diff --git a/data/scenarios/034_ma_chao_counterstroke.json b/data/scenarios/034_ma_chao_counterstroke.json index 75490bb..3f8ea60 100644 --- a/data/scenarios/034_ma_chao_counterstroke.json +++ b/data/scenarios/034_ma_chao_counterstroke.json @@ -32,6 +32,61 @@ "Pressing Ma Chao's vanguard kept the initiative, but it also pulled Cao Cao's front into the path of a sharper counterstroke." ] } + ], + "camp_conversations": [ + { + "id": "ma_chao_counterstroke_council", + "group": "topic", + "label": "Counterstroke Council", + "speaker": "Cao Ren", + "summary": "Set the line before Ma Chao's countercharge lands.", + "lines": [ + { "speaker": "Cao Ren", "side": "left", "text": "Ma Chao does not return to test the pass. He returns to prove the pass was never ours." }, + { "speaker": "Cao Cao", "side": "right", "text": "Then let him spend pride against order. A charge that fails once becomes a rumor; twice becomes a wound." } + ] + }, + { + "id": "ma_chao_zhang_he_charge_line", + "group": "officer", + "officer_id": "zhang_he", + "label": "Zhang He - Charge Line", + "speaker": "Zhang He", + "summary": "Read the shape of Ma Chao's returning cavalry.", + "lines": [ + { "speaker": "Zhang He", "side": "left", "text": "Their countercharge will strike where dust hides distance. If we hold the first breath, their horses must choose a worse path." }, + { "speaker": "Guo Jia", "side": "right", "text": "Then make the first breath expensive. Ma Chao trusts speed; force him to count." } + ] + }, + { + "id": "ma_chao_counterstroke_fortified_medicine", + "group": "topic", + "label": "Fortified Medicine", + "speaker": "Field Surgeon", + "summary": "Claim medicine stored behind the Tong Pass works.", + "campaign_flags": { "fortified_tong_pass": true }, + "effects": [ + { "type": "grant_item", "item_id": "panacea", "count": 1 } + ], + "lines": [ + { "speaker": "Field Surgeon", "side": "left", "text": "The pass works gave us room to keep one medicine chest out of the dust. It is ready for the front." }, + { "speaker": "Cao Ren", "side": "right", "text": "Fortifications that only stop arrows are half-built. Let this one keep men standing." } + ] + }, + { + "id": "ma_chao_counterstroke_pressed_beans", + "group": "topic", + "label": "Pressed Line Beans", + "speaker": "Quartermaster", + "summary": "Claim rations brought forward by the pressed vanguard.", + "campaign_flags": { "pressed_ma_chao_vanguard": true }, + "effects": [ + { "type": "grant_item", "item_id": "bean", "count": 1 } + ], + "lines": [ + { "speaker": "Quartermaster", "side": "left", "text": "The forward push left little time to cook, but a sack of beans made it to the charge line." }, + { "speaker": "Xiahou Yuan", "side": "right", "text": "Good. Men asked to meet cavalry need food before speeches." } + ] + } ] }, "shop": { @@ -55,7 +110,14 @@ "campaign_flags": { "pressed_ma_chao_vanguard": true }, "items": ["war_drum"] } - ] + ], + "merchant": { + "name": "Counterstroke Sutler", + "lines": [ + "Ma Chao's riders shake dust from every pouch, but the best goods stay wrapped until coin appears.", + "Buy now. If the countercharge reaches this cart, my prices become regrets." + ] + } }, "roster": { "max_units": 7, diff --git a/data/scenarios/035_weishui_camps.json b/data/scenarios/035_weishui_camps.json index 6234dee..0fcbbf9 100644 --- a/data/scenarios/035_weishui_camps.json +++ b/data/scenarios/035_weishui_camps.json @@ -32,6 +32,61 @@ "Rumors between Han Sui and Ma Chao spread through the western alliance, making every order sound slightly suspect." ] } + ], + "camp_conversations": [ + { + "id": "weishui_camps_council", + "group": "topic", + "label": "River Camp Council", + "speaker": "Cao Ren", + "summary": "Set the Wei River line before the western assault.", + "lines": [ + { "speaker": "Cao Ren", "side": "left", "text": "A camp beside water can become a wall or a trap. The men must know which one we have built." }, + { "speaker": "Cao Cao", "side": "right", "text": "Then make the river answer us first. Ma Chao can bring horses; we will decide where they breathe." } + ] + }, + { + "id": "weishui_zhang_he_river_line", + "group": "officer", + "officer_id": "zhang_he", + "label": "Zhang He - River Line", + "speaker": "Zhang He", + "summary": "Read how the river camps can break the assault.", + "lines": [ + { "speaker": "Zhang He", "side": "left", "text": "Their riders can threaten the camp mouths, but the river limits their second turn. Hold the mouth and the charge loses choice." }, + { "speaker": "Guo Jia", "side": "right", "text": "A horseman without choice becomes infantry with worse footing. Use that." } + ] + }, + { + "id": "weishui_anchor_medicine", + "group": "topic", + "label": "Anchored Camp Medicine", + "speaker": "Field Surgeon", + "summary": "Claim medicine protected by the anchored Wei River camps.", + "campaign_flags": { "anchored_weishui_camps": true }, + "effects": [ + { "type": "grant_item", "item_id": "panacea", "count": 1 } + ], + "lines": [ + { "speaker": "Field Surgeon", "side": "left", "text": "The anchored camps kept the medicine wagons inside the line. One packet is ready before the assault reaches us." }, + { "speaker": "Cao Ren", "side": "right", "text": "Good. A camp that can mend itself holds longer than one that only trusts stakes." } + ] + }, + { + "id": "weishui_doubt_rations", + "group": "topic", + "label": "Doubt Rations", + "speaker": "Quartermaster", + "summary": "Claim rations freed by the delay in Han Sui's orders.", + "campaign_flags": { "sowed_han_sui_doubt": true }, + "effects": [ + { "type": "grant_item", "item_id": "bean", "count": 1 } + ], + "lines": [ + { "speaker": "Quartermaster", "side": "left", "text": "Han Sui's uncertain orders bought us enough time to bring a ration sack across the camp road." }, + { "speaker": "Xiahou Yuan", "side": "right", "text": "Doubt in their camp becomes food in ours. Issue it before the next charge." } + ] + } ] }, "shop": { @@ -55,11 +110,18 @@ "campaign_flags": { "sowed_han_sui_doubt": true }, "items": ["war_drum"] } - ] + ], + "merchant": { + "name": "Weishui Camp Sutler", + "lines": [ + "River camps buy quietly. Cavalry hears clinking coin almost as well as hoofbeats.", + "Take what you need before the Wei River decides which bank belongs to whom." + ] + } }, "roster": { "max_units": 7, - "required_officers": ["cao_cao", "guo_jia"] + "required_officers": ["cao_cao", "guo_jia", "zhang_he"] }, "formation": { "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]] diff --git a/scripts/scenes/battle_scene.gd b/scripts/scenes/battle_scene.gd index 9c87089..4f9c8fa 100644 --- a/scripts/scenes/battle_scene.gd +++ b/scripts/scenes/battle_scene.gd @@ -71,12 +71,12 @@ const POST_MOVE_PICKER_PANEL_SIZE := Vector2(320, 210) const TARGETING_HINT_PANEL_SIZE := Vector2(240, 94) const LOCAL_COMMAND_PANEL_GAP := 8.0 const LOCAL_COMMAND_PANEL_BOARD_PADDING := 4.0 -const UI_RICE_PAPER := Color(0.61, 0.49, 0.30, 0.98) -const UI_RICE_PAPER_LIGHT := Color(0.74, 0.60, 0.36, 0.99) -const UI_RICE_PAPER_DARK := Color(0.34, 0.22, 0.11, 0.98) +const UI_RICE_PAPER := Color(0.58, 0.45, 0.25, 0.98) +const UI_RICE_PAPER_LIGHT := Color(0.71, 0.56, 0.31, 0.99) +const UI_RICE_PAPER_DARK := Color(0.29, 0.17, 0.075, 0.98) const UI_AGED_INK := Color(0.09, 0.055, 0.032, 1.0) -const UI_DARK_LACQUER := Color(0.12, 0.045, 0.025, 0.98) -const UI_LACQUER_EDGE := Color(0.055, 0.025, 0.016, 1.0) +const UI_DARK_LACQUER := Color(0.085, 0.025, 0.012, 0.988) +const UI_LACQUER_EDGE := Color(0.035, 0.014, 0.008, 1.0) const UI_CINNABAR := Color(0.52, 0.045, 0.025, 1.0) const UI_CINNABAR_DARK := Color(0.32, 0.025, 0.016, 1.0) const UI_OLD_BRONZE := Color(0.78, 0.58, 0.27, 1.0) @@ -89,12 +89,15 @@ const UI_DISABLED_TEXT := Color(0.48, 0.40, 0.29, 1.0) const UI_SILK_WASH := Color(0.80, 0.64, 0.37, 1.0) const UI_SILK_FIBER := Color(0.18, 0.10, 0.045, 1.0) const UI_SOOT_EDGE := Color(0.035, 0.018, 0.012, 1.0) -const UI_BONE_PAPER := Color(0.72, 0.60, 0.39, 0.995) +const UI_BONE_PAPER := Color(0.66, 0.52, 0.31, 0.995) const UI_INK_WASH := Color(0.10, 0.065, 0.040, 1.0) const UI_DARK_JADE := Color(0.055, 0.18, 0.13, 1.0) const UI_JADE_EDGE := Color(0.12, 0.36, 0.25, 1.0) const UI_SEAL_RED := Color(0.64, 0.055, 0.032, 1.0) const UI_SEAL_RED_DARK := Color(0.28, 0.020, 0.014, 1.0) +const UI_CHARCOAL_WASH := Color(0.045, 0.026, 0.016, 1.0) +const UI_SCROLL_CENTER := Color(0.74, 0.58, 0.32, 0.996) +const UI_SCROLL_EDGE := Color(0.43, 0.25, 0.095, 0.996) const MAP_SCROLL_FRAME_PADDING := 12.0 var state: BattleState = BattleStateScript.new() @@ -359,54 +362,54 @@ func _apply_panel_style(panel: PanelContainer, variant: String) -> void: var shadow_size := 6 match variant: "paper": - fill = UI_BONE_PAPER - border = UI_SOOT_EDGE - border_width = 5 - margin = 18 - shadow_size = 12 + fill = UI_SCROLL_CENTER + border = UI_CHARCOAL_WASH + border_width = 7 + margin = 20 + shadow_size = 16 "edict": - fill = Color(0.76, 0.63, 0.40, 0.995) - border = UI_SEAL_RED_DARK - border_width = 4 - margin = 14 - shadow_size = 6 + fill = Color(0.55, 0.36, 0.15, 0.995) + border = UI_INK_WASH + border_width = 5 + margin = 15 + shadow_size = 8 "seal": - fill = Color(0.34, 0.026, 0.016, 1.0) + fill = Color(0.23, 0.018, 0.010, 1.0) border = UI_OLD_BRONZE - border_width = 3 - margin = 9 + border_width = 4 + margin = 10 "speaker_seal": fill = UI_SEAL_RED_DARK border = UI_TARNISHED_BRONZE - border_width = 3 + border_width = 4 margin = 9 "portrait": fill = UI_LACQUER_EDGE - border = UI_JADE_EDGE - border_width = 4 + border = UI_OLD_BRONZE + border_width = 5 margin = 3 "dialogue": - fill = Color(0.052, 0.022, 0.014, 0.995) - border = UI_JADE_EDGE - border_width = 5 - margin = 16 - shadow_size = 14 + fill = Color(0.036, 0.012, 0.006, 0.996) + border = UI_SEAL_RED_DARK + border_width = 7 + margin = 18 + shadow_size = 18 "speech_scroll": - fill = Color(0.75, 0.62, 0.39, 0.995) + fill = Color(0.67, 0.50, 0.27, 0.996) border = UI_INK_WASH - border_width = 4 + border_width = 5 margin = 14 - shadow_size = 3 + shadow_size = 4 "notice": fill = Color(0.070, 0.020, 0.014, 0.982) border = UI_SEAL_RED border_width = 3 margin = 9 "map": - fill = Color(0.062, 0.13, 0.095, 1.0) - border = UI_DARK_JADE - border_width = 4 - margin = 3 + fill = Color(0.20, 0.12, 0.050, 1.0) + border = UI_INK_WASH + border_width = 5 + margin = 4 "compact": fill = Color(0.052, 0.078, 0.052, 0.982) border = UI_JADE_EDGE @@ -420,15 +423,15 @@ func _apply_panel_style(panel: PanelContainer, variant: String) -> void: margin = 10 shadow_size = 3 "caption": - fill = Color(0.055, 0.16, 0.11, 0.98) - border = UI_TARNISHED_BRONZE - border_width = 2 + fill = Color(0.17, 0.030, 0.017, 0.988) + border = UI_OLD_BRONZE + border_width = 3 margin = 5 shadow_size = 2 "result_tablet": - fill = Color(0.54, 0.43, 0.27, 0.992) + fill = Color(0.48, 0.34, 0.17, 0.994) border = UI_SOOT_EDGE - border_width = 5 + border_width = 7 margin = 18 shadow_size = 12 _: @@ -439,9 +442,11 @@ func _apply_panel_style(panel: PanelContainer, variant: String) -> void: func _make_button_style(fill: Color, border: Color, border_width: int) -> StyleBoxFlat: - var style := _make_panel_style(fill, border, border_width, 0, 8, 0) - style.set_border_width(SIDE_TOP, border_width + 1) - style.set_border_width(SIDE_BOTTOM, border_width + 1) + var style := _make_panel_style(fill, border, border_width, 0, 10, 0) + style.set_border_width(SIDE_TOP, border_width + 2) + style.set_border_width(SIDE_BOTTOM, border_width + 2) + style.set_border_width(SIDE_LEFT, border_width + 1) + style.set_border_width(SIDE_RIGHT, border_width + 1) return style @@ -502,14 +507,14 @@ func _apply_control_font(control: Control, bold: bool = false) -> void: func _apply_button_style(button: Button, important: bool = false) -> void: if button == null: return - var normal_fill := UI_SEAL_RED_DARK if important else Color(0.045, 0.13, 0.090, 0.985) - var hover_fill := UI_SEAL_RED if important else Color(0.10, 0.24, 0.16, 1.0) - var pressed_fill := Color(0.20, 0.026, 0.018, 1.0) - button.add_theme_stylebox_override("normal", _make_button_style(normal_fill, UI_TARNISHED_BRONZE, 2)) + var normal_fill := UI_SEAL_RED_DARK if important else Color(0.27, 0.15, 0.055, 0.985) + var hover_fill := UI_SEAL_RED if important else Color(0.37, 0.22, 0.085, 1.0) + var pressed_fill := Color(0.17, 0.030, 0.018, 1.0) + button.add_theme_stylebox_override("normal", _make_button_style(normal_fill, UI_INK_WASH, 2)) button.add_theme_stylebox_override("hover", _make_button_style(hover_fill, UI_OLD_BRONZE, 2)) button.add_theme_stylebox_override("pressed", _make_button_style(pressed_fill, UI_OLD_BRONZE, 2)) - button.add_theme_stylebox_override("focus", _make_button_style(Color(0.075, 0.23, 0.16, 0.96), UI_OLD_BRONZE, 2)) - button.add_theme_stylebox_override("disabled", _make_button_style(Color(0.13, 0.09, 0.065, 0.88), UI_RICE_PAPER_DARK, 1)) + button.add_theme_stylebox_override("focus", _make_button_style(Color(0.34, 0.20, 0.080, 0.96), UI_OLD_BRONZE, 2)) + button.add_theme_stylebox_override("disabled", _make_button_style(Color(0.13, 0.080, 0.046, 0.88), UI_RICE_PAPER_DARK, 1)) button.add_theme_color_override("font_color", UI_PARCHMENT_TEXT) button.add_theme_color_override("font_hover_color", UI_PARCHMENT_TEXT) button.add_theme_color_override("font_pressed_color", UI_PARCHMENT_TEXT) @@ -644,6 +649,23 @@ func _make_seal_tick() -> ColorRect: return tick +func _make_bamboo_gutter(width: float = 18.0, height: float = 0.0) -> HBoxContainer: + var row := HBoxContainer.new() + row.custom_minimum_size = Vector2(width, height) + row.size_flags_vertical = Control.SIZE_EXPAND_FILL + row.mouse_filter = Control.MOUSE_FILTER_IGNORE + row.add_theme_constant_override("separation", 2) + var strip_width := maxf(3.0, floorf((width - 4.0) / 3.0)) + for index in range(3): + var strip := ColorRect.new() + strip.color = UI_BAMBOO if index == 1 else UI_BAMBOO_DARK + strip.custom_minimum_size = Vector2(strip_width, height) + strip.size_flags_vertical = Control.SIZE_EXPAND_FILL + strip.mouse_filter = Control.MOUSE_FILTER_IGNORE + row.add_child(strip) + return row + + func _make_ornament_bar(width: float = 4.0, height: float = 0.0) -> ColorRect: var bar := ColorRect.new() bar.color = UI_CINNABAR @@ -1041,20 +1063,20 @@ func _create_hud() -> void: root.add_child(briefing_panel) var briefing_column := VBoxContainer.new() - briefing_column.add_theme_constant_override("separation", 7) + briefing_column.add_theme_constant_override("separation", 8) briefing_panel.add_child(briefing_column) var briefing_title_panel := PanelContainer.new() - briefing_title_panel.custom_minimum_size = Vector2(680, 40) + briefing_title_panel.custom_minimum_size = Vector2(680, 46) _apply_panel_style(briefing_title_panel, "seal") briefing_column.add_child(briefing_title_panel) briefing_title_label = Label.new() briefing_title_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART - briefing_title_label.custom_minimum_size = Vector2(656, 28) + briefing_title_label.custom_minimum_size = Vector2(656, 34) briefing_title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER briefing_title_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER - _apply_label_style(briefing_title_label, UI_PARCHMENT_TEXT, 20) + _apply_label_style(briefing_title_label, UI_PARCHMENT_TEXT, 22) briefing_title_panel.add_child(briefing_title_label) briefing_seal_ribbon = _make_seal_ribbon(680, 18) @@ -1064,14 +1086,14 @@ func _create_hud() -> void: briefing_location_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART briefing_location_label.custom_minimum_size = Vector2(680, 22) briefing_location_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER - _apply_label_style(briefing_location_label, UI_MUTED_JADE, 14) + _apply_label_style(briefing_location_label, UI_INK_WASH, 14) briefing_column.add_child(briefing_location_label) briefing_column.add_child(_make_scroll_rod(680, 4)) - briefing_column.add_child(_make_section_caption("승패 조서", 680)) + briefing_column.add_child(_make_section_caption("軍令 승패 조서", 680)) briefing_objective_panel = PanelContainer.new() - briefing_objective_panel.custom_minimum_size = Vector2(680, 92) + briefing_objective_panel.custom_minimum_size = Vector2(680, 104) _apply_panel_style(briefing_objective_panel, "edict") briefing_column.add_child(briefing_objective_panel) @@ -1079,16 +1101,17 @@ func _create_hud() -> void: briefing_objective_row.add_theme_constant_override("separation", 8) briefing_objective_panel.add_child(briefing_objective_row) - briefing_objective_row.add_child(_make_ornament_bar(5, 72)) + briefing_objective_row.add_child(_make_bamboo_gutter(18, 84)) briefing_objective_label = Label.new() briefing_objective_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART - briefing_objective_label.custom_minimum_size = Vector2(632, 72) + briefing_objective_label.custom_minimum_size = Vector2(586, 84) briefing_objective_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL _apply_label_style(briefing_objective_label, UI_AGED_INK, 15) briefing_objective_row.add_child(briefing_objective_label) + briefing_objective_row.add_child(_make_bamboo_gutter(18, 84)) - briefing_column.add_child(_make_section_caption("비단 전장도와 군막 장부", 680)) + briefing_column.add_child(_make_section_caption("비단 전장도 · 군막 장부", 680)) briefing_camp_overview_row = HBoxContainer.new() briefing_camp_overview_row.custom_minimum_size = Vector2(680, 84) @@ -1108,7 +1131,7 @@ func _create_hud() -> void: briefing_camp_overview_texture.set_anchors_preset(Control.PRESET_FULL_RECT) briefing_camp_overview_texture.expand_mode = TextureRect.EXPAND_IGNORE_SIZE briefing_camp_overview_texture.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED - briefing_camp_overview_texture.modulate = Color(0.92, 0.78, 0.54, 0.94) + briefing_camp_overview_texture.modulate = Color(0.78, 0.60, 0.35, 0.92) camp_thumbnail_stack.add_child(briefing_camp_overview_texture) briefing_camp_overview_fallback_label = Label.new() @@ -1386,12 +1409,12 @@ func _create_hud() -> void: dialogue_column.add_child(dialogue_seal_ribbon) dialogue_speaker_panel = PanelContainer.new() - dialogue_speaker_panel.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x, 32) + dialogue_speaker_panel.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x, 34) _apply_panel_style(dialogue_speaker_panel, "speaker_seal") dialogue_column.add_child(dialogue_speaker_panel) dialogue_speaker_label = Label.new() - dialogue_speaker_label.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x - 24, 22) + dialogue_speaker_label.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x - 24, 24) dialogue_speaker_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER _apply_label_style(dialogue_speaker_label, UI_PARCHMENT_TEXT, 18) dialogue_speaker_panel.add_child(dialogue_speaker_label) @@ -1405,15 +1428,16 @@ func _create_hud() -> void: dialogue_text_row.add_theme_constant_override("separation", 8) dialogue_text_panel.add_child(dialogue_text_row) - dialogue_text_row.add_child(_make_ornament_bar(4, DIALOGUE_TEXT_SIZE.y - 20)) + dialogue_text_row.add_child(_make_bamboo_gutter(18, DIALOGUE_TEXT_SIZE.y - 20)) dialogue_text_label = Label.new() dialogue_text_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART - dialogue_text_label.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x - 42, DIALOGUE_TEXT_SIZE.y - 20) + dialogue_text_label.custom_minimum_size = Vector2(DIALOGUE_TEXT_SIZE.x - 88, DIALOGUE_TEXT_SIZE.y - 20) dialogue_text_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL dialogue_text_label.size_flags_vertical = Control.SIZE_EXPAND_FILL _apply_label_style(dialogue_text_label, UI_AGED_INK, 17) dialogue_text_row.add_child(dialogue_text_label) + dialogue_text_row.add_child(_make_bamboo_gutter(18, DIALOGUE_TEXT_SIZE.y - 20)) dialogue_column.add_child(_make_scroll_rod(DIALOGUE_TEXT_SIZE.x, 3)) @@ -4727,7 +4751,7 @@ func _format_briefing_camp_overview_text(briefing: Dictionary, prep_locked: bool parts.append("병장고 비축") if prep_locked: parts.append("회상 두루마리 봉인") - return _join_strings(parts, " | ") + return _join_strings(parts, " · ") func _format_briefing_talk_overview_text() -> String: diff --git a/tools/smoke_camp_conversation_rewards.gd b/tools/smoke_camp_conversation_rewards.gd index b436d17..35d22bb 100644 --- a/tools/smoke_camp_conversation_rewards.gd +++ b/tools/smoke_camp_conversation_rewards.gd @@ -130,6 +130,12 @@ const TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID := "tong_pass_jiangling_suppl const TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID := "tong_pass_vanguard_rations" const MA_CHAO_COUNTERSTROKE_SCENARIO_ID := "034_ma_chao_counterstroke" const MA_CHAO_COUNTERSTROKE_SCENARIO_PATH := "res://data/scenarios/034_ma_chao_counterstroke.json" +const MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID := "ma_chao_counterstroke_fortified_medicine" +const MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID := "ma_chao_counterstroke_pressed_beans" +const WEISHUI_CAMPS_SCENARIO_ID := "035_weishui_camps" +const WEISHUI_CAMPS_SCENARIO_PATH := "res://data/scenarios/035_weishui_camps.json" +const WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID := "weishui_anchor_medicine" +const WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID := "weishui_doubt_rations" const SAVE_PATH := "user://campaign_save.json" const MANUAL_SAVE_PATH := "user://campaign_manual_save.json" @@ -172,6 +178,7 @@ func _init() -> void: _check_huarong_post_battle_choice_bridges_to_jiangling_rearguard(failures) _check_jiangling_rearguard_post_battle_choice_bridges_to_tong_pass(failures) _check_tong_pass_post_battle_choice_bridges_to_ma_chao_counterstroke(failures) + _check_ma_chao_counterstroke_post_battle_choice_bridges_to_weishui_camps(failures) _check_manual_checkpoint_reverts_claim(failures) _check_completed_replay_cannot_claim(failures) _check_conditional_camp_conversations(failures) @@ -197,6 +204,8 @@ func _init() -> void: _check_huarong_branch_camp_conversations(failures) _check_jiangling_rearguard_branch_camp_conversations(failures) _check_tong_pass_branch_camp_conversations(failures) + _check_ma_chao_counterstroke_branch_camp_conversations(failures) + _check_weishui_camps_branch_camp_conversations(failures) _check_talk_menu_closes_on_cancel_and_reload(failures) if not _restore_user_file(SAVE_PATH, save_backup): @@ -1482,6 +1491,29 @@ func _check_tong_pass_post_battle_choice_bridges_to_ma_chao_counterstroke(failur ) +func _check_ma_chao_counterstroke_post_battle_choice_bridges_to_weishui_camps(failures: Array[String]) -> void: + _check_ma_chao_counterstroke_choice_branch_to_weishui_camps( + failures, + "anchor_weishui_camps", + "anchored_weishui_camps", + "sowed_han_sui_doubt", + "imperial_seal", + "war_drum", + "Anchored camps along the Wei River", + "anchored_camps_hold_line" + ) + _check_ma_chao_counterstroke_choice_branch_to_weishui_camps( + failures, + "sow_han_sui_doubt", + "sowed_han_sui_doubt", + "anchored_weishui_camps", + "war_drum", + "imperial_seal", + "Rumors between Han Sui and Ma Chao", + "han_sui_doubt_splits_orders" + ) + + func _check_wuchao_choice_branch_to_cangting( failures: Array[String], choice_id: String, @@ -3029,6 +3061,86 @@ func _check_tong_pass_choice_branch_to_ma_chao_counterstroke( scene.free() +func _check_ma_chao_counterstroke_choice_branch_to_weishui_camps( + failures: Array[String], + choice_id: String, + expected_flag: String, + cleared_flag: String, + expected_shop_item_id: String, + hidden_shop_item_id: String, + expected_briefing_fragment: String, + expected_event_id: String +) -> void: + var scene = _new_prebattle_scene_for(failures, "Ma Chao Counterstroke choice bridge %s" % choice_id, MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_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( + MA_CHAO_COUNTERSTROKE_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("Ma Chao Counterstroke choice bridge %s could not reload Ma Chao Counterstroke 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("Ma Chao Counterstroke choice bridge %s should save 034 victory" % choice_id) + scene.free() + return + if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"): + failures.append("Ma Chao Counterstroke choice bridge %s should keep Zhang He before Weishui Camps" % choice_id) + if bool(result.get("choice_applied", true)): + failures.append("Ma Chao Counterstroke choice bridge %s should wait for a selected post-battle choice" % choice_id) + if scene.campaign_state.pending_post_battle_choice_scenario_id != MA_CHAO_COUNTERSTROKE_SCENARIO_ID: + failures.append("Ma Chao Counterstroke choice bridge %s should mark Ma Chao Counterstroke choice pending" % choice_id) + var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id) + if choice.is_empty(): + failures.append("Ma Chao Counterstroke choice bridge missing choice: %s" % choice_id) + scene.free() + return + if not scene.campaign_state.try_apply_post_battle_choice(choice, MA_CHAO_COUNTERSTROKE_SCENARIO_ID): + failures.append("Ma Chao Counterstroke 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("Ma Chao Counterstroke choice bridge %s should set %s" % [choice_id, expected_flag]) + if flags.get(cleared_flag, true) != false: + failures.append("Ma Chao Counterstroke choice bridge %s should clear %s" % [choice_id, cleared_flag]) + if scene.campaign_state.current_scenario_id != WEISHUI_CAMPS_SCENARIO_ID: + failures.append("Ma Chao Counterstroke choice bridge %s should advance to Weishui Camps, got %s" % [choice_id, scene.campaign_state.current_scenario_id]) + if not scene.state.load_battle( + WEISHUI_CAMPS_SCENARIO_PATH, + scene.campaign_state.get_roster_overrides(), + scene.campaign_state.get_inventory_snapshot(), + flags, + scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Ma Chao Counterstroke choice bridge %s could not load Weishui Camps" % choice_id) + scene.free() + return + if scene.state.get_unit("zhang_he_ch35").is_empty(): + failures.append("Ma Chao Counterstroke choice bridge %s should deploy Zhang He in Weishui Camps" % choice_id) + elif not scene.state.is_required_deployment("zhang_he_ch35"): + failures.append("Ma Chao Counterstroke choice bridge %s should require Zhang He in Weishui Camps" % choice_id) + var briefing_lines: Array = scene.state.get_briefing().get("lines", []) + if not _lines_contain_fragment(briefing_lines, expected_briefing_fragment): + failures.append("Ma Chao Counterstroke choice bridge %s should expose Weishui briefing fragment `%s`" % [choice_id, expected_briefing_fragment]) + if not _battle_event_requires_flag(scene.state.battle_events, expected_event_id, expected_flag): + failures.append("Ma Chao Counterstroke choice bridge %s should expose Weishui event %s gated by %s" % [choice_id, expected_event_id, expected_flag]) + var shop_items: Array = scene.state.get_shop_item_ids() + if not shop_items.has(expected_shop_item_id): + failures.append("Ma Chao Counterstroke choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id]) + if shop_items.has(hidden_shop_item_id): + failures.append("Ma Chao Counterstroke choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id]) + scene.free() + + func _lines_contain_fragment(lines: Array, fragment: String) -> bool: for line in lines: if str(line).contains(fragment): @@ -5228,6 +5340,236 @@ func _check_tong_pass_branch_camp_conversations(failures: Array[String]) -> void mobilized_scene.free() +func _check_ma_chao_counterstroke_branch_camp_conversations(failures: Array[String]) -> void: + var base_scene = _new_prebattle_scene_for(failures, "Ma Chao