extends SceneTree const BattleStateScript := preload("res://scripts/core/battle_state.gd") const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd") const SCENARIO_BACKGROUNDS := [ { "scenario_path": "res://data/scenarios/001_yellow_turbans.json", "background_path": "res://art/backgrounds/yingchuan_opening_battlefield.png", "label": "001 opening field background", "allow_default": false }, { "scenario_path": "res://data/scenarios/002_sishui_gate.json", "background_path": "res://art/backgrounds/sishui_gate_pass.png", "label": "002 Sishui Gate background" }, { "scenario_path": "res://data/scenarios/003_xingyang_ambush.json", "background_path": "res://art/backgrounds/xingyang_forest_ambush.png", "label": "003 Xingyang forest ambush background" }, { "scenario_path": "res://data/scenarios/004_qingzhou_campaign.json", "background_path": "res://art/backgrounds/qingzhou_village_road.png", "label": "004 Qingzhou village road background" }, { "scenario_path": "res://data/scenarios/005_puyang_raid.json", "background_path": "res://art/backgrounds/puyang_raid_camp.png", "label": "005 Puyang raid camp background" }, { "scenario_path": "res://data/scenarios/006_dingtao_counterattack.json", "background_path": "res://art/backgrounds/qingzhou_village_road.png", "label": "006 Dingtao field background" }, { "scenario_path": "res://data/scenarios/007_xian_emperor_escort.json", "background_path": "res://art/backgrounds/luoyang_escort_road.png", "label": "007 Luoyang escort road background" }, { "scenario_path": "res://data/scenarios/008_wan_castle_escape.json", "background_path": "res://art/backgrounds/wan_castle_escape.png", "label": "008 Wan Castle background" }, { "scenario_path": "res://data/scenarios/009_xiapi_siege.json", "background_path": "res://art/backgrounds/xiapi_flooded_siege.png", "label": "009 Xiapi flooded siege background" }, { "scenario_path": "res://data/scenarios/010_white_horse_relief.json", "background_path": "res://art/backgrounds/white_horse_relief.png", "label": "010 White Horse relief background" }, { "scenario_path": "res://data/scenarios/012_guandu_showdown.json", "background_path": "res://art/backgrounds/guandu_defensive_camps.png", "label": "012 Guandu defensive camps background" }, { "scenario_path": "res://data/scenarios/013_wuchao_raid.json", "background_path": "res://art/backgrounds/wuchao_night_granary.png", "label": "013 Wuchao night granary background" }, { "scenario_path": "res://data/scenarios/014_cangting_pursuit.json", "background_path": "res://art/backgrounds/cangting_pursuit.png", "label": "014 Cangting pursuit background" }, { "scenario_path": "res://data/scenarios/015_ye_campaign.json", "background_path": "res://art/backgrounds/ye_outer_defense.png", "label": "015 Ye outer defense background" }, { "scenario_path": "res://data/scenarios/016_ye_siege.json", "background_path": "res://art/backgrounds/ye_inner_gate.png", "label": "016 Ye inner gate background" }, { "scenario_path": "res://data/scenarios/017_ye_surrender.json", "background_path": "res://art/backgrounds/ye_palace_road.png", "label": "017 Ye palace road background" } ] func _init() -> void: var failures: Array[String] = [] _check_battle_visual_data(failures) _check_generated_toolbar_icons(failures) _check_generated_panel_textures(failures) _check_generated_button_textures(failures) _check_generated_tile_marker_textures(failures) _check_generated_class_icon_textures(failures) _check_generated_map_badge_textures(failures) _check_generated_terrain_textures(failures) _check_generated_terrain_feature_textures(failures) _check_scene_texture_loading(failures) _check_map_overlay_softness(failures) _check_core_text_visibility(failures) _check_hud_focus_text(failures) _check_ancient_ui_theme(failures) _check_opening_prologue_presentation(failures) _check_hover_intent_badges(failures) _check_counter_attack_badge_variants(failures) _check_hud_command_grid_layout(failures) _check_battle_unit_list_panel(failures) _check_action_button_disabled_reasons(failures) _check_terrain_and_unit_presentation(failures) _check_objective_and_status_marker_helpers(failures) _check_attack_motion_profiles(failures) _check_attack_motion_signal(failures) if failures.is_empty(): print("visual assets smoke ok") quit(0) return for failure in failures: push_error(failure) quit(1) func _check_battle_visual_data(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load opening battle") return var briefing := state.get_briefing() if (briefing.get("camp_dialogue", []) as Array).is_empty(): failures.append("001 briefing should expose camp dialogue") var conversations: Array = briefing.get("camp_conversations", []) if conversations.size() < 4: failures.append("001 briefing should expose at least four camp conversations") else: _check_camp_conversation(failures, conversations[0], "cao_cao_strategy", "officer", "cao_cao") _check_camp_conversation(failures, conversations[1], "xiahou_dun_vanguard", "officer", "xiahou_dun") var villager_report := _find_camp_conversation(conversations, "yingchuan_villager_report") _check_camp_conversation(failures, villager_report, "yingchuan_villager_report", "topic", "") if not str(villager_report).contains("영천 백성") or not str(villager_report).contains("마을 우물가"): failures.append("001 villager report should explain the route and recovery point") var cache := _find_camp_conversation(conversations, "northern_woods_cache") _check_camp_conversation(failures, cache, "northern_woods_cache", "topic", "") _check_camp_conversation_effect(failures, cache, "bean", 1) var merchant := state.get_shop_merchant() if merchant.is_empty() or (merchant.get("lines", []) as Array).is_empty(): failures.append("001 shop should expose merchant lines") _check_image_path(failures, state.get_map_background_path(), "001 map background") if state.get_map_background_path() != "res://art/backgrounds/yingchuan_opening_battlefield.png": failures.append("001 should use a dedicated Yingchuan battlefield background") var opening_story_images: Array[String] = [] for page in BattleSceneScript.OPENING_PROLOGUE_PAGES: var image_path := str((page as Dictionary).get("image", "")) if image_path.is_empty(): failures.append("opening prologue pages should reference generated story artwork") continue if opening_story_images.has(image_path): failures.append("opening prologue pages should use distinct story artwork: %s" % image_path) opening_story_images.append(image_path) _check_image_path(failures, image_path, "opening prologue story art") if opening_story_images.size() != 4: failures.append("opening prologue should expose four generated story panels") _check_scenario_backgrounds_data(failures) for unit_id in ["cao_cao", "xiahou_dun", "yellow_turban_1", "yellow_turban_2", "yellow_turban_3"]: var unit := state.get_unit(unit_id) if unit.is_empty(): failures.append("missing expected unit: %s" % unit_id) continue _check_image_path(failures, str(unit.get("sprite", "")), "unit %s sprite" % unit_id) _check_unit_sprite_resolution(failures, state, "cao_cao", "res://art/units/strategist.png", false) _check_unit_sprite_resolution(failures, state, "yellow_turban_1", "res://art/units/enemies/enemy_warrior.png", true) _check_unit_sprite_resolution(failures, state, "yellow_turban_2", "res://art/units/enemies/enemy_infantry.png", true) _check_unit_sprite_resolution(failures, state, "yellow_turban_3", "res://art/units/enemies/enemy_archer.png", true) for path in [ "res://art/units/archer.png", "res://art/units/cavalry.png", "res://art/units/infantry.png", "res://art/units/strategist.png", "res://art/units/warrior.png", "res://art/units/enemies/enemy_archer.png", "res://art/units/enemies/enemy_cavalry.png", "res://art/units/enemies/enemy_infantry.png", "res://art/units/enemies/enemy_strategist.png", "res://art/units/enemies/enemy_warrior.png" ]: _check_alpha_cutout_path(failures, path, "unit cutout %s" % path) for path in [ "res://art/portraits/cao_cao.png", "res://art/portraits/cao_ren.png", "res://art/portraits/dian_wei.png", "res://art/portraits/guo_jia.png", "res://art/portraits/xiahou_dun.png", "res://art/portraits/xiahou_yuan.png", "res://art/portraits/zhang_he.png" ]: _check_alpha_cutout_path(failures, path, "officer portrait cutout %s" % path) var gate_state = BattleStateScript.new() if not gate_state.load_battle("res://data/scenarios/002_sishui_gate.json"): failures.append("could not load Sishui Gate for enemy cavalry sprite") else: _check_unit_sprite_resolution(failures, gate_state, "hua_xiong_vanguard", "res://art/units/enemies/enemy_cavalry.png", true) var gate_briefing := gate_state.get_briefing() var gate_camp_dialogue: Array = gate_briefing.get("camp_dialogue", []) if gate_camp_dialogue.size() < 3 or not str(gate_camp_dialogue).contains("사수관") or not str(gate_camp_dialogue).contains("화웅"): failures.append("002 briefing should expose camp dialogue that bridges Sishui Gate context") var gate_conversations: Array = gate_briefing.get("camp_conversations", []) if gate_conversations.size() < 3: failures.append("002 briefing should expose at least three camp conversations") else: _check_camp_conversation(failures, gate_conversations[0], "sishui_coalition_reading", "officer", "cao_cao") _check_camp_conversation(failures, gate_conversations[1], "sishui_xiahou_yuan_ridge", "officer", "xiahou_yuan") _check_camp_conversation(failures, gate_conversations[2], "sishui_quartermaster_antidote", "topic", "") _check_camp_conversation_effect(failures, gate_conversations[2], "antidote", 1) var gate_merchant := gate_state.get_shop_merchant() if str(gate_merchant.get("name", "")) != "연합 상인": failures.append("002 shop should expose coalition merchant name") if (gate_merchant.get("lines", []) as Array).size() < 2: failures.append("002 shop should expose merchant flavor lines") var qingzhou_state = BattleStateScript.new() if not qingzhou_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"): failures.append("could not load 청주 평정전 camp data") else: var qingzhou_conversations: Array = qingzhou_state.get_briefing().get("camp_conversations", []) if qingzhou_conversations.size() != 2: failures.append("004 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, qingzhou_conversations[0], "qingzhou_settlement_council", "officer", "cao_cao") _check_camp_conversation(failures, qingzhou_conversations[1], "qingzhou_village_screen", "officer", "cao_ren") var qingzhou_merchant := qingzhou_state.get_shop_merchant() if str(qingzhou_merchant.get("name", "")) != "청주 길상인": failures.append("004 shop should expose Qingzhou merchant name") if (qingzhou_merchant.get("lines", []) as Array).size() < 2: failures.append("004 shop should expose merchant flavor lines") var qingzhou_pursuit_state = BattleStateScript.new() if not qingzhou_pursuit_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"pursued_dong_zhuo": true}): failures.append("could not load Qingzhou pursuit camp data") else: var veterans: Dictionary = _find_camp_conversation( qingzhou_pursuit_state.get_briefing().get("camp_conversations", []), "qingzhou_hardened_veterans" ) if veterans.is_empty(): failures.append("004 pursuit flag should expose hardened veterans conversation") else: _check_camp_conversation_effect(failures, veterans, "wine", 1) if not _find_camp_conversation( qingzhou_pursuit_state.get_briefing().get("camp_conversations", []), "qingzhou_sishui_stores" ).is_empty(): failures.append("004 pursuit flag should not expose Sishui stores conversation") var qingzhou_regroup_state = BattleStateScript.new() if not qingzhou_regroup_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"regrouped_after_sishui": true}): failures.append("could not load Qingzhou regroup camp data") else: var stores: Dictionary = _find_camp_conversation( qingzhou_regroup_state.get_briefing().get("camp_conversations", []), "qingzhou_sishui_stores" ) if stores.is_empty(): failures.append("004 regroup flag should expose Sishui stores conversation") else: _check_camp_conversation_effect(failures, stores, "bean", 1) if not _find_camp_conversation( qingzhou_regroup_state.get_briefing().get("camp_conversations", []), "qingzhou_hardened_veterans" ).is_empty(): failures.append("004 regroup flag should not expose hardened veterans conversation") var puyang_state = BattleStateScript.new() if not puyang_state.load_battle("res://data/scenarios/005_puyang_raid.json"): failures.append("could not load Puyang Raid camp data") else: var puyang_conversations: Array = puyang_state.get_briefing().get("camp_conversations", []) if puyang_conversations.size() != 3: failures.append("005 base briefing should expose exactly three camp conversations") else: _check_camp_conversation(failures, puyang_conversations[0], "puyang_night_raid_council", "officer", "cao_cao") _check_camp_conversation(failures, puyang_conversations[1], "puyang_dian_wei_shield", "officer", "dian_wei") _check_camp_conversation(failures, puyang_conversations[2], "puyang_raider_stores", "topic", "") _check_camp_conversation_effect(failures, puyang_conversations[2], "bean", 1) var puyang_merchant := puyang_state.get_shop_merchant() if str(puyang_merchant.get("name", "")) != "복양 야상": failures.append("005 shop should expose Puyang merchant name") if (puyang_merchant.get("lines", []) as Array).size() < 2: failures.append("005 shop should expose merchant flavor lines") var puyang_pursuit_state = BattleStateScript.new() if not puyang_pursuit_state.load_battle("res://data/scenarios/005_puyang_raid.json", {}, {}, {"pursued_dong_zhuo": true}): failures.append("could not load Puyang pursuit camp data") else: var vanguard: Dictionary = _find_camp_conversation( puyang_pursuit_state.get_briefing().get("camp_conversations", []), "puyang_hardened_vanguard" ) if vanguard.is_empty(): failures.append("005 pursuit flag should expose hardened vanguard conversation") else: _check_camp_conversation_effect(failures, vanguard, "wine", 1) if not _find_camp_conversation( puyang_pursuit_state.get_briefing().get("camp_conversations", []), "puyang_qingzhou_reserve_wagon" ).is_empty(): failures.append("005 pursuit flag should not expose Qingzhou reserve wagon conversation") var puyang_regroup_state = BattleStateScript.new() if not puyang_regroup_state.load_battle("res://data/scenarios/005_puyang_raid.json", {}, {}, {"regrouped_after_sishui": true}): failures.append("could not load Puyang regroup camp data") else: var reserve: Dictionary = _find_camp_conversation( puyang_regroup_state.get_briefing().get("camp_conversations", []), "puyang_qingzhou_reserve_wagon" ) if reserve.is_empty(): failures.append("005 regroup flag should expose Qingzhou reserve wagon conversation") else: _check_camp_conversation_effect(failures, reserve, "panacea", 1) if not _find_camp_conversation( puyang_regroup_state.get_briefing().get("camp_conversations", []), "puyang_hardened_vanguard" ).is_empty(): failures.append("005 regroup flag should not expose hardened vanguard conversation") var dingtao_state = BattleStateScript.new() if not dingtao_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json"): failures.append("could not load Dingtao Counterattack camp data") else: var dingtao_conversations: Array = dingtao_state.get_briefing().get("camp_conversations", []) if dingtao_conversations.size() != 2: failures.append("006 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, dingtao_conversations[0], "dingtao_countercharge_council", "officer", "cao_cao") _check_camp_conversation(failures, dingtao_conversations[1], "dingtao_dian_wei_roadblock", "officer", "dian_wei") var dingtao_merchant := dingtao_state.get_shop_merchant() if str(dingtao_merchant.get("name", "")) != "정도 야상": failures.append("006 shop should expose Dingtao merchant name") if (dingtao_merchant.get("lines", []) as Array).size() < 2: failures.append("006 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, dingtao_state, "iron_armor", false, "006 base") _check_shop_item_visibility(failures, dingtao_state, "war_drum", false, "006 base") var dingtao_fortified_state = BattleStateScript.new() if not dingtao_fortified_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json", {}, {}, {"fortified_yan_province": true}): failures.append("could not load Dingtao fortified camp data") else: var fortified: Dictionary = _find_camp_conversation( dingtao_fortified_state.get_briefing().get("camp_conversations", []), "dingtao_fortified_reserves" ) if fortified.is_empty(): failures.append("006 fortified flag should expose fortified reserves conversation") else: _check_camp_conversation_effect(failures, fortified, "panacea", 1) if not _find_camp_conversation( dingtao_fortified_state.get_briefing().get("camp_conversations", []), "dingtao_pressed_vanguard" ).is_empty(): failures.append("006 fortified flag should not expose pressed vanguard conversation") _check_shop_item_visibility(failures, dingtao_fortified_state, "iron_armor", true, "006 fortified") _check_shop_item_visibility(failures, dingtao_fortified_state, "war_drum", false, "006 fortified") var dingtao_pressed_state = BattleStateScript.new() if not dingtao_pressed_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json", {}, {}, {"pressed_lu_bu": true}): failures.append("could not load Dingtao pressed camp data") else: var pressed: Dictionary = _find_camp_conversation( dingtao_pressed_state.get_briefing().get("camp_conversations", []), "dingtao_pressed_vanguard" ) if pressed.is_empty(): failures.append("006 pressed flag should expose pressed vanguard conversation") else: _check_camp_conversation_effect(failures, pressed, "wine", 1) if not _find_camp_conversation( dingtao_pressed_state.get_briefing().get("camp_conversations", []), "dingtao_fortified_reserves" ).is_empty(): failures.append("006 pressed flag should not expose fortified reserves conversation") _check_shop_item_visibility(failures, dingtao_pressed_state, "iron_armor", false, "006 pressed") _check_shop_item_visibility(failures, dingtao_pressed_state, "war_drum", true, "006 pressed") var xian_state = BattleStateScript.new() if not xian_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"): failures.append("could not load Xian Emperor Escort camp data") else: var xian_conversations: Array = xian_state.get_briefing().get("camp_conversations", []) if xian_conversations.size() != 2: failures.append("007 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, xian_conversations[0], "xian_escort_council", "officer", "cao_cao") _check_camp_conversation(failures, xian_conversations[1], "xian_dian_wei_envoy_screen", "officer", "dian_wei") var xian_merchant := xian_state.get_shop_merchant() if str(xian_merchant.get("name", "")) != "호송 야상": failures.append("007 shop should expose escort merchant name") if (xian_merchant.get("lines", []) as Array).size() < 2: failures.append("007 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, xian_state, "iron_armor", false, "007 base") _check_shop_item_visibility(failures, xian_state, "war_axe", false, "007 base") var xian_fortified_state = BattleStateScript.new() if not xian_fortified_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json", {}, {}, {"fortified_yan_province": true}): failures.append("could not load Xian fortified camp data") else: var road_supplies: Dictionary = _find_camp_conversation( xian_fortified_state.get_briefing().get("camp_conversations", []), "xian_fortified_road_supplies" ) if road_supplies.is_empty(): failures.append("007 fortified flag should expose fortified road supplies conversation") else: _check_camp_conversation_effect(failures, road_supplies, "bean", 1) if not _find_camp_conversation( xian_fortified_state.get_briefing().get("camp_conversations", []), "xian_forced_march_canteens" ).is_empty(): failures.append("007 fortified flag should not expose forced march canteens conversation") _check_shop_item_visibility(failures, xian_fortified_state, "iron_armor", true, "007 fortified") _check_shop_item_visibility(failures, xian_fortified_state, "war_axe", false, "007 fortified") var xian_pressed_state = BattleStateScript.new() if not xian_pressed_state.load_battle("res://data/scenarios/007_xian_emperor_escort.json", {}, {}, {"pressed_lu_bu": true}): failures.append("could not load Xian pressed camp data") else: var canteens: Dictionary = _find_camp_conversation( xian_pressed_state.get_briefing().get("camp_conversations", []), "xian_forced_march_canteens" ) if canteens.is_empty(): failures.append("007 pressed flag should expose forced march canteens conversation") else: _check_camp_conversation_effect(failures, canteens, "wine", 1) if not _find_camp_conversation( xian_pressed_state.get_briefing().get("camp_conversations", []), "xian_fortified_road_supplies" ).is_empty(): failures.append("007 pressed flag should not expose fortified road supplies conversation") _check_shop_item_visibility(failures, xian_pressed_state, "iron_armor", false, "007 pressed") _check_shop_item_visibility(failures, xian_pressed_state, "war_axe", true, "007 pressed") var wan_state = BattleStateScript.new() if not wan_state.load_battle("res://data/scenarios/008_wan_castle_escape.json"): failures.append("could not load Wan Castle Escape camp data") else: var wan_conversations: Array = wan_state.get_briefing().get("camp_conversations", []) if wan_conversations.size() != 2: failures.append("008 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, wan_conversations[0], "wan_escape_route_council", "officer", "cao_cao") _check_camp_conversation(failures, wan_conversations[1], "wan_dian_wei_rear_guard", "officer", "dian_wei") var wan_merchant := wan_state.get_shop_merchant() if str(wan_merchant.get("name", "")) != "완성 야상": failures.append("008 shop should expose Wan Castle merchant name") if (wan_merchant.get("lines", []) as Array).size() < 2: failures.append("008 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, wan_state, "imperial_seal", false, "008 base") _check_shop_item_visibility(failures, wan_state, "war_drum", false, "008 base") var wan_court_state = BattleStateScript.new() if not wan_court_state.load_battle("res://data/scenarios/008_wan_castle_escape.json", {}, {}, {"secured_imperial_court": true}): failures.append("could not load Wan court seal camp data") else: var postern: Dictionary = _find_camp_conversation( wan_court_state.get_briefing().get("camp_conversations", []), "wan_court_seal_postern" ) if postern.is_empty(): failures.append("008 secured court flag should expose court seal postern conversation") else: _check_camp_conversation_effect(failures, postern, "bean", 1) if not _find_camp_conversation( wan_court_state.get_briefing().get("camp_conversations", []), "wan_hard_pursuit_drums" ).is_empty(): failures.append("008 secured court flag should not expose hard pursuit drums conversation") _check_shop_item_visibility(failures, wan_court_state, "imperial_seal", true, "008 secured court") _check_shop_item_visibility(failures, wan_court_state, "war_drum", false, "008 secured court") var wan_pursuit_state = BattleStateScript.new() if not wan_pursuit_state.load_battle("res://data/scenarios/008_wan_castle_escape.json", {}, {}, {"pursued_li_jue_remnants": true}): failures.append("could not load Wan hard pursuit camp data") else: var drums: Dictionary = _find_camp_conversation( wan_pursuit_state.get_briefing().get("camp_conversations", []), "wan_hard_pursuit_drums" ) if drums.is_empty(): failures.append("008 hard pursuit flag should expose hard pursuit drums conversation") else: _check_camp_conversation_effect(failures, drums, "wine", 1) if not _find_camp_conversation( wan_pursuit_state.get_briefing().get("camp_conversations", []), "wan_court_seal_postern" ).is_empty(): failures.append("008 hard pursuit flag should not expose court seal postern conversation") _check_shop_item_visibility(failures, wan_pursuit_state, "imperial_seal", false, "008 hard pursuit") _check_shop_item_visibility(failures, wan_pursuit_state, "war_drum", true, "008 hard pursuit") var xiapi_state = BattleStateScript.new() if not xiapi_state.load_battle("res://data/scenarios/009_xiapi_siege.json"): failures.append("could not load Xiapi Siege camp data") else: var xiapi_conversations: Array = xiapi_state.get_briefing().get("camp_conversations", []) if xiapi_conversations.size() != 2: failures.append("009 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, xiapi_conversations[0], "xiapi_floodgate_council", "officer", "cao_cao") _check_camp_conversation(failures, xiapi_conversations[1], "xiapi_dian_wei_siege_road", "officer", "dian_wei") var xiapi_merchant := xiapi_state.get_shop_merchant() if str(xiapi_merchant.get("name", "")) != "하비 수문 야상": failures.append("009 shop should expose Xiapi merchant name") if (xiapi_merchant.get("lines", []) as Array).size() < 2: failures.append("009 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, xiapi_state, "war_drum", false, "009 base") _check_shop_item_visibility(failures, xiapi_state, "war_axe", false, "009 base") var xiapi_held_state = BattleStateScript.new() if not xiapi_held_state.load_battle("res://data/scenarios/009_xiapi_siege.json", {}, {}, {"held_wan_gate": true}): failures.append("could not load Xiapi held Wan gate camp data") else: var medicine: Dictionary = _find_camp_conversation( xiapi_held_state.get_briefing().get("camp_conversations", []), "xiapi_wan_baggage_dressings" ) if medicine.is_empty(): failures.append("009 held Wan gate flag should expose Wan baggage dressings conversation") else: _check_camp_conversation_effect(failures, medicine, "panacea", 1) if not _find_camp_conversation( xiapi_held_state.get_briefing().get("camp_conversations", []), "xiapi_forced_march_rations" ).is_empty(): failures.append("009 held Wan gate flag should not expose forced march rations conversation") _check_shop_item_visibility(failures, xiapi_held_state, "war_drum", true, "009 held Wan gate") _check_shop_item_visibility(failures, xiapi_held_state, "war_axe", false, "009 held Wan gate") var xiapi_swift_state = BattleStateScript.new() if not xiapi_swift_state.load_battle("res://data/scenarios/009_xiapi_siege.json", {}, {}, {"swift_wan_escape": true}): failures.append("could not load Xiapi swift Wan escape camp data") else: var canteens: Dictionary = _find_camp_conversation( xiapi_swift_state.get_briefing().get("camp_conversations", []), "xiapi_forced_march_rations" ) if canteens.is_empty(): failures.append("009 swift Wan escape flag should expose forced march rations conversation") else: _check_camp_conversation_effect(failures, canteens, "bean", 1) if not _find_camp_conversation( xiapi_swift_state.get_briefing().get("camp_conversations", []), "xiapi_wan_baggage_dressings" ).is_empty(): failures.append("009 swift Wan escape flag should not expose Wan baggage dressings conversation") _check_shop_item_visibility(failures, xiapi_swift_state, "war_drum", false, "009 swift Wan escape") _check_shop_item_visibility(failures, xiapi_swift_state, "war_axe", true, "009 swift Wan escape") var white_horse_state = BattleStateScript.new() if not white_horse_state.load_battle("res://data/scenarios/010_white_horse_relief.json"): failures.append("could not load White Horse Relief shop data") else: var white_horse_conversations: Array = white_horse_state.get_briefing().get("camp_conversations", []) if white_horse_conversations.size() != 2: failures.append("010 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, white_horse_conversations[0], "white_horse_decoy_council", "officer", "guo_jia") _check_camp_conversation(failures, white_horse_conversations[1], "white_horse_xiahou_dun_false_retreat", "officer", "xiahou_dun") var white_horse_merchant := white_horse_state.get_shop_merchant() if str(white_horse_merchant.get("name", "")) != "백마 야상": failures.append("010 shop should expose White Horse merchant name") if (white_horse_merchant.get("lines", []) as Array).size() < 2: failures.append("010 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, white_horse_state, "imperial_seal", false, "010 base") _check_shop_item_visibility(failures, white_horse_state, "war_drum", false, "010 base") var white_horse_xu_state = BattleStateScript.new() if not white_horse_xu_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"integrated_xu_province": true}): failures.append("could not load White Horse integrated Xu shop data") else: var medicine: Dictionary = _find_camp_conversation( white_horse_xu_state.get_briefing().get("camp_conversations", []), "white_horse_xu_reserve_medicine" ) if medicine.is_empty(): failures.append("010 integrated Xu flag should expose Xu reserve medicine conversation") else: _check_camp_conversation_effect(failures, medicine, "panacea", 1) if not _find_camp_conversation( white_horse_xu_state.get_briefing().get("camp_conversations", []), "white_horse_fast_march_beans" ).is_empty(): failures.append("010 integrated Xu flag should not expose fast march beans conversation") _check_shop_item_visibility(failures, white_horse_xu_state, "imperial_seal", true, "010 integrated Xu") _check_shop_item_visibility(failures, white_horse_xu_state, "war_drum", false, "010 integrated Xu") var white_horse_pressed_state = BattleStateScript.new() if not white_horse_pressed_state.load_battle("res://data/scenarios/010_white_horse_relief.json", {}, {}, {"pressed_northern_campaign": true}): failures.append("could not load White Horse pressed north shop data") else: var beans: Dictionary = _find_camp_conversation( white_horse_pressed_state.get_briefing().get("camp_conversations", []), "white_horse_fast_march_beans" ) if beans.is_empty(): failures.append("010 pressed north flag should expose fast march beans conversation") else: _check_camp_conversation_effect(failures, beans, "bean", 1) if not _find_camp_conversation( white_horse_pressed_state.get_briefing().get("camp_conversations", []), "white_horse_xu_reserve_medicine" ).is_empty(): failures.append("010 pressed north flag should not expose Xu reserve medicine conversation") _check_shop_item_visibility(failures, white_horse_pressed_state, "imperial_seal", false, "010 pressed north") _check_shop_item_visibility(failures, white_horse_pressed_state, "war_drum", true, "010 pressed north") var yan_ford_state = BattleStateScript.new() if not yan_ford_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json"): failures.append("could not load Yan Ford Pursuit shop data") else: _check_shop_items_unique(failures, yan_ford_state, "011 base") var yan_ford_conversations: Array = yan_ford_state.get_briefing().get("camp_conversations", []) if yan_ford_conversations.size() != 2: failures.append("011 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, yan_ford_conversations[0], "yan_ford_pursuit_council", "officer", "guo_jia") _check_camp_conversation(failures, yan_ford_conversations[1], "yan_ford_xiahou_yuan_banks", "officer", "xiahou_yuan") var yan_ford_merchant := yan_ford_state.get_shop_merchant() if str(yan_ford_merchant.get("name", "")) != "연진 강둑 야상": failures.append("011 shop should expose Yan Ford merchant name") if (yan_ford_merchant.get("lines", []) as Array).size() < 2: failures.append("011 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, yan_ford_state, "imperial_seal", false, "011 base") _check_shop_item_visibility(failures, yan_ford_state, "war_axe", false, "011 base") var yan_ford_fortified_state = BattleStateScript.new() if not yan_ford_fortified_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json", {}, {}, {"fortified_white_horse": true}): failures.append("could not load Yan Ford fortified White Horse shop data") else: _check_shop_items_unique(failures, yan_ford_fortified_state, "011 fortified White Horse") var crossing_medicine: Dictionary = _find_camp_conversation( yan_ford_fortified_state.get_briefing().get("camp_conversations", []), "yan_ford_fortified_crossing_medicine" ) if crossing_medicine.is_empty(): failures.append("011 fortified White Horse flag should expose crossing medicine conversation") else: _check_camp_conversation_effect(failures, crossing_medicine, "panacea", 1) if not _find_camp_conversation( yan_ford_fortified_state.get_briefing().get("camp_conversations", []), "yan_ford_raided_supply_beans" ).is_empty(): failures.append("011 fortified White Horse flag should not expose raided supply beans conversation") _check_shop_item_visibility(failures, yan_ford_fortified_state, "imperial_seal", true, "011 fortified White Horse") _check_shop_item_visibility(failures, yan_ford_fortified_state, "war_axe", false, "011 fortified White Horse") var yan_ford_raided_state = BattleStateScript.new() if not yan_ford_raided_state.load_battle("res://data/scenarios/011_yan_ford_pursuit.json", {}, {}, {"raided_yuan_supplies": true}): failures.append("could not load Yan Ford raided Yuan supplies shop data") else: _check_shop_items_unique(failures, yan_ford_raided_state, "011 raided Yuan supplies") var supply_beans: Dictionary = _find_camp_conversation( yan_ford_raided_state.get_briefing().get("camp_conversations", []), "yan_ford_raided_supply_beans" ) if supply_beans.is_empty(): failures.append("011 raided Yuan supplies flag should expose raided supply beans conversation") else: _check_camp_conversation_effect(failures, supply_beans, "bean", 1) if not _find_camp_conversation( yan_ford_raided_state.get_briefing().get("camp_conversations", []), "yan_ford_fortified_crossing_medicine" ).is_empty(): failures.append("011 raided Yuan supplies flag should not expose crossing medicine conversation") _check_shop_item_visibility(failures, yan_ford_raided_state, "imperial_seal", false, "011 raided Yuan supplies") _check_shop_item_visibility(failures, yan_ford_raided_state, "war_axe", true, "011 raided Yuan supplies") var guandu_state = BattleStateScript.new() if not guandu_state.load_battle("res://data/scenarios/012_guandu_showdown.json"): failures.append("could not load Guandu Showdown shop data") else: _check_shop_items_unique(failures, guandu_state, "012 base") var guandu_conversations: Array = guandu_state.get_briefing().get("camp_conversations", []) if guandu_conversations.size() != 2: failures.append("012 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, guandu_conversations[0], "guandu_main_line_council", "officer", "cao_cao") _check_camp_conversation(failures, guandu_conversations[1], "guandu_guo_jia_supply_wound", "officer", "guo_jia") var guandu_merchant := guandu_state.get_shop_merchant() if str(guandu_merchant.get("name", "")) != "관도 영채 야상": failures.append("012 shop should expose Guandu merchant name") if (guandu_merchant.get("lines", []) as Array).size() < 2: failures.append("012 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, guandu_state, "imperial_seal", false, "012 base") _check_shop_item_visibility(failures, guandu_state, "war_drum", false, "012 base") _check_shop_item_visibility(failures, guandu_state, "yitian_sword", false, "012 base") _check_shop_item_visibility(failures, guandu_state, "panacea", false, "012 base") _check_shop_item_visibility(failures, guandu_state, "antidote", false, "012 base") var guandu_secured_state = BattleStateScript.new() if not guandu_secured_state.load_battle("res://data/scenarios/012_guandu_showdown.json", {}, {}, {"secured_guandu_line": true}): failures.append("could not load Guandu secured line shop data") else: _check_shop_items_unique(failures, guandu_secured_state, "012 secured Guandu line") var line_medicine: Dictionary = _find_camp_conversation( guandu_secured_state.get_briefing().get("camp_conversations", []), "guandu_secured_line_medicine" ) if line_medicine.is_empty(): failures.append("012 secured Guandu line flag should expose secured line medicine conversation") else: _check_camp_conversation_effect(failures, line_medicine, "panacea", 1) if not _find_camp_conversation( guandu_secured_state.get_briefing().get("camp_conversations", []), "guandu_wuchao_scout_wine" ).is_empty(): failures.append("012 secured Guandu line flag should not expose Wuchao scout wine conversation") _check_shop_item_visibility(failures, guandu_secured_state, "imperial_seal", false, "012 secured Guandu line") _check_shop_item_visibility(failures, guandu_secured_state, "war_drum", false, "012 secured Guandu line") _check_shop_item_visibility(failures, guandu_secured_state, "yitian_sword", false, "012 secured Guandu line") _check_shop_item_visibility(failures, guandu_secured_state, "panacea", true, "012 secured Guandu line") _check_shop_item_visibility(failures, guandu_secured_state, "antidote", false, "012 secured Guandu line") var guandu_scouted_state = BattleStateScript.new() if not guandu_scouted_state.load_battle("res://data/scenarios/012_guandu_showdown.json", {}, {}, {"scouted_wuchao_depots": true}): failures.append("could not load Guandu scouted Wuchao shop data") else: _check_shop_items_unique(failures, guandu_scouted_state, "012 scouted Wuchao") var scout_wine: Dictionary = _find_camp_conversation( guandu_scouted_state.get_briefing().get("camp_conversations", []), "guandu_wuchao_scout_wine" ) if scout_wine.is_empty(): failures.append("012 scouted Wuchao flag should expose Wuchao scout wine conversation") else: _check_camp_conversation_effect(failures, scout_wine, "wine", 1) if not _find_camp_conversation( guandu_scouted_state.get_briefing().get("camp_conversations", []), "guandu_secured_line_medicine" ).is_empty(): failures.append("012 scouted Wuchao flag should not expose secured line medicine conversation") _check_shop_item_visibility(failures, guandu_scouted_state, "imperial_seal", false, "012 scouted Wuchao") _check_shop_item_visibility(failures, guandu_scouted_state, "war_drum", false, "012 scouted Wuchao") _check_shop_item_visibility(failures, guandu_scouted_state, "yitian_sword", false, "012 scouted Wuchao") _check_shop_item_visibility(failures, guandu_scouted_state, "panacea", false, "012 scouted Wuchao") _check_shop_item_visibility(failures, guandu_scouted_state, "antidote", true, "012 scouted Wuchao") var wuchao_state = BattleStateScript.new() if not wuchao_state.load_battle("res://data/scenarios/013_wuchao_raid.json"): failures.append("could not load Wuchao Raid shop data") else: _check_shop_items_unique(failures, wuchao_state, "013 base") _check_shop_item_visibility(failures, wuchao_state, "war_drum", false, "013 base") _check_shop_item_visibility(failures, wuchao_state, "imperial_seal", false, "013 base") var wuchao_prepared_state = BattleStateScript.new() if not wuchao_prepared_state.load_battle("res://data/scenarios/013_wuchao_raid.json", {}, {}, {"prepared_wuchao_raid": true}): failures.append("could not load Wuchao prepared raid shop data") else: _check_shop_items_unique(failures, wuchao_prepared_state, "013 prepared Wuchao raid") _check_shop_item_visibility(failures, wuchao_prepared_state, "war_drum", true, "013 prepared Wuchao raid") _check_shop_item_visibility(failures, wuchao_prepared_state, "imperial_seal", false, "013 prepared Wuchao raid") var wuchao_strengthened_state = BattleStateScript.new() if not wuchao_strengthened_state.load_battle("res://data/scenarios/013_wuchao_raid.json", {}, {}, {"strengthened_guandu_defense": true}): failures.append("could not load Wuchao strengthened Guandu shop data") else: _check_shop_items_unique(failures, wuchao_strengthened_state, "013 strengthened Guandu defense") _check_shop_item_visibility(failures, wuchao_strengthened_state, "war_drum", false, "013 strengthened Guandu defense") _check_shop_item_visibility(failures, wuchao_strengthened_state, "imperial_seal", true, "013 strengthened Guandu defense") var wuchao_old_flags_state = BattleStateScript.new() if not wuchao_old_flags_state.load_battle("res://data/scenarios/013_wuchao_raid.json", {}, {}, {"secured_guandu_line": true, "scouted_wuchao_depots": true}): failures.append("could not load Wuchao old Guandu flag shop data") else: _check_shop_items_unique(failures, wuchao_old_flags_state, "013 old Guandu flags") _check_shop_item_visibility(failures, wuchao_old_flags_state, "war_drum", false, "013 old Guandu flags") _check_shop_item_visibility(failures, wuchao_old_flags_state, "imperial_seal", false, "013 old Guandu flags") if not _find_camp_conversation( wuchao_old_flags_state.get_briefing().get("camp_conversations", []), "wuchao_fast_raid_supplies" ).is_empty(): failures.append("013 old Guandu flags