Add Ye siege camp content

This commit is contained in:
2026-06-19 01:14:34 +09:00
parent dfdba012aa
commit cc2eecd7ff
5 changed files with 383 additions and 3 deletions

View File

@@ -58,6 +58,10 @@ const YE_RAPID_CONVERSATION_ID := "ye_rapid_march_rations"
const YE_CROSSING_CONVERSATION_ID := "ye_crossing_medicine"
const YE_SIEGE_SCENARIO_ID := "016_ye_siege"
const YE_SIEGE_SCENARIO_PATH := "res://data/scenarios/016_ye_siege.json"
const YE_SIEGE_PRESSED_CONVERSATION_ID := "ye_siege_ladder_rations"
const YE_SIEGE_SPLIT_CONVERSATION_ID := "ye_siege_defector_medicine"
const YE_SURRENDER_SCENARIO_ID := "017_ye_surrender"
const YE_SURRENDER_SCENARIO_PATH := "res://data/scenarios/017_ye_surrender.json"
const SAVE_PATH := "user://campaign_save.json"
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
@@ -82,6 +86,7 @@ func _init() -> void:
_check_wuchao_post_battle_choice_bridges_to_cangting(failures)
_check_cangting_post_battle_choice_bridges_to_ye(failures)
_check_ye_post_battle_choice_bridges_to_ye_siege(failures)
_check_ye_siege_post_battle_choice_bridges_to_surrender(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
@@ -89,6 +94,7 @@ func _init() -> void:
_check_wuchao_branch_camp_conversations(failures)
_check_cangting_branch_camp_conversations(failures)
_check_ye_branch_camp_conversations(failures)
_check_ye_siege_branch_camp_conversations(failures)
_check_talk_menu_closes_on_cancel_and_reload(failures)
if not _restore_user_file(SAVE_PATH, save_backup):
@@ -999,6 +1005,8 @@ func _check_ye_post_battle_choice_bridges_to_ye_siege(failures: Array[String]) -
"press_ye_siege",
"pressed_ye_siege",
"split_yuan_heirs",
YE_SIEGE_PRESSED_CONVERSATION_ID,
YE_SIEGE_SPLIT_CONVERSATION_ID,
"war_drum",
"imperial_seal"
)
@@ -1007,6 +1015,27 @@ func _check_ye_post_battle_choice_bridges_to_ye_siege(failures: Array[String]) -
"split_yuan_heirs",
"split_yuan_heirs",
"pressed_ye_siege",
YE_SIEGE_SPLIT_CONVERSATION_ID,
YE_SIEGE_PRESSED_CONVERSATION_ID,
"imperial_seal",
"war_drum"
)
func _check_ye_siege_post_battle_choice_bridges_to_surrender(failures: Array[String]) -> void:
_check_ye_siege_choice_branch_to_surrender(
failures,
"force_ye_surrender",
"forced_ye_surrender",
"negotiated_yuan_defections",
"war_drum",
"imperial_seal"
)
_check_ye_siege_choice_branch_to_surrender(
failures,
"negotiate_yuan_defections",
"negotiated_yuan_defections",
"forced_ye_surrender",
"imperial_seal",
"war_drum"
)
@@ -1126,6 +1155,8 @@ func _check_cangting_choice_branch_to_ye(
return
if scene.state.get_unit("zhang_he_ch15").is_empty():
failures.append("Cangting choice bridge %s should deploy Zhang He in Ye" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch15"):
failures.append("Cangting choice bridge %s should require Zhang He in Ye" % choice_id)
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Cangting choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
@@ -1143,6 +1174,8 @@ func _check_ye_choice_branch_to_ye_siege(
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_conversation_id: String,
hidden_conversation_id: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
@@ -1201,6 +1234,12 @@ func _check_ye_choice_branch_to_ye_siege(
return
if scene.state.get_unit("zhang_he_ch16").is_empty():
failures.append("Ye choice bridge %s should deploy Zhang He in Ye Siege" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch16"):
failures.append("Ye choice bridge %s should require Zhang He in Ye Siege" % choice_id)
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Ye choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
failures.append("Ye choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Ye choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
@@ -1209,6 +1248,79 @@ func _check_ye_choice_branch_to_ye_siege(
scene.free()
func _check_ye_siege_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, "Ye Siege choice bridge %s" % choice_id, YE_SIEGE_SCENARIO_ID, YE_SIEGE_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(
YE_SIEGE_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("Ye Siege choice bridge %s could not reload Ye Siege 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("Ye Siege choice bridge %s should save 016 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Ye Siege choice bridge %s should keep Zhang He before Ye surrender" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Ye Siege choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != YE_SIEGE_SCENARIO_ID:
failures.append("Ye Siege choice bridge %s should mark Ye Siege choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Ye Siege choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, YE_SIEGE_SCENARIO_ID):
failures.append("Ye Siege 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("Ye Siege choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Ye Siege choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != YE_SURRENDER_SCENARIO_ID:
failures.append("Ye Siege choice bridge %s should advance to Ye Surrender, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
