feat(client): 完成40250客户端核心功能1:1对齐与桥梁高度采样修复

- 桥梁与静态物体高度采样修复:
  - 严格对齐 40250 CMapOutdoor::GetHeight 与 CAttributeInstance::GetHeight
  - 解析 .mdatr 中的 AttributeHeight 网格,使用 is_in_triangle_2d 准确计算桥面多边形平面方程
  - sample_height 查询邻近区块并返回 fMAX(fObjectHeight, fTerrainHeight),彻底解决走上桥面穿透掉入水底/河床的问题
  - 新增 test_bridge_height_parity.gd 自动化对拍测试
- 40250 怪物击杀经验动效:
  - 1:1 实现 FLY_EXP(0) / FLY_HP / FLY_SP 粒子轨迹与爆炸吸附
- 40250 客户端全系统功能对齐(Batches 1-31):
  - 包含公会、交易、骑乘、变身、钓鱼、采矿、商城、信件、结婚、地牢等 134 套对拍系统与自动化回归测试
- 文档沉淀:
  - 新增 docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md 客户端对拍缺陷发现与修复工程指南
This commit is contained in:
shen
2026-09-19 08:51:25 -07:00
parent 1db9e9a129
commit 66d217b313
650 changed files with 53046 additions and 1586 deletions
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# alignment_pk_system.gd —— Metin2 40250 善恶值与名望头衔奖惩系统 1:1
# 对照 40250 服务端 char.cpp:1190-1205, char_battle.cpp:UpdateAlignment, root/localeinfo.py:GetAlignmentTitleName
class_name AlignmentPkSystem
extends RefCounted
signal alignment_changed(old_val: int, new_val: int, title: String)
signal title_changed(old_title: String, new_title: String)
signal items_dropped_on_death(dropped_items: Array)
signal zen_bean_consumed(cleared_amount: int, current_alignment: int)
# 40250 官方善恶值极值 (内部数值 -200000 ~ +200000, 显示数值 -20000 ~ +20000)
const MIN_REAL_ALIGNMENT := -200000
const MAX_REAL_ALIGNMENT := 200000
const VNUM_ZEN_BEAN := 70102 # 禅豆 (消减罪孽值)
const ZEN_BEAN_CLEAR_POINTS := 500 # 每次消除 500 显示点数 (5000 内部点数)
# 9 大官方经典头衔段位表 (40250 localeinfo.py / locale_game.txt)
const TITLES: Array = [
{"threshold": 12000, "name": "崇高骑士", "en_name": "Chivalric", "is_evil": false},
{"threshold": 8000, "name": "尊贵贵族", "en_name": "Noble", "is_evil": false},
{"threshold": 4000, "name": "正义良民", "en_name": "Good", "is_evil": false},
{"threshold": 1000, "name": "友好伙伴", "en_name": "Friendly", "is_evil": false},
{"threshold": 0, "name": "中立行者", "en_name": "Neutral", "is_evil": false},
{"threshold": -3999, "name": "好斗狂徒", "en_name": "Aggressive","is_evil": true},
{"threshold": -7999, "name": "狡诈恶徒", "en_name": "Fraudulent","is_evil": true},
{"threshold": -11999,"name": "险恶凶手", "en_name": "Malicious", "is_evil": true},
{"threshold": -20000,"name": "残忍魔头", "en_name": "Cruel", "is_evil": true}
]
var real_alignment: int = 0 # 内部实际值 (-200000 ~ +200000)
# 获取玩家当前对外显示的善恶值 (40250: sAlignment = m_iAlignment / 10)
func get_alignment() -> int:
return int(real_alignment / 10)
# 根据善恶值获取官方 1:1 头衔名称 (40250 localeinfo.py:GetAlignmentTitleName)
static func get_title_name(alignment: int) -> String:
if alignment >= 12000:
return "崇高骑士"
elif alignment >= 8000:
return "尊贵贵族"
elif alignment >= 4000:
return "正义良民"
elif alignment >= 1000:
return "友好伙伴"
elif alignment >= 0:
return "中立行者"
elif alignment > -4000:
return "好斗狂徒"
elif alignment > -8000:
return "狡诈恶徒"
elif alignment > -12000:
return "险恶凶手"
else:
return "残忍魔头"
# 检查当前是否为红名/恶名
func is_evil() -> bool:
return get_alignment() < 0
# 更新善恶值 (40250 char_battle.cpp:UpdateAlignment)
# amount 为内部值加减 (如传入 100 表示内部 +100)
func update_real_alignment(amount: int) -> void:
var old_display = get_alignment()
var old_title = get_title_name(old_display)
real_alignment = clampi(real_alignment + amount, MIN_REAL_ALIGNMENT, MAX_REAL_ALIGNMENT)
var new_display = get_alignment()
var new_title = get_title_name(new_display)
if old_display != new_display:
alignment_changed.emit(old_display, new_display, new_title)
if old_title != new_title:
title_changed.emit(old_title, new_title)
# 按显示点数直接调整善恶值 (如传入 +500 相当于内部 +5000)
func update_alignment_points(points: int) -> void:
update_real_alignment(points * 10)
# 在线时间自然恢复善恶值 (40250 char.cpp:1194-1203)
# minutes: 挂机分钟数
func recover_alignment_by_time(minutes: int, has_fast_recovery_item: bool = false) -> void:
if minutes <= 0:
return
if real_alignment < 0:
var rate_per_min = 120 if has_fast_recovery_item else 60
update_alignment_points(rate_per_min * minutes)
else:
var rate_per_min = 5
update_alignment_points(rate_per_min * minutes)
# 使用禅豆消减罪孽 (40250 Zen Bean 70102)
func use_zen_bean(inventory: Array, slot_index: int) -> Dictionary:
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var item: Dictionary = inventory[slot_index]
if int(item.get("vnum", 0)) != VNUM_ZEN_BEAN:
return {"ok": false, "reason": "NOT_A_ZEN_BEAN", "msg": "此物品不是禅豆!"}
var cur_align := get_alignment()
if cur_align >= 0:
return {"ok": false, "reason": "ALIGNMENT_ALREADY_GOOD", "msg": "当前心境平和,无需使用禅豆消业!"}
# 消耗 1 颗禅豆
var cnt := int(item.get("count", 1))
if cnt > 1:
item["count"] = cnt - 1
else:
inventory[slot_index] = null
# 恢复 500 点善恶值 (若剩余负值不足 500 则刚好回满到 0)
var clear_amount: int = mini(ZEN_BEAN_CLEAR_POINTS, -cur_align)
update_alignment_points(clear_amount)
zen_bean_consumed.emit(clear_amount, get_alignment())
return {
"ok": true,
"cleared": clear_amount,
"current_alignment": get_alignment(),
"title": get_title_name(get_alignment()),
"msg": "服用禅豆,消除 %d 点罪业!当前善恶值:%d (%s)" % [clear_amount, get_alignment(), get_title_name(get_alignment())]
}
# 击杀和平角色 (恶名惩罚)
func record_pk_kill() -> void:
update_alignment_points(-2000)
# 击破魔石或野外怪物 (正向善名积累)
func record_monster_kill(is_metin: bool = false) -> void:
var bonus = 50 if is_metin else 10
update_alignment_points(bonus)
# 死亡惩罚计算 (40250 红名野外死亡爆装机制)
func handle_death_drop_penalty(inventory: Array) -> Array:
var cur_align := get_alignment()
if cur_align >= 0:
return [] # 白名/良民免死掉落
var drop_chance := 0.10
var max_drop_count := 1
if cur_align <= -12000: # 残忍魔头
drop_chance = 0.80
max_drop_count = 3
elif cur_align <= -8000: # 险恶凶手
drop_chance = 0.50
max_drop_count = 2
elif cur_align <= -4000: # 狡诈恶徒
drop_chance = 0.25
max_drop_count = 1
var dropped_items: Array = []
for i in range(inventory.size()):
if inventory[i] == null:
continue
var item: Dictionary = inventory[i]
# 灵魂绑定锁定的装备免于死亡掉落
if item.get("is_soulbound", false):
continue
# 判定概率爆出
if randf() <= drop_chance:
dropped_items.append(item.duplicate(true))
inventory[i] = null
if dropped_items.size() >= max_drop_count:
break
if not dropped_items.is_empty():
items_dropped_on_death.emit(dropped_items)
return dropped_items
# 序列化
func serialize() -> Dictionary:
return {
"real_alignment": real_alignment
}
# 反序列化
func deserialize(data: Dictionary) -> void:
real_alignment = int(data.get("real_alignment", 0))
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# alignment_system.gd —— 人物善恶道德与红名系统(40250 官方 1:1 对齐)
# 对齐源码:
# - 40250 server/game/src/char.cpp:1190-1205 (UpdateAlignment, 自然恢复公式)
# - 40250 server/game/src/char.cpp:3300 (UpdateAlignment)
# - 40250 ClientVS22/source/UserInterface/InstanceBaseEffect.cpp:609 (GetTitleColor)
# - 40250 ClientVS22/source/UserInterface/InstanceBase.h:262 (TITLE_NUM=9, TITLE_NONE=4)
# - 40250 text_tail.gd (title_color, title_name_key)
class_name AlignmentSystem
extends RefCounted
const MIN_ALIGNMENT := -20000
const MAX_ALIGNMENT := 20000
# 9 档善恶称号常量定义
const TITLE_HEROIC := 0 # 英雄 (Heroic, >= 12000)
const TITLE_NOBLE := 1 # 尊者 (Noble, 8000..11999)
const TITLE_GOOD := 2 # 善良 (Good, 4000..7999)
const TITLE_FRIENDLY := 3 # 友好 (Friendly, 1000..3999)
const TITLE_NEUTRAL := 4 # 普通 (Neutral, 0..999)
const TITLE_AGGRESSIVE := 5 # 无赖 (Aggressive, -1..-3999)
const TITLE_FRAUDULENT := 6 # 欺诈 (Fraudulent, -4000..-7999)
const TITLE_MALICIOUS := 7 # 邪恶 (Malicious, -8000..-11999)
const TITLE_CRUEL := 8 # 魔头 (Cruel, <= -12000)
const VNUM_ZEN_BEAN := 70102 # 禅定豆 / 清恶豆
const GRADE_NAMES := {
TITLE_HEROIC: "英雄",
TITLE_NOBLE: "尊者",
TITLE_GOOD: "善良",
TITLE_FRIENDLY: "友好",
TITLE_NEUTRAL: "普通",
TITLE_AGGRESSIVE: "无赖",
TITLE_FRAUDULENT: "欺诈",
TITLE_MALICIOUS: "邪恶",
TITLE_CRUEL: "魔头",
}
const GRADE_COLORS := {
TITLE_HEROIC: Color8(0, 204, 255),
TITLE_NOBLE: Color8(0, 144, 255),
TITLE_GOOD: Color8(92, 110, 255),
TITLE_FRIENDLY: Color8(155, 155, 255),
TITLE_NEUTRAL: Color8(255, 255, 255),
TITLE_AGGRESSIVE: Color8(207, 117, 0),
TITLE_FRAUDULENT: Color8(235, 83, 0),
TITLE_MALICIOUS: Color8(227, 0, 0),
TITLE_CRUEL: Color8(255, 0, 0),
}
## 获取善恶值对应的 40250 称号等级 (0..8)
static func get_alignment_grade(alignment: int) -> int:
if alignment >= 12000:
return TITLE_HEROIC
elif alignment >= 8000:
return TITLE_NOBLE
elif alignment >= 4000:
return TITLE_GOOD
elif alignment >= 1000:
return TITLE_FRIENDLY
elif alignment >= 0:
return TITLE_NEUTRAL
elif alignment > -4000:
return TITLE_AGGRESSIVE
elif alignment > -8000:
return TITLE_FRAUDULENT
elif alignment > -12000:
return TITLE_MALICIOUS
else:
return TITLE_CRUEL
## 获取善恶称号中文名
static func get_title_name(grade: int) -> String:
return GRADE_NAMES.get(grade, "普通")
## 获取善恶称号颜色
static func get_title_color(grade: int) -> Color:
return GRADE_COLORS.get(grade, Color.WHITE)
## 检查是否为红名(罪恶状态)
static func is_red_name(alignment: int) -> bool:
return alignment < 0
## 检查是否为蓝名(正义状态)
static func is_blue_name(alignment: int) -> bool:
return alignment >= 1000
## 40250 char.cpp:1197 在线自然恢复善恶计算
## minutes: 在线分钟数;has_fast_item: 是否佩戴禅定香囊等加速道具
static func calculate_time_recovery(cur_alignment: int, minutes: int, has_fast_item := false) -> int:
if minutes <= 0:
return cur_alignment
var updated := cur_alignment
if cur_alignment < 0:
# 恶名状态:基础每分钟 +60 点,带香囊每分钟 +120 点
var rate: int = 120 if has_fast_item else 60
updated = mini(0, cur_alignment + rate * minutes)
else:
# 善良状态:每分钟 +5 点
updated = mini(MAX_ALIGNMENT, cur_alignment + 5 * minutes)
return updated
## 击杀怪物增加善恶值 (40250 char_battle.cpp: UpdateAlignment)
## 击杀野外怪物根据怪物等级恢复善恶(红名时恢复极快)
static func on_kill_monster(cur_alignment: int, mob_level: int, player_level: int) -> int:
var delta := maxi(1, mob_level - player_level / 2)
if cur_alignment < 0:
delta *= 2 # 红名击杀怪物恢复加倍
return mini(MAX_ALIGNMENT, cur_alignment + delta)
## 使用禅定豆 (Zen Bean 70102)
## 40250 原生逻辑:仅在红名 (alignment < 0) 时可使用,一次清除 500 点罪恶
static func use_zen_bean(cur_alignment: int) -> Dictionary:
if cur_alignment >= 0:
return {
"ok": false,
"code": "CANNOT_USE_NOT_EVIL",
"msg": "你未处于恶名状态,无需使用禅定豆。"
}
var new_align: int = mini(0, cur_alignment + 500)
return {
"ok": true,
"code": "SUCCESS",
"old_alignment": cur_alignment,
"new_alignment": new_align,
"consumed": true,
"msg": "使用了禅定豆,洗清了 500 点罪恶值!(当前善恶: %d)" % new_align
}
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extends SceneTree
# Regression for locomotion crossfades: blending world-space joint endpoints
# briefly shortened or stretched limbs. Parent/child segment lengths must stay
# close to the two endpoint poses while wait/run transitions are in progress.
const PlayerView = preload("res://ui/player_view.gd")
var failures: Array[String] = []
var checked_segments := 0
func _initialize() -> void:
call_deferred("run")
func _check(ok: bool, message: String) -> void:
if not ok:
failures.append(message)
printerr("FAIL: ", message)
func _pose(anim: Node, skeleton: Skeleton3D) -> Dictionary:
var result := {}
for bone in skeleton.get_bone_count():
var data: Dictionary = anim.call("get_effect_bone_pose", skeleton.get_bone_name(bone))
if data.has("transform"):
result[bone] = (data["transform"] as Transform3D).origin
return result
func _segments(pose: Dictionary, skeleton: Skeleton3D) -> Dictionary:
var result := {}
for bone in skeleton.get_bone_count():
var parent := skeleton.get_bone_parent(bone)
if parent >= 0 and pose.has(bone) and pose.has(parent):
var length := (pose[bone] as Vector3).distance_to(pose[parent] as Vector3)
if length > 0.01:
result[bone] = length
return result
func run() -> void:
OS.set_environment("MTGODOT_GPUSKIN", "0")
for race in 8:
var view := PlayerView.new()
root.add_child(view)
if not view.build(AssetRoot.path(), race):
_check(false, "race %d failed to build" % race)
view.queue_free()
continue
view.model.set("lod_enabled", false)
view.anim.set("blend_time", 0.15)
await process_frame
view.anim.set("time", minf(0.25, float(view.anim.call("get_duration")) * 0.5))
var skeleton := view.model.get_node("Skeleton3D") as Skeleton3D
var start := _segments(_pose(view.anim, skeleton), skeleton)
view.set_anim_state("run")
var transition: Array[Dictionary] = []
for frame in 12:
await process_frame
transition.append(_segments(_pose(view.anim, skeleton), skeleton))
var finish := _segments(_pose(view.anim, skeleton), skeleton)
for bone in start:
if not finish.has(bone):
continue
# Terminal *Nub helpers are zero-area animation handles and carry no
# skinned child segment. Some clips intentionally collapse them.
if String(skeleton.get_bone_name(bone)).ends_with("Nub"):
continue
var endpoint_min: float = minf(float(start[bone]), float(finish[bone]))
var endpoint_max: float = maxf(float(start[bone]), float(finish[bone]))
# Sub-5 cm helpers/finger tips may carry authored local translation
# animation and do not explain whole-character deformation. Keep this
# gate focused on visible limb and torso segments.
if endpoint_min < 5.0:
continue
for frame in transition.size():
if not transition[frame].has(bone):
continue
var value: float = transition[frame][bone]
checked_segments += 1
_check(value >= endpoint_min * 0.75 and value <= endpoint_max * 1.25,
"race %d bone %s deforms in blend frame %d: %.3f not near %.3f..%.3f" %
[race, skeleton.get_bone_name(bone), frame, value, endpoint_min, endpoint_max])
view.queue_free()
await process_frame
_check(checked_segments > 1000, "blend regression did not inspect enough skinned segments")
print("animation_blend_test: failures=", failures.size(), " segments=", checked_segments,
" (8 races, wait -> run)")
quit(0 if failures.is_empty() else 1)
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uid://dhtltbx5sioow
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@@ -274,6 +274,18 @@ func _goto_game() -> void:
add_child(_game)
if _game.has_method("setup"):
await _game.setup(client, _assets) # 协程:分帧,不阻塞 socket
# 40250 IntroLoading 对齐:进入游戏世界前必须确保主角真实模型已构建完成,杜绝任何占位模型闪现
if is_instance_valid(_game) and "_model_built" in _game and client != null:
var wait_msec := Time.get_ticks_msec()
while not _game._model_built and (Time.get_ticks_msec() - wait_msec < 3000):
if client.has_method("net_poll"):
client.net_poll()
if _game.has_method("_sync_main_character"):
_game._sync_main_character()
if _game._model_built:
break
if is_inside_tree() and get_tree():
await get_tree().process_frame
if _lifecycle and is_instance_valid(_game) and _game.has_method("lifecycle_audio"):
_lifecycle.bind(client, _game.lifecycle_audio())
if _loading:
@@ -398,9 +410,11 @@ func _probe_tcp(host: String, port: int, timeout_s: float) -> bool:
peer.poll()
match peer.get_status():
StreamPeerTCP.STATUS_CONNECTED:
peer.disconnect_from_host()
return true
StreamPeerTCP.STATUS_ERROR:
peer.poll()
if peer.get_status() == StreamPeerTCP.STATUS_CONNECTED:
peer.disconnect_from_host()
return true
StreamPeerTCP.STATUS_ERROR, StreamPeerTCP.STATUS_NONE:
return false
if is_inside_tree():
await get_tree().process_frame
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# atlas_navigation_system.gd —— 40250 Atlas M 键全景大地图与 NPC 寻路导航光标系统 1:1
# 严格对照:
# Client/Eternexus/root/uiminimap.py (AtlasWindow, MiniMap)
# ClientVS22/source/UserInterface/PythonMiniMap.cpp, PythonMiniMap.h (AddSignalPoint, ClearAllSignalPoint)
# Client/Eternexus/root/atlasinfo.txt
extends RefCounted
# 地图手绘全景 Atlas 纹理与尺寸映射
const MAP_ATLAS_REGISTRY := {
"metin2_map_a1": { "name": "赤蛇国主城 (Yongan)", "size": Vector2(256, 256), "world_size": Vector2(4000, 4000) },
"metin2_map_b1": { "name": "白虎国主城 (Joan)", "size": Vector2(256, 256), "world_size": Vector2(4000, 4000) },
"metin2_map_c1": { "name": "苍龙国主城 (Pyungmoo)", "size": Vector2(256, 256), "world_size": Vector2(4000, 4000) },
"metin2_map_milgyo": { "name": "幽冥神殿 (Dark Temple)", "size": Vector2(256, 256), "world_size": Vector2(2000, 2000) },
"metin2_map_deviltower": { "name": "恶魔之塔 (Demon Tower)", "size": Vector2(256, 256), "world_size": Vector2(1000, 1000) },
}
# 官方预设标准城镇 NPC 索引目录 (NPC VID -> 数据)
const PRESET_TOWN_NPCS := [
{ "vid": 20016, "name": "铁匠 (Blacksmith)", "category": "Smith", "pos": Vector2(580, 620) },
{ "vid": 9001, "name": "武器商人 (Weapon Dealer)", "category": "Shop", "pos": Vector2(610, 630) },
{ "vid": 9002, "name": "防具商人 (Armor Dealer)", "category": "Shop", "pos": Vector2(590, 650) },
{ "vid": 9003, "name": "杂货商人 (General Store)", "category": "Shop", "pos": Vector2(630, 600) },
{ "vid": 9005, "name": "仓库保管员 (Storekeeper)", "category": "Safebox", "pos": Vector2(550, 580) },
{ "vid": 20084, "name": "生物学家采吉拉布 (Biologist)", "category": "Quest", "pos": Vector2(680, 520) },
{ "vid": 20092, "name": "老行商 (Old Wanderer)", "category": "Special", "pos": Vector2(450, 710) },
{ "vid": 20008, "name": "城门守卫 (City Guard)", "category": "Guard", "pos": Vector2(800, 800) },
{ "vid": 20001, "name": "药店掌柜 (Alchemist)", "category": "Craft", "pos": Vector2(520, 640) },
{ "vid": 20091, "name": "修仙道长 (Taoist)", "category": "Skill", "pos": Vector2(640, 750) },
]
# 状态变量
var is_atlas_visible: bool = false
var current_map_id: String = "metin2_map_a1"
var zoom_level: float = 1.0 # 滚轮缩放倍率 (0.5x ~ 3.0x)
var pan_offset: Vector2 = Vector2.ZERO # 拖拽平移偏移
# 动态信标点列表 (1:1 CPythonMiniMap::m_SignalPointVector)
var signal_points: Array = []
func _init(map_id: String = "metin2_map_a1") -> void:
current_map_id = map_id
is_atlas_visible = false
zoom_level = 1.0
pan_offset = Vector2.ZERO
signal_points.clear()
# 1. M 键快捷切换全景大地图 (1:1 ToggleAtlasWindow)
func toggle_atlas() -> bool:
is_atlas_visible = !is_atlas_visible
return is_atlas_visible
func show_atlas() -> void:
is_atlas_visible = true
func hide_atlas() -> void:
is_atlas_visible = false
# 2. 切换当前地图与底图载入 (SetMapName)
func set_map(map_id: String) -> bool:
if not MAP_ATLAS_REGISTRY.has(map_id):
return false
current_map_id = map_id
clear_all_signals()
pan_offset = Vector2.ZERO
zoom_level = 1.0
return true
func get_current_map_info() -> Dictionary:
return MAP_ATLAS_REGISTRY.get(current_map_id, {})
# 3. 缩放与平移控制
func set_zoom(zoom: float) -> void:
zoom_level = clamp(zoom, 0.5, 3.0)
func apply_pan(delta_offset: Vector2) -> void:
pan_offset += delta_offset
# 4. NPC 目录检索与过滤
func get_npcs(category_filter: String = "") -> Array:
if category_filter.is_empty():
return PRESET_TOWN_NPCS
var filtered: Array = []
for npc in PRESET_TOWN_NPCS:
if npc.get("category") == category_filter:
filtered.append(npc)
return filtered
func find_npc_by_vid(vid: int) -> Dictionary:
for npc in PRESET_TOWN_NPCS:
if npc.get("vid") == vid:
return npc
return {}
# 5. 信标寻路导航点机制 (1:1 CPythonMiniMap::AddSignalPoint / ClearAllSignalPoint)
func add_signal_point(target_x: float, target_y: float) -> Dictionary:
var pt := {
"x": target_x,
"y": target_y,
"active": true
}
signal_points.append(pt)
return pt
func clear_all_signals() -> void:
signal_points.clear()
# 6. 指南针方位角与距离计算 (角色与目标间的连线向量)
func calculate_navigation_vector(player_pos: Vector2, target_pos: Vector2) -> Dictionary:
var diff := target_pos - player_pos
var dist := diff.length()
var angle_rad := diff.angle()
var angle_deg := rad_to_deg(angle_rad)
return {
"distance": dist,
"direction_vector": diff.normalized() if dist > 0.001 else Vector2.ZERO,
"angle_rad": angle_rad,
"angle_deg": angle_deg,
"arrived": (dist <= 30.0) # 30 码内视为到达目标
}
# 7. 世界坐标至大地图 UI 局部像素坐标投影转换
func world_to_atlas_coord(world_pos: Vector2) -> Vector2:
var map_info := get_current_map_info()
var world_size: Vector2 = map_info.get("world_size", Vector2(4000, 4000))
var atlas_size: Vector2 = map_info.get("size", Vector2(256, 256))
var ratio_x := atlas_size.x / world_size.x
var ratio_y := atlas_size.y / world_size.y
var projected := Vector2(world_pos.x * ratio_x, world_pos.y * ratio_y)
return (projected * zoom_level) + pan_offset
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# attach_metin_dialog_system.gd
# 40250 官方 1:1 装备幽魂石/灵魂石镶嵌与双重属性对比预览系统
# 对照: uiattachmetin.py, attachstonedialog.py, char_item.cpp
class_name AttachMetinDialogSystem
extends RefCounted
const METIN_SOCKET_MAX_NUM: int = 3
const METIN_NORMAL: int = 0
const METIN_GOLD: int = 1
const METIN_SOCKET_TYPE_NONE: int = 0
const METIN_SOCKET_TYPE_SILVER: int = 1
const METIN_SOCKET_TYPE_GOLD: int = 2
const ITEM_BROKEN_METIN_VNUM: int = 28960
# 经典灵魂石属性对照表 (40250 canonical metin stones 28000~28443)
const METIN_STONES: Dictionary = {
28030: {"name": "战神之石+0", "bonus_type": "ATT_BONUS_TO_WARRIOR", "bonus_value": 5},
28130: {"name": "战神之石+1", "bonus_type": "ATT_BONUS_TO_WARRIOR", "bonus_value": 8},
28230: {"name": "战神之石+2", "bonus_type": "ATT_BONUS_TO_WARRIOR", "bonus_value": 12},
28330: {"name": "战神之石+3", "bonus_type": "ATT_BONUS_TO_WARRIOR", "bonus_value": 17},
28430: {"name": "战神之石+4", "bonus_type": "ATT_BONUS_TO_WARRIOR", "bonus_value": 25},
28434: {"name": "穿透之石+4", "bonus_type": "POINT_PENETRATE_PCT", "bonus_value": 8},
28435: {"name": "致命之石+4", "bonus_type": "POINT_CRITICAL_PCT", "bonus_value": 8},
28438: {"name": "防御之石+4", "bonus_type": "POINT_DEF_GRADE_BONUS", "bonus_value": 15},
28442: {"name": "加速之石+4", "bonus_type": "POINT_MOV_SPEED", "bonus_value": 30},
28960: {"name": "破碎的石头碎块", "bonus_type": "NONE", "bonus_value": 0}
}
var is_open: bool = false
var metin_pos: int = -1
var target_pos: int = -1
var metin_vnum: int = 0
var metin_subtype: int = METIN_NORMAL
var target_item_vnum: int = 0
var current_sockets: Array = [0, 0, 0]
var preview_sockets: Array = [0, 0, 0]
var target_socket_idx: int = -1
var last_packet_sent: Dictionary = {}
var last_sound_played: String = ""
signal dialog_opened(metin_pos: int, target_pos: int, preview_sockets: Array)
signal dialog_closed()
signal metin_attached(metin_pos: int, target_pos: int, target_slot_idx: int)
signal attach_failed(reason: String)
func can_attach_metin(slot_type: int, metin_type: int) -> bool:
if metin_type == METIN_NORMAL:
if slot_type == METIN_SOCKET_TYPE_SILVER or slot_type == METIN_SOCKET_TYPE_GOLD:
return true
elif metin_type == METIN_GOLD:
if slot_type == METIN_SOCKET_TYPE_GOLD:
return true
return false
func open_dialog(p_metin_pos: int, p_target_pos: int, p_metin_vnum: int, p_metin_subtype: int, p_target_vnum: int, p_sockets: Array) -> bool:
metin_pos = p_metin_pos
target_pos = p_target_pos
metin_vnum = p_metin_vnum
metin_subtype = p_metin_subtype
target_item_vnum = p_target_vnum
current_sockets = [0, 0, 0]
preview_sockets = [0, 0, 0]
target_socket_idx = -1
for i in range(mini(p_sockets.size(), METIN_SOCKET_MAX_NUM)):
current_sockets[i] = p_sockets[i]
preview_sockets[i] = p_sockets[i]
# 寻找首个符合条件的开放槽位
var found_slot: bool = false
for i in range(METIN_SOCKET_MAX_NUM):
var slot_state: int = current_sockets[i]
if can_attach_metin(slot_state, metin_subtype):
preview_sockets[i] = metin_vnum
target_socket_idx = i
found_slot = true
break
if not found_slot:
attach_failed.emit("NO_AVAILABLE_SOCKET")
return false
is_open = true
dialog_opened.emit(metin_pos, target_pos, preview_sockets)
return true
func accept() -> bool:
if not is_open:
return false
if target_socket_idx < 0:
attach_failed.emit("INVALID_SOCKET")
return false
# 40250 发送 net.SendItemUseToItemPacket(self.metinItemPos, self.targetItemPos)
last_packet_sent = {
"header": "HEADER_CG_ITEM_USE_TO_ITEM",
"metin_pos": metin_pos,
"target_pos": target_pos,
"target_socket_idx": target_socket_idx,
"metin_vnum": metin_vnum
}
# 官方原版音效
last_sound_played = "sound/ui/metinstone_insert.wav"
metin_attached.emit(metin_pos, target_pos, target_socket_idx)
close_dialog()
return true
func close_dialog() -> void:
is_open = false
metin_pos = -1
target_pos = -1
dialog_closed.emit()
# 模拟服务端结算镶嵌 (支持成功率判定: 成功直接嵌入,失败产生破碎石块 28960)
func simulate_server_process(target_sockets: Array, socket_idx: int, attached_metin_vnum: int, success: bool) -> Array:
var result_sockets: Array = target_sockets.duplicate()
if socket_idx >= 0 and socket_idx < result_sockets.size():
if success:
result_sockets[socket_idx] = attached_metin_vnum
else:
result_sockets[socket_idx] = ITEM_BROKEN_METIN_VNUM
return result_sockets
# 模拟卷轴清理破碎石头 (vnum 71083 / Scroll of Cleansing)
func clean_broken_socket(target_sockets: Array, socket_idx: int) -> Array:
var result_sockets: Array = target_sockets.duplicate()
if socket_idx >= 0 and socket_idx < result_sockets.size():
if result_sockets[socket_idx] == ITEM_BROKEN_METIN_VNUM:
result_sockets[socket_idx] = METIN_SOCKET_TYPE_SILVER
return result_sockets
func get_metin_info(vnum: int) -> Dictionary:
if METIN_STONES.has(vnum):
return METIN_STONES[vnum]
return {"name": "未知幽魂石", "bonus_type": "UNKNOWN", "bonus_value": 0}
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# auto_combat_bot_system.gd —— Metin2 40250 自动战斗猎杀挂机助手 1:1
# 对照 40250 服务端 char_battle.cpp, bot.cpp, item_manager.cpp
class_name AutoCombatBotSystem
extends RefCounted
signal bot_toggled(enabled: bool)
signal potion_used(potion_vnum: int, ptype: String)
signal target_locked(target_id: String)
signal auto_attack_fired(target_id: String, damage: int)
signal auto_skill_fired(skill_vnum: int, target_id: String)
signal auto_loot_collected(item_name: String, slot: int)
# 红药与蓝药 VNUM
const HP_POTION_VNUMS: Array = [27001, 27002, 27003] # 小/中/大红
const SP_POTION_VNUMS: Array = [27004, 27005, 27006] # 小/中/大蓝
var is_enabled: bool = false
var auto_potion_enabled: bool = true
var hp_threshold: float = 0.50 # 50% HP 触发喝红
var sp_threshold: float = 0.40 # 40% SP 触发喝蓝
var auto_attack_enabled: bool = true
var scan_radius: float = 15.0
var attack_range: float = 3.0
var auto_skill_enabled: bool = true
var assigned_skills: Array = []
var skill_cooldowns: Dictionary = {}
var auto_loot_enabled: bool = true
var loot_radius: float = 8.0
var current_target_id: String = ""
var potion_cooldown: float = 0.0
# 开启/关闭挂机内挂
func toggle_bot(enable: bool) -> Dictionary:
is_enabled = enable
if not is_enabled:
current_target_id = ""
bot_toggled.emit(is_enabled)
return {"ok": true, "enabled": is_enabled, "msg": "自动战斗猎杀助手已%s" % ("开启" if is_enabled else "关闭")}
# 帧心跳驱动挂机逻辑
func update_bot(delta: float, player_data: Dictionary, inventory: Array, nearby_mobs: Array, nearby_drops: Array) -> Dictionary:
if not is_enabled:
return {"status": "disabled"}
if potion_cooldown > 0.0:
potion_cooldown = max(0.0, potion_cooldown - delta)
for sk in skill_cooldowns.keys():
if skill_cooldowns[sk] > 0.0:
skill_cooldowns[sk] = max(0.0, skill_cooldowns[sk] - delta)
var p_pos: Vector3 = player_data.get("pos", Vector3.ZERO)
var p_hp: int = int(player_data.get("hp", 100))
var p_max_hp: int = max(1, int(player_data.get("max_hp", 100)))
var p_sp: int = int(player_data.get("sp", 100))
var p_max_sp: int = max(1, int(player_data.get("max_sp", 100)))
# 1. 自动智能喝药判定
if auto_potion_enabled and potion_cooldown <= 0.0:
if float(p_hp) / float(p_max_hp) <= hp_threshold:
if _use_potion(HP_POTION_VNUMS, inventory, player_data, "hp"):
potion_cooldown = 1.0 # 喝药公共冷却 1 秒
if float(p_sp) / float(p_max_sp) <= sp_threshold:
if _use_potion(SP_POTION_VNUMS, inventory, player_data, "sp"):
potion_cooldown = 1.0
# 2. 自动拾取掉落物
if auto_loot_enabled:
_process_auto_loot(p_pos, nearby_drops, inventory)
# 3. 自动搜敌与战斗打击
if auto_attack_enabled:
var act = _process_auto_combat(delta, p_pos, player_data, nearby_mobs)
return act
return {"status": "idle"}
# 自动喝药
func _use_potion(potion_vnums: Array, inventory: Array, player_data: Dictionary, ptype: String) -> bool:
for i in range(inventory.size()):
if inventory[i] != null and int(inventory[i].get("vnum", 0)) in potion_vnums:
var pot = inventory[i]
var pvnum = int(pot["vnum"])
var cnt = int(pot.get("count", 1))
if cnt > 1:
pot["count"] = cnt - 1
else:
inventory[i] = null
var rec = 1500 if pvnum in [27003, 27006] else 800
if ptype == "hp":
player_data["hp"] = min(int(player_data["max_hp"]), int(player_data["hp"]) + rec)
else:
player_data["sp"] = min(int(player_data["max_sp"]), int(player_data["sp"]) + rec)
potion_used.emit(pvnum, ptype)
return true
return false
# 自动拾取
func _process_auto_loot(player_pos: Vector3, drops: Array, inventory: Array) -> void:
for d in drops:
if d.get("looted", false):
continue
var d_pos: Vector3 = d.get("pos", Vector3.ZERO)
if player_pos.distance_to(d_pos) <= loot_radius:
# 放入背包
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = {
"vnum": d.get("vnum", 1),
"name": d.get("name", "战利品"),
"count": int(d.get("count", 1))
}
d["looted"] = true
auto_loot_collected.emit(d["name"], i)
break
# 自动锁敌与攻击
func _process_auto_combat(delta: float, player_pos: Vector3, player_data: Dictionary, mobs: Array) -> Dictionary:
var closest_mob = null
var min_dist = scan_radius + 1.0
for m in mobs:
if not m.get("alive", true):
continue
var m_pos: Vector3 = m.get("pos", Vector3.ZERO)
var dist = player_pos.distance_to(m_pos)
if dist <= scan_radius and dist < min_dist:
min_dist = dist
closest_mob = m
if closest_mob == null:
current_target_id = ""
return {"status": "no_targets"}
var target_id = str(closest_mob.get("id", "mob"))
if current_target_id != target_id:
current_target_id = target_id
target_locked.emit(target_id)
var target_pos: Vector3 = closest_mob.get("pos", Vector3.ZERO)
var dist_to_target = player_pos.distance_to(target_pos)
# 走位靠拢
if dist_to_target > attack_range:
var new_pos = player_pos.move_toward(target_pos, 5.0 * delta)
player_data["pos"] = new_pos
return {"status": "moving_to_target", "target": target_id, "dist": dist_to_target}
# 尝试释放技能
if auto_skill_enabled:
for sk in assigned_skills:
if skill_cooldowns.get(sk, 0.0) <= 0.0:
skill_cooldowns[sk] = 8.0 # 默认技能 8 秒冷却
auto_skill_fired.emit(sk, target_id)
var sk_dmg = int(float(player_data.get("atk", 500)) * 2.0)
closest_mob["hp"] = max(0, int(closest_mob.get("hp", 1000)) - sk_dmg)
if closest_mob["hp"] <= 0:
closest_mob["alive"] = false
return {"status": "skill_attack", "skill": sk, "damage": sk_dmg}
# 普通挥砍攻击
var atk_dmg = int(player_data.get("atk", 500))
closest_mob["hp"] = max(0, int(closest_mob.get("hp", 1000)) - atk_dmg)
if closest_mob["hp"] <= 0:
closest_mob["alive"] = false
auto_attack_fired.emit(target_id, atk_dmg)
return {"status": "basic_attack", "target": target_id, "damage": atk_dmg}
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# battle_arena_duel_system.gd —— Metin2 40250 官方武斗竞技场切磋与裁判规则 1:1
# 对照 40250 服务端 arena.cpp, arena.h, BattleArena.cpp, questlua_arena.cpp
class_name BattleArenaDuelSystem
extends RefCounted
signal duel_started(opponent_name: String, set_count: int, time_limit: float)
signal round_started(current_round: int)
signal round_ended(winner_side: String, score_a: int, score_b: int)
signal duel_finished(winner_side: String, final_score_a: int, final_score_b: int, reward: Dictionary)
signal rule_violation_intercepted(reason: String)
const NPC_REFEREE := 20017 # 比武场裁判 (Arena Referee)
const ARENA_MAP_INDEX := 112
# 擂台对立出生点 (Point A 玩家, Point B 对手)
const START_POINT_A := Vector2(100.0, 100.0)
const START_POINT_B := Vector2(200.0, 200.0)
const ARENA_BOUNDS := Rect2(80.0, 80.0, 140.0, 140.0) # 擂台活动合法矩形区域
# 决斗状态枚举
const STATE_IDLE := "IDLE"
const STATE_COUNTDOWN := "COUNTDOWN"
const STATE_FIGHTING := "FIGHTING"
const STATE_ROUND_OVER:= "ROUND_OVER"
const STATE_FINISHED := "FINISHED"
# 单机官方 4 大门派守擂试炼 NPC 导师
const OPPONENT_PRESETS: Dictionary = {
"warrior": {
"id": "warrior",
"name": "战神武者教头",
"job": "warrior",
"max_hp": 12000,
"attack_power": 450,
"defense": 200,
"skills": ["三连斩", "剑气破空"]
},
"assassin": {
"id": "assassin",
"name": "暗夜游侠神箭手",
"job": "assassin",
"max_hp": 9000,
"attack_power": 520,
"defense": 150,
"skills": ["连环毒矢", "疾影步"]
},
"sura": {
"id": "sura",
"name": "冥界暗影修罗",
"job": "sura",
"max_hp": 11000,
"attack_power": 480,
"defense": 220,
"skills": ["幽冥炎刃", "魔灵护体"]
},
"shaman": {
"id": "shaman",
"name": "雷鸣灵术萨满",
"job": "shaman",
"max_hp": 10000,
"attack_power": 400,
"defense": 180,
"skills": ["天顶奔雷", "金钟守护"]
}
}
# 比赛运行时状态
var match_state: String = STATE_IDLE
var current_round: int = 1
var max_sets: int = 3 # 3 局 2 胜
var sets_to_win: int = 2
var time_limit_per_round: float = 300.0 # 5 分钟
var round_timer: float = 300.0
var countdown_timer: float = 3.0
var score_a: int = 0 # 玩家得分
var score_b: int = 0 # 对手得分
var player_pos: Vector2 = START_POINT_A
var opponent_pos: Vector2 = START_POINT_B
var active_opponent: Dictionary = {}
var opponent_current_hp: int = 0
# 启动武斗切磋
func start_duel(opponent_id: String, sets: int = 3, time_limit: float = 300.0) -> Dictionary:
if not OPPONENT_PRESETS.has(opponent_id):
return {"ok": false, "reason": "INVALID_OPPONENT", "msg": "未知的守擂武者!"}
active_opponent = OPPONENT_PRESETS[opponent_id].duplicate(true)
max_sets = sets
sets_to_win = int(ceil(float(max_sets) / 2.0))
time_limit_per_round = time_limit
score_a = 0
score_b = 0
current_round = 1
_prepare_round()
duel_started.emit(active_opponent["name"], max_sets, time_limit_per_round)
return {
"ok": true,
"opponent": active_opponent["name"],
"max_sets": max_sets,
"sets_to_win": sets_to_win,
"pos_a": player_pos,
"pos_b": opponent_pos
}
# 准备新回合
func _prepare_round() -> void:
match_state = STATE_COUNTDOWN
countdown_timer = 3.0
round_timer = time_limit_per_round
player_pos = START_POINT_A
opponent_pos = START_POINT_B
opponent_current_hp = int(active_opponent.get("max_hp", 10000))
# 心跳逻辑推进
func update(delta: float) -> void:
if match_state == STATE_COUNTDOWN:
countdown_timer -= delta
if countdown_timer <= 0.0:
match_state = STATE_FIGHTING
round_started.emit(current_round)
elif match_state == STATE_FIGHTING:
round_timer -= delta
if round_timer <= 0.0:
# 回合超时:双方均未击倒,判定为平局或根据剩余生命决出
_handle_round_over("timeout")
# 40250 禁药规则拦截
func use_potion_check(item_vnum: int) -> bool:
if match_state == STATE_FIGHTING or match_state == STATE_COUNTDOWN:
# 27001~27006 为红蓝药水
if item_vnum >= 27001 and item_vnum <= 27006:
rule_violation_intercepted.emit("POTION_FORBIDDEN_IN_ARENA")
return false
return true
# 40250 禁马规则拦截
func mount_check() -> bool:
if match_state == STATE_FIGHTING or match_state == STATE_COUNTDOWN:
rule_violation_intercepted.emit("MOUNT_FORBIDDEN_IN_ARENA")
return false
return true
# 40250 擂台边界巡检
func check_boundary(pos: Vector2) -> bool:
if not ARENA_BOUNDS.has_point(pos):
rule_violation_intercepted.emit("OUT_OF_ARENA_BOUNDS")
return false
return true
# 击倒判定处理
func record_defeat(defeated_side: String) -> Dictionary:
if match_state != STATE_FIGHTING:
return {"ok": false, "reason": "NOT_IN_FIGHTING_STATE"}
var round_winner := ""
if defeated_side == "B": # 对手倒下,玩家得分
score_a += 1
round_winner = "A"
elif defeated_side == "A": # 玩家倒下,对手得分
score_b += 1
round_winner = "B"
return _handle_round_over(round_winner)
# 回合结束与大局胜负判定
func _handle_round_over(winner_side: String) -> Dictionary:
match_state = STATE_ROUND_OVER
round_ended.emit(winner_side, score_a, score_b)
# 检查大局是否已有胜者
if score_a >= sets_to_win or score_b >= sets_to_win or current_round >= max_sets:
match_state = STATE_FINISHED
var grand_winner := "A" if score_a > score_b else ("B" if score_b > score_a else "DRAW")
var reward: Dictionary = {}
if grand_winner == "A":
reward = {
"arena_points": 100 * sets_to_win,
"gold": 500000,
"title": "【竞技场常胜军】"
}
duel_finished.emit(grand_winner, score_a, score_b, reward)
return {
"ok": true,
"match_finished": true,
"winner": grand_winner,
"score_a": score_a,
"score_b": score_b,
"reward": reward
}
# 进入下一回合
current_round += 1
_prepare_round()
return {
"ok": true,
"match_finished": false,
"current_round": current_round,
"score_a": score_a,
"score_b": score_b
}
# 重置武斗场状态
func reset_arena() -> void:
match_state = STATE_IDLE
current_round = 1
score_a = 0
score_b = 0
active_opponent.clear()
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# belt_system.gd —— Metin2 40250 腰带系统与专属药水背包 1:1
# 对照 40250 服务端 belt.cpp, char_item.cpp, uiinventory.py
class_name BeltSystem
extends RefCounted
signal belt_equipped(belt_name: String, slots_unlocked: int)
signal belt_unequipped()
signal belt_item_stored(slot: int, item_name: String)
signal belt_item_removed(slot: int)
const MAX_BELT_SLOTS := 16 # 最大 4x4 空间
# 允许存入腰带的消耗品/药水类型
const ALLOWED_CONSUMABLE_TYPES: Array = ["potion", "consumable", "dew", "elixir"]
# 已装备的腰带
var equipped_belt: Dictionary = {}
var belt_inventory: Array = [] # 16 个格子
func _init() -> void:
belt_inventory.resize(MAX_BELT_SLOTS)
for i in range(MAX_BELT_SLOTS):
belt_inventory[i] = null
# 根据腰带强化等级计算开放的药水槽位数量
static func calculate_unlocked_slots(refine_level: int) -> int:
if refine_level >= 9:
return 16 # 4x4
elif refine_level >= 7:
return 12 # 3x4
elif refine_level >= 5:
return 10
elif refine_level >= 3:
return 8 # 2x4
elif refine_level >= 1:
return 6
else:
return 4 # 1x4
# 获取当前开放的药水格子数
func get_unlocked_slot_count() -> int:
if equipped_belt.is_empty():
return 0
var refine: int = int(equipped_belt.get("refine_level", 0))
return calculate_unlocked_slots(refine)
# 佩戴腰带
func equip_belt(belt_item: Dictionary) -> Dictionary:
if belt_item.is_empty():
return {"ok": false, "reason": "EMPTY_BELT", "msg": "腰带数据为空!"}
equipped_belt = belt_item.duplicate(true)
var unlocked := get_unlocked_slot_count()
var bname: String = equipped_belt.get("name", "腰带")
belt_equipped.emit(bname, unlocked)
return {
"ok": true,
"belt": equipped_belt,
"unlocked_slots": unlocked,
"msg": "已佩戴【%s】,解锁了 %d 格专属药水空间!" % [bname, unlocked]
}
# 卸下腰带 (需确保腰带内物品能够全部安全移出或为空)
func unequip_belt(main_inventory: Array) -> Dictionary:
if equipped_belt.is_empty():
return {"ok": false, "reason": "NO_BELT_EQUIPPED", "msg": "当前未佩戴腰带!"}
# 检查腰带内是否有物品
var items_in_belt: Array = []
for i in range(MAX_BELT_SLOTS):
if belt_inventory[i] != null:
items_in_belt.append({"belt_slot": i, "item": belt_inventory[i]})
if not items_in_belt.is_empty():
# 统计主背包空位
var empty_slots: Array = []
for j in range(main_inventory.size()):
if main_inventory[j] == null:
empty_slots.append(j)
if empty_slots.size() < items_in_belt.size():
return {
"ok": false,
"reason": "BELT_NOT_EMPTY",
"items_count": items_in_belt.size(),
"empty_slots": empty_slots.size(),
"msg": "主背包空间不足以容纳腰带内的药水,无法卸下腰带!"
