Add Xiapi siege camp content
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@@ -30,6 +30,10 @@ const WAN_SCENARIO_ID := "008_wan_castle_escape"
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const WAN_SCENARIO_PATH := "res://data/scenarios/008_wan_castle_escape.json"
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const WAN_COURT_CONVERSATION_ID := "wan_court_seal_postern"
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const WAN_PURSUIT_CONVERSATION_ID := "wan_hard_pursuit_drums"
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const XIAPI_SCENARIO_ID := "009_xiapi_siege"
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const XIAPI_SCENARIO_PATH := "res://data/scenarios/009_xiapi_siege.json"
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const XIAPI_HELD_CONVERSATION_ID := "xiapi_wan_baggage_dressings"
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const XIAPI_SWIFT_CONVERSATION_ID := "xiapi_forced_march_rations"
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const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
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const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
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const SAVE_PATH := "user://campaign_save.json"
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@@ -48,6 +52,7 @@ func _init() -> void:
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_check_dingtao_branch_camp_conversations(failures)
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_check_xian_branch_camp_conversations(failures)
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_check_wan_branch_camp_conversations(failures)
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_check_xiapi_branch_camp_conversations(failures)
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_check_manual_checkpoint_reverts_claim(failures)
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_check_completed_replay_cannot_claim(failures)
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_check_conditional_camp_conversations(failures)
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@@ -499,6 +504,88 @@ func _check_wan_branch_camp_conversations(failures: Array[String]) -> void:
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pursuit_scene.free()
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func _check_xiapi_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Xiapi base camp", XIAPI_SCENARIO_ID, XIAPI_SCENARIO_PATH)
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if base_scene != null:
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if base_scene._camp_conversation_by_id("xiapi_floodgate_council").is_empty():
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failures.append("Xiapi should expose the floodgate council conversation")
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if base_scene._camp_conversation_by_id("xiapi_dian_wei_siege_road").is_empty():
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failures.append("Xiapi should expose Dian Wei's siege road conversation")
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if not base_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty():
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failures.append("Xiapi Wan baggage dressings should be hidden without held Wan gate flag")
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if not base_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty():
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failures.append("Xiapi forced march rations should be hidden without swift Wan escape flag")
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var merchant: Dictionary = base_scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Xiapi Flood-Gate Sutler":
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failures.append("Xiapi shop merchant name should be present")
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var merchant_lines: Array = merchant.get("lines", [])
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if merchant_lines.size() < 2:
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failures.append("Xiapi shop merchant should expose flavor lines")
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if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
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failures.append("Xiapi base talk status should summarize two non-supply topics")
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base_scene.free()
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var held_scene = _new_prebattle_scene_for(
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failures,
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"Xiapi held Wan gate camp",
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XIAPI_SCENARIO_ID,
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XIAPI_SCENARIO_PATH,
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{"held_wan_gate": true}
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)
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if held_scene != null:
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var dressings: Dictionary = held_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID)
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if dressings.is_empty():
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failures.append("held Wan gate flag should expose Xiapi Wan baggage dressings")
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if not held_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty():
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failures.append("held Wan gate flag should not expose Xiapi forced march rations")
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if not dressings.is_empty():
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if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Xiapi held Wan gate talk status should show one ready supply")
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if not held_scene._format_camp_conversation_button_text(dressings).contains("Supply Panacea"):
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failures.append("Xiapi Wan baggage dressings button should preview Panacea supply")
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var before_panacea := int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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held_scene._apply_camp_conversation_effects(dressings)
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if int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Xiapi Wan baggage dressings should add Panacea to campaign inventory")
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if int(held_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Xiapi Wan baggage dressings should refresh battle Panacea inventory")
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if not held_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_HELD_CONVERSATION_ID):
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failures.append("Xiapi Wan baggage dressings claim should be saved")
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if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Xiapi held Wan gate talk status should show claimed supply after claim")
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held_scene.free()
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var swift_scene = _new_prebattle_scene_for(
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failures,
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"Xiapi swift Wan escape camp",
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XIAPI_SCENARIO_ID,
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XIAPI_SCENARIO_PATH,
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{"swift_wan_escape": true}
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)
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if swift_scene != null:
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var rations: Dictionary = swift_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID)
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if rations.is_empty():
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failures.append("swift Wan escape flag should expose Xiapi forced march rations")
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if not swift_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty():
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failures.append("swift Wan escape flag should not expose Xiapi Wan baggage dressings")
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if not rations.is_empty():
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if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Xiapi swift Wan escape talk status should show one ready supply")
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if not swift_scene._format_camp_conversation_button_text(rations).contains("Supply Bean"):
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failures.append("Xiapi forced march rations button should preview Bean supply")
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var before_bean := int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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swift_scene._apply_camp_conversation_effects(rations)
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if int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Xiapi forced march rations should add Bean to campaign inventory")
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if int(swift_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Xiapi forced march rations should refresh battle Bean inventory")
