Files
heros/tools/smoke_camp_conversation_rewards.gd

1283 lines
75 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 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_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_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("available"):
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("claimed"):
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("Supply Antidote"):
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Puyang talk status should show one ready supply")
if not scene._format_camp_conversation_button_text(conversation).contains("Supply Bean"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 4 topics | 2 supplies ready":
failures.append("Puyang pursuit talk status should show two ready supplies")
if not pursuit_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"):
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()) != "Camp conversations | 4 topics | 2 supplies ready":
failures.append("Puyang regroup talk status should show two ready supplies")
if not regroup_scene._format_camp_conversation_button_text(reserve).contains("Supply Panacea"):
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()) != "Camp conversations | 2 topics":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Dingtao fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(reserves).contains("Supply Panacea"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Dingtao pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(vanguard).contains("Supply Wine"):
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()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Dingtao pressed talk status should show claimed supply after claim")
pressed_scene.free()
func _check_xian_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Xian escort base camp", XIAN_SCENARIO_ID, XIAN_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("xian_escort_council").is_empty():
failures.append("Xian escort should expose the escort council conversation")
if base_scene._camp_conversation_by_id("xian_dian_wei_envoy_screen").is_empty():
failures.append("Xian escort should expose Dian Wei's envoy screen conversation")
if not base_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("Xian fortified supplies should be hidden without fortified flag")
if not base_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty():
failures.append("Xian pressed supplies should be hidden without pressed flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Escort Road Sutler":
failures.append("Xian escort shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Xian escort shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Xian escort base talk status should summarize two non-supply topics")
base_scene.free()
var fortified_scene = _new_prebattle_scene_for(
failures,
"Xian escort fortified camp",
XIAN_SCENARIO_ID,
XIAN_SCENARIO_PATH,
{"fortified_yan_province": true}
)
if fortified_scene != null:
var supplies: Dictionary = fortified_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID)
if supplies.is_empty():
failures.append("fortified flag should expose Xian fortified road supplies")
if not fortified_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID).is_empty():
failures.append("fortified flag should not expose Xian forced march canteens")
if not supplies.is_empty():
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xian fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(supplies).contains("Supply Bean"):
failures.append("Xian fortified road supplies button should preview Bean supply")
var before_bean := int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
fortified_scene._apply_camp_conversation_effects(supplies)
if int(fortified_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xian fortified road supplies should add Bean to campaign inventory")
if int(fortified_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Xian fortified road supplies should refresh battle Bean inventory")
if not fortified_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_FORTIFIED_CONVERSATION_ID):
failures.append("Xian fortified road supplies claim should be saved")
if fortified_scene._format_talk_status_text(fortified_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Xian fortified talk status should show claimed supply after claim")
fortified_scene.free()
var pressed_scene = _new_prebattle_scene_for(
failures,
"Xian escort pressed camp",
XIAN_SCENARIO_ID,
XIAN_SCENARIO_PATH,
{"pressed_lu_bu": true}
)
if pressed_scene != null:
var canteens: Dictionary = pressed_scene._camp_conversation_by_id(XIAN_PRESSED_CONVERSATION_ID)
if canteens.is_empty():
failures.append("pressed flag should expose Xian forced march canteens")
if not pressed_scene._camp_conversation_by_id(XIAN_FORTIFIED_CONVERSATION_ID).is_empty():
failures.append("pressed flag should not expose Xian fortified road supplies")
if not canteens.is_empty():
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xian pressed talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(canteens).contains("Supply Wine"):
failures.append("Xian forced march canteens button should preview Wine supply")
var before_wine := int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pressed_scene._apply_camp_conversation_effects(canteens)
if int(pressed_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Xian forced march canteens should add Wine to campaign inventory")
if int(pressed_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Xian forced march canteens should refresh battle Wine inventory")
if not pressed_scene.campaign_state.has_claimed_camp_conversation_effects(XIAN_SCENARIO_ID, XIAN_PRESSED_CONVERSATION_ID):
failures.append("Xian forced march canteens claim should be saved")
