# NetWorld —— 把 M2Client 的网络实体镜像成 Godot 场景节点。 # # 消费 M2Client 的 entity_spawned / entity_despawned / entity_moved / # entity_main_set / chat 信号:每个 vid 一个子节点,位置向 client.get_entity(vid).pos # 平滑逼近,rotation.y 取自 angle_deg,动画状态取自 func(FUNC_*)。 # # 默认生成「占位胶囊 + 名字牌」(快、无依赖,先跑通同步/插值/状态循环)。 # 要换成真模型:set_model_factory(func(entity_dict) -> Node3D),返回的节点若有 # set_anim_state(name:String) 方法就会被驱动。 # # 用法: # var nw := preload("res://net_world.gd").new() # add_child(nw) # nw.setup(m2client, self) # self = 实体挂载父节点(Node3D) # nw.world = metin2_world # 可选:贴地 # nw.main_entity_ready.connect(func(node, vid): _cam.target = node) extends Node const FlyObject = preload("res://fly_object.gd") const NameColor = preload("res://name_color.gd") const TextTail = preload("res://text_tail.gd") const ChatTail = preload("res://chat_tail.gd") const NameShow = preload("res://name_show.gd") const DamageEffect = preload("res://damage_effect.gd") const EntityRules = preload("res://entity_rules.gd") const PickShow = preload("res://pick_show.gd") const NameTailLayout = preload("res://name_tail_layout.gd") const TextMetrics = preload("res://text_metrics.gd") const ScreenHpBar = preload("res://screen_hp_bar.gd") signal entity_added(node: Node3D, vid: int) signal entity_removed(vid: int) signal main_entity_ready(node: Node3D, vid: int) signal chat_line(type: int, vid: int, text: String) signal fly_targeting(shooter_vid: int, target_vid: int, target_cm: Vector2, append: bool) signal fly_exploded(world_pos: Vector3, cause: String) # §3.6 飞行物命中 / 超程 / 触地 signal fishing_event(vid: int, subheader: int, dir: int) signal motion_event(vid: int, victim_vid: int, motion: int) signal vitals(vid: int, hp: int, max_hp: int, dead: bool) signal damage_number(vid: int, amount: int, crit: bool, dodge: bool) # CInstanceBase::FUNC_* const FUNC_WAIT := 0 const FUNC_MOVE := 1 const FUNC_ATTACK := 2 const FUNC_COMBO := 3 const FUNC_MOB_SKILL := 4 const FUNC_EMOTION := 5 const FUNC_SKILL := 0x80 # EDamageFlag / IsShowDamage / ProcessDamage 分类见 damage_effect.gd(DamageEffect.DAMAGE_*)。 # §8.8 头顶名字 / 聊天气泡 billboard 的默认局部 y(世界单位)。seam ⑨(name_tail_layout.gd): # 有「聊天」气泡时名字尾标顶到气泡上方 17px(换算按名字 Label3D 的 pixel_size)。 const NAME_TAG_DEFAULT_Y := 2.1 const BUBBLE_TAG_Y := 2.35 # §8.8 公会名 / 称号 / 等级子标签的默认局部 y(竖排近似:公会名在名字上、称号 / 等级在下)。 # seam ⑦(name_tail_layout.gd):参考端 ArrangeTextTail 把它们锚在名字尾标 pTextTail->y 上, # 名字因聊天气泡上移时三者整体跟随——_reposition_name_tag 按 name_tail_lift_delta 补这段位移。 const SUBTAG_DEFAULT_Y := {"GuildTag": 2.34, "TitleTag": 1.86, "LevelTag": 1.74} # seam ⑦ 水平排版(增量 121):ArrangeTextTail 按 GetTextSize 精确像素排称号 / 等级, # poc 无字体度量 -> 按「字符数 * 约 7px」估文本宽(与 ground_items 的 TAG_CHAR_W_PX 同源)。 const SUBTAG_CHAR_W_PX := 7.0 # §8.8:参考端的实体 HP 条属于屏幕尾标,而不是 3D billboard。条的锚点 # 保持在原占位条高度附近;实际像素位置由 Camera3D.unproject_position() 计算。 const HP_BAR_WORLD_Y := 1.95 const HP_BAR_SCREEN_MARGIN := 32.0 # CLIENT-GAP §2.1 two-layer model. The data layer (M2Client / EntityStore) always # holds every known entity; a scene node under `parent` exists only while the # entity is visible: it is the main character, force-visible, a wall, or within # CHAR_STAGE_VIEW_BOUND of the main character. # CPythonCharacterManager.cpp:13 -> CHAR_STAGE_VIEW_BOUND = 200*100 (cm; px==cm) # PythonCharacterManager.cpp:182 -> cull past (CHAR_STAGE_VIEW_BOUND + 10) const CHAR_STAGE_VIEW_BOUND := 200 * 100 # CInstanceBase AFFECT enum, ordinal 7 (bit 7) == AFFECT_SHOW_ALWAYS. The 40250 # ClientVS22 tree keeps the enum in AffectFlagContainer.h and does not spell the # member out; this mirrors the m2dev sibling source (InstanceBase.h) and is the # force-visible bit checked by CNetworkActorManager::__IsVisibleActor. const AFFECT_SHOW_ALWAYS := 1 << 7 # CInstanceBase::IsWall race ids (InstanceBase.cpp) — always mirrored regardless # of distance so map geometry never pops. const WALL_RACES := [14201, 14202, 14203, 14204] var client: Node # M2Client var parent: Node3D # 实体挂这下面 var world: Node # Metin2World(可空,用 sample_height 贴地) # §3.2 后位置插值全在 C++ EntityStore::tick() 里做,这里直接跟随 e.pos。 # 两个字段保留只为兼容外部读取 / 旧测试,_process 不再使用。 var follow_lerp := 14.0 var snap_dist := 6.0 var _by_vid := {} # vid:int -> Node3D var _main_vid := 0 var _local_vid := 0 # 由 net_play 设:这个 vid 由本地 player 代表,不生成节点 var _local_node: Node3D # 本地玩家的真模型(不挂在 _mount 下) var _model_factory: Callable # func(Dictionary) -> Node3D var name_resolver: Callable = Callable() # func(entity_dict) -> String(怪名走 mob_proto) var kind_resolver: Callable = Callable() # §8.8 func(entity_dict) -> int(0 PC/1 NPC/2 怪/3 石/4 warp;net_play._entity_kind) var title_name_resolver: Callable = Callable() # §8.8 func(grade:int) -> String(PVP_LEVEL 本地化;未注入回退裸 key,seam ⑧) var _name_color_accum := 0.0 # §8.8 头顶名字色 / 称号标签的节流刷新累加器(~2Hz) var _chat_tails := {} # §8.8 vid:int -> {text,color,name_flag,living_time}(CPythonTextTail::m_ChatTailMap) var _pvp_relations := {} # unordered pair key -> {src_vid,dst_vid,mode} var _duel_opponents := {} # server-provided duel opponent VID set var _duel_cannot_attack := false var _fading := {} # vid:int -> true while a culled node tweens out (not re-created until done) # §8.4 / §8.6 头顶名字「是否显示」(name_show.gd)。game.py::__IsShowName() 的两个来源: # _always_show_name —— uigameoption「总显示名字」radio(CPythonSystem::IsAlwaysShowName) # _alt_held —— LALT 按住(game.py ShowName/HideName 的 ShowNameFlag) # 另加 forced 路径:_target_vid(targetBoard.GetTargetVID())+ chat 尾标 bNameFlag + # _hover_vid(game.py OnRender chr.Pick() -> ShowCharacterTextTail,见 pick_show.gd)。 var _always_show_name := NameShow.ALWAYS_SHOW_NAME_DEFAULT var _alt_held := false var _target_vid := 0 var _hover_vid := 0 # player_controller._update_hover_cursor 射线拾到的角色 vid(0 = 无) # §8.8 / §5.4 伤害飘字(damage_effect.gd)。CPythonSystem::IsShowDamage 门(uigameoption # 「伤害数字」radio)+ CInstanceBase::m_DamageQueue(每帧 pop 一条)+ ProcessDamage 分类。 var _show_damage := DamageEffect.SHOW_DAMAGE_DEFAULT var _damage_queue: Array = [] # m_DamageQueue:{vid, amount, flag, self, target} var _dmg_self_toggle := false # m_bDamageEffectType(SELFDAMAGE / SELFDAMAGE2 交替) var _fly_mgr: Node # FlyManager(fly_object.gd)—— GC_CREATE_FLY 的真实弹道 + 命中判定。