Files
heros/tools/smoke_chapter_one_polish.gd

2059 lines
109 KiB
GDScript

extends SceneTree
const BattleStateScript := preload("res://scripts/core/battle_state.gd")
const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
const CHAPTER_ONE_SCENARIOS := [
"res://data/scenarios/001_yellow_turbans.json",
"res://data/scenarios/002_sishui_gate.json",
"res://data/scenarios/003_xingyang_ambush.json",
"res://data/scenarios/004_qingzhou_campaign.json",
"res://data/scenarios/005_puyang_raid.json",
"res://data/scenarios/006_dingtao_counterattack.json",
"res://data/scenarios/007_xian_emperor_escort.json",
"res://data/scenarios/008_wan_castle_escape.json",
"res://data/scenarios/009_xiapi_siege.json"
]
func _init() -> void:
var failures: Array[String] = []
_check_chapter_one_scenarios_have_visual_grounding(failures)
_check_edge_scroll_layout_contract(failures)
_check_minimap_navigation_contract(failures)
_check_map_focus_contract(failures)
_check_battle_presentation_sequence_contract(failures)
_check_battle_start_notice_sequence(failures)
_check_readability_contract(failures)
_check_korean_fallback_labels(failures)
_check_dialogue_localization_and_side(failures)
_check_event_dialogue_side_passthrough(failures)
_check_opening_battle_camp_context(failures)
_check_opening_battle_tactical_spacing(failures)
_check_opening_battle_log_location_labels(failures)
_check_opening_battle_marker_hints(failures)
_check_opening_battle_lure_line_ai_reaction(failures)
_check_opening_battle_post_battle_bridge(failures)
_check_sishui_gate_camp_context(failures)
_check_opening_battle_event_dialogue_structure(failures)
_check_sishui_gate_event_dialogue_structure(failures)
_check_xingyang_ambush_event_dialogue_structure(failures)
_check_qingzhou_campaign_event_dialogue_structure(failures)
_check_puyang_raid_event_dialogue_structure(failures)
_check_dingtao_counterattack_event_dialogue_structure(failures)
_check_xian_emperor_escort_event_dialogue_structure(failures)
_check_wan_castle_escape_event_dialogue_structure(failures)
_check_xiapi_siege_event_dialogue_structure(failures)
_check_opening_battle_story_beats(failures)
_check_sishui_gate_story_beats(failures)
_check_xingyang_ambush_story_beats(failures)
_check_qingzhou_campaign_story_beats(failures)
_check_puyang_raid_story_beats(failures)
_check_dingtao_counterattack_story_beats(failures)
_check_xian_emperor_escort_story_beats(failures)
_check_wan_castle_escape_story_beats(failures)
_check_xiapi_siege_story_beats(failures)
_check_pixel_unit_helpers(failures)
if failures.is_empty():
print("chapter one polish smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_chapter_one_scenarios_have_visual_grounding(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
for scenario_path in CHAPTER_ONE_SCENARIOS:
if not scene.state.load_battle(scenario_path):
failures.append("could not load chapter one scenario: %s" % scenario_path)
continue
var background_path: String = scene.state.get_map_background_path()
if background_path.is_empty():
failures.append("scenario is missing a map background: %s" % scenario_path)
continue
if not FileAccess.file_exists(background_path):
failures.append("scenario background does not exist: %s -> %s" % [scenario_path, background_path])
scene.free()
func _check_edge_scroll_layout_contract(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening chapter one map for edge scrolling")
scene.free()
return
var view_rect := scene._map_view_rect()
var board_size := scene._board_size()
if view_rect.size.x < 160.0 or view_rect.size.y < 160.0:
failures.append("map view rect should keep a usable minimum size")
if board_size.x <= view_rect.size.x or board_size.y <= view_rect.size.y:
failures.append("opening chapter one map should be larger than the visible map window: board=%s view=%s" % [str(board_size), str(view_rect.size)])
scene._reset_board_scroll()
if scene.board_scroll_offset.x > 0.0 or scene.board_scroll_offset.y > 0.0:
failures.append("reset board scroll should never push the map past the top-left origin")
var far_offset := scene._clamped_board_scroll_offset(Vector2(-9999.0, -9999.0))
var min_x := minf(0.0, view_rect.size.x - board_size.x)
var min_y := minf(0.0, view_rect.size.y - board_size.y)
if far_offset.x < min_x - 0.01 or far_offset.y < min_y - 0.01:
failures.append("edge scroll clamp should stay inside the visible map bounds")
if far_offset.x > 0.01 or far_offset.y > 0.01:
failures.append("edge scroll clamp should not create positive board offsets")
scene.board_scroll_offset = far_offset
var far_visible_cell := Vector2i(scene.state.map_size.x - 1, scene.state.map_size.y - 1)
var far_visible_screen := scene._rect_for_cell(far_visible_cell).position + Vector2(4.0, 4.0)
if scene._cell_from_screen(far_visible_screen) != far_visible_cell:
failures.append("screen-to-cell mapping should stay stable for the visible far edge after scrolling")
var first_cell_screen := scene._rect_for_cell(Vector2i(0, 0)).position + Vector2(4.0, 4.0)
if scene._cell_from_screen(first_cell_screen) != Vector2i(-1, -1):
failures.append("hidden map cells should not accept board clicks after scrolling")
var side_panel_screen := Vector2(view_rect.end.x + 8.0, view_rect.position.y + 24.0)
if scene._cell_from_screen(side_panel_screen) != Vector2i(-1, -1):
failures.append("screen-to-cell mapping should ignore clicks outside the visible map view")
_check_edge_scroll_velocity_curve(scene, view_rect, failures)
scene.free()
func _check_edge_scroll_velocity_curve(scene, view_rect: Rect2, failures: Array[String]) -> void:
for method_name in [
"_edge_scroll_velocity_for_position",
"_capped_edge_scroll_velocity",
"_edge_scroll_axis_velocity",
"_edge_scroll_pressure",
"_edge_scroll_speed_for_pressure",
"_edge_scroll_activation_rect",
"_edge_scroll_next_offset",
"_edge_scroll_active_sides",
"_edge_scroll_cue_strip_width",
"_edge_scroll_cue_fill_color",
"_edge_scroll_cue_line_color"
]:
if not scene.has_method(method_name):
failures.append("missing edge-scroll helper: %s" % method_name)
var center_velocity: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.get_center(), view_rect)
if center_velocity != Vector2.ZERO:
failures.append("edge scroll should be idle away from map edges: %s" % str(center_velocity))
var near_right: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.end.x - 36.0, view_rect.get_center().y), view_rect)
var hard_right: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.end.x - 2.0, view_rect.get_center().y), view_rect)
if near_right.x >= 0.0 or hard_right.x >= 0.0:
failures.append("right-edge scroll should move the board left: near=%s hard=%s" % [str(near_right), str(hard_right)])
if absf(hard_right.x) <= absf(near_right.x):
failures.append("edge scroll should accelerate as the mouse reaches the outer edge")
var near_left: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.position.x + 36.0, view_rect.get_center().y), view_rect)
var hard_left: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.position.x + 2.0, view_rect.get_center().y), view_rect)
if near_left.x <= 0.0 or hard_left.x <= 0.0:
failures.append("left-edge scroll should move the board right: near=%s hard=%s" % [str(near_left), str(hard_left)])
if hard_left.x <= near_left.x:
failures.append("left-edge scroll should accelerate as the mouse reaches the outer edge")
var top_left: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.position + Vector2(2.0, 2.0), view_rect)
if top_left.x <= 0.0 or top_left.y <= 0.0:
failures.append("corner edge scroll should support diagonal movement: %s" % str(top_left))
var max_edge_speed := float(scene._edge_scroll_speed_for_pressure(1.0))
if top_left.length() > max_edge_speed + 0.01:
failures.append("corner edge scroll should cap diagonal speed: %.2f > %.2f" % [top_left.length(), max_edge_speed])
var idle_sides: Dictionary = scene._edge_scroll_active_sides(view_rect.get_center(), view_rect)
if bool(idle_sides.get("left", false)) or bool(idle_sides.get("right", false)) or bool(idle_sides.get("up", false)) or bool(idle_sides.get("down", false)):
failures.append("edge cue sides should stay idle away from the frame: %s" % str(idle_sides))
var left_active_sides: Dictionary = scene._edge_scroll_active_sides(Vector2(view_rect.position.x + 2.0, view_rect.get_center().y), view_rect)
if not bool(left_active_sides.get("left", false)) or bool(left_active_sides.get("right", false)):
failures.append("left edge cue should activate only the left side: %s" % str(left_active_sides))
var right_active_sides: Dictionary = scene._edge_scroll_active_sides(Vector2(view_rect.end.x - 2.0, view_rect.get_center().y), view_rect)
if not bool(right_active_sides.get("right", false)) or bool(right_active_sides.get("left", false)):
failures.append("right edge cue should activate only the right side: %s" % str(right_active_sides))
if float(scene._edge_scroll_cue_strip_width(true)) <= float(scene._edge_scroll_cue_strip_width(false)):
failures.append("active edge cue should draw a wider response strip")
var active_fill: Color = scene._edge_scroll_cue_fill_color(true)
var idle_fill: Color = scene._edge_scroll_cue_fill_color(false)
if active_fill.a <= idle_fill.a:
failures.append("active edge cue fill should be brighter than idle fill")
var active_line: Color = scene._edge_scroll_cue_line_color(true)
var idle_line: Color = scene._edge_scroll_cue_line_color(false)
if active_line.a <= idle_line.a:
failures.append("active edge cue line should be brighter than idle line")
var near_outside_left: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.position - Vector2(4.0, 0.0), view_rect)
if near_outside_left.x <= 0.0:
failures.append("edge scroll should continue when the mouse slightly crosses the left map edge: %s" % str(near_outside_left))
var near_outside_right: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.end.x + 4.0, view_rect.get_center().y), view_rect)
if near_outside_right.x >= 0.0:
failures.append("edge scroll should continue when the mouse slightly crosses the right map edge: %s" % str(near_outside_right))
var near_outside_corner: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.position - Vector2(4.0, 4.0), view_rect)
if near_outside_corner.x <= 0.0 or near_outside_corner.y <= 0.0:
failures.append("edge scroll should keep diagonal movement just outside the map corner: %s" % str(near_outside_corner))
if near_outside_corner.length() > max_edge_speed + 0.01:
failures.append("near-outside corner edge scroll should cap diagonal speed: %.2f > %.2f" % [near_outside_corner.length(), max_edge_speed])
var far_outside_velocity: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.position - Vector2(scene.EDGE_SCROLL_OUTER_MARGIN + 8.0, scene.EDGE_SCROLL_OUTER_MARGIN + 8.0), view_rect)
if far_outside_velocity != Vector2.ZERO:
failures.append("edge scroll should ignore mouse positions far outside the map view: %s" % str(far_outside_velocity))
var hard_right_position := Vector2(view_rect.end.x - 2.0, view_rect.get_center().y)
var moved_right: Vector2 = scene._edge_scroll_next_offset(Vector2.ZERO, hard_right_position, view_rect, 0.25)
if moved_right.x >= 0.0:
failures.append("edge scroll next offset should apply delta movement toward the right edge: %s" % str(moved_right))
var hard_left_position := Vector2(view_rect.position.x + 2.0, view_rect.get_center().y)
var min_offset: Vector2 = scene._clamped_board_scroll_offset(Vector2(-9999.0, -9999.0))
var moved_left: Vector2 = scene._edge_scroll_next_offset(min_offset, hard_left_position, view_rect, 0.25)
if moved_left.x <= min_offset.x:
failures.append("edge scroll next offset should recover from the left clamp toward the map origin: %s -> %s" % [str(min_offset), str(moved_left)])
var clamped_at_origin: Vector2 = scene._edge_scroll_next_offset(Vector2.ZERO, hard_left_position, view_rect, 0.25)
if clamped_at_origin != Vector2.ZERO:
failures.append("edge scroll next offset should not exceed the origin clamp: %s" % str(clamped_at_origin))
var clamped_at_far_edge: Vector2 = scene._edge_scroll_next_offset(min_offset, hard_right_position, view_rect, 0.25)
if clamped_at_far_edge.x < min_offset.x - 0.01:
failures.append("edge scroll next offset should not exceed the far clamp: %s below %s" % [str(clamped_at_far_edge), str(min_offset)])
func _check_minimap_navigation_contract(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening chapter one map for minimap navigation")
