Add story beats to Xiapi Siege
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@@ -31,6 +31,7 @@ func _init() -> void:
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_check_dingtao_counterattack_event_dialogue_structure(failures)
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_check_xian_emperor_escort_event_dialogue_structure(failures)
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_check_wan_castle_escape_event_dialogue_structure(failures)
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_check_xiapi_siege_event_dialogue_structure(failures)
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_check_opening_battle_story_beats(failures)
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_check_sishui_gate_story_beats(failures)
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_check_xingyang_ambush_story_beats(failures)
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@@ -39,6 +40,7 @@ func _init() -> void:
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_check_dingtao_counterattack_story_beats(failures)
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_check_xian_emperor_escort_story_beats(failures)
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_check_wan_castle_escape_story_beats(failures)
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_check_xiapi_siege_story_beats(failures)
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_check_pixel_unit_helpers(failures)
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if failures.is_empty():
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@@ -627,6 +629,82 @@ func _check_wan_castle_escape_event_dialogue_structure(failures: Array[String])
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failures.append("Wan Castle Escape event should update the active objective: %s" % objective_event_id)
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func _check_xiapi_siege_event_dialogue_structure(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/009_xiapi_siege.json"):
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failures.append("could not load Xiapi Siege for event dialogue structure")
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return
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for event_id in [
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"opening_dialogue",
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"turn_2_lu_bu_charge",
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"turn_3_flood_gates",
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"wan_gate_baggage_support",
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"swift_wan_counterraid",
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"turn_6_lu_bu_cornered",
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"turn_6_siege_line_counter",
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"turn_9_lu_bu_final_breakout",
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"gao_shun_trap_line_falls",
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"chen_gong_strategist_falls",
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"lu_bu_xiapi_falls",
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"lu_bu_final_breakout_rider_falls"
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]:
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var event := _event_by_id(state, event_id)
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if event.is_empty():
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failures.append("Xiapi Siege missing event: %s" % event_id)
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continue
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if not _event_has_dialogue_action(event):
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failures.append("Xiapi Siege event should include contextual dialogue: %s" % event_id)
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var gao_shun_event := _event_by_id(state, "gao_shun_trap_line_falls")
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if not gao_shun_event.is_empty():
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var when: Dictionary = gao_shun_event.get("when", {})
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if str(when.get("type", "")) != "unit_defeated":
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failures.append("Gao Shun trap line defeat event should trigger when the unit is defeated")
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var unit_ids: Array = when.get("unit_ids", [])
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if not unit_ids.has("gao_shun_trap_line"):
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failures.append("Gao Shun trap line defeat event should watch gao_shun_trap_line")
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if not _event_has_set_objective_action(gao_shun_event):
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failures.append("Gao Shun trap line defeat event should clarify the siege objective")
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var chen_gong_event := _event_by_id(state, "chen_gong_strategist_falls")
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if not chen_gong_event.is_empty():
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var when: Dictionary = chen_gong_event.get("when", {})
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if str(when.get("type", "")) != "unit_defeated":
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failures.append("Chen Gong defeat event should trigger when the unit is defeated")
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var unit_ids: Array = when.get("unit_ids", [])
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if not unit_ids.has("chen_gong_strategist"):
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failures.append("Chen Gong defeat event should watch chen_gong_strategist")
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if not _event_has_set_objective_action(chen_gong_event):
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failures.append("Chen Gong defeat event should clarify the siege objective")
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var lu_bu_event := _event_by_id(state, "lu_bu_xiapi_falls")
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if not lu_bu_event.is_empty():
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var when: Dictionary = lu_bu_event.get("when", {})
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if str(when.get("type", "")) != "unit_defeated":
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failures.append("Lu Bu Xiapi defeat event should trigger when the unit is defeated")
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var unit_ids: Array = when.get("unit_ids", [])
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if not unit_ids.has("lu_bu_xiapi"):
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failures.append("Lu Bu Xiapi defeat event should watch lu_bu_xiapi")
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if not _event_has_set_objective_action(lu_bu_event):
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failures.append("Lu Bu Xiapi defeat event should clarify the siege objective")
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var final_breakout_event := _event_by_id(state, "lu_bu_final_breakout_rider_falls")
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if not final_breakout_event.is_empty():
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var when: Dictionary = final_breakout_event.get("when", {})
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if str(when.get("type", "")) != "unit_defeated":
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failures.append("Lu Bu final breakout rider event should trigger when the unit is defeated")
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var unit_ids: Array = when.get("unit_ids", [])
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if not unit_ids.has("lu_bu_final_breakout_rider"):
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failures.append("Lu Bu final breakout rider event should watch lu_bu_final_breakout_rider")
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if not _event_has_set_objective_action(final_breakout_event):
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failures.append("Lu Bu final breakout rider event should clarify the final siege objective")
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for objective_event_id in [
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"turn_2_lu_bu_charge",
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"turn_3_flood_gates",
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"turn_6_siege_line_counter",
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"turn_9_lu_bu_final_breakout"
