841 lines
48 KiB
GDScript
841 lines
48 KiB
GDScript
extends SceneTree
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const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
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const CAMPAIGN_PATH := "res://data/campaign/campaign.json"
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const SCENARIO_ID := "001_yellow_turbans"
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const SCENARIO_PATH := "res://data/scenarios/001_yellow_turbans.json"
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const CONVERSATION_ID := "northern_woods_cache"
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const SISHUI_SCENARIO_ID := "002_sishui_gate"
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const SISHUI_SCENARIO_PATH := "res://data/scenarios/002_sishui_gate.json"
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const SISHUI_CONVERSATION_ID := "sishui_quartermaster_antidote"
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const BRANCH_SCENARIO_ID := "003_xingyang_ambush"
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const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json"
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const QINGZHOU_SCENARIO_ID := "004_qingzhou_campaign"
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const QINGZHOU_SCENARIO_PATH := "res://data/scenarios/004_qingzhou_campaign.json"
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const PUYANG_SCENARIO_ID := "005_puyang_raid"
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const PUYANG_SCENARIO_PATH := "res://data/scenarios/005_puyang_raid.json"
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const PUYANG_CONVERSATION_ID := "puyang_raider_stores"
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const PUYANG_PURSUIT_CONVERSATION_ID := "puyang_hardened_vanguard"
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const PUYANG_REGROUP_CONVERSATION_ID := "puyang_qingzhou_reserve_wagon"
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const DINGTAO_SCENARIO_ID := "006_dingtao_counterattack"
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const DINGTAO_SCENARIO_PATH := "res://data/scenarios/006_dingtao_counterattack.json"
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const DINGTAO_FORTIFIED_CONVERSATION_ID := "dingtao_fortified_reserves"
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const DINGTAO_PRESSED_CONVERSATION_ID := "dingtao_pressed_vanguard"
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const XIAN_SCENARIO_ID := "007_xian_emperor_escort"
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const XIAN_SCENARIO_PATH := "res://data/scenarios/007_xian_emperor_escort.json"
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const XIAN_FORTIFIED_CONVERSATION_ID := "xian_fortified_road_supplies"
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const XIAN_PRESSED_CONVERSATION_ID := "xian_forced_march_canteens"
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const WAN_SCENARIO_ID := "008_wan_castle_escape"
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const WAN_SCENARIO_PATH := "res://data/scenarios/008_wan_castle_escape.json"
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const WAN_COURT_CONVERSATION_ID := "wan_court_seal_postern"
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const WAN_PURSUIT_CONVERSATION_ID := "wan_hard_pursuit_drums"
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const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
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const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
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const SAVE_PATH := "user://campaign_save.json"
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const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
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func _init() -> void:
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var save_backup := _backup_user_file(SAVE_PATH)
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var manual_backup := _backup_user_file(MANUAL_SAVE_PATH)
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var failures: Array[String] = []
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_check_claim_updates_campaign_and_battle(failures)
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_check_shop_and_armory_preserve_claim(failures)
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_check_sishui_gate_camp_supplies(failures)
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_check_puyang_raid_camp_supplies(failures)
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_check_dingtao_branch_camp_conversations(failures)
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_check_xian_branch_camp_conversations(failures)
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_check_wan_branch_camp_conversations(failures)
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_check_manual_checkpoint_reverts_claim(failures)
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_check_completed_replay_cannot_claim(failures)
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_check_conditional_camp_conversations(failures)
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_check_qingzhou_branch_camp_conversations(failures)
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_check_wuchao_branch_camp_conversations(failures)
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_check_talk_menu_closes_on_cancel_and_reload(failures)
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if not _restore_user_file(SAVE_PATH, save_backup):
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failures.append("could not restore automatic campaign save")
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if not _restore_user_file(MANUAL_SAVE_PATH, manual_backup):
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failures.append("could not restore manual campaign save")
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if failures.is_empty():
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print("camp conversation rewards smoke ok")
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quit(0)
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return
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for failure in failures:
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push_error(failure)
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quit(1)
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func _check_claim_updates_campaign_and_battle(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "claim update")
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if scene == null:
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return
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var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
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if not _check_cache_conversation(failures, conversation):
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scene.free()
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return
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var before := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if not scene._format_camp_conversation_button_text(conversation).contains("available"):
