Show active prebattle prep command
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@@ -3412,6 +3412,9 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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_check_prep_menu_icon_button(failures, scene.roster_button, "출진 명부", "unit_list")
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_check_prep_menu_icon_button(failures, scene.formation_button, "진형 배치", "formation")
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_check_prep_menu_icon_button(failures, scene.save_button, "전기록", "save")
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scene.briefing_panel.visible = true
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scene.battle_started = false
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_check_prep_menu_button_active_selection(failures, scene)
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if scene.shop_buy_button == null or scene.shop_buy_button.text != "사들이기":
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failures.append("briefing shop buy button should avoid modern purchase wording")
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if scene.shop_sell_button == null or scene.shop_sell_button.text != "내다팔기":
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@@ -3858,6 +3861,8 @@ func _check_prep_menu_icon_button(failures: Array[String], button: Button, expec
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if button == null:
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failures.append("pre-battle prep button missing: %s" % expected_label)
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return
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if not button.toggle_mode:
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failures.append("pre-battle prep button should support active selected state: %s" % expected_label)
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if not bool(button.get_meta("icon_only", false)) or button.text != "":
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failures.append("pre-battle prep button should be icon-first without visible text: %s text=%s" % [expected_label, button.text])
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if button.icon == null or str(button.get_meta("command_icon", "")) != expected_icon:
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@@ -3868,6 +3873,23 @@ func _check_prep_menu_icon_button(failures: Array[String], button: Button, expec
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failures.append("pre-battle prep button should expose its function through hover tooltip: %s tooltip=%s" % [expected_label, str(button.tooltip_text)])
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func _check_prep_menu_button_active_selection(failures: Array[String], scene) -> void:
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scene._on_shop_pressed()
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if scene.shop_button == null or not scene.shop_button.button_pressed or not bool(scene.shop_button.get_meta("prep_menu_active", false)):
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failures.append("opening the shop should mark only the shop prep icon active")
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if scene.talk_button != null and scene.talk_button.button_pressed:
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failures.append("opening the shop should leave the talk prep icon inactive")
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scene._on_talk_pressed()
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if scene.talk_button == null or not scene.talk_button.button_pressed or not bool(scene.talk_button.get_meta("prep_menu_active", false)):
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failures.append("opening talk should mark the talk prep icon active")
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if scene.shop_button != null and scene.shop_button.button_pressed:
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failures.append("opening talk should clear the previous shop prep icon active state")
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scene._hide_talk_menu()
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scene._update_hud()
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if scene.talk_button != null and scene.talk_button.button_pressed:
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failures.append("hiding a prep menu should clear its active icon state")
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func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene.wait_button = Button.new()
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