Add Ye campaign camp content

This commit is contained in:
2026-06-19 01:04:49 +09:00
parent 258cdeb60c
commit dfdba012aa
3 changed files with 381 additions and 0 deletions

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@@ -32,9 +32,121 @@
"Secured crossings behind the army keep Cao Cao's supply line steady as the campaign enters Yuan territory."
]
}
],
"camp_conversations": [
{
"id": "ye_outer_council",
"group": "topic",
"label": "Outer Defense Council",
"speaker": "Cao Cao",
"summary": "Set the plan for breaking the Yuan heirs' divided outer defense.",
"lines": [
{
"speaker": "Cao Cao",
"side": "left",
"text": "Ye is not guarded by one mind. Yuan Tan and Yuan Shang share walls, not trust."
},
{
"speaker": "Guo Jia",
"side": "right",
"text": "Then the wall is stone, but the command is paper. We strike where the orders overlap."
},
{
"speaker": "Zhang He",
"side": "right",
"text": "Their outer guard obeys names before signals. Make two names answer one alarm, and the line will hesitate."
}
]
},
{
"id": "ye_zhang_he_city_map",
"group": "officer",
"officer_id": "zhang_he",
"label": "Zhang He - City Map",
"speaker": "Zhang He",
"summary": "Study Ye's outer roads with Zhang He before the assault.",
"lines": [
{
"speaker": "Zhang He",
"side": "right",
"text": "The center road looks direct because Yuan Shang wants attackers to think with their feet."
},
{
"speaker": "Cao Cao",
"side": "left",
"text": "And what does a commander think with?"
},
{
"speaker": "Zhang He",
"side": "right",
"text": "With the road the enemy forgot to fear."
}
]
},
{
"id": "ye_rapid_march_rations",
"campaign_flags": { "advanced_to_ye": true },
"group": "topic",
"label": "Rapid March Rations",
"summary": "Claim light rations packed for the swift advance from Cangting.",
"lines": [
{
"speaker": "Xiahou Yuan",
"side": "right",
"text": "The rapid column kept only dry beans and spare bowstrings. It is not comfortable, but it arrives first."
},
{
"speaker": "Guo Jia",
"side": "left",
"text": "Comfort is for the army that arrives second."
}
],
"effects": [
{
"type": "grant_item",
"item_id": "bean",
"count": 1,
"text": "The rapid march rations add a Bean to the field supplies."
}
]
},
{
"id": "ye_crossing_medicine",
"campaign_flags": { "secured_hebei_crossings": true },
"group": "topic",
"label": "Crossing Medicine",
"summary": "Claim medicine brought safely across the secured Hebei crossings.",
"lines": [
{
"speaker": "Cao Ren",
"side": "right",
"text": "The secured crossings kept the medicine carts with us. No river mud spoiled the seals."
},
{
"speaker": "Cao Cao",
"side": "left",
"text": "Then issue it before Ye teaches us the price of its walls."
}
],
"effects": [
{
"type": "grant_item",
"item_id": "panacea",
"count": 1,
"text": "The crossing medicine adds a Panacea to the field supplies."
}
]
}
]
},
"shop": {
"merchant": {
"name": "Ye Outskirts Sutler",
"lines": [
"The Yuan heirs argue inside the walls. Out here, coin still gives a clean answer.",
"Buy what can cross a ditch and climb a wall. I left the pretty goods for men who expect to sit."
