Tone down yellow UI styling
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@@ -3264,18 +3264,18 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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for clutter in ["목표|", "주의|", "현황|", "경고|"]:
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if mission_text.contains(clutter):
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failures.append("mission panel should avoid old verbose marker `%s`: %s" % [clutter, mission_text])
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.54, 0.36, 0.14, 0.997))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.035, 0.014, 0.008, 1.0), 16)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.67, 0.49, 0.24, 0.998))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.12, 0.060, 0.026, 0.98), 10)
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_check_panel_style_fill(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.42, 0.27, 0.095, 0.995))
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_check_panel_style_frame(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.12, 0.060, 0.026, 0.98), 7)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.055, 0.028, 0.016, 0.982))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.30, 0.18, 0.075, 1.0), 12)
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_check_panel_style_fill(failures, scene.auto_end_turn_prompt_panel, "auto end turn prompt panel", Color(0.055, 0.025, 0.014, 0.988))
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_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.035, 0.014, 0.008, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.36, 0.025, 0.016, 0.995))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.61, 0.47, 0.26, 0.996))
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_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.34, 0.32, 0.27, 0.997))
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_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.025, 0.023, 0.020, 1.0), 16)
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_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.56, 0.54, 0.47, 0.998))
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_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.065, 0.060, 0.052, 0.98), 8)
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_check_panel_style_fill(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.32, 0.31, 0.25, 0.995))
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_check_panel_style_frame(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.065, 0.060, 0.052, 0.98), 5)
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_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.045, 0.045, 0.040, 0.982))
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_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.18, 0.17, 0.14, 1.0), 9)
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_check_panel_style_fill(failures, scene.auto_end_turn_prompt_panel, "auto end turn prompt panel", Color(0.050, 0.045, 0.040, 0.992))
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_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.025, 0.023, 0.020, 1.0))
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_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.26, 0.035, 0.030, 0.995))
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_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.58, 0.55, 0.48, 0.996))
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if scene.screen_backdrop == null:
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failures.append("ancient briefing screen should create an ink-wash backdrop")
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else:
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@@ -3301,10 +3301,10 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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_check_bamboo_gutter_row(failures, scene.mission_detail_panel, "mission detail bamboo gutters")
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_check_edict_marker_stack(failures, scene.briefing_objective_panel, "briefing objective edict markers")
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_check_edict_marker_stack(failures, scene.mission_detail_panel, "mission detail edict markers")
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_check_panel_style_fill(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.075, 0.050, 0.034, 0.88))
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_check_panel_style_frame(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.31, 0.22, 0.12, 0.96), 3)
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_check_panel_style_fill(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.075, 0.050, 0.034, 0.88))
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_check_panel_style_frame(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.31, 0.22, 0.12, 0.96), 3)
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_check_panel_style_fill(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.045, 0.050, 0.048, 0.90))
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_check_panel_style_frame(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.20, 0.24, 0.21, 0.96), 2)
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_check_panel_style_fill(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.045, 0.050, 0.048, 0.90))
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_check_panel_style_frame(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.20, 0.24, 0.21, 0.96), 2)
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if scene.cell_info_icon == null:
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failures.append("HUD terrain info panel should expose an icon chip")
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if scene.forecast_icon == null:
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@@ -3454,9 +3454,9 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "비단 전장도":
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failures.append("briefing map fallback should read as an old campaign map")
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scene._apply_panel_style(scene.result_panel, "result_victory_tablet")
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_check_panel_style_fill(failures, scene.result_panel, "victory result panel", Color(0.54, 0.36, 0.15, 0.997))
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_check_panel_style_fill(failures, scene.result_panel, "victory result panel", Color(0.27, 0.34, 0.28, 0.997))
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scene._apply_panel_style(scene.result_panel, "result_defeat_tablet")
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_check_panel_style_fill(failures, scene.result_panel, "defeat result panel", Color(0.13, 0.032, 0.014, 0.997))
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_check_panel_style_fill(failures, scene.result_panel, "defeat result panel", Color(0.10, 0.035, 0.028, 0.997))
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if not scene._format_victory_result_text().contains("승리"):
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failures.append("victory result should use Korean title")
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if not scene._format_defeat_result_text().contains("패배"):
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@@ -3597,8 +3597,9 @@ func _check_panel_style_frame(failures: Array[String], panel: PanelContainer, la
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failures.append("%s border mismatch: %s" % [label, str(style.border_color)])
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if style.get_border_width(SIDE_LEFT) != expected_width:
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failures.append("%s border width mismatch: %d" % [label, style.get_border_width(SIDE_LEFT)])
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if style.get_corner_radius(CORNER_TOP_LEFT) != 0:
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failures.append("%s should use square old-frame corners" % label)
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var radius := style.get_corner_radius(CORNER_TOP_LEFT)
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if radius < 4 or radius > 8:
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failures.append("%s should use restrained rounded corners, got %d" % [label, radius])
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func _colors_nearly_equal(left: Color, right: Color) -> bool:
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@@ -3811,7 +3812,7 @@ func _check_battle_unit_list_panel(failures: Array[String]) -> void:
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if scene.battle_unit_list_panel == null or not scene.battle_unit_list_panel.visible:
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failures.append("battle unit list panel should open from the top toolbar")
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else:
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_check_panel_style_fill(failures, scene.battle_unit_list_panel, "battle unit list panel", Color(0.10, 0.055, 0.030, 0.93))
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_check_panel_style_fill(failures, scene.battle_unit_list_panel, "battle unit list panel", Color(0.045, 0.048, 0.044, 0.93))
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if scene.battle_unit_list_title_label == null or not scene.battle_unit_list_title_label.text.contains("아군"):
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failures.append("battle unit list should open on the ally tab")
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if scene.battle_unit_list_rows == null or scene.battle_unit_list_rows.get_child_count() < 2:
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