Enhance class attack VFX signatures
This commit is contained in:
@@ -1620,7 +1620,11 @@ func _draw_attack_effects() -> void:
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var unit := state.get_unit(str(unit_id))
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if not unit.is_empty() and unit.get("team", "") == BattleState.TEAM_ENEMY:
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team_color = ENEMY_COLOR
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_draw_action_effect(str(motion.get("profile", "slash")), start, end, progress, peak, team_color)
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var profile := str(motion.get("profile", "slash"))
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var impact_cue := str(motion.get("impact_cue", _action_motion_impact_cue(profile)))
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var impact_radius := float(motion.get("impact_radius", _action_motion_impact_radius(profile)))
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_draw_action_effect(profile, start, end, progress, peak, team_color)
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_draw_action_impact_cue(impact_cue, start, end, progress, peak, team_color, impact_radius)
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func _draw_action_effect(profile: String, start: Vector2, end: Vector2, progress: float, peak: float, team_color: Color) -> void:
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@@ -1710,6 +1714,48 @@ func _draw_slash_attack_effect(end: Vector2, peak: float, team_color: Color) ->
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draw_circle(end, 8.0 + 8.0 * peak, Color(1.0, 0.82, 0.34, 0.20 * peak))
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func _draw_action_impact_cue(cue: String, start: Vector2, end: Vector2, progress: float, peak: float, team_color: Color, radius: float) -> void:
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var direction := end - start
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if direction.length() <= 0.01:
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direction = Vector2.RIGHT
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else:
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direction = direction.normalized()
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var side := Vector2(-direction.y, direction.x)
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var accent := team_color.lightened(0.55)
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accent.a = 0.34 * peak
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var hot := Color(1.0, 0.90, 0.42, 0.42 * peak)
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if cue == "projectile":
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draw_circle(end, 3.5 + radius * 0.22 * peak, Color(1.0, 0.96, 0.62, 0.28 * peak))
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draw_line(end - direction * radius * 0.55, end + direction * radius * 0.30, hot, 2.0)
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draw_line(end - side * radius * 0.22, end + side * radius * 0.22, Color(0.92, 0.96, 1.0, 0.26 * peak), 1.5)
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elif cue == "charge":
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for index in range(3):
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var offset := side * float(index - 1) * radius * 0.34
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draw_circle(end - direction * radius * (0.34 + float(index) * 0.10) + offset, 3.0 + radius * 0.12 * peak, Color(0.76, 0.58, 0.30, 0.18 * peak))
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draw_line(end - side * radius * 0.70, end + side * radius * 0.70, hot, 2.5)
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draw_arc(end, radius * (0.58 + progress * 0.20), -PI * 0.12, PI * 1.12, 32, accent, 2.0)
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elif cue == "guard":
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draw_rect(Rect2(end - Vector2(radius * 0.32, radius * 0.42), Vector2(radius * 0.64, radius * 0.84)), Color(0.80, 0.90, 1.0, 0.14 * peak), false, 2.0)
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draw_line(end - side * radius * 0.52 - direction * radius * 0.22, end + side * radius * 0.52 + direction * radius * 0.22, hot, 2.0)
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draw_line(end - direction * radius * 0.48, end + direction * radius * 0.48, accent, 2.0)
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elif cue == "command":
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draw_arc(end, radius * (0.72 + 0.20 * peak), progress * TAU, progress * TAU + PI * 1.20, 40, Color(0.72, 0.94, 1.0, 0.34 * peak), 2.0)
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draw_arc(end, radius * 0.44, -progress * TAU, -progress * TAU + PI * 1.55, 40, hot, 2.0)
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for index in range(3):
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var angle := progress * TAU + float(index) * TAU / 3.0
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var ray := Vector2(cos(angle), sin(angle))
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draw_line(end + ray * radius * 0.18, end + ray * radius * 0.58, accent, 1.5)
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elif cue == "crush":
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draw_arc(end, radius * (0.42 + peak * 0.42), 0.0, TAU, 48, Color(1.0, 0.68, 0.24, 0.30 * peak), 3.0)
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for index in range(4):
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var angle := float(index) * PI * 0.5 + progress * PI * 0.25
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var crack := Vector2(cos(angle), sin(angle))
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draw_line(end + crack * radius * 0.16, end + crack * radius * (0.54 + 0.16 * peak), Color(0.96, 0.82, 0.42, 0.34 * peak), 2.0)
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else:
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draw_line(end - side * radius * 0.48, end + side * radius * 0.48, hot, 2.0)
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draw_circle(end, radius * 0.32 + radius * 0.18 * peak, Color(1.0, 0.82, 0.34, 0.18 * peak))
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func _draw_floating_texts() -> void:
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if floating_texts.is_empty():
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return