scene.free()
return
scene.battle_started = true
for method_name in [
"_minimap_rect",
"_minimap_map_rect",
"_minimap_cell_rect",
"_minimap_view_rect",
"_board_scroll_offset_for_minimap_position",
"_scroll_board_to_minimap_position",
"_handle_minimap_mouse_button",
"_handle_minimap_mouse_motion",
"_is_minimap_visible",
"_map_has_scrollable_area",
"_minimap_cell_for_screen_position",
"_minimap_hover_badge",
"_minimap_hover_badge_rect",
"_minimap_hover_badge_lines",
"_draw_minimap_hover_badge",
"_minimap_marker_rect",
"_minimap_objective_marker_fill_color",
"_minimap_event_marker_fill_color",
"_minimap_event_marker_shape",
"_draw_minimap_objective_markers",
"_draw_minimap_event_markers"
]:
if not scene.has_method(method_name):
failures.append("missing minimap helper: %s" % method_name)
var view_rect := scene._map_view_rect()
if not scene._map_has_scrollable_area():
failures.append("opening map should require a scrollable minimap viewport")
if not scene._is_minimap_visible():
failures.append("minimap should be visible on the opening large map")
var minimap_rect: Rect2 = scene._minimap_rect()
if minimap_rect.size.x < 150.0 or minimap_rect.size.y < 110.0:
failures.append("minimap should reserve a usable tactical map plate: %s" % str(minimap_rect))
if minimap_rect.position.x < view_rect.position.x or minimap_rect.position.y < view_rect.position.y or minimap_rect.end.x > view_rect.end.x or minimap_rect.end.y > view_rect.end.y:
failures.append("minimap should stay inside the visible map view: %s within %s" % [str(minimap_rect), str(view_rect)])
var map_rect: Rect2 = scene._minimap_map_rect()
if map_rect.size.x >= minimap_rect.size.x or map_rect.size.y >= minimap_rect.size.y:
failures.append("minimap map body should leave room for its frame/title: %s vs %s" % [str(map_rect), str(minimap_rect)])
var first_cell_rect: Rect2 = scene._minimap_cell_rect(Vector2i(0, 0))
if first_cell_rect.size.x <= 0.0 or first_cell_rect.size.y <= 0.0:
failures.append("minimap cells should have visible area: %s" % str(first_cell_rect))
var first_hover_position := first_cell_rect.get_center()
if scene._minimap_cell_for_screen_position(first_hover_position) != Vector2i(0, 0):
failures.append("minimap hover position should resolve to the matching map cell")
var first_hover_badge: Dictionary = scene._minimap_hover_badge(first_hover_position)
if first_hover_badge.is_empty():
failures.append("minimap hover should expose a compact battlefield badge")
else:
var first_hover_lines: Array = first_hover_badge.get("lines", [])
var first_hover_text := "\n".join(first_hover_lines)
if not first_hover_text.contains("클릭/드래그"):
failures.append("minimap hover should explain click-drag navigation: %s" % first_hover_text)
if first_hover_text.contains("1,1"):
failures.append("minimap hover should not expose raw grid coordinates in visible text: %s" % first_hover_text)
if str(first_hover_badge.get("icon", "")).strip_edges().is_empty():
failures.append("minimap hover should carry generated icon metadata: %s" % str(first_hover_badge))
if str(first_hover_badge.get("panel", "")) != "hud_jade":
failures.append("minimap hover should use generated jade panel metadata: %s" % str(first_hover_badge))
var first_hover_rect: Rect2 = first_hover_badge.get("rect", Rect2())
if first_hover_rect.size.x <= 0.0 or first_hover_rect.size.y <= 0.0 or not view_rect.encloses(first_hover_rect):
failures.append("minimap hover badge should stay inside the visible map view: %s within %s" % [str(first_hover_rect), str(view_rect)])
if not scene._minimap_hover_badge(map_rect.position - Vector2(4.0, 4.0)).is_empty():
failures.append("minimap hover should stay hidden outside the map body")
var objective_cells: Array[Vector2i] = scene.state.get_objective_cells()
if objective_cells.is_empty():
failures.append("opening map should expose minimap objective markers")
else:
for objective_cell in objective_cells:
var objective_marker_rect: Rect2 = scene._minimap_marker_rect(objective_cell, 1.36, 5.8, 9.0)
if not map_rect.encloses(objective_marker_rect):
failures.append("minimap objective marker should stay inside map body: %s within %s" % [str(objective_marker_rect), str(map_rect)])
if scene._minimap_objective_marker_fill_color().a < 0.85:
failures.append("minimap objective marker should be prominent")
var objective_hover: Dictionary = scene._minimap_hover_badge(scene._minimap_cell_rect(objective_cells[0]).get_center())
var objective_hover_text := "\n".join(Array(objective_hover.get("lines", [])))
if objective_hover.is_empty() or not objective_hover_text.contains("목표"):
failures.append("minimap objective hover should identify objective cells: %s" % objective_hover_text)
var has_event_marker := false
for marker in scene.state.get_event_markers():
var cells = marker.get("cells", [])
if typeof(cells) != TYPE_ARRAY or cells.is_empty():
continue
has_event_marker = true
for event_cell in cells:
var event_marker_rect: Rect2 = scene._minimap_marker_rect(event_cell, 1.05, 4.8, 7.0)
if not map_rect.encloses(event_marker_rect):
failures.append("minimap event marker should stay inside map body: %s within %s" % [str(event_marker_rect), str(map_rect)])
if scene._minimap_event_marker_fill_color(str(marker.get("kind", "event"))).a < 0.85:
failures.append("minimap event marker should be visible")
if not has_event_marker:
failures.append("opening map should expose minimap side-event markers")
if scene._minimap_event_marker_shape("supply") != "circle":
failures.append("minimap supply markers should use a distinct circular shape")
if scene._minimap_event_marker_shape("tactic") != "triangle":
failures.append("minimap tactic markers should use a distinct triangular shape")
if scene._minimap_event_marker_shape("gold") != "diamond":
failures.append("minimap gold markers should use a distinct diamond shape")
if scene._minimap_event_marker_shape("event") != "square":
failures.append("minimap generic event markers should fall back to a square shape")
var min_offset: Vector2 = scene._clamped_board_scroll_offset(Vector2(-9999.0, -9999.0))
var top_left_offset: Vector2 = scene._board_scroll_offset_for_minimap_position(map_rect.position)
if top_left_offset.distance_squared_to(Vector2.ZERO) > 0.01:
failures.append("minimap top-left click should scroll to map origin: %s" % str(top_left_offset))
var bottom_right_offset: Vector2 = scene._board_scroll_offset_for_minimap_position(map_rect.end)
if bottom_right_offset.distance_squared_to(min_offset) > 0.01:
failures.append("minimap bottom-right click should scroll to far clamp: %s vs %s" % [str(bottom_right_offset), str(min_offset)])
var center_offset: Vector2 = scene._board_scroll_offset_for_minimap_position(map_rect.get_center())
var board_size: Vector2 = scene._board_size()
var center_local: Vector2 = view_rect.get_center() - (scene.BOARD_OFFSET + center_offset)
if board_size.x > view_rect.size.x and absf(center_local.x - board_size.x * 0.5) > 1.0:
failures.append("minimap center click should center the board midpoint on scrollable X: %s vs %.2f" % [str(center_local), board_size.x * 0.5])
if board_size.y > view_rect.size.y and absf(center_local.y - board_size.y * 0.5) > 1.0:
failures.append("minimap center click should center the board midpoint on scrollable Y: %s vs %.2f" % [str(center_local), board_size.y * 0.5])
if board_size.y <= view_rect.size.y and absf(center_offset.y) > 0.01:
failures.append("minimap center click should keep non-scrollable Y at origin: %s" % str(center_offset))
scene.board_scroll_offset = center_offset
var minimap_view: Rect2 = scene._minimap_view_rect()
if minimap_view.position.x < map_rect.position.x - 0.01 or minimap_view.position.y < map_rect.position.y - 0.01 or minimap_view.end.x > map_rect.end.x + 0.01 or minimap_view.end.y > map_rect.end.y + 0.01:
failures.append("minimap current-view frame should stay inside the map body: %s within %s" % [str(minimap_view), str(map_rect)])
scene.board_scroll_offset = Vector2.ZERO
scene._scroll_board_to_minimap_position(map_rect.get_center())
if scene.board_scroll_offset.distance_squared_to(center_offset) > 0.01:
failures.append("minimap scroll action should apply the calculated center offset: %s vs %s" % [str(scene.board_scroll_offset), str(center_offset)])
scene.board_scroll_offset = Vector2.ZERO
var drag_start := map_rect.position + Vector2(map_rect.size.x * 0.35, map_rect.size.y * 0.35)
var drag_end := map_rect.end
var press := InputEventMouseButton.new()
press.button_index = MOUSE_BUTTON_LEFT
press.pressed = true
press.position = drag_start
if not scene._handle_minimap_mouse_button(press):
failures.append("minimap press inside the map body should be consumed")
if not scene.minimap_dragging:
failures.append("minimap press inside the map body should start dragging")
var drag_motion := InputEventMouseMotion.new()
drag_motion.position = drag_end
var expected_drag_offset: Vector2 = scene._board_scroll_offset_for_minimap_position(drag_end)
if not scene._handle_minimap_mouse_motion(drag_motion):
failures.append("minimap drag motion should be consumed while dragging")
if scene.board_scroll_offset.distance_squared_to(expected_drag_offset) > 0.01:
failures.append("minimap drag should keep recentering the tactical viewport: %s vs %s" % [str(scene.board_scroll_offset), str(expected_drag_offset)])
var release := InputEventMouseButton.new()
release.button_index = MOUSE_BUTTON_LEFT
release.pressed = false
release.position = drag_end
if not scene._handle_minimap_mouse_button(release):
failures.append("minimap release should be consumed after dragging")
if scene.minimap_dragging:
failures.append("minimap release should end dragging")
scene.free()
var small_scene = BattleSceneScript.new()
if not small_scene.state.load_battle("res://data/scenarios/002_sishui_gate.json"):
failures.append("could not load compact chapter one map for minimap hiding")
small_scene.free()
return
small_scene.battle_started = true
if small_scene._map_has_scrollable_area():
failures.append("compact maps should not require minimap scrolling")
if small_scene._is_minimap_visible():
failures.append("minimap should stay hidden on compact maps")
var compact_press := InputEventMouseButton.new()
compact_press.button_index = MOUSE_BUTTON_LEFT
compact_press.pressed = true
compact_press.position = small_scene._map_view_rect().end - Vector2(18.0, 18.0)
if small_scene._handle_minimap_mouse_button(compact_press):
failures.append("hidden minimap should not consume lower-right board clicks on compact maps")
small_scene.free()
func _check_map_focus_contract(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening chapter one map for map focus")
scene.free()
return
scene.battle_started = true
for method_name in [
"_board_scroll_offset_for_cell_focus",
"_focus_board_on_cell",
"_player_deployment_focus_cell",
"_focus_board_on_player_deployment",
"_focus_board_on_formation_unit"
]:
if not scene.has_method(method_name):
failures.append("missing map focus helper: %s" % method_name)
var view_rect: Rect2 = scene._map_view_rect()
var far_cell := Vector2i(scene.state.map_size.x - 1, 4)
scene.board_scroll_offset = Vector2.ZERO
var far_offset: Vector2 = scene._board_scroll_offset_for_cell_focus(far_cell)
if far_offset.x >= -0.01:
failures.append("far map focus should scroll horizontally on a large map: %s" % str(far_offset))
var tile_size := float(scene.TILE_SIZE)
var far_center: Vector2 = scene.BOARD_OFFSET + far_offset + Vector2(far_cell.x + 0.5, far_cell.y + 0.5) * tile_size
if far_center.x > view_rect.end.x - 12.0 or far_center.x < view_rect.position.x + 12.0:
failures.append("far map focus should keep the target cell inside the visible view: %s in %s" % [str(far_center), str(view_rect)])
var center_cell := Vector2i(scene.state.map_size.x / 2, 4)
var center_offset: Vector2 = scene._board_scroll_offset_for_cell_focus(center_cell, true)
var centered_local: Vector2 = view_rect.get_center() - (scene.BOARD_OFFSET + center_offset)
var expected_local: Vector2 = Vector2(center_cell.x + 0.5, center_cell.y + 0.5) * tile_size
if scene._board_size().x > view_rect.size.x and absf(centered_local.x - expected_local.x) > 1.0:
failures.append("forced map focus should center the target X for action feedback: %s vs %s" % [str(centered_local), str(expected_local)])
scene.board_scroll_offset = scene._clamped_board_scroll_offset(Vector2(-9999.0, -9999.0))
