Batch 4-b: verify combat on the port route

The fake server spawns a stray dog outside the village's BANPK safe disc
and answers CG_TARGET/CG_ATTACK with GC_TARGET/GC_DAMAGE_INFO/GC_DEAD.
port.login_flow and python_game_render_test hold the left button on it
(MBF_SMART -> __OnPressActor) until it dies. Adds the host/test helper
PythonBoot::Evaluate / Metin2PythonHost.evaluate.

python_3d_surface: emission is now multiplied by the texture, like
D3D's emissive-then-MODULATE, which removes the grey click-glow quad and
the grey wash on characters. Damage numbers wait on CPythonSystem (4-g).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-24 09:13:20 +09:00
co-authored by Claude Opus 5.5
parent 6ea0fa9889
commit 85e176bdd5
11 changed files with 234 additions and 2 deletions
@@ -563,6 +563,24 @@ bool FakeLoginServer::ServeGame(Connection& c, int index)
std::strncpy(ownership.owner, kCharacterName, sizeof(ownership.owner) - 1);
if (!c.Send(ground) || !c.Send(ownership))
return Fail(name + ": send ground item");
// A monster in view: CHARACTER::EncodeInsertPacket sends ADDITIONAL_INFO only for PCs and NPCs, so a
// CHAR_TYPE_MONSTER is ADD + UPDATE (the client names it from mob_proto).
GCCharacterAdd mob = zeroed<GCCharacterAdd>();
mob.header = HDR_GC_CHARACTER_ADD;
mob.vid = kMobVID;
mob.x = kMobX;
mob.y = kMobY;
mob.type = 0; // CHAR_TYPE_MONSTER
mob.race = kMobRace;
mob.moving_speed = 100;
mob.attack_speed = 100;
GCCharacterUpdate mob_update = zeroed<GCCharacterUpdate>();
mob_update.header = HDR_GC_CHARACTER_UPDATE;
mob_update.vid = kMobVID;
mob_update.moving_speed = 100;
mob_update.attack_speed = 100;
if (!c.Send(mob) || !c.Send(mob_update))
return Fail(name + ": send monster");
Event(name + ":burst_sent");
// A ping after the burst proves that GamePhase consumed every packet above and can reply.
@@ -575,6 +593,7 @@ bool FakeLoginServer::ServeGame(Connection& c, int index)
// Then hold the connection until the test stops us, reading what the game phase sends the way
// CInputProcessor::Process frames it (static size or TDynamicSizePacketHeader, then the sequence
// byte). A CG_MOVE (input_main.cpp CInputMain::Move) becomes "<name>:move <func> <arg> <rot> <x> <y>".
int mob_hp = kMobHits;
for (;;)
{
std::uint8_t packet[1024] = {};
@@ -671,6 +690,36 @@ bool FakeLoginServer::ServeGame(Connection& c, int index)
if (!c.Send(chat) || !c.Send(line.c_str(), line.size() + 1))
return Fail(name + ": send GC_CHAT");
}
// CInputMain::Target → CHARACTER::SetTarget → BroadcastTargetPacket: GC_TARGET with the monster's HP percent.
if (header == HDR_CG_TARGET)
{
CGTarget target;
std::memcpy(&target, packet, sizeof(target));
Event(name + ":target " + std::to_string(target.vid));
GCTarget out = {HDR_GC_TARGET, target.vid,
static_cast<std::uint8_t>(target.vid == kMobVID ? mob_hp * 100 / kMobHits : 0)};
if (!c.Send(out))
return Fail(name + ": send GC_TARGET");
}
// CInputMain::Attack → battle_hit → CHARACTER::Damage: GC_DAMAGE_INFO to the attacker, the target HP
// update, and at 0 HP CHARACTER::Dead's GC_DEAD.
if (header == HDR_CG_ATTACK)
{
CGAttack attack;
std::memcpy(&attack, packet, sizeof(attack));
Event(name + ":attack " + std::to_string(attack.type) + " " + std::to_string(attack.victim_vid));
if (attack.victim_vid == kMobVID && mob_hp > 0)
{
--mob_hp;
GCDamageInfo damage = {HDR_GC_DAMAGE_INFO, kMobVID, 1 /* DAMAGE_NORMAL */, 100};
GCTarget target = {HDR_GC_TARGET, kMobVID, static_cast<std::uint8_t>(mob_hp * 100 / kMobHits)};
if (!c.Send(damage) || !c.Send(target))
return Fail(name + ": send GC_DAMAGE_INFO");
GCDead dead = {HDR_GC_DEAD, kMobVID};
if (mob_hp == 0 && !c.Send(dead))
return Fail(name + ": send GC_DEAD");
}
}
if (header == HDR_CG_MOVE)
{
CGMove move;