Add multi-cell reach triggers

This commit is contained in:
2026-06-18 14:29:04 +09:00
parent 4f5e949d84
commit 0c0a49ad57
10 changed files with 173 additions and 54 deletions

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@@ -48,7 +48,7 @@ powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readines
- A player unit can move, attack, wait, use a tactic, use an item, and equip compatible gear; weapon effectiveness appears in forecasts and equipment/shop text when applicable, and equipment options show stat/range change hints.
- Named equipment rewards such as Yitian Sword and Dragon Spear validate, appear with compact rarity tags in reward/inventory/equipment text, and remain ordinary stackable inventory stock until unique item instances are implemented.
- Hovering an occupied tile shows the unit's class, movement type, AGI, movement, range, equipped weapon/armor/accessory, and a HUD portrait thumbnail when no unit is selected, with empty gear slots shown as `-`.
- The battle HUD and briefing objective panels split objective, progress, and risk details, including pending unlocks, destination reach status, defeated enemy counts, named protected-unit or commander safety, and turns remaining.
- The battle HUD and briefing objective panels split objective, progress, and risk details, including pending unlocks, single-tile or multi-cell destination reach status, defeated enemy counts, named protected-unit or commander safety, and turns remaining.
- Scenario event `when.after_event` prerequisites keep follow-up events from firing before their one-shot setup event.
- `unit_defeated` scenario events fire named-unit reactions before final battle status checks, including Yan Liang and Wen Chou defeat dialogue.
- `set_objective` scenario events show concrete objective-update logs, play a UI confirmation sound, refresh the HUD immediately, and briefly show the objective notice panel.