extends SceneTree const BattleStateScript := preload("res://scripts/core/battle_state.gd") const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd") func _init() -> void: var failures: Array[String] = [] _check_contains( failures, "001 HUD progress", _progress_text("res://data/scenarios/001_yellow_turbans.json", false), "적군 격파 0/" ) _check_contains( failures, "001 castle capture progress", _progress_text("res://data/scenarios/001_yellow_turbans.json", false), "성채 장악" ) _check_contains( failures, "001 commander defeat risk", _defeat_text("res://data/scenarios/001_yellow_turbans.json"), "조조 건재" ) _check_contains( failures, "001 turn pressure risk", _defeat_text("res://data/scenarios/001_yellow_turbans.json"), "잔여 군령 17" ) _check_contains( failures, "001 late reserve gate", _progress_text("res://data/scenarios/001_yellow_turbans.json", false), "제11군령에 전공 갱신" ) _check_contains( failures, "002 gated victory progress", _progress_text("res://data/scenarios/002_sishui_gate.json", false), "제8군령에 전공 갱신" ) _check_contains( failures, "002 pending enemy progress", _progress_text("res://data/scenarios/002_sishui_gate.json", false), "적군 격파 0/" ) _check_contains( failures, "002 gate capture progress", _progress_text("res://data/scenarios/002_sishui_gate.json", false), "관문 장악" ) _check_contains( failures, "003 gated victory progress", _progress_text("res://data/scenarios/003_xingyang_ambush.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "003 road capture progress", _progress_text("res://data/scenarios/003_xingyang_ambush.json", false), "동쪽 길목" ) _check_contains( failures, "004 gated victory progress", _progress_text("res://data/scenarios/004_qingzhou_campaign.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "004 village protection progress", _progress_text("res://data/scenarios/004_qingzhou_campaign.json", false), "촌락 보호" ) _check_contains( failures, "005 gated victory progress", _progress_text("res://data/scenarios/005_puyang_raid.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "005 camp capture progress", _progress_text("res://data/scenarios/005_puyang_raid.json", false), "군영 장악" ) _check_contains( failures, "006 gated victory progress", _progress_text("res://data/scenarios/006_dingtao_counterattack.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "006 center line progress", _progress_text("res://data/scenarios/006_dingtao_counterattack.json", false), "중앙 방진" ) _check_contains( failures, "007 gated victory progress", _progress_text("res://data/scenarios/007_xian_emperor_escort.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "007 destination progress", _progress_text("res://data/scenarios/007_xian_emperor_escort.json", false), "동도 호송로 (13, 5), (14, 5) · 미도달" ) _check_contains( failures, "007 protected-unit risk progress", _defeat_text("res://data/scenarios/007_xian_emperor_escort.json"), "천자 사자 건재" ) _check_contains( failures, "008 gated victory progress", _progress_text("res://data/scenarios/008_wan_castle_escape.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "008 destination progress", _progress_text("res://data/scenarios/008_wan_castle_escape.json", false), "서쪽 탈출로 (2, 5), (1, 5) · 미도달" ) _check_contains( failures, "008 protected-unit risk progress", _defeat_text("res://data/scenarios/008_wan_castle_escape.json"), "조앙 건재" ) _check_contains( failures, "009 gated victory progress", _progress_text("res://data/scenarios/009_xiapi_siege.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "009 siege line progress", _progress_text("res://data/scenarios/009_xiapi_siege.json", false), "하비 포위선" ) _check_contains( failures, "010 gated victory progress", _progress_text("res://data/scenarios/010_white_horse_relief.json", false), "제9군령에 전공 갱신" ) _check_contains( failures, "010 decoy line progress", _progress_text("res://data/scenarios/010_white_horse_relief.json", false), "백마 유인선" ) _check_contains( failures, "045 gated destination progress", _progress_text("res://data/scenarios/045_fancheng_relief.json", false), "전장 표식 (10, 5) · 미도달" ) _check_event_gated_objective_markers(failures) _check_event_gated_multi_cell_objective_markers(failures) _check_turn_gated_objective_does_not_create_marker(failures) _check_opening_battle_requires_castle_capture(failures) _check_sishui_gate_extended_pressure(failures) _check_xingyang_ambush_extended_pressure(failures) _check_qingzhou_campaign_extended_pressure(failures) _check_puyang_raid_extended_pressure(failures) _check_dingtao_counterattack_extended_pressure(failures) _check_xian_emperor_escort_extended_pressure(failures) _check_wan_castle_escape_extended_pressure(failures) _check_xiapi_siege_extended_pressure(failures) _check_white_horse_relief_extended_pressure(failures) _check_objective_update(failures) _check_objective_notice(failures) _check_terrain_recovery(failures) _check_briefing_battlefield_overview(failures) _check_opening_battle_extended_pressure(failures) _check_opening_board_avoids_side_panel(failures) if failures.is_empty(): print("objective progress smoke ok") quit(0) return for failure in failures: push_error(failure) quit(1) func _progress_text(path: String, include_defeat_risks: bool) -> String: var state = BattleStateScript.new() if not state.load_battle(path): return "" % path return state.get_objective_progress_text(include_defeat_risks) func _defeat_text(path: String) -> String: var state = BattleStateScript.new() if not state.load_battle(path): return "" % path return state.get_defeat_progress_text() func _check_objective_update(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("objective update smoke could not load scenario") return var signal_values := [] var logs := [] state.objective_updated.connect(func(victory: String, defeat: String) -> void: signal_values.append({"victory": victory, "defeat": defeat}) ) state.log_added.connect(func(message: String) -> void: logs.append(message) ) state._apply_objective_event({ "victory": "Defeat the new vanguard.", "defeat": "Cao Cao is defeated." }) if signal_values.size() != 1: failures.append("objective update signal expected 1 emission, got %d" % signal_values.size()) else: var signal_value: Dictionary = signal_values[0] if str(signal_value.get("victory", "")) != "Defeat the new vanguard.": failures.append("objective update signal victory mismatch: %s" % str(signal_value.get("victory", ""))) if str(signal_value.get("defeat", "")) != "Cao Cao is defeated.": failures.append("objective update signal defeat mismatch: %s" % str(signal_value.get("defeat", ""))) _check_log_contains(failures, logs, "군령 갱신: Defeat the new vanguard.") _check_log_contains(failures, logs, "패배 조건 갱신: Cao Cao is defeated.") signal_values.clear() logs.clear() state._apply_objective_event({"defeat": "Supply train is lost."