var origin_offset: Vector2 = scene._board_scroll_offset_for_cell_focus(Vector2i(0, 0))
if origin_offset.x > 0.01 or origin_offset.y > 0.01:
failures.append("origin map focus should never scroll past the map origin: %s" % str(origin_offset))
scene.board_scroll_offset = Vector2.ZERO
var near_offset: Vector2 = scene._board_scroll_offset_for_cell_focus(Vector2i(2, 4))
if near_offset.distance_squared_to(Vector2.ZERO) > 0.01:
failures.append("map focus should not move when the target is already comfortably visible: %s" % str(near_offset))
scene.board_scroll_offset = Vector2.ZERO
if not scene._focus_board_on_cell(far_cell):
failures.append("map focus action should report movement for an off-screen cell")
if scene.board_scroll_offset.distance_squared_to(far_offset) > 0.01:
failures.append("map focus action should apply the calculated offset: %s vs %s" % [str(scene.board_scroll_offset), str(far_offset)])
for unit in scene.state.get_controllable_player_units():
var unit_id := str(unit.get("id", ""))
if unit_id == "cao_cao":
unit["pos"] = Vector2i(scene.state.map_size.x - 2, scene.state.map_size.y - 2)
elif unit_id == "xiahou_dun":
unit["pos"] = Vector2i(scene.state.map_size.x - 1, scene.state.map_size.y - 1)
else:
unit["pos"] = Vector2i(scene.state.map_size.x - 3, scene.state.map_size.y - 2)
scene.board_scroll_offset = Vector2.ZERO
var deployment_focus_cell: Vector2i = scene._player_deployment_focus_cell()
if not scene.state.is_inside(deployment_focus_cell):
failures.append("player deployment focus should produce an in-map cell: %s" % str(deployment_focus_cell))
if not scene._focus_board_on_player_deployment(true):
failures.append("battle start deployment focus should move to far deployed units")
if scene.board_scroll_offset.x >= -0.01 or scene.board_scroll_offset.y >= -0.01:
failures.append("far deployment focus should scroll both axes on the opening large map: %s" % str(scene.board_scroll_offset))
scene.battle_started = false
scene.board_scroll_offset = Vector2.ZERO
if scene._focus_board_on_cell(far_cell, true):
failures.append("normal map focus should stay locked before battle start")
if not scene._focus_board_on_cell(far_cell, true, true):
failures.append("explicit prebattle map focus should support formation navigation")
scene.formation_unit_id = "cao_cao"
scene.board_scroll_offset = Vector2.ZERO
if not scene._focus_board_on_formation_unit(true):
failures.append("formation unit focus should work before battle start")
if scene.board_scroll_offset.x >= -0.01 or scene.board_scroll_offset.y >= -0.01:
failures.append("formation unit focus should scroll to a far selected unit: %s" % str(scene.board_scroll_offset))
scene.free()
func _check_battle_presentation_sequence_contract(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening map for battle presentation sequencing")
scene.free()
return
scene.battle_started = true
scene.state.battle_status = BattleStateScript.STATUS_ACTIVE
scene.state.current_team = BattleStateScript.TEAM_PLAYER
for method_name in [
"_begin_battle_presentation_sequence",
"_end_battle_presentation_sequence",
"_presentation_delay_for_step",
"_has_active_battle_presentation_sequence"
]:
if not scene.has_method(method_name):
failures.append("missing battle presentation helper: %s" % method_name)
scene._begin_battle_presentation_sequence()
scene._on_unit_motion_requested("yellow_turban_1", Vector2i(20, 1), Vector2i(19, 1))
scene._on_unit_action_motion_requested("yellow_turban_2", Vector2i(12, 5), Vector2i(11, 5), "attack")
scene._on_combat_feedback_requested("yellow_turban_2", "-10", "damage")
scene._end_battle_presentation_sequence()
var first_motion: Dictionary = scene.unit_motion_by_unit.get("yellow_turban_1", {})
if first_motion.is_empty() or float(first_motion.get("age", 0.0)) < -0.01:
failures.append("first queued enemy movement should start immediately: %s" % str(first_motion))
if not bool(first_motion.get("sequence", false)):
failures.append("enemy movement should be marked as part of the presentation sequence")
var action_motion: Dictionary = scene.unit_action_motion_by_unit.get("yellow_turban_2", {})
if action_motion.is_empty() or float(action_motion.get("age", 0.0)) >= 0.0:
failures.append("later enemy action should wait for earlier movement: %s" % str(action_motion))
if not bool(action_motion.get("sequence", false)):
failures.append("enemy action should be marked as part of the presentation sequence")
if bool(action_motion.get("sfx_played", false)):
failures.append("delayed enemy action SFX should wait for the action start: %s" % str(action_motion))
var enemy_before_facing: Dictionary = scene.state.get_unit("yellow_turban_2")
if scene._unit_pixel_facing(enemy_before_facing) != scene.state.unit_facing_x(enemy_before_facing):
failures.append("delayed enemy action should not flip unit facing before it starts")
if scene.floating_texts.is_empty():
failures.append("enemy damage feedback should be queued as floating text")
else:
var popup: Dictionary = scene.floating_texts[0]
if float(popup.get("age", 0.0)) >= 0.0:
failures.append("enemy damage feedback should wait for the action impact: %s" % str(popup))
if not bool(popup.get("sequence", false)):
failures.append("enemy damage feedback should keep input locked while it is presented")
if not scene._has_active_battle_presentation_sequence():
failures.append("queued enemy presentation should stay active after enemy turn logic returns")
if not scene._is_input_locked():
failures.append("queued enemy presentation should lock input until the sequence has played")
for index in range(40):
scene._process(0.20)
if not scene._has_active_battle_presentation_sequence():
break
if scene._has_active_battle_presentation_sequence():
failures.append("queued enemy presentation should finish after enough process time")
scene.free()
func _check_battle_start_notice_sequence(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._ready()
scene._load_scenario("001_yellow_turbans")
scene._show_briefing()
scene._start_battle_from_briefing()
if not scene._is_dialogue_visible():
failures.append("opening battle should begin with contextual dialogue before command notices")
if scene.objective_notice_label != null and scene.objective_notice_label.text.contains("전투 개시"):
failures.append("battle start notice should wait until opening dialogue is closed")
var guard := 0
while scene._is_dialogue_visible() and guard < 12:
scene._advance_dialogue()
guard += 1
if scene._is_dialogue_visible():
failures.append("opening battle dialogue should be advanceable during start notice test")
var start_notice_text: String = "" if scene.objective_notice_label == null else scene.objective_notice_label.text
if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
failures.append("battle start should show a compact tactical command notice after dialogue")
elif not start_notice_text.contains("전투 개시"):
failures.append("battle start notice should use a clear Korean title: %s" % start_notice_text)
elif not start_notice_text.contains("목표:") or not start_notice_text.contains("주의:"):
failures.append("battle start notice should summarize objective and risk: %s" % start_notice_text)
elif not start_notice_text.contains("표식:") or not start_notice_text.contains("유인선") or not start_notice_text.contains("북숲 보급고") or not start_notice_text.contains("마을 보급"):
failures.append("battle start notice should summarize tactical event markers without making the player hunt for them: %s" % start_notice_text)
elif start_notice_text.contains("(20") or start_notice_text.contains("(21") or start_notice_text.contains(",1"):
failures.append("battle start notice should not expose raw grid coordinates: %s" % start_notice_text)
if scene.objective_notice_icon_strip == null or scene.objective_notice_icon_strip.get_child_count() < 3:
failures.append("battle start notice should use generated objective, warning, and marker icons")
else:
var notice_icon_tooltips := _collect_tooltips(scene.objective_notice_icon_strip)
if not notice_icon_tooltips.contains("목표:") or not notice_icon_tooltips.contains("주의:") or not notice_icon_tooltips.contains("유인선") or not notice_icon_tooltips.contains("북숲 보급고") or not notice_icon_tooltips.contains("마을 보급"):
failures.append("battle start notice icon hover should explain objective, risk, and tactical markers: %s" % notice_icon_tooltips)
if _count_descendants_by_name(scene.objective_notice_icon_strip, "CommandNoticeTileMarkerImage") < 3:
failures.append("battle start marker notice chips should layer generated map marker art behind objective/tactic/supply icons")
scene.free()
func _check_readability_contract(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
if scene.dialogue_text_panel.custom_minimum_size.y < 160.0:
failures.append("dialogue text panel should be tall enough for multi-line story text")
if scene.dialogue_text_label.custom_minimum_size.y < 130.0:
failures.append("dialogue label should reserve enough height to avoid clipping")
if scene.dialogue_text_label.autowrap_mode != TextServer.AUTOWRAP_WORD_SMART:
failures.append("dialogue text should use smart Korean-friendly wrapping")
if scene.briefing_objective_panel.custom_minimum_size.y < 120.0:
failures.append("briefing objective panel should reserve enough height for victory and defeat text")
if scene.briefing_objective_toggle_button == null:
failures.append("briefing objective section should have a close/open button")
elif scene.briefing_objective_toggle_button.text != "" or scene.briefing_objective_toggle_button.icon == null or not bool(scene.briefing_objective_toggle_button.get_meta("icon_only", false)):
failures.append("briefing objective button should start as an icon-only control")
elif not scene.briefing_objective_toggle_button.tooltip_text.contains("접기"):
failures.append("briefing objective icon tooltip should explain closing the conditions")
_check_text_fit_contract(scene, failures)
scene.free()
func _check_korean_fallback_labels(failures: Array[String]) -> void:
var state = BattleStateScript.new()
var scene = BattleSceneScript.new()
var prepared := state._prepare_unit({
"id": "fallback_unit",
"class_id": "mystery_unit",
"pos": [0, 0]
})
var labels := [
str(prepared.get("class", "")),
state._format_move_type("hover_cart"),
state._status_display_name("mystery_status"),
state._team_status_text("neutral_force"),
scene._team_hud_short_text("neutral_force"),
scene._unit_team_text("neutral_force"),
scene._item_kind_text("mystery"),
scene._skill_kind_text("mystery"),
scene._format_move_type("hover_cart"),
scene._format_identifier_label("mystery_value")
]
var forbidden := ["Unit", "Unknown", "Player", "Enemy", "Hover Cart", "Mystery"]
for label in labels:
if label.strip_edges().is_empty():
failures.append("fallback labels should not be blank")
for word in forbidden:
if label.contains(word):
failures.append("fallback label should stay Korean-facing, got %s" % label)
if prepared.get("class", "") != "부대":
failures.append("missing unit class should fall back to 부대: %s" % str(prepared.get("class", "")))
if state._format_move_type("hover_cart") != "행군":
failures.append("unknown battle-state move type should fall back to 행군")
if state._status_display_name("mystery_status") != "상태":
failures.append("unknown battle-state status should fall back to 상태")
if state._team_status_text("neutral_force") != "전장":
failures.append("unknown battle-state team should fall back to 전장")
if scene._team_hud_short_text("neutral_force") != "전장":
failures.append("unknown HUD team should fall back to 전장")
if scene._unit_team_text("neutral_force") != "소속 미상":
failures.append("unknown unit team should fall back to 소속 미상")
if scene._item_kind_text("mystery") != "물자":
failures.append("unknown item kind should fall back to 물자")
if scene._skill_kind_text("mystery") != "책략":
failures.append("unknown skill kind should fall back to 책략")
if scene._format_move_type("hover_cart") != "행군":
failures.append("unknown scene move type should fall back to 행군")
scene.free()
func _check_text_fit_contract(scene, failures: Array[String]) -> void:
for method_name in [
"_fit_label_font_size_to_text",
"_fit_font_size_for_text",
"_estimated_wrapped_text_height",
"_estimated_wrapped_line_count",
"_weighted_text_length"
]:
if not scene.has_method(method_name):
failures.append("missing text fit helper: %s" % method_name)
var dialogue_area: Vector2 = scene.dialogue_text_label.custom_minimum_size
