From b25743a4a7ca76dc01af9c1902d7a2404ea4c41f Mon Sep 17 00:00:00 2001 From: Wickedness Date: Fri, 19 Jun 2026 14:26:17 +0900 Subject: [PATCH] Improve Xian emperor escort battle pacing --- data/scenarios/007_xian_emperor_escort.json | 173 ++++++++++++++++++-- scripts/scenes/battle_scene.gd | 6 +- tools/smoke_objective_progress.gd | 86 +++++++++- tools/smoke_visual_assets.gd | 8 +- 4 files changed, 252 insertions(+), 21 deletions(-) diff --git a/data/scenarios/007_xian_emperor_escort.json b/data/scenarios/007_xian_emperor_escort.json index dbaabec..fb550a4 100644 --- a/data/scenarios/007_xian_emperor_escort.json +++ b/data/scenarios/007_xian_emperor_escort.json @@ -2,20 +2,28 @@ "id": "007_xian_emperor_escort", "name": "헌제 호송전", "objectives": { - "victory": "조조를 동쪽 행로 표식까지 이동시켜라.", - "defeat": "조조 또는 천자 사자가 퇴각하거나 제11군령에 이르면 패한다." + "victory": "동도 호송로를 장악한 뒤 잔당을 격파하라.", + "defeat": "조조나 천자 사자가 퇴각하거나 제18군령이 시작되면 패한다." }, "conditions": { "victory": { - "type": "unit_reaches_tile", - "team": "player", - "officer_ids": ["cao_cao"], - "pos": [13, 4] + "type": "all", + "conditions": [ + { "type": "all_units_defeated", "team": "enemy", "after_event": "turn_9_final_escort_pressure" }, + { + "type": "unit_reaches_tile", + "label": "동도 호송로", + "team": "player", + "unit_ids": ["cao_cao_ch7"], + "officer_ids": ["cao_cao"], + "cells": [[12, 4], [13, 4]] + } + ] }, "defeat": [ { "type": "any_officer_defeated", "team": "player", "officer_ids": ["cao_cao"] }, { "type": "any_unit_defeated", "unit_ids": ["imperial_envoy_ch7"] }, - { "type": "turn_reached", "turn": 11, "team": "player" } + { "type": "turn_reached", "turn": 18, "team": "player" } ] }, "briefing": { @@ -23,7 +31,8 @@ "location": "낙양 동도, 건안 원년", "lines": [ "폐허가 된 낙양에서 천자의 거가가 제후들의 압박을 피해 동쪽 길로 나섰다.", - "잔당이 길목을 죄기 전에 조조를 동도 표식까지 이끌어 호송로를 장악하라." + "잔당이 길목을 죄기 전에 조조를 동도 표식까지 이끌어 호송로를 장악하라.", + "후미의 사자를 지키며 제9군령의 마지막 압박까지 견디면, 조정의 행렬이 안전하게 빠져나갈 수 있다." ], "conditional_lines": [ { @@ -140,11 +149,11 @@ "GGGGGGGGGGGGGGG", "GGGFFGGGHHGGGGG", "GGGFFRRRHHGGGGG", - "GGGGGRRRGGFFFGG", + "GGGGGRRRGGCCFGG", "RRRRRRRRRRRRRRR", - "GGGGGRRRGGFFFGG", - "GGHHGFFFGGGRRGG", - "GGHHGFFFGGGWWGG", + "GGGGGRRRGGCCFGG", + "GGHHTTFFGGGRRGG", + "GGHHTTFFGGGWWGG", "GGGGGGFFGGGWWGG", "GGGGGGGGGGGGGGG" ] @@ -239,6 +248,33 @@ "level": 7, "pos": [12, 6], "base": { "hp": 36, "mp": 20, "atk": 7, "def": 6, "int": 13 } + }, + { + "unit_id": "escort_gate_spearman", + "name": "동도 창병", + "class_id": "infantry", + "team": "enemy", + "level": 7, + "pos": [10, 3], + "base": { "hp": 44, "atk": 15, "def": 9 } + }, + { + "unit_id": "escort_south_guard", + "name": "남쪽 방패병", + "class_id": "infantry", + "team": "enemy", + "level": 7, + "pos": [11, 5], + "base": { "hp": 44, "atk": 14, "def": 10 } + }, + { + "unit_id": "escort_woods_rider", + "name": "숲길 기병", + "class_id": "cavalry", + "team": "enemy", + "level": 7, + "pos": [9, 6], + "base": { "hp": 42, "atk": 16, "def": 8, "agi": 11 } } ], "events": [ @@ -305,7 +341,7 @@ { "id": "midroad_ambush", "once": true, - "when": { "type": "unit_reaches_tile", "team": "player", "pos": [7, 4] }, + "when": { "type": "unit_reaches_tile", "team": "player", "unit_ids": ["cao_cao_ch7"], "officer_ids": ["cao_cao"], "pos": [7, 4] }, "actions": [ { "type": "dialogue", @@ -352,6 +388,117 @@ ] } ] + }, + { + "id": "turn_6_envoy_pincher", + "once": true, + "when": { "type": "turn_start", "team": "enemy", "turn": 6 }, + "actions": [ + { "type": "log", "text": "잔당이 후미 사자를 노리고 숲길 양쪽에서 밀려든다." }, + { + "type": "dialogue", + "lines": [ + { "speaker": "Scout", "text": "남쪽 숲과 북쪽 언덕에서 동시에 움직임이 있습니다!" }, + { "speaker": "Dian Wei", "text": "사자 곁을 비우지 마십시오. 