- 连击类型由 combo_changed 驱动(SetComboSkillFlag,技能 122 等级) - 命中判定改为 .msa 刀尖 Z 圆柱 vs .msm 防御球(hit_collision.gd 逐行移植) - _register_hit 改为 map::insert 语义,修正命中上限 - 攻速同时缩放 GetAttackingElapsedTime 与攻击动作速率;按武器动作模式目录绑定攻击段 - 去掉本地连击超时,motion_bound 清命中表 / 连击段号 - __ProcessDataAttackSuccess:InsertDelay 硬直、physics_push.gd 击退 + GetBlendingPosition 同步、 命中特效、__HitGood / __HitGreate / __HitStone 受击动作链与抖动(ui/hit_reaction.gd) - ClassicSession::send_use_skill 不再夹带 CG_FLY_TARGETING - mac 前进 / 后退方向与技能释放修复;武器按职业骨骼挂到手上 - 新增 hit_collision / physics_push / hit_view / net_world_push / weapon_attach 测试; gpu_pose_bounds / race_motion_assembly 适配 damage 随机变体 - 文档:CLIENT-GAP.md、CLIENT-GAP-FIX.md §3.5 / §3.7 与 C.5 增量 130 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ft3kXpNdLbKEfg5uDLfqVF
258 lines
11 KiB
GDScript
258 lines
11 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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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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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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return false
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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, 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]}
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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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# 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 fp := FakeProto.new()
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get_root().add_child(fch)
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get_root().add_child(mh)
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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, assets)
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emh.main_getter = func() -> int: return 1000
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emh.proto = fp
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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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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 -> 回退 =vnum
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_ck(em3._armor_shape_default(11000) == 11000, "armor 11000 -> values[3]=0 回退 =vnum")
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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
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fc.equip[0] = {"vnum": 11111, "count": 1, "wear": 0}
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fc.main_parts = [77777, 0, 0, 5]
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em4._last_body_vnum = -1
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em4.refresh()
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_ck(model.gr2_path == "d:/x/costume.gr2", "parts[ARMOR] 时装压过装备槽 (%s)" % model.gr2_path)
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# parts[ARMOR] 清 0 -> 回退装备槽
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fc.main_parts = [0, 0, 0, 5]
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em4._last_body_vnum = -1
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em4.refresh()
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_ck(model.gr2_path == "d:/x/armor.gr2", "parts[ARMOR]=0 -> 回退 WEAR_BODY (%s)" % model.gr2_path)
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# _eff 直接测
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_ck(em4._eff([9, 0, 0, 0], 0, [{"vnum": 5}], 0) == 9, "_eff: parts 非 0 优先")
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_ck(em4._eff([0, 0, 0, 0], 0, [{"vnum": 5}], 0) == 5, "_eff: parts 0 -> 装备槽")
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_ck(em4._eff([], 1, [{"vnum": 1}, {"vnum": 2}], 1) == 2, "_eff: 无 parts -> 装备槽")
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# §4.1 修改 4:动物 / 怪物时装(shape 100-103)遮挡武器 + 头发
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var em5: Node = EquipModel.new()
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get_root().add_child(em5)
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em5.setup(fc, il, func() -> Node: return model, assets)
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em5.main_getter = func() -> int: return 1000
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em5.armor_shape_of = func(v: int) -> int: return 101 if v == 88888 else v
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fc.equip[4] = {"vnum": 19, "count": 1, "wear": 4} # 有武器
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fc.equip[10] = {"vnum": 19, "count": 1, "wear": 10} # 有盾
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fc.main_parts = [88888, 0, 0, 5] # parts[ARMOR] -> shape 101
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model.weapon_gr2 = "x"; model.shield_gr2 = "x"; model.hair_gr2 = "x"
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em5._last_weapon_vnum = -1
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em5._last_body_vnum = -1; em5._last_head_vnum = -2
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em5.refresh()
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_ck(model.weapon_gr2 == "", "动物时装 -> weapon_gr2 清空 (%s)" % model.weapon_gr2)
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_ck(model.shield_gr2 == "", "动物时装 -> shield_gr2 清空 (%s)" % model.shield_gr2)
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_ck(model.hair_gr2 == "", "动物时装 -> hair_gr2 清空 (%s)" % model.hair_gr2)
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# 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)
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fc.main_parts = [0, 0, 0, 5]
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em5._last_weapon_vnum = -999
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em5._last_body_vnum = -1; em5._last_head_vnum = -2
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em5.refresh()
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_ck(model.weapon_gr2 == "" or model.weapon_gr2.ends_with("00010.gr2"),
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"脱时装 -> weapon 重新解析 (%s)" % model.weapon_gr2)
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# 婚纱(shape 201)遮挡武器,但头发保留;捧花例外
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var em6: Node = EquipModel.new()
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get_root().add_child(em6)
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em6.setup(fc, il, func() -> Node: return model, assets)
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em6.main_getter = func() -> int: return 1000
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em6.armor_shape_of = func(v: int) -> int: return 201 if v == 99999 else v
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fc.equip[4] = {"vnum": 19, "count": 1, "wear": 4}
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fc.main_parts = [99999, 0, 0, 5]
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model.weapon_gr2 = "x"; model.hair_gr2 = "x"
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em6._last_weapon_vnum = -1; em6._last_body_vnum = -1; em6._last_head_vnum = -2
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em6.refresh()
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_ck(model.weapon_gr2 == "", "婚纱 + 剑 -> weapon_gr2 清空")
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_ck(model.hair_gr2 != "", "婚纱 -> 头发保留 (%s)" % model.hair_gr2)
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# 换捧花(vnum 50201)-> 武器恢复
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fc.main_parts = [99999, 50201, 0, 5]
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em6._last_weapon_vnum = -999; em6._last_body_vnum = -1; em6._last_head_vnum = -2
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em6.refresh()
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_ck(em6._last_weapon_vnum == 50201, "婚纱 + 捧花 -> 武器 vnum 保留 (%d)" % em6._last_weapon_vnum)
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