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failures.append("camp conversation button should show available before claim")
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scene._apply_camp_conversation_effects(conversation)
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var campaign_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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var battle_after := int(scene.state.get_inventory_snapshot().get("bean", 0))
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if campaign_after != before + 1:
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failures.append("camp conversation should add one Bean to campaign inventory")
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if battle_after != before + 1:
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failures.append("camp conversation should refresh loaded battle inventory")
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if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
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failures.append("camp conversation claim should be saved in campaign ledger")
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if not scene._format_camp_conversation_button_text(conversation).contains("claimed"):
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failures.append("camp conversation button should show claimed after claim")
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scene._apply_camp_conversation_effects(conversation)
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var duplicate_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if duplicate_after != campaign_after:
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failures.append("camp conversation should not duplicate rewards")
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scene.free()
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func _check_shop_and_armory_preserve_claim(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "shop and armory preservation")
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if scene == null:
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return
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var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
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if not _check_cache_conversation(failures, conversation):
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scene.free()
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return
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scene._apply_camp_conversation_effects(conversation)
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var claimed_beans := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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scene.campaign_state.gold = 1000
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var antidote: Dictionary = scene.state.get_item_def("antidote")
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var price := int(antidote.get("price", 0))
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if price <= 0 or not scene.campaign_state.try_buy_item("antidote", price, SCENARIO_ID, scene.state.get_shop_stock_limit("antidote")):
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failures.append("shop purchase after camp claim should save")
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else:
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scene.state.set_inventory_snapshot(scene.campaign_state.get_inventory_snapshot())
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var after_buy := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if after_buy != claimed_beans:
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failures.append("shop purchase should preserve camp-claimed Bean")
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if not scene.campaign_state.try_save_prebattle_loadout(scene.state.get_player_roster_snapshot(), scene.state.get_inventory_snapshot()):
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failures.append("armory save after camp claim should save")
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else:
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var after_armory := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if after_armory != claimed_beans:
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failures.append("armory save should preserve camp-claimed Bean")
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if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
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failures.append("armory save should preserve camp claim ledger")
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scene.free()
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func _check_sishui_gate_camp_supplies(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene_for(failures, "Sishui camp supplies", SISHUI_SCENARIO_ID, SISHUI_SCENARIO_PATH)
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if scene == null:
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return
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var conversation: Dictionary = scene._camp_conversation_by_id(SISHUI_CONVERSATION_ID)
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if conversation.is_empty():
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failures.append("Sishui should expose quartermaster antidote conversation")
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scene.free()
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return
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if not scene._format_camp_conversation_button_text(conversation).contains("Supply Antidote"):
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failures.append("Sishui quartermaster button should preview Antidote supply")
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var before_antidote := int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0))
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scene._apply_camp_conversation_effects(conversation)
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if int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1:
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failures.append("Sishui quartermaster should add Antidote to campaign inventory")
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if int(scene.state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1:
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failures.append("Sishui quartermaster should refresh battle Antidote inventory")
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if not scene.campaign_state.has_claimed_camp_conversation_effects(SISHUI_SCENARIO_ID, SISHUI_CONVERSATION_ID):
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failures.append("Sishui quartermaster claim should be saved")
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scene.free()
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func _check_puyang_raid_camp_supplies(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene_for(failures, "Puyang raid camp supplies", PUYANG_SCENARIO_ID, PUYANG_SCENARIO_PATH)
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if scene == null:
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return
