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
91 lines
2.7 KiB
GDScript
91 lines
2.7 KiB
GDScript
# QuestLog (P7) —— 任务日志窗:GC_QUEST_INFO 的条目列表。
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#
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# var ql := preload("res://ui/quest_log.gd").new()
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# add_child(ql)
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# ql.setup(m2client, canvas_parent)
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# ql.toggle() # J 键
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#
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# 每条: 图标(占位) + 标题 + counter「名: 值」 + clock「名: 值」。
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# `quest_info` 信号来时刷新。空标题的条目视为「已完成 / 移除」。
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extends Node
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var client: Node
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var _root: Control
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var _list: VBoxContainer
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func setup(m2client: Node, parent: Node) -> void:
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client = m2client
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_build(parent)
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if client.has_signal("quest_info"):
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client.quest_info.connect(func(_i): refresh())
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func is_open() -> bool:
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return _root != null and _root.visible
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func toggle() -> void:
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_root.visible = not _root.visible
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if _root.visible:
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refresh()
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func refresh() -> void:
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if not is_open() or client == null:
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return
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for c in _list.get_children():
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c.queue_free()
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var quests: Array = client.get_quests()
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if quests.is_empty():
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var e := Label.new()
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e.text = "(无进行中的任务)"
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e.add_theme_font_size_override("font_size", 12)
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_list.add_child(e)
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return
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for q in quests:
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if String(q.get("title", "")).strip_edges() == "":
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continue
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var box := VBoxContainer.new()
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box.add_theme_constant_override("separation", 1)
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var t := Label.new()
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t.text = "◆ " + String(q.get("title", ""))
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t.add_theme_font_size_override("font_size", 13)
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box.add_child(t)
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var cn := String(q.get("counter_name", ""))
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if cn != "":
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var cl := Label.new()
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cl.text = " %s: %d" % [cn, int(q.get("counter_value", 0))]
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cl.add_theme_font_size_override("font_size", 11)
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cl.modulate = Color(0.8, 0.85, 0.7)
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box.add_child(cl)
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var kn := String(q.get("clock_name", ""))
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if kn != "":
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var kl := Label.new()
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kl.text = " %s: %d" % [kn, int(q.get("clock_value", 0))]
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kl.add_theme_font_size_override("font_size", 11)
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kl.modulate = Color(0.7, 0.8, 0.9)
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box.add_child(kl)
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_list.add_child(box)
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func _build(parent: Node) -> void:
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_root = Control.new()
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_root.set_anchors_preset(Control.PRESET_TOP_RIGHT)
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_root.position = Vector2(-320, 60)
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_root.size = Vector2(300, 360)
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_root.visible = false
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_root.set_meta("is_titlebar", true)
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parent.add_child(_root)
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var panel := Panel.new()
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panel.set_anchors_preset(Control.PRESET_FULL_RECT)
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var sb := StyleBoxFlat.new()
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sb.bg_color = Color(0.07, 0.08, 0.1, 0.95)
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sb.set_corner_radius_all(4)
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panel.add_theme_stylebox_override("panel", sb)
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_root.add_child(panel)
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var title := Label.new()
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title.text = "任务日志"
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title.position = Vector2(12, 8)
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_root.add_child(title)
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_list = VBoxContainer.new()
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_list.position = Vector2(12, 34)
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_list.custom_minimum_size = Vector2(276, 0)
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_list.add_theme_constant_override("separation", 8)
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_root.add_child(_list)
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