Files
heros/tools/smoke_camp_conversation_rewards.gd

5656 lines
316 KiB
GDScript

extends SceneTree
const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
const CAMPAIGN_PATH := "res://data/campaign/campaign.json"
const SCENARIO_ID := "001_yellow_turbans"
const SCENARIO_PATH := "res://data/scenarios/001_yellow_turbans.json"
const CONVERSATION_ID := "northern_woods_cache"
const SISHUI_SCENARIO_ID := "002_sishui_gate"
const SISHUI_SCENARIO_PATH := "res://data/scenarios/002_sishui_gate.json"
const SISHUI_CONVERSATION_ID := "sishui_quartermaster_antidote"
const BRANCH_SCENARIO_ID := "003_xingyang_ambush"
const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json"
const QINGZHOU_SCENARIO_ID := "004_qingzhou_campaign"
const QINGZHOU_SCENARIO_PATH := "res://data/scenarios/004_qingzhou_campaign.json"
const PUYANG_SCENARIO_ID := "005_puyang_raid"
const PUYANG_SCENARIO_PATH := "res://data/scenarios/005_puyang_raid.json"
const PUYANG_CONVERSATION_ID := "puyang_raider_stores"
const PUYANG_PURSUIT_CONVERSATION_ID := "puyang_hardened_vanguard"
const PUYANG_REGROUP_CONVERSATION_ID := "puyang_qingzhou_reserve_wagon"
const DINGTAO_SCENARIO_ID := "006_dingtao_counterattack"
const DINGTAO_SCENARIO_PATH := "res://data/scenarios/006_dingtao_counterattack.json"
const DINGTAO_FORTIFIED_CONVERSATION_ID := "dingtao_fortified_reserves"
const DINGTAO_PRESSED_CONVERSATION_ID := "dingtao_pressed_vanguard"
const XIAN_SCENARIO_ID := "007_xian_emperor_escort"
const XIAN_SCENARIO_PATH := "res://data/scenarios/007_xian_emperor_escort.json"
const XIAN_FORTIFIED_CONVERSATION_ID := "xian_fortified_road_supplies"
const XIAN_PRESSED_CONVERSATION_ID := "xian_forced_march_canteens"
const WAN_SCENARIO_ID := "008_wan_castle_escape"
const WAN_SCENARIO_PATH := "res://data/scenarios/008_wan_castle_escape.json"
const WAN_COURT_CONVERSATION_ID := "wan_court_seal_postern"
const WAN_PURSUIT_CONVERSATION_ID := "wan_hard_pursuit_drums"
const XIAPI_SCENARIO_ID := "009_xiapi_siege"
const XIAPI_SCENARIO_PATH := "res://data/scenarios/009_xiapi_siege.json"
const XIAPI_HELD_CONVERSATION_ID := "xiapi_wan_baggage_dressings"
const XIAPI_SWIFT_CONVERSATION_ID := "xiapi_forced_march_rations"
const WHITE_HORSE_SCENARIO_ID := "010_white_horse_relief"
const WHITE_HORSE_SCENARIO_PATH := "res://data/scenarios/010_white_horse_relief.json"
const WHITE_HORSE_XU_CONVERSATION_ID := "white_horse_xu_reserve_medicine"
const WHITE_HORSE_PRESSED_CONVERSATION_ID := "white_horse_fast_march_beans"
const YAN_FORD_SCENARIO_ID := "011_yan_ford_pursuit"
const YAN_FORD_SCENARIO_PATH := "res://data/scenarios/011_yan_ford_pursuit.json"
const YAN_FORD_FORTIFIED_CONVERSATION_ID := "yan_ford_fortified_crossing_medicine"
const YAN_FORD_RAIDED_CONVERSATION_ID := "yan_ford_raided_supply_beans"
const GUANDU_SCENARIO_ID := "012_guandu_showdown"
const GUANDU_SCENARIO_PATH := "res://data/scenarios/012_guandu_showdown.json"
const GUANDU_SECURED_CONVERSATION_ID := "guandu_secured_line_medicine"
const GUANDU_SCOUTED_CONVERSATION_ID := "guandu_wuchao_scout_wine"
const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
const CANGTING_SCENARIO_ID := "014_cangting_pursuit"
const CANGTING_SCENARIO_PATH := "res://data/scenarios/014_cangting_pursuit.json"
const CANGTING_PRESSED_CONVERSATION_ID := "cangting_fast_pursuit_beans"
const CANGTING_STORES_CONVERSATION_ID := "cangting_wuchao_store_medicine"
const YE_SCENARIO_ID := "015_ye_campaign"
const YE_SCENARIO_PATH := "res://data/scenarios/015_ye_campaign.json"
const YE_RAPID_CONVERSATION_ID := "ye_rapid_march_rations"
const YE_CROSSING_CONVERSATION_ID := "ye_crossing_medicine"
const YE_SIEGE_SCENARIO_ID := "016_ye_siege"
const YE_SIEGE_SCENARIO_PATH := "res://data/scenarios/016_ye_siege.json"
const YE_SIEGE_PRESSED_CONVERSATION_ID := "ye_siege_ladder_rations"
const YE_SIEGE_SPLIT_CONVERSATION_ID := "ye_siege_defector_medicine"
const YE_SURRENDER_SCENARIO_ID := "017_ye_surrender"
const YE_SURRENDER_SCENARIO_PATH := "res://data/scenarios/017_ye_surrender.json"
const YE_SURRENDER_PRESSURE_CONVERSATION_ID := "ye_surrender_pressure_rations"
const YE_SURRENDER_DEFECTOR_CONVERSATION_ID := "ye_surrender_defector_medicine"
const NORTHERN_PURSUIT_SCENARIO_ID := "018_northern_pursuit"
const NORTHERN_PURSUIT_SCENARIO_PATH := "res://data/scenarios/018_northern_pursuit.json"
const NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID := "northern_pursuit_hard_march_beans"
const NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID := "northern_pursuit_ji_supply_medicine"
const NANPI_SCENARIO_ID := "019_nanpi_pressure"
const NANPI_SCENARIO_PATH := "res://data/scenarios/019_nanpi_pressure.json"
const NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID := "nanpi_pressure_hard_push_beans"
const NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID := "nanpi_pressure_admin_medicine"
const NANPI_SURRENDER_SCENARIO_ID := "020_nanpi_surrender"
const NANPI_SURRENDER_SCENARIO_PATH := "res://data/scenarios/020_nanpi_surrender.json"
const NANPI_SURRENDER_PRESSURE_CONVERSATION_ID := "nanpi_surrender_pressure_wine"
const NANPI_SURRENDER_ADMIN_CONVERSATION_ID := "nanpi_surrender_admin_medicine"
const BOHAI_SCENARIO_ID := "021_bohai_remnants"
const BOHAI_SCENARIO_PATH := "res://data/scenarios/021_bohai_remnants.json"
const BOHAI_FAST_COLUMN_CONVERSATION_ID := "bohai_remnants_fast_column_wine"
const BOHAI_COMMANDERY_CONVERSATION_ID := "bohai_remnants_commandery_medicine"
const LIAOXI_SCENARIO_ID := "022_liaoxi_pursuit"
const LIAOXI_SCENARIO_PATH := "res://data/scenarios/022_liaoxi_pursuit.json"
const LIAOXI_FAST_DRUMS_CONVERSATION_ID := "liaoxi_fast_pursuit_drums"
const LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID := "liaoxi_approach_medicine"
const WHITE_WOLF_SCENARIO_ID := "023_white_wolf_mountain"
const WHITE_WOLF_SCENARIO_PATH := "res://data/scenarios/023_white_wolf_mountain.json"
const WHITE_WOLF_CANTEENS_CONVERSATION_ID := "white_wolf_scattered_canteens"
const WHITE_WOLF_MEDICINE_CONVERSATION_ID := "white_wolf_route_medicine"
const LIAODONG_SCENARIO_ID := "024_liaodong_pursuit"
const LIAODONG_SCENARIO_PATH := "res://data/scenarios/024_liaodong_pursuit.json"
const LIAODONG_HARD_WINE_CONVERSATION_ID := "liaodong_hard_pursuit_wine"
const LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID := "liaodong_wuhuan_guides_medicine"
const XINYE_SCENARIO_ID := "025_xinye_advance"
const XINYE_SCENARIO_PATH := "res://data/scenarios/025_xinye_advance.json"
const XINYE_ORDERED_MEDICINE_CONVERSATION_ID := "xinye_ordered_medicine"
const XINYE_AUTHORITY_WINE_CONVERSATION_ID := "xinye_authority_wine"
const CHANGBAN_SCENARIO_ID := "026_changban_pursuit"
const CHANGBAN_SCENARIO_PATH := "res://data/scenarios/026_changban_pursuit.json"
const CHANGBAN_VANGUARD_RATIONS_CONVERSATION_ID := "changban_vanguard_rations"
const CHANGBAN_HAN_MEDICINE_CONVERSATION_ID := "changban_han_supply_medicine"
const JIANGLING_SCENARIO_ID := "027_jiangling_chase"
const JIANGLING_SCENARIO_PATH := "res://data/scenarios/027_jiangling_chase.json"
const JIANGLING_FAST_BEANS_CONVERSATION_ID := "jiangling_fast_column_beans"
const JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID := "jiangling_crossing_medicine"
const XIAKOU_SCENARIO_ID := "028_xiakou_pursuit"
const XIAKOU_SCENARIO_PATH := "res://data/scenarios/028_xiakou_pursuit.json"
const XIAKOU_ENVOY_BEANS_CONVERSATION_ID := "xiakou_envoy_chase_beans"
const XIAKOU_STOREHOUSE_MEDICINE_CONVERSATION_ID := "xiakou_storehouse_medicine"
const RED_CLIFFS_SCENARIO_ID := "029_red_cliffs_fleet"
const RED_CLIFFS_SCENARIO_PATH := "res://data/scenarios/029_red_cliffs_fleet.json"
const RED_CLIFFS_FORWARD_BEANS_CONVERSATION_ID := "red_cliffs_forward_deck_beans"
const RED_CLIFFS_HARBOR_MEDICINE_CONVERSATION_ID := "red_cliffs_harbor_medicine"
const RED_CLIFFS_FIRE_SCENARIO_ID := "030_red_cliffs_fire"
const RED_CLIFFS_FIRE_SCENARIO_PATH := "res://data/scenarios/030_red_cliffs_fire.json"
const RED_CLIFFS_FIRE_CHAIN_MEDICINE_CONVERSATION_ID := "red_cliffs_reinforced_chain_medicine"
const RED_CLIFFS_FIRE_NIGHT_BEANS_CONVERSATION_ID := "red_cliffs_night_raid_beans"
const HUARONG_SCENARIO_ID := "031_huarong_retreat"
const HUARONG_SCENARIO_PATH := "res://data/scenarios/031_huarong_retreat.json"
const HUARONG_HELD_MEDICINE_CONVERSATION_ID := "huarong_held_line_medicine"
const HUARONG_OPEN_RETREAT_BEANS_CONVERSATION_ID := "huarong_open_retreat_beans"
const JIANGLING_REARGUARD_SCENARIO_ID := "032_jiangling_rearguard"
const JIANGLING_REARGUARD_SCENARIO_PATH := "res://data/scenarios/032_jiangling_rearguard.json"
const JIANGLING_REARGUARD_STABILITY_MEDICINE_CONVERSATION_ID := "jiangling_rearguard_stability_medicine"
const JIANGLING_REARGUARD_FORCED_MARCH_BEANS_CONVERSATION_ID := "jiangling_rearguard_forced_march_beans"
const TONG_PASS_SCENARIO_ID := "033_tong_pass_vanguard"
const TONG_PASS_SCENARIO_PATH := "res://data/scenarios/033_tong_pass_vanguard.json"
const TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID := "tong_pass_jiangling_supply_medicine"
const TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID := "tong_pass_vanguard_rations"
const MA_CHAO_COUNTERSTROKE_SCENARIO_ID := "034_ma_chao_counterstroke"
const MA_CHAO_COUNTERSTROKE_SCENARIO_PATH := "res://data/scenarios/034_ma_chao_counterstroke.json"
const MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID := "ma_chao_counterstroke_fortified_medicine"
const MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID := "ma_chao_counterstroke_pressed_beans"
const WEISHUI_CAMPS_SCENARIO_ID := "035_weishui_camps"
const WEISHUI_CAMPS_SCENARIO_PATH := "res://data/scenarios/035_weishui_camps.json"
const WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID := "weishui_anchor_medicine"
const WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID := "weishui_doubt_rations"
const SAVE_PATH := "user://campaign_save.json"
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
func _init() -> void:
var save_backup := _backup_user_file(SAVE_PATH)
var manual_backup := _backup_user_file(MANUAL_SAVE_PATH)
var failures: Array[String] = []
_check_claim_updates_campaign_and_battle(failures)
_check_shop_and_armory_preserve_claim(failures)
_check_sishui_gate_camp_supplies(failures)
_check_puyang_raid_camp_supplies(failures)
_check_dingtao_branch_camp_conversations(failures)
_check_xian_branch_camp_conversations(failures)
_check_wan_branch_camp_conversations(failures)
_check_xiapi_branch_camp_conversations(failures)
_check_white_horse_branch_camp_conversations(failures)
_check_yan_ford_branch_camp_conversations(failures)
_check_guandu_branch_camp_conversations(failures)
_check_guandu_post_battle_choice_bridges_to_wuchao(failures)
_check_wuchao_post_battle_choice_bridges_to_cangting(failures)
_check_cangting_post_battle_choice_bridges_to_ye(failures)
_check_ye_post_battle_choice_bridges_to_ye_siege(failures)
_check_ye_siege_post_battle_choice_bridges_to_surrender(failures)
_check_ye_surrender_post_battle_choice_bridges_to_northern_pursuit(failures)
_check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures)
_check_nanpi_post_battle_choice_bridges_to_surrender(failures)
_check_nanpi_surrender_post_battle_choice_bridges_to_bohai(failures)
_check_bohai_post_battle_choice_bridges_to_liaoxi(failures)
_check_liaoxi_post_battle_choice_bridges_to_white_wolf(failures)
_check_white_wolf_post_battle_choice_bridges_to_liaodong(failures)
_check_liaodong_post_battle_choice_bridges_to_xinye(failures)
_check_xinye_post_battle_choice_bridges_to_changban(failures)
_check_changban_post_battle_choice_bridges_to_jiangling(failures)
_check_jiangling_post_battle_choice_bridges_to_xiakou(failures)
_check_xiakou_post_battle_choice_bridges_to_red_cliffs(failures)
_check_red_cliffs_post_battle_choice_bridges_to_fire(failures)
_check_red_cliffs_fire_post_battle_choice_bridges_to_huarong(failures)
_check_huarong_post_battle_choice_bridges_to_jiangling_rearguard(failures)
_check_jiangling_rearguard_post_battle_choice_bridges_to_tong_pass(failures)
_check_tong_pass_post_battle_choice_bridges_to_ma_chao_counterstroke(failures)
_check_ma_chao_counterstroke_post_battle_choice_bridges_to_weishui_camps(failures)
_check_manual_checkpoint_reverts_claim(failures)
_check_completed_replay_cannot_claim(failures)
_check_conditional_camp_conversations(failures)
_check_qingzhou_branch_camp_conversations(failures)
_check_wuchao_branch_camp_conversations(failures)
_check_cangting_branch_camp_conversations(failures)
_check_ye_branch_camp_conversations(failures)
_check_ye_siege_branch_camp_conversations(failures)
_check_ye_surrender_branch_camp_conversations(failures)
_check_northern_pursuit_branch_camp_conversations(failures)
_check_nanpi_branch_camp_conversations(failures)
_check_nanpi_surrender_branch_camp_conversations(failures)
_check_bohai_branch_camp_conversations(failures)
_check_liaoxi_branch_camp_conversations(failures)
_check_white_wolf_branch_camp_conversations(failures)
_check_liaodong_branch_camp_conversations(failures)
_check_xinye_branch_camp_conversations(failures)
_check_changban_branch_camp_conversations(failures)
_check_jiangling_branch_camp_conversations(failures)
_check_xiakou_branch_camp_conversations(failures)
_check_red_cliffs_branch_camp_conversations(failures)
_check_red_cliffs_fire_branch_camp_conversations(failures)
_check_huarong_branch_camp_conversations(failures)
_check_jiangling_rearguard_branch_camp_conversations(failures)
_check_tong_pass_branch_camp_conversations(failures)
_check_ma_chao_counterstroke_branch_camp_conversations(failures)
_check_weishui_camps_branch_camp_conversations(failures)
_check_talk_menu_closes_on_cancel_and_reload(failures)
if not _restore_user_file(SAVE_PATH, save_backup):
failures.append("could not restore automatic campaign save")
if not _restore_user_file(MANUAL_SAVE_PATH, manual_backup):
failures.append("could not restore manual campaign save")
if failures.is_empty():
print("camp conversation rewards smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_claim_updates_campaign_and_battle(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "claim update")
if scene == null:
return
var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
if not _check_cache_conversation(failures, conversation):
scene.free()
return
var before := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
if not scene._format_camp_conversation_button_text(conversation).contains("수령 가능"):
failures.append("camp conversation button should show available before claim")
scene._apply_camp_conversation_effects(conversation)
var campaign_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
var battle_after := int(scene.state.get_inventory_snapshot().get("bean", 0))
if campaign_after != before + 1:
failures.append("camp conversation should add one Bean to campaign inventory")
if battle_after != before + 1:
failures.append("camp conversation should refresh loaded battle inventory")
if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
failures.append("camp conversation claim should be saved in campaign ledger")
if not scene._format_camp_conversation_button_text(conversation).contains("수령 완료"):
failures.append("camp conversation button should show claimed after claim")
scene._apply_camp_conversation_effects(conversation)
var duplicate_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
if duplicate_after != campaign_after:
failures.append("camp conversation should not duplicate rewards")
scene.free()
func _check_shop_and_armory_preserve_claim(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "shop and armory preservation")
if scene == null:
return
var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
if not _check_cache_conversation(failures, conversation):
scene.free()
return
scene._apply_camp_conversation_effects(conversation)
var claimed_beans := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
scene.campaign_state.gold = 1000
var antidote: Dictionary = scene.state.get_item_def("antidote")
var price := int(antidote.get("price", 0))
if price <= 0 or not scene.campaign_state.try_buy_item("antidote", price, SCENARIO_ID, scene.state.get_shop_stock_limit("antidote")):
failures.append("shop purchase after camp claim should save")
else:
scene.state.set_inventory_snapshot(scene.campaign_state.get_inventory_snapshot())
var after_buy := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
if after_buy != claimed_beans:
failures.append("shop purchase should preserve camp-claimed Bean")
if not scene.campaign_state.try_save_prebattle_loadout(scene.state.get_player_roster_snapshot(), scene.state.get_inventory_snapshot()):
failures.append("armory save after camp claim should save")
else:
var after_armory := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
if after_armory != claimed_beans:
failures.append("armory save should preserve camp-claimed Bean")
if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
failures.append("armory save should preserve camp claim ledger")
scene.free()
func _check_sishui_gate_camp_supplies(failures: Array[String]) -> void:
var scene = _new_prebattle_scene_for(failures, "Sishui camp supplies", SISHUI_SCENARIO_ID, SISHUI_SCENARIO_PATH)
if scene == null:
return
var conversation: Dictionary = scene._camp_conversation_by_id(SISHUI_CONVERSATION_ID)
if conversation.is_empty():
failures.append("Sishui should expose quartermaster antidote conversation")
scene.free()
return
if not scene._format_camp_conversation_button_text(conversation).contains("보급 해독약"):
failures.append("Sishui quartermaster button should preview Antidote supply")
var before_antidote := int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0))
scene._apply_camp_conversation_effects(conversation)
if int(scene.campaign_state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1:
failures.append("Sishui quartermaster should add Antidote to campaign inventory")
if int(scene.state.get_inventory_snapshot().get("antidote", 0)) != before_antidote + 1:
failures.append("Sishui quartermaster should refresh battle Antidote inventory")
if not scene.campaign_state.has_claimed_camp_conversation_effects(SISHUI_SCENARIO_ID, SISHUI_CONVERSATION_ID):
failures.append("Sishui quartermaster claim should be saved")
scene.free()
func _check_puyang_raid_camp_supplies(failures: Array[String]) -> void:
var scene = _new_prebattle_scene_for(failures, "Puyang raid camp supplies", PUYANG_SCENARIO_ID, PUYANG_SCENARIO_PATH)
if scene == null:
return
if scene._camp_conversation_by_id("puyang_night_raid_council").is_empty():
failures.append("Puyang should expose the night raid council conversation")
if scene._camp_conversation_by_id("puyang_dian_wei_shield").is_empty():
failures.append("Puyang should expose Dian Wei's officer conversation")
if not scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID).is_empty():
failures.append("Puyang pursuit supplies should be hidden without pursuit flag")
if not scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID).is_empty():
failures.append("Puyang regroup supplies should be hidden without regroup flag")
var conversation: Dictionary = scene._camp_conversation_by_id(PUYANG_CONVERSATION_ID)
if conversation.is_empty():
failures.append("Puyang should expose raider stores conversation")
scene.free()
return
var merchant: Dictionary = scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Puyang Night Trader":
failures.append("Puyang shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Puyang shop merchant should expose flavor lines")
if scene._format_talk_status_text(scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Puyang talk status should show one ready supply")
if not scene._format_camp_conversation_button_text(conversation).contains("보급 콩"):
failures.append("Puyang raider stores button should preview Bean supply")
var before_bean := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
scene._apply_camp_conversation_effects(conversation)
if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Puyang raider stores should add Bean to campaign inventory")
if int(scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Puyang raider stores should refresh battle Bean inventory")
if not scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_CONVERSATION_ID):
failures.append("Puyang raider stores claim should be saved")
if scene._format_talk_status_text(scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Puyang talk status should show claimed supply after claim")
scene.free()
var pursuit_scene = _new_prebattle_scene_for(
failures,
"Puyang pursuit camp supplies",
PUYANG_SCENARIO_ID,
PUYANG_SCENARIO_PATH,
{"pursued_dong_zhuo": true}
)
if pursuit_scene != null:
var vanguard: Dictionary = pursuit_scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID)
if vanguard.is_empty():
failures.append("Puyang pursuit flag should expose hardened vanguard supplies")
if not pursuit_scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID).is_empty():
failures.append("Puyang pursuit flag should not expose Qingzhou reserve wagon")
if not vanguard.is_empty():
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "군막 회의 · 4건 · 보급 대기 2건":
failures.append("Puyang pursuit talk status should show two ready supplies")
if not pursuit_scene._format_camp_conversation_button_text(vanguard).contains("보급 술"):
failures.append("Puyang hardened vanguard button should preview Wine supply")
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pursuit_scene._apply_camp_conversation_effects(vanguard)
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Puyang hardened vanguard should add Wine to campaign inventory")
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Puyang hardened vanguard should refresh battle Wine inventory")
if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_PURSUIT_CONVERSATION_ID):
failures.append("Puyang hardened vanguard claim should be saved")
pursuit_scene.free()
var regroup_scene = _new_prebattle_scene_for(
failures,
"Puyang regroup camp supplies",
PUYANG_SCENARIO_ID,
PUYANG_SCENARIO_PATH,
{"regrouped_after_sishui": true}
)
if regroup_scene != null:
var reserve: Dictionary = regroup_scene._camp_conversation_by_id(PUYANG_REGROUP_CONVERSATION_ID)
if reserve.is_empty():
failures.append("Puyang regroup flag should expose Qingzhou reserve wagon")
if not regroup_scene._camp_conversation_by_id(PUYANG_PURSUIT_CONVERSATION_ID).is_empty():
failures.append("Puyang regroup flag should not expose hardened vanguard")
if not reserve.is_empty():
if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "군막 회의 · 4건 · 보급 대기 2건":
failures.append("Puyang regroup talk status should show two ready supplies")
if not regroup_scene._format_camp_conversation_button_text(reserve).contains("보급 만능약"):
failures.append("Puyang Qingzhou reserve button should preview Panacea supply")
var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
regroup_scene._apply_camp_conversation_effects(reserve)
if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Puyang Qingzhou reserve should add Panacea to campaign inventory")
if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Puyang Qingzhou reserve should refresh battle Panacea inventory")
if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(PUYANG_SCENARIO_ID, PUYANG_REGROUP_CONVERSATION_ID):
failures.append("Puyang Qingzhou reserve claim should be saved")
regroup_scene.free()
func _check_dingtao_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Dingtao base camp", DINGTAO_SCENARIO_ID, DINGTAO_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("dingtao_countercharge_council").is_empty():
failures.append("Dingtao should expose the countercharge council conversation")
if base_scene._camp_conversation_by_id("dingtao_dian_wei_roadblock").is_empty():
failures.append("Dingtao should expose Dian Wei's roadblock conversation")
if not base_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("Dingtao fortified supplies should be hidden without fortified flag")
if not base_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID).is_empty():
failures.append("Dingtao pressed supplies should be hidden without pressed flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Dingtao Field Sutler":
failures.append("Dingtao shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Dingtao shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Dingtao base talk status should summarize two non-supply topics")
base_scene.free()
var fortified_scene = _new_prebattle_scene_for(
failures,
"Dingtao fortified camp",
DINGTAO_SCENARIO_ID,
DINGTAO_SCENARIO_PATH,
{"fortified_yan_province": true}
)
if fortified_scene != null:
var reserves: Dictionary = fortified_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID)
if reserves.is_empty():
failures.append("fortified flag should expose Dingtao fortified reserves")
if not fortified_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID).is_empty():
failures.append("fortified flag should not expose Dingtao pressed vanguard")
if not reserves.is_empty():
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Dingtao fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(reserves).contains("보급 만능약"):
failures.append("Dingtao fortified reserves button should preview Panacea supply")
var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
fortified_scene._apply_camp_conversation_effects(reserves)
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Dingtao fortified reserves should add Panacea to campaign inventory")
if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Dingtao fortified reserves should refresh battle Panacea inventory")
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(DINGTAO_SCENARIO_ID, DINGTAO_FORTIFIED_CONVERSATION_ID):
failures.append("Dingtao fortified reserves claim should be saved")
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Dingtao fortified talk status should show claimed supply after claim")
fortified_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Dingtao pressed camp",
DINGTAO_SCENARIO_ID,
DINGTAO_SCENARIO_PATH,
{"pressed_lu_bu": true}
)
if pressed_scene != null:
var vanguard: Dictionary = pressed_scene._camp_conversation_by_id(DINGTAO_PRESSED_CONVERSATION_ID)
if vanguard.is_empty():
failures.append("pressed flag should expose Dingtao pressed vanguard")
if not pressed_scene._camp_conversation_by_id(DINGTAO_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("pressed flag should not expose Dingtao fortified reserves")
if not vanguard.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Dingtao pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(vanguard).contains("보급 술"):
failures.append("Dingtao pressed vanguard button should preview Wine supply")
var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pressed_scene._apply_camp_conversation_effects(vanguard)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Dingtao pressed vanguard should add Wine to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Dingtao pressed vanguard should refresh battle Wine inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(DINGTAO_SCENARIO_ID, DINGTAO_PRESSED_CONVERSATION_ID):
failures.append("Dingtao pressed vanguard claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
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()) != "군막 회의 · 2건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xian fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(supplies).contains("보급 콩"):
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()) != "군막 회의 · 3건 · 수령 완료 1건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xian pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(canteens).contains("보급 술"):
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()) != "군막 회의 · 3건 · 수령 완료 1건":
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()) != "군막 회의 · 2건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Wan court seal talk status should show one ready supply")
if not court_scene._format_camp_conversation_button_text(postern).contains("보급 콩"):
