Add Tong Pass camp and Ma Chao bridge

This commit is contained in:
2026-06-19 05:00:19 +09:00
parent 70563668a2
commit b08370cf45
4 changed files with 369 additions and 2 deletions

View File

@@ -32,6 +32,61 @@
"The early western mobilization reaches Tong Pass quickly, but Ma Chao's scouts are already riding to meet it."
]
}
],
"camp_conversations": [
{
"id": "tong_pass_vanguard_council",
"group": "topic",
"label": "Pass Vanguard Council",
"speaker": "Xiahou Yuan",
"summary": "Set the column before the western riders close.",
"lines": [
{ "speaker": "Xiahou Yuan", "side": "left", "text": "Tong Pass does not welcome an army. It narrows it, tests it, and asks which men still trust the road." },
{ "speaker": "Cao Cao", "side": "right", "text": "Then we answer before the pass finishes asking. A vanguard that hesitates gives Ma Chao the field." }
]
},
{
"id": "tong_pass_zhang_he_pass_road",
"group": "officer",
"officer_id": "zhang_he",
"label": "Zhang He - Pass Road",
"speaker": "Zhang He",
"summary": "Read the western cavalry's first approach.",
"lines": [
{ "speaker": "Zhang He", "side": "left", "text": "Their riders will want open ground, but the pass gives them corners. We should make each corner cost them rhythm." },
{ "speaker": "Guo Jia", "side": "right", "text": "Good. Break rhythm first; pride follows after." }
]
},
{
"id": "tong_pass_jiangling_supply_medicine",
"group": "topic",
"label": "Jiangling Supply Medicine",
"speaker": "Field Surgeon",
"summary": "Claim medicine from the steadied Jiangling rear.",
"campaign_flags": { "stabilized_jiangling_rearguard": true },
"effects": [
{ "type": "grant_item", "item_id": "panacea", "count": 1 }
],
"lines": [
{ "speaker": "Field Surgeon", "side": "left", "text": "The Jiangling rear sent medicine west with the supply tally. It arrived dusty, but unbroken." },
{ "speaker": "Cao Ren", "side": "right", "text": "A stable rear still reaches the front. Keep it where the first charge lands." }
]
},
{
"id": "tong_pass_vanguard_rations",
"group": "topic",
"label": "Vanguard Rations",
"speaker": "Quartermaster",
"summary": "Claim rations moved ahead by the early western mobilization.",
"campaign_flags": { "mobilized_tong_pass_vanguard": true },
"effects": [
{ "type": "grant_item", "item_id": "bean", "count": 1 }
],
"lines": [
{ "speaker": "Quartermaster", "side": "left", "text": "The early column outran half the baggage, but not this ration sack. It was sent for the first line." },
{ "speaker": "Xiahou Yuan", "side": "right", "text": "Then feed the men before Ma Chao feeds them dust." }
]
}
]
},
"shop": {
@@ -55,7 +110,14 @@
"campaign_flags": { "mobilized_tong_pass_vanguard": true },
"items": ["war_drum"]
}
]
],
"merchant": {
"name": "Tong Pass Sutler",
"lines": [
"Western roads make poor customers and excellent liars. I trust coin, dry beans, and horses that do not limp.",
"Buy before Ma Chao's scouts decide my cart is part of your army."
]
}
},
"roster": {
"max_units": 7,

View File

@@ -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]]

