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@@ -44,6 +44,17 @@ void dbg_ignored(const char *what, uint32_t id) {
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}
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}
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}
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}
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// Server GetDegreeFromPosition (game/src/vector.cpp): compass heading of a
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// server-frame direction, 0 = +Y, clockwise toward +X, in [0, 360). Same frame
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// as the decoded GC_MOVE bRot, i.e. Entity::angle.
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float heading_deg(float dx, float dy) {
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float deg = std::atan2(dx, dy) * (180.0f / 3.14159265f);
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if (deg < 0.0f) {
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deg += 360.0f;
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}
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return deg;
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}
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} // namespace
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} // namespace
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Entity &EntityStore::touch(uint32_t vid, bool &created) {
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Entity &EntityStore::touch(uint32_t vid, bool &created) {
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@@ -240,7 +251,11 @@ void EntityStore::begin_state_walk(Entity &e, const StateCmd &c, uint8_t after_f
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if (dur == 0) {
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if (dur == 0) {
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dur = 1; // never a zero-length walk; tick() finishes it next frame
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dur = 1; // never a zero-length walk; tick() finishes it next frame
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}
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}
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e.angle = c.rot;
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// Reference MovementProcess faces a walking remote actor along Src->Dst
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// (SetAdvancingRotation from the pixel positions); the packet's bRot is only
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// applied once it stops (m_fDstRot). Server Follow() can send a bRot that
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// faces the victim while Dst is a flank point, so using bRot here slides.
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e.angle = dist > 0.0f ? heading_deg(dx, dy) : c.rot;
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e.moving = true;
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e.moving = true;
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e.func = FUNC_MOVE;
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e.func = FUNC_MOVE;
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e.sx = e.x;
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e.sx = e.x;
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@@ -3555,37 +3570,135 @@ void EntityStore::tick() {
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// CLIENT-GAP §3.2: release any TCP state commands that have come due, then
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// CLIENT-GAP §3.2: release any TCP state commands that have come due, then
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// advance the walk. A queued command released here starts its walk this tick.
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// advance the walk. A queued command released here starts its walk this tick.
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process_states();
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process_states();
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uint32_t dt_ms = m_ticked && m_now > m_last_tick_ms ? m_now - m_last_tick_ms : 0;
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if (dt_ms > MOVE_MAX_TICK_MS) {
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dt_ms = MOVE_MAX_TICK_MS;
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}
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m_last_tick_ms = m_now;
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m_ticked = true;
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for (auto &kv : m_ents) {
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for (auto &kv : m_ents) {
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Entity &e = kv.second;
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Entity &e = kv.second;
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if (!e.moving) {
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if (!e.moving) {
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continue;
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continue;
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}
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}
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float t = e.move_dur_ms == 0
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const float speed = motion_move_speed(e);
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? 1.0f
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if (speed > 0.0f) {
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: (float)(m_now - e.move_start_ms) / (float)e.move_dur_ms;
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advance_walk_by_motion(e, speed, dt_ms);
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if (t <= 0.0f) {
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} else {
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t = 0.0f;
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advance_walk_by_duration(e);
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}
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}
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if (t >= 1.0f) {
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}
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e.x = e.tx;
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}
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e.y = e.ty;
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void EntityStore::set_motion_speed(uint32_t vid, float walk_cm_s, float run_cm_s) {
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auto it = m_ents.find(vid);
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if (it == m_ents.end()) {
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dbg_ignored("set_motion_speed", vid);
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return;
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}
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it->second.walk_motion_speed = walk_cm_s > 0.0f ? walk_cm_s : 0.0f;
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it->second.run_motion_speed = run_cm_s > 0.0f ? run_cm_s : 0.0f;
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}
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// Reference CActorInstance::Move(): SetLoopMotion(m_isWalking ? WALK : RUN, 0.15,
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// m_fMovSpd) and CInstanceBase::SetMoveSpeed: m_fMovSpd = movSpd / 100 (> 1100 ->
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// 0). The walk then advances by that motion's accumulation. Deviations: movSpd 0
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// (not sent yet) counts as 100, and a zero factor (> 1100) falls back to the
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// dwDuration lerp instead of freezing the actor mid-walk. The pushed speeds are
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// the on-foot motions, so a mounted actor (horse motion set not measured) also
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// uses the lerp.
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float EntityStore::motion_move_speed(const Entity &e) {
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const float base = e.walk_mode == WALKMODE_WALK ? e.walk_motion_speed : e.run_motion_speed;
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if (base <= 0.0f || e.moving_speed > 1100 || e.mount_vnum != 0) {
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return 0.0f;
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}
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const float factor = e.moving_speed == 0 ? 1.0f : (float)e.moving_speed / 100.0f;
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return base * factor;
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}
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// Reference m_kMovAfterFunc switch on arrival: COMBO / ATTACK / MOB_SKILL snap
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// to Dst and act; everything else snaps to Dst, faces m_fDstRot and stops.
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void EntityStore::finish_walk(Entity &e, bool snap_to_dst) {
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if (snap_to_dst) {
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e.x = e.tx;
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e.y = e.ty;
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}
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e.moving = false;
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e.skip_collision = false;
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if (e.mov_after_func == FUNC_COMBO || e.mov_after_func == FUNC_ATTACK ||
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e.mov_after_func == FUNC_MOB_SKILL) {
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e.func = e.mov_after_func;
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} else {
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e.func = FUNC_WAIT;
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}
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e.angle = e.mov_after_rot;
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e.mov_after_func = FUNC_WAIT;
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}
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// Reference CInstanceBase::MovementProcess (non-main branch). Src/Dst are the
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// server-frame points from the state command; Cur advances along Src->Dst by
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// the motion speed and "arrives" on the frame whose step crosses Dst.
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void EntityStore::advance_walk_by_motion(Entity &e, float speed, uint32_t dt_ms) {
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float dir_x = e.tx - e.sx;
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float dir_y = e.ty - e.sy;
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float total = std::sqrt(dir_x * dir_x + dir_y * dir_y);
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if (total > 0.0f) {
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e.angle = heading_deg(dir_x, dir_y);
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dir_x /= total;
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dir_y /= total;
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}
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const float step = speed * (float)dt_ms / 1000.0f;
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const float next_x = e.x + dir_x * step;
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const float next_y = e.y + dir_y * step;
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const float cx = e.x - e.sx, cy = e.y - e.sy;
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const float nx = next_x - e.sx, ny = next_y - e.sy;
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const float cur_len = std::sqrt(cx * cx + cy * cy);
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const float next_len = std::sqrt(nx * nx + ny * ny);
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if (total - cur_len < -MOVE_OVERSHOOT_CM) {
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// latency overran Dst: re-source here, turn back toward Dst, and stop at
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// the next arrival instead of carrying on with FUNC_MOVE.
