Age battle command chrome
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@@ -211,12 +211,12 @@ func _check_objective_notice(failures: Array[String]) -> void:
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scene._on_objective_updated("Defeat the new vanguard.", "")
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if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
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failures.append("objective notice panel should be visible after objective update")
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elif not scene.objective_notice_label.text.contains("新詔 軍令 봉인") or not scene.objective_notice_label.text.contains("勝令|Defeat the new vanguard."):
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elif not scene.objective_notice_label.text.contains("新詔 軍令 봉인") or not scene.objective_notice_label.text.contains("勝令|朱批 Defeat the new vanguard."):
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failures.append("objective notice label should use sealed edict wording: %s" % scene.objective_notice_label.text)
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scene._on_objective_updated("", "Supply train is lost.")
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if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
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failures.append("objective notice panel should be visible after defeat update")
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elif not scene.objective_notice_label.text.contains("新詔 軍令 봉인") or not scene.objective_notice_label.text.contains("敗兆|Supply train is lost."):
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elif not scene.objective_notice_label.text.contains("新詔 軍令 봉인") or not scene.objective_notice_label.text.contains("敗兆|墨戒 Supply train is lost."):
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failures.append("objective notice label should use omen wording: %s" % scene.objective_notice_label.text)
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if scene._format_log_entry_text("Objective updated: Defeat the new vanguard.") != "軍令 개정: Defeat the new vanguard.":
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failures.append("objective log display should use edict wording")
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@@ -2871,8 +2871,10 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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var hud_objective := scene._format_objective_hud_text()
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if not hud_objective.contains("勝令|") or not hud_objective.contains("敗兆|"):
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failures.append("HUD objective should read as paired edict and omen text: %s" % hud_objective)
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if not hud_objective.contains("朱批") or not hud_objective.contains("墨戒"):
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failures.append("HUD objective should use brush annotation wording: %s" % hud_objective)
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var mission_text := scene._format_mission_panel_text()
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for expected in ["勝令", "敗兆", "戰功 죽간", "凶兆 징후"]:
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for expected in ["勝令", "敗兆", "戰功 죽간", "凶兆 징후", "令牌|", "戒牌|", "功簿|", "凶簡|"]:
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if not mission_text.contains(expected):
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failures.append("mission panel should use old campaign wording `%s`: %s" % [expected, mission_text])
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.42, 0.27, 0.10, 0.997))
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@@ -2891,7 +2893,10 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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_check_seal_ribbon(failures, scene.result_seal_ribbon, "result seal ribbon")
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_check_bamboo_gutter_row(failures, scene.briefing_objective_panel, "briefing objective bamboo gutters")
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_check_bamboo_gutter_row(failures, scene.dialogue_text_panel, "dialogue scroll bamboo gutters")
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_check_bamboo_gutter_row(failures, scene.mission_detail_panel, "mission detail bamboo gutters")
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_check_edict_marker_stack(failures, scene.briefing_objective_panel, "briefing objective edict markers")
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_check_edict_marker_stack(failures, scene.dialogue_text_panel, "dialogue scroll edict markers")
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_check_edict_marker_stack(failures, scene.mission_detail_panel, "mission detail edict markers")
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_check_hanging_tassel(failures, scene.dialogue_left_tassel, "dialogue left tassel")
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_check_hanging_tassel(failures, scene.dialogue_right_tassel, "dialogue right tassel")
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_check_dialogue_column_budget(failures, scene)
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@@ -2945,8 +2950,20 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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failures.append("briefing talk button should use war council wording")
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if scene.formation_button == null or scene.formation_button.text != "진형 배치":
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failures.append("briefing formation button should use battle array wording")
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if scene.shop_buy_button == null or scene.shop_buy_button.text != "사들이기":
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failures.append("briefing shop buy button should avoid modern purchase wording")
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if scene.shop_sell_button == null or scene.shop_sell_button.text != "내다팔기":
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failures.append("briefing shop sell button should avoid modern sale wording")
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if scene.post_move_title_label == null or scene.post_move_title_label.text != "군령 선택":
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failures.append("post-move command title should use order wording")
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if scene.post_move_attack_button == null or scene.post_move_attack_button.text != "타격령":
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failures.append("post-move attack button should use old order wording")
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if scene.post_move_tactic_button == null or scene.post_move_tactic_button.text != "책략첩":
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failures.append("post-move tactic button should use old slip wording")
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if scene.post_move_item_button == null or scene.post_move_item_button.text != "보급첩":
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failures.append("post-move item button should use old supply-slip wording")
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if scene.post_move_wait_button == null or scene.post_move_wait_button.text != "대기령":
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failures.append("post-move wait button should use old order wording")
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if scene.post_move_cancel_button == null or scene.post_move_cancel_button.text != "발걸음 거두기":
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failures.append("post-move cancel button should use recall step wording")
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if scene.post_move_picker_back_button == null or scene.post_move_picker_back_button.text != "죽간 거두기":
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@@ -2955,6 +2972,9 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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failures.append("targeting hint title should use mark foe wording")
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if scene.targeting_hint_back_button == null or scene.targeting_hint_back_button.text != "죽간 거두기":
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failures.append("targeting hint back button should use bamboo-slip wording")
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scene._on_objective_updated("동문에 조서를 꽂아라.", "조조가 퇴각하면 패전이다.")
