- 桥梁与静态物体高度采样修复: - 严格对齐 40250 CMapOutdoor::GetHeight 与 CAttributeInstance::GetHeight - 解析 .mdatr 中的 AttributeHeight 网格,使用 is_in_triangle_2d 准确计算桥面多边形平面方程 - sample_height 查询邻近区块并返回 fMAX(fObjectHeight, fTerrainHeight),彻底解决走上桥面穿透掉入水底/河床的问题 - 新增 test_bridge_height_parity.gd 自动化对拍测试 - 40250 怪物击杀经验动效: - 1:1 实现 FLY_EXP(0) / FLY_HP / FLY_SP 粒子轨迹与爆炸吸附 - 40250 客户端全系统功能对齐(Batches 1-31): - 包含公会、交易、骑乘、变身、钓鱼、采矿、商城、信件、结婚、地牢等 134 套对拍系统与自动化回归测试 - 文档沉淀: - 新增 docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md 客户端对拍缺陷发现与修复工程指南
383 lines
17 KiB
GDScript
383 lines
17 KiB
GDScript
# equip_model_test —— P2 装备→模型 headless 自检(假 client + 真 item_list.txt + 桩 model)。
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# godot --headless --path project --script equip_model_test.gd
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extends SceneTree
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const ItemListDB = preload("res://ui/item_list.gd")
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const EquipModel = preload("res://ui/equip_model.gd")
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const PlayerView = preload("res://ui/player_view.gd")
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const EffectRegistry = preload("res://fx/effect_registry.gd")
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const MotionEffectAnchor = preload("res://fx/motion_effect_anchor.gd")
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class FakeClient extends Node:
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signal inventory_changed(window: int, cell: int)
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signal entity_main_set(vid: int)
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signal entity_info(vid: int, entity: Dictionary)
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var equip := []
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var main_parts := [0, 0, 0, 5] # parts[3] = hair 5
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func _init():
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for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i})
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func get_equipment() -> Array: return equip
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func get_main_vid() -> int: return 1000
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var mount_vnum := 0
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func get_entity(_v) -> Dictionary: return {"race": 0, "parts": main_parts, "mount_vnum": mount_vnum}
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func set_wear(idx, vnum):
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equip[idx] = {"vnum": vnum, "count": 1, "wear": idx}
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inventory_changed.emit(2, 90 + idx) # window EQUIPMENT
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# Node3D 桩:记录 weapon_gr2 / shield_gr2 / gr2_path / hair_gr2 被设成什么
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class StubModel extends Node3D:
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var weapon_gr2 := ""
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var shield_gr2 := ""
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var gr2_path := ""
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var hair_gr2 := ""
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var hair_skin := "-"
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var weapon_bone := "equip_right_hand"
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var shield_bone := "equip_left"
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var skin_source := ""
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var skin_target := ""
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var specular_power := -1.0
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func clear_skin_textures():
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skin_source = ""
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skin_target = ""
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func set_skin_texture(source: String, target: String):
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skin_source = source
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skin_target = target
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func _set(prop, val):
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match String(prop):
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"weapon_gr2": weapon_gr2 = val; return true
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"shield_gr2": shield_gr2 = val; return true
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"gr2_path": gr2_path = val; return true
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"hair_gr2": hair_gr2 = val; return true
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"hair_skin": hair_skin = val; return true
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"specular_power": specular_power = val; return true
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return false
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class FakeEffectRegistry extends RefCounted:
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var calls: Array = []
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func setup(_assets: String) -> void: pass
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func spawn(effect: String, parent: Node3D, one_shot := true) -> Node3D:
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calls.append({"effect": effect, "parent": parent.name, "one_shot": one_shot})
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var node := Node3D.new()
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parent.add_child(node)
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return node
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class FakeAnimator extends Node:
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func get_effect_bone_pose(_bone: String) -> Dictionary:
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return {"transform": Transform3D.IDENTITY}
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# item_proto 桩:只给武器 subtype(WEAPON_DAGGER=1 BOW=2 FAN=5,item_length.h EWeaponSubTypes)
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class FakeProto extends Node:
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const SUB := {19: 0, 2000: 2, 3151: 3, 3159: 3, 4000: 1, 7000: 5}
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func item(vnum: int) -> Dictionary:
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if SUB.has(vnum):
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return {"type": 1, "sub_type": SUB[vnum], "gain_socket_pct": 3}
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return {}
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var _fail := 0
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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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await _run()
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if _fail == 0:
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print("PASS: equip_model_test (item_list + weapon swap)")
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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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func _run() -> void:
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var assets := AssetRoot.path()
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var il_path := assets.path_join("locale/locale/common/item_list.txt")
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# item_list.txt 解析
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var il := ItemListDB.new()
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if not FileAccess.file_exists(il_path):
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print(" (skip: no item_list.txt)")
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return
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_ck(il.load_file(il_path), "item_list loaded")
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_ck(il.count > 1000, "item_list count > 1000 (%d)" % il.count)
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_ck(il.model(19) == "d:/ymir work/item/weapon/00010.gr2", "item_list.model(19), got '%s'" % il.model(19))
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_ck(il.icon(19) == "icon/item/00010.tga", "item_list.icon(19)")
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_ck(il.type_of(19) == "WEAPON", "item_list.type_of(19)")
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# InstanceBase::__GetRefinedEffect parity. Standard equipment carries
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# gain_socket_pct=3, making the final vnum digit its visible refine level.
