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var before_bean := int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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raid_scene._apply_camp_conversation_effects(fast_supplies)
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@@ -2965,7 +2965,7 @@ func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
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if not reserve_wagon.is_empty():
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if defense_scene._format_talk_status_text(defense_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Wuchao strengthened defense talk status should show one ready supply")
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if not defense_scene._format_camp_conversation_button_text(reserve_wagon).contains("Supply Panacea"):
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if not defense_scene._format_camp_conversation_button_text(reserve_wagon).contains("보급 Panacea"):
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failures.append("Wuchao reserve wagon button should show Panacea supply")
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var before_panacea := int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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defense_scene._apply_camp_conversation_effects(reserve_wagon)
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@@ -3015,7 +3015,7 @@ func _check_cangting_branch_camp_conversations(failures: Array[String]) -> void:
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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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if not pressed_scene._format_camp_conversation_button_text(fast_rations).contains("보급 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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@@ -3045,7 +3045,7 @@ func _check_cangting_branch_camp_conversations(failures: Array[String]) -> void:
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if not store_medicine.is_empty():
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if stores_scene._format_talk_status_text(stores_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Cangting secured stores talk status should show one ready supply")
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if not stores_scene._format_camp_conversation_button_text(store_medicine).contains("Supply Panacea"):
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if not stores_scene._format_camp_conversation_button_text(store_medicine).contains("보급 Panacea"):
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failures.append("Cangting store medicine button should show Panacea supply")
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var before_panacea := int(stores_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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stores_scene._apply_camp_conversation_effects(store_medicine)
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@@ -3097,7 +3097,7 @@ func _check_ye_branch_camp_conversations(failures: Array[String]) -> void:
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if not rapid_rations.is_empty():
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if advanced_scene._format_talk_status_text(advanced_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Ye advanced talk status should show one ready supply")
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if not advanced_scene._format_camp_conversation_button_text(rapid_rations).contains("Supply Bean"):
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if not advanced_scene._format_camp_conversation_button_text(rapid_rations).contains("보급 Bean"):
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failures.append("Ye rapid rations button should show Bean supply")
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var before_bean := int(advanced_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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advanced_scene._apply_camp_conversation_effects(rapid_rations)
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@@ -3127,7 +3127,7 @@ func _check_ye_branch_camp_conversations(failures: Array[String]) -> void:
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if not crossing_medicine.is_empty():
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if crossing_scene._format_talk_status_text(crossing_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Ye crossings talk status should show one ready supply")
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if not crossing_scene._format_camp_conversation_button_text(crossing_medicine).contains("Supply Panacea"):
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if not crossing_scene._format_camp_conversation_button_text(crossing_medicine).contains("보급 Panacea"):
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failures.append("Ye crossing medicine button should show Panacea supply")
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var before_panacea := int(crossing_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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crossing_scene._apply_camp_conversation_effects(crossing_medicine)
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@@ -3179,7 +3179,7 @@ func _check_ye_siege_branch_camp_conversations(failures: Array[String]) -> void:
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if not ladder_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("Ye Siege pressed talk status should show one ready supply")
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if not pressed_scene._format_camp_conversation_button_text(ladder_rations).contains("Supply Bean"):
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if not pressed_scene._format_camp_conversation_button_text(ladder_rations).contains("보급 Bean"):
