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 SISHUI_SCENARIO_ID := "002_sishui_gate" const SISHUI_SCENARIO_PATH := "res://data/scenarios/002_sishui_gate.json" const SISHUI_CONVERSATION_ID := "sishui_quartermaster_antidote" const BRANCH_SCENARIO_ID := "003_xingyang_ambush" const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json" const QINGZHOU_SCENARIO_ID := "004_qingzhou_campaign" const QINGZHOU_SCENARIO_PATH := "res://data/scenarios/004_qingzhou_campaign.json" const PUYANG_SCENARIO_ID := "005_puyang_raid" const PUYANG_SCENARIO_PATH := "res://data/scenarios/005_puyang_raid.json" const PUYANG_CONVERSATION_ID := "puyang_raider_stores" const PUYANG_PURSUIT_CONVERSATION_ID := "puyang_hardened_vanguard" const PUYANG_REGROUP_CONVERSATION_ID := "puyang_qingzhou_reserve_wagon" const DINGTAO_SCENARIO_ID := "006_dingtao_counterattack" const DINGTAO_SCENARIO_PATH := "res://data/scenarios/006_dingtao_counterattack.json" const DINGTAO_FORTIFIED_CONVERSATION_ID := "dingtao_fortified_reserves" const DINGTAO_PRESSED_CONVERSATION_ID := "dingtao_pressed_vanguard" const XIAN_SCENARIO_ID := "007_xian_emperor_escort" const XIAN_SCENARIO_PATH := "res://data/scenarios/007_xian_emperor_escort.json" const XIAN_FORTIFIED_CONVERSATION_ID := "xian_fortified_road_supplies" const XIAN_PRESSED_CONVERSATION_ID := "xian_forced_march_canteens" const WAN_SCENARIO_ID := "008_wan_castle_escape" const WAN_SCENARIO_PATH := "res://data/scenarios/008_wan_castle_escape.json" const WAN_COURT_CONVERSATION_ID := "wan_court_seal_postern" const WAN_PURSUIT_CONVERSATION_ID := "wan_hard_pursuit_drums" const XIAPI_SCENARIO_ID := "009_xiapi_siege" const XIAPI_SCENARIO_PATH := "res://data/scenarios/009_xiapi_siege.json" const XIAPI_HELD_CONVERSATION_ID := "xiapi_wan_baggage_dressings" const XIAPI_SWIFT_CONVERSATION_ID := "xiapi_forced_march_rations" const WHITE_HORSE_SCENARIO_ID := "010_white_horse_relief" const WHITE_HORSE_SCENARIO_PATH := "res://data/scenarios/010_white_horse_relief.json" const WHITE_HORSE_XU_CONVERSATION_ID := "white_horse_xu_reserve_medicine" const WHITE_HORSE_PRESSED_CONVERSATION_ID := "white_horse_fast_march_beans" const YAN_FORD_SCENARIO_ID := "011_yan_ford_pursuit" const YAN_FORD_SCENARIO_PATH := "res://data/scenarios/011_yan_ford_pursuit.json" const YAN_FORD_FORTIFIED_CONVERSATION_ID := "yan_ford_fortified_crossing_medicine" const YAN_FORD_RAIDED_CONVERSATION_ID := "yan_ford_raided_supply_beans" const GUANDU_SCENARIO_ID := "012_guandu_showdown" const GUANDU_SCENARIO_PATH := "res://data/scenarios/012_guandu_showdown.json" const GUANDU_SECURED_CONVERSATION_ID := "guandu_secured_line_medicine" const GUANDU_SCOUTED_CONVERSATION_ID := "guandu_wuchao_scout_wine" const WUCHAO_SCENARIO_ID := "013_wuchao_raid" const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.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_sishui_gate_camp_supplies(failures) _check_puyang_raid_camp_supplies(failures) _check_dingtao_branch_camp_conversations(failures) _check_xian_branch_camp_conversations(failures) _check_wan_branch_camp_conversations(failures) _check_xiapi_branch_camp_conversations(failures) _check_white_horse_branch_camp_conversations(failures) _check_yan_ford_branch_camp_conversations(failures) _check_guandu_branch_camp_conversations(failures) _check_guandu_post_battle_choice_bridges_to_wuchao(failures) _check_manual_checkpoint_reverts_claim(failures) _check_completed_replay_cannot_claim(failures) _check_conditional_camp_conversations(failures) _check_qingzhou_branch_camp_conversations(failures) _check_wuchao_branch_camp_conversations(failures) _check_talk_menu_closes_on_cancel_and_reload(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_sishui_gate_camp_supplies(failures: Array[String]) -> void: var scene = _new_prebattle_scene_for(failures, "Sishui camp supplies", SISHUI_SCENARIO_ID, SISHUI_SCENARIO_PATH) if scene == null: return var conversation: Dictionary = scene._camp_conversation_by_id(SISHUI_CONVERSATION_ID) if conversation.is_empty(): failures.append("Sishui should expose quartermaster antidote conversation") scene.free() return if not scene._format_camp_conversation_button_text(conversation).contains("Supply Antidote"): failures.append("Sishui quartermaster button should preview Antidote supply") var before_antidote := int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0)) scene._apply_camp_conversation_effects(conversation) if int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1: failures.append("Sishui quartermaster should add Antidote to campaign inventory") if int(scene.state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1: failures.append("Sishui quartermaster should refresh battle Antidote inventory") if not scene.campaign_state.has_claimed_camp_conversation_effects(SISHUI_SCENARIO_ID, SISHUI_CONVERSATION_ID): failures.append("Sishui quartermaster claim should be saved") scene.free() func _check_puyang_raid_camp_supplies(failures: Array[String]) -> void: var scene = _new_prebattle_scene_for(failures, "Puyang raid camp supplies", PUYANG_SCENARIO_ID, PUYANG_SCENARIO_PATH) if scene == null: return if scene._camp_conversation_by_id("puyang_night_raid_council").is_empty(): failures.append("Puyang should expose the night raid council conversation") if scene._camp_conversation_by_id("puyang_dian_wei_shield").is_empty(): failures.append("Puyang should expose Dian Wei's officer conversation") if not scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID).is_empty(): failures.append("Puyang pursuit supplies should be hidden without pursuit flag") if not scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID).is_empty(): failures.append("Puyang regroup supplies should be hidden without regroup flag") var conversation: Dictionary = scene._camp_conversation_by_id(PUYANG_CONVERSATION_ID) if conversation.is_empty(): failures.append("Puyang should expose raider stores conversation") scene.free() return var merchant: Dictionary = scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Puyang Night Trader": failures.append("Puyang shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Puyang shop merchant should expose flavor lines") if scene._format_talk_status_text(scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Puyang talk status should show one ready supply") if not scene._format_camp_conversation_button_text(conversation).contains("Supply Bean"): failures.append("Puyang raider stores button should preview Bean supply") var before_bean := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) scene._apply_camp_conversation_effects(conversation) if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Puyang