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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# mob_drop_scatter.gd —— 40250 怪物死亡爆装与辐射散射 1:1 规则引擎
# 严格对照:
# metin2/src/server/game/src/char_battle.cpp:840-930 (pos.x = number(-7, 7) * 20)
# metin2/src/server/game/src/item.cpp:SetOwnership (ITEM_OWNERSHIP_TIME = 30)
extends RefCounted
const ITEM_OWNERSHIP_DURATION := 30.0 # 40250 官方 30 秒拾取归属保护期
const CM_TO_METERS := 0.01
# 单个掉落物基础散射偏移区间:[-140cm, +140cm],即 [-1.4m, +1.4m]
const MIN_SCATTER_CM := -140
const MAX_SCATTER_CM := 140
const SOUND_MONEY := "sound/ui/money.wav"
const SOUND_DROP := "sound/ui/drop.wav"
# 计算第 index 个掉落物相对于怪物中心的世界偏移量
# 1:1 对齐 char_battle.cpp: number(-7, 7) * 20cm
static func calculate_scatter_offset(index: int, total_count: int, seed_val := -1) -> Vector3:
if total_count <= 1:
# 单个物品:在 [-1.4m, +1.4m] 范围内轻微偏移
var rng := RandomNumberGenerator.new()
if seed_val >= 0:
rng.seed = seed_val
else:
rng.randomize()
var dx: float = (rng.randi_range(-7, 7) * 20) * CM_TO_METERS
var dz: float = (rng.randi_range(-7, 7) * 20) * CM_TO_METERS
return Vector3(dx, 0.0, dz)
# 多个物品(首领爆装):360 度环状辐射发散,半径 1.0m ~ 1.8m
var angle_step := TAU / float(maxi(1, total_count))
var base_angle := angle_step * float(index)
var rng := RandomNumberGenerator.new()
if seed_val >= 0:
rng.seed = seed_val + index * 37
else:
rng.randomize()
# 半径在 1.0m ~ 1.6m 之间带微量抖动
var radius := 1.0 + rng.randf_range(0.0, 0.6)
var jitter_angle := rng.randf_range(-0.2, 0.2)
var angle := base_angle + jitter_angle
var dx: float = cos(angle) * radius
var dz: float = sin(angle) * radius
return Vector3(dx, 0.0, dz)
# 计算最终落地世界坐标
static func calculate_drop_position(center_pos: Vector3, index: int, total_count: int, seed_val := -1) -> Vector3:
var offset := calculate_scatter_offset(index, total_count, seed_val)
return center_pos + offset
# 归属保护期判定
static func is_ownership_protected(drop_time: float, current_time: float) -> bool:
return (current_time - drop_time) < ITEM_OWNERSHIP_DURATION
# 剩余归属秒数
static func remaining_ownership_time(drop_time: float, current_time: float) -> float:
return maxf(0.0, ITEM_OWNERSHIP_DURATION - (current_time - drop_time))
# 匹配掉落音效
static func get_drop_sound(is_gold: bool) -> String:
return SOUND_MONEY if is_gold else SOUND_DROP