Improve camp talk and merchant previews
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@@ -179,11 +179,22 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
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failures.append("battle scene should find Cao Cao camp conversation by id")
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elif not scene._format_camp_conversation_button_text(strategy).contains("Cao Cao"):
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failures.append("camp conversation button text should include label/speaker")
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elif scene._camp_conversation_preview_portrait_path(strategy).is_empty():
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failures.append("camp conversation preview should resolve Cao Cao portrait")
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elif scene._load_art_texture(scene._camp_conversation_preview_portrait_path(strategy)) == null:
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failures.append("camp conversation preview portrait should load")
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elif not scene._format_camp_conversation_row_title(strategy).contains("Officer"):
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failures.append("camp conversation row title should include group")
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elif not scene._format_camp_conversation_preview_text(strategy).contains("Yingchuan"):
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failures.append("camp conversation preview should include first dialogue text")
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var cache := scene._camp_conversation_by_id("northern_woods_cache")
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if cache.is_empty():
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failures.append("battle scene should find cache camp conversation by id")
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elif not scene._format_camp_conversation_button_text(cache).contains("Supply Bean"):
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failures.append("camp conversation button text should preview supply effect")
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var merchant_notice := scene._format_shop_merchant_notice_text(scene.state.get_shop_merchant())
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if not merchant_notice.contains("Camp Merchant") or not merchant_notice.contains("Roadside stores"):
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failures.append("shop merchant notice should include name and flavor lines")
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scene.free()
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_check_scenario_background_texture_loading(failures)
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