Reduce generic enemy map name clutter
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@@ -4790,6 +4790,18 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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failures.append("enemy with officer_id should not be marked as generic")
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if scene._is_generic_enemy_unit({"team": "player", "officer_id": ""}):
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failures.append("player unit should not be marked as generic enemy")
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scene.hover_cell = Vector2i(-1, -1)
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if scene._should_draw_unit_nameplate(generic_enemy, false):
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failures.append("generic enemy nameplates should stay hidden until hovered or selected")
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var generic_enemy_pos: Vector2i = generic_enemy.get("pos", Vector2i(-1, -1))
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scene.hover_cell = generic_enemy_pos
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if not scene._should_draw_unit_nameplate(generic_enemy, false):
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failures.append("generic enemy nameplate should appear on hover for inspection")
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scene.hover_cell = Vector2i(-1, -1)
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if not scene._should_draw_unit_nameplate(named_officer, false):
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failures.append("named officers should keep visible nameplates for command clarity")
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if not scene._should_draw_unit_nameplate(generic_enemy, true):
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failures.append("selected generic enemy should expose a nameplate")
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var enemy_modulate: Color = scene._unit_sprite_modulate(generic_enemy, false)
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if enemy_modulate.r < 0.99 or enemy_modulate.g < 0.99 or enemy_modulate.b < 0.99 or enemy_modulate.a < 0.97:
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failures.append("transparent enemy class sprite should render near its original colors")
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