View File

@@ -126,6 +126,10 @@ const JIANGLING_REARGUARD_STABILITY_MEDICINE_CONVERSATION_ID := "jiangling_rearg
const JIANGLING_REARGUARD_FORCED_MARCH_BEANS_CONVERSATION_ID := "jiangling_rearguard_forced_march_beans"
const TONG_PASS_SCENARIO_ID := "033_tong_pass_vanguard"
const TONG_PASS_SCENARIO_PATH := "res://data/scenarios/033_tong_pass_vanguard.json"
const TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID := "tong_pass_jiangling_supply_medicine"
const TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID := "tong_pass_vanguard_rations"
const MA_CHAO_COUNTERSTROKE_SCENARIO_ID := "034_ma_chao_counterstroke"
const MA_CHAO_COUNTERSTROKE_SCENARIO_PATH := "res://data/scenarios/034_ma_chao_counterstroke.json"
const SAVE_PATH := "user://campaign_save.json"
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
@@ -167,6 +171,7 @@ func _init() -> void:
_check_red_cliffs_fire_post_battle_choice_bridges_to_huarong(failures)
_check_huarong_post_battle_choice_bridges_to_jiangling_rearguard(failures)
_check_jiangling_rearguard_post_battle_choice_bridges_to_tong_pass(failures)
_check_tong_pass_post_battle_choice_bridges_to_ma_chao_counterstroke(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
@@ -191,6 +196,7 @@ func _init() -> void:
_check_red_cliffs_fire_branch_camp_conversations(failures)
_check_huarong_branch_camp_conversations(failures)
_check_jiangling_rearguard_branch_camp_conversations(failures)
_check_tong_pass_branch_camp_conversations(failures)
_check_talk_menu_closes_on_cancel_and_reload(failures)
if not _restore_user_file(SAVE_PATH, save_backup):
@@ -1453,6 +1459,29 @@ func _check_jiangling_rearguard_post_battle_choice_bridges_to_tong_pass(failures
)
func _check_tong_pass_post_battle_choice_bridges_to_ma_chao_counterstroke(failures: Array[String]) -> void:
_check_tong_pass_choice_branch_to_ma_chao_counterstroke(
failures,
"fortify_tong_pass",
"fortified_tong_pass",
"pressed_ma_chao_vanguard",
"imperial_seal",
"war_drum",
"Tong Pass fortifications",
"fortified_pass_absorbs_charge"
)
_check_tong_pass_choice_branch_to_ma_chao_counterstroke(
failures,
"press_ma_chao_vanguard",
"pressed_ma_chao_vanguard",
"fortified_tong_pass",
"war_drum",
"imperial_seal",
"Pressing Ma Chao's vanguard",
"pressed_vanguard_draws_countercharge"
)
func _check_wuchao_choice_branch_to_cangting(
failures: Array[String],
choice_id: String,
@@ -2920,6 +2949,86 @@ func _check_jiangling_rearguard_choice_branch_to_tong_pass(
scene.free()
func _check_tong_pass_choice_branch_to_ma_chao_counterstroke(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String,
expected_briefing_fragment: String,
expected_event_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Tong Pass choice bridge %s" % choice_id, TONG_PASS_SCENARIO_ID, TONG_PASS_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(
TONG_PASS_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("Tong Pass choice bridge %s could not reload Tong Pass 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("Tong Pass choice bridge %s should save 033 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Tong Pass choice bridge %s should keep Zhang He before Ma Chao Counterstroke" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Tong Pass choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != TONG_PASS_SCENARIO_ID:
failures.append("Tong Pass choice bridge %s should mark Tong Pass choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Tong Pass choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, TONG_PASS_SCENARIO_ID):
failures.append("Tong Pass 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("Tong Pass choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Tong Pass choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != MA_CHAO_COUNTERSTROKE_SCENARIO_ID:
failures.append("Tong Pass choice bridge %s should advance to Ma Chao Counterstroke, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
MA_CHAO_COUNTERSTROKE_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass choice bridge %s could not load Ma Chao Counterstroke" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch34").is_empty():
failures.append("Tong Pass choice bridge %s should deploy Zhang He in Ma Chao Counterstroke" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch34"):
failures.append("Tong Pass choice bridge %s should require Zhang He in Ma Chao Counterstroke" % choice_id)
var briefing_lines: Array = scene.state.get_briefing().get("lines", [])
if not _lines_contain_fragment(briefing_lines, expected_briefing_fragment):
failures.append("Tong Pass choice bridge %s should expose Ma Chao Counterstroke briefing fragment `%s`" % [choice_id, expected_briefing_fragment])
if not _battle_event_requires_flag(scene.state.battle_events, expected_event_id, expected_flag):
failures.append("Tong Pass choice bridge %s should expose Ma Chao Counterstroke event %s gated by %s" % [choice_id, expected_event_id, expected_flag])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Tong Pass choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Tong Pass choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _lines_contain_fragment(lines: Array, fragment: String) -> bool:
for line in lines:
if str(line).contains(fragment):
@@ -5004,6 +5113,121 @@ func _check_jiangling_rearguard_branch_camp_conversations(failures: Array[String
rushed_scene.free()
func _check_tong_pass_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Tong Pass base camp", TONG_PASS_SCENARIO_ID, TONG_PASS_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
TONG_PASS_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("tong_pass_vanguard_council").is_empty():
failures.append("Tong Pass should expose the vanguard council conversation")