raider stores should add Bean to campaign inventory") if int(scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Puyang raider stores should refresh battle Bean inventory") if not scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_CONVERSATION_ID): failures.append("Puyang raider stores claim should be saved") if scene._format_talk_status_text(scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Puyang talk status should show claimed supply after claim") scene.free() var pursuit_scene = _new_prebattle_scene_for( failures, "Puyang pursuit camp supplies", PUYANG_SCENARIO_ID, PUYANG_SCENARIO_PATH, {"pursued_dong_zhuo": true} ) if pursuit_scene != null: var vanguard: Dictionary = pursuit_scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID) if vanguard.is_empty(): failures.append("Puyang pursuit flag should expose hardened vanguard supplies") if not pursuit_scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID).is_empty(): failures.append("Puyang pursuit flag should not expose Qingzhou reserve wagon") if not vanguard.is_empty(): if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 4 topics | 2 supplies ready": failures.append("Puyang pursuit talk status should show two ready supplies") if not pursuit_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"): failures.append("Puyang hardened vanguard button should preview Wine supply") var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) pursuit_scene._apply_camp_conversation_effects(vanguard) if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Puyang hardened vanguard should add Wine to campaign inventory") if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Puyang hardened vanguard should refresh battle Wine inventory") if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_PURSUIT_CONVERSATION_ID): failures.append("Puyang hardened vanguard claim should be saved") pursuit_scene.free() var regroup_scene = _new_prebattle_scene_for( failures, "Puyang regroup camp supplies", PUYANG_SCENARIO_ID, PUYANG_SCENARIO_PATH, {"regrouped_after_sishui": true} ) if regroup_scene != null: var reserve: Dictionary = regroup_scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID) if reserve.is_empty(): failures.append("Puyang regroup flag should expose Qingzhou reserve wagon") if not regroup_scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID).is_empty(): failures.append("Puyang regroup flag should not expose hardened vanguard") if not reserve.is_empty(): if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 4 topics | 2 supplies ready": failures.append("Puyang regroup talk status should show two ready supplies") if not regroup_scene._format_camp_conversation_button_text(reserve).contains("Supply Panacea"): failures.append("Puyang Qingzhou reserve button should preview Panacea supply") var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) regroup_scene._apply_camp_conversation_effects(reserve) if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Puyang Qingzhou reserve should add Panacea to campaign inventory") if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Puyang Qingzhou reserve should refresh battle Panacea inventory") if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_REGROUP_CONVERSATION_ID): failures.append("Puyang Qingzhou reserve claim should be saved") regroup_scene.free() func _check_dingtao_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Dingtao base camp", DINGTAO_SCENARIO_ID, DINGTAO_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("dingtao_countercharge_council").is_empty(): failures.append("Dingtao should expose the countercharge council conversation") if base_scene._camp_conversation_by_id("dingtao_dian_wei_roadblock").is_empty(): failures.append("Dingtao should expose Dian Wei's roadblock conversation") if not base_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID).is_empty(): failures.append("Dingtao fortified supplies should be hidden without fortified flag") if not base_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID).is_empty(): failures.append("Dingtao pressed supplies should be hidden without pressed flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Dingtao Field Sutler": failures.append("Dingtao shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Dingtao shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Dingtao base talk status should summarize two non-supply topics") base_scene.free() var fortified_scene = _new_prebattle_scene_for( failures, "Dingtao fortified camp", DINGTAO_SCENARIO_ID, DINGTAO_SCENARIO_PATH, {"fortified_yan_province": true} ) if fortified_scene != null: var reserves: Dictionary = fortified_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID) if reserves.is_empty(): failures.append("fortified flag should expose Dingtao fortified reserves") if not fortified_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID).is_empty(): failures.append("fortified flag should not expose Dingtao pressed vanguard") if not reserves.is_empty(): if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Dingtao fortified talk status should show one ready supply") if not fortified_scene._format_camp_conversation_button_text(reserves).contains("Supply Panacea"): failures.append("Dingtao fortified reserves button should preview Panacea supply") var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) fortified_scene._apply_camp_conversation_effects(reserves) if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Dingtao fortified reserves should add Panacea to campaign inventory") if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Dingtao fortified reserves should refresh battle Panacea inventory") if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(DINGTAO_SCENARIO_ID, DINGTAO_FORTIFIED_CONVERSATION_ID): failures.append("Dingtao fortified reserves claim should be saved") if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Dingtao fortified talk status should show claimed supply after claim") fortified_scene.free() var pressed_scene = _new_prebattle_scene_for( failures, "Dingtao pressed camp", DINGTAO_SCENARIO_ID, DINGTAO_SCENARIO_PATH, {"pressed_lu_bu": true} ) if pressed_scene != null: var vanguard: Dictionary = pressed_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID) if vanguard.is_empty(): failures.append("pressed flag should expose Dingtao pressed vanguard") if not pressed_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID).is_empty(): failures.append("pressed flag should not expose Dingtao fortified reserves") if not