# player_motion_test —— 40250 GC_MOTION / ServerCommand emotion clip mapping。 # godot --headless --path project --script player_motion_test.gd extends SceneTree const PlayerView = preload("res://ui/player_view.gd") const Audio = preload("res://audio.gd") var _fail := 0 func _ck(ok: bool, msg: String) -> void: if not ok: _fail += 1 printerr("FAIL: " + msg) func _init() -> void: await _run() if _fail == 0: print("PASS: player_motion_test") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2AnimPlayer"): print(" (skip: animation extension not registered)") return var assets := AssetRoot.path() if not DirAccess.dir_exists_absolute(assets.path_join("PC/ymir work/pc/warrior")): print(" (skip: PC assets unavailable)") return var pv: Node = PlayerView.new() get_root().add_child(pv) _ck(pv.build(assets, 0), "warrior PlayerView builds") if pv.anim == null: pv.free() await process_frame return await process_frame var body_mesh := pv.model.get_node_or_null("MeshInstance3D") as MeshInstance3D var body_layer := body_mesh.get_layer_mask() if body_mesh != null else 0 _ck(body_mesh != null and body_layer == 2, "character mesh is assigned to the character light layer (got %d)" % body_layer) # 40250 __SetMotion -> __ShowEvent: a later valid motion request restores # visibility, including a request for the same loop motion. pv.set_motion_hidden(true) pv.set_anim_state("wait") _ck(not pv.is_motion_hidden() and pv.model.visible, "same-state motion request restores visibility after CHARACTER_HIDE") pv.set_motion_hidden(true) pv.set_anim_state("run") _ck(not pv.is_motion_hidden() and pv.model.visible, "new motion request restores visibility after CHARACTER_HIDE") var audio: Node = Audio.new() get_root().add_child(audio) audio.setup(assets) pv.set_audio(audio) pv.set_anim_state("run") _ck(pv._sound_instances.size() == 3, "PlayerView run motion loads paired .mss instances") pv.set_motion_mode(3) # MODE_TWOHAND_SWORD _ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/run.msa"), "two-handed mode rebinds current run loop") pv.set_anim_state("wait") var twohand_wait := String(pv.anim.get("anim_path")) _ck(twohand_wait.contains("/twohand_sword/") and twohand_wait.get_file().get_basename() in ["wait", "wait_1"], "two-handed wait uses a registered two-hand grip pose") # 40250 GetMotionKey(HORSE_ONEHAND_SWORD, WAIT/WALK) falls back to HORSE, # not GENERAL, because horse weapon modes only register combat motions. pv._motion_mode = 10 var horse_wait := String(pv._motion_file("wait")) _ck(horse_wait.contains("/horse/") and horse_wait.get_file().get_basename() in ["wait", "wait_1", "wait_2"], "horse one-hand wait falls back to HORSE motion mode and preserves weighted variants") _ck(String(pv._motion_file("walk")).contains("/horse/walk.msa"), "horse one-hand walk falls back to HORSE motion mode") _ck(pv._motion_file("standup") == "", "horse one-hand does not fall through to GENERAL for an unregistered motion") pv._motion_mode = 3 pv.play_attack_motion(3, 14, 1.0) _ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/combo_01.msa"), "two-handed first swing uses combo_01") pv.set_motion_mode(1) _ck(pv.set_motion_id(305), "clap motion resolves") _ck(String(pv.anim.get("anim_path")).ends_with("action/clap.msa"), "clap -> action/clap.msa") _ck(pv.set_motion_id(308, 3), "kiss motion resolves with target job") _ck(String(pv.anim.get("anim_path")).ends_with("action/kiss_with_shaman.msa"), "kiss start + shaman target -> kiss_with_shaman.msa") _ck(pv.set_motion_id(320), "slap hurt motion resolves") _ck(String(pv.anim.get("anim_path")).ends_with("action/slap_hurt.msa"), "slap hurt -> action/slap_hurt.msa") # Release the test nodes synchronously. The native model/animation wrappers # are owned by PlayerView and must be destroyed before SceneTree.quit(). pv.free() audio.free() # The production module keeps decoded GR2/MSA/material resources in bounded # process caches. Clear them for this short-lived test so ObjectDB teardown # can verify the actual node ownership rather than cache lifetime. if ClassDB.class_exists("Metin2Model"): Metin2Model.clear_texture_cache() if ClassDB.class_exists("Metin2AnimPlayer"): Metin2AnimPlayer.clear_clip_cache() await process_frame