}
# 移入主背包
for k in range(items_in_belt.size()):
var m_slot: int = empty_slots[k]
var it = items_in_belt[k]["item"]
var b_slot: int = items_in_belt[k]["belt_slot"]
main_inventory[m_slot] = it
belt_inventory[b_slot] = null
var old_belt := equipped_belt.duplicate(true)
equipped_belt.clear()
belt_unequipped.emit()
return {
"ok": true,
"belt": old_belt,
"msg": "腰带已卸下!内部药水已全部归还至主背包。"
}
# 存放药水至腰带专属背包
func store_item_in_belt(slot_idx: int, item: Dictionary) -> Dictionary:
if equipped_belt.is_empty():
return {"ok": false, "reason": "NO_BELT_EQUIPPED", "msg": "未佩戴腰带,无法使用专属药水栏!"}
var unlocked := get_unlocked_slot_count()
if slot_idx < 0 or slot_idx >= unlocked:
return {
"ok": false,
"reason": "SLOT_LOCKED_OR_INVALID",
"unlocked_slots": unlocked,
"msg": "该腰带槽位尚未解锁或无效!当前腰带只开放了前 %d 格。" % unlocked
}
# 药品类型校验
var it_type: String = item.get("item_type", "")
var is_potion: bool = ALLOWED_CONSUMABLE_TYPES.has(it_type) or item.get("is_potion", false)
if not is_potion:
return {
"ok": false,
"reason": "NOT_A_POTION",
"msg": "腰带栏位专用于补给品,只能存放药水、灵药与神圣露水!"
}
belt_inventory[slot_idx] = item.duplicate(true)
var iname: String = item.get("name", "药水")
belt_item_stored.emit(slot_idx, iname)
return {
"ok": true,
"slot_idx": slot_idx,
"item": belt_inventory[slot_idx],
"msg": "已将【%s】置入腰带快捷栏!" % iname
}
# 从腰带栏取出药水
func take_item_from_belt(slot_idx: int) -> Dictionary:
if slot_idx < 0 or slot_idx >= MAX_BELT_SLOTS:
return {"ok": false, "reason": "INVALID_SLOT"}
var item = belt_inventory[slot_idx]
if item == null:
return {"ok": false, "reason": "EMPTY_SLOT"}
belt_inventory[slot_idx] = null
belt_item_removed.emit(slot_idx)
return {
"ok": true,
"slot_idx": slot_idx,
"item": item
}
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# bgm_jukebox_system.gd —— 40250 客户端 BGM 点唱机与地图音乐配置系统 1:1
# 严格对照:
# Client/Eternexus/root/uiselectmusic.py (SelectMusicWindow)
# Client/Eternexus/root/musicinfo.py
# ClientVS22/source/UserInterface/PythonSoundManagerModule.cpp
extends RefCounted
const DEFAULT_THEME_TRACK := "enter_the_east.mp3"
# 40250 官方标准曲目清单 (musicinfo.py)
const CANONICAL_TRACKS := [
"enter_the_east.mp3",
"open_the_gate.mp3",
"characterselect.mp3",
"wedding.mp3",
"desert.mp3",
"mountain.mp3",
"temple.mp3",
"monkey_dungeon.mp3",
"flame_dungeon.mp3",
"catacomb.mp3",
"save_the_world.mp3",
"peaceful_valley.mp3",
"wonderland.mp3"
]
# 各大地图官方默认 BGM 映射表
const DEFAULT_MAP_BGM_MAP := {
"intro_login": "enter_the_east.mp3",
"intro_select": "characterselect.mp3",
"metin2_map_a1": "open_the_gate.mp3",
"metin2_map_b1": "open_the_gate.mp3",
"metin2_map_c1": "open_the_gate.mp3",
"metin2_map_n_desert_01": "desert.mp3",
"metin2_map_n_snowm_01": "mountain.mp3",
"metin2_map_milgyo": "temple.mp3",
"metin2_map_deviltower": "catacomb.mp3",
"metin2_map_wedding_01": "wedding.mp3",
}
# 播放器运行时状态
var current_track: String = ""
var is_playing: bool = false
var loop_enabled: bool = true
var volume: float = 0.8 # 0.0 ~ 1.0 (默认 80%)
# 自定义地图偏好覆写: map_id -> track_name
var custom_map_overrides: Dictionary = {}
func _init() -> void:
current_track = ""
is_playing = false
loop_enabled = true
volume = 0.8
custom_map_overrides.clear()
# 1. 播放指定曲目 (1:1 snd.PlayBGM)
func play_bgm(track_name: String, loop: bool = true) -> bool:
if not CANONICAL_TRACKS.has(track_name):
return false
current_track = track_name
is_playing = true
loop_enabled = loop
return true
# 2. 停止背景音乐 (1:1 snd.StopBGM)
func stop_bgm() -> void:
is_playing = false
current_track = ""
# 3. 调节音量 (1:1 snd.SetBGMVolume)
func set_volume(vol_pct: float) -> void:
volume = clamp(vol_pct, 0.0, 1.0)
# 4. 获取指定地图应当播放的背景音乐 (自定义优先,其次默认)
func get_effective_map_bgm(map_id: String) -> String:
if custom_map_overrides.has(map_id):
return custom_map_overrides[map_id]
return DEFAULT_MAP_BGM_MAP.get(map_id, DEFAULT_THEME_TRACK)
# 5. 进入地图自动切换音乐
func on_enter_map(map_id: String) -> String:
var target_track = get_effective_map_bgm(map_id)
if target_track != current_track or not is_playing:
play_bgm(target_track, true)
return target_track
# 6. 点唱机自定义地图专属曲目 (uiselectmusic.py: SelectMusic)
func set_custom_map_bgm(map_id: String, track_name: String) -> bool:
if not CANONICAL_TRACKS.has(track_name):
return false
custom_map_overrides[map_id] = track_name
return true
# 7. 恢复地图默认曲目
func reset_custom_map_bgm(map_id: String) -> void:
if custom_map_overrides.has(map_id):
custom_map_overrides.erase(map_id)
func clear_all_custom_overrides() -> void:
custom_map_overrides.clear()
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# biologist_chaegirab_research_system.gd —— Metin2 40250 官方生物学者车齿木全套调查研究链与永久属性嘉奖系统 1:1
# 对照 40250 服务端 collect_quest_lv30.quest ~ collect_quest_lv94.quest, char.cpp
class_name BiologistChaegirabResearchSystem
extends RefCounted
signal sample_submitted(item_name: String, success: bool, current: int, target: int)
signal capstone_submitted(stone_name: String, stage_name: String)
signal stage_completed(stage_name: String, rewards: Dictionary)
const NPC_BIOLOGIST := 20084 # 生物学者车齿木 (Biologist Chaegirab)
const VNUM_RESEARCH_ELIXIR := 71035 # 贤者之药 (提高提交成功率至 90%)
# 40250 官方 8 大里程碑阶段全量研究任务链
const RESEARCH_STAGES: Array = [
{
"stage_id": 1,
"title": "【Lv 30 研究】兽人牙齿调查",
"min_level": 30,
"sample_vnum": 30006, # 兽人牙齿
"sample_name": "兽人牙齿",
"target_count": 10,
"soul_stone_vnum": 30220, # 兽人灵魂石
"soul_stone_name": "兽人灵魂石",
"reward_stats": {"move_speed": 10},
"desc": "永久移动速度 +10"
},
{
"stage_id": 2,
"title": "【Lv 40 研究】诅咒之书调查",
"min_level": 40,
"sample_vnum": 30047, # 诅咒之书
"sample_name": "诅咒之书",
"target_count": 15,
"soul_stone_vnum": 30221, # 诅咒灵魂石
"soul_stone_name": "诅咒灵魂石",
"reward_stats": {"cast_speed_pct": 5},
"desc": "永久施法速度 +5%"
},
{
"stage_id": 3,
"title": "【Lv 50 研究】恶魔纪念物调查",
"min_level": 50,
"sample_vnum": 30015, # 恶魔纪念物
"sample_name": "恶魔纪念物",
"target_count": 15,
"soul_stone_vnum": 30222, # 恶魔灵魂石
"soul_stone_name": "恶魔灵魂石",
"reward_stats": {"defense": 60},
"desc": "永久防御力 +60"
},
{
"stage_id": 4,
"title": "【Lv 60 研究】冰之碎片调查",
"min_level": 60,
"sample_vnum": 30050, # 冰之碎片
"sample_name": "冰之碎片",
"target_count": 20,
"soul_stone_vnum": 30223, # 冰霜灵魂石
"soul_stone_name": "冰霜灵魂石",
"reward_stats": {"attack_power": 50},
"desc": "永久物理攻击力 +50"
},
{
"stage_id": 5,
"title": "【Lv 70 研究】幽灵树枝调查",
"min_level": 70,
"sample_vnum": 30165, # 幽灵树枝
"sample_name": "幽灵树枝",
"target_count": 25,
"soul_stone_vnum": 30224, # 森林灵魂石
"soul_stone_name": "森林灵魂石",
"reward_stats": {"move_speed": 11, "damage_reduction_pct": 10},
"desc": "永久移动速度 +11, 伤害抗性 +10%"
},
{
"stage_id": 6,
"title": "【Lv 80 研究】巨灵石碑调查",
"min_level": 80,
"sample_vnum": 30166, # 巨灵石碑
"sample_name": "巨灵石碑",
"target_count": 30,
"soul_stone_vnum": 30225, # 巨灵灵魂石
"soul_stone_name": "巨灵灵魂石",
"reward_stats": {"attack_speed": 6, "attack_pct": 10},
"desc": "永久攻击速度 +6, 物理伤害 +10%"
},
{
"stage_id": 7,
"title": "【Lv 85 研究】红木灵枝调查",
"min_level": 85,
"sample_vnum": 30167, # 红木灵枝
"sample_name": "红木灵枝",
"target_count": 40,
"soul_stone_vnum": 30226, # 灵魂之石
"soul_stone_name": "灵魂之石",
"reward_stats": {"all_resistance_pct": 10},
"desc": "永久全属性抗性 +10%"
},
{
"stage_id": 8,
"title": "【Lv 90 研究】首领领主证书调查",
"min_level": 90,
"sample_vnum": 30168, # 领主证书
"sample_name": "首领领主证书",
"target_count": 50,
"soul_stone_vnum": 30227, # 首领灵魂石
"soul_stone_name": "首领灵魂石",
"reward_stats": {"boss_damage_pct": 10},
"desc": "永久对野外首领伤害 +10%"
}
]
var current_stage_index: int = 0
var current_samples: int = 0
var waiting_for_soul_stone: bool = false
var completed_stages: Array = []
var permanent_bonuses: Dictionary = {}
# 获取当前正在进行的研究任务配置
func get_current_stage() -> Dictionary:
if current_stage_index >= RESEARCH_STAGES.size():
return {} # 已全部完成
return RESEARCH_STAGES[current_stage_index].duplicate(true)
# 交付样本材料
func submit_sample(inventory: Array, slot_index: int, player_level: int, force_success: bool = false, use_elixir: bool = false) -> Dictionary:
var stage = get_current_stage()
if stage.is_empty():
return {"ok": false, "reason": "ALL_RESEARCH_COMPLETED", "msg": "所有生物学者调查研究均已登峰造极!"}
if player_level < int(stage["min_level"]):
return {
"ok": false,
"reason": "PLAYER_LEVEL_TOO_LOW",
"msg": "等级不足!开启该阶段研究需达到 %d 级。" % int(stage["min_level"])
}
if waiting_for_soul_stone:
return {
"ok": false,
"reason": "WAITING_FOR_SOUL_STONE",
"msg": "样本已全部收集齐!请交付【%s】以完成终极认证。" % stage["soul_stone_name"]
}
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var item: Dictionary = inventory[slot_index]
var item_vnum := int(item.get("vnum", 0))
if item_vnum != int(stage["sample_vnum"]):
return {
"ok": false,
"reason": "WRONG_SAMPLE_ITEM",
"msg": "车齿木摇了摇头:当前阶段需要研究的是【%s】!" % stage["sample_name"]
}
# 消耗 1 件样本
var cnt := int(item.get("count", 1))
if cnt > 1:
item["count"] = cnt - 1
else:
inventory[slot_index] = null
# 判定成功率 (基础 60%,使用贤者之药 90%)
var success_chance := 0.90 if use_elixir else 0.60
var is_success := force_success or (randf() <= success_chance)
if is_success:
current_samples += 1
sample_submitted.emit(stage["sample_name"], true, current_samples, stage["target_count"])
# 检查样本是否集齐
if current_samples >= int(stage["target_count"]):
waiting_for_soul_stone = true
return {
"ok": true,
"success": true,
"current": current_samples,
"target": stage["target_count"],
"need_soul_stone": true,
"soul_stone_name": stage["soul_stone_name"],
"msg": "样本品质极高!%d 件样本已全部收集完毕,请寻找【%s】交付!" % [current_samples, stage["soul_stone_name"]]
}
return {
"ok": true,
"success": true,
"current": current_samples,
"target": stage["target_count"],
"need_soul_stone": false,
"msg": "样本验证成功!研究进度:(%d / %d)。" % [current_samples, stage["target_count"]]
}
else:
sample_submitted.emit(stage["sample_name"], false, current_samples, stage["target_count"])
return {
"ok": true,
"success": false,
"current": current_samples,
"target": stage["target_count"],
"need_soul_stone": false,
"msg": "学者车齿木叹息:这件样本受损严重,无法用于精炼分析。"
}
# 交付关底灵魂石完成该阶段
func submit_soul_stone(inventory: Array, slot_index: int, player_stats: Dictionary) -> Dictionary:
var stage = get_current_stage()
if stage.is_empty():
return {"ok": false, "reason": "ALL_RESEARCH_COMPLETED"}
if not waiting_for_soul_stone:
return {"ok": false, "reason": "SAMPLES_NOT_COMPLETED", "msg": "样本尚未收集齐,无法交付灵魂石!"}
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var item: Dictionary = inventory[slot_index]
if int(item.get("vnum", 0)) != int(stage["soul_stone_vnum"]):
return {
"ok": false,
"reason": "WRONG_SOUL_STONE",
"msg": "需要交付的是专属的【%s】!" % stage["soul_stone_name"]
}
# 消耗灵魂石
var cnt := int(item.get("count", 1))
if cnt > 1:
item["count"] = cnt - 1
else:
inventory[slot_index] = null
# 注入永久属性加成
var rewards: Dictionary = stage.get("reward_stats", {})
for k in rewards.keys():
var val = int(rewards[k])
player_stats[k] = int(player_stats.get(k, 0)) + val
permanent_bonuses[k] = int(permanent_bonuses.get(k, 0)) + val
completed_stages.append(stage["stage_id"])
current_stage_index += 1
current_samples = 0
waiting_for_soul_stone = false
capstone_submitted.emit(stage["soul_stone_name"], stage["title"])
stage_completed.emit(stage["title"], rewards)
return {
"ok": true,
"completed_stage": stage["title"],
"rewards": rewards,
"permanent_bonuses": permanent_bonuses,
"msg": "%s】圆满达成!永久获得属性加成:%s" % [stage["title"], stage["desc"]]
}
# 序列化
func serialize() -> Dictionary:
return {
"current_stage_index": current_stage_index,
"current_samples": current_samples,
"waiting_for_soul_stone": waiting_for_soul_stone,
"completed_stages": completed_stages.duplicate(true),
"permanent_bonuses": permanent_bonuses.duplicate(true)
}
# 反序列化
func deserialize(data: Dictionary) -> void:
current_stage_index = int(data.get("current_stage_index", 0))
current_samples = int(data.get("current_samples", 0))
waiting_for_soul_stone = bool(data.get("waiting_for_soul_stone", false))
completed_stages = data.get("completed_stages", []).duplicate(true)
permanent_bonuses = data.get("permanent_bonuses", {}).duplicate(true)
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# biologist_quest_system.gd —— Metin2 40250 生物学研究家任务链与永久属性加成系统 1:1
# 对照 40250 服务端 collect_quest_lv30.quest ~ collect_quest_lv80.quest 及 char.cpp:ComputePoints
class_name BiologistQuestSystem
extends RefCounted
const NPC_CHAEGIRAB := 20084
const ITEM_SPIRAL_POTION := 71035 # 灵魂秘药 / 研究家的秘药
const STAGES: Array[Dictionary] = [
{
"id": 0,
"name": "Lv30 兽人的牙齿研究",
"required_level": 30,
"collect_vnum": 30006, # 兽人齿
"collect_name": "兽人齿",
"collect_count": 10,
"soul_stone_vnum": 30220, # 兽人灵魂石
"soul_stone_name": "金龙之灵魂石",
"reward_type": "move_speed",
"reward_value": 10,
"reward_title": "永久移动速度 +10"
},
{
"id": 1,
"name": "Lv40 诅咒之书研究",
"required_level": 40,
"collect_vnum": 30047, # 诅咒书
"collect_name": "诅咒之书",
"collect_count": 15,
"soul_stone_vnum": 30221, # 诅咒灵魂石
"soul_stone_name": "神殿之灵魂石",
"reward_type": "att_speed",
"reward_value": 5,
"reward_title": "永久攻击速度 +5"
},
{
"id": 2,
"name": "Lv50 恶魔纪念物研究",
"required_level": 50,
"collect_vnum": 30015, # 恶魔纪念物
"collect_name": "恶魔纪念物",
"collect_count": 15,
"soul_stone_vnum": 30222, # 恶魔灵魂石
"soul_stone_name": "恶魔之灵魂石",
"reward_type": "def_grade",
"reward_value": 60,
"reward_title": "永久防御力 +60"
},
{
"id": 3,
"name": "Lv60 冰球研究",
"required_level": 60,
"collect_vnum": 30050, # 冰球
"collect_name": "冰球",
"collect_count": 20,
"soul_stone_vnum": 30223, # 冰球灵魂石
"soul_stone_name": "雪山之灵魂石",
"reward_type": "att_grade",
"reward_value": 50,
"reward_title": "永久攻击力 +50"
},
{
"id": 4,
"name": "Lv70 幽灵树枝研究",
"required_level": 70,
"collect_vnum": 30165, # 幽灵树枝
"collect_name": "幽灵树枝",
"collect_count": 25,
"soul_stone_vnum": 30224, # 幽灵灵魂石
"soul_stone_name": "鬼树之灵魂石",
"reward_type": "damage_reduction",
"reward_value": 10,
"reward_title": "受到伤害永久减少 10%"
},
{
"id": 5,
"name": "Lv80 图基石板研究",
"required_level": 80,
"collect_vnum": 30166, # 图基石板
"collect_name": "图基石板",
"collect_count": 30,
"soul_stone_vnum": 30225, # 图基灵魂石
"soul_stone_name": "图基之灵魂石",
"reward_type": "att_grade_pct",
"reward_value": 10,
"reward_title": "物理攻击力永久提升 10%"
}
]
var player_level: int = 1
var current_stage_idx: int = -1 # -1: 未开始
var delivered_count: int = 0
var soul_stone_phase: bool = false
var completed_stages: Array[int] = []
var cooldown_remaining: float = 0.0
var permanent_bonuses: Dictionary = {
"move_speed": 0,
"att_speed": 0,
"def_grade": 0,
"att_grade": 0,
"damage_reduction": 0,
"att_grade_pct": 0
}
func init_for_player(level: int) -> void:
player_level = level
_check_available_stage()
func _check_available_stage() -> void:
if current_stage_idx >= 0 and current_stage_idx < STAGES.size():
return # 正在进行中
for i in range(STAGES.size()):
if i not in completed_stages:
var stage: Dictionary = STAGES[i]
if player_level >= int(stage["required_level"]):
current_stage_idx = i
delivered_count = 0
soul_stone_phase = false
break
func get_current_stage() -> Dictionary:
if current_stage_idx >= 0 and current_stage_idx < STAGES.size():
return STAGES[current_stage_idx]
return {}
func can_submit() -> bool:
return current_stage_idx >= 0 and not soul_stone_phase and cooldown_remaining <= 0.0
func submit_item(inventory: Array, use_potion: bool = false, force_success: bool = false) -> Dictionary:
if current_stage_idx < 0 or current_stage_idx >= STAGES.size():
return {"ok": false, "reason": "NO_ACTIVE_QUEST"}
if soul_stone_phase:
return {"ok": false, "reason": "NEED_SOUL_STONE"}
if cooldown_remaining > 0.0 and not use_potion:
return {"ok": false, "reason": "COOLDOWN_ACTIVE", "remaining": cooldown_remaining}
var stage: Dictionary = STAGES[current_stage_idx]
var req_vnum: int = int(stage["collect_vnum"])
# 查找收集物槽位
var item_slot := -1
for i in range(inventory.size()):
var it = inventory[i]
if it != null and int(it.get("vnum", 0)) == req_vnum:
item_slot = i
break
if item_slot == -1:
return {"ok": false, "reason": "MISSING_ITEM", "vnum": req_vnum}
# 检查秘药
var potion_consumed := false
if use_potion:
for i in range(inventory.size()):
var it = inventory[i]
if it != null and int(it.get("vnum", 0)) == ITEM_SPIRAL_POTION:
inventory[i] = null
potion_consumed = true
cooldown_remaining = 0.0
break
# 扣除收集物
inventory[item_slot] = null
# 成功判定 (默认 60%,秘药 90%)
var success_chance: float = 0.90 if potion_consumed else 0.60
var roll: float = 0.0 if force_success else randf()
var success := roll < success_chance
if not success:
cooldown_remaining = 0.0 if potion_consumed else 3600.0 # 1 小时
return {
"ok": true,
"success": false,
"delivered": delivered_count,
"target": stage["collect_count"],
"msg": "样本已损坏,未能提取有效数据!"
}
# 成功交付
delivered_count += 1
var target_count: int = int(stage["collect_count"])
if delivered_count >= target_count:
soul_stone_phase = true
return {
"ok": true,
"success": true,
"delivered": delivered_count,
"target": target_count,
"stage_completed": true,
"msg": "研究样本收集完毕!接下来请获取专属灵魂石交付!"
}
else:
cooldown_remaining = 0.0 if potion_consumed else 3600.0
return {
"ok": true,
"success": true,
"delivered": delivered_count,
"target": target_count,
"stage_completed": false,
"msg": "样本质量极佳!已记录样本数据。"
}
func submit_soul_stone(inventory: Array) -> Dictionary:
if current_stage_idx < 0 or current_stage_idx >= STAGES.size():
return {"ok": false, "reason": "NO_ACTIVE_QUEST"}
if not soul_stone_phase:
return {"ok": false, "reason": "NOT_IN_SOUL_STONE_PHASE"}
var stage: Dictionary = STAGES[current_stage_idx]
var soul_vnum: int = int(stage["soul_stone_vnum"])
var found_slot := -1
for i in range(inventory.size()):
var it = inventory[i]
if it != null and int(it.get("vnum", 0)) == soul_vnum:
found_slot = i
break
if found_slot == -1:
return {"ok": false, "reason": "MISSING_SOUL_STONE", "vnum": soul_vnum}
# 消耗灵魂石
inventory[found_slot] = null
# 结算阶段奖励
var reward_type: String = String(stage["reward_type"])
var reward_val: int = int(stage["reward_value"])
permanent_bonuses[reward_type] = int(permanent_bonuses.get(reward_type, 0)) + reward_val
completed_stages.append(current_stage_idx)
var finished_stage_id: int = current_stage_idx
current_stage_idx = -1
delivered_count = 0
soul_stone_phase = false
cooldown_remaining = 0.0
# 检查下一阶段
_check_available_stage()
return {
"ok": true,
"completed_stage": finished_stage_id,
"reward_title": stage["reward_title"],
"reward_type": reward_type,
"reward_value": reward_val,
"all_bonuses": permanent_bonuses.duplicate()
}
func get_quest_status() -> Dictionary:
return {
"player_level": player_level,
"stage_idx": current_stage_idx,
"stage_info": get_current_stage(),
"delivered": delivered_count,
"target": int(get_current_stage().get("collect_count", 0)),
"soul_stone_phase": soul_stone_phase,
"cooldown_remaining": cooldown_remaining,
"completed_stages": completed_stages,
"permanent_bonuses": permanent_bonuses
}
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uid://cqcq40dpplogo
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# boss_summon_scroll_system.gd —— Metin2 40250 官方首领降临与魔石/矿脉召唤卷轴系统 1:1
# 100% 对照 40250 服务端 special_item_group.txt, char_item.cpp (ITEM_GIFTBOX), char_manager.cpp
class_name BossSummonScrollSystem
extends RefCounted
signal boss_summoned(mob_vnum: int, mob_name: String, spawn_pos: Vector2, is_aggressive: bool)
signal metin_summoned(metin_vnum: int, metin_name: String, spawn_pos: Vector2, level: int)
signal ore_vein_summoned(vein_vnum: int, vein_name: String, spawn_pos: Vector2)
signal summon_failed(reason: String)
# ==========================================
# 40250 官方首领召唤卷轴 (Boss Summon Scrolls)
# 对应 special_item_group.txt Vnum 71036 ~ 71043
# ==========================================
const BOSS_SCROLLS: Dictionary = {
71036: {
"name": "兽人首领召唤卷轴",
"tr_name": "Kağıt-Ork Şefi",
"mob_vnum": 691,
"mob_name": "兽人首领 (Orc Chief)",
"level": 50,
"rank": 4, # BOSS
"is_aggressive": true
},
71037: {
"name": "密教首领召唤卷轴",
"tr_name": "Kağıt-Karanlık Lider",
"mob_vnum": 791,
"mob_name": "黑风教主/密教首领 (Dark Leader)",
"level": 54,
"rank": 4,
"is_aggressive": true
},
71038: {
"name": "蜘蛛女王召唤卷轴",
"tr_name": "Kağıt-Kraliçe Örümcek",
"mob_vnum": 2091,
"mob_name": "蜘蛛女王 (Spider Queen)",
"level": 60,
"rank": 4,
"is_aggressive": true
},
71039: {
"name": "沙漠巨龟召唤卷轴",
"tr_name": "Kağıt-Kaplumbağa",
"mob_vnum": 2191,
"mob_name": "沙漠巨龟 (Giant Desert Tortoise)",
"level": 67,
"rank": 4,
"is_aggressive": true
},
71040: {
"name": "烈焰魔王召唤卷轴",
"tr_name": "Kağıt-Alev Kral",
"mob_vnum": 2206,
"mob_name": "烈焰魔王 (Flame King)",
"level": 73,
"rank": 4,
"is_aggressive": true
},
71041: {
"name": "九尾狐召唤卷轴",
"tr_name": "Kağıt-Dokuz Kuyruk",
"mob_vnum": 1901,
"mob_name": "九尾狐仙 (Nine Tails)",
"level": 72,
"rank": 4,
"is_aggressive": true
},
71042: {
"name": "恶魔之王召唤卷轴",
"tr_name": "Kağıt-Şeytan Kral",
"mob_vnum": 1091,
"mob_name": "恶魔之王 (Demon King)",
"level": 75,
"rank": 4,
"is_aggressive": true
},
71043: {
"name": "虎灵妖兽召唤卷轴",
"tr_name": "Sarı Kaplan H. Kağıdı",
"mob_vnum": 1304,
"mob_name": "黄虎幽灵 (Tiger Ghost)",
"level": 75,
"rank": 4,
"is_aggressive": true
}
}
# ==========================================
# 40250 官方魔石召唤卷轴 (Metin Summon Scrolls)
# 对应 special_item_group.txt Vnum 71080 ~ 71082
# ==========================================
const METIN_SCROLLS: Dictionary = {
71080: {
"name": "初级魔石召唤卷",
"tr_name": "Metin Taşı Çağırma Kağıdı (K)",
"pool": [
{"vnum": 8001, "name": "悲哀之石 (Metin of Sorrow)", "level": 5},
{"vnum": 8002, "name": "战斗之石 (Metin of Combat)", "level": 10},
{"vnum": 8003, "name": "会战之石 (Metin of Battle)", "level": 15},
{"vnum": 8004, "name": "贪婪之石 (Metin of Greed)", "level": 20},
{"vnum": 8005, "name": "漆黑之石 (Metin of Black)", "level": 25}
]
},
71081: {
"name": "中级魔石召唤卷",
"tr_name": "Metin Taşı Çağırma Kağıdı (O)",
"pool": [
{"vnum": 8006, "name": "黑暗之石 (Metin of Darkness)", "level": 30},
{"vnum": 8007, "name": "嫉妒之石 (Metin of Jealousy)", "level": 35},
{"vnum": 8008, "name": "灵魂之石 (Metin of Soul)", "level": 40},
{"vnum": 8009, "name": "阴影之石 (Metin of Shadow)", "level": 45},
{"vnum": 8010, "name": "强韧之石 (Metin of Toughness)", "level": 50}
]
},
71082: {
"name": "高级魔石召唤卷",
"tr_name": "Metin Taşı Çağırma Kağıdı (Z)",
"pool": [
{"vnum": 8011, "name": "恶魔之石 (Metin of Devil)", "level": 55},
{"vnum": 8012, "name": "陨落之石 (Metin of Fall)", "level": 60},
{"vnum": 8013, "name": "死者之石 (Metin of Death)", "level": 65},
{"vnum": 8014, "name": "屠杀之石 (Metin of Murder)", "level": 70},
{"vnum": 8024, "name": "狂风之石 (Metin of Pung-Ma)", "level": 75},
{"vnum": 8025, "name": "魔岩之石 (Metin of Ma-An)", "level": 80},
{"vnum": 8026, "name": "斗击之石 (Metin of Tu-Gyuk)", "level": 85},
{"vnum": 8027, "name": "绝望之石 (Metin of Jeon-Un)", "level": 90}
]
}
}
# ==========================================
# 40250 官方矿脉召唤卷轴 (Ore Vein Scrolls)
# 对应 special_item_group.txt Vnum 71057 ~ 71067
# ==========================================
const ORE_VEIN_SCROLLS: Dictionary = {
71057: {"mob_vnum": 20049, "name": "钻石矿脉 (Diamond Vein)"},
71058: {"mob_vnum": 20050, "name": "琥珀矿脉 (Amber Vein)"},
71059: {"mob_vnum": 20051, "name": "木化石矿脉 (Fossil Wood Vein)"},
71060: {"mob_vnum": 20052, "name": "铜矿脉 (Copper Vein)"},
71061: {"mob_vnum": 20053, "name": "银矿脉 (Silver Vein)"},
71062: {"mob_vnum": 20054, "name": "金矿脉 (Gold Vein)"},
71063: {"mob_vnum": 20055, "name": "翡翠矿脉 (Jade Vein)"},
71064: {"mob_vnum": 20056, "name": "黑檀木矿脉 (Ebony Vein)"},
71065: {"mob_vnum": 20057, "name": "珍珠矿脉 (Pearl Vein)"},
71066: {"mob_vnum": 20058, "name": "白金矿脉 (White Gold Vein)"},
71067: {"mob_vnum": 20059, "name": "水晶矿脉 (Crystal Vein)"}
}
# 当前已召唤生成的实体记录列表
var _active_summoned_entities: Array[Dictionary] = []
# 判断是否是 40250 原版召唤卷轴
func is_summon_scroll(vnum: int) -> bool:
return BOSS_SCROLLS.has(vnum) or METIN_SCROLLS.has(vnum) or ORE_VEIN_SCROLLS.has(vnum)
# 获取召唤卷轴类型类别
func get_scroll_category(vnum: int) -> String:
if BOSS_SCROLLS.has(vnum):
return "boss"
elif METIN_SCROLLS.has(vnum):
return "metin"
elif ORE_VEIN_SCROLLS.has(vnum):
return "ore_vein"
return ""
# 使用召唤卷轴
func use_summon_scroll(
inventory: Array,
slot_index: int,
player_pos: Vector2,
is_in_safe_zone: bool,
forced_choice_idx: int = -1
) -> Dictionary:
if slot_index < 0 or slot_index >= inventory.size():
summon_failed.emit("INVALID_SLOT")
return {"ok": false, "reason": "INVALID_SLOT", "msg": "无效的背包物品格位!"}
var item = inventory[slot_index]
if item == null:
summon_failed.emit("EMPTY_SLOT")
return {"ok": false, "reason": "EMPTY_SLOT", "msg": "指定格位没有任何道具!"}
var vnum = int(item.get("vnum", 0))
var category = get_scroll_category(vnum)
if category == "":
summon_failed.emit("NOT_A_SUMMON_SCROLL")
return {"ok": false, "reason": "NOT_A_SUMMON_SCROLL", "msg": "此物品并非怪物或魔石召唤卷轴!"}
# 40250 原版规则:安全区内禁止召唤具有攻击性的首领与魔石
if is_in_safe_zone and category != "ore_vein":
summon_failed.emit("CANNOT_SPAWN_IN_SAFEZONE")
return {"ok": false, "reason": "CANNOT_SPAWN_IN_SAFEZONE", "msg": "在安全区内无法召唤怪物!请移至野外危险区域。"}
# 扣除卷轴消耗 (40250 item->SetCount(item->GetCount()-1))
var current_count = int(item.get("count", 1))
if current_count > 1:
item["count"] = current_count - 1
else:
inventory[slot_index] = null
# 生成随机偏移位置 (类似 40250 GetX() + number(-500, 500))
var offset_x = randf_range(-120.0, 120.0)
var offset_y = randf_range(-120.0, 120.0)
# 确保不会生成在绝对重合点
if abs(offset_x) < 30.0:
offset_x = 50.0 if offset_x >= 0.0 else -50.0
if abs(offset_y) < 30.0:
offset_y = 50.0 if offset_y >= 0.0 else -50.0
var spawn_pos = Vector2(player_pos.x + offset_x, player_pos.y + offset_y)
var summoned_entity: Dictionary = {}
match category:
"boss":
var boss_info = BOSS_SCROLLS[vnum]
summoned_entity = {
"vnum": int(boss_info["mob_vnum"]),
"name": str(boss_info["mob_name"]),
"level": int(boss_info["level"]),
"rank": int(boss_info["rank"]),
"pos": spawn_pos,
"is_aggressive": true,
"category": "boss",
"summoner_pos": player_pos
}
_active_summoned_entities.append(summoned_entity)
boss_summoned.emit(summoned_entity["vnum"], summoned_entity["name"], spawn_pos, true)
"metin":
var metin_scroll = METIN_SCROLLS[vnum]
var pool: Array = metin_scroll["pool"]
var picked_idx = 0
if forced_choice_idx >= 0 and forced_choice_idx < pool.size():
picked_idx = forced_choice_idx
else:
picked_idx = randi() % pool.size()
var picked_metin = pool[picked_idx]
summoned_entity = {
"vnum": int(picked_metin["vnum"]),
"name": str(picked_metin["name"]),
"level": int(picked_metin["level"]),
"rank": 5, # STONE
"pos": spawn_pos,
"is_aggressive": false,
"category": "metin",
"summoner_pos": player_pos
}
_active_summoned_entities.append(summoned_entity)
metin_summoned.emit(summoned_entity["vnum"], summoned_entity["name"], spawn_pos, summoned_entity["level"])
"ore_vein":
var vein_info = ORE_VEIN_SCROLLS[vnum]
summoned_entity = {
"vnum": int(vein_info["mob_vnum"]),
"name": str(vein_info["name"]),
"pos": spawn_pos,
"is_aggressive": false,
"category": "ore_vein",
"summoner_pos": player_pos
}
_active_summoned_entities.append(summoned_entity)
ore_vein_summoned.emit(summoned_entity["vnum"], summoned_entity["name"], spawn_pos)
return {
"ok": true,
"category": category,
"entity": summoned_entity,
"msg": "卷轴散发出一道耀眼的光芒,强大的封印能量破空而出!"
}
# 获取当前已召唤的所有活跃实体
func get_active_summoned_entities() -> Array[Dictionary]:
return _active_summoned_entities
# 清空/移除已击败或离开的实体
func remove_summoned_entity(index: int) -> bool:
if index >= 0 and index < _active_summoned_entities.size():
_active_summoned_entities.remove_at(index)
return true
return false
func clear_summoned_entities() -> void:
_active_summoned_entities.clear()
# 存档与读档支持
func serialize() -> Dictionary:
var list_copy: Array = []
for e in _active_summoned_entities:
var pos_dict = {"x": e["pos"].x, "y": e["pos"].y}
var copy_e = e.duplicate()
copy_e["pos"] = pos_dict
if copy_e.has("summoner_pos"):
copy_e["summoner_pos"] = {"x": e["summoner_pos"].x, "y": e["summoner_pos"].y}
list_copy.append(copy_e)
return {
"active_entities": list_copy
}
func deserialize(data: Dictionary) -> void:
_active_summoned_entities.clear()
var raw_list = data.get("active_entities", [])
for item in raw_list:
var pos_data = item.get("pos", {"x": 0.0, "y": 0.0})
var ent = item.duplicate()
ent["pos"] = Vector2(pos_data.get("x", 0.0), pos_data.get("y", 0.0))
if ent.has("summoner_pos"):
var sp_data = ent.get("summoner_pos", {"x": 0.0, "y": 0.0})
ent["summoner_pos"] = Vector2(sp_data.get("x", 0.0), sp_data.get("y", 0.0))
_active_summoned_entities.append(ent)
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uid://xjrr61n0rkui
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extends SceneTree
const CharSelectScreen = preload("res://ui/char_select_screen.gd")
class FakeClient extends Node:
func get_slot_count() -> int: return 4
func get_empire() -> int: return 1
var _fail := 0
func _ck(c: bool, m: String) -> void:
if not c:
_fail += 1
printerr("FAIL: " + m)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var client := FakeClient.new()
root.add_child(client)
var assets := AssetRoot.path()
var screen := CharSelectScreen.new()
root.add_child(screen)
screen.setup(client, assets, [
{"index": 0, "name": "WarriorTest", "job": 0, "level": 50, "guild_name": "TestGuild",
"play_minutes": 120, "ht": 40, "iq": 20, "st": 50, "dx": 30, "main_part": 0, "hair_part": 0}
])
for _i in 10:
await process_frame
_ck(screen._pv != null, "PlayerView created on stage")
_ck(not screen._starting, "Screen not initially starting")
_ck(screen._pv.anim != null and String(screen._pv.anim.get("anim_path")).ends_with("intro/wait.msa"),
"Initial animation is wait.msa")
_ck(bool(screen._pv.anim.get("loop")) == true, "wait.msa is looping")
var result := {"slot": -1}
screen.select_requested.connect(func(slot: int):
print("Test received select_requested signal with slot = ", slot)
result.slot = slot
)
# 触发开始流程
screen._do_start()
_ck(screen._starting, "Screen entered _starting state")
_ck(screen._btn_start.disabled, "Start button disabled during selection")
_ck(screen._pv.anim != null and String(screen._pv.anim.get("anim_path")).ends_with("intro/selected.msa"),
"Selected animation changed to intro/selected.msa")
_ck(bool(screen._pv.anim.get("loop")) == false, "intro/selected.msa is non-looping")
# 40250 原生逻辑:选角开始时仅播放角色动作与语音,无脚底光环粒子特效
var fx_nodes: Array = screen._pivot.find_children("fx_*", "Node3D", true, false)
_ck(fx_nodes.is_empty(), "40250 parity: no extraneous ground particle halo spawned")
# 等待动作完成与 select_requested 信号触发(基于真实时间)
var t0 := Time.get_ticks_msec()
var frames := 0
while result.slot == -1 and (Time.get_ticks_msec() - t0) < 4000:
await process_frame
frames += 1
_ck(result.slot == 0, "select_requested emitted with slot 0 after animation finishes")
if _fail == 0:
print("PASS: char_select_start_motion_test (selected.msa motion + sound script + 40250 clean parity)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
@@ -0,0 +1 @@
uid://ngrh5ra7vqus
+25
View File
@@ -63,6 +63,9 @@ func _run() -> void:
if hair_image != null:
hair_image.save_png(output.path_join("hair-texture.png"))
var mesh_bounds: Array = []
var body_uses_blue_steel_skin := false
var blue_steel_path := AssetRoot.path().path_join("patch2/ymir work/pc/warrior/warrior_4-2.dds")
var blue_steel_image: Image = ua.load_dds_image(blue_steel_path) if main_part == 12019 else null
for mi in screen._pv.find_children("*", "MeshInstance3D", true, false):
var local_aabb: AABB = mi.get_aabb()
var world_aabb: AABB = mi.get_global_transform() * local_aabb
@@ -78,6 +81,17 @@ func _run() -> void:
var mat: Material = mi.get_active_material(surface)
if mat is ShaderMaterial:
print("MATERIAL mode=", mat.get_shader_parameter("mode"), " alpha_write=", mat.shader.code.contains("ALPHA ="))
var albedo := mat.get_shader_parameter("albedo_tex") as Texture2D
if albedo and blue_steel_image:
var actual := albedo.get_image()
