装备校验链/快捷栏/公会/好友情侣/交易仓库五项差距修复(增量 129)

- 装备校验:can_equip 按 CanEquipNow→FindEquipCell→EquipItem 精确重排,
  新增 find_equip_cell() 1:1 复刻(RING/UNIQUE 占用翻转、COSTUME/BELT/DS),
  帝国 antiflag 降级为 tooltip 提示,LIMIT_PCBANG/REAL_TIME* 语义与倒计时文案
- 快捷栏:死亡全槽禁用+激活守卫、变身(affect 220)技能置灰、
  物品槽失配置灰(服务器回收/换武器后刷新)
- 公会:GUILD_AUTH_* 权限位门控踢人/公告/技能升级,/gskillup、
  被宣战应答弹窗(/war·/nowar)、资金存取行(40250 服务端已禁用仍保留 1:1)
- 好友/情侣:messenger 三固定组(好友/公会/情侣),lover_login/logout/
  near/far/divorce 命令事件→在线/在身边状态与离婚隐藏
- 交易/仓库:ExchangeState.last_notice(ALREADY/LESS_GOLD)结束浮层提示;
  仓库改密 /safebox_change_password 三段输入;关窗补 /safebox_close·/mall_close;
  仓库金钱经核实 40250 无 wire 协议,UI 定界只读
- app_flow:重连时 guild_marks_ready 重复连接加 is_connected 守卫
- 相机 look_at 零向量守卫(首帧/传送落点)
- 测试:equip/love/guild 断言更新,79 项中 78 绿(game_camera_test 为
  HEAD 既有失败);真服冒烟 LIVE_SMOKE PASS(192.168.21.203 全链路)
- docs/CLIENT-GAP.md 同步增量 129

Co-Authored-By: Claude Code <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018kUFvQGYusuY3dkfGitmAe
This commit is contained in:
shenlei
2026-09-07 21:43:30 +09:00
co-authored by Claude Code
parent 61272b75e9
commit 8092ff44e2
25 changed files with 1067 additions and 134 deletions
+50 -1
View File
@@ -40,6 +40,15 @@ var _accept_pending := false
var _anchor := Vector2.ZERO
var _anchor_valid := false
# EXCHANGE_GC_ALREADY / LESS_GOLD 的线上的子头值(服务器 exchange.cpp)。
# GC_END 在成功与取消两种结局都会发,成败文案只走 CHAT_TYPE_INFO 聊天通道。
const NOTICE_ALREADY := 6
const NOTICE_LESS_GOLD := 7
var _was_active := false
var _notice_shown := false
var _end_note: Label
var _end_note_timer: Timer
func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void:
client = m2client
proto = proto_node
@@ -123,6 +132,11 @@ func refresh() -> void:
return
var x: Dictionary = client.get_exchange()
if not x.get("active", false):
if _was_active:
# 窗口开着时服务器关掉了交易(成功或取消,二者同发 GC_END)。
_show_end_note(int(x.get("notice", 0)))
_was_active = false
_notice_shown = false
_root.visible = false
_next_display = 0
_offered_cells.clear()
@@ -131,6 +145,7 @@ func refresh() -> void:
_gold_input.text = ""
_status.text = ""
return
_was_active = true
_root.visible = true
_capture_anchor()
_render_self_grid(x.get("self_items", []))
@@ -147,9 +162,43 @@ func refresh() -> void:
_accept_btn.disabled = me
_accept_btn.modulate = Color(0.5, 1, 0.5) if me else Color(1, 1, 1)
_root.get_node("PeerAccept").text = "对方: 已接受" if peer else "对方: 未接受"
_status.text = ""
var notice := int(x.get("notice", 0))
if notice != 0 and not _notice_shown:
_notice_shown = true
_status.text = _notice_text(notice)
else:
_status.text = ""
_refresh_mobile_inventory()
func _notice_text(code: int) -> String:
match code:
NOTICE_ALREADY:
return "对方已经在交易中"
NOTICE_LESS_GOLD:
return "金币不足"
return ""
# 交易被服务器关闭时的一条短暂浮动提示(成败详情以 CHAT_TYPE_INFO 聊天为准)。
func _show_end_note(code: int) -> void:
if _root == null or _root.get_parent() == null:
return
if _end_note == null:
_end_note = Label.new()
_end_note.add_theme_font_size_override("font_size", 15)
_end_note.set_anchors_preset(Control.PRESET_CENTER_TOP)
_end_note.position = Vector2(-110, 130)
_end_note.size = Vector2(220, 24)
_end_note.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_root.get_parent().add_child(_end_note)
_end_note_timer = Timer.new()
_end_note_timer.one_shot = true
_end_note_timer.timeout.connect(func(): if _end_note: _end_note.visible = false)
add_child(_end_note_timer)
var extra := _notice_text(code)
_end_note.text = ("交易结束(%s" % extra) if extra != "" else "交易结束,结果见聊天提示"
_end_note.visible = true
_end_note_timer.start(5.0)
func _apply_mobile_layout() -> void:
