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Papay-Shooter/debug/fp_weapon_capture.gd
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2026-08-02 02:20:02 -04:00

238 lines
7.4 KiB
GDScript

extends SceneTree
## Dev tool: screenshot first-person weapon choreography — reload phases for
## representative weapons (mag / boltmag / tube / break), the knife slash,
## and the fire kick. Run:
## godot --path . --windowed --resolution 1280x720 -s res://debug/fp_weapon_capture.gd -- <out_dir>
var _frames := 0
var _out_dir := "."
var _skin_id := ""
var _quick := false
var _player: Node = null
var _wman: Node = null
var _mode := "boot"
var _phase_frame := 0
var _step := 0
# [tag, slot, weapon_id, screenshot fractions of reload_time]
# Slots 11+ so the loadout's own weapons get properly hidden by _equip_slot
# (re-spawning INTO an occupied slot leaves the old node visible).
var _weapons := [
["m4", 11, "m4", [0.12, 0.25, 0.38, 0.55, 0.72, 0.9]],
["awp", 12, "awp", [0.3, 0.6, 0.85]],
["rocket", 13, "rocket_launcher", [0.25, 0.55, 0.8]],
["shotgun", 14, "double_barrel_shotgun", [0.25, 0.6, 0.9]],
]
var _wi := 0
var _shots: Array = []
var _reload_T := 0.0
var _reload_start_ms := 0
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
if args.size() > 0:
_out_dir = args[0]
if args.size() > 1:
_skin_id = args[1]
if args.size() > 2:
_quick = args[2] == "quick"
change_scene_to_file("res://ui/main_menu/main_menu.tscn")
func _process(_delta: float) -> bool:
_frames += 1
if _mode == "boot":
if _frames == 40:
var skin_manager = root.get_node_or_null("SkinManager")
if not _skin_id.is_empty() and skin_manager \
and skin_manager.skins.has(_skin_id):
# Capture-only override: do not persist over the player's actual
# skin selection in user://.
skin_manager.active_skin_id = _skin_id
var nm = root.get_node_or_null("NetworkManager")
if nm and nm.has_method("start_singleplayer_match"):
nm.start_singleplayer_match(GameMode.DEATHMATCH)
change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
elif _frames >= 160:
for p in root.find_children("*", "CharacterBody3D", true, false):
if p.has_method("get_visual_model") and p.is_multiplayer_authority():
_player = p
break
if not _player:
printerr("fp_capture: no player")
return true
_wman = _player.get_node_or_null("HeadPivot/Camera3D/WeaponManager")
if not _wman:
for c in _player.find_children("*", "Node", true, false):
if c.name == "WeaponManager":
_wman = c
break
if not _wman:
printerr("fp_capture: no WeaponManager")
return true
_player.set_physics_process(false)
_player.global_position = Vector3(0, 1.2, 14)
_mode = "quick" if _quick else "spawn"
_phase_frame = 0
return false
if _mode == "quick":
_phase_frame += 1
if _phase_frame == 15:
if not _skin_id.is_empty():
_verify_skin(_skin_id)
_snap("fp_quick_idle")
var quick_weapon = _wman.weapons.get(_wman.active_slot)
if quick_weapon and quick_weapon.has_method("_start_reload"):
quick_weapon._start_reload()
elif _phase_frame == 32:
_snap("fp_quick_reload")
elif _phase_frame == 38:
var skin_manager = root.get_node_or_null("SkinManager")
if skin_manager:
skin_manager.skin_changed.emit("aria")
elif _phase_frame == 48:
_verify_skin("aria")
_snap("fp_quick_skin_swap")
elif _phase_frame >= 55:
return true
return false
if _mode == "spawn":
# Force-spawn the test weapons into known slots.
for w in _weapons:
_wman._spawn_weapon(w[1], w[2])
_mode = "next_weapon"
return false
if _mode == "next_weapon":
if _wi >= _weapons.size():
_mode = "knife_equip"
_phase_frame = 0
return false
var entry: Array = _weapons[_wi]
_wman._equip_slot(entry[1])
_phase_frame = 0
_mode = "reload_start"
return false
if _mode == "reload_start":
_phase_frame += 1
if _phase_frame < 15:
return false
var entry: Array = _weapons[_wi]
var w = _wman.weapons.get(entry[1])
if w == null:
_wi += 1
_mode = "next_weapon"
