Enhance opening and battlefield visual markers
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@@ -4413,6 +4413,14 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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failures.append("Gold event markers should use the generated gold badge")
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if scene._event_marker_badge_kind("유인선", "tactic") != "tactic":
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failures.append("Tactic event markers should use the generated tactic badge")
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if scene._event_marker_tile_marker_key("마을 보급", "supply") != "recover":
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failures.append("Supply event markers should lay generated recovery tile art under the badge")
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if scene._event_marker_tile_marker_key("유인선", "tactic") != "move":
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failures.append("Tactic lure markers should lay generated movement tile art under the badge")
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if scene._event_marker_tile_marker_key("군자금", "gold") != "objective":
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failures.append("Gold markers should use a generated objective tile frame")
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if scene._event_marker_tile_marker_key("", "") != "select":
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failures.append("Unknown event markers should still use a generated tile frame")
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if scene._event_marker_badge_kind("군자금", "") != "gold":
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failures.append("Event marker labels should infer generated badge kind when kind is absent")
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if scene._event_marker_badge_kind("", "") != "event":
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@@ -4423,6 +4431,12 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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failures.append("background terrain fill should stay translucent over high-res art")
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if fallback_fill.a <= background_fill.a:
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failures.append("fallback terrain fill should be stronger than background fill")
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var background_texture_modulate: Color = scene._terrain_texture_modulate(Vector2i(0, 0), "G", true)
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var fallback_texture_modulate: Color = scene._terrain_texture_modulate(Vector2i(0, 0), "G", false)
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if background_texture_modulate.a < 0.22:
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failures.append("background terrain texture should be visible enough to make generated cells read as art: %.3f" % background_texture_modulate.a)
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if background_texture_modulate.a >= fallback_texture_modulate.a:
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failures.append("background terrain texture should stay lighter than fallback terrain texture")
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if scene._map_grid_color(true).a >= scene._map_grid_color(false).a:
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failures.append("background grid should be lighter than fallback grid")
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if scene._terrain_edge_color("F", "G").a <= 0.0:
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