Complete remaining client gap features
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# dungeon_result_test —— DUNGEON_RESULT 的九字段 UI 消费回归。
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extends SceneTree
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const DungeonResultUI = preload("res://ui/dungeon_result_ui.gd")
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var _fail := 0
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func _ck(condition: bool, message: String) -> void:
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if not condition:
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_fail += 1
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printerr("FAIL: " + message)
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func _init() -> void:
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await _run()
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if _fail == 0:
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print("PASS: dungeon_result_test (ShowDungeonResult nine fields)")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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func _run() -> void:
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var layer := CanvasLayer.new()
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get_root().add_child(layer)
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var result_ui := DungeonResultUI.new()
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get_root().add_child(result_ui)
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result_ui.setup(layer)
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var result := {
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"killstone_count": 2, "killmob_count": 40, "find_hidden": 1, "hidden_total": 3,
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"use_potion": 5, "is_revived": 0, "killallmob": 1, "total_time": 600,
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"bonus_exp": 1234,
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}
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result_ui.show_result(result)
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await process_frame
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_ck(result_ui.is_open(), "result window is visible")
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_ck(result_ui.result() == result, "all nine server fields are retained")
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var rows: Array = result_ui._display_rows()
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_ck(rows.size() == 8, "display has the eight grouped rows")
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_ck(str(rows[6][1]) == "10:00", "total_time is formatted as mm:ss")
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_ck(str(rows[7][1]) == "1234", "bonus_exp is displayed")
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result_ui.close()
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_ck(not result_ui.is_open(), "close hides result window")
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layer.queue_free()
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result_ui.queue_free()
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