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
+167
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# SkillUI (P6) —— 技能窗:主动 / 辅助(被动·支援) / 坐骑 三个分类页 + 等级 + 加点。
#
# var sk := preload("res://ui/skill_ui.gd").new()
# add_child(sk)
# sk.setup(m2client, skill_table, ui_manager)
# sk.set_job("WARRIOR")
# sk.toggle() # K 键
#
# 每行:名字 + Lv X(/M/G/P) + [](被动 / CANNOT_LEVEL_UP 无加点)+ [被动]/[切换] 标签。
# 点名字 -> drag_skill_idquickbar 落点读)。`skills_changed` 刷新。
extends Node
const TABS := ["主动", "辅助", "坐骑"]
const MASTER_SUFFIX := ["", " M", " G", " P"] # master_type 0..3
var client: Node
var table: RefCounted # SkillTable
var ui: CanvasLayer # UiManager
var job := "WARRIOR"
var drag_skill_id := 0
var _tab := 0
var _win: Control
var _rows := {} # skill_id -> {lv, up}
func setup(m2client: Node, skill_table: RefCounted, ui_manager: CanvasLayer) -> void:
client = m2client
table = skill_table
ui = ui_manager
if client.has_signal("skills_changed"):
client.skills_changed.connect(refresh)
func set_job(j: String) -> void:
job = j
if is_open():
_rebuild()
func is_open() -> bool:
return _win != null and is_instance_valid(_win)
func toggle() -> void:
if is_open(): close()
else: open()
func close() -> void:
if is_open():
ui.close(_win)
_win = null
_rows.clear()
func _cat_key() -> String:
match _tab:
1: return "SUPPORT"
2: return "HORSE"
_: return job
func open() -> void:
if is_open() or table == null:
return
_win = Control.new()
_win.set_anchors_preset(Control.PRESET_CENTER_RIGHT)
_win.position = Vector2(-300, -240)
_win.size = Vector2(290, 470)
_win.set_meta("is_titlebar", true)
var panel := Panel.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
var sb := StyleBoxFlat.new()
sb.bg_color = Color(0.08, 0.09, 0.12, 0.95)
sb.set_corner_radius_all(4)
panel.add_theme_stylebox_override("panel", sb)
_win.add_child(panel)
var title := Label.new()
title.text = "技能"
title.position = Vector2(12, 8)
_win.add_child(title)
# 分类页签
var tabrow := HBoxContainer.new()
tabrow.name = "tabs"
tabrow.position = Vector2(10, 30)
_win.add_child(tabrow)
for i in TABS.size():
var b := Button.new()
b.text = TABS[i]
b.toggle_mode = true
b.button_pressed = (i == _tab)
var ti: int = i
b.pressed.connect(func(): _switch_tab(ti))
tabrow.add_child(b)
var vb := VBoxContainer.new()
vb.name = "list"
vb.position = Vector2(10, 60)
vb.custom_minimum_size = Vector2(270, 0)
vb.add_theme_constant_override("separation", 2)
_win.add_child(vb)
ui.open(_win)
_rebuild()
func _switch_tab(i: int) -> void:
_tab = i
if is_open():
var tabrow: HBoxContainer = _win.get_node("tabs")
for j in tabrow.get_child_count():
(tabrow.get_child(j) as Button).button_pressed = (j == i)
_rebuild()
func _rebuild() -> void:
var vb: VBoxContainer = _win.get_node("list")
for c in vb.get_children():
c.queue_free()
_rows.clear()
var ids: Array = table.for_category(_cat_key())
if ids.is_empty():
var e := Label.new()
e.text = "(无)"
vb.add_child(e)
return
for id in ids:
var row := HBoxContainer.new()
row.custom_minimum_size = Vector2(268, 26)
var nm := Label.new()
nm.text = table.name_of(id)
nm.custom_minimum_size = Vector2(140, 0)
nm.add_theme_font_size_override("font_size", 12)
row.add_child(nm)
var lv := Label.new()
lv.name = "lv"
lv.custom_minimum_size = Vector2(58, 0)
lv.add_theme_font_size_override("font_size", 12)
row.add_child(lv)
var tag := Label.new()
tag.custom_minimum_size = Vector2(40, 0)
tag.add_theme_font_size_override("font_size", 10)
if table.is_passive(id):
tag.text = "被动"
tag.modulate = Color(0.6, 0.8, 1.0)
elif table.is_toggle(id):
tag.text = "切换"
tag.modulate = Color(0.9, 0.8, 0.5)
row.add_child(tag)
var sid: int = id
if table.can_level_up(id) and not table.is_passive(id):
var up := Button.new()
up.text = ""
up.custom_minimum_size = Vector2(28, 22)
up.pressed.connect(func(): client.skill_up(sid))
row.add_child(up)
_rows[id] = {"lv": lv, "up": up}
else:
_rows[id] = {"lv": lv, "up": null}
nm.gui_input.connect(func(e: InputEvent):
if e is InputEventMouseButton and e.pressed and e.button_index == MOUSE_BUTTON_LEFT:
drag_skill_id = sid)
vb.add_child(row)
refresh()
func refresh() -> void:
if not is_open():
return
var lv := {}
var ms := {}
for s in client.get_skills():
lv[int(s["id"])] = int(s["level"])
ms[int(s["id"])] = int(s.get("master", 0))
for id in _rows:
var lvl: int = lv.get(id, 0)
var m: int = clampi(ms.get(id, 0), 0, 3)
_rows[id]["lv"].text = "Lv %d%s" % [lvl, MASTER_SUFFIX[m]]