# Character textures generate mipmaps before upload. Compare only
# level 0 with the decoded DDS or identical pixels would differ by
# the appended mip levels.
var expected_data := blue_steel_image.get_data()
var actual_data := actual.get_data() if actual else PackedByteArray()
if actual and actual.get_size() == blue_steel_image.get_size() \
and actual_data.slice(0, expected_data.size()) == expected_data:
body_uses_blue_steel_skin = true
if "--solid-body" in OS.get_cmdline_user_args():
var solid := StandardMaterial3D.new()
solid.albedo_texture = mat.get_shader_parameter("albedo_tex")
@@ -87,12 +101,23 @@ func _run() -> void:
printerr("FAIL: server armor was not applied")
quit(1)
return
if main_part == 12019 and not body_uses_blue_steel_skin:
printerr("FAIL: armor 12019 geometry loaded without warrior_4-2 target skin")
quit(1)
return
if hair_part == 1001 and not String(screen._pv.model.get("hair_gr2")).to_lower().contains("hair_2_1"):
printerr("FAIL: standard HairIndex 1001 did not replace the default hair model")
quit(1)
return
if DisplayServer.get_name() != "headless":
await RenderingServer.frame_post_draw
if screen._viewport:
var viewport_image := screen._viewport.get_texture().get_image()
if viewport_image.detect_alpha() != Image.ALPHA_NONE:
printerr("FAIL: selection stage must be opaque; transparent additive particles create black quads")
quit(1)
return
viewport_image.save_png(output.path_join("viewport.png"))
if root.get_texture().get_image().save_png(output.path_join("selection.png")) != OK:
quit(1)
return
+114
View File
@@ -53,6 +53,14 @@ class FakeClient extends Node:
return "銀河聯盟" if gid == 9 else ""
func say(type: int, text: String) -> bool:
says.append([type, text]); return true
signal skills_changed
signal skill_group_changed(group: int)
var skills_list: Array = [
{"id": 31, "level": 10, "master": 0},
{"id": 121, "level": 5, "master": 0},
]
func get_skills() -> Array: return skills_list
func get_skill_group() -> int: return 1
var _fail := 0
func _ck(c: bool, m: String) -> void:
@@ -148,6 +156,112 @@ func _run() -> void:
cs._set_state("STATUS")
_ck(char_page.visible, "Character_Page visible again after SetState(STATUS)")
# --- Skill & Emoticon 拖拽到快捷栏 (40250 机制自检) ---
var mouse_ctl := preload("res://ui/mouse_controller.gd").new()
get_root().add_child(mouse_ctl)
mouse_ctl.setup(ui)
cs.item_mouse = mouse_ctl
var qb := preload("res://ui/quickbar.gd").new()
get_root().add_child(qb)
qb.item_mouse = mouse_ctl
qb.setup(fc, cs.skill_table, ui, func(): return null, assets)
cs.open("SKILL")
_ck(cs.is_open(), "SKILL tab open")
var active_slot: Control = cs._node("Skill_Active_Slot")
var slot1: Control = active_slot.get_node_or_null("slot_1") if active_slot else null
var slot1_btn: TextureButton = slot1.get_node_or_null("Btn") if slot1 else null
_ck(slot1_btn != null, "Skill slot_1 has Btn")
# 1. 模拟左键点击主动技能 (id 31) -> 成功 attach_skill 到鼠标
if slot1_btn:
var ev := InputEventMouseButton.new()
ev.button_index = MOUSE_BUTTON_LEFT
ev.pressed = true
slot1_btn.gui_input.emit(ev)
_ck(mouse_ctl.is_attached(), "mouse attached skill on left click")
var att := mouse_ctl.attached()
_ck(att.get("source") == "skill" and att.get("skill_id") == 31, "attached payload is skill 31")
# 2. 模拟拖拽与容差判定:鼠标在快捷栏槽位 0 边缘(例如向外偏移 6 像素)依然能准确吸附落入槽位 0
var slot0_ctrl: Control = qb._slots[0]["btn"]
var drop_pos: Vector2 = slot0_ctrl.get_global_rect().position + Vector2(-6, -6)
_ck(mouse_ctl._drop_at(drop_pos), "generous hitbox allows drop within tolerance")
var st0 := qb.mobile_slot_state(0)
_ck(st0.get("kind") == "skill" and int(st0.get("id")) == 31, "quickbar slot 0 has skill 31 (got %s)" % str(st0))
# 2b. 40250 点击拾取模式:点击技能后松开(未发生拖动),技能仍然附着在鼠标上
var ev_down := InputEventMouseButton.new()
ev_down.button_index = MOUSE_BUTTON_LEFT
ev_down.pressed = true
slot1_btn.gui_input.emit(ev_down)
var ev_up := InputEventMouseButton.new()
ev_up.button_index = MOUSE_BUTTON_LEFT
ev_up.pressed = false
mouse_ctl._input(ev_up)
_ck(mouse_ctl.is_attached(), "mouse still attached after stationary click release (40250 pickup mode)")
# 移到槽位 3 点击放置
var slot3_ctrl: Control = qb._slots[3]["btn"]
var ev_click_slot := InputEventMouseButton.new()
ev_click_slot.button_index = MOUSE_BUTTON_LEFT
ev_click_slot.pressed = true
ev_click_slot.position = slot3_ctrl.get_global_rect().get_center()
mouse_ctl._input(ev_click_slot)
_ck(not mouse_ctl.is_attached(), "clicking quickslot 3 drops attached skill")
var st3 := qb.mobile_slot_state(3)
_ck(st3.get("kind") == "skill" and int(st3.get("id")) == 31, "quickbar slot 3 has skill 31 (got %s)" % str(st3))
mouse_ctl.cancel()
# 3. 被动技能(如 Leadership 121slot 103)不可拖拽 / 附着
var etc_slot: Control = cs._node("Skill_ETC_Slot")
var slot103: Control = etc_slot.get_node_or_null("slot_103") if etc_slot else null
var slot103_btn: TextureButton = slot103.get_node_or_null("Btn") if slot103 else null
if slot103_btn:
var ev := InputEventMouseButton.new()
ev.button_index = MOUSE_BUTTON_LEFT
ev.pressed = true
slot103_btn.gui_input.emit(ev)
_ck(not mouse_ctl.is_attached(), "passive skill 121 CANNOT be attached to mouse (40250 CanUseSkill == false)")
# 4. Ctrl + 左键主动技能 -> 自动填入首个空快捷栏槽位 (40250 RequestAddToEmptyLocalQuickSlot)
if slot1_btn:
var ev_ctrl := InputEventMouseButton.new()
ev_ctrl.button_index = MOUSE_BUTTON_LEFT
ev_ctrl.pressed = true
ev_ctrl.ctrl_pressed = true
slot1_btn.gui_input.emit(ev_ctrl)
var st1 := qb.mobile_slot_state(1)
_ck(st1.get("kind") == "skill" and int(st1.get("id")) == 31, "Ctrl+Click auto assigns skill to quickslot 1 (got %s)" % str(st1))
# 5. 表情拖拽:切换到 EMOTICON,点击动作 1 附着到鼠标,放入快捷栏槽位 2
cs.open("EMOTICON")
var solo_slot: Control = cs._node("SoloEmotionSlot")
var emote1: Control = solo_slot.get_node_or_null("slot_1") if solo_slot else null
var emote1_btn: TextureButton = emote1.get_node_or_null("Btn") if emote1 else null
_ck(emote1_btn != null, "Emote slot_1 has Btn")
if emote1_btn:
var ev := InputEventMouseButton.new()
ev.button_index = MOUSE_BUTTON_LEFT
ev.pressed = true
emote1_btn.gui_input.emit(ev)
_ck(mouse_ctl.is_attached(), "mouse attached emote on left click")
var att_e := mouse_ctl.attached()
_ck(att_e.get("source") == "emotion" and att_e.get("emote_id") == 1, "attached payload is emote 1")
_ck(qb._drop_mouse_payload(att_e, 2), "drop emote onto quickbar slot 2 succeeds")
var st2 := qb.mobile_slot_state(2)
_ck(st2.get("kind") == "emote" and int(st2.get("id")) == 1, "quickbar slot 2 has emote 1 (got %s)" % str(st2))
mouse_ctl.cancel()
# --- TitleBar close button ---
var tb: Control = cs._node("Character_TitleBar")
var close_btn: Button = tb.find_child("CloseButton", true, false) if tb else null
_ck(close_btn != null, "Character_TitleBar has CloseButton")
if close_btn:
close_btn.pressed.emit()
_ck(not cs.is_open(), "CloseButton on TitleBar closes window")
cs.open()
cs.close()
_ck(not cs.is_open(), "character window closed")
+147
View File
@@ -0,0 +1,147 @@
# chat_hyperlink_dice_system.gd —— 40250 聊天物品超链接与 /dice 掷骰系统 1:1
# 严格对照:
# ClientVS22/source/EterLib/TextTag.cpp:32 (Hyperlink |Hitem:vnum:flags:socket:attr|h[%s]|h)
# Client/Eternexus/root/uichat.py & uitooltip.py (ItemHyperlink, SetHyperlinkItem)
# metin2/src/server/game/src/cmd_general.cpp:2392 (do_dice)
extends RefCounted
const LINK_COLOR := "ffffc700" # 官方物品链接专用亮金黄色
# 1. 将物品数据编码为 40250 官方超链接格式
# 格式: |cffffc700|Hitem:vnum:flags:s0:s1:s2:a0_t:a0_v:a1_t:a1_v:...|h[物品名]|h|r
static func encode_item_hyperlink(item_data: Dictionary) -> String:
var vnum: int = item_data.get("vnum", 0)
var name: String = item_data.get("name", "Unknown Item")
var flags: int = item_data.get("flags", 0)
var sockets: Array = item_data.get("sockets", [0, 0, 0])
while sockets.size() < 3:
sockets.append(0)
var attrs: Array = item_data.get("attributes", [])
var attr_parts: Array = []
for a in attrs:
attr_parts.append("%d:%d" % [a.get("type", 0), a.get("value", 0)])
var payload_parts := [
str(vnum),
str(flags),
str(sockets[0]),
str(sockets[1]),
str(sockets[2])
]
if not attr_parts.is_empty():
payload_parts.append((":").join(attr_parts))
var payload := (":").join(payload_parts)
return "|c%s|Hitem:%s|h[%s]|h|r" % [LINK_COLOR, payload, name]
# 2. 从超链接中解析提取物品完整数据结构 (1:1 TextTag::FindHyperlink)
static func decode_item_hyperlink(hyperlink_text: String) -> Dictionary:
var res := {
"valid": false,
"vnum": 0,
"name": "",
"flags": 0,
"sockets": [0, 0, 0],
"attributes": []
}
# 正则或字符串匹配提取 |Hitem:(.+?)\|h\[(.*?)\]\|h
var h_start := hyperlink_text.find("|Hitem:")
if h_start == -1:
return res
var payload_start := h_start + 7 # len("|Hitem:")
var payload_end := hyperlink_text.find("|h[", payload_start)
if payload_end == -1:
return res
var payload := hyperlink_text.substr(payload_start, payload_end - payload_start)
var name_start := payload_end + 3 # len("|h[")
var name_end := hyperlink_text.find("]|h", name_start)
if name_end == -1:
return res
var display_name := hyperlink_text.substr(name_start, name_end - name_start)
res["name"] = display_name
var tokens := payload.split(":")
if tokens.size() < 5:
return res
res["vnum"] = tokens[0].to_int()
res["flags"] = tokens[1].to_int()
res["sockets"] = [tokens[2].to_int(), tokens[3].to_int(), tokens[4].to_int()]
# 解析属性对 (type:value)
var attrs: Array = []
var idx := 5
while idx + 1 < tokens.size():
var at_type := tokens[idx].to_int()
var at_val := tokens[idx + 1].to_int()
attrs.append({ "type": at_type, "value": at_val })
idx += 2
res["attributes"] = attrs
res["valid"] = true
return res
# 3. 模拟 Tooltip 生成(悬停时渲染内容)
static func build_tooltip_text(item_dict: Dictionary) -> String:
if not item_dict.get("valid", false):
return "无效的物品链接"
var lines: Array = []
lines.append("=== %s (Vnum: %d) ===" % [item_dict["name"], item_dict["vnum"]])
# 宝石孔位信息
var sockets: Array = item_dict.get("sockets", [])
for i in range(sockets.size()):
var s: int = sockets[i]
if s > 0:
lines.append("孔位 %d: 镶嵌宝石 [Vnum %d]" % [i + 1, s])
elif s == 1: # 官方孔位开孔标记
lines.append("孔位 %d: 空孔" % [i + 1])
# 附加属性信息 (1~7 条)
var attrs: Array = item_dict.get("attributes", [])
for a in attrs:
lines.append("附加属性: 类型 %d +%d" % [a["type"], a["value"]])
return ("\n").join(lines)
# 4. 40250 官方 /dice 掷骰系统 (1:1 ACMD(do_dice))
static func execute_dice(player_name: String, args: Array = [], roll_override: int = -1) -> Dictionary:
var start_val := 1
var end_val := 100
if args.size() >= 2:
start_val = int(args[0])
end_val = int(args[1])
elif args.size() == 1:
start_val = 1
end_val = int(args[0])
# 40250 规则: end = MAX(start, end); start = MIN(start, end);
var real_start := mini(start_val, end_val)
var real_end := maxi(start_val, end_val)
var roll_result: int = 0
if roll_override >= 0:
roll_result = clamp(roll_override, real_start, real_end)
else:
roll_result = randi() % (real_end - real_start + 1) + real_start
var broadcast_msg := "%s 投掷了骰子,点数为 %d (%d-%d)" % [
player_name, roll_result, real_start, real_end
]
return {
"player": player_name,
"roll": roll_result,
"start": real_start,
"end": real_end,
"message": broadcast_msg
}
@@ -0,0 +1 @@
uid://bnktthkdod33w
+145
View File
@@ -0,0 +1,145 @@
# chest_system.gd —— 40250 首领宝箱与钥匙系统 1:1 规则引擎
# 严格对照:
# metin2/src/server/game/src/char_item.cpp:2024-2080 (ITEM_GIFTBOX / 50070 / 50011)
# metin2/src/server/game/src/char_item.cpp:1936-1980 (ITEM_TREASURE_BOX / ITEM_TREASURE_KEY)
# metin2/src/server/game/src/special_item_group.txt
extends RefCounted
# 宝箱与钥匙 VNUM 定义
const VNUM_SILVER_BOX := 50001 # 银宝箱
const VNUM_SILVER_KEY := 50002 # 银钥匙
const VNUM_GOLD_BOX := 50003 # 金宝箱
const VNUM_GOLD_KEY := 50004 # 金钥匙
const VNUM_MOONLIGHT_BOX := 50011 # 月光宝盒
const VNUM_CHIEF_ORC_CHEST := 50070 # 兽人首领箱
const VNUM_DARK_LEADER_CHEST := 50071# 黑魔首领箱
const VNUM_SPIDER_QUEEN_CHEST := 50073# 蜘蛛女王箱
const VNUM_NINE_TAILS_CHEST := 50078 # 九尾妖狐宝箱
const VNUM_FLAME_KING_CHEST := 50079 # 火炎领主宝箱
const VNUM_REAPER_CHEST := 50082 # 死神宝箱
# 特殊掉落类型标识(CSpecialItemGroup
const SPECIAL_GOLD := 1000000001
const SPECIAL_EXP := 1000000002
const SPECIAL_MOB_TRAP := 1000000003
const SPECIAL_SLOW_TRAP := 1000000004
const SPECIAL_POISON_TRAP := 1000000005
# 钥匙与宝箱配对映射表
const KEY_BOX_PAIRS := {
VNUM_SILVER_KEY: VNUM_SILVER_BOX,
VNUM_GOLD_KEY: VNUM_GOLD_BOX,
}
# 官方 40250 经典掉落表数据结构 (vnum, count, prob_weight)
const DROP_TABLES := {
VNUM_MOONLIGHT_BOX: [
{"type": "item", "vnum": 50300, "count": 1, "weight": 20, "name": "技能书"},
{"type": "item", "vnum": 71001, "count": 1, "weight": 15, "name": "驱魔卷轴"},
{"type": "item", "vnum": 71094, "count": 1, "weight": 10, "name": "隐士教训"},
{"type": "item", "vnum": 25040, "count": 1, "weight": 15, "name": "祝福卷轴"},
{"type": "gold", "vnum": SPECIAL_GOLD, "count": 50000, "weight": 25, "name": "金币 50,000"},
{"type": "exp", "vnum": SPECIAL_EXP, "count": 30000, "weight": 15, "name": "经验值 30,000"},
],
VNUM_CHIEF_ORC_CHEST: [
{"type": "item", "vnum": 50300, "count": 1, "weight": 20, "name": "技能书"},
{"type": "item", "vnum": 50513, "count": 1, "weight": 10, "name": "魂石"},
{"type": "item", "vnum": 25040, "count": 1, "weight": 15, "name": "祝福卷轴"},
{"type": "item", "vnum": 11249, "count": 1, "weight": 10, "name": "幽冥战甲+9"},
{"type": "trap_poison", "vnum": SPECIAL_POISON_TRAP, "count": 1, "weight": 10, "name": "毒气陷阱"},
{"type": "gold", "vnum": SPECIAL_GOLD, "count": 100000, "weight": 20, "name": "金币 100,000"},
{"type": "exp", "vnum": SPECIAL_EXP, "count": 50000, "weight": 15, "name": "经验值 50,000"},
],
VNUM_SILVER_BOX: [
{"type": "item", "vnum": 25040, "count": 1, "weight": 25, "name": "祝福卷轴"},
{"type": "item", "vnum": 50300, "count": 1, "weight": 25, "name": "技能书"},
{"type": "gold", "vnum": SPECIAL_GOLD, "count": 30000, "weight": 30, "name": "金币 30,000"},
{"type": "trap_slow", "vnum": SPECIAL_SLOW_TRAP, "count": 1, "weight": 20, "name": "减速毒雾"},
],
VNUM_GOLD_BOX: [
{"type": "item", "vnum": 25040, "count": 2, "weight": 25, "name": "祝福卷轴 x2"},
{"type": "item", "vnum": 50513, "count": 1, "weight": 20, "name": "魂石"},
{"type": "item", "vnum": 71001, "count": 2, "weight": 20, "name": "驱魔卷轴 x2"},
{"type": "gold", "vnum": SPECIAL_GOLD, "count": 80000, "weight": 35, "name": "金币 80,000"},
]
}
static func is_gift_box(vnum: int) -> bool:
return vnum in [
VNUM_MOONLIGHT_BOX, VNUM_CHIEF_ORC_CHEST, VNUM_DARK_LEADER_CHEST,
VNUM_SPIDER_QUEEN_CHEST, VNUM_NINE_TAILS_CHEST, VNUM_FLAME_KING_CHEST,
VNUM_REAPER_CHEST
]
static func is_treasure_box(vnum: int) -> bool:
return vnum in [VNUM_SILVER_BOX, VNUM_GOLD_BOX]
static func is_treasure_key(vnum: int) -> bool:
return vnum in [VNUM_SILVER_KEY, VNUM_GOLD_KEY]
static func is_matching_key(key_vnum: int, box_vnum: int) -> bool:
return KEY_BOX_PAIRS.get(key_vnum, 0) == box_vnum
# 开启普通礼盒(无需钥匙,直接右键)
static func open_gift_box(
box_vnum: int,
empty_inventory_slots: int,
roll_val := -1
) -> Dictionary:
if not is_gift_box(box_vnum):
return {"success": false, "err": "not_gift_box", "msg": "该物品无法直接开启。"}
if empty_inventory_slots < 1:
return {"success": false, "err": "inventory_full", "msg": "背包已满,无法开启宝箱。"}
return _roll_chest_reward(box_vnum, roll_val)
# 使用钥匙开启上锁宝箱(拖拽钥匙至宝箱)
static func open_treasure_box_with_key(
key_vnum: int,
box_vnum: int,
empty_inventory_slots: int,
roll_val := -1
) -> Dictionary:
if not is_treasure_box(box_vnum):
return {"success": false, "err": "not_treasure_box", "msg": "这不是一个需要钥匙的宝箱。"}
if not is_matching_key(key_vnum, box_vnum):
return {"success": false, "err": "key_mismatch", "msg": "这把钥匙无法打开该宝箱。"}
if empty_inventory_slots < 1:
return {"success": false, "err": "inventory_full", "msg": "背包已满,无法开启宝箱。"}
var res := _roll_chest_reward(box_vnum, roll_val)
res["consumed_key_vnum"] = key_vnum
res["consumed_box_vnum"] = box_vnum
return res
# 抽选掉落物
static func _roll_chest_reward(box_vnum: int, roll_val: int) -> Dictionary:
var drops: Array = DROP_TABLES.get(box_vnum, DROP_TABLES[VNUM_MOONLIGHT_BOX])
var total_weight := 0
for d in drops:
total_weight += int(d.get("weight", 10))
var dice: int = roll_val if roll_val > 0 else (randi() % total_weight)
dice = dice % total_weight # 约束范围
var accum := 0
var chosen: Dictionary = drops[0]
for d in drops:
accum += int(d.get("weight", 10))
if dice < accum:
chosen = d
break
return {
"success": true,
"box_vnum": box_vnum,
"reward_type": chosen.get("type", "item"),
"reward_vnum": chosen.get("vnum", 0),
"reward_count": chosen.get("count", 1),
"reward_name": chosen.get("name", "神秘道具"),
"is_trap": String(chosen.get("type", "")).begins_with("trap_"),
}
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# class_specialization_system.gd —— Metin2 40250 角色 30 级双流派转职与无损洗髓系统 1:1
# 对照 40250 服务端 quest/skill_group.quest, char_skill.cpp, cmd_general.cpp
class_name ClassSpecializationSystem
extends RefCounted
signal specialization_chosen(job: int, spec_id: int, spec_name: String)
signal skill_point_allocated(skill_vnum: int, new_level: int, remaining_points: int)
signal specialization_reset(refunded_points: int)
const VNUM_RESET_SCROLL := 71100 # 洗髓卷轴 / 重新分配技能书 (Scroll of Redistribution)
const REQUIRED_LEVEL := 30 # 转职等级门槛
const SPEC_TREE: Dictionary = {
0: { # 战士
1: {
"name": "战狂流派 (Arahan)",
"desc": "极度偏向狂暴输出与高速连斩,兼具霸体与破坏力",
"skills": {
1: "三连斩",
2: "旋风斩",
3: "狂战士",
4: "剑气",
5: "冲锋"
}
},
2: {
"name": "圣战流派 (Partisan)",
"desc": "坚若磐石的钢铁之躯,以强身术与精神打击粉碎强敌",
"skills": {
16: "强身术",
17: "精神打击",
18: "宝剑斩",
19: "震地波",
20: "剑气斩"
}
}
},
1: { # 刺客
1: {
"name": "近战刺客流派 (Dagger)",
"desc": "隐身于阴影之中,擅长淬毒与致命近身背刺",
"skills": {
31: "伏击",
32: "绝杀",
33: "匕首旋风",
34: "隐身术",
35: "毒刃"
}
},
2: {
"name": "远程弓箭流派 (Archer)",
"desc": "千里之外取敌首级,漫天箭雨与火炎穿透射击",
"skills": {
46: "连射",
47: "箭雨",
48: "火炎箭",
49: "疾风步",
50: "毒箭"
}
}
},
2: { # 修罗
1: {
"name": "魔剑修罗流派 (Weapon)",
"desc": "附魔之刃附体,吸血噬魂与破魔剑气并存",
"skills": {
61: "附魔之刃",
62: "附魔之甲",
63: "惧意",
64: "龙卷风",
65: "手指戳击"
}
},
2: {
"name": "黑魔法修罗流派 (Black Magic)",
"desc": "掌控幽冥暗焰,幽暗之盾抵消伤害,黑暗之球远程轰杀",
"skills": {
76: "幽冥一击",
77: "烈焰一击",
78: "黑暗之球",
79: "幽暗之盾",
80: "鬼影步"
}
}
},
3: { # 萨满
1: {
"name": "巨龙神圣辅助流派 (Dragon)",
"desc": "掌控巨龙图腾之力,为团队提供巨龙之赐与龙之协助光环",
"skills": {
91: "飞龙射击",
92: "巨龙射击",
93: "巨龙咆哮",
94: "巨龙之赐",
95: "龙之协助"
}
},
2: {
"name": "雷电神圣治疗流派 (Lightning)",
"desc": "引动九天雷电轰杀群敌,施展神圣治愈术与疾风迅捷",
"skills": {
106: "雷电箭",
107: "召唤雷电",
108: "雷电之爪",
109: "治愈术",
110: "迅捷步"
}
}
}
}
# 获取职业可选流派
func get_available_specializations(job: int) -> Dictionary:
return SPEC_TREE.get(job, {})
# 进行 30 级转职选定流派
func choose_specialization(spec_id: int, player_data: Dictionary) -> Dictionary:
var job: int = int(player_data.get("job", 0))
var lvl: int = int(player_data.get("level", 1))
if lvl < REQUIRED_LEVEL:
return {"ok": false, "reason": "LEVEL_TOO_LOW", "msg": "转职需要角色等级达到 30 级!当前等级: %d" % lvl}
var cur_group: int = int(player_data.get("skill_group", 0))
if cur_group != 0:
return {"ok": false, "reason": "ALREADY_SPECIALIZED", "msg": "你已选定了流派!若需变更,请先使用【洗髓卷轴】。"}
if not SPEC_TREE.has(job) or not SPEC_TREE[job].has(spec_id):
return {"ok": false, "reason": "INVALID_SPEC_ID", "msg": "无效的流派代码!"}
var spec = SPEC_TREE[job][spec_id]
player_data["skill_group"] = spec_id
# 初始化该流派专属 5 大技能
if not player_data.has("skills"):
player_data["skills"] = {}
for svnum in spec["skills"].keys():
player_data["skills"][svnum] = {
"name": spec["skills"][svnum],
"level": 0,
"master_type": 0
}
specialization_chosen.emit(job, spec_id, spec["name"])
return {
"ok": true,
"job": job,
"spec_id": spec_id,
"spec_name": spec["name"],
"skills_count": spec["skills"].size(),
"msg": "恭喜!成功完成 30 级转职,踏入【%s】流派之道!" % spec["name"]
}
# 学习与加点技能
func allocate_skill_point(skill_vnum: int, player_data: Dictionary) -> Dictionary:
var cur_group: int = int(player_data.get("skill_group", 0))
if cur_group == 0:
return {"ok": false, "reason": "NOT_SPECIALIZED", "msg": "尚未进行 30 级转职,无法修习流派绝学!"}
var pts: int = int(player_data.get("skill_points", 0))
if pts <= 0:
return {"ok": false, "reason": "NO_SKILL_POINTS", "msg": "技能点数不足!"}
var skills: Dictionary = player_data.get("skills", {})
if not skills.has(skill_vnum):
return {"ok": false, "reason": "SKILL_NOT_AVAILABLE", "msg": "此技能不属于当前专精流派!"}
var sk = skills[skill_vnum]
var cur_lvl: int = int(sk.get("level", 0))
if cur_lvl >= 20:
return {"ok": false, "reason": "MAX_NORMAL_LEVEL", "msg": "该技能基础等级已满 (20),进阶需使用技能秘籍!"}
sk["level"] = cur_lvl + 1
player_data["skill_points"] = pts - 1
skill_point_allocated.emit(skill_vnum, sk["level"], player_data["skill_points"])
return {
"ok": true,
"skill_vnum": skill_vnum,
"new_level": sk["level"],
"remaining_points": player_data["skill_points"],
"msg": "%s】提升至等级 %d" % [sk.get("name", "技能"), sk["level"]]
}
# 使用洗髓卷轴 (71100) 无损重置流派与返还技能点
func reset_specialization(inventory: Array, player_data: Dictionary, free_reset: bool = false) -> Dictionary:
var cur_group: int = int(player_data.get("skill_group", 0))
if cur_group == 0:
return {"ok": false, "reason": "NOT_SPECIALIZED", "msg": "当前尚未选定任何专精流派,无需洗髓!"}
# 卷轴消耗检查
var scroll_slot = -1
if not free_reset:
for i in range(inventory.size()):
if inventory[i] != null and int(inventory[i].get("vnum", 0)) == VNUM_RESET_SCROLL:
scroll_slot = i
break
if scroll_slot == -1:
return {"ok": false, "reason": "NEED_RESET_SCROLL", "msg": "需要【洗髓卷轴】(71100) 才能重置专精流派!"}
# 统计已投入的所有技能点数
var skills: Dictionary = player_data.get("skills", {})
var total_invested: int = 0
for svnum in skills.keys():
var sk = skills[svnum]
total_invested += int(sk.get("level", 0))
# 消耗卷轴
if scroll_slot != -1:
var sc_item = inventory[scroll_slot]
var sc_cnt = int(sc_item.get("count", 1))
if sc_cnt > 1:
sc_item["count"] = sc_cnt - 1
else:
inventory[scroll_slot] = null
# 全额返还技能点
var cur_pts: int = int(player_data.get("skill_points", 0))
player_data["skill_points"] = cur_pts + total_invested
player_data["skill_group"] = 0
player_data["skills"] = {}
specialization_reset.emit(total_invested)
return {
"ok": true,
"refunded_points": total_invested,
"total_skill_points": player_data["skill_points"],
"msg": "洗髓成功!经脉重铸,%d 点技能点数全额返还,可重新选定双分支流派!" % total_invested
}
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# classic_pet_system.gd —— Metin2 40250 经典封印宠物跟随与守护系统 1:1
# 对照 40250 服务端 PetSystem.cpp, PetSystem.h, questlua_pet.cpp
class_name ClassicPetSystem
extends RefCounted
signal pet_summoned(mob_vnum: int, pet_name: String, buffs: Dictionary)
signal pet_unsummoned(mob_vnum: int, pet_name: String)
signal pet_moved(current_pos: Vector2, is_teleport: bool)
# 40250 官方经典宠物召唤 Mob Vnum
const MOB_BABY_BOAR := 34001 # 幼野猪
const MOB_BABY_WOLF := 34002 # 幼狼
const MOB_BABY_TIGER := 34003 # 幼虎
const MOB_BABY_LION := 34004 # 幼狮
const MOB_BABY_FIREDRAKE := 34005 # 幼火龙
const MOB_ICE_PHOENIX := 34006 # 冰凤凰
const MOB_BABY_AZRAEL := 34009 # 幼小阿兹瑞尔
# 40250 官方经典封印物品 Vnum
const SEAL_BABY_BOAR := 53001 # 幼野猪封印
const SEAL_BABY_FIREDRAKE := 53002 # 幼火龙封印
const SEAL_ICE_PHOENIX := 53003 # 冰凤凰封印
const SEAL_BABY_LION := 53004 # 幼狮封印
const SEAL_BABY_AZRAEL := 53005 # 幼小阿兹瑞尔封印
# 40250 AI 跟随与瞬移距离参数
const MIN_FOLLOW_DIST := 2.0 # 最小跟随停步距离 (米)
const MAX_TELEPORT_DIST := 15.0 # 最大跟随超距,超过直接瞬移到身边 (米)
const FOLLOW_SPEED := 6.0 # 跟随移动速度
# 40250 宠物封印配置表
const PET_SEAL_CONFIGS: Dictionary = {
SEAL_BABY_BOAR: {
"mob_vnum": MOB_BABY_BOAR,
"name": "幼野猪",
"buffs": {"monster_damage_pct": 15},
"dungeon_only": false
},
SEAL_BABY_FIREDRAKE: {
"mob_vnum": MOB_BABY_FIREDRAKE,
"name": "幼火龙",
"buffs": {"max_hp": 1500, "attack_pct": 15},
"dungeon_only": false
},
SEAL_ICE_PHOENIX: {
"mob_vnum": MOB_ICE_PHOENIX,
"name": "冰凤凰",
"buffs": {"max_hp": 1500, "defense_pct": 15},
"dungeon_only": false
},
SEAL_BABY_LION: {
"mob_vnum": MOB_BABY_LION,
"name": "幼狮",
"buffs": {"crit_pct": 10},
"dungeon_only": false
},
SEAL_BABY_AZRAEL: {
"mob_vnum": MOB_BABY_AZRAEL,
"name": "小阿兹瑞尔",
"buffs": {"dungeon_attack_pct": 20, "max_hp": 1000},
"dungeon_only": true # 40250 源码判定:若不在地牢中,专属地牢增益不生效
}
}
# 当前宠物出战状态
var is_summoned: bool = false
var active_mob_vnum: int = 0
var active_seal_vnum: int = 0
var active_pet_name: String = ""
var active_buffs: Dictionary = {}
var pet_pos: Vector2 = Vector2.ZERO
# 检查物品是否为 40250 宠物封印
static func is_pet_seal(vnum: int) -> bool:
return PET_SEAL_CONFIGS.has(vnum)
# 获取宠物封印配置
static func get_pet_config_by_seal(seal_vnum: int) -> Dictionary:
return PET_SEAL_CONFIGS.get(seal_vnum, {}).duplicate(true)
# 召唤经典封印宠物 (40250 CPetSystem::Summon)
func summon_pet(seal_item: Dictionary, player_stats: Dictionary, is_in_dungeon: bool = false, owner_pos: Vector2 = Vector2.ZERO) -> Dictionary:
var seal_vnum := int(seal_item.get("vnum", 0))
if not PET_SEAL_CONFIGS.has(seal_vnum):
return {"ok": false, "reason": "NOT_A_PET_SEAL", "msg": "该物品不是有效的宠物封印!"}
# 若已有宠物出战,先解散旧宠物 (40250 规则:同时只出战一只)
if is_summoned:
unsummon_pet(player_stats)
var conf: Dictionary = PET_SEAL_CONFIGS[seal_vnum]
active_mob_vnum = conf["mob_vnum"]
active_seal_vnum = seal_vnum
active_pet_name = conf["name"]
pet_pos = owner_pos + Vector2(1.5, 0.0) # 出生在身侧
# 计算注入的 Buff (40250 GiveBuff 规则)
var buffs_to_apply: Dictionary = {}
var base_buffs: Dictionary = conf.get("buffs", {})
var is_dungeon_only: bool = bool(conf.get("dungeon_only", false))
for stat_key in base_buffs.keys():
var val = base_buffs[stat_key]
# 40250 特殊判定:小阿兹瑞尔等特定宠物仅在地牢中激活特定地牢 Buff
if stat_key == "dungeon_attack_pct":
if is_in_dungeon:
buffs_to_apply[stat_key] = val
else:
buffs_to_apply[stat_key] = val
# 应用属性加成至玩家
_apply_buffs_to_player(buffs_to_apply, player_stats, 1)
active_buffs = buffs_to_apply
is_summoned = true
pet_summoned.emit(active_mob_vnum, active_pet_name, active_buffs)
return {
"ok": true,
"mob_vnum": active_mob_vnum,
"pet_name": active_pet_name,
"buffs": active_buffs,
"pos": pet_pos,
"msg": "成功召唤宠物【%s】!守护属性已激活。" % active_pet_name
}
# 召回/解散宠物 (40250 CPetSystem::Unsummon / ClearBuff)
func unsummon_pet(player_stats: Dictionary) -> Dictionary:
if not is_summoned:
return {"ok": false, "reason": "NO_PET_SUMMONED", "msg": "当前没有出战的宠物!"}
# 清除施加在玩家身上的属性
_apply_buffs_to_player(active_buffs, player_stats, -1)
var old_mob := active_mob_vnum
var old_name := active_pet_name
is_summoned = false
active_mob_vnum = 0
active_seal_vnum = 0
active_pet_name = ""
active_buffs.clear()
pet_pos = Vector2.ZERO
pet_unsummoned.emit(old_mob, old_name)
return {
"ok": true,
"mob_vnum": old_mob,
"pet_name": old_name,
"msg": "宠物【%s】已召回,守护属性已解除。" % old_name
}
# 跟随 AI 逻辑步进 (40250 CPetActor::_UpdateFollowAI)
func update_follow_ai(owner_pos: Vector2, delta: float) -> Dictionary:
if not is_summoned:
return {"action": "none"}
var dist := pet_pos.distance_to(owner_pos)
# 超过最大瞬移距离,直接瞬移回主人身边
if dist > MAX_TELEPORT_DIST:
pet_pos = owner_pos + Vector2(1.5, 0.0)
pet_moved.emit(pet_pos, true)
return {"action": "teleport", "pos": pet_pos, "dist": dist}
# 超过最小跟随距离,平滑朝主人位移
if dist > MIN_FOLLOW_DIST:
var move_dist: float = minf(FOLLOW_SPEED * delta, dist - MIN_FOLLOW_DIST)
pet_pos = pet_pos.move_toward(owner_pos, move_dist)
pet_moved.emit(pet_pos, false)
return {"action": "follow", "pos": pet_pos, "dist": pet_pos.distance_to(owner_pos)}
# 处于舒适距离,保持待机
return {"action": "idle", "pos": pet_pos, "dist": dist}
# 属性加成注入或反向扣减
func _apply_buffs_to_player(buffs: Dictionary, player_stats: Dictionary, factor: int) -> void:
for stat_key in buffs.keys():
var val = int(buffs[stat_key]) * factor
var cur = int(player_stats.get(stat_key, 0))
player_stats[stat_key] = cur + val
# 序列化
func serialize() -> Dictionary:
return {
"is_summoned": is_summoned,
"active_mob_vnum": active_mob_vnum,
"active_seal_vnum": active_seal_vnum,
"active_pet_name": active_pet_name,
"active_buffs": active_buffs.duplicate(true),
"pos_x": pet_pos.x,
"pos_y": pet_pos.y
}
# 反序列化
func deserialize(data: Dictionary) -> void:
is_summoned = bool(data.get("is_summoned", false))
active_mob_vnum = int(data.get("active_mob_vnum", 0))
active_seal_vnum = int(data.get("active_seal_vnum", 0))
active_pet_name = str(data.get("active_pet_name", ""))
active_buffs = data.get("active_buffs", {}).duplicate(true)
pet_pos = Vector2(float(data.get("pos_x", 0.0)), float(data.get("pos_y", 0.0)))
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# client_phase_integration_system.gd —— 40250 客户端全状态机与全流程一体化集成系统 1:1
# 严格对照:
# Client/Eternexus/root/networkmodule.py, interfacemodule.py, game.py
# ClientVS22/source/UserInterface/PythonNetworkStream.h (PHASE_*)
extends RefCounted
const IntroLoginPhase = preload("res://intro_login_phase.gd")
const IntroEmpirePhase = preload("res://intro_empire_phase.gd")
const IntroSelectPhase = preload("res://intro_select_phase.gd")
const IntroCreatePhase = preload("res://intro_create_phase.gd")
const IntroLoadingPhase = preload("res://intro_loading_phase.gd")
const MessengerSystem = preload("res://messenger_system.gd")
const WhisperChatSystem = preload("res://whisper_chat_system.gd")
const AtlasNavigationSystem = preload("res://atlas_navigation_system.gd")
const EquipmentInspectSystem = preload("res://equipment_inspect_system.gd")
const BgmJukeboxSystem = preload("res://bgm_jukebox_system.gd")
# 官方 Phase 枚举 (PythonNetworkStream.h)
enum ClientPhase {
PHASE_OFFLINE,
PHASE_LOGIN,
PHASE_EMPIRE,
PHASE_SELECT,
PHASE_CREATE,
PHASE_LOADING,
PHASE_GAME
}
var current_phase: int = ClientPhase.PHASE_LOGIN
# 阶段子模块实例
var login_phase: RefCounted = null
var empire_phase: RefCounted = null
var select_phase: RefCounted = null
var create_phase: RefCounted = null
var loading_phase: RefCounted = null
# 游戏内核心交互模块实例
var messenger: RefCounted = null
var whisper: RefCounted = null
var atlas: RefCounted = null
var equip_inspect: RefCounted = null
var jukebox: RefCounted = null
# 活跃角色数据
var active_character: Dictionary = {}
var active_account: String = ""
# 热键弹窗焦点栈 (用于 Escape 键自顶向下关闭)
var dialog_focus_stack: Array = []
func _init() -> void:
current_phase = ClientPhase.PHASE_LOGIN
active_character = {}
active_account = ""
dialog_focus_stack.clear()
# 初始化各阶段系统
login_phase = IntroLoginPhase.new()
empire_phase = IntroEmpirePhase.new()
select_phase = IntroSelectPhase.new()
create_phase = IntroCreatePhase.new()
loading_phase = IntroLoadingPhase.new()
# 初始化游戏内交互系统
messenger = MessengerSystem.new()
whisper = WhisperChatSystem.new()
atlas = AtlasNavigationSystem.new()
equip_inspect = EquipmentInspectSystem.new()
jukebox = BgmJukeboxSystem.new()
# 1. 登录跳转流 (Login -> Select / Empire)
func process_login(account: String, password_input: String) -> Dictionary:
var r = login_phase.attempt_login(account, password_input)
if not r["success"]:
return r
active_account = account
if r.get("has_characters", false):
current_phase = ClientPhase.PHASE_SELECT
r["next_phase"] = ClientPhase.PHASE_SELECT
else:
current_phase = ClientPhase.PHASE_EMPIRE
r["next_phase"] = ClientPhase.PHASE_EMPIRE
return r
# 2. 阵营抉择流 (Empire -> Create)
func process_empire_select(empire_id: int) -> Dictionary:
if current_phase != ClientPhase.PHASE_EMPIRE:
return { "success": false, "error": "NOT_IN_EMPIRE_PHASE" }
empire_phase.select_empire(empire_id)
var conf = empire_phase.confirm_empire_selection()
current_phase = ClientPhase.PHASE_CREATE
conf["next_phase"] = ClientPhase.PHASE_CREATE
return conf
# 3. 角色塑形流 (Create -> Select)
func process_character_create(name: String, empire_id: int = 1) -> Dictionary:
if current_phase != ClientPhase.PHASE_CREATE:
return { "success": false, "error": "NOT_IN_CREATE_PHASE" }
var r = create_phase.create_character(name, empire_id)
if not r["success"]:
return r
# 存入角色选择大厅首个空槽位
select_phase.set_character_slot(0, r["character"])
current_phase = ClientPhase.PHASE_SELECT
r["next_phase"] = ClientPhase.PHASE_SELECT
return r
# 4. 选择角色出战流 (Select -> Loading -> Game)
func process_character_start(slot_idx: int) -> Dictionary:
if current_phase != ClientPhase.PHASE_SELECT:
return { "success": false, "error": "NOT_IN_SELECT_PHASE" }
select_phase.select_slot(slot_idx)
var r = select_phase.start_game()
if not r["success"]:
return r
active_character = r["character"]
# 启动过场加载
loading_phase.start_loading()
current_phase = ClientPhase.PHASE_LOADING
# 完成 4 阶段加载
for i in range(5):
loading_phase.advance_loading_step()
if loading_phase.is_completed():
current_phase = ClientPhase.PHASE_GAME
jukebox.on_enter_map("metin2_map_a1")
messenger.main_player_name = active_character.get("name", "Hero")
whisper.main_player_name = active_character.get("name", "Hero")
r["next_phase"] = ClientPhase.PHASE_GAME
return r
# 5. 全局热键路由与窗口调度 (1:1 interfacemodule.py)
func handle_input_hotkey(key_name: String) -> Dictionary:
if current_phase != ClientPhase.PHASE_GAME:
return { "handled": false, "phase": current_phase }
match key_name:
"Alt+M": # 好友面板
var is_showing: bool = (dialog_focus_stack.has("MESSENGER"))
if is_showing:
dialog_focus_stack.erase("MESSENGER")
return { "handled": true, "action": "CLOSE_MESSENGER" }
else:
dialog_focus_stack.append("MESSENGER")
return { "handled": true, "action": "OPEN_MESSENGER" }
"M": # Atlas 全景大地图
var visible = atlas.toggle_atlas()
if visible:
dialog_focus_stack.append("ATLAS")
return { "handled": true, "action": "OPEN_ATLAS" }
else:
dialog_focus_stack.erase("ATLAS")
return { "handled": true, "action": "CLOSE_ATLAS" }
"Escape": # 自顶向下关闭弹窗或呼出系统菜单
if not dialog_focus_stack.is_empty():
var top_dialog = dialog_focus_stack.pop_back()
if top_dialog == "ATLAS":
atlas.hide_atlas()
return { "handled": true, "action": "CLOSED_TOP_DIALOG", "dialog": top_dialog }
else:
return { "handled": true, "action": "OPEN_SYSTEM_MENU" }
return { "handled": false }
# 6. 登出游戏 (Game -> Select / Login)
func logout_to_select() -> void:
current_phase = ClientPhase.PHASE_SELECT
active_character = {}
dialog_focus_stack.clear()
atlas.hide_atlas()
jukebox.on_enter_map("intro_select")
func logout_to_login() -> void:
current_phase = ClientPhase.PHASE_LOGIN
active_character = {}
active_account = ""
dialog_focus_stack.clear()
jukebox.on_enter_map("intro_login")
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@@ -519,6 +519,7 @@ func _run() -> void:
ph.global_position = Vector3(0, 0, 1.0)
nw.nodes[2000] = ph
_reset_hit(np, fc, nw, fx)
np._motion_start_t = np._local_time - 0.105
np._attack_process(0.016)
_ck(fc.attacks.size() == 1, "node without defending spheres -> fallback sphere -> hit")
nw.nodes[2000] = vnode
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extends SceneTree
# combat_parity_test —— 验证 40250 战斗与视觉对齐:
# 1. 防御碰撞球骨骼世界矩阵绑定(ActorInstanceCollisionDetection.cpp:33-70
# 2. 击退撞墙地形阻挡截断(InstanceBase.cpp BlockMovement / is_blocked
# 3. 攻击挥刀动作期间移动锁定(ActorInstanceMotion.cpp:472 isLock / PythonPlayerInput.cpp:457
# 4. 头顶伤害与 MISS 飘字官方 damagevalue/ DDS 贴图与排版(InstanceBaseEffect.cpp:150-205
const NetPlay = preload("res://net_play.gd")
const NetWorld = preload("res://net_world.gd")
const DamageEffect = preload("res://damage_effect.gd")
const UiAssets = preload("res://ui/ui_assets.gd")
const PlayerCtl = preload("res://player_controller.gd")
const PlayerView = preload("res://ui/player_view.gd")
const MobView = preload("res://ui/mob_view.gd")
var failures := 0
func check(ok: bool, msg: String) -> void:
if ok:
print("OK: %s" % msg)
else:
failures += 1
printerr("FAIL: %s" % msg)
func _init() -> void:
call_deferred("run_all")
func run_all() -> void:
print("--- Running combat_parity_test ---")
test_bone_defending_spheres()
test_knockback_collision_blocking()
test_attack_lock()
test_damage_billboard_textures()
test_actor_shake()
test_resist_fallen()
test_skill_cancel_window()
print("combat_parity_test finished with %d failures" % failures)
quit(1 if failures > 0 else 0)
# 1. 骨骼防御球测试
func test_bone_defending_spheres() -> void:
var np := NetPlay.new()
var vnode := Node3D.new()
root.add_child(vnode)
vnode.position = Vector3(10, 0, 5)
# Mock model
var model := Node3D.new()
model.name = "Metin2Model"
vnode.add_child(model)
# Mock anim
var anim := Node.new()
anim.name = "Metin2AnimPlayer"
var script := GDScript.new()
script.source_code = """
extends Node
func get_effect_bone_pose(bone: String) -> Dictionary:
if bone == "Bip01 Spine":
return {"transform": Transform3D(Basis.IDENTITY, Vector3(0, 1.0, 0))}
return {}
"""
script.reload()
anim.set_script(script)
vnode.add_child(anim)
# Mock get_defending_spheres
var vnode_script := GDScript.new()
vnode_script.source_code = """
extends Node3D
var model: Node3D
var anim: Node
func get_defending_spheres() -> Array:
return [
{"radius": 50.0, "pos": Vector3(0, 50.0, 0), "bone": "Bip01 Spine"},
{"radius": 40.0, "pos": Vector3(0, 0, 80.0), "bone": ""}
]
"""
vnode_script.reload()
vnode.set_script(vnode_script)
vnode.set("model", model)
vnode.set("anim", anim)
var v_pos := NetPlay._actor_cm(NetPlay._world_pos(vnode))
var spheres: Array = np._defending_spheres(1234, vnode, v_pos)
check(spheres.size() == 2, "2 defending spheres produced")
var sp0: Dictionary = spheres[0]
check(float(sp0.radius) == 50.0, "sphere 0 radius is 50")
check(sp0.pos.is_equal_approx(Vector3(1000, -500, 150)), "bone defending sphere accurately transformed with bone matrix")
var sp1: Dictionary = spheres[1]
check(float(sp1.radius) == 40.0, "sphere 1 radius is 40")
vnode.queue_free()
np.queue_free()
# 2. 击退地形阻挡测试
func test_knockback_collision_blocking() -> void:
var nw := NetWorld.new()
root.add_child(nw)
var client_script := GDScript.new()
client_script.source_code = """
extends Node
signal entity_spawned(d)
signal entity_despawned(vid)
signal entity_main_set(vid)
signal vitals_changed(vid, hp, sp)
signal entity_dead(vid)
signal damage(vid, amount, flag)
signal chat(t, v, s)
signal entity_moved(vid, pos)
func is_in_game() -> bool: return true
func get_entity(vid: int) -> Dictionary:
return {"vid": vid, "pos": Vector3(10.0, 0.0, -20.0)}
"""
client_script.reload()
var fake_client := Node.new()
fake_client.set_script(client_script)
root.add_child(fake_client)
var mount := Node3D.new()
root.add_child(mount)
nw.setup(fake_client, mount)
# Spawn dummy entity
var ent_node := Node3D.new()
mount.add_child(ent_node)
nw._by_vid[555] = ent_node
# Mock world with blocked region
var world_script := GDScript.new()
world_script.source_code = """
extends Node
func is_blocked(x: float, z: float) -> bool:
return x >= 11.0
func to_world(pos: Vector3) -> Vector3:
return Vector3(pos.x / 100.0, 0, -pos.y / 100.0)
"""
world_script.reload()
var fake_world := Node.new()
fake_world.set_script(world_script)
nw.world = fake_world
# Push victim towards +x by force 5.0
nw.push_victim(555, Vector2(1, 0), 5.0)
check(nw.is_pushing(555), "victim is in pushing state initially")
# Step physics push until collision
var e: Dictionary = fake_client.call("get_entity", 555)
for i in range(10):
var pos: Vector3 = nw._pushed_position(555, e, 0.05, Vector3(10, 0, -20))
if not nw.is_pushing(555):
break
var cur_pos: Vector3 = nw._pushed_position(555, e, 0.05, Vector3(10, 0, -20))
check(cur_pos.x <= 11.05, "knockback stopped by is_blocked at boundary (x=%f <= 11.05)" % cur_pos.x)
mount.queue_free()
fake_client.queue_free()
fake_world.queue_free()
nw.queue_free()
# 3. 攻击动作锁定移动测试
func test_attack_lock() -> void:
var np := NetPlay.new()
root.add_child(np)
var pc := PlayerCtl.new()
var player_node := Node3D.new()
root.add_child(player_node)
pc.player = player_node
root.add_child(pc)
np.pc = pc
check(not np.is_lock(), "initially not locked")
check(not pc.locked, "pc.locked initially false")
# Start swing
np._emit_swing(1, false)
np._process(0.016)
check(np.is_lock(), "is_lock() is true during attack swing")
check(pc.locked, "pc.locked is true during attack swing")
# Advance past attack duration
np._local_time += 2.0
np._process(0.016)
check(not np.is_lock(), "is_lock() is false after attack ends")
check(not pc.locked, "pc.locked is false after attack ends")
player_node.queue_free()
pc.queue_free()
np.queue_free()
# 4. 伤害数字 DDS 资源与 Billboard 测试
func test_damage_billboard_textures() -> void:
var assets_path := AssetRoot.path()
if not AssetRoot.available():
print("SKIP: damage DDS textures test (assets directory not present)")
return
var target_0: Texture2D = UiAssets.load_tex(assets_path, "d:/ymir work/effect/affect/damagevalue/target_0.dds")
check(target_0 != null, "target_0.dds loaded successfully via UiAssets")
if target_0:
check(target_0.get_width() > 0 and target_0.get_height() > 0, "target_0.dds has valid dimensions (%dx%d)" % [target_0.get_width(), target_0.get_height()])
var target_miss: Texture2D = UiAssets.load_tex(assets_path, "d:/ymir work/effect/affect/damagevalue/target_miss.dds")
check(target_miss != null, "target_miss.dds loaded successfully via UiAssets")
var damage_0: Texture2D = UiAssets.load_tex(assets_path, "d:/ymir work/effect/affect/damagevalue/damage_0.dds")
check(damage_0 != null, "damage_0.dds loaded successfully via UiAssets")
var damage_miss: Texture2D = UiAssets.load_tex(assets_path, "d:/ymir work/effect/affect/damagevalue/damage_miss.dds")
check(damage_miss != null, "damage_miss.dds loaded successfully via UiAssets")
# 5. 受击瞬时微震颤测试(ActorInstanceBattle.cpp __Shake
func test_actor_shake() -> void:
var pv := PlayerView.new()
var mv := MobView.new()
root.add_child(pv)
root.add_child(mv)
check(pv.has_method("shake"), "PlayerView has shake() method")
check(mv.has_method("shake"), "MobView has shake() method")
pv.shake()
check(pv._hit.shake_left > 0.0, "PlayerView shake timer active after shake()")
mv.shake()
check(mv._hit.shake_left > 0.0, "MobView shake timer active after shake()")
pv.queue_free()
mv.queue_free()
# 6. 霸体抗击退测试(ActorInstanceBattle.cpp IsResistFallen
func test_resist_fallen() -> void:
var np := NetPlay.new()
# 普通怪 / 普通角色无霸体
var normal_ent := {"race": 101, "affect_flags": 0}
check(not np._is_resist_fallen(normal_ent), "normal entity is not resist fallen")
# 铁布衫 / 天罡气 (AFFECT_CHEONGEUN 1 << 16)
var iron_body_ent := {"race": 101, "affect_flags": 1 << 16}
check(np._is_resist_fallen(iron_body_ent), "AFFECT_CHEONGEUN entity is resist fallen")
check(not np._can_push(iron_body_ent, 999, false), "resist fallen entity cannot be pushed")
# 巨型怪物 (IS_HUGE_RACE 2493)
var huge_ent := {"race": 2493, "affect_flags": 0}
check(np._is_resist_fallen(huge_ent), "huge race entity is resist fallen")
check(not np._can_push(huge_ent, 888, true), "huge entity cannot be pushed")
np.queue_free()
# 7. 技能后摇打断测试(ActorInstanceMotion.cpp IsCancelEnableSkill
func test_skill_cancel_window() -> void:
var np := NetPlay.new()
# 常规技能在施法期间锁定移动
np.start_skill_cast(2.0, false, false)
check(np.is_lock() == true, "normal skill is locked during cast")
# 带 cancel_enable 的技能在打断窗口内允许移动
np.start_skill_cast(2.0, false, true)
check(np.is_lock() == false, "cancel_enable skill does not lock movement")
np._on_motion_bound("wait")
check(np.is_lock() == false, "is_lock is false after wait")
np.queue_free()
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# combat_replay_snapshot_system.gd —— Metin2 40250 战斗高光战报与首领击杀瞬间快照 1:1
# 对照 40250 服务端 battle.cpp, packet.h, char_battle.cpp
class_name CombatReplaySnapshotSystem
extends RefCounted
signal combat_session_started(target_name: String)
signal combat_highlight_generated(card: Dictionary)
signal new_personal_record(target_name: String, record_type: String, new_val: int)
const MAX_STORED_CARDS := 20
var is_in_session: bool = false
var session_id: int = 1
var target_vnum: int = 0
var target_name: String = ""
var target_max_hp: int = 0
var session_start_time: float = 0.0
var elapsed_time: float = 0.0
var total_damage_dealt: int = 0
var total_damage_taken: int = 0
var total_attacks: int = 0
var total_skills_used: int = 0
var max_single_hit: int = 0
var critical_hits_count: int = 0
# 历史高光战报归档
var highlight_cards: Array = []
# 个人最高纪录:target_name -> { "best_dps": int, "fastest_time": float, "highest_hit": int }
var personal_bests: Dictionary = {}
# 开始一场战斗记录
func start_combat_session(vnum: int, tname: String, max_hp: int) -> Dictionary:
is_in_session = true
target_vnum = vnum
target_name = tname
target_max_hp = max_hp
session_start_time = Time.get_unix_time_from_system()
elapsed_time = 0.0
total_damage_dealt = 0
total_damage_taken = 0
total_attacks = 0
total_skills_used = 0
max_single_hit = 0
critical_hits_count = 0
combat_session_started.emit(target_name)
return {
"ok": true,
"session_id": session_id,
"target_name": target_name,
"target_hp": target_max_hp
}
# 记录一次攻击命中
func record_hit(dmg: int, is_crit: bool, skill_name: String = "") -> void:
if not is_in_session:
return
total_damage_dealt += dmg
total_attacks += 1
if is_crit:
critical_hits_count += 1
if not skill_name.is_empty():
total_skills_used += 1
if dmg > max_single_hit:
max_single_hit = dmg
# 记录受到的伤害
func record_damage_taken(dmg: int) -> void:
if not is_in_session:
return
total_damage_taken += dmg
# 帧心跳更新战斗时长
func update(delta: float) -> void:
if is_in_session:
elapsed_time += delta
# 结束战斗并生成结构化高光快照战报
func end_combat_session(is_kill: bool, drops: Array = []) -> Dictionary:
if not is_in_session:
return {"ok": false, "reason": "NO_ACTIVE_SESSION"}
is_in_session = false
var duration = max(0.5, elapsed_time)
var dps = int(float(total_damage_dealt) / duration)
# 战斗评级评估 (S / A / B / C)
var rank = "C"
if is_kill:
if dps >= 4000:
rank = "S"
elif dps >= 2500:
rank = "A"
elif dps >= 1200:
rank = "B"
else:
rank = "C"
var card: Dictionary = {
"session_id": session_id,
"target_vnum": target_vnum,
"target_name": target_name,
"is_kill": is_kill,
"rank": rank,
"duration": duration,
"total_damage": total_damage_dealt,
"dps": dps,
"max_single_hit": max_single_hit,
"crit_count": critical_hits_count,
"damage_taken": total_damage_taken,
"skills_used": total_skills_used,
"drops": drops.duplicate(true),
"datetime": Time.get_datetime_string_from_system()
}
session_id += 1
highlight_cards.push_front(card)
if highlight_cards.size() > MAX_STORED_CARDS:
highlight_cards.pop_back()
# 刷新个人纪录判定
_update_personal_bests(card)
combat_highlight_generated.emit(card)
return card
# 检查并更新个人生涯纪录
func _update_personal_bests(card: Dictionary) -> void:
if not card["is_kill"]:
return
var tname: String = card["target_name"]
if not personal_bests.has(tname):
personal_bests[tname] = {
"best_dps": card["dps"],
"fastest_time": card["duration"],
"highest_hit": card["max_single_hit"]
}
new_personal_record.emit(tname, "FIRST_KILL", card["dps"])
return
var pb = personal_bests[tname]
if card["dps"] > pb["best_dps"]:
pb["best_dps"] = card["dps"]
new_personal_record.emit(tname, "BEST_DPS", card["dps"])
if card["duration"] < pb["fastest_time"]:
pb["fastest_time"] = card["duration"]
new_personal_record.emit(tname, "FASTEST_TIME", int(card["duration"]))
if card["max_single_hit"] > pb["highest_hit"]:
pb["highest_hit"] = card["max_single_hit"]
new_personal_record.emit(tname, "HIGHEST_HIT", card["max_single_hit"])
# 查询最近战报
func get_recent_highlights() -> Array:
return highlight_cards
# 查询特定目标的最佳战报纪录
func get_personal_best(tname: String) -> Dictionary:
return personal_bests.get(tname, {})
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# combat_status_effect_system.gd —— Metin2 40250 官方战斗状态异常与五大负面减益结算系统 1:1
# 100% 对照 40250 服务端 battle.cpp, char_resist.cpp, affect.h, char.h (POINT_POISON_PCT, IMMUNE_STUN, IMMUNE_SLOW)
class_name CombatStatusEffectSystem
extends RefCounted
signal status_applied(target_id: int, effect_type: String, duration: float)
signal status_resisted(target_id: int, effect_type: String, reason: String)
signal status_ticked(target_id: int, effect_type: String, damage: int, remaining_ticks: int)
signal status_cleared(target_id: int, effect_type: String)
# 40250 官方核心状态异常类型
const EFFECT_POISON := "poison" # 中毒 (AFF_POISON)
const EFFECT_STUN := "stun" # 眩晕 (AFF_STUN)
const EFFECT_SLOW := "slow" # 减速 (AFF_SLOW)
const EFFECT_FIRE := "fire" # 烈焰灼烧 (AFF_FIRE)
const EFFECT_BLEEDING := "bleeding" # 流血虚弱 (AFF_BLEEDING)
# 等级压制中毒调整表 (40250 char_resist.cpp: poison_level_adjust)
const POISON_LEVEL_ADJUST: Array[int] = [100, 90, 80, 70, 60, 50, 40, 30, 20]
# 状态记录表: target_id -> { effect_type -> { "duration": float, "timer": float, "tick_interval": float, "ticks_left": int, "param": int } }
var _target_effects: Dictionary = {}
# ==========================================
# 1. 状态异常施加与判定 (battle.cpp: NormalAttackAffect)
# ==========================================
# 尝试施加攻击异常效果 (通用结算)
func try_apply_normal_attack_effects(
attacker: Dictionary,
victim: Dictionary,
forced_rolls: Dictionary = {}
) -> Dictionary:
var victim_id = int(victim.get("id", 0))
var applied: Array[String] = []
var resisted: Array[String] = []
var is_attacker_pc = bool(attacker.get("is_pc", true))
var is_victim_pc = bool(victim.get("is_pc", true))
var attacker_level = int(attacker.get("level", 1))
var victim_level = int(victim.get("level", 1))
# 1. 中毒判定 (POINT_POISON_PCT)
var poison_pct = int(attacker.get("poison_pct", 0))
if poison_pct > 0 and not has_effect(victim_id, EFFECT_POISON):
# 怪物只中毒一次检查 (char_resist.cpp: m_bHasPoisoned && !IsPC())
var already_poisoned_once = bool(victim.get("has_been_poisoned", false))
if not is_victim_pc and already_poisoned_once:
resisted.append("poison_already_poisoned_once")
else:
var roll = int(forced_rolls.get("poison_pct_roll", randi_range(1, 100)))
if roll <= poison_pct:
# 等级差距惩罚检查
var can_poison := true
if attacker_level < victim_level:
var delta = min(victim_level - attacker_level, 8)
var level_roll = int(forced_rolls.get("poison_level_roll", randi_range(1, 100)))
if level_roll > POISON_LEVEL_ADJUST[delta]:
can_poison = false
resisted.append("poison_level_penalty")
if can_poison:
apply_poison(victim, attacker)
applied.append(EFFECT_POISON)
# 2. 眩晕判定 (POINT_STUN_PCT)
var stun_pct = int(attacker.get("stun_pct", 0))
if stun_pct > 0 and not has_effect(victim_id, EFFECT_STUN):
# 免疫眩晕判定 (IMMUNE_STUN)
if bool(victim.get("immune_stun", false)):
status_resisted.emit(victim_id, EFFECT_STUN, "IMMUNE_STUN")
resisted.append("immune_stun")
else:
var roll = int(forced_rolls.get("stun_pct_roll", randi_range(1, 100)))
if roll <= stun_pct:
var stun_dur = 4.0 if (is_attacker_pc and not is_victim_pc) else 2.0
apply_stun(victim_id, stun_dur)
applied.append(EFFECT_STUN)
# 3. 减速判定 (POINT_SLOW_PCT)
var slow_pct = int(attacker.get("slow_pct", 0))
if slow_pct > 0 and not has_effect(victim_id, EFFECT_SLOW):
# 免疫减速判定 (IMMUNE_SLOW)
if bool(victim.get("immune_slow", false)):
status_resisted.emit(victim_id, EFFECT_SLOW, "IMMUNE_SLOW")
resisted.append("immune_slow")
else:
var roll = int(forced_rolls.get("slow_pct_roll", randi_range(1, 100)))
if roll <= slow_pct:
apply_slow(victim_id, 20.0, 30) # 40250 官方减速 20 秒,移速 -30
applied.append(EFFECT_SLOW)
return {
"applied": applied,
"resisted": resisted
}
# ==========================================
# 2. 状态具体应用 (char_resist.cpp)
# ==========================================
# 施加中毒: 10 次跳伤害,每次间隔 3 秒,总持续 30 秒 (POISON_LENGTH + 1)
func apply_poison(victim: Dictionary, attacker: Dictionary = {}) -> void:
var victim_id = int(victim.get("id", 0))
victim["has_been_poisoned"] = true
_add_raw_effect(victim_id, EFFECT_POISON, {
"duration": 30.0,
"timer": 3.0,
"tick_interval": 3.0,
"ticks_left": 10,
"param": int(victim.get("poison_reduce", 0)), # 抗毒减免比例 (0~100)
"max_hp": int(victim.get("max_hp", 1000)),
"attacker_id": int(attacker.get("id", 0))
})
status_applied.emit(victim_id, EFFECT_POISON, 30.0)
# 施加眩晕: 期间无法移动和释放技能
func apply_stun(victim_id: int, duration: float = 2.0) -> void:
_add_raw_effect(victim_id, EFFECT_STUN, {
"duration": duration,
"timer": duration,
"tick_interval": 0.0,
"ticks_left": 0,
"param": 0
})
status_applied.emit(victim_id, EFFECT_STUN, duration)
# 施加减速: 移动速度扣除 speed_reduction 点
func apply_slow(victim_id: int, duration: float = 20.0, speed_reduction: int = 30) -> void:
_add_raw_effect(victim_id, EFFECT_SLOW, {
"duration": duration,
"timer": duration,
"tick_interval": 0.0,
"ticks_left": 0,
"param": speed_reduction
})
status_applied.emit(victim_id, EFFECT_SLOW, duration)
# 施加烈焰灼烧: 固定火伤每 3 秒跳一次
func apply_fire(victim_id: int, ticks: int = 5, damage_per_tick: int = 50) -> void:
_add_raw_effect(victim_id, EFFECT_FIRE, {
"duration": float(ticks * 3),
"timer": 3.0,
"tick_interval": 3.0,
"ticks_left": ticks,
"param": damage_per_tick
})
status_applied.emit(victim_id, EFFECT_FIRE, float(ticks * 3))
# 解除特定状态 (例如解毒药水 RemovePoison)
func clear_effect(victim_id: int, effect_type: String) -> bool:
if not _target_effects.has(victim_id):
return false
if _target_effects[victim_id].has(effect_type):
_target_effects[victim_id].erase(effect_type)
status_cleared.emit(victim_id, effect_type)
return true
return false
# 检查目标是否具有特定异常状态
func has_effect(victim_id: int, effect_type: String) -> bool:
if not _target_effects.has(victim_id):
return false
return _target_effects[victim_id].has(effect_type)
# 检查目标是否处于无法行动状态 (眩晕)
func is_stunned(victim_id: int) -> bool:
return has_effect(victim_id, EFFECT_STUN)
# 获取减速移速惩罚值
func get_slow_reduction(victim_id: int) -> int:
if not has_effect(victim_id, EFFECT_SLOW):
return 0
return int(_target_effects[victim_id][EFFECT_SLOW].get("param", 30))
# 检查自然回血是否被阻断 (40250 char.cpp:2453 中毒状态禁止自然回血)
func is_natural_hp_regen_blocked(victim_id: int) -> bool:
return has_effect(victim_id, EFFECT_POISON)
# ==========================================
# 3. 状态心跳更新与跳伤害结算 (char_resist.cpp: poison_event, fire_event)
# ==========================================
func update(delta: float, targets_map: Dictionary = {}) -> void:
for vid in _target_effects.keys().duplicate():
var effects: Dictionary = _target_effects[vid]
var to_remove: Array[String] = []
for eff_type in effects.keys():
var data = effects[eff_type]
data["duration"] -= delta
if data["tick_interval"] > 0.0:
# 周期跳伤害逻辑 (中毒/灼烧)
data["timer"] -= delta
while data["timer"] <= 0.0 and data["ticks_left"] > 0:
data["timer"] += data["tick_interval"]
data["ticks_left"] -= 1
var dmg := 0
if eff_type == EFFECT_POISON:
# 40250 官方: GetMaxHP() * 5 / 100 * (100 - poison_reduce) / 100
var max_hp = int(data.get("max_hp", 1000))
var reduce = int(data.get("param", 0))
var base_dmg = int(floor(max_hp * 0.05))
dmg = max(1, int(floor(base_dmg * (100 - reduce) / 100.0)))
elif eff_type == EFFECT_FIRE:
dmg = int(data.get("param", 50))
# 扣减目标生命 (不可致死,留 1 点 HP)
if targets_map.has(vid):
var tgt = targets_map[vid]
var cur_hp = int(tgt.get("hp", 100))
tgt["hp"] = max(1, cur_hp - dmg)
status_ticked.emit(vid, eff_type, dmg, data["ticks_left"])
if data["ticks_left"] <= 0:
to_remove.append(eff_type)
break
else:
# 持续时间型 (眩晕/减速)
if data["duration"] <= 0.0:
to_remove.append(eff_type)
for eff_type in to_remove:
effects.erase(eff_type)
status_cleared.emit(vid, eff_type)
if effects.is_empty():
_target_effects.erase(vid)
func _add_raw_effect(victim_id: int, effect_type: String, data: Dictionary) -> void:
if not _target_effects.has(victim_id):
_target_effects[victim_id] = {}
_target_effects[victim_id][effect_type] = data
# 获取目标全部当前状态
func get_target_effects(victim_id: int) -> Dictionary:
return _target_effects.get(victim_id, {}).duplicate(true)
# 序列化与反序列化
func serialize() -> Dictionary:
return {
"target_effects": _target_effects.duplicate(true)
}
func deserialize(data: Dictionary) -> void:
_target_effects = data.get("target_effects", {}).duplicate(true)
@@ -0,0 +1 @@
uid://bo2ad4sxgu07r
+192
View File
@@ -0,0 +1,192 @@
# compass_treasure_hunt_system.gd —— Metin2 40250 官方魔石地脉探测罗盘与寻宝系统 1:1
# 对照 40250 服务端 questlua_item.cpp, locale_en/itemdesc.txt:27989
class_name CompassTreasureHuntSystem
extends RefCounted
signal compass_scanned(target_name: String, distance: float, angle_deg: float, proximity: String, charges_left: int)
signal treasure_excavated(chest_vnum: int, chest_name: String)
signal treasure_opened(chest_name: String, rewards: Array)
# 40250 官方核心道具 Vnum
const VNUM_COMPASS_OF_METIN := 27989 # 魔石探测罗盘 (Compass for Metin Stones, 6次充能)
const VNUM_GOLD_CHEST := 50005 # 黄金宝箱
const VNUM_SILVER_CHEST := 50006 # 白银宝箱
const VNUM_GOLD_KEY := 50007 # 黄金钥匙
const VNUM_SILVER_KEY := 50008 # 白银钥匙
const MAX_CHARGES := 6
# 探测距离等级
const PROXIMITY_FAR := "FAR" # > 100m ("微弱微光 - 遥远")
const PROXIMITY_MEDIUM := "MEDIUM" # 50m ~ 100m ("泛起银光 - 渐近")
const PROXIMITY_NEAR := "NEAR" # 20m ~ 50m ("强烈明光 - 附近")
const PROXIMITY_VERY_CLOSE := "VERY_CLOSE" # < 20m ("璀璨耀光 - 极近")
# 激活魔石探测罗盘扫描最近的魔石或地脉宝藏
func scan_nearest_metin(player_pos: Vector2, target_list: Array, inventory: Array, slot_index: int) -> Dictionary:
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var compass: Dictionary = inventory[slot_index]
if int(compass.get("vnum", 0)) != VNUM_COMPASS_OF_METIN:
return {"ok": false, "reason": "NOT_A_COMPASS", "msg": "该物品不是魔石探测罗盘!"}
var charges: int = int(compass.get("charges", MAX_CHARGES))
if charges <= 0:
inventory[slot_index] = null
return {"ok": false, "reason": "COMPASS_EXHAUSTED", "msg": "罗盘灵力已耗尽,化作飞灰!"}
if target_list.is_empty():
return {"ok": false, "reason": "NO_TARGETS_FOUND", "msg": "当前地图未探测到任何魔石波动!"}
# 寻找最近的目标
var nearest_target: Dictionary = {}
var min_dist := INF
for t in target_list:
var pos: Vector2 = t.get("pos", Vector2.ZERO)
var d := player_pos.distance_to(pos)
if d < min_dist:
min_dist = d
nearest_target = t
# 扣除 1 次充能计数 (40250 官方 6 次限制)
charges -= 1
compass["charges"] = charges
if charges <= 0:
inventory[slot_index] = null # 充能用完销毁
# 计算方位角与距离等级
var target_pos: Vector2 = nearest_target.get("pos", Vector2.ZERO)
var dir_vec: Vector2 = (target_pos - player_pos).normalized()
var angle := rad_to_deg(dir_vec.angle())
var proximity := PROXIMITY_FAR
var desc := "微弱微光(遥远)"
if min_dist < 20.0:
proximity = PROXIMITY_VERY_CLOSE
desc = "璀璨耀光(极近)"
elif min_dist < 50.0:
proximity = PROXIMITY_NEAR
desc = "强烈明光(附近)"
elif min_dist < 100.0:
proximity = PROXIMITY_MEDIUM
desc = "泛起银光(渐近)"
var target_name: String = str(nearest_target.get("name", "魔石"))
compass_scanned.emit(target_name, min_dist, angle, proximity, charges)
return {
"ok": true,
"target_name": target_name,
"target_pos": nearest_target.get("pos", Vector2.ZERO),
"distance": min_dist,
"angle_deg": angle,
"proximity": proximity,
"proximity_desc": desc,
"charges_left": charges,
"msg": "罗盘指针震颤!锁定【%s】,距离 %.1f 米,光芒等级:%s,剩余使用次数:%d" % [target_name, min_dist, desc, charges]
}
# 在地脉极近坐标处挖掘秘宝
func excavate_treasure(player_pos: Vector2, treasure_nodes: Array, inventory: Array) -> Dictionary:
var target_idx := -1
for i in range(treasure_nodes.size()):
var node_pos: Vector2 = treasure_nodes[i].get("pos", Vector2.ZERO)
if player_pos.distance_to(node_pos) <= 5.0: # 5米范围内可挖掘
target_idx = i
break
if target_idx == -1:
return {"ok": false, "reason": "NO_TREASURE_NEARBY", "msg": "周围 5 米内未探测到地脉埋藏的宝箱!"}
var node: Dictionary = treasure_nodes[target_idx]
var is_gold: bool = bool(node.get("is_gold", false))
var chest_vnum = VNUM_GOLD_CHEST if is_gold else VNUM_SILVER_CHEST
var chest_name = "黄金宝箱" if is_gold else "白银宝箱"
# 寻找背包空格放入宝箱
var free_slot := -1
for i in range(inventory.size()):
if inventory[i] == null:
free_slot = i
break
if free_slot == -1:
return {"ok": false, "reason": "INVENTORY_FULL", "msg": "背包已满,无法容纳挖出的宝箱!"}
inventory[free_slot] = {
"vnum": chest_vnum,
"name": chest_name,
"count": 1
}
treasure_nodes.remove_at(target_idx)
treasure_excavated.emit(chest_vnum, chest_name)
return {
"ok": true,
"chest_vnum": chest_vnum,
"chest_name": chest_name,
"slot": free_slot,
"msg": "破土而出!在地脉深处成功发掘出【%s】!" % chest_name
}
# 使用对应的黄金钥匙或白银钥匙开启宝箱
func open_treasure_chest(chest_slot: int, key_slot: int, inventory: Array) -> Dictionary:
if chest_slot < 0 or chest_slot >= inventory.size() or inventory[chest_slot] == null:
return {"ok": false, "reason": "INVALID_CHEST_SLOT"}
if key_slot < 0 or key_slot >= inventory.size() or inventory[key_slot] == null:
return {"ok": false, "reason": "INVALID_KEY_SLOT"}
var chest: Dictionary = inventory[chest_slot]
var key: Dictionary = inventory[key_slot]
var chest_vnum := int(chest.get("vnum", 0))
var key_vnum := int(key.get("vnum", 0))
var match_ok := false
if chest_vnum == VNUM_GOLD_CHEST and key_vnum == VNUM_GOLD_KEY:
match_ok = true
elif chest_vnum == VNUM_SILVER_CHEST and key_vnum == VNUM_SILVER_KEY:
match_ok = true
if not match_ok:
return {"ok": false, "reason": "KEY_MISMATCH", "msg": "钥匙与宝箱类型不匹配!黄金宝箱需用黄金钥匙开启。"}
# 消耗钥匙与宝箱
inventory[chest_slot] = null
var key_cnt := int(key.get("count", 1))
if key_cnt > 1:
key["count"] = key_cnt - 1
else:
inventory[key_slot] = null
# 生成高额宝物奖励
var rewards: Array = []
if chest_vnum == VNUM_GOLD_CHEST:
rewards = [
{"vnum": 25040, "name": "祝福卷轴", "count": 3},
{"vnum": 51501, "name": "龙石原石", "count": 2},
{"vnum": 28430, "name": "+4 灵石", "count": 1}
]
else:
rewards = [
{"vnum": 25040, "name": "祝福卷轴", "count": 1},
{"vnum": 50300, "name": "技能书", "count": 1}
]
# 放入背包
for r in rewards:
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = r.duplicate(true)
break
treasure_opened.emit(chest.get("name", "宝箱"), rewards)
return {
"ok": true,
"chest_name": chest.get("name", "宝箱"),
"rewards": rewards,
"msg": "清脆的开锁声响起!开启宝箱,获得珍稀秘宝!"
}
@@ -0,0 +1 @@
uid://bau7tkdeg2823
+4 -2
View File
@@ -12,6 +12,7 @@ const ExchangeUI = preload("res://ui/exchange_ui.gd")
class FakeClient extends Node:
signal safebox_changed()
signal inventory_changed()
signal mall_opened(size: int)
signal mall_changed()
signal shop_opened(vid: int)
@@ -39,6 +40,7 @@ class FakeClient extends Node:
calls.append(["safe_move", src, dst, count]); return true
func safebox_checkout(src, window, cell) -> bool:
calls.append(["safe_checkout", src, window, cell]); return true
func get_inventory() -> Array: return []
func is_mall_open() -> bool: return mall_open
func get_mall_size() -> int: return mall_size
@@ -91,11 +93,11 @@ func _init() -> void:
"inventory item drops into empty safebox slot")
_ck(_has_call(client, "safe_checkin", func(c): return c[1] == 4 and c[2] == 1 and c[3] == 7),
"safebox drop uses explicit destination slot")
var safe_item := safe._cells[2] as Button
var safe_item := safe._cells[2] as Control
var safe_event := InputEventMouseButton.new()
safe_event.button_index = MOUSE_BUTTON_LEFT
safe_event.pressed = true
safe._on_grid_input(2, safe_event)
safe._on_cell_input(2, safe_event)
_ck(mouse.is_attached() and int(mouse.attached().get("window", -1)) == 3,
"safebox item enters global item state")
mouse.cancel()
+218
View File
@@ -0,0 +1,218 @@
# consumable_system.gd —— 高级消耗品与瞬移定位系统(40250 官方 1:1 对齐)
# 对齐源码:
# - 40250 char_item.cpp:3950-4050 (AFFECT_AUTO_HP/SP_RECOVERY, 日月神水开关)
# - 40250 char_item.cpp:7326-7390 (AutoRecoveryItemProcess, 自动补充与容量耗尽)
# - 40250 affect.h:95-96 (AFFECT_AUTO_HP_RECOVERY = 534, AFFECT_AUTO_SP_RECOVERY = 535)
# - 40250 char_item.cpp 龙神药水 (71027~71030: 攻/防/血/魔法比率加成, 30 分钟)
# - 40250 char_item.cpp 卷轴 (22001 回城卷轴, 22010 地标传送卷轴)
class_name ConsumableSystem
extends RefCounted
# 日月神水 Vnum 范围(40250 官方标准)
const VNUM_SUN_ELIXIR_S := 72723 # 太阳神水 (小) - 1,000,000 HP
const VNUM_SUN_ELIXIR_M := 72724 # 太阳神水 (中) - 3,000,000 HP
const VNUM_SUN_ELIXIR_L := 72725 # 太阳神水 (大) - 5,000,000 HP
const VNUM_SUN_ELIXIR_EX := 72726 # 太阳神水 (特别) - 10,000,000 HP
const VNUM_MOON_ELIXIR_S := 72727 # 月亮神水 (小) - 100,000 SP
const VNUM_MOON_ELIXIR_M := 72728 # 月亮神水 (中) - 300,000 SP
const VNUM_MOON_ELIXIR_L := 72729 # 月亮神水 (大) - 500,000 SP
const VNUM_MOON_ELIXIR_EX := 72730 # 月亮神水 (特别) - 1,000,000 SP
# 龙神药水 Vnum
const VNUM_DRAGON_GOD_ATTACK := 71027 # 龙神攻击 (+15% 伤害)
const VNUM_DRAGON_GOD_DEFENSE := 71028 # 龙神防御 (+15% 防御)
const VNUM_DRAGON_GOD_LIFE := 71029 # 龙神生命 (+20% HP)
const VNUM_DRAGON_GOD_MANA := 71030 # 龙神法力 (+20% SP)
# 卷轴 Vnum
const VNUM_TOWN_SCROLL := 22001 # 瞬间回城卷轴
const VNUM_RETURN_SCROLL := 22010 # 地标记忆/传送卷轴
# 40250 Affect 编号
const AFFECT_AUTO_HP_RECOVERY := 534
const AFFECT_AUTO_SP_RECOVERY := 535
const DRAGON_GOD_DURATION := 1800.0 # 30 分钟持续时间
# 神水默认容量表 (Vnum -> 容量)
const ELIXIR_CAPACITIES := {
72723: 1000000,
72724: 3000000,
72725: 5000000,
72726: 10000000,
72727: 100000,
72728: 300000,
72729: 500000,
72730: 1000000,
}
## 检查是否为日月神水
static func is_elixir(vnum: int) -> bool:
return (vnum >= 72723 and vnum <= 72730)
## 检查是否为生命神水(太阳神水)
static func is_hp_elixir(vnum: int) -> bool:
return (vnum >= 72723 and vnum <= 72726)
## 检查是否为法力神水(月亮神水)
static func is_sp_elixir(vnum: int) -> bool:
return (vnum >= 72727 and vnum <= 72730)
## 检查是否为龙神特药
static func is_dragon_god_potion(vnum: int) -> bool:
return vnum in [VNUM_DRAGON_GOD_ATTACK, VNUM_DRAGON_GOD_DEFENSE, VNUM_DRAGON_GOD_LIFE, VNUM_DRAGON_GOD_MANA]
## 初始化神水数据(若插槽容量未设定)
static func init_elixir_if_needed(item_data: Dictionary) -> void:
var vnum := int(item_data.get("vnum", 0))
var sockets: Array = item_data.get("sockets", [0, 0, 0]).duplicate()
while sockets.size() < 3:
sockets.append(0)
# socket[0]: 0=未激活, 1=激活
# socket[1]: 已使用量
# socket[2]: 总容量
if int(sockets[2]) <= 0:
sockets[2] = ELIXIR_CAPACITIES.get(vnum, 1000000)
sockets[0] = 0
sockets[1] = 0
item_data["sockets"] = sockets
## 切换神水激活状态 (40250 char_item.cpp:3950)
static func toggle_elixir(item_data: Dictionary) -> Dictionary:
init_elixir_if_needed(item_data)
var sockets: Array = item_data["sockets"]
var cur_active := (int(sockets[0]) != 0)
var new_active := not cur_active
sockets[0] = 1 if new_active else 0
item_data["sockets"] = sockets
var is_hp := is_hp_elixir(int(item_data.get("vnum", 0)))
var kind := "生命" if is_hp else "法力"
var msg := ("已激活%s神水自充能!" % kind) if new_active else ("已关闭%s神水自充能。" % kind)
return {
"ok": true,
"active": new_active,
"affect_type": AFFECT_AUTO_HP_RECOVERY if is_hp else AFFECT_AUTO_SP_RECOVERY,
"msg": msg,
}
## 自充能 Tick 处理 (40250 char_item.cpp:7326 AutoRecoveryItemProcess)
## 返回消耗与恢复量,若耗尽返回 exhausted=true
static func process_elixir_recovery(item_data: Dictionary, cur_val: int, max_val: int) -> Dictionary:
init_elixir_if_needed(item_data)
var sockets: Array = item_data["sockets"]
if int(sockets[0]) == 0:
return {"recovered": 0, "exhausted": false} # 未激活
var used := int(sockets[1])
var cap := int(sockets[2])
var avail := maxi(0, cap - used)
if avail <= 0:
return {"recovered": 0, "exhausted": true}
var deficit := maxi(0, max_val - cur_val)
if deficit <= 0:
return {"recovered": 0, "exhausted": false}
var heal: int = mini(deficit, avail)
sockets[1] = used + heal
item_data["sockets"] = sockets
var is_depleted := (int(sockets[1]) >= cap)
return {
"recovered": heal,
"exhausted": is_depleted,
"remaining": maxi(0, cap - int(sockets[1])),
"capacity": cap,
}
## 使用龙神特药 (40250 char_item.cpp)
## 返回 Buff 增益配置
static func use_dragon_god_potion(vnum: int) -> Dictionary:
match vnum:
VNUM_DRAGON_GOD_ATTACK:
return {
"ok": true,
"vnum": vnum,
"name": "龙神攻击",
"duration": DRAGON_GOD_DURATION,
"bonus_type": "POINT_ATT_BONUS",
"bonus_value": 15,
"msg": "使用了龙神攻击,攻击力提升 15%,持续 30 分钟!"
}
VNUM_DRAGON_GOD_DEFENSE:
return {
"ok": true,
"vnum": vnum,
"name": "龙神防御",
"duration": DRAGON_GOD_DURATION,
"bonus_type": "POINT_DEF_BONUS",
"bonus_value": 15,
"msg": "使用了龙神防御,防御力提升 15%,持续 30 分钟!"
}
VNUM_DRAGON_GOD_LIFE:
return {
"ok": true,
"vnum": vnum,
"name": "龙神生命",
"duration": DRAGON_GOD_DURATION,
"bonus_type": "POINT_MAX_HP_PCT",
"bonus_value": 20,
"msg": "使用了龙神生命,最大生命值提升 20%,持续 30 分钟!"
}
VNUM_DRAGON_GOD_MANA:
return {
"ok": true,
"vnum": vnum,
"name": "龙神法力",
"duration": DRAGON_GOD_DURATION,
"bonus_type": "POINT_MAX_SP_PCT",
"bonus_value": 20,
"msg": "使用了龙神法力,最大法力值提升 20%,持续 30 分钟!"
}
return {"ok": false, "msg": "未知的龙神药水"}
## 使用回城卷轴 / 地标卷轴 (40250 char_item.cpp)
static func use_warp_scroll(vnum: int, item_data: Dictionary, cur_x: float, cur_y: float, cur_map_id := 1) -> Dictionary:
if vnum == VNUM_TOWN_SCROLL:
return {
"ok": true,
"action": "TOWN_WARP",
"consumed": true,
"msg": "使用了回城卷轴,即将传送回城!"
}
elif vnum == VNUM_RETURN_SCROLL:
var sockets: Array = item_data.get("sockets", [0, 0, 0]).duplicate()
while sockets.size() < 3:
sockets.append(0)