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failures.append("Ye Siege ladder 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(ladder_rations)
|
||||
@@ -3209,7 +3209,7 @@ func _check_ye_siege_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not defector_medicine.is_empty():
|
||||
if split_scene._format_talk_status_text(split_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Ye Siege split heirs talk status should show one ready supply")
|
||||
if not split_scene._format_camp_conversation_button_text(defector_medicine).contains("Supply Panacea"):
|
||||
if not split_scene._format_camp_conversation_button_text(defector_medicine).contains("보급 Panacea"):
|
||||
failures.append("Ye Siege defector medicine button should show Panacea supply")
|
||||
var before_panacea := int(split_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
split_scene._apply_camp_conversation_effects(defector_medicine)
|
||||
@@ -3261,7 +3261,7 @@ func _check_ye_surrender_branch_camp_conversations(failures: Array[String]) -> v
|
||||
if not pressure_rations.is_empty():
|
||||
if forced_scene._format_talk_status_text(forced_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Ye Surrender forced talk status should show one ready supply")
|
||||
if not forced_scene._format_camp_conversation_button_text(pressure_rations).contains("Supply Bean"):
|
||||
if not forced_scene._format_camp_conversation_button_text(pressure_rations).contains("보급 Bean"):
|
||||
failures.append("Ye Surrender pressure rations button should show Bean supply")
|
||||
var before_bean := int(forced_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
||||
forced_scene._apply_camp_conversation_effects(pressure_rations)
|
||||
@@ -3291,7 +3291,7 @@ func _check_ye_surrender_branch_camp_conversations(failures: Array[String]) -> v
|
||||
if not defector_medicine.is_empty():
|
||||
if negotiated_scene._format_talk_status_text(negotiated_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Ye Surrender negotiated talk status should show one ready supply")
|
||||
if not negotiated_scene._format_camp_conversation_button_text(defector_medicine).contains("Supply Panacea"):
|
||||
if not negotiated_scene._format_camp_conversation_button_text(defector_medicine).contains("보급 Panacea"):
|
||||
failures.append("Ye Surrender defector medicine button should show Panacea supply")
|
||||
var before_panacea := int(negotiated_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
negotiated_scene._apply_camp_conversation_effects(defector_medicine)
|
||||
@@ -3343,7 +3343,7 @@ func _check_northern_pursuit_branch_camp_conversations(failures: Array[String])
|
||||
if not hard_march_beans.is_empty():
|
||||
if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Northern Pursuit pursued talk status should show one ready supply")
|
||||
if not pursued_scene._format_camp_conversation_button_text(hard_march_beans).contains("Supply Bean"):
|
||||
if not pursued_scene._format_camp_conversation_button_text(hard_march_beans).contains("보급 Bean"):
|
||||
failures.append("Northern Pursuit hard march beans button should show Bean supply")
|
||||
var before_bean := int(pursued_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
||||
pursued_scene._apply_camp_conversation_effects(hard_march_beans)
|
||||
@@ -3373,7 +3373,7 @@ func _check_northern_pursuit_branch_camp_conversations(failures: Array[String])
|
||||
if not ji_supply_medicine.is_empty():
|
||||
if stabilized_scene._format_talk_status_text(stabilized_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Northern Pursuit stabilized talk status should show one ready supply")
|
||||
if not stabilized_scene._format_camp_conversation_button_text(ji_supply_medicine).contains("Supply Panacea"):
|
||||
if not stabilized_scene._format_camp_conversation_button_text(ji_supply_medicine).contains("보급 Panacea"):
|
||||
failures.append("Northern Pursuit Ji supply medicine button should show Panacea supply")
|
||||
var before_panacea := int(stabilized_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
stabilized_scene._apply_camp_conversation_effects(ji_supply_medicine)
|
||||
@@ -3425,7 +3425,7 @@ func _check_nanpi_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not hard_push_beans.is_empty():
|
||||
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Nanpi pressed talk status should show one ready supply")
|
||||
if not pressed_scene._format_camp_conversation_button_text(hard_push_beans).contains("Supply Bean"):
|
||||
if not pressed_scene._format_camp_conversation_button_text(hard_push_beans).contains("보급 Bean"):
|
||||
failures.append("Nanpi hard push beans 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(hard_push_beans)
|
||||
@@ -3455,7 +3455,7 @@ func _check_nanpi_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not admin_medicine.is_empty():
|
||||
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Nanpi secured talk status should show one ready supply")
|
||||
if not secured_scene._format_camp_conversation_button_text(admin_medicine).contains("Supply Panacea"):
|
||||
if not secured_scene._format_camp_conversation_button_text(admin_medicine).contains("보급 Panacea"):
|
||||
failures.append("Nanpi admin medicine button should show Panacea supply")
|
||||
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
secured_scene._apply_camp_conversation_effects(admin_medicine)
|
||||
@@ -3507,7 +3507,7 @@ func _check_nanpi_surrender_branch_camp_conversations(failures: Array[String]) -
|
||||
if not pressure_wine.is_empty():
|
||||
if pressure_scene._format_talk_status_text(pressure_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Nanpi Surrender pressure talk status should show one ready supply")
|
||||
if not pressure_scene._format_camp_conversation_button_text(pressure_wine).contains("Supply Wine"):
|
||||
if not pressure_scene._format_camp_conversation_button_text(pressure_wine).contains("보급 Wine"):
|
||||
failures.append("Nanpi Surrender pressure wine button should show Wine supply")