if base_scene._camp_conversation_by_id("tong_pass_zhang_he_pass_road").is_empty():
failures.append("Tong Pass should expose Zhang He's pass road conversation")
if not base_scene._camp_conversation_by_id(TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Tong Pass Jiangling medicine should be hidden without stabilized Jiangling flag")
if not base_scene._camp_conversation_by_id(TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID).is_empty():
failures.append("Tong Pass vanguard rations should be hidden without mobilized vanguard flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Tong Pass Sutler":
failures.append("Tong Pass shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Tong Pass shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Tong Pass base talk status should summarize two non-supply topics")
base_scene.free()
var stabilized_scene = _new_prebattle_scene_for(
failures,
"Tong Pass stabilized Jiangling camp",
TONG_PASS_SCENARIO_ID,
TONG_PASS_SCENARIO_PATH,
{"stabilized_jiangling_rearguard": true}
)
if stabilized_scene != null:
if not stabilized_scene.campaign_state.joined_officers.has("zhang_he"):
stabilized_scene.campaign_state.joined_officers.append("zhang_he")
if not stabilized_scene.state.load_battle(
TONG_PASS_SCENARIO_PATH,
stabilized_scene.campaign_state.get_roster_overrides(),
stabilized_scene.campaign_state.get_inventory_snapshot(),
stabilized_scene.campaign_state.get_flags_snapshot(),
stabilized_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass stabilized Jiangling camp should reload with Zhang He joined")
else:
var jiangling_medicine: Dictionary = stabilized_scene._camp_conversation_by_id(TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID)
if jiangling_medicine.is_empty():
failures.append("stabilized Jiangling flag should expose Tong Pass medicine")
if not stabilized_scene._camp_conversation_by_id(TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID).is_empty():
failures.append("stabilized Jiangling flag should not expose Tong Pass vanguard rations")
if not jiangling_medicine.is_empty():
if stabilized_scene._format_talk_status_text(stabilized_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Tong Pass stabilized Jiangling talk status should show one ready supply")
if not stabilized_scene._format_camp_conversation_button_text(jiangling_medicine).contains("보급 Panacea"):
failures.append("Tong Pass Jiangling medicine button should show Panacea supply")
var before_panacea := int(stabilized_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
stabilized_scene._apply_camp_conversation_effects(jiangling_medicine)
if int(stabilized_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Tong Pass Jiangling medicine should add Panacea to campaign inventory")
if int(stabilized_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Tong Pass Jiangling medicine should refresh battle Panacea inventory")
if not stabilized_scene.campaign_state.has_claimed_camp_conversation_effects(TONG_PASS_SCENARIO_ID, TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID):
failures.append("Tong Pass Jiangling medicine claim should be saved")
if stabilized_scene._format_talk_status_text(stabilized_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Tong Pass stabilized Jiangling talk status should show claimed supply after claim")
stabilized_scene.free()
var mobilized_scene = _new_prebattle_scene_for(
failures,
"Tong Pass mobilized vanguard camp",
TONG_PASS_SCENARIO_ID,
TONG_PASS_SCENARIO_PATH,
{"mobilized_tong_pass_vanguard": true}
)
if mobilized_scene != null:
if not mobilized_scene.campaign_state.joined_officers.has("zhang_he"):
mobilized_scene.campaign_state.joined_officers.append("zhang_he")
if not mobilized_scene.state.load_battle(
TONG_PASS_SCENARIO_PATH,
mobilized_scene.campaign_state.get_roster_overrides(),
mobilized_scene.campaign_state.get_inventory_snapshot(),
mobilized_scene.campaign_state.get_flags_snapshot(),
mobilized_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass mobilized vanguard camp should reload with Zhang He joined")
else:
var vanguard_rations: Dictionary = mobilized_scene._camp_conversation_by_id(TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID)
if vanguard_rations.is_empty():
failures.append("mobilized Tong Pass vanguard flag should expose Tong Pass rations")
if not mobilized_scene._camp_conversation_by_id(TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("mobilized Tong Pass vanguard flag should not expose Tong Pass medicine")
if not vanguard_rations.is_empty():
if mobilized_scene._format_talk_status_text(mobilized_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Tong Pass mobilized vanguard talk status should show one ready supply")
if not mobilized_scene._format_camp_conversation_button_text(vanguard_rations).contains("보급 Bean"):
failures.append("Tong Pass vanguard rations button should show Bean supply")
var before_bean := int(mobilized_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
mobilized_scene._apply_camp_conversation_effects(vanguard_rations)
if int(mobilized_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Tong Pass vanguard rations should add Bean to campaign inventory")
if int(mobilized_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Tong Pass vanguard rations should refresh battle Bean inventory")
if not mobilized_scene.campaign_state.has_claimed_camp_conversation_effects(TONG_PASS_SCENARIO_ID, TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID):
failures.append("Tong Pass vanguard rations claim should be saved")
if mobilized_scene._format_talk_status_text(mobilized_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Tong Pass mobilized vanguard talk status should show claimed supply after claim")
mobilized_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:

View File

@@ -2226,6 +2226,17 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
failures.append("could not load Tong Pass Vanguard data")
else:
_check_shop_items_unique(failures, tong_pass_state, "033 base")
var tong_pass_conversations: Array = tong_pass_state.get_briefing().get("camp_conversations", [])
if tong_pass_conversations.size() != 2:
failures.append("033 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, _find_camp_conversation(tong_pass_conversations, "tong_pass_vanguard_council"), "tong_pass_vanguard_council", "topic", "")
_check_camp_conversation(failures, _find_camp_conversation(tong_pass_conversations, "tong_pass_zhang_he_pass_road"), "tong_pass_zhang_he_pass_road", "officer", "zhang_he")
var tong_pass_merchant := tong_pass_state.get_shop_merchant()
if str(tong_pass_merchant.get("name", "")) != "Tong Pass Sutler":
failures.append("033 shop should expose Tong Pass merchant name")
if (tong_pass_merchant.get("lines", []) as Array).size() < 2:
failures.append("033 shop should expose merchant flavor lines")
if tong_pass_state.get_unit("zhang_he_ch33").is_empty() or not tong_pass_state.is_required_deployment("zhang_he_ch33"):
failures.append("033 should deploy Zhang He as a required officer")
_check_shop_item_visibility(failures, tong_pass_state, "war_drum", false, "033 base")
@@ -2236,6 +2247,19 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
failures.append("could not load Tong Pass stabilized Jiangling data")
else:
_check_shop_items_unique(failures, tong_pass_stabilized_state, "033 stabilized Jiangling rearguard")
var jiangling_supply_medicine: Dictionary = _find_camp_conversation(
tong_pass_stabilized_state.get_briefing().get("camp_conversations", []),
"tong_pass_jiangling_supply_medicine"
)
if jiangling_supply_medicine.is_empty():
failures.append("033 stabilized Jiangling rearguard should expose Jiangling supply medicine")
else:
_check_camp_conversation_effect(failures, jiangling_supply_medicine, "panacea", 1)
if not _find_camp_conversation(
tong_pass_stabilized_state.get_briefing().get("camp_conversations", []),
"tong_pass_vanguard_rations"
).is_empty():
failures.append("033 stabilized Jiangling rearguard should not expose vanguard rations")
_check_shop_item_visibility(failures, tong_pass_stabilized_state, "imperial_seal", true, "033 stabilized Jiangling rearguard")
_check_shop_item_visibility(failures, tong_pass_stabilized_state, "war_drum", false, "033 stabilized Jiangling rearguard")
@@ -2244,6 +2268,19 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
failures.append("could not load Tong Pass mobilized vanguard data")
else:
_check_shop_items_unique(failures, tong_pass_mobilized_state, "033 mobilized Tong Pass vanguard")
var vanguard_rations: Dictionary = _find_camp_conversation(
tong_pass_mobilized_state.get_briefing().get("camp_conversations", []),
"tong_pass_vanguard_rations"
)
if vanguard_rations.is_empty():
failures.append("033 mobilized Tong Pass vanguard should expose vanguard rations")
else:
_check_camp_conversation_effect(failures, vanguard_rations, "bean", 1)
if not _find_camp_conversation(
tong_pass_mobilized_state.get_briefing().get("camp_conversations", []),
"tong_pass_jiangling_supply_medicine"
).is_empty():
failures.append("033 mobilized Tong Pass vanguard should not expose Jiangling supply medicine")
_check_shop_item_visibility(failures, tong_pass_mobilized_state, "war_drum", true, "033 mobilized Tong Pass vanguard")
_check_shop_item_visibility(failures, tong_pass_mobilized_state, "imperial_seal", false, "033 mobilized Tong Pass vanguard")