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@@ -2638,6 +2684,9 @@ func _on_unit_action_motion_requested(unit_id: String, from_cell: Vector2i, to_c
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"profile": profile,
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"attack_family": profile,
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"style": _action_motion_style(profile),
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"vfx_signature": _action_motion_vfx_signature(profile),
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"impact_cue": _action_motion_impact_cue(profile),
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"impact_radius": _action_motion_impact_radius(profile),
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"age": 0.0,
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"duration": _action_motion_duration(profile)
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}
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@@ -2696,6 +2745,48 @@ func _action_motion_lunge_scale(profile: String) -> float:
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return 1.0
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func _action_motion_vfx_signature(profile: String) -> String:
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if profile == "arrow":
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return "piercing_trace"
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if profile == "cavalry_charge":
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return "charge_dust"
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if profile == "infantry_strike":
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return "shield_spark"
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if profile == "command_strike":
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return "command_ring"
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if profile == "heavy_strike":
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return "shock_crack"
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return "slash_flash"
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func _action_motion_impact_cue(profile: String) -> String:
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if profile == "arrow":
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return "projectile"
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if profile == "cavalry_charge":
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return "charge"
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if profile == "infantry_strike":
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return "guard"
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if profile == "command_strike":
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return "command"
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if profile == "heavy_strike":
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return "crush"
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return "slash"
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func _action_motion_impact_radius(profile: String) -> float:
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if profile == "arrow":
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return 14.0
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if profile == "cavalry_charge":
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return 25.0
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if profile == "infantry_strike":
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return 18.0
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if profile == "command_strike":
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return 24.0
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if profile == "heavy_strike":
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return 28.0
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return 16.0
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func _action_motion_sfx(profile: String) -> String:
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if profile == "arrow":
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return "bow_release"
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@@ -233,13 +233,23 @@ func _check_attack_motion_profiles(failures: Array[String]) -> void:
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_check_synthetic_attack_profile(failures, scene, "champion", "heavy_strike")
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_check_synthetic_attack_profile(failures, scene, "bandit", "heavy_strike")
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scene._on_unit_action_motion_requested("xiahou_dun", Vector2i(1, 4), Vector2i(2, 4), "attack")
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_check_stored_attack_motion(failures, scene, "xiahou_dun", "cavalry_charge", "melee", "attack")
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_check_stored_attack_motion(failures, scene, "xiahou_dun", "cavalry_charge", "melee", "attack", "charge_dust")
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scene._on_unit_action_motion_requested("yellow_turban_3", Vector2i(7, 6), Vector2i(7, 4), "attack")
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_check_stored_attack_motion(failures, scene, "yellow_turban_3", "arrow", "ranged", "attack")
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_check_stored_attack_motion(failures, scene, "yellow_turban_3", "arrow", "ranged", "attack", "piercing_trace")
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_check_attack_vfx_signature(failures, scene, "arrow", "piercing_trace")
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_check_attack_vfx_signature(failures, scene, "cavalry_charge", "charge_dust")
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_check_attack_vfx_signature(failures, scene, "infantry_strike", "shield_spark")
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_check_attack_vfx_signature(failures, scene, "command_strike", "command_ring")
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_check_attack_vfx_signature(failures, scene, "heavy_strike", "shock_crack")
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_check_unique_attack_vfx_signatures(failures, scene)
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if scene._action_motion_duration("cavalry_charge") <= scene._action_motion_duration("slash"):
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failures.append("cavalry charge animation should last longer than default slash")
