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
This commit is contained in:
shen
2026-08-31 20:02:12 +09:00
co-authored by Claude Sonnet 5
parent f4917a2b3b
commit 47baf6c0c6
414 changed files with 69568 additions and 385 deletions
+209
View File
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# MobView (真机字节校准收尾) —— 怪 / NPC 的真模型:Metin2Model + Metin2AnimPlayer。
#
# var mv := preload("res://ui/mob_view.gd").new()
# if mv.build(assets_root, proto, race): # race = mob_proto vnumGC_CHARACTER_ADD.race
# ...
# mv.set_anim_state("run") # wait/run/attack/damage/dead/skill/emotion
#
# 目录:<assets>/*/ymir work/{monster,npc}/<mob_proto.name>/
# <name>.gr2 = 基础网格,<name>.dds = 贴图,motlist.txt = 动作索引表:
# GENERAL WAIT 00.msa 65 (组 动作名 文件 权重)
extends Node3D
# net_world 的状态名 -> motlist.txt 的动作名(按优先级取第一个存在的)
const STATE_MOTIONS := {
"wait": ["WAIT", "WAIT1"],
"walk": ["WALK", "RUN"],
"run": ["RUN", "WALK"],
"attack": ["NORMAL_ATTACK", "NORMAL_ATTACK1", "SPECIAL_1"],
"combo": ["NORMAL_ATTACK1", "NORMAL_ATTACK"],
"skill": ["SPECIAL_1", "SKILL", "NORMAL_ATTACK"],
"damage": ["FRONT_DAMAGE", "DAMAGE", "BACK_DAMAGE"],
"dead": ["FRONT_DEAD", "DEAD", "BACK_DEAD"],
"emotion": ["WAIT"],
}
var model: Node # Metin2Model
var anim: Node # Metin2AnimPlayer
var _dir := ""
var _motions := {} # MOTION_NAME(String) -> 绝对 .msa 路径
var _state := ""
# root/npclist.txt: vnum -> 模型代号(bear_brown / tiger_big / stray_dog…)。
# 翻译版 mob_proto 把 szName 也本地化了("Brown Bear"),解不出目录,必须靠这张表。
static var _npclist: Dictionary = {}
static var _npclist_loaded := false
static func _load_npclist(assets_root: String) -> void:
if _npclist_loaded:
return
_npclist_loaded = true
for rel in ["root/npclist.txt", "npclist.txt", "locale/npclist.txt"]:
var p := assets_root.path_join(rel)
if not FileAccess.file_exists(p):
continue
var f := FileAccess.open(p, FileAccess.READ)
while f and not f.eof_reached():
var line := f.get_line().strip_edges()
if line == "":
continue
var parts := line.split("\t", false)
if parts.size() < 2:
parts = line.split(" ", false)
if parts.size() < 2:
continue
var vnum := int(parts[0])
var code := String(parts[1]).strip_edges()
if vnum > 0 and code != "":
_npclist[vnum] = code
break
func build(assets_root: String, proto: Node, race: int, pump := Callable()) -> bool:
if not ClassDB.class_exists("Metin2Model") or race < 1:
return false
_load_npclist(assets_root)
# 候选代号:npclist 优先,proto 名兜底
var stems: Array[String] = []
var code: String = _npclist.get(race, "")
if code != "":
stems.append(code)
for c: String in _folder_candidates(proto, race):
if not stems.has(c):
stems.append(c)
# 逐个代号:目录名从完整代号逐段回退(bear_brown -> bear),网格名保留完整代号
var mesh_stem := ""
for stem in stems:
var segs := stem.split("_")
for cut in range(segs.size(), 0, -1):
var folder := "_".join(segs.slice(0, cut))
var d := _find_dir(assets_root, folder)
if d != "":
_dir = d
mesh_stem = stem
break
if _dir != "":
break
if _dir == "":
return false
var gr2 := _dir.path_join(mesh_stem + ".gr2")
if not FileAccess.file_exists(gr2):
gr2 = _dir.path_join(_dir.get_file() + ".gr2") # 目录同名主网格
if not FileAccess.file_exists(gr2):
gr2 = _pick_base_gr2() # 目录里第一个非动作 .gr2
if gr2 == "":
return false
if pump.is_valid(): pump.call()
model = ClassDB.instantiate("Metin2Model")
model.name = "Metin2Model"
model.set("texture_dir", _dir)
model.set("gr2_path", gr2) # 重:解 gr2 + 建网格
if pump.is_valid(): pump.call()
add_child(model)
_load_motlist()
if ClassDB.class_exists("Metin2AnimPlayer"):
anim = ClassDB.instantiate("Metin2AnimPlayer")
anim.set("model_path", NodePath("../Metin2Model"))
anim.set("blend_time", 0.15)
add_child(anim)
set_anim_state("wait")
CharShadow.attach(self, 1.6) # 怪脚印大一点
return true
func set_anim_state(s: String) -> void:
if s == _state or anim == null:
return
_state = s
var msa := _motion_for(s)
if msa == "":
return
anim.set("loop", s in ["wait", "walk", "run"])
anim.set("anim_path", msa)
# 供 net_world._on_info 用(如果它调 set_display_name
func set_display_name(_n: String) -> void:
pass
# --- 内部 -------------------------------------------------------------------
func _folder_candidates(proto: Node, race: int) -> Array:
if proto == null or not proto.has_method("mob"):
return []
var m: Dictionary = proto.mob(race)
if m.is_empty():
return []
var out: Array = []
var raws: Array[String] = [String(m.get("name", "")), String(m.get("locale_name", ""))]
for raw in raws:
var s: String = raw.strip_edges().to_lower()
if s == "":
continue
for c in [s.replace(" ", "_"), s.replace(" ", ""), s.replace(" ", "-")]:
if c != "" and not out.has(c):
out.append(c)
return out
func _motion_for(state: String) -> String:
for mo: String in STATE_MOTIONS.get(state, []):
if _motions.has(mo):
return _motions[mo]
# 兜底:目录里有 <mo>.msa 直接用
for mo: String in STATE_MOTIONS.get(state, []):
var p := _dir.path_join(mo.to_lower() + ".msa")
if FileAccess.file_exists(p):
return p
return _motions.get("WAIT", "")
func _load_motlist() -> void:
var ml := _dir.path_join("motlist.txt")
if not FileAccess.file_exists(ml):
return
var f := FileAccess.open(ml, FileAccess.READ)
while f and not f.eof_reached():
var parts := f.get_line().strip_edges().split(" ", false)
if parts.size() >= 3:
var motion := String(parts[1])
var file := String(parts[2])
var abs := _dir.path_join(file)
if FileAccess.file_exists(abs):
_motions[motion] = abs
func _pick_base_gr2() -> String:
var da := DirAccess.open(_dir)
if da == null:
return ""
for fn in da.get_files():
if not fn.ends_with(".gr2"):
continue
if fn.contains("_lod_"):
continue
# 动作文件通常是纯数字命名(00.gr2 / 20_1.gr2
var stem := fn.get_basename()
if stem.is_valid_int() or (stem.contains("_") and stem.split("_")[0].is_valid_int()):
continue
return _dir.path_join(fn)
return ""
func _find_dir(assets_root: String, folder: String) -> String:
# <assets>/*/ymir work/{monster,npc}/<folder>
var rels := [
"ymir work/monster/%s" % folder,
"ymir work/monster2/%s" % folder,
"ymir work/npc/%s" % folder,
"ymir work/npc2/%s" % folder,
"Monster/ymir work/monster/%s" % folder,
"Monster/ymir work/monster2/%s" % folder,
"NPC/ymir work/npc/%s" % folder,
"NPC/ymir work/npc2/%s" % folder,
]
for rel: String in rels:
var d := assets_root.path_join(rel)
if DirAccess.dir_exists_absolute(d):
return d
var da := DirAccess.open(assets_root)
if da:
for sub in da.get_directories():
for rel: String in rels:
var c := assets_root.path_join(sub).path_join(rel)
if DirAccess.dir_exists_absolute(c):
return c
return ""