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e.sx = e.x;
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e.sy = e.y;
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e.angle = heading_deg(e.tx - e.x, e.ty - e.y);
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if (e.mov_after_func == FUNC_MOVE) {
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e.mov_after_func = FUNC_WAIT;
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}
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} else if (cur_len <= total && total <= next_len) {
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if (e.dead || e.knock_down) {
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e.moving = false;
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e.moving = false;
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e.skip_collision = false;
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e.skip_collision = false;
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// reference m_kMovAfterFunc: once the walk reaches Dst, run the
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return;
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// action the state packet asked for (COMBO / ATTACK / MOB_SKILL);
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// otherwise settle to WAIT.
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if (e.mov_after_func == FUNC_COMBO || e.mov_after_func == FUNC_ATTACK ||
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e.mov_after_func == FUNC_MOB_SKILL) {
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e.func = e.mov_after_func;
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e.angle = e.mov_after_rot;
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} else {
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e.func = FUNC_WAIT;
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}
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e.mov_after_func = FUNC_WAIT;
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} else {
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e.x = e.sx + (e.tx - e.sx) * t;
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e.y = e.sy + (e.ty - e.sy) * t;
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}
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}
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if (e.mov_after_func == FUNC_MOVE) {
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// FUNC_MOVE: keep walking past Dst until the next state command (or
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// the overshoot guard above) — this is what keeps a moving remote PC
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// from stop-starting between its periodic move packets.
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e.x = next_x;
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e.y = next_y;
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return;
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}
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finish_walk(e, true);
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return;
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}
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e.x = next_x;
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e.y = next_y;
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}
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// Fallback when the actor's motion speed is unknown: lerp Src->Dst over the
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// server-supplied dwDuration and stop on time.
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void EntityStore::advance_walk_by_duration(Entity &e) {
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float t = e.move_dur_ms == 0
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? 1.0f
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: (float)(m_now - e.move_start_ms) / (float)e.move_dur_ms;
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if (t <= 0.0f) {
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t = 0.0f;
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}
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if (t >= 1.0f) {
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finish_walk(e, true);
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} else {
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e.x = e.sx + (e.tx - e.sx) * t;
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e.y = e.sy + (e.ty - e.sy) * t;
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}
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}
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}
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}
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@@ -51,6 +51,20 @@ struct StateCmd {
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// CLIENT-GAP-FIX.md §3.2.
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// CLIENT-GAP-FIX.md §3.2.
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static constexpr uint32_t STATE_QUEUE_MAX_WAIT_MS = 1000;
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static constexpr uint32_t STATE_QUEUE_MAX_WAIT_MS = 1000;
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// GC_WALK_MODE / TPacketGCWalkMode::mode (40250 Packet.h:2327, server packet.h:1946).
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enum : uint8_t {
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WALKMODE_RUN = 0,
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WALKMODE_WALK = 1,
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};
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// Reference CInstanceBase::MovementProcess (non-main branch): a remote actor that
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// has walked more than this far past its Dst re-sources the walk at its current
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// position, turns back toward Dst and downgrades a pending FUNC_MOVE to FUNC_WAIT.
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static constexpr float MOVE_OVERSHOOT_CM = 100.0f;
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// Cap on one tick's walk step so a hitch (or the first tick after a long pause)
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// cannot teleport an actor far past its Dst in a single frame.
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static constexpr uint32_t MOVE_MAX_TICK_MS = 250;
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struct Entity {
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struct Entity {
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uint32_t vid = 0;
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uint32_t vid = 0;
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uint16_t race = 0;
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uint16_t race = 0;
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@@ -65,7 +79,7 @@ struct Entity {
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uint8_t func = FUNC_WAIT;
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uint8_t func = FUNC_WAIT;
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uint8_t position = 0;
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uint8_t position = 0;
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uint8_t walk_mode = 0; // 0 walk, 1 run (server's WALKMODE_*)
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uint8_t walk_mode = WALKMODE_RUN; // server WALKMODE_* (0 run, 1 walk)
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uint32_t fly_target_vid = 0;
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uint32_t fly_target_vid = 0;
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int32_t fly_target_x = 0, fly_target_y = 0;
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int32_t fly_target_x = 0, fly_target_y = 0;
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bool fly_target_set = false;
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bool fly_target_set = false;
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@@ -74,6 +88,14 @@ struct Entity {
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float sx = 0, sy = 0, tx = 0, ty = 0;
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float sx = 0, sy = 0, tx = 0, ty = 0;
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uint32_t move_start_ms = 0;
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uint32_t move_start_ms = 0;
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uint32_t move_dur_ms = 0;
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uint32_t move_dur_ms = 0;
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// Root-motion speed of the race's WALK / RUN loop at movSpd 100, in cm/s
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// (.msa Accumulation length / MotionDuration). Pushed by the presentation
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// layer once the model is built (set_motion_speed). While known, a remote
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// walk advances like the reference CActorInstance::AccumulationMovement
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// (motion speed * movSpd/100) and arrives by crossing Dst; while 0 (no model /
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// headless) it falls back to lerping over the server dwDuration.
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float walk_motion_speed = 0;
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float run_motion_speed = 0;
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// CLIENT-GAP §3.2: TCP state queue + the "do this once the walk reaches Dst"
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// CLIENT-GAP §3.2: TCP state queue + the "do this once the walk reaches Dst"
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// latch (reference m_kMovAfterFunc / m_dwMovAfterArg). `skip_collision` mirrors
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// latch (reference m_kMovAfterFunc / m_dwMovAfterArg). `skip_collision` mirrors
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@@ -516,6 +538,9 @@ public:
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// and again right after mut_move() enqueues, so an already-due command applies
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// and again right after mut_move() enqueues, so an already-due command applies
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// synchronously.
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// synchronously.
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void process_states();
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void process_states();
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// Root-motion speeds (cm/s at movSpd 100) of this actor's WALK / RUN loops;
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// 0 = unknown. See Entity::walk_motion_speed. No-op for an unknown VID.
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void set_motion_speed(uint32_t vid, float walk_cm_s, float run_cm_s);
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// Feed one complete game-phase packet. `body` points at the packet start
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// Feed one complete game-phase packet. `body` points at the packet start
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// (header/length included); `len` == that length. Unknown headers ignored.
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// (header/length included); `len` == that length. Unknown headers ignored.
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@@ -1176,11 +1201,18 @@ private:
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void begin_state_walk(Entity &e, const StateCmd &c, uint8_t after_func); // Src/Dst + skip-collision
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void begin_state_walk(Entity &e, const StateCmd &c, uint8_t after_func); // Src/Dst + skip-collision
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static bool can_process_network_state(const Entity &e); // ~ __CanProcessNetworkStatePacket
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static bool can_process_network_state(const Entity &e); // ~ __CanProcessNetworkStatePacket
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static bool is_enable_tcp_process(const Entity &e, uint8_t func); // ~ __IsEnableTCPProcess
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static bool is_enable_tcp_process(const Entity &e, uint8_t func); // ~ __IsEnableTCPProcess
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// Remote-walk advance (reference CInstanceBase::MovementProcess, non-main).
