Deepen ancient Nanpi briefing flow
This commit is contained in:
@@ -32,9 +32,70 @@
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"Secured Ji towns keep Cao Cao's rear steady, letting the army arrive at Nanpi with fresh supplies and fewer alarms behind it."
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"Secured Ji towns keep Cao Cao's rear steady, letting the army arrive at Nanpi with fresh supplies and fewer alarms behind it."
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]
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]
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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": "nanpi_pressure_gate_council",
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"group": "topic",
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"label": "Nanpi Gate Council",
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"speaker": "Cao Cao",
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"summary": "Set the first order before Yuan Tan's outer line can steady itself.",
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"lines": [
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{ "speaker": "Cao Cao", "side": "left", "text": "Nanpi's wall is not the first gate. The first gate is fear, and Yuan Tan has already locked himself behind it." },
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{ "speaker": "Guo Jia", "side": "right", "text": "Then the army should strike the outer line as if issuing a decree. Every captain must know surrender has a shape." },
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{ "speaker": "Zhang He", "side": "right", "text": "Yuan Tan's men still know my banner. If I ride close, the doubtful ones will count their exits before their arrows." }
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]
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},
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{
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"id": "nanpi_pressure_zhang_he_gate_names",
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"group": "officer",
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"officer_id": "zhang_he",
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"label": "Zhang He - Gate Names",
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"speaker": "Zhang He",
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"summary": "Identify which Nanpi captains are most likely to break.",
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"lines": [
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{ "speaker": "Zhang He", "side": "right", "text": "The outer guard obeys Yuan Tan because the city is behind him. The gate captain obeys whoever can keep the city alive." },
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{ "speaker": "Cao Cao", "side": "left", "text": "Then we let the gate captain see life on our side and ruin on his." }
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]
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},
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{
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"id": "nanpi_pressure_hard_push_beans",
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"campaign_flags": { "pressed_north_to_nanpi": true },
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"group": "topic",
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"label": "Hard Push Beans",
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"summary": "Claim compact rations from the columns that arrived before Nanpi expected them.",
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"lines": [
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{ "speaker": "Xiahou Dun", "side": "right", "text": "The hard push left beans in every saddle bag and dust in every throat. The men can still chew both." },
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{ "speaker": "Guo Jia", "side": "left", "text": "A quick arrival is only useful if the army still has breath to make it law." }
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],
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"effects": [
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{ "type": "grant_item", "item_id": "bean", "count": 1, "text": "The hard push beans add a Bean to the field supplies." }
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]
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},
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{
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"id": "nanpi_pressure_admin_medicine",
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"campaign_flags": { "secured_ji_province": true },
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"group": "topic",
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"label": "Admin Medicine",
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"summary": "Claim medicine delivered through the steadied Ji Province offices.",
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"lines": [
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{ "speaker": "Cao Ren", "side": "right", "text": "Ji clerks sent medicine under command seals. No shouting, no heroics, just carts that arrived." },
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{ "speaker": "Cao Cao", "side": "left", "text": "Quiet order wins more gates than loud courage." }
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],
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"effects": [
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{ "type": "grant_item", "item_id": "panacea", "count": 1, "text": "The Nanpi administration medicine adds a Panacea to the field supplies." }
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]
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}
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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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"shop": {
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"merchant": {
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"name": "Nanpi Gate Sutler",
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"lines": [
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"Nanpi sells fear at the gate and grain behind it. I only trade in the useful half.",
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"Buy before Yuan Tan changes his mind, my lord. Surrender makes prices polite and roads crowded."
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]
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},
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"items": [
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"items": [
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"bean",
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"bean",
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"wine",
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"wine",
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@@ -59,7 +59,7 @@
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},
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},
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"roster": {
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"roster": {
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"max_units": 7,
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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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},
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"formation": {
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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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"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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@@ -53,10 +53,10 @@ const UNIT_ARROW_ATTACK_DURATION := 0.36
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const UNIT_COMMAND_ATTACK_DURATION := 0.38
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const UNIT_COMMAND_ATTACK_DURATION := 0.38
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const UNIT_HEAVY_ATTACK_DURATION := 0.34
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const UNIT_HEAVY_ATTACK_DURATION := 0.34
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const UNIT_TACTIC_CAST_DURATION := 0.42
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const UNIT_TACTIC_CAST_DURATION := 0.42
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const DIALOGUE_PANEL_POSITION := Vector2(96, 448)
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const DIALOGUE_PANEL_POSITION := Vector2(96, 424)
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const DIALOGUE_PANEL_SIZE := Vector2(1040, 210)
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const DIALOGUE_PANEL_SIZE := Vector2(1040, 236)
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const DIALOGUE_PORTRAIT_SIZE := Vector2(164, 186)
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const DIALOGUE_PORTRAIT_SIZE := Vector2(164, 208)
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const DIALOGUE_COLUMN_SIZE := Vector2(820, 186)
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const DIALOGUE_COLUMN_SIZE := Vector2(820, 208)
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const DIALOGUE_TEXT_SIZE := Vector2(800, 104)
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const DIALOGUE_TEXT_SIZE := Vector2(800, 104)
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const BRIEFING_CAMP_THUMBNAIL_SIZE := Vector2(138, 72)
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const BRIEFING_CAMP_THUMBNAIL_SIZE := Vector2(138, 72)
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const CAMP_TALK_PORTRAIT_SIZE := Vector2(58, 58)
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const CAMP_TALK_PORTRAIT_SIZE := Vector2(58, 58)
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@@ -78,6 +78,8 @@ const UI_LACQUER_EDGE := Color(0.055, 0.025, 0.016, 1.0)
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const UI_CINNABAR := Color(0.52, 0.045, 0.025, 1.0)
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const UI_CINNABAR := Color(0.52, 0.045, 0.025, 1.0)
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const UI_CINNABAR_DARK := Color(0.32, 0.025, 0.016, 1.0)
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const UI_CINNABAR_DARK := Color(0.32, 0.025, 0.016, 1.0)
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const UI_OLD_BRONZE := Color(0.78, 0.58, 0.27, 1.0)
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const UI_OLD_BRONZE := Color(0.78, 0.58, 0.27, 1.0)
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const UI_BAMBOO := Color(0.43, 0.27, 0.10, 1.0)
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const UI_BAMBOO_DARK := Color(0.20, 0.11, 0.045, 1.0)
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const UI_MUTED_JADE := Color(0.16, 0.30, 0.23, 1.0)
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const UI_MUTED_JADE := Color(0.16, 0.30, 0.23, 1.0)
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const UI_PARCHMENT_TEXT := Color(0.95, 0.82, 0.55, 1.0)
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const UI_PARCHMENT_TEXT := Color(0.95, 0.82, 0.55, 1.0)
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const UI_DISABLED_TEXT := Color(0.48, 0.40, 0.29, 1.0)
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const UI_DISABLED_TEXT := Color(0.48, 0.40, 0.29, 1.0)
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@@ -316,17 +318,17 @@ func _apply_panel_style(panel: PanelContainer, variant: String) -> void:
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var shadow_size := 6
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var shadow_size := 6
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match variant:
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match variant:
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"paper":
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"paper":
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fill = UI_RICE_PAPER
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fill = Color(0.58, 0.47, 0.29, 0.985)
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border = UI_RICE_PAPER_DARK
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border_width = 3
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margin = 14
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shadow_size = 8
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"edict":
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fill = UI_RICE_PAPER_LIGHT
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border = UI_AGED_INK
