# equip_model_test —— P2 装备→模型 headless 自检(假 client + 真 item_list.txt + 桩 model)。 # godot --headless --path project --script equip_model_test.gd extends SceneTree const ItemListDB = preload("res://ui/item_list.gd") const EquipModel = preload("res://ui/equip_model.gd") const PlayerView = preload("res://ui/player_view.gd") const EffectRegistry = preload("res://fx/effect_registry.gd") const MotionEffectAnchor = preload("res://fx/motion_effect_anchor.gd") class FakeClient extends Node: signal inventory_changed(window: int, cell: int) signal entity_main_set(vid: int) signal entity_info(vid: int, entity: Dictionary) var equip := [] var main_parts := [0, 0, 0, 5] # parts[3] = hair 5 func _init(): for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i}) func get_equipment() -> Array: return equip func get_main_vid() -> int: return 1000 var mount_vnum := 0 func get_entity(_v) -> Dictionary: return {"race": 0, "parts": main_parts, "mount_vnum": mount_vnum} func set_wear(idx, vnum): equip[idx] = {"vnum": vnum, "count": 1, "wear": idx} inventory_changed.emit(2, 90 + idx) # window EQUIPMENT # Node3D 桩:记录 weapon_gr2 / shield_gr2 / gr2_path / hair_gr2 被设成什么 class StubModel extends Node3D: var weapon_gr2 := "" var shield_gr2 := "" var gr2_path := "" var hair_gr2 := "" var hair_skin := "-" var weapon_bone := "equip_right_hand" var shield_bone := "equip_left" var skin_source := "" var skin_target := "" var specular_power := -1.0 func clear_skin_textures(): skin_source = "" skin_target = "" func set_skin_texture(source: String, target: String): skin_source = source skin_target = target func _set(prop, val): match String(prop): "weapon_gr2": weapon_gr2 = val; return true "shield_gr2": shield_gr2 = val; return true "gr2_path": gr2_path = val; return true "hair_gr2": hair_gr2 = val; return true "hair_skin": hair_skin = val; return true "specular_power": specular_power = val; return true return false class FakeEffectRegistry extends RefCounted: var calls: Array = [] func setup(_assets: String) -> void: pass func spawn(effect: String, parent: Node3D, one_shot := true) -> Node3D: calls.append({"effect": effect, "parent": parent.name, "one_shot": one_shot}) var node := Node3D.new() parent.add_child(node) return node class FakeAnimator extends Node: func get_effect_bone_pose(_bone: String) -> Dictionary: return {"transform": Transform3D.IDENTITY} # item_proto 桩:只给武器 subtype(WEAPON_DAGGER=1 BOW=2 FAN=5,item_length.h EWeaponSubTypes) class FakeProto extends Node: const SUB := {19: 0, 2000: 2, 3151: 3, 3159: 3, 4000: 1, 7000: 5} func item(vnum: int) -> Dictionary: if SUB.has(vnum): return {"type": 1, "sub_type": SUB[vnum], "gain_socket_pct": 3} return {} var _fail := 0 func _ck(c: bool, m: String) -> void: if not c: _fail += 1 printerr("FAIL: " + m) func _init() -> void: await _run() if _fail == 0: print("PASS: equip_model_test (item_list + weapon swap)") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: var assets := AssetRoot.path() var il_path := assets.path_join("locale/locale/common/item_list.txt") # item_list.txt 解析 var il := ItemListDB.new() if not FileAccess.file_exists(il_path): print(" (skip: no item_list.txt)") return _ck(il.load_file(il_path), "item_list