if pressed_scene._format_talk_status_text(pressed_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Xian pressed talk status should show claimed supply after claim")
pressed_scene.free()
func _check_wan_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Wan Castle base camp", WAN_SCENARIO_ID, WAN_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("wan_escape_route_council").is_empty():
failures.append("Wan Castle should expose the escape route council conversation")
if base_scene._camp_conversation_by_id("wan_dian_wei_rear_guard").is_empty():
failures.append("Wan Castle should expose Dian Wei's rear guard conversation")
if not base_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID).is_empty():
failures.append("Wan court seal supplies should be hidden without court flag")
if not base_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID).is_empty():
failures.append("Wan hard pursuit supplies should be hidden without pursuit flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Wan Castle Sutler":
failures.append("Wan Castle shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Wan Castle shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Wan Castle base talk status should summarize two non-supply topics")
base_scene.free()
var court_scene = _new_prebattle_scene_for(
failures,
"Wan Castle court seal camp",
WAN_SCENARIO_ID,
WAN_SCENARIO_PATH,
{"secured_imperial_court": true}
)
if court_scene != null:
var postern: Dictionary = court_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID)
if postern.is_empty():
failures.append("court seal flag should expose Wan postern supplies")
if not court_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID).is_empty():
failures.append("court seal flag should not expose Wan hard pursuit drums")
if not postern.is_empty():
if court_scene._format_talk_status_text(court_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Wan court seal talk status should show one ready supply")
if not court_scene._format_camp_conversation_button_text(postern).contains("Supply Bean"):
failures.append("Wan court seal postern button should preview Bean supply")
var before_bean := int(court_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
court_scene._apply_camp_conversation_effects(postern)
if int(court_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Wan court seal postern should add Bean to campaign inventory")
if int(court_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Wan court seal postern should refresh battle Bean inventory")
if not court_scene.campaign_state.has_claimed_camp_conversation_effects(WAN_SCENARIO_ID, WAN_COURT_CONVERSATION_ID):
failures.append("Wan court seal postern claim should be saved")
if court_scene._format_talk_status_text(court_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Wan court seal talk status should show claimed supply after claim")
court_scene.free()
var pursuit_scene = _new_prebattle_scene_for(
failures,
"Wan Castle hard pursuit camp",
WAN_SCENARIO_ID,
WAN_SCENARIO_PATH,
{"pursued_li_jue_remnants": true}
)
if pursuit_scene != null:
var drums: Dictionary = pursuit_scene._camp_conversation_by_id(WAN_PURSUIT_CONVERSATION_ID)
if drums.is_empty():
failures.append("hard pursuit flag should expose Wan hard pursuit drums")
if not pursuit_scene._camp_conversation_by_id(WAN_COURT_CONVERSATION_ID).is_empty():
failures.append("hard pursuit flag should not expose Wan postern supplies")
if not drums.is_empty():
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Wan hard pursuit talk status should show one ready supply")
if not pursuit_scene._format_camp_conversation_button_text(drums).contains("Supply Wine"):
failures.append("Wan hard pursuit drums button should preview Wine supply")
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pursuit_scene._apply_camp_conversation_effects(drums)
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Wan hard pursuit drums should add Wine to campaign inventory")
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Wan hard pursuit drums should refresh battle Wine inventory")
if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(WAN_SCENARIO_ID, WAN_PURSUIT_CONVERSATION_ID):
failures.append("Wan hard pursuit drums claim should be saved")
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Wan hard pursuit talk status should show claimed supply after claim")
pursuit_scene.free()
func _check_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()) != "Camp conversations | 2 topics":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xiapi held Wan gate talk status should show one ready supply")
if not held_scene._format_camp_conversation_button_text(dressings).contains("Supply Panacea"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Xiapi swift Wan escape talk status should show one ready supply")
if not swift_scene._format_camp_conversation_button_text(rations).contains("Supply Bean"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 2 topics":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("White Horse integrated Xu talk status should show one ready supply")
if not xu_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("White Horse pressed north talk status should show one ready supply")
if not pressed_scene._format_camp_conversation_button_text(beans).contains("Supply Bean"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 2 topics":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Yan Ford fortified talk status should show one ready supply")
if not fortified_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Yan Ford raided supplies talk status should show one ready supply")
