Soften battlefield grid and guard text visibility
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@@ -5735,20 +5735,20 @@ func _texture_cover_region_source_rect(texture: Texture2D, visible_rect: Rect2,
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func _terrain_fill_color(cell: Vector2i, terrain_key: String, has_background: bool) -> Color:
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var color := state.get_terrain_color(cell)
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var alpha := 0.105 if has_background else 0.34
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var alpha := 0.056 if has_background else 0.34
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if terrain_key == "W":
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alpha += 0.025
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alpha += 0.018
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elif terrain_key == "C" or terrain_key == "H" or terrain_key == "T":
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alpha += 0.015
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alpha += 0.010
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elif terrain_key == "D":
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alpha += 0.012
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alpha += 0.008
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color.a = alpha
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return color
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func _map_grid_color(has_background: bool) -> Color:
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var color := GRID_COLOR
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color.a = 0.012 if has_background else 0.28
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color.a = 0.006 if has_background else 0.22
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return color
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@@ -5845,13 +5845,13 @@ func _draw_terrain_feature(feature_key: String, rect: Rect2, modulate: Color = C
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func _draw_tactical_tile_overlay(marker_key: String, rect: Rect2, fill_color: Color, border_color: Color, marker_alpha: float, fill_alpha_scale: float = 0.48, inset: float = 5.0) -> void:
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var fill := fill_color
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fill.a *= fill_alpha_scale
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fill.a *= fill_alpha_scale * 0.58
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if fill.a > 0.0:
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draw_rect(rect.grow(-inset), fill)
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_draw_tile_marker(marker_key, rect, Color(1.0, 1.0, 1.0, marker_alpha), 0.0)
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_draw_tile_marker(marker_key, rect, Color(1.0, 1.0, 1.0, marker_alpha * 1.12), 0.0)
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var line := border_color
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line.a = minf(line.a, 0.68)
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_draw_tactical_corner_brackets(rect.grow(-(inset + 2.0)), line, 8.0, 1.35)
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line.a = minf(line.a * 0.78, 0.48)
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_draw_tactical_corner_brackets(rect.grow(-(inset + 2.0)), line, 7.0, 1.15)
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func _draw_tactical_corner_brackets(rect: Rect2, color: Color, length: float = 8.0, width: float = 1.35) -> void:
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@@ -5873,15 +5873,15 @@ func _draw_tactical_corner_brackets(rect: Rect2, color: Color, length: float = 8
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func _terrain_texture_modulate(cell: Vector2i, terrain_key: String, has_background: bool) -> Color:
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var alpha := 0.26 if has_background else 0.58
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var alpha := 0.20 if has_background else 0.58
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if terrain_key == "W":
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alpha += 0.07 if has_background else 0.10
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alpha += 0.06 if has_background else 0.10
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elif terrain_key == "C" or terrain_key == "T":
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alpha += 0.08 if has_background else 0.12
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alpha += 0.07 if has_background else 0.12
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elif terrain_key == "R":
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alpha += 0.05 if has_background else 0.08
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alpha += 0.04 if has_background else 0.08
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elif terrain_key == "F" or terrain_key == "H" or terrain_key == "D":
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alpha += 0.03 if has_background else 0.06
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alpha += 0.025 if has_background else 0.06
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alpha *= 0.94 + _cell_noise(cell, 137) * 0.12
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return Color(1.0, 1.0, 1.0, clampf(alpha, 0.0, 0.82))
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