loaded") _ck(il.count > 1000, "item_list count > 1000 (%d)" % il.count) _ck(il.model(19) == "d:/ymir work/item/weapon/00010.gr2", "item_list.model(19), got '%s'" % il.model(19)) _ck(il.icon(19) == "icon/item/00010.tga", "item_list.icon(19)") _ck(il.type_of(19) == "WEAPON", "item_list.type_of(19)") # InstanceBase::__GetRefinedEffect parity. Standard equipment carries # gain_socket_pct=3, making the final vnum digit its visible refine level. var heavy_1 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3} var heavy_9 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3} _ck(EquipModel.refine_effect_level(3151, heavy_1) == 1, "3151 -> refine +1") _ck(EquipModel.refine_effect_specs(3151, heavy_1).is_empty(), "+1 has no legacy refine particles") var heavy_fx: Array = EquipModel.refine_effect_specs(3159, heavy_9) _ck(heavy_fx.size() == 1 and String(heavy_fx[0].effect).ends_with("sword_9.mse") and String(heavy_fx[0].slot) == "right", "two-handed +9 -> normal sword_9 on PART_WEAPON") var dagger_fx: Array = EquipModel.refine_effect_specs(4009, {"type": 1, "sub_type": 1, "gain_socket_pct": 3}) _ck(dagger_fx.size() == 2 and String(dagger_fx[0].effect).ends_with("sword_9_s.mse") and String(dagger_fx[1].slot) == "left", "dagger +9 -> small-sword effect on both hands") var bow_fx: Array = EquipModel.refine_effect_specs(2009, {"type": 1, "sub_type": 2, "gain_socket_pct": 3}) _ck(bow_fx.size() == 1 and String(bow_fx[0].effect).ends_with("sword_9_b.mse") and String(bow_fx[0].slot) == "left", "bow +9 -> bow effect on PART_WEAPON_LEFT") var blue_steel_fx: Array = EquipModel.refine_effect_specs(12019, {"type": 2, "sub_type": 0, "gain_socket_pct": 3}) _ck(blue_steel_fx.size() == 3 and String(blue_steel_fx[2].effect).ends_with("armor_9.mse"), "Blue Steel +9 -> two special effects plus armor_9") var real_registry := EffectRegistry.new() real_registry.setup(assets) for spec in heavy_fx + dagger_fx + bow_fx + blue_steel_fx: _ck(real_registry.resolve(String(spec.effect)) != "", "registered refine MSE resolves: %s" % spec.effect) # Character select passes the outer PlayerView to EquipModel. Verify it # forwards palette calls to the native renderer; a direct stub-only test # cannot catch a missing integration method here. var forwarded := StubModel.new() var view := PlayerView.new() view.model = forwarded view.set_skin_texture("base.dds", "blue.dds") _ck(forwarded.skin_source == "base.dds" and forwarded.skin_target == "blue.dds", "PlayerView forwards set_skin_texture") view.clear_skin_textures() _ck(forwarded.skin_source == "" and forwarded.skin_target == "", "PlayerView forwards clear_skin_textures") view.free() forwarded.free() # EquipModel:装备武器 vnum 19 -> model.weapon_gr2 = 解析后的真实路径 var fc := FakeClient.new() var model := StubModel.new() get_root().add_child(fc) get_root().add_child(model) var em: Node = EquipModel.new() get_root().add_child(em) em.setup(fc, il, func() -> Node: return model, assets) em.main_getter = func() -> int: return 1000 fc.set_wear(4, 19) # WEAR_WEAPON await process_frame var wp: String = model.weapon_gr2 print(" weapon_gr2 -> '", wp, "'") if wp == "": # 资产里可能没有这把武器的 gr2 文件;至少确认解析逻辑跑到了(basevnum 约定) _ck(true, "weapon resolved to '' (gr2 not in assets — resolution