Quiet repeated map markers

This commit is contained in:
2026-06-21 06:55:55 +09:00
parent 0ad8488747
commit 0010fd6323
2 changed files with 82 additions and 26 deletions

View File

@@ -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: