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
+226
View File
@@ -0,0 +1,226 @@
# QuestDialog (P7) —— 渲染 GC_SCRIPT 的 NPC 对话(EventManager 脚本,客户端只渲染)。
#
# var qd := preload("res://ui/quest_dialog.gd").new()
# add_child(qd)
# qd.setup(m2client, canvas_parent)
#
# 脚本格式(`CPythonEventManager`):纯文本 + `[命令 arg(值)]` token 交错。
# [ENTER] 换行
# [CLEAR] 清空
# [NEXT] / [DONE] 「继续 / 关闭」按钮 -> M2Client.script_answer(255)
# [QUESTION arg("是") arg("否")] 选项按钮 -> script_answer(0..N-1)
# [LETTER value("...")] 追加文本(旧写法)
# [INPUT] 显示文本输入框,提交 -> M2Client.quest_input()
# [SELECT_ITEM] 要求从背包选一颗魔石 -> 发 select_item_requested 信号(打开 SelectItemUI
# [CONFIRM_WAIT] 等:本版忽略
#
# quest_confirm_askGC_QUEST_CONFIRM)也在这里弹 是/否 -> quest_confirm(yes, pid)。
extends Node
signal opened()
signal closed()
# EventManager EVENT_TYPE_SELECT_ITEM —— 对应 interfacemodule.BINARY_OpenSelectItemWindow
signal select_item_requested()
var client: Node
var _root: Control
var _text: RichTextLabel
var _btnrow: VBoxContainer
var _confirm_pid := 0
func setup(m2client: Node, parent: Node) -> void:
client = m2client
set_process_unhandled_input(true)
_build(parent)
if client.has_signal("script_dialog"):
client.script_dialog.connect(_on_script)
if client.has_signal("quest_confirm_ask"):
client.quest_confirm_ask.connect(_on_confirm)
func is_open() -> bool:
return _root != null and _root.visible
# --- 收 GC_SCRIPT ------------------------------------------------------
func _on_script(_skin: int, text: String) -> void:
var parsed := parse_script(text)
if parsed.body.strip_edges() == "" and parsed.choices.is_empty():
close()
return
_text.text = parsed.body
_fill_buttons(parsed.choices, parsed.has_next, parsed.has_input)
_root.visible = true
opened.emit()
if parsed.has_select_item:
select_item_requested.emit()
func _on_confirm(msg: String, _timeout: int, request_pid: int) -> void:
_confirm_pid = request_pid
_text.text = msg
_fill_confirm()
_root.visible = true
opened.emit()
func close() -> void:
if _root:
_root.visible = false
closed.emit()
func _unhandled_input(event: InputEvent) -> void:
if not is_open() or not (event is InputEventKey):
return
var key := event as InputEventKey
if key.pressed and not key.echo and key.keycode == KEY_ESCAPE:
# The legacy client sends QUEST_CANCEL when the active script is dismissed
# with Escape; ordinary answer buttons continue to use SCRIPT_ANSWER.
if client and client.has_method("quest_cancel"):
client.quest_cancel()
close()
get_viewport().set_input_as_handled()
# --- 脚本解析 --------------------------------------------------------
# -> { body: String, choices: [String], has_next: bool }
func parse_script(src: String) -> Dictionary:
var body := ""
var choices := []
var has_next := false
var has_input := false
var has_select_item := false
var i := 0
var n := src.length()
while i < n:
var c := src[i]
if c == "[":
var close_i := src.find("]", i)
if close_i == -1:
body += src.substr(i)
break
var tok := src.substr(i + 1, close_i - i - 1).strip_edges()
i = close_i + 1
var name := tok.split(" ", false)[0].to_upper() if tok != "" else ""
match name:
"ENTER":
body += "\n"
"CLEAR", "CLEAR_TEXT":
body = ""
"NEXT", "DONE":
has_next = true
"QUESTION":
for m in _rx_args(tok):
choices.append(m)
"INPUT":
has_input = true
"SELECT_ITEM":
has_select_item = true
"LETTER":
var vv := _rx_args(tok)
if vv.size() > 0:
body += vv[0]
_:
pass # COLOR/DELAY/WAIT/IMAGE/... 忽略
else:
body += c
i += 1
return {"body": body.strip_edges(), "choices": choices, "has_next": has_next,
"has_input": has_input, "has_select_item": has_select_item}
# 抓 tok 里所有 arg("...") / value("...") 的字符串
func _rx_args(tok: String) -> Array:
var out := []
var i := 0
while true:
var q1 := tok.find('"', i)
if q1 == -1:
break
var q2 := tok.find('"', q1 + 1)
if q2 == -1:
break
out.append(tok.substr(q1 + 1, q2 - q1 - 1))
i = q2 + 1
return out
# --- UI --------------------------------------------------------------
func _build(parent: Node) -> void:
_root = Control.new()
_root.set_anchors_preset(Control.PRESET_CENTER)
_root.position = Vector2(-230, -160)
_root.size = Vector2(460, 300)
_root.visible = false
_root.set_meta("is_titlebar", true)
parent.add_child(_root)
var panel := Panel.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
var sb := StyleBoxFlat.new()
sb.bg_color = Color(0.08, 0.07, 0.06, 0.97)
sb.border_color = Color(0.5, 0.42, 0.3)
sb.set_border_width_all(1)
sb.set_corner_radius_all(4)
panel.add_theme_stylebox_override("panel", sb)
_root.add_child(panel)
_text = RichTextLabel.new()
_text.bbcode_enabled = true
_text.position = Vector2(16, 14)
_text.size = Vector2(428, 200)
_text.add_theme_font_size_override("normal_font_size", 13)
_root.add_child(_text)
_btnrow = VBoxContainer.new()
_btnrow.position = Vector2(16, 222)
_btnrow.custom_minimum_size = Vector2(428, 0)
_btnrow.add_theme_constant_override("separation", 4)
_root.add_child(_btnrow)
func _clear_buttons() -> void:
for c in _btnrow.get_children():
c.queue_free()
func _fill_buttons(choices: Array, has_next: bool, has_input := false) -> void:
_clear_buttons()
if has_input:
var input := LineEdit.new()
input.placeholder_text = "请输入"
input.custom_minimum_size = Vector2(428, 28)
_btnrow.add_child(input)
var submit := _mkbtn("提交")
submit.pressed.connect(func(): _submit_input(input))
input.text_submitted.connect(func(_text): _submit_input(input))
return
if choices.is_empty():
var b := _mkbtn("继续" if has_next else "关闭")
b.pressed.connect(func():
client.script_answer(255)
close())
return
for i in choices.size():
var idx := i
var b := _mkbtn(String(choices[i]))
b.pressed.connect(func():
client.script_answer(idx)
close())
func _submit_input(input: LineEdit) -> void:
if client and client.has_method("quest_input") and client.quest_input(input.text):
close()
func _fill_confirm() -> void:
_clear_buttons()
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 8)
_btnrow.add_child(row)
for spec in [["接受", true], ["拒绝", false]]:
var yes: bool = spec[1]
var b := Button.new()
b.text = spec[0]
b.custom_minimum_size = Vector2(120, 30)
b.pressed.connect(func():
client.quest_confirm(yes, _confirm_pid)
close())
row.add_child(b)
func _mkbtn(text: String) -> Button:
var b := Button.new()
b.text = text
b.custom_minimum_size = Vector2(428, 26)
_btnrow.add_child(b)
return b