Improve Wan castle escape battle pacing
This commit is contained in:
@@ -2,20 +2,28 @@
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"id": "008_wan_castle_escape",
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"name": "완성 탈출전",
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"objectives": {
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"victory": "조조를 서쪽 행로 표식까지 이동시켜라.",
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"defeat": "조조 또는 조앙이 퇴각하거나 제12군령에 이르면 패한다."
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"victory": "서쪽 탈출로를 열고 완성 추격대를 격파하라.",
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"defeat": "조조나 조앙이 퇴각하거나 제18군령이 시작되면 패한다."
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},
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"conditions": {
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"victory": {
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"type": "unit_reaches_tile",
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"team": "player",
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"officer_ids": ["cao_cao"],
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"cells": [[1, 4], [0, 4]]
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"type": "all",
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"conditions": [
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{ "type": "all_units_defeated", "team": "enemy", "after_event": "turn_9_west_gate_hunt" },
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{
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"type": "unit_reaches_tile",
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"label": "서쪽 탈출로",
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"team": "player",
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"unit_ids": ["cao_cao_ch8"],
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"officer_ids": ["cao_cao"],
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"cells": [[1, 4], [0, 4]]
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}
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]
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},
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"defeat": [
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{ "type": "any_officer_defeated", "team": "player", "officer_ids": ["cao_cao"] },
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{ "type": "any_unit_defeated", "unit_ids": ["cao_ang_ch8"] },
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{ "type": "turn_reached", "turn": 12, "team": "player" }
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{ "type": "turn_reached", "turn": 18, "team": "player" }
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]
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},
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"briefing": {
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@@ -23,7 +31,8 @@
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"location": "완성, 건안 이년",
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"lines": [
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"장수가 조조를 완성으로 맞아들였으나, 가후의 계책은 잔치를 함정으로 바꾸었다.",
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"동문이 등 뒤에서 닫히고 있다. 매복이 조여 오기 전에 조앙을 지키며 조조를 서쪽 행로 표식까지 이끌어라."
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"동문이 등 뒤에서 닫히고 있다. 매복이 조여 오기 전에 조앙을 지키며 조조를 서쪽 행로 표식까지 이끌어라.",
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"제9군령의 서문 추격대까지 꺾어야 탈출로가 완전히 열린다."
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],
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"conditional_lines": [
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{
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@@ -182,11 +191,11 @@
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"GGGGGHHGGGFFFFG",
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"GGFFGHHGGGFFFFG",
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"GGFFRRRRRRGGGGG",
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"GGGGRGGGGGRRRGG",
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"GCCGRGGGGGRRRGG",
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"RRRRRRRRRRRRRRR",
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"GGGGRGGGGGRRRGG",
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"GGFFRRRGGGFFFFG",
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"GGFFGHHGGGFFFFG",
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"GCCGRGGGGGRRRGG",
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"GGTTRRRGGGFFFFG",
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"GGTTGHHGGGFFFFG",
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"GGGGGHHGGGWWGGG",
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"GGGGGGGGGGWWGGG"
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]
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@@ -291,6 +300,33 @@
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"level": 8,
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"pos": [7, 7],
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"base": { "hp": 42, "atk": 15, "def": 7 }
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},
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{
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"unit_id": "wan_inner_spearman",
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"name": "완성 창병",
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"class_id": "infantry",
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"team": "enemy",
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"level": 8,
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"pos": [7, 3],
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"base": { "hp": 44, "atk": 15, "def": 9 }
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},
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{
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"unit_id": "wan_inner_guard",
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"name": "완성 방패병",
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"class_id": "infantry",
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"team": "enemy",
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"level": 8,
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"pos": [7, 5],
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"base": { "hp": 46, "atk": 14, "def": 10 }
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},
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{
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"unit_id": "wan_west_archer",
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"name": "서쪽 궁병",
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"class_id": "archer",
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"team": "enemy",
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"level": 8,
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"pos": [3, 2],
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"base": { "hp": 34, "atk": 13, "def": 6 }
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}
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],
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"events": [
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@@ -331,8 +367,8 @@
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},
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{
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"type": "set_objective",
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"victory": "서쪽 길을 뚫고 조조를 탈출 표식까지 이동시켜라.",
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"defeat": "조조 또는 조앙이 퇴각하거나 제12군령에 이르면 패한다."