§3.6 var _hp_layer: CanvasLayer # 屏幕空间尾标层(低于 HUD / UiManager) var _hp_overlay: Control var _hp_bars := {} # vid:int -> ScreenHpBar var _camera: Camera3D # Fishing surface provider bridge. NetWorld owns entity presentation while # Metin2World owns map data; keep the ClientVS22 GetFishingRot query on the # latter and expose it without making NetPlay depend on the native class. func get_fishing_rotation(gx_m: float, gz_m: float, heading_deg: float) -> float: if world == null or not world.has_method("get_fishing_rotation"): return -2.0 # provider unavailable; NetPlay keeps the protocol-only fallback return float(world.call("get_fishing_rotation", gx_m, gz_m, heading_deg)) func can_fishing_position(gx_m: float, gz_m: float, heading_deg: float) -> bool: if world == null or not world.has_method("can_fishing_position"): return true return bool(world.call("can_fishing_position", gx_m, gz_m, heading_deg)) func setup(m2client: Node, mount: Node3D) -> void: client = m2client parent = mount client.entity_spawned.connect(_on_spawn) client.entity_despawned.connect(_on_despawn) client.entity_main_set.connect(_on_main_set) if client.has_signal("entity_info"): client.entity_info.connect(_on_info) client.chat.connect(func(t, v, s): chat_line.emit(t, v, s) # §8.8 RecvChatPacket:1372 —— 带 VID 的聊天里,除 SHOUT / COMMAND 外都进头顶「聊天尾标」 # (line 去掉 "名字: " 前缀,INFO/NOTICE 类不去) if int(v) != 0 and ChatTail.wants_chat_tail(int(t)): _bubble(int(v), ChatTail.line_for_tail(int(t), String(s)))) # entity_moved 不强依赖:_process 每帧统一插值。留个钩子便于调试。 client.entity_moved.connect(_on_moved) client.vitals_changed.connect(_on_vitals) client.entity_dead.connect(_on_dead) client.damage.connect(_on_damage) if client.has_signal("motion"): client.motion.connect(_on_motion) if client.has_signal("dig_motion"): client.dig_motion.connect(_on_dig_motion) if client.has_signal("fly_cue"): client.fly_cue.connect(_on_fly) if client.has_signal("fly_targeting"): client.fly_targeting.connect(_on_fly_targeting) if client.has_signal("fishing_event"): client.fishing_event.connect(_on_fishing_event) if client.has_signal("pvp_changed"): client.pvp_changed.connect(_on_pvp_changed) if client.has_signal("duel_changed"): client.duel_changed.connect(_on_duel_changed) # Guild marks are downloaded by AppFlow on the side connection. The mark # store is independent from the entity stream, so a character can already # be visible when its 16x12 image arrives; refresh the affected text tails # on both the initial completion and an incremental GC_MARK_UPDATE. if client.has_signal("guild_marks_ready"): client.guild_marks_ready.connect(func(_count: int): _retint_all_text_tails()) if client.has_signal("guild_mark_updated"): client.guild_mark_updated.connect(func(guild_id: int, _img_idx: int): _refresh_guild_mark(guild_id)) # §3.6 飞行物实体:GC_CREATE_FLY 之后由 FlyManager 跑真实弹道 + 线段命中判定。 _fly_mgr = FlyObject.new() _fly_mgr.name = "FlyManager" add_child(_fly_mgr) _fly_mgr.setup(parent, world) _fly_mgr.exploded.connect(func(wp: Vector3, cause: String): fly_exploded.emit(wp, cause)) _ensure_hp_overlay() # GameScene normally calls this after creating the orbit camera. Keeping the # setter explicit makes camera hand-off / map reload deterministic and leaves # headless tests independent of the active viewport camera. func set_camera(camera: Camera3D) -> void: _camera = camera _update_hp_bars() # 已在局内(重连 / setup 是协程,进来时 spawn burst 已被 pump 抽干)—— # 把当前所有实体补建一遍,别漏掉进游戏那一批怪 / NPC / 玩家。 func catch_up() -> void: if client == null or not client.has_method("get_entities"): return for e in client.get_entities(): var vid := int(e.get("vid", 0)) if vid != 0 and not _by_vid.has(vid) and vid != _local_vid: _on_spawn(e) if client.has_method("get_pvp_relations"): for relation in client.get_pvp_relations(): _on_pvp_changed(int(relation.get("src_vid", 0)), int(relation.get("dst_vid", 0)), int(relation.get("mode", 0))) if client.has_method("get_duel"): _on_duel_changed(client.get_duel()) func set_model_factory(f: Callable) -> void: _model_factory = f # The game server can send the initial actor burst before GameScene has # finished loading mob/item proto tables. Those actors were necessarily made # as capsules; once the real factory is available, replace them from the # authoritative EntityStore rows instead of leaving mixed placeholder/GR2 # models on screen. _refresh_existing_model_views() func _refresh_existing_model_views() -> void: if not _model_factory.is_valid() or client == null or not client.has_method("get_entity"): return for vid in _by_vid.keys().duplicate(): var id := int(vid) if id == _local_vid: continue var d: Dictionary = client.get_entity(id) if not d.is_empty(): _on_spawn(d) # 本地玩家用 player_controller 的节点代表,这里就不要再画一个。 func set_local_vid(vid: int) -> void: _local_vid = vid var n: Node3D = _by_vid.get(vid, null) if n: _by_vid.erase(vid) n.queue_free() _remove_hp_bar(vid) func set_local_node(node: Node3D) -> void: _local_node = node # game.py ShowName/HideName toggles actor name plates without changing the # network data layer. Shop/PVP labels and chat bubbles remain independent. # LALT 按 / 抬 -> game.py ShowNameFlag(__IsShowName 的一半)。 func set_names_visible(visible: bool) -> void: _alt_held = visible _refresh_all_name_visibility() func names_visible() -> bool: return _alt_held # uigameoption「总显示名字」radio -> CPythonSystem::SetAlwaysShowNameFlag(__IsShowName 的另一半)。 func set_always_show_name(on: bool) -> void: _always_show_name = on _refresh_all_name_visibility() # uigameoption「伤害数字」radio -> CPythonSystem::SetShowDamageFlag(AddDamageEffect 的入队门)。 func set_show_damage(on: bool) -> void: _show_damage = on # targetBoard.GetTargetVID():目标始终强显名字(game.py OnRender ShowCharacterTextTail(targetVID))。 func set_target_vid(vid: int) -> void: if _target_vid == vid: return var prev := _target_vid _target_vid = vid for v in [prev, vid]: if v != 0 and _by_vid.has(v): _set_name_visibility(_by_vid[v]) # game.py OnRender:wndMgr.IsPickedWindow 门内 chr.Pick() 命中的角色 -> ShowCharacterTextTail # (强显名字,绕过 __IsShowName())。poc 由 player_controller 的射线悬停拾取喂入。 # 见 pick_show.gd(第 27 个 canonical)与增量 113 的 _target_vid 同路数。 func set_hover_vid(vid: int) -> void: if _hover_vid == vid: return var prev := _hover_vid _hover_vid = vid for v in [prev, vid]: if v != 0 and _by_vid.has(v): _set_name_visibility(_by_vid[v]) func _refresh_all_name_visibility() -> void: for node in _by_vid.values(): _set_name_visibility(node) # game.py OnRender:本地主角平面坐标(ShowAllTextTail 的距离中心);未知返回 (INF,INF)。 func _main_planar_cm() -> Vector2: if client and client.has_method("get_entity") and _main_vid != 0: var m: Dictionary = client.get_entity(_main_vid) if not m.is_empty() and m.get("pos_cm", null) is Vector3: var mc: Vector3 = m["pos_cm"] return Vector2(mc.x, mc.y) return Vector2(INF, INF) # name_show.name_visible_for 的 net_world 侧组装:forced(target / hover / chat bNameFlag)+ # __IsShowName()(_always_show_name or _alt_held)+ 3500 平面距 + isShow/wall/CanPick 资格。 func _name_shown(root: Node3D) -> bool: if root == null or not is_instance_valid(root): return false var vid := int(root.get_meta("vid", 0)) var e: Dictionary = {} if vid != 0 and client and client.has_method("get_entity"): e = client.get_entity(vid) var dead := bool(e.get("dead", false)) var is_wall := _is_wall(int(e.get("race", 0))) # CanPickInstance() 更细(隐身 / 特定 affect 亦不可拾取)—— 这里只按死透近似,记 seam ⑩。 var alive := not dead # game.py OnRender:targetBoard.GetTargetVID()(增量 113)+ chr.Pick() 悬停命中 # (_hover_vid,增量 116 / pick_show.gd)都走 ShowCharacterTextTail 强显。 