- 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
512 lines
20 KiB
GDScript
512 lines
20 KiB
GDScript
# GroundItems (P2) —— 世界里的掉落物:GC_ITEM_GROUND_ADD/DEL → 小物体 + 名条 + 拾取。
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#
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# var gi := preload("res://ui/ground_items.gd").new()
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# add_child(gi)
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# gi.setup(m2client, mount_node, player_getter, proto, item_list)
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# # 按拾取键时: gi.try_pickup() -> 捡最近的一个(<PICKUP_RANGE m)
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#
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# M2Client.ground_item_added(Dict{vid,vnum,pos,owner}) / ground_item_removed(vid) 驱动。
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extends Node
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signal cannot_pick_item(owner_name: String)
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const PICKUP_RANGE := 3.0
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# §8.8 seam ⑩(CPythonTextTail::ArrangeTextTail, PythonTextTail.cpp:153-190):多条掉落
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# 名条投影到屏幕后互相挤开防重叠。参考端在屏幕像素空间跑(y 向下),poc 每物一个
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# billboard Label3D —— 把名条世界锚点投影到屏幕、按 Label3D 的真实字体度量取文本框,跑
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# text_tail_arrange.arrange_item_tails 得到每条被下推的屏幕 y,再按 Label3D 的
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# pixel_size 折回世界 y(屏幕向下 Δpx → 世界向下 Δpx*pixel_size)。
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# 文本框宽 / 高取名条 Label3D 的真实字体度量(TextMetrics.label_width / label_height
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# = GetTextSize 的 w / h,1:1,增量 123 / 124;TAG_CHAR_W_PX / TAG_LINE_H_PX 仅作无字体兜底)。
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# 增量 125(SetItemTextTailOwner, PythonTextTail.cpp:706-737):有 owner 的掉落,参考端
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# owner 是与名字分开的 pOwnerTextInstance,单独 GetTextSize,令去重叠框 yEnd += ownerH + 4、
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# x 两边按 owner 半宽 ±1 外扩 —— 去重叠框把「名字」「owner + 所有格」两子串分别用 tag 的
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# 字体度量后走 TextTailArrange.item_box_with_owner 合成(框度量 1:1)。
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# 增量 126(SetItemTextTailOwner :712-745 + ArrangeTextTail :191-207):owner 后缀不再拼进
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# 名字串,而是 drop 节点下第二个 Label3D "owner_tag" —— CENTER 对齐、黄字 (1,1,0)、文本
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# = owner + strOwnership(:722,本地化语素为空时字面 "'s",经 setup(possessive) 注入);
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# owner 落在尾标基点、名字实例下移 15px(:200 pTextInstance->SetPosition(x, y + 15.0f, z));
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# owner 为空时删 owner_tag(:741-745)。名字色仍走 _process 远近着色(参考名字实例取
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# pInsertTextTail->Color 的道具品阶色)。
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const TextTailArrange = preload("res://text_tail_arrange.gd")
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const TextMetrics = preload("res://text_metrics.gd")
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const TAG_BASE_Y := 0.75 # 名条相对掉落物的默认局部 y(未重叠时)
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const TAG_CHAR_W_PX := 7.0 # 无字体时的每字符估宽兜底(有字体走 GetTextSize 的 w)
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const TAG_LINE_H_PX := 15.0 # 无字体时的单行估高兜底(有字体走 GetTextSize 的 h)
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const OWNER_POSSESSIVE := "'s" # SetItemTextTailOwner :722 strOwnership(IDS_POSSESSIVE_MORPHENE 为空时的字面值)
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const OWNER_NAME_GAP_PX := 15.0 # ArrangeTextTail :200 pTextInstance->SetPosition(x, y + 15.0f, z):owner 行下方的名字行偏移
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const DEFAULT_ITEM_COLOR := Color(1.0, 0.9, 0.5)
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const ITEM_GRADE_COLORS := {
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0: Color(1.0, 1.0, 1.0),
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1: Color(0.55, 0.85, 1.0),
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2: Color(1.0, 0.85, 0.25),
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3: Color(0.85, 0.45, 1.0),
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4: Color(1.0, 0.35, 0.35),
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}
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var client: Node
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var mount: Node3D
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var proto: Node
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var item_list: RefCounted
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var _player_getter: Callable
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var _camera_getter: Callable
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var _world_getter: Callable
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var _world: Node
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var _by_vid := {} # vid -> Node3D
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var _next_tcp_time_ms := 0
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func get_pickable_distance() -> float:
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var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null
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if p and bool(p.get_meta("mounted", false)):
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return 5.0
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return PICKUP_RANGE
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func _get_main_player_name() -> String:
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if client == null:
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return ""
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if client.has_method("get_main_vid") and client.has_method("get_entity"):
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var vid := int(client.get_main_vid())
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if vid > 0:
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var e: Dictionary = client.get_entity(vid)
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var n := String(e.get("name", ""))
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if n != "":
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return n
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if client.has_method("get_character_name"):
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return String(client.get_character_name())
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return ""
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func _on_cannot_pick_item(owner: String) -> void:
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cannot_pick_item.emit(owner)
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print("[拾取] 这不是你的物品,无法拾取!(所有者: %s)" % owner)
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func _is_rare_drop(vnum: int, d: Dictionary) -> bool:
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if vnum == 1:
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return false
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if vnum in [25040, 50513, 70024, 70031]:
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return true
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if proto and proto.has_method("item"):
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var pd: Dictionary = proto.item(vnum)
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var itype := int(pd.get("type", 0))
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if itype in [1, 2] and (vnum % 10) >= 7:
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return true
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if int(d.get("rarity", 0)) >= 2 or int(d.get("grade", 0)) >= 3:
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return true
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return false
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var assets_override := ""
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var _possessive := OWNER_POSSESSIVE # setup(possessive) 注入;空 -> 字面 "'s"(SetItemTextTailOwner :722)
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func setup(m2client: Node, mount_node: Node3D, player_getter: Callable,
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proto_node: Node = null, il: RefCounted = null,
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camera_getter: Callable = Callable(), possessive := "",
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world_getter: Callable = Callable()) -> void:
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client = m2client
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_possessive = possessive if possessive != "" else OWNER_POSSESSIVE # :722 == "" ? "'s" : loc
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mount = mount_node
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proto = proto_node
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item_list = il
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_player_getter = player_getter
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_camera_getter = camera_getter
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_world_getter = world_getter
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if client.has_signal("ground_item_added"):
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client.ground_item_added.connect(_on_added)
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if client.has_signal("ground_item_removed"):
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client.ground_item_removed.connect(_on_removed)
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# 已在场的(重连)
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if client.has_method("get_ground_items"):
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for d in client.get_ground_items():
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_on_added(d)
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func _to_world_pos(raw_pos: Variant) -> Vector3:
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if not (raw_pos is Vector3):
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return Vector3.ZERO
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var pos: Vector3 = MapCoord.to_world(raw_pos)
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var w: Node = _world_getter.call() if _world_getter.is_valid() else _world
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if w and w.has_method("sample_height"):
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pos.y = float(w.call("sample_height", pos.x, pos.z)) + 0.1
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return pos
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func _on_added(d: Dictionary) -> void:
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var vid := int(d.get("vid", 0))
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if vid == 0:
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return
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var vnum := int(d.get("vnum", 0))
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var owner := String(d.get("owner", ""))
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var item_color := _item_color(vnum, d)
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var pos := _to_world_pos(d.get("pos", Vector3.ZERO))
