完善客户端功能并加入40250一致性审计

This commit is contained in:
shen
2026-09-21 16:38:58 -07:00
parent 3eb001a1fd
commit 1522a8a1a1
22 changed files with 876 additions and 105 deletions
+4 -3
View File
@@ -259,9 +259,9 @@ func set_motion_id(motion: int, target_race: int = -1) -> bool:
# §3.7 CActorInstance::__SetMotion(SSetMotionData{ MAKE_MOTION_KEY(mode, index), fSpeedRatio })
# 攻击段动作按武器动作模式目录绑定(NORMAL_ATTACK -> attack(_1).msaCOMBO_ATTACK_N -> combo_0N.msa),
# 模式目录缺该段时退回 general 的 attack(_1).msaGENERAL 模式的 COMBO_ATTACK_* 也注册这两份)。
func play_attack_motion(mode: int, index: int, speed_ratio: float) -> void:
func play_attack_motion(mode: int, index: int, speed_ratio: float) -> bool:
if anim == null or motion_dir == "":
return
return false
var mode_dir := motion_dir.get_base_dir().path_join(String(MOTION_MODE_DIRS.get(mode, "general")))
var names: Array = ["attack", "attack_1"]
if index > MOTION_NORMAL_ATTACK:
@@ -270,8 +270,9 @@ func play_attack_motion(mode: int, index: int, speed_ratio: float) -> void:
if msa == "":
msa = _pick_msa(motion_dir, ["attack", "attack_1"])
if msa == "":
return
return false
_bind("attack", msa, false, speed_ratio if speed_ratio > 0.0 else 1.0)
return true
# 40250 CInstanceBase::NEW_UseSkill (InstanceBaseBattle.cpp:310)
# 播放指定技能动作(.msa),依据 grade (0=普, 1=M, 2=G, 3=P) 读取对应阶位动作文件。
+102 -54
View File
@@ -1,24 +1,35 @@
# ViewEquipmentUI — GC_VIEW_EQUIP 的装备查看窗
# 服务器推送某个角色的 11 个传统可见装备位后自动刷新并置顶。
# ViewEquipmentUI — GC_VIEW_EQUIP 的 40250 EquipmentDialog 复刻
#
# 参考:40250/root/uiequipmentdialog.py + uiscript/equipmentdialog.py。
# 原版不是文字列表:固定 180x230 的装备槽底图承载 11 个装备位;鼠标进入
# 一个非空槽位时,由同一 ItemToolTip.AddItemData 显示属性面板,离开立即隐藏。
extends Node
const WEAR_NAMES := ["身体", "头部", "鞋子", "护腕", "武器", "项链", "耳环", "盾牌", "饰品 1", "饰品 2", "箭矢"]
const ItemTooltip = preload("res://ui/item_tooltip.gd")
const UiAssets = preload("res://ui/ui_assets.gd")
# 40250 EquipmentSlotindex, x, y, width, height(相对 equipment_bg)。
const SLOT_RECTS := {
0: Rect2(39, 37, 32, 64), 1: Rect2(39, 2, 32, 32),
2: Rect2(39, 145, 32, 32), 3: Rect2(75, 67, 32, 32),
4: Rect2(3, 3, 32, 96), 5: Rect2(114, 67, 32, 32),
6: Rect2(114, 35, 32, 32), 7: Rect2(2, 145, 32, 32),
8: Rect2(75, 145, 32, 32), 9: Rect2(114, 2, 32, 32),
10: Rect2(75, 35, 32, 32),
}
const EQUIPMENT_BG := "d:/ymir work/ui/equipment_bg_without_ring.tga"
var client: Node
var ui: CanvasLayer
var proto: Node
var item_list: RefCounted
var _tooltip_builder: RefCounted
var _window: Control
var _slots: Dictionary = {} # wear -> Panel
func setup(m2client: Node, manager: CanvasLayer, proto_node: Node = null, il: RefCounted = null) -> void:
client = m2client
ui = manager
proto = proto_node
item_list = il
_tooltip_builder = ItemTooltip.new()
_tooltip_builder.setup(AssetRoot.path() if ClassDB.class_exists("AssetRoot") else "", "en", proto)
if client.has_signal("view_equipment"):
client.view_equipment.connect(show_for)
@@ -29,6 +40,7 @@ func show_for(vid: int) -> void:
if equipment.is_empty():
return
if is_instance_valid(_window):
_hide_item_tooltip()
ui.close(_window)
_window = _build_window(vid, equipment)
ui.open(_window)
@@ -36,75 +48,111 @@ func show_for(vid: int) -> void:
func _build_window(vid: int, equipment: Array) -> Control:
var win := Panel.new()
win.name = "ViewEquipment"
win.position = Vector2(1280, 180)
win.size = Vector2(280, 390)
win.position = Vector2(870, 300)
win.size = Vector2(180, 230)
var bg := StyleBoxFlat.new()
bg.bg_color = Color(0.05, 0.06, 0.09, 0.94)
bg.border_color = Color(0.65, 0.5, 0.2, 0.9)
bg.set_border_width_all(1)
bg.set_corner_radius_all(5)
win.add_theme_stylebox_override("panel", bg)
var title := Label.new()
title.position = Vector2(12, 8)
title.size = Vector2(220, 26)
title.position = Vector2(8, 4)
title.size = Vector2(142, 26)
title.text = "%s 的装备" % _character_name(vid)
title.add_theme_font_size_override("font_size", 16)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title.add_theme_font_size_override("font_size", 13)
win.add_child(title)
var close := Button.new()
close.text = "×"
close.position = Vector2(238, 4)
close.size = Vector2(34, 30)
close.position = Vector2(150, 3)
close.size = Vector2(25, 25)
close.pressed.connect(func():
if is_instance_valid(_window):
_hide_item_tooltip()
ui.close(_window)
_window = null)
win.add_child(close)
var list := VBoxContainer.new()
list.position = Vector2(12, 42)
list.size = Vector2(256, 336)
list.add_theme_constant_override("separation", 3)