}) if signal_values.size() != 1: failures.append("defeat-only objective signal expected 1 emission, got %d" % signal_values.size()) else: var defeat_signal_value: Dictionary = signal_values[0] if not str(defeat_signal_value.get("victory", "")).is_empty(): failures.append("defeat-only objective signal should not include victory: %s" % str(defeat_signal_value.get("victory", ""))) if str(defeat_signal_value.get("defeat", "")) != "Supply train is lost.": failures.append("defeat-only objective signal mismatch: %s" % str(defeat_signal_value.get("defeat", ""))) _check_log_contains(failures, logs, "패배 조건 갱신: Supply train is lost.") func _check_event_gated_objective_markers(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/013_wuchao_raid.json"): failures.append("event-gated objective marker smoke could not load Wuchao raid") return var depot_cell := Vector2i(14, 4) var initial_cells := state.get_objective_cells() if not initial_cells.has(depot_cell): failures.append("Wuchao depot marker missing before event opens victory condition: %s" % str(initial_cells)) var cao_cao: Dictionary = state.get_unit("cao_cao_ch13") if cao_cao.is_empty(): failures.append("event-gated objective marker smoke missing Cao Cao") return cao_cao["pos"] = depot_cell state._run_events("unit_reaches_tile", "player", 1, cao_cao) var opened_cells := state.get_objective_cells() if opened_cells.has(depot_cell): failures.append("Wuchao depot marker should clear after event opens defeat-all objective: %s" % str(opened_cells)) func _check_event_gated_multi_cell_objective_markers(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("multi-cell event-gated objective marker smoke could not load scenario") return state.battle_conditions["victory"] = { "type": "all_units_defeated", "team": "enemy", "after_event": "multi_cell_gate" } state.battle_events.clear() state.battle_events.append({ "id": "multi_cell_gate", "once": true, "when": {"type": "unit_reaches_tile", "team": "player", "cells": [[3, 2], [3, 3]]}, "actions": [{"type": "log", "text": "Gate opened."}] }) var marker_cells := state.get_objective_cells() if not marker_cells.has(Vector2i(3, 2)) or not marker_cells.has(Vector2i(3, 3)): failures.append("multi-cell event-gated marker should include every event cell: %s" % str(marker_cells)) func _check_turn_gated_objective_does_not_create_marker(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("turn-gated objective marker smoke could not load scenario") return state.battle_conditions["victory"] = { "type": "all_units_defeated", "team": "enemy", "after_event": "turn_gate" } state.battle_events.clear() state.battle_events.append({ "id": "turn_gate", "once": true, "when": {"type": "turn_start", "team": "player", "turn": 2}, "actions": [{"type": "log", "text": "Turn gate opened."}] }) var marker_cells := state.get_objective_cells() if not marker_cells.is_empty(): failures.append("turn-gated objective should not create map markers: %s" % str(marker_cells)) func _check_opening_battle_requires_castle_capture(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("opening castle objective smoke could not load scenario") return var marker_cells := state.get_objective_cells() for castle_cell in [Vector2i(12, 0), Vector2i(13, 0), Vector2i(12, 1), Vector2i(13, 1)]: if not marker_cells.has(castle_cell): failures.append("opening battle should mark castle capture cell %s: %s" % [str(castle_cell), str(marker_cells)]) if state.get_objective_cell_label(castle_cell) != "성채 장악": failures.append("opening battle castle marker should expose label at %s" % str(castle_cell)) for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("opening battle should not end before castle capture, got %s" % str(state.battle_status)) var cao_cao: Dictionary = state.get_unit("cao_cao") cao_cao["pos"] = Vector2i(12, 1) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("opening battle should wait for late reserve before victory, got %s" % str(state.battle_status)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("opening battle should wait for the turn 11 last rally before victory, got %s" % str(state.battle_status)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 11) for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("opening battle should end after the turn 11 last rally falls and castle is captured, got %s" % str(state.battle_status)) func _check_log_contains(failures: Array[String], logs: Array, expected: String) -> void: for log_entry in logs: if str(log_entry) == expected: return failures.append("expected log `%s` in `%s`" % [expected, logs]) func _check_terrain_recovery(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("terrain recovery smoke could not load scenario") return var cao_cao: Dictionary = state.get_unit("cao_cao") cao_cao["pos"] = Vector2i(6, 5) cao_cao["hp"] = 10 state._reset_team_actions(BattleStateScript.TEAM_PLAYER) if int(cao_cao.get("hp", 0)) != 16: failures.append("village terrain should recover 6 hp at phase start, got %d" % int(cao_cao.get("hp", 0))) var boss: Dictionary = state.get_unit("yellow_turban_1") boss["hp"] = 20 state._reset_team_actions(BattleStateScript.TEAM_ENEMY) if int(boss.get("hp", 0)) != 28: failures.append("castle terrain should recover 8 hp at phase start, got %d" % int(boss.get("hp", 0))) func _check_briefing_battlefield_overview(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("briefing battlefield overview smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "001 briefing map size", overview, "14칸 x 10칸") _check_contains(failures, "001 briefing enemy count", overview, "적세 12명") _check_contains(failures, "001 briefing enemy classes", overview, "보병") _check_contains(failures, "001 briefing village recovery", overview, "마을 4칸 +6") _check_contains(failures, "001 briefing castle recovery", overview, "성채 4칸 +8") scene.free() func _check_opening_battle_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("opening battle pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("opening battle should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 12: failures.append("opening battle should start with 12 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_11_last_rally"}): failures.append("opening battle final defeat-all condition should be gated until turn 11 last rally") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 4) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 14: failures.append("opening battle should field 14 enemies after turn 4 reserve, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("xiahou_dun").get("ai_target_priority", 0)) < 9: failures.append("opening battle turn 4 reserve should pressure Xiahou Dun's