Add White Horse relief camp content

This commit is contained in:
2026-06-19 00:13:27 +09:00
parent e2c4f9f360
commit 99d58d05ee
3 changed files with 249 additions and 1 deletions

View File

@@ -479,6 +479,17 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
if not white_horse_state.load_battle("res://data/scenarios/010_white_horse_relief.json"):
failures.append("could not load White Horse Relief shop data")
else:
var white_horse_conversations: Array = white_horse_state.get_briefing().get("camp_conversations", [])
if white_horse_conversations.size() != 2:
failures.append("010 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, white_horse_conversations[0], "white_horse_decoy_council", "officer", "guo_jia")
_check_camp_conversation(failures, white_horse_conversations[1], "white_horse_xiahou_dun_false_retreat", "officer", "xiahou_dun")
var white_horse_merchant := white_horse_state.get_shop_merchant()
if str(white_horse_merchant.get("name", "")) != "White Horse Road Sutler":
failures.append("010 shop should expose White Horse merchant name")
if (white_horse_merchant.get("lines", []) as Array).size() < 2:
failures.append("010 shop should expose merchant flavor lines")
_check_shop_item_visibility(failures, white_horse_state, "imperial_seal", false, "010 base")
_check_shop_item_visibility(failures, white_horse_state, "war_drum", false, "010 base")
@@ -486,6 +497,19 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
if not white_horse_xu_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"integrated_xu_province": true}):
failures.append("could not load White Horse integrated Xu shop data")
else:
var medicine: Dictionary = _find_camp_conversation(
white_horse_xu_state.get_briefing().get("camp_conversations", []),
"white_horse_xu_reserve_medicine"
)
if medicine.is_empty():
failures.append("010 integrated Xu flag should expose Xu reserve medicine conversation")
else:
_check_camp_conversation_effect(failures, medicine, "panacea", 1)
if not _find_camp_conversation(
white_horse_xu_state.get_briefing().get("camp_conversations", []),
"white_horse_fast_march_beans"
).is_empty():
failures.append("010 integrated Xu flag should not expose fast march beans conversation")
_check_shop_item_visibility(failures, white_horse_xu_state, "imperial_seal", true, "010 integrated Xu")
_check_shop_item_visibility(failures, white_horse_xu_state, "war_drum", false, "010 integrated Xu")
@@ -493,9 +517,43 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
if not white_horse_pressed_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"pressed_northern_campaign": true}):
failures.append("could not load White Horse pressed north shop data")
else:
var beans: Dictionary = _find_camp_conversation(
white_horse_pressed_state.get_briefing().get("camp_conversations", []),
"white_horse_fast_march_beans"
)
if beans.is_empty():
failures.append("010 pressed north flag should expose fast march beans conversation")
else:
_check_camp_conversation_effect(failures, beans, "bean", 1)
if not _find_camp_conversation(
white_horse_pressed_state.get_briefing().get("camp_conversations", []),
"white_horse_xu_reserve_medicine"
).is_empty():
failures.append("010 pressed north flag should not expose Xu reserve medicine conversation")
_check_shop_item_visibility(failures, white_horse_pressed_state, "imperial_seal", false, "010 pressed north")
_check_shop_item_visibility(failures, white_horse_pressed_state, "war_drum", true, "010 pressed north")
var yan_ford_state = BattleStateScript.new()
if not yan_ford_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json"):
failures.append("could not load Yan Ford Pursuit shop data")
else:
_check_shop_item_visibility(failures, yan_ford_state, "imperial_seal", false, "011 base")
_check_shop_item_visibility(failures, yan_ford_state, "war_axe", false, "011 base")
var yan_ford_fortified_state = BattleStateScript.new()
if not yan_ford_fortified_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json", {}, {}, {"fortified_white_horse": true}):
failures.append("could not load Yan Ford fortified White Horse shop data")
else:
_check_shop_item_visibility(failures, yan_ford_fortified_state, "imperial_seal", true, "011 fortified White Horse")
_check_shop_item_visibility(failures, yan_ford_fortified_state, "war_axe", false, "011 fortified White Horse")
var yan_ford_raided_state = BattleStateScript.new()
if not yan_ford_raided_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json", {}, {}, {"raided_yuan_supplies": true}):
failures.append("could not load Yan Ford raided Yuan supplies shop data")
else:
_check_shop_item_visibility(failures, yan_ford_raided_state, "imperial_seal", false, "011 raided Yuan supplies")
_check_shop_item_visibility(failures, yan_ford_raided_state, "war_axe", true, "011 raided Yuan supplies")
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():