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
1.8 KiB
C++
45 lines
1.8 KiB
C++
// 区块二进制:height.raw / tile.raw / attr.atr / water.wtr。
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// 真值来源:PRTerrainLib/Terrain.cpp(LoadHeightMap / RAW_LoadTileMap / LoadAttrMap /
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// LoadWaterMapFile)+ Terrain.h / TerrainType.h 常量。SHINSOO §5.3。
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//
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// XSIZE = 128
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// height.raw : 无头,u16 LE [131*131] (HEIGHTMAP_RAW = XSIZE+3)
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// tile.raw : 无头,u8 [258*258] (TILEMAP_RAW = XSIZE*2+2)
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// attr.atr : 6B 头 {u16 magic=2634, u16 w=256, u16 h=256} + u8 [256*256]
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// water.wtr : 7B 头 {u16 magic=5426, u16 w=128, u16 h=128, u8 layers}
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// + u8 [128*128] + layers×(u16 或 u32) 层高
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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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namespace fmt {
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constexpr int HEIGHTMAP_RAW_XY = 131; // 128+3
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constexpr int TILEMAP_RAW_XY = 258; // 128*2+2
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constexpr int ATTRMAP_XY = 256; // 128*2
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constexpr int WATERMAP_XY = 128;
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constexpr uint16_t ATTR_MAGIC = 2634;
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constexpr uint16_t WATER_MAGIC = 5426;
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struct HeightMap {
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std::vector<uint16_t> raw; // 131*131, 行主序(含 1 圈边界样本)
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uint16_t at(int sx, int sy) const { // 与 Terrain.h GetHeight 一致:+1 偏移
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return raw[(sy + 1) * HEIGHTMAP_RAW_XY + (sx + 1)];
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}
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};
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struct TileMap { std::vector<uint8_t> raw; }; // 258*258
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struct AttrMap { std::vector<uint8_t> data; }; // 256*256(去头)
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struct WaterMap {
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uint8_t layer_count = 0;
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std::vector<uint8_t> ids; // 128*128;0xFF = 无水
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std::vector<int32_t> heights; // layer_count 个
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};
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bool load_height_map(const std::string& path, HeightMap& out, std::string* err);
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bool load_tile_map(const std::string& path, TileMap& out, std::string* err);
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bool load_attr_map(const std::string& path, AttrMap& out, std::string* err);
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bool load_water_map(const std::string& path, WaterMap& out, std::string* err);
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} // namespace fmt
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