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static float motion_move_speed(const Entity &e); // cm/s, 0 = use dwDuration lerp
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static void finish_walk(Entity &e, bool snap_to_dst); // m_kMovAfterFunc on arrival
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void advance_walk_by_motion(Entity &e, float speed, uint32_t dt_ms);
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void advance_walk_by_duration(Entity &e);
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std::unordered_map<uint32_t, Entity> m_ents;
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std::unordered_map<uint32_t, Entity> m_ents;
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uint32_t m_main_vid = 0;
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uint32_t m_main_vid = 0;
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uint32_t m_now = 0;
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uint32_t m_now = 0;
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uint32_t m_server_frame_ms = 0;
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uint32_t m_server_frame_ms = 0;
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uint32_t m_last_tick_ms = 0; // m_now at the previous tick() (motion-driven walk dt)
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bool m_ticked = false;
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std::vector<Change> m_changes;
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std::vector<Change> m_changes;
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std::vector<uint32_t> m_dirty;
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std::vector<uint32_t> m_dirty;
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std::string m_bgm_name;
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std::string m_bgm_name;
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@@ -100,6 +100,8 @@ void M2Client::_bind_methods() {
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ClassDB::bind_method(D_METHOD("quest_cancel"), &M2Client::quest_cancel);
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ClassDB::bind_method(D_METHOD("quest_cancel"), &M2Client::quest_cancel);
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ClassDB::bind_method(D_METHOD("get_quests"), &M2Client::get_quests);
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ClassDB::bind_method(D_METHOD("get_quests"), &M2Client::get_quests);
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ClassDB::bind_method(D_METHOD("get_entity", "vid"), &M2Client::get_entity);
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ClassDB::bind_method(D_METHOD("get_entity", "vid"), &M2Client::get_entity);
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ClassDB::bind_method(D_METHOD("set_entity_motion_speed", "vid", "walk_cm_s", "run_cm_s"),
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&M2Client::set_entity_motion_speed);
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ClassDB::bind_method(D_METHOD("get_entities"), &M2Client::get_entities);
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ClassDB::bind_method(D_METHOD("get_entities"), &M2Client::get_entities);
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ClassDB::bind_method(D_METHOD("get_main_vid"), &M2Client::get_main_vid);
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ClassDB::bind_method(D_METHOD("get_main_vid"), &M2Client::get_main_vid);
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ClassDB::bind_method(D_METHOD("get_main_pid"), &M2Client::get_main_pid);
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ClassDB::bind_method(D_METHOD("get_main_pid"), &M2Client::get_main_pid);
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@@ -2523,6 +2525,13 @@ const mtnet::EntityStore *M2Client::active_world() const {
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return game ? &game->world() : nullptr;
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return game ? &game->world() : nullptr;
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||||||
}
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}
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||||||
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||||||
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void M2Client::set_entity_motion_speed(int vid, double walk_cm_s, double run_cm_s) {
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||||||
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mtnet::EntityStore *w = classic_sess ? &classic_sess->world() : (game ? &game->world() : nullptr);
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||||||
|
if (w) {
|
||||||
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w->set_motion_speed((uint32_t)vid, (float)walk_cm_s, (float)run_cm_s);
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||||||
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}
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||||||
|
}
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||||||
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|
||||||
Dictionary M2Client::get_entity(int vid) const {
|
Dictionary M2Client::get_entity(int vid) const {
|
||||||
const mtnet::EntityStore *w = active_world();
|
const mtnet::EntityStore *w = active_world();
|
||||||
if (!w) {
|
if (!w) {
|
||||||
|
|||||||
@@ -288,6 +288,9 @@ public:
|
|||||||
|
|
||||||
// --- networked world snapshot (positions already Godot-space, metres) ---
|
// --- networked world snapshot (positions already Godot-space, metres) ---
|
||||||
godot::Dictionary get_entity(int vid) const;
|
godot::Dictionary get_entity(int vid) const;
|
||||||
|
// Root-motion speeds (cm/s at movSpd 100) of a remote actor's WALK / RUN loop,
|
||||||
|
// measured by the view from its .msa; drives the reference-style remote walk.
|
||||||
|
void set_entity_motion_speed(int vid, double walk_cm_s, double run_cm_s);
|
||||||
godot::Array get_entities() const;
|
godot::Array get_entities() const;
|
||||||
int get_main_vid() const;
|
int get_main_vid() const;
|
||||||
int get_main_pid() const;
|
int get_main_pid() const;
|
||||||
|
|||||||
@@ -152,6 +152,89 @@ int main() {
|
|||||||
"chk_time past cap: released immediately (staleness valve)");
|
"chk_time past cap: released immediately (staleness valve)");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// --- 7) motion-driven remote walk (reference MovementProcess) --------------
|
||||||
|
// Speed comes from the WALK/RUN root motion * movSpd/100, not dwDuration;
|
||||||
|
// heading follows Src->Dst while walking and takes bRot on arrival.
|
||||||
|
{
|
||||||
|
EntityStore es;
|
||||||
|
es.set_now(0);
|
||||||
|
es.mut_spawn(70, 101, 2, "Wolf", 0, 0, 0, 0, 100 /*moving_speed*/, 0);
|
||||||
|
es.set_motion_speed(70, 87.5f, 425.0f);
|
||||||
|
es.tick();
|
||||||
|
// server says 100 ms (it prices NPC walks at RUN speed); ignored here.
