Ported by hand from PR #211 by @xcdoge: - render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures 1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board. - tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt / enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true. - tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No screenshot or extracted art committed. Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground), test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign); both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md, research 00 / 12, DESIGN §25.13.5 and the §25.10 table. Golden unchanged (drawing only; the sim reads neither field).
119 lines
5.6 KiB
Python
119 lines
5.6 KiB
Python
#!/usr/bin/env python3
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"""Official per-model model placement, read from a locally installed Arknights client (optional, host-side).
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Answers "does the client move a model relative to its unit position, and does it scale it?" — the two questions the
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remake's renderer needs (public/js/render/units.js FLY_HOVER / enemyModelScale).
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It reads the battle prefabs (`dyn/battle/prefabs/enemies/<prefab>.prefab`, bundles `battle/enm_pfb_*.ab`) and reports,
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per enemy:
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* `Graphic` — the node that carries the Spine model — its **local position and scale relative to the prefab root**.
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The *root's* own local position is an editor leftover (妖怪 (0,0,0), 帝国炮火先兆者 (4.23,2.11,−1.2), 源石虫 (3,3,0),
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掠海漂移体 (2.21,5.23,0)) and is overwritten with the unit's world position at instantiation, so it means nothing;
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only the `Graphic` node is a real placement.
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* the comparison `sy / sx`: ≠1 means the client stretches the model vertically (measured for 帝国炮火先兆者 /
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帝国炮火中枢先兆者: Graphic scale (0.19, 0.24, 0.24) — the model is drawn 1.263× taller than its uniform scale, while
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`enemies.json modelScale` only carries the horizontal 0.19/0.27).
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Findings for this mode's 28 flying units (2026-10-05): the `Graphic` vertical offset is **0** for all of them — 10 at
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local (0,0,0) and 17 at the same (0,−0.2,−0.06) that ground units such as 源石虫 share (a prefab-family convention, not a
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per-model correction) — i.e. the client applies **no per-model vertical correction**, which is why
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`units.js FLY_HOVER` is a flat constant and why a model whose art hangs below its pivot keeps that hang.
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Usage:
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python tools/local-extract/enemy_model_offsets.py [--game <AB root>] [--keys k1,k2,...] [--only-fly]
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Needs UnityPy + lz4 (tools/local-extract/requirements.txt).
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"""
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import argparse
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import json
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import re
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import sys
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from pathlib import Path
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sys.path.insert(0, str(Path(__file__).resolve().parent))
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from extract import CANDIDATES, ROOT # noqa: E402
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import aklz4 # noqa: F401
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import UnityPy
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def graphic_of(root_god, by_id):
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"""The prefab root's `Graphic` child → ((x, y, z), (sx, sy, sz)), or (None, None) when absent."""
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for c in root_god['m_Component']:
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r = by_id.get(c['component']['m_PathID'])
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if r is None or r.type.name != 'Transform':
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continue
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tr = r.read_typetree()
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for ch in tr['m_Children']:
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cr = by_id.get(ch['m_PathID'])
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if cr is None:
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continue
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ctr = cr.read_typetree()
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g = by_id.get(ctr['m_GameObject']['m_PathID'])
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if g is None:
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continue
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if g.read_typetree().get('m_Name') == 'Graphic':
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p = ctr['m_LocalPosition']
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s = ctr['m_LocalScale']
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return (p['x'], p['y'], p['z']), (s['x'], s['y'], s['z'])
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return None, None
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def main():
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ap = argparse.ArgumentParser(description=__doc__.split('\n')[0])
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ap.add_argument('--game', help='AB root of the local client (default: the known install locations)')
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ap.add_argument('--keys', help='comma-separated enemies.json keys (default: every enemy)')
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ap.add_argument('--only-fly', action='store_true', help='just the units whose stats.motion is FLY')
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ap.add_argument('--json', action='store_true', help='print the raw {prefab: {pos, scale}} JSON instead of a table')
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args = ap.parse_args()
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ab_root = Path(args.game) if args.game else next((p for p in CANDIDATES if p.exists()), None)
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if not ab_root or not (ab_root / 'battle').exists():
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sys.exit('enemy_model_offsets: no local client found (pass --game <AB root>)')
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enemies = json.loads((ROOT / 'data' / 'enemies.json').read_text('utf8'))
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if args.keys:
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keys = [k.strip() for k in args.keys.split(',') if k.strip()]
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else:
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keys = [k for k, v in enemies.items() if not args.only_fly or v.get('stats', {}).get('motion') == 'FLY']
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wanted = {enemies[k].get('spine') or k: k for k in keys if k in enemies}
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rows = {}
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for f in sorted((ab_root / 'battle').glob('enm_pfb*.ab')):
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env = UnityPy.load(str(f))
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by_id = {o.path_id: o for o in env.objects}
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for name, obj in env.container.items():
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m = re.search(r'/enemies/(.+)\.prefab$', name)
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if m and m.group(1) in wanted:
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rows[m.group(1)] = graphic_of(obj.read_typetree(), by_id)
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if args.json:
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out = {}
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for prefab, key in wanted.items():
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e = enemies[key]
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if prefab not in rows or rows[prefab][0] is None:
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out[key] = None
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continue
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p, s = rows[prefab]
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out[key] = {'prefab': prefab, 'name': e.get('name'), 'motion': e.get('stats', {}).get('motion'),
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'pos': list(p), 'scale': list(s), 'modelScale': e.get('modelScale')}
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print(json.dumps(out, indent=1, sort_keys=True, ensure_ascii=False))
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return
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print(f"{'key':<24}{'name':<18}{'Graphic pos (x,y,z)':<28}{'scale (sx,sy,sz)':<28}{'sy/sx':<8}{'modelScale'}")
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for prefab, key in wanted.items():
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e = enemies[key]
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ms = e.get('modelScale')
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if prefab not in rows or rows[prefab][0] is None:
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print(f'{key:<24}{str(e.get("name"))[:16]:<18}— no Graphic node —')
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continue
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p, s = rows[prefab]
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ratio = (s[1] / s[0]) if s[0] else float('nan')
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print(f'{key:<24}{str(e.get("name"))[:16]:<18}'
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f'({p[0]:.3f}, {p[1]:.3f}, {p[2]:.3f})'.ljust(28)
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+ f'({s[0]:.4f}, {s[1]:.4f}, {s[2]:.4f})'.ljust(28)
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+ f'{ratio:<8.3f}{ms if ms is not None else 1}')
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if __name__ == '__main__':
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main()
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