var forced := vid != 0 and (vid == _target_vid or vid == _hover_vid) var ct: Variant = _chat_tails.get(vid, null) if ct is Dictionary and bool(ct.get("name_flag", false)): forced = true var show_name := NameShow.is_show_name(_always_show_name, _alt_held) var dist := 0.0 # 主角位置未知 -> 不按距离裁剪(fail-open,同 _is_visible_entity) if not e.is_empty() and e.get("pos_cm", null) is Vector3: var mc := _main_planar_cm() if mc.x != INF: dist = NameShow.planar_distance_cm(_planar_cm(e), mc) return NameShow.name_visible_for(forced, show_name, dist, alive, is_wall, alive) func _set_name_visibility(root: Node3D) -> void: if root == null or not is_instance_valid(root): return var shown := _name_shown(root) var tag := root.get_node_or_null("Label3D") as Label3D if tag: tag.visible = shown # §8.8 称号 / 等级 / 公会名子标签随主名字整体开关;各自「是否有内容」仍由 # _apply_text_tail 按 RefreshTextTail 决定。 for sub in ["GuildTag", "TitleTag", "LevelTag"]: var st := root.get_node_or_null(sub) as Label3D if st: st.visible = shown and st.text != "" var mark := root.get_node_or_null("GuildMark") as Sprite3D if mark: var guild_tag := root.get_node_or_null("GuildTag") as Label3D mark.visible = shown and guild_tag != null and guild_tag.text != "" # ClientVS22 destroys the network actor manager when Loading starts. This is # called from M2Client.world_reset before the replacement connection sends its # first GC_MAIN_CHARACTER/GC_CHARACTER_ADD burst. func clear_for_map_change() -> void: for vid in _by_vid.keys(): var node: Node3D = _by_vid[vid] if is_instance_valid(node): node.queue_free() entity_removed.emit(int(vid)) _by_vid.clear() _clear_hp_bars() _fading.clear() _damage_queue.clear() _main_vid = 0 _pvp_relations.clear() _duel_opponents.clear() _duel_cannot_attack = false func node_for(vid: int) -> Node3D: return _by_vid.get(vid, null) func main_node() -> Node3D: return _by_vid.get(_main_vid, null) # --------------------------------------------------------------------------- func _on_spawn(d: Dictionary) -> void: var vid := int(d.get("vid", 0)) if vid == 0 or vid == _local_vid: return # §2.1: a node that is blending out is still "present" until the tween frees # it — don't rebuild it mid-fade (mirrors GetInstancePtr/UpdateDeleting). if _fading.has(vid): return # §2.3 one-overwrite rule: a fresh Spawn for a VID that already has a node # destroys and recreates the node (the data row was whole-replaced). The one # exception is a mount / dismount driven rebuild, which keeps the old world # position (reference: kCreateData.m_lPosX = oldPos.x; m_lPosY = -oldPos.y — # the Y flip is the server<->pixel frame, already applied, so in Godot world # space this is just the old node's global_position). var keep_pos: Variant = null var existing: Node3D = _by_vid.get(vid, null) if is_instance_valid(existing): var old_mount := int(existing.get_meta("mount_vnum", 0)) var new_mount := int(d.get("mount_vnum", 0)) if (old_mount == 0) != (new_mount == 0): keep_pos = existing.global_position _by_vid.erase(vid) existing.queue_free() elif not _is_visible_entity(d): # §2.1: the data row lives in EntityStore; the scene node is only built # once the entity is in view. _update_visibility() creates it later when # the main character moves into CHAR_STAGE_VIEW_BOUND. return var node: Node3D = null if _model_factory.is_valid(): node = _model_factory.call(d) if node == null: node = _make_placeholder(d) elif not node.has_node("Label3D"): _attach_nameplate(node, d) # 真模型也要头顶名字 + HP 条 node.name = "e_%d" % vid parent.add_child(node) if keep_pos is Vector3: node.global_position = keep_pos else: node.position = _grounded(d.get("pos", Vector3.ZERO)) node.set_meta("vid", vid) node.set_meta("func", int(d.get("func", FUNC_WAIT))) node.set_meta("mount_vnum", int(d.get("mount_vnum", 0))) var ch_type := int(d.get("ch_type", 0)) node.set_meta("cursor_shape", "TALK" if ch_type in [1, 4] else "ATTACK") _by_vid[vid] = node _sync_hp_bar(vid, d) _set_name_visibility(node) _refresh_shop_sign(node, str(d.get("shop_sign", ""))) _refresh_pvp_tag(vid) _apply_field_updates(node, d) _apply_name_color(vid) _apply_text_tail(vid) entity_added.emit(node, vid) if vid == _main_vid: main_entity_ready.emit(node, vid) # GC_CHAR_ADD_INFO 到了:刷新头顶名字 / HP 上限(节点已存在)。 func _on_info(vid: int, d: Dictionary) -> void: var n: Node3D = _by_vid.get(vid, null) if n == null: return _sync_hp_bar(vid, d) var nm := _display_name(d) if nm != "": if n.has_node("Label3D"): (n.get_node("Label3D") as Label3D).text = nm elif n.has_method("set_display_name"): n.set_display_name(nm) _refresh_shop_sign(n, str(d.get("shop_sign", ""))) _apply_field_updates(n, d) _apply_name_color(vid) _apply_text_tail(vid) # §2.5: push the mutable entity fields onto a live view in the exact order the # reference client uses (CNetworkActorManager refresh -> NetworkActorManager.cpp # :470): ChangeArmor -> ChangeWeapon -> ChangeHair -> ChangeGuild -> # SetAffectFlagContainer -> SetMoveSpeed -> SetAttackSpeed -> SetAlignment -> # SetPKMode -> SetStateFlags. Every setter is optional: the placeholder capsule # and views that do not model a field simply skip it. # # §4.1 修改 5(远端换装):armor/weapon/hair 字段顺序已 1:1(上面三行)。变身 / 时装 # 遮挡由模型侧统一处理 —— 真模型(PlayerView + EquipModel)在 refresh() 里过 # part_hiding.gd(见 equip_model.gd)。远端 PC 由 RemotePlayerView 消费 # awPart[CHR_EQUIPPART_ARMOR..HAIR];本地玩家仍由 EquipModel 读取 get_equipment()。 func _apply_field_updates(n: Node3D, d: Dictionary) -> void: var parts: Variant = d.get("parts", []) if parts is Array and parts.size() >= 4: _set_wear_slot(n, "set_armor", 0, int(parts[0])) _set_wear_slot(n, "set_weapon", 1, int(parts[1])) _set_wear_slot(n, "set_head", 2, int(parts[2])) _set_wear_slot(n, "set_hair", 3, int(parts[3])) if n.has_method("set_guild"): n.call("set_guild", int(d.get("guild", 0))) if n.has_method("set_affect_flags"): n.call("set_affect_flags", int(d.get("affect_flags", 0))) elif n.has_method("set_affects"): n.call("set_affects", int(d.get("affect_flags", 0))) if n.has_method("set_move_speed"): n.call("set_move_speed", int(d.get("moving_speed", 0))) elif n.has_method("set_server_speed"): n.call("set_server_speed", int(d.get("moving_speed", 0))) if n.has_method("set_attack_speed"): n.call("set_attack_speed", int(d.get("attack_speed", 0))) if n.has_method("set_alignment"): n.call("set_alignment", int(d.get("alignment", 0))) if n.has_method("set_pk_mode"): n.call("set_pk_mode", int(d.get("pk_mode", 0))) if n.has_method("set_state_flags"): n.call("set_state_flags", int(d.get("state_flags", 0))) # keep the §2.3 mount-toggle rebuild key current n.set_meta("mount_vnum", int(d.get("mount_vnum", n.get_meta("mount_vnum", 0)))) func _set_wear_slot(n: Node3D, dedicated: String, slot: int, vnum: int) -> void: if n.has_method(dedicated): n.call(dedicated, vnum) elif n.has_method("set_wear"): n.call("set_wear", slot, vnum) # --- §2.1 per-frame visibility manager ------------------------------------------ # Mirrors