Require castle capture in first battle
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@@ -58,6 +58,7 @@ func _init() -> void:
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_check_event_gated_objective_markers(failures)
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_check_event_gated_multi_cell_objective_markers(failures)
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_check_turn_gated_objective_does_not_create_marker(failures)
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_check_opening_battle_requires_castle_capture(failures)
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_check_objective_update(failures)
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_check_objective_notice(failures)
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_check_terrain_recovery(failures)
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@@ -199,6 +200,27 @@ func _check_turn_gated_objective_does_not_create_marker(failures: Array[String])
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failures.append("turn-gated objective should not create map markers: %s" % str(marker_cells))
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func _check_opening_battle_requires_castle_capture(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("opening castle objective smoke could not load scenario")
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return
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var marker_cells := state.get_objective_cells()
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for castle_cell in [Vector2i(12, 0), Vector2i(13, 0), Vector2i(12, 1), Vector2i(13, 1)]:
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if not marker_cells.has(castle_cell):
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failures.append("opening battle should mark castle capture cell %s: %s" % [str(castle_cell), str(marker_cells)])
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for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY):
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enemy["alive"] = false
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state._check_battle_status()
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if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE:
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failures.append("opening battle should not end before castle capture, got %s" % str(state.battle_status))
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var cao_cao: Dictionary = state.get_unit("cao_cao")
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cao_cao["pos"] = Vector2i(12, 1)
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state._check_battle_status()
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if str(state.battle_status) != BattleStateScript.STATUS_VICTORY:
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failures.append("opening battle should end after enemies fall and castle is captured, got %s" % str(state.battle_status))
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func _check_log_contains(failures: Array[String], logs: Array, expected: String) -> void:
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for log_entry in logs:
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if str(log_entry) == expected:
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