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()) != "군막 회의 · 3건 · 수령 완료 1건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Wan hard pursuit talk status should show one ready supply")
if not pursuit_scene._format_camp_conversation_button_text(drums).contains("보급 술"):
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()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Wan hard pursuit talk status should show claimed supply after claim")
pursuit_scene.free()
func _check_xiapi_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Xiapi base camp", XIAPI_SCENARIO_ID, XIAPI_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("xiapi_floodgate_council").is_empty():
failures.append("Xiapi should expose the floodgate council conversation")
if base_scene._camp_conversation_by_id("xiapi_dian_wei_siege_road").is_empty():
failures.append("Xiapi should expose Dian Wei's siege road conversation")
if not base_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty():
failures.append("Xiapi Wan baggage dressings should be hidden without held Wan gate flag")
if not base_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty():
failures.append("Xiapi forced march rations should be hidden without swift Wan escape flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Xiapi Flood-Gate Sutler":
failures.append("Xiapi shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Xiapi shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Xiapi base talk status should summarize two non-supply topics")
base_scene.free()
var held_scene = _new_prebattle_scene_for(
failures,
"Xiapi held Wan gate camp",
XIAPI_SCENARIO_ID,
XIAPI_SCENARIO_PATH,
{"held_wan_gate": true}
)
if held_scene != null:
var dressings: Dictionary = held_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID)
if dressings.is_empty():
failures.append("held Wan gate flag should expose Xiapi Wan baggage dressings")
if not held_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID).is_empty():
failures.append("held Wan gate flag should not expose Xiapi forced march rations")
if not dressings.is_empty():
if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xiapi held Wan gate talk status should show one ready supply")
if not held_scene._format_camp_conversation_button_text(dressings).contains("보급 만능약"):
failures.append("Xiapi Wan baggage dressings button should preview Panacea supply")
var before_panacea := int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
held_scene._apply_camp_conversation_effects(dressings)
if int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xiapi Wan baggage dressings should add Panacea to campaign inventory")
if int(held_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xiapi Wan baggage dressings should refresh battle Panacea inventory")
if not held_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_HELD_CONVERSATION_ID):
failures.append("Xiapi Wan baggage dressings claim should be saved")
if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Xiapi held Wan gate talk status should show claimed supply after claim")
held_scene.free()
var swift_scene = _new_prebattle_scene_for(
failures,
"Xiapi swift Wan escape camp",
XIAPI_SCENARIO_ID,
XIAPI_SCENARIO_PATH,
{"swift_wan_escape": true}
)
if swift_scene != null:
var rations: Dictionary = swift_scene._camp_conversation_by_id(XIAPI_SWIFT_CONVERSATION_ID)
if rations.is_empty():
failures.append("swift Wan escape flag should expose Xiapi forced march rations")
if not swift_scene._camp_conversation_by_id(XIAPI_HELD_CONVERSATION_ID).is_empty():
failures.append("swift Wan escape flag should not expose Xiapi Wan baggage dressings")
if not rations.is_empty():
if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xiapi swift Wan escape talk status should show one ready supply")
if not swift_scene._format_camp_conversation_button_text(rations).contains("보급 콩"):
failures.append("Xiapi forced march rations button should preview Bean supply")
var before_bean := int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
swift_scene._apply_camp_conversation_effects(rations)
if int(swift_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xiapi forced march rations should add Bean to campaign inventory")
if int(swift_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xiapi forced march rations should refresh battle Bean inventory")
if not swift_scene.campaign_state.has_claimed_camp_conversation_effects(XIAPI_SCENARIO_ID, XIAPI_SWIFT_CONVERSATION_ID):
failures.append("Xiapi forced march rations claim should be saved")
if swift_scene._format_talk_status_text(swift_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Xiapi swift Wan escape talk status should show claimed supply after claim")
swift_scene.free()
func _check_white_horse_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "White Horse base camp", WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("white_horse_decoy_council").is_empty():
failures.append("White Horse should expose the decoy council conversation")
if base_scene._camp_conversation_by_id("white_horse_xiahou_dun_false_retreat").is_empty():
failures.append("White Horse should expose Xiahou Dun's false retreat conversation")
if not base_scene._camp_conversation_by_id(WHITE_HORSE_XU_CONVERSATION_ID).is_empty():
failures.append("White Horse Xu reserve medicine should be hidden without integrated Xu flag")
if not base_scene._camp_conversation_by_id(WHITE_HORSE_PRESSED_CONVERSATION_ID).is_empty():
failures.append("White Horse fast march beans should be hidden without pressed north flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "White Horse Road Sutler":
failures.append("White Horse shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("White Horse shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("White Horse base talk status should summarize two non-supply topics")
base_scene.free()
var xu_scene = _new_prebattle_scene_for(
failures,
"White Horse integrated Xu camp",
WHITE_HORSE_SCENARIO_ID,
WHITE_HORSE_SCENARIO_PATH,
{"integrated_xu_province": true}
)
if xu_scene != null:
var medicine: Dictionary = xu_scene._camp_conversation_by_id(WHITE_HORSE_XU_CONVERSATION_ID)
if medicine.is_empty():
failures.append("integrated Xu flag should expose White Horse reserve medicine")
if not xu_scene._camp_conversation_by_id(WHITE_HORSE_PRESSED_CONVERSATION_ID).is_empty():
failures.append("integrated Xu flag should not expose White Horse fast march beans")
if not medicine.is_empty():
if xu_scene._format_talk_status_text(xu_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("White Horse integrated Xu talk status should show one ready supply")
if not xu_scene._format_camp_conversation_button_text(medicine).contains("보급 만능약"):
failures.append("White Horse Xu reserve medicine button should preview Panacea supply")
var before_panacea := int(xu_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
xu_scene._apply_camp_conversation_effects(medicine)
if int(xu_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("White Horse Xu reserve medicine should add Panacea to campaign inventory")
if int(xu_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("White Horse Xu reserve medicine should refresh battle Panacea inventory")
if not xu_scene.campaign_state.has_claimed_camp_conversation_effects(WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_XU_CONVERSATION_ID):
failures.append("White Horse Xu reserve medicine claim should be saved")
if xu_scene._format_talk_status_text(xu_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("White Horse integrated Xu talk status should show claimed supply after claim")
xu_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"White Horse pressed north camp",
WHITE_HORSE_SCENARIO_ID,
WHITE_HORSE_SCENARIO_PATH,
{"pressed_northern_campaign": true}
)
if pressed_scene != null:
var beans: Dictionary = pressed_scene._camp_conversation_by_id(WHITE_HORSE_PRESSED_CONVERSATION_ID)
if beans.is_empty():
failures.append("pressed north flag should expose White Horse fast march beans")
if not pressed_scene._camp_conversation_by_id(WHITE_HORSE_XU_CONVERSATION_ID).is_empty():
failures.append("pressed north flag should not expose White Horse reserve medicine")
if not beans.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("White Horse pressed north talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(beans).contains("보급 콩"):
failures.append("White Horse fast march beans button should preview Bean supply")
var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pressed_scene._apply_camp_conversation_effects(beans)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("White Horse fast march beans should add Bean to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("White Horse fast march beans should refresh battle Bean inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(WHITE_HORSE_SCENARIO_ID, WHITE_HORSE_PRESSED_CONVERSATION_ID):
failures.append("White Horse fast march beans claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("White Horse pressed north talk status should show claimed supply after claim")
pressed_scene.free()
func _check_yan_ford_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Yan Ford base camp", YAN_FORD_SCENARIO_ID, YAN_FORD_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("yan_ford_pursuit_council").is_empty():
failures.append("Yan Ford should expose the pursuit council conversation")
if base_scene._camp_conversation_by_id("yan_ford_xiahou_yuan_banks").is_empty():
failures.append("Yan Ford should expose Xiahou Yuan's river banks conversation")
if not base_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("Yan Ford fortified crossing medicine should be hidden without fortified White Horse flag")
if not base_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID).is_empty():
failures.append("Yan Ford raided supply beans should be hidden without raided Yuan supplies flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Yan Ford Bank Sutler":
failures.append("Yan Ford shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Yan Ford shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Yan Ford base talk status should summarize two non-supply topics")
base_scene.free()
var fortified_scene = _new_prebattle_scene_for(
failures,
"Yan Ford fortified White Horse camp",
YAN_FORD_SCENARIO_ID,
YAN_FORD_SCENARIO_PATH,
{"fortified_white_horse": true}
)
if fortified_scene != null:
var medicine: Dictionary = fortified_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID)
if medicine.is_empty():
failures.append("fortified White Horse flag should expose Yan Ford crossing medicine")
if not fortified_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID).is_empty():
failures.append("fortified White Horse flag should not expose Yan Ford raided supply beans")
if not medicine.is_empty():
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Yan Ford fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(medicine).contains("보급 만능약"):
failures.append("Yan Ford crossing medicine button should preview Panacea supply")
var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
fortified_scene._apply_camp_conversation_effects(medicine)
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Yan Ford crossing medicine should add Panacea to campaign inventory")
if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Yan Ford crossing medicine should refresh battle Panacea inventory")
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(YAN_FORD_SCENARIO_ID, YAN_FORD_FORTIFIED_CONVERSATION_ID):
failures.append("Yan Ford crossing medicine claim should be saved")
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Yan Ford fortified talk status should show claimed supply after claim")
fortified_scene.free()
var raided_scene = _new_prebattle_scene_for(
failures,
"Yan Ford raided Yuan supplies camp",
YAN_FORD_SCENARIO_ID,
YAN_FORD_SCENARIO_PATH,
{"raided_yuan_supplies": true}
)
if raided_scene != null:
var beans: Dictionary = raided_scene._camp_conversation_by_id(YAN_FORD_RAIDED_CONVERSATION_ID)
if beans.is_empty():
failures.append("raided Yuan supplies flag should expose Yan Ford raided supply beans")
if not raided_scene._camp_conversation_by_id(YAN_FORD_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("raided Yuan supplies flag should not expose Yan Ford crossing medicine")
if not beans.is_empty():
if raided_scene._format_talk_status_text(raided_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Yan Ford raided supplies talk status should show one ready supply")
if not raided_scene._format_camp_conversation_button_text(beans).contains("보급 콩"):
failures.append("Yan Ford raided supply beans button should preview Bean supply")
var before_bean := int(raided_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
raided_scene._apply_camp_conversation_effects(beans)
if int(raided_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Yan Ford raided supply beans should add Bean to campaign inventory")
if int(raided_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Yan Ford raided supply beans should refresh battle Bean inventory")
if not raided_scene.campaign_state.has_claimed_camp_conversation_effects(YAN_FORD_SCENARIO_ID, YAN_FORD_RAIDED_CONVERSATION_ID):
failures.append("Yan Ford raided supply beans claim should be saved")
if raided_scene._format_talk_status_text(raided_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Yan Ford raided supplies talk status should show claimed supply after claim")
raided_scene.free()
func _check_guandu_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Guandu base camp", GUANDU_SCENARIO_ID, GUANDU_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("guandu_main_line_council").is_empty():
failures.append("Guandu should expose the main line council conversation")
if base_scene._camp_conversation_by_id("guandu_guo_jia_supply_wound").is_empty():
failures.append("Guandu should expose Guo Jia's supply wound conversation")
if not base_scene._camp_conversation_by_id(GUANDU_SECURED_CONVERSATION_ID).is_empty():
failures.append("Guandu secured line medicine should be hidden without secured line flag")
if not base_scene._camp_conversation_by_id(GUANDU_SCOUTED_CONVERSATION_ID).is_empty():
failures.append("Guandu Wuchao scout wine should be hidden without scouted Wuchao flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Guandu Camp Sutler":
failures.append("Guandu shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Guandu shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Guandu base talk status should summarize two non-supply topics")
base_scene.free()
var secured_scene = _new_prebattle_scene_for(
failures,
"Guandu secured line camp",
GUANDU_SCENARIO_ID,
GUANDU_SCENARIO_PATH,
{"secured_guandu_line": true}
)
if secured_scene != null:
var medicine: Dictionary = secured_scene._camp_conversation_by_id(GUANDU_SECURED_CONVERSATION_ID)
if medicine.is_empty():
failures.append("secured Guandu line flag should expose Guandu secured line medicine")
if not secured_scene._camp_conversation_by_id(GUANDU_SCOUTED_CONVERSATION_ID).is_empty():
failures.append("secured Guandu line flag should not expose Guandu Wuchao scout wine")
if not medicine.is_empty():
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Guandu secured line talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(medicine).contains("보급 만능약"):
failures.append("Guandu secured line medicine button should preview Panacea supply")
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
secured_scene._apply_camp_conversation_effects(medicine)
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Guandu secured line medicine should add Panacea to campaign inventory")
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Guandu secured line medicine should refresh battle Panacea inventory")
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(GUANDU_SCENARIO_ID, GUANDU_SECURED_CONVERSATION_ID):
failures.append("Guandu secured line medicine claim should be saved")
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Guandu secured line talk status should show claimed supply after claim")
secured_scene.free()
var scouted_scene = _new_prebattle_scene_for(
failures,
"Guandu scouted Wuchao camp",
GUANDU_SCENARIO_ID,
GUANDU_SCENARIO_PATH,
{"scouted_wuchao_depots": true}
)
if scouted_scene != null:
var wine: Dictionary = scouted_scene._camp_conversation_by_id(GUANDU_SCOUTED_CONVERSATION_ID)
if wine.is_empty():
failures.append("scouted Wuchao flag should expose Guandu Wuchao scout wine")
if not scouted_scene._camp_conversation_by_id(GUANDU_SECURED_CONVERSATION_ID).is_empty():
failures.append("scouted Wuchao flag should not expose Guandu secured line medicine")
if not wine.is_empty():
if scouted_scene._format_talk_status_text(scouted_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Guandu scouted Wuchao talk status should show one ready supply")
if not scouted_scene._format_camp_conversation_button_text(wine).contains("보급 술"):
failures.append("Guandu Wuchao scout wine button should preview Wine supply")
var before_wine := int(scouted_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
scouted_scene._apply_camp_conversation_effects(wine)
if int(scouted_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Guandu Wuchao scout wine should add Wine to campaign inventory")
if int(scouted_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Guandu Wuchao scout wine should refresh battle Wine inventory")
if not scouted_scene.campaign_state.has_claimed_camp_conversation_effects(GUANDU_SCENARIO_ID, GUANDU_SCOUTED_CONVERSATION_ID):
failures.append("Guandu Wuchao scout wine claim should be saved")
if scouted_scene._format_talk_status_text(scouted_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Guandu scouted Wuchao talk status should show claimed supply after claim")
scouted_scene.free()
func _check_guandu_post_battle_choice_bridges_to_wuchao(failures: Array[String]) -> void:
_check_guandu_choice_branch_to_wuchao(
failures,
"prepare_wuchao_raid",
"prepared_wuchao_raid",
"strengthened_guandu_defense",
"wuchao_fast_raid_supplies",
"wuchao_guandu_reserve_wagon",
"war_drum",
"imperial_seal"
)
_check_guandu_choice_branch_to_wuchao(
failures,
"strengthen_guandu_defense",
"strengthened_guandu_defense",
"prepared_wuchao_raid",
"wuchao_guandu_reserve_wagon",
"wuchao_fast_raid_supplies",
"imperial_seal",
"war_drum"
)
func _check_guandu_choice_branch_to_wuchao(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_conversation_id: String,
hidden_conversation_id: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Guandu choice bridge %s" % choice_id, GUANDU_SCENARIO_ID, GUANDU_SCENARIO_PATH)
if scene == null:
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Guandu choice bridge %s should save 012 victory" % choice_id)
scene.free()
return
if bool(result.get("choice_applied", true)):
failures.append("Guandu choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != GUANDU_SCENARIO_ID:
failures.append("Guandu choice bridge %s should mark Guandu choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Guandu choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, GUANDU_SCENARIO_ID):
failures.append("Guandu choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Guandu choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Guandu choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != WUCHAO_SCENARIO_ID:
failures.append("Guandu choice bridge %s should advance to Wuchao, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
WUCHAO_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Guandu choice bridge %s could not load Wuchao" % choice_id)
scene.free()
return
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Guandu choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
failures.append("Guandu choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Guandu choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Guandu choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_wuchao_post_battle_choice_bridges_to_cangting(failures: Array[String]) -> void:
_check_wuchao_choice_branch_to_cangting(
failures,
"press_yuan_rout",
"pressed_yuan_rout",
"secured_wuchao_stores",
CANGTING_PRESSED_CONVERSATION_ID,
CANGTING_STORES_CONVERSATION_ID,
"war_drum",
"imperial_seal"
)
_check_wuchao_choice_branch_to_cangting(
failures,
"secure_wuchao_stores",
"secured_wuchao_stores",
"pressed_yuan_rout",
CANGTING_STORES_CONVERSATION_ID,
CANGTING_PRESSED_CONVERSATION_ID,
"imperial_seal",
"war_drum"
)
func _check_cangting_post_battle_choice_bridges_to_ye(failures: Array[String]) -> void:
_check_cangting_choice_branch_to_ye(
failures,
"advance_to_ye",
"advanced_to_ye",
"secured_hebei_crossings",
YE_RAPID_CONVERSATION_ID,
YE_CROSSING_CONVERSATION_ID,
"war_drum",
"imperial_seal"
)
_check_cangting_choice_branch_to_ye(
failures,
"secure_hebei_crossings",
"secured_hebei_crossings",
"advanced_to_ye",
YE_CROSSING_CONVERSATION_ID,
YE_RAPID_CONVERSATION_ID,
"imperial_seal",
"war_drum"
)
func _check_ye_post_battle_choice_bridges_to_ye_siege(failures: Array[String]) -> void:
_check_ye_choice_branch_to_ye_siege(
failures,
"press_ye_siege",
"pressed_ye_siege",
"split_yuan_heirs",
YE_SIEGE_PRESSED_CONVERSATION_ID,
YE_SIEGE_SPLIT_CONVERSATION_ID,
"war_drum",
"imperial_seal"
)
_check_ye_choice_branch_to_ye_siege(
failures,
"split_yuan_heirs",
"split_yuan_heirs",
"pressed_ye_siege",
YE_SIEGE_SPLIT_CONVERSATION_ID,
YE_SIEGE_PRESSED_CONVERSATION_ID,
"imperial_seal",
"war_drum"
)
func _check_ye_siege_post_battle_choice_bridges_to_surrender(failures: Array[String]) -> void:
_check_ye_siege_choice_branch_to_surrender(
failures,
"force_ye_surrender",
"forced_ye_surrender",
"negotiated_yuan_defections",
YE_SURRENDER_PRESSURE_CONVERSATION_ID,
YE_SURRENDER_DEFECTOR_CONVERSATION_ID,
"war_drum",
"imperial_seal"
)
_check_ye_siege_choice_branch_to_surrender(
failures,
"negotiate_yuan_defections",
"negotiated_yuan_defections",
"forced_ye_surrender",
YE_SURRENDER_DEFECTOR_CONVERSATION_ID,
YE_SURRENDER_PRESSURE_CONVERSATION_ID,
"imperial_seal",
"war_drum"
)
func _check_ye_surrender_post_battle_choice_bridges_to_northern_pursuit(failures: Array[String]) -> void:
_check_ye_surrender_choice_branch_to_northern_pursuit(
failures,
"pursue_yuan_shang",
"pursued_yuan_shang",
"stabilized_ye",
NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID,
NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID,
"war_drum",
"imperial_seal"
)
_check_ye_surrender_choice_branch_to_northern_pursuit(
failures,
"stabilize_ye",
"stabilized_ye",
"pursued_yuan_shang",
NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID,
NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID,
"imperial_seal",
"war_drum"
)
func _check_northern_pursuit_post_battle_choice_bridges_to_nanpi(failures: Array[String]) -> void:
_check_northern_pursuit_choice_branch_to_nanpi(
failures,
"press_north_to_nanpi",
"pressed_north_to_nanpi",
"secured_ji_province",
"war_drum",
"imperial_seal"
)
_check_northern_pursuit_choice_branch_to_nanpi(
failures,
"secure_ji_province",
"secured_ji_province",
"pressed_north_to_nanpi",
"imperial_seal",
"war_drum"
)
func _check_nanpi_post_battle_choice_bridges_to_surrender(failures: Array[String]) -> void:
_check_nanpi_choice_branch_to_surrender(
failures,
"press_yuan_tan_surrender",
"pressed_yuan_tan_surrender",
"secured_nanpi_admin",
"war_drum",
"imperial_seal"
)
_check_nanpi_choice_branch_to_surrender(
failures,
"secure_nanpi_admin",
"secured_nanpi_admin",
"pressed_yuan_tan_surrender",
"imperial_seal",
"war_drum"
)
func _check_nanpi_surrender_post_battle_choice_bridges_to_bohai(failures: Array[String]) -> void:
_check_nanpi_surrender_choice_branch_to_bohai(
failures,
"pursue_yuan_brothers",
"pursued_yuan_brothers",
"secured_bohai_commandery",
"war_drum",
"imperial_seal"
)
_check_nanpi_surrender_choice_branch_to_bohai(
failures,
"secure_bohai_commandery",
"secured_bohai_commandery",
"pursued_yuan_brothers",
"imperial_seal",
"war_drum"
)
func _check_bohai_post_battle_choice_bridges_to_liaoxi(failures: Array[String]) -> void:
_check_bohai_choice_branch_to_liaoxi(
failures,
"press_liaoxi_pursuit",
"pressed_liaoxi_pursuit",
"secured_liaoxi_approaches",
"war_drum",
"imperial_seal"
)
_check_bohai_choice_branch_to_liaoxi(
failures,
"secure_liaoxi_approaches",
"secured_liaoxi_approaches",
"pressed_liaoxi_pursuit",
"imperial_seal",
"war_drum"
)
func _check_liaoxi_post_battle_choice_bridges_to_white_wolf(failures: Array[String]) -> void:
_check_liaoxi_choice_branch_to_white_wolf(
failures,
"strike_wuhuan_vanguard",
"struck_wuhuan_vanguard",
"fortified_white_wolf_route",
"war_drum",
"imperial_seal"
)
_check_liaoxi_choice_branch_to_white_wolf(
failures,
"fortify_white_wolf_route",
"fortified_white_wolf_route",
"struck_wuhuan_vanguard",
"imperial_seal",
"war_drum"
)
func _check_white_wolf_post_battle_choice_bridges_to_liaodong(failures: Array[String]) -> void:
_check_white_wolf_choice_branch_to_liaodong(
failures,
"press_liaodong_pursuit",
"pressed_liaodong_pursuit",
"secured_wuhuan_submission",
"war_drum",
"imperial_seal"
)
_check_white_wolf_choice_branch_to_liaodong(
failures,
"secure_wuhuan_submission",
"secured_wuhuan_submission",
"pressed_liaodong_pursuit",
"imperial_seal",
"war_drum"
)
func _check_liaodong_post_battle_choice_bridges_to_xinye(failures: Array[String]) -> void:
_check_liaodong_choice_branch_to_xinye(
failures,
"accept_liaodong_terms",
"accepted_liaodong_terms",
"pressed_liaodong_authority",
"imperial_seal",
"war_drum"
)
_check_liaodong_choice_branch_to_xinye(
failures,
"press_liaodong_authority",
"pressed_liaodong_authority",
"accepted_liaodong_terms",
"war_drum",
"imperial_seal"
)
func _check_xinye_post_battle_choice_bridges_to_changban(failures: Array[String]) -> void:
_check_xinye_choice_branch_to_changban(
failures,
"press_xinye_vanguard",
"pressed_xinye_vanguard",
"secured_han_river_supply",
"war_drum",
"imperial_seal"
)
_check_xinye_choice_branch_to_changban(
failures,
"secure_han_river_supply",
"secured_han_river_supply",
"pressed_xinye_vanguard",
"imperial_seal",
"war_drum"
)
func _check_changban_post_battle_choice_bridges_to_jiangling(failures: Array[String]) -> void:
_check_changban_choice_branch_to_jiangling(
failures,
"press_jiangling_chase",
"pressed_jiangling_chase",
"secured_changban_crossings",
"war_drum",
"imperial_seal"
)
_check_changban_choice_branch_to_jiangling(
failures,
"secure_changban_crossings",
"secured_changban_crossings",
"pressed_jiangling_chase",
"imperial_seal",
"war_drum"
)
func _check_jiangling_post_battle_choice_bridges_to_xiakou(failures: Array[String]) -> void:
_check_jiangling_choice_branch_to_xiakou(
failures,
"press_xiakou_pursuit",
"pressed_xiakou_pursuit",
"secured_jiangling_storehouses",
"war_drum",
"imperial_seal"
)
_check_jiangling_choice_branch_to_xiakou(
failures,
"secure_jiangling_storehouses",
"secured_jiangling_storehouses",
"pressed_xiakou_pursuit",
"imperial_seal",
"war_drum"
)
func _check_xiakou_post_battle_choice_bridges_to_red_cliffs(failures: Array[String]) -> void:
_check_xiakou_choice_branch_to_red_cliffs(
failures,
"press_red_cliffs_fleet",
"pressed_red_cliffs_fleet",
"secured_xiakou_harbor",
"war_drum",
"imperial_seal"
)
_check_xiakou_choice_branch_to_red_cliffs(
failures,
"secure_xiakou_harbor",
"secured_xiakou_harbor",
"pressed_red_cliffs_fleet",
"imperial_seal",
"war_drum"
)
func _check_red_cliffs_post_battle_choice_bridges_to_fire(failures: Array[String]) -> void:
_check_red_cliffs_choice_branch_to_fire(
failures,
"reinforce_chain_line",
"reinforced_chain_line",
"ordered_night_raid",
"imperial_seal",
"war_drum"
)
_check_red_cliffs_choice_branch_to_fire(
failures,
"order_night_raid",
"ordered_night_raid",
"reinforced_chain_line",
"war_drum",
"imperial_seal"
)
func _check_red_cliffs_fire_post_battle_choice_bridges_to_huarong(failures: Array[String]) -> void:
_check_red_cliffs_fire_choice_branch_to_huarong(
failures,
"hold_red_cliffs_line",
"held_red_cliffs_line",
"opened_huarong_retreat",
"imperial_seal",
"war_drum"
)
