Files
heros/tools/smoke_camp_conversation_rewards.gd

580 lines
31 KiB
GDScript

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 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_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_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