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border = UI_AGED_INK
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border_width = 4
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margin = 16
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shadow_size = 10
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"edict":
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fill = Color(0.73, 0.60, 0.38, 0.99)
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border = UI_CINNABAR_DARK
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border_width = 3
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border_width = 3
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margin = 10
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margin = 12
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shadow_size = 4
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shadow_size = 5
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"seal":
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"seal":
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fill = UI_CINNABAR
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fill = UI_CINNABAR
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border = UI_OLD_BRONZE
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border = UI_OLD_BRONZE
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@@ -343,15 +345,15 @@ func _apply_panel_style(panel: PanelContainer, variant: String) -> void:
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border_width = 3
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border_width = 3
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margin = 3
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margin = 3
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"dialogue":
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"dialogue":
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fill = UI_DARK_LACQUER
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fill = Color(0.075, 0.028, 0.017, 0.99)
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border = UI_OLD_BRONZE
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border = UI_OLD_BRONZE
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border_width = 3
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border_width = 4
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margin = 12
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margin = 14
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shadow_size = 10
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shadow_size = 12
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"speech_scroll":
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"speech_scroll":
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fill = UI_RICE_PAPER_LIGHT
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fill = Color(0.70, 0.58, 0.36, 0.99)
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border = UI_RICE_PAPER_DARK
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border = UI_AGED_INK
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border_width = 2
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border_width = 3
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margin = 12
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margin = 12
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shadow_size = 2
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shadow_size = 2
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"notice":
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"notice":
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@@ -360,8 +362,8 @@ func _apply_panel_style(panel: PanelContainer, variant: String) -> void:
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border_width = 2
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border_width = 2
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margin = 8
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margin = 8
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"map":
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"map":
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fill = Color(0.20, 0.12, 0.065, 1.0)
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fill = Color(0.12, 0.16, 0.11, 1.0)
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border = UI_OLD_BRONZE
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border = UI_BAMBOO
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border_width = 3
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border_width = 3
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margin = 3
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margin = 3
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"compact":
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"compact":
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@@ -414,6 +416,31 @@ func _make_separator(width: float = 0.0, height: float = 2.0) -> ColorRect:
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return separator
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return separator
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func _make_bamboo_divider(width: float = 0.0, height: float = 4.0) -> HBoxContainer:
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var row := HBoxContainer.new()
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row.custom_minimum_size = Vector2(width, height)
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row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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row.add_theme_constant_override("separation", 2)
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for index in range(3):
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var strip := ColorRect.new()
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strip.mouse_filter = Control.MOUSE_FILTER_IGNORE
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strip.custom_minimum_size = Vector2(8 if index != 1 else width, height)
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strip.size_flags_horizontal = Control.SIZE_EXPAND_FILL if index == 1 else Control.SIZE_SHRINK_CENTER
