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