Iconify prebattle prep commands
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@@ -3405,12 +3405,13 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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if not scene.briefing_objective_collapsed or scene.battle_started:
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failures.append("briefing Escape should collapse conditions before starting battle")
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scene.briefing_panel.visible = false
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if scene.shop_button == null or scene.shop_button.text != "군상":
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failures.append("briefing shop button should use sutler wording")
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if scene.talk_button == null or scene.talk_button.text != "군막 회의":
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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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_check_prep_menu_icon_button(failures, scene.chapter_button, "군기록", "campaign")
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_check_prep_menu_icon_button(failures, scene.shop_button, "군상", "shop")
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_check_prep_menu_icon_button(failures, scene.talk_button, "군막 회의", "talk")
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_check_prep_menu_icon_button(failures, scene.armory_button, "병장고", "equip")
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_check_prep_menu_icon_button(failures, scene.roster_button, "출진 명부", "unit_list")
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_check_prep_menu_icon_button(failures, scene.formation_button, "진형 배치", "formation")
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_check_prep_menu_icon_button(failures, scene.save_button, "전기록", "save")
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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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@@ -3853,6 +3854,20 @@ func _row_texts_contain(container: VBoxContainer, needle: String) -> bool:
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return _collect_child_text(container).contains(needle)
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func _check_prep_menu_icon_button(failures: Array[String], button: Button, expected_label: String, expected_icon: String) -> void:
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if button == null:
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failures.append("pre-battle prep button missing: %s" % expected_label)
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return
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if not bool(button.get_meta("icon_only", false)) or button.text != "":
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failures.append("pre-battle prep button should be icon-first without visible text: %s text=%s" % [expected_label, button.text])
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if button.icon == null or str(button.get_meta("command_icon", "")) != expected_icon:
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failures.append("pre-battle prep button should carry a distinct icon: %s icon=%s meta=%s" % [expected_label, str(button.icon), str(button.get_meta("command_icon", ""))])
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if str(button.get_meta("command_label", "")) != expected_label:
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failures.append("pre-battle prep button should preserve Korean label in metadata: %s meta=%s" % [expected_label, str(button.get_meta("command_label", ""))])
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if str(button.tooltip_text).strip_edges().is_empty() or not str(button.tooltip_text).contains(expected_label):
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failures.append("pre-battle prep button should expose its function through hover tooltip: %s tooltip=%s" % [expected_label, str(button.tooltip_text)])
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func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene.wait_button = Button.new()
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