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if scene.objective_notice_label == null or not scene.objective_notice_label.text.contains("朱批") or not scene.objective_notice_label.text.contains("墨戒"):
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failures.append("objective update notice should use brush annotation wording")
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scene._update_briefing_camp_overview(scene.state.get_briefing(), false)
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if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "비단 전장도":
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failures.append("briefing map fallback should read as an old campaign map")
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@@ -3137,7 +3157,7 @@ func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
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"remaining_phases": 2
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}]
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scene._update_tactic_button(cao_cao)
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if scene.tactic_button.text != "책략 - 봉인됨" or not scene.tactic_button.tooltip_text.contains("책략"):
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if scene.tactic_button.text != "책략첩|봉인됨" or not scene.tactic_button.tooltip_text.contains("책략"):
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failures.append("sealed unit should explain disabled tactic button: %s | %s" % [scene.tactic_button.text, scene.tactic_button.tooltip_text])
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cao_cao["status_effects"] = []
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@@ -3158,24 +3178,24 @@ func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
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cao_cao["acted"] = false
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cao_cao["moved"] = true
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scene._update_equip_button(cao_cao)
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if scene.equip_button.text != "병장 - 행군 후" or not scene.equip_button.tooltip_text.contains("행군 전"):
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if scene.equip_button.text != "병장|행군 후" or not scene.equip_button.tooltip_text.contains("행군 전"):
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failures.append("moved unit should explain disabled equip button: %s | %s" % [scene.equip_button.text, scene.equip_button.tooltip_text])
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cao_cao["moved"] = false
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scene.state.set_inventory_snapshot({})
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scene._update_item_button(cao_cao)
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if scene.item_button.text != "도구 - 비어 있음" or not scene.item_button.tooltip_text.contains("도구"):
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if scene.item_button.text != "보급첩|비어 있음" or not scene.item_button.tooltip_text.contains("도구"):
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failures.append("empty inventory should explain disabled item button: %s | %s" % [scene.item_button.text, scene.item_button.tooltip_text])
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scene.state.current_team = BattleState.TEAM_ENEMY
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scene._update_end_turn_button()
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if scene.end_turn_button.text != "군령 종료 - 적군 차례" or not scene.end_turn_button.tooltip_text.contains("아군 군령"):
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if scene.end_turn_button.text != "군령 봉함|적군 차례" or not scene.end_turn_button.tooltip_text.contains("아군 군령"):
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failures.append("enemy phase should explain disabled end turn button: %s | %s" % [scene.end_turn_button.text, scene.end_turn_button.tooltip_text])
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scene.state.current_team = BattleState.TEAM_PLAYER
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scene.battle_started = false
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scene._update_threat_button()
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if scene.threat_button.text != "적진 - 전장도 미개봉" or not scene.threat_button.tooltip_text.contains("전장도"):
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if scene.threat_button.text != "적진도|전장도 미개봉" or not scene.threat_button.tooltip_text.contains("전장도"):
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failures.append("inactive battle should explain disabled threat button: %s | %s" % [scene.threat_button.text, scene.threat_button.tooltip_text])
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_free_action_button_test_scene(scene)
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