Clarify combat result reports
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@@ -3881,6 +3881,35 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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_check_panel_style_frame(failures, scene.cell_info_panel, "HUD terrain info panel", Color(0.42, 0.35, 0.24, 0.98), 2)
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_check_panel_style_fill(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.060, 0.056, 0.048, 0.982))
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_check_panel_style_frame(failures, scene.forecast_panel, "HUD forecast info panel", Color(0.42, 0.35, 0.24, 0.98), 2)
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_check_panel_style_fill(failures, scene.combat_result_panel, "combat result readable frame", Color(0.060, 0.056, 0.048, 0.982))
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_check_panel_style_frame(failures, scene.combat_result_panel, "combat result readable frame", Color(0.42, 0.35, 0.24, 0.98), 2)
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if scene.combat_result_panel == null or scene.combat_result_panel.custom_minimum_size != BattleSceneScript.COMBAT_RESULT_PANEL_SIZE:
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failures.append("combat result report should reserve a stable QHD layout size")
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scene._on_combat_result_reported({
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"attacker_name": "조조",
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"target_name": "황건병",
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"attacker_merit": 10,
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"counter_merit": 0,
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"entries": [{
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"attacker_name": "조조",
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"target_name": "황건병",
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"is_counter": false,
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"hit": true,
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"defeated": false,
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"damage": 18,
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"hit_chance": 92,
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"target_hp": 12,
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"target_max_hp": 30,
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"directional_bonus": 2,
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"directional_label": "후방 공격",
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"effective_bonus": 0
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}]
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})
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if scene.combat_result_panel == null or not scene.combat_result_panel.visible:
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failures.append("combat result report should appear after a battle result signal")
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elif not scene.combat_result_primary_label.text.contains("피해") or not scene.combat_result_detail_label.text.contains("공적 +10"):
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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])
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scene.combat_result_panel.visible = false
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_check_panel_uses_flat_readable_backing(failures, scene.title_load_panel, "title load readable panel")
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_check_panel_uses_flat_readable_backing(failures, scene.title_settings_panel, "title settings readable panel")
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_check_panel_uses_flat_readable_backing(failures, _find_descendant_by_name(scene.ui_root_control, "SettingsPanel") as PanelContainer, "battle settings readable panel")
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