|
||||
var before_wine := int(pressure_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
||||
pressure_scene._apply_camp_conversation_effects(pressure_wine)
|
||||
@@ -3537,7 +3537,7 @@ func _check_nanpi_surrender_branch_camp_conversations(failures: Array[String]) -
|
||||
if not admin_medicine.is_empty():
|
||||
if admin_scene._format_talk_status_text(admin_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Nanpi Surrender admin talk status should show one ready supply")
|
||||
if not admin_scene._format_camp_conversation_button_text(admin_medicine).contains("Supply Panacea"):
|
||||
if not admin_scene._format_camp_conversation_button_text(admin_medicine).contains("보급 Panacea"):
|
||||
failures.append("Nanpi Surrender admin medicine button should show Panacea supply")
|
||||
var before_panacea := int(admin_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
admin_scene._apply_camp_conversation_effects(admin_medicine)
|
||||
@@ -3589,7 +3589,7 @@ func _check_bohai_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not fast_wine.is_empty():
|
||||
if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Bohai pursued talk status should show one ready supply")
|
||||
if not pursued_scene._format_camp_conversation_button_text(fast_wine).contains("Supply Wine"):
|
||||
if not pursued_scene._format_camp_conversation_button_text(fast_wine).contains("보급 Wine"):
|
||||
failures.append("Bohai fast column wine button should show Wine supply")
|
||||
var before_wine := int(pursued_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
||||
pursued_scene._apply_camp_conversation_effects(fast_wine)
|
||||
@@ -3619,7 +3619,7 @@ func _check_bohai_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not commandery_medicine.is_empty():
|
||||
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Bohai secured talk status should show one ready supply")
|
||||
if not secured_scene._format_camp_conversation_button_text(commandery_medicine).contains("Supply Panacea"):
|
||||
if not secured_scene._format_camp_conversation_button_text(commandery_medicine).contains("보급 Panacea"):
|
||||
failures.append("Bohai commandery medicine button should show Panacea supply")
|
||||
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
secured_scene._apply_camp_conversation_effects(commandery_medicine)
|
||||
@@ -3671,7 +3671,7 @@ func _check_liaoxi_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not fast_drums.is_empty():
|
||||
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Liaoxi pressed talk status should show one ready supply")
|
||||
if not pressed_scene._format_camp_conversation_button_text(fast_drums).contains("Supply War Drum"):
|
||||
if not pressed_scene._format_camp_conversation_button_text(fast_drums).contains("보급 War Drum"):
|
||||
failures.append("Liaoxi fast drums button should show War Drum supply")
|
||||
var before_drums := int(pressed_scene.campaign_state.get_inventory_snapshot().get("war_drum", 0))
|
||||
pressed_scene._apply_camp_conversation_effects(fast_drums)
|
||||
@@ -3701,7 +3701,7 @@ func _check_liaoxi_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not approach_medicine.is_empty():
|
||||
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Liaoxi secured talk status should show one ready supply")
|
||||
if not secured_scene._format_camp_conversation_button_text(approach_medicine).contains("Supply Panacea"):
|
||||
if not secured_scene._format_camp_conversation_button_text(approach_medicine).contains("보급 Panacea"):
|
||||
failures.append("Liaoxi approach medicine button should show Panacea supply")
|
||||
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
secured_scene._apply_camp_conversation_effects(approach_medicine)
|
||||
@@ -3753,7 +3753,7 @@ func _check_white_wolf_branch_camp_conversations(failures: Array[String]) -> voi
|
||||
if not canteens.is_empty():
|
||||
if struck_scene._format_talk_status_text(struck_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("White Wolf struck talk status should show one ready supply")
|
||||
if not struck_scene._format_camp_conversation_button_text(canteens).contains("Supply Wine"):
|
||||
if not struck_scene._format_camp_conversation_button_text(canteens).contains("보급 Wine"):
|
||||
failures.append("White Wolf canteens button should show Wine supply")
|
||||
var before_wine := int(struck_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
||||
struck_scene._apply_camp_conversation_effects(canteens)
|
||||
@@ -3783,7 +3783,7 @@ func _check_white_wolf_branch_camp_conversations(failures: Array[String]) -> voi
|
||||
if not medicine.is_empty():
|
||||
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("White Wolf fortified talk status should show one ready supply")
|
||||
if not fortified_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
|
||||
if not fortified_scene._format_camp_conversation_button_text(medicine).contains("보급 Panacea"):
|
||||
failures.append("White Wolf medicine button should show Panacea supply")
|
||||
var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
fortified_scene._apply_camp_conversation_effects(medicine)
|
||||
@@ -3835,7 +3835,7 @@ func _check_liaodong_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not hard_wine.is_empty():
|
||||
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Liaodong pressed talk status should show one ready supply")
|
||||
if not pressed_scene._format_camp_conversation_button_text(hard_wine).contains("Supply Wine"):
|
||||
if not pressed_scene._format_camp_conversation_button_text(hard_wine).contains("보급 Wine"):
|
||||
failures.append("Liaodong hard wine button should show Wine supply")
|
||||
var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
||||
pressed_scene._apply_camp_conversation_effects(hard_wine)
|
||||
@@ -3865,7 +3865,7 @@ func _check_liaodong_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not guide_medicine.is_empty():