vanguard") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 7) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 16: failures.append("opening battle should field 16 enemies after turn 7 raiders, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("cao_cao").get("ai_target_priority", 0)) < 11: failures.append("opening battle turn 7 raiders should pressure Cao Cao") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 19: failures.append("opening battle should field 19 enemies after late reserve, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("cao_cao").get("ai_target_priority", 0)) < 12: failures.append("opening battle turn 9 reserve should keep pressure on Cao Cao") if state._condition_gate_open({"after_event": "turn_11_last_rally"}): failures.append("opening battle should stay open-ended until the turn 11 last rally arrives") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 11) if not state._condition_gate_open({"after_event": "turn_11_last_rally"}): failures.append("opening battle final gate should open after turn 11 last rally event") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 22: failures.append("opening battle should field 22 enemies after final rally, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("cao_cao").get("ai_target_priority", 0)) < 13 or int(state.get_unit("xiahou_dun").get("ai_target_priority", 0)) < 13: failures.append("opening battle turn 11 last rally should pressure both Cao Cao and Xiahou Dun") func _check_sishui_gate_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/002_sishui_gate.json"): failures.append("Sishui Gate pressure smoke could not load scenario") return if state.get_turn_limit() != 16: failures.append("Sishui Gate should allow play through turn 16, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 8: failures.append("Sishui Gate should start with 8 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_8_gate_reserve"}): failures.append("Sishui Gate final defeat-all condition should be gated until turn 8 reserve") var marker_cells := state.get_objective_cells() for gate_cell in [Vector2i(10, 3), Vector2i(11, 3), Vector2i(10, 4), Vector2i(11, 4), Vector2i(10, 5), Vector2i(11, 5)]: if not marker_cells.has(gate_cell): failures.append("Sishui Gate should mark gate capture cell %s: %s" % [str(gate_cell), str(marker_cells)]) if state.get_objective_cell_label(gate_cell) != "관문 장악": failures.append("Sishui Gate gate marker should expose label at %s" % str(gate_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_gate_recovery := false var has_village_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) >= 6 and int(summary.get("heal", 0)) == 8: has_gate_recovery = true if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_village_recovery = true if not has_gate_recovery: failures.append("Sishui Gate should expose castle recovery terrain: %s" % str(recovery_summaries)) if not has_village_recovery: failures.append("Sishui Gate should expose village recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 5) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 8) if not state._condition_gate_open({"after_event": "turn_8_gate_reserve"}): failures.append("Sishui Gate final gate should open after turn 8 reserve event") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 16: failures.append("Sishui Gate should field 16 enemies after gate reserve, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/002_sishui_gate.json"): failures.append("Sishui Gate briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "002 briefing map size", overview, "12칸 x 9칸") _check_contains(failures, "002 briefing enemy count", overview, "적세 8명") _check_contains(failures, "002 briefing village recovery", overview, "마을 4칸 +6") _check_contains(failures, "002 briefing castle recovery", overview, "성채 6칸 +8") scene.free() func _check_xingyang_ambush_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/003_xingyang_ambush.json", {}, {}, {"pursued_dong_zhuo": true}): failures.append("Xingyang Ambush pressure smoke could not load scenario") return if state.get_turn_limit() != 16: failures.append("Xingyang Ambush should allow play through turn 16, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 6: failures.append("Xingyang Ambush should start with 6 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_9_forest_blockade"}): failures.append("Xingyang Ambush final defeat-all condition should be gated until turn 9 blockade") var marker_cells := state.get_objective_cells() for road_cell in [Vector2i(10, 3), Vector2i(11, 3), Vector2i(10, 4), Vector2i(11, 4)]: if not marker_cells.has(road_cell): failures.append("Xingyang Ambush should mark road capture cell %s: %s" % [str(road_cell), str(marker_cells)]) if state.get_objective_cell_label(road_cell) != "동쪽 길목": failures.append("Xingyang Ambush road marker should expose label at %s" % str(road_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_waystation_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_waystation_recovery = true if not has_waystation_recovery: failures.append("Xingyang Ambush should expose roadside recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_forest_blockade"}): failures.append("Xingyang Ambush final gate should open after turn 9 blockade event") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 15: failures.append("Xingyang Ambush pursuit branch should field 15 enemies after blockade, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Xingyang Ambush should not end before east road capture, got %s" % str(state.battle_status)) var cao_cao: Dictionary = state.get_unit("cao_cao_ch3") cao_cao["pos"] = Vector2i(10, 3) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("Xingyang Ambush should end after blockade falls and east road is captured, got %s" % str(state.battle_status)) var regroup_state = BattleStateScript.new() if not regroup_state.load_battle("res://data/scenarios/003_xingyang_ambush.json", {}, {}, {"regrouped_after_sishui": true}): failures.append("Xingyang Ambush regroup pressure smoke could not load scenario") return regroup_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) regroup_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) regroup_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if regroup_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 14: failures.append("Xingyang Ambush regroup branch should field 14 enemies after blockade, got %d" % regroup_state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/003_xingyang_ambush.json"): failures.append("Xingyang Ambush briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "003 briefing map size", overview, "12칸 x 9칸") _check_contains(failures, "003 briefing enemy count", overview, "적세 