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if scene._camp_conversation_by_id("puyang_night_raid_council").is_empty():
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failures.append("Puyang should expose the night raid council conversation")
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if scene._camp_conversation_by_id("puyang_dian_wei_shield").is_empty():
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failures.append("Puyang should expose Dian Wei's officer conversation")
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if not scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID).is_empty():
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failures.append("Puyang pursuit supplies should be hidden without pursuit flag")
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if not scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID).is_empty():
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failures.append("Puyang regroup supplies should be hidden without regroup flag")
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var conversation: Dictionary = scene._camp_conversation_by_id(PUYANG_CONVERSATION_ID)
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if conversation.is_empty():
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failures.append("Puyang should expose raider stores conversation")
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scene.free()
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return
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var merchant: Dictionary = scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Puyang Night Trader":
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failures.append("Puyang shop merchant name should be present")
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var merchant_lines: Array = merchant.get("lines", [])
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if merchant_lines.size() < 2:
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failures.append("Puyang shop merchant should expose flavor lines")
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if scene._format_talk_status_text(scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Puyang talk status should show one ready supply")
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if not scene._format_camp_conversation_button_text(conversation).contains("Supply Bean"):
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failures.append("Puyang raider stores button should preview Bean supply")
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var before_bean := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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scene._apply_camp_conversation_effects(conversation)
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if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Puyang raider stores should add Bean to campaign inventory")
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if int(scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
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failures.append("Puyang raider stores should refresh battle Bean inventory")
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if not scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_CONVERSATION_ID):
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failures.append("Puyang raider stores claim should be saved")
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if scene._format_talk_status_text(scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Puyang talk status should show claimed supply after claim")
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scene.free()
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var pursuit_scene = _new_prebattle_scene_for(
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failures,
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"Puyang pursuit camp supplies",
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PUYANG_SCENARIO_ID,
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PUYANG_SCENARIO_PATH,
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{"pursued_dong_zhuo": true}
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)
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if pursuit_scene != null:
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var vanguard: Dictionary = pursuit_scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID)
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if vanguard.is_empty():
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failures.append("Puyang pursuit flag should expose hardened vanguard supplies")
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if not pursuit_scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID).is_empty():
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failures.append("Puyang pursuit flag should not expose Qingzhou reserve wagon")
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if not vanguard.is_empty():
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if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 4 topics | 2 supplies ready":
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failures.append("Puyang pursuit talk status should show two ready supplies")
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if not pursuit_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"):
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failures.append("Puyang hardened vanguard button should preview Wine supply")
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var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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pursuit_scene._apply_camp_conversation_effects(vanguard)
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if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("Puyang hardened vanguard should add Wine to campaign inventory")
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if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("Puyang hardened vanguard should refresh battle Wine inventory")
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if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_PURSUIT_CONVERSATION_ID):
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failures.append("Puyang hardened vanguard claim should be saved")
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pursuit_scene.free()
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var regroup_scene = _new_prebattle_scene_for(
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failures,
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"Puyang regroup camp supplies",
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PUYANG_SCENARIO_ID,
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PUYANG_SCENARIO_PATH,
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{"regrouped_after_sishui": true}
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)
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if regroup_scene != null:
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var reserve: Dictionary = regroup_scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID)
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if reserve.is_empty():