if not raided_scene._format_camp_conversation_button_text(beans).contains("Supply Bean"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 2 topics":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Guandu secured line talk status should show one ready supply")
if not secured_scene._format_camp_conversation_button_text(medicine).contains("Supply Panacea"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Guandu scouted Wuchao talk status should show one ready supply")
if not scouted_scene._format_camp_conversation_button_text(wine).contains("Supply Wine"):
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()) != "Camp conversations | 3 topics | 1 claimed":
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 _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", "")) != "Qingzhou Road Merchant":
failures.append("Qingzhou shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Qingzhou shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Qingzhou base talk status should summarize two non-supply topics")
base_scene.free()
var pursuit_scene = _new_prebattle_scene_for(
failures,
"Qingzhou pursuit camp",
QINGZHOU_SCENARIO_ID,
QINGZHOU_SCENARIO_PATH,
{"pursued_dong_zhuo": true}
)
if pursuit_scene != null:
var veterans: Dictionary = pursuit_scene._camp_conversation_by_id("qingzhou_hardened_veterans")
if veterans.is_empty():
failures.append("pursuit flag should expose Qingzhou hardened veterans")
if not pursuit_scene._camp_conversation_by_id("qingzhou_sishui_stores").is_empty():
failures.append("pursuit flag should not expose Qingzhou Sishui stores")
if not veterans.is_empty():
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Qingzhou pursuit talk status should show one ready supply")
if not pursuit_scene._format_camp_conversation_button_text(veterans).contains("Supply Wine"):
failures.append("Qingzhou hardened veterans button should show Wine supply")
var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
pursuit_scene._apply_camp_conversation_effects(veterans)
if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Qingzhou hardened veterans should add Wine to campaign inventory")
if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
failures.append("Qingzhou hardened veterans should refresh battle Wine inventory")
if not pursuit_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_hardened_veterans"):
failures.append("Qingzhou hardened veterans claim should be saved")
if pursuit_scene._format_talk_status_text(pursuit_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Qingzhou pursuit talk status should show claimed supply after claim")
pursuit_scene.free()
var regroup_scene = _new_prebattle_scene_for(
failures,
"Qingzhou regroup camp",
QINGZHOU_SCENARIO_ID,
QINGZHOU_SCENARIO_PATH,
{"regrouped_after_sishui": true}
)
if regroup_scene != null:
var stores: Dictionary = regroup_scene._camp_conversation_by_id("qingzhou_sishui_stores")
if stores.is_empty():
failures.append("regroup flag should expose Qingzhou Sishui stores")
if not regroup_scene._camp_conversation_by_id("qingzhou_hardened_veterans").is_empty():
failures.append("regroup flag should not expose Qingzhou hardened veterans")
if not stores.is_empty():
if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Qingzhou regroup talk status should show one ready supply")
if not regroup_scene._format_camp_conversation_button_text(stores).contains("Supply Bean"):
failures.append("Qingzhou Sishui stores button should show Bean supply")
var before_bean := int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
regroup_scene._apply_camp_conversation_effects(stores)
if int(regroup_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Qingzhou Sishui stores should add Bean to campaign inventory")
if int(regroup_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Qingzhou Sishui stores should refresh battle Bean inventory")
if not regroup_scene.campaign_state.has_claimed_camp_conversation_effects(QINGZHOU_SCENARIO_ID, "qingzhou_sishui_stores"):
failures.append("Qingzhou Sishui stores claim should be saved")
if regroup_scene._format_talk_status_text(regroup_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Qingzhou regroup talk status should show claimed supply after claim")
regroup_scene.free()
func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
var base_scene = _new_prebattle_scene_for(failures, "Wuchao base camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH)
if base_scene != null:
if base_scene._camp_conversation_by_id("wuchao_night_raid_council").is_empty():
failures.append("Wuchao should expose the night raid council conversation")
if base_scene._camp_conversation_by_id("wuchao_guo_jia_empty_bowl").is_empty():
failures.append("Wuchao should expose Guo Jia's officer conversation")
if not base_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty():
failures.append("Wuchao fast raid supplies should be hidden without the prepared raid flag")
if not base_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty():
failures.append("Wuchao reserve wagon should be hidden without the strengthened defense flag")
var merchant: Dictionary = base_scene.state.get_shop_merchant()
if str(merchant.get("name", "")) != "Wuchao Night Trader":
failures.append("Wuchao shop merchant name should be present")
var merchant_lines: Array = merchant.get("lines", [])
if merchant_lines.size() < 2:
failures.append("Wuchao shop merchant should expose flavor lines")
if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
failures.append("Wuchao base talk status should summarize two non-supply topics")
base_scene.free()
var raid_scene = _new_prebattle_scene_for(
failures,
"Wuchao prepared raid camp",
WUCHAO_SCENARIO_ID,
WUCHAO_SCENARIO_PATH,
{"prepared_wuchao_raid": true}
)
if raid_scene != null:
var fast_supplies: Dictionary = raid_scene._camp_conversation_by_id("wuchao_fast_raid_supplies")
if fast_supplies.is_empty():
