fix(locale): resolve Chinese monster and NPC names via Locale.mob_names and early-bind name resolver

This commit is contained in:
shen
2026-09-19 19:19:55 -07:00
parent 7cbda7b3dd
commit 1637b500e5
4 changed files with 143 additions and 22 deletions
+11 -2
View File
@@ -246,6 +246,13 @@ func setup(m2client: Node, assets_root: String,
pc.ground_clicked.connect(_on_ground_clicked)
if _assets != "":
net_play.set_asset_root(_assets) # §3.5:加载 playersettingmodule.py 连击段表
var _early_loc: RefCounted = load("res://locale.gd").new()
_early_loc.setup(_assets, cur_lang)
net_play.locale = _early_loc
if net_world and "name_resolver" in net_world:
net_world.name_resolver = net_play._entity_name # 早期绑定:确保最先刷出的实体即显示中文名
if net_world and "kind_resolver" in net_world:
net_world.kind_resolver = net_play._entity_kind
# 主角必须先于后续的 proto/UI/远端实体重活建立。实网一次可收到近 200 个
# GC_CHARACTER_ADD;若等整个 setup() 尾部才订阅,怪物模型同步加载会把本地角色
@@ -485,8 +492,10 @@ func setup(m2client: Node, assets_root: String,
net_world.kind_resolver = net_play._entity_kind # §8.8 名字色分类:怪 / NPC 走 mob_proto bType
if net_world and "title_name_resolver" in net_world and assets_root != "":
# §8.8 称号名:introloading.__RegisterTitleName -> localeInfo.PVP_LEVEL<grade>
var _tt_loc: RefCounted = load("res://locale.gd").new()
_tt_loc.setup(assets_root, cur_lang)
var _tt_loc: RefCounted = net_play.locale if net_play.locale != null else load("res://locale.gd").new()
if net_play.locale == null:
_tt_loc.setup(assets_root, cur_lang)
net_play.locale = _tt_loc
net_world.title_name_resolver = func(g: int) -> String:
var k := "PVP_LEVEL%d" % g
return _tt_loc.t(k) if _tt_loc.has(k) else ""
+53 -19
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@@ -119,6 +119,7 @@ var net_world: Node # NetWorld
var hud: Node # 可空
var target_ui: Node # 40250 uitarget.py TargetBoard (可空)
var audio: Node # 可空
var locale: RefCounted = null # 语言包 Locale 实例(查 mob_names.txt / 翻译)
var _last_level := -1
var _last_exp := -1
var _last_dead_mob_pos := Vector3.INF
@@ -663,29 +664,54 @@ func _entity_kind(e: Dictionary) -> int:
return explicit_kind
return 0
var _locale_ref: RefCounted = null
func _get_locale() -> RefCounted:
if locale != null:
return locale
var ar_class = load("res://asset_root.gd")
var root_path: String = ar_class.path() if ar_class and ar_class.has_method("path") else ""
if root_path != "":
var loc_script = load("res://locale.gd")
if loc_script:
var loc: RefCounted = loc_script.new()
var cur_lang: String = loc_script.get_default_lang() if loc_script.has_method("get_default_lang") else "zh"
loc.setup(root_path, cur_lang)
locale = loc
return locale
return null
# 实体显示名:玩家 / NPC 走 GC_CHAR_ADD_INFO 的 name;怪没有名字包 -> 查 mob_proto / Locale。
# 实体显示名:
# 1. 玩家实体(PC):使用其自定义角色名(含变身中玩家、主玩家)
# 2. 怪物 / NPC / 陨石 / 建筑等(或 race >= 1 的非PC实体):优先查本地化 mob_names (locale),其次 mob_proto
# 3. 兜底回退:实体字典自带名称
func _entity_name(e: Dictionary) -> String:
var nm := String(e.get("name", ""))
if nm != "":
return nm
var race := int(e.get("race", 0))
var kind := _entity_kind(e)
