Add Jiangling camp and Xiakou bridge
This commit is contained in:
@@ -32,6 +32,59 @@
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"Secured crossings behind the army keep the road open, letting Cao Cao approach Jiangling with ordered columns instead of scattered pursuit."
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]
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}
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],
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"camp_conversations": [
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{
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"id": "jiangling_storehouse_council",
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"group": "topic",
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"label": "Storehouse Council",
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"speaker": "Cao Cao",
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"summary": "Set the army's purpose before Jiangling's grain and river roads decide the next campaign.",
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"lines": [
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{ "speaker": "Cao Cao", "side": "left", "text": "Jiangling is more than a gate. Grain, boats, ledgers, and officials all wait behind one frightened road." },
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{ "speaker": "Guo Jia", "side": "right", "text": "Then we must take the storehouses whole. A burned granary feeds only rumor." },
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{ "speaker": "Zhang He", "side": "right", "text": "Their defenders are guarding carts as if each cart were a banner. That tells us where their courage is tied." }
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]
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},
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{
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"id": "jiangling_zhang_he_granary_road",
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"group": "officer",
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"officer_id": "zhang_he",
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"label": "Zhang He - Granary Road",
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"summary": "Hear Zhang He's reading of Jiangling's storehouse defenders before the city line breaks.",
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"lines": [
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{ "speaker": "Zhang He", "side": "right", "text": "A soldier protecting grain fears two defeats: losing the battle and losing tomorrow's meal." },
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{ "speaker": "Cao Cao", "side": "left", "text": "Then spare the grain and remove the soldier from it." }
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]
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},
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{
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"id": "jiangling_fast_column_beans",
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"group": "topic",
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"label": "Fast Column Beans",
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"summary": "The cavalry chase from Changban leaves hard travel beans for the first column at Jiangling.",
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"campaign_flags": { "pressed_jiangling_chase": true },
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"effects": [
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{ "type": "grant_item", "item_id": "bean", "count": 1, "text": "The fast column beans add a Bean to the field supplies." }
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],
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"lines": [
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{ "speaker": "Xiahou Yuan", "side": "left", "text": "The fast column reached Jiangling with dust in its teeth and beans still dry enough to crack." },
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{ "speaker": "Cao Cao", "side": "right", "text": "Give them to the men who can still run after eating." }
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]
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},
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{
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"id": "jiangling_crossing_medicine",
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"group": "topic",
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"label": "Crossing Medicine",
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"summary": "Secured Changban crossings bring clean medicine into the Jiangling march.",
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"campaign_flags": { "secured_changban_crossings": true },
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"effects": [
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{ "type": "grant_item", "item_id": "panacea", "count": 1, "text": "The crossing medicine adds a Panacea to the field supplies." }
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],
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"lines": [
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{ "speaker": "Cao Ren", "side": "left", "text": "Because Changban's crossings stayed marked, the medicine wagons reached us without being pulled apart by stragglers." },
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{ "speaker": "Cao Cao", "side": "right", "text": "A secured road heals men before the physician opens his box." }
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]
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}
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]
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},
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"shop": {
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@@ -55,7 +108,14 @@
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"campaign_flags": { "secured_changban_crossings": true },
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"items": ["imperial_seal"]
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}
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]
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],
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"merchant": {
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"name": "Jiangling Storehouse Sutler",
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"lines": [
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"Jiangling stores grain by the wall and fear by the basket, my lord. I trade in cleaner measures.",
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"Buy before the river officials remember how quickly ledgers burn."