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"victory": "서쪽 탈출로를 열고 완성 추격대를 격파하라.",
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"defeat": "조조나 조앙이 퇴각하거나 제18군령이 시작되면 패한다."
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},
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{
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"type": "set_ai_target_priority",
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@@ -433,7 +469,7 @@
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{
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"id": "midroad_trap",
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"once": true,
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"when": { "type": "unit_reaches_tile", "team": "player", "pos": [8, 4] },
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"when": { "type": "unit_reaches_tile", "team": "player", "unit_ids": ["cao_cao_ch8"], "officer_ids": ["cao_cao"], "pos": [8, 4] },
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"actions": [
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{
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"type": "dialogue",
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@@ -480,6 +516,117 @@
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]
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}
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]
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},
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{
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"id": "turn_6_wan_crossfire",
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"once": true,
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"when": { "type": "turn_start", "team": "enemy", "turn": 6 },
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"actions": [
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{ "type": "log", "text": "완성 복병이 조앙의 후미를 끊으려 성 안쪽 길을 가른다." },
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{
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"type": "dialogue",
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"lines": [
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{ "speaker": "Jia Xu", "display_speaker": "가후", "text": "조조가 빠져나가려면 아들을 돌아보게 하십시오. 걸음을 늦추는 것은 창보다 두려운 미련입니다." },
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{ "speaker": "Cao Ang", "display_speaker": "조앙", "text": "제 걱정으로 발을 늦추지 마십시오. 서쪽 길을 먼저 여십시오." }
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]
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},
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{
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"type": "spawn_deployments",
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"deployments": [
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{
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"unit_id": "wan_crossfire_archer",
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"name": "협로 궁병",
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"class_id": "archer",
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"team": "enemy",
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"level": 8,
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"pos": [9, 2],
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"base": { "hp": 34, "atk": 14, "def": 6 }
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},
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{
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"unit_id": "wan_crossfire_rider",
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"name": "협로 기병",
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"class_id": "cavalry",
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"team": "enemy",
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"level": 8,
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"pos": [9, 6],
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"base": { "hp": 42, "atk": 16, "def": 8, "agi": 11 }
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},
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{
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"unit_id": "wan_crossfire_bandit",
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"name": "성안 도적",
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"class_id": "bandit",
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"team": "enemy",
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"level": 8,
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"pos": [4, 8],
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"base": { "hp": 42, "atk": 15, "def": 7 }
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}
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]
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},
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{
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"type": "set_ai_target_priority",
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"unit_id": "cao_ang_ch8",
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"priority": 12,
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"text": "완성 복병이 조앙의 퇴로를 노린다."
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}
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]
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},
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{
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"id": "turn_9_west_gate_hunt",
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"once": true,
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"when": { "type": "turn_start", "team": "enemy", "turn": 9 },
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"actions": [
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{
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"type": "set_objective",
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"victory": "서쪽 탈출로를 지키며 마지막 추격대를 격파하라.",
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"defeat": "조조나 조앙이 퇴각하거나 제18군령이 시작되면 패한다."