# 若未记录坐标(socket[0] == 0),则记录当前位置,不消耗卷轴!
if int(sockets[0]) == 0 and int(sockets[1]) == 0:
sockets[0] = int(cur_x)
sockets[1] = int(cur_y)
sockets[2] = cur_map_id
item_data["sockets"] = sockets
return {
"ok": true,
"action": "RECORDED",
"consumed": false,
"coords": Vector2(cur_x, cur_y),
"map_id": cur_map_id,
"msg": "成功将当前坐标 (%d, %d) 记录到地标卷轴!" % [int(cur_x), int(cur_y)]
}
else:
# 已记录坐标:传送至记录位置并消耗卷轴
var target_x := int(sockets[0])
var target_y := int(sockets[1])
var target_map := int(sockets[2])
return {
"ok": true,
"action": "WARP_TO_COORDS",
"consumed": true,
"target_x": target_x,
"target_y": target_y,
"target_map": target_map,
"msg": "使用了地标卷轴,正在传送至 (%d, %d)" % [target_x, target_y]
}
return {"ok": false, "msg": "未知的传送卷轴"}
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# costume_attr_transfer_system.gd —— Metin2 40250 官方时装属性转移与增益附魔系统 1:1
# 100% 对照 40250 服务端 char_item.cpp (ITEM_COSTUME, 70063, 70064), item_proto.txt
class_name CostumeAttrTransferSystem
extends RefCounted
signal costume_transformed(costume_vnum: int, new_attrs: Array)
signal costume_enchanted(costume_vnum: int, new_attrs: Array)
signal costume_attributes_transferred(src_vnum: int, dst_vnum: int, attrs: Array)
signal costume_error(reason: String)
# 40250 官方时装重铸与附魔道具 Vnum
const VNUM_COSTUME_TRANSFORM := 70063 # 时装重铸卷轴 (Kostümü dönüştür - 随机 1~3 条新属性)
const VNUM_COSTUME_ENCHANT := 70064 # 时装附魔石 (Kostümü efsunla - 保留条数重洗属性)
const VNUM_ATTR_TRANSFER := 72325 # 时装属性转移符
# 时装最大词条数
const MAX_COSTUME_ATTRS := 3
# 40250 官方时装属性词条候选池
const COSTUME_ATTR_POOL: Array[Dictionary] = [
{"type": "max_hp", "name": "生命上限", "min": 500, "max": 2000},
{"type": "max_sp", "name": "法力上限", "min": 200, "max": 1000},
{"type": "crit_pct", "name": "暴击几率 (%)", "min": 5, "max": 10},
{"type": "penetrate_pct", "name": "穿刺伤害几率 (%)", "min": 5, "max": 10},
{"type": "att_speed", "name": "攻击速度", "min": 5, "max": 10},
{"type": "mov_speed", "name": "移动速度", "min": 5, "max": 10},
{"type": "cast_speed", "name": "施法速度", "min": 5, "max": 10},
{"type": "hp_regen", "name": "生命自然恢复 (%)", "min": 10, "max": 30}
]
# 校验是否为时装物品
func is_costume_item(item: Dictionary) -> bool:
if item == null:
return false
var subtype = str(item.get("costume_subtype", ""))
var is_costume = bool(item.get("is_costume", false))
var vnum = int(item.get("vnum", 0))
# 40250 官方区间:时装铠甲 (41001~44000), 时装发型 (45001~46000), 时装武器 (40101~)
if is_costume or subtype != "":
return true
if (vnum >= 41001 and vnum <= 46000) or (vnum >= 40101 and vnum <= 40999):
return true
return false
# ==========================================
# 1. 时装重铸 (70063 Kostümü dönüştür)
# ==========================================
# 移除所有既有属性,随机赋予 1~3 条全新的时装属性
func transform_costume(
inventory: Array,
scroll_slot: int,
costume_slot: int,
forced_count: int = -1,
forced_attrs: Array = []
) -> Dictionary:
if not _validate_slots(inventory, scroll_slot, costume_slot):
costume_error.emit("INVALID_SLOT")
return {"ok": false, "reason": "INVALID_SLOT", "msg": "格位无效或道具为空!"}
var scroll = inventory[scroll_slot]
var costume = inventory[costume_slot]
if int(scroll.get("vnum", 0)) != VNUM_COSTUME_TRANSFORM:
costume_error.emit("NOT_TRANSFORM_SCROLL")
return {"ok": false, "reason": "NOT_TRANSFORM_SCROLL", "msg": "该道具不是时装重铸卷轴!"}
if not is_costume_item(costume):
costume_error.emit("NOT_COSTUME")
return {"ok": false, "reason": "NOT_COSTUME", "msg": "只有时装物品可以使用时装重铸卷轴!"}
if bool(costume.get("is_equipped", false)):
costume_error.emit("EQUIPPED_ITEM")
return {"ok": false, "reason": "EQUIPPED_ITEM", "msg": "无法对穿戴中的时装进行重铸,请先卸下!"}
# 消耗 1 个重铸卷轴
_consume_item_one(inventory, scroll_slot)
# 决定新属性条数 (1~3 条)
var count = forced_count if forced_count in [1, 2, 3] else randi_range(1, 3)
var new_attrs: Array = []
if not forced_attrs.is_empty():
new_attrs = forced_attrs.duplicate(true)
else:
new_attrs = _roll_random_attributes(count)
costume["attrs"] = new_attrs
costume_transformed.emit(int(costume.get("vnum", 0)), new_attrs)
return {
"ok": true,
"attrs_count": new_attrs.size(),
"attrs": new_attrs,
"msg": "时装周身流光溢彩!重铸成功,获得了 %d 条全新的时装属性。" % new_attrs.size()
}
# ==========================================
# 2. 时装附魔 (70064 Kostümü efsunla)
# ==========================================
# 保留当前属性条数,重新随机洗练词条类型与数值
func enchant_costume(
inventory: Array,
scroll_slot: int,
costume_slot: int,
forced_attrs: Array = []
) -> Dictionary:
if not _validate_slots(inventory, scroll_slot, costume_slot):
costume_error.emit("INVALID_SLOT")
return {"ok": false, "reason": "INVALID_SLOT", "msg": "格位无效或道具为空!"}
var scroll = inventory[scroll_slot]
var costume = inventory[costume_slot]
if int(scroll.get("vnum", 0)) != VNUM_COSTUME_ENCHANT:
costume_error.emit("NOT_ENCHANT_SCROLL")
return {"ok": false, "reason": "NOT_ENCHANT_SCROLL", "msg": "该道具不是时装附魔石!"}
if not is_costume_item(costume):
costume_error.emit("NOT_COSTUME")
return {"ok": false, "reason": "NOT_COSTUME", "msg": "只有时装物品可以使用时装附魔石!"}
if bool(costume.get("is_equipped", false)):
costume_error.emit("EQUIPPED_ITEM")
return {"ok": false, "reason": "EQUIPPED_ITEM", "msg": "无法对穿戴中的时装进行附魔,请先卸下!"}
var existing_attrs: Array = costume.get("attrs", [])
if existing_attrs.is_empty():
costume_error.emit("NO_ATTRS_TO_ENCHANT")
return {"ok": false, "reason": "NO_ATTRS_TO_ENCHANT", "msg": "此时装没有任何附加属性!请先使用时装重铸卷轴赋予属性。"}
# 消耗 1 个附魔石
_consume_item_one(inventory, scroll_slot)
var count = existing_attrs.size()
var new_attrs: Array = []
if not forced_attrs.is_empty():
new_attrs = forced_attrs.duplicate(true)
else:
new_attrs = _roll_random_attributes(count)
costume["attrs"] = new_attrs
costume_enchanted.emit(int(costume.get("vnum", 0)), new_attrs)
return {
"ok": true,
"attrs_count": new_attrs.size(),
"attrs": new_attrs,
"msg": "附魔灵石融入织物!保留原有 %d 条属性槽位,洗练出了全新的强力词条。" % count
}
# ==========================================
# 3. 时装属性转移 (Costume Attribute Transfer)
# ==========================================
func transfer_costume_attributes(
inventory: Array,
scroll_slot: int,
src_slot: int,
dst_slot: int
) -> Dictionary:
if scroll_slot < 0 or scroll_slot >= inventory.size() or inventory[scroll_slot] == null:
costume_error.emit("INVALID_SLOT")
return {"ok": false, "reason": "INVALID_SLOT", "msg": "转移卷轴格位无效!"}
if src_slot < 0 or src_slot >= inventory.size() or inventory[src_slot] == null:
costume_error.emit("INVALID_SLOT")
return {"ok": false, "reason": "INVALID_SLOT", "msg": "源时装格位无效!"}
if dst_slot < 0 or dst_slot >= inventory.size() or inventory[dst_slot] == null:
costume_error.emit("INVALID_SLOT")
return {"ok": false, "reason": "INVALID_SLOT", "msg": "目标时装格位无效!"}
var scroll = inventory[scroll_slot]
var src_item = inventory[src_slot]
var dst_item = inventory[dst_slot]
if int(scroll.get("vnum", 0)) != VNUM_ATTR_TRANSFER:
costume_error.emit("NOT_TRANSFER_SCROLL")
return {"ok": false, "reason": "NOT_TRANSFER_SCROLL", "msg": "该物品不是时装属性转移符!"}
if not is_costume_item(src_item) or not is_costume_item(dst_item):
costume_error.emit("NOT_COSTUME")
return {"ok": false, "reason": "NOT_COSTUME", "msg": "源道具与目标道具都必须是时装!"}
var src_type = str(src_item.get("costume_subtype", "body"))
var dst_type = str(dst_item.get("costume_subtype", "body"))
if src_type != dst_type:
costume_error.emit("TYPE_MISMATCH")
return {"ok": false, "reason": "TYPE_MISMATCH", "msg": "时装类型不匹配!时装铠甲只能转移至时装铠甲,发型只能转移至发型。"}
var src_attrs: Array = src_item.get("attrs", [])
if src_attrs.is_empty():
costume_error.emit("NO_ATTRS_TO_TRANSFER")
return {"ok": false, "reason": "NO_ATTRS_TO_TRANSFER", "msg": "源时装没有任何可转移的属性!"}
# 消耗 1 张转移符
_consume_item_one(inventory, scroll_slot)
# 执行无损属性迁移
var transferred = src_attrs.duplicate(true)
dst_item["attrs"] = transferred
src_item["attrs"] = [] # 源时装词条清空
costume_attributes_transferred.emit(int(src_item.get("vnum", 0)), int(dst_item.get("vnum", 0)), transferred)
return {
"ok": true,
"transferred_attrs": transferred,
"msg": "乾坤倒转!成功将 %d 条极品属性从旧时装完整迁移至新时装。" % transferred.size()
}
# 内部随机属性抽取工具
func _roll_random_attributes(count: int) -> Array:
var result: Array = []
var pool_indices: Array[int] = []
for i in range(COSTUME_ATTR_POOL.size()):
pool_indices.append(i)
pool_indices.shuffle()
var actual_count = min(count, pool_indices.size())
for i in range(actual_count):
var def = COSTUME_ATTR_POOL[pool_indices[i]]
var val = randi_range(int(def["min"]), int(def["max"]))
result.append({
"type": def["type"],
"name": def["name"],
"value": val
})
return result
func _validate_slots(inventory: Array, s1: int, s2: int) -> bool:
if s1 < 0 or s1 >= inventory.size() or inventory[s1] == null:
return false
if s2 < 0 or s2 >= inventory.size() or inventory[s2] == null:
return false
return true
func _consume_item_one(inventory: Array, slot: int) -> void:
if slot < 0 or slot >= inventory.size() or inventory[slot] == null:
return
var item = inventory[slot]
var count = int(item.get("count", 1))
if count > 1:
item["count"] = count - 1
else:
inventory[slot] = null
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# costume_system.gd —— Metin2 40250 独立时装发型与武器衣柜系统 1:1
# 对照 40250 服务端 costume.cpp, char_item.cpp, uiinventory.py, item_data.h
class_name CostumeSystem
extends RefCounted
signal costume_equipped(slot_type: int, item: Dictionary)
signal costume_unequipped(slot_type: int)
signal costume_expired(slot_type: int, item_name: String)
enum CostumeSlot {
COSTUME_BODY = 0, # 时装衣服
COSTUME_HAIR = 1, # 时装发型
COSTUME_WEAPON = 2 # 时装武器外观
}
const DEFAULT_COSTUME_DURATION := 604800.0 # 默认 7 天 (7 * 86400)
var equipped_costumes: Dictionary = {
CostumeSlot.COSTUME_BODY: null,
CostumeSlot.COSTUME_HAIR: null,
CostumeSlot.COSTUME_WEAPON: null
}
# 穿戴时装
func equip_costume(slot_type: int, costume_item: Dictionary) -> Dictionary:
if not equipped_costumes.has(slot_type):
return {"ok": false, "reason": "INVALID_SLOT", "msg": "无效的时装栏位!"}
if costume_item.is_empty():
return {"ok": false, "reason": "EMPTY_ITEM", "msg": "时装物品数据为空!"}
# 校验时装部位匹配
var c_type: String = costume_item.get("costume_type", "")
match slot_type:
CostumeSlot.COSTUME_BODY:
if c_type != "body":
return {"ok": false, "reason": "SLOT_TYPE_MISMATCH", "msg": "此物品不是时装衣服!"}
CostumeSlot.COSTUME_HAIR:
if c_type != "hair":
return {"ok": false, "reason": "SLOT_TYPE_MISMATCH", "msg": "此物品不是时装发型!"}
CostumeSlot.COSTUME_WEAPON:
if c_type != "weapon":
return {"ok": false, "reason": "SLOT_TYPE_MISMATCH", "msg": "此物品不是时装武器外观!"}
var old_item = equipped_costumes[slot_type]
var item_to_equip = costume_item.duplicate(true)
if not item_to_equip.has("remaining_time"):
item_to_equip["remaining_time"] = DEFAULT_COSTUME_DURATION
equipped_costumes[slot_type] = item_to_equip
costume_equipped.emit(slot_type, item_to_equip)
return {
"ok": true,
"slot_type": slot_type,
"item": item_to_equip,
"old_item": old_item,
"msg": "时装【%s】已成功穿戴!" % item_to_equip.get("name", "时装")
}
# 卸下时装
func unequip_costume(slot_type: int) -> Dictionary:
if not equipped_costumes.has(slot_type):
return {"ok": false, "reason": "INVALID_SLOT", "msg": "无效的时装栏位!"}
var item = equipped_costumes[slot_type]
if item == null:
return {"ok": false, "reason": "SLOT_EMPTY", "msg": "该时装栏位未穿戴时装!"}
equipped_costumes[slot_type] = null
costume_unequipped.emit(slot_type)
return {
"ok": true,
"slot_type": slot_type,
"item": item,
"msg": "已卸下时装【%s】。" % item.get("name", "时装")
}
# 汇总所有已穿戴时装的战力属性
func get_costume_bonuses() -> Dictionary:
var total_bonuses: Dictionary = {}
for slot in equipped_costumes.keys():
var it = equipped_costumes[slot]
if it == null:
continue
var bonuses: Dictionary = it.get("bonuses", {})
for b_key in bonuses.keys():
var val: int = int(bonuses[b_key])
total_bonuses[b_key] = total_bonuses.get(b_key, 0) + val
return total_bonuses
# 获取 3D 外观覆盖模型 ID
func get_appearance_overrides() -> Dictionary:
var overrides: Dictionary = {
"body_model": 0,
"hair_model": 0,
"weapon_model": 0
}
if equipped_costumes[CostumeSlot.COSTUME_BODY] != null:
overrides["body_model"] = int(equipped_costumes[CostumeSlot.COSTUME_BODY].get("model_id", 0))
if equipped_costumes[CostumeSlot.COSTUME_HAIR] != null:
overrides["hair_model"] = int(equipped_costumes[CostumeSlot.COSTUME_HAIR].get("model_id", 0))
if equipped_costumes[CostumeSlot.COSTUME_WEAPON] != null:
overrides["weapon_model"] = int(equipped_costumes[CostumeSlot.COSTUME_WEAPON].get("model_id", 0))
return overrides
# 逐帧时效衰减更新
func update(dt: float) -> Array:
var expired_list: Array = []
for slot in equipped_costumes.keys():
var it = equipped_costumes[slot]
if it == null:
continue
it["remaining_time"] = maxf(0.0, float(it.get("remaining_time", 0.0)) - dt)
if it["remaining_time"] <= 0.0:
var iname: String = it.get("name", "时装")
expired_list.append({"slot": slot, "item": it})
equipped_costumes[slot] = null
costume_expired.emit(slot, iname)
costume_unequipped.emit(slot)
return expired_list
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# cube_crafting_system.gd —— Metin2 40250 官方魔方炼金合成台系统 1:1
# 100% 对照 40250 服务端 cube.cpp, cube.h, cube.txt, quest/cube.quest
class_name CubeCraftingSystem
extends RefCounted
signal cube_opened(npc_vnum: int, npc_name: String)
signal cube_closed()
signal craft_succeeded(reward_vnum: int, count: int, reward_name: String)
signal craft_failed(recipe_name: String)
signal cube_error(reason: String)
# 40250 官方四大魔方炼金 NPC
const NPC_BAEK_GO := 20018 # 药剂师 白高 (草药汁提炼)
const NPC_YU_HWAN := 20017 # 游侠助手 刘焕 (中级药水配制)
const NPC_HUAHN_SO := 20022 # 隐者 幻素 (高级露水炼制)
const NPC_JAE_SEON_KIM:= 20383 # 顶级工匠 金在善 (神武/神甲熔铸)
const NPC_NAMES: Dictionary = {
20018: "药剂师 白高 (Baek-Go)",
20017: "游侠助手 刘焕 (Yu-Hwan)",
20022: "隐者 幻素 (Huahn-So)",
20383: "神级工匠 金在善 (Jae-Seon Kim)"
}
# 40250 经典 cube.txt 配方定义表
const RECIPES: Array[Dictionary] = [
# --- 药剂师 白高 (20018) & 刘焕 (20017) 基础草药汁 ---
{
"id": "herb_peach_flower",
"name": "桃花汁提炼",
"npcs": [20018, 20017],
"materials": [{"vnum": 50721, "count": 1}], # 桃花
"reward": {"vnum": 50801, "count": 1, "name": "桃花汁 (Peach Flower Juice)"},
"gold": 0,
"percent": 100
},
{
"id": "herb_campanula",
"name": "风铃草汁提炼",
"npcs": [20018, 20017],
"materials": [{"vnum": 50722, "count": 1}], # 风铃草
"reward": {"vnum": 50802, "count": 1, "name": "风铃草汁 (Campanula Juice)"},
"gold": 0,
"percent": 100
},
{
"id": "herb_lilac",
"name": "紫丁香汁批量提炼",
"npcs": [20018, 20017],
"materials": [{"vnum": 50723, "count": 1}], # 紫丁香
"reward": {"vnum": 50803, "count": 100, "name": "紫丁香汁 x100"},
"gold": 0,
"percent": 100
},
{
"id": "herb_persimmon",
"name": "柿子花汁批量提炼",
"npcs": [20018, 20017],
"materials": [{"vnum": 50724, "count": 1}], # 柿子花
"reward": {"vnum": 50804, "count": 100, "name": "柿子花汁 x100"},
"gold": 0,
"percent": 100
},
# --- 隐者 幻素 (20022) 露水药水炼制 (Dew Crafting) ---
{
"id": "dew_peach_flower",
"name": "桃花露水炼制",
"npcs": [20022],
"materials": [
{"vnum": 50801, "count": 10}, # 桃花汁 x10
{"vnum": 70031, "count": 10} # 空瓶 (Empty Bottle) x10
],
"reward": {"vnum": 50821, "count": 1, "name": "纯净桃花露 (Peach Flower Dew)"},
"gold": 10000,
"percent": 100
},
{
"id": "dew_campanula",
"name": "风铃草露水炼制",
"npcs": [20022],
"materials": [
{"vnum": 50802, "count": 10}, # 风铃草汁 x10
{"vnum": 70031, "count": 10} # 空瓶 x10
],
"reward": {"vnum": 50822, "count": 1, "name": "纯净风铃露 (Campanula Dew)"},
"gold": 10000,
"percent": 100
},
# --- 工匠 金在善 (20383) 顶级神兵海神剑 (Triton Sword) 熔铸 ---
{
"id": "craft_triton_low",
"name": "海神剑试炼熔铸 (低阶+5)",
"npcs": [20383],
"materials": [
{"vnum": 145, "count": 1}, # 战神之剑+5
{"vnum": 30500, "count": 10},# 能量晶石 x10
{"vnum": 30505, "count": 10} # 熔铸秘石 x10
],
"reward": {"vnum": 460, "count": 1, "name": "海神之剑+0 (Triton Sword)"},
"gold": 100000,
"percent": 5 # 40250 原版 5% 概率
},
{
"id": "craft_triton_master",
"name": "海神剑巅峰熔铸 (满阶+9)",
"npcs": [20383],
"materials": [
{"vnum": 149, "count": 1}, # 战神之剑+9
{"vnum": 30500, "count": 10},# 能量晶石 x10
{"vnum": 30505, "count": 10} # 熔铸秘石 x10
],
"reward": {"vnum": 460, "count": 1, "name": "海神之剑+0 (Triton Sword)"},
"gold": 100000,
"percent": 100 # 40250 原版 +9 保底 100%
}
]
# 当前魔方状态
var current_active_npc: int = 0
var is_cube_open: bool = false
var crafting_history: Array[Dictionary] = []
# 打开魔方窗口
func open_cube(npc_vnum: int) -> bool:
if not NPC_NAMES.has(npc_vnum):
cube_error.emit("INVALID_NPC")
return false
current_active_npc = npc_vnum
is_cube_open = true
cube_opened.emit(npc_vnum, NPC_NAMES[npc_vnum])
return true
# 关闭魔方窗口
func close_cube() -> void:
current_active_npc = 0
is_cube_open = false
cube_closed.emit()
# 根据放入槽位的材料与当前 NPC 匹配配方 (对照 cube.cpp: FN_find_cube)
func find_matching_recipe(cube_slots: Array, npc_vnum: int) -> Dictionary:
# 统计放入槽位的物品 Vnum 与数量
var inputs: Dictionary = {}
for it in cube_slots:
if it != null:
var v = int(it.get("vnum", 0))
var c = int(it.get("count", 1))
inputs[v] = inputs.get(v, 0) + c
if inputs.is_empty():
return {}
for rec in RECIPES:
var npcs: Array = rec["npcs"]
if not npcs.has(npc_vnum):
continue
var req_materials: Array = rec["materials"]
if req_materials.size() != inputs.size():
continue
var matched := true
for mat in req_materials:
var mv = int(mat["vnum"])
var mc = int(mat["count"])
if inputs.get(mv, -1) != mc:
matched = false
break
if matched:
return rec
return {}
# 执行魔方制造 (对照 cube.cpp: Cube_make)
func craft_item(
cube_slots: Array,
inventory: Array,
player_gold: int,
forced_roll: int = -1
) -> Dictionary:
if not is_cube_open:
cube_error.emit("CUBE_NOT_OPEN")
return {"ok": false, "reason": "CUBE_NOT_OPEN", "msg": "制造窗口尚未打开!"}
var recipe = find_matching_recipe(cube_slots, current_active_npc)
if recipe.is_empty():
cube_error.emit("NO_MATCHING_RECIPE")
return {"ok": false, "reason": "NO_MATCHING_RECIPE", "msg": "材料不足或配方不存在!"}
var fee = int(recipe.get("gold", 0))
if player_gold < fee:
cube_error.emit("NOT_ENOUGH_GOLD")
return {
"ok": false,
"reason": "NOT_ENOUGH_GOLD",
"msg": "金币不足!本次合成需要 %d 金币,你只有 %d 金币。" % [fee, player_gold]
}
# 扣除材料 (清空魔方放置槽)
for i in range(cube_slots.size()):
cube_slots[i] = null
# 扣除手续费金币
var remaining_gold = player_gold - fee
# 判定成功概率
var pct = int(recipe.get("percent", 100))
var roll = forced_roll if forced_roll > 0 else randi_range(1, 100)
if roll <= pct:
# 合成成功 (cube success)
var rew = recipe["reward"]
var reward_vnum = int(rew["vnum"])
var reward_count = int(rew.get("count", 1))
var reward_name = str(rew.get("name", "制造道具"))
_give_or_stack_item(inventory, reward_vnum, reward_count)
var record = {
"recipe_id": recipe["id"],
"success": true,
"reward_vnum": reward_vnum,
"reward_count": reward_count,
"fee": fee
}
crafting_history.append(record)
craft_succeeded.emit(reward_vnum, reward_count, reward_name)
return {
"ok": true,
"success": true,
"reward_vnum": reward_vnum,
"reward_count": reward_count,
"remaining_gold": remaining_gold,
"msg": "叮!伴随着绚烂的灵光,你成功制造出了【%s】!" % reward_name
}
else:
# 合成失败 (cube fail)
var record = {
"recipe_id": recipe["id"],
"success": false,
"fee": fee
}
crafting_history.append(record)
craft_failed.emit(recipe["name"])
return {
"ok": true,
"success": false,
"remaining_gold": remaining_gold,
"msg": "制造失败了!魔方中传出一阵焦黑的青烟,材料化为了灰烬。"
}
# 获取当前 NPC 允许合成的所有配方清单
func get_available_recipes(npc_vnum: int) -> Array[Dictionary]:
var list: Array[Dictionary] = []
for rec in RECIPES:
if rec["npcs"].has(npc_vnum):
list.append(rec)
return list
# 历史记录
func get_history() -> Array[Dictionary]:
return crafting_history
func clear_history() -> void:
crafting_history.clear()
# 内部发放道具堆叠
func _give_or_stack_item(inventory: Array, vnum: int, count: int) -> void:
for it in inventory:
if it != null and int(it.get("vnum", 0)) == vnum:
it["count"] = int(it.get("count", 1)) + count
return
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = {"vnum": vnum, "count": count}
return
inventory.append({"vnum": vnum, "count": count})
# 序列化与反序列化
func serialize() -> Dictionary:
return {
"history": crafting_history.duplicate(true)
}
func deserialize(data: Dictionary) -> void:
crafting_history.clear()
var raw = data.get("history", [])
for it in raw:
crafting_history.append(it.duplicate(true))
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# cursed_monolith_spire_system.gd —— Metin2 40250 野外魔石破除之【封印魔塔】限时防守挑战 1:1
# 对照 40250 服务端 regen.cpp, dungeon.cpp, char_battle.cpp, item_manager.cpp
class_name CursedMonolithSpireSystem
extends RefCounted
signal spire_emerged(pos: Vector3, time_limit: float)
signal wave_spawned(wave_index: int, wave_name: String, mob_count: int)
signal trial_completed(success: bool, time_used: float)
signal reward_chest_spawned(chest_vnum: int, pos: Vector3)
const TRIAL_TIME_LIMIT: float = 180.0 # 3 分钟倒计时
const CHEST_VNUM: int = 50130 # 上古魔塔宝箱 (Ancient Spire Chest)
const WAVE_CONFIG: Dictionary = {
1: {
"name": "第 1 波:狂暴魔兵突袭",
"mob_vnum": 701, # 恶魔士兵
"count": 6
},
2: {
"name": "第 2 波:双生魔将合围",
"mob_vnum": 1092, # 恶魔大将
"count": 2
},
3: {
"name": "第 3 波:上古守墓魔王",
"mob_vnum": 1093, # 恶魔死神幻影
"count": 1
}
}
var is_active: bool = false
var current_wave: int = 0
var time_remaining: float = 0.0
var spire_pos: Vector3 = Vector3.ZERO
var difficulty: int = 50
var active_mobs: Dictionary = {} # mob_id -> { "vnum", "alive" }
var next_mob_id: int = 1
var is_victory: bool = false
var chest_available: bool = false
# 启动封印魔塔挑战
func start_trial(pos: Vector3, diff_level: int = 50) -> Dictionary:
if is_active:
return {"ok": false, "reason": "TRIAL_ALREADY_ACTIVE", "msg": "封印魔塔挑战正在进行中!"}
is_active = true
is_victory = false
chest_available = false
spire_pos = pos
difficulty = diff_level
time_remaining = TRIAL_TIME_LIMIT
current_wave = 0
active_mobs.clear()
next_mob_id = 1
spire_emerged.emit(pos, TRIAL_TIME_LIMIT)
# 立即召唤第 1 波
_spawn_wave(1)
return {
"ok": true,
"pos": pos,
"time_limit": TRIAL_TIME_LIMIT,
"msg": "大地剧烈震颤!【诅咒的封印黑石魔塔】破土升起!请在 180 秒内清除所有魔潮!"
}
# 产生指定阶段怪潮
func _spawn_wave(wave_idx: int) -> void:
current_wave = wave_idx
var cfg = WAVE_CONFIG[wave_idx]
var count: int = cfg["count"]
var vnum: int = cfg["mob_vnum"]
active_mobs.clear()
for i in range(count):
var mid := next_mob_id
next_mob_id += 1
active_mobs[mid] = {
"id": mid,
"vnum": vnum,
"alive": true
}
wave_spawned.emit(wave_idx, cfg["name"], count)
# 击杀魔潮怪物
func kill_mob(mob_id: int) -> Dictionary:
if not is_active:
return {"ok": false, "reason": "TRIAL_NOT_ACTIVE"}
if not active_mobs.has(mob_id) or not active_mobs[mob_id]["alive"]:
return {"ok": false, "reason": "MOB_NOT_FOUND"}
active_mobs[mob_id]["alive"] = false
active_mobs.erase(mob_id)
# 检查当前波次是否全清
if active_mobs.is_empty():
if current_wave < 3:
# 进入下一波
var next_w = current_wave + 1
_spawn_wave(next_w)
return {
"ok": true,
"wave_cleared": current_wave - 1,
"next_wave": next_w,
"msg": "当前波次肃清!更加凶险的魔物正在凝聚!"
}
else:
# 第 3 波首领击破 -> 大获全胜!
return _finish_trial(true)
return {
"ok": true,
"remaining_in_wave": active_mobs.size()
}
# 帧心跳更新限时倒计时
func update(delta: float) -> Dictionary:
if not is_active:
return {"status": "inactive"}
time_remaining -= delta
if time_remaining <= 0.0:
time_remaining = 0.0
return _finish_trial(false)
return {
"status": "running",
"wave": current_wave,
"remaining_mobs": active_mobs.size(),
"time_remaining": time_remaining
}
# 结算挑战胜负
func _finish_trial(success: bool) -> Dictionary:
is_active = false
is_victory = success
var time_used = TRIAL_TIME_LIMIT - time_remaining
if success:
chest_available = true
reward_chest_spawned.emit(CHEST_VNUM, spire_pos)
trial_completed.emit(true, time_used)
return {
"ok": true,
"victory": true,
"time_used": time_used,
"msg": "【封印魔塔】封印彻底瓦解!降下【上古魔塔宝箱】!耗时: %.1f" % time_used
}
else:
active_mobs.clear()
trial_completed.emit(false, TRIAL_TIME_LIMIT)
return {
"ok": true,
"victory": false,
"time_used": TRIAL_TIME_LIMIT,
"msg": "时间耗尽!封印黑石魔塔重新沉入深渊地底,挑战失败!"
}
# 开启上古宝箱获取掉落
func open_reward_chest() -> Array:
if not chest_available:
return []
chest_available = false
var drops: Array = [
{"vnum": 71003, "name": "祝福卷轴", "count": 2},
{"vnum": 50513, "name": "灵魂之石", "count": 1},
{"vnum": 70024, "name": "祝福宝珠", "count": 1},
{"vnum": 1, "name": "金币", "count": 3500000}
]
return drops
# 取消/中断挑战
func cancel_trial() -> Dictionary:
if not is_active:
return {"ok": false, "reason": "NOT_ACTIVE"}
is_active = false
active_mobs.clear()
return {"ok": true, "msg": "挑战已提前终止。"}
# 获取状态
func get_trial_state() -> Dictionary:
return {
"is_active": is_active,
"is_victory": is_victory,
"current_wave": current_wave,
"remaining_mobs": active_mobs.size(),
"time_remaining": time_remaining,
"chest_available": chest_available
}
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# demon_tower_system.gd —— 恶魔之塔 1~9 层单机爬塔挑战循环与塔顶免费铁匠(40250 官方 1:1 对齐)
# 对齐源码:
# - 40250 server/share/locale/english/quest/deviltower_zone.quest
# - 40250 server/game/src/dungeon.cpp
# - 40250 server/game/src/char_battle.cpp
class_name DemonTowerSystem
extends RefCounted
signal floor_changed(floor_num: int, floor_name: String)
signal floor_completed(floor_num: int)
signal tower_completed
signal tower_failed(reason: String)
signal blacksmith_spawned(blacksmith_vnum: int, blacksmith_name: String)
# 核心怪物与 NPC Vnum (40250 官方标准)
const VNUM_METIN_FLOOR1 := 8015 # 坚韧之石 (1层入口封印)
const VNUM_DEMON_KING := 1091 # 恶魔王 (3层 BOSS)
const VNUM_METIN_FLOOR4 := 8016 # 恶魔封印石 (4层真伪封印石)
const VNUM_ELITE_DEMON_KING := 1092 # 精英恶魔王 (6层 BOSS)
const VNUM_METIN_DEATH := 8017 # 死亡之石 (7层)
const VNUM_DEATH_REAPER := 1093 # 死神 (9层 最终 BOSS)
# 塔顶免费铁匠 NPC
const NPC_TOWER_WEAPON_SMITH := 20074 # 恶魔之塔武器铁匠
const NPC_TOWER_ARMOR_SMITH := 20075 # 恶魔之塔防具铁匠
const NPC_TOWER_JEWELRY_SMITH := 20076 # 恶魔之塔首饰铁匠
# 核心任务道具
const VNUM_ZIN_KEY_FLOOR5 := 50084 # 解除 5 层石碑钥匙
const VNUM_ZIN_MAP_FLOOR7 := 30302 # 7 层恶魔封印地图
const VNUM_ZIN_KEY_FLOOR8 := 30304 # 8 层通往塔顶钥匙
const VNUM_DEATH_REAPER_CHEST := 50082 # 9 层死神宝箱
const TOTAL_FLOORS := 9
const FLOOR_NAMES := {
1: "第 1 层:恶魔入口",
2: "第 2 层:恶魔集结所",
3: "第 3 层:恶魔王大殿",
4: "第 4 层:迷幻封印之阵",
5: "第 5 层:五柱封印禁地",
6: "第 6 层:恶魔之塔顶峰",
7: "第 7 层:死神迷宫前厅",
8: "第 8 层:死神结界禁地",
9: "第 9 层:死神王座决战",
}
# 运行期状态
var current_floor := 1
var is_active := false
var floor_time_left := 1200.0 # 20 分钟单层时限
var floor4_real_metin_idx := -1
var floor5_unlocked_pillars := 0
var floor6_blacksmith_vnum := 0
var floor6_free_refine_used := false
func start_tower() -> void:
current_floor = 1
is_active = true
floor_time_left = 1200.0
floor4_real_metin_idx = -1
floor5_unlocked_pillars = 0
floor6_blacksmith_vnum = 0
floor6_free_refine_used = false
floor_changed.emit(1, FLOOR_NAMES[1])
func get_floor() -> int:
return current_floor
func get_floor_name() -> String:
return FLOOR_NAMES.get(current_floor, "未知层")
## 第 1 层判定:击碎封印石 8015 即可通关
func on_floor1_metin_destroyed(vnum: int) -> bool:
if current_floor != 1 or not is_active:
return false
if vnum == VNUM_METIN_FLOOR1:
_advance_floor()
return true
return false
## 第 2 层判定:清理全图怪物
func on_floor2_mobs_cleared(mob_count: int) -> bool:
if current_floor != 2 or not is_active:
return false
if mob_count <= 0:
_advance_floor()
return true
return false
## 第 3 层判定:击杀恶魔王 1091
func on_floor3_boss_killed(boss_vnum: int) -> bool:
if current_floor != 3 or not is_active:
return false
if boss_vnum == VNUM_DEMON_KING:
_advance_floor()
return true
return false
## 第 4 层判定:初始化 7 座封印石并在打破真石时通关
func setup_floor4_metins() -> void:
# 7 座封印石 (索引 0..6),随机指定 1 座为真石
floor4_real_metin_idx = randi() % 7
func on_floor4_metin_hit(stone_idx: int) -> Dictionary:
if current_floor != 4 or not is_active:
return {"ok": false, "msg": "当前不在第 4 层!"}
if stone_idx == floor4_real_metin_idx:
_advance_floor()
return {"ok": true, "is_real": true, "msg": "找到了真实的恶魔封印石!通往第 5 层的传送门开启!"}
else:
return {"ok": true, "is_real": false, "msg": "这是一座虚假的封印石,迷雾尚未散开!"}
## 第 5 层判定:使用钥匙解除 5 座恶魔石柱
func on_floor5_unlock_pillar(key_vnum: int) -> Dictionary:
if current_floor != 5 or not is_active:
return {"ok": false, "msg": "当前不在第 5 层!"}
if key_vnum != VNUM_ZIN_KEY_FLOOR5:
return {"ok": false, "msg": "钥匙不匹配!"}
floor5_unlocked_pillars += 1
var remain := 5 - floor5_unlocked_pillars
if floor5_unlocked_pillars >= 5:
_advance_floor()
return {"ok": true, "completed": true, "msg": "5 座恶魔石碑全部解除封印!传送至第 6 层!"}
else:
return {"ok": true, "completed": false, "remain": remain, "msg": "成功解除了一座石碑封印,还剩 %d 座!" % remain}
## 第 6 层判定:击杀精英恶魔王 1092 并召唤免费铁匠
func on_floor6_boss_killed(boss_vnum: int) -> Dictionary:
if current_floor != 6 or not is_active:
return {"ok": false, "msg": "当前不在第 6 层!"}
if boss_vnum == VNUM_ELITE_DEMON_KING:
# 随机召唤三位塔顶铁匠之一
var smiths := [
{"vnum": NPC_TOWER_WEAPON_SMITH, "name": "恶魔之塔武器铁匠"},
{"vnum": NPC_TOWER_ARMOR_SMITH, "name": "恶魔之塔防具铁匠"},
{"vnum": NPC_TOWER_JEWELRY_SMITH, "name": "恶魔之塔首饰铁匠"}
]
var chosen: Dictionary = smiths[randi() % smiths.size()]
floor6_blacksmith_vnum = chosen["vnum"]
floor6_free_refine_used = false
blacksmith_spawned.emit(chosen["vnum"], chosen["name"])
return {
"ok": true,
"blacksmith_vnum": chosen["vnum"],
"blacksmith_name": chosen["name"],
"msg": "击杀了精英恶魔王!塔顶现身了一位【%s】!" % chosen["name"]
}
return {"ok": false, "msg": "目标不是精英恶魔王!"}
## 第 6 层塔顶免费铁匠强化 (无需材料,单人爬塔经典福利)
func perform_tower_free_refine(item: Dictionary, item_type: int) -> Dictionary:
if current_floor != 6 or floor6_blacksmith_vnum == 0:
return {"ok": false, "code": "NO_BLACKSMITH", "msg": "塔顶铁匠尚未出现!"}
if floor6_free_refine_used:
return {"ok": false, "code": "ALREADY_USED", "msg": "恶魔之塔铁匠本次只能免费强化一次!"}
# 校验铁匠类型与物品类型匹配
if floor6_blacksmith_vnum == NPC_TOWER_WEAPON_SMITH and item_type != 1:
return {"ok": false, "code": "TYPE_MISMATCH", "msg": "武器铁匠只能强化武器!"}
if floor6_blacksmith_vnum == NPC_TOWER_ARMOR_SMITH and item_type != 2:
return {"ok": false, "code": "TYPE_MISMATCH", "msg": "防具铁匠只能强化防具!"}
floor6_free_refine_used = true
var cur_vnum := int(item.get("vnum", 0))
var new_vnum := cur_vnum + 1
item["vnum"] = new_vnum
return {
"ok": true,
"code": "SUCCESS",
"old_vnum": cur_vnum,
"new_vnum": new_vnum,
"msg": "%s】为你施展了恶魔神工,免费强化成功!装备晋升为 #%d" % [
"武器铁匠" if floor6_blacksmith_vnum == NPC_TOWER_WEAPON_SMITH else "防具铁匠",
new_vnum
]
}
## 从第 6 层前往第 7 层 (要求角色等级 >= 75)
func advance_to_floor7(player_level: int) -> Dictionary:
if current_floor != 6:
return {"ok": false, "msg": "不在第 6 层!"}
if player_level < 75:
return {"ok": false, "code": "LEVEL_TOO_LOW", "msg": "只有等级达到 75 级的真正勇者,才能踏入恶魔之塔第 7 层禁地!"}
_advance_floor()
return {"ok": true, "msg": "踏入了死神禁地第 7 层!"}
## 第 7 层判定:使用恶魔地图 30302 通关
func on_floor7_map_used(map_vnum: int) -> bool:
if current_floor != 7 or not is_active:
return false
if map_vnum == VNUM_ZIN_MAP_FLOOR7:
_advance_floor()
return true
return false
## 第 8 层判定:使用钥匙 30304 通关
func on_floor8_key_used(key_vnum: int) -> bool:
if current_floor != 8 or not is_active:
return false
if key_vnum == VNUM_ZIN_KEY_FLOOR8:
_advance_floor()
return true
return false
## 第 9 层终极对决:击杀死神 1093
func on_floor9_boss_killed(boss_vnum: int) -> Dictionary:
if current_floor != 9 or not is_active:
return {"ok": false, "msg": "当前不在第 9 层!"}
if boss_vnum == VNUM_DEATH_REAPER:
is_active = false
tower_completed.emit()
return {
"ok": true,
"code": "TOWER_CLEAR",
"drop_vnum": VNUM_DEATH_REAPER_CHEST,
"msg": "壮举!你成功斩杀了死神,恶魔之塔被彻底征服!获得了【死神宝箱】!"
}
return {"ok": false, "msg": "目标不是死神!"}
func _advance_floor() -> void:
floor_completed.emit(current_floor)
current_floor += 1
floor_time_left = 1200.0
floor_changed.emit(current_floor, FLOOR_NAMES.get(current_floor, "%d" % current_floor))
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# devils_catacomb_system.gd —— Metin2 40250 地下墓穴 7 层与冥王阿兹瑞尔挑战副本 1:1
# 对照 40250 服务端 devils_catacomb.quest, dungeon.cpp, char_battle.cpp, mob 2598, 2597, 2596
class_name DevilsCatacombSystem
extends RefCounted
signal floor_advanced(floor: int)
signal metin_destroyed(is_correct: bool)
signal tartaros_killed(drop_item: Dictionary)
signal obelisk_activated()
signal charon_killed()
signal azrael_hp_changed(current_hp: int, max_hp: int)
signal catacomb_cleared(drops: Array)
signal catacomb_failed(reason: String)
const NPC_CATACOMB_GUARD := 20367
const ITEM_SOUL_CRYSTAL_KEY := 30311 # 灵魂水晶钥匙 (进入与 1 层解锁)
const ITEM_GRIM_SOUL_STONE := 30312 # 冷酷之石 (5 层塔耳塔洛斯掉落)
const MIN_LEVEL := 75
const TIME_LIMIT := 3600.0 # 60 分钟限时
# 首领属性
const MOB_TARTAROS := 2597 # 5 层守卫 塔耳塔洛斯
const MOB_CHARON := 2596 # 6 层将军 卡隆
const MOB_AZRAEL := 2598 # 7 层冥界之王 阿兹瑞尔
const AZRAEL_MAX_HP := 900000
const AZRAEL_BASE_ATK := 2200
const AZRAEL_BASE_DEF := 680
var is_active: bool = false
var current_floor: int = 0
var remaining_time: float = 0.0
# 3 层复仇魔石状态
var correct_metin_id: int = 3
var metins_broken: int = 0
# 5 层方尖碑状态
var has_grim_stone: bool = false
var is_obelisk_unlocked: bool = false
# 7 层阿兹瑞尔状态
var azrael_hp: int = 0
var azrael_max_hp: int = AZRAEL_MAX_HP
var is_azrael_alive: bool = false
var azrael_minions_summoned: bool = false
# 进入地下墓穴 (通过 NPC 20367)
func enter_catacomb(player_level: int, inventory: Array) -> Dictionary:
if player_level < MIN_LEVEL:
return {
"ok": false,
"reason": "LEVEL_TOO_LOW",
"msg": "你的等级不足 75 级,无法承受地下墓穴的死灵死气!"
}
# 检查 1 层必需的灵魂水晶钥匙 (30311)
var key_slot := -1
for i in range(inventory.size()):
var item = inventory[i]
if item != null and int(item.get("vnum", 0)) == ITEM_SOUL_CRYSTAL_KEY:
key_slot = i
break
if key_slot == -1:
return {
"ok": false,
"reason": "MISSING_SOUL_KEY",
"msg": "进入地下墓穴需要持有【灵魂水晶钥匙】!"
}
# 初始化副本状态进入 1 层
is_active = true
current_floor = 1
remaining_time = TIME_LIMIT
correct_metin_id = randi_range(1, 5)
metins_broken = 0
has_grim_stone = false
is_obelisk_unlocked = false
is_azrael_alive = false
floor_advanced.emit(1)
return {
"ok": true,
"floor": 1,
"time_limit": remaining_time,
"msg": "成功踏入地下墓穴一层!限时 60 分钟!"
}
# 第 1 层:使用灵魂水晶钥匙开启石门封印进入 2 层
func unlock_floor_1(inventory: Array) -> Dictionary:
if not is_active or current_floor != 1:
return {"ok": false, "reason": "WRONG_FLOOR"}
var key_slot := -1
for i in range(inventory.size()):
var item = inventory[i]
if item != null and int(item.get("vnum", 0)) == ITEM_SOUL_CRYSTAL_KEY:
key_slot = i
break
if key_slot == -1:
return {"ok": false, "reason": "MISSING_KEY", "msg": "背包中缺少灵魂水晶钥匙!"}
# 消耗钥匙
inventory[key_slot] = null
current_floor = 2
floor_advanced.emit(2)
return {
"ok": true,
"floor": 2,
"msg": "灵魂水晶钥匙已插入封印,石门轰然开启!进入地下墓穴二层!"
}
# 第 2 层:突破恶灵迷宫进入 3 层
func complete_floor_2() -> Dictionary:
if not is_active or current_floor != 2:
return {"ok": false, "reason": "WRONG_FLOOR"}
current_floor = 3
floor_advanced.emit(3)
return {
"ok": true,
"floor": 3,
"msg": "已突破恶灵迷宫!进入地下墓穴三层!"
}
# 第 3 层:击碎复仇魔石 (8035)
func break_floor_3_metin(metin_idx: int) -> Dictionary:
if not is_active or current_floor != 3:
return {"ok": false, "reason": "WRONG_FLOOR"}
metins_broken += 1
if metin_idx == correct_metin_id:
current_floor = 4
metin_destroyed.emit(true)
floor_advanced.emit(4)
return {
"ok": true,
"correct": true,
"floor": 4,
"msg": "击碎了真正的复仇魔石!封印瓦解,传送至地下墓穴四层!"
}
else:
metin_destroyed.emit(false)
return {
"ok": true,
"correct": false,
"floor": 3,
"msg": "这是虚假的伪装魔石!周围唤醒了冥界诅咒之魂!"
}
# 第 4 层:玄武岩石柱迷宫寻路进入 5 层
func complete_floor_4() -> Dictionary:
if not is_active or current_floor != 4:
return {"ok": false, "reason": "WRONG_FLOOR"}
current_floor = 5
floor_advanced.emit(5)
return {
"ok": true,
"floor": 5,
"msg": "成功找到玄武岩迷宫真出口!进入地下墓穴五层!"
}
# 第 5 层:击败塔耳塔洛斯 (2597) 并获得冷酷之石 (30312)
func defeat_tartaros(inventory: Array) -> Dictionary:
if not is_active or current_floor != 5:
return {"ok": false, "reason": "WRONG_FLOOR"}
# 放入背包
var empty_slot := -1
for i in range(inventory.size()):
if inventory[i] == null:
empty_slot = i
break
if empty_slot == -1:
return {"ok": false, "reason": "INVENTORY_FULL", "msg": "背包已满,无法拾取冷酷之石!"}
var grim_stone = {"vnum": ITEM_GRIM_SOUL_STONE, "name": "冷酷之石", "count": 1}
inventory[empty_slot] = grim_stone
has_grim_stone = true
tartaros_killed.emit(grim_stone)
return {
"ok": true,
"drop": grim_stone,
"msg": "击败了守卫【塔耳塔洛斯】,获得了【冷酷之石】!请前往方尖碑镶嵌!"
}
# 第 5 层:将冷酷之石插入玄武岩方尖碑,开启 6 层通道
func insert_grim_stone_to_obelisk(inventory: Array) -> Dictionary:
if not is_active or current_floor != 5:
return {"ok": false, "reason": "WRONG_FLOOR"}
var stone_slot := -1
for i in range(inventory.size()):
var item = inventory[i]
if item != null and int(item.get("vnum", 0)) == ITEM_GRIM_SOUL_STONE:
stone_slot = i
break
if stone_slot == -1:
return {"ok": false, "reason": "MISSING_STONE", "msg": "背包中缺少冷酷之石!"}
inventory[stone_slot] = null
is_obelisk_unlocked = true
current_floor = 6
obelisk_activated.emit()
floor_advanced.emit(6)
return {
"ok": true,
"floor": 6,
"msg": "冷酷之石完美嵌入方尖碑!冥界封印开启,进入地下墓穴六层!"
}
# 第 6 层:击败冥界将军卡隆 (2596) 进入 7 层阿兹瑞尔王座
func defeat_charon() -> Dictionary:
if not is_active or current_floor != 6:
return {"ok": false, "reason": "WRONG_FLOOR"}
current_floor = 7
# 初始化 7 层 Boss 阿兹瑞尔
azrael_hp = AZRAEL_MAX_HP
azrael_max_hp = AZRAEL_MAX_HP
is_azrael_alive = true
azrael_minions_summoned = false
charon_killed.emit()
floor_advanced.emit(7)
return {
"ok": true,
"floor": 7,
"boss_hp": azrael_hp,
"msg": "冥界将军【卡隆】已被斩灭!传送至七层【冥王阿兹瑞尔王座】!"
}
# 第 7 层:对冥王阿兹瑞尔造成伤害
func attack_azrael(raw_dmg: int) -> Dictionary:
if not is_active or current_floor != 7 or not is_azrael_alive:
return {"ok": false, "reason": "BOSS_NOT_AVAILABLE"}
var net_dmg: int = max(1, raw_dmg - AZRAEL_BASE_DEF)
azrael_hp = max(0, azrael_hp - net_dmg)
azrael_hp_changed.emit(azrael_hp, azrael_max_hp)
# 半血召唤死灵护卫
var triggered_minions := false
if azrael_hp <= int(AZRAEL_MAX_HP * 0.5) and not azrael_minions_summoned:
azrael_minions_summoned = true
triggered_minions = true
# 击败阿兹瑞尔
if azrael_hp <= 0:
is_azrael_alive = false
is_active = false
var drops: Array = _generate_azrael_drops()
catacomb_cleared.emit(drops)
return {
"ok": true,
"killed": true,
"net_dmg": net_dmg,
"remaining_hp": 0,
"drops": drops,
"msg": "【冥王阿兹瑞尔】轰然倒下!地下墓穴已被彻底征服!"
}
return {
"ok": true,
"killed": false,
"net_dmg": net_dmg,
"remaining_hp": azrael_hp,
"summoned_minions": triggered_minions
}
# 逐帧倒计时
func update(dt: float) -> void:
if not is_active:
return
remaining_time -= dt
if remaining_time <= 0.0:
is_active = false
is_azrael_alive = false
catacomb_failed.emit("TIME_OUT")
# 生成阿兹瑞尔掉落物
func _generate_azrael_drops() -> Array:
var drops: Array = []
# 1. 必掉阿兹瑞尔专属宝箱 (50187)
drops.append({
"vnum": 50187,
"name": "阿兹瑞尔宝箱",
"count": 1
})
# 2. 必掉灵魂之石 (50513)
drops.append({
"vnum": 50513,
"name": "灵魂之石",
"count": 1
})
# 3. 终极泰坦之盾 (13149) 概率掉落
drops.append({
"vnum": 13149,
"name": "泰坦之盾+0",
"count": 1
})
# 4. 大额冥界金币
drops.append({
"vnum": 1,
"name": "金币",
"count": randi_range(200000, 400000)
})
return drops
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# dragon_lair_system.gd —— Metin2 40250 冰龙贝兰-塞陶挑战巢穴 1:1
# 对照 40250 服务端 dragon_lair.quest, dungeon.cpp, char_battle.cpp, mob 2493, NPC 30121
class_name DragonLairSystem
extends RefCounted
signal dungeon_started(time_limit: float)
signal metin_destroyed(metin_vnum: int, metin_name: String)
signal minions_spawned(count: int, mob_vnum: int)
signal dragon_hp_changed(current_hp: int, max_hp: int)
signal dragon_defeated(drops: Array)
signal dungeon_failed(reason: String)
const NPC_GHOST_OF_SURA := 30121 # 修罗鬼魂
const ITEM_TWISTED_KEY := 30179 # 扭曲钥匙
const KEY_REQUIRED_COUNT := 3
const MIN_LEVEL := 75
const TIME_LIMIT := 3600.0 # 60 分钟限时
const BOSS_VNUM := 2493 # 贝兰-塞陶 (Beran-Setaou)
const BOSS_MAX_HP := 800000
const BOSS_BASE_ATK := 1800
const BOSS_BASE_DEF := 650
const METIN_TABLE: Dictionary = {
8031: {"name": "傲慢之石", "desc": "提供 30% 物理抗性减免"},
8032: {"name": "寂寞之石", "desc": "提供生命自然恢复"},
8033: {"name": "平静之石", "desc": "提供 30% 魔法抗性减免"},
8034: {"name": "复仇之石", "desc": "提供 40% 攻击力增幅"}
}
var is_active: bool = false
var remaining_time: float = 0.0
var dragon_hp: int = 0
var dragon_max_hp: int = BOSS_MAX_HP
var is_dragon_alive: bool = false
var active_metins: Dictionary = {} # vnum -> bool (true = alive)
var active_minions: Array = []
var regen_timer: float = 0.0
# 进入冰龙巢穴 (通过 NPC 30121 验证)
func enter_lair(player_level: int, inventory: Array) -> Dictionary:
if player_level < MIN_LEVEL:
return {
"ok": false,
"reason": "LEVEL_TOO_LOW",
"msg": "你的等级不足 75 级,无法承受冰龙巢穴的严寒!"
}
# 检查背包中的 3 把扭曲钥匙 (30179)
var key_slots: Array = []
var total_keys: int = 0
for i in range(inventory.size()):
var item = inventory[i]
if item != null and int(item.get("vnum", 0)) == ITEM_TWISTED_KEY:
var cnt: int = int(item.get("count", 1))
total_keys += cnt
key_slots.append({"slot": i, "count": cnt})
if total_keys < KEY_REQUIRED_COUNT:
return {
"ok": false,
"reason": "MISSING_KEYS",
"current_keys": total_keys,
"required_keys": KEY_REQUIRED_COUNT,
"msg": "进入冰龙巢穴需要 3 把扭曲钥匙!你当前拥有 %d 把。" % total_keys
}
# 扣除 3 把扭曲钥匙
var needed: int = KEY_REQUIRED_COUNT
for ks in key_slots:
var slot_idx: int = ks["slot"]
var available: int = ks["count"]
if available <= needed:
needed -= available
inventory[slot_idx] = null
else:
inventory[slot_idx]["count"] = available - needed
needed = 0
if needed <= 0:
break
# 初始化巢穴状态
is_active = true
remaining_time = TIME_LIMIT
dragon_hp = BOSS_MAX_HP
dragon_max_hp = BOSS_MAX_HP
is_dragon_alive = true
active_minions.clear()
regen_timer = 0.0
# 刷新 4 块龙神魔石
active_metins.clear()
for vnum in METIN_TABLE.keys():
active_metins[vnum] = true
dungeon_started.emit(remaining_time)
return {
"ok": true,
"time_limit": remaining_time,
"dragon_hp": dragon_hp,
"metins": active_metins.duplicate(),
"msg": "已使用 3 把扭曲钥匙,成功开启冰龙巢穴!限时 60 分钟!"
}
# 获取当前冰龙实际攻击力 (受 8034 复仇之石影响)
func get_dragon_atk() -> int:
var atk := BOSS_BASE_ATK
if active_metins.get(8034, false):
atk = int(atk * 1.4) # +40% ATK
return atk
# 获取当前冰龙防御力
func get_dragon_def() -> int:
return BOSS_BASE_DEF
# 击破魔石机制
func destroy_metin(metin_vnum: int) -> Dictionary:
if not is_active:
return {"ok": false, "reason": "DUNGEON_NOT_ACTIVE"}
if not active_metins.get(metin_vnum, false):
return {"ok": false, "reason": "METIN_ALREADY_DESTROYED"}
active_metins[metin_vnum] = false
var mname: String = METIN_TABLE[metin_vnum]["name"]
# 击破魔石唤醒 4 只塞陶龙宫护卫 (vnum: 2401)
var spawn_count := 4
for i in range(spawn_count):
active_minions.append({"vnum": 2401, "hp": 30000})
metin_destroyed.emit(metin_vnum, mname)
minions_spawned.emit(spawn_count, 2401)
return {
"ok": true,
"metin_vnum": metin_vnum,
"metin_name": mname,
"remaining_metins": get_alive_metin_count(),
"spawned_minions": spawn_count,
"msg": "%s】已被击破!对应龙神加成已破除,但唤醒了龙宫护卫!" % mname
}
# 获取存活魔石数量
func get_alive_metin_count() -> int:
var count := 0
for v in active_metins.values():
if v:
count += 1
return count
# 对冰龙造成伤害
func apply_damage(raw_dmg: int, is_magic: bool = false) -> Dictionary:
if not is_active or not is_dragon_alive:
return {"ok": false, "reason": "DRAGON_NOT_ALIVE"}
var def := get_dragon_def()
var net_dmg: float = max(1, raw_dmg - def)
# 8031 傲慢之石减免 30% 物理伤害
if not is_magic and active_metins.get(8031, false):
net_dmg *= 0.70
# 8033 平静之石减免 30% 魔法伤害
if is_magic and active_metins.get(8033, false):
net_dmg *= 0.70
var final_dmg := int(round(net_dmg))
dragon_hp = max(0, dragon_hp - final_dmg)
dragon_hp_changed.emit(dragon_hp, dragon_max_hp)
# 击杀冰龙判定
if dragon_hp <= 0:
is_dragon_alive = false
is_active = false
var drops := _generate_dragon_drops()
dragon_defeated.emit(drops)
return {
"ok": true,
"killed": true,
"net_dmg": final_dmg,
"remaining_hp": 0,
"drops": drops,
"msg": "【冰龙贝兰-塞陶】已被彻底击败!龙鳞与龙爪散落一地!"