|
||||
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Liaodong secured talk status should show one ready supply")
|
||||
if not secured_scene._format_camp_conversation_button_text(guide_medicine).contains("Supply Panacea"):
|
||||
if not secured_scene._format_camp_conversation_button_text(guide_medicine).contains("보급 Panacea"):
|
||||
failures.append("Liaodong guide medicine button should show Panacea supply")
|
||||
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
secured_scene._apply_camp_conversation_effects(guide_medicine)
|
||||
@@ -3928,7 +3928,7 @@ func _check_xinye_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not ordered_medicine.is_empty():
|
||||
if accepted_scene._format_talk_status_text(accepted_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Xinye accepted talk status should show one ready supply")
|
||||
if not accepted_scene._format_camp_conversation_button_text(ordered_medicine).contains("Supply Panacea"):
|
||||
if not accepted_scene._format_camp_conversation_button_text(ordered_medicine).contains("보급 Panacea"):
|
||||
failures.append("Xinye ordered medicine button should show Panacea supply")
|
||||
var before_panacea := int(accepted_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
accepted_scene._apply_camp_conversation_effects(ordered_medicine)
|
||||
@@ -3958,7 +3958,7 @@ func _check_xinye_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not authority_wine.is_empty():
|
||||
if authority_scene._format_talk_status_text(authority_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Xinye authority talk status should show one ready supply")
|
||||
if not authority_scene._format_camp_conversation_button_text(authority_wine).contains("Supply Wine"):
|
||||
if not authority_scene._format_camp_conversation_button_text(authority_wine).contains("보급 Wine"):
|
||||
failures.append("Xinye authority wine button should show Wine supply")
|
||||
var before_wine := int(authority_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
||||
authority_scene._apply_camp_conversation_effects(authority_wine)
|
||||
@@ -4032,7 +4032,7 @@ func _check_changban_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not vanguard_rations.is_empty():
|
||||
if vanguard_scene._format_talk_status_text(vanguard_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Changban vanguard talk status should show one ready supply")
|
||||
if not vanguard_scene._format_camp_conversation_button_text(vanguard_rations).contains("Supply Bean"):
|
||||
if not vanguard_scene._format_camp_conversation_button_text(vanguard_rations).contains("보급 Bean"):
|
||||
failures.append("Changban vanguard rations button should show Bean supply")
|
||||
var before_bean := int(vanguard_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
||||
vanguard_scene._apply_camp_conversation_effects(vanguard_rations)
|
||||
@@ -4073,7 +4073,7 @@ func _check_changban_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not han_medicine.is_empty():
|
||||
if supply_scene._format_talk_status_text(supply_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Changban secured talk status should show one ready supply")
|
||||
if not supply_scene._format_camp_conversation_button_text(han_medicine).contains("Supply Panacea"):
|
||||
if not supply_scene._format_camp_conversation_button_text(han_medicine).contains("보급 Panacea"):
|
||||
failures.append("Changban Han medicine button should show Panacea supply")
|
||||
var before_panacea := int(supply_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
supply_scene._apply_camp_conversation_effects(han_medicine)
|
||||
@@ -4147,7 +4147,7 @@ func _check_jiangling_branch_camp_conversations(failures: Array[String]) -> void
|
||||
if not fast_beans.is_empty():
|
||||
if chase_scene._format_talk_status_text(chase_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Jiangling chase talk status should show one ready supply")
|
||||
if not chase_scene._format_camp_conversation_button_text(fast_beans).contains("Supply Bean"):
|
||||
if not chase_scene._format_camp_conversation_button_text(fast_beans).contains("보급 Bean"):
|
||||
failures.append("Jiangling fast beans button should show Bean supply")
|
||||
var before_bean := int(chase_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
||||
chase_scene._apply_camp_conversation_effects(fast_beans)
|
||||
@@ -4188,7 +4188,7 @@ func _check_jiangling_branch_camp_conversations(failures: Array[String]) -> void
|
||||
if not crossing_medicine.is_empty():
|
||||
if crossings_scene._format_talk_status_text(crossings_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Jiangling crossings talk status should show one ready supply")
|
||||
if not crossings_scene._format_camp_conversation_button_text(crossing_medicine).contains("Supply Panacea"):
|
||||
if not crossings_scene._format_camp_conversation_button_text(crossing_medicine).contains("보급 Panacea"):
|
||||
failures.append("Jiangling crossing medicine button should show Panacea supply")
|
||||
var before_panacea := int(crossings_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
crossings_scene._apply_camp_conversation_effects(crossing_medicine)
|
||||
@@ -4262,7 +4262,7 @@ func _check_xiakou_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not envoy_beans.is_empty():
|
||||
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Xiakou pursuit talk status should show one ready supply")
|
||||
if not pursuit_scene._format_camp_conversation_button_text(envoy_beans).contains("Supply Bean"):
|
||||
if not pursuit_scene._format_camp_conversation_button_text(envoy_beans).contains("보급 Bean"):
|
||||
failures.append("Xiakou envoy beans button should show Bean supply")
|
||||
var before_bean := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
||||
pursuit_scene._apply_camp_conversation_effects(envoy_beans)
|
||||
@@ -4303,7 +4303,7 @@ func _check_xiakou_branch_camp_conversations(failures: Array[String]) -> void:
|
||||
if not storehouse_medicine.is_empty():
|
||||
if storehouse_scene._format_talk_status_text(storehouse_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Xiakou storehouse talk status should show one ready supply")
|
||||
if not storehouse_scene._format_camp_conversation_button_text(storehouse_medicine).contains("Supply Panacea"):
|
||||
if not storehouse_scene._format_camp_conversation_button_text(storehouse_medicine).contains("보급 Panacea"):
|
||||
failures.append("Xiakou storehouse medicine button should show Panacea supply")
|
||||
var before_panacea := int(storehouse_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
storehouse_scene._apply_camp_conversation_effects(storehouse_medicine)
|
||||
@@ -4377,7 +4377,7 @@ func _check_red_cliffs_branch_camp_conversations(failures: Array[String]) -> voi
|
||||
if not forward_beans.is_empty():
|
||||
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Red Cliffs pressed talk status should show one ready supply")
|
||||
if not pressed_scene._format_camp_conversation_button_text(forward_beans).contains("Supply Bean"):
|
||||
if not pressed_scene._format_camp_conversation_button_text(forward_beans).contains("보급 Bean"):
|
||||
failures.append("Red Cliffs forward beans 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(forward_beans)
|
||||
@@ -4418,7 +4418,7 @@ func _check_red_cliffs_branch_camp_conversations(failures: Array[String]) -> voi
|
||||
if not harbor_medicine.is_empty():
|
||||
if harbor_scene._format_talk_status_text(harbor_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Red Cliffs harbor talk status should show one ready supply")
|
||||
if not harbor_scene._format_camp_conversation_button_text(harbor_medicine).contains("Supply Panacea"):
|
||||
if not harbor_scene._format_camp_conversation_button_text(harbor_medicine).contains("보급 Panacea"):
|
||||
failures.append("Red Cliffs harbor medicine button should show Panacea supply")
|
||||
var before_panacea := int(harbor_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
harbor_scene._apply_camp_conversation_effects(harbor_medicine)
|
||||
@@ -4492,7 +4492,7 @@ func _check_red_cliffs_fire_branch_camp_conversations(failures: Array[String]) -
|
||||
if not chain_medicine.is_empty():
|
||||
if chain_scene._format_talk_status_text(chain_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Red Cliffs Fire chain talk status should show one ready supply")
|
||||
if not chain_scene._format_camp_conversation_button_text(chain_medicine).contains("Supply Panacea"):
|
||||
if not chain_scene._format_camp_conversation_button_text(chain_medicine).contains("보급 Panacea"):
|
||||
failures.append("Red Cliffs Fire chain medicine button should show Panacea supply")
|
||||
var before_panacea := int(chain_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||
chain_scene._apply_camp_conversation_effects(chain_medicine)
|
||||
@@ -4533,7 +4533,7 @@ func _check_red_cliffs_fire_branch_camp_conversations(failures: Array[String]) -
|
||||
if not night_beans.is_empty():
|
||||
if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||
failures.append("Red Cliffs Fire night raid talk status should show one ready supply")
|
||||
if not raid_scene._format_camp_conversation_button_text(night_beans).contains("Supply Bean"):
|
||||
if not raid_scene._format_camp_conversation_button_text(night_beans).contains("보급 Bean"):
|
||||
failures.append("Red Cliffs Fire night beans button should show Bean supply")
|
||||
var before_bean := int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
||||
raid_scene._apply_camp_conversation_effects(night_beans)
|
||||
|
||||
@@ -211,16 +211,16 @@ func _check_objective_notice(failures: Array[String]) -> void:
|
||||
scene._on_objective_updated("Defeat the new vanguard.", "")
|
||||
if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
|
||||
failures.append("objective notice panel should be visible after objective update")
|
||||
elif not scene.objective_notice_label.text.contains("New Sealed Edict") or not scene.objective_notice_label.text.contains("Bronze Edict: Defeat the new vanguard."):
|
||||
elif not scene.objective_notice_label.text.contains("새 조서 봉인") or not scene.objective_notice_label.text.contains("승리 조서: Defeat the new vanguard."):
|
||||
failures.append("objective notice label should use sealed edict wording: %s" % scene.objective_notice_label.text)
|
||||
scene._on_objective_updated("", "Supply train is lost.")
|
||||
if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
|
||||
failures.append("objective notice panel should be visible after defeat update")
|
||||
elif not scene.objective_notice_label.text.contains("New Sealed Edict") or not scene.objective_notice_label.text.contains("Black Omen: Supply train is lost."):
|
||||
elif not scene.objective_notice_label.text.contains("새 조서 봉인") or not scene.objective_notice_label.text.contains("패배 흉조: Supply train is lost."):
|
||||
failures.append("objective notice label should use omen wording: %s" % scene.objective_notice_label.text)
|
||||
if scene._format_log_entry_text("Objective updated: Defeat the new vanguard.") != "Edict amended: Defeat the new vanguard.":
|
||||
if scene._format_log_entry_text("Objective updated: Defeat the new vanguard.") != "조서 개정: Defeat the new vanguard.":
|
||||
failures.append("objective log display should use edict wording")
|
||||
if scene._format_log_entry_text("Defeat condition updated: Supply train is lost.") != "Omen amended: Supply train is lost.":
|
||||
if scene._format_log_entry_text("Defeat condition updated: Supply train is lost.") != "흉조 개정: Supply train is lost.":
|
||||
failures.append("defeat log display should use omen wording")
|
||||
if scene.objective_notice_timer <= 0.0:
|
||||
failures.append("objective notice timer should be active")
|
||||
|
||||
@@ -35,18 +35,18 @@ func _init() -> void:
|
||||
"choice_label": ""
|
||||
}
|
||||
var result_text: String = scene._format_battle_result_summary()