Counterstroke base camp", MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_SCENARIO_PATH) + if base_scene != null: + if not base_scene.campaign_state.joined_officers.has("zhang_he"): + base_scene.campaign_state.joined_officers.append("zhang_he") + if not base_scene.state.load_battle( + MA_CHAO_COUNTERSTROKE_SCENARIO_PATH, + base_scene.campaign_state.get_roster_overrides(), + base_scene.campaign_state.get_inventory_snapshot(), + base_scene.campaign_state.get_flags_snapshot(), + base_scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Ma Chao Counterstroke base camp should reload with Zhang He joined") + else: + if base_scene._camp_conversation_by_id("ma_chao_counterstroke_council").is_empty(): + failures.append("Ma Chao Counterstroke should expose the council conversation") + if base_scene._camp_conversation_by_id("ma_chao_zhang_he_charge_line").is_empty(): + failures.append("Ma Chao Counterstroke should expose Zhang He's charge line conversation") + if not base_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID).is_empty(): + failures.append("Ma Chao Counterstroke fortified medicine should be hidden without fortified Tong Pass flag") + if not base_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID).is_empty(): + failures.append("Ma Chao Counterstroke pressed beans should be hidden without pressed vanguard flag") + var merchant: Dictionary = base_scene.state.get_shop_merchant() + if str(merchant.get("name", "")) != "Counterstroke Sutler": + failures.append("Ma Chao Counterstroke shop merchant name should be present") + var merchant_lines: Array = merchant.get("lines", []) + if merchant_lines.size() < 2: + failures.append("Ma Chao Counterstroke shop merchant should expose flavor lines") + if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": + failures.append("Ma Chao Counterstroke base talk status should summarize two non-supply topics") + base_scene.free() + + var fortified_scene = _new_prebattle_scene_for( + failures, + "Ma Chao Counterstroke fortified camp", + MA_CHAO_COUNTERSTROKE_SCENARIO_ID, + MA_CHAO_COUNTERSTROKE_SCENARIO_PATH, + {"fortified_tong_pass": true} + ) + if fortified_scene != null: + if not fortified_scene.campaign_state.joined_officers.has("zhang_he"): + fortified_scene.campaign_state.joined_officers.append("zhang_he") + if not fortified_scene.state.load_battle( + MA_CHAO_COUNTERSTROKE_SCENARIO_PATH, + fortified_scene.campaign_state.get_roster_overrides(), + fortified_scene.campaign_state.get_inventory_snapshot(), + fortified_scene.campaign_state.get_flags_snapshot(), + fortified_scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Ma Chao Counterstroke fortified camp should reload with Zhang He joined") + else: + var fortified_medicine: Dictionary = fortified_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID) + if fortified_medicine.is_empty(): + failures.append("fortified Tong Pass flag should expose Ma Chao Counterstroke medicine") + if not fortified_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID).is_empty(): + failures.append("fortified Tong Pass flag should not expose Ma Chao Counterstroke pressed beans") + if not fortified_medicine.is_empty(): + if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": + failures.append("Ma Chao Counterstroke fortified talk status should show one ready supply") + if not fortified_scene._format_camp_conversation_button_text(fortified_medicine).contains("보급 Panacea"): + failures.append("Ma Chao Counterstroke fortified medicine button should show Panacea supply") + var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) + fortified_scene._apply_camp_conversation_effects(fortified_medicine) + if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: + failures.append("Ma Chao Counterstroke fortified medicine should add Panacea to campaign inventory") + if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: + failures.append("Ma Chao Counterstroke fortified medicine should refresh battle Panacea inventory") + if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID): + failures.append("Ma Chao Counterstroke fortified medicine claim should be saved") + if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": + failures.append("Ma Chao Counterstroke fortified talk status should show claimed supply after claim") + fortified_scene.free() + + var pressed_scene = _new_prebattle_scene_for( + failures, + "Ma Chao Counterstroke pressed vanguard camp", + MA_CHAO_COUNTERSTROKE_SCENARIO_ID, + MA_CHAO_COUNTERSTROKE_SCENARIO_PATH, + {"pressed_ma_chao_vanguard": true} + ) + if pressed_scene != null: + if not pressed_scene.campaign_state.joined_officers.has("zhang_he"): + pressed_scene.campaign_state.joined_officers.append("zhang_he") + if not pressed_scene.state.load_battle( + MA_CHAO_COUNTERSTROKE_SCENARIO_PATH, + pressed_scene.campaign_state.get_roster_overrides(), + pressed_scene.campaign_state.get_inventory_snapshot(), + pressed_scene.campaign_state.get_flags_snapshot(), + pressed_scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Ma Chao Counterstroke pressed vanguard camp should reload with Zhang He joined") + else: + var pressed_beans: Dictionary = pressed_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID) + if pressed_beans.is_empty(): + failures.append("pressed Ma Chao vanguard flag should expose Ma Chao Counterstroke beans") + if not pressed_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID).is_empty(): + failures.append("pressed Ma Chao vanguard flag should not expose Ma Chao Counterstroke medicine") + if not pressed_beans.is_empty(): + if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": + failures.append("Ma Chao Counterstroke pressed vanguard talk status should show one ready supply") + if not pressed_scene._format_camp_conversation_button_text(pressed_beans).contains("보급 Bean"): + failures.append("Ma Chao Counterstroke pressed 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(pressed_beans) + if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: + failures.append("Ma Chao Counterstroke pressed beans should add Bean to campaign inventory") + if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: + failures.append("Ma Chao Counterstroke pressed beans should refresh battle Bean inventory") + if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID): + failures.append("Ma Chao Counterstroke pressed 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("Ma Chao Counterstroke pressed vanguard talk status should show claimed supply after claim") + pressed_scene.free() + + +func _check_weishui_camps_branch_camp_conversations(failures: Array[String]) -> void: + var base_scene = _new_prebattle_scene_for(failures, "Weishui Camps base camp", WEISHUI_CAMPS_SCENARIO_ID, WEISHUI_CAMPS_SCENARIO_PATH) + if base_scene != null: + if not base_scene.campaign_state.joined_officers.has("zhang_he"): + base_scene.campaign_state.joined_officers.append("zhang_he") + if