Clarify side HUD context labels
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@@ -3545,8 +3545,8 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("selected label should not duplicate HP/MP bars: %s" % scene.selected_label.text)
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if scene.selected_label.text.contains("군령:"):
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failures.append("selected label should move command availability into visual badges: %s" % scene.selected_label.text)
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if scene.inventory_label == null or scene.inventory_label.text.contains("군수:") or scene.inventory_label.text.contains("소모") or scene.inventory_label.text.contains("병장"):
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failures.append("inventory HUD summary should stay compact and leave details to tooltip: %s" % ("" if scene.inventory_label == null else scene.inventory_label.text))
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if scene.inventory_label == null or not scene.inventory_label.text.begins_with("군수:") or scene.inventory_label.text.contains("소모품"):
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failures.append("inventory HUD summary should name the ledger without dense stock wording: %s" % ("" if scene.inventory_label == null else scene.inventory_label.text))
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elif not scene.inventory_label.tooltip_text.contains("군수:"):
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failures.append("inventory HUD tooltip should preserve full inventory detail: %s" % scene.inventory_label.tooltip_text)
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_check_side_action_option_text(failures, scene, cao_cao)
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@@ -5662,7 +5662,7 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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failures.append("idle forecast panel should stay hidden instead of showing empty tactical text")
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scene.hover_cell = Vector2i(20, 1)
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scene._update_cell_info()
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if scene.cell_info_label == null or not scene.cell_info_label.text.contains("목표 성채 장악") or not scene.cell_info_label.text.contains("회복 +8"):
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if scene.cell_info_label == null or not scene.cell_info_label.text.begins_with("지형:") or not scene.cell_info_label.text.contains("목표 성채 장악") or not scene.cell_info_label.text.contains("회복 +8"):
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failures.append("castle objective cell info should expose capture label and healing: %s" % scene.cell_info_label.text)
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if scene.cell_info_label != null and (scene.cell_info_label.text.contains("행") or scene.cell_info_label.text.contains("방+")):
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failures.append("visible cell info should leave terrain numbers to the tooltip: %s" % scene.cell_info_label.text)
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