Add Xiapi siege camp content

This commit is contained in:
2026-06-19 00:06:43 +09:00
parent 409a4c62d4
commit e2c4f9f360
3 changed files with 270 additions and 1 deletions

View File

@@ -32,6 +32,102 @@
"The army reached Xiapi quickly after leaving Wan Castle behind, but some siege stores are still catching up."
]
}
],
"camp_conversations": [
{
"id": "xiapi_floodgate_council",
"group": "officer",
"officer_id": "cao_cao",
"label": "Cao Cao - Flood Gates",
"speaker": "Cao Cao",
"summary": "Set the siege rhythm around the sluice-gate signal.",
"lines": [
{
"speaker": "Cao Cao",
"side": "left",
"text": "Lu Bu wants speed to decide this siege. Water is slower than cavalry, but it remembers every low road."
},
{
"speaker": "Xiahou Dun",
"side": "right",
"text": "Then we hold until the channels answer. Once the mud rises, his riders lose the field they trust."
}
]
},
{
"id": "xiapi_dian_wei_siege_road",
"group": "officer",
"officer_id": "dian_wei",
"label": "Dian Wei - Siege Road",
"speaker": "Dian Wei",
"summary": "Place Dian Wei where Lu Bu's first countercharge must break.",
"lines": [
{
"speaker": "Dian Wei",
"side": "right",
"text": "Give me the road before the water reaches it. Horsemen hate a man who refuses to step aside."
},
{
"speaker": "Cao Cao",
"side": "left",
"text": "Stand where the line can see you. A siege holds better when courage has a face."
}
]
},
{
"id": "xiapi_wan_baggage_dressings",
"campaign_flags": { "held_wan_gate": true },
"group": "topic",
"label": "Wan Baggage Dressings",
"summary": "Open the recovered baggage for antidotes and field medicine.",
"lines": [
{
"speaker": "Cao Ren",
"side": "left",
"text": "The baggage saved at Wan still has dry medicine. The river air is already turning wounds sour."
},
{
"speaker": "Cao Cao",
"side": "right",
"text": "Issue it before the gates open. A steady siege line is built from small mercies."
}
],
"effects": [
{
"type": "grant_item",
"item_id": "panacea",
"count": 1,
"text": "The Wan baggage dressings add a Panacea to the field supplies."
}
]
},
{
"id": "xiapi_forced_march_rations",
"campaign_flags": { "swift_wan_escape": true },
"group": "topic",
"label": "Forced March Rations",
"summary": "Ration portable food to soldiers who reached Xiapi before the heavy stores.",
"lines": [
{
"speaker": "Xiahou Yuan",
"side": "right",
"text": "We reached Xiapi ahead of the slow wagons. The men can fight light, but the night work has emptied their canteens."
},
{
"speaker": "Dian Wei",
"side": "left",
"text": "Give them beans, then point them at Lu Bu's road. Light packs still hit hard."
}
],
"effects": [
{
"type": "grant_item",
"item_id": "bean",
"count": 1,
"text": "The forced march rations add a Bean to the field supplies."
}
]
}
]
},
"shop": {
@@ -55,7 +151,14 @@
"campaign_flags": { "swift_wan_escape": true },
"items": ["war_axe"]
}
]
],
"merchant": {
"name": "Xiapi Flood-Gate Sutler",
"lines": [
"Keep the sacks off the low road. Once the channels open, every dry bean becomes expensive.",
"Buy before the signal rises. After the water moves, I sell only to men who can still reach the wagons."
]
}
},
"roster": {
"max_units": 5,