}
return {
"ok": true,
"killed": false,
"net_dmg": final_dmg,
"remaining_hp": dragon_hp,
"hp_ratio": float(dragon_hp) / float(dragon_max_hp)
}
# 逐帧更新 (计时与 8032 寂寞之石生命回复)
func update(dt: float) -> void:
if not is_active:
return
remaining_time -= dt
if remaining_time <= 0.0:
is_active = false
is_dragon_alive = false
dungeon_failed.emit("TIME_OUT")
return
# 8032 寂寞之石:每 5 秒为冰龙回复 2% 最大生命 (16000 HP)
if is_dragon_alive and active_metins.get(8032, false):
regen_timer += dt
if regen_timer >= 5.0:
regen_timer = 0.0
var heal_amount := int(BOSS_MAX_HP * 0.02)
dragon_hp = mini(BOSS_MAX_HP, dragon_hp + heal_amount)
dragon_hp_changed.emit(dragon_hp, dragon_max_hp)
# 生成冰龙掉落物 (71123 龙鳞, 71129 龙爪, 50186 水龙宝箱)
func _generate_dragon_drops() -> Array:
var drops: Array = []
# 1. 必掉史诗升阶材料:龙鳞 (71123)
drops.append({
"vnum": 71123,
"name": "龙鳞",
"count": randi_range(1, 2)
})
# 2. 必掉史诗升阶材料:龙爪 (71129)
drops.append({
"vnum": 71129,
"name": "龙爪",
"count": randi_range(1, 2)
})
# 3. 必掉水龙专属宝箱 (50186)
drops.append({
"vnum": 50186,
"name": "贝兰-塞陶宝箱",
"count": 1
})
# 4. 必掉灵魂之石 (50513)
drops.append({
"vnum": 50513,
"name": "灵魂之石",
"count": 1
})
# 5. 大额金币掉落
drops.append({
"vnum": 1,
"name": "金币",
"count": randi_range(150000, 300000)
})
return drops
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# dragon_soul_system.gd —— Metin2 40250 龙神炼金石系统 1:1
# 对照 40250 服务端 DragonSoul.cpp, char_dragonsoul.cpp 及客户端 uidragonsoul.py
class_name DragonSoulSystem
extends RefCounted
signal deck_activated(deck_idx: int)
signal deck_deactivated(deck_idx: int)
# 6 种官方龙神石类型 (DragonSoul.cpp:EDSStoneTypes)
enum DragonStoneType {
NONE = 0,
DIAMOND = 1, # 钻石: INT, 魔法抗性
RUBY = 2, # 红宝石: STR, 物理攻击力, 防御力
JADE = 3, # 玉石: Max HP, HP 恢复
SAPPHIRE = 4,# 蓝宝石: DEX, 职业减伤
GARNET = 5, # 石榴石: CON, Max SP
ONYX = 6 # 缟玛瑙: 格挡, 反弹, 穿透抵抗
}
# 5 档品阶 (Grade)
enum Grade {
ROUGH = 0, # 粗糙
CUT = 1, # 切割
RARE = 2, # 稀有
ANCIENT = 3, # 古代
LEGENDARY = 4 # 传奇
}
# 5 档净度 (Clarity)
enum Clarity {
MATT = 0, # 哑光
CLEAR = 1, # 清晰
FLAWLESS = 2, # 无瑕
BRILLIANT = 3, # 辉煌
EXCELLENT = 4 # 卓越
}
const DECK_SKY := 0 # 天空卡槽
const DECK_EARTH := 1 # 大地卡槽
const DECK_COUNT := 2
const SLOTS_PER_DECK := 6 # 每卡槽 6 个神石槽位
# 双卡槽数据结构: decks[deck_idx][slot_idx] = stone_dict or null
var decks: Array[Array] = [[], []]
var active_deck: int = -1 # -1: 未激活, 0: 天空卡槽, 1: 大地卡槽
func _init() -> void:
for d in range(DECK_COUNT):
var slot_list: Array = []
for s in range(SLOTS_PER_DECK):
slot_list.append(null)
decks[d] = slot_list
# 创建一颗龙神石
static func create_dragon_stone(type: int, grade: int = 0, clarity: int = 0, refine: int = 0, duration: float = 86400.0) -> Dictionary:
var stone: Dictionary = {
"stone_type": type,
"grade": clampi(grade, 0, 4),
"clarity": clampi(clarity, 0, 4),
"refine": clampi(refine, 0, 6),
"duration": duration, # 激活消耗时间 (秒)
"total_duration": duration
}
stone["attributes"] = calculate_stone_attributes(stone)
return stone
# 计算单颗神石属性 (对齐 40250 DragonSoulTable.txt)
static func calculate_stone_attributes(stone: Dictionary) -> Dictionary:
var type: int = int(stone.get("stone_type", 0))
var gr: int = int(stone.get("grade", 0))
var cl: int = int(stone.get("clarity", 0))
var rf: int = int(stone.get("refine", 0))
var attrs: Dictionary = {}
match type:
DragonStoneType.DIAMOND:
attrs["int_bonus"] = 5 + (gr * 3) + (cl * 2) + rf
attrs["magic_defense"] = 2 + (gr * 2) + (cl * 2) + (rf * 2)
DragonStoneType.RUBY:
attrs["str_bonus"] = 5 + (gr * 3) + (cl * 2) + rf
attrs["att_grade"] = 20 + (gr * 15) + (cl * 10) + (rf * 5)
attrs["def_grade"] = 15 + (gr * 10) + (cl * 5) + (rf * 4)
DragonStoneType.JADE:
attrs["max_hp"] = 300 + (gr * 250) + (cl * 150) + (rf * 100)
attrs["hp_recovery_pct"] = 3 + gr + cl + rf
DragonStoneType.SAPPHIRE:
attrs["dex_bonus"] = 5 + (gr * 3) + (cl * 2) + rf
attrs["resist_warrior"] = 2 + gr + cl + rf
attrs["resist_assassin"] = 2 + gr + cl + rf
DragonStoneType.GARNET:
attrs["con_bonus"] = 5 + (gr * 3) + (cl * 2) + rf
attrs["max_sp"] = 200 + (gr * 150) + (cl * 100) + (rf * 50)
DragonStoneType.ONYX:
attrs["block_pct"] = 2 + (gr * 2) + cl + rf
attrs["reflect_pct"] = 2 + (gr * 2) + cl + rf
return attrs
# 装备神石到卡槽
func equip_stone(deck_idx: int, stone: Dictionary) -> Dictionary:
if deck_idx < 0 or deck_idx >= DECK_COUNT:
return {"ok": false, "reason": "INVALID_DECK"}
var type: int = int(stone.get("stone_type", 0))
if type < 1 or type > 6:
return {"ok": false, "reason": "INVALID_STONE_TYPE"}
var slot_idx: int = type - 1 # 1~6 映射到 0~5 号槽位
decks[deck_idx][slot_idx] = stone
return {
"ok": true,
"deck": deck_idx,
"slot": slot_idx,
"stone": stone
}
# 卸下神石
func unequip_stone(deck_idx: int, slot_idx: int) -> Dictionary:
if deck_idx < 0 or deck_idx >= DECK_COUNT:
return {"ok": false, "reason": "INVALID_DECK"}
if slot_idx < 0 or slot_idx >= SLOTS_PER_DECK:
return {"ok": false, "reason": "INVALID_SLOT"}
var removed = decks[deck_idx][slot_idx]
decks[deck_idx][slot_idx] = null
return {"ok": true, "stone": removed}
# 激活/停用卡槽
func toggle_deck(deck_idx: int) -> bool:
if active_deck == deck_idx:
active_deck = -1
deck_deactivated.emit(deck_idx)
return false
else:
if active_deck != -1:
deck_deactivated.emit(active_deck)
active_deck = deck_idx
deck_activated.emit(deck_idx)
return true
# 计算当前已激活卡槽的总战力属性
func get_active_bonuses() -> Dictionary:
var total_bonuses: Dictionary = {}
if active_deck < 0 or active_deck >= DECK_COUNT:
return total_bonuses
var deck: Array = decks[active_deck]
for slot in deck:
if slot != null and float(slot.get("duration", 0.0)) > 0.0:
var attrs: Dictionary = slot.get("attributes", {})
for key in attrs:
total_bonuses[key] = int(total_bonuses.get(key, 0)) + int(attrs[key])
return total_bonuses
# 逐帧消耗激活中的龙神石能量时间
func update(dt: float) -> Array:
var expired_stones: Array = []
if active_deck < 0 or active_deck >= DECK_COUNT:
return expired_stones
var deck: Array = decks[active_deck]
for i in range(deck.size()):
var stone = deck[i]
if stone != null:
var dur: float = float(stone.get("duration", 0.0))
dur -= dt
if dur <= 0.0:
dur = 0.0
expired_stones.append({"deck": active_deck, "slot": i, "stone": stone})
stone["duration"] = dur
return expired_stones
# 升阶 (Grade Refine): 2 颗同种类、同品阶神石融合升级
static func refine_grade(stone_a: Dictionary, stone_b: Dictionary, force_success: bool = false) -> Dictionary:
var ta: int = int(stone_a.get("stone_type", 0))
var tb: int = int(stone_b.get("stone_type", 0))
var ga: int = int(stone_a.get("grade", 0))
var gb: int = int(stone_b.get("grade", 0))
if ta != tb or ga != gb:
return {"ok": false, "reason": "MISMATCHED_STONES", "msg": "只有同种类且同品阶的神石才能融合升阶!"}
if ga >= Grade.LEGENDARY:
return {"ok": false, "reason": "MAX_GRADE", "msg": "该神石已达到最高传奇品阶!"}
# 成功率 60%
var success: bool = force_success or randf() < 0.60
if success:
var new_stone = create_dragon_stone(ta, ga + 1, 0, 0)
return {"ok": true, "success": true, "stone": new_stone, "msg": "神石品阶提升成功!"}
else:
return {"ok": true, "success": false, "msg": "升阶失败,融合材料已碎裂。"}
# 升净度 (Clarity Refine): 2 颗同种类、同品阶、同净度神石融合升级
static func refine_clarity(stone_a: Dictionary, stone_b: Dictionary, force_success: bool = false) -> Dictionary:
var ta: int = int(stone_a.get("stone_type", 0))
var tb: int = int(stone_b.get("stone_type", 0))
var ca: int = int(stone_a.get("clarity", 0))
var cb: int = int(stone_b.get("clarity", 0))
if ta != tb or ca != cb:
return {"ok": false, "reason": "MISMATCHED_STONES", "msg": "只有同种类且同净度的神石才能融合提升净度!"}
if ca >= Clarity.EXCELLENT:
return {"ok": false, "reason": "MAX_CLARITY", "msg": "该神石已达到最高卓越净度!"}
var success: bool = force_success or randf() < 0.50
if success:
var ga: int = int(stone_a.get("grade", 0))
var new_stone = create_dragon_stone(ta, ga, ca + 1, 0)
return {"ok": true, "success": true, "stone": new_stone, "msg": "神石净度提升成功!"}
else:
return {"ok": true, "success": false, "msg": "净度提升失败,辅助材料碎裂。"}
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extends SceneTree
const UiAssets = preload("res://ui/ui_assets.gd")
func _init() -> void:
var root := "../assets"
var img: Image = UiAssets.load_dds_image("../assets/ETC/ymir work/ui/public.dds")
if img:
print("Loaded public.dds: size=", img.get_size(), " format=", img.get_format())
for y in range(232, 240):
var row := ""
for x in range(121, 130):
var p := img.get_pixel(x, y)
row += "(%.1f,%.1f,%.1f,%.1f) " % [p.r, p.g, p.b, p.a]
print("y=", y, ": ", row)
quit(0)
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# dungeon_ranking_system.gd —— Metin2 40250 地牢信息面板与最速通关记录系统 1:1
# 对照 40250 服务端与客户端 dungeon_info.cpp, dungeon.cpp, uidungeoninfo.py
class_name DungeonRankingSystem
extends RefCounted
signal record_updated(dungeon_id: String, fastest_time: float, total_clears: int)
signal new_fastest_record(dungeon_id: String, new_time: float, old_time: float)
# 40250 官方经典地牢登记表
const DUNGEON_REGISTRY: Dictionary = {
"demon_tower": {
"name": "恶魔之塔",
"min_level": 40,
"ticket_vnum": 0,
"ticket_count": 0,
"ticket_name": "",
"cooldown_seconds": 0.0
},
"spider_dungeon_3": {
"name": "蜘蛛洞穴三层",
"min_level": 50,
"ticket_vnum": 30327,
"ticket_count": 1,
"ticket_name": "蜘蛛钥匙",
"cooldown_seconds": 1800.0 # 30 分钟
},
"dragon_lair": {
"name": "冰龙贝兰巢穴",
"min_level": 75,
"ticket_vnum": 30179,
"ticket_count": 3,
"ticket_name": "扭曲钥匙",
"cooldown_seconds": 3600.0 # 60 分钟
},
"devils_catacomb": {
"name": "地下墓穴",
"min_level": 75,
"ticket_vnum": 30311,
"ticket_count": 1,
"ticket_name": "灵魂水晶钥匙",
"cooldown_seconds": 3600.0 # 60 分钟
}
}
# 个人通关数据字典: dungeon_id -> Dictionary
var dungeon_records: Dictionary = {}
func _init() -> void:
for d_id in DUNGEON_REGISTRY.keys():
dungeon_records[d_id] = {
"total_clears": 0,
"fastest_clear_time": 999999.0, # 初始极大值
"highest_peak_damage": 0,
"last_clear_timestamp": 0.0
}
# 记录通关结算
func record_clear(
dungeon_id: String,
clear_time_sec: float,
peak_damage: int,
current_timestamp: float = 0.0
) -> Dictionary:
if not DUNGEON_REGISTRY.has(dungeon_id):
return {"ok": false, "reason": "INVALID_DUNGEON_ID", "msg": "未知的地牢!"}
var rec = dungeon_records[dungeon_id]
rec["total_clears"] += 1
rec["last_clear_timestamp"] = current_timestamp
# 检查并更新最高单次输出伤害
if peak_damage > int(rec["highest_peak_damage"]):
rec["highest_peak_damage"] = peak_damage
# 检查是否刷新最速通关记录
var is_new_record := false
var old_time: float = float(rec["fastest_clear_time"])
if clear_time_sec < old_time:
is_new_record = true
rec["fastest_clear_time"] = clear_time_sec
new_fastest_record.emit(dungeon_id, clear_time_sec, old_time)
record_updated.emit(dungeon_id, rec["fastest_clear_time"], rec["total_clears"])
var dname: String = DUNGEON_REGISTRY[dungeon_id]["name"]
return {
"ok": true,
"dungeon_id": dungeon_id,
"dungeon_name": dname,
"clear_time": clear_time_sec,
"is_new_record": is_new_record,
"fastest_time": rec["fastest_clear_time"],
"total_clears": rec["total_clears"],
"highest_peak_damage": rec["highest_peak_damage"],
"msg": "%s】通关成功!耗时 %.1f%s" % [dname, clear_time_sec, " (刷新最快纪录!)" if is_new_record else ""]
}
# 获取地牢详情与入场/冷却状态
func get_dungeon_info(dungeon_id: String, current_timestamp: float = 0.0) -> Dictionary:
if not DUNGEON_REGISTRY.has(dungeon_id):
return {"ok": false, "reason": "INVALID_DUNGEON_ID"}
var cfg = DUNGEON_REGISTRY[dungeon_id]
var rec = dungeon_records[dungeon_id]
# 判定冷却时间
var cd_sec: float = float(cfg["cooldown_seconds"])
var last_ts: float = float(rec["last_clear_timestamp"])
var elapsed := current_timestamp - last_ts
var is_on_cooldown := (cd_sec > 0.0 and last_ts > 0.0 and elapsed < cd_sec)
var remaining_cd := maxf(0.0, cd_sec - elapsed) if is_on_cooldown else 0.0
return {
"ok": true,
"dungeon_id": dungeon_id,
"name": cfg["name"],
"min_level": cfg["min_level"],
"ticket_vnum": cfg["ticket_vnum"],
"ticket_count": cfg["ticket_count"],
"ticket_name": cfg["ticket_name"],
"is_on_cooldown": is_on_cooldown,
"remaining_cooldown": remaining_cd,
"total_clears": rec["total_clears"],
"fastest_clear_time": rec["fastest_clear_time"] if rec["fastest_clear_time"] < 999999.0 else 0.0,
"highest_peak_damage": rec["highest_peak_damage"]
}
# 获取全部地牢摘要速览列表
func get_all_dungeon_summaries(current_timestamp: float = 0.0) -> Array:
var list: Array = []
for d_id in DUNGEON_REGISTRY.keys():
list.append(get_dungeon_info(d_id, current_timestamp))
return list
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# dynamic_bounty_event_system.gd —— Metin2 40250 单人单机动态事件与赏金通缉令系统 1:1
# 对照 40250 服务端 questmanager.cpp, char.cpp, quest.h
class_name DynamicBountyEventSystem
extends RefCounted
signal bounties_refreshed(bounty_list: Array)
signal bounty_progress_updated(bounty_id: String, current: int, target: int)
signal bounty_completed(bounty_id: String, title: String)
signal bounty_reward_claimed(bounty_id: String, exp: int, gold: int)
const BOUNTY_TYPE_HUNT := "hunt" # 怪物狩猎
const BOUNTY_TYPE_METIN := "metin" # 魔石破除
const BOUNTY_TYPE_BOSS := "boss" # 首领讨伐
const BOUNTY_CHEST_VNUM := 50180 # 赏金猎人宝箱 (Bounty Chest)
# 活跃悬赏任务字典: id -> Dictionary
var active_bounties: Dictionary = {}
var total_completed_count: int = 0
# 每日自动生成/刷新 3 条特色赏金任务
func refresh_daily_bounties() -> Array:
active_bounties.clear()
# 1. 狩猎任务 (野蛮士兵 501, 目标 25 只)
var b1: Dictionary = {
"id": "bounty_hunt_barbarian",
"type": BOUNTY_TYPE_HUNT,
"title": "【通缉令】清剿荒原野蛮士兵",
"target_vnum": 501,
"target_count": 25,
"current_count": 0,
"is_completed": false,
"is_claimed": false,
"rewards": {
"exp": 150000,
"gold": 500000,
"items": [{"vnum": 27003, "name": "红色药水(特大)", "count": 100}]
}
}
# 2. 破灭魔石任务 (嫉妒之石 8008, 目标 2 颗)
var b2: Dictionary = {
"id": "bounty_metin_jealousy",
"type": BOUNTY_TYPE_METIN,
"title": "【天灾通缉】破灭野外嫉妒魔石",
"target_vnum": 8008,
"target_count": 2,
"current_count": 0,
"is_completed": false,
"is_claimed": false,
"rewards": {
"exp": 300000,
"gold": 1200000,
"items": [{"vnum": 50300, "name": "技能书", "count": 1}]
}
}
# 3. 讨伐世界首领 (九尾妖狐 1901, 目标 1 次)
var b3: Dictionary = {
"id": "bounty_boss_ninetails",
"type": BOUNTY_TYPE_BOSS,
"title": "【大统领诛杀令】斩落雪山九尾妖狐",
"target_vnum": 1901,
"target_count": 1,
"current_count": 0,
"is_completed": false,
"is_claimed": false,
"rewards": {
"exp": 1000000,
"gold": 3000000,
"items": [
{"vnum": BOUNTY_CHEST_VNUM, "name": "赏金猎人宝箱", "count": 1},
{"vnum": 71003, "name": "祝福卷轴", "count": 1}
]
}
}
active_bounties[b1["id"]] = b1
active_bounties[b2["id"]] = b2
active_bounties[b3["id"]] = b3
var list = [b1, b2, b3]
bounties_refreshed.emit(list)
return list
# 怪物击杀侦测挂钩
func on_mob_killed(mob_vnum: int, count: int = 1) -> void:
for bid in active_bounties.keys():
var b = active_bounties[bid]
if b["is_completed"]:
continue
if (b["type"] == BOUNTY_TYPE_HUNT or b["type"] == BOUNTY_TYPE_BOSS) and b["target_vnum"] == mob_vnum:
b["current_count"] = min(b["target_count"], b["current_count"] + count)
bounty_progress_updated.emit(bid, b["current_count"], b["target_count"])
if b["current_count"] >= b["target_count"]:
b["is_completed"] = true
total_completed_count += 1
bounty_completed.emit(bid, b["title"])
# 魔石击碎侦测挂钩
func on_metin_destroyed(metin_vnum: int) -> void:
for bid in active_bounties.keys():
var b = active_bounties[bid]
if b["is_completed"]:
continue
if b["type"] == BOUNTY_TYPE_METIN and b["target_vnum"] == metin_vnum:
b["current_count"] = min(b["target_count"], b["current_count"] + 1)
bounty_progress_updated.emit(bid, b["current_count"], b["target_count"])
if b["current_count"] >= b["target_count"]:
b["is_completed"] = true
total_completed_count += 1
bounty_completed.emit(bid, b["title"])
# 领取赏金通缉令奖励
func claim_bounty_reward(bounty_id: String, player_data: Dictionary, inventory: Array) -> Dictionary:
if not active_bounties.has(bounty_id):
return {"ok": false, "reason": "BOUNTY_NOT_FOUND", "msg": "未找到该通缉令!"}
var b = active_bounties[bounty_id]
if not b["is_completed"]:
return {"ok": false, "reason": "NOT_COMPLETED", "msg": "该通缉令目标尚未达成!"}
if b["is_claimed"]:
return {"ok": false, "reason": "ALREADY_CLAIMED", "msg": "该通缉令赏金已被领取!"}
var rew = b["rewards"]
var exp_gain: int = rew.get("exp", 0)
var gold_gain: int = rew.get("gold", 0)
var items: Array = rew.get("items", [])
# 发放经验与金币
player_data["exp"] = int(player_data.get("exp", 0)) + exp_gain
player_data["gold"] = int(player_data.get("gold", 0)) + gold_gain
# 物品入包
var granted_items := []
for it in items:
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = it.duplicate(true)
granted_items.append(it["name"])
break
b["is_claimed"] = true
bounty_reward_claimed.emit(bounty_id, exp_gain, gold_gain)
return {
"ok": true,
"bounty_id": bounty_id,
"exp_gain": exp_gain,
"gold_gain": gold_gain,
"items_granted": granted_items,
"msg": "通缉赏金核销!获得 %d 经验、%d 金币以及丰厚物资!" % [exp_gain, gold_gain]
}
# 获取所有活跃悬赏
func get_active_bounties() -> Array:
return active_bounties.values()
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# emotion_action_system.gd —— 角色情绪动作与表情快捷键(40250 官方 1:1 对齐)
# 对齐源码:
# - 40250 root/emotion.py (EMOTION_DICT, EMOTION_CLAP..DANCE_6)
# - 40250 server/game/src/cmd_emotion.cpp
# - 40250 root/game.py: __PressNumKey (Ctrl + 1..9)
class_name EmotionActionSystem
extends RefCounted
# 40250 官方情绪动作常量
const EMOTION_CLAP := 1
const EMOTION_CONGRATULATION := 2
const EMOTION_FORGIVE := 3
const EMOTION_ANGRY := 4
const EMOTION_ATTRACTIVE := 5
const EMOTION_SAD := 6
const EMOTION_SHY := 7
const EMOTION_CHEERUP := 8
const EMOTION_BANTER := 9
const EMOTION_JOY := 10
const EMOTION_CHEERS_1 := 11
const EMOTION_CHEERS_2 := 12
const EMOTION_DANCE_1 := 13
const EMOTION_DANCE_2 := 14
const EMOTION_DANCE_3 := 15
const EMOTION_DANCE_4 := 16
const EMOTION_DANCE_5 := 17
const EMOTION_DANCE_6 := 18
# 情绪字典表 (对齐 emotion.py)
const EMOTION_TABLE := {
EMOTION_CLAP: {"name": "鼓掌", "command": "/clap", "motion": "clap"},
EMOTION_CONGRATULATION: {"name": "祝贺", "command": "/congratulation", "motion": "congratulation"},
EMOTION_FORGIVE: {"name": "原谅", "command": "/forgive", "motion": "forgive"},
EMOTION_ANGRY: {"name": "愤怒", "command": "/angry", "motion": "angry"},
EMOTION_ATTRACTIVE: {"name": "飞吻", "command": "/attractive", "motion": "attractive"},
EMOTION_SAD: {"name": "悲伤", "command": "/sad", "motion": "sad"},
EMOTION_SHY: {"name": "害羞", "command": "/shy", "motion": "shy"},
EMOTION_CHEERUP: {"name": "加油", "command": "/cheerup", "motion": "cheerup"},
EMOTION_BANTER: {"name": "嘲讽", "command": "/banter", "motion": "banter"},
EMOTION_JOY: {"name": "喜悦", "command": "/joy", "motion": "joy"},
EMOTION_CHEERS_1: {"name": "欢呼1", "command": "/cheer1", "motion": "cheers_1"},
EMOTION_CHEERS_2: {"name": "欢呼2", "command": "/cheer2", "motion": "cheers_2"},
EMOTION_DANCE_1: {"name": "跳舞1", "command": "/dance1", "motion": "dance_1"},
EMOTION_DANCE_2: {"name": "跳舞2", "command": "/dance2", "motion": "dance_2"},
EMOTION_DANCE_3: {"name": "跳舞3", "command": "/dance3", "motion": "dance_3"},
EMOTION_DANCE_4: {"name": "跳舞4", "command": "/dance4", "motion": "dance_4"},
EMOTION_DANCE_5: {"name": "跳舞5", "command": "/dance5", "motion": "dance_5"},
EMOTION_DANCE_6: {"name": "跳舞6", "command": "/dance6", "motion": "dance_6"},
}
## 检查是否为有效的情绪动作 ID
static func is_valid_emotion(emotion_id: int) -> bool:
return EMOTION_TABLE.has(emotion_id)
## 通过聊天命令解析情绪 (例如 "/clap" -> 1)
static func get_emotion_from_command(cmd_text: String) -> int:
var clean := cmd_text.strip_edges().to_lower()
for id in EMOTION_TABLE.keys():
if EMOTION_TABLE[id]["command"] == clean:
return id
return 0
## 通过快捷键序号获取情绪 (0..8 对应 Ctrl + 1..9)
static func get_hotkey_emotion(hotkey_idx: int) -> int:
# 40250 官方快捷栏默认前 9 个动作
var list := [
EMOTION_CLAP,
EMOTION_CONGRATULATION,
EMOTION_FORGIVE,
EMOTION_ANGRY,
EMOTION_ATTRACTIVE,
EMOTION_SAD,
EMOTION_SHY,
EMOTION_CHEERUP,
EMOTION_BANTER,
]
if hotkey_idx >= 0 and hotkey_idx < list.size():
return list[hotkey_idx]
return 0
## 执行情绪动作
static func perform_emotion(emotion_id: int, is_fighting := false, is_mounted := false) -> Dictionary:
if not is_valid_emotion(emotion_id):
return {"ok": false, "code": "INVALID_EMOTION", "msg": "未知的动作!"}
if is_fighting:
return {"ok": false, "code": "CANNOT_IN_BATTLE", "msg": "战斗中无法做出情绪动作!"}
if is_mounted:
return {"ok": false, "code": "CANNOT_ON_MOUNT", "msg": "骑乘状态下无法做出该动作!"}
var em: Dictionary = EMOTION_TABLE[emotion_id]
return {
"ok": true,
"code": "SUCCESS",
"emotion_id": emotion_id,
"name": em["name"],
"motion": em["motion"],
"command": em["command"],
"msg": "执行了【%s】动作。" % em["name"]
}
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# empire_kingdom_system.gd —— Metin2 40250 三圣帝国国家归属与领地国运系统 1:1
# 对照 40250 服务端 empire.cpp, questlua_empire.cpp, root/introempire.py
class_name EmpireKingdomSystem
extends RefCounted
signal empire_selected(empire_id: int, empire_name: String)
signal empire_blessing_activated(empire_id: int, blessings: Dictionary)
signal empire_changed(old_empire: int, new_empire: int)
signal territory_entered(map_name: String, is_home: bool, is_hostile: bool)
# 40250 官方三大帝国 ID
const EMPIRE_NONE := 0
const EMPIRE_SHINSOO := 1 # 慎修帝国 (Shinsoo / 红国)
const EMPIRE_CHUNJO := 2 # 准照帝国 (Chunjo / 黄国)
const EMPIRE_JINNO := 3 # 晋诺帝国 (Jinno / 蓝国)
const VNUM_TINCTURE_OF_EMPIRES := 71054 # 转国卷轴 (Tincture of Empires)
# 三大帝国官方档案与专属祈福特性表
const EMPIRES_INFO: Dictionary = {
EMPIRE_SHINSOO: {
"id": EMPIRE_SHINSOO,
"name": "慎修帝国",
"color": "红国",
"capital": "永安省 (Yongan)",
"desc": "南方沿海商业贸易帝国,商贾云集,财富充盈。",
"home_maps": ["Yongan", "Jayang"],
"blessings": {
"gold_bonus_pct": 10, # 金币获取 +10%
"shop_discount_pct": 5 # 商店折扣 5%
}
},
EMPIRE_CHUNJO: {
"id": EMPIRE_CHUNJO,
"name": "准照帝国",
"color": "黄国",
"capital": "准安省 (Joan)",
"desc": "西方高原神圣宗教帝国,受大祭司与神官庇护,信仰虔诚。",
"home_maps": ["Joan", "Bokjung"],
"blessings": {
"cast_speed": 10, # 施法速度 +10
"cooldown_reduction_pct": 5 # 技能冷却缩减 5%
}
},
EMPIRE_JINNO: {
"id": EMPIRE_JINNO,
"name": "晋诺帝国",
"color": "蓝国",
"capital": "平武省 (Pyungmoo)",
"desc": "东方雄关铁血军事帝国,崇尚武道,兵强马壮。",
"home_maps": ["Pyungmoo", "Bakra"],
"blessings": {
"attack_bonus": 50, # 物理攻击 +50
"monster_damage_pct": 5 # 对怪增伤 5%
}
}
}
var current_empire: int = EMPIRE_NONE
var is_blessing_active: bool = false
var blessing_time_remaining: float = 0.0 # 祈福持续时间 (秒)
const BLESSING_DURATION: float = 86400.0 # 24 小时 (86400 秒)
# 初始选择国家
func select_empire(empire_id: int) -> Dictionary:
if not EMPIRES_INFO.has(empire_id):
return {"ok": false, "reason": "INVALID_EMPIRE", "msg": "无效的帝国代码!"}
if current_empire != EMPIRE_NONE:
return {"ok": false, "reason": "ALREADY_HAS_EMPIRE", "msg": "已有国家归属,需使用转国卷轴!"}
current_empire = empire_id
var info: Dictionary = EMPIRES_INFO[current_empire]
empire_selected.emit(current_empire, info["name"])
return {
"ok": true,
"empire_id": current_empire,
"name": info["name"],
"capital": info["capital"],
"msg": "效忠【%s】成功!开启帝国护国征途。" % info["name"]
}
# 激活每日帝国国运祈福 (Daily Empire Blessing)
func activate_empire_prayer(player_stats: Dictionary) -> Dictionary:
if current_empire == EMPIRE_NONE:
return {"ok": false, "reason": "NO_EMPIRE", "msg": "尚未加入任何帝国!"}
if is_blessing_active:
# 刷新时长
blessing_time_remaining = BLESSING_DURATION
return {"ok": true, "msg": "国运祈福时长已刷新为 24 小时!"}
var blessings: Dictionary = EMPIRES_INFO[current_empire]["blessings"]
_apply_blessings_to_player(blessings, player_stats, 1)
is_blessing_active = true
blessing_time_remaining = BLESSING_DURATION
empire_blessing_activated.emit(current_empire, blessings)
return {
"ok": true,
"empire_id": current_empire,
"blessings": blessings,
"duration": BLESSING_DURATION,
"msg": "获得【%s】护国祈福!全境增益持续 24 小时。" % EMPIRES_INFO[current_empire]["name"]
}
# 倒计时推进
func update(delta: float, player_stats: Dictionary) -> void:
if is_blessing_active:
blessing_time_remaining -= delta
if blessing_time_remaining <= 0.0:
# 祈福过期
var blessings: Dictionary = EMPIRES_INFO[current_empire]["blessings"]
_apply_blessings_to_player(blessings, player_stats, -1)
is_blessing_active = false
blessing_time_remaining = 0.0
# 领地巡检:判断玩家在某地图是否处于敌国入侵状态
func check_territory(map_name: String) -> Dictionary:
if current_empire == EMPIRE_NONE:
return {"is_home": false, "is_hostile": false, "relation": "neutral"}
var my_home_maps: Array = EMPIRES_INFO[current_empire]["home_maps"]
if my_home_maps.has(map_name):
territory_entered.emit(map_name, true, false)
return {"is_home": true, "is_hostile": false, "relation": "homeland"}
# 检查是否为其他两个帝国的本土领地
for other_id in [EMPIRE_SHINSOO, EMPIRE_CHUNJO, EMPIRE_JINNO]:
if other_id == current_empire:
continue
var foreign_maps: Array = EMPIRES_INFO[other_id]["home_maps"]
if foreign_maps.has(map_name):
territory_entered.emit(map_name, false, true)
return {
"is_home": false,
"is_hostile": true,
"hostile_empire": EMPIRES_INFO[other_id]["name"],
"relation": "hostile_invasion"
}
# 中立公共地图 (如沙漠、雪山、烈焰、神殿)
territory_entered.emit(map_name, false, false)
return {"is_home": false, "is_hostile": false, "relation": "neutral"}
# 使用转国卷轴更换帝国 (40250 Tincture of Empires 71054)
func change_empire(target_empire: int, item_slot: int, inventory: Array, player_stats: Dictionary, is_in_guild: bool = false) -> Dictionary:
if not EMPIRES_INFO.has(target_empire):
return {"ok": false, "reason": "INVALID_TARGET_EMPIRE", "msg": "无效的目标帝国!"}
if target_empire == current_empire:
return {"ok": false, "reason": "CANNOT_CHANGE_TO_SAME_EMPIRE", "msg": "无法转入当前已效忠的国家!"}
if is_in_guild:
return {"ok": false, "reason": "MUST_LEAVE_GUILD", "msg": "已有公会归属,必须先退出公会方可转国!"}
if item_slot < 0 or item_slot >= inventory.size() or inventory[item_slot] == null:
return {"ok": false, "reason": "INVALID_ITEM_SLOT"}
var scroll: Dictionary = inventory[item_slot]
if int(scroll.get("vnum", 0)) != VNUM_TINCTURE_OF_EMPIRES:
return {"ok": false, "reason": "NOT_A_TINCTURE_ITEM", "msg": "需要消耗【转国卷轴】(71054)"}
# 若当前已有祈福加成,先解除旧帝国祈福
if is_blessing_active:
var old_blessings: Dictionary = EMPIRES_INFO[current_empire]["blessings"]
_apply_blessings_to_player(old_blessings, player_stats, -1)
is_blessing_active = false
blessing_time_remaining = 0.0
# 消耗转国卷轴
var cnt := int(scroll.get("count", 1))
if cnt > 1:
scroll["count"] = cnt - 1
else:
inventory[item_slot] = null
var old_emp := current_empire
current_empire = target_empire
empire_changed.emit(old_emp, current_empire)
var new_info: Dictionary = EMPIRES_INFO[current_empire]
return {
"ok": true,
"old_empire": old_emp,
"new_empire": current_empire,
"new_empire_name": new_info["name"],
"msg": "成功转入【%s】!请前往母国【%s】领取新的帝国嘉奖。" % [new_info["name"], new_info["capital"]]
}
func _apply_blessings_to_player(blessings: Dictionary, player_stats: Dictionary, factor: int) -> void:
for k in blessings.keys():
var val = int(blessings[k]) * factor
var cur = int(player_stats.get(k, 0))
player_stats[k] = cur + val
# 序列化
func serialize() -> Dictionary:
return {
"current_empire": current_empire,
"is_blessing_active": is_blessing_active,
"blessing_time_remaining": blessing_time_remaining
}
# 反序列化
func deserialize(data: Dictionary) -> void:
current_empire = int(data.get("current_empire", EMPIRE_NONE))
is_blessing_active = bool(data.get("is_blessing_active", false))
blessing_time_remaining = float(data.get("blessing_time_remaining", 0.0))
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# endless_spire_dungeon_system.gd —— Metin2 40250 单人单机迷宫地牢【无尽天关】爬塔挑战 1:1
# 对照 40250 服务端 dungeon.cpp, dungeon_info.cpp, questmanager.cpp
class_name EndlessSpireDungeonSystem
extends RefCounted
signal floor_started(floor_num: int, is_boss_floor: bool, mob_count: int)
signal floor_cleared(floor_num: int, points_earned: int, time_used: float)
signal checkpoint_saved(checkpoint_floor: int)
signal spire_trial_completed(highest_floor: int, total_points: int)
signal spire_trial_failed(floor_num: int, reason: String)
const MAX_FLOORS := 50
const FLOOR_TIME_LIMIT := 120.0 # 每层 120 秒限时
const MILESTONE_BOSSES: Dictionary = {
5: {"name": "半兽人首领", "vnum": 691, "hp": 50000},
10: {"name": "蜘蛛女王", "vnum": 2091, "hp": 80000},
15: {"name": "沙漠巨怪", "vnum": 2191, "hp": 120000},
20: {"name": "恶魔死神", "vnum": 1093, "hp": 180000},
25: {"name": "烈焰领主", "vnum": 2206, "hp": 220000},
30: {"name": "九尾妖狐", "vnum": 1901, "hp": 280000},
35: {"name": "黄虎之魂", "vnum": 1304, "hp": 320000},
40: {"name": "冥王阿兹瑞尔", "vnum": 2598, "hp": 400000},
45: {"name": "冰龙贝兰-塞陶", "vnum": 2493, "hp": 500000},
50: {"name": "混沌魔神·阿萨泽尔", "vnum": 8027, "hp": 800000}
}
var is_in_trial: bool = false
var current_floor: int = 1
var highest_checkpoint: int = 1
var total_points: int = 0
var floor_time_remaining: float = 0.0
var active_mobs: Dictionary = {} # mob_id -> { "vnum", "alive" }
var next_mob_id: int = 1
var personal_best_floor: int = 0
# 开启爬塔挑战
func start_trial(from_checkpoint: bool = false) -> Dictionary:
if is_in_trial:
return {"ok": false, "reason": "ALREADY_IN_TRIAL"}
is_in_trial = true
current_floor = highest_checkpoint if from_checkpoint else 1
total_points = 0
next_mob_id = 1
_start_floor(current_floor)
return {
"ok": true,
"starting_floor": current_floor,
"checkpoint": highest_checkpoint,
"msg": "踏入【无尽天关】第 %d 层!" % current_floor
}
# 开启指定层数
func _start_floor(floor_num: int) -> void:
current_floor = floor_num
floor_time_remaining = FLOOR_TIME_LIMIT
active_mobs.clear()
var is_boss = MILESTONE_BOSSES.has(floor_num)
if is_boss:
var b_cfg = MILESTONE_BOSSES[floor_num]
var mid = next_mob_id
next_mob_id += 1
active_mobs[mid] = {
"id": mid,
"vnum": b_cfg["vnum"],
"name": b_cfg["name"],
"is_boss": true,
"alive": true
}
floor_started.emit(floor_num, true, 1)
else:
# 普通层小怪
var mob_count = 4 + (floor_num % 5) * 2
for i in range(mob_count):
var mid = next_mob_id
next_mob_id += 1
active_mobs[mid] = {
"id": mid,
"vnum": 101 + (floor_num % 10),
"name": "天关守卫",
"is_boss": false,
"alive": true
}
floor_started.emit(floor_num, false, mob_count)
# 击杀当前层怪物
func kill_mob(mob_id: int) -> Dictionary:
if not is_in_trial:
return {"ok": false, "reason": "NOT_IN_TRIAL"}
if not active_mobs.has(mob_id) or not active_mobs[mob_id]["alive"]:
return {"ok": false, "reason": "MOB_NOT_FOUND"}
active_mobs[mob_id]["alive"] = false
active_mobs.erase(mob_id)
# 检查本层是否清空
if active_mobs.is_empty():
return _on_floor_cleared()
return {
"ok": true,
"remaining_mobs": active_mobs.size()
}
# 本层通关结算
func _on_floor_cleared() -> Dictionary:
var time_used = FLOOR_TIME_LIMIT - floor_time_remaining
var points_awarded = current_floor * 10
total_points += points_awarded
if current_floor > personal_best_floor:
personal_best_floor = current_floor
floor_cleared.emit(current_floor, points_awarded, time_used)
# 检查点保存判定 (逢 5 层通关)
if current_floor % 5 == 0:
var next_cp = current_floor + 1
if next_cp > highest_checkpoint and next_cp <= MAX_FLOORS:
highest_checkpoint = next_cp
checkpoint_saved.emit(highest_checkpoint)
# 终极 50 层通关判定
if current_floor >= MAX_FLOORS:
is_in_trial = false
spire_trial_completed.emit(MAX_FLOORS, total_points)
return {
"ok": true,
"trial_completed": true,
"highest_floor": MAX_FLOORS,
"total_points": total_points,
"msg": "登峰造极!你已彻底通关【无尽天关】第 50 层巅峰!"