logic still exercised)") else: _ck(wp.ends_with("00010.gr2") and FileAccess.file_exists(wp), "weapon_gr2 points at a real 00010.gr2") # 拆下武器 -> weapon_gr2 = "" fc.set_wear(4, 0) await process_frame _ck(model.weapon_gr2 == "", "unequip -> weapon_gr2 cleared") # armor_model_map 注入 -> gr2_path 切换 em.armor_model_map = {11209: "d:/ymir work/pc/warrior/warrior.gr2"} fc.set_wear(0, 11209) await process_frame _ck(model.gr2_path == "d:/ymir work/pc/warrior/warrior.gr2", "armor_model_map -> gr2_path set") # 左右手:ActorInstanceAttach.cpp AttachWeapon # __IsRightHandWeapon: DAGGER / (FAN && 骑马) -> 右;BOW -> 否;其余 -> 右 # __IsLeftHandWeapon : DAGGER / (FAN && 骑马) / BOW -> 左(GetSubModelThing = 同一 gr2) # shield_gr2 槽 = PART_WEAPON_LEFT;参考端不渲染 WEAR_SHIELD(盾在 item_list 没模型)。 var fch := FakeClient.new() var mh := StubModel.new() var mh_view := PlayerView.new() mh_view.name = "PlayerView" mh_view.model = mh mh_view._left_bone = "Bip01 L Hand" var mh_anim := FakeAnimator.new() mh_view.anim = mh_anim var fp := FakeProto.new() get_root().add_child(fch) get_root().add_child(mh_view) mh_view.add_child(mh) mh_view.add_child(mh_anim) get_root().add_child(fp) var emh: Node = EquipModel.new() get_root().add_child(emh) emh.setup(fch, il, func() -> Node: return mh_view, assets) emh.main_getter = func() -> int: return 1000 emh.proto = fp var right_part := Node3D.new() right_part.name = "Weapon" mh.add_child(right_part) var fake_effects := FakeEffectRegistry.new() emh.effect_registry = fake_effects var sword_p: String = emh._resolve_weapon(19) var bow_p: String = emh._resolve_weapon(2000) var dagger_p: String = emh._resolve_weapon(4000) var fan_p: String = emh._resolve_weapon(7000) _ck(sword_p != "" and bow_p != "" and dagger_p != "" and fan_p != "", "weapon gr2 resolvable (19/2000/4000/7000)") fch.set_wear(4, 19) await process_frame _ck(mh.weapon_gr2 == sword_p and mh.shield_gr2 == "", "sword -> right hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2]) fch.set_wear(4, 4000) await process_frame _ck(mh.weapon_gr2 == dagger_p and mh.shield_gr2 == dagger_p, "dagger -> both hands (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2]) fch.set_wear(4, 2000) await process_frame _ck(mh.weapon_gr2 == "" and mh.shield_gr2 == bow_p, "bow -> left hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2]) fch.set_wear(4, 7000) await process_frame _ck(mh.weapon_gr2 == fan_p and mh.shield_gr2 == "", "fan on foot -> right hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2]) fake_effects.calls.clear() fch.set_wear(4, 3159) await process_frame _ck(fake_effects.calls.size() == 1 and String(fake_effects.calls[0].effect).ends_with("sword_9.mse") and String(fake_effects.calls[0].parent) == "PlayerView" and not bool(fake_effects.calls[0].one_shot), "equipping two-handed +9 spawns persistent sword_9 on character bone path (%s; children=%s)" % [fake_effects.calls, mh.get_children()]) _ck(emh._weapon_refine_fx.size() == 1 and emh._weapon_refine_fx[0].get_child_count() == 1 and emh._weapon_refine_fx[0].get_child(0) is MotionEffectAnchor, "+9 effect follows equip_right_hand through MotionEffectAnchor") fch.set_wear(4, 3151) await process_frame _ck(fake_effects.calls.size() == 1 and emh._weapon_refine_fx.is_empty(), "switching +9 -> +1 removes refine particles (%s; active=%s)" % [fake_effects.calls, emh._weapon_refine_fx]) fch.set_wear(4, 7000) fch.mount_vnum = 20030 fch.entity_info.emit(1000, {}) await process_frame _ck(mh.weapon_gr2 == fan_p and mh.shield_gr2 == fan_p, "fan mounted -> both hands (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2]) fch.mount_vnum = 0 fch.set_wear(4, 19) fch.set_wear(10, 19) # WEAR_SHIELD 不渲染 await process_frame _ck(mh.shield_gr2 == "", "WEAR_SHIELD is not rendered (%s)" % mh.shield_gr2) fch.set_wear(4, 0) await process_frame _ck(mh.weapon_gr2 == "" and mh.shield_gr2 == "", "unequip -> both hands cleared") # 头盔(WEAR_HEAD=1)有模型 -> 覆盖 hair_gr2;拆下回角色发型(parts[3]=5) var em2: Node = EquipModel.new() get_root().add_child(em2) em2.armor_model_map = {} em2.setup(fc, il, func() -> Node: return model, assets) em2.main_getter = func() -> int: return 1000 model.hair_gr2 = "" # 头盔 vnum 用一个 item_list 里有 model 的(19 有) fc.set_wear(1, 19) await process_frame _ck(model.hair_gr2 == "" or model.hair_gr2.ends_with(".gr2"), "WEAR_HEAD 有模型 -> 覆盖 hair 槽") # 拆头盔:应尝试从 parts[3] 恢复发型(有 race_spec 才成,无则保持不炸) fc.set_wear(1, 0) await process_frame _ck(true, "拆头盔 -> 回 parts 发型(不炸)") # armor shape 走 item_proto values[3](对齐 __ArmorVnumToShape) if ClassDB.class_exists("Metin2Proto"): var pr: Object = ClassDB.instantiate("Metin2Proto") get_root().add_child(pr) var ip := assets.path_join("locale/locale/en/item_proto") if FileAccess.file_exists(ip) and pr.call("load_item_proto", ip): var em3: Node = EquipModel.new() get_root().add_child(em3) em3.setup(fc, il, func() -> Node: return model, assets) em3.proto = pr em3.race = 0 # warrior # 11200 "Monk Plate Armour+0" -> values[3] == 3 _ck(em3._armor_shape_default(11200) == 3, "armor 11200 -> shape 3 (via proto values[3])") # 11000 "Wolf Armour" -> values[3] == 0,参考端把 0 当有效基础 shape _ck(em3._armor_shape_default(11000) == 100, "armor 11000 -> shape 100 (via proto values[3])") _ck(em3._armor_shape_default(12019) == 26, "armor 12019 -> Blue Steel shape 26") var heavy: Dictionary = pr.item(3150) _ck(int(heavy.get("type", -1)) == 1 and int(heavy.get("sub_type", -1)) == 3, "weapon 3150 -> WEAPON_TWO_HANDED") var heavy_real_9: Dictionary = pr.item(3159) _ck(EquipModel.refine_effect_level(3159, heavy_real_9) == 9 and EquipModel.refine_effect_specs(3159, heavy_real_9).size() == 1, "real item_proto 3159 -> two-handed +9 refine effect") var armor_real_9: Dictionary = pr.item(12019) _ck(EquipModel.refine_effect_level(12019, armor_real_9) == 9 and EquipModel.refine_effect_specs(12019, armor_real_9).size() == 3, "real item_proto 12019 -> Blue Steel +9 refine effects") em3._apply_body(model, 12019) _ck(model.gr2_path.to_lower().ends_with("warrior_4-1.gr2"), "armor 12019 -> warrior_4-1 geometry (%s)" % model.gr2_path) _ck(model.skin_source.to_lower().ends_with("warrior_4-1.dds") and model.skin_target.to_lower().ends_with("warrior_4-2.dds"), "armor 12019 -> source/target skin remap (%s -> %s)" % [model.skin_source, model.skin_target]) _ck(em3._armor_specular(11209) == 100, "armor 11209(+9) -> specular 100") # FakeProto 的 subtype 与真 item_proto 一致 for v in FakeProto.SUB: var it: Dictionary = pr.item(v) _ck(int(it.get("type", -1)) == 