Show combat merit progress in reports

This commit is contained in:
2026-06-21 03:11:03 +09:00
parent 30844fb952
commit bba9044fd6
4 changed files with 83 additions and 15 deletions

View File

@@ -642,8 +642,8 @@ func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void:
failures.append("attack click should show a compact combat result report")
else:
var result_text := "%s\n%s" % [scene.combat_result_primary_label.text, scene.combat_result_detail_label.text]
if not result_text.contains("공격") or not result_text.contains("피해") or not result_text.contains("공적 +"):
failures.append("combat result report should summarize damage and merit: %s" % result_text)
if not result_text.contains("공격") or not result_text.contains("피해") or not result_text.contains("전공 +") or not result_text.contains("누적"):
failures.append("combat result report should summarize damage, merit, and current progress: %s" % result_text)
scene.free()

View File

@@ -3900,6 +3900,16 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
"target_name": "황건병",
"attacker_merit": 10,
"counter_merit": 0,
"attacker_progress": {
"name": "조조",
"amount": 10,
"exp_before": 34,
"exp_after": 44,
"level_before": 1,
"level_after": 1,
"class_before": "지휘관",
"class_after": "지휘관"
},
"entries": [{
"attacker_name": "조조",
"target_name": "황건병",
@@ -3917,7 +3927,7 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
})
if scene.combat_result_panel == null or not scene.combat_result_panel.visible:
failures.append("combat result report should appear after a battle result signal")
elif not scene.combat_result_primary_label.text.contains("피해") or not scene.combat_result_detail_label.text.contains(" +10"):
elif not scene.combat_result_primary_label.text.contains("피해") or not scene.combat_result_detail_label.text.contains("공 +10") or not scene.combat_result_detail_label.text.contains("누적 34→44/100"):
failures.append("combat result report should show damage and merit in readable Korean: %s / %s" % [scene.combat_result_primary_label.text, scene.combat_result_detail_label.text])
scene.combat_result_panel.visible = false
_check_panel_uses_flat_readable_backing(failures, scene.title_load_panel, "title load readable panel")