完善客户端功能并同步差距文档
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@@ -8,11 +8,20 @@
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#
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# 每行:名字 + Lv X(/M/G/P) + [+](被动 / CANNOT_LEVEL_UP 无加点)+ [被动]/[切换] 标签。
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# 点名字 -> drag_skill_id(quickbar 落点读)。`skills_changed` 刷新。
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# §3.10:[+] 的显隐逐行对齐 uicharacter.py RefreshSkillPlusButtonList /
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# __RefreshSkillPlusButton / CanShowPlusButton —— 技能组门(get_skill_group()==0)、
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# 三个技能点来源分开取、skillGrade==0、马术页 skillLevel<20、主动页 CanLevelUpSkill、
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# 辅助页 HIDE_SUPPORT_SKILL_POINT 整页隐藏。升级结果仍由 GC_SKILL_LEVEL 回包驱动。
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extends Node
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const TABS := ["主动", "辅助", "坐骑"]
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const MASTER_SUFFIX := ["", " M", " G", " P"] # master_type 0..3
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# uicharacter.py:21 HIDE_SUPPORT_SKILL_POINT —— 本 migration 资源为 True,辅助页整页不出加号。
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const HIDE_SUPPORT_SKILL_POINT := true
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# uicharacter.py __RefreshSkillPlusButton 的 HORSE 分支硬编码 `if skillLevel < 20`。
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const RIDING_SKILL_MAX_LEVEL := 20
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var client: Node
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var table: RefCounted # SkillTable
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var ui: CanvasLayer # UiManager
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@@ -161,7 +170,59 @@ func refresh() -> void:
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for s in client.get_skills():
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lv[int(s["id"])] = int(s["level"])
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ms[int(s["id"])] = int(s.get("master", 0))
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# RefreshSkillPlusButtonList(uicharacter.py:984)→ __RefreshSkillPlusButton(:937):
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# 每页的技能点来源分开取,技能组未选时整列隐藏加号。
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var page := _cat_key()
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var can_use_now := _can_use_skill_now()
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var stat_point := _stat_point_for(page)
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var plv := _player_level()
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for id in _rows:
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var lvl: int = lv.get(id, 0)
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var m: int = clampi(ms.get(id, 0), 0, 3)
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_rows[id]["lv"].text = "Lv %d%s" % [lvl, MASTER_SUFFIX[m]]
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var up: Button = _rows[id]["up"]
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if up != null:
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up.visible = _can_show_plus(id, lvl, m, page, can_use_now, stat_point, plv)
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# __CanUseSkillNow(uicharacter.py:1270):net.GetMainActorSkillGroup()==0 -> False。
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func _can_use_skill_now() -> bool:
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if client.has_method("get_skill_group"):
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return int(client.get_skill_group()) != 0
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return true
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# skillPageStatDict(uicharacter.py:225):SUPPORT=POINT_SUB_SKILL(27) /
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# ACTIVE=POINT_SKILL(28) / HORSE=POINT_HORSE_SKILL(113)。三个来源分开取,不合并成一个。
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func _stat_point_for(page: String) -> int:
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if not client.has_method("get_points"):
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return 1
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var p: Dictionary = client.get_points()
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match page:
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"SUPPORT": return int(p.get("skill_support", 0))
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"HORSE": return int(p.get("skill_horse", 0))
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_: return int(p.get("skill_active", 0))
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func _player_level() -> int:
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if not client.has_method("get_points"):
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return 1
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return int(client.get_points().get("level", 1))
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# __RefreshSkillPlusButton 每槽体(uicharacter.py:937)+ CanShowPlusButton(:925):
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# 技能组未选 -> 全隐藏;辅助页 HIDE_SUPPORT_SKILL_POINT -> 整页隐藏;
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# statPoint <= 0 -> 不显示;skillGrade != 0(已过 0 级,走大师书)-> 跳过;
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# HORSE 页:GetStatus(LEVEL) >= GetSkillLevelLimit(idx) 时,skillLevel < 20 才显示;
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# 其余页:skill.CanLevelUpSkill(idx, level)。
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func _can_show_plus(id: int, level: int, grade: int, page: String,
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can_use_now: bool, stat_point: int, plv: int) -> bool:
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if not can_use_now:
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return false
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if page == "SUPPORT" and HIDE_SUPPORT_SKILL_POINT:
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return false
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if stat_point <= 0:
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return false
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if grade != 0:
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return false
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if page == "HORSE":
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if plv >= table.skill_level_limit(id):
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return level < RIDING_SKILL_MAX_LEVEL
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return false
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return table.can_level_up_skill(id, level)
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