Refine ancient UI wording
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@@ -35,18 +35,18 @@ func _init() -> void:
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"choice_label": ""
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}
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var result_text: String = scene._format_battle_result_summary()
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_check_contains(failures, "reward section", result_text, "Rewards")
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_check_contains(failures, "reward section", result_text, "Spoils")
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_check_contains(failures, "gold reward", result_text, "Gold +100")
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_check_contains(failures, "item reward", result_text, "Bean x2")
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_check_contains(failures, "roster section", result_text, "Joined: Dian Wei")
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_check_contains(failures, "growth section", result_text, "Cao Cao Lv.2")
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_check_contains(failures, "campaign section", result_text, "Next: Sishui Gate")
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_check_contains(failures, "next camp section", result_text, "Next Camp")
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_check_contains(failures, "campaign section", result_text, "Next March: Sishui Gate")
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_check_contains(failures, "next camp section", result_text, "Next Encampment")
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_check_contains(failures, "next camp location", result_text, "Sishui Gate, 190 CE")
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_check_contains(failures, "next camp talk", result_text, "Talk 3")
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_check_contains(failures, "next camp shop", result_text, "Shop 6 goods")
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_check_contains(failures, "next camp deploy", result_text, "Deploy 2/3")
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_check_contains(failures, "next camp formation", result_text, "Formation 6 tiles")
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_check_contains(failures, "next camp talk", result_text, "Council 3")
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_check_contains(failures, "next camp shop", result_text, "Market 6 goods")
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_check_contains(failures, "next camp deploy", result_text, "Muster 2/3")
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_check_contains(failures, "next camp formation", result_text, "Array 6 tiles")
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scene.battle_result_summary = {
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"saved": false,
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@@ -63,8 +63,8 @@ func _init() -> void:
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"choice_label": ""
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}
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var failed_save_text: String = scene._format_battle_result_summary()
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_check_contains(failures, "failed rewards", failed_save_text, "Not applied")
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_check_contains(failures, "failed save", failed_save_text, "Campaign save failed")
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_check_contains(failures, "failed rewards", failed_save_text, "Not recorded")
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_check_contains(failures, "failed save", failed_save_text, "Chronicle seal failed")
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scene.battle_result_summary = {
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"saved": true,
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@@ -77,13 +77,13 @@ func _init() -> void:
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failures,
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"pending choice prompt",
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pending_choice_text,
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"Select a campaign response"
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"Select a response"
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)
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_check_not_contains(
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failures,
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"pending choice should wait for response before next camp preview",
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pending_choice_text,
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"Next Camp"
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"Next Encampment"
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)
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scene.battle_result_summary = {
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@@ -1101,7 +1101,7 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
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if not merchant_notice.contains("Camp Merchant") or not merchant_notice.contains("Roadside stores"):
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failures.append("shop merchant notice should include name and flavor lines")
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var camp_overview := scene._format_briefing_camp_overview_text(scene.state.get_briefing(), false)
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for expected in ["Yingchuan, 184 CE", "Gold 0G", "Talk 3", "1 supply", "Shop 2 buy", "Deploy 2/2", "Formation 4 tiles", "Armory ready"]:
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for expected in ["Yingchuan, 184 CE", "Treasury 0G", "Council 3", "1 supply", "Market 2 goods", "Muster 2/2", "Array 4 tiles", "Arsenal ready"]:
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if not camp_overview.contains(expected):
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failures.append("camp overview should include %s: %s" % [expected, camp_overview])
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var bean: Dictionary = scene.state.get_item_def("bean")
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@@ -1119,7 +1119,7 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
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if not sell_detail.contains("Half-price sale") or not sell_detail.contains("Owned x2"):
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failures.append("shop sell detail should summarize sale rule and owned count")
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var bean_action := scene._format_shop_buy_action_text("bean", bean, int(bean.get("price", 0)))
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if not bean_action.contains("Buy Bean") or not bean_action.contains("50G"):
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if not bean_action.contains("Acquire Bean") or not bean_action.contains("50G"):
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failures.append("shop buy action should be concise and priced")
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var bean_tooltip := scene._format_shop_item_tooltip_text(
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scene._format_shop_item_button_text("bean", bean, int(bean.get("price", 0)), 0),
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@@ -1164,28 +1164,28 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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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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failures.append("Cao Cao HUD focus should describe command role: %s" % cao_text)
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if not cao_text.contains("Move 4 (Foot)") or not cao_text.contains("Attack range 1-1"):
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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("Action:") or not cao_text.contains("Move") or not cao_text.contains("Attack") or not cao_text.contains("Tactic") or not cao_text.contains("Equip") or not cao_text.contains("Wait"):
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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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failures.append("Cao Cao HUD focus should summarize available actions: %s" % cao_text)
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if not cao_text.contains("Tile 2,4"):
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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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if not cao_text.contains("Cost 1"):
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if not cao_text.contains("March 1"):
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failures.append("Cao Cao HUD focus should include terrain move cost: %s" % cao_text)
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if not cao_text.contains("DEF +0"):
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if not cao_text.contains("Guard +0"):
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failures.append("Cao Cao HUD focus should include terrain defense: %s" % cao_text)
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var xiahou_dun: Dictionary = scene.state.get_unit("xiahou_dun")
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xiahou_dun["pos"] = Vector2i(3, 1)
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var forest_text := scene._unit_current_terrain_text(xiahou_dun)
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if not forest_text.contains("Forest") or not forest_text.contains("Cost 3"):
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if not forest_text.contains("Forest") or not forest_text.contains("March 3"):
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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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failures.append("Archer HUD focus should describe ranged role: %s" % archer_text)
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if not archer_text.contains("Move 4 (Archer)") or not archer_text.contains("Attack range 2-2"):
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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("Action: Enemy AI"):
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if not archer_text.contains("Order: Enemy command"):
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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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@@ -1212,10 +1212,10 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.055, 0.025, 0.016, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.32, 0.025, 0.016, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.76, 0.64, 0.43, 0.98))
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if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "Continue":
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failures.append("dialogue continue button should use ancient continue text")
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if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "Prior":
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failures.append("dialogue previous button should use ancient prior text")
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if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "Advance":
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failures.append("dialogue continue button should use ancient advance text")
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if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "Recall":
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failures.append("dialogue previous button should use ancient recall text")
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_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.66, 0.55, 0.36, 0.97))
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scene.free()
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