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
59 lines
1.9 KiB
GDScript
59 lines
1.9 KiB
GDScript
# 窗口渲染 + 顶视/斜视截图(W2-W4 视觉核对)。非 headless。
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# godot --path project --script world_shot.gd --quit-after 90
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extends SceneTree
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var _w: Node
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var _frames := 0
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func _init() -> void:
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var assets: String = AssetRoot.path()
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_w = ClassDB.instantiate("Metin2World")
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_w.set("assets_root", assets)
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_w.set("map_path", "OutdoorA1/metin2_map_a1")
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_w.set("auto_load", false)
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get_root().add_child(_w)
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var ok: bool = _w.call("load_map")
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var rep: Dictionary = _w.call("get_load_report")
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print("ok=", ok, " report=", rep)
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var msx: float = float(rep["map_size_x"]) * 256.0
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var msy: float = float(rep["map_size_y"]) * 256.0
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# 光照 / 天空 / 雾 / 色调由 Metin2World 从 A1.msenv 建(env_ok=%s)
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print("env_ok=", rep.get("env_ok"), " fog_level=", rep.get("fog_level"))
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var top := Camera3D.new()
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top.name = "TopCam"
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top.projection = Camera3D.PROJECTION_ORTHOGONAL
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top.size = max(msx, msy) * 1.05
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top.position = Vector3(msx * 0.5, 3000.0, msy * 0.5)
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top.rotation_degrees = Vector3(-90.0, 0.0, 0.0)
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top.far = 8000.0
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get_root().add_child(top)
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var persp := Camera3D.new()
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persp.name = "PerspCam"
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persp.fov = 55.0
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persp.position = Vector3(msx * 0.35, 260.0, msy * 0.62)
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persp.look_at(Vector3(msx * 0.5, 150.0, msy * 0.45))
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persp.far = 6000.0
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get_root().add_child(persp)
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top.make_current()
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func _process(_dt: float) -> bool:
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_frames += 1
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var outdir: String = ProjectSettings.globalize_path("res://../test/golden")
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DirAccess.make_dir_recursive_absolute(outdir)
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if _frames == 6:
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var img := get_root().get_texture().get_image()
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img.save_png(outdir + "/world-a1-terrain-top.png")
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print("saved terrain-top.png ", img.get_size())
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get_root().get_node("PerspCam").make_current()
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elif _frames == 12:
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var img2 := get_root().get_texture().get_image()
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img2.save_png(outdir + "/world-a1-persp.png")
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print("saved world-a1-persp.png ", img2.get_size())
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quit(0)
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return false
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