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strip.color = UI_BAMBOO if index == 1 else UI_BAMBOO_DARK
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row.add_child(strip)
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return row
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func _make_section_caption(text: String, width: float = 0.0) -> Label:
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var label := Label.new()
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label.text = text
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label.custom_minimum_size = Vector2(width, 20)
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_apply_label_style(label, UI_AGED_INK, 13)
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return label
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func _make_ornament_bar(width: float = 4.0, height: float = 0.0) -> ColorRect:
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func _make_ornament_bar(width: float = 4.0, height: float = 0.0) -> ColorRect:
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var bar := ColorRect.new()
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var bar := ColorRect.new()
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bar.color = UI_CINNABAR
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bar.color = UI_CINNABAR
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@@ -819,7 +846,8 @@ func _create_hud() -> void:
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_apply_label_style(briefing_location_label, UI_MUTED_JADE, 14)
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_apply_label_style(briefing_location_label, UI_MUTED_JADE, 14)
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briefing_column.add_child(briefing_location_label)
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briefing_column.add_child(briefing_location_label)
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briefing_column.add_child(_make_separator(680, 2))
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briefing_column.add_child(_make_bamboo_divider(680, 4))
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briefing_column.add_child(_make_section_caption("Bronze War Edict", 680))
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briefing_objective_panel = PanelContainer.new()
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briefing_objective_panel = PanelContainer.new()
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briefing_objective_panel.custom_minimum_size = Vector2(680, 92)
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briefing_objective_panel.custom_minimum_size = Vector2(680, 92)
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@@ -839,6 +867,8 @@ func _create_hud() -> void:
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_apply_label_style(briefing_objective_label, UI_AGED_INK, 15)
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_apply_label_style(briefing_objective_label, UI_AGED_INK, 15)
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briefing_objective_row.add_child(briefing_objective_label)
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briefing_objective_row.add_child(briefing_objective_label)
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briefing_column.add_child(_make_section_caption("Bamboo Map and Camp Ledger", 680))
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briefing_camp_overview_row = HBoxContainer.new()
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briefing_camp_overview_row = HBoxContainer.new()
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briefing_camp_overview_row.custom_minimum_size = Vector2(680, 84)
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briefing_camp_overview_row.custom_minimum_size = Vector2(680, 84)
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briefing_camp_overview_row.add_theme_constant_override("separation", 10)
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briefing_camp_overview_row.add_theme_constant_override("separation", 10)
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@@ -857,6 +887,7 @@ func _create_hud() -> void:
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briefing_camp_overview_texture.set_anchors_preset(Control.PRESET_FULL_RECT)
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briefing_camp_overview_texture.set_anchors_preset(Control.PRESET_FULL_RECT)
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briefing_camp_overview_texture.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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briefing_camp_overview_texture.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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briefing_camp_overview_texture.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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briefing_camp_overview_texture.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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briefing_camp_overview_texture.modulate = Color(0.92, 0.78, 0.54, 0.94)
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camp_thumbnail_stack.add_child(briefing_camp_overview_texture)
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camp_thumbnail_stack.add_child(briefing_camp_overview_texture)
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briefing_camp_overview_fallback_label = Label.new()
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briefing_camp_overview_fallback_label = Label.new()
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@@ -874,7 +905,7 @@ func _create_hud() -> void:
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_apply_label_style(briefing_camp_overview_label, UI_AGED_INK, 14)
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_apply_label_style(briefing_camp_overview_label, UI_AGED_INK, 14)
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briefing_camp_overview_row.add_child(briefing_camp_overview_label)
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briefing_camp_overview_row.add_child(briefing_camp_overview_label)
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briefing_column.add_child(_make_separator(680, 1))
