Antique global battle language
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@@ -2572,26 +2572,26 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
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failures.append("camp overview should include %s: %s" % [expected, camp_overview])
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var bean: Dictionary = scene.state.get_item_def("bean")
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var bean_buy_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 0)
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if not bean_buy_detail.contains("병력 +20") or not bean_buy_detail.contains("보유 x0"):
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if not bean_buy_detail.contains("병력 +20") or not bean_buy_detail.contains("보유 0점"):
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failures.append("shop buy detail should summarize item effect and owned count")
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scene.campaign_state.gold = 10
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var need_gold_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 0)
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if not need_gold_detail.contains("부족 40G"):
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if not need_gold_detail.contains("부족 40냥"):
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failures.append("shop buy detail should explain missing gold")
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var sold_out_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 2, 3, 0)
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if not sold_out_detail.contains("재고 0/3") or not sold_out_detail.contains("품절"):
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if not sold_out_detail.contains("잔량 0/3") or not sold_out_detail.contains("매진"):
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failures.append("shop buy detail should explain exhausted finite stock")
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var sell_detail := scene._format_shop_sell_item_detail_text("bean", bean, 25, 2)
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if not sell_detail.contains("반값 매각") or not sell_detail.contains("보유 x2"):
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if not sell_detail.contains("반값으로 넘김") or not sell_detail.contains("보유 2점"):
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failures.append("shop sell detail should summarize sale rule and owned count")
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var bean_action := scene._format_shop_buy_action_text("bean", bean, int(bean.get("price", 0)))
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if not bean_action.contains("매입 콩") or not bean_action.contains("50G"):
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if not bean_action.contains("매입 콩") or not bean_action.contains("50냥"):
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failures.append("shop buy action should be concise and priced")
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var bean_tooltip := scene._format_shop_item_tooltip_text(
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scene._format_shop_item_button_text("bean", bean, int(bean.get("price", 0)), 0),
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bean_buy_detail
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)
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if not bean_tooltip.contains("\n") or not bean_tooltip.contains("보유 x0"):
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if not bean_tooltip.contains("\n") or not bean_tooltip.contains("보유 0점"):
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failures.append("shop item tooltip should preserve full item detail")
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scene.free()
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@@ -2643,7 +2643,7 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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var xiahou_dun: Dictionary = scene.state.get_unit("xiahou_dun")
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xiahou_dun["pos"] = Vector2i(3, 1)
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var forest_text := scene._unit_current_terrain_text(xiahou_dun)
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if not forest_text.contains("수풀") or not forest_text.contains("행군 3"):
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if not forest_text.contains("숲") or not forest_text.contains("행군 3"):
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failures.append("Cavalry movement should use mounted move_type cost on forest: %s" % forest_text)
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var archer: Dictionary = scene.state.get_unit("yellow_turban_3")
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var archer_text := scene._format_unit_focus_text(archer, "Hover")
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@@ -2653,7 +2653,7 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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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("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("평지"):
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if not scene._unit_current_terrain_text(archer).contains("평원"):
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failures.append("Archer terrain text should reflect its current plain tile")
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_check_unit_class_mark(failures, scene, "cao_cao", "tactic", "策")
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_check_unit_class_mark(failures, scene, "xiahou_dun", "cavalry", "騎")
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