6명") _check_contains(failures, "003 briefing village recovery", overview, "마을 4칸 +6") scene.free() func _check_qingzhou_campaign_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"): failures.append("Qingzhou Campaign pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("Qingzhou Campaign should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 8: failures.append("Qingzhou Campaign should start with 8 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_9_village_last_stand"}): failures.append("Qingzhou Campaign final defeat-all condition should be gated until turn 9 last stand") var marker_cells := state.get_objective_cells() for village_cell in [Vector2i(10, 3), Vector2i(11, 3), Vector2i(10, 5), Vector2i(11, 5)]: if not marker_cells.has(village_cell): failures.append("Qingzhou Campaign should mark village protection cell %s: %s" % [str(village_cell), str(marker_cells)]) if state.get_objective_cell_label(village_cell) != "촌락 보호": failures.append("Qingzhou Campaign village marker should expose label at %s" % str(village_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_village_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_village_recovery = true if not has_village_recovery: failures.append("Qingzhou Campaign should expose village recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_village_last_stand"}): failures.append("Qingzhou Campaign final gate should open after turn 9 last stand event") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 17: failures.append("Qingzhou Campaign should field 17 enemies after last stand, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Qingzhou Campaign should not end before village protection, got %s" % str(state.battle_status)) var cao_cao: Dictionary = state.get_unit("cao_cao_ch4") cao_cao["pos"] = Vector2i(10, 3) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("Qingzhou Campaign should end after last stand falls and village is protected, got %s" % str(state.battle_status)) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"): failures.append("Qingzhou Campaign briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "004 briefing map size", overview, "14칸 x 10칸") _check_contains(failures, "004 briefing enemy count", overview, "적세 8명") _check_contains(failures, "004 briefing village recovery", overview, "마을 4칸 +6") scene.free() func _check_puyang_raid_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/005_puyang_raid.json"): failures.append("Puyang Raid pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("Puyang Raid should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 8: failures.append("Puyang Raid should start with 8 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_9_lu_bu_encirclement"}): failures.append("Puyang Raid final defeat-all condition should be gated until turn 9 encirclement") var marker_cells := state.get_objective_cells() for camp_cell in [Vector2i(10, 3), Vector2i(11, 3), Vector2i(10, 5), Vector2i(11, 5)]: if not marker_cells.has(camp_cell): failures.append("Puyang Raid should mark camp capture cell %s: %s" % [str(camp_cell), str(marker_cells)]) if state.get_objective_cell_label(camp_cell) != "군영 장악": failures.append("Puyang Raid camp marker should expose label at %s" % str(camp_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_camp_recovery := false var has_supply_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8: has_camp_recovery = true if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_supply_recovery = true if not has_camp_recovery: failures.append("Puyang Raid should expose camp recovery terrain: %s" % str(recovery_summaries)) if not has_supply_recovery: failures.append("Puyang Raid should expose supply recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_lu_bu_encirclement"}): failures.append("Puyang Raid final gate should open after turn 9 encirclement event") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 17: failures.append("Puyang Raid should field 17 enemies after encirclement, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Puyang Raid should not end before camp capture, got %s" % str(state.battle_status)) var cao_cao: Dictionary = state.get_unit("cao_cao_ch5") cao_cao["pos"] = Vector2i(10, 3) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("Puyang Raid should end after encirclement falls and camp is captured, got %s" % str(state.battle_status)) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/005_puyang_raid.json"): failures.append("Puyang Raid briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "005 briefing map size", overview, "14칸 x 10칸") _check_contains(failures, "005 briefing enemy count", overview, "적세 8명") _check_contains(failures, "005 briefing village recovery", overview, "마을 4칸 +6") _check_contains(failures, "005 briefing camp recovery", overview, "성채 4칸 +8") scene.free() func _check_dingtao_counterattack_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/006_dingtao_counterattack.json"): failures.append("Dingtao Counterattack pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("Dingtao Counterattack should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 8: failures.append("Dingtao Counterattack should start with 8 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_9_lu_bu_second_charge"}): failures.append("Dingtao Counterattack final defeat-all condition should be gated until turn 9 second charge") var marker_cells := state.get_objective_cells() for center_cell in [Vector2i(8, 3), Vector2i(9, 3), Vector2i(8, 5), Vector2i(9, 5)]: if not marker_cells.has(center_cell): failures.append("Dingtao Counterattack should mark center line cell %s: %s" % [str(center_cell), str(marker_cells)]) if state.get_objective_cell_label(center_cell) != "중앙 방진": failures.append("Dingtao Counterattack center marker should expose label at %s" % str(center_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_center_recovery := false var has_supply_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8: has_center_recovery = true if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_supply_recovery = true if not has_center_recovery: failures.append("Dingtao Counterattack should expose center recovery terrain: %s" % str(recovery_summaries)) if not has_supply_recovery: failures.append("Dingtao Counterattack should expose supply recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_lu_bu_second_charge"}): failures.append("Dingtao Counterattack final gate should open after turn 9 second charge event") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 14: failures.append("Dingtao Counterattack base branch should field 14 enemies after second charge, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("xiahou_dun_ch6").get("ai_target_priority", 