should not expose fast raid supplies") if not _find_camp_conversation( wuchao_old_flags_state.get_briefing().get("camp_conversations", []), "wuchao_guandu_reserve_wagon" ).is_empty(): failures.append("013 old Guandu flags should not expose reserve wagon supplies") var cangting_state = BattleStateScript.new() if not cangting_state.load_battle("res://data/scenarios/014_cangting_pursuit.json"): failures.append("could not load Cangting Pursuit camp data") else: _check_shop_items_unique(failures, cangting_state, "014 base") var cangting_conversations: Array = cangting_state.get_briefing().get("camp_conversations", []) if cangting_conversations.size() != 2: failures.append("014 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, cangting_conversations[0], "cangting_pursuit_council", "topic", "") _check_camp_conversation(failures, cangting_conversations[1], "cangting_guo_jia_rearguard", "officer", "guo_jia") var cangting_merchant := cangting_state.get_shop_merchant() if str(cangting_merchant.get("name", "")) != "창정 길목 야상": failures.append("014 shop should expose Cangting merchant name") if (cangting_merchant.get("lines", []) as Array).size() < 2: failures.append("014 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, cangting_state, "war_drum", false, "014 base") _check_shop_item_visibility(failures, cangting_state, "imperial_seal", false, "014 base") _check_shop_item_visibility(failures, cangting_state, "dragon_spear", false, "014 base") var cangting_pressed_state = BattleStateScript.new() if not cangting_pressed_state.load_battle("res://data/scenarios/014_cangting_pursuit.json", {}, {}, {"pressed_yuan_rout": true}): failures.append("could not load Cangting pressed rout camp data") else: _check_shop_items_unique(failures, cangting_pressed_state, "014 pressed Yuan rout") var fast_rations: Dictionary = _find_camp_conversation( cangting_pressed_state.get_briefing().get("camp_conversations", []), "cangting_fast_pursuit_beans" ) if fast_rations.is_empty(): failures.append("014 pressed Yuan rout flag should expose fast pursuit rations") else: _check_camp_conversation_effect(failures, fast_rations, "bean", 1) if not _find_camp_conversation( cangting_pressed_state.get_briefing().get("camp_conversations", []), "cangting_wuchao_store_medicine" ).is_empty(): failures.append("014 pressed Yuan rout flag should not expose Wuchao store medicine") _check_shop_item_visibility(failures, cangting_pressed_state, "war_drum", true, "014 pressed Yuan rout") _check_shop_item_visibility(failures, cangting_pressed_state, "imperial_seal", false, "014 pressed Yuan rout") _check_shop_item_visibility(failures, cangting_pressed_state, "dragon_spear", false, "014 pressed Yuan rout") var cangting_stores_state = BattleStateScript.new() if not cangting_stores_state.load_battle("res://data/scenarios/014_cangting_pursuit.json", {}, {}, {"secured_wuchao_stores": true}): failures.append("could not load Cangting secured Wuchao stores camp data") else: _check_shop_items_unique(failures, cangting_stores_state, "014 secured Wuchao stores") var store_medicine: Dictionary = _find_camp_conversation( cangting_stores_state.get_briefing().get("camp_conversations", []), "cangting_wuchao_store_medicine" ) if store_medicine.is_empty(): failures.append("014 secured Wuchao stores flag should expose store medicine") else: _check_camp_conversation_effect(failures, store_medicine, "panacea", 1) if not _find_camp_conversation( cangting_stores_state.get_briefing().get("camp_conversations", []), "cangting_fast_pursuit_beans" ).is_empty(): failures.append("014 secured Wuchao stores flag should not expose fast pursuit rations") _check_shop_item_visibility(failures, cangting_stores_state, "war_drum", false, "014 secured Wuchao stores") _check_shop_item_visibility(failures, cangting_stores_state, "imperial_seal", true, "014 secured Wuchao stores") _check_shop_item_visibility(failures, cangting_stores_state, "dragon_spear", false, "014 secured Wuchao stores") var cangting_old_flags_state = BattleStateScript.new() if not cangting_old_flags_state.load_battle("res://data/scenarios/014_cangting_pursuit.json", {}, {}, {"prepared_wuchao_raid": true, "strengthened_guandu_defense": true}): failures.append("could not load Cangting old Wuchao flag camp data") else: _check_shop_item_visibility(failures, cangting_old_flags_state, "war_drum", false, "014 old Wuchao flags") _check_shop_item_visibility(failures, cangting_old_flags_state, "imperial_seal", false, "014 old Wuchao flags") _check_shop_item_visibility(failures, cangting_old_flags_state, "dragon_spear", false, "014 old Wuchao flags") if not _find_camp_conversation( cangting_old_flags_state.get_briefing().get("camp_conversations", []), "cangting_fast_pursuit_beans" ).is_empty(): failures.append("014 old Wuchao flags should not expose fast pursuit rations") if not _find_camp_conversation( cangting_old_flags_state.get_briefing().get("camp_conversations", []), "cangting_wuchao_store_medicine" ).is_empty(): failures.append("014 old Wuchao flags should not expose Wuchao store medicine") var ye_state = BattleStateScript.new() if not ye_state.load_battle("res://data/scenarios/015_ye_campaign.json"): failures.append("could not load Ye Campaign camp data") else: _check_shop_items_unique(failures, ye_state, "015 base") var ye_conversations: Array = ye_state.get_briefing().get("camp_conversations", []) if ye_conversations.size() != 2: failures.append("015 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, ye_conversations[0], "ye_outer_council", "topic", "") _check_camp_conversation(failures, ye_conversations[1], "ye_zhang_he_city_map", "officer", "zhang_he") var ye_merchant := ye_state.get_shop_merchant() if str(ye_merchant.get("name", "")) != "업성 외곽 야상": failures.append("015 shop should expose Ye merchant name") if (ye_merchant.get("lines", []) as Array).size() < 2: failures.append("015 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, ye_state, "war_drum", false, "015 base") _check_shop_item_visibility(failures, ye_state, "imperial_seal", false, "015 base") _check_shop_item_visibility(failures, ye_state, "wind_chaser_bow", false, "015 base") var ye_advanced_state = BattleStateScript.new() if not ye_advanced_state.load_battle("res://data/scenarios/015_ye_campaign.json", {}, {}, {"advanced_to_ye": true}): failures.append("could not load Ye advanced camp data") else: _check_shop_items_unique(failures, ye_advanced_state, "015 advanced to Ye") var rapid_rations: Dictionary = _find_camp_conversation( ye_advanced_state.get_briefing().get("camp_conversations", []), "ye_rapid_march_rations" ) if rapid_rations.is_empty(): failures.append("015 advanced to Ye flag should expose rapid march rations") else: _check_camp_conversation_effect(failures, rapid_rations, "bean", 1) if not _find_camp_conversation( ye_advanced_state.get_briefing().get("camp_conversations", []), "ye_crossing_medicine" ).is_empty(): failures.append("015 advanced to Ye flag should not expose crossing medicine") _check_shop_item_visibility(failures, ye_advanced_state, "war_drum", true, "015 advanced to Ye") _check_shop_item_visibility(failures, ye_advanced_state, "imperial_seal", false, "015 advanced to Ye") _check_shop_item_visibility(failures, ye_advanced_state, "wind_chaser_bow", false, "015 advanced to Ye") var ye_crossing_state = BattleStateScript.new() if not ye_crossing_state.load_battle("res://data/scenarios/015_ye_campaign.json", {}, {}, {"secured_hebei_crossings": true}): failures.append("could not load Ye secured crossings camp data") else: _check_shop_items_unique(failures, ye_crossing_state, "015 secured Hebei crossings") var crossing_medicine: Dictionary = _find_camp_conversation( ye_crossing_state.get_briefing().get("camp_conversations", []), "ye_crossing_medicine" ) if crossing_medicine.is_empty(): failures.append("015 secured Hebei crossings flag should expose crossing medicine") else: _check_camp_conversation_effect(failures, crossing_medicine, "panacea", 1) if not _find_camp_conversation( ye_crossing_state.get_briefing().get("camp_conversations", []), "ye_rapid_march_rations" ).is_empty(): failures.append("015 secured Hebei crossings flag should not expose rapid march rations") _check_shop_item_visibility(failures, ye_crossing_state, "war_drum", false, "015 secured Hebei crossings") _check_shop_item_visibility(failures, ye_crossing_state, "imperial_seal", true, "015 secured Hebei crossings") _check_shop_item_visibility(failures, ye_crossing_state, "wind_chaser_bow", false, "015 secured Hebei crossings") var ye_old_flags_state = BattleStateScript.new() if not ye_old_flags_state.load_battle("res://data/scenarios/015_ye_campaign.json", {}, {}, {"pressed_yuan_rout": true, "secured_wuchao_stores": true}): failures.append("could not load Ye old Cangting flag camp data") else: _check_shop_item_visibility(failures, ye_old_flags_state, "war_drum", false, "015 old Cangting flags") _check_shop_item_visibility(failures, ye_old_flags_state, "imperial_seal", false, "015 old Cangting flags") if not _find_camp_conversation( ye_old_flags_state.get_briefing().get("camp_conversations", []), "ye_rapid_march_rations" ).is_empty(): failures.append("015 old Cangting flags should not expose rapid march rations") if not _find_camp_conversation( ye_old_flags_state.get_briefing().get("camp_conversations", []), "ye_crossing_medicine" ).is_empty(): failures.append("015 old Cangting flags should not expose crossing medicine") var ye_siege_state = BattleStateScript.new() if not ye_siege_state.load_battle("res://data/scenarios/016_ye_siege.json"): failures.append("could not load Ye Siege camp data") else: _check_shop_items_unique(failures, ye_siege_state, "016 base") var ye_siege_conversations: Array = ye_siege_state.get_briefing().get("camp_conversations", []) if ye_siege_conversations.size() != 2: failures.append("016 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, ye_siege_conversations[0], "ye_siege_inner_gate_council", "topic", "") _check_camp_conversation(failures, ye_siege_conversations[1], "ye_siege_zhang_he_streets", "officer", "zhang_he") var ye_siege_merchant := ye_siege_state.get_shop_merchant() if str(ye_siege_merchant.get("name", "")) != "업성 문전 야상": failures.append("016 shop should expose Ye Gate merchant name") if (ye_siege_merchant.get("lines", []) as Array).size() < 2: failures.append("016 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, ye_siege_state, "war_drum", false, "016 base") _check_shop_item_visibility(failures, ye_siege_state, "imperial_seal", false, "016 base") _check_shop_item_visibility(failures, ye_siege_state, "iron_armor", true, "016 base") var ye_siege_pressed_state = BattleStateScript.new() if not ye_siege_pressed_state.load_battle("res://data/scenarios/016_ye_siege.json", {}, {}, {"pressed_ye_siege": true}): failures.append("could not load Ye Siege pressed camp data") else: _check_shop_items_unique(failures, ye_siege_pressed_state, "016 pressed Ye siege") var ladder_rations: Dictionary = _find_camp_conversation( ye_siege_pressed_state.get_briefing().get("camp_conversations", []), "ye_siege_ladder_rations" ) if ladder_rations.is_empty(): failures.append("016 pressed Ye siege flag should expose ladder rations") else: _check_camp_conversation_effect(failures, ladder_rations, "bean", 1) if not _find_camp_conversation( ye_siege_pressed_state.get_briefing().get("camp_conversations", []), "ye_siege_defector_medicine" ).is_empty(): failures.append("016 pressed Ye siege flag should not expose defector medicine") _check_shop_item_visibility(failures, ye_siege_pressed_state, "war_drum", true, "016 pressed Ye siege") _check_shop_item_visibility(failures, ye_siege_pressed_state, "imperial_seal", false, "016 pressed Ye siege") var ye_siege_split_state = BattleStateScript.new() if not ye_siege_split_state.load_battle("res://data/scenarios/016_ye_siege.json", {}, {}, {"split_yuan_heirs": true}): failures.append("could not load Ye Siege split heirs camp data") else: _check_shop_items_unique(failures, ye_siege_split_state, "016 split Yuan heirs") var defector_medicine: Dictionary = _find_camp_conversation( ye_siege_split_state.get_briefing().get("camp_conversations", []), "ye_siege_defector_medicine" ) if defector_medicine.is_empty(): failures.append("016 split Yuan heirs flag should expose defector medicine") else: _check_camp_conversation_effect(failures, defector_medicine, "panacea", 1) if not _find_camp_conversation( ye_siege_split_state.get_briefing().get("camp_conversations", []), "ye_siege_ladder_rations" ).is_empty(): failures.append("016 split Yuan heirs flag should not expose ladder rations") _check_shop_item_visibility(failures, ye_siege_split_state, "war_drum", false, "016 split Yuan heirs") _check_shop_item_visibility(failures, ye_siege_split_state, "imperial_seal", true, "016 split Yuan heirs") var ye_siege_old_flags_state = BattleStateScript.new() if not ye_siege_old_flags_state.load_battle("res://data/scenarios/016_ye_siege.json", {}, {}, {"advanced_to_ye": true, "secured_hebei_crossings": true}): failures.append("could not load Ye Siege old Ye flag camp data") else: _check_shop_item_visibility(failures, ye_siege_old_flags_state, "war_drum", false, "016 old Ye flags") _check_shop_item_visibility(failures, ye_siege_old_flags_state, "imperial_seal", false, "016 old Ye flags") if not _find_camp_conversation( ye_siege_old_flags_state.get_briefing().get("camp_conversations", []), "ye_siege_ladder_rations" ).is_empty(): failures.append("016 old Ye flags should not expose ladder rations") if not _find_camp_conversation( ye_siege_old_flags_state.get_briefing().get("camp_conversations", []), "ye_siege_defector_medicine" ).is_empty(): failures.append("016 old Ye flags should not expose defector medicine") var ye_surrender_state = BattleStateScript.new() if not ye_surrender_state.load_battle("res://data/scenarios/017_ye_surrender.json"): failures.append("could not load Ye Surrender camp data") else: _check_shop_items_unique(failures, ye_surrender_state, "017 base") var ye_surrender_conversations: Array = ye_surrender_state.get_briefing().get("camp_conversations", []) if ye_surrender_conversations.size() != 2: failures.append("017 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, ye_surrender_conversations[0], "ye_surrender_palace_road_council", "topic", "") _check_camp_conversation(failures, ye_surrender_conversations[1], "ye_surrender_zhang_he_last_loyalists", "officer", "zhang_he") var ye_surrender_merchant := ye_surrender_state.get_shop_merchant() if str(ye_surrender_merchant.get("name", "")) != "업성 궁도 야상": failures.append("017 shop should expose Ye Palace Road merchant name") if (ye_surrender_merchant.get("lines", []) as Array).size() < 2: failures.append("017 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, ye_surrender_state, "war_drum", false, "017 base") _check_shop_item_visibility(failures, ye_surrender_state, "imperial_seal", false, "017 base") _check_shop_item_visibility(failures, ye_surrender_state, "iron_armor", true, "017 base") var ye_surrender_forced_state = BattleStateScript.new() if not ye_surrender_forced_state.load_battle("res://data/scenarios/017_ye_surrender.json", {}, {}, {"forced_ye_surrender": true}): failures.append("could not load Ye Surrender forced camp data") else: _check_shop_items_unique(failures, ye_surrender_forced_state, "017 forced Ye surrender") var pressure_rations: Dictionary = _find_camp_conversation( ye_surrender_forced_state.get_briefing().get("camp_conversations", []), "ye_surrender_pressure_rations" ) if pressure_rations.is_empty(): failures.append("017 forced Ye surrender flag should expose pressure rations") else: _check_camp_conversation_effect(failures, pressure_rations, "bean", 1) if not _find_camp_conversation( ye_surrender_forced_state.get_briefing().get("camp_conversations", []), "ye_surrender_defector_medicine" ).is_empty(): failures.append("017 forced Ye surrender flag should not expose defector medicine") _check_shop_item_visibility(failures, ye_surrender_forced_state, "war_drum", true, "017 forced Ye surrender") _check_shop_item_visibility(failures, ye_surrender_forced_state, "imperial_seal", false, "017 forced Ye surrender") var ye_surrender_negotiated_state = BattleStateScript.new() if not ye_surrender_negotiated_state.load_battle("res://data/scenarios/017_ye_surrender.json", {}, {}, {"negotiated_yuan_defections": true}): failures.append("could not load Ye Surrender negotiated camp data") else: _check_shop_items_unique(failures, ye_surrender_negotiated_state, "017 negotiated Yuan defections") var surrender_defector_medicine: Dictionary = _find_camp_conversation( ye_surrender_negotiated_state.get_briefing().get("camp_conversations", []), "ye_surrender_defector_medicine" ) if surrender_defector_medicine.is_empty(): failures.append("017 negotiated Yuan defections flag should expose defector medicine") else: _check_camp_conversation_effect(failures, surrender_defector_medicine, "panacea", 1) if not _find_camp_conversation( ye_surrender_negotiated_state.get_briefing().get("camp_conversations", []), "ye_surrender_pressure_rations" ).is_empty(): failures.append("017 negotiated Yuan defections flag should not expose pressure rations") _check_shop_item_visibility(failures, ye_surrender_negotiated_state, "war_drum", false, "017 negotiated Yuan defections") _check_shop_item_visibility(failures, ye_surrender_negotiated_state, "imperial_seal", true, "017 negotiated Yuan defections") var ye_surrender_old_flags_state = BattleStateScript.new() if not ye_surrender_old_flags_state.load_battle("res://data/scenarios/017_ye_surrender.json", {}, {}, {"pressed_ye_siege": true, "split_yuan_heirs": true}): failures.append("could not load Ye Surrender old Ye Siege flag camp data") else: _check_shop_item_visibility(failures, ye_surrender_old_flags_state, "war_drum", false, "017 old Ye Siege flags") _check_shop_item_visibility(failures, ye_surrender_old_flags_state, "imperial_seal", false, "017 old Ye Siege flags") if not _find_camp_conversation( ye_surrender_old_flags_state.get_briefing().get("camp_conversations", []), "ye_surrender_pressure_rations" ).is_empty(): failures.append("017 old Ye Siege flags should not expose pressure rations") if not _find_camp_conversation( ye_surrender_old_flags_state.get_briefing().get("camp_conversations", []), "ye_surrender_defector_medicine" ).is_empty(): failures.append("017 old Ye Siege flags should not expose defector medicine") var northern_pursuit_state = BattleStateScript.new() if not northern_pursuit_state.load_battle("res://data/scenarios/018_northern_pursuit.json"): failures.append("could not load Northern Pursuit camp data") else: _check_shop_items_unique(failures, northern_pursuit_state, "018 base") var northern_pursuit_conversations: Array = northern_pursuit_state.get_briefing().get("camp_conversations", []) if northern_pursuit_conversations.size() != 2: failures.append("018 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, northern_pursuit_conversations[0], "northern_pursuit_road_council", "topic", "") _check_camp_conversation(failures, northern_pursuit_conversations[1], "northern_pursuit_zhang_he_retreat_road", "officer", "zhang_he") var northern_pursuit_merchant := northern_pursuit_state.get_shop_merchant() if str(northern_pursuit_merchant.get("name", "")) != "북도 야상": failures.append("018 shop should expose Northern Road merchant name") if (northern_pursuit_merchant.get("lines", []) as Array).size() < 2: failures.append("018 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, northern_pursuit_state, "war_drum", false, "018 base") _check_shop_item_visibility(failures, northern_pursuit_state, "imperial_seal", false, "018 base") _check_shop_item_visibility(failures, northern_pursuit_state, "iron_armor", true, "018 base") var northern_pursuit_hard_state = BattleStateScript.new() if not northern_pursuit_hard_state.load_battle("res://data/scenarios/018_northern_pursuit.json", {}, {}, {"pursued_yuan_shang": true}): failures.append("could not load Northern Pursuit hard march camp data") else: _check_shop_items_unique(failures, northern_pursuit_hard_state, "018 pursued Yuan Shang") var hard_march_beans: Dictionary = _find_camp_conversation( northern_pursuit_hard_state.get_briefing().get("camp_conversations", []), "northern_pursuit_hard_march_beans" ) if hard_march_beans.is_empty(): failures.append("018 pursued Yuan Shang flag should expose hard march beans") else: _check_camp_conversation_effect(failures, hard_march_beans, "bean", 1) if not _find_camp_conversation( northern_pursuit_hard_state.get_briefing().get("camp_conversations", []), "northern_pursuit_ji_supply_medicine" ).is_empty(): failures.append("018 pursued Yuan Shang flag should not expose Ji supply medicine") _check_shop_item_visibility(failures, northern_pursuit_hard_state, "war_drum", true, "018 pursued Yuan Shang") _check_shop_item_visibility(failures, northern_pursuit_hard_state, "imperial_seal", false, "018 pursued Yuan Shang") var northern_pursuit_stabilized_state = BattleStateScript.new() if not northern_pursuit_stabilized_state.load_battle("res://data/scenarios/018_northern_pursuit.json", {}, {}, {"stabilized_ye": true}): failures.append("could not load Northern Pursuit stabilized camp data") else: _check_shop_items_unique(failures, northern_pursuit_stabilized_state, "018 stabilized Ye") var ji_supply_medicine: Dictionary = _find_camp_conversation( northern_pursuit_stabilized_state.get_briefing().get("camp_conversations", []), "northern_pursuit_ji_supply_medicine" ) if ji_supply_medicine.is_empty(): failures.append("018 stabilized Ye flag should expose Ji supply medicine") else: _check_camp_conversation_effect(failures, ji_supply_medicine, "panacea", 1) if not _find_camp_conversation( northern_pursuit_stabilized_state.get_briefing().get("camp_conversations", []), "northern_pursuit_hard_march_beans" ).is_empty(): failures.append("018 stabilized Ye flag should not expose hard march beans") _check_shop_item_visibility(failures, northern_pursuit_stabilized_state, "war_drum", false, "018 stabilized Ye") _check_shop_item_visibility(failures, northern_pursuit_stabilized_state, "imperial_seal", true, "018 stabilized Ye") var northern_pursuit_old_flags_state = BattleStateScript.new() if not northern_pursuit_old_flags_state.load_battle("res://data/scenarios/018_northern_pursuit.json", {}, {}, {"forced_ye_surrender": true, "negotiated_yuan_defections": true}): failures.append("could not load Northern Pursuit old Ye Surrender flag camp data") else: _check_shop_item_visibility(failures, northern_pursuit_old_flags_state, "war_drum", false, "018 old Ye Surrender flags") _check_shop_item_visibility(failures, northern_pursuit_old_flags_state, "imperial_seal", false, "018 old Ye Surrender flags") if not _find_camp_conversation( northern_pursuit_old_flags_state.get_briefing().get("camp_conversations", []), "northern_pursuit_hard_march_beans" ).is_empty(): failures.append("018 old Ye Surrender flags should not expose hard march beans") if not _find_camp_conversation( northern_pursuit_old_flags_state.get_briefing().get("camp_conversations", []), "northern_pursuit_ji_supply_medicine" ).is_empty(): failures.append("018 old Ye Surrender flags should not expose Ji supply medicine") var nanpi_state = BattleStateScript.new() if not nanpi_state.load_battle("res://data/scenarios/019_nanpi_pressure.json"): failures.append("could not load Nanpi camp data") else: _check_shop_items_unique(failures, nanpi_state, "019 base") var nanpi_conversations: Array = nanpi_state.get_briefing().get("camp_conversations", []) if nanpi_conversations.size() != 2: failures.append("019 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, nanpi_conversations[0], "nanpi_pressure_gate_council", "topic", "") _check_camp_conversation(failures, nanpi_conversations[1], "nanpi_pressure_zhang_he_gate_names", "officer", "zhang_he") var nanpi_merchant := nanpi_state.get_shop_merchant() if str(nanpi_merchant.get("name", "")) != "남피 성문 야상": failures.append("019 shop should expose Nanpi Gate merchant name") if (nanpi_merchant.get("lines", []) as Array).size() < 2: failures.append("019 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, nanpi_state, "war_drum", false, "019 base") _check_shop_item_visibility(failures, nanpi_state, "imperial_seal", false, "019 base") _check_shop_item_visibility(failures, nanpi_state, "iron_armor", true, "019 base") var nanpi_pressed_state = BattleStateScript.new() if not nanpi_pressed_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"pressed_north_to_nanpi": true}): failures.append("could not load Nanpi pressed north camp data") else: _check_shop_items_unique(failures, nanpi_pressed_state, "019 pressed north") var hard_push_beans: Dictionary = _find_camp_conversation( nanpi_pressed_state.get_briefing().get("camp_conversations", []), "nanpi_pressure_hard_push_beans" ) if hard_push_beans.is_empty(): failures.append("019 pressed north flag should expose hard push beans") else: _check_camp_conversation_effect(failures, hard_push_beans, "bean", 1) if not _find_camp_conversation( nanpi_pressed_state.get_briefing().get("camp_conversations", []), "nanpi_pressure_admin_medicine" ).is_empty(): failures.append("019 pressed north flag should not expose admin medicine") _check_shop_item_visibility(failures, nanpi_pressed_state, "war_drum", true, "019 pressed north") _check_shop_item_visibility(failures, nanpi_pressed_state, "imperial_seal", false, "019 pressed north") var nanpi_secured_state = BattleStateScript.new() if not nanpi_secured_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"secured_ji_province": true}): failures.append("could not load Nanpi secured Ji camp data") else: _check_shop_items_unique(failures, nanpi_secured_state, "019 secured Ji") var admin_medicine: Dictionary = _find_camp_conversation( nanpi_secured_state.get_briefing().get("camp_conversations", []), "nanpi_pressure_admin_medicine" ) if admin_medicine.is_empty(): failures.append("019 secured Ji flag should expose admin medicine") else: _check_camp_conversation_effect(failures, admin_medicine, "panacea", 1) if not _find_camp_conversation( nanpi_secured_state.get_briefing().get("camp_conversations", []), "nanpi_pressure_hard_push_beans" ).is_empty(): failures.append("019 secured Ji flag should not expose hard push beans") _check_shop_item_visibility(failures, nanpi_secured_state, "war_drum", false, "019 secured Ji") _check_shop_item_visibility(failures, nanpi_secured_state, "imperial_seal", true, "019 secured Ji") var nanpi_old_flags_state = BattleStateScript.new() if not nanpi_old_flags_state.load_battle("res://data/scenarios/019_nanpi_pressure.json", {}, {}, {"pursued_yuan_shang": true, "stabilized_ye": true}): failures.append("could not load Nanpi old Northern Pursuit flag camp data") else: _check_shop_item_visibility(failures, nanpi_old_flags_state, "war_drum", false, "019 old Northern Pursuit flags") _check_shop_item_visibility(failures, nanpi_old_flags_state, "imperial_seal", false, "019 old Northern Pursuit flags") if not _find_camp_conversation( nanpi_old_flags_state.get_briefing().get("camp_conversations", []), "nanpi_pressure_hard_push_beans" ).is_empty(): failures.append("019 old Northern Pursuit flags should not expose hard push beans") if not _find_camp_conversation( nanpi_old_flags_state.get_briefing().get("camp_conversations", []), "nanpi_pressure_admin_medicine" ).is_empty(): failures.append("019 old Northern Pursuit flags should not expose admin medicine") var nanpi_surrender_state = BattleStateScript.new() if not nanpi_surrender_state.load_battle("res://data/scenarios/020_nanpi_surrender.json"): failures.append("could not load Nanpi Surrender camp data") else: _check_shop_items_unique(failures, nanpi_surrender_state, "020 base") var nanpi_surrender_conversations: Array = nanpi_surrender_state.get_briefing().get("camp_conversations", []) if nanpi_surrender_conversations.size() != 2: failures.append("020 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, nanpi_surrender_conversations[0], "nanpi_surrender_gate_terms", "topic", "") _check_camp_conversation(failures, nanpi_surrender_conversations[1], "nanpi_surrender_zhang_he_loyalists", "officer", "zhang_he") var nanpi_surrender_merchant := nanpi_surrender_state.get_shop_merchant() if str(nanpi_surrender_merchant.get("name", "")) != "남피 항복 야상": failures.append("020 shop should expose Nanpi Surrender merchant name") if (nanpi_surrender_merchant.get("lines", []) as Array).size() < 2: failures.append("020 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, nanpi_surrender_state, "war_drum", false, "020 base") _check_shop_item_visibility(failures, nanpi_surrender_state, "imperial_seal", false, "020 base") _check_shop_item_visibility(failures, nanpi_surrender_state, "iron_armor", true, "020 base") var nanpi_surrender_pressure_state = BattleStateScript.new() if not nanpi_surrender_pressure_state.load_battle("res://data/scenarios/020_nanpi_surrender.json", {}, {}, {"pressed_yuan_tan_surrender": true}): failures.append("could not load Nanpi Surrender pressure camp data") else: _check_shop_items_unique(failures, nanpi_surrender_pressure_state, "020 pressed Yuan Tan surrender") var pressure_wine: Dictionary = _find_camp_conversation( nanpi_surrender_pressure_state.get_briefing().get("camp_conversations", []), "nanpi_surrender_pressure_wine" ) if pressure_wine.is_empty(): failures.append("020 pressed Yuan Tan surrender flag should expose pressure wine") else: _check_camp_conversation_effect(failures, pressure_wine, "wine", 1) if not _find_camp_conversation( nanpi_surrender_pressure_state.get_briefing().get("camp_conversations", []), "nanpi_surrender_admin_medicine" ).is_empty(): failures.append("020 pressed Yuan Tan surrender flag should not expose admin medicine") _check_shop_item_visibility(failures, nanpi_surrender_pressure_state, "war_drum", true, "020 pressed Yuan Tan surrender") _check_shop_item_visibility(failures, nanpi_surrender_pressure_state, "imperial_seal", false, "020 pressed Yuan Tan surrender") var nanpi_surrender_admin_state = BattleStateScript.new() if not nanpi_surrender_admin_state.load_battle("res://data/scenarios/020_nanpi_surrender.json", {}, {}, {"secured_nanpi_admin": true}): failures.append("could not load Nanpi Surrender admin camp data") else: _check_shop_items_unique(failures, nanpi_surrender_admin_state, "020 secured Nanpi admin") var surrender_admin_medicine: Dictionary = _find_camp_conversation( nanpi_surrender_admin_state.get_briefing().get("camp_conversations", []), "nanpi_surrender_admin_medicine" ) if surrender_admin_medicine.is_empty(): failures.append("020 secured Nanpi admin flag should expose admin medicine") else: _check_camp_conversation_effect(failures, surrender_admin_medicine, "panacea", 1) if not _find_camp_conversation( nanpi_surrender_admin_state.get_briefing().get("camp_conversations", []), "nanpi_surrender_pressure_wine" ).is_empty(): failures.append("020 secured Nanpi admin flag should not expose pressure wine") _check_shop_item_visibility(failures, nanpi_surrender_admin_state, "war_drum", false, "020 secured Nanpi admin") _check_shop_item_visibility(failures, nanpi_surrender_admin_state, "imperial_seal", true, "020 secured Nanpi admin") var nanpi_surrender_old_flags_state = BattleStateScript.new() if not nanpi_surrender_old_flags_state.load_battle("res://data/scenarios/020_nanpi_surrender.json", {}, {}, {"pressed_north_to_nanpi": true, "secured_ji_province": true}): failures.append("could not load Nanpi Surrender old Nanpi Pressure flag camp data") else: _check_shop_item_visibility(failures, nanpi_surrender_old_flags_state, "war_drum", false, "020 old Nanpi Pressure flags") _check_shop_item_visibility(failures, nanpi_surrender_old_flags_state, "imperial_seal", false, "020 old Nanpi Pressure flags") if not _find_camp_conversation( nanpi_surrender_old_flags_state.get_briefing().get("camp_conversations", []), "nanpi_surrender_pressure_wine" ).is_empty(): failures.append("020 old Nanpi Pressure flags should not expose pressure wine") if not _find_camp_conversation( nanpi_surrender_old_flags_state.get_briefing().get("camp_conversations", []), "nanpi_surrender_admin_medicine" ).is_empty(): failures.append("020 old Nanpi Pressure flags should not expose admin medicine") var bohai_state = BattleStateScript.new() if not bohai_state.load_battle("res://data/scenarios/021_bohai_remnants.json"): failures.append("could not load Bohai camp data") else: _check_shop_items_unique(failures, bohai_state, "021 base") var bohai_conversations: Array = bohai_state.get_briefing().get("camp_conversations", []) if bohai_conversations.size() != 2: failures.append("021 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, bohai_conversations[0], "bohai_remnants_exile_council", "topic", "") _check_camp_conversation(failures, bohai_conversations[1], "bohai_remnants_zhang_he_escape_road", "officer", "zhang_he") var bohai_merchant := bohai_state.get_shop_merchant() if str(bohai_merchant.get("name", "")) != "발해 길목 야상": failures.append("021 shop should expose Bohai Road merchant name") if (bohai_merchant.get("lines", []) as Array).size() < 2: failures.append("021 shop should expose merchant flavor lines") _check_shop_item_visibility(failures, bohai_state, "war_drum", false, "021 base") _check_shop_item_visibility(failures, bohai_state, "imperial_seal", false, "021 base") _check_shop_item_visibility(failures, bohai_state, "iron_armor", true, "021 base") 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") var liaoxi_state = BattleStateScript.new() if not liaoxi_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Liaoxi Pursuit camp data") else: _check_shop_items_unique(failures, liaoxi_state, "022 base") var liaoxi_conversations: Array = liaoxi_state.get_briefing().get("camp_conversations", []) if liaoxi_conversations.size() != 2: failures.append("022 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, liaoxi_conversations[0], "liaoxi_frontier_council", "topic", "") _check_camp_conversation(failures, liaoxi_conversations[1], "liaoxi_zhang_he_hill_roads", "officer", "zhang_he") var liaoxi_merchant := liaoxi_state.get_shop_merchant() if str(liaoxi_merchant.get("name", "")) != "Liaoxi Frontier Sutler": failures.append("022 shop should expose Liaoxi Frontier merchant name") if (liaoxi_merchant.get("lines", []) as Array).size() < 2: failures.append("022 shop should expose merchant flavor lines") if liaoxi_state.get_unit("zhang_he_ch22").is_empty() or not liaoxi_state.is_required_deployment("zhang_he_ch22"): failures.append("022 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, liaoxi_state, "war_drum", false, "022 base") _check_shop_item_visibility(failures, liaoxi_state, "imperial_seal", false, "022 base") _check_shop_item_visibility(failures, liaoxi_state, "iron_armor", true, "022 base") var liaoxi_pressed_state = BattleStateScript.new() if not liaoxi_pressed_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {"pressed_liaoxi_pursuit": true}, ["zhang_he"]): failures.append("could not load Liaoxi pressed pursuit camp data") else: _check_shop_items_unique(failures, liaoxi_pressed_state, "022 pressed Liaoxi") var fast_drums: Dictionary = _find_camp_conversation( liaoxi_pressed_state.get_briefing().get("camp_conversations", []), "liaoxi_fast_pursuit_drums" ) if fast_drums.is_empty(): failures.append("022 pressed Liaoxi flag should expose fast pursuit drums") else: _check_camp_conversation_effect(failures, fast_drums, "war_drum", 1) if not _find_camp_conversation( liaoxi_pressed_state.get_briefing().get("camp_conversations", []), "liaoxi_approach_medicine" ).is_empty(): failures.append("022 pressed Liaoxi flag should not expose approach medicine") _check_shop_item_visibility(failures, liaoxi_pressed_state, "war_drum", true, "022 pressed Liaoxi") _check_shop_item_visibility(failures, liaoxi_pressed_state, "imperial_seal", false, "022 pressed Liaoxi") var liaoxi_secured_state = BattleStateScript.new() if not liaoxi_secured_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {"secured_liaoxi_approaches": true}, ["zhang_he"]): failures.append("could not load Liaoxi secured approaches camp data") else: _check_shop_items_unique(failures, liaoxi_secured_state, "022 secured Liaoxi") var approach_medicine: Dictionary = _find_camp_conversation( liaoxi_secured_state.get_briefing().get("camp_conversations", []), "liaoxi_approach_medicine" ) if approach_medicine.is_empty(): failures.append("022 secured Liaoxi flag should expose approach medicine") else: _check_camp_conversation_effect(failures, approach_medicine, "panacea", 1) if not _find_camp_conversation( liaoxi_secured_state.get_briefing().get("camp_conversations", []), "liaoxi_fast_pursuit_drums" ).is_empty(): failures.append("022 secured Liaoxi flag should not expose fast pursuit drums") _check_shop_item_visibility(failures, liaoxi_secured_state, "war_drum", false, "022 secured Liaoxi") _check_shop_item_visibility(failures, liaoxi_secured_state, "imperial_seal", true, "022 secured Liaoxi") var liaoxi_old_flags_state = BattleStateScript.new() if not liaoxi_old_flags_state.load_battle("res://data/scenarios/022_liaoxi_pursuit.json", {}, {}, {"pursued_yuan_brothers": true, "secured_bohai_commandery": true}, ["zhang_he"]): failures.append("could not load Liaoxi old Bohai flag camp data") else: _check_shop_item_visibility(failures, liaoxi_old_flags_state, "war_drum", false, "022 old Bohai flags") _check_shop_item_visibility(failures, liaoxi_old_flags_state, "imperial_seal", false, "022 old Bohai flags") if not _find_camp_conversation( liaoxi_old_flags_state.get_briefing().get("camp_conversations", []), "liaoxi_fast_pursuit_drums" ).is_empty(): failures.append("022 old Bohai flags should not expose fast pursuit drums") if not _find_camp_conversation( liaoxi_old_flags_state.get_briefing().get("camp_conversations", []), "liaoxi_approach_medicine" ).is_empty(): failures.append("022 old Bohai flags should not expose approach medicine") var white_wolf_state = BattleStateScript.new() if not white_wolf_state.load_battle("res://data/scenarios/023_white_wolf_mountain.