|
||||||
|
es.mut_move(70, 45.0f, FUNC_WAIT, 1000.0f, 0.0f, 100, 0, 0);
|
||||||
|
CHECK(es.get(70)->moving && std::abs(es.get(70)->angle - 90.0f) < 1e-3f,
|
||||||
|
"motion walk: faces Src->Dst, not bRot");
|
||||||
|
uint32_t now = 0;
|
||||||
|
for (int i = 0; i < 10; ++i) {
|
||||||
|
now += 100;
|
||||||
|
es.set_now(now);
|
||||||
|
es.tick();
|
||||||
|
}
|
||||||
|
CHECK(es.get(70)->moving && std::abs(es.get(70)->x - 425.0f) < 1.0f,
|
||||||
|
"motion walk: run mode advances at RUN motion speed, ignores dwDuration");
|
||||||
|
es.mut_walk_mode(70, WALKMODE_WALK);
|
||||||
|
for (int i = 0; i < 10; ++i) {
|
||||||
|
now += 100;
|
||||||
|
es.set_now(now);
|
||||||
|
es.tick();
|
||||||
|
}
|
||||||
|
CHECK(std::abs(es.get(70)->x - 512.5f) < 1.0f, "motion walk: walk mode uses WALK motion speed");
|
||||||
|
es.mut_change_speed(70, 200); // movSpd 200 doubles the step
|
||||||
|
now += 1000;
|
||||||
|
es.set_now(now);
|
||||||
|
es.tick(); // capped at MOVE_MAX_TICK_MS
|
||||||
|
CHECK(std::abs(es.get(70)->x - (512.5f + 175.0f * 0.25f)) < 1.0f,
|
||||||
|
"motion walk: movSpd scales speed; tick step capped");
|
||||||
|
for (int i = 0; i < 100 && es.get(70)->moving; ++i) {
|
||||||
|
now += 100;
|
||||||
|
es.set_now(now);
|
||||||
|
es.tick();
|
||||||
|
}
|
||||||
|
CHECK(!es.get(70)->moving && es.get(70)->func == FUNC_WAIT, "motion walk: stops on arrival");
|
||||||
|
CHECK(es.get(70)->x == 1000.0f && es.get(70)->y == 0.0f, "motion walk: snaps to Dst");
|
||||||
|
CHECK(std::abs(es.get(70)->angle - 45.0f) < 1e-3f, "motion walk: bRot applied on arrival");
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 8) FUNC_MOVE walks past Dst, overshoot guard turns back and stops ------
|
||||||
|
{
|
||||||
|
EntityStore es;
|
||||||
|
es.set_now(0);
|
||||||
|
es.mut_spawn(80, 0, 0, "Pc", 0, 0, 0, 0, 100, 0);
|
||||||
|
es.set_motion_speed(80, 0.0f, 1000.0f);
|
||||||
|
es.tick();
|
||||||
|
es.mut_move(80, 90.0f, FUNC_MOVE, 100.0f, 0.0f, 100, 0, 0);
|
||||||
|
uint32_t now = 0;
|
||||||
|
for (int i = 0; i < 3; ++i) {
|
||||||
|
now += 50;
|
||||||
|
es.set_now(now);
|
||||||
|
es.tick();
|
||||||
|
}
|
||||||
|
CHECK(es.get(80)->moving && es.get(80)->x > 100.0f, "FUNC_MOVE: keeps walking past Dst");
|
||||||
|
bool turned = false;
|
||||||
|
for (int i = 0; i < 40 && es.get(80)->moving; ++i) {
|
||||||
|
now += 50;
|
||||||
|
es.set_now(now);
|
||||||
|
es.tick();
|
||||||
|
turned = turned || std::abs(es.get(80)->angle - 270.0f) < 1e-3f;
|
||||||
|
}
|
||||||
|
CHECK(turned, "FUNC_MOVE overshoot: turns back toward Dst");
|
||||||
|
CHECK(!es.get(80)->moving && es.get(80)->x == 100.0f && es.get(80)->func == FUNC_WAIT,
|
||||||
|
"FUNC_MOVE overshoot: returns to Dst and stops");
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 9) unknown motion speed keeps the dwDuration lerp, heading Src->Dst -----
|
||||||
|
{
|
||||||
|
EntityStore es;
|
||||||
|
es.set_now(0);
|
||||||
|
spawn(es, 90, 0, 0);
|
||||||
|
es.mut_move(90, 0.0f, FUNC_WAIT, 0.0f, -500.0f, 1000, 0, 0);
|
||||||
|
CHECK(std::abs(es.get(90)->angle - 180.0f) < 1e-3f, "duration walk: faces Src->Dst");
|
||||||
|
es.set_now(500);
|
||||||
|
es.tick();
|
||||||
|
CHECK(std::abs(es.get(90)->y + 250.0f) < 1e-3f, "duration walk: lerps over dwDuration");
|
||||||
|
}
|
||||||
|
|
||||||
if (g_fail == 0) {
|
if (g_fail == 0) {
|
||||||
std::printf("PASS: net_state_queue_test (§3.2 TCP state queue / thresholds / gates)\n");
|
std::printf("PASS: net_state_queue_test (§3.2 TCP state queue / thresholds / gates)\n");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,9 +5,11 @@ extends SceneTree
|
|||||||
|
|
||||||
const MobView = preload("res://ui/mob_view.gd")
|
const MobView = preload("res://ui/mob_view.gd")
|
||||||
const Audio = preload("res://audio.gd")
|
const Audio = preload("res://audio.gd")
|
||||||
|
const MsaMotion = preload("res://ui/msa_motion.gd")
|
||||||
|
|
||||||
var _fail := 0
|
var _fail := 0
|
||||||
var _resolution_done := false
|
var _resolution_done := false
|
||||||
|
var _move_speed_done := false
|
||||||
func _ck(c: bool, m: String) -> void:
|
func _ck(c: bool, m: String) -> void:
|
||||||
if not c:
|
if not c:
|
||||||
_fail += 1
|
_fail += 1
|
||||||
@@ -26,6 +28,7 @@ class FakeAnim:
|
|||||||
extends Node
|
extends Node
|
||||||
var anim_path := ""
|
var anim_path := ""
|
||||||
var loop := false
|
var loop := false
|
||||||
|
var time_scale := 1.0
|
||||||
|
|
||||||
# 纯解析:不需要扩展和资产。旧客户端 CRaceData::GetMotionKey 找不到动作时
|
# 纯解析:不需要扩展和资产。旧客户端 CRaceData::GetMotionKey 找不到动作时
|
||||||
# SetLoopMotion/InterceptMotion 直接返回、保留当前动作;不能静默换成 WAIT。
|
# SetLoopMotion/InterceptMotion 直接返回、保留当前动作;不能静默换成 WAIT。
|
||||||
@@ -57,8 +60,49 @@ func _check_motion_resolution() -> void:
|
|||||||
mv.free()
|
mv.free()
|
||||||
_resolution_done = true
|
_resolution_done = true
|
||||||
|
|
||||||
|
# CActorInstance::Move:走 / 跑按 m_fMovSpd = movSpd/100 播放;根运动速度
|
||||||
|
# = |.msa Accumulation| / MotionDuration(wolf 03.msa:255.45 / 0.6 = 425.75 cm/s)。
|
