Clarify combat result reports

This commit is contained in:
2026-06-21 01:45:30 +09:00
parent 6cc5db09fc
commit ddec5b5e94
5 changed files with 298 additions and 4 deletions

View File

@@ -3881,6 +3881,35 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
_check_panel_style_frame(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.42, 0.35, 0.24, 0.98), 2)
_check_panel_style_fill(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.060, 0.056, 0.048, 0.982))
_check_panel_style_frame(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.42, 0.35, 0.24, 0.98), 2)
_check_panel_style_fill(failures, scene.combat_result_panel, "combat result readable frame", Color(0.060, 0.056, 0.048, 0.982))
_check_panel_style_frame(failures, scene.combat_result_panel, "combat result readable frame", Color(0.42, 0.35, 0.24, 0.98), 2)
if scene.combat_result_panel == null or scene.combat_result_panel.custom_minimum_size != BattleSceneScript.COMBAT_RESULT_PANEL_SIZE:
failures.append("combat result report should reserve a stable QHD layout size")
scene._on_combat_result_reported({
"attacker_name": "조조",
"target_name": "황건병",
"attacker_merit": 10,
"counter_merit": 0,
"entries": [{
"attacker_name": "조조",
"target_name": "황건병",
"is_counter": false,
"hit": true,
"defeated": false,
"damage": 18,
"hit_chance": 92,
"target_hp": 12,
"target_max_hp": 30,
"directional_bonus": 2,
"directional_label": "후방 공격",
"effective_bonus": 0
}]
})
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("공적 +10"):
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")
_check_panel_uses_flat_readable_backing(failures, scene.title_settings_panel, "title settings readable panel")
_check_panel_uses_flat_readable_backing(failures, _find_descendant_by_name(scene.ui_root_control, "SettingsPanel") as PanelContainer, "battle settings readable panel")