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]
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}
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},
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"roster": {
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"max_units": 7,
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@@ -59,7 +59,7 @@
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},
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"roster": {
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"max_units": 7,
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"required_officers": ["cao_cao", "guo_jia"]
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"required_officers": ["cao_cao", "guo_jia", "zhang_he"]
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},
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"formation": {
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"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]]
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@@ -102,6 +102,10 @@ const CHANGBAN_VANGUARD_RATIONS_CONVERSATION_ID := "changban_vanguard_rations"
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const CHANGBAN_HAN_MEDICINE_CONVERSATION_ID := "changban_han_supply_medicine"
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const JIANGLING_SCENARIO_ID := "027_jiangling_chase"
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const JIANGLING_SCENARIO_PATH := "res://data/scenarios/027_jiangling_chase.json"
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const JIANGLING_FAST_BEANS_CONVERSATION_ID := "jiangling_fast_column_beans"
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const JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID := "jiangling_crossing_medicine"
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const XIAKOU_SCENARIO_ID := "028_xiakou_pursuit"
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const XIAKOU_SCENARIO_PATH := "res://data/scenarios/028_xiakou_pursuit.json"
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const SAVE_PATH := "user://campaign_save.json"
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const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
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@@ -137,6 +141,7 @@ func _init() -> void:
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_check_liaodong_post_battle_choice_bridges_to_xinye(failures)
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_check_xinye_post_battle_choice_bridges_to_changban(failures)
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_check_changban_post_battle_choice_bridges_to_jiangling(failures)
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_check_jiangling_post_battle_choice_bridges_to_xiakou(failures)
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_check_manual_checkpoint_reverts_claim(failures)
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_check_completed_replay_cannot_claim(failures)
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_check_conditional_camp_conversations(failures)
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@@ -155,6 +160,7 @@ func _init() -> void:
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_check_liaodong_branch_camp_conversations(failures)
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_check_xinye_branch_camp_conversations(failures)
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_check_changban_branch_camp_conversations(failures)
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_check_jiangling_branch_camp_conversations(failures)
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_check_talk_menu_closes_on_cancel_and_reload(failures)
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if not _restore_user_file(SAVE_PATH, save_backup):
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@@ -1299,6 +1305,25 @@ func _check_changban_post_battle_choice_bridges_to_jiangling(failures: Array[Str
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)
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func _check_jiangling_post_battle_choice_bridges_to_xiakou(failures: Array[String]) -> void:
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_check_jiangling_choice_branch_to_xiakou(
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failures,
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"press_xiakou_pursuit",
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"pressed_xiakou_pursuit",
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"secured_jiangling_storehouses",
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"war_drum",
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"imperial_seal"
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)
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_check_jiangling_choice_branch_to_xiakou(
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failures,
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"secure_jiangling_storehouses",
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"secured_jiangling_storehouses",
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"pressed_xiakou_pursuit",
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"imperial_seal",
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"war_drum"
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)
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func _check_wuchao_choice_branch_to_cangting(
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failures: Array[String],
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choice_id: String,
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@@ -2321,6 +2346,79 @@ func _check_changban_choice_branch_to_jiangling(
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scene.free()
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func _check_jiangling_choice_branch_to_xiakou(
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failures: Array[String],
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choice_id: String,
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expected_flag: String,
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cleared_flag: String,
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expected_shop_item_id: String,
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hidden_shop_item_id: String
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) -> void:
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var scene = _new_prebattle_scene_for(failures, "Jiangling choice bridge %s" % choice_id, JIANGLING_SCENARIO_ID, JIANGLING_SCENARIO_PATH)
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if scene == null:
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return
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if not scene.campaign_state.joined_officers.has("zhang_he"):
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scene.campaign_state.joined_officers.append("zhang_he")
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if not scene.state.load_battle(
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JIANGLING_SCENARIO_PATH,
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scene.campaign_state.get_roster_overrides(),
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scene.campaign_state.get_inventory_snapshot(),
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scene.campaign_state.get_flags_snapshot(),
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scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Jiangling choice bridge %s could not reload Jiangling with Zhang He joined" % choice_id)
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scene.free()
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return
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scene.state.battle_status = "victory"
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var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
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if not bool(result.get("saved", false)):
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failures.append("Jiangling choice bridge %s should save 027 victory" % choice_id)
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scene.free()
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return
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if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
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failures.append("Jiangling choice bridge %s should keep Zhang He before Xiakou" % choice_id)
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if bool(result.get("choice_applied", true)):
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failures.append("Jiangling choice bridge %s should wait for a selected post-battle choice" % choice_id)
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if scene.campaign_state.pending_post_battle_choice_scenario_id != JIANGLING_SCENARIO_ID:
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failures.append("Jiangling choice bridge %s should mark Jiangling choice pending" % choice_id)
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var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
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if choice.is_empty():
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failures.append("Jiangling choice bridge missing choice: %s" % choice_id)
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scene.free()
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return
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if not scene.campaign_state.try_apply_post_battle_choice(choice, JIANGLING_SCENARIO_ID):
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failures.append("Jiangling choice bridge %s should save selected choice" % choice_id)
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scene.free()
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return
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var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
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if flags.get(expected_flag, false) != true:
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failures.append("Jiangling choice bridge %s should set %s" % [choice_id, expected_flag])
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if flags.get(cleared_flag, true) != false:
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failures.append("Jiangling choice bridge %s should clear %s" % [choice_id, cleared_flag])
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if scene.campaign_state.current_scenario_id != XIAKOU_SCENARIO_ID:
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failures.append("Jiangling choice bridge %s should advance to Xiakou, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
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if not scene.state.load_battle(
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XIAKOU_SCENARIO_PATH,
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scene.campaign_state.get_roster_overrides(),
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scene.campaign_state.get_inventory_snapshot(),
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flags,
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scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Jiangling choice bridge %s could not load Xiakou" % choice_id)
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scene.free()
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return
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if scene.state.get_unit("zhang_he_ch28").is_empty():
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failures.append("Jiangling choice bridge %s should deploy Zhang He in Xiakou" % choice_id)
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elif not scene.state.is_required_deployment("zhang_he_ch28"):
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failures.append("Jiangling choice bridge %s should require Zhang He in Xiakou" % choice_id)
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var shop_items: Array = scene.state.get_shop_item_ids()
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if not shop_items.has(expected_shop_item_id):
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failures.append("Jiangling choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
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if shop_items.has(hidden_shop_item_id):
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failures.append("Jiangling choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
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scene.free()
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func _find_choice_by_id(choices, choice_id: String) -> Dictionary:
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if typeof(choices) != TYPE_ARRAY:
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return {}
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@@ -3696,6 +3794,121 @@ func _check_changban_branch_camp_conversations(failures: Array[String]) -> void:
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supply_scene.free()
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func _check_jiangling_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Jiangling base camp", JIANGLING_SCENARIO_ID, JIANGLING_SCENARIO_PATH)
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if base_scene != null:
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if not base_scene.campaign_state.joined_officers.has("zhang_he"):
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base_scene.campaign_state.joined_officers.append("zhang_he")
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if not base_scene.state.load_battle(
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JIANGLING_SCENARIO_PATH,
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base_scene.campaign_state.get_roster_overrides(),
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base_scene.campaign_state.get_inventory_snapshot(),
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base_scene.campaign_state.get_flags_snapshot(),
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base_scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Jiangling base camp should reload with Zhang He joined")
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else:
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if base_scene._camp_conversation_by_id("jiangling_storehouse_council").is_empty():
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failures.append("Jiangling should expose the storehouse council conversation")
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if base_scene._camp_conversation_by_id("jiangling_zhang_he_granary_road").is_empty():
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failures.append("Jiangling should expose Zhang He's granary road conversation")
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if not base_scene._camp_conversation_by_id(JIANGLING_FAST_BEANS_CONVERSATION_ID).is_empty():
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failures.append("Jiangling fast beans should be hidden without pressed Jiangling flag")
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if not base_scene._camp_conversation_by_id(JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID).is_empty():
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failures.append("Jiangling crossing medicine should be hidden without secured crossings flag")
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var merchant: Dictionary = base_scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Jiangling Storehouse Sutler":
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failures.append("Jiangling shop merchant name should be present")
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var merchant_lines: Array = merchant.get("lines", [])
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if merchant_lines.size() < 2:
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failures.append("Jiangling shop merchant should expose flavor lines")
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if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
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failures.append("Jiangling base talk status should summarize two non-supply topics")
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base_scene.free()
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var chase_scene = _new_prebattle_scene_for(
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failures,
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"Jiangling pressed chase camp",
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JIANGLING_SCENARIO_ID,
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JIANGLING_SCENARIO_PATH,
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{"pressed_jiangling_chase": true}
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)
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if chase_scene != null:
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if not chase_scene.campaign_state.joined_officers.has("zhang_he"):
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chase_scene.campaign_state.joined_officers.append("zhang_he")
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if not chase_scene.state.load_battle(
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JIANGLING_SCENARIO_PATH,
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chase_scene.campaign_state.get_roster_overrides(),
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chase_scene.campaign_state.get_inventory_snapshot(),
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chase_scene.campaign_state.get_flags_snapshot(),
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chase_scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Jiangling pressed chase camp should reload with Zhang He joined")
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else:
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var fast_beans: Dictionary = chase_scene._camp_conversation_by_id(JIANGLING_FAST_BEANS_CONVERSATION_ID)
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if fast_beans.is_empty():
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failures.append("pressed Jiangling chase flag should expose Jiangling fast beans")
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if not chase_scene._camp_conversation_by_id(JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID).is_empty():
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failures.append("pressed Jiangling chase flag should not expose Jiangling crossing medicine")
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if not fast_beans.is_empty():
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if chase_scene._format_talk_status_text(chase_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Jiangling chase talk status should show one ready supply")
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if not chase_scene._format_camp_conversation_button_text(fast_beans).contains("Supply Bean"):
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failures.append("Jiangling fast beans button should show Bean supply")
