Add Bohai remnant camp flow
This commit is contained in:
@@ -32,9 +32,70 @@
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"Bohai's surrendered towns now feed Cao Cao's advance, leaving Yuan loyalists short on safe roads and honest guides."
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]
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}
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],
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"camp_conversations": [
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{
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"id": "bohai_remnants_exile_council",
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"group": "topic",
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"label": "Bohai Exile Council",
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"speaker": "Cao Cao",
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"summary": "Set the order before the Yuan brothers turn Bohai into a road north.",
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"lines": [
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{ "speaker": "Cao Cao", "side": "left", "text": "Yuan blood no longer holds a city, so it will try to become a road. A road is harder to shame than a gate." },
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{ "speaker": "Guo Jia", "side": "right", "text": "Then we do not argue with the bloodline. We cut the road, and the argument ends without witnesses." },
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{ "speaker": "Zhang He", "side": "right", "text": "Their guards are not defending Bohai. They are buying hours for Yuan Shang and Yuan Xi to reach northern riders." }
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]
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},
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{
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"id": "bohai_remnants_zhang_he_escape_road",
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"group": "officer",
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"officer_id": "zhang_he",
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"label": "Zhang He - Escape Road",
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"speaker": "Zhang He",
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"summary": "Read the remnant camp's escape route before the advance begins.",
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"lines": [
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{ "speaker": "Zhang He", "side": "right", "text": "The Yuan brothers learned from Nanpi. Their best men stand away from the camp, guarding distance rather than walls." },
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{ "speaker": "Cao Cao", "side": "left", "text": "Then we strike the distance and let the camp discover it has nowhere to flee." }
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]
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},
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{
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"id": "bohai_remnants_fast_column_wine",
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"campaign_flags": { "pursued_yuan_brothers": true },
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"group": "topic",
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"label": "Fast Column Wine",
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"summary": "Claim wine carried by the columns that never let the Yuan brothers breathe.",
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"lines": [
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{ "speaker": "Xiahou Yuan", "side": "right", "text": "The fast columns kept wine in small skins. They did not stop to drink it, which is either discipline or a crime." },
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{ "speaker": "Guo Jia", "side": "left", "text": "Today it becomes discipline. Issue it before the chase turns thin." }
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],
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"effects": [
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{ "type": "grant_item", "item_id": "wine", "count": 1, "text": "The fast column wine adds a Wine to the field supplies." }
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]
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},
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{
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"id": "bohai_remnants_commandery_medicine",
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"campaign_flags": { "secured_bohai_commandery": true },
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"group": "topic",
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"label": "Commandery Medicine",
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"summary": "Claim medicine sent by surrendered Bohai towns and road clerks.",
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"lines": [
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{ "speaker": "Cao Ren", "side": "right", "text": "Bohai towns sent medicine with route tablets. The clerks want our banners to know which doors opened first." },
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{ "speaker": "Cao Cao", "side": "left", "text": "A surrendered town that heals our men has already chosen its future." }
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],
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"effects": [
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{ "type": "grant_item", "item_id": "panacea", "count": 1, "text": "The Bohai commandery medicine adds a Panacea to the field supplies." }
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]
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}
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]
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},
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"shop": {
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"merchant": {
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"name": "Bohai Road Sutler",
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"lines": [
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"Bohai roads are full of men selling yesterday's loyalty for tomorrow's shoes.",
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"Buy before the Yuan brothers borrow northern horses, my lord. Frontier prices run faster than carts."