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},
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{ "type": "log", "text": "서쪽 문가에 마지막 추격대가 들이닥친다." },
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{
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"type": "dialogue",
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"lines": [
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{ "speaker": "Zhang Xiu", "display_speaker": "장수", "text": "서문을 열어 두었다고 길까지 내준 것은 아니다. 조조의 깃발을 문 앞에서 꺾어라." },
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{ "speaker": "Dian Wei", "display_speaker": "전위", "text": "문 앞에 남은 자들은 제가 치우겠습니다. 주공은 조앙과 함께 빠져나가십시오." }
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]
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},
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{
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"type": "spawn_deployments",
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"deployments": [
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{
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"unit_id": "west_gate_hunt_rider",
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"name": "서문 추격기",
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"class_id": "cavalry",
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"team": "enemy",
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"level": 9,
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"pos": [1, 2],
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"base": { "hp": 48, "atk": 17, "def": 8, "agi": 12 }
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},
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{
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"unit_id": "west_gate_hunt_guard",
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"name": "서문 방패병",
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"class_id": "infantry",
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"team": "enemy",
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"level": 9,
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"pos": [3, 4],
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"base": { "hp": 48, "atk": 15, "def": 10 }
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},
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{
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"unit_id": "west_gate_hunt_archer",
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"name": "서문 궁병",
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"class_id": "archer",
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"team": "enemy",
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"level": 9,
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"pos": [1, 6],
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"base": { "hp": 36, "atk": 14, "def": 6 }
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}
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]
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},
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{
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"type": "set_ai_target_priority",
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"unit_ids": ["cao_cao_ch8", "cao_ang_ch8"],
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"priority": 14,
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"text": "마지막 추격대가 조조와 조앙을 함께 노린다."
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}
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]
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}
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],
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"rewards": {
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@@ -121,6 +121,24 @@ func _init() -> void:
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_defeat_text("res://data/scenarios/007_xian_emperor_escort.json"),
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"천자 사자 건재"
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)
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_check_contains(
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failures,
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"008 gated victory progress",
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_progress_text("res://data/scenarios/008_wan_castle_escape.json", false),
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"제9군령에 전공 갱신"
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)
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_check_contains(
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failures,
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"008 destination progress",
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_progress_text("res://data/scenarios/008_wan_castle_escape.json", false),
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"서쪽 탈출로 (2, 5), (1, 5) · 미도달"
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)
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_check_contains(
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failures,
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"008 protected-unit risk progress",
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_defeat_text("res://data/scenarios/008_wan_castle_escape.json"),
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"조앙 건재"
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)
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_check_contains(
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failures,
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"045 gated destination progress",
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@@ -137,6 +155,7 @@ func _init() -> void:
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_check_puyang_raid_extended_pressure(failures)
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_check_dingtao_counterattack_extended_pressure(failures)
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_check_xian_emperor_escort_extended_pressure(failures)
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_check_wan_castle_escape_extended_pressure(failures)
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_check_objective_update(failures)
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_check_objective_notice(failures)
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_check_terrain_recovery(failures)
