Add Xian escort camp content

This commit is contained in:
2026-06-18 23:51:56 +09:00
parent 768b38f910
commit 5e9ab7afec
3 changed files with 207 additions and 1 deletions

View File

@@ -22,6 +22,10 @@ const DINGTAO_SCENARIO_ID := "006_dingtao_counterattack"
const DINGTAO_SCENARIO_PATH := "res://data/scenarios/006_dingtao_counterattack.json"
const DINGTAO_FORTIFIED_CONVERSATION_ID := "dingtao_fortified_reserves"
const DINGTAO_PRESSED_CONVERSATION_ID := "dingtao_pressed_vanguard"
const XIAN_SCENARIO_ID := "007_xian_emperor_escort"
const XIAN_SCENARIO_PATH := "res://data/scenarios/007_xian_emperor_escort.json"
const XIAN_FORTIFIED_CONVERSATION_ID := "xian_fortified_road_supplies"
const XIAN_PRESSED_CONVERSATION_ID := "xian_forced_march_canteens"
const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
const SAVE_PATH := "user://campaign_save.json"
@@ -38,6 +42,7 @@ func _init() -> void:
_check_sishui_gate_camp_supplies(failures)
_check_puyang_raid_camp_supplies(failures)
_check_dingtao_branch_camp_conversations(failures)
_check_xian_branch_camp_conversations(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
@@ -325,6 +330,88 @@ func _check_dingtao_branch_camp_conversations(failures: Array[String]) -> void:
pressed_scene.free()
func _check_xian_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Xian escort base camp", XIAN_SCENARIO_ID, XIAN_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("xian_escort_council").is_empty():
failures.append("Xian escort should expose the escort council conversation")
if base_scene._camp_conversation_by_id("xian_dian_wei_envoy_screen").is_empty():
failures.append("Xian escort should expose Dian Wei's envoy screen conversation")
if not base_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("Xian fortified supplies should be hidden without fortified flag")
if not base_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty():
failures.append("Xian pressed supplies should be hidden without pressed flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Escort Road Sutler":
failures.append("Xian escort shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Xian escort shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Xian escort base talk status should summarize two non-supply topics")
base_scene.free()
var fortified_scene = _new_prebattle_scene_for(
failures,
"Xian escort fortified camp",
XIAN_SCENARIO_ID,
XIAN_SCENARIO_PATH,
{"fortified_yan_province": true}
)
if fortified_scene != null:
var supplies: Dictionary = fortified_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID)
if supplies.is_empty():
failures.append("fortified flag should expose Xian fortified road supplies")
if not fortified_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty():
failures.append("fortified flag should not expose Xian forced march canteens")
if not supplies.is_empty():
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xian fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(supplies).contains("Supply Bean"):
failures.append("Xian fortified road supplies button should preview Bean supply")
var before_bean := int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
fortified_scene._apply_camp_conversation_effects(supplies)
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xian fortified road supplies should add Bean to campaign inventory")
if int(fortified_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xian fortified road supplies should refresh battle Bean inventory")
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_FORTIFIED_CONVERSATION_ID):
failures.append("Xian fortified road supplies claim should be saved")
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Xian fortified talk status should show claimed supply after claim")
fortified_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Xian escort pressed camp",
XIAN_SCENARIO_ID,
XIAN_SCENARIO_PATH,
{"pressed_lu_bu": true}
)
if pressed_scene != null:
var canteens: Dictionary = pressed_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID)
if canteens.is_empty():
failures.append("pressed flag should expose Xian forced march canteens")
if not pressed_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("pressed flag should not expose Xian fortified road supplies")
if not canteens.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xian pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(canteens).contains("Supply Wine"):
failures.append("Xian forced march canteens button should preview Wine supply")
var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pressed_scene._apply_camp_conversation_effects(canteens)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Xian forced march canteens should add Wine to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Xian forced march canteens should refresh battle Wine inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_PRESSED_CONVERSATION_ID):
failures.append("Xian forced march canteens claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Xian pressed talk status should show claimed supply after claim")
pressed_scene.free()
func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "manual checkpoint")
if scene == null:

View File

@@ -301,6 +301,64 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
_check_shop_item_visibility(failures, dingtao_pressed_state, "iron_armor", false, "006 pressed")
_check_shop_item_visibility(failures, dingtao_pressed_state, "war_drum", true, "006 pressed")
var xian_state = BattleStateScript.new()
if not xian_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"):
failures.append("could not load Xian Emperor Escort camp data")
else:
var xian_conversations: Array = xian_state.get_briefing().get("camp_conversations", [])
if xian_conversations.size() != 2:
failures.append("007 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, xian_conversations[0], "xian_escort_council", "officer", "cao_cao")
_check_camp_conversation(failures, xian_conversations[1], "xian_dian_wei_envoy_screen", "officer", "dian_wei")
var xian_merchant := xian_state.get_shop_merchant()
if str(xian_merchant.get("name", "")) != "Escort Road Sutler":
failures.append("007 shop should expose escort merchant name")
if (xian_merchant.get("lines", []) as Array).size() < 2:
failures.append("007 shop should expose merchant flavor lines")
_check_shop_item_visibility(failures, xian_state, "iron_armor", false, "007 base")
_check_shop_item_visibility(failures, xian_state, "war_axe", false, "007 base")
var xian_fortified_state = BattleStateScript.new()
if not xian_fortified_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json", {}, {}, {"fortified_yan_province": true}):
failures.append("could not load Xian fortified camp data")
else:
var road_supplies: Dictionary = _find_camp_conversation(
xian_fortified_state.get_briefing().get("camp_conversations", []),
"xian_fortified_road_supplies"
)
if road_supplies.is_empty():
failures.append("007 fortified flag should expose fortified road supplies conversation")
else:
_check_camp_conversation_effect(failures, road_supplies, "bean", 1)
if not _find_camp_conversation(
xian_fortified_state.get_briefing().get("camp_conversations", []),
"xian_forced_march_canteens"
).is_empty():
failures.append("007 fortified flag should not expose forced march canteens conversation")
_check_shop_item_visibility(failures, xian_fortified_state, "iron_armor", true, "007 fortified")
_check_shop_item_visibility(failures, xian_fortified_state, "war_axe", false, "007 fortified")
var xian_pressed_state = BattleStateScript.new()
if not xian_pressed_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json", {}, {}, {"pressed_lu_bu": true}):
failures.append("could not load Xian pressed camp data")
else:
var canteens: Dictionary = _find_camp_conversation(
xian_pressed_state.get_briefing().get("camp_conversations", []),
"xian_forced_march_canteens"
)
if canteens.is_empty():
failures.append("007 pressed flag should expose forced march canteens conversation")
else:
_check_camp_conversation_effect(failures, canteens, "wine", 1)
if not _find_camp_conversation(
xian_pressed_state.get_briefing().get("camp_conversations", []),
"xian_fortified_road_supplies"
).is_empty():
failures.append("007 pressed flag should not expose fortified road supplies conversation")
_check_shop_item_visibility(failures, xian_pressed_state, "iron_armor", false, "007 pressed")
_check_shop_item_visibility(failures, xian_pressed_state, "war_axe", true, "007 pressed")
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
var item := state.get_item_def(item_id)
if item.is_empty():