diff --git a/data/scenarios/024_liaodong_pursuit.json b/data/scenarios/024_liaodong_pursuit.json index 3df6552..0e73af7 100644 --- a/data/scenarios/024_liaodong_pursuit.json +++ b/data/scenarios/024_liaodong_pursuit.json @@ -32,6 +32,59 @@ "Wuhuan pledges and guides steady the northern roads, letting Cao Cao approach Liaodong with fewer ambushes behind him." ] } + ], + "camp_conversations": [ + { + "id": "liaodong_border_council", + "group": "topic", + "label": "Border Council", + "speaker": "Cao Cao", + "summary": "Set the final northern order before Liaodong prices the Yuan brothers.", + "lines": [ + { "speaker": "Cao Cao", "side": "left", "text": "The Yuan brothers have run out of cities, riders, and distance. Now they ask a border lord to sell them time." }, + { "speaker": "Guo Jia", "side": "right", "text": "Then we make time more expensive than betrayal. Liaodong will count quickly." }, + { "speaker": "Zhang He", "side": "right", "text": "Their guards still carry the Yuan banners high. Men who flee with banners want witnesses more than victory." } + ] + }, + { + "id": "liaodong_zhang_he_border_price", + "group": "officer", + "officer_id": "zhang_he", + "label": "Zhang He - Border Price", + "summary": "Hear Zhang He's reading of the Yuan fugitives before the border closes.", + "lines": [ + { "speaker": "Zhang He", "side": "right", "text": "Yuan Shang will ask Liaodong for shelter. Yuan Xi will ask for soldiers. Neither knows which request makes them cheaper." }, + { "speaker": "Cao Cao", "side": "left", "text": "Then we show Liaodong the price before they haggle." } + ] + }, + { + "id": "liaodong_hard_pursuit_wine", + "group": "topic", + "label": "Hard Pursuit Wine", + "summary": "The forced march toward Liaodong leaves a last reserve of strong wine for exhausted troops.", + "campaign_flags": { "pressed_liaodong_pursuit": true }, + "effects": [ + { "type": "grant_item", "item_id": "wine", "count": 1, "text": "The hard pursuit wine adds a Wine to the field supplies." } + ], + "lines": [ + { "speaker": "Xiahou Dun", "side": "left", "text": "The vanguard kept one jar from White Wolf. Sour enough to bite, strong enough to move tired legs." }, + { "speaker": "Cao Cao", "side": "right", "text": "Save it for the banner that reaches the border first." } + ] + }, + { + "id": "liaodong_wuhuan_guides_medicine", + "group": "topic", + "label": "Guide Medicine", + "summary": "Wuhuan guides bring northern herbs into the Liaodong field stores.", + "campaign_flags": { "secured_wuhuan_submission": true }, + "effects": [ + { "type": "grant_item", "item_id": "panacea", "count": 1, "text": "The Wuhuan guide medicine adds a Panacea to the field supplies." } + ], + "lines": [ + { "speaker": "Cao Ren", "side": "left", "text": "The Wuhuan guides brought bitter herbs and clean bindings. Their pledges have weight after all." }, + { "speaker": "Cao Cao", "side": "right", "text": "Good. Let submission be useful before it becomes ceremony." } + ] + } ] }, "shop": { @@ -55,7 +108,14 @@ "campaign_flags": { "secured_wuhuan_submission": true }, "items": ["imperial_seal"] } - ] + ], + "merchant": { + "name": "Liaodong Border Sutler", + "lines": [ + "The border sells caution by the cart, my lord. Fortunately I sell simpler things.", + "Buy before Gongsun Kang decides whether the Yuan name is a guest, a burden, or a bargain." + ] + } }, "roster": { "max_units": 7, diff --git a/data/scenarios/025_xinye_advance.json b/data/scenarios/025_xinye_advance.json index 251c3c2..5dae2b2 100644 --- a/data/scenarios/025_xinye_advance.json +++ b/data/scenarios/025_xinye_advance.json @@ -59,7 +59,7 @@ }, "roster": { "max_units": 7, - "required_officers": ["cao_cao", "guo_jia"] + "required_officers": ["cao_cao", "guo_jia", "zhang_he"] }, "formation": { "cells": [[1, 3], [1, 4], [1, 5], [2, 2], [2, 3], [2, 4], [2, 5], [2, 6], [3, 2], [3, 3], [3, 4], [3, 5], [3, 6]] diff --git a/tools/smoke_camp_conversation_rewards.gd b/tools/smoke_camp_conversation_rewards.gd index c3331bf..2aed53f 100644 --- a/tools/smoke_camp_conversation_rewards.gd +++ b/tools/smoke_camp_conversation_rewards.gd @@ -90,6 +90,10 @@ const WHITE_WOLF_CANTEENS_CONVERSATION_ID := "white_wolf_scattered_canteens" const WHITE_WOLF_MEDICINE_CONVERSATION_ID := "white_wolf_route_medicine" const LIAODONG_SCENARIO_ID := "024_liaodong_pursuit" const LIAODONG_SCENARIO_PATH := "res://data/scenarios/024_liaodong_pursuit.json" +const LIAODONG_HARD_WINE_CONVERSATION_ID := "liaodong_hard_pursuit_wine" +const LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID := "liaodong_wuhuan_guides_medicine" +const XINYE_SCENARIO_ID := "025_xinye_advance" +const XINYE_SCENARIO_PATH := "res://data/scenarios/025_xinye_advance.json" const SAVE_PATH := "user://campaign_save.json" const MANUAL_SAVE_PATH := "user://campaign_manual_save.json" @@ -122,6 +126,7 @@ func _init() -> void: _check_bohai_post_battle_choice_bridges_to_liaoxi(failures) _check_liaoxi_post_battle_choice_bridges_to_white_wolf(failures) _check_white_wolf_post_battle_choice_bridges_to_liaodong(failures) + _check_liaodong_post_battle_choice_bridges_to_xinye(failures) _check_manual_checkpoint_reverts_claim(failures) _check_completed_replay_cannot_claim(failures) _check_conditional_camp_conversations(failures) @@ -137,6 +142,7 @@ func _init() -> void: _check_bohai_branch_camp_conversations(failures) _check_liaoxi_branch_camp_conversations(failures) _check_white_wolf_branch_camp_conversations(failures) + _check_liaodong_branch_camp_conversations(failures) _check_talk_menu_closes_on_cancel_and_reload(failures) if not _restore_user_file(SAVE_PATH, save_backup): @@ -1224,6 +1230,25 @@ func _check_white_wolf_post_battle_choice_bridges_to_liaodong(failures: Array[St ) +func _check_liaodong_post_battle_choice_bridges_to_xinye(failures: Array[String]) -> void: + _check_liaodong_choice_branch_to_xinye( + failures, + "accept_liaodong_terms", + "accepted_liaodong_terms", + "pressed_liaodong_authority", + "imperial_seal", + "war_drum" + ) + _check_liaodong_choice_branch_to_xinye( + failures, + "press_liaodong_authority", + "pressed_liaodong_authority", + "accepted_liaodong_terms", + "war_drum", + "imperial_seal" + ) + + func _check_wuchao_choice_branch_to_cangting( failures: Array[String], choice_id: String, @@ -2027,6 +2052,79 @@ func _check_white_wolf_choice_branch_to_liaodong( scene.free() +func _check_liaodong_choice_branch_to_xinye( + failures: Array[String], + choice_id: String, + expected_flag: String, + cleared_flag: String, + expected_shop_item_id: String, + hidden_shop_item_id: String +) -> void: + var scene = _new_prebattle_scene_for(failures, "Liaodong choice bridge %s" % choice_id, LIAODONG_SCENARIO_ID, LIAODONG_SCENARIO_PATH) + if scene == null: + return + if not scene.campaign_state.joined_officers.has("zhang_he"): + scene.campaign_state.joined_officers.append("zhang_he") + if not scene.state.load_battle( + LIAODONG_SCENARIO_PATH, + scene.campaign_state.get_roster_overrides(), + scene.campaign_state.get_inventory_snapshot(), + scene.campaign_state.get_flags_snapshot(), + scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Liaodong choice bridge %s could not reload Liaodong with Zhang He joined" % choice_id) + scene.free() + return + scene.state.battle_status = "victory" + var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state) + if not bool(result.get("saved", false)): + failures.append("Liaodong choice bridge %s should save 024 victory" % choice_id) + scene.free() + return + if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"): + failures.append("Liaodong choice bridge %s should keep Zhang He before Xinye" % choice_id) + if bool(result.get("choice_applied", true)): + failures.append("Liaodong choice bridge %s should wait for a selected post-battle choice" % choice_id) + if scene.campaign_state.pending_post_battle_choice_scenario_id != LIAODONG_SCENARIO_ID: + failures.append("Liaodong choice bridge %s should mark Liaodong choice pending" % choice_id) + var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id) + if choice.is_empty(): + failures.append("Liaodong choice bridge missing choice: %s" % choice_id) + scene.free() + return + if not scene.campaign_state.try_apply_post_battle_choice(choice, LIAODONG_SCENARIO_ID): + failures.append("Liaodong choice bridge %s should save selected choice" % choice_id) + scene.free() + return + var flags: Dictionary = scene.campaign_state.get_flags_snapshot() + if flags.get(expected_flag, false) != true: + failures.append("Liaodong choice bridge %s should set %s" % [choice_id, expected_flag]) + if flags.get(cleared_flag, true) != false: + failures.append("Liaodong choice bridge %s should clear %s" % [choice_id, cleared_flag]) + if scene.campaign_state.current_scenario_id != XINYE_SCENARIO_ID: + failures.append("Liaodong choice bridge %s should advance to Xinye, got %s" % [choice_id, scene.campaign_state.current_scenario_id]) + if not