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load White Wolf Mountain data") else: _check_shop_items_unique(failures, white_wolf_state, "023 base") var white_wolf_conversations: Array = white_wolf_state.get_briefing().get("camp_conversations", []) if white_wolf_conversations.size() != 2: failures.append("023 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, white_wolf_conversations[0], "white_wolf_ridge_council", "topic", "") _check_camp_conversation(failures, white_wolf_conversations[1], "white_wolf_zhang_he_ridge_wind", "officer", "zhang_he") var white_wolf_merchant := white_wolf_state.get_shop_merchant() if str(white_wolf_merchant.get("name", "")) != "White Wolf Ridge Sutler": failures.append("023 shop should expose White Wolf Ridge merchant name") if (white_wolf_merchant.get("lines", []) as Array).size() < 2: failures.append("023 shop should expose merchant flavor lines") if white_wolf_state.get_unit("zhang_he_ch23").is_empty() or not white_wolf_state.is_required_deployment("zhang_he_ch23"): failures.append("023 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, white_wolf_state, "war_drum", false, "023 base") _check_shop_item_visibility(failures, white_wolf_state, "imperial_seal", false, "023 base") _check_shop_item_visibility(failures, white_wolf_state, "iron_armor", true, "023 base") var white_wolf_struck_state = BattleStateScript.new() if not white_wolf_struck_state.load_battle("res://data/scenarios/023_white_wolf_mountain.json", {}, {}, {"struck_wuhuan_vanguard": true}, ["zhang_he"]): failures.append("could not load White Wolf struck vanguard camp data") else: _check_shop_items_unique(failures, white_wolf_struck_state, "023 struck Wuhuan") var canteens: Dictionary = _find_camp_conversation( white_wolf_struck_state.get_briefing().get("camp_conversations", []), "white_wolf_scattered_canteens" ) if canteens.is_empty(): failures.append("023 struck Wuhuan flag should expose scattered canteens") else: _check_camp_conversation_effect(failures, canteens, "wine", 1) if not _find_camp_conversation( white_wolf_struck_state.get_briefing().get("camp_conversations", []), "white_wolf_route_medicine" ).is_empty(): failures.append("023 struck Wuhuan flag should not expose route medicine") _check_shop_item_visibility(failures, white_wolf_struck_state, "war_drum", true, "023 struck Wuhuan") _check_shop_item_visibility(failures, white_wolf_struck_state, "imperial_seal", false, "023 struck Wuhuan") var white_wolf_fortified_state = BattleStateScript.new() if not white_wolf_fortified_state.load_battle("res://data/scenarios/023_white_wolf_mountain.json", {}, {}, {"fortified_white_wolf_route": true}, ["zhang_he"]): failures.append("could not load White Wolf fortified route camp data") else: _check_shop_items_unique(failures, white_wolf_fortified_state, "023 fortified White Wolf") var route_medicine: Dictionary = _find_camp_conversation( white_wolf_fortified_state.get_briefing().get("camp_conversations", []), "white_wolf_route_medicine" ) if route_medicine.is_empty(): failures.append("023 fortified White Wolf flag should expose route medicine") else: _check_camp_conversation_effect(failures, route_medicine, "panacea", 1) if not _find_camp_conversation( white_wolf_fortified_state.get_briefing().get("camp_conversations", []), "white_wolf_scattered_canteens" ).is_empty(): failures.append("023 fortified White Wolf flag should not expose scattered canteens") _check_shop_item_visibility(failures, white_wolf_fortified_state, "war_drum", false, "023 fortified White Wolf") _check_shop_item_visibility(failures, white_wolf_fortified_state, "imperial_seal", true, "023 fortified White Wolf") var white_wolf_old_flags_state = BattleStateScript.new() if not white_wolf_old_flags_state.load_battle("res://data/scenarios/023_white_wolf_mountain.json", {}, {}, {"pressed_liaoxi_pursuit": true, "secured_liaoxi_approaches": true}, ["zhang_he"]): failures.append("could not load White Wolf old Liaoxi flag camp data") else: _check_shop_item_visibility(failures, white_wolf_old_flags_state, "war_drum", false, "023 old Liaoxi flags") _check_shop_item_visibility(failures, white_wolf_old_flags_state, "imperial_seal", false, "023 old Liaoxi flags") if not _find_camp_conversation( white_wolf_old_flags_state.get_briefing().get("camp_conversations", []), "white_wolf_scattered_canteens" ).is_empty(): failures.append("023 old Liaoxi flags should not expose scattered canteens") if not _find_camp_conversation( white_wolf_old_flags_state.get_briefing().get("camp_conversations", []), "white_wolf_route_medicine" ).is_empty(): failures.append("023 old Liaoxi flags should not expose route medicine") var liaodong_state = BattleStateScript.new() if not liaodong_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Liaodong Pursuit data") else: _check_shop_items_unique(failures, liaodong_state, "024 base") var liaodong_conversations: Array = liaodong_state.get_briefing().get("camp_conversations", []) if liaodong_conversations.size() != 2: failures.append("024 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, liaodong_conversations[0], "liaodong_border_council", "topic", "") _check_camp_conversation(failures, liaodong_conversations[1], "liaodong_zhang_he_border_price", "officer", "zhang_he") var liaodong_merchant := liaodong_state.get_shop_merchant() if str(liaodong_merchant.get("name", "")) != "Liaodong Border Sutler": failures.append("024 shop should expose Liaodong Border merchant name") if (liaodong_merchant.get("lines", []) as Array).size() < 2: failures.append("024 shop should expose merchant flavor lines") if liaodong_state.get_unit("zhang_he_ch24").is_empty() or not liaodong_state.is_required_deployment("zhang_he_ch24"): failures.append("024 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, liaodong_state, "war_drum", false, "024 base") _check_shop_item_visibility(failures, liaodong_state, "imperial_seal", false, "024 base") _check_shop_item_visibility(failures, liaodong_state, "iron_armor", true, "024 base") var liaodong_pressed_state = BattleStateScript.new() if not liaodong_pressed_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {"pressed_liaodong_pursuit": true}, ["zhang_he"]): failures.append("could not load Liaodong pressed pursuit data") else: _check_shop_items_unique(failures, liaodong_pressed_state, "024 pressed Liaodong") var hard_wine: Dictionary = _find_camp_conversation( liaodong_pressed_state.get_briefing().get("camp_conversations", []), "liaodong_hard_pursuit_wine" ) if hard_wine.is_empty(): failures.append("024 pressed Liaodong flag should expose hard pursuit wine") else: _check_camp_conversation_effect(failures, hard_wine, "wine", 1) if not _find_camp_conversation( liaodong_pressed_state.get_briefing().get("camp_conversations", []), "liaodong_wuhuan_guides_medicine" ).is_empty(): failures.append("024 pressed Liaodong flag should not expose Wuhuan guide medicine") _check_shop_item_visibility(failures, liaodong_pressed_state, "war_drum", true, "024 pressed Liaodong") _check_shop_item_visibility(failures, liaodong_pressed_state, "imperial_seal", false, "024 pressed Liaodong") var liaodong_secured_state = BattleStateScript.new() if not liaodong_secured_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {"secured_wuhuan_submission": true}, ["zhang_he"]): failures.append("could not load Liaodong secured Wuhuan data") else: _check_shop_items_unique(failures, liaodong_secured_state, "024 secured Wuhuan") var guide_medicine: Dictionary = _find_camp_conversation( liaodong_secured_state.get_briefing().get("camp_conversations", []), "liaodong_wuhuan_guides_medicine" ) if guide_medicine.is_empty(): failures.append("024 secured Wuhuan flag should expose guide medicine") else: _check_camp_conversation_effect(failures, guide_medicine, "panacea", 1) if not _find_camp_conversation( liaodong_secured_state.get_briefing().get("camp_conversations", []), "liaodong_hard_pursuit_wine" ).is_empty(): failures.append("024 secured Wuhuan flag should not expose hard pursuit wine") _check_shop_item_visibility(failures, liaodong_secured_state, "war_drum", false, "024 secured Wuhuan") _check_shop_item_visibility(failures, liaodong_secured_state, "imperial_seal", true, "024 secured Wuhuan") var liaodong_old_flags_state = BattleStateScript.new() if not liaodong_old_flags_state.load_battle("res://data/scenarios/024_liaodong_pursuit.json", {}, {}, {"struck_wuhuan_vanguard": true, "fortified_white_wolf_route": true}, ["zhang_he"]): failures.append("could not load Liaodong old White Wolf flag camp data") else: _check_shop_item_visibility(failures, liaodong_old_flags_state, "war_drum", false, "024 old White Wolf flags") _check_shop_item_visibility(failures, liaodong_old_flags_state, "imperial_seal", false, "024 old White Wolf flags") if not _find_camp_conversation( liaodong_old_flags_state.get_briefing().get("camp_conversations", []), "liaodong_hard_pursuit_wine" ).is_empty(): failures.append("024 old White Wolf flags should not expose hard pursuit wine") if not _find_camp_conversation( liaodong_old_flags_state.get_briefing().get("camp_conversations", []), "liaodong_wuhuan_guides_medicine" ).is_empty(): failures.append("024 old White Wolf flags should not expose guide medicine") var xinye_state = BattleStateScript.new() if not xinye_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Xinye Advance data") else: _check_shop_items_unique(failures, xinye_state, "025 base") var xinye_conversations: Array = xinye_state.get_briefing().get("camp_conversations", []) if xinye_conversations.size() != 2: failures.append("025 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, xinye_conversations[0], "xinye_southern_war_council", "topic", "") _check_camp_conversation(failures, xinye_conversations[1], "xinye_zhang_he_south_road", "officer", "zhang_he") var xinye_merchant := xinye_state.get_shop_merchant() if str(xinye_merchant.get("name", "")) != "Xinye Road Sutler": failures.append("025 shop should expose Xinye Road merchant name") if (xinye_merchant.get("lines", []) as Array).size() < 2: failures.append("025 shop should expose merchant flavor lines") if xinye_state.get_unit("zhang_he_ch25").is_empty() or not xinye_state.is_required_deployment("zhang_he_ch25"): failures.append("025 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, xinye_state, "war_drum", false, "025 base") _check_shop_item_visibility(failures, xinye_state, "imperial_seal", false, "025 base") var xinye_terms_state = BattleStateScript.new() if not xinye_terms_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {"accepted_liaodong_terms": true}, ["zhang_he"]): failures.append("could not load Xinye accepted Liaodong terms data") else: var ordered_medicine: Dictionary = _find_camp_conversation( xinye_terms_state.get_briefing().get("camp_conversations", []), "xinye_ordered_medicine" ) if ordered_medicine.is_empty(): failures.append("025 accepted Liaodong terms should expose ordered medicine") else: _check_camp_conversation_effect(failures, ordered_medicine, "panacea", 1) if not _find_camp_conversation( xinye_terms_state.get_briefing().get("camp_conversations", []), "xinye_authority_wine" ).is_empty(): failures.append("025 accepted Liaodong terms should not expose authority wine") _check_shop_item_visibility(failures, xinye_terms_state, "imperial_seal", true, "025 accepted Liaodong terms") _check_shop_item_visibility(failures, xinye_terms_state, "war_drum", false, "025 accepted Liaodong terms") var xinye_authority_state = BattleStateScript.new() if not xinye_authority_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {"pressed_liaodong_authority": true}, ["zhang_he"]): failures.append("could not load Xinye pressed Liaodong authority data") else: var authority_wine: Dictionary = _find_camp_conversation( xinye_authority_state.get_briefing().get("camp_conversations", []), "xinye_authority_wine" ) if authority_wine.is_empty(): failures.append("025 pressed Liaodong authority should expose authority wine") else: _check_camp_conversation_effect(failures, authority_wine, "wine", 1) if not _find_camp_conversation( xinye_authority_state.get_briefing().get("camp_conversations", []), "xinye_ordered_medicine" ).is_empty(): failures.append("025 pressed Liaodong authority should not expose ordered medicine") _check_shop_item_visibility(failures, xinye_authority_state, "war_drum", true, "025 pressed Liaodong authority") _check_shop_item_visibility(failures, xinye_authority_state, "imperial_seal", false, "025 pressed Liaodong authority") var xinye_old_flags_state = BattleStateScript.new() if not xinye_old_flags_state.load_battle("res://data/scenarios/025_xinye_advance.json", {}, {}, {"pressed_liaodong_pursuit": true, "secured_wuhuan_submission": true}, ["zhang_he"]): failures.append("could not load Xinye old Liaodong Pursuit flag data") else: _check_shop_items_unique(failures, xinye_old_flags_state, "025 old Liaodong Pursuit flags") _check_shop_item_visibility(failures, xinye_old_flags_state, "war_drum", false, "025 old Liaodong Pursuit flags") _check_shop_item_visibility(failures, xinye_old_flags_state, "imperial_seal", false, "025 old Liaodong Pursuit flags") if not _find_camp_conversation( xinye_old_flags_state.get_briefing().get("camp_conversations", []), "xinye_ordered_medicine" ).is_empty(): failures.append("025 old Liaodong Pursuit flags should not expose ordered medicine") if not _find_camp_conversation( xinye_old_flags_state.get_briefing().get("camp_conversations", []), "xinye_authority_wine" ).is_empty(): failures.append("025 old Liaodong Pursuit flags should not expose authority wine") var changban_state = BattleStateScript.new() if not changban_state.load_battle("res://data/scenarios/026_changban_pursuit.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Changban Pursuit data") else: _check_shop_items_unique(failures, changban_state, "026 base") var changban_conversations: Array = changban_state.get_briefing().get("camp_conversations", []) if changban_conversations.size() != 2: failures.append("026 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, changban_conversations[0], "changban_bridge_council", "topic", "") _check_camp_conversation(failures, changban_conversations[1], "changban_zhang_he_bridge_shadow", "officer", "zhang_he") var changban_merchant := changban_state.get_shop_merchant() if str(changban_merchant.get("name", "")) != "Changban Bridge Sutler": failures.append("026 shop should expose Changban Bridge merchant name") if (changban_merchant.get("lines", []) as Array).size() < 2: failures.append("026 shop should expose merchant flavor lines") if changban_state.get_unit("zhang_he_ch26").is_empty() or not changban_state.is_required_deployment("zhang_he_ch26"): failures.append("026 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, changban_state, "war_drum", false, "026 base") _check_shop_item_visibility(failures, changban_state, "imperial_seal", false, "026 base") var changban_vanguard_state = BattleStateScript.new() if not changban_vanguard_state.load_battle("res://data/scenarios/026_changban_pursuit.json", {}, {}, {"pressed_xinye_vanguard": true}, ["zhang_he"]): failures.append("could not load Changban pressed Xinye vanguard data") else: var vanguard_rations: Dictionary = _find_camp_conversation( changban_vanguard_state.get_briefing().get("camp_conversations", []), "changban_vanguard_rations" ) if vanguard_rations.is_empty(): failures.append("026 pressed Xinye vanguard should expose vanguard rations") else: _check_camp_conversation_effect(failures, vanguard_rations, "bean", 1) if not _find_camp_conversation( changban_vanguard_state.get_briefing().get("camp_conversations", []), "changban_han_supply_medicine" ).is_empty(): failures.append("026 pressed Xinye vanguard should not expose Han supply medicine") _check_shop_item_visibility(failures, changban_vanguard_state, "war_drum", true, "026 pressed Xinye vanguard") _check_shop_item_visibility(failures, changban_vanguard_state, "imperial_seal", false, "026 pressed Xinye vanguard") var changban_supply_state = BattleStateScript.new() if not changban_supply_state.load_battle("res://data/scenarios/026_changban_pursuit.json", {}, {}, {"secured_han_river_supply": true}, ["zhang_he"]): failures.append("could not load Changban secured Han supply data") else: var han_medicine: Dictionary = _find_camp_conversation( changban_supply_state.get_briefing().get("camp_conversations", []), "changban_han_supply_medicine" ) if han_medicine.is_empty(): failures.append("026 secured Han supply should expose Han supply medicine") else: _check_camp_conversation_effect(failures, han_medicine, "panacea", 1) if not _find_camp_conversation( changban_supply_state.get_briefing().get("camp_conversations", []), "changban_vanguard_rations" ).is_empty(): failures.append("026 secured Han supply should not expose vanguard rations") _check_shop_item_visibility(failures, changban_supply_state, "imperial_seal", true, "026 secured Han supply") _check_shop_item_visibility(failures, changban_supply_state, "war_drum", false, "026 secured Han supply") var changban_old_flags_state = BattleStateScript.new() if not changban_old_flags_state.load_battle("res://data/scenarios/026_changban_pursuit.json", {}, {}, {"accepted_liaodong_terms": true, "pressed_liaodong_authority": true}, ["zhang_he"]): failures.append("could not load Changban old Xinye setup flag data") else: _check_shop_items_unique(failures, changban_old_flags_state, "026 old Xinye setup flags") _check_shop_item_visibility(failures, changban_old_flags_state, "war_drum", false, "026 old Xinye setup flags") _check_shop_item_visibility(failures, changban_old_flags_state, "imperial_seal", false, "026 old Xinye setup flags") if not _find_camp_conversation( changban_old_flags_state.get_briefing().get("camp_conversations", []), "changban_vanguard_rations" ).is_empty(): failures.append("026 old Xinye setup flags should not expose vanguard rations") if not _find_camp_conversation( changban_old_flags_state.get_briefing().get("camp_conversations", []), "changban_han_supply_medicine" ).is_empty(): failures.append("026 old Xinye setup flags should not expose Han supply medicine") var jiangling_state = BattleStateScript.new() if not jiangling_state.load_battle("res://data/scenarios/027_jiangling_chase.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Jiangling Chase data") else: _check_shop_items_unique(failures, jiangling_state, "027 base") var jiangling_conversations: Array = jiangling_state.get_briefing().get("camp_conversations", []) if jiangling_conversations.size() != 2: failures.append("027 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, jiangling_conversations[0], "jiangling_storehouse_council", "topic", "") _check_camp_conversation(failures, jiangling_conversations[1], "jiangling_zhang_he_granary_road", "officer", "zhang_he") var jiangling_merchant := jiangling_state.get_shop_merchant() if str(jiangling_merchant.get("name", "")) != "Jiangling Storehouse Sutler": failures.append("027 shop should expose Jiangling Storehouse merchant name") if (jiangling_merchant.get("lines", []) as Array).size() < 2: failures.append("027 shop should expose merchant flavor lines") if jiangling_state.get_unit("zhang_he_ch27").is_empty() or not jiangling_state.is_required_deployment("zhang_he_ch27"): failures.append("027 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, jiangling_state, "war_drum", false, "027 base") _check_shop_item_visibility(failures, jiangling_state, "imperial_seal", false, "027 base") var jiangling_chase_state = BattleStateScript.new() if not jiangling_chase_state.load_battle("res://data/scenarios/027_jiangling_chase.json", {}, {}, {"pressed_jiangling_chase": true}, ["zhang_he"]): failures.append("could not load Jiangling pressed chase data") else: var fast_beans: Dictionary = _find_camp_conversation( jiangling_chase_state.get_briefing().get("camp_conversations", []), "jiangling_fast_column_beans" ) if fast_beans.is_empty(): failures.append("027 pressed Jiangling chase should expose fast column beans") else: _check_camp_conversation_effect(failures, fast_beans, "bean", 1) if not _find_camp_conversation( jiangling_chase_state.get_briefing().get("camp_conversations", []), "jiangling_crossing_medicine" ).is_empty(): failures.append("027 pressed Jiangling chase should not expose crossing medicine") _check_shop_item_visibility(failures, jiangling_chase_state, "war_drum", true, "027 pressed Jiangling chase") _check_shop_item_visibility(failures, jiangling_chase_state, "imperial_seal", false, "027 pressed Jiangling chase") var jiangling_crossings_state = BattleStateScript.new() if not jiangling_crossings_state.load_battle("res://data/scenarios/027_jiangling_chase.json", {}, {}, {"secured_changban_crossings": true}, ["zhang_he"]): failures.append("could not load Jiangling secured crossings data") else: var crossing_medicine: Dictionary = _find_camp_conversation( jiangling_crossings_state.get_briefing().get("camp_conversations", []), "jiangling_crossing_medicine" ) if crossing_medicine.is_empty(): failures.append("027 secured Changban crossings should expose crossing medicine") else: _check_camp_conversation_effect(failures, crossing_medicine, "panacea", 1) if not _find_camp_conversation( jiangling_crossings_state.get_briefing().get("camp_conversations", []), "jiangling_fast_column_beans" ).is_empty(): failures.append("027 secured Changban crossings should not expose fast column beans") _check_shop_item_visibility(failures, jiangling_crossings_state, "imperial_seal", true, "027 secured Changban crossings") _check_shop_item_visibility(failures, jiangling_crossings_state, "war_drum", false, "027 secured Changban crossings") var jiangling_old_flags_state = BattleStateScript.new() if not jiangling_old_flags_state.load_battle("res://data/scenarios/027_jiangling_chase.json", {}, {}, {"pressed_xinye_vanguard": true, "secured_han_river_supply": true}, ["zhang_he"]): failures.append("could not load Jiangling old Changban setup flag data") else: _check_shop_items_unique(failures, jiangling_old_flags_state, "027 old Changban setup flags") _check_shop_item_visibility(failures, jiangling_old_flags_state, "war_drum", false, "027 old Changban setup flags") _check_shop_item_visibility(failures, jiangling_old_flags_state, "imperial_seal", false, "027 old Changban setup flags") if not _find_camp_conversation( jiangling_old_flags_state.get_briefing().get("camp_conversations", []), "jiangling_fast_column_beans" ).is_empty(): failures.append("027 old Changban setup flags should not expose fast column beans") if not _find_camp_conversation( jiangling_old_flags_state.get_briefing().get("camp_conversations", []), "jiangling_crossing_medicine" ).is_empty(): failures.append("027 old Changban setup flags should not expose crossing medicine") var xiakou_state = BattleStateScript.new() if not xiakou_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Xiakou Pursuit data") else: _check_shop_items_unique(failures, xiakou_state, "028 base") var xiakou_conversations: Array = xiakou_state.get_briefing().get("camp_conversations", []) if xiakou_conversations.size() != 2: failures.append("028 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, xiakou_conversations[0], "xiakou_harbor_council", "topic", "") _check_camp_conversation(failures, xiakou_conversations[1], "xiakou_zhang_he_river_mouth", "officer", "zhang_he") var xiakou_merchant := xiakou_state.get_shop_merchant() if str(xiakou_merchant.get("name", "")) != "Xiakou Harbor Sutler": failures.append("028 shop should expose Xiakou Harbor merchant name") if (xiakou_merchant.get("lines", []) as Array).size() < 2: failures.append("028 shop should expose merchant flavor lines") if xiakou_state.get_unit("zhang_he_ch28").is_empty() or not xiakou_state.is_required_deployment("zhang_he_ch28"): failures.append("028 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, xiakou_state, "war_drum", false, "028 base") _check_shop_item_visibility(failures, xiakou_state, "imperial_seal", false, "028 base") var xiakou_pursuit_state = BattleStateScript.new() if not xiakou_pursuit_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {"pressed_xiakou_pursuit": true}, ["zhang_he"]): failures.append("could not load Xiakou pressed pursuit data") else: var envoy_beans: Dictionary = _find_camp_conversation( xiakou_pursuit_state.get_briefing().get("camp_conversations", []), "xiakou_envoy_chase_beans" ) if envoy_beans.is_empty(): failures.append("028 pressed Xiakou pursuit should expose envoy chase beans") else: _check_camp_conversation_effect(failures, envoy_beans, "bean", 1) if not _find_camp_conversation( xiakou_pursuit_state.get_briefing().get("camp_conversations", []), "xiakou_storehouse_medicine" ).is_empty(): failures.append("028 pressed Xiakou pursuit should not expose storehouse medicine") _check_shop_item_visibility(failures, xiakou_pursuit_state, "war_drum", true, "028 pressed Xiakou pursuit") _check_shop_item_visibility(failures, xiakou_pursuit_state, "imperial_seal", false, "028 pressed Xiakou pursuit") var xiakou_store_state = BattleStateScript.new() if not xiakou_store_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {"secured_jiangling_storehouses": true}, ["zhang_he"]): failures.append("could not load Xiakou secured Jiangling stores data") else: var storehouse_medicine: Dictionary = _find_camp_conversation( xiakou_store_state.get_briefing().get("camp_conversations", []), "xiakou_storehouse_medicine" ) if storehouse_medicine.is_empty(): failures.append("028 secured Jiangling stores should expose storehouse medicine") else: _check_camp_conversation_effect(failures, storehouse_medicine, "panacea", 1) if not _find_camp_conversation( xiakou_store_state.get_briefing().get("camp_conversations", []), "xiakou_envoy_chase_beans" ).is_empty(): failures.append("028 secured Jiangling stores should not expose envoy chase beans") _check_shop_item_visibility(failures, xiakou_store_state, "imperial_seal", true, "028 secured Jiangling stores") _check_shop_item_visibility(failures, xiakou_store_state, "war_drum", false, "028 secured Jiangling stores") var xiakou_old_flags_state = BattleStateScript.new() if not xiakou_old_flags_state.load_battle("res://data/scenarios/028_xiakou_pursuit.json", {}, {}, {"pressed_jiangling_chase": true, "secured_changban_crossings": true}, ["zhang_he"]): failures.append("could not load Xiakou old Jiangling setup flag data") else: _check_shop_items_unique(failures, xiakou_old_flags_state, "028 old Jiangling setup flags") _check_shop_item_visibility(failures, xiakou_old_flags_state, "war_drum", false, "028 old Jiangling setup flags") _check_shop_item_visibility(failures, xiakou_old_flags_state, "imperial_seal", false, "028 old Jiangling setup flags") if not _find_camp_conversation( xiakou_old_flags_state.get_briefing().get("camp_conversations", []), "xiakou_envoy_chase_beans" ).is_empty(): failures.append("028 old Jiangling setup flags should not expose envoy chase beans") if not _find_camp_conversation( xiakou_old_flags_state.get_briefing().get("camp_conversations", []), "xiakou_storehouse_medicine" ).is_empty(): failures.append("028 old Jiangling setup flags should not expose storehouse medicine") var red_cliffs_state = BattleStateScript.new() if not red_cliffs_state.load_battle("res://data/scenarios/029_red_cliffs_fleet.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Red Cliffs Fleet data") else: _check_shop_items_unique(failures, red_cliffs_state, "029 base") var red_cliffs_conversations: Array = red_cliffs_state.get_briefing().get("camp_conversations", []) if red_cliffs_conversations.size() != 2: failures.append("029 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, red_cliffs_conversations[0], "red_cliffs_fleet_council", "topic", "") _check_camp_conversation(failures, red_cliffs_conversations[1], "red_cliffs_zhang_he_chain_line", "officer", "zhang_he") var red_cliffs_merchant := red_cliffs_state.get_shop_merchant() if str(red_cliffs_merchant.get("name", "")) != "Red Cliffs Deck Sutler": failures.append("029 shop should expose Red Cliffs Deck merchant name") if (red_cliffs_merchant.get("lines", []) as Array).size() < 2: failures.append("029 shop should expose merchant flavor lines") if red_cliffs_state.get_unit("zhang_he_ch29").is_empty() or not red_cliffs_state.is_required_deployment("zhang_he_ch29"): failures.append("029 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, red_cliffs_state, "war_drum", false, "029 base") _check_shop_item_visibility(failures, red_cliffs_state, "imperial_seal", false, "029 base") var red_cliffs_pressed_state = BattleStateScript.new() if not red_cliffs_pressed_state.load_battle("res://data/scenarios/029_red_cliffs_fleet.json", {}, {}, {"pressed_red_cliffs_fleet": true}, ["zhang_he"]): failures.append("could not load Red Cliffs pressed fleet data") else: var forward_beans: Dictionary = _find_camp_conversation( red_cliffs_pressed_state.get_briefing().get("camp_conversations", []), "red_cliffs_forward_deck_beans" ) if forward_beans.is_empty(): failures.append("029 pressed Red Cliffs fleet should expose forward deck beans") else: _check_camp_conversation_effect(failures, forward_beans, "bean", 1) if not _find_camp_conversation( red_cliffs_pressed_state.get_briefing().get("camp_conversations", []), "red_cliffs_harbor_medicine" ).is_empty(): failures.append("029 pressed Red Cliffs fleet should not expose harbor medicine") _check_shop_item_visibility(failures, red_cliffs_pressed_state, "war_drum", true, "029 pressed Red Cliffs fleet") _check_shop_item_visibility(failures, red_cliffs_pressed_state, "imperial_seal", false, "029 pressed Red Cliffs fleet") var red_cliffs_harbor_state = BattleStateScript.new() if not red_cliffs_harbor_state.load_battle("res://data/scenarios/029_red_cliffs_fleet.json", {}, {}, {"secured_xiakou_harbor": true}, ["zhang_he"]): failures.append("could not load Red Cliffs secured Xiakou harbor data") else: var harbor_medicine: Dictionary = _find_camp_conversation( red_cliffs_harbor_state.get_briefing().get("camp_conversations", []), "red_cliffs_harbor_medicine" ) if harbor_medicine.is_empty(): failures.append("029 secured Xiakou harbor should expose harbor medicine") else: _check_camp_conversation_effect(failures, harbor_medicine, "panacea", 1) if not _find_camp_conversation( red_cliffs_harbor_state.get_briefing().get("camp_conversations", []), "red_cliffs_forward_deck_beans" ).is_empty(): failures.append("029 secured Xiakou harbor should not expose forward deck beans") _check_shop_item_visibility(failures, red_cliffs_harbor_state, "imperial_seal", true, "029 secured Xiakou harbor") _check_shop_item_visibility(failures, red_cliffs_harbor_state, "war_drum", false, "029 secured Xiakou harbor") var red_cliffs_old_flags_state = BattleStateScript.new() if not red_cliffs_old_flags_state.load_battle("res://data/scenarios/029_red_cliffs_fleet.json", {}, {}, {"pressed_xiakou_pursuit": true, "secured_jiangling_storehouses": true}, ["zhang_he"]): failures.append("could not load Red Cliffs old Xiakou setup flag data") else: _check_shop_items_unique(failures, red_cliffs_old_flags_state, "029 old Xiakou setup flags") _check_shop_item_visibility(failures, red_cliffs_old_flags_state, "war_drum", false, "029 old Xiakou setup flags") _check_shop_item_visibility(failures, red_cliffs_old_flags_state, "imperial_seal", false, "029 old Xiakou setup flags") if not _find_camp_conversation( red_cliffs_old_flags_state.get_briefing().get("camp_conversations", []), "red_cliffs_forward_deck_beans" ).is_empty(): failures.append("029 old Xiakou setup flags should not expose forward deck beans") if not _find_camp_conversation( red_cliffs_old_flags_state.get_briefing().get("camp_conversations", []), "red_cliffs_harbor_medicine" ).is_empty(): failures.append("029 old Xiakou setup flags should not expose harbor medicine") var red_fire_state = BattleStateScript.new() if not red_fire_state.load_battle("res://data/scenarios/030_red_cliffs_fire.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Red Cliffs Fire data") else: _check_shop_items_unique(failures, red_fire_state, "030 base") var red_fire_conversations: Array = red_fire_state.get_briefing().get("camp_conversations", []) if red_fire_conversations.size() != 2: failures.append("030 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, red_fire_conversations[0], "red_cliffs_fire_smoke_council", "topic", "") _check_camp_conversation(failures, red_fire_conversations[1], "red_cliffs_zhang_he_fire_boats", "officer", "zhang_he") var red_fire_merchant := red_fire_state.get_shop_merchant() if str(red_fire_merchant.get("name", "")) != "Red Cliffs Fire Sutler": failures.append("030 shop should expose Red Cliffs Fire merchant name") if (red_fire_merchant.get("lines", []) as Array).size() < 2: failures.append("030 shop should expose merchant flavor lines") if red_fire_state.get_unit("zhang_he_ch30").is_empty() or not red_fire_state.is_required_deployment("zhang_he_ch30"): failures.append("030 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, red_fire_state, "war_drum", false, "030 base") _check_shop_item_visibility(failures, red_fire_state, "imperial_seal", false, "030 base") var red_fire_chain_state = BattleStateScript.new() if not red_fire_chain_state.load_battle("res://data/scenarios/030_red_cliffs_fire.json", {}, {}, {"reinforced_chain_line": true}, ["zhang_he"]): failures.append("could not load Red Cliffs Fire reinforced chain data") else: var chain_medicine: Dictionary = _find_camp_conversation( red_fire_chain_state.get_briefing().get("camp_conversations", []), "red_cliffs_reinforced_chain_medicine" ) if chain_medicine.is_empty(): failures.append("030 reinforced chain should expose chain medicine") else: _check_camp_conversation_effect(failures, chain_medicine, "panacea", 1) if not _find_camp_conversation( red_fire_chain_state.get_briefing().get("camp_conversations", []), "red_cliffs_night_raid_beans" ).is_empty(): failures.append("030 reinforced chain should not expose night raid beans") _check_shop_item_visibility(failures, red_fire_chain_state, "imperial_seal", true, "030 reinforced chain") _check_shop_item_visibility(failures, red_fire_chain_state, "war_drum", false, "030 reinforced chain") var red_fire_raid_state = BattleStateScript.new() if not red_fire_raid_state.load_battle("res://data/scenarios/030_red_cliffs_fire.json", {}, {}, {"ordered_night_raid": true}, ["zhang_he"]): failures.append("could not load Red Cliffs Fire night raid data") else: var night_beans: Dictionary = _find_camp_conversation( red_fire_raid_state.get_briefing().get("camp_conversations", []), "red_cliffs_night_raid_beans" ) if night_beans.is_empty(): failures.append("030 ordered night raid should expose night raid beans") else: _check_camp_conversation_effect(failures, night_beans, "bean", 1) if not _find_camp_conversation( red_fire_raid_state.get_briefing().get("camp_conversations", []), "red_cliffs_reinforced_chain_medicine" ).is_empty(): failures.append("030 ordered night raid should not expose chain medicine") _check_shop_item_visibility(failures, red_fire_raid_state, "war_drum", true, "030 ordered night raid") _check_shop_item_visibility(failures, red_fire_raid_state, "imperial_seal", false, "030 ordered night raid") var red_fire_old_flags_state = BattleStateScript.new() if not red_fire_old_flags_state.load_battle("res://data/scenarios/030_red_cliffs_fire.json", {}, {}, {"pressed_red_cliffs_fleet": true, "secured_xiakou_harbor": true}, ["zhang_he"]): failures.append("could not load Red Cliffs Fire old fleet setup flag data") else: _check_shop_items_unique(failures, red_fire_old_flags_state, "030 old Red Cliffs setup flags") _check_shop_item_visibility(failures, red_fire_old_flags_state, "war_drum", false, "030 old Red Cliffs setup flags") _check_shop_item_visibility(failures, red_fire_old_flags_state, "imperial_seal", false, "030 old Red Cliffs setup flags") if not _find_camp_conversation( red_fire_old_flags_state.get_briefing().get("camp_conversations", []), "red_cliffs_reinforced_chain_medicine" ).is_empty(): failures.append("030 old Red Cliffs setup flags should not expose chain medicine") if not _find_camp_conversation( red_fire_old_flags_state.get_briefing().get("camp_conversations", []), "red_cliffs_night_raid_beans" ).is_empty(): failures.append("030 old Red Cliffs setup flags should not expose night raid beans") var huarong_state = BattleStateScript.new() if not huarong_state.load_battle("res://data/scenarios/031_huarong_retreat.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Huarong Retreat data") else: _check_shop_items_unique(failures, huarong_state, "031 base") var huarong_conversations: Array = huarong_state.get_briefing().get("camp_conversations", []) if huarong_conversations.size() != 2: failures.append("031 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, _find_camp_conversation(huarong_conversations, "huarong_retreat_council"), "huarong_retreat_council", "topic", "") _check_camp_conversation(failures, _find_camp_conversation(huarong_conversations, "huarong_zhang_he_mud_road"), "huarong_zhang_he_mud_road", "officer", "zhang_he") var huarong_merchant := huarong_state.get_shop_merchant() if str(huarong_merchant.get("name", "")) != "Huarong Road Sutler": failures.append("031 shop should expose Huarong Road merchant name") if (huarong_merchant.get("lines", []) as Array).size() < 2: failures.append("031 shop should expose merchant flavor lines") if huarong_state.get_unit("zhang_he_ch31").is_empty() or not huarong_state.is_required_deployment("zhang_he_ch31"): failures.append("031 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, huarong_state, "war_drum", false, "031 base") _check_shop_item_visibility(failures, huarong_state, "imperial_seal", false, "031 base") var huarong_held_state = BattleStateScript.new() if not huarong_held_state.load_battle("res://data/scenarios/031_huarong_retreat.json", {}, {}, {"held_red_cliffs_line": true}, ["zhang_he"]): failures.append("could not load Huarong held Red Cliffs line data") else: var held_medicine: Dictionary = _find_camp_conversation( huarong_held_state.get_briefing().get("camp_conversations", []), "huarong_held_line_medicine" ) if held_medicine.is_empty(): failures.append("031 held Red Cliffs line should expose held line medicine") else: _check_camp_conversation_effect(failures, held_medicine, "panacea", 1) if not _find_camp_conversation( huarong_held_state.get_briefing().get("camp_conversations", []), "huarong_open_retreat_beans" ).is_empty(): failures.append("031 held Red Cliffs line should not expose opened retreat beans") _check_shop_item_visibility(failures, huarong_held_state, "imperial_seal", true, "031 held Red Cliffs line") _check_shop_item_visibility(failures, huarong_held_state, "war_drum", false, "031 held Red Cliffs line") var huarong_opened_state = BattleStateScript.new() if not huarong_opened_state.load_battle("res://data/scenarios/031_huarong_retreat.json", {}, {}, {"opened_huarong_retreat": true}, ["zhang_he"]): failures.append("could not load Huarong opened retreat data") else: var open_retreat_beans: Dictionary = _find_camp_conversation( huarong_opened_state.get_briefing().get("camp_conversations", []), "huarong_open_retreat_beans" ) if open_retreat_beans.is_empty(): failures.append("031 opened Huarong retreat should expose retreat beans") else: _check_camp_conversation_effect(failures, open_retreat_beans, "bean", 1) if not _find_camp_conversation( huarong_opened_state.get_briefing().get("camp_conversations", []), "huarong_held_line_medicine" ).is_empty(): failures.append("031 opened Huarong retreat should not expose held line medicine") _check_shop_item_visibility(failures, huarong_opened_state, "war_drum", true, "031 opened Huarong retreat") _check_shop_item_visibility(failures, huarong_opened_state, "imperial_seal", false, "031 opened Huarong retreat") var huarong_old_flags_state = BattleStateScript.new() if not huarong_old_flags_state.load_battle("res://data/scenarios/031_huarong_retreat.json", {}, {}, {"reinforced_chain_line": true, "ordered_night_raid": true}, ["zhang_he"]): failures.append("could not load Huarong old Red Cliffs Fire setup flag data") else: _check_shop_items_unique(failures, huarong_old_flags_state, "031 old Red Cliffs Fire setup flags") _check_shop_item_visibility(failures, huarong_old_flags_state, "war_drum", false, "031 old Red Cliffs Fire setup flags") _check_shop_item_visibility(failures, huarong_old_flags_state, "imperial_seal", false, "031 old Red Cliffs Fire setup flags") if not _find_camp_conversation( huarong_old_flags_state.get_briefing().get("camp_conversations", []), "huarong_held_line_medicine" ).is_empty(): failures.append("031 old Red Cliffs Fire setup flags should not expose held line medicine") if not _find_camp_conversation( huarong_old_flags_state.get_briefing().get("camp_conversations", []), "huarong_open_retreat_beans" ).is_empty(): failures.append("031 old Red Cliffs Fire setup flags should not expose opened retreat beans") var jiangling_rearguard_state = BattleStateScript.new() if not jiangling_rearguard_state.load_battle("res://data/scenarios/032_jiangling_rearguard.