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
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#pragma once
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// Metin2Proto — GDExtension node exposing item_proto / mob_proto to GDScript.
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//
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// var proto = Metin2Proto.new()
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// proto.load_item_proto("<assets>/locale/locale/en/item_proto")
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// var d := proto.item(19) # { vnum, name, locale_name, type, sub_type, ... }
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//
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// Used by the P2 inventory/equipment windows for names / types / tooltips and by
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// the equip->model path.
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/variant/array.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <cstdint>
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#include <unordered_map>
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#include "proto.h"
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namespace mtgodot {
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class Metin2Proto : public godot::Node {
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GDCLASS(Metin2Proto, godot::Node)
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public:
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bool load_item_proto(const godot::String &path);
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bool load_mob_proto(const godot::String &path);
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godot::Dictionary item(int vnum) const;
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godot::Dictionary mob(int vnum) const;
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int item_count() const { return (int)m_item.elements; }
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int mob_count() const { return (int)m_mob.elements; }
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godot::String get_last_error() const { return last_error; }
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protected:
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static void _bind_methods();
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private:
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mtproto::Proto m_item;
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mtproto::Proto m_mob;
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std::unordered_map<uint32_t, uint32_t> m_item_ix; // vnum -> record index
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std::unordered_map<uint32_t, uint32_t> m_mob_ix;
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godot::String last_error;
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};
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} // namespace mtgodot
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