_check_red_cliffs_fire_choice_branch_to_huarong(
failures,
"open_huarong_retreat",
"opened_huarong_retreat",
"held_red_cliffs_line",
"war_drum",
"imperial_seal"
)
func _check_huarong_post_battle_choice_bridges_to_jiangling_rearguard(failures: Array[String]) -> void:
_check_huarong_choice_branch_to_jiangling_rearguard(
failures,
"secure_huarong_rearguard",
"secured_huarong_rearguard",
"rushed_xuchang_return",
"imperial_seal",
"war_drum"
)
_check_huarong_choice_branch_to_jiangling_rearguard(
failures,
"rush_xuchang_return",
"rushed_xuchang_return",
"secured_huarong_rearguard",
"war_drum",
"imperial_seal"
)
func _check_jiangling_rearguard_post_battle_choice_bridges_to_tong_pass(failures: Array[String]) -> void:
_check_jiangling_rearguard_choice_branch_to_tong_pass(
failures,
"stabilize_jiangling_rearguard",
"stabilized_jiangling_rearguard",
"mobilized_tong_pass_vanguard",
"imperial_seal",
"war_drum",
"Jiangling's stabilized rearguard",
"jiangling_stability_supplies"
)
_check_jiangling_rearguard_choice_branch_to_tong_pass(
failures,
"mobilize_tong_pass_vanguard",
"mobilized_tong_pass_vanguard",
"stabilized_jiangling_rearguard",
"war_drum",
"imperial_seal",
"early western mobilization",
"early_western_mobilization_meets_scouts"
)
func _check_tong_pass_post_battle_choice_bridges_to_ma_chao_counterstroke(failures: Array[String]) -> void:
_check_tong_pass_choice_branch_to_ma_chao_counterstroke(
failures,
"fortify_tong_pass",
"fortified_tong_pass",
"pressed_ma_chao_vanguard",
"imperial_seal",
"war_drum",
"Tong Pass fortifications",
"fortified_pass_absorbs_charge"
)
_check_tong_pass_choice_branch_to_ma_chao_counterstroke(
failures,
"press_ma_chao_vanguard",
"pressed_ma_chao_vanguard",
"fortified_tong_pass",
"war_drum",
"imperial_seal",
"Pressing Ma Chao's vanguard",
"pressed_vanguard_draws_countercharge"
)
func _check_ma_chao_counterstroke_post_battle_choice_bridges_to_weishui_camps(failures: Array[String]) -> void:
_check_ma_chao_counterstroke_choice_branch_to_weishui_camps(
failures,
"anchor_weishui_camps",
"anchored_weishui_camps",
"sowed_han_sui_doubt",
"imperial_seal",
"war_drum",
"Anchored camps along the Wei River",
"anchored_camps_hold_line"
)
_check_ma_chao_counterstroke_choice_branch_to_weishui_camps(
failures,
"sow_han_sui_doubt",
"sowed_han_sui_doubt",
"anchored_weishui_camps",
"war_drum",
"imperial_seal",
"Rumors between Han Sui and Ma Chao",
"han_sui_doubt_splits_orders"
)
func _check_wuchao_choice_branch_to_cangting(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_conversation_id: String,
hidden_conversation_id: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Wuchao choice bridge %s" % choice_id, WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH)
if scene == null:
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Wuchao choice bridge %s should save 013 victory" % choice_id)
scene.free()
return
if bool(result.get("choice_applied", true)):
failures.append("Wuchao choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != WUCHAO_SCENARIO_ID:
failures.append("Wuchao choice bridge %s should mark Wuchao choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Wuchao choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, WUCHAO_SCENARIO_ID):
failures.append("Wuchao choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Wuchao choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Wuchao choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != CANGTING_SCENARIO_ID:
failures.append("Wuchao choice bridge %s should advance to Cangting, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
CANGTING_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Wuchao choice bridge %s could not load Cangting" % choice_id)
scene.free()
return
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Wuchao choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
failures.append("Wuchao choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Wuchao choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Wuchao choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_cangting_choice_branch_to_ye(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_conversation_id: String,
hidden_conversation_id: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Cangting choice bridge %s" % choice_id, CANGTING_SCENARIO_ID, CANGTING_SCENARIO_PATH)
if scene == null:
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Cangting choice bridge %s should save 014 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Cangting choice bridge %s should add Zhang He before Ye" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Cangting choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != CANGTING_SCENARIO_ID:
failures.append("Cangting choice bridge %s should mark Cangting choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Cangting choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, CANGTING_SCENARIO_ID):
failures.append("Cangting choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Cangting choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Cangting choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != YE_SCENARIO_ID:
failures.append("Cangting choice bridge %s should advance to Ye, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
YE_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Cangting choice bridge %s could not load Ye" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch15").is_empty():
failures.append("Cangting choice bridge %s should deploy Zhang He in Ye" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch15"):
failures.append("Cangting choice bridge %s should require Zhang He in Ye" % choice_id)
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Cangting choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
failures.append("Cangting choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Cangting choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Cangting choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_ye_choice_branch_to_ye_siege(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_conversation_id: String,
hidden_conversation_id: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Ye choice bridge %s" % choice_id, YE_SCENARIO_ID, YE_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
YE_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("Ye choice bridge %s could not reload Ye with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Ye choice bridge %s should save 015 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Ye choice bridge %s should keep Zhang He before Ye Siege" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Ye choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != YE_SCENARIO_ID:
failures.append("Ye choice bridge %s should mark Ye choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Ye choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, YE_SCENARIO_ID):
failures.append("Ye choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Ye choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Ye choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != YE_SIEGE_SCENARIO_ID:
failures.append("Ye choice bridge %s should advance to Ye Siege, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
YE_SIEGE_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Ye choice bridge %s could not load Ye Siege" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch16").is_empty():
failures.append("Ye choice bridge %s should deploy Zhang He in Ye Siege" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch16"):
failures.append("Ye choice bridge %s should require Zhang He in Ye Siege" % choice_id)
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Ye choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
failures.append("Ye choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Ye choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Ye choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_ye_siege_choice_branch_to_surrender(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_conversation_id: String,
hidden_conversation_id: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Ye Siege choice bridge %s" % choice_id, YE_SIEGE_SCENARIO_ID, YE_SIEGE_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
YE_SIEGE_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("Ye Siege choice bridge %s could not reload Ye Siege with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Ye Siege choice bridge %s should save 016 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Ye Siege choice bridge %s should keep Zhang He before Ye surrender" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Ye Siege choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != YE_SIEGE_SCENARIO_ID:
failures.append("Ye Siege choice bridge %s should mark Ye Siege choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Ye Siege choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, YE_SIEGE_SCENARIO_ID):
failures.append("Ye Siege choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Ye Siege choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Ye Siege choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != YE_SURRENDER_SCENARIO_ID:
failures.append("Ye Siege choice bridge %s should advance to Ye Surrender, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
YE_SURRENDER_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Ye Siege choice bridge %s could not load Ye Surrender" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch17").is_empty():
failures.append("Ye Siege choice bridge %s should deploy Zhang He in Ye Surrender" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch17"):
failures.append("Ye Siege choice bridge %s should require Zhang He in Ye Surrender" % choice_id)
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Ye Siege choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
failures.append("Ye Siege choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Ye Siege choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Ye Siege choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_ye_surrender_choice_branch_to_northern_pursuit(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_conversation_id: String,
hidden_conversation_id: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Ye Surrender choice bridge %s" % choice_id, YE_SURRENDER_SCENARIO_ID, YE_SURRENDER_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
YE_SURRENDER_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("Ye Surrender choice bridge %s could not reload Ye Surrender with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Ye Surrender choice bridge %s should save 017 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Ye Surrender choice bridge %s should keep Zhang He before Northern Pursuit" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Ye Surrender choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != YE_SURRENDER_SCENARIO_ID:
failures.append("Ye Surrender choice bridge %s should mark Ye Surrender choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Ye Surrender choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, YE_SURRENDER_SCENARIO_ID):
failures.append("Ye Surrender choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Ye Surrender choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Ye Surrender choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != NORTHERN_PURSUIT_SCENARIO_ID:
failures.append("Ye Surrender choice bridge %s should advance to Northern Pursuit, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
NORTHERN_PURSUIT_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Ye Surrender choice bridge %s could not load Northern Pursuit" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch18").is_empty():
failures.append("Ye Surrender choice bridge %s should deploy Zhang He in Northern Pursuit" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch18"):
failures.append("Ye Surrender choice bridge %s should require Zhang He in Northern Pursuit" % choice_id)
if scene._camp_conversation_by_id(expected_conversation_id).is_empty():
failures.append("Ye Surrender choice bridge %s should expose %s" % [choice_id, expected_conversation_id])
if not scene._camp_conversation_by_id(hidden_conversation_id).is_empty():
failures.append("Ye Surrender choice bridge %s should hide %s" % [choice_id, hidden_conversation_id])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Ye Surrender choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Ye Surrender choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_northern_pursuit_choice_branch_to_nanpi(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Northern Pursuit choice bridge %s" % choice_id, NORTHERN_PURSUIT_SCENARIO_ID, NORTHERN_PURSUIT_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
NORTHERN_PURSUIT_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("Northern Pursuit choice bridge %s could not reload Northern Pursuit with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Northern Pursuit choice bridge %s should save 018 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Northern Pursuit choice bridge %s should keep Zhang He before Nanpi" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Northern Pursuit choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != NORTHERN_PURSUIT_SCENARIO_ID:
failures.append("Northern Pursuit choice bridge %s should mark Northern Pursuit choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Northern Pursuit choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, NORTHERN_PURSUIT_SCENARIO_ID):
failures.append("Northern Pursuit choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Northern Pursuit choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Northern Pursuit choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != NANPI_SCENARIO_ID:
failures.append("Northern Pursuit choice bridge %s should advance to Nanpi, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
NANPI_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Northern Pursuit choice bridge %s could not load Nanpi" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch19").is_empty():
failures.append("Northern Pursuit choice bridge %s should deploy Zhang He in Nanpi" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch19"):
failures.append("Northern Pursuit choice bridge %s should require Zhang He in Nanpi" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Northern Pursuit choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Northern Pursuit choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_nanpi_choice_branch_to_surrender(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Nanpi choice bridge %s" % choice_id, NANPI_SCENARIO_ID, NANPI_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
NANPI_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("Nanpi choice bridge %s could not reload Nanpi with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Nanpi choice bridge %s should save 019 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Nanpi choice bridge %s should keep Zhang He before Nanpi Surrender" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Nanpi choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != NANPI_SCENARIO_ID:
failures.append("Nanpi choice bridge %s should mark Nanpi choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Nanpi choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, NANPI_SCENARIO_ID):
failures.append("Nanpi choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Nanpi choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Nanpi choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != NANPI_SURRENDER_SCENARIO_ID:
failures.append("Nanpi choice bridge %s should advance to Nanpi Surrender, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
NANPI_SURRENDER_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Nanpi choice bridge %s could not load Nanpi Surrender" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch20").is_empty():
failures.append("Nanpi choice bridge %s should deploy Zhang He in Nanpi Surrender" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch20"):
failures.append("Nanpi choice bridge %s should require Zhang He in Nanpi Surrender" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Nanpi choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Nanpi choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_nanpi_surrender_choice_branch_to_bohai(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Nanpi Surrender choice bridge %s" % choice_id, NANPI_SURRENDER_SCENARIO_ID, NANPI_SURRENDER_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
NANPI_SURRENDER_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("Nanpi Surrender choice bridge %s could not reload Nanpi Surrender with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Nanpi Surrender choice bridge %s should save 020 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Nanpi Surrender choice bridge %s should keep Zhang He before Bohai" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Nanpi Surrender choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != NANPI_SURRENDER_SCENARIO_ID:
failures.append("Nanpi Surrender choice bridge %s should mark Nanpi Surrender choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Nanpi Surrender choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, NANPI_SURRENDER_SCENARIO_ID):
failures.append("Nanpi Surrender choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Nanpi Surrender choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Nanpi Surrender choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != BOHAI_SCENARIO_ID:
failures.append("Nanpi Surrender choice bridge %s should advance to Bohai, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
BOHAI_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Nanpi Surrender choice bridge %s could not load Bohai" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch21").is_empty():
failures.append("Nanpi Surrender choice bridge %s should deploy Zhang He in Bohai" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch21"):
failures.append("Nanpi Surrender choice bridge %s should require Zhang He in Bohai" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Nanpi Surrender choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Nanpi Surrender choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_bohai_choice_branch_to_liaoxi(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Bohai choice bridge %s" % choice_id, BOHAI_SCENARIO_ID, BOHAI_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
BOHAI_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("Bohai choice bridge %s could not reload Bohai with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Bohai choice bridge %s should save 021 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Bohai choice bridge %s should keep Zhang He before Liaoxi" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Bohai choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != BOHAI_SCENARIO_ID:
failures.append("Bohai choice bridge %s should mark Bohai choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Bohai choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, BOHAI_SCENARIO_ID):
failures.append("Bohai choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Bohai choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Bohai choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != LIAOXI_SCENARIO_ID:
failures.append("Bohai choice bridge %s should advance to Liaoxi, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
LIAOXI_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Bohai choice bridge %s could not load Liaoxi" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch22").is_empty():
failures.append("Bohai choice bridge %s should deploy Zhang He in Liaoxi" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch22"):
failures.append("Bohai choice bridge %s should require Zhang He in Liaoxi" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Bohai choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Bohai choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_liaoxi_choice_branch_to_white_wolf(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Liaoxi choice bridge %s" % choice_id, LIAOXI_SCENARIO_ID, LIAOXI_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
LIAOXI_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("Liaoxi choice bridge %s could not reload Liaoxi with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Liaoxi choice bridge %s should save 022 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Liaoxi choice bridge %s should keep Zhang He before White Wolf" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Liaoxi choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != LIAOXI_SCENARIO_ID:
failures.append("Liaoxi choice bridge %s should mark Liaoxi choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Liaoxi choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, LIAOXI_SCENARIO_ID):
failures.append("Liaoxi choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Liaoxi choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Liaoxi choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != WHITE_WOLF_SCENARIO_ID:
failures.append("Liaoxi choice bridge %s should advance to White Wolf, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
WHITE_WOLF_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Liaoxi choice bridge %s could not load White Wolf" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch23").is_empty():
failures.append("Liaoxi choice bridge %s should deploy Zhang He in White Wolf" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch23"):
failures.append("Liaoxi choice bridge %s should require Zhang He in White Wolf" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Liaoxi choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Liaoxi choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_white_wolf_choice_branch_to_liaodong(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "White Wolf choice bridge %s" % choice_id, WHITE_WOLF_SCENARIO_ID, WHITE_WOLF_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
WHITE_WOLF_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("White Wolf choice bridge %s could not reload White Wolf with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("White Wolf choice bridge %s should save 023 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("White Wolf choice bridge %s should keep Zhang He before Liaodong" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("White Wolf choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != WHITE_WOLF_SCENARIO_ID:
failures.append("White Wolf choice bridge %s should mark White Wolf choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("White Wolf choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, WHITE_WOLF_SCENARIO_ID):
failures.append("White Wolf choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("White Wolf choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("White Wolf choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != LIAODONG_SCENARIO_ID:
failures.append("White Wolf choice bridge %s should advance to Liaodong, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
LIAODONG_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("White Wolf choice bridge %s could not load Liaodong" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch24").is_empty():
failures.append("White Wolf choice bridge %s should deploy Zhang He in Liaodong" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch24"):
failures.append("White Wolf choice bridge %s should require Zhang He in Liaodong" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("White Wolf choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("White Wolf choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_liaodong_choice_branch_to_xinye(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Liaodong choice bridge %s" % choice_id, LIAODONG_SCENARIO_ID, LIAODONG_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
LIAODONG_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("Liaodong choice bridge %s could not reload Liaodong with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Liaodong choice bridge %s should save 024 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Liaodong choice bridge %s should keep Zhang He before Xinye" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Liaodong choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != LIAODONG_SCENARIO_ID:
failures.append("Liaodong choice bridge %s should mark Liaodong choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Liaodong choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, LIAODONG_SCENARIO_ID):
failures.append("Liaodong choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Liaodong choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Liaodong choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != XINYE_SCENARIO_ID:
failures.append("Liaodong choice bridge %s should advance to Xinye, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
XINYE_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Liaodong choice bridge %s could not load Xinye" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch25").is_empty():
failures.append("Liaodong choice bridge %s should deploy Zhang He in Xinye" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch25"):
failures.append("Liaodong choice bridge %s should require Zhang He in Xinye" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Liaodong choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Liaodong choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_xinye_choice_branch_to_changban(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Xinye choice bridge %s" % choice_id, XINYE_SCENARIO_ID, XINYE_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
XINYE_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("Xinye choice bridge %s could not reload Xinye with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Xinye choice bridge %s should save 025 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Xinye choice bridge %s should keep Zhang He before Changban" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Xinye choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != XINYE_SCENARIO_ID:
failures.append("Xinye choice bridge %s should mark Xinye choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Xinye choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, XINYE_SCENARIO_ID):
failures.append("Xinye choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Xinye choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Xinye choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != CHANGBAN_SCENARIO_ID:
failures.append("Xinye choice bridge %s should advance to Changban, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
CHANGBAN_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Xinye choice bridge %s could not load Changban" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch26").is_empty():
failures.append("Xinye choice bridge %s should deploy Zhang He in Changban" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch26"):
failures.append("Xinye choice bridge %s should require Zhang He in Changban" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Xinye choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Xinye choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_changban_choice_branch_to_jiangling(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Changban choice bridge %s" % choice_id, CHANGBAN_SCENARIO_ID, CHANGBAN_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
CHANGBAN_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("Changban choice bridge %s could not reload Changban with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Changban choice bridge %s should save 026 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Changban choice bridge %s should keep Zhang He before Jiangling" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Changban choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != CHANGBAN_SCENARIO_ID:
failures.append("Changban choice bridge %s should mark Changban choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Changban choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, CHANGBAN_SCENARIO_ID):
failures.append("Changban choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Changban choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Changban choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != JIANGLING_SCENARIO_ID:
failures.append("Changban choice bridge %s should advance to Jiangling, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
JIANGLING_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Changban choice bridge %s could not load Jiangling" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch27").is_empty():
failures.append("Changban choice bridge %s should deploy Zhang He in Jiangling" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch27"):
failures.append("Changban choice bridge %s should require Zhang He in Jiangling" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Changban choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Changban choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_jiangling_choice_branch_to_xiakou(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Jiangling choice bridge %s" % choice_id, JIANGLING_SCENARIO_ID, JIANGLING_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
JIANGLING_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("Jiangling choice bridge %s could not reload Jiangling with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Jiangling choice bridge %s should save 027 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Jiangling choice bridge %s should keep Zhang He before Xiakou" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Jiangling choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != JIANGLING_SCENARIO_ID:
failures.append("Jiangling choice bridge %s should mark Jiangling choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Jiangling choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, JIANGLING_SCENARIO_ID):
failures.append("Jiangling choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Jiangling choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Jiangling choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != XIAKOU_SCENARIO_ID:
failures.append("Jiangling choice bridge %s should advance to Xiakou, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
XIAKOU_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling choice bridge %s could not load Xiakou" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch28").is_empty():
failures.append("Jiangling choice bridge %s should deploy Zhang He in Xiakou" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch28"):
failures.append("Jiangling choice bridge %s should require Zhang He in Xiakou" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Jiangling choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Jiangling choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_xiakou_choice_branch_to_red_cliffs(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Xiakou choice bridge %s" % choice_id, XIAKOU_SCENARIO_ID, XIAKOU_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
XIAKOU_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("Xiakou choice bridge %s could not reload Xiakou with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Xiakou choice bridge %s should save 028 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Xiakou choice bridge %s should keep Zhang He before Red Cliffs" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Xiakou choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != XIAKOU_SCENARIO_ID:
failures.append("Xiakou choice bridge %s should mark Xiakou choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Xiakou choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, XIAKOU_SCENARIO_ID):
failures.append("Xiakou choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Xiakou choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Xiakou choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != RED_CLIFFS_SCENARIO_ID:
failures.append("Xiakou choice bridge %s should advance to Red Cliffs, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
RED_CLIFFS_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Xiakou choice bridge %s could not load Red Cliffs" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch29").is_empty():
failures.append("Xiakou choice bridge %s should deploy Zhang He in Red Cliffs" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch29"):
failures.append("Xiakou choice bridge %s should require Zhang He in Red Cliffs" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Xiakou choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Xiakou choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_red_cliffs_choice_branch_to_fire(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Red Cliffs choice bridge %s" % choice_id, RED_CLIFFS_SCENARIO_ID, RED_CLIFFS_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
RED_CLIFFS_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("Red Cliffs choice bridge %s could not reload Red Cliffs with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Red Cliffs choice bridge %s should save 029 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Red Cliffs choice bridge %s should keep Zhang He before Red Cliffs Fire" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Red Cliffs choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != RED_CLIFFS_SCENARIO_ID:
failures.append("Red Cliffs choice bridge %s should mark Red Cliffs choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Red Cliffs choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, RED_CLIFFS_SCENARIO_ID):
failures.append("Red Cliffs choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Red Cliffs choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Red Cliffs choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != RED_CLIFFS_FIRE_SCENARIO_ID:
failures.append("Red Cliffs choice bridge %s should advance to Red Cliffs Fire, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
RED_CLIFFS_FIRE_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs choice bridge %s could not load Red Cliffs Fire" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch30").is_empty():
failures.append("Red Cliffs choice bridge %s should deploy Zhang He in Red Cliffs Fire" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch30"):
failures.append("Red Cliffs choice bridge %s should require Zhang He in Red Cliffs Fire" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Red Cliffs choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Red Cliffs choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_red_cliffs_fire_choice_branch_to_huarong(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Red Cliffs Fire choice bridge %s" % choice_id, RED_CLIFFS_FIRE_SCENARIO_ID, RED_CLIFFS_FIRE_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
RED_CLIFFS_FIRE_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("Red Cliffs Fire choice bridge %s could not reload Red Cliffs Fire with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Red Cliffs Fire choice bridge %s should save 030 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Red Cliffs Fire choice bridge %s should keep Zhang He before Huarong" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Red Cliffs Fire choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != RED_CLIFFS_FIRE_SCENARIO_ID:
failures.append("Red Cliffs Fire choice bridge %s should mark Red Cliffs Fire choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Red Cliffs Fire choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, RED_CLIFFS_FIRE_SCENARIO_ID):
failures.append("Red Cliffs Fire choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Red Cliffs Fire choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Red Cliffs Fire choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != HUARONG_SCENARIO_ID:
failures.append("Red Cliffs Fire choice bridge %s should advance to Huarong, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
HUARONG_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs Fire choice bridge %s could not load Huarong" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch31").is_empty():
failures.append("Red Cliffs Fire choice bridge %s should deploy Zhang He in Huarong" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch31"):
failures.append("Red Cliffs Fire choice bridge %s should require Zhang He in Huarong" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Red Cliffs Fire choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Red Cliffs Fire choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_huarong_choice_branch_to_jiangling_rearguard(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Huarong choice bridge %s" % choice_id, HUARONG_SCENARIO_ID, HUARONG_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
HUARONG_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("Huarong choice bridge %s could not reload Huarong with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Huarong choice bridge %s should save 031 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Huarong choice bridge %s should keep Zhang He before Jiangling Rearguard" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Huarong choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != HUARONG_SCENARIO_ID:
failures.append("Huarong choice bridge %s should mark Huarong choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Huarong choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, HUARONG_SCENARIO_ID):
failures.append("Huarong choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Huarong choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Huarong choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != JIANGLING_REARGUARD_SCENARIO_ID:
failures.append("Huarong choice bridge %s should advance to Jiangling Rearguard, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
JIANGLING_REARGUARD_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Huarong choice bridge %s could not load Jiangling Rearguard" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch32").is_empty():
failures.append("Huarong choice bridge %s should deploy Zhang He in Jiangling Rearguard" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch32"):
failures.append("Huarong choice bridge %s should require Zhang He in Jiangling Rearguard" % choice_id)
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Huarong choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Huarong choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_jiangling_rearguard_choice_branch_to_tong_pass(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String,
expected_briefing_fragment: String,
expected_event_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Jiangling Rearguard choice bridge %s" % choice_id, JIANGLING_REARGUARD_SCENARIO_ID, JIANGLING_REARGUARD_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
JIANGLING_REARGUARD_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("Jiangling Rearguard choice bridge %s could not reload Jiangling Rearguard with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Jiangling Rearguard choice bridge %s should save 032 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Jiangling Rearguard choice bridge %s should keep Zhang He before Tong Pass" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Jiangling Rearguard choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != JIANGLING_REARGUARD_SCENARIO_ID:
failures.append("Jiangling Rearguard choice bridge %s should mark Jiangling Rearguard choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Jiangling Rearguard choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, JIANGLING_REARGUARD_SCENARIO_ID):
failures.append("Jiangling Rearguard choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Jiangling Rearguard choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Jiangling Rearguard choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != TONG_PASS_SCENARIO_ID:
failures.append("Jiangling Rearguard choice bridge %s should advance to Tong Pass, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
TONG_PASS_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling Rearguard choice bridge %s could not load Tong Pass" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch33").is_empty():
failures.append("Jiangling Rearguard choice bridge %s should deploy Zhang He in Tong Pass" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch33"):
failures.append("Jiangling Rearguard choice bridge %s should require Zhang He in Tong Pass" % choice_id)
var briefing_lines: Array = scene.state.get_briefing().get("lines", [])
if not _lines_contain_fragment(briefing_lines, expected_briefing_fragment):
failures.append("Jiangling Rearguard choice bridge %s should expose Tong Pass briefing fragment `%s`" % [choice_id, expected_briefing_fragment])
if not _battle_event_requires_flag(scene.state.battle_events, expected_event_id, expected_flag):
failures.append("Jiangling Rearguard choice bridge %s should expose Tong Pass event %s gated by %s" % [choice_id, expected_event_id, expected_flag])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Jiangling Rearguard choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Jiangling Rearguard choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_tong_pass_choice_branch_to_ma_chao_counterstroke(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String,
expected_briefing_fragment: String,
expected_event_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Tong Pass choice bridge %s" % choice_id, TONG_PASS_SCENARIO_ID, TONG_PASS_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
TONG_PASS_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("Tong Pass choice bridge %s could not reload Tong Pass with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Tong Pass choice bridge %s should save 033 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Tong Pass choice bridge %s should keep Zhang He before Ma Chao Counterstroke" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Tong Pass choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != TONG_PASS_SCENARIO_ID:
failures.append("Tong Pass choice bridge %s should mark Tong Pass choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Tong Pass choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, TONG_PASS_SCENARIO_ID):
failures.append("Tong Pass choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Tong Pass choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Tong Pass choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != MA_CHAO_COUNTERSTROKE_SCENARIO_ID:
failures.append("Tong Pass choice bridge %s should advance to Ma Chao Counterstroke, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
MA_CHAO_COUNTERSTROKE_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass choice bridge %s could not load Ma Chao Counterstroke" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch34").is_empty():
failures.append("Tong Pass choice bridge %s should deploy Zhang He in Ma Chao Counterstroke" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch34"):
failures.append("Tong Pass choice bridge %s should require Zhang He in Ma Chao Counterstroke" % choice_id)
var briefing_lines: Array = scene.state.get_briefing().get("lines", [])
if not _lines_contain_fragment(briefing_lines, expected_briefing_fragment):
failures.append("Tong Pass choice bridge %s should expose Ma Chao Counterstroke briefing fragment `%s`" % [choice_id, expected_briefing_fragment])
if not _battle_event_requires_flag(scene.state.battle_events, expected_event_id, expected_flag):
failures.append("Tong Pass choice bridge %s should expose Ma Chao Counterstroke event %s gated by %s" % [choice_id, expected_event_id, expected_flag])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Tong Pass choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Tong Pass choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _check_ma_chao_counterstroke_choice_branch_to_weishui_camps(
failures: Array[String],
choice_id: String,
expected_flag: String,
cleared_flag: String,
expected_shop_item_id: String,
hidden_shop_item_id: String,
expected_briefing_fragment: String,
expected_event_id: String
) -> void:
var scene = _new_prebattle_scene_for(failures, "Ma Chao Counterstroke choice bridge %s" % choice_id, MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_SCENARIO_PATH)
if scene == null:
return
if not scene.campaign_state.joined_officers.has("zhang_he"):
scene.campaign_state.joined_officers.append("zhang_he")
if not scene.state.load_battle(
MA_CHAO_COUNTERSTROKE_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("Ma Chao Counterstroke choice bridge %s could not reload Ma Chao Counterstroke with Zhang He joined" % choice_id)
scene.free()
return
scene.state.battle_status = "victory"
var result: Dictionary = scene.campaign_state.apply_battle_result(scene.state)
if not bool(result.get("saved", false)):
failures.append("Ma Chao Counterstroke choice bridge %s should save 034 victory" % choice_id)
scene.free()
return
if not scene.campaign_state.get_joined_officers_snapshot().has("zhang_he"):
failures.append("Ma Chao Counterstroke choice bridge %s should keep Zhang He before Weishui Camps" % choice_id)
if bool(result.get("choice_applied", true)):
failures.append("Ma Chao Counterstroke choice bridge %s should wait for a selected post-battle choice" % choice_id)
if scene.campaign_state.pending_post_battle_choice_scenario_id != MA_CHAO_COUNTERSTROKE_SCENARIO_ID:
failures.append("Ma Chao Counterstroke choice bridge %s should mark Ma Chao Counterstroke choice pending" % choice_id)
var choice := _find_choice_by_id(result.get("post_battle_choices", []), choice_id)
if choice.is_empty():
failures.append("Ma Chao Counterstroke choice bridge missing choice: %s" % choice_id)
scene.free()
return
if not scene.campaign_state.try_apply_post_battle_choice(choice, MA_CHAO_COUNTERSTROKE_SCENARIO_ID):
failures.append("Ma Chao Counterstroke choice bridge %s should save selected choice" % choice_id)
scene.free()
return
var flags: Dictionary = scene.campaign_state.get_flags_snapshot()
if flags.get(expected_flag, false) != true:
failures.append("Ma Chao Counterstroke choice bridge %s should set %s" % [choice_id, expected_flag])
if flags.get(cleared_flag, true) != false:
failures.append("Ma Chao Counterstroke choice bridge %s should clear %s" % [choice_id, cleared_flag])
if scene.campaign_state.current_scenario_id != WEISHUI_CAMPS_SCENARIO_ID:
failures.append("Ma Chao Counterstroke choice bridge %s should advance to Weishui Camps, got %s" % [choice_id, scene.campaign_state.current_scenario_id])
if not scene.state.load_battle(
WEISHUI_CAMPS_SCENARIO_PATH,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
flags,
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Ma Chao Counterstroke choice bridge %s could not load Weishui Camps" % choice_id)
scene.free()
return
if scene.state.get_unit("zhang_he_ch35").is_empty():
failures.append("Ma Chao Counterstroke choice bridge %s should deploy Zhang He in Weishui Camps" % choice_id)
elif not scene.state.is_required_deployment("zhang_he_ch35"):
failures.append("Ma Chao Counterstroke choice bridge %s should require Zhang He in Weishui Camps" % choice_id)
var briefing_lines: Array = scene.state.get_briefing().get("lines", [])
if not _lines_contain_fragment(briefing_lines, expected_briefing_fragment):
failures.append("Ma Chao Counterstroke choice bridge %s should expose Weishui briefing fragment `%s`" % [choice_id, expected_briefing_fragment])
if not _battle_event_requires_flag(scene.state.battle_events, expected_event_id, expected_flag):
failures.append("Ma Chao Counterstroke choice bridge %s should expose Weishui event %s gated by %s" % [choice_id, expected_event_id, expected_flag])
var shop_items: Array = scene.state.get_shop_item_ids()
if not shop_items.has(expected_shop_item_id):
failures.append("Ma Chao Counterstroke choice bridge %s should expose shop item %s" % [choice_id, expected_shop_item_id])
if shop_items.has(hidden_shop_item_id):
failures.append("Ma Chao Counterstroke choice bridge %s should hide shop item %s" % [choice_id, hidden_shop_item_id])
scene.free()
func _lines_contain_fragment(lines: Array, fragment: String) -> bool:
for line in lines:
if str(line).contains(fragment):
return true
return false
func _battle_event_requires_flag(events: Array, event_id: String, flag_name: String) -> bool:
for event in events:
if typeof(event) != TYPE_DICTIONARY:
continue
if str(event.get("id", "")) != event_id:
continue
var when: Dictionary = event.get("when", {})
var campaign_flags: Dictionary = when.get("campaign_flags", {})
return campaign_flags.get(flag_name, false) == true
return false
func _find_choice_by_id(choices, choice_id: String) -> Dictionary:
if typeof(choices) != TYPE_ARRAY:
return {}
for choice in choices:
if typeof(choice) == TYPE_DICTIONARY and str(choice.get("id", "")) == choice_id:
return choice
return {}
func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "manual checkpoint")
if scene == null:
return
if not scene.campaign_state.save_manual_game():
failures.append("manual checkpoint before camp claim should save")
scene.free()
return
var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
scene._apply_camp_conversation_effects(conversation)
if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 1:
failures.append("camp claim should add Bean before manual restore")
if not scene.campaign_state.load_manual_game():
failures.append("manual checkpoint should load after camp claim")
else:
if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
failures.append("loading older manual checkpoint should revert camp reward inventory")
if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
failures.append("loading older manual checkpoint should revert camp claim ledger")
scene.free()
func _check_completed_replay_cannot_claim(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "completed replay")
if scene == null:
return
scene.campaign_state.completed_scenarios.append(SCENARIO_ID)
var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
scene._apply_camp_conversation_effects(conversation)
if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
failures.append("completed replay should not claim camp supplies")
if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
failures.append("completed replay should not write camp claim ledger")
scene.free()
func _check_conditional_camp_conversations(failures: Array[String]) -> void:
var no_flags_scene = _new_prebattle_scene_for(failures, "conditional camp no flags", BRANCH_SCENARIO_ID, BRANCH_SCENARIO_PATH)
if no_flags_scene != null:
if no_flags_scene._camp_conversation_by_id("xingyang_war_council").is_empty():
failures.append("Xingyang should expose ungated war council conversation")
if not no_flags_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
failures.append("pursuit camp conversation should be hidden without pursuit flag")
if not no_flags_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
failures.append("regroup camp conversation should be hidden without regroup flag")
no_flags_scene.free()
var pursuit_scene = _new_prebattle_scene_for(
failures,
"conditional camp pursuit",
BRANCH_SCENARIO_ID,
BRANCH_SCENARIO_PATH,
{"pursued_dong_zhuo": true}
)
if pursuit_scene != null:
if pursuit_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
failures.append("pursuit flag should expose forced march conversation")
if pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores").is_empty():
failures.append("pursuit flag should expose hasty stores conversation")
if not pursuit_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
failures.append("pursuit flag should not expose regroup scout conversation")
var hasty_stores: Dictionary = pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores")
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pursuit_scene._apply_camp_conversation_effects(hasty_stores)
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("pursuit hasty stores should add Wine to campaign inventory")
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("pursuit hasty stores should refresh battle Wine inventory")
pursuit_scene.free()
var regroup_scene = _new_prebattle_scene_for(
failures,
"conditional camp regroup",
BRANCH_SCENARIO_ID,
BRANCH_SCENARIO_PATH,
{"regrouped_after_sishui": true}
)
if regroup_scene != null:
if regroup_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
failures.append("regroup flag should expose scout screen conversation")
if regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train").is_empty():
failures.append("regroup flag should expose Sishui supply train conversation")
if not regroup_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
failures.append("regroup flag should not expose pursuit forced march conversation")
var supply_train: Dictionary = regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train")
var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
regroup_scene._apply_camp_conversation_effects(supply_train)
if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("regroup Sishui supply train should add Panacea to campaign inventory")
if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("regroup Sishui supply train should refresh battle Panacea inventory")
regroup_scene.free()
func _check_qingzhou_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Qingzhou base camp", QINGZHOU_SCENARIO_ID, QINGZHOU_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("qingzhou_settlement_council").is_empty():
failures.append("Qingzhou should expose lasting army officer conversation")
if base_scene._camp_conversation_by_id("qingzhou_village_screen").is_empty():
failures.append("Qingzhou should expose village screen officer conversation")
if not base_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
failures.append("Qingzhou pursuit supplies should be hidden without pursuit flag")
if not base_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
failures.append("Qingzhou Sishui stores should be hidden without regroup flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "청주 길상인":
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()) != "군막 회의 · 2건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Qingzhou pursuit talk status should show one ready supply")
if not pursuit_scene._format_camp_conversation_button_text(veterans).contains("보급 술"):
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()) != "군막 회의 · 3건 · 수령 완료 1건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Qingzhou regroup talk status should show one ready supply")
if not regroup_scene._format_camp_conversation_button_text(stores).contains("보급 콩"):
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()) != "군막 회의 · 3건 · 수령 완료 1건":
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()) != "군막 회의 · 2건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Wuchao prepared raid talk status should show one ready supply")
if not raid_scene._format_camp_conversation_button_text(fast_supplies).contains("보급 콩"):
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()) != "군막 회의 · 3건 · 수령 완료 1건":
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()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Wuchao strengthened defense talk status should show one ready supply")
if not defense_scene._format_camp_conversation_button_text(reserve_wagon).contains("보급 만능약"):
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_cangting_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Cangting base camp", CANGTING_SCENARIO_ID, CANGTING_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("cangting_pursuit_council").is_empty():
failures.append("Cangting should expose the pursuit council conversation")
if base_scene._camp_conversation_by_id("cangting_guo_jia_rearguard").is_empty():
failures.append("Cangting should expose Guo Jia's rear guard conversation")
if not base_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID).is_empty():
failures.append("Cangting fast pursuit rations should be hidden without pressed rout flag")
if not base_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID).is_empty():
failures.append("Cangting Wuchao store medicine should be hidden without secured stores flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Cangting Road Sutler":
failures.append("Cangting shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Cangting shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Cangting base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Cangting pressed rout camp",
CANGTING_SCENARIO_ID,
CANGTING_SCENARIO_PATH,
{"pressed_yuan_rout": true}
)
if pressed_scene != null:
var fast_rations: Dictionary = pressed_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID)
if fast_rations.is_empty():
failures.append("pressed Yuan rout flag should expose Cangting fast pursuit rations")
if not pressed_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID).is_empty():
failures.append("pressed Yuan rout flag should not expose Cangting Wuchao store medicine")
if not fast_rations.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Cangting pressed rout talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(fast_rations).contains("보급 콩"):
failures.append("Cangting fast pursuit rations button should show Bean supply")
var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pressed_scene._apply_camp_conversation_effects(fast_rations)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Cangting fast pursuit rations should add Bean to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Cangting fast pursuit rations should refresh battle Bean inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(CANGTING_SCENARIO_ID, CANGTING_PRESSED_CONVERSATION_ID):
failures.append("Cangting fast pursuit rations claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Cangting pressed rout talk status should show claimed supply after claim")
pressed_scene.free()
var stores_scene = _new_prebattle_scene_for(
failures,
"Cangting secured Wuchao stores camp",
CANGTING_SCENARIO_ID,
CANGTING_SCENARIO_PATH,
{"secured_wuchao_stores": true}
)
if stores_scene != null:
var store_medicine: Dictionary = stores_scene._camp_conversation_by_id(CANGTING_STORES_CONVERSATION_ID)
if store_medicine.is_empty():
failures.append("secured Wuchao stores flag should expose Cangting store medicine")
if not stores_scene._camp_conversation_by_id(CANGTING_PRESSED_CONVERSATION_ID).is_empty():
failures.append("secured Wuchao stores flag should not expose Cangting fast pursuit rations")
if not store_medicine.is_empty():
if stores_scene._format_talk_status_text(stores_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Cangting secured stores talk status should show one ready supply")
if not stores_scene._format_camp_conversation_button_text(store_medicine).contains("보급 만능약"):
failures.append("Cangting store medicine button should show Panacea supply")
var before_panacea := int(stores_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
stores_scene._apply_camp_conversation_effects(store_medicine)
if int(stores_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Cangting store medicine should add Panacea to campaign inventory")
if int(stores_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Cangting store medicine should refresh battle Panacea inventory")
if not stores_scene.campaign_state.has_claimed_camp_conversation_effects(CANGTING_SCENARIO_ID, CANGTING_STORES_CONVERSATION_ID):
failures.append("Cangting store medicine claim should be saved")
if stores_scene._format_talk_status_text(stores_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Cangting secured stores talk status should show claimed supply after claim")
stores_scene.free()
func _check_ye_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Ye base camp", YE_SCENARIO_ID, YE_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("ye_outer_council").is_empty():
failures.append("Ye should expose the outer defense council conversation")
if base_scene._camp_conversation_by_id("ye_zhang_he_city_map").is_empty():
failures.append("Ye should expose Zhang He's city map conversation")
if not base_scene._camp_conversation_by_id(YE_RAPID_CONVERSATION_ID).is_empty():
failures.append("Ye rapid march rations should be hidden without advanced flag")
if not base_scene._camp_conversation_by_id(YE_CROSSING_CONVERSATION_ID).is_empty():
failures.append("Ye crossing medicine should be hidden without crossings flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Ye Outskirts Sutler":
failures.append("Ye shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Ye shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Ye base talk status should summarize two non-supply topics")
base_scene.free()
var advanced_scene = _new_prebattle_scene_for(
failures,
"Ye advanced camp",
YE_SCENARIO_ID,
YE_SCENARIO_PATH,
{"advanced_to_ye": true}
)
if advanced_scene != null:
var rapid_rations: Dictionary = advanced_scene._camp_conversation_by_id(YE_RAPID_CONVERSATION_ID)
if rapid_rations.is_empty():
failures.append("advanced to Ye flag should expose rapid march rations")
if not advanced_scene._camp_conversation_by_id(YE_CROSSING_CONVERSATION_ID).is_empty():
failures.append("advanced to Ye flag should not expose crossing medicine")
if not rapid_rations.is_empty():
if advanced_scene._format_talk_status_text(advanced_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ye advanced talk status should show one ready supply")
if not advanced_scene._format_camp_conversation_button_text(rapid_rations).contains("보급 콩"):
failures.append("Ye rapid rations button should show Bean supply")
var before_bean := int(advanced_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
advanced_scene._apply_camp_conversation_effects(rapid_rations)
if int(advanced_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye rapid rations should add Bean to campaign inventory")
if int(advanced_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye rapid rations should refresh battle Bean inventory")
if not advanced_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SCENARIO_ID, YE_RAPID_CONVERSATION_ID):
failures.append("Ye rapid rations claim should be saved")
if advanced_scene._format_talk_status_text(advanced_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ye advanced talk status should show claimed supply after claim")
advanced_scene.free()
var crossing_scene = _new_prebattle_scene_for(
failures,
"Ye crossings camp",
YE_SCENARIO_ID,
YE_SCENARIO_PATH,
{"secured_hebei_crossings": true}
)
if crossing_scene != null:
var crossing_medicine: Dictionary = crossing_scene._camp_conversation_by_id(YE_CROSSING_CONVERSATION_ID)
if crossing_medicine.is_empty():
failures.append("secured Hebei crossings flag should expose Ye crossing medicine")
if not crossing_scene._camp_conversation_by_id(YE_RAPID_CONVERSATION_ID).is_empty():
failures.append("secured Hebei crossings flag should not expose Ye rapid rations")
if not crossing_medicine.is_empty():
if crossing_scene._format_talk_status_text(crossing_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ye crossings talk status should show one ready supply")
if not crossing_scene._format_camp_conversation_button_text(crossing_medicine).contains("보급 만능약"):
failures.append("Ye crossing medicine button should show Panacea supply")
var before_panacea := int(crossing_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
crossing_scene._apply_camp_conversation_effects(crossing_medicine)
if int(crossing_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye crossing medicine should add Panacea to campaign inventory")
if int(crossing_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye crossing medicine should refresh battle Panacea inventory")
if not crossing_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SCENARIO_ID, YE_CROSSING_CONVERSATION_ID):
failures.append("Ye crossing medicine claim should be saved")
if crossing_scene._format_talk_status_text(crossing_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ye crossings talk status should show claimed supply after claim")
crossing_scene.free()
func _check_ye_siege_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Ye Siege base camp", YE_SIEGE_SCENARIO_ID, YE_SIEGE_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("ye_siege_inner_gate_council").is_empty():
failures.append("Ye Siege should expose the inner gate council conversation")
if base_scene._camp_conversation_by_id("ye_siege_zhang_he_streets").is_empty():
failures.append("Ye Siege should expose Zhang He's inner streets conversation")
if not base_scene._camp_conversation_by_id(YE_SIEGE_PRESSED_CONVERSATION_ID).is_empty():
failures.append("Ye Siege ladder rations should be hidden without pressed siege flag")
if not base_scene._camp_conversation_by_id(YE_SIEGE_SPLIT_CONVERSATION_ID).is_empty():
failures.append("Ye Siege defector medicine should be hidden without split heirs flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Ye Gate Sutler":
failures.append("Ye Siege shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Ye Siege shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Ye Siege base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Ye Siege pressed camp",
YE_SIEGE_SCENARIO_ID,
YE_SIEGE_SCENARIO_PATH,
{"pressed_ye_siege": true}
)
if pressed_scene != null:
var ladder_rations: Dictionary = pressed_scene._camp_conversation_by_id(YE_SIEGE_PRESSED_CONVERSATION_ID)
if ladder_rations.is_empty():
failures.append("pressed Ye siege flag should expose ladder rations")
if not pressed_scene._camp_conversation_by_id(YE_SIEGE_SPLIT_CONVERSATION_ID).is_empty():
failures.append("pressed Ye siege flag should not expose defector medicine")
if not ladder_rations.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ye Siege pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(ladder_rations).contains("보급 콩"):
failures.append("Ye Siege ladder rations button should show Bean supply")
var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pressed_scene._apply_camp_conversation_effects(ladder_rations)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye Siege ladder rations should add Bean to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye Siege ladder rations should refresh battle Bean inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SIEGE_SCENARIO_ID, YE_SIEGE_PRESSED_CONVERSATION_ID):
failures.append("Ye Siege ladder rations claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ye Siege pressed talk status should show claimed supply after claim")
pressed_scene.free()
var split_scene = _new_prebattle_scene_for(
failures,
"Ye Siege split heirs camp",
YE_SIEGE_SCENARIO_ID,
YE_SIEGE_SCENARIO_PATH,
{"split_yuan_heirs": true}
)
if split_scene != null:
var defector_medicine: Dictionary = split_scene._camp_conversation_by_id(YE_SIEGE_SPLIT_CONVERSATION_ID)
if defector_medicine.is_empty():
failures.append("split Yuan heirs flag should expose Ye Siege defector medicine")
if not split_scene._camp_conversation_by_id(YE_SIEGE_PRESSED_CONVERSATION_ID).is_empty():
failures.append("split Yuan heirs flag should not expose ladder rations")
if not defector_medicine.is_empty():
if split_scene._format_talk_status_text(split_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ye Siege split heirs talk status should show one ready supply")
if not split_scene._format_camp_conversation_button_text(defector_medicine).contains("보급 만능약"):
failures.append("Ye Siege defector medicine button should show Panacea supply")
var before_panacea := int(split_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
split_scene._apply_camp_conversation_effects(defector_medicine)
if int(split_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye Siege defector medicine should add Panacea to campaign inventory")
if int(split_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye Siege defector medicine should refresh battle Panacea inventory")
if not split_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SIEGE_SCENARIO_ID, YE_SIEGE_SPLIT_CONVERSATION_ID):
failures.append("Ye Siege defector medicine claim should be saved")
if split_scene._format_talk_status_text(split_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ye Siege split heirs talk status should show claimed supply after claim")
split_scene.free()
func _check_ye_surrender_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Ye Surrender base camp", YE_SURRENDER_SCENARIO_ID, YE_SURRENDER_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("ye_surrender_palace_road_council").is_empty():
failures.append("Ye Surrender should expose the palace road council conversation")
if base_scene._camp_conversation_by_id("ye_surrender_zhang_he_last_loyalists").is_empty():
failures.append("Ye Surrender should expose Zhang He's last loyalists conversation")
if not base_scene._camp_conversation_by_id(YE_SURRENDER_PRESSURE_CONVERSATION_ID).is_empty():
failures.append("Ye Surrender pressure rations should be hidden without forced surrender flag")
if not base_scene._camp_conversation_by_id(YE_SURRENDER_DEFECTOR_CONVERSATION_ID).is_empty():
failures.append("Ye Surrender defector medicine should be hidden without negotiated defections flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Ye Palace Road Sutler":
failures.append("Ye Surrender shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Ye Surrender shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Ye Surrender base talk status should summarize two non-supply topics")
base_scene.free()
var forced_scene = _new_prebattle_scene_for(
failures,
"Ye Surrender forced camp",
YE_SURRENDER_SCENARIO_ID,
YE_SURRENDER_SCENARIO_PATH,
{"forced_ye_surrender": true}
)
if forced_scene != null:
var pressure_rations: Dictionary = forced_scene._camp_conversation_by_id(YE_SURRENDER_PRESSURE_CONVERSATION_ID)
if pressure_rations.is_empty():
failures.append("forced Ye surrender flag should expose pressure rations")
if not forced_scene._camp_conversation_by_id(YE_SURRENDER_DEFECTOR_CONVERSATION_ID).is_empty():
failures.append("forced Ye surrender flag should not expose defector medicine")
if not pressure_rations.is_empty():
if forced_scene._format_talk_status_text(forced_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ye Surrender forced talk status should show one ready supply")
if not forced_scene._format_camp_conversation_button_text(pressure_rations).contains("보급 콩"):
failures.append("Ye Surrender pressure rations button should show Bean supply")
var before_bean := int(forced_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
forced_scene._apply_camp_conversation_effects(pressure_rations)
if int(forced_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye Surrender pressure rations should add Bean to campaign inventory")
if int(forced_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ye Surrender pressure rations should refresh battle Bean inventory")
if not forced_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SURRENDER_SCENARIO_ID, YE_SURRENDER_PRESSURE_CONVERSATION_ID):
failures.append("Ye Surrender pressure rations claim should be saved")
if forced_scene._format_talk_status_text(forced_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ye Surrender forced talk status should show claimed supply after claim")
forced_scene.free()
var negotiated_scene = _new_prebattle_scene_for(
failures,
"Ye Surrender negotiated camp",
YE_SURRENDER_SCENARIO_ID,
YE_SURRENDER_SCENARIO_PATH,
{"negotiated_yuan_defections": true}
)
if negotiated_scene != null:
var defector_medicine: Dictionary = negotiated_scene._camp_conversation_by_id(YE_SURRENDER_DEFECTOR_CONVERSATION_ID)
if defector_medicine.is_empty():
failures.append("negotiated Yuan defections flag should expose Ye Surrender defector medicine")
if not negotiated_scene._camp_conversation_by_id(YE_SURRENDER_PRESSURE_CONVERSATION_ID).is_empty():
failures.append("negotiated Yuan defections flag should not expose pressure rations")
if not defector_medicine.is_empty():
if negotiated_scene._format_talk_status_text(negotiated_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ye Surrender negotiated talk status should show one ready supply")
if not negotiated_scene._format_camp_conversation_button_text(defector_medicine).contains("보급 만능약"):
failures.append("Ye Surrender defector medicine button should show Panacea supply")
var before_panacea := int(negotiated_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
negotiated_scene._apply_camp_conversation_effects(defector_medicine)
if int(negotiated_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye Surrender defector medicine should add Panacea to campaign inventory")
if int(negotiated_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ye Surrender defector medicine should refresh battle Panacea inventory")
if not negotiated_scene.campaign_state.has_claimed_camp_conversation_effects(YE_SURRENDER_SCENARIO_ID, YE_SURRENDER_DEFECTOR_CONVERSATION_ID):
failures.append("Ye Surrender defector medicine claim should be saved")
if negotiated_scene._format_talk_status_text(negotiated_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ye Surrender negotiated talk status should show claimed supply after claim")
negotiated_scene.free()
func _check_northern_pursuit_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Northern Pursuit base camp", NORTHERN_PURSUIT_SCENARIO_ID, NORTHERN_PURSUIT_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("northern_pursuit_road_council").is_empty():
failures.append("Northern Pursuit should expose the road council conversation")
if base_scene._camp_conversation_by_id("northern_pursuit_zhang_he_retreat_road").is_empty():
failures.append("Northern Pursuit should expose Zhang He's retreat road conversation")
if not base_scene._camp_conversation_by_id(NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID).is_empty():
failures.append("Northern Pursuit hard march beans should be hidden without pursued Yuan Shang flag")
if not base_scene._camp_conversation_by_id(NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID).is_empty():
failures.append("Northern Pursuit Ji supply medicine should be hidden without stabilized Ye flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Northern Road Sutler":
failures.append("Northern Pursuit shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Northern Pursuit shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Northern Pursuit base talk status should summarize two non-supply topics")
base_scene.free()
var pursued_scene = _new_prebattle_scene_for(
failures,
"Northern Pursuit pursued camp",
NORTHERN_PURSUIT_SCENARIO_ID,
NORTHERN_PURSUIT_SCENARIO_PATH,
{"pursued_yuan_shang": true}
)
if pursued_scene != null:
var hard_march_beans: Dictionary = pursued_scene._camp_conversation_by_id(NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID)
if hard_march_beans.is_empty():
failures.append("pursued Yuan Shang flag should expose Northern Pursuit hard march beans")
if not pursued_scene._camp_conversation_by_id(NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID).is_empty():
failures.append("pursued Yuan Shang flag should not expose Ji supply medicine")
if not hard_march_beans.is_empty():
if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Northern Pursuit pursued talk status should show one ready supply")
if not pursued_scene._format_camp_conversation_button_text(hard_march_beans).contains("보급 콩"):
failures.append("Northern Pursuit hard march beans button should show Bean supply")
var before_bean := int(pursued_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pursued_scene._apply_camp_conversation_effects(hard_march_beans)
if int(pursued_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Northern Pursuit hard march beans should add Bean to campaign inventory")
if int(pursued_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Northern Pursuit hard march beans should refresh battle Bean inventory")
if not pursued_scene.campaign_state.has_claimed_camp_conversation_effects(NORTHERN_PURSUIT_SCENARIO_ID, NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID):
failures.append("Northern Pursuit hard march beans claim should be saved")
if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Northern Pursuit pursued talk status should show claimed supply after claim")
pursued_scene.free()
var stabilized_scene = _new_prebattle_scene_for(
failures,
"Northern Pursuit stabilized camp",
NORTHERN_PURSUIT_SCENARIO_ID,
NORTHERN_PURSUIT_SCENARIO_PATH,
{"stabilized_ye": true}
)
if stabilized_scene != null:
var ji_supply_medicine: Dictionary = stabilized_scene._camp_conversation_by_id(NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID)
if ji_supply_medicine.is_empty():
failures.append("stabilized Ye flag should expose Northern Pursuit Ji supply medicine")
if not stabilized_scene._camp_conversation_by_id(NORTHERN_PURSUIT_HARD_MARCH_CONVERSATION_ID).is_empty():
failures.append("stabilized Ye flag should not expose hard march beans")
if not ji_supply_medicine.is_empty():
if stabilized_scene._format_talk_status_text(stabilized_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Northern Pursuit stabilized talk status should show one ready supply")
if not stabilized_scene._format_camp_conversation_button_text(ji_supply_medicine).contains("보급 만능약"):
failures.append("Northern Pursuit Ji supply medicine button should show Panacea supply")
var before_panacea := int(stabilized_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
stabilized_scene._apply_camp_conversation_effects(ji_supply_medicine)
if int(stabilized_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Northern Pursuit Ji supply medicine should add Panacea to campaign inventory")
if int(stabilized_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Northern Pursuit Ji supply medicine should refresh battle Panacea inventory")
if not stabilized_scene.campaign_state.has_claimed_camp_conversation_effects(NORTHERN_PURSUIT_SCENARIO_ID, NORTHERN_PURSUIT_JI_SUPPLY_CONVERSATION_ID):
failures.append("Northern Pursuit Ji supply medicine claim should be saved")
if stabilized_scene._format_talk_status_text(stabilized_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Northern Pursuit stabilized talk status should show claimed supply after claim")
stabilized_scene.free()
func _check_nanpi_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Nanpi base camp", NANPI_SCENARIO_ID, NANPI_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("nanpi_pressure_gate_council").is_empty():
failures.append("Nanpi should expose the gate council conversation")
if base_scene._camp_conversation_by_id("nanpi_pressure_zhang_he_gate_names").is_empty():
failures.append("Nanpi should expose Zhang He's gate names conversation")
if not base_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID).is_empty():
failures.append("Nanpi hard push beans should be hidden without pressed north flag")
if not base_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID).is_empty():
failures.append("Nanpi admin medicine should be hidden without secured Ji flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Nanpi Gate Sutler":
failures.append("Nanpi shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Nanpi shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Nanpi base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Nanpi pressed camp",
NANPI_SCENARIO_ID,
NANPI_SCENARIO_PATH,
{"pressed_north_to_nanpi": true}
)
if pressed_scene != null:
var hard_push_beans: Dictionary = pressed_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID)
if hard_push_beans.is_empty():
failures.append("pressed north flag should expose Nanpi hard push beans")
if not pressed_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID).is_empty():
failures.append("pressed north flag should not expose Nanpi admin medicine")
if not hard_push_beans.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Nanpi pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(hard_push_beans).contains("보급 콩"):
failures.append("Nanpi hard push beans button should show Bean supply")
var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pressed_scene._apply_camp_conversation_effects(hard_push_beans)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Nanpi hard push beans should add Bean to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Nanpi hard push beans should refresh battle Bean inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SCENARIO_ID, NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID):
failures.append("Nanpi hard push beans claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Nanpi pressed talk status should show claimed supply after claim")
pressed_scene.free()
var secured_scene = _new_prebattle_scene_for(
failures,
"Nanpi secured camp",
NANPI_SCENARIO_ID,
NANPI_SCENARIO_PATH,
{"secured_ji_province": true}
)
if secured_scene != null:
var admin_medicine: Dictionary = secured_scene._camp_conversation_by_id(NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID)
if admin_medicine.is_empty():
failures.append("secured Ji flag should expose Nanpi admin medicine")
if not secured_scene._camp_conversation_by_id(NANPI_PRESSURE_HARD_PUSH_CONVERSATION_ID).is_empty():
failures.append("secured Ji flag should not expose Nanpi hard push beans")
if not admin_medicine.is_empty():
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Nanpi secured talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(admin_medicine).contains("보급 만능약"):
failures.append("Nanpi admin medicine button should show Panacea supply")
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
secured_scene._apply_camp_conversation_effects(admin_medicine)
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Nanpi admin medicine should add Panacea to campaign inventory")
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Nanpi admin medicine should refresh battle Panacea inventory")
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SCENARIO_ID, NANPI_PRESSURE_ADMIN_SUPPLY_CONVERSATION_ID):
failures.append("Nanpi admin medicine claim should be saved")
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Nanpi secured talk status should show claimed supply after claim")
secured_scene.free()
func _check_nanpi_surrender_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Nanpi Surrender base camp", NANPI_SURRENDER_SCENARIO_ID, NANPI_SURRENDER_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("nanpi_surrender_gate_terms").is_empty():
failures.append("Nanpi Surrender should expose the gate terms conversation")
if base_scene._camp_conversation_by_id("nanpi_surrender_zhang_he_loyalists").is_empty():
failures.append("Nanpi Surrender should expose Zhang He's loyalists conversation")
if not base_scene._camp_conversation_by_id(NANPI_SURRENDER_PRESSURE_CONVERSATION_ID).is_empty():
failures.append("Nanpi Surrender pressure wine should be hidden without direct pressure flag")
if not base_scene._camp_conversation_by_id(NANPI_SURRENDER_ADMIN_CONVERSATION_ID).is_empty():
failures.append("Nanpi Surrender admin medicine should be hidden without Nanpi admin flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Nanpi Surrender Sutler":
failures.append("Nanpi Surrender shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Nanpi Surrender shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Nanpi Surrender base talk status should summarize two non-supply topics")
base_scene.free()