failures.append("prepared raid flag should expose Wuchao fast supplies")
if not raid_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty():
failures.append("prepared raid flag should not expose Wuchao reserve wagon")
if not fast_supplies.is_empty():
if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Wuchao prepared raid talk status should show one ready supply")
if not raid_scene._format_camp_conversation_button_text(fast_supplies).contains("Supply Bean"):
failures.append("Wuchao fast supplies button should show Bean supply")
var before_bean := int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
raid_scene._apply_camp_conversation_effects(fast_supplies)
if int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Wuchao fast supplies should add Bean to campaign inventory")
if int(raid_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
failures.append("Wuchao fast supplies should refresh battle Bean inventory")
if not raid_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_fast_raid_supplies"):
failures.append("Wuchao fast supplies claim should be saved")
if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
failures.append("Wuchao prepared raid talk status should show claimed supply after claim")
raid_scene.free()
var defense_scene = _new_prebattle_scene_for(
failures,
"Wuchao strengthened defense camp",
WUCHAO_SCENARIO_ID,
WUCHAO_SCENARIO_PATH,
{"strengthened_guandu_defense": true}
)
if defense_scene != null:
var reserve_wagon: Dictionary = defense_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon")
if reserve_wagon.is_empty():
failures.append("strengthened defense flag should expose Wuchao reserve wagon")
if not defense_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty():
failures.append("strengthened defense flag should not expose Wuchao fast supplies")
if not reserve_wagon.is_empty():
if defense_scene._format_talk_status_text(defense_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
failures.append("Wuchao strengthened defense talk status should show one ready supply")
if not defense_scene._format_camp_conversation_button_text(reserve_wagon).contains("Supply Panacea"):
failures.append("Wuchao reserve wagon button should show Panacea supply")
var before_panacea := int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
defense_scene._apply_camp_conversation_effects(reserve_wagon)
if int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Wuchao reserve wagon should add Panacea to campaign inventory")
if int(defense_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
failures.append("Wuchao reserve wagon should refresh battle Panacea inventory")
if not defense_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_guandu_reserve_wagon"):
failures.append("Wuchao reserve wagon claim should be saved")
defense_scene.free()
func _check_talk_menu_closes_on_cancel_and_reload(failures: Array[String]) -> void:
var scene = _new_prebattle_scene(failures, "talk menu close guards")
if scene == null:
return
scene._create_hud()
scene.briefing_panel.visible = true
scene.talk_menu.visible = true
var cancel_event := InputEventKey.new()
cancel_event.keycode = KEY_ESCAPE
scene._handle_key(cancel_event)
if scene.talk_menu.visible:
failures.append("Escape should close the pre-battle talk menu")
scene.talk_menu.visible = true
scene._reload_from_campaign_state()
if scene.talk_menu.visible:
failures.append("campaign reload should hide the pre-battle talk menu")
scene.free()
func _new_prebattle_scene(failures: Array[String], label: String):
return _new_prebattle_scene_for(failures, label, SCENARIO_ID, SCENARIO_PATH)
func _new_prebattle_scene_for(failures: Array[String], label: String, scenario_id: String, scenario_path: String, flag_overrides := {}):
var scene = BattleSceneScript.new()
if not scene.campaign_state.load_campaign(CAMPAIGN_PATH):
failures.append("%s could not load campaign data" % label)
scene.free()
return null
scene.campaign_state.start_new(scenario_id)
if typeof(flag_overrides) == TYPE_DICTIONARY:
for flag_name in flag_overrides.keys():
scene.campaign_state.flags[str(flag_name)] = flag_overrides[flag_name]
scene.active_scenario_id = scenario_id
if not scene.state.load_battle(
scenario_path,
scene.campaign_state.get_roster_overrides(),
scene.campaign_state.get_inventory_snapshot(),
scene.campaign_state.get_flags_snapshot(),
scene.campaign_state.get_joined_officers_snapshot()
):
failures.append("%s could not load scenario" % label)
scene.free()
return null
return scene
func _check_cache_conversation(failures: Array[String], conversation: Dictionary) -> bool:
if conversation.is_empty():
failures.append("could not find cache camp conversation")
return false
var effects: Array = conversation.get("effects", [])
if effects.is_empty():
failures.append("cache camp conversation should expose effects")
return false
var effect: Dictionary = effects[0]
if str(effect.get("type", "")) != "grant_item":
failures.append("cache camp conversation effect should be grant_item")
if str(effect.get("item_id", "")) != "bean":
failures.append("cache camp conversation should grant Bean")
if int(effect.get("count", 0)) != 1:
failures.append("cache camp conversation should grant one Bean")
return true
func _backup_user_file(path: String) -> Dictionary:
var exists := FileAccess.file_exists(path)
return {
"exists": exists,
"content": FileAccess.get_file_as_string(path) if exists else ""
}
func _restore_user_file(path: String, backup: Dictionary) -> bool:
if bool(backup.get("exists", false)):
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
return false
file.store_string(str(backup.get("content", "")))
return true
if FileAccess.file_exists(path):
return DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) == OK
return true