View File

@@ -30,6 +30,10 @@ const WAN_SCENARIO_ID := "008_wan_castle_escape"
const WAN_SCENARIO_PATH := "res://data/scenarios/008_wan_castle_escape.json"
const WAN_COURT_CONVERSATION_ID := "wan_court_seal_postern"
const WAN_PURSUIT_CONVERSATION_ID := "wan_hard_pursuit_drums"
const XIAPI_SCENARIO_ID := "009_xiapi_siege"
const XIAPI_SCENARIO_PATH := "res://data/scenarios/009_xiapi_siege.json"
const XIAPI_HELD_CONVERSATION_ID := "xiapi_wan_baggage_dressings"
const XIAPI_SWIFT_CONVERSATION_ID := "xiapi_forced_march_rations"
const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
const SAVE_PATH := "user://campaign_save.json"
@@ -48,6 +52,7 @@ func _init() -> void:
_check_dingtao_branch_camp_conversations(failures)
_check_xian_branch_camp_conversations(failures)
_check_wan_branch_camp_conversations(failures)
_check_xiapi_branch_camp_conversations(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
@@ -499,6 +504,88 @@ func _check_wan_branch_camp_conversations(failures: Array[String]) -> void:
pursuit_scene.free()
func _check_xiapi_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Xiapi base camp", XIAPI_SCENARIO_ID, XIAPI_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("xiapi_floodgate_council").is_empty():
failures.append("Xiapi should expose the floodgate council conversation")
if base_scene._camp_conversation_by_id("xiapi_dian_wei_siege_road").is_empty():
failures.append("Xiapi should expose Dian Wei's siege road conversation")
if not base_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty():
failures.append("Xiapi Wan baggage dressings should be hidden without held Wan gate flag")
if not base_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty():
failures.append("Xiapi forced march rations should be hidden without swift Wan escape flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Xiapi Flood-Gate Sutler":
failures.append("Xiapi shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Xiapi shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Xiapi base talk status should summarize two non-supply topics")
base_scene.free()
var held_scene = _new_prebattle_scene_for(
failures,
"Xiapi held Wan gate camp",
XIAPI_SCENARIO_ID,
XIAPI_SCENARIO_PATH,
{"held_wan_gate": true}
)
if held_scene != null:
var dressings: Dictionary = held_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID)
if dressings.is_empty():
failures.append("held Wan gate flag should expose Xiapi Wan baggage dressings")
if not held_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty():
failures.append("held Wan gate flag should not expose Xiapi forced march rations")
if not dressings.is_empty():
if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xiapi held Wan gate talk status should show one ready supply")
if not held_scene._format_camp_conversation_button_text(dressings).contains("Supply Panacea"):
failures.append("Xiapi Wan baggage dressings button should preview Panacea supply")
var before_panacea := int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
held_scene._apply_camp_conversation_effects(dressings)
if int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xiapi Wan baggage dressings should add Panacea to campaign inventory")
if int(held_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xiapi Wan baggage dressings should refresh battle Panacea inventory")
if not held_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_HELD_CONVERSATION_ID):
failures.append("Xiapi Wan baggage dressings claim should be saved")
if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Xiapi held Wan gate talk status should show claimed supply after claim")
held_scene.free()
var swift_scene = _new_prebattle_scene_for(
failures,
"Xiapi swift Wan escape camp",
XIAPI_SCENARIO_ID,
XIAPI_SCENARIO_PATH,
{"swift_wan_escape": true}
)
if swift_scene != null:
var rations: Dictionary = swift_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID)
if rations.is_empty():
failures.append("swift Wan escape flag should expose Xiapi forced march rations")
if not swift_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty():
failures.append("swift Wan escape flag should not expose Xiapi Wan baggage dressings")
if not rations.is_empty():
if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xiapi swift Wan escape talk status should show one ready supply")
if not swift_scene._format_camp_conversation_button_text(rations).contains("Supply Bean"):
failures.append("Xiapi forced march rations button should preview Bean supply")
var before_bean := int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
swift_scene._apply_camp_conversation_effects(rations)
if int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xiapi forced march rations should add Bean to campaign inventory")
if int(swift_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xiapi forced march rations should refresh battle Bean inventory")
if not swift_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_SWIFT_CONVERSATION_ID):
failures.append("Xiapi forced march rations claim should be saved")
if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Xiapi swift Wan escape talk status should show claimed supply after claim")
swift_scene.free()
func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "manual checkpoint")
if scene == null:

