fix(combat): 战斗逐项对齐 40250,修复移动 / 技能释放与武器挂点

- 连击类型由 combo_changed 驱动(SetComboSkillFlag,技能 122 等级)
- 命中判定改为 .msa 刀尖 Z 圆柱 vs .msm 防御球(hit_collision.gd 逐行移植)
- _register_hit 改为 map::insert 语义,修正命中上限
- 攻速同时缩放 GetAttackingElapsedTime 与攻击动作速率;按武器动作模式目录绑定攻击段
- 去掉本地连击超时,motion_bound 清命中表 / 连击段号
- __ProcessDataAttackSuccess:InsertDelay 硬直、physics_push.gd 击退 + GetBlendingPosition 同步、
  命中特效、__HitGood / __HitGreate / __HitStone 受击动作链与抖动(ui/hit_reaction.gd)
- ClassicSession::send_use_skill 不再夹带 CG_FLY_TARGETING
- mac 前进 / 后退方向与技能释放修复;武器按职业骨骼挂到手上
- 新增 hit_collision / physics_push / hit_view / net_world_push / weapon_attach 测试;
  gpu_pose_bounds / race_motion_assembly 适配 damage 随机变体
- 文档:CLIENT-GAP.md、CLIENT-GAP-FIX.md §3.5 / §3.7 与 C.5 增量 130

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ft3kXpNdLbKEfg5uDLfqVF
This commit is contained in:
shenlei
2026-09-12 13:15:28 +09:00
co-authored by Claude Opus 5
parent 96c29d2bb7
commit 1933a5ceda
30 changed files with 2353 additions and 209 deletions
+129
View File
@@ -0,0 +1,129 @@
# PhysicsPush —— CLIENT-GAP §3.7:受击击退,逐行移植 GameLib/PhysicsObject.cpp `CPhysicsObject`
# + GameLib/MapUtil.cpp `CEaseOutInterpolation`。单位 = Metin2 cm(平面 x / y)。
# __PushCircle -> set_direction(normalize(victim - attacker))
# IncreaseExternalForce(base, fExternalForce) -> increase_external_force(force[, collides])
# PhysicsProcessupdate(dt) 后 AddMovement(get_movement())
extends RefCounted
const FRAME_TIME := 0.02 # c_fFrameTime
const EPSILON := 0.001
const LOOP_VALUE := 100
const FLT_EPSILON := 1.192092896e-07
class EaseOut:
var remaining := 0.0
var value := 0.0
var speed := 0.0
var acceleration := 0.0
var start_value := 0.0
var last_value := 0.0
func initialize() -> void:
remaining = 0.0
value = 0.0
speed = 0.0
acceleration = 0.0
start_value = 0.0
last_value = 0.0
func setup(f_start: float, f_end: float, f_time: float) -> void:
if absf(f_time) < FLT_EPSILON:
f_time = 0.01
value = f_start
start_value = f_start
last_value = f_start
speed = (2.0 * (f_end - f_start)) / f_time
acceleration = 2.0 * (f_end - f_start) / (f_time * f_time) - 2.0 * speed / f_time
remaining = f_time
func interpolate(dt: float) -> void:
last_value = value
remaining -= dt
speed += acceleration * dt
value += speed * dt
if not is_playing():
value = 0.0
last_value = 0.0
func is_playing() -> bool:
return remaining > 0.0
func changing_value() -> float:
return value - last_value
var mass := 1.0
var friction := 0.3
var direction := Vector3.ZERO
var acceleration := Vector3.ZERO
var velocity := Vector3.ZERO
var last_position := Vector3.ZERO
var _x := EaseOut.new()
var _y := EaseOut.new()
func initialize() -> void:
mass = 1.0
friction = 0.3
direction = Vector3.ZERO
acceleration = Vector3.ZERO
velocity = Vector3.ZERO
last_position = Vector3.ZERO
_x.initialize()
_y.initialize()
func set_direction(dir: Vector2) -> void:
direction = Vector3(dir.x, dir.y, 0.0)
func update(dt: float) -> void:
if _x.is_playing():
_x.interpolate(dt)
if _y.is_playing():
_y.interpolate(dt)
func _accumulate(pos: Vector3) -> Vector3:
var force := 0.0
if absf(velocity.x) < EPSILON or absf(velocity.y) < EPSILON or absf(velocity.z) < EPSILON:
force -= mass * friction
acceleration = direction * (force / mass)
velocity += acceleration
if velocity.x * direction.x < EPSILON:
velocity.x = 0.0
direction.x = 0.0
if velocity.y * direction.y < EPSILON:
velocity.y = 0.0
direction.y = 0.0
if velocity.z * direction.z < EPSILON:
velocity.z = 0.0
direction.z = 0.0
return pos + velocity
# collides(movement: Vector2) -> bool 对应 IPhysicsWorld::isPhysicalCollision(base + movement)
# 空 Callable = 没有物理世界(参考端 pWorld == NULL 分支)。
func increase_external_force(force: float, collides := Callable()) -> void:
acceleration = direction * (force / mass)
velocity = acceleration
var movement := Vector3.ZERO
for i in LOOP_VALUE:
movement = _accumulate(movement)
if collides.is_valid() and bool(collides.call(Vector2(movement.x, movement.y))):
initialize()
return
if absf(velocity.x) < EPSILON and absf(velocity.y) < EPSILON and absf(velocity.z) < EPSILON:
break
set_last_position(Vector2(movement.x, movement.y), float(LOOP_VALUE) * FRAME_TIME)
func set_last_position(p: Vector2, blending_time: float) -> void:
last_position = Vector3(p.x, p.y, 0.0)
_x.setup(0.0, p.x, blending_time)
_y.setup(0.0, p.y, blending_time)
func get_last_position() -> Vector2:
return Vector2(last_position.x, last_position.y)
# GetXMovement / GetYMovement:本帧 ease-out 增量。
func get_movement() -> Vector2:
return Vector2(_x.changing_value(), _y.changing_value())
func is_blending() -> bool:
if velocity.length() != 0.0:
return true
return _x.is_playing() or _y.is_playing()