Enhance opening and battlefield visual markers

This commit is contained in:
2026-06-20 05:02:49 +09:00
parent 4dcb584f2c
commit 6ee0b9403e
4 changed files with 56 additions and 8 deletions

View File

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