Files
mtgodot-poc/project/ui/ground_items.gd
T
shenandClaude Sonnet 5 47baf6c0c6 Metin2 game client (P0–P11) + mobile asset pipeline
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
2026-08-31 20:02:12 +09:00

126 lines
3.8 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# GroundItems (P2) —— 世界里的掉落物:GC_ITEM_GROUND_ADD/DEL → 小物体 + 名条 + 拾取。
#
# var gi := preload("res://ui/ground_items.gd").new()
# add_child(gi)
# gi.setup(m2client, mount_node, player_getter, proto, item_list)
# # 按拾取键时: gi.try_pickup() -> 捡最近的一个(<PICKUP_RANGE m
#
# M2Client.ground_item_added(Dict{vid,vnum,pos,owner}) / ground_item_removed(vid) 驱动。
extends Node
const PICKUP_RANGE := 3.0
var client: Node
var mount: Node3D
var proto: Node
var item_list: RefCounted
var _player_getter: Callable
var _by_vid := {} # vid -> Node3D
func setup(m2client: Node, mount_node: Node3D, player_getter: Callable,
proto_node: Node = null, il: RefCounted = null) -> void:
client = m2client
mount = mount_node
proto = proto_node
item_list = il
_player_getter = player_getter
if client.has_signal("ground_item_added"):
client.ground_item_added.connect(_on_added)
if client.has_signal("ground_item_removed"):
client.ground_item_removed.connect(_on_removed)
# 已在场的(重连)
if client.has_method("get_ground_items"):
for d in client.get_ground_items():
_on_added(d)
func _on_added(d: Dictionary) -> void:
var vid := int(d.get("vid", 0))
if vid == 0:
return
var vnum := int(d.get("vnum", 0))
var owner := String(d.get("owner", ""))
if _by_vid.has(vid):
var existing: Node3D = _by_vid[vid]
if is_instance_valid(existing):
(existing.get_node("tag") as Label3D).text = _tag_text(vnum, owner)
return
var node := Node3D.new()
node.name = "drop_%d" % vid
node.position = d.get("pos", Vector3.ZERO)
var mesh := MeshInstance3D.new()
var box := BoxMesh.new()
box.size = Vector3(0.25, 0.25, 0.25)
mesh.mesh = box
mesh.position.y = 0.3
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.85, 0.3)
mat.emission_enabled = true
mat.emission = Color(0.6, 0.5, 0.1)
mesh.material_override = mat
node.add_child(mesh)
var tag := Label3D.new()
tag.name = "tag"
tag.text = _tag_text(vnum, owner)
tag.position.y = 0.75
tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
tag.no_depth_test = true
tag.pixel_size = 0.005
tag.modulate = Color(1.0, 0.9, 0.5)
node.add_child(tag)
node.set_meta("vid", vid)
mount.add_child(node)
_by_vid[vid] = node
func _on_removed(vid: int) -> void:
var n: Node3D = _by_vid.get(vid, null)
if n:
_by_vid.erase(vid)
n.queue_free()
func _process(dt: float) -> void:
var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null
if p == null:
return
var t := Time.get_ticks_msec() / 1000.0
for vid in _by_vid:
var n: Node3D = _by_vid[vid]
if is_instance_valid(n):
var m := n.get_child(0) as MeshInstance3D
if m:
m.rotation.y = t * 2.0
# 近了名条高亮
var near := p.global_position.distance_to(n.global_position) <= PICKUP_RANGE
(n.get_node("tag") as Label3D).modulate = Color(0.4, 1.0, 0.4) if near else Color(1.0, 0.9, 0.5)
# 捡最近的一个(范围内)。返回捡的 vid,0 = 没有。
func try_pickup() -> int:
var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null
if p == null or client == null:
return 0
var best_vid := 0
var best_d := PICKUP_RANGE
for vid in _by_vid:
var n: Node3D = _by_vid[vid]
if not is_instance_valid(n):
continue
var d := p.global_position.distance_to(n.global_position)
if d < best_d:
best_d = d
best_vid = int(vid)
if best_vid != 0:
client.pickup_item(best_vid)
return best_vid
func _name_for(vnum: int) -> String:
if proto:
var pd: Dictionary = proto.item(vnum)
if not pd.is_empty():
return String(pd.get("locale_name", pd.get("name", "item %d" % vnum)))
if item_list and item_list.has(vnum):
return item_list.type_of(vnum)
return "item %d" % vnum
func _tag_text(vnum: int, owner: String) -> String:
var text := _name_for(vnum)
return "%s (%s)" % [text, owner] if not owner.is_empty() else text