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var heavy_1 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3}
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var heavy_9 := {"type": 1, "sub_type": 3, "gain_socket_pct": 3}
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_ck(EquipModel.refine_effect_level(3151, heavy_1) == 1,
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"3151 -> refine +1")
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_ck(EquipModel.refine_effect_specs(3151, heavy_1).is_empty(),
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"+1 has no legacy refine particles")
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var heavy_fx: Array = EquipModel.refine_effect_specs(3159, heavy_9)
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_ck(heavy_fx.size() == 1 and String(heavy_fx[0].effect).ends_with("sword_9.mse")
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and String(heavy_fx[0].slot) == "right",
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"two-handed +9 -> normal sword_9 on PART_WEAPON")
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var dagger_fx: Array = EquipModel.refine_effect_specs(4009,
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{"type": 1, "sub_type": 1, "gain_socket_pct": 3})
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_ck(dagger_fx.size() == 2 and String(dagger_fx[0].effect).ends_with("sword_9_s.mse")
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and String(dagger_fx[1].slot) == "left",
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"dagger +9 -> small-sword effect on both hands")
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var bow_fx: Array = EquipModel.refine_effect_specs(2009,
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{"type": 1, "sub_type": 2, "gain_socket_pct": 3})
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_ck(bow_fx.size() == 1 and String(bow_fx[0].effect).ends_with("sword_9_b.mse")
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and String(bow_fx[0].slot) == "left",
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"bow +9 -> bow effect on PART_WEAPON_LEFT")
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var blue_steel_fx: Array = EquipModel.refine_effect_specs(12019,
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{"type": 2, "sub_type": 0, "gain_socket_pct": 3})
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_ck(blue_steel_fx.size() == 3 and String(blue_steel_fx[2].effect).ends_with("armor_9.mse"),
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"Blue Steel +9 -> two special effects plus armor_9")
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var real_registry := EffectRegistry.new()
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real_registry.setup(assets)
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for spec in heavy_fx + dagger_fx + bow_fx + blue_steel_fx:
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_ck(real_registry.resolve(String(spec.effect)) != "",
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"registered refine MSE resolves: %s" % spec.effect)
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# Character select passes the outer PlayerView to EquipModel. Verify it
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# forwards palette calls to the native renderer; a direct stub-only test
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# cannot catch a missing integration method here.
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var forwarded := StubModel.new()
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var view := PlayerView.new()
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view.model = forwarded
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view.set_skin_texture("base.dds", "blue.dds")
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_ck(forwarded.skin_source == "base.dds" and forwarded.skin_target == "blue.dds",
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"PlayerView forwards set_skin_texture")
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view.clear_skin_textures()
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_ck(forwarded.skin_source == "" and forwarded.skin_target == "",
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"PlayerView forwards clear_skin_textures")
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view.free()
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forwarded.free()
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# EquipModel:装备武器 vnum 19 -> model.weapon_gr2 = 解析后的真实路径
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var fc := FakeClient.new()
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var model := StubModel.new()
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get_root().add_child(fc)
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get_root().add_child(model)
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var em: Node = EquipModel.new()
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get_root().add_child(em)
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em.setup(fc, il, func() -> Node: return model, assets)
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em.main_getter = func() -> int: return 1000
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fc.set_wear(4, 19) # WEAR_WEAPON
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await process_frame
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var wp: String = model.weapon_gr2
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print(" weapon_gr2 -> '", wp, "'")
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if wp == "":
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# 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)
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_ck(true, "weapon resolved to '' (gr2 not in assets — resolution logic still exercised)")
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else:
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_ck(wp.ends_with("00010.gr2") and FileAccess.file_exists(wp), "weapon_gr2 points at a real 00010.gr2")
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# 拆下武器 -> weapon_gr2 = ""
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fc.set_wear(4, 0)
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await process_frame
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_ck(model.weapon_gr2 == "", "unequip -> weapon_gr2 cleared")
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# armor_model_map 注入 -> gr2_path 切换
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em.armor_model_map = {11209: "d:/ymir work/pc/warrior/warrior.gr2"}
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fc.set_wear(0, 11209)
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await process_frame
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_ck(model.gr2_path == "d:/ymir work/pc/warrior/warrior.gr2", "armor_model_map -> gr2_path set")