]
},
"items": [
"bean",
"wine",

View File

@@ -54,6 +54,10 @@ const CANGTING_PRESSED_CONVERSATION_ID := "cangting_fast_pursuit_beans"
const CANGTING_STORES_CONVERSATION_ID := "cangting_wuchao_store_medicine"
const YE_SCENARIO_ID := "015_ye_campaign"
const YE_SCENARIO_PATH := "res://data/scenarios/015_ye_campaign.json"
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 SAVE_PATH := "user://campaign_save.json"
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
@@ -77,12 +81,14 @@ func _init() -> void:
_check_guandu_post_battle_choice_bridges_to_wuchao(failures)
_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_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
_check_qingzhou_branch_camp_conversations(failures)
_check_wuchao_branch_camp_conversations(failures)
_check_cangting_branch_camp_conversations(failures)
_check_ye_branch_camp_conversations(failures)
_check_talk_menu_closes_on_cancel_and_reload(failures)
if not _restore_user_file(SAVE_PATH, save_backup):
@@ -970,6 +976,8 @@ func _check_cangting_post_battle_choice_bridges_to_ye(failures: Array[String]) -
"advance_to_ye",
"advanced_to_ye",
"secured_hebei_crossings",
YE_RAPID_CONVERSATION_ID,
YE_CROSSING_CONVERSATION_ID,
"war_drum",
"imperial_seal"
)
@@ -978,6 +986,27 @@ func _check_cangting_post_battle_choice_bridges_to_ye(failures: Array[String]) -
"secure_hebei_crossings",
"secured_hebei_crossings",
"advanced_to_ye",
YE_CROSSING_CONVERSATION_ID,
YE_RAPID_CONVERSATION_ID,
"imperial_seal",
"war_drum"
)
func _check_ye_post_battle_choice_bridges_to_ye_siege(failures: Array[String]) -> void:
_check_ye_choice_branch_to_ye_siege(
failures,
"press_ye_siege",
"pressed_ye_siege",
"split_yuan_heirs",
"war_drum",
"imperial_seal"
)
_check_ye_choice_branch_to_ye_siege(
failures,
"split_yuan_heirs",
"split_yuan_heirs",
"pressed_ye_siege",
"imperial_seal",
"war_drum"
)
@@ -1049,6 +1078,8 @@ func _check_cangting_choice_branch_to_ye(
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:
@@ -1095,6 +1126,10 @@ 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)
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():
failures.append("Cangting 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("Cangting choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
@@ -1103,6 +1138,77 @@ func _check_cangting_choice_branch_to_ye(
scene.free()
func _check_ye_choice_branch_to_ye_siege(
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 choice bridge %s" % choice_id, YE_SCENARIO_ID, YE_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_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 choice bridge %s could not reload Ye 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 choice bridge %s should save 015 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Ye choice bridge %s should keep Zhang He before Ye Siege" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Ye choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != YE_SCENARIO_ID:
failures.append("Ye choice bridge %s should mark Ye choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Ye choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, YE_SCENARIO_ID):
failures.append("Ye 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 choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Ye choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != YE_SIEGE_SCENARIO_ID:
failures.append("Ye choice bridge %s should advance to Ye Siege, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
YE_SIEGE_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 choice bridge %s could not load Ye Siege" % choice_id)
scene.free()
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)
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])
if shop_items.has(hidden_shop_item_id):
failures.append("Ye 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 {}
@@ -1450,6 +1556,88 @@ func _check_cangting_branch_camp_conversations(failures: Array[String]) -> void:
stores_scene.free()
func _check_ye_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Ye base camp", YE_SCENARIO_ID, YE_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("ye_outer_council").is_empty():
failures.append("Ye should expose the outer defense council conversation")
if base_scene._camp_conversation_by_id("ye_zhang_he_city_map").is_empty():
failures.append("Ye should expose Zhang He's city map conversation")
