Deepen ancient Nanpi briefing flow
This commit is contained in:
@@ -70,6 +70,10 @@ const NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID := "northern_pursuit_hard_marc
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const NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID := "northern_pursuit_ji_supply_medicine"
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const NANPI_SCENARIO_ID := "019_nanpi_pressure"
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const NANPI_SCENARIO_PATH := "res://data/scenarios/019_nanpi_pressure.json"
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const NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID := "nanpi_pressure_hard_push_beans"
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const NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID := "nanpi_pressure_admin_medicine"
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const NANPI_SURRENDER_SCENARIO_ID := "020_nanpi_surrender"
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const NANPI_SURRENDER_SCENARIO_PATH := "res://data/scenarios/020_nanpi_surrender.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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@@ -97,6 +101,7 @@ func _init() -> void:
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_check_ye_siege_post_battle_choice_bridges_to_surrender(failures)
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_check_ye_surrender_post_battle_choice_bridges_to_northern_pursuit(failures)
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_check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures)
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_check_nanpi_post_battle_choice_bridges_to_surrender(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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@@ -107,6 +112,7 @@ func _init() -> void:
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_check_ye_siege_branch_camp_conversations(failures)
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_check_ye_surrender_branch_camp_conversations(failures)
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_check_northern_pursuit_branch_camp_conversations(failures)
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_check_nanpi_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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@@ -1099,6 +1105,25 @@ func _check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures: Array
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)
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func _check_nanpi_post_battle_choice_bridges_to_surrender(failures: Array[String]) -> void:
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_check_nanpi_choice_branch_to_surrender(
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failures,
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"press_yuan_tan_surrender",
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"pressed_yuan_tan_surrender",
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"secured_nanpi_admin",
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"war_drum",
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"imperial_seal"
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)
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_check_nanpi_choice_branch_to_surrender(
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failures,
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"secure_nanpi_admin",
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"secured_nanpi_admin",
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"pressed_yuan_tan_surrender",
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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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@@ -1537,6 +1562,79 @@ func _check_northern_pursuit_choice_branch_to_nanpi(
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scene.free()
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func _check_nanpi_choice_branch_to_surrender(
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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, "Nanpi choice bridge %s" % choice_id, NANPI_SCENARIO_ID, NANPI_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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NANPI_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("Nanpi choice bridge %s could not reload Nanpi 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("Nanpi choice bridge %s should save 019 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("Nanpi choice bridge %s should keep Zhang He before Nanpi Surrender" % choice_id)
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if bool(result.get("choice_applied", true)):
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failures.append("Nanpi 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 != NANPI_SCENARIO_ID:
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failures.append("Nanpi choice bridge %s should mark Nanpi 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("Nanpi 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, NANPI_SCENARIO_ID):
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failures.append("Nanpi 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("Nanpi 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("Nanpi choice bridge %s should clear %s" % [choice_id, cleared_flag])
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if scene.campaign_state.current_scenario_id != NANPI_SURRENDER_SCENARIO_ID:
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failures.append("Nanpi choice bridge %s should advance to Nanpi Surrender, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
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if not scene.state.load_battle(
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NANPI_SURRENDER_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("Nanpi choice bridge %s could not load Nanpi Surrender" % choice_id)
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scene.free()
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return
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if scene.state.get_unit("zhang_he_ch20").is_empty():
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failures.append("Nanpi choice bridge %s should deploy Zhang He in Nanpi Surrender" % choice_id)
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elif not scene.state.is_required_deployment("zhang_he_ch20"):
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failures.append("Nanpi choice bridge %s should require Zhang He in Nanpi Surrender" % 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("Nanpi 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("Nanpi 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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@@ -2212,6 +2310,88 @@ func _check_northern_pursuit_branch_camp_conversations(failures: Array[String])
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stabilized_scene.free()
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func _check_nanpi_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Nanpi base camp", NANPI_SCENARIO_ID, NANPI_SCENARIO_PATH)
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if base_scene != null:
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if base_scene._camp_conversation_by_id("nanpi_pressure_gate_council").is_empty():
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failures.append("Nanpi should expose the gate council conversation")
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if base_scene._camp_conversation_by_id("nanpi_pressure_zhang_he_gate_names").is_empty():
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failures.append("Nanpi should expose Zhang He's gate names conversation")
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if not base_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID).is_empty():
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failures.append("Nanpi hard push beans should be hidden without pressed north flag")
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if not base_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID).is_empty():
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failures.append("Nanpi admin medicine should be hidden without secured Ji flag")
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var merchant: Dictionary = base_scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Nanpi Gate Sutler":
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failures.append("Nanpi 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("Nanpi 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("Nanpi base talk status should summarize two non-supply topics")
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base_scene.free()
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var pressed_scene = _new_prebattle_scene_for(
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failures,
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"Nanpi pressed camp",
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NANPI_SCENARIO_ID,
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NANPI_SCENARIO_PATH,
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{"pressed_north_to_nanpi": true}
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)
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if pressed_scene != null:
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var hard_push_beans: Dictionary = pressed_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID)
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if hard_push_beans.is_empty():
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failures.append("pressed north flag should expose Nanpi hard push beans")
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if not pressed_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID).is_empty():
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failures.append("pressed north flag should not expose Nanpi admin medicine")
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if not hard_push_beans.is_empty():
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if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Nanpi pressed talk status should show one ready supply")
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if not pressed_scene._format_camp_conversation_button_text(hard_push_beans).contains("Supply Bean"):
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failures.append("Nanpi hard push beans button should show Bean supply")
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var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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pressed_scene._apply_camp_conversation_effects(hard_push_beans)
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if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Nanpi hard push beans should add Bean to campaign inventory")
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if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Nanpi hard push beans should refresh battle Bean inventory")
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if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SCENARIO_ID, NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID):
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failures.append("Nanpi hard push beans claim should be saved")
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if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Nanpi pressed talk status should show claimed supply after claim")
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pressed_scene.free()
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var secured_scene = _new_prebattle_scene_for(
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failures,
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"Nanpi secured camp",
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NANPI_SCENARIO_ID,
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NANPI_SCENARIO_PATH,
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{"secured_ji_province": true}
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)
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if secured_scene != null:
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var admin_medicine: Dictionary = secured_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID)
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if admin_medicine.is_empty():
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failures.append("secured Ji flag should expose Nanpi admin medicine")
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if not secured_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID).is_empty():
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failures.append("secured Ji flag should not expose Nanpi hard push beans")
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if not admin_medicine.is_empty():
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if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Nanpi secured talk status should show one ready supply")
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if not secured_scene._format_camp_conversation_button_text(admin_medicine).contains("Supply Panacea"):
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failures.append("Nanpi admin medicine button should show Panacea supply")
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var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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secured_scene._apply_camp_conversation_effects(admin_medicine)
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if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Nanpi admin medicine should add Panacea to campaign inventory")
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if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Nanpi admin medicine should refresh battle Panacea inventory")
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if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SCENARIO_ID, NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID):
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failures.append("Nanpi admin medicine claim should be saved")
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if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Nanpi secured talk status should show claimed supply after claim")
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secured_scene.free()
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func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "talk menu close guards")
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if scene == null:
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@@ -1107,6 +1107,85 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
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).is_empty():
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failures.append("018 old Ye Surrender flags should not expose Ji supply medicine")
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var nanpi_state = BattleStateScript.new()
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if not nanpi_state.load_battle("res://data/scenarios/019_nanpi_pressure.json"):
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failures.append("could not load Nanpi camp data")
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else:
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_check_shop_items_unique(failures, nanpi_state, "019 base")
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var nanpi_conversations: Array = nanpi_state.get_briefing().get("camp_conversations", [])
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if nanpi_conversations.size() != 2:
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failures.append("019 base briefing should expose exactly two camp conversations")
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else:
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_check_camp_conversation(failures, nanpi_conversations[0], "nanpi_pressure_gate_council", "topic", "")
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_check_camp_conversation(failures, nanpi_conversations[1], "nanpi_pressure_zhang_he_gate_names", "officer", "zhang_he")
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var nanpi_merchant := nanpi_state.get_shop_merchant()
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if str(nanpi_merchant.get("name", "")) != "Nanpi Gate Sutler":
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failures.append("019 shop should expose Nanpi Gate merchant name")
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if (nanpi_merchant.get("lines", []) as Array).size() < 2:
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failures.append("019 shop should expose merchant flavor lines")
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_check_shop_item_visibility(failures, nanpi_state, "war_drum", false, "019 base")
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_check_shop_item_visibility(failures, nanpi_state, "imperial_seal", false, "019 base")
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_check_shop_item_visibility(failures, nanpi_state, "iron_armor", true, "019 base")
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var nanpi_pressed_state = BattleStateScript.new()
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if not nanpi_pressed_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"pressed_north_to_nanpi": true}):
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failures.append("could not load Nanpi pressed north camp data")
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else:
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_check_shop_items_unique(failures, nanpi_pressed_state, "019 pressed north")
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var hard_push_beans: Dictionary = _find_camp_conversation(
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nanpi_pressed_state.get_briefing().get("camp_conversations", []),
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"nanpi_pressure_hard_push_beans"
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)
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if hard_push_beans.is_empty():
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failures.append("019 pressed north flag should expose hard push beans")
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else:
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_check_camp_conversation_effect(failures, hard_push_beans, "bean", 1)
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if not _find_camp_conversation(
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nanpi_pressed_state.get_briefing().get("camp_conversations", []),
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"nanpi_pressure_admin_medicine"
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).is_empty():
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failures.append("019 pressed north flag should not expose admin medicine")
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_check_shop_item_visibility(failures, nanpi_pressed_state, "war_drum", true, "019 pressed north")
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_check_shop_item_visibility(failures, nanpi_pressed_state, "imperial_seal", false, "019 pressed north")
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var nanpi_secured_state = BattleStateScript.new()
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if not nanpi_secured_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"secured_ji_province": true}):
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failures.append("could not load Nanpi secured Ji camp data")
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else:
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_check_shop_items_unique(failures, nanpi_secured_state, "019 secured Ji")
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var admin_medicine: Dictionary = _find_camp_conversation(
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nanpi_secured_state.get_briefing().get("camp_conversations", []),
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"nanpi_pressure_admin_medicine"
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)
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if admin_medicine.is_empty():
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failures.append("019 secured Ji flag should expose admin medicine")
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else:
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_check_camp_conversation_effect(failures, admin_medicine, "panacea", 1)
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if not _find_camp_conversation(
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nanpi_secured_state.get_briefing().get("camp_conversations", []),
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"nanpi_pressure_hard_push_beans"
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).is_empty():
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failures.append("019 secured Ji flag should not expose hard push beans")
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_check_shop_item_visibility(failures, nanpi_secured_state, "war_drum", false, "019 secured Ji")
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_check_shop_item_visibility(failures, nanpi_secured_state, "imperial_seal", true, "019 secured Ji")
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var nanpi_old_flags_state = BattleStateScript.new()
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if not nanpi_old_flags_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"pursued_yuan_shang": true, "stabilized_ye": true}):
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failures.append("could not load Nanpi old Northern Pursuit flag camp data")
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else:
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_check_shop_item_visibility(failures, nanpi_old_flags_state, "war_drum", false, "019 old Northern Pursuit flags")
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_check_shop_item_visibility(failures, nanpi_old_flags_state, "imperial_seal", false, "019 old Northern Pursuit flags")
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if not _find_camp_conversation(
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nanpi_old_flags_state.get_briefing().get("camp_conversations", []),
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"nanpi_pressure_hard_push_beans"
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).is_empty():
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failures.append("019 old Northern Pursuit flags should not expose hard push beans")
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if not _find_camp_conversation(
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nanpi_old_flags_state.get_briefing().get("camp_conversations", []),
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"nanpi_pressure_admin_medicine"
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).is_empty():
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failures.append("019 old Northern Pursuit flags should not expose admin medicine")
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for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
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var item := state.get_item_def(item_id)
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if item.is_empty():
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@@ -1282,15 +1361,15 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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for expected in ["Mandate of Victory:", "Omen of Ruin:", "Battle Register:", "Dire Portents:", "Spoils Ledger:"]:
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if not briefing_text.contains(expected):
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failures.append("briefing objective parchment should use ancient heading `%s`: %s" % [expected, briefing_text])
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.66, 0.55, 0.36, 0.97))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.34, 0.22, 0.11, 0.98), 3)
|
||||
_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.76, 0.64, 0.43, 0.98))
|
||||
_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.09, 0.055, 0.032, 1.0), 3)
|
||||
_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.12, 0.045, 0.025, 0.98))
|
||||
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.78, 0.58, 0.27, 1.0), 3)
|
||||
_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.58, 0.47, 0.29, 0.985))
|
||||
_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.09, 0.055, 0.032, 1.0), 4)
|
||||
_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.73, 0.60, 0.38, 0.99))
|
||||
_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.32, 0.025, 0.016, 1.0), 3)
|
||||
_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.075, 0.028, 0.017, 0.99))
|
||||
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.78, 0.58, 0.27, 1.0), 4)
|
||||
_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.055, 0.025, 0.016, 1.0))
|
||||
_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.32, 0.025, 0.016, 1.0))
|
||||
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.76, 0.64, 0.43, 0.98))
|
||||
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.70, 0.58, 0.36, 0.99))
|
||||
if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "Next Slip":
|
||||
failures.append("dialogue continue button should use ancient slip text")
|
||||
if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "Earlier Slip":
|
||||
@@ -1316,7 +1395,7 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
|
||||
scene._update_briefing_camp_overview(scene.state.get_briefing(), false)
|
||||
if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "Silk War Map":
|
||||
failures.append("briefing map fallback should read as an old campaign map")
|
||||
_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.66, 0.55, 0.36, 0.97))
|
||||
_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.58, 0.47, 0.29, 0.985))
|
||||
scene.free()
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user