if _root == null:
return
+92 -4
View File
@@ -29,6 +29,11 @@ func setup(m2client: Node, parent: Node) -> void:
client.friends_changed.connect(refresh)
if client.has_signal("friend_invite_ask"):
client.friend_invite_ask.connect(_on_friend_invite)
# 原版 messenger 是三固定分组(uimessenger.py MessengerFriendGroup/GuildGroup/
# FamilyGroup);公会与情侣组数据变化时同样刷新。
for sig in ["guild_changed", "lover_changed"]:
if client.has_signal(sig):
client.connect(sig, refresh)
func is_open() -> bool:
return _root != null and _root.visible
@@ -58,15 +63,98 @@ func refresh() -> void:
return
for c in _list.get_children():
c.queue_free()
var friends: Array = client.get_friends()
# 三固定分组(对齐原版 MessengerWindow):好友 / 公会 / 情侣。
_section("好友")
var friends: Array = client.get_friends() if client.has_method("get_friends") else []
if friends.is_empty():
var e := Label.new()
e.text = "(好友列表为空)"
e.add_theme_font_size_override("font_size", 11)
e.modulate = Color(0.6, 0.6, 0.6)
_list.add_child(e)
return
for f in friends:
_list.add_child(_row(f))
else:
for f in friends:
_list.add_child(_row(f))
_section("公会")
if client.has_method("get_guild") and client.get_guild().get("in_guild", false) \
and client.has_method("get_guild_members"):
var members: Array = client.get_guild_members()
members.sort_custom(func(a, b):
return int(a.get("grade", 99)) < int(b.get("grade", 99)))
for m in members:
_list.add_child(_guild_row(m))
else:
var g := Label.new()
g.text = "(未加入公会)"
g.add_theme_font_size_override("font_size", 11)
g.modulate = Color(0.6, 0.6, 0.6)
_list.add_child(g)
_section("情侣")
if client.has_method("get_lover") and client.get_lover().get("valid", false):
_list.add_child(_lover_row(client.get_lover()))
else:
var l := Label.new()
l.text = "(暂无)"
l.add_theme_font_size_override("font_size", 11)
l.modulate = Color(0.6, 0.6, 0.6)
_list.add_child(l)
func _section(title: String) -> void:
var h := Label.new()
h.text = "%s" % title
h.add_theme_font_size_override("font_size", 12)
h.modulate = Color(0.75, 0.82, 0.95)
_list.add_child(h)
# 公会组成员:在线态来自 GC_GUILD_LOGIN/LOGOUT;点按同样发起私聊。
func _guild_row(m: Dictionary) -> Control:
var row := HBoxContainer.new()
row.custom_minimum_size = Vector2(640, 46) if _mobile_mode else Vector2(260, 0)
var dot := Label.new()
dot.text = ""
dot.custom_minimum_size = Vector2(28, 42) if _mobile_mode else Vector2.ZERO
dot.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
dot.modulate = Color(0.4, 0.9, 0.4) if m.get("online", false) else Color(0.4, 0.4, 0.4)
row.add_child(dot)
var nm := Button.new()
nm.text = String(m.get("name", "?"))
nm.flat = true
nm.custom_minimum_size = Vector2(450, 42) if _mobile_mode else Vector2(150, 0)
nm.alignment = HORIZONTAL_ALIGNMENT_LEFT
nm.pressed.connect(func() -> void: whisper_to.emit(String(m.get("name", ""))))
row.add_child(nm)
if int(m.get("grade", 1)) == 0:
var lead := Label.new()
lead.text = "会长"
lead.modulate = Color(0.95, 0.8, 0.4)
lead.add_theme_font_size_override("font_size", 10)
row.add_child(lead)
return row
# 情侣组成员:lover_login/logout/near/farCHAT_TYPE_COMMANDmarriage.cpp)。
func _lover_row(lover: Dictionary) -> Control:
var row := HBoxContainer.new()
row.custom_minimum_size = Vector2(640, 46) if _mobile_mode else Vector2(260, 0)
var dot := Label.new()
dot.text = ""
dot.custom_minimum_size = Vector2(28, 42) if _mobile_mode else Vector2.ZERO
dot.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
dot.modulate = Color(0.95, 0.4, 0.55) if lover.get("online", false) else Color(0.4, 0.4, 0.4)
row.add_child(dot)
var nm := Button.new()
nm.text = String(lover.get("name", "?"))
