Files
mtgodot-poc/project/test_actor_heights.gd
T
2026-09-27 19:44:41 -07:00

108 lines
3.4 KiB
GDScript

extends SceneTree
const PythonUISurface = preload("res://python_ui_surface.gd")
const Python3DSurface = preload("res://python_3d_surface.gd")
var ui: Control
var world: Node3D
func _initialize() -> void:
call_deferred("run")
func _py(source: String) -> bool:
return Metin2PythonHost.run_line(source) == ""
func _pump_until(seconds: float, condition: Callable) -> bool:
var deadline := Time.get_ticks_msec() + int(seconds * 1000.0)
while Time.get_ticks_msec() < deadline:
if condition.call():
return true
await process_frame
return condition.call()
func run() -> void:
root.size = Vector2i(1024, 768)
world = Python3DSurface.new()
world.name = "Python3DSurface"
ui = PythonUISurface.new()
ui.name = "PythonUISurface"
root.add_child(ui)
root.add_child(world)
var err: String = ui.run_app()
if err != "":
print("ERROR: run_app: ", err)
quit(1)
return
await _pump_until(15, func(): return _py(
"import __main__, os, networkModule, introLogin, introSelect, game, player, background, chr, chrmgr\n"
+ "__main__._stream = [o for o in __import__('gc').get_objects() if isinstance(o, networkModule.MainStream)][0]"
))
await _pump_until(20, func(): return _py(
"assert isinstance(_stream.curPhaseWindow, introLogin.LoginWindow)"
))
var host = OS.get_environment("MT_LIVE_HOST")
var login = OS.get_environment("MT_LIVE_LOGIN")
var pwd = OS.get_environment("MT_LIVE_PASSWORD")
var auth_port = int(OS.get_environment("MT_LIVE_AUTH_PORT"))
var game_port = int(OS.get_environment("MT_LIVE_GAME_PORT"))
_py("_stream.SetConnectInfo('%s', %d, '%s', %d)\n" % [host, game_port, host, auth_port]
+ "_stream.curPhaseWindow.Connect('%s', '%s')" % [login, pwd])
await _pump_until(30, func(): return _py(
"assert isinstance(_stream.curPhaseWindow, introSelect.SelectCharacterWindow)"
))
_py("_stream.curPhaseWindow.SelectSlot(0)\n_stream.curPhaseWindow.StartGame()")
await _pump_until(60, func(): return _py(
"assert isinstance(_stream.curPhaseWindow, game.GameWindow) and _stream.curPhaseWindow.IsShow()"
))
await _pump_until(10, func(): return world.draw_count > 0)
for i in 30:
await process_frame
var draws: Array = Metin2PythonHost.render3d_draws()
print("Game 3D draws count: ", draws.size())
# Find actual actors
var actor_draws: Array = []
for draw in draws:
var tex = draw.get("texture0", "").to_lower()
var is_actor = false
for k in ["pc/", "pc2/", "monster/", "npc/", "warrior", "assassin", "sura", "shaman", "dog", "wolf"]:
if k in tex:
is_actor = true
break
if is_actor:
actor_draws.append(draw)
print("Actual actor draws count: ", actor_draws.size())
var actor_low := {}
for draw in actor_draws:
var draw_xform: Transform3D = world.d3d_transform(draw["world"])
var key := str(draw["world"])
for vertex in draw["positions"]:
var p: Vector3 = draw_xform * vertex
if not actor_low.has(key) or p.z < actor_low[key].z:
actor_low[key] = p
print("Distinct actors count: ", actor_low.size())
if world.terrain:
var worst_actor_gap_cm := 0.0
for key in actor_low:
var low: Vector3 = actor_low[key]
var ground := float(world.terrain.call("sample_height", low.x / 100.0, -low.y / 100.0)) * 100.0
var gap = absf(low.z - ground)
print("Actor at (%f, %f): foot_z=%f, ground_z=%f, gap=%f cm" % [low.x, low.y, low.z, ground, gap])
worst_actor_gap_cm = maxf(worst_actor_gap_cm, gap)
print("WORST ACTUAL ACTOR GAP: ", worst_actor_gap_cm, " cm")
quit(0)