CNetworkActorManager::__IsVisibleActor + the CPythonCharacterManager # cull loop: every data-layer entity is checked each frame; a node is built when # the entity comes into view and blended out when it leaves. Runs only once the # main character's position is known (reference cull needs GetMainInstancePtr); # until then the entity_spawned signal path keeps building nodes as before. func _update_visibility() -> void: if not client.has_method("get_entities") or _main_vid == 0: return var main: Dictionary = client.get_entity(_main_vid) if main.is_empty() or not (main.get("pos_cm", null) is Vector3): return var mc: Vector3 = main["pos_cm"] var main_cm := Vector2(mc.x, mc.y) var cull := float(CHAR_STAGE_VIEW_BOUND + 10) for e in client.get_entities(): var vid := int(e.get("vid", 0)) if vid == 0 or vid == _local_vid or _fading.has(vid): continue var has_node := _by_vid.has(vid) var forced := vid == _main_vid or bool(e.get("is_main", false)) \ or _show_always(e) or _is_wall(int(e.get("race", 0))) var dist := INF if e.get("pos_cm", null) is Vector3: dist = _planar_cm(e).distance_to(main_cm) if forced or dist < CHAR_STAGE_VIEW_BOUND: if not has_node: _on_spawn(e) elif has_node and dist > cull: _fade_and_free(vid) # Distance test used both by the per-frame manager and the _on_spawn gate. func _is_visible_entity(e: Dictionary) -> bool: var vid := int(e.get("vid", 0)) if vid == _main_vid or bool(e.get("is_main", false)): return true if _show_always(e) or _is_wall(int(e.get("race", 0))): return true # Fail open when the data layer can't be queried or the main character has not # been located yet — keeps the spawn burst / fake-client tests behaving as # before; real gating kicks in once M2Client reports pos_cm + a main vid. if client == null or not client.has_method("get_entities") or _main_vid == 0: return true var main: Dictionary = client.get_entity(_main_vid) if main.is_empty() or not (main.get("pos_cm", null) is Vector3) \ or not (e.get("pos_cm", null) is Vector3): return true var mc: Vector3 = main["pos_cm"] return _planar_cm(e).distance_to(Vector2(mc.x, mc.y)) < CHAR_STAGE_VIEW_BOUND func _planar_cm(e: Dictionary) -> Vector2: var p: Variant = e.get("pos_cm", null) return Vector2(p.x, p.y) if p is Vector3 else Vector2.ZERO func _show_always(e: Dictionary) -> bool: return (int(e.get("affect_flags", 0)) & AFFECT_SHOW_ALWAYS) != 0 func _is_wall(race: int) -> bool: return race in WALL_RACES # §2.1 cull: keep the data row, blend the node out. It stays discoverable via # _fading (so it is not rebuilt mid-blend) until the tween frees it. func _fade_and_free(vid: int) -> void: var n: Node3D = _by_vid.get(vid, null) _by_vid.erase(vid) if not is_instance_valid(n): _fading.erase(vid) return _fading[vid] = true entity_removed.emit(vid) var tw := create_tween() tw.tween_property(n, "scale", Vector3.ONE * 0.01, 0.3) tw.tween_callback(func() -> void: if is_instance_valid(n): n.queue_free() _fading.erase(vid)) func _refresh_shop_sign(root: Node3D, sign: String) -> void: var tag := root.get_node_or_null("ShopSign") as Label3D var text := sign.strip_edges() if text == "": if tag: tag.queue_free() return if tag == null: tag = Label3D.new() tag.name = "ShopSign" tag.position.y = 3.0 tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED tag.no_depth_test = true tag.pixel_size = 0.0055 tag.modulate = Color(1.0, 0.82, 0.25) tag.outline_size = 8 root.add_child(tag) tag.text = text func _display_name(d: Dictionary) -> String: if name_resolver.is_valid(): var r: String = name_resolver.call(d) if r != "": return r return str(d.get("name", "")) # --- §8.8 头顶名字色(CInstanceBase::GetNameColor)-------------------------------- # net_world 直接持有 M2Client,能自建 name_color_index 需要的会话上下文 # (net_play._attack_ctx 同款)。kind_resolver 由 game_scene 注入 net_play._entity_kind # 以补本 fork「NPC/怪 bType 都是 0」的分类缺口;未注入时退化到 ch_type。 func _entity_kind_of(d: Dictionary) -> int: if kind_resolver.is_valid(): return int(kind_resolver.call(d)) return int(d.get("ch_type", 0)) func _name_color_ctx() -> Dictionary: var duel: Dictionary = client.get_duel() if client and client.has_method("get_duel") else {} var duel_mode := EntityRules.DUEL_NONE if bool(duel.get("active", false)): duel_mode = EntityRules.DUEL_CANNOTATTACK if bool(duel.get("cannot_attack", false)) \ else EntityRules.DUEL_START var pvp_pairs: Array = [] if client and client.has_method("get_pvp_relations"): for r in client.get_pvp_relations(): if int(r.get("mode", 0)) != 0: pvp_pairs.append([int(r.get("src_vid", 0)), int(r.get("dst_vid", 0))]) var gvg_pairs: Array = [] if client and client.has_method("get_guild_wars"): for w in client.get_guild_wars(): gvg_pairs.append([int(w.get("src", 0)), int(w.get("dst", 0))]) var party_vids: Array = [] if client and client.has_method("get_party"): for m in client.get_party(): party_vids.append(int(m.get("vid", 0))) return { "main_vid": _main_vid, "duel_mode": duel_mode, "duel_opponents": duel.get("opponents", []), "pvp_pairs": pvp_pairs, "gvg_pairs": gvg_pairs, "party_vids": party_vids, } func _main_name_snapshot() -> Dictionary: if _main_vid == 0 or client == null or not client.has_method("get_entity"): return {} var m: Dictionary = client.get_entity(_main_vid) if m.is_empty(): return {} m = m.duplicate() m["kind"] = _entity_kind_of(m) return m func _apply_name_color(vid: int) -> void: if vid == 0: return var n: Node3D = _by_vid.get(vid, null) if n == null or not is_instance_valid(n) or not n.has_node("Label3D"): return if client == null or not client.has_method("get_entity"): return var e: Dictionary = client.get_entity(vid) if e.is_empty(): return var self_e := e.duplicate() self_e["kind"] = _entity_kind_of(e) var col := NameColor.name_color(self_e, _main_name_snapshot(), _name_color_ctx()) (n.get_node("Label3D") as Label3D).modulate = col func _retint_all_names() -> void: if client == null or not client.has_method("get_entity"): return var ctx := _name_color_ctx() var main_e := _main_name_snapshot() for vid in _by_vid.keys(): var n: Node3D = _by_vid[vid] if not is_instance_valid(n) or not n.has_node("Label3D"): continue var e: Dictionary = client.get_entity(int(vid)) if e.is_empty(): continue var self_e := e.duplicate() self_e["kind"] = _entity_kind_of(e) (n.get_node("Label3D") as Label3D).modulate = NameColor.name_color(self_e, main_e, ctx) # constinfo.SET_CHRNAME_COLOR_INDEX 对应的运行期开关(默认关)。改后立即整表重刷。 func set_empire_name_mode(enabled: bool) -> void: NameColor.set_empire_name_mode(enabled) _retint_all_names() # --- §8.8 头顶「公会名 / 称号 / 等级」标签(CInstanceBase::RefreshTextTail 系)-------- # _apply_name_color 的姊妹:把 self_e 快照喂给 text_tail.gd,落到 GuildTag/TitleTag/LevelTag。 