||||||
|
func _write_msa(path: String, duration: float, ay: float) -> void:
|
||||||
|
var f := FileAccess.open(path, FileAccess.WRITE)
|
||||||
|
f.store_string("ScriptType MotionData\n\nMotionFileName \"x.gr2\"\n" +
|
||||||
|
"MotionDuration %f\nAccumulation 0.00\t%.2f\t0.00\n" % [duration, ay])
|
||||||
|
f.close()
|
||||||
|
|
||||||
|
func _check_move_speed() -> void:
|
||||||
|
var walk_p := "user://__mob_view_test_walk.msa"
|
||||||
|
var run_p := "user://__mob_view_test_run.msa"
|
||||||
|
_write_msa(walk_p, 0.866667, -75.81)
|
||||||
|
_write_msa(run_p, 0.6, -255.45)
|
||||||
|
_ck(absf(MsaMotion.move_speed(run_p) - 425.75) < 0.01, "run msa 速度 425.75(%f)" % MsaMotion.move_speed(run_p))
|
||||||
|
_ck(absf(MsaMotion.move_speed(walk_p) - 87.47) < 0.01, "walk msa 速度 87.47(%f)" % MsaMotion.move_speed(walk_p))
|
||||||
|
_ck(MsaMotion.move_speed("user://__no_such.msa") == 0.0, "缺文件 -> 0")
|
||||||
|
var mv: Node3D = MobView.new()
|
||||||
|
mv._dir = "res://__no_such_mob_dir__"
|
||||||
|
mv._motions = {"WAIT": "wait.msa", "WALK": walk_p, "RUN": run_p}
|
||||||
|
var sp: Vector2 = mv.get_move_motion_speeds()
|
||||||
|
_ck(absf(sp.x - 87.47) < 0.01 and absf(sp.y - 425.75) < 0.01, "get_move_motion_speeds(%s)" % sp)
|
||||||
|
var anim := FakeAnim.new()
|
||||||
|
mv.anim = anim
|
||||||
|
mv.set_move_speed(200)
|
||||||
|
mv.set_anim_state("wait")
|
||||||
|
_ck(anim.time_scale == 1.0, "wait 不受移动速度影响")
|
||||||
|
mv.set_anim_state("run")
|
||||||
|
_ck(anim.anim_path == run_p and anim.time_scale == 2.0, "run 按 movSpd/100 播放(%f)" % anim.time_scale)
|
||||||
|
mv.set_move_speed(150)
|
||||||
|
_ck(anim.time_scale == 1.5, "跑动中改速立即生效(%f)" % anim.time_scale)
|
||||||
|
mv.set_move_speed(1200)
|
||||||
|
_ck(anim.time_scale == 1.0, ">1100 保持原速(%f)" % anim.time_scale)
|
||||||
|
mv.anim = null
|
||||||
|
anim.free()
|
||||||
|
mv.free()
|
||||||
|
DirAccess.remove_absolute(ProjectSettings.globalize_path(walk_p))
|
||||||
|
DirAccess.remove_absolute(ProjectSettings.globalize_path(run_p))
|
||||||
|
_move_speed_done = true
|
||||||
|
|
||||||
func _run() -> void:
|
func _run() -> void:
|
||||||
_check_motion_resolution()
|
_check_motion_resolution()
|
||||||
|
_check_move_speed()
|
||||||
|
_ck(_move_speed_done, "移动速度断言全部执行")
|
||||||
# 脚本运行时错误只会中止函数、不计失败;用哨兵保证整段断言都执行过。
|
# 脚本运行时错误只会中止函数、不计失败;用哨兵保证整段断言都执行过。
|
||||||
_ck(_resolution_done, "动作解析断言全部执行")
|
_ck(_resolution_done, "动作解析断言全部执行")
|
||||||
if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2Proto"):
|
if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2Proto"):
|
||||||
|
|||||||
+27
-4
@@ -48,6 +48,12 @@ const FUNC_COMBO := 3
|
|||||||
const FUNC_MOB_SKILL := 4
|
const FUNC_MOB_SKILL := 4
|
||||||
const FUNC_EMOTION := 5
|
const FUNC_EMOTION := 5
|
||||||
const FUNC_SKILL := 0x80
|
const FUNC_SKILL := 0x80
|
||||||
|
# packet.h EWalkModes(GC_WALK_MODE / GC_CHARACTER_ADD_INFO.bWalkMode)
|
||||||
|
const WALKMODE_RUN := 0
|
||||||
|
const WALKMODE_WALK := 1
|
||||||
|
# CActorInstance c_fDefaultRotationSpeed / c_fDefaultHorseRotationSpeed(度/秒)
|
||||||
|
const ROTATION_SPEED := 1200.0
|
||||||
|
const ROTATION_SPEED_HORSE := 300.0
|
||||||
|
|
||||||
# EDamageFlag / IsShowDamage / ProcessDamage 分类见 damage_effect.gd(DamageEffect.DAMAGE_*)。
|
# EDamageFlag / IsShowDamage / ProcessDamage 分类见 damage_effect.gd(DamageEffect.DAMAGE_*)。
|
||||||
|
|
||||||
@@ -423,12 +429,26 @@ func _on_spawn(d: Dictionary) -> void:
|
|||||||
_refresh_shop_sign(node, str(d.get("shop_sign", "")))
|
_refresh_shop_sign(node, str(d.get("shop_sign", "")))
|
||||||
_refresh_pvp_tag(vid)
|
_refresh_pvp_tag(vid)
|
||||||
_apply_field_updates(node, d)
|
_apply_field_updates(node, d)
|
||||||
|
_push_motion_speeds(vid, node)
|
||||||
_apply_name_color(vid)
|
_apply_name_color(vid)
|
||||||
_apply_text_tail(vid)
|
_apply_text_tail(vid)
|
||||||
entity_added.emit(node, vid)
|
entity_added.emit(node, vid)
|
||||||
if vid == _main_vid:
|
if vid == _main_vid:
|
||||||
main_entity_ready.emit(node, vid)
|
main_entity_ready.emit(node, vid)
|
||||||
|
|
||||||
|
# CActorInstance::Move -> SetLoopMotion(WALK/RUN, .., m_fMovSpd):远端位移按动作根运动
|
||||||
|
# 累计(.msa Accumulation / MotionDuration × movSpd/100)推进。模型建好后把走 / 跑
|
||||||
|
# 速度交给 EntityStore;占位胶囊 / 骑马(马的动作不在 general 目录)不推,EntityStore
|
||||||
|
# 退回按服务端 duration 线性插值。
|
||||||
|
func _push_motion_speeds(vid: int, n: Node3D) -> void:
|
||||||
|
if not n.has_method("get_move_motion_speeds") or not client.has_method("set_entity_motion_speed"):
|
||||||
|
return
|
||||||
|
if int(n.get_meta("mount_vnum", 0)) != 0:
|
||||||
|
return
|
||||||
|
var sp: Vector2 = n.call("get_move_motion_speeds")
|
||||||
|
if sp.x > 0.0 or sp.y > 0.0:
|
||||||
|
client.call("set_entity_motion_speed", vid, sp.x, sp.y)
|
||||||
|
|
||||||
# GC_CHAR_ADD_INFO 到了:刷新头顶名字 / HP 上限(节点已存在)。
|
# GC_CHAR_ADD_INFO 到了:刷新头顶名字 / HP 上限(节点已存在)。
|
||||||
func _on_info(vid: int, d: Dictionary) -> void:
|