0)) != 8: failures.append("Dingtao Counterattack turn 6 flank pressure should target Xiahou Dun") if int(state.get_unit("cao_cao_ch6").get("ai_target_priority", 0)) != 12: failures.append("Dingtao Counterattack turn 9 second charge should target Cao Cao") for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Dingtao Counterattack should not end before center line is held, got %s" % str(state.battle_status)) var cao_cao: Dictionary = state.get_unit("cao_cao_ch6") cao_cao["pos"] = Vector2i(8, 3) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("Dingtao Counterattack should end after second charge falls and center line is held, got %s" % str(state.battle_status)) var fortified_state = BattleStateScript.new() if not fortified_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json", {}, {}, {"fortified_yan_province": true}): failures.append("Dingtao Counterattack fortified branch smoke could not load scenario") return fortified_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) fortified_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) fortified_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if fortified_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 16: failures.append("Dingtao Counterattack fortified branch should field 16 enemies after second charge, got %d" % fortified_state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) var pressed_state = BattleStateScript.new() if not pressed_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json", {}, {}, {"pressed_lu_bu": true}): failures.append("Dingtao Counterattack pressed branch smoke could not load scenario") return pressed_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) pressed_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) pressed_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if pressed_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 17: failures.append("Dingtao Counterattack pressed branch should field 17 enemies after second charge, got %d" % pressed_state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/006_dingtao_counterattack.json"): failures.append("Dingtao Counterattack briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "006 briefing map size", overview, "14칸 x 10칸") _check_contains(failures, "006 briefing enemy count", overview, "적세 8명") _check_contains(failures, "006 briefing village recovery", overview, "마을 4칸 +6") _check_contains(failures, "006 briefing center recovery", overview, "성채 4칸 +8") scene.free() func _check_xian_emperor_escort_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"): failures.append("Xian Emperor Escort pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("Xian Emperor Escort should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 8: failures.append("Xian Emperor Escort should start with 8 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_9_final_escort_pressure"}): failures.append("Xian Emperor Escort final defeat-all condition should be gated until turn 9 final pressure") var marker_cells := state.get_objective_cells() for road_cell in [Vector2i(12, 4), Vector2i(13, 4)]: if not marker_cells.has(road_cell): failures.append("Xian Emperor Escort should mark east road cell %s: %s" % [str(road_cell), str(marker_cells)]) if state.get_objective_cell_label(road_cell) != "동도 호송로": failures.append("Xian Emperor Escort road marker should expose label at %s" % str(road_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_road_recovery := false var has_village_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8: has_road_recovery = true if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_village_recovery = true if not has_road_recovery: failures.append("Xian Emperor Escort should expose road recovery terrain: %s" % str(recovery_summaries)) if not has_village_recovery: failures.append("Xian Emperor Escort should expose village recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) var cao_cao: Dictionary = state.get_unit("cao_cao_ch7") cao_cao["pos"] = Vector2i(7, 4) state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 1, cao_cao) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) if int(state.get_unit("imperial_envoy_ch7").get("ai_target_priority", 0)) != 10: failures.append("Xian Emperor Escort turn 6 pressure should target the imperial envoy") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_final_escort_pressure"}): failures.append("Xian Emperor Escort final gate should open after turn 9 pressure event") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 18: failures.append("Xian Emperor Escort should field 18 enemies after ambush and final pressure, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("cao_cao_ch7").get("ai_target_priority", 0)) != 12: failures.append("Xian Emperor Escort turn 9 final pressure should target Cao Cao") if int(state.get_unit("imperial_envoy_ch7").get("ai_target_priority", 0)) != 12: failures.append("Xian Emperor Escort turn 9 final pressure should keep targeting the imperial envoy") for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false cao_cao["pos"] = Vector2i(11, 4) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Xian Emperor Escort should not end before the east road is secured, got %s" % str(state.battle_status)) cao_cao["pos"] = Vector2i(12, 4) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("Xian Emperor Escort should end after final pressure falls and the east road is secured, got %s" % str(state.battle_status)) var no_ambush_state = BattleStateScript.new() if not no_ambush_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"): failures.append("Xian Emperor Escort no-ambush smoke could not load scenario") return no_ambush_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3) no_ambush_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) no_ambush_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if no_ambush_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 16: failures.append("Xian Emperor Escort should field 16 enemies without the road ambush, got %d" % no_ambush_state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"): failures.append("Xian Emperor Escort briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "007 briefing map size", overview, "15칸 x 10칸") _check_contains(failures, "007 briefing enemy count", overview, "적세 8명") _check_contains(failures, "007 briefing village recovery", overview, "마을 4칸 +6") _check_contains(failures, "007 briefing road recovery", overview, "성채 4칸 +8") scene.free() func _check_wan_castle_escape_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/008_wan_castle_escape.json"): failures.append("Wan Castle Escape pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("Wan Castle