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]
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},
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"items": [
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"bean",
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"wine",
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@@ -59,7 +59,7 @@
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},
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"roster": {
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"max_units": 7,
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"required_officers": ["cao_cao", "guo_jia"]
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"required_officers": ["cao_cao", "guo_jia", "zhang_he"]
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},
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"formation": {
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"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]]
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@@ -78,6 +78,10 @@ const NANPI_SURRENDER_PRESSURE_CONVERSATION_ID := "nanpi_surrender_pressure_wine
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const NANPI_SURRENDER_ADMIN_CONVERSATION_ID := "nanpi_surrender_admin_medicine"
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const BOHAI_SCENARIO_ID := "021_bohai_remnants"
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const BOHAI_SCENARIO_PATH := "res://data/scenarios/021_bohai_remnants.json"
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const BOHAI_FAST_COLUMN_CONVERSATION_ID := "bohai_remnants_fast_column_wine"
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const BOHAI_COMMANDERY_CONVERSATION_ID := "bohai_remnants_commandery_medicine"
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const LIAOXI_SCENARIO_ID := "022_liaoxi_pursuit"
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const LIAOXI_SCENARIO_PATH := "res://data/scenarios/022_liaoxi_pursuit.json"
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const SAVE_PATH := "user://campaign_save.json"
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const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
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@@ -107,6 +111,7 @@ func _init() -> void:
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_check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures)
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_check_nanpi_post_battle_choice_bridges_to_surrender(failures)
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_check_nanpi_surrender_post_battle_choice_bridges_to_bohai(failures)
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_check_bohai_post_battle_choice_bridges_to_liaoxi(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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@@ -119,6 +124,7 @@ func _init() -> void:
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_check_northern_pursuit_branch_camp_conversations(failures)
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_check_nanpi_branch_camp_conversations(failures)
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_check_nanpi_surrender_branch_camp_conversations(failures)
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_check_bohai_branch_camp_conversations(failures)
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_check_talk_menu_closes_on_cancel_and_reload(failures)
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if not _restore_user_file(SAVE_PATH, save_backup):
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@@ -1149,6 +1155,25 @@ func _check_nanpi_surrender_post_battle_choice_bridges_to_bohai(failures: Array[
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)
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func _check_bohai_post_battle_choice_bridges_to_liaoxi(failures: Array[String]) -> void:
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_check_bohai_choice_branch_to_liaoxi(
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failures,
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"press_liaoxi_pursuit",
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"pressed_liaoxi_pursuit",
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"secured_liaoxi_approaches",
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"war_drum",
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"imperial_seal"
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)
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_check_bohai_choice_branch_to_liaoxi(
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failures,
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"secure_liaoxi_approaches",
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"secured_liaoxi_approaches",
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"pressed_liaoxi_pursuit",
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"imperial_seal",
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"war_drum"
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)
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func _check_wuchao_choice_branch_to_cangting(
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failures: Array[String],
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choice_id: String,
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@@ -1733,6 +1758,79 @@ func _check_nanpi_surrender_choice_branch_to_bohai(
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scene.free()
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func _check_bohai_choice_branch_to_liaoxi(
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failures: Array[String],
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choice_id: String,
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expected_flag: String,
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cleared_flag: String,
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expected_shop_item_id: String,
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hidden_shop_item_id: String
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) -> void:
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var scene = _new_prebattle_scene_for(failures, "Bohai choice bridge %s" % choice_id, BOHAI_SCENARIO_ID, BOHAI_SCENARIO_PATH)
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if scene == null:
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return
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if not scene.campaign_state.joined_officers.has("zhang_he"):
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scene.campaign_state.joined_officers.append("zhang_he")
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if not scene.state.load_battle(