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failures.append("Puyang regroup flag should expose Qingzhou reserve wagon")
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if not regroup_scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID).is_empty():
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failures.append("Puyang regroup flag should not expose hardened vanguard")
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if not reserve.is_empty():
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if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 4 topics | 2 supplies ready":
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failures.append("Puyang regroup talk status should show two ready supplies")
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if not regroup_scene._format_camp_conversation_button_text(reserve).contains("Supply Panacea"):
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failures.append("Puyang Qingzhou reserve button should preview Panacea supply")
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var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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regroup_scene._apply_camp_conversation_effects(reserve)
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if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Puyang Qingzhou reserve should add Panacea to campaign inventory")
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if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Puyang Qingzhou reserve should refresh battle Panacea inventory")
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if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_REGROUP_CONVERSATION_ID):
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failures.append("Puyang Qingzhou reserve claim should be saved")
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regroup_scene.free()
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func _check_dingtao_branch_camp_conversations(failures: Array[String]) -> void:
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var base_scene = _new_prebattle_scene_for(failures, "Dingtao base camp", DINGTAO_SCENARIO_ID, DINGTAO_SCENARIO_PATH)
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if base_scene != null:
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if base_scene._camp_conversation_by_id("dingtao_countercharge_council").is_empty():
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failures.append("Dingtao should expose the countercharge council conversation")
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if base_scene._camp_conversation_by_id("dingtao_dian_wei_roadblock").is_empty():
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failures.append("Dingtao should expose Dian Wei's roadblock conversation")
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if not base_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID).is_empty():
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failures.append("Dingtao fortified supplies should be hidden without fortified flag")
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if not base_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID).is_empty():
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failures.append("Dingtao pressed supplies should be hidden without pressed flag")
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var merchant: Dictionary = base_scene.state.get_shop_merchant()
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if str(merchant.get("name", "")) != "Dingtao Field Sutler":
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failures.append("Dingtao shop merchant name should be present")
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var merchant_lines: Array = merchant.get("lines", [])
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if merchant_lines.size() < 2:
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failures.append("Dingtao shop merchant should expose flavor lines")
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if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
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failures.append("Dingtao base talk status should summarize two non-supply topics")
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base_scene.free()
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var fortified_scene = _new_prebattle_scene_for(
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failures,
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"Dingtao fortified camp",
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DINGTAO_SCENARIO_ID,
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DINGTAO_SCENARIO_PATH,
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{"fortified_yan_province": true}
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)
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if fortified_scene != null:
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var reserves: Dictionary = fortified_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID)
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if reserves.is_empty():
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failures.append("fortified flag should expose Dingtao fortified reserves")
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if not fortified_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID).is_empty():
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failures.append("fortified flag should not expose Dingtao pressed vanguard")
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if not reserves.is_empty():
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if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Dingtao fortified talk status should show one ready supply")
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if not fortified_scene._format_camp_conversation_button_text(reserves).contains("Supply Panacea"):
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failures.append("Dingtao fortified reserves button should preview Panacea supply")
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var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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fortified_scene._apply_camp_conversation_effects(reserves)
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if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Dingtao fortified reserves should add Panacea to campaign inventory")
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if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("Dingtao fortified reserves should refresh battle Panacea inventory")
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if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(DINGTAO_SCENARIO_ID, DINGTAO_FORTIFIED_CONVERSATION_ID):
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failures.append("Dingtao fortified reserves claim should be saved")
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if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
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failures.append("Dingtao fortified talk status should show claimed supply after claim")
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fortified_scene.free()
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var pressed_scene = _new_prebattle_scene_for(