var pressure_scene = _new_prebattle_scene_for(
failures,
"Nanpi Surrender pressure camp",
NANPI_SURRENDER_SCENARIO_ID,
NANPI_SURRENDER_SCENARIO_PATH,
{"pressed_yuan_tan_surrender": true}
)
if pressure_scene != null:
var pressure_wine: Dictionary = pressure_scene._camp_conversation_by_id(NANPI_SURRENDER_PRESSURE_CONVERSATION_ID)
if pressure_wine.is_empty():
failures.append("pressed Yuan Tan surrender flag should expose Nanpi Surrender pressure wine")
if not pressure_scene._camp_conversation_by_id(NANPI_SURRENDER_ADMIN_CONVERSATION_ID).is_empty():
failures.append("pressed Yuan Tan surrender flag should not expose Nanpi Surrender admin medicine")
if not pressure_wine.is_empty():
if pressure_scene._format_talk_status_text(pressure_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Nanpi Surrender pressure talk status should show one ready supply")
if not pressure_scene._format_camp_conversation_button_text(pressure_wine).contains("보급 술"):
failures.append("Nanpi Surrender pressure wine button should show Wine supply")
var before_wine := int(pressure_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pressure_scene._apply_camp_conversation_effects(pressure_wine)
if int(pressure_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Nanpi Surrender pressure wine should add Wine to campaign inventory")
if int(pressure_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Nanpi Surrender pressure wine should refresh battle Wine inventory")
if not pressure_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SURRENDER_SCENARIO_ID, NANPI_SURRENDER_PRESSURE_CONVERSATION_ID):
failures.append("Nanpi Surrender pressure wine claim should be saved")
if pressure_scene._format_talk_status_text(pressure_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Nanpi Surrender pressure talk status should show claimed supply after claim")
pressure_scene.free()
var admin_scene = _new_prebattle_scene_for(
failures,
"Nanpi Surrender admin camp",
NANPI_SURRENDER_SCENARIO_ID,
NANPI_SURRENDER_SCENARIO_PATH,
{"secured_nanpi_admin": true}
)
if admin_scene != null:
var admin_medicine: Dictionary = admin_scene._camp_conversation_by_id(NANPI_SURRENDER_ADMIN_CONVERSATION_ID)
if admin_medicine.is_empty():
failures.append("secured Nanpi admin flag should expose Nanpi Surrender admin medicine")
if not admin_scene._camp_conversation_by_id(NANPI_SURRENDER_PRESSURE_CONVERSATION_ID).is_empty():
failures.append("secured Nanpi admin flag should not expose Nanpi Surrender pressure wine")
if not admin_medicine.is_empty():
if admin_scene._format_talk_status_text(admin_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Nanpi Surrender admin talk status should show one ready supply")
if not admin_scene._format_camp_conversation_button_text(admin_medicine).contains("보급 만능약"):
failures.append("Nanpi Surrender admin medicine button should show Panacea supply")
var before_panacea := int(admin_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
admin_scene._apply_camp_conversation_effects(admin_medicine)
if int(admin_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Nanpi Surrender admin medicine should add Panacea to campaign inventory")
if int(admin_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Nanpi Surrender admin medicine should refresh battle Panacea inventory")
if not admin_scene.campaign_state.has_claimed_camp_conversation_effects(NANPI_SURRENDER_SCENARIO_ID, NANPI_SURRENDER_ADMIN_CONVERSATION_ID):
failures.append("Nanpi Surrender admin medicine claim should be saved")
if admin_scene._format_talk_status_text(admin_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Nanpi Surrender admin talk status should show claimed supply after claim")
admin_scene.free()
func _check_bohai_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Bohai base camp", BOHAI_SCENARIO_ID, BOHAI_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("bohai_remnants_exile_council").is_empty():
failures.append("Bohai should expose the exile council conversation")
if base_scene._camp_conversation_by_id("bohai_remnants_zhang_he_escape_road").is_empty():
failures.append("Bohai should expose Zhang He's escape road conversation")
if not base_scene._camp_conversation_by_id(BOHAI_FAST_COLUMN_CONVERSATION_ID).is_empty():
failures.append("Bohai fast column wine should be hidden without pursued Yuan brothers flag")
if not base_scene._camp_conversation_by_id(BOHAI_COMMANDERY_CONVERSATION_ID).is_empty():
failures.append("Bohai commandery medicine should be hidden without secured Bohai flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Bohai Road Sutler":
failures.append("Bohai shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Bohai shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Bohai base talk status should summarize two non-supply topics")
base_scene.free()
var pursued_scene = _new_prebattle_scene_for(
failures,
"Bohai pursued camp",
BOHAI_SCENARIO_ID,
BOHAI_SCENARIO_PATH,
{"pursued_yuan_brothers": true}
)
if pursued_scene != null:
var fast_wine: Dictionary = pursued_scene._camp_conversation_by_id(BOHAI_FAST_COLUMN_CONVERSATION_ID)
if fast_wine.is_empty():
failures.append("pursued Yuan brothers flag should expose Bohai fast column wine")
if not pursued_scene._camp_conversation_by_id(BOHAI_COMMANDERY_CONVERSATION_ID).is_empty():
failures.append("pursued Yuan brothers flag should not expose Bohai commandery medicine")
if not fast_wine.is_empty():
if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Bohai pursued talk status should show one ready supply")
if not pursued_scene._format_camp_conversation_button_text(fast_wine).contains("보급 술"):
failures.append("Bohai fast column wine button should show Wine supply")
var before_wine := int(pursued_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pursued_scene._apply_camp_conversation_effects(fast_wine)
if int(pursued_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Bohai fast column wine should add Wine to campaign inventory")
if int(pursued_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Bohai fast column wine should refresh battle Wine inventory")
if not pursued_scene.campaign_state.has_claimed_camp_conversation_effects(BOHAI_SCENARIO_ID, BOHAI_FAST_COLUMN_CONVERSATION_ID):
failures.append("Bohai fast column wine claim should be saved")
if pursued_scene._format_talk_status_text(pursued_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Bohai pursued talk status should show claimed supply after claim")
pursued_scene.free()
var secured_scene = _new_prebattle_scene_for(
failures,
"Bohai secured camp",
BOHAI_SCENARIO_ID,
BOHAI_SCENARIO_PATH,
{"secured_bohai_commandery": true}
)
if secured_scene != null:
var commandery_medicine: Dictionary = secured_scene._camp_conversation_by_id(BOHAI_COMMANDERY_CONVERSATION_ID)
if commandery_medicine.is_empty():
failures.append("secured Bohai flag should expose Bohai commandery medicine")
if not secured_scene._camp_conversation_by_id(BOHAI_FAST_COLUMN_CONVERSATION_ID).is_empty():
failures.append("secured Bohai flag should not expose Bohai fast column wine")
if not commandery_medicine.is_empty():
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Bohai secured talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(commandery_medicine).contains("보급 만능약"):
failures.append("Bohai commandery medicine button should show Panacea supply")
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
secured_scene._apply_camp_conversation_effects(commandery_medicine)
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Bohai commandery medicine should add Panacea to campaign inventory")
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Bohai commandery medicine should refresh battle Panacea inventory")
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(BOHAI_SCENARIO_ID, BOHAI_COMMANDERY_CONVERSATION_ID):
failures.append("Bohai commandery medicine claim should be saved")
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Bohai secured talk status should show claimed supply after claim")
secured_scene.free()
func _check_liaoxi_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Liaoxi base camp", LIAOXI_SCENARIO_ID, LIAOXI_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("liaoxi_frontier_council").is_empty():
failures.append("Liaoxi should expose the frontier council conversation")
if base_scene._camp_conversation_by_id("liaoxi_zhang_he_hill_roads").is_empty():
failures.append("Liaoxi should expose Zhang He's hill roads conversation")
if not base_scene._camp_conversation_by_id(LIAOXI_FAST_DRUMS_CONVERSATION_ID).is_empty():
failures.append("Liaoxi fast drums should be hidden without pressed Liaoxi flag")
if not base_scene._camp_conversation_by_id(LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Liaoxi approach medicine should be hidden without secured Liaoxi flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Liaoxi Frontier Sutler":
failures.append("Liaoxi shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Liaoxi shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Liaoxi base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Liaoxi pressed camp",
LIAOXI_SCENARIO_ID,
LIAOXI_SCENARIO_PATH,
{"pressed_liaoxi_pursuit": true}
)
if pressed_scene != null:
var fast_drums: Dictionary = pressed_scene._camp_conversation_by_id(LIAOXI_FAST_DRUMS_CONVERSATION_ID)
if fast_drums.is_empty():
failures.append("pressed Liaoxi flag should expose Liaoxi fast drums")
if not pressed_scene._camp_conversation_by_id(LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Liaoxi flag should not expose Liaoxi approach medicine")
if not fast_drums.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Liaoxi pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(fast_drums).contains("보급 전고"):
failures.append("Liaoxi fast drums button should show War Drum supply")
var before_drums := int(pressed_scene.campaign_state.get_inventory_snapshot().get("war_drum", 0))
pressed_scene._apply_camp_conversation_effects(fast_drums)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("war_drum", 0)) != before_drums + 1:
failures.append("Liaoxi fast drums should add War Drum to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("war_drum", 0)) != before_drums + 1:
failures.append("Liaoxi fast drums should refresh battle War Drum inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(LIAOXI_SCENARIO_ID, LIAOXI_FAST_DRUMS_CONVERSATION_ID):
failures.append("Liaoxi fast drums claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Liaoxi pressed talk status should show claimed supply after claim")
pressed_scene.free()
var secured_scene = _new_prebattle_scene_for(
failures,
"Liaoxi secured camp",
LIAOXI_SCENARIO_ID,
LIAOXI_SCENARIO_PATH,
{"secured_liaoxi_approaches": true}
)
if secured_scene != null:
var approach_medicine: Dictionary = secured_scene._camp_conversation_by_id(LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID)
if approach_medicine.is_empty():
failures.append("secured Liaoxi flag should expose Liaoxi approach medicine")
if not secured_scene._camp_conversation_by_id(LIAOXI_FAST_DRUMS_CONVERSATION_ID).is_empty():
failures.append("secured Liaoxi flag should not expose Liaoxi fast drums")
if not approach_medicine.is_empty():
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Liaoxi secured talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(approach_medicine).contains("보급 만능약"):
failures.append("Liaoxi approach medicine button should show Panacea supply")
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
secured_scene._apply_camp_conversation_effects(approach_medicine)
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Liaoxi approach medicine should add Panacea to campaign inventory")
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Liaoxi approach medicine should refresh battle Panacea inventory")
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(LIAOXI_SCENARIO_ID, LIAOXI_APPROACH_MEDICINE_CONVERSATION_ID):
failures.append("Liaoxi approach medicine claim should be saved")
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Liaoxi secured talk status should show claimed supply after claim")
secured_scene.free()
func _check_white_wolf_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "White Wolf base camp", WHITE_WOLF_SCENARIO_ID, WHITE_WOLF_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("white_wolf_ridge_council").is_empty():
failures.append("White Wolf should expose the ridge council conversation")
if base_scene._camp_conversation_by_id("white_wolf_zhang_he_ridge_wind").is_empty():
failures.append("White Wolf should expose Zhang He's ridge wind conversation")
if not base_scene._camp_conversation_by_id(WHITE_WOLF_CANTEENS_CONVERSATION_ID).is_empty():
failures.append("White Wolf canteens should be hidden without struck vanguard flag")
if not base_scene._camp_conversation_by_id(WHITE_WOLF_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("White Wolf medicine should be hidden without fortified route flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "White Wolf Ridge Sutler":
failures.append("White Wolf shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("White Wolf shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("White Wolf base talk status should summarize two non-supply topics")
base_scene.free()
var struck_scene = _new_prebattle_scene_for(
failures,
"White Wolf struck camp",
WHITE_WOLF_SCENARIO_ID,
WHITE_WOLF_SCENARIO_PATH,
{"struck_wuhuan_vanguard": true}
)
if struck_scene != null:
var canteens: Dictionary = struck_scene._camp_conversation_by_id(WHITE_WOLF_CANTEENS_CONVERSATION_ID)
if canteens.is_empty():
failures.append("struck Wuhuan flag should expose White Wolf canteens")
if not struck_scene._camp_conversation_by_id(WHITE_WOLF_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("struck Wuhuan flag should not expose White Wolf medicine")
if not canteens.is_empty():
if struck_scene._format_talk_status_text(struck_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("White Wolf struck talk status should show one ready supply")
if not struck_scene._format_camp_conversation_button_text(canteens).contains("보급 술"):
failures.append("White Wolf canteens button should show Wine supply")
var before_wine := int(struck_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
struck_scene._apply_camp_conversation_effects(canteens)
if int(struck_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("White Wolf canteens should add Wine to campaign inventory")
if int(struck_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("White Wolf canteens should refresh battle Wine inventory")
if not struck_scene.campaign_state.has_claimed_camp_conversation_effects(WHITE_WOLF_SCENARIO_ID, WHITE_WOLF_CANTEENS_CONVERSATION_ID):
failures.append("White Wolf canteens claim should be saved")
if struck_scene._format_talk_status_text(struck_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("White Wolf struck talk status should show claimed supply after claim")
struck_scene.free()
var fortified_scene = _new_prebattle_scene_for(
failures,
"White Wolf fortified camp",
WHITE_WOLF_SCENARIO_ID,
WHITE_WOLF_SCENARIO_PATH,
{"fortified_white_wolf_route": true}
)
if fortified_scene != null:
var medicine: Dictionary = fortified_scene._camp_conversation_by_id(WHITE_WOLF_MEDICINE_CONVERSATION_ID)
if medicine.is_empty():
failures.append("fortified White Wolf flag should expose White Wolf medicine")
if not fortified_scene._camp_conversation_by_id(WHITE_WOLF_CANTEENS_CONVERSATION_ID).is_empty():
failures.append("fortified White Wolf flag should not expose White Wolf canteens")
if not medicine.is_empty():
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("White Wolf fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(medicine).contains("보급 만능약"):
failures.append("White Wolf medicine button should show Panacea supply")
var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
fortified_scene._apply_camp_conversation_effects(medicine)
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("White Wolf medicine should add Panacea to campaign inventory")
if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("White Wolf medicine should refresh battle Panacea inventory")
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(WHITE_WOLF_SCENARIO_ID, WHITE_WOLF_MEDICINE_CONVERSATION_ID):
failures.append("White Wolf medicine claim should be saved")
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("White Wolf fortified talk status should show claimed supply after claim")
fortified_scene.free()
func _check_liaodong_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Liaodong base camp", LIAODONG_SCENARIO_ID, LIAODONG_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("liaodong_border_council").is_empty():
failures.append("Liaodong should expose the border council conversation")
if base_scene._camp_conversation_by_id("liaodong_zhang_he_border_price").is_empty():
failures.append("Liaodong should expose Zhang He's border price conversation")
if not base_scene._camp_conversation_by_id(LIAODONG_HARD_WINE_CONVERSATION_ID).is_empty():
failures.append("Liaodong hard wine should be hidden without pressed Liaodong flag")
if not base_scene._camp_conversation_by_id(LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Liaodong guide medicine should be hidden without secured Wuhuan flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Liaodong Border Sutler":
failures.append("Liaodong shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Liaodong shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Liaodong base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Liaodong pressed camp",
LIAODONG_SCENARIO_ID,
LIAODONG_SCENARIO_PATH,
{"pressed_liaodong_pursuit": true}
)
if pressed_scene != null:
var hard_wine: Dictionary = pressed_scene._camp_conversation_by_id(LIAODONG_HARD_WINE_CONVERSATION_ID)
if hard_wine.is_empty():
failures.append("pressed Liaodong flag should expose Liaodong hard wine")
if not pressed_scene._camp_conversation_by_id(LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Liaodong flag should not expose Liaodong guide medicine")
if not hard_wine.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Liaodong pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(hard_wine).contains("보급 술"):
failures.append("Liaodong hard wine button should show Wine supply")
var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pressed_scene._apply_camp_conversation_effects(hard_wine)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Liaodong hard wine should add Wine to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Liaodong hard wine should refresh battle Wine inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(LIAODONG_SCENARIO_ID, LIAODONG_HARD_WINE_CONVERSATION_ID):
failures.append("Liaodong hard wine claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Liaodong pressed talk status should show claimed supply after claim")
pressed_scene.free()
var secured_scene = _new_prebattle_scene_for(
failures,
"Liaodong secured camp",
LIAODONG_SCENARIO_ID,
LIAODONG_SCENARIO_PATH,
{"secured_wuhuan_submission": true}
)
if secured_scene != null:
var guide_medicine: Dictionary = secured_scene._camp_conversation_by_id(LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID)
if guide_medicine.is_empty():
failures.append("secured Wuhuan flag should expose Liaodong guide medicine")
if not secured_scene._camp_conversation_by_id(LIAODONG_HARD_WINE_CONVERSATION_ID).is_empty():
failures.append("secured Wuhuan flag should not expose Liaodong hard wine")
if not guide_medicine.is_empty():
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Liaodong secured talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(guide_medicine).contains("보급 만능약"):
failures.append("Liaodong guide medicine button should show Panacea supply")
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
secured_scene._apply_camp_conversation_effects(guide_medicine)
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Liaodong guide medicine should add Panacea to campaign inventory")
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Liaodong guide medicine should refresh battle Panacea inventory")
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(LIAODONG_SCENARIO_ID, LIAODONG_GUIDE_MEDICINE_CONVERSATION_ID):
failures.append("Liaodong guide medicine claim should be saved")
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Liaodong secured talk status should show claimed supply after claim")
secured_scene.free()
func _check_xinye_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Xinye base camp", XINYE_SCENARIO_ID, XINYE_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
XINYE_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Xinye base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("xinye_southern_war_council").is_empty():
failures.append("Xinye should expose the southern war council conversation")
if base_scene._camp_conversation_by_id("xinye_zhang_he_south_road").is_empty():
failures.append("Xinye should expose Zhang He's south road conversation")
if not base_scene._camp_conversation_by_id(XINYE_ORDERED_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Xinye ordered medicine should be hidden without accepted Liaodong flag")
if not base_scene._camp_conversation_by_id(XINYE_AUTHORITY_WINE_CONVERSATION_ID).is_empty():
failures.append("Xinye authority wine should be hidden without pressed authority flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Xinye Road Sutler":
failures.append("Xinye shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Xinye shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Xinye base talk status should summarize two non-supply topics")
base_scene.free()
var accepted_scene = _new_prebattle_scene_for(
failures,
"Xinye accepted Liaodong camp",
XINYE_SCENARIO_ID,
XINYE_SCENARIO_PATH,
{"accepted_liaodong_terms": true}
)
if accepted_scene != null:
var ordered_medicine: Dictionary = accepted_scene._camp_conversation_by_id(XINYE_ORDERED_MEDICINE_CONVERSATION_ID)
if ordered_medicine.is_empty():
failures.append("accepted Liaodong flag should expose Xinye ordered medicine")
if not accepted_scene._camp_conversation_by_id(XINYE_AUTHORITY_WINE_CONVERSATION_ID).is_empty():
failures.append("accepted Liaodong flag should not expose Xinye authority wine")
if not ordered_medicine.is_empty():
if accepted_scene._format_talk_status_text(accepted_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xinye accepted talk status should show one ready supply")
if not accepted_scene._format_camp_conversation_button_text(ordered_medicine).contains("보급 만능약"):
failures.append("Xinye ordered medicine button should show Panacea supply")
var before_panacea := int(accepted_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
accepted_scene._apply_camp_conversation_effects(ordered_medicine)
if int(accepted_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xinye ordered medicine should add Panacea to campaign inventory")
if int(accepted_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xinye ordered medicine should refresh battle Panacea inventory")
if not accepted_scene.campaign_state.has_claimed_camp_conversation_effects(XINYE_SCENARIO_ID, XINYE_ORDERED_MEDICINE_CONVERSATION_ID):
failures.append("Xinye ordered medicine claim should be saved")
if accepted_scene._format_talk_status_text(accepted_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Xinye accepted talk status should show claimed supply after claim")
accepted_scene.free()
var authority_scene = _new_prebattle_scene_for(
failures,
"Xinye pressed authority camp",
XINYE_SCENARIO_ID,
XINYE_SCENARIO_PATH,
{"pressed_liaodong_authority": true}
)
if authority_scene != null:
var authority_wine: Dictionary = authority_scene._camp_conversation_by_id(XINYE_AUTHORITY_WINE_CONVERSATION_ID)
if authority_wine.is_empty():
failures.append("pressed Liaodong authority flag should expose Xinye authority wine")
if not authority_scene._camp_conversation_by_id(XINYE_ORDERED_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Liaodong authority flag should not expose Xinye ordered medicine")
if not authority_wine.is_empty():
if authority_scene._format_talk_status_text(authority_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xinye authority talk status should show one ready supply")
if not authority_scene._format_camp_conversation_button_text(authority_wine).contains("보급 술"):
failures.append("Xinye authority wine button should show Wine supply")
var before_wine := int(authority_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
authority_scene._apply_camp_conversation_effects(authority_wine)
if int(authority_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Xinye authority wine should add Wine to campaign inventory")
if int(authority_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Xinye authority wine should refresh battle Wine inventory")
if not authority_scene.campaign_state.has_claimed_camp_conversation_effects(XINYE_SCENARIO_ID, XINYE_AUTHORITY_WINE_CONVERSATION_ID):
failures.append("Xinye authority wine claim should be saved")
if authority_scene._format_talk_status_text(authority_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Xinye authority talk status should show claimed supply after claim")
authority_scene.free()
func _check_changban_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Changban base camp", CHANGBAN_SCENARIO_ID, CHANGBAN_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
CHANGBAN_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Changban base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("changban_bridge_council").is_empty():
failures.append("Changban should expose the bridge council conversation")
if base_scene._camp_conversation_by_id("changban_zhang_he_bridge_shadow").is_empty():
failures.append("Changban should expose Zhang He's bridge shadow conversation")
if not base_scene._camp_conversation_by_id(CHANGBAN_VANGUARD_RATIONS_CONVERSATION_ID).is_empty():
failures.append("Changban vanguard rations should be hidden without pressed Xinye flag")
if not base_scene._camp_conversation_by_id(CHANGBAN_HAN_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Changban Han medicine should be hidden without secured Han flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Changban Bridge Sutler":
failures.append("Changban shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Changban shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Changban base talk status should summarize two non-supply topics")
base_scene.free()
var vanguard_scene = _new_prebattle_scene_for(
failures,
"Changban pressed Xinye camp",
CHANGBAN_SCENARIO_ID,
CHANGBAN_SCENARIO_PATH,
{"pressed_xinye_vanguard": true}
)
if vanguard_scene != null:
if not vanguard_scene.campaign_state.joined_officers.has("zhang_he"):
vanguard_scene.campaign_state.joined_officers.append("zhang_he")
if not vanguard_scene.state.load_battle(
CHANGBAN_SCENARIO_PATH,
vanguard_scene.campaign_state.get_roster_overrides(),
vanguard_scene.campaign_state.get_inventory_snapshot(),
vanguard_scene.campaign_state.get_flags_snapshot(),
vanguard_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Changban pressed camp should reload with Zhang He joined")
else:
var vanguard_rations: Dictionary = vanguard_scene._camp_conversation_by_id(CHANGBAN_VANGUARD_RATIONS_CONVERSATION_ID)
if vanguard_rations.is_empty():
failures.append("pressed Xinye vanguard flag should expose Changban vanguard rations")
if not vanguard_scene._camp_conversation_by_id(CHANGBAN_HAN_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Xinye vanguard flag should not expose Changban Han medicine")
if not vanguard_rations.is_empty():
if vanguard_scene._format_talk_status_text(vanguard_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Changban vanguard talk status should show one ready supply")
if not vanguard_scene._format_camp_conversation_button_text(vanguard_rations).contains("보급 콩"):
failures.append("Changban vanguard rations button should show Bean supply")