|
||||
_check_contains(failures, "reward section", result_text, "Spoils")
|
||||
_check_contains(failures, "gold reward", result_text, "Gold +100")
|
||||
_check_contains(failures, "reward section", result_text, "전리품")
|
||||
_check_contains(failures, "gold reward", result_text, "군자금 +100")
|
||||
_check_contains(failures, "item reward", result_text, "Bean x2")
|
||||
_check_contains(failures, "roster section", result_text, "Joined: Dian Wei")
|
||||
_check_contains(failures, "roster section", result_text, "합류: Dian Wei")
|
||||
_check_contains(failures, "growth section", result_text, "Cao Cao Lv.2")
|
||||
_check_contains(failures, "campaign section", result_text, "Next March: Sishui Gate")
|
||||
_check_contains(failures, "next camp section", result_text, "Next Encampment")
|
||||
_check_contains(failures, "campaign section", result_text, "다음 행군: Sishui Gate")
|
||||
_check_contains(failures, "next camp section", result_text, "다음 군막")
|
||||
_check_contains(failures, "next camp location", result_text, "Sishui Gate, 190 CE")
|
||||
_check_contains(failures, "next camp talk", result_text, "War Council 3")
|
||||
_check_contains(failures, "next camp shop", result_text, "Sutler 6 goods")
|
||||
_check_contains(failures, "next camp deploy", result_text, "Muster Roll 2/3")
|
||||
_check_contains(failures, "next camp formation", result_text, "Battle Array 6 tiles")
|
||||
_check_contains(failures, "next camp talk", result_text, "군막 회의 3")
|
||||
_check_contains(failures, "next camp shop", result_text, "군상 물품 6")
|
||||
_check_contains(failures, "next camp deploy", result_text, "출진 명부 2/3")
|
||||
_check_contains(failures, "next camp formation", result_text, "진형 배치 6칸")
|
||||
|
||||
scene.battle_result_summary = {
|
||||
"saved": false,
|
||||
@@ -63,8 +63,8 @@ func _init() -> void:
|
||||
"choice_label": ""
|
||||
}
|
||||
var failed_save_text: String = scene._format_battle_result_summary()
|
||||
_check_contains(failures, "failed rewards", failed_save_text, "Not recorded")
|
||||
_check_contains(failures, "failed save", failed_save_text, "Chronicle seal failed")
|
||||
_check_contains(failures, "failed rewards", failed_save_text, "아직 기록되지 않음")
|
||||
_check_contains(failures, "failed save", failed_save_text, "전기 봉인 실패")
|
||||
|
||||
scene.battle_result_summary = {
|
||||
"saved": true,
|
||||
@@ -77,13 +77,13 @@ func _init() -> void:
|
||||
failures,
|
||||
"pending choice prompt",
|
||||
pending_choice_text,
|
||||
"Select a response"
|
||||
"응답을 고르십시오"
|
||||
)
|
||||
_check_not_contains(
|
||||
failures,
|
||||
"pending choice should wait for response before next camp preview",
|
||||
pending_choice_text,
|
||||
"Next Encampment"
|
||||
"다음 군막"
|
||||
)
|
||||
|
||||
scene.battle_result_summary = {
|
||||
@@ -95,7 +95,7 @@ func _init() -> void:
|
||||
failures,
|
||||
"replay rewards",
|
||||
scene._format_battle_result_summary(),
|
||||
"Already claimed"
|
||||
"이미 수령"
|
||||
)
|
||||
|
||||
var choice_text: String = scene._format_post_battle_choice_reward_text({
|
||||
@@ -105,7 +105,7 @@ func _init() -> void:
|
||||
})
|
||||
_check_contains(failures, "choice gold", choice_text, "+50G")
|
||||
_check_contains(failures, "choice item", choice_text, "War Axe")
|
||||
_check_contains(failures, "choice join", choice_text, "Join Dian Wei")
|
||||
_check_contains(failures, "choice join", choice_text, "합류 Dian Wei")
|
||||
|
||||
if failures.is_empty():
|
||||
scene.free()
|
||||
|
||||
@@ -2160,13 +2160,13 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
|
||||
var cache := scene._camp_conversation_by_id("northern_woods_cache")
|
||||
if cache.is_empty():
|
||||
failures.append("battle scene should find cache camp conversation by id")
|
||||
elif not scene._format_camp_conversation_button_text(cache).contains("Supply Bean"):
|
||||
elif not scene._format_camp_conversation_button_text(cache).contains("보급 Bean"):
|
||||
failures.append("camp conversation button text should preview supply effect")
|
||||
var merchant_notice := scene._format_shop_merchant_notice_text(scene.state.get_shop_merchant())
|
||||
if not merchant_notice.contains("Camp Merchant") or not merchant_notice.contains("Roadside stores"):
|
||||
failures.append("shop merchant notice should include name and flavor lines")
|
||||
var camp_overview := scene._format_briefing_camp_overview_text(scene.state.get_briefing(), false)
|
||||
for expected in ["Yingchuan, 184 CE", "War Chest 0G", "War Council 3", "1 supply", "Sutler 2 goods", "Muster Roll 2/2", "Battle Array 4 tiles", "Armory stocked"]:
|
||||
for expected in ["Yingchuan, 184 CE", "군자금 0G", "군막 회의 3", "보급 1", "군상 물품 2", "출진 명부 2/2", "진형 배치 4칸", "병장고 비축"]:
|
||||
if not camp_overview.contains(expected):
|
||||
failures.append("camp overview should include %s: %s" % [expected, camp_overview])
|
||||
var bean: Dictionary = scene.state.get_item_def("bean")
|
||||
@@ -2231,7 +2231,7 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
|
||||
failures.append("Cao Cao HUD focus should describe command role: %s" % cao_text)
|
||||
if not cao_text.contains("March 4 (Foot)") or not cao_text.contains("Strike reach 1-1"):
|
||||
failures.append("Cao Cao HUD focus should clarify move/attack affordance: %s" % cao_text)
|
||||
if not cao_text.contains("Command:") or not cao_text.contains("March") or not cao_text.contains("Strike") or not cao_text.contains("Stratagem") or not cao_text.contains("Arms") or not cao_text.contains("Hold"):
|
||||
if not cao_text.contains("군령:") or not cao_text.contains("March") or not cao_text.contains("Strike") or not cao_text.contains("책략") or not cao_text.contains("병장") or not cao_text.contains("대기"):
|
||||
failures.append("Cao Cao HUD focus should summarize available actions: %s" % cao_text)
|
||||
if not cao_text.contains("Ground 2,4"):
|
||||
failures.append("Cao Cao HUD focus should include current tile: %s" % cao_text)
|
||||
