264 lines
12 KiB
GDScript
264 lines
12 KiB
GDScript
extends SceneTree
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const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
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const CAMPAIGN_PATH := "res://data/campaign/campaign.json"
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const SCENARIO_ID := "001_yellow_turbans"
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const SCENARIO_PATH := "res://data/scenarios/001_yellow_turbans.json"
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const CONVERSATION_ID := "northern_woods_cache"
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const BRANCH_SCENARIO_ID := "003_xingyang_ambush"
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const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json"
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const SAVE_PATH := "user://campaign_save.json"
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const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
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func _init() -> void:
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var save_backup := _backup_user_file(SAVE_PATH)
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var manual_backup := _backup_user_file(MANUAL_SAVE_PATH)
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var failures: Array[String] = []
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_check_claim_updates_campaign_and_battle(failures)
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_check_shop_and_armory_preserve_claim(failures)
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_check_manual_checkpoint_reverts_claim(failures)
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_check_completed_replay_cannot_claim(failures)
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_check_conditional_camp_conversations(failures)
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if not _restore_user_file(SAVE_PATH, save_backup):
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failures.append("could not restore automatic campaign save")
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if not _restore_user_file(MANUAL_SAVE_PATH, manual_backup):
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failures.append("could not restore manual campaign save")
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if failures.is_empty():
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print("camp conversation rewards smoke ok")
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quit(0)
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return
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for failure in failures:
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push_error(failure)
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quit(1)
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func _check_claim_updates_campaign_and_battle(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "claim update")
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if scene == null:
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return
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var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
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if not _check_cache_conversation(failures, conversation):
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scene.free()
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return
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var before := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if not scene._format_camp_conversation_button_text(conversation).contains("available"):
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failures.append("camp conversation button should show available before claim")
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scene._apply_camp_conversation_effects(conversation)
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var campaign_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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var battle_after := int(scene.state.get_inventory_snapshot().get("bean", 0))
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if campaign_after != before + 1:
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failures.append("camp conversation should add one Bean to campaign inventory")
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if battle_after != before + 1:
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failures.append("camp conversation should refresh loaded battle inventory")
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if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
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failures.append("camp conversation claim should be saved in campaign ledger")
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if not scene._format_camp_conversation_button_text(conversation).contains("claimed"):
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failures.append("camp conversation button should show claimed after claim")
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scene._apply_camp_conversation_effects(conversation)
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var duplicate_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if duplicate_after != campaign_after:
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failures.append("camp conversation should not duplicate rewards")
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scene.free()
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func _check_shop_and_armory_preserve_claim(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "shop and armory preservation")
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if scene == null:
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return
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var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
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if not _check_cache_conversation(failures, conversation):
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scene.free()
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return
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scene._apply_camp_conversation_effects(conversation)
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var claimed_beans := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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scene.campaign_state.gold = 1000
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var antidote: Dictionary = scene.state.get_item_def("antidote")
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var price := int(antidote.get("price", 0))
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if price <= 0 or not scene.campaign_state.try_buy_item("antidote", price, SCENARIO_ID, scene.state.get_shop_stock_limit("antidote")):
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failures.append("shop purchase after camp claim should save")
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else:
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scene.state.set_inventory_snapshot(scene.campaign_state.get_inventory_snapshot())
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var after_buy := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if after_buy != claimed_beans:
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failures.append("shop purchase should preserve camp-claimed Bean")
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if not scene.campaign_state.try_save_prebattle_loadout(scene.state.get_player_roster_snapshot(), scene.state.get_inventory_snapshot()):
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failures.append("armory save after camp claim should save")
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else:
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var after_armory := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
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if after_armory != claimed_beans:
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failures.append("armory save should preserve camp-claimed Bean")
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if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
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failures.append("armory save should preserve camp claim ledger")
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scene.free()
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func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "manual checkpoint")
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if scene == null:
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return
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if not scene.campaign_state.save_manual_game():
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failures.append("manual checkpoint before camp claim should save")
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scene.free()
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return
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var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
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scene._apply_camp_conversation_effects(conversation)
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if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 1:
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failures.append("camp claim should add Bean before manual restore")
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if not scene.campaign_state.load_manual_game():
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failures.append("manual checkpoint should load after camp claim")
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else:
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if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
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failures.append("loading older manual checkpoint should revert camp reward inventory")
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if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
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failures.append("loading older manual checkpoint should revert camp claim ledger")
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scene.free()
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func _check_completed_replay_cannot_claim(failures: Array[String]) -> void:
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var scene = _new_prebattle_scene(failures, "completed replay")
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if scene == null:
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return
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scene.campaign_state.completed_scenarios.append(SCENARIO_ID)
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var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
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scene._apply_camp_conversation_effects(conversation)
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if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
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failures.append("completed replay should not claim camp supplies")
