Balance the event-banner night emissive
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@@ -113,6 +113,13 @@ func test_hollywood_uses_the_real_landmark_layout() -> bool:
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var banners := root.find_child("EventBanners", true, false)
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var d := TestUtils.check(banners != null and banners.get_child_count() >= 9,
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"three red event banners with their trim are present")
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# The event banners stay readable at night: the cloth carries a warm
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# self-light that the day/night cycle brightens (not a flat dead panel).
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var banner_cloth: Material = banners.get_child(0).material_override \
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if banners != null and banners.get_child_count() > 0 else null
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var d2 := TestUtils.check(banner_cloth is StandardMaterial3D
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and (banner_cloth as StandardMaterial3D).emission_enabled,
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"the event banner cloth is emissive for the night balance")
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var walk := root.find_child("WalkOfFame", true, false)
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var walk_band := walk.get_child(0) as MeshInstance3D if walk != null else null
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var walk_material: Material = walk_band.mesh.surface_get_material(0) if walk_band != null else null
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@@ -130,7 +137,7 @@ func test_hollywood_uses_the_real_landmark_layout() -> bool:
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and WorldBuilder.placement_problems(placements).is_empty(),
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"the landmark prop placements keep the wide steps clear")
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root.free()
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return a and b and c and d and e and f and g and h
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return a and b and c and d and d2 and e and f and g and h
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func test_hollywood_geometry_stays_inside_the_map_budget() -> bool:
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