158 lines
6.8 KiB
GDScript
158 lines
6.8 KiB
GDScript
# mob_view_test —— 怪 / NPC 真模型(MobView)headless 自检。
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# godot --headless --path project --script mob_view_test.gd
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# 需要 Metin2Model 扩展 + Metin2 资产(AssetRoot.path());缺就跳过对应检查。
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extends SceneTree
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const MobView = preload("res://ui/mob_view.gd")
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const Audio = preload("res://audio.gd")
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const MsaMotion = preload("res://ui/msa_motion.gd")
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var _fail := 0
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var _resolution_done := false
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var _move_speed_done := false
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func _ck(c: bool, m: String) -> void:
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if not c:
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_fail += 1
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printerr("FAIL: " + m)
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func _init() -> void:
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_run()
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if _fail == 0:
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print("PASS: mob_view_test")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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class FakeAnim:
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extends Node
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var anim_path := ""
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var loop := false
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var time_scale := 1.0
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# 纯解析:不需要扩展和资产。旧客户端 CRaceData::GetMotionKey 找不到动作时
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# SetLoopMotion/InterceptMotion 直接返回、保留当前动作;不能静默换成 WAIT。
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func _check_motion_resolution() -> void:
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var mv: Node3D = MobView.new()
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mv._dir = "res://__no_such_mob_dir__"
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mv._motions = {"WAIT": "wait.msa", "NORMAL_ATTACK": "attack.msa", "FRONT_DEAD": "dead.msa"}
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var dead: Dictionary = mv.resolve_motion("dead")
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_ck(dead.get("requested_state") == "dead" and dead.get("motion") == "FRONT_DEAD" \
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and dead.get("path") == "dead.msa" and dead.get("fallback_reason") == "", "dead -> FRONT_DEAD 无回退")
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var run: Dictionary = mv.resolve_motion("run")
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_ck(run.get("path") == "" and run.get("motion") == "" \
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and run.get("fallback_reason") == "reference_keep_current_motion", "缺 RUN/WALK -> 保留当前动作(%s)" % run)
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_ck(mv.get_motion_path("run") == "", "缺 RUN/WALK 时 get_motion_path 不返回 WAIT")
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mv._motions = {"WAIT": "wait.msa"}
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_ck(mv.get_motion_path("dead") == "", "缺死亡动作时不能解析成 WAIT")
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mv._motions = {"WAIT": "wait.msa", "WALK": "walk.msa"}
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var alias: Dictionary = mv.resolve_motion("run")
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_ck(alias.get("path") == "walk.msa" and alias.get("fallback_reason") == "client_alias:WALK", "run -> WALK 标注别名回退")
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mv._motions = {"WAIT": "wait.msa"}
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var anim := FakeAnim.new()
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mv.anim = anim
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mv.set_anim_state("wait")
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mv.set_anim_state("run")
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_ck(anim.anim_path == "wait.msa" and anim.loop, "缺 run 时保留当前 WAIT 播放")
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_ck(mv.last_motion_resolution().get("fallback_reason") == "reference_keep_current_motion", "记录最后一次解析的回退原因")
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mv.anim = null
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anim.free()
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mv.free()
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_resolution_done = true
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# CActorInstance::Move:走 / 跑按 m_fMovSpd = movSpd/100 播放;根运动速度
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# = |.msa Accumulation| / MotionDuration(wolf 03.msa:255.45 / 0.6 = 425.75 cm/s)。
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func _write_msa(path: String, duration: float, ay: float) -> void:
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var f := FileAccess.open(path, FileAccess.WRITE)
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f.store_string("ScriptType MotionData\n\nMotionFileName \"x.gr2\"\n" +
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"MotionDuration %f\nAccumulation 0.00\t%.2f\t0.00\n" % [duration, ay])
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f.close()
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func _check_move_speed() -> void:
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var walk_p := "user://__mob_view_test_walk.msa"
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var run_p := "user://__mob_view_test_run.msa"
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_write_msa(walk_p, 0.866667, -75.81)
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_write_msa(run_p, 0.6, -255.45)
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_ck(absf(MsaMotion.move_speed(run_p) - 425.75) < 0.01, "run msa 速度 425.75(%f)" % MsaMotion.move_speed(run_p))
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_ck(absf(MsaMotion.move_speed(walk_p) - 87.47) < 0.01, "walk msa 速度 87.47(%f)" % MsaMotion.move_speed(walk_p))
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_ck(MsaMotion.move_speed("user://__no_such.msa") == 0.0, "缺文件 -> 0")
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var mv: Node3D = MobView.new()
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mv._dir = "res://__no_such_mob_dir__"
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mv._motions = {"WAIT": "wait.msa", "WALK": walk_p, "RUN": run_p}
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var sp: Vector2 = mv.get_move_motion_speeds()
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_ck(absf(sp.x - 87.47) < 0.01 and absf(sp.y - 425.75) < 0.01, "get_move_motion_speeds(%s)" % sp)
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var anim := FakeAnim.new()
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mv.anim = anim
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mv.set_move_speed(200)
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mv.set_anim_state("wait")
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_ck(anim.time_scale == 1.0, "wait 不受移动速度影响")
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mv.set_anim_state("run")
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_ck(anim.anim_path == run_p and anim.time_scale == 2.0, "run 按 movSpd/100 播放(%f)" % anim.time_scale)
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mv.set_move_speed(150)
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_ck(anim.time_scale == 1.5, "跑动中改速立即生效(%f)" % anim.time_scale)
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mv.set_move_speed(1200)
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_ck(anim.time_scale == 1.0, ">1100 保持原速(%f)" % anim.time_scale)
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mv.anim = null
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anim.free()
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mv.free()
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DirAccess.remove_absolute(ProjectSettings.globalize_path(walk_p))
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DirAccess.remove_absolute(ProjectSettings.globalize_path(run_p))
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_move_speed_done = true
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func _run() -> void:
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_check_motion_resolution()
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_check_move_speed()
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_ck(_move_speed_done, "移动速度断言全部执行")
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# 脚本运行时错误只会中止函数、不计失败;用哨兵保证整段断言都执行过。
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_ck(_resolution_done, "动作解析断言全部执行")
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if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2Proto"):
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print(" (skip: 扩展未注册)")
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return
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var assets := AssetRoot.path()
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if not DirAccess.dir_exists_absolute(assets.path_join("Monster")):
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print(" (skip: 无 Monster 资产)")
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return
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var proto: Object = ClassDB.instantiate("Metin2Proto")
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get_root().add_child(proto)
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var audio: Node = Audio.new()
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get_root().add_child(audio)
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audio.setup(assets)
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var mp := assets.path_join("locale/locale/en/mob_proto")
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if not FileAccess.file_exists(mp) or not proto.call("load_mob_proto", mp):
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print(" (skip: 无 mob_proto)")
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return
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# race 102 = Wolf -> assets/*/ymir work/monster/wolf/
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var mv: Node3D = MobView.new()
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get_root().add_child(mv)
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var ok: bool = mv.build(assets, proto, 102)
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_ck(ok, "MobView.build(102 = Wolf) 成功")
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if not ok:
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return
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mv.set_audio(audio)
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_ck(mv._dir.get_file() == "wolf", "解到 wolf 目录(%s)" % mv._dir)
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_ck(mv.model != null and mv.model.get_class() == "Metin2Model", "Metin2Model 建好")
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_ck(mv._motions.size() >= 3, "motlist.txt 解出 %d 个动作" % mv._motions.size())
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_ck(mv._motions.has("WAIT"), "有 WAIT 动作")
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mv.set_display_name("Wolf")
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_ck(mv.get_node_or_null("Label3D") != null and
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(mv.get_node("Label3D") as Label3D).text == "Wolf",
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"set_display_name -> nameplate")
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# 状态切换:run -> RUN / attack -> NORMAL_ATTACK(存在才断言路径变化)
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mv.set_anim_state("run")
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var s1: String = mv._state
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mv.set_anim_state("attack")
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_ck(mv._state == "attack" and s1 == "run", "set_anim_state 切换记录")
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_ck(mv._sound_instances.size() > 0, "MobView attack motion loads paired .mss instances")
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# 未知 race -> build 失败(返回 null 用占位)
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var mv2: Node3D = MobView.new()
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get_root().add_child(mv2)
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_ck(not mv2.build(assets, proto, 999999), "未知 race -> build 失败")
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# race 20009 = Old Man(NPC)——若有目录就该建成
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var mv3: Node3D = MobView.new()
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get_root().add_child(mv3)
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var npc_ok: bool = mv3.build(assets, proto, 20009)
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print(" NPC 20009 (Old Man) build = %s (%s)" % [npc_ok, mv3._dir])
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