- 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
69 lines
2.5 KiB
GDScript
69 lines
2.5 KiB
GDScript
# player_motion_test —— 40250 GC_MOTION / ServerCommand emotion clip mapping。
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# godot --headless --path project --script player_motion_test.gd
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extends SceneTree
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const PlayerView = preload("res://ui/player_view.gd")
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const Audio = preload("res://audio.gd")
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var _fail := 0
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func _ck(ok: bool, msg: String) -> void:
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if not ok:
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_fail += 1
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printerr("FAIL: " + msg)
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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: player_motion_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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func _run() -> void:
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if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2AnimPlayer"):
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print(" (skip: animation extension not registered)")
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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("PC/ymir work/pc/warrior")):
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print(" (skip: PC assets unavailable)")
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return
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var pv: Node = PlayerView.new()
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get_root().add_child(pv)
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_ck(pv.build(assets, 0), "warrior PlayerView builds")
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if pv.anim == null:
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return
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await process_frame
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var body_mesh := pv.model.get_node_or_null("MeshInstance3D") as MeshInstance3D
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var body_layer := body_mesh.get_layer_mask() if body_mesh != null else 0
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_ck(body_mesh != null and body_layer == 2,
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"character mesh is assigned to the character light layer (got %d)" % body_layer)
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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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pv.set_audio(audio)
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pv.set_anim_state("run")
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_ck(pv._sound_instances.size() == 3, "PlayerView run motion loads paired .mss instances")
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pv.set_motion_mode(3) # MODE_TWOHAND_SWORD
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_ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/run.msa"),
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"two-handed mode rebinds current run loop")
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pv.set_anim_state("wait")
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_ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/wait.msa"),
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"two-handed wait uses the two-hand grip pose")
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pv.play_attack_motion(3, 14, 1.0)
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_ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/combo_01.msa"),
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"two-handed first swing uses combo_01")
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pv.set_motion_mode(1)
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_ck(pv.set_motion_id(305), "clap motion resolves")
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_ck(String(pv.anim.get("anim_path")).ends_with("action/clap.msa"),
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"clap -> action/clap.msa")
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_ck(pv.set_motion_id(308, 3), "kiss motion resolves with target job")
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_ck(String(pv.anim.get("anim_path")).ends_with("action/kiss_with_shaman.msa"),
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"kiss start + shaman target -> kiss_with_shaman.msa")
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_ck(pv.set_motion_id(320), "slap hurt motion resolves")
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_ck(String(pv.anim.get("anim_path")).ends_with("action/slap_hurt.msa"),
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"slap hurt -> action/slap_hurt.msa")
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pv.queue_free()
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audio.queue_free()
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