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
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+131
-6
@@ -4,6 +4,9 @@ extends SceneTree
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const ItemListDB = preload("res://ui/item_list.gd")
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const EquipModel = preload("res://ui/equip_model.gd")
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const PlayerView = preload("res://ui/player_view.gd")
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const EffectRegistry = preload("res://fx/effect_registry.gd")
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const MotionEffectAnchor = preload("res://fx/motion_effect_anchor.gd")
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class FakeClient extends Node:
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signal inventory_changed(window: int, cell: int)
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@@ -28,6 +31,17 @@ class StubModel extends Node3D:
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var gr2_path := ""
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var hair_gr2 := ""
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var hair_skin := "-"
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var weapon_bone := "equip_right_hand"
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var shield_bone := "equip_left"
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var skin_source := ""
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var skin_target := ""
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var specular_power := -1.0
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func clear_skin_textures():
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skin_source = ""
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skin_target = ""
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func set_skin_texture(source: String, target: String):
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skin_source = source
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skin_target = target
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func _set(prop, val):
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match String(prop):
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"weapon_gr2": weapon_gr2 = val; return true
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@@ -35,14 +49,28 @@ class StubModel extends Node3D:
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"gr2_path": gr2_path = val; return true
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"hair_gr2": hair_gr2 = val; return true
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"hair_skin": hair_skin = val; return true
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"specular_power": specular_power = val; return true
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return false
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class FakeEffectRegistry extends RefCounted:
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var calls: Array = []
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func setup(_assets: String) -> void: pass
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func spawn(effect: String, parent: Node3D, one_shot := true) -> Node3D:
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calls.append({"effect": effect, "parent": parent.name, "one_shot": one_shot})
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var node := Node3D.new()
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parent.add_child(node)
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return node
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class FakeAnimator extends Node:
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func get_effect_bone_pose(_bone: String) -> Dictionary:
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return {"transform": Transform3D.IDENTITY}
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# item_proto 桩:只给武器 subtype(WEAPON_DAGGER=1 BOW=2 FAN=5,item_length.h EWeaponSubTypes)
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class FakeProto extends Node:
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const SUB := {19: 0, 2000: 2, 4000: 1, 7000: 5}
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const SUB := {19: 0, 2000: 2, 3151: 3, 3159: 3, 4000: 1, 7000: 5}
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func item(vnum: int) -> Dictionary:
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if SUB.has(vnum):
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return {"type": 1, "sub_type": SUB[vnum]}
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return {"type": 1, "sub_type": SUB[vnum], "gain_socket_pct": 3}
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return {}
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var _fail := 0
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@@ -75,6 +103,53 @@ func _run() -> void:
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_ck(il.icon(19) == "icon/item/00010.tga", "item_list.icon(19)")
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_ck(il.type_of(19) == "WEAPON", "item_list.type_of(19)")
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# InstanceBase::__GetRefinedEffect parity. Standard equipment carries
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# gain_socket_pct=3, making the final vnum digit its visible refine level.
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var heavy_1 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3}
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var heavy_9 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3}
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_ck(EquipModel.refine_effect_level(3151, heavy_1) == 1,
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"3151 -> refine +1")
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_ck(EquipModel.refine_effect_specs(3151, heavy_1).is_empty(),
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"+1 has no legacy refine particles")
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var heavy_fx: Array = EquipModel.refine_effect_specs(3159, heavy_9)
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_ck(heavy_fx.size() == 1 and String(heavy_fx[0].effect).ends_with("sword_9.mse")
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and String(heavy_fx[0].slot) == "right",
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"two-handed +9 -> normal sword_9 on PART_WEAPON")
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var dagger_fx: Array = EquipModel.refine_effect_specs(4009,
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{"type": 1, "sub_type": 1, "gain_socket_pct": 3})
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_ck(dagger_fx.size() == 2 and String(dagger_fx[0].effect).ends_with("sword_9_s.mse")
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and String(dagger_fx[1].slot) == "left",
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"dagger +9 -> small-sword effect on both hands")
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var bow_fx: Array = EquipModel.refine_effect_specs(2009,
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{"type": 1, "sub_type": 2, "gain_socket_pct": 3})
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_ck(bow_fx.size() == 1 and String(bow_fx[0].effect).ends_with("sword_9_b.mse")
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and String(bow_fx[0].slot) == "left",
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"bow +9 -> bow effect on PART_WEAPON_LEFT")
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var blue_steel_fx: Array = EquipModel.refine_effect_specs(12019,
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{"type": 2, "sub_type": 0, "gain_socket_pct": 3})
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_ck(blue_steel_fx.size() == 3 and String(blue_steel_fx[2].effect).ends_with("armor_9.mse"),
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"Blue Steel +9 -> two special effects plus armor_9")
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var real_registry := EffectRegistry.new()
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real_registry.setup(assets)
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for spec in heavy_fx + dagger_fx + bow_fx + blue_steel_fx:
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_ck(real_registry.resolve(String(spec.effect)) != "",
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"registered refine MSE resolves: %s" % spec.effect)
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# Character select passes the outer PlayerView to EquipModel. Verify it
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# forwards palette calls to the native renderer; a direct stub-only test
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# cannot catch a missing integration method here.