func _resolve_title_name(grade: int) -> String: if title_name_resolver.is_valid(): var s: String = str(title_name_resolver.call(grade)) if s != "": return s return TextTail.title_name_key(grade) # seam ⑧:未注入 Locale -> 裸 key func _resolve_guild_name(guild_id: int) -> String: if guild_id != 0 and client and client.has_method("get_guild_name"): return str(client.get_guild_name(guild_id)) return "" func _apply_text_tail_to(n: Node3D, e: Dictionary) -> void: if n == null or not is_instance_valid(n): return var alignment := int(e.get("alignment", 0)) var level := int(e.get("level", 0)) var guild_id := int(e.get("guild", 0)) var shown := _name_shown(n) var gtag := n.get_node_or_null("GuildTag") as Label3D if gtag: var g := TextTail.refresh_guild(guild_id, _resolve_guild_name(guild_id)) gtag.text = g["name"] if g["show_guild"] else "" gtag.modulate = g["color"] gtag.visible = shown and gtag.text != "" var ttag := n.get_node_or_null("TitleTag") as Label3D if ttag: var t := TextTail.refresh_title(alignment) ttag.text = _resolve_title_name(int(t["grade"])) if t["show_title"] else "" ttag.modulate = t["color"] ttag.visible = shown and ttag.text != "" var ltag := n.get_node_or_null("LevelTag") as Label3D if ltag: var lv := TextTail.refresh_level(level) ltag.text = lv["text"] if lv["show_level"] else "" ltag.modulate = lv["color"] ltag.visible = shown and ltag.text != "" _apply_guild_mark(n, guild_id, gtag, shown) _layout_subtags_x(n, ttag, ltag) # Keep the mark on the same adjusted screen row as the name immediately on # spawn/info refresh, not only after the next chat-tail update. _reposition_name_tag(n) # ArrangeTextTail 角色块(PythonTextTail.cpp:211-320 非 EUROPE 分支)的逐像素水平排布: # 称号在名字锚点左侧 nameW/2 + 8、等级再往左一个称号宽(无称号时 nameW/2 + 4)、 # 名字本身右移 fxAdd(8 / 4 / 0)。公会名的水平锚点参考端只在「有公会徽记」时才改写, # poc 无徽记 -> GuildTag 留 x = 0(名字中线正上方)。文本宽度取各 Label3D 的真实字体度量 # (TextMetrics.label_width = GetTextSize 1:1,增量 123;SUBTAG_CHAR_W_PX 仅作无字体兜底)。 # 经 name_tail_layout.gd 纯静态镜像。 func _layout_subtags_x(n: Node3D, ttag: Label3D, ltag: Label3D) -> void: var nlbl := n.get_node_or_null("Label3D") as Label3D var gtag := n.get_node_or_null("GuildTag") as Label3D var mark := n.get_node_or_null("GuildMark") as Sprite3D var has_title := ttag != null and ttag.text != "" var has_level := ltag != null and ltag.text != "" var name_w := 0.0 if nlbl: name_w = maxf(1.0, TextMetrics.label_width(nlbl, SUBTAG_CHAR_W_PX)) var title_w := 0.0 if has_title: title_w = maxf(1.0, TextMetrics.label_width(ttag, SUBTAG_CHAR_W_PX)) if nlbl: nlbl.position.x = NameTailLayout.subtag_world_x( NameTailLayout.name_x_shift(has_title, has_level), nlbl.pixel_size) if ttag: ttag.position.x = NameTailLayout.subtag_world_x( NameTailLayout.title_x_offset(name_w), ttag.pixel_size) if has_title else 0.0 if ltag: ltag.position.x = NameTailLayout.subtag_world_x( NameTailLayout.level_x_offset(name_w, title_w, has_title), ltag.pixel_size) if has_level else 0.0 if gtag: if mark != null and mark.texture != null and gtag.text != "": var guild_w := maxf(1.0, TextMetrics.label_width(gtag, SUBTAG_CHAR_W_PX)) var mark_w := maxf(1.0, float(mark.texture.get_width())) gtag.position.x = NameTailLayout.subtag_world_x( NameTailLayout.guild_name_x_offset(mark_w), gtag.pixel_size) mark.position.x = NameTailLayout.subtag_world_x( NameTailLayout.mark_x_offset(guild_w, mark_w), mark.pixel_size) else: gtag.position.x = 0.0 # 无已下载会徽时保持参考端 if(pMark && pGuild) 不成立 if mark: mark.position.x = 0.0 func _apply_guild_mark(n: Node3D, guild_id: int, guild_tag: Label3D, shown: bool) -> void: # CPythonTextTail only creates pMarkInstance when a guild id resolves to a # downloaded mark. Do not leave a stale image after a guild change or a # mark-table refresh that no longer contains this guild. var mark := n.get_node_or_null("GuildMark") as Sprite3D if guild_id == 0 or guild_tag == null or guild_tag.text == "" \ or client == null or not client.has_method("get_guild_mark_image"): if mark: mark.queue_free() return var img: Image = client.get_guild_mark_image(guild_id) if img == null or img.get_width() <= 0 or img.get_height() <= 0: if mark: mark.queue_free() return if mark == null: mark = Sprite3D.new() mark.name = "GuildMark" mark.billboard = BaseMaterial3D.BILLBOARD_ENABLED mark.no_depth_test = true mark.pixel_size = 0.005 mark.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST n.add_child(mark) mark.texture = ImageTexture.create_from_image(img) mark.visible = shown mark.set_meta("guild_id", guild_id) func _refresh_guild_mark(guild_id: int) -> void: if guild_id == 0 or client == null or not client.has_method("get_entities"): return for vid in _by_vid.keys(): var n: Node3D = _by_vid[vid] if not is_instance_valid(n): continue var e: Dictionary = client.get_entity(int(vid)) if int(e.get("guild", 0)) == guild_id: _apply_text_tail_to(n, e) func _apply_text_tail(vid: int) -> void: if vid == 0 or client == null or not client.has_method("get_entity"): return var n: Node3D = _by_vid.get(vid, null) if n == null or not is_instance_valid(n): return var e: Dictionary = client.get_entity(vid) if e.is_empty(): return _apply_text_tail_to(n, e) func _retint_all_text_tails() -> void: if client == null or not client.has_method("get_entity"): return for vid in _by_vid.keys(): var n: Node3D = _by_vid[vid] if not is_instance_valid(n): continue var e: Dictionary = client.get_entity(int(vid)) if e.is_empty(): continue _apply_text_tail_to(n, e) # CPythonTextTail::EnablePKTitle(game.py:155 用 constInfo.PVPMODE_ENABLE 初始化)。 func set_pk_title_enabled(enabled: bool) -> void: TextTail.set_pk_title_enabled(enabled) _retint_all_text_tails() func _on_despawn(vid: int) -> void: _duel_opponents.erase(vid) _fading.erase(vid) _chat_tails.erase(vid) _remove_hp_bar(vid) var n: Node3D = _by_vid.get(vid, null) if n: _by_vid.erase(vid) n.queue_free() entity_removed.emit(vid) func _on_main_set(vid: int) -> void: _main_vid = vid var n: Node3D = _by_vid.get(vid, null) if n: main_entity_ready.emit(n, vid) # 主角变化会改写所有 PC 的相对名字色(同帝国 / PVP / 决斗 / 队伍判定都相对主角)。 _retint_all_names() func _on_moved(_vid: int) -> void: pass # 插值在 _process 里统一做 # GC_MOTION and ServerCommand emotion commands share CRaceMotionData IDs in # the 40250 client. Keep the raw event visible to gameplay and ask real PC # views to play the matching one-shot action; placeholders still retain the # authoritative motion metadata and state tint. func _on_motion(vid: int, victim_vid: int, motion: int) -> void: var n: Node3D = _by_vid.get(vid, null) if n == null and vid == _local_vid: n = _local_node motion_event.emit(vid, victim_vid, motion) if n == null: return n.set_meta("last_motion", motion) n.set_meta("motion_victim_vid", victim_vid) var target: Node3D = _by_vid.get(victim_vid, null) if target and target != n: var flat := target.global_position flat.y = n.global_position.y if n.global_position.distance_squared_to(flat) > 0.001: n.look_at(flat, Vector3.UP) var target_race := -1 if client: var target_entity: Dictionary = client.get_entity(victim_vid) if not target_entity.is_empty(): target_race = int(target_entity.get("race", -1)) var applied := false if n.has_method("set_motion_id"): applied = bool(n.call("set_motion_id", motion, target_race)) if not applied: var state := "attack" if motion >= 305: state = "emotion" elif motion >= 1 and motion <= 3: state = "wait" if motion == 1 else ("walk" if motion == 2 else "run") elif motion == 5 or motion == 6 or motion == 8 or motion == 9: state = "damage" elif motion == 11 or motion == 12: state = "dead" if n.has_method("set_anim_state"): n.call("set_anim_state", state) else: n.set_meta("motion_state", state) # GC_PVP: 显示当前与任一角色的挑战 / 战斗 / 复仇关系。