}
# 进阶下一层
var next_f = current_floor + 1
_start_floor(next_f)
return {
"ok": true,
"floor_cleared": current_floor - 1,
"next_floor": next_f,
"points": total_points,
"msg": "%d 层顺利通关!进入第 %d 层!" % [current_floor - 1, next_f]
}
# 帧心跳更新限时
func update(delta: float) -> Dictionary:
if not is_in_trial:
return {"status": "inactive"}
floor_time_remaining -= delta
if floor_time_remaining <= 0.0:
floor_time_remaining = 0.0
is_in_trial = false
spire_trial_failed.emit(current_floor, "TIME_EXPIRED")
return {
"status": "failed",
"reason": "TIME_EXPIRED",
"floor": current_floor,
"msg": "时间耗尽!被传送出天关。"
}
return {
"status": "active",
"floor": current_floor,
"remaining_time": floor_time_remaining,
"remaining_mobs": active_mobs.size()
}
# 中途离开挑战
func exit_trial() -> Dictionary:
if not is_in_trial:
return {"ok": false, "reason": "NOT_IN_TRIAL"}
is_in_trial = false
active_mobs.clear()
return {"ok": true, "msg": "已主动退出天关,检查点进度已保存。"}
# 获取挑战概览
func get_spire_status() -> Dictionary:
return {
"is_in_trial": is_in_trial,
"current_floor": current_floor,
"highest_checkpoint": highest_checkpoint,
"personal_best_floor": personal_best_floor,
"total_points": total_points,
"remaining_time": floor_time_remaining
}
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# energy_system.gd —— Metin2 40250 官方能量碎片提取与能量水晶熔炼系统 1:1
# 对照 40250 服务端 energy_system.quest, char_item.cpp:6319 (CBuffOnAttributes), char.h (POINT_ENERGY=128)
class_name EnergySystem
extends RefCounted
signal fragments_extracted(count: int, item_name: String)
signal crystal_fused(crystal_item: Dictionary)
signal energy_activated(duration: float, bonus_pct: int)
signal energy_expired()
const NPC_ALCHEMIST := 20001 # 炼金术士
const MIN_PLAYER_LEVEL := 35 # 角色开启门槛 35 级
const MIN_EQUIP_LEVEL := 35 # 装备分解门槛 35 级
const VNUM_ENERGY_STONE := 51001 # 能量碎片 (Energy Stone / Fragment)
const VNUM_CHARGING_STONE := 51002 # 能量水晶 (Charging Stone / Energy Crystal)
const FUSION_NEED_STONES := 30 # 熔炼需要 30 颗碎片
const FUSION_COST_GOLD := 1000 # 熔炼手续费 1000 金币
const ENERGY_DURATION := 7200.0 # 2 小时 (7200 秒)
const ATTR_BONUS_PCT := 10 # 全身穿戴装备属性增幅 +10%
var is_energy_active: bool = false
var energy_time_remaining: float = 0.0
var applied_bonuses: Dictionary = {}
# 计算装备分解产出碎片数量 (40250 energy_system.quest 概率阶梯)
static func calculate_fragment_yield(equip_level_limit: int, rand_val: int = -1) -> int:
var r: int = rand_val if rand_val >= 0 else (randi() % 100)
if equip_level_limit >= 35 and equip_level_limit <= 50:
# 35~50 级装备产出 1~5 颗
return clampi(1 + (r % 5), 1, 5)
elif equip_level_limit > 50 and equip_level_limit <= 70:
# 51~70 级装备产出 3~8 颗
return clampi(3 + (r % 6), 3, 8)
else:
# 70 级以上顶级装备产出 5~15 颗
return clampi(5 + (r % 11), 5, 15)
# 在炼金术士处分解淘汰装备提取能量碎片
func extract_energy_fragments(inventory: Array, slot_index: int, player_level: int) -> Dictionary:
if player_level < MIN_PLAYER_LEVEL:
return {"ok": false, "reason": "PLAYER_LEVEL_TOO_LOW", "msg": "炼金术士只为 35 级以上的强者提取能量!"}
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var item: Dictionary = inventory[slot_index]
var limit_lv := int(item.get("level_limit", item.get("limit_level", 0)))
if limit_lv < MIN_EQUIP_LEVEL:
return {"ok": false, "reason": "EQUIP_LEVEL_TOO_LOW", "msg": "只能分解 35 级以上的武器、防具或首饰!"}
# 检查箭矢等消耗品
if item.get("type", 0) == 1 and item.get("subtype", 0) == 5: # WEAPON_ARROW
return {"ok": false, "reason": "ARROW_NOT_ALLOWED", "msg": "箭矢无法提取能量!"}
var item_name: String = str(item.get("name", "淘汰装备"))
var count_yield := calculate_fragment_yield(limit_lv)
# 移除装备
inventory[slot_index] = null
# 发放能量碎片 (查找已有堆叠或找空位)
var placed := false
for i in range(inventory.size()):
if inventory[i] != null and int(inventory[i].get("vnum", 0)) == VNUM_ENERGY_STONE:
var cur_c := int(inventory[i].get("count", 1))
inventory[i]["count"] = cur_c + count_yield
placed = true
break
if not placed:
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = {
"vnum": VNUM_ENERGY_STONE,
"name": "能量碎片",
"count": count_yield
}
placed = true
break
fragments_extracted.emit(count_yield, item_name)
return {
"ok": true,
"yield": count_yield,
"item_name": item_name,
"msg": "成功分解【%s】,提取出 %d 颗【能量碎片】!" % [item_name, count_yield]
}
# 熔炼能量水晶 (30 碎片 + 1000 金币)
func fuse_energy_crystal(inventory: Array, player_gold: Dictionary) -> Dictionary:
var cur_gold := int(player_gold.get("gold", 0))
if cur_gold < FUSION_COST_GOLD:
return {"ok": false, "reason": "NOT_ENOUGH_GOLD", "msg": "金币不足!熔炼需要 1,000 金币。"}
# 统计能量碎片总数
var total_stones := 0
var stone_slots: Array = []
for i in range(inventory.size()):
if inventory[i] != null and int(inventory[i].get("vnum", 0)) == VNUM_ENERGY_STONE:
total_stones += int(inventory[i].get("count", 1))
stone_slots.append(i)
if total_stones < FUSION_NEED_STONES:
return {
"ok": false,
"reason": "NOT_ENOUGH_STONES",
"msg": "能量碎片不足!需要 %d 颗,当前拥有 %d 颗。" % [FUSION_NEED_STONES, total_stones]
}
# 寻找放置能量水晶的槽位
var crystal_slot := -1
for i in range(inventory.size()):
if inventory[i] == null:
crystal_slot = i
break
# 扣除 30 颗碎片
var need_to_deduct := FUSION_NEED_STONES
for slot_idx in stone_slots:
var it: Dictionary = inventory[slot_idx]
var c := int(it.get("count", 1))
if c <= need_to_deduct:
need_to_deduct -= c
inventory[slot_idx] = null
if crystal_slot == -1:
crystal_slot = slot_idx # 复用清空的格子
else:
it["count"] = c - need_to_deduct
need_to_deduct = 0
break
player_gold["gold"] = cur_gold - FUSION_COST_GOLD
var crystal := {
"vnum": VNUM_CHARGING_STONE,
"name": "能量水晶",
"count": 1
}
inventory[crystal_slot] = crystal
crystal_fused.emit(crystal)
return {
"ok": true,
"crystal": crystal,
"slot": crystal_slot,
"msg": "熔炼成功!纯净的【能量水晶】已凝聚成型。"
}
# 使用能量水晶激活 2 小时全身穿戴装备 10% 增幅 (40250 CBuffOnAttributes)
func use_energy_crystal(inventory: Array, slot_index: int, equipped_items: Array, player_stats: Dictionary) -> Dictionary:
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var item: Dictionary = inventory[slot_index]
if int(item.get("vnum", 0)) != VNUM_CHARGING_STONE:
return {"ok": false, "reason": "NOT_A_CHARGING_STONE", "msg": "此物品不是能量水晶!"}
# 消耗 1 颗能量水晶
var c := int(item.get("count", 1))
if c > 1:
item["count"] = c - 1
else:
inventory[slot_index] = null
# 如果已激活,先清除旧加成
if is_energy_active:
_clear_energy_buffs(player_stats)
# 计算穿戴装备基础属性总和的 10%
applied_bonuses.clear()
for eq in equipped_items:
if eq == null:
continue
var atk = int(eq.get("attack_power", 0))
var def = int(eq.get("defense", 0))
var hp = int(eq.get("max_hp", 0))
if atk > 0:
applied_bonuses["attack_power"] = int(applied_bonuses.get("attack_power", 0)) + int(ceil(atk * 0.10))
if def > 0:
applied_bonuses["defense"] = int(applied_bonuses.get("defense", 0)) + int(ceil(def * 0.10))
if hp > 0:
applied_bonuses["max_hp"] = int(applied_bonuses.get("max_hp", 0)) + int(ceil(hp * 0.10))
# 保底全属性增益 (即使没有极品装备,也提供保底加成)
applied_bonuses["attack_power"] = maxi(10, int(applied_bonuses.get("attack_power", 0)))
applied_bonuses["defense"] = maxi(10, int(applied_bonuses.get("defense", 0)))
# 注入玩家属性
for k in applied_bonuses.keys():
player_stats[k] = int(player_stats.get(k, 0)) + applied_bonuses[k]
is_energy_active = true
energy_time_remaining = ENERGY_DURATION
energy_activated.emit(ENERGY_DURATION, ATTR_BONUS_PCT)
return {
"ok": true,
"duration": ENERGY_DURATION,
"bonuses": applied_bonuses,
"msg": "能量水晶激活!全身装备属性增幅 +10%%,持续 2 小时。"
}
# 清除能量属性
func _clear_energy_buffs(player_stats: Dictionary) -> void:
for k in applied_bonuses.keys():
player_stats[k] = int(player_stats.get(k, 0)) - applied_bonuses[k]
applied_bonuses.clear()
is_energy_active = false
energy_time_remaining = 0.0
# 时钟心跳推进
func update(delta: float, player_stats: Dictionary) -> void:
if not is_energy_active:
return
energy_time_remaining -= delta
if energy_time_remaining <= 0.0:
_clear_energy_buffs(player_stats)
energy_expired.emit()
# 序列化
func serialize() -> Dictionary:
return {
"is_energy_active": is_energy_active,
"energy_time_remaining": energy_time_remaining,
"applied_bonuses": applied_bonuses.duplicate(true)
}
# 反序列化
func deserialize(data: Dictionary) -> void:
is_energy_active = bool(data.get("is_energy_active", false))
energy_time_remaining = float(data.get("energy_time_remaining", 0.0))
applied_bonuses = data.get("applied_bonuses", {}).duplicate(true)
+1
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@@ -0,0 +1 @@
uid://ckdibi7t8851x
+210
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@@ -0,0 +1,210 @@
# epic_refine_system.gd —— Metin2 40250 修元平史诗级神装升阶转换锻造 1:1
# 对照 40250 服务端 refine.cpp, char_item.cpp, NPC 20091 (修元平 Seon-Pyeong)
class_name EpicRefineSystem
extends RefCounted
signal epic_refine_succeeded(old_vnum: int, new_vnum: int, item_data: Dictionary)
signal epic_refine_failed(reason: String)
const NPC_SEON_PYEONG := 20091
const ITEM_DRAGON_SCALE := 71123 # 龙鳞
const ITEM_DRAGON_CLAW := 71129 # 龙爪
const REQUIRED_SCALE_COUNT := 3
const REQUIRED_CLAW_COUNT := 4
const REQUIRED_YANG := 200000
# 官方 40250 经典史诗升阶配方表
const EPIC_RECIPES: Dictionary = {
# 武器篇:65 级 +9 武器 -> 80~90 级 +0 史诗神兵
169: {
"target_vnum": 279,
"name": "崔顿之剑+0",
"desc": "战神之剑+9 升阶为 崔顿之剑+0"
},
3159: {
"target_vnum": 3209,
"name": "神圣之剑+0",
"desc": "鬼牙刃+9 升阶为 神圣之剑+0"
},
1109: {
"target_vnum": 1139,
"name": "太阳之刃+0",
"desc": "党人斧+9 升阶为 太阳之刃+0"
},
1119: {
"target_vnum": 1129,
"name": "龙神刀+0",
"desc": "龙刀+9 升阶为 龙神刀+0"
},
2149: {
"target_vnum": 2159,
"name": "巨鸦弓+0",
"desc": "黄龙弓+9 升阶为 巨鸦弓+0"
},
5109: {
"target_vnum": 5119,
"name": "恶魔之杖+0",
"desc": "救赎之杖+9 升阶为 恶魔之杖+0"
},
# 铠甲篇:66 级 +9 黑钢铠甲 -> 90 级 +0 蓝钢铠甲
11299: {
"target_vnum": 12019,
"name": "蓝钢甲+0",
"desc": "黑钢甲+9 升阶为 蓝钢甲+0"
},
11499: {
"target_vnum": 12029,
"name": "蓝风甲+0",
"desc": "黑风甲+9 升阶为 蓝风甲+0"
},
11699: {
"target_vnum": 12039,
"name": "蓝仙袍+0",
"desc": "黑仙袍+9 升阶为 蓝仙袍+0"
},
11899: {
"target_vnum": 12049,
"name": "蓝龙袍+0",
"desc": "黑龙袍+9 升阶为 蓝龙袍+0"
}
}
# 判定物品是否可进行史诗升阶
func can_epic_refine(item: Dictionary) -> bool:
if item.is_empty():
return false
var vnum: int = int(item.get("vnum", 0))
return EPIC_RECIPES.has(vnum)
# 获取升阶配方详情
func get_recipe(vnum: int) -> Dictionary:
return EPIC_RECIPES.get(vnum, {})
# 执行史诗装备升阶转换锻造
func do_epic_refine(
target_slot: int,
inventory: Array,
player_data: Dictionary
) -> Dictionary:
if target_slot < 0 or target_slot >= inventory.size():
return {"ok": false, "reason": "INVALID_SLOT", "msg": "无效的装备栏位!"}
var base_item = inventory[target_slot]
if base_item == null:
return {"ok": false, "reason": "EMPTY_SLOT", "msg": "该格子上没有装备!"}
# 安全锁拦截
if base_item.get("is_locked", false):
return {"ok": false, "reason": "ITEM_LOCKED", "msg": "已加锁的装备无法进行史诗锻造!"}
var base_vnum: int = int(base_item.get("vnum", 0))
if not EPIC_RECIPES.has(base_vnum):
return {"ok": false, "reason": "NOT_AN_EPIC_BASE_ITEM", "msg": "该物品无法进行修元平史诗升阶!"}
var recipe: Dictionary = EPIC_RECIPES[base_vnum]
# 1. 检查金币 (Yang)
var current_yang: int = int(player_data.get("gold", 0))
if current_yang < REQUIRED_YANG:
return {
"ok": false,
"reason": "INSUFFICIENT_YANG",
"required_yang": REQUIRED_YANG,
"current_yang": current_yang,
"msg": "史诗锻造需要 200,000 金币!你的金币不足。"
}
# 2. 统计并收集龙鳞与龙爪
var scale_slots: Array = []
var claw_slots: Array = []
var total_scales: int = 0
var total_claws: int = 0
for i in range(inventory.size()):
var item = inventory[i]
if item == null:
continue
var v: int = int(item.get("vnum", 0))
var cnt: int = int(item.get("count", 1))
if v == ITEM_DRAGON_SCALE:
total_scales += cnt
scale_slots.append({"slot": i, "count": cnt})
elif v == ITEM_DRAGON_CLAW:
total_claws += cnt
claw_slots.append({"slot": i, "count": cnt})
if total_scales < REQUIRED_SCALE_COUNT:
return {
"ok": false,
"reason": "MISSING_DRAGON_SCALES",
"required": REQUIRED_SCALE_COUNT,
"current": total_scales,
"msg": "史诗锻造需要 3 个龙鳞!当前只有 %d 个。" % total_scales
}
if total_claws < REQUIRED_CLAW_COUNT:
return {
"ok": false,
"reason": "MISSING_DRAGON_CLAWS",
"required": REQUIRED_CLAW_COUNT,
"current": total_claws,
"msg": "史诗锻造需要 4 个龙爪!当前只有 %d 个。" % total_claws
}
# 3. 扣除金币
player_data["gold"] = current_yang - REQUIRED_YANG
# 4. 扣除材料 (龙鳞 3, 龙爪 4)
_consume_materials(inventory, scale_slots, REQUIRED_SCALE_COUNT)
_consume_materials(inventory, claw_slots, REQUIRED_CLAW_COUNT)
# 5. 生成新史诗装备,1:1 完整继承 5 条附加属性与已镶嵌灵石!
var new_vnum: int = recipe["target_vnum"]
var inherited_attrs: Array = []
if base_item.has("attributes"):
for attr in base_item["attributes"]:
inherited_attrs.append(attr.duplicate())
var inherited_sockets: Array = []
if base_item.has("sockets"):
for sock in base_item["sockets"]:
inherited_sockets.append(sock)
var epic_item: Dictionary = {
"vnum": new_vnum,
"name": recipe["name"],
"count": 1,
"attributes": inherited_attrs,
"sockets": inherited_sockets,
"socket_count": base_item.get("socket_count", 3),
"is_locked": false
}
# 替换背包中原位置的装备
inventory[target_slot] = epic_item
epic_refine_succeeded.emit(base_vnum, new_vnum, epic_item)
return {
"ok": true,
"old_vnum": base_vnum,
"new_vnum": new_vnum,
"item": epic_item,
"msg": "恭喜!修元平大师成功将装备升阶锻造为【%s】!" % recipe["name"]
}
# 辅助函数:按需从多个格子中扣除材料数量
func _consume_materials(inventory: Array, slots_info: Array, count_needed: int) -> void:
var needed := count_needed
for info in slots_info:
var s: int = info["slot"]
var have: int = info["count"]
if have <= needed:
needed -= have
inventory[s] = null
else:
inventory[s]["count"] = have - needed
needed = 0
if needed <= 0:
break
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@@ -0,0 +1 @@
uid://cg7egxv7schkr
+131 -6
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@@ -4,6 +4,9 @@ extends SceneTree
const ItemListDB = preload("res://ui/item_list.gd")
const EquipModel = preload("res://ui/equip_model.gd")
const PlayerView = preload("res://ui/player_view.gd")
const EffectRegistry = preload("res://fx/effect_registry.gd")
const MotionEffectAnchor = preload("res://fx/motion_effect_anchor.gd")
class FakeClient extends Node:
signal inventory_changed(window: int, cell: int)
@@ -28,6 +31,17 @@ class StubModel extends Node3D:
var gr2_path := ""
var hair_gr2 := ""
var hair_skin := "-"
var weapon_bone := "equip_right_hand"
var shield_bone := "equip_left"
var skin_source := ""
var skin_target := ""
var specular_power := -1.0
func clear_skin_textures():
skin_source = ""
skin_target = ""
func set_skin_texture(source: String, target: String):
skin_source = source
skin_target = target
func _set(prop, val):
match String(prop):
"weapon_gr2": weapon_gr2 = val; return true
@@ -35,14 +49,28 @@ class StubModel extends Node3D:
"gr2_path": gr2_path = val; return true
"hair_gr2": hair_gr2 = val; return true
"hair_skin": hair_skin = val; return true
"specular_power": specular_power = val; return true
return false
class FakeEffectRegistry extends RefCounted:
var calls: Array = []
func setup(_assets: String) -> void: pass
func spawn(effect: String, parent: Node3D, one_shot := true) -> Node3D:
calls.append({"effect": effect, "parent": parent.name, "one_shot": one_shot})
var node := Node3D.new()
parent.add_child(node)
return node
class FakeAnimator extends Node:
func get_effect_bone_pose(_bone: String) -> Dictionary:
return {"transform": Transform3D.IDENTITY}
# item_proto 桩:只给武器 subtypeWEAPON_DAGGER=1 BOW=2 FAN=5item_length.h EWeaponSubTypes
class FakeProto extends Node:
const SUB := {19: 0, 2000: 2, 4000: 1, 7000: 5}
const SUB := {19: 0, 2000: 2, 3151: 3, 3159: 3, 4000: 1, 7000: 5}
func item(vnum: int) -> Dictionary:
if SUB.has(vnum):
return {"type": 1, "sub_type": SUB[vnum]}
return {"type": 1, "sub_type": SUB[vnum], "gain_socket_pct": 3}
return {}
var _fail := 0
@@ -75,6 +103,53 @@ func _run() -> void:
_ck(il.icon(19) == "icon/item/00010.tga", "item_list.icon(19)")
_ck(il.type_of(19) == "WEAPON", "item_list.type_of(19)")
# InstanceBase::__GetRefinedEffect parity. Standard equipment carries
# gain_socket_pct=3, making the final vnum digit its visible refine level.
var heavy_1 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3}
var heavy_9 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3}
_ck(EquipModel.refine_effect_level(3151, heavy_1) == 1,
"3151 -> refine +1")
_ck(EquipModel.refine_effect_specs(3151, heavy_1).is_empty(),
"+1 has no legacy refine particles")
var heavy_fx: Array = EquipModel.refine_effect_specs(3159, heavy_9)
_ck(heavy_fx.size() == 1 and String(heavy_fx[0].effect).ends_with("sword_9.mse")
and String(heavy_fx[0].slot) == "right",
"two-handed +9 -> normal sword_9 on PART_WEAPON")
var dagger_fx: Array = EquipModel.refine_effect_specs(4009,
{"type": 1, "sub_type": 1, "gain_socket_pct": 3})
_ck(dagger_fx.size() == 2 and String(dagger_fx[0].effect).ends_with("sword_9_s.mse")
and String(dagger_fx[1].slot) == "left",
"dagger +9 -> small-sword effect on both hands")
var bow_fx: Array = EquipModel.refine_effect_specs(2009,
{"type": 1, "sub_type": 2, "gain_socket_pct": 3})
_ck(bow_fx.size() == 1 and String(bow_fx[0].effect).ends_with("sword_9_b.mse")
and String(bow_fx[0].slot) == "left",
"bow +9 -> bow effect on PART_WEAPON_LEFT")
var blue_steel_fx: Array = EquipModel.refine_effect_specs(12019,
{"type": 2, "sub_type": 0, "gain_socket_pct": 3})
_ck(blue_steel_fx.size() == 3 and String(blue_steel_fx[2].effect).ends_with("armor_9.mse"),
"Blue Steel +9 -> two special effects plus armor_9")
var real_registry := EffectRegistry.new()
real_registry.setup(assets)
for spec in heavy_fx + dagger_fx + bow_fx + blue_steel_fx:
_ck(real_registry.resolve(String(spec.effect)) != "",
"registered refine MSE resolves: %s" % spec.effect)
# Character select passes the outer PlayerView to EquipModel. Verify it
# forwards palette calls to the native renderer; a direct stub-only test
# cannot catch a missing integration method here.
var forwarded := StubModel.new()
var view := PlayerView.new()
view.model = forwarded
view.set_skin_texture("base.dds", "blue.dds")
_ck(forwarded.skin_source == "base.dds" and forwarded.skin_target == "blue.dds",
"PlayerView forwards set_skin_texture")
view.clear_skin_textures()
_ck(forwarded.skin_source == "" and forwarded.skin_target == "",
"PlayerView forwards clear_skin_textures")
view.free()
forwarded.free()
# EquipModel:装备武器 vnum 19 -> model.weapon_gr2 = 解析后的真实路径
var fc := FakeClient.new()
var model := StubModel.new()
@@ -112,15 +187,28 @@ func _run() -> void:
# shield_gr2 槽 = PART_WEAPON_LEFT;参考端不渲染 WEAR_SHIELD(盾在 item_list 没模型)。
var fch := FakeClient.new()
var mh := StubModel.new()
var mh_view := PlayerView.new()
mh_view.name = "PlayerView"
mh_view.model = mh
mh_view._left_bone = "Bip01 L Hand"
var mh_anim := FakeAnimator.new()
mh_view.anim = mh_anim
var fp := FakeProto.new()
get_root().add_child(fch)
get_root().add_child(mh)
get_root().add_child(mh_view)
mh_view.add_child(mh)
mh_view.add_child(mh_anim)
get_root().add_child(fp)
var emh: Node = EquipModel.new()
get_root().add_child(emh)
emh.setup(fch, il, func() -> Node: return mh, assets)
emh.setup(fch, il, func() -> Node: return mh_view, assets)
emh.main_getter = func() -> int: return 1000
emh.proto = fp
var right_part := Node3D.new()
right_part.name = "Weapon"
mh.add_child(right_part)
var fake_effects := FakeEffectRegistry.new()
emh.effect_registry = fake_effects
var sword_p: String = emh._resolve_weapon(19)
var bow_p: String = emh._resolve_weapon(2000)
var dagger_p: String = emh._resolve_weapon(4000)
@@ -138,6 +226,25 @@ func _run() -> void:
fch.set_wear(4, 7000)
await process_frame
_ck(mh.weapon_gr2 == fan_p and mh.shield_gr2 == "", "fan on foot -> right hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2])
fake_effects.calls.clear()
fch.set_wear(4, 3159)
await process_frame
_ck(fake_effects.calls.size() == 1
and String(fake_effects.calls[0].effect).ends_with("sword_9.mse")
and String(fake_effects.calls[0].parent) == "PlayerView"
and not bool(fake_effects.calls[0].one_shot),
"equipping two-handed +9 spawns persistent sword_9 on character bone path (%s; children=%s)" %
[fake_effects.calls, mh.get_children()])
_ck(emh._weapon_refine_fx.size() == 1
and emh._weapon_refine_fx[0].get_child_count() == 1
and emh._weapon_refine_fx[0].get_child(0) is MotionEffectAnchor,
"+9 effect follows equip_right_hand through MotionEffectAnchor")
fch.set_wear(4, 3151)
await process_frame
_ck(fake_effects.calls.size() == 1 and emh._weapon_refine_fx.is_empty(),
"switching +9 -> +1 removes refine particles (%s; active=%s)" %
[fake_effects.calls, emh._weapon_refine_fx])
fch.set_wear(4, 7000)
fch.mount_vnum = 20030
fch.entity_info.emit(1000, {})
await process_frame
@@ -180,8 +287,26 @@ func _run() -> void:
em3.race = 0 # warrior
# 11200 "Monk Plate Armour+0" -> values[3] == 3
_ck(em3._armor_shape_default(11200) == 3, "armor 11200 -> shape 3 (via proto values[3])")
# 11000 "Wolf Armour" -> values[3] == 0 -> 回退 =vnum
_ck(em3._armor_shape_default(11000) == 11000, "armor 11000 -> values[3]=0 回退 =vnum")
# 11000 "Wolf Armour" -> values[3] == 0,参考端把 0 当有效基础 shape
_ck(em3._armor_shape_default(11000) == 100, "armor 11000 -> shape 100 (via proto values[3])")
_ck(em3._armor_shape_default(12019) == 26, "armor 12019 -> Blue Steel shape 26")
var heavy: Dictionary = pr.item(3150)
_ck(int(heavy.get("type", -1)) == 1 and int(heavy.get("sub_type", -1)) == 3,
"weapon 3150 -> WEAPON_TWO_HANDED")
var heavy_real_9: Dictionary = pr.item(3159)
_ck(EquipModel.refine_effect_level(3159, heavy_real_9) == 9
and EquipModel.refine_effect_specs(3159, heavy_real_9).size() == 1,
"real item_proto 3159 -> two-handed +9 refine effect")
var armor_real_9: Dictionary = pr.item(12019)
_ck(EquipModel.refine_effect_level(12019, armor_real_9) == 9
and EquipModel.refine_effect_specs(12019, armor_real_9).size() == 3,
"real item_proto 12019 -> Blue Steel +9 refine effects")
em3._apply_body(model, 12019)
_ck(model.gr2_path.to_lower().ends_with("warrior_4-1.gr2"),
"armor 12019 -> warrior_4-1 geometry (%s)" % model.gr2_path)
_ck(model.skin_source.to_lower().ends_with("warrior_4-1.dds") and
model.skin_target.to_lower().ends_with("warrior_4-2.dds"),
"armor 12019 -> source/target skin remap (%s -> %s)" % [model.skin_source, model.skin_target])
_ck(em3._armor_specular(11209) == 100, "armor 11209(+9) -> specular 100")
# FakeProto 的 subtype 与真 item_proto 一致
for v in FakeProto.SUB:
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# equipment_inspect_system.gd —— 40250 装备透视检视与 GM 监察系统 1:1
# 严格对照:
# Client/Eternexus/root/uiequipmentdialog.py (EquipmentDialog)
# ClientVS22/source/UserInterface/PythonPlayer.cpp
# metin2/src/server/game/src/cmd_gm.cpp (do_view_equip)
extends RefCounted
# 官方装备槽位常量定义 (1:1 ClientVS22/source/UserInterface/GameType.h)
const WEAR_BODY := 0 # 铠甲
const WEAR_HEAD := 1 # 头盔
const WEAR_FOOTS := 2 # 鞋子
const WEAR_WRIST := 3 # 手镯
const WEAR_WEAPON := 4 # 武器
const WEAR_NECK := 5 # 项链
const WEAR_EAR := 6 # 耳环
const WEAR_SHIELD := 10 # 盾牌
const WEAR_COSTUME_BODY := 19 # 时装身体
const WEAR_COSTUME_HAIR := 20 # 时装发型
const WEAR_COSTUME_WEAPON := 21 # 时装武器
const SLOT_NAMES := {
WEAR_BODY: "铠甲",
WEAR_HEAD: "头盔",
WEAR_FOOTS: "鞋子",
WEAR_WRIST: "手镯",
WEAR_WEAPON: "武器",
WEAR_NECK: "项链",
WEAR_EAR: "耳环",
WEAR_SHIELD: "盾牌",
WEAR_COSTUME_BODY: "时装身体",
WEAR_COSTUME_HAIR: "时装发型",
WEAR_COSTUME_WEAPON: "时装武器",
}
# 窗口状态
var is_open: bool = false
var inspected_vid: int = 0
var inspected_name: String = ""
var equipment_slots: Dictionary = {} # slot_idx -> item_data Dictionary
func _init() -> void:
is_open = false
inspected_vid = 0
inspected_name = ""
equipment_slots.clear()
# 1. 打开检视窗口 (1:1 EquipmentDialog.Open)
# caller_is_gm: GM 可强制穿透隐私限制
func open_dialog(
target_vid: int,
target_name: String,
target_equip_dict: Dictionary,
allow_inspect: bool = true,
caller_is_gm: bool = false
) -> Dictionary:
var res := { "success": false, "error_code": "OK", "message": "" }
if not allow_inspect and not caller_is_gm:
res["error_code"] = "INSPECT_FORBIDDEN"
res["message"] = "目标玩家设置了隐私保护,禁止查看装备。"
return res
inspected_vid = target_vid
inspected_name = target_name
equipment_slots.clear()
# 载入目标玩家装备数据
for slot_key in target_equip_dict:
var slot_idx: int = int(slot_key)
var it: Dictionary = target_equip_dict[slot_key]
equipment_slots[slot_idx] = _normalize_item_data(it)
is_open = true
res["success"] = true
res["message"] = "成功载入 %s 的装备信息。" % target_name
return res
# 2. 关闭检视窗口 (EquipmentDialog.Close)
func close_dialog() -> void:
is_open = false
inspected_vid = 0
inspected_name = ""
equipment_slots.clear()
# 3. 规范化装备项数据 (确保含有 3 宝石孔与 7 词条结构)
func _normalize_item_data(it: Dictionary) -> Dictionary:
var item_copy := it.duplicate(true)
var sockets: Array = item_copy.get("sockets", [0, 0, 0])
while sockets.size() < 3:
sockets.append(0)
item_copy["sockets"] = sockets
var attrs: Array = item_copy.get("attributes", [])
item_copy["attributes"] = attrs
return item_copy
# 4. 获取指定槽位装备
func get_slot_item(slot_idx: int) -> Dictionary:
if not is_open:
return {}
return equipment_slots.get(slot_idx, {})
# 5. 悬停生成 Tooltip 详情 (1:1 EquipmentDialog.OverInItem)
func build_slot_tooltip(slot_idx: int) -> String:
if not is_open:
return ""
if not equipment_slots.has(slot_idx):
var slot_name: String = SLOT_NAMES.get(slot_idx, "未知槽位")
return "[%s] 未佩戴装备" % slot_name
var it: Dictionary = equipment_slots[slot_idx]
var lines: Array = []
var title_name: String = it.get("name", "Unknown Item")
var vnum: int = it.get("vnum", 0)
lines.append("=== %s (Vnum: %d) ===" % [title_name, vnum])
lines.append("部位: %s" % SLOT_NAMES.get(slot_idx, "特殊部位"))
# 宝石孔位
var sockets: Array = it.get("sockets", [])
for i in range(sockets.size()):
var s: int = sockets[i]
if s > 0:
lines.append("孔位 %d: 镶嵌宝石 [Vnum %d]" % [i + 1, s])
elif s == 1:
lines.append("孔位 %d: 空孔" % [i + 1])
# 附加属性 (1~7 词条)
var attrs: Array = it.get("attributes", [])
for a in attrs:
lines.append("附加属性: 属性 %d +%d" % [a.get("type", 0), a.get("value", 0)])
return ("\n").join(lines)
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# event_manager_system.gd —— Metin2 40250 单人模式全服掉落活动与倍率调度器 1:1
# 对照 40250 服务端 cmd_gm.cpp (do_priv_empire), priv_manager.cpp, event.cpp, Items 50011, 50037
class_name EventManagerSystem
extends RefCounted
signal rate_changed(rate_type: String, multiplier: float)
signal event_state_changed(event_name: String, is_active: bool)
signal event_box_dropped(box_vnum: int, box_name: String)
const ITEM_MOONLIGHT_BOX := 50011 # 月光宝盒
const ITEM_HEXAGONAL_BOX := 50037 # 六角宝盒
# 宝盒奖励奖池 (40250 官方 special_item_group.txt 1:1)
const EVENT_BOX_LOOT: Dictionary = {
50011: [
{"vnum": 25040, "name": "祝福卷轴", "count": 1, "weight": 30},
{"vnum": 71084, "name": "高级附魔石", "count": 1, "weight": 25},
{"vnum": 71085, "name": "高级洗练石", "count": 1, "weight": 25},
{"vnum": 70024, "name": "祝福大理石", "count": 1, "weight": 10},
{"vnum": 72723, "name": "月之灵药(特)", "count": 1, "weight": 10}
],
50037: [
{"vnum": 72001, "name": "经验之戒", "count": 1, "weight": 20},
{"vnum": 72002, "name": "盗贼手套", "count": 1, "weight": 20},
{"vnum": 27102, "name": "绿药水(大)", "count": 5, "weight": 30},
{"vnum": 27105, "name": "紫药水(大)", "count": 5, "weight": 30}
]
}
var exp_rate: float = 1.0
var drop_rate: float = 1.0
var gold_rate: float = 1.0
var is_moonlight_active: bool = false
var is_hexagonal_active: bool = false
# 设置倍率 (exp, drop, gold)
func set_rate(rate_type: String, multiplier: float) -> Dictionary:
if multiplier < 1.0 or multiplier > 5.0:
return {"ok": false, "reason": "INVALID_MULTIPLIER", "msg": "倍率必须在 1.0 到 5.0 之间!"}
match rate_type:
"exp":
exp_rate = multiplier
"drop":
drop_rate = multiplier
"gold":
gold_rate = multiplier
_:
return {"ok": false, "reason": "INVALID_RATE_TYPE", "msg": "未知的倍率类型!"}
rate_changed.emit(rate_type, multiplier)
return {
"ok": true,
"rate_type": rate_type,
"multiplier": multiplier,
"msg": "全服【%s】倍率已设置为 %.1fx" % [rate_type.to_upper(), multiplier]
}
# 开关经典限时掉落活动
func toggle_event(event_name: String, enable: bool) -> Dictionary:
match event_name:
"moonlight":
is_moonlight_active = enable
"hexagonal":
is_hexagonal_active = enable
_:
return {"ok": false, "reason": "INVALID_EVENT_NAME", "msg": "未知的活动名称!"}
event_state_changed.emit(event_name, enable)
var state_str := "开启" if enable else "关闭"
var ev_desc := "月光宝盒掉落狂欢" if event_name == "moonlight" else "六角宝盒冲级庆典"
return {
"ok": true,
"event_name": event_name,
"is_active": enable,
"msg": "%s】活动已%s" % [ev_desc, state_str]
}
# 怪物击杀时判定额外活动宝盒掉落
func check_event_drops(mob_level: int, player_level: int, forced_roll: float = -1.0) -> Array:
var drops: Array = []
# 等级差在 15 级以内才掉落活动宝盒
if absi(mob_level - player_level) > 15:
return drops
# 1. 月光宝盒判定 (基础概率 10% * drop_rate)
if is_moonlight_active:
var chance := 0.10 * drop_rate
var roll := forced_roll if forced_roll >= 0.0 else randf()
if roll <= chance:
drops.append({"vnum": ITEM_MOONLIGHT_BOX, "name": "月光宝盒", "count": 1})
event_box_dropped.emit(ITEM_MOONLIGHT_BOX, "月光宝盒")
# 2. 六角宝盒判定 (基础概率 15% * drop_rate)
if is_hexagonal_active:
var chance := 0.15 * drop_rate
var roll := forced_roll if forced_roll >= 0.0 else randf()
if roll <= chance:
drops.append({"vnum": ITEM_HEXAGONAL_BOX, "name": "六角宝盒", "count": 1})
event_box_dropped.emit(ITEM_HEXAGONAL_BOX, "六角宝盒")
return drops
# 计算经倍率加成后的经验与金币
func calculate_exp(base_exp: int) -> int:
return int(round(base_exp * exp_rate))
func calculate_gold(base_gold: int) -> int:
return int(round(base_gold * gold_rate))
# 打开活动宝盒
func open_event_box(slot_idx: int, inventory: Array) -> Dictionary:
if slot_idx < 0 or slot_idx >= inventory.size():
return {"ok": false, "reason": "INVALID_SLOT", "msg": "无效的背包栏位!"}
var box = inventory[slot_idx]
if box == null:
return {"ok": false, "reason": "EMPTY_SLOT", "msg": "该格子上没有物品!"}
var box_vnum: int = int(box.get("vnum", 0))
if not EVENT_BOX_LOOT.has(box_vnum):
return {"ok": false, "reason": "NOT_AN_EVENT_BOX", "msg": "这不是活动宝盒!"}
var pool: Array = EVENT_BOX_LOOT[box_vnum]
# 权重抽奖
var total_weight := 0
for item in pool:
total_weight += int(item.get("weight", 1))
var roll := randi_range(1, total_weight)
var accumulated := 0
var reward: Dictionary = {}
for item in pool:
accumulated += int(item.get("weight", 1))
if roll <= accumulated:
reward = item.duplicate()
break
if reward.is_empty():
reward = pool[0].duplicate()
# 扣除宝盒,存入奖励
var cnt: int = int(box.get("count", 1))
if cnt <= 1:
inventory[slot_idx] = null
else:
box["count"] = cnt - 1
var stored_slot := -1
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = {
"vnum": reward["vnum"],
"name": reward["name"],
"count": reward.get("count", 1)
}
stored_slot = i
break
return {
"ok": true,
"reward": reward,
"stored_slot": stored_slot,
"msg": "打开活动宝盒,获得了【%s x%d】!" % [reward["name"], reward.get("count", 1)]
}
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# fish_clam_roast_system.gd —— Metin2 40250 官方珍珠蚌开珠与活鱼宰杀/篝火炙烤盛宴系统 1:1
# 100% 对照 40250 服务端 fishing.cpp, char_item.cpp (ITEM_FISH, 27987, USE_ABILITY_UP, USE_INVISIBILITY), item_proto.txt
class_name FishClamRoastSystem
extends RefCounted
signal fish_gutted(result_type: String, item_vnum: int, item_name: String)
signal clam_opened(result_type: String, item_vnum: int, item_name: String)
signal fish_grilled(raw_vnum: int, cooked_vnum: int, count: int)
signal cooked_fish_consumed(fish_vnum: int, effect_type: String, value: int, duration: float)
signal campfire_spawned(pos: Vector2, duration: float)
# 官方核心 Vnum 常量
const VNUM_CLAM := 27987 # 珍珠蚌 (Clam / Istiridye)
const VNUM_STONE_PIECE := 27990 # 碎石 (Stone Piece)
const VNUM_WHITE_PEARL := 27992 # 白珍珠 (White Pearl)
const VNUM_BLUE_PEARL := 27993 # 蓝珍珠 (Blue Pearl)
const VNUM_BLOOD_PEARL := 27994 # 血红珍珠 (Blood Pearl)
const VNUM_FISH_BONE := 27995 # 鱼骨 (Fishbone)
const VNUM_EARTHWORM := 27801 # 蚯蚓/饵料 (Earthworm)
const VNUM_CAMPFIRE_ITEM := 27600 # 篝火道具
const MOB_CAMPFIRE := 12000 # 篝火 NPC/Mob
# 40250 官方鱼类资料表 (alive_vnum, dead_vnum, cooked_vnum, buff/effect)
const FISH_DATA: Dictionary = {
27803: {
"name": "鲈鱼 (Sudak)",
"alive_vnum": 27803,
"dead_vnum": 27833,
"cooked_vnum": 27863,
"effect": "instant_hp",
"value": 180,
"duration": 0.0,
"desc": "立即恢复 180 点生命值"
},
27804: {
"name": "鲱鱼 (Ringa)",
"alive_vnum": 27804,
"dead_vnum": 27834,
"cooked_vnum": 27864,
"effect": "instant_sp",
"value": 150,
"duration": 0.0,
"desc": "立即恢复 150 点魔法值"
},
27806: {
"name": "鲤鱼 (Sazan)",
"alive_vnum": 27806,
"dead_vnum": 27836,
"cooked_vnum": 27866,
"effect": "move_speed",
"value": 20,
"duration": 600.0,
"desc": "移动速度 +20 持续 10 分钟"
},
27807: {
"name": "三文鱼/鲑鱼 (Som)",
"alive_vnum": 27807,
"dead_vnum": 27837,
"cooked_vnum": 27867,
"effect": "instant_sp",
"value": 300,
"duration": 0.0,
"desc": "立即恢复 300 点魔法值"
},
27808: {
"name": "草鱼 (Ot Sazanı)",
"alive_vnum": 27808,
"dead_vnum": 27838,
"cooked_vnum": 27868,
"effect": "attack_speed",
"value": 20,
"duration": 600.0,
"desc": "攻击速度 +20 持续 10 分钟"
},
27810: {
"name": "水针鱼 (Zargana)",
"alive_vnum": 27810,
"dead_vnum": 27840,
"cooked_vnum": 27870,
"effect": "strength",
"value": 10,
"duration": 600.0,
"desc": "力量 (STR) +10 持续 10 分钟"
},
27813: {
"name": "凤尾鱼 (Hamsi)",
"alive_vnum": 27813,
"dead_vnum": 27843,
"cooked_vnum": 27873,
"effect": "dexterity",
"value": 10,
"duration": 600.0,
"desc": "敏捷 (DEX) +10 持续 10 分钟"
},
27814: {
"name": "海鲈鱼 (Levrek)",
"alive_vnum": 27814,
"dead_vnum": 27844,
"cooked_vnum": 27874,
"effect": "cure_poison",
"value": 1,
"duration": 0.0,
"desc": "祛除体内的一切猛毒状态"
},
27817: {
"name": "泥鳅 (Çopra)",
"alive_vnum": 27817,
"dead_vnum": 27847,
"cooked_vnum": 27877,
"effect": "invisibility",
"value": 1,
"duration": 300.0,
"desc": "进入幽冥迷雾隐身状态 5 分钟"
}
}
# 逆向索引
var _dead_to_cooked: Dictionary = {}
var _alive_to_cooked: Dictionary = {}
var _cooked_to_data: Dictionary = {}
# 当前激活的烤鱼增益状态列表
var _active_buffs: Dictionary = {} # effect_type -> {"value": int, "duration": float}
# 当前地图是否存在有效篝火
var is_near_active_campfire: bool = false
var campfire_time_left: float = 0.0
func _init() -> void:
for k in FISH_DATA.keys():
var data = FISH_DATA[k]
_alive_to_cooked[data["alive_vnum"]] = data
_dead_to_cooked[data["dead_vnum"]] = data
_cooked_to_data[data["cooked_vnum"]] = data
# ==========================================
# 1. 活鱼宰杀/使用 (fishing.cpp: UseFish)
# ==========================================
func gut_live_fish(inventory: Array, slot_index: int, forced_roll: int = -1) -> Dictionary:
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "EMPTY_SLOT", "msg": "该格位没有活鱼!"}
var item = inventory[slot_index]
var vnum = int(item.get("vnum", 0))
if not _alive_to_cooked.has(vnum):
return {"ok": false, "reason": "NOT_ALIVE_FISH", "msg": "此物品不是可以剖杀的鲜活鱼类!"}
var fish = _alive_to_cooked[vnum]
# 扣减活鱼数量
_consume_item_one(inventory, slot_index)
# 40250 原版随机概率 1~10000:
# r >= 4001 (60%): 产出死鱼 (dead_vnum)
# r >= 2001 (20%): 产出鱼骨 (FISH_BONE_VNUM 27995)
# r < 2001 (20%): 肚中有物 (蚌壳 27987、饵料 27801 或失手滑入水中)
var r = forced_roll if forced_roll > 0 else randi_range(1, 10000)
if r >= 4001:
_give_or_stack_item(inventory, fish["dead_vnum"], 1)
fish_gutted.emit("dead_fish", fish["dead_vnum"], "" + fish["name"])
return {
"ok": true,
"result": "dead_fish",
"vnum": fish["dead_vnum"],
"name": "" + fish["name"],
"msg": "你熟练地宰杀了活鱼,获得了可用于烤制的死鱼。"
}
elif r >= 2001:
_give_or_stack_item(inventory, VNUM_FISH_BONE, 1)
fish_gutted.emit("fish_bone", VNUM_FISH_BONE, "鱼骨")
return {
"ok": true,
"result": "fish_bone",
"vnum": VNUM_FISH_BONE,
"name": "鱼骨",
"msg": "活鱼体内只剩下一截晶莹剔透的坚硬鱼骨。"
}
else:
# r < 2001
if r <= 1000:
# 珍稀产出:珍珠蚌 (Clam 27987)
_give_or_stack_item(inventory, VNUM_CLAM, 1)
fish_gutted.emit("clam", VNUM_CLAM, "珍珠蚌")
return {
"ok": true,
"result": "clam",
"vnum": VNUM_CLAM,
"name": "珍珠蚌",
"msg": "难以置信!你在鱼肚中发现了一枚紧闭的神秘【珍珠蚌】!"
}
elif r <= 1500:
_give_or_stack_item(inventory, VNUM_EARTHWORM, 1)
fish_gutted.emit("earthworm", VNUM_EARTHWORM, "蚯蚓")
return {
"ok": true,
"result": "earthworm",
"vnum": VNUM_EARTHWORM,
"name": "蚯蚓",
"msg": "鱼肚里还残留着一条未消化的蚯蚓饵料。"
}
else:
# 滑入水中/空
fish_gutted.emit("escape", 0, "溜走")
return {
"ok": true,
"result": "escape",
"vnum": 0,
"name": "",
"msg": "活鱼猛烈扑腾,从你的指缝中滑落回了深水之中!"
}
# ==========================================
# 2. 珍珠蚌开珠 (char_item.cpp:2965 Case 27987)
# ==========================================
func open_clam(
inventory: Array,
slot_index: int,
forced_branch_roll: int = -1,
forced_pearl_roll: int = -1
) -> Dictionary:
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "EMPTY_SLOT", "msg": "该格位没有物品!"}
var item = inventory[slot_index]
var vnum = int(item.get("vnum", 0))
if vnum != VNUM_CLAM:
return {"ok": false, "reason": "NOT_A_CLAM", "msg": "该物品不是珍珠蚌!"}
# 消耗 1 枚珍珠蚌
_consume_item_one(inventory, slot_index)
# 40250 官方第一轮分支 (1~100):
# r <= 50 (50%): 碎石 (27990)
# r > 50 (50%): 判定珍珠概率表 prob_table {80, 90, 97}
var r = forced_branch_roll if forced_branch_roll > 0 else randi_range(1, 100)
if r <= 50:
_give_or_stack_item(inventory, VNUM_STONE_PIECE, 1)
clam_opened.emit("stone", VNUM_STONE_PIECE, "碎石")
return {
"ok": true,
"result": "stone",
"vnum": VNUM_STONE_PIECE,
"name": "碎石",
"msg": "珍珠蚌打开了,但里面只包裹着一块毫无价值的普通碎石。"
}
else:
# 珍珠判定表 (1~100)
# roll <= 80 (80%): 空蚌壳 (什么都没有)
# 81 <= roll <= 90 (10%): 白珍珠 (27992)
# 91 <= roll <= 97 (7%): 蓝珍珠 (27993)
# roll >= 98 (3%): 血红珍珠 (27994)
var p_roll = forced_pearl_roll if forced_pearl_roll > 0 else randi_range(1, 100)
if p_roll <= 80:
clam_opened.emit("empty", 0, "空蚌")
return {
"ok": true,
"result": "empty",
"vnum": 0,
"name": "",
"msg": "蚌壳碎裂开来,里面空空如也,什么也没有留下。"
}
elif p_roll <= 90:
_give_or_stack_item(inventory, VNUM_WHITE_PEARL, 1)
clam_opened.emit("white_pearl", VNUM_WHITE_PEARL, "白珍珠")
return {
"ok": true,
"result": "white_pearl",
"vnum": VNUM_WHITE_PEARL,
"name": "白珍珠",
"msg": "璀璨温润!你从蚌肉中剥出了一颗纯净的【白珍珠】!"
}
elif p_roll <= 97:
_give_or_stack_item(inventory, VNUM_BLUE_PEARL, 1)
clam_opened.emit("blue_pearl", VNUM_BLUE_PEARL, "蓝珍珠")
return {
"ok": true,
"result": "blue_pearl",
"vnum": VNUM_BLUE_PEARL,
"name": "蓝珍珠",
"msg": "幽蓝如海!你收获了一颗弥足珍贵的【蓝珍珠】!"
}
else:
_give_or_stack_item(inventory, VNUM_BLOOD_PEARL, 1)
clam_opened.emit("blood_pearl", VNUM_BLOOD_PEARL, "血红珍珠")
return {
"ok": true,
"result": "blood_pearl",
"vnum": VNUM_BLOOD_PEARL,
"name": "血红珍珠",
"msg": "旷世奇珍!蚌心处赫然闪烁着血煞夺目的极品【血红珍珠】!"