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if not swift_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_SWIFT_CONVERSATION_ID):
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failures.append("Xiapi forced march rations claim should be saved")
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if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Xiapi swift Wan escape talk status should show claimed supply after claim")
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swift_scene.free()
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func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "manual checkpoint")
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if scene == null:
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@@ -417,6 +417,85 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
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_check_shop_item_visibility(failures, wan_pursuit_state, "imperial_seal", false, "008 hard pursuit")
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_check_shop_item_visibility(failures, wan_pursuit_state, "war_drum", true, "008 hard pursuit")
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var xiapi_state = BattleStateScript.new()
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if not xiapi_state.load_battle("res://data/scenarios/009_xiapi_siege.json"):
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failures.append("could not load Xiapi Siege camp data")
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else:
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var xiapi_conversations: Array = xiapi_state.get_briefing().get("camp_conversations", [])
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if xiapi_conversations.size() != 2:
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failures.append("009 base briefing should expose exactly two camp conversations")
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else:
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_check_camp_conversation(failures, xiapi_conversations[0], "xiapi_floodgate_council", "officer", "cao_cao")
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_check_camp_conversation(failures, xiapi_conversations[1], "xiapi_dian_wei_siege_road", "officer", "dian_wei")
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var xiapi_merchant := xiapi_state.get_shop_merchant()
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if str(xiapi_merchant.get("name", "")) != "Xiapi Flood-Gate Sutler":
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failures.append("009 shop should expose Xiapi merchant name")
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if (xiapi_merchant.get("lines", []) as Array).size() < 2:
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failures.append("009 shop should expose merchant flavor lines")
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_check_shop_item_visibility(failures, xiapi_state, "war_drum", false, "009 base")
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_check_shop_item_visibility(failures, xiapi_state, "war_axe", false, "009 base")
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var xiapi_held_state = BattleStateScript.new()
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if not xiapi_held_state.load_battle("res://data/scenarios/009_xiapi_siege.json", {}, {}, {"held_wan_gate": true}):
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failures.append("could not load Xiapi held Wan gate camp data")
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else:
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var medicine: Dictionary = _find_camp_conversation(
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xiapi_held_state.get_briefing().get("camp_conversations", []),
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"xiapi_wan_baggage_dressings"
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)
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if medicine.is_empty():
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failures.append("009 held Wan gate flag should expose Wan baggage dressings conversation")
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else:
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_check_camp_conversation_effect(failures, medicine, "panacea", 1)
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if not _find_camp_conversation(
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xiapi_held_state.get_briefing().get("camp_conversations", []),
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"xiapi_forced_march_rations"
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).is_empty():
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failures.append("009 held Wan gate flag should not expose forced march rations conversation")
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_check_shop_item_visibility(failures, xiapi_held_state, "war_drum", true, "009 held Wan gate")
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_check_shop_item_visibility(failures, xiapi_held_state, "war_axe", false, "009 held Wan gate")
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var xiapi_swift_state = BattleStateScript.new()
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if not xiapi_swift_state.load_battle("res://data/scenarios/009_xiapi_siege.json", {}, {}, {"swift_wan_escape": true}):
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failures.append("could not load Xiapi swift Wan escape camp data")
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else:
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var canteens: Dictionary = _find_camp_conversation(
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xiapi_swift_state.get_briefing().get("camp_conversations", []),
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"xiapi_forced_march_rations"
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)
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if canteens.is_empty():
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failures.append("009 swift Wan escape flag should expose forced march rations conversation")
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else:
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_check_camp_conversation_effect(failures, canteens, "bean", 1)
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if not _find_camp_conversation(
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xiapi_swift_state.get_briefing().get("camp_conversations", []),
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"xiapi_wan_baggage_dressings"
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).is_empty():
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failures.append("009 swift Wan escape flag should not expose Wan baggage dressings conversation")
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_check_shop_item_visibility(failures, xiapi_swift_state, "war_drum", false, "009 swift Wan escape")
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_check_shop_item_visibility(failures, xiapi_swift_state, "war_axe", true, "009 swift Wan escape")
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var white_horse_state = BattleStateScript.new()
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if not white_horse_state.load_battle("res://data/scenarios/010_white_horse_relief.json"):
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failures.append("could not load White Horse Relief shop data")
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else:
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_check_shop_item_visibility(failures, white_horse_state, "imperial_seal", false, "010 base")
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_check_shop_item_visibility(failures, white_horse_state, "war_drum", false, "010 base")
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var white_horse_xu_state = BattleStateScript.new()
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if not white_horse_xu_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"integrated_xu_province": true}):
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failures.append("could not load White Horse integrated Xu shop data")
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else:
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_check_shop_item_visibility(failures, white_horse_xu_state, "imperial_seal", true, "010 integrated Xu")
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_check_shop_item_visibility(failures, white_horse_xu_state, "war_drum", false, "010 integrated Xu")
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var white_horse_pressed_state = BattleStateScript.new()
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if not white_horse_pressed_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"pressed_northern_campaign": true}):
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failures.append("could not load White Horse pressed north shop data")
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else:
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_check_shop_item_visibility(failures, white_horse_pressed_state, "imperial_seal", false, "010 pressed north")
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_check_shop_item_visibility(failures, white_horse_pressed_state, "war_drum", true, "010 pressed north")
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for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
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var item := state.get_item_def(item_id)
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if item.is_empty():
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