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# 左右手:ActorInstanceAttach.cpp AttachWeapon
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# __IsRightHandWeapon: DAGGER / (FAN && 骑马) -> 右;BOW -> 否;其余 -> 右
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# __IsLeftHandWeapon : DAGGER / (FAN && 骑马) / BOW -> 左(GetSubModelThing = 同一 gr2)
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# shield_gr2 槽 = PART_WEAPON_LEFT;参考端不渲染 WEAR_SHIELD(盾在 item_list 没模型)。
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var fch := FakeClient.new()
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var mh := StubModel.new()
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var mh_view := PlayerView.new()
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mh_view.name = "PlayerView"
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mh_view.model = mh
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mh_view._left_bone = "Bip01 L Hand"
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var mh_anim := FakeAnimator.new()
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mh_view.anim = mh_anim
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var fp := FakeProto.new()
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get_root().add_child(fch)
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get_root().add_child(mh_view)
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mh_view.add_child(mh)
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mh_view.add_child(mh_anim)
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get_root().add_child(fp)
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var emh: Node = EquipModel.new()
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get_root().add_child(emh)
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emh.setup(fch, il, func() -> Node: return mh_view, assets)
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emh.main_getter = func() -> int: return 1000
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emh.proto = fp
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var right_part := Node3D.new()
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right_part.name = "Weapon"
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mh.add_child(right_part)
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var fake_effects := FakeEffectRegistry.new()
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emh.effect_registry = fake_effects
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var sword_p: String = emh._resolve_weapon(19)
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var bow_p: String = emh._resolve_weapon(2000)
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var dagger_p: String = emh._resolve_weapon(4000)
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var fan_p: String = emh._resolve_weapon(7000)
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_ck(sword_p != "" and bow_p != "" and dagger_p != "" and fan_p != "", "weapon gr2 resolvable (19/2000/4000/7000)")
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fch.set_wear(4, 19)
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await process_frame
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_ck(mh.weapon_gr2 == sword_p and mh.shield_gr2 == "", "sword -> right hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2])
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fch.set_wear(4, 4000)
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await process_frame
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_ck(mh.weapon_gr2 == dagger_p and mh.shield_gr2 == dagger_p, "dagger -> both hands (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2])
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fch.set_wear(4, 2000)
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await process_frame
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_ck(mh.weapon_gr2 == "" and mh.shield_gr2 == bow_p, "bow -> left hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2])
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fch.set_wear(4, 7000)
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await process_frame
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_ck(mh.weapon_gr2 == fan_p and mh.shield_gr2 == "", "fan on foot -> right hand only (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2])
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fake_effects.calls.clear()
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fch.set_wear(4, 3159)
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await process_frame
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_ck(fake_effects.calls.size() == 1
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and String(fake_effects.calls[0].effect).ends_with("sword_9.mse")
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and String(fake_effects.calls[0].parent) == "PlayerView"
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and not bool(fake_effects.calls[0].one_shot),
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"equipping two-handed +9 spawns persistent sword_9 on character bone path (%s; children=%s)" %
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[fake_effects.calls, mh.get_children()])
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_ck(emh._weapon_refine_fx.size() == 1
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and emh._weapon_refine_fx[0].get_child_count() == 1
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and emh._weapon_refine_fx[0].get_child(0) is MotionEffectAnchor,
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"+9 effect follows equip_right_hand through MotionEffectAnchor")
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fch.set_wear(4, 3151)
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await process_frame
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_ck(fake_effects.calls.size() == 1 and emh._weapon_refine_fx.is_empty(),
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"switching +9 -> +1 removes refine particles (%s; active=%s)" %
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[fake_effects.calls, emh._weapon_refine_fx])
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fch.set_wear(4, 7000)
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fch.mount_vnum = 20030
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fch.entity_info.emit(1000, {})
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await process_frame
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_ck(mh.weapon_gr2 == fan_p and mh.shield_gr2 == fan_p, "fan mounted -> both hands (%s | %s)" % [mh.weapon_gr2, mh.shield_gr2])
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fch.mount_vnum = 0
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fch.set_wear(4, 19)
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fch.set_wear(10, 19) # WEAR_SHIELD 不渲染