YE_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("Ye Siege choice bridge %s could not load Ye Surrender" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch17").is_empty():
failures.append("Ye Siege choice bridge %s should deploy Zhang He in Ye Surrender" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch17"):
failures.append("Ye Siege choice bridge %s should require Zhang He in Ye Surrender" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Ye Siege choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Ye Siege 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:
if typeof(choices) != TYPE_ARRAY:
return {}
@@ -1638,6 +1750,88 @@ func _check_ye_branch_camp_conversations(failures: Array[String]) -> void:
crossing_scene.free()
func _check_ye_siege_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Ye Siege base camp", YE_SIEGE_SCENARIO_ID, YE_SIEGE_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("ye_siege_inner_gate_council").is_empty():
failures.append("Ye Siege should expose the inner gate council conversation")
if base_scene._camp_conversation_by_id("ye_siege_zhang_he_streets").is_empty():
failures.append("Ye Siege should expose Zhang He's inner streets conversation")
if not base_scene._camp_conversation_by_id(YE_SIEGE_PRESSED_CONVERSATION_ID).is_empty():
failures.append("Ye Siege ladder rations should be hidden without pressed siege flag")
if not base_scene._camp_conversation_by_id(YE_SIEGE_SPLIT_CONVERSATION_ID).is_empty():
failures.append("Ye Siege defector medicine should be hidden without split heirs flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Ye Gate Sutler":
failures.append("Ye Siege shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Ye Siege shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Ye Siege base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Ye Siege pressed camp",
YE_SIEGE_SCENARIO_ID,
YE_SIEGE_SCENARIO_PATH,
{"pressed_ye_siege": true}
)
if pressed_scene != null:
var ladder_rations: Dictionary = pressed_scene._camp_conversation_by_id(YE_SIEGE_PRESSED_CONVERSATION_ID)
if ladder_rations.is_empty():
failures.append("pressed Ye siege flag should expose ladder rations")
if not pressed_scene._camp_conversation_by_id(YE_SIEGE_SPLIT_CONVERSATION_ID).is_empty():
failures.append("pressed Ye siege flag should not expose defector medicine")
if not ladder_rations.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Ye Siege pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(ladder_rations).contains("Supply Bean"):
failures.append("Ye Siege ladder rations 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(ladder_rations)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye Siege ladder rations should add Bean to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye Siege ladder rations should refresh battle Bean inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SIEGE_SCENARIO_ID, YE_SIEGE_PRESSED_CONVERSATION_ID):
failures.append("Ye Siege ladder rations claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Ye Siege pressed talk status should show claimed supply after claim")
pressed_scene.free()
var split_scene = _new_prebattle_scene_for(
failures,
"Ye Siege split heirs camp",
YE_SIEGE_SCENARIO_ID,
YE_SIEGE_SCENARIO_PATH,
{"split_yuan_heirs": true}
)
if split_scene != null:
var defector_medicine: Dictionary = split_scene._camp_conversation_by_id(YE_SIEGE_SPLIT_CONVERSATION_ID)
if defector_medicine.is_empty():
failures.append("split Yuan heirs flag should expose Ye Siege defector medicine")
if not split_scene._camp_conversation_by_id(YE_SIEGE_PRESSED_CONVERSATION_ID).is_empty():
failures.append("split Yuan heirs flag should not expose ladder rations")
if not defector_medicine.is_empty():
if split_scene._format_talk_status_text(split_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Ye Siege split heirs talk status should show one ready supply")
if not split_scene._format_camp_conversation_button_text(defector_medicine).contains("Supply Panacea"):
failures.append("Ye Siege defector medicine button should show Panacea supply")
var before_panacea := int(split_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
split_scene._apply_camp_conversation_effects(defector_medicine)
if int(split_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye Siege defector medicine should add Panacea to campaign inventory")
if int(split_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye Siege defector medicine should refresh battle Panacea inventory")
if not split_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SIEGE_SCENARIO_ID, YE_SIEGE_SPLIT_CONVERSATION_ID):
failures.append("Ye Siege defector medicine claim should be saved")
if split_scene._format_talk_status_text(split_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Ye Siege split heirs talk status should show claimed supply after claim")
split_scene.free()
func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "talk menu close guards")
if scene == null:

View File

@@ -870,6 +870,85 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
).is_empty():
failures.append("015 old Cangting flags should not expose crossing medicine")
var ye_siege_state = BattleStateScript.new()
if not ye_siege_state.load_battle("res://data/scenarios/016_ye_siege.json"):
failures.append("could not load Ye Siege camp data")
else:
_check_shop_items_unique(failures, ye_siege_state, "016 base")
var ye_siege_conversations: Array = ye_siege_state.get_briefing().get("camp_conversations", [])
if ye_siege_conversations.size() != 2:
failures.append("016 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, ye_siege_conversations[0], "ye_siege_inner_gate_council", "topic", "")
_check_camp_conversation(failures, ye_siege_conversations[1], "ye_siege_zhang_he_streets", "officer", "zhang_he")
var ye_siege_merchant := ye_siege_state.get_shop_merchant()
if str(ye_siege_merchant.get("name", "")) != "Ye Gate Sutler":
failures.append("016 shop should expose Ye Gate merchant name")
if (ye_siege_merchant.get("lines", []) as Array).size() < 2:
failures.append("016 shop should expose merchant flavor lines")
_check_shop_item_visibility(failures, ye_siege_state, "war_drum", false, "016 base")
_check_shop_item_visibility(failures, ye_siege_state, "imperial_seal", false, "016 base")
_check_shop_item_visibility(failures, ye_siege_state, "iron_armor", true, "016 base")
var ye_siege_pressed_state = BattleStateScript.new()
if not ye_siege_pressed_state.load_battle("res://data/scenarios/016_ye_siege.json", {}, {}, {"pressed_ye_siege": true}):
failures.append("could not load Ye Siege pressed camp data")
else:
_check_shop_items_unique(failures, ye_siege_pressed_state, "016 pressed Ye siege")
var ladder_rations: Dictionary = _find_camp_conversation(
ye_siege_pressed_state.get_briefing().get("camp_conversations", []),
"ye_siege_ladder_rations"
)
if ladder_rations.is_empty():
failures.append("016 pressed Ye siege flag should expose ladder rations")
else:
_check_camp_conversation_effect(failures, ladder_rations, "bean", 1)
if not _find_camp_conversation(
ye_siege_pressed_state.get_briefing().get("camp_conversations", []),
"ye_siege_defector_medicine"
).is_empty():
failures.append("016 pressed Ye siege flag should not expose defector medicine")
_check_shop_item_visibility(failures, ye_siege_pressed_state, "war_drum", true, "016 pressed Ye siege")
_check_shop_item_visibility(failures, ye_siege_pressed_state, "imperial_seal", false, "016 pressed Ye siege")
var ye_siege_split_state = BattleStateScript.new()
if not ye_siege_split_state.load_battle("res://data/scenarios/016_ye_siege.json", {}, {}, {"split_yuan_heirs": true}):
failures.append("could not load Ye Siege split heirs camp data")
else:
_check_shop_items_unique(failures, ye_siege_split_state, "016 split Yuan heirs")
var defector_medicine: Dictionary = _find_camp_conversation(
ye_siege_split_state.get_briefing().get("camp_conversations", []),
"ye_siege_defector_medicine"
)
if defector_medicine.is_empty():
failures.append("016 split Yuan heirs flag should expose defector medicine")
else:
_check_camp_conversation_effect(failures, defector_medicine, "panacea", 1)
if not _find_camp_conversation(
ye_siege_split_state.get_briefing().get("camp_conversations", []),
"ye_siege_ladder_rations"
).is_empty():
failures.append("016 split Yuan heirs flag should not expose ladder rations")
_check_shop_item_visibility(failures, ye_siege_split_state, "war_drum", false, "016 split Yuan heirs")
_check_shop_item_visibility(failures, ye_siege_split_state, "imperial_seal", true, "016 split Yuan heirs")
var ye_siege_old_flags_state = BattleStateScript.new()
if not ye_siege_old_flags_state.load_battle("res://data/scenarios/016_ye_siege.json", {}, {}, {"advanced_to_ye": true, "secured_hebei_crossings": true}):
failures.append("could not load Ye Siege old Ye flag camp data")
else:
_check_shop_item_visibility(failures, ye_siege_old_flags_state, "war_drum", false, "016 old Ye flags")
_check_shop_item_visibility(failures, ye_siege_old_flags_state, "imperial_seal", false, "016 old Ye flags")
if not _find_camp_conversation(
ye_siege_old_flags_state.get_briefing().get("camp_conversations", []),
"ye_siege_ladder_rations"
).is_empty():
failures.append("016 old Ye flags should not expose ladder rations")
if not _find_camp_conversation(
ye_siege_old_flags_state.get_briefing().get("camp_conversations", []),
"ye_siege_defector_medicine"
).is_empty():
failures.append("016 old Ye flags should not expose defector medicine")
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
var item := state.get_item_def(item_id)
if item.is_empty():