Use generated panels for target markers
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@@ -502,6 +502,8 @@ func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void:
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failures.append("attack target markers should include only the reachable enemy: %s" % str(markers))
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elif str(markers[0].get("icon", "")).strip_edges().is_empty():
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failures.append("attack target markers should carry generated icon hints: %s" % str(markers))
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elif str(markers[0].get("panel", "")) != "hud_jade":
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failures.append("attack target markers should carry generated panel metadata: %s" % str(markers))
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scene._on_targeting_back_pressed()
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cao_cao = scene.state.get_unit("cao_cao")
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@@ -583,6 +585,10 @@ func _check_scene_enemy_click_auto_attack(failures: Array[String]) -> void:
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failures.append("move+attack marker should flag that movement is required: %s" % str(marker))
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if str(marker.get("icon", "")).strip_edges().is_empty():
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failures.append("move+attack marker should carry a generated icon hint: %s" % str(marker))
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if str(marker.get("panel", "")) != "hud_jade":
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failures.append("move+attack marker should carry generated panel metadata: %s" % str(marker))
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if str(marker.get("origin_panel", "")) != "hud_jade":
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failures.append("move+attack origin marker should carry generated panel metadata: %s" % str(marker))
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if not found_auto_marker:
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failures.append("selected unit should mark enemies reachable by move+attack: %s" % str(auto_markers))
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scene.hover_cell = Vector2i(4, 3)
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@@ -867,6 +873,8 @@ func _check_scene_post_move_tactic_picker_flow(failures: Array[String]) -> void:
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else:
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if str(tactic_markers[0].get("icon", "")).strip_edges().is_empty():
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failures.append("tactic target marker should carry a generated icon hint: %s" % str(tactic_markers[0]))
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if str(tactic_markers[0].get("panel", "")) != "hud_jade":
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failures.append("tactic target marker should carry generated panel metadata: %s" % str(tactic_markers[0]))
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if str(tactic_markers[0].get("text", "")) != "퇴각":
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failures.append("tactic target marker should preview the deterministic KO: %s" % str(tactic_markers[0]))
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if str(tactic_markers[0].get("kind", "")) != "damage":
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@@ -967,6 +975,8 @@ func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void:
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else:
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if str(item_markers[0].get("icon", "")).strip_edges().is_empty():
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failures.append("item target marker should carry a generated icon hint: %s" % str(item_markers[0]))
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if str(item_markers[0].get("panel", "")) != "hud_jade":
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failures.append("item target marker should carry generated panel metadata: %s" % str(item_markers[0]))
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if str(item_markers[0].get("text", "")) != "+20 병력":
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failures.append("item target marker should preview healing: %s" % str(item_markers[0]))
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if str(item_markers[0].get("kind", "")) != "heal":
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@@ -3330,6 +3330,10 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("Board unit nameplate and HP bar should use generated jade panel art")
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if scene._load_art_texture("res://art/ui/panels/panel_%s.png" % scene._unit_board_panel_key()) == null:
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failures.append("Board unit nameplate and HP bar should load generated panel texture")
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if scene._target_marker_panel_key() != "hud_jade":
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failures.append("Battlefield target markers should use generated jade panel art")
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if scene._load_art_texture("res://art/ui/panels/panel_%s.png" % scene._target_marker_panel_key()) == null:
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failures.append("Battlefield target markers should load generated panel texture")
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var board_unit_rect: Rect2 = scene._visual_rect_for_unit(cao_cao)
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var nameplate_rect: Rect2 = scene._unit_nameplate_rect(board_unit_rect)
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var hp_bar_rect: Rect2 = scene._unit_hp_bar_rect(board_unit_rect)
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@@ -4407,6 +4411,8 @@ func _check_counter_attack_badge_variants(failures: Array[String]) -> void:
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var marker_entries := scene._attack_target_marker_entries()
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if marker_entries.is_empty() or str(marker_entries[0].get("kind", "")) != "counter":
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failures.append("attack target marker should carry counter kind: %s" % str(marker_entries))
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elif str(marker_entries[0].get("panel", "")) != "hud_jade":
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failures.append("attack target marker should carry generated panel metadata: %s" % str(marker_entries))
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scene.basic_attack_targeting = false
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infantry["pos"] = Vector2i(10, 8)
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