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if _by_vid.has(vid):
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var existing: Node3D = _by_vid[vid]
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if is_instance_valid(existing):
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existing.position = pos
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var existing_tag := existing.get_node("tag") as Label3D
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existing_tag.text = _name_for(vnum)
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existing_tag.modulate = item_color
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existing.set_meta("item_name", existing_tag.text)
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existing.set_meta("item_owner", owner)
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existing.set_meta("item_color", item_color)
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_apply_owner_tag(existing, owner, item_color)
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return
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var node := Node3D.new()
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node.name = "drop_%d" % vid
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node.position = pos
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var root := "" if assets_override == "__none__" else (assets_override if assets_override != "" else (AssetRoot.path() if AssetRoot.available() else ""))
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var model_path := ""
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if root != "":
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if vnum == 1:
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for p in ["item/ymir work/item/etc/money.gr2", "item/etc/money.gr2"]:
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var fp := root.path_join(p)
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if FileAccess.file_exists(fp):
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model_path = fp
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break
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else:
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for p in ["item/ymir work/item/etc/item_bag.gr2", "item/etc/item_bag.gr2"]:
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var fp := root.path_join(p)
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if FileAccess.file_exists(fp):
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model_path = fp
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break
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if model_path != "" and ClassDB.class_exists("Metin2Model"):
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var model: Node3D = ClassDB.instantiate("Metin2Model")
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model.name = "model"
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model.set("flip_winding", true)
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model.set("texture_dir", model_path.get_base_dir())
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model.set("gr2_path", model_path)
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node.add_child(model)
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else:
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var mesh := MeshInstance3D.new()
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var box := BoxMesh.new()
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box.size = Vector3(0.25, 0.25, 0.25)
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mesh.mesh = box
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mesh.position.y = 0.15
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var mat := StandardMaterial3D.new()
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if vnum == 1:
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mat.albedo_color = Color(1.0, 0.85, 0.2)
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mat.metallic = 0.8
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mat.roughness = 0.2
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mat.emission_enabled = true
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mat.emission = Color(0.5, 0.4, 0.1)
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else:
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mat.albedo_color = Color(1.0, 0.85, 0.3)
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mat.emission_enabled = true
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mat.emission = Color(0.6, 0.5, 0.1)
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mesh.material_override = mat
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node.add_child(mesh)
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var tag := Label3D.new()
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tag.name = "tag"
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tag.text = _name_for(vnum) # 名字实例只放名字,owner 走独立 owner_tag(:723 不再拼串)
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tag.position.y = TAG_BASE_Y
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tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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tag.no_depth_test = true
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tag.pixel_size = 0.005
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tag.modulate = item_color
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node.add_child(tag)
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node.set_meta("vid", vid)
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node.set_meta("item_name", tag.text)
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node.set_meta("item_owner", owner)
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node.set_meta("item_color", item_color)