View File

@@ -417,6 +417,85 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
_check_shop_item_visibility(failures, wan_pursuit_state, "imperial_seal", false, "008 hard pursuit")
_check_shop_item_visibility(failures, wan_pursuit_state, "war_drum", true, "008 hard pursuit")
var xiapi_state = BattleStateScript.new()
if not xiapi_state.load_battle("res://data/scenarios/009_xiapi_siege.json"):
failures.append("could not load Xiapi Siege camp data")
else:
var xiapi_conversations: Array = xiapi_state.get_briefing().get("camp_conversations", [])
if xiapi_conversations.size() != 2:
failures.append("009 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, xiapi_conversations[0], "xiapi_floodgate_council", "officer", "cao_cao")
_check_camp_conversation(failures, xiapi_conversations[1], "xiapi_dian_wei_siege_road", "officer", "dian_wei")
var xiapi_merchant := xiapi_state.get_shop_merchant()
if str(xiapi_merchant.get("name", "")) != "Xiapi Flood-Gate Sutler":
failures.append("009 shop should expose Xiapi merchant name")
if (xiapi_merchant.get("lines", []) as Array).size() < 2:
failures.append("009 shop should expose merchant flavor lines")
_check_shop_item_visibility(failures, xiapi_state, "war_drum", false, "009 base")
_check_shop_item_visibility(failures, xiapi_state, "war_axe", false, "009 base")
var xiapi_held_state = BattleStateScript.new()
if not xiapi_held_state.load_battle("res://data/scenarios/009_xiapi_siege.json", {}, {}, {"held_wan_gate": true}):
failures.append("could not load Xiapi held Wan gate camp data")
else:
var medicine: Dictionary = _find_camp_conversation(
xiapi_held_state.get_briefing().get("camp_conversations", []),
"xiapi_wan_baggage_dressings"
)
if medicine.is_empty():
failures.append("009 held Wan gate flag should expose Wan baggage dressings conversation")
else:
_check_camp_conversation_effect(failures, medicine, "panacea", 1)
if not _find_camp_conversation(
xiapi_held_state.get_briefing().get("camp_conversations", []),
"xiapi_forced_march_rations"
).is_empty():
failures.append("009 held Wan gate flag should not expose forced march rations conversation")
_check_shop_item_visibility(failures, xiapi_held_state, "war_drum", true, "009 held Wan gate")
_check_shop_item_visibility(failures, xiapi_held_state, "war_axe", false, "009 held Wan gate")
var xiapi_swift_state = BattleStateScript.new()
if not xiapi_swift_state.load_battle("res://data/scenarios/009_xiapi_siege.json", {}, {}, {"swift_wan_escape": true}):
failures.append("could not load Xiapi swift Wan escape camp data")
else:
var canteens: Dictionary = _find_camp_conversation(
xiapi_swift_state.get_briefing().get("camp_conversations", []),
"xiapi_forced_march_rations"
)
if canteens.is_empty():
failures.append("009 swift Wan escape flag should expose forced march rations conversation")
else:
_check_camp_conversation_effect(failures, canteens, "bean", 1)
if not _find_camp_conversation(
xiapi_swift_state.get_briefing().get("camp_conversations", []),
"xiapi_wan_baggage_dressings"
).is_empty():
failures.append("009 swift Wan escape flag should not expose Wan baggage dressings conversation")
_check_shop_item_visibility(failures, xiapi_swift_state, "war_drum", false, "009 swift Wan escape")
_check_shop_item_visibility(failures, xiapi_swift_state, "war_axe", true, "009 swift Wan escape")
var white_horse_state = BattleStateScript.new()
if not white_horse_state.load_battle("res://data/scenarios/010_white_horse_relief.json"):
failures.append("could not load White Horse Relief shop data")
else:
_check_shop_item_visibility(failures, white_horse_state, "imperial_seal", false, "010 base")
_check_shop_item_visibility(failures, white_horse_state, "war_drum", false, "010 base")
var white_horse_xu_state = BattleStateScript.new()
if not white_horse_xu_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"integrated_xu_province": true}):
failures.append("could not load White Horse integrated Xu shop data")
else:
_check_shop_item_visibility(failures, white_horse_xu_state, "imperial_seal", true, "010 integrated Xu")
_check_shop_item_visibility(failures, white_horse_xu_state, "war_drum", false, "010 integrated Xu")
var white_horse_pressed_state = BattleStateScript.new()
if not white_horse_pressed_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"pressed_northern_campaign": true}):
failures.append("could not load White Horse pressed north shop data")
else:
_check_shop_item_visibility(failures, white_horse_pressed_state, "imperial_seal", false, "010 pressed north")
_check_shop_item_visibility(failures, white_horse_pressed_state, "war_drum", true, "010 pressed north")
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():