func _on_info(vid: int, d: Dictionary) -> void:
|
||||||
var n: Node3D = _by_vid.get(vid, null)
|
var n: Node3D = _by_vid.get(vid, null)
|
||||||
@@ -1287,12 +1307,15 @@ func _process(dt: float) -> void:
|
|||||||
want = _pushed_position(vid, e, dt, want)
|
want = _pushed_position(vid, e, dt, want)
|
||||||
n.position = want
|
n.position = want
|
||||||
# 朝向:Metin2 heading(度) -> Godot yaw。经验换算,真机再校准。
|
# 朝向:Metin2 heading(度) -> Godot yaw。经验换算,真机再校准。
|
||||||
|
# CActorInstance::RotationProcess:匀角速度转向 c_fDefaultRotationSpeed 1200°/s,
|
||||||
|
# 骑马 c_fDefaultHorseRotationSpeed 300°/s(而不是指数逼近)。
|
||||||
var yaw := MapCoord.heading_to_yaw(float(e.get("angle_deg", 0.0)))
|
var yaw := MapCoord.heading_to_yaw(float(e.get("angle_deg", 0.0)))
|
||||||
n.rotation.y = lerp_angle(n.rotation.y, yaw, clampf(10.0 * dt, 0.0, 1.0))
|
var turn_rate := ROTATION_SPEED_HORSE if int(n.get_meta("mount_vnum", 0)) != 0 else ROTATION_SPEED
|
||||||
|
n.rotation.y = rotate_toward(n.rotation.y, yaw, deg_to_rad(turn_rate) * dt)
|
||||||
# 动画状态
|
# 动画状态
|
||||||
var f := int(e.get("func", FUNC_WAIT))
|
var f := int(e.get("func", FUNC_WAIT))
|
||||||
var moving := bool(e.get("moving", false))
|
var moving := bool(e.get("moving", false))
|
||||||
var walk_mode := int(e.get("walk_mode", 1))
|
var walk_mode := int(e.get("walk_mode", WALKMODE_RUN))
|
||||||
var dead := bool(e.get("dead", false))
|
var dead := bool(e.get("dead", false))
|
||||||
if f != int(n.get_meta("func", -1)) or moving != bool(n.get_meta("moving", false)) \
|
if f != int(n.get_meta("func", -1)) or moving != bool(n.get_meta("moving", false)) \
|
||||||
or walk_mode != int(n.get_meta("walk_mode", -1)) or dead != bool(n.get_meta("dead", false)):
|
or walk_mode != int(n.get_meta("walk_mode", -1)) or dead != bool(n.get_meta("dead", false)):
|
||||||
@@ -1303,13 +1326,13 @@ func _process(dt: float) -> void:
|
|||||||
_apply_anim(n, f, moving, walk_mode, dead)
|
_apply_anim(n, f, moving, walk_mode, dead)
|
||||||
_update_hp_bars()
|
_update_hp_bars()
|
||||||
|
|
||||||
func _apply_anim(n: Node3D, f: int, moving: bool, walk_mode := 1, dead := false) -> void:
|
func _apply_anim(n: Node3D, f: int, moving: bool, walk_mode := WALKMODE_RUN, dead := false) -> void:
|
||||||
var state := "wait"
|
var state := "wait"
|
||||||
if dead:
|
if dead:
|
||||||
# CActorInstance::__SetMotion:IsDead() 时拒绝 DEAD/DAMAGE_FLYING 以外的动作。
|
# CActorInstance::__SetMotion:IsDead() 时拒绝 DEAD/DAMAGE_FLYING 以外的动作。
|
||||||
state = "dead"
|
state = "dead"
|
||||||
elif f == FUNC_MOVE or (f == FUNC_WAIT and moving):
|
elif f == FUNC_MOVE or (f == FUNC_WAIT and moving):
|
||||||
state = "walk" if walk_mode == 0 else "run"
|
state = "walk" if walk_mode == WALKMODE_WALK else "run"
|
||||||
elif f == FUNC_ATTACK or f == FUNC_COMBO:
|
elif f == FUNC_ATTACK or f == FUNC_COMBO:
|
||||||
state = "attack"
|
state = "attack"
|
||||||
elif f == FUNC_MOB_SKILL or (f & FUNC_SKILL) != 0:
|
elif f == FUNC_MOB_SKILL or (f & FUNC_SKILL) != 0:
|
||||||
|
|||||||
@@ -24,6 +24,9 @@ class FakeClient extends Node:
|
|||||||
signal entity_dead(vid: int)
|
signal entity_dead(vid: int)
|
||||||
signal damage(vid: int, amount: int, flag: int)
|
signal damage(vid: int, amount: int, flag: int)
|
||||||
var ents := {}
|
var ents := {}
|
||||||
|
var motion_speeds := {} # vid -> Vector2(walk, run)
|
||||||
|
func set_entity_motion_speed(vid: int, walk: float, run: float) -> void:
|
||||||
|
motion_speeds[vid] = Vector2(walk, run)
|
||||||
func get_entity(vid: int) -> Dictionary: return ents.get(vid, {})
|
func get_entity(vid: int) -> Dictionary: return ents.get(vid, {})
|
||||||
func get_entities() -> Array: return ents.values()
|
func get_entities() -> Array: return ents.values()
|
||||||
func get_pvp_relations() -> Array: return []
|
func get_pvp_relations() -> Array: return []
|
||||||
@@ -126,6 +129,7 @@ func _run() -> void:
|
|||||||
_ck(int(added.get(2, 0)) == 2, "entity 2 rebuilt exactly once on re-entry")
|
_ck(int(added.get(2, 0)) == 2, "entity 2 rebuilt exactly once on re-entry")
|
||||||
|
|
||||||
await _dead_motion(fc, nw)
|
await _dead_motion(fc, nw)
|
||||||
|
await _walk_mode_motion(fc, nw)
|
||||||
|
|
||||||
class AnimView extends Node3D:
|
class AnimView extends Node3D:
|
||||||
var states: Array[String] = []
|
var states: Array[String] = []
|
||||||
@@ -159,3 +163,38 @@ func _dead_motion(fc: FakeClient, nw: Node) -> void:
|
|||||||
fc.entity_dead.emit(7)
|
fc.entity_dead.emit(7)
|
||||||
await create_tween().tween_interval(0.4).finished
|
await create_tween().tween_interval(0.4).finished
|
||||||
_ck(placeholder != null and placeholder.rotation.x < -1.0, "placeholder capsule (no motions) still falls over as its only death cue")
|
_ck(placeholder != null and placeholder.rotation.x < -1.0, "placeholder capsule (no motions) still falls over as its only death cue")
|
||||||
|
|
||||||
|
class MoveView extends AnimView:
|
||||||
|
func get_move_motion_speeds() -> Vector2:
|
||||||
|
return Vector2(87.5, 425.75)
|
||||||