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var before_bean := int(chase_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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chase_scene._apply_camp_conversation_effects(fast_beans)
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if int(chase_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Jiangling fast beans should add Bean to campaign inventory")
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if int(chase_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Jiangling fast beans should refresh battle Bean inventory")
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if not chase_scene.campaign_state.has_claimed_camp_conversation_effects(JIANGLING_SCENARIO_ID, JIANGLING_FAST_BEANS_CONVERSATION_ID):
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failures.append("Jiangling fast beans claim should be saved")
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if chase_scene._format_talk_status_text(chase_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Jiangling chase talk status should show claimed supply after claim")
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chase_scene.free()
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var crossings_scene = _new_prebattle_scene_for(
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failures,
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"Jiangling secured crossings camp",
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JIANGLING_SCENARIO_ID,
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JIANGLING_SCENARIO_PATH,
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{"secured_changban_crossings": true}
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)
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if crossings_scene != null:
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if not crossings_scene.campaign_state.joined_officers.has("zhang_he"):
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crossings_scene.campaign_state.joined_officers.append("zhang_he")
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if not crossings_scene.state.load_battle(
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JIANGLING_SCENARIO_PATH,
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crossings_scene.campaign_state.get_roster_overrides(),
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crossings_scene.campaign_state.get_inventory_snapshot(),
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crossings_scene.campaign_state.get_flags_snapshot(),
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crossings_scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Jiangling secured crossings camp should reload with Zhang He joined")
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else:
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var crossing_medicine: Dictionary = crossings_scene._camp_conversation_by_id(JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID)
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if crossing_medicine.is_empty():
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failures.append("secured Changban crossings flag should expose Jiangling crossing medicine")
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if not crossings_scene._camp_conversation_by_id(JIANGLING_FAST_BEANS_CONVERSATION_ID).is_empty():
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failures.append("secured Changban crossings flag should not expose Jiangling fast beans")
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if not crossing_medicine.is_empty():
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if crossings_scene._format_talk_status_text(crossings_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Jiangling crossings talk status should show one ready supply")
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if not crossings_scene._format_camp_conversation_button_text(crossing_medicine).contains("Supply Panacea"):
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failures.append("Jiangling crossing medicine button should show Panacea supply")
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var before_panacea := int(crossings_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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crossings_scene._apply_camp_conversation_effects(crossing_medicine)
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if int(crossings_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Jiangling crossing medicine should add Panacea to campaign inventory")
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if int(crossings_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Jiangling crossing medicine should refresh battle Panacea inventory")
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if not crossings_scene.campaign_state.has_claimed_camp_conversation_effects(JIANGLING_SCENARIO_ID, JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID):
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failures.append("Jiangling crossing medicine claim should be saved")
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if crossings_scene._format_talk_status_text(crossings_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Jiangling crossings talk status should show claimed supply after claim")
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crossings_scene.free()
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|
||||
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:
|
||||
|
||||
@@ -1750,6 +1750,17 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
|
||||
failures.append("could not load Jiangling Chase data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, jiangling_state, "027 base")
|
||||
var jiangling_conversations: Array = jiangling_state.get_briefing().get("camp_conversations", [])
|
||||
if jiangling_conversations.size() != 2:
|
||||
failures.append("027 base briefing should expose exactly two camp conversations")
|
||||
else:
|
||||
_check_camp_conversation(failures, jiangling_conversations[0], "jiangling_storehouse_council", "topic", "")
|
||||
_check_camp_conversation(failures, jiangling_conversations[1], "jiangling_zhang_he_granary_road", "officer", "zhang_he")
|
||||
var jiangling_merchant := jiangling_state.get_shop_merchant()
|
||||
if str(jiangling_merchant.get("name", "")) != "Jiangling Storehouse Sutler":