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if scene._action_motion_lunge_scale("arrow") >= scene._action_motion_lunge_scale("slash"):
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failures.append("arrow animation should keep the archer mostly planted")
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if scene._action_motion_impact_radius("heavy_strike") <= scene._action_motion_impact_radius("infantry_strike"):
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failures.append("heavy strike impact radius should exceed infantry strike")
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if scene._action_motion_impact_radius("cavalry_charge") <= scene._action_motion_impact_radius("arrow"):
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failures.append("cavalry charge impact radius should exceed arrow impact")
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if scene._action_motion_sfx("arrow") != "bow_release":
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failures.append("arrow animation should use bow SFX")
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if scene._action_motion_sfx("infantry_strike") != "slash":
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@@ -269,7 +279,28 @@ func _check_synthetic_attack_profile(failures: Array[String], scene, class_id: S
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failures.append("%s synthetic attack profile mismatch: expected %s got %s" % [class_id, expected_profile, profile])
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func _check_stored_attack_motion(failures: Array[String], scene, unit_id: String, expected_profile: String, expected_style: String, expected_kind: String) -> void:
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func _check_attack_vfx_signature(failures: Array[String], scene, profile: String, expected_signature: String) -> void:
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var signature: String = scene._action_motion_vfx_signature(profile)
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if signature != expected_signature:
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failures.append("%s VFX signature mismatch: expected %s got %s" % [profile, expected_signature, signature])
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if str(scene._action_motion_impact_cue(profile)).is_empty():
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failures.append("%s should expose an impact cue" % profile)
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if float(scene._action_motion_impact_radius(profile)) <= 0.0:
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failures.append("%s should expose a positive impact radius" % profile)
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func _check_unique_attack_vfx_signatures(failures: Array[String], scene) -> void:
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var seen := {}
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for profile in ["arrow", "cavalry_charge", "infantry_strike", "command_strike", "heavy_strike"]:
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var signature: String = scene._action_motion_vfx_signature(profile)
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if seen.has(signature):
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failures.append("attack VFX signature should be unique: %s" % signature)
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seen[signature] = true
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if scene._action_motion_vfx_signature("slash") == scene._action_motion_vfx_signature("heavy_strike"):
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failures.append("default slash should not share heavy strike VFX signature")
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func _check_stored_attack_motion(failures: Array[String], scene, unit_id: String, expected_profile: String, expected_style: String, expected_kind: String, expected_vfx_signature: String) -> void:
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if not scene.unit_action_motion_by_unit.has(unit_id):
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failures.append("%s should store an action motion" % unit_id)
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return
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@@ -278,12 +309,19 @@ func _check_stored_attack_motion(failures: Array[String], scene, unit_id: String
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var family := str(motion.get("attack_family", ""))
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var style := str(motion.get("style", ""))
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var kind := str(motion.get("kind", ""))
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var signature := str(motion.get("vfx_signature", ""))
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if profile != expected_profile or family != expected_profile:
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failures.append("%s stored motion profile mismatch: %s" % [unit_id, str(motion)])
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if style != expected_style:
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failures.append("%s stored motion style mismatch: %s" % [unit_id, str(motion)])
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if kind != expected_kind:
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failures.append("%s stored motion kind mismatch: %s" % [unit_id, str(motion)])
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if signature != expected_vfx_signature:
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failures.append("%s stored motion VFX signature mismatch: %s" % [unit_id, str(motion)])
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if str(motion.get("impact_cue", "")).is_empty():
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failures.append("%s stored motion should include an impact cue: %s" % [unit_id, str(motion)])
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if float(motion.get("impact_radius", 0.0)) <= 0.0:
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failures.append("%s stored motion should include a positive impact radius: %s" % [unit_id, str(motion)])
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if float(motion.get("duration", 0.0)) <= 0.0:
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failures.append("%s stored motion duration should be positive: %s" % [unit_id, str(motion)])
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