extends SceneTree const BattleStateScript := preload("res://scripts/core/battle_state.gd") const CampaignStateScript := preload("res://scripts/core/campaign_state.gd") const CAMPAIGN_PATH := "res://data/campaign/campaign.json" const SAVE_PATH := "user://campaign_save.json" func _init() -> void: var failures: Array[String] = [] var save_existed := FileAccess.file_exists(SAVE_PATH) var save_text := FileAccess.get_file_as_string(SAVE_PATH) if save_existed else "" _check_unequipped_loadout_persists_after_victory(failures) _restore_save(save_existed, save_text, failures) if failures.is_empty(): print("equipment campaign persistence smoke ok") quit(0) return for failure in failures: push_error(failure) quit(1) func _check_unequipped_loadout_persists_after_victory(failures: Array[String]) -> void: var campaign_state = CampaignStateScript.new() if not campaign_state.load_campaign(CAMPAIGN_PATH): failures.append("could not load campaign data") return campaign_state.start_new(campaign_state.get_start_scenario_id()) var state = BattleStateScript.new() if not state.load_battle( campaign_state.get_scenario_path("001_yellow_turbans"), campaign_state.get_roster_overrides(), campaign_state.get_inventory_snapshot(), campaign_state.get_flags_snapshot(), campaign_state.get_joined_officers_snapshot() ): failures.append("could not load opening battle") return if not state.try_unequip_item("cao_cao", "weapon"): failures.append("Cao Cao should be able to unequip Bronze Sword before victory") return var battle_inventory: Dictionary = state.get_inventory_snapshot() if int(battle_inventory.get("bronze_sword", 0)) != 1: failures.append("battle inventory should receive unequipped Bronze Sword") var battle_equipment: Dictionary = state.get_equipment_snapshot("cao_cao") if battle_equipment.has("weapon"): failures.append("battle equipment should keep Cao Cao weapon empty before save") state.battle_status = "victory" var result: Dictionary = campaign_state.apply_battle_result(state) if not bool(result.get("saved", false)): failures.append("campaign save should succeed after opening victory") if not campaign_state.completed_scenarios.has("001_yellow_turbans"): failures.append("opening scenario should be completed after victory") if campaign_state.current_scenario_id != "002_sishui_gate": failures.append("campaign should advance to Sishui Gate, got %s" % campaign_state.current_scenario_id) var campaign_roster: Dictionary = campaign_state.get_roster_overrides() var cao_cao_roster: Dictionary = campaign_roster.get("cao_cao", {}) var saved_equipment: Dictionary = cao_cao_roster.get("equipment", {}) if saved_equipment.has("weapon"): failures.append("campaign roster should persist empty Cao Cao weapon slot: %s" % str(saved_equipment)) var campaign_inventory: Dictionary = campaign_state.get_inventory_snapshot() if int(campaign_inventory.get("bronze_sword", 0)) != 1: failures.append("campaign inventory should keep returned Bronze Sword") if int(campaign_inventory.get("bean", 0)) != 1: failures.append("campaign inventory should include opening victory Bean reward") var next_state = BattleStateScript.new() if not next_state.load_battle( campaign_state.get_scenario_path("002_sishui_gate"), campaign_state.get_roster_overrides(), campaign_state.get_inventory_snapshot(), campaign_state.get_flags_snapshot(), campaign_state.get_joined_officers_snapshot() ): failures.append("could not load next battle from saved campaign state") return var next_equipment: Dictionary = next_state.get_equipment_snapshot("cao_cao_ch2") if next_equipment.has("weapon"): failures.append("next scenario should rehydrate Cao Cao without weapon: %s" % str(next_equipment)) if int(next_state.get_inventory_snapshot().get("bronze_sword", 0)) != 1: failures.append("next scenario battle inventory should include returned Bronze Sword") var before_replay_inventory: Dictionary = campaign_state.get_inventory_snapshot() var before_replay_roster: Dictionary = campaign_state.get_roster_overrides() var replay_result: Dictionary = campaign_state.apply_battle_result(state) if not bool(replay_result.get("already_completed", false)): failures.append("second apply should be treated as completed replay") if campaign_state.get_inventory_snapshot() != before_replay_inventory: failures.append("completed replay should not mutate campaign inventory") if campaign_state.get_roster_overrides() != before_replay_roster: failures.append("completed replay should not mutate campaign roster") func _restore_save(save_existed: bool, save_text: String, failures: Array[String]) -> void: if save_existed: var file := FileAccess.open(SAVE_PATH, FileAccess.WRITE) if file == null: failures.append("could not restore previous campaign save") return file.store_string(save_text) return if FileAccess.file_exists(SAVE_PATH): var error := DirAccess.remove_absolute(ProjectSettings.globalize_path(SAVE_PATH)) if error != OK: failures.append("could not remove temporary campaign save")