Add portrait formation rows
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@@ -3008,6 +3008,19 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
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failures.append("shop row tooltip should retain full item detail: %s" % shop_tooltips)
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if not _has_descendant_texture(scene.shop_list):
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failures.append("shop rows should use item icon artwork")
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scene._rebuild_formation_menu()
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var formation_visible_text := _collect_child_text(scene.formation_list)
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var formation_tooltips := _collect_child_tooltips(scene.formation_list)
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if not formation_visible_text.contains("조조") or not formation_visible_text.contains("좌표") or not formation_visible_text.contains("선택"):
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failures.append("formation rows should show officer name and compact placement badges: %s" % formation_visible_text)
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if formation_visible_text.contains("전장도의") or formation_visible_text.contains("클릭하면"):
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failures.append("formation rows should keep placement instructions in hover text: %s" % formation_visible_text)
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if not formation_tooltips.contains("금빛 진형 칸") or not formation_tooltips.contains("현재 위치"):
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failures.append("formation row tooltip should retain placement instructions: %s" % formation_tooltips)
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if not _has_descendant_texture(scene.formation_list):
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failures.append("formation rows should reuse officer portrait artwork")
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if scene._format_formation_unit_button_text(scene.state.get_unit("cao_cao")).contains(","):
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failures.append("formation unit button text should stay compact")
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scene.free()
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_check_scenario_background_texture_loading(failures)
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