Files
heros/tools/smoke_event_unit_defeated.gd

101 lines
2.9 KiB
GDScript

extends SceneTree
const BattleStateScript := preload("res://scripts/core/battle_state.gd")
func _init() -> void:
var failures: Array[String] = []
_check_defeat_event_log(failures)
_check_defeat_event_can_delay_victory(failures)
if failures.is_empty():
print("event unit_defeated smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_defeat_event_log(failures: Array[String]) -> void:
var state = _loaded_state(failures, "defeat event log")
if state == null:
return
var logs := []
state.log_added.connect(func(message: String) -> void:
logs.append(message)
)
state.fired_event_ids.clear()
state.battle_events.clear()
state.battle_events.append({
"id": "zhang_mancheng_falls",
"once": true,
"when": {"type": "unit_defeated", "unit_ids": ["yellow_turban_1"]},
"actions": [
{"type": "log", "text": "Zhang Mancheng's banner falls."}
]
})
_defeat_unit_with_skill(state, "yellow_turban_1")
if not logs.has("Zhang Mancheng's banner falls."):
failures.append("unit_defeated event log did not fire")
if not state.fired_event_ids.has("zhang_mancheng_falls"):
failures.append("unit_defeated event id was not recorded")
func _check_defeat_event_can_delay_victory(failures: Array[String]) -> void:
var state = _loaded_state(failures, "defeat event victory delay")
if state == null:
return
for enemy in state.get_living_units("enemy"):
if str(enemy.get("id", "")) != "yellow_turban_1":
enemy["alive"] = false
state.fired_event_ids.clear()
state.battle_events.clear()
state.battle_events.append({
"id": "last_rebel_reserve_arrives",
"once": true,
"when": {"type": "unit_defeated", "unit_ids": ["yellow_turban_1"]},
"actions": [
{
"type": "spawn_deployment",
"deployment": {
"unit_id": "last_rebel_reserve",
"name": "Last Rebel Reserve",
"class_id": "bandit",
"team": "enemy",
"level": 1,
"pos": [5, 5],
"base": {"hp": 24, "atk": 9, "def": 4}
}
}
]
})
_defeat_unit_with_skill(state, "yellow_turban_1")
var reserve: Dictionary = state.get_unit("last_rebel_reserve")
if reserve.is_empty() or not bool(reserve.get("alive", false)) or not bool(reserve.get("deployed", true)):
failures.append("unit_defeated reinforcement did not arrive alive and deployed")
if str(state.battle_status) != "active":
failures.append("unit_defeated reinforcement should keep battle active, got %s" % str(state.battle_status))
func _loaded_state(failures: Array[String], label: String):
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("%s could not load smoke scenario" % label)
return null
return state
func _defeat_unit_with_skill(state, unit_id: String) -> void:
var caster: Dictionary = state.get_unit("cao_cao")
var target: Dictionary = state.get_unit(unit_id)
target["hp"] = 1
state._resolve_skill_damage(caster, target, {
"name": "Smoke Bolt",
"power": 99,
"stat": "int"
})