nm.flat = true
nm.custom_minimum_size = Vector2(450, 42) if _mobile_mode else Vector2(150, 0)
nm.alignment = HORIZONTAL_ALIGNMENT_LEFT
nm.pressed.connect(func() -> void: whisper_to.emit(String(lover.get("name", ""))))
row.add_child(nm)
if lover.get("near", false):
var near := Label.new()
near.text = "在身边"
near.modulate = Color(1.0, 0.6, 0.7)
near.add_theme_font_size_override("font_size", 10)
row.add_child(near)
return row
func _row(f: Dictionary) -> Control:
var row := HBoxContainer.new()
+159 -4
View File
@@ -34,6 +34,13 @@ var _create_dialog: ConfirmationDialog
var _create_name_edit: LineEdit
var _create_status: Label
var _mobile_mode := false
var _war_ask_dialog: ConfirmationDialog
# GUILD_AUTH_*(服务器 guild.h:94-97):等级权限位。会长(grade 0)恒全权。
const AUTH_ADD_MEMBER := 1 << 0
const AUTH_REMOVE_MEMBER := 1 << 1
const AUTH_NOTICE := 1 << 2
const AUTH_USE_SKILL := 1 << 3
const MOBILE_SIZE := Vector2(700, 340)
@@ -51,6 +58,10 @@ func setup(m2client: Node, parent: Node, table: Object = null) -> void:
client.guild_marks_ready.connect(func(_n): refresh())
if client.has_signal("guild_mark_uploaded"):
client.guild_mark_uploaded.connect(_on_mark_uploaded)
# GUILD_WAR_RECV_DECLARE(3) 时弹被宣战应答框(原版 AcceptGuildWarDialog
# 接受发 /war <name>,拒绝发 /nowar <name>,均走 chat 通道)。
if client.has_signal("guild_war_event"):
client.guild_war_event.connect(_on_guild_war_event)
func is_open() -> bool:
return _root != null and _root.visible
@@ -102,6 +113,70 @@ func refresh() -> void:
2: _fill_war(int(g.get("id", 0)))
3: _fill_comments()
# 我的等级权限位(会长 grade 0 恒 0xF;否则取 grades[grade-1].auth)。
# 成员/等级数据未同步(成员表为空、找不到自己)时**返回全权**——权限只是 UI 预判,
# 不可判定时不拦操作,由服务器权威兜底(与原版一致:原版也不在前端做这层门)。
const AUTH_ALL := AUTH_ADD_MEMBER | AUTH_REMOVE_MEMBER | AUTH_NOTICE | AUTH_USE_SKILL
func _my_auth() -> int:
if client == null or not client.has_method("get_guild_grades") \
or not client.has_method("get_main_pid") \
or not client.has_method("get_guild_members"):
return AUTH_ALL
var my_pid := int(client.get_main_pid())
var my_grade := -1
for m in client.get_guild_members():
if int(m.get("pid", 0)) == my_pid:
my_grade = int(m.get("grade", -1))
break
if my_grade == -1:
return AUTH_ALL # 成员表里还没有自己(未同步)
if my_grade == 0:
return AUTH_ALL # GUILD_LEADER_GRADE
var grades: Array = client.get_guild_grades()
if my_grade >= 1 and my_grade <= grades.size():
return int(grades[my_grade - 1].get("auth", 0))
return AUTH_ALL
# 被宣战应答(对齐原版 __GuildWar_OpenAskDialog / OnAccept / OnDecline)。
func _on_guild_war_event(state: int, opp_guild_id: int, opp_name: String) -> void:
if state != 3 or opp_guild_id == 0: # GUILD_WAR_RECV_DECLARE
return
if is_instance_valid(_war_ask_dialog):
_war_ask_dialog.queue_free()
_war_ask_dialog = ConfirmationDialog.new()
_war_ask_dialog.title = "公会战邀请"
var shown := opp_name if opp_name != "" else "#%d" % opp_guild_id
_war_ask_dialog.dialog_text = "公会 [%s] 向我方宣战,接受吗?" % shown
_war_ask_dialog.ok_button_text = "接受"
_war_ask_dialog.cancel_button_text = "拒绝"
_war_ask_dialog.confirmed.connect(func() -> void:
if client.has_method("declare_guild_war"):
client.declare_guild_war(opp_name) # /war <name>
_war_ask_dialog.queue_free()
_war_ask_dialog = null)
_war_ask_dialog.canceled.connect(func() -> void:
if client.has_method("say") and opp_name != "":
client.say(0, "/nowar " + opp_name) # 原版 __GuildWar_OnDecline
_war_ask_dialog.queue_free()
_war_ask_dialog = null)
if _root and _root.get_parent():
_root.get_parent().add_child(_war_ask_dialog)
if _mobile_mode:
_war_ask_dialog.set_meta("mobile_modal", true)
_war_ask_dialog.set_meta("mobile_title", "公会战邀请")
_war_ask_dialog.popup_centered()
func _my_grade_is_leader() -> bool:
if client == null or not client.has_method("get_main_pid") \
or not client.has_method("get_guild_members"):
return false
var my_pid := int(client.get_main_pid())
for m in client.get_guild_members():
if int(m.get("pid", 0)) == my_pid:
return int(m.get("grade", -1)) == 0 # GUILD_LEADER_GRADE
return false
func _fill_members() -> void:
var page := _pages[0]
for c in page.get_children():
@@ -125,14 +200,58 @@ func _fill_members() -> void:
var grades: Array = client.get_guild_grades()
var members: Array = client.get_guild_members()
# 公会资金存取(GUILD_CG_DEPOSIT/WITHDRAW_MONEY = 13/14)。40250 服务器把
# 两个处理分支都禁用了(input_main.cpp 直接 return),但原版 uiguild.py 的
# OnDeposit/OnWithdraw 仍照发——保持 1:1,结果以服务器回执为准。
if client.has_method("guild_deposit_money"):
var money := HBoxContainer.new()
money.add_theme_constant_override("separation", 6)
page.add_child(money)
var ginfo: Dictionary = client.get_guild()
var mlabel := Label.new()
mlabel.add_theme_font_size_override("font_size", 14 if _mobile_mode else 12)
mlabel.custom_minimum_size = Vector2(300, 40) if _mobile_mode else Vector2(160, 0)
mlabel.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
mlabel.text = "公会资金: %d" % int(ginfo.get("gold", 0))
money.add_child(mlabel)
var amount := LineEdit.new()
amount.placeholder_text = "金额"
amount.max_length = 9
amount.custom_minimum_size = Vector2(160, 40) if _mobile_mode else Vector2(96, 26)
money.add_child(amount)
var dep := Button.new()
dep.text = "存入"
dep.tooltip_text = "40250 服务器已禁用公会存款"
dep.custom_minimum_size = Vector2(92, 40) if _mobile_mode else Vector2(56, 26)
dep.pressed.connect(func():
var v := int(amount.text)
if v > 0:
client.guild_deposit_money(v))
money.add_child(dep)
var wdr := Button.new()
wdr.text = "取出"
wdr.tooltip_text = "40250 服务器已禁用公会取款"
wdr.custom_minimum_size = Vector2(92, 40) if _mobile_mode else Vector2(56, 26)
wdr.pressed.connect(func():
var v := int(amount.text)
if v > 0:
client.guild_withdraw_money(v))
money.add_child(wdr)
var can_kick := (_my_auth() & AUTH_REMOVE_MEMBER) != 0
var my_pid := int(client.get_main_pid()) if client.has_method("get_main_pid") else 0
members.sort_custom(func(a, b): return int(a.get("grade", 99)) < int(b.get("grade", 99)))
for m in members:
var gi := int(m.get("grade", 0))
var gname := ""
if gi >= 1 and gi <= grades.size():
gname = String(grades[gi - 1].get("name", ""))
var mrow := HBoxContainer.new()
mrow.add_theme_constant_override("separation", 6)
page.add_child(mrow)
var row := Label.new()
row.custom_minimum_size = Vector2(640, 34) if _mobile_mode else Vector2.ZERO
row.custom_minimum_size = Vector2(560, 34) if _mobile_mode else Vector2.ZERO
row.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
row.add_theme_font_size_override("font_size", 14 if _mobile_mode else 12)
row.text = "%s Lv.%d [%s] 贡献 %d%s" % [
@@ -140,7 +259,17 @@ func _fill_members() -> void:
gname if gname != "" else str(gi),
int(m.get("offer", 0)),
(" 在线" if m.get("online", false) else " 离线") + ("" if m.get("general", false) else "")]
page.add_child(row)
mrow.add_child(row)
# 成员管理:REMOVE_MEMBER 权限位可见的踢出按钮(自己与会长不可踢,服务器兜底)。
var pid := int(m.get("pid", 0))
if can_kick and pid != 0 and pid != my_pid and gi != 0:
var kick := Button.new()
kick.text = "踢出"
kick.custom_minimum_size = Vector2(72, 34) if _mobile_mode else Vector2(44, 24)
kick.pressed.connect(func():
if client.has_method("guild_remove_member"):
client.guild_remove_member(pid))
mrow.add_child(kick)
func _fill_comments() -> void:
var page := _pages[3]
@@ -154,6 +283,10 @@ func _fill_comments() -> void:
var actions := HBoxContainer.new()
actions.add_theme_constant_override("separation", 5)
page.add_child(actions)
var board_status := Label.new()
board_status.add_theme_font_size_override("font_size", 11)
board_status.add_theme_color_override("font_color", Color(1, 0.65, 0.55))
page.add_child(board_status)
var edit := LineEdit.new()
edit.placeholder_text = "公告内容(最多 50 字)"
edit.custom_minimum_size = Vector2(440, 40) if _mobile_mode else Vector2(245, 26)
@@ -163,7 +296,14 @@ func _fill_comments() -> void:
post.custom_minimum_size = Vector2(92, 40) if _mobile_mode else Vector2(52, 26)