if dialogue_area.x <= 0.0 or dialogue_area.y <= 0.0:
dialogue_area = Vector2(666.0, 144.0)
var short_dialogue_size := int(scene._fit_font_size_for_text("군령을 전하라.", 17, 14, dialogue_area))
if short_dialogue_size != 17:
failures.append("short dialogue text should keep the base font size, got %d" % short_dialogue_size)
var long_dialogue := "" \
+ "서영의 매복은 아직 끝나지 않았다. 숲 뒤 봉쇄병이 동쪽 길목을 닫기 전에 전열을 유지하고, 부상병을 마을로 물려 회복시킨 뒤 다시 밀어붙여라. " \
+ "하후돈은 비탈 궁병을 묶고, 하후연은 길목을 살펴라. 조인은 뒤따르는 병력을 모아 조조의 깃발이 끊기지 않게 하라. " \
+ "마지막 봉쇄병이 모습을 드러내면 조급히 흩어지지 말고, 마을과 성채의 회복지를 번갈아 쓰며 전열을 앞으로 밀어라. " \
+ "적이 다시 숲을 흔들어도 군령은 하나다. 길목을 열고 남은 병력을 정리한 뒤 추격로를 확보하라. " \
+ "북쪽 비탈과 남쪽 수풀을 동시에 살피고, 어느 한 장수가 고립되지 않도록 서로의 이동 거리를 맞추어라.」"
var fitted_dialogue_size := int(scene._fit_font_size_for_text(long_dialogue, 17, 14, dialogue_area))
if fitted_dialogue_size < 14 or fitted_dialogue_size > 17:
failures.append("long dialogue font fit should stay inside its configured bounds")
var fitted_dialogue_height := float(scene._estimated_wrapped_text_height(long_dialogue, dialogue_area.x, fitted_dialogue_size))
if fitted_dialogue_height > dialogue_area.y:
failures.append("fitted long dialogue should stay within the dialogue text area")
var objective_area := Vector2(500.0, 104.0)
var long_objective := "승리: 서영의 후군을 꺾었다. 동쪽 길목을 장악하고 뒤따르는 봉쇄병까지 정리하라.\n패배: 조조가 퇴각하거나 제17턴이 시작되면 패한다.\n보상: 군자금 700냥, 콩, 술, 철검"
var fitted_objective_size := int(scene._fit_font_size_for_text(long_objective, 15, 12, objective_area))
if fitted_objective_size < 12 or fitted_objective_size > 15:
failures.append("briefing objective font fit should stay inside its configured bounds")
var fitted_objective_height := float(scene._estimated_wrapped_text_height(long_objective, objective_area.x, fitted_objective_size))
if fitted_objective_height > objective_area.y:
failures.append("fitted briefing objective text should stay within its panel")
func _check_dialogue_localization_and_side(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
var lines := scene._normalized_dialogue_lines([
{"speaker": "Cao Cao", "text": "전열을 세워라."},
{"speaker": "Lu Bu", "text": "조조를 짓밟아라."},
{"speaker": "Qingzhou Chief", "text": "마을 곡식을 내놓아라."},
{"speaker": "Camp Merchant", "text": "군막에 물자가 남았습니다."},
{"speaker": "Hua Xiong", "text": "사수관을 지켜라."},
{"speaker": "Xu Rong", "text": "동쪽 길목을 닫아라."}
])
if lines.size() != 6:
failures.append("dialogue normalization should keep all valid chapter one lines")
scene.free()
return
if lines[0].get("speaker", "") != "조조" or lines[0].get("side", "") != "left":
failures.append("Cao Cao dialogue should localize to Korean on the left")
if lines[1].get("speaker", "") != "여포" or lines[1].get("side", "") != "right":
failures.append("enemy officer dialogue should localize to Korean on the right")
if lines[2].get("speaker", "") != "청주 두령" or lines[2].get("side", "") != "right":
failures.append("chapter one named enemy dialogue should be localized and right-sided")
if lines[3].get("speaker", "") != "군막 상인" or lines[3].get("side", "") != "right":
failures.append("camp merchant dialogue should be localized and right-sided by default")
if lines[4].get("speaker", "") != "화웅" or lines[4].get("side", "") != "right":
failures.append("Sishui Gate enemy commander dialogue should localize to Korean on the right")
if lines[5].get("speaker", "") != "서영" or lines[5].get("side", "") != "right":
failures.append("Xingyang Ambush enemy commander dialogue should localize to Korean on the right")
scene.free()
func _check_event_dialogue_side_passthrough(failures: Array[String]) -> void:
var state = BattleStateScript.new()
var scene = BattleSceneScript.new()
var raw_lines := state._dialogue_lines_from_action({
"type": "dialogue",
"lines": [
{"speaker": "Zhang Mancheng", "text": "성채를 지켜라."},
{"speaker": "Cao Cao", "text": "길을 열어라."}
]
})
if raw_lines.size() != 2:
failures.append("battle events should preserve valid dialogue lines")
scene.free()
return
if str((raw_lines[0] as Dictionary).get("side", "")) != "":
failures.append("battle state should not force event dialogue without an explicit side to the left")
var normalized := scene._normalized_dialogue_lines(raw_lines)
if normalized.size() != 2:
failures.append("scene should normalize battle event dialogue lines")
elif normalized[0].get("speaker", "") != "장만성" or normalized[0].get("side", "") != "right":
failures.append("event dialogue should localize Zhang Mancheng and infer right-side layout")
scene.free()
func _check_opening_battle_camp_context(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for camp context")
return
var conversations: Array = state.get_briefing().get("camp_conversations", [])
if conversations.size() < 4:
failures.append("opening battle should offer enough camp conversations before the first fight")
var villager_report := _camp_conversation_by_id(conversations, "yingchuan_villager_report")
if villager_report.is_empty():
failures.append("opening battle should include a villager route report before combat")
return
if str(villager_report.get("group", "")) != "topic":
failures.append("villager route report should be a topic conversation")
var report_text := _camp_conversation_text(villager_report)
for expected in ["영천 백성", "성채", "마을", "다친 병사"]:
if not report_text.contains(expected):
failures.append("villager route report should mention %s: %s" % [expected, report_text])
func _check_opening_battle_tactical_spacing(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for tactical spacing")
scene.free()
return
for player_id in ["cao_cao", "xiahou_dun"]:
var player: Dictionary = scene.state.get_unit(player_id)
if player.is_empty():
failures.append("opening battle missing tactical spacing player: %s" % player_id)
continue
for enemy in scene.state.units:
if typeof(enemy) != TYPE_DICTIONARY:
continue
if not bool(enemy.get("alive", false)) or enemy.get("team", "") != BattleStateScript.TEAM_ENEMY:
continue
var origin: Vector2i = scene._best_auto_attack_origin(player, enemy)
if origin != Vector2i(-1, -1):
failures.append("opening battle should not allow immediate move-attack from %s to %s via %s" % [player_id, str(enemy.get("id", "")), str(origin)])
var front_guard: Dictionary = scene.state.get_unit("yellow_turban_4")
if str(front_guard.get("ai_behavior", "")) != "guard" or int(front_guard.get("ai_guard_radius", 0)) < 3:
failures.append("opening front guard should react to the lure line without charging from turn one")
var central_sentry: Dictionary = scene.state.get_unit("yellow_turban_5")
if str(central_sentry.get("ai_behavior", "")) != "sentry" or int(central_sentry.get("ai_sentry_radius", 0)) < 5:
failures.append("opening central enemy should use sentry AI for lure-line pacing")
if bool(central_sentry.get("ai_awake", false)):
failures.append("opening central sentry should start asleep")
scene.free()
func _check_opening_battle_log_location_labels(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for log location labels")
return
var sample_label := state._format_cell(Vector2i(1, 6))
if sample_label.contains("(") or sample_label.contains(")") or sample_label.contains(","):
failures.append("battle log location labels should not expose raw coordinates: %s" % sample_label)
if not sample_label.contains("서측"):
failures.append("battle log location labels should include battlefield zones: %s" % sample_label)
var logs: Array[String] = []
state.log_added.connect(func(message: String) -> void:
logs.append(message)
)
if not state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for log location check")
return
var moved := false
for cell in state.get_movement_range("cao_cao"):
if not state.get_unit_at(cell).is_empty():
continue
if state.try_move_selected(cell, true):
moved = true
break
if not moved:
failures.append("could not move Cao Cao for log location check")
return
var log_text := "\n".join(logs)
if log_text.contains("?") or log_text.contains("(") or log_text.contains(")"):
failures.append("battle movement logs should use polished Korean location text: %s" % log_text)
if not (log_text.contains("서측") or log_text.contains("중앙") or log_text.contains("동측")):
failures.append("battle movement logs should name battlefield zones: %s" % log_text)
func _check_opening_battle_marker_hints(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for marker hints")
scene.free()
return
var castle_cell := Vector2i(20, 0)
var castle_hint: String = scene.state.get_objective_cell_hint(castle_cell)
if not castle_hint.contains("조조") or not castle_hint.contains("성채"):
failures.append("castle objective should explain who must hold the gate: %s" % castle_hint)
var castle_hover_text := "\n".join(scene._hover_info_badge_lines(castle_cell))
if not castle_hover_text.contains("목표 성채 장악") or not castle_hover_text.contains("깃발"):
failures.append("castle hover should expose objective hint text: %s" % castle_hover_text)
var castle_minimap_text := "\n".join(scene._minimap_hover_badge_lines(castle_cell))
if not castle_minimap_text.contains("목표 성채 장악") or not castle_minimap_text.contains("동쪽 성채"):
failures.append("castle minimap hover should expose objective hint text: %s" % castle_minimap_text)
var castle_cell_detail := scene._format_cell_info_detail_text(castle_cell)
if not castle_cell_detail.contains("목표: 성채 장악") or not castle_cell_detail.contains("조조나 하후돈"):
failures.append("cell info should carry castle objective detail: %s" % castle_cell_detail)
var lure_cell := Vector2i(4, 6)
if scene.state.get_event_marker_kind(lure_cell) != "tactic":
failures.append("lure line should keep a tactic marker kind")
var lure_hint: String = scene.state.get_event_marker_hint(lure_cell)
if not lure_hint.contains("유인선") or not lure_hint.contains("끌어낼"):
failures.append("lure line should explain the tactical trigger: %s" % lure_hint)
var lure_hover_text := "\n".join(scene._hover_info_badge_lines(lure_cell))
if not lure_hover_text.contains("표식 유인선") or not lure_hover_text.contains("끌어낼"):
failures.append("lure hover should expose tactical marker hint: %s" % lure_hover_text)
var woods_cell := Vector2i(4, 2)
var woods_hint: String = scene.state.get_event_marker_hint(woods_cell)
if not woods_hint.contains("") or not woods_hint.contains("보급"):
failures.append("northern cache should explain its supply value: %s" % woods_hint)
var village_cell := Vector2i(6, 5)
var village_hint: String = scene.state.get_event_marker_hint(village_cell)
if not village_hint.contains("치료소") or not village_hint.contains("회복"):
failures.append("village supply should explain recovery and supply value: %s" % village_hint)
var village_detail := scene._format_cell_info_detail_text(village_cell)
if not village_detail.contains("마을 치료소") or not village_detail.contains("회복 거점"):
failures.append("village cell info should explain the recovery/supply marker: %s" % village_detail)
scene.free()
func _check_opening_battle_lure_line_ai_reaction(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for lure line AI reaction")
return
var cao_cao: Dictionary = state.get_unit("cao_cao")
cao_cao["pos"] = Vector2i(4, 6)
state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 1, cao_cao)
if not state.fired_event_ids.has("first_lure_line"):
failures.append("opening lure line should fire when a player reaches the marked forward cells")
for unit_id in ["yellow_turban_5", "yellow_turban_9"]:
var sentry: Dictionary = state.get_unit(unit_id)
if not bool(sentry.get("ai_awake", false)):
failures.append("opening lure line should wake front sentry %s without waiting for its activation turn" % unit_id)
var rear_archer: Dictionary = state.get_unit("yellow_turban_3")
if bool(rear_archer.get("ai_awake", false)):
failures.append("opening lure line should not wake the castle-side archer wave")
var xiahou_dun: Dictionary = state.get_unit("xiahou_dun")
if int(xiahou_dun.get("ai_target_priority", 0)) < 6:
failures.append("opening lure line should make Xiahou Dun a visible vanguard lure target")
func _check_opening_battle_post_battle_bridge(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for post-battle bridge")
return
var lines: Array = state.get_post_battle_dialogue()
if lines.size() < 6:
failures.append("opening battle should have a multi-beat post-battle bridge")
var bridge_text := _dialogue_lines_text(lines)
for expected in ["사수관", "화웅", "하후연", "조인", "합류", "난세의 길"]:
if not bridge_text.contains(expected):
failures.append("opening post-battle bridge should mention %s: %s" % [expected, bridge_text])