var before_bean := int(vanguard_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
vanguard_scene._apply_camp_conversation_effects(vanguard_rations)
if int(vanguard_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Changban vanguard rations should add Bean to campaign inventory")
if int(vanguard_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Changban vanguard rations should refresh battle Bean inventory")
if not vanguard_scene.campaign_state.has_claimed_camp_conversation_effects(CHANGBAN_SCENARIO_ID, CHANGBAN_VANGUARD_RATIONS_CONVERSATION_ID):
failures.append("Changban vanguard rations claim should be saved")
if vanguard_scene._format_talk_status_text(vanguard_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Changban vanguard talk status should show claimed supply after claim")
vanguard_scene.free()
var supply_scene = _new_prebattle_scene_for(
failures,
"Changban secured Han camp",
CHANGBAN_SCENARIO_ID,
CHANGBAN_SCENARIO_PATH,
{"secured_han_river_supply": true}
)
if supply_scene != null:
if not supply_scene.campaign_state.joined_officers.has("zhang_he"):
supply_scene.campaign_state.joined_officers.append("zhang_he")
if not supply_scene.state.load_battle(
CHANGBAN_SCENARIO_PATH,
supply_scene.campaign_state.get_roster_overrides(),
supply_scene.campaign_state.get_inventory_snapshot(),
supply_scene.campaign_state.get_flags_snapshot(),
supply_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Changban secured camp should reload with Zhang He joined")
else:
var han_medicine: Dictionary = supply_scene._camp_conversation_by_id(CHANGBAN_HAN_MEDICINE_CONVERSATION_ID)
if han_medicine.is_empty():
failures.append("secured Han supply flag should expose Changban Han medicine")
if not supply_scene._camp_conversation_by_id(CHANGBAN_VANGUARD_RATIONS_CONVERSATION_ID).is_empty():
failures.append("secured Han supply flag should not expose Changban vanguard rations")
if not han_medicine.is_empty():
if supply_scene._format_talk_status_text(supply_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Changban secured talk status should show one ready supply")
if not supply_scene._format_camp_conversation_button_text(han_medicine).contains("보급 만능약"):
failures.append("Changban Han medicine button should show Panacea supply")
var before_panacea := int(supply_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
supply_scene._apply_camp_conversation_effects(han_medicine)
if int(supply_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Changban Han medicine should add Panacea to campaign inventory")
if int(supply_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Changban Han medicine should refresh battle Panacea inventory")
if not supply_scene.campaign_state.has_claimed_camp_conversation_effects(CHANGBAN_SCENARIO_ID, CHANGBAN_HAN_MEDICINE_CONVERSATION_ID):
failures.append("Changban Han medicine claim should be saved")
if supply_scene._format_talk_status_text(supply_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Changban secured talk status should show claimed supply after claim")
supply_scene.free()
func _check_jiangling_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Jiangling base camp", JIANGLING_SCENARIO_ID, JIANGLING_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
JIANGLING_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("jiangling_storehouse_council").is_empty():
failures.append("Jiangling should expose the storehouse council conversation")
if base_scene._camp_conversation_by_id("jiangling_zhang_he_granary_road").is_empty():
failures.append("Jiangling should expose Zhang He's granary road conversation")
if not base_scene._camp_conversation_by_id(JIANGLING_FAST_BEANS_CONVERSATION_ID).is_empty():
failures.append("Jiangling fast beans should be hidden without pressed Jiangling flag")
if not base_scene._camp_conversation_by_id(JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Jiangling crossing medicine should be hidden without secured crossings flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Jiangling Storehouse Sutler":
failures.append("Jiangling shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Jiangling shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Jiangling base talk status should summarize two non-supply topics")
base_scene.free()
var chase_scene = _new_prebattle_scene_for(
failures,
"Jiangling pressed chase camp",
JIANGLING_SCENARIO_ID,
JIANGLING_SCENARIO_PATH,
{"pressed_jiangling_chase": true}
)
if chase_scene != null:
if not chase_scene.campaign_state.joined_officers.has("zhang_he"):
chase_scene.campaign_state.joined_officers.append("zhang_he")
if not chase_scene.state.load_battle(
JIANGLING_SCENARIO_PATH,
chase_scene.campaign_state.get_roster_overrides(),
chase_scene.campaign_state.get_inventory_snapshot(),
chase_scene.campaign_state.get_flags_snapshot(),
chase_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling pressed chase camp should reload with Zhang He joined")
else:
var fast_beans: Dictionary = chase_scene._camp_conversation_by_id(JIANGLING_FAST_BEANS_CONVERSATION_ID)
if fast_beans.is_empty():
failures.append("pressed Jiangling chase flag should expose Jiangling fast beans")
if not chase_scene._camp_conversation_by_id(JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Jiangling chase flag should not expose Jiangling crossing medicine")
if not fast_beans.is_empty():
if chase_scene._format_talk_status_text(chase_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Jiangling chase talk status should show one ready supply")
if not chase_scene._format_camp_conversation_button_text(fast_beans).contains("보급 콩"):
failures.append("Jiangling fast beans button should show Bean supply")
var before_bean := int(chase_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
chase_scene._apply_camp_conversation_effects(fast_beans)
if int(chase_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Jiangling fast beans should add Bean to campaign inventory")
if int(chase_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Jiangling fast beans should refresh battle Bean inventory")
if not chase_scene.campaign_state.has_claimed_camp_conversation_effects(JIANGLING_SCENARIO_ID, JIANGLING_FAST_BEANS_CONVERSATION_ID):
failures.append("Jiangling fast beans claim should be saved")
if chase_scene._format_talk_status_text(chase_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Jiangling chase talk status should show claimed supply after claim")
chase_scene.free()
var crossings_scene = _new_prebattle_scene_for(
failures,
"Jiangling secured crossings camp",
JIANGLING_SCENARIO_ID,
JIANGLING_SCENARIO_PATH,
{"secured_changban_crossings": true}
)
if crossings_scene != null:
if not crossings_scene.campaign_state.joined_officers.has("zhang_he"):
crossings_scene.campaign_state.joined_officers.append("zhang_he")
if not crossings_scene.state.load_battle(
JIANGLING_SCENARIO_PATH,
crossings_scene.campaign_state.get_roster_overrides(),
crossings_scene.campaign_state.get_inventory_snapshot(),
crossings_scene.campaign_state.get_flags_snapshot(),
crossings_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling secured crossings camp should reload with Zhang He joined")
else:
var crossing_medicine: Dictionary = crossings_scene._camp_conversation_by_id(JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID)
if crossing_medicine.is_empty():
failures.append("secured Changban crossings flag should expose Jiangling crossing medicine")
if not crossings_scene._camp_conversation_by_id(JIANGLING_FAST_BEANS_CONVERSATION_ID).is_empty():
failures.append("secured Changban crossings flag should not expose Jiangling fast beans")
if not crossing_medicine.is_empty():
if crossings_scene._format_talk_status_text(crossings_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Jiangling crossings talk status should show one ready supply")
if not crossings_scene._format_camp_conversation_button_text(crossing_medicine).contains("보급 만능약"):
failures.append("Jiangling crossing medicine button should show Panacea supply")
var before_panacea := int(crossings_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
crossings_scene._apply_camp_conversation_effects(crossing_medicine)
if int(crossings_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Jiangling crossing medicine should add Panacea to campaign inventory")
if int(crossings_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Jiangling crossing medicine should refresh battle Panacea inventory")
if not crossings_scene.campaign_state.has_claimed_camp_conversation_effects(JIANGLING_SCENARIO_ID, JIANGLING_CROSSING_MEDICINE_CONVERSATION_ID):
failures.append("Jiangling crossing medicine claim should be saved")
if crossings_scene._format_talk_status_text(crossings_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Jiangling crossings talk status should show claimed supply after claim")
crossings_scene.free()
func _check_xiakou_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Xiakou base camp", XIAKOU_SCENARIO_ID, XIAKOU_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
XIAKOU_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Xiakou base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("xiakou_harbor_council").is_empty():
failures.append("Xiakou should expose the harbor council conversation")
if base_scene._camp_conversation_by_id("xiakou_zhang_he_river_mouth").is_empty():
failures.append("Xiakou should expose Zhang He's river mouth conversation")
if not base_scene._camp_conversation_by_id(XIAKOU_ENVOY_BEANS_CONVERSATION_ID).is_empty():
failures.append("Xiakou envoy beans should be hidden without pressed Xiakou flag")
if not base_scene._camp_conversation_by_id(XIAKOU_STOREHOUSE_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Xiakou storehouse medicine should be hidden without secured Jiangling flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Xiakou Harbor Sutler":
failures.append("Xiakou shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Xiakou shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Xiakou base talk status should summarize two non-supply topics")
base_scene.free()
var pursuit_scene = _new_prebattle_scene_for(
failures,
"Xiakou pressed pursuit camp",
XIAKOU_SCENARIO_ID,
XIAKOU_SCENARIO_PATH,
{"pressed_xiakou_pursuit": true}
)
if pursuit_scene != null:
if not pursuit_scene.campaign_state.joined_officers.has("zhang_he"):
pursuit_scene.campaign_state.joined_officers.append("zhang_he")
if not pursuit_scene.state.load_battle(
XIAKOU_SCENARIO_PATH,
pursuit_scene.campaign_state.get_roster_overrides(),
pursuit_scene.campaign_state.get_inventory_snapshot(),
pursuit_scene.campaign_state.get_flags_snapshot(),
pursuit_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Xiakou pressed pursuit camp should reload with Zhang He joined")
else:
var envoy_beans: Dictionary = pursuit_scene._camp_conversation_by_id(XIAKOU_ENVOY_BEANS_CONVERSATION_ID)
if envoy_beans.is_empty():
failures.append("pressed Xiakou pursuit flag should expose Xiakou envoy beans")
if not pursuit_scene._camp_conversation_by_id(XIAKOU_STOREHOUSE_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Xiakou pursuit flag should not expose Xiakou storehouse medicine")
if not envoy_beans.is_empty():
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xiakou pursuit talk status should show one ready supply")
if not pursuit_scene._format_camp_conversation_button_text(envoy_beans).contains("보급 콩"):
failures.append("Xiakou envoy beans button should show Bean supply")
var before_bean := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pursuit_scene._apply_camp_conversation_effects(envoy_beans)
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xiakou envoy beans should add Bean to campaign inventory")
if int(pursuit_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xiakou envoy beans should refresh battle Bean inventory")
if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(XIAKOU_SCENARIO_ID, XIAKOU_ENVOY_BEANS_CONVERSATION_ID):
failures.append("Xiakou envoy beans claim should be saved")
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Xiakou pursuit talk status should show claimed supply after claim")
pursuit_scene.free()
var storehouse_scene = _new_prebattle_scene_for(
failures,
"Xiakou secured Jiangling camp",
XIAKOU_SCENARIO_ID,
XIAKOU_SCENARIO_PATH,
{"secured_jiangling_storehouses": true}
)
if storehouse_scene != null:
if not storehouse_scene.campaign_state.joined_officers.has("zhang_he"):
storehouse_scene.campaign_state.joined_officers.append("zhang_he")
if not storehouse_scene.state.load_battle(
XIAKOU_SCENARIO_PATH,
storehouse_scene.campaign_state.get_roster_overrides(),
storehouse_scene.campaign_state.get_inventory_snapshot(),
storehouse_scene.campaign_state.get_flags_snapshot(),
storehouse_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Xiakou secured Jiangling camp should reload with Zhang He joined")
else:
var storehouse_medicine: Dictionary = storehouse_scene._camp_conversation_by_id(XIAKOU_STOREHOUSE_MEDICINE_CONVERSATION_ID)
if storehouse_medicine.is_empty():
failures.append("secured Jiangling storehouses flag should expose Xiakou storehouse medicine")
if not storehouse_scene._camp_conversation_by_id(XIAKOU_ENVOY_BEANS_CONVERSATION_ID).is_empty():
failures.append("secured Jiangling storehouses flag should not expose Xiakou envoy beans")
if not storehouse_medicine.is_empty():
if storehouse_scene._format_talk_status_text(storehouse_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Xiakou storehouse talk status should show one ready supply")
if not storehouse_scene._format_camp_conversation_button_text(storehouse_medicine).contains("보급 만능약"):
failures.append("Xiakou storehouse medicine button should show Panacea supply")
var before_panacea := int(storehouse_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
storehouse_scene._apply_camp_conversation_effects(storehouse_medicine)
if int(storehouse_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xiakou storehouse medicine should add Panacea to campaign inventory")
if int(storehouse_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Xiakou storehouse medicine should refresh battle Panacea inventory")
if not storehouse_scene.campaign_state.has_claimed_camp_conversation_effects(XIAKOU_SCENARIO_ID, XIAKOU_STOREHOUSE_MEDICINE_CONVERSATION_ID):
failures.append("Xiakou storehouse medicine claim should be saved")
if storehouse_scene._format_talk_status_text(storehouse_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Xiakou storehouse talk status should show claimed supply after claim")
storehouse_scene.free()
func _check_red_cliffs_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Red Cliffs base camp", RED_CLIFFS_SCENARIO_ID, RED_CLIFFS_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
RED_CLIFFS_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("red_cliffs_fleet_council").is_empty():
failures.append("Red Cliffs should expose the fleet council conversation")
if base_scene._camp_conversation_by_id("red_cliffs_zhang_he_chain_line").is_empty():
failures.append("Red Cliffs should expose Zhang He's chain line conversation")
if not base_scene._camp_conversation_by_id(RED_CLIFFS_FORWARD_BEANS_CONVERSATION_ID).is_empty():
failures.append("Red Cliffs forward beans should be hidden without pressed fleet flag")
if not base_scene._camp_conversation_by_id(RED_CLIFFS_HARBOR_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Red Cliffs harbor medicine should be hidden without secured harbor flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Red Cliffs Deck Sutler":
failures.append("Red Cliffs shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Red Cliffs shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Red Cliffs base talk status should summarize two non-supply topics")
base_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Red Cliffs pressed fleet camp",
RED_CLIFFS_SCENARIO_ID,
RED_CLIFFS_SCENARIO_PATH,
{"pressed_red_cliffs_fleet": true}
)
if pressed_scene != null:
if not pressed_scene.campaign_state.joined_officers.has("zhang_he"):
pressed_scene.campaign_state.joined_officers.append("zhang_he")
if not pressed_scene.state.load_battle(
RED_CLIFFS_SCENARIO_PATH,
pressed_scene.campaign_state.get_roster_overrides(),
pressed_scene.campaign_state.get_inventory_snapshot(),
pressed_scene.campaign_state.get_flags_snapshot(),
pressed_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs pressed fleet camp should reload with Zhang He joined")
else:
var forward_beans: Dictionary = pressed_scene._camp_conversation_by_id(RED_CLIFFS_FORWARD_BEANS_CONVERSATION_ID)
if forward_beans.is_empty():
failures.append("pressed Red Cliffs fleet flag should expose forward deck beans")
if not pressed_scene._camp_conversation_by_id(RED_CLIFFS_HARBOR_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Red Cliffs fleet flag should not expose harbor medicine")
if not forward_beans.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Red Cliffs pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(forward_beans).contains("보급 콩"):
failures.append("Red Cliffs forward beans button should show Bean supply")
var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pressed_scene._apply_camp_conversation_effects(forward_beans)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Red Cliffs forward beans should add Bean to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Red Cliffs forward beans should refresh battle Bean inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(RED_CLIFFS_SCENARIO_ID, RED_CLIFFS_FORWARD_BEANS_CONVERSATION_ID):
failures.append("Red Cliffs forward beans claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Red Cliffs pressed talk status should show claimed supply after claim")
pressed_scene.free()
var harbor_scene = _new_prebattle_scene_for(
failures,
"Red Cliffs secured harbor camp",
RED_CLIFFS_SCENARIO_ID,
RED_CLIFFS_SCENARIO_PATH,
{"secured_xiakou_harbor": true}
)
if harbor_scene != null:
if not harbor_scene.campaign_state.joined_officers.has("zhang_he"):
harbor_scene.campaign_state.joined_officers.append("zhang_he")
if not harbor_scene.state.load_battle(
RED_CLIFFS_SCENARIO_PATH,
harbor_scene.campaign_state.get_roster_overrides(),
harbor_scene.campaign_state.get_inventory_snapshot(),
harbor_scene.campaign_state.get_flags_snapshot(),
harbor_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs secured harbor camp should reload with Zhang He joined")
else:
var harbor_medicine: Dictionary = harbor_scene._camp_conversation_by_id(RED_CLIFFS_HARBOR_MEDICINE_CONVERSATION_ID)
if harbor_medicine.is_empty():
failures.append("secured Xiakou harbor flag should expose Red Cliffs harbor medicine")
if not harbor_scene._camp_conversation_by_id(RED_CLIFFS_FORWARD_BEANS_CONVERSATION_ID).is_empty():
failures.append("secured Xiakou harbor flag should not expose Red Cliffs forward beans")
if not harbor_medicine.is_empty():
if harbor_scene._format_talk_status_text(harbor_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Red Cliffs harbor talk status should show one ready supply")
if not harbor_scene._format_camp_conversation_button_text(harbor_medicine).contains("보급 만능약"):
failures.append("Red Cliffs harbor medicine button should show Panacea supply")
var before_panacea := int(harbor_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
harbor_scene._apply_camp_conversation_effects(harbor_medicine)
if int(harbor_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Red Cliffs harbor medicine should add Panacea to campaign inventory")
if int(harbor_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Red Cliffs harbor medicine should refresh battle Panacea inventory")
if not harbor_scene.campaign_state.has_claimed_camp_conversation_effects(RED_CLIFFS_SCENARIO_ID, RED_CLIFFS_HARBOR_MEDICINE_CONVERSATION_ID):
failures.append("Red Cliffs harbor medicine claim should be saved")
if harbor_scene._format_talk_status_text(harbor_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Red Cliffs harbor talk status should show claimed supply after claim")
harbor_scene.free()
func _check_red_cliffs_fire_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Red Cliffs Fire base camp", RED_CLIFFS_FIRE_SCENARIO_ID, RED_CLIFFS_FIRE_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
RED_CLIFFS_FIRE_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs Fire base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("red_cliffs_fire_smoke_council").is_empty():
failures.append("Red Cliffs Fire should expose the smoke council conversation")
if base_scene._camp_conversation_by_id("red_cliffs_zhang_he_fire_boats").is_empty():
failures.append("Red Cliffs Fire should expose Zhang He's fire boats conversation")
if not base_scene._camp_conversation_by_id(RED_CLIFFS_FIRE_CHAIN_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Red Cliffs Fire chain medicine should be hidden without reinforced chain flag")
if not base_scene._camp_conversation_by_id(RED_CLIFFS_FIRE_NIGHT_BEANS_CONVERSATION_ID).is_empty():
failures.append("Red Cliffs Fire night beans should be hidden without night raid flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Red Cliffs Fire Sutler":
failures.append("Red Cliffs Fire shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Red Cliffs Fire shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Red Cliffs Fire base talk status should summarize two non-supply topics")
base_scene.free()
var chain_scene = _new_prebattle_scene_for(
failures,
"Red Cliffs Fire reinforced chain camp",
RED_CLIFFS_FIRE_SCENARIO_ID,
RED_CLIFFS_FIRE_SCENARIO_PATH,
{"reinforced_chain_line": true}
)
if chain_scene != null:
if not chain_scene.campaign_state.joined_officers.has("zhang_he"):
chain_scene.campaign_state.joined_officers.append("zhang_he")
if not chain_scene.state.load_battle(
RED_CLIFFS_FIRE_SCENARIO_PATH,
chain_scene.campaign_state.get_roster_overrides(),
chain_scene.campaign_state.get_inventory_snapshot(),
chain_scene.campaign_state.get_flags_snapshot(),
chain_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs Fire reinforced chain camp should reload with Zhang He joined")
else:
var chain_medicine: Dictionary = chain_scene._camp_conversation_by_id(RED_CLIFFS_FIRE_CHAIN_MEDICINE_CONVERSATION_ID)
if chain_medicine.is_empty():
failures.append("reinforced chain flag should expose Red Cliffs Fire chain medicine")
if not chain_scene._camp_conversation_by_id(RED_CLIFFS_FIRE_NIGHT_BEANS_CONVERSATION_ID).is_empty():
failures.append("reinforced chain flag should not expose Red Cliffs Fire night beans")
if not chain_medicine.is_empty():
if chain_scene._format_talk_status_text(chain_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Red Cliffs Fire chain talk status should show one ready supply")
if not chain_scene._format_camp_conversation_button_text(chain_medicine).contains("보급 만능약"):
failures.append("Red Cliffs Fire chain medicine button should show Panacea supply")
var before_panacea := int(chain_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
chain_scene._apply_camp_conversation_effects(chain_medicine)
if int(chain_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Red Cliffs Fire chain medicine should add Panacea to campaign inventory")
if int(chain_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Red Cliffs Fire chain medicine should refresh battle Panacea inventory")
if not chain_scene.campaign_state.has_claimed_camp_conversation_effects(RED_CLIFFS_FIRE_SCENARIO_ID, RED_CLIFFS_FIRE_CHAIN_MEDICINE_CONVERSATION_ID):
failures.append("Red Cliffs Fire chain medicine claim should be saved")
if chain_scene._format_talk_status_text(chain_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Red Cliffs Fire chain talk status should show claimed supply after claim")
chain_scene.free()
var raid_scene = _new_prebattle_scene_for(
failures,
"Red Cliffs Fire night raid camp",
RED_CLIFFS_FIRE_SCENARIO_ID,
RED_CLIFFS_FIRE_SCENARIO_PATH,
{"ordered_night_raid": true}
)
if raid_scene != null:
if not raid_scene.campaign_state.joined_officers.has("zhang_he"):
raid_scene.campaign_state.joined_officers.append("zhang_he")
if not raid_scene.state.load_battle(
RED_CLIFFS_FIRE_SCENARIO_PATH,
raid_scene.campaign_state.get_roster_overrides(),
raid_scene.campaign_state.get_inventory_snapshot(),
raid_scene.campaign_state.get_flags_snapshot(),
raid_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Red Cliffs Fire night raid camp should reload with Zhang He joined")
else:
var night_beans: Dictionary = raid_scene._camp_conversation_by_id(RED_CLIFFS_FIRE_NIGHT_BEANS_CONVERSATION_ID)
if night_beans.is_empty():
failures.append("night raid flag should expose Red Cliffs Fire night beans")
if not raid_scene._camp_conversation_by_id(RED_CLIFFS_FIRE_CHAIN_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("night raid flag should not expose Red Cliffs Fire chain medicine")
if not night_beans.is_empty():
if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Red Cliffs Fire night raid talk status should show one ready supply")
if not raid_scene._format_camp_conversation_button_text(night_beans).contains("보급 콩"):
failures.append("Red Cliffs Fire night beans 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(night_beans)
if int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Red Cliffs Fire night beans should add Bean to campaign inventory")
if int(raid_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Red Cliffs Fire night beans should refresh battle Bean inventory")
if not raid_scene.campaign_state.has_claimed_camp_conversation_effects(RED_CLIFFS_FIRE_SCENARIO_ID, RED_CLIFFS_FIRE_NIGHT_BEANS_CONVERSATION_ID):
failures.append("Red Cliffs Fire night beans claim should be saved")
if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Red Cliffs Fire night raid talk status should show claimed supply after claim")
raid_scene.free()
func _check_huarong_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Huarong base camp", HUARONG_SCENARIO_ID, HUARONG_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
HUARONG_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Huarong base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("huarong_retreat_council").is_empty():
failures.append("Huarong should expose the retreat council conversation")
if base_scene._camp_conversation_by_id("huarong_zhang_he_mud_road").is_empty():
failures.append("Huarong should expose Zhang He's mud road conversation")
if not base_scene._camp_conversation_by_id(HUARONG_HELD_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Huarong held medicine should be hidden without held line flag")
if not base_scene._camp_conversation_by_id(HUARONG_OPEN_RETREAT_BEANS_CONVERSATION_ID).is_empty():
failures.append("Huarong retreat beans should be hidden without opened retreat flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Huarong Road Sutler":
failures.append("Huarong shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Huarong shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Huarong base talk status should summarize two non-supply topics")
base_scene.free()
var held_scene = _new_prebattle_scene_for(
failures,
"Huarong held line camp",
HUARONG_SCENARIO_ID,
HUARONG_SCENARIO_PATH,
{"held_red_cliffs_line": true}
)
if held_scene != null:
if not held_scene.campaign_state.joined_officers.has("zhang_he"):
held_scene.campaign_state.joined_officers.append("zhang_he")
if not held_scene.state.load_battle(
HUARONG_SCENARIO_PATH,
held_scene.campaign_state.get_roster_overrides(),
held_scene.campaign_state.get_inventory_snapshot(),
held_scene.campaign_state.get_flags_snapshot(),
held_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Huarong held line camp should reload with Zhang He joined")
else:
var held_medicine: Dictionary = held_scene._camp_conversation_by_id(HUARONG_HELD_MEDICINE_CONVERSATION_ID)
if held_medicine.is_empty():
failures.append("held Red Cliffs line flag should expose Huarong medicine")
if not held_scene._camp_conversation_by_id(HUARONG_OPEN_RETREAT_BEANS_CONVERSATION_ID).is_empty():
failures.append("held Red Cliffs line flag should not expose Huarong retreat beans")
if not held_medicine.is_empty():
if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Huarong held line talk status should show one ready supply")
if not held_scene._format_camp_conversation_button_text(held_medicine).contains("보급 만능약"):
failures.append("Huarong held medicine button should show Panacea supply")
var before_panacea := int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
held_scene._apply_camp_conversation_effects(held_medicine)
if int(held_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Huarong held medicine should add Panacea to campaign inventory")
if int(held_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Huarong held medicine should refresh battle Panacea inventory")
if not held_scene.campaign_state.has_claimed_camp_conversation_effects(HUARONG_SCENARIO_ID, HUARONG_HELD_MEDICINE_CONVERSATION_ID):
failures.append("Huarong held medicine claim should be saved")
if held_scene._format_talk_status_text(held_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Huarong held line talk status should show claimed supply after claim")
held_scene.free()
var opened_scene = _new_prebattle_scene_for(
failures,
"Huarong opened retreat camp",
HUARONG_SCENARIO_ID,
HUARONG_SCENARIO_PATH,
{"opened_huarong_retreat": true}
)
if opened_scene != null:
if not opened_scene.campaign_state.joined_officers.has("zhang_he"):
opened_scene.campaign_state.joined_officers.append("zhang_he")
if not opened_scene.state.load_battle(
HUARONG_SCENARIO_PATH,
opened_scene.campaign_state.get_roster_overrides(),
opened_scene.campaign_state.get_inventory_snapshot(),
opened_scene.campaign_state.get_flags_snapshot(),
opened_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Huarong opened retreat camp should reload with Zhang He joined")
else:
var retreat_beans: Dictionary = opened_scene._camp_conversation_by_id(HUARONG_OPEN_RETREAT_BEANS_CONVERSATION_ID)
if retreat_beans.is_empty():
failures.append("opened Huarong retreat flag should expose Huarong beans")
if not opened_scene._camp_conversation_by_id(HUARONG_HELD_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("opened Huarong retreat flag should not expose Huarong medicine")
if not retreat_beans.is_empty():
if opened_scene._format_talk_status_text(opened_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Huarong opened retreat talk status should show one ready supply")
if not opened_scene._format_camp_conversation_button_text(retreat_beans).contains("보급 콩"):
failures.append("Huarong retreat beans button should show Bean supply")
var before_bean := int(opened_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
opened_scene._apply_camp_conversation_effects(retreat_beans)
if int(opened_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Huarong retreat beans should add Bean to campaign inventory")
if int(opened_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Huarong retreat beans should refresh battle Bean inventory")
if not opened_scene.campaign_state.has_claimed_camp_conversation_effects(HUARONG_SCENARIO_ID, HUARONG_OPEN_RETREAT_BEANS_CONVERSATION_ID):
failures.append("Huarong retreat beans claim should be saved")
if opened_scene._format_talk_status_text(opened_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Huarong opened retreat talk status should show claimed supply after claim")
opened_scene.free()
func _check_jiangling_rearguard_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Jiangling Rearguard base camp", JIANGLING_REARGUARD_SCENARIO_ID, JIANGLING_REARGUARD_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
JIANGLING_REARGUARD_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling Rearguard base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("jiangling_rearguard_council").is_empty():
failures.append("Jiangling Rearguard should expose the council conversation")
if base_scene._camp_conversation_by_id("jiangling_zhang_he_rear_line").is_empty():
failures.append("Jiangling Rearguard should expose Zhang He's rear line conversation")
if not base_scene._camp_conversation_by_id(JIANGLING_REARGUARD_STABILITY_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Jiangling Rearguard stability medicine should be hidden without secured Huarong flag")
if not base_scene._camp_conversation_by_id(JIANGLING_REARGUARD_FORCED_MARCH_BEANS_CONVERSATION_ID).is_empty():
failures.append("Jiangling Rearguard forced march beans should be hidden without rushed return flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Jiangling Rear Road Sutler":
failures.append("Jiangling Rearguard shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Jiangling Rearguard shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Jiangling Rearguard base talk status should summarize two non-supply topics")
base_scene.free()
var secured_scene = _new_prebattle_scene_for(
failures,
"Jiangling Rearguard secured Huarong camp",
JIANGLING_REARGUARD_SCENARIO_ID,
JIANGLING_REARGUARD_SCENARIO_PATH,
{"secured_huarong_rearguard": true}
)
if secured_scene != null:
if not secured_scene.campaign_state.joined_officers.has("zhang_he"):
secured_scene.campaign_state.joined_officers.append("zhang_he")
if not secured_scene.state.load_battle(
JIANGLING_REARGUARD_SCENARIO_PATH,
secured_scene.campaign_state.get_roster_overrides(),
secured_scene.campaign_state.get_inventory_snapshot(),
secured_scene.campaign_state.get_flags_snapshot(),
secured_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling Rearguard secured Huarong camp should reload with Zhang He joined")
else:
var stability_medicine: Dictionary = secured_scene._camp_conversation_by_id(JIANGLING_REARGUARD_STABILITY_MEDICINE_CONVERSATION_ID)
if stability_medicine.is_empty():
failures.append("secured Huarong rearguard flag should expose Jiangling stability medicine")
if not secured_scene._camp_conversation_by_id(JIANGLING_REARGUARD_FORCED_MARCH_BEANS_CONVERSATION_ID).is_empty():
failures.append("secured Huarong rearguard flag should not expose Jiangling forced march beans")
if not stability_medicine.is_empty():
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Jiangling secured Huarong talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(stability_medicine).contains("보급 만능약"):
failures.append("Jiangling stability medicine button should show Panacea supply")
var before_panacea := int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
secured_scene._apply_camp_conversation_effects(stability_medicine)
if int(secured_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Jiangling stability medicine should add Panacea to campaign inventory")
if int(secured_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Jiangling stability medicine should refresh battle Panacea inventory")
if not secured_scene.campaign_state.has_claimed_camp_conversation_effects(JIANGLING_REARGUARD_SCENARIO_ID, JIANGLING_REARGUARD_STABILITY_MEDICINE_CONVERSATION_ID):
failures.append("Jiangling stability medicine claim should be saved")
if secured_scene._format_talk_status_text(secured_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Jiangling secured Huarong talk status should show claimed supply after claim")
secured_scene.free()
var rushed_scene = _new_prebattle_scene_for(
failures,
"Jiangling Rearguard rushed return camp",
JIANGLING_REARGUARD_SCENARIO_ID,
JIANGLING_REARGUARD_SCENARIO_PATH,
{"rushed_xuchang_return": true}
)
if rushed_scene != null:
if not rushed_scene.campaign_state.joined_officers.has("zhang_he"):
rushed_scene.campaign_state.joined_officers.append("zhang_he")
if not rushed_scene.state.load_battle(
JIANGLING_REARGUARD_SCENARIO_PATH,
rushed_scene.campaign_state.get_roster_overrides(),
rushed_scene.campaign_state.get_inventory_snapshot(),
rushed_scene.campaign_state.get_flags_snapshot(),
rushed_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Jiangling Rearguard rushed return camp should reload with Zhang He joined")
else:
var forced_beans: Dictionary = rushed_scene._camp_conversation_by_id(JIANGLING_REARGUARD_FORCED_MARCH_BEANS_CONVERSATION_ID)
if forced_beans.is_empty():
failures.append("rushed Xuchang return flag should expose Jiangling forced march beans")
if not rushed_scene._camp_conversation_by_id(JIANGLING_REARGUARD_STABILITY_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("rushed Xuchang return flag should not expose Jiangling stability medicine")
if not forced_beans.is_empty():
if rushed_scene._format_talk_status_text(rushed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Jiangling rushed return talk status should show one ready supply")
if not rushed_scene._format_camp_conversation_button_text(forced_beans).contains("보급 콩"):
failures.append("Jiangling forced march beans button should show Bean supply")
var before_bean := int(rushed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
rushed_scene._apply_camp_conversation_effects(forced_beans)
if int(rushed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Jiangling forced march beans should add Bean to campaign inventory")
if int(rushed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Jiangling forced march beans should refresh battle Bean inventory")
if not rushed_scene.campaign_state.has_claimed_camp_conversation_effects(JIANGLING_REARGUARD_SCENARIO_ID, JIANGLING_REARGUARD_FORCED_MARCH_BEANS_CONVERSATION_ID):
failures.append("Jiangling forced march beans claim should be saved")
if rushed_scene._format_talk_status_text(rushed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Jiangling rushed return talk status should show claimed supply after claim")
rushed_scene.free()
func _check_tong_pass_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Tong Pass base camp", TONG_PASS_SCENARIO_ID, TONG_PASS_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
TONG_PASS_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("tong_pass_vanguard_council").is_empty():
failures.append("Tong Pass should expose the vanguard council conversation")
if base_scene._camp_conversation_by_id("tong_pass_zhang_he_pass_road").is_empty():
failures.append("Tong Pass should expose Zhang He's pass road conversation")
if not base_scene._camp_conversation_by_id(TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Tong Pass Jiangling medicine should be hidden without stabilized Jiangling flag")
if not base_scene._camp_conversation_by_id(TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID).is_empty():
failures.append("Tong Pass vanguard rations should be hidden without mobilized vanguard flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Tong Pass Sutler":
failures.append("Tong Pass shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Tong Pass shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Tong Pass base talk status should summarize two non-supply topics")
base_scene.free()
var stabilized_scene = _new_prebattle_scene_for(
failures,
"Tong Pass stabilized Jiangling camp",
TONG_PASS_SCENARIO_ID,
TONG_PASS_SCENARIO_PATH,
{"stabilized_jiangling_rearguard": true}
)
if stabilized_scene != null:
if not stabilized_scene.campaign_state.joined_officers.has("zhang_he"):
stabilized_scene.campaign_state.joined_officers.append("zhang_he")
if not stabilized_scene.state.load_battle(
TONG_PASS_SCENARIO_PATH,
stabilized_scene.campaign_state.get_roster_overrides(),
stabilized_scene.campaign_state.get_inventory_snapshot(),
stabilized_scene.campaign_state.get_flags_snapshot(),
stabilized_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass stabilized Jiangling camp should reload with Zhang He joined")
else:
var jiangling_medicine: Dictionary = stabilized_scene._camp_conversation_by_id(TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID)
if jiangling_medicine.is_empty():
failures.append("stabilized Jiangling flag should expose Tong Pass medicine")
if not stabilized_scene._camp_conversation_by_id(TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID).is_empty():
failures.append("stabilized Jiangling flag should not expose Tong Pass vanguard rations")
if not jiangling_medicine.is_empty():
if stabilized_scene._format_talk_status_text(stabilized_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Tong Pass stabilized Jiangling talk status should show one ready supply")
if not stabilized_scene._format_camp_conversation_button_text(jiangling_medicine).contains("보급 만능약"):
failures.append("Tong Pass Jiangling medicine button should show Panacea supply")
var before_panacea := int(stabilized_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
stabilized_scene._apply_camp_conversation_effects(jiangling_medicine)
if int(stabilized_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Tong Pass Jiangling medicine should add Panacea to campaign inventory")
if int(stabilized_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Tong Pass Jiangling medicine should refresh battle Panacea inventory")
if not stabilized_scene.campaign_state.has_claimed_camp_conversation_effects(TONG_PASS_SCENARIO_ID, TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID):
failures.append("Tong Pass Jiangling medicine claim should be saved")
if stabilized_scene._format_talk_status_text(stabilized_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Tong Pass stabilized Jiangling talk status should show claimed supply after claim")
stabilized_scene.free()
var mobilized_scene = _new_prebattle_scene_for(
failures,
"Tong Pass mobilized vanguard camp",
TONG_PASS_SCENARIO_ID,
TONG_PASS_SCENARIO_PATH,
{"mobilized_tong_pass_vanguard": true}
)
if mobilized_scene != null:
if not mobilized_scene.campaign_state.joined_officers.has("zhang_he"):
mobilized_scene.campaign_state.joined_officers.append("zhang_he")
if not mobilized_scene.state.load_battle(
TONG_PASS_SCENARIO_PATH,
mobilized_scene.campaign_state.get_roster_overrides(),
mobilized_scene.campaign_state.get_inventory_snapshot(),
mobilized_scene.campaign_state.get_flags_snapshot(),
mobilized_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Tong Pass mobilized vanguard camp should reload with Zhang He joined")
else:
var vanguard_rations: Dictionary = mobilized_scene._camp_conversation_by_id(TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID)
if vanguard_rations.is_empty():
failures.append("mobilized Tong Pass vanguard flag should expose Tong Pass rations")
if not mobilized_scene._camp_conversation_by_id(TONG_PASS_JIANGLING_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("mobilized Tong Pass vanguard flag should not expose Tong Pass medicine")
if not vanguard_rations.is_empty():
if mobilized_scene._format_talk_status_text(mobilized_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Tong Pass mobilized vanguard talk status should show one ready supply")
if not mobilized_scene._format_camp_conversation_button_text(vanguard_rations).contains("보급 콩"):
failures.append("Tong Pass vanguard rations button should show Bean supply")
var before_bean := int(mobilized_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
mobilized_scene._apply_camp_conversation_effects(vanguard_rations)
if int(mobilized_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Tong Pass vanguard rations should add Bean to campaign inventory")
if int(mobilized_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Tong Pass vanguard rations should refresh battle Bean inventory")
if not mobilized_scene.campaign_state.has_claimed_camp_conversation_effects(TONG_PASS_SCENARIO_ID, TONG_PASS_VANGUARD_RATIONS_CONVERSATION_ID):
failures.append("Tong Pass vanguard rations claim should be saved")
if mobilized_scene._format_talk_status_text(mobilized_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Tong Pass mobilized vanguard talk status should show claimed supply after claim")
mobilized_scene.free()
func _check_ma_chao_counterstroke_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Ma Chao Counterstroke base camp", MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
MA_CHAO_COUNTERSTROKE_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Ma Chao Counterstroke base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("ma_chao_counterstroke_council").is_empty():
failures.append("Ma Chao Counterstroke should expose the council conversation")
if base_scene._camp_conversation_by_id("ma_chao_zhang_he_charge_line").is_empty():
failures.append("Ma Chao Counterstroke should expose Zhang He's charge line conversation")
if not base_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Ma Chao Counterstroke fortified medicine should be hidden without fortified Tong Pass flag")
if not base_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID).is_empty():
failures.append("Ma Chao Counterstroke pressed beans should be hidden without pressed vanguard flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Counterstroke Sutler":
failures.append("Ma Chao Counterstroke shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Ma Chao Counterstroke shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Ma Chao Counterstroke base talk status should summarize two non-supply topics")
base_scene.free()
var fortified_scene = _new_prebattle_scene_for(
failures,
"Ma Chao Counterstroke fortified camp",
MA_CHAO_COUNTERSTROKE_SCENARIO_ID,
MA_CHAO_COUNTERSTROKE_SCENARIO_PATH,
{"fortified_tong_pass": true}
)
if fortified_scene != null:
if not fortified_scene.campaign_state.joined_officers.has("zhang_he"):
fortified_scene.campaign_state.joined_officers.append("zhang_he")
if not fortified_scene.state.load_battle(
MA_CHAO_COUNTERSTROKE_SCENARIO_PATH,
fortified_scene.campaign_state.get_roster_overrides(),
fortified_scene.campaign_state.get_inventory_snapshot(),
fortified_scene.campaign_state.get_flags_snapshot(),
fortified_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Ma Chao Counterstroke fortified camp should reload with Zhang He joined")
else:
var fortified_medicine: Dictionary = fortified_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID)
if fortified_medicine.is_empty():
failures.append("fortified Tong Pass flag should expose Ma Chao Counterstroke medicine")
if not fortified_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID).is_empty():
failures.append("fortified Tong Pass flag should not expose Ma Chao Counterstroke pressed beans")
if not fortified_medicine.is_empty():
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ma Chao Counterstroke fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(fortified_medicine).contains("보급 만능약"):
failures.append("Ma Chao Counterstroke fortified medicine button should show Panacea supply")
var before_panacea := int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
fortified_scene._apply_camp_conversation_effects(fortified_medicine)
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ma Chao Counterstroke fortified medicine should add Panacea to campaign inventory")
if int(fortified_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Ma Chao Counterstroke fortified medicine should refresh battle Panacea inventory")
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID):
failures.append("Ma Chao Counterstroke fortified medicine claim should be saved")
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ma Chao Counterstroke fortified talk status should show claimed supply after claim")
fortified_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Ma Chao Counterstroke pressed vanguard camp",
MA_CHAO_COUNTERSTROKE_SCENARIO_ID,
MA_CHAO_COUNTERSTROKE_SCENARIO_PATH,
{"pressed_ma_chao_vanguard": true}
)
if pressed_scene != null:
if not pressed_scene.campaign_state.joined_officers.has("zhang_he"):
pressed_scene.campaign_state.joined_officers.append("zhang_he")
if not pressed_scene.state.load_battle(
MA_CHAO_COUNTERSTROKE_SCENARIO_PATH,
pressed_scene.campaign_state.get_roster_overrides(),
pressed_scene.campaign_state.get_inventory_snapshot(),
pressed_scene.campaign_state.get_flags_snapshot(),
pressed_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Ma Chao Counterstroke pressed vanguard camp should reload with Zhang He joined")
else:
var pressed_beans: Dictionary = pressed_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID)
if pressed_beans.is_empty():
failures.append("pressed Ma Chao vanguard flag should expose Ma Chao Counterstroke beans")
if not pressed_scene._camp_conversation_by_id(MA_CHAO_COUNTERSTROKE_FORTIFIED_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("pressed Ma Chao vanguard flag should not expose Ma Chao Counterstroke medicine")
if not pressed_beans.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Ma Chao Counterstroke pressed vanguard talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(pressed_beans).contains("보급 콩"):
failures.append("Ma Chao Counterstroke pressed beans button should show Bean supply")
var before_bean := int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
pressed_scene._apply_camp_conversation_effects(pressed_beans)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ma Chao Counterstroke pressed beans should add Bean to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Ma Chao Counterstroke pressed beans should refresh battle Bean inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(MA_CHAO_COUNTERSTROKE_SCENARIO_ID, MA_CHAO_COUNTERSTROKE_PRESSED_BEANS_CONVERSATION_ID):
failures.append("Ma Chao Counterstroke pressed beans claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Ma Chao Counterstroke pressed vanguard talk status should show claimed supply after claim")
pressed_scene.free()
func _check_weishui_camps_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Weishui Camps base camp", WEISHUI_CAMPS_SCENARIO_ID, WEISHUI_CAMPS_SCENARIO_PATH)
if base_scene != null:
if not base_scene.campaign_state.joined_officers.has("zhang_he"):
base_scene.campaign_state.joined_officers.append("zhang_he")
if not base_scene.state.load_battle(
WEISHUI_CAMPS_SCENARIO_PATH,
base_scene.campaign_state.get_roster_overrides(),
base_scene.campaign_state.get_inventory_snapshot(),
base_scene.campaign_state.get_flags_snapshot(),
base_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Weishui Camps base camp should reload with Zhang He joined")
else:
if base_scene._camp_conversation_by_id("weishui_camps_council").is_empty():
failures.append("Weishui Camps should expose the council conversation")
if base_scene._camp_conversation_by_id("weishui_zhang_he_river_line").is_empty():
failures.append("Weishui Camps should expose Zhang He's river line conversation")
if not base_scene._camp_conversation_by_id(WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("Weishui anchor medicine should be hidden without anchored camps flag")
if not base_scene._camp_conversation_by_id(WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID).is_empty():
failures.append("Weishui doubt rations should be hidden without Han Sui doubt flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Weishui Camp Sutler":
failures.append("Weishui Camps shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Weishui Camps shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "군막 회의 · 2건":
failures.append("Weishui Camps base talk status should summarize two non-supply topics")
base_scene.free()
var anchored_scene = _new_prebattle_scene_for(
failures,
"Weishui Camps anchored camp",
WEISHUI_CAMPS_SCENARIO_ID,
WEISHUI_CAMPS_SCENARIO_PATH,
{"anchored_weishui_camps": true}
)
if anchored_scene != null:
if not anchored_scene.campaign_state.joined_officers.has("zhang_he"):
anchored_scene.campaign_state.joined_officers.append("zhang_he")
if not anchored_scene.state.load_battle(
WEISHUI_CAMPS_SCENARIO_PATH,
anchored_scene.campaign_state.get_roster_overrides(),
anchored_scene.campaign_state.get_inventory_snapshot(),
anchored_scene.campaign_state.get_flags_snapshot(),
anchored_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Weishui Camps anchored camp should reload with Zhang He joined")
else:
var anchor_medicine: Dictionary = anchored_scene._camp_conversation_by_id(WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID)
if anchor_medicine.is_empty():
failures.append("anchored Weishui camps flag should expose Weishui anchor medicine")
if not anchored_scene._camp_conversation_by_id(WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID).is_empty():
failures.append("anchored Weishui camps flag should not expose Weishui doubt rations")
if not anchor_medicine.is_empty():
if anchored_scene._format_talk_status_text(anchored_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Weishui anchored talk status should show one ready supply")
if not anchored_scene._format_camp_conversation_button_text(anchor_medicine).contains("보급 만능약"):
failures.append("Weishui anchor medicine button should show Panacea supply")
var before_panacea := int(anchored_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
anchored_scene._apply_camp_conversation_effects(anchor_medicine)
if int(anchored_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Weishui anchor medicine should add Panacea to campaign inventory")
if int(anchored_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Weishui anchor medicine should refresh battle Panacea inventory")
if not anchored_scene.campaign_state.has_claimed_camp_conversation_effects(WEISHUI_CAMPS_SCENARIO_ID, WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID):
failures.append("Weishui anchor medicine claim should be saved")
if anchored_scene._format_talk_status_text(anchored_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Weishui anchored talk status should show claimed supply after claim")
anchored_scene.free()
var doubt_scene = _new_prebattle_scene_for(
failures,
"Weishui Camps Han Sui doubt camp",
WEISHUI_CAMPS_SCENARIO_ID,
WEISHUI_CAMPS_SCENARIO_PATH,
{"sowed_han_sui_doubt": true}
)
if doubt_scene != null:
if not doubt_scene.campaign_state.joined_officers.has("zhang_he"):
doubt_scene.campaign_state.joined_officers.append("zhang_he")
if not doubt_scene.state.load_battle(
WEISHUI_CAMPS_SCENARIO_PATH,
doubt_scene.campaign_state.get_roster_overrides(),
doubt_scene.campaign_state.get_inventory_snapshot(),
doubt_scene.campaign_state.get_flags_snapshot(),
doubt_scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("Weishui Camps Han Sui doubt camp should reload with Zhang He joined")
else:
var doubt_rations: Dictionary = doubt_scene._camp_conversation_by_id(WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID)
if doubt_rations.is_empty():
failures.append("sowed Han Sui doubt flag should expose Weishui doubt rations")
if not doubt_scene._camp_conversation_by_id(WEISHUI_CAMPS_ANCHOR_MEDICINE_CONVERSATION_ID).is_empty():
failures.append("sowed Han Sui doubt flag should not expose Weishui anchor medicine")
if not doubt_rations.is_empty():
if doubt_scene._format_talk_status_text(doubt_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 보급 대기 1건":
failures.append("Weishui Han Sui doubt talk status should show one ready supply")
if not doubt_scene._format_camp_conversation_button_text(doubt_rations).contains("보급 콩"):
failures.append("Weishui doubt rations button should show Bean supply")
var before_bean := int(doubt_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
doubt_scene._apply_camp_conversation_effects(doubt_rations)
if int(doubt_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Weishui doubt rations should add Bean to campaign inventory")
if int(doubt_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Weishui doubt rations should refresh battle Bean inventory")
if not doubt_scene.campaign_state.has_claimed_camp_conversation_effects(WEISHUI_CAMPS_SCENARIO_ID, WEISHUI_CAMPS_DOUBT_RATIONS_CONVERSATION_ID):
failures.append("Weishui doubt rations claim should be saved")
if doubt_scene._format_talk_status_text(doubt_scene._camp_conversation_entries()) != "군막 회의 · 3건 · 수령 완료 1건":
failures.append("Weishui Han Sui doubt talk status should show claimed supply after claim")
doubt_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