Age briefing UI and terrain presentation
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@@ -2717,17 +2717,17 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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for expected in ["勝令", "敗兆", "戰功 죽간", "凶兆 징후"]:
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if not mission_text.contains(expected):
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failures.append("mission panel should use old campaign wording `%s`: %s" % [expected, mission_text])
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.58, 0.39, 0.17, 0.997))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.43, 0.25, 0.095, 0.996), 10)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.70, 0.55, 0.30, 0.997))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.43, 0.25, 0.095, 0.996), 6)
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_check_panel_style_fill(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.54, 0.38, 0.18, 0.992))
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_check_panel_style_frame(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.43, 0.25, 0.095, 0.996), 4)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.045, 0.018, 0.010, 0.998))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.50, 0.36, 0.16, 1.0), 10)
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.33, 0.19, 0.075, 0.996))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.20, 0.11, 0.045, 1.0), 13)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.67, 0.49, 0.25, 0.998))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.12, 0.060, 0.026, 0.98), 7)
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_check_panel_style_fill(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.45, 0.30, 0.13, 0.994))
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_check_panel_style_frame(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.12, 0.060, 0.026, 0.98), 5)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.030, 0.012, 0.007, 0.998))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.20, 0.11, 0.045, 1.0), 12)
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_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.035, 0.014, 0.008, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.28, 0.020, 0.014, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.70, 0.54, 0.29, 0.998))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.61, 0.43, 0.20, 0.997))
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_check_seal_ribbon(failures, scene.briefing_seal_ribbon, "briefing seal ribbon")
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_check_seal_ribbon(failures, scene.dialogue_seal_ribbon, "dialogue seal ribbon")
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_check_seal_ribbon(failures, scene.result_seal_ribbon, "result seal ribbon")
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@@ -2798,7 +2798,7 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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scene._update_briefing_camp_overview(scene.state.get_briefing(), false)
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if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "비단 전장도":
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failures.append("briefing map fallback should read as an old campaign map")
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_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.54, 0.36, 0.15, 0.997))
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_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.33, 0.19, 0.075, 0.996))
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if not scene._format_victory_result_text().contains("승전 조서"):
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failures.append("victory result should read like a bronze proclamation")
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if not scene._format_defeat_result_text().contains("패전 비문"):
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@@ -3100,6 +3100,17 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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failures.append("matching terrain should not draw edge blends")
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if scene._terrain_edge_width("W", "G") <= scene._terrain_edge_width("G", "F"):
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failures.append("water shoreline edge should be wider than grass blend")
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var wasteland_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "D", true)
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if wasteland_fill.a <= background_fill.a:
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failures.append("wasteland fill should sit slightly above grass over background art")
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if scene._terrain_edge_color("D", "G").a <= 0.0:
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failures.append("wasteland edge blend should be visible")
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if scene._terrain_edge_priority("D") <= scene._terrain_edge_priority("R"):
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failures.append("wasteland should draw over roads at broken dirt edges")
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if not scene.state.load_battle("res://data/scenarios/014_cangting_pursuit.json"):
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failures.append("could not load Cangting Pursuit for wasteland presentation helpers")
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elif scene._terrain_key_at(Vector2i(0, 0)) != "D" or scene.state.get_terrain_name(Vector2i(0, 0)) != "황무지":
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failures.append("Cangting Pursuit should expose wasteland terrain at the dry outer edge")
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if not scene.state.load_battle("res://data/scenarios/002_sishui_gate.json"):
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failures.append("could not load Sishui Gate for road presentation helpers")
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else:
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