Improve unit tokens and local tooltips
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@@ -3465,8 +3465,8 @@ func _check_local_command_icon_button(failures: Array[String], button: Button, e
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failures.append("local command should carry an immediate visual icon: %s icon=%s meta=%s" % [expected_label, str(button.icon), str(button.get_meta("command_icon", ""))])
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if str(button.get_meta("command_label", "")) != expected_label:
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failures.append("local command should keep old wording in hover metadata: %s meta=%s" % [expected_label, str(button.get_meta("command_label", ""))])
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if not str(button.tooltip_text).is_empty():
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failures.append("local command should keep guidance in the local panel instead of native tooltip: %s" % expected_label)
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if str(button.tooltip_text).strip_edges().is_empty() or not str(button.tooltip_text).contains(expected_label):
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failures.append("local command should expose its function through hover tooltip: %s tooltip=%s" % [expected_label, str(button.tooltip_text)])
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if button.custom_minimum_size.x <= 0.0 or button.custom_minimum_size.y <= 0.0:
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failures.append("local command should reserve stable icon space: %s" % expected_label)
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@@ -3886,6 +3886,17 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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var acted_modulate: Color = scene._unit_sprite_modulate(generic_enemy, true)
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if acted_modulate.a >= enemy_modulate.a:
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failures.append("acted generic enemy sprite should still dim below active tint")
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var sprite_texture := scene._load_art_texture(str(named_officer.get("sprite", "")))
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if sprite_texture == null:
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failures.append("named officer high-res map sprite should load")
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else:
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var sprite_rect: Rect2 = scene._unit_map_sprite_rect(sprite_texture, scene._rect_for_cell(Vector2i(1, 6)), named_officer)
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if sprite_rect.size.x < 24.0 or sprite_rect.size.y < 36.0:
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failures.append("high-res map sprite should occupy a readable token area: %s" % str(sprite_rect))
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if sprite_rect.position.x < scene._rect_for_cell(Vector2i(1, 6)).position.x or sprite_rect.end.x > scene._rect_for_cell(Vector2i(1, 6)).end.x:
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failures.append("high-res map sprite should stay inside its tile horizontally: %s" % str(sprite_rect))
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if scene.texture_filter != CanvasItem.TEXTURE_FILTER_LINEAR:
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failures.append("battle scene should use linear texture filtering for smoother high-res map sprites")
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scene.free()
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