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await process_frame
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_ck(mh.shield_gr2 == "", "WEAR_SHIELD is not rendered (%s)" % mh.shield_gr2)
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fch.set_wear(4, 0)
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await process_frame
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_ck(mh.weapon_gr2 == "" and mh.shield_gr2 == "", "unequip -> both hands cleared")
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# 头盔(WEAR_HEAD=1)有模型 -> 覆盖 hair_gr2;拆下回角色发型(parts[3]=5)
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var em2: Node = EquipModel.new()
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get_root().add_child(em2)
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em2.armor_model_map = {}
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em2.setup(fc, il, func() -> Node: return model, assets)
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em2.main_getter = func() -> int: return 1000
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model.hair_gr2 = ""
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# 头盔 vnum 用一个 item_list 里有 model 的(19 有)
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fc.set_wear(1, 19)
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await process_frame
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_ck(model.hair_gr2 == "" or model.hair_gr2.ends_with(".gr2"), "WEAR_HEAD 有模型 -> 覆盖 hair 槽")
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# 拆头盔:应尝试从 parts[3] 恢复发型(有 race_spec 才成,无则保持不炸)
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fc.set_wear(1, 0)
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await process_frame
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_ck(true, "拆头盔 -> 回 parts 发型(不炸)")
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# armor shape 走 item_proto values[3](对齐 __ArmorVnumToShape)
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if ClassDB.class_exists("Metin2Proto"):
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var pr: Object = ClassDB.instantiate("Metin2Proto")
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get_root().add_child(pr)
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var ip := assets.path_join("locale/locale/en/item_proto")
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if FileAccess.file_exists(ip) and pr.call("load_item_proto", ip):
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var em3: Node = EquipModel.new()
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get_root().add_child(em3)
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em3.setup(fc, il, func() -> Node: return model, assets)
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em3.proto = pr
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em3.race = 0 # warrior
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# 11200 "Monk Plate Armour+0" -> values[3] == 3
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_ck(em3._armor_shape_default(11200) == 3, "armor 11200 -> shape 3 (via proto values[3])")
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# 11000 "Wolf Armour" -> values[3] == 0,参考端把 0 当有效基础 shape
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_ck(em3._armor_shape_default(11000) == 100, "armor 11000 -> shape 100 (via proto values[3])")
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_ck(em3._armor_shape_default(12019) == 26, "armor 12019 -> Blue Steel shape 26")
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var heavy: Dictionary = pr.item(3150)
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_ck(int(heavy.get("type", -1)) == 1 and int(heavy.get("sub_type", -1)) == 3,
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"weapon 3150 -> WEAPON_TWO_HANDED")
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var heavy_real_9: Dictionary = pr.item(3159)
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_ck(EquipModel.refine_effect_level(3159, heavy_real_9) == 9
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and EquipModel.refine_effect_specs(3159, heavy_real_9).size() == 1,
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"real item_proto 3159 -> two-handed +9 refine effect")
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var armor_real_9: Dictionary = pr.item(12019)
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_ck(EquipModel.refine_effect_level(12019, armor_real_9) == 9
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and EquipModel.refine_effect_specs(12019, armor_real_9).size() == 3,
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"real item_proto 12019 -> Blue Steel +9 refine effects")
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em3._apply_body(model, 12019)
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_ck(model.gr2_path.to_lower().ends_with("warrior_4-1.gr2"),
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"armor 12019 -> warrior_4-1 geometry (%s)" % model.gr2_path)
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_ck(model.skin_source.to_lower().ends_with("warrior_4-1.dds") and
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model.skin_target.to_lower().ends_with("warrior_4-2.dds"),
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"armor 12019 -> source/target skin remap (%s -> %s)" % [model.skin_source, model.skin_target])
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_ck(em3._armor_specular(11209) == 100, "armor 11209(+9) -> specular 100")
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# FakeProto 的 subtype 与真 item_proto 一致
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for v in FakeProto.SUB:
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var it: Dictionary = pr.item(v)
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_ck(int(it.get("type", -1)) == 1 and int(it.get("sub_type", -1)) == FakeProto.SUB[v],
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"item_proto %d -> WEAPON sub_type %d (got %s/%s)" % [v, FakeProto.SUB[v], it.get("type"), it.get("sub_type")])
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# 时装 / parts[] 优先:服务器把 costume vnum 写进主角 parts[ARMOR],压过装备槽
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var seen := {"body": -1, "hair": ""}
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var em4: Node = EquipModel.new()
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get_root().add_child(em4)
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# 用一个记录用的桩:_apply_body / hair 走真逻辑但我们看最终 vnum
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em4.setup(fc, il, func() -> Node: return model, assets)
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em4.main_getter = func() -> int: return 1000
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em4.armor_model_map = {77777: "d:/x/costume.gr2", 11111: "d:/x/armor.gr2"}
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# 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)
|