Files
mtgodot-poc/project/combat_fx_test.gd
T
shenandClaude Sonnet 5 47baf6c0c6 Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
  phases, EntityStore world model, ~all GC/CG headers. char create/delete,
  private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
  quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
  char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
  token), system-option + game-option + ESC system menu, private-shop 39-grid,
  party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
  dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.

Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.

Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).

ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
2026-08-31 20:02:12 +09:00

157 lines
5.3 KiB
GDScript

# combat_fx_test —— P4:受击硬直 / combo / 抖屏 / 状态图标 / 死亡窗 headless 自检。
# godot --headless --path project --script combat_fx_test.gd
extends SceneTree
const NetPlay = preload("res://net_play.gd")
const GameCamera = preload("res://game_camera.gd")
const DeathUI = preload("res://ui/death_ui.gd")
class FakeClient extends Node:
signal entity_main_set(vid: int)
signal entity_moved(vid: int)
signal entity_despawned(vid: int)
signal entity_dead(vid: int)
signal vitals_changed(vid: int)
signal points_changed(points: Dictionary)
signal target_info(vid: int, hp_percent: int)
signal damage(vid: int, amount: int, flag: int)
signal fishing_event(subheader: int, info: int, dir: int)
signal affect_added(affect: Dictionary)
signal affect_removed(type: int)
signal phase_changed(phase: String)
var main := 1000
var ents := {1000: {"vid": 1000, "hp": 100, "dead": false}, 2000: {"vid": 2000, "hp": 50, "dead": false, "pos": Vector3(1, 0, 0)}}
var attacks := []
var said := []
var affects := []
func is_in_game() -> bool: return true
func get_main_vid() -> int: return main
func get_entity(vid) -> Dictionary: return ents.get(vid, {})
func get_affects() -> Array: return affects
func attack(motion, vid) -> bool: attacks.append([motion, vid]); return true
func set_target(v) -> bool: return true
func move(a, b, c, d, e) -> bool: return true
func say(t, s) -> bool: said.append([t, s]); return true
class FakePC extends Node:
signal target_selected(node: Node3D)
signal moved(pos: Vector3)
signal anim_state(state: String)
var player: Node3D
var frozen := false
class FakeView extends Node3D:
var states := []
func set_anim_state(s): states.append(s)
class FakeHud extends Node:
var affects := []
func set_affects(a): affects = a
var _fail := 0
func _ck(c: bool, m: String) -> void:
if not c:
_fail += 1
printerr("FAIL: " + m)
func _init() -> void:
await _run()
if _fail == 0:
print("PASS: combat_fx_test (hitstun / combo / shake / affects / death)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _run() -> void:
var fc := FakeClient.new()
var pc := FakePC.new()
var view: Node3D = FakeView.new()
var hud := FakeHud.new()
var cam: Camera3D = GameCamera.new()
pc.player = Node3D.new()
for n in [fc, pc, view, hud, cam, pc.player]:
get_root().add_child(n)
cam.target = pc.player
var np: Node = NetPlay.new()
get_root().add_child(np)
np.setup(fc, pc, null, hud)
np.camera = cam
np.player_view = view
np._main_vid = 1000
# --- 受击硬直 + 抖屏 ---
fc.damage.emit(1000, 20, 0) # 命中(非闪避)
_ck(np.is_stunned(), "hit -> stunned")
_ck(cam._shake > 0.0, "hit -> camera shake queued")
_ck("damage" in view.states, "hit -> view set_anim_state('damage')")
np._process(0.016)
_ck(pc.frozen == true, "stun -> pc.frozen = true (got %s)" % pc.frozen)
# 闪避不硬直
np._hitstun_until = 0.0
fc.damage.emit(1000, 0, 1 << 2) # DODGE
_ck(not np.is_stunned(), "dodge -> not stunned")
# 别人受击不影响自己
np._hitstun_until = 0.0
fc.damage.emit(2000, 30, 0)
_ck(not np.is_stunned(), "other's damage -> not stunned")
# Fishing motion subheaders drive the local player view; FISH item outcome is ignored.
np.player_view = view
fc.fishing_event.emit(0, 1000, 18)
_ck(view.states.back() == "fishing", "fishing start -> local fishing animation")
fc.fishing_event.emit(3, 1000, 0)
_ck(view.states.back() == "fishing_catch", "fishing success -> catch animation")
var before: int = view.states.size()
fc.fishing_event.emit(5, 30001, 0)
_ck(view.states.size() == before, "fishing fish item -> no local motion")
# --- combo:连续攻击 motion 递增 ---
np._hitstun_until = 0.0
np._target_vid = 2000
np.attack_period = 0.0
np.ATTACK_RANGE # (const, no-op)
# 让目标在攻击距离内
# net_world 为 null -> _process 里 node_for 走不到;直接测 combo 计数逻辑:
np._last_attack_t = np._now()
np._combo = 0
# 模拟三次「窗口内攻击」
for i in 3:
np._combo = (np._combo + 1) % 3 if (np._now() - np._last_attack_t) < np.COMBO_WINDOW else 0
np._last_attack_t = np._now()
_ck(np._combo == 0, "combo cycles 1->2->0 over 3 hits, got %d" % np._combo)
# --- 状态图标条 ---
fc.affects = [{"type": 7001, "point_idx": 19, "value": 25, "duration": 300}]
# game_scene 里连的是 refresh lambda;这里直接调 hud
hud.set_affects(fc.get_affects())
_ck(hud.affects.size() == 1 and int(hud.affects[0]["type"]) == 7001, "hud.set_affects")
# --- 死亡窗 ---
var canvas := CanvasLayer.new()
get_root().add_child(canvas)
var death: Node = DeathUI.new()
get_root().add_child(death)
death.setup(fc, canvas)
_ck(not death._root.visible, "death dialog hidden initially")
fc.ents[1000]["dead"] = true
fc.entity_dead.emit(1000)
_ck(death._root.visible, "entity_dead(main) -> death dialog shown")
# 点「在此复活」
var hb: Button = null
for n in death._root.find_children("*", "Button", true, false):
if n.text == "在此复活":
hb = n
_ck(hb != null, "restart-here button present")
if hb:
hb.pressed.emit()
_ck(fc.said.size() == 1 and fc.said[0] == [0, "/restart_here"], "restart -> say(0, '/restart_here')")
# 复活:hp 回来 -> 自动关
fc.ents[1000]["dead"] = false
fc.ents[1000]["hp"] = 100
fc.vitals_changed.emit(1000)
_ck(not death._root.visible, "revive (hp>0) -> dialog auto-hides")