scene.state.load_battle( + XINYE_SCENARIO_PATH, + scene.campaign_state.get_roster_overrides(), + scene.campaign_state.get_inventory_snapshot(), + flags, + scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Liaodong choice bridge %s could not load Xinye" % choice_id) + scene.free() + return + if scene.state.get_unit("zhang_he_ch25").is_empty(): + failures.append("Liaodong choice bridge %s should deploy Zhang He in Xinye" % choice_id) + elif not scene.state.is_required_deployment("zhang_he_ch25"): + failures.append("Liaodong choice bridge %s should require Zhang He in Xinye" % choice_id) + var shop_items: Array = scene.state.get_shop_item_ids() + if not shop_items.has(expected_shop_item_id): + failures.append("Liaodong choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id]) + if shop_items.has(hidden_shop_item_id): + failures.append("Liaodong choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id]) + scene.free() + + func _find_choice_by_id(choices, choice_id: String) -> Dictionary: if typeof(choices) != TYPE_ARRAY: return {} @@ -3112,6 +3210,88 @@ func _check_white_wolf_branch_camp_conversations(failures: Array[String]) -> voi fortified_scene.free() +func _check_liaodong_branch_camp_conversations(failures: Array[String]) -> void: + var base_scene = _new_prebattle_scene_for(failures, "Liaodong base camp", LIAODONG_SCENARIO_ID, LIAODONG_SCENARIO_PATH) + if base_scene != null: + if base_scene._camp_conversation_by_id("liaodong_border_council").is_empty(): + failures.append("Liaodong should expose the border council conversation") + if base_scene._camp_conversation_by_id("liaodong_zhang_he_border_price").is_empty(): + failures.append("Liaodong should expose Zhang He's border price conversation") + if not base_scene._camp_conversation_by_id(LIAODONG_HARD_WINE_CONVERSATION_ID).is_empty(): + failures.append("Liaodong hard wine should be hidden without pressed Liaodong flag") + if not base_scene._camp_conversation_by_id(LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID).is_empty(): + failures.append("Liaodong guide medicine should be hidden without secured Wuhuan flag") + var merchant: Dictionary = base_scene.state.get_shop_merchant() + if str(merchant.get("name", "")) != "Liaodong Border Sutler": + failures.append("Liaodong shop merchant name should be present") + var merchant_lines: Array = merchant.get("lines", []) + if merchant_lines.size() < 2: + failures.append("Liaodong shop merchant should expose flavor lines") + if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": + failures.append("Liaodong base talk status should summarize two non-supply topics") + base_scene.free() + + var pressed_scene = _new_prebattle_scene_for( + failures, + "Liaodong pressed camp", + LIAODONG_SCENARIO_ID, + LIAODONG_SCENARIO_PATH, + {"pressed_liaodong_pursuit": true} + ) + if pressed_scene != null: + var hard_wine: Dictionary = pressed_scene._camp_conversation_by_id(LIAODONG_HARD_WINE_CONVERSATION_ID) + if hard_wine.is_empty(): + failures.append("pressed Liaodong flag should expose Liaodong hard wine") + if not pressed_scene._camp_conversation_by_id(LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID).is_empty(): + failures.append("pressed Liaodong flag should not expose Liaodong guide medicine") + if not hard_wine.is_empty(): + if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": + failures.append("Liaodong pressed talk status should show one ready supply") + if not pressed_scene._format_camp_conversation_button_text(hard_wine).contains("Supply Wine"): + failures.append("Liaodong hard wine button should show Wine supply") + var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) + pressed_scene._apply_camp_conversation_effects(hard_wine) + if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: + failures.append("Liaodong hard wine should add Wine to campaign inventory") + if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: + failures.append("Liaodong hard wine should refresh battle Wine inventory") + if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(LIAODONG_SCENARIO_ID, LIAODONG_HARD_WINE_CONVERSATION_ID): + failures.append("Liaodong hard wine claim should be saved") + if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": + failures.append("Liaodong pressed talk status should show claimed supply after claim") + pressed_scene.free() + + var secured_scene = _new_prebattle_scene_for( + failures, + "Liaodong secured camp", + LIAODONG_SCENARIO_ID, + LIAODONG_SCENARIO_PATH, + {"secured_wuhuan_submission": true} + ) + if secured_scene != null: + var guide_medicine: Dictionary = secured_scene._camp_conversation_by_id(LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID) + if guide_medicine.is_empty(): + failures.append("secured Wuhuan flag should expose Liaodong guide medicine") + if not secured_scene._camp_conversation_by_id(LIAODONG_HARD_WINE_CONVERSATION_ID).is_empty(): + failures.append("secured Wuhuan flag should not expose Liaodong hard wine") + if not guide_medicine.is_empty(): + if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": + failures.append("Liaodong secured talk status should show one ready supply") + if not secured_scene._format_camp_conversation_button_text(guide_medicine).contains("Supply Panacea"): + failures.append("Liaodong guide medicine button should show Panacea supply") + var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) + secured_scene._apply_camp_conversation_effects(guide_medicine) + if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: + failures.append("Liaodong guide medicine should add Panacea to campaign inventory") + if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: + failures.append("Liaodong guide medicine should refresh battle Panacea inventory") + if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(LIAODONG_SCENARIO_ID, LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID): + failures.append("Liaodong guide medicine claim should be saved") + if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": + failures.append("Liaodong secured talk status should show claimed supply after claim") + secured_scene.free() + + func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void: var scene = _new_prebattle_scene(failures, "talk menu close guards") if scene == null: diff --git a/tools/smoke_visual_assets.gd b/tools/smoke_visual_assets.gd index 43aa654..c34e066 100644 --- a/tools/smoke_visual_assets.gd +++ b/tools/smoke_visual_assets.gd @@ -1510,13 +1510,42 @@ func _check_battle_visual_data(failures: Array[String]) -> void: if not liaodong_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Liaodong Pursuit data") else: + _check_shop_items_unique(failures, liaodong_state, "024 base") + var liaodong_conversations: Array = liaodong_state.get_briefing().get("camp_conversations", []) + if liaodong_conversations.size() != 2: + failures.append("024 base briefing should expose exactly two camp conversations") + else: + _check_camp_conversation(failures, liaodong_conversations[0], "liaodong_border_council", "topic", "") + _check_camp_conversation(failures, liaodong_conversations[1], "liaodong_zhang_he_border_price", "officer", "zhang_he") + var liaodong_merchant := liaodong_state.get_shop_merchant() + if str(liaodong_merchant.get("name", "")) != "Liaodong Border Sutler": + failures.append("024 shop should expose Liaodong Border merchant name") + if (liaodong_merchant.get("lines", []) as Array).size() < 2: + failures.append("024 shop should expose merchant flavor lines") if liaodong_state.get_unit("zhang_he_ch24").is_empty() or not liaodong_state.is_required_deployment("zhang_he_ch24"): failures.append("024 should deploy Zhang He as a required officer") + _check_shop_item_visibility(failures, liaodong_state, "war_drum", false, "024 base") + _check_shop_item_visibility(failures, liaodong_state, "imperial_seal", false, "024 base") + _check_shop_item_visibility(failures, liaodong_state, "iron_armor", true, "024 base") var liaodong_pressed_state = BattleStateScript.new() if not liaodong_pressed_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {"pressed_liaodong_pursuit": true}, ["zhang_he"]): failures.append("could not load Liaodong pressed pursuit data") else: + _check_shop_items_unique(failures, liaodong_pressed_state, "024 pressed Liaodong") + var hard_wine: Dictionary = _find_camp_conversation( + liaodong_pressed_state.get_briefing().get("camp_conversations", []), + "liaodong_hard_pursuit_wine" + ) + if hard_wine.is_empty(): + failures.append("024 pressed Liaodong flag should expose hard pursuit wine") + else: + _check_camp_conversation_effect(failures, hard_wine, "wine", 1) + if not _find_camp_conversation( + liaodong_pressed_state.get_briefing().get("camp_conversations", []), + "liaodong_wuhuan_guides_medicine" + ).is_empty(): + failures.append("024 pressed Liaodong flag should not expose Wuhuan guide medicine") _check_shop_item_visibility(failures, liaodong_pressed_state, "war_drum", true, "024 pressed Liaodong") _check_shop_item_visibility(failures, liaodong_pressed_state, "imperial_seal", false, "024 