적이 찾는 것은 조조가 아니라 행렬의 약한 고리입니다." } + ] + }, + { + "type": "spawn_deployments", + "deployments": [ + { + "unit_id": "envoy_pincher_archer", + "name": "북쪽 궁병", + "class_id": "archer", + "team": "enemy", + "level": 7, + "pos": [6, 1], + "base": { "hp": 34, "atk": 13, "def": 6 } + }, + { + "unit_id": "envoy_pincher_bandit", + "name": "남쪽 도적", + "class_id": "bandit", + "team": "enemy", + "level": 7, + "pos": [6, 8], + "base": { "hp": 42, "atk": 14, "def": 7 } + }, + { + "unit_id": "envoy_pincher_rider", + "name": "숲길 추격기", + "class_id": "cavalry", + "team": "enemy", + "level": 7, + "pos": [9, 8], + "base": { "hp": 42, "atk": 16, "def": 8, "agi": 11 } + } + ] + }, + { + "type": "set_ai_target_priority", + "unit_id": "imperial_envoy_ch7", + "priority": 10, + "text": "후미 압박대가 천자 사자를 노린다." + } + ] + }, + { + "id": "turn_9_final_escort_pressure", + "once": true, + "when": { "type": "turn_start", "team": "enemy", "turn": 9 }, + "actions": [ + { + "type": "set_objective", + "victory": "동도 호송로를 지키며 마지막 잔당을 격파하라.", + "defeat": "조조나 천자 사자가 퇴각하거나 제18군령이 시작되면 패한다." + }, + { "type": "log", "text": "이각과 곽사의 잔당이 마지막 길목을 막아선다." }, + { + "type": "dialogue", + "lines": [ + { "speaker": "Li Jue", "display_speaker": "이각", "text": "천자의 행렬이 여기까지 온다 해도, 동쪽 길은 아직 우리 창끝 아래 있다." }, + { "speaker": "Cao Cao", "display_speaker": "조조", "text": "길은 황제가 지나가면 길이 되고, 막는 자는 잔당이 된다. 동도 호송로를 열어라." } + ] + }, + { + "type": "spawn_deployments", + "deployments": [ + { + "unit_id": "final_escort_rider", + "name": "마지막 추격기", + "class_id": "cavalry", + "team": "enemy", + "level": 8, + "pos": [13, 3], + "base": { "hp": 48, "atk": 17, "def": 8, "agi": 12 } + }, + { + "unit_id": "final_escort_guard", + "name": "마지막 방패병", + "class_id": "infantry", + "team": "enemy", + "level": 8, + "pos": [13, 5], + "base": { "hp": 48, "atk": 15, "def": 10 } + }, + { + "unit_id": "final_escort_archer", + "name": "마지막 궁병", + "class_id": "archer", + "team": "enemy", + "level": 8, + "pos": [12, 2], + "base": { "hp": 36, "atk": 14, "def": 6 } + } + ] + }, + { + "type": "set_ai_target_priority", + "unit_ids": ["cao_cao_ch7", "imperial_envoy_ch7"], + "priority": 12, + "text": "마지막 잔당이 조조와 천자 사자를 함께 노린다." + } + ] } ], "rewards": { diff --git a/scripts/scenes/battle_scene.gd b/scripts/scenes/battle_scene.gd index f576050..fc7370d 100644 --- a/scripts/scenes/battle_scene.gd +++ b/scripts/scenes/battle_scene.gd @@ -1515,8 +1515,8 @@ func _create_hud() -> void: briefing_objective_header.add_child(_make_section_caption("승리와 패배", 548)) briefing_objective_toggle_button = Button.new() - briefing_objective_toggle_button.text = "조건 접기" - briefing_objective_toggle_button.tooltip_text = "승리와 패배 조건을 접거나 펼칩니다." + briefing_objective_toggle_button.text = "닫기" + briefing_objective_toggle_button.tooltip_text = "승리와 패배 조건을 닫거나 펼칩니다." briefing_objective_toggle_button.custom_minimum_size = Vector2(124, 28) briefing_objective_toggle_button.pressed.connect(_on_briefing_objective_toggle_pressed) briefing_objective_header.add_child(briefing_objective_toggle_button) @@ -5798,7 +5798,7 @@ func _update_briefing_objective_visibility() -> void: briefing_objective_panel.visible = has_text and not briefing_objective_collapsed if briefing_objective_toggle_button != null: briefing_objective_toggle_button.visible = has_text - briefing_objective_toggle_button.text = "조건 보기" if briefing_objective_collapsed else "조건 접기" + briefing_objective_toggle_button.text = "펼치기" if briefing_objective_collapsed else "닫기" func _on_begin_battle_pressed() -> void: diff --git a/tools/smoke_objective_progress.gd b/tools/smoke_objective_progress.gd index f7a4bfd..ccaacc9 100644 --- a/tools/smoke_objective_progress.gd +++ b/tools/smoke_objective_progress.gd @@ -103,11 +103,17 @@ func _init() -> void: _progress_text("res://data/scenarios/006_dingtao_counterattack.json", false), "중앙 방진" ) + _check_contains( + failures, + "007 gated victory