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if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
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failures.append("completed replay should not write camp claim ledger")
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scene.free()
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func _check_conditional_camp_conversations(failures: Array[String]) -> void:
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var no_flags_scene = _new_prebattle_scene_for(failures, "conditional camp no flags", BRANCH_SCENARIO_ID, BRANCH_SCENARIO_PATH)
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if no_flags_scene != null:
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if no_flags_scene._camp_conversation_by_id("xingyang_war_council").is_empty():
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failures.append("Xingyang should expose ungated war council conversation")
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if not no_flags_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
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failures.append("pursuit camp conversation should be hidden without pursuit flag")
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if not no_flags_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
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failures.append("regroup camp conversation should be hidden without regroup flag")
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no_flags_scene.free()
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var pursuit_scene = _new_prebattle_scene_for(
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failures,
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"conditional camp pursuit",
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BRANCH_SCENARIO_ID,
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BRANCH_SCENARIO_PATH,
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{"pursued_dong_zhuo": true}
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)
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if pursuit_scene != null:
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if pursuit_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
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failures.append("pursuit flag should expose forced march conversation")
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if pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores").is_empty():
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failures.append("pursuit flag should expose hasty stores conversation")
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if not pursuit_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
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failures.append("pursuit flag should not expose regroup scout conversation")
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var hasty_stores: Dictionary = pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores")
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var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
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pursuit_scene._apply_camp_conversation_effects(hasty_stores)
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if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("pursuit hasty stores should add Wine to campaign inventory")
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if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
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failures.append("pursuit hasty stores should refresh battle Wine inventory")
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pursuit_scene.free()
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var regroup_scene = _new_prebattle_scene_for(
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failures,
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"conditional camp regroup",
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BRANCH_SCENARIO_ID,
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BRANCH_SCENARIO_PATH,
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{"regrouped_after_sishui": true}
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)
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if regroup_scene != null:
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if regroup_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
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failures.append("regroup flag should expose scout screen conversation")
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if regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train").is_empty():
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failures.append("regroup flag should expose Sishui supply train conversation")
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if not regroup_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
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failures.append("regroup flag should not expose pursuit forced march conversation")
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var supply_train: Dictionary = regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train")
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var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
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regroup_scene._apply_camp_conversation_effects(supply_train)
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if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("regroup Sishui supply train should add Panacea to campaign inventory")
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if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
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failures.append("regroup Sishui supply train should refresh battle Panacea inventory")
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regroup_scene.free()
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func _new_prebattle_scene(failures: Array[String], label: String):
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return _new_prebattle_scene_for(failures, label, SCENARIO_ID, SCENARIO_PATH)
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func _new_prebattle_scene_for(failures: Array[String], label: String, scenario_id: String, scenario_path: String, flag_overrides := {}):
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var scene = BattleSceneScript.new()
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if not scene.campaign_state.load_campaign(CAMPAIGN_PATH):
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failures.append("%s could not load campaign data" % label)
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scene.free()
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return null
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scene.campaign_state.start_new(scenario_id)
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if typeof(flag_overrides) == TYPE_DICTIONARY:
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for flag_name in flag_overrides.keys():
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scene.campaign_state.flags[str(flag_name)] = flag_overrides[flag_name]
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scene.active_scenario_id = scenario_id
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if not scene.state.load_battle(
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scenario_path,
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scene.campaign_state.get_roster_overrides(),
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scene.campaign_state.get_inventory_snapshot(),
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scene.campaign_state.get_flags_snapshot(),
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scene.campaign_state.get_joined_officers_snapshot()
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):
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failures.append("%s could not load scenario" % label)
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scene.free()
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return null
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return scene
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func _check_cache_conversation(failures: Array[String], conversation: Dictionary) -> bool:
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if conversation.is_empty():
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failures.append("could not find cache camp conversation")
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return false
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var effects: Array = conversation.get("effects", [])
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if effects.is_empty():
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failures.append("cache camp conversation should expose effects")
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return false
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var effect: Dictionary = effects[0]
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if str(effect.get("type", "")) != "grant_item":
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failures.append("cache camp conversation effect should be grant_item")
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if str(effect.get("item_id", "")) != "bean":
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failures.append("cache camp conversation should grant Bean")
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if int(effect.get("count", 0)) != 1:
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failures.append("cache camp conversation should grant one Bean")
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return true
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func _backup_user_file(path: String) -> Dictionary:
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var exists := FileAccess.file_exists(path)
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return {
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"exists": exists,
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"content": FileAccess.get_file_as_string(path) if exists else ""
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}
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func _restore_user_file(path: String, backup: Dictionary) -> bool:
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if bool(backup.get("exists", false)):
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var file := FileAccess.open(path, FileAccess.WRITE)
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if file == null:
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return false
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file.store_string(str(backup.get("content", "")))
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return true
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if FileAccess.file_exists(path):
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return DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) == OK
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return true
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