Deepen ancient Nanpi briefing flow
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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)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.76, 0.64, 0.43, 0.98))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.09, 0.055, 0.032, 1.0), 3)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.12, 0.045, 0.025, 0.98))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.78, 0.58, 0.27, 1.0), 3)
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.58, 0.47, 0.29, 0.985))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.09, 0.055, 0.032, 1.0), 4)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.73, 0.60, 0.38, 0.99))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.32, 0.025, 0.016, 1.0), 3)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.075, 0.028, 0.017, 0.99))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.78, 0.58, 0.27, 1.0), 4)
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_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.055, 0.025, 0.016, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.32, 0.025, 0.016, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.76, 0.64, 0.43, 0.98))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.70, 0.58, 0.36, 0.99))
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if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "Next Slip":
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failures.append("dialogue continue button should use ancient slip text")
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if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "Earlier Slip":
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@@ -1316,7 +1395,7 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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scene._update_briefing_camp_overview(scene.state.get_briefing(), false)
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if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "Silk War Map":
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failures.append("briefing map fallback should read as an old campaign map")
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_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.66, 0.55, 0.36, 0.97))
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_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.58, 0.47, 0.29, 0.985))
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scene.free()
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