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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# 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}