extends SceneTree const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd") const CAMPAIGN_PATH := "res://data/campaign/campaign.json" const SCENARIO_ID := "001_yellow_turbans" const SCENARIO_PATH := "res://data/scenarios/001_yellow_turbans.json" const CONVERSATION_ID := "northern_woods_cache" const BRANCH_SCENARIO_ID := "003_xingyang_ambush" const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json" const SAVE_PATH := "user://campaign_save.json" const MANUAL_SAVE_PATH := "user://campaign_manual_save.json" func _init() -> void: var save_backup := _backup_user_file(SAVE_PATH) var manual_backup := _backup_user_file(MANUAL_SAVE_PATH) var failures: Array[String] = [] _check_claim_updates_campaign_and_battle(failures) _check_shop_and_armory_preserve_claim(failures) _check_manual_checkpoint_reverts_claim(failures) _check_completed_replay_cannot_claim(failures) _check_conditional_camp_conversations(failures) if not _restore_user_file(SAVE_PATH, save_backup): failures.append("could not restore automatic campaign save") if not _restore_user_file(MANUAL_SAVE_PATH, manual_backup): failures.append("could not restore manual campaign save") if failures.is_empty(): print("camp conversation rewards smoke ok") quit(0) return for failure in failures: push_error(failure) quit(1) func _check_claim_updates_campaign_and_battle(failures: Array[String]) -> void: var scene = _new_prebattle_scene(failures, "claim update") if scene == null: return var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID) if not _check_cache_conversation(failures, conversation): scene.free() return var before := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) if not scene._format_camp_conversation_button_text(conversation).contains("available"): failures.append("camp conversation button should show available before claim") scene._apply_camp_conversation_effects(conversation) var campaign_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) var battle_after := int(scene.state.get_inventory_snapshot().get("bean", 0)) if campaign_after != before + 1: failures.append("camp conversation should add one Bean to campaign inventory") if battle_after != before + 1: failures.append("camp conversation should refresh loaded battle inventory") if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID): failures.append("camp conversation claim should be saved in campaign ledger") if not scene._format_camp_conversation_button_text(conversation).contains("claimed"): failures.append("camp conversation button should show claimed after claim") scene._apply_camp_conversation_effects(conversation) var duplicate_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) if duplicate_after != campaign_after: failures.append("camp conversation should not duplicate rewards") scene.free() func _check_shop_and_armory_preserve_claim(failures: Array[String]) -> void: var scene = _new_prebattle_scene(failures, "shop and armory preservation") if scene == null: return var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID) if not _check_cache_conversation(failures, conversation): scene.free() return scene._apply_camp_conversation_effects(conversation) var claimed_beans := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) scene.campaign_state.gold = 1000 var antidote: Dictionary = scene.state.get_item_def("antidote") var price := int(antidote.get("price", 0)) if price <= 0 or not scene.campaign_state.try_buy_item("antidote", price, SCENARIO_ID, scene.state.get_shop_stock_limit("antidote")): failures.append("shop purchase after camp claim should save") else: scene.state.set_inventory_snapshot(scene.campaign_state.get_inventory_snapshot()) var after_buy := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) if after_buy != claimed_beans: failures.append("shop purchase should preserve camp-claimed Bean") if not scene.campaign_state.try_save_prebattle_loadout(scene.state.get_player_roster_snapshot(), scene.state.get_inventory_snapshot()): failures.append("armory save after camp claim should save") else: var after_armory := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) if after_armory != claimed_beans: failures.append("armory save should preserve camp-claimed Bean") if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID): failures.append("armory save should preserve camp claim ledger") scene.free() func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void: var scene = _new_prebattle_scene(failures, "manual checkpoint") if scene == null: return if not scene.campaign_state.save_manual_game(): failures.append("manual checkpoint before camp claim should save") scene.free() return var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID) scene._apply_camp_conversation_effects(conversation) if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 1: failures.append("camp claim should add Bean before manual restore") if not scene.campaign_state.load_manual_game(): failures.append("manual checkpoint should load after camp claim") else: if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0: failures.append("loading older manual checkpoint should revert camp reward inventory") if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID): failures.append("loading older manual checkpoint should revert camp claim ledger") scene.free() func _check_completed_replay_cannot_claim(failures: Array[String]) -> void: var scene = _new_prebattle_scene(failures, "completed replay") if scene == null: return scene.campaign_state.completed_scenarios.append(SCENARIO_ID) var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID) scene._apply_camp_conversation_effects(conversation) if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0: failures.append("completed replay should not claim camp supplies") if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID): failures.append("completed replay should not write camp claim ledger") scene.free() func _check_conditional_camp_conversations(failures: Array[String]) -> void: var no_flags_scene = _new_prebattle_scene_for(failures, "conditional camp no flags", BRANCH_SCENARIO_ID, BRANCH_SCENARIO_PATH) if no_flags_scene != null: if no_flags_scene._camp_conversation_by_id("xingyang_war_council").is_empty(): failures.append("Xingyang should expose ungated war council conversation") if not no_flags_scene._camp_conversation_by_id("xingyang_forced_march").is_empty(): failures.append("pursuit camp conversation should be hidden without pursuit flag") if not no_flags_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty(): failures.append("regroup camp conversation should be hidden without regroup flag") no_flags_scene.free() var pursuit_scene = _new_prebattle_scene_for( failures, "conditional camp pursuit", BRANCH_SCENARIO_ID, BRANCH_SCENARIO_PATH, {"pursued_dong_zhuo": true} ) if pursuit_scene != null: if pursuit_scene._camp_conversation_by_id("xingyang_forced_march").is_empty(): failures.append("pursuit flag should expose forced march conversation") if pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores").is_empty(): failures.append("pursuit flag should expose hasty stores conversation") if not pursuit_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty(): failures.append("pursuit flag should not expose regroup scout conversation") var hasty_stores: Dictionary = pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores") var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) pursuit_scene._apply_camp_conversation_effects(hasty_stores) if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("pursuit hasty stores should add Wine to campaign inventory") if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("pursuit hasty stores should refresh battle Wine inventory") pursuit_scene.free() var regroup_scene = _new_prebattle_scene_for( failures, "conditional camp regroup", BRANCH_SCENARIO_ID, BRANCH_SCENARIO_PATH, {"regrouped_after_sishui": true} ) if regroup_scene != null: if regroup_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty(): failures.append("regroup flag should expose scout screen conversation") if regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train").is_empty(): failures.append("regroup flag should expose Sishui supply train conversation") if not regroup_scene._camp_conversation_by_id("xingyang_forced_march").is_empty(): failures.append("regroup flag should not expose pursuit forced march conversation") var supply_train: Dictionary = regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train") var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) regroup_scene._apply_camp_conversation_effects(supply_train) if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("regroup Sishui supply train should add Panacea to campaign inventory") if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("regroup Sishui supply train should refresh battle Panacea inventory") regroup_scene.free() func _new_prebattle_scene(failures: Array[String], label: String): return _new_prebattle_scene_for(failures, label, SCENARIO_ID, SCENARIO_PATH) func _new_prebattle_scene_for(failures: Array[String], label: String, scenario_id: String, scenario_path: String, flag_overrides := {}): var scene = BattleSceneScript.new() if not scene.campaign_state.load_campaign(CAMPAIGN_PATH): failures.append("%s could not load campaign data" % label) scene.free() return null scene.campaign_state.start_new(scenario_id) if typeof(flag_overrides) == TYPE_DICTIONARY: for flag_name in flag_overrides.keys(): scene.campaign_state.flags[str(flag_name)] = flag_overrides[flag_name] scene.active_scenario_id = scenario_id if not scene.state.load_battle( scenario_path, scene.campaign_state.get_roster_overrides(), scene.campaign_state.get_inventory_snapshot(), scene.campaign_state.get_flags_snapshot(), scene.campaign_state.get_joined_officers_snapshot() ): failures.append("%s could not load scenario" % label) scene.free() return null return scene func _check_cache_conversation(failures: Array[String], conversation: Dictionary) -> bool: if conversation.is_empty(): failures.append("could not find cache camp conversation") return false var effects: Array = conversation.get("effects", []) if effects.is_empty(): failures.append("cache camp conversation should expose effects") return false var effect: Dictionary = effects[0] if str(effect.get("type", "")) != "grant_item": failures.append("cache camp conversation effect should be grant_item") if str(effect.get("item_id", "")) != "bean": failures.append("cache camp conversation should grant Bean") if int(effect.get("count", 0)) != 1: failures.append("cache camp conversation should grant one Bean") return true func _backup_user_file(path: String) -> Dictionary: var exists := FileAccess.file_exists(path) return { "exists": exists, "content": FileAccess.get_file_as_string(path) if exists else "" } func _restore_user_file(path: String, backup: Dictionary) -> bool: if bool(backup.get("exists", false)): var file := FileAccess.open(path, FileAccess.WRITE) if file == null: return false file.store_string(str(backup.get("content", ""))) return true if FileAccess.file_exists(path): return DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) == OK return true