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failures,
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"Dingtao pressed camp",
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DINGTAO_SCENARIO_ID,
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DINGTAO_SCENARIO_PATH,
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{"pressed_lu_bu": true}
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)
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if pressed_scene != null:
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var vanguard: Dictionary = pressed_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID)
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if vanguard.is_empty():
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failures.append("pressed flag should expose Dingtao pressed vanguard")
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if not pressed_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID).is_empty():
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failures.append("pressed flag should not expose Dingtao fortified reserves")
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if not vanguard.is_empty():
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if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
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failures.append("Dingtao pressed talk status should show one ready supply")
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if not pressed_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"):
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failures.append("Dingtao pressed vanguard button should preview Wine supply")
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var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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pressed_scene._apply_camp_conversation_effects(vanguard)
|
|
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Dingtao pressed vanguard should add Wine to campaign inventory")
|
|
if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Dingtao pressed vanguard should refresh battle Wine inventory")
|
|
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(DINGTAO_SCENARIO_ID, DINGTAO_PRESSED_CONVERSATION_ID):
|
|
failures.append("Dingtao pressed vanguard claim should be saved")
|
|
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Dingtao pressed talk status should show claimed supply after claim")
|
|
pressed_scene.free()
|
|
|
|
|
|
func _check_xian_branch_camp_conversations(failures: Array[String]) -> void:
|
|
var base_scene = _new_prebattle_scene_for(failures, "Xian escort base camp", XIAN_SCENARIO_ID, XIAN_SCENARIO_PATH)
|
|
if base_scene != null:
|
|
if base_scene._camp_conversation_by_id("xian_escort_council").is_empty():
|
|
failures.append("Xian escort should expose the escort council conversation")
|
|
if base_scene._camp_conversation_by_id("xian_dian_wei_envoy_screen").is_empty():
|
|
failures.append("Xian escort should expose Dian Wei's envoy screen conversation")
|
|
if not base_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty():
|
|
failures.append("Xian fortified supplies should be hidden without fortified flag")
|
|
if not base_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty():
|
|
failures.append("Xian pressed supplies should be hidden without pressed flag")
|
|
var merchant: Dictionary = base_scene.state.get_shop_merchant()
|
|
if str(merchant.get("name", "")) != "Escort Road Sutler":
|
|
failures.append("Xian escort shop merchant name should be present")
|
|
var merchant_lines: Array = merchant.get("lines", [])
|
|
if merchant_lines.size() < 2:
|
|
failures.append("Xian escort shop merchant should expose flavor lines")
|
|
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
|
|
failures.append("Xian escort base talk status should summarize two non-supply topics")
|
|
base_scene.free()
|
|
|
|
var fortified_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Xian escort fortified camp",
|
|
XIAN_SCENARIO_ID,
|
|
XIAN_SCENARIO_PATH,
|
|
{"fortified_yan_province": true}
|
|
)
|
|
if fortified_scene != null:
|
|
var supplies: Dictionary = fortified_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID)
|
|
if supplies.is_empty():
|
|
failures.append("fortified flag should expose Xian fortified road supplies")
|
|
if not fortified_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty():
|
|
failures.append("fortified flag should not expose Xian forced march canteens")
|
|
if not supplies.is_empty():
|
|
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Xian fortified talk status should show one ready supply")
|
|
if not fortified_scene._format_camp_conversation_button_text(supplies).contains("Supply Bean"):
|
|
failures.append("Xian fortified road supplies button should preview Bean supply")
|
|
var before_bean := int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
|
fortified_scene._apply_camp_conversation_effects(supplies)
|
|
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Xian fortified road supplies should add Bean to campaign inventory")
|
|
if int(fortified_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Xian fortified road supplies should refresh battle Bean inventory")
|
|
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_FORTIFIED_CONVERSATION_ID):
|
|
failures.append("Xian fortified road supplies claim should be saved")
|
|
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Xian fortified talk status should show claimed supply after claim")
|
|
fortified_scene.free()
|
|
|
|
var pressed_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Xian escort pressed camp",
|
|
XIAN_SCENARIO_ID,
|
|
XIAN_SCENARIO_PATH,
|
|
{"pressed_lu_bu": true}
|
|
)
|
|
if pressed_scene != null:
|
|
var canteens: Dictionary = pressed_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID)
|
|
if canteens.is_empty():
|
|
failures.append("pressed flag should expose Xian forced march canteens")
|
|
if not pressed_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty():
|
|
failures.append("pressed flag should not expose Xian fortified road supplies")
|
|
if not canteens.is_empty():
|
|
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Xian pressed talk status should show one ready supply")
|
|
if not pressed_scene._format_camp_conversation_button_text(canteens).contains("Supply Wine"):
|
|
failures.append("Xian forced march canteens button should preview Wine supply")
|
|
var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
|
pressed_scene._apply_camp_conversation_effects(canteens)
|
|
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Xian forced march canteens should add Wine to campaign inventory")
|
|
if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Xian forced march canteens should refresh battle Wine inventory")
|
|
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_PRESSED_CONVERSATION_ID):
|
|
failures.append("Xian forced march canteens claim should be saved")
|
|
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Xian pressed talk status should show claimed supply after claim")
|
|
pressed_scene.free()
|
|
|
|
|
|
func _check_wan_branch_camp_conversations(failures: Array[String]) -> void:
|
|
var base_scene = _new_prebattle_scene_for(failures, "Wan Castle base camp", WAN_SCENARIO_ID, WAN_SCENARIO_PATH)