return false
# Drain ammo state and kick off the reload.
w._start_reload()
_reload_T = w.reload_time
_shots = entry[3].duplicate()
_reload_start_ms = Time.get_ticks_msec()
_mode = "reload_watch"
return false
if _mode == "reload_watch":
var entry: Array = _weapons[_wi]
var elapsed := (Time.get_ticks_msec() - _reload_start_ms) / 1000.0
if _shots.size() > 0:
if elapsed >= float(_shots[0]) * _reload_T:
_snap("fp_%s_reload_%d" % [entry[0], entry[3].size() - _shots.size() + 1])
_shots.pop_front()
elif elapsed >= _reload_T + 0.3:
_wi += 1
_mode = "next_weapon"
return false
if _mode == "knife_equip":
_wman._equip_slot(4)
_phase_frame = 0
_mode = "knife_swing"
return false
if _mode == "knife_swing":
_phase_frame += 1
if _phase_frame == 10:
_snap("fp_knife_guard")
elif _phase_frame == 20:
var knife = _wman.weapons.get(4)
if knife and knife.has_method("_swing"):
knife._swing()
elif _phase_frame == 26:
_snap("fp_knife_windup")
elif _phase_frame == 32:
_snap("fp_knife_slash")
elif _phase_frame >= 60:
_mode = "kick"
_phase_frame = 0
return false
if _mode == "kick":
_phase_frame += 1
if _phase_frame == 5:
_wman._equip_slot(11)
elif _phase_frame == 30:
var w = _wman.weapons.get(11)
if w:
w._fire()
elif _phase_frame == 33:
_snap("fp_m4_kick")
return true
return false
return false
func _snap(tag: String) -> void:
var img := root.get_viewport().get_texture().get_image()
var path := _out_dir + "/" + tag + ".png"
img.save_png(path)
print("fp_capture: saved ", path)
func _verify_skin(skin_id: String) -> void:
var skin_manager = root.get_node_or_null("SkinManager")
var weapon = _wman.weapons.get(_wman.active_slot) if _wman else null
var sleeve = weapon.get_node_or_null("ArmR/Sleeve") if weapon else null
var hand = weapon.get_node_or_null("ArmR/Hand") if weapon else null
if skin_manager == null or sleeve == null or hand == null:
printerr("fp_capture: skin swap verification missing arm")
return
var material = sleeve.get_active_material(0)
var actual = material.get_shader_parameter("albedo_color") \
if material is ShaderMaterial else null
var expected: Color = skin_manager.get_skin(skin_id).viewmodel_sleeve_color
var selected_skin: PlayerSkin = skin_manager.get_skin(skin_id)
var palm := hand.get_node_or_null("Palm") as MeshInstance3D
var palm_material := palm.get_active_material(0) if palm else null
var palm_actual = palm_material.get_shader_parameter("albedo_color") \
if palm_material is ShaderMaterial else null
var palm_expected: Color
match selected_skin.viewmodel_hand_style:
"bare":
palm_expected = selected_skin.viewmodel_skin_color
"android":
palm_expected = selected_skin.viewmodel_accent_color
_:
palm_expected = selected_skin.viewmodel_glove_color
var finger_segments: int = hand.find_children(
"Finger*", "MeshInstance3D", true, false).size()
var thumb_segments: int = hand.find_children(
"Thumb*", "MeshInstance3D", true, false).size()
if not (actual is Color and actual.is_equal_approx(expected)):
printerr("fp_capture: skin swap mismatch actual=%s expected=%s" % [
actual, expected])
elif not (palm_actual is Color and palm_actual.is_equal_approx(palm_expected)):
printerr("fp_capture: hand palette mismatch actual=%s expected=%s" % [
palm_actual, palm_expected])
elif finger_segments != 8 or thumb_segments != 2:
printerr("fp_capture: incomplete anime hand fingers=%d thumb=%d" % [
finger_segments, thumb_segments])
else:
print("fp_capture: live skin swap verified %s style=%s fingers=%d thumb=%d" % [
skin_id, selected_skin.viewmodel_hand_style,
finger_segments, thumb_segments])