if bridge_text.find("합류") > bridge_text.find("사수관"):
failures.append("opening post-battle bridge should explain officer joins before the Sishui report: %s" % bridge_text)
func _check_sishui_gate_camp_context(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/002_sishui_gate.json"):
failures.append("could not load Sishui Gate for camp context")
return
var briefing: Dictionary = state.get_briefing()
var camp_dialogue: Array = briefing.get("camp_dialogue", [])
if camp_dialogue.size() < 3:
failures.append("Sishui Gate should open with camp dialogue before the second battle")
var camp_text := _dialogue_lines_text(camp_dialogue)
for expected in ["사수관", "화웅", "하후연", "조인", "마을", "성채"]:
if not camp_text.contains(expected):
failures.append("Sishui Gate camp dialogue should mention %s: %s" % [expected, camp_text])
func _check_opening_battle_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"northern_woods_cache",
"village_supply_secured",
"castle_gate_secured",
"turn_2_warning",
"turn_4_eastern_reserve",
"turn_7_southern_raiders",
"turn_9_western_reserve",
"turn_11_last_rally",
"zhang_mancheng_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("opening battle missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("opening battle event should include contextual dialogue: %s" % event_id)
var opening_event := _event_by_id(state, "opening_dialogue")
if not opening_event.is_empty():
var opening_text := _event_dialogue_text(opening_event)
if not opening_text.contains("젊은 조조") or not opening_text.contains("하후돈") or not opening_text.contains("첫 군령"):
failures.append("opening battle should first explain Cao Cao, Xiahou Dun, and why the first battle begins")
for tactical_context in ["마을 우물", "북쪽 숲", "유인선", "성채"]:
if not opening_text.contains(tactical_context):
failures.append("opening battle dialogue should bridge story into tactical context `%s`: %s" % [tactical_context, opening_text])
if opening_text.find("젊은 조조") > opening_text.find("황건의 깃발"):
failures.append("opening battle prologue should come before the tactical battlefield order")
var boss_event := _event_by_id(state, "zhang_mancheng_falls")
if not boss_event.is_empty():
var when: Dictionary = boss_event.get("when", {})
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("yellow_turban_1"):
failures.append("Zhang Mancheng defeat event should watch yellow_turban_1")
for objective_event_id in [
"village_supply_secured",
"castle_gate_secured"
]:
var objective_event := _event_by_id(state, objective_event_id)
if not objective_event.is_empty() and not _event_has_set_objective_action(objective_event):
failures.append("opening battle capture event should update the active objective: %s" % objective_event_id)
func _check_sishui_gate_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/002_sishui_gate.json"):
failures.append("could not load Sishui Gate for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"turn_2_warning",
"turn_5_ridge_patrol",
"turn_8_gate_reserve",
"hua_xiong_vanguard_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Sishui Gate missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Sishui Gate event should include contextual dialogue: %s" % event_id)
var vanguard_event := _event_by_id(state, "hua_xiong_vanguard_falls")
if not vanguard_event.is_empty():
var when: Dictionary = vanguard_event.get("when", {})
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("hua_xiong_vanguard"):
failures.append("Hua Xiong vanguard defeat event should watch hua_xiong_vanguard")
if not _event_has_set_objective_action(vanguard_event):
failures.append("Hua Xiong vanguard defeat event should clarify the next objective")
func _check_xingyang_ambush_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/003_xingyang_ambush.json", {}, {}, {"pursued_dong_zhuo": true}):
failures.append("could not load Xingyang Ambush for event dialogue structure")
return
for event_id in [
"opening_dialogue_pursuit",
"opening_dialogue_regroup",
"turn_3_ambush_pursuit",
"turn_3_ambush_regroup",
"turn_5_pressure",
"turn_5_regroup_pressure",
"turn_6_slope_archers",
"turn_9_forest_blockade",
"xu_rong_rearguard_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Xingyang Ambush missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Xingyang Ambush event should include contextual dialogue: %s" % event_id)
var rearguard_event := _event_by_id(state, "xu_rong_rearguard_falls")
if not rearguard_event.is_empty():
var when: Dictionary = rearguard_event.get("when", {})
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("xu_rong_rearguard"):
failures.append("Xu Rong rearguard defeat event should watch xu_rong_rearguard")
if not _event_has_set_objective_action(rearguard_event):
failures.append("Xu Rong rearguard defeat event should clarify the next objective")
var blockade_event := _event_by_id(state, "turn_9_forest_blockade")
if not blockade_event.is_empty() and not _event_has_set_objective_action(blockade_event):
failures.append("Xingyang Ambush blockade event should clarify the final objective")
func _check_qingzhou_campaign_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"):
failures.append("could not load Qingzhou Campaign for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"turn_3_bandit_push",
"turn_5_dian_wei_rumor",
"turn_6_village_raiders",
"turn_9_village_last_stand",
"qingzhou_chief_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Qingzhou Campaign missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Qingzhou Campaign event should include contextual dialogue: %s" % event_id)
var chief_event := _event_by_id(state, "qingzhou_chief_falls")
if not chief_event.is_empty():
var when: Dictionary = chief_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Qingzhou chief defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("qingzhou_chief"):
failures.append("Qingzhou chief defeat event should watch qingzhou_chief")
if not _event_has_set_objective_action(chief_event):
failures.append("Qingzhou chief defeat event should clarify the next objective")
var first_push_event := _event_by_id(state, "turn_3_bandit_push")
if not first_push_event.is_empty() and not _event_has_set_objective_action(first_push_event):
failures.append("Qingzhou Campaign first raider push should clarify the pressure objective")
var last_stand_event := _event_by_id(state, "turn_9_village_last_stand")
if not last_stand_event.is_empty() and not _event_has_set_objective_action(last_stand_event):
failures.append("Qingzhou Campaign last stand event should clarify the final objective")
func _check_puyang_raid_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/005_puyang_raid.json"):
failures.append("could not load Puyang Raid for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"turn_2_alarm",
"turn_3_lu_bu_arrives",
"turn_5_pressure",
"turn_6_zhang_liao_closes",
"turn_9_lu_bu_encirclement",
"zhang_liao_vanguard_falls",
"lu_bu_banner_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Puyang Raid missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Puyang Raid event should include contextual dialogue: %s" % event_id)
var vanguard_event := _event_by_id(state, "zhang_liao_vanguard_falls")
if not vanguard_event.is_empty():
var when: Dictionary = vanguard_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Zhang Liao vanguard defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("zhang_liao_vanguard"):
failures.append("Zhang Liao vanguard defeat event should watch zhang_liao_vanguard")
if not _event_has_set_objective_action(vanguard_event):
failures.append("Zhang Liao vanguard defeat event should clarify the next objective")
var lu_bu_banner_event := _event_by_id(state, "lu_bu_banner_falls")
if not lu_bu_banner_event.is_empty():
var when: Dictionary = lu_bu_banner_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Lu Bu banner defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("lu_bu_banner"):
failures.append("Lu Bu banner defeat event should watch lu_bu_banner")
if not _event_has_set_objective_action(lu_bu_banner_event):
failures.append("Lu Bu banner defeat event should clarify the next objective")
var lu_bu_arrival_event := _event_by_id(state, "turn_3_lu_bu_arrives")
if not lu_bu_arrival_event.is_empty() and not _event_has_set_objective_action(lu_bu_arrival_event):
failures.append("Puyang Raid Lu Bu arrival event should clarify the pressure objective")
var encirclement_event := _event_by_id(state, "turn_9_lu_bu_encirclement")
if not encirclement_event.is_empty() and not _event_has_set_objective_action(encirclement_event):
failures.append("Puyang Raid encirclement event should clarify the final objective")
func _check_dingtao_counterattack_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/006_dingtao_counterattack.json"):
failures.append("could not load Dingtao Counterattack for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"turn_3_fortified_reserve",
"turn_3_pressed_lu_bu_charge",
"turn_3_counterattack",
"turn_5_hold_center",
"turn_6_flank_pressure",
"turn_9_lu_bu_second_charge",
"gao_shun_line_falls",
"lu_bu_counterattack_falls",
"lu_bu_second_charge_breaks"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Dingtao Counterattack missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Dingtao Counterattack event should include contextual dialogue: %s" % event_id)
var gao_shun_event := _event_by_id(state, "gao_shun_line_falls")
if not gao_shun_event.is_empty():
var when: Dictionary = gao_shun_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Gao Shun line defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("gao_shun_line"):
failures.append("Gao Shun line defeat event should watch gao_shun_line")
if not _event_has_set_objective_action(gao_shun_event):
failures.append("Gao Shun line defeat event should clarify the next objective")
var lu_bu_event := _event_by_id(state, "lu_bu_counterattack_falls")
if not lu_bu_event.is_empty():
var when: Dictionary = lu_bu_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Lu Bu counterattack defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("lu_bu_counterattack"):
failures.append("Lu Bu counterattack defeat event should watch lu_bu_counterattack")
if not _event_has_set_objective_action(lu_bu_event):
failures.append("Lu Bu counterattack defeat event should clarify the next objective")
var second_charge_break_event := _event_by_id(state, "lu_bu_second_charge_breaks")
if not second_charge_break_event.is_empty():
var when: Dictionary = second_charge_break_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Lu Bu second charge break event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("lu_bu_second_rider"):
failures.append("Lu Bu second charge break event should watch lu_bu_second_rider")
if not _event_has_set_objective_action(second_charge_break_event):
failures.append("Lu Bu second charge break event should clarify the next objective")
var counterattack_event := _event_by_id(state, "turn_3_counterattack")
if not counterattack_event.is_empty() and not _event_has_set_objective_action(counterattack_event):
failures.append("Dingtao Counterattack turn 3 event should clarify the pressure objective")
var second_charge_event := _event_by_id(state, "turn_9_lu_bu_second_charge")
if not second_charge_event.is_empty() and not _event_has_set_objective_action(second_charge_event):
failures.append("Dingtao Counterattack second charge event should clarify the final objective")
func _check_xian_emperor_escort_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"):
failures.append("could not load Xian Emperor Escort for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"turn_3_rear_pressure",
"midroad_ambush",
"turn_5_road_marker",
"turn_6_envoy_pincher",
"turn_9_final_escort_pressure",
"li_jue_vanguard_falls",
"final_escort_rider_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Xian Emperor Escort missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Xian Emperor Escort event should include contextual dialogue: %s" % event_id)
var li_jue_event := _event_by_id(state, "li_jue_vanguard_falls")
if not li_jue_event.is_empty():
var when: Dictionary = li_jue_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Li Jue vanguard defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("li_jue_vanguard"):
failures.append("Li Jue vanguard defeat event should watch li_jue_vanguard")