vanguard.is_empty(): if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Dingtao pressed talk status should show one ready supply") if not pressed_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"): failures.append("Dingtao pressed vanguard button should preview Wine supply") var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) pressed_scene._apply_camp_conversation_effects(vanguard) if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Dingtao pressed vanguard should add Wine to campaign inventory") if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Dingtao pressed vanguard should refresh battle Wine inventory") if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(DINGTAO_SCENARIO_ID, DINGTAO_PRESSED_CONVERSATION_ID): failures.append("Dingtao pressed vanguard claim should be saved") if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Dingtao pressed talk status should show claimed supply after claim") pressed_scene.free() func _check_xian_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Xian escort base camp", XIAN_SCENARIO_ID, XIAN_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("xian_escort_council").is_empty(): failures.append("Xian escort should expose the escort council conversation") if base_scene._camp_conversation_by_id("xian_dian_wei_envoy_screen").is_empty(): failures.append("Xian escort should expose Dian Wei's envoy screen conversation") if not base_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty(): failures.append("Xian fortified supplies should be hidden without fortified flag") if not base_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty(): failures.append("Xian pressed supplies should be hidden without pressed flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Escort Road Sutler": failures.append("Xian escort shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Xian escort shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Xian escort base talk status should summarize two non-supply topics") base_scene.free() var fortified_scene = _new_prebattle_scene_for( failures, "Xian escort fortified camp", XIAN_SCENARIO_ID, XIAN_SCENARIO_PATH, {"fortified_yan_province": true} ) if fortified_scene != null: var supplies: Dictionary = fortified_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID) if supplies.is_empty(): failures.append("fortified flag should expose Xian fortified road supplies") if not fortified_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty(): failures.append("fortified flag should not expose Xian forced march canteens") if not supplies.is_empty(): if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Xian fortified talk status should show one ready supply") if not fortified_scene._format_camp_conversation_button_text(supplies).contains("Supply Bean"): failures.append("Xian fortified road supplies button should preview Bean supply") var before_bean := int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) fortified_scene._apply_camp_conversation_effects(supplies) if int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Xian fortified road supplies should add Bean to campaign inventory") if int(fortified_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Xian fortified road supplies should refresh battle Bean inventory") if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_FORTIFIED_CONVERSATION_ID): failures.append("Xian fortified road supplies claim should be saved") if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Xian fortified talk status should show claimed supply after claim") fortified_scene.free() var pressed_scene = _new_prebattle_scene_for( failures, "Xian escort pressed camp", XIAN_SCENARIO_ID, XIAN_SCENARIO_PATH, {"pressed_lu_bu": true} ) if pressed_scene != null: var canteens: Dictionary = pressed_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID) if canteens.is_empty(): failures.append("pressed flag should expose Xian forced march canteens") if not pressed_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty(): failures.append("pressed flag should not expose Xian fortified road supplies") if not canteens.is_empty(): if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Xian pressed talk status should show one ready supply") if not pressed_scene._format_camp_conversation_button_text(canteens).contains("Supply Wine"): failures.append("Xian forced march canteens button should preview Wine supply") var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) pressed_scene._apply_camp_conversation_effects(canteens) if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Xian forced march canteens should add Wine to campaign inventory") if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Xian forced march canteens should refresh battle Wine inventory") if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_PRESSED_CONVERSATION_ID): failures.append("Xian forced march canteens claim should be saved") if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Xian pressed talk status should show claimed supply after claim") pressed_scene.free() func _check_wan_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Wan Castle base camp", WAN_SCENARIO_ID, WAN_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("wan_escape_route_council").is_empty(): failures.append("Wan Castle should expose the escape route council conversation") if base_scene._camp_conversation_by_id("wan_dian_wei_rear_guard").is_empty(): failures.append("Wan Castle should expose Dian Wei's rear guard conversation") if not base_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID).is_empty(): failures.append("Wan court seal supplies should be hidden without court flag") if not base_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID).is_empty(): failures.append("Wan hard pursuit supplies should be hidden without pursuit flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Wan Castle Sutler": failures.append("Wan Castle shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Wan Castle shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Wan Castle base talk status should summarize two non-supply topics") base_scene.free() var court_scene = _new_prebattle_scene_for( failures, "Wan Castle court seal camp", WAN_SCENARIO_ID, WAN_SCENARIO_PATH, {"secured_imperial_court": true} ) if court_scene != null: var postern: Dictionary = court_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID) if postern.is_empty(): failures.append("court seal flag should expose Wan postern supplies") if not court_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID).is_empty(): failures.append("court seal flag should not expose