|
|
||||||
|
# packet.h WALKMODE_RUN = 0 / WALKMODE_WALK = 1;CActorInstance::Move 按 m_isWalking
|
||||||
|
# 选 WALK / RUN。模型建好后把走 / 跑根运动速度推给 EntityStore(骑马不推)。
|
||||||
|
func _walk_mode_motion(fc: FakeClient, nw: Node) -> void:
|
||||||
|
nw.set_model_factory(func(_d: Dictionary) -> Node3D: return MoveView.new())
|
||||||
|
var walker := fc.add(8, NEAR_CM + Vector2(900, 0), {"race": 101, "ch_type": 2, "func": 1, "walk_mode": 1})
|
||||||
|
fc.entity_spawned.emit(walker)
|
||||||
|
var runner := fc.add(9, NEAR_CM + Vector2(1200, 0), {"race": 101, "ch_type": 2, "func": 1, "walk_mode": 0})
|
||||||
|
fc.entity_spawned.emit(runner)
|
||||||
|
var rider := fc.add(10, NEAR_CM + Vector2(1500, 0), {"race": 101, "ch_type": 0, "mount_vnum": 20030})
|
||||||
|
fc.entity_spawned.emit(rider)
|
||||||
|
await process_frame
|
||||||
|
await process_frame # process_frame 在节点 _process 之前发
|
||||||
|
var wv := nw.node_for(8) as AnimView
|
||||||
|
var rv := nw.node_for(9) as AnimView
|
||||||
|
_ck(wv != null and wv.states.back() == "walk", "walk_mode 1 (WALKMODE_WALK) -> walk: %s" % [wv.states if wv else []])
|
||||||
|
_ck(rv != null and rv.states.back() == "run", "walk_mode 0 (WALKMODE_RUN) -> run: %s" % [rv.states if rv else []])
|
||||||
|
_ck(fc.motion_speeds.get(8, Vector2.ZERO) == Vector2(87.5, 425.75), "spawn pushes walk/run motion speeds: %s" % [fc.motion_speeds])
|
||||||
|
_ck(not fc.motion_speeds.has(10), "mounted actor keeps the duration lerp (no push)")
|
||||||
|
walker["walk_mode"] = 0
|
||||||
|
await process_frame
|
||||||
|
await process_frame
|
||||||
|
_ck(wv.states.back() == "run", "GC_WALK_MODE flip to run re-selects RUN: %s" % [wv.states])
|
||||||
|
# 匀角速度转向:一帧转角不超过 1200°/s × dt。
|
||||||
|
var before := wv.rotation.y
|
||||||
|
walker["angle_deg"] = 180.0
|
||||||
|
await process_frame
|
||||||
|
var t0 := Time.get_ticks_usec()
|
||||||
|
await process_frame
|
||||||
|
var dt := float(Time.get_ticks_usec() - t0) / 1e6
|
||||||
|
_ck(absf(angle_difference(before, wv.rotation.y)) <= deg_to_rad(1200.0) * (dt + 0.05), "turn limited to 1200deg/s")
|
||||||
|
|||||||
+22
-1
@@ -30,6 +30,8 @@ const STATE_MOTIONS := {
|
|||||||
"standup_back": ["BACK_STANDUP"],
|
"standup_back": ["BACK_STANDUP"],
|
||||||
}
|
}
|
||||||
const HitReaction = preload("res://ui/hit_reaction.gd")
|
const HitReaction = preload("res://ui/hit_reaction.gd")
|
||||||
|
const MsaMotion = preload("res://ui/msa_motion.gd")
|
||||||
|
const MOVE_STATES := ["walk", "run"]
|
||||||
const HitCollision = preload("res://hit_collision.gd")
|
const HitCollision = preload("res://hit_collision.gd")
|
||||||
|
|
||||||
# CActorInstance::__SetMotion 尾:动作绑定完成。
|
# CActorInstance::__SetMotion 尾:动作绑定完成。
|
||||||
@@ -42,6 +44,7 @@ var _mesh_stem := ""
|
|||||||
var _hit := HitReaction.new()
|
var _hit := HitReaction.new()
|
||||||
var _motions := {} # MOTION_NAME(String) -> 绝对 .msa 路径
|
var _motions := {} # MOTION_NAME(String) -> 绝对 .msa 路径
|
||||||
var _state := ""
|
var _state := ""
|
||||||
|
var _move_speed_ratio := 1.0
|
||||||
var _last_resolution := {}
|
var _last_resolution := {}
|
||||||
var _audio: Node
|
var _audio: Node
|
||||||
var _sound_instances: Array = []
|
var _sound_instances: Array = []
|
||||||
@@ -156,7 +159,25 @@ func set_anim_state(s: String) -> void:
|
|||||||
if msa == "":
|
if msa == "":
|
||||||
# 旧客户端 GetMotionKey 失败时 SetLoopMotion/InterceptMotion 直接返回:保留当前动作。
|
# 旧客户端 GetMotionKey 失败时 SetLoopMotion/InterceptMotion 直接返回:保留当前动作。
|
||||||
return
|
return
|
||||||
_bind(s, msa, s in HitReaction.LOOP_STATES, 1.0)
|
_bind(s, msa, s in HitReaction.LOOP_STATES, _loop_speed(s))
|
||||||
|
|
||||||
|
# CActorInstance::SetMoveSpeed:m_fMovSpd = movSpd / 100,走 / 跑循环动作按它播放
|
||||||
|
# (Move -> SetLoopMotion(WALK/RUN, 0.15, m_fMovSpd))。>1100 时参考端不走动作累计,
|
||||||
|
# EntityStore 退回按 duration 插值,这里保持原速播放。
|
||||||
|
func set_move_speed(moving_speed: int) -> void:
|
||||||
|
_move_speed_ratio = 1.0 if moving_speed <= 0 or moving_speed > 1100 \
|
||||||
|
else float(moving_speed) / 100.0
|
||||||
|
if anim != null and _state in MOVE_STATES and not _hit.active:
|
||||||
|
anim.set("time_scale", _hit.scale_for(_move_speed_ratio))
|
||||||
|
|
||||||
|
func _loop_speed(state: String) -> float:
|
||||||
|
return _move_speed_ratio if state in MOVE_STATES else 1.0
|
||||||
|
|
||||||
|
## 走 / 跑动作的根运动速度(cm/s,movSpd 100):x = walk,y = run。0 = 取不到。
|
||||||
|
## net_world 推给 EntityStore,远端移动按动作累计量推进(CActorInstance::AccumulationMovement)。
|
||||||
|
func get_move_motion_speeds() -> Vector2:
|
||||||
|
return Vector2(MsaMotion.move_speed(String(resolve_motion("walk").path)),
|
||||||
|
MsaMotion.move_speed(String(resolve_motion("run").path)))
|
||||||
|
|
||||||
# CGraphicThingInstance::InsertDelay(fStiffenTime)
|
# CGraphicThingInstance::InsertDelay(fStiffenTime)
|
||||||
func insert_delay(d: float) -> void:
|
func insert_delay(d: float) -> void:
|
||||||
|
|||||||
@@ -0,0 +1,38 @@
|
|||||||
|
# MsaMotion —— 读 .msa 文本里的根运动:移动动作每秒位移(cm/s,movSpd 100 时)。
|
