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
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# W6 —— 玩家 / NPC / 第三人称相机。SHINSOO §9-W6。
# 交互:godot --path project --script world_demo.gd -- --play
# 左键点地走过去 / 左键点 NPC 选中 · WASD 直接走 · 右键拖拽转视角 · 滚轮缩放 · Shift 跑
# 截图:默认(无 --play)跑脚本化「前进」并存 test/golden/world-a1-r2.png
extends SceneTree
const GameCamera = preload("res://game_camera.gd")
const PlayerCtl = preload("res://player_controller.gd")
var _world: Node
var _player: Node3D
var _model: Node3D
var _anim: Node
var _npc_anim: Node
var _npc: Node3D
var _cam: Camera3D
var _pc: Node # PlayerController
var _target: Node3D # 当前选中实体
var _anim_state := ""
var _audio: Node
var _assets := ""
var _t := 0.0
var _shot_mode := false
var _shot_done := false
func _init() -> void:
_assets = AssetRoot.path()
_shot_mode = "--play" not in OS.get_cmdline_user_args() # 默认脚本化截图;`-- --play` 进交互
_world = ClassDB.instantiate("Metin2World")
_world.set("assets_root", _assets)
_world.set("map_path", "OutdoorA1/metin2_map_a1")
_world.set("auto_load", false)
_world.set("load_radius_tiles", 1) # W8: 3×3 流式
_world.set("stream_budget", 3)
get_root().add_child(_world)
var ok: bool = _world.call("load_map")
print("load ok=", ok, " ", _world.call("get_load_report"))
# 出生点:村庄一带(全局 cm
var spawn_cm := Vector3(45000.0, -38000.0, 17800.0)
var gx := spawn_cm.x * 0.01
var gz := -spawn_cm.y * 0.01
var gy: float = _world.call("sample_height", gx, gz)
_world.call("set_focus_position", gx, gz) # 流式对准出生点
_player = Node3D.new()
_player.name = "Player"
_player.position = Vector3(gx, gy, gz)
get_root().add_child(_player)
_model = ClassDB.instantiate("Metin2Model")
_model.name = "Metin2Model"
_model.set("texture_dir", _assets.path_join("PC/ymir work/pc/warrior"))
_model.set("gr2_path", _assets.path_join("PC/ymir work/pc/warrior/warrior_cheongrin.gr2"))
_model.set("hair_gr2", _assets.path_join("PC/ymir work/pc/warrior/hair/hair_1_1.gr2"))
# SourceSkin(hair_1_1.dds) -> TargetSkin 换色(PARITY §2.4
_model.set("hair_skin", _assets.path_join("PC/ymir work/pc/warrior/warrior_hair_01_red.dds"))
# 一手剑挂 equip_right_handPARITY §2.1;无物品系统,demo 写死)
_model.set("weapon_gr2", _assets.path_join("item/ymir work/item/weapon/00040.gr2"))
_player.add_child(_model)
_audio = preload("res://audio.gd").new()
get_root().add_child(_audio)
_audio.setup(_assets)
if ClassDB.class_exists("Metin2AnimPlayer"):
_anim = ClassDB.instantiate("Metin2AnimPlayer")
_anim.set("model_path", NodePath("../Metin2Model"))
_anim.set("loop", true)
_player.add_child(_anim)
# .msa 动作事件里的声音(脚步 / 挥击等)-> 3D 定位播放
_anim.connect("motion_event", func(_type, _effect, sound, _pos):
if _audio and sound != "":
_audio.play_at(sound, _model.global_position, _player))
_set_anim("wait")
_spawn_npc(Vector3(gx + 6.0, 0.0, gz + 4.0))
var hud := preload("res://hud.gd").new()
get_root().add_child(hud)
hud.setup(_world, _player)
_cam = GameCamera.new()
_cam.target = _player
_cam.world = _world
get_root().add_child(_cam)
_cam.make_current()
_pc = PlayerCtl.new()
_pc.player = _player
_pc.camera = _cam
_pc.world = _world
_pc.force_run = _shot_mode
get_root().add_child(_pc)
_pc.anim_state.connect(_set_anim)
_pc.moved.connect(func(p): _world.call("set_focus_position", p.x, p.z))
# F5:后台暂停游戏树 + 停 BGM + 降帧;前台还原(截图模式下不挂,免打断脚本)
if not _shot_mode:
var life := preload("res://app_lifecycle.gd").new()
get_root().add_child(life)
life.bind(null, _audio)
_pc.target_selected.connect(func(n):
_target = n
print("[target] ", n.name, " @ ", n.global_position))
if _npc:
_pc.pickables.append(_npc)
func _spawn_npc(pos: Vector3) -> void:
var npc := Node3D.new()
npc.name = "NPC"
npc.position = Vector3(pos.x, _world.call("sample_height", pos.x, pos.z), pos.z)
npc.rotation.y = PI
get_root().add_child(npc)
_npc = npc
var m: Node3D = ClassDB.instantiate("Metin2Model")
m.name = "Metin2Model"
m.set("texture_dir", _assets.path_join("PC/ymir work/pc/shaman"))
m.set("gr2_path", _assets.path_join("PC/ymir work/pc/shaman/shaman_lord.gr2"))
npc.add_child(m)
var tag := Label3D.new()
tag.text = "村民"
tag.position = Vector3(0, 2.2, 0)
tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
tag.no_depth_test = false
tag.pixel_size = 0.012
npc.add_child(tag)
if ClassDB.class_exists("Metin2AnimPlayer"):
_npc_anim = ClassDB.instantiate("Metin2AnimPlayer")
_npc_anim.set("model_path", NodePath("../Metin2Model"))
_npc_anim.set("loop", true)
_npc_anim.set("anim_path", _assets.path_join("PC/ymir work/pc/shaman/general/wait.msa"))
npc.add_child(_npc_anim)
func _set_anim(state: String) -> void:
if state == _anim_state or _anim == null:
return
_anim_state = state
var map := {"wait": "general/wait.msa", "walk": "general/walk.msa", "run": "general/run.msa"}
var f: String = map[state]
_anim.set("anim_path", _assets.path_join("PC/ymir work/pc/warrior/" + f))
func _process(dt: float) -> bool:
_t += dt
if int(_t * 2.0) != int((_t - dt) * 2.0):
print("t=%.1f player=%s anim=%s perf=%s" % [_t, _player.position, _anim_state, _world.call("get_perf")])
# 脚本化截图:走向一个前方点(展示点地移动 + 相机跟随),再选中 NPC
if _shot_mode:
if _t > 2.4 and _t < 2.5:
var ahead := _player.position - _player.global_transform.basis.z * 60.0
_pc.call("walk_to", Vector3(ahead.x, 0, ahead.z))
if _t > 6.0 and _t < 6.1 and _npc:
_pc.target_selected.emit(_npc)
if _shot_mode and _t > 7.0 and not _shot_done:
_shot_done = true
var img := get_root().get_texture().get_image()
var p := ProjectSettings.globalize_path("res://../test/golden/world-a1-r2.png")
DirAccess.make_dir_recursive_absolute(p.get_base_dir())
img.save_png(p)
print("saved world-a1-r2.png ", img.get_size(), " player=", _player.position,
" anim=", _anim_state, " target=", (_target.name if _target else "none"))
quit(0)
return false
func _finalize() -> void:
pass