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
45 lines
1.3 KiB
GDScript
45 lines
1.3 KiB
GDScript
# love_ui_test — 情侣状态窗随 GC_LOVER_INFO / LOVE_POINT_UPDATE 的桥接信号更新。
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extends SceneTree
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const LoveUI = preload("res://ui/love_ui.gd")
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class FakeClient extends Node:
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signal lover_changed(lover: Dictionary)
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var lover := {"valid": false, "name": "", "love_point": 0}
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func get_lover() -> Dictionary:
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return lover
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var failed := 0
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func _check(ok: bool, message: String) -> void:
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if not ok:
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failed += 1
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printerr("FAIL: " + message)
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func _init() -> void:
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await _run()
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if failed == 0:
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print("PASS: love_ui_test (lover state panel)")
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quit(0)
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else:
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quit(1)
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func _run() -> void:
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var canvas := CanvasLayer.new()
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var client := FakeClient.new()
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var love := LoveUI.new()
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get_root().add_child(canvas)
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get_root().add_child(client)
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get_root().add_child(love)
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love.setup(client, canvas)
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_check(not love._root.visible, "no lover keeps panel hidden")
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client.lover = {"valid": true, "name": "Partner", "love_point": 63}
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client.lover_changed.emit(client.lover)
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await process_frame
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_check(love._root.visible, "lover info shows panel")
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_check(love._name.text == "♥ Partner", "lover name rendered")
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_check(int(love._bar.value) == 63, "lover point rendered")
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client.lover["love_point"] = 88
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client.lover_changed.emit(client.lover)
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await process_frame
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_check(int(love._bar.value) == 88, "love point update refreshes bar")
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