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briefing_column.add_child(_make_bamboo_divider(680, 3))
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var briefing_scroll := ScrollContainer.new()
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var briefing_scroll := ScrollContainer.new()
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briefing_scroll.custom_minimum_size = Vector2(680, 66)
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briefing_scroll.custom_minimum_size = Vector2(680, 66)
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@@ -1130,6 +1161,8 @@ func _create_hud() -> void:
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dialogue_column.add_theme_constant_override("separation", 8)
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dialogue_column.add_theme_constant_override("separation", 8)
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dialogue_row.add_child(dialogue_column)
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dialogue_row.add_child(dialogue_column)
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|
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dialogue_column.add_child(_make_bamboo_divider(DIALOGUE_TEXT_SIZE.x, 3))
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|
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dialogue_speaker_panel = PanelContainer.new()
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dialogue_speaker_panel = PanelContainer.new()
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dialogue_speaker_panel.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x, 32)
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dialogue_speaker_panel.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x, 32)
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_apply_panel_style(dialogue_speaker_panel, "speaker_seal")
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_apply_panel_style(dialogue_speaker_panel, "speaker_seal")
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@@ -1160,6 +1193,8 @@ func _create_hud() -> void:
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_apply_label_style(dialogue_text_label, UI_AGED_INK, 17)
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_apply_label_style(dialogue_text_label, UI_AGED_INK, 17)
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dialogue_text_row.add_child(dialogue_text_label)
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dialogue_text_row.add_child(dialogue_text_label)
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|
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dialogue_column.add_child(_make_bamboo_divider(DIALOGUE_TEXT_SIZE.x, 3))
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||||||
|
|
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var dialogue_control_row := HBoxContainer.new()
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var dialogue_control_row := HBoxContainer.new()
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dialogue_control_row.add_theme_constant_override("separation", 8)
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dialogue_control_row.add_theme_constant_override("separation", 8)
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dialogue_column.add_child(dialogue_control_row)
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dialogue_column.add_child(dialogue_control_row)
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@@ -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 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_ID := "019_nanpi_pressure"
|
||||||
const NANPI_SCENARIO_PATH := "res://data/scenarios/019_nanpi_pressure.json"
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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"
|
||||||
|
const NANPI_SURRENDER_SCENARIO_ID := "020_nanpi_surrender"
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||||||
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const NANPI_SURRENDER_SCENARIO_PATH := "res://data/scenarios/020_nanpi_surrender.json"
|
||||||
const SAVE_PATH := "user://campaign_save.json"
|
const SAVE_PATH := "user://campaign_save.json"
|
||||||
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
|
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
|
||||||
|
|
||||||
@@ -97,6 +101,7 @@ func _init() -> void:
|
|||||||
_check_ye_siege_post_battle_choice_bridges_to_surrender(failures)
|
_check_ye_siege_post_battle_choice_bridges_to_surrender(failures)
|
||||||
_check_ye_surrender_post_battle_choice_bridges_to_northern_pursuit(failures)
|
_check_ye_surrender_post_battle_choice_bridges_to_northern_pursuit(failures)
|
||||||
_check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures)
|
_check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures)
|
||||||
|
_check_nanpi_post_battle_choice_bridges_to_surrender(failures)
|
||||||
_check_manual_checkpoint_reverts_claim(failures)
|
_check_manual_checkpoint_reverts_claim(failures)
|
||||||
_check_completed_replay_cannot_claim(failures)
|
_check_completed_replay_cannot_claim(failures)
|
||||||
_check_conditional_camp_conversations(failures)
|
_check_conditional_camp_conversations(failures)
|
||||||
@@ -107,6 +112,7 @@ func _init() -> void:
|
|||||||
_check_ye_siege_branch_camp_conversations(failures)
|
_check_ye_siege_branch_camp_conversations(failures)
|
||||||
_check_ye_surrender_branch_camp_conversations(failures)
|
_check_ye_surrender_branch_camp_conversations(failures)
|
||||||
_check_northern_pursuit_branch_camp_conversations(failures)
|
_check_northern_pursuit_branch_camp_conversations(failures)
|
||||||
|
_check_nanpi_branch_camp_conversations(failures)
|
||||||
_check_talk_menu_closes_on_cancel_and_reload(failures)
|
_check_talk_menu_closes_on_cancel_and_reload(failures)
|
||||||
|
|
||||||
if not _restore_user_file(SAVE_PATH, save_backup):
|
if not _restore_user_file(SAVE_PATH, save_backup):
|
||||||
@@ -1099,6 +1105,25 @@ func _check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures: Array
|
|||||||
)
|
)
|
||||||
|
|
||||||
|
|
||||||
|
func _check_nanpi_post_battle_choice_bridges_to_surrender(failures: Array[String]) -> void:
|
||||||
|
_check_nanpi_choice_branch_to_surrender(
|
||||||
|
failures,
|
||||||
|
"press_yuan_tan_surrender",
|
||||||
|