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BOHAI_SCENARIO_PATH,
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scene.campaign_state.get_roster_overrides(),
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scene.campaign_state.get_inventory_snapshot(),
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scene.campaign_state.get_flags_snapshot(),
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scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Bohai choice bridge %s could not reload Bohai with Zhang He joined" % choice_id)
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scene.free()
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return
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scene.state.battle_status = "victory"
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var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
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if not bool(result.get("saved", false)):
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failures.append("Bohai choice bridge %s should save 021 victory" % choice_id)
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scene.free()
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return
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if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
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failures.append("Bohai choice bridge %s should keep Zhang He before Liaoxi" % choice_id)
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if bool(result.get("choice_applied", true)):
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failures.append("Bohai choice bridge %s should wait for a selected post-battle choice" % choice_id)
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if scene.campaign_state.pending_post_battle_choice_scenario_id != BOHAI_SCENARIO_ID:
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failures.append("Bohai choice bridge %s should mark Bohai choice pending" % choice_id)
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var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
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if choice.is_empty():
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failures.append("Bohai choice bridge missing choice: %s" % choice_id)
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scene.free()
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return
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if not scene.campaign_state.try_apply_post_battle_choice(choice, BOHAI_SCENARIO_ID):
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failures.append("Bohai choice bridge %s should save selected choice" % choice_id)
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scene.free()
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return
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var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
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if flags.get(expected_flag, false) != true:
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failures.append("Bohai choice bridge %s should set %s" % [choice_id, expected_flag])
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if flags.get(cleared_flag, true) != false:
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failures.append("Bohai choice bridge %s should clear %s" % [choice_id, cleared_flag])
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if scene.campaign_state.current_scenario_id != LIAOXI_SCENARIO_ID:
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failures.append("Bohai choice bridge %s should advance to Liaoxi, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
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if not scene.state.load_battle(
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LIAOXI_SCENARIO_PATH,
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scene.campaign_state.get_roster_overrides(),
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scene.campaign_state.get_inventory_snapshot(),
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flags,
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scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("Bohai choice bridge %s could not load Liaoxi" % choice_id)
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scene.free()
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return
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if scene.state.get_unit("zhang_he_ch22").is_empty():
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failures.append("Bohai choice bridge %s should deploy Zhang He in Liaoxi" % choice_id)
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elif not scene.state.is_required_deployment("zhang_he_ch22"):
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failures.append("Bohai choice bridge %s should require Zhang He in Liaoxi" % choice_id)
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var shop_items: Array = scene.state.get_shop_item_ids()
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if not shop_items.has(expected_shop_item_id):
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failures.append("Bohai choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
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if shop_items.has(hidden_shop_item_id):
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failures.append("Bohai choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
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scene.free()
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func _find_choice_by_id(choices, choice_id: String) -> Dictionary:
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if typeof(choices) != TYPE_ARRAY:
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return {}
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@@ -2572,6 +2670,88 @@ func _check_nanpi_surrender_branch_camp_conversations(failures: Array[String]) -
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admin_scene.free()
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func _check_bohai_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Bohai base camp", BOHAI_SCENARIO_ID, BOHAI_SCENARIO_PATH)
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if base_scene != null:
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if base_scene._camp_conversation_by_id("bohai_remnants_exile_council").is_empty():
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failures.append("Bohai should expose the exile council conversation")
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if base_scene._camp_conversation_by_id("bohai_remnants_zhang_he_escape_road").is_empty():