post.pressed.connect(func():
var text := edit.text.strip_edges()
if text != "" and client.has_method("guild_post_comment"):
if text == "":
return
# 服务器 input_main.cpp:2819'!' 前缀(公告)需要 GUILD_AUTH_NOTICE。
if text.begins_with("!") and (_my_auth() & AUTH_NOTICE) == 0:
board_status.text = "发布公告需要相应权限"
return
board_status.text = ""
if client.has_method("guild_post_comment"):
client.guild_post_comment(text))
actions.add_child(post)
var refresh_btn := Button.new()
@@ -226,6 +366,11 @@ func _fill_skills() -> void:
page.add_child(head)
var levels: Array = sk.get("levels", [])
var meta := _guild_skill_rows()
var auth := _my_auth()
var can_use_skill := (auth & AUTH_USE_SKILL) != 0
# do_guildskillup 只认会长(GUILD_LEADER_GRADE);技能点 > 0 才显示升级按钮。
var is_leader := auth == AUTH_ALL and _my_grade_is_leader()
var has_point := int(sk.get("skill_point", 0)) > 0
for i in levels.size():
var lv := int(levels[i])
var nm := "公会技能 %d" % i
@@ -242,12 +387,22 @@ func _fill_skills() -> void:
lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
lbl.text = "%s Lv %d" % [nm, lv]
row.add_child(lbl)
if sid >= 0 and lv > 0:
# 施放:服务器 guild.cpp:1248 要求 GUILD_AUTH_USE_SKILL。
if sid >= 0 and lv > 0 and can_use_skill:
var btn := Button.new()
btn.text = "施放"
btn.custom_minimum_size = Vector2(92, 40) if _mobile_mode else Vector2(56, 24)
btn.pressed.connect(func(): client.use_guild_skill(sid, 0))
row.add_child(btn)
# 升级:/gskillup <技能 vnum>cmd_general.cpp do_guildskillup,仅会长)。
if sid >= 0 and is_leader and has_point:
var up := Button.new()
up.text = "升级"
up.custom_minimum_size = Vector2(92, 40) if _mobile_mode else Vector2(56, 24)
up.pressed.connect(func():
if client.has_method("say"):
client.say(0, "/gskillup %d" % sid))
row.add_child(up)
func _fill_war(my_guild_id: int) -> void:
var page := _pages[2]
+41 -2
View File
@@ -666,14 +666,47 @@ func can_equip_item(vnum: int, wear := -1) -> Dictionary:
return {"ok": false, "code": "NO_ITEM", "need": 0}
return EquipRules.can_equip(proto.item(vnum), wear, _equip_ctx())
# 组装 EquipRules.can_equip 需要的运行期上下文。属性点客户端未按名透出 → 传 -1(seam)。
# EPointTypes(服务器 char.h):ST=12 HT=13 DX=14 IQ=15MOUNT=109(骑乘中坐骑 vnum)。
const POINT_ST := 12
const POINT_HT := 13
const POINT_DX := 14
const POINT_IQ := 15
const POINT_MOUNT := 109
# 组装 EquipRules.can_equip 需要的运行期上下文(服务器真实链所需字段全集)。
# 属性四维从 get_points()["points"] 全量数组取;worn 是 {wear_cell: vnum} 穿戴表,
# 供 RING/UNIQUE 占用翻转与 UNIQUE 同组去重;polymorphed/riding 供 EquipItem 后置门。
func _equip_ctx() -> Dictionary:
var ctx := {"race": 0, "empire": 0, "level": 0, "st": -1, "dx": -1, "ht": -1, "iq": -1}
var ctx := {"race": 0, "empire": 0, "level": 0, "st": -1, "dx": -1, "ht": -1, "iq": -1,
"worn": {}, "polymorphed": false, "riding": false}
if client == null:
return ctx
if client.has_method("get_points"):
var p: Dictionary = client.get_points()
ctx["level"] = int(p.get("level", 0))
var vals: Array = p.get("points", [])
if vals.size() > POINT_MOUNT:
ctx["st"] = int(vals[POINT_ST])
ctx["ht"] = int(vals[POINT_HT])
ctx["dx"] = int(vals[POINT_DX])
ctx["iq"] = int(vals[POINT_IQ])
ctx["riding"] = int(vals[POINT_MOUNT]) > 0
# 穿戴表 {wear_cell: vnum}:旧 11 格来自 get_equipment()(下标即 wear cell);
# 新装备槽 19..23costume/ring/belt)留在 INVENTORY 全局 cell 90+wear(见上方常量)。
var worn := {}
if client.has_method("get_equipment"):
var eq: Array = client.get_equipment()
for i in eq.size():
var vnum := int(eq[i].get("vnum", 0)) if eq[i] is Dictionary else 0
if vnum != 0:
worn[i] = vnum
if client.has_method("get_inventory"):
for it in client.get_inventory():
if it is Dictionary:
var cell := int(it.get("cell", -1))
if cell >= EQUIP_BASE + WEAR_COSTUME_BODY and cell < EQUIP_BASE + WEAR_COUNT:
worn[cell - EQUIP_BASE] = int(it.get("vnum", 0))
ctx["worn"] = worn
if client.has_method("get_entities"):
for e in client.get_entities():
if bool(e.get("is_main", false)):
@@ -681,6 +714,8 @@ func _equip_ctx() -> Dictionary:
ctx["empire"] = int(e.get("empire", 0))
if int(e.get("level", 0)) > 0:
ctx["level"] = int(e.get("level", 0))
ctx["polymorphed"] = int(e.get("polymorph", 0)) != 0 \
or int(e.get("poly_vnum", 0)) != 0
break
return ctx
@@ -689,6 +724,10 @@ func _equip_reject_hint(verdict: Dictionary) -> String:
"ANTI_SEX": return "该装备不符合你的性别"
"ANTI_JOB": return "该装备不符合你的职业"
"ANTI_EMPIRE": return "该装备不符合你的帝国"
"UNIQUE_DUP": return "同类特殊装备只能佩戴一件"
"POLYMORPH": return "变身状态下无法更换装备"
"RIDE_TUXEDO": return "骑乘状态下无法穿礼服"
"RIDE_ITEM": return "已经在骑乘中了"
"NOT_WEARABLE_HERE": return "该装备不能穿在这个位置"
"LIMIT_LEVEL": return "需要等级 %d" % int(verdict.get("need", 0))
"LIMIT_STR": return "需要力量 %d" % int(verdict.get("need", 0))
+23 -6
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@@ -223,6 +223,10 @@ func format(vnum: int, count: int, proto_data: Dictionary, instance_data: Dictio
for limit in proto_data.get("limits", []):
var limit_type := int(limit.get("type", 0))
var limit_value := int(limit.get("value", 0))
if limit_type == 6:
# LIMIT_PCBANG 只是“网吧专用”标记,不是装备门禁(服务器 item.cpp:1899)。
lines.append("PC房专用道具")
continue
if limit_type != 0 and limit_value > 0:
lines.append("%s%d" % [LIMIT_NAMES.get(limit_type, "限制 %d" % limit_type), limit_value])
for apply in proto_data.get("applies", []):
@@ -291,19 +295,32 @@ func _append_realtime_limit(lines: Array[String], proto_data: Dictionary, socket
return
var value := int(sockets[0])
var remaining := 0
if limit_type == 7 or limit_type == 8:
if limit_type == 8:
# REAL_TIME_START_FIRST_USEsocket1 = 使用计数。未启用(0)时 socket0 是
# 时长秒数而非到期时间戳;启用后服务器把 socket0 换成到期 unix ts
#char_item.cpp:6100 尾部 cLimitRealTimeFirstUseIndex 分支)。
var used := int(sockets[1]) if sockets.size() > 1 else 0
if used == 0:
lines.append("首次使用后计时:%s" % _duration_text(value))
return
remaining = maxi(0, value - int(Time.get_unix_time_from_system()))
elif limit_type == 7:
# REAL_TIMEsocket0 = 到期 unix tsitem_length.h:328-347)。
remaining = maxi(0, value - int(Time.get_unix_time_from_system()))
else:
remaining = maxi(0, value)
if remaining <= 0:
lines.append("剩余时间:已超时")
return
var minutes := remaining / 60
var seconds := remaining % 60
var text := "%d" % seconds
lines.append("剩余时间:%s" % _duration_text(remaining))
func _duration_text(seconds: int) -> String:
var minutes := seconds / 60
var rest := seconds % 60
var text := "%d" % rest
if minutes > 0:
text = "%d%s" % [minutes, text] if seconds > 0 else "%d" % minutes
lines.append("剩余时间:%s" % text)
text = "%d%s" % [minutes, text] if rest > 0 else "%d" % minutes
return text
func _append_special_item_data(lines: Array[String], item_type: int, vnum: int,
values: Array, proto_data: Dictionary, instance_data: Dictionary) -> void:
+8 -1
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@@ -19,10 +19,17 @@ func refresh() -> void:
return
var lover: Dictionary = client.get_lover()
var valid := bool(lover.get("valid", false))
# lover_divorceCHAT_TYPE_COMMAND)→ store 清空 LoverInfo → valid=false 自动隐藏。
_root.visible = valid and not _mobile_mode
if not valid:
return
_name.text = "" + String(lover.get("name", ""))
# 上/下线与靠近/远离由服务器 lover_login/logout/near/far 命令驱动
#marriage.cpp;原版 affectShower 只在“靠近”时亮心形)。
var online := bool(lover.get("online", false))
var near := bool(lover.get("near", false))
var state := "(在身边)" if near else "(在线)" if online else "(离线)"
_name.text = "" + String(lover.get("name", "")) + state
_name.modulate = Color(1.0, 0.6, 0.72) if near else Color(1.0, 0.72, 0.82)
_bar.value = clampi(int(lover.get("love_point", 0)), 0, 100)
_bar.tooltip_text = "爱意值:%d%%" % int(_bar.value)
+3
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@@ -49,6 +49,9 @@ func get_mobile_window() -> Control:
return _root
func close() -> void:
# 对齐原版 MallWindow.Close():先发 /mall_close 让服务器关掉商城仓库。
if client and client.has_method("mall_close") and is_open():
client.mall_close()
