Quiet repeated map markers
This commit is contained in:
@@ -3749,8 +3749,20 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
|
||||
if not marker_rect.encloses(recovery_amount_rect):
|
||||
failures.append("Recovery terrain amount badge should sit inside generated marker: %s in %s" % [str(recovery_amount_rect), str(marker_rect)])
|
||||
var recovery_tile_modulate: Color = scene._recovery_tile_marker_modulate(Vector2i(6, 5))
|
||||
if recovery_tile_modulate.a < 0.16 or recovery_tile_modulate.a > 0.28:
|
||||
failures.append("Recovery terrain tile marker should stay subtle but visible over high-res map art: %.3f" % recovery_tile_modulate.a)
|
||||
if recovery_tile_modulate.a < 0.055 or recovery_tile_modulate.a > 0.11:
|
||||
failures.append("Recovery terrain tile backing should stay quiet but visible over high-res map art: %.3f" % recovery_tile_modulate.a)
|
||||
if not scene._should_draw_recovery_terrain_marker(Vector2i(6, 5)):
|
||||
failures.append("Recovery terrain should draw one marker at the village region anchor")
|
||||
if scene._should_draw_recovery_terrain_marker(Vector2i(7, 5)) or scene._should_draw_recovery_terrain_marker(Vector2i(6, 6)):
|
||||
failures.append("Recovery terrain should not repeat markers on every connected village tile")
|
||||
if not scene._should_draw_recovery_terrain_marker(Vector2i(19, 0)):
|
||||
failures.append("Recovery terrain should draw one marker at the castle region anchor")
|
||||
if scene._should_draw_recovery_terrain_marker(Vector2i(20, 1)):
|
||||
failures.append("Recovery terrain should not repeat markers across the castle region")
|
||||
if not scene._should_draw_objective_map_marker(Vector2i(19, 0)):
|
||||
failures.append("Objective foreground should draw one marker at the visible castle objective anchor")
|
||||
if scene._should_draw_objective_map_marker(Vector2i(20, 1)) or scene._should_draw_objective_map_marker(Vector2i(21, 2)):
|
||||
failures.append("Objective foreground should not repeat markers across every castle objective tile")
|
||||
var facing_tile_rect: Rect2 = scene._rect_for_cell(Vector2i(1, 6))
|
||||
var facing_marker_points: PackedVector2Array = scene._unit_facing_marker_points(facing_tile_rect, cao_cao)
|
||||
var facing_points_inside := facing_marker_points.size() == 3
|
||||
@@ -5979,6 +5991,15 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
|
||||
failures.append("Event marker labels should infer generated badge kind when kind is absent")
|
||||
if scene._event_marker_badge_kind("", "") != "event":
|
||||
failures.append("Unknown event markers should use the generated event badge")
|
||||
if scene.OBJECTIVE_BASE_MARKER_ALPHA > 0.20 or scene.OBJECTIVE_BASE_FILL_SCALE > 0.18:
|
||||
failures.append("default objective tile backing should stay quiet over high-resolution battle art")
|
||||
if scene.EVENT_TILE_MARKER_ALPHA > 0.10:
|
||||
failures.append("default event tile backing should stay below the readable badge: %.3f" % scene.EVENT_TILE_MARKER_ALPHA)
|
||||
var recovery_marker_alpha := scene._recovery_tile_marker_modulate(Vector2i(20, 1)).a
|
||||
if recovery_marker_alpha > 0.11:
|
||||
failures.append("recovery tile backing should not cover castle/village art: %.3f" % recovery_marker_alpha)
|
||||
if recovery_marker_alpha < 0.05:
|
||||
failures.append("recovery tile backing should remain barely visible around the small badge: %.3f" % recovery_marker_alpha)
|
||||
var background_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", true)
|
||||
var fallback_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", false)
|
||||
if background_fill.a >= 0.20:
|
||||
|
||||
Reference in New Issue
Block a user