Wan hard pursuit drums") if not postern.is_empty(): if court_scene._format_talk_status_text(court_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Wan court seal talk status should show one ready supply") if not court_scene._format_camp_conversation_button_text(postern).contains("Supply Bean"): failures.append("Wan court seal postern button should preview Bean supply") var before_bean := int(court_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) court_scene._apply_camp_conversation_effects(postern) if int(court_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Wan court seal postern should add Bean to campaign inventory") if int(court_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Wan court seal postern should refresh battle Bean inventory") if not court_scene.campaign_state.has_claimed_camp_conversation_effects(WAN_SCENARIO_ID, WAN_COURT_CONVERSATION_ID): failures.append("Wan court seal postern claim should be saved") if court_scene._format_talk_status_text(court_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Wan court seal talk status should show claimed supply after claim") court_scene.free() var pursuit_scene = _new_prebattle_scene_for( failures, "Wan Castle hard pursuit camp", WAN_SCENARIO_ID, WAN_SCENARIO_PATH, {"pursued_li_jue_remnants": true} ) if pursuit_scene != null: var drums: Dictionary = pursuit_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID) if drums.is_empty(): failures.append("hard pursuit flag should expose Wan hard pursuit drums") if not pursuit_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID).is_empty(): failures.append("hard pursuit flag should not expose Wan postern supplies") if not drums.is_empty(): if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Wan hard pursuit talk status should show one ready supply") if not pursuit_scene._format_camp_conversation_button_text(drums).contains("Supply Wine"): failures.append("Wan hard pursuit drums button should preview Wine supply") var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) pursuit_scene._apply_camp_conversation_effects(drums) if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Wan hard pursuit drums should add Wine to campaign inventory") if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Wan hard pursuit drums should refresh battle Wine inventory") if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(WAN_SCENARIO_ID, WAN_PURSUIT_CONVERSATION_ID): failures.append("Wan hard pursuit drums claim should be saved") if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Wan hard pursuit talk status should show claimed supply after claim") pursuit_scene.free() func _check_xiapi_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Xiapi base camp", XIAPI_SCENARIO_ID, XIAPI_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("xiapi_floodgate_council").is_empty(): failures.append("Xiapi should expose the floodgate council conversation") if base_scene._camp_conversation_by_id("xiapi_dian_wei_siege_road").is_empty(): failures.append("Xiapi should expose Dian Wei's siege road conversation") if not base_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty(): failures.append("Xiapi Wan baggage dressings should be hidden without held Wan gate flag") if not base_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty(): failures.append("Xiapi forced march rations should be hidden without swift Wan escape flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Xiapi Flood-Gate Sutler": failures.append("Xiapi shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Xiapi shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Xiapi base talk status should summarize two non-supply topics") base_scene.free() var held_scene = _new_prebattle_scene_for( failures, "Xiapi held Wan gate camp", XIAPI_SCENARIO_ID, XIAPI_SCENARIO_PATH, {"held_wan_gate": true} ) if held_scene != null: var dressings: Dictionary = held_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID) if dressings.is_empty(): failures.append("held Wan gate flag should expose Xiapi Wan baggage dressings") if not held_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty(): failures.append("held Wan gate flag should not expose Xiapi forced march rations") if not dressings.is_empty(): if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Xiapi held Wan gate talk status should show one ready supply") if not held_scene._format_camp_conversation_button_text(dressings).contains("Supply Panacea"): failures.append("Xiapi Wan baggage dressings button should preview Panacea supply") var before_panacea := int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) held_scene._apply_camp_conversation_effects(dressings) if int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Xiapi Wan baggage dressings should add Panacea to campaign inventory") if int(held_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Xiapi Wan baggage dressings should refresh battle Panacea inventory") if not held_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_HELD_CONVERSATION_ID): failures.append("Xiapi Wan baggage dressings claim should be saved") if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Xiapi held Wan gate talk status should show claimed supply after claim") held_scene.free() var swift_scene = _new_prebattle_scene_for( failures, "Xiapi swift Wan escape camp", XIAPI_SCENARIO_ID, XIAPI_SCENARIO_PATH, {"swift_wan_escape": true} ) if swift_scene != null: var rations: Dictionary = swift_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID) if rations.is_empty(): failures.append("swift Wan escape flag should expose Xiapi forced march rations") if not swift_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty(): failures.append("swift Wan escape flag should not expose Xiapi Wan baggage dressings") if not rations.is_empty(): if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Xiapi swift Wan escape talk status should show one ready supply") if not swift_scene._format_camp_conversation_button_text(rations).contains("Supply Bean"): failures.append("Xiapi forced march rations button should preview Bean supply") var before_bean := int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) swift_scene._apply_camp_conversation_effects(rations) if int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Xiapi forced march rations should add Bean to campaign inventory") if int(swift_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Xiapi forced march rations should refresh battle Bean inventory") if not swift_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_SWIFT_CONVERSATION_ID): failures.append("Xiapi