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_apply_owner_tag(node, owner, item_color)
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if _is_rare_drop(vnum, d):
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var beam := MeshInstance3D.new()
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beam.name = "light_beam"
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var cyl := CylinderMesh.new()
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cyl.top_radius = 0.08
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cyl.bottom_radius = 0.12
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cyl.height = 3.5
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beam.mesh = cyl
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beam.position.y = 1.75
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var bmat := StandardMaterial3D.new()
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bmat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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bmat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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bmat.albedo_color = Color(1.0, 0.85, 0.2, 0.45)
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bmat.emission_enabled = true
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bmat.emission = Color(1.0, 0.85, 0.3)
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beam.material_override = bmat
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node.add_child(beam)
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mount.add_child(node)
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_by_vid[vid] = node
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func _on_removed(vid: int) -> void:
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var n: Node3D = _by_vid.get(vid, null)
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if n:
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_by_vid.erase(vid)
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n.queue_free()
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func clear_for_map_change() -> void:
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for vid in _by_vid.keys():
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var node: Node3D = _by_vid[vid]
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if is_instance_valid(node):
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node.queue_free()
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_by_vid.clear()
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func _process(dt: float) -> void:
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var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null
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if p == null:
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return
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var t := Time.get_ticks_msec() / 1000.0
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for vid in _by_vid:
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var n: Node3D = _by_vid[vid]
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if is_instance_valid(n):
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var m := n.get_child(0) as MeshInstance3D
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if m:
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m.rotation.y = t * 2.0
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# 近了名条高亮
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var near := p.global_position.distance_to(n.global_position) <= PICKUP_RANGE
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(n.get_node("tag") as Label3D).modulate = Color(0.4, 1.0, 0.4) if near else Color(1.0, 0.9, 0.5)
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_arrange_tags()
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# ArrangeTextTail :153-190 的 item 块:把所有掉落名条投影到屏幕,跑 isIn 去重叠,
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# 再把被下推的屏幕 Δy 折回各 Label3D 的世界局部 y。无相机 / 少于 2 条时全部回默认。
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func _arrange_tags() -> void:
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var cam: Camera3D = _camera_getter.call() if _camera_getter.is_valid() else null
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if cam == null:
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return
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# m_ItemTextTailList 顺序:按 vid 排序保证稳定(≈ 注册先后)。
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var vids: Array = _by_vid.keys()
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vids.sort()
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var tags: Array = [] # 与 boxes 平行:{tag, base_screen_y}
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var boxes: Array = []
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for vid in vids:
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var n: Node3D = _by_vid[vid]
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if not is_instance_valid(n):
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continue
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var tag := n.get_node_or_null("tag") as Label3D
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if tag == null:
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continue
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var anchor := n.global_position + Vector3(0, TAG_BASE_Y, 0)
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if cam.is_position_behind(anchor):
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_place_tail(n, tag, 0.0)
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continue
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var sp := cam.unproject_position(anchor)
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tags.append({"n": n, "tag": tag, "y0": sp.y})