progress", + _progress_text("res://data/scenarios/007_xian_emperor_escort.json", false), + "제9군령에 전공 갱신" + ) _check_contains( failures, "007 destination progress", _progress_text("res://data/scenarios/007_xian_emperor_escort.json", false), - "전장 표식 (14, 5) · 미도달" + "동도 호송로 (13, 5), (14, 5) · 미도달" ) _check_contains( failures, @@ -130,6 +136,7 @@ func _init() -> void: _check_qingzhou_campaign_extended_pressure(failures) _check_puyang_raid_extended_pressure(failures) _check_dingtao_counterattack_extended_pressure(failures) + _check_xian_emperor_escort_extended_pressure(failures) _check_objective_update(failures) _check_objective_notice(failures) _check_terrain_recovery(failures) @@ -667,6 +674,83 @@ func _check_dingtao_counterattack_extended_pressure(failures: Array[String]) -> scene.free() +func _check_xian_emperor_escort_extended_pressure(failures: Array[String]) -> void: + var state = BattleStateScript.new() + if not state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"): + failures.append("Xian Emperor Escort pressure smoke could not load scenario") + return + if state.get_turn_limit() != 17: + failures.append("Xian Emperor Escort should allow play through turn 17, got limit %d" % state.get_turn_limit()) + if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 8: + failures.append("Xian Emperor Escort should start with 8 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) + if state._condition_gate_open({"after_event": "turn_9_final_escort_pressure"}): + failures.append("Xian Emperor Escort final defeat-all condition should be gated until turn 9 final pressure") + var marker_cells := state.get_objective_cells() + for road_cell in [Vector2i(12, 4), Vector2i(13, 4)]: + if not marker_cells.has(road_cell): + failures.append("Xian Emperor Escort should mark east road cell %s: %s" % [str(road_cell), str(marker_cells)]) + if state.get_objective_cell_label(road_cell) != "동도 호송로": + failures.append("Xian Emperor Escort road marker should expose label at %s" % str(road_cell)) + var recovery_summaries := state.get_recovery_terrain_summaries() + var has_road_recovery := false + var has_village_recovery := false + for summary in recovery_summaries: + if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8: + has_road_recovery = true + if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: + has_village_recovery = true + if not has_road_recovery: + failures.append("Xian Emperor Escort should expose road recovery terrain: %s" % str(recovery_summaries)) + if not has_village_recovery: + failures.append("Xian Emperor Escort should expose village recovery terrain: %s" % str(recovery_summaries)) + state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) + var cao_cao: Dictionary = state.get_unit("cao_cao_ch7") + cao_cao["pos"] = Vector2i(7, 4) + state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 1, cao_cao) + state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) + if int(state.get_unit("imperial_envoy_ch7").get("ai_target_priority", 0)) != 10: + failures.append("Xian Emperor Escort turn 6 pressure should target the imperial envoy") + state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) + if not state._condition_gate_open({"after_event": "turn_9_final_escort_pressure"}): + failures.append("Xian Emperor Escort final gate should open after turn 9 pressure event") + if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 18: + failures.append("Xian Emperor Escort should field 18 enemies after ambush and final pressure, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) + if int(state.get_unit("cao_cao_ch7").get("ai_target_priority", 0)) != 12: + failures.append("Xian Emperor Escort turn 9 final pressure should target Cao Cao") + if int(state.get_unit("imperial_envoy_ch7").get("ai_target_priority", 0)) != 12: + failures.append("Xian Emperor Escort turn 9 final pressure should keep targeting the imperial envoy") + for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): + enemy["alive"] = false + cao_cao["pos"] = Vector2i(11, 4) + state._check_battle_status() + if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: + failures.append("Xian Emperor Escort should not end before the east road is secured, got %s" % str(state.battle_status)) + cao_cao["pos"] = Vector2i(12, 4) + state._check_battle_status() + if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: + failures.append("Xian Emperor Escort should end after final pressure falls and the east road is secured, got %s" % str(state.battle_status)) + var no_ambush_state = BattleStateScript.new() + if not no_ambush_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"): + failures.append("Xian Emperor Escort no-ambush smoke could not load scenario") + return + no_ambush_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) + no_ambush_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) + no_ambush_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) + if no_ambush_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 16: + failures.append("Xian Emperor Escort should field 16 enemies without the road ambush, got %d" % no_ambush_state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) + var scene = BattleSceneScript.new() + if not scene.state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"): + failures.append("Xian Emperor Escort briefing smoke could not load scenario") + scene.free() + return + var overview := scene._format_briefing_battlefield_overview_text() + _check_contains(failures, "007 briefing map size", overview, "15칸 x 10칸") + _check_contains(failures, "007 briefing enemy count", overview, "적세 8명") + _check_contains(failures, "007 briefing village recovery", overview, "마을 4칸 +6") + _check_contains(failures, "007 briefing road recovery", overview, "성채 4칸 +8") + scene.free() + + func _check_opening_board_avoids_side_panel(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): diff --git a/tools/smoke_visual_assets.gd b/tools/smoke_visual_assets.gd index 9ffdc85..9317e8e 100644 --- a/tools/smoke_visual_assets.gd +++ b/tools/smoke_visual_assets.gd @@ -3199,14 +3199,14 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void: failures.append("mission objective panel should reopen cleanly") if scene.briefing_start_button == null or scene.briefing_start_button.text != "전투 시작": failures.append("briefing start button should clearly start after briefing") - if scene.briefing_objective_toggle_button == null or scene.briefing_objective_toggle_button.text != "조건 접기": - failures.append("briefing objective panel should expose a collapse button") + if scene.briefing_objective_toggle_button == null or scene.briefing_objective_toggle_button.text != "닫기": + failures.append("briefing objective panel should expose a close button") else: scene._set_briefing_objective_collapsed(true) - if scene.briefing_objective_panel == null or scene.briefing_objective_panel.visible or scene.briefing_objective_toggle_button.text != "조건 보기": + if scene.briefing_objective_panel == null or scene.briefing_objective_panel.visible or scene.briefing_objective_toggle_button.text != "펼치기": failures.append("briefing objective panel should collapse cleanly") scene._set_briefing_objective_collapsed(false) - if scene.briefing_objective_panel == null or not scene.briefing_objective_panel.visible or scene.briefing_objective_toggle_button.text != "조건 접기": + if scene.briefing_objective_panel == null or not scene.briefing_objective_panel.visible or scene.briefing_objective_toggle_button.text != "닫기": failures.append("briefing objective panel should reopen cleanly") scene.briefing_panel.visible = true scene.battle_started = false