|
|
if base_scene != null:
|
|
if base_scene._camp_conversation_by_id("wan_escape_route_council").is_empty():
|
|
failures.append("Wan Castle should expose the escape route council conversation")
|
|
if base_scene._camp_conversation_by_id("wan_dian_wei_rear_guard").is_empty():
|
|
failures.append("Wan Castle should expose Dian Wei's rear guard conversation")
|
|
if not base_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID).is_empty():
|
|
failures.append("Wan court seal supplies should be hidden without court flag")
|
|
if not base_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID).is_empty():
|
|
failures.append("Wan hard pursuit supplies should be hidden without pursuit flag")
|
|
var merchant: Dictionary = base_scene.state.get_shop_merchant()
|
|
if str(merchant.get("name", "")) != "Wan Castle Sutler":
|
|
failures.append("Wan Castle shop merchant name should be present")
|
|
var merchant_lines: Array = merchant.get("lines", [])
|
|
if merchant_lines.size() < 2:
|
|
failures.append("Wan Castle shop merchant should expose flavor lines")
|
|
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
|
|
failures.append("Wan Castle base talk status should summarize two non-supply topics")
|
|
base_scene.free()
|
|
|
|
var court_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Wan Castle court seal camp",
|
|
WAN_SCENARIO_ID,
|
|
WAN_SCENARIO_PATH,
|
|
{"secured_imperial_court": true}
|
|
)
|
|
if court_scene != null:
|
|
var postern: Dictionary = court_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID)
|
|
if postern.is_empty():
|
|
failures.append("court seal flag should expose Wan postern supplies")
|
|
if not court_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID).is_empty():
|
|
failures.append("court seal flag should not expose Wan hard pursuit drums")
|
|
if not postern.is_empty():
|
|
if court_scene._format_talk_status_text(court_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Wan court seal talk status should show one ready supply")
|
|
if not court_scene._format_camp_conversation_button_text(postern).contains("Supply Bean"):
|
|
failures.append("Wan court seal postern button should preview Bean supply")
|
|
var before_bean := int(court_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
|
court_scene._apply_camp_conversation_effects(postern)
|
|
if int(court_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Wan court seal postern should add Bean to campaign inventory")
|
|
if int(court_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Wan court seal postern should refresh battle Bean inventory")
|
|
if not court_scene.campaign_state.has_claimed_camp_conversation_effects(WAN_SCENARIO_ID, WAN_COURT_CONVERSATION_ID):
|
|
failures.append("Wan court seal postern claim should be saved")
|
|
if court_scene._format_talk_status_text(court_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Wan court seal talk status should show claimed supply after claim")
|
|
court_scene.free()
|
|
|
|
var pursuit_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Wan Castle hard pursuit camp",
|
|
WAN_SCENARIO_ID,
|
|
WAN_SCENARIO_PATH,
|
|
{"pursued_li_jue_remnants": true}
|
|
)
|
|
if pursuit_scene != null:
|
|
var drums: Dictionary = pursuit_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID)
|
|
if drums.is_empty():
|
|
failures.append("hard pursuit flag should expose Wan hard pursuit drums")
|
|
if not pursuit_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID).is_empty():
|
|
failures.append("hard pursuit flag should not expose Wan postern supplies")
|
|
if not drums.is_empty():
|
|
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Wan hard pursuit talk status should show one ready supply")
|
|
if not pursuit_scene._format_camp_conversation_button_text(drums).contains("Supply Wine"):
|
|
failures.append("Wan hard pursuit drums button should preview Wine supply")
|
|
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
|
pursuit_scene._apply_camp_conversation_effects(drums)
|
|
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Wan hard pursuit drums should add Wine to campaign inventory")
|
|
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Wan hard pursuit drums should refresh battle Wine inventory")
|
|
if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(WAN_SCENARIO_ID, WAN_PURSUIT_CONVERSATION_ID):
|
|
failures.append("Wan hard pursuit drums claim should be saved")
|
|
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Wan hard pursuit talk status should show claimed supply after claim")
|
|
pursuit_scene.free()
|
|
|
|
|
|
func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
|
|
var scene = _new_prebattle_scene(failures, "manual checkpoint")
|
|
if scene == null:
|
|
return
|
|
if not scene.campaign_state.save_manual_game():
|
|
failures.append("manual checkpoint before camp claim should save")
|
|
scene.free()
|
|
return
|
|
var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
|
|
scene._apply_camp_conversation_effects(conversation)
|
|
if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 1:
|
|
failures.append("camp claim should add Bean before manual restore")
|
|
if not scene.campaign_state.load_manual_game():
|
|
failures.append("manual checkpoint should load after camp claim")
|
|
else:
|
|
if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
|
|
failures.append("loading older manual checkpoint should revert camp reward inventory")
|
|
if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
|
|
failures.append("loading older manual checkpoint should revert camp claim ledger")
|
|
scene.free()
|
|
|
|
|
|
func _check_completed_replay_cannot_claim(failures: Array[String]) -> void:
|
|
var scene = _new_prebattle_scene(failures, "completed replay")
|
|
if scene == null:
|
|
return
|
|
scene.campaign_state.completed_scenarios.append(SCENARIO_ID)
|
|
var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
|
|
scene._apply_camp_conversation_effects(conversation)
|
|
if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
|
|
failures.append("completed replay should not claim camp supplies")
|
|
if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
|
|
failures.append("completed replay should not write camp claim ledger")
|
|
scene.free()
|
|
|
|
|
|
func _check_conditional_camp_conversations(failures: Array[String]) -> void:
|
|
var no_flags_scene = _new_prebattle_scene_for(failures, "conditional camp no flags", BRANCH_SCENARIO_ID, BRANCH_SCENARIO_PATH)
|
|
if no_flags_scene != null:
|
|
if no_flags_scene._camp_conversation_by_id("xingyang_war_council").is_empty():
|
|
failures.append("Xingyang should expose ungated war council conversation")
|
|
if not no_flags_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
|
|
failures.append("pursuit camp conversation should be hidden without pursuit flag")
|
|
if not no_flags_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
|
|
failures.append("regroup camp conversation should be hidden without regroup flag")
|
|
no_flags_scene.free()
|
|
|
|
var pursuit_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"conditional camp pursuit",
|
|
BRANCH_SCENARIO_ID,
|
|
BRANCH_SCENARIO_PATH,
|
|
{"pursued_dong_zhuo": true}
|
|
)
|
|
if pursuit_scene != null:
|
|
if pursuit_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
|
|
failures.append("pursuit flag should expose forced march conversation")