|
||||
failures.append("027 shop should expose Jiangling Storehouse merchant name")
|
||||
if (jiangling_merchant.get("lines", []) as Array).size() < 2:
|
||||
failures.append("027 shop should expose merchant flavor lines")
|
||||
if jiangling_state.get_unit("zhang_he_ch27").is_empty() or not jiangling_state.is_required_deployment("zhang_he_ch27"):
|
||||
failures.append("027 should deploy Zhang He as a required officer")
|
||||
_check_shop_item_visibility(failures, jiangling_state, "war_drum", false, "027 base")
|
||||
@@ -1759,6 +1770,19 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
|
||||
if not jiangling_chase_state.load_battle("res://data/scenarios/027_jiangling_chase.json", {}, {}, {"pressed_jiangling_chase": true}, ["zhang_he"]):
|
||||
failures.append("could not load Jiangling pressed chase data")
|
||||
else:
|
||||
var fast_beans: Dictionary = _find_camp_conversation(
|
||||
jiangling_chase_state.get_briefing().get("camp_conversations", []),
|
||||
"jiangling_fast_column_beans"
|
||||
)
|
||||
if fast_beans.is_empty():
|
||||
failures.append("027 pressed Jiangling chase should expose fast column beans")
|
||||
else:
|
||||
_check_camp_conversation_effect(failures, fast_beans, "bean", 1)
|
||||
if not _find_camp_conversation(
|
||||
jiangling_chase_state.get_briefing().get("camp_conversations", []),
|
||||
"jiangling_crossing_medicine"
|
||||
).is_empty():
|
||||
failures.append("027 pressed Jiangling chase should not expose crossing medicine")
|
||||
_check_shop_item_visibility(failures, jiangling_chase_state, "war_drum", true, "027 pressed Jiangling chase")
|
||||
_check_shop_item_visibility(failures, jiangling_chase_state, "imperial_seal", false, "027 pressed Jiangling chase")
|
||||
|
||||
@@ -1766,6 +1790,19 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
|
||||
if not jiangling_crossings_state.load_battle("res://data/scenarios/027_jiangling_chase.json", {}, {}, {"secured_changban_crossings": true}, ["zhang_he"]):
|
||||
failures.append("could not load Jiangling secured crossings data")
|
||||
else:
|
||||
var crossing_medicine: Dictionary = _find_camp_conversation(
|
||||
jiangling_crossings_state.get_briefing().get("camp_conversations", []),
|
||||
"jiangling_crossing_medicine"
|
||||
)
|
||||
if crossing_medicine.is_empty():
|
||||
failures.append("027 secured Changban crossings should expose crossing medicine")
|
||||
else:
|
||||
_check_camp_conversation_effect(failures, crossing_medicine, "panacea", 1)
|
||||
if not _find_camp_conversation(
|
||||
jiangling_crossings_state.get_briefing().get("camp_conversations", []),
|
||||
"jiangling_fast_column_beans"
|
||||
).is_empty():
|
||||
failures.append("027 secured Changban crossings should not expose fast column beans")
|
||||
_check_shop_item_visibility(failures, jiangling_crossings_state, "imperial_seal", true, "027 secured Changban crossings")
|
||||
_check_shop_item_visibility(failures, jiangling_crossings_state, "war_drum", false, "027 secured Changban crossings")
|
||||
|
||||
@@ -1776,6 +1813,48 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
|
||||
_check_shop_items_unique(failures, jiangling_old_flags_state, "027 old Changban setup flags")
|
||||
_check_shop_item_visibility(failures, jiangling_old_flags_state, "war_drum", false, "027 old Changban setup flags")
|
||||
_check_shop_item_visibility(failures, jiangling_old_flags_state, "imperial_seal", false, "027 old Changban setup flags")
|
||||
if not _find_camp_conversation(
|
||||
jiangling_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||
"jiangling_fast_column_beans"
|
||||
).is_empty():
|
||||
failures.append("027 old Changban setup flags should not expose fast column beans")
|
||||
if not _find_camp_conversation(
|
||||
jiangling_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||
"jiangling_crossing_medicine"
|
||||
).is_empty():
|
||||
failures.append("027 old Changban setup flags should not expose crossing medicine")
|
||||
|
||||
var xiakou_state = BattleStateScript.new()
|
||||
if not xiakou_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {}, ["zhang_he"]):
|
||||
failures.append("could not load Xiakou Pursuit data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, xiakou_state, "028 base")
|
||||
if xiakou_state.get_unit("zhang_he_ch28").is_empty() or not xiakou_state.is_required_deployment("zhang_he_ch28"):
|
||||
failures.append("028 should deploy Zhang He as a required officer")
|
||||
_check_shop_item_visibility(failures, xiakou_state, "war_drum", false, "028 base")
|
||||
_check_shop_item_visibility(failures, xiakou_state, "imperial_seal", false, "028 base")
|
||||
|
||||
var xiakou_pursuit_state = BattleStateScript.new()
|
||||
if not xiakou_pursuit_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {"pressed_xiakou_pursuit": true}, ["zhang_he"]):
|
||||
failures.append("could not load Xiakou pressed pursuit data")
|
||||
else:
|
||||
_check_shop_item_visibility(failures, xiakou_pursuit_state, "war_drum", true, "028 pressed Xiakou pursuit")
|
||||
_check_shop_item_visibility(failures, xiakou_pursuit_state, "imperial_seal", false, "028 pressed Xiakou pursuit")
|
||||
|
||||
var xiakou_store_state = BattleStateScript.new()
|
||||
if not xiakou_store_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {"secured_jiangling_storehouses": true}, ["zhang_he"]):
|
||||
failures.append("could not load Xiakou secured Jiangling stores data")
|
||||
else:
|
||||
_check_shop_item_visibility(failures, xiakou_store_state, "imperial_seal", true, "028 secured Jiangling stores")
|
||||
_check_shop_item_visibility(failures, xiakou_store_state, "war_drum", false, "028 secured Jiangling stores")
|
||||
|
||||
var xiakou_old_flags_state = BattleStateScript.new()
|
||||
if not xiakou_old_flags_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {"pressed_jiangling_chase": true, "secured_changban_crossings": true}, ["zhang_he"]):
|
||||
failures.append("could not load Xiakou old Jiangling setup flag data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, xiakou_old_flags_state, "028 old Jiangling setup flags")
|
||||
_check_shop_item_visibility(failures, xiakou_old_flags_state, "war_drum", false, "028 old Jiangling setup flags")
|
||||
_check_shop_item_visibility(failures, xiakou_old_flags_state, "imperial_seal", false, "028 old Jiangling 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)
|
||||
|
||||
Reference in New Issue
Block a user