Add enemy inspection detail from overview
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@@ -102,30 +102,34 @@ func _capture_viewport_set(spec: Dictionary, output_dir: String, captures: Array
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await _settle()
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await _capture_frame(scene, output_dir, label, "07_battle_idle", captures, failures)
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_prepare_enemy_inspection_frame(scene)
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await _settle()
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await _capture_frame(scene, output_dir, label, "08_battle_enemy_inspection", captures, failures)
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_prepare_auto_attack_hint_frame(scene)
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await _settle()
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await _capture_frame(scene, output_dir, label, "08_battle_auto_attack_hint", captures, failures)
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await _capture_frame(scene, output_dir, label, "09_battle_auto_attack_hint", captures, failures)
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scene._update_threat_button()
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scene._on_command_hint_button_mouse_entered(scene.threat_button)
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await _settle()
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await _capture_frame(scene, output_dir, label, "09_battle_threat_hint", captures, failures)
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await _capture_frame(scene, output_dir, label, "10_battle_threat_hint", captures, failures)
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_prepare_post_move_action_frame(scene, "")
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await _settle()
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await _capture_frame(scene, output_dir, label, "10_post_move_actions", captures, failures)
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await _capture_frame(scene, output_dir, label, "11_post_move_actions", captures, failures)
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_prepare_post_move_action_frame(scene, "tactic")
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await _settle()
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await _capture_frame(scene, output_dir, label, "11_post_move_tactic_picker", captures, failures)
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await _capture_frame(scene, output_dir, label, "12_post_move_tactic_picker", captures, failures)
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_prepare_post_move_action_frame(scene, "item")
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await _settle()
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await _capture_frame(scene, output_dir, label, "12_post_move_item_picker", captures, failures)
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await _capture_frame(scene, output_dir, label, "13_post_move_item_picker", captures, failures)
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_prepare_combat_result_frame(scene)
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await _settle()
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await _capture_frame(scene, output_dir, label, "13_battle_combat_result", captures, failures)
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await _capture_frame(scene, output_dir, label, "14_battle_combat_result", captures, failures)
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scene.queue_free()
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await _settle()
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@@ -159,6 +163,35 @@ func _prepare_auto_attack_hint_frame(scene) -> void:
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scene.queue_redraw()
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func _prepare_enemy_inspection_frame(scene) -> void:
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scene._hide_command_hint()
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scene._hide_post_move_menu()
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scene._hide_post_move_picker()
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scene._hide_tactic_menu()
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scene._hide_item_menu()
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scene._hide_equip_menu()
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scene._clear_pending_move_state()
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scene.selected_skill_id = ""
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scene.selected_item_id = ""
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scene.basic_attack_targeting = false
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scene.state.clear_selection()
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scene.side_unit_overview_mode = "enemy"
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scene.side_inspected_unit_id = ""
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var enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
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if enemy.is_empty():
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return
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enemy["alive"] = true
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var enemy_cell: Vector2i = enemy.get("pos", Vector2i(-1, -1))
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if not scene.state.is_inside(enemy_cell):
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enemy_cell = Vector2i(10, 4)
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enemy["pos"] = enemy_cell
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scene.hover_cell = enemy_cell
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scene._focus_board_on_cell(enemy_cell, true, true)
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scene._on_side_unit_overview_row_pressed("yellow_turban_1")
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scene._update_hud()
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scene.queue_redraw()
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func _prepare_post_move_action_frame(scene, picker_mode: String) -> void:
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scene._hide_command_hint()
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scene._hide_post_move_menu()
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