if not _event_has_set_objective_action(li_jue_event):
failures.append("Li Jue vanguard defeat event should clarify the escort objective")
var final_rider_event := _event_by_id(state, "final_escort_rider_falls")
if not final_rider_event.is_empty():
var when: Dictionary = final_rider_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Final escort rider defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("final_escort_rider"):
failures.append("Final escort rider defeat event should watch final_escort_rider")
if not _event_has_set_objective_action(final_rider_event):
failures.append("Final escort rider defeat event should clarify the final escort objective")
for objective_event_id in [
"turn_3_rear_pressure",
"midroad_ambush",
"turn_9_final_escort_pressure"
]:
var objective_event := _event_by_id(state, objective_event_id)
if not objective_event.is_empty() and not _event_has_set_objective_action(objective_event):
failures.append("Xian Emperor Escort event should update the active objective: %s" % objective_event_id)
func _check_wan_castle_escape_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/008_wan_castle_escape.json"):
failures.append("could not load Wan Castle Escape for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"turn_2_gate_closes",
"court_escape_lane",
"remnant_scout_pressure",
"midroad_trap",
"turn_6_last_push",
"turn_6_wan_crossfire",
"turn_9_west_gate_hunt",
"zhang_xiu_vanguard_falls",
"jia_xu_strategist_falls",
"west_gate_hunt_rider_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Wan Castle Escape missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Wan Castle Escape event should include contextual dialogue: %s" % event_id)
var zhang_xiu_event := _event_by_id(state, "zhang_xiu_vanguard_falls")
if not zhang_xiu_event.is_empty():
var when: Dictionary = zhang_xiu_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Zhang Xiu vanguard defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("zhang_xiu_vanguard"):
failures.append("Zhang Xiu vanguard defeat event should watch zhang_xiu_vanguard")
if not _event_has_set_objective_action(zhang_xiu_event):
failures.append("Zhang Xiu vanguard defeat event should clarify the escape objective")
var jia_xu_event := _event_by_id(state, "jia_xu_strategist_falls")
if not jia_xu_event.is_empty():
var when: Dictionary = jia_xu_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Jia Xu strategist defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("jia_xu_strategist"):
failures.append("Jia Xu strategist defeat event should watch jia_xu_strategist")
if not _event_has_set_objective_action(jia_xu_event):
failures.append("Jia Xu strategist defeat event should clarify the escape objective")
var west_gate_event := _event_by_id(state, "west_gate_hunt_rider_falls")
if not west_gate_event.is_empty():
var when: Dictionary = west_gate_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("West gate hunt rider defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("west_gate_hunt_rider"):
failures.append("West gate hunt rider defeat event should watch west_gate_hunt_rider")
if not _event_has_set_objective_action(west_gate_event):
failures.append("West gate hunt rider defeat event should clarify the final escape objective")
for objective_event_id in [
"turn_2_gate_closes",
"midroad_trap",
"turn_6_wan_crossfire",
"turn_9_west_gate_hunt"
]:
var objective_event := _event_by_id(state, objective_event_id)
if not objective_event.is_empty() and not _event_has_set_objective_action(objective_event):
failures.append("Wan Castle Escape event should update the active objective: %s" % objective_event_id)
func _check_xiapi_siege_event_dialogue_structure(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/009_xiapi_siege.json"):
failures.append("could not load Xiapi Siege for event dialogue structure")
return
for event_id in [
"opening_dialogue",
"turn_2_lu_bu_charge",
"turn_3_flood_gates",
"wan_gate_baggage_support",
"swift_wan_counterraid",
"turn_6_lu_bu_cornered",
"turn_6_siege_line_counter",
"turn_9_lu_bu_final_breakout",
"gao_shun_trap_line_falls",
"chen_gong_strategist_falls",
"lu_bu_xiapi_falls",
"lu_bu_final_breakout_rider_falls"
]:
var event := _event_by_id(state, event_id)
if event.is_empty():
failures.append("Xiapi Siege missing event: %s" % event_id)
continue
if not _event_has_dialogue_action(event):
failures.append("Xiapi Siege event should include contextual dialogue: %s" % event_id)
var gao_shun_event := _event_by_id(state, "gao_shun_trap_line_falls")
if not gao_shun_event.is_empty():
var when: Dictionary = gao_shun_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Gao Shun trap line defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("gao_shun_trap_line"):
failures.append("Gao Shun trap line defeat event should watch gao_shun_trap_line")
if not _event_has_set_objective_action(gao_shun_event):
failures.append("Gao Shun trap line defeat event should clarify the siege objective")
var chen_gong_event := _event_by_id(state, "chen_gong_strategist_falls")
if not chen_gong_event.is_empty():
var when: Dictionary = chen_gong_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Chen Gong defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("chen_gong_strategist"):
failures.append("Chen Gong defeat event should watch chen_gong_strategist")
if not _event_has_set_objective_action(chen_gong_event):
failures.append("Chen Gong defeat event should clarify the siege objective")
var lu_bu_event := _event_by_id(state, "lu_bu_xiapi_falls")
if not lu_bu_event.is_empty():
var when: Dictionary = lu_bu_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Lu Bu Xiapi defeat event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("lu_bu_xiapi"):
failures.append("Lu Bu Xiapi defeat event should watch lu_bu_xiapi")
if not _event_has_set_objective_action(lu_bu_event):
failures.append("Lu Bu Xiapi defeat event should clarify the siege objective")
var final_breakout_event := _event_by_id(state, "lu_bu_final_breakout_rider_falls")
if not final_breakout_event.is_empty():
var when: Dictionary = final_breakout_event.get("when", {})
if str(when.get("type", "")) != "unit_defeated":
failures.append("Lu Bu final breakout rider event should trigger when the unit is defeated")
var unit_ids: Array = when.get("unit_ids", [])
if not unit_ids.has("lu_bu_final_breakout_rider"):
failures.append("Lu Bu final breakout rider event should watch lu_bu_final_breakout_rider")
if not _event_has_set_objective_action(final_breakout_event):
failures.append("Lu Bu final breakout rider event should clarify the final siege objective")
for objective_event_id in [
"turn_2_lu_bu_charge",
"turn_3_flood_gates",
"turn_6_siege_line_counter",
"turn_9_lu_bu_final_breakout"
]:
var objective_event := _event_by_id(state, objective_event_id)
if not objective_event.is_empty() and not _event_has_set_objective_action(objective_event):
failures.append("Xiapi Siege event should update the active objective: %s" % objective_event_id)
func _check_opening_battle_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for story beat checks")
return
var dialogue_batches := []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 4)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 7)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 11)
if dialogue_batches.size() < 5:
failures.append("opening battle should add dialogue beats for each major reinforcement phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("마지막 황건 잔당"):
failures.append("opening battle turn 11 event should update the victory objective after the final rally arrives")
if not state._condition_gate_open({"after_event": "turn_11_last_rally"}):
failures.append("opening battle final objective gate should open after the turn 11 story beat")
func _check_sishui_gate_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/002_sishui_gate.json"):
failures.append("could not load Sishui Gate for story beat checks")
return
var dialogue_batches := []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 5)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 8)
if dialogue_batches.size() < 3:
failures.append("Sishui Gate should add dialogue beats for each major reserve phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("마지막 예비대"):
failures.append("Sishui Gate turn 8 event should update the victory objective after the final reserve arrives")
if not state._condition_gate_open({"after_event": "turn_8_gate_reserve"}):
failures.append("Sishui Gate final objective gate should open after the turn 8 story beat")
func _check_xingyang_ambush_story_beats(failures: Array[String]) -> void:
var pursuit_state = BattleStateScript.new()
if not pursuit_state.load_battle("res://data/scenarios/003_xingyang_ambush.json", {}, {}, {"pursued_dong_zhuo": true}):
failures.append("could not load Xingyang Ambush pursuit branch for story beat checks")
return
var pursuit_dialogue_batches := []
pursuit_state.dialogue_requested.connect(func(lines: Array) -> void:
pursuit_dialogue_batches.append(lines)
)
pursuit_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3)
pursuit_state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 5)
pursuit_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
pursuit_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if pursuit_dialogue_batches.size() < 4:
failures.append("Xingyang Ambush pursuit branch should add dialogue beats for each major ambush phase")
var pursuit_victory_text := str(pursuit_state.objectives.get("victory", ""))
if not pursuit_victory_text.contains("마지막 봉쇄병"):
failures.append("Xingyang Ambush turn 9 event should update the victory objective after the blockade arrives")
if not pursuit_state._condition_gate_open({"after_event": "turn_9_forest_blockade"}):
failures.append("Xingyang Ambush final objective gate should open after the turn 9 blockade")
var xu_rong := pursuit_state.get_unit("xu_rong_rearguard")
if xu_rong.is_empty():
failures.append("Xingyang Ambush should include Xu Rong rearguard unit for defeat story beat")
else:
xu_rong["alive"] = false
pursuit_state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, xu_rong)
if pursuit_dialogue_batches.size() < 5:
failures.append("Xingyang Ambush should show dialogue when Xu Rong rearguard falls")
var rearguard_objective_text := str(pursuit_state.objectives.get("victory", ""))
if not rearguard_objective_text.contains("동쪽 길목") or not rearguard_objective_text.contains("봉쇄병"):
failures.append("Xingyang Ambush Xu Rong defeat objective should still point to the road and blockade")
var regroup_state = BattleStateScript.new()
if not regroup_state.load_battle("res://data/scenarios/003_xingyang_ambush.json", {}, {}, {"regrouped_after_sishui": true}):
failures.append("could not load Xingyang Ambush regroup branch for story beat checks")
return
var regroup_dialogue_batches := []
regroup_state.dialogue_requested.connect(func(lines: Array) -> void:
regroup_dialogue_batches.append(lines)
)
regroup_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3)
regroup_state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 5)
regroup_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
regroup_state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if regroup_dialogue_batches.size() < 4:
failures.append("Xingyang Ambush regroup branch should keep dialogue beats for scouted ambush pressure")
func _check_qingzhou_campaign_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"):
failures.append("could not load Qingzhou Campaign for story beat checks")
return
var dialogue_batches: Array = []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3)
state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 5)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if dialogue_batches.size() < 4:
failures.append("Qingzhou Campaign should add dialogue beats for each major village pressure phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("마지막 잔당") or not victory_text.contains("촌락 길목"):
failures.append("Qingzhou Campaign turn 9 event should update the victory objective for the village last stand")
if not state._condition_gate_open({"after_event": "turn_9_village_last_stand"}):
failures.append("Qingzhou Campaign final objective gate should open after the turn 9 last stand")
var qingzhou_chief: Dictionary = state.get_unit("qingzhou_chief")
if qingzhou_chief.is_empty():