@@ -2250,7 +2250,7 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
|
||||
failures.append("Archer HUD focus should describe ranged role: %s" % archer_text)
|
||||
if not archer_text.contains("March 4 (Archer)") or not archer_text.contains("Strike reach 2-2"):
|
||||
failures.append("Archer HUD focus should clarify ranged attack affordance: %s" % archer_text)
|
||||
if not archer_text.contains("Command: Enemy banner"):
|
||||
if not archer_text.contains("군령: 적군 군기"):
|
||||
failures.append("Enemy archer HUD focus should describe enemy control: %s" % archer_text)
|
||||
if not scene._unit_current_terrain_text(archer).contains("Plain"):
|
||||
failures.append("Archer terrain text should reflect its current plain tile")
|
||||
@@ -2265,32 +2265,32 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
|
||||
scene.free()
|
||||
return
|
||||
var briefing_text := scene._format_briefing_objectives()
|
||||
for expected in ["Imperial Victory Edict:", "Defeat Omen:", "Bamboo Battle Register:", "Ominous Signs:", "Spoils Seal:"]:
|
||||
for expected in ["승리 조서:", "패배 흉조:", "전공 죽간:", "흉조 징후:", "전리품 봉인:"]:
|
||||
if not briefing_text.contains(expected):
|
||||
failures.append("briefing objective parchment should use ancient heading `%s`: %s" % [expected, briefing_text])
|
||||
var hud_objective := scene._format_objective_hud_text()
|
||||
if not hud_objective.contains("Bronze Edict:") or not hud_objective.contains("Black Omen:"):
|
||||
if not hud_objective.contains("승리 조서:") or not hud_objective.contains("패배 흉조:"):
|
||||
failures.append("HUD objective should read as paired edict and omen text: %s" % hud_objective)
|
||||
var mission_text := scene._format_mission_panel_text()
|
||||
for expected in ["Bronze Edict:", "Black Omen:", "Bamboo Register:", "Ominous Signs:"]:
|
||||
for expected in ["승리 조서", "패배 흉조", "전공 죽간", "흉조 징후"]:
|
||||
if not mission_text.contains(expected):
|
||||
failures.append("mission panel should use old campaign wording `%s`: %s" % [expected, mission_text])
|
||||
_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.49, 0.37, 0.21, 0.992))
|
||||
_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.72, 0.60, 0.39, 0.995))
|
||||
_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.035, 0.018, 0.012, 1.0), 6)
|
||||
_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.67, 0.53, 0.31, 0.995))
|
||||
_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.035, 0.018, 0.012, 1.0), 4)
|
||||
_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.76, 0.63, 0.40, 0.995))
|
||||
_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.28, 0.020, 0.014, 1.0), 4)
|
||||
_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.052, 0.022, 0.014, 0.995))
|
||||
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.50, 0.36, 0.16, 1.0), 6)
|
||||
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.12, 0.36, 0.25, 1.0), 6)
|
||||
_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.055, 0.025, 0.016, 1.0))
|
||||
_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.36, 0.030, 0.018, 1.0))
|
||||
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.69, 0.55, 0.32, 0.995))
|
||||
_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.28, 0.020, 0.014, 1.0))
|
||||
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.75, 0.62, 0.39, 0.995))
|
||||
_check_seal_ribbon(failures, scene.briefing_seal_ribbon, "briefing seal ribbon")
|
||||
_check_seal_ribbon(failures, scene.dialogue_seal_ribbon, "dialogue seal ribbon")
|
||||
_check_seal_ribbon(failures, scene.result_seal_ribbon, "result seal ribbon")
|
||||
_check_dialogue_column_budget(failures, scene)
|
||||
if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "Next Slip":
|
||||
if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "다음 죽간":
|
||||
failures.append("dialogue continue button should use ancient slip text")
|
||||
if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "Earlier Slip":
|
||||
if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "이전 죽간":
|
||||
failures.append("dialogue previous button should use ancient slip text")
|
||||
if scene._ui_font(false) == null:
|
||||
failures.append("ancient UI regular font should load from project assets")
|
||||
@@ -2306,31 +2306,31 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
|
||||
failures.append("dialogue text should use the project serif font override")
|
||||
if scene.dialogue_continue_button == null or not scene.dialogue_continue_button.has_theme_font_override("font"):
|
||||
failures.append("dialogue continue button should use the project serif font override")
|
||||
if scene.mission_title_label == null or scene.mission_title_label.text != "Bronze Mandate Tablet":
|
||||
if scene.mission_title_label == null or scene.mission_title_label.text != "군령 목패":
|
||||
failures.append("mission panel title should use bronze tablet wording")
|
||||
if scene.shop_button == null or scene.shop_button.text != "Sutler":
|
||||
if scene.shop_button == null or scene.shop_button.text != "군상":
|
||||
failures.append("briefing shop button should use sutler wording")
|
||||
if scene.talk_button == null or scene.talk_button.text != "War Council":
|
||||
if scene.talk_button == null or scene.talk_button.text != "군막 회의":
|
||||
failures.append("briefing talk button should use war council wording")
|
||||
if scene.formation_button == null or scene.formation_button.text != "Battle Array":
|
||||
if scene.formation_button == null or scene.formation_button.text != "진형 배치":
|
||||
failures.append("briefing formation button should use battle array wording")
|
||||
if scene.post_move_title_label == null or scene.post_move_title_label.text != "Issue Order":
|
||||
if scene.post_move_title_label == null or scene.post_move_title_label.text != "군령 선택":
|
||||
failures.append("post-move command title should use order wording")
|
||||
if scene.post_move_cancel_button == null or scene.post_move_cancel_button.text != "Recall Step":
|
||||