forced march rations claim should be saved") if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Xiapi swift Wan escape talk status should show claimed supply after claim") swift_scene.free() func _check_white_horse_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "White Horse base camp", WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("white_horse_decoy_council").is_empty(): failures.append("White Horse should expose the decoy council conversation") if base_scene._camp_conversation_by_id("white_horse_xiahou_dun_false_retreat").is_empty(): failures.append("White Horse should expose Xiahou Dun's false retreat conversation") if not base_scene._camp_conversation_by_id(WHITE_HORSE_XU_CONVERSATION_ID).is_empty(): failures.append("White Horse Xu reserve medicine should be hidden without integrated Xu flag") if not base_scene._camp_conversation_by_id(WHITE_HORSE_PRESSED_CONVERSATION_ID).is_empty(): failures.append("White Horse fast march beans should be hidden without pressed north flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "White Horse Road Sutler": failures.append("White Horse shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("White Horse shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("White Horse base talk status should summarize two non-supply topics") base_scene.free() var xu_scene = _new_prebattle_scene_for( failures, "White Horse integrated Xu camp", WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_SCENARIO_PATH, {"integrated_xu_province": true} ) if xu_scene != null: var medicine: Dictionary = xu_scene._camp_conversation_by_id(WHITE_HORSE_XU_CONVERSATION_ID) if medicine.is_empty(): failures.append("integrated Xu flag should expose White Horse reserve medicine") if not xu_scene._camp_conversation_by_id(WHITE_HORSE_PRESSED_CONVERSATION_ID).is_empty(): failures.append("integrated Xu flag should not expose White Horse fast march beans") if not medicine.is_empty(): if xu_scene._format_talk_status_text(xu_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("White Horse integrated Xu talk status should show one ready supply") if not xu_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"): failures.append("White Horse Xu reserve medicine button should preview Panacea supply") var before_panacea := int(xu_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) xu_scene._apply_camp_conversation_effects(medicine) if int(xu_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("White Horse Xu reserve medicine should add Panacea to campaign inventory") if int(xu_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("White Horse Xu reserve medicine should refresh battle Panacea inventory") if not xu_scene.campaign_state.has_claimed_camp_conversation_effects(WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_XU_CONVERSATION_ID): failures.append("White Horse Xu reserve medicine claim should be saved") if xu_scene._format_talk_status_text(xu_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("White Horse integrated Xu talk status should show claimed supply after claim") xu_scene.free() var pressed_scene = _new_prebattle_scene_for( failures, "White Horse pressed north camp", WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_SCENARIO_PATH, {"pressed_northern_campaign": true} ) if pressed_scene != null: var beans: Dictionary = pressed_scene._camp_conversation_by_id(WHITE_HORSE_PRESSED_CONVERSATION_ID) if beans.is_empty(): failures.append("pressed north flag should expose White Horse fast march beans") if not pressed_scene._camp_conversation_by_id(WHITE_HORSE_XU_CONVERSATION_ID).is_empty(): failures.append("pressed north flag should not expose White Horse reserve medicine") if not beans.is_empty(): if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("White Horse pressed north talk status should show one ready supply") if not pressed_scene._format_camp_conversation_button_text(beans).contains("Supply Bean"): failures.append("White Horse fast march beans button should preview Bean supply") var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) pressed_scene._apply_camp_conversation_effects(beans) if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("White Horse fast march beans should add Bean to campaign inventory") if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("White Horse fast march beans should refresh battle Bean inventory") if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_PRESSED_CONVERSATION_ID): failures.append("White Horse fast march beans claim should be saved") if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("White Horse pressed north talk status should show claimed supply after claim") pressed_scene.free() func _check_yan_ford_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Yan Ford base camp", YAN_FORD_SCENARIO_ID, YAN_FORD_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("yan_ford_pursuit_council").is_empty(): failures.append("Yan Ford should expose the pursuit council conversation") if base_scene._camp_conversation_by_id("yan_ford_xiahou_yuan_banks").is_empty(): failures.append("Yan Ford should expose Xiahou Yuan's river banks conversation") if not base_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID).is_empty(): failures.append("Yan Ford fortified crossing medicine should be hidden without fortified White Horse flag") if not base_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID).is_empty(): failures.append("Yan Ford raided supply beans should be hidden without raided Yuan supplies flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Yan Ford Bank Sutler": failures.append("Yan Ford shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Yan Ford shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Yan Ford base talk status should summarize two non-supply topics") base_scene.free() var fortified_scene = _new_prebattle_scene_for( failures, "Yan Ford fortified White Horse camp", YAN_FORD_SCENARIO_ID, YAN_FORD_SCENARIO_PATH, {"fortified_white_horse": true} ) if fortified_scene != null: var medicine: Dictionary = fortified_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID) if medicine.is_empty(): failures.append("fortified White Horse flag should expose Yan Ford crossing medicine") if not fortified_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID).is_empty(): failures.append("fortified White Horse flag should not expose Yan Ford raided supply beans") if not medicine.is_empty(): if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Yan Ford fortified talk status should show one ready supply") if not fortified_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"): failures.append("Yan