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
227 lines
6.7 KiB
GDScript
227 lines
6.7 KiB
GDScript
# QuestDialog (P7) —— 渲染 GC_SCRIPT 的 NPC 对话(EventManager 脚本,客户端只渲染)。
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#
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# var qd := preload("res://ui/quest_dialog.gd").new()
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# add_child(qd)
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# qd.setup(m2client, canvas_parent)
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#
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# 脚本格式(`CPythonEventManager`):纯文本 + `[命令 arg(值)]` token 交错。
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# [ENTER] 换行
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# [CLEAR] 清空
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# [NEXT] / [DONE] 「继续 / 关闭」按钮 -> M2Client.script_answer(255)
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# [QUESTION arg("是") arg("否")] 选项按钮 -> script_answer(0..N-1)
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# [LETTER value("...")] 追加文本(旧写法)
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# [INPUT] 显示文本输入框,提交 -> M2Client.quest_input()
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# [SELECT_ITEM] 要求从背包选一颗魔石 -> 发 select_item_requested 信号(打开 SelectItemUI)
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# [CONFIRM_WAIT] 等:本版忽略
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#
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# quest_confirm_ask(GC_QUEST_CONFIRM)也在这里弹 是/否 -> quest_confirm(yes, pid)。
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extends Node
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signal opened()
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signal closed()
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# EventManager EVENT_TYPE_SELECT_ITEM —— 对应 interfacemodule.BINARY_OpenSelectItemWindow
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signal select_item_requested()
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var client: Node
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var _root: Control
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var _text: RichTextLabel
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var _btnrow: VBoxContainer
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var _confirm_pid := 0
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func setup(m2client: Node, parent: Node) -> void:
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client = m2client
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set_process_unhandled_input(true)
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_build(parent)
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if client.has_signal("script_dialog"):
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client.script_dialog.connect(_on_script)
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if client.has_signal("quest_confirm_ask"):
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client.quest_confirm_ask.connect(_on_confirm)
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func is_open() -> bool:
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return _root != null and _root.visible
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# --- 收 GC_SCRIPT ------------------------------------------------------
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func _on_script(_skin: int, text: String) -> void:
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var parsed := parse_script(text)
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if parsed.body.strip_edges() == "" and parsed.choices.is_empty():
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close()
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return
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_text.text = parsed.body
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_fill_buttons(parsed.choices, parsed.has_next, parsed.has_input)
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_root.visible = true
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opened.emit()
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if parsed.has_select_item:
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select_item_requested.emit()
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func _on_confirm(msg: String, _timeout: int, request_pid: int) -> void:
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_confirm_pid = request_pid
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_text.text = msg
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_fill_confirm()
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_root.visible = true
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opened.emit()
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func close() -> void:
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if _root:
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_root.visible = false
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closed.emit()
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func _unhandled_input(event: InputEvent) -> void:
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if not is_open() or not (event is InputEventKey):
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return
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var key := event as InputEventKey
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if key.pressed and not key.echo and key.keycode == KEY_ESCAPE:
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# The legacy client sends QUEST_CANCEL when the active script is dismissed
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# with Escape; ordinary answer buttons continue to use SCRIPT_ANSWER.
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if client and client.has_method("quest_cancel"):
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client.quest_cancel()
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close()
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get_viewport().set_input_as_handled()
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# --- 脚本解析 --------------------------------------------------------
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# -> { body: String, choices: [String], has_next: bool }
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func parse_script(src: String) -> Dictionary:
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var body := ""
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var choices := []
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var has_next := false
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var has_input := false
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var has_select_item := false
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var i := 0
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var n := src.length()
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while i < n:
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var c := src[i]
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if c == "[":
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var close_i := src.find("]", i)
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if close_i == -1:
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body += src.substr(i)
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break
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var tok := src.substr(i + 1, close_i - i - 1).strip_edges()
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i = close_i + 1
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var name := tok.split(" ", false)[0].to_upper() if tok != "" else ""
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match name:
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"ENTER":
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body += "\n"
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"CLEAR", "CLEAR_TEXT":
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body = ""
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"NEXT", "DONE":
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has_next = true
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"QUESTION":
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for m in _rx_args(tok):
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choices.append(m)
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"INPUT":
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has_input = true
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"SELECT_ITEM":
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has_select_item = true
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"LETTER":
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var vv := _rx_args(tok)
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if vv.size() > 0:
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body += vv[0]
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_:
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pass # COLOR/DELAY/WAIT/IMAGE/... 忽略
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else:
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body += c
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i += 1
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return {"body": body.strip_edges(), "choices": choices, "has_next": has_next,
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"has_input": has_input, "has_select_item": has_select_item}
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# 抓 tok 里所有 arg("...") / value("...") 的字符串
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func _rx_args(tok: String) -> Array:
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var out := []
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var i := 0
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while true:
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var q1 := tok.find('"', i)
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if q1 == -1:
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break
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var q2 := tok.find('"', q1 + 1)
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if q2 == -1:
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break
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out.append(tok.substr(q1 + 1, q2 - q1 - 1))
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i = q2 + 1
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return out
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# --- UI --------------------------------------------------------------
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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_CENTER)
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_root.position = Vector2(-230, -160)
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_root.size = Vector2(460, 300)
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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(0.08, 0.07, 0.06, 0.97)
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sb.border_color = Color(0.5, 0.42, 0.3)
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sb.set_border_width_all(1)
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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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_text = RichTextLabel.new()
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_text.bbcode_enabled = true
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_text.position = Vector2(16, 14)
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_text.size = Vector2(428, 200)
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_text.add_theme_font_size_override("normal_font_size", 13)
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_root.add_child(_text)
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_btnrow = VBoxContainer.new()
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_btnrow.position = Vector2(16, 222)
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_btnrow.custom_minimum_size = Vector2(428, 0)
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_btnrow.add_theme_constant_override("separation", 4)
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_root.add_child(_btnrow)
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func _clear_buttons() -> void:
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for c in _btnrow.get_children():
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c.queue_free()
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func _fill_buttons(choices: Array, has_next: bool, has_input := false) -> void:
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_clear_buttons()
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if has_input:
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var input := LineEdit.new()
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input.placeholder_text = "请输入"
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input.custom_minimum_size = Vector2(428, 28)
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_btnrow.add_child(input)
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var submit := _mkbtn("提交")
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submit.pressed.connect(func(): _submit_input(input))
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input.text_submitted.connect(func(_text): _submit_input(input))
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return
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if choices.is_empty():
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var b := _mkbtn("继续" if has_next else "关闭")
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b.pressed.connect(func():
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client.script_answer(255)
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close())
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return
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for i in choices.size():
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var idx := i
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var b := _mkbtn(String(choices[i]))
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b.pressed.connect(func():
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client.script_answer(idx)
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close())
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func _submit_input(input: LineEdit) -> void:
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if client and client.has_method("quest_input") and client.quest_input(input.text):
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close()
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func _fill_confirm() -> void:
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_clear_buttons()
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 8)
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_btnrow.add_child(row)
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for spec in [["接受", true], ["拒绝", false]]:
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var yes: bool = spec[1]
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var b := Button.new()
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b.text = spec[0]
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b.custom_minimum_size = Vector2(120, 30)
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b.pressed.connect(func():
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client.quest_confirm(yes, _confirm_pid)
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close())
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row.add_child(b)
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func _mkbtn(text: String) -> Button:
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var b := Button.new()
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b.text = text
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b.custom_minimum_size = Vector2(428, 26)
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_btnrow.add_child(b)
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return b
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