Add tactic and item target markers
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@@ -281,6 +281,14 @@ func _check_scene_post_move_tactic_picker_flow(failures: Array[String]) -> void:
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failures.append("targeting hint panel should be visible during tactic targeting")
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if not scene.skill_cells.has(Vector2i(3, 3)):
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failures.append("Spark targeting should highlight the adjacent enemy cell")
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var tactic_markers := scene._skill_target_marker_entries()
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if tactic_markers.size() != 1 or tactic_markers[0].get("cell", Vector2i.ZERO) != Vector2i(3, 3):
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failures.append("tactic target markers should include only the Spark target: %s" % str(tactic_markers))
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else:
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if str(tactic_markers[0].get("text", "")) != "KO":
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failures.append("tactic target marker should preview the deterministic KO: %s" % str(tactic_markers[0]))
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if str(tactic_markers[0].get("kind", "")) != "damage":
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failures.append("tactic target marker should use damage color: %s" % str(tactic_markers[0]))
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scene._on_targeting_back_pressed()
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cao_cao = scene.state.get_unit("cao_cao")
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@@ -368,6 +376,14 @@ func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void:
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failures.append("targeting hint panel should be visible during item targeting")
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if not scene.item_cells.has(Vector2i(2, 4)):
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failures.append("Bean targeting should highlight the adjacent injured ally")
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var item_markers := scene._item_target_marker_entries()
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if item_markers.size() != 1 or item_markers[0].get("cell", Vector2i.ZERO) != Vector2i(2, 4):
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failures.append("item target markers should include only the Bean target: %s" % str(item_markers))
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else:
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if str(item_markers[0].get("text", "")) != "+20 HP":
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failures.append("item target marker should preview healing: %s" % str(item_markers[0]))
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if str(item_markers[0].get("kind", "")) != "heal":
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failures.append("item target marker should use heal color: %s" % str(item_markers[0]))
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scene._on_targeting_back_pressed()
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cao_cao = scene.state.get_unit("cao_cao")
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