Add Wan Castle escape camp content
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@@ -359,6 +359,64 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
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_check_shop_item_visibility(failures, xian_pressed_state, "iron_armor", false, "007 pressed")
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_check_shop_item_visibility(failures, xian_pressed_state, "war_axe", true, "007 pressed")
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var wan_state = BattleStateScript.new()
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if not wan_state.load_battle("res://data/scenarios/008_wan_castle_escape.json"):
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failures.append("could not load Wan Castle Escape camp data")
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else:
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var wan_conversations: Array = wan_state.get_briefing().get("camp_conversations", [])
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if wan_conversations.size() != 2:
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failures.append("008 base briefing should expose exactly two camp conversations")
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else:
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_check_camp_conversation(failures, wan_conversations[0], "wan_escape_route_council", "officer", "cao_cao")
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_check_camp_conversation(failures, wan_conversations[1], "wan_dian_wei_rear_guard", "officer", "dian_wei")
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var wan_merchant := wan_state.get_shop_merchant()
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if str(wan_merchant.get("name", "")) != "Wan Castle Sutler":
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failures.append("008 shop should expose Wan Castle merchant name")
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if (wan_merchant.get("lines", []) as Array).size() < 2:
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failures.append("008 shop should expose merchant flavor lines")
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_check_shop_item_visibility(failures, wan_state, "imperial_seal", false, "008 base")
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_check_shop_item_visibility(failures, wan_state, "war_drum", false, "008 base")
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var wan_court_state = BattleStateScript.new()
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if not wan_court_state.load_battle("res://data/scenarios/008_wan_castle_escape.json", {}, {}, {"secured_imperial_court": true}):
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failures.append("could not load Wan court seal camp data")
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else:
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var postern: Dictionary = _find_camp_conversation(
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wan_court_state.get_briefing().get("camp_conversations", []),
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"wan_court_seal_postern"
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)
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if postern.is_empty():
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failures.append("008 secured court flag should expose court seal postern conversation")
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else:
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_check_camp_conversation_effect(failures, postern, "bean", 1)
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if not _find_camp_conversation(
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wan_court_state.get_briefing().get("camp_conversations", []),
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"wan_hard_pursuit_drums"
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).is_empty():
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failures.append("008 secured court flag should not expose hard pursuit drums conversation")
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_check_shop_item_visibility(failures, wan_court_state, "imperial_seal", true, "008 secured court")
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_check_shop_item_visibility(failures, wan_court_state, "war_drum", false, "008 secured court")
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var wan_pursuit_state = BattleStateScript.new()
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if not wan_pursuit_state.load_battle("res://data/scenarios/008_wan_castle_escape.json", {}, {}, {"pursued_li_jue_remnants": true}):
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failures.append("could not load Wan hard pursuit camp data")
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else:
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var drums: Dictionary = _find_camp_conversation(
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wan_pursuit_state.get_briefing().get("camp_conversations", []),
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"wan_hard_pursuit_drums"
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)
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if drums.is_empty():
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failures.append("008 hard pursuit flag should expose hard pursuit drums conversation")
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else:
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_check_camp_conversation_effect(failures, drums, "wine", 1)
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if not _find_camp_conversation(
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wan_pursuit_state.get_briefing().get("camp_conversations", []),
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"wan_court_seal_postern"
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).is_empty():
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failures.append("008 hard pursuit flag should not expose court seal postern conversation")
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_check_shop_item_visibility(failures, wan_pursuit_state, "imperial_seal", false, "008 hard pursuit")
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_check_shop_item_visibility(failures, wan_pursuit_state, "war_drum", true, "008 hard pursuit")
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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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