not base_scene.state.load_battle( + WEISHUI_CAMPS_SCENARIO_PATH, + base_scene.campaign_state.get_roster_overrides(), + base_scene.campaign_state.get_inventory_snapshot(), + base_scene.campaign_state.get_flags_snapshot(), + base_scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Weishui Camps base camp should reload with Zhang He joined") + else: + if base_scene._camp_conversation_by_id("weishui_camps_council").is_empty(): + failures.append("Weishui Camps should expose the council conversation") + if base_scene._camp_conversation_by_id("weishui_zhang_he_river_line").is_empty(): + failures.append("Weishui Camps should expose Zhang He's river line conversation") + if not base_scene._camp_conversation_by_id(WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID).is_empty(): + failures.append("Weishui anchor medicine should be hidden without anchored camps flag") + if not base_scene._camp_conversation_by_id(WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID).is_empty(): + failures.append("Weishui doubt rations should be hidden without Han Sui doubt flag") + var merchant: Dictionary = base_scene.state.get_shop_merchant() + if str(merchant.get("name", "")) != "Weishui Camp Sutler": + failures.append("Weishui Camps shop merchant name should be present") + var merchant_lines: Array = merchant.get("lines", []) + if merchant_lines.size() < 2: + failures.append("Weishui Camps shop merchant should expose flavor lines") + if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": + failures.append("Weishui Camps base talk status should summarize two non-supply topics") + base_scene.free() + + var anchored_scene = _new_prebattle_scene_for( + failures, + "Weishui Camps anchored camp", + WEISHUI_CAMPS_SCENARIO_ID, + WEISHUI_CAMPS_SCENARIO_PATH, + {"anchored_weishui_camps": true} + ) + if anchored_scene != null: + if not anchored_scene.campaign_state.joined_officers.has("zhang_he"): + anchored_scene.campaign_state.joined_officers.append("zhang_he") + if not anchored_scene.state.load_battle( + WEISHUI_CAMPS_SCENARIO_PATH, + anchored_scene.campaign_state.get_roster_overrides(), + anchored_scene.campaign_state.get_inventory_snapshot(), + anchored_scene.campaign_state.get_flags_snapshot(), + anchored_scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Weishui Camps anchored camp should reload with Zhang He joined") + else: + var anchor_medicine: Dictionary = anchored_scene._camp_conversation_by_id(WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID) + if anchor_medicine.is_empty(): + failures.append("anchored Weishui camps flag should expose Weishui anchor medicine") + if not anchored_scene._camp_conversation_by_id(WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID).is_empty(): + failures.append("anchored Weishui camps flag should not expose Weishui doubt rations") + if not anchor_medicine.is_empty(): + if anchored_scene._format_talk_status_text(anchored_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": + failures.append("Weishui anchored talk status should show one ready supply") + if not anchored_scene._format_camp_conversation_button_text(anchor_medicine).contains("보급 Panacea"): + failures.append("Weishui anchor medicine button should show Panacea supply") + var before_panacea := int(anchored_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) + anchored_scene._apply_camp_conversation_effects(anchor_medicine) + if int(anchored_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: + failures.append("Weishui anchor medicine should add Panacea to campaign inventory") + if int(anchored_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: + failures.append("Weishui anchor medicine should refresh battle Panacea inventory") + if not anchored_scene.campaign_state.has_claimed_camp_conversation_effects(WEISHUI_CAMPS_SCENARIO_ID, WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID): + failures.append("Weishui anchor medicine claim should be saved") + if anchored_scene._format_talk_status_text(anchored_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": + failures.append("Weishui anchored talk status should show claimed supply after claim") + anchored_scene.free() + + var doubt_scene = _new_prebattle_scene_for( + failures, + "Weishui Camps Han Sui doubt camp", + WEISHUI_CAMPS_SCENARIO_ID, + WEISHUI_CAMPS_SCENARIO_PATH, + {"sowed_han_sui_doubt": true} + ) + if doubt_scene != null: + if not doubt_scene.campaign_state.joined_officers.has("zhang_he"): + doubt_scene.campaign_state.joined_officers.append("zhang_he") + if not doubt_scene.state.load_battle( + WEISHUI_CAMPS_SCENARIO_PATH, + doubt_scene.campaign_state.get_roster_overrides(), + doubt_scene.campaign_state.get_inventory_snapshot(), + doubt_scene.campaign_state.get_flags_snapshot(), + doubt_scene.campaign_state.get_joined_officers_snapshot() + ): + failures.append("Weishui Camps Han Sui doubt camp should reload with Zhang He joined") + else: + var doubt_rations: Dictionary = doubt_scene._camp_conversation_by_id(WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID) + if doubt_rations.is_empty(): + failures.append("sowed Han Sui doubt flag should expose Weishui doubt rations") + if not doubt_scene._camp_conversation_by_id(WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID).is_empty(): + failures.append("sowed Han Sui doubt flag should not expose Weishui anchor medicine") + if not doubt_rations.is_empty(): + if doubt_scene._format_talk_status_text(doubt_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": + failures.append("Weishui Han Sui doubt talk status should show one ready supply") + if not doubt_scene._format_camp_conversation_button_text(doubt_rations).contains("보급 Bean"): + failures.append("Weishui doubt rations button should show Bean supply") + var before_bean := int(doubt_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) + doubt_scene._apply_camp_conversation_effects(doubt_rations) + if int(doubt_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: + failures.append("Weishui doubt rations should add Bean to campaign inventory") + if int(doubt_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: + failures.append("Weishui doubt rations should refresh battle Bean inventory") + if not doubt_scene.campaign_state.has_claimed_camp_conversation_effects(WEISHUI_CAMPS_SCENARIO_ID, WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID): + failures.append("Weishui doubt rations claim should be saved") + if doubt_scene._format_talk_status_text(doubt_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": + failures.append("Weishui Han Sui doubt talk status should show claimed supply after claim") + doubt_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: diff --git a/tools/smoke_visual_assets.gd b/tools/smoke_visual_assets.gd index 7cacefb..ab721d7 100644 --- a/tools/smoke_visual_assets.gd +++ b/tools/smoke_visual_assets.gd @@ -2307,6 +2307,17 @@ func _check_battle_visual_data(failures: Array[String]) -> void: failures.append("could not load Ma Chao Counterstroke data") else: _check_shop_items_unique(failures, ma_chao_counterstroke_state, "034 base") + var ma_chao_conversations: Array = ma_chao_counterstroke_state.get_briefing().get("camp_conversations", []) + if ma_chao_conversations.size() != 2: + failures.append("034 base briefing should expose exactly two camp conversations") + else: + _check_camp_conversation(failures, _find_camp_conversation(ma_chao_conversations, "ma_chao_counterstroke_council"), "ma_chao_counterstroke_council", "topic", "") + _check_camp_conversation(failures, _find_camp_conversation(ma_chao_conversations, "ma_chao_zhang_he_charge_line"), "ma_chao_zhang_he_charge_line", "officer", "zhang_he") + var ma_chao_merchant := ma_chao_counterstroke_state.get_shop_merchant() + if str(ma_chao_merchant.get("name", "")) != "Counterstroke Sutler": + failures.append("034 shop should expose counterstroke merchant name") + if (ma_chao_merchant.get("lines", []) as Array).size() < 2: + failures.append("034 shop should expose merchant flavor lines") if ma_chao_counterstroke_state.get_unit("zhang_he_ch34").is_empty() or not ma_chao_counterstroke_state.is_required_deployment("zhang_he_ch34"): failures.append("034 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, ma_chao_counterstroke_state, "war_drum", false, "034 base") @@ -2317,6 +2328,19 @@ func _check_battle_visual_data(failures: Array[String]) -> void: failures.append("could not load Ma Chao Counterstroke fortified Tong Pass data") else: _check_shop_items_unique(failures, ma_chao_fortified_state, "034 fortified Tong Pass") + var fortified_medicine: Dictionary = _find_camp_conversation( + ma_chao_fortified_state.get_briefing().get("camp_conversations", []), + "ma_chao_counterstroke_fortified_medicine" + ) + if fortified_medicine.is_empty(): + failures.append("034 fortified Tong Pass should expose fortified medicine") + else: + _check_camp_conversation_effect(failures, fortified_medicine, "panacea", 1) + if not _find_camp_conversation( + ma_chao_fortified_state.get_briefing().get("camp_conversations", []), + "ma_chao_counterstroke_pressed_beans" + ).is_empty(): + failures.append("034 fortified Tong Pass should not expose pressed beans") _check_shop_item_visibility(failures, ma_chao_fortified_state, "imperial_seal", true, "034 fortified Tong Pass") _check_shop_item_visibility(failures, ma_chao_fortified_state, "war_drum", false, "034 fortified Tong Pass") @@ -2325,6 +2349,19 @@ func _check_battle_visual_data(failures: Array[String]) -> void: failures.append("could not load Ma Chao Counterstroke pressed vanguard data") else: _check_shop_items_unique(failures, ma_chao_pressed_state, "034 pressed Ma Chao vanguard") + var pressed_beans: Dictionary = _find_camp_conversation( + ma_chao_pressed_state.get_briefing().get("camp_conversations", []), + "ma_chao_counterstroke_pressed_beans" + ) + if pressed_beans.is_empty(): + failures.append("034 pressed Ma Chao vanguard should expose pressed beans") + else: + _check_camp_conversation_effect(failures, pressed_beans, "bean", 1) + if not _find_camp_conversation( + ma_chao_pressed_state.get_briefing().get("camp_conversations", []), + "ma_chao_counterstroke_fortified_medicine" + ).is_empty(): + failures.append("034 pressed Ma Chao vanguard should not expose fortified medicine") _check_shop_item_visibility(failures, ma_chao_pressed_state, "war_drum", true, "034 pressed Ma Chao vanguard") _check_shop_item_visibility(failures, ma_chao_pressed_state, "imperial_seal", false, "034 pressed Ma Chao vanguard") @@ -2335,6 +2372,97 @@ func _check_battle_visual_data(failures: Array[String]) -> void: _check_shop_items_unique(failures, ma_chao_old_flags_state, "034 old Tong Pass setup flags") _check_shop_item_visibility(failures, ma_chao_old_flags_state, "war_drum", false, "034 old Tong Pass setup flags") _check_shop_item_visibility(failures, ma_chao_old_flags_state, "imperial_seal", false, "034 old Tong Pass setup flags") + if not _find_camp_conversation( + ma_chao_old_flags_state.get_briefing().get("camp_conversations", []), + "ma_chao_counterstroke_fortified_medicine" + ).is_empty(): + failures.append("034 old Tong Pass setup flags should not expose fortified medicine") + if not _find_camp_conversation( + ma_chao_old_flags_state.get_briefing().get("camp_conversations", []), + "ma_chao_counterstroke_pressed_beans" + ).is_empty(): + failures.append("034 old Tong Pass setup flags should not expose pressed beans") + + var weishui_camps_state = BattleStateScript.new() + if not weishui_camps_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {}, ["zhang_he"]): + failures.append("could not load Weishui Camps data") + else: + _check_shop_items_unique(failures, weishui_camps_state, "035 base") + var weishui_conversations: Array = weishui_camps_state.get_briefing().get("camp_conversations", []) + if weishui_conversations.size() != 2: + failures.append("035 base briefing should expose exactly two camp conversations") + else: + _check_camp_conversation(failures, _find_camp_conversation(weishui_conversations, "weishui_camps_council"), "weishui_camps_council", "topic", "") + _check_camp_conversation(failures, _find_camp_conversation(weishui_conversations, "weishui_zhang_he_river_line"), "weishui_zhang_he_river_line", "officer", "zhang_he") + var weishui_merchant := weishui_camps_state.get_shop_merchant() + if str(weishui_merchant.get("name", "")) != "Weishui Camp Sutler": + failures.append("035 shop should expose Weishui Camp merchant name") + if (weishui_merchant.get("lines", []) as Array).size() < 2: + failures.append("035 shop should expose merchant flavor lines") + if weishui_camps_state.get_unit("zhang_he_ch35").is_empty() or not weishui_camps_state.is_required_deployment("zhang_he_ch35"): + failures.append("035 should deploy Zhang He as a required officer") + _check_shop_item_visibility(failures, weishui_camps_state, "war_drum", false, "035 base") + _check_shop_item_visibility(failures, weishui_camps_state, "imperial_seal", false, "035 base") + + var weishui_anchored_state = BattleStateScript.new() + if not weishui_anchored_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {"anchored_weishui_camps": true}, ["zhang_he"]): + failures.append("could not load Weishui Camps anchored data") + else: + _check_shop_items_unique(failures, weishui_anchored_state, "035 anchored Weishui camps") + var anchor_medicine: Dictionary = _find_camp_conversation( + weishui_anchored_state.get_briefing().get("camp_conversations", []), + "weishui_anchor_medicine" + ) + if anchor_medicine.is_empty(): + failures.append("035 anchored Weishui camps should expose anchor medicine") + else: + _check_camp_conversation_effect(failures, anchor_medicine, "panacea", 1) + if not _find_camp_conversation( + weishui_anchored_state.get_briefing().get("camp_conversations", []), + "weishui_doubt_rations" + ).is_empty(): + failures.append("035 anchored Weishui camps should not expose doubt rations") + _check_shop_item_visibility(failures, weishui_anchored_state, "imperial_seal", true, "035 anchored Weishui camps") + _check_shop_item_visibility(failures, weishui_anchored_state, "war_drum", false, "035 anchored Weishui camps") + + var weishui_doubt_state = BattleStateScript.new() + if not weishui_doubt_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {"sowed_han_sui_doubt": true}, ["zhang_he"]): + failures.append("could not load Weishui Camps Han Sui doubt data") + else: + _check_shop_items_unique(failures, weishui_doubt_state, "035 sowed Han Sui doubt") + var doubt_rations: Dictionary = _find_camp_conversation( + weishui_doubt_state.get_briefing().get("camp_conversations", []), + "weishui_doubt_rations" + ) + if doubt_rations.is_empty(): + failures.append("035 sowed Han Sui doubt should expose doubt rations") + else: + _check_camp_conversation_effect(failures, doubt_rations, "bean", 1) + if not _find_camp_conversation( + weishui_doubt_state.get_briefing().get("camp_conversations", []), + "weishui_anchor_medicine" + ).is_empty(): + failures.append("035 sowed Han Sui doubt should not expose anchor medicine") + _check_shop_item_visibility(failures, weishui_doubt_state, "war_drum", true, "035 sowed Han Sui doubt") + _check_shop_item_visibility(failures, weishui_doubt_state, "imperial_seal", false, "035 sowed Han Sui doubt") + + var weishui_old_flags_state = BattleStateScript.new() + if not weishui_old_flags_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {"fortified_tong_pass": true, "pressed_ma_chao_vanguard": true}, ["zhang_he"]): + failures.append("could not load Weishui Camps old Counterstroke setup flag data") + else: + _check_shop_items_unique(failures, weishui_old_flags_state, "035 old Counterstroke setup flags") + _check_shop_item_visibility(failures, weishui_old_flags_state, "war_drum", false, "035 old Counterstroke setup flags") + _check_shop_item_visibility(failures, weishui_old_flags_state, "imperial_seal", false, "035 old Counterstroke setup flags") + if not _find_camp_conversation( + weishui_old_flags_state.get_briefing().get("camp_conversations", []), + "weishui_anchor_medicine" + ).is_empty(): + failures.append("035 old Counterstroke setup flags should not expose anchor medicine") + if not _find_camp_conversation( + weishui_old_flags_state.get_briefing().get("camp_conversations", []), + "weishui_doubt_rations" + ).is_empty(): + failures.append("035 old Counterstroke setup flags should not expose doubt rations") for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]: var item := state.get_item_def(item_id) @@ -2518,18 +2646,20 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void: for expected in ["승리 조서", "패배 흉조", "전공 죽간", "흉조 징후"]: if not mission_text.contains(expected): failures.append("mission panel should use old campaign wording `%s`: %s" % [expected, mission_text]) - _check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.72, 0.60, 0.39, 0.995)) - _check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.035, 0.018, 0.012, 1.0), 6) - _check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.76, 0.63, 0.40, 0.995)) - _check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.28, 0.020, 0.014, 1.0), 4) - _check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.052, 0.022, 0.014, 0.995)) - _check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.12, 0.36, 0.25, 1.0), 6) - _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.briefing_panel, "briefing panel", Color(0.74, 0.58, 0.32, 0.996)) + _check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.045, 0.026, 0.016, 1.0), 8) + _check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.55, 0.36, 0.15, 0.995)) + _check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.10, 0.065, 0.040, 1.0), 5) + _check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.036, 0.012, 0.006, 0.996)) + _check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.28, 0.020, 0.014, 1.0), 8) + _check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.035, 0.014, 0.008, 1.0)) _check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.28, 0.020, 0.014, 1.0)) - _check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.75, 0.62, 0.39, 0.995)) + _check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.67, 0.50, 0.27, 0.996)) _check_seal_ribbon(failures, scene.briefing_seal_ribbon, "briefing seal ribbon") _check_seal_ribbon(failures, scene.dialogue_seal_ribbon, "dialogue seal ribbon") _check_seal_ribbon(failures, scene.result_seal_ribbon, "result seal ribbon") + _check_bamboo_gutter_row(failures, scene.briefing_objective_panel, "briefing objective bamboo gutters") + _check_bamboo_gutter_row(failures, scene.dialogue_text_panel, "dialogue scroll bamboo gutters") _check_dialogue_column_budget(failures, scene) if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "다음 죽간": failures.append("dialogue continue button should use ancient slip text") @@ -2570,7 +2700,7 @@ 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 != "비단 전장도": failures.append("briefing map fallback should read as an old campaign map") - _check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.54, 0.43, 0.27, 0.992)) + _check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.48, 0.34, 0.17, 0.994)) if not scene._format_victory_result_text().contains("승전 조서"): failures.append("victory result should read like a bronze proclamation") if not scene._format_defeat_result_text().contains("패전 비문"): @@ -2597,6 +2727,27 @@ func _check_seal_ribbon(failures: Array[String], ribbon: HBoxContainer, label: S failures.append("%s should include a three-seal center cluster" % label) +func _check_bamboo_gutter_row(failures: Array[String], panel: PanelContainer, label: String) -> void: + if panel == null or panel.get_child_count() <= 0: + failures.append("%s missing row" % label) + return + var row := panel.get_child(0) as HBoxContainer + if row == null or row.get_child_count() < 3: + failures.append("%s should use a row with bamboo side gutters" % label) + return + _check_bamboo_gutter(failures, row.get_child(0), "%s left gutter" % label) + _check_bamboo_gutter(failures, row.get_child(row.get_child_count() - 1), "%s right gutter" % label) + + +func _check_bamboo_gutter(failures: Array[String], node: Node, label: String) -> void: + var gutter := node as HBoxContainer + if gutter == null: + failures.append("%s should be a bamboo gutter container" % label) + return + if gutter.get_child_count() != 3: + failures.append("%s should use three bamboo slips" % label) + + func _check_dialogue_column_budget(failures: Array[String], scene) -> void: if scene.dialogue_column == null: failures.append("dialogue column missing")