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@@ -751,6 +770,141 @@ func _check_xian_emperor_escort_extended_pressure(failures: Array[String]) -> vo
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scene.free()
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func _check_wan_castle_escape_extended_pressure(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/008_wan_castle_escape.json"):
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failures.append("Wan Castle Escape pressure smoke could not load scenario")
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return
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if state.get_turn_limit() != 17:
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failures.append("Wan Castle Escape should allow play through turn 17, got limit %d" % state.get_turn_limit())
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if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 9:
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failures.append("Wan Castle Escape should start with 9 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size())
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if state._condition_gate_open({"after_event": "turn_9_west_gate_hunt"}):
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failures.append("Wan Castle Escape final defeat-all condition should be gated until turn 9 west gate hunt")
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var early_cao_cao: Dictionary = state.get_unit("cao_cao_ch8")
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early_cao_cao["pos"] = Vector2i(1, 4)
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state._check_battle_status()
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if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE:
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failures.append("Wan Castle Escape should not end before turn 9 west gate hunt, got %s" % str(state.battle_status))
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early_cao_cao["pos"] = Vector2i(12, 4)
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var marker_cells := state.get_objective_cells()
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for escape_cell in [Vector2i(1, 4), Vector2i(0, 4)]:
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if not marker_cells.has(escape_cell):
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failures.append("Wan Castle Escape should mark escape road cell %s: %s" % [str(escape_cell), str(marker_cells)])
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if state.get_objective_cell_label(escape_cell) != "서쪽 탈출로":
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failures.append("Wan Castle Escape escape marker should expose label at %s" % str(escape_cell))
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var recovery_summaries := state.get_recovery_terrain_summaries()
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var has_gate_recovery := false
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var has_village_recovery := false
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for summary in recovery_summaries:
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if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8:
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has_gate_recovery = true
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if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6:
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has_village_recovery = true
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if not has_gate_recovery:
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failures.append("Wan Castle Escape should expose west gate recovery terrain: %s" % str(recovery_summaries))
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if not has_village_recovery:
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failures.append("Wan Castle Escape should expose inner village recovery terrain: %s" % str(recovery_summaries))
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
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if int(state.get_unit("cao_ang_ch8").get("ai_target_priority", 0)) != 10:
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failures.append("Wan Castle Escape turn 2 gate close should target Cao Ang")
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_assert_unit_at(failures, state, "east_gate_rider_north", Vector2i(13, 2), "Wan Castle Escape turn 2 north rider")
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_assert_unit_at(failures, state, "east_gate_rider_south", Vector2i(13, 6), "Wan Castle Escape turn 2 south rider")
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var cao_cao: Dictionary = state.get_unit("cao_cao_ch8")
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cao_cao["pos"] = Vector2i(8, 4)
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state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 1, cao_cao)
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_assert_unit_at(failures, state, "midroad_wan_archer_north", Vector2i(8, 2), "Wan Castle Escape midroad north archer")
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_assert_unit_at(failures, state, "midroad_wan_archer_south", Vector2i(8, 6), "Wan Castle Escape midroad south archer")
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
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if int(state.get_unit("cao_ang_ch8").get("ai_target_priority", 0)) != 12:
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failures.append("Wan Castle Escape turn 6 crossfire should target Cao Ang")
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_assert_unit_at(failures, state, "wan_crossfire_archer", Vector2i(9, 2), "Wan Castle Escape turn 6 archer")
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_assert_unit_at(failures, state, "wan_crossfire_rider", Vector2i(9, 6), "Wan Castle Escape turn 6 rider")
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_assert_unit_at(failures, state, "wan_crossfire_bandit", Vector2i(4, 8), "Wan Castle Escape turn 6 bandit")
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state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
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if not state._condition_gate_open({"after_event": "turn_9_west_gate_hunt"}):
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failures.append("Wan Castle Escape final gate should open after turn 9 west gate hunt")
