Age battle UI toward ancient tablets
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@@ -211,12 +211,12 @@ func _check_objective_notice(failures: Array[String]) -> void:
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scene._on_objective_updated("Defeat the new vanguard.", "")
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if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
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failures.append("objective notice panel should be visible after objective update")
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elif not scene.objective_notice_label.text.contains("New Sealed Edict") or not scene.objective_notice_label.text.contains("Imperial Mandate: Defeat the new vanguard."):
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elif not scene.objective_notice_label.text.contains("New Sealed Edict") or not scene.objective_notice_label.text.contains("Bronze Edict: Defeat the new vanguard."):
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failures.append("objective notice label should use sealed edict wording: %s" % scene.objective_notice_label.text)
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scene._on_objective_updated("", "Supply train is lost.")
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if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
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failures.append("objective notice panel should be visible after defeat update")
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elif not scene.objective_notice_label.text.contains("New Sealed Edict") or not scene.objective_notice_label.text.contains("Defeat Omen: Supply train is lost."):
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elif not scene.objective_notice_label.text.contains("New Sealed Edict") or not scene.objective_notice_label.text.contains("Black Omen: Supply train is lost."):
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failures.append("objective notice label should use omen wording: %s" % scene.objective_notice_label.text)
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if scene._format_log_entry_text("Objective updated: Defeat the new vanguard.") != "Edict amended: Defeat the new vanguard.":
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failures.append("objective log display should use edict wording")
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@@ -1795,27 +1795,27 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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if not briefing_text.contains(expected):
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failures.append("briefing objective parchment should use ancient heading `%s`: %s" % [expected, briefing_text])
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var hud_objective := scene._format_objective_hud_text()
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if not hud_objective.begins_with("Imperial Mandate:"):
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failures.append("HUD objective should read as an imperial mandate: %s" % hud_objective)
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if not hud_objective.contains("Bronze Edict:") or not hud_objective.contains("Black Omen:"):
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failures.append("HUD objective should read as paired edict and omen text: %s" % hud_objective)
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var mission_text := scene._format_mission_panel_text()
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for expected in ["Imperial Edict:", "Bamboo Register:", "Ominous Signs:"]:
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for expected in ["Bronze Edict:", "Black Omen:", "Bamboo Register:", "Ominous Signs:"]:
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if not mission_text.contains(expected):
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failures.append("mission panel should use old campaign wording `%s`: %s" % [expected, mission_text])
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.58, 0.47, 0.29, 0.985))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.09, 0.055, 0.032, 1.0), 4)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.73, 0.60, 0.38, 0.99))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.32, 0.025, 0.016, 1.0), 3)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.075, 0.028, 0.017, 0.99))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.78, 0.58, 0.27, 1.0), 4)
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.49, 0.37, 0.21, 0.992))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.035, 0.018, 0.012, 1.0), 6)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.67, 0.53, 0.31, 0.995))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.035, 0.018, 0.012, 1.0), 4)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.052, 0.022, 0.014, 0.995))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.50, 0.36, 0.16, 1.0), 6)
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_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.055, 0.025, 0.016, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.32, 0.025, 0.016, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.70, 0.58, 0.36, 0.99))
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_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.36, 0.030, 0.018, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.69, 0.55, 0.32, 0.995))
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if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "Next Slip":
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failures.append("dialogue continue button should use ancient slip text")
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if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "Earlier Slip":
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failures.append("dialogue previous button should use ancient slip text")
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if scene.mission_title_label == null or scene.mission_title_label.text != "Imperial Mandate":
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failures.append("mission panel title should use imperial mandate wording")
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if scene.mission_title_label == null or scene.mission_title_label.text != "Bronze Mandate Tablet":
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failures.append("mission panel title should use bronze tablet wording")
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if scene.shop_button == null or scene.shop_button.text != "Sutler":
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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 != "War Council":
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@@ -1835,7 +1835,7 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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scene._update_briefing_camp_overview(scene.state.get_briefing(), false)
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if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "Silk War Map":
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failures.append("briefing map fallback should read as an old campaign map")
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_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.58, 0.47, 0.29, 0.985))
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_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.45, 0.34, 0.20, 0.992))
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if not scene._format_victory_result_text().contains("Bronze Victory Proclamation"):
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failures.append("victory result should read like a bronze proclamation")
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if not scene._format_defeat_result_text().contains("Defeat Memorial Tablet"):
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