failures.append("Qingzhou Campaign should include the Qingzhou chief for the defeat story beat")
else:
qingzhou_chief["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, qingzhou_chief)
if dialogue_batches.size() < 5:
failures.append("Qingzhou Campaign should show dialogue when the Qingzhou chief falls")
var chief_objective_text := str(state.objectives.get("victory", ""))
if not chief_objective_text.contains("촌락 길목") or not chief_objective_text.contains("잔당"):
failures.append("Qingzhou chief defeat objective should still point to the village road and remaining enemies")
func _check_puyang_raid_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/005_puyang_raid.json"):
failures.append("could not load Puyang Raid for story beat checks")
return
var dialogue_batches: Array = []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3)
state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 5)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if dialogue_batches.size() < 5:
failures.append("Puyang Raid should add dialogue beats for each major night raid pressure phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("포위망") or not victory_text.contains("군영"):
failures.append("Puyang Raid turn 9 event should update the victory objective for the encirclement")
if not state._condition_gate_open({"after_event": "turn_9_lu_bu_encirclement"}):
failures.append("Puyang Raid final objective gate should open after the turn 9 encirclement")
var zhang_liao: Dictionary = state.get_unit("zhang_liao_vanguard")
if zhang_liao.is_empty():
failures.append("Puyang Raid should include Zhang Liao vanguard for the defeat story beat")
else:
zhang_liao["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, zhang_liao)
if dialogue_batches.size() < 6:
failures.append("Puyang Raid should show dialogue when Zhang Liao vanguard falls")
var vanguard_objective_text := str(state.objectives.get("victory", ""))
if not vanguard_objective_text.contains("군영") or not vanguard_objective_text.contains("포위망"):
failures.append("Zhang Liao vanguard defeat objective should still point to camp control and the encirclement")
var lu_bu_banner: Dictionary = state.get_unit("lu_bu_banner")
if lu_bu_banner.is_empty():
failures.append("Puyang Raid should include Lu Bu banner for the final pressure story beat")
else:
lu_bu_banner["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, lu_bu_banner)
if dialogue_batches.size() < 7:
failures.append("Puyang Raid should show dialogue when Lu Bu banner falls")
var banner_objective_text := str(state.objectives.get("victory", ""))
if not banner_objective_text.contains("군영") or not banner_objective_text.contains("포위망"):
failures.append("Lu Bu banner defeat objective should still point to camp control and the encirclement")
func _check_dingtao_counterattack_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/006_dingtao_counterattack.json"):
failures.append("could not load Dingtao Counterattack for story beat checks")
return
var dialogue_batches: Array = []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3)
state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 5)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if dialogue_batches.size() < 4:
failures.append("Dingtao Counterattack should add dialogue beats for each major countercharge phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("두 번째 돌격") or not victory_text.contains("중앙 방진"):
failures.append("Dingtao Counterattack turn 9 event should update the victory objective for the second charge")
if not state._condition_gate_open({"after_event": "turn_9_lu_bu_second_charge"}):
failures.append("Dingtao Counterattack final objective gate should open after the turn 9 second charge")
var gao_shun: Dictionary = state.get_unit("gao_shun_line")
if gao_shun.is_empty():
failures.append("Dingtao Counterattack should include Gao Shun line for the center story beat")
else:
gao_shun["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, gao_shun)
if dialogue_batches.size() < 5:
failures.append("Dingtao Counterattack should show dialogue when Gao Shun line falls")
var gao_shun_objective_text := str(state.objectives.get("victory", ""))
if not gao_shun_objective_text.contains("중앙 방진") or not gao_shun_objective_text.contains("재돌격"):
failures.append("Gao Shun line defeat objective should still point to the center and second charge")
var lu_bu_counterattack: Dictionary = state.get_unit("lu_bu_counterattack")
if lu_bu_counterattack.is_empty():
failures.append("Dingtao Counterattack should include Lu Bu counterattack for the major pressure story beat")
else:
lu_bu_counterattack["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, lu_bu_counterattack)
if dialogue_batches.size() < 6:
failures.append("Dingtao Counterattack should show dialogue when Lu Bu counterattack falls")
var lu_bu_objective_text := str(state.objectives.get("victory", ""))
if not lu_bu_objective_text.contains("중앙 방진") or not lu_bu_objective_text.contains("재돌격"):
failures.append("Lu Bu counterattack defeat objective should still point to the center and second charge")
var second_charge_rider: Dictionary = state.get_unit("lu_bu_second_rider")
if second_charge_rider.is_empty():
failures.append("Dingtao Counterattack should include Lu Bu second charge rider for the final charge story beat")
else:
second_charge_rider["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, second_charge_rider)
if dialogue_batches.size() < 7:
failures.append("Dingtao Counterattack should show dialogue when Lu Bu second charge breaks")
var second_charge_objective_text := str(state.objectives.get("victory", ""))
if not second_charge_objective_text.contains("중앙 방진") or not second_charge_objective_text.contains("남은"):
failures.append("Lu Bu second charge break objective should still point to the center and remaining charge")
func _check_xian_emperor_escort_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/007_xian_emperor_escort.json"):
failures.append("could not load Xian Emperor Escort for story beat checks")
return
var dialogue_batches: Array = []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 3)
var cao_cao: Dictionary = state.get_unit("cao_cao_ch7")
cao_cao["pos"] = Vector2i(7, 4)
state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 3, cao_cao)
state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 5)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if dialogue_batches.size() < 5:
failures.append("Xian Emperor Escort should add dialogue beats for each major escort pressure phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("동도 호송로") or not victory_text.contains("마지막 잔당"):
failures.append("Xian Emperor Escort turn 9 event should update the victory objective for final escort pressure")
if not state._condition_gate_open({"after_event": "turn_9_final_escort_pressure"}):
failures.append("Xian Emperor Escort final objective gate should open after the turn 9 final pressure")
if int(state.get_unit("imperial_envoy_ch7").get("ai_target_priority", 0)) != 12:
failures.append("Xian Emperor Escort final pressure should keep the imperial envoy under threat")
var li_jue: Dictionary = state.get_unit("li_jue_vanguard")
if li_jue.is_empty():
failures.append("Xian Emperor Escort should include Li Jue vanguard for the road-opening story beat")
else:
li_jue["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, li_jue)
if dialogue_batches.size() < 6:
failures.append("Xian Emperor Escort should show dialogue when Li Jue vanguard falls")
var li_jue_objective_text := str(state.objectives.get("victory", ""))
if not li_jue_objective_text.contains("천자 사자") or not li_jue_objective_text.contains("동도 호송로"):
failures.append("Li Jue vanguard defeat objective should still point to the envoy and east road")
var final_rider: Dictionary = state.get_unit("final_escort_rider")
if final_rider.is_empty():
failures.append("Xian Emperor Escort should include final escort rider for the last pressure story beat")
else:
final_rider["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, final_rider)
if dialogue_batches.size() < 7:
failures.append("Xian Emperor Escort should show dialogue when final escort rider falls")
var final_objective_text := str(state.objectives.get("victory", ""))
if not final_objective_text.contains("동도 호송로") or not final_objective_text.contains("잔당"):
failures.append("Final escort rider defeat objective should still point to the east road and remaining enemies")
func _check_wan_castle_escape_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/008_wan_castle_escape.json"):
failures.append("could not load Wan Castle Escape for story beat checks")
return
var dialogue_batches: Array = []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
var cao_cao: Dictionary = state.get_unit("cao_cao_ch8")
cao_cao["pos"] = Vector2i(8, 4)
state._run_events("unit_reaches_tile", BattleStateScript.TEAM_PLAYER, 2, cao_cao)
state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if dialogue_batches.size() < 5:
failures.append("Wan Castle Escape should add dialogue beats for each major escape pressure phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("서쪽 탈출로") or not victory_text.contains("마지막 추격대"):
failures.append("Wan Castle Escape turn 9 event should update the victory objective for the west gate hunt")
if not state._condition_gate_open({"after_event": "turn_9_west_gate_hunt"}):
failures.append("Wan Castle Escape final objective gate should open after the turn 9 west gate hunt")
if int(state.get_unit("cao_ang_ch8").get("ai_target_priority", 0)) != 14:
failures.append("Wan Castle Escape final pressure should keep Cao Ang under threat")
var zhang_xiu: Dictionary = state.get_unit("zhang_xiu_vanguard")
if zhang_xiu.is_empty():
failures.append("Wan Castle Escape should include Zhang Xiu vanguard for the trap story beat")
else:
zhang_xiu["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, zhang_xiu)
if dialogue_batches.size() < 6:
failures.append("Wan Castle Escape should show dialogue when Zhang Xiu vanguard falls")
var zhang_xiu_objective_text := str(state.objectives.get("victory", ""))
if not zhang_xiu_objective_text.contains("조앙") or not zhang_xiu_objective_text.contains("서쪽 탈출로"):
failures.append("Zhang Xiu vanguard defeat objective should still point to Cao Ang and the escape road")
var jia_xu: Dictionary = state.get_unit("jia_xu_strategist")
if jia_xu.is_empty():
failures.append("Wan Castle Escape should include Jia Xu strategist for the ambush story beat")
else:
jia_xu["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, jia_xu)
if dialogue_batches.size() < 7:
failures.append("Wan Castle Escape should show dialogue when Jia Xu strategist falls")
var jia_xu_objective_text := str(state.objectives.get("victory", ""))
if not jia_xu_objective_text.contains("조앙") or not jia_xu_objective_text.contains("서쪽 탈출로"):
failures.append("Jia Xu strategist defeat objective should still point to Cao Ang and the escape road")
var west_gate_rider: Dictionary = state.get_unit("west_gate_hunt_rider")
if west_gate_rider.is_empty():
failures.append("Wan Castle Escape should include west gate hunt rider for the final escape story beat")
else:
west_gate_rider["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, west_gate_rider)
if dialogue_batches.size() < 8:
failures.append("Wan Castle Escape should show dialogue when west gate hunt rider falls")
var west_gate_objective_text := str(state.objectives.get("victory", ""))
if not west_gate_objective_text.contains("서쪽 탈출로") or not west_gate_objective_text.contains("완성 추격대"):
failures.append("West gate hunt rider defeat objective should still point to the escape road and remaining pursuers")
func _check_xiapi_siege_story_beats(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/009_xiapi_siege.json"):
failures.append("could not load Xiapi Siege for story beat checks")
return
var dialogue_batches: Array = []
state.dialogue_requested.connect(func(lines: Array) -> void:
dialogue_batches.append(lines)
)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 2)
state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 3)
state._run_events("turn_start", BattleStateScript.TEAM_PLAYER, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 6)
state._run_events("turn_start", BattleStateScript.TEAM_ENEMY, 9)
if dialogue_batches.size() < 5:
failures.append("Xiapi Siege should add dialogue beats for each major flood siege phase")