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Jiangling Rearguard data") else: _check_shop_items_unique(failures, jiangling_rearguard_state, "032 base") var jiangling_rearguard_conversations: Array = jiangling_rearguard_state.get_briefing().get("camp_conversations", []) if jiangling_rearguard_conversations.size() != 2: failures.append("032 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, _find_camp_conversation(jiangling_rearguard_conversations, "jiangling_rearguard_council"), "jiangling_rearguard_council", "topic", "") _check_camp_conversation(failures, _find_camp_conversation(jiangling_rearguard_conversations, "jiangling_zhang_he_rear_line"), "jiangling_zhang_he_rear_line", "officer", "zhang_he") var jiangling_rearguard_merchant := jiangling_rearguard_state.get_shop_merchant() if str(jiangling_rearguard_merchant.get("name", "")) != "Jiangling Rear Road Sutler": failures.append("032 shop should expose Jiangling rear road merchant name") if (jiangling_rearguard_merchant.get("lines", []) as Array).size() < 2: failures.append("032 shop should expose merchant flavor lines") if jiangling_rearguard_state.get_unit("zhang_he_ch32").is_empty() or not jiangling_rearguard_state.is_required_deployment("zhang_he_ch32"): failures.append("032 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, jiangling_rearguard_state, "war_drum", false, "032 base") _check_shop_item_visibility(failures, jiangling_rearguard_state, "imperial_seal", false, "032 base") var jiangling_rearguard_secured_state = BattleStateScript.new() if not jiangling_rearguard_secured_state.load_battle("res://data/scenarios/032_jiangling_rearguard.json", {}, {}, {"secured_huarong_rearguard": true}, ["zhang_he"]): failures.append("could not load Jiangling Rearguard secured Huarong data") else: _check_shop_items_unique(failures, jiangling_rearguard_secured_state, "032 secured Huarong rearguard") var stability_medicine: Dictionary = _find_camp_conversation( jiangling_rearguard_secured_state.get_briefing().get("camp_conversations", []), "jiangling_rearguard_stability_medicine" ) if stability_medicine.is_empty(): failures.append("032 secured Huarong rearguard should expose stability medicine") else: _check_camp_conversation_effect(failures, stability_medicine, "panacea", 1) if not _find_camp_conversation( jiangling_rearguard_secured_state.get_briefing().get("camp_conversations", []), "jiangling_rearguard_forced_march_beans" ).is_empty(): failures.append("032 secured Huarong rearguard should not expose forced march beans") _check_shop_item_visibility(failures, jiangling_rearguard_secured_state, "imperial_seal", true, "032 secured Huarong rearguard") _check_shop_item_visibility(failures, jiangling_rearguard_secured_state, "war_drum", false, "032 secured Huarong rearguard") var jiangling_rearguard_rushed_state = BattleStateScript.new() if not jiangling_rearguard_rushed_state.load_battle("res://data/scenarios/032_jiangling_rearguard.json", {}, {}, {"rushed_xuchang_return": true}, ["zhang_he"]): failures.append("could not load Jiangling Rearguard rushed Xuchang data") else: _check_shop_items_unique(failures, jiangling_rearguard_rushed_state, "032 rushed Xuchang return") var forced_march_beans: Dictionary = _find_camp_conversation( jiangling_rearguard_rushed_state.get_briefing().get("camp_conversations", []), "jiangling_rearguard_forced_march_beans" ) if forced_march_beans.is_empty(): failures.append("032 rushed Xuchang return should expose forced march beans") else: _check_camp_conversation_effect(failures, forced_march_beans, "bean", 1) if not _find_camp_conversation( jiangling_rearguard_rushed_state.get_briefing().get("camp_conversations", []), "jiangling_rearguard_stability_medicine" ).is_empty(): failures.append("032 rushed Xuchang return should not expose stability medicine") _check_shop_item_visibility(failures, jiangling_rearguard_rushed_state, "war_drum", true, "032 rushed Xuchang return") _check_shop_item_visibility(failures, jiangling_rearguard_rushed_state, "imperial_seal", false, "032 rushed Xuchang return") var jiangling_rearguard_old_flags_state = BattleStateScript.new() if not jiangling_rearguard_old_flags_state.load_battle("res://data/scenarios/032_jiangling_rearguard.json", {}, {}, {"held_red_cliffs_line": true, "opened_huarong_retreat": true}, ["zhang_he"]): failures.append("could not load Jiangling Rearguard old Huarong setup flag data") else: _check_shop_items_unique(failures, jiangling_rearguard_old_flags_state, "032 old Huarong setup flags") _check_shop_item_visibility(failures, jiangling_rearguard_old_flags_state, "war_drum", false, "032 old Huarong setup flags") _check_shop_item_visibility(failures, jiangling_rearguard_old_flags_state, "imperial_seal", false, "032 old Huarong setup flags") if not _find_camp_conversation( jiangling_rearguard_old_flags_state.get_briefing().get("camp_conversations", []), "jiangling_rearguard_stability_medicine" ).is_empty(): failures.append("032 old Huarong setup flags should not expose stability medicine") if not _find_camp_conversation( jiangling_rearguard_old_flags_state.get_briefing().get("camp_conversations", []), "jiangling_rearguard_forced_march_beans" ).is_empty(): failures.append("032 old Huarong setup flags should not expose forced march beans") var tong_pass_state = BattleStateScript.new() if not tong_pass_state.load_battle("res://data/scenarios/033_tong_pass_vanguard.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Tong Pass Vanguard data") else: _check_shop_items_unique(failures, tong_pass_state, "033 base") var tong_pass_conversations: Array = tong_pass_state.get_briefing().get("camp_conversations", []) if tong_pass_conversations.size() != 2: failures.append("033 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, _find_camp_conversation(tong_pass_conversations, "tong_pass_vanguard_council"), "tong_pass_vanguard_council", "topic", "") _check_camp_conversation(failures, _find_camp_conversation(tong_pass_conversations, "tong_pass_zhang_he_pass_road"), "tong_pass_zhang_he_pass_road", "officer", "zhang_he") var tong_pass_merchant := tong_pass_state.get_shop_merchant() if str(tong_pass_merchant.get("name", "")) != "Tong Pass Sutler": failures.append("033 shop should expose Tong Pass merchant name") if (tong_pass_merchant.get("lines", []) as Array).size() < 2: failures.append("033 shop should expose merchant flavor lines") if tong_pass_state.get_unit("zhang_he_ch33").is_empty() or not tong_pass_state.is_required_deployment("zhang_he_ch33"): failures.append("033 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, tong_pass_state, "war_drum", false, "033 base") _check_shop_item_visibility(failures, tong_pass_state, "imperial_seal", false, "033 base") var tong_pass_stabilized_state = BattleStateScript.new() if not tong_pass_stabilized_state.load_battle("res://data/scenarios/033_tong_pass_vanguard.json", {}, {}, {"stabilized_jiangling_rearguard": true}, ["zhang_he"]): failures.append("could not load Tong Pass stabilized Jiangling data") else: _check_shop_items_unique(failures, tong_pass_stabilized_state, "033 stabilized Jiangling rearguard") var jiangling_supply_medicine: Dictionary = _find_camp_conversation( tong_pass_stabilized_state.get_briefing().get("camp_conversations", []), "tong_pass_jiangling_supply_medicine" ) if jiangling_supply_medicine.is_empty(): failures.append("033 stabilized Jiangling rearguard should expose Jiangling supply medicine") else: _check_camp_conversation_effect(failures, jiangling_supply_medicine, "panacea", 1) if not _find_camp_conversation( tong_pass_stabilized_state.get_briefing().get("camp_conversations", []), "tong_pass_vanguard_rations" ).is_empty(): failures.append("033 stabilized Jiangling rearguard should not expose vanguard rations") _check_shop_item_visibility(failures, tong_pass_stabilized_state, "imperial_seal", true, "033 stabilized Jiangling rearguard") _check_shop_item_visibility(failures, tong_pass_stabilized_state, "war_drum", false, "033 stabilized Jiangling rearguard") var tong_pass_mobilized_state = BattleStateScript.new() if not tong_pass_mobilized_state.load_battle("res://data/scenarios/033_tong_pass_vanguard.json", {}, {}, {"mobilized_tong_pass_vanguard": true}, ["zhang_he"]): failures.append("could not load Tong Pass mobilized vanguard data") else: _check_shop_items_unique(failures, tong_pass_mobilized_state, "033 mobilized Tong Pass vanguard") var vanguard_rations: Dictionary = _find_camp_conversation( tong_pass_mobilized_state.get_briefing().get("camp_conversations", []), "tong_pass_vanguard_rations" ) if vanguard_rations.is_empty(): failures.append("033 mobilized Tong Pass vanguard should expose vanguard rations") else: _check_camp_conversation_effect(failures, vanguard_rations, "bean", 1) if not _find_camp_conversation( tong_pass_mobilized_state.get_briefing().get("camp_conversations", []), "tong_pass_jiangling_supply_medicine" ).is_empty(): failures.append("033 mobilized Tong Pass vanguard should not expose Jiangling supply medicine") _check_shop_item_visibility(failures, tong_pass_mobilized_state, "war_drum", true, "033 mobilized Tong Pass vanguard") _check_shop_item_visibility(failures, tong_pass_mobilized_state, "imperial_seal", false, "033 mobilized Tong Pass vanguard") var tong_pass_old_flags_state = BattleStateScript.new() if not tong_pass_old_flags_state.load_battle("res://data/scenarios/033_tong_pass_vanguard.json", {}, {}, {"secured_huarong_rearguard": true, "rushed_xuchang_return": true}, ["zhang_he"]): failures.append("could not load Tong Pass old Jiangling setup flag data") else: _check_shop_items_unique(failures, tong_pass_old_flags_state, "033 old Jiangling setup flags") _check_shop_item_visibility(failures, tong_pass_old_flags_state, "war_drum", false, "033 old Jiangling setup flags") _check_shop_item_visibility(failures, tong_pass_old_flags_state, "imperial_seal", false, "033 old Jiangling setup flags") if not _find_camp_conversation( tong_pass_old_flags_state.get_briefing().get("camp_conversations", []), "tong_pass_jiangling_supply_medicine" ).is_empty(): failures.append("033 old Jiangling setup flags should not expose Jiangling supply medicine") if not _find_camp_conversation( tong_pass_old_flags_state.get_briefing().get("camp_conversations", []), "tong_pass_vanguard_rations" ).is_empty(): failures.append("033 old Jiangling setup flags should not expose vanguard rations") var ma_chao_counterstroke_state = BattleStateScript.new() if not ma_chao_counterstroke_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Ma Chao Counterstroke data") else: _check_shop_items_unique(failures, ma_chao_counterstroke_state, "034 base") var ma_chao_conversations: Array = ma_chao_counterstroke_state.get_briefing().get("camp_conversations", []) if ma_chao_conversations.size() != 2: failures.append("034 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, _find_camp_conversation(ma_chao_conversations, "ma_chao_counterstroke_council"), "ma_chao_counterstroke_council", "topic", "") _check_camp_conversation(failures, _find_camp_conversation(ma_chao_conversations, "ma_chao_zhang_he_charge_line"), "ma_chao_zhang_he_charge_line", "officer", "zhang_he") var ma_chao_merchant := ma_chao_counterstroke_state.get_shop_merchant() if str(ma_chao_merchant.get("name", "")) != "Counterstroke Sutler": failures.append("034 shop should expose counterstroke merchant name") if (ma_chao_merchant.get("lines", []) as Array).size() < 2: failures.append("034 shop should expose merchant flavor lines") if ma_chao_counterstroke_state.get_unit("zhang_he_ch34").is_empty() or not ma_chao_counterstroke_state.is_required_deployment("zhang_he_ch34"): failures.append("034 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, ma_chao_counterstroke_state, "war_drum", false, "034 base") _check_shop_item_visibility(failures, ma_chao_counterstroke_state, "imperial_seal", false, "034 base") var ma_chao_fortified_state = BattleStateScript.new() if not ma_chao_fortified_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {"fortified_tong_pass": true}, ["zhang_he"]): failures.append("could not load Ma Chao Counterstroke fortified Tong Pass data") else: _check_shop_items_unique(failures, ma_chao_fortified_state, "034 fortified Tong Pass") var fortified_medicine: Dictionary = _find_camp_conversation( ma_chao_fortified_state.get_briefing().get("camp_conversations", []), "ma_chao_counterstroke_fortified_medicine" ) if fortified_medicine.is_empty(): failures.append("034 fortified Tong Pass should expose fortified medicine") else: _check_camp_conversation_effect(failures, fortified_medicine, "panacea", 1) if not _find_camp_conversation( ma_chao_fortified_state.get_briefing().get("camp_conversations", []), "ma_chao_counterstroke_pressed_beans" ).is_empty(): failures.append("034 fortified Tong Pass should not expose pressed beans") _check_shop_item_visibility(failures, ma_chao_fortified_state, "imperial_seal", true, "034 fortified Tong Pass") _check_shop_item_visibility(failures, ma_chao_fortified_state, "war_drum", false, "034 fortified Tong Pass") var ma_chao_pressed_state = BattleStateScript.new() if not ma_chao_pressed_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {"pressed_ma_chao_vanguard": true}, ["zhang_he"]): failures.append("could not load Ma Chao Counterstroke pressed vanguard data") else: _check_shop_items_unique(failures, ma_chao_pressed_state, "034 pressed Ma Chao vanguard") var pressed_beans: Dictionary = _find_camp_conversation( ma_chao_pressed_state.get_briefing().get("camp_conversations", []), "ma_chao_counterstroke_pressed_beans" ) if pressed_beans.is_empty(): failures.append("034 pressed Ma Chao vanguard should expose pressed beans") else: _check_camp_conversation_effect(failures, pressed_beans, "bean", 1) if not _find_camp_conversation( ma_chao_pressed_state.get_briefing().get("camp_conversations", []), "ma_chao_counterstroke_fortified_medicine" ).is_empty(): failures.append("034 pressed Ma Chao vanguard should not expose fortified medicine") _check_shop_item_visibility(failures, ma_chao_pressed_state, "war_drum", true, "034 pressed Ma Chao vanguard") _check_shop_item_visibility(failures, ma_chao_pressed_state, "imperial_seal", false, "034 pressed Ma Chao vanguard") var ma_chao_old_flags_state = BattleStateScript.new() if not ma_chao_old_flags_state.load_battle("res://data/scenarios/034_ma_chao_counterstroke.json", {}, {}, {"stabilized_jiangling_rearguard": true, "mobilized_tong_pass_vanguard": true}, ["zhang_he"]): failures.append("could not load Ma Chao Counterstroke old Tong Pass setup flag data") else: _check_shop_items_unique(failures, ma_chao_old_flags_state, "034 old Tong Pass setup flags") _check_shop_item_visibility(failures, ma_chao_old_flags_state, "war_drum", false, "034 old Tong Pass setup flags") _check_shop_item_visibility(failures, ma_chao_old_flags_state, "imperial_seal", false, "034 old Tong Pass setup flags") if not _find_camp_conversation( ma_chao_old_flags_state.get_briefing().get("camp_conversations", []), "ma_chao_counterstroke_fortified_medicine" ).is_empty(): failures.append("034 old Tong Pass setup flags should not expose fortified medicine") if not _find_camp_conversation( ma_chao_old_flags_state.get_briefing().get("camp_conversations", []), "ma_chao_counterstroke_pressed_beans" ).is_empty(): failures.append("034 old Tong Pass setup flags should not expose pressed beans") var weishui_camps_state = BattleStateScript.new() if not weishui_camps_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {}, ["zhang_he"]): failures.append("could not load Weishui Camps data") else: _check_shop_items_unique(failures, weishui_camps_state, "035 base") var weishui_conversations: Array = weishui_camps_state.get_briefing().get("camp_conversations", []) if weishui_conversations.size() != 2: failures.append("035 base briefing should expose exactly two camp conversations") else: _check_camp_conversation(failures, _find_camp_conversation(weishui_conversations, "weishui_camps_council"), "weishui_camps_council", "topic", "") _check_camp_conversation(failures, _find_camp_conversation(weishui_conversations, "weishui_zhang_he_river_line"), "weishui_zhang_he_river_line", "officer", "zhang_he") var weishui_merchant := weishui_camps_state.get_shop_merchant() if str(weishui_merchant.get("name", "")) != "Weishui Camp Sutler": failures.append("035 shop should expose Weishui Camp merchant name") if (weishui_merchant.get("lines", []) as Array).size() < 2: failures.append("035 shop should expose merchant flavor lines") if weishui_camps_state.get_unit("zhang_he_ch35").is_empty() or not weishui_camps_state.is_required_deployment("zhang_he_ch35"): failures.append("035 should deploy Zhang He as a required officer") _check_shop_item_visibility(failures, weishui_camps_state, "war_drum", false, "035 base") _check_shop_item_visibility(failures, weishui_camps_state, "imperial_seal", false, "035 base") var weishui_anchored_state = BattleStateScript.new() if not weishui_anchored_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {"anchored_weishui_camps": true}, ["zhang_he"]): failures.append("could not load Weishui Camps anchored data") else: _check_shop_items_unique(failures, weishui_anchored_state, "035 anchored Weishui camps") var anchor_medicine: Dictionary = _find_camp_conversation( weishui_anchored_state.get_briefing().get("camp_conversations", []), "weishui_anchor_medicine" ) if anchor_medicine.is_empty(): failures.append("035 anchored Weishui camps should expose anchor medicine") else: _check_camp_conversation_effect(failures, anchor_medicine, "panacea", 1) if not _find_camp_conversation( weishui_anchored_state.get_briefing().get("camp_conversations", []), "weishui_doubt_rations" ).is_empty(): failures.append("035 anchored Weishui camps should not expose doubt rations") _check_shop_item_visibility(failures, weishui_anchored_state, "imperial_seal", true, "035 anchored Weishui camps") _check_shop_item_visibility(failures, weishui_anchored_state, "war_drum", false, "035 anchored Weishui camps") var weishui_doubt_state = BattleStateScript.new() if not weishui_doubt_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {"sowed_han_sui_doubt": true}, ["zhang_he"]): failures.append("could not load Weishui Camps Han Sui doubt data") else: _check_shop_items_unique(failures, weishui_doubt_state, "035 sowed Han Sui doubt") var doubt_rations: Dictionary = _find_camp_conversation( weishui_doubt_state.get_briefing().get("camp_conversations", []), "weishui_doubt_rations" ) if doubt_rations.is_empty(): failures.append("035 sowed Han Sui doubt should expose doubt rations") else: _check_camp_conversation_effect(failures, doubt_rations, "bean", 1) if not _find_camp_conversation( weishui_doubt_state.get_briefing().get("camp_conversations", []), "weishui_anchor_medicine" ).is_empty(): failures.append("035 sowed Han Sui doubt should not expose anchor medicine") _check_shop_item_visibility(failures, weishui_doubt_state, "war_drum", true, "035 sowed Han Sui doubt") _check_shop_item_visibility(failures, weishui_doubt_state, "imperial_seal", false, "035 sowed Han Sui doubt") var weishui_old_flags_state = BattleStateScript.new() if not weishui_old_flags_state.load_battle("res://data/scenarios/035_weishui_camps.json", {}, {}, {"fortified_tong_pass": true, "pressed_ma_chao_vanguard": true}, ["zhang_he"]): failures.append("could not load Weishui Camps old Counterstroke setup flag data") else: _check_shop_items_unique(failures, weishui_old_flags_state, "035 old Counterstroke setup flags") _check_shop_item_visibility(failures, weishui_old_flags_state, "war_drum", false, "035 old Counterstroke setup flags") _check_shop_item_visibility(failures, weishui_old_flags_state, "imperial_seal", false, "035 old Counterstroke setup flags") if not _find_camp_conversation( weishui_old_flags_state.get_briefing().get("camp_conversations", []), "weishui_anchor_medicine" ).is_empty(): failures.append("035 old Counterstroke setup flags should not expose anchor medicine") if not _find_camp_conversation( weishui_old_flags_state.get_briefing().get("camp_conversations", []), "weishui_doubt_rations" ).is_empty(): failures.append("035 old Counterstroke setup flags should not expose doubt rations") var western_hanzhong_expectations := [ { "path": "res://data/scenarios/036_weishui_crossing.json", "label": "036 Weishui crossing", "merchant": "위수 도하 야상", "conversations": [ ["weishui_crossing_council", "topic", ""], ["weishui_guo_jia_alliance_rift", "officer", "guo_jia"] ], "imperial_flag": {"secured_weishui_crossing": true}, "war_drum_flag": {"deepened_han_sui_rift": true} }, { "path": "res://data/scenarios/037_guanzhong_foothold.json", "label": "037 Guanzhong foothold", "merchant": "관중 교두보 야상", "conversations": [ ["guanzhong_foothold_council", "topic", ""], ["guanzhong_zhang_he_rearguard", "officer", "zhang_he"] ], "imperial_flag": {"secured_guanzhong_foothold": true}, "war_drum_flag": {"split_western_alliance": true} }, { "path": "res://data/scenarios/038_ma_chao_retreat.json", "label": "038 Ma Chao retreat", "merchant": "서량 퇴로 야상", "conversations": [ ["ma_chao_retreat_council", "topic", ""], ["ma_chao_guo_jia_hanzhong_shadow", "officer", "guo_jia"] ], "imperial_flag": {"secured_guanzhong_commandery": true}, "war_drum_flag": {"pressed_ma_chao_retreat": true} }, { "path": "res://data/scenarios/039_hanzhong_approach.json", "label": "039 Hanzhong approach", "merchant": "한중 산문 야상", "conversations": [ ["hanzhong_approach_council", "topic", ""], ["hanzhong_guo_jia_pass_faith", "officer", "guo_jia"] ], "imperial_flag": {"pacified_guanzhong": true}, "war_drum_flag": {"prepared_hanzhong_front": true} }, { "path": "res://data/scenarios/040_hanzhong_gate.json", "label": "040 Hanzhong gate", "merchant": "한중 관문 야상", "conversations": [ ["hanzhong_gate_council", "topic", ""], ["hanzhong_xiahou_yuan_beacon", "officer", "xiahou_yuan"] ], "imperial_flag": {"secured_hanzhong_approach": true}, "war_drum_flag": {"pressed_zhang_lu_gate": true} }, { "path": "res://data/scenarios/041_hanzhong_settlement.json", "label": "041 Hanzhong settlement", "merchant": "한중 창고 야상", "conversations": [ ["hanzhong_settlement_council", "topic", ""], ["hanzhong_zhang_he_holdouts", "officer", "zhang_he"] ], "imperial_flag": {"accepted_zhang_lu_submission": true}, "war_drum_flag": {"pacified_hanzhong": true} } ] for expectation in western_hanzhong_expectations: _check_campaign_entry_expectation(failures, expectation) var ruxu_expectations := [ { "path": "res://data/scenarios/042_ruxu_advance.json", "label": "042 Ruxu advance", "merchant": "유수 강안 야상", "conversations": [ ["ruxu_advance_council", "topic", ""], ["ruxu_guo_jia_tide", "officer", "guo_jia"] ], "imperial_flag": {"garrisoned_hanzhong": true}, "war_drum_flag": {"pivoted_to_ruxu": true} }, { "path": "res://data/scenarios/043_ruxu_river_line.json", "label": "043 Ruxu river line", "merchant": "유수 수로 야상", "conversations": [ ["ruxu_river_line_council", "topic", ""], ["ruxu_guo_jia_two_roads", "officer", "guo_jia"] ], "imperial_flag": {"secured_ruxu_bank": true}, "war_drum_flag": {"pressed_sun_quan_line": true} }, { "path": "res://data/scenarios/044_ruxu_crossing.json", "label": "044 Ruxu crossing", "merchant": "유수 도하 야상", "conversations": [ ["ruxu_crossing_council", "topic", ""], ["ruxu_guo_jia_crossing_fear", "officer", "guo_jia"] ], "imperial_flag": {"anchored_ruxu_camps": true}, "war_drum_flag": {"forced_ruxu_crossing": true} } ] for expectation in ruxu_expectations: _check_campaign_entry_expectation(failures, expectation) var jing_expectations := [ { "path": "res://data/scenarios/045_fancheng_relief.json", "label": "045 Fancheng relief", "merchant": "번성 구원 야상", "conversations": [ ["fancheng_relief_council", "topic", ""], ["fancheng_guo_jia_siege_clock", "officer", "guo_jia"] ], "imperial_flag": {"secured_ruxu_crossing": true}, "war_drum_flag": {"prepared_fancheng_relief": true} }, { "path": "res://data/scenarios/046_jingzhou_supply_line.json", "label": "046 Jingzhou supply line", "merchant": "형주 보급로 야상", "conversations": [ ["jingzhou_supply_council", "topic", ""], ["jingzhou_guo_jia_hungry_courage", "officer", "guo_jia"] ], "imperial_flag": {"reinforced_fancheng": true}, "war_drum_flag": {"struck_jingzhou_supply": true} }, { "path": "res://data/scenarios/047_maicheng_pursuit.json", "label": "047 Maicheng pursuit", "merchant": "맥성 추격 야상", "conversations": [ ["maicheng_pursuit_council", "topic", ""], ["maicheng_guo_jia_pride", "officer", "guo_jia"] ], "imperial_flag": {"secured_fancheng_line": true}, "war_drum_flag": {"pursued_guan_yu_rearguard": true} }, { "path": "res://data/scenarios/048_jing_province_settlement.json", "label": "048 Jing province settlement", "merchant": "형주 평정 야상", "conversations": [ ["jing_settlement_council", "topic", ""], ["jing_guo_jia_bowstring", "officer", "guo_jia"] ], "imperial_flag": {"coordinated_wu_encirclement": true}, "war_drum_flag": {"secured_xiangfan_front": true} } ] for expectation in jing_expectations: _check_campaign_entry_expectation(failures, expectation) var wei_succession_expectations := [ { "path": "res://data/scenarios/049_luoyang_summons.json", "label": "049 Luoyang summons", "merchant": "낙양 외조 야상", "conversations": [ ["luoyang_summons_council", "topic", ""], ["luoyang_guo_jia_summons_shadow", "officer", "guo_jia"] ], "imperial_flag": {"stabilized_jing_province": true}, "war_drum_flag": {"answered_luoyang_summons": true} }, { "path": "res://data/scenarios/050_wei_succession.json", "label": "050 Wei succession", "merchant": "위왕 계승 야상", "conversations": [ ["wei_succession_council", "topic", ""], ["wei_guo_jia_seal_hands", "officer", "guo_jia"] ], "imperial_flag": {"secured_luoyang_court": true}, "war_drum_flag": {"prepared_wei_succession": true} }, { "path": "res://data/scenarios/051_eastern_front_alarm.json", "label": "051 Eastern front alarm", "merchant": "동부 강안 야상", "conversations": [ ["eastern_alarm_council", "topic", ""], ["eastern_guo_jia_river_test", "officer", "guo_jia"] ], "imperial_flag": {"proclaimed_wei_authority": true}, "war_drum_flag": {"prepared_eastern_front": true} } ] for expectation in wei_succession_expectations: _check_campaign_entry_expectation(failures, expectation) var jianye_campaign_expectations := [ { "path": "res://data/scenarios/052_wu_river_line.json", "label": "052 Wu river line", "merchant": "유수 수채 야상", "conversations": [ ["wu_river_line_council", "topic", ""], ["wu_river_line_guo_jia_current", "officer", "guo_jia"] ], "imperial_flag": {"secured_eastern_fleet": true}, "war_drum_flag": {"pressed_wu_river_line": true} }, { "path": "res://data/scenarios/053_jianye_approach.json", "label": "053 Jianye approach", "merchant": "건업 길목 야상", "conversations": [ ["jianye_approach_council", "topic", ""], ["jianye_guo_jia_approach_road", "officer", "guo_jia"] ], "imperial_flag": {"anchored_ruxu_fleet": true}, "war_drum_flag": {"prepared_jianye_pressure": true} }, { "path": "res://data/scenarios/054_wu_counterstroke.json", "label": "054 Wu counterstroke", "merchant": "건업 반격 야상", "conversations": [ ["wu_counterstroke_council", "topic", ""], ["wu_counterstroke_guo_jia_spent_courage", "officer", "guo_jia"] ], "imperial_flag": {"secured_jianye_approach": true}, "war_drum_flag": {"forced_wu_counterstroke": true} }, { "path": "res://data/scenarios/055_jianye_gate.json", "label": "055 Jianye gate", "merchant": "건업 외문 야상", "conversations": [ ["jianye_gate_council", "topic", ""], ["jianye_gate_guo_jia_outer_line", "officer", "guo_jia"] ], "imperial_flag": {"held_lower_yangtze_route": true}, "war_drum_flag": {"pressed_jianye_gate": true} }, { "path": "res://data/scenarios/056_jianye_sortie.json", "label": "056 Jianye sortie", "merchant": "건업 출격 야상", "conversations": [ ["jianye_sortie_council", "topic", ""], ["jianye_sortie_guo_jia_open_door", "officer", "guo_jia"] ], "imperial_flag": {"secured_jianye_gate": true}, "war_drum_flag": {"forced_capital_sortie": true} }, { "path": "res://data/scenarios/057_inner_jianye.json", "label": "057 Inner Jianye", "merchant": "건업 내성 야상", "conversations": [ ["inner_jianye_council", "topic", ""], ["inner_jianye_guo_jia_doors", "officer", "guo_jia"] ], "imperial_flag": {"contained_capital_sortie": true}, "war_drum_flag": {"pressed_inner_jianye": true} }, { "path": "res://data/scenarios/058_jianye_command.json", "label": "058 Jianye command", "merchant": "건업 지휘구 야상", "conversations": [ ["jianye_command_council", "topic", ""], ["jianye_command_guo_jia_orders", "officer", "guo_jia"] ], "imperial_flag": {"secured_inner_jianye": true}, "war_drum_flag": {"forced_wu_last_stand": true} }, { "path": "res://data/scenarios/059_wu_surrender.json", "label": "059 Wu surrender", "merchant": "건업 항복로 야상", "conversations": [ ["wu_surrender_council", "topic", ""], ["wu_surrender_guo_jia_terms", "officer", "guo_jia"] ], "imperial_flag": {"secured_jianye_command": true}, "war_drum_flag": {"forced_wu_surrender": true} }, { "path": "res://data/scenarios/060_southern_holdouts.json", "label": "060 Southern holdouts", "merchant": "남방 운하 야상", "conversations": [ ["southern_holdouts_council", "topic", ""], ["southern_holdouts_guo_jia_rumor", "officer", "guo_jia"] ], "imperial_flag": {"accepted_wu_surrender": true}, "war_drum_flag": {"pursued_wu_holdouts": true} }, { "path": "res://data/scenarios/061_nanhai_route.json", "label": "061 Nanhai route", "merchant": "남해 길목 야상", "conversations": [ ["nanhai_route_council", "topic", ""], ["nanhai_route_guo_jia_passage", "officer", "guo_jia"] ], "imperial_flag": {"settled_southern_holdouts": true}, "war_drum_flag": {"pressed_nanhai_route": true} }, { "path": "res://data/scenarios/062_southern_fleet.json", "label": "062 Southern fleet", "merchant": "남방 선단 야상", "conversations": [ ["southern_fleet_council", "topic", ""], ["southern_fleet_guo_jia_weather", "officer", "guo_jia"] ], "imperial_flag": {"secured_nanhai_route": true}, "war_drum_flag": {"pressed_southern_fleet": true} }, { "path": "res://data/scenarios/063_hainan_coast.json", "label": "063 Hainan coast", "merchant": "해남 해안 야상", "conversations": [ ["hainan_coast_council", "topic", ""], ["hainan_coast_guo_jia_door", "officer", "guo_jia"] ], "imperial_flag": {"secured_southern_fleet": true}, "war_drum_flag": {"pressed_hainan_coast": true} }, { "path": "res://data/scenarios/064_final_harbor.json", "label": "064 Final harbor", "merchant": "최종 항구 야상", "conversations": [ ["final_harbor_council", "topic", ""], ["final_harbor_guo_jia_last_shore", "officer", "guo_jia"] ], "imperial_flag": {"secured_hainan_coast": true}, "war_drum_flag": {"pressed_final_harbor": true} }, { "path": "res://data/scenarios/065_last_captains.json", "label": "065 Last captains", "merchant": "마지막 대장 야상", "conversations": [ ["last_captains_council", "topic", ""], ["last_captains_guo_jia_names", "officer", "guo_jia"] ], "imperial_flag": {"secured_final_harbor": true}, "war_drum_flag": {"pursued_last_captains": true} }, { "path": "res://data/scenarios/066_sea_exiles.json", "label": "066 Sea exiles", "merchant": "외해 망명로 야상", "conversations": [ ["sea_exiles_council", "topic", ""], ["sea_exiles_guo_jia_distance", "officer", "guo_jia"] ], "imperial_flag": {"settled_last_captains": true}, "war_drum_flag": {"pursued_sea_exiles": true} }, { "path": "res://data/scenarios/067_outer_islands.json", "label": "067 Outer islands", "merchant": "외섬 상륙 야상", "conversations": [ ["outer_islands_council", "topic", ""], ["outer_islands_guo_jia_carried_road", "officer", "guo_jia"] ], "imperial_flag": {"settled_sea_exiles": true}, "war_drum_flag": {"pressed_outer_islands": true} } ] for expectation in jianye_campaign_expectations: _check_campaign_entry_expectation(failures, expectation) for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "war_drum", "imperial_seal", "panacea"]: var item := state.get_item_def(item_id) if item.is_empty(): failures.append("missing expected item: %s" % item_id) continue var icon_path := str(item.get("icon", "")) _check_image_path(failures, icon_path, "item %s icon" % item_id) _check_alpha_cutout_path(failures, icon_path, "item %s icon cutout" % item_id) func _check_scenario_backgrounds_data(failures: Array[String]) -> void: for expectation in SCENARIO_BACKGROUNDS: var entry: Dictionary = expectation var scenario_path := str(entry.get("scenario_path", "")) var expected_path := str(entry.get("background_path", "")) var label := str(entry.get("label", scenario_path)) var state = BattleStateScript.new() if not state.load_battle(scenario_path): failures.append("could not load scenario for background: %s" % label) continue var background_path: String = state.get_map_background_path() if background_path != expected_path: failures.append("%s should use %s, got %s" % [label, expected_path, background_path]) continue _check_image_path(failures, background_path, label) func _check_generated_toolbar_icons(failures: Array[String]) -> void: var icon_kinds := [ "attack", "tactic", "item", "wait", "end_turn", "threat", "unit_list", "save", "load", "settings", "campaign", "shop", "talk", "equip", "roster", "formation", "status", "objective", "terrain", "forecast", "move", "cancel", "restart", "new" ] for icon_kind in icon_kinds: _check_toolbar_icon_path(failures, "res://art/ui/icons/toolbar_%s.png" % icon_kind, "toolbar icon %s" % icon_kind) func _check_generated_panel_textures(failures: Array[String]) -> void: var panel_keys := ["lacquer", "paper_scroll", "hud_jade", "command_seal", "title_command"] for panel_key in panel_keys: _check_panel_texture_path(failures, "res://art/ui/panels/panel_%s.png" % panel_key, "panel texture %s" % panel_key) func _check_generated_button_textures(failures: Array[String]) -> void: var button_keys := ["normal", "hover", "pressed", "disabled"] for button_key in button_keys: _check_button_texture_path(failures, "res://art/ui/buttons/button_%s.png" % button_key, "button texture %s" % button_key) for button_key in button_keys: _check_icon_button_texture_path(failures, "res://art/ui/buttons/button_icon_%s.png" % button_key, "icon button texture %s" % button_key) func _check_generated_tile_marker_textures(failures: Array[String]) -> void: var marker_keys := ["move", "attack", "select", "target", "objective", "recover"] for marker_key in marker_keys: _check_tile_marker_texture_path(failures, "res://art/ui/tiles/tile_marker_%s.png" % marker_key, "tile marker %s" % marker_key) func _check_generated_class_icon_textures(failures: Array[String]) -> void: var icon_keys := ["infantry", "cavalry", "ranged", "tactic", "heavy", "generic"] for icon_key in icon_keys: _check_class_icon_texture_path(failures, "res://art/ui/class_icons/class_%s.png" % icon_key, "class icon %s" % icon_key) func _check_generated_map_badge_textures(failures: Array[String]) -> void: var badge_keys := ["objective", "supply", "gold", "tactic", "recover", "event"] for badge_key in badge_keys: _check_map_badge_texture_path(failures, "res://art/ui/map_badges/map_badge_%s.png" % badge_key, "map badge %s" % badge_key) func _check_generated_terrain_textures(failures: Array[String]) -> void: var terrain_keys := ["g", "f", "h", "d", "r", "w", "t", "c"] for terrain_key in terrain_keys: _check_terrain_texture_path(failures, "res://art/terrain/terrain_%s.png" % terrain_key, "terrain texture %s" % terrain_key) func _check_generated_terrain_feature_textures(failures: Array[String]) -> void: var feature_keys := [ "road_node", "road_n", "road_s", "road_e", "road_w", "road_ns", "road_ew", "road_ne", "road_es", "road_sw", "road_wn", "road_nse", "road_esw", "road_nsw", "road_new", "road_nesw", "town", "castle", "water", "wasteland" ] for feature_key in feature_keys: _check_terrain_feature_texture_path(failures, "res://art/terrain/features/terrain_feature_%s.png" % feature_key, "terrain feature %s" % feature_key) func _check_scene_texture_loading(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state") scene.free() return if scene._current_battle_background_texture() == null: failures.append("battle scene should load a battlefield background texture") var archer: Dictionary = scene.state.get_unit("yellow_turban_3") if scene._load_art_texture(str(archer.get("sprite", ""))) == null: failures.append("battle scene should load archer sprite texture") var panacea: Dictionary = scene.state.get_item_def("panacea") if scene._load_art_texture(str(panacea.get("icon", ""))) == null: failures.append("battle scene should load panacea icon texture") if scene._load_tile_marker_texture("move") == null or scene._load_tile_marker_texture("target") == null: failures.append("battle scene should load generated tactical tile marker textures") if scene._load_class_icon_texture("infantry") == null or scene._load_class_icon_texture("tactic") == null: failures.append("battle scene should load generated class icon textures") if scene._load_map_badge_texture("objective") == null or scene._load_map_badge_texture("recover") == null: failures.append("battle scene should load generated map badge textures") if scene._load_terrain_feature_texture("road_ew") == null or scene._load_terrain_feature_texture("town") == null or scene._load_terrain_feature_texture("castle") == null: failures.append("battle scene should load generated terrain feature overlays") var conversations: Array = scene.state.get_briefing().get("camp_conversations", []) if not conversations.is_empty(): var first_lines: Array = (conversations[0] as Dictionary).get("lines", []) if not first_lines.is_empty(): var first_line: Dictionary = first_lines[0] if scene._load_art_texture(str(first_line.get("portrait", ""))) == null: failures.append("battle scene should load camp conversation speaker portrait") var scene_conversations: Array = scene._camp_conversation_entries() if scene_conversations.size() < 3: failures.append("battle scene should expose camp conversation entries") var strategy := scene._camp_conversation_by_id("cao_cao_strategy") if strategy.is_empty(): failures.append("battle scene should find Cao Cao camp conversation by id") elif not scene._format_camp_conversation_button_text(strategy).contains("조조"): failures.append("camp conversation button text should include label/speaker") elif scene._camp_conversation_preview_portrait_path(strategy).is_empty(): failures.append("camp conversation preview should resolve Cao Cao portrait") elif scene._load_art_texture(scene._camp_conversation_preview_portrait_path(strategy)) == null: failures.append("camp conversation preview portrait should load") elif not scene._format_camp_conversation_row_title(strategy).contains("조조 - 군략") or not scene._format_camp_conversation_row_title(strategy).contains("조조"): failures.append("camp conversation row title should stay compact with label/speaker") elif not scene._format_camp_conversation_preview_text(strategy).contains("영천"): failures.append("camp conversation preview should include first dialogue text") var cache := scene._camp_conversation_by_id("northern_woods_cache") if cache.is_empty(): failures.append("battle scene should find cache camp conversation by id") elif not scene._format_camp_conversation_button_text(cache).contains("보급 콩"): failures.append("camp conversation button text should preview supply effect") var merchant_notice := scene._format_shop_merchant_notice_text(scene.state.get_shop_merchant()) if not merchant_notice.contains("군막 상인") or not merchant_notice.contains("길가의 물자"): failures.append("shop merchant notice should include name and flavor lines") var camp_overview := scene._format_briefing_camp_overview_text(scene.state.get_briefing(), false) for expected in ["위치: 영천, 중평 원년", "군막:", "준비:", "군자금 0냥", "군막 회의 · 4건", "보급 대기 1건", "군상 물품 · 2종", "출진 명부 2명 중 2명", "진형 배치 6칸", "비축 물자"]: if not camp_overview.contains(expected): failures.append("camp overview should include %s: %s" % [expected, camp_overview]) var briefing_marker_entries := scene._briefing_tactical_marker_entries() if briefing_marker_entries.size() < 3: failures.append("briefing should expose image-first tactical marker entries") var briefing_marker_labels := [] for marker_entry in briefing_marker_entries: briefing_marker_labels.append(str(marker_entry.get("label", ""))) if scene._load_map_badge_texture(str(marker_entry.get("badge", ""))) == null: failures.append("briefing tactical marker should resolve generated badge art: %s" % str(marker_entry)) if scene._load_tile_marker_texture(str(marker_entry.get("tile", ""))) == null: failures.append("briefing tactical marker should resolve generated tile art: %s" % str(marker_entry)) for expected_marker in ["유인선", "북숲 보급고", "마을 보급"]: if not briefing_marker_labels.has(expected_marker): failures.append("briefing tactical markers should include %s: %s" % [expected_marker, str(briefing_marker_labels)]) var briefing_allies := scene._briefing_force_preview_allies() if briefing_allies.size() < 2: failures.append("briefing force preview should expose Cao Cao and Xiahou Dun") var briefing_enemy_types := scene._briefing_force_preview_enemy_types() if briefing_enemy_types.size() < 3: failures.append("briefing force preview should expose representative enemy unit art") for preview_unit in briefing_allies + briefing_enemy_types: var preview_side := "ally" if