2V3-a: walk with the keyboard through the ported player chain

PythonPlayer, PythonPlayerInput{,Keyboard,Mouse}, PythonPlayerEventHandler,
PythonPlayerSkill, PythonPlayerModule and GameType are verbatim copies; the
`player` stub module and the pending PythonPlayer/GameType stand-ins are gone.
Unported callees (CPythonSkill, CItemData, CItemManager, CPythonItem, ...) are
pending stubs. 64-bit fixes: emotion icon handles use Py_BuildPointer, and
PyDict_Next takes Py_ssize_t.

The actor did not move because GrannyUpdateModelMatrix passed the model matrix
through. Walk/run motions use constant root-motion extraction
(AccumulationFlags=AccumulationExtracted, LoopTranslation e.g. (0,-300,0) for
the warrior run, same as the .msa Accumulation). libgr2 now reads both fields
from TrackGroups[0], and the runtime moves by LoopTranslation over each
control's local-clock span, blended by control weight. VDA extraction is not
implemented.

port.login_flow presses DIK_UP; the actor walks more than 100 cm, and the fake
server parses CG packets and sees CG_MOVE FUNC_MOVE, then FUNC_WAIT at the new
position. port.login_live against the real server walked 132 cm.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-23 23:41:31 +09:00
co-authored by Claude Opus 5.5
parent 157f7c3bb4
commit ff0983d3c8
39 changed files with 10170 additions and 2039 deletions
@@ -0,0 +1,193 @@
// Stand-in for the 40250 logic unit UserInterface/PythonSkill.cpp, not ported yet: the members the ported units
// reference, as platform_stub.py stubs. Delete this file in the commit that ports the unit into port/
// (docs/PORT-PLAN.md).
#include "UserInterface/StdAfx.h"
#include "UserInterface/PythonSkill.h"
#include "../../PlatformStub.h"
auto CPythonSkill::SSkillData::IsNeedCorpse() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsToggleSkill() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsChargeSkill() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::GetSkillData(DWORD, TSkillData **) -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::GetTargetRange() const -> DWORD
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<DWORD>();
}
auto CPythonSkill::SSkillData::CanChangeDirection() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsFanRange() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsCircleRange() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsAutoSearchTarget() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsNeedTarget() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsUseHPSkill() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsStandingSkill() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::CanUseWeaponType(DWORD) -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsOnlyForAlliance() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::CanUseForMe() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::CanUseIfNotEnough() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsNeedEmptyBottle() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsNeedPoisonBottle() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsNeedBow() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsAttackSkill() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsHorseSkill() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsMovingSkill() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::IsOnlyForGuildWar() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::GetSkillCoolTime(float) -> DWORD
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<DWORD>();
}
auto CPythonSkill::SSkillData::GetNeedSP(float) -> int
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<int>();
}
auto CPythonSkill::SSkillData::GetMotionLoopCount(float) -> DWORD
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<DWORD>();
}
auto CPythonSkill::SSkillData::GetTargetCount(float) -> DWORD
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<DWORD>();
}
auto CPythonSkill::SSkillData::GetSkillMotionIndex(int) -> DWORD
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<DWORD>();
}
auto CPythonSkill::SSkillData::IsCanUseSkill() -> bool
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<bool>();
}
auto CPythonSkill::SSkillData::IsNoMotion() -> BOOL
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BOOL>();
}
auto CPythonSkill::SSkillData::GetType() const -> BYTE
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BYTE>();
}