Ford crossing medicine button should preview Panacea supply") var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) fortified_scene._apply_camp_conversation_effects(medicine) if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Yan Ford crossing medicine should add Panacea to campaign inventory") if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Yan Ford crossing medicine should refresh battle Panacea inventory") if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(YAN_FORD_SCENARIO_ID, YAN_FORD_FORTIFIED_CONVERSATION_ID): failures.append("Yan Ford crossing medicine claim should be saved") if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Yan Ford fortified talk status should show claimed supply after claim") fortified_scene.free() var raided_scene = _new_prebattle_scene_for( failures, "Yan Ford raided Yuan supplies camp", YAN_FORD_SCENARIO_ID, YAN_FORD_SCENARIO_PATH, {"raided_yuan_supplies": true} ) if raided_scene != null: var beans: Dictionary = raided_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID) if beans.is_empty(): failures.append("raided Yuan supplies flag should expose Yan Ford raided supply beans") if not raided_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID).is_empty(): failures.append("raided Yuan supplies flag should not expose Yan Ford crossing medicine") if not beans.is_empty(): if raided_scene._format_talk_status_text(raided_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Yan Ford raided supplies talk status should show one ready supply") if not raided_scene._format_camp_conversation_button_text(beans).contains("Supply Bean"): failures.append("Yan Ford raided supply beans button should preview Bean supply") var before_bean := int(raided_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) raided_scene._apply_camp_conversation_effects(beans) if int(raided_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Yan Ford raided supply beans should add Bean to campaign inventory") if int(raided_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Yan Ford raided supply beans should refresh battle Bean inventory") if not raided_scene.campaign_state.has_claimed_camp_conversation_effects(YAN_FORD_SCENARIO_ID, YAN_FORD_RAIDED_CONVERSATION_ID): failures.append("Yan Ford raided supply beans claim should be saved") if raided_scene._format_talk_status_text(raided_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Yan Ford raided supplies talk status should show claimed supply after claim") raided_scene.free() func _check_guandu_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Guandu base camp", GUANDU_SCENARIO_ID, GUANDU_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("guandu_main_line_council").is_empty(): failures.append("Guandu should expose the main line council conversation") if base_scene._camp_conversation_by_id("guandu_guo_jia_supply_wound").is_empty(): failures.append("Guandu should expose Guo Jia's supply wound conversation") if not base_scene._camp_conversation_by_id(GUANDU_SECURED_CONVERSATION_ID).is_empty(): failures.append("Guandu secured line medicine should be hidden without secured line flag") if not base_scene._camp_conversation_by_id(GUANDU_SCOUTED_CONVERSATION_ID).is_empty(): failures.append("Guandu Wuchao scout wine should be hidden without scouted Wuchao flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Guandu Camp Sutler": failures.append("Guandu shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Guandu shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Guandu base talk status should summarize two non-supply topics") base_scene.free() var secured_scene = _new_prebattle_scene_for( failures, "Guandu secured line camp", GUANDU_SCENARIO_ID, GUANDU_SCENARIO_PATH, {"secured_guandu_line": true} ) if secured_scene != null: var medicine: Dictionary = secured_scene._camp_conversation_by_id(GUANDU_SECURED_CONVERSATION_ID) if medicine.is_empty(): failures.append("secured Guandu line flag should expose Guandu secured line medicine") if not secured_scene._camp_conversation_by_id(GUANDU_SCOUTED_CONVERSATION_ID).is_empty(): failures.append("secured Guandu line flag should not expose Guandu Wuchao scout wine") if not medicine.is_empty(): if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Guandu secured line talk status should show one ready supply") if not secured_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"): failures.append("Guandu secured line medicine button should preview Panacea supply") var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) secured_scene._apply_camp_conversation_effects(medicine) if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Guandu secured line medicine should add Panacea to campaign inventory") if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Guandu secured line medicine should refresh battle Panacea inventory") if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(GUANDU_SCENARIO_ID, GUANDU_SECURED_CONVERSATION_ID): failures.append("Guandu secured line medicine claim should be saved") if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Guandu secured line talk status should show claimed supply after claim") secured_scene.free() var scouted_scene = _new_prebattle_scene_for( failures, "Guandu scouted Wuchao camp", GUANDU_SCENARIO_ID, GUANDU_SCENARIO_PATH, {"scouted_wuchao_depots": true} ) if scouted_scene != null: var wine: Dictionary = scouted_scene._camp_conversation_by_id(GUANDU_SCOUTED_CONVERSATION_ID) if wine.is_empty(): failures.append("scouted Wuchao flag should expose Guandu Wuchao scout wine") if not scouted_scene._camp_conversation_by_id(GUANDU_SECURED_CONVERSATION_ID).is_empty(): failures.append("scouted Wuchao flag should not expose Guandu secured line medicine") if not wine.is_empty(): if scouted_scene._format_talk_status_text(scouted_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Guandu scouted Wuchao talk status should show one ready supply") if not scouted_scene._format_camp_conversation_button_text(wine).contains("Supply Wine"): failures.append("Guandu Wuchao scout wine button should preview Wine supply") var before_wine := int(scouted_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) scouted_scene._apply_camp_conversation_effects(wine) if int(scouted_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Guandu Wuchao scout wine should add Wine to campaign inventory") if int(scouted_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Guandu Wuchao scout wine should refresh battle Wine inventory") if not