Escape should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 9: failures.append("Wan Castle Escape should start with 9 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_9_west_gate_hunt"}): failures.append("Wan Castle Escape final defeat-all condition should be gated until turn 9 west gate hunt") var early_cao_cao: Dictionary = state.get_unit("cao_cao_ch8") early_cao_cao["pos"] = Vector2i(1, 4) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Wan Castle Escape should not end before turn 9 west gate hunt, got %s" % str(state.battle_status)) early_cao_cao["pos"] = Vector2i(12, 4) var marker_cells := state.get_objective_cells() for escape_cell in [Vector2i(1, 4), Vector2i(0, 4)]: if not marker_cells.has(escape_cell): failures.append("Wan Castle Escape should mark escape road cell %s: %s" % [str(escape_cell), str(marker_cells)]) if state.get_objective_cell_label(escape_cell) != "서쪽 탈출로": failures.append("Wan Castle Escape escape marker should expose label at %s" % str(escape_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_gate_recovery := false var has_village_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8: has_gate_recovery = true if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_village_recovery = true if not has_gate_recovery: failures.append("Wan Castle Escape should expose west gate recovery terrain: %s" % str(recovery_summaries)) if not has_village_recovery: failures.append("Wan Castle Escape should expose inner village recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2) if int(state.get_unit("cao_ang_ch8").get("ai_target_priority", 0)) != 10: failures.append("Wan Castle Escape turn 2 gate close should target Cao Ang") _assert_unit_at(failures, state, "east_gate_rider_north", Vector2i(13, 2), "Wan Castle Escape turn 2 north rider") _assert_unit_at(failures, state, "east_gate_rider_south", Vector2i(13, 6), "Wan Castle Escape turn 2 south rider") var cao_cao: Dictionary = state.get_unit("cao_cao_ch8") cao_cao["pos"] = Vector2i(8, 4) state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 1, cao_cao) _assert_unit_at(failures, state, "midroad_wan_archer_north", Vector2i(8, 2), "Wan Castle Escape midroad north archer") _assert_unit_at(failures, state, "midroad_wan_archer_south", Vector2i(8, 6), "Wan Castle Escape midroad south archer") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) if int(state.get_unit("cao_ang_ch8").get("ai_target_priority", 0)) != 12: failures.append("Wan Castle Escape turn 6 crossfire should target Cao Ang") _assert_unit_at(failures, state, "wan_crossfire_archer", Vector2i(9, 2), "Wan Castle Escape turn 6 archer") _assert_unit_at(failures, state, "wan_crossfire_rider", Vector2i(9, 6), "Wan Castle Escape turn 6 rider") _assert_unit_at(failures, state, "wan_crossfire_bandit", Vector2i(4, 8), "Wan Castle Escape turn 6 bandit") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_west_gate_hunt"}): failures.append("Wan Castle Escape final gate should open after turn 9 west gate hunt") _assert_unit_at(failures, state, "west_gate_hunt_rider", Vector2i(1, 2), "Wan Castle Escape turn 9 rider") _assert_unit_at(failures, state, "west_gate_hunt_guard", Vector2i(3, 4), "Wan Castle Escape turn 9 guard") _assert_unit_at(failures, state, "west_gate_hunt_archer", Vector2i(1, 6), "Wan Castle Escape turn 9 archer") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 19: 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()) if int(state.get_unit("cao_cao_ch8").get("ai_target_priority", 0)) != 14: failures.append("Wan Castle Escape turn 9 west gate hunt should target Cao Cao") 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 _check_xiapi_siege_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/009_xiapi_siege.json"): failures.append("Xiapi Siege pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("Xiapi Siege should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 10: failures.append("Xiapi Siege should start with 10 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if state._condition_gate_open({"after_event": "turn_9_lu_bu_final_breakout"}): failures.append("Xiapi Siege final defeat-all condition should be gated until turn 9 final breakout") var early_state = BattleStateScript.new() if not early_state.load_battle("res://data/scenarios/009_xiapi_siege.json"): failures.append("Xiapi Siege early victory smoke could not load scenario") return var early_cao_cao: Dictionary = early_state.get_unit("cao_cao_ch9") early_cao_cao["pos"] = Vector2i(8, 4) for enemy in early_state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false early_state._check_battle_status() if str(early_state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Xiapi Siege should not end before turn 9 final breakout, got %s" % str(early_state.battle_status)) var cao_cao: Dictionary = state.get_unit("cao_cao_ch9") var marker_cells := state.get_objective_cells() for siege_cell in [Vector2i(8, 4), Vector2i(9, 4), Vector2i(8, 5), Vector2i(9, 5)]: if not marker_cells.has(siege_cell): failures.append("Xiapi Siege should mark siege line cell %s: %s" % [str(siege_cell), str(marker_cells)]) if state.get_objective_cell_label(siege_cell) != "하비 포위선": failures.append("Xiapi Siege marker should expose siege line label at %s" % str(siege_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_gate_recovery := false var has_village_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8: has_gate_recovery = true if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_village_recovery = true if not has_gate_recovery: failures.append("Xiapi Siege should expose flooded gate recovery terrain: %s" % str(recovery_summaries)) if not has_village_recovery: failures.append("Xiapi Siege should expose siege camp recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2) _assert_unit_at(failures, state, "lu_bu_flank_rider_north", Vector2i(6, 1), "Xiapi Siege turn 2 north rider") _assert_unit_at(failures, state, "lu_bu_flank_rider_south", Vector2i(6, 8), "Xiapi Siege turn 2 south rider") state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 3) if not state._condition_gate_open({"after_event": "turn_3_flood_gates"}): failures.append("Xiapi Siege flood gate event should fire on turn 3") if bool(state.get_unit("lu_bu_flank_rider_north").get("deployed", true)): failures.append("Xiapi Siege turn 3 flood should withdraw north rider") if bool(state.get_unit("lu_bu_flank_rider_south").get("deployed", true)): failures.append("Xiapi Siege turn 3 flood should withdraw south rider") _assert_unit_at(failures, state, "flooded_gate_guard", Vector2i(7, 4), "Xiapi Siege turn 3 gate guard") _assert_unit_at(failures, state, "flooded_wall_archer", Vector2i(8, 6), "Xiapi Siege turn 3 wall archer") if state._condition_gate_open({"after_event": "turn_9_lu_bu_final_breakout"}): failures.append("Xiapi Siege final gate should still be closed after flood gate event") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) if int(state.get_unit("xiahou_dun_ch9").get("ai_target_priority", 0)) != 10: failures.append("Xiapi Siege turn 6 counter should target Xiahou Dun") _assert_unit_at(failures, state, "siege_line_counter_rider", Vector2i(6, 1), "Xiapi Siege turn 6 rider") _assert_unit_at(failures, state, "siege_line_counter_guard", Vector2i(6, 8), "Xiapi Siege turn 6 guard") _assert_unit_at(failures, state, "siege_line_counter_archer", Vector2i(9, 8), "Xiapi Siege turn 6 archer") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_lu_bu_final_breakout"}): failures.append("Xiapi Siege final gate should open after turn 9 final breakout") _assert_unit_at(failures, state, "lu_bu_final_breakout_rider", Vector2i(13, 3), "Xiapi Siege turn 9 rider") _assert_unit_at(failures, state, "lu_bu_final_breakout_guard", Vector2i(13, 5), "Xiapi Siege turn 9 guard") _assert_unit_at(failures, state, "lu_bu_final_breakout_archer", Vector2i(13, 7), "Xiapi Siege turn 9 archer") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 18: failures.append("Xiapi Siege should field 18 enemies after final breakout, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("cao_cao_ch9").get("ai_target_priority", 0)) != 13: failures.append("Xiapi Siege turn 9 final breakout should target Cao Cao") if int(state.get_unit("xiahou_dun_ch9").get("ai_target_priority", 0)) != 13: failures.append("Xiapi Siege turn 9 final breakout should target Xiahou Dun") for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false cao_cao["pos"] = Vector2i(7, 4) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("Xiapi Siege should not end before the siege line is held, got %s" % str(state.battle_status)) cao_cao["pos"] = Vector2i(8, 4) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("Xiapi Siege should end after final breakout falls and the siege line is held, got %s" % str(state.battle_status)) var swift_state = BattleStateScript.new() if not swift_state.load_battle("res://data/scenarios/009_xiapi_siege.json", {}, {}, {"swift_wan_escape": true}): failures.append("Xiapi Siege swift branch smoke could not load scenario") return swift_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2) swift_state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 3) swift_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 4) swift_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) swift_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if swift_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 19: failures.append("Xiapi Siege swift branch should field 19 enemies after final breakout, got %d" % swift_state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/009_xiapi_siege.json"): failures.append("Xiapi Siege briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "009 briefing map size", overview, "15칸 x 10칸") _check_contains(failures, "009 briefing enemy count", overview, "적세 10명") _check_contains(failures, "009 briefing village recovery", overview, "마을 4칸 +6") _check_contains(failures, "009 briefing gate recovery", overview, "성채 4칸 +8") scene.free() func _check_white_horse_relief_extended_pressure(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/010_white_horse_relief.json"): failures.append("White Horse Relief pressure smoke could not load scenario") return if state.get_turn_limit() != 17: failures.append("White Horse Relief should allow play through turn 17, got limit %d" % state.get_turn_limit()) if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 9: failures.append("White Horse Relief should start with 9 enemies, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) _assert_required_unit(failures, state, "guo_jia_ch10", "White Horse Relief Guo Jia") _assert_required_unit(failures, state, "xiahou_dun_ch10", "White Horse Relief Xiahou Dun") if state._condition_gate_open({"after_event": "turn_9_yuan_main_pressure"}): failures.append("White Horse Relief final defeat-all condition should be gated until turn 9 Yuan main pressure") var early_state = BattleStateScript.new() if not early_state.load_battle("res://data/scenarios/010_white_horse_relief.json"): failures.append("White Horse Relief early victory smoke could not load scenario") return var early_cao_cao: Dictionary = early_state.get_unit("cao_cao_ch10") early_cao_cao["pos"] = Vector2i(8, 4) for enemy in early_state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false early_state._check_battle_status() if str(early_state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("White Horse Relief should not end before turn 9 Yuan main pressure, got %s" % str(early_state.battle_status)) var marker_cells := state.get_objective_cells() for decoy_cell in [Vector2i(8, 4), Vector2i(9, 4), Vector2i(8, 5), Vector2i(9, 5)]: if not marker_cells.has(decoy_cell): failures.append("White Horse Relief should mark decoy line cell %s: %s" % [str(decoy_cell), str(marker_cells)]) if state.get_objective_cell_label(decoy_cell) != "백마 유인선": failures.append("White Horse Relief marker should expose decoy line label at %s" % str(decoy_cell)) var recovery_summaries := state.get_recovery_terrain_summaries() var has_gate_recovery := false var has_village_recovery := false for summary in recovery_summaries: if str(summary.get("name", "")) == "성채" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 8: has_gate_recovery = true if str(summary.get("name", "")) == "마을" and int(summary.get("count", 0)) == 4 and int(summary.get("heal", 0)) == 6: has_village_recovery = true if not has_gate_recovery: failures.append("White Horse Relief should expose ferry recovery terrain: %s" % str(recovery_summaries)) if not has_village_recovery: failures.append("White Horse Relief should expose reserve camp recovery terrain: %s" % str(recovery_summaries)) state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2) _assert_unit_at(failures, state, "yan_liang_rider_north", Vector2i(8, 2), "White Horse Relief turn 2 north rider") _assert_unit_at(failures, state, "yan_liang_rider_south", Vector2i(8, 6), "White Horse Relief turn 2 south rider") state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 3) if not state._condition_gate_open({"after_event": "turn_3_decoy_line"}): failures.append("White Horse Relief decoy line event should fire on turn 3") _assert_unit_at(failures, state, "decoy_cutoff_guard", Vector2i(7, 4), "White Horse Relief turn 3 cutoff guard") _assert_unit_at(failures, state, "decoy_cutoff_archer", Vector2i(7, 5), "White Horse Relief turn 3 cutoff archer") if