|
|
if pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores").is_empty():
|
|
failures.append("pursuit flag should expose hasty stores conversation")
|
|
if not pursuit_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
|
|
failures.append("pursuit flag should not expose regroup scout conversation")
|
|
var hasty_stores: Dictionary = pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores")
|
|
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
|
pursuit_scene._apply_camp_conversation_effects(hasty_stores)
|
|
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("pursuit hasty stores should add Wine to campaign inventory")
|
|
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("pursuit hasty stores should refresh battle Wine inventory")
|
|
pursuit_scene.free()
|
|
|
|
var regroup_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"conditional camp regroup",
|
|
BRANCH_SCENARIO_ID,
|
|
BRANCH_SCENARIO_PATH,
|
|
{"regrouped_after_sishui": true}
|
|
)
|
|
if regroup_scene != null:
|
|
if regroup_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
|
|
failures.append("regroup flag should expose scout screen conversation")
|
|
if regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train").is_empty():
|
|
failures.append("regroup flag should expose Sishui supply train conversation")
|
|
if not regroup_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
|
|
failures.append("regroup flag should not expose pursuit forced march conversation")
|
|
var supply_train: Dictionary = regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train")
|
|
var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
|
regroup_scene._apply_camp_conversation_effects(supply_train)
|
|
if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
|
failures.append("regroup Sishui supply train should add Panacea to campaign inventory")
|
|
if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
|
failures.append("regroup Sishui supply train should refresh battle Panacea inventory")
|
|
regroup_scene.free()
|
|
|
|
|
|
func _check_qingzhou_branch_camp_conversations(failures: Array[String]) -> void:
|
|
var base_scene = _new_prebattle_scene_for(failures, "Qingzhou base camp", QINGZHOU_SCENARIO_ID, QINGZHOU_SCENARIO_PATH)
|
|
if base_scene != null:
|
|
if base_scene._camp_conversation_by_id("qingzhou_settlement_council").is_empty():
|
|
failures.append("Qingzhou should expose lasting army officer conversation")
|
|
if base_scene._camp_conversation_by_id("qingzhou_village_screen").is_empty():
|
|
failures.append("Qingzhou should expose village screen officer conversation")
|
|
if not base_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
|
|
failures.append("Qingzhou pursuit supplies should be hidden without pursuit flag")
|
|
if not base_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
|
|
failures.append("Qingzhou Sishui stores should be hidden without regroup flag")
|
|
var merchant: Dictionary = base_scene.state.get_shop_merchant()
|
|
if str(merchant.get("name", "")) != "Qingzhou Road Merchant":
|
|
failures.append("Qingzhou shop merchant name should be present")
|
|
var merchant_lines: Array = merchant.get("lines", [])
|
|
if merchant_lines.size() < 2:
|
|
failures.append("Qingzhou shop merchant should expose flavor lines")
|
|
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
|
|
failures.append("Qingzhou base talk status should summarize two non-supply topics")
|
|
base_scene.free()
|
|
|
|
var pursuit_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Qingzhou pursuit camp",
|
|
QINGZHOU_SCENARIO_ID,
|
|
QINGZHOU_SCENARIO_PATH,
|
|
{"pursued_dong_zhuo": true}
|
|
)
|
|
if pursuit_scene != null:
|
|
var veterans: Dictionary = pursuit_scene._camp_conversation_by_id("qingzhou_hardened_veterans")
|
|
if veterans.is_empty():
|
|
failures.append("pursuit flag should expose Qingzhou hardened veterans")
|
|
if not pursuit_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
|
|
failures.append("pursuit flag should not expose Qingzhou Sishui stores")
|
|
if not veterans.is_empty():
|
|
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Qingzhou pursuit talk status should show one ready supply")
|
|
if not pursuit_scene._format_camp_conversation_button_text(veterans).contains("Supply Wine"):
|
|
failures.append("Qingzhou hardened veterans button should show Wine supply")
|
|
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
|
|
pursuit_scene._apply_camp_conversation_effects(veterans)
|
|
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Qingzhou hardened veterans should add Wine to campaign inventory")
|
|
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
|
|
failures.append("Qingzhou hardened veterans should refresh battle Wine inventory")
|
|
if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_hardened_veterans"):
|
|
failures.append("Qingzhou hardened veterans claim should be saved")
|
|
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Qingzhou pursuit talk status should show claimed supply after claim")
|
|
pursuit_scene.free()
|
|
|
|
var regroup_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Qingzhou regroup camp",
|
|
QINGZHOU_SCENARIO_ID,
|
|
QINGZHOU_SCENARIO_PATH,
|
|
{"regrouped_after_sishui": true}
|
|
)
|
|
if regroup_scene != null:
|
|
var stores: Dictionary = regroup_scene._camp_conversation_by_id("qingzhou_sishui_stores")
|
|
if stores.is_empty():
|
|
failures.append("regroup flag should expose Qingzhou Sishui stores")
|
|
if not regroup_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
|
|
failures.append("regroup flag should not expose Qingzhou hardened veterans")
|
|
if not stores.is_empty():
|
|
if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Qingzhou regroup talk status should show one ready supply")
|
|
if not regroup_scene._format_camp_conversation_button_text(stores).contains("Supply Bean"):
|
|
failures.append("Qingzhou Sishui stores button should show Bean supply")
|
|
var before_bean := int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
|
regroup_scene._apply_camp_conversation_effects(stores)
|
|
if int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Qingzhou Sishui stores should add Bean to campaign inventory")
|
|
if int(regroup_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Qingzhou Sishui stores should refresh battle Bean inventory")
|
|
if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_sishui_stores"):
|
|
failures.append("Qingzhou Sishui stores claim should be saved")
|
|
if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Qingzhou regroup talk status should show claimed supply after claim")
|
|
regroup_scene.free()
|
|
|
|
|
|
func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
|
|
var base_scene = _new_prebattle_scene_for(failures, "Wuchao base camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH)
|
|
if base_scene != null:
|
|
if base_scene._camp_conversation_by_id("wuchao_night_raid_council").is_empty():
|
|
failures.append("Wuchao should expose the night raid council conversation")
|
|
if base_scene._camp_conversation_by_id("wuchao_guo_jia_empty_bowl").is_empty():
|
|
failures.append("Wuchao should expose Guo Jia's officer conversation")
|
|
if not base_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty():
|
|
failures.append("Wuchao fast raid supplies should be hidden without the prepared raid flag")
