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
61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
// .msenv(首行 `ScriptType EnvrionmentData` —— 原格式拼写错误,照收)。
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// 文本,`Group NAME { ... }` + `List NAME { ... }`(匿名 rgba 行)。SHINSOO §5.5。
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// 真值:ETC/ymir work/environment/*.msenv 实测 + EterLib 环境类。W5 用。
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#pragma once
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#include <array>
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#include <string>
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#include <vector>
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namespace fmt {
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using Rgba = std::array<float, 4>;
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using Vec3f = std::array<float, 3>;
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using Vec2f = std::array<float, 2>;
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struct EnvDirLight {
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Vec3f direction{{0, 0, 0}};
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bool bg_enable = false, ch_enable = false;
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Rgba bg_diffuse{{1, 1, 1, 1}}, bg_ambient{{0, 0, 0, 1}};
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Rgba ch_diffuse{{1, 1, 1, 1}}, ch_ambient{{0, 0, 0, 1}};
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};
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struct EnvMaterial {
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Rgba diffuse{{1, 1, 1, 1}}, ambient{{1, 1, 1, 1}}, emissive{{0, 0, 0, 1}};
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};
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struct EnvFog {
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// 两种写法:老版 `Enable`/`NearDistance`/`FarDistance`;A1 实盘用 `foglevel`(0=关,>0=开)。
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bool enable = false; // Enable != 0 || fog_level > 0
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int fog_level = 0; // foglevel
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float near_distance = 0, far_distance = 0;
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Rgba color{{1, 1, 1, 1}};
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};
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struct EnvSkyBox {
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Vec3f scale{{1, 1, 1}};
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int gradient_level_upper = 0, gradient_level_lower = 0;
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Vec2f cloud_scale{{1, 1}}, cloud_texture_scale{{1, 1}}, cloud_speed{{0, 0}};
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float cloud_height = 0;
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std::string cloud_texture;
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std::vector<Rgba> cloud_color; // List CloudColor
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std::vector<Rgba> gradient; // List Gradient(成对 = 一段渐变的上下色)
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};
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struct EnvLensFlare {
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bool enable = false, main_flare_enable = false;
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Rgba brightness_color{{1, 1, 1, 1}};
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float max_brightness = 0, main_flare_size = 0;
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std::string main_flare_texture;
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};
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struct Environment {
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std::string script_type; // "EnvrionmentData"
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float script_version = 0;
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EnvDirLight dir_light;
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EnvMaterial material;
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EnvFog fog;
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EnvSkyBox sky;
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EnvLensFlare lens_flare;
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};
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bool parse_environment(const std::string& text, Environment& out, std::string* err);
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bool parse_environment_file(const std::string& path, Environment& out, std::string* err);
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} // namespace fmt
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