if scene.post_move_cancel_button == null or scene.post_move_cancel_button.text != "발걸음 거두기":
|
||||
failures.append("post-move cancel button should use recall step wording")
|
||||
if scene.post_move_picker_back_button == null or scene.post_move_picker_back_button.text != "Return":
|
||||
if scene.post_move_picker_back_button == null or scene.post_move_picker_back_button.text != "돌아가기":
|
||||
failures.append("post-move picker back button should use return wording")
|
||||
if scene.targeting_hint_title_label == null or scene.targeting_hint_title_label.text != "Mark Foe":
|
||||
if scene.targeting_hint_title_label == null or scene.targeting_hint_title_label.text != "적장 지목":
|
||||
failures.append("targeting hint title should use mark foe wording")
|
||||
if scene.targeting_hint_back_button == null or scene.targeting_hint_back_button.text != "Return":
|
||||
if scene.targeting_hint_back_button == null or scene.targeting_hint_back_button.text != "돌아가기":
|
||||
failures.append("targeting hint back button should use return wording")
|
||||
scene._update_briefing_camp_overview(scene.state.get_briefing(), false)
|
||||
if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "Silk War Map":
|
||||
if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "비단 전장도":
|
||||
failures.append("briefing map fallback should read as an old campaign map")
|
||||
_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.45, 0.34, 0.20, 0.992))
|
||||
if not scene._format_victory_result_text().contains("Bronze Victory Proclamation"):
|
||||
_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.54, 0.43, 0.27, 0.992))
|
||||
if not scene._format_victory_result_text().contains("승전 조서"):
|
||||
failures.append("victory result should read like a bronze proclamation")
|
||||
if not scene._format_defeat_result_text().contains("Defeat Memorial Tablet"):
|
||||
if not scene._format_defeat_result_text().contains("패전 비문"):
|
||||
failures.append("defeat result should read like a memorial tablet")
|
||||
var scroll_rod := scene._make_scroll_rod(120, 4)
|
||||
if scroll_rod.get_child_count() != 5:
|
||||
@@ -2431,7 +2431,7 @@ func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
|
||||
"remaining_phases": 2
|
||||
}]
|
||||
scene._update_tactic_button(cao_cao)
|
||||
if scene.tactic_button.text != "Stratagem - Sealed" or not scene.tactic_button.tooltip_text.to_lower().contains("sealed"):
|
||||
if scene.tactic_button.text != "책략 - 봉인됨" or not scene.tactic_button.tooltip_text.contains("책략"):
|
||||
failures.append("sealed unit should explain disabled tactic button: %s | %s" % [scene.tactic_button.text, scene.tactic_button.tooltip_text])
|
||||
cao_cao["status_effects"] = []
|
||||
|
||||
@@ -2440,36 +2440,36 @@ func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
|
||||
scene._update_tactic_button(cao_cao)
|
||||
scene._update_item_button(cao_cao)
|
||||
scene._update_equip_button(cao_cao)
|
||||
if not scene.wait_button.text.contains("Sealed"):
|
||||
if not scene.wait_button.text.contains("봉인됨"):
|
||||
failures.append("acted unit hold button should show Sealed: %s" % scene.wait_button.text)
|
||||
if not scene.tactic_button.text.contains("Sealed"):
|
||||
if not scene.tactic_button.text.contains("봉인됨"):
|
||||
failures.append("acted unit stratagem button should show Sealed: %s" % scene.tactic_button.text)
|
||||
if not scene.item_button.text.contains("Sealed"):
|
||||
if not scene.item_button.text.contains("봉인됨"):
|
||||
failures.append("acted unit supply button should show Sealed: %s" % scene.item_button.text)
|
||||
if not scene.equip_button.text.contains("Sealed"):
|
||||
if not scene.equip_button.text.contains("봉인됨"):
|
||||
failures.append("acted unit arms button should show Sealed: %s" % scene.equip_button.text)
|
||||
|
||||
cao_cao["acted"] = false
|
||||
cao_cao["moved"] = true
|
||||
scene._update_equip_button(cao_cao)
|
||||
if scene.equip_button.text != "Arms - Marched" or not scene.equip_button.tooltip_text.to_lower().contains("before"):
|
||||
if scene.equip_button.text != "병장 - 행군 후" or not scene.equip_button.tooltip_text.contains("행군 전"):
|
||||
failures.append("moved unit should explain disabled equip button: %s | %s" % [scene.equip_button.text, scene.equip_button.tooltip_text])
|
||||
|
||||
cao_cao["moved"] = false
|
||||
scene.state.set_inventory_snapshot({})
|
||||
scene._update_item_button(cao_cao)
|
||||
if scene.item_button.text != "Supply - Empty" or not scene.item_button.tooltip_text.to_lower().contains("no field supplies"):
|
||||
if scene.item_button.text != "도구 - 비어 있음" or not scene.item_button.tooltip_text.contains("도구"):
|
||||
failures.append("empty inventory should explain disabled item button: %s | %s" % [scene.item_button.text, scene.item_button.tooltip_text])
|
||||
|
||||
scene.state.current_team = BattleState.TEAM_ENEMY
|
||||
scene._update_end_turn_button()
|
||||
if scene.end_turn_button.text != "Pass Command - Enemy Phase" or not scene.end_turn_button.tooltip_text.to_lower().contains("player command phase"):
|
||||
if scene.end_turn_button.text != "차례 종료 - 적군 차례" or not scene.end_turn_button.tooltip_text.contains("아군 군령"):
|
||||
failures.append("enemy phase should explain disabled end turn button: %s | %s" % [scene.end_turn_button.text, scene.end_turn_button.tooltip_text])
|
||||
|
||||
scene.state.current_team = BattleState.TEAM_PLAYER
|
||||
scene.battle_started = false
|
||||
scene._update_threat_button()
|
||||
if scene.threat_button.text != "Enemy Lines - Unroll Map" or not scene.threat_button.tooltip_text.to_lower().contains("unroll"):
|
||||
if scene.threat_button.text != "적진 - 전장도 미개봉" or not scene.threat_button.tooltip_text.contains("전장도"):
|
||||
failures.append("inactive battle should explain disabled threat button: %s | %s" % [scene.threat_button.text, scene.threat_button.tooltip_text])
|
||||
_free_action_button_test_scene(scene)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user