if item_mouse and item_mouse.has_method("unregister_owner"):
item_mouse.unregister_owner(self)
if item_mouse.has_method("is_attached") and item_mouse.is_attached():
+56 -1
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@@ -65,7 +65,19 @@ func setup(m2client: Node, skill_table: RefCounted, parent: Node, player_getter:
client.quickslots_changed.connect(restore_from_server)
if client.has_signal("skills_changed"):
client.skills_changed.connect(_refresh_page)
restore_from_server()
# 物品槽引用的是背包 cell:装备/销毁/丢弃后服务器 SyncQuickslot 会推
# quickslots_changed;这里再挂 inventory_changed 兜住时序窗口(置灰失效引用)。
if client.has_signal("inventory_changed"):
client.inventory_changed.connect(func(_w, _c): _refresh_page())
# 死亡/复活:死亡中槽位全部置灰(对齐原版 POS_DEAD 全链路禁用)。
if client.has_signal("entity_dead"):
client.entity_dead.connect(_on_entity_dead)
# 变身(AFFECT_POLYMORPH=220):技能槽整体遮罩,结束(re-broadcast)后解除。
if client.has_signal("affect_added"):
client.affect_added.connect(_on_affect_added)
if client.has_signal("affect_removed"):
client.affect_removed.connect(_on_affect_removed)
restore_from_server()
# 从服务器 GC_QUICKSLOT_* 恢复全部 36 个快捷栏槽位。
# 参考 ESlotType1 道具 / 2 技能 / 3 表情 / 4 商店(不可执行)。
@@ -140,6 +152,9 @@ func _activate_slot(slot: int, screen_direction: Vector2) -> void:
return
if _now() < s.cd_end:
return
# 死亡中不可使用(服务器 POS_DEAD 拦截一切使用;这里提前本地拦截)。
if _player_dead():
return
if s.kind == "skill":
var mi: int = table.motion_idx_of(s.id) if table else 0
var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null
@@ -220,6 +235,35 @@ func _aim_heading(player_node: Node3D, screen_direction: Vector2, fallback: floa
var camera_delta := rad_to_deg(camera_heading - player_node.rotation.y)
return fposmod(fallback + camera_delta + angle_from_up, 360.0)
# 服务器权威的死亡态(GC add chr state DEAD);复活后 entity_info 会再触发刷新。
func _player_dead() -> bool:
if client == null or not client.has_method("get_main_vid"):
return false
var me: Dictionary = client.get_entity(client.get_main_vid())
return me != null and bool(me.get("dead", false))
# 变身态(POINT_POLYMORPH / affect 220):技能槽遮罩的数据源。
func _polymorphed() -> bool:
if client == null or not client.has_method("get_main_vid"):
return false
var me: Dictionary = client.get_entity(client.get_main_vid())
return me != null and (int(me.get("polymorph", 0)) != 0 or int(me.get("poly_vnum", 0)) != 0)
func _on_entity_dead(vid: int) -> void:
if client and client.has_method("get_main_vid") and vid == client.get_main_vid():
_refresh_page()
# 只关心 AFFECT_POLYMORPH(220) 的增减,避免每次 buff 变化都整页重刷。
const AFFECT_POLYMORPH := 220
func _on_affect_added(affect: Dictionary) -> void:
if int(affect.get("type", 0)) == AFFECT_POLYMORPH:
_refresh_page()
func _on_affect_removed(type: int) -> void:
if type == AFFECT_POLYMORPH:
_refresh_page()
# net_play 的 MODE_USE_SKILL 预约进射程后回调(use_skill_hook)——slot 为全局快捷栏
# 索引。返回是否确实发起了施法(对齐参考端 `if (__UseSkill(slot)) __ClearReservedAction()`)。
func activate_reserved(global_slot: int) -> bool:
@@ -422,9 +466,20 @@ func _refresh_slot(slot: int) -> void:
grade_text = _skill_grade_text(int(s.id))
elif s.kind == "item":
txt = "#%d" % s.id
# 引用失效(物品已装备/销毁/掉落,服务器 SyncQuickslot 尚未推或已删)→ 置灰。
var dim := false
if s.kind == "item" and client and client.has_method("get_item"):
var it: Dictionary = client.get_item(1, s.id)
if it.is_empty() or int(it.get("vnum", 0)) == 0:
dim = true
txt = "×%d" % s.id
# 变身中技能槽整体遮罩(服务器只放行箭矢类物品);死亡中全部置灰。
if (s.kind == "skill" and _polymorphed()) or _player_dead():
dim = true
var icon: TextureRect = _slots[slot].icon
icon.texture = tex
icon.visible = tex != null
_slots[slot].btn.modulate = Color(0.42, 0.42, 0.42) if dim else Color(1, 1, 1)
_slots[slot].lbl.text = txt if tex == null else ""
_slots[slot].grade.text = grade_text
_slots[slot].grade.visible = grade_text != "" and tex != null
+76 -1
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@@ -30,6 +30,7 @@ var _mobile_inventory_title: Label
