Keep battlefield observation prompt visible
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@@ -10916,17 +10916,21 @@ func _update_hud_unit_portrait(unit: Dictionary) -> void:
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func _update_cell_info() -> void:
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func _update_cell_info() -> void:
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if cell_info_label == null:
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if cell_info_label == null:
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return
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return
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if cell_info_panel != null:
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cell_info_panel.visible = state.is_inside(hover_cell)
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if not state.is_inside(hover_cell):
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if not state.is_inside(hover_cell):
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cell_info_label.text = ""
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var idle_visible := battle_started and state.battle_status == BattleState.STATUS_ACTIVE
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cell_info_label.tooltip_text = "전장 칸 위에 올리면 지형과 부대 정보를 볼 수 있습니다."
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if cell_info_panel != null:
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cell_info_panel.visible = idle_visible
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cell_info_label.text = "전장 칸 관측 대기" if idle_visible else ""
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cell_info_label.tooltip_text = "전장 칸 위에 마우스를 올리면 지형, 회복지, 목표, 부대 정보를 볼 수 있습니다."
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if cell_info_icon != null:
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if cell_info_icon != null:
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cell_info_icon.texture = _make_toolbar_icon("terrain")
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cell_info_icon.texture = _make_toolbar_icon("terrain")
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cell_info_icon.set_meta("icon_kind", "terrain")
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cell_info_icon.set_meta("icon_kind", "terrain")
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cell_info_icon.tooltip_text = cell_info_label.tooltip_text
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if cell_info_panel != null:
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if cell_info_panel != null:
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_set_control_tree_tooltip(cell_info_panel, cell_info_label.tooltip_text)
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_set_control_tree_tooltip(cell_info_panel, cell_info_label.tooltip_text)
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return
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return
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if cell_info_panel != null:
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cell_info_panel.visible = true
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var detail_text := _format_cell_info_detail_text(hover_cell)
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var detail_text := _format_cell_info_detail_text(hover_cell)
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cell_info_label.text = _format_cell_info_summary_text(hover_cell)
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cell_info_label.text = _format_cell_info_summary_text(hover_cell)
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cell_info_label.tooltip_text = detail_text
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cell_info_label.tooltip_text = detail_text
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@@ -5664,9 +5664,16 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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if scene.state.get_event_marker_kind(Vector2i(4, 6)) != "tactic":
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if scene.state.get_event_marker_kind(Vector2i(4, 6)) != "tactic":
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failures.append("tactical lure marker should expose tactic kind")
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failures.append("tactical lure marker should expose tactic kind")
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scene.hover_cell = Vector2i(-1, -1)
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scene.hover_cell = Vector2i(-1, -1)
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scene.battle_started = true
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scene._update_cell_info()
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scene._update_cell_info()
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if scene.cell_info_panel != null and scene.cell_info_panel.visible:
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if scene.cell_info_panel == null or not scene.cell_info_panel.visible:
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failures.append("cell info panel should hide when the cursor is outside the board")
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failures.append("cell info panel should keep a compact observation prompt during active battle")
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elif scene.cell_info_label == null or scene.cell_info_label.text != "전장 칸 관측 대기":
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failures.append("idle cell info prompt should explain battlefield observation: %s" % ("" if scene.cell_info_label == null else scene.cell_info_label.text))
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elif not scene.cell_info_label.tooltip_text.contains("지형") or not scene.cell_info_label.tooltip_text.contains("부대"):
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failures.append("idle cell info prompt should keep detail in tooltip: %s" % scene.cell_info_label.tooltip_text)
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elif scene.cell_info_icon == null or str(scene.cell_info_icon.get_meta("icon_kind", "")) != "terrain":
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failures.append("idle cell info prompt should use terrain observation icon")
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scene.state.select_unit("cao_cao")
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scene.state.select_unit("cao_cao")
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var forecast_enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
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var forecast_enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
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forecast_enemy["pos"] = Vector2i(1, 5)
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forecast_enemy["pos"] = Vector2i(1, 5)
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