|
|
if not base_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty():
|
|
failures.append("Wuchao reserve wagon should be hidden without the strengthened defense flag")
|
|
var merchant: Dictionary = base_scene.state.get_shop_merchant()
|
|
if str(merchant.get("name", "")) != "Wuchao Night Trader":
|
|
failures.append("Wuchao shop merchant name should be present")
|
|
var merchant_lines: Array = merchant.get("lines", [])
|
|
if merchant_lines.size() < 2:
|
|
failures.append("Wuchao shop merchant should expose flavor lines")
|
|
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
|
|
failures.append("Wuchao base talk status should summarize two non-supply topics")
|
|
base_scene.free()
|
|
|
|
var raid_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Wuchao prepared raid camp",
|
|
WUCHAO_SCENARIO_ID,
|
|
WUCHAO_SCENARIO_PATH,
|
|
{"prepared_wuchao_raid": true}
|
|
)
|
|
if raid_scene != null:
|
|
var fast_supplies: Dictionary = raid_scene._camp_conversation_by_id("wuchao_fast_raid_supplies")
|
|
if fast_supplies.is_empty():
|
|
failures.append("prepared raid flag should expose Wuchao fast supplies")
|
|
if not raid_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty():
|
|
failures.append("prepared raid flag should not expose Wuchao reserve wagon")
|
|
if not fast_supplies.is_empty():
|
|
if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Wuchao prepared raid talk status should show one ready supply")
|
|
if not raid_scene._format_camp_conversation_button_text(fast_supplies).contains("Supply Bean"):
|
|
failures.append("Wuchao fast supplies button should show Bean supply")
|
|
var before_bean := int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
|
|
raid_scene._apply_camp_conversation_effects(fast_supplies)
|
|
if int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Wuchao fast supplies should add Bean to campaign inventory")
|
|
if int(raid_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
|
|
failures.append("Wuchao fast supplies should refresh battle Bean inventory")
|
|
if not raid_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_fast_raid_supplies"):
|
|
failures.append("Wuchao fast supplies claim should be saved")
|
|
if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
|
|
failures.append("Wuchao prepared raid talk status should show claimed supply after claim")
|
|
raid_scene.free()
|
|
|
|
var defense_scene = _new_prebattle_scene_for(
|
|
failures,
|
|
"Wuchao strengthened defense camp",
|
|
WUCHAO_SCENARIO_ID,
|
|
WUCHAO_SCENARIO_PATH,
|
|
{"strengthened_guandu_defense": true}
|
|
)
|
|
if defense_scene != null:
|
|
var reserve_wagon: Dictionary = defense_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon")
|
|
if reserve_wagon.is_empty():
|
|
failures.append("strengthened defense flag should expose Wuchao reserve wagon")
|
|
if not defense_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty():
|
|
failures.append("strengthened defense flag should not expose Wuchao fast supplies")
|
|
if not reserve_wagon.is_empty():
|
|
if defense_scene._format_talk_status_text(defense_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
|
|
failures.append("Wuchao strengthened defense talk status should show one ready supply")
|
|
if not defense_scene._format_camp_conversation_button_text(reserve_wagon).contains("Supply Panacea"):
|
|
failures.append("Wuchao reserve wagon button should show Panacea supply")
|
|
var before_panacea := int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
|
|
defense_scene._apply_camp_conversation_effects(reserve_wagon)
|
|
if int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
|
failures.append("Wuchao reserve wagon should add Panacea to campaign inventory")
|
|
if int(defense_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
|
|
failures.append("Wuchao reserve wagon should refresh battle Panacea inventory")
|
|
if not defense_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_guandu_reserve_wagon"):
|
|
failures.append("Wuchao reserve wagon claim should be saved")
|
|
defense_scene.free()
|
|
|
|
|
|
func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
|
|
var scene = _new_prebattle_scene(failures, "talk menu close guards")
|
|
if scene == null:
|
|
return
|
|
scene._create_hud()
|
|
scene.briefing_panel.visible = true
|
|
scene.talk_menu.visible = true
|
|
var cancel_event := InputEventKey.new()
|
|
cancel_event.keycode = KEY_ESCAPE
|
|
scene._handle_key(cancel_event)
|
|
if scene.talk_menu.visible:
|
|
failures.append("Escape should close the pre-battle talk menu")
|
|
scene.talk_menu.visible = true
|
|
scene._reload_from_campaign_state()
|
|
if scene.talk_menu.visible:
|
|
failures.append("campaign reload should hide the pre-battle talk menu")
|
|
scene.free()
|
|
|
|
|
|
func _new_prebattle_scene(failures: Array[String], label: String):
|
|
return _new_prebattle_scene_for(failures, label, SCENARIO_ID, SCENARIO_PATH)
|
|
|
|
|
|
func _new_prebattle_scene_for(failures: Array[String], label: String, scenario_id: String, scenario_path: String, flag_overrides := {}):
|
|
var scene = BattleSceneScript.new()
|
|
if not scene.campaign_state.load_campaign(CAMPAIGN_PATH):
|
|
failures.append("%s could not load campaign data" % label)
|
|
scene.free()
|
|
return null
|
|
scene.campaign_state.start_new(scenario_id)
|
|
if typeof(flag_overrides) == TYPE_DICTIONARY:
|
|
for flag_name in flag_overrides.keys():
|
|
scene.campaign_state.flags[str(flag_name)] = flag_overrides[flag_name]
|
|
scene.active_scenario_id = scenario_id
|
|
if not scene.state.load_battle(
|
|
scenario_path,
|
|
scene.campaign_state.get_roster_overrides(),
|
|
scene.campaign_state.get_inventory_snapshot(),
|
|
scene.campaign_state.get_flags_snapshot(),
|
|
scene.campaign_state.get_joined_officers_snapshot()
|
|
):
|
|
failures.append("%s could not load scenario" % label)
|
|
scene.free()
|
|
return null
|
|
return scene
|
|
|
|
|
|
func _check_cache_conversation(failures: Array[String], conversation: Dictionary) -> bool:
|
|
if conversation.is_empty():
|
|
failures.append("could not find cache camp conversation")
|
|
return false
|
|
var effects: Array = conversation.get("effects", [])
|
|
if effects.is_empty():
|
|
failures.append("cache camp conversation should expose effects")
|
|
return false
|
|
var effect: Dictionary = effects[0]
|
|
if str(effect.get("type", "")) != "grant_item":
|
|
failures.append("cache camp conversation effect should be grant_item")
|
|
if str(effect.get("item_id", "")) != "bean":
|
|
failures.append("cache camp conversation should grant Bean")
|
|
if int(effect.get("count", 0)) != 1:
|
|
failures.append("cache camp conversation should grant one Bean")
|
|
return true
|
|
|
|
|
|
func _backup_user_file(path: String) -> Dictionary:
|
|
var exists := FileAccess.file_exists(path)
|
|
return {
|
|
"exists": exists,
|
|
"content": FileAccess.get_file_as_string(path) if exists else ""
|
|
}
|
|
|
|
|
|
func _restore_user_file(path: String, backup: Dictionary) -> bool:
|
|
if bool(backup.get("exists", false)):
|
|
var file := FileAccess.open(path, FileAccess.WRITE)
|
|
if file == null:
|
|
return false
|
|
file.store_string(str(backup.get("content", "")))
|
|
return true
|
|
if FileAccess.file_exists(path):
|
|
return DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) == OK
|
|
return true
|