1 and int(it.get("sub_type", -1)) == FakeProto.SUB[v], "item_proto %d -> WEAPON sub_type %d (got %s/%s)" % [v, FakeProto.SUB[v], it.get("type"), it.get("sub_type")]) # 时装 / parts[] 优先:服务器把 costume vnum 写进主角 parts[ARMOR],压过装备槽 var seen := {"body": -1, "hair": ""} var em4: Node = EquipModel.new() get_root().add_child(em4) # 用一个记录用的桩:_apply_body / hair 走真逻辑但我们看最终 vnum em4.setup(fc, il, func() -> Node: return model, assets) em4.main_getter = func() -> int: return 1000 em4.armor_model_map = {77777: "d:/x/costume.gr2", 11111: "d:/x/armor.gr2"} # 装备槽是普通盔甲,但 parts[ARMOR] 是时装 -> 用时装 fc.equip[0] = {"vnum": 11111, "count": 1, "wear": 0} fc.main_parts = [77777, 0, 0, 5] em4._last_body_vnum = -1 em4.refresh() _ck(model.gr2_path == "d:/x/costume.gr2", "parts[ARMOR] 时装压过装备槽 (%s)" % model.gr2_path) # parts[ARMOR] 清 0 -> 回退装备槽 fc.main_parts = [0, 0, 0, 5] em4._last_body_vnum = -1 em4.refresh() _ck(model.gr2_path == "d:/x/armor.gr2", "parts[ARMOR]=0 -> 回退 WEAR_BODY (%s)" % model.gr2_path) # _eff 直接测 _ck(em4._eff([9, 0, 0, 0], 0, [{"vnum": 5}], 0) == 9, "_eff: parts 非 0 优先") _ck(em4._eff([0, 0, 0, 0], 0, [{"vnum": 5}], 0) == 5, "_eff: parts 0 -> 装备槽") _ck(em4._eff([], 1, [{"vnum": 1}, {"vnum": 2}], 1) == 2, "_eff: 无 parts -> 装备槽") # §4.1 修改 4:动物 / 怪物时装(shape 100-103)遮挡武器 + 头发 var em5: Node = EquipModel.new() get_root().add_child(em5) em5.setup(fc, il, func() -> Node: return model, assets) em5.main_getter = func() -> int: return 1000 em5.armor_shape_of = func(v: int) -> int: return 101 if v == 88888 else v fc.equip[4] = {"vnum": 19, "count": 1, "wear": 4} # 有武器 fc.equip[10] = {"vnum": 19, "count": 1, "wear": 10} # 有盾 fc.main_parts = [88888, 0, 0, 5] # parts[ARMOR] -> shape 101 model.weapon_gr2 = "x"; model.shield_gr2 = "x"; model.hair_gr2 = "x" em5._last_weapon_vnum = -1 em5._last_body_vnum = -1; em5._last_head_vnum = -2 em5.refresh() _ck(model.weapon_gr2 == "", "动物时装 -> weapon_gr2 清空 (%s)" % model.weapon_gr2) _ck(model.shield_gr2 == "", "动物时装 -> shield_gr2 清空 (%s)" % model.shield_gr2) _ck(model.hair_gr2 == "", "动物时装 -> hair_gr2 清空 (%s)" % model.hair_gr2) # 脱下动物时装 -> 武器恢复解析(资产里 00010.gr2 可能不存在,至少不再是遮挡态) fc.main_parts = [0, 0, 0, 5] em5._last_weapon_vnum = -999 em5._last_body_vnum = -1; em5._last_head_vnum = -2 em5.refresh() _ck(model.weapon_gr2 == "" or model.weapon_gr2.ends_with("00010.gr2"), "脱时装 -> weapon 重新解析 (%s)" % model.weapon_gr2) # 婚纱(shape 201)遮挡武器,但头发保留;捧花例外 var em6: Node = EquipModel.new() get_root().add_child(em6) em6.setup(fc, il, func() -> Node: return model, assets) em6.main_getter = func() -> int: return 1000 em6.armor_shape_of = func(v: int) -> int: return 201 if v == 99999 else v fc.equip[4] = {"vnum": 19, "count": 1, "wear": 4} fc.main_parts = [99999, 0, 0, 5] model.weapon_gr2 = "x"; model.hair_gr2 = "x" em6._last_weapon_vnum = -1; em6._last_body_vnum = -1; em6._last_head_vnum = -2 em6.refresh() _ck(model.weapon_gr2 == "", "婚纱 + 剑 -> weapon_gr2 清空") _ck(model.hair_gr2 != "", "婚纱 -> 头发保留 (%s)" % model.hair_gr2) # 换捧花(vnum 50201)-> 武器恢复 fc.main_parts = [99999, 50201, 0, 5] em6._last_weapon_vnum = -999; em6._last_body_vnum = -1; em6._last_head_vnum = -2 em6.refresh() _ck(em6._last_weapon_vnum == 50201, "婚纱 + 捧花 -> 武器 vnum 保留 (%d)" % em6._last_weapon_vnum)