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failures.append("Bohai should expose Zhang He's escape road conversation")
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if not base_scene._camp_conversation_by_id(BOHAI_FAST_COLUMN_CONVERSATION_ID).is_empty():
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failures.append("Bohai fast column wine should be hidden without pursued Yuan brothers flag")
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if not base_scene._camp_conversation_by_id(BOHAI_COMMANDERY_CONVERSATION_ID).is_empty():
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failures.append("Bohai commandery medicine should be hidden without secured Bohai flag")
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var merchant: Dictionary = base_scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Bohai Road Sutler":
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failures.append("Bohai 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("Bohai 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("Bohai base talk status should summarize two non-supply topics")
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base_scene.free()
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var pursued_scene = _new_prebattle_scene_for(
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failures,
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"Bohai pursued camp",
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BOHAI_SCENARIO_ID,
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BOHAI_SCENARIO_PATH,
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{"pursued_yuan_brothers": true}
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)
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if pursued_scene != null:
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var fast_wine: Dictionary = pursued_scene._camp_conversation_by_id(BOHAI_FAST_COLUMN_CONVERSATION_ID)
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if fast_wine.is_empty():
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failures.append("pursued Yuan brothers flag should expose Bohai fast column wine")
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if not pursued_scene._camp_conversation_by_id(BOHAI_COMMANDERY_CONVERSATION_ID).is_empty():
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failures.append("pursued Yuan brothers flag should not expose Bohai commandery medicine")
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if not fast_wine.is_empty():
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if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Bohai pursued talk status should show one ready supply")
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if not pursued_scene._format_camp_conversation_button_text(fast_wine).contains("Supply Wine"):
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failures.append("Bohai fast column wine button should show Wine supply")
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var before_wine := int(pursued_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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pursued_scene._apply_camp_conversation_effects(fast_wine)
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if int(pursued_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("Bohai fast column wine should add Wine to campaign inventory")
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if int(pursued_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("Bohai fast column wine should refresh battle Wine inventory")
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if not pursued_scene.campaign_state.has_claimed_camp_conversation_effects(BOHAI_SCENARIO_ID, BOHAI_FAST_COLUMN_CONVERSATION_ID):
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failures.append("Bohai fast column wine claim should be saved")
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if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Bohai pursued talk status should show claimed supply after claim")
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pursued_scene.free()
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var secured_scene = _new_prebattle_scene_for(
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failures,
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"Bohai secured camp",
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BOHAI_SCENARIO_ID,
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BOHAI_SCENARIO_PATH,
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{"secured_bohai_commandery": true}
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)
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if secured_scene != null:
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var commandery_medicine: Dictionary = secured_scene._camp_conversation_by_id(BOHAI_COMMANDERY_CONVERSATION_ID)
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if commandery_medicine.is_empty():
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failures.append("secured Bohai flag should expose Bohai commandery medicine")
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if not secured_scene._camp_conversation_by_id(BOHAI_FAST_COLUMN_CONVERSATION_ID).is_empty():
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failures.append("secured Bohai flag should not expose Bohai fast column wine")
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if not commandery_medicine.is_empty():
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if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Bohai secured talk status should show one ready supply")
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if not secured_scene._format_camp_conversation_button_text(commandery_medicine).contains("Supply Panacea"):
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failures.append("Bohai commandery medicine button should show Panacea supply")
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var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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secured_scene._apply_camp_conversation_effects(commandery_medicine)
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if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Bohai commandery medicine should add Panacea to campaign inventory")
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if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Bohai commandery medicine should refresh battle Panacea inventory")
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if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(BOHAI_SCENARIO_ID, BOHAI_COMMANDERY_CONVERSATION_ID):
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failures.append("Bohai commandery medicine claim should be saved")