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# 名字子串 + owner 子串分开度量(SetItemTextTailOwner 的 pOwnerTextInstance),
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# 再走 item_box_with_owner 合成去重叠框(yEnd += ownerH + 4)。
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var iname := String(n.get_meta("item_name", tag.text))
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var iowner := String(n.get_meta("item_owner", ""))
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var owner_txt := (iowner + _possessive) if iowner != "" else ""
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var nbox: Dictionary = TextTailArrange.item_box_with_owner(
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TextMetrics.string_width_like(tag, iname, TAG_CHAR_W_PX),
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TextMetrics.string_height_like(tag, iname, TAG_LINE_H_PX),
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TextMetrics.string_width_like(tag, owner_txt, TAG_CHAR_W_PX),
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TextMetrics.string_height_like(tag, owner_txt, TAG_LINE_H_PX))
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boxes.append({
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"x": sp.x, "y": sp.y,
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"w": maxf(1.0, nbox["w"]),
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"h": maxf(1.0, nbox["h"]),
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})
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if boxes.size() < 2:
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if boxes.size() == 1:
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_place_tail(tags[0]["n"], tags[0]["tag"], 0.0)
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return
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var arranged: Array = TextTailArrange.arrange_item_tails(boxes)
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for i in tags.size():
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var d_px: float = arranged[i] - float(tags[i]["y0"]) # 屏幕向下为正
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_place_tail(tags[i]["n"], tags[i]["tag"], d_px)
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# ArrangeTextTail :191-207:owner 存在时 owner 实例落在尾标基点 (x, y)、名字实例下移 15px
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# (:200 pTextInstance->SetPosition(x, y + 15.0f, z));无 owner 时名字实例落在基点 (:206)。
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# d_px = 去重叠把该尾标下推的屏幕像素(0 = 未被推)。屏幕向下 → 世界向下(* pixel_size)。
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func _place_tail(n: Node3D, tag: Label3D, d_px: float) -> void:
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var px: float = tag.pixel_size
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var owner_tag := n.get_node_or_null("owner_tag") as Label3D
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if owner_tag != null:
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owner_tag.position.y = TAG_BASE_Y - d_px * px
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tag.position.y = TAG_BASE_Y - (d_px + OWNER_NAME_GAP_PX) * px
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else:
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tag.position.y = TAG_BASE_Y - d_px * px
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# 移动端情境按钮用它判断附近是否有可拾取物,避免常驻占用 HUD。
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func has_nearby_item() -> bool:
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var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null
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if p == null:
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return false
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var p_pos: Vector3 = p.global_position if p.is_inside_tree() else p.position
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for node in _by_vid.values():
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if not is_instance_valid(node):
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continue
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var n_pos: Vector3 = node.global_position if node.is_inside_tree() else node.position
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if p_pos.distance_to(n_pos) < PICKUP_RANGE:
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return true
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return false
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# 40250 1:1 PickCloseItem: 500ms 节流 + 距离 (步行 3m / 骑马 5m) + 所有权保护预检
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func try_pickup() -> int:
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var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null
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if p == null or client == null:
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return 0
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var now_ms := Time.get_ticks_msec()
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if now_ms < _next_tcp_time_ms:
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return 0
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var p_pos: Vector3 = p.global_position if p.is_inside_tree() else p.position
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var best_vid := 0
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var pick_dist := get_pickable_distance()
|
||
var best_d := pick_dist
|
||
var best_owner := ""
|
||
|
||
for vid in _by_vid:
|
||
var n: Node3D = _by_vid[vid]
|
||
if not is_instance_valid(n):
|
||
continue
|
||
var n_pos: Vector3 = n.global_position if n.is_inside_tree() else n.position
|
||
var d := p_pos.distance_to(n_pos)
|
||
if d < best_d:
|
||
best_d = d
|
||
best_vid = int(vid)
|
||
best_owner = String(n.get_meta("item_owner", ""))
|
||
|
||
