Add opening camp route report
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@@ -124,13 +124,18 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
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if (briefing.get("camp_dialogue", []) as Array).is_empty():
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failures.append("001 briefing should expose camp dialogue")
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var conversations: Array = briefing.get("camp_conversations", [])
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if conversations.size() < 3:
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failures.append("001 briefing should expose at least three camp conversations")
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if conversations.size() < 4:
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failures.append("001 briefing should expose at least four camp conversations")
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else:
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_check_camp_conversation(failures, conversations[0], "cao_cao_strategy", "officer", "cao_cao")
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_check_camp_conversation(failures, conversations[1], "xiahou_dun_vanguard", "officer", "xiahou_dun")
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_check_camp_conversation(failures, conversations[2], "northern_woods_cache", "topic", "")
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_check_camp_conversation_effect(failures, conversations[2], "bean", 1)
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var villager_report := _find_camp_conversation(conversations, "yingchuan_villager_report")
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_check_camp_conversation(failures, villager_report, "yingchuan_villager_report", "topic", "")
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if not str(villager_report).contains("영천 백성") or not str(villager_report).contains("마을 우물가"):
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failures.append("001 villager report should explain the route and recovery point")
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var cache := _find_camp_conversation(conversations, "northern_woods_cache")
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_check_camp_conversation(failures, cache, "northern_woods_cache", "topic", "")
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_check_camp_conversation_effect(failures, cache, "bean", 1)
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var merchant := state.get_shop_merchant()
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if merchant.is_empty() or (merchant.get("lines", []) as Array).is_empty():
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failures.append("001 shop should expose merchant lines")
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@@ -2968,7 +2973,7 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
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if not merchant_notice.contains("군막 상인") or not merchant_notice.contains("길가의 물자"):
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failures.append("shop merchant notice should include name and flavor lines")
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var camp_overview := scene._format_briefing_camp_overview_text(scene.state.get_briefing(), false)
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for expected in ["위치: 영천, 중평 원년", "군막:", "준비:", "군자금 0냥", "군막 회의 · 3건", "보급 대기 1건", "군상 물품 · 2종", "출진 명부 2명 중 2명", "진형 배치 6칸", "비축 물자"]:
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for expected in ["위치: 영천, 중평 원년", "군막:", "준비:", "군자금 0냥", "군막 회의 · 4건", "보급 대기 1건", "군상 물품 · 2종", "출진 명부 2명 중 2명", "진형 배치 6칸", "비축 물자"]:
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if not camp_overview.contains(expected):
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failures.append("camp overview should include %s: %s" % [expected, camp_overview])
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var bean: Dictionary = scene.state.get_item_def("bean")
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@@ -3015,7 +3020,7 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
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var talk_tooltips := _collect_child_tooltips(scene.talk_list)
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if not talk_visible_text.contains("조조 - 군략") or not talk_visible_text.contains("장수") or not talk_visible_text.contains("보급 대기"):
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failures.append("talk rows should show compact labels and status badges: %s" % talk_visible_text)
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if talk_visible_text.contains("영천") or talk_visible_text.contains("첫 행군") or talk_visible_text.contains("보급 콩") or talk_visible_text.contains("수령 가능"):
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if talk_visible_text.contains("첫 행군") or talk_visible_text.contains("보급 콩") or talk_visible_text.contains("수령 가능"):
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failures.append("talk rows should keep preview and supply details in hover text: %s" % talk_visible_text)
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if not talk_tooltips.contains("영천") or not talk_tooltips.contains("보급 콩") or not talk_tooltips.contains("수령 가능"):
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failures.append("talk row tooltip should retain dialogue preview and supply detail: %s" % talk_tooltips)
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