原客户端同时会影响 # TargetBoard 和名字颜色;这里先提供始终可见的世界标签,避免关系状态无表现。 func _on_pvp_changed(src_vid: int, dst_vid: int, mode: int) -> void: if src_vid == 0 or dst_vid == 0: return var key := _pvp_key(src_vid, dst_vid) if mode == 0: _pvp_relations.erase(key) else: _pvp_relations[key] = {"src_vid": src_vid, "dst_vid": dst_vid, "mode": mode} _refresh_pvp_tag(src_vid) _refresh_pvp_tag(dst_vid) _apply_name_color(src_vid) _apply_name_color(dst_vid) func _pvp_key(a: int, b: int) -> String: return "%d:%d" % [min(a, b), max(a, b)] func _pvp_mode_for(vid: int) -> int: for relation in _pvp_relations.values(): if int(relation.get("src_vid", 0)) == vid or int(relation.get("dst_vid", 0)) == vid: return int(relation.get("mode", 0)) return 0 func _refresh_pvp_tag(vid: int) -> void: var n: Node3D = _by_vid.get(vid, null) if n == null: return var mode := _pvp_mode_for(vid) var tag := n.get_node_or_null("PvpTag") as Label3D var in_duel := _duel_opponents.has(vid) if mode == 0 and not in_duel: if tag: tag.queue_free() return if tag == null: tag = Label3D.new() tag.name = "PvpTag" tag.position.y = 2.7 tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED tag.no_depth_test = true tag.pixel_size = 0.0045 n.add_child(tag) if in_duel: tag.text = "决斗" tag.modulate = Color(0.45, 0.85, 1.0) return match mode: 1: tag.text = "挑战" tag.modulate = Color(1.0, 0.85, 0.25) 2: tag.text = "PVP" tag.modulate = Color(1.0, 0.25, 0.25) 3: tag.text = "复仇" tag.modulate = Color(1.0, 0.45, 0.1) _: tag.text = "PVP" tag.modulate = Color.WHITE func _on_duel_changed(duel: Dictionary) -> void: _duel_opponents.clear() _duel_cannot_attack = bool(duel.get("cannot_attack", false)) for vid in duel.get("opponents", []): var opponent := int(vid) if opponent != 0: _duel_opponents[opponent] = true for vid in _by_vid.keys(): _refresh_pvp_tag(int(vid)) _apply_name_color(int(vid)) # 头顶聊天 / 信息尾标(CPythonTextTail::RegisterChatTail / RegisterInfoTail)。 # 每 vid 一条 "bubble" 子节点,LivingTime 到点(默认 5s)由 _expire_chat_tails 硬删—— # 参考端无淡出。本地玩家 vid 走 main_bubble 信号让上层(game_scene._player_bubble)处理。 signal main_bubble(text: String) func _bubble(vid: int, text: String) -> void: # CPythonTextTail::RegisterChatTail —— 普通聊天尾标(白、bNameFlag TRUE) if vid == _local_vid or vid == 0: main_bubble.emit(text) return var n: Node3D = _by_vid.get(vid, null) if n == null: return _apply_chat_tail(n, ChatTail.register_chat(_chat_tails, vid, text, Time.get_ticks_msec())) func register_info_tail(vid: int, text: String) -> void: # CPythonTextTail::RegisterInfoTail —— 信息尾标(淡红、bNameFlag FALSE)。 # game.py:930 / :936 技能 / 射击错误尾标走这里;与聊天尾标共用同一张 _chat_tails。 if vid == _local_vid or vid == 0: main_bubble.emit(text) return var n: Node3D = _by_vid.get(vid, null) if n == null: return _apply_chat_tail(n, ChatTail.register_info(_chat_tails, vid, text, Time.get_ticks_msec())) func _apply_chat_tail(n: Node3D, tail: Dictionary) -> void: var lbl := n.get_node_or_null("bubble") as Label3D if lbl == null: lbl = Label3D.new() lbl.name = "bubble" lbl.position.y = BUBBLE_TAG_Y lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED lbl.no_depth_test = true lbl.pixel_size = 0.0055 lbl.outline_size = 6 n.add_child(lbl) lbl.text = String(tail.get("text", "")) lbl.modulate = tail.get("color", ChatTail.CHAT_COLOR) # UpdateAllTextTail:chat 尾标 bNameFlag TRUE 时强制显示该角色名字(不受 3500 限制)。 _set_name_visibility(n) # UpdateShowingTextTail :110-114:有「聊天」气泡(bNameFlag)时名字尾标顶到气泡上方 17px。 _reposition_name_tag(n) func _expire_chat_tails() -> void: # UpdateAllTextTail:LivingTime < now 即删除对应 "bubble" 节点 for vid in ChatTail.expire(_chat_tails, Time.get_ticks_msec()): var n: Node3D = _by_vid.get(vid, null) if n: var lbl := n.get_node_or_null("bubble") if lbl: lbl.queue_free() # 尾标没了 -> bNameFlag 强显撤销,名字回到 __IsShowName / 距离裁决。 _set_name_visibility(n) # 气泡没了 -> 名字尾标从「贴气泡上方」回默认局部 y(chat 尾标不在 # m_ChatTailMap 里,UpdateShowingTextTail :110 的 find 落空)。 _reposition_name_tag(n) # CPythonTextTail::UpdateShowingTextTail :101-118 —— 角色名字尾标投影后,若该 VID 有一条 # 「聊天」气泡(m_ChatTailMap 命中且 bNameFlag TRUE,即 RegisterChatTail 而非 # RegisterInfoTail),把名字尾标顶到气泡上方 17px(屏幕 y - 17 → poc 世界 y + 17*pixel_size)。 # 经 name_tail_layout.gd 纯静态镜像。 func _reposition_name_tag(n: Node3D) -> void: if n == null or not is_instance_valid(n): return var tag := n.get_node_or_null("Label3D") as Label3D if tag == null: return var vid := int(n.get_meta("vid", 0)) var ct: Variant = _chat_tails.get(vid, null) var has_tail := ct is Dictionary var name_flag := has_tail and bool((ct as Dictionary).get("name_flag", false)) var follows := NameTailLayout.name_follows_bubble(has_tail, name_flag) tag.position.y = NameTailLayout.name_tail_world_y( NAME_TAG_DEFAULT_Y, BUBBLE_TAG_Y, follows, tag.pixel_size) # ArrangeTextTail :228/:258/:283 —— 公会名 / 称号 / 等级子标签都锚在名字尾标 pTextTail->y # 上,名字因聊天气泡上移时三者整体跟随同一段位移(seam ⑦ 仅剩竖排像素排布近似)。 var lift := NameTailLayout.name_tail_lift_delta( NAME_TAG_DEFAULT_Y, BUBBLE_TAG_Y, follows, tag.pixel_size) for sub_name in SUBTAG_DEFAULT_Y: var st := n.get_node_or_null(sub_name) as Label3D if st: st.position.y = NameTailLayout.subtag_world_y(SUBTAG_DEFAULT_Y[sub_name], lift) var mark := n.get_node_or_null("GuildMark") as Sprite3D if mark: # ArrangeTextTail :227 puts the mark 26 px above the name instance; it # follows the same already-adjusted name y when a chat tail is active. mark.position.y = NAME_TAG_DEFAULT_Y + NameTailLayout.MARK_ABOVE_NAME_PX * tag.pixel_size + lift func _on_vitals(vid: int) -> void: var n: Node3D = _by_vid.get(vid, null) var e: Dictionary = client.get_entity(vid) if e.is_empty(): return var hp := int(e.get("hp", 0)) var max_hp := int(e.get("max_hp", 0)) var dead := bool(e.get("dead", false)) vitals.emit(vid, hp, max_hp, dead) _sync_hp_bar_values(vid, hp, max_hp, dead) func _on_dead(vid: int) -> void: var n: Node3D = _by_vid.get(vid, null) if n == null: return # 倒地 + 变灰(服务端随后会发 GC_CHARACTER_DEL 再真正移除) var t := create_tween() t.tween_property(n, "rotation:x", deg_to_rad(-80.0), 0.3) if n.has_method("set_anim_state"): n.call("set_anim_state", "dead") # P6:飞行道具(GC_CREATE_FLY)—— 从 start 实体飞向 end 实体 / 坐标。原客户端在 # GC_CREATE_FLY 之前可能只收到 FLY_TARGETING(target VID=0 时是坐标),所以这里也消费 # shooter 的目标队列,避免远端技能没有终点被静默丢弃。§3.6:交给 FlyManager 跑真实弹道 # (CFlyingManager::CreateIndexedFly 的 INDEX_FLY_TYPE_NORMAL 分支:起点取射手像素位、 # 终点取目标 actor、canAttack=false —— 命中 / 伤害是服务端权威,客户端只做可视 + 命中时机)。 