@@ -2254,6 +2291,50 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
_check_shop_items_unique(failures, tong_pass_old_flags_state, "033 old Jiangling setup flags")
_check_shop_item_visibility(failures, tong_pass_old_flags_state, "war_drum", false, "033 old Jiangling setup flags")
_check_shop_item_visibility(failures, tong_pass_old_flags_state, "imperial_seal", false, "033 old Jiangling setup flags")
if not _find_camp_conversation(
tong_pass_old_flags_state.get_briefing().get("camp_conversations", []),
"tong_pass_jiangling_supply_medicine"
).is_empty():
failures.append("033 old Jiangling setup flags should not expose Jiangling supply medicine")
if not _find_camp_conversation(
tong_pass_old_flags_state.get_briefing().get("camp_conversations", []),
"tong_pass_vanguard_rations"
).is_empty():
failures.append("033 old Jiangling setup flags should not expose vanguard rations")
var ma_chao_counterstroke_state = BattleStateScript.new()
if not ma_chao_counterstroke_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {}, ["zhang_he"]):
failures.append("could not load Ma Chao Counterstroke data")
else:
_check_shop_items_unique(failures, ma_chao_counterstroke_state, "034 base")
if ma_chao_counterstroke_state.get_unit("zhang_he_ch34").is_empty() or not ma_chao_counterstroke_state.is_required_deployment("zhang_he_ch34"):
failures.append("034 should deploy Zhang He as a required officer")
_check_shop_item_visibility(failures, ma_chao_counterstroke_state, "war_drum", false, "034 base")
_check_shop_item_visibility(failures, ma_chao_counterstroke_state, "imperial_seal", false, "034 base")
var ma_chao_fortified_state = BattleStateScript.new()
if not ma_chao_fortified_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {"fortified_tong_pass": true}, ["zhang_he"]):
failures.append("could not load Ma Chao Counterstroke fortified Tong Pass data")
else:
_check_shop_items_unique(failures, ma_chao_fortified_state, "034 fortified Tong Pass")
_check_shop_item_visibility(failures, ma_chao_fortified_state, "imperial_seal", true, "034 fortified Tong Pass")
_check_shop_item_visibility(failures, ma_chao_fortified_state, "war_drum", false, "034 fortified Tong Pass")
var ma_chao_pressed_state = BattleStateScript.new()
if not ma_chao_pressed_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {"pressed_ma_chao_vanguard": true}, ["zhang_he"]):
failures.append("could not load Ma Chao Counterstroke pressed vanguard data")
else:
_check_shop_items_unique(failures, ma_chao_pressed_state, "034 pressed Ma Chao vanguard")
_check_shop_item_visibility(failures, ma_chao_pressed_state, "war_drum", true, "034 pressed Ma Chao vanguard")
_check_shop_item_visibility(failures, ma_chao_pressed_state, "imperial_seal", false, "034 pressed Ma Chao vanguard")
var ma_chao_old_flags_state = BattleStateScript.new()
if not ma_chao_old_flags_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {"stabilized_jiangling_rearguard": true, "mobilized_tong_pass_vanguard": true}, ["zhang_he"]):
failures.append("could not load Ma Chao Counterstroke old Tong Pass setup flag data")
else:
_check_shop_items_unique(failures, ma_chao_old_flags_state, "034 old Tong Pass setup flags")
_check_shop_item_visibility(failures, ma_chao_old_flags_state, "war_drum", false, "034 old Tong Pass setup flags")
_check_shop_item_visibility(failures, ma_chao_old_flags_state, "imperial_seal", false, "034 old Tong Pass setup flags")
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
var item := state.get_item_def(item_id)