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_assert_unit_at(failures, state, "west_gate_hunt_rider", Vector2i(1, 2), "Wan Castle Escape turn 9 rider")
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_assert_unit_at(failures, state, "west_gate_hunt_guard", Vector2i(3, 4), "Wan Castle Escape turn 9 guard")
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_assert_unit_at(failures, state, "west_gate_hunt_archer", Vector2i(1, 6), "Wan Castle Escape turn 9 archer")
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if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 19:
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failures.append("Wan Castle Escape should field 19 enemies after midroad trap and west hunt, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size())
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if int(state.get_unit("cao_cao_ch8").get("ai_target_priority", 0)) != 14:
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failures.append("Wan Castle Escape turn 9 west gate hunt should target Cao Cao")
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if int(state.get_unit("cao_ang_ch8").get("ai_target_priority", 0)) != 14:
|
||||
failures.append("Wan Castle Escape turn 9 west gate hunt should keep targeting Cao Ang")
|
||||
for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY):
|
||||
enemy["alive"] = false
|
||||
cao_cao["pos"] = Vector2i(2, 4)
|
||||
state._check_battle_status()
|
||||
if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE:
|
||||
failures.append("Wan Castle Escape should not end before the escape road is reached, got %s" % str(state.battle_status))
|
||||
cao_cao["pos"] = Vector2i(1, 4)
|
||||
state._check_battle_status()
|
||||
if str(state.battle_status) != BattleStateScript.STATUS_VICTORY:
|
||||
failures.append("Wan Castle Escape should end after west hunt falls and escape road is reached, got %s" % str(state.battle_status))
|
||||
var no_trap_state = BattleStateScript.new()
|
||||
if not no_trap_state.load_battle("res://data/scenarios/008_wan_castle_escape.json"):
|
||||
failures.append("Wan Castle Escape no-trap smoke could not load scenario")
|
||||
return
|
||||
no_trap_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
|
||||
no_trap_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
|
||||
no_trap_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
|
||||
if no_trap_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 17:
|
||||
failures.append("Wan Castle Escape should field 17 enemies without the midroad trap, got %d" % no_trap_state.get_living_units(BattleStateScript.TEAM_ENEMY).size())
|
||||
var pursued_state = BattleStateScript.new()
|
||||
if not pursued_state.load_battle("res://data/scenarios/008_wan_castle_escape.json", {}, {}, {"pursued_li_jue_remnants": true}):
|
||||
failures.append("Wan Castle Escape pursued branch smoke could not load scenario")
|
||||
return
|
||||
pursued_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
|
||||
pursued_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3)
|
||||
var pursued_cao_cao: Dictionary = pursued_state.get_unit("cao_cao_ch8")
|
||||
pursued_cao_cao["pos"] = Vector2i(8, 4)
|
||||
pursued_state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 1, pursued_cao_cao)
|
||||
pursued_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
|
||||
pursued_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
|
||||
if pursued_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 21:
|
||||
failures.append("Wan Castle Escape pursued branch should field 21 enemies after west hunt, got %d" % pursued_state.get_living_units(BattleStateScript.TEAM_ENEMY).size())
|
||||
var court_state = BattleStateScript.new()
|
||||
if not court_state.load_battle("res://data/scenarios/008_wan_castle_escape.json", {}, {}, {"secured_imperial_court": true}):
|
||||
failures.append("Wan Castle Escape court branch smoke could not load scenario")
|
||||
return
|
||||
court_state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 3)
|
||||
if court_state.get_unit("imperial_guard_support_ch8").is_empty():
|
||||
failures.append("Wan Castle Escape court branch should add imperial guard support")
|
||||
else:
|
||||
_assert_unit_at(failures, court_state, "imperial_guard_support_ch8", Vector2i(9, 4), "Wan Castle Escape court support")
|
||||
var defeat_state = BattleStateScript.new()
|
||||
if not defeat_state.load_battle("res://data/scenarios/008_wan_castle_escape.json"):
|
||||
failures.append("Wan Castle Escape defeat smoke could not load scenario")
|
||||
return
|
||||
var cao_ang: Dictionary = defeat_state.get_unit("cao_ang_ch8")
|
||||
cao_ang["alive"] = false
|
||||
defeat_state._check_battle_status()
|
||||
if str(defeat_state.battle_status) != BattleStateScript.STATUS_DEFEAT:
|
||||
failures.append("Wan Castle Escape should fail when Cao Ang is defeated, got %s" % str(defeat_state.battle_status))
|
||||
var scene = BattleSceneScript.new()
|
||||
if not scene.state.load_battle("res://data/scenarios/008_wan_castle_escape.json"):
|
||||
failures.append("Wan Castle Escape briefing smoke could not load scenario")
|
||||
scene.free()
|
||||
return
|
||||
var overview := scene._format_briefing_battlefield_overview_text()
|
||||
_check_contains(failures, "008 briefing map size", overview, "15칸 x 10칸")
|
||||
_check_contains(failures, "008 briefing enemy count", overview, "적세 9명")
|
||||
_check_contains(failures, "008 briefing village recovery", overview, "마을 4칸 +6")
|
||||
_check_contains(failures, "008 briefing gate recovery", overview, "성채 4칸 +8")
|
||||
scene.free()
|
||||
|
||||
|
||||
func _assert_unit_at(failures: Array[String], state, unit_id: String, expected_cell: Vector2i, label: String) -> void:
|
||||
var unit: Dictionary = state.get_unit(unit_id)
|
||||
if unit.is_empty() or not bool(unit.get("alive", false)) or not bool(unit.get("deployed", true)):
|
||||
failures.append("%s should deploy %s" % [label, unit_id])
|
||||
return
|
||||
if unit.get("pos", Vector2i(-999, -999)) != expected_cell:
|
||||
failures.append("%s should be at %s, got %s" % [label, str(expected_cell), str(unit.get("pos", Vector2i(-999, -999)))])
|
||||
|
||||
|
||||
func _check_opening_board_avoids_side_panel(failures: Array[String]) -> void:
|
||||
var state = BattleStateScript.new()
|
||||
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
|
||||
|
||||
Reference in New Issue
Block a user