func _on_fly(_type: int, start_vid: int, end_vid: int) -> void: var a: Vector3 = _entity_pos(start_vid) var b: Vector3 = _entity_pos(end_vid) var target_node: Node3D = _by_vid.get(end_vid, null) var shooter: Node3D = _by_vid.get(start_vid, null) if b == Vector3.INF and shooter: var target: Dictionary = {} var queued: Variant = shooter.get_meta("fly_target_queue", []) if queued is Array and not queued.is_empty(): target = queued.pop_front() shooter.set_meta("fly_target_queue", queued) var target_vid := int(target.get("vid", 0)) if target_vid != 0: b = _entity_pos(target_vid) target_node = _by_vid.get(target_vid, null) else: var target_cm: Variant = target.get("cm", null) if target_cm is Vector2: b = _server_cm_to_world(target_cm) target_node = null if a == Vector3.INF or b == Vector3.INF or parent == null: return if _fly_mgr == null: return _fly_mgr.parent = parent _fly_mgr.world = world var start_w := a + Vector3(0, 1.0, 0) var goal_w := b + Vector3(0, 1.0, 0) # POC 无 .fly 加载器:合成一组弓箭弹道参数(换算成米),其余留 CFlyingData 默认。 var d = FlyObject.FlyData.new() d.init_vel = 45.0 # ~4500 cm/s 的箭速 d.flat_range = maxf(start_w.distance_to(goal_w) * 1.5, 30.0) d.bomb_range = 0.6 # 60 cm 命中球 d.pierce_count = 0 var tgt: Variant = target_node if is_instance_valid(target_node) else goal_w _fly_mgr.spawn(start_w, tgt, false, d, _type) # GC_FLY_TARGETING / GC_ADD_FLY_TARGETING — retain the authoritative target on # the shooter node so a later projectile cue can use it even before a target # entity exists (target VID 0 carries an explicit coordinate). func _on_fly_targeting(shooter_vid: int, target_vid: int, target_cm: Vector2, append: bool) -> void: var shooter: Node3D = _by_vid.get(shooter_vid, null) if shooter: var queued: Array = [] var previous: Variant = shooter.get_meta("fly_target_queue", []) if append and previous is Array: queued = previous queued.append({"vid": target_vid, "cm": target_cm}) shooter.set_meta("fly_target_queue", queued) shooter.set_meta("fly_target_vid", target_vid) shooter.set_meta("fly_target_cm", target_cm) shooter.set_meta("fly_target_append", append) fly_targeting.emit(shooter_vid, target_vid, target_cm, append) func _server_cm_to_world(cm: Vector2) -> Vector3: var p := MapCoord.to_world(Vector3(cm.x * 0.01, 0.0, -cm.y * 0.01)) if world and world.has_method("sample_height"): p.y = float(world.call("sample_height", p.x, p.z)) + 0.6 else: p.y = 0.6 return p # 实体世界坐标(Godot 米);找不到返回 Vector3.INF func _entity_pos(vid: int) -> Vector3: var e: Dictionary = client.get_entity(vid) if client else {} if not e.is_empty() and e.get("pos", null) is Vector3: return MapCoord.to_world(e["pos"]) var n = _by_vid.get(vid, null) if is_instance_valid(n): return (n as Node3D).global_position return Vector3.INF func _on_dig_motion(vid: int, target_vid: int, count: int) -> void: var n: Node3D = _by_vid.get(vid, null) if n == null: return n.set_meta("dig_count", count) n.set_meta("dig_target_vid", target_vid) var target: Node3D = _by_vid.get(target_vid, null) if target and target != n: var flat := target.global_position flat.y = n.global_position.y if n.global_position.distance_squared_to(flat) > 0.001: n.look_at(flat, Vector3.UP) if n.has_method("set_anim_state"): n.call("set_anim_state", "dig") # GC_FISHING: `info` is the fisher VID for motion subheaders. Keep the # authoritative direction and state on the entity; real PlayerView/MobView # assets may provide matching fishing animations, while placeholders still # expose the event to gameplay/UI code. func _on_fishing_event(subheader: int, info: int, dir: int) -> void: # FISH carries an item vnum in `info`, not a fisher VID; leave it to the # fishing UI / inventory event consumer. if info == 0 or subheader == 5: return var n: Node3D = _by_vid.get(info, null) if n == null: return n.set_meta("fishing_subheader", subheader) n.set_meta("fishing_dir", dir) var state := "fishing" match subheader: 1: state = "wait" # STOP 2: state = "fishing_react" # REACT 3: state = "fishing_catch" # SUCCESS 4: state = "fishing_fail" # FAIL if n.has_method("set_anim_state"): n.call("set_anim_state", state) fishing_event.emit(info, subheader, dir) # GC_DAMAGE_INFO -> RecvDamageInfoPacket -> CInstanceBase::AddDamageEffect。 # damage_number 信号是本移植扩展(战斗日志 / 测试消费),始终发; # 飘字本体照 AddDamageEffect:仅 IsShowDamage() 时入 m_DamageQueue,ProcessDamage 每帧 pop 一条。 func _on_damage(vid: int, amount: int, flag: int) -> void: var crit := (flag & DamageEffect.DAMAGE_CRITICAL) != 0 var dodge := (flag & DamageEffect.DAMAGE_DODGE) != 0 damage_number.emit(vid, amount, crit, dodge) if not DamageEffect.valid_amount(amount): return # RecvDamageInfoPacket:damage < 0 -> TraceError,不处理 if not DamageEffect.should_queue(_show_damage): return # AddDamageEffect:!IsShowDamage() -> 不入队 _damage_queue.append({ "vid": vid, "amount": amount, "flag": flag, "self": DamageEffect.is_self(vid, _main_vid), "target": DamageEffect.is_target(vid, _target_vid), }) # ProcessDamage:每帧 pop_front 一条。DODGE|BLOCK -> "MISS";nontarget 数字 -> 不渲染; # 其余把 amount 铺一块 billboard Label3D(seam ⑪:无 damagevalue dds 图集 / 逐位特效)。 func _process_damage_queue() -> void: if _damage_queue.is_empty(): return var d: Dictionary = _damage_queue.pop_front() var n: Node3D = _by_vid.get(int(d["vid"]), null) if n == null or not is_instance_valid(n) or parent == null: return var info := DamageEffect.classify(int(d["flag"]), bool(d["self"]), bool(d["target"])) if not info["show"]: return # ProcessDamage:nontarget_ 后直接 return(不渲染) var text := "MISS" if info["kind"] == DamageEffect.Kind.DIGITS: if DamageEffect.digits(int(d["amount"])).is_empty(): return # while(damage>0) 零次 -> 无贴图 text = str(int(d["amount"])) # self 数字:SELFDAMAGE / SELFDAMAGE2 交替(seam ⑪:退化成落字水平抖动符号交替)。 var jitter := 0.0 if bool(d["self"]) and info["kind"] == DamageEffect.Kind.DIGITS: jitter = 0.3 if DamageEffect.self_damage_slot(_dmg_self_toggle) == 0 else -0.3 _dmg_self_toggle = not _dmg_self_toggle var lbl := Label3D.new() lbl.text = text lbl.modulate = Color(1, 1, 1) # 该 build 无独立暴击 / self 颜色(ProcessDamage) lbl.font_size = 32 lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED lbl.no_depth_test = true lbl.pixel_size = 0.007 parent.add_child(lbl) lbl.global_position = n.global_position + Vector3(jitter, 1.9, 0) var tw := create_tween() tw.set_parallel(true) tw.tween_property(lbl, "global_position:y", lbl.global_position.y + 1.2, 0.8) tw.tween_property(lbl, "modulate:a", 0.0, 0.8).set_delay(0.3) tw.chain().tween_callback(lbl.queue_free) func _process(dt: float) -> void: if client == null or parent == null: return _update_visibility() _process_damage_queue() # §8.8:m_DamageQueue 每帧 pop 一条(CInstanceBase::ProcessDamage) # §8.8:名字色随队伍 / 帝国名色模式 / PVP·决斗边沿变化——用 ~2Hz 节流整表刷新 # 兜底(单发路径已覆盖 spawn/info/pvp/duel/main_set;参考端每帧都算 GetNameColor)。 _name_color_accum += dt if _name_color_accum >= 0.5: _name_color_accum = 0.0 _retint_all_names() _retint_all_text_tails() _expire_chat_tails() # §8.4 / §8.6:ShowAllTextTail 的 3500 平面距随主角 / 实体移动变化 —— 逐帧太密, # 用同一 ~2Hz 节流兜底(LALT / 选项 / 选中 / 尾标切换已各自即时刷新)。 _refresh_all_name_visibility() for vid in _by_vid.keys(): var n: Node3D = _by_vid[vid] if not is_instance_valid(n): _by_vid.erase(vid) continue var e: Dictionary = client.get_entity(vid) if e.is_empty(): continue # §3.2:位置插值现在完全在 C++ EntityStore::tick() 里做(命令队列 + # SNetworkActorData::UpdatePosition 式线性插值),这里只跟随 e.pos,不再 # 叠第二层 follow_lerp——否则会把 C++ 的到达时机拖慢、和动作事件脱节。 var want := _grounded(e.get("pos", n.position)) n.position = want # 朝向:Metin2 heading(度) -> Godot yaw。经验换算,真机再校准。 var yaw := MapCoord.heading_to_yaw(float(e.get("angle_deg", 0.0))) n.rotation.y = lerp_angle(n.rotation.y, yaw, clampf(10.0 * dt, 0.0, 1.0)) # 动画状态 var f := int(e.get("func", FUNC_WAIT)) var moving := bool(e.get("moving", false)) var walk_mode := int(e.get("walk_mode", 1)) if f != int(n.get_meta("func", -1)) or moving != bool(n.get_meta("moving", false)) \ or walk_mode != int(n.get_meta("walk_mode", -1)): n.set_meta("func", f) n.set_meta("moving", moving) n.set_meta("walk_mode", walk_mode) _apply_anim(n, f, moving, walk_mode) _update_hp_bars() func _apply_anim(n: Node3D, f: int, moving: bool, walk_mode := 1) -> void: var state := "wait" if f == FUNC_MOVE or (f == FUNC_WAIT and moving): state = "walk" if walk_mode == 0 else "run" elif f == FUNC_ATTACK or f == FUNC_COMBO: state = "attack" elif f == FUNC_MOB_SKILL or (f & FUNC_SKILL) != 0: state = "skill" elif f == FUNC_EMOTION: state = "emotion" if n.has_method("set_anim_state"): n.call("set_anim_state", state) # 占位胶囊(无 set_anim_state)不再借头顶名字 Label3D 的 modulate 表现动作态—— # 该 modulate 现在专属 §8.8 名字色(GetNameColor)。 func _grounded(p: Variant) -> Vector3: # p 是 M2Client 的网络帧 pos —— 先转到 Metin2World 本地帧,再贴地。 var v: Vector3 = MapCoord.to_world(p) if p is Vector3 else Vector3.ZERO if world and world.has_method("sample_height"): v.y = float(world.call("sample_height", v.x, v.z)) return v func _make_placeholder(d: Dictionary) -> Node3D: var root := Node3D.new() var mesh := MeshInstance3D.new() var cap := CapsuleMesh.new() cap.radius = 0.35 cap.height = 1.8 mesh.mesh = cap mesh.position.y = 0.9 var mat := StandardMaterial3D.new() var is_main := bool(d.get("is_main", false)) mat.albedo_color = Color(0.35, 0.6, 1.0) if is_main else Color(0.85, 0.4, 0.35) mesh.material_override = mat root.add_child(mesh) _attach_nameplate(root, d) return root # 头顶名字 Label3D + 屏幕空间 HP 条(占位胶囊和真模型共用)。HP 条由 # _ensure_hp_overlay() 创建到 CanvasLayer,_update_hp_bars() 负责世界坐标投影。 func _attach_nameplate(root: Node3D, d: Dictionary) -> void: var tag := Label3D.new() tag.name = "Label3D" var nm := _display_name(d) tag.text = nm if nm != "" else "vid %d" % int(d.get("vid", 0)) tag.position.y = NAME_TAG_DEFAULT_Y tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED tag.no_depth_test = true tag.pixel_size = 0.006 tag.visible = false # _on_spawn 随后 _set_name_visibility(node) 按 __IsShowName / 距离定夺 root.add_child(tag) # §8.8 头顶「公会名 / 称号 / 等级」子标签(CPythonTextTail 的 pGuildNameTextInstance / # pTitleTextInstance / pLevelTextInstance)。参考端是屏幕空间:公会名在名字上方 # c_fyGuildNamePosition(15px)、称号 / 等级贴右侧。这里在 billboard 3D 里近似成竖排 # (公会名上、称号 / 等级下),精确像素排版差异记为 §8.8 seam ⑦。内容 / 颜色由 # _apply_text_tail 按 RefreshTextTail / AttachTitle / AttachLevel 决定,初始空 = 隐藏。 root.add_child(_mk_sub_tag("GuildTag", SUBTAG_DEFAULT_Y["GuildTag"], TextTail.GUILD_NAME_COLOR)) root.add_child(_mk_sub_tag("TitleTag", SUBTAG_DEFAULT_Y["TitleTag"], Color(1, 1, 1))) root.add_child(_mk_sub_tag("LevelTag", SUBTAG_DEFAULT_Y["LevelTag"], TextTail.LEVEL_COLOR)) func _mk_sub_tag(sub_name: String, y: float, col: Color) -> Label3D: var t := Label3D.new() t.name = sub_name t.text = "" t.position.y = y t.billboard = BaseMaterial3D.BILLBOARD_ENABLED t.no_depth_test = true t.pixel_size = 0.005 t.modulate = col t.visible = false return t func _ensure_hp_overlay() -> void: if _hp_layer != null and is_instance_valid(_hp_layer): return _hp_layer = CanvasLayer.new() _hp_layer.name = "ScreenHpLayer" _hp_layer.layer = 5 add_child(_hp_layer) _hp_overlay = Control.new() _hp_overlay.name = "HpOverlay" _hp_overlay.set_anchors_preset(Control.PRESET_FULL_RECT) _hp_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE _hp_layer.add_child(_hp_overlay) func _make_hp_bar(vid: int, e: Dictionary) -> Control: _ensure_hp_overlay() var bar := _hp_bars.get(vid, null) as Control if bar == null or not is_instance_valid(bar): bar = ScreenHpBar.new() bar.name = "hp_%d" % vid _hp_overlay.add_child(bar) _hp_bars[vid] = bar _sync_hp_bar_values(vid, int(e.get("hp", 0)), int(e.get("max_hp", 0)), bool(e.get("dead", false))) return bar func _sync_hp_bar(vid: int, e: Dictionary) -> void: if vid == 0 or e.is_empty(): return _make_hp_bar(vid, e) _sync_hp_bar_values(vid, int(e.get("hp", 0)), int(e.get("max_hp", 0)), bool(e.get("dead", false))) func _sync_hp_bar_values(vid: int, hp: int, max_hp: int, dead: bool) -> void: var bar := _hp_bars.get(vid, null) as Control if bar == null or not is_instance_valid(bar): return if bar.has_method("set_vitals"): bar.call("set_vitals", hp, max_hp, dead) bar.visible = max_hp > 0 and not dead func _remove_hp_bar(vid: int) -> void: var bar := _hp_bars.get(vid, null) as Control _hp_bars.erase(vid) if bar != null and is_instance_valid(bar): bar.queue_free() func _clear_hp_bars() -> void: for vid in _hp_bars.keys(): var bar := _hp_bars[vid] as Control if bar != null and is_instance_valid(bar): bar.queue_free() _hp_bars.clear() func _update_hp_bars() -> void: if _hp_bars.is_empty(): return var cam := _camera if cam == null or not is_instance_valid(cam): cam = get_viewport().get_camera_3d() var viewport_size := get_viewport().get_visible_rect().size if cam == null or viewport_size.x <= 0.0 or viewport_size.y <= 0.0: for bar in _hp_bars.values(): if is_instance_valid(bar): bar.visible = false return var viewport_rect := Rect2(Vector2.ZERO, viewport_size).grow(HP_BAR_SCREEN_MARGIN) for vid in _hp_bars.keys(): var bar := _hp_bars[vid] as Control var node := _by_vid.get(vid, null) as Node3D if bar == null or not is_instance_valid(bar) or node == null \ or not is_instance_valid(node): if bar != null and is_instance_valid(bar): bar.visible = false continue var e: Dictionary = client.get_entity(int(vid)) var max_hp := int(e.get("max_hp", 0)) var dead := bool(e.get("dead", false)) if max_hp <= 0 or dead: bar.visible = false continue var anchor := node.global_position + Vector3(0.0, HP_BAR_WORLD_Y, 0.0) if cam.is_position_behind(anchor): bar.visible = false continue var screen_pos := cam.unproject_position(anchor) if not viewport_rect.has_point(screen_pos): bar.visible = false continue bar.position = screen_pos - Vector2(bar.size.x * 0.5, 0.0) bar.visible = true