var victory_text := str(state.objectives.get("victory", ""))
if not victory_text.contains("하비 포위선") or not victory_text.contains("마지막 돌파"):
failures.append("Xiapi Siege turn 9 event should update the victory objective for Lu Bu final breakout")
if not state._condition_gate_open({"after_event": "turn_3_flood_gates"}):
failures.append("Xiapi Siege flood gate story beat should open the flood gate event")
if not state._condition_gate_open({"after_event": "turn_9_lu_bu_final_breakout"}):
failures.append("Xiapi Siege final objective gate should open after the turn 9 final breakout")
if bool(state.get_unit("lu_bu_flank_rider_north").get("deployed", true)):
failures.append("Xiapi Siege flood gate story beat should withdraw the north flank rider")
var gao_shun: Dictionary = state.get_unit("gao_shun_trap_line")
if gao_shun.is_empty():
failures.append("Xiapi Siege should include Gao Shun trap line for the siege line collapse story beat")
else:
gao_shun["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, gao_shun)
if dialogue_batches.size() < 6:
failures.append("Xiapi Siege should show dialogue when Gao Shun trap line falls")
var gao_shun_objective_text := str(state.objectives.get("victory", ""))
if not gao_shun_objective_text.contains("하비 포위선") or not gao_shun_objective_text.contains("진궁"):
failures.append("Gao Shun trap line defeat objective should still point to the siege line and Chen Gong")
var chen_gong: Dictionary = state.get_unit("chen_gong_strategist")
if chen_gong.is_empty():
failures.append("Xiapi Siege should include Chen Gong for the scheme collapse story beat")
else:
chen_gong["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, chen_gong)
if dialogue_batches.size() < 7:
failures.append("Xiapi Siege should show dialogue when Chen Gong falls")
var chen_gong_objective_text := str(state.objectives.get("victory", ""))
if not chen_gong_objective_text.contains("하비 포위선") or not chen_gong_objective_text.contains("최종 돌파"):
failures.append("Chen Gong defeat objective should still point to the siege line and final breakout")
var lu_bu: Dictionary = state.get_unit("lu_bu_xiapi")
if lu_bu.is_empty():
failures.append("Xiapi Siege should include Lu Bu for the chapter climax story beat")
else:
lu_bu["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, lu_bu)
if dialogue_batches.size() < 8:
failures.append("Xiapi Siege should show dialogue when Lu Bu falls")
var lu_bu_objective_text := str(state.objectives.get("victory", ""))
if not lu_bu_objective_text.contains("하비 포위선") or not lu_bu_objective_text.contains("남은"):
failures.append("Lu Bu defeat objective should still point to the siege line and remaining defenders")
var final_breakout: Dictionary = state.get_unit("lu_bu_final_breakout_rider")
if final_breakout.is_empty():
failures.append("Xiapi Siege should include Lu Bu final breakout rider for the final pressure story beat")
else:
final_breakout["alive"] = false
state._run_events("unit_defeated", BattleStateScript.TEAM_ENEMY, 9, final_breakout)
if dialogue_batches.size() < 9:
failures.append("Xiapi Siege should show dialogue when Lu Bu final breakout rider falls")
var final_objective_text := str(state.objectives.get("victory", ""))
if not final_objective_text.contains("하비 포위선") or not final_objective_text.contains("남은"):
failures.append("Lu Bu final breakout rider objective should still point to the siege line and remaining enemies")
func _event_by_id(state, event_id: String) -> Dictionary:
for event in state.battle_events:
if typeof(event) == TYPE_DICTIONARY and str(event.get("id", "")) == event_id:
return event
return {}
func _event_has_dialogue_action(event: Dictionary) -> bool:
var actions: Array = event.get("actions", [])
for action in actions:
if typeof(action) == TYPE_DICTIONARY and str(action.get("type", "")) == "dialogue":
return true
return false
func _event_dialogue_text(event: Dictionary) -> String:
var parts: Array[String] = []
var actions: Array = event.get("actions", [])
for action in actions:
if typeof(action) != TYPE_DICTIONARY or str(action.get("type", "")) != "dialogue":
continue
var lines: Array = (action as Dictionary).get("lines", [])
for line in lines:
if typeof(line) == TYPE_DICTIONARY:
parts.append(str((line as Dictionary).get("text", "")))
elif typeof(line) == TYPE_STRING:
parts.append(str(line))
return "\n".join(parts)
func _camp_conversation_by_id(conversations: Array, conversation_id: String) -> Dictionary:
for conversation in conversations:
if typeof(conversation) == TYPE_DICTIONARY and str(conversation.get("id", "")) == conversation_id:
return conversation
return {}
func _camp_conversation_text(conversation: Dictionary) -> String:
var parts: Array[String] = []
var lines: Array = conversation.get("lines", [])
for line in lines:
if typeof(line) != TYPE_DICTIONARY:
continue
parts.append(str((line as Dictionary).get("display_speaker", (line as Dictionary).get("speaker", ""))))
parts.append(str((line as Dictionary).get("text", "")))
return "\n".join(parts)
func _dialogue_lines_text(lines: Array) -> String:
var parts: Array[String] = []
for line in lines:
if typeof(line) != TYPE_DICTIONARY:
continue
parts.append(str((line as Dictionary).get("display_speaker", (line as Dictionary).get("speaker", ""))))
parts.append(str((line as Dictionary).get("text", "")))
return "\n".join(parts)
func _event_has_set_objective_action(event: Dictionary) -> bool:
var actions: Array = event.get("actions", [])
for action in actions:
if typeof(action) == TYPE_DICTIONARY and str(action.get("type", "")) == "set_objective":
return true
return false
func _check_pixel_unit_helpers(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
for method_name in [
"_draw_pixel_unit_sprite",
"_pixel_unit_sprite_profile",
"_unit_idle_phase",
"_unit_idle_bob",
"_unit_idle_step",
"_unit_idle_intensity",
"_should_animate_unit_idle",
"_draw_pixel_shield",
"_draw_pixel_spear",
"_draw_pixel_bow",
"_draw_pixel_banner",
"_draw_pixel_staff",
"_draw_pixel_heavy_blade",
"_draw_pixel_infantry",
"_draw_pixel_archer",
"_draw_pixel_cavalry",
"_draw_pixel_strategist",
"_draw_pixel_heavy",
"_draw_unit_class_emblem",
"_draw_unit_identity_marks"
]:
if not scene.has_method(method_name):
failures.append("missing pixel-map unit helper: %s" % method_name)
_check_pixel_unit_profiles(scene, failures)
_check_pixel_unit_idle_state(scene, failures)
scene.free()
func _check_pixel_unit_profiles(scene, failures: Array[String]) -> void:
var profiles := {
"infantry": scene._pixel_unit_sprite_profile({"class_id": "infantry"}),
"ranged": scene._pixel_unit_sprite_profile({"class_id": "archer"}),
"cavalry": scene._pixel_unit_sprite_profile({"class_id": "cavalry"}),
"tactic": scene._pixel_unit_sprite_profile({"class_id": "strategist"}),
"heavy": scene._pixel_unit_sprite_profile({"class_id": "bandit"})
}
for family in profiles.keys():
var profile: Dictionary = profiles[family]
if str(profile.get("family", "")) != str(family):
failures.append("pixel unit profile should map %s class to %s family: %s" % [family, family, str(profile)])
if absf(float(profile.get("pixel", 0.0)) - 3.0) > 0.001:
failures.append("pixel unit profile should use a stable 3px grid for %s" % family)
if float(profile.get("min_x", -1.0)) < 0.0 or float(profile.get("max_x", 99.0)) > 16.0:
failures.append("pixel unit profile should stay inside tile width for %s: %s" % [family, str(profile)])
var bottom_px := 5.0 + 1.0 + float(profile.get("max_y", 99.0)) * float(profile.get("pixel", 3.0))
if bottom_px >= 56.0:
failures.append("pixel unit profile should stay above HP bar for %s: %.1f" % [family, bottom_px])
if float((profiles["cavalry"] as Dictionary).get("max_x", 0.0)) <= float((profiles["infantry"] as Dictionary).get("max_x", 0.0)):
failures.append("cavalry pixel profile should read wider than infantry")
if float((profiles["heavy"] as Dictionary).get("max_x", 0.0)) <= float((profiles["infantry"] as Dictionary).get("max_x", 0.0)):
failures.append("heavy pixel profile should read wider than infantry")
if float((profiles["tactic"] as Dictionary).get("max_y", 0.0)) <= float((profiles["infantry"] as Dictionary).get("max_y", 0.0)):
failures.append("tactic pixel profile should read taller or more robed than infantry")
var seen_weapons := {}
var seen_idles := {}
for family in profiles.keys():
var profile: Dictionary = profiles[family]
var weapon := str(profile.get("weapon", ""))
var idle := str(profile.get("idle", ""))
if weapon.is_empty() or seen_weapons.has(weapon):
failures.append("pixel unit profile should expose a distinct weapon silhouette for %s" % family)
seen_weapons[weapon] = true
if idle.is_empty() or seen_idles.has(idle):
failures.append("pixel unit profile should expose a distinct idle profile for %s" % family)
seen_idles[idle] = true
if str((profiles["ranged"] as Dictionary).get("weapon", "")) != "bow":
failures.append("ranged pixel profile should keep an explicit bow silhouette")
if str((profiles["infantry"] as Dictionary).get("weapon", "")) != "shield_spear":
failures.append("infantry pixel profile should keep shield and spear silhouette")
func _check_pixel_unit_idle_state(scene, failures: Array[String]) -> void:
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for pixel idle state helpers")
return
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
var base_phase: float = scene._unit_idle_phase(cao_cao)
scene._process(0.35)
if absf(scene._unit_idle_phase(cao_cao) - base_phase) > 0.001:
failures.append("pixel idle phase should not advance before battle starts")
scene.battle_started = true
scene.state.battle_status = BattleStateScript.STATUS_ACTIVE
scene._process(0.35)
if scene.unit_idle_time < 0.34:
failures.append("pixel idle clock should advance during active battle: %.3f" % scene.unit_idle_time)
var active_phase: float = scene._unit_idle_phase(cao_cao)
if active_phase <= base_phase:
failures.append("pixel idle phase should advance from scene idle clock")
var expected_phase_delta := 0.35 * BattleSceneScript.UNIT_IDLE_PHASE_SPEED
if absf((active_phase - base_phase) - expected_phase_delta) > 0.01:
failures.append("pixel idle phase should advance by the scene clock speed: %.3f vs %.3f" % [active_phase - base_phase, expected_phase_delta])
if not scene._should_animate_unit_idle():
failures.append("pixel idle animation should be active during player battle control")
var base_intensity: float = scene._unit_idle_intensity(cao_cao)
scene.state.selected_unit_id = "cao_cao"
var selected_intensity: float = scene._unit_idle_intensity(cao_cao)
if selected_intensity <= base_intensity:
failures.append("selected active unit should idle with a livelier stance")
cao_cao["acted"] = true
var acted_intensity: float = scene._unit_idle_intensity(cao_cao)
if acted_intensity >= base_intensity:
failures.append("acted unit idle should settle below active stance")
cao_cao["acted"] = false
cao_cao["hp"] = maxi(1, int(cao_cao.get("max_hp", 1)) / 4)
var wounded_intensity: float = scene._unit_idle_intensity(cao_cao)
if wounded_intensity >= base_intensity:
failures.append("low-HP unit idle should be subdued")
if scene._unit_idle_step("infantry", 0.25, acted_intensity) != 0.0:
failures.append("settled acted unit should not keep marching feet")
scene.dialogue_panel = PanelContainer.new()
scene.dialogue_panel.visible = true
if scene._should_animate_unit_idle():
failures.append("pixel idle animation should pause behind dialogue")
var paused_idle_time: float = scene.unit_idle_time
scene._process(0.35)
if absf(scene.unit_idle_time - paused_idle_time) > 0.001:
failures.append("pixel idle clock should not advance while dialogue is visible")
scene.dialogue_panel.free()
scene.dialogue_panel = null
func _collect_tooltips(root: Node) -> String:
var parts: Array[String] = []
_collect_tooltips_into(root, parts)
return "\n".join(parts)
func _collect_tooltips_into(root: Node, parts: Array[String]) -> void:
if root == null:
return
if root is Control:
var tooltip := str((root as Control).tooltip_text).strip_edges()
if not tooltip.is_empty():
parts.append(tooltip)
for child in root.get_children():
_collect_tooltips_into(child, parts)
func _count_descendants_by_name(root: Node, node_name: String) -> int:
if root == null:
return 0
var count := 0
for child in root.get_children():
if child.name == node_name:
count += 1
count += _count_descendants_by_name(child, node_name)
return count