- 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
82 lines
2.6 KiB
GDScript
82 lines
2.6 KiB
GDScript
extends SceneTree
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const AssetRoot = preload("res://asset_root.gd")
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const PlayerView = preload("res://ui/player_view.gd")
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func _init() -> void:
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call_deferred("_run")
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func _run() -> void:
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print("=== Running test_warrior_mental_skills_regression ===")
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var fails := 0
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var check = func(cond: bool, msg: String):
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if not cond:
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fails += 1
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print("FAIL: ", msg)
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else:
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print("OK: ", msg)
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var root_dir := AssetRoot.path()
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var pv := PlayerView.new()
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get_root().add_child(pv)
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var ok = pv.build(root_dir, 0) # warrior male
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check.call(ok, "warrior PlayerView built")
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var skills = ["gigongcham", "gyeoksan", "daejin", "cheongeun", "geompung"]
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for sname in skills:
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print("\n--- Testing skill: ", sname, " ---")
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var finished := [false]
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var on_finished = func():
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finished[0] = true
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pv.anim.playback_finished.connect(on_finished, CONNECT_ONE_SHOT)
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var cast_ok = pv.play_skill_motion(sname, 0)
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check.call(cast_ok, "play_skill_motion(%s) returned true" % sname)
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check.call(pv._state == "__skill", "pv._state is '__skill'")
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check.call(bool(pv.anim.get("playing")), "anim.playing is true at start")
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var dur = float(pv.anim.get_duration()) if pv.anim.has_method("get_duration") else 2.0
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# Run frames until playback_finished or timeout
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var frames = 0
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while not finished[0] and frames < 400:
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await process_frame
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frames += 1
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check.call(finished[0], "%s emitted playback_finished (frames=%d)" % [sname, frames])
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check.call(pv._state == "wait", "pv._state reset to 'wait'")
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check.call(bool(pv.anim.get("playing")), "anim.playing is true after playback_finished")
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# Transition to run
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pv.set_anim_state("run")
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check.call(pv._state == "run", "pv._state changed to 'run'")
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check.call(bool(pv.anim.get("playing")), "anim.playing is true during run")
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var t0 = float(pv.anim.get_time()) if pv.anim.has_method("get_time") else 0.0
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for f in range(15):
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await process_frame
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var t1 = float(pv.anim.get_time()) if pv.anim.has_method("get_time") else 0.0
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check.call(t1 > t0, "run animation is advancing (t0=%.3f, t1=%.3f)" % [t0, t1])
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# Reset to wait for next skill
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pv.set_anim_state("wait")
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for f in range(5):
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await process_frame
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# Clean up
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if is_instance_valid(pv.anim):
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pv.anim.free()
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if is_instance_valid(pv.model):
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pv.model.free()
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pv.free()
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if ClassDB.class_exists("Metin2Model"):
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var m_dummy: Object = ClassDB.instantiate("Metin2Model")
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m_dummy.call("clear_texture_cache")
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m_dummy.free()
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await process_frame
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await process_frame
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print("\n=== Completed test_warrior_mental_skills_regression with %d failures ===" % fails)
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if fails == 0:
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print("ALL PASS")
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quit(fails)
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