||||||
|
#
|
||||||
|
# MotionDuration 0.600000
|
||||||
|
# Accumulation 0.00 -255.45 0.00
|
||||||
|
#
|
||||||
|
# 服务端 CHARACTER::GetMoveMotionSpeed = -Accumulation.y / MotionDuration;
|
||||||
|
# 客户端 CActorInstance::AccumulationMovement 按同一累计量推进。这里取 xy 长度。
|
||||||
|
extends RefCounted
|
||||||
|
|
||||||
|
static var _cache := {} # path -> float
|
||||||
|
|
||||||
|
static func move_speed(path: String) -> float:
|
||||||
|
if path == "" or not path.to_lower().ends_with(".msa"):
|
||||||
|
return 0.0
|
||||||
|
if _cache.has(path):
|
||||||
|
return float(_cache[path])
|
||||||
|
var speed := 0.0
|
||||||
|
var f := FileAccess.open(path, FileAccess.READ)
|
||||||
|
if f:
|
||||||
|
var duration := 0.0
|
||||||
|
var accum := Vector2.ZERO
|
||||||
|
while not f.eof_reached():
|
||||||
|
var parts := _fields(f.get_line())
|
||||||
|
if parts.size() < 2:
|
||||||
|
continue
|
||||||
|
match String(parts[0]):
|
||||||
|
"MotionDuration":
|
||||||
|
duration = String(parts[1]).to_float()
|
||||||
|
"Accumulation":
|
||||||
|
if parts.size() >= 3:
|
||||||
|
accum = Vector2(String(parts[1]).to_float(), String(parts[2]).to_float())
|
||||||
|
if duration > 0.0:
|
||||||
|
speed = accum.length() / duration
|
||||||
|
_cache[path] = speed
|
||||||
|
return speed
|
||||||
|
|
||||||
|
static func _fields(line: String) -> PackedStringArray:
|
||||||
|
return line.strip_edges().replace("\t", " ").split(" ", false)
|
||||||
@@ -18,6 +18,8 @@ const FEMALE_RACES := [1, 3, 4, 6]
|
|||||||
const WEAPON_BONE := ["equip_right_hand", "equip_right", "equip_right", "equip_right"]
|
const WEAPON_BONE := ["equip_right_hand", "equip_right", "equip_right", "equip_right"]
|
||||||
const WEAPON_LEFT_BONE := ["", "equip_left", "", "equip_left"]
|
const WEAPON_LEFT_BONE := ["", "equip_left", "", "equip_left"]
|
||||||
const HitReaction = preload("res://ui/hit_reaction.gd")
|
const HitReaction = preload("res://ui/hit_reaction.gd")
|
||||||
|
const MsaMotion = preload("res://ui/msa_motion.gd")
|
||||||
|
const MOVE_STATES := ["walk", "run"]
|
||||||
const HitCollision = preload("res://hit_collision.gd")
|
const HitCollision = preload("res://hit_collision.gd")
|
||||||
# CRaceMotionData::MOTION_MODE_* -> playersettingmodule 注册动作用的目录(与 general 同级)
|
# CRaceMotionData::MOTION_MODE_* -> playersettingmodule 注册动作用的目录(与 general 同级)
|
||||||
const MOTION_MODE_DIRS := {1: "general", 2: "onehand_sword", 3: "twohand_sword", 4: "dualhand_sword",
|
const MOTION_MODE_DIRS := {1: "general", 2: "onehand_sword", 3: "twohand_sword", 4: "dualhand_sword",
|
||||||
@@ -43,6 +45,7 @@ var anim: Node # Metin2AnimPlayer
|
|||||||
var motion_dir := ""
|
var motion_dir := ""
|
||||||
var action_dir := ""
|
var action_dir := ""
|
||||||
var _state := ""
|
var _state := ""
|
||||||
|
var _move_speed_ratio := 1.0
|
||||||
var _assets_root := ""
|
var _assets_root := ""
|
||||||
var _audio: Node
|
var _audio: Node
|
||||||
var _sound_instances: Array = []
|
var _sound_instances: Array = []
|
||||||
@@ -135,7 +138,27 @@ func set_anim_state(s: String) -> void:
|
|||||||
if not FileAccess.file_exists(msa):
|
if not FileAccess.file_exists(msa):
|
||||||
msa = motion_dir.path_join(s + ".gr2")
|
msa = motion_dir.path_join(s + ".gr2")
|
||||||
if FileAccess.file_exists(msa):
|
if FileAccess.file_exists(msa):
|
||||||
_bind(s, msa, s in HitReaction.LOOP_STATES, 1.0)
|
_bind(s, msa, s in HitReaction.LOOP_STATES, _loop_speed(s))
|
||||||
|
|
||||||
|
# CActorInstance::SetMoveSpeed:m_fMovSpd = movSpd / 100,走 / 跑循环动作按它播放
|
||||||
|
# (Move -> SetLoopMotion(WALK/RUN, 0.15, m_fMovSpd))。>1100 时参考端不走动作累计,
|
||||||
|
# EntityStore 退回按 duration 插值,这里保持原速播放。
|
||||||
|
func set_move_speed(moving_speed: int) -> void:
|
||||||
|
_move_speed_ratio = 1.0 if moving_speed <= 0 or moving_speed > 1100 \
|
||||||
|
else float(moving_speed) / 100.0
|
||||||
|
if anim != null and _state in MOVE_STATES and not _hit.active:
|
||||||
|
anim.set("time_scale", _hit.scale_for(_move_speed_ratio))
|
||||||
|
|
||||||
|
func _loop_speed(state: String) -> float:
|
||||||
|
return _move_speed_ratio if state in MOVE_STATES else 1.0
|
||||||
|
|
||||||
|
## 走 / 跑动作的根运动速度(cm/s,movSpd 100):x = walk,y = run。0 = 取不到。
|
||||||
|
## net_world 推给 EntityStore,远端移动按动作累计量推进(CActorInstance::AccumulationMovement)。
|
||||||
|
func get_move_motion_speeds() -> Vector2:
|
||||||
|
if motion_dir == "":
|
||||||
|
return Vector2.ZERO
|
||||||
|
return Vector2(MsaMotion.move_speed(motion_dir.path_join("walk.msa")),
|
||||||
|
MsaMotion.move_speed(motion_dir.path_join("run.msa")))
|
||||||
|
|
||||||
# Play one of the 40250 CRaceMotionData one-shot motions. The protocol sends
|
# Play one of the 40250 CRaceMotionData one-shot motions. The protocol sends
|
||||||
# the numeric motion id; paired emotions use the other entity's race to select
|
# the numeric motion id; paired emotions use the other entity's race to select
|
||||||
|
|||||||
Reference in New Issue
Block a user