var _mobile_inventory_scroll: ScrollContainer
var _mobile_inventory_list: VBoxContainer
var _mobile_deposit_pending := {}
var _change_pw_dialog: ConfirmationDialog
const SAFE_PAGE_SLOTS := 45
const SAFE_WINDOW := 3
@@ -62,6 +63,10 @@ func get_mobile_window() -> Control:
return _root
func close() -> void:
# 对齐原版 SafeboxWindow.Close():先发 /safebox_close 让服务器同步关仓
#CloseSafebox 命令回来后 is_safebox_open() 变 false),本地只是立即收尾。
if client and client.has_method("safebox_close") and is_open():
client.safebox_close()
if item_mouse and item_mouse.has_method("unregister_owner"):
item_mouse.unregister_owner(self)
if item_mouse.has_method("is_attached") and item_mouse.is_attached():
@@ -130,7 +135,9 @@ func refresh() -> void:
_page = clampi(_page, 0, pages - 1)
_title.text = "仓库(第 %d/%d 页)" % [_page + 1, pages]
_page_label.text = "%d / %d" % [_page + 1, pages]
_gold.text = "仓库金币: %d" % client.get_safebox_gold()
# 40250 无仓库金钱存取协议(HEADER_CG_SAFEBOX_MONEY 不存在,GC 84 从不发送,
# 原版 RefreshSafeboxMoney 也是 pass)——只读展示,通常恒 0。
_gold.text = "仓库金币: %d(本版本不可存取)" % client.get_safebox_gold()
for c in _list.get_children():
c.queue_free()
_render_grid()
@@ -302,6 +309,67 @@ func _ask_password(kind: String) -> void:
else:
_password_dialog.popup_centered()
# 修改仓库密码:/safebox_change_password <旧> <新>(服务器两个参数各限 1..6 位)。
func _ask_change_password() -> void:
if not is_open():
return
if is_instance_valid(_change_pw_dialog):
_change_pw_dialog.queue_free()
_change_pw_dialog = ConfirmationDialog.new()
_change_pw_dialog.title = "修改仓库密码"
_change_pw_dialog.dialog_text = "旧密码 / 新密码(1~6 位)/ 再输入一次新密码"
_change_pw_dialog.ok_button_text = "确认"
_change_pw_dialog.cancel_button_text = "取消"
var box := VBoxContainer.new()
var edits: Array[LineEdit] = []
for hint in ["旧密码", "新密码", "确认新密码"]:
var row := HBoxContainer.new()
var lbl := Label.new()
lbl.text = hint
lbl.custom_minimum_size = Vector2(96, 0)
row.add_child(lbl)
var edit := LineEdit.new()
edit.secret = true
edit.max_length = 6
edit.placeholder_text = hint
edit.virtual_keyboard_type = LineEdit.KEYBOARD_TYPE_NUMBER
edit.custom_minimum_size = Vector2(360, 44) if _mobile_mode else Vector2(160, 28)
row.add_child(edit)
box.add_child(row)
edits.append(edit)
_change_pw_dialog.add_child(box)
_change_pw_dialog.confirmed.connect(func() -> void:
var old_pw := edits[0].text
var new_pw := edits[1].text
if new_pw != edits[2].text:
if is_instance_valid(_status):
_status.text = "两次输入的新密码不一致"
elif old_pw.is_empty() or new_pw.is_empty() or new_pw.length() > 6 \
or old_pw.length() > 6:
if is_instance_valid(_status):
_status.text = "密码须为 16 位"
elif not client.safebox_change_password(old_pw, new_pw):
if is_instance_valid(_status):
_status.text = "修改密码请求发送失败"
else:
if is_instance_valid(_status):
_status.text = "已提交修改密码请求"
_change_pw_dialog.queue_free()
_change_pw_dialog = null)
_change_pw_dialog.canceled.connect(func() -> void:
_change_pw_dialog.queue_free()
_change_pw_dialog = null)
if _mobile_mode:
_change_pw_dialog.set_meta("mobile_modal", true)
_change_pw_dialog.set_meta("mobile_title", "修改仓库密码")
_change_pw_dialog.min_size = Vector2i(560, 320)
_change_pw_dialog.size = Vector2i(560, 320)
_root.add_child(_change_pw_dialog)
if _mobile_mode:
_change_pw_dialog.popup_centered(Vector2i(560, 320))
else:
_change_pw_dialog.popup_centered()
func _row(it: Dictionary) -> Control:
var row := HBoxContainer.new()
row.custom_minimum_size = Vector2(300, 0)
@@ -368,6 +436,13 @@ func _build(parent: Node) -> void:
next.size = Vector2(28, 24)
next.pressed.connect(func(): _change_page(1))
_root.add_child(next)
var change_pw := Button.new()
change_pw.text = "改密"
change_pw.position = Vector2(186, 6)
change_pw.size = Vector2(42, 24)
change_pw.add_theme_font_size_override("font_size", 11)
change_pw.pressed.connect(_ask_change_password)
_root.add_child(change_pw)
_gold = Label.new()
_gold.text = "仓库金币: 0"
_gold.position = Vector2(12, 30)