"pressed_yuan_tan_surrender",
|
||||||
|
"secured_nanpi_admin",
|
||||||
|
"war_drum",
|
||||||
|
"imperial_seal"
|
||||||
|
)
|
||||||
|
_check_nanpi_choice_branch_to_surrender(
|
||||||
|
failures,
|
||||||
|
"secure_nanpi_admin",
|
||||||
|
"secured_nanpi_admin",
|
||||||
|
"pressed_yuan_tan_surrender",
|
||||||
|
"imperial_seal",
|
||||||
|
"war_drum"
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
func _check_wuchao_choice_branch_to_cangting(
|
func _check_wuchao_choice_branch_to_cangting(
|
||||||
failures: Array[String],
|
failures: Array[String],
|
||||||
choice_id: String,
|
choice_id: String,
|
||||||
@@ -1537,6 +1562,79 @@ func _check_northern_pursuit_choice_branch_to_nanpi(
|
|||||||
scene.free()
|
scene.free()
|
||||||
|
|
||||||
|
|
||||||
|
func _check_nanpi_choice_branch_to_surrender(
|
||||||
|
failures: Array[String],
|
||||||
|
choice_id: String,
|
||||||
|
expected_flag: String,
|
||||||
|
cleared_flag: String,
|
||||||
|
expected_shop_item_id: String,
|
||||||
|
hidden_shop_item_id: String
|
||||||
|
) -> void:
|
||||||
|
var scene = _new_prebattle_scene_for(failures, "Nanpi choice bridge %s" % choice_id, NANPI_SCENARIO_ID, NANPI_SCENARIO_PATH)
|
||||||
|
if scene == null:
|
||||||
|
return
|
||||||
|
if not scene.campaign_state.joined_officers.has("zhang_he"):
|
||||||
|
scene.campaign_state.joined_officers.append("zhang_he")
|
||||||
|
if not scene.state.load_battle(
|
||||||
|
NANPI_SCENARIO_PATH,
|
||||||
|
scene.campaign_state.get_roster_overrides(),
|
||||||
|
scene.campaign_state.get_inventory_snapshot(),
|
||||||
|
scene.campaign_state.get_flags_snapshot(),
|
||||||
|
scene.campaign_state.get_joined_officers_snapshot()
|
||||||
|
):
|
||||||
|
failures.append("Nanpi choice bridge %s could not reload Nanpi with Zhang He joined" % choice_id)
|
||||||
|
scene.free()
|
||||||
|
return
|
||||||
|
scene.state.battle_status = "victory"
|
||||||
|
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
|
||||||
|
if not bool(result.get("saved", false)):
|
||||||
|
failures.append("Nanpi choice bridge %s should save 019 victory" % choice_id)
|
||||||
|
scene.free()
|
||||||
|
return
|
||||||
|
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
|
||||||
|
failures.append("Nanpi choice bridge %s should keep Zhang He before Nanpi Surrender" % choice_id)
|
||||||
|
if bool(result.get("choice_applied", true)):
|
||||||
|
failures.append("Nanpi choice bridge %s should wait for a selected post-battle choice" % choice_id)
|
||||||
|
if scene.campaign_state.pending_post_battle_choice_scenario_id != NANPI_SCENARIO_ID:
|
||||||
|
failures.append("Nanpi choice bridge %s should mark Nanpi choice pending" % choice_id)
|
||||||
|
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
|
||||||
|
if choice.is_empty():
|
||||||
|
failures.append("Nanpi choice bridge missing choice: %s" % choice_id)
|
||||||
|
scene.free()
|
||||||
|
return
|
||||||
|
if not scene.campaign_state.try_apply_post_battle_choice(choice, NANPI_SCENARIO_ID):
|
||||||
|
failures.append("Nanpi choice bridge %s should save selected choice" % choice_id)
|
||||||
|
scene.free()
|
||||||
|
return
|
||||||
|
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
|
||||||
|
if flags.get(expected_flag, false) != true:
|
||||||
|
failures.append("Nanpi choice bridge %s should set %s" % [choice_id, expected_flag])
|
||||||
|
if flags.get(cleared_flag, true) != false:
|
||||||
|
failures.append("Nanpi choice bridge %s should clear %s" % [choice_id, cleared_flag])
|
||||||
|
if scene.campaign_state.current_scenario_id != NANPI_SURRENDER_SCENARIO_ID:
|
||||||
|
failures.append("Nanpi choice bridge %s should advance to Nanpi Surrender, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
|
||||||
|
if not scene.state.load_battle(
|
||||||
|
NANPI_SURRENDER_SCENARIO_PATH,
|
||||||
|
scene.campaign_state.get_roster_overrides(),
|
||||||
|
scene.campaign_state.get_inventory_snapshot(),
|
||||||
|
flags,
|
||||||
|
scene.campaign_state.get_joined_officers_snapshot()
|
||||||
|
):
|
||||||
|
failures.append("Nanpi choice bridge %s could not load Nanpi Surrender" % choice_id)
|
||||||
|
scene.free()
|
||||||
|
return
|
||||||
|
if scene.state.get_unit("zhang_he_ch20").is_empty():
|
||||||
|
failures.append("Nanpi choice bridge %s should deploy Zhang He in Nanpi Surrender" % choice_id)
|
||||||
|
elif not scene.state.is_required_deployment("zhang_he_ch20"):
|
||||||
|
failures.append("Nanpi choice bridge %s should require Zhang He in Nanpi Surrender" % choice_id)
|
||||||
|
var shop_items: Array = scene.state.get_shop_item_ids()
|
||||||
|
if not shop_items.has(expected_shop_item_id):
|
||||||
|
failures.append("Nanpi choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
|
||||||
|
if shop_items.has(hidden_shop_item_id):
|
||||||
|
failures.append("Nanpi choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
|
||||||
|
scene.free()
|
||||||
|
|
||||||
|
|
||||||
func _find_choice_by_id(choices, choice_id: String) -> Dictionary:
|
func _find_choice_by_id(choices, choice_id: String) -> Dictionary:
|
||||||
if typeof(choices) != TYPE_ARRAY:
|
if typeof(choices) != TYPE_ARRAY:
|
||||||
return {}
|
return {}
|
||||||
@@ -2212,6 +2310,88 @@ func _check_northern_pursuit_branch_camp_conversations(failures: Array[String])
|
|||||||
stabilized_scene.free()
|
stabilized_scene.free()
|
||||||
|
|
||||||
|
|
||||||
|
func _check_nanpi_branch_camp_conversations(failures: Array[String]) -> void:
|
||||||
|
var base_scene = _new_prebattle_scene_for(failures, "Nanpi base camp", NANPI_SCENARIO_ID, NANPI_SCENARIO_PATH)
|
||||||
|
if base_scene != null:
|
||||||
|
if base_scene._camp_conversation_by_id("nanpi_pressure_gate_council").is_empty():
|
||||||
|
failures.append("Nanpi should expose the gate council conversation")
|
||||||
|
if base_scene._camp_conversation_by_id("nanpi_pressure_zhang_he_gate_names").is_empty():
|
||||||
|
failures.append("Nanpi should expose Zhang He's gate names conversation")
|
||||||
|
if not base_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID).is_empty():
|
||||||
|
failures.append("Nanpi hard push beans should be hidden without pressed north flag")
|
||||||
|
if not base_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID).is_empty():
|
||||||