var is_main := bool(e.get("is_main", false)) or (client and client.has_method("get_main_vid") and int(e.get("vid", 0)) == int(client.get_main_vid()))
var is_poly := EntityRules._is_poly(e)
# 1. 玩家实体(PC):使用其自定义角色名(含变身中玩家、主玩家)
if is_main or is_poly or kind == EntityRules.KIND_PC or (race < 8 and not EntityRules._is_enemy(e)):
var nm := String(e.get("name", ""))
if nm != "":
return nm
# 2. 怪物 / NPC / 陨石 / 建筑等:优先查本地化词表 (mob_names.txt)
if race >= 1:
if _locale_ref == null and ResourceLoader.exists("res://locale.gd"):
var LocaleScript = load("res://locale.gd")
if LocaleScript:
_locale_ref = LocaleScript.new()
_locale_ref.setup(AssetRoot.path() if ResourceLoader.exists("res://asset_root.gd") else "")
if _locale_ref and _locale_ref.has_method("mob_name"):
var zh_name: String = _locale_ref.mob_name(race)
if not zh_name.begins_with("怪物 #") and not zh_name.is_empty():
return zh_name
if race >= 1 and proto and proto.has_method("mob"):
var m: Dictionary = proto.mob(race)
if not m.is_empty():
return String(m.get("locale_name", m.get("name", "")))
return ""
var loc := _get_locale()
if loc and loc.has_method("has_mob_name") and loc.has_mob_name(race):
return loc.mob_name(race)
if proto and proto.has_method("mob"):
var m: Dictionary = proto.mob(race)
if not m.is_empty():
var ln := String(m.get("locale_name", ""))
if ln != "":
return ln
var pn := String(m.get("name", ""))
if pn != "":
return pn
# 3. 兜底回退:实体字典自带名称
return String(e.get("name", ""))
# --- movement ----------------------------------------------------------------
@@ -1094,6 +1120,14 @@ func _on_target_info(vid: int, hp_pct: int) -> void:
if target_ui and target_ui.has_method("open"):
var lvl := int(e.get("level", -1))
var grade := int(e.get("grade", -1))
var mob_race := int(e.get("race", 0))
if not is_pc and mob_race >= 1 and proto and proto.has_method("mob"):
var m: Dictionary = proto.mob(mob_race)
if not m.is_empty():
if lvl <= 0:
lvl = int(m.get("level", -1))
if grade < 0:
grade = int(m.get("rank", -1))
target_ui.open(vid, nm if nm != "" else "目标", lvl, grade, is_pc)
target_ui.set_hp(hp_clamped)
TargetBoard.Action.NONE:
+19 -1
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@@ -114,7 +114,10 @@ const MAX_UPGRADES_PER_FRAME := 4
const MAX_UPGRADE_TIME_MSEC := 4
const VISIBILITY_CHECK_INTERVAL := 0.1
var _vis_accum := 0.0
var name_resolver: Callable = Callable() # func(entity_dict) -> String(怪名走 mob_proto
var name_resolver: Callable = Callable(): # func(entity_dict) -> String(怪名走 mob_proto
set(v):
name_resolver = v
_refresh_all_names()
var kind_resolver: Callable = Callable() # §8.8 func(entity_dict) -> int0 PC/1 NPC/2 怪/3 石/4 warpnet_play._entity_kind
var title_name_resolver: Callable = Callable() # §8.8 func(grade:int) -> StringPVP_LEVEL<grade> 本地化;未注入回退裸 key,seam ⑧)
var _name_color_accum := 0.0 # §8.8 头顶名字色 / 称号标签的节流刷新累加器(~2Hz)
@@ -669,6 +672,21 @@ func _display_name(d: Dictionary) -> String:
return r
return str(d.get("name", ""))
func _refresh_all_names() -> void:
if client == null or not client.has_method("get_entities"):