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if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Bohai secured talk status should show claimed supply after claim")
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secured_scene.free()
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func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "talk menu close guards")
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if scene == null:
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@@ -1265,6 +1265,85 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
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).is_empty():
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failures.append("020 old Nanpi Pressure flags should not expose admin medicine")
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var bohai_state = BattleStateScript.new()
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if not bohai_state.load_battle("res://data/scenarios/021_bohai_remnants.json"):
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failures.append("could not load Bohai camp data")
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else:
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_check_shop_items_unique(failures, bohai_state, "021 base")
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var bohai_conversations: Array = bohai_state.get_briefing().get("camp_conversations", [])
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if bohai_conversations.size() != 2:
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failures.append("021 base briefing should expose exactly two camp conversations")
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else:
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_check_camp_conversation(failures, bohai_conversations[0], "bohai_remnants_exile_council", "topic", "")
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_check_camp_conversation(failures, bohai_conversations[1], "bohai_remnants_zhang_he_escape_road", "officer", "zhang_he")
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var bohai_merchant := bohai_state.get_shop_merchant()
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if str(bohai_merchant.get("name", "")) != "Bohai Road Sutler":
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failures.append("021 shop should expose Bohai Road merchant name")
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if (bohai_merchant.get("lines", []) as Array).size() < 2:
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failures.append("021 shop should expose merchant flavor lines")
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_check_shop_item_visibility(failures, bohai_state, "war_drum", false, "021 base")
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_check_shop_item_visibility(failures, bohai_state, "imperial_seal", false, "021 base")
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_check_shop_item_visibility(failures, bohai_state, "iron_armor", true, "021 base")
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var bohai_pursued_state = BattleStateScript.new()
|
||||
if not bohai_pursued_state.load_battle("res://data/scenarios/021_bohai_remnants.json", {}, {}, {"pursued_yuan_brothers": true}):
|
||||
failures.append("could not load Bohai pursued Yuan brothers camp data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, bohai_pursued_state, "021 pursued Yuan brothers")
|
||||
var fast_wine: Dictionary = _find_camp_conversation(
|
||||
bohai_pursued_state.get_briefing().get("camp_conversations", []),
|
||||
"bohai_remnants_fast_column_wine"
|
||||
)
|
||||
if fast_wine.is_empty():
|
||||
failures.append("021 pursued Yuan brothers flag should expose fast column wine")
|
||||
else:
|
||||
_check_camp_conversation_effect(failures, fast_wine, "wine", 1)
|
||||
if not _find_camp_conversation(
|
||||
bohai_pursued_state.get_briefing().get("camp_conversations", []),
|
||||
"bohai_remnants_commandery_medicine"
|
||||
).is_empty():
|
||||
failures.append("021 pursued Yuan brothers flag should not expose commandery medicine")
|
||||
_check_shop_item_visibility(failures, bohai_pursued_state, "war_drum", true, "021 pursued Yuan brothers")
|
||||
_check_shop_item_visibility(failures, bohai_pursued_state, "imperial_seal", false, "021 pursued Yuan brothers")
|
||||
|
||||
var bohai_secured_state = BattleStateScript.new()
|
||||
if not bohai_secured_state.load_battle("res://data/scenarios/021_bohai_remnants.json", {}, {}, {"secured_bohai_commandery": true}):
|
||||
failures.append("could not load Bohai secured commandery camp data")
|
||||
else:
|
||||
_check_shop_items_unique(failures, bohai_secured_state, "021 secured Bohai")
|
||||
var commandery_medicine: Dictionary = _find_camp_conversation(
|
||||
bohai_secured_state.get_briefing().get("camp_conversations", []),
|
||||
"bohai_remnants_commandery_medicine"
|
||||
)
|
||||
if commandery_medicine.is_empty():
|
||||
failures.append("021 secured Bohai flag should expose commandery medicine")
|
||||
else:
|
||||
_check_camp_conversation_effect(failures, commandery_medicine, "panacea", 1)
|
||||
if not _find_camp_conversation(
|
||||
bohai_secured_state.get_briefing().get("camp_conversations", []),
|
||||
"bohai_remnants_fast_column_wine"
|
||||
).is_empty():
|
||||
failures.append("021 secured Bohai flag should not expose fast column wine")
|
||||
_check_shop_item_visibility(failures, bohai_secured_state, "war_drum", false, "021 secured Bohai")
|
||||
_check_shop_item_visibility(failures, bohai_secured_state, "imperial_seal", true, "021 secured Bohai")
|
||||
|
||||
var bohai_old_flags_state = BattleStateScript.new()
|
||||
if not bohai_old_flags_state.load_battle("res://data/scenarios/021_bohai_remnants.json", {}, {}, {"pressed_yuan_tan_surrender": true, "secured_nanpi_admin": true}):
|
||||
failures.append("could not load Bohai old Nanpi Surrender flag camp data")
|
||||
else:
|
||||
_check_shop_item_visibility(failures, bohai_old_flags_state, "war_drum", false, "021 old Nanpi Surrender flags")
|
||||
_check_shop_item_visibility(failures, bohai_old_flags_state, "imperial_seal", false, "021 old Nanpi Surrender flags")
|
||||
if not _find_camp_conversation(
|
||||
bohai_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||
"bohai_remnants_fast_column_wine"
|
||||
).is_empty():
|
||||
failures.append("021 old Nanpi Surrender flags should not expose fast column wine")
|
||||
if not _find_camp_conversation(
|
||||
bohai_old_flags_state.get_briefing().get("camp_conversations", []),
|
||||
"bohai_remnants_commandery_medicine"
|
||||
).is_empty():
|
||||
failures.append("021 old Nanpi Surrender flags should not expose commandery 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():
|
||||
|
||||
Reference in New Issue
Block a user