Commit Graph
2 Commits
Author SHA1 Message Date
shenleiandClaude Sonnet 5 d7711ba5f0 40250 classic: increment 50 (Phase 1 W3) — §8.3 in-game help window
Implement the in-game Help window as a 1:1 migration of uihelp.py's
HelpWindow (single-page: ENABLE_HELP_MULTIPAGE = 0 -> LoadDialogSinglePage).

- project/ui/help_ui.gd (new): loads the real helpwindow.py uiscript via
  UiScript -> UiBuild; _relabel() resolves the <HELP_*>/<CLOSE> placeholders
  (produced when UiManager has no locale callback) from the project Locale
  table (en) with verbatim English fallbacks, covering the original script's
  two duplicate help_02 rows (right/middle camera). open/close/toggle/is_open;
  close_button -> close; ESC handled by the UiManager window stack.
- project/ui/system_menu_ui.gd: help_button changed from the placeholder toast
  to close() + open_help(); adds const HelpUI, an injectable help_ui member,
  _ensure_help() (lazy build, reuses the menu's ui/client/assets_root),
  open_help(), toggle_help(); setup() gains an optional 6th arg (old 5-arg
  callers unaffected).
- project/game_scene.gd: single elif in _unhandled_input — KEY_H without
  ctrl/meta -> system_menu_ui.toggle_help() (Ctrl+H stays free for
  /user_horse_ride).
- project/help_ui_test.gd (new): headless SceneTree test — helpwindow.py load,
  19 verbatim help rows + taskbar labels bound and non-placeholder,
  close_button text, rows() helper, close/open/toggle, ESC stack top,
  SystemMenuUI.open_help() lazy build.

Tests: help_ui_test, system_menu_ui_test, gamescene_test, ui_test all PASS
(plus system_option_ui_test, char_status_ui_test). No build/ in this worktree
so C++ ctest not run (no C++ change). Real-server and visual (.sub textures)
not verified. Docs: CLIENT-GAP.md W3 row + increment 50 bullet;
CLIENT-GAP-FIX.md §8.3 status/改动/测试/验收 + C.5 batch record.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
2026-09-02 15:34:36 +09:00
shenandClaude Sonnet 5 47baf6c0c6 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
2026-08-31 20:02:12 +09:00