return
for e in client.get_entities():
var vid := int(e.get("vid", 0))
var n: Node3D = _by_vid.get(vid, null)
if n and is_instance_valid(n):
var nm := _display_name(e)
if nm != "":
var lbl := n.get_node_or_null("Label3D") as Label3D
if lbl:
lbl.text = nm
elif n.has_method("set_display_name"):
n.set_display_name(nm)
# --- §8.8 头顶名字色(CInstanceBase::GetNameColor--------------------------------
# net_world 直接持有 M2Client,能自建 name_color_index 需要的会话上下文
# net_play._attack_ctx 同款)。kind_resolver 由 game_scene 注入 net_play._entity_kind
+60
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@@ -2,6 +2,7 @@ extends SceneTree
const Locale = preload("res://locale.gd")
const ItemTooltip = preload("res://ui/item_tooltip.gd")
const NetPlay = preload("res://net_play.gd")
func _init() -> void:
print("=== Starting test_chinese_locale ===")
@@ -97,6 +98,65 @@ func _init() -> void:
printerr("FAIL: Expected title '武士刀+0', got '%s'" % model.get("title", ""))
failed += 1
# 7. NetPlay._entity_name resolution for mobs, stones, NPCs, and PCs
var np := NetPlay.new()
np.locale = loc
# 7a. Monster: stray_dog (race 101) -> 幼狼
var mob_dog := np._entity_name({"race": 101, "kind": 2, "name": "stray_dog"})
if mob_dog == "幼狼":
print("PASS: NetPlay._entity_name(race 101 stray_dog) resolved to '幼狼'")
passed += 1
else:
printerr("FAIL: Expected '幼狼', got '%s'" % mob_dog)
failed += 1
# 7b. Monster: wolf (race 102) -> 灰狼
var mob_wolf := np._entity_name({"race": 102, "kind": 2, "name": "wolf"})
if mob_wolf == "灰狼":
print("PASS: NetPlay._entity_name(race 102 wolf) resolved to '灰狼'")
passed += 1
else:
printerr("FAIL: Expected '灰狼', got '%s'" % mob_wolf)
failed += 1
# 7c. Metin Stone: race 8001 -> 鱼跃陨石
var stone := np._entity_name({"race": 8001, "kind": 3, "name": "metin_sorrow"})
if stone == "鱼跃陨石":
print("PASS: NetPlay._entity_name(race 8001) resolved to '鱼跃陨石'")
passed += 1
else:
printerr("FAIL: Expected '鱼跃陨石', got '%s'" % stone)
failed += 1
# 7d. NPC: Blacksmith (race 20016) -> 王铁匠
var npc_smith := np._entity_name({"race": 20016, "kind": 1, "name": "blacksmith"})
if npc_smith == "王铁匠":
print("PASS: NetPlay._entity_name(race 20016) resolved to '王铁匠'")
passed += 1
else:
printerr("FAIL: Expected '王铁匠', got '%s'" % npc_smith)
failed += 1
# 7e. PC: Player Warrior (race 0) keeps player name
var pc_warrior := np._entity_name({"race": 0, "kind": 0, "name": "无双战神"})
if pc_warrior == "无双战神":
print("PASS: NetPlay._entity_name(PC warrior) preserved player name '无双战神'")
passed += 1
else:
printerr("FAIL: Expected '无双战神', got '%s'" % pc_warrior)
failed += 1
# 7f. PC: Player Ninja (race 1) keeps player name
var pc_ninja := np._entity_name({"race": 1, "kind": 0, "name": "暗影刺客"})
if pc_ninja == "暗影刺客":
print("PASS: NetPlay._entity_name(PC ninja) preserved player name '暗影刺客'")
passed += 1
else:
printerr("FAIL: Expected '暗影刺客', got '%s'" % pc_ninja)
failed += 1
np.free()
print("\n=== %d / %d CHINESE LOCALE TESTS PASSED (Failed: %d) ===" % [passed, passed + failed, failed])
if failed > 0:
quit(1)