Show unit facing on battlefield
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@@ -3032,6 +3032,8 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("Cao Cao HUD focus should describe command role: %s" % cao_text)
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if not cao_text.contains("행군 4 (보병)") or not cao_text.contains("타격 1-1"):
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failures.append("Cao Cao HUD focus should clarify move/attack affordance: %s" % cao_text)
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if not cao_text.contains("시선 동쪽"):
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failures.append("Cao Cao HUD focus should expose facing direction: %s" % cao_text)
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if not cao_text.contains("군령:") or not cao_text.contains("행군") or not cao_text.contains("타격") or not cao_text.contains("책략") or not cao_text.contains("병장") or not cao_text.contains("대기"):
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failures.append("Cao Cao HUD focus should summarize available actions: %s" % cao_text)
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if not cao_text.contains("지형 2,7"):
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@@ -3051,6 +3053,8 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("Archer HUD focus should describe ranged role: %s" % archer_text)
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if not archer_text.contains("행군 4 (궁병)") or not archer_text.contains("타격 2-2"):
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failures.append("Archer HUD focus should clarify ranged attack affordance: %s" % archer_text)
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if not archer_text.contains("시선 서쪽"):
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failures.append("Enemy archer HUD focus should expose facing direction: %s" % archer_text)
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if not archer_text.contains("군령: 적군 군기"):
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failures.append("Enemy archer HUD focus should describe enemy control: %s" % archer_text)
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if not scene._unit_current_terrain_text(archer).contains("산지"):
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@@ -3068,6 +3072,14 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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var marker_rect: Rect2 = scene._recovery_marker_rect(Vector2i(6, 5))
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if not scene._rect_for_cell(Vector2i(6, 5)).encloses(marker_rect):
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failures.append("Recovery terrain marker should stay inside its tile: %s" % str(marker_rect))
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var facing_tile_rect: Rect2 = scene._rect_for_cell(Vector2i(1, 6))
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var facing_marker_points: PackedVector2Array = scene._unit_facing_marker_points(facing_tile_rect, cao_cao)
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var facing_points_inside := facing_marker_points.size() == 3
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for point in facing_marker_points:
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if not facing_tile_rect.has_point(point):
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facing_points_inside = false
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if not facing_points_inside:
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failures.append("Unit facing marker should stay anchored inside its tile: %s" % str(facing_marker_points))
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_check_unit_class_mark(failures, scene, "cao_cao", "tactic", "책")
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_check_unit_class_mark(failures, scene, "xiahou_dun", "cavalry", "기")
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_check_unit_class_mark(failures, scene, "yellow_turban_2", "infantry", "보")
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