- 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
164 lines
4.9 KiB
GDScript
164 lines
4.9 KiB
GDScript
# test_exp_fly_parity.gd
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# 检验 40250 怪物阵亡经验光球飞行、自导向追踪与吸收动效
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extends SceneTree
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const FlyObject = preload("res://fly_object.gd")
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const NetPlay = preload("res://net_play.gd")
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const NetWorld = preload("res://net_world.gd")
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const PlayerCtl = preload("res://player_controller.gd")
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func _init() -> void:
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print("--- 开始测试 40250 怪物阵亡经验光球飞行与吸收动效 (test_exp_fly_parity) ---")
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var fails: int = 0
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# 1. 验证 40250 FLY 常量与编号映射
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if FlyObject.FLY_EXP != 0:
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printerr("FAIL: FLY_EXP 应为 0,实际为: ", FlyObject.FLY_EXP)
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fails += 1
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if FlyObject.FLY_HP_SMALL != 1 or FlyObject.FLY_SP_SMALL != 4:
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printerr("FAIL: FLY_HP/SP 常量映射错误")
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fails += 1
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# 2. 模拟 FlyObject 经验球追踪、命中与吸收信号
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var mount := Node3D.new()
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get_root().add_child(mount)
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var mgr := FlyObject.new()
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mgr.manual_step = true
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mount.add_child(mgr)
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mgr.setup(mount)
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var player_target := Node3D.new()
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mount.add_child(player_target)
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player_target.position = Vector3(5, 1, 0)
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var exp_absorbed_count := [0]
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mgr.exp_absorbed.connect(func(_wp: Vector3):
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exp_absorbed_count[0] += 1
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)
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var d := FlyObject.FlyData.new()
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d.init_vel = 15.0
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d.flat_range = 30.0
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d.bomb_range = 0.8
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d.is_homing = true
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d.homing_start_time = 0.05
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d.homing_max_angle = 140.0
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d.maintain_parallel = true
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var start_pos := Vector3(0, 1, 0)
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var inst = mgr.spawn(start_pos, player_target, false, d, FlyObject.FLY_EXP)
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if mgr.active_count() != 1:
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printerr("FAIL: 经验球未成功注册进飞行物管理器!")
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fails += 1
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if inst.skill_index != FlyObject.FLY_EXP:
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printerr("FAIL: 实例技能索引不符: ", inst.skill_index)
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fails += 1
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# 推进仿真时间步,让光球命中玩家目标
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for i in range(40):
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mgr.step(0.02)
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if mgr.active_count() == 0:
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break
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if exp_absorbed_count[0] != 1:
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printerr("FAIL: 经验球到达玩家时未发出 exp_absorbed 信号,次数: ", exp_absorbed_count[0])
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fails += 1
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if mgr.active_count() != 0:
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printerr("FAIL: 经验球命中后未从活跃队列销毁!")
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fails += 1
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# 3. 验证 net_world._on_fly(FLY_EXP) 生成 3 颗聚能光球
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var nw := NetWorld.new()
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mount.add_child(nw)
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nw.parent = mount
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nw._fly_mgr = mgr
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# 模拟注册实体坐标
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var fake_client := _FakeClient.new()
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fake_client.ents[100] = {"vid": 100, "pos": Vector3(0, 0, 0)} # 怪物
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fake_client.ents[1] = {"vid": 1, "pos": Vector3(4, 0, 0)} # 玩家
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nw.client = fake_client
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var mob_node := Node3D.new()
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mob_node.position = Vector3(0, 0, 0)
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mount.add_child(mob_node)
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nw._by_vid[100] = mob_node
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var player_node := Node3D.new()
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player_node.position = Vector3(4, 0, 0)
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mount.add_child(player_node)
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nw._by_vid[1] = player_node
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# 触发 40250 官方 _on_fly(0, 100, 1)
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nw._on_fly(FlyObject.FLY_EXP, 100, 1)
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if mgr.active_count() != 3:
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printerr("FAIL: _on_fly(FLY_EXP) 应发射 3 颗经验聚能光球,实际: ", mgr.active_count())
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fails += 1
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# 清空飞行物
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for i in range(50):
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mgr.step(0.02)
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if mgr.active_count() == 0:
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break
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# 4. 验证 net_world.spawn_exp_fly 接口
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nw.spawn_exp_fly(Vector3(2, 0, 2), player_node, 3)
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if mgr.active_count() != 3:
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printerr("FAIL: spawn_exp_fly 未成功生成 3 颗光球,实际: ", mgr.active_count())
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fails += 1
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for i in range(50):
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mgr.step(0.02)
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if mgr.active_count() == 0:
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break
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# 5. 验证 net_play 经验变动时触发经验获取流程
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var np := NetPlay.new()
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mount.add_child(np)
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var pc := PlayerCtl.new()
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pc.player = player_node
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np.setup(fake_client, pc, nw, null)
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# 初始经验
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np._on_points({"exp": 1000, "next_exp": 5000, "level": 10})
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if mgr.active_count() != 0:
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printerr("FAIL: 初始点数同步不应触发获取经验!")
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fails += 1
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# 杀死怪物获得 500 经验
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np._last_dead_mob_pos = Vector3(3, 0, 0)
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np._on_points({"exp": 1500, "next_exp": 5000, "level": 10})
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if mgr.active_count() != 3:
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printerr("FAIL: 经验增加时未能通过 net_world 生成经验光球!实际数量: ", mgr.active_count())
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fails += 1
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mount.queue_free()
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if fails == 0:
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print("PASS: test_exp_fly_parity (6/6 全部通过)")
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quit(0)
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else:
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printerr("FAILED: test_exp_fly_parity (", fails, " 项失败)")
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quit(1)
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class _FakeClient extends Node:
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signal entity_spawned(entity: Dictionary)
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signal entity_despawned(vid: int)
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signal entity_moved(vid: int)
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signal entity_main_set(vid: int)
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signal entity_dead(vid: int)
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signal vitals_changed(vid: int)
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signal points_changed(points: Dictionary)
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signal chat(type: int, vid: int, text: String)
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signal damage(vid: int, amount: int, flag: int)
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signal target_info(t: Dictionary)
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signal fly_cue(type: int, start_vid: int, end_vid: int)
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signal fly_targeting(s_vid: int, t_vid: int, pos: Vector2, append: bool)
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var ents := {}
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func is_in_game() -> bool: return true
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func get_main_vid() -> int: return 1
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func get_entity(vid: int) -> Dictionary: return ents.get(vid, {})
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func get_entities() -> Array: return ents.values()
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