Clarify recovery terrain markers

This commit is contained in:
2026-06-20 06:58:25 +09:00
parent 65667b261b
commit 345ed20e4a
2 changed files with 47 additions and 6 deletions

View File

@@ -3335,6 +3335,14 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
var marker_rect: Rect2 = scene._recovery_marker_rect(Vector2i(6, 5))
if not scene._rect_for_cell(Vector2i(6, 5)).encloses(marker_rect):
failures.append("Recovery terrain marker should stay inside its tile: %s" % str(marker_rect))
if marker_rect.size.x < BattleSceneScript.RECOVERY_TERRAIN_MARKER_SIZE.x or marker_rect.size.y < BattleSceneScript.RECOVERY_TERRAIN_MARKER_SIZE.y:
failures.append("Recovery terrain marker should reserve readable generated badge space: %s" % str(marker_rect.size))
var recovery_amount_rect: Rect2 = scene._recovery_marker_amount_rect(marker_rect)
if not marker_rect.encloses(recovery_amount_rect):
failures.append("Recovery terrain amount badge should sit inside generated marker: %s in %s" % [str(recovery_amount_rect), str(marker_rect)])
var recovery_tile_modulate: Color = scene._recovery_tile_marker_modulate(Vector2i(6, 5))
if recovery_tile_modulate.a < 0.45:
failures.append("Recovery terrain tile marker should be visible over high-res map art: %.3f" % recovery_tile_modulate.a)
var facing_tile_rect: Rect2 = scene._rect_for_cell(Vector2i(1, 6))
var facing_marker_points: PackedVector2Array = scene._unit_facing_marker_points(facing_tile_rect, cao_cao)
var facing_points_inside := facing_marker_points.size() == 3