scouted_scene.campaign_state.has_claimed_camp_conversation_effects(GUANDU_SCENARIO_ID, GUANDU_SCOUTED_CONVERSATION_ID): failures.append("Guandu Wuchao scout wine claim should be saved") if scouted_scene._format_talk_status_text(scouted_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Guandu scouted Wuchao talk status should show claimed supply after claim") scouted_scene.free() func _check_guandu_post_battle_choice_bridges_to_wuchao(failures: Array[String]) -> void: _check_guandu_choice_branch_to_wuchao( failures, "prepare_wuchao_raid", "prepared_wuchao_raid", "strengthened_guandu_defense", "wuchao_fast_raid_supplies", "wuchao_guandu_reserve_wagon", "war_drum", "imperial_seal" ) _check_guandu_choice_branch_to_wuchao( failures, "strengthen_guandu_defense", "strengthened_guandu_defense", "prepared_wuchao_raid", "wuchao_guandu_reserve_wagon", "wuchao_fast_raid_supplies", "imperial_seal", "war_drum" ) func _check_guandu_choice_branch_to_wuchao( failures: Array[String], choice_id: String, expected_flag: String, cleared_flag: String, expected_conversation_id: String, hidden_conversation_id: String, expected_shop_item_id: String, hidden_shop_item_id: String ) -> void: var scene = _new_prebattle_scene_for(failures, "Guandu choice bridge %s" % choice_id, GUANDU_SCENARIO_ID, GUANDU_SCENARIO_PATH) if scene == null: return scene.state.battle_status = "victory" var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state) if not bool(result.get("saved", false)): failures.append("Guandu choice bridge %s should save 012 victory" % choice_id) scene.free() return if bool(result.get("choice_applied", true)): failures.append("Guandu choice bridge %s should wait for a selected post-battle choice" % choice_id) if scene.campaign_state.pending_post_battle_choice_scenario_id != GUANDU_SCENARIO_ID: failures.append("Guandu choice bridge %s should mark Guandu choice pending" % choice_id) var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id) if choice.is_empty(): failures.append("Guandu choice bridge missing choice: %s" % choice_id) scene.free() return if not scene.campaign_state.try_apply_post_battle_choice(choice, GUANDU_SCENARIO_ID): failures.append("Guandu choice bridge %s should save selected choice" % choice_id) scene.free() return var flags: Dictionary = scene.campaign_state.get_flags_snapshot() if flags.get(expected_flag, false) != true: failures.append("Guandu choice bridge %s should set %s" % [choice_id, expected_flag]) if flags.get(cleared_flag, true) != false: failures.append("Guandu choice bridge %s should clear %s" % [choice_id, cleared_flag]) if scene.campaign_state.current_scenario_id != WUCHAO_SCENARIO_ID: failures.append("Guandu choice bridge %s should advance to Wuchao, got %s" % [choice_id, scene.campaign_state.current_scenario_id]) if not scene.state.load_battle( WUCHAO_SCENARIO_PATH, scene.campaign_state.get_roster_overrides(), scene.campaign_state.get_inventory_snapshot(), flags, scene.campaign_state.get_joined_officers_snapshot() ): failures.append("Guandu choice bridge %s could not load Wuchao" % choice_id) scene.free() return if scene._camp_conversation_by_id(expected_conversation_id).is_empty(): failures.append("Guandu choice bridge %s should expose %s" % [choice_id, expected_conversation_id]) if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty(): failures.append("Guandu choice bridge %s should hide %s" % [choice_id, hidden_conversation_id]) var shop_items: Array = scene.state.get_shop_item_ids() if not shop_items.has(expected_shop_item_id): failures.append("Guandu choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id]) if shop_items.has(hidden_shop_item_id): failures.append("Guandu choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id]) scene.free() func _find_choice_by_id(choices, choice_id: String) -> Dictionary: if typeof(choices) != TYPE_ARRAY: return {} for choice in choices: if typeof(choice) == TYPE_DICTIONARY and str(choice.get("id", "")) == choice_id: return choice return {} 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 _check_qingzhou_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Qingzhou base camp", QINGZHOU_SCENARIO_ID, QINGZHOU_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("qingzhou_settlement_council").is_empty(): failures.append("Qingzhou should expose lasting army officer conversation") if base_scene._camp_conversation_by_id("qingzhou_village_screen").is_empty(): failures.append("Qingzhou should expose village screen officer conversation") if not base_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty(): failures.append("Qingzhou pursuit supplies should be hidden without pursuit flag") if not base_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty(): failures.append("Qingzhou Sishui stores should be hidden without regroup flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Qingzhou Road Merchant": failures.append("Qingzhou shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Qingzhou shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Qingzhou base talk status should summarize two non-supply topics") base_scene.free() var pursuit_scene = _new_prebattle_scene_for( failures, "Qingzhou pursuit camp", QINGZHOU_SCENARIO_ID, QINGZHOU_SCENARIO_PATH, {"pursued_dong_zhuo": true} ) if pursuit_scene != null: var veterans: Dictionary = pursuit_scene._camp_conversation_by_id("qingzhou_hardened_veterans") if veterans.is_empty(): failures.append("pursuit flag should expose Qingzhou hardened veterans") if not pursuit_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty(): failures.append("pursuit flag should not expose Qingzhou Sishui stores") if not veterans.is_empty(): if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Qingzhou pursuit talk status should show one ready supply") if not pursuit_scene._format_camp_conversation_button_text(veterans).contains("Supply Wine"): failures.append("Qingzhou hardened veterans button should show Wine supply") var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) pursuit_scene._apply_camp_conversation_effects(veterans) if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Qingzhou hardened veterans should add Wine to campaign inventory") if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1: failures.append("Qingzhou hardened veterans should refresh battle Wine inventory") if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_hardened_veterans"): failures.append("Qingzhou hardened veterans claim should be saved") if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Qingzhou pursuit talk status should show claimed supply after claim") pursuit_scene.free() var regroup_scene = _new_prebattle_scene_for( failures, "Qingzhou regroup camp", QINGZHOU_SCENARIO_ID, QINGZHOU_SCENARIO_PATH, {"regrouped_after_sishui": true} ) if regroup_scene != null: var stores: Dictionary = regroup_scene._camp_conversation_by_id("qingzhou_sishui_stores") if stores.is_empty(): failures.append("regroup flag should expose Qingzhou Sishui stores") if not regroup_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty(): failures.append("regroup flag should not expose Qingzhou hardened veterans") if not stores.is_empty(): if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Qingzhou regroup talk status should show one ready supply") if not regroup_scene._format_camp_conversation_button_text(stores).contains("Supply Bean"): failures.append("Qingzhou Sishui stores button should show Bean supply") var before_bean := int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) regroup_scene._apply_camp_conversation_effects(stores) if int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Qingzhou Sishui stores should add Bean to campaign inventory") if int(regroup_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Qingzhou Sishui stores should refresh battle Bean inventory") if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_sishui_stores"): failures.append("Qingzhou Sishui stores claim should be saved") if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Qingzhou regroup talk status should show claimed supply after claim") regroup_scene.free() func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void: var base_scene = _new_prebattle_scene_for(failures, "Wuchao base camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH) if base_scene != null: if base_scene._camp_conversation_by_id("wuchao_night_raid_council").is_empty(): failures.append("Wuchao should expose the night raid council conversation") if base_scene._camp_conversation_by_id("wuchao_guo_jia_empty_bowl").is_empty(): failures.append("Wuchao should expose Guo Jia's officer conversation") if not base_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty(): failures.append("Wuchao fast raid supplies should be hidden without the prepared raid flag") if not base_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty(): failures.append("Wuchao reserve wagon should be hidden without the strengthened defense flag") var merchant: Dictionary = base_scene.state.get_shop_merchant() if str(merchant.get("name", "")) != "Wuchao Night Trader": failures.append("Wuchao shop merchant name should be present") var merchant_lines: Array = merchant.get("lines", []) if merchant_lines.size() < 2: failures.append("Wuchao shop merchant should expose flavor lines") if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics": failures.append("Wuchao base talk status should summarize two non-supply topics") base_scene.free() var raid_scene = _new_prebattle_scene_for( failures, "Wuchao prepared raid camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH, {"prepared_wuchao_raid": true} ) if raid_scene != null: var fast_supplies: Dictionary = raid_scene._camp_conversation_by_id("wuchao_fast_raid_supplies") if fast_supplies.is_empty(): failures.append("prepared raid flag should expose Wuchao fast supplies") if not raid_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty(): failures.append("prepared raid flag should not expose Wuchao reserve wagon") if not fast_supplies.is_empty(): if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Wuchao prepared raid talk status should show one ready supply") if not raid_scene._format_camp_conversation_button_text(fast_supplies).contains("Supply Bean"): failures.append("Wuchao fast supplies button should show Bean supply") var before_bean := int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) raid_scene._apply_camp_conversation_effects(fast_supplies) if int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Wuchao fast supplies should add Bean to campaign inventory") if int(raid_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1: failures.append("Wuchao fast supplies should refresh battle Bean inventory") if not raid_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_fast_raid_supplies"): failures.append("Wuchao fast supplies claim should be saved") if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed": failures.append("Wuchao prepared raid talk status should show claimed supply after claim") raid_scene.free() var defense_scene = _new_prebattle_scene_for( failures, "Wuchao strengthened defense camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH, {"strengthened_guandu_defense": true} ) if defense_scene != null: var reserve_wagon: Dictionary = defense_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon") if reserve_wagon.is_empty(): failures.append("strengthened defense flag should expose Wuchao reserve wagon") if not defense_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty(): failures.append("strengthened defense flag should not expose Wuchao fast supplies") if not reserve_wagon.is_empty(): if defense_scene._format_talk_status_text(defense_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready": failures.append("Wuchao strengthened defense talk status should show one ready supply") if not defense_scene._format_camp_conversation_button_text(reserve_wagon).contains("Supply Panacea"): failures.append("Wuchao reserve wagon button should show Panacea supply") var before_panacea := int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) defense_scene._apply_camp_conversation_effects(reserve_wagon) if int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Wuchao reserve wagon should add Panacea to campaign inventory") if int(defense_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1: failures.append("Wuchao reserve wagon should refresh battle Panacea inventory") if not defense_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_guandu_reserve_wagon"): failures.append("Wuchao reserve wagon claim should be saved") defense_scene.free() func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void: var scene = _new_prebattle_scene(failures, "talk menu close guards") if scene == null: return scene._create_hud() scene.briefing_panel.visible = true scene.talk_menu.visible = true var cancel_event := InputEventKey.new() cancel_event.keycode = KEY_ESCAPE scene._handle_key(cancel_event) if scene.talk_menu.visible: failures.append("Escape should close the pre-battle talk menu") scene.talk_menu.visible = true scene._reload_from_campaign_state() if scene.talk_menu.visible: failures.append("campaign reload should hide the pre-battle talk menu") 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