if not base_scene._camp_conversation_by_id(YE_RAPID_CONVERSATION_ID).is_empty():
failures.append("Ye rapid march rations should be hidden without advanced flag")
if not base_scene._camp_conversation_by_id(YE_CROSSING_CONVERSATION_ID).is_empty():
failures.append("Ye crossing medicine should be hidden without crossings flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Ye Outskirts Sutler":
failures.append("Ye shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Ye 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 base talk status should summarize two non-supply topics")
base_scene.free()
var advanced_scene = _new_prebattle_scene_for(
failures,
"Ye advanced camp",
YE_SCENARIO_ID,
YE_SCENARIO_PATH,
{"advanced_to_ye": true}
)
if advanced_scene != null:
var rapid_rations: Dictionary = advanced_scene._camp_conversation_by_id(YE_RAPID_CONVERSATION_ID)
if rapid_rations.is_empty():
failures.append("advanced to Ye flag should expose rapid march rations")
if not advanced_scene._camp_conversation_by_id(YE_CROSSING_CONVERSATION_ID).is_empty():
failures.append("advanced to Ye flag should not expose crossing medicine")
if not rapid_rations.is_empty():
if advanced_scene._format_talk_status_text(advanced_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Ye advanced talk status should show one ready supply")
if not advanced_scene._format_camp_conversation_button_text(rapid_rations).contains("Supply Bean"):
failures.append("Ye rapid rations button should show Bean supply")
var before_bean := int(advanced_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
advanced_scene._apply_camp_conversation_effects(rapid_rations)
if int(advanced_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye rapid rations should add Bean to campaign inventory")
if int(advanced_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye rapid rations should refresh battle Bean inventory")
if not advanced_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SCENARIO_ID, YE_RAPID_CONVERSATION_ID):
failures.append("Ye rapid rations claim should be saved")
if advanced_scene._format_talk_status_text(advanced_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Ye advanced talk status should show claimed supply after claim")
advanced_scene.free()
var crossing_scene = _new_prebattle_scene_for(
failures,
"Ye crossings camp",
YE_SCENARIO_ID,
YE_SCENARIO_PATH,
{"secured_hebei_crossings": true}
)
if crossing_scene != null:
var crossing_medicine: Dictionary = crossing_scene._camp_conversation_by_id(YE_CROSSING_CONVERSATION_ID)
if crossing_medicine.is_empty():
failures.append("secured Hebei crossings flag should expose Ye crossing medicine")
if not crossing_scene._camp_conversation_by_id(YE_RAPID_CONVERSATION_ID).is_empty():
failures.append("secured Hebei crossings flag should not expose Ye rapid rations")
if not crossing_medicine.is_empty():
if crossing_scene._format_talk_status_text(crossing_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Ye crossings talk status should show one ready supply")
if not crossing_scene._format_camp_conversation_button_text(crossing_medicine).contains("Supply Panacea"):
failures.append("Ye crossing medicine button should show Panacea supply")
var before_panacea := int(crossing_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
crossing_scene._apply_camp_conversation_effects(crossing_medicine)
if int(crossing_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye crossing medicine should add Panacea to campaign inventory")
if int(crossing_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye crossing medicine should refresh battle Panacea inventory")
if not crossing_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SCENARIO_ID, YE_CROSSING_CONVERSATION_ID):
failures.append("Ye crossing medicine claim should be saved")
if crossing_scene._format_talk_status_text(crossing_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Ye crossings talk status should show claimed supply after claim")
crossing_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

@@ -789,6 +789,87 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
).is_empty():
failures.append("014 old Wuchao flags should not expose Wuchao store medicine")
var ye_state = BattleStateScript.new()
if not ye_state.load_battle("res://data/scenarios/015_ye_campaign.json"):
