Retheme battle HUD command wording
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@@ -1241,11 +1241,11 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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return
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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var cao_text := scene._format_unit_focus_text(cao_cao, "Selected")
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if not cao_text.contains("Command tactics"):
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if not cao_text.contains("Command authority"):
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failures.append("Cao Cao HUD focus should describe command role: %s" % cao_text)
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if not cao_text.contains("March 4 (Foot)") or not cao_text.contains("Strike reach 1-1"):
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failures.append("Cao Cao HUD focus should clarify move/attack affordance: %s" % cao_text)
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if not cao_text.contains("Order:") or not cao_text.contains("March") or not cao_text.contains("Strike") or not cao_text.contains("Tactic") or not cao_text.contains("Arms") or not cao_text.contains("Wait"):
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if not cao_text.contains("Command:") or not cao_text.contains("March") or not cao_text.contains("Strike") or not cao_text.contains("Stratagem") or not cao_text.contains("Arms") or not cao_text.contains("Hold"):
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failures.append("Cao Cao HUD focus should summarize available actions: %s" % cao_text)
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if not cao_text.contains("Ground 2,4"):
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failures.append("Cao Cao HUD focus should include current tile: %s" % cao_text)
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@@ -1260,11 +1260,11 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("Cavalry movement should use mounted move_type cost on forest: %s" % forest_text)
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var archer: Dictionary = scene.state.get_unit("yellow_turban_3")
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var archer_text := scene._format_unit_focus_text(archer, "Hover")
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if not archer_text.contains("Ranged pressure"):
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if not archer_text.contains("Bow pressure"):
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failures.append("Archer HUD focus should describe ranged role: %s" % archer_text)
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if not archer_text.contains("March 4 (Archer)") or not archer_text.contains("Strike reach 2-2"):
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failures.append("Archer HUD focus should clarify ranged attack affordance: %s" % archer_text)
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if not archer_text.contains("Order: Enemy command"):
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if not archer_text.contains("Command: Enemy banner"):
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failures.append("Enemy archer HUD focus should describe enemy control: %s" % archer_text)
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if not scene._unit_current_terrain_text(archer).contains("Plain"):
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failures.append("Archer terrain text should reflect its current plain tile")
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@@ -1379,7 +1379,7 @@ func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
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"remaining_phases": 2
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}]
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scene._update_tactic_button(cao_cao)
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if scene.tactic_button.text != "Tactic - Sealed" or not scene.tactic_button.tooltip_text.to_lower().contains("sealed"):
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if scene.tactic_button.text != "Stratagem - Sealed" or not scene.tactic_button.tooltip_text.to_lower().contains("sealed"):
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failures.append("sealed unit should explain disabled tactic button: %s | %s" % [scene.tactic_button.text, scene.tactic_button.tooltip_text])
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cao_cao["status_effects"] = []
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@@ -1388,36 +1388,36 @@ func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
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scene._update_tactic_button(cao_cao)
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scene._update_item_button(cao_cao)
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scene._update_equip_button(cao_cao)
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if not scene.wait_button.text.contains("Done"):
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failures.append("acted unit wait button should show Done: %s" % scene.wait_button.text)
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if not scene.tactic_button.text.contains("Done"):
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failures.append("acted unit tactic button should show Done: %s" % scene.tactic_button.text)
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if not scene.item_button.text.contains("Done"):
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failures.append("acted unit item button should show Done: %s" % scene.item_button.text)
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if not scene.equip_button.text.contains("Done"):
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failures.append("acted unit equip button should show Done: %s" % scene.equip_button.text)
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if not scene.wait_button.text.contains("Sealed"):
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failures.append("acted unit hold button should show Sealed: %s" % scene.wait_button.text)
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if not scene.tactic_button.text.contains("Sealed"):
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failures.append("acted unit stratagem button should show Sealed: %s" % scene.tactic_button.text)
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if not scene.item_button.text.contains("Sealed"):
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failures.append("acted unit supply button should show Sealed: %s" % scene.item_button.text)
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if not scene.equip_button.text.contains("Sealed"):
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failures.append("acted unit arms button should show Sealed: %s" % scene.equip_button.text)
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cao_cao["acted"] = false
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cao_cao["moved"] = true
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scene._update_equip_button(cao_cao)
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if scene.equip_button.text != "Equip - Moved" or not scene.equip_button.tooltip_text.to_lower().contains("before"):
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if scene.equip_button.text != "Arms - Marched" or not scene.equip_button.tooltip_text.to_lower().contains("before"):
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failures.append("moved unit should explain disabled equip button: %s | %s" % [scene.equip_button.text, scene.equip_button.tooltip_text])
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cao_cao["moved"] = false
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scene.state.set_inventory_snapshot({})
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scene._update_item_button(cao_cao)
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if scene.item_button.text != "Item - None" or not scene.item_button.tooltip_text.to_lower().contains("no consumable"):
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if scene.item_button.text != "Supply - Empty" or not scene.item_button.tooltip_text.to_lower().contains("no field supplies"):
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failures.append("empty inventory should explain disabled item button: %s | %s" % [scene.item_button.text, scene.item_button.tooltip_text])
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scene.state.current_team = BattleState.TEAM_ENEMY
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scene._update_end_turn_button()
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if scene.end_turn_button.text != "End Turn - Enemy Turn" or not scene.end_turn_button.tooltip_text.to_lower().contains("player phase"):
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if scene.end_turn_button.text != "Pass Command - Enemy Phase" or not scene.end_turn_button.tooltip_text.to_lower().contains("player command phase"):
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failures.append("enemy phase should explain disabled end turn button: %s | %s" % [scene.end_turn_button.text, scene.end_turn_button.tooltip_text])
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scene.state.current_team = BattleState.TEAM_PLAYER
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scene.battle_started = false
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scene._update_threat_button()
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if scene.threat_button.text != "Threat - Start Battle" or not scene.threat_button.tooltip_text.to_lower().contains("begin"):
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if scene.threat_button.text != "Enemy Lines - Enter Field" or not scene.threat_button.tooltip_text.to_lower().contains("begin"):
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failures.append("inactive battle should explain disabled threat button: %s | %s" % [scene.threat_button.text, scene.threat_button.tooltip_text])
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_free_action_button_test_scene(scene)
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