state._condition_gate_open({"after_event": "turn_9_yuan_main_pressure"}): failures.append("White Horse Relief final gate should still be closed after decoy line event") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) if int(state.get_unit("xiahou_dun_ch10").get("ai_target_priority", 0)) != 10: failures.append("White Horse Relief turn 6 pressure should target Xiahou Dun") _assert_unit_at(failures, state, "yuan_wing_rider", Vector2i(6, 1), "White Horse Relief turn 6 rider") _assert_unit_at(failures, state, "yuan_wing_guard", Vector2i(6, 8), "White Horse Relief turn 6 guard") _assert_unit_at(failures, state, "yuan_wing_archer", Vector2i(9, 8), "White Horse Relief turn 6 archer") state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if not state._condition_gate_open({"after_event": "turn_9_yuan_main_pressure"}): failures.append("White Horse Relief final gate should open after turn 9 Yuan main pressure") _assert_unit_at(failures, state, "yuan_main_rider", Vector2i(13, 3), "White Horse Relief turn 9 rider") _assert_unit_at(failures, state, "yuan_main_guard", Vector2i(13, 5), "White Horse Relief turn 9 guard") _assert_unit_at(failures, state, "yuan_main_archer", Vector2i(13, 7), "White Horse Relief turn 9 archer") if state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 19: failures.append("White Horse Relief should field 19 enemies after Yuan main pressure, got %d" % state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) if int(state.get_unit("cao_cao_ch10").get("ai_target_priority", 0)) != 13: failures.append("White Horse Relief turn 9 Yuan main pressure should target Cao Cao") if int(state.get_unit("xiahou_dun_ch10").get("ai_target_priority", 0)) != 13: failures.append("White Horse Relief turn 9 Yuan main pressure should target Xiahou Dun") for enemy in state.get_living_units(BattleStateScript.TEAM_ENEMY): enemy["alive"] = false var cao_cao: Dictionary = state.get_unit("cao_cao_ch10") cao_cao["pos"] = Vector2i(7, 4) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_ACTIVE: failures.append("White Horse Relief should not end before the decoy line is held, got %s" % str(state.battle_status)) cao_cao["pos"] = Vector2i(8, 4) state._check_battle_status() if str(state.battle_status) != BattleStateScript.STATUS_VICTORY: failures.append("White Horse Relief should end after Yuan pressure falls and decoy line is held, got %s" % str(state.battle_status)) var pressed_state = BattleStateScript.new() if not pressed_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"pressed_northern_campaign": true}): failures.append("White Horse Relief pressed branch smoke could not load scenario") return pressed_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2) pressed_state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 3) pressed_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 4) pressed_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6) pressed_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9) if pressed_state.get_living_units(BattleStateScript.TEAM_ENEMY).size() != 20: failures.append("White Horse Relief pressed branch should field 20 enemies after Yuan main pressure, got %d" % pressed_state.get_living_units(BattleStateScript.TEAM_ENEMY).size()) var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/010_white_horse_relief.json"): failures.append("White Horse Relief briefing smoke could not load scenario") scene.free() return var overview := scene._format_briefing_battlefield_overview_text() _check_contains(failures, "010 briefing map size", overview, "15칸 x 10칸") _check_contains(failures, "010 briefing enemy count", overview, "적세 9명") _check_contains(failures, "010 briefing village recovery", overview, "마을 4칸 +6") _check_contains(failures, "010 briefing ferry 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 _assert_required_unit(failures: Array[String], state, unit_id: String, 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 not bool(unit.get("required_deployment", false)): failures.append("%s should be required deployment: %s" % [label, unit_id]) 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"): failures.append("opening board layout smoke could not load scenario") return var board_rect := Rect2( BattleSceneScript.BOARD_OFFSET, Vector2(state.get_map_size()) * BattleSceneScript.TILE_SIZE ) var side_rect := Rect2(BattleSceneScript.SIDE_PANEL_POSITION, BattleSceneScript.SIDE_PANEL_SIZE) if board_rect.intersects(side_rect): failures.append("opening board should not overlap side HUD: board %s side %s" % [str(board_rect), str(side_rect)]) if board_rect.end.y > 720.0: failures.append("opening board should fit within the default viewport height: %s" % str(board_rect)) func _check_objective_notice(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene._create_hud() scene._on_objective_updated("Defeat the new vanguard.", "") if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible: failures.append("objective notice panel should be visible after objective update") elif not scene.objective_notice_label.text.contains("군령 갱신") or not scene.objective_notice_label.text.contains("목표: Defeat the new vanguard."): failures.append("objective notice label should use Korean order wording: %s" % scene.objective_notice_label.text) scene._on_objective_updated("", "Supply train is lost.") if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible: failures.append("objective notice panel should be visible after defeat update") elif not scene.objective_notice_label.text.contains("군령 갱신") or not scene.objective_notice_label.text.contains("주의: Supply train is lost."): failures.append("objective notice label should use Korean risk wording: %s" % scene.objective_notice_label.text) if scene._format_log_entry_text("Objective updated: Defeat the new vanguard.") != "군령 갱신: Defeat the new vanguard.": failures.append("objective log display should use Korean order wording") if scene._format_log_entry_text("Defeat condition updated: Supply train is lost.") != "패배 조건 갱신: Supply train is lost.": failures.append("defeat log display should use Korean risk wording") if scene._format_log_entry_text("군령 갱신: Defeat the new vanguard.") != "군령 갱신: Defeat the new vanguard.": failures.append("localized objective log should pass through") if scene._format_log_entry_text("패배 조건 갱신: Supply train is lost.") != "패배 조건 갱신: Supply train is lost.": failures.append("localized defeat log should pass through") if scene.objective_notice_timer <= 0.0: failures.append("objective notice timer should be active") scene.free() func _check_contains(failures: Array[String], label: String, text: String, expected: String) -> void: if text.contains(expected): return failures.append("%s expected `%s` in `%s`" % [label, expected, text])