failures.append("could not load Ye Campaign camp data")
else:
_check_shop_items_unique(failures, ye_state, "015 base")
var ye_conversations: Array = ye_state.get_briefing().get("camp_conversations", [])
if ye_conversations.size() != 2:
failures.append("015 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, ye_conversations[0], "ye_outer_council", "topic", "")
_check_camp_conversation(failures, ye_conversations[1], "ye_zhang_he_city_map", "officer", "zhang_he")
var ye_merchant := ye_state.get_shop_merchant()
if str(ye_merchant.get("name", "")) != "Ye Outskirts Sutler":
failures.append("015 shop should expose Ye merchant name")
if (ye_merchant.get("lines", []) as Array).size() < 2:
failures.append("015 shop should expose merchant flavor lines")
_check_shop_item_visibility(failures, ye_state, "war_drum", false, "015 base")
_check_shop_item_visibility(failures, ye_state, "imperial_seal", false, "015 base")
_check_shop_item_visibility(failures, ye_state, "wind_chaser_bow", false, "015 base")
var ye_advanced_state = BattleStateScript.new()
if not ye_advanced_state.load_battle("res://data/scenarios/015_ye_campaign.json", {}, {}, {"advanced_to_ye": true}):
failures.append("could not load Ye advanced camp data")
else:
_check_shop_items_unique(failures, ye_advanced_state, "015 advanced to Ye")
var rapid_rations: Dictionary = _find_camp_conversation(
ye_advanced_state.get_briefing().get("camp_conversations", []),
"ye_rapid_march_rations"
)
if rapid_rations.is_empty():
failures.append("015 advanced to Ye flag should expose rapid march rations")
else:
_check_camp_conversation_effect(failures, rapid_rations, "bean", 1)
if not _find_camp_conversation(
ye_advanced_state.get_briefing().get("camp_conversations", []),
"ye_crossing_medicine"
).is_empty():
failures.append("015 advanced to Ye flag should not expose crossing medicine")
_check_shop_item_visibility(failures, ye_advanced_state, "war_drum", true, "015 advanced to Ye")
_check_shop_item_visibility(failures, ye_advanced_state, "imperial_seal", false, "015 advanced to Ye")
_check_shop_item_visibility(failures, ye_advanced_state, "wind_chaser_bow", false, "015 advanced to Ye")
var ye_crossing_state = BattleStateScript.new()
if not ye_crossing_state.load_battle("res://data/scenarios/015_ye_campaign.json", {}, {}, {"secured_hebei_crossings": true}):
failures.append("could not load Ye secured crossings camp data")
else:
_check_shop_items_unique(failures, ye_crossing_state, "015 secured Hebei crossings")
var crossing_medicine: Dictionary = _find_camp_conversation(
ye_crossing_state.get_briefing().get("camp_conversations", []),
"ye_crossing_medicine"
)
if crossing_medicine.is_empty():
failures.append("015 secured Hebei crossings flag should expose crossing medicine")
else:
_check_camp_conversation_effect(failures, crossing_medicine, "panacea", 1)
if not _find_camp_conversation(
ye_crossing_state.get_briefing().get("camp_conversations", []),
"ye_rapid_march_rations"
).is_empty():
failures.append("015 secured Hebei crossings flag should not expose rapid march rations")
_check_shop_item_visibility(failures, ye_crossing_state, "war_drum", false, "015 secured Hebei crossings")
_check_shop_item_visibility(failures, ye_crossing_state, "imperial_seal", true, "015 secured Hebei crossings")
_check_shop_item_visibility(failures, ye_crossing_state, "wind_chaser_bow", false, "015 secured Hebei crossings")
var ye_old_flags_state = BattleStateScript.new()
if not ye_old_flags_state.load_battle("res://data/scenarios/015_ye_campaign.json", {}, {}, {"pressed_yuan_rout": true, "secured_wuchao_stores": true}):
failures.append("could not load Ye old Cangting flag camp data")
else:
_check_shop_item_visibility(failures, ye_old_flags_state, "war_drum", false, "015 old Cangting flags")
_check_shop_item_visibility(failures, ye_old_flags_state, "imperial_seal", false, "015 old Cangting flags")
if not _find_camp_conversation(
ye_old_flags_state.get_briefing().get("camp_conversations", []),
"ye_rapid_march_rations"
).is_empty():
failures.append("015 old Cangting flags should not expose rapid march rations")
if not _find_camp_conversation(
ye_old_flags_state.get_briefing().get("camp_conversations", []),
"ye_crossing_medicine"
).is_empty():
failures.append("015 old Cangting flags should not expose crossing 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():