116 lines
5.0 KiB
GDScript
116 lines
5.0 KiB
GDScript
extends SceneTree
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const BattleStateScript := preload("res://scripts/core/battle_state.gd")
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const CampaignStateScript := preload("res://scripts/core/campaign_state.gd")
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const CAMPAIGN_PATH := "res://data/campaign/campaign.json"
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const SAVE_PATH := "user://campaign_save.json"
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func _init() -> void:
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var failures: Array[String] = []
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var save_existed := FileAccess.file_exists(SAVE_PATH)
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var save_text := FileAccess.get_file_as_string(SAVE_PATH) if save_existed else ""
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_check_unequipped_loadout_persists_after_victory(failures)
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_restore_save(save_existed, save_text, failures)
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if failures.is_empty():
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print("equipment campaign persistence 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_unequipped_loadout_persists_after_victory(failures: Array[String]) -> void:
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var campaign_state = CampaignStateScript.new()
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if not campaign_state.load_campaign(CAMPAIGN_PATH):
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failures.append("could not load campaign data")
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return
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campaign_state.start_new(campaign_state.get_start_scenario_id())
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var state = BattleStateScript.new()
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if not state.load_battle(
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campaign_state.get_scenario_path("001_yellow_turbans"),
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campaign_state.get_roster_overrides(),
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campaign_state.get_inventory_snapshot(),
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campaign_state.get_flags_snapshot(),
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campaign_state.get_joined_officers_snapshot()
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):
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failures.append("could not load opening battle")
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return
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if not state.try_unequip_item("cao_cao", "weapon"):
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failures.append("Cao Cao should be able to unequip Bronze Sword before victory")
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return
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var battle_inventory: Dictionary = state.get_inventory_snapshot()
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if int(battle_inventory.get("bronze_sword", 0)) != 1:
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failures.append("battle inventory should receive unequipped Bronze Sword")
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var battle_equipment: Dictionary = state.get_equipment_snapshot("cao_cao")
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if battle_equipment.has("weapon"):
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failures.append("battle equipment should keep Cao Cao weapon empty before save")
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state.battle_status = "victory"
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var result: Dictionary = campaign_state.apply_battle_result(state)
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if not bool(result.get("saved", false)):
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failures.append("campaign save should succeed after opening victory")
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if not campaign_state.completed_scenarios.has("001_yellow_turbans"):
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failures.append("opening scenario should be completed after victory")
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if campaign_state.current_scenario_id != "002_sishui_gate":
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failures.append("campaign should advance to Sishui Gate, got %s" % campaign_state.current_scenario_id)
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var campaign_roster: Dictionary = campaign_state.get_roster_overrides()
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var cao_cao_roster: Dictionary = campaign_roster.get("cao_cao", {})
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var saved_equipment: Dictionary = cao_cao_roster.get("equipment", {})
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if saved_equipment.has("weapon"):
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failures.append("campaign roster should persist empty Cao Cao weapon slot: %s" % str(saved_equipment))
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var campaign_inventory: Dictionary = campaign_state.get_inventory_snapshot()
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if int(campaign_inventory.get("bronze_sword", 0)) != 1:
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failures.append("campaign inventory should keep returned Bronze Sword")
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if int(campaign_inventory.get("bean", 0)) != 1:
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failures.append("campaign inventory should include opening victory Bean reward")
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var next_state = BattleStateScript.new()
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if not next_state.load_battle(
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campaign_state.get_scenario_path("002_sishui_gate"),
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campaign_state.get_roster_overrides(),
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campaign_state.get_inventory_snapshot(),
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campaign_state.get_flags_snapshot(),
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campaign_state.get_joined_officers_snapshot()
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):
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failures.append("could not load next battle from saved campaign state")
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return
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var next_equipment: Dictionary = next_state.get_equipment_snapshot("cao_cao_ch2")
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if next_equipment.has("weapon"):
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failures.append("next scenario should rehydrate Cao Cao without weapon: %s" % str(next_equipment))
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if int(next_state.get_inventory_snapshot().get("bronze_sword", 0)) != 1:
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failures.append("next scenario battle inventory should include returned Bronze Sword")
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var before_replay_inventory: Dictionary = campaign_state.get_inventory_snapshot()
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var before_replay_roster: Dictionary = campaign_state.get_roster_overrides()
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var replay_result: Dictionary = campaign_state.apply_battle_result(state)
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if not bool(replay_result.get("already_completed", false)):
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failures.append("second apply should be treated as completed replay")
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if campaign_state.get_inventory_snapshot() != before_replay_inventory:
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failures.append("completed replay should not mutate campaign inventory")
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if campaign_state.get_roster_overrides() != before_replay_roster:
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failures.append("completed replay should not mutate campaign roster")
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func _restore_save(save_existed: bool, save_text: String, failures: Array[String]) -> void:
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if save_existed:
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var file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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if file == null:
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failures.append("could not restore previous campaign save")
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return
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file.store_string(save_text)
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return
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if FileAccess.file_exists(SAVE_PATH):
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var error := DirAccess.remove_absolute(ProjectSettings.globalize_path(SAVE_PATH))
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if error != OK:
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failures.append("could not remove temporary campaign save")
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