str(preview_unit.get("team", "")) == BattleStateScript.TEAM_PLAYER else "enemy" if scene._briefing_force_preview_texture(preview_unit, preview_side) == null: failures.append("briefing force preview unit should resolve portrait or unit art: %s" % str(preview_unit.get("name", ""))) var bean: Dictionary = scene.state.get_item_def("bean") var bean_buy_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 0) if not bean_buy_detail.contains("병력 +20") or not bean_buy_detail.contains("보유 0점"): failures.append("shop buy detail should summarize item effect and owned count") scene.campaign_state.gold = 10 var need_gold_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 0) if not need_gold_detail.contains("부족 40냥"): failures.append("shop buy detail should explain missing gold") var sold_out_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 2, 3, 0) if not sold_out_detail.contains("잔량 0/3") or not sold_out_detail.contains("매진"): failures.append("shop buy detail should explain exhausted finite stock") var sell_detail := scene._format_shop_sell_item_detail_text("bean", bean, 25, 2) if not sell_detail.contains("반값으로 넘김") or not sell_detail.contains("보유 2점"): failures.append("shop sell detail should summarize sale rule and owned count") var bean_action := scene._format_shop_buy_action_text("bean", bean, int(bean.get("price", 0))) if bean_action.contains("매입") or not bean_action.contains("콩") or not bean_action.contains("50냥"): failures.append("shop buy action should stay compact and priced") var bean_tooltip := scene._format_shop_item_tooltip_text( scene._format_shop_item_button_text("bean", bean, int(bean.get("price", 0)), 0), bean_buy_detail ) if not bean_tooltip.contains("\n") or not bean_tooltip.contains("보유 0점"): failures.append("shop item tooltip should preserve full item detail") scene.campaign_state.load_campaign(BattleSceneScript.CAMPAIGN_PATH) scene.campaign_state.start_new("001_yellow_turbans") scene._create_hud() scene.campaign_state.gold = 320 scene.shop_sell_mode = false scene._rebuild_shop_menu() var shop_visible_text := _collect_child_text(scene.shop_list) var shop_tooltips := _collect_child_tooltips(scene.shop_list) if shop_visible_text.contains("병력 +20") or shop_visible_text.contains("보유 0점") or shop_visible_text.contains("잔량 0/"): failures.append("shop rows should keep effects and inventory details in hover text: %s" % shop_visible_text) if not shop_visible_text.contains("콩") or not shop_visible_text.contains("50냥"): failures.append("shop row should still show item name and price compactly: %s" % shop_visible_text) if not shop_tooltips.contains("병력 +20") or not shop_tooltips.contains("보유 0점"): failures.append("shop row tooltip should retain full item detail: %s" % shop_tooltips) if not _has_descendant_texture(scene.shop_list): failures.append("shop rows should use item icon artwork") scene._rebuild_talk_menu() var talk_visible_text := _collect_child_text(scene.talk_list) var talk_tooltips := _collect_child_tooltips(scene.talk_list) if not talk_visible_text.contains("조조 - 군략") or not talk_visible_text.contains("장수") or not talk_visible_text.contains("보급 대기"): failures.append("talk rows should show compact labels and status badges: %s" % talk_visible_text) if talk_visible_text.contains("첫 행군") or talk_visible_text.contains("보급 콩") or talk_visible_text.contains("수령 가능"): failures.append("talk rows should keep preview and supply details in hover text: %s" % talk_visible_text) if not talk_tooltips.contains("영천") or not talk_tooltips.contains("보급 콩") or not talk_tooltips.contains("수령 가능"): failures.append("talk row tooltip should retain dialogue preview and supply detail: %s" % talk_tooltips) if not _has_descendant_texture(scene.talk_list): failures.append("talk rows should use speaker portrait artwork") scene._rebuild_formation_menu() var formation_visible_text := _collect_child_text(scene.formation_list) var formation_tooltips := _collect_child_tooltips(scene.formation_list) if not formation_visible_text.contains("조조") or not formation_visible_text.contains("배치") or not formation_visible_text.contains("선택"): failures.append("formation rows should show officer name and compact placement badges: %s" % formation_visible_text) if formation_visible_text.contains("좌표") or formation_visible_text.contains("전장도의") or formation_visible_text.contains("클릭하면"): failures.append("formation rows should keep placement instructions in hover text: %s" % formation_visible_text) if not formation_tooltips.contains("금빛 진형 칸") or not formation_tooltips.contains("현재 위치"): failures.append("formation row tooltip should retain placement instructions: %s" % formation_tooltips) if not _has_descendant_texture(scene.formation_list): failures.append("formation rows should reuse officer portrait artwork") if scene._format_formation_unit_button_text(scene.state.get_unit("cao_cao")).contains(","): failures.append("formation unit button text should stay compact") scene._rebuild_chapter_menu() var chapter_status_text: String = scene.chapter_status_label.text if scene.chapter_status_label != null else "" var chapter_visible_text := _collect_child_text(scene.chapter_list) var chapter_tooltips := _collect_child_tooltips(scene.chapter_list) if not chapter_status_text.contains("조조전") or not chapter_status_text.contains("진행"): failures.append("chapter status should stay compact and campaign-aware: %s" % chapter_status_text) if not chapter_visible_text.contains("난세의 기치") or not chapter_visible_text.contains("영천 소전") or not chapter_visible_text.contains("현 전장"): failures.append("chapter rows should show compact titles and state badges: %s" % chapter_visible_text) if chapter_visible_text.contains("[") or chapter_visible_text.contains("현 전장:") or chapter_visible_text.contains("앞 전장을 마치면"): failures.append("chapter rows should keep dense state detail in hover text: %s" % chapter_visible_text) if chapter_visible_text.contains("백마 구원전"): failures.append("chapter rows should not dump unopened future chapter battles: %s" % chapter_visible_text) if not chapter_tooltips.contains("현 전장: 영천 소전") or not chapter_tooltips.contains("클릭하면 이 전장의 군막으로 이동합니다.") or not chapter_tooltips.contains("앞 전장을 마치면 열립니다."): failures.append("chapter row tooltips should retain current and locked battle details: %s" % chapter_tooltips) if not _has_descendant_texture(scene.chapter_list): failures.append("chapter scenario rows should use battlefield thumbnail artwork") if not scene.campaign_state.save_manual_game(): failures.append("visual smoke should be able to create a manual checkpoint for save menu checks") scene._rebuild_save_menu() var save_status_text: String = scene.save_status_label.text if scene.save_status_label != null else "" var save_visible_text := _collect_child_text(scene.save_slot_list) var save_tooltips := _collect_child_tooltips(scene.save_slot_list) if not save_status_text.contains("전기록") or not save_status_text.contains("군막"): failures.append("save status should stay compact and mode-aware: %s" % save_status_text) if not save_visible_text.contains("현재 군막") or not save_visible_text.contains("수동 봉인") or not save_visible_text.contains("진행") or not save_visible_text.contains("열기"): failures.append("save rows should show compact slot titles, action, and badges: %s" % save_visible_text) if save_visible_text.contains("현재 봉인:") or save_visible_text.contains("군자금"): failures.append("save rows should keep checkpoint detail in hover text: %s" % save_visible_text) if not save_tooltips.contains("현재 봉인:") or not save_tooltips.contains("클릭하면 이 군막 준비를 수동 봉인합니다.") or not save_tooltips.contains("클릭하면 이 수동 봉인을 열어 군막으로 돌아갑니다."): failures.append("save row tooltips should retain checkpoint detail and action hints: %s" % save_tooltips) scene.free() _check_scenario_background_texture_loading(failures) func _check_scenario_background_texture_loading(failures: Array[String]) -> void: for expectation in SCENARIO_BACKGROUNDS: var entry: Dictionary = expectation var scenario_path := str(entry.get("scenario_path", "")) var expected_path := str(entry.get("background_path", "")) var label := str(entry.get("label", scenario_path)) var scene = BattleSceneScript.new() if not scene.state.load_battle(scenario_path): failures.append("could not load scene state for background: %s" % label) scene.free() continue var actual_path: String = scene.state.get_map_background_path() if actual_path != expected_path: failures.append("%s scene loaded %s instead of %s" % [label, actual_path, expected_path]) var allow_default := bool(entry.get("allow_default", false)) if not allow_default and actual_path == BattleSceneScript.DEFAULT_BATTLE_BACKGROUND_PATH: failures.append("%s should not rely on the default battlefield background" % label) if scene._current_battle_background_texture() == null: failures.append("battle scene should load texture for %s" % label) scene.free() func _check_map_overlay_softness(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for map overlay softness") scene.free() return var grass_fill: Color = scene._terrain_fill_color(Vector2i(1, 1), "G", true) if grass_fill.a > 0.070: failures.append("background-backed grass fill should stay subtle, got %.3f" % grass_fill.a) var water_fill: Color = scene._terrain_fill_color(Vector2i(1, 1), "W", true) if water_fill.a > 0.086: failures.append("background-backed water fill should avoid blocky square color, got %.3f" % water_fill.a) var grid_color: Color = scene._map_grid_color(true) if grid_color.a > 0.010: failures.append("background-backed grid should be nearly invisible, got %.3f" % grid_color.a) var fallback_grid: Color = scene._map_grid_color(false) if fallback_grid.a > 0.24: failures.append("fallback grid should not become a harsh square net, got %.3f" % fallback_grid.a) var grass_texture: Color = scene._terrain_texture_modulate(Vector2i(3, 4), "G", true) if grass_texture.a > 0.235: failures.append("background-backed grass texture should blend into the high-res map, got %.3f" % grass_texture.a) var town_texture: Color = scene._terrain_texture_modulate(Vector2i(7, 5), "T", true) if town_texture.a > 0.310: failures.append("background-backed town texture should signal terrain without tiling loudly, got %.3f" % town_texture.a) var fallback_texture: Color = scene._terrain_texture_modulate(Vector2i(3, 4), "G", false) if fallback_texture.a < 0.50: failures.append("fallback terrain texture should remain readable without a background, got %.3f" % fallback_texture.a) scene.free() func _check_core_text_visibility(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene._ready() _check_readable_text_control(failures, scene.title_caption_label, "title campaign name", 26) _check_readable_text_control(failures, scene.title_subtitle_label, "title subtitle", 13) var title_feature: Node = scene.title_screen_root.find_child("TitleStoryFeaturePanel", true, false) if scene.title_screen_root != null else null if title_feature == null: failures.append("title text visibility check could not find story feature panel") else: _check_readable_text_control(failures, title_feature.find_child("TitleStoryFeatureTitle", true, false) as Control, "title story feature title", 14) _check_readable_text_control(failures, title_feature.find_child("TitleStoryFeatureBody", true, false) as Control, "title story feature body", 10) _check_readable_text_control(failures, scene.title_start_button, "title start button", 12) _check_readable_text_control(failures, scene.title_load_button, "title load button", 12) _check_readable_text_control(failures, scene.title_settings_button, "title settings button", 12) scene._show_opening_prologue() _check_readable_text_control(failures, scene.opening_prologue_title_label, "opening title", 16) _check_readable_text_control(failures, scene.opening_prologue_body_label, "opening body", 13) _check_readable_text_control(failures, scene.opening_prologue_step_label, "opening step", 11) _check_readable_text_control(failures, scene.opening_prologue_next_button, "opening next button", 12) _check_readable_text_control(failures, scene.opening_prologue_skip_button, "opening skip button", 11) if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for text visibility") scene.free() return scene._hide_opening_prologue() scene.battle_started = true scene.briefing_panel.visible = false scene.result_panel.visible = false scene._update_hud() _check_readable_text_control(failures, scene.status_label, "top turn status", 11) _check_readable_text_control(failures, scene.objective_label, "top objective", 11) _check_readable_text_control(failures, scene.campaign_status_label, "top campaign status", 11) var lines := scene._normalized_dialogue_lines([{"speaker": "Cao Cao", "display_speaker": "조조", "text": "영천으로 향한다. 백성이 빠져나갈 길을 연다."}]) scene.active_dialogue_lines = lines scene.active_dialogue_index = 0 scene._render_dialogue_line() _check_readable_text_control(failures, scene.dialogue_speaker_label, "dialogue speaker", 14) _check_readable_text_control(failures, scene.dialogue_text_label, "dialogue body", 13) scene.free() func _check_readable_text_control(failures: Array[String], control: Control, context: String, min_font_size: int) -> void: if control == null: failures.append("%s text control missing" % context) return var text := "" if control is Label: text = str((control as Label).text).strip_edges() elif control is Button: text = str((control as Button).text).strip_edges() else: failures.append("%s should be a label or button for text visibility checks" % context) return if text.is_empty(): failures.append("%s should not render empty text" % context) var font_size := control.get_theme_font_size("font_size") if font_size < min_font_size: failures.append("%s text should stay readable: font size %d < %d" % [context, font_size, min_font_size]) var font_color := control.get_theme_color("font_color") if font_color.a < 0.72: failures.append("%s text should not be transparent: %s" % [context, str(font_color)]) var outline_size := control.get_theme_constant("outline_size") if outline_size < 1: failures.append("%s text should carry a thin outline for image-backed panels" % context) var outline_color := control.get_theme_color("font_outline_color") if outline_color.a < 0.25: failures.append("%s outline should be visible enough: %s" % [context, str(outline_color)]) var shadow_color := control.get_theme_color("font_shadow_color") if shadow_color.a < 0.20: failures.append("%s text should keep a soft shadow: %s" % [context, str(shadow_color)]) func _check_hud_focus_text(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for HUD focus text") scene.free() return var cao_cao: Dictionary = scene.state.get_unit("cao_cao") var cao_text := scene._format_unit_focus_text(cao_cao, "Selected") var cao_summary := scene._format_unit_focus_summary_text(cao_cao, "Selected") if not cao_text.contains("군령 지휘"): failures.append("Cao Cao HUD focus should describe command role: %s" % cao_text) if not cao_text.contains("행군 4 (보병)") or not cao_text.contains("타격 1-1"): failures.append("Cao Cao HUD focus should clarify move/attack affordance: %s" % cao_text) if not cao_text.contains("시선 동쪽"): failures.append("Cao Cao HUD focus should expose facing direction: %s" % cao_text) if not cao_text.contains("군령:") or not cao_text.contains("행군") or not cao_text.contains("타격") or not cao_text.contains("책략") or not cao_text.contains("병장") or not cao_text.contains("대기"): failures.append("Cao Cao HUD focus should summarize available actions: %s" % cao_text) if not cao_text.contains("지형:") or cao_text.contains("2,7"): failures.append("Cao Cao HUD focus should include terrain effects without raw coordinates: %s" % cao_text) if not cao_text.contains("행군 1"): failures.append("Cao Cao HUD focus should include terrain move cost: %s" % cao_text) if not cao_text.contains("방비 +0"): failures.append("Cao Cao HUD focus should include terrain defense: %s" % cao_text) if not cao_summary.contains("군기: 조조") or cao_summary.contains("병력") or cao_summary.contains("기력") or cao_summary.contains("무위") or cao_summary.contains("지형"): failures.append("Cao Cao visible HUD summary should leave resource/detail text to bars and tooltip: %s" % cao_summary) scene._create_hud() scene.battle_started = true scene.state.selected_unit_id = "cao_cao" scene.hover_cell = Vector2i(1, 6) scene._update_hud() if scene.hud_unit_hp_bar == null or int(scene.hud_unit_hp_bar.value) != int(cao_cao.get("hp", 0)) or int(scene.hud_unit_hp_bar.max_value) != int(cao_cao.get("max_hp", 1)): failures.append("selected HUD should expose Cao Cao HP through a resource bar") if scene.hud_unit_mp_bar == null or int(scene.hud_unit_mp_bar.value) != int(cao_cao.get("mp", 0)) or int(scene.hud_unit_mp_bar.max_value) != int(cao_cao.get("max_mp", 0)): failures.append("selected HUD should expose Cao Cao MP through a resource bar") if not scene.hud_unit_hp_bar.tooltip_text.contains("병력") or not scene.hud_unit_hp_bar.tooltip_text.contains("군기: 조조"): failures.append("selected HP bar tooltip should preserve unit detail: %s" % scene.hud_unit_hp_bar.tooltip_text) var portrait_team_seal := _find_descendant_by_name(scene.hud_unit_portrait_panel, "HudUnitTeamSeal") if portrait_team_seal == null: failures.append("selected unit portrait should overlay a generated team seal") else: _check_panel_uses_generated_texture(failures, portrait_team_seal, "selected portrait team seal") if not _collect_child_text(portrait_team_seal).contains("아"): failures.append("selected portrait team seal should show ally mark: %s" % _collect_child_text(portrait_team_seal)) var portrait_class_icon := _find_descendant_by_name(scene.hud_unit_portrait_panel, "HudUnitClassIcon") if portrait_class_icon == null or not portrait_class_icon is TextureRect or (portrait_class_icon as TextureRect).texture == null: failures.append("selected unit portrait should overlay generated class crest artwork") var portrait_class_panel := _find_descendant_by_name(scene.hud_unit_portrait_panel, "HudUnitClassCrest") if portrait_class_panel == null: failures.append("selected unit portrait class crest frame missing") else: _check_panel_uses_generated_texture(failures, portrait_class_panel, "selected portrait class crest frame") if _count_descendants_by_name(scene.hud_unit_info_column, "HudUnitResourceIcon") < 2: failures.append("selected unit resource rows should use generated HP/MP icons") if scene.selected_label.text.contains("병력") or scene.selected_label.text.contains("기력"): failures.append("selected label should not duplicate HP/MP bars: %s" % scene.selected_label.text) if scene.selected_label.text.contains("군령:"): failures.append("selected label should move command availability into visual badges: %s" % scene.selected_label.text) if scene.inventory_label == null or scene.inventory_label.text.contains("군수:") or scene.inventory_label.text.contains("소모") or scene.inventory_label.text.contains("병장"): failures.append("inventory HUD summary should stay compact and leave details to tooltip: %s" % ("" if scene.inventory_label == null else scene.inventory_label.text)) elif not scene.inventory_label.tooltip_text.contains("군수:"): failures.append("inventory HUD tooltip should preserve full inventory detail: %s" % scene.inventory_label.tooltip_text) if scene.hud_unit_badge_row == null or not scene.hud_unit_badge_row.visible: failures.append("selected unit HUD should expose compact hover badges") else: var badge_tooltips := _collect_child_tooltips(scene.hud_unit_badge_row) if scene.hud_unit_badge_row.get_child_count() < 6: failures.append("selected unit HUD should show role/facing/action badges, got %d" % scene.hud_unit_badge_row.get_child_count()) if not badge_tooltips.contains("시선 동쪽") or not badge_tooltips.contains("등 뒤"): failures.append("selected unit facing badge should explain directional defense: %s" % badge_tooltips) if not badge_tooltips.contains("행군") or not badge_tooltips.contains("타격") or not badge_tooltips.contains("대기"): failures.append("selected unit action badges should expose available commands through tooltips: %s" % badge_tooltips) if not _has_descendant_texture(scene.hud_unit_badge_row): failures.append("selected unit action badges should use icon imagery, not only text") var badge_visible_text := _collect_child_text(scene.hud_unit_badge_row).strip_edges() if not badge_visible_text.is_empty(): failures.append("selected unit compact badges should avoid one-letter class/action text and rely on icons: %s" % badge_visible_text) var xiahou_dun: Dictionary = scene.state.get_unit("xiahou_dun") xiahou_dun["pos"] = Vector2i(4, 1) var forest_text := scene._unit_current_terrain_text(xiahou_dun) if not forest_text.contains("숲") or not forest_text.contains("행군 3"): failures.append("Cavalry movement should use mounted move_type cost on forest: %s" % forest_text) var archer: Dictionary = scene.state.get_unit("yellow_turban_3") var archer_text := scene._format_unit_focus_text(archer, "Hover") if not archer_text.contains("원거리 견제"): failures.append("Archer HUD focus should describe ranged role: %s" % archer_text) if not archer_text.contains("행군 4 (궁병)") or not archer_text.contains("타격 2-2"): failures.append("Archer HUD focus should clarify ranged attack affordance: %s" % archer_text) if not archer_text.contains("시선 서쪽"): failures.append("Enemy archer HUD focus should expose facing direction: %s" % archer_text) if not archer_text.contains("군령: 적군 군기"): failures.append("Enemy archer HUD focus should describe enemy control: %s" % archer_text) if not scene._unit_current_terrain_text(archer).contains("산지"): failures.append("Archer terrain text should reflect its current hill tile") var guard: Dictionary = scene.state.get_unit("yellow_turban_7") var guard_text := scene._format_unit_focus_text(guard, "Hover") if not guard_text.contains("수비: 거점 경계 반경 3") or guard_text.contains("20,3"): failures.append("Guard HUD focus should describe the defended zone without raw coordinates: %s" % guard_text) if scene._recovery_marker_text(Vector2i(6, 5)) != "+6": failures.append("Village recovery marker should show healing amount") if scene._recovery_marker_text(Vector2i(20, 1)) != "+8": failures.append("Castle recovery marker should show healing amount") if not scene._recovery_marker_text(Vector2i(1, 6)).is_empty(): failures.append("Plain terrain should not show a recovery marker") var marker_rect: Rect2 = scene._recovery_marker_rect(Vector2i(6, 5)) if not scene._rect_for_cell(Vector2i(6, 5)).encloses(marker_rect): failures.append("Recovery terrain marker should stay inside its tile: %s" % str(marker_rect)) if marker_rect.size.x < BattleSceneScript.RECOVERY_TERRAIN_MARKER_SIZE.x or marker_rect.size.y < BattleSceneScript.RECOVERY_TERRAIN_MARKER_SIZE.y: failures.append("Recovery terrain marker should reserve readable generated badge space: %s" % str(marker_rect.size)) var recovery_amount_rect: Rect2 = scene._recovery_marker_amount_rect(marker_rect) if not marker_rect.encloses(recovery_amount_rect): failures.append("Recovery terrain amount badge should sit inside generated marker: %s in %s" % [str(recovery_amount_rect), str(marker_rect)]) var recovery_tile_modulate: Color = scene._recovery_tile_marker_modulate(Vector2i(6, 5)) if recovery_tile_modulate.a < 0.45: failures.append("Recovery terrain tile marker should be visible over high-res map art: %.3f" % recovery_tile_modulate.a) var facing_tile_rect: Rect2 = scene._rect_for_cell(Vector2i(1, 6)) var facing_marker_points: PackedVector2Array = scene._unit_facing_marker_points(facing_tile_rect, cao_cao) var facing_points_inside := facing_marker_points.size() == 3 for point in facing_marker_points: if not facing_tile_rect.has_point(point): facing_points_inside = false if not facing_points_inside: failures.append("Unit facing marker should stay anchored inside its tile: %s" % str(facing_marker_points)) if scene._unit_board_panel_key() != "hud_jade": failures.append("Board unit nameplate and HP bar should use generated jade panel art") if scene._load_art_texture("res://art/ui/panels/panel_%s.png" % scene._unit_board_panel_key()) == null: failures.append("Board unit nameplate and HP bar should load generated panel texture") if scene._target_marker_panel_key() != "hud_jade": failures.append("Battlefield target markers should use generated jade panel art") if scene._load_art_texture("res://art/ui/panels/panel_%s.png" % scene._target_marker_panel_key()) == null: failures.append("Battlefield target markers should load generated panel texture") var board_unit_rect: Rect2 = scene._visual_rect_for_unit(cao_cao) var nameplate_rect: Rect2 = scene._unit_nameplate_rect(board_unit_rect) var hp_bar_rect: Rect2 = scene._unit_hp_bar_rect(board_unit_rect) if not facing_tile_rect.encloses(nameplate_rect): failures.append("Unit nameplate should stay inside its tile: %s within %s" % [str(nameplate_rect), str(facing_tile_rect)]) if not facing_tile_rect.encloses(hp_bar_rect): failures.append("Unit HP bar should stay inside its tile: %s within %s" % [str(hp_bar_rect), str(facing_tile_rect)]) if nameplate_rect.intersects(hp_bar_rect): failures.append("Unit nameplate should not collide with HP bar: %s / %s" % [str(nameplate_rect), str(hp_bar_rect)]) _check_unit_class_family(failures, scene, "cao_cao", "tactic") _check_unit_class_family(failures, scene, "xiahou_dun", "cavalry") _check_unit_class_family(failures, scene, "yellow_turban_2", "infantry") _check_unit_class_family(failures, scene, "yellow_turban_3", "ranged") _check_unit_class_family(failures, scene, "yellow_turban_1", "heavy") scene.free() func _check_unit_class_family(failures: Array[String], scene, unit_id: String, expected_family: String) -> void: var unit: Dictionary = scene.state.get_unit(unit_id) if unit.is_empty(): failures.append("missing unit for class family check: %s" % unit_id) return var family := str(scene._unit_class_family(unit)) if family != expected_family: failures.append("%s class family should be %s, got %s" % [unit_id, expected_family, family]) var color: Color = scene._unit_class_badge_color(unit, Color(0.20, 0.42, 0.82)) if color.a <= 0.0: failures.append("%s class silhouette color should be visible" % unit_id) if scene._load_unit_class_icon_texture(unit) == null: failures.append("%s should resolve a generated class icon texture" % unit_id) func _check_ancient_ui_theme(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene._create_hud() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for ancient UI theme") scene.free() return var briefing_text := scene._format_briefing_objectives() scene.briefing_objective_label.text = briefing_text scene._update_briefing_objective_visibility() for expected in ["승리:", "패배:", "보상:"]: if not briefing_text.contains(expected): failures.append("briefing objective parchment should use Korean heading `%s`: %s" % [expected, briefing_text]) for clutter in ["승리 조건", "패배 조건", "진행", "위험"]: if briefing_text.contains(clutter): failures.append("briefing objective parchment should stay concise without `%s`: %s" % [clutter, briefing_text]) var hud_objective := scene._format_objective_hud_text() var hud_objective_detail := scene._format_objective_hud_detail_text() if hud_objective.begins_with("목표:") or hud_objective.contains("승리 조건") or hud_objective.contains("패배 조건"): failures.append("HUD objective should hide labels and keep only a concise current-goal summary: %s" % hud_objective) if not hud_objective_detail.contains("승리:") or not hud_objective_detail.contains("패배:"): failures.append("HUD objective tooltip should retain win/loss details: %s" % hud_objective_detail) scene.battle_started = true scene.briefing_panel.visible = false scene.result_panel.visible = false scene._update_hud() if scene.status_label == null or scene.status_label.text.contains("군령") or scene.status_label.text.contains("제"): failures.append("top turn status should stay compact and leave full wording to tooltip: %s" % ("" if scene.status_label == null else scene.status_label.text)) elif not scene.status_label.tooltip_text.contains("군령"): failures.append("top turn status tooltip should retain full turn wording: %s" % scene.status_label.tooltip_text) if scene.campaign_status_label == null or scene.campaign_status_label.text.contains("전기") or scene.campaign_status_label.text.contains("군자금"): failures.append("top campaign status should use compact seal/gold counts: %s" % ("" if scene.campaign_status_label == null else scene.campaign_status_label.text)) elif not scene.campaign_status_label.tooltip_text.contains("군자금"): failures.append("top campaign status tooltip should retain full campaign progress: %s" % scene.campaign_status_label.tooltip_text) if scene.objective_label == null or scene.objective_label.text.begins_with("목표:"): failures.append("top objective label should avoid repeated visible heading: %s" % ("" if scene.objective_label == null else scene.objective_label.text)) elif not scene.objective_label.tooltip_text.contains("승리:") or not scene.objective_label.tooltip_text.contains("패배:"): failures.append("top objective tooltip should retain objective detail: %s" % ("" if scene.objective_label == null else scene.objective_label.tooltip_text)) _check_top_hud_chip(failures, scene, "TopStatusChip", scene.status_label, "군령") _check_top_hud_chip(failures, scene, "TopObjectiveChip", scene.objective_label, "승리:") _check_top_hud_chip(failures, scene, "TopCampaignChip", scene.campaign_status_label, "군자금") var mission_text := scene._format_mission_panel_text() for expected in ["승리:", "패배:", "진행:", "주의:"]: if not mission_text.contains(expected): failures.append("mission panel should use Korean campaign wording `%s`: %s" % [expected, mission_text]) for clutter in ["목표|", "주의|", "현황|", "경고|"]: if mission_text.contains(clutter): failures.append("mission panel should avoid old verbose marker `%s`: %s" % [clutter, mission_text]) _check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.34, 0.32, 0.27, 0.997)) _check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.025, 0.023, 0.020, 1.0), 16) _check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.56, 0.54, 0.47, 0.998)) _check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.065, 0.060, 0.052, 0.98), 8) _check_panel_style_fill(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.32, 0.31, 0.25, 0.995)) _check_panel_style_frame(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.065, 0.060, 0.052, 0.98), 5) _check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.045, 0.045, 0.040, 0.982)) _check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.18, 0.17, 0.14, 1.0), 9) _check_panel_style_fill(failures, scene.auto_end_turn_prompt_panel, "auto end turn prompt panel", Color(0.050, 0.045, 0.040, 0.992)) _check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.025, 0.023, 0.020, 1.0)) _check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.26, 0.035, 0.030, 0.995)) _check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.58, 0.55, 0.48, 0.996)) _check_panel_uses_generated_texture(failures, scene.briefing_panel, "briefing generated frame") _check_panel_uses_generated_texture(failures, scene.briefing_objective_panel, "briefing objective generated frame") _check_panel_uses_generated_texture(failures, scene.briefing_camp_overview_panel, "briefing map generated frame") _check_panel_uses_generated_texture(failures, scene.dialogue_panel, "dialogue generated frame") _check_panel_uses_generated_texture(failures, scene.dialogue_text_panel, "dialogue text generated frame") _check_panel_uses_generated_texture(failures, scene.auto_end_turn_prompt_panel, "auto end turn generated frame") if scene.screen_backdrop == null: failures.append("ancient briefing screen should create an ink-wash backdrop") else: if scene.screen_backdrop.color.a < 0.70: failures.append("ink-wash backdrop should darken modern screen edges: %s" % str(scene.screen_backdrop.color)) scene.briefing_panel.visible = true scene.result_panel.visible = false scene._refresh_screen_backdrop_visibility() if not scene.screen_backdrop.visible: failures.append("ink-wash backdrop should appear behind briefing documents") scene.briefing_panel.visible = false scene._refresh_screen_backdrop_visibility() var map_lattice_overlay := _find_descendant_by_name(scene.briefing_camp_overview_panel, "MapLatticeOverlay") if map_lattice_overlay == null: failures.append("briefing map thumbnail should carry old silk-map lattice overlay") elif map_lattice_overlay.get_child_count() < 10: failures.append("briefing map thumbnail should carry wash, lattice, and four seal corners") _check_seal_ribbon(failures, scene.briefing_seal_ribbon, "briefing seal ribbon") _check_seal_ribbon(failures, scene.dialogue_seal_ribbon, "dialogue seal ribbon") _check_seal_ribbon(failures, scene.result_seal_ribbon, "result seal ribbon") _check_bamboo_gutter_row(failures, scene.briefing_objective_panel, "briefing objective bamboo gutters") _check_bamboo_gutter_row(failures, scene.dialogue_text_panel, "dialogue scroll bamboo gutters") _check_bamboo_gutter_row(failures, scene.mission_detail_panel, "mission detail bamboo gutters") _check_edict_marker_stack(failures, scene.briefing_objective_panel, "briefing objective edict markers") _check_edict_marker_stack(failures, scene.mission_detail_panel, "mission detail edict markers") _check_panel_style_fill(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.045, 0.050, 0.048, 0.90)) _check_panel_style_frame(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.20, 0.24, 0.21, 0.96), 2) _check_panel_style_fill(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.045, 0.050, 0.048, 0.90)) _check_panel_style_frame(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.20, 0.24, 0.21, 0.96), 2) _check_panel_uses_generated_texture(failures, scene.mission_detail_panel, "mission detail generated frame") _check_panel_uses_generated_texture(failures, scene.cell_info_panel, "HUD terrain generated frame") _check_panel_uses_generated_texture(failures, scene.forecast_panel, "HUD forecast generated frame") if scene.cell_info_icon == null: failures.append("HUD terrain info panel should expose an icon chip") if scene.forecast_icon == null: failures.append("HUD forecast info panel should expose an icon chip") _check_hanging_tassel(failures, scene.dialogue_left_tassel, "dialogue left tassel") _check_hanging_tassel(failures, scene.dialogue_right_tassel, "dialogue right tassel") _check_dialogue_column_budget(failures, scene) if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "다음": failures.append("dialogue continue button should use Korean text") if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "이전": failures.append("dialogue previous button should use Korean text") if scene.auto_end_turn_prompt_label == null or not _collect_child_text(scene.auto_end_turn_prompt_panel).contains("군령 완료"): failures.append("auto end turn prompt should show an old command-complete caption") if scene.auto_end_turn_yes_button == null or scene.auto_end_turn_yes_button.text != "차례 넘김": failures.append("auto end turn confirm button should use command wording") if scene.auto_end_turn_no_button == null or scene.auto_end_turn_no_button.text != "머무름": failures.append("auto end turn decline button should use command wording") scene._on_log_added("적군 차례가 열렸습니다.") if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible: failures.append("enemy turn log should show the command notice panel") elif scene.objective_notice_label == null or not scene.objective_notice_label.text.contains("적군 군령") or not scene.objective_notice_label.text.contains("적군 차례"): failures.append("enemy turn notice should use compact command wording: %s" % ("" if scene.objective_notice_label == null else scene.objective_notice_label.text)) if scene.objective_notice_icon_strip == null or not scene.objective_notice_icon_strip.visible or scene.objective_notice_icon_strip.get_child_count() < 2: failures.append("enemy turn notice should show generated visual command icons") elif not _has_descendant_texture(scene.objective_notice_icon_strip): failures.append("enemy turn notice icons should use generated textures") scene._on_log_added("아군 차례가 열렸습니다.") if scene.objective_notice_label == null or not scene.objective_notice_label.text.contains("아군 군령") or not scene.objective_notice_label.text.contains("아군 차례"): failures.append("player turn notice should use compact command wording: %s" % ("" if scene.objective_notice_label == null else scene.objective_notice_label.text)) if scene.objective_notice_icon_strip == null or not scene.objective_notice_icon_strip.visible or scene.objective_notice_icon_strip.get_child_count() < 3: failures.append("player turn notice should show generated visual command icons") elif not _has_descendant_texture(scene.objective_notice_icon_strip): failures.append("player turn notice icons should use generated textures") var localized_lines := scene._normalized_dialogue_lines([{"speaker": "Cao Cao", "display_speaker": "조조", "text": "군령을 전하라."}]) if localized_lines.is_empty() or str((localized_lines[0] as Dictionary).get("speaker", "")) != "조조": failures.append("dialogue normalization should preserve display_speaker for localized names") else: scene.active_dialogue_lines = localized_lines scene.active_dialogue_index = 0 scene._render_dialogue_line() if scene.dialogue_speaker_label == null or scene.dialogue_speaker_label.text != "조조": failures.append("dialogue speaker label should render localized display_speaker") if scene.dialogue_text_label == null or scene.dialogue_text_label.text != "「군령을 전하라.」": failures.append("dialogue text should render as a concise quotation scroll") scene._hide_dialogue_panel() var narrator_lines := scene._normalized_dialogue_lines([{"text": "성채 위로 먼지가 올랐다."}]) if narrator_lines.is_empty(): failures.append("dialogue normalization should keep narration lines without a speaker") else: var portrait_index_before_narration: int = scene.dialogue_row.get_children().find(scene.dialogue_portrait_panel) scene.active_dialogue_lines = narrator_lines scene.active_dialogue_index = 0 scene._render_dialogue_line() if scene.dialogue_portrait_panel == null or not scene.dialogue_portrait_panel.visible: failures.append("speakerless narration should keep the dialogue portrait slot visible") if scene.dialogue_portrait_label == null or scene.dialogue_portrait_label.text != "기록": failures.append("speakerless narration should show a stable record placeholder") var portrait_index_after_narration: int = scene.dialogue_row.get_children().find(scene.dialogue_portrait_panel) if portrait_index_after_narration != portrait_index_before_narration: failures.append("speakerless narration should not move the portrait slot") scene._hide_dialogue_panel() var enemy_lines := scene._normalized_dialogue_lines([{"speaker": "Wen Chou", "text": "전진!"}]) if enemy_lines.is_empty() or str((enemy_lines[0] as Dictionary).get("speaker", "")) != "문추": failures.append("dialogue normalization should localize enemy speaker names") var right_lines := scene._normalized_dialogue_lines([{"speaker": "Xiahou Dun", "display_speaker": "하후돈", "side": "right", "text": "우익에서 응하겠습니다."