if best_vid == 0:
|
||
return 0
|
||
|
||
var my_name := _get_main_player_name()
|
||
if best_owner != "" and my_name != "" and best_owner != my_name:
|
||
_on_cannot_pick_item(best_owner)
|
||
return 0
|
||
|
||
_next_tcp_time_ms = now_ms + 500
|
||
if client.has_method("pickup_item"):
|
||
client.pickup_item(best_vid)
|
||
return best_vid
|
||
|
||
func try_pickup_vid(vid: int) -> bool:
|
||
if client == null or not _by_vid.has(vid):
|
||
return false
|
||
var n: Node3D = _by_vid[vid]
|
||
if not is_instance_valid(n):
|
||
return false
|
||
|
||
var now_ms := Time.get_ticks_msec()
|
||
if now_ms < _next_tcp_time_ms:
|
||
return false
|
||
|
||
var best_owner := String(n.get_meta("item_owner", ""))
|
||
var my_name := _get_main_player_name()
|
||
if best_owner != "" and my_name != "" and best_owner != my_name:
|
||
_on_cannot_pick_item(best_owner)
|
||
return false
|
||
|
||
_next_tcp_time_ms = now_ms + 500
|
||
if client.has_method("pickup_item"):
|
||
client.pickup_item(vid)
|
||
return true
|
||
|
||
# Mouse hover probe used by PlayerController's cursor state. Ground drops are
|
||
# deliberately tested in screen space, so clicking a visible label / mesh
|
||
# selects PICK even when the item is not the nearest drop in world distance.
|
||
func hover_at(camera: Camera3D, screen_pos: Vector2) -> bool:
|
||
return pick_at(camera, screen_pos) != 0
|
||
|
||
# Pick ground item at mouse screen position (40250 __Pick + __OnClickItem + CPythonTextTail::Pick).
|
||
# 同时支持点选地面模型、头顶名称标签(tag)与所有者标签(owner_tag)。
|
||
func pick_at(camera: Camera3D, screen_pos: Vector2) -> int:
|
||
if camera == null:
|
||
return 0
|
||
var best_d := 64.0
|
||
var best_vid := 0
|
||
for vid in _by_vid:
|
||
var node: Node3D = _by_vid[vid]
|
||
if not is_instance_valid(node):
|
||
continue
|
||
if camera.is_position_behind(node.global_position):
|
||
continue
|
||
var test_pts: Array[Vector3] = [
|
||
node.global_position + Vector3(0, 0.35, 0)
|
||
]
|
||
var tag: Node = node.get_node_or_null("tag")
|
||
if tag is Node3D and is_instance_valid(tag):
|
||
test_pts.append(tag.global_position)
|
||
var otag: Node = node.get_node_or_null("owner_tag")
|
||
if otag is Node3D and is_instance_valid(otag):
|
||
test_pts.append(otag.global_position)
|
||
for tp in test_pts:
|
||
if camera.is_position_behind(tp):
|
||
continue
|
||
var p := camera.unproject_position(tp)
|
||
var d := p.distance_to(screen_pos)
|
||
if d < best_d:
|
||
best_d = d
|
||
best_vid = int(vid)
|
||
return best_vid
|
||
|
||
func get_item_world_pos(vid: int) -> Variant:
|
||
var node: Node3D = _by_vid.get(vid, null)
|
||
if node and is_instance_valid(node):
|
||
return node.global_position if node.is_inside_tree() else node.position
|
||
return null
|
||
|
||
func _name_for(vnum: int) -> String:
|
||
if vnum == 1:
|
||
return "Yang"
|
||
if proto:
|
||
var pd: Dictionary = proto.item(vnum)
|
||
if not pd.is_empty():
|
||
return String(pd.get("locale_name", pd.get("name", "item %d" % vnum)))
|
||
if item_list and item_list.has(vnum):
|
||
return item_list.type_of(vnum)
|
||
return "item %d" % vnum
|
||
|
||
# SetItemTextTailOwner :712-745:owner 非空 → 一个独立的 CENTER 黄字 (1,1,0) text instance,
|
||
# 文本 = owner + strOwnership(:722/:723);owner 为空 → 删该实例(:741-745)。
|
||
# poc:drop 节点下第二个 Label3D "owner_tag"(渲染顺序在名字之后,:373)。
|
||
func _apply_owner_tag(node: Node3D, owner: String, item_color := DEFAULT_ITEM_COLOR) -> void:
|
||
var owner_tag := node.get_node_or_null("owner_tag") as Label3D
|
||
if owner.is_empty():
|
||
if owner_tag != null:
|
||
node.remove_child(owner_tag)
|
||
owner_tag.queue_free()
|
||
return
|
||
if owner_tag == null:
|
||
owner_tag = Label3D.new()
|
||
owner_tag.name = "owner_tag"
|
||
owner_tag.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER # :727 HORIZONTAL_ALIGN_CENTER
|
||
owner_tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||
owner_tag.no_depth_test = true
|
||
owner_tag.pixel_size = 0.005
|
||
owner_tag.position.y = TAG_BASE_Y
|
||
node.add_child(owner_tag)
|
||
owner_tag.modulate = item_color # :729 的 pInsertTextTail->Color
|
||
owner_tag.text = owner + _possessive
|
||
|
||
func _item_color(vnum: int, drop: Dictionary) -> Color:
|
||
# GC_ITEM_GROUND_ADD 只带 vnum/owner/pos;优先消费服务端或 fixture 显式携带
|
||
# 的颜色,其次消费 item proto 的扩展字段。老数据没有品阶字段时保留旧的
|
||
# 金色 fallback,而不会把 owner 行错误固定成纯黄。
|
||
var pd: Dictionary = proto.item(vnum) if proto and proto.has_method("item") else {}
|
||
for source in [drop, pd]:
|
||
for key in ["item_color", "rarity_color", "name_color", "color"]:
|
||
if source.has(key):
|
||
var parsed: Variant = _coerce_color(source[key])
|
||
if parsed != null:
|
||
return parsed
|
||
for key in ["item_grade", "rarity", "quality", "grade"]:
|
||
if source.has(key):
|
||
var grade := int(source[key])
|
||
if ITEM_GRADE_COLORS.has(grade):
|
||
return ITEM_GRADE_COLORS[grade]
|
||
return DEFAULT_ITEM_COLOR
|
||
|
||
func _coerce_color(value: Variant) -> Variant:
|
||
if value is Color:
|
||
return value
|
||
if value is Array and value.size() >= 3:
|
||
var scale := 255.0 if float(value[0]) > 1.0 or float(value[1]) > 1.0 \
|
||
or float(value[2]) > 1.0 else 1.0
|
||
var alpha := float(value[3]) if value.size() > 3 else 1.0
|
||
if alpha > 1.0:
|
||
alpha /= 255.0
|
||
return Color(float(value[0]) / scale, float(value[1]) / scale,
|
||
float(value[2]) / scale, alpha)
|
||
if value is Dictionary and value.has_all(["r", "g", "b"]):
|
||
var scale := 255.0 if float(value["r"]) > 1.0 or float(value["g"]) > 1.0 \
|
||
or float(value["b"]) > 1.0 else 1.0
|
||
var alpha := float(value.get("a", 1.0))
|
||
if alpha > 1.0:
|
||
alpha /= 255.0
|
||
return Color(float(value["r"]) / scale, float(value["g"]) / scale,
|
||
float(value["b"]) / scale, alpha)
|
||
if value is String and not String(value).strip_edges().is_empty():
|
||
return Color.from_string(String(value), DEFAULT_ITEM_COLOR)
|
||
return null
|