pressed Liaodong") @@ -1524,9 +1553,72 @@ func _check_battle_visual_data(failures: Array[String]) -> void: if not liaodong_secured_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {"secured_wuhuan_submission": true}, ["zhang_he"]): failures.append("could not load Liaodong secured Wuhuan data") else: + _check_shop_items_unique(failures, liaodong_secured_state, "024 secured Wuhuan") + var guide_medicine: Dictionary = _find_camp_conversation( + liaodong_secured_state.get_briefing().get("camp_conversations", []), + "liaodong_wuhuan_guides_medicine" + ) + if guide_medicine.is_empty(): + failures.append("024 secured Wuhuan flag should expose guide medicine") + else: + _check_camp_conversation_effect(failures, guide_medicine, "panacea", 1) + if not _find_camp_conversation( + liaodong_secured_state.get_briefing().get("camp_conversations", []), + "liaodong_hard_pursuit_wine" + ).is_empty(): + failures.append("024 secured Wuhuan flag should not expose hard pursuit wine") _check_shop_item_visibility(failures, liaodong_secured_state, "war_drum", false, "024 secured Wuhuan") _check_shop_item_visibility(failures, liaodong_secured_state, "imperial_seal", true, "024 secured Wuhuan") + var liaodong_old_flags_state = BattleStateScript.new() + if not liaodong_old_flags_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {"struck_wuhuan_vanguard": true, "fortified_white_wolf_route": true}, ["zhang_he"]): + failures.append("could not load Liaodong old White Wolf flag camp data") + else: + _check_shop_item_visibility(failures, liaodong_old_flags_state, "war_drum", false, "024 old White Wolf flags") + _check_shop_item_visibility(failures, liaodong_old_flags_state, "imperial_seal", false, "024 old White Wolf flags") + if not _find_camp_conversation( + liaodong_old_flags_state.get_briefing().get("camp_conversations", []), + "liaodong_hard_pursuit_wine" + ).is_empty(): + failures.append("024 old White Wolf flags should not expose hard pursuit wine") + if not _find_camp_conversation( + liaodong_old_flags_state.get_briefing().get("camp_conversations", []), + "liaodong_wuhuan_guides_medicine" + ).is_empty(): + failures.append("024 old White Wolf flags should not expose guide medicine") + + var xinye_state = BattleStateScript.new() + if not xinye_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {}, ["zhang_he"]): + failures.append("could not load Xinye Advance data") + else: + _check_shop_items_unique(failures, xinye_state, "025 base") + if xinye_state.get_unit("zhang_he_ch25").is_empty() or not xinye_state.is_required_deployment("zhang_he_ch25"): + failures.append("025 should deploy Zhang He as a required officer") + _check_shop_item_visibility(failures, xinye_state, "war_drum", false, "025 base") + _check_shop_item_visibility(failures, xinye_state, "imperial_seal", false, "025 base") + + var xinye_terms_state = BattleStateScript.new() + if not xinye_terms_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {"accepted_liaodong_terms": true}, ["zhang_he"]): + failures.append("could not load Xinye accepted Liaodong terms data") + else: + _check_shop_item_visibility(failures, xinye_terms_state, "imperial_seal", true, "025 accepted Liaodong terms") + _check_shop_item_visibility(failures, xinye_terms_state, "war_drum", false, "025 accepted Liaodong terms") + + var xinye_authority_state = BattleStateScript.new() + if not xinye_authority_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {"pressed_liaodong_authority": true}, ["zhang_he"]): + failures.append("could not load Xinye pressed Liaodong authority data") + else: + _check_shop_item_visibility(failures, xinye_authority_state, "war_drum", true, "025 pressed Liaodong authority") + _check_shop_item_visibility(failures, xinye_authority_state, "imperial_seal", false, "025 pressed Liaodong authority") + + var xinye_old_flags_state = BattleStateScript.new() + if not xinye_old_flags_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {"pressed_liaodong_pursuit": true, "secured_wuhuan_submission": true}, ["zhang_he"]): + failures.append("could not load Xinye old Liaodong Pursuit flag data") + else: + _check_shop_items_unique(failures, xinye_old_flags_state, "025 old Liaodong Pursuit flags") + _check_shop_item_visibility(failures, xinye_old_flags_state, "war_drum", false, "025 old Liaodong Pursuit flags") + _check_shop_item_visibility(failures, xinye_old_flags_state, "imperial_seal", false, "025 old Liaodong Pursuit flags") + 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():