}]) if right_lines.is_empty(): failures.append("dialogue normalization should keep right-side lines") else: var portrait_index_before: int = scene.dialogue_row.get_children().find(scene.dialogue_portrait_panel) scene.active_dialogue_lines = right_lines scene.active_dialogue_index = 0 scene._render_dialogue_line() _check_right_side_dialogue_layout(failures, scene) var portrait_index_after: int = scene.dialogue_row.get_children().find(scene.dialogue_portrait_panel) if portrait_index_after != portrait_index_before: failures.append("right-side dialogue should not move the portrait panel between lines") if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "다음": failures.append("dialogue continue button should stay stable even on the final line") scene._hide_dialogue_panel() if scene._ui_font(false) == null: failures.append("ancient UI regular font should load from project assets") if scene._ui_font(true) == null: failures.append("ancient UI bold font should load from project assets") if scene.ui_root_control == null or scene.ui_root_control.theme == null or scene.ui_root_control.theme.default_font == null: failures.append("ancient UI root should install the project serif font as its default theme font") if scene._draw_ui_font(false) != scene._ui_font(false): failures.append("map labels should draw with the project serif font") if scene._draw_ui_font(true) != scene._ui_font(true): failures.append("map emphasis labels should draw with the bold project serif font") if scene.dialogue_text_label == null or not scene.dialogue_text_label.has_theme_font_override("font"): failures.append("dialogue text should use the project serif font override") if scene.dialogue_continue_button == null or not scene.dialogue_continue_button.has_theme_font_override("font"): failures.append("dialogue continue button should use the project serif font override") if scene.mission_title_label == null or scene.mission_title_label.text != "전투 목표": failures.append("mission panel title should use clear Korean wording") if scene.mission_toggle_button == null or scene.mission_toggle_button.text != "" or scene.mission_toggle_button.icon == null or not bool(scene.mission_toggle_button.get_meta("icon_only", false)): failures.append("mission objective panel should start compact with an icon-only open control") else: if not scene.mission_toggle_button.tooltip_text.contains("펼치기"): failures.append("mission objective icon tooltip should explain opening the panel: %s" % scene.mission_toggle_button.tooltip_text) scene._on_mission_toggle_pressed() if scene.mission_detail_panel == null or not scene.mission_detail_panel.visible or not scene.mission_toggle_button.tooltip_text.contains("접기"): failures.append("mission objective panel should reopen cleanly") scene._on_mission_toggle_pressed() if scene.mission_detail_panel == null or scene.mission_detail_panel.visible or not scene.mission_toggle_button.tooltip_text.contains("펼치기"): failures.append("mission objective panel should collapse cleanly") if scene.briefing_start_button == null or scene.briefing_start_button.text != "전투 시작": failures.append("briefing start button should clearly start after briefing") if scene.briefing_objective_toggle_button == null or scene.briefing_objective_toggle_button.text != "" or scene.briefing_objective_toggle_button.icon == null or not bool(scene.briefing_objective_toggle_button.get_meta("icon_only", false)): failures.append("briefing objective panel should expose an icon-only close button") else: _check_button_uses_generated_toolbar_icon(failures, scene.briefing_objective_toggle_button, "briefing objective toggle") _check_button_uses_generated_surface(failures, scene.briefing_objective_toggle_button, "briefing objective toggle") if not scene.briefing_objective_toggle_button.tooltip_text.contains("접기"): failures.append("briefing objective icon tooltip should explain closing the panel") scene._set_briefing_objective_collapsed(true) if scene.briefing_objective_panel == null or scene.briefing_objective_panel.visible or scene.briefing_objective_toggle_button.text != "" or not scene.briefing_objective_toggle_button.tooltip_text.contains("펼치기"): failures.append("briefing objective panel should collapse cleanly") scene._set_briefing_objective_collapsed(false) if scene.briefing_objective_panel == null or not scene.briefing_objective_panel.visible or scene.briefing_objective_toggle_button.text != "" or not scene.briefing_objective_toggle_button.tooltip_text.contains("접기"): failures.append("briefing objective panel should reopen cleanly") scene.briefing_panel.visible = true scene.battle_started = false var escape_event := InputEventKey.new() escape_event.keycode = KEY_ESCAPE scene._handle_key(escape_event) if not scene.briefing_objective_collapsed or scene.battle_started: failures.append("briefing Escape should collapse conditions before starting battle") scene.briefing_panel.visible = false _check_prep_menu_icon_button(failures, scene.chapter_button, "군기록", "campaign") _check_prep_menu_icon_button(failures, scene.shop_button, "군상", "shop") _check_prep_menu_icon_button(failures, scene.talk_button, "군막 회의", "talk") _check_prep_menu_icon_button(failures, scene.armory_button, "병장고", "equip") _check_prep_menu_icon_button(failures, scene.roster_button, "출진 명부", "unit_list") _check_prep_menu_icon_button(failures, scene.formation_button, "진형 배치", "formation") _check_prep_menu_icon_button(failures, scene.save_button, "전기록", "save") scene.briefing_panel.visible = true scene.battle_started = false _check_prep_menu_button_active_selection(failures, scene) if scene.shop_buy_button == null or scene.shop_buy_button.text != "사들이기": failures.append("briefing shop buy button should avoid modern purchase wording") if scene.shop_sell_button == null or scene.shop_sell_button.text != "내다팔기": failures.append("briefing shop sell button should avoid modern sale wording") if scene.post_move_title_label == null or scene.post_move_title_label.text != "군령 선택": failures.append("post-move command title should use order wording") _check_panel_uses_generated_texture(failures, scene.post_move_menu, "post-move command generated frame") var post_move_header: PanelContainer = null var post_move_header_seal: PanelContainer = null var post_move_header_icon: TextureRect = null if scene.post_move_menu != null: post_move_header = scene.post_move_menu.find_child("LocalCommandHeader", true, false) as PanelContainer post_move_header_seal = scene.post_move_menu.find_child("LocalCommandHeaderSeal", true, false) as PanelContainer post_move_header_icon = scene.post_move_menu.find_child("LocalCommandHeaderIcon", true, false) as TextureRect _check_panel_uses_generated_texture(failures, post_move_header, "post-move command generated header") _check_panel_uses_generated_texture(failures, post_move_header_seal, "post-move command generated header seal") if post_move_header_icon == null or post_move_header_icon.texture == null: failures.append("post-move command header should show a generated move icon") elif post_move_header_icon.texture.get_width() < 128 or post_move_header_icon.texture.get_height() < 128: failures.append("post-move command header should use high-resolution generated move icon art") _check_local_command_icon_button(failures, scene.post_move_attack_button, "타격령", "attack") _check_local_command_icon_button(failures, scene.post_move_tactic_button, "책략첩", "tactic") _check_local_command_icon_button(failures, scene.post_move_item_button, "보급첩", "item") _check_local_command_icon_button(failures, scene.post_move_wait_button, "대기령", "wait") _check_local_command_icon_button(failures, scene.post_move_cancel_button, "발걸음 거두기", "cancel") if scene.post_move_picker_back_button == null or scene.post_move_picker_back_button.text != "죽간 거두기": failures.append("post-move picker back button should use bamboo-slip wording") if scene.targeting_hint_title_label == null or scene.targeting_hint_title_label.text != "적장 지목": failures.append("targeting hint title should use mark foe wording") if scene.targeting_hint_back_button == null or scene.targeting_hint_back_button.text != "죽간 거두기": failures.append("targeting hint back button should use bamboo-slip wording") scene._on_objective_updated("동문에 깃발을 세워라.", "조조가 퇴각하면 패전이다.") if scene.objective_notice_label == null or not scene.objective_notice_label.text.contains("목표:") or not scene.objective_notice_label.text.contains("주의:"): failures.append("objective update notice should use Korean annotation wording") if scene.objective_notice_icon_strip == null or not scene.objective_notice_icon_strip.visible or scene.objective_notice_icon_strip.get_child_count() < 2: failures.append("objective update notice should show objective and warning icons") elif not _has_descendant_texture(scene.objective_notice_icon_strip): failures.append("objective update notice icons should use generated textures") scene._update_briefing_camp_overview(scene.state.get_briefing(), false) if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "비단 전장도": failures.append("briefing map fallback should read as an old campaign map") if scene.briefing_force_preview_overlay == null: failures.append("briefing map thumbnail should include a force preview overlay") else: var ally_icons: Array = scene.briefing_force_preview_overlay.find_children("BriefingForcePreviewAllyIcon*", "", false, false) var enemy_icons: Array = scene.briefing_force_preview_overlay.find_children("BriefingForcePreviewEnemyIcon*", "", false, false) if ally_icons.size() < 2: failures.append("briefing force preview should show allied portrait icons") if enemy_icons.size() < 3: failures.append("briefing force preview should show representative enemy unit icons") if not _has_descendant_texture(scene.briefing_force_preview_overlay): failures.append("briefing force preview should render generated portrait/unit textures") if scene.briefing_tactical_marker_list == null: failures.append("briefing should include a tactical marker card list") elif scene.briefing_tactical_marker_list.get_child_count() < 3: failures.append("briefing tactical marker card list should expose three image-first markers") elif not _has_descendant_texture(scene.briefing_tactical_marker_list): failures.append("briefing tactical marker cards should render generated badge/tile textures") scene._apply_panel_style(scene.result_panel, "result_victory_tablet") _check_panel_style_fill(failures, scene.result_panel, "victory result panel", Color(0.27, 0.34, 0.28, 0.997)) _check_panel_uses_generated_texture(failures, scene.result_panel, "victory result generated frame") scene._apply_panel_style(scene.result_panel, "result_defeat_tablet") _check_panel_style_fill(failures, scene.result_panel, "defeat result panel", Color(0.10, 0.035, 0.028, 0.997)) _check_panel_uses_generated_texture(failures, scene.result_panel, "defeat result generated frame") if not scene._format_victory_result_text().contains("승리"): failures.append("victory result should use Korean title") if not scene._format_defeat_result_text().contains("패배"): failures.append("defeat result should use Korean title") var scroll_rod := scene._make_scroll_rod(120, 4) _check_scroll_rod(failures, scroll_rod, "generated scroll rod") scroll_rod.free() var tablet_binding := scene._make_tablet_binding(120, 16) _check_tablet_binding(failures, tablet_binding, "generated tablet binding") tablet_binding.free() var ink_rule := scene._make_ink_wash_rule(120, 6) _check_ink_wash_rule(failures, ink_rule, "generated ink wash rule") ink_rule.free() var seal_ribbon := scene._make_seal_ribbon(120, 18) _check_seal_ribbon(failures, seal_ribbon, "generated seal ribbon") seal_ribbon.free() var seal_tile := scene._make_seal_tile("1", 24) _check_panel_uses_generated_texture(failures, seal_tile, "numbered seal tile") seal_tile.free() var seal_tick := scene._make_seal_tick() _check_panel_uses_generated_texture(failures, seal_tick, "section seal tick") seal_tick.free() scene.free() func _check_opening_prologue_presentation(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene._create_hud() var caption_panel := _find_descendant_by_name(scene.opening_prologue_root, "OpeningCaptionScroll") as PanelContainer if caption_panel == null: failures.append("opening prologue should build a cinematic caption panel") else: if caption_panel.position.y < 500.0: failures.append("opening caption should sit low enough to let generated story art dominate: %s" % str(caption_panel.position)) if caption_panel.custom_minimum_size.y > 150.0: failures.append("opening caption should stay compact instead of covering the story art: %s" % str(caption_panel.custom_minimum_size)) _check_panel_uses_generated_texture(failures, caption_panel, "opening cinematic caption generated frame") if str(caption_panel.get_meta("panel_texture_key", "")) != "story_scroll": failures.append("opening caption should use the generated story scroll surface") if scene.opening_prologue_next_button == null: failures.append("opening prologue should expose a next button") else: if scene.opening_prologue_next_button.icon == null: failures.append("opening next button should carry generated icon art") _check_button_uses_generated_surface(failures, scene.opening_prologue_next_button, "opening next") if scene.opening_prologue_skip_button == null: failures.append("opening prologue should expose a skip button") else: if scene.opening_prologue_skip_button.icon == null: failures.append("opening skip button should carry generated icon art") _check_button_uses_generated_surface(failures, scene.opening_prologue_skip_button, "opening skip") for index in range(BattleSceneScript.OPENING_PROLOGUE_PAGES.size()): scene.opening_prologue_index = index scene._update_opening_prologue_page() var body_text: String = scene.opening_prologue_body_label.text if scene.opening_prologue_body_label != null else "" var body_area: Vector2 = scene.opening_prologue_body_label.custom_minimum_size if scene.opening_prologue_body_label != null else Vector2.ZERO var body_size: int = scene.opening_prologue_body_label.get_theme_font_size("font_size") if scene.opening_prologue_body_label != null else 0 if body_size < 14 or body_size > 18: failures.append("opening story body font should fit inside its compact caption range, got %d" % body_size) elif scene._estimated_wrapped_text_height(body_text, body_area.x, body_size) > body_area.y: failures.append("opening story body should fit without clipping on page %d: size=%d area=%s" % [index + 1, body_size, str(body_area)]) if scene.opening_prologue_next_button != null: scene.opening_prologue_index = BattleSceneScript.OPENING_PROLOGUE_PAGES.size() - 1 scene._update_opening_prologue_page() if scene.opening_prologue_next_button.text != "군막으로" or scene.opening_prologue_next_button.icon == null: failures.append("opening final page should switch the next control into camp-entry mode") scene.free() func _check_ink_wash_rule(failures: Array[String], rule: HBoxContainer, label: String) -> void: if rule == null: failures.append("%s missing" % label) return if rule.get_child_count() != 5: failures.append("%s should use five ink-and-seal segments" % label) return for index in range(rule.get_child_count()): _check_panel_uses_generated_ornament_texture(failures, rule.get_child(index) as PanelContainer, "%s segment %d" % [label, index]) func _check_scroll_rod(failures: Array[String], scroll_rod: HBoxContainer, label: String) -> void: if scroll_rod == null: failures.append("%s missing" % label) return if scroll_rod.get_child_count() != 5: failures.append("%s should use five visual strips" % label) return for index in range(scroll_rod.get_child_count()): _check_panel_uses_generated_ornament_texture(failures, scroll_rod.get_child(index) as PanelContainer, "%s segment %d" % [label, index]) func _check_tablet_binding(failures: Array[String], binding: HBoxContainer, label: String) -> void: if binding == null: failures.append("%s missing" % label) return if binding.get_child_count() != 7: failures.append("%s should use seven clasp/strip/knot segments" % label) return for index in range(binding.get_child_count()): if index == 3: var knot := binding.get_child(index) as HBoxContainer if knot == null or knot.get_child_count() != 2: failures.append("%s should include a two-seal center knot" % label) continue for knot_index in range(knot.get_child_count()): _check_panel_uses_generated_ornament_texture(failures, knot.get_child(knot_index) as PanelContainer, "%s knot seal %d" % [label, knot_index]) continue _check_panel_uses_generated_ornament_texture(failures, binding.get_child(index) as PanelContainer, "%s segment %d" % [label, index]) func _check_seal_ribbon(failures: Array[String], ribbon: HBoxContainer, label: String) -> void: if ribbon == null: failures.append("%s missing" % label) return if ribbon.get_child_count() != 5: failures.append("%s should use five clasp/ribbon/cluster segments" % label) return var cluster := ribbon.get_child(2) as HBoxContainer if cluster == null or cluster.get_child_count() != 3: failures.append("%s should include a three-seal center cluster" % label) for index in range(ribbon.get_child_count()): var panel := ribbon.get_child(index) as PanelContainer if index == 2: continue _check_panel_uses_generated_texture(failures, panel, "%s segment %d" % [label, index]) if cluster != null: for index in range(cluster.get_child_count()): _check_panel_uses_generated_texture(failures, cluster.get_child(index) as PanelContainer, "%s center seal %d" % [label, index]) func _check_bamboo_gutter_row(failures: Array[String], panel: PanelContainer, label: String) -> void: if panel == null or panel.get_child_count() <= 0: failures.append("%s missing row" % label) return var row := panel.get_child(0) as HBoxContainer if row == null or row.get_child_count() < 3: failures.append("%s should use a row with bamboo side gutters" % label) return _check_bamboo_gutter(failures, row.get_child(0), "%s left gutter" % label) _check_bamboo_gutter(failures, row.get_child(row.get_child_count() - 1), "%s right gutter" % label) func _check_bamboo_gutter(failures: Array[String], node: Node, label: String) -> void: var gutter := node as HBoxContainer if gutter == null: failures.append("%s should be a bamboo gutter container" % label) return if gutter.get_child_count() != 3: failures.append("%s should use three bamboo slips" % label) return for index in range(gutter.get_child_count()): _check_panel_uses_generated_ornament_texture(failures, gutter.get_child(index) as PanelContainer, "%s slip %d" % [label, index]) func _check_edict_marker_stack(failures: Array[String], panel: PanelContainer, label: String) -> void: if panel == null or panel.get_child_count() <= 0: failures.append("%s missing row" % label) return var row := panel.get_child(0) as HBoxContainer if row == null or row.get_child_count() < 5: failures.append("%s should include side marker stacks" % label) return _check_marker_stack(failures, row.get_child(1), "%s left stack" % label) _check_marker_stack(failures, row.get_child(row.get_child_count() - 2), "%s right stack" % label) func _check_marker_stack(failures: Array[String], node: Node, label: String) -> void: var stack := node as VBoxContainer if stack == null: failures.append("%s should be a vertical seal stack" % label) return if stack.get_child_count() < 2: failures.append("%s should include multiple seal plaques" % label) func _check_hanging_tassel(failures: Array[String], tassel: VBoxContainer, label: String) -> void: if tassel == null: failures.append("%s missing" % label) return if tassel.get_child_count() != 3: failures.append("%s should use top seal, hanging cords, and bottom seal" % label) return _check_panel_uses_generated_ornament_texture(failures, tassel.get_child(0) as PanelContainer, "%s top seal" % label) _check_panel_uses_generated_ornament_texture(failures, tassel.get_child(2) as PanelContainer, "%s bottom seal" % label) var cords := tassel.get_child(1) as HBoxContainer if cords == null or cords.get_child_count() != 2: failures.append("%s should include two hanging cord strips" % label) return for index in range(cords.get_child_count()): _check_panel_uses_generated_ornament_texture(failures, cords.get_child(index) as PanelContainer, "%s cord %d" % [label, index]) func _check_right_side_dialogue_layout(failures: Array[String], scene) -> void: if scene.dialogue_row == null or scene.dialogue_row.get_child_count() != 4: failures.append("right-side dialogue should keep four major columns") return if scene.dialogue_row.get_child(0) != scene.dialogue_left_tassel: failures.append("right-side dialogue should keep the left tassel at the outer edge") if scene.dialogue_row.get_child(1) != scene.dialogue_portrait_panel: failures.append("right-side dialogue should keep the portrait fixed beside the left tassel") if scene.dialogue_row.get_child(2) != scene.dialogue_column: failures.append("right-side dialogue should keep the speech scroll in its fixed column") if scene.dialogue_row.get_child(3) != scene.dialogue_right_tassel: failures.append("right-side dialogue should keep the right tassel at the outer edge") if scene.dialogue_speaker_label == null or scene.dialogue_speaker_label.horizontal_alignment != HORIZONTAL_ALIGNMENT_RIGHT: failures.append("right-side dialogue speaker label should align right") if scene.dialogue_text_label == null or scene.dialogue_text_label.horizontal_alignment != HORIZONTAL_ALIGNMENT_RIGHT: failures.append("right-side dialogue text should align right") func _check_dialogue_column_budget(failures: Array[String], scene) -> void: if scene.dialogue_column == null: failures.append("dialogue column missing") return var total_height := 0.0 var visible_children := 0 for child in scene.dialogue_column.get_children(): var control := child as Control if control == null or not control.visible: continue visible_children += 1 total_height += control.custom_minimum_size.y if visible_children > 1: total_height += float(visible_children - 1) * float(scene.dialogue_column.get_theme_constant("separation")) if total_height > scene.DIALOGUE_COLUMN_SIZE.y: failures.append("dialogue column decorations exceed fixed height: %.1f > %.1f" % [total_height, scene.DIALOGUE_COLUMN_SIZE.y]) func _check_panel_style_fill(failures: Array[String], panel: PanelContainer, label: String, expected: Color) -> void: if panel == null: failures.append("%s missing" % label) return var stylebox := panel.get_theme_stylebox("panel") if stylebox is StyleBoxTexture: _check_panel_style_texture(failures, stylebox as StyleBoxTexture, label) return var style := stylebox as StyleBoxFlat if style == null: failures.append("%s should use a styled panel" % label) return if not _colors_nearly_equal(style.bg_color, expected): failures.append("%s fill mismatch: %s" % [label, str(style.bg_color)]) func _check_panel_style_frame(failures: Array[String], panel: PanelContainer, label: String, expected_border: Color, expected_width: int) -> void: if panel == null: failures.append("%s missing" % label) return var stylebox := panel.get_theme_stylebox("panel") if stylebox is StyleBoxTexture: _check_panel_style_texture(failures, stylebox as StyleBoxTexture, label) return var style := stylebox as StyleBoxFlat if style == null: failures.append("%s should use a styled panel" % label) return if not _colors_nearly_equal(style.border_color, expected_border): failures.append("%s border mismatch: %s" % [label, str(style.border_color)]) if style.get_border_width(SIDE_LEFT) != expected_width: failures.append("%s border width mismatch: %d" % [label, style.get_border_width(SIDE_LEFT)]) var radius := style.get_corner_radius(CORNER_TOP_LEFT) if radius < 8 or radius > 14: failures.append("%s should use softened rounded corners, got %d" % [label, radius]) func _check_panel_style_texture(failures: Array[String], style: StyleBoxTexture, label: String) -> void: if style == null: failures.append("%s should use a generated texture style" % label) return if style.texture == null: failures.append("%s generated texture style is missing its texture" % label) return if style.texture.get_width() < 512 or style.texture.get_height() < 512: failures.append("%s generated panel texture should keep high-resolution source pixels: %dx%d" % [label, style.texture.get_width(), style.texture.get_height()]) if style.texture_margin_left < 24 or style.texture_margin_top < 24: failures.append("%s generated panel texture should define a visible frame slice margin" % label) if style.content_margin_left < 7 or style.content_margin_top < 7: failures.append("%s generated panel texture should reserve readable content margins" % label) func _check_panel_uses_generated_texture(failures: Array[String], panel: PanelContainer, label: String) -> void: if panel == null: failures.append("%s missing" % label) return var stylebox := panel.get_theme_stylebox("panel") if not (stylebox is StyleBoxTexture): failures.append("%s should use a generated panel texture" % label) return _check_panel_style_texture(failures, stylebox as StyleBoxTexture, label) func _check_panel_uses_generated_ornament_texture(failures: Array[String], panel: PanelContainer, label: String) -> void: if panel == null: failures.append("%s missing" % label) return var stylebox := panel.get_theme_stylebox("panel") if not (stylebox is StyleBoxTexture): failures.append("%s should use a generated ornament texture" % label) return var style := stylebox as StyleBoxTexture if style.texture == null: failures.append("%s generated ornament texture is missing its texture" % label) return if style.texture.get_width() < 512 or style.texture.get_height() < 512: failures.append("%s generated ornament texture should keep high-resolution source pixels: %dx%d" % [label, style.texture.get_width(), style.texture.get_height()]) if style.texture_margin_left < 24 or style.texture_margin_top < 24: failures.append("%s generated ornament texture should define a visible frame slice margin" % label) func _colors_nearly_equal(left: Color, right: Color) -> bool: return ( absf(left.r - right.r) < 0.01 and absf(left.g - right.g) < 0.01 and absf(left.b - right.b) < 0.01 and absf(left.a - right.a) < 0.01 ) func _find_descendant_by_name(root: Node, node_name: String) -> Node: if root == null: return null if str(root.name).begins_with(node_name): return root for child in root.get_children(): var found := _find_descendant_by_name(child, node_name) if found != null: return found return null func _count_descendants_by_name(root: Node, node_name: String) -> int: if root == null: return 0 var count := 1 if str(root.name).begins_with(node_name) else 0 for child in root.get_children(): count += _count_descendants_by_name(child, node_name) return count func _is_descendant_of(node: Node, ancestor: Node) -> bool: var current := node while current != null: if current == ancestor: return true current = current.get_parent() return false func _check_top_hud_chip(failures: Array[String], scene, chip_name: String, expected_label: Label, expected_tooltip_text: String) -> void: var chip := _find_descendant_by_name(scene.ui_root_control, chip_name) if chip == null: failures.append("top HUD chip missing: %s" % chip_name) return if not chip is PanelContainer: failures.append("top HUD chip should be a framed panel: %s" % chip_name) if expected_label == null or not _is_descendant_of(expected_label, chip): failures.append("top HUD chip should contain the existing label var: %s" % chip_name) if not _has_descendant_texture(chip): failures.append("top HUD chip should contain an icon texture: %s" % chip_name) if (chip as Control).custom_minimum_size.x <= 0.0 or (chip as Control).custom_minimum_size.y <= 0.0: failures.append("top HUD chip should reserve stable space: %s" % chip_name) var tooltip_text := _collect_child_tooltips(chip) if not tooltip_text.contains(expected_tooltip_text): failures.append("top HUD chip tooltip should preserve detail `%s`: %s" % [expected_tooltip_text, tooltip_text]) func _collect_child_tooltips(root: Node) -> String: if root == null: return "" var parts: Array[String] = [] _collect_child_tooltips_into(root, parts) return "\n".join(parts) func _collect_child_tooltips_into(root: Node, parts: Array[String]) -> void: if root == null: return if root is Control: var tooltip := str((root as Control).tooltip_text).strip_edges() if not tooltip.is_empty(): parts.append(tooltip) for child in root.get_children(): _collect_child_tooltips_into(child, parts) func _collect_child_text(root: Node) -> String: if root == null: return "" var parts: Array[String] = [] _collect_child_text_into(root, parts) return "\n".join(parts) func _collect_descendant_text_by_name(root: Node, node_name: String) -> String: if root == null: return "" var parts: Array[String] = [] _collect_descendant_text_by_name_into(root, node_name, parts) return "\n".join(parts) func _collect_descendant_text_by_name_into(root: Node, node_name: String, parts: Array[String]) -> void: if root == null: return if str(root.name).begins_with(node_name): if root is Button: var button_text := str((root as Button).text).strip_edges() if not button_text.is_empty(): parts.append(button_text) elif root is Label: var label_text := str((root as Label).text).strip_edges() if not label_text.is_empty(): parts.append(label_text) for child in root.get_children(): _collect_descendant_text_by_name_into(child, node_name, parts) func _collect_child_text_into(root: Node, parts: Array[String]) -> void: if root == null: return if root is Button: var button_text := str((root as Button).text).strip_edges() if not button_text.is_empty(): parts.append(button_text) elif root is Label: var label_text := str((root as Label).text).strip_edges() if not label_text.is_empty(): parts.append(label_text) for child in root.get_children(): _collect_child_text_into(child, parts) func _has_descendant_texture(root: Node) -> bool: if root == null: return false if root is TextureRect and (root as TextureRect).texture != null: return true for child in root.get_children(): if _has_descendant_texture(child): return true return false func _check_button_uses_generated_toolbar_icon(failures: Array[String], button: Button, context: String) -> void: if button == null or button.icon == null: return if button.icon.get_width() < 128 or button.icon.get_height() < 128: failures.append("%s should use generated high-resolution toolbar art, got %dx%d" % [context, button.icon.get_width(), button.icon.get_height()]) func _check_button_uses_generated_surface(failures: Array[String], button: Button, context: String) -> void: if button == null: failures.append("%s button missing" % context) return var stylebox := button.get_theme_stylebox("normal") if not (stylebox is StyleBoxTexture): failures.append("%s should use a generated button texture surface" % context) return var style := stylebox as StyleBoxTexture if style.texture == null: failures.append("%s generated button style is missing its texture" % context) return if bool(button.get_meta("icon_only", false)): if not bool(button.get_meta("generated_icon_button_texture", false)): failures.append("%s icon-only button should use the generated compact icon surface" % context) if style.texture.get_width() < 256 or style.texture.get_height() < 256: failures.append("%s generated icon button texture should keep high-resolution source pixels: %dx%d" % [context, style.texture.get_width(), style.texture.get_height()]) if abs(style.texture.get_width() - style.texture.get_height()) > 4: failures.append("%s generated icon button texture should be square or near-square: %dx%d" % [context, style.texture.get_width(), style.texture.get_height()]) if style.texture_margin_left < 48 or style.texture_margin_top < 48: failures.append("%s generated icon button texture should define visible frame slice margins" % context) if style.content_margin_left < 5 or style.content_margin_top < 5: failures.append("%s generated icon button texture should reserve icon content margins" % context) else: if bool(button.get_meta("generated_icon_button_texture", false)): failures.append("%s text button should keep the wide generated button surface" % context) if style.texture.get_width() < 512 or style.texture.get_height() < 192: failures.append("%s generated button texture should keep high-resolution source pixels: %dx%d" % [context, style.texture.get_width(), style.texture.get_height()]) if style.texture_margin_left < 48 or style.texture_margin_top < 24: failures.append("%s generated button texture should define visible frame slice margins" % context) if style.content_margin_left < 8 or style.content_margin_top < 5: failures.append("%s generated button texture should reserve readable content margins" % context) func _check_local_command_icon_button(failures: Array[String], button: Button, expected_label: String, expected_icon: String) -> void: if button == null: failures.append("local command button missing: %s" % expected_label) return if not bool(button.get_meta("icon_only", false)) or button.text != "": failures.append("local command should be icon-first without visible text: %s text=%s" % [expected_label, button.text]) if button.icon == null or str(button.get_meta("command_icon", "")) != expected_icon: failures.append("local command should carry an immediate visual icon: %s icon=%s meta=%s" % [expected_label, str(button.icon), str(button.get_meta("command_icon", ""))]) _check_button_uses_generated_toolbar_icon(failures, button, expected_label) _check_button_uses_generated_surface(failures, button, expected_label) if str(button.get_meta("command_label", "")) != expected_label: failures.append("local command should keep old wording in hover metadata: %s meta=%s" % [expected_label, str(button.get_meta("command_label", ""))]) if str(button.tooltip_text).strip_edges().is_empty() or not str(button.tooltip_text).contains(expected_label): failures.append("local command should expose its function through hover tooltip: %s tooltip=%s" % [expected_label, str(button.tooltip_text)]) if button.custom_minimum_size.x <= 0.0 or button.custom_minimum_size.y <= 0.0: failures.append("local command should reserve stable icon space: %s" % expected_label) func _check_hud_command_grid_layout(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene._create_hud() var command_grid := scene.wait_button.get_parent() as GridContainer if command_grid == null: failures.append("unit command buttons should live in a fixed grid") else: if command_grid.columns != BattleSceneScript.HUD_COMMAND_GRID_COLUMNS: failures.append("unit command grid should use %d columns, got %d" % [BattleSceneScript.HUD_COMMAND_GRID_COLUMNS, command_grid.columns]) if command_grid.custom_minimum_size.x < BattleSceneScript.HUD_COMMAND_GRID_SIZE.x or command_grid.custom_minimum_size.y < BattleSceneScript.HUD_COMMAND_GRID_SIZE.y: failures.append("unit command grid should reserve stable space: %s" % str(command_grid.custom_minimum_size)) var command_icon_expectations := [ {"button": scene.wait_button, "icon": "wait"}, {"button": scene.tactic_button, "icon": "tactic"}, {"button": scene.item_button, "icon": "item"}, {"button": scene.equip_button, "icon": "equip"} ] for expectation in command_icon_expectations: var button: Button = expectation["button"] if button == null: failures.append("unit command button missing") continue if button.get_parent() != command_grid: failures.append("unit command button should stay in the side command grid: %s" % str(button.name)) if button.custom_minimum_size.x < BattleSceneScript.HUD_COMMAND_BUTTON_SIZE.x or button.custom_minimum_size.y < BattleSceneScript.HUD_COMMAND_BUTTON_SIZE.y: failures.append("unit command button should reserve fixed icon space: %s" % str(button.custom_minimum_size)) if button.icon == null or str(button.get_meta("command_icon", "")) != str(expectation["icon"]): failures.append("unit command button should carry an immediate visual icon: %s icon=%s meta=%s" % [button.text, str(button.icon), str(button.get_meta("command_icon", ""))]) _check_button_uses_generated_toolbar_icon(failures, button, str(expectation["icon"])) _check_button_uses_generated_surface(failures, button, str(expectation["icon"])) if not bool(button.get_meta("icon_only", false)) or button.text != "": failures.append("unit command button should be icon-first without visible text: %s text=%s" % [str(button.name), button.text]) if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load opening battle for command icon tooltip check") else: scene.battle_started = true scene.briefing_panel.visible = false scene.result_panel.visible = false scene._update_hud() for expectation in command_icon_expectations: var button: Button = expectation["button"] if button == null: continue if button.tooltip_text.strip_edges().is_empty(): failures.append("unit command icon should expose its command through tooltip: %s" % str(button.name)) scene._on_command_hint_button_mouse_entered(scene.wait_button) if scene.command_hint_panel == null or not scene.command_hint_panel.visible: failures.append("hovering a unit command icon should show the command hint panel") else: if scene.command_hint_title_label == null or scene.command_hint_title_label.text != "대기": failures.append("unit command hint should show command title: %s" % ("" if scene.command_hint_title_label == null else scene.command_hint_title_label.text)) if scene.command_hint_detail_label == null or not scene.command_hint_detail_label.text.contains("부대 미지정"): failures.append("disabled unit command hint should show the blocked reason: %s" % ("" if scene.command_hint_detail_label == null else scene.command_hint_detail_label.text)) if scene.command_hint_icon == null or scene.command_hint_icon.texture == null: failures.append("unit command hint should show generated command icon artwork") scene._on_command_hint_button_mouse_exited() if scene.command_hint_panel != null and scene.command_hint_panel.visible: failures.append("unit command hint panel should hide when leaving the icon") var top_toolbar := scene.end_turn_button.get_parent() as HBoxContainer if top_toolbar == null or top_toolbar.name != "TopToolBar": failures.append("global battle commands should move to the top icon toolbar") for button in [ scene.end_turn_button, scene.threat_button, scene.battle_unit_list_button, scene.top_save_button, scene.top_load_button, scene.restart_button, scene.new_campaign_button ]: if button == null: failures.append("top tool button missing") continue if button.get_parent() != top_toolbar: failures.append("top tool button should share the top toolbar: %s" % str(button.name)) if not bool(button.get_meta("icon_only", false)) or button.text != "" or button.icon == null: failures.append("top tool button should be icon-only with tooltip detail: %s text=%s icon=%s" % [str(button.name), button.text, str(button.icon)]) _check_button_uses_generated_toolbar_icon(failures, button, str(button.name)) _check_button_uses_generated_surface(failures, button, str(button.name)) if button.custom_minimum_size.x < BattleSceneScript.TOP_TOOL_BUTTON_SIZE.x or button.custom_minimum_size.y < BattleSceneScript.TOP_TOOL_BUTTON_SIZE.y: failures.append("top tool button should reserve stable icon space: %s" % str(button.custom_minimum_size)) scene._on_command_hint_button_mouse_entered(scene.end_turn_button) if scene.command_hint_panel == null or not scene.command_hint_panel.visible: failures.append("hovering a top command icon should show the command hint panel") else: if scene.command_hint_title_label == null or scene.command_hint_title_label.text != "차례 종료": failures.append("top command hint should show command title: %s" % ("" if scene.command_hint_title_label == null else scene.command_hint_title_label.text)) if scene.command_hint_detail_label == null or not scene.command_hint_detail_label.text.contains("적군"): failures.append("top command hint should keep command detail: %s" % ("" if scene.command_hint_detail_label == null else scene.command_hint_detail_label.text)) if scene.command_hint_icon == null or scene.command_hint_icon.texture == null or str(scene.end_turn_button.get_meta("command_icon", "")) != "end_turn": failures.append("top command hint should use generated top command icon artwork") scene.free() func _check_battle_unit_list_panel(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene._create_hud() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load opening battle for battle unit list") scene.free() return scene.battle_started = true scene.campaign_complete_screen = false scene.briefing_panel.visible = false scene.result_panel.visible = false scene._update_hud() if scene.battle_unit_list_button == null: failures.append("top toolbar should expose a battle unit list button") scene.free() return if scene.battle_unit_list_button.disabled: failures.append("battle unit list button should be enabled during active battle") if scene.battle_unit_list_button.icon == null or not bool(scene.battle_unit_list_button.get_meta("icon_only", false)): failures.append("battle unit list button should be an icon-only top command") scene._on_battle_unit_list_pressed() if scene.battle_unit_list_panel == null or not scene.battle_unit_list_panel.visible: failures.append("battle unit list panel should open from the top toolbar") else: _check_panel_style_fill(failures, scene.battle_unit_list_panel, "battle unit list panel", Color(0.045, 