Embellish selected unit HUD
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@@ -3268,6 +3268,23 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("selected HUD should expose Cao Cao MP through a resource bar")
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if not scene.hud_unit_hp_bar.tooltip_text.contains("병력") or not scene.hud_unit_hp_bar.tooltip_text.contains("군기: 조조"):
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failures.append("selected HP bar tooltip should preserve unit detail: %s" % scene.hud_unit_hp_bar.tooltip_text)
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var portrait_team_seal := _find_descendant_by_name(scene.hud_unit_portrait_panel, "HudUnitTeamSeal")
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if portrait_team_seal == null:
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failures.append("selected unit portrait should overlay a generated team seal")
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else:
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_check_panel_uses_generated_texture(failures, portrait_team_seal, "selected portrait team seal")
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if not _collect_child_text(portrait_team_seal).contains("아"):
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failures.append("selected portrait team seal should show ally mark: %s" % _collect_child_text(portrait_team_seal))
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var portrait_class_icon := _find_descendant_by_name(scene.hud_unit_portrait_panel, "HudUnitClassIcon")
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if portrait_class_icon == null or not portrait_class_icon is TextureRect or (portrait_class_icon as TextureRect).texture == null:
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failures.append("selected unit portrait should overlay generated class crest artwork")
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var portrait_class_panel := _find_descendant_by_name(scene.hud_unit_portrait_panel, "HudUnitClassCrest")
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if portrait_class_panel == null:
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failures.append("selected unit portrait class crest frame missing")
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else:
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_check_panel_uses_generated_texture(failures, portrait_class_panel, "selected portrait class crest frame")
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if _count_descendants_by_name(scene.hud_unit_info_column, "HudUnitResourceIcon") < 2:
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failures.append("selected unit resource rows should use generated HP/MP icons")
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if scene.selected_label.text.contains("병력") or scene.selected_label.text.contains("기력"):
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failures.append("selected label should not duplicate HP/MP bars: %s" % scene.selected_label.text)
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if scene.selected_label.text.contains("군령:"):
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