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var forwarded := StubModel.new()
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var view := PlayerView.new()
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view.model = forwarded
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view.set_skin_texture("base.dds", "blue.dds")
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_ck(forwarded.skin_source == "base.dds" and forwarded.skin_target == "blue.dds",
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"PlayerView forwards set_skin_texture")
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view.clear_skin_textures()
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_ck(forwarded.skin_source == "" and forwarded.skin_target == "",
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"PlayerView forwards clear_skin_textures")
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view.free()
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forwarded.free()
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# EquipModel:装备武器 vnum 19 -> model.weapon_gr2 = 解析后的真实路径
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var fc := FakeClient.new()
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var model := StubModel.new()
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@@ -112,15 +187,28 @@ func _run() -> void:
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# shield_gr2 槽 = PART_WEAPON_LEFT;参考端不渲染 WEAR_SHIELD(盾在 item_list 没模型)。
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var fch := FakeClient.new()
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var mh := StubModel.new()
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var mh_view := PlayerView.new()
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mh_view.name = "PlayerView"
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mh_view.model = mh
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mh_view._left_bone = "Bip01 L Hand"
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var mh_anim := FakeAnimator.new()
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mh_view.anim = mh_anim
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var fp := FakeProto.new()
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get_root().add_child(fch)
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get_root().add_child(mh)
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get_root().add_child(mh_view)
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mh_view.add_child(mh)
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mh_view.add_child(mh_anim)
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get_root().add_child(fp)
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var emh: Node = EquipModel.new()
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get_root().add_child(emh)
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emh.setup(fch, il, func() -> Node: return mh, assets)
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emh.setup(fch, il, func() -> Node: return mh_view, assets)
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emh.main_getter = func() -> int: return 1000
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emh.proto = fp
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var right_part := Node3D.new()
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right_part.name = "Weapon"
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mh.add_child(right_part)
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var fake_effects := FakeEffectRegistry.new()
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emh.effect_registry = fake_effects
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var sword_p: String = emh._resolve_weapon(19)
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var bow_p: String = emh._resolve_weapon(2000)
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var dagger_p: String = emh._resolve_weapon(4000)
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@@ -138,6 +226,25 @@ func _run() -> void:
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fch.set_wear(4, 7000)
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await process_frame
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_ck(mh.weapon_gr2 == fan_p and mh.shield_gr2 == "", "fan on foot -> right hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2])
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fake_effects.calls.clear()
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fch.set_wear(4, 3159)
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await process_frame
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_ck(fake_effects.calls.size() == 1
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and String(fake_effects.calls[0].effect).ends_with("sword_9.mse")
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and String(fake_effects.calls[0].parent) == "PlayerView"
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and not bool(fake_effects.calls[0].one_shot),
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"equipping two-handed +9 spawns persistent sword_9 on character bone path (%s; children=%s)" %
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[fake_effects.calls, mh.get_children()])
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_ck(emh._weapon_refine_fx.size() == 1
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and emh._weapon_refine_fx[0].get_child_count() == 1
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and emh._weapon_refine_fx[0].get_child(0) is MotionEffectAnchor,
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"+9 effect follows equip_right_hand through MotionEffectAnchor")
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fch.set_wear(4, 3151)
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await process_frame
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_ck(fake_effects.calls.size() == 1 and emh._weapon_refine_fx.is_empty(),
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"switching +9 -> +1 removes refine particles (%s; active=%s)" %
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[fake_effects.calls, emh._weapon_refine_fx])
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fch.set_wear(4, 7000)
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fch.mount_vnum = 20030
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fch.entity_info.emit(1000, {})
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await process_frame
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@@ -180,8 +287,26 @@ func _run() -> void:
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em3.race = 0 # warrior
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# 11200 "Monk Plate Armour+0" -> values[3] == 3
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_ck(em3._armor_shape_default(11200) == 3, "armor 11200 -> shape 3 (via proto values[3])")
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# 11000 "Wolf Armour" -> values[3] == 0 -> 回退 =vnum
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_ck(em3._armor_shape_default(11000) == 11000, "armor 11000 -> values[3]=0 回退 =vnum")
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# 11000 "Wolf Armour" -> values[3] == 0,参考端把 0 当有效基础 shape
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_ck(em3._armor_shape_default(11000) == 100, "armor 11000 -> shape 100 (via proto values[3])")
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_ck(em3._armor_shape_default(12019) == 26, "armor 12019 -> Blue Steel shape 26")
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var heavy: Dictionary = pr.item(3150)
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_ck(int(heavy.get("type", -1)) == 1 and int(heavy.get("sub_type", -1)) == 3,
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"weapon 3150 -> WEAPON_TWO_HANDED")
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var heavy_real_9: Dictionary = pr.item(3159)
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_ck(EquipModel.refine_effect_level(3159, heavy_real_9) == 9
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and EquipModel.refine_effect_specs(3159, heavy_real_9).size() == 1,
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"real item_proto 3159 -> two-handed +9 refine effect")
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var armor_real_9: Dictionary = pr.item(12019)
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_ck(EquipModel.refine_effect_level(12019, armor_real_9) == 9
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and EquipModel.refine_effect_specs(12019, armor_real_9).size() == 3,
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"real item_proto 12019 -> Blue Steel +9 refine effects")
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em3._apply_body(model, 12019)
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_ck(model.gr2_path.to_lower().ends_with("warrior_4-1.gr2"),
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"armor 12019 -> warrior_4-1 geometry (%s)" % model.gr2_path)
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_ck(model.skin_source.to_lower().ends_with("warrior_4-1.dds") and
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model.skin_target.to_lower().ends_with("warrior_4-2.dds"),
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"armor 12019 -> source/target skin remap (%s -> %s)" % [model.skin_source, model.skin_target])
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_ck(em3._armor_specular(11209) == 100, "armor 11209(+9) -> specular 100")
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# FakeProto 的 subtype 与真 item_proto 一致
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for v in FakeProto.SUB:
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