0.048, 0.044, 0.93)) _check_panel_uses_generated_texture(failures, scene.battle_unit_list_panel, "battle unit list generated frame") var header_icon := _find_descendant_by_name(scene.battle_unit_list_panel, "BattleUnitListHeaderIcon") if header_icon == null or not header_icon is TextureRect or (header_icon as TextureRect).texture == null: failures.append("battle unit list header should carry generated unit-list icon artwork") var header_seal := _find_descendant_by_name(scene.battle_unit_list_panel, "BattleUnitListHeaderSeal") if header_seal == null: failures.append("battle unit list header should use a compact Korean seal mark") if scene.battle_unit_list_title_label == null or not scene.battle_unit_list_title_label.text.contains("아군"): failures.append("battle unit list should open on the ally tab") if scene.battle_unit_list_rows == null or scene.battle_unit_list_rows.get_child_count() < 2: failures.append("ally battle unit list should include deployed officers") elif not _row_texts_contain(scene.battle_unit_list_rows, "조조") or not _row_texts_contain(scene.battle_unit_list_rows, "하후돈"): failures.append("ally battle unit list should show Cao Cao and Xiahou Dun") var ally_visible_text := _collect_child_text(scene.battle_unit_list_rows) var ally_badge_text := _collect_descendant_text_by_name(scene.battle_unit_list_rows, "BattleUnitListBadgeLabel") var ally_tooltips := _collect_child_tooltips(scene.battle_unit_list_rows) if not ally_badge_text.contains("100%") or not ally_badge_text.contains("서측"): failures.append("ally battle unit list should show compact HP percent and zone badges: %s" % ally_badge_text) for class_label in ["지휘관", "기병", "보병", "궁병", "책사"]: if ally_badge_text.contains(class_label): failures.append("ally battle unit list should move class names into icon hover text: %s" % ally_badge_text) if ally_visible_text.contains("좌 "): failures.append("ally battle unit list should keep raw coordinates out of visible badges: %s" % ally_visible_text) if ally_visible_text.contains("군령:") or ally_visible_text.contains("행군 4") or ally_visible_text.contains("타격 1-1"): failures.append("ally battle unit list rows should keep dense combat detail in hover text: %s" % ally_visible_text) if not ally_tooltips.contains("군세") or not ally_tooltips.contains("클릭하면 이 장수를 선택") or not ally_tooltips.contains("지휘관") or not ally_tooltips.contains("병력"): failures.append("ally battle unit list tooltips should retain selection detail: %s" % ally_tooltips) if not _has_descendant_texture(scene.battle_unit_list_rows): failures.append("ally battle unit list should show officer portrait artwork") if _find_descendant_by_name(scene.battle_unit_list_rows, "BattleUnitListClassIcon") == null: failures.append("ally battle unit list rows should overlay generated class crest artwork") if _count_descendants_by_name(scene.battle_unit_list_rows, "BattleUnitListBadgeIcon") < 4: failures.append("ally battle unit list compact badges should include icon artwork for class, HP, action, and zone") scene._on_battle_unit_list_row_pressed("cao_cao") var selected: Dictionary = scene.state.get_selected_unit() if selected.is_empty() or str(selected.get("id", "")) != "cao_cao": failures.append("clicking an available ally in the battle unit list should select that officer") scene._on_battle_unit_list_tab_pressed("enemy") if scene.battle_unit_list_title_label == null or not scene.battle_unit_list_title_label.text.contains("적군"): failures.append("battle unit list should switch to the enemy tab") if scene.battle_unit_list_status_label == null or not scene.battle_unit_list_status_label.text.contains("잔적"): failures.append("enemy battle unit list should summarize remaining enemies") if scene.battle_unit_list_rows == null or scene.battle_unit_list_rows.get_child_count() < 1: failures.append("enemy battle unit list should show living enemies") elif not _row_texts_contain(scene.battle_unit_list_rows, "장만성"): failures.append("enemy battle unit list should include the enemy commander") var enemy_visible_text := _collect_child_text(scene.battle_unit_list_rows) var enemy_badge_text := _collect_descendant_text_by_name(scene.battle_unit_list_rows, "BattleUnitListBadgeLabel") var enemy_tooltips := _collect_child_tooltips(scene.battle_unit_list_rows) if not enemy_badge_text.contains("적") or not enemy_badge_text.contains("%"): failures.append("enemy battle unit list should show compact status and HP percent badges: %s" % enemy_badge_text) if not enemy_badge_text.contains("성채") and not enemy_badge_text.contains("동측"): failures.append("enemy battle unit list should show a readable zone badge instead of raw coordinates: %s" % enemy_badge_text) for class_label in ["지휘관", "기병", "보병", "궁병", "책사"]: if enemy_badge_text.contains(class_label): failures.append("enemy battle unit list should move class names into icon hover text: %s" % enemy_badge_text) if enemy_visible_text.contains("좌 "): failures.append("enemy battle unit list should keep raw coordinates out of visible badges: %s" % enemy_visible_text) if enemy_visible_text.contains("군령:") or enemy_visible_text.contains("직접 명령"): failures.append("enemy battle unit list rows should keep dense enemy detail in hover text: %s" % enemy_visible_text) if not (enemy_badge_text.contains("대기") or enemy_badge_text.contains("수비") or enemy_badge_text.contains("경계")): failures.append("enemy battle unit list should expose compact AI state badges: %s" % enemy_badge_text) if not enemy_tooltips.contains("군령: 적군 군기") or not enemy_tooltips.contains("클릭하면 위치로 이동"): failures.append("enemy battle unit list tooltips should retain enemy detail: %s" % enemy_tooltips) if not enemy_tooltips.contains("유인 반경") or not enemy_tooltips.contains("거점 경계 반경"): failures.append("enemy battle unit list tooltips should explain sentry and guard behavior: %s" % enemy_tooltips) if not _has_descendant_texture(scene.battle_unit_list_rows): failures.append("enemy battle unit list should show unit sprite artwork") if _find_descendant_by_name(scene.battle_unit_list_rows, "BattleUnitListClassIcon") == null: failures.append("enemy battle unit list rows should overlay generated class crest artwork") if _count_descendants_by_name(scene.battle_unit_list_rows, "BattleUnitListBadgeIcon") < 4: failures.append("enemy battle unit list compact badges should include icon artwork for class, HP, action, and zone") scene._on_battle_unit_list_row_pressed("yellow_turban_1") selected = scene.state.get_selected_unit() if selected.is_empty() or str(selected.get("id", "")) != "cao_cao": failures.append("clicking an enemy in the battle unit list should focus without stealing ally selection") var escape_event := InputEventKey.new() escape_event.keycode = KEY_ESCAPE scene._handle_key(escape_event) if scene.battle_unit_list_panel != null and scene.battle_unit_list_panel.visible: failures.append("Escape should close the battle unit list panel") scene.free() func _row_texts_contain(container: VBoxContainer, needle: String) -> bool: if container == null: return false return _collect_child_text(container).contains(needle) func _check_prep_menu_icon_button(failures: Array[String], button: Button, expected_label: String, expected_icon: String) -> void: if button == null: failures.append("pre-battle prep button missing: %s" % expected_label) return if not button.toggle_mode: failures.append("pre-battle prep button should support active selected state: %s" % expected_label) if not bool(button.get_meta("icon_only", false)) or button.text != "": failures.append("pre-battle prep button should be icon-first without visible text: %s text=%s" % [expected_label, button.text]) if button.icon == null or str(button.get_meta("command_icon", "")) != expected_icon: failures.append("pre-battle prep button should carry a distinct icon: %s icon=%s meta=%s" % [expected_label, str(button.icon), str(button.get_meta("command_icon", ""))]) _check_button_uses_generated_toolbar_icon(failures, button, expected_label) _check_button_uses_generated_surface(failures, button, expected_label) if str(button.get_meta("command_label", "")) != expected_label: failures.append("pre-battle prep button should preserve Korean label in metadata: %s meta=%s" % [expected_label, str(button.get_meta("command_label", ""))]) if str(button.tooltip_text).strip_edges().is_empty() or not str(button.tooltip_text).contains(expected_label): failures.append("pre-battle prep button should expose its function through hover tooltip: %s tooltip=%s" % [expected_label, str(button.tooltip_text)]) func _check_prep_menu_button_active_selection(failures: Array[String], scene) -> void: scene._on_shop_pressed() if scene.shop_button == null or not scene.shop_button.button_pressed or not bool(scene.shop_button.get_meta("prep_menu_active", false)): failures.append("opening the shop should mark only the shop prep icon active") if scene.talk_button != null and scene.talk_button.button_pressed: failures.append("opening the shop should leave the talk prep icon inactive") scene._on_talk_pressed() if scene.talk_button == null or not scene.talk_button.button_pressed or not bool(scene.talk_button.get_meta("prep_menu_active", false)): failures.append("opening talk should mark the talk prep icon active") if scene.shop_button != null and scene.shop_button.button_pressed: failures.append("opening talk should clear the previous shop prep icon active state") scene._hide_talk_menu() scene._update_hud() if scene.talk_button != null and scene.talk_button.button_pressed: failures.append("hiding a prep menu should clear its active icon state") func _check_action_button_disabled_reasons(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene.wait_button = Button.new() scene.tactic_button = Button.new() scene.item_button = Button.new() scene.equip_button = Button.new() scene.end_turn_button = Button.new() scene.threat_button = Button.new() for button in [ scene.wait_button, scene.tactic_button, scene.item_button, scene.equip_button, scene.end_turn_button, scene.threat_button ]: button.set_meta("icon_only", true) if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for action button reasons") _free_action_button_test_scene(scene) return scene.battle_started = true var cao_cao: Dictionary = scene.state.get_unit("cao_cao") cao_cao["status_effects"] = [{ "type": "action_lock", "status": "seal", "action": "skill", "remaining_phases": 2 }] scene._update_tactic_button(cao_cao) if scene.tactic_button.text != "" or not scene.tactic_button.tooltip_text.contains("봉인됨") or not scene.tactic_button.tooltip_text.contains("책략"): failures.append("sealed unit should explain disabled tactic button: %s | %s" % [scene.tactic_button.text, scene.tactic_button.tooltip_text]) if str(scene.tactic_button.get_meta("command_label", "")) != "책략" or str(scene.tactic_button.get_meta("disabled_hint", "")) != "봉인됨" or not bool(scene.tactic_button.get_meta("command_disabled", false)): failures.append("sealed tactic button should keep reusable command metadata: %s / %s / %s" % [ str(scene.tactic_button.get_meta("command_label", "")), str(scene.tactic_button.get_meta("disabled_hint", "")), str(scene.tactic_button.get_meta("command_disabled", false)) ]) cao_cao["status_effects"] = [] cao_cao["acted"] = true scene._update_wait_button(cao_cao) scene._update_tactic_button(cao_cao) scene._update_item_button(cao_cao) scene._update_equip_button(cao_cao) if scene.wait_button.text != "" or not scene.wait_button.tooltip_text.contains("대기") or not scene.wait_button.tooltip_text.contains("이미 행동"): failures.append("acted unit hold button should keep short text and explain in tooltip: %s | %s" % [scene.wait_button.text, scene.wait_button.tooltip_text]) if scene.tactic_button.text != "" or not scene.tactic_button.tooltip_text.contains("책략") or not scene.tactic_button.tooltip_text.contains("이미 행동"): failures.append("acted unit stratagem button should keep short text and explain in tooltip: %s | %s" % [scene.tactic_button.text, scene.tactic_button.tooltip_text]) if scene.item_button.text != "" or not scene.item_button.tooltip_text.contains("도구") or not scene.item_button.tooltip_text.contains("이미 행동"): failures.append("acted unit supply button should keep short text and explain in tooltip: %s | %s" % [scene.item_button.text, scene.item_button.tooltip_text]) if scene.equip_button.text != "" or not scene.equip_button.tooltip_text.contains("병장") or not scene.equip_button.tooltip_text.contains("이미 행동"): failures.append("acted unit arms button should keep short text and explain in tooltip: %s | %s" % [scene.equip_button.text, scene.equip_button.tooltip_text]) cao_cao["acted"] = false cao_cao["moved"] = true scene._update_equip_button(cao_cao) if scene.equip_button.text != "" or not scene.equip_button.tooltip_text.contains("병장") or not scene.equip_button.tooltip_text.contains("행군 후") or not scene.equip_button.tooltip_text.contains("행군 전"): failures.append("moved unit should explain disabled equip button: %s | %s" % [scene.equip_button.text, scene.equip_button.tooltip_text]) if str(scene.equip_button.get_meta("command_label", "")) != "병장" or str(scene.equip_button.get_meta("disabled_hint", "")) != "행군 후": failures.append("moved equip button should keep a compact disabled reason for hover UI reuse: %s / %s" % [ str(scene.equip_button.get_meta("command_label", "")), str(scene.equip_button.get_meta("disabled_hint", "")) ]) cao_cao["moved"] = false scene.state.set_inventory_snapshot({}) scene._update_item_button(cao_cao) if scene.item_button.text != "" or not scene.item_button.tooltip_text.contains("비어 있음") or not scene.item_button.tooltip_text.contains("도구"): failures.append("empty inventory should explain disabled item button: %s | %s" % [scene.item_button.text, scene.item_button.tooltip_text]) if str(scene.item_button.get_meta("disabled_hint", "")) != "비어 있음": failures.append("empty inventory item button should keep disabled hint metadata: %s" % str(scene.item_button.get_meta("disabled_hint", ""))) scene.state.current_team = BattleState.TEAM_ENEMY scene._update_end_turn_button() if scene.end_turn_button.text != "" or not scene.end_turn_button.tooltip_text.contains("차례 종료") or not scene.end_turn_button.tooltip_text.contains("적군 차례") or not scene.end_turn_button.tooltip_text.contains("아군 군령"): failures.append("enemy phase should explain disabled end turn button: %s | %s" % [scene.end_turn_button.text, scene.end_turn_button.tooltip_text]) if str(scene.end_turn_button.get_meta("command_label", "")) != "차례 종료" or str(scene.end_turn_button.get_meta("disabled_hint", "")) != "적군 차례": failures.append("enemy phase end-turn button should preserve disabled metadata: %s / %s" % [ str(scene.end_turn_button.get_meta("command_label", "")), str(scene.end_turn_button.get_meta("disabled_hint", "")) ]) scene.state.current_team = BattleState.TEAM_PLAYER scene.battle_started = false scene._update_threat_button() if scene.threat_button.text != "" or not scene.threat_button.tooltip_text.contains("적정") or not scene.threat_button.tooltip_text.contains("전장도 미개봉") or not scene.threat_button.tooltip_text.contains("전장도"): failures.append("inactive battle should explain disabled threat button: %s | %s" % [scene.threat_button.text, scene.threat_button.tooltip_text]) if str(scene.threat_button.get_meta("disabled_hint", "")) != "전장도 미개봉": failures.append("inactive threat button should retain disabled hint metadata: %s" % str(scene.threat_button.get_meta("disabled_hint", ""))) _free_action_button_test_scene(scene) func _free_action_button_test_scene(scene) -> void: for button in [ scene.wait_button, scene.tactic_button, scene.item_button, scene.equip_button, scene.end_turn_button, scene.threat_button ]: if button != null and is_instance_valid(button): button.free() scene.free() func _check_hover_intent_badges(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for hover intent badges") scene.free() return scene.battle_started = true var enemy: Dictionary = scene.state.get_unit("yellow_turban_1") enemy["pos"] = Vector2i(1, 5) scene.state.select_unit("cao_cao") scene._refresh_ranges() scene.hover_cell = Vector2i(2, 5) var move_badge := scene._target_preview_badge() if str(move_badge.get("text", "")) != "행군" or str(move_badge.get("kind", "")) != "move": failures.append("reachable empty tile should show MOVE badge: %s" % str(move_badge)) if str(move_badge.get("icon", "")) != "move": failures.append("MOVE badge should carry a generated icon hint: %s" % str(move_badge)) if str(move_badge.get("panel", "")) != "hud_jade": failures.append("MOVE badge should use generated jade panel metadata: %s" % str(move_badge)) if not scene._hover_info_badge().is_empty(): failures.append("hover info badge should yield to active move intent badge") scene.hover_cell = Vector2i(1, 7) var select_badge := scene._target_preview_badge() if str(select_badge.get("text", "")) != "선택" or str(select_badge.get("kind", "")) != "select": failures.append("friendly selectable unit should show SELECT badge: %s" % str(select_badge)) if str(select_badge.get("icon", "")).strip_edges().is_empty(): failures.append("SELECT badge should carry a generated icon hint: %s" % str(select_badge)) if str(select_badge.get("panel", "")) != "hud_jade": failures.append("SELECT badge should use generated jade panel metadata: %s" % str(select_badge)) scene.hover_cell = Vector2i(1, 5) var attack_badge := scene._target_preview_badge() if attack_badge.is_empty() or str(attack_badge.get("kind", "")) == "move" or str(attack_badge.get("text", "")) == "행군": failures.append("enemy hover should keep attack badge priority: %s" % str(attack_badge)) if not str(attack_badge.get("text", "")).contains("반"): failures.append("adjacent attack badge should expose counterattack risk: %s" % str(attack_badge)) if str(attack_badge.get("kind", "")) != "counter" and str(attack_badge.get("kind", "")) != "danger": failures.append("counterable attack badge should use a counter danger color kind: %s" % str(attack_badge)) if str(attack_badge.get("icon", "")) != "threat": failures.append("counterable attack badge should carry a threat icon hint: %s" % str(attack_badge)) if str(attack_badge.get("panel", "")) != "hud_jade": failures.append("counterable attack badge should use generated jade panel metadata: %s" % str(attack_badge)) var cao_cao: Dictionary = scene.state.get_unit("cao_cao") cao_cao["moved"] = true scene._refresh_ranges() scene.hover_cell = Vector2i(2, 5) var moved_badge := scene._target_preview_badge() if str(moved_badge.get("kind", "")) == "move" or str(moved_badge.get("text", "")) == "행군": failures.append("moved unit should not show MOVE badge: %s" % str(moved_badge)) var default_color := scene._target_preview_badge_color("") if scene._target_preview_badge_color("move") == default_color: failures.append("MOVE badge should use a distinct color") if scene._target_preview_badge_color("select") == default_color: failures.append("SELECT badge should use a distinct color") if scene._target_preview_badge_color("counter") == default_color: failures.append("COUNTER badge should use a distinct color") if scene._target_preview_badge_color("danger") == default_color: failures.append("DANGER badge should use a distinct color") var board_rect: Rect2 = scene._board_rect().intersection(scene._map_view_rect()) var edge_badge_rect: Rect2 = scene._target_preview_badge_rect(Vector2i(13, 9)) if edge_badge_rect.position.x < board_rect.position.x or edge_badge_rect.position.y < board_rect.position.y: failures.append("edge target preview badge should stay inside visible board minimum: %s / %s" % [str(edge_badge_rect), str(board_rect)]) if edge_badge_rect.end.x > board_rect.end.x or edge_badge_rect.end.y > board_rect.end.y: failures.append("edge target preview badge should stay inside visible board maximum: %s / %s" % [str(edge_badge_rect), str(board_rect)]) if edge_badge_rect.size.x <= BattleSceneScript.TILE_SIZE: failures.append("target preview badge should remain wide enough for Korean tactical text") if edge_badge_rect.size.x < 120.0: failures.append("target preview badge should reserve room for icon and Korean text") scene.state.clear_selection() scene.selected_skill_id = "" scene.selected_item_id = "" scene.basic_attack_targeting = false scene._refresh_ranges() scene.hover_cell = Vector2i(1, 5) var enemy_hover_badge := scene._hover_info_badge() if str(enemy_hover_badge.get("kind", "")) != "enemy" or not str(enemy_hover_badge.get("lines", [])).contains(str(enemy.get("name", ""))): failures.append("enemy hover info badge should expose enemy identity: %s" % str(enemy_hover_badge)) if str(enemy_hover_badge.get("icon", "")) != "threat": failures.append("enemy hover info badge should use generated threat icon metadata: %s" % str(enemy_hover_badge)) if str(enemy_hover_badge.get("panel", "")) != "hud_jade": failures.append("enemy hover info badge should use generated jade panel metadata: %s" % str(enemy_hover_badge)) var central_sentry: Dictionary = scene.state.get_unit("yellow_turban_5") central_sentry["ai_awake"] = false scene.hover_cell = central_sentry.get("pos", Vector2i(10, 6)) var sentry_hover_badge := scene._hover_info_badge() var sentry_hover_text := str(sentry_hover_badge.get("lines", [])) if not sentry_hover_text.contains("초병 대기") or not sentry_hover_text.contains("제4군령"): failures.append("sleeping sentry hover badge should expose lure timing compactly: %s" % str(sentry_hover_badge)) central_sentry["ai_awake"] = true var awake_sentry_hover_badge := scene._hover_info_badge() if not str(awake_sentry_hover_badge.get("lines", [])).contains("초병 경계"): failures.append("awake sentry hover badge should show the changed AI state: %s" % str(awake_sentry_hover_badge)) scene.hover_cell = Vector2i(4, 2) var event_hover_badge := scene._hover_info_badge() if str(event_hover_badge.get("kind", "")) != "event" or not str(event_hover_badge.get("lines", [])).contains("표식 북숲 보급고"): failures.append("event hover info badge should expose marker label: %s" % str(event_hover_badge)) if str(event_hover_badge.get("icon", "")) != "item": failures.append("event hover info badge should use generated supply icon metadata: %s" % str(event_hover_badge)) if str(event_hover_badge.get("lines", [])).contains("5,3"): failures.append("event hover info badge should not lead with raw grid coordinates: %s" % str(event_hover_badge)) scene.hover_cell = Vector2i(4, 6) var tactic_hover_badge := scene._hover_info_badge() if str(tactic_hover_badge.get("kind", "")) != "event" or not str(tactic_hover_badge.get("lines", [])).contains("표식 유인선"): failures.append("tactic hover info badge should expose lure-line marker label: %s" % str(tactic_hover_badge)) if str(tactic_hover_badge.get("icon", "")) != "tactic": failures.append("tactic hover info badge should use generated tactic icon metadata: %s" % str(tactic_hover_badge)) if str(tactic_hover_badge.get("lines", [])).contains("5,7"): failures.append("tactic hover info badge should hide raw grid coordinates: %s" % str(tactic_hover_badge)) scene.hover_cell = Vector2i(20, 1) var objective_hover_badge := scene._hover_info_badge() var objective_hover_text := str(objective_hover_badge.get("lines", [])) if str(objective_hover_badge.get("kind", "")) != "objective" or not objective_hover_text.contains("목표 성채 장악") or not objective_hover_text.contains("회복 +8"): failures.append("objective hover info badge should expose capture and recovery: %s" % str(objective_hover_badge)) if str(objective_hover_badge.get("icon", "")) != "objective": failures.append("objective hover info badge should use generated objective icon metadata: %s" % str(objective_hover_badge)) if objective_hover_text.contains("21,2"): failures.append("objective hover info badge should not show raw coordinates in visible text: %s" % objective_hover_text) var edge_hover_lines: Array[String] = ["긴 전장 배지", "둘째 줄"] var edge_hover_rect: Rect2 = scene._hover_info_badge_rect(Vector2i(13, 9), edge_hover_lines) if edge_hover_rect.position.x < board_rect.position.x or edge_hover_rect.position.y < board_rect.position.y: failures.append("edge hover info badge should stay inside visible board minimum: %s / %s" % [str(edge_hover_rect), str(board_rect)]) if edge_hover_rect.end.x > board_rect.end.x or edge_hover_rect.end.y > board_rect.end.y: failures.append("edge hover info badge should stay inside visible board maximum: %s / %s" % [str(edge_hover_rect), str(board_rect)]) scene.free() func _check_counter_attack_badge_variants(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for counter badge variants") scene.free() return scene.battle_started = true scene.state.select_unit("cao_cao") var cao_cao: Dictionary = scene.state.get_unit("cao_cao") var infantry: Dictionary = scene.state.get_unit("yellow_turban_2") var archer: Dictionary = scene.state.get_unit("yellow_turban_3") if cao_cao.is_empty() or infantry.is_empty() or archer.is_empty(): failures.append("counter badge variant smoke missing units") scene.free() return infantry["pos"] = Vector2i(2, 6) infantry["hp"] = 99 infantry["max_hp"] = 99 archer["pos"] = Vector2i(10, 8) scene.hover_cell = Vector2i(2, 6) var counter_badge := scene._target_preview_badge() if str(counter_badge.get("kind", "")) != "counter" or not str(counter_badge.get("text", "")).contains("반"): failures.append("melee target should expose counter badge: %s" % str(counter_badge)) scene.basic_attack_targeting = true scene._refresh_ranges() var marker_entries := scene._attack_target_marker_entries() if marker_entries.is_empty() or str(marker_entries[0].get("kind", "")) != "counter": failures.append("attack target marker should carry counter kind: %s" % str(marker_entries)) elif str(marker_entries[0].get("panel", "")) != "hud_jade": failures.append("attack target marker should carry generated panel metadata: %s" % str(marker_entries)) scene.basic_attack_targeting = false infantry["pos"] = Vector2i(10, 8) archer["pos"] = Vector2i(2, 6) archer["hp"] = 99 archer["max_hp"] = 99 scene.hover_cell = Vector2i(2, 6) var no_counter_badge := scene._target_preview_badge() if str(no_counter_badge.get("kind", "")) != "damage" or str(no_counter_badge.get("text", "")).contains("반"): failures.append("adjacent archer target should not expose counter badge: %s" % str(no_counter_badge)) archer["pos"] = Vector2i(10, 8) infantry["pos"] = Vector2i(2, 6) infantry["hp"] = 99 infantry["max_hp"] = 99 infantry["atk"] = 999 cao_cao["hp"] = 1 scene.hover_cell = Vector2i(2, 6) var danger_badge := scene._target_preview_badge() if str(danger_badge.get("kind", "")) != "danger" or not str(danger_badge.get("text", "")).contains("반격!"): failures.append("lethal counter should expose danger badge: %s" % str(danger_badge)) scene.free() func _check_terrain_and_unit_presentation(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for presentation helpers") scene.free() return if scene._terrain_key_at(Vector2i(4, 1)) != "F": failures.append("terrain helper should read forest cells") if scene._terrain_key_at(Vector2i(6, 5)) != "T": failures.append("terrain helper should read village cells") if not scene._terrain_key_at(Vector2i(-1, 0)).is_empty(): failures.append("terrain helper should return empty outside the board") if scene.state.get_terrain_name(Vector2i(6, 5)) != "마을" or scene.state.get_terrain_heal(Vector2i(6, 5)) != 6: failures.append("village terrain should expose Korean name and healing") if scene.state.get_terrain_heal(Vector2i(20, 1)) != 8: failures.append("castle terrain should expose stronger healing") scene._create_hud() scene._update_forecast() scene._update_forecast_panel_visibility() if scene.forecast_panel == null or scene.forecast_panel.visible: failures.append("idle forecast panel should stay hidden instead of showing empty tactical text") scene.hover_cell = Vector2i(20, 1) scene._update_cell_info() if scene.cell_info_label == null or not scene.cell_info_label.text.contains("목표 성채 장악") or not scene.cell_info_label.text.contains("회복 +8"): failures.append("castle objective cell info should expose capture label and healing: %s" % scene.cell_info_label.text) if scene.cell_info_label != null and (scene.cell_info_label.text.contains("행") or scene.cell_info_label.text.contains("방+")): failures.append("visible cell info should leave terrain numbers to the tooltip: %s" % scene.cell_info_label.text) if scene.cell_info_label != null and not scene.cell_info_label.tooltip_text.contains("21,2"): failures.append("castle objective cell info should keep coordinates in the hover tooltip: %s" % scene.cell_info_label.tooltip_text) if scene.cell_info_panel == null or not scene.cell_info_panel.visible: failures.append("cell info panel should be visible for a hovered battlefield cell") if scene.cell_info_icon == null or str(scene.cell_info_icon.get_meta("icon_kind", "")) != "objective": failures.append("castle objective cell info should switch the side chip to the objective icon") if scene.cell_info_label.text.contains("20,2"): failures.append("visible cell info should stay compact and leave coordinates to tooltip/badge: %s" % scene.cell_info_label.text) scene.hover_cell = Vector2i(4, 2) scene._update_cell_info() if scene.cell_info_label == null or not scene.cell_info_label.text.contains("표식 북숲 보급고"): failures.append("side event marker cell info should expose the supply label: %s" % scene.cell_info_label.text) if scene.cell_info_icon == null or str(scene.cell_info_icon.get_meta("icon_kind", "")) != "item": failures.append("supply marker cell info should switch the side chip to an item icon") scene.hover_cell = Vector2i(4, 6) scene._update_cell_info() if scene.cell_info_label == null or not scene.cell_info_label.text.contains("표식 유인선"): failures.append("tactical lure marker cell info should expose the marker label: %s" % scene.cell_info_label.text) if scene.cell_info_icon == null or str(scene.cell_info_icon.get_meta("icon_kind", "")) != "tactic": failures.append("tactical lure cell info should switch the side chip to a tactic icon") if scene.state.get_event_marker_kind(Vector2i(4, 6)) != "tactic": failures.append("tactical lure marker should expose tactic kind") scene.hover_cell = Vector2i(-1, -1) scene._update_cell_info() if scene.cell_info_panel != null and scene.cell_info_panel.visible: failures.append("cell info panel should hide when the cursor is outside the board") scene.state.select_unit("cao_cao") var forecast_enemy: Dictionary = scene.state.get_unit("yellow_turban_1") forecast_enemy["pos"] = Vector2i(1, 5) scene.hover_cell = Vector2i(1, 5) scene._refresh_ranges() scene._update_forecast() scene._update_forecast_panel_visibility() if scene.forecast_panel == null or not scene.forecast_panel.visible: failures.append("forecast panel should return when hovering a real target") scene.cell_info_label.free() scene.cell_info_label = null var event_marker_rect: Rect2 = scene._event_marker_rect(scene._rect_for_cell(Vector2i(4, 2))) if not scene._rect_for_cell(Vector2i(4, 2)).encloses(event_marker_rect): failures.append("Side event marker should stay inside its tile: %s" % str(event_marker_rect)) if scene._event_marker_abbrev("북숲 보급고", "supply") != "숲": failures.append("Northern woods marker should use a compact forest glyph") if scene._event_marker_abbrev("마을 보급", "supply") != "마": failures.append("Village supply marker should use a compact village glyph") if scene._event_marker_abbrev("", "supply") != "보": failures.append("Supply marker fallback should stay concise") if scene._event_marker_abbrev("군자금", "gold") != "금": failures.append("Gold marker should use a compact gold glyph") if scene._event_marker_abbrev("유인선", "tactic") != "유": failures.append("Tactic lure marker should use a compact lure glyph") if scene._event_marker_color("tactic") == scene._event_marker_color("supply"): failures.append("Tactic marker should be visually distinct from supply markers") if scene._event_marker_badge_kind("마을 보급", "supply") != "supply": failures.append("Supply event markers should use the generated supply badge") if scene._event_marker_badge_kind("군자금", "gold") != "gold": failures.append("Gold event markers should use the generated gold badge") if scene._event_marker_badge_kind("유인선", "tactic") != "tactic": failures.append("Tactic event markers should use the generated tactic badge") if scene._event_marker_tile_marker_key("마을 보급", "supply") != "recover": failures.append("Supply event markers should lay generated recovery tile art under the badge") if scene._event_marker_tile_marker_key("유인선", "tactic") != "move": failures.append("Tactic lure markers should lay generated movement tile art under the badge") if scene._event_marker_tile_marker_key("군자금", "gold") != "objective": failures.append("Gold markers should use a generated objective tile frame") if scene._event_marker_tile_marker_key("", "") != "select": failures.append("Unknown event markers should still use a generated tile frame") if scene._event_marker_badge_kind("군자금", "") != "gold": failures.append("Event marker labels should infer generated badge kind when kind is absent") if scene._event_marker_badge_kind("", "") != "event": failures.append("Unknown event markers should use the generated event badge") var background_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", true) var fallback_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", false) if background_fill.a >= 0.20: failures.append("background terrain fill should stay translucent over high-res art") if fallback_fill.a <= background_fill.a: failures.append("fallback terrain fill should be stronger than background fill") var background_texture_modulate: Color = scene._terrain_texture_modulate(Vector2i(0, 0), "G", true) var fallback_texture_modulate: Color = scene._terrain_texture_modulate(Vector2i(0, 0), "G", false) if background_texture_modulate.a < 0.18: failures.append("background terrain texture should still leave a visible terrain hint over high-res art: %.3f" % background_texture_modulate.a) if background_texture_modulate.a >= fallback_texture_modulate.a: failures.append("background terrain texture should stay lighter than fallback terrain texture") if scene._map_grid_color(true).a >= scene._map_grid_color(false).a: failures.append("background grid should be lighter than fallback grid") if scene._map_grid_color(true).a > 0.025: failures.append("high-resolution battle backgrounds should not be covered by visible square grid lines: %.3f" % scene._map_grid_color(true).a) if not scene.has_method("_draw_tactical_tile_overlay") or not scene.has_method("_draw_tactical_corner_brackets"): failures.append("battlefield tactical overlays should use generated tile art with corner brackets instead of full square UI borders") if scene._terrain_edge_color("F", "G").a <= 0.0: failures.append("forest edge blend should be visible") if not scene._should_draw_terrain_edge("F", "G", Vector2i(1, 0)): failures.append("forest should own forest/plain edge drawing") if scene._should_draw_terrain_edge("G", "F", Vector2i(-1, 0)): failures.append("plain should not redraw forest-owned edge") if scene._should_draw_terrain_edge("F", "F", Vector2i(1, 0)): failures.append("matching terrain should not draw edge blends") if scene._terrain_edge_width("W", "G") <= scene._terrain_edge_width("G", "F"): failures.append("water shoreline edge should be wider than grass blend") if scene._terrain_edge_priority("T") <= scene._terrain_edge_priority("F"): failures.append("village should draw above forest/grass terrain blends") var wasteland_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "D", true) if wasteland_fill.a <= background_fill.a: failures.append("wasteland fill should sit slightly above grass over background art") if scene._load_terrain_texture("G") == null or scene._load_terrain_texture("T") == null or scene._load_terrain_texture("C") == null: failures.append("battle map should load generated terrain texture assets") var grass_texture_modulate := scene._terrain_texture_modulate(Vector2i(0, 0), "G", true) var grass_fallback_modulate := scene._terrain_texture_modulate(Vector2i(0, 0), "G", false) var castle_texture_modulate := scene._terrain_texture_modulate(Vector2i(20, 1), "C", true) if grass_texture_modulate.a <= 0.0 or grass_texture_modulate.a >= 0.35: failures.append("background terrain texture should stay subtle over high-res art: %s" % str(grass_texture_modulate)) if grass_fallback_modulate.a <= grass_texture_modulate.a: failures.append("fallback terrain texture should be stronger without map background") if castle_texture_modulate.a <= grass_texture_modulate.a: failures.append("castle terrain texture should read stronger than plain grass") if scene._terrain_edge_color("D", "G").a <= 0.0: failures.append("wasteland edge blend should be visible") if scene._terrain_edge_priority("D") <= scene._terrain_edge_priority("R"): failures.append("wasteland should draw over roads at broken dirt edges") if not scene.state.load_battle("res://data/scenarios/014_cangting_pursuit.json"): failures.append("could not load Cangting Pursuit for wasteland presentation helpers") elif scene._terrain_key_at(Vector2i(0, 0)) != "D" or scene.state.get_terrain_name(Vector2i(0, 0)) != "황무지": failures.append("Cangting Pursuit should expose wasteland terrain at the dry outer edge") if not scene.state.load_battle("res://data/scenarios/002_sishui_gate.json"): failures.append("could not load Sishui Gate for road presentation helpers") else: var road_flags: Dictionary = scene._terrain_connection_flags(Vector2i(2, 4), "R") if not bool(road_flags.get("west", false)) or not bool(road_flags.get("east", false)): failures.append("Sishui Gate road should connect west/east at 3,5: %s" % str(road_flags)) if bool(road_flags.get("north", false)) or bool(road_flags.get("south", false)): failures.append("Sishui Gate road should not connect north/south at 3,5: %s" % str(road_flags)) if scene._road_feature_key(Vector2i(2, 4)) != "road_ew": failures.append("Sishui Gate road should use generated east-west road feature: %s" % scene._road_feature_key(Vector2i(2, 4))) if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not reload opening battle for unit presentation helpers") scene.free() return var generic_enemy: Dictionary = scene.state.get_unit("yellow_turban_2") var named_officer: Dictionary = scene.state.get_unit("cao_cao") if not scene._is_generic_enemy_unit(generic_enemy): failures.append("generic enemy unit should be marked as generic enemy") if scene._is_generic_enemy_unit(named_officer): failures.append("named officer should not be marked as generic enemy") if scene._is_generic_enemy_unit({"team": "enemy", "officer_id": "named_enemy"}): failures.append("enemy with officer_id should not be marked as generic") if scene._is_generic_enemy_unit({"team": "player", "officer_id": ""}): failures.append("player unit should not be marked as generic enemy") scene.hover_cell = Vector2i(-1, -1) if scene._should_draw_unit_nameplate(generic_enemy, false): failures.append("generic enemy nameplates should stay hidden until hovered or selected") var generic_enemy_pos: Vector2i = generic_enemy.get("pos", Vector2i(-1, -1)) scene.hover_cell = generic_enemy_pos if not scene._should_draw_unit_nameplate(generic_enemy, false): failures.append("generic enemy nameplate should appear on hover for inspection") scene.hover_cell = Vector2i(-1, -1) if not scene._should_draw_unit_nameplate(named_officer, false): failures.append("named officers should keep visible nameplates for command clarity") if not scene._should_draw_unit_nameplate(generic_enemy, true): failures.append("selected generic enemy should expose a nameplate") var enemy_modulate: Color = scene._unit_sprite_modulate(generic_enemy, false) if enemy_modulate.r < 0.99 or enemy_modulate.g < 0.99 or enemy_modulate.b < 0.99 or enemy_modulate.a < 0.97: failures.append("transparent enemy class sprite should render near its original colors") var fallback_enemy_modulate: Color = scene._unit_sprite_modulate({"team": "enemy", "officer_id": ""}, false) if fallback_enemy_modulate == Color.WHITE or fallback_enemy_modulate.a >= 1.0: failures.append("generic enemy fallback sprite should still receive a distinct semi-real tint") var acted_modulate: Color = scene._unit_sprite_modulate(generic_enemy, true) if acted_modulate.a >= enemy_modulate.a: failures.append("acted generic enemy sprite should still dim below active tint") var sprite_texture := scene._load_art_texture(str(named_officer.get("sprite", ""))) if sprite_texture == null: failures.append("named officer high-res map sprite should load") else: var sprite_rect: Rect2 = scene._unit_map_sprite_rect(sprite_texture, scene._rect_for_cell(Vector2i(1, 6)), named_officer) if sprite_rect.size.x < 24.0 or sprite_rect.size.y < 36.0: failures.append("high-res map sprite should occupy a readable token area: %s" % str(sprite_rect)) if sprite_rect.position.x < scene._rect_for_cell(Vector2i(1, 6)).position.x or sprite_rect.end.x > scene._rect_for_cell(Vector2i(1, 6)).end.x: failures.append("high-res map sprite should stay inside its tile horizontally: %s" % str(sprite_rect)) if scene.texture_filter != CanvasItem.TEXTURE_FILTER_LINEAR: failures.append("battle scene should use linear texture filtering for smoother high-res map sprites") scene.free() func _check_objective_and_status_marker_helpers(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for objective/status markers") scene.free() return if scene.state.get_objective_cells().is_empty(): failures.append("opening battle should expose objective cells for foreground markers") var glyphs := { "support": "강", "debuff": "약", "poison": "독", "seal": "봉", "snare": "묶", "disarm": "해" } for marker_kind in glyphs.keys(): if scene._unit_status_marker_glyph(str(marker_kind)) != str(glyphs[marker_kind]): failures.append("status marker glyph mismatch for %s" % str(marker_kind)) var unit := { "status_effects": [ {"type": "stat_bonus", "stat": "def", "amount": 2, "remaining_phases": 2}, {"type": "stat_bonus", "stat": "def", "amount": -2, "remaining_phases": 2}, {"type": "damage_over_time", "status": "poison", "amount": 4, "remaining_phases": 2}, {"type": "action_lock", "status": "seal", "action": "skill", "remaining_phases": 2} ] } var marker_kinds := scene._unit_status_marker_kinds(unit) for expected in ["support", "debuff", "poison", "seal"]: if not marker_kinds.has(expected): failures.append("status marker kinds should include %s: %s" % [expected, str(marker_kinds)]) scene.free() func _check_attack_motion_profiles(failures: Array[String]) -> void: var scene = BattleSceneScript.new() if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle scene state for attack profiles") scene.free() return _check_attack_profile(failures, scene, "cao_cao", Vector2i(1, 6), Vector2i(2, 6), "command_strike") _check_attack_profile(failures, scene, "xiahou_dun", Vector2i(1, 7), Vector2i(2, 7), "cavalry_charge") _check_attack_profile(failures, scene, "yellow_turban_1", Vector2i(20, 1), Vector2i(19, 1), "heavy_strike") _check_attack_profile(failures, scene, "yellow_turban_2", Vector2i(12, 5), Vector2i(11, 5), "infantry_strike") _check_attack_profile(failures, scene, "yellow_turban_3", Vector2i(17, 3), Vector2i(17, 1), "arrow") _check_synthetic_attack_profile(failures, scene, "elite_cavalry", "cavalry_charge") _check_synthetic_attack_profile(failures, scene, "guard_captain", "infantry_strike") _check_synthetic_attack_profile(failures, scene, "marksman", "arrow", 2) _check_synthetic_attack_profile(failures, scene, "military_advisor", "command_strike") _check_synthetic_attack_profile(failures, scene, "commander", "command_strike") _check_synthetic_attack_profile(failures, scene, "champion", "heavy_strike") _check_synthetic_attack_profile(failures, scene, "bandit", "heavy_strike") _check_skill_action_profile(failures, scene, "skill_damage", "tactic_damage", "tactic_flare") _check_skill_action_profile(failures, scene, "skill_heal", "tactic_heal", "healing_sigil") _check_skill_action_profile(failures, scene, "skill_support", "tactic_support", "order_banner") scene._on_unit_action_motion_requested("xiahou_dun", Vector2i(1, 7), Vector2i(2, 7), "attack") _check_stored_attack_motion(failures, scene, "xiahou_dun", "cavalry_charge", "melee", "attack", "charge_dust") scene._on_unit_action_motion_requested("yellow_turban_3", Vector2i(17, 3), Vector2i(17, 1), "attack") _check_stored_attack_motion(failures, scene, "yellow_turban_3", "arrow", "ranged", "attack", "piercing_trace") scene._on_unit_action_motion_requested("cao_cao", Vector2i(1, 6), Vector2i(3, 6), "skill_damage") _check_stored_attack_motion(failures, scene, "cao_cao", "tactic_damage", "tactic", "skill_damage", "tactic_flare") scene._on_unit_action_motion_requested("cao_cao", Vector2i(1, 6), Vector2i(1, 6), "skill_heal") _check_stored_attack_motion(failures, scene, "cao_cao", "tactic_heal", "tactic", "skill_heal", "healing_sigil") _check_attack_vfx_signature(failures, scene, "arrow", "piercing_trace") _check_attack_vfx_signature(failures, scene, "cavalry_charge", "charge_dust") _check_attack_vfx_signature(failures, scene, "infantry_strike", "shield_spark") _check_attack_vfx_signature(failures, scene, "command_strike", "command_ring") _check_attack_vfx_signature(failures, scene, "heavy_strike", "shock_crack") _check_attack_vfx_signature(failures, scene, "tactic_damage", "tactic_flare") _check_attack_vfx_signature(failures, scene, "tactic_heal", "healing_sigil") _check_attack_vfx_signature(failures, scene, "tactic_support", "order_banner") _check_unique_attack_vfx_signatures(failures, scene) if scene._action_motion_duration("cavalry_charge") <= scene._action_motion_duration("slash"): failures.append("cavalry charge animation should last longer than default slash") if scene._action_motion_duration("tactic_damage") <= scene._action_motion_duration("command_strike"): failures.append("tactic cast animation should linger longer than command physical strike") if scene._action_motion_lunge_scale("arrow") >= scene._action_motion_lunge_scale("slash"): failures.append("arrow animation should keep the archer mostly planted") if scene._action_motion_lunge_scale("tactic_damage") >= scene._action_motion_lunge_scale("arrow"): failures.append("tactic animation should keep the caster planted like a spell cast") if scene._action_motion_impact_radius("heavy_strike") <= scene._action_motion_impact_radius("infantry_strike"): failures.append("heavy strike impact radius should exceed infantry strike") if scene._action_motion_impact_radius("cavalry_charge") <= scene._action_motion_impact_radius("arrow"): failures.append("cavalry charge impact radius should exceed arrow impact") if scene._action_motion_sfx("arrow") != "bow_release": failures.append("arrow animation should use bow SFX") if scene._action_motion_sfx("infantry_strike") != "slash": failures.append("infantry animation should use slash SFX") if scene._action_motion_sfx("heavy_strike") != "slash": failures.append("heavy animation should use swing SFX before hit resolution") if scene._action_motion_sfx("tactic_damage") != "skill_cast": failures.append("tactic animation should use skill cast SFX") if scene._movement_motion_sfx("cao_cao", Vector2i(1, 6), Vector2i(2, 6)) != "footstep": failures.append("unit movement animation should use footstep SFX") scene._on_unit_motion_requested("cao_cao", Vector2i(1, 6), Vector2i(2, 6)) var move_motion: Dictionary = scene.unit_motion_by_unit.get("cao_cao", {}) if str(move_motion.get("sfx", "")) != "footstep": failures.append("stored movement motion should queue footstep SFX: %s" % str(move_motion)) if not bool(move_motion.get("sfx_played", false)): failures.append("immediate movement motion should mark SFX as played: %s" % str(move_motion)) _check_attack_motion_curves(failures, scene) scene.free() func _check_attack_profile(failures: Array[String], scene, unit_id: String, from_cell: Vector2i, to_cell: Vector2i, expected_profile: String) -> void: var unit: Dictionary = scene.state.get_unit(unit_id) if unit.is_empty(): failures.append("missing unit for attack profile: %s" % unit_id) return var profile: String = scene._unit_action_motion_profile(unit, from_cell, to_cell, "attack") if profile != expected_profile: failures.append("%s attack profile mismatch: expected %s got %s" % [unit_id, expected_profile, profile]) func _check_synthetic_attack_profile(failures: Array[String], scene, class_id: String, expected_profile: String, attack_range := 1) -> void: var unit := { "class_id": class_id, "range": attack_range } var profile: String = scene._unit_action_motion_profile(unit, Vector2i(0, 0), Vector2i(0, max(1, attack_range)), "attack") if profile != expected_profile: failures.append("%s synthetic attack profile mismatch: expected %s got %s" % [class_id, expected_profile, profile]) func _check_skill_action_profile(failures: Array[String], scene, action_kind: String, expected_profile: String, expected_signature: String) -> void: var profile: String = scene._unit_action_motion_profile({"class_id": "hero", "range": 1}, Vector2i(0, 0), Vector2i(0, 0), action_kind) if profile != expected_profile: failures.append("%s action profile mismatch: expected %s got %s" % [action_kind, expected_profile, profile]) if not scene._action_motion_allows_same_cell(profile): failures.append("%s should allow same-cell tactic motion" % profile) if scene._action_motion_vfx_signature(profile) != expected_signature: failures.append("%s action VFX mismatch: expected %s got %s" % [action_kind, expected_signature, scene._action_motion_vfx_signature(profile)]) func _check_attack_vfx_signature(failures: Array[String], scene, profile: String, expected_signature: String) -> void: var signature: String = scene._action_motion_vfx_signature(profile) if signature != expected_signature: failures.append("%s VFX signature mismatch: expected %s got %s" % [profile, expected_signature, signature]) if str(scene._action_motion_impact_cue(profile)).is_empty(): failures.append("%s should expose an impact cue" % profile) if float(scene._action_motion_impact_radius(profile)) <= 0.0: failures.append("%s should expose a positive impact radius" % profile) func _check_unique_attack_vfx_signatures(failures: Array[String], scene) -> void: var seen := {} for profile in ["arrow", "cavalry_charge", "infantry_strike", "command_strike", "heavy_strike"]: var signature: String = scene._action_motion_vfx_signature(profile) if seen.has(signature): failures.append("attack VFX signature should be unique: %s" % signature) seen[signature] = true if scene._action_motion_vfx_signature("slash") == scene._action_motion_vfx_signature("heavy_strike"): failures.append("default slash should not share heavy strike VFX signature") func _check_stored_attack_motion(failures: Array[String], scene, unit_id: String, expected_profile: String, expected_style: String, expected_kind: String, expected_vfx_signature: String) -> void: if not scene.unit_action_motion_by_unit.has(unit_id): failures.append("%s should store an action motion" % unit_id) return var motion: Dictionary = scene.unit_action_motion_by_unit[unit_id] var profile := str(motion.get("profile", "")) var family := str(motion.get("attack_family", "")) var style := str(motion.get("style", "")) var kind := str(motion.get("kind", "")) var signature := str(motion.get("vfx_signature", "")) if profile != expected_profile or family != expected_profile: failures.append("%s stored motion profile mismatch: %s" % [unit_id, str(motion)]) if style != expected_style: failures.append("%s stored motion style mismatch: %s" % [unit_id, str(motion)]) if kind != expected_kind: failures.append("%s stored motion kind mismatch: %s" % [unit_id, str(motion)]) if signature != expected_vfx_signature: failures.append("%s stored motion VFX signature mismatch: %s" % [unit_id, str(motion)]) if str(motion.get("impact_cue", "")).is_empty(): failures.append("%s stored motion should include an impact cue: %s" % [unit_id, str(motion)]) if float(motion.get("impact_radius", 0.0)) <= 0.0: failures.append("%s stored motion should include a positive impact radius: %s" % [unit_id, str(motion)]) if float(motion.get("duration", 0.0)) <= 0.0: failures.append("%s stored motion duration should be positive: %s" % [unit_id, str(motion)]) func _check_attack_motion_curves(failures: Array[String], scene) -> void: var profiles := ["arrow", "cavalry_charge", "infantry_strike", "command_strike", "heavy_strike", "tactic_damage", "tactic_heal", "tactic_support", "slash"] for profile in profiles: for sample in [0.0, 0.25, 0.5, 0.75, 1.0]: var lunge: float = scene._action_motion_lunge_curve(profile, sample) var peak: float = scene._action_motion_effect_peak(profile, sample) if lunge < -0.001 or lunge > 1.001: failures.append("%s lunge curve out of bounds at %.2f: %.3f" % [profile, sample, lunge]) if peak < -0.001 or peak > 1.001: failures.append("%s effect peak out of bounds at %.2f: %.3f" % [profile, sample, peak]) if absf(scene._action_motion_lunge_curve(profile, 0.0)) > 0.001: failures.append("%s lunge should start near zero" % profile) if absf(scene._action_motion_lunge_curve(profile, 1.0)) > 0.001: failures.append("%s lunge should recover near zero" % profile) var arrow_mid: float = scene._action_motion_lunge_curve("arrow", 0.5) * scene._action_motion_lunge_scale("arrow") var infantry_mid: float = scene._action_motion_lunge_curve("infantry_strike", 0.5) * scene._action_motion_lunge_scale("infantry_strike") var cavalry_mid: float = scene._action_motion_lunge_curve("cavalry_charge", 0.5) * scene._action_motion_lunge_scale("cavalry_charge") var heavy_early: float = scene._action_motion_lunge_curve("heavy_strike", 0.25) * scene._action_motion_lunge_scale("heavy_strike") var heavy_late: float = scene._action_motion_lunge_curve("heavy_strike", 0.72) * scene._action_motion_lunge_scale("heavy_strike") var tactic_mid: float = scene._action_motion_lunge_curve("tactic_damage", 0.5) * scene._action_motion_lunge_scale("tactic_damage") if not (arrow_mid < infantry_mid and tactic_mid < infantry_mid): failures.append("lunge curves should keep arrow and tactic planted below infantry: arrow %.3f tactic %.3f infantry %.3f" % [arrow_mid, tactic_mid, infantry_mid]) if cavalry_mid <= infantry_mid: failures.append("cavalry mid-lunge should exceed infantry: cavalry %.3f infantry %.3f" % [cavalry_mid, infantry_mid]) if heavy_late <= heavy_early: failures.append("heavy strike should build toward a later lunge: early %.3f late %.3f" % [heavy_early, heavy_late]) if scene._action_motion_effect_peak("arrow", 0.34) <= scene._action_motion_effect_peak("arrow", 0.82): failures.append("arrow effect should peak early and fade after flight") if scene._action_motion_effect_peak("heavy_strike", 0.62) <= scene._action_motion_effect_peak("heavy_strike", 0.25): failures.append("heavy effect should peak later than its wind-up") if scene._action_motion_effect_peak("heavy_strike", 1.0) > 0.001: failures.append("heavy effect should fade near zero by the end") if scene._action_motion_effect_peak("command_strike", 0.0) <= 0.0: failures.append("command effect should keep a visible ring during wind-up") if scene._action_motion_effect_peak("tactic_heal", 0.0) <= 0.0: failures.append("tactic heal effect should keep a visible sigil during wind-up") func _check_attack_motion_signal(failures: Array[String]) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle for attack motion") return var attacker := state.get_unit("cao_cao") var target := state.get_unit("yellow_turban_1") if attacker.is_empty() or target.is_empty(): failures.append("missing attacker or target for attack motion") return attacker["pos"] = Vector2i(6, 2) target["pos"] = Vector2i(7, 2) var motions: Array[String] = [] state.unit_action_motion_requested.connect(func(unit_id: String, from_cell: Vector2i, to_cell: Vector2i, action_kind: String) -> void: motions.append("%s|%s|%d,%d|%d,%d" % [unit_id, action_kind, from_cell.x, from_cell.y, to_cell.x, to_cell.y]) ) if not state.select_unit("cao_cao"): failures.append("could not select Cao Cao for attack motion") return if not state.try_attack_selected("yellow_turban_1"): failures.append("Cao Cao should be able to attack adjacent target") return if not motions.has("cao_cao|attack|6,2|7,2"): failures.append("attack motion signal missing expected Cao Cao attack: %s" % str(motions)) _check_skill_motion_signal(failures, "spark", "skill_damage", Vector2i(3, 6), func(skill_state) -> void: var enemy: Dictionary = skill_state.get_unit("yellow_turban_1") enemy["pos"] = Vector2i(3, 6) ) _check_skill_motion_signal(failures, "mend", "skill_heal", Vector2i(1, 6), func(skill_state) -> void: var caster: Dictionary = skill_state.get_unit("cao_cao") caster["hp"] = max(1, int(caster.get("hp", 1)) - 10) ) _check_skill_motion_signal(failures, "guard_order", "skill_support", Vector2i(1, 6), func(_skill_state) -> void: pass ) func _check_skill_motion_signal(failures: Array[String], skill_id: String, expected_kind: String, target_cell: Vector2i, setup: Callable) -> void: var state = BattleStateScript.new() if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"): failures.append("could not load battle for %s motion" % skill_id) return setup.call(state) var motions: Array[String] = [] state.unit_action_motion_requested.connect(func(unit_id: String, from_cell: Vector2i, to_cell: Vector2i, action_kind: String) -> void: motions.append("%s|%s|%d,%d|%d,%d" % [unit_id, action_kind, from_cell.x, from_cell.y, to_cell.x, to_cell.y]) ) if not state.select_unit("cao_cao"): failures.append("could not select Cao Cao for %s motion" % skill_id) return if not state.try_cast_selected_skill(skill_id, target_cell): failures.append("%s should cast successfully for motion check" % skill_id) return var caster: Dictionary = state.get_unit("cao_cao") var caster_pos: Vector2i = caster.get("pos", Vector2i(1, 6)) var expected := "cao_cao|%s|%d,%d|%d,%d" % [expected_kind, caster_pos.x, caster_pos.y, target_cell.x, target_cell.y] if not motions.has(expected): failures.append("%s motion signal missing `%s`: %s" % [skill_id, expected, str(motions)]) func _find_camp_conversation(conversations: Array, conversation_id: String) -> Dictionary: for conversation in conversations: if typeof(conversation) == TYPE_DICTIONARY and str(conversation.get("id", "")) == conversation_id: return conversation return {} func _check_campaign_entry_expectation(failures: Array[String], expectation: Dictionary) -> void: var path := str(expectation.get("path", "")) var label := str(expectation.get("label", path)) var state = BattleStateScript.new() if not state.load_battle(path, {}, {}, {}, ["zhang_he"]): failures.append("could not load %s data" % label) return _check_shop_items_unique(failures, state, "%s base" % label) var conversations: Array = state.get_briefing().get("camp_conversations", []) var expected_conversations: Array = expectation.get("conversations", []) if conversations.size() != expected_conversations.size(): failures.append("%s briefing should expose exactly %d camp conversations" % [label, expected_conversations.size()]) for expected_variant in expected_conversations: if typeof(expected_variant) != TYPE_ARRAY: failures.append("%s conversation expectation should be an array" % label) continue var expected: Array = expected_variant if expected.size() < 3: failures.append("%s conversation expectation should include id, group, and officer id" % label) continue var expected_id := str(expected[0]) var expected_group := str(expected[1]) var expected_officer_id := str(expected[2]) _check_camp_conversation( failures, _find_camp_conversation(conversations, expected_id), expected_id, expected_group, expected_officer_id ) var merchant: Dictionary = state.get_shop_merchant() if str(merchant.get("name", "")) != str(expectation.get("merchant", "")): failures.append("%s shop merchant name should be present" % label) var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("%s shop should expose merchant flavor lines" % label) _check_shop_item_visibility(failures, state, "imperial_seal", false, "%s base" % label) _check_shop_item_visibility(failures, state, "war_drum", false, "%s base" % label) var imperial_state = BattleStateScript.new() var imperial_flags: Dictionary = expectation.get("imperial_flag", {}) if not imperial_state.load_battle(path, {}, {}, imperial_flags, ["zhang_he"]): failures.append("could not load %s imperial branch data" % label) else: _check_shop_items_unique(failures, imperial_state, "%s imperial branch" % label) _check_shop_item_visibility(failures, imperial_state, "imperial_seal", true, "%s imperial branch" % label) _check_shop_item_visibility(failures, imperial_state, "war_drum", false, "%s imperial branch" % label) var drum_state = BattleStateScript.new() var drum_flags: Dictionary = expectation.get("war_drum_flag", {}) if not drum_state.load_battle(path, {}, {}, drum_flags, ["zhang_he"]): failures.append("could not load %s war drum branch data" % label) else: _check_shop_items_unique(failures, drum_state, "%s war drum branch" % label) _check_shop_item_visibility(failures, drum_state, "war_drum", true, "%s war drum branch" % label) _check_shop_item_visibility(failures, drum_state, "imperial_seal", false, "%s war drum branch" % label) func _check_shop_item_visibility(failures: Array[String], state, item_id: String, expected_visible: bool, context: String) -> void: var visible: bool = state.get_shop_item_ids().has(item_id) if visible != expected_visible: failures.append("%s shop visibility for %s should be %s" % [context, item_id, str(expected_visible)]) func _check_shop_items_unique(failures: Array[String], state, context: String) -> void: var seen := {} for item_id in state.get_shop_item_ids(): var key := str(item_id) if seen.has(key): failures.append("%s shop should not expose duplicate item id: %s" % [context, key]) seen[key] = true func _check_camp_conversation_effect(failures: Array[String], conversation: Dictionary, expected_item_id: String, expected_count: int) -> void: var effects: Array = conversation.get("effects", []) if effects.is_empty(): failures.append("camp conversation %s should expose effects" % str(conversation.get("id", ""))) return var effect: Dictionary = effects[0] if str(effect.get("type", "")) != "grant_item": failures.append("camp conversation effect should be grant_item: %s" % str(effect)) if str(effect.get("item_id", "")) != expected_item_id: failures.append("camp conversation effect item mismatch: %s" % str(effect)) if int(effect.get("count", 0)) != expected_count: failures.append("camp conversation effect count mismatch: %s" % str(effect)) func _check_camp_conversation(failures: Array[String], conversation: Dictionary, expected_id: String, expected_group: String, expected_officer_id: String) -> void: if str(conversation.get("id", "")) != expected_id: failures.append("camp conversation id mismatch: expected %s got %s" % [expected_id, str(conversation.get("id", ""))]) if str(conversation.get("group", "")) != expected_group: failures.append("camp conversation group mismatch for %s" % expected_id) if str(conversation.get("officer_id", "")) != expected_officer_id: failures.append("camp conversation officer mismatch for %s" % expected_id) if str(conversation.get("label", "")).is_empty(): failures.append("camp conversation label missing for %s" % expected_id) var lines: Array = conversation.get("lines", []) if lines.is_empty(): failures.append("camp conversation lines missing for %s" % expected_id) return var first_line: Dictionary = lines[0] if str(first_line.get("text", "")).is_empty(): failures.append("camp conversation first text missing for %s" % expected_id) if expected_group == "officer" and str(first_line.get("portrait", "")).is_empty(): failures.append("camp conversation officer portrait missing for %s" % expected_id) func _check_unit_sprite_resolution(failures: Array[String], state, unit_id: String, expected_sprite: String, expected_enemy_sprite: bool) -> void: var unit: Dictionary = state.get_unit(unit_id) if unit.is_empty(): failures.append("missing unit for sprite resolution: %s" % unit_id) return var sprite := str(unit.get("sprite", "")) if sprite != expected_sprite: failures.append("%s sprite mismatch: expected %s got %s" % [unit_id, expected_sprite, sprite]) if bool(unit.get("uses_enemy_sprite", false)) != expected_enemy_sprite: failures.append("%s enemy sprite flag mismatch: expected %s got %s" % [unit_id, str(expected_enemy_sprite), str(unit.get("uses_enemy_sprite", false))]) _check_image_path(failures, sprite, "unit %s resolved sprite" % unit_id) func _check_alpha_cutout_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty image path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing image: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable image: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 512: failures.append("%s image should be at least 512x512: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s should have transparent corners: %s" % [context, path]) return var transparent_samples := 0 var total_samples := 0 for y in range(0, image.get_height(), 4): for x in range(0, image.get_width(), 4): total_samples += 1 if image.get_pixel(x, y).a <= 0.01: transparent_samples += 1 if transparent_samples < int(total_samples * 0.20): failures.append("%s should have substantial transparent background: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) func _check_toolbar_icon_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty icon path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing icon: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable icon: %s" % [context, path]) return if image.get_width() < 128 or image.get_height() < 128: failures.append("%s icon should keep high-resolution source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s icon should have transparent corners: %s" % [context, path]) return var opaque_samples := 0 var transparent_samples := 0 var green_fringe_samples := 0 var total_samples := 0 for y in range(0, image.get_height(), 4): for x in range(0, image.get_width(), 4): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 elif pixel.a >= 0.80: opaque_samples += 1 if pixel.g > 0.88 and pixel.r < 0.20 and pixel.b < 0.20: green_fringe_samples += 1 if transparent_samples < int(total_samples * 0.12): failures.append("%s icon should retain transparent UI padding: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.18): failures.append("%s icon should contain substantial artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s icon should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) func _check_panel_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty panel path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing panel texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable panel texture: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 512: failures.append("%s should keep high-resolution source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s should have transparent corners: %s" % [context, path]) return var opaque_samples := 0 var transparent_samples := 0 var green_fringe_samples := 0 var luma_min := 999.0 var luma_max := -999.0 var total_samples := 0 for y in range(0, image.get_height(), 8): for x in range(0, image.get_width(), 8): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 continue if pixel.a >= 0.80: opaque_samples += 1 if pixel.g > 0.80 and pixel.r < 0.18 and pixel.b < 0.18: green_fringe_samples += 1 var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 luma_min = minf(luma_min, luma) luma_max = maxf(luma_max, luma) if transparent_samples < int(total_samples * 0.08): failures.append("%s should retain transparent frame padding: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.36): failures.append("%s should contain substantial generated frame artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) if luma_max - luma_min < 0.10: failures.append("%s should contain visible material contrast: %s" % [context, path]) var warm_bias := _image_visible_warm_bias(image, 8) if warm_bias > 0.12: failures.append("%s should avoid a dominant yellow UI cast: %s (warm bias %.3f)" % [context, path, warm_bias]) func _check_button_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty button path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing button texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable button texture: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 192: failures.append("%s should keep high-resolution source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return if image.get_width() <= image.get_height(): failures.append("%s should be a wide button surface: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s should have transparent corners: %s" % [context, path]) return var opaque_samples := 0 var transparent_samples := 0 var green_fringe_samples := 0 var luma_min := 999.0 var luma_max := -999.0 var total_samples := 0 for y in range(0, image.get_height(), 8): for x in range(0, image.get_width(), 8): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 continue if pixel.a >= 0.80: opaque_samples += 1 if pixel.g > 0.80 and pixel.r < 0.18 and pixel.b < 0.18: green_fringe_samples += 1 var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 luma_min = minf(luma_min, luma) luma_max = maxf(luma_max, luma) if transparent_samples < int(total_samples * 0.08): failures.append("%s should retain transparent button padding: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.45): failures.append("%s should contain substantial generated button artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) if luma_max - luma_min < 0.08: failures.append("%s should contain visible material contrast: %s" % [context, path]) var warm_bias := _image_visible_warm_bias(image, 8) if warm_bias > 0.12: failures.append("%s should avoid a dominant yellow UI cast: %s (warm bias %.3f)" % [context, path, warm_bias]) func _check_icon_button_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty icon button path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing icon button texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable icon button texture: %s" % [context, path]) return if image.get_width() < 256 or image.get_height() < 256: failures.append("%s should keep high-resolution compact source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return if abs(image.get_width() - image.get_height()) > 4: failures.append("%s should be a square compact icon surface: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s should have transparent corners: %s" % [context, path]) return var opaque_samples := 0 var transparent_samples := 0 var green_fringe_samples := 0 var luma_min := 999.0 var luma_max := -999.0 var total_samples := 0 for y in range(0, image.get_height(), 8): for x in range(0, image.get_width(), 8): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 continue if pixel.a >= 0.80: opaque_samples += 1 if pixel.g > 0.80 and pixel.r < 0.18 and pixel.b < 0.18: green_fringe_samples += 1 var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 luma_min = minf(luma_min, luma) luma_max = maxf(luma_max, luma) if transparent_samples < int(total_samples * 0.08): failures.append("%s should retain transparent compact button padding: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.42): failures.append("%s should contain substantial generated compact button artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) if luma_max - luma_min < 0.08: failures.append("%s should contain visible material contrast: %s" % [context, path]) var warm_bias := _image_visible_warm_bias(image, 8) if warm_bias > 0.12: failures.append("%s should avoid a dominant yellow UI cast: %s (warm bias %.3f)" % [context, path, warm_bias]) func _image_visible_warm_bias(image: Image, sample_step: int) -> float: var total_bias := 0.0 var visible_samples := 0 var step := maxi(1, sample_step) for y in range(0, image.get_height(), step): for x in range(0, image.get_width(), step): var pixel := image.get_pixel(x, y) if pixel.a <= 0.05: continue total_bias += maxf(0.0, ((pixel.r + pixel.g) * 0.5) - pixel.b) visible_samples += 1 if visible_samples <= 0: return 0.0 return total_bias / float(visible_samples) func _check_tile_marker_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty marker path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing tile marker texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable tile marker texture: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 512: failures.append("%s should keep high-resolution source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return if image.get_width() != image.get_height(): failures.append("%s should be a square tactical marker: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s should have transparent corners: %s" % [context, path]) return var opaque_samples := 0 var transparent_samples := 0 var green_fringe_samples := 0 var luma_min := 999.0 var luma_max := -999.0 var total_samples := 0 for y in range(0, image.get_height(), 8): for x in range(0, image.get_width(), 8): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 continue if pixel.a >= 0.80: opaque_samples += 1 if pixel.g > 0.80 and pixel.r < 0.18 and pixel.b < 0.18: green_fringe_samples += 1 var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 luma_min = minf(luma_min, luma) luma_max = maxf(luma_max, luma) if transparent_samples < int(total_samples * 0.50): failures.append("%s should keep the map visible through transparent center space: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.16): failures.append("%s should contain readable generated marker artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) if luma_max - luma_min < 0.08: failures.append("%s should contain visible generated material contrast: %s" % [context, path]) func _check_class_icon_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty icon path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing class icon texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable class icon texture: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 512: failures.append("%s should keep high-resolution source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return if image.get_width() != image.get_height(): failures.append("%s should be square: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s should have transparent corners: %s" % [context, path]) return var opaque_samples := 0 var transparent_samples := 0 var green_fringe_samples := 0 var luma_min := 999.0 var luma_max := -999.0 var total_samples := 0 for y in range(0, image.get_height(), 8): for x in range(0, image.get_width(), 8): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 continue if pixel.a >= 0.80: opaque_samples += 1 if pixel.g > 0.82 and pixel.r < 0.16 and pixel.b < 0.16: green_fringe_samples += 1 var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 luma_min = minf(luma_min, luma) luma_max = maxf(luma_max, luma) if transparent_samples < int(total_samples * 0.24): failures.append("%s should keep transparent icon padding: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.24): failures.append("%s should contain substantial generated class artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) if luma_max - luma_min < 0.08: failures.append("%s should contain visible generated material contrast: %s" % [context, path]) func _check_map_badge_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty badge path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing map badge texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable map badge texture: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 512: failures.append("%s should keep high-resolution source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return if image.get_width() != image.get_height(): failures.append("%s should be square: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]: if image.get_pixelv(corner).a > 0.01: failures.append("%s should have transparent corners: %s" % [context, path]) return var opaque_samples := 0 var transparent_samples := 0 var green_fringe_samples := 0 var luma_min := 999.0 var luma_max := -999.0 var total_samples := 0 for y in range(0, image.get_height(), 8): for x in range(0, image.get_width(), 8): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 continue if pixel.a >= 0.80: opaque_samples += 1 if pixel.a > 0.05 and pixel.g > 0.92 and pixel.r < 0.08 and pixel.b < 0.08: green_fringe_samples += 1 var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 luma_min = minf(luma_min, luma) luma_max = maxf(luma_max, luma) if transparent_samples < int(total_samples * 0.44): failures.append("%s should keep transparent padding for map readability: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.18): failures.append("%s should contain readable generated badge artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) if luma_max - luma_min < 0.08: failures.append("%s should contain visible generated material contrast: %s" % [context, path]) func _check_terrain_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty texture path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable texture: %s" % [context, path]) return if image.get_width() < 128 or image.get_height() < 128: failures.append("%s should keep high-resolution terrain source pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return var min_luma := 999.0 var max_luma := -999.0 for y in range(0, image.get_height(), 16): for x in range(0, image.get_width(), 16): var pixel := image.get_pixel(x, y) var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 min_luma = minf(min_luma, luma) max_luma = maxf(max_luma, luma) if max_luma - min_luma < 0.08: failures.append("%s should contain visible generated terrain texture variation: %s" % [context, path]) func _check_terrain_feature_texture_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty feature path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing terrain feature texture: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable terrain feature texture: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 512: failures.append("%s should keep high-resolution overlay pixels: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return if image.get_width() != image.get_height(): failures.append("%s should be square: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()]) return var transparent_samples := 0 var opaque_samples := 0 var green_fringe_samples := 0 var min_luma := 999.0 var max_luma := -999.0 var total_samples := 0 for y in range(0, image.get_height(), 8): for x in range(0, image.get_width(), 8): total_samples += 1 var pixel := image.get_pixel(x, y) if pixel.a <= 0.01: transparent_samples += 1 continue if pixel.a >= 0.32: opaque_samples += 1 if pixel.a > 0.05 and pixel.g > 0.92 and pixel.r < 0.08 and pixel.b < 0.08: green_fringe_samples += 1 var luma := pixel.r * 0.299 + pixel.g * 0.587 + pixel.b * 0.114 min_luma = minf(min_luma, luma) max_luma = maxf(max_luma, luma) if transparent_samples < int(total_samples * 0.18): failures.append("%s should keep transparent padding so the map art shows through: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples]) if opaque_samples < int(total_samples * 0.04): failures.append("%s should contain readable generated feature artwork: %s (%d/%d sampled pixels)" % [context, path, opaque_samples, total_samples]) if green_fringe_samples > 0: failures.append("%s should not keep chroma-key green pixels: %s (%d sampled)" % [context, path, green_fringe_samples]) if max_luma - min_luma < 0.06: failures.append("%s should contain visible generated feature variation: %s" % [context, path]) func _check_image_path(failures: Array[String], path: String, context: String) -> void: if path.is_empty(): failures.append("%s has an empty image path" % context) return if not path.begins_with("res://"): failures.append("%s must use a res:// path: %s" % [context, path]) return if not FileAccess.file_exists(path): failures.append("%s references missing image: %s" % [context, path]) return var image := Image.new() var err := image.load(path) if err != OK: failures.append("%s references unreadable image: %s" % [context, path]) return if image.get_width() < 512 or image.get_height() < 512: failures.append("%s image should be at least 512x512: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()])