win.add_child(list)
for d in equipment:
var wear := int(d.get("wear", 0))
var line := Label.new()
line.text = "%s: %s" % [_wear_name(wear), _item_name(int(d.get("vnum", 0)), int(d.get("count", 0)))]
line.tooltip_text = _item_tooltip(d)
line.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
list.add_child(line)
var equipment_bg := TextureRect.new()
equipment_bg.name = "EquipmentBaseImage"
equipment_bg.position = Vector2(15, 35)
equipment_bg.size = Vector2(150, 182)
equipment_bg.texture = UiAssets.load_tex(AssetRoot.path(), EQUIPMENT_BG)
equipment_bg.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
equipment_bg.stretch_mode = TextureRect.STRETCH_SCALE
equipment_bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
win.add_child(equipment_bg)
_slots.clear()
var by_wear := {}
for d: Dictionary in equipment:
by_wear[int(d.get("wear", -1))] = d
for wear in SLOT_RECTS:
var slot := _make_slot(int(wear), SLOT_RECTS[wear], by_wear.get(wear, {}))
equipment_bg.add_child(slot)
_slots[int(wear)] = slot
return win
func _make_slot(wear: int, rect: Rect2, data: Dictionary) -> Panel:
var slot := Panel.new()
slot.name = "slot_%d" % wear
slot.position = rect.position + Vector2(3, 3) # 40250 EquipmentSlot 的偏移。
slot.size = rect.size
slot.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
slot.set_meta("item", data.duplicate(true))
var style := StyleBoxFlat.new()
style.bg_color = Color(0.03, 0.04, 0.06, 0.35)
style.border_color = Color(0.52, 0.44, 0.25, 0.70)
style.set_border_width_all(1)
slot.add_theme_stylebox_override("panel", style)
var vnum := int(data.get("vnum", 0))
if vnum > 0:
var icon := _item_icon(vnum)
if icon:
var image := TextureRect.new()
image.texture = icon
image.set_anchors_preset(Control.PRESET_FULL_RECT)
image.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
image.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
image.mouse_filter = Control.MOUSE_FILTER_IGNORE
slot.add_child(image)
var count := int(data.get("count", 1))
if count > 1:
var count_label := Label.new()
count_label.text = str(count)
count_label.position = Vector2(1, rect.size.y - 15)
count_label.add_theme_font_size_override("font_size", 10)
count_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
slot.add_child(count_label)
slot.mouse_entered.connect(func(): _on_slot_over_in(wear))
slot.mouse_exited.connect(_hide_item_tooltip)
return slot
func _on_slot_over_in(wear: int) -> void:
var slot: Panel = _slots.get(wear, null)
if slot == null:
return
var data: Dictionary = slot.get_meta("item", {})
var vnum := int(data.get("vnum", 0))
if vnum <= 0:
return
# 对应 EquipmentDialog.OverInItem:一个共享 ItemToolTip,先清旧内容再 AddItemData。
var proto_data: Dictionary = proto.item(vnum) if proto and proto.has_method("item") else {}
if ui and ui.has_method("show_item_tooltip"):
ui.show_item_tooltip(vnum, int(data.get("count", 1)), proto_data, data, {}, AssetRoot.path(), proto, item_list)
func _hide_item_tooltip() -> void:
if ui and ui.has_method("hide_item_tooltip"):
ui.hide_item_tooltip()
func _item_icon(vnum: int) -> Texture2D:
var path: String = item_list.icon(vnum) if item_list and item_list.has(vnum) else "icon/item/%05d.tga" % ((vnum / 10) * 10)
return UiAssets.load_tex(AssetRoot.path(), path)
func _character_name(vid: int) -> String:
if client.has_method("get_entity"):
var entity: Dictionary = client.get_entity(vid)
if not entity.is_empty() and not String(entity.get("name", "")).is_empty():
return String(entity["name"])
return "角色 #%d" % vid
func _wear_name(wear: int) -> String:
return WEAR_NAMES[wear] if wear >= 0 and wear < WEAR_NAMES.size() else "装备 %d" % wear
func _item_name(vnum: int, count: int) -> String:
if vnum == 0:
return "(空)"
var name := "物品 #%d" % vnum
if proto:
var pd: Dictionary = proto.item(vnum)
if not pd.is_empty():
name = String(pd.get("locale_name", pd.get("name", name)))
elif item_list and item_list.has(vnum):
name = item_list.type_of(vnum)
return "%s x%d" % [name, count] if count > 1 else name
func _item_tooltip(d: Dictionary) -> String:
var vnum := int(d.get("vnum", 0))
if _tooltip_builder and proto and proto.has_method("item"):
return _tooltip_builder.format(vnum, int(d.get("count", 1)), proto.item(vnum), d)
var attrs: Array = d.get("attrs", [])
if attrs.is_empty():
return ""
var lines := []
for attr in attrs:
lines.append("属性 %d: %+d" % [int(attr.get("type", 0)), int(attr.get("value", 0))])
return "\n".join(lines)