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]:
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var objective_event := _event_by_id(state, objective_event_id)
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if not objective_event.is_empty() and not _event_has_set_objective_action(objective_event):
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failures.append("Xiapi Siege event should update the active objective: %s" % objective_event_id)
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func _check_opening_battle_story_beats(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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@@ -998,6 +1076,84 @@ func _check_wan_castle_escape_story_beats(failures: Array[String]) -> void:
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failures.append("West gate hunt rider defeat objective should still point to the escape road and remaining pursuers")
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func _check_xiapi_siege_story_beats(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/009_xiapi_siege.json"):
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failures.append("could not load Xiapi Siege for story beat checks")
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return
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var dialogue_batches: Array = []
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state.dialogue_requested.connect(func(lines: Array) -> void:
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dialogue_batches.append(lines)
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)
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
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state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 3)
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state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 6)
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
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if dialogue_batches.size() < 5:
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failures.append("Xiapi Siege should add dialogue beats for each major flood siege phase")
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var victory_text := str(state.objectives.get("victory", ""))
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if not victory_text.contains("하비 포위선") or not victory_text.contains("마지막 돌파"):
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failures.append("Xiapi Siege turn 9 event should update the victory objective for Lu Bu final breakout")
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if not state._condition_gate_open({"after_event": "turn_3_flood_gates"}):
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failures.append("Xiapi Siege flood gate story beat should open the flood gate event")
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if not state._condition_gate_open({"after_event": "turn_9_lu_bu_final_breakout"}):
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failures.append("Xiapi Siege final objective gate should open after the turn 9 final breakout")
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if bool(state.get_unit("lu_bu_flank_rider_north").get("deployed", true)):
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failures.append("Xiapi Siege flood gate story beat should withdraw the north flank rider")
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var gao_shun: Dictionary = state.get_unit("gao_shun_trap_line")
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if gao_shun.is_empty():
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failures.append("Xiapi Siege should include Gao Shun trap line for the siege line collapse story beat")
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else:
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gao_shun["alive"] = false
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state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, gao_shun)
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if dialogue_batches.size() < 6:
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failures.append("Xiapi Siege should show dialogue when Gao Shun trap line falls")
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var gao_shun_objective_text := str(state.objectives.get("victory", ""))
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if not gao_shun_objective_text.contains("하비 포위선") or not gao_shun_objective_text.contains("진궁"):
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failures.append("Gao Shun trap line defeat objective should still point to the siege line and Chen Gong")
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var chen_gong: Dictionary = state.get_unit("chen_gong_strategist")
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if chen_gong.is_empty():
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failures.append("Xiapi Siege should include Chen Gong for the scheme collapse story beat")
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else:
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chen_gong["alive"] = false
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state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, chen_gong)
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if dialogue_batches.size() < 7:
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failures.append("Xiapi Siege should show dialogue when Chen Gong falls")
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var chen_gong_objective_text := str(state.objectives.get("victory", ""))
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if not chen_gong_objective_text.contains("하비 포위선") or not chen_gong_objective_text.contains("최종 돌파"):
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failures.append("Chen Gong defeat objective should still point to the siege line and final breakout")
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var lu_bu: Dictionary = state.get_unit("lu_bu_xiapi")
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if lu_bu.is_empty():
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failures.append("Xiapi Siege should include Lu Bu for the chapter climax story beat")
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else:
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lu_bu["alive"] = false
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state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, lu_bu)
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if dialogue_batches.size() < 8:
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failures.append("Xiapi Siege should show dialogue when Lu Bu falls")
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var lu_bu_objective_text := str(state.objectives.get("victory", ""))
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if not lu_bu_objective_text.contains("하비 포위선") or not lu_bu_objective_text.contains("남은"):
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failures.append("Lu Bu defeat objective should still point to the siege line and remaining defenders")
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var final_breakout: Dictionary = state.get_unit("lu_bu_final_breakout_rider")
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if final_breakout.is_empty():
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failures.append("Xiapi Siege should include Lu Bu final breakout rider for the final pressure story beat")
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else:
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final_breakout["alive"] = false
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state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, final_breakout)
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if dialogue_batches.size() < 9:
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failures.append("Xiapi Siege should show dialogue when Lu Bu final breakout rider falls")
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var final_objective_text := str(state.objectives.get("victory", ""))
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if not final_objective_text.contains("하비 포위선") or not final_objective_text.contains("남은"):
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failures.append("Lu Bu final breakout rider objective should still point to the siege line and remaining enemies")
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func _event_by_id(state, event_id: String) -> Dictionary:
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for event in state.battle_events:
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if typeof(event) == TYPE_DICTIONARY and str(event.get("id", "")) == event_id:
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