Polish battle HUD icon readability
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@@ -179,12 +179,12 @@ const HUD_UNIT_PORTRAIT_SEAL_SIZE := Vector2(26, 26)
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const HUD_UNIT_PORTRAIT_CLASS_PANEL_SIZE := Vector2(30, 30)
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const HUD_UNIT_PORTRAIT_CLASS_ICON_SIZE := Vector2(24, 24)
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const HUD_UNIT_RESOURCE_ICON_SIZE := Vector2(16, 16)
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const TOP_HUD_CHIP_ICON_SIZE := Vector2(28, 28)
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const TOP_HUD_CHIP_ICON_SIZE := Vector2(30, 30)
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const SIDE_INFO_CHIP_ICON_SIZE := Vector2(26, 26)
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const HUD_COMMAND_GRID_SIZE := Vector2(420, 46)
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const HUD_COMMAND_BUTTON_SIZE := Vector2(72, 42)
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const HUD_COMMAND_GRID_COLUMNS := 4
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const TOP_TOOL_BUTTON_SIZE := Vector2(42, 42)
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const TOP_TOOL_BUTTON_SIZE := Vector2(46, 46)
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const PREP_MENU_BUTTON_SIZE := Vector2(48, 38)
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const BATTLE_UNIT_LIST_PANEL_SIZE := Vector2(420, 360)
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const BATTLE_UNIT_LIST_ROW_SIZE := Vector2(372, 58)
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@@ -2499,7 +2499,7 @@ func _create_hud() -> void:
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var top_bar := PanelContainer.new()
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top_bar.position = Vector2(24, 14)
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top_bar.size = Vector2(1232, 72)
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top_bar.size = Vector2(1232, 76)
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_apply_panel_style(top_bar, "compact")
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root.add_child(top_bar)
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@@ -2551,7 +2551,7 @@ func _create_hud() -> void:
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var top_tool_row := HBoxContainer.new()
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top_tool_row.name = "TopToolBar"
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top_tool_row.custom_minimum_size = Vector2(378, 48)
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top_tool_row.custom_minimum_size = Vector2(410, 50)
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top_tool_row.add_theme_constant_override("separation", 5)
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top_row.add_child(top_tool_row)
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@@ -9085,18 +9085,12 @@ func _unit_ai_behavior_text(unit: Dictionary) -> String:
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return ""
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var behavior := str(unit.get("ai_behavior", "")).strip_edges().to_lower()
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if behavior == "guard":
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var guard_anchor: Vector2i = unit.get("ai_guard_anchor", unit.get("pos", Vector2i(-1, -1)))
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var guard_radius := int(unit.get("ai_guard_radius", 0))
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if not state.is_inside(guard_anchor):
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return "수비: 거점 경계"
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return "수비: 거점 %d,%d 반경 %d" % [guard_anchor.x + 1, guard_anchor.y + 1, guard_radius]
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return "수비: 거점 경계 반경 %d" % guard_radius
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if behavior == "sentry":
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var sentry_anchor: Vector2i = unit.get("ai_sentry_anchor", unit.get("pos", Vector2i(-1, -1)))
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var sentry_radius := int(unit.get("ai_sentry_radius", 0))
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var wake_text := "기상" if bool(unit.get("ai_awake", false)) else "대기"
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if not state.is_inside(sentry_anchor):
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return "초병: %s" % wake_text
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return "초병: %s %d,%d 반경 %d" % [wake_text, sentry_anchor.x + 1, sentry_anchor.y + 1, sentry_radius]
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return "초병: 유인선 %s 반경 %d" % [wake_text, sentry_radius]
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return ""
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@@ -9104,9 +9098,7 @@ func _unit_current_terrain_text(unit: Dictionary) -> String:
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var cell: Vector2i = unit.get("pos", Vector2i(-1, -1))
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if not state.is_inside(cell):
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return ""
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var text := "지형 %d,%d %s 행군 %d 방비 +%d 회피 +%d%%" % [
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cell.x + 1,
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cell.y + 1,
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var text := "지형: %s 행군 %d 방비 +%d 회피 +%d%%" % [
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_terrain_display_name(state.get_terrain_name(cell)),
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state.get_move_cost(cell, str(unit.get("move_type", "foot"))),
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state.get_terrain_defense(cell),
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