Clarify unit overview row tooltips
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@@ -3579,6 +3579,12 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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_check_panel_uses_flat_readable_backing(failures, scene.side_unit_overview_panel, "side unit overview readable panel")
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if scene.side_unit_overview_rows == null or scene.side_unit_overview_rows.get_child_count() < 2:
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failures.append("empty battle HUD should list available forces in the side panel")
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else:
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var ally_overview_tooltips := _collect_child_tooltips(scene.side_unit_overview_rows)
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if not ally_overview_tooltips.contains("클릭하면 이 장수를 선택"):
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failures.append("ally overview rows should explain click-to-select through tooltips: %s" % ally_overview_tooltips)
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if not ally_overview_tooltips.contains("아직 명령할 수 있습니다.") or not ally_overview_tooltips.contains("클릭하면"):
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failures.append("ally overview action state tooltip should preserve action and click hints: %s" % ally_overview_tooltips)
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if scene.side_unit_overview_status_label == null or not scene.side_unit_overview_status_label.text.contains("명령"):
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failures.append("ally overview status should summarize ready and completed units: %s" % ("" if scene.side_unit_overview_status_label == null else scene.side_unit_overview_status_label.text))
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if scene.side_unit_overview_ally_button == null or scene.side_unit_overview_enemy_button == null:
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@@ -3602,6 +3608,10 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
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failures.append("enemy overview tab should stay visually selected")
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if scene.side_unit_overview_rows == null or scene.side_unit_overview_rows.get_child_count() < 4:
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failures.append("enemy overview tab should list visible enemy forces")
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else:
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var enemy_overview_tooltips := _collect_child_tooltips(scene.side_unit_overview_rows)
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if not enemy_overview_tooltips.contains("클릭하면 위치로 이동"):
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failures.append("enemy overview rows should explain click-to-focus through tooltips: %s" % enemy_overview_tooltips)
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scene._on_side_unit_overview_row_pressed("yellow_turban_1")
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if scene.state.selected_unit_id != "":
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failures.append("enemy overview row click should focus without selecting enemy units: %s" % scene.state.selected_unit_id)
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