Refresh ranges from unit overview selection
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@@ -3585,6 +3585,16 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("side unit overview should expose ally/enemy tabs")
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elif not scene.side_unit_overview_ally_button.button_pressed or scene.side_unit_overview_enemy_button.button_pressed:
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failures.append("side unit overview should default to the ally tab")
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scene._on_side_unit_overview_row_pressed("xiahou_dun")
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if scene.state.selected_unit_id != "xiahou_dun":
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failures.append("ally overview row click should select the chosen unit: %s" % scene.state.selected_unit_id)
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if scene.move_cells.is_empty():
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failures.append("ally overview row click should immediately refresh movement range")
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if scene.side_unit_overview_panel != null and scene.side_unit_overview_panel.visible:
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failures.append("ally overview row click should swap the list back to selected-unit detail")
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scene.state.clear_selection()
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scene._refresh_ranges()
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scene._update_hud()
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scene._on_side_unit_overview_tab_pressed("enemy")
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if scene.side_unit_overview_status_label == null or not scene.side_unit_overview_status_label.text.contains("적군"):
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failures.append("enemy overview tab should summarize remaining enemies: %s" % ("" if scene.side_unit_overview_status_label == null else scene.side_unit_overview_status_label.text))
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@@ -3592,6 +3602,11 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("enemy overview tab should stay visually selected")
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if scene.side_unit_overview_rows == null or scene.side_unit_overview_rows.get_child_count() < 4:
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failures.append("enemy overview tab should list visible enemy forces")
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scene._on_side_unit_overview_row_pressed("yellow_turban_1")
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if scene.state.selected_unit_id != "":
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failures.append("enemy overview row click should focus without selecting enemy units: %s" % scene.state.selected_unit_id)
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if not scene.move_cells.is_empty():
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failures.append("enemy overview row click should not leave player movement ranges visible")
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scene._on_side_unit_overview_tab_pressed("ally")
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if scene.inventory_label == null or scene.inventory_label.text != "군수 대기":
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failures.append("empty battle inventory line should not show noisy stock text: %s" % ("" if scene.inventory_label == null else scene.inventory_label.text))
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