Polish board unit labels with generated surfaces
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@@ -3326,6 +3326,19 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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facing_points_inside = false
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if not facing_points_inside:
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failures.append("Unit facing marker should stay anchored inside its tile: %s" % str(facing_marker_points))
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if scene._unit_board_panel_key() != "hud_jade":
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failures.append("Board unit nameplate and HP bar should use generated jade panel art")
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if scene._load_art_texture("res://art/ui/panels/panel_%s.png" % scene._unit_board_panel_key()) == null:
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failures.append("Board unit nameplate and HP bar should load generated panel texture")
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var board_unit_rect: Rect2 = scene._visual_rect_for_unit(cao_cao)
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var nameplate_rect: Rect2 = scene._unit_nameplate_rect(board_unit_rect)
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var hp_bar_rect: Rect2 = scene._unit_hp_bar_rect(board_unit_rect)
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if not facing_tile_rect.encloses(nameplate_rect):
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failures.append("Unit nameplate should stay inside its tile: %s within %s" % [str(nameplate_rect), str(facing_tile_rect)])
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if not facing_tile_rect.encloses(hp_bar_rect):
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failures.append("Unit HP bar should stay inside its tile: %s within %s" % [str(hp_bar_rect), str(facing_tile_rect)])
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if nameplate_rect.intersects(hp_bar_rect):
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failures.append("Unit nameplate should not collide with HP bar: %s / %s" % [str(nameplate_rect), str(hp_bar_rect)])
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_check_unit_class_family(failures, scene, "cao_cao", "tactic")
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_check_unit_class_family(failures, scene, "xiahou_dun", "cavalry")
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_check_unit_class_family(failures, scene, "yellow_turban_2", "infantry")
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