Files
mtgodot-poc/project/player_motion_test.gd
T
shenandshen c93894313a fix: 装备属性面板避让逻辑 + 多项功能更新
- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧
- inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域
- 包含其他累积的功能开发和测试文件
2026-09-21 16:38:59 -07:00

105 lines
4.4 KiB
GDScript

# 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