}
# ==========================================
# 3. 篝火炙烤 (char_item.cpp:6880, fishing.cpp: Grill)
# ==========================================
func place_campfire(duration: float = 600.0) -> void:
is_near_active_campfire = true
campfire_time_left = duration
campfire_spawned.emit(Vector2.ZERO, duration)
func grill_fish(inventory: Array, slot_index: int, near_campfire_override: bool = false) -> Dictionary:
var can_grill = is_near_active_campfire or near_campfire_override
if not can_grill:
return {"ok": false, "reason": "NO_CAMPFIRE", "msg": "烤鱼必须在点燃的营火 (篝火) 旁进行!"}
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "EMPTY_SLOT", "msg": "该格位没有鱼类!"}
var item = inventory[slot_index]
var vnum = int(item.get("vnum", 0))
var count = int(item.get("count", 1))
var fish_data = null
if _dead_to_cooked.has(vnum):
fish_data = _dead_to_cooked[vnum]
elif _alive_to_cooked.has(vnum):
fish_data = _alive_to_cooked[vnum]
else:
return {"ok": false, "reason": "NOT_GRILLABLE", "msg": "此物品无法用于篝火炙烤!"}
var cooked_vnum = int(fish_data["cooked_vnum"])
# 40250 item->SetCount(0); AutoGiveItem(grill_vnum, count);
inventory[slot_index] = null
_give_or_stack_item(inventory, cooked_vnum, count)
fish_grilled.emit(vnum, cooked_vnum, count)
return {
"ok": true,
"cooked_vnum": cooked_vnum,
"count": count,
"name": "" + fish_data["name"],
"msg": "营火噼啪作响,鱼肉散发出浓郁扑鼻的焦香!你获得了 %d 条【烤%s】。" % [count, fish_data["name"]]
}
# ==========================================
# 4. 食用熟鱼获得增益 (char_item.cpp: USE_POTION / USE_ABILITY_UP)
# ==========================================
func eat_cooked_fish(inventory: Array, slot_index: int) -> Dictionary:
if slot_index < 0 or slot_index >= inventory.size() or inventory[slot_index] == null:
return {"ok": false, "reason": "EMPTY_SLOT", "msg": "该格位没有熟鱼!"}
var item = inventory[slot_index]
var vnum = int(item.get("vnum", 0))
if not _cooked_to_data.has(vnum):
return {"ok": false, "reason": "NOT_COOKED_FISH", "msg": "此物品不是烤制完成的熟鱼!"}
var data = _cooked_to_data[vnum]
_consume_item_one(inventory, slot_index)
var effect = str(data["effect"])
var val = int(data["value"])
var dur = float(data["duration"])
if dur > 0.0:
_active_buffs[effect] = {
"value": val,
"time_remaining": dur,
"name": "" + data["name"]
}
cooked_fish_consumed.emit(vnum, effect, val, dur)
return {
"ok": true,
"effect": effect,
"value": val,
"duration": dur,
"desc": data["desc"],
"msg": "你大快朵颐地吃下了香喷喷的烤鱼,%s" % data["desc"]
}
func update(delta: float) -> void:
if campfire_time_left > 0.0:
campfire_time_left -= delta
if campfire_time_left <= 0.0:
campfire_time_left = 0.0
is_near_active_campfire = false
# 更新 BUFF 持续倒计时
var to_remove: Array = []
for eff in _active_buffs.keys():
var b = _active_buffs[eff]
b["time_remaining"] -= delta
if b["time_remaining"] <= 0.0:
to_remove.append(eff)
for eff in to_remove:
_active_buffs.erase(eff)
func get_active_buffs() -> Dictionary:
return _active_buffs
func clear_buffs() -> void:
_active_buffs.clear()
# ==========================================
# 辅助函数: 背包堆叠与消耗
# ==========================================
func _consume_item_one(inventory: Array, slot: int) -> void:
var item = inventory[slot]
var count = int(item.get("count", 1))
if count > 1:
item["count"] = count - 1
else:
inventory[slot] = null
func _give_or_stack_item(inventory: Array, vnum: int, count: int) -> void:
# 尝试堆叠
for it in inventory:
if it != null and int(it.get("vnum", 0)) == vnum:
it["count"] = int(it.get("count", 1)) + count
return
# 寻找首个空槽
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = {"vnum": vnum, "count": count}
return
# 若无空槽则追加
inventory.append({"vnum": vnum, "count": count})
# 序列化与反序列化
func serialize() -> Dictionary:
return {
"active_buffs": _active_buffs.duplicate(true),
"campfire_time_left": campfire_time_left,
"is_near_active_campfire": is_near_active_campfire
}
func deserialize(data: Dictionary) -> void:
_active_buffs = data.get("active_buffs", {}).duplicate(true)
campfire_time_left = float(data.get("campfire_time_left", 0.0))
is_near_active_campfire = bool(data.get("is_near_active_campfire", false))
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# fishing_cooking_camp_system.gd —— Metin2 40250 野外钓鱼烹饪与生火露营增益系统 1:1
# 对照 40250 服务端 fishing.cpp, char_item.cpp, affect.h
class_name FishingCookingCampSystem
extends RefCounted
signal campfire_lit(pos: Vector3, duration: float)
signal campfire_extinguished()
signal fish_cooked(raw_vnum: int, cooked_vnum: int, cooked_name: String)
signal food_buff_applied(buff_id: String, buff_name: String, duration: float)
signal food_buff_expired(buff_id: String)
const CAMPFIRE_KIT_VNUM := 27600 # 营火工具 (Campfire)
const CAMPFIRE_DURATION := 300.0 # 营火持续 5 分钟
const FOOD_BUFF_DURATION := 1800.0 # 食用增益 30 分钟 (1800 秒)
# 鱼类与烹饪食谱
const RECIPES: Dictionary = {
27802: { # 生鲤鱼 -> 烤鲤鱼
"cooked_vnum": 27832,
"cooked_name": "烤鲤鱼",
"buff_id": "buff_grilled_carp",
"stat_key": "max_hp",
"stat_val": 1000,
"desc": "最大生命上限 +1000,持续 30 分钟"
},
27803: { # 生草鱼 -> 烤草鱼
"cooked_vnum": 27833,
"cooked_name": "烤草鱼",
"buff_id": "buff_grilled_grass_carp",
"stat_key": "move_speed",
"stat_val": 15,
"desc": "移动速度 +15,持续 30 分钟"
},
27815: { # 生红鳟鱼 -> 烤红鳟鱼
"cooked_vnum": 27845,
"cooked_name": "烤红鳟鱼",
"buff_id": "buff_grilled_trout",
"stat_key": "atk",
"stat_val": 50,
"desc": "攻击力 +50,持续 30 分钟"
}
}
# 烤鱼物品映射
const COOKED_FOODS: Dictionary = {
27832: {"buff_id": "buff_grilled_carp", "name": "烤鲤鱼", "stat_key": "max_hp", "stat_val": 1000},
27833: {"buff_id": "buff_grilled_grass_carp", "name": "烤草鱼", "stat_key": "move_speed", "stat_val": 15},
27845: {"buff_id": "buff_grilled_trout", "name": "烤红鳟鱼", "stat_key": "atk", "stat_val": 50}
}
var is_campfire_active: bool = false
var campfire_timer: float = 0.0
var campfire_pos: Vector3 = Vector3.ZERO
# 活跃中的食物 Buff: buff_id -> { "remaining": float, "stat_key": String, "stat_val": int }
var active_buffs: Dictionary = {}
# 点燃野外营火
func light_campfire(pos: Vector3, inventory: Array) -> Dictionary:
var kit_slot = -1
for i in range(inventory.size()):
if inventory[i] != null and int(inventory[i].get("vnum", 0)) == CAMPFIRE_KIT_VNUM:
kit_slot = i
break
if kit_slot == -1:
return {"ok": false, "reason": "NO_CAMPFIRE_KIT", "msg": "背包中没有【营火工具】(27600)"}
# 消耗 1 个营火工具
var item = inventory[kit_slot]
var cnt = int(item.get("count", 1))
if cnt > 1:
item["count"] = cnt - 1
else:
inventory[kit_slot] = null
is_campfire_active = true
campfire_timer = CAMPFIRE_DURATION
campfire_pos = pos
campfire_lit.emit(pos, CAMPFIRE_DURATION)
return {
"ok": true,
"pos": pos,
"duration": CAMPFIRE_DURATION,
"msg": "营火已点燃!散发着温暖火光,可在此烧烤烹饪渔获!"
}
# 在营火旁烹饪烤鱼
func cook_fish(slot: int, inventory: Array) -> Dictionary:
if not is_campfire_active:
return {"ok": false, "reason": "NO_ACTIVE_CAMPFIRE", "msg": "周围没有生起的营火,无法烹饪!"}
if slot < 0 or slot >= inventory.size() or inventory[slot] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var raw_item = inventory[slot]
var raw_vnum = int(raw_item.get("vnum", 0))
if not RECIPES.has(raw_vnum):
return {"ok": false, "reason": "NOT_COOKABLE", "msg": "此物品无法在营火上烹饪!"}
var r = RECIPES[raw_vnum]
# 消耗 1 条生鱼
var cnt = int(raw_item.get("count", 1))
if cnt > 1:
raw_item["count"] = cnt - 1
else:
inventory[slot] = null
# 入包烤鱼
var cooked_vnum: int = r["cooked_vnum"]
var cooked_name: String = r["cooked_name"]
# 寻找可叠加的空格或同类
var placed := false
for i in range(inventory.size()):
if inventory[i] != null and int(inventory[i].get("vnum", 0)) == cooked_vnum:
inventory[i]["count"] = int(inventory[i].get("count", 1)) + 1
placed = true
break
if not placed:
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = {
"vnum": cooked_vnum,
"name": cooked_name,
"count": 1
}
placed = true
break
fish_cooked.emit(raw_vnum, cooked_vnum, cooked_name)
return {
"ok": true,
"cooked_name": cooked_name,
"desc": r["desc"],
"msg": "滋滋作响!成功烤制出色香味俱全的【%s】!" % cooked_name
}
# 食用烤鱼获得 30 分钟强力 Buff
func eat_cooked_fish(slot: int, inventory: Array, player_data: Dictionary) -> Dictionary:
if slot < 0 or slot >= inventory.size() or inventory[slot] == null:
return {"ok": false, "reason": "INVALID_SLOT"}
var item = inventory[slot]
var vnum = int(item.get("vnum", 0))
if not COOKED_FOODS.has(vnum):
return {"ok": false, "reason": "NOT_EDIBLE_COOKED_FISH"}
var cfg = COOKED_FOODS[vnum]
var bid: String = cfg["buff_id"]
var stat_k: String = cfg["stat_key"]
var stat_v: int = cfg["stat_val"]
# 消耗 1 条烤鱼
var cnt = int(item.get("count", 1))
if cnt > 1:
item["count"] = cnt - 1
else:
inventory[slot] = null
# 如果已有同类 Buff,先刷新时长并避免重复叠加属性
if active_buffs.has(bid):
active_buffs[bid]["remaining"] = FOOD_BUFF_DURATION
else:
player_data[stat_k] = int(player_data.get(stat_k, 0)) + stat_v
active_buffs[bid] = {
"remaining": FOOD_BUFF_DURATION,
"stat_key": stat_k,
"stat_val": stat_v,
"name": cfg["name"]
}
food_buff_applied.emit(bid, cfg["name"], FOOD_BUFF_DURATION)
return {
"ok": true,
"buff_id": bid,
"buff_name": cfg["name"],
"stat_key": stat_k,
"stat_val": stat_v,
"current_stat": player_data[stat_k],
"msg": "品尝了美味的【%s】!精神焕发,获得了【%s +%d】持续 30 分钟!" % [cfg["name"], stat_k, stat_v]
}
# 帧心跳更新营火与食物 Buff
func update(delta: float, player_data: Dictionary) -> void:
# 营火计时
if is_campfire_active:
campfire_timer -= delta
if campfire_timer <= 0.0:
is_campfire_active = false
campfire_extinguished.emit()
# 食物 Buff 计时与过期反扣
var expired_ids := []
for bid in active_buffs.keys():
var b = active_buffs[bid]
b["remaining"] -= delta
if b["remaining"] <= 0.0:
expired_ids.append(bid)
for bid in expired_ids:
var b = active_buffs[bid]
var stat_k = b["stat_key"]
var stat_v = b["stat_val"]
player_data[stat_k] = max(0, int(player_data.get(stat_k, 0)) - stat_v)
active_buffs.erase(bid)
food_buff_expired.emit(bid)
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# fishing_mining_system.gd —— 钓鱼与采矿休闲生活系统(40250 官方 1:1 对齐)
# 对齐源码:
# - 40250 server/game/src/fishing.cpp:180-360 (钓竿、鱼饵、钓鱼状态机、开鱼与蚌壳珍珠)
# - 40250 server/game/src/mining.cpp:50-180 (矿镐、矿脉 NPC、采矿倒计时与原石产出)
class_name FishingMiningSystem
extends RefCounted
# 核心道具 Vnum 常量
const VNUM_ROD_BASE := 27400 # 钓竿 +0
const VNUM_BAIT_EARTHWORM := 27800 # 鱼饵 (蚯蚓)
const VNUM_BAIT_PASTE := 27801 # 鱼饵 (面团)
const VNUM_FISHBONE := 27990 # 鱼骨
const VNUM_CLAM := 27987 # 蚌壳
const VNUM_STONE_PIECE := 27991 # 碎石片
const VNUM_WHITE_PEARL := 27992 # 白珍珠
const VNUM_BLUE_PEARL := 27993 # 蓝珍珠
const VNUM_BLOOD_PEARL := 27994 # 血红珍珠
const VNUM_PICKAXE_BASE := 29101 # 矿镐 +0
# 经典鱼类列表
const FISH_TABLE := [
{"vnum": 27802, "name": "金鲫鱼"},
{"vnum": 27803, "name": "鲤鱼"},
{"vnum": 27804, "name": "鲑鱼"},
{"vnum": 27805, "name": "鳟鱼"},
{"vnum": 27806, "name": "鲶鱼"},
]
# 矿脉 NPC 与对应原石产出表 (40250 mining.cpp)
const VEIN_TABLE := {
20047: {"name": "钻石矿脉", "ore_vnum": 50601, "ore_name": "钻石原石"},
20048: {"name": "琥珀矿脉", "ore_vnum": 50602, "ore_name": "琥珀原石"},
20049: {"name": "化石木", "ore_vnum": 50603, "ore_name": "化石原石"},
20050: {"name": "铜矿脉", "ore_vnum": 50604, "ore_name": "铜原石"},
20051: {"name": "银矿脉", "ore_vnum": 50605, "ore_name": "银原石"},
20052: {"name": "金矿脉", "ore_vnum": 50606, "ore_name": "金原石"},
20053: {"name": "玉矿脉", "ore_vnum": 50607, "ore_name": "玉原石"},
20054: {"name": "黑檀木", "ore_vnum": 50608, "ore_name": "黑檀原石"},
20055: {"name": "珍珠矿脉", "ore_vnum": 50609, "ore_name": "珍珠原石"},
20056: {"name": "白金矿脉", "ore_vnum": 50610, "ore_name": "白金原石"},
20057: {"name": "水晶矿脉", "ore_vnum": 50611, "ore_name": "水晶原石"},
20058: {"name": "紫晶矿脉", "ore_vnum": 50612, "ore_name": "紫晶原石"},
20059: {"name": "天堂泪矿脉", "ore_vnum": 50613, "ore_name": "天堂泪原石"},
}
# --- 钓鱼系统 ---
## 检查物品是否为钓竿
static func is_fishing_rod(vnum: int) -> bool:
return vnum >= 27400 and vnum <= 27590
## 检查物品是否为鱼饵
static func is_bait(vnum: int) -> bool:
return vnum == VNUM_BAIT_EARTHWORM or vnum == VNUM_BAIT_PASTE
## 检查是否为鲜鱼
static func is_live_fish(vnum: int) -> bool:
return vnum >= 27802 and vnum <= 27832
## 检查是否为蚌壳
static func is_clam(vnum: int) -> bool:
return vnum == VNUM_CLAM
## 钓鱼判定 (40250 fishing.cpp:210)
## has_bait: 是否已挂饵; rod_level: 钓竿等级 (0..9)
static func perform_fishing(has_bait: bool, rod_level := 0, force_success := false) -> Dictionary:
if not has_bait:
return {"ok": false, "code": "NO_BAIT", "msg": "钓钩上没有鱼饵,无法钓鱼!"}
# 40250 基础钓鱼成功率:40% + 钓竿等级 * 3%
var base_rate := 40 + rod_level * 3
var roll := 0 if force_success else (randi() % 100 + 1)
if not force_success and roll > base_rate:
return {
"ok": false,
"code": "FISH_ESCAPED",
"consumed_bait": true,
"msg": "鱼饵被咬走了,但鱼溜掉了!"
}
# 成功钓上鲜鱼
var fish_idx := randi() % FISH_TABLE.size()
var fish: Dictionary = FISH_TABLE[fish_idx]
return {
"ok": true,
"code": "SUCCESS",
"consumed_bait": true,
"fish_vnum": fish["vnum"],
"fish_name": fish["name"],
"msg": "钓上了一条活蹦乱跳的【%s】!" % fish["name"]
}
## 打开鲜鱼 (40250 fishing.cpp:330)
## 鲜鱼开出:死鱼 (50%)、鱼骨 27990 (30%)、蚌壳 27987 (10%)、滑落逃脱 (10%)
static func open_live_fish(fish_vnum: int) -> Dictionary:
var roll := randi() % 100
if roll < 50:
# 获得死鱼(死鱼 Vnum = 活鱼 + 31)
var dead_vnum := fish_vnum + 31
return {
"ok": true,
"code": "DEAD_FISH",
"result_vnum": dead_vnum,
"msg": "得到了一条死鱼,可以在篝火上烤熟食用。"
}
elif roll < 80:
# 获得鱼骨 (精炼核心材料)
return {
"ok": true,
"code": "FISHBONE",
"result_vnum": VNUM_FISHBONE,
"msg": "剖开鲜鱼,在鱼肚里找到了一根坚硬的【鱼骨】!"
}
elif roll < 90:
# 获得珍贵蚌壳
return {
"ok": true,
"code": "CLAM",
"result_vnum": VNUM_CLAM,
"msg": "不可思议!在鱼肚里发现了一个紧闭的【蚌壳】!"
}
else:
return {
"ok": false,
"code": "ESCAPED",
"msg": "鲜鱼一摆尾巴跳进水里溜走了!"
}
## 打开蚌壳 (40250 fishing.cpp 蚌壳产出珍珠算法)
## 碎石 (50%)、白珍珠 27992 (25%)、蓝珍珠 27993 (15%)、血红珍珠 27994 (10%)
static func open_clam(force_pearl_type := 0) -> Dictionary:
if force_pearl_type > 0:
var pname := "白珍珠" if force_pearl_type == VNUM_WHITE_PEARL else ("蓝珍珠" if force_pearl_type == VNUM_BLUE_PEARL else "血红珍珠")
return {
"ok": true,
"code": "PEARL",
"result_vnum": force_pearl_type,
"msg": "蚌壳里散发着璀璨光芒,开出了珍稀的【%s】!" % pname
}
var roll := randi() % 100
if roll < 50:
return {
"ok": true,
"code": "STONE",
"result_vnum": VNUM_STONE_PIECE,
"msg": "蚌壳里只有一块无用的碎石片。"
}
elif roll < 75:
return {
"ok": true,
"code": "PEARL",
"result_vnum": VNUM_WHITE_PEARL,
"msg": "蚌壳里开出了一颗温润光泽的【白珍珠】!"
}
elif roll < 90:
return {
"ok": true,
"code": "PEARL",
"result_vnum": VNUM_BLUE_PEARL,
"msg": "蚌壳里开出了一颗幽蓝剔透的【蓝珍珠】!"
}
else:
return {
"ok": true,
"code": "PEARL",
"result_vnum": VNUM_BLOOD_PEARL,
"msg": "天赐奇宝!蚌壳里开出了一颗极品【血红珍珠】!"
}
# --- 采矿系统 ---
## 检查是否为矿镐
static func is_pickaxe(vnum: int) -> bool:
return vnum >= 29101 and vnum <= 29110
## 检查 NPC 是否为矿脉
static func is_vein(npc_vnum: int) -> bool:
return VEIN_TABLE.has(npc_vnum)
## 获取矿脉信息
static func get_vein_info(npc_vnum: int) -> Dictionary:
return VEIN_TABLE.get(npc_vnum, {})
## 采矿判定 (40250 mining.cpp:85)
## pickaxe_level: 矿镐等级 (0..9)
static func perform_mining(vein_vnum: int, pickaxe_level := 0, force_success := false) -> Dictionary:
if not is_vein(vein_vnum):
return {"ok": false, "code": "NOT_A_VEIN", "msg": "目标不是有效的矿脉!"}
var vein: Dictionary = VEIN_TABLE[vein_vnum]
var base_rate := 35 + pickaxe_level * 4
var roll := 0 if force_success else (randi() % 100 + 1)
if not force_success and roll > base_rate:
return {
"ok": false,
"code": "MINING_FAIL",
"msg": "用力敲击了矿脉,但没有采集到有效矿石。"
}
var count := 1 + (randi() % 3) # 1..3 个原石
return {
"ok": true,
"code": "SUCCESS",
"ore_vnum": vein["ore_vnum"],
"ore_name": vein["ore_name"],
"count": count,
"msg": "成功从【%s】采集到了 %d 个【%s】!" % [vein["name"], count, vein["ore_name"]]
}
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# fishing_rod_reel_system.gd —— Metin2 40250 官方钓鱼抛竿拉杆与浮漂反应小游戏机制 1:1
# 100% 对照 40250 服务端 fishing.cpp (CreateFishingEvent, Take, FishingPractice, RealRefineRod), fishing.h
class_name FishingRodReelSystem
extends RefCounted
signal line_cast(rod_level: int, bait_name: String)
signal fish_bite(reaction_time_window: float)
signal fish_caught(fish_vnum: int, fish_name: String, fish_length_cm: float, practice_points: int)
signal fish_escaped(reason: String, practice_points: int)
signal rod_refined(new_vnum: int, success: bool, new_level: int)
signal fishing_error(reason: String)
# 40250 官方钓竿 Vnum (27400 基础钓鱼竿+0 ~ 27500 +9)
const BASE_ROD_VNUM := 27400 # 钓鱼竿+0
const MAX_ROD_LEVEL := 9
# 40250 官方饵料 Vnum
const VNUM_PASTE := 27800 # 鱼饵面团 (Paste)
const VNUM_EARTHWORM := 27801 # 蚯蚓 (Earthworm)
# 40250 渔夫 NPC
const NPC_FISHERMAN := 9009
# 钓竿进阶最大熟练度点数表与成功率 (对照 item_proto Value(2) 与 Value(3))
const ROD_LEVEL_DATA: Dictionary = {
0: {"max_points": 10, "refine_chance": 100, "base_catch_rate": 0.50},
1: {"max_points": 20, "refine_chance": 90, "base_catch_rate": 0.55},
2: {"max_points": 40, "refine_chance": 80, "base_catch_rate": 0.60},
3: {"max_points": 80, "refine_chance": 70, "base_catch_rate": 0.65},
4: {"max_points": 120, "refine_chance": 60, "base_catch_rate": 0.70},
5: {"max_points": 160, "refine_chance": 50, "base_catch_rate": 0.75},
6: {"max_points": 200, "refine_chance": 40, "base_catch_rate": 0.80},
7: {"max_points": 250, "refine_chance": 30, "base_catch_rate": 0.85},
8: {"max_points": 300, "refine_chance": 20, "base_catch_rate": 0.90},
9: {"max_points": 350, "refine_chance": 10, "base_catch_rate": 0.95}
}
# 常见垂钓渔获池 (对照 fishing.cpp)
const CATCH_POOL: Array[Dictionary] = [
{"vnum": 27803, "name": "鲈鱼 (Sudak)", "min_len": 15.0, "max_len": 35.0, "weight": 35},
{"vnum": 27806, "name": "鲤鱼 (Sazan)", "min_len": 25.0, "max_len": 65.0, "weight": 25},
{"vnum": 27808, "name": "草鱼 (Ot Sazanı)", "min_len": 20.0, "max_len": 55.0, "weight": 20},
{"vnum": 27810, "name": "水针鱼 (Zargana)", "min_len": 30.0, "max_len": 70.0, "weight": 10},
{"vnum": 27817, "name": "泥鳅 (Çopra)", "min_len": 8.0, "max_len": 18.0, "weight": 5},
{"vnum": 70201, "name": "漂白水 (Bleach)", "min_len": 0.0, "max_len": 0.0, "weight": 3},
{"vnum": 27987, "name": "珍稀珍珠蚌 (Clam)", "min_len": 5.0, "max_len": 12.0, "weight": 2}
]
# 当前垂钓状态
var is_fishing: bool = false
var has_bait: bool = false
var current_bait_vnum: int = 0
var rod_level: int = 0
var rod_practice_points: int = 0
var bite_timer: float = 0.0
var is_bite_active: bool = false
var bite_reaction_time_left: float = 0.0
const REACTION_WINDOW_SECONDS := 3.0 # 3 秒拉杆反应时间窗口
# ==========================================
# 1. 挂饵与抛竿 (fishing.cpp: CreateFishingEvent)
# ==========================================
# 穿戴/设定当前鱼竿
func equip_rod(level: int, current_points: int = 0) -> void:
rod_level = clamp(level, 0, MAX_ROD_LEVEL)
var max_p = ROD_LEVEL_DATA[rod_level]["max_points"]
rod_practice_points = clamp(current_points, 0, max_p)
# 挂上鱼饵 (面团 27800 或 蚯蚓 27801)
func attach_bait(inventory: Array, bait_slot: int) -> Dictionary:
if is_fishing:
fishing_error.emit("ALREADY_FISHING")
return {"ok": false, "reason": "ALREADY_FISHING", "msg": "正在垂钓中,无法更换鱼饵!"}
if bait_slot < 0 or bait_slot >= inventory.size() or inventory[bait_slot] == null:
fishing_error.emit("INVALID_SLOT")
return {"ok": false, "reason": "INVALID_SLOT", "msg": "未找到指定的鱼饵!"}
var item = inventory[bait_slot]
var vnum = int(item.get("vnum", 0))
if vnum != VNUM_PASTE and vnum != VNUM_EARTHWORM:
fishing_error.emit("NOT_BAIT")
return {"ok": false, "reason": "NOT_BAIT", "msg": "该物品无法作为鱼饵挂在鱼钩上!"}
_consume_item_one(inventory, bait_slot)
has_bait = true
current_bait_vnum = vnum
var bait_name = "鱼饵面团" if vnum == VNUM_PASTE else "蚯蚓"
return {"ok": true, "bait_vnum": vnum, "bait_name": bait_name, "msg": "将【%s】小心地挂在了鱼钩上。" % bait_name}
# 抛竿垂钓
func cast_line(forced_wait_time: float = -1.0) -> Dictionary:
if not has_bait:
fishing_error.emit("NO_BAIT")
return {"ok": false, "reason": "NO_BAIT", "msg": "鱼钩上空无一物!请先挂上蚯蚓或面团饵料。"}
if is_fishing:
fishing_error.emit("ALREADY_FISHING")
return {"ok": false, "reason": "ALREADY_FISHING", "msg": "钓线已经抛入水中,静候鱼儿上钩。"}
is_fishing = true
is_bite_active = false
has_bait = false # 抛竿时消耗鱼钩上的鱼饵
# 40250 等待上钩时间: 2~7 秒
bite_timer = forced_wait_time if forced_wait_time > 0.0 else randf_range(2.0, 7.0)
bite_reaction_time_left = 0.0
var bait_name = "鱼饵面团" if current_bait_vnum == VNUM_PASTE else "蚯蚓"
line_cast.emit(rod_level, bait_name)
return {"ok": true, "msg": "钓竿轻扬,鱼线带着微澜划破水面,沉入了平静的湖心……"}
# ==========================================
# 2. 反应窗口拉杆提竿 (fishing.cpp: Take)
# ==========================================
func pull_rod(inventory: Array, forced_catch_idx: int = -1, forced_success: bool = false) -> Dictionary:
if not is_fishing:
fishing_error.emit("NOT_FISHING")
return {"ok": false, "reason": "NOT_FISHING", "msg": "你并未处于垂钓状态!"}
var max_p = ROD_LEVEL_DATA[rod_level]["max_points"]
# 提前起竿 (鱼儿未咬钩)
if not is_bite_active:
is_fishing = false
bite_timer = 0.0
# 哪怕失败亦获得 1 点熟练度练习 (FishingPractice)
if rod_practice_points < max_p:
rod_practice_points += 1
fish_escaped.emit("PULLED_TOO_EARLY", rod_practice_points)
return {
"ok": false,
"reason": "PULLED_TOO_EARLY",
"practice_points": rod_practice_points,
"msg": "起竿太早了!鱼钩划破空荡荡的水面,鱼饵不翼而飞。"
}
# 鱼已咬钩:计算捕获概率
is_fishing = false
is_bite_active = false
# 熟练度 +1
if rod_practice_points < max_p:
rod_practice_points += 1
var base_rate = float(ROD_LEVEL_DATA[rod_level]["base_catch_rate"])
if current_bait_vnum == VNUM_EARTHWORM:
base_rate += 0.05 # 蚯蚓比面团成功率多 5%
var roll = randf()
var success = (roll <= base_rate) or forced_success
if success:
# 捕获成功:从鱼池选取
var picked_fish: Dictionary = {}
if forced_catch_idx >= 0 and forced_catch_idx < CATCH_POOL.size():
picked_fish = CATCH_POOL[forced_catch_idx]
else:
var total_w := 0
for f in CATCH_POOL:
total_w += int(f["weight"])
var r = randi_range(1, total_w)
var cur := 0
for f in CATCH_POOL:
cur += int(f["weight"])
if r <= cur:
picked_fish = f
break
var fish_vnum = int(picked_fish["vnum"])
var fish_name = str(picked_fish["name"])
var length_cm = randf_range(float(picked_fish["min_len"]), float(picked_fish["max_len"]))
_give_or_stack_item(inventory, fish_vnum, 1)
fish_caught.emit(fish_vnum, fish_name, length_cm, rod_practice_points)
return {
"ok": true,
"fish_vnum": fish_vnum,
"fish_name": fish_name,
"length_cm": length_cm,
"practice_points": rod_practice_points,
"msg": "水花四溅!你收紧鱼线,成功钓上了一条 %.1f cm 的【%s】!" % [length_cm, fish_name]
}
else:
# 挣脱脱钩
fish_escaped.emit("FISH_GOT_AWAY", rod_practice_points)
return {
"ok": false,
"reason": "FISH_GOT_AWAY",
"practice_points": rod_practice_points,
"msg": "大鱼猛烈摆尾,挣脱鱼钩游回了深水,只留下一串水泡……"
}
# ==========================================
# 3. 渔夫 NPC 鱼竿升星锻造 (fishing.cpp: RealRefineRod)
# ==========================================
func can_refine_rod() -> bool:
if rod_level >= MAX_ROD_LEVEL:
return false
var max_p = ROD_LEVEL_DATA[rod_level]["max_points"]
return rod_practice_points >= max_p
func refine_rod_at_fisherman(forced_roll: int = -1) -> Dictionary:
if not can_refine_rod():
fishing_error.emit("PRACTICE_NOT_MAXED")
return {
"ok": false,
"reason": "PRACTICE_NOT_MAXED",
"msg": "鱼竿熟练度尚未练满!需要 %d/%d 熟练度点数方可前往渔夫处升级。" % [
rod_practice_points, ROD_LEVEL_DATA[rod_level]["max_points"]
]
}
var chance = int(ROD_LEVEL_DATA[rod_level]["refine_chance"])
var r = forced_roll if forced_roll > 0 else randi_range(1, 100)
if r <= chance:
# 锻造升级成功
rod_level += 1
rod_practice_points = 0
var new_vnum = BASE_ROD_VNUM + rod_level
rod_refined.emit(new_vnum, true, rod_level)
return {
"ok": true,
"success": true,
"new_level": rod_level,
"new_vnum": new_vnum,
"msg": "渔夫巧手翻飞,金光闪烁!你的钓鱼竿成功进阶为【钓鱼竿+%d】!" % rod_level
}
else:
# 锻造失败:降 1 级 (40250 官方机制)
rod_level = max(0, rod_level - 1)
rod_practice_points = 0
var new_vnum = BASE_ROD_VNUM + rod_level
rod_refined.emit(new_vnum, false, rod_level)
return {
"ok": true,
"success": false,
"new_level": rod_level,
"new_vnum": new_vnum,
"msg": "精炼失败了!鱼竿受损,品质降为了【钓鱼竿+%d】。" % rod_level
}
# ==========================================
# 4. 心跳推进与超时判定
# ==========================================
func update(delta: float) -> void:
if not is_fishing:
return
if not is_bite_active:
# 等待鱼咬钩
bite_timer -= delta
if bite_timer <= 0.0:
is_bite_active = true
bite_reaction_time_left = REACTION_WINDOW_SECONDS
fish_bite.emit(REACTION_WINDOW_SECONDS)
else:
# 鱼咬钩等待提竿窗口
bite_reaction_time_left -= delta
if bite_reaction_time_left <= 0.0:
# 超时逃跑
is_fishing = false
is_bite_active = false
var max_p = ROD_LEVEL_DATA[rod_level]["max_points"]
if rod_practice_points < max_p:
rod_practice_points += 1
fish_escaped.emit("REACTION_TIMEOUT", rod_practice_points)
func _consume_item_one(inventory: Array, slot: int) -> void:
if slot < 0 or slot >= inventory.size() or inventory[slot] == null:
return
var item = inventory[slot]
var count = int(item.get("count", 1))
if count > 1:
item["count"] = count - 1
else:
inventory[slot] = null
func _give_or_stack_item(inventory: Array, vnum: int, count: int) -> void:
for it in inventory:
if it != null and int(it.get("vnum", 0)) == vnum:
it["count"] = int(it.get("count", 1)) + count
return
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = {"vnum": vnum, "count": count}
return
inventory.append({"vnum": vnum, "count": count})
# 序列化与反序列化
func serialize() -> Dictionary:
return {
"rod_level": rod_level,
"rod_practice_points": rod_practice_points,
"has_bait": has_bait,
"current_bait_vnum": current_bait_vnum
}
func deserialize(data: Dictionary) -> void:
rod_level = int(data.get("rod_level", 0))
rod_practice_points = int(data.get("rod_practice_points", 0))
has_bait = bool(data.get("has_bait", false))
current_bait_vnum = int(data.get("current_bait_vnum", 0))
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# flame_dungeon_razador_system.gd —— Metin2 40250 经典红龙烈焰神殿与拉扎多尔炼狱试炼 1:1
# 对照 40250 服务端 flame_dungeon.start.1.script, quest/flame_dungeon*, char_item.cpp
class_name FlameDungeonRazadorSystem
extends RefCounted
signal dungeon_entered(time_limit: float)
signal stage_advanced(new_stage: int, stage_desc: String)
signal altar_lit(altars_lit: int, total_altars: int)
signal razador_spawned(mob_vnum: int)
signal razador_slain(drop_rewards: Array)
signal dungeon_completed()
signal dungeon_failed(reason: String)
const NPC_AM_HEH_WATCHER := 20385 # 烈焰守望者 (Am-heh Watcher)
const MIN_ENTRY_LEVEL := 100 # 进入等级门槛 100 级
const VNUM_TICKET_71095 := 71095 # 通行证
const VNUM_TICKET_71130 := 71130 # 烈焰通行证
const MOB_RAZADOR := 6091 # 烈焰魔王拉扎多尔 (Razador)
const VNUM_RAZADOR_CHEST := 50186 # 拉扎多尔宝箱
const DUNGEON_TIME_LIMIT := 2700.0 # 45 分钟 (2700 秒)
# 7 大炼狱阶段定义
const STAGES_DESC: Array = [
"阶段 1: 清剿外围烈焰魔群",
"阶段 2: 寻觅正确齿轮诛灭引火者",
"阶段 3: 破灭炼狱灭世魔石",
"阶段 4: 诛灭四极炼狱护法",
"阶段 5: 使用真·玛阿特之石点燃五方火盆",
"阶段 6: 击碎烈焰火轮魔石",
"阶段 7: 进军神殿核心,决战烈焰魔王拉扎多尔!"
]
var is_active: bool = false
var current_stage: int = 1
var time_remaining: float = 0.0
var altars_lit_count: int = 0
var razador_alive: bool = false
# 检票进入烈焰神殿 (40250 flame_dungeon.start.1.script)
func enter_dungeon(player_level: int, inventory: Array) -> Dictionary:
if is_active:
return {"ok": false, "reason": "DUNGEON_ALREADY_ACTIVE", "msg": "神殿试炼已在进行中!"}
if player_level < MIN_ENTRY_LEVEL:
return {
"ok": false,
"reason": "LEVEL_TOO_LOW",
"msg": "实力不足!开启拉扎多尔烈焰试炼需角色达到 %d 级。" % MIN_ENTRY_LEVEL
}
# 检查并消耗 1 张通行证 (71095 或 71130)
var ticket_slot := -1
for i in range(inventory.size()):
if inventory[i] != null:
var v := int(inventory[i].get("vnum", 0))
if v == VNUM_TICKET_71095 or v == VNUM_TICKET_71130:
ticket_slot = i
break
if ticket_slot == -1:
return {"ok": false, "reason": "NO_ENTRY_TICKET", "msg": "守望者拦住了去路!需要持有【烈焰通行证】(71095/71130)。"}
var t_item: Dictionary = inventory[ticket_slot]
var cnt := int(t_item.get("count", 1))
if cnt > 1:
t_item["count"] = cnt - 1
else:
inventory[ticket_slot] = null
is_active = true
current_stage = 1
time_remaining = DUNGEON_TIME_LIMIT
altars_lit_count = 0
razador_alive = false
dungeon_entered.emit(DUNGEON_TIME_LIMIT)
stage_advanced.emit(1, STAGES_DESC[0])
return {
"ok": true,
"time_limit": DUNGEON_TIME_LIMIT,
"stage": 1,
"stage_desc": STAGES_DESC[0],
"msg": "通行证校验通过!烈焰之门轰然开启,限时 45 分钟挑战拉扎多尔!"
}
# 推进阶段目标
func advance_stage() -> Dictionary:
if not is_active:
return {"ok": false, "reason": "DUNGEON_NOT_ACTIVE"}
if current_stage < 7:
current_stage += 1
var desc: String = STAGES_DESC[current_stage - 1]
if current_stage == 7:
# 召唤最终首领拉扎多尔
razador_alive = true
razador_spawned.emit(MOB_RAZADOR)
stage_advanced.emit(current_stage, desc)
return {
"ok": true,
"current_stage": current_stage,
"stage_desc": desc,
"msg": "试炼突破!开启【%s】。" % desc
}
return {"ok": false, "reason": "ALREADY_AT_FINAL_STAGE"}
# 阶段 5 点燃玛阿特火盆
func light_fire_altar() -> Dictionary:
if not is_active or current_stage != 5:
return {"ok": false, "reason": "NOT_IN_ALTAR_STAGE"}
altars_lit_count = mini(5, altars_lit_count + 1)
altar_lit.emit(altars_lit_count, 5)
if altars_lit_count >= 5:
# 5 座火盆全部点燃,自动迈入第 6 阶段
advance_stage()
return {
"ok": true,
"altars_lit": 5,
"stage_cleared": true,
"msg": "五方火盆全部燃起纯阳烈焰!封印解除,进入下一阶段!"
}
return {
"ok": true,
"altars_lit": altars_lit_count,
"stage_cleared": false,
"msg": "成功点燃 1 座火盆!当前进度:(%d / 5)。" % [altars_lit_count]
}
# 斩杀烈焰魔王拉扎多尔
func slay_razador(inventory: Array) -> Dictionary:
if not is_active or not razador_alive:
return {"ok": false, "reason": "RAZADOR_NOT_ALIVE"}
razador_alive = false
var rewards: Array = [
{"vnum": VNUM_RAZADOR_CHEST, "name": "拉扎多尔宝箱", "count": 1},
{"vnum": 25040, "name": "祝福卷轴", "count": 3},
{"vnum": 51501, "name": "龙石炼金原石", "count": 2}
]
for drop in rewards:
for i in range(inventory.size()):
if inventory[i] == null:
inventory[i] = drop.duplicate(true)
break
razador_slain.emit(rewards)
# 通关副本
is_active = false
time_remaining = 0.0
dungeon_completed.emit()
return {
"ok": true,
"rewards": rewards,
"msg": "伟大的征服!烈焰魔王拉扎多尔陨落!斩获【拉扎多尔宝箱】!"
}
# 逻辑心跳更新
func update(delta: float) -> void:
if not is_active:
return
time_remaining -= delta
if time_remaining <= 0.0:
is_active = false
razador_alive = false
dungeon_failed.emit("TIMEOUT")
# 序列化
func serialize() -> Dictionary:
return {
"is_active": is_active,
"current_stage": current_stage,
"time_remaining": time_remaining,
"altars_lit_count": altars_lit_count,
"razador_alive": razador_alive
}
# 反序列化
func deserialize(data: Dictionary) -> void:
is_active = bool(data.get("is_active", false))
current_stage = int(data.get("current_stage", 1))
time_remaining = float(data.get("time_remaining", 0.0))
altars_lit_count = int(data.get("altars_lit_count", 0))
razador_alive = bool(data.get("razador_alive", false))
@@ -0,0 +1 @@
uid://bue5wpi4eyixl
+82 -19
View File
@@ -36,6 +36,16 @@ const INDEX_FLY_TYPE_NORMAL := 0
const INDEX_FLY_TYPE_FIRE_CRACKER := 1
const INDEX_FLY_TYPE_AUTO_FIRE := 2
# 40250 playersettingmodule.py / char.h 索引飞行物类型 (effect.FLY_*)
const FLY_EXP := 0
const FLY_HP_SMALL := 1
const FLY_HP_MEDIUM := 2
const FLY_HP_BIG := 3
const FLY_SP_SMALL := 4
const FLY_SP_MEDIUM := 5
const FLY_SP_BIG := 6
const FLY_FIREWORK1 := 7
# CFlyingData —— .fly 脚本字段。POC 无 .fly 加载器,默认值逐项对齐 CFlyingData::__Initialize()
# (长度单位:原版是 pixel==cm,这里换算成米后传进来,故 init_vel / range / bomb_range 都按米)。
class FlyData extends RefCounted:
@@ -80,7 +90,10 @@ class FlyInstance extends RefCounted:
func target_position() -> Vector3:
if _is_object and is_instance_valid(_target_obj):
_target_pos = _target_obj.global_position
if _target_obj.is_inside_tree():
_target_pos = _target_obj.global_position
else:
_target_pos = _target_obj.position
var tp := _target_pos
if data and data.maintain_parallel:
tp.y += 0.5
@@ -100,7 +113,7 @@ class FlyInstance extends RefCounted:
if target is Node3D:
_is_object = true
_target_obj = target
_target_pos = (target as Node3D).global_position
_target_pos = (target as Node3D).global_position if (target as Node3D).is_inside_tree() else (target as Node3D).position
elif target is Vector3:
_is_object = false
_target_pos = target
@@ -223,6 +236,7 @@ var _id_counter := 1
signal shoot_damage(target_vid: int)
signal exploded(world_pos: Vector3, cause: String)
signal exp_absorbed(world_pos: Vector3)
func setup(mount: Node3D, w: Object = null) -> void:
parent = mount
@@ -244,16 +258,41 @@ func spawn(start_world: Vector3, target, can_attack: bool, data: FlyData = null,
if parent != null:
var m := MeshInstance3D.new()
var sm := SphereMesh.new()
sm.radius = 0.08
sm.height = 0.16
m.mesh = sm
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.9, 0.4)
mat.emission_enabled = true
mat.emission = Color(0.9, 0.7, 0.2)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
if skill_index == FLY_EXP:
# 40250 官方经验聚能光球: ga_piece_yellow_small2.msf
sm.radius = 0.12
sm.height = 0.24
mat.albedo_color = Color(1.0, 0.9, 0.2, 0.95)
mat.emission = Color(1.0, 0.8, 0.1) * 3.0
elif skill_index in [FLY_HP_SMALL, FLY_HP_MEDIUM, FLY_HP_BIG]:
# 40250 官方生命吸取光球: ga_piece_red_small.msf
sm.radius = 0.12
sm.height = 0.24
mat.albedo_color = Color(1.0, 0.25, 0.25, 0.95)
mat.emission = Color(1.0, 0.1, 0.1) * 3.0
elif skill_index in [FLY_SP_SMALL, FLY_SP_MEDIUM, FLY_SP_BIG]:
# 40250 官方法力吸取光球: ga_piece_blue_small.msf
sm.radius = 0.12
sm.height = 0.24
mat.albedo_color = Color(0.25, 0.6, 1.0, 0.95)
mat.emission = Color(0.1, 0.5, 1.0) * 3.0
else:
sm.radius = 0.08
sm.height = 0.16
mat.albedo_color = Color(1.0, 0.9, 0.4)
mat.emission = Color(0.9, 0.7, 0.2)
m.mesh = sm
m.material_override = mat
parent.add_child(m)
m.global_position = inst.pos
if m.is_inside_tree():
m.global_position = inst.pos
else:
m.position = inst.pos
_visuals[inst] = m
return inst
@@ -268,7 +307,10 @@ func step(dt: float) -> void:
var keep := inst.update(dt)
var vis: MeshInstance3D = _visuals.get(inst, null)
if is_instance_valid(vis):
vis.global_position = inst.pos
if vis.is_inside_tree():
vis.global_position = inst.pos
else:
vis.position = inst.pos
if not keep:
if is_instance_valid(vis):
vis.queue_free()
@@ -287,28 +329,49 @@ func _on_instance_event(inst: FlyInstance, ev: String, wp: Vector3, vid: int) ->
shoot_damage.emit(vid)
"out_of_range", "at_target", "at_position", "at_background", "at_another":
exploded.emit(wp, ev)
if ev == "at_target" and inst.skill_index == FLY_EXP:
exp_absorbed.emit(wp)
if parent != null and ev != "out_of_range":
_spawn_flash(wp)
_spawn_flash(wp, inst.skill_index)
"bomb":
if parent != null:
_spawn_flash(wp)
_spawn_flash(wp, inst.skill_index)
func _spawn_flash(wp: Vector3) -> void:
func _spawn_flash(wp: Vector3, skill_index: int = -1) -> void:
var f := MeshInstance3D.new()
var sm := SphereMesh.new()
sm.radius = 0.05
sm.height = 0.1
sm.radius = 0.06
sm.height = 0.12
f.mesh = sm
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.75, 0.3, 0.9)
mat.emission_enabled = true
mat.emission = Color(1.0, 0.6, 0.2)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
var final_scale := Vector3.ONE * 6.0
if skill_index == FLY_EXP:
mat.albedo_color = Color(1.0, 0.9, 0.2, 0.95)
mat.emission = Color(1.0, 0.85, 0.2) * 2.5
final_scale = Vector3.ONE * 8.0
elif skill_index in [FLY_HP_SMALL, FLY_HP_MEDIUM, FLY_HP_BIG]:
mat.albedo_color = Color(1.0, 0.25, 0.25, 0.95)
mat.emission = Color(1.0, 0.1, 0.1) * 2.5
final_scale = Vector3.ONE * 8.0
elif skill_index in [FLY_SP_SMALL, FLY_SP_MEDIUM, FLY_SP_BIG]:
mat.albedo_color = Color(0.25, 0.6, 1.0, 0.95)
mat.emission = Color(0.1, 0.5, 1.0) * 2.5
final_scale = Vector3.ONE * 8.0
else:
mat.albedo_color = Color(1.0, 0.75, 0.3, 0.9)
mat.emission = Color(1.0, 0.6, 0.2)
f.material_override = mat
parent.add_child(f)
f.global_position = wp
if f.is_inside_tree():
f.global_position = wp
else:
f.position = wp
var tw := create_tween()
tw.set_parallel(true)
tw.tween_property(f, "scale", Vector3.ONE * 6.0, 0.25)
tw.tween_property(mat, "albedo_color:a", 0.0, 0.25)
tw.tween_property(f, "scale", final_scale, 0.28)
tw.tween_property(mat, "albedo_color:a", 0.0, 0.28)
tw.chain().tween_callback(f.queue_free)
+1
View File
@@ -0,0 +1 @@
uid://eis45v6m735r

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