|
failures.append("Nanpi admin medicine should be hidden without secured Ji flag")
|
||||||
|
var merchant: Dictionary = base_scene.state.get_shop_merchant()
|
||||||
|
if str(merchant.get("name", "")) != "Nanpi Gate Sutler":
|
||||||
|
failures.append("Nanpi shop merchant name should be present")
|
||||||
|
var merchant_lines: Array = merchant.get("lines", [])
|
||||||
|
if merchant_lines.size() < 2:
|
||||||
|
failures.append("Nanpi shop merchant should expose flavor lines")
|
||||||
|
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
|
||||||
|
failures.append("Nanpi base talk status should summarize two non-supply topics")
|
||||||
|
base_scene.free()
|
||||||
|
|
||||||
|
var pressed_scene = _new_prebattle_scene_for(
|
||||||
|
failures,
|
||||||
|
"Nanpi pressed camp",
|
||||||
|
NANPI_SCENARIO_ID,
|
||||||
|
NANPI_SCENARIO_PATH,
|
||||||
|
{"pressed_north_to_nanpi": true}
|
||||||
|
)
|
||||||
|
if pressed_scene != null:
|
||||||
|
var hard_push_beans: Dictionary = pressed_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID)
|
||||||
|
if hard_push_beans.is_empty():
|
||||||
|
failures.append("pressed north flag should expose Nanpi hard push beans")
|
||||||
|
if not pressed_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID).is_empty():
|
||||||
|
failures.append("pressed north flag should not expose Nanpi admin medicine")
|
||||||
|
if not hard_push_beans.is_empty():
|
||||||
|
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||||
|
failures.append("Nanpi pressed talk status should show one ready supply")
|
||||||
|
if not pressed_scene._format_camp_conversation_button_text(hard_push_beans).contains("Supply Bean"):
|
||||||
|
failures.append("Nanpi hard push beans button should show Bean supply")
|
||||||
|
var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
||||||
|
pressed_scene._apply_camp_conversation_effects(hard_push_beans)
|
||||||
|
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
||||||
|
failures.append("Nanpi hard push beans should add Bean to campaign inventory")
|
||||||
|
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
||||||
|
failures.append("Nanpi hard push beans should refresh battle Bean inventory")
|
||||||
|
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SCENARIO_ID, NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID):
|
||||||
|
failures.append("Nanpi hard push beans claim should be saved")
|
||||||
|
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
||||||
|
failures.append("Nanpi pressed talk status should show claimed supply after claim")
|
||||||
|
pressed_scene.free()
|
||||||
|
|
||||||
|
var secured_scene = _new_prebattle_scene_for(
|
||||||
|
failures,
|
||||||
|
"Nanpi secured camp",
|
||||||
|
NANPI_SCENARIO_ID,
|
||||||
|
NANPI_SCENARIO_PATH,
|
||||||
|
{"secured_ji_province": true}
|
||||||
|
)
|
||||||
|
if secured_scene != null:
|
||||||
|
var admin_medicine: Dictionary = secured_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID)
|
||||||
|
if admin_medicine.is_empty():
|
||||||
|
failures.append("secured Ji flag should expose Nanpi admin medicine")
|
||||||
|
if not secured_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID).is_empty():
|
||||||
|
failures.append("secured Ji flag should not expose Nanpi hard push beans")
|
||||||
|
if not admin_medicine.is_empty():
|
||||||
|
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
||||||
|
failures.append("Nanpi secured talk status should show one ready supply")
|
||||||
|
if not secured_scene._format_camp_conversation_button_text(admin_medicine).contains("Supply Panacea"):
|
||||||
|
failures.append("Nanpi admin medicine button should show Panacea supply")
|
||||||
|
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
||||||
|
secured_scene._apply_camp_conversation_effects(admin_medicine)
|
||||||
|
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
||||||
|
failures.append("Nanpi admin medicine should add Panacea to campaign inventory")
|
||||||
|
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
||||||
|
failures.append("Nanpi admin medicine should refresh battle Panacea inventory")
|
||||||
|
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SCENARIO_ID, NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID):
|
||||||
|
failures.append("Nanpi admin medicine claim should be saved")
|
||||||
|
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
||||||
|
failures.append("Nanpi secured talk status should show claimed supply after claim")
|
||||||
|
secured_scene.free()
|
||||||
|
|
||||||
|
|
||||||
func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
|
func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
|
||||||
var scene = _new_prebattle_scene(failures, "talk menu close guards")
|
var scene = _new_prebattle_scene(failures, "talk menu close guards")
|
||||||
if scene == null:
|
if scene == null:
|
||||||
|
|||||||
@@ -1107,6 +1107,85 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
|
|||||||
).is_empty():
|
).is_empty():
|
||||||
failures.append("018 old Ye Surrender flags should not expose Ji supply medicine")
|
failures.append("018 old Ye Surrender flags should not expose Ji supply medicine")
|
||||||
|
|
||||||
|
var nanpi_state = BattleStateScript.new()
|
||||||
|
if not nanpi_state.load_battle("res://data/scenarios/019_nanpi_pressure.json"):
|
||||||
|
failures.append("could not load Nanpi camp data")
|
||||||
|
else:
|
||||||
|
_check_shop_items_unique(failures, nanpi_state, "019 base")
|
||||||
|
var nanpi_conversations: Array = nanpi_state.get_briefing().get("camp_conversations", [])
|
||||||
|
if nanpi_conversations.size() != 2:
|
||||||
|
failures.append("019 base briefing should expose exactly two camp conversations")
|
||||||
|
else:
|
||||||
|
_check_camp_conversation(failures, nanpi_conversations[0], "nanpi_pressure_gate_council", "topic", "")
|
||||||
|
_check_camp_conversation(failures, nanpi_conversations[1], "nanpi_pressure_zhang_he_gate_names", "officer", "zhang_he")
|
||||||
|
var nanpi_merchant := nanpi_state.get_shop_merchant()
|
||||||
|
if str(nanpi_merchant.get("name", "")) != "Nanpi Gate Sutler":
|
||||||
|
failures.append("019 shop should expose Nanpi Gate merchant name")
|
||||||
|
if (nanpi_merchant.get("lines", []) as Array).size() < 2:
|
||||||
|
failures.append("019 shop should expose merchant flavor lines")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_state, "war_drum", false, "019 base")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_state, "imperial_seal", false, "019 base")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_state, "iron_armor", true, "019 base")
|
||||||
|
|
||||||
|
var nanpi_pressed_state = BattleStateScript.new()
|
||||||
|
if not nanpi_pressed_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"pressed_north_to_nanpi": true}):
|
||||||
|
failures.append("could not load Nanpi pressed north camp data")
|
||||||
|
else:
|
||||||
|
_check_shop_items_unique(failures, nanpi_pressed_state, "019 pressed north")
|
||||||
|
var hard_push_beans: Dictionary = _find_camp_conversation(
|
||||||
|
nanpi_pressed_state.get_briefing().get("camp_conversations", []),
|
||||||
|
"nanpi_pressure_hard_push_beans"
|
||||||
|
)
|
||||||
|
if hard_push_beans.is_empty():
|
||||||
|
failures.append("019 pressed north flag should expose hard push beans")
|
||||||
|
else:
|
||||||
|
_check_camp_conversation_effect(failures, hard_push_beans, "bean", 1)
|
||||||
|
if not _find_camp_conversation(
|
||||||
|
nanpi_pressed_state.get_briefing().get("camp_conversations", []),
|
||||||
|
"nanpi_pressure_admin_medicine"
|
||||||
|
).is_empty():
|
||||||
|
failures.append("019 pressed north flag should not expose admin medicine")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_pressed_state, "war_drum", true, "019 pressed north")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_pressed_state, "imperial_seal", false, "019 pressed north")
|
||||||
|
|
||||||
|
var nanpi_secured_state = BattleStateScript.new()
|
||||||
|
if not nanpi_secured_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"secured_ji_province": true}):
|
||||||
|
failures.append("could not load Nanpi secured Ji camp data")
|
||||||
|
else:
|
||||||
|
_check_shop_items_unique(failures, nanpi_secured_state, "019 secured Ji")
|
||||||
|
var admin_medicine: Dictionary = _find_camp_conversation(
|
||||||
|
nanpi_secured_state.get_briefing().get("camp_conversations", []),
|
||||||
|
"nanpi_pressure_admin_medicine"
|
||||||
|
)
|
||||||
|
if admin_medicine.is_empty():
|
||||||
|
failures.append("019 secured Ji flag should expose admin medicine")
|
||||||
|
else:
|
||||||
|
_check_camp_conversation_effect(failures, admin_medicine, "panacea", 1)
|
||||||
|
if not _find_camp_conversation(
|
||||||
|
nanpi_secured_state.get_briefing().get("camp_conversations", []),
|
||||||
|
"nanpi_pressure_hard_push_beans"
|
||||||
|
).is_empty():
|
||||||
|
failures.append("019 secured Ji flag should not expose hard push beans")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_secured_state, "war_drum", false, "019 secured Ji")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_secured_state, "imperial_seal", true, "019 secured Ji")
|
||||||
|
|
||||||
|
var nanpi_old_flags_state = BattleStateScript.new()
|
||||||
|
if not nanpi_old_flags_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"pursued_yuan_shang": true, "stabilized_ye": true}):
|
||||||
|
failures.append("could not load Nanpi old Northern Pursuit flag camp data")
|
||||||
|
else:
|
||||||
|
_check_shop_item_visibility(failures, nanpi_old_flags_state, "war_drum", false, "019 old Northern Pursuit flags")
|
||||||
|
_check_shop_item_visibility(failures, nanpi_old_flags_state, "imperial_seal", false, "019 old Northern Pursuit flags")
|
||||||
|
if not _find_camp_conversation(
|
||||||
|
nanpi_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||||
|
"nanpi_pressure_hard_push_beans"
|
||||||
|
).is_empty():
|
||||||
|
failures.append("019 old Northern Pursuit flags should not expose hard push beans")
|
||||||
|
if not _find_camp_conversation(
|
||||||
|
nanpi_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||||
|
"nanpi_pressure_admin_medicine"
|
||||||
|
).is_empty():
|
||||||
|
failures.append("019 old Northern Pursuit flags should not expose admin medicine")
|
||||||
|
|
||||||
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
|
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
|
||||||
var item := state.get_item_def(item_id)
|
var item := state.get_item_def(item_id)
|
||||||
if item.is_empty():
|
if item.is_empty():
|
||||||
@@ -1282,15 +1361,15 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
|
|||||||
for expected in ["Mandate of Victory:", "Omen of Ruin:", "Battle Register:", "Dire Portents:", "Spoils Ledger:"]:
|
for expected in ["Mandate of Victory:", "Omen of Ruin:", "Battle Register:", "Dire Portents:", "Spoils Ledger:"]:
|
||||||
if not briefing_text.contains(expected):
|
if not briefing_text.contains(expected):
|
||||||
failures.append("briefing objective parchment should use ancient heading `%s`: %s" % [expected, briefing_text])
|
failures.append("briefing objective parchment should use ancient heading `%s`: %s" % [expected, briefing_text])
|
||||||
_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.66, 0.55, 0.36, 0.97))
|
_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(0.34, 0.22, 0.11, 0.98), 3)
|
_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(0.76, 0.64, 0.43, 0.98))
|
_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(0.09, 0.055, 0.032, 1.0), 3)
|
_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(0.12, 0.045, 0.025, 0.98))
|
_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), 3)
|
_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_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_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":
|
if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "Next Slip":
|
||||||
failures.append("dialogue continue button should use ancient slip text")
|
failures.append("dialogue continue button should use ancient slip text")
|
||||||
if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "Earlier Slip":
|
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)
|
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":
|
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")
|
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()
|
scene.free()
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user