Reduce generic